#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
+#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"};
+#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"};
float mod_md3_sin[320];
+static size_t Mod_Skeltal_AnimateVertices_maxbonepose = 0;
+static void *Mod_Skeltal_AnimateVertices_bonepose = NULL;
+void Mod_Skeletal_FreeBuffers(void)
+{
+ if(Mod_Skeltal_AnimateVertices_bonepose)
+ Mem_Free(Mod_Skeltal_AnimateVertices_bonepose);
+ Mod_Skeltal_AnimateVertices_maxbonepose = 0;
+ Mod_Skeltal_AnimateVertices_bonepose = NULL;
+}
+void *Mod_Skeletal_AnimateVertices_AllocBuffers(size_t nbytes)
+{
+ if(Mod_Skeltal_AnimateVertices_maxbonepose < nbytes)
+ {
+ if(Mod_Skeltal_AnimateVertices_bonepose)
+ Mem_Free(Mod_Skeltal_AnimateVertices_bonepose);
+ Mod_Skeltal_AnimateVertices_bonepose = Z_Malloc(nbytes);
+ Mod_Skeltal_AnimateVertices_maxbonepose = nbytes;
+ }
+ return Mod_Skeltal_AnimateVertices_bonepose;
+}
+
+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)
+{
+#ifdef SSE_POSSIBLE
+ if(r_skeletal_use_sse_defined)
+ if(r_skeletal_use_sse.integer)
+ {
+ Mod_Skeletal_AnimateVertices_SSE(model, frameblend, skeleton, vertex3f, normal3f, svector3f, tvector3f);
+ return;
+ }
+#endif
+ Mod_Skeletal_AnimateVertices_Generic(model, frameblend, skeleton, vertex3f, normal3f, svector3f, tvector3f);
+}
+
+#ifdef SSE_POSSIBLE
+#ifndef SSE_PRESENT
+// code from SDL, shortened as we can expect CPUID to work
+static int CPUID_Features(void)
+{
+ int features = 0;
+# if defined(__GNUC__) && defined(__i386__)
+ __asm__ (
+" movl %%ebx,%%edi\n"
+" xorl %%eax,%%eax \n"
+" incl %%eax \n"
+" cpuid # Get family/model/stepping/features\n"
+" movl %%edx,%0 \n"
+" movl %%edi,%%ebx\n"
+ : "=m" (features)
+ :
+ : "%eax", "%ecx", "%edx", "%edi"
+ );
+# elif (defined(_MSC_VER) && defined(_M_IX86)) || defined(__WATCOMC__)
+ __asm {
+ xor eax, eax
+ inc eax
+ cpuid ; Get family/model/stepping/features
+ mov features, edx
+ }
+# else
+# error SSE_POSSIBLE set but no CPUID implementation
+# endif
+ return features;
+}
+#endif
+static qboolean Have_SSE(void)
+{
+ // COMMANDLINEOPTION: SSE: -nosse disables SSE support and detection
+ if(COM_CheckParm("-nosse"))
+ return false;
+ // COMMANDLINEOPTION: SSE: -forcesse enables SSE support and disables detection
+#ifdef SSE_PRESENT
+ return true;
+#else
+ if(COM_CheckParm("-forcesse"))
+ return true;
+ if(CPUID_Features() & (1 << 25))
+ return true;
+ return false;
+#endif
+}
+#endif
+
void Mod_AliasInit (void)
{
int i;
Cvar_RegisterVariable(&r_skeletal_debugtranslatex);
Cvar_RegisterVariable(&r_skeletal_debugtranslatey);
Cvar_RegisterVariable(&r_skeletal_debugtranslatez);
+ Cvar_RegisterVariable(&mod_alias_supporttagscale);
for (i = 0;i < 320;i++)
mod_md3_sin[i] = sin(i * M_PI * 2.0f / 256.0);
+#ifdef SSE_POSSIBLE
+ {
+ if(Have_SSE())
+ {
+ 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
}
-void Mod_Alias_GetMesh_Vertices(const model_t *model, const frameblend_t *frameblend, float *vertex3f, float *normal3f, float *svector3f, float *tvector3f)
+int Mod_Skeletal_AddBlend(dp_model_t *model, const blendweights_t *newweights)
{
-#define MAX_BONES 256
- if (model->surfmesh.data_vertexweightindex4i)
+ 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;
+}
+
+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)
{
- // vertex weighted skeletal
- int i, k;
- float boneposerelative[MAX_BONES][12];
- // interpolate matrices and concatenate them to their parents
- for (i = 0;i < model->num_bones;i++)
+ for (i = 0; i < 4;i++)
{
- int blends;
- float *matrix, m[12], bonepose[MAX_BONES][12];
- for (k = 0;k < 12;k++)
- m[k] = 0;
- for (blends = 0;blends < 4 && 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;
+ if(newweights.influence[i] < 255 && total < 255)
+ {
+ newweights.influence[i]++;
+ total++;
}
- 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]);
- else
- for (k = 0;k < 12;k++)
- bonepose[i][k] = m[k];
- // create a relative deformation matrix to describe displacement
- // from the base mesh, which is used by the actual weighting
- R_ConcatTransforms(bonepose[i], model->data_baseboneposeinverse + i * 12, boneposerelative[i]);
}
- // blend the vertex bone weights
- // special case for the extremely common wf[0] == 1 because it saves 3 multiplies per array when compared to the other case (w[0] is always 1 if only one bone controls this vertex, artists only use multiple bones for certain special cases)
- // special case for the first bone because it avoids the need to memset the arrays before filling
+ }
+ return Mod_Skeletal_AddBlend(model, &newweights);
+}
+
+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++)
+ {
+ const md3vertex_t *verts = model->surfmesh.data_morphmd3vertex + numverts * frameblend[blendnum].subframe;
+ if (vertex3f)
{
- const float *v = model->surfmesh.data_vertex3f;
- const int *wi = model->surfmesh.data_vertexweightindex4i;
- const float *wf = model->surfmesh.data_vertexweightinfluence4f;
- memset(vertex3f, 0, sizeof(float[3]) * model->surfmesh.num_vertices);
- for (i = 0;i < model->surfmesh.num_vertices;i++, v += 3, wi += 4, wf += 4, vertex3f += 3)
+ float scale = frameblend[blendnum].lerp * (1.0f / 64.0f);
+ if (blendnum == 0)
{
- if (wf[0] == 1)
+ for (i = 0;i < numverts;i++)
{
- const float *m = boneposerelative[wi[0]];
- vertex3f[0] = (v[0] * m[0] + v[1] * m[1] + v[2] * m[ 2] + m[ 3]);
- vertex3f[1] = (v[0] * m[4] + v[1] * m[5] + v[2] * m[ 6] + m[ 7]);
- vertex3f[2] = (v[0] * m[8] + v[1] * m[9] + v[2] * m[10] + m[11]);
+ 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
+ }
+ else
+ {
+ for (i = 0;i < numverts;i++)
{
- const float *m = boneposerelative[wi[0]];
- float f = wf[0];
- vertex3f[0] = f * (v[0] * m[0] + v[1] * m[1] + v[2] * m[ 2] + m[ 3]);
- vertex3f[1] = f * (v[0] * m[4] + v[1] * m[5] + v[2] * m[ 6] + m[ 7]);
- vertex3f[2] = f * (v[0] * m[8] + v[1] * m[9] + v[2] * m[10] + m[11]);
- for (k = 1;k < 4 && wf[k];k++)
- {
- const float *m = boneposerelative[wi[k]];
- float f = wf[k];
- vertex3f[0] += f * (v[0] * m[0] + v[1] * m[1] + v[2] * m[ 2] + m[ 3]);
- vertex3f[1] += f * (v[0] * m[4] + v[1] * m[5] + v[2] * m[ 6] + m[ 7]);
- vertex3f[2] += f * (v[0] * m[8] + v[1] * m[9] + v[2] * m[10] + m[11]);
- }
+ 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)
{
- const float *n = model->surfmesh.data_normal3f;
- const int *wi = model->surfmesh.data_vertexweightindex4i;
- const float *wf = model->surfmesh.data_vertexweightinfluence4f;
- memset(normal3f, 0, sizeof(float[3]) * model->surfmesh.num_vertices);
- for (i = 0;i < model->surfmesh.num_vertices;i++, n += 3, wi += 4, wf += 4, normal3f += 3)
+ float lerp = frameblend[blendnum].lerp;
+ if (blendnum == 0)
{
- if (wf[0] == 1)
+ for (i = 0;i < numverts;i++)
{
- const float *m = boneposerelative[wi[0]];
- normal3f[0] = (n[0] * m[0] + n[1] * m[1] + n[2] * m[ 2]);
- normal3f[1] = (n[0] * m[4] + n[1] * m[5] + n[2] * m[ 6]);
- normal3f[2] = (n[0] * m[8] + n[1] * m[9] + n[2] * m[10]);
+ 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
+ }
+ else
+ {
+ for (i = 0;i < numverts;i++)
{
- const float *m = boneposerelative[wi[0]];
- float f = wf[0];
- normal3f[0] = f * (n[0] * m[0] + n[1] * m[1] + n[2] * m[ 2]);
- normal3f[1] = f * (n[0] * m[4] + n[1] * m[5] + n[2] * m[ 6]);
- normal3f[2] = f * (n[0] * m[8] + n[1] * m[9] + n[2] * m[10]);
- for (k = 1;k < 4 && wf[k];k++)
- {
- const float *m = boneposerelative[wi[k]];
- float f = wf[k];
- normal3f[0] += f * (n[0] * m[0] + n[1] * m[1] + n[2] * m[ 2]);
- normal3f[1] += f * (n[0] * m[4] + n[1] * m[5] + n[2] * m[ 6]);
- normal3f[2] += f * (n[0] * m[8] + n[1] * m[9] + n[2] * m[10]);
- }
+ 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 float *sv = model->surfmesh.data_svector3f;
- const int *wi = model->surfmesh.data_vertexweightindex4i;
- const float *wf = model->surfmesh.data_vertexweightinfluence4f;
- memset(svector3f, 0, sizeof(float[3]) * model->surfmesh.num_vertices);
- for (i = 0;i < model->surfmesh.num_vertices;i++, sv += 3, wi += 4, wf += 4, svector3f += 3)
+ const texvecvertex_t *texvecvert = model->surfmesh.data_morphtexvecvertex + numverts * frameblend[blendnum].subframe;
+ float f = frameblend[blendnum].lerp * (1.0f / 127.0f);
+ if (blendnum == 0)
{
- if (wf[0] == 1)
+ for (i = 0;i < numverts;i++, texvecvert++)
{
- const float *m = boneposerelative[wi[0]];
- svector3f[0] = (sv[0] * m[0] + sv[1] * m[1] + sv[2] * m[ 2]);
- svector3f[1] = (sv[0] * m[4] + sv[1] * m[5] + sv[2] * m[ 6]);
- svector3f[2] = (sv[0] * m[8] + sv[1] * m[9] + sv[2] * m[10]);
- }
- else
- {
- const float *m = boneposerelative[wi[0]];
- float f = wf[0];
- svector3f[0] = f * (sv[0] * m[0] + sv[1] * m[1] + sv[2] * m[ 2]);
- svector3f[1] = f * (sv[0] * m[4] + sv[1] * m[5] + sv[2] * m[ 6]);
- svector3f[2] = f * (sv[0] * m[8] + sv[1] * m[9] + sv[2] * m[10]);
- for (k = 1;k < 4 && wf[k];k++)
- {
- const float *m = boneposerelative[wi[k]];
- float f = wf[k];
- svector3f[0] += f * (sv[0] * m[0] + sv[1] * m[1] + sv[2] * m[ 2]);
- svector3f[1] += f * (sv[0] * m[4] + sv[1] * m[5] + sv[2] * m[ 6]);
- svector3f[2] += f * (sv[0] * m[8] + sv[1] * m[9] + sv[2] * m[10]);
- }
+ VectorScale(texvecvert->svec, f, svector3f + i*3);
+ VectorScale(texvecvert->tvec, f, tvector3f + i*3);
}
}
- }
- if (tvector3f)
- {
- const float *tv = model->surfmesh.data_tvector3f;
- const int *wi = model->surfmesh.data_vertexweightindex4i;
- const float *wf = model->surfmesh.data_vertexweightinfluence4f;
- memset(tvector3f, 0, sizeof(float[3]) * model->surfmesh.num_vertices);
- for (i = 0;i < model->surfmesh.num_vertices;i++, tv += 3, wi += 4, wf += 4, tvector3f += 3)
+ else
{
- if (wf[0] == 1)
+ for (i = 0;i < numverts;i++, texvecvert++)
{
- const float *m = boneposerelative[wi[0]];
- tvector3f[0] = (tv[0] * m[0] + tv[1] * m[1] + tv[2] * m[ 2]);
- tvector3f[1] = (tv[0] * m[4] + tv[1] * m[5] + tv[2] * m[ 6]);
- tvector3f[2] = (tv[0] * m[8] + tv[1] * m[9] + tv[2] * m[10]);
- }
- else
- {
- const float *m = boneposerelative[wi[0]];
- float f = wf[0];
- tvector3f[0] = f * (tv[0] * m[0] + tv[1] * m[1] + tv[2] * m[ 2]);
- tvector3f[1] = f * (tv[0] * m[4] + tv[1] * m[5] + tv[2] * m[ 6]);
- tvector3f[2] = f * (tv[0] * m[8] + tv[1] * m[9] + tv[2] * m[10]);
- for (k = 1;k < 4 && wf[k];k++)
- {
- const float *m = boneposerelative[wi[k]];
- float f = wf[k];
- tvector3f[0] += f * (tv[0] * m[0] + tv[1] * m[1] + tv[2] * m[ 2]);
- tvector3f[1] += f * (tv[0] * m[4] + tv[1] * m[5] + tv[2] * m[ 6]);
- tvector3f[2] += f * (tv[0] * m[8] + tv[1] * m[9] + tv[2] * m[10]);
- }
+ VectorMA(svector3f + i*3, f, texvecvert->svec, svector3f + i*3);
+ VectorMA(tvector3f + i*3, f, texvecvert->tvec, tvector3f + i*3);
}
}
}
}
- else if (model->surfmesh.data_morphmd3vertex)
+}
+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
+ 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++)
{
- // vertex morph
- int i, numblends, blendnum;
- int numverts = model->surfmesh.num_vertices;
- numblends = 0;
- for (blendnum = 0;blendnum < 4;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++)
+ const trivertx_t *verts = model->surfmesh.data_morphmdlvertex + numverts * frameblend[blendnum].subframe;
+ if (vertex3f)
{
- const md3vertex_t *verts = model->surfmesh.data_morphmd3vertex + numverts * frameblend[blendnum].frame;
- float scale = frameblend[blendnum].lerp * (1.0f / 64.0f);
+ 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] = verts[i].origin[0] * scale;
- vertex3f[i * 3 + 1] = verts[i].origin[1] * scale;
- vertex3f[i * 3 + 2] = verts[i].origin[2] * scale;
+ 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].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 equivilant 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;
- }
+ 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];
}
}
}
- // md3 model vertices do not include tangents, so we have to generate them (extremely slow)
+ // 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)
- if (svector3f)
- Mod_BuildTextureVectorsFromNormals(0, model->surfmesh.num_vertices, model->surfmesh.num_triangles, vertex3f, model->surfmesh.data_texcoordtexture2f, normal3f, model->surfmesh.data_element3i, svector3f, tvector3f, r_smoothnormals_areaweighting.integer);
- }
- else if (model->surfmesh.data_morphmdlvertex)
- {
- // 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 < 4;blendnum++)
{
- if (model->surfmesh.data_morphmd2framesize6f)
- VectorMA(translate, frameblend[blendnum].lerp, model->surfmesh.data_morphmd2framesize6f + frameblend[blendnum].frame * 6 + 3, translate);
- else
- 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].frame;
- float scale[3];
- if (model->surfmesh.data_morphmd2framesize6f)
- VectorScale(model->surfmesh.data_morphmd2framesize6f + frameblend[blendnum].frame * 6, frameblend[blendnum].lerp, scale);
- else
- VectorScale(model->surfmesh.num_morphmdlframescale, frameblend[blendnum].lerp, scale);
+ float lerp = frameblend[blendnum].lerp;
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];
+ const float *vn = m_bytenormals[verts[i].lightnormalindex];
+ VectorScale(vn, lerp, normal3f + i*3);
}
}
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];
+ const float *vn = m_bytenormals[verts[i].lightnormalindex];
+ VectorMA(normal3f + i*3, lerp, vn, normal3f + i*3);
}
}
- // 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)
+ }
+ 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)
{
- float lerp = frameblend[blendnum].lerp;
- if (blendnum == 0)
+ for (i = 0;i < numverts;i++, texvecvert++)
{
- for (i = 0;i < numverts;i++)
- {
- const float *vn = m_bytenormals[verts[i].lightnormalindex];
- VectorScale(vn, lerp, normal3f + i*3);
- }
+ VectorScale(texvecvert->svec, f, svector3f + i*3);
+ VectorScale(texvecvert->tvec, f, tvector3f + i*3);
}
- else
+ }
+ else
+ {
+ for (i = 0;i < numverts;i++, texvecvert++)
{
- for (i = 0;i < numverts;i++)
- {
- const float *vn = m_bytenormals[verts[i].lightnormalindex];
- VectorMA(normal3f + i*3, lerp, vn, normal3f + i*3);
- }
+ VectorMA(svector3f + i*3, f, texvecvert->svec, svector3f + i*3);
+ VectorMA(tvector3f + i*3, f, texvecvert->tvec, tvector3f + i*3);
}
}
}
- if (normal3f)
- if (svector3f)
- Mod_BuildTextureVectorsFromNormals(0, model->surfmesh.num_vertices, model->surfmesh.num_triangles, vertex3f, model->surfmesh.data_texcoordtexture2f, normal3f, model->surfmesh.data_element3i, svector3f, tvector3f, r_smoothnormals_areaweighting.integer);
}
- else
- Host_Error("model %s has no skeletal or vertex morph animation data", model->name);
}
-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_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 (model->num_bones)
+ 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)
+ Matrix4x4_Clear(&blendmatrix);
+ for (blendindex = 0;blendindex < MAX_FRAMEBLENDS && frameblend[blendindex].lerp > 0;blendindex++)
{
- memcpy(tempbonematrix, bonematrix, sizeof(float[12]));
- R_ConcatTransforms(boneframe + model->data_bones[tagindex].parent * 12, tempbonematrix, bonematrix);
- tagindex = model->data_bones[tagindex].parent;
+ lerp = frameblend[blendindex].lerp;
+ Matrix4x4_FromBonePose6s(&bonematrix, model->num_posescale, model->data_poses6s + 6 * (frameblend[blendindex].subframe * model->num_bones + tagindex));
+ parenttagindex = tagindex;
+ while ((parenttagindex = model->data_bones[parenttagindex].parent) >= 0)
+ {
+ Matrix4x4_FromBonePose6s(&parentbonematrix, model->num_posescale, model->data_poses6s + 6 * (frameblend[blendindex].subframe * model->num_bones + parenttagindex));
+ tempbonematrix = bonematrix;
+ Matrix4x4_Concat(&bonematrix, &parentbonematrix, &tempbonematrix);
+ }
+ Matrix4x4_Accumulate(&blendmatrix, &bonematrix, lerp);
}
- Matrix4x4_FromArray12FloatD3D(outmatrix, bonematrix);
+ *outmatrix = blendmatrix;
}
else if (model->num_tags)
{
if (tagindex < 0 || tagindex >= model->num_tags)
return 4;
- if (poseframe >= model->num_tagframes)
- return 6;
- Matrix4x4_FromArray12FloatGL(outmatrix, model->data_tags[poseframe * model->num_tags + tagindex].matrixgl);
+ 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_FromBonePose6s(&bonematrix, model->num_posescale, model->data_poses6s + 6 * (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))
static void Mod_BuildBaseBonePoses(void)
{
- int i, k;
- double scale;
- float *basebonepose = Mem_Alloc(tempmempool, loadmodel->num_bones * sizeof(float[12]));
- float *in12f = loadmodel->data_poses;
- float *out12f = basebonepose;
- float *outinv12f = loadmodel->data_baseboneposeinverse;
- for (i = 0;i < loadmodel->num_bones;i++, in12f += 12, out12f += 12, outinv12f += 12)
+ 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++)
{
- if (loadmodel->data_bones[i].parent >= 0)
- R_ConcatTransforms(basebonepose + 12 * loadmodel->data_bones[i].parent, in12f, out12f);
- else
- for (k = 0;k < 12;k++)
- out12f[k] = in12f[k];
-
- // invert The Matrix
-
- // we only support uniform scaling, so assume the first row is enough
- // (note the lack of sqrt here, because we're trying to undo the scaling,
- // this means multiplying by the inverse scale twice - squaring it, which
- // makes the sqrt a waste of time)
- scale = 1.0 / (out12f[ 0] * out12f[ 0] + out12f[ 1] * out12f[ 1] + out12f[ 2] * out12f[ 2]);
-
- // invert the rotation by transposing and multiplying by the squared
- // recipricol of the input matrix scale as described above
- outinv12f[ 0] = (float)(out12f[ 0] * scale);
- outinv12f[ 1] = (float)(out12f[ 4] * scale);
- outinv12f[ 2] = (float)(out12f[ 8] * scale);
- outinv12f[ 4] = (float)(out12f[ 1] * scale);
- outinv12f[ 5] = (float)(out12f[ 5] * scale);
- outinv12f[ 6] = (float)(out12f[ 9] * scale);
- outinv12f[ 8] = (float)(out12f[ 2] * scale);
- outinv12f[ 9] = (float)(out12f[ 6] * scale);
- outinv12f[10] = (float)(out12f[10] * scale);
-
- // invert the translate
- outinv12f[ 3] = -(out12f[ 3] * outinv12f[ 0] + out12f[ 7] * outinv12f[ 1] + out12f[11] * outinv12f[ 2]);
- outinv12f[ 7] = -(out12f[ 3] * outinv12f[ 4] + out12f[ 7] * outinv12f[ 5] + out12f[11] * outinv12f[ 6]);
- outinv12f[11] = -(out12f[ 3] * outinv12f[ 8] + out12f[ 7] * outinv12f[ 9] + out12f[11] * outinv12f[10]);
+ Matrix4x4_FromBonePose6s(&bonematrix, loadmodel->num_posescale, loadmodel->data_poses6s + 6 * 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_Alias_CalculateBoundingBox(void)
{
- int i, j;
int vnum;
qboolean firstvertex = true;
float dist, yawradius, radius;
float *v;
float *vertex3f;
- frameblend_t frameblend[4];
+ frameblend_t frameblend[MAX_FRAMEBLENDS];
memset(frameblend, 0, sizeof(frameblend));
frameblend[0].lerp = 1;
- vertex3f = Mem_Alloc(loadmodel->mempool, loadmodel->surfmesh.num_vertices * sizeof(float[3]));
+ vertex3f = (float *) Mem_Alloc(loadmodel->mempool, loadmodel->surfmesh.num_vertices * sizeof(float[3]));
VectorClear(loadmodel->normalmins);
VectorClear(loadmodel->normalmaxs);
yawradius = 0;
radius = 0;
- for (i = 0;i < loadmodel->numframes;i++)
+ for (frameblend[0].subframe = 0;frameblend[0].subframe < loadmodel->num_poses;frameblend[0].subframe++)
{
- for (j = 0, frameblend[0].frame = loadmodel->animscenes[i].firstframe;j < loadmodel->animscenes[i].framecount;j++, frameblend[0].frame++)
+ loadmodel->AnimateVertices(loadmodel, frameblend, NULL, vertex3f, NULL, NULL, NULL);
+ for (vnum = 0, v = vertex3f;vnum < loadmodel->surfmesh.num_vertices;vnum++, v += 3)
{
- Mod_Alias_GetMesh_Vertices(loadmodel, frameblend, vertex3f, NULL, NULL, NULL);
- for (vnum = 0, v = vertex3f;vnum < loadmodel->surfmesh.num_vertices;vnum++, v += 3)
+ if (firstvertex)
{
- 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;
+ 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;
}
}
- Mem_Free(vertex3f);
+ if (vertex3f)
+ Mem_Free(vertex3f);
radius = sqrt(radius);
yawradius = sqrt(yawradius);
loadmodel->yawmins[0] = loadmodel->yawmins[1] = -yawradius;
loadmodel->radius2 = radius * radius;
}
-static void Mod_Alias_Mesh_CompileFrameZero(void)
+static void Mod_Alias_MorphMesh_CompileFrames(void)
{
- frameblend_t frameblend[4] = {{0, 1}, {0, 0}, {0, 0}, {0, 0}};
- loadmodel->surfmesh.data_vertex3f = (float *)Mem_Alloc(loadmodel->mempool, loadmodel->surfmesh.num_vertices * sizeof(float[3][4]));
- loadmodel->surfmesh.data_svector3f = loadmodel->surfmesh.data_vertex3f + loadmodel->surfmesh.num_vertices * 3;
- loadmodel->surfmesh.data_tvector3f = loadmodel->surfmesh.data_vertex3f + loadmodel->surfmesh.num_vertices * 6;
- loadmodel->surfmesh.data_normal3f = loadmodel->surfmesh.data_vertex3f + loadmodel->surfmesh.num_vertices * 9;
- Mod_Alias_GetMesh_Vertices(loadmodel, frameblend, loadmodel->surfmesh.data_vertex3f, loadmodel->surfmesh.data_normal3f, loadmodel->surfmesh.data_svector3f, loadmodel->surfmesh.data_tvector3f);
+ 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_TraceBox(model_t *model, int frame, trace_t *trace, const vec3_t start, const vec3_t boxmins, const vec3_t boxmaxs, const vec3_t end, int hitsupercontentsmask)
+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 i;
float segmentmins[3], segmentmaxs[3];
- frameblend_t frameblend[4];
msurface_t *surface;
static int maxvertices = 0;
static float *vertex3f = NULL;
trace->fraction = 1;
trace->realfraction = 1;
trace->hitsupercontentsmask = hitsupercontentsmask;
- memset(frameblend, 0, sizeof(frameblend));
- frameblend[0].frame = frame;
- frameblend[0].lerp = 1;
if (maxvertices < model->surfmesh.num_vertices)
{
if (vertex3f)
maxvertices = (model->surfmesh.num_vertices + 255) & ~255;
vertex3f = (float *)Z_Malloc(maxvertices * sizeof(float[3]));
}
- if (VectorLength2(boxmins) + VectorLength2(boxmaxs) == 0)
+ 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;
+ model->AnimateVertices(model, frameblend, skeleton, vertex3f, NULL, NULL, NULL);
+ 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);
+}
+
+static int maxvertices = 0;
+static float *vertex3f = NULL;
+
+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 i;
+ vec3_t shiftstart, shiftend;
+ float segmentmins[3], segmentmaxs[3];
+ msurface_t *surface;
+ colboxbrushf_t thisbrush_start, thisbrush_end;
+ vec3_t boxstartmins, boxstartmaxs, boxendmins, boxendmaxs;
+
+ if (VectorCompare(boxmins, boxmaxs))
{
- // line trace
- 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;
- for (i = 0, surface = model->data_surfaces;i < model->num_surfaces;i++, surface++)
- {
- Mod_Alias_GetMesh_Vertices(model, frameblend, vertex3f, NULL, NULL, NULL);
- Collision_TraceLineTriangleMeshFloat(trace, start, end, model->surfmesh.num_triangles, model->surfmesh.data_element3i, vertex3f, SUPERCONTENTS_SOLID, 0, surface->texture, segmentmins, segmentmaxs);
- }
+ VectorAdd(start, boxmins, shiftstart);
+ VectorAdd(end, boxmins, shiftend);
+ Mod_MDLMD2MD3_TraceLine(model, frameblend, skeleton, trace, shiftstart, shiftend, hitsupercontentsmask);
+ VectorSubtract(trace->endpos, boxmins, trace->endpos);
+ return;
}
- else
+
+ // box trace, performed as brush trace
+ memset(trace, 0, sizeof(*trace));
+ trace->fraction = 1;
+ trace->realfraction = 1;
+ trace->hitsupercontentsmask = hitsupercontentsmask;
+ if (maxvertices < model->surfmesh.num_vertices)
{
- // box trace, performed as brush trace
- colbrushf_t *thisbrush_start, *thisbrush_end;
- vec3_t boxstartmins, boxstartmaxs, boxendmins, boxendmaxs;
- 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);
- thisbrush_start = Collision_BrushForBox(&identitymatrix, boxstartmins, boxstartmaxs, 0, 0, NULL);
- thisbrush_end = Collision_BrushForBox(&identitymatrix, boxendmins, boxendmaxs, 0, 0, NULL);
- for (i = 0, surface = model->data_surfaces;i < model->num_surfaces;i++, surface++)
- {
- if (maxvertices < model->surfmesh.num_vertices)
- {
- if (vertex3f)
- Z_Free(vertex3f);
- maxvertices = (model->surfmesh.num_vertices + 255) & ~255;
- vertex3f = (float *)Z_Malloc(maxvertices * sizeof(float[3]));
- }
- Mod_Alias_GetMesh_Vertices(model, frameblend, vertex3f, NULL, NULL, NULL);
- Collision_TraceBrushTriangleMeshFloat(trace, thisbrush_start, thisbrush_end, model->surfmesh.num_triangles, model->surfmesh.data_element3i, vertex3f, SUPERCONTENTS_SOLID, 0, surface->texture, segmentmins, segmentmaxs);
- }
+ if (vertex3f)
+ Z_Free(vertex3f);
+ maxvertices = (model->surfmesh.num_vertices + 255) & ~255;
+ vertex3f = (float *)Z_Malloc(maxvertices * 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);
+ if (maxvertices < model->surfmesh.num_vertices)
+ {
+ if (vertex3f)
+ Z_Free(vertex3f);
+ maxvertices = (model->surfmesh.num_vertices + 255) & ~255;
+ vertex3f = (float *)Z_Malloc(maxvertices * sizeof(float[3]));
+ }
+ 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);
}
static void Mod_ConvertAliasVerts (int inverts, trivertx_t *v, trivertx_t *out, int *vertremap)
// hack
if (!skinframe)
skinframe = R_SkinFrame_LoadMissing();
+ memset(texture, 0, sizeof(*texture));
texture->currentframe = texture;
+ //texture->animated = false;
texture->numskinframes = 1;
texture->skinframerate = 1;
texture->skinframes[0] = skinframe;
texture->currentskinframe = skinframe;
+ //texture->backgroundnumskinframes = 0;
+ //texture->customblendfunc[0] = 0;
+ //texture->customblendfunc[1] = 0;
+ //texture->surfaceflags = 0;
+ //texture->supercontents = 0;
+ //texture->surfaceparms = 0;
+ //texture->textureflags = 0;
texture->basematerialflags = MATERIALFLAG_WALL;
- if (texture->currentskinframe->fog)
+ if (texture->currentskinframe->hasalpha)
texture->basematerialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
texture->currentmaterialflags = texture->basematerialflags;
+ texture->offsetmapping = OFFSETMAPPING_OFF;
+ texture->offsetscale = 1;
+ texture->specularscalemod = 1;
+ texture->specularpowermod = 1;
+ texture->surfaceflags = 0;
+ texture->supercontents = SUPERCONTENTS_SOLID;
+ if (!(texture->basematerialflags & MATERIALFLAG_BLENDED))
+ texture->supercontents |= SUPERCONTENTS_OPAQUE;
}
-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;
+ static 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));
- Mod_BuildAliasSkinFromSkinFrame(skin, NULL);
- // don't render unmentioned meshes
- skin->basematerialflags = skin->currentmaterialflags = 0;
// 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))
{
- tempskinframe = R_SkinFrame_LoadExternal(skinfileitem->replacement, (r_mipskins.integer ? TEXF_MIPMAP : 0) | TEXF_ALPHA | TEXF_PRECACHE | TEXF_PICMIP, false);
- if (!tempskinframe)
- if (cls.state != ca_dedicated)
- Con_DPrintf("mesh \"%s\": failed to load skin #%i \"%s\"\n", meshname, i, skinfileitem->replacement);
- Mod_BuildAliasSkinFromSkinFrame(skin, tempskinframe);
+ Image_StripImageExtension(skinfileitem->replacement, stripbuf, sizeof(stripbuf));
+ if(developer_extra.integer)
+ Con_DPrintf("--> got %s from skin file\n", stripbuf);
+ Mod_LoadTextureFromQ3Shader(skin, stripbuf, true, true, (r_mipskins.integer ? TEXF_MIPMAP : 0) | TEXF_ALPHA | TEXF_PICMIP | TEXF_COMPRESS);
break;
}
}
+ if (!skinfileitem)
+ {
+ // don't render unmentioned meshes
+ Mod_BuildAliasSkinFromSkinFrame(skin, NULL);
+ if(developer_extra.integer)
+ Con_DPrintf("--> skipping\n");
+ skin->basematerialflags = skin->currentmaterialflags = MATERIALFLAG_NOSHADOW | MATERIALFLAG_NODRAW;
+ }
}
}
else
{
- tempskinframe = R_SkinFrame_LoadExternal(shadername, (r_mipskins.integer ? TEXF_MIPMAP : 0) | TEXF_ALPHA | TEXF_PRECACHE | TEXF_PICMIP, false);
- if (!tempskinframe)
- if (cls.state != ca_dedicated)
- Con_Printf("Can't find texture \"%s\" for mesh \"%s\", using grey checkerboard\n", shadername, meshname);
- Mod_BuildAliasSkinFromSkinFrame(skin, tempskinframe);
+ if(developer_extra.integer)
+ Con_DPrintf("--> using default\n");
+ Image_StripImageExtension(shadername, stripbuf, sizeof(stripbuf));
+ Mod_LoadTextureFromQ3Shader(skin, stripbuf, true, true, (r_mipskins.integer ? TEXF_MIPMAP : 0) | TEXF_ALPHA | TEXF_PICMIP | TEXF_COMPRESS);
}
}
#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, interval;
Host_Error ("%s has wrong version number (%i should be %i)",
loadmodel->name, version, ALIAS_VERSION);
+ loadmodel->modeldatatypestring = "MDL";
+
loadmodel->type = mod_alias;
+ loadmodel->AnimateVertices = Mod_MDL_AnimateVertices;
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->TraceBox = Mod_MDLMD2MD3_TraceBox;
+ loadmodel->TraceLine = Mod_MDLMD2MD3_TraceLine;
+ // FIXME add TraceBrush!
+ loadmodel->PointSuperContents = NULL;
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->data_surfaces = (msurface_t *)data;data += loadmodel->num_surfaces * sizeof(msurface_t);
- loadmodel->surfacelist = (int *)data;data += loadmodel->num_surfaces * sizeof(int);
- loadmodel->surfacelist[0] = 0;
+ loadmodel->sortedmodelsurfaces = (int *)data;data += loadmodel->num_surfaces * sizeof(int);
+ loadmodel->sortedmodelsurfaces[0] = 0;
loadmodel->numskins = LittleLong(pinmodel->numskins);
BOUNDI(loadmodel->numskins,0,65536);
loadmodel->numframes = LittleLong(pinmodel->numframes);
BOUNDI(loadmodel->numframes,0,65536);
loadmodel->synctype = (synctype_t)LittleLong (pinmodel->synctype);
- BOUNDI(loadmodel->synctype,0,2);
+ 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);
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)
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->surfmesh.data_morphmdlvertex = (trivertx_t *)Mem_Alloc(loadmodel->mempool, sizeof(trivertx_t) * loadmodel->surfmesh.num_morphframes * loadmodel->surfmesh.num_vertices);
- loadmodel->surfmesh.data_neighbor3i = (int *)Mem_Alloc(loadmodel->mempool, loadmodel->surfmesh.num_triangles * sizeof(int[3]));
+ 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);
- Mod_BuildTriangleNeighbors(loadmodel->surfmesh.data_neighbor3i, loadmodel->surfmesh.data_element3i, loadmodel->surfmesh.num_triangles);
+ if (loadmodel->surfmesh.data_neighbor3i)
+ Mod_BuildTriangleNeighbors(loadmodel->surfmesh.data_neighbor3i, loadmodel->surfmesh.data_element3i, loadmodel->surfmesh.num_triangles);
Mod_Alias_CalculateBoundingBox();
- Mod_Alias_Mesh_CompileFrameZero();
+ 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 * totalskins;
- loadmodel->num_texturesperskin = 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);
- tempskinframe = R_SkinFrame_LoadExternal(name, (r_mipskins.integer ? TEXF_MIPMAP : 0) | TEXF_ALPHA | TEXF_PICMIP, false);
- if (!tempskinframe)
- tempskinframe = R_SkinFrame_LoadInternal(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->data_textures + totalskins * loadmodel->num_surfaces, name, false, true, (r_mipskins.integer ? TEXF_MIPMAP : 0) | TEXF_ALPHA | TEXF_PICMIP | TEXF_COMPRESS))
+ Mod_BuildAliasSkinFromSkinFrame(loadmodel->data_textures + totalskins * loadmodel->num_surfaces, 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 ((tempskinframe = R_SkinFrame_LoadExternal(va("%s_%i", loadmodel->name, loadmodel->numskins), (r_mipskins.integer ? TEXF_MIPMAP : 0) | TEXF_ALPHA | TEXF_PICMIP, false)))
+ // TODO: support shaders here?
+ while ((tempskinframe = R_SkinFrame_LoadExternal(va("%s_%i", loadmodel->name, loadmodel->numskins), (r_mipskins.integer ? TEXF_MIPMAP : 0) | TEXF_ALPHA | TEXF_PICMIP | TEXF_COMPRESS, false)))
{
// expand the arrays to make room
tempskinscenes = loadmodel->skinscenes;
surface->num_vertices = loadmodel->surfmesh.num_vertices;
loadmodel->surfmesh.isanimated = loadmodel->numframes > 1 || loadmodel->animscenes[0].framecount > 1;
+
+ if (!loadmodel->surfmesh.isanimated)
+ {
+ Mod_MakeCollisionBIH(loadmodel, true, &loadmodel->collision_bih);
+ 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;
+ }
}
-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, hashindex, numxyz, numst, xyz, st, skinwidth, skinheight, *vertremap, version, end;
float iskinwidth, iskinheight;
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->AnimateVertices = Mod_MDL_AnimateVertices;
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->TraceBox = Mod_MDLMD2MD3_TraceBox;
+ loadmodel->TraceLine = Mod_MDLMD2MD3_TraceLine;
+ loadmodel->PointSuperContents = NULL;
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));
loadmodel->surfmesh.num_triangles = LittleLong(pinmodel->num_tris);
loadmodel->numframes = LittleLong(pinmodel->num_frames);
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;
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->surfmesh.num_triangles * sizeof(int[3]));
+ 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->data_surfaces = (msurface_t *)data;data += loadmodel->num_surfaces * sizeof(msurface_t);
- loadmodel->surfacelist = (int *)data;data += loadmodel->num_surfaces * sizeof(int);
- loadmodel->surfacelist[0] = 0;
+ 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->surfmesh.data_neighbor3i = (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;
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)
- {
- tempskinframe = R_SkinFrame_LoadExternal(inskin, (r_mipskins.integer ? TEXF_MIPMAP : 0) | TEXF_ALPHA | TEXF_PRECACHE | TEXF_PICMIP, false);
- if (!tempskinframe)
- Con_Printf("%s is missing skin \"%s\"\n", loadmodel->name, inskin);
- Mod_BuildAliasSkinFromSkinFrame(loadmodel->data_textures + i * loadmodel->num_surfaces, tempskinframe);
- }
+ Mod_LoadTextureFromQ3Shader(loadmodel->data_textures + i * loadmodel->num_surfaces, inskin, true, true, (r_mipskins.integer ? TEXF_MIPMAP : 0) | TEXF_ALPHA | TEXF_PICMIP | TEXF_COMPRESS);
}
else
{
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));
for (i = 0;i < loadmodel->surfmesh.num_morphframes;i++)
Mem_Free(vertremap);
- Mod_BuildTriangleNeighbors(loadmodel->surfmesh.data_neighbor3i, loadmodel->surfmesh.data_element3i, loadmodel->surfmesh.num_triangles);
+ if (loadmodel->surfmesh.data_neighbor3i)
+ Mod_BuildTriangleNeighbors(loadmodel->surfmesh.data_neighbor3i, loadmodel->surfmesh.data_element3i, loadmodel->surfmesh.num_triangles);
Mod_Alias_CalculateBoundingBox();
- Mod_Alias_Mesh_CompileFrameZero();
+ Mod_Alias_MorphMesh_CompileFrames();
surface = loadmodel->data_surfaces;
surface->texture = loadmodel->data_textures;
surface->num_vertices = loadmodel->surfmesh.num_vertices;
loadmodel->surfmesh.isanimated = loadmodel->numframes > 1 || loadmodel->animscenes[0].framecount > 1;
+
+ if (!loadmodel->surfmesh.isanimated)
+ {
+ Mod_MakeCollisionBIH(loadmodel, true, &loadmodel->collision_bih);
+ 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;
+ }
}
-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, meshvertices, meshtriangles;
unsigned char *data;
if (loadmodel->numskins < 1)
loadmodel->numskins = 1;
+ loadmodel->modeldatatypestring = "MD3";
+
loadmodel->type = mod_alias;
+ loadmodel->AnimateVertices = Mod_MD3_AnimateVertices;
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->TraceBox = Mod_MDLMD2MD3_TraceBox;
+ loadmodel->TraceLine = Mod_MDLMD2MD3_TraceLine;
+ loadmodel->PointSuperContents = NULL;
loadmodel->synctype = ST_RAND;
// convert model flags to EF flags (MF_ROCKET becomes EF_ROCKET, etc)
i = LittleLong (pinmodel->flags);
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]) + meshtriangles * sizeof(int[3]) + 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]) + (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));
loadmodel->data_surfaces = (msurface_t *)data;data += loadmodel->num_surfaces * sizeof(msurface_t);
- loadmodel->surfacelist = (int *)data;data += loadmodel->num_surfaces * sizeof(int);
+ 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.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_neighbor3i = (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)
+ loadmodel->surfmesh.data_element3s = (unsigned short *)data;data += meshtriangles * sizeof(unsigned short[3]);
meshvertices = 0;
meshtriangles = 0;
{
if (memcmp(pinmesh->identifier, "IDP3", 4))
Host_Error("Mod_IDP3_Load: invalid mesh identifier (not IDP3)");
- loadmodel->surfacelist[i] = i;
+ loadmodel->sortedmodelsurfaces[i] = i;
surface = loadmodel->data_surfaces + i;
surface->texture = loadmodel->data_textures + i;
surface->num_firsttriangle = meshtriangles;
}
}
- 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);
+ 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_BuildTriangleNeighbors(loadmodel->surfmesh.data_neighbor3i, loadmodel->surfmesh.data_element3i, loadmodel->surfmesh.num_triangles);
- Mod_Alias_Mesh_CompileFrameZero();
+ 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();
Mod_Alias_CalculateBoundingBox();
Mod_FreeSkinFiles(skinfiles);
+ Mod_MakeSortedSurfaces(loadmodel);
- loadmodel->surfmesh.isanimated = loadmodel->numframes > 1 || loadmodel->animscenes[0].framecount > 1;
+ loadmodel->surfmesh.isanimated = loadmodel->numframes > 1
+ || (loadmodel->animscenes && loadmodel->animscenes[0].framecount > 1);
+
+ if (!loadmodel->surfmesh.isanimated)
+ {
+ Mod_MakeCollisionBIH(loadmodel, true, &loadmodel->collision_bih);
+ 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;
+ }
}
-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, numposes, meshvertices, meshtriangles, *bonecount, *vertbonecounts, count, *renderlist, *renderlistend, *outelements;
- float modelradius, corner[2], *poses, *intexcoord2f, *outtexcoord2f, *bonepose;
+ float modelradius, corner[2], *poses, *intexcoord2f, *outtexcoord2f, *bonepose, f, biggestorigin, tempvec[3], modelscale;
zymvertex_t *verts, *vertdata;
zymscene_t *scene;
zymbone_t *bone;
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->synctype = ST_RAND;
return;
}
+ loadmodel->AnimateVertices = Mod_Skeletal_AnimateVertices;
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->TraceBox = Mod_MDLMD2MD3_TraceBox;
+ loadmodel->TraceLine = Mod_MDLMD2MD3_TraceLine;
+ loadmodel->PointSuperContents = NULL;
loadmodel->numframes = pheader->numscenes;
loadmodel->num_surfaces = pheader->numshaders;
//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++)
{
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_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]) + meshtriangles * sizeof(int[3]) + meshvertices * sizeof(float[14]) + meshvertices * sizeof(int[4]) + meshvertices * sizeof(float[4]) + loadmodel->num_poses * sizeof(float[12]) + 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]) + (r_enableshadowvolumes.integer ? meshtriangles * sizeof(int[3]) : 0) + (meshvertices <= 65536 ? meshtriangles * sizeof(unsigned short[3]) : 0) + meshvertices * sizeof(float[14]) + meshvertices * sizeof(unsigned short) + loadmodel->num_poses * loadmodel->num_bones * sizeof(short[6]) + loadmodel->num_bones * sizeof(float[12]));
loadmodel->data_surfaces = (msurface_t *)data;data += loadmodel->num_surfaces * sizeof(msurface_t);
- loadmodel->surfacelist = (int *)data;data += loadmodel->num_surfaces * sizeof(int);
+ 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_neighbor3i = (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]);
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_vertexweightindex4i = (int *)data;data += meshvertices * sizeof(int[4]);
- loadmodel->surfmesh.data_vertexweightinfluence4f = (float *)data;data += meshvertices * sizeof(float[4]);
- loadmodel->data_poses = (float *)data;data += loadmodel->num_poses * sizeof(float[12]);
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_poses6s = (short *)data;data += loadmodel->num_poses * loadmodel->num_bones * sizeof(short[6]);
+ loadmodel->surfmesh.data_blendweights = NULL;
//zymlump_t lump_poses; // float pose[numposes][numbones][3][4]; // animation data
poses = (float *) (pheader->lump_poses.start + pbase);
- for (i = 0;i < pheader->lump_poses.length / 4;i++)
- loadmodel->data_poses[i] = BigFloat(poses[i]);
+ // 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_ToBonePose6s(&posematrix, loadmodel->num_poseinvscale, loadmodel->data_poses6s + 6*(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);
bonepose = (float *)Z_Malloc(loadmodel->num_bones * sizeof(float[12]));
for (i = 0;i < loadmodel->num_bones;i++)
{
- const float *m = loadmodel->data_poses + i * 12;
+ 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
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.data_vertexweightindex4i[j*4+0] = boneindex;
- loadmodel->surfmesh.data_vertexweightinfluence4f[j*4+0] = 1;
+ loadmodel->surfmesh.blends[j] = boneindex;
}
Z_Free(bonepose);
// normals and tangents are calculated after elements are loaded
if (renderlist + count * 3 > renderlistend || (i == pheader->numshaders - 1 && renderlist + count * 3 != renderlistend))
Host_Error("%s corrupt renderlist (wrong size)", loadmodel->name);
- loadmodel->surfacelist[i] = i;
+ loadmodel->sortedmodelsurfaces[i] = i;
surface = loadmodel->data_surfaces + i;
surface->texture = loadmodel->data_textures + i;
surface->num_firsttriangle = meshtriangles;
// since zym models do not have named sections, reuse their shader
// name as the section name
shadername = (char *) (pheader->lump_shaders.start + pbase) + i * 32;
- 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_BuildAliasSkinsFromSkinFiles(loadmodel->data_textures + i, skinfiles, shadername, shadername);
}
Mod_FreeSkinFiles(skinfiles);
Mem_Free(vertbonecounts);
Mem_Free(verts);
+ 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.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, true);
- 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, true);
- Mod_BuildTriangleNeighbors(loadmodel->surfmesh.data_neighbor3i, loadmodel->surfmesh.data_element3i, loadmodel->surfmesh.num_triangles);
+ 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 = loadmodel->numframes > 1 || loadmodel->animscenes[0].framecount > 1;
+
+ if (!loadmodel->surfmesh.isanimated)
+ {
+ Mod_MakeCollisionBIH(loadmodel, true, &loadmodel->collision_bih);
+ 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;
+ }
}
-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;
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 (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->synctype = ST_RAND;
return;
}
+ loadmodel->AnimateVertices = Mod_Skeletal_AnimateVertices;
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->TraceBox = Mod_MDLMD2MD3_TraceBox;
+ loadmodel->TraceLine = Mod_MDLMD2MD3_TraceLine;
+ loadmodel->PointSuperContents = NULL;
// model bbox
for (i = 0;i < 3;i++)
for (i = 0;i < (int)pheader->num_meshs;i++)
{
int numverts = BigLong(dpmmesh->num_verts);
- meshvertices += numverts;;
+ 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_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->num_surfaces * loadmodel->numskins * sizeof(texture_t) + meshtriangles * sizeof(int[3]) + meshtriangles * sizeof(int[3]) + meshvertices * (sizeof(float[14]) + sizeof(int[4]) + sizeof(float[4])) + loadmodel->num_poses * sizeof(float[12]) + 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) + (r_enableshadowvolumes.integer ? meshtriangles * sizeof(int[3]) : 0) + meshvertices * (sizeof(float[14]) + sizeof(unsigned short)) + loadmodel->num_poses * loadmodel->num_bones * sizeof(short[6]) + 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->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_neighbor3i = (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]);
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_vertexweightindex4i = (int *)data;data += meshvertices * sizeof(int[4]);
- loadmodel->surfmesh.data_vertexweightinfluence4f = (float *)data;data += meshvertices * sizeof(float[4]);
- loadmodel->data_poses = (float *)data;data += loadmodel->num_poses * sizeof(float[12]);
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 (meshvertices <= 65536)
+ loadmodel->surfmesh.data_element3s = (unsigned short *)data;data += meshtriangles * sizeof(unsigned short[3]);
+ loadmodel->data_poses6s = (short *)data;data += loadmodel->num_poses * loadmodel->num_bones * sizeof(short[6]);
+ loadmodel->surfmesh.data_blendweights = (blendweights_t *)Mem_Alloc(loadmodel->mempool, meshvertices * sizeof(blendweights_t));
for (i = 0;i < loadmodel->numskins;i++)
{
}
// 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_ToBonePose6s(&posematrix, loadmodel->num_poseinvscale, loadmodel->data_poses6s + 6*(i*loadmodel->num_bones+j));
+ }
}
// load the meshes now
// 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++)
{
- const float *m = loadmodel->data_poses + i * 12;
+ 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
const float *intexcoord;
msurface_t *surface;
- loadmodel->surfacelist[i] = i;
+ loadmodel->sortedmodelsurfaces[i] = i;
surface = loadmodel->data_surfaces + i;
surface->texture = loadmodel->data_textures + i;
surface->num_firsttriangle = meshtriangles;
data = (unsigned char *) (pbase + BigLong(dpmmesh->ofs_verts));
for (j = surface->num_firstvertex;j < surface->num_firstvertex + surface->num_vertices;j++)
{
- float sum;
+ 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);
if (!k)
{
// store the first (and often only) weight
- loadmodel->surfmesh.data_vertexweightinfluence4f[j*4+0] = influence;
- loadmodel->surfmesh.data_vertexweightindex4i[j*4+0] = boneindex;
+ weightinfluence[0] = influence;
+ weightindex[0] = boneindex;
}
else
{
// (which only accepts up to 4 bones per vertex)
for (l = 0;l < 4;l++)
{
- if (loadmodel->surfmesh.data_vertexweightinfluence4f[j*4+l] < influence)
+ if (weightinfluence[l] < influence)
{
// move weaker influence weights out of the way first
int l2;
for (l2 = 3;l2 > l;l2--)
{
- loadmodel->surfmesh.data_vertexweightinfluence4f[j*4+l2] = loadmodel->surfmesh.data_vertexweightinfluence4f[j*4+l2-1];
- loadmodel->surfmesh.data_vertexweightindex4i[j*4+l2] = loadmodel->surfmesh.data_vertexweightindex4i[j*4+l2-1];
+ weightinfluence[l2] = weightinfluence[l2-1];
+ weightindex[l2] = weightindex[l2-1];
}
// store the new weight
- loadmodel->surfmesh.data_vertexweightinfluence4f[j*4+l] = influence;
- loadmodel->surfmesh.data_vertexweightindex4i[j*4+l] = boneindex;
+ weightinfluence[l] = influence;
+ weightindex[l] = boneindex;
break;
}
}
}
data += sizeof(dpmbonevert_t);
}
- sum = 0;
- for (l = 0;l < 4;l++)
- sum += loadmodel->surfmesh.data_vertexweightinfluence4f[j*4+l];
- if (sum && fabs(sum - 1) > (1.0f / 256.0f))
- {
- float f = 1.0f / sum;
- for (l = 0;l < 4;l++)
- loadmodel->surfmesh.data_vertexweightinfluence4f[j*4+l] *= f;
- }
+ loadmodel->surfmesh.blends[j] = Mod_Skeletal_CompressBlend(loadmodel, weightindex, weightinfluence);
}
// 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(loadmodel->surfmesh.data_element3i + 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);
// 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, true);
- Mod_BuildTriangleNeighbors(loadmodel->surfmesh.data_neighbor3i, loadmodel->surfmesh.data_element3i, loadmodel->surfmesh.num_triangles);
+ 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 = loadmodel->numframes > 1 || loadmodel->animscenes[0].framecount > 1;
+
+ if (!loadmodel->surfmesh.isanimated)
+ {
+ Mod_MakeCollisionBIH(loadmodel, true, &loadmodel->collision_bih);
+ 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;
+ }
}
// 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, meshvertices, meshtriangles;
int numpnts, numvtxw, numfaces, nummatts, numbones, numrawweights, numanimbones, numanims, numanimkeys;
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;
pskchunk_t *pchunk;
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", loadmodel->name);
+ loadmodel->modeldatatypestring = "PSK";
+
loadmodel->type = mod_alias;
+ loadmodel->AnimateVertices = Mod_Skeletal_AnimateVertices;
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->TraceBox = Mod_MDLMD2MD3_TraceBox;
+ loadmodel->TraceLine = Mod_MDLMD2MD3_TraceLine;
+ loadmodel->PointSuperContents = NULL;
loadmodel->synctype = ST_RAND;
FS_StripExtension(loadmodel->name, animname, sizeof(animname));
version = LittleLong(pchunk->version);
recordsize = LittleLong(pchunk->recordsize);
numrecords = LittleLong(pchunk->numrecords);
- if (developer.integer >= 100)
- Con_Printf("%s: %s %x: %i * %i = %i\n", loadmodel->name, pchunk->id, version, recordsize, numrecords, recordsize * numrecords);
+ 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"))
version = LittleLong(pchunk->version);
recordsize = LittleLong(pchunk->recordsize);
numrecords = LittleLong(pchunk->numrecords);
- if (developer.integer >= 100)
- Con_Printf("%s: %s %x: %i * %i = %i\n", animname, pchunk->id, version, recordsize, numrecords, recordsize * numrecords);
+ 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"))
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
if (loadmodel->numskins < 1)
loadmodel->numskins = 1;
loadmodel->num_bones = numbones;
- loadmodel->num_poses = loadmodel->num_bones * loadmodel->numframes;
+ 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
- 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]) + meshtriangles * sizeof(int[3]) + meshvertices * (sizeof(float[14]) + sizeof(int[4]) + sizeof(float[4])) + loadmodel->num_poses * sizeof(float[12]) + loadmodel->num_bones * sizeof(float[12]) + loadmodel->numskins * sizeof(animscene_t) + loadmodel->num_bones * sizeof(aliasbone_t) + loadmodel->numframes * sizeof(animscene_t));
+ 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 short) + loadmodel->num_poses * loadmodel->num_bones * sizeof(short[6]) + 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->surfacelist = (int *)data;data += loadmodel->num_surfaces * sizeof(int);
+ 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_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]);
- 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_vertexweightindex4i = (int *)data;data += meshvertices * sizeof(int[4]);
- loadmodel->surfmesh.data_vertexweightinfluence4f = (float *)data;data += meshvertices * sizeof(float[4]);
- loadmodel->data_poses = (float *)data;data += loadmodel->num_poses * sizeof(float[12]);
+ 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]);
+ 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->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_poses6s = (short *)data;data += loadmodel->num_poses * loadmodel->num_bones * sizeof(short[6]);
+ loadmodel->surfmesh.data_blendweights = (blendweights_t *)Mem_Alloc(loadmodel->mempool, loadmodel->surfmesh.num_vertices * sizeof(blendweights_t));
for (i = 0;i < loadmodel->numskins;i++)
{
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;
+ 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->surfmesh.num_vertices;
// (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;
- float sum;
for (j = 0;j < numrawweights;j++)
{
if (rawweights[j].pntsindex == vtxw[index].pntsindex)
float influence = rawweights[j].weight;
for (l = 0;l < 4;l++)
{
- if (loadmodel->surfmesh.data_vertexweightinfluence4f[index*4+l] < influence)
+ if (weightinfluence[l] < influence)
{
// move lower influence weights out of the way first
int l2;
for (l2 = 3;l2 > l;l2--)
{
- loadmodel->surfmesh.data_vertexweightinfluence4f[index*4+l2] = loadmodel->surfmesh.data_vertexweightinfluence4f[index*4+l2-1];
- loadmodel->surfmesh.data_vertexweightindex4i[index*4+l2] = loadmodel->surfmesh.data_vertexweightindex4i[index*4+l2-1];
+ weightinfluence[l2] = weightinfluence[l2-1];
+ weightindex[l2] = weightindex[l2-1];
}
// store the new weight
- loadmodel->surfmesh.data_vertexweightinfluence4f[index*4+l] = influence;
- loadmodel->surfmesh.data_vertexweightindex4i[index*4+l] = boneindex;
+ weightinfluence[l] = influence;
+ weightindex[l] = boneindex;
break;
}
}
}
}
- sum = 0;
- for (l = 0;l < 4;l++)
- sum += loadmodel->surfmesh.data_vertexweightinfluence4f[index*4+l];
- if (sum && fabs(sum - 1) > (1.0f / 256.0f))
- {
- float f = 1.0f / sum;
- for (l = 0;l < 4;l++)
- loadmodel->surfmesh.data_vertexweightinfluence4f[index*4+l] *= f;
- }
+ loadmodel->surfmesh.blends[index] = Mod_Skeletal_CompressBlend(loadmodel, weightindex, weightinfluence);
}
+ 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
for (index = 0, i = 0;index < numanims;index++)
loadmodel->animscenes[i].firstframe = i;
loadmodel->animscenes[i].framecount = 1;
loadmodel->animscenes[i].loop = true;
- loadmodel->animscenes[i].framerate = 10;
+ 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;
- matrix4x4_t matrix;
- Matrix4x4_FromOriginQuat(&matrix, k->origin[0], k->origin[1], k->origin[2], k->quat[0], k->quat[1], k->quat[2], k->quat[3]);
- Matrix4x4_ToArray12FloatD3D(&matrix, loadmodel->data_poses + index*12);
+ float quat[4];
+ Vector4Copy(k->quat, quat);
+ if (quat[3] > 0)
+ Vector4Negate(quat, quat);
+ Vector4Normalize2(quat, quat);
+ // compress poses to the short[6] format for longterm storage
+ loadmodel->data_poses6s[index*6+0] = k->origin[0] * loadmodel->num_poseinvscale;
+ loadmodel->data_poses6s[index*6+1] = k->origin[1] * loadmodel->num_poseinvscale;
+ loadmodel->data_poses6s[index*6+2] = k->origin[2] * loadmodel->num_poseinvscale;
+ loadmodel->data_poses6s[index*6+3] = quat[0] * 32767.0f;
+ loadmodel->data_poses6s[index*6+4] = quat[1] * 32767.0f;
+ loadmodel->data_poses6s[index*6+5] = quat[2] * 32767.0f;
}
Mod_FreeSkinFiles(skinfiles);
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.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, true);
- 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, true);
- Mod_BuildTriangleNeighbors(loadmodel->surfmesh.data_neighbor3i, loadmodel->surfmesh.data_element3i, loadmodel->surfmesh.num_triangles);
+ 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);
Mod_Alias_CalculateBoundingBox();
loadmodel->surfmesh.isanimated = loadmodel->numframes > 1 || loadmodel->animscenes[0].framecount > 1;
+
+ if (!loadmodel->surfmesh.isanimated)
+ {
+ Mod_MakeCollisionBIH(loadmodel, true, &loadmodel->collision_bih);
+ 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;
+ }
+}
+
+void Mod_INTERQUAKEMODEL_Load(dp_model_t *mod, void *buffer, void *bufferend)
+{
+ unsigned char *data;
+ const char *text;
+ unsigned char *pbase, *pend;
+ iqmheader_t *header;
+ skinfile_t *skinfiles;
+ int i, j, k, meshvertices, meshtriangles;
+ float *vposition = NULL, *vtexcoord = NULL, *vnormal = NULL, *vtangent = NULL;
+ unsigned char *vblendindexes = NULL, *vblendweights = NULL;
+ iqmjoint_t *joint;
+ iqmanim_t *anim;
+ iqmpose_t *pose;
+ iqmmesh_t *mesh;
+ iqmbounds_t *bounds;
+ iqmvertexarray_t *va;
+ unsigned short *framedata;
+ float biggestorigin;
+ const int *inelements;
+ int *outelements;
+ float *outvertex, *outnormal, *outtexcoord, *outsvector, *outtvector;
+
+ pbase = (unsigned char *)buffer;
+ pend = (unsigned char *)bufferend;
+ header = (iqmheader_t *)buffer;
+ 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)
+ Host_Error ("Mod_INTERQUAKEMODEL_Load: only version 1 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->num_triangles < 1 || header->num_vertexes < 3 || header->num_vertexarrays < 1 || header->num_meshes < 1)
+ {
+ Con_Printf("%s has no geometry\n", loadmodel->name);
+ return;
+ }
+ if (header->num_frames < 1 || header->num_anims < 1)
+ {
+ Con_Printf("%s has no animations\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_joints + header->num_joints*sizeof(iqmjoint_t) > pend ||
+ pbase + header->ofs_poses + header->num_poses*sizeof(iqmpose_t) > 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;
+ }
+
+ va = (iqmvertexarray_t *)(pbase + header->ofs_vertexarrays);
+ for (i = 0;i < (int)header->num_vertexarrays;i++)
+ {
+ size_t vsize;
+ va[i].type = LittleLong(va[i].type);
+ va[i].flags = LittleLong(va[i].flags);
+ va[i].format = LittleLong(va[i].format);
+ va[i].size = LittleLong(va[i].size);
+ va[i].offset = LittleLong(va[i].offset);
+ vsize = header->num_vertexes*va[i].size;
+ switch (va[i].format)
+ {
+ case IQM_FLOAT: vsize *= sizeof(float); break;
+ case IQM_UBYTE: vsize *= sizeof(unsigned char); break;
+ default: continue;
+ }
+ if (pbase + va[i].offset + vsize > pend)
+ continue;
+ switch (va[i].type)
+ {
+ case IQM_POSITION:
+ if (va[i].format == IQM_FLOAT && va[i].size == 3)
+ vposition = (float *)(pbase + va[i].offset);
+ break;
+ case IQM_TEXCOORD:
+ if (va[i].format == IQM_FLOAT && va[i].size == 2)
+ vtexcoord = (float *)(pbase + va[i].offset);
+ break;
+ case IQM_NORMAL:
+ if (va[i].format == IQM_FLOAT && va[i].size == 3)
+ vnormal = (float *)(pbase + va[i].offset);
+ break;
+ case IQM_TANGENT:
+ if (va[i].format == IQM_FLOAT && va[i].size == 4)
+ vtangent = (float *)(pbase + va[i].offset);
+ break;
+ case IQM_BLENDINDEXES:
+ if (va[i].format == IQM_UBYTE && va[i].size == 4)
+ vblendindexes = (unsigned char *)(pbase + va[i].offset);
+ break;
+ case IQM_BLENDWEIGHTS:
+ if (va[i].format == IQM_UBYTE && va[i].size == 4)
+ vblendweights = (unsigned char *)(pbase + va[i].offset);
+ break;
+ }
+ }
+ if (!vposition || !vtexcoord || !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->AnimateVertices = Mod_Skeletal_AnimateVertices;
+ 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->TraceBox = Mod_MDLMD2MD3_TraceBox;
+ loadmodel->TraceLine = Mod_MDLMD2MD3_TraceLine;
+ loadmodel->PointSuperContents = NULL;
+
+ // load external .skin files if present
+ skinfiles = Mod_LoadSkinFiles();
+ if (loadmodel->numskins < 1)
+ loadmodel->numskins = 1;
+
+ loadmodel->numframes = header->num_anims;
+ loadmodel->num_bones = header->num_joints;
+ loadmodel->num_poses = header->num_frames;
+ 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) + (r_enableshadowvolumes.integer ? meshtriangles * sizeof(int[3]) : 0) + meshvertices * (sizeof(float[14]) + sizeof(unsigned short)) + loadmodel->num_poses * loadmodel->num_bones * sizeof(short[6]) + 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]);
+ 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]);
+ loadmodel->surfmesh.data_normal3f = (float *)data;data += meshvertices * sizeof(float[3]);
+ loadmodel->surfmesh.data_texcoordtexture2f = (float *)data;data += meshvertices * sizeof(float[2]);
+ 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 (meshvertices <= 65536)
+ loadmodel->surfmesh.data_element3s = (unsigned short *)data;data += meshtriangles * sizeof(unsigned short[3]);
+ loadmodel->data_poses6s = (short *)data;data += loadmodel->num_poses * loadmodel->num_bones * sizeof(short[6]);
+ 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
+ joint = (iqmjoint_t *) (pbase + header->ofs_joints);
+ for (i = 0;i < loadmodel->num_bones;i++)
+ {
+ matrix4x4_t relbase, relinvbase, pinvbase, invbase;
+ joint[i].name = LittleLong(joint[i].name);
+ joint[i].parent = LittleLong(joint[i].parent);
+ for (j = 0;j < 3;j++)
+ {
+ joint[i].origin[j] = LittleFloat(joint[i].origin[j]);
+ joint[i].rotation[j] = LittleFloat(joint[i].rotation[j]);
+ joint[i].scale[j] = LittleFloat(joint[i].scale[j]);
+ }
+ 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);
+ 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
+ anim = (iqmanim_t *) (pbase + header->ofs_anims);
+ for (i = 0;i < (int)header->num_anims;i++)
+ {
+ anim[i].name = LittleLong(anim[i].name);
+ anim[i].first_frame = LittleLong(anim[i].first_frame);
+ anim[i].num_frames = LittleLong(anim[i].num_frames);
+ anim[i].framerate = LittleFloat(anim[i].framerate);
+ anim[i].flags = LittleLong(anim[i].flags);
+ strlcpy(loadmodel->animscenes[i].name, &text[anim[i].name], sizeof(loadmodel->animscenes[i].name));
+ loadmodel->animscenes[i].firstframe = anim[i].first_frame;
+ loadmodel->animscenes[i].framecount = anim[i].num_frames;
+ loadmodel->animscenes[i].loop = ((anim[i].flags & IQM_LOOP) != 0);
+ loadmodel->animscenes[i].framerate = anim[i].framerate;
+ }
+
+ pose = (iqmpose_t *) (pbase + header->ofs_poses);
+ biggestorigin = 0;
+ for (i = 0;i < (int)header->num_poses;i++)
+ {
+ float f;
+ pose[i].parent = LittleLong(pose[i].parent);
+ pose[i].channelmask = LittleLong(pose[i].channelmask);
+ pose[i].channeloffset[0] = LittleFloat(pose[i].channeloffset[0]);
+ pose[i].channeloffset[1] = LittleFloat(pose[i].channeloffset[1]);
+ pose[i].channeloffset[2] = LittleFloat(pose[i].channeloffset[2]);
+ pose[i].channeloffset[3] = LittleFloat(pose[i].channeloffset[3]);
+ pose[i].channeloffset[4] = LittleFloat(pose[i].channeloffset[4]);
+ pose[i].channeloffset[5] = LittleFloat(pose[i].channeloffset[5]);
+ pose[i].channeloffset[6] = LittleFloat(pose[i].channeloffset[6]);
+ pose[i].channeloffset[7] = LittleFloat(pose[i].channeloffset[7]);
+ pose[i].channeloffset[8] = LittleFloat(pose[i].channeloffset[8]);
+ pose[i].channelscale[0] = LittleFloat(pose[i].channelscale[0]);
+ pose[i].channelscale[1] = LittleFloat(pose[i].channelscale[1]);
+ pose[i].channelscale[2] = LittleFloat(pose[i].channelscale[2]);
+ pose[i].channelscale[3] = LittleFloat(pose[i].channelscale[3]);
+ pose[i].channelscale[4] = LittleFloat(pose[i].channelscale[4]);
+ pose[i].channelscale[5] = LittleFloat(pose[i].channelscale[5]);
+ pose[i].channelscale[6] = LittleFloat(pose[i].channelscale[6]);
+ pose[i].channelscale[7] = LittleFloat(pose[i].channelscale[7]);
+ pose[i].channelscale[8] = LittleFloat(pose[i].channelscale[8]);
+ 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);
+ }
+ loadmodel->num_posescale = biggestorigin / 32767.0f;
+ loadmodel->num_poseinvscale = 1.0f / loadmodel->num_posescale;
+
+ // load the pose data
+ framedata = (unsigned short *) (pbase + header->ofs_frames);
+ for (i = 0, k = 0;i < (int)header->num_frames;i++)
+ {
+ for (j = 0;j < (int)header->num_poses;j++, k++)
+ {
+ loadmodel->data_poses6s[k*6 + 0] = loadmodel->num_poseinvscale * (pose[j].channeloffset[0] + (pose[j].channelmask&1 ? (unsigned short)LittleShort(*framedata++) * pose[j].channelscale[0] : 0));
+ loadmodel->data_poses6s[k*6 + 1] = loadmodel->num_poseinvscale * (pose[j].channeloffset[1] + (pose[j].channelmask&2 ? (unsigned short)LittleShort(*framedata++) * pose[j].channelscale[1] : 0));
+ loadmodel->data_poses6s[k*6 + 2] = loadmodel->num_poseinvscale * (pose[j].channeloffset[2] + (pose[j].channelmask&4 ? (unsigned short)LittleShort(*framedata++) * pose[j].channelscale[2] : 0));
+ loadmodel->data_poses6s[k*6 + 3] = 32767.0f * (pose[j].channeloffset[3] + (pose[j].channelmask&8 ? (unsigned short)LittleShort(*framedata++) * pose[j].channelscale[3] : 0));
+ loadmodel->data_poses6s[k*6 + 4] = 32767.0f * (pose[j].channeloffset[4] + (pose[j].channelmask&16 ? (unsigned short)LittleShort(*framedata++) * pose[j].channelscale[4] : 0));
+ loadmodel->data_poses6s[k*6 + 5] = 32767.0f * (pose[j].channeloffset[5] + (pose[j].channelmask&32 ? (unsigned short)LittleShort(*framedata++) * pose[j].channelscale[5] : 0));
+ // skip scale data for now
+ if(pose[j].channelmask&64) framedata++;
+ if(pose[j].channelmask&128) framedata++;
+ if(pose[j].channelmask&256) framedata++;
+ }
+ }
+
+ // load bounding box data
+ if (header->ofs_bounds)
+ {
+ float xyradius = 0, radius = 0;
+ bounds = (iqmbounds_t *) (pbase + header->ofs_bounds);
+ VectorClear(loadmodel->normalmins);
+ VectorClear(loadmodel->normalmaxs);
+ for (i = 0; i < (int)header->num_frames;i++)
+ {
+ bounds[i].mins[0] = LittleFloat(bounds[i].mins[0]);
+ bounds[i].mins[1] = LittleFloat(bounds[i].mins[1]);
+ bounds[i].mins[2] = LittleFloat(bounds[i].mins[2]);
+ bounds[i].maxs[0] = LittleFloat(bounds[i].maxs[0]);
+ bounds[i].maxs[1] = LittleFloat(bounds[i].maxs[1]);
+ bounds[i].maxs[2] = LittleFloat(bounds[i].maxs[2]);
+ bounds[i].xyradius = LittleFloat(bounds[i].xyradius);
+ bounds[i].radius = LittleFloat(bounds[i].radius);
+ if (!i)
+ {
+ VectorCopy(bounds[i].mins, loadmodel->normalmins);
+ VectorCopy(bounds[i].maxs, loadmodel->normalmaxs);
+ }
+ else
+ {
+ if (loadmodel->normalmins[0] > bounds[i].mins[0]) loadmodel->normalmins[0] = bounds[i].mins[0];
+ if (loadmodel->normalmins[1] > bounds[i].mins[1]) loadmodel->normalmins[1] = bounds[i].mins[1];
+ if (loadmodel->normalmins[2] > bounds[i].mins[2]) loadmodel->normalmins[2] = bounds[i].mins[2];
+ if (loadmodel->normalmaxs[0] < bounds[i].maxs[0]) loadmodel->normalmaxs[0] = bounds[i].maxs[0];
+ if (loadmodel->normalmaxs[1] < bounds[i].maxs[1]) loadmodel->normalmaxs[1] = bounds[i].maxs[1];
+ if (loadmodel->normalmaxs[2] < bounds[i].maxs[2]) loadmodel->normalmaxs[2] = bounds[i].maxs[2];
+ }
+ if (bounds[i].xyradius > xyradius)
+ xyradius = bounds[i].xyradius;
+ if (bounds[i].radius > radius)
+ radius = bounds[i].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
+ inelements = (const 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;
+ }
+ Mod_ValidateElements(loadmodel->surfmesh.data_element3i, loadmodel->surfmesh.num_triangles, 0, header->num_vertexes, __FILE__, __LINE__);
+
+ if (header->ofs_neighbors && loadmodel->surfmesh.data_neighbor3i)
+ {
+ inelements = (const int *) (pbase + header->ofs_neighbors);
+ outelements = loadmodel->surfmesh.data_neighbor3i;
+ 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;
+ }
+ }
+
+ // load vertex data
+ 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;
+ for (i = 0;i < (int)header->num_vertexes;i++)
+ {
+ outtexcoord[0] = LittleFloat(vtexcoord[0]);
+ outtexcoord[1] = LittleFloat(vtexcoord[1]);
+ vtexcoord += 2;
+ outtexcoord += 2;
+ }
+
+ 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;
+ }
+ }
+
+ 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;
+ }
+ }
+
+ 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);
+ }
+
+ // load meshes
+ mesh = (iqmmesh_t *) (pbase + header->ofs_meshes);
+ for (i = 0;i < (int)header->num_meshes;i++)
+ {
+ msurface_t *surface;
+
+ mesh[i].name = LittleLong(mesh[i].name);
+ mesh[i].material = LittleLong(mesh[i].material);
+ mesh[i].first_vertex = LittleLong(mesh[i].first_vertex);
+ mesh[i].num_vertexes = LittleLong(mesh[i].num_vertexes);
+ mesh[i].first_triangle = LittleLong(mesh[i].first_triangle);
+ mesh[i].num_triangles = LittleLong(mesh[i].num_triangles);
+
+ loadmodel->sortedmodelsurfaces[i] = i;
+ surface = loadmodel->data_surfaces + i;
+ surface->texture = loadmodel->data_textures + i;
+ surface->num_firsttriangle = mesh[i].first_triangle;
+ surface->num_triangles = mesh[i].num_triangles;
+ surface->num_firstvertex = mesh[i].first_vertex;
+ surface->num_vertices = mesh[i].num_vertexes;
+
+ Mod_BuildAliasSkinsFromSkinFiles(loadmodel->data_textures + i, skinfiles, &text[mesh[i].name], &text[mesh[i].material]);
+ }
+
+ Mod_FreeSkinFiles(skinfiles);
+ 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->surfmesh.isanimated = loadmodel->numframes > 1 || loadmodel->animscenes[0].framecount > 1;
+
+ if (!loadmodel->surfmesh.isanimated)
+ {
+ Mod_MakeCollisionBIH(loadmodel, true, &loadmodel->collision_bih);
+ 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;
+ }
}
+