X-Git-Url: http://git.xonotic.org/?a=blobdiff_plain;f=model_alias.c;h=238c18b37eff79a66ee9fed356f03e0a0dc0a1b5;hb=1da6c44635f21581e349b289a47c5f7fc715b398;hp=faa82a9f7a6a3ce684cfc84a7e90ac4ead15cb4e;hpb=c8faaabd182ae985281ec019f87ce7b7186b4ce9;p=xonotic%2Fdarkplaces.git diff --git a/model_alias.c b/model_alias.c index faa82a9f..238c18b3 100644 --- a/model_alias.c +++ b/model_alias.c @@ -21,161 +21,572 @@ Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. #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"}; +cvar_t mod_alias_force_animated = {0, "mod_alias_force_animated", "", "if set to an non-empty string, overrides the is-animated flag of any alias models (for benchmarking)"}; -void Mod_AliasInit (void) +float mod_md3_sin[320]; + +static size_t Mod_Skeletal_AnimateVertices_maxbonepose = 0; +static void *Mod_Skeletal_AnimateVertices_bonepose = NULL; +void Mod_Skeletal_FreeBuffers(void) { - Cvar_RegisterVariable(&r_skeletal_debugbone); - Cvar_RegisterVariable(&r_skeletal_debugbonecomponent); - Cvar_RegisterVariable(&r_skeletal_debugbonevalue); - Cvar_RegisterVariable(&r_skeletal_debugtranslatex); - Cvar_RegisterVariable(&r_skeletal_debugtranslatey); - Cvar_RegisterVariable(&r_skeletal_debugtranslatez); + if(Mod_Skeletal_AnimateVertices_bonepose) + Mem_Free(Mod_Skeletal_AnimateVertices_bonepose); + Mod_Skeletal_AnimateVertices_maxbonepose = 0; + Mod_Skeletal_AnimateVertices_bonepose = NULL; +} +void *Mod_Skeletal_AnimateVertices_AllocBuffers(size_t nbytes) +{ + if(Mod_Skeletal_AnimateVertices_maxbonepose < nbytes) + { + if(Mod_Skeletal_AnimateVertices_bonepose) + Mem_Free(Mod_Skeletal_AnimateVertices_bonepose); + Mod_Skeletal_AnimateVertices_bonepose = Z_Malloc(nbytes); + Mod_Skeletal_AnimateVertices_maxbonepose = nbytes; + } + return Mod_Skeletal_AnimateVertices_bonepose; } -void Mod_Alias_GetMesh_Vertex3f(const model_t *model, const frameblend_t *frameblend, const surfmesh_t *mesh, float *out3f) +void Mod_Skeletal_BuildTransforms(const dp_model_t * RESTRICT model, const frameblend_t * RESTRICT frameblend, const skeleton_t *skeleton, float * RESTRICT bonepose, float * RESTRICT boneposerelative) { - if (mesh->num_vertexboneweights) + int i, blends; + float m[12]; + + if (!bonepose) + bonepose = (float * RESTRICT) Mod_Skeletal_AnimateVertices_AllocBuffers(sizeof(float[12]) * model->num_bones); + + if (skeleton && !skeleton->relativetransforms) + skeleton = NULL; + + // interpolate matrices + if (skeleton) { - int i, k, blends; - surfmeshvertexboneweight_t *v; - float *out, *matrix, m[12], bonepose[256][12]; - // vertex weighted skeletal - // interpolate matrices and concatenate them to their parents for (i = 0;i < model->num_bones;i++) { - for (k = 0;k < 12;k++) - m[k] = 0; - for (blends = 0;blends < 4 && frameblend[blends].lerp > 0;blends++) + Matrix4x4_ToArray12FloatD3D(&skeleton->relativetransforms[i], m); + if (model->data_bones[i].parent >= 0) + R_ConcatTransforms(bonepose + model->data_bones[i].parent * 12, m, bonepose + i * 12); + else + memcpy(bonepose + i * 12, m, sizeof(m)); + + // create a relative deformation matrix to describe displacement + // from the base mesh, which is used by the actual weighting + R_ConcatTransforms(bonepose + i * 12, model->data_baseboneposeinverse + i * 12, boneposerelative + i * 12); + } + } + else + { + for (i = 0;i < model->num_bones;i++) + { + // blend by transform each quaternion/translation into a dual-quaternion first, then blending + const short * RESTRICT firstpose7s = model->data_poses7s + 7 * (frameblend[0].subframe * model->num_bones + i); + float firstlerp = frameblend[0].lerp, + firsttx = firstpose7s[0], firstty = firstpose7s[1], firsttz = firstpose7s[2], + rx = firstpose7s[3] * firstlerp, + ry = firstpose7s[4] * firstlerp, + rz = firstpose7s[5] * firstlerp, + rw = firstpose7s[6] * firstlerp, + dx = firsttx*rw + firstty*rz - firsttz*ry, + dy = -firsttx*rz + firstty*rw + firsttz*rx, + dz = firsttx*ry - firstty*rx + firsttz*rw, + dw = -firsttx*rx - firstty*ry - firsttz*rz, + scale, sx, sy, sz, sw; + for (blends = 1;blends < MAX_FRAMEBLENDS && frameblend[blends].lerp > 0;blends++) { - matrix = model->data_poses + (frameblend[blends].frame * model->num_bones + i) * 12; - for (k = 0;k < 12;k++) - m[k] += matrix[k] * frameblend[blends].lerp; + const short * RESTRICT blendpose7s = model->data_poses7s + 7 * (frameblend[blends].subframe * model->num_bones + i); + float blendlerp = frameblend[blends].lerp, + blendtx = blendpose7s[0], blendty = blendpose7s[1], blendtz = blendpose7s[2], + qx = blendpose7s[3], qy = blendpose7s[4], qz = blendpose7s[5], qw = blendpose7s[6]; + if(rx*qx + ry*qy + rz*qz + rw*qw < 0) blendlerp = -blendlerp; + qx *= blendlerp; + qy *= blendlerp; + qz *= blendlerp; + qw *= blendlerp; + rx += qx; + ry += qy; + rz += qz; + rw += qw; + dx += blendtx*qw + blendty*qz - blendtz*qy; + dy += -blendtx*qz + blendty*qw + blendtz*qx; + dz += blendtx*qy - blendty*qx + blendtz*qw; + dw += -blendtx*qx - blendty*qy - blendtz*qz; } + // generate a matrix from the dual-quaternion, implicitly normalizing it in the process + scale = 1.0f / (rx*rx + ry*ry + rz*rz + rw*rw); + sx = rx * scale; + sy = ry * scale; + sz = rz * scale; + sw = rw * scale; + m[0] = sw*rw + sx*rx - sy*ry - sz*rz; + m[1] = 2*(sx*ry - sw*rz); + m[2] = 2*(sx*rz + sw*ry); + m[3] = model->num_posescale*(dx*sw - dy*sz + dz*sy - dw*sx); + m[4] = 2*(sx*ry + sw*rz); + m[5] = sw*rw + sy*ry - sx*rx - sz*rz; + m[6] = 2*(sy*rz - sw*rx); + m[7] = model->num_posescale*(dx*sz + dy*sw - dz*sx - dw*sy); + m[8] = 2*(sx*rz - sw*ry); + m[9] = 2*(sy*rz + sw*rx); + m[10] = sw*rw + sz*rz - sx*rx - sy*ry; + m[11] = model->num_posescale*(dy*sx + dz*sw - dx*sy - dw*sz); if (i == r_skeletal_debugbone.integer) m[r_skeletal_debugbonecomponent.integer % 12] += r_skeletal_debugbonevalue.value; m[3] *= r_skeletal_debugtranslatex.value; m[7] *= r_skeletal_debugtranslatey.value; m[11] *= r_skeletal_debugtranslatez.value; if (model->data_bones[i].parent >= 0) - R_ConcatTransforms(bonepose[model->data_bones[i].parent], m, bonepose[i]); + R_ConcatTransforms(bonepose + model->data_bones[i].parent * 12, m, bonepose + i * 12); else - for (k = 0;k < 12;k++) - bonepose[i][k] = m[k]; + memcpy(bonepose + i * 12, m, sizeof(m)); + // create a relative deformation matrix to describe displacement + // from the base mesh, which is used by the actual weighting + R_ConcatTransforms(bonepose + i * 12, model->data_baseboneposeinverse + i * 12, boneposerelative + i * 12); } - // blend the vertex bone weights - memset(out3f, 0, mesh->num_vertices * sizeof(float[3])); - v = mesh->data_vertexboneweights; - for (i = 0;i < mesh->num_vertexboneweights;i++, v++) + } +} + +static void Mod_Skeletal_AnimateVertices(const dp_model_t * RESTRICT model, const frameblend_t * RESTRICT frameblend, const skeleton_t *skeleton, float * RESTRICT vertex3f, float * RESTRICT normal3f, float * RESTRICT svector3f, float * RESTRICT tvector3f) +{ + + if (!model->surfmesh.num_vertices) + return; + + if (!model->num_bones) + { + if (vertex3f) memcpy(vertex3f, model->surfmesh.data_vertex3f, model->surfmesh.num_vertices*sizeof(float[3])); + if (normal3f) memcpy(normal3f, model->surfmesh.data_normal3f, model->surfmesh.num_vertices*sizeof(float[3])); + if (svector3f) memcpy(svector3f, model->surfmesh.data_svector3f, model->surfmesh.num_vertices*sizeof(float[3])); + if (tvector3f) memcpy(tvector3f, model->surfmesh.data_tvector3f, model->surfmesh.num_vertices*sizeof(float[3])); + return; + } + +#ifdef SSE_POSSIBLE + if(r_skeletal_use_sse_defined) + if(r_skeletal_use_sse.integer) { - out = out3f + v->vertexindex * 3; - matrix = bonepose[v->boneindex]; - // FIXME: this can very easily be optimized with SSE or 3DNow - out[0] += v->origin[0] * matrix[0] + v->origin[1] * matrix[1] + v->origin[2] * matrix[ 2] + v->origin[3] * matrix[ 3]; - out[1] += v->origin[0] * matrix[4] + v->origin[1] * matrix[5] + v->origin[2] * matrix[ 6] + v->origin[3] * matrix[ 7]; - out[2] += v->origin[0] * matrix[8] + v->origin[1] * matrix[9] + v->origin[2] * matrix[10] + v->origin[3] * matrix[11]; + Mod_Skeletal_AnimateVertices_SSE(model, frameblend, skeleton, vertex3f, normal3f, svector3f, tvector3f); + return; } +#endif + Mod_Skeletal_AnimateVertices_Generic(model, frameblend, skeleton, vertex3f, normal3f, svector3f, tvector3f); +} + +void Mod_AliasInit (void) +{ + int i; + Cvar_RegisterVariable(&r_skeletal_debugbone); + Cvar_RegisterVariable(&r_skeletal_debugbonecomponent); + Cvar_RegisterVariable(&r_skeletal_debugbonevalue); + Cvar_RegisterVariable(&r_skeletal_debugtranslatex); + Cvar_RegisterVariable(&r_skeletal_debugtranslatey); + Cvar_RegisterVariable(&r_skeletal_debugtranslatez); + Cvar_RegisterVariable(&mod_alias_supporttagscale); + Cvar_RegisterVariable(&mod_alias_force_animated); + for (i = 0;i < 320;i++) + mod_md3_sin[i] = sin(i * M_PI * 2.0f / 256.0); +#ifdef SSE_POSSIBLE + if(Sys_HaveSSE()) + { + Con_Printf("Skeletal animation uses SSE code path\n"); + r_skeletal_use_sse_defined = true; + Cvar_RegisterVariable(&r_skeletal_use_sse); } else + Con_Printf("Skeletal animation uses generic code path (SSE disabled or not detected)\n"); +#else + Con_Printf("Skeletal animation uses generic code path (SSE not compiled in)\n"); +#endif +} + +static int Mod_Skeletal_AddBlend(dp_model_t *model, const blendweights_t *newweights) +{ + int i; + blendweights_t *weights; + if(!newweights->influence[1]) + return newweights->index[0]; + weights = model->surfmesh.data_blendweights; + for (i = 0;i < model->surfmesh.num_blends;i++, weights++) + { + if (!memcmp(weights, newweights, sizeof(blendweights_t))) + return model->num_bones + i; + } + model->surfmesh.num_blends++; + memcpy(weights, newweights, sizeof(blendweights_t)); + return model->num_bones + i; +} + +static int Mod_Skeletal_CompressBlend(dp_model_t *model, const int *newindex, const float *newinfluence) +{ + int i, total; + float scale; + blendweights_t newweights; + if(!newinfluence[1]) + return newindex[0]; + scale = 0; + for (i = 0;i < 4;i++) + scale += newinfluence[i]; + scale = 255.0f / scale; + total = 0; + for (i = 0;i < 4;i++) + { + newweights.index[i] = newindex[i]; + newweights.influence[i] = (unsigned char)(newinfluence[i] * scale); + total += newweights.influence[i]; + } + while (total > 255) + { + for (i = 0;i < 4;i++) + { + if(newweights.influence[i] > 0 && total > 255) + { + newweights.influence[i]--; + total--; + } + } + } + while (total < 255) { - int i, vertcount; - float lerp1, lerp2, lerp3, lerp4; - const float *vertsbase, *verts1, *verts2, *verts3, *verts4; - // vertex morph - if (!mesh->data_morphvertex3f) - Host_Error("model %s has no skeletal or vertex morph animation data", model->name); - vertsbase = mesh->data_morphvertex3f; - vertcount = mesh->num_vertices; - verts1 = vertsbase + frameblend[0].frame * vertcount * 3; - lerp1 = frameblend[0].lerp; - if (frameblend[1].lerp) - { - verts2 = vertsbase + frameblend[1].frame * vertcount * 3; - lerp2 = frameblend[1].lerp; - if (frameblend[2].lerp) + for (i = 0; i < 4;i++) + { + if(newweights.influence[i] < 255 && total < 255) + { + newweights.influence[i]++; + total++; + } + } + } + return Mod_Skeletal_AddBlend(model, &newweights); +} + +static void Mod_MD3_AnimateVertices(const dp_model_t * RESTRICT model, const frameblend_t * RESTRICT frameblend, const skeleton_t *skeleton, float * RESTRICT vertex3f, float * RESTRICT normal3f, float * RESTRICT svector3f, float * RESTRICT tvector3f) +{ + // vertex morph + int i, numblends, blendnum; + int numverts = model->surfmesh.num_vertices; + numblends = 0; + for (blendnum = 0;blendnum < MAX_FRAMEBLENDS;blendnum++) + { + //VectorMA(translate, model->surfmesh.num_morphmdlframetranslate, frameblend[blendnum].lerp, translate); + if (frameblend[blendnum].lerp > 0) + numblends = blendnum + 1; + } + // special case for the first blend because it avoids some adds and the need to memset the arrays first + for (blendnum = 0;blendnum < numblends;blendnum++) + { + const md3vertex_t *verts = model->surfmesh.data_morphmd3vertex + numverts * frameblend[blendnum].subframe; + if (vertex3f) + { + float scale = frameblend[blendnum].lerp * (1.0f / 64.0f); + if (blendnum == 0) { - verts3 = vertsbase + frameblend[2].frame * vertcount * 3; - lerp3 = frameblend[2].lerp; - if (frameblend[3].lerp) + for (i = 0;i < numverts;i++) { - verts4 = vertsbase + frameblend[3].frame * vertcount * 3; - lerp4 = frameblend[3].lerp; - for (i = 0;i < vertcount * 3;i++) - VectorMAMAMAM(lerp1, verts1 + i, lerp2, verts2 + i, lerp3, verts3 + i, lerp4, verts4 + i, out3f + i); + vertex3f[i * 3 + 0] = verts[i].origin[0] * scale; + vertex3f[i * 3 + 1] = verts[i].origin[1] * scale; + vertex3f[i * 3 + 2] = verts[i].origin[2] * scale; } - else - for (i = 0;i < vertcount * 3;i++) - VectorMAMAM(lerp1, verts1 + i, lerp2, verts2 + i, lerp3, verts3 + i, out3f + i); } else - for (i = 0;i < vertcount * 3;i++) - VectorMAM(lerp1, verts1 + i, lerp2, verts2 + i, out3f + i); + { + for (i = 0;i < numverts;i++) + { + vertex3f[i * 3 + 0] += verts[i].origin[0] * scale; + vertex3f[i * 3 + 1] += verts[i].origin[1] * scale; + vertex3f[i * 3 + 2] += verts[i].origin[2] * scale; + } + } + } + // the yaw and pitch stored in md3 models are 8bit quantized angles + // (0-255), and as such a lookup table is very well suited to + // decoding them, and since cosine is equivalent to sine with an + // extra 45 degree rotation, this uses one lookup table for both + // sine and cosine with a +64 bias to get cosine. + if (normal3f) + { + float lerp = frameblend[blendnum].lerp; + if (blendnum == 0) + { + for (i = 0;i < numverts;i++) + { + normal3f[i * 3 + 0] = mod_md3_sin[verts[i].yaw + 64] * mod_md3_sin[verts[i].pitch ] * lerp; + normal3f[i * 3 + 1] = mod_md3_sin[verts[i].yaw ] * mod_md3_sin[verts[i].pitch ] * lerp; + normal3f[i * 3 + 2] = mod_md3_sin[verts[i].pitch + 64] * lerp; + } + } + else + { + for (i = 0;i < numverts;i++) + { + normal3f[i * 3 + 0] += mod_md3_sin[verts[i].yaw + 64] * mod_md3_sin[verts[i].pitch ] * lerp; + normal3f[i * 3 + 1] += mod_md3_sin[verts[i].yaw ] * mod_md3_sin[verts[i].pitch ] * lerp; + normal3f[i * 3 + 2] += mod_md3_sin[verts[i].pitch + 64] * lerp; + } + } } + if (svector3f) + { + const texvecvertex_t *texvecvert = model->surfmesh.data_morphtexvecvertex + numverts * frameblend[blendnum].subframe; + float f = frameblend[blendnum].lerp * (1.0f / 127.0f); + if (blendnum == 0) + { + for (i = 0;i < numverts;i++, texvecvert++) + { + VectorScale(texvecvert->svec, f, svector3f + i*3); + VectorScale(texvecvert->tvec, f, tvector3f + i*3); + } + } + else + { + for (i = 0;i < numverts;i++, texvecvert++) + { + VectorMA(svector3f + i*3, f, texvecvert->svec, svector3f + i*3); + VectorMA(tvector3f + i*3, f, texvecvert->tvec, tvector3f + i*3); + } + } + } + } +} +static void Mod_MDL_AnimateVertices(const dp_model_t * RESTRICT model, const frameblend_t * RESTRICT frameblend, const skeleton_t *skeleton, float * RESTRICT vertex3f, float * RESTRICT normal3f, float * RESTRICT svector3f, float * RESTRICT tvector3f) +{ + // vertex morph + int i, numblends, blendnum; + int numverts = model->surfmesh.num_vertices; + float translate[3]; + VectorClear(translate); + numblends = 0; + // blend the frame translates to avoid redundantly doing so on each vertex + // (a bit of a brain twister but it works) + for (blendnum = 0;blendnum < MAX_FRAMEBLENDS;blendnum++) + { + if (model->surfmesh.data_morphmd2framesize6f) + VectorMA(translate, frameblend[blendnum].lerp, model->surfmesh.data_morphmd2framesize6f + frameblend[blendnum].subframe * 6 + 3, translate); else - memcpy(out3f, verts1, vertcount * sizeof(float[3])); + VectorMA(translate, frameblend[blendnum].lerp, model->surfmesh.num_morphmdlframetranslate, translate); + if (frameblend[blendnum].lerp > 0) + numblends = blendnum + 1; + } + // special case for the first blend because it avoids some adds and the need to memset the arrays first + for (blendnum = 0;blendnum < numblends;blendnum++) + { + const trivertx_t *verts = model->surfmesh.data_morphmdlvertex + numverts * frameblend[blendnum].subframe; + if (vertex3f) + { + float scale[3]; + if (model->surfmesh.data_morphmd2framesize6f) + VectorScale(model->surfmesh.data_morphmd2framesize6f + frameblend[blendnum].subframe * 6, frameblend[blendnum].lerp, scale); + else + VectorScale(model->surfmesh.num_morphmdlframescale, frameblend[blendnum].lerp, scale); + if (blendnum == 0) + { + for (i = 0;i < numverts;i++) + { + vertex3f[i * 3 + 0] = translate[0] + verts[i].v[0] * scale[0]; + vertex3f[i * 3 + 1] = translate[1] + verts[i].v[1] * scale[1]; + vertex3f[i * 3 + 2] = translate[2] + verts[i].v[2] * scale[2]; + } + } + else + { + for (i = 0;i < numverts;i++) + { + vertex3f[i * 3 + 0] += verts[i].v[0] * scale[0]; + vertex3f[i * 3 + 1] += verts[i].v[1] * scale[1]; + vertex3f[i * 3 + 2] += verts[i].v[2] * scale[2]; + } + } + } + // the vertex normals in mdl models are an index into a table of + // 162 unique values, this very crude quantization reduces the + // vertex normal to only one byte, which saves a lot of space but + // also makes lighting pretty coarse + if (normal3f) + { + float lerp = frameblend[blendnum].lerp; + if (blendnum == 0) + { + for (i = 0;i < numverts;i++) + { + const float *vn = m_bytenormals[verts[i].lightnormalindex]; + VectorScale(vn, lerp, normal3f + i*3); + } + } + else + { + for (i = 0;i < numverts;i++) + { + const float *vn = m_bytenormals[verts[i].lightnormalindex]; + VectorMA(normal3f + i*3, lerp, vn, normal3f + i*3); + } + } + } + if (svector3f) + { + const texvecvertex_t *texvecvert = model->surfmesh.data_morphtexvecvertex + numverts * frameblend[blendnum].subframe; + float f = frameblend[blendnum].lerp * (1.0f / 127.0f); + if (blendnum == 0) + { + for (i = 0;i < numverts;i++, texvecvert++) + { + VectorScale(texvecvert->svec, f, svector3f + i*3); + VectorScale(texvecvert->tvec, f, tvector3f + i*3); + } + } + else + { + for (i = 0;i < numverts;i++, texvecvert++) + { + VectorMA(svector3f + i*3, f, texvecvert->svec, svector3f + i*3); + VectorMA(tvector3f + i*3, f, texvecvert->tvec, tvector3f + i*3); + } + } + } } } -int Mod_Alias_GetTagMatrix(const model_t *model, int poseframe, int tagindex, matrix4x4_t *outmatrix) +int Mod_Alias_GetTagMatrix(const dp_model_t *model, const frameblend_t *frameblend, const skeleton_t *skeleton, int tagindex, matrix4x4_t *outmatrix) { - const float *boneframe; - float tempbonematrix[12], bonematrix[12]; + matrix4x4_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) - { - memcpy(tempbonematrix, bonematrix, sizeof(float[12])); - R_ConcatTransforms(boneframe + model->data_bones[tagindex].parent * 12, tempbonematrix, bonematrix); - tagindex = model->data_bones[tagindex].parent; - } - outmatrix->m[0][0] = bonematrix[0]; - outmatrix->m[0][1] = bonematrix[1]; - outmatrix->m[0][2] = bonematrix[2]; - outmatrix->m[0][3] = bonematrix[3]; - outmatrix->m[1][0] = bonematrix[4]; - outmatrix->m[1][1] = bonematrix[5]; - outmatrix->m[1][2] = bonematrix[6]; - outmatrix->m[1][3] = bonematrix[7]; - outmatrix->m[2][0] = bonematrix[8]; - outmatrix->m[2][1] = bonematrix[9]; - outmatrix->m[2][2] = bonematrix[10]; - outmatrix->m[2][3] = bonematrix[11]; - outmatrix->m[3][0] = 0; - outmatrix->m[3][1] = 0; - outmatrix->m[3][2] = 0; - outmatrix->m[3][3] = 1; + Matrix4x4_Clear(&blendmatrix); + for (blendindex = 0;blendindex < MAX_FRAMEBLENDS && frameblend[blendindex].lerp > 0;blendindex++) + { + lerp = frameblend[blendindex].lerp; + Matrix4x4_FromBonePose7s(&bonematrix, model->num_posescale, model->data_poses7s + 7 * (frameblend[blendindex].subframe * model->num_bones + tagindex)); + parenttagindex = tagindex; + while ((parenttagindex = model->data_bones[parenttagindex].parent) >= 0) + { + Matrix4x4_FromBonePose7s(&parentbonematrix, model->num_posescale, model->data_poses7s + 7 * (frameblend[blendindex].subframe * model->num_bones + parenttagindex)); + tempbonematrix = bonematrix; + Matrix4x4_Concat(&bonematrix, &parentbonematrix, &tempbonematrix); + } + Matrix4x4_Accumulate(&blendmatrix, &bonematrix, lerp); + } + *outmatrix = blendmatrix; } else if (model->num_tags) { if (tagindex < 0 || tagindex >= model->num_tags) return 4; - if (poseframe >= model->num_tagframes) - return 6; - *outmatrix = model->data_tags[poseframe * model->num_tags + tagindex].matrix; + for (k = 0;k < 12;k++) + blendtag[k] = 0; + for (blendindex = 0;blendindex < MAX_FRAMEBLENDS && frameblend[blendindex].lerp > 0;blendindex++) + { + lerp = frameblend[blendindex].lerp; + input = model->data_tags[frameblend[blendindex].subframe * model->num_tags + tagindex].matrixgl; + for (k = 0;k < 12;k++) + blendtag[k] += input[k] * lerp; + } + Matrix4x4_FromArray12FloatGL(outmatrix, blendtag); } + + if(!mod_alias_supporttagscale.integer) + Matrix4x4_Normalize3(outmatrix, outmatrix); + return 0; } -int Mod_Alias_GetTagIndexForName(const model_t *model, unsigned int skin, const char *tagname) +int Mod_Alias_GetExtendedTagInfoForIndex(const dp_model_t *model, unsigned int skin, const frameblend_t *frameblend, const skeleton_t *skeleton, int tagindex, int *parentindex, const char **tagname, matrix4x4_t *tag_localmatrix) +{ + int blendindex; + int k; + float lerp; + matrix4x4_t bonematrix; + matrix4x4_t blendmatrix; + const float *input; + float blendtag[12]; + + if (skeleton && skeleton->relativetransforms) + { + if (tagindex < 0 || tagindex >= skeleton->model->num_bones) + return 1; + *parentindex = skeleton->model->data_bones[tagindex].parent; + *tagname = skeleton->model->data_bones[tagindex].name; + *tag_localmatrix = skeleton->relativetransforms[tagindex]; + return 0; + } + else if (model->num_bones) + { + if (tagindex < 0 || tagindex >= model->num_bones) + return 1; + *parentindex = model->data_bones[tagindex].parent; + *tagname = model->data_bones[tagindex].name; + Matrix4x4_Clear(&blendmatrix); + for (blendindex = 0;blendindex < MAX_FRAMEBLENDS && frameblend[blendindex].lerp > 0;blendindex++) + { + lerp = frameblend[blendindex].lerp; + Matrix4x4_FromBonePose7s(&bonematrix, model->num_posescale, model->data_poses7s + 7 * (frameblend[blendindex].subframe * model->num_bones + tagindex)); + Matrix4x4_Accumulate(&blendmatrix, &bonematrix, lerp); + } + *tag_localmatrix = blendmatrix; + return 0; + } + else if (model->num_tags) + { + if (tagindex < 0 || tagindex >= model->num_tags) + return 1; + *parentindex = -1; + *tagname = model->data_tags[tagindex].name; + for (k = 0;k < 12;k++) + blendtag[k] = 0; + for (blendindex = 0;blendindex < MAX_FRAMEBLENDS && frameblend[blendindex].lerp > 0;blendindex++) + { + lerp = frameblend[blendindex].lerp; + input = model->data_tags[frameblend[blendindex].subframe * model->num_tags + tagindex].matrixgl; + for (k = 0;k < 12;k++) + blendtag[k] += input[k] * lerp; + } + Matrix4x4_FromArray12FloatGL(tag_localmatrix, blendtag); + return 0; + } + + return 2; +} + +int Mod_Alias_GetTagIndexForName(const dp_model_t *model, unsigned int skin, const char *tagname) { int i; - if (model->data_overridetagnamesforskin && skin < (unsigned int)model->numskins && model->data_overridetagnamesforskin[(unsigned int)skin].num_overridetagnames) - for (i = 0;i < model->data_overridetagnamesforskin[skin].num_overridetagnames;i++) - if (!strcasecmp(tagname, model->data_overridetagnamesforskin[skin].data_overridetagnames[i].name)) - return i + 1; + if(skin >= (unsigned int)model->numskins) + skin = 0; if (model->num_bones) for (i = 0;i < model->num_bones;i++) if (!strcasecmp(tagname, model->data_bones[i].name)) @@ -187,110 +598,111 @@ int Mod_Alias_GetTagIndexForName(const model_t *model, unsigned int skin, const return 0; } -static void Mod_Alias_Mesh_CompileFrameZero(surfmesh_t *mesh) -{ - frameblend_t frameblend[4] = {{0, 1}, {0, 0}, {0, 0}, {0, 0}}; - mesh->data_vertex3f = (float *)Mem_Alloc(loadmodel->mempool, mesh->num_vertices * sizeof(float[3][4])); - mesh->data_svector3f = mesh->data_vertex3f + mesh->num_vertices * 3; - mesh->data_tvector3f = mesh->data_vertex3f + mesh->num_vertices * 6; - mesh->data_normal3f = mesh->data_vertex3f + mesh->num_vertices * 9; - Mod_Alias_GetMesh_Vertex3f(loadmodel, frameblend, mesh, mesh->data_vertex3f); - Mod_BuildTextureVectorsAndNormals(0, mesh->num_vertices, mesh->num_triangles, mesh->data_vertex3f, mesh->data_texcoordtexture2f, mesh->data_element3i, mesh->data_svector3f, mesh->data_tvector3f, mesh->data_normal3f, true); -} - -static void Mod_MDLMD2MD3_TraceBox(model_t *model, int frame, trace_t *trace, const vec3_t start, const vec3_t boxmins, const vec3_t boxmaxs, const vec3_t end, int hitsupercontentsmask) +static void Mod_BuildBaseBonePoses(void) { - int i; - float segmentmins[3], segmentmaxs[3]; - frameblend_t frameblend[4]; - msurface_t *surface; - surfmesh_t *mesh; - static int maxvertices = 0; - static float *vertex3f = NULL; - memset(trace, 0, sizeof(*trace)); - trace->fraction = 1; - trace->realfraction = 1; - trace->hitsupercontentsmask = hitsupercontentsmask; - memset(frameblend, 0, sizeof(frameblend)); - frameblend[0].frame = frame; - frameblend[0].lerp = 1; - if (VectorLength2(boxmins) + VectorLength2(boxmaxs) == 0) - { - // 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++) - { - mesh = surface->groupmesh; - if (maxvertices < mesh->num_vertices) - { - if (vertex3f) - Z_Free(vertex3f); - maxvertices = (mesh->num_vertices + 255) & ~255; - vertex3f = Z_Malloc(maxvertices * sizeof(float[3])); - } - Mod_Alias_GetMesh_Vertex3f(model, frameblend, mesh, vertex3f); - Collision_TraceLineTriangleMeshFloat(trace, start, end, mesh->num_triangles, mesh->data_element3i, vertex3f, SUPERCONTENTS_SOLID, 0, surface->texture, segmentmins, segmentmaxs); - } - } - else + 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++) { - // 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++) - { - mesh = surface->groupmesh; - if (maxvertices < mesh->num_vertices) - { - if (vertex3f) - Z_Free(vertex3f); - maxvertices = (mesh->num_vertices + 255) & ~255; - vertex3f = Z_Malloc(maxvertices * sizeof(float[3])); - } - Mod_Alias_GetMesh_Vertex3f(model, frameblend, mesh, vertex3f); - Collision_TraceBrushTriangleMeshFloat(trace, thisbrush_start, thisbrush_end, mesh->num_triangles, mesh->data_element3i, vertex3f, SUPERCONTENTS_SOLID, 0, surface->texture, segmentmins, segmentmaxs); + Matrix4x4_FromBonePose7s(&bonematrix, loadmodel->num_posescale, loadmodel->data_poses7s + 7 * boneindex); + if (loadmodel->data_bones[boneindex].parent >= 0) + { + tempbonematrix = bonematrix; + Matrix4x4_Concat(&bonematrix, basebonepose + loadmodel->data_bones[boneindex].parent, &tempbonematrix); } + basebonepose[boneindex] = bonematrix; + Matrix4x4_Invert_Simple(&tempbonematrix, basebonepose + boneindex); + Matrix4x4_ToArray12FloatD3D(&tempbonematrix, outinvmatrix + 12*boneindex); } + Mem_Free(basebonepose); } -static void Mod_CalcAliasModelBBoxes (void) +static qboolean Mod_Alias_CalculateBoundingBox(void) { - int vnum, meshnum; + int vnum; + qboolean firstvertex = true; float dist, yawradius, radius; - surfmesh_t *mesh; float *v; + qboolean isanimated = false; VectorClear(loadmodel->normalmins); VectorClear(loadmodel->normalmaxs); yawradius = 0; radius = 0; - for (meshnum = 0;meshnum < loadmodel->num_surfaces;meshnum++) + if (loadmodel->AnimateVertices) + { + float *vertex3f, *refvertex3f; + frameblend_t frameblend[MAX_FRAMEBLENDS]; + memset(frameblend, 0, sizeof(frameblend)); + frameblend[0].lerp = 1; + vertex3f = (float *) Mem_Alloc(loadmodel->mempool, loadmodel->surfmesh.num_vertices * sizeof(float[3]) * 2); + refvertex3f = NULL; + for (frameblend[0].subframe = 0;frameblend[0].subframe < loadmodel->num_poses;frameblend[0].subframe++) + { + loadmodel->AnimateVertices(loadmodel, frameblend, NULL, vertex3f, NULL, NULL, NULL); + if (!refvertex3f) + { + // make a copy of the first frame for comparing all others + refvertex3f = vertex3f + loadmodel->surfmesh.num_vertices * 3; + memcpy(refvertex3f, vertex3f, loadmodel->surfmesh.num_vertices * sizeof(float[3])); + } + else + { + if (!isanimated && memcmp(refvertex3f, vertex3f, loadmodel->surfmesh.num_vertices * sizeof(float[3]))) + isanimated = true; + } + for (vnum = 0, v = vertex3f;vnum < loadmodel->surfmesh.num_vertices;vnum++, v += 3) + { + if (firstvertex) + { + firstvertex = false; + VectorCopy(v, loadmodel->normalmins); + VectorCopy(v, loadmodel->normalmaxs); + } + else + { + if (loadmodel->normalmins[0] > v[0]) loadmodel->normalmins[0] = v[0]; + if (loadmodel->normalmins[1] > v[1]) loadmodel->normalmins[1] = v[1]; + if (loadmodel->normalmins[2] > v[2]) loadmodel->normalmins[2] = v[2]; + if (loadmodel->normalmaxs[0] < v[0]) loadmodel->normalmaxs[0] = v[0]; + if (loadmodel->normalmaxs[1] < v[1]) loadmodel->normalmaxs[1] = v[1]; + if (loadmodel->normalmaxs[2] < v[2]) loadmodel->normalmaxs[2] = v[2]; + } + dist = v[0] * v[0] + v[1] * v[1]; + if (yawradius < dist) + yawradius = dist; + dist += v[2] * v[2]; + if (radius < dist) + radius = dist; + } + } + if (vertex3f) + Mem_Free(vertex3f); + } + else { - mesh = loadmodel->meshlist[meshnum]; - for (vnum = 0, v = mesh->data_morphvertex3f;vnum < mesh->num_vertices * mesh->num_morphframes;vnum++, v += 3) + for (vnum = 0, v = loadmodel->surfmesh.data_vertex3f;vnum < loadmodel->surfmesh.num_vertices;vnum++, v += 3) { - if (loadmodel->normalmins[0] > v[0]) loadmodel->normalmins[0] = v[0]; - if (loadmodel->normalmins[1] > v[1]) loadmodel->normalmins[1] = v[1]; - if (loadmodel->normalmins[2] > v[2]) loadmodel->normalmins[2] = v[2]; - if (loadmodel->normalmaxs[0] < v[0]) loadmodel->normalmaxs[0] = v[0]; - if (loadmodel->normalmaxs[1] < v[1]) loadmodel->normalmaxs[1] = v[1]; - if (loadmodel->normalmaxs[2] < v[2]) loadmodel->normalmaxs[2] = v[2]; + if (firstvertex) + { + firstvertex = false; + VectorCopy(v, loadmodel->normalmins); + VectorCopy(v, loadmodel->normalmaxs); + } + else + { + if (loadmodel->normalmins[0] > v[0]) loadmodel->normalmins[0] = v[0]; + if (loadmodel->normalmins[1] > v[1]) loadmodel->normalmins[1] = v[1]; + if (loadmodel->normalmins[2] > v[2]) loadmodel->normalmins[2] = v[2]; + if (loadmodel->normalmaxs[0] < v[0]) loadmodel->normalmaxs[0] = v[0]; + if (loadmodel->normalmaxs[1] < v[1]) loadmodel->normalmaxs[1] = v[1]; + if (loadmodel->normalmaxs[2] < v[2]) loadmodel->normalmaxs[2] = v[2]; + } dist = v[0] * v[0] + v[1] * v[1]; if (yawradius < dist) yawradius = dist; @@ -309,29 +721,147 @@ static void Mod_CalcAliasModelBBoxes (void) loadmodel->rotatedmaxs[0] = loadmodel->rotatedmaxs[1] = loadmodel->rotatedmaxs[2] = radius; loadmodel->radius = radius; loadmodel->radius2 = radius * radius; + return isanimated; +} + +static void Mod_Alias_MorphMesh_CompileFrames(void) +{ + int i, j; + frameblend_t frameblend[MAX_FRAMEBLENDS]; + unsigned char *datapointer; + memset(frameblend, 0, sizeof(frameblend)); + frameblend[0].lerp = 1; + datapointer = (unsigned char *)Mem_Alloc(loadmodel->mempool, loadmodel->surfmesh.num_vertices * (sizeof(float[3]) * 4 + loadmodel->surfmesh.num_morphframes * sizeof(texvecvertex_t))); + loadmodel->surfmesh.data_vertex3f = (float *)datapointer;datapointer += loadmodel->surfmesh.num_vertices * sizeof(float[3]); + loadmodel->surfmesh.data_svector3f = (float *)datapointer;datapointer += loadmodel->surfmesh.num_vertices * sizeof(float[3]); + loadmodel->surfmesh.data_tvector3f = (float *)datapointer;datapointer += loadmodel->surfmesh.num_vertices * sizeof(float[3]); + loadmodel->surfmesh.data_normal3f = (float *)datapointer;datapointer += loadmodel->surfmesh.num_vertices * sizeof(float[3]); + loadmodel->surfmesh.data_morphtexvecvertex = (texvecvertex_t *)datapointer;datapointer += loadmodel->surfmesh.num_morphframes * loadmodel->surfmesh.num_vertices * sizeof(texvecvertex_t); + // this counts down from the last frame to the first so that the final data in surfmesh is for frame zero (which is what the renderer expects to be there) + for (i = loadmodel->surfmesh.num_morphframes-1;i >= 0;i--) + { + frameblend[0].subframe = i; + loadmodel->AnimateVertices(loadmodel, frameblend, NULL, loadmodel->surfmesh.data_vertex3f, loadmodel->surfmesh.data_normal3f, NULL, NULL); + Mod_BuildTextureVectorsFromNormals(0, loadmodel->surfmesh.num_vertices, loadmodel->surfmesh.num_triangles, loadmodel->surfmesh.data_vertex3f, loadmodel->surfmesh.data_texcoordtexture2f, loadmodel->surfmesh.data_normal3f, loadmodel->surfmesh.data_element3i, loadmodel->surfmesh.data_svector3f, loadmodel->surfmesh.data_tvector3f, r_smoothnormals_areaweighting.integer != 0); + // encode the svector and tvector in 3 byte format for permanent storage + for (j = 0;j < loadmodel->surfmesh.num_vertices;j++) + { + VectorScaleCast(loadmodel->surfmesh.data_svector3f + j * 3, 127.0f, signed char, loadmodel->surfmesh.data_morphtexvecvertex[i*loadmodel->surfmesh.num_vertices+j].svec); + VectorScaleCast(loadmodel->surfmesh.data_tvector3f + j * 3, 127.0f, signed char, loadmodel->surfmesh.data_morphtexvecvertex[i*loadmodel->surfmesh.num_vertices+j].tvec); + } + } +} + +static void Mod_MDLMD2MD3_TraceLine(dp_model_t *model, const frameblend_t *frameblend, const skeleton_t *skeleton, trace_t *trace, const vec3_t start, const vec3_t end, int hitsupercontentsmask, int skipsupercontentsmask, int skipmaterialflagsmask) +{ + int i; + float segmentmins[3], segmentmaxs[3]; + msurface_t *surface; + float vertex3fbuf[1024 * 3]; + float *vertex3f = vertex3fbuf; + float *freevertex3f = NULL; + // for static cases we can just call CollisionBIH which is much faster + if ((frameblend == NULL || (frameblend[0].subframe == 0 && frameblend[1].lerp == 0)) && (skeleton == NULL || skeleton->relativetransforms == NULL)) + { + Mod_CollisionBIH_TraceLine(model, frameblend, skeleton, trace, start, end, hitsupercontentsmask, skipsupercontentsmask, skipmaterialflagsmask); + return; + } + memset(trace, 0, sizeof(*trace)); + trace->fraction = 1; + trace->hitsupercontentsmask = hitsupercontentsmask; + trace->skipsupercontentsmask = skipsupercontentsmask; + trace->skipmaterialflagsmask = skipmaterialflagsmask; + segmentmins[0] = min(start[0], end[0]) - 1; + segmentmins[1] = min(start[1], end[1]) - 1; + segmentmins[2] = min(start[2], end[2]) - 1; + segmentmaxs[0] = max(start[0], end[0]) + 1; + segmentmaxs[1] = max(start[1], end[1]) + 1; + segmentmaxs[2] = max(start[2], end[2]) + 1; + if (frameblend == NULL || frameblend[0].subframe != 0 || frameblend[0].lerp != 0 || skeleton != NULL) + { + if (model->surfmesh.num_vertices > 1024) + vertex3f = freevertex3f = (float *)Mem_Alloc(tempmempool, model->surfmesh.num_vertices * sizeof(float[3])); + model->AnimateVertices(model, frameblend, skeleton, vertex3f, NULL, NULL, NULL); + } + else + vertex3f = model->surfmesh.data_vertex3f; + for (i = 0, surface = model->data_surfaces;i < model->num_surfaces;i++, surface++) + Collision_TraceLineTriangleMeshFloat(trace, start, end, model->surfmesh.num_triangles, model->surfmesh.data_element3i, vertex3f, 0, NULL, SUPERCONTENTS_SOLID | (surface->texture->basematerialflags & MATERIALFLAGMASK_TRANSLUCENT ? 0 : SUPERCONTENTS_OPAQUE), 0, surface->texture, segmentmins, segmentmaxs); + if (freevertex3f) + Mem_Free(freevertex3f); +} + +static void Mod_MDLMD2MD3_TraceBox(dp_model_t *model, const frameblend_t *frameblend, const skeleton_t *skeleton, trace_t *trace, const vec3_t start, const vec3_t boxmins, const vec3_t boxmaxs, const vec3_t end, int hitsupercontentsmask, int skipsupercontentsmask, int skipmaterialflagsmask) +{ + int i; + vec3_t shiftstart, shiftend; + float segmentmins[3], segmentmaxs[3]; + msurface_t *surface; + float vertex3fbuf[1024*3]; + float *vertex3f = vertex3fbuf; + colboxbrushf_t thisbrush_start, thisbrush_end; + vec3_t boxstartmins, boxstartmaxs, boxendmins, boxendmaxs; + + if (VectorCompare(boxmins, boxmaxs)) + { + VectorAdd(start, boxmins, shiftstart); + VectorAdd(end, boxmins, shiftend); + Mod_MDLMD2MD3_TraceLine(model, frameblend, skeleton, trace, shiftstart, shiftend, hitsupercontentsmask, skipsupercontentsmask, skipmaterialflagsmask); + VectorSubtract(trace->endpos, boxmins, trace->endpos); + return; + } + + // for static cases we can just call CollisionBIH which is much faster + if ((frameblend == NULL || (frameblend[0].subframe == 0 && frameblend[1].lerp == 0)) && (skeleton == NULL || skeleton->relativetransforms == NULL)) + { + Mod_CollisionBIH_TraceBox(model, frameblend, skeleton, trace, start, boxmins, boxmaxs, end, hitsupercontentsmask, skipsupercontentsmask, skipmaterialflagsmask); + return; + } + + // box trace, performed as brush trace + memset(trace, 0, sizeof(*trace)); + trace->fraction = 1; + trace->hitsupercontentsmask = hitsupercontentsmask; + trace->skipsupercontentsmask = skipsupercontentsmask; + trace->skipmaterialflagsmask = skipmaterialflagsmask; + if (model->surfmesh.num_vertices > 1024) + vertex3f = (float *)Mem_Alloc(tempmempool, model->surfmesh.num_vertices * sizeof(float[3])); + segmentmins[0] = min(start[0], end[0]) + boxmins[0] - 1; + segmentmins[1] = min(start[1], end[1]) + boxmins[1] - 1; + segmentmins[2] = min(start[2], end[2]) + boxmins[2] - 1; + segmentmaxs[0] = max(start[0], end[0]) + boxmaxs[0] + 1; + segmentmaxs[1] = max(start[1], end[1]) + boxmaxs[1] + 1; + segmentmaxs[2] = max(start[2], end[2]) + boxmaxs[2] + 1; + VectorAdd(start, boxmins, boxstartmins); + VectorAdd(start, boxmaxs, boxstartmaxs); + VectorAdd(end, boxmins, boxendmins); + VectorAdd(end, boxmaxs, boxendmaxs); + Collision_BrushForBox(&thisbrush_start, boxstartmins, boxstartmaxs, 0, 0, NULL); + Collision_BrushForBox(&thisbrush_end, boxendmins, boxendmaxs, 0, 0, NULL); + model->AnimateVertices(model, frameblend, skeleton, vertex3f, NULL, NULL, NULL); + for (i = 0, surface = model->data_surfaces;i < model->num_surfaces;i++, surface++) + Collision_TraceBrushTriangleMeshFloat(trace, &thisbrush_start.brush, &thisbrush_end.brush, model->surfmesh.num_triangles, model->surfmesh.data_element3i, vertex3f, 0, NULL, SUPERCONTENTS_SOLID | (surface->texture->basematerialflags & MATERIALFLAGMASK_TRANSLUCENT ? 0 : SUPERCONTENTS_OPAQUE), 0, surface->texture, segmentmins, segmentmaxs); + if (vertex3f != vertex3fbuf) + Mem_Free(vertex3f); } -static void Mod_ConvertAliasVerts (int inverts, vec3_t scale, vec3_t translate, trivertx_t *v, float *out3f, int *vertremap) +static void Mod_ConvertAliasVerts (int inverts, trivertx_t *v, trivertx_t *out, int *vertremap) { int i, j; - vec3_t temp; for (i = 0;i < inverts;i++) { if (vertremap[i] < 0 && vertremap[i+inverts] < 0) // only used vertices need apply... continue; - temp[0] = v[i].v[0] * scale[0] + translate[0]; - temp[1] = v[i].v[1] * scale[1] + translate[1]; - temp[2] = v[i].v[2] * scale[2] + translate[2]; j = vertremap[i]; // not onseam if (j >= 0) - VectorCopy(temp, out3f + j * 3); + out[j] = v[i]; j = vertremap[i+inverts]; // onseam if (j >= 0) - VectorCopy(temp, out3f + j * 3); + out[j] = v[i]; } } -static void Mod_MDL_LoadFrames (unsigned char* datapointer, int inverts, vec3_t scale, vec3_t translate, int *vertremap) +static void Mod_MDL_LoadFrames (unsigned char* datapointer, int inverts, int *vertremap) { int i, f, pose, groupframes; float interval; @@ -374,7 +904,7 @@ static void Mod_MDL_LoadFrames (unsigned char* datapointer, int inverts, vec3_t // get scene name from first frame pinframe = (daliasframe_t *)datapointer; - strcpy(scene->name, pinframe->name); + strlcpy(scene->name, pinframe->name, sizeof(scene->name)); scene->firstframe = pose; scene->framecount = groupframes; scene->framerate = 1.0f / interval; @@ -384,90 +914,65 @@ static void Mod_MDL_LoadFrames (unsigned char* datapointer, int inverts, vec3_t // read frames for (i = 0;i < groupframes;i++) { - pinframe = (daliasframe_t *)datapointer; datapointer += sizeof(daliasframe_t); - Mod_ConvertAliasVerts(inverts, scale, translate, (trivertx_t *)datapointer, loadmodel->meshlist[0]->data_morphvertex3f + pose * loadmodel->meshlist[0]->num_vertices * 3, vertremap); + Mod_ConvertAliasVerts(inverts, (trivertx_t *)datapointer, loadmodel->surfmesh.data_morphmdlvertex + pose * loadmodel->surfmesh.num_vertices, vertremap); datapointer += sizeof(trivertx_t) * inverts; pose++; } } } -static skinframe_t missingskinframe; -static void Mod_BuildAliasSkinFromSkinFrame(texture_t *skin, skinframe_t *skinframe) -{ - // hack - if (skinframe == NULL) - { - skinframe = &missingskinframe; - memset(skinframe, 0, sizeof(*skinframe)); - skinframe->base = r_texture_notexture; - } - - skin->skin = *skinframe; - skin->currentframe = skin; - skin->basematerialflags = MATERIALFLAG_WALL; - if (skin->skin.fog) - skin->basematerialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_TRANSPARENT; - skin->currentmaterialflags = skin->basematerialflags; -} - -static void Mod_BuildAliasSkinsFromSkinFiles(texture_t *skin, skinfile_t *skinfile, char *meshname, char *shadername) +void Mod_BuildAliasSkinsFromSkinFiles(texture_t *skin, skinfile_t *skinfile, const char *meshname, const char *shadername) { int i; + char stripbuf[MAX_QPATH]; skinfileitem_t *skinfileitem; - skinframe_t tempskinframe; + if(developer_extra.integer) + Con_DPrintf("Looking up texture for %s (default: %s)\n", meshname, shadername); if (skinfile) { // the skin += loadmodel->num_surfaces part of this is because data_textures on alias models is arranged as [numskins][numsurfaces] for (i = 0;skinfile;skinfile = skinfile->next, i++, skin += loadmodel->num_surfaces) { memset(skin, 0, sizeof(*skin)); + // see if a mesh for (skinfileitem = skinfile->items;skinfileitem;skinfileitem = skinfileitem->next) { // leave the skin unitialized (nodraw) if the replacement is "common/nodraw" or "textures/common/nodraw" - if (!strcmp(skinfileitem->name, meshname) && strcmp(skinfileitem->replacement, "common/nodraw") && strcmp(skinfileitem->replacement, "textures/common/nodraw")) + if (!strcmp(skinfileitem->name, meshname)) { - memset(&tempskinframe, 0, sizeof(tempskinframe)); - if (Mod_LoadSkinFrame(&tempskinframe, skinfileitem->replacement, (r_mipskins.integer ? TEXF_MIPMAP : 0) | TEXF_ALPHA | TEXF_PRECACHE | TEXF_PICMIP, true, true)) - Mod_BuildAliasSkinFromSkinFrame(skin, &tempskinframe); - else - { - if (cls.state != ca_dedicated) - Con_Printf("mesh \"%s\": failed to load skin #%i \"%s\", falling back to mesh's internal shader name \"%s\"\n", meshname, i, skinfileitem->replacement, shadername); - if (Mod_LoadSkinFrame(&tempskinframe, shadername, (r_mipskins.integer ? TEXF_MIPMAP : 0) | TEXF_ALPHA | TEXF_PRECACHE | TEXF_PICMIP, true, true)) - Mod_BuildAliasSkinFromSkinFrame(skin, &tempskinframe); - else - { - if (cls.state != ca_dedicated) - Con_Printf("failed to load skin \"%s\"\n", shadername); - Mod_BuildAliasSkinFromSkinFrame(skin, NULL); - } - } + Image_StripImageExtension(skinfileitem->replacement, stripbuf, sizeof(stripbuf)); + if(developer_extra.integer) + Con_DPrintf("--> got %s from skin file\n", stripbuf); + Mod_LoadTextureFromQ3Shader(loadmodel->mempool, loadmodel->name, skin, stripbuf, true, true, (r_mipskins.integer ? TEXF_MIPMAP : 0) | TEXF_ALPHA | TEXF_PICMIP | TEXF_COMPRESS, MATERIALFLAG_WALL); + break; } } + if (!skinfileitem) + { + // don't render unmentioned meshes + Mod_LoadCustomMaterial(loadmodel->mempool, skin, meshname, SUPERCONTENTS_SOLID, MATERIALFLAG_WALL, R_SkinFrame_LoadMissing()); + if(developer_extra.integer) + Con_DPrintf("--> skipping\n"); + skin->basematerialflags = skin->currentmaterialflags = MATERIALFLAG_NOSHADOW | MATERIALFLAG_NODRAW; + } } } else { - memset(&tempskinframe, 0, sizeof(tempskinframe)); - if (Mod_LoadSkinFrame(&tempskinframe, shadername, (r_mipskins.integer ? TEXF_MIPMAP : 0) | TEXF_ALPHA | TEXF_PRECACHE | TEXF_PICMIP, true, true)) - Mod_BuildAliasSkinFromSkinFrame(skin, &tempskinframe); - else - { - if (cls.state != ca_dedicated) - Con_Printf("Can't find texture \"%s\" for mesh \"%s\", using grey checkerboard\n", shadername, meshname); - Mod_BuildAliasSkinFromSkinFrame(skin, NULL); - } + if(developer_extra.integer) + Con_DPrintf("--> using default\n"); + Image_StripImageExtension(shadername, stripbuf, sizeof(stripbuf)); + Mod_LoadTextureFromQ3Shader(loadmodel->mempool, loadmodel->name, skin, stripbuf, true, true, (r_mipskins.integer ? TEXF_MIPMAP : 0) | TEXF_ALPHA | TEXF_PICMIP | TEXF_COMPRESS, MATERIALFLAG_WALL); } } #define BOUNDI(VALUE,MIN,MAX) if (VALUE < MIN || VALUE >= MAX) Host_Error("model %s has an invalid ##VALUE (%d exceeds %d - %d)", loadmodel->name, VALUE, MIN, MAX); #define BOUNDF(VALUE,MIN,MAX) if (VALUE < MIN || VALUE >= MAX) Host_Error("model %s has an invalid ##VALUE (%f exceeds %f - %f)", loadmodel->name, VALUE, MIN, MAX); -void Mod_IDP0_Load(model_t *mod, void *buffer, void *bufferend) +void Mod_IDP0_Load(dp_model_t *mod, void *buffer, void *bufferend) { int i, j, version, totalskins, skinwidth, skinheight, groupframes, groupskins, numverts; - float scales, scalet, scale[3], translate[3], interval; + float scales, scalet, interval; msurface_t *surface; unsigned char *data; mdl_t *pinmodel; @@ -480,7 +985,7 @@ void Mod_IDP0_Load(model_t *mod, void *buffer, void *bufferend) daliasgroup_t *pinframegroup; unsigned char *datapointer, *startframes, *startskins; char name[MAX_QPATH]; - skinframe_t tempskinframe; + skinframe_t *tempskinframe; animscene_t *tempskinscenes; texture_t *tempaliasskins; float *vertst; @@ -496,26 +1001,30 @@ void Mod_IDP0_Load(model_t *mod, void *buffer, void *bufferend) Host_Error ("%s has wrong version number (%i should be %i)", loadmodel->name, version, ALIAS_VERSION); + loadmodel->modeldatatypestring = "MDL"; + loadmodel->type = mod_alias; loadmodel->DrawSky = NULL; + loadmodel->DrawAddWaterPlanes = NULL; loadmodel->Draw = R_Q1BSP_Draw; - loadmodel->CompileShadowVolume = R_Q1BSP_CompileShadowVolume; - loadmodel->DrawShadowVolume = R_Q1BSP_DrawShadowVolume; + loadmodel->DrawDepth = R_Q1BSP_DrawDepth; + loadmodel->DrawDebug = R_Q1BSP_DrawDebug; + loadmodel->DrawPrepass = R_Q1BSP_DrawPrepass; + loadmodel->CompileShadowMap = R_Q1BSP_CompileShadowMap; + loadmodel->DrawShadowMap = R_Q1BSP_DrawShadowMap; loadmodel->DrawLight = R_Q1BSP_DrawLight; loadmodel->TraceBox = Mod_MDLMD2MD3_TraceBox; + loadmodel->TraceLine = Mod_MDLMD2MD3_TraceLine; + // FIXME add TraceBrush! + loadmodel->PointSuperContents = NULL; + loadmodel->AnimateVertices = Mod_MDL_AnimateVertices; loadmodel->num_surfaces = 1; loadmodel->nummodelsurfaces = loadmodel->num_surfaces; - loadmodel->nummeshes = loadmodel->num_surfaces; - data = (unsigned char *)Mem_Alloc(loadmodel->mempool, loadmodel->num_surfaces * sizeof(msurface_t) + loadmodel->num_surfaces * sizeof(int) + loadmodel->nummeshes * sizeof(surfmesh_t *) + loadmodel->nummeshes * sizeof(surfmesh_t)); + data = (unsigned char *)Mem_Alloc(loadmodel->mempool, loadmodel->num_surfaces * sizeof(msurface_t) + loadmodel->num_surfaces * sizeof(int)); loadmodel->data_surfaces = (msurface_t *)data;data += loadmodel->num_surfaces * sizeof(msurface_t); - loadmodel->surfacelist = (int *)data;data += loadmodel->num_surfaces * sizeof(int); - loadmodel->meshlist = (surfmesh_t **)data;data += loadmodel->num_surfaces * sizeof(surfmesh_t *); - for (i = 0;i < loadmodel->num_surfaces;i++) - { - loadmodel->surfacelist[i] = i; - loadmodel->meshlist[i] = (surfmesh_t *)data;data += sizeof(surfmesh_t); - } + loadmodel->sortedmodelsurfaces = (int *)data;data += loadmodel->num_surfaces * sizeof(int); + loadmodel->sortedmodelsurfaces[0] = 0; loadmodel->numskins = LittleLong(pinmodel->numskins); BOUNDI(loadmodel->numskins,0,65536); @@ -525,18 +1034,20 @@ void Mod_IDP0_Load(model_t *mod, void *buffer, void *bufferend) BOUNDI(skinheight,0,65536); numverts = LittleLong(pinmodel->numverts); BOUNDI(numverts,0,65536); - loadmodel->meshlist[0]->num_triangles = LittleLong(pinmodel->numtris); - BOUNDI(loadmodel->meshlist[0]->num_triangles,0,65536); + loadmodel->surfmesh.num_triangles = LittleLong(pinmodel->numtris); + BOUNDI(loadmodel->surfmesh.num_triangles,0,65536); loadmodel->numframes = LittleLong(pinmodel->numframes); BOUNDI(loadmodel->numframes,0,65536); loadmodel->synctype = (synctype_t)LittleLong (pinmodel->synctype); - BOUNDI(loadmodel->synctype,0,2); - loadmodel->flags = LittleLong (pinmodel->flags); + BOUNDI((int)loadmodel->synctype,0,2); + // convert model flags to EF flags (MF_ROCKET becomes EF_ROCKET, etc) + i = LittleLong (pinmodel->flags); + loadmodel->effects = ((i & 255) << 24) | (i & 0x00FFFF00); for (i = 0;i < 3;i++) { - scale[i] = LittleFloat (pinmodel->scale[i]); - translate[i] = LittleFloat (pinmodel->scale_origin[i]); + loadmodel->surfmesh.num_morphmdlframescale[i] = LittleFloat (pinmodel->scale[i]); + loadmodel->surfmesh.num_morphmdlframetranslate[i] = LittleFloat (pinmodel->scale_origin[i]); } startskins = datapointer; @@ -566,10 +1077,10 @@ void Mod_IDP0_Load(model_t *mod, void *buffer, void *bufferend) datapointer += sizeof(stvert_t) * numverts; pintriangles = (dtriangle_t *)datapointer; - datapointer += sizeof(dtriangle_t) * loadmodel->meshlist[0]->num_triangles; + datapointer += sizeof(dtriangle_t) * loadmodel->surfmesh.num_triangles; startframes = datapointer; - loadmodel->meshlist[0]->num_morphframes = 0; + loadmodel->surfmesh.num_morphframes = 0; for (i = 0;i < loadmodel->numframes;i++) { pinframetype = (daliasframetype_t *)datapointer; @@ -588,9 +1099,10 @@ void Mod_IDP0_Load(model_t *mod, void *buffer, void *bufferend) { datapointer += sizeof(daliasframe_t); datapointer += sizeof(trivertx_t) * numverts; - loadmodel->meshlist[0]->num_morphframes++; + loadmodel->surfmesh.num_morphframes++; } } + loadmodel->num_poses = loadmodel->surfmesh.num_morphframes; // store texture coordinates into temporary array, they will be stored // after usage is determined (triangle data) @@ -603,78 +1115,84 @@ void Mod_IDP0_Load(model_t *mod, void *buffer, void *bufferend) for (i = 0;i < numverts;i++) { vertonseam[i] = LittleLong(pinstverts[i].onseam); - vertst[i*2+0] = (LittleLong(pinstverts[i].s) + 0.5) * scales; - vertst[i*2+1] = (LittleLong(pinstverts[i].t) + 0.5) * scalet; + vertst[i*2+0] = LittleLong(pinstverts[i].s) * scales; + vertst[i*2+1] = LittleLong(pinstverts[i].t) * scalet; vertst[(i+numverts)*2+0] = vertst[i*2+0] + 0.5; vertst[(i+numverts)*2+1] = vertst[i*2+1]; } // load triangle data - loadmodel->meshlist[0]->data_element3i = (int *)Mem_Alloc(loadmodel->mempool, sizeof(int[3]) * loadmodel->meshlist[0]->num_triangles); + loadmodel->surfmesh.data_element3i = (int *)Mem_Alloc(loadmodel->mempool, sizeof(int[3]) * loadmodel->surfmesh.num_triangles); // read the triangle elements - for (i = 0;i < loadmodel->meshlist[0]->num_triangles;i++) + for (i = 0;i < loadmodel->surfmesh.num_triangles;i++) for (j = 0;j < 3;j++) - loadmodel->meshlist[0]->data_element3i[i*3+j] = LittleLong(pintriangles[i].vertindex[j]); + loadmodel->surfmesh.data_element3i[i*3+j] = LittleLong(pintriangles[i].vertindex[j]); // validate (note numverts is used because this is the original data) - Mod_ValidateElements(loadmodel->meshlist[0]->data_element3i, loadmodel->meshlist[0]->num_triangles, numverts, __FILE__, __LINE__); + Mod_ValidateElements(loadmodel->surfmesh.data_element3i, NULL, loadmodel->surfmesh.num_triangles, 0, numverts, __FILE__, __LINE__); // now butcher the elements according to vertonseam and tri->facesfront // and then compact the vertex set to remove duplicates - for (i = 0;i < loadmodel->meshlist[0]->num_triangles;i++) + for (i = 0;i < loadmodel->surfmesh.num_triangles;i++) if (!LittleLong(pintriangles[i].facesfront)) // backface for (j = 0;j < 3;j++) - if (vertonseam[loadmodel->meshlist[0]->data_element3i[i*3+j]]) - loadmodel->meshlist[0]->data_element3i[i*3+j] += numverts; + if (vertonseam[loadmodel->surfmesh.data_element3i[i*3+j]]) + loadmodel->surfmesh.data_element3i[i*3+j] += numverts; // count the usage // (this uses vertremap to count usage to save some memory) for (i = 0;i < numverts*2;i++) vertremap[i] = 0; - for (i = 0;i < loadmodel->meshlist[0]->num_triangles*3;i++) - vertremap[loadmodel->meshlist[0]->data_element3i[i]]++; + for (i = 0;i < loadmodel->surfmesh.num_triangles*3;i++) + vertremap[loadmodel->surfmesh.data_element3i[i]]++; // build remapping table and compact array - loadmodel->meshlist[0]->num_vertices = 0; + loadmodel->surfmesh.num_vertices = 0; for (i = 0;i < numverts*2;i++) { if (vertremap[i]) { - vertremap[i] = loadmodel->meshlist[0]->num_vertices; - vertst[loadmodel->meshlist[0]->num_vertices*2+0] = vertst[i*2+0]; - vertst[loadmodel->meshlist[0]->num_vertices*2+1] = vertst[i*2+1]; - loadmodel->meshlist[0]->num_vertices++; + vertremap[i] = loadmodel->surfmesh.num_vertices; + vertst[loadmodel->surfmesh.num_vertices*2+0] = vertst[i*2+0]; + vertst[loadmodel->surfmesh.num_vertices*2+1] = vertst[i*2+1]; + loadmodel->surfmesh.num_vertices++; } else vertremap[i] = -1; // not used at all } // remap the elements to the new vertex set - for (i = 0;i < loadmodel->meshlist[0]->num_triangles * 3;i++) - loadmodel->meshlist[0]->data_element3i[i] = vertremap[loadmodel->meshlist[0]->data_element3i[i]]; + for (i = 0;i < loadmodel->surfmesh.num_triangles * 3;i++) + loadmodel->surfmesh.data_element3i[i] = vertremap[loadmodel->surfmesh.data_element3i[i]]; // store the texture coordinates - loadmodel->meshlist[0]->data_texcoordtexture2f = (float *)Mem_Alloc(loadmodel->mempool, sizeof(float[2]) * loadmodel->meshlist[0]->num_vertices); - for (i = 0;i < loadmodel->meshlist[0]->num_vertices;i++) + loadmodel->surfmesh.data_texcoordtexture2f = (float *)Mem_Alloc(loadmodel->mempool, sizeof(float[2]) * loadmodel->surfmesh.num_vertices); + for (i = 0;i < loadmodel->surfmesh.num_vertices;i++) { - loadmodel->meshlist[0]->data_texcoordtexture2f[i*2+0] = vertst[i*2+0]; - loadmodel->meshlist[0]->data_texcoordtexture2f[i*2+1] = vertst[i*2+1]; + loadmodel->surfmesh.data_texcoordtexture2f[i*2+0] = vertst[i*2+0]; + loadmodel->surfmesh.data_texcoordtexture2f[i*2+1] = vertst[i*2+1]; } + // generate ushort elements array if possible + if (loadmodel->surfmesh.num_vertices <= 65536) + loadmodel->surfmesh.data_element3s = (unsigned short *)Mem_Alloc(loadmodel->mempool, sizeof(unsigned short[3]) * loadmodel->surfmesh.num_triangles); + if (loadmodel->surfmesh.data_element3s) + for (i = 0;i < loadmodel->surfmesh.num_triangles*3;i++) + loadmodel->surfmesh.data_element3s[i] = loadmodel->surfmesh.data_element3i[i]; + // load the frames loadmodel->animscenes = (animscene_t *)Mem_Alloc(loadmodel->mempool, sizeof(animscene_t) * loadmodel->numframes); - loadmodel->meshlist[0]->data_morphvertex3f = (float *)Mem_Alloc(loadmodel->mempool, sizeof(float[3]) * loadmodel->meshlist[0]->num_morphframes * loadmodel->meshlist[0]->num_vertices); - loadmodel->meshlist[0]->data_neighbor3i = (int *)Mem_Alloc(loadmodel->mempool, loadmodel->meshlist[0]->num_triangles * sizeof(int[3])); - Mod_MDL_LoadFrames (startframes, numverts, scale, translate, vertremap); - Mod_BuildTriangleNeighbors(loadmodel->meshlist[0]->data_neighbor3i, loadmodel->meshlist[0]->data_element3i, loadmodel->meshlist[0]->num_triangles); - Mod_CalcAliasModelBBoxes(); - Mod_Alias_Mesh_CompileFrameZero(loadmodel->meshlist[0]); + loadmodel->surfmesh.data_morphmdlvertex = (trivertx_t *)Mem_Alloc(loadmodel->mempool, sizeof(trivertx_t) * loadmodel->surfmesh.num_morphframes * loadmodel->surfmesh.num_vertices); + Mod_MDL_LoadFrames (startframes, numverts, vertremap); + loadmodel->surfmesh.isanimated = Mod_Alias_CalculateBoundingBox(); + Mod_Alias_MorphMesh_CompileFrames(); Mem_Free(vertst); Mem_Free(vertremap); // load the skins skinfiles = Mod_LoadSkinFiles(); - loadmodel->skinscenes = (animscene_t *)Mem_Alloc(loadmodel->mempool, loadmodel->numskins * sizeof(animscene_t)); - loadmodel->num_textures = loadmodel->num_surfaces; - loadmodel->data_textures = (texture_t *)Mem_Alloc(loadmodel->mempool, loadmodel->num_surfaces * totalskins * sizeof(texture_t)); if (skinfiles) { + loadmodel->skinscenes = (animscene_t *)Mem_Alloc(loadmodel->mempool, loadmodel->numskins * sizeof(animscene_t)); + loadmodel->num_textures = loadmodel->num_surfaces * loadmodel->numskins; + loadmodel->num_texturesperskin = loadmodel->num_surfaces; + loadmodel->data_textures = (texture_t *)Mem_Alloc(loadmodel->mempool, loadmodel->num_surfaces * loadmodel->numskins * sizeof(texture_t)); Mod_BuildAliasSkinsFromSkinFiles(loadmodel->data_textures, skinfiles, "default", ""); Mod_FreeSkinFiles(skinfiles); for (i = 0;i < loadmodel->numskins;i++) @@ -687,6 +1205,10 @@ void Mod_IDP0_Load(model_t *mod, void *buffer, void *bufferend) } 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++) @@ -717,7 +1239,7 @@ void Mod_IDP0_Load(model_t *mod, void *buffer, void *bufferend) } } - 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; @@ -726,20 +1248,24 @@ void Mod_IDP0_Load(model_t *mod, void *buffer, void *bufferend) for (j = 0;j < groupskins;j++) { if (groupskins > 1) - sprintf (name, "%s_%i_%i", loadmodel->name, i, j); + dpsnprintf (name, sizeof(name), "%s_%i_%i", loadmodel->name, i, j); else - sprintf (name, "%s_%i", loadmodel->name, i); - if (!Mod_LoadSkinFrame(&tempskinframe, name, (r_mipskins.integer ? TEXF_MIPMAP : 0) | TEXF_ALPHA | TEXF_PICMIP, true, true)) - Mod_LoadSkinFrame_Internal(&tempskinframe, name, (r_mipskins.integer ? TEXF_MIPMAP : 0) | TEXF_PICMIP, true, r_fullbrights.integer, (unsigned char *)datapointer, skinwidth, skinheight, 8, NULL, NULL); - Mod_BuildAliasSkinFromSkinFrame(loadmodel->data_textures + totalskins * loadmodel->num_surfaces, &tempskinframe); + dpsnprintf (name, sizeof(name), "%s_%i", loadmodel->name, i); + if (!Mod_LoadTextureFromQ3Shader(loadmodel->mempool, loadmodel->name, loadmodel->data_textures + totalskins * loadmodel->num_surfaces, name, false, false, (r_mipskins.integer ? TEXF_MIPMAP : 0) | TEXF_ALPHA | TEXF_PICMIP | TEXF_COMPRESS, MATERIALFLAG_WALL)) + Mod_LoadCustomMaterial(loadmodel->mempool, loadmodel->data_textures + totalskins * loadmodel->num_surfaces, name, SUPERCONTENTS_SOLID, MATERIALFLAG_WALL, R_SkinFrame_LoadInternalQuake(name, (r_mipskins.integer ? TEXF_MIPMAP : 0) | TEXF_PICMIP, true, r_fullbrights.integer, (unsigned char *)datapointer, skinwidth, skinheight)); datapointer += skinwidth * skinheight; totalskins++; } } // check for skins that don't exist in the model, but do exist as external images // (this was added because yummyluv kept pestering me about support for it) - while (Mod_LoadSkinFrame(&tempskinframe, va("%s_%i", loadmodel->name, loadmodel->numskins), (r_mipskins.integer ? TEXF_MIPMAP : 0) | TEXF_ALPHA | TEXF_PICMIP, true, true)) + // TODO: support shaders here? + for (;;) { + dpsnprintf(name, sizeof(name), "%s_%i", loadmodel->name, loadmodel->numskins); + tempskinframe = R_SkinFrame_LoadExternal(name, (r_mipskins.integer ? TEXF_MIPMAP : 0) | TEXF_ALPHA | TEXF_PICMIP | TEXF_COMPRESS, false, false); + if (!tempskinframe) + break; // expand the arrays to make room tempskinscenes = loadmodel->skinscenes; loadmodel->skinscenes = (animscene_t *)Mem_Alloc(loadmodel->mempool, (loadmodel->numskins + 1) * sizeof(animscene_t)); @@ -752,45 +1278,60 @@ void Mod_IDP0_Load(model_t *mod, void *buffer, void *bufferend) Mem_Free(tempaliasskins); // store the info about the new skin - Mod_BuildAliasSkinFromSkinFrame(loadmodel->data_textures + totalskins * loadmodel->num_surfaces, &tempskinframe); - strcpy(loadmodel->skinscenes[loadmodel->numskins].name, name); + Mod_LoadCustomMaterial(loadmodel->mempool, loadmodel->data_textures + totalskins * loadmodel->num_surfaces, name, SUPERCONTENTS_SOLID, MATERIALFLAG_WALL, tempskinframe); + strlcpy(loadmodel->skinscenes[loadmodel->numskins].name, name, sizeof(loadmodel->skinscenes[loadmodel->numskins].name)); loadmodel->skinscenes[loadmodel->numskins].firstframe = totalskins; loadmodel->skinscenes[loadmodel->numskins].framecount = 1; loadmodel->skinscenes[loadmodel->numskins].framerate = 10.0f; loadmodel->skinscenes[loadmodel->numskins].loop = true; //increase skin counts + loadmodel->num_textures++; loadmodel->numskins++; totalskins++; + + // fix up the pointers since they are pointing at the old textures array + // FIXME: this is a hack! + for (j = 0;j < loadmodel->numskins * loadmodel->num_surfaces;j++) + loadmodel->data_textures[j].currentframe = &loadmodel->data_textures[j]; } } surface = loadmodel->data_surfaces; surface->texture = loadmodel->data_textures; - surface->groupmesh = loadmodel->meshlist[0]; surface->num_firsttriangle = 0; - surface->num_triangles = surface->groupmesh->num_triangles; + surface->num_triangles = loadmodel->surfmesh.num_triangles; surface->num_firstvertex = 0; - surface->num_vertices = surface->groupmesh->num_vertices; -} + surface->num_vertices = loadmodel->surfmesh.num_vertices; -static void Mod_MD2_ConvertVerts (vec3_t scale, vec3_t translate, trivertx_t *v, float *out3f, int numverts, int *vertremap) -{ - int i; - trivertx_t *in; - for (i = 0;i < numverts;i++, out3f += 3) + if(mod_alias_force_animated.string[0]) + loadmodel->surfmesh.isanimated = mod_alias_force_animated.integer != 0; + + // Always make a BIH for the first frame, we can use it where possible. + Mod_MakeCollisionBIH(loadmodel, true, &loadmodel->collision_bih); + if (!loadmodel->surfmesh.isanimated) { - in = v + vertremap[i]; - out3f[0] = in->v[0] * scale[0] + translate[0]; - out3f[1] = in->v[1] * scale[1] + translate[1]; - out3f[2] = in->v[2] * scale[2] + translate[2]; + loadmodel->TraceBox = Mod_CollisionBIH_TraceBox; + loadmodel->TraceBrush = Mod_CollisionBIH_TraceBrush; + loadmodel->TraceLine = Mod_CollisionBIH_TraceLine; + loadmodel->TracePoint = Mod_CollisionBIH_TracePoint_Mesh; + loadmodel->PointSuperContents = Mod_CollisionBIH_PointSuperContents_Mesh; + } + + // because shaders can do somewhat unexpected things, check for unusual features now + for (i = 0;i < loadmodel->num_textures;i++) + { + if (loadmodel->data_textures[i].basematerialflags & (MATERIALFLAG_SKY)) + mod->DrawSky = R_Q1BSP_DrawSky; + if (loadmodel->data_textures[i].basematerialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION | MATERIALFLAG_CAMERA)) + mod->DrawAddWaterPlanes = R_Q1BSP_DrawAddWaterPlanes; } } -void Mod_IDP2_Load(model_t *mod, void *buffer, void *bufferend) +void Mod_IDP2_Load(dp_model_t *mod, void *buffer, void *bufferend) { - int i, j, k, hashindex, num, numxyz, numst, xyz, st, skinwidth, skinheight, *vertremap, version, end, numverts; - float *stverts, s, t, scale[3], translate[3]; + int i, j, hashindex, numxyz, numst, xyz, st, skinwidth, skinheight, *vertremap, version, end; + float iskinwidth, iskinheight; unsigned char *data; msurface_t *surface; md2_t *pinmodel; @@ -802,11 +1343,10 @@ void Mod_IDP2_Load(model_t *mod, void *buffer, void *bufferend) struct md2verthash_s { struct md2verthash_s *next; - int xyz; - float st[2]; + unsigned short xyz; + unsigned short st; } *hash, **md2verthash, *md2verthashdata; - skinframe_t tempskinframe; skinfile_t *skinfiles; pinmodel = (md2_t *)buffer; @@ -817,13 +1357,22 @@ void Mod_IDP2_Load(model_t *mod, void *buffer, void *bufferend) Host_Error ("%s has wrong version number (%i should be %i)", loadmodel->name, version, MD2ALIAS_VERSION); + loadmodel->modeldatatypestring = "MD2"; + loadmodel->type = mod_alias; loadmodel->DrawSky = NULL; + loadmodel->DrawAddWaterPlanes = NULL; loadmodel->Draw = R_Q1BSP_Draw; - loadmodel->CompileShadowVolume = R_Q1BSP_CompileShadowVolume; - loadmodel->DrawShadowVolume = R_Q1BSP_DrawShadowVolume; + loadmodel->DrawDepth = R_Q1BSP_DrawDepth; + loadmodel->DrawDebug = R_Q1BSP_DrawDebug; + loadmodel->DrawPrepass = R_Q1BSP_DrawPrepass; + loadmodel->CompileShadowMap = R_Q1BSP_CompileShadowMap; + loadmodel->DrawShadowMap = R_Q1BSP_DrawShadowMap; loadmodel->DrawLight = R_Q1BSP_DrawLight; loadmodel->TraceBox = Mod_MDLMD2MD3_TraceBox; + loadmodel->TraceLine = Mod_MDLMD2MD3_TraceLine; + loadmodel->PointSuperContents = NULL; + loadmodel->AnimateVertices = Mod_MDL_AnimateVertices; if (LittleLong(pinmodel->num_tris) < 1 || LittleLong(pinmodel->num_tris) > 65536) Host_Error ("%s has invalid number of triangles: %i", loadmodel->name, LittleLong(pinmodel->num_tris)); @@ -846,28 +1395,28 @@ void Mod_IDP2_Load(model_t *mod, void *buffer, void *bufferend) if (LittleLong(pinmodel->ofs_glcmds) <= 0 || LittleLong(pinmodel->ofs_glcmds) >= end) Host_Error ("%s is not a valid model", loadmodel->name); - loadmodel->num_surfaces = 1; - loadmodel->nummodelsurfaces = loadmodel->num_surfaces; - loadmodel->nummeshes = loadmodel->num_surfaces; - data = (unsigned char *)Mem_Alloc(loadmodel->mempool, loadmodel->num_surfaces * sizeof(msurface_t) + loadmodel->num_surfaces * sizeof(int) + loadmodel->nummeshes * sizeof(surfmesh_t *) + loadmodel->nummeshes * sizeof(surfmesh_t)); - loadmodel->data_surfaces = (msurface_t *)data;data += loadmodel->num_surfaces * sizeof(msurface_t); - loadmodel->surfacelist = (int *)data;data += loadmodel->num_surfaces * sizeof(int); - loadmodel->meshlist = (surfmesh_t **)data;data += loadmodel->num_surfaces * sizeof(surfmesh_t *); - for (i = 0;i < loadmodel->num_surfaces;i++) - { - loadmodel->surfacelist[i] = i; - loadmodel->meshlist[i] = (surfmesh_t *)data;data += sizeof(surfmesh_t); - } - loadmodel->numskins = LittleLong(pinmodel->num_skins); numxyz = LittleLong(pinmodel->num_xyz); numst = LittleLong(pinmodel->num_st); - loadmodel->meshlist[0]->num_triangles = LittleLong(pinmodel->num_tris); + loadmodel->surfmesh.num_triangles = LittleLong(pinmodel->num_tris); loadmodel->numframes = LittleLong(pinmodel->num_frames); - loadmodel->meshlist[0]->num_morphframes = loadmodel->numframes; - loadmodel->animscenes = (animscene_t *)Mem_Alloc(loadmodel->mempool, loadmodel->numframes * sizeof(animscene_t)); + loadmodel->surfmesh.num_morphframes = loadmodel->numframes; + loadmodel->num_poses = loadmodel->surfmesh.num_morphframes; + skinwidth = LittleLong(pinmodel->skinwidth); + skinheight = LittleLong(pinmodel->skinheight); + iskinwidth = 1.0f / skinwidth; + iskinheight = 1.0f / skinheight; + + loadmodel->num_surfaces = 1; + loadmodel->nummodelsurfaces = loadmodel->num_surfaces; + data = (unsigned char *)Mem_Alloc(loadmodel->mempool, loadmodel->num_surfaces * sizeof(msurface_t) + loadmodel->num_surfaces * sizeof(int) + loadmodel->numframes * sizeof(animscene_t) + loadmodel->numframes * sizeof(float[6]) + loadmodel->surfmesh.num_triangles * sizeof(int[3])); + loadmodel->data_surfaces = (msurface_t *)data;data += loadmodel->num_surfaces * sizeof(msurface_t); + loadmodel->sortedmodelsurfaces = (int *)data;data += loadmodel->num_surfaces * sizeof(int); + loadmodel->sortedmodelsurfaces[0] = 0; + loadmodel->animscenes = (animscene_t *)data;data += loadmodel->numframes * sizeof(animscene_t); + loadmodel->surfmesh.data_morphmd2framesize6f = (float *)data;data += loadmodel->numframes * sizeof(float[6]); + loadmodel->surfmesh.data_element3i = (int *)data;data += loadmodel->surfmesh.num_triangles * sizeof(int[3]); - loadmodel->flags = 0; // there are no MD2 flags loadmodel->synctype = ST_RAND; // load the skins @@ -875,7 +1424,8 @@ void Mod_IDP2_Load(model_t *mod, void *buffer, void *bufferend) skinfiles = Mod_LoadSkinFiles(); if (skinfiles) { - loadmodel->num_textures = loadmodel->num_surfaces; + loadmodel->num_textures = loadmodel->num_surfaces * loadmodel->numskins; + loadmodel->num_texturesperskin = loadmodel->num_surfaces; loadmodel->data_textures = (texture_t *)Mem_Alloc(loadmodel->mempool, loadmodel->num_surfaces * loadmodel->numskins * sizeof(texture_t)); Mod_BuildAliasSkinsFromSkinFiles(loadmodel->data_textures, skinfiles, "default", ""); Mod_FreeSkinFiles(skinfiles); @@ -883,26 +1433,20 @@ void Mod_IDP2_Load(model_t *mod, void *buffer, void *bufferend) else if (loadmodel->numskins) { // skins found (most likely not a player model) - loadmodel->num_textures = loadmodel->num_surfaces; + loadmodel->num_textures = loadmodel->num_surfaces * loadmodel->numskins; + loadmodel->num_texturesperskin = loadmodel->num_surfaces; loadmodel->data_textures = (texture_t *)Mem_Alloc(loadmodel->mempool, loadmodel->num_surfaces * loadmodel->numskins * sizeof(texture_t)); for (i = 0;i < loadmodel->numskins;i++, inskin += MD2_SKINNAME) - { - if (Mod_LoadSkinFrame(&tempskinframe, inskin, (r_mipskins.integer ? TEXF_MIPMAP : 0) | TEXF_ALPHA | TEXF_PRECACHE | TEXF_PICMIP, true, true)) - Mod_BuildAliasSkinFromSkinFrame(loadmodel->data_textures + i * loadmodel->num_surfaces, &tempskinframe); - else - { - Con_Printf("%s is missing skin \"%s\"\n", loadmodel->name, inskin); - Mod_BuildAliasSkinFromSkinFrame(loadmodel->data_textures + i * loadmodel->num_surfaces, NULL); - } - } + Mod_LoadTextureFromQ3Shader(loadmodel->mempool, loadmodel->name, loadmodel->data_textures + i * loadmodel->num_surfaces, inskin, true, true, (r_mipskins.integer ? TEXF_MIPMAP : 0) | TEXF_ALPHA | TEXF_PICMIP | TEXF_COMPRESS, MATERIALFLAG_WALL); } else { // no skins (most likely a player model) loadmodel->numskins = 1; - loadmodel->num_textures = loadmodel->num_surfaces; + loadmodel->num_textures = loadmodel->num_surfaces * loadmodel->numskins; + loadmodel->num_texturesperskin = loadmodel->num_surfaces; loadmodel->data_textures = (texture_t *)Mem_Alloc(loadmodel->mempool, loadmodel->num_surfaces * loadmodel->numskins * sizeof(texture_t)); - Mod_BuildAliasSkinFromSkinFrame(loadmodel->data_textures, NULL); + Mod_LoadCustomMaterial(loadmodel->mempool, loadmodel->data_textures, loadmodel->name, SUPERCONTENTS_SOLID, MATERIALFLAG_WALL, R_SkinFrame_LoadMissing()); } loadmodel->skinscenes = (animscene_t *)Mem_Alloc(loadmodel->mempool, sizeof(animscene_t) * loadmodel->numskins); @@ -917,32 +1461,11 @@ void Mod_IDP2_Load(model_t *mod, void *buffer, void *bufferend) // load the triangles and stvert data inst = (unsigned short *)(base + LittleLong(pinmodel->ofs_st)); intri = (md2triangle_t *)(base + LittleLong(pinmodel->ofs_tris)); - skinwidth = LittleLong(pinmodel->skinwidth); - skinheight = LittleLong(pinmodel->skinheight); - - stverts = (float *)Mem_Alloc(tempmempool, numst * sizeof(float[2])); - s = 1.0f / skinwidth; - t = 1.0f / skinheight; - for (i = 0;i < numst;i++) - { - j = (unsigned short) LittleShort(inst[i*2+0]); - k = (unsigned short) LittleShort(inst[i*2+1]); - if (j >= skinwidth || k >= skinheight) - { - Con_Printf("%s has an invalid skin coordinate (%i %i) on vert %i, changing to 0 0\n", loadmodel->name, j, k, i); - j = 0; - k = 0; - } - stverts[i*2+0] = j * s; - stverts[i*2+1] = k * t; - } - - md2verthash = (struct md2verthash_s **)Mem_Alloc(tempmempool, 256 * sizeof(hash)); - md2verthashdata = (struct md2verthash_s *)Mem_Alloc(tempmempool, loadmodel->meshlist[0]->num_triangles * 3 * sizeof(*hash)); + md2verthash = (struct md2verthash_s **)Mem_Alloc(tempmempool, 65536 * sizeof(hash)); + md2verthashdata = (struct md2verthash_s *)Mem_Alloc(tempmempool, loadmodel->surfmesh.num_triangles * 3 * sizeof(*hash)); // swap the triangle list - num = 0; - loadmodel->meshlist[0]->data_element3i = (int *)Mem_Alloc(loadmodel->mempool, loadmodel->meshlist[0]->num_triangles * sizeof(int[3])); - for (i = 0;i < loadmodel->meshlist[0]->num_triangles;i++) + loadmodel->surfmesh.num_vertices = 0; + for (i = 0;i < loadmodel->surfmesh.num_triangles;i++) { for (j = 0;j < 3;j++) { @@ -958,58 +1481,76 @@ void Mod_IDP2_Load(model_t *mod, void *buffer, void *bufferend) Con_Printf("%s has an invalid st index (%i) on triangle %i, resetting to 0\n", loadmodel->name, st, i); st = 0; } - s = stverts[st*2+0]; - t = stverts[st*2+1]; - hashindex = (xyz * 17 + st) & 255; + hashindex = (xyz * 256 + st) & 65535; for (hash = md2verthash[hashindex];hash;hash = hash->next) - if (hash->xyz == xyz && hash->st[0] == s && hash->st[1] == t) + if (hash->xyz == xyz && hash->st == st) break; if (hash == NULL) { - hash = md2verthashdata + num++; + hash = md2verthashdata + loadmodel->surfmesh.num_vertices++; hash->xyz = xyz; - hash->st[0] = s; - hash->st[1] = t; + hash->st = st; hash->next = md2verthash[hashindex]; md2verthash[hashindex] = hash; } - loadmodel->meshlist[0]->data_element3i[i*3+j] = (hash - md2verthashdata); + loadmodel->surfmesh.data_element3i[i*3+j] = (hash - md2verthashdata); } } - Mem_Free(stverts); - - numverts = num; - loadmodel->meshlist[0]->num_vertices = numverts; - vertremap = (int *)Mem_Alloc(loadmodel->mempool, num * sizeof(int)); - loadmodel->meshlist[0]->data_texcoordtexture2f = (float *)Mem_Alloc(loadmodel->mempool, num * sizeof(float[2])); - for (i = 0;i < num;i++) + vertremap = (int *)Mem_Alloc(loadmodel->mempool, loadmodel->surfmesh.num_vertices * sizeof(int)); + data = (unsigned char *)Mem_Alloc(loadmodel->mempool, loadmodel->surfmesh.num_vertices * sizeof(float[2]) + loadmodel->surfmesh.num_vertices * loadmodel->surfmesh.num_morphframes * sizeof(trivertx_t)); + loadmodel->surfmesh.data_texcoordtexture2f = (float *)data;data += loadmodel->surfmesh.num_vertices * sizeof(float[2]); + loadmodel->surfmesh.data_morphmdlvertex = (trivertx_t *)data;data += loadmodel->surfmesh.num_vertices * loadmodel->surfmesh.num_morphframes * sizeof(trivertx_t); + for (i = 0;i < loadmodel->surfmesh.num_vertices;i++) { + int sts, stt; hash = md2verthashdata + i; vertremap[i] = hash->xyz; - loadmodel->meshlist[0]->data_texcoordtexture2f[i*2+0] = hash->st[0]; - loadmodel->meshlist[0]->data_texcoordtexture2f[i*2+1] = hash->st[1]; + sts = LittleShort(inst[hash->st*2+0]); + stt = LittleShort(inst[hash->st*2+1]); + if (sts < 0 || sts >= skinwidth || stt < 0 || stt >= skinheight) + { + Con_Printf("%s has an invalid skin coordinate (%i %i) on vert %i, changing to 0 0\n", loadmodel->name, sts, stt, i); + sts = 0; + stt = 0; + } + loadmodel->surfmesh.data_texcoordtexture2f[i*2+0] = sts * iskinwidth; + loadmodel->surfmesh.data_texcoordtexture2f[i*2+1] = stt * iskinheight; } Mem_Free(md2verthash); Mem_Free(md2verthashdata); + // generate ushort elements array if possible + if (loadmodel->surfmesh.num_vertices <= 65536) + loadmodel->surfmesh.data_element3s = (unsigned short *)Mem_Alloc(loadmodel->mempool, sizeof(unsigned short[3]) * loadmodel->surfmesh.num_triangles); + if (loadmodel->surfmesh.data_element3s) + for (i = 0;i < loadmodel->surfmesh.num_triangles*3;i++) + loadmodel->surfmesh.data_element3s[i] = loadmodel->surfmesh.data_element3i[i]; + // load the frames datapointer = (base + LittleLong(pinmodel->ofs_frames)); - loadmodel->meshlist[0]->data_morphvertex3f = (float *)Mem_Alloc(loadmodel->mempool, numverts * loadmodel->meshlist[0]->num_morphframes * sizeof(float[3])); - for (i = 0;i < loadmodel->meshlist[0]->num_morphframes;i++) + for (i = 0;i < loadmodel->surfmesh.num_morphframes;i++) { + int k; + trivertx_t *v; + trivertx_t *out; pinframe = (md2frame_t *)datapointer; datapointer += sizeof(md2frame_t); + // store the frame scale/translate into the appropriate array for (j = 0;j < 3;j++) { - scale[j] = LittleFloat(pinframe->scale[j]); - translate[j] = LittleFloat(pinframe->translate[j]); + loadmodel->surfmesh.data_morphmd2framesize6f[i*6+j] = LittleFloat(pinframe->scale[j]); + loadmodel->surfmesh.data_morphmd2framesize6f[i*6+3+j] = LittleFloat(pinframe->translate[j]); } - Mod_MD2_ConvertVerts(scale, translate, (trivertx_t *)datapointer, loadmodel->meshlist[0]->data_morphvertex3f + i * numverts * 3, numverts, vertremap); + // convert the vertices + v = (trivertx_t *)datapointer; + out = loadmodel->surfmesh.data_morphmdlvertex + i * loadmodel->surfmesh.num_vertices; + for (k = 0;k < loadmodel->surfmesh.num_vertices;k++) + out[k] = v[vertremap[k]]; datapointer += numxyz * sizeof(trivertx_t); - strcpy(loadmodel->animscenes[i].name, pinframe->name); + strlcpy(loadmodel->animscenes[i].name, pinframe->name, sizeof(loadmodel->animscenes[i].name)); loadmodel->animscenes[i].firstframe = i; loadmodel->animscenes[i].framecount = 1; loadmodel->animscenes[i].framerate = 10; @@ -1018,26 +1559,44 @@ void Mod_IDP2_Load(model_t *mod, void *buffer, void *bufferend) Mem_Free(vertremap); - loadmodel->meshlist[0]->data_neighbor3i = (int *)Mem_Alloc(loadmodel->mempool, loadmodel->meshlist[0]->num_triangles * sizeof(int[3])); - Mod_BuildTriangleNeighbors(loadmodel->meshlist[0]->data_neighbor3i, loadmodel->meshlist[0]->data_element3i, loadmodel->meshlist[0]->num_triangles); - Mod_CalcAliasModelBBoxes(); - Mod_Alias_Mesh_CompileFrameZero(loadmodel->meshlist[0]); + loadmodel->surfmesh.isanimated = Mod_Alias_CalculateBoundingBox(); + Mod_Alias_MorphMesh_CompileFrames(); + if(mod_alias_force_animated.string[0]) + loadmodel->surfmesh.isanimated = mod_alias_force_animated.integer != 0; surface = loadmodel->data_surfaces; - surface->groupmesh = loadmodel->meshlist[0]; surface->texture = loadmodel->data_textures; surface->num_firsttriangle = 0; - surface->num_triangles = surface->groupmesh->num_triangles; + surface->num_triangles = loadmodel->surfmesh.num_triangles; surface->num_firstvertex = 0; - surface->num_vertices = surface->groupmesh->num_vertices; + surface->num_vertices = loadmodel->surfmesh.num_vertices; + + // Always make a BIH for the first frame, we can use it where possible. + Mod_MakeCollisionBIH(loadmodel, true, &loadmodel->collision_bih); + if (!loadmodel->surfmesh.isanimated) + { + loadmodel->TraceBox = Mod_CollisionBIH_TraceBox; + loadmodel->TraceBrush = Mod_CollisionBIH_TraceBrush; + loadmodel->TraceLine = Mod_CollisionBIH_TraceLine; + loadmodel->TracePoint = Mod_CollisionBIH_TracePoint_Mesh; + loadmodel->PointSuperContents = Mod_CollisionBIH_PointSuperContents_Mesh; + } + + // because shaders can do somewhat unexpected things, check for unusual features now + for (i = 0;i < loadmodel->num_textures;i++) + { + if (loadmodel->data_textures[i].basematerialflags & (MATERIALFLAG_SKY)) + mod->DrawSky = R_Q1BSP_DrawSky; + if (loadmodel->data_textures[i].basematerialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION | MATERIALFLAG_CAMERA)) + mod->DrawAddWaterPlanes = R_Q1BSP_DrawAddWaterPlanes; + } } -void Mod_IDP3_Load(model_t *mod, void *buffer, void *bufferend) +void Mod_IDP3_Load(dp_model_t *mod, void *buffer, void *bufferend) { - int i, j, k, version; + int i, j, k, version, meshvertices, meshtriangles; unsigned char *data; msurface_t *surface; - surfmesh_t *mesh; md3modelheader_t *pinmodel; md3frameinfo_t *pinframe; md3mesh_t *pinmesh; @@ -1057,15 +1616,26 @@ void Mod_IDP3_Load(model_t *mod, void *buffer, void *bufferend) if (loadmodel->numskins < 1) loadmodel->numskins = 1; + loadmodel->modeldatatypestring = "MD3"; + loadmodel->type = mod_alias; loadmodel->DrawSky = NULL; + loadmodel->DrawAddWaterPlanes = NULL; loadmodel->Draw = R_Q1BSP_Draw; - loadmodel->CompileShadowVolume = R_Q1BSP_CompileShadowVolume; - loadmodel->DrawShadowVolume = R_Q1BSP_DrawShadowVolume; + loadmodel->DrawDepth = R_Q1BSP_DrawDepth; + loadmodel->DrawDebug = R_Q1BSP_DrawDebug; + loadmodel->DrawPrepass = R_Q1BSP_DrawPrepass; + loadmodel->CompileShadowMap = R_Q1BSP_CompileShadowMap; + loadmodel->DrawShadowMap = R_Q1BSP_DrawShadowMap; loadmodel->DrawLight = R_Q1BSP_DrawLight; loadmodel->TraceBox = Mod_MDLMD2MD3_TraceBox; - loadmodel->flags = LittleLong(pinmodel->flags); + loadmodel->TraceLine = Mod_MDLMD2MD3_TraceLine; + loadmodel->PointSuperContents = NULL; + loadmodel->AnimateVertices = Mod_MD3_AnimateVertices; loadmodel->synctype = ST_RAND; + // convert model flags to EF flags (MF_ROCKET becomes EF_ROCKET, etc) + i = LittleLong (pinmodel->flags); + loadmodel->effects = ((i & 255) << 24) | (i & 0x00FFFF00); // set up some global info about the model loadmodel->numframes = LittleLong(pinmodel->num_frames); @@ -1085,7 +1655,7 @@ void Mod_IDP3_Load(model_t *mod, void *buffer, void *bufferend) loadmodel->animscenes = (animscene_t *)Mem_Alloc(loadmodel->mempool, loadmodel->numframes * sizeof(animscene_t)); for (i = 0, pinframe = (md3frameinfo_t *)((unsigned char *)pinmodel + LittleLong(pinmodel->lump_frameinfo));i < loadmodel->numframes;i++, pinframe++) { - strcpy(loadmodel->animscenes[i].name, pinframe->name); + strlcpy(loadmodel->animscenes[i].name, pinframe->name, sizeof(loadmodel->animscenes[i].name)); loadmodel->animscenes[i].firstframe = i; loadmodel->animscenes[i].framecount = 1; loadmodel->animscenes[i].framerate = 10; @@ -1098,85 +1668,126 @@ void Mod_IDP3_Load(model_t *mod, void *buffer, void *bufferend) loadmodel->data_tags = (aliastag_t *)Mem_Alloc(loadmodel->mempool, loadmodel->num_tagframes * loadmodel->num_tags * sizeof(aliastag_t)); for (i = 0, pintag = (md3tag_t *)((unsigned char *)pinmodel + LittleLong(pinmodel->lump_tags));i < loadmodel->num_tagframes * loadmodel->num_tags;i++, pintag++) { - strcpy(loadmodel->data_tags[i].name, pintag->name); - loadmodel->data_tags[i].matrix = identitymatrix; + strlcpy(loadmodel->data_tags[i].name, pintag->name, sizeof(loadmodel->data_tags[i].name)); + for (j = 0;j < 9;j++) + loadmodel->data_tags[i].matrixgl[j] = LittleFloat(pintag->rotationmatrix[j]); for (j = 0;j < 3;j++) - { - for (k = 0;k < 3;k++) - loadmodel->data_tags[i].matrix.m[j][k] = LittleFloat(pintag->rotationmatrix[k * 3 + j]); - loadmodel->data_tags[i].matrix.m[j][3] = LittleFloat(pintag->origin[j]); - } + loadmodel->data_tags[i].matrixgl[9+j] = LittleFloat(pintag->origin[j]); //Con_Printf("model \"%s\" frame #%i tag #%i \"%s\"\n", loadmodel->name, i / loadmodel->num_tags, i % loadmodel->num_tags, loadmodel->data_tags[i].name); } // load meshes + meshvertices = 0; + meshtriangles = 0; + for (i = 0, pinmesh = (md3mesh_t *)((unsigned char *)pinmodel + LittleLong(pinmodel->lump_meshes));i < loadmodel->num_surfaces;i++, pinmesh = (md3mesh_t *)((unsigned char *)pinmesh + LittleLong(pinmesh->lump_end))) + { + if (memcmp(pinmesh->identifier, "IDP3", 4)) + Host_Error("Mod_IDP3_Load: invalid mesh identifier (not IDP3)"); + if (LittleLong(pinmesh->num_frames) != loadmodel->numframes) + Host_Error("Mod_IDP3_Load: mesh numframes differs from header"); + meshvertices += LittleLong(pinmesh->num_vertices); + meshtriangles += LittleLong(pinmesh->num_triangles); + } + loadmodel->nummodelsurfaces = loadmodel->num_surfaces; - loadmodel->nummeshes = loadmodel->num_surfaces; - loadmodel->num_textures = loadmodel->num_surfaces; - data = (unsigned char *)Mem_Alloc(loadmodel->mempool, loadmodel->num_surfaces * sizeof(msurface_t) + loadmodel->num_surfaces * sizeof(int) + loadmodel->nummeshes * sizeof(surfmesh_t *) + loadmodel->nummeshes * sizeof(surfmesh_t) + loadmodel->num_surfaces * loadmodel->numskins * sizeof(texture_t)); + loadmodel->num_textures = loadmodel->num_surfaces * loadmodel->numskins; + loadmodel->num_texturesperskin = loadmodel->num_surfaces; + data = (unsigned char *)Mem_Alloc(loadmodel->mempool, loadmodel->num_surfaces * sizeof(msurface_t) + loadmodel->num_surfaces * sizeof(int) + loadmodel->num_surfaces * loadmodel->numskins * sizeof(texture_t) + meshtriangles * sizeof(int[3]) + (meshvertices <= 65536 ? meshtriangles * sizeof(unsigned short[3]) : 0) + meshvertices * sizeof(float[2]) + meshvertices * loadmodel->numframes * sizeof(md3vertex_t)); loadmodel->data_surfaces = (msurface_t *)data;data += loadmodel->num_surfaces * sizeof(msurface_t); - loadmodel->surfacelist = (int *)data;data += loadmodel->num_surfaces * sizeof(int); - loadmodel->meshlist = (surfmesh_t **)data;data += loadmodel->num_surfaces * sizeof(surfmesh_t *); + loadmodel->sortedmodelsurfaces = (int *)data;data += loadmodel->num_surfaces * sizeof(int); loadmodel->data_textures = (texture_t *)data;data += loadmodel->num_surfaces * loadmodel->numskins * sizeof(texture_t); - for (i = 0;i < loadmodel->num_surfaces;i++) + loadmodel->surfmesh.num_vertices = meshvertices; + loadmodel->surfmesh.num_triangles = meshtriangles; + loadmodel->surfmesh.num_morphframes = loadmodel->numframes; // TODO: remove? + loadmodel->num_poses = loadmodel->surfmesh.num_morphframes; + loadmodel->surfmesh.data_element3i = (int *)data;data += meshtriangles * sizeof(int[3]); + loadmodel->surfmesh.data_texcoordtexture2f = (float *)data;data += meshvertices * sizeof(float[2]); + loadmodel->surfmesh.data_morphmd3vertex = (md3vertex_t *)data;data += meshvertices * loadmodel->numframes * sizeof(md3vertex_t); + if (meshvertices <= 65536) { - loadmodel->surfacelist[i] = i; - loadmodel->meshlist[i] = (surfmesh_t *)data;data += sizeof(surfmesh_t); + loadmodel->surfmesh.data_element3s = (unsigned short *)data;data += meshtriangles * sizeof(unsigned short[3]); } + + meshvertices = 0; + meshtriangles = 0; for (i = 0, pinmesh = (md3mesh_t *)((unsigned char *)pinmodel + LittleLong(pinmodel->lump_meshes));i < loadmodel->num_surfaces;i++, pinmesh = (md3mesh_t *)((unsigned char *)pinmesh + LittleLong(pinmesh->lump_end))) { if (memcmp(pinmesh->identifier, "IDP3", 4)) Host_Error("Mod_IDP3_Load: invalid mesh identifier (not IDP3)"); - mesh = loadmodel->meshlist[i]; - mesh->num_morphframes = LittleLong(pinmesh->num_frames); - mesh->num_vertices = LittleLong(pinmesh->num_vertices); - mesh->num_triangles = LittleLong(pinmesh->num_triangles); - mesh->data_element3i = (int *)Mem_Alloc(loadmodel->mempool, mesh->num_triangles * sizeof(int[3])); - mesh->data_neighbor3i = (int *)Mem_Alloc(loadmodel->mempool, mesh->num_triangles * sizeof(int[3])); - mesh->data_texcoordtexture2f = (float *)Mem_Alloc(loadmodel->mempool, mesh->num_vertices * sizeof(float[2])); - mesh->data_morphvertex3f = (float *)Mem_Alloc(loadmodel->mempool, mesh->num_vertices * mesh->num_morphframes * sizeof(float[3])); - for (j = 0;j < mesh->num_triangles * 3;j++) - mesh->data_element3i[j] = LittleLong(((int *)((unsigned char *)pinmesh + LittleLong(pinmesh->lump_elements)))[j]); - for (j = 0;j < mesh->num_vertices;j++) - { - mesh->data_texcoordtexture2f[j * 2 + 0] = LittleFloat(((float *)((unsigned char *)pinmesh + LittleLong(pinmesh->lump_texcoords)))[j * 2 + 0]); - mesh->data_texcoordtexture2f[j * 2 + 1] = LittleFloat(((float *)((unsigned char *)pinmesh + LittleLong(pinmesh->lump_texcoords)))[j * 2 + 1]); - } - for (j = 0;j < mesh->num_vertices * mesh->num_morphframes;j++) - { - mesh->data_morphvertex3f[j * 3 + 0] = LittleShort(((short *)((unsigned char *)pinmesh + LittleLong(pinmesh->lump_framevertices)))[j * 4 + 0]) * (1.0f / 64.0f); - mesh->data_morphvertex3f[j * 3 + 1] = LittleShort(((short *)((unsigned char *)pinmesh + LittleLong(pinmesh->lump_framevertices)))[j * 4 + 1]) * (1.0f / 64.0f); - mesh->data_morphvertex3f[j * 3 + 2] = LittleShort(((short *)((unsigned char *)pinmesh + LittleLong(pinmesh->lump_framevertices)))[j * 4 + 2]) * (1.0f / 64.0f); - } - - Mod_ValidateElements(mesh->data_element3i, mesh->num_triangles, mesh->num_vertices, __FILE__, __LINE__); - Mod_BuildTriangleNeighbors(mesh->data_neighbor3i, mesh->data_element3i, mesh->num_triangles); - Mod_Alias_Mesh_CompileFrameZero(mesh); - - if (LittleLong(pinmesh->num_shaders) >= 1) - Mod_BuildAliasSkinsFromSkinFiles(loadmodel->data_textures + i, skinfiles, pinmesh->name, ((md3shader_t *)((unsigned char *) pinmesh + LittleLong(pinmesh->lump_shaders)))->name); - else - for (j = 0;j < loadmodel->numskins;j++) - Mod_BuildAliasSkinFromSkinFrame(loadmodel->data_textures + i + j * loadmodel->num_surfaces, NULL); - + loadmodel->sortedmodelsurfaces[i] = i; surface = loadmodel->data_surfaces + i; - surface->groupmesh = mesh; surface->texture = loadmodel->data_textures + i; - surface->num_firsttriangle = 0; - surface->num_triangles = mesh->num_triangles; - surface->num_firstvertex = 0; - surface->num_vertices = mesh->num_vertices; + surface->num_firsttriangle = meshtriangles; + surface->num_triangles = LittleLong(pinmesh->num_triangles); + surface->num_firstvertex = meshvertices; + surface->num_vertices = LittleLong(pinmesh->num_vertices); + meshvertices += surface->num_vertices; + meshtriangles += surface->num_triangles; + + for (j = 0;j < surface->num_triangles * 3;j++) + { + int e = surface->num_firstvertex + LittleLong(((int *)((unsigned char *)pinmesh + LittleLong(pinmesh->lump_elements)))[j]); + loadmodel->surfmesh.data_element3i[j + surface->num_firsttriangle * 3] = e; + if (loadmodel->surfmesh.data_element3s) + loadmodel->surfmesh.data_element3s[j + surface->num_firsttriangle * 3] = e; + } + for (j = 0;j < surface->num_vertices;j++) + { + loadmodel->surfmesh.data_texcoordtexture2f[(j + surface->num_firstvertex) * 2 + 0] = LittleFloat(((float *)((unsigned char *)pinmesh + LittleLong(pinmesh->lump_texcoords)))[j * 2 + 0]); + loadmodel->surfmesh.data_texcoordtexture2f[(j + surface->num_firstvertex) * 2 + 1] = LittleFloat(((float *)((unsigned char *)pinmesh + LittleLong(pinmesh->lump_texcoords)))[j * 2 + 1]); + } + for (j = 0;j < loadmodel->numframes;j++) + { + const md3vertex_t *in = (md3vertex_t *)((unsigned char *)pinmesh + LittleLong(pinmesh->lump_framevertices)) + j * surface->num_vertices; + md3vertex_t *out = loadmodel->surfmesh.data_morphmd3vertex + surface->num_firstvertex + j * loadmodel->surfmesh.num_vertices; + for (k = 0;k < surface->num_vertices;k++, in++, out++) + { + out->origin[0] = LittleShort(in->origin[0]); + out->origin[1] = LittleShort(in->origin[1]); + out->origin[2] = LittleShort(in->origin[2]); + out->pitch = in->pitch; + out->yaw = in->yaw; + } + } + + Mod_BuildAliasSkinsFromSkinFiles(loadmodel->data_textures + i, skinfiles, pinmesh->name, LittleLong(pinmesh->num_shaders) >= 1 ? ((md3shader_t *)((unsigned char *) pinmesh + LittleLong(pinmesh->lump_shaders)))->name : ""); + + Mod_ValidateElements(loadmodel->surfmesh.data_element3i + surface->num_firsttriangle * 3, loadmodel->surfmesh.data_element3s + surface->num_firsttriangle * 3, surface->num_triangles, surface->num_firstvertex, surface->num_vertices, __FILE__, __LINE__); } - Mod_CalcAliasModelBBoxes(); + Mod_Alias_MorphMesh_CompileFrames(); + loadmodel->surfmesh.isanimated = Mod_Alias_CalculateBoundingBox(); Mod_FreeSkinFiles(skinfiles); + Mod_MakeSortedSurfaces(loadmodel); + if(mod_alias_force_animated.string[0]) + loadmodel->surfmesh.isanimated = mod_alias_force_animated.integer != 0; + + // Always make a BIH for the first frame, we can use it where possible. + Mod_MakeCollisionBIH(loadmodel, true, &loadmodel->collision_bih); + if (!loadmodel->surfmesh.isanimated) + { + loadmodel->TraceBox = Mod_CollisionBIH_TraceBox; + loadmodel->TraceBrush = Mod_CollisionBIH_TraceBrush; + loadmodel->TraceLine = Mod_CollisionBIH_TraceLine; + loadmodel->TracePoint = Mod_CollisionBIH_TracePoint_Mesh; + loadmodel->PointSuperContents = Mod_CollisionBIH_PointSuperContents_Mesh; + } + + // because shaders can do somewhat unexpected things, check for unusual features now + for (i = 0;i < loadmodel->num_textures;i++) + { + if (loadmodel->data_textures[i].basematerialflags & (MATERIALFLAG_SKY)) + mod->DrawSky = R_Q1BSP_DrawSky; + if (loadmodel->data_textures[i].basematerialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION | MATERIALFLAG_CAMERA)) + mod->DrawAddWaterPlanes = R_Q1BSP_DrawAddWaterPlanes; + } } -void Mod_ZYMOTICMODEL_Load(model_t *mod, void *buffer, void *bufferend) +void Mod_ZYMOTICMODEL_Load(dp_model_t *mod, void *buffer, void *bufferend) { zymtype1header_t *pinmodel, *pheader; unsigned char *pbase; - int i, j, k, l, numposes, *bonecount, *vertbonecounts, count, *renderlist, *renderlistend, *outelements, *remapvertices; - float modelradius, corner[2], *poses, *intexcoord2f, *outtexcoord2f; + int i, j, k, numposes, meshvertices, meshtriangles, *bonecount, *vertbonecounts, count, *renderlist, *renderlistend, *outelements; + float modelradius, corner[2], *poses, *intexcoord2f, *outtexcoord2f, *bonepose, f, biggestorigin, tempvec[3], modelscale; zymvertex_t *verts, *vertdata; zymscene_t *scene; zymbone_t *bone; @@ -1184,17 +1795,17 @@ void Mod_ZYMOTICMODEL_Load(model_t *mod, void *buffer, void *bufferend) skinfile_t *skinfiles; unsigned char *data; msurface_t *surface; - surfmesh_t *mesh; pinmodel = (zymtype1header_t *)buffer; pbase = (unsigned char *)buffer; if (memcmp(pinmodel->id, "ZYMOTICMODEL", 12)) - Host_Error ("Mod_ZYMOTICMODEL_Load: %s is not a zymotic model"); + Host_Error ("Mod_ZYMOTICMODEL_Load: %s is not a zymotic model", loadmodel->name); if (BigLong(pinmodel->type) != 1) Host_Error ("Mod_ZYMOTICMODEL_Load: only type 1 (skeletal pose) models are currently supported (name = %s)", loadmodel->name); + loadmodel->modeldatatypestring = "ZYM"; + loadmodel->type = mod_alias; - loadmodel->flags = 0; // there are no flags on zym models loadmodel->synctype = ST_RAND; // byteswap header @@ -1234,21 +1845,28 @@ void Mod_ZYMOTICMODEL_Load(model_t *mod, void *buffer, void *bufferend) if (pheader->numtris < 1 || pheader->numverts < 3 || pheader->numshaders < 1) { - Con_Printf("%s has no geometry\n"); + Con_Printf("%s has no geometry\n", loadmodel->name); return; } if (pheader->numscenes < 1 || pheader->lump_poses.length < (int)sizeof(float[3][4])) { - Con_Printf("%s has no animations\n"); + Con_Printf("%s has no animations\n", loadmodel->name); return; } loadmodel->DrawSky = NULL; + loadmodel->DrawAddWaterPlanes = NULL; loadmodel->Draw = R_Q1BSP_Draw; - loadmodel->CompileShadowVolume = R_Q1BSP_CompileShadowVolume; - loadmodel->DrawShadowVolume = R_Q1BSP_DrawShadowVolume; + loadmodel->DrawDepth = R_Q1BSP_DrawDepth; + loadmodel->DrawDebug = R_Q1BSP_DrawDebug; + loadmodel->DrawPrepass = R_Q1BSP_DrawPrepass; + loadmodel->CompileShadowMap = R_Q1BSP_CompileShadowMap; + loadmodel->DrawShadowMap = R_Q1BSP_DrawShadowMap; loadmodel->DrawLight = R_Q1BSP_DrawLight; loadmodel->TraceBox = Mod_MDLMD2MD3_TraceBox; + loadmodel->TraceLine = Mod_MDLMD2MD3_TraceLine; + loadmodel->PointSuperContents = NULL; + loadmodel->AnimateVertices = Mod_Skeletal_AnimateVertices; loadmodel->numframes = pheader->numscenes; loadmodel->num_surfaces = pheader->numshaders; @@ -1268,6 +1886,7 @@ void Mod_ZYMOTICMODEL_Load(model_t *mod, void *buffer, void *bufferend) } // model bbox + // LordHavoc: actually we blow this away later with Mod_Alias_CalculateBoundingBox() modelradius = pheader->radius; for (i = 0;i < 3;i++) { @@ -1309,16 +1928,9 @@ void Mod_ZYMOTICMODEL_Load(model_t *mod, void *buffer, void *bufferend) scene++; } - //zymlump_t lump_poses; // float pose[numposes][numbones][3][4]; // animation data - loadmodel->num_poses = pheader->lump_poses.length / sizeof(float[3][4]); - loadmodel->data_poses = (float *)Mem_Alloc(loadmodel->mempool, pheader->lump_poses.length); - poses = (float *) (pheader->lump_poses.start + pbase); - for (i = 0;i < pheader->lump_poses.length / 4;i++) - loadmodel->data_poses[i] = BigFloat(poses[i]); - //zymlump_t lump_bones; // zymbone_t bone[numbones]; loadmodel->num_bones = pheader->numbones; - loadmodel->data_bones = (aliasbone_t *)Mem_Alloc(loadmodel->mempool, pheader->numbones * sizeof(aliasbone_t)); + loadmodel->data_bones = (aliasbone_t *)Mem_Alloc(loadmodel->mempool, loadmodel->num_bones * sizeof(aliasbone_t)); bone = (zymbone_t *) (pheader->lump_bones.start + pbase); for (i = 0;i < pheader->numbones;i++) { @@ -1335,23 +1947,133 @@ void Mod_ZYMOTICMODEL_Load(model_t *mod, void *buffer, void *bufferend) for (i = 0;i < pheader->numverts;i++) { vertbonecounts[i] = BigLong(bonecount[i]); - if (vertbonecounts[i] < 1) - Host_Error("%s bonecount[%i] < 1", loadmodel->name, i); + if (vertbonecounts[i] != 1) + Host_Error("%s bonecount[%i] != 1 (vertex weight support is impossible in this format)", loadmodel->name, i); + } + + loadmodel->num_poses = pheader->lump_poses.length / sizeof(float[3][4]) / loadmodel->num_bones; + + meshvertices = pheader->numverts; + meshtriangles = pheader->numtris; + + loadmodel->nummodelsurfaces = loadmodel->num_surfaces; + loadmodel->num_textures = loadmodel->num_surfaces * loadmodel->numskins; + loadmodel->num_texturesperskin = loadmodel->num_surfaces; + data = (unsigned char *)Mem_Alloc(loadmodel->mempool, loadmodel->num_surfaces * sizeof(msurface_t) + loadmodel->num_surfaces * sizeof(int) + loadmodel->num_surfaces * loadmodel->numskins * sizeof(texture_t) + meshtriangles * sizeof(int[3]) + (meshvertices <= 65536 ? meshtriangles * sizeof(unsigned short[3]) : 0) + meshvertices * (sizeof(float[14]) + sizeof(unsigned short) + sizeof(unsigned char[2][4])) + loadmodel->num_poses * loadmodel->num_bones * sizeof(short[7]) + loadmodel->num_bones * sizeof(float[12])); + loadmodel->data_surfaces = (msurface_t *)data;data += loadmodel->num_surfaces * sizeof(msurface_t); + loadmodel->sortedmodelsurfaces = (int *)data;data += loadmodel->num_surfaces * sizeof(int); + loadmodel->data_textures = (texture_t *)data;data += loadmodel->num_surfaces * loadmodel->numskins * sizeof(texture_t); + loadmodel->surfmesh.num_vertices = meshvertices; + loadmodel->surfmesh.num_triangles = meshtriangles; + loadmodel->surfmesh.data_element3i = (int *)data;data += meshtriangles * sizeof(int[3]); + loadmodel->surfmesh.data_vertex3f = (float *)data;data += meshvertices * sizeof(float[3]); + loadmodel->surfmesh.data_svector3f = (float *)data;data += meshvertices * sizeof(float[3]); + loadmodel->surfmesh.data_tvector3f = (float *)data;data += meshvertices * sizeof(float[3]); + loadmodel->surfmesh.data_normal3f = (float *)data;data += meshvertices * sizeof(float[3]); + loadmodel->surfmesh.data_texcoordtexture2f = (float *)data;data += meshvertices * sizeof(float[2]); + loadmodel->surfmesh.data_skeletalindex4ub = (unsigned char *)data;data += meshvertices * sizeof(unsigned char[4]); + loadmodel->surfmesh.data_skeletalweight4ub = (unsigned char *)data;data += meshvertices * sizeof(unsigned char[4]); + loadmodel->data_baseboneposeinverse = (float *)data;data += loadmodel->num_bones * sizeof(float[12]); + loadmodel->surfmesh.num_blends = 0; + loadmodel->surfmesh.blends = (unsigned short *)data;data += meshvertices * sizeof(unsigned short); + if (loadmodel->surfmesh.num_vertices <= 65536) + { + loadmodel->surfmesh.data_element3s = (unsigned short *)data;data += loadmodel->surfmesh.num_triangles * sizeof(unsigned short[3]); + } + loadmodel->data_poses7s = (short *)data;data += loadmodel->num_poses * loadmodel->num_bones * sizeof(short[7]); + loadmodel->surfmesh.data_blendweights = NULL; + + //zymlump_t lump_poses; // float pose[numposes][numbones][3][4]; // animation data + poses = (float *) (pheader->lump_poses.start + pbase); + // figure out scale of model from root bone, for compatibility with old zmodel versions + tempvec[0] = BigFloat(poses[0]); + tempvec[1] = BigFloat(poses[1]); + tempvec[2] = BigFloat(poses[2]); + modelscale = VectorLength(tempvec); + biggestorigin = 0; + for (i = 0;i < loadmodel->num_bones * numposes * 12;i++) + { + f = fabs(BigFloat(poses[i])); + biggestorigin = max(biggestorigin, f); + } + loadmodel->num_posescale = biggestorigin / 32767.0f; + loadmodel->num_poseinvscale = 1.0f / loadmodel->num_posescale; + for (i = 0;i < numposes;i++) + { + const float *frameposes = (float *) (pheader->lump_poses.start + pbase) + 12*i*loadmodel->num_bones; + for (j = 0;j < loadmodel->num_bones;j++) + { + float pose[12]; + matrix4x4_t posematrix; + for (k = 0;k < 12;k++) + pose[k] = BigFloat(frameposes[j*12+k]); + //if (j < loadmodel->num_bones) + // Con_Printf("%s: bone %i = %f %f %f %f : %f %f %f %f : %f %f %f %f : scale = %f\n", loadmodel->name, j, pose[0], pose[1], pose[2], pose[3], pose[4], pose[5], pose[6], pose[7], pose[8], pose[9], pose[10], pose[11], VectorLength(pose)); + // scale child bones to match the root scale + if (loadmodel->data_bones[j].parent >= 0) + { + pose[3] *= modelscale; + pose[7] *= modelscale; + pose[11] *= modelscale; + } + // normalize rotation matrix + VectorNormalize(pose + 0); + VectorNormalize(pose + 4); + VectorNormalize(pose + 8); + Matrix4x4_FromArray12FloatD3D(&posematrix, pose); + Matrix4x4_ToBonePose7s(&posematrix, loadmodel->num_poseinvscale, loadmodel->data_poses7s + 7*(i*loadmodel->num_bones+j)); + } } //zymlump_t lump_verts; // zymvertex_t vert[numvertices]; // see vertex struct verts = (zymvertex_t *)Mem_Alloc(loadmodel->mempool, pheader->lump_verts.length); vertdata = (zymvertex_t *) (pheader->lump_verts.start + pbase); - for (i = 0;i < pheader->lump_verts.length / (int) sizeof(zymvertex_t);i++) + // reconstruct frame 0 matrices to allow reconstruction of the base mesh + // (converting from weight-blending skeletal animation to + // deformation-based skeletal animation) + bonepose = (float *)Z_Malloc(loadmodel->num_bones * sizeof(float[12])); + for (i = 0;i < loadmodel->num_bones;i++) { - verts[i].bonenum = BigLong(vertdata[i].bonenum); - verts[i].origin[0] = BigFloat(vertdata[i].origin[0]); - verts[i].origin[1] = BigFloat(vertdata[i].origin[1]); - verts[i].origin[2] = BigFloat(vertdata[i].origin[2]); - } + float m[12]; + for (k = 0;k < 12;k++) + m[k] = BigFloat(poses[i*12+k]); + if (loadmodel->data_bones[i].parent >= 0) + R_ConcatTransforms(bonepose + 12 * loadmodel->data_bones[i].parent, m, bonepose + 12 * i); + else + for (k = 0;k < 12;k++) + bonepose[12*i+k] = m[k]; + } + for (j = 0;j < pheader->numverts;j++) + { + // this format really should have had a per vertexweight weight value... + // but since it does not, the weighting is completely ignored and + // only one weight is allowed per vertex + int boneindex = BigLong(vertdata[j].bonenum); + const float *m = bonepose + 12 * boneindex; + float relativeorigin[3]; + relativeorigin[0] = BigFloat(vertdata[j].origin[0]); + relativeorigin[1] = BigFloat(vertdata[j].origin[1]); + relativeorigin[2] = BigFloat(vertdata[j].origin[2]); + // transform the vertex bone weight into the base mesh + loadmodel->surfmesh.data_vertex3f[j*3+0] = relativeorigin[0] * m[0] + relativeorigin[1] * m[1] + relativeorigin[2] * m[ 2] + m[ 3]; + loadmodel->surfmesh.data_vertex3f[j*3+1] = relativeorigin[0] * m[4] + relativeorigin[1] * m[5] + relativeorigin[2] * m[ 6] + m[ 7]; + loadmodel->surfmesh.data_vertex3f[j*3+2] = relativeorigin[0] * m[8] + relativeorigin[1] * m[9] + relativeorigin[2] * m[10] + m[11]; + // store the weight as the primary weight on this vertex + loadmodel->surfmesh.blends[j] = boneindex; + loadmodel->surfmesh.data_skeletalindex4ub[j*4 ] = boneindex; + loadmodel->surfmesh.data_skeletalindex4ub[j*4+1] = 0; + loadmodel->surfmesh.data_skeletalindex4ub[j*4+2] = 0; + loadmodel->surfmesh.data_skeletalindex4ub[j*4+3] = 0; + loadmodel->surfmesh.data_skeletalweight4ub[j*4 ] = 255; + loadmodel->surfmesh.data_skeletalweight4ub[j*4+1] = 0; + loadmodel->surfmesh.data_skeletalweight4ub[j*4+2] = 0; + loadmodel->surfmesh.data_skeletalweight4ub[j*4+3] = 0; + } + Z_Free(bonepose); + // normals and tangents are calculated after elements are loaded //zymlump_t lump_texcoords; // float texcoords[numvertices][2]; - outtexcoord2f = (float *)Mem_Alloc(loadmodel->mempool, pheader->numverts * sizeof(float[2])); + outtexcoord2f = loadmodel->surfmesh.data_texcoordtexture2f; intexcoord2f = (float *) (pheader->lump_texcoords.start + pbase); for (i = 0;i < pheader->numverts;i++) { @@ -1364,20 +2086,6 @@ void Mod_ZYMOTICMODEL_Load(model_t *mod, void *buffer, void *bufferend) //loadmodel->alias.zymdata_trizone = Mem_Alloc(loadmodel->mempool, pheader->numtris); //memcpy(loadmodel->alias.zymdata_trizone, (void *) (pheader->lump_trizone.start + pbase), pheader->numtris); - loadmodel->nummodelsurfaces = loadmodel->num_surfaces; - loadmodel->nummeshes = loadmodel->num_surfaces; - loadmodel->num_textures = loadmodel->num_surfaces; - data = (unsigned char *)Mem_Alloc(loadmodel->mempool, loadmodel->num_surfaces * sizeof(msurface_t) + loadmodel->num_surfaces * sizeof(int) + loadmodel->nummeshes * sizeof(surfmesh_t *) + loadmodel->nummeshes * sizeof(surfmesh_t) + loadmodel->num_surfaces * loadmodel->numskins * sizeof(texture_t)); - loadmodel->data_surfaces = (msurface_t *)data;data += loadmodel->num_surfaces * sizeof(msurface_t); - loadmodel->surfacelist = (int *)data;data += loadmodel->num_surfaces * sizeof(int); - loadmodel->meshlist = (surfmesh_t **)data;data += loadmodel->num_surfaces * sizeof(surfmesh_t *); - loadmodel->data_textures = (texture_t *)data;data += loadmodel->num_surfaces * loadmodel->numskins * sizeof(texture_t); - for (i = 0;i < loadmodel->num_surfaces;i++) - { - loadmodel->surfacelist[i] = i; - loadmodel->meshlist[i] = (surfmesh_t *)data;data += sizeof(surfmesh_t); - } - //zymlump_t lump_shaders; // char shadername[numshaders][32]; // shaders used on this model //zymlump_t lump_render; // int renderlist[rendersize]; // sorted by shader with run lengths (int count), shaders are sequentially used, each run can be used with glDrawElements (each triangle is 3 int indices) // byteswap, validate, and swap winding order of tris @@ -1386,121 +2094,112 @@ void Mod_ZYMOTICMODEL_Load(model_t *mod, void *buffer, void *bufferend) Host_Error("%s renderlist is wrong size (%i bytes, should be %i bytes)", loadmodel->name, pheader->lump_render.length, count); renderlist = (int *) (pheader->lump_render.start + pbase); renderlistend = (int *) ((unsigned char *) renderlist + pheader->lump_render.length); + meshtriangles = 0; for (i = 0;i < loadmodel->num_surfaces;i++) { + int firstvertex, lastvertex; if (renderlist >= renderlistend) Host_Error("%s corrupt renderlist (wrong size)", loadmodel->name); count = BigLong(*renderlist);renderlist++; if (renderlist + count * 3 > renderlistend || (i == pheader->numshaders - 1 && renderlist + count * 3 != renderlistend)) Host_Error("%s corrupt renderlist (wrong size)", loadmodel->name); - mesh = loadmodel->meshlist[i]; - mesh->num_triangles = count; - mesh->data_element3i = (int *)Mem_Alloc(loadmodel->mempool, mesh->num_triangles * sizeof(int[3])); - mesh->data_neighbor3i = (int *)Mem_Alloc(loadmodel->mempool, mesh->num_triangles * sizeof(int[3])); - outelements = mesh->data_element3i; - for (j = 0;j < mesh->num_triangles;j++) - { - outelements[2] = BigLong(renderlist[0]); - outelements[1] = BigLong(renderlist[1]); - outelements[0] = BigLong(renderlist[2]); - if ((unsigned int)outelements[0] >= (unsigned int)pheader->numverts - || (unsigned int)outelements[1] >= (unsigned int)pheader->numverts - || (unsigned int)outelements[2] >= (unsigned int)pheader->numverts) - Host_Error("%s corrupt renderlist (out of bounds index)", loadmodel->name); - if (vertbonecounts[outelements[0]] == 0 || vertbonecounts[outelements[1]] == 0 || vertbonecounts[outelements[2]] == 0) - Host_Error("%s corrupt renderlist (references vertex with no bone weights", loadmodel->name); - renderlist += 3; - outelements += 3; - } - remapvertices = (int *)Mem_Alloc(loadmodel->mempool, pheader->numverts * sizeof(int)); - mesh->num_vertices = Mod_BuildVertexRemapTableFromElements(mesh->num_triangles * 3, mesh->data_element3i, pheader->numverts, remapvertices); - for (j = 0;j < mesh->num_triangles * 3;j++) - mesh->data_element3i[j] = remapvertices[mesh->data_element3i[j]]; - mesh->data_texcoordtexture2f = (float *)Mem_Alloc(loadmodel->mempool, mesh->num_vertices * sizeof(float[2])); - for (j = 0;j < pheader->numverts;j++) - { - if (remapvertices[j] >= 0) - { - mesh->data_texcoordtexture2f[remapvertices[j]*2+0] = outtexcoord2f[j*2+0]; - mesh->data_texcoordtexture2f[remapvertices[j]*2+1] = outtexcoord2f[j*2+1]; - } + + loadmodel->sortedmodelsurfaces[i] = i; + surface = loadmodel->data_surfaces + i; + surface->texture = loadmodel->data_textures + i; + surface->num_firsttriangle = meshtriangles; + surface->num_triangles = count; + meshtriangles += surface->num_triangles; + + // load the elements + outelements = loadmodel->surfmesh.data_element3i + surface->num_firsttriangle * 3; + for (j = 0;j < surface->num_triangles;j++, renderlist += 3) + { + outelements[j*3+2] = BigLong(renderlist[0]); + outelements[j*3+1] = BigLong(renderlist[1]); + outelements[j*3+0] = BigLong(renderlist[2]); } - mesh->num_vertexboneweights = 0; - for (j = 0;j < pheader->numverts;j++) - if (remapvertices[j] >= 0) - mesh->num_vertexboneweights += vertbonecounts[remapvertices[j]]; - mesh->data_vertexboneweights = (surfmeshvertexboneweight_t *)Mem_Alloc(loadmodel->mempool, mesh->num_vertexboneweights * sizeof(surfmeshvertexboneweight_t)); - mesh->num_vertexboneweights = 0; - // note this vertexboneweight ordering requires that the remapvertices array is sequential numbers (separated by -1 values for omitted vertices) - l = 0; - for (j = 0;j < pheader->numverts;j++) - { - if (remapvertices[j] < 0) - { - l += vertbonecounts[j]; - continue; - } - for (k = 0;k < vertbonecounts[j];k++) - { - // this format really should have had a per vertexweight weight value... - mesh->data_vertexboneweights[mesh->num_vertexboneweights].vertexindex = remapvertices[j]; - mesh->data_vertexboneweights[mesh->num_vertexboneweights].boneindex = verts[l].bonenum; - mesh->data_vertexboneweights[mesh->num_vertexboneweights].origin[3] = 1.0f / vertbonecounts[j]; - mesh->data_vertexboneweights[mesh->num_vertexboneweights].origin[0] = verts[l].origin[0] * mesh->data_vertexboneweights[mesh->num_vertexboneweights].origin[3]; - mesh->data_vertexboneweights[mesh->num_vertexboneweights].origin[1] = verts[l].origin[1] * mesh->data_vertexboneweights[mesh->num_vertexboneweights].origin[3]; - mesh->data_vertexboneweights[mesh->num_vertexboneweights].origin[2] = verts[l].origin[2] * mesh->data_vertexboneweights[mesh->num_vertexboneweights].origin[3]; - mesh->num_vertexboneweights++; - l++; - } + // validate the elements and find the used vertex range + firstvertex = meshvertices; + lastvertex = 0; + for (j = 0;j < surface->num_triangles * 3;j++) + { + if ((unsigned int)outelements[j] >= (unsigned int)meshvertices) + Host_Error("%s corrupt renderlist (out of bounds index)", loadmodel->name); + firstvertex = min(firstvertex, outelements[j]); + lastvertex = max(lastvertex, outelements[j]); } - shadername = (char *) (pheader->lump_shaders.start + pbase) + i * 32; + surface->num_firstvertex = firstvertex; + surface->num_vertices = lastvertex + 1 - firstvertex; + // since zym models do not have named sections, reuse their shader // name as the section name - if (shadername[0]) - Mod_BuildAliasSkinsFromSkinFiles(loadmodel->data_textures + i, skinfiles, shadername, shadername); - else - for (j = 0;j < loadmodel->numskins;j++) - Mod_BuildAliasSkinFromSkinFrame(loadmodel->data_textures + i + j * loadmodel->num_surfaces, NULL); - - Mod_ValidateElements(mesh->data_element3i, mesh->num_triangles, mesh->num_vertices, __FILE__, __LINE__); - Mod_BuildTriangleNeighbors(mesh->data_neighbor3i, mesh->data_element3i, mesh->num_triangles); - Mod_Alias_Mesh_CompileFrameZero(mesh); - - surface = loadmodel->data_surfaces + i; - surface->groupmesh = mesh; - surface->texture = loadmodel->data_textures + i; - surface->num_firsttriangle = 0; - surface->num_triangles = mesh->num_triangles; - surface->num_firstvertex = 0; - surface->num_vertices = mesh->num_vertices; + shadername = (char *) (pheader->lump_shaders.start + pbase) + i * 32; + Mod_BuildAliasSkinsFromSkinFiles(loadmodel->data_textures + i, skinfiles, shadername, shadername); } - + Mod_FreeSkinFiles(skinfiles); Mem_Free(vertbonecounts); Mem_Free(verts); - Mem_Free(outtexcoord2f); - Mod_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_ValidateElements(loadmodel->surfmesh.data_element3i, loadmodel->surfmesh.data_element3s, loadmodel->surfmesh.num_triangles, 0, loadmodel->surfmesh.num_vertices, __FILE__, __LINE__); + Mod_BuildBaseBonePoses(); + Mod_BuildNormals(0, loadmodel->surfmesh.num_vertices, loadmodel->surfmesh.num_triangles, loadmodel->surfmesh.data_vertex3f, loadmodel->surfmesh.data_element3i, loadmodel->surfmesh.data_normal3f, r_smoothnormals_areaweighting.integer != 0); + Mod_BuildTextureVectorsFromNormals(0, loadmodel->surfmesh.num_vertices, loadmodel->surfmesh.num_triangles, loadmodel->surfmesh.data_vertex3f, loadmodel->surfmesh.data_texcoordtexture2f, loadmodel->surfmesh.data_normal3f, loadmodel->surfmesh.data_element3i, loadmodel->surfmesh.data_svector3f, loadmodel->surfmesh.data_tvector3f, r_smoothnormals_areaweighting.integer != 0); + loadmodel->surfmesh.isanimated = Mod_Alias_CalculateBoundingBox(); + if(mod_alias_force_animated.string[0]) + loadmodel->surfmesh.isanimated = mod_alias_force_animated.integer != 0; + + // Always make a BIH for the first frame, we can use it where possible. + Mod_MakeCollisionBIH(loadmodel, true, &loadmodel->collision_bih); + if (!loadmodel->surfmesh.isanimated) + { + loadmodel->TraceBox = Mod_CollisionBIH_TraceBox; + loadmodel->TraceBrush = Mod_CollisionBIH_TraceBrush; + loadmodel->TraceLine = Mod_CollisionBIH_TraceLine; + loadmodel->TracePoint = Mod_CollisionBIH_TracePoint_Mesh; + loadmodel->PointSuperContents = Mod_CollisionBIH_PointSuperContents_Mesh; + } + + // because shaders can do somewhat unexpected things, check for unusual features now + for (i = 0;i < loadmodel->num_textures;i++) + { + if (loadmodel->data_textures[i].basematerialflags & (MATERIALFLAG_SKY)) + mod->DrawSky = R_Q1BSP_DrawSky; + if (loadmodel->data_textures[i].basematerialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION | MATERIALFLAG_CAMERA)) + mod->DrawAddWaterPlanes = R_Q1BSP_DrawAddWaterPlanes; + } } -void Mod_DARKPLACESMODEL_Load(model_t *mod, void *buffer, void *bufferend) +void Mod_DARKPLACESMODEL_Load(dp_model_t *mod, void *buffer, void *bufferend) { dpmheader_t *pheader; - dpmframe_t *frame; + dpmframe_t *frames; dpmbone_t *bone; dpmmesh_t *dpmmesh; unsigned char *pbase; - int i, j, k; + int i, j, k, meshvertices, meshtriangles; skinfile_t *skinfiles; unsigned char *data; + float *bonepose; + float biggestorigin, tempvec[3], modelscale; + float f; + float *poses; pheader = (dpmheader_t *)buffer; pbase = (unsigned char *)buffer; if (memcmp(pheader->id, "DARKPLACESMODEL\0", 16)) - Host_Error ("Mod_DARKPLACESMODEL_Load: %s is not a darkplaces model"); + Host_Error ("Mod_DARKPLACESMODEL_Load: %s is not a darkplaces model", loadmodel->name); if (BigLong(pheader->type) != 2) Host_Error ("Mod_DARKPLACESMODEL_Load: only type 2 (hierarchical skeletal pose) models are currently supported (name = %s)", loadmodel->name); + loadmodel->modeldatatypestring = "DPM"; + loadmodel->type = mod_alias; - loadmodel->flags = 0; // there are no flags on zym models loadmodel->synctype = ST_RAND; // byteswap header @@ -1523,23 +2222,31 @@ void Mod_DARKPLACESMODEL_Load(model_t *mod, void *buffer, void *bufferend) if (pheader->num_bones < 1 || pheader->num_meshs < 1) { - Con_Printf("%s has no geometry\n"); + Con_Printf("%s has no geometry\n", loadmodel->name); return; } if (pheader->num_frames < 1) { - Con_Printf("%s has no frames\n"); + Con_Printf("%s has no frames\n", loadmodel->name); return; } loadmodel->DrawSky = NULL; + loadmodel->DrawAddWaterPlanes = NULL; loadmodel->Draw = R_Q1BSP_Draw; - loadmodel->CompileShadowVolume = R_Q1BSP_CompileShadowVolume; - loadmodel->DrawShadowVolume = R_Q1BSP_DrawShadowVolume; + loadmodel->DrawDepth = R_Q1BSP_DrawDepth; + loadmodel->DrawDebug = R_Q1BSP_DrawDebug; + loadmodel->DrawPrepass = R_Q1BSP_DrawPrepass; + loadmodel->CompileShadowMap = R_Q1BSP_CompileShadowMap; + loadmodel->DrawShadowMap = R_Q1BSP_DrawShadowMap; loadmodel->DrawLight = R_Q1BSP_DrawLight; loadmodel->TraceBox = Mod_MDLMD2MD3_TraceBox; + loadmodel->TraceLine = Mod_MDLMD2MD3_TraceLine; + loadmodel->PointSuperContents = NULL; + loadmodel->AnimateVertices = Mod_Skeletal_AnimateVertices; // model bbox + // LordHavoc: actually we blow this away later with Mod_Alias_CalculateBoundingBox() for (i = 0;i < 3;i++) { loadmodel->normalmins[i] = pheader->mins[i]; @@ -1557,21 +2264,53 @@ void Mod_DARKPLACESMODEL_Load(model_t *mod, void *buffer, void *bufferend) if (loadmodel->numskins < 1) loadmodel->numskins = 1; + meshvertices = 0; + meshtriangles = 0; + + // gather combined statistics from the meshes + dpmmesh = (dpmmesh_t *) (pbase + pheader->ofs_meshs); + for (i = 0;i < (int)pheader->num_meshs;i++) + { + int numverts = BigLong(dpmmesh->num_verts); + meshvertices += numverts; + meshtriangles += BigLong(dpmmesh->num_tris); + dpmmesh++; + } + loadmodel->numframes = pheader->num_frames; loadmodel->num_bones = pheader->num_bones; - loadmodel->num_poses = loadmodel->num_bones * loadmodel->numframes; - loadmodel->num_textures = loadmodel->nummeshes = loadmodel->nummodelsurfaces = loadmodel->num_surfaces = pheader->num_meshs; - + loadmodel->num_poses = loadmodel->numframes; + loadmodel->nummodelsurfaces = loadmodel->num_surfaces = pheader->num_meshs; + loadmodel->num_textures = loadmodel->num_surfaces * loadmodel->numskins; + loadmodel->num_texturesperskin = loadmodel->num_surfaces; // do most allocations as one merged chunk - data = (unsigned char *)Mem_Alloc(loadmodel->mempool, loadmodel->num_surfaces * sizeof(msurface_t) + loadmodel->num_surfaces * sizeof(int) + loadmodel->nummeshes * sizeof(surfmesh_t *) + loadmodel->nummeshes * sizeof(surfmesh_t) + loadmodel->num_surfaces * loadmodel->numskins * sizeof(texture_t) + loadmodel->numskins * sizeof(animscene_t) + loadmodel->num_bones * sizeof(aliasbone_t) + loadmodel->num_poses * sizeof(float[12]) + loadmodel->numframes * sizeof(animscene_t)); + data = (unsigned char *)Mem_Alloc(loadmodel->mempool, loadmodel->num_surfaces * sizeof(msurface_t) + loadmodel->num_surfaces * sizeof(int) + loadmodel->num_surfaces * loadmodel->numskins * sizeof(texture_t) + meshtriangles * sizeof(int[3]) + (meshvertices <= 65536 ? meshtriangles * sizeof(unsigned short[3]) : 0) + meshvertices * (sizeof(float[14]) + sizeof(unsigned short) + sizeof(unsigned char[2][4])) + loadmodel->num_poses * loadmodel->num_bones * sizeof(short[7]) + loadmodel->num_bones * sizeof(float[12]) + loadmodel->numskins * sizeof(animscene_t) + loadmodel->num_bones * sizeof(aliasbone_t) + loadmodel->numframes * sizeof(animscene_t)); loadmodel->data_surfaces = (msurface_t *)data;data += loadmodel->num_surfaces * sizeof(msurface_t); - loadmodel->surfacelist = (int *)data;data += loadmodel->num_surfaces * sizeof(int); - loadmodel->meshlist = (surfmesh_t **)data;data += loadmodel->num_surfaces * sizeof(surfmesh_t *); + loadmodel->sortedmodelsurfaces = (int *)data;data += loadmodel->num_surfaces * sizeof(int); loadmodel->data_textures = (texture_t *)data;data += loadmodel->num_surfaces * loadmodel->numskins * sizeof(texture_t); + loadmodel->surfmesh.num_vertices = meshvertices; + loadmodel->surfmesh.num_triangles = meshtriangles; + loadmodel->surfmesh.data_element3i = (int *)data;data += meshtriangles * sizeof(int[3]); + loadmodel->surfmesh.data_vertex3f = (float *)data;data += meshvertices * sizeof(float[3]); + loadmodel->surfmesh.data_svector3f = (float *)data;data += meshvertices * sizeof(float[3]); + loadmodel->surfmesh.data_tvector3f = (float *)data;data += meshvertices * sizeof(float[3]); + loadmodel->surfmesh.data_normal3f = (float *)data;data += meshvertices * sizeof(float[3]); + loadmodel->surfmesh.data_texcoordtexture2f = (float *)data;data += meshvertices * sizeof(float[2]); + loadmodel->surfmesh.data_skeletalindex4ub = (unsigned char *)data;data += meshvertices * sizeof(unsigned char[4]); + loadmodel->surfmesh.data_skeletalweight4ub = (unsigned char *)data;data += meshvertices * sizeof(unsigned char[4]); + loadmodel->data_baseboneposeinverse = (float *)data;data += loadmodel->num_bones * sizeof(float[12]); loadmodel->skinscenes = (animscene_t *)data;data += loadmodel->numskins * sizeof(animscene_t); loadmodel->data_bones = (aliasbone_t *)data;data += loadmodel->num_bones * sizeof(aliasbone_t); - loadmodel->data_poses = (float *)data;data += loadmodel->num_poses * sizeof(float[12]); loadmodel->animscenes = (animscene_t *)data;data += loadmodel->numframes * sizeof(animscene_t); + loadmodel->surfmesh.num_blends = 0; + loadmodel->surfmesh.blends = (unsigned short *)data;data += meshvertices * sizeof(unsigned short); + if (meshvertices <= 65536) + { + loadmodel->surfmesh.data_element3s = (unsigned short *)data;data += meshtriangles * sizeof(unsigned short[3]); + } + loadmodel->data_poses7s = (short *)data;data += loadmodel->num_poses * loadmodel->num_bones * sizeof(short[7]); + loadmodel->surfmesh.data_blendweights = (blendweights_t *)Mem_Alloc(loadmodel->mempool, meshvertices * sizeof(blendweights_t)); + for (i = 0;i < loadmodel->numskins;i++) { loadmodel->skinscenes[i].firstframe = i; @@ -1579,11 +2318,6 @@ void Mod_DARKPLACESMODEL_Load(model_t *mod, void *buffer, void *bufferend) loadmodel->skinscenes[i].loop = true; loadmodel->skinscenes[i].framerate = 10; } - for (i = 0;i < loadmodel->num_surfaces;i++) - { - loadmodel->surfacelist[i] = i; - loadmodel->meshlist[i] = (surfmesh_t *)data;data += sizeof(surfmesh_t); - } // load the bone info bone = (dpmbone_t *) (pbase + pheader->ofs_bones); @@ -1597,130 +2331,229 @@ void Mod_DARKPLACESMODEL_Load(model_t *mod, void *buffer, void *bufferend) } // load the frames - frame = (dpmframe_t *) (pbase + pheader->ofs_frames); + frames = (dpmframe_t *) (pbase + pheader->ofs_frames); + // figure out scale of model from root bone, for compatibility with old dpmodel versions + poses = (float *) (pbase + BigLong(frames[0].ofs_bonepositions)); + tempvec[0] = BigFloat(poses[0]); + tempvec[1] = BigFloat(poses[1]); + tempvec[2] = BigFloat(poses[2]); + modelscale = VectorLength(tempvec); + biggestorigin = 0; for (i = 0;i < loadmodel->numframes;i++) { - const float *poses; - memcpy(loadmodel->animscenes[i].name, frame->name, sizeof(frame->name)); + memcpy(loadmodel->animscenes[i].name, frames[i].name, sizeof(frames[i].name)); loadmodel->animscenes[i].firstframe = i; loadmodel->animscenes[i].framecount = 1; loadmodel->animscenes[i].loop = true; loadmodel->animscenes[i].framerate = 10; // load the bone poses for this frame - poses = (float *) (pbase + BigLong(frame->ofs_bonepositions)); + poses = (float *) (pbase + BigLong(frames[i].ofs_bonepositions)); for (j = 0;j < loadmodel->num_bones*12;j++) - loadmodel->data_poses[i * loadmodel->num_bones*12 + j] = BigFloat(poses[j]); + { + f = fabs(BigFloat(poses[j])); + biggestorigin = max(biggestorigin, f); + } // stuff not processed here: mins, maxs, yawradius, allradius - frame++; + } + loadmodel->num_posescale = biggestorigin / 32767.0f; + loadmodel->num_poseinvscale = 1.0f / loadmodel->num_posescale; + for (i = 0;i < loadmodel->numframes;i++) + { + const float *frameposes = (float *) (pbase + BigLong(frames[i].ofs_bonepositions)); + for (j = 0;j < loadmodel->num_bones;j++) + { + float pose[12]; + matrix4x4_t posematrix; + for (k = 0;k < 12;k++) + pose[k] = BigFloat(frameposes[j*12+k]); + // scale child bones to match the root scale + if (loadmodel->data_bones[j].parent >= 0) + { + pose[3] *= modelscale; + pose[7] *= modelscale; + pose[11] *= modelscale; + } + // normalize rotation matrix + VectorNormalize(pose + 0); + VectorNormalize(pose + 4); + VectorNormalize(pose + 8); + Matrix4x4_FromArray12FloatD3D(&posematrix, pose); + Matrix4x4_ToBonePose7s(&posematrix, loadmodel->num_poseinvscale, loadmodel->data_poses7s + 7*(i*loadmodel->num_bones+j)); + } } // load the meshes now dpmmesh = (dpmmesh_t *) (pbase + pheader->ofs_meshs); - for (i = 0;i < loadmodel->num_surfaces;i++) + meshvertices = 0; + meshtriangles = 0; + // reconstruct frame 0 matrices to allow reconstruction of the base mesh + // (converting from weight-blending skeletal animation to + // deformation-based skeletal animation) + poses = (float *) (pbase + BigLong(frames[0].ofs_bonepositions)); + bonepose = (float *)Z_Malloc(loadmodel->num_bones * sizeof(float[12])); + for (i = 0;i < loadmodel->num_bones;i++) + { + float m[12]; + for (k = 0;k < 12;k++) + m[k] = BigFloat(poses[i*12+k]); + if (loadmodel->data_bones[i].parent >= 0) + R_ConcatTransforms(bonepose + 12 * loadmodel->data_bones[i].parent, m, bonepose + 12 * i); + else + for (k = 0;k < 12;k++) + bonepose[12*i+k] = m[k]; + } + for (i = 0;i < loadmodel->num_surfaces;i++, dpmmesh++) { const int *inelements; - int *outelements; + int *outelement3i; + unsigned short *outelement3s; const float *intexcoord; - surfmesh_t *mesh; msurface_t *surface; - mesh = loadmodel->meshlist[i]; - mesh->num_triangles = BigLong(dpmmesh->num_tris); - mesh->num_vertices = BigLong(dpmmesh->num_verts); - - // to find out how many weights exist we two a two-stage load... - mesh->num_vertexboneweights = 0; - data = (unsigned char *) (pbase + BigLong(dpmmesh->ofs_verts)); - for (j = 0;j < mesh->num_vertices;j++) - { - int numweights = BigLong(((dpmvertex_t *)data)->numbones); - mesh->num_vertexboneweights += numweights; - data += sizeof(dpmvertex_t); - data += numweights * sizeof(dpmbonevert_t); - } - - // allocate things now that we know how many - mesh->data_vertexboneweights = (surfmeshvertexboneweight_t *)Mem_Alloc(loadmodel->mempool, mesh->num_vertexboneweights * sizeof(surfmeshvertexboneweight_t)); - mesh->data_element3i = (int *)Mem_Alloc(loadmodel->mempool, mesh->num_triangles * sizeof(int[3])); - mesh->data_neighbor3i = (int *)Mem_Alloc(loadmodel->mempool, mesh->num_triangles * sizeof(int[3])); - mesh->data_texcoordtexture2f = (float *)Mem_Alloc(loadmodel->mempool, mesh->num_vertices * sizeof(float[2])); + loadmodel->sortedmodelsurfaces[i] = i; + surface = loadmodel->data_surfaces + i; + surface->texture = loadmodel->data_textures + i; + surface->num_firsttriangle = meshtriangles; + surface->num_triangles = BigLong(dpmmesh->num_tris); + surface->num_firstvertex = meshvertices; + surface->num_vertices = BigLong(dpmmesh->num_verts); + meshvertices += surface->num_vertices; + meshtriangles += surface->num_triangles; inelements = (int *) (pbase + BigLong(dpmmesh->ofs_indices)); - outelements = mesh->data_element3i; - for (j = 0;j < mesh->num_triangles;j++) + outelement3i = loadmodel->surfmesh.data_element3i + surface->num_firsttriangle * 3; + outelement3s = loadmodel->surfmesh.data_element3s ? loadmodel->surfmesh.data_element3s + surface->num_firsttriangle * 3 : NULL; + for (j = 0;j < surface->num_triangles;j++) { // swap element order to flip triangles, because Quake uses clockwise (rare) and dpm uses counterclockwise (standard) - outelements[0] = BigLong(inelements[2]); - outelements[1] = BigLong(inelements[1]); - outelements[2] = BigLong(inelements[0]); - inelements += 3; - outelements += 3; + outelement3i[j * 3 + 0] = surface->num_firstvertex + BigLong(inelements[j * 3 + 2]); + outelement3i[j * 3 + 1] = surface->num_firstvertex + BigLong(inelements[j * 3 + 1]); + outelement3i[j * 3 + 2] = surface->num_firstvertex + BigLong(inelements[j * 3 + 0]); + if (outelement3s) + { + outelement3s[j * 3 + 0] = outelement3i[j * 3 + 0]; + outelement3s[j * 3 + 1] = outelement3i[j * 3 + 1]; + outelement3s[j * 3 + 2] = outelement3i[j * 3 + 2]; + } } intexcoord = (float *) (pbase + BigLong(dpmmesh->ofs_texcoords)); - for (j = 0;j < mesh->num_vertices*2;j++) - mesh->data_texcoordtexture2f[j] = BigFloat(intexcoord[j]); + for (j = 0;j < surface->num_vertices*2;j++) + loadmodel->surfmesh.data_texcoordtexture2f[j + surface->num_firstvertex * 2] = BigFloat(intexcoord[j]); - // now load them for real - mesh->num_vertexboneweights = 0; data = (unsigned char *) (pbase + BigLong(dpmmesh->ofs_verts)); - for (j = 0;j < mesh->num_vertices;j++) + for (j = surface->num_firstvertex;j < surface->num_firstvertex + surface->num_vertices;j++) { + int weightindex[4] = { 0, 0, 0, 0 }; + float weightinfluence[4] = { 0, 0, 0, 0 }; + int l; int numweights = BigLong(((dpmvertex_t *)data)->numbones); data += sizeof(dpmvertex_t); for (k = 0;k < numweights;k++) { const dpmbonevert_t *vert = (dpmbonevert_t *) data; - // stuff not processed here: normal - mesh->data_vertexboneweights[mesh->num_vertexboneweights].vertexindex = j; - mesh->data_vertexboneweights[mesh->num_vertexboneweights].boneindex = BigLong(vert->bonenum); - mesh->data_vertexboneweights[mesh->num_vertexboneweights].origin[0] = BigFloat(vert->origin[0]); - mesh->data_vertexboneweights[mesh->num_vertexboneweights].origin[1] = BigFloat(vert->origin[1]); - mesh->data_vertexboneweights[mesh->num_vertexboneweights].origin[2] = BigFloat(vert->origin[2]); - mesh->data_vertexboneweights[mesh->num_vertexboneweights].origin[3] = BigFloat(vert->influence); - mesh->num_vertexboneweights++; + int boneindex = BigLong(vert->bonenum); + const float *m = bonepose + 12 * boneindex; + float influence = BigFloat(vert->influence); + float relativeorigin[3], relativenormal[3]; + relativeorigin[0] = BigFloat(vert->origin[0]); + relativeorigin[1] = BigFloat(vert->origin[1]); + relativeorigin[2] = BigFloat(vert->origin[2]); + relativenormal[0] = BigFloat(vert->normal[0]); + relativenormal[1] = BigFloat(vert->normal[1]); + relativenormal[2] = BigFloat(vert->normal[2]); + // blend the vertex bone weights into the base mesh + loadmodel->surfmesh.data_vertex3f[j*3+0] += relativeorigin[0] * m[0] + relativeorigin[1] * m[1] + relativeorigin[2] * m[ 2] + influence * m[ 3]; + loadmodel->surfmesh.data_vertex3f[j*3+1] += relativeorigin[0] * m[4] + relativeorigin[1] * m[5] + relativeorigin[2] * m[ 6] + influence * m[ 7]; + loadmodel->surfmesh.data_vertex3f[j*3+2] += relativeorigin[0] * m[8] + relativeorigin[1] * m[9] + relativeorigin[2] * m[10] + influence * m[11]; + loadmodel->surfmesh.data_normal3f[j*3+0] += relativenormal[0] * m[0] + relativenormal[1] * m[1] + relativenormal[2] * m[ 2]; + loadmodel->surfmesh.data_normal3f[j*3+1] += relativenormal[0] * m[4] + relativenormal[1] * m[5] + relativenormal[2] * m[ 6]; + loadmodel->surfmesh.data_normal3f[j*3+2] += relativenormal[0] * m[8] + relativenormal[1] * m[9] + relativenormal[2] * m[10]; + if (!k) + { + // store the first (and often only) weight + weightinfluence[0] = influence; + weightindex[0] = boneindex; + } + else + { + // sort the new weight into this vertex's weight table + // (which only accepts up to 4 bones per vertex) + for (l = 0;l < 4;l++) + { + if (weightinfluence[l] < influence) + { + // move weaker influence weights out of the way first + int l2; + for (l2 = 3;l2 > l;l2--) + { + weightinfluence[l2] = weightinfluence[l2-1]; + weightindex[l2] = weightindex[l2-1]; + } + // store the new weight + weightinfluence[l] = influence; + weightindex[l] = boneindex; + break; + } + } + } data += sizeof(dpmbonevert_t); } + loadmodel->surfmesh.blends[j] = Mod_Skeletal_CompressBlend(loadmodel, weightindex, weightinfluence); + loadmodel->surfmesh.data_skeletalindex4ub[j*4 ] = weightindex[0]; + loadmodel->surfmesh.data_skeletalindex4ub[j*4+1] = weightindex[1]; + loadmodel->surfmesh.data_skeletalindex4ub[j*4+2] = weightindex[2]; + loadmodel->surfmesh.data_skeletalindex4ub[j*4+3] = weightindex[3]; + loadmodel->surfmesh.data_skeletalweight4ub[j*4 ] = (unsigned char)(weightinfluence[0]*255.0f); + loadmodel->surfmesh.data_skeletalweight4ub[j*4+1] = (unsigned char)(weightinfluence[1]*255.0f); + loadmodel->surfmesh.data_skeletalweight4ub[j*4+2] = (unsigned char)(weightinfluence[2]*255.0f); + loadmodel->surfmesh.data_skeletalweight4ub[j*4+3] = (unsigned char)(weightinfluence[3]*255.0f); } // since dpm models do not have named sections, reuse their shader name as the section name - if (dpmmesh->shadername[0]) - Mod_BuildAliasSkinsFromSkinFiles(loadmodel->data_textures + i, skinfiles, dpmmesh->shadername, dpmmesh->shadername); - else - for (j = 0;j < loadmodel->numskins;j++) - Mod_BuildAliasSkinFromSkinFrame(loadmodel->data_textures + i + j * loadmodel->num_surfaces, NULL); + Mod_BuildAliasSkinsFromSkinFiles(loadmodel->data_textures + i, skinfiles, dpmmesh->shadername, dpmmesh->shadername); - Mod_ValidateElements(mesh->data_element3i, mesh->num_triangles, mesh->num_vertices, __FILE__, __LINE__); - Mod_BuildTriangleNeighbors(mesh->data_neighbor3i, mesh->data_element3i, mesh->num_triangles); - Mod_Alias_Mesh_CompileFrameZero(mesh); + Mod_ValidateElements(loadmodel->surfmesh.data_element3i + surface->num_firsttriangle * 3, loadmodel->surfmesh.data_element3s + surface->num_firsttriangle * 3, surface->num_triangles, surface->num_firstvertex, surface->num_vertices, __FILE__, __LINE__); + } + if (loadmodel->surfmesh.num_blends < meshvertices) + loadmodel->surfmesh.data_blendweights = (blendweights_t *)Mem_Realloc(loadmodel->mempool, loadmodel->surfmesh.data_blendweights, loadmodel->surfmesh.num_blends * sizeof(blendweights_t)); + Z_Free(bonepose); + Mod_FreeSkinFiles(skinfiles); + Mod_MakeSortedSurfaces(loadmodel); - surface = loadmodel->data_surfaces + i; - surface->groupmesh = mesh; - surface->texture = loadmodel->data_textures + i; - surface->num_firsttriangle = 0; - surface->num_triangles = mesh->num_triangles; - surface->num_firstvertex = 0; - surface->num_vertices = mesh->num_vertices; + // compute all the mesh information that was not loaded from the file + Mod_BuildBaseBonePoses(); + Mod_BuildTextureVectorsFromNormals(0, loadmodel->surfmesh.num_vertices, loadmodel->surfmesh.num_triangles, loadmodel->surfmesh.data_vertex3f, loadmodel->surfmesh.data_texcoordtexture2f, loadmodel->surfmesh.data_normal3f, loadmodel->surfmesh.data_element3i, loadmodel->surfmesh.data_svector3f, loadmodel->surfmesh.data_tvector3f, r_smoothnormals_areaweighting.integer != 0); + loadmodel->surfmesh.isanimated = Mod_Alias_CalculateBoundingBox(); + if(mod_alias_force_animated.string[0]) + loadmodel->surfmesh.isanimated = mod_alias_force_animated.integer != 0; - dpmmesh++; + // Always make a BIH for the first frame, we can use it where possible. + Mod_MakeCollisionBIH(loadmodel, true, &loadmodel->collision_bih); + if (!loadmodel->surfmesh.isanimated) + { + loadmodel->TraceBox = Mod_CollisionBIH_TraceBox; + loadmodel->TraceBrush = Mod_CollisionBIH_TraceBrush; + loadmodel->TraceLine = Mod_CollisionBIH_TraceLine; + loadmodel->TracePoint = Mod_CollisionBIH_TracePoint_Mesh; + loadmodel->PointSuperContents = Mod_CollisionBIH_PointSuperContents_Mesh; } - Mod_FreeSkinFiles(skinfiles); -} -static void Mod_PSKMODEL_AnimKeyToMatrix(float *origin, float *quat, matrix4x4_t *m) -{ - float x = quat[0], y = quat[1], z = quat[2], w = quat[3]; - m->m[0][0]=1-2*(y*y+z*z);m->m[0][1]= 2*(x*y-z*w);m->m[0][2]= 2*(x*z+y*w);m->m[0][3]=origin[0]; - m->m[1][0]= 2*(x*y+z*w);m->m[1][1]=1-2*(x*x+z*z);m->m[1][2]= 2*(y*z-x*w);m->m[1][3]=origin[1]; - m->m[2][0]= 2*(x*z-y*w);m->m[2][1]= 2*(y*z+x*w);m->m[2][2]=1-2*(x*x+y*y);m->m[2][3]=origin[2]; - m->m[3][0]= 0 ;m->m[3][1]= 0 ;m->m[3][2]= 0 ;m->m[3][3]=1; + // because shaders can do somewhat unexpected things, check for unusual features now + for (i = 0;i < loadmodel->num_textures;i++) + { + if (loadmodel->data_textures[i].basematerialflags & (MATERIALFLAG_SKY)) + mod->DrawSky = R_Q1BSP_DrawSky; + if (loadmodel->data_textures[i].basematerialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION | MATERIALFLAG_CAMERA)) + mod->DrawAddWaterPlanes = R_Q1BSP_DrawAddWaterPlanes; + } } // no idea why PSK/PSA files contain weird quaternions but they do... #define PSKQUATNEGATIONS -void Mod_PSKMODEL_Load(model_t *mod, void *buffer, void *bufferend) +void Mod_PSKMODEL_Load(dp_model_t *mod, void *buffer, void *bufferend) { - int i, j, index, version, recordsize, numrecords; + int i, j, index, version, recordsize, numrecords, meshvertices, meshtriangles; int numpnts, numvtxw, numfaces, nummatts, numbones, numrawweights, numanimbones, numanims, numanimkeys; fs_offset_t filesize; pskpnts_t *pnts; @@ -1729,48 +2562,45 @@ void Mod_PSKMODEL_Load(model_t *mod, void *buffer, void *bufferend) pskmatt_t *matts; pskboneinfo_t *bones; pskrawweights_t *rawweights; - pskboneinfo_t *animbones; + //pskboneinfo_t *animbones; pskaniminfo_t *anims; pskanimkeys_t *animkeys; void *animfilebuffer, *animbuffer, *animbufferend; + unsigned char *data; pskchunk_t *pchunk; - surfmesh_t *mesh; skinfile_t *skinfiles; char animname[MAX_QPATH]; + size_t size; + float biggestorigin; pchunk = (pskchunk_t *)buffer; if (strcmp(pchunk->id, "ACTRHEAD")) - Host_Error ("Mod_PSKMODEL_Load: %s is not an Unreal Engine ActorX (.psk + .psa) model"); + Host_Error ("Mod_PSKMODEL_Load: %s is not an Unreal Engine ActorX (.psk + .psa) model", loadmodel->name); + + loadmodel->modeldatatypestring = "PSK"; loadmodel->type = mod_alias; loadmodel->DrawSky = NULL; + loadmodel->DrawAddWaterPlanes = NULL; loadmodel->Draw = R_Q1BSP_Draw; - loadmodel->CompileShadowVolume = R_Q1BSP_CompileShadowVolume; - loadmodel->DrawShadowVolume = R_Q1BSP_DrawShadowVolume; + loadmodel->DrawDepth = R_Q1BSP_DrawDepth; + loadmodel->DrawDebug = R_Q1BSP_DrawDebug; + loadmodel->DrawPrepass = R_Q1BSP_DrawPrepass; + loadmodel->CompileShadowMap = R_Q1BSP_CompileShadowMap; + loadmodel->DrawShadowMap = R_Q1BSP_DrawShadowMap; loadmodel->DrawLight = R_Q1BSP_DrawLight; loadmodel->TraceBox = Mod_MDLMD2MD3_TraceBox; - loadmodel->flags = 0; // there are no flags on zym models + loadmodel->TraceLine = Mod_MDLMD2MD3_TraceLine; + loadmodel->PointSuperContents = NULL; + loadmodel->AnimateVertices = Mod_Skeletal_AnimateVertices; loadmodel->synctype = ST_RAND; - // load external .skin files if present - skinfiles = Mod_LoadSkinFiles(); - if (loadmodel->numskins < 1) - loadmodel->numskins = 1; - loadmodel->skinscenes = (animscene_t *)Mem_Alloc(loadmodel->mempool, loadmodel->numskins * sizeof(animscene_t)); - for (i = 0;i < loadmodel->numskins;i++) - { - loadmodel->skinscenes[i].firstframe = i; - loadmodel->skinscenes[i].framecount = 1; - loadmodel->skinscenes[i].loop = true; - loadmodel->skinscenes[i].framerate = 10; - } - FS_StripExtension(loadmodel->name, animname, sizeof(animname)); strlcat(animname, ".psa", sizeof(animname)); animbuffer = animfilebuffer = FS_LoadFile(animname, loadmodel->mempool, false, &filesize); animbufferend = (void *)((unsigned char*)animbuffer + (int)filesize); - if (animbuffer == NULL) - Host_Error("%s: can't find .psa file (%s)", loadmodel->name, animname); + if (!animbuffer) + animbufferend = animbuffer; numpnts = 0; pnts = NULL; @@ -1796,10 +2626,10 @@ void Mod_PSKMODEL_Load(model_t *mod, void *buffer, void *bufferend) 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 (version != 0x1e83b9 && version != 0x1e9179 && version != 0x2e) - Con_Printf ("%s: chunk %s has unknown version %x (0x1e83b9, 0x1e9179 and 0x2e are currently supported), trying to load anyway!\n", loadmodel->name, pchunk->id, version); + if (developer_extra.integer) + Con_DPrintf("%s: %s %x: %i * %i = %i\n", loadmodel->name, pchunk->id, version, recordsize, numrecords, recordsize * numrecords); + if (version != 0x1e83b9 && version != 0x1e9179 && version != 0x2e && version != 0x12f2bc && version != 0x12f2f0) + Con_Printf ("%s: chunk %s has unknown version %x (0x1e83b9, 0x1e9179, 0x2e, 0x12f2bc, 0x12f2f0 are currently supported), trying to load anyway!\n", loadmodel->name, pchunk->id, version); if (!strcmp(pchunk->id, "ACTRHEAD")) { // nothing to do @@ -1883,6 +2713,7 @@ void Mod_PSKMODEL_Load(model_t *mod, void *buffer, void *bufferend) matts = (pskmatt_t *)buffer; for (index = 0, p = (pskmatt_t *)buffer;index < numrecords;index++, p++) { + // nothing to do } buffer = p; } @@ -1966,10 +2797,10 @@ void Mod_PSKMODEL_Load(model_t *mod, void *buffer, void *bufferend) 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 (version != 0x1e83b9 && version != 0x1e9179 && version != 0x2e) - Con_Printf ("%s: chunk %s has unknown version %x (0x1e83b9, 0x1e9179 and 0x2e are currently supported), trying to load anyway!\n", animname, pchunk->id, version); + if (developer_extra.integer) + Con_DPrintf("%s: %s %x: %i * %i = %i\n", animname, pchunk->id, version, recordsize, numrecords, recordsize * numrecords); + if (version != 0x1e83b9 && version != 0x1e9179 && version != 0x2e && version != 0x12f2bc && version != 0x12f2f0) + Con_Printf ("%s: chunk %s has unknown version %x (0x1e83b9, 0x1e9179, 0x2e, 0x12f2bc, 0x12f2f0 are currently supported), trying to load anyway!\n", animname, pchunk->id, version); if (!strcmp(pchunk->id, "ANIMHEAD")) { // nothing to do @@ -1981,13 +2812,13 @@ void Mod_PSKMODEL_Load(model_t *mod, void *buffer, void *bufferend) Host_Error("%s: %s has unsupported recordsize", animname, pchunk->id); // byteswap in place and keep the pointer numanimbones = numrecords; - animbones = (pskboneinfo_t *)animbuffer; + //animbones = (pskboneinfo_t *)animbuffer; // NOTE: supposedly psa does not need to match the psk model, the // bones missing from the psa would simply use their base // positions from the psk, but this is hard for me to implement // and people can easily make animations that match. if (numanimbones != numbones) - Host_Error("%s: this loader only supports animations with the same bones as the mesh"); + Host_Error("%s: this loader only supports animations with the same bones as the mesh", loadmodel->name); for (index = 0, p = (pskboneinfo_t *)animbuffer;index < numrecords;index++, p++) { p->numchildren = LittleLong(p->numchildren); @@ -2044,9 +2875,7 @@ void Mod_PSKMODEL_Load(model_t *mod, void *buffer, void *bufferend) p->firstframe = LittleLong(p->firstframe); p->numframes = LittleLong(p->numframes); if (p->numbones != numbones) - { Con_Printf("%s: animinfo->numbones != numbones, trying to load anyway!\n", animname); - } } animbuffer = p; } @@ -2089,70 +2918,88 @@ void Mod_PSKMODEL_Load(model_t *mod, void *buffer, void *bufferend) Con_Printf("%s: unknown chunk ID \"%s\"\n", animname, pchunk->id); } - if (!numpnts || !pnts || !numvtxw || !vtxw || !numfaces || !faces || !nummatts || !matts || !numbones || !bones || !numrawweights || !rawweights || !numanims || !anims || !numanimkeys || !animkeys) + if (!numpnts || !pnts || !numvtxw || !vtxw || !numfaces || !faces || !nummatts || !matts || !numbones || !bones || !numrawweights || !rawweights) Host_Error("%s: missing required chunks", loadmodel->name); - // FIXME: model bbox - // model bbox - for (i = 0;i < 3;i++) + if (numanims) { - loadmodel->normalmins[i] = -128; - loadmodel->normalmaxs[i] = 128; - loadmodel->yawmins[i] = -128; - loadmodel->yawmaxs[i] = 128; - loadmodel->rotatedmins[i] = -128; - loadmodel->rotatedmaxs[i] = 128; + loadmodel->numframes = 0; + for (index = 0;index < numanims;index++) + loadmodel->numframes += anims[index].numframes; + if (numanimkeys != numbones * loadmodel->numframes) + Host_Error("%s: %s has incorrect number of animation keys", animname, pchunk->id); } - loadmodel->radius = 128; - loadmodel->radius2 = loadmodel->radius * loadmodel->radius; + else + loadmodel->numframes = loadmodel->num_poses = 1; - loadmodel->numframes = 0; - for (index = 0;index < numanims;index++) - loadmodel->numframes += anims[index].numframes; + meshvertices = numvtxw; + meshtriangles = numfaces; + // load external .skin files if present + skinfiles = Mod_LoadSkinFiles(); + if (loadmodel->numskins < 1) + loadmodel->numskins = 1; loadmodel->num_bones = numbones; - loadmodel->num_poses = loadmodel->num_bones * loadmodel->numframes; - loadmodel->num_textures = loadmodel->nummeshes = loadmodel->nummodelsurfaces = loadmodel->num_surfaces = nummatts; - - if (numanimkeys != loadmodel->num_bones * loadmodel->numframes) - Host_Error("%s: %s has incorrect number of animation keys", animname, pchunk->id); - - loadmodel->data_poses = (float *)Mem_Alloc(loadmodel->mempool, loadmodel->num_poses * sizeof(float[12])); - loadmodel->animscenes = (animscene_t *)Mem_Alloc(loadmodel->mempool, loadmodel->numframes * sizeof(animscene_t)); - loadmodel->data_textures = (texture_t *)Mem_Alloc(loadmodel->mempool, loadmodel->num_surfaces * loadmodel->numskins * sizeof(texture_t)); - loadmodel->data_surfaces = (msurface_t *)Mem_Alloc(loadmodel->mempool, loadmodel->num_surfaces * sizeof(msurface_t)); - loadmodel->surfacelist = (int *)Mem_Alloc(loadmodel->mempool, loadmodel->num_surfaces * sizeof(int)); - loadmodel->data_bones = (aliasbone_t *)Mem_Alloc(loadmodel->mempool, loadmodel->num_bones * sizeof(aliasbone_t)); + loadmodel->num_poses = loadmodel->numframes; + loadmodel->nummodelsurfaces = loadmodel->num_surfaces = nummatts; + loadmodel->num_textures = loadmodel->num_surfaces * loadmodel->numskins; + loadmodel->num_texturesperskin = loadmodel->num_surfaces; + loadmodel->surfmesh.num_vertices = meshvertices; + loadmodel->surfmesh.num_triangles = meshtriangles; + // do most allocations as one merged chunk + size = loadmodel->num_surfaces * sizeof(msurface_t) + loadmodel->num_surfaces * sizeof(int) + loadmodel->num_surfaces * loadmodel->numskins * sizeof(texture_t) + loadmodel->surfmesh.num_triangles * sizeof(int[3]) + loadmodel->surfmesh.num_vertices * sizeof(float[3]) + loadmodel->surfmesh.num_vertices * sizeof(float[3]) + loadmodel->surfmesh.num_vertices * sizeof(float[3]) + loadmodel->surfmesh.num_vertices * sizeof(float[3]) + loadmodel->surfmesh.num_vertices * sizeof(float[2]) + loadmodel->surfmesh.num_vertices * sizeof(unsigned char[4]) + loadmodel->surfmesh.num_vertices * sizeof(unsigned char[4]) + loadmodel->surfmesh.num_vertices * sizeof(unsigned short) + loadmodel->num_poses * loadmodel->num_bones * sizeof(short[7]) + loadmodel->num_bones * sizeof(float[12]) + loadmodel->numskins * sizeof(animscene_t) + loadmodel->num_bones * sizeof(aliasbone_t) + loadmodel->numframes * sizeof(animscene_t) + ((loadmodel->surfmesh.num_vertices <= 65536) ? (loadmodel->surfmesh.num_triangles * sizeof(unsigned short[3])) : 0); + data = (unsigned char *)Mem_Alloc(loadmodel->mempool, size); + loadmodel->data_surfaces = (msurface_t *)data;data += loadmodel->num_surfaces * sizeof(msurface_t); + loadmodel->sortedmodelsurfaces = (int *)data;data += loadmodel->num_surfaces * sizeof(int); + loadmodel->data_textures = (texture_t *)data;data += loadmodel->num_surfaces * loadmodel->numskins * sizeof(texture_t); + loadmodel->surfmesh.data_element3i = (int *)data;data += loadmodel->surfmesh.num_triangles * sizeof(int[3]); + loadmodel->surfmesh.data_vertex3f = (float *)data;data += loadmodel->surfmesh.num_vertices * sizeof(float[3]); + loadmodel->surfmesh.data_svector3f = (float *)data;data += loadmodel->surfmesh.num_vertices * sizeof(float[3]); + loadmodel->surfmesh.data_tvector3f = (float *)data;data += loadmodel->surfmesh.num_vertices * sizeof(float[3]); + loadmodel->surfmesh.data_normal3f = (float *)data;data += loadmodel->surfmesh.num_vertices * sizeof(float[3]); + loadmodel->surfmesh.data_texcoordtexture2f = (float *)data;data += loadmodel->surfmesh.num_vertices * sizeof(float[2]); + loadmodel->surfmesh.data_skeletalindex4ub = (unsigned char *)data;data += loadmodel->surfmesh.num_vertices * sizeof(unsigned char[4]); + loadmodel->surfmesh.data_skeletalweight4ub = (unsigned char *)data;data += loadmodel->surfmesh.num_vertices * sizeof(unsigned char[4]); + loadmodel->data_baseboneposeinverse = (float *)data;data += loadmodel->num_bones * sizeof(float[12]); + loadmodel->skinscenes = (animscene_t *)data;data += loadmodel->numskins * sizeof(animscene_t); + loadmodel->data_bones = (aliasbone_t *)data;data += loadmodel->num_bones * sizeof(aliasbone_t); + loadmodel->animscenes = (animscene_t *)data;data += loadmodel->numframes * sizeof(animscene_t); + loadmodel->surfmesh.num_blends = 0; + loadmodel->surfmesh.blends = (unsigned short *)data;data += meshvertices * sizeof(unsigned short); + if (loadmodel->surfmesh.num_vertices <= 65536) + { + loadmodel->surfmesh.data_element3s = (unsigned short *)data;data += loadmodel->surfmesh.num_triangles * sizeof(unsigned short[3]); + } + loadmodel->data_poses7s = (short *)data;data += loadmodel->num_poses * loadmodel->num_bones * sizeof(short[7]); + loadmodel->surfmesh.data_blendweights = (blendweights_t *)Mem_Alloc(loadmodel->mempool, loadmodel->surfmesh.num_vertices * sizeof(blendweights_t)); - loadmodel->meshlist = (surfmesh_t **)Mem_Alloc(loadmodel->mempool, sizeof(surfmesh_t *)); - mesh = loadmodel->meshlist[0] = (surfmesh_t *)Mem_Alloc(loadmodel->mempool, sizeof(surfmesh_t)); - mesh->num_vertices = numvtxw; - mesh->num_triangles = numfaces; - mesh->data_element3i = (int *)Mem_Alloc(loadmodel->mempool, mesh->num_triangles * sizeof(int[3])); - mesh->data_neighbor3i = (int *)Mem_Alloc(loadmodel->mempool, mesh->num_triangles * sizeof(int[3])); - mesh->data_texcoordtexture2f = (float *)Mem_Alloc(loadmodel->mempool, mesh->num_vertices * sizeof(float[2])); + for (i = 0;i < loadmodel->numskins;i++) + { + loadmodel->skinscenes[i].firstframe = i; + loadmodel->skinscenes[i].framecount = 1; + loadmodel->skinscenes[i].loop = true; + loadmodel->skinscenes[i].framerate = 10; + } // create surfaces for (index = 0, i = 0;index < nummatts;index++) { // since psk models do not have named sections, reuse their shader name as the section name - if (matts[index].name[0]) - Mod_BuildAliasSkinsFromSkinFiles(loadmodel->data_textures + index, skinfiles, matts[index].name, matts[index].name); - else - for (j = 0;j < loadmodel->numskins;j++) - Mod_BuildAliasSkinFromSkinFrame(loadmodel->data_textures + index + j * loadmodel->num_surfaces, NULL); - loadmodel->surfacelist[index] = index; - loadmodel->data_surfaces[index].groupmesh = loadmodel->meshlist[0]; + Mod_BuildAliasSkinsFromSkinFiles(loadmodel->data_textures + index, skinfiles, matts[index].name, matts[index].name); + loadmodel->sortedmodelsurfaces[index] = index; loadmodel->data_surfaces[index].texture = loadmodel->data_textures + index; loadmodel->data_surfaces[index].num_firstvertex = 0; - loadmodel->data_surfaces[index].num_vertices = loadmodel->meshlist[0]->num_vertices; + loadmodel->data_surfaces[index].num_vertices = loadmodel->surfmesh.num_vertices; } - // copy over the texcoords + // copy over the vertex locations and texcoords for (index = 0;index < numvtxw;index++) { - mesh->data_texcoordtexture2f[index*2+0] = vtxw[index].texcoord[0]; - mesh->data_texcoordtexture2f[index*2+1] = vtxw[index].texcoord[1]; + loadmodel->surfmesh.data_vertex3f[index*3+0] = pnts[vtxw[index].pntsindex].origin[0]; + loadmodel->surfmesh.data_vertex3f[index*3+1] = pnts[vtxw[index].pntsindex].origin[1]; + loadmodel->surfmesh.data_vertex3f[index*3+2] = pnts[vtxw[index].pntsindex].origin[2]; + loadmodel->surfmesh.data_texcoordtexture2f[index*2+0] = vtxw[index].texcoord[0]; + loadmodel->surfmesh.data_texcoordtexture2f[index*2+1] = vtxw[index].texcoord[1]; } // loading the faces is complicated because we need to sort them into surfaces by mattindex @@ -2167,9 +3014,9 @@ void Mod_PSKMODEL_Load(model_t *mod, void *buffer, void *bufferend) for (index = 0;index < numfaces;index++) { i = (loadmodel->data_surfaces[faces[index].mattindex].num_firsttriangle + loadmodel->data_surfaces[faces[index].mattindex].num_triangles++)*3; - mesh->data_element3i[i+0] = faces[index].vtxwindex[0]; - mesh->data_element3i[i+1] = faces[index].vtxwindex[1]; - mesh->data_element3i[i+2] = faces[index].vtxwindex[2]; + loadmodel->surfmesh.data_element3i[i+0] = faces[index].vtxwindex[0]; + loadmodel->surfmesh.data_element3i[i+1] = faces[index].vtxwindex[1]; + loadmodel->surfmesh.data_element3i[i+2] = faces[index].vtxwindex[2]; } // copy over the bones @@ -2181,78 +3028,941 @@ void Mod_PSKMODEL_Load(model_t *mod, void *buffer, void *bufferend) Host_Error("%s bone[%i].parent >= %i", loadmodel->name, index, index); } - // build bone-relative vertex weights from the psk point weights - mesh->num_vertexboneweights = 0; - for (index = 0;index < numvtxw;index++) - for (j = 0;j < numrawweights;j++) - if (rawweights[j].pntsindex == vtxw[index].pntsindex) - mesh->num_vertexboneweights++; - mesh->data_vertexboneweights = (surfmeshvertexboneweight_t *)Mem_Alloc(loadmodel->mempool, mesh->num_vertexboneweights * sizeof(surfmeshvertexboneweight_t)); - mesh->num_vertexboneweights = 0; + // convert the basepose data + if (loadmodel->num_bones) + { + int boneindex; + matrix4x4_t *basebonepose; + float *outinvmatrix = loadmodel->data_baseboneposeinverse; + matrix4x4_t bonematrix; + matrix4x4_t tempbonematrix; + basebonepose = (matrix4x4_t *)Mem_Alloc(tempmempool, loadmodel->num_bones * sizeof(matrix4x4_t)); + for (boneindex = 0;boneindex < loadmodel->num_bones;boneindex++) + { + Matrix4x4_FromOriginQuat(&bonematrix, bones[boneindex].basepose.origin[0], bones[boneindex].basepose.origin[1], bones[boneindex].basepose.origin[2], bones[boneindex].basepose.quat[0], bones[boneindex].basepose.quat[1], bones[boneindex].basepose.quat[2], bones[boneindex].basepose.quat[3]); + if (loadmodel->data_bones[boneindex].parent >= 0) + { + tempbonematrix = bonematrix; + Matrix4x4_Concat(&bonematrix, basebonepose + loadmodel->data_bones[boneindex].parent, &tempbonematrix); + } + basebonepose[boneindex] = bonematrix; + Matrix4x4_Invert_Simple(&tempbonematrix, basebonepose + boneindex); + Matrix4x4_ToArray12FloatD3D(&tempbonematrix, outinvmatrix + 12*boneindex); + } + Mem_Free(basebonepose); + } + + // sort the psk point weights into the vertex weight tables + // (which only accept up to 4 bones per vertex) for (index = 0;index < numvtxw;index++) { + int weightindex[4] = { 0, 0, 0, 0 }; + float weightinfluence[4] = { 0, 0, 0, 0 }; + int l; for (j = 0;j < numrawweights;j++) { if (rawweights[j].pntsindex == vtxw[index].pntsindex) { - matrix4x4_t matrix, inversematrix; - mesh->data_vertexboneweights[mesh->num_vertexboneweights].vertexindex = index; - mesh->data_vertexboneweights[mesh->num_vertexboneweights].boneindex = rawweights[j].boneindex; - mesh->data_vertexboneweights[mesh->num_vertexboneweights].weight = rawweights[j].weight; - matrix = identitymatrix; - for (i = rawweights[j].boneindex;i >= 0;i = loadmodel->data_bones[i].parent) + int boneindex = rawweights[j].boneindex; + float influence = rawweights[j].weight; + for (l = 0;l < 4;l++) { - matrix4x4_t childmatrix, tempmatrix; - Mod_PSKMODEL_AnimKeyToMatrix(bones[i].basepose.origin, bones[i].basepose.quat, &tempmatrix); - childmatrix = matrix; - Matrix4x4_Concat(&matrix, &tempmatrix, &childmatrix); + if (weightinfluence[l] < influence) + { + // move lower influence weights out of the way first + int l2; + for (l2 = 3;l2 > l;l2--) + { + weightinfluence[l2] = weightinfluence[l2-1]; + weightindex[l2] = weightindex[l2-1]; + } + // store the new weight + weightinfluence[l] = influence; + weightindex[l] = boneindex; + break; + } } - Matrix4x4_Invert_Simple(&inversematrix, &matrix); - Matrix4x4_Transform(&inversematrix, pnts[rawweights[j].pntsindex].origin, mesh->data_vertexboneweights[mesh->num_vertexboneweights].origin); - VectorScale(mesh->data_vertexboneweights[mesh->num_vertexboneweights].origin, mesh->data_vertexboneweights[mesh->num_vertexboneweights].weight, mesh->data_vertexboneweights[mesh->num_vertexboneweights].origin); - mesh->num_vertexboneweights++; } } + loadmodel->surfmesh.blends[index] = Mod_Skeletal_CompressBlend(loadmodel, weightindex, weightinfluence); + loadmodel->surfmesh.data_skeletalindex4ub[index*4 ] = weightindex[0]; + loadmodel->surfmesh.data_skeletalindex4ub[index*4+1] = weightindex[1]; + loadmodel->surfmesh.data_skeletalindex4ub[index*4+2] = weightindex[2]; + loadmodel->surfmesh.data_skeletalindex4ub[index*4+3] = weightindex[3]; + loadmodel->surfmesh.data_skeletalweight4ub[index*4 ] = (unsigned char)(weightinfluence[0]*255.0f); + loadmodel->surfmesh.data_skeletalweight4ub[index*4+1] = (unsigned char)(weightinfluence[1]*255.0f); + loadmodel->surfmesh.data_skeletalweight4ub[index*4+2] = (unsigned char)(weightinfluence[2]*255.0f); + loadmodel->surfmesh.data_skeletalweight4ub[index*4+3] = (unsigned char)(weightinfluence[3]*255.0f); + } + if (loadmodel->surfmesh.num_blends < loadmodel->surfmesh.num_vertices) + loadmodel->surfmesh.data_blendweights = (blendweights_t *)Mem_Realloc(loadmodel->mempool, loadmodel->surfmesh.data_blendweights, loadmodel->surfmesh.num_blends * sizeof(blendweights_t)); + + // set up the animscenes based on the anims + if (numanims) + { + for (index = 0, i = 0;index < numanims;index++) + { + for (j = 0;j < anims[index].numframes;j++, i++) + { + dpsnprintf(loadmodel->animscenes[i].name, sizeof(loadmodel->animscenes[i].name), "%s_%d", anims[index].name, j); + loadmodel->animscenes[i].firstframe = i; + loadmodel->animscenes[i].framecount = 1; + loadmodel->animscenes[i].loop = true; + loadmodel->animscenes[i].framerate = anims[index].fps; + } + } + // calculate the scaling value for bone origins so they can be compressed to short + biggestorigin = 0; + for (index = 0;index < numanimkeys;index++) + { + pskanimkeys_t *k = animkeys + index; + biggestorigin = max(biggestorigin, fabs(k->origin[0])); + biggestorigin = max(biggestorigin, fabs(k->origin[1])); + biggestorigin = max(biggestorigin, fabs(k->origin[2])); + } + loadmodel->num_posescale = biggestorigin / 32767.0f; + loadmodel->num_poseinvscale = 1.0f / loadmodel->num_posescale; + + // load the poses from the animkeys + for (index = 0;index < numanimkeys;index++) + { + pskanimkeys_t *k = animkeys + index; + float quat[4]; + Vector4Copy(k->quat, quat); + if (quat[3] > 0) + Vector4Negate(quat, quat); + Vector4Normalize2(quat, quat); + // compress poses to the short[7] format for longterm storage + loadmodel->data_poses7s[index*7+0] = k->origin[0] * loadmodel->num_poseinvscale; + loadmodel->data_poses7s[index*7+1] = k->origin[1] * loadmodel->num_poseinvscale; + loadmodel->data_poses7s[index*7+2] = k->origin[2] * loadmodel->num_poseinvscale; + loadmodel->data_poses7s[index*7+3] = quat[0] * 32767.0f; + loadmodel->data_poses7s[index*7+4] = quat[1] * 32767.0f; + loadmodel->data_poses7s[index*7+5] = quat[2] * 32767.0f; + loadmodel->data_poses7s[index*7+6] = quat[3] * 32767.0f; + } + } + else + { + strlcpy(loadmodel->animscenes[0].name, "base", sizeof(loadmodel->animscenes[0].name)); + loadmodel->animscenes[0].firstframe = 0; + loadmodel->animscenes[0].framecount = 1; + loadmodel->animscenes[0].loop = true; + loadmodel->animscenes[0].framerate = 10; + + // calculate the scaling value for bone origins so they can be compressed to short + biggestorigin = 0; + for (index = 0;index < numbones;index++) + { + pskboneinfo_t *p = bones + index; + biggestorigin = max(biggestorigin, fabs(p->basepose.origin[0])); + biggestorigin = max(biggestorigin, fabs(p->basepose.origin[1])); + biggestorigin = max(biggestorigin, fabs(p->basepose.origin[2])); + } + loadmodel->num_posescale = biggestorigin / 32767.0f; + loadmodel->num_poseinvscale = 1.0f / loadmodel->num_posescale; + + // load the basepose as a frame + for (index = 0;index < numbones;index++) + { + pskboneinfo_t *p = bones + index; + float quat[4]; + Vector4Copy(p->basepose.quat, quat); + if (quat[3] > 0) + Vector4Negate(quat, quat); + Vector4Normalize2(quat, quat); + // compress poses to the short[7] format for longterm storage + loadmodel->data_poses7s[index*7+0] = p->basepose.origin[0] * loadmodel->num_poseinvscale; + loadmodel->data_poses7s[index*7+1] = p->basepose.origin[1] * loadmodel->num_poseinvscale; + loadmodel->data_poses7s[index*7+2] = p->basepose.origin[2] * loadmodel->num_poseinvscale; + loadmodel->data_poses7s[index*7+3] = quat[0] * 32767.0f; + loadmodel->data_poses7s[index*7+4] = quat[1] * 32767.0f; + loadmodel->data_poses7s[index*7+5] = quat[2] * 32767.0f; + loadmodel->data_poses7s[index*7+6] = quat[3] * 32767.0f; + } + } + + Mod_FreeSkinFiles(skinfiles); + if (animfilebuffer) + Mem_Free(animfilebuffer); + Mod_MakeSortedSurfaces(loadmodel); + + // compute all the mesh information that was not loaded from the file + // TODO: honor smoothing groups somehow? + if (loadmodel->surfmesh.data_element3s) + for (i = 0;i < loadmodel->surfmesh.num_triangles*3;i++) + loadmodel->surfmesh.data_element3s[i] = loadmodel->surfmesh.data_element3i[i]; + Mod_ValidateElements(loadmodel->surfmesh.data_element3i, loadmodel->surfmesh.data_element3s, loadmodel->surfmesh.num_triangles, 0, loadmodel->surfmesh.num_vertices, __FILE__, __LINE__); + Mod_BuildNormals(0, loadmodel->surfmesh.num_vertices, loadmodel->surfmesh.num_triangles, loadmodel->surfmesh.data_vertex3f, loadmodel->surfmesh.data_element3i, loadmodel->surfmesh.data_normal3f, r_smoothnormals_areaweighting.integer != 0); + Mod_BuildTextureVectorsFromNormals(0, loadmodel->surfmesh.num_vertices, loadmodel->surfmesh.num_triangles, loadmodel->surfmesh.data_vertex3f, loadmodel->surfmesh.data_texcoordtexture2f, loadmodel->surfmesh.data_normal3f, loadmodel->surfmesh.data_element3i, loadmodel->surfmesh.data_svector3f, loadmodel->surfmesh.data_tvector3f, r_smoothnormals_areaweighting.integer != 0); + loadmodel->surfmesh.isanimated = Mod_Alias_CalculateBoundingBox(); + if(mod_alias_force_animated.string[0]) + loadmodel->surfmesh.isanimated = mod_alias_force_animated.integer != 0; + + // Always make a BIH for the first frame, we can use it where possible. + Mod_MakeCollisionBIH(loadmodel, true, &loadmodel->collision_bih); + if (!loadmodel->surfmesh.isanimated) + { + loadmodel->TraceBox = Mod_CollisionBIH_TraceBox; + loadmodel->TraceBrush = Mod_CollisionBIH_TraceBrush; + loadmodel->TraceLine = Mod_CollisionBIH_TraceLine; + loadmodel->TracePoint = Mod_CollisionBIH_TracePoint_Mesh; + loadmodel->PointSuperContents = Mod_CollisionBIH_PointSuperContents_Mesh; + } + + // because shaders can do somewhat unexpected things, check for unusual features now + for (i = 0;i < loadmodel->num_textures;i++) + { + if (loadmodel->data_textures[i].basematerialflags & (MATERIALFLAG_SKY)) + mod->DrawSky = R_Q1BSP_DrawSky; + if (loadmodel->data_textures[i].basematerialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION | MATERIALFLAG_CAMERA)) + mod->DrawAddWaterPlanes = R_Q1BSP_DrawAddWaterPlanes; + } +} + +void Mod_INTERQUAKEMODEL_Load(dp_model_t *mod, void *buffer, void *bufferend) +{ + unsigned char *data; + const char *text; + const unsigned char *pbase, *pend; + iqmheader_t header; + skinfile_t *skinfiles; + int i, j, k, meshvertices, meshtriangles; + float biggestorigin; + const unsigned int *inelements; + int *outelements; + float *outvertex, *outnormal, *outtexcoord, *outsvector, *outtvector, *outcolor; + // this pointers into the file data are read only through Little* functions so they can be unaligned memory + const float *vnormal = NULL; + const float *vposition = NULL; + const float *vtangent = NULL; + const float *vtexcoord = NULL; + const float *vcolor4f = NULL; + const unsigned char *vblendindexes = NULL; + const unsigned char *vblendweights = NULL; + const unsigned char *vcolor4ub = NULL; + const unsigned short *framedata = NULL; + // temporary memory allocations (because the data in the file may be misaligned) + iqmanim_t *anims = NULL; + iqmbounds_t *bounds = NULL; + iqmjoint1_t *joint1 = NULL; + iqmjoint_t *joint = NULL; + iqmmesh_t *meshes = NULL; + iqmpose1_t *pose1 = NULL; + iqmpose_t *pose = NULL; + iqmvertexarray_t *vas = NULL; + + pbase = (unsigned char *)buffer; + pend = (unsigned char *)bufferend; + + if (pbase + sizeof(iqmheader_t) > pend) + Host_Error ("Mod_INTERQUAKEMODEL_Load: %s is not an Inter-Quake Model %d", loadmodel->name, (int)(pend - pbase)); + + // copy struct (otherwise it may be misaligned) + // LordHavoc: okay it's definitely not misaligned here, but for consistency... + memcpy(&header, pbase, sizeof(iqmheader_t)); + + if (memcmp(header.id, "INTERQUAKEMODEL", 16)) + Host_Error ("Mod_INTERQUAKEMODEL_Load: %s is not an Inter-Quake Model", loadmodel->name); + if (LittleLong(header.version) != 1 && LittleLong(header.version) != 2) + Host_Error ("Mod_INTERQUAKEMODEL_Load: only version 1 and 2 models are currently supported (name = %s)", loadmodel->name); + + loadmodel->modeldatatypestring = "IQM"; + + loadmodel->type = mod_alias; + loadmodel->synctype = ST_RAND; + + // byteswap header + header.version = LittleLong(header.version); + header.filesize = LittleLong(header.filesize); + header.flags = LittleLong(header.flags); + header.num_text = LittleLong(header.num_text); + header.ofs_text = LittleLong(header.ofs_text); + header.num_meshes = LittleLong(header.num_meshes); + header.ofs_meshes = LittleLong(header.ofs_meshes); + header.num_vertexarrays = LittleLong(header.num_vertexarrays); + header.num_vertexes = LittleLong(header.num_vertexes); + header.ofs_vertexarrays = LittleLong(header.ofs_vertexarrays); + header.num_triangles = LittleLong(header.num_triangles); + header.ofs_triangles = LittleLong(header.ofs_triangles); + header.ofs_neighbors = LittleLong(header.ofs_neighbors); + header.num_joints = LittleLong(header.num_joints); + header.ofs_joints = LittleLong(header.ofs_joints); + header.num_poses = LittleLong(header.num_poses); + header.ofs_poses = LittleLong(header.ofs_poses); + header.num_anims = LittleLong(header.num_anims); + header.ofs_anims = LittleLong(header.ofs_anims); + header.num_frames = LittleLong(header.num_frames); + header.num_framechannels = LittleLong(header.num_framechannels); + header.ofs_frames = LittleLong(header.ofs_frames); + header.ofs_bounds = LittleLong(header.ofs_bounds); + header.num_comment = LittleLong(header.num_comment); + header.ofs_comment = LittleLong(header.ofs_comment); + header.num_extensions = LittleLong(header.num_extensions); + header.ofs_extensions = LittleLong(header.ofs_extensions); + + if (header.version == 1) + { + if (pbase + header.ofs_joints + header.num_joints*sizeof(iqmjoint1_t) > pend || + pbase + header.ofs_poses + header.num_poses*sizeof(iqmpose1_t) > pend) + { + Con_Printf("%s has invalid size or offset information\n", loadmodel->name); + return; + } + } + else + { + if (pbase + header.ofs_joints + header.num_joints*sizeof(iqmjoint_t) > pend || + pbase + header.ofs_poses + header.num_poses*sizeof(iqmpose_t) > pend) + { + Con_Printf("%s has invalid size or offset information\n", loadmodel->name); + return; + } + } + if (pbase + header.ofs_text + header.num_text > pend || + pbase + header.ofs_meshes + header.num_meshes*sizeof(iqmmesh_t) > pend || + pbase + header.ofs_vertexarrays + header.num_vertexarrays*sizeof(iqmvertexarray_t) > pend || + pbase + header.ofs_triangles + header.num_triangles*sizeof(int[3]) > pend || + (header.ofs_neighbors && pbase + header.ofs_neighbors + header.num_triangles*sizeof(int[3]) > pend) || + pbase + header.ofs_anims + header.num_anims*sizeof(iqmanim_t) > pend || + pbase + header.ofs_frames + header.num_frames*header.num_framechannels*sizeof(unsigned short) > pend || + (header.ofs_bounds && pbase + header.ofs_bounds + header.num_frames*sizeof(iqmbounds_t) > pend) || + pbase + header.ofs_comment + header.num_comment > pend) + { + Con_Printf("%s has invalid size or offset information\n", loadmodel->name); + return; + } + + // copy structs to make them aligned in memory (otherwise we crash on Sparc and PowerPC and others) + if (header.num_vertexarrays) + vas = (iqmvertexarray_t *)(pbase + header.ofs_vertexarrays); + if (header.num_anims) + anims = (iqmanim_t *)(pbase + header.ofs_anims); + if (header.ofs_bounds) + bounds = (iqmbounds_t *)(pbase + header.ofs_bounds); + if (header.num_meshes) + meshes = (iqmmesh_t *)(pbase + header.ofs_meshes); + + for (i = 0;i < (int)header.num_vertexarrays;i++) + { + iqmvertexarray_t va; + size_t vsize; + va.type = LittleLong(vas[i].type); + va.flags = LittleLong(vas[i].flags); + va.format = LittleLong(vas[i].format); + va.size = LittleLong(vas[i].size); + va.offset = LittleLong(vas[i].offset); + vsize = header.num_vertexes*va.size; + switch (va.format) + { + case IQM_FLOAT: vsize *= sizeof(float); break; + case IQM_UBYTE: vsize *= sizeof(unsigned char); break; + default: continue; + } + if (pbase + va.offset + vsize > pend) + continue; + // no need to copy the vertex data for alignment because LittleLong/LittleShort will be invoked on reading them, and the destination is aligned + switch (va.type) + { + case IQM_POSITION: + if (va.format == IQM_FLOAT && va.size == 3) + vposition = (const float *)(pbase + va.offset); + break; + case IQM_TEXCOORD: + if (va.format == IQM_FLOAT && va.size == 2) + vtexcoord = (const float *)(pbase + va.offset); + break; + case IQM_NORMAL: + if (va.format == IQM_FLOAT && va.size == 3) + vnormal = (const float *)(pbase + va.offset); + break; + case IQM_TANGENT: + if (va.format == IQM_FLOAT && va.size == 4) + vtangent = (const float *)(pbase + va.offset); + break; + case IQM_BLENDINDEXES: + if (va.format == IQM_UBYTE && va.size == 4) + vblendindexes = (const unsigned char *)(pbase + va.offset); + break; + case IQM_BLENDWEIGHTS: + if (va.format == IQM_UBYTE && va.size == 4) + vblendweights = (const unsigned char *)(pbase + va.offset); + break; + case IQM_COLOR: + if (va.format == IQM_FLOAT && va.size == 4) + vcolor4f = (const float *)(pbase + va.offset); + if (va.format == IQM_UBYTE && va.size == 4) + vcolor4ub = (const unsigned char *)(pbase + va.offset); + break; + } + } + if (header.num_vertexes > 0 && (!vposition || !vtexcoord || ((header.num_frames > 0 || header.num_anims > 0) && (!vblendindexes || !vblendweights)))) + { + Con_Printf("%s is missing vertex array data\n", loadmodel->name); + return; + } + + text = header.num_text && header.ofs_text ? (const char *)(pbase + header.ofs_text) : ""; + + loadmodel->DrawSky = NULL; + loadmodel->DrawAddWaterPlanes = NULL; + loadmodel->Draw = R_Q1BSP_Draw; + loadmodel->DrawDepth = R_Q1BSP_DrawDepth; + loadmodel->DrawDebug = R_Q1BSP_DrawDebug; + loadmodel->DrawPrepass = R_Q1BSP_DrawPrepass; + loadmodel->CompileShadowMap = R_Q1BSP_CompileShadowMap; + loadmodel->DrawShadowMap = R_Q1BSP_DrawShadowMap; + loadmodel->DrawLight = R_Q1BSP_DrawLight; + loadmodel->TraceBox = Mod_MDLMD2MD3_TraceBox; + loadmodel->TraceLine = Mod_MDLMD2MD3_TraceLine; + loadmodel->PointSuperContents = NULL; + loadmodel->AnimateVertices = Mod_Skeletal_AnimateVertices; + + // load external .skin files if present + skinfiles = Mod_LoadSkinFiles(); + if (loadmodel->numskins < 1) + loadmodel->numskins = 1; + + loadmodel->numframes = max(header.num_anims, 1); + loadmodel->num_bones = header.num_joints; + loadmodel->num_poses = max(header.num_frames, 1); + loadmodel->nummodelsurfaces = loadmodel->num_surfaces = header.num_meshes; + loadmodel->num_textures = loadmodel->num_surfaces * loadmodel->numskins; + loadmodel->num_texturesperskin = loadmodel->num_surfaces; + + meshvertices = header.num_vertexes; + meshtriangles = header.num_triangles; + + // do most allocations as one merged chunk + data = (unsigned char *)Mem_Alloc(loadmodel->mempool, loadmodel->num_surfaces * sizeof(msurface_t) + loadmodel->num_surfaces * sizeof(int) + loadmodel->num_surfaces * loadmodel->numskins * sizeof(texture_t) + meshtriangles * sizeof(int[3]) + (meshvertices <= 65536 ? meshtriangles * sizeof(unsigned short[3]) : 0) + meshvertices * (sizeof(float[14]) + (vcolor4f || vcolor4ub ? sizeof(float[4]) : 0)) + (vblendindexes && vblendweights ? meshvertices * (sizeof(unsigned short) + sizeof(unsigned char[2][4])) : 0) + loadmodel->num_poses * loadmodel->num_bones * sizeof(short[7]) + loadmodel->num_bones * sizeof(float[12]) + loadmodel->numskins * sizeof(animscene_t) + loadmodel->num_bones * sizeof(aliasbone_t) + loadmodel->numframes * sizeof(animscene_t)); + loadmodel->data_surfaces = (msurface_t *)data;data += loadmodel->num_surfaces * sizeof(msurface_t); + loadmodel->sortedmodelsurfaces = (int *)data;data += loadmodel->num_surfaces * sizeof(int); + loadmodel->data_textures = (texture_t *)data;data += loadmodel->num_surfaces * loadmodel->numskins * sizeof(texture_t); + loadmodel->surfmesh.num_vertices = meshvertices; + loadmodel->surfmesh.num_triangles = meshtriangles; + loadmodel->surfmesh.data_element3i = (int *)data;data += meshtriangles * sizeof(int[3]); + loadmodel->surfmesh.data_vertex3f = (float *)data;data += meshvertices * sizeof(float[3]); + loadmodel->surfmesh.data_svector3f = (float *)data;data += meshvertices * sizeof(float[3]); + loadmodel->surfmesh.data_tvector3f = (float *)data;data += meshvertices * sizeof(float[3]); + loadmodel->surfmesh.data_normal3f = (float *)data;data += meshvertices * sizeof(float[3]); + loadmodel->surfmesh.data_texcoordtexture2f = (float *)data;data += meshvertices * sizeof(float[2]); + if (vcolor4f || vcolor4ub) + { + loadmodel->surfmesh.data_lightmapcolor4f = (float *)data;data += meshvertices * sizeof(float[4]); + } + if (vblendindexes && vblendweights) + { + loadmodel->surfmesh.data_skeletalindex4ub = (unsigned char *)data;data += meshvertices * sizeof(unsigned char[4]); + loadmodel->surfmesh.data_skeletalweight4ub = (unsigned char *)data;data += meshvertices * sizeof(unsigned char[4]); + } + loadmodel->data_baseboneposeinverse = (float *)data;data += loadmodel->num_bones * sizeof(float[12]); + loadmodel->skinscenes = (animscene_t *)data;data += loadmodel->numskins * sizeof(animscene_t); + loadmodel->data_bones = (aliasbone_t *)data;data += loadmodel->num_bones * sizeof(aliasbone_t); + loadmodel->animscenes = (animscene_t *)data;data += loadmodel->numframes * sizeof(animscene_t); + if (vblendindexes && vblendweights) + { + loadmodel->surfmesh.num_blends = 0; + loadmodel->surfmesh.blends = (unsigned short *)data;data += meshvertices * sizeof(unsigned short); + } + if (meshvertices <= 65536) + { + loadmodel->surfmesh.data_element3s = (unsigned short *)data;data += meshtriangles * sizeof(unsigned short[3]); + } + loadmodel->data_poses7s = (short *)data;data += loadmodel->num_poses * loadmodel->num_bones * sizeof(short[7]); + if (vblendindexes && vblendweights) + loadmodel->surfmesh.data_blendweights = (blendweights_t *)Mem_Alloc(loadmodel->mempool, meshvertices * sizeof(blendweights_t)); + + for (i = 0;i < loadmodel->numskins;i++) + { + loadmodel->skinscenes[i].firstframe = i; + loadmodel->skinscenes[i].framecount = 1; + loadmodel->skinscenes[i].loop = true; + loadmodel->skinscenes[i].framerate = 10; + } + + // load the bone info + if (header.version == 1) + { + iqmjoint1_t *injoint1 = (iqmjoint1_t *)(pbase + header.ofs_joints); + if (loadmodel->num_bones) + joint1 = (iqmjoint1_t *)Mem_Alloc(loadmodel->mempool, loadmodel->num_bones * sizeof(iqmjoint1_t)); + for (i = 0;i < loadmodel->num_bones;i++) + { + matrix4x4_t relbase, relinvbase, pinvbase, invbase; + joint1[i].name = LittleLong(injoint1[i].name); + joint1[i].parent = LittleLong(injoint1[i].parent); + for (j = 0;j < 3;j++) + { + joint1[i].origin[j] = LittleFloat(injoint1[i].origin[j]); + joint1[i].rotation[j] = LittleFloat(injoint1[i].rotation[j]); + joint1[i].scale[j] = LittleFloat(injoint1[i].scale[j]); + } + strlcpy(loadmodel->data_bones[i].name, &text[joint1[i].name], sizeof(loadmodel->data_bones[i].name)); + loadmodel->data_bones[i].parent = joint1[i].parent; + if (loadmodel->data_bones[i].parent >= i) + Host_Error("%s bone[%i].parent >= %i", loadmodel->name, i, i); + Matrix4x4_FromDoom3Joint(&relbase, joint1[i].origin[0], joint1[i].origin[1], joint1[i].origin[2], joint1[i].rotation[0], joint1[i].rotation[1], joint1[i].rotation[2]); + Matrix4x4_Invert_Simple(&relinvbase, &relbase); + if (loadmodel->data_bones[i].parent >= 0) + { + Matrix4x4_FromArray12FloatD3D(&pinvbase, loadmodel->data_baseboneposeinverse + 12*loadmodel->data_bones[i].parent); + Matrix4x4_Concat(&invbase, &relinvbase, &pinvbase); + Matrix4x4_ToArray12FloatD3D(&invbase, loadmodel->data_baseboneposeinverse + 12*i); + } + else Matrix4x4_ToArray12FloatD3D(&relinvbase, loadmodel->data_baseboneposeinverse + 12*i); + } + } + else + { + iqmjoint_t *injoint = (iqmjoint_t *)(pbase + header.ofs_joints); + if (header.num_joints) + joint = (iqmjoint_t *)Mem_Alloc(loadmodel->mempool, loadmodel->num_bones * sizeof(iqmjoint_t)); + for (i = 0;i < loadmodel->num_bones;i++) + { + matrix4x4_t relbase, relinvbase, pinvbase, invbase; + joint[i].name = LittleLong(injoint[i].name); + joint[i].parent = LittleLong(injoint[i].parent); + for (j = 0;j < 3;j++) + { + joint[i].origin[j] = LittleFloat(injoint[i].origin[j]); + joint[i].rotation[j] = LittleFloat(injoint[i].rotation[j]); + joint[i].scale[j] = LittleFloat(injoint[i].scale[j]); + } + joint[i].rotation[3] = LittleFloat(injoint[i].rotation[3]); + strlcpy(loadmodel->data_bones[i].name, &text[joint[i].name], sizeof(loadmodel->data_bones[i].name)); + loadmodel->data_bones[i].parent = joint[i].parent; + if (loadmodel->data_bones[i].parent >= i) + Host_Error("%s bone[%i].parent >= %i", loadmodel->name, i, i); + if (joint[i].rotation[3] > 0) + Vector4Negate(joint[i].rotation, joint[i].rotation); + Vector4Normalize2(joint[i].rotation, joint[i].rotation); + Matrix4x4_FromDoom3Joint(&relbase, joint[i].origin[0], joint[i].origin[1], joint[i].origin[2], joint[i].rotation[0], joint[i].rotation[1], joint[i].rotation[2]); + Matrix4x4_Invert_Simple(&relinvbase, &relbase); + if (loadmodel->data_bones[i].parent >= 0) + { + Matrix4x4_FromArray12FloatD3D(&pinvbase, loadmodel->data_baseboneposeinverse + 12*loadmodel->data_bones[i].parent); + Matrix4x4_Concat(&invbase, &relinvbase, &pinvbase); + Matrix4x4_ToArray12FloatD3D(&invbase, loadmodel->data_baseboneposeinverse + 12*i); + } + else Matrix4x4_ToArray12FloatD3D(&relinvbase, loadmodel->data_baseboneposeinverse + 12*i); + } } // set up the animscenes based on the anims - for (index = 0, i = 0;index < numanims;index++) + for (i = 0;i < (int)header.num_anims;i++) + { + iqmanim_t anim; + anim.name = LittleLong(anims[i].name); + anim.first_frame = LittleLong(anims[i].first_frame); + anim.num_frames = LittleLong(anims[i].num_frames); + anim.framerate = LittleFloat(anims[i].framerate); + anim.flags = LittleLong(anims[i].flags); + strlcpy(loadmodel->animscenes[i].name, &text[anim.name], sizeof(loadmodel->animscenes[i].name)); + loadmodel->animscenes[i].firstframe = anim.first_frame; + loadmodel->animscenes[i].framecount = anim.num_frames; + loadmodel->animscenes[i].loop = ((anim.flags & IQM_LOOP) != 0); + loadmodel->animscenes[i].framerate = anim.framerate; + } + if (header.num_anims <= 0) + { + strlcpy(loadmodel->animscenes[0].name, "static", sizeof(loadmodel->animscenes[0].name)); + loadmodel->animscenes[0].firstframe = 0; + loadmodel->animscenes[0].framecount = 1; + loadmodel->animscenes[0].loop = true; + loadmodel->animscenes[0].framerate = 10; + } + + loadmodel->surfmesh.isanimated = loadmodel->num_bones > 1 || loadmodel->numframes > 1 || (loadmodel->animscenes && loadmodel->animscenes[0].framecount > 1); + if(mod_alias_force_animated.string[0]) + loadmodel->surfmesh.isanimated = mod_alias_force_animated.integer != 0; + + biggestorigin = 0; + if (header.version == 1) + { + iqmpose1_t *inpose1 = (iqmpose1_t *)(pbase + header.ofs_poses); + if (header.num_poses) + pose1 = (iqmpose1_t *)Mem_Alloc(loadmodel->mempool, header.num_poses * sizeof(iqmpose1_t)); + for (i = 0;i < (int)header.num_poses;i++) + { + float f; + pose1[i].parent = LittleLong(inpose1[i].parent); + pose1[i].channelmask = LittleLong(inpose1[i].channelmask); + for (j = 0;j < 9;j++) + { + pose1[i].channeloffset[j] = LittleFloat(inpose1[i].channeloffset[j]); + pose1[i].channelscale[j] = LittleFloat(inpose1[i].channelscale[j]); + } + f = fabs(pose1[i].channeloffset[0]); biggestorigin = max(biggestorigin, f); + f = fabs(pose1[i].channeloffset[1]); biggestorigin = max(biggestorigin, f); + f = fabs(pose1[i].channeloffset[2]); biggestorigin = max(biggestorigin, f); + f = fabs(pose1[i].channeloffset[0] + 0xFFFF*pose1[i].channelscale[0]); biggestorigin = max(biggestorigin, f); + f = fabs(pose1[i].channeloffset[1] + 0xFFFF*pose1[i].channelscale[1]); biggestorigin = max(biggestorigin, f); + f = fabs(pose1[i].channeloffset[2] + 0xFFFF*pose1[i].channelscale[2]); biggestorigin = max(biggestorigin, f); + } + if (header.num_frames <= 0) + { + for (i = 0;i < loadmodel->num_bones;i++) + { + float f; + f = fabs(joint1[i].origin[0]); biggestorigin = max(biggestorigin, f); + f = fabs(joint1[i].origin[1]); biggestorigin = max(biggestorigin, f); + f = fabs(joint1[i].origin[2]); biggestorigin = max(biggestorigin, f); + } + } + } + else + { + iqmpose_t *inpose = (iqmpose_t *)(pbase + header.ofs_poses); + if (header.num_poses) + pose = (iqmpose_t *)Mem_Alloc(loadmodel->mempool, header.num_poses * sizeof(iqmpose_t)); + for (i = 0;i < (int)header.num_poses;i++) + { + float f; + pose[i].parent = LittleLong(inpose[i].parent); + pose[i].channelmask = LittleLong(inpose[i].channelmask); + for (j = 0;j < 10;j++) + { + pose[i].channeloffset[j] = LittleFloat(inpose[i].channeloffset[j]); + pose[i].channelscale[j] = LittleFloat(inpose[i].channelscale[j]); + } + f = fabs(pose[i].channeloffset[0]); biggestorigin = max(biggestorigin, f); + f = fabs(pose[i].channeloffset[1]); biggestorigin = max(biggestorigin, f); + f = fabs(pose[i].channeloffset[2]); biggestorigin = max(biggestorigin, f); + f = fabs(pose[i].channeloffset[0] + 0xFFFF*pose[i].channelscale[0]); biggestorigin = max(biggestorigin, f); + f = fabs(pose[i].channeloffset[1] + 0xFFFF*pose[i].channelscale[1]); biggestorigin = max(biggestorigin, f); + f = fabs(pose[i].channeloffset[2] + 0xFFFF*pose[i].channelscale[2]); biggestorigin = max(biggestorigin, f); + } + if (header.num_frames <= 0) + { + for (i = 0;i < loadmodel->num_bones;i++) + { + float f; + f = fabs(joint[i].origin[0]); biggestorigin = max(biggestorigin, f); + f = fabs(joint[i].origin[1]); biggestorigin = max(biggestorigin, f); + f = fabs(joint[i].origin[2]); biggestorigin = max(biggestorigin, f); + } + } + } + loadmodel->num_posescale = biggestorigin / 32767.0f; + loadmodel->num_poseinvscale = 1.0f / loadmodel->num_posescale; + + // load the pose data + // this unaligned memory access is safe (LittleShort reads as bytes) + framedata = (const unsigned short *)(pbase + header.ofs_frames); + if (header.version == 1) { - for (j = 0;j < anims[index].numframes;j++, i++) + for (i = 0, k = 0;i < (int)header.num_frames;i++) { - dpsnprintf(loadmodel->animscenes[i].name, sizeof(loadmodel->animscenes[i].name), "%s_%d", anims[index].name, j); - loadmodel->animscenes[i].firstframe = i; - loadmodel->animscenes[i].framecount = 1; - loadmodel->animscenes[i].loop = true; - loadmodel->animscenes[i].framerate = 10; + for (j = 0;j < (int)header.num_poses;j++, k++) + { + float qx, qy, qz, qw; + loadmodel->data_poses7s[k*7 + 0] = loadmodel->num_poseinvscale * (pose1[j].channeloffset[0] + (pose1[j].channelmask&1 ? (unsigned short)LittleShort(*framedata++) * pose1[j].channelscale[0] : 0)); + loadmodel->data_poses7s[k*7 + 1] = loadmodel->num_poseinvscale * (pose1[j].channeloffset[1] + (pose1[j].channelmask&2 ? (unsigned short)LittleShort(*framedata++) * pose1[j].channelscale[1] : 0)); + loadmodel->data_poses7s[k*7 + 2] = loadmodel->num_poseinvscale * (pose1[j].channeloffset[2] + (pose1[j].channelmask&4 ? (unsigned short)LittleShort(*framedata++) * pose1[j].channelscale[2] : 0)); + qx = pose1[j].channeloffset[3] + (pose1[j].channelmask&8 ? (unsigned short)LittleShort(*framedata++) * pose1[j].channelscale[3] : 0); + qy = pose1[j].channeloffset[4] + (pose1[j].channelmask&16 ? (unsigned short)LittleShort(*framedata++) * pose1[j].channelscale[4] : 0); + qz = pose1[j].channeloffset[5] + (pose1[j].channelmask&32 ? (unsigned short)LittleShort(*framedata++) * pose1[j].channelscale[5] : 0); + qw = 1.0f - (qx*qx + qy*qy + qz*qz); + qw = qw > 0.0f ? -sqrt(qw) : 0.0f; + loadmodel->data_poses7s[k*7 + 3] = 32767.0f * qx; + loadmodel->data_poses7s[k*7 + 4] = 32767.0f * qy; + loadmodel->data_poses7s[k*7 + 5] = 32767.0f * qz; + loadmodel->data_poses7s[k*7 + 6] = 32767.0f * qw; + // skip scale data for now + if(pose1[j].channelmask&64) framedata++; + if(pose1[j].channelmask&128) framedata++; + if(pose1[j].channelmask&256) framedata++; + } + } + if (header.num_frames <= 0) + { + for (i = 0;i < loadmodel->num_bones;i++) + { + float qx, qy, qz, qw; + loadmodel->data_poses7s[i*7 + 0] = loadmodel->num_poseinvscale * joint1[i].origin[0]; + loadmodel->data_poses7s[i*7 + 1] = loadmodel->num_poseinvscale * joint1[i].origin[1]; + loadmodel->data_poses7s[i*7 + 2] = loadmodel->num_poseinvscale * joint1[i].origin[2]; + qx = joint1[i].rotation[0]; + qy = joint1[i].rotation[1]; + qz = joint1[i].rotation[2]; + qw = 1.0f - (qx*qx + qy*qy + qz*qz); + qw = qw > 0.0f ? -sqrt(qw) : 0.0f; + loadmodel->data_poses7s[i*7 + 3] = 32767.0f * qx; + loadmodel->data_poses7s[i*7 + 4] = 32767.0f * qy; + loadmodel->data_poses7s[i*7 + 5] = 32767.0f * qz; + loadmodel->data_poses7s[i*7 + 6] = 32767.0f * qw; + } + } + } + else + { + for (i = 0, k = 0;i < (int)header.num_frames;i++) + { + for (j = 0;j < (int)header.num_poses;j++, k++) + { + float rot[4]; + loadmodel->data_poses7s[k*7 + 0] = loadmodel->num_poseinvscale * (pose[j].channeloffset[0] + (pose[j].channelmask&1 ? (unsigned short)LittleShort(*framedata++) * pose[j].channelscale[0] : 0)); + loadmodel->data_poses7s[k*7 + 1] = loadmodel->num_poseinvscale * (pose[j].channeloffset[1] + (pose[j].channelmask&2 ? (unsigned short)LittleShort(*framedata++) * pose[j].channelscale[1] : 0)); + loadmodel->data_poses7s[k*7 + 2] = loadmodel->num_poseinvscale * (pose[j].channeloffset[2] + (pose[j].channelmask&4 ? (unsigned short)LittleShort(*framedata++) * pose[j].channelscale[2] : 0)); + rot[0] = pose[j].channeloffset[3] + (pose[j].channelmask&8 ? (unsigned short)LittleShort(*framedata++) * pose[j].channelscale[3] : 0); + rot[1] = pose[j].channeloffset[4] + (pose[j].channelmask&16 ? (unsigned short)LittleShort(*framedata++) * pose[j].channelscale[4] : 0); + rot[2] = pose[j].channeloffset[5] + (pose[j].channelmask&32 ? (unsigned short)LittleShort(*framedata++) * pose[j].channelscale[5] : 0); + rot[3] = pose[j].channeloffset[6] + (pose[j].channelmask&64 ? (unsigned short)LittleShort(*framedata++) * pose[j].channelscale[6] : 0); + if (rot[3] > 0) + Vector4Negate(rot, rot); + Vector4Normalize2(rot, rot); + loadmodel->data_poses7s[k*7 + 3] = 32767.0f * rot[0]; + loadmodel->data_poses7s[k*7 + 4] = 32767.0f * rot[1]; + loadmodel->data_poses7s[k*7 + 5] = 32767.0f * rot[2]; + loadmodel->data_poses7s[k*7 + 6] = 32767.0f * rot[3]; + // skip scale data for now + if(pose[j].channelmask&128) framedata++; + if(pose[j].channelmask&256) framedata++; + if(pose[j].channelmask&512) framedata++; + } + } + if (header.num_frames <= 0) + { + for (i = 0;i < loadmodel->num_bones;i++) + { + loadmodel->data_poses7s[i*7 + 0] = loadmodel->num_poseinvscale * joint[i].origin[0]; + loadmodel->data_poses7s[i*7 + 1] = loadmodel->num_poseinvscale * joint[i].origin[1]; + loadmodel->data_poses7s[i*7 + 2] = loadmodel->num_poseinvscale * joint[i].origin[2]; + loadmodel->data_poses7s[i*7 + 3] = 32767.0f * joint[i].rotation[0]; + loadmodel->data_poses7s[i*7 + 4] = 32767.0f * joint[i].rotation[1]; + loadmodel->data_poses7s[i*7 + 5] = 32767.0f * joint[i].rotation[2]; + loadmodel->data_poses7s[i*7 + 6] = 32767.0f * joint[i].rotation[3]; + } + } + } + + // load bounding box data + if (header.ofs_bounds) + { + float xyradius = 0, radius = 0; + VectorClear(loadmodel->normalmins); + VectorClear(loadmodel->normalmaxs); + for (i = 0; i < (int)header.num_frames;i++) + { + iqmbounds_t bound; + bound.mins[0] = LittleFloat(bounds[i].mins[0]); + bound.mins[1] = LittleFloat(bounds[i].mins[1]); + bound.mins[2] = LittleFloat(bounds[i].mins[2]); + bound.maxs[0] = LittleFloat(bounds[i].maxs[0]); + bound.maxs[1] = LittleFloat(bounds[i].maxs[1]); + bound.maxs[2] = LittleFloat(bounds[i].maxs[2]); + bound.xyradius = LittleFloat(bounds[i].xyradius); + bound.radius = LittleFloat(bounds[i].radius); + if (!i) + { + VectorCopy(bound.mins, loadmodel->normalmins); + VectorCopy(bound.maxs, loadmodel->normalmaxs); + } + else + { + if (loadmodel->normalmins[0] > bound.mins[0]) loadmodel->normalmins[0] = bound.mins[0]; + if (loadmodel->normalmins[1] > bound.mins[1]) loadmodel->normalmins[1] = bound.mins[1]; + if (loadmodel->normalmins[2] > bound.mins[2]) loadmodel->normalmins[2] = bound.mins[2]; + if (loadmodel->normalmaxs[0] < bound.maxs[0]) loadmodel->normalmaxs[0] = bound.maxs[0]; + if (loadmodel->normalmaxs[1] < bound.maxs[1]) loadmodel->normalmaxs[1] = bound.maxs[1]; + if (loadmodel->normalmaxs[2] < bound.maxs[2]) loadmodel->normalmaxs[2] = bound.maxs[2]; + } + if (bound.xyradius > xyradius) + xyradius = bound.xyradius; + if (bound.radius > radius) + radius = bound.radius; + } + loadmodel->yawmins[0] = loadmodel->yawmins[1] = -xyradius; + loadmodel->yawmaxs[0] = loadmodel->yawmaxs[1] = xyradius; + loadmodel->yawmins[2] = loadmodel->normalmins[2]; + loadmodel->yawmaxs[2] = loadmodel->normalmaxs[2]; + loadmodel->rotatedmins[0] = loadmodel->rotatedmins[1] = loadmodel->rotatedmins[2] = -radius; + loadmodel->rotatedmaxs[0] = loadmodel->rotatedmaxs[1] = loadmodel->rotatedmaxs[2] = radius; + loadmodel->radius = radius; + loadmodel->radius2 = radius * radius; + } + + // load triangle data + // this unaligned memory access is safe (LittleLong reads as bytes) + inelements = (const unsigned int *)(pbase + header.ofs_triangles); + outelements = loadmodel->surfmesh.data_element3i; + for (i = 0;i < (int)header.num_triangles;i++) + { + outelements[0] = LittleLong(inelements[0]); + outelements[1] = LittleLong(inelements[1]); + outelements[2] = LittleLong(inelements[2]); + outelements += 3; + inelements += 3; + } + if (loadmodel->surfmesh.data_element3s) + for (i = 0;i < loadmodel->surfmesh.num_triangles*3;i++) + loadmodel->surfmesh.data_element3s[i] = loadmodel->surfmesh.data_element3i[i]; + Mod_ValidateElements(loadmodel->surfmesh.data_element3i, loadmodel->surfmesh.data_element3s, loadmodel->surfmesh.num_triangles, 0, header.num_vertexes, __FILE__, __LINE__); + + // load vertex data + // this unaligned memory access is safe (LittleFloat reads as bytes) + outvertex = loadmodel->surfmesh.data_vertex3f; + for (i = 0;i < (int)header.num_vertexes;i++) + { + outvertex[0] = LittleFloat(vposition[0]); + outvertex[1] = LittleFloat(vposition[1]); + outvertex[2] = LittleFloat(vposition[2]); + vposition += 3; + outvertex += 3; + } + + outtexcoord = loadmodel->surfmesh.data_texcoordtexture2f; + // this unaligned memory access is safe (LittleFloat reads as bytes) + for (i = 0;i < (int)header.num_vertexes;i++) + { + outtexcoord[0] = LittleFloat(vtexcoord[0]); + outtexcoord[1] = LittleFloat(vtexcoord[1]); + vtexcoord += 2; + outtexcoord += 2; + } + + // this unaligned memory access is safe (LittleFloat reads as bytes) + if(vnormal) + { + outnormal = loadmodel->surfmesh.data_normal3f; + for (i = 0;i < (int)header.num_vertexes;i++) + { + outnormal[0] = LittleFloat(vnormal[0]); + outnormal[1] = LittleFloat(vnormal[1]); + outnormal[2] = LittleFloat(vnormal[2]); + vnormal += 3; + outnormal += 3; + } + } + + // this unaligned memory access is safe (LittleFloat reads as bytes) + if(vnormal && vtangent) + { + outnormal = loadmodel->surfmesh.data_normal3f; + outsvector = loadmodel->surfmesh.data_svector3f; + outtvector = loadmodel->surfmesh.data_tvector3f; + for (i = 0;i < (int)header.num_vertexes;i++) + { + outsvector[0] = LittleFloat(vtangent[0]); + outsvector[1] = LittleFloat(vtangent[1]); + outsvector[2] = LittleFloat(vtangent[2]); + if(LittleFloat(vtangent[3]) < 0) + CrossProduct(outsvector, outnormal, outtvector); + else + CrossProduct(outnormal, outsvector, outtvector); + vtangent += 4; + outnormal += 3; + outsvector += 3; + outtvector += 3; + } + } + + // this unaligned memory access is safe (all bytes) + if (vblendindexes && vblendweights) + { + for (i = 0; i < (int)header.num_vertexes;i++) + { + blendweights_t weights; + memcpy(weights.index, vblendindexes + i*4, 4); + memcpy(weights.influence, vblendweights + i*4, 4); + loadmodel->surfmesh.blends[i] = Mod_Skeletal_AddBlend(loadmodel, &weights); + loadmodel->surfmesh.data_skeletalindex4ub[i*4 ] = weights.index[0]; + loadmodel->surfmesh.data_skeletalindex4ub[i*4+1] = weights.index[1]; + loadmodel->surfmesh.data_skeletalindex4ub[i*4+2] = weights.index[2]; + loadmodel->surfmesh.data_skeletalindex4ub[i*4+3] = weights.index[3]; + loadmodel->surfmesh.data_skeletalweight4ub[i*4 ] = weights.influence[0]; + loadmodel->surfmesh.data_skeletalweight4ub[i*4+1] = weights.influence[1]; + loadmodel->surfmesh.data_skeletalweight4ub[i*4+2] = weights.influence[2]; + loadmodel->surfmesh.data_skeletalweight4ub[i*4+3] = weights.influence[3]; } } - // load the poses from the animkeys - for (index = 0;index < numanimkeys;index++) + if (vcolor4f) { - matrix4x4_t matrix; - Mod_PSKMODEL_AnimKeyToMatrix(animkeys[index].origin, animkeys[index].quat, &matrix); - loadmodel->data_poses[index*12+0] = matrix.m[0][0]; - loadmodel->data_poses[index*12+1] = matrix.m[0][1]; - loadmodel->data_poses[index*12+2] = matrix.m[0][2]; - loadmodel->data_poses[index*12+3] = matrix.m[0][3]; - loadmodel->data_poses[index*12+4] = matrix.m[1][0]; - loadmodel->data_poses[index*12+5] = matrix.m[1][1]; - loadmodel->data_poses[index*12+6] = matrix.m[1][2]; - loadmodel->data_poses[index*12+7] = matrix.m[1][3]; - loadmodel->data_poses[index*12+8] = matrix.m[2][0]; - loadmodel->data_poses[index*12+9] = matrix.m[2][1]; - loadmodel->data_poses[index*12+10] = matrix.m[2][2]; - loadmodel->data_poses[index*12+11] = matrix.m[2][3]; + outcolor = loadmodel->surfmesh.data_lightmapcolor4f; + // this unaligned memory access is safe (LittleFloat reads as bytes) + for (i = 0;i < (int)header.num_vertexes;i++) + { + outcolor[0] = LittleFloat(vcolor4f[0]); + outcolor[1] = LittleFloat(vcolor4f[1]); + outcolor[2] = LittleFloat(vcolor4f[2]); + outcolor[3] = LittleFloat(vcolor4f[3]); + vcolor4f += 4; + outcolor += 4; + } + } + else if (vcolor4ub) + { + outcolor = loadmodel->surfmesh.data_lightmapcolor4f; + // this unaligned memory access is safe (all bytes) + for (i = 0;i < (int)header.num_vertexes;i++) + { + outcolor[0] = vcolor4ub[0] * (1.0f / 255.0f); + outcolor[1] = vcolor4ub[1] * (1.0f / 255.0f); + outcolor[2] = vcolor4ub[2] * (1.0f / 255.0f); + outcolor[3] = vcolor4ub[3] * (1.0f / 255.0f); + vcolor4ub += 4; + outcolor += 4; + } } - // compile extra data we want - Mod_ValidateElements(mesh->data_element3i, mesh->num_triangles, mesh->num_vertices, __FILE__, __LINE__); - Mod_BuildTriangleNeighbors(mesh->data_neighbor3i, mesh->data_element3i, mesh->num_triangles); - Mod_Alias_Mesh_CompileFrameZero(mesh); + // load meshes + for (i = 0;i < (int)header.num_meshes;i++) + { + iqmmesh_t mesh; + msurface_t *surface; + + mesh.name = LittleLong(meshes[i].name); + mesh.material = LittleLong(meshes[i].material); + mesh.first_vertex = LittleLong(meshes[i].first_vertex); + mesh.num_vertexes = LittleLong(meshes[i].num_vertexes); + mesh.first_triangle = LittleLong(meshes[i].first_triangle); + mesh.num_triangles = LittleLong(meshes[i].num_triangles); + + loadmodel->sortedmodelsurfaces[i] = i; + surface = loadmodel->data_surfaces + i; + surface->texture = loadmodel->data_textures + i; + surface->num_firsttriangle = mesh.first_triangle; + surface->num_triangles = mesh.num_triangles; + surface->num_firstvertex = mesh.first_vertex; + surface->num_vertices = mesh.num_vertexes; + + Mod_BuildAliasSkinsFromSkinFiles(loadmodel->data_textures + i, skinfiles, &text[mesh.name], &text[mesh.material]); + } - Mem_Free(animfilebuffer); Mod_FreeSkinFiles(skinfiles); -} + Mod_MakeSortedSurfaces(loadmodel); + // compute all the mesh information that was not loaded from the file + if (!vnormal) + Mod_BuildNormals(0, loadmodel->surfmesh.num_vertices, loadmodel->surfmesh.num_triangles, loadmodel->surfmesh.data_vertex3f, loadmodel->surfmesh.data_element3i, loadmodel->surfmesh.data_normal3f, r_smoothnormals_areaweighting.integer != 0); + if (!vnormal || !vtangent) + Mod_BuildTextureVectorsFromNormals(0, loadmodel->surfmesh.num_vertices, loadmodel->surfmesh.num_triangles, loadmodel->surfmesh.data_vertex3f, loadmodel->surfmesh.data_texcoordtexture2f, loadmodel->surfmesh.data_normal3f, loadmodel->surfmesh.data_element3i, loadmodel->surfmesh.data_svector3f, loadmodel->surfmesh.data_tvector3f, r_smoothnormals_areaweighting.integer != 0); + if (!header.ofs_bounds) + Mod_Alias_CalculateBoundingBox(); + + // Always make a BIH for the first frame, we can use it where possible. + Mod_MakeCollisionBIH(loadmodel, true, &loadmodel->collision_bih); + if (!loadmodel->surfmesh.isanimated) + { + loadmodel->TraceBox = Mod_CollisionBIH_TraceBox; + loadmodel->TraceBrush = Mod_CollisionBIH_TraceBrush; + loadmodel->TraceLine = Mod_CollisionBIH_TraceLine; + loadmodel->TracePoint = Mod_CollisionBIH_TracePoint_Mesh; + loadmodel->PointSuperContents = Mod_CollisionBIH_PointSuperContents_Mesh; + } + + if (joint ) Mem_Free(joint );joint = NULL; + if (joint1 ) Mem_Free(joint1 );joint1 = NULL; + if (pose ) Mem_Free(pose );pose = NULL; + if (pose1 ) Mem_Free(pose1 );pose1 = NULL; + + // because shaders can do somewhat unexpected things, check for unusual features now + for (i = 0;i < loadmodel->num_textures;i++) + { + if (loadmodel->data_textures[i].basematerialflags & (MATERIALFLAG_SKY)) + mod->DrawSky = R_Q1BSP_DrawSky; + if (loadmodel->data_textures[i].basematerialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION | MATERIALFLAG_CAMERA)) + mod->DrawAddWaterPlanes = R_Q1BSP_DrawAddWaterPlanes; + } +}