mirror of
https://github.com/blendogames/quadrilateralcowboy.git
synced 2024-11-21 19:51:04 +00:00
962 lines
25 KiB
C++
962 lines
25 KiB
C++
/*
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===========================================================================
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Doom 3 GPL Source Code
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Copyright (C) 1999-2011 id Software LLC, a ZeniMax Media company.
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This file is part of the Doom 3 GPL Source Code (?Doom 3 Source Code?).
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Doom 3 Source Code is free software: you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation, either version 3 of the License, or
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(at your option) any later version.
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Doom 3 Source Code is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with Doom 3 Source Code. If not, see <http://www.gnu.org/licenses/>.
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In addition, the Doom 3 Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the Doom 3 Source Code. If not, please request a copy in writing from id Software at the address below.
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If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA.
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===========================================================================
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*/
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#include "../idlib/precompiled.h"
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#pragma hdrstop
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#include "tr_local.h"
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#include "Model_local.h"
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static const char *MD5_SnapshotName = "_MD5_Snapshot_";
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/***********************************************************************
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idMD5Mesh
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***********************************************************************/
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static int c_numVerts = 0;
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static int c_numWeights = 0;
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static int c_numWeightJoints = 0;
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typedef struct vertexWeight_s {
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int vert;
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int joint;
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idVec3 offset;
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float jointWeight;
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} vertexWeight_t;
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/*
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====================
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idMD5Mesh::idMD5Mesh
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====================
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*/
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idMD5Mesh::idMD5Mesh() {
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scaledWeights = NULL;
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weightIndex = NULL;
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shader = NULL;
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numTris = 0;
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deformInfo = NULL;
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surfaceNum = 0;
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}
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/*
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====================
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idMD5Mesh::~idMD5Mesh
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====================
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*/
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idMD5Mesh::~idMD5Mesh() {
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Mem_Free16( scaledWeights );
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Mem_Free16( weightIndex );
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if ( deformInfo ) {
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R_FreeDeformInfo( deformInfo );
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deformInfo = NULL;
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}
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}
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/*
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====================
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idMD5Mesh::ParseMesh
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====================
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*/
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void idMD5Mesh::ParseMesh( idLexer &parser, int numJoints, const idJointMat *joints ) {
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idToken token;
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idToken name;
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int num;
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int count;
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int jointnum;
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idStr shaderName;
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int i, j;
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idList<int> tris;
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idList<int> firstWeightForVertex;
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idList<int> numWeightsForVertex;
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int maxweight;
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idList<vertexWeight_t> tempWeights;
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parser.ExpectTokenString( "{" );
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//
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// parse name
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//
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if ( parser.CheckTokenString( "name" ) ) {
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parser.ReadToken( &name );
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}
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//
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// parse shader
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//
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parser.ExpectTokenString( "shader" );
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parser.ReadToken( &token );
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shaderName = token;
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shader = declManager->FindMaterial( shaderName );
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//
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// parse texture coordinates
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//
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parser.ExpectTokenString( "numverts" );
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count = parser.ParseInt();
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if ( count < 0 ) {
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parser.Error( "Invalid size: %s", token.c_str() );
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}
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texCoords.SetNum( count );
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firstWeightForVertex.SetNum( count );
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numWeightsForVertex.SetNum( count );
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numWeights = 0;
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maxweight = 0;
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for( i = 0; i < texCoords.Num(); i++ ) {
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parser.ExpectTokenString( "vert" );
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parser.ParseInt();
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parser.Parse1DMatrix( 2, texCoords[ i ].ToFloatPtr() );
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firstWeightForVertex[ i ] = parser.ParseInt();
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numWeightsForVertex[ i ] = parser.ParseInt();
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if ( !numWeightsForVertex[ i ] ) {
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parser.Error( "Vertex without any joint weights." );
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}
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numWeights += numWeightsForVertex[ i ];
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if ( numWeightsForVertex[ i ] + firstWeightForVertex[ i ] > maxweight ) {
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maxweight = numWeightsForVertex[ i ] + firstWeightForVertex[ i ];
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}
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}
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//
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// parse tris
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//
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parser.ExpectTokenString( "numtris" );
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count = parser.ParseInt();
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if ( count < 0 ) {
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parser.Error( "Invalid size: %d", count );
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}
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tris.SetNum( count * 3 );
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numTris = count;
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for( i = 0; i < count; i++ ) {
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parser.ExpectTokenString( "tri" );
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parser.ParseInt();
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tris[ i * 3 + 0 ] = parser.ParseInt();
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tris[ i * 3 + 1 ] = parser.ParseInt();
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tris[ i * 3 + 2 ] = parser.ParseInt();
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}
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//
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// parse weights
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//
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parser.ExpectTokenString( "numweights" );
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count = parser.ParseInt();
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if ( count < 0 ) {
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parser.Error( "Invalid size: %d", count );
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}
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if ( maxweight > count ) {
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parser.Warning( "Vertices reference out of range weights in model (%d of %d weights).", maxweight, count );
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}
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tempWeights.SetNum( count );
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for( i = 0; i < count; i++ ) {
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parser.ExpectTokenString( "weight" );
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parser.ParseInt();
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jointnum = parser.ParseInt();
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if ( ( jointnum < 0 ) || ( jointnum >= numJoints ) ) {
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parser.Error( "Joint Index out of range(%d): %d", numJoints, jointnum );
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}
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tempWeights[ i ].joint = jointnum;
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tempWeights[ i ].jointWeight = parser.ParseFloat();
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parser.Parse1DMatrix( 3, tempWeights[ i ].offset.ToFloatPtr() );
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}
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// create pre-scaled weights and an index for the vertex/joint lookup
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scaledWeights = (idVec4 *) Mem_Alloc16( numWeights * sizeof( scaledWeights[0] ) );
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weightIndex = (int *) Mem_Alloc16( numWeights * 2 * sizeof( weightIndex[0] ) );
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memset( weightIndex, 0, numWeights * 2 * sizeof( weightIndex[0] ) );
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count = 0;
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for( i = 0; i < texCoords.Num(); i++ ) {
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num = firstWeightForVertex[i];
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for( j = 0; j < numWeightsForVertex[i]; j++, num++, count++ ) {
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scaledWeights[count].ToVec3() = tempWeights[num].offset * tempWeights[num].jointWeight;
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scaledWeights[count].w = tempWeights[num].jointWeight;
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weightIndex[count * 2 + 0] = tempWeights[num].joint * sizeof( idJointMat );
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}
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weightIndex[count * 2 - 1] = 1;
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}
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tempWeights.Clear();
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numWeightsForVertex.Clear();
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firstWeightForVertex.Clear();
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parser.ExpectTokenString( "}" );
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// update counters
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c_numVerts += texCoords.Num();
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c_numWeights += numWeights;
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c_numWeightJoints++;
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for ( i = 0; i < numWeights; i++ ) {
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c_numWeightJoints += weightIndex[i*2+1];
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}
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//
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// build the information that will be common to all animations of this mesh:
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// silhouette edge connectivity and normal / tangent generation information
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//
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idDrawVert *verts = (idDrawVert *) _alloca16( texCoords.Num() * sizeof( idDrawVert ) );
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for ( i = 0; i < texCoords.Num(); i++ ) {
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verts[i].Clear();
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verts[i].st = texCoords[i];
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}
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TransformVerts( verts, joints );
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deformInfo = R_BuildDeformInfo( texCoords.Num(), verts, tris.Num(), tris.Ptr(), shader->UseUnsmoothedTangents() );
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}
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/*
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====================
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idMD5Mesh::TransformVerts
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====================
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*/
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void idMD5Mesh::TransformVerts( idDrawVert *verts, const idJointMat *entJoints ) {
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SIMDProcessor->TransformVerts( verts, texCoords.Num(), entJoints, scaledWeights, weightIndex, numWeights );
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}
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/*
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====================
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idMD5Mesh::TransformScaledVerts
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Special transform to make the mesh seem fat or skinny. May be used for zombie deaths
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====================
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*/
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void idMD5Mesh::TransformScaledVerts( idDrawVert *verts, const idJointMat *entJoints, float scale ) {
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idVec4 *scaledWeights = (idVec4 *) _alloca16( numWeights * sizeof( scaledWeights[0] ) );
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SIMDProcessor->Mul( scaledWeights[0].ToFloatPtr(), scale, scaledWeights[0].ToFloatPtr(), numWeights * 4 );
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SIMDProcessor->TransformVerts( verts, texCoords.Num(), entJoints, scaledWeights, weightIndex, numWeights );
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}
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/*
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====================
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idMD5Mesh::UpdateSurface
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====================
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*/
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void idMD5Mesh::UpdateSurface( const struct renderEntity_s *ent, const idJointMat *entJoints, modelSurface_t *surf ) {
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int i, base;
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srfTriangles_t *tri;
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tr.pc.c_deformedSurfaces++;
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tr.pc.c_deformedVerts += deformInfo->numOutputVerts;
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tr.pc.c_deformedIndexes += deformInfo->numIndexes;
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surf->shader = shader;
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if ( surf->geometry ) {
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// if the number of verts and indexes are the same we can re-use the triangle surface
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// the number of indexes must be the same to assure the correct amount of memory is allocated for the facePlanes
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if ( surf->geometry->numVerts == deformInfo->numOutputVerts && surf->geometry->numIndexes == deformInfo->numIndexes ) {
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R_FreeStaticTriSurfVertexCaches( surf->geometry );
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} else {
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R_FreeStaticTriSurf( surf->geometry );
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surf->geometry = R_AllocStaticTriSurf();
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}
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} else {
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surf->geometry = R_AllocStaticTriSurf();
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}
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tri = surf->geometry;
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// note that some of the data is references, and should not be freed
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tri->deformedSurface = true;
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tri->tangentsCalculated = false;
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tri->facePlanesCalculated = false;
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tri->numIndexes = deformInfo->numIndexes;
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tri->indexes = deformInfo->indexes;
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tri->silIndexes = deformInfo->silIndexes;
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tri->numMirroredVerts = deformInfo->numMirroredVerts;
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tri->mirroredVerts = deformInfo->mirroredVerts;
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tri->numDupVerts = deformInfo->numDupVerts;
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tri->dupVerts = deformInfo->dupVerts;
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tri->numSilEdges = deformInfo->numSilEdges;
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tri->silEdges = deformInfo->silEdges;
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tri->dominantTris = deformInfo->dominantTris;
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tri->numVerts = deformInfo->numOutputVerts;
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if ( tri->verts == NULL ) {
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R_AllocStaticTriSurfVerts( tri, tri->numVerts );
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for ( i = 0; i < deformInfo->numSourceVerts; i++ ) {
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tri->verts[i].Clear();
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tri->verts[i].st = texCoords[i];
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}
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}
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if ( ent->shaderParms[ SHADERPARM_MD5_SKINSCALE ] != 0.0f ) {
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TransformScaledVerts( tri->verts, entJoints, ent->shaderParms[ SHADERPARM_MD5_SKINSCALE ] );
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} else {
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TransformVerts( tri->verts, entJoints );
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}
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// replicate the mirror seam vertexes
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base = deformInfo->numOutputVerts - deformInfo->numMirroredVerts;
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for ( i = 0; i < deformInfo->numMirroredVerts; i++ ) {
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tri->verts[base + i] = tri->verts[deformInfo->mirroredVerts[i]];
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}
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R_BoundTriSurf( tri );
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// If a surface is going to be have a lighting interaction generated, it will also have to call
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// R_DeriveTangents() to get normals, tangents, and face planes. If it only
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// needs shadows generated, it will only have to generate face planes. If it only
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// has ambient drawing, or is culled, no additional work will be necessary
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if ( !r_useDeferredTangents.GetBool() ) {
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// set face planes, vertex normals, tangents
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R_DeriveTangents( tri );
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}
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}
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/*
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====================
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idMD5Mesh::CalcBounds
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====================
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*/
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idBounds idMD5Mesh::CalcBounds( const idJointMat *entJoints ) {
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idBounds bounds;
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idDrawVert *verts = (idDrawVert *) _alloca16( texCoords.Num() * sizeof( idDrawVert ) );
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TransformVerts( verts, entJoints );
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SIMDProcessor->MinMax( bounds[0], bounds[1], verts, texCoords.Num() );
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return bounds;
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}
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/*
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====================
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idMD5Mesh::NearestJoint
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====================
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*/
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int idMD5Mesh::NearestJoint( int a, int b, int c ) const {
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int i, bestJoint, vertNum, weightVertNum;
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float bestWeight;
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// duplicated vertices might not have weights
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if ( a >= 0 && a < texCoords.Num() ) {
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vertNum = a;
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} else if ( b >= 0 && b < texCoords.Num() ) {
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vertNum = b;
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} else if ( c >= 0 && c < texCoords.Num() ) {
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vertNum = c;
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} else {
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// all vertices are duplicates which shouldn't happen
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return 0;
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}
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// find the first weight for this vertex
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weightVertNum = 0;
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for( i = 0; weightVertNum < vertNum; i++ ) {
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weightVertNum += weightIndex[i*2+1];
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}
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// get the joint for the largest weight
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bestWeight = scaledWeights[i].w;
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bestJoint = weightIndex[i*2+0] / sizeof( idJointMat );
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for( ; weightIndex[i*2+1] == 0; i++ ) {
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if ( scaledWeights[i].w > bestWeight ) {
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bestWeight = scaledWeights[i].w;
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bestJoint = weightIndex[i*2+0] / sizeof( idJointMat );
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}
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}
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return bestJoint;
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}
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/*
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====================
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idMD5Mesh::NumVerts
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====================
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*/
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int idMD5Mesh::NumVerts( void ) const {
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return texCoords.Num();
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}
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/*
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====================
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idMD5Mesh::NumTris
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====================
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*/
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int idMD5Mesh::NumTris( void ) const {
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return numTris;
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}
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/*
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====================
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idMD5Mesh::NumWeights
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====================
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*/
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int idMD5Mesh::NumWeights( void ) const {
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return numWeights;
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}
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/***********************************************************************
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idRenderModelMD5
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***********************************************************************/
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/*
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====================
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idRenderModelMD5::ParseJoint
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====================
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*/
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void idRenderModelMD5::ParseJoint( idLexer &parser, idMD5Joint *joint, idJointQuat *defaultPose ) {
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idToken token;
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int num;
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//
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// parse name
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//
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parser.ReadToken( &token );
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joint->name = token;
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//
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// parse parent
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//
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num = parser.ParseInt();
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if ( num < 0 ) {
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joint->parent = NULL;
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} else {
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if ( num >= joints.Num() - 1 ) {
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parser.Error( "Invalid parent for joint '%s'", joint->name.c_str() );
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}
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joint->parent = &joints[ num ];
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}
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//
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// parse default pose
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//
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parser.Parse1DMatrix( 3, defaultPose->t.ToFloatPtr() );
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parser.Parse1DMatrix( 3, defaultPose->q.ToFloatPtr() );
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defaultPose->q.w = defaultPose->q.CalcW();
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}
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/*
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====================
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idRenderModelMD5::InitFromFile
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====================
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*/
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void idRenderModelMD5::InitFromFile( const char *fileName ) {
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name = fileName;
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LoadModel();
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}
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/*
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====================
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idRenderModelMD5::LoadModel
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used for initial loads, reloadModel, and reloading the data of purged models
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Upon exit, the model will absolutely be valid, but possibly as a default model
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====================
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*/
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void idRenderModelMD5::LoadModel() {
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int version;
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int i;
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int num;
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int parentNum;
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idToken token;
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idLexer parser( LEXFL_ALLOWPATHNAMES | LEXFL_NOSTRINGESCAPECHARS );
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idJointQuat *pose;
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idMD5Joint *joint;
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idJointMat *poseMat3;
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if ( !purged ) {
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PurgeModel();
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}
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purged = false;
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if ( !parser.LoadFile( name ) ) {
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MakeDefaultModel();
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return;
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}
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parser.ExpectTokenString( MD5_VERSION_STRING );
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version = parser.ParseInt();
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if ( version != MD5_VERSION ) {
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parser.Error( "Invalid version %d. Should be version %d\n", version, MD5_VERSION );
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}
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//
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// skip commandline
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//
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parser.ExpectTokenString( "commandline" );
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parser.ReadToken( &token );
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// parse num joints
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parser.ExpectTokenString( "numJoints" );
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num = parser.ParseInt();
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joints.SetGranularity( 1 );
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joints.SetNum( num );
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defaultPose.SetGranularity( 1 );
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defaultPose.SetNum( num );
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poseMat3 = ( idJointMat * )_alloca16( num * sizeof( *poseMat3 ) );
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// parse num meshes
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parser.ExpectTokenString( "numMeshes" );
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num = parser.ParseInt();
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if ( num < 0 ) {
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|
parser.Error( "Invalid size: %d", num );
|
|
}
|
|
meshes.SetGranularity( 1 );
|
|
meshes.SetNum( num );
|
|
|
|
//
|
|
// parse joints
|
|
//
|
|
parser.ExpectTokenString( "joints" );
|
|
parser.ExpectTokenString( "{" );
|
|
pose = defaultPose.Ptr();
|
|
joint = joints.Ptr();
|
|
for( i = 0; i < joints.Num(); i++, joint++, pose++ ) {
|
|
ParseJoint( parser, joint, pose );
|
|
poseMat3[ i ].SetRotation( pose->q.ToMat3() );
|
|
poseMat3[ i ].SetTranslation( pose->t );
|
|
if ( joint->parent ) {
|
|
parentNum = joint->parent - joints.Ptr();
|
|
pose->q = ( poseMat3[ i ].ToMat3() * poseMat3[ parentNum ].ToMat3().Transpose() ).ToQuat();
|
|
pose->t = ( poseMat3[ i ].ToVec3() - poseMat3[ parentNum ].ToVec3() ) * poseMat3[ parentNum ].ToMat3().Transpose();
|
|
}
|
|
}
|
|
parser.ExpectTokenString( "}" );
|
|
|
|
for( i = 0; i < meshes.Num(); i++ ) {
|
|
parser.ExpectTokenString( "mesh" );
|
|
meshes[ i ].ParseMesh( parser, defaultPose.Num(), poseMat3 );
|
|
}
|
|
|
|
//
|
|
// calculate the bounds of the model
|
|
//
|
|
CalculateBounds( poseMat3 );
|
|
|
|
// set the timestamp for reloadmodels
|
|
fileSystem->ReadFile( name, NULL, &timeStamp );
|
|
}
|
|
|
|
/*
|
|
==============
|
|
idRenderModelMD5::Print
|
|
==============
|
|
*/
|
|
void idRenderModelMD5::Print() const {
|
|
const idMD5Mesh *mesh;
|
|
int i;
|
|
|
|
common->Printf( "%s\n", name.c_str() );
|
|
common->Printf( "Dynamic model.\n" );
|
|
common->Printf( "Generated smooth normals.\n" );
|
|
common->Printf( " verts tris weights material\n" );
|
|
int totalVerts = 0;
|
|
int totalTris = 0;
|
|
int totalWeights = 0;
|
|
for( mesh = meshes.Ptr(), i = 0; i < meshes.Num(); i++, mesh++ ) {
|
|
totalVerts += mesh->NumVerts();
|
|
totalTris += mesh->NumTris();
|
|
totalWeights += mesh->NumWeights();
|
|
common->Printf( "%2i: %5i %5i %7i %s\n", i, mesh->NumVerts(), mesh->NumTris(), mesh->NumWeights(), mesh->shader->GetName() );
|
|
}
|
|
common->Printf( "-----\n" );
|
|
common->Printf( "%4i verts.\n", totalVerts );
|
|
common->Printf( "%4i tris.\n", totalTris );
|
|
common->Printf( "%4i weights.\n", totalWeights );
|
|
common->Printf( "%4i joints.\n", joints.Num() );
|
|
}
|
|
|
|
/*
|
|
==============
|
|
idRenderModelMD5::List
|
|
==============
|
|
*/
|
|
void idRenderModelMD5::List() const {
|
|
int i;
|
|
const idMD5Mesh *mesh;
|
|
int totalTris = 0;
|
|
int totalVerts = 0;
|
|
|
|
for( mesh = meshes.Ptr(), i = 0; i < meshes.Num(); i++, mesh++ ) {
|
|
totalTris += mesh->numTris;
|
|
totalVerts += mesh->NumVerts();
|
|
}
|
|
common->Printf( " %4ik %3i %4i %4i %s(MD5)", Memory()/1024, meshes.Num(), totalVerts, totalTris, Name() );
|
|
|
|
if ( defaulted ) {
|
|
common->Printf( " (DEFAULTED)" );
|
|
}
|
|
|
|
common->Printf( "\n" );
|
|
}
|
|
|
|
/*
|
|
====================
|
|
idRenderModelMD5::CalculateBounds
|
|
====================
|
|
*/
|
|
void idRenderModelMD5::CalculateBounds( const idJointMat *entJoints ) {
|
|
int i;
|
|
idMD5Mesh *mesh;
|
|
|
|
bounds.Clear();
|
|
for( mesh = meshes.Ptr(), i = 0; i < meshes.Num(); i++, mesh++ ) {
|
|
bounds.AddBounds( mesh->CalcBounds( entJoints ) );
|
|
}
|
|
}
|
|
|
|
/*
|
|
====================
|
|
idRenderModelMD5::Bounds
|
|
|
|
This calculates a rough bounds by using the joint radii without
|
|
transforming all the points
|
|
====================
|
|
*/
|
|
idBounds idRenderModelMD5::Bounds( const renderEntity_t *ent ) const {
|
|
#if 0
|
|
// we can't calculate a rational bounds without an entity,
|
|
// because joints could be positioned to deform it into an
|
|
// arbitrarily large shape
|
|
if ( !ent ) {
|
|
common->Error( "idRenderModelMD5::Bounds: called without entity" );
|
|
}
|
|
#endif
|
|
|
|
if ( !ent ) {
|
|
// this is the bounds for the reference pose
|
|
return bounds;
|
|
}
|
|
|
|
return ent->bounds;
|
|
}
|
|
|
|
/*
|
|
====================
|
|
idRenderModelMD5::DrawJoints
|
|
====================
|
|
*/
|
|
void idRenderModelMD5::DrawJoints( const renderEntity_t *ent, const struct viewDef_s *view ) const {
|
|
int i;
|
|
int num;
|
|
idVec3 pos;
|
|
const idJointMat *joint;
|
|
const idMD5Joint *md5Joint;
|
|
int parentNum;
|
|
|
|
num = ent->numJoints;
|
|
joint = ent->joints;
|
|
md5Joint = joints.Ptr();
|
|
for( i = 0; i < num; i++, joint++, md5Joint++ ) {
|
|
pos = ent->origin + joint->ToVec3() * ent->axis;
|
|
if ( md5Joint->parent ) {
|
|
parentNum = md5Joint->parent - joints.Ptr();
|
|
session->rw->DebugLine( colorWhite, ent->origin + ent->joints[ parentNum ].ToVec3() * ent->axis, pos );
|
|
}
|
|
|
|
session->rw->DebugLine( colorRed, pos, pos + joint->ToMat3()[ 0 ] * 2.0f * ent->axis );
|
|
session->rw->DebugLine( colorGreen, pos, pos + joint->ToMat3()[ 1 ] * 2.0f * ent->axis );
|
|
session->rw->DebugLine( colorBlue, pos, pos + joint->ToMat3()[ 2 ] * 2.0f * ent->axis );
|
|
}
|
|
|
|
idBounds bounds;
|
|
|
|
bounds.FromTransformedBounds( ent->bounds, vec3_zero, ent->axis );
|
|
session->rw->DebugBounds( colorMagenta, bounds, ent->origin );
|
|
|
|
if ( ( r_jointNameScale.GetFloat() != 0.0f ) && ( bounds.Expand( 128.0f ).ContainsPoint( view->renderView.vieworg - ent->origin ) ) ) {
|
|
idVec3 offset( 0, 0, r_jointNameOffset.GetFloat() );
|
|
float scale;
|
|
|
|
scale = r_jointNameScale.GetFloat();
|
|
joint = ent->joints;
|
|
num = ent->numJoints;
|
|
for( i = 0; i < num; i++, joint++ ) {
|
|
pos = ent->origin + joint->ToVec3() * ent->axis;
|
|
session->rw->DrawText( joints[ i ].name, pos + offset, scale, colorWhite, view->renderView.viewaxis, 1 );
|
|
}
|
|
}
|
|
}
|
|
|
|
/*
|
|
====================
|
|
idRenderModelMD5::InstantiateDynamicModel
|
|
====================
|
|
*/
|
|
idRenderModel *idRenderModelMD5::InstantiateDynamicModel( const struct renderEntity_s *ent, const struct viewDef_s *view, idRenderModel *cachedModel ) {
|
|
int i, surfaceNum;
|
|
idMD5Mesh *mesh;
|
|
idRenderModelStatic *staticModel;
|
|
|
|
if ( cachedModel && !r_useCachedDynamicModels.GetBool() ) {
|
|
delete cachedModel;
|
|
cachedModel = NULL;
|
|
}
|
|
|
|
if ( purged ) {
|
|
common->DWarning( "model %s instantiated while purged", Name() );
|
|
LoadModel();
|
|
}
|
|
|
|
if ( !ent->joints ) {
|
|
common->Printf( "idRenderModelMD5::InstantiateDynamicModel: NULL joints on renderEntity for '%s'\n", Name() );
|
|
delete cachedModel;
|
|
return NULL;
|
|
} else if ( ent->numJoints != joints.Num() ) {
|
|
common->Printf( "idRenderModelMD5::InstantiateDynamicModel: renderEntity has different number of joints than model for '%s'\n", Name() );
|
|
delete cachedModel;
|
|
return NULL;
|
|
}
|
|
|
|
tr.pc.c_generateMd5++;
|
|
|
|
if ( cachedModel ) {
|
|
assert( dynamic_cast<idRenderModelStatic *>(cachedModel) != NULL );
|
|
assert( idStr::Icmp( cachedModel->Name(), MD5_SnapshotName ) == 0 );
|
|
staticModel = static_cast<idRenderModelStatic *>(cachedModel);
|
|
} else {
|
|
staticModel = new idRenderModelStatic;
|
|
staticModel->InitEmpty( MD5_SnapshotName );
|
|
}
|
|
|
|
staticModel->bounds.Clear();
|
|
|
|
if ( r_showSkel.GetInteger() ) {
|
|
if ( ( view != NULL ) && ( !r_skipSuppress.GetBool() || !ent->suppressSurfaceInViewID || ( ent->suppressSurfaceInViewID != view->renderView.viewID ) ) ) {
|
|
// only draw the skeleton
|
|
DrawJoints( ent, view );
|
|
}
|
|
|
|
if ( r_showSkel.GetInteger() > 1 ) {
|
|
// turn off the model when showing the skeleton
|
|
staticModel->InitEmpty( MD5_SnapshotName );
|
|
return staticModel;
|
|
}
|
|
}
|
|
|
|
// create all the surfaces
|
|
for( mesh = meshes.Ptr(), i = 0; i < meshes.Num(); i++, mesh++ ) {
|
|
// avoid deforming the surface if it will be a nodraw due to a skin remapping
|
|
// FIXME: may have to still deform clipping hulls
|
|
const idMaterial *shader = mesh->shader;
|
|
|
|
shader = R_RemapShaderBySkin( shader, ent->customSkin, ent->customShader );
|
|
|
|
if ( !shader || ( !shader->IsDrawn() && !shader->SurfaceCastsShadow() ) ) {
|
|
staticModel->DeleteSurfaceWithId( i );
|
|
mesh->surfaceNum = -1;
|
|
continue;
|
|
}
|
|
|
|
modelSurface_t *surf;
|
|
|
|
if ( staticModel->FindSurfaceWithId( i, surfaceNum ) ) {
|
|
mesh->surfaceNum = surfaceNum;
|
|
surf = &staticModel->surfaces[surfaceNum];
|
|
} else {
|
|
|
|
// Remove Overlays before adding new surfaces
|
|
idRenderModelOverlay::RemoveOverlaySurfacesFromModel( staticModel );
|
|
|
|
mesh->surfaceNum = staticModel->NumSurfaces();
|
|
surf = &staticModel->surfaces.Alloc();
|
|
surf->geometry = NULL;
|
|
surf->shader = NULL;
|
|
surf->id = i;
|
|
}
|
|
|
|
mesh->UpdateSurface( ent, ent->joints, surf );
|
|
|
|
staticModel->bounds.AddPoint( surf->geometry->bounds[0] );
|
|
staticModel->bounds.AddPoint( surf->geometry->bounds[1] );
|
|
}
|
|
|
|
return staticModel;
|
|
}
|
|
|
|
/*
|
|
====================
|
|
idRenderModelMD5::IsDynamicModel
|
|
====================
|
|
*/
|
|
dynamicModel_t idRenderModelMD5::IsDynamicModel() const {
|
|
return DM_CACHED;
|
|
}
|
|
|
|
/*
|
|
====================
|
|
idRenderModelMD5::NumJoints
|
|
====================
|
|
*/
|
|
int idRenderModelMD5::NumJoints( void ) const {
|
|
return joints.Num();
|
|
}
|
|
|
|
/*
|
|
====================
|
|
idRenderModelMD5::GetJoints
|
|
====================
|
|
*/
|
|
const idMD5Joint *idRenderModelMD5::GetJoints( void ) const {
|
|
return joints.Ptr();
|
|
}
|
|
|
|
/*
|
|
====================
|
|
idRenderModelMD5::GetDefaultPose
|
|
====================
|
|
*/
|
|
const idJointQuat *idRenderModelMD5::GetDefaultPose( void ) const {
|
|
return defaultPose.Ptr();
|
|
}
|
|
|
|
/*
|
|
====================
|
|
idRenderModelMD5::GetJointHandle
|
|
====================
|
|
*/
|
|
jointHandle_t idRenderModelMD5::GetJointHandle( const char *name ) const {
|
|
const idMD5Joint *joint;
|
|
int i;
|
|
|
|
joint = joints.Ptr();
|
|
for( i = 0; i < joints.Num(); i++, joint++ ) {
|
|
if ( idStr::Icmp( joint->name.c_str(), name ) == 0 ) {
|
|
return ( jointHandle_t )i;
|
|
}
|
|
}
|
|
|
|
return INVALID_JOINT;
|
|
}
|
|
|
|
/*
|
|
=====================
|
|
idRenderModelMD5::GetJointName
|
|
=====================
|
|
*/
|
|
const char *idRenderModelMD5::GetJointName( jointHandle_t handle ) const {
|
|
if ( ( handle < 0 ) || ( handle >= joints.Num() ) ) {
|
|
return "<invalid joint>";
|
|
}
|
|
|
|
return joints[ handle ].name;
|
|
}
|
|
|
|
/*
|
|
====================
|
|
idRenderModelMD5::NearestJoint
|
|
====================
|
|
*/
|
|
int idRenderModelMD5::NearestJoint( int surfaceNum, int a, int b, int c ) const {
|
|
int i;
|
|
const idMD5Mesh *mesh;
|
|
|
|
if ( surfaceNum > meshes.Num() ) {
|
|
common->Error( "idRenderModelMD5::NearestJoint: surfaceNum > meshes.Num()" );
|
|
}
|
|
|
|
for ( mesh = meshes.Ptr(), i = 0; i < meshes.Num(); i++, mesh++ ) {
|
|
if ( mesh->surfaceNum == surfaceNum ) {
|
|
return mesh->NearestJoint( a, b, c );
|
|
}
|
|
}
|
|
return 0;
|
|
}
|
|
|
|
/*
|
|
====================
|
|
idRenderModelMD5::TouchData
|
|
|
|
models that are already loaded at level start time
|
|
will still touch their materials to make sure they
|
|
are kept loaded
|
|
====================
|
|
*/
|
|
void idRenderModelMD5::TouchData() {
|
|
idMD5Mesh *mesh;
|
|
int i;
|
|
|
|
for( mesh = meshes.Ptr(), i = 0; i < meshes.Num(); i++, mesh++ ) {
|
|
declManager->FindMaterial( mesh->shader->GetName() );
|
|
}
|
|
}
|
|
|
|
/*
|
|
===================
|
|
idRenderModelMD5::PurgeModel
|
|
|
|
frees all the data, but leaves the class around for dangling references,
|
|
which can regenerate the data with LoadModel()
|
|
===================
|
|
*/
|
|
void idRenderModelMD5::PurgeModel() {
|
|
purged = true;
|
|
joints.Clear();
|
|
defaultPose.Clear();
|
|
meshes.Clear();
|
|
}
|
|
|
|
/*
|
|
===================
|
|
idRenderModelMD5::Memory
|
|
===================
|
|
*/
|
|
int idRenderModelMD5::Memory() const {
|
|
int total, i;
|
|
|
|
total = sizeof( *this );
|
|
total += joints.MemoryUsed() + defaultPose.MemoryUsed() + meshes.MemoryUsed();
|
|
|
|
// count up strings
|
|
for ( i = 0; i < joints.Num(); i++ ) {
|
|
total += joints[i].name.DynamicMemoryUsed();
|
|
}
|
|
|
|
// count up meshes
|
|
for ( i = 0 ; i < meshes.Num() ; i++ ) {
|
|
const idMD5Mesh *mesh = &meshes[i];
|
|
|
|
total += mesh->texCoords.MemoryUsed() + mesh->numWeights * ( sizeof( mesh->scaledWeights[0] ) + sizeof( mesh->weightIndex[0] ) * 2 );
|
|
|
|
// sum up deform info
|
|
total += sizeof( mesh->deformInfo );
|
|
total += R_DeformInfoMemoryUsed( mesh->deformInfo );
|
|
}
|
|
return total;
|
|
}
|