mirror of
https://github.com/dhewm/dhewm3.git
synced 2024-11-27 14:42:23 +00:00
736ec20d4d
Don't include the lazy precompiled.h everywhere, only what's required for the compilation unit. platform.h needs to be included instead to provide all essential defines and types. All includes use the relative path to the neo or the game specific root. Move all idlib related includes from idlib/Lib.h to precompiled.h. precompiled.h still exists for the MFC stuff in tools/. Add some missing header guards.
961 lines
25 KiB
C++
961 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 "sys/platform.h"
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#include "framework/Session.h"
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#include "renderer/tr_local.h"
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#include "renderer/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 );
|
|
poseMat3 = ( idJointMat * )_alloca16( num * sizeof( *poseMat3 ) );
|
|
|
|
// parse num meshes
|
|
parser.ExpectTokenString( "numMeshes" );
|
|
num = parser.ParseInt();
|
|
if ( num < 0 ) {
|
|
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;
|
|
}
|