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fteqw/engine/common/com_mesh.c

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#include "quakedef.h"
#include "com_mesh.h"
extern model_t *loadmodel;
extern char loadname[];
qboolean r_loadbumpmapping;
extern cvar_t dpcompat_psa_ungroup;
extern cvar_t r_noframegrouplerp;
//Common loader function.
void Mod_DoCRC(model_t *mod, char *buffer, int buffersize)
{
#ifndef SERVERONLY
//we've got to have this bit
if (loadmodel->engineflags & MDLF_DOCRC)
{
unsigned short crc;
qbyte *p;
int len;
char st[40];
QCRC_Init(&crc);
for (len = buffersize, p = buffer; len; len--, p++)
QCRC_ProcessByte(&crc, *p);
sprintf(st, "%d", (int) crc);
Info_SetValueForKey (cls.userinfo[0],
(loadmodel->engineflags & MDLF_PLAYER) ? pmodel_name : emodel_name,
st, sizeof(cls.userinfo[0]));
if (cls.state >= ca_connected)
{
CL_SendClientCommand(true, "setinfo %s %d",
(loadmodel->engineflags & MDLF_PLAYER) ? pmodel_name : emodel_name,
(int)crc);
}
if (!(loadmodel->engineflags & MDLF_PLAYER))
{ //eyes
loadmodel->tainted = (crc != 6967);
}
}
#endif
}
#if 1
#ifdef _WIN32
#include <malloc.h>
#else
#include <alloca.h>
#endif
extern cvar_t gl_part_flame, r_fullbrightSkins, r_fb_models;
extern cvar_t r_noaliasshadows;
extern cvar_t r_skin_overlays;
extern cvar_t mod_md3flags;
typedef struct
{
char *name;
float furthestallowedextremety; //this field is the combined max-min square, added together
//note that while this allows you to move models about a little, you cannot resize the visible part
} clampedmodel_t;
//these should be rounded up slightly.
//really this is only to catch spiked models. This doesn't prevent more visible models, just bigger ones.
clampedmodel_t clampedmodel[] = {
{"maps/b_bh100.bsp", 3440},
{"progs/player.mdl", 22497},
{"progs/eyes.mdl", 755},
{"progs/gib1.mdl", 374},
{"progs/gib2.mdl", 1779},
{"progs/gib3.mdl", 2066},
{"progs/bolt2.mdl", 1160},
{"progs/end1.mdl", 764},
{"progs/end2.mdl", 981},
{"progs/end3.mdl", 851},
{"progs/end4.mdl", 903},
{"progs/g_shot.mdl", 3444},
{"progs/g_nail.mdl", 2234},
{"progs/g_nail2.mdl", 3660},
{"progs/g_rock.mdl", 3441},
{"progs/g_rock2.mdl", 3660},
{"progs/g_light.mdl", 2698},
{"progs/invisibl.mdl", 196},
{"progs/quaddama.mdl", 2353},
{"progs/invulner.mdl", 2746},
{"progs/suit.mdl", 3057},
{"progs/missile.mdl", 416},
{"progs/grenade.mdl", 473},
{"progs/spike.mdl", 112},
{"progs/s_spike.mdl", 112},
{"progs/backpack.mdl", 1117},
{"progs/armor.mdl", 2919},
{"progs/s_bubble.spr", 100},
{"progs/s_explod.spr", 1000},
//and now TF models
#ifdef warningmsg
#pragma warningmsg("FIXME: these are placeholders")
#endif
{"progs/disp.mdl", 3000},
{"progs/tf_flag.mdl", 3000},
{"progs/tf_stan.mdl", 3000},
{"progs/turrbase.mdl", 3000},
{"progs/turrgun.mdl", 3000}
};
void Mod_AccumulateTextureVectors(vecV_t *vc, vec2_t *tc, vec3_t *nv, vec3_t *sv, vec3_t *tv, index_t *idx, int numidx)
{
int i;
float *v0, *v1, *v2;
float *tc0, *tc1, *tc2;
vec3_t d1, d2;
float td1, td2;
vec3_t norm, t, s;
vec3_t temp;
for (i = 0; i < numidx; i += 3)
{
//this is the stuff we're working from
v0 = vc[idx[i+0]];
v1 = vc[idx[i+1]];
v2 = vc[idx[i+2]];
tc0 = tc[idx[i+0]];
tc1 = tc[idx[i+1]];
tc2 = tc[idx[i+2]];
//calc perpendicular directions
VectorSubtract(v1, v0, d1);
VectorSubtract(v2, v0, d2);
//calculate s as the pependicular of the t dir
td1 = tc1[1] - tc0[1];
td2 = tc2[1] - tc0[1];
s[0] = td1 * d2[0] - td2 * d1[0];
s[1] = td1 * d2[1] - td2 * d1[1];
s[2] = td1 * d2[2] - td2 * d1[2];
//calculate t as the pependicular of the s dir
td1 = tc1[0] - tc0[0];
td2 = tc2[0] - tc0[0];
t[0] = td1 * d2[0] - td2 * d1[0];
t[1] = td1 * d2[1] - td2 * d1[1];
t[2] = td1 * d2[2] - td2 * d1[2];
//the surface might be a back face and thus textured backwards
//calc the normal twice and compare.
norm[0] = d2[1] * d1[2] - d2[2] * d1[1];
norm[1] = d2[2] * d1[0] - d2[0] * d1[2];
norm[2] = d2[0] * d1[1] - d2[1] * d1[0];
CrossProduct(t, s, temp);
if (DotProduct(temp, norm) < 0)
{
VectorNegate(s, s);
VectorNegate(t, t);
}
//and we're done, accumulate the result
VectorAdd(sv[idx[i+0]], s, sv[idx[i+0]]);
VectorAdd(sv[idx[i+1]], s, sv[idx[i+1]]);
VectorAdd(sv[idx[i+2]], s, sv[idx[i+2]]);
VectorAdd(tv[idx[i+0]], t, tv[idx[i+0]]);
VectorAdd(tv[idx[i+1]], t, tv[idx[i+1]]);
VectorAdd(tv[idx[i+2]], t, tv[idx[i+2]]);
}
}
void Mod_AccumulateMeshTextureVectors(mesh_t *m)
{
Mod_AccumulateTextureVectors(m->xyz_array, m->st_array, m->normals_array, m->snormals_array, m->tnormals_array, m->indexes, m->numindexes);
}
void Mod_NormaliseTextureVectors(vec3_t *n, vec3_t *s, vec3_t *t, int v)
{
int i;
float f;
vec3_t tmp;
for (i = 0; i < v; i++)
{
f = -DotProduct(s[i], n[i]);
VectorMA(s[i], f, n[i], tmp);
VectorNormalize2(tmp, s[i]);
f = -DotProduct(t[i], n[i]);
VectorMA(t[i], f, n[i], tmp);
VectorNormalize2(tmp, t[i]);
}
}
#ifdef SKELETALMODELS
static void GenMatrixPosQuat4Scale(vec3_t pos, vec4_t quat, vec3_t scale, float result[12])
{
float xx, xy, xz, xw, yy, yz, yw, zz, zw;
float x2, y2, z2;
float s;
x2 = quat[0] + quat[0];
y2 = quat[1] + quat[1];
z2 = quat[2] + quat[2];
xx = quat[0] * x2; xy = quat[0] * y2; xz = quat[0] * z2;
yy = quat[1] * y2; yz = quat[1] * z2; zz = quat[2] * z2;
xw = quat[3] * x2; yw = quat[3] * y2; zw = quat[3] * z2;
s = scale[0];
result[0*4+0] = s*(1.0f - (yy + zz));
result[1*4+0] = s*(xy + zw);
result[2*4+0] = s*(xz - yw);
s = scale[1];
result[0*4+1] = s*(xy - zw);
result[1*4+1] = s*(1.0f - (xx + zz));
result[2*4+1] = s*(yz + xw);
s = scale[2];
result[0*4+2] = s*(xz + yw);
result[1*4+2] = s*(yz - xw);
result[2*4+2] = s*(1.0f - (xx + yy));
result[0*4+3] = pos[0];
result[1*4+3] = pos[1];
result[2*4+3] = pos[2];
}
/*like above, but guess the quat.w*/
static void GenMatrixPosQuat3Scale(vec3_t pos, vec3_t quat3, vec3_t scale, float result[12])
{
vec4_t quat4;
float term = 1 - DotProduct(quat3, quat3);
if (term < 0)
quat4[3] = 0;
else
quat4[3] = - (float) sqrt(term);
VectorCopy(quat3, quat4);
GenMatrixPosQuat4Scale(pos, quat4, scale, result);
}
static void GenMatrix(float x, float y, float z, float qx, float qy, float qz, float result[12])
{
float qw;
{ //figure out qw
float term = 1 - (qx*qx) - (qy*qy) - (qz*qz);
if (term < 0)
qw = 0;
else
qw = - (float) sqrt(term);
}
{ //generate the matrix
/*
float xx = qx * qx;
float xy = qx * qy;
float xz = qx * qz;
float xw = qx * qw;
float yy = qy * qy;
float yz = qy * qz;
float yw = qy * qw;
float zz = qz * qz;
float zw = qz * qw;
result[0*4+0] = 1 - 2 * ( yy + zz );
result[0*4+1] = 2 * ( xy - zw );
result[0*4+2] = 2 * ( xz + yw );
result[0*4+3] = x;
result[1*4+0] = 2 * ( xy + zw );
result[1*4+1] = 1 - 2 * ( xx + zz );
result[1*4+2] = 2 * ( yz - xw );
result[1*4+3] = y;
result[2*4+0] = 2 * ( xz - yw );
result[2*4+1] = 2 * ( yz + xw );
result[2*4+2] = 1 - 2 * ( xx + yy );
result[2*4+3] = z;
*/
float xx, xy, xz, xw, yy, yz, yw, zz, zw;
float x2, y2, z2;
x2 = qx + qx;
y2 = qy + qy;
z2 = qz + qz;
xx = qx * x2; xy = qx * y2; xz = qx * z2;
yy = qy * y2; yz = qy * z2; zz = qz * z2;
xw = qw * x2; yw = qw * y2; zw = qw * z2;
result[0*4+0] = 1.0f - (yy + zz);
result[1*4+0] = xy + zw;
result[2*4+0] = xz - yw;
result[0*4+1] = xy - zw;
result[1*4+1] = 1.0f - (xx + zz);
result[2*4+1] = yz + xw;
result[0*4+2] = xz + yw;
result[1*4+2] = yz - xw;
result[2*4+2] = 1.0f - (xx + yy);
result[0*4+3] = x;
result[1*4+3] = y;
result[2*4+3] = z;
}
}
static void PSKGenMatrix(float x, float y, float z, float qx, float qy, float qz, float qw, float result[12])
{
float xx, xy, xz, xw, yy, yz, yw, zz, zw;
float x2, y2, z2;
x2 = qx + qx;
y2 = qy + qy;
z2 = qz + qz;
xx = qx * x2; xy = qx * y2; xz = qx * z2;
yy = qy * y2; yz = qy * z2; zz = qz * z2;
xw = qw * x2; yw = qw * y2; zw = qw * z2;
result[0*4+0] = 1.0f - (yy + zz);
result[1*4+0] = xy + zw;
result[2*4+0] = xz - yw;
result[0*4+1] = xy - zw;
result[1*4+1] = 1.0f - (xx + zz);
result[2*4+1] = yz + xw;
result[0*4+2] = xz + yw;
result[1*4+2] = yz - xw;
result[2*4+2] = 1.0f - (xx + yy);
result[0*4+3] = x;
result[1*4+3] = y;
result[2*4+3] = z;
}
#if 0
/*transforms some skeletal vecV_t values*/
static void Alias_TransformVerticies_V(float *bonepose, int vertcount, qbyte *bidx, float *weights, float *xyzin, float *fte_restrict xyzout)
{
int i;
float *matrix;
for (i = 0; i < vertcount; i++, xyzout+=sizeof(vecV_t)/sizeof(vec_t), xyzin+=sizeof(vecV_t)/sizeof(vec_t), bidx+=4, weights+=4)
{
matrix = &bonepose[12*bidx[0]];
xyzout[0] = weights[0] * (xyzin[0] * matrix[0] + xyzin[1] * matrix[1] + xyzin[2] * matrix[ 2] + xyzin[3] * matrix[ 3]);
xyzout[1] = weights[0] * (xyzin[0] * matrix[4] + xyzin[1] * matrix[5] + xyzin[2] * matrix[ 6] + xyzin[3] * matrix[ 7]);
xyzout[2] = weights[0] * (xyzin[0] * matrix[8] + xyzin[1] * matrix[9] + xyzin[2] * matrix[10] + xyzin[3] * matrix[11]);
if (bidx[1] != ~(qbyte)0)
{
matrix = &bonepose[12*bidx[1]];
xyzout[0] += weights[1] * (xyzin[0] * matrix[0] + xyzin[1] * matrix[1] + xyzin[2] * matrix[ 2] + xyzin[3] * matrix[ 3]);
xyzout[1] += weights[1] * (xyzin[0] * matrix[4] + xyzin[1] * matrix[5] + xyzin[2] * matrix[ 6] + xyzin[3] * matrix[ 7]);
xyzout[2] += weights[1] * (xyzin[0] * matrix[8] + xyzin[1] * matrix[9] + xyzin[2] * matrix[10] + xyzin[3] * matrix[11]);
if (bidx[2] != ~(qbyte)0)
{
matrix = &bonepose[12*bidx[2]];
xyzout[0] += weights[2] * (xyzin[0] * matrix[0] + xyzin[1] * matrix[1] + xyzin[2] * matrix[ 2] + xyzin[3] * matrix[ 3]);
xyzout[1] += weights[2] * (xyzin[0] * matrix[4] + xyzin[1] * matrix[5] + xyzin[2] * matrix[ 6] + xyzin[3] * matrix[ 7]);
xyzout[2] += weights[2] * (xyzin[0] * matrix[8] + xyzin[1] * matrix[9] + xyzin[2] * matrix[10] + xyzin[3] * matrix[11]);
if (bidx[3] != ~(qbyte)0)
{
matrix = &bonepose[12*bidx[3]];
xyzout[0] += weights[3] * (xyzin[0] * matrix[0] + xyzin[1] * matrix[1] + xyzin[2] * matrix[ 2] + xyzin[3] * matrix[ 3]);
xyzout[1] += weights[3] * (xyzin[0] * matrix[4] + xyzin[1] * matrix[5] + xyzin[2] * matrix[ 6] + xyzin[3] * matrix[ 7]);
xyzout[2] += weights[3] * (xyzin[0] * matrix[8] + xyzin[1] * matrix[9] + xyzin[2] * matrix[10] + xyzin[3] * matrix[11]);
}
}
}
}
}
#endif
/*transforms some skeletal vecV_t values*/
static void Alias_TransformVerticies_VN(float *bonepose, int vertcount, qbyte *bidx, float *weights,
float *xyzin, float *fte_restrict xyzout,
float *normin, float *fte_restrict normout)
{
int i, j;
float *matrix;
float mat[12];
for (i = 0; i < vertcount; i++,
xyzout+=sizeof(vecV_t)/sizeof(vec_t), xyzin+=sizeof(vecV_t)/sizeof(vec_t),
normout+=sizeof(vec3_t)/sizeof(vec_t), normin+=sizeof(vec3_t)/sizeof(vec_t),
bidx+=4, weights+=4)
{
matrix = &bonepose[12*bidx[0]];
for (j = 0; j < 12; j++)
mat[j] = weights[0] * matrix[j];
if (weights[1])
{
matrix = &bonepose[12*bidx[1]];
for (j = 0; j < 12; j++)
mat[j] += weights[1] * matrix[j];
if (weights[2])
{
matrix = &bonepose[12*bidx[2]];
for (j = 0; j < 12; j++)
mat[j] += weights[2] * matrix[j];
if (weights[3])
{
matrix = &bonepose[12*bidx[3]];
for (j = 0; j < 12; j++)
mat[j] += weights[3] * matrix[j];
}
}
}
matrix = mat;
xyzout[0] = (xyzin[0] * matrix[0] + xyzin[1] * matrix[1] + xyzin[2] * matrix[ 2] + matrix[ 3]);
xyzout[1] = (xyzin[0] * matrix[4] + xyzin[1] * matrix[5] + xyzin[2] * matrix[ 6] + matrix[ 7]);
xyzout[2] = (xyzin[0] * matrix[8] + xyzin[1] * matrix[9] + xyzin[2] * matrix[10] + matrix[11]);
normout[0] = (normin[0] * matrix[0] + normin[1] * matrix[1] + normin[2] * matrix[ 2]);
normout[1] = (normin[0] * matrix[4] + normin[1] * matrix[5] + normin[2] * matrix[ 6]);
normout[2] = (normin[0] * matrix[8] + normin[1] * matrix[9] + normin[2] * matrix[10]);
}
}
#if 0
/*transforms some skeletal vec3_t values*/
static void Alias_TransformVerticies_3(float *fte_restrict bonepose, int vertcount, qbyte *bidx, float *weights, float *xyzin, float *fte_restrict xyzout)
{
int i;
float *matrix;
for (i = 0; i < vertcount; i++, xyzout+=sizeof(vec3_t)/sizeof(vec_t), xyzin+=sizeof(vec3_t)/sizeof(vec_t), bidx+=4, weights+=4)
{
matrix = &bonepose[12*bidx[0]];
xyzout[0] = weights[0] * (xyzin[0] * matrix[0] + xyzin[1] * matrix[1] + xyzin[2] * matrix[ 2] + xyzin[3] * matrix[ 3]);
xyzout[1] = weights[0] * (xyzin[0] * matrix[4] + xyzin[1] * matrix[5] + xyzin[2] * matrix[ 6] + xyzin[3] * matrix[ 7]);
xyzout[2] = weights[0] * (xyzin[0] * matrix[8] + xyzin[1] * matrix[9] + xyzin[2] * matrix[10] + xyzin[3] * matrix[11]);
if (bidx[1] != ~(qbyte)0)
{
matrix = &bonepose[12*bidx[1]];
xyzout[0] += weights[1] * (xyzin[0] * matrix[0] + xyzin[1] * matrix[1] + xyzin[2] * matrix[ 2] + xyzin[3] * matrix[ 3]);
xyzout[1] += weights[1] * (xyzin[0] * matrix[4] + xyzin[1] * matrix[5] + xyzin[2] * matrix[ 6] + xyzin[3] * matrix[ 7]);
xyzout[2] += weights[1] * (xyzin[0] * matrix[8] + xyzin[1] * matrix[9] + xyzin[2] * matrix[10] + xyzin[3] * matrix[11]);
if (bidx[2] != ~(qbyte)0)
{
matrix = &bonepose[12*bidx[2]];
xyzout[0] += weights[2] * (xyzin[0] * matrix[0] + xyzin[1] * matrix[1] + xyzin[2] * matrix[ 2] + xyzin[3] * matrix[ 3]);
xyzout[1] += weights[2] * (xyzin[0] * matrix[4] + xyzin[1] * matrix[5] + xyzin[2] * matrix[ 6] + xyzin[3] * matrix[ 7]);
xyzout[2] += weights[2] * (xyzin[0] * matrix[8] + xyzin[1] * matrix[9] + xyzin[2] * matrix[10] + xyzin[3] * matrix[11]);
if (bidx[3] != ~(qbyte)0)
{
matrix = &bonepose[12*bidx[3]];
xyzout[0] += weights[3] * (xyzin[0] * matrix[0] + xyzin[1] * matrix[1] + xyzin[2] * matrix[ 2] + xyzin[3] * matrix[ 3]);
xyzout[1] += weights[3] * (xyzin[0] * matrix[4] + xyzin[1] * matrix[5] + xyzin[2] * matrix[ 6] + xyzin[3] * matrix[ 7]);
xyzout[2] += weights[3] * (xyzin[0] * matrix[8] + xyzin[1] * matrix[9] + xyzin[2] * matrix[10] + xyzin[3] * matrix[11]);
}
}
}
}
}
#endif
static void Alias_TransformVerticies_SW(float *bonepose, galisskeletaltransforms_t *weights, int numweights, vecV_t *xyzout, vec3_t *normout)
{
int i;
float *out, *matrix;
galisskeletaltransforms_t *v = weights;
#ifndef SERVERONLY
float *normo;
if (normout)
{
for (i = 0;i < numweights;i++, v++)
{
out = xyzout[v->vertexindex];
normo = normout[v->vertexindex];
matrix = bonepose+v->boneindex*12;
// FIXME: this can very easily be optimized with SSE or 3DNow
out[0] += v->org[0] * matrix[0] + v->org[1] * matrix[1] + v->org[2] * matrix[ 2] + v->org[3] * matrix[ 3];
out[1] += v->org[0] * matrix[4] + v->org[1] * matrix[5] + v->org[2] * matrix[ 6] + v->org[3] * matrix[ 7];
out[2] += v->org[0] * matrix[8] + v->org[1] * matrix[9] + v->org[2] * matrix[10] + v->org[3] * matrix[11];
normo[0] += v->normal[0] * matrix[0] + v->normal[1] * matrix[1] + v->normal[2] * matrix[ 2];
normo[1] += v->normal[0] * matrix[4] + v->normal[1] * matrix[5] + v->normal[2] * matrix[ 6];
normo[2] += v->normal[0] * matrix[8] + v->normal[1] * matrix[9] + v->normal[2] * matrix[10];
}
}
else
#elif defined(_DEBUG)
if (normout)
Sys_Error("norms error");
#endif
{
for (i = 0;i < numweights;i++, v++)
{
out = xyzout[v->vertexindex];
matrix = bonepose+v->boneindex*12;
// FIXME: this can very easily be optimized with SSE or 3DNow
out[0] += v->org[0] * matrix[0] + v->org[1] * matrix[1] + v->org[2] * matrix[ 2] + v->org[3] * matrix[ 3];
out[1] += v->org[0] * matrix[4] + v->org[1] * matrix[5] + v->org[2] * matrix[ 6] + v->org[3] * matrix[ 7];
out[2] += v->org[0] * matrix[8] + v->org[1] * matrix[9] + v->org[2] * matrix[10] + v->org[3] * matrix[11];
}
}
}
static float Alias_CalculateSkeletalNormals(galiasinfo_t *model)
{
#ifndef SERVERONLY
//servers don't need normals. except maybe for tracing... but hey. The normal is calculated on a per-triangle basis.
#define TriangleNormal(a,b,c,n) ( \
(n)[0] = ((a)[1] - (b)[1]) * ((c)[2] - (b)[2]) - ((a)[2] - (b)[2]) * ((c)[1] - (b)[1]), \
(n)[1] = ((a)[2] - (b)[2]) * ((c)[0] - (b)[0]) - ((a)[0] - (b)[0]) * ((c)[2] - (b)[2]), \
(n)[2] = ((a)[0] - (b)[0]) * ((c)[1] - (b)[1]) - ((a)[1] - (b)[1]) * ((c)[0] - (b)[0]) \
)
int i, j;
vecV_t *xyz;
vec3_t *normals;
int *mvert;
float *inversepose;
galiasinfo_t *next;
vec3_t tn;
vec3_t d1, d2;
index_t *idx;
float *bonepose = NULL;
float angle;
float maxvdist = 0, d, maxbdist = 0;
float absmatrix[MAX_BONES*12];
float bonedist[MAX_BONES];
int modnum = 0;
int bcmodnum = -1;
int vcmodnum = -1;
while (model)
{
int numbones = model->numbones;
galisskeletaltransforms_t *v = (galisskeletaltransforms_t*)((char*)model+model->ofsswtransforms);
int numweights = model->numswtransforms;
int numverts = model->numverts;
if (model->nextsurf)
next = (galiasinfo_t*)((char*)model + model->nextsurf);
else
next = NULL;
xyz = Z_Malloc(numverts*sizeof(vecV_t));
normals = Z_Malloc(numverts*sizeof(vec3_t));
inversepose = Z_Malloc(numbones*sizeof(float)*9);
mvert = Z_Malloc(numverts*sizeof(*mvert));
if (bcmodnum != model->shares_bones)
{
galiasgroup_t *g;
galiasbone_t *bones = (galiasbone_t *)((char*)model + model->ofsbones);
bcmodnum = model->shares_bones;
if (model->baseframeofs)
bonepose = (float*)((char*)model + model->baseframeofs);
else
{
if (!model->groups)
return 0;
g = (galiasgroup_t*)((char*)model+model->groupofs);
if (g->numposes < 1)
return 0;
bonepose = (float*)((char*)g+g->poseofs);
if (g->isheirachical)
{
/*needs to be an absolute skeleton*/
for (i = 0; i < model->numbones; i++)
{
if (bones[i].parent >= 0)
R_ConcatTransforms((void*)(absmatrix + bones[i].parent*12), (void*)(bonepose+i*12), (void*)(absmatrix+i*12));
else
for (j = 0;j < 12;j++) //parentless
absmatrix[i*12+j] = (bonepose)[i*12+j];
}
bonepose = absmatrix;
}
}
/*calculate the bone sizes (assuming the bones are strung up and hanging or such)*/
for (i = 0; i < model->numbones; i++)
{
vec3_t d;
float *b;
b = bonepose + i*12;
d[0] = b[3];
d[1] = b[7];
d[2] = b[11];
if (bones[i].parent >= 0)
{
b = bonepose + bones[i].parent*12;
d[0] -= b[3];
d[1] -= b[7];
d[2] -= b[11];
}
bonedist[i] = Length(d);
if (bones[i].parent >= 0)
bonedist[i] += bonedist[bones[i].parent];
if (maxbdist < bonedist[i])
maxbdist = bonedist[i];
}
for (i = 0; i < numbones; i++)
Matrix3x4_InvertTo3x3(bonepose+i*12, inversepose+i*9);
}
for (i = 0; i < numweights; i++)
{
d = Length(v[i].org);
if (maxvdist < d)
maxvdist = d;
}
//build the actual base pose positions
Alias_TransformVerticies_SW(bonepose, v, numweights, xyz, NULL);
//work out which verticies are identical
//this is needed as two verts can have same origin but different tex coords
//without this, we end up with a seam that splits the normals each side on arms, etc
for (i = 0; i < numverts; i++)
{
mvert[i] = i;
for (j = 0; j < i; j++)
{
if ( xyz[i][0] == xyz[j][0]
&& xyz[i][1] == xyz[j][1]
&& xyz[i][2] == xyz[j][2])
{
mvert[i] = j;
break;
}
}
}
//use that base pose to calculate the normals
memset(normals, 0, numverts*sizeof(vec3_t));
vcmodnum = modnum;
idx = (index_t*)((char*)model + model->ofs_indexes);
//calculate the triangle normal and accumulate them
for (i = 0; i < model->numindexes; i+=3, idx+=3)
{
TriangleNormal(xyz[idx[0]], xyz[idx[1]], xyz[idx[2]], tn);
//note that tn is relative to the size of the triangle
//Imagine a cube, each side made of two triangles
VectorSubtract(xyz[idx[1]], xyz[idx[0]], d1);
VectorSubtract(xyz[idx[2]], xyz[idx[0]], d2);
angle = acos(DotProduct(d1, d2)/(Length(d1)*Length(d2)));
VectorMA(normals[mvert[idx[0]]], angle, tn, normals[mvert[idx[0]]]);
VectorSubtract(xyz[idx[0]], xyz[idx[1]], d1);
VectorSubtract(xyz[idx[2]], xyz[idx[1]], d2);
angle = acos(DotProduct(d1, d2)/(Length(d1)*Length(d2)));
VectorMA(normals[mvert[idx[1]]], angle, tn, normals[mvert[idx[1]]]);
VectorSubtract(xyz[idx[0]], xyz[idx[2]], d1);
VectorSubtract(xyz[idx[1]], xyz[idx[2]], d2);
angle = acos(DotProduct(d1, d2)/(Length(d1)*Length(d2)));
VectorMA(normals[mvert[idx[2]]], angle, tn, normals[mvert[idx[2]]]);
}
/*skip over each additional surface that shares the same verts*/
for(;;)
{
if (next && next->shares_verts == vcmodnum)
{
modnum++;
model = next;
if (model->nextsurf)
next = (galiasinfo_t*)((char*)model + model->nextsurf);
else
next = NULL;
}
else
break;
}
//the normals are not normalized yet.
for (i = 0; i < numverts; i++)
{
VectorNormalize(normals[i]);
}
for (i = 0; i < numweights; i++, v++)
{
v->normal[0] = DotProduct(normals[mvert[v->vertexindex]], inversepose+9*v->boneindex+0) * v->org[3];
v->normal[1] = DotProduct(normals[mvert[v->vertexindex]], inversepose+9*v->boneindex+3) * v->org[3];
v->normal[2] = DotProduct(normals[mvert[v->vertexindex]], inversepose+9*v->boneindex+6) * v->org[3];
}
if (model->ofs_skel_norm)
memcpy((char*)model + model->ofs_skel_norm, normals, numverts*sizeof(vec3_t));
//FIXME: save off the xyz+normals for this base pose as an optimisation for world objects.
Z_Free(inversepose);
Z_Free(normals);
Z_Free(xyz);
Z_Free(mvert);
model = next;
modnum++;
}
return maxvdist+maxbdist;
#else
return 0;
#endif
}
static int Alias_BuildLerps(float plerp[4], float *pose[4], int numbones, galiasgroup_t *g1, galiasgroup_t *g2, float lerpfrac, float fg1time, float fg2time)
{
int frame1;
int frame2;
float mlerp; //minor lerp, poses within a group.
int l = 0;
if (g1 == g2)
lerpfrac = 0;
if (fg1time < 0)
fg1time = 0;
mlerp = (fg1time)*g1->rate;
frame1=mlerp;
frame2=frame1+1;
mlerp-=frame1;
if (g1->loop)
{
frame1=frame1%g1->numposes;
frame2=frame2%g1->numposes;
}
else
{
frame1=(frame1>g1->numposes-1)?g1->numposes-1:frame1;
frame2=(frame2>g1->numposes-1)?g1->numposes-1:frame2;
}
if (frame1 == frame2 || r_noframegrouplerp.ival)
mlerp = 0;
plerp[l] = (1-mlerp)*(1-lerpfrac);
if (plerp[l]>0)
pose[l++] = (float *)((char *)g1 + g1->poseofs + sizeof(float)*numbones*12*frame1);
plerp[l] = (mlerp)*(1-lerpfrac);
if (plerp[l]>0)
pose[l++] = (float *)((char *)g1 + g1->poseofs + sizeof(float)*numbones*12*frame2);
if (lerpfrac)
{
if (fg2time < 0)
fg2time = 0;
mlerp = (fg2time)*g2->rate;
frame1=mlerp;
frame2=frame1+1;
mlerp-=frame1;
if (g2->loop)
{
frame1=frame1%g2->numposes;
frame2=frame2%g2->numposes;
}
else
{
frame1=(frame1>g2->numposes-1)?g2->numposes-1:frame1;
frame2=(frame2>g2->numposes-1)?g2->numposes-1:frame2;
}
if (frame1 == frame2 || r_noframegrouplerp.ival)
mlerp = 0;
plerp[l] = (1-mlerp)*(lerpfrac);
if (plerp[l]>0)
pose[l++] = (float *)((char *)g2 + g2->poseofs + sizeof(float)*numbones*12*frame1);
plerp[l] = (mlerp)*(lerpfrac);
if (plerp[l]>0)
pose[l++] = (float *)((char *)g2 + g2->poseofs + sizeof(float)*numbones*12*frame2);
}
return l;
}
//ignores any skeletal objects
int Alias_GetBoneRelations(galiasinfo_t *inf, framestate_t *fstate, float *result, int firstbone, int lastbones)
{
#ifdef SKELETALMODELS
if (inf->numbones)
{
galiasbone_t *bone;
galiasgroup_t *g1, *g2;
float *matrix; //the matrix for a single bone in a single pose.
int b, k; //counters
float *pose[4]; //the per-bone matricies (one for each pose)
float plerp[4]; //the ammount of that pose to use (must combine to 1)
int numposes = 0;
int frame1, frame2;
float f1time, f2time;
float f2ness;
int bonegroup;
int cbone = 0;
int endbone;
if (lastbones > inf->numbones)
lastbones = inf->numbones;
if (!lastbones)
return 0;
for (bonegroup = 0; bonegroup < FS_COUNT; bonegroup++)
{
endbone = fstate->g[bonegroup].endbone;
if (bonegroup == FS_COUNT-1 || endbone > lastbones)
endbone = lastbones;
if (endbone == cbone)
continue;
frame1 = fstate->g[bonegroup].frame[0];
frame2 = fstate->g[bonegroup].frame[1];
f1time = fstate->g[bonegroup].frametime[0];
f2time = fstate->g[bonegroup].frametime[1];
f2ness = fstate->g[bonegroup].lerpfrac;
//FIXME: fixup these framestates earlier, because this just isn't nice
if (frame1 < 0 || frame1 >= inf->groups)
{
if (frame2 < 0 || frame2 >= inf->groups || f2ness == 0)
{
if (bonegroup != FS_COUNT-1)
continue; //just ignore this group
//there's no escaping it, both are bad. use the base pose
f2ness = 0;
frame1 = frame2 = 0;
}
else
{
//kill it, just use frame2
f2ness = 1;
frame1 = frame2;
}
}
else
{
if (frame2 < 0 || frame2 >= inf->groups)
{
//kill this anim
f2ness = 0;
frame2 = frame1;
}
}
bone = (galiasbone_t*)((char*)inf + inf->ofsbones);
//the higher level merges old/new anims, but we still need to blend between automated frame-groups.
g1 = (galiasgroup_t*)((char *)inf + inf->groupofs + sizeof(galiasgroup_t)*frame1);
g2 = (galiasgroup_t*)((char *)inf + inf->groupofs + sizeof(galiasgroup_t)*frame2);
if (!g1->isheirachical)
return 0;
if (!g2->isheirachical)
g2 = g1;
numposes = Alias_BuildLerps(plerp, pose, inf->numbones, g1, g2, f2ness, f1time, f2time);
if (numposes == 1)
{
memcpy(result, pose[0]+cbone*12, (lastbones-cbone)*12*sizeof(float));
result += (lastbones-cbone)*12;
cbone = lastbones;
}
else
{
//set up the identity matrix
for (; cbone < lastbones; cbone++)
{
//set up the per-bone transform matrix
for (k = 0;k < 12;k++)
result[k] = 0;
for (b = 0;b < numposes;b++)
{
matrix = pose[b] + cbone*12;
for (k = 0;k < 12;k++)
result[k] += matrix[k] * plerp[b];
}
result += 12;
}
}
}
return cbone;
}
#endif
return 0;
}
//_may_ write into bonepose, return value is the real result. obtains absolute values
float *Alias_GetBonePositions(galiasinfo_t *inf, framestate_t *fstate, float *buffer, int buffersize, qboolean renderable)
{
#ifdef SKELETALMODELS
float relationsbuf[MAX_BONES][12];
float *relations = NULL;
galiasbone_t *bones = (galiasbone_t *)((char*)inf+inf->ofsbones);
int numbones;
if (buffersize < inf->numbones)
numbones = 0;
else if (fstate->bonestate && fstate->bonecount >= inf->numbones)
{
relations = fstate->bonestate;
numbones = inf->numbones;
if (fstate->boneabs)
{
/*we may need to invert by the inverse of the base pose to get the bones into the proper positions*/
if (!inf->numswtransforms && renderable)
{
int i;
for (i = 0; i < inf->numbones; i++)
{
R_ConcatTransforms((void*)(relations + i*12), (void*)(bones[i].inverse), (void*)(buffer + i*12));
}
return buffer;
}
return relations;
}
}
else
{
numbones = Alias_GetBoneRelations(inf, fstate, (float*)relationsbuf, 0, inf->numbones);
if (numbones == inf->numbones)
relations = (float*)relationsbuf;
}
if (relations)
{
int i, k;
if (!inf->numswtransforms && renderable)
{
float absbuf[MAX_BONES][12];
for (i = 0; i < numbones; i++)
{
if (bones[i].parent >= 0)
R_ConcatTransforms((void*)(absbuf[bones[i].parent]), (void*)((float*)relations+i*12), (void*)absbuf[i]);
else
for (k = 0;k < 12;k++) //parentless
absbuf[i][k] = ((float*)relations)[i*12+k];
R_ConcatTransforms((void*)absbuf[i], (void*)bones[i].inverse, (void*)(buffer+i*12));
}
}
else
{
for (i = 0; i < numbones; i++)
{
if (bones[i].parent >= 0)
R_ConcatTransforms((void*)(buffer + bones[i].parent*12), (void*)((float*)relations+i*12), (void*)(buffer+i*12));
else
for (k = 0;k < 12;k++) //parentless
buffer[i*12+k] = ((float*)relations)[i*12+k];
}
}
return buffer;
}
else
{
int i, k;
int l=0;
float plerp[4];
float *pose[4];
int numposes;
int f;
float lerpfrac = fstate->g[FS_REG].lerpfrac;
galiasgroup_t *g1, *g2;
//galiasbone_t *bones = (galiasbone_t *)((char*)inf+inf->ofsbones); //unsed variable
if (buffersize < inf->numbones)
return NULL;
f = fstate->g[FS_REG].frame[0];
if (f < 0 || f >= inf->groups)
f = 0;
g1 = (galiasgroup_t*)((char *)inf + inf->groupofs + sizeof(galiasgroup_t)*bound(0, f, inf->groups-1));
f = fstate->g[FS_REG].frame[1];
if (f < 0 || f >= inf->groups)
g2 = g1;
else
g2 = (galiasgroup_t*)((char *)inf + inf->groupofs + sizeof(galiasgroup_t)*bound(0, f, inf->groups-1));
if (g2->isheirachical)
g2 = g1;
numposes = Alias_BuildLerps(plerp, pose, inf->numbones, g1, g2, lerpfrac, fstate->g[FS_REG].frametime[0], fstate->g[FS_REG].frametime[1]);
{
//this is not hierachal, using base frames is not a good idea.
//just blend the poses here
if (numposes == 1)
return pose[0];
else if (numposes == 2)
{
for (i = 0; i < inf->numbones*12; i++)
{
((float*)buffer)[i] = pose[0][i]*plerp[0] + pose[1][i]*plerp[1];
}
}
else
{
for (i = 0; i < inf->numbones; i++)
{
for (l = 0; l < 12; l++)
buffer[i*12+l] = 0;
for (k = 0; k < numposes; k++)
{
for (l = 0; l < 12; l++)
buffer[i*12+l] += pose[k][i*12+l] * plerp[k];
}
}
}
}
return buffer;
}
#endif
return NULL;
}
static void R_LerpBones(float *plerp, float **pose, int poses, galiasbone_t *bones, int bonecount, float bonepose[MAX_BONES][12])
{
int i, k, b;
float *matrix, m[12];
if (poses == 1)
{
// vertex weighted skeletal
// interpolate matrices and concatenate them to their parents
for (i = 0;i < bonecount;i++)
{
matrix = pose[0] + i*12;
if (bones[i].parent >= 0)
R_ConcatTransforms((void*)bonepose[bones[i].parent], (void*)matrix, (void*)bonepose[i]);
else
for (k = 0;k < 12;k++) //parentless
bonepose[i][k] = matrix[k];
}
}
else
{
// vertex weighted skeletal
// interpolate matrices and concatenate them to their parents
for (i = 0;i < bonecount;i++)
{
for (k = 0;k < 12;k++)
m[k] = 0;
for (b = 0;b < poses;b++)
{
matrix = pose[b] + i*12;
for (k = 0;k < 12;k++)
m[k] += matrix[k] * plerp[b];
}
if (bones[i].parent >= 0)
R_ConcatTransforms((void*)bonepose[bones[i].parent], (void*)m, (void*)bonepose[i]);
else
for (k = 0;k < 12;k++) //parentless
bonepose[i][k] = m[k];
}
}
}
#endif
#if defined(D3DQUAKE) || defined(GLQUAKE)
struct
{
int numcolours;
avec4_t *colours;
int numcoords;
vecV_t *coords;
int numnorm;
vec3_t *norm;
int surfnum;
entity_t *ent;
#ifdef SKELETALMODELS
float bonepose[MAX_BONES*12];
float *usebonepose;
int bonecount;
#endif
vecV_t *acoords1;
vecV_t *acoords2;
vec3_t *anorm;
vec3_t *anorms;
vec3_t *anormt;
vbo_t vbo;
vbo_t *vbop;
} meshcache;
//#define SSE_INTRINSICS
#ifdef SSE_INTRINSICS
#include <xmmintrin.h>
#endif
void R_LightArraysByte_BGR(const entity_t *entity, vecV_t *coords, byte_vec4_t *colours, int vertcount, vec3_t *normals)
{
int i;
int c;
float l;
byte_vec4_t ambientlightb;
byte_vec4_t shadelightb;
const float *lightdir = entity->light_dir;
for (i = 0; i < 3; i++)
{
l = entity->light_avg[2-i]*255;
ambientlightb[i] = bound(0, l, 255);
l = entity->light_range[2-i]*255;
shadelightb[i] = bound(0, l, 255);
}
if (ambientlightb[0] == shadelightb[0] && ambientlightb[1] == shadelightb[1] && ambientlightb[2] == shadelightb[2])
{
for (i = vertcount-1; i >= 0; i--)
{
*(int*)colours[i] = *(int*)ambientlightb;
// colours[i][0] = ambientlightb[0];
// colours[i][1] = ambientlightb[1];
// colours[i][2] = ambientlightb[2];
}
}
else
{
for (i = vertcount-1; i >= 0; i--)
{
l = DotProduct(normals[i], lightdir);
c = l*shadelightb[0];
c += ambientlightb[0];
colours[i][0] = bound(0, c, 255);
c = l*shadelightb[1];
c += ambientlightb[1];
colours[i][1] = bound(0, c, 255);
c = l*shadelightb[2];
c += ambientlightb[2];
colours[i][2] = bound(0, c, 255);
}
}
}
void R_LightArrays(const entity_t *entity, vecV_t *coords, avec4_t *colours, int vertcount, vec3_t *normals, float scale)
{
extern cvar_t r_vertexdlights;
int i;
float l;
//float *lightdir = currententity->light_dir; //unused variable
if (!entity->light_range[0] && !entity->light_range[1] && !entity->light_range[2])
{
for (i = vertcount-1; i >= 0; i--)
{
colours[i][0] = entity->light_avg[0];
colours[i][1] = entity->light_avg[1];
colours[i][2] = entity->light_avg[2];
}
}
else
{
vec3_t la, lr;
VectorScale(entity->light_avg, scale, la);
VectorScale(entity->light_range, scale, lr);
#ifdef SSE_INTRINSICS
__m128 va, vs, vl, vr;
va = _mm_load_ps(ambientlight);
vs = _mm_load_ps(shadelight);
va.m128_f32[3] = 0;
vs.m128_f32[3] = 1;
#endif
/*dotproduct will return a value between 1 and -1, so increase the ambient to be correct for normals facing away from the light*/
for (i = vertcount-1; i >= 0; i--)
{
l = DotProduct(normals[i], entity->light_dir);
#ifdef SSE_INTRINSICS
vl = _mm_load1_ps(&l);
vr = _mm_mul_ss(va,vl);
vr = _mm_add_ss(vr,vs);
_mm_storeu_ps(colours[i], vr);
//stomp on colour[i][3] (will be set to 1)
#else
colours[i][0] = l*lr[0]+la[0];
colours[i][1] = l*lr[1]+la[1];
colours[i][2] = l*lr[2]+la[2];
#endif
}
}
if (r_vertexdlights.ival && r_dynamic.ival)
{
unsigned int lno, v;
vec3_t dir, rel;
float dot, d, a;
//don't include world lights
for (lno = rtlights_first; lno < RTL_FIRST; lno++)
{
if (cl_dlights[lno].radius)
{
VectorSubtract (cl_dlights[lno].origin,
entity->origin,
dir);
if (Length(dir)>cl_dlights[lno].radius+256) //far out man!
continue;
rel[0] = -DotProduct(dir, entity->axis[0]);
rel[1] = -DotProduct(dir, entity->axis[1]);
rel[2] = -DotProduct(dir, entity->axis[2]);
for (v = 0; v < vertcount; v++)
{
VectorSubtract(coords[v], rel, dir);
dot = DotProduct(dir, normals[v]);
if (dot>0)
{
d = DotProduct(dir, dir);
a = 1/d;
if (a>0)
{
a *= 10000000*dot/sqrt(d);
colours[v][0] += a*cl_dlights[lno].color[0];
colours[v][1] += a*cl_dlights[lno].color[1];
colours[v][2] += a*cl_dlights[lno].color[2];
}
}
}
}
}
}
}
static void R_LerpFrames(mesh_t *mesh, galiaspose_t *p1, galiaspose_t *p2, float lerp, float expand)
{
extern cvar_t r_nolerp; // r_nolightdir is unused
float blerp = 1-lerp;
int i;
vecV_t *p1v, *p2v;
vec3_t *p1n, *p2n;
vec3_t *p1s, *p2s;
vec3_t *p1t, *p2t;
p1v = (vecV_t *)((char *)p1 + p1->ofsverts);
p2v = (vecV_t *)((char *)p2 + p2->ofsverts);
p1n = (vec3_t *)((char *)p1 + p1->ofsnormals);
p2n = (vec3_t *)((char *)p2 + p2->ofsnormals);
p1s = (vec3_t *)((char *)p1 + p1->ofssvector);
p2s = (vec3_t *)((char *)p2 + p2->ofssvector);
p1t = (vec3_t *)((char *)p1 + p1->ofstvector);
p2t = (vec3_t *)((char *)p2 + p2->ofstvector);
mesh->normals_array = p1n;
mesh->snormals_array = p1s;
mesh->tnormals_array = p1t;
mesh->colors4f_array = NULL;
if (p1v == p2v || r_nolerp.value)
{
mesh->normals_array = p1n;
mesh->snormals_array = p1s;
mesh->tnormals_array = p1t;
if (expand)
{
for (i = 0; i < mesh->numvertexes; i++)
{
mesh->xyz_array[i][0] = p1v[i][0] + p1n[i][0]*expand;
mesh->xyz_array[i][1] = p1v[i][1] + p1n[i][1]*expand;
mesh->xyz_array[i][2] = p1v[i][2] + p1n[i][2]*expand;
}
return;
}
else
mesh->xyz_array = p1v;
}
else
{
for (i = 0; i < mesh->numvertexes; i++)
{
mesh->normals_array[i][0] = p1n[i][0]*lerp + p2n[i][0]*blerp;
mesh->normals_array[i][1] = p1n[i][1]*lerp + p2n[i][1]*blerp;
mesh->normals_array[i][2] = p1n[i][2]*lerp + p2n[i][2]*blerp;
mesh->xyz_array[i][0] = p1v[i][0]*lerp + p2v[i][0]*blerp;
mesh->xyz_array[i][1] = p1v[i][1]*lerp + p2v[i][1]*blerp;
mesh->xyz_array[i][2] = p1v[i][2]*lerp + p2v[i][2]*blerp;
}
if (expand)
{
for (i = 0; i < mesh->numvertexes; i++)
{
mesh->xyz_array[i][0] += mesh->normals_array[i][0]*expand;
mesh->xyz_array[i][1] += mesh->normals_array[i][1]*expand;
mesh->xyz_array[i][2] += mesh->normals_array[i][2]*expand;
}
}
}
}
#ifdef SKELETALMODELS
#ifndef SERVERONLY
static void Alias_BuildSkeletalMesh(mesh_t *mesh, float *bonepose, galiasinfo_t *inf)
{
galisskeletaltransforms_t *weights = (galisskeletaltransforms_t *)((char*)inf+inf->ofsswtransforms);
int numweights = inf->numswtransforms;
if (inf->ofs_skel_idx)
{
float *fte_restrict xyzout = mesh->xyz_array[0];
float *fte_restrict normout = mesh->normals_array[0];
qbyte *fte_restrict bidx = (qbyte*)((char*)inf + inf->ofs_skel_idx);
float *fte_restrict xyzin = (float*)((char*)inf + inf->ofs_skel_xyz);
float *fte_restrict normin = (float*)((char*)inf + inf->ofs_skel_norm);
// float *fte_restrict svect = (float*)((char*)inf + inf->ofs_skel_svect);
// float *fte_restrict tvect = (float*)((char*)inf + inf->ofs_skel_tvect);
float *fte_restrict weight = (float*)((char*)inf + inf->ofs_skel_weight);
Alias_TransformVerticies_VN(bonepose, inf->numverts, bidx, weight, xyzin, xyzout, normin, normout);
// Alias_TransformVerticies_3(bonepose, inf->numverts, bidx, weight, svect, mesh->snormals_array[0]);
// Alias_TransformVerticies_3(bonepose, inf->numverts, bidx, weight, tvect, mesh->tnormals_array[0]);
}
else
{
memset(mesh->xyz_array, 0, mesh->numvertexes*sizeof(vecV_t));
memset(mesh->normals_array, 0, mesh->numvertexes*sizeof(vec3_t));
Alias_TransformVerticies_SW(bonepose, weights, numweights, mesh->xyz_array, mesh->normals_array);
}
}
#ifdef GLQUAKE
#include "glquake.h"
static void Alias_GLDrawSkeletalBones(galiasbone_t *bones, float *bonepose, int bonecount)
{
PPL_RevertToKnownState();
BE_SelectEntity(currententity);
qglColor3f(1, 0, 0);
{
int i;
int p;
vec3_t org, dest;
qglBegin(GL_LINES);
for (i = 0; i < bonecount; i++)
{
p = bones[i].parent;
if (p < 0)
p = 0;
qglVertex3f(bonepose[i*12+3], bonepose[i*12+7], bonepose[i*12+11]);
qglVertex3f(bonepose[p*12+3], bonepose[p*12+7], bonepose[p*12+11]);
}
qglEnd();
qglColor3f(1, 1, 1);
qglBegin(GL_LINES);
for (i = 0; i < bonecount; i++)
{
p = bones[i].parent;
if (p < 0)
p = 0;
org[0] = bonepose[i*12+3]; org[1] = bonepose[i*12+7]; org[2] = bonepose[i*12+11];
qglVertex3fv(org);
qglVertex3f(bonepose[p*12+3], bonepose[p*12+7], bonepose[p*12+11]);
dest[0] = org[0]+bonepose[i*12+0];dest[1] = org[1]+bonepose[i*12+1];dest[2] = org[2]+bonepose[i*12+2];
qglVertex3fv(org);
qglVertex3fv(dest);
qglVertex3fv(dest);
qglVertex3f(bonepose[p*12+3], bonepose[p*12+7], bonepose[p*12+11]);
dest[0] = org[0]+bonepose[i*12+4];dest[1] = org[1]+bonepose[i*12+5];dest[2] = org[2]+bonepose[i*12+6];
qglVertex3fv(org);
qglVertex3fv(dest);
qglVertex3fv(dest);
qglVertex3f(bonepose[p*12+3], bonepose[p*12+7], bonepose[p*12+11]);
dest[0] = org[0]+bonepose[i*12+8];dest[1] = org[1]+bonepose[i*12+9];dest[2] = org[2]+bonepose[i*12+10];
qglVertex3fv(org);
qglVertex3fv(dest);
qglVertex3fv(dest);
qglVertex3f(bonepose[p*12+3], bonepose[p*12+7], bonepose[p*12+11]);
}
qglEnd();
// mesh->numindexes = 0; //don't draw this mesh, as that would obscure the bones. :(
}
}
#endif //GLQUAKE
#endif //!SERVERONLY
#endif //SKELETALMODELS
void Alias_FlushCache(void)
{
meshcache.ent = NULL;
}
void Alias_Shutdown(void)
{
if (meshcache.colours)
BZ_Free(meshcache.colours);
meshcache.colours = NULL;
meshcache.numcolours = 0;
if (meshcache.norm)
BZ_Free(meshcache.norm);
meshcache.norm = NULL;
meshcache.numnorm = 0;
if (meshcache.coords)
BZ_Free(meshcache.coords);
meshcache.coords = NULL;
meshcache.numcoords = 0;
}
qboolean Alias_GAliasBuildMesh(mesh_t *mesh, vbo_t **vbop, galiasinfo_t *inf, int surfnum, entity_t *e, qboolean usebones)
{
extern cvar_t r_nolerp;
galiasgroup_t *g1, *g2;
int frame1;
int frame2;
float lerp;
float fg1time;
float fg2time;
if (!inf->groups)
{
Con_DPrintf("Model with no frames (%s)\n", e->model->name);
return false;
}
if (meshcache.numcolours < inf->numverts)
{
if (meshcache.colours)
BZ_Free(meshcache.colours);
meshcache.colours = BZ_Malloc(sizeof(*meshcache.colours)*inf->numverts);
meshcache.numcolours = inf->numverts;
}
if (meshcache.numnorm < inf->numverts)
{
if (meshcache.norm)
BZ_Free(meshcache.norm);
meshcache.norm = BZ_Malloc(sizeof(*meshcache.norm)*inf->numverts*3);
meshcache.numnorm = inf->numverts;
}
if (meshcache.numcoords < inf->numverts)
{
if (meshcache.coords)
BZ_Free(meshcache.coords);
meshcache.coords = BZ_Malloc(sizeof(*meshcache.coords)*inf->numverts);
meshcache.numcoords = inf->numverts;
}
mesh->numvertexes = inf->numverts;
mesh->indexes = (index_t*)((char *)inf + inf->ofs_indexes);
mesh->numindexes = inf->numindexes;
mesh->st_array = (vec2_t*)((char *)inf + inf->ofs_st_array);
mesh->trneighbors = (int *)((char *)inf + inf->ofs_trineighbours);
mesh->colors4f_array = meshcache.colours;
if (meshcache.surfnum == inf->shares_verts && meshcache.ent == e)
{
mesh->xyz_array = meshcache.acoords1;
mesh->xyz2_array = meshcache.acoords2;
mesh->normals_array = meshcache.anorm;
mesh->snormals_array = meshcache.anorms;
mesh->tnormals_array = meshcache.anormt;
if (vbop)
*vbop = meshcache.vbop;
#ifdef SKELETALMODELS
if (meshcache.usebonepose)
{
mesh->bonenums = (byte_vec4_t*)((char*)inf + inf->ofs_skel_idx);
mesh->boneweights = (vec4_t*)((char*)inf + inf->ofs_skel_weight);
mesh->bones = meshcache.usebonepose;
mesh->numbones = inf->numbones;
}
#endif
return false; //don't generate the new vertex positions. We still have them all.
}
meshcache.surfnum = inf->shares_verts;
meshcache.ent = e;
#ifndef SERVERONLY
mesh->st_array = (vec2_t*)((char *)inf + inf->ofs_st_array);
mesh->trneighbors = (int *)((char *)inf + inf->ofs_trineighbours);
mesh->normals_array = meshcache.norm;
mesh->snormals_array = meshcache.norm+meshcache.numnorm;
mesh->tnormals_array = meshcache.norm+meshcache.numnorm*2;
#endif
mesh->xyz_array = meshcache.coords;
//we don't support meshes with one pose skeletal and annother not.
//we don't support meshes with one group skeletal and annother not.
#ifdef SKELETALMODELS
meshcache.usebonepose = NULL;
meshcache.vbop = NULL;
if (vbop)
*vbop = NULL;
if (inf->ofs_skel_xyz && !inf->ofs_skel_weight)
{
//if we have skeletal xyz info, but no skeletal weights, then its a partial model that cannot possibly be animated.
meshcache.usebonepose = NULL;
mesh->xyz_array = (vecV_t*)((char*)inf + inf->ofs_skel_xyz);
mesh->xyz2_array = NULL;
mesh->normals_array = (vec3_t*)((char*)inf + inf->ofs_skel_norm);
mesh->snormals_array = (vec3_t*)((char*)inf + inf->ofs_skel_svect);
mesh->tnormals_array = (vec3_t*)((char*)inf + inf->ofs_skel_tvect);
if (vbop)
{
meshcache.vbo.indicies = inf->vboindicies;
meshcache.vbo.indexcount = inf->numindexes;
meshcache.vbo.vertcount = inf->numverts;
meshcache.vbo.texcoord = inf->vbotexcoords;
meshcache.vbo.coord = inf->vbo_skel_verts;
memset(&meshcache.vbo.coord2, 0, sizeof(meshcache.vbo.coord2));
meshcache.vbo.normals = inf->vbo_skel_normals;
meshcache.vbo.svector = inf->vbo_skel_svector;
meshcache.vbo.tvector = inf->vbo_skel_tvector;
meshcache.vbo.bonenums = inf->vbo_skel_bonenum;
meshcache.vbo.boneweights = inf->vbo_skel_bweight;
if (meshcache.vbo.indicies.dummy)
*vbop = meshcache.vbop = &meshcache.vbo;
}
}
else if (inf->numbones)
{
mesh->xyz2_array = NULL;
meshcache.usebonepose = Alias_GetBonePositions(inf, &e->framestate, meshcache.bonepose, MAX_BONES, true);
if (e->fatness || !inf->ofs_skel_idx || !usebones || inf->numswtransforms)
{
//software bone animation
//there are two ways to animate a skeleton, one is to transform
Alias_BuildSkeletalMesh(mesh, meshcache.usebonepose, inf);
#ifdef PEXT_FATNESS
if (e->fatness)
{
int i;
for (i = 0; i < mesh->numvertexes; i++)
{
VectorMA(mesh->xyz_array[i], e->fatness, mesh->normals_array[i], meshcache.coords[i]);
}
mesh->xyz_array = meshcache.coords;
}
#endif
#ifdef GLQUAKE
if (!inf->numswtransforms && qrenderer == QR_OPENGL)
{
Alias_GLDrawSkeletalBones((galiasbone_t*)((char*)inf + inf->ofsbones), (float *)meshcache.usebonepose, inf->numbones);
}
#endif
meshcache.usebonepose = NULL;
}
else
{
//hardware bone animation
mesh->xyz_array = (vecV_t*)((char*)inf + inf->ofs_skel_xyz);
mesh->normals_array = (vec3_t*)((char*)inf + inf->ofs_skel_norm);
mesh->snormals_array = (vec3_t*)((char*)inf + inf->ofs_skel_svect);
mesh->tnormals_array = (vec3_t*)((char*)inf + inf->ofs_skel_tvect);
}
}
else
#endif
{
frame1 = e->framestate.g[FS_REG].frame[0];
frame2 = e->framestate.g[FS_REG].frame[1];
lerp = e->framestate.g[FS_REG].lerpfrac;
fg1time = e->framestate.g[FS_REG].frametime[0];
fg2time = e->framestate.g[FS_REG].frametime[1];
if (frame1 < 0)
{
Con_DPrintf("Negative frame (%s)\n", e->model->name);
frame1 = 0;
}
if (frame2 < 0)
{
Con_DPrintf("Negative frame (%s)\n", e->model->name);
frame2 = frame1;
}
if (frame1 >= inf->groups)
{
Con_DPrintf("Too high frame %i (%s)\n", frame1, e->model->name);
frame1 %= inf->groups;
}
if (frame2 >= inf->groups)
{
Con_DPrintf("Too high frame %i (%s)\n", frame2, e->model->name);
frame2 = frame1;
}
if (lerp <= 0)
frame2 = frame1;
else if (lerp >= 1)
frame1 = frame2;
g1 = (galiasgroup_t*)((char *)inf + inf->groupofs + sizeof(galiasgroup_t)*frame1);
g2 = (galiasgroup_t*)((char *)inf + inf->groupofs + sizeof(galiasgroup_t)*frame2);
if (g1 == g2) //lerping within group is only done if not changing group
{
lerp = fg1time*g1->rate;
if (lerp < 0) lerp = 0; //hrm
frame1=lerp;
frame2=frame1+1;
lerp-=frame1;
if (r_noframegrouplerp.ival)
lerp = 0;
if (g1->loop)
{
frame1=frame1%g1->numposes;
frame2=frame2%g1->numposes;
}
else
{
frame1=(frame1>g1->numposes-1)?g1->numposes-1:frame1;
frame2=(frame2>g1->numposes-1)?g1->numposes-1:frame2;
}
}
else //don't bother with a four way lerp. Yeah, this will produce jerkyness with models with just framegroups.
{
frame1=0;
frame2=0;
}
if (r_shadow_realtime_world.ival || r_shadow_realtime_dlight.ival || qrenderer != QR_OPENGL)
{
mesh->xyz2_array = NULL;
mesh->xyz_blendw[0] = 1;
mesh->xyz_blendw[1] = 0;
R_LerpFrames(mesh, (galiaspose_t *)((char *)g1 + g1->poseofs + sizeof(galiaspose_t)*frame1),
(galiaspose_t *)((char *)g2 + g2->poseofs + sizeof(galiaspose_t)*frame2),
1-lerp, e->fatness);
}
else
{
galiaspose_t *p1 = (galiaspose_t *)((char *)g1 + g1->poseofs + sizeof(galiaspose_t)*frame1);
galiaspose_t *p2 = (galiaspose_t *)((char *)g2 + g2->poseofs + sizeof(galiaspose_t)*frame2);
mesh->normals_array = (vec3_t *)((char *)p1 + p1->ofsnormals);
mesh->snormals_array = (vec3_t *)((char *)p1 + p1->ofssvector);
mesh->tnormals_array = (vec3_t *)((char *)p1 + p1->ofstvector);
meshcache.vbo.indicies = inf->vboindicies;
meshcache.vbo.indexcount = inf->numindexes;
meshcache.vbo.vertcount = inf->numverts;
meshcache.vbo.texcoord = inf->vbotexcoords;
meshcache.vbo.normals = p1->vbonormals;
meshcache.vbo.svector = p1->vbosvector;
meshcache.vbo.tvector = p1->vbotvector;
if (p1 == p2 || r_nolerp.ival)
{
meshcache.vbo.coord = p1->vboverts;
memset(&meshcache.vbo.coord2, 0, sizeof(meshcache.vbo.coord2));
mesh->xyz_array = (vecV_t *)((char *)p1 + p1->ofsverts);
mesh->xyz2_array = NULL;
}
else
{
meshcache.vbo.coord = p1->vboverts;
meshcache.vbo.coord2 = p2->vboverts;
mesh->xyz_blendw[0] = 1-lerp;
mesh->xyz_blendw[1] = lerp;
mesh->xyz_array = (vecV_t *)((char *)p1 + p1->ofsverts);
mesh->xyz2_array = (vecV_t *)((char *)p2 + p2->ofsverts);
}
if (vbop && meshcache.vbo.indicies.dummy)
*vbop = meshcache.vbop = &meshcache.vbo;
}
}
meshcache.acoords1 = mesh->xyz_array;
meshcache.acoords2 = mesh->xyz2_array;
meshcache.anorm = mesh->normals_array;
meshcache.anorms = mesh->snormals_array;
meshcache.anormt = mesh->tnormals_array;
if (vbop)
meshcache.vbop = *vbop;
#ifdef SKELETALMODELS
if (meshcache.usebonepose)
{
mesh->bonenums = (byte_vec4_t*)((char*)inf + inf->ofs_skel_idx);
mesh->boneweights = (vec4_t*)((char*)inf + inf->ofs_skel_weight);
mesh->bones = meshcache.usebonepose;
mesh->numbones = inf->numbones;
}
#endif
return true; //to allow the mesh to be dlighted.
}
#endif
//The whole reason why model loading is supported in the server.
qboolean Mod_Trace(model_t *model, int forcehullnum, int frame, vec3_t axis[3], vec3_t start, vec3_t end, vec3_t mins, vec3_t maxs, unsigned int contentsmask, trace_t *trace)
{
galiasinfo_t *mod = Mod_Extradata(model);
galiasgroup_t *group;
galiaspose_t *pose;
int i;
float *p1, *p2, *p3;
vec3_t edge1, edge2, edge3;
vec3_t normal;
vec3_t edgenormal;
float planedist;
float diststart, distend;
float frac;
// float temp;
vec3_t impactpoint;
vecV_t *posedata;
index_t *indexes;
int surfnum = 0;
int cursurfnum = -1;
while(mod)
{
indexes = (index_t*)((char*)mod + mod->ofs_indexes);
group = (galiasgroup_t*)((char*)mod + mod->groupofs);
pose = (galiaspose_t*)((char*)&group[0] + group[0].poseofs);
posedata = (vecV_t*)((char*)pose + pose->ofsverts);
#ifdef SKELETALMODELS
if (mod->numbones && mod->shares_verts != cursurfnum)
{
float bonepose[MAX_BONES][12];
posedata = alloca(mod->numverts*sizeof(vecV_t));
frac = 1;
if (group->isheirachical)
{
if (mod->shares_bones != cursurfnum)
R_LerpBones(&frac, (float**)posedata, 1, (galiasbone_t*)((char*)mod + mod->ofsbones), mod->numbones, bonepose);
Alias_TransformVerticies_SW((float*)bonepose, (galisskeletaltransforms_t*)((char*)mod + mod->ofsswtransforms), mod->numswtransforms, posedata, NULL);
}
else
Alias_TransformVerticies_SW((float*)posedata, (galisskeletaltransforms_t*)((char*)mod + mod->ofsswtransforms), mod->numswtransforms, posedata, NULL);
cursurfnum = mod->shares_verts;
}
#endif
for (i = 0; i < mod->numindexes; i+=3)
{
p1 = posedata[indexes[i+0]];
p2 = posedata[indexes[i+1]];
p3 = posedata[indexes[i+2]];
VectorSubtract(p1, p2, edge1);
VectorSubtract(p3, p2, edge2);
CrossProduct(edge1, edge2, normal);
planedist = DotProduct(p1, normal);
diststart = DotProduct(start, normal);
if (diststart <= planedist)
continue; //start on back side.
distend = DotProduct(end, normal);
if (distend >= planedist)
continue; //end on front side (as must start - doesn't cross).
frac = (diststart - planedist) / (diststart-distend);
if (frac >= trace->fraction) //already found one closer.
continue;
impactpoint[0] = start[0] + frac*(end[0] - start[0]);
impactpoint[1] = start[1] + frac*(end[1] - start[1]);
impactpoint[2] = start[2] + frac*(end[2] - start[2]);
// temp = DotProduct(impactpoint, normal)-planedist;
CrossProduct(edge1, normal, edgenormal);
// temp = DotProduct(impactpoint, edgenormal)-DotProduct(p2, edgenormal);
if (DotProduct(impactpoint, edgenormal) > DotProduct(p2, edgenormal))
continue;
CrossProduct(normal, edge2, edgenormal);
if (DotProduct(impactpoint, edgenormal) > DotProduct(p3, edgenormal))
continue;
VectorSubtract(p1, p3, edge3);
CrossProduct(normal, edge3, edgenormal);
if (DotProduct(impactpoint, edgenormal) > DotProduct(p1, edgenormal))
continue;
trace->fraction = frac;
VectorCopy(impactpoint, trace->endpos);
VectorCopy(normal, trace->plane.normal);
}
if (mod->nextsurf)
mod = (galiasinfo_t*)((char*)mod + mod->nextsurf);
else
mod = NULL;
surfnum++;
}
trace->allsolid = false;
return trace->fraction != 1;
}
static void Mod_ClampModelSize(model_t *mod)
{
#ifndef SERVERONLY
int i;
float rad=0, axis;
axis = (mod->maxs[0] - mod->mins[0]);
rad += axis*axis;
axis = (mod->maxs[1] - mod->mins[1]);
rad += axis*axis;
axis = (mod->maxs[2] - mod->mins[2]);
rad += axis*axis;
mod->tainted = false;
if (mod->engineflags & MDLF_DOCRC)
{
if (!strcmp(mod->name, "progs/eyes.mdl"))
{ //this is checked elsewhere to make sure the crc matches (this is to make sure the crc check was actually called)
if (mod->type != mod_alias || mod->fromgame != fg_quake || mod->flags)
mod->tainted = true;
}
}
mod->clampscale = 1;
for (i = 0; i < sizeof(clampedmodel)/sizeof(clampedmodel[0]); i++)
{
if (!strcmp(mod->name, clampedmodel[i].name))
{
if (rad > clampedmodel[i].furthestallowedextremety)
{
axis = clampedmodel[i].furthestallowedextremety;
mod->clampscale = axis/rad;
Con_DPrintf("\"%s\" will be clamped.\n", mod->name);
}
return;
}
}
Con_DPrintf("Don't know what size to clamp \"%s\" to (size:%f).\n", mod->name, rad);
#endif
}
#ifdef GLQUAKE
static int R_FindTriangleWithEdge (index_t *indexes, int numtris, int start, int end, int ignore)
{
int i;
int match, count;
count = 0;
match = -1;
for (i = 0; i < numtris; i++, indexes += 3)
{
if ( (indexes[0] == start && indexes[1] == end)
|| (indexes[1] == start && indexes[2] == end)
|| (indexes[2] == start && indexes[0] == end) ) {
if (i != ignore)
match = i;
count++;
} else if ( (indexes[1] == start && indexes[0] == end)
|| (indexes[2] == start && indexes[1] == end)
|| (indexes[0] == start && indexes[2] == end) ) {
count++;
}
}
// detect edges shared by three triangles and make them seams
if (count > 2)
match = -1;
return match;
}
static void Mod_BuildTriangleNeighbours ( int *neighbours, index_t *indexes, int numtris )
{
int i, *n;
index_t *index;
for (i = 0, index = indexes, n = neighbours; i < numtris; i++, index += 3, n += 3)
{
n[0] = R_FindTriangleWithEdge (indexes, numtris, index[1], index[0], i);
n[1] = R_FindTriangleWithEdge (indexes, numtris, index[2], index[1], i);
n[2] = R_FindTriangleWithEdge (indexes, numtris, index[0], index[2], i);
}
}
#endif
void Mod_CompileTriangleNeighbours(galiasinfo_t *galias)
{
#ifdef GLQUAKE
if (qrenderer != QR_OPENGL)
return;
if (r_shadow_realtime_dlight_shadows.ival || r_shadow_realtime_world_shadows.ival)
{
int *neighbours;
neighbours = Hunk_Alloc(sizeof(int)*galias->numindexes/3*3);
galias->ofs_trineighbours = (qbyte *)neighbours - (qbyte *)galias;
Mod_BuildTriangleNeighbours(neighbours, (index_t*)((char*)galias + galias->ofs_indexes), galias->numindexes/3);
}
#endif
}
------------------------------------------------------------------------ r4169 | acceptthis | 2013-01-17 08:55:12 +0000 (Thu, 17 Jan 2013) | 31 lines removed MAX_VISEDICTS limit. PEXT2_REPLACEMENTDELTAS tweaked, now has 4 million entity limit. still not enabled by default. TE_BEAM now maps to a separate TEQW_BEAM to avoid conflicts with QW. added android multitouch emulation for windows/rawinput (in_simulatemultitouch). split topcolor/bottomcolor from scoreboard, for dp's colormap|1024 feature. now using utf-8 for windows consoles. qcc warnings/errors now give clickable console links for quick+easy editing. disabled menutint when the currently active item changes contrast or gamma (for OneManClan). Added support for drawfont/drawfontscale. tweaked the qcvm a little to reduce the number of pointers. .doll file loading. still experimental and will likely crash. requires csqc active, even if its a dummy progs. this will be fixed in time. Still other things that need cleaning up. windows: gl_font "?" shows the standard windows font-selection dialog, and can be used to select windows fonts. not all work. and you probably don't want to use windings. fixed splitscreen support when playing mvds. added mini-scoreboards to splitscreen. editor/debugger now shows asm if there's no linenumber info. also, pressing f1 for help shows the shortcuts. Added support for .framegroups files for psk(psa) and iqm formats. True support for ezquake's colour codes. Mutually exclusive with background colours. path command output slightly more readable. added support for digest_hex (MD4, SHA1, CRC16). skingroups now colourmap correctly. Fix terrain colour hints, and litdata from the wrong bsp. fix ftp dual-homed issue. support epsv command, and enable ipv6 (eprt still not supported). remove d3d11 compilation from the makefile. the required headers are not provided by mingw, and are not available to the build bot, so don't bother. fix v *= v.x and similar opcodes. fteqcc: fixed support for áéíóú type chars in names. utf-8 files now properly supported (even with the utf-8 bom/identifier). utf-16 also supported. fteqcc: fixed '#if 1 == 3 && 4' parsing. fteqcc: -Werror acts on the warning, rather than as a separate error. Line numbers are thus more readable. fteqcc: copyright message now includes compile date instead. fteqccgui: the treeview control is now coloured depending on whether there were warnings/errors in the last compile. fteqccgui: the output window is now focused and scrolls down as compilation progresses. pr_dumpplatform command dumps out some pragmas to convert more serious warnings to errors. This is to avoid the infamous 'fteqcc sucks cos my code sucks' issue. rewrote prespawn/modelist/soundlist code. server tracks progress now. ------------------------------------------------------------------------ git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4167 fc73d0e0-1445-4013-8a0c-d673dee63da5
2013-03-12 22:29:40 +00:00
typedef struct
{
int firstpose;
int posecount;
float fps;
qboolean loop;
char name[MAX_QPATH];
} frameinfo_t;
static frameinfo_t *ParseFrameInfo(char *modelname, int *numgroups)
{
int count = 0;
int maxcount = 0;
char *line, *file;
frameinfo_t *frames = NULL;
line = file = FS_LoadMallocFile(va("%s.framegroups", modelname));
if (!file)
return NULL;
while(line && *line)
{
line = Cmd_TokenizeString(line, false, false);
if (Cmd_Argc())
{
if (count == maxcount)
{
maxcount += 32;
frames = realloc(frames, sizeof(*frames)*maxcount);
}
frames[count].firstpose = atoi(Cmd_Argv(0));
frames[count].posecount = atoi(Cmd_Argv(1));
frames[count].fps = atof(Cmd_Argv(2));
frames[count].loop = !!atoi(Cmd_Argv(3));
Q_strncpyz(frames[count].name, Cmd_Argv(4), sizeof(frames[count].name));
count++;
}
}
BZ_Free(file);
*numgroups = count;
return frames;
}
//called for non-skeletal model formats.
void Mod_BuildTextureVectors(galiasinfo_t *galias)
//vec3_t *vc, vec2_t *tc, vec3_t *nv, vec3_t *sv, vec3_t *tv, index_t *idx, int numidx, int numverts)
{
#ifndef SERVERONLY
int i, p;
galiasgroup_t *group;
galiaspose_t *pose;
vecV_t *vc;
vec3_t *nv, *sv, *tv;
vec2_t *tc;
index_t *idx;
int vbospace = 0;
vbobctx_t vboctx;
idx = (index_t*)((char*)galias + galias->ofs_indexes);
tc = (vec2_t*)((char*)galias + galias->ofs_st_array);
group = (galiasgroup_t*)((char*)galias + galias->groupofs);
//determine the amount of space we need for our vbos.
vbospace += sizeof(*tc) * galias->numverts;
for (i = 0; i < galias->groups; i++)
{
vbospace += group[i].numposes * galias->numverts * (sizeof(vecV_t)+sizeof(vec3_t)*3);
}
BE_VBO_Begin(&vboctx, vbospace);
BE_VBO_Data(&vboctx, tc, sizeof(*tc) * galias->numverts, &galias->vbotexcoords);
for (i = 0; i < galias->groups; i++, group++)
{
pose = (galiaspose_t*)((char*)group + group->poseofs);
for (p = 0; p < group->numposes; p++, pose++)
{
vc = (vecV_t *)((char*)pose + pose->ofsverts);
nv = (vec3_t *)((char*)pose + pose->ofsnormals);
if (pose->ofssvector != 0 && pose->ofstvector != 0)
{
sv = (vec3_t *)((char*)pose + pose->ofssvector);
tv = (vec3_t *)((char*)pose + pose->ofstvector);
Mod_AccumulateTextureVectors(vc, tc, nv, sv, tv, idx, galias->numindexes);
Mod_NormaliseTextureVectors(nv, sv, tv, galias->numverts);
}
else
{ //shouldn't really happen... make error?
sv = NULL;
tv = NULL;
}
BE_VBO_Data(&vboctx, vc, sizeof(*vc) * galias->numverts, &pose->vboverts);
BE_VBO_Data(&vboctx, nv, sizeof(*nv) * galias->numverts, &pose->vbonormals);
BE_VBO_Data(&vboctx, sv, sizeof(*sv) * galias->numverts, &pose->vbosvector);
BE_VBO_Data(&vboctx, tv, sizeof(*tv) * galias->numverts, &pose->vbotvector);
}
}
BE_VBO_Finish(&vboctx, idx, sizeof(*idx) * galias->numindexes, &galias->vboindicies);
#endif
}
#if defined(D3DQUAKE) || defined(GLQUAKE)
/*
=================
Mod_FloodFillSkin
Fill background pixels so mipmapping doesn't have haloes - Ed
=================
*/
typedef struct
{
short x, y;
} floodfill_t;
// must be a power of 2
#define FLOODFILL_FIFO_SIZE 0x1000
#define FLOODFILL_FIFO_MASK (FLOODFILL_FIFO_SIZE - 1)
#define FLOODFILL_STEP( off, dx, dy ) \
{ \
if (pos[off] == fillcolor) \
{ \
pos[off] = 255; \
fifo[inpt].x = x + (dx), fifo[inpt].y = y + (dy); \
inpt = (inpt + 1) & FLOODFILL_FIFO_MASK; \
} \
else if (pos[off] != 255) fdc = pos[off]; \
}
void Mod_FloodFillSkin( qbyte *skin, int skinwidth, int skinheight )
{
qbyte fillcolor = *skin; // assume this is the pixel to fill
floodfill_t fifo[FLOODFILL_FIFO_SIZE];
int inpt = 0, outpt = 0;
int filledcolor = -1;
int i;
if (filledcolor == -1)
{
filledcolor = 0;
// attempt to find opaque black
for (i = 0; i < 256; ++i)
if (d_8to24rgbtable[i] == (255 << 0)) // alpha 1.0
{
filledcolor = i;
break;
}
}
// can't fill to filled color or to transparent color (used as visited marker)
if ((fillcolor == filledcolor) || (fillcolor == 255))
{
//printf( "not filling skin from %d to %d\n", fillcolor, filledcolor );
return;
}
fifo[inpt].x = 0, fifo[inpt].y = 0;
inpt = (inpt + 1) & FLOODFILL_FIFO_MASK;
while (outpt != inpt)
{
int x = fifo[outpt].x, y = fifo[outpt].y;
int fdc = filledcolor;
qbyte *pos = &skin[x + skinwidth * y];
outpt = (outpt + 1) & FLOODFILL_FIFO_MASK;
if (x > 0) FLOODFILL_STEP( -1, -1, 0 );
if (x < skinwidth - 1) FLOODFILL_STEP( 1, 1, 0 );
if (y > 0) FLOODFILL_STEP( -skinwidth, 0, -1 );
if (y < skinheight - 1) FLOODFILL_STEP( skinwidth, 0, 1 );
skin[x + skinwidth * y] = fdc;
}
}
#endif
//additional skin loading
char ** skinfilelist;
int skinfilecount;
static qboolean VARGS Mod_TryAddSkin(const char *skinname, ...)
{
va_list argptr;
char string[MAX_QPATH];
//make sure we don't add it twice
int i;
va_start (argptr, skinname);
vsnprintf (string,sizeof(string)-1, skinname,argptr);
va_end (argptr);
string[MAX_QPATH-1] = '\0';
for (i = 0; i < skinfilecount; i++)
{
if (!strcmp(skinfilelist[i], string))
return true; //already added
}
if (!COM_FCheckExists(string))
return false;
skinfilelist = BZ_Realloc(skinfilelist, sizeof(*skinfilelist)*(skinfilecount+1));
skinfilelist[skinfilecount] = Z_Malloc(strlen(string)+1);
strcpy(skinfilelist[skinfilecount], string);
skinfilecount++;
return true;
}
int QDECL Mod_EnumerateSkins(const char *name, int size, void *param, void *spath)
{
Mod_TryAddSkin(name);
return true;
}
int Mod_BuildSkinFileList(char *modelname)
{
int i;
char skinfilename[MAX_QPATH];
//flush the old list
for (i = 0; i < skinfilecount; i++)
{
Z_Free(skinfilelist[i]);
skinfilelist[i] = NULL;
}
skinfilecount=0;
COM_StripExtension(modelname, skinfilename, sizeof(skinfilename));
//try and add numbered skins, and then try fixed names.
for (i = 0; ; i++)
{
if (!Mod_TryAddSkin("%s_%i.skin", modelname, i))
{
if (i == 0)
{
if (!Mod_TryAddSkin("%s_default.skin", skinfilename, i))
break;
}
else if (i == 1)
{
if (!Mod_TryAddSkin("%s_blue.skin", skinfilename, i))
break;
}
else if (i == 2)
{
if (!Mod_TryAddSkin("%s_red.skin", skinfilename, i))
break;
}
else if (i == 3)
{
if (!Mod_TryAddSkin("%s_green.skin", skinfilename, i))
break;
}
else if (i == 4)
{
if (!Mod_TryAddSkin("%s_yellow.skin", skinfilename, i))
break;
}
else
break;
}
}
// if (strstr(modelname, "lower") || strstr(modelname, "upper") || strstr(modelname, "head"))
// {
COM_EnumerateFiles(va("%s_*.skin", modelname), Mod_EnumerateSkins, NULL);
COM_EnumerateFiles(va("%s_*.skin", skinfilename), Mod_EnumerateSkins, NULL);
// }
// else
// COM_EnumerateFiles("*.skin", Mod_EnumerateSkins, NULL);
return skinfilecount;
}
//This is a hack. It uses an assuption about q3 player models.
void Mod_ParseQ3SkinFile(char *out, char *surfname, char *modelname, int skinnum, char *skinfilename)
{
const char *f = NULL, *p;
int len;
if (skinnum >= skinfilecount)
return;
if (skinfilename)
strcpy(skinfilename, skinfilelist[skinnum]);
f = COM_LoadTempMoreFile(skinfilelist[skinnum]);
while(f)
{
f = COM_ParseToken(f,NULL);
if (!f)
return;
if (!strcmp(com_token, "replace"))
{
f = COM_ParseToken(f, NULL);
len = strlen(com_token);
//copy surfname -> out, until we meet the part we need to replace
while(*surfname)
{
if (!strncmp(com_token, surfname, len))
//found it
{
surfname+=len;
f = COM_ParseToken(f, NULL);
p = com_token;
while(*p) //copy the replacement
*out++ = *p++;
while(*surfname) //copy the remaining
*out++ = *surfname++;
*out++ = '\0'; //we didn't find it.
return;
}
*out++ = *surfname++;
}
*out++ = '\0'; //we didn't find it.
return;
}
else
{
while(*f == ' ' || *f == '\t')
f++;
if (*f == ',')
{
if (!strcmp(com_token, surfname))
{
f++;
COM_ParseToken(f, NULL);
strcpy(out, com_token);
return;
}
}
}
p = strchr(f, '\n');
if (!p)
f = f+strlen(f);
else
f = p+1;
if (!*f)
break;
}
}
#if defined(D3DQUAKE) || defined(GLQUAKE)
shader_t *Mod_LoadSkinFile(shader_t **shaders, char *surfacename, int skinnumber, unsigned char *rawdata, int width, int height, unsigned char *palette)
{
shader_t *shader;
char shadername[MAX_QPATH];
Q_strncpyz(shadername, surfacename, sizeof(shadername));
Mod_ParseQ3SkinFile(shadername, surfacename, loadmodel->name, skinnumber, NULL);
shader = R_RegisterSkin(shadername, loadmodel->name);
R_BuildDefaultTexnums(&shader->defaulttextures, shader);
if (shader->flags & SHADER_NOIMAGE)
Con_Printf("Unable to load texture for shader \"%s\" for model \"%s\"\n", shader->name, loadmodel->name);
return shader;
}
#endif
//Q1 model loading
#if 1
static galiasinfo_t *galias;
static dmdl_t *pq1inmodel;
#define NUMVERTEXNORMALS 162
extern float r_avertexnormals[NUMVERTEXNORMALS][3];
// mdltype 0 = q1, 1 = qtest, 2 = rapo/h2
static void Alias_LoadPose(vecV_t *verts, vec3_t *normals, vec3_t *svec, vec3_t *tvec, dtrivertx_t *pinframe, int *seamremaps, int mdltype)
{
int j;
if (mdltype == 2)
{
for (j = 0; j < galias->numverts; j++)
{
verts[j][0] = pinframe[seamremaps[j]].v[0]*pq1inmodel->scale[0]+pq1inmodel->scale_origin[0];
verts[j][1] = pinframe[seamremaps[j]].v[1]*pq1inmodel->scale[1]+pq1inmodel->scale_origin[1];
verts[j][2] = pinframe[seamremaps[j]].v[2]*pq1inmodel->scale[2]+pq1inmodel->scale_origin[2];
#ifndef SERVERONLY
VectorCopy(r_avertexnormals[pinframe[seamremaps[j]].lightnormalindex], normals[j]);
#endif
}
}
else
{
for (j = 0; j < pq1inmodel->numverts; j++)
{
verts[j][0] = pinframe[j].v[0]*pq1inmodel->scale[0]+pq1inmodel->scale_origin[0];
verts[j][1] = pinframe[j].v[1]*pq1inmodel->scale[1]+pq1inmodel->scale_origin[1];
verts[j][2] = pinframe[j].v[2]*pq1inmodel->scale[2]+pq1inmodel->scale_origin[2];
#ifndef SERVERONLY
VectorCopy(r_avertexnormals[pinframe[j].lightnormalindex], normals[j]);
#endif
if (seamremaps[j] != j)
{
VectorCopy(verts[j], verts[seamremaps[j]]);
#ifndef SERVERONLY
VectorCopy(normals[j], normals[seamremaps[j]]);
#endif
}
}
}
}
static void *Alias_LoadFrameGroup (daliasframetype_t *pframetype, int *seamremaps, int mdltype)
{
galiaspose_t *pose;
galiasgroup_t *frame = (galiasgroup_t*)((char *)galias + galias->groupofs);
dtrivertx_t *pinframe;
daliasframe_t *frameinfo;
int i, k;
daliasgroup_t *ingroup;
daliasinterval_t *intervals;
float sinter;
vec3_t *normals, *svec, *tvec;
vecV_t *verts;
int aliasframesize = (mdltype == 1) ? sizeof(daliasframe_t)-16 : sizeof(daliasframe_t);
#ifdef SERVERONLY
normals = NULL;
svec = NULL;
tvec = NULL;
#endif
for (i = 0; i < pq1inmodel->numframes; i++)
{
switch(LittleLong(pframetype->type))
{
case ALIAS_SINGLE:
frameinfo = (daliasframe_t*)((char *)(pframetype+1)); // qtest aliasframe is a subset
pinframe = (dtrivertx_t*)((char*)frameinfo+aliasframesize);
#ifndef SERVERONLY
pose = (galiaspose_t *)Hunk_Alloc(sizeof(galiaspose_t) + (sizeof(vecV_t)+sizeof(vec3_t)*3)*galias->numverts);
#else
pose = (galiaspose_t *)Hunk_Alloc(sizeof(galiaspose_t) + (sizeof(vecV_t))*galias->numverts);
#endif
frame->poseofs = (char *)pose - (char *)frame;
frame->numposes = 1;
galias->groups++;
if (mdltype == 1)
frame->name[0] = '\0';
else
Q_strncpyz(frame->name, frameinfo->name, sizeof(frame->name));
verts = (vecV_t *)(pose+1);
pose->ofsverts = (char *)verts - (char *)pose;
#ifndef SERVERONLY
normals = (vec3_t*)&verts[galias->numverts];
svec = &normals[galias->numverts];
tvec = &svec[galias->numverts];
pose->ofsnormals = (char *)normals - (char *)pose;
pose->ofssvector = (char *)svec - (char *)pose;
pose->ofstvector = (char *)tvec - (char *)pose;
#endif
Alias_LoadPose(verts, normals, svec, tvec, pinframe, seamremaps, mdltype);
// GL_GenerateNormals((float*)verts, (float*)normals, (int *)((char *)galias + galias->ofs_indexes), galias->numindexes/3, galias->numverts);
pframetype = (daliasframetype_t *)&pinframe[pq1inmodel->numverts];
break;
case ALIAS_GROUP:
case ALIAS_GROUP_SWAPPED: // prerelease
ingroup = (daliasgroup_t *)(pframetype+1);
frame->numposes = LittleLong(ingroup->numframes);
#ifdef SERVERONLY
pose = (galiaspose_t *)Hunk_Alloc(frame->numposes*(sizeof(galiaspose_t) + sizeof(vecV_t)*galias->numverts));
verts = (vecV_t *)(pose+frame->numposes);
#else
pose = (galiaspose_t *)Hunk_Alloc(frame->numposes*(sizeof(galiaspose_t) + (sizeof(vecV_t)+sizeof(vec3_t)*3)*galias->numverts));
verts = (vecV_t *)(pose+frame->numposes);
normals = (vec3_t*)&verts[galias->numverts];
svec = &normals[galias->numverts];
tvec = &svec[galias->numverts];
#endif
frame->poseofs = (char *)pose - (char *)frame;
frame->loop = true;
galias->groups++;
intervals = (daliasinterval_t *)(ingroup+1);
sinter = LittleFloat(intervals->interval);
if (sinter <= 0)
sinter = 0.1;
frame->rate = 1/sinter;
pinframe = (dtrivertx_t *)(intervals+frame->numposes);
for (k = 0; k < frame->numposes; k++)
{
pose->ofsverts = (char *)verts - (char *)pose;
#ifndef SERVERONLY
pose->ofsnormals = (char *)normals - (char *)pose;
pose->ofssvector = (char *)svec - (char *)pose;
pose->ofstvector = (char *)tvec - (char *)pose;
#endif
frameinfo = (daliasframe_t*)pinframe;
pinframe = (dtrivertx_t *)((char *)frameinfo + aliasframesize);
if (k == 0)
{
if (mdltype == 1)
frame->name[0] = '\0';
else
Q_strncpyz(frame->name, frameinfo->name, sizeof(frame->name));
}
Alias_LoadPose(verts, normals, svec, tvec, pinframe, seamremaps, mdltype);
#ifndef SERVERONLY
verts = (vecV_t*)&tvec[galias->numverts];
normals = (vec3_t*)&verts[galias->numverts];
svec = &normals[galias->numverts];
tvec = &svec[galias->numverts];
#else
verts = &verts[galias->numverts];
#endif
pose++;
pinframe += pq1inmodel->numverts;
}
// GL_GenerateNormals((float*)verts, (float*)normals, (int *)((char *)galias + galias->ofs_indexes), galias->numindexes/3, galias->numverts);
pframetype = (daliasframetype_t *)pinframe;
break;
default:
Con_Printf(CON_ERROR "Bad frame type in %s\n", loadmodel->name);
return NULL;
}
frame++;
}
return pframetype;
}
//greatly reduced version of Q1_LoadSkins
//just skips over the data
static void *Q1_LoadSkins_SV (daliasskintype_t *pskintype, qboolean alpha)
{
int i;
int s;
int *count;
float *intervals;
qbyte *data;
s = pq1inmodel->skinwidth*pq1inmodel->skinheight;
for (i = 0; i < pq1inmodel->numskins; i++)
{
switch(LittleLong(pskintype->type))
{
case ALIAS_SKIN_SINGLE:
pskintype = (daliasskintype_t *)((char *)(pskintype+1)+s);
break;
default:
count = (int *)(pskintype+1);
intervals = (float *)(count+1);
data = (qbyte *)(intervals + LittleLong(*count));
data += s*LittleLong(*count);
pskintype = (daliasskintype_t *)data;
break;
}
}
galias->numskins=pq1inmodel->numskins;
return pskintype;
}
#if defined(GLQUAKE) || defined(D3DQUAKE)
static void *Q1_LoadSkins_GL (daliasskintype_t *pskintype, unsigned int skintranstype)
{
shader_t **shaders;
------------------------------------------------------------------------ r4169 | acceptthis | 2013-01-17 08:55:12 +0000 (Thu, 17 Jan 2013) | 31 lines removed MAX_VISEDICTS limit. PEXT2_REPLACEMENTDELTAS tweaked, now has 4 million entity limit. still not enabled by default. TE_BEAM now maps to a separate TEQW_BEAM to avoid conflicts with QW. added android multitouch emulation for windows/rawinput (in_simulatemultitouch). split topcolor/bottomcolor from scoreboard, for dp's colormap|1024 feature. now using utf-8 for windows consoles. qcc warnings/errors now give clickable console links for quick+easy editing. disabled menutint when the currently active item changes contrast or gamma (for OneManClan). Added support for drawfont/drawfontscale. tweaked the qcvm a little to reduce the number of pointers. .doll file loading. still experimental and will likely crash. requires csqc active, even if its a dummy progs. this will be fixed in time. Still other things that need cleaning up. windows: gl_font "?" shows the standard windows font-selection dialog, and can be used to select windows fonts. not all work. and you probably don't want to use windings. fixed splitscreen support when playing mvds. added mini-scoreboards to splitscreen. editor/debugger now shows asm if there's no linenumber info. also, pressing f1 for help shows the shortcuts. Added support for .framegroups files for psk(psa) and iqm formats. True support for ezquake's colour codes. Mutually exclusive with background colours. path command output slightly more readable. added support for digest_hex (MD4, SHA1, CRC16). skingroups now colourmap correctly. Fix terrain colour hints, and litdata from the wrong bsp. fix ftp dual-homed issue. support epsv command, and enable ipv6 (eprt still not supported). remove d3d11 compilation from the makefile. the required headers are not provided by mingw, and are not available to the build bot, so don't bother. fix v *= v.x and similar opcodes. fteqcc: fixed support for áéíóú type chars in names. utf-8 files now properly supported (even with the utf-8 bom/identifier). utf-16 also supported. fteqcc: fixed '#if 1 == 3 && 4' parsing. fteqcc: -Werror acts on the warning, rather than as a separate error. Line numbers are thus more readable. fteqcc: copyright message now includes compile date instead. fteqccgui: the treeview control is now coloured depending on whether there were warnings/errors in the last compile. fteqccgui: the output window is now focused and scrolls down as compilation progresses. pr_dumpplatform command dumps out some pragmas to convert more serious warnings to errors. This is to avoid the infamous 'fteqcc sucks cos my code sucks' issue. rewrote prespawn/modelist/soundlist code. server tracks progress now. ------------------------------------------------------------------------ git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4167 fc73d0e0-1445-4013-8a0c-d673dee63da5
2013-03-12 22:29:40 +00:00
int *ofstexels;
char skinname[MAX_QPATH];
int i;
int s, t;
float sinter;
daliasskingroup_t *count;
daliasskininterval_t *intervals;
qbyte *data, *saved;
galiasskin_t *outskin = (galiasskin_t *)((char *)galias + galias->ofsskins);
texid_t texture;
texid_t fbtexture;
texid_t bumptexture;
s = pq1inmodel->skinwidth*pq1inmodel->skinheight;
for (i = 0; i < pq1inmodel->numskins; i++)
{
switch(LittleLong(pskintype->type))
{
case ALIAS_SKIN_SINGLE:
outskin->skinwidth = pq1inmodel->skinwidth;
outskin->skinheight = pq1inmodel->skinheight;
//LH's naming scheme ("models" is likly to be ignored)
fbtexture = r_nulltex;
bumptexture = r_nulltex;
snprintf(skinname, sizeof(skinname), "%s_%i", loadmodel->name, i);
texture = R_LoadReplacementTexture(skinname, "models", IF_NOALPHA);
if (TEXVALID(texture))
{
if (TEXVALID(texture) && r_fb_models.ival)
{
snprintf(skinname, sizeof(skinname), "%s_%i_luma", loadmodel->name, i);
fbtexture = R_LoadReplacementTexture(skinname, "models", 0);
}
if (r_loadbumpmapping)
{
snprintf(skinname, sizeof(skinname), "%s_%i_bump", loadmodel->name, i);
bumptexture = R_LoadBumpmapTexture(skinname, "models");
}
}
else
{
snprintf(skinname, sizeof(skinname), "%s_%i", loadname, i);
texture = R_LoadReplacementTexture(skinname, "models", IF_NOALPHA);
if (TEXVALID(texture) && r_fb_models.ival)
{
snprintf(skinname, sizeof(skinname), "%s_%i_luma", loadname, i);
fbtexture = R_LoadReplacementTexture(skinname, "models", 0);
}
if (TEXVALID(texture) && r_loadbumpmapping)
{
snprintf(skinname, sizeof(skinname), "%s_%i_bump", loadname, i);
bumptexture = R_LoadBumpmapTexture(skinname, "models");
}
}
//but only preload it if we have no replacement.
if (!TEXVALID(texture) || (loadmodel->engineflags & MDLF_NOTREPLACEMENTS))
{
//we're not using 24bits
------------------------------------------------------------------------ r4169 | acceptthis | 2013-01-17 08:55:12 +0000 (Thu, 17 Jan 2013) | 31 lines removed MAX_VISEDICTS limit. PEXT2_REPLACEMENTDELTAS tweaked, now has 4 million entity limit. still not enabled by default. TE_BEAM now maps to a separate TEQW_BEAM to avoid conflicts with QW. added android multitouch emulation for windows/rawinput (in_simulatemultitouch). split topcolor/bottomcolor from scoreboard, for dp's colormap|1024 feature. now using utf-8 for windows consoles. qcc warnings/errors now give clickable console links for quick+easy editing. disabled menutint when the currently active item changes contrast or gamma (for OneManClan). Added support for drawfont/drawfontscale. tweaked the qcvm a little to reduce the number of pointers. .doll file loading. still experimental and will likely crash. requires csqc active, even if its a dummy progs. this will be fixed in time. Still other things that need cleaning up. windows: gl_font "?" shows the standard windows font-selection dialog, and can be used to select windows fonts. not all work. and you probably don't want to use windings. fixed splitscreen support when playing mvds. added mini-scoreboards to splitscreen. editor/debugger now shows asm if there's no linenumber info. also, pressing f1 for help shows the shortcuts. Added support for .framegroups files for psk(psa) and iqm formats. True support for ezquake's colour codes. Mutually exclusive with background colours. path command output slightly more readable. added support for digest_hex (MD4, SHA1, CRC16). skingroups now colourmap correctly. Fix terrain colour hints, and litdata from the wrong bsp. fix ftp dual-homed issue. support epsv command, and enable ipv6 (eprt still not supported). remove d3d11 compilation from the makefile. the required headers are not provided by mingw, and are not available to the build bot, so don't bother. fix v *= v.x and similar opcodes. fteqcc: fixed support for áéíóú type chars in names. utf-8 files now properly supported (even with the utf-8 bom/identifier). utf-16 also supported. fteqcc: fixed '#if 1 == 3 && 4' parsing. fteqcc: -Werror acts on the warning, rather than as a separate error. Line numbers are thus more readable. fteqcc: copyright message now includes compile date instead. fteqccgui: the treeview control is now coloured depending on whether there were warnings/errors in the last compile. fteqccgui: the output window is now focused and scrolls down as compilation progresses. pr_dumpplatform command dumps out some pragmas to convert more serious warnings to errors. This is to avoid the infamous 'fteqcc sucks cos my code sucks' issue. rewrote prespawn/modelist/soundlist code. server tracks progress now. ------------------------------------------------------------------------ git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4167 fc73d0e0-1445-4013-8a0c-d673dee63da5
2013-03-12 22:29:40 +00:00
shaders = Hunk_Alloc(sizeof(*shaders)+sizeof(*ofstexels)+s);
ofstexels = (int*)(shaders+1);
saved = (qbyte*)(ofstexels+1);
outskin->ofstexels = (qbyte *)ofstexels - (qbyte *)outskin;
ofstexels[0] = (qbyte *)saved - (qbyte *)ofstexels;
memcpy(saved, pskintype+1, s);
Mod_FloodFillSkin(saved, outskin->skinwidth, outskin->skinheight);
//the extra underscore is to stop replacement matches
if (!TEXVALID(texture))
{
snprintf(skinname, sizeof(skinname), "%s__%i", loadname, i);
switch (skintranstype)
{
default:
texture = R_LoadTexture(skinname,outskin->skinwidth,outskin->skinheight, TF_SOLID8, saved, IF_NOALPHA|IF_NOGAMMA);
if (r_fb_models.ival)
{
snprintf(skinname, sizeof(skinname), "%s__%i_luma", loadname, i);
fbtexture = R_LoadTextureFB(skinname, outskin->skinwidth, outskin->skinheight, saved, IF_NOGAMMA);
}
if (r_loadbumpmapping)
{
snprintf(skinname, sizeof(skinname), "%s__%i_bump", loadname, i);
bumptexture = R_LoadTexture8BumpPal(skinname, outskin->skinwidth, outskin->skinheight, saved, IF_NOGAMMA);
}
break;
case 2:
texture = R_LoadTexture(skinname,outskin->skinwidth,outskin->skinheight, TF_H2_T7G1, saved, IF_NOGAMMA);
break;
case 3:
texture = R_LoadTexture(skinname,outskin->skinwidth,outskin->skinheight, TF_H2_TRANS8_0, saved, IF_NOGAMMA);
break;
case 4:
texture = R_LoadTexture(skinname,outskin->skinwidth,outskin->skinheight, TF_H2_T4A4, saved, IF_NOGAMMA);
break;
}
}
}
else
shaders = Hunk_Alloc(sizeof(*shaders));
outskin->numshaders=1;
outskin->ofsshaders = (char *)shaders - (char *)outskin;
Q_snprintfz(skinname, sizeof(skinname), "%s_%i", loadname, i);
if (skintranstype == 4)
shaders[0] = R_RegisterShader(skinname,
"{\n"
"{\n"
"map $diffuse\n"
"blendfunc gl_one_minus_src_alpha gl_src_alpha\n"
"rgbgen lightingDiffuse\n"
"cull disable\n"
"depthwrite\n"
"}\n"
"}\n");
else if (skintranstype == 3)
shaders[0] = R_RegisterShader(skinname,
"{\n"
"{\n"
"map $diffuse\n"
"alphafunc ge128\n"
"rgbgen lightingDiffuse\n"
"depthwrite\n"
"}\n"
"}\n");
else if (skintranstype)
shaders[0] = R_RegisterShader(skinname,
"{\n"
"{\n"
"map $diffuse\n"
"blendfunc gl_src_alpha gl_one_minus_src_alpha\n"
"rgbgen lightingDiffuse\n"
"depthwrite\n"
"}\n"
"}\n");
else
shaders[0] = R_RegisterSkin(skinname, loadmodel->name);
shaders[0]->defaulttextures.base = texture;
shaders[0]->defaulttextures.fullbright = fbtexture;
shaders[0]->defaulttextures.bump = bumptexture;
//13/4/08 IMPLEMENTME
if (r_skin_overlays.ival)
{
snprintf(skinname, sizeof(skinname), "%s_%i_pants", loadname, i);
shaders[0]->defaulttextures.loweroverlay = R_LoadReplacementTexture(skinname, "models", 0);
snprintf(skinname, sizeof(skinname), "%s_%i_shirt", loadname, i);
shaders[0]->defaulttextures.upperoverlay = R_LoadReplacementTexture(skinname, "models", 0);
}
R_BuildDefaultTexnums(&shaders[0]->defaulttextures, shaders[0]);
pskintype = (daliasskintype_t *)((char *)(pskintype+1)+s);
break;
default:
outskin->skinwidth = pq1inmodel->skinwidth;
outskin->skinheight = pq1inmodel->skinheight;
count = (daliasskingroup_t*)(pskintype+1);
intervals = (daliasskininterval_t *)(count+1);
outskin->numshaders = LittleLong(count->numskins);
data = (qbyte *)(intervals + outskin->numshaders);
------------------------------------------------------------------------ r4169 | acceptthis | 2013-01-17 08:55:12 +0000 (Thu, 17 Jan 2013) | 31 lines removed MAX_VISEDICTS limit. PEXT2_REPLACEMENTDELTAS tweaked, now has 4 million entity limit. still not enabled by default. TE_BEAM now maps to a separate TEQW_BEAM to avoid conflicts with QW. added android multitouch emulation for windows/rawinput (in_simulatemultitouch). split topcolor/bottomcolor from scoreboard, for dp's colormap|1024 feature. now using utf-8 for windows consoles. qcc warnings/errors now give clickable console links for quick+easy editing. disabled menutint when the currently active item changes contrast or gamma (for OneManClan). Added support for drawfont/drawfontscale. tweaked the qcvm a little to reduce the number of pointers. .doll file loading. still experimental and will likely crash. requires csqc active, even if its a dummy progs. this will be fixed in time. Still other things that need cleaning up. windows: gl_font "?" shows the standard windows font-selection dialog, and can be used to select windows fonts. not all work. and you probably don't want to use windings. fixed splitscreen support when playing mvds. added mini-scoreboards to splitscreen. editor/debugger now shows asm if there's no linenumber info. also, pressing f1 for help shows the shortcuts. Added support for .framegroups files for psk(psa) and iqm formats. True support for ezquake's colour codes. Mutually exclusive with background colours. path command output slightly more readable. added support for digest_hex (MD4, SHA1, CRC16). skingroups now colourmap correctly. Fix terrain colour hints, and litdata from the wrong bsp. fix ftp dual-homed issue. support epsv command, and enable ipv6 (eprt still not supported). remove d3d11 compilation from the makefile. the required headers are not provided by mingw, and are not available to the build bot, so don't bother. fix v *= v.x and similar opcodes. fteqcc: fixed support for áéíóú type chars in names. utf-8 files now properly supported (even with the utf-8 bom/identifier). utf-16 also supported. fteqcc: fixed '#if 1 == 3 && 4' parsing. fteqcc: -Werror acts on the warning, rather than as a separate error. Line numbers are thus more readable. fteqcc: copyright message now includes compile date instead. fteqccgui: the treeview control is now coloured depending on whether there were warnings/errors in the last compile. fteqccgui: the output window is now focused and scrolls down as compilation progresses. pr_dumpplatform command dumps out some pragmas to convert more serious warnings to errors. This is to avoid the infamous 'fteqcc sucks cos my code sucks' issue. rewrote prespawn/modelist/soundlist code. server tracks progress now. ------------------------------------------------------------------------ git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4167 fc73d0e0-1445-4013-8a0c-d673dee63da5
2013-03-12 22:29:40 +00:00
shaders = Hunk_Alloc(sizeof(*shaders)*outskin->numshaders + sizeof(*ofstexels)*outskin->numshaders);
ofstexels = (int*)(shaders+outskin->numshaders);
outskin->ofsshaders = (char *)shaders - (char *)outskin;
------------------------------------------------------------------------ r4169 | acceptthis | 2013-01-17 08:55:12 +0000 (Thu, 17 Jan 2013) | 31 lines removed MAX_VISEDICTS limit. PEXT2_REPLACEMENTDELTAS tweaked, now has 4 million entity limit. still not enabled by default. TE_BEAM now maps to a separate TEQW_BEAM to avoid conflicts with QW. added android multitouch emulation for windows/rawinput (in_simulatemultitouch). split topcolor/bottomcolor from scoreboard, for dp's colormap|1024 feature. now using utf-8 for windows consoles. qcc warnings/errors now give clickable console links for quick+easy editing. disabled menutint when the currently active item changes contrast or gamma (for OneManClan). Added support for drawfont/drawfontscale. tweaked the qcvm a little to reduce the number of pointers. .doll file loading. still experimental and will likely crash. requires csqc active, even if its a dummy progs. this will be fixed in time. Still other things that need cleaning up. windows: gl_font "?" shows the standard windows font-selection dialog, and can be used to select windows fonts. not all work. and you probably don't want to use windings. fixed splitscreen support when playing mvds. added mini-scoreboards to splitscreen. editor/debugger now shows asm if there's no linenumber info. also, pressing f1 for help shows the shortcuts. Added support for .framegroups files for psk(psa) and iqm formats. True support for ezquake's colour codes. Mutually exclusive with background colours. path command output slightly more readable. added support for digest_hex (MD4, SHA1, CRC16). skingroups now colourmap correctly. Fix terrain colour hints, and litdata from the wrong bsp. fix ftp dual-homed issue. support epsv command, and enable ipv6 (eprt still not supported). remove d3d11 compilation from the makefile. the required headers are not provided by mingw, and are not available to the build bot, so don't bother. fix v *= v.x and similar opcodes. fteqcc: fixed support for áéíóú type chars in names. utf-8 files now properly supported (even with the utf-8 bom/identifier). utf-16 also supported. fteqcc: fixed '#if 1 == 3 && 4' parsing. fteqcc: -Werror acts on the warning, rather than as a separate error. Line numbers are thus more readable. fteqcc: copyright message now includes compile date instead. fteqccgui: the treeview control is now coloured depending on whether there were warnings/errors in the last compile. fteqccgui: the output window is now focused and scrolls down as compilation progresses. pr_dumpplatform command dumps out some pragmas to convert more serious warnings to errors. This is to avoid the infamous 'fteqcc sucks cos my code sucks' issue. rewrote prespawn/modelist/soundlist code. server tracks progress now. ------------------------------------------------------------------------ git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4167 fc73d0e0-1445-4013-8a0c-d673dee63da5
2013-03-12 22:29:40 +00:00
outskin->ofstexels = (char *)ofstexels - (char *)outskin;
sinter = LittleFloat(intervals[0].interval);
if (sinter <= 0)
sinter = 0.1;
outskin->skinspeed = 1/sinter;
for (t = 0; t < outskin->numshaders; t++,data+=s)
{
texture = r_nulltex;
fbtexture = r_nulltex;
//LH naming scheme
if (!TEXVALID(texture))
{
Q_snprintfz(skinname, sizeof(skinname), "%s_%i_%i", loadmodel->name, i, t);
texture = R_LoadReplacementTexture(skinname, "models", IF_NOALPHA);
}
if (!TEXVALID(fbtexture) && r_fb_models.ival)
{
Q_snprintfz(skinname, sizeof(skinname), "%s_%i_%i_luma", loadmodel->name, i, t);
fbtexture = R_LoadReplacementTexture(skinname, "models", 0);
}
//Fuhquake naming scheme
if (!TEXVALID(texture))
{
Q_snprintfz(skinname, sizeof(skinname), "%s_%i_%i", loadname, i, t);
texture = R_LoadReplacementTexture(skinname, "models", IF_NOALPHA);
}
if (!TEXVALID(fbtexture) && r_fb_models.ival)
{
Q_snprintfz(skinname, sizeof(skinname), "%s_%i_%i_luma", loadname, i, t);
fbtexture = R_LoadReplacementTexture(skinname, "models", 0);
}
if (!TEXVALID(texture) || (!TEXVALID(fbtexture) && r_fb_models.ival))
{
------------------------------------------------------------------------ r4169 | acceptthis | 2013-01-17 08:55:12 +0000 (Thu, 17 Jan 2013) | 31 lines removed MAX_VISEDICTS limit. PEXT2_REPLACEMENTDELTAS tweaked, now has 4 million entity limit. still not enabled by default. TE_BEAM now maps to a separate TEQW_BEAM to avoid conflicts with QW. added android multitouch emulation for windows/rawinput (in_simulatemultitouch). split topcolor/bottomcolor from scoreboard, for dp's colormap|1024 feature. now using utf-8 for windows consoles. qcc warnings/errors now give clickable console links for quick+easy editing. disabled menutint when the currently active item changes contrast or gamma (for OneManClan). Added support for drawfont/drawfontscale. tweaked the qcvm a little to reduce the number of pointers. .doll file loading. still experimental and will likely crash. requires csqc active, even if its a dummy progs. this will be fixed in time. Still other things that need cleaning up. windows: gl_font "?" shows the standard windows font-selection dialog, and can be used to select windows fonts. not all work. and you probably don't want to use windings. fixed splitscreen support when playing mvds. added mini-scoreboards to splitscreen. editor/debugger now shows asm if there's no linenumber info. also, pressing f1 for help shows the shortcuts. Added support for .framegroups files for psk(psa) and iqm formats. True support for ezquake's colour codes. Mutually exclusive with background colours. path command output slightly more readable. added support for digest_hex (MD4, SHA1, CRC16). skingroups now colourmap correctly. Fix terrain colour hints, and litdata from the wrong bsp. fix ftp dual-homed issue. support epsv command, and enable ipv6 (eprt still not supported). remove d3d11 compilation from the makefile. the required headers are not provided by mingw, and are not available to the build bot, so don't bother. fix v *= v.x and similar opcodes. fteqcc: fixed support for áéíóú type chars in names. utf-8 files now properly supported (even with the utf-8 bom/identifier). utf-16 also supported. fteqcc: fixed '#if 1 == 3 && 4' parsing. fteqcc: -Werror acts on the warning, rather than as a separate error. Line numbers are thus more readable. fteqcc: copyright message now includes compile date instead. fteqccgui: the treeview control is now coloured depending on whether there were warnings/errors in the last compile. fteqccgui: the output window is now focused and scrolls down as compilation progresses. pr_dumpplatform command dumps out some pragmas to convert more serious warnings to errors. This is to avoid the infamous 'fteqcc sucks cos my code sucks' issue. rewrote prespawn/modelist/soundlist code. server tracks progress now. ------------------------------------------------------------------------ git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4167 fc73d0e0-1445-4013-8a0c-d673dee63da5
2013-03-12 22:29:40 +00:00
saved = Hunk_Alloc(s);
ofstexels[t] = (qbyte *)(saved) - (qbyte *)ofstexels;
memcpy(saved, data, s);
Mod_FloodFillSkin(saved, outskin->skinwidth, outskin->skinheight);
if (!TEXVALID(texture))
{
Q_snprintfz(skinname, sizeof(skinname), "%s_%i_%i", loadname, i, t);
texture = R_LoadTexture8(skinname, outskin->skinwidth, outskin->skinheight, saved, (skintranstype?0:IF_NOALPHA)|IF_NOGAMMA, skintranstype);
}
if (!TEXVALID(fbtexture) && r_fb_models.value)
{
Q_snprintfz(skinname, sizeof(skinname), "%s_%i_%i_luma", loadname, i, t);
fbtexture = R_LoadTextureFB(skinname, outskin->skinwidth, outskin->skinheight, saved, IF_NOGAMMA);
}
}
Q_snprintfz(skinname, sizeof(skinname), "%s_%i_%i", loadname, i, t);
shaders[t] = R_RegisterSkin(skinname, loadmodel->name);
TEXASSIGN(shaders[t]->defaulttextures.base, texture);
TEXASSIGN(shaders[t]->defaulttextures.fullbright, fbtexture);
TEXASSIGN(shaders[t]->defaulttextures.loweroverlay, r_nulltex);
TEXASSIGN(shaders[t]->defaulttextures.upperoverlay, r_nulltex);
R_BuildDefaultTexnums(&shaders[t]->defaulttextures, shaders[t]);
}
pskintype = (daliasskintype_t *)data;
break;
}
outskin++;
}
galias->numskins=pq1inmodel->numskins;
return pskintype;
}
#endif
qboolean Mod_LoadQ1Model (model_t *mod, void *buffer)
{
#ifndef SERVERONLY
vec2_t *st_array;
int j;
#endif
int hunkstart, hunkend, hunktotal;
int version;
int i, onseams;
dstvert_t *pinstverts;
dtriangle_t *pinq1triangles;
dh2triangle_t *pinh2triangles;
int *seamremap;
index_t *indexes;
daliasskintype_t *skinstart;
int skintranstype;
int size;
unsigned int hdrsize;
void *end;
qboolean qtest = false;
qboolean rapo = false;
loadmodel=mod;
hunkstart = Hunk_LowMark ();
pq1inmodel = (dmdl_t *)buffer;
hdrsize = sizeof(dmdl_t) - sizeof(int);
loadmodel->engineflags |= MDLF_NEEDOVERBRIGHT;
version = LittleLong(pq1inmodel->version);
if (version == QTESTALIAS_VERSION)
{
hdrsize = (size_t)&((dmdl_t*)NULL)->flags;
qtest = true;
}
else if (version == 50)
{
hdrsize = sizeof(dmdl_t);
rapo = true;
}
else if (version != ALIAS_VERSION)
{
Con_Printf (CON_ERROR "%s has wrong version number (%i should be %i)\n",
mod->name, version, ALIAS_VERSION);
return false;
}
seamremap = (int*)pq1inmodel; //I like overloading locals.
i = hdrsize/4 - 1;
for (; i >= 0; i--)
seamremap[i] = LittleLong(seamremap[i]);
if (pq1inmodel->numframes < 1 ||
pq1inmodel->numskins < 1 ||
pq1inmodel->numtris < 1 ||
pq1inmodel->numverts < 3 ||
pq1inmodel->skinheight < 1 ||
pq1inmodel->skinwidth < 1)
{
Con_Printf(CON_ERROR "Model %s has an invalid quantity\n", mod->name);
return false;
}
if (qtest)
mod->flags = 0; // Qtest has no flags in header
else
mod->flags = pq1inmodel->flags;
size = sizeof(galiasinfo_t)
#ifndef SERVERONLY
+ pq1inmodel->numskins*sizeof(galiasskin_t)
#endif
+ pq1inmodel->numframes*sizeof(galiasgroup_t);
galias = Hunk_Alloc(size);
galias->groupofs = sizeof(*galias);
#ifndef SERVERONLY
galias->ofsskins = sizeof(*galias)+pq1inmodel->numframes*sizeof(galiasgroup_t);
#endif
galias->nextsurf = 0;
loadmodel->numframes = pq1inmodel->numframes;
//skins
skinstart = (daliasskintype_t *)((char*)pq1inmodel+hdrsize);
if( mod->flags & MFH2_HOLEY )
skintranstype = 3; //hexen2
else if( mod->flags & MFH2_TRANSPARENT )
skintranstype = 2; //hexen2
else if( mod->flags & MFH2_SPECIAL_TRANS )
skintranstype = 4; //hexen2
else
skintranstype = 0;
switch(qrenderer)
{
default:
------------------------------------------------------------------------ r4169 | acceptthis | 2013-01-17 08:55:12 +0000 (Thu, 17 Jan 2013) | 31 lines removed MAX_VISEDICTS limit. PEXT2_REPLACEMENTDELTAS tweaked, now has 4 million entity limit. still not enabled by default. TE_BEAM now maps to a separate TEQW_BEAM to avoid conflicts with QW. added android multitouch emulation for windows/rawinput (in_simulatemultitouch). split topcolor/bottomcolor from scoreboard, for dp's colormap|1024 feature. now using utf-8 for windows consoles. qcc warnings/errors now give clickable console links for quick+easy editing. disabled menutint when the currently active item changes contrast or gamma (for OneManClan). Added support for drawfont/drawfontscale. tweaked the qcvm a little to reduce the number of pointers. .doll file loading. still experimental and will likely crash. requires csqc active, even if its a dummy progs. this will be fixed in time. Still other things that need cleaning up. windows: gl_font "?" shows the standard windows font-selection dialog, and can be used to select windows fonts. not all work. and you probably don't want to use windings. fixed splitscreen support when playing mvds. added mini-scoreboards to splitscreen. editor/debugger now shows asm if there's no linenumber info. also, pressing f1 for help shows the shortcuts. Added support for .framegroups files for psk(psa) and iqm formats. True support for ezquake's colour codes. Mutually exclusive with background colours. path command output slightly more readable. added support for digest_hex (MD4, SHA1, CRC16). skingroups now colourmap correctly. Fix terrain colour hints, and litdata from the wrong bsp. fix ftp dual-homed issue. support epsv command, and enable ipv6 (eprt still not supported). remove d3d11 compilation from the makefile. the required headers are not provided by mingw, and are not available to the build bot, so don't bother. fix v *= v.x and similar opcodes. fteqcc: fixed support for áéíóú type chars in names. utf-8 files now properly supported (even with the utf-8 bom/identifier). utf-16 also supported. fteqcc: fixed '#if 1 == 3 && 4' parsing. fteqcc: -Werror acts on the warning, rather than as a separate error. Line numbers are thus more readable. fteqcc: copyright message now includes compile date instead. fteqccgui: the treeview control is now coloured depending on whether there were warnings/errors in the last compile. fteqccgui: the output window is now focused and scrolls down as compilation progresses. pr_dumpplatform command dumps out some pragmas to convert more serious warnings to errors. This is to avoid the infamous 'fteqcc sucks cos my code sucks' issue. rewrote prespawn/modelist/soundlist code. server tracks progress now. ------------------------------------------------------------------------ git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4167 fc73d0e0-1445-4013-8a0c-d673dee63da5
2013-03-12 22:29:40 +00:00
#ifndef SERVERONLY
pinstverts = (dstvert_t *)Q1_LoadSkins_GL(skinstart, skintranstype);
break;
#endif
case QR_NONE:
pinstverts = (dstvert_t *)Q1_LoadSkins_SV(skinstart, skintranstype);
break;
}
if (rapo)
{
/*each triangle can use one coord and one st, for each vert, that's a lot of combinations*/
#ifdef SERVERONLY
/*separate st + vert lists*/
pinh2triangles = (dh2triangle_t *)&pinstverts[pq1inmodel->num_st];
seamremap = BZ_Malloc(sizeof(*seamremap)*pq1inmodel->numtris*3);
galias->numverts = pq1inmodel->numverts;
galias->numindexes = pq1inmodel->numtris*3;
indexes = Hunk_Alloc(galias->numindexes*sizeof(*indexes));
galias->ofs_indexes = (char *)indexes - (char *)galias;
for (i = 0; i < pq1inmodel->numverts; i++)
seamremap[i] = i;
for (i = 0; i < pq1inmodel->numtris; i++)
{
indexes[i*3+0] = LittleShort(pinh2triangles[i].vertindex[0]);
indexes[i*3+1] = LittleShort(pinh2triangles[i].vertindex[1]);
indexes[i*3+2] = LittleShort(pinh2triangles[i].vertindex[2]);
}
#else
int t, v, k;
int *stremap;
/*separate st + vert lists*/
pinh2triangles = (dh2triangle_t *)&pinstverts[pq1inmodel->num_st];
seamremap = BZ_Malloc(sizeof(int)*pq1inmodel->numtris*6);
stremap = seamremap + pq1inmodel->numtris*3;
/*output the indicies as we figure out which verts we want*/
galias->numindexes = pq1inmodel->numtris*3;
indexes = Hunk_Alloc(galias->numindexes*sizeof(*indexes));
galias->ofs_indexes = (char *)indexes - (char *)galias;
for (i = 0; i < pq1inmodel->numtris; i++)
{
for (j = 0; j < 3; j++)
{
v = LittleShort(pinh2triangles[i].vertindex[j]);
t = LittleShort(pinh2triangles[i].stindex[j]);
if (pinstverts[t].onseam && !pinh2triangles[i].facesfront)
t += pq1inmodel->num_st;
for (k = 0; k < galias->numverts; k++) /*big fatoff slow loop*/
{
if (stremap[k] == t && seamremap[k] == v)
break;
}
if (k == galias->numverts)
{
galias->numverts++;
stremap[k] = t;
seamremap[k] = v;
}
indexes[i*3+j] = k;
}
}
st_array = Hunk_Alloc(sizeof(*st_array)*(galias->numverts));
galias->ofs_st_array = (char *)st_array - (char *)galias;
/*generate our st_array now we know which vertexes we want*/
for (k = 0; k < galias->numverts; k++)
{
if (stremap[k] > pq1inmodel->num_st)
{ /*onseam verts? shrink the index, and add half a texture width to the s coord*/
st_array[k][0] = 0.5+(LittleLong(pinstverts[stremap[k]-pq1inmodel->num_st].s)+0.5)/(float)pq1inmodel->skinwidth;
st_array[k][1] = (LittleLong(pinstverts[stremap[k]-pq1inmodel->num_st].t)+0.5)/(float)pq1inmodel->skinheight;
}
else
{
st_array[k][0] = (LittleLong(pinstverts[stremap[k]].s)+0.5)/(float)pq1inmodel->skinwidth;
st_array[k][1] = (LittleLong(pinstverts[stremap[k]].t)+0.5)/(float)pq1inmodel->skinheight;
}
}
#endif
end = &pinh2triangles[pq1inmodel->numtris];
if (Alias_LoadFrameGroup((daliasframetype_t *)end, seamremap, 2) == NULL)
{
BZ_Free(seamremap);
Hunk_FreeToLowMark (hunkstart);
return false;
}
BZ_Free(seamremap);
}
else
{
/*onseam means +=skinwidth/2
verticies that are marked as onseam potentially generate two output verticies.
the triangle chooses which side based upon its 'onseam' field.
*/
//count number of verts that are onseam.
for (onseams=0,i = 0; i < pq1inmodel->numverts; i++)
{
if (pinstverts[i].onseam)
onseams++;
}
seamremap = BZ_Malloc(sizeof(*seamremap)*pq1inmodel->numverts);
galias->numverts = pq1inmodel->numverts+onseams;
//st
#ifndef SERVERONLY
st_array = Hunk_Alloc(sizeof(*st_array)*(pq1inmodel->numverts+onseams));
galias->ofs_st_array = (char *)st_array - (char *)galias;
for (j=pq1inmodel->numverts,i = 0; i < pq1inmodel->numverts; i++)
{
st_array[i][0] = (LittleLong(pinstverts[i].s)+0.5)/(float)pq1inmodel->skinwidth;
st_array[i][1] = (LittleLong(pinstverts[i].t)+0.5)/(float)pq1inmodel->skinheight;
if (pinstverts[i].onseam)
{
st_array[j][0] = st_array[i][0]+0.5;
st_array[j][1] = st_array[i][1];
seamremap[i] = j;
j++;
}
else
seamremap[i] = i;
}
#else
for (i = 0; i < pq1inmodel->numverts; i++)
{
seamremap[i] = i;
}
#endif
//trianglelists;
pinq1triangles = (dtriangle_t *)&pinstverts[pq1inmodel->numverts];
galias->numindexes = pq1inmodel->numtris*3;
indexes = Hunk_Alloc(galias->numindexes*sizeof(*indexes));
galias->ofs_indexes = (char *)indexes - (char *)galias;
for (i=0 ; i<pq1inmodel->numtris ; i++)
{
if (!pinq1triangles[i].facesfront)
{
indexes[i*3+0] = seamremap[LittleLong(pinq1triangles[i].vertindex[0])];
indexes[i*3+1] = seamremap[LittleLong(pinq1triangles[i].vertindex[1])];
indexes[i*3+2] = seamremap[LittleLong(pinq1triangles[i].vertindex[2])];
}
else
{
indexes[i*3+0] = LittleLong(pinq1triangles[i].vertindex[0]);
indexes[i*3+1] = LittleLong(pinq1triangles[i].vertindex[1]);
indexes[i*3+2] = LittleLong(pinq1triangles[i].vertindex[2]);
}
}
end = &pinq1triangles[pq1inmodel->numtris];
//frames
if (Alias_LoadFrameGroup((daliasframetype_t *)end, seamremap, qtest ? 1 : 0) == NULL)
{
BZ_Free(seamremap);
Hunk_FreeToLowMark (hunkstart);
return false;
}
BZ_Free(seamremap);
}
Mod_CompileTriangleNeighbours(galias);
Mod_BuildTextureVectors(galias);
VectorCopy (pq1inmodel->scale_origin, mod->mins);
VectorMA (mod->mins, 255, pq1inmodel->scale, mod->maxs);
mod->type = mod_alias;
Mod_ClampModelSize(mod);
//
// move the complete, relocatable alias model to the cache
//
hunkend = Hunk_LowMark ();
Hunk_Alloc(0);
hunktotal = hunkend - hunkstart;
Cache_Alloc (&mod->cache, hunktotal, loadname);
if (!mod->cache.data)
{
Hunk_FreeToLowMark (hunkstart);
return false;
}
memcpy (mod->cache.data, galias, hunktotal);
Hunk_FreeToLowMark (hunkstart);
mod->funcs.NativeTrace = Mod_Trace;
return true;
}
#endif
int Mod_ReadFlagsFromMD1(char *name, int md3version)
{
dmdl_t *pinmodel;
char fname[MAX_QPATH];
COM_StripExtension(name, fname, sizeof(fname));
COM_DefaultExtension(fname, ".mdl", sizeof(fname));
if (strcmp(name, fname)) //md3 renamed as mdl
{
COM_StripExtension(name, fname, sizeof(fname)); //seeing as the md3 is named over the mdl,
COM_DefaultExtension(fname, ".md1", sizeof(fname));//read from a file with md1 (one, not an ell)
return 0;
}
pinmodel = (dmdl_t *)COM_LoadTempFile(fname);
if (!pinmodel) //not found
return 0;
if (LittleLong(pinmodel->ident) != IDPOLYHEADER)
return 0;
if (LittleLong(pinmodel->version) != ALIAS_VERSION)
return 0;
return LittleLong(pinmodel->flags);
}
#ifdef MD2MODELS
////////////////////////////////////////////////////////////////////////////////////////////////////////////////
//Q2 model loading
typedef struct
{
float scale[3]; // multiply qbyte verts by this
float translate[3]; // then add this
char name[16]; // frame name from grabbing
dtrivertx_t verts[1]; // variable sized
} dmd2aliasframe_t;
//static galiasinfo_t *galias;
//static md2_t *pq2inmodel;
#define Q2NUMVERTEXNORMALS 162
extern vec3_t bytedirs[Q2NUMVERTEXNORMALS];
static void Q2_LoadSkins(md2_t *pq2inmodel, char *skins)
{
#ifndef SERVERONLY
int i;
shader_t **shaders;
galiasskin_t *outskin = (galiasskin_t *)((char *)galias + galias->ofsskins);
for (i = 0; i < LittleLong(pq2inmodel->num_skins); i++, outskin++)
{
shaders = Hunk_Alloc(sizeof(*shaders));
outskin->ofsshaders = (char *)shaders - (char *)outskin;
outskin->numshaders=1;
COM_CleanUpPath(skins); //blooming tanks.
shaders[0] = R_RegisterSkin(skins, loadmodel->name);
TEXASSIGN(shaders[0]->defaulttextures.base, R_LoadReplacementTexture(skins, "models", IF_NOALPHA));
R_BuildDefaultTexnums(NULL, shaders[0]);
outskin->skinwidth = 0;
outskin->skinheight = 0;
outskin->skinspeed = 0;
skins += MD2MAX_SKINNAME;
}
#endif
galias->numskins = LittleLong(pq2inmodel->num_skins);
/*
#ifndef SERVERONLY
outskin = (galiasskin_t *)((char *)galias + galias->ofsskins);
outskin += galias->numskins - 1;
if (galias->numskins)
{
if (*(shader_t**)((char *)outskin + outskin->ofstexnums))
return;
galias->numskins--;
}
#endif
*/
}
#define MD2_MAX_TRIANGLES 4096
qboolean Mod_LoadQ2Model (model_t *mod, void *buffer)
{
#ifndef SERVERONLY
dmd2stvert_t *pinstverts;
vec2_t *st_array;
vec3_t *normals;
#endif
md2_t *pq2inmodel;
int hunkstart, hunkend, hunktotal;
int version;
int i, j;
dmd2triangle_t *pintri;
index_t *indexes;
int numindexes;
vec3_t min;
vec3_t max;
galiaspose_t *pose;
galiasgroup_t *poutframe;
dmd2aliasframe_t *pinframe;
int framesize;
vecV_t *verts;
int indremap[MD2_MAX_TRIANGLES*3];
unsigned short ptempindex[MD2_MAX_TRIANGLES*3], ptempstindex[MD2_MAX_TRIANGLES*3];
int numverts;
int size;
loadmodel=mod;
loadmodel->engineflags |= MDLF_NEEDOVERBRIGHT;
hunkstart = Hunk_LowMark ();
pq2inmodel = (md2_t *)buffer;
version = LittleLong (pq2inmodel->version);
if (version != MD2ALIAS_VERSION)
{
Con_Printf (CON_ERROR "%s has wrong version number (%i should be %i)\n",
mod->name, version, MD2ALIAS_VERSION);
return false;
}
if (LittleLong(pq2inmodel->num_frames) < 1 ||
LittleLong(pq2inmodel->num_skins) < 0 ||
LittleLong(pq2inmodel->num_tris) < 1 ||
LittleLong(pq2inmodel->num_xyz) < 3 ||
LittleLong(pq2inmodel->num_st) < 3 ||
LittleLong(pq2inmodel->skinheight) < 1 ||
LittleLong(pq2inmodel->skinwidth) < 1)
{
Con_Printf(CON_ERROR "Model %s has an invalid quantity\n", mod->name);
return false;
}
mod->flags = 0;
loadmodel->numframes = LittleLong(pq2inmodel->num_frames);
size = sizeof(galiasinfo_t)
#ifndef SERVERONLY
+ LittleLong(pq2inmodel->num_skins)*sizeof(galiasskin_t)
#endif
+ LittleLong(pq2inmodel->num_frames)*sizeof(galiasgroup_t);
galias = Hunk_Alloc(size);
galias->groupofs = sizeof(*galias);
#ifndef SERVERONLY
galias->ofsskins = sizeof(*galias)+LittleLong(pq2inmodel->num_frames)*sizeof(galiasgroup_t);
#endif
galias->nextsurf = 0;
//skins
Q2_LoadSkins(pq2inmodel, ((char *)pq2inmodel+LittleLong(pq2inmodel->ofs_skins)));
//trianglelists;
pintri = (dmd2triangle_t *)((char *)pq2inmodel + LittleLong(pq2inmodel->ofs_tris));
for (i=0 ; i<LittleLong(pq2inmodel->num_tris) ; i++, pintri++)
{
for (j=0 ; j<3 ; j++)
{
ptempindex[i*3+j] = ( unsigned short )LittleShort ( pintri->xyz_index[j] );
ptempstindex[i*3+j] = ( unsigned short )LittleShort ( pintri->st_index[j] );
}
}
numindexes = galias->numindexes = LittleLong(pq2inmodel->num_tris)*3;
indexes = Hunk_Alloc(galias->numindexes*sizeof(*indexes));
galias->ofs_indexes = (char *)indexes - (char *)galias;
memset ( indremap, -1, sizeof(indremap) );
numverts=0;
for ( i = 0; i < numindexes; i++ )
{
if ( indremap[i] != -1 ) {
continue;
}
for ( j = 0; j < numindexes; j++ )
{
if ( j == i ) {
continue;
}
if ( (ptempindex[i] == ptempindex[j]) && (ptempstindex[i] == ptempstindex[j]) ) {
indremap[j] = i;
}
}
}
// count unique vertexes
for ( i = 0; i < numindexes; i++ )
{
if ( indremap[i] != -1 ) {
continue;
}
indexes[i] = numverts++;
indremap[i] = i;
}
Con_DPrintf ( "%s: remapped %i verts to %i\n", mod->name, LittleLong(pq2inmodel->num_xyz), numverts );
galias->numverts = numverts;
// remap remaining indexes
for ( i = 0; i < numindexes; i++ )
{
if ( indremap[i] != i ) {
indexes[i] = indexes[indremap[i]];
}
}
// s and t vertices
#ifndef SERVERONLY
pinstverts = ( dmd2stvert_t * ) ( ( qbyte * )pq2inmodel + LittleLong (pq2inmodel->ofs_st) );
st_array = Hunk_Alloc(sizeof(*st_array)*(numverts));
galias->ofs_st_array = (char *)st_array - (char *)galias;
for (j=0 ; j<numindexes; j++)
{
st_array[indexes[j]][0] = (float)(((double)LittleShort (pinstverts[ptempstindex[indremap[j]]].s) + 0.5f) /LittleLong(pq2inmodel->skinwidth));
st_array[indexes[j]][1] = (float)(((double)LittleShort (pinstverts[ptempstindex[indremap[j]]].t) + 0.5f) /LittleLong(pq2inmodel->skinheight));
}
#endif
//frames
ClearBounds ( mod->mins, mod->maxs );
poutframe = (galiasgroup_t*)((char *)galias + galias->groupofs);
framesize = LittleLong (pq2inmodel->framesize);
for (i=0 ; i<LittleLong(pq2inmodel->num_frames) ; i++)
{
pose = (galiaspose_t *)Hunk_Alloc(sizeof(galiaspose_t) + sizeof(vecV_t)*numverts
#ifndef SERVERONLY
+ 3*sizeof(vec3_t)*numverts
#endif
);
poutframe->poseofs = (char *)pose - (char *)poutframe;
poutframe->numposes = 1;
galias->groups++;
verts = (vecV_t *)(pose+1);
pose->ofsverts = (char *)verts - (char *)pose;
#ifndef SERVERONLY
normals = (vec3_t*)&verts[galias->numverts];
pose->ofsnormals = (char *)normals - (char *)pose;
pose->ofssvector = (char *)&normals[galias->numverts] - (char *)pose;
pose->ofstvector = (char *)&normals[galias->numverts*2] - (char *)pose;
#endif
pinframe = ( dmd2aliasframe_t * )( ( qbyte * )pq2inmodel + LittleLong (pq2inmodel->ofs_frames) + i * framesize );
Q_strncpyz(poutframe->name, pinframe->name, sizeof(poutframe->name));
for (j=0 ; j<3 ; j++)
{
pose->scale[j] = LittleFloat (pinframe->scale[j]);
pose->scale_origin[j] = LittleFloat (pinframe->translate[j]);
}
for (j=0 ; j<numindexes; j++)
{
// verts are all 8 bit, so no swapping needed
verts[indexes[j]][0] = pose->scale_origin[0]+pose->scale[0]*pinframe->verts[ptempindex[indremap[j]]].v[0];
verts[indexes[j]][1] = pose->scale_origin[1]+pose->scale[1]*pinframe->verts[ptempindex[indremap[j]]].v[1];
verts[indexes[j]][2] = pose->scale_origin[2]+pose->scale[2]*pinframe->verts[ptempindex[indremap[j]]].v[2];
#ifndef SERVERONLY
VectorCopy(bytedirs[pinframe->verts[ptempindex[indremap[j]]].lightnormalindex], normals[indexes[j]]);
#endif
}
// Mod_AliasCalculateVertexNormals ( numindexes, poutindex, numverts, poutvertex, qfalse );
VectorCopy ( pose->scale_origin, min );
VectorMA ( pose->scale_origin, 255, pose->scale, max );
// poutframe->radius = RadiusFromBounds ( min, max );
// mod->radius = max ( mod->radius, poutframe->radius );
AddPointToBounds ( min, mod->mins, mod->maxs );
AddPointToBounds ( max, mod->mins, mod->maxs );
// GL_GenerateNormals((float*)verts, (float*)normals, indexes, numindexes/3, numverts);
poutframe++;
}
Mod_CompileTriangleNeighbours(galias);
Mod_BuildTextureVectors(galias);
/*
VectorCopy (pq2inmodel->scale_origin, mod->mins);
VectorMA (mod->mins, 255, pq2inmodel->scale, mod->maxs);
*/
Mod_ClampModelSize(mod);
//
// move the complete, relocatable alias model to the cache
//
hunkend = Hunk_LowMark ();
Hunk_Alloc(0);
hunktotal = hunkend - hunkstart;
Cache_Alloc (&mod->cache, hunktotal, loadname);
mod->type = mod_alias;
if (!mod->cache.data)
{
Hunk_FreeToLowMark (hunkstart);
return false;
}
memcpy (mod->cache.data, galias, hunktotal);
Hunk_FreeToLowMark (hunkstart);
mod->funcs.NativeTrace = Mod_Trace;
return true;
}
#endif
int Mod_GetNumBones(model_t *model, qboolean allowtags)
{
galiasinfo_t *inf;
if (!model || model->type != mod_alias)
return 0;
inf = Mod_Extradata(model);
#ifdef SKELETALMODELS
if (inf->numbones)
return inf->numbones;
else
#endif
if (allowtags)
return inf->numtags;
else
return 0;
}
int Mod_GetBoneRelations(model_t *model, int firstbone, int lastbone, framestate_t *fstate, float *result)
{
#ifdef SKELETALMODELS
galiasinfo_t *inf;
if (!model || model->type != mod_alias)
return false;
inf = Mod_Extradata(model);
return Alias_GetBoneRelations(inf, fstate, result, firstbone, lastbone);
#endif
return 0;
}
galiasbone_t *Mod_GetBoneInfo(model_t *model, int *numbones)
{
#ifdef SKELETALMODELS
galiasbone_t *bone;
galiasinfo_t *inf;
if (!model || model->type != mod_alias)
return NULL;
inf = Mod_Extradata(model);
bone = (galiasbone_t*)((char*)inf + inf->ofsbones);
*numbones = inf->numbones;
return bone;
#else
*numbones = 0;
return NULL;
#endif
}
int Mod_GetBoneParent(model_t *model, int bonenum)
{
#ifdef SKELETALMODELS
galiasbone_t *bone;
galiasinfo_t *inf;
if (!model || model->type != mod_alias)
return 0;
inf = Mod_Extradata(model);
bonenum--;
if ((unsigned int)bonenum >= inf->numbones)
return 0; //no parent
bone = (galiasbone_t*)((char*)inf + inf->ofsbones);
return bone[bonenum].parent+1;
#endif
return 0;
}
char *Mod_GetBoneName(model_t *model, int bonenum)
{
#ifdef SKELETALMODELS
galiasbone_t *bone;
galiasinfo_t *inf;
if (!model || model->type != mod_alias)
return 0;
inf = Mod_Extradata(model);
bonenum--;
if ((unsigned int)bonenum >= inf->numbones)
return 0; //no parent
bone = (galiasbone_t*)((char*)inf + inf->ofsbones);
return bone[bonenum].name;
#endif
return 0;
}
typedef struct {
char name[MAX_QPATH];
vec3_t org;
float ang[3][3];
} md3tag_t;
qboolean Mod_GetTag(model_t *model, int tagnum, framestate_t *fstate, float *result)
{
galiasinfo_t *inf;
if (!model || model->type != mod_alias)
return false;
inf = Mod_Extradata(model);
#ifdef SKELETALMODELS
if (inf->numbones)
{
galiasbone_t *bone;
galiasgroup_t *g1, *g2;
float tempmatrix[12]; //flipped between this and bonematrix
float *matrix; //the matrix for a single bone in a single pose.
float m[12]; //combined interpolated version of 'matrix'.
int b, k; //counters
float *pose[4]; //the per-bone matricies (one for each pose)
float plerp[4]; //the ammount of that pose to use (must combine to 1)
int numposes = 0;
int frame1, frame2;
float f1time, f2time;
float f2ness;
#ifdef warningmsg
#pragma warningmsg("fixme: no base info")
#endif
if (tagnum <= 0 || tagnum > inf->numbones)
return false;
tagnum--; //tagnum 0 is 'use my angles/org'
bone = (galiasbone_t*)((char*)inf + inf->ofsbones);
if (fstate->bonestate)
{
if (tagnum >= fstate->bonecount)
return false;
if (fstate->boneabs)
{
memcpy(result, fstate->bonestate + 12 * tagnum, 12*sizeof(*result));
return true;
}
pose[0] = fstate->bonestate;
plerp[0] = 1;
numposes = 1;
}
else
{
frame1 = fstate->g[FS_REG].frame[0];
frame2 = fstate->g[FS_REG].frame[1];
f1time = fstate->g[FS_REG].frametime[0];
f2time = fstate->g[FS_REG].frametime[1];
f2ness = fstate->g[FS_REG].lerpfrac;
if (frame1 < 0 || frame1 >= inf->groups)
return false;
if (frame2 < 0 || frame2 >= inf->groups)
{
f2ness = 0;
frame2 = frame1;
}
//the higher level merges old/new anims, but we still need to blend between automated frame-groups.
g1 = (galiasgroup_t*)((char *)inf + inf->groupofs + sizeof(galiasgroup_t)*frame1);
g2 = (galiasgroup_t*)((char *)inf + inf->groupofs + sizeof(galiasgroup_t)*frame2);
if (f2ness != 1)
{
f1time *= g1->rate;
frame1 = (int)f1time%g1->numposes;
frame2 = ((int)f1time+1)%g1->numposes;
f1time = f1time - (int)f1time;
pose[numposes] = (float *)((char *)g1 + g1->poseofs + sizeof(float)*inf->numbones*12*frame1);
plerp[numposes] = (1-f1time) * (1-f2ness);
numposes++;
if (frame1 != frame2)
{
pose[numposes] = (float *)((char *)g1 + g1->poseofs + sizeof(float)*inf->numbones*12*frame2);
plerp[numposes] = f1time * (1-f2ness);
numposes++;
}
}
if (f2ness)
{
f2time *= g2->rate;
frame1 = (int)f2time%g2->numposes;
frame2 = ((int)f2time+1)%g2->numposes;
f2time = f2time - (int)f2time;
pose[numposes] = (float *)((char *)g2 + g2->poseofs + sizeof(float)*inf->numbones*12*frame1);
plerp[numposes] = (1-f2time) * f2ness;
numposes++;
if (frame1 != frame2)
{
pose[numposes] = (float *)((char *)g2 + g2->poseofs + sizeof(float)*inf->numbones*12*frame2);
plerp[numposes] = f2time * f2ness;
numposes++;
}
}
}
//set up the identity matrix
for (k = 0;k < 12;k++)
result[k] = 0;
result[0] = 1;
result[5] = 1;
result[10] = 1;
while(tagnum >= 0)
{
//set up the per-bone transform matrix
for (k = 0;k < 12;k++)
m[k] = 0;
for (b = 0;b < numposes;b++)
{
matrix = pose[b] + tagnum*12;
for (k = 0;k < 12;k++)
m[k] += matrix[k] * plerp[b];
}
memcpy(tempmatrix, result, sizeof(tempmatrix));
R_ConcatTransforms((void*)m, (void*)tempmatrix, (void*)result);
tagnum = bone[tagnum].parent;
}
return true;
}
#endif
if (inf->numtags)
{
md3tag_t *t1, *t2;
int frame1, frame2;
float f1time, f2time;
float f2ness;
frame1 = fstate->g[FS_REG].frame[0];
frame2 = fstate->g[FS_REG].frame[1];
f1time = fstate->g[FS_REG].frametime[0];
f2time = fstate->g[FS_REG].frametime[1];
f2ness = fstate->g[FS_REG].lerpfrac;
if (tagnum <= 0 || tagnum > inf->numtags)
return false;
if (frame1 < 0)
return false;
if (frame1 >= inf->numtagframes)
frame1 = inf->numtagframes - 1;
if (frame2 < 0 || frame2 >= inf->numtagframes)
frame2 = frame1;
tagnum--; //tagnum 0 is 'use my angles/org'
t1 = (md3tag_t*)((char*)inf + inf->ofstags);
t1 += tagnum;
t1 += inf->numtags*frame1;
t2 = (md3tag_t*)((char*)inf + inf->ofstags);
t2 += tagnum;
t2 += inf->numtags*frame2;
if (t1 == t2)
{
result[0] = t1->ang[0][0];
result[1] = t1->ang[0][1];
result[2] = t1->ang[0][2];
result[3] = t1->org[0];
result[4] = t1->ang[1][0];
result[5] = t1->ang[1][1];
result[6] = t1->ang[1][2];
result[7] = t1->org[1];
result[8] = t1->ang[2][0];
result[9] = t1->ang[2][1];
result[10] = t1->ang[2][2];
result[11] = t1->org[2];
}
else
{
float f1ness = 1-f2ness;
result[0] = t1->ang[0][0]*f1ness + t2->ang[0][0]*f2ness;
result[1] = t1->ang[0][1]*f1ness + t2->ang[0][1]*f2ness;
result[2] = t1->ang[0][2]*f1ness + t2->ang[0][2]*f2ness;
result[3] = t1->org[0]*f1ness + t2->org[0]*f2ness;
result[4] = t1->ang[1][0]*f1ness + t2->ang[1][0]*f2ness;
result[5] = t1->ang[1][1]*f1ness + t2->ang[1][1]*f2ness;
result[6] = t1->ang[1][2]*f1ness + t2->ang[1][2]*f2ness;
result[7] = t1->org[1]*f1ness + t2->org[1]*f2ness;
result[8] = t1->ang[2][0]*f1ness + t2->ang[2][0]*f2ness;
result[9] = t1->ang[2][1]*f1ness + t2->ang[2][1]*f2ness;
result[10] = t1->ang[2][2]*f1ness + t2->ang[2][2]*f2ness;
result[11] = t1->org[2]*f1ness + t2->org[2]*f2ness;
}
VectorNormalize(result);
VectorNormalize(result+4);
VectorNormalize(result+8);
return true;
}
return false;
}
int Mod_TagNumForName(model_t *model, char *name)
{
int i;
galiasinfo_t *inf;
md3tag_t *t;
if (!model)
return 0;
#ifdef HALFLIFEMODELS
if (model->type == mod_halflife)
return HLMod_BoneForName(model, name);
#endif
if (model->type != mod_alias)
return 0;
inf = Mod_Extradata(model);
#ifdef SKELETALMODELS
if (inf->numbones)
{
galiasbone_t *b;
b = (galiasbone_t*)((char*)inf + inf->ofsbones);
for (i = 0; i < inf->numbones; i++)
{
if (!strcmp(b[i].name, name))
return i+1;
}
}
#endif
t = (md3tag_t*)((char*)inf + inf->ofstags);
for (i = 0; i < inf->numtags; i++)
{
if (!strcmp(t[i].name, name))
return i+1;
}
return 0;
}
int Mod_FrameNumForName(model_t *model, char *name)
{
galiasgroup_t *group;
galiasinfo_t *inf;
int i;
if (!model)
return -1;
#ifdef HALFLIFEMODELS
if (model->type == mod_halflife)
return HLMod_FrameForName(model, name);
#endif
if (model->type != mod_alias)
return 0;
inf = Mod_Extradata(model);
group = (galiasgroup_t*)((char*)inf + inf->groupofs);
for (i = 0; i < inf->groups; i++, group++)
{
if (!strcmp(group->name, name))
return i;
}
return -1;
}
#ifndef SERVERONLY
int Mod_SkinNumForName(model_t *model, char *name)
{
int i;
galiasinfo_t *inf;
galiasskin_t *skin;
if (!model || model->type != mod_alias)
return -1;
inf = Mod_Extradata(model);
skin = (galiasskin_t*)((char*)inf+inf->ofsskins);
for (i = 0; i < inf->numskins; i++, skin++)
{
if (!strcmp(skin->name, name))
return i;
}
return -1;
}
#endif
const char *Mod_FrameNameForNum(model_t *model, int num)
{
galiasgroup_t *group;
galiasinfo_t *inf;
if (!model)
return NULL;
if (model->type != mod_alias)
return NULL;
inf = Mod_Extradata(model);
if (num >= inf->groups)
return NULL;
group = (galiasgroup_t*)((char*)inf + inf->groupofs);
return group[num].name;
}
qboolean Mod_FrameInfoForNum(model_t *model, int num, char **name, int *numframes, float *duration, qboolean *loop)
{
galiasgroup_t *group;
galiasinfo_t *inf;
if (!model)
return false;
if (model->type != mod_alias)
return false;
inf = Mod_Extradata(model);
if (num >= inf->groups)
return false;
group = (galiasgroup_t*)((char*)inf + inf->groupofs);
*name = group[num].name;
*numframes = group[num].numposes;
*loop = group[num].loop;
*duration = group->numposes/group->rate;
return true;
}
const char *Mod_SkinNameForNum(model_t *model, int num)
{
#ifdef SERVERONLY
return NULL;
#else
galiasinfo_t *inf;
galiasskin_t *skin;
if (!model || model->type != mod_alias)
return NULL;
inf = Mod_Extradata(model);
if (num >= inf->numskins)
return NULL;
skin = (galiasskin_t*)((char*)inf+inf->ofsskins);
return skin[num].name;
#endif
}
float Mod_FrameDuration(model_t *model, int frameno)
{
galiasinfo_t *inf;
galiasgroup_t *group;
if (!model || model->type != mod_alias)
return 0;
inf = Mod_Extradata(model);
group = (galiasgroup_t*)((char*)inf + inf->groupofs);
if (frameno < 0 || frameno >= inf->groups)
return 0;
group += frameno;
return group->numposes/group->rate;
}
#ifdef MD3MODELS
//structures from Tenebrae
typedef struct {
int ident;
int version;
char name[MAX_QPATH];
int flags; //Does anyone know what these are?
int numFrames;
int numTags;
int numSurfaces;
int numSkins;
int ofsFrames;
int ofsTags;
int ofsSurfaces;
int ofsEnd;
} md3Header_t;
//then has header->numFrames of these at header->ofs_Frames
typedef struct md3Frame_s {
vec3_t bounds[2];
vec3_t localOrigin;
float radius;
char name[16];
} md3Frame_t;
//there are header->numSurfaces of these at header->ofsSurfaces, following from ofsEnd
typedef struct {
int ident; //
char name[MAX_QPATH]; // polyset name
int flags;
int numFrames; // all surfaces in a model should have the same
int numShaders; // all surfaces in a model should have the same
int numVerts;
int numTriangles;
int ofsTriangles;
int ofsShaders; // offset from start of md3Surface_t
int ofsSt; // texture coords are common for all frames
int ofsXyzNormals; // numVerts * numFrames
int ofsEnd; // next surface follows
} md3Surface_t;
//at surf+surf->ofsXyzNormals
typedef struct {
short xyz[3];
qbyte latlong[2];
} md3XyzNormal_t;
//surf->numTriangles at surf+surf->ofsTriangles
typedef struct {
int indexes[3];
} md3Triangle_t;
//surf->numVerts at surf+surf->ofsSt
typedef struct {
float s;
float t;
} md3St_t;
typedef struct {
char name[MAX_QPATH];
int shaderIndex;
} md3Shader_t;
//End of Tenebrae 'assistance'
qboolean Mod_LoadQ3Model(model_t *mod, void *buffer)
{
#ifndef SERVERONLY
galiasskin_t *skin;
shader_t **shaders;
float lat, lng;
md3St_t *inst;
vec3_t *normals;
vec3_t *svector;
vec3_t *tvector;
vec2_t *st_array;
md3Shader_t *inshader;
#endif
int hunkstart, hunkend, hunktotal;
// int version;
int s, i, j, d;
index_t *indexes;
vec3_t min;
vec3_t max;
galiaspose_t *pose;
galiasinfo_t *parent, *root;
galiasgroup_t *group;
vecV_t *verts;
md3Triangle_t *intris;
md3XyzNormal_t *invert;
int size;
int externalskins;
md3Header_t *header;
md3Surface_t *surf;
loadmodel=mod;
hunkstart = Hunk_LowMark ();
header = buffer;
// if (header->version != sdfs)
// Sys_Error("GL_LoadQ3Model: Bad version\n");
parent = NULL;
root = NULL;
#ifndef SERVERONLY
externalskins = Mod_BuildSkinFileList(mod->name);
#else
externalskins = 0;
#endif
min[0] = min[1] = min[2] = 0;
max[0] = max[1] = max[2] = 0;
surf = (md3Surface_t *)((qbyte *)header + LittleLong(header->ofsSurfaces));
for (s = 0; s < LittleLong(header->numSurfaces); s++)
{
if (LittleLong(surf->ident) != MD3_IDENT)
Con_Printf(CON_WARNING "Warning: md3 sub-surface doesn't match ident\n");
size = sizeof(galiasinfo_t) + sizeof(galiasgroup_t)*LittleLong(header->numFrames);
galias = Hunk_Alloc(size);
galias->groupofs = sizeof(*galias); //frame groups
galias->groups = LittleLong(header->numFrames);
galias->numverts = LittleLong(surf->numVerts);
galias->numindexes = LittleLong(surf->numTriangles)*3;
galias->shares_verts = s;
if (parent)
parent->nextsurf = (qbyte *)galias - (qbyte *)parent;
else
root = galias;
parent = galias;
#ifndef SERVERONLY
st_array = Hunk_Alloc(sizeof(vec2_t)*galias->numindexes);
galias->ofs_st_array = (qbyte*)st_array - (qbyte*)galias;
inst = (md3St_t*)((qbyte*)surf + LittleLong(surf->ofsSt));
for (i = 0; i < galias->numverts; i++)
{
st_array[i][0] = LittleFloat(inst[i].s);
st_array[i][1] = LittleFloat(inst[i].t);
}
#endif
indexes = Hunk_Alloc(sizeof(*indexes)*galias->numindexes);
galias->ofs_indexes = (qbyte*)indexes - (qbyte*)galias;
intris = (md3Triangle_t *)((qbyte*)surf + LittleLong(surf->ofsTriangles));
for (i = 0; i < LittleLong(surf->numTriangles); i++)
{
indexes[i*3+0] = LittleLong(intris[i].indexes[0]);
indexes[i*3+1] = LittleLong(intris[i].indexes[1]);
indexes[i*3+2] = LittleLong(intris[i].indexes[2]);
}
group = (galiasgroup_t *)(galias+1);
invert = (md3XyzNormal_t *)((qbyte*)surf + LittleLong(surf->ofsXyzNormals));
for (i = 0; i < LittleLong(surf->numFrames); i++)
{
pose = (galiaspose_t *)Hunk_Alloc(sizeof(galiaspose_t) + sizeof(vecV_t)*LittleLong(surf->numVerts)
#ifndef SERVERONLY
+ 3*sizeof(vec3_t)*LittleLong(surf->numVerts)
#endif
);
verts = (vecV_t*)(pose+1);
pose->ofsverts = (qbyte*)verts - (qbyte*)pose;
#ifndef SERVERONLY
normals = (vec3_t*)(verts + LittleLong(surf->numVerts));
pose->ofsnormals = (qbyte*)normals - (qbyte*)pose;
svector = normals + LittleLong(surf->numVerts);
pose->ofssvector = (qbyte*)svector - (qbyte*)pose;
tvector = svector + LittleLong(surf->numVerts);
pose->ofstvector = (qbyte*)tvector - (qbyte*)pose;
#endif
for (j = 0; j < LittleLong(surf->numVerts); j++)
{
#ifndef SERVERONLY
lat = (float)invert[j].latlong[0] * (2 * M_PI)*(1.0 / 255.0);
lng = (float)invert[j].latlong[1] * (2 * M_PI)*(1.0 / 255.0);
normals[j][0] = cos ( lng ) * sin ( lat );
normals[j][1] = sin ( lng ) * sin ( lat );
normals[j][2] = cos ( lat );
#endif
for (d = 0; d < 3; d++)
{
verts[j][d] = LittleShort(invert[j].xyz[d])/64.0f;
if (verts[j][d]<min[d])
min[d] = verts[j][d];
if (verts[j][d]>max[d])
max[d] = verts[j][d];
}
}
pose->scale[0] = 1;
pose->scale[1] = 1;
pose->scale[2] = 1;
pose->scale_origin[0] = 0;
pose->scale_origin[1] = 0;
pose->scale_origin[2] = 0;
snprintf(group->name, sizeof(group->name)-1, "frame%i", i);
group->numposes = 1;
group->rate = 1;
group->poseofs = (qbyte*)pose - (qbyte*)group;
group++;
invert += LittleLong(surf->numVerts);
}
#ifndef SERVERONLY
if (externalskins<LittleLong(surf->numShaders))
externalskins = LittleLong(surf->numShaders);
if (externalskins)
{
char shadname[1024];
skin = Hunk_Alloc((LittleLong(surf->numShaders)+externalskins)*((sizeof(galiasskin_t)+sizeof(shader_t*))));
galias->ofsskins = (qbyte *)skin - (qbyte *)galias;
shaders = (shader_t **)(skin + LittleLong(surf->numShaders)+externalskins);
inshader = (md3Shader_t *)((qbyte *)surf + LittleLong(surf->ofsShaders));
for (i = 0; i < externalskins; i++)
{
skin->numshaders = 1;
skin->ofsshaders = (qbyte *)&shaders[i] - (qbyte *)skin;
skin->ofstexels = 0;
skin->skinwidth = 0;
skin->skinheight = 0;
skin->skinspeed = 0;
shadname[0] = '\0';
Mod_ParseQ3SkinFile(shadname, surf->name, loadmodel->name, i, skin->name);
if (!*shadname)
{
if (i >= LittleLong(surf->numShaders) || !*inshader->name)
strcpy(shadname, "missingskin"); //this shouldn't be possible
else
strcpy(shadname, inshader->name);
Q_strncpyz(skin->name, shadname, sizeof(skin->name));
}
if (qrenderer != QR_NONE)
{
shaders[i] = R_RegisterSkin(shadname, mod->name);
R_BuildDefaultTexnums(NULL, shaders[i]);
if (shaders[i]->flags & SHADER_NOIMAGE)
Con_Printf("Unable to load texture for shader \"%s\" for model \"%s\"\n", shaders[i]->name, loadmodel->name);
}
inshader++;
skin++;
}
galias->numskins = i;
}
#endif
VectorCopy(min, loadmodel->mins);
VectorCopy(max, loadmodel->maxs);
Mod_CompileTriangleNeighbours (galias);
Mod_BuildTextureVectors(galias);
surf = (md3Surface_t *)((qbyte *)surf + LittleLong(surf->ofsEnd));
}
if (!root)
root = Hunk_Alloc(sizeof(galiasinfo_t));
root->numtagframes = LittleLong(header->numFrames);
root->numtags = LittleLong(header->numTags);
root->ofstags = (char*)Hunk_Alloc(LittleLong(header->numTags)*sizeof(md3tag_t)*LittleLong(header->numFrames)) - (char*)root;
{
md3tag_t *src;
md3tag_t *dst;
src = (md3tag_t *)((char*)header+LittleLong(header->ofsTags));
dst = (md3tag_t *)((char*)root+root->ofstags);
for(i=0;i<LittleLong(header->numTags)*LittleLong(header->numFrames);i++)
{
memcpy(dst->name, src->name, sizeof(dst->name));
for(j=0;j<3;j++)
{
dst->org[j] = LittleFloat(src->org[j]);
}
for(j=0;j<3;j++)
{
for(s=0;s<3;s++)
{
dst->ang[j][s] = LittleFloat(src->ang[j][s]);
}
}
src++;
dst++;
}
}
//
// move the complete, relocatable alias model to the cache
//
hunkend = Hunk_LowMark ();
#ifndef SERVERONLY
if (mod_md3flags.value)
mod->flags = LittleLong(header->flags);
else
#endif
mod->flags = 0;
if (!mod->flags)
mod->flags = Mod_ReadFlagsFromMD1(mod->name, 0);
Mod_ClampModelSize(mod);
Hunk_Alloc(0);
hunktotal = hunkend - hunkstart;
Cache_Alloc (&mod->cache, hunktotal, loadname);
mod->type = mod_alias;
if (!mod->cache.data)
{
Hunk_FreeToLowMark (hunkstart);
return false;
}
memcpy (mod->cache.data, root, hunktotal);
Hunk_FreeToLowMark (hunkstart);
mod->funcs.NativeTrace = Mod_Trace;
return true;
}
#endif
#ifdef ZYMOTICMODELS
typedef struct zymlump_s
{
int start;
int length;
} zymlump_t;
typedef struct zymtype1header_s
{
char id[12]; // "ZYMOTICMODEL", length 12, no termination
int type; // 0 (vertex morph) 1 (skeletal pose) or 2 (skeletal scripted)
int filesize; // size of entire model file
float mins[3], maxs[3], radius; // for clipping uses
int numverts;
int numtris;
int numsurfaces;
int numbones; // this may be zero in the vertex morph format (undecided)
int numscenes; // 0 in skeletal scripted models
// skeletal pose header
// lump offsets are relative to the file
zymlump_t lump_scenes; // zymscene_t scene[numscenes]; // name and other information for each scene (see zymscene struct)
zymlump_t lump_poses; // float pose[numposes][numbones][6]; // animation data
zymlump_t lump_bones; // zymbone_t bone[numbones];
zymlump_t lump_vertbonecounts; // int vertbonecounts[numvertices]; // how many bones influence each vertex (separate mainly to make this compress better)
zymlump_t lump_verts; // zymvertex_t vert[numvertices]; // see vertex struct
zymlump_t lump_texcoords; // float texcoords[numvertices][2];
zymlump_t lump_render; // int renderlist[rendersize]; // sorted by shader with run lengths (int count), shaders are sequentially used, each run can be used with glDrawElements (each triangle is 3 int indices)
zymlump_t lump_surfnames; // char shadername[numsurfaces][32]; // shaders used on this model
zymlump_t lump_trizone; // byte trizone[numtris]; // see trizone explanation
} zymtype1header_t;
typedef struct zymbone_s
{
char name[32];
int flags;
int parent; // parent bone number
} zymbone_t;
typedef struct zymscene_s
{
char name[32];
float mins[3], maxs[3], radius; // for clipping
float framerate; // the scene will animate at this framerate (in frames per second)
int flags;
int start, length; // range of poses
} zymscene_t;
#define ZYMSCENEFLAG_NOLOOP 1
typedef struct zymvertex_s
{
int bonenum;
float origin[3];
} zymvertex_t;
//this can generate multiple meshes (one for each shader).
//but only one set of transforms are ever generated.
qboolean Mod_LoadZymoticModel(model_t *mod, void *buffer)
{
#ifndef SERVERONLY
galiasskin_t *skin;
shader_t **shaders;
int skinfiles;
int j;
#endif
int i;
int hunkstart, hunkend, hunktotal;
zymtype1header_t *header;
galiasinfo_t *root;
galisskeletaltransforms_t *transforms;
zymvertex_t *intrans;
galiasbone_t *bone;
zymbone_t *inbone;
int v;
float multiplier;
float *matrix, *inmatrix;
vec2_t *stcoords;
vec2_t *inst;
int *vertbonecounts;
galiasgroup_t *grp;
zymscene_t *inscene;
int *renderlist, count;
index_t *indexes;
char *surfname;
loadmodel=mod;
hunkstart = Hunk_LowMark ();
header = buffer;
if (memcmp(header->id, "ZYMOTICMODEL", 12))
{
Con_Printf("Mod_LoadZymoticModel: %s, doesn't appear to BE a zymotic!\n", mod->name);
return false;
}
if (BigLong(header->type) != 1)
{
Con_Printf("Mod_LoadZymoticModel: %s, only type 1 is supported\n", mod->name);
return false;
}
for (i = 0; i < sizeof(zymtype1header_t)/4; i++)
((int*)header)[i] = BigLong(((int*)header)[i]);
if (!header->numverts)
{
Con_Printf("Mod_LoadZymoticModel: %s, no vertexes\n", mod->name);
return false;
}
if (!header->numsurfaces)
{
Con_Printf("Mod_LoadZymoticModel: %s, no surfaces\n", mod->name);
return false;
}
VectorCopy(header->mins, mod->mins);
VectorCopy(header->maxs, mod->maxs);
root = Hunk_AllocName(sizeof(galiasinfo_t)*header->numsurfaces, loadname);
root->numswtransforms = header->lump_verts.length/sizeof(zymvertex_t);
transforms = Hunk_Alloc(root->numswtransforms*sizeof(*transforms));
root->ofsswtransforms = (char*)transforms - (char*)root;
vertbonecounts = (int *)((char*)header + header->lump_vertbonecounts.start);
intrans = (zymvertex_t *)((char*)header + header->lump_verts.start);
vertbonecounts[0] = BigLong(vertbonecounts[0]);
multiplier = 1.0f / vertbonecounts[0];
for (i = 0, v=0; i < root->numswtransforms; i++)
{
while(!vertbonecounts[v])
{
v++;
if (v == header->numverts)
{
Con_Printf("Mod_LoadZymoticModel: %s, too many transformations\n", mod->name);
Hunk_FreeToLowMark(hunkstart);
return false;
}
vertbonecounts[v] = BigLong(vertbonecounts[v]);
multiplier = 1.0f / vertbonecounts[v];
}
transforms[i].vertexindex = v;
transforms[i].boneindex = BigLong(intrans[i].bonenum);
transforms[i].org[0] = multiplier*BigFloat(intrans[i].origin[0]);
transforms[i].org[1] = multiplier*BigFloat(intrans[i].origin[1]);
transforms[i].org[2] = multiplier*BigFloat(intrans[i].origin[2]);
transforms[i].org[3] = multiplier*1;
vertbonecounts[v]--;
}
if (intrans != (zymvertex_t *)((char*)header + header->lump_verts.start))
{
Con_Printf(CON_ERROR "%s, Vertex transforms list appears corrupt.\n", mod->name);
Hunk_FreeToLowMark(hunkstart);
return false;
}
if (vertbonecounts != (int *)((char*)header + header->lump_vertbonecounts.start))
{
Con_Printf(CON_ERROR "%s, Vertex bone counts list appears corrupt.\n", mod->name);
Hunk_FreeToLowMark(hunkstart);
return false;
}
root->numverts = v+1;
root->numbones = header->numbones;
bone = Hunk_Alloc(root->numswtransforms*sizeof(*transforms));
inbone = (zymbone_t*)((char*)header + header->lump_bones.start);
for (i = 0; i < root->numbones; i++)
{
Q_strncpyz(bone[i].name, inbone[i].name, sizeof(bone[i].name));
bone[i].parent = BigLong(inbone[i].parent);
}
root->ofsbones = (char *)bone - (char *)root;
renderlist = (int*)((char*)header + header->lump_render.start);
for (i = 0;i < header->numsurfaces; i++)
{
count = BigLong(*renderlist++);
count *= 3;
indexes = Hunk_Alloc(count*sizeof(*indexes));
root[i].ofs_indexes = (char *)indexes - (char*)&root[i];
root[i].numindexes = count;
while(count)
{ //invert
indexes[count-1] = BigLong(renderlist[count-3]);
indexes[count-2] = BigLong(renderlist[count-2]);
indexes[count-3] = BigLong(renderlist[count-1]);
count-=3;
}
renderlist += root[i].numindexes;
}
if (renderlist != (int*)((char*)header + header->lump_render.start + header->lump_render.length))
{
Con_Printf(CON_ERROR "%s, render list appears corrupt.\n", mod->name);
Hunk_FreeToLowMark(hunkstart);
return false;
}
grp = Hunk_Alloc(sizeof(*grp)*header->numscenes*header->numsurfaces);
matrix = Hunk_Alloc(header->lump_poses.length);
inmatrix = (float*)((char*)header + header->lump_poses.start);
for (i = 0; i < header->lump_poses.length/4; i++)
matrix[i] = BigFloat(inmatrix[i]);
inscene = (zymscene_t*)((char*)header + header->lump_scenes.start);
surfname = ((char*)header + header->lump_surfnames.start);
stcoords = Hunk_Alloc(root[0].numverts*sizeof(vec2_t));
inst = (vec2_t *)((char *)header + header->lump_texcoords.start);
for (i = 0; i < header->lump_texcoords.length/8; i++)
{
stcoords[i][0] = BigFloat(inst[i][0]);
stcoords[i][1] = 1-BigFloat(inst[i][1]); //hmm. upside down skin coords?
}
#ifndef SERVERONLY
skinfiles = Mod_BuildSkinFileList(loadmodel->name);
if (skinfiles < 1)
skinfiles = 1;
#endif
for (i = 0; i < header->numsurfaces; i++, surfname+=32)
{
root[i].groups = header->numscenes;
root[i].groupofs = (char*)grp - (char*)&root[i];
#ifdef SERVERONLY
root[i].numskins = 1;
#else
root[i].ofs_st_array = (char*)stcoords - (char*)&root[i];
root[i].numskins = skinfiles;
skin = Hunk_Alloc((sizeof(galiasskin_t)+sizeof(shader_t*))*skinfiles);
shaders = (shader_t**)(skin+skinfiles);
for (j = 0; j < skinfiles; j++, shaders++)
{
skin[j].numshaders = 1; //non-sequenced skins.
skin[j].ofsshaders = (char *)shaders - (char *)&skin[j];
Mod_LoadSkinFile(shaders, surfname, j, NULL, 0, 0, NULL);
}
root[i].ofsskins = (char *)skin - (char *)&root[i];
#endif
}
for (i = 0; i < header->numscenes; i++, grp++, inscene++)
{
Q_strncpyz(grp->name, inscene->name, sizeof(grp->name));
grp->isheirachical = 1;
grp->rate = BigFloat(inscene->framerate);
grp->loop = !(BigLong(inscene->flags) & ZYMSCENEFLAG_NOLOOP);
grp->numposes = BigLong(inscene->length);
grp->poseofs = (char*)matrix - (char*)grp;
grp->poseofs += BigLong(inscene->start)*12*sizeof(float)*root->numbones;
}
if (inscene != (zymscene_t*)((char*)header + header->lump_scenes.start+header->lump_scenes.length))
{
Con_Printf(CON_ERROR "%s, scene list appears corrupt.\n", mod->name);
Hunk_FreeToLowMark(hunkstart);
return false;
}
for (i = 0; i < header->numsurfaces-1; i++)
root[i].nextsurf = sizeof(galiasinfo_t);
for (i = 1; i < header->numsurfaces; i++)
{
root[i].shares_verts = 0;
root[i].numbones = root[0].numbones;
root[i].numverts = root[0].numverts;
root[i].ofsbones = root[0].ofsbones;
root[i-1].nextsurf = sizeof(*root);
}
Alias_CalculateSkeletalNormals(root);
//
// move the complete, relocatable alias model to the cache
//
hunkend = Hunk_LowMark ();
mod->flags = Mod_ReadFlagsFromMD1(mod->name, 0); //file replacement - inherit flags from any defunc mdl files.
Mod_ClampModelSize(mod);
Hunk_Alloc(0);
hunktotal = hunkend - hunkstart;
Cache_Alloc (&mod->cache, hunktotal, loadname);
mod->type = mod_alias;
if (!mod->cache.data)
{
Hunk_FreeToLowMark (hunkstart);
return false;
}
memcpy (mod->cache.data, root, hunktotal);
Hunk_FreeToLowMark (hunkstart);
mod->funcs.NativeTrace = Mod_Trace;
return true;
}
#endif //ZYMOTICMODELS
///////////////////////////////////////////////////////////////
//psk
#ifdef PSKMODELS
/*Typedefs copied from DarkPlaces*/
typedef struct pskchunk_s
{
// id is one of the following:
// .psk:
// ACTRHEAD (recordsize = 0, numrecords = 0)
// PNTS0000 (recordsize = 12, pskpnts_t)
// VTXW0000 (recordsize = 16, pskvtxw_t)
// FACE0000 (recordsize = 12, pskface_t)
// MATT0000 (recordsize = 88, pskmatt_t)
// REFSKELT (recordsize = 120, pskboneinfo_t)
// RAWWEIGHTS (recordsize = 12, pskrawweights_t)
// .psa:
// ANIMHEAD (recordsize = 0, numrecords = 0)
// BONENAMES (recordsize = 120, pskboneinfo_t)
// ANIMINFO (recordsize = 168, pskaniminfo_t)
// ANIMKEYS (recordsize = 32, pskanimkeys_t)
char id[20];
// in .psk always 0x1e83b9
// in .psa always 0x2e
int version;
int recordsize;
int numrecords;
} pskchunk_t;
typedef struct pskpnts_s
{
float origin[3];
} pskpnts_t;
typedef struct pskvtxw_s
{
unsigned short pntsindex; // index into PNTS0000 chunk
unsigned char unknown1[2]; // seems to be garbage
float texcoord[2];
unsigned char mattindex; // index into MATT0000 chunk
unsigned char unknown2; // always 0?
unsigned char unknown3[2]; // seems to be garbage
} pskvtxw_t;
typedef struct pskface_s
{
unsigned short vtxwindex[3]; // triangle
unsigned char mattindex; // index into MATT0000 chunk
unsigned char unknown; // seems to be garbage
unsigned int group; // faces seem to be grouped, possibly for smoothing?
} pskface_t;
typedef struct pskmatt_s
{
char name[64];
int unknown[6]; // observed 0 0 0 0 5 0
} pskmatt_t;
typedef struct pskpose_s
{
float quat[4];
float origin[3];
float unknown; // probably a float, always seems to be 0
float size[3];
} pskpose_t;
typedef struct pskboneinfo_s
{
char name[64];
int unknown1;
int numchildren;
int parent; // root bones have 0 here
pskpose_t basepose;
} pskboneinfo_t;
typedef struct pskrawweights_s
{
float weight;
int pntsindex;
int boneindex;
} pskrawweights_t;
typedef struct pskaniminfo_s
{
char name[64];
char group[64];
int numbones;
int unknown1;
int unknown2;
int unknown3;
float unknown4;
float playtime; // not really needed
float fps; // frames per second
int unknown5;
int firstframe;
int numframes;
// firstanimkeys = (firstframe + frameindex) * numbones
} pskaniminfo_t;
typedef struct pskanimkeys_s
{
float origin[3];
float quat[4];
float frametime;
} pskanimkeys_t;
qboolean Mod_LoadPSKModel(model_t *mod, void *buffer)
{
pskchunk_t *chunk;
unsigned int pos = 0;
unsigned int i, j;
qboolean fail = false;
char basename[MAX_QPATH];
galiasinfo_t *gmdl;
#ifndef SERVERONLY
float *stcoord;
galiasskin_t *skin;
shader_t **gshaders;
#endif
galiasbone_t *bones;
galiasgroup_t *group;
------------------------------------------------------------------------ r4169 | acceptthis | 2013-01-17 08:55:12 +0000 (Thu, 17 Jan 2013) | 31 lines removed MAX_VISEDICTS limit. PEXT2_REPLACEMENTDELTAS tweaked, now has 4 million entity limit. still not enabled by default. TE_BEAM now maps to a separate TEQW_BEAM to avoid conflicts with QW. added android multitouch emulation for windows/rawinput (in_simulatemultitouch). split topcolor/bottomcolor from scoreboard, for dp's colormap|1024 feature. now using utf-8 for windows consoles. qcc warnings/errors now give clickable console links for quick+easy editing. disabled menutint when the currently active item changes contrast or gamma (for OneManClan). Added support for drawfont/drawfontscale. tweaked the qcvm a little to reduce the number of pointers. .doll file loading. still experimental and will likely crash. requires csqc active, even if its a dummy progs. this will be fixed in time. Still other things that need cleaning up. windows: gl_font "?" shows the standard windows font-selection dialog, and can be used to select windows fonts. not all work. and you probably don't want to use windings. fixed splitscreen support when playing mvds. added mini-scoreboards to splitscreen. editor/debugger now shows asm if there's no linenumber info. also, pressing f1 for help shows the shortcuts. Added support for .framegroups files for psk(psa) and iqm formats. True support for ezquake's colour codes. Mutually exclusive with background colours. path command output slightly more readable. added support for digest_hex (MD4, SHA1, CRC16). skingroups now colourmap correctly. Fix terrain colour hints, and litdata from the wrong bsp. fix ftp dual-homed issue. support epsv command, and enable ipv6 (eprt still not supported). remove d3d11 compilation from the makefile. the required headers are not provided by mingw, and are not available to the build bot, so don't bother. fix v *= v.x and similar opcodes. fteqcc: fixed support for áéíóú type chars in names. utf-8 files now properly supported (even with the utf-8 bom/identifier). utf-16 also supported. fteqcc: fixed '#if 1 == 3 && 4' parsing. fteqcc: -Werror acts on the warning, rather than as a separate error. Line numbers are thus more readable. fteqcc: copyright message now includes compile date instead. fteqccgui: the treeview control is now coloured depending on whether there were warnings/errors in the last compile. fteqccgui: the output window is now focused and scrolls down as compilation progresses. pr_dumpplatform command dumps out some pragmas to convert more serious warnings to errors. This is to avoid the infamous 'fteqcc sucks cos my code sucks' issue. rewrote prespawn/modelist/soundlist code. server tracks progress now. ------------------------------------------------------------------------ git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4167 fc73d0e0-1445-4013-8a0c-d673dee63da5
2013-03-12 22:29:40 +00:00
float *animmatrix, *basematrix;
index_t *indexes;
float vrad;
int bonemap[MAX_BONES];
------------------------------------------------------------------------ r4169 | acceptthis | 2013-01-17 08:55:12 +0000 (Thu, 17 Jan 2013) | 31 lines removed MAX_VISEDICTS limit. PEXT2_REPLACEMENTDELTAS tweaked, now has 4 million entity limit. still not enabled by default. TE_BEAM now maps to a separate TEQW_BEAM to avoid conflicts with QW. added android multitouch emulation for windows/rawinput (in_simulatemultitouch). split topcolor/bottomcolor from scoreboard, for dp's colormap|1024 feature. now using utf-8 for windows consoles. qcc warnings/errors now give clickable console links for quick+easy editing. disabled menutint when the currently active item changes contrast or gamma (for OneManClan). Added support for drawfont/drawfontscale. tweaked the qcvm a little to reduce the number of pointers. .doll file loading. still experimental and will likely crash. requires csqc active, even if its a dummy progs. this will be fixed in time. Still other things that need cleaning up. windows: gl_font "?" shows the standard windows font-selection dialog, and can be used to select windows fonts. not all work. and you probably don't want to use windings. fixed splitscreen support when playing mvds. added mini-scoreboards to splitscreen. editor/debugger now shows asm if there's no linenumber info. also, pressing f1 for help shows the shortcuts. Added support for .framegroups files for psk(psa) and iqm formats. True support for ezquake's colour codes. Mutually exclusive with background colours. path command output slightly more readable. added support for digest_hex (MD4, SHA1, CRC16). skingroups now colourmap correctly. Fix terrain colour hints, and litdata from the wrong bsp. fix ftp dual-homed issue. support epsv command, and enable ipv6 (eprt still not supported). remove d3d11 compilation from the makefile. the required headers are not provided by mingw, and are not available to the build bot, so don't bother. fix v *= v.x and similar opcodes. fteqcc: fixed support for áéíóú type chars in names. utf-8 files now properly supported (even with the utf-8 bom/identifier). utf-16 also supported. fteqcc: fixed '#if 1 == 3 && 4' parsing. fteqcc: -Werror acts on the warning, rather than as a separate error. Line numbers are thus more readable. fteqcc: copyright message now includes compile date instead. fteqccgui: the treeview control is now coloured depending on whether there were warnings/errors in the last compile. fteqccgui: the output window is now focused and scrolls down as compilation progresses. pr_dumpplatform command dumps out some pragmas to convert more serious warnings to errors. This is to avoid the infamous 'fteqcc sucks cos my code sucks' issue. rewrote prespawn/modelist/soundlist code. server tracks progress now. ------------------------------------------------------------------------ git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4167 fc73d0e0-1445-4013-8a0c-d673dee63da5
2013-03-12 22:29:40 +00:00
char *e;
pskpnts_t *pnts = NULL;
pskvtxw_t *vtxw = NULL;
pskface_t *face = NULL;
pskmatt_t *matt = NULL;
pskboneinfo_t *boneinfo = NULL;
pskrawweights_t *rawweights = NULL;
unsigned int num_pnts, num_vtxw=0, num_face=0, num_matt = 0, num_boneinfo=0, num_rawweights=0;
pskaniminfo_t *animinfo = NULL;
pskanimkeys_t *animkeys = NULL;
unsigned int num_animinfo=0, num_animkeys=0;
int hunkstart, hunkend, hunktotal;
//#define PSK_GPU
#ifndef PSK_GPU
unsigned int num_trans;
galisskeletaltransforms_t *trans;
#else
vecV_t *skel_xyz;
vec3_t *skel_norm;
byte_vec4_t *skel_idx;
vec4_t *skel_weights;
#endif
/*load the psk*/
while (pos < com_filesize && !fail)
{
chunk = (pskchunk_t*)((char*)buffer + pos);
chunk->version = LittleLong(chunk->version);
chunk->recordsize = LittleLong(chunk->recordsize);
chunk->numrecords = LittleLong(chunk->numrecords);
pos += sizeof(*chunk);
if (!strcmp("ACTRHEAD", chunk->id) && chunk->recordsize == 0 && chunk->numrecords == 0)
{
}
else if (!strcmp("PNTS0000", chunk->id) && chunk->recordsize == sizeof(pskpnts_t))
{
num_pnts = chunk->numrecords;
pnts = (pskpnts_t*)((char*)buffer + pos);
pos += chunk->recordsize * chunk->numrecords;
for (i = 0; i < num_pnts; i++)
{
pnts[i].origin[0] = LittleFloat(pnts[i].origin[0]);
pnts[i].origin[1] = LittleFloat(pnts[i].origin[1]);
pnts[i].origin[2] = LittleFloat(pnts[i].origin[2]);
}
}
else if (!strcmp("VTXW0000", chunk->id) && chunk->recordsize == sizeof(pskvtxw_t))
{
num_vtxw = chunk->numrecords;
vtxw = (pskvtxw_t*)((char*)buffer + pos);
pos += chunk->recordsize * chunk->numrecords;
for (i = 0; i < num_vtxw; i++)
{
vtxw[i].pntsindex = LittleShort(vtxw[i].pntsindex);
vtxw[i].texcoord[0] = LittleFloat(vtxw[i].texcoord[0]);
vtxw[i].texcoord[1] = LittleFloat(vtxw[i].texcoord[1]);
}
}
else if (!strcmp("FACE0000", chunk->id) && chunk->recordsize == sizeof(pskface_t))
{
num_face = chunk->numrecords;
face = (pskface_t*)((char*)buffer + pos);
pos += chunk->recordsize * chunk->numrecords;
for (i = 0; i < num_face; i++)
{
face[i].vtxwindex[0] = LittleShort(face[i].vtxwindex[0]);
face[i].vtxwindex[1] = LittleShort(face[i].vtxwindex[1]);
face[i].vtxwindex[2] = LittleShort(face[i].vtxwindex[2]);
}
}
else if (!strcmp("MATT0000", chunk->id) && chunk->recordsize == sizeof(pskmatt_t))
{
num_matt = chunk->numrecords;
matt = (pskmatt_t*)((char*)buffer + pos);
pos += chunk->recordsize * chunk->numrecords;
}
else if (!strcmp("REFSKELT", chunk->id) && chunk->recordsize == sizeof(pskboneinfo_t))
{
num_boneinfo = chunk->numrecords;
boneinfo = (pskboneinfo_t*)((char*)buffer + pos);
pos += chunk->recordsize * chunk->numrecords;
for (i = 0; i < num_boneinfo; i++)
{
boneinfo[i].parent = LittleLong(boneinfo[i].parent);
boneinfo[i].basepose.origin[0] = LittleFloat(boneinfo[i].basepose.origin[0]);
boneinfo[i].basepose.origin[1] = LittleFloat(boneinfo[i].basepose.origin[1]);
boneinfo[i].basepose.origin[2] = LittleFloat(boneinfo[i].basepose.origin[2]);
boneinfo[i].basepose.quat[0] = LittleFloat(boneinfo[i].basepose.quat[0]);
boneinfo[i].basepose.quat[1] = LittleFloat(boneinfo[i].basepose.quat[1]);
boneinfo[i].basepose.quat[2] = LittleFloat(boneinfo[i].basepose.quat[2]);
boneinfo[i].basepose.quat[3] = LittleFloat(boneinfo[i].basepose.quat[3]);
boneinfo[i].basepose.size[0] = LittleFloat(boneinfo[i].basepose.size[0]);
boneinfo[i].basepose.size[1] = LittleFloat(boneinfo[i].basepose.size[1]);
boneinfo[i].basepose.size[2] = LittleFloat(boneinfo[i].basepose.size[2]);
/*not sure if this is needed, but mimic DP*/
if (i)
{
boneinfo[i].basepose.quat[0] *= -1;
boneinfo[i].basepose.quat[2] *= -1;
}
boneinfo[i].basepose.quat[1] *= -1;
}
}
else if (!strcmp("RAWWEIGHTS", chunk->id) && chunk->recordsize == sizeof(pskrawweights_t))
{
num_rawweights = chunk->numrecords;
rawweights = (pskrawweights_t*)((char*)buffer + pos);
pos += chunk->recordsize * chunk->numrecords;
for (i = 0; i < num_rawweights; i++)
{
rawweights[i].boneindex = LittleLong(rawweights[i].boneindex);
rawweights[i].pntsindex = LittleLong(rawweights[i].pntsindex);
rawweights[i].weight = LittleFloat(rawweights[i].weight);
}
}
else
{
Con_Printf(CON_ERROR "%s has unsupported chunk %s of %i size with version %i.\n", mod->name, chunk->id, chunk->recordsize, chunk->version);
fail = true;
}
}
if (!num_matt)
fail = true;
if (!pnts || !vtxw || !face || !matt || !boneinfo || !rawweights)
fail = true;
/*attempt to load a psa file. don't die if we can't find one*/
COM_StripExtension(mod->name, basename, sizeof(basename));
buffer = COM_LoadTempMoreFile(va("%s.psa", basename));
if (buffer)
{
pos = 0;
while (pos < com_filesize && !fail)
{
chunk = (pskchunk_t*)((char*)buffer + pos);
chunk->version = LittleLong(chunk->version);
chunk->recordsize = LittleLong(chunk->recordsize);
chunk->numrecords = LittleLong(chunk->numrecords);
pos += sizeof(*chunk);
if (!strcmp("ANIMHEAD", chunk->id) && chunk->recordsize == 0 && chunk->numrecords == 0)
{
}
else if (!strcmp("BONENAMES", chunk->id) && chunk->recordsize == sizeof(pskboneinfo_t))
{
/*parsed purely to ensure that the bones match the main model*/
pskboneinfo_t *animbones = (pskboneinfo_t*)((char*)buffer + pos);
pos += chunk->recordsize * chunk->numrecords;
if (num_boneinfo != chunk->numrecords)
{
fail = true;
Con_Printf("PSK/PSA bone counts do not match\n");
}
else
{
for (i = 0; i < num_boneinfo; i++)
{
/*assumption: 1:1 mapping will be common*/
if (!strcmp(boneinfo[i].name, animbones[i].name))
bonemap[i] = i;
else
{
/*non 1:1 mapping*/
for (j = 0; j < chunk->numrecords; j++)
{
if (!strcmp(boneinfo[i].name, animbones[j].name))
{
bonemap[i] = j;
break;
}
}
if (j == chunk->numrecords)
{
fail = true;
Con_Printf("PSK bone %s does not exist in PSA %s\n", boneinfo[i].name, basename);
break;
}
}
}
}
}
else if (!strcmp("ANIMINFO", chunk->id) && chunk->recordsize == sizeof(pskaniminfo_t))
{
num_animinfo = chunk->numrecords;
animinfo = (pskaniminfo_t*)((char*)buffer + pos);
pos += chunk->recordsize * chunk->numrecords;
for (i = 0; i < num_animinfo; i++)
{
animinfo[i].firstframe = LittleLong(animinfo[i].firstframe);
animinfo[i].numframes = LittleLong(animinfo[i].numframes);
animinfo[i].numbones = LittleLong(animinfo[i].numbones);
animinfo[i].fps = LittleFloat(animinfo[i].fps);
animinfo[i].playtime = LittleFloat(animinfo[i].playtime);
}
}
else if (!strcmp("ANIMKEYS", chunk->id) && chunk->recordsize == sizeof(pskanimkeys_t))
{
num_animkeys = chunk->numrecords;
animkeys = (pskanimkeys_t*)((char*)buffer + pos);
pos += chunk->recordsize * chunk->numrecords;
for (i = 0; i < num_animkeys; i++)
{
animkeys[i].origin[0] = LittleFloat(animkeys[i].origin[0]);
animkeys[i].origin[1] = LittleFloat(animkeys[i].origin[1]);
animkeys[i].origin[2] = LittleFloat(animkeys[i].origin[2]);
animkeys[i].quat[0] = LittleFloat(animkeys[i].quat[0]);
animkeys[i].quat[1] = LittleFloat(animkeys[i].quat[1]);
animkeys[i].quat[2] = LittleFloat(animkeys[i].quat[2]);
animkeys[i].quat[3] = LittleFloat(animkeys[i].quat[3]);
/*not sure if this is needed, but mimic DP*/
if (i%num_boneinfo)
{
animkeys[i].quat[0] *= -1;
animkeys[i].quat[2] *= -1;
}
animkeys[i].quat[1] *= -1;
}
}
else if (!strcmp("SCALEKEYS", chunk->id) && chunk->recordsize == 16)
{
pos += chunk->recordsize * chunk->numrecords;
}
else
{
Con_Printf(CON_ERROR "%s has unsupported chunk %s of %i size with version %i.\n", va("%s.psa", basename), chunk->id, chunk->recordsize, chunk->version);
fail = true;
}
}
if (fail)
{
animinfo = NULL;
num_animinfo = 0;
animkeys = NULL;
num_animkeys = 0;
fail = false;
}
}
if (fail)
{
return false;
}
hunkstart = Hunk_LowMark ();
gmdl = Hunk_Alloc(sizeof(*gmdl)*num_matt);
/*bones!*/
bones = Hunk_Alloc(sizeof(galiasbone_t) * num_boneinfo);
for (i = 0; i < num_boneinfo; i++)
{
Q_strncpyz(bones[i].name, boneinfo[i].name, sizeof(bones[i].name));
------------------------------------------------------------------------ r4169 | acceptthis | 2013-01-17 08:55:12 +0000 (Thu, 17 Jan 2013) | 31 lines removed MAX_VISEDICTS limit. PEXT2_REPLACEMENTDELTAS tweaked, now has 4 million entity limit. still not enabled by default. TE_BEAM now maps to a separate TEQW_BEAM to avoid conflicts with QW. added android multitouch emulation for windows/rawinput (in_simulatemultitouch). split topcolor/bottomcolor from scoreboard, for dp's colormap|1024 feature. now using utf-8 for windows consoles. qcc warnings/errors now give clickable console links for quick+easy editing. disabled menutint when the currently active item changes contrast or gamma (for OneManClan). Added support for drawfont/drawfontscale. tweaked the qcvm a little to reduce the number of pointers. .doll file loading. still experimental and will likely crash. requires csqc active, even if its a dummy progs. this will be fixed in time. Still other things that need cleaning up. windows: gl_font "?" shows the standard windows font-selection dialog, and can be used to select windows fonts. not all work. and you probably don't want to use windings. fixed splitscreen support when playing mvds. added mini-scoreboards to splitscreen. editor/debugger now shows asm if there's no linenumber info. also, pressing f1 for help shows the shortcuts. Added support for .framegroups files for psk(psa) and iqm formats. True support for ezquake's colour codes. Mutually exclusive with background colours. path command output slightly more readable. added support for digest_hex (MD4, SHA1, CRC16). skingroups now colourmap correctly. Fix terrain colour hints, and litdata from the wrong bsp. fix ftp dual-homed issue. support epsv command, and enable ipv6 (eprt still not supported). remove d3d11 compilation from the makefile. the required headers are not provided by mingw, and are not available to the build bot, so don't bother. fix v *= v.x and similar opcodes. fteqcc: fixed support for áéíóú type chars in names. utf-8 files now properly supported (even with the utf-8 bom/identifier). utf-16 also supported. fteqcc: fixed '#if 1 == 3 && 4' parsing. fteqcc: -Werror acts on the warning, rather than as a separate error. Line numbers are thus more readable. fteqcc: copyright message now includes compile date instead. fteqccgui: the treeview control is now coloured depending on whether there were warnings/errors in the last compile. fteqccgui: the output window is now focused and scrolls down as compilation progresses. pr_dumpplatform command dumps out some pragmas to convert more serious warnings to errors. This is to avoid the infamous 'fteqcc sucks cos my code sucks' issue. rewrote prespawn/modelist/soundlist code. server tracks progress now. ------------------------------------------------------------------------ git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4167 fc73d0e0-1445-4013-8a0c-d673dee63da5
2013-03-12 22:29:40 +00:00
e = bones[i].name + strlen(bones[i].name);
while(e > bones[i].name && e[-1] == ' ')
*--e = 0;
bones[i].parent = boneinfo[i].parent;
if (i == 0 && bones[i].parent == 0)
bones[i].parent = -1;
else if (bones[i].parent >= i || bones[i].parent < -1)
{
Con_Printf("Invalid bones\n");
break;
}
}
basematrix = Hunk_Alloc(num_boneinfo*sizeof(float)*12);
for (i = 0; i < num_boneinfo; i++)
{
float tmp[12];
PSKGenMatrix(
boneinfo[i].basepose.origin[0], boneinfo[i].basepose.origin[1], boneinfo[i].basepose.origin[2],
boneinfo[i].basepose.quat[0], boneinfo[i].basepose.quat[1], boneinfo[i].basepose.quat[2], boneinfo[i].basepose.quat[3],
tmp);
if (bones[i].parent < 0)
memcpy(basematrix + i*12, tmp, sizeof(float)*12);
else
R_ConcatTransforms((void*)(basematrix + bones[i].parent*12), (void*)tmp, (void*)(basematrix+i*12));
}
for (i = 0; i < num_boneinfo; i++)
{
------------------------------------------------------------------------ r4169 | acceptthis | 2013-01-17 08:55:12 +0000 (Thu, 17 Jan 2013) | 31 lines removed MAX_VISEDICTS limit. PEXT2_REPLACEMENTDELTAS tweaked, now has 4 million entity limit. still not enabled by default. TE_BEAM now maps to a separate TEQW_BEAM to avoid conflicts with QW. added android multitouch emulation for windows/rawinput (in_simulatemultitouch). split topcolor/bottomcolor from scoreboard, for dp's colormap|1024 feature. now using utf-8 for windows consoles. qcc warnings/errors now give clickable console links for quick+easy editing. disabled menutint when the currently active item changes contrast or gamma (for OneManClan). Added support for drawfont/drawfontscale. tweaked the qcvm a little to reduce the number of pointers. .doll file loading. still experimental and will likely crash. requires csqc active, even if its a dummy progs. this will be fixed in time. Still other things that need cleaning up. windows: gl_font "?" shows the standard windows font-selection dialog, and can be used to select windows fonts. not all work. and you probably don't want to use windings. fixed splitscreen support when playing mvds. added mini-scoreboards to splitscreen. editor/debugger now shows asm if there's no linenumber info. also, pressing f1 for help shows the shortcuts. Added support for .framegroups files for psk(psa) and iqm formats. True support for ezquake's colour codes. Mutually exclusive with background colours. path command output slightly more readable. added support for digest_hex (MD4, SHA1, CRC16). skingroups now colourmap correctly. Fix terrain colour hints, and litdata from the wrong bsp. fix ftp dual-homed issue. support epsv command, and enable ipv6 (eprt still not supported). remove d3d11 compilation from the makefile. the required headers are not provided by mingw, and are not available to the build bot, so don't bother. fix v *= v.x and similar opcodes. fteqcc: fixed support for áéíóú type chars in names. utf-8 files now properly supported (even with the utf-8 bom/identifier). utf-16 also supported. fteqcc: fixed '#if 1 == 3 && 4' parsing. fteqcc: -Werror acts on the warning, rather than as a separate error. Line numbers are thus more readable. fteqcc: copyright message now includes compile date instead. fteqccgui: the treeview control is now coloured depending on whether there were warnings/errors in the last compile. fteqccgui: the output window is now focused and scrolls down as compilation progresses. pr_dumpplatform command dumps out some pragmas to convert more serious warnings to errors. This is to avoid the infamous 'fteqcc sucks cos my code sucks' issue. rewrote prespawn/modelist/soundlist code. server tracks progress now. ------------------------------------------------------------------------ git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4167 fc73d0e0-1445-4013-8a0c-d673dee63da5
2013-03-12 22:29:40 +00:00
Matrix3x4_Invert_Simple(basematrix+i*12, bones[i].inverse);
}
#ifndef PSK_GPU
/*expand the translations*/
num_trans = 0;
for (i = 0; i < num_vtxw; i++)
{
for (j = 0; j < num_rawweights; j++)
{
if (rawweights[j].pntsindex == vtxw[i].pntsindex)
{
num_trans++;
}
}
}
trans = Hunk_Alloc(sizeof(*trans)*num_trans);
num_trans = 0;
for (i = 0; i < num_vtxw; i++)
{
// first_trans = num_trans;
for (j = 0; j < num_rawweights; j++)
{
if (rawweights[j].pntsindex == vtxw[i].pntsindex)
{
vec3_t tmp;
trans[num_trans].vertexindex = i;
trans[num_trans].boneindex = rawweights[j].boneindex;
------------------------------------------------------------------------ r4169 | acceptthis | 2013-01-17 08:55:12 +0000 (Thu, 17 Jan 2013) | 31 lines removed MAX_VISEDICTS limit. PEXT2_REPLACEMENTDELTAS tweaked, now has 4 million entity limit. still not enabled by default. TE_BEAM now maps to a separate TEQW_BEAM to avoid conflicts with QW. added android multitouch emulation for windows/rawinput (in_simulatemultitouch). split topcolor/bottomcolor from scoreboard, for dp's colormap|1024 feature. now using utf-8 for windows consoles. qcc warnings/errors now give clickable console links for quick+easy editing. disabled menutint when the currently active item changes contrast or gamma (for OneManClan). Added support for drawfont/drawfontscale. tweaked the qcvm a little to reduce the number of pointers. .doll file loading. still experimental and will likely crash. requires csqc active, even if its a dummy progs. this will be fixed in time. Still other things that need cleaning up. windows: gl_font "?" shows the standard windows font-selection dialog, and can be used to select windows fonts. not all work. and you probably don't want to use windings. fixed splitscreen support when playing mvds. added mini-scoreboards to splitscreen. editor/debugger now shows asm if there's no linenumber info. also, pressing f1 for help shows the shortcuts. Added support for .framegroups files for psk(psa) and iqm formats. True support for ezquake's colour codes. Mutually exclusive with background colours. path command output slightly more readable. added support for digest_hex (MD4, SHA1, CRC16). skingroups now colourmap correctly. Fix terrain colour hints, and litdata from the wrong bsp. fix ftp dual-homed issue. support epsv command, and enable ipv6 (eprt still not supported). remove d3d11 compilation from the makefile. the required headers are not provided by mingw, and are not available to the build bot, so don't bother. fix v *= v.x and similar opcodes. fteqcc: fixed support for áéíóú type chars in names. utf-8 files now properly supported (even with the utf-8 bom/identifier). utf-16 also supported. fteqcc: fixed '#if 1 == 3 && 4' parsing. fteqcc: -Werror acts on the warning, rather than as a separate error. Line numbers are thus more readable. fteqcc: copyright message now includes compile date instead. fteqccgui: the treeview control is now coloured depending on whether there were warnings/errors in the last compile. fteqccgui: the output window is now focused and scrolls down as compilation progresses. pr_dumpplatform command dumps out some pragmas to convert more serious warnings to errors. This is to avoid the infamous 'fteqcc sucks cos my code sucks' issue. rewrote prespawn/modelist/soundlist code. server tracks progress now. ------------------------------------------------------------------------ git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4167 fc73d0e0-1445-4013-8a0c-d673dee63da5
2013-03-12 22:29:40 +00:00
VectorTransform(pnts[rawweights[j].pntsindex].origin, (void*)bones[rawweights[j].boneindex].inverse, tmp);
VectorScale(tmp, rawweights[j].weight, trans[num_trans].org);
trans[num_trans].org[3] = rawweights[j].weight;
num_trans++;
}
}
}
#else
skel_xyz = Hunk_Alloc(sizeof(*skel_xyz) * num_vtxw);
skel_norm = Hunk_Alloc(sizeof(*skel_norm) * num_vtxw);
skel_idx = Hunk_Alloc(sizeof(*skel_idx) * num_vtxw);
skel_weights = Hunk_Alloc(sizeof(*skel_weights) * num_vtxw);
for (i = 0; i < num_vtxw; i++)
{
float t;
*(unsigned int*)skel_idx[i] = ~0;
for (j = 0; j < num_rawweights; j++)
{
if (rawweights[j].pntsindex == vtxw[i].pntsindex)
{
int in, lin = -1;
float liv = rawweights[j].weight;
for (in = 0; in < 4; in++)
{
if (liv > skel_weights[i][in])
{
liv = skel_weights[i][in];
lin = in;
if (!liv)
break;
}
}
if (lin >= 0)
{
skel_idx[i][lin] = rawweights[j].boneindex;
skel_weights[i][lin] = rawweights[j].weight;
}
}
}
t = 0;
for (j = 0; j < 4; j++)
t += skel_weights[i][j];
if (t != 1)
for (j = 0; j < 4; j++)
skel_weights[i][j] *= 1/t;
skel_xyz[i][0] = pnts[vtxw[i].pntsindex].origin[0];
skel_xyz[i][1] = pnts[vtxw[i].pntsindex].origin[1];
skel_xyz[i][2] = pnts[vtxw[i].pntsindex].origin[2];
}
#endif
#ifndef SERVERONLY
/*st coords, all share the same list*/
stcoord = Hunk_Alloc(sizeof(vec2_t)*num_vtxw);
for (i = 0; i < num_vtxw; i++)
{
stcoord[i*2+0] = vtxw[i].texcoord[0];
stcoord[i*2+1] = vtxw[i].texcoord[1];
}
#endif
/*allocate faces in a single block, as we at least know an upper bound*/
indexes = Hunk_Alloc(sizeof(index_t)*num_face*3);
if (animinfo && animkeys)
{
------------------------------------------------------------------------ r4169 | acceptthis | 2013-01-17 08:55:12 +0000 (Thu, 17 Jan 2013) | 31 lines removed MAX_VISEDICTS limit. PEXT2_REPLACEMENTDELTAS tweaked, now has 4 million entity limit. still not enabled by default. TE_BEAM now maps to a separate TEQW_BEAM to avoid conflicts with QW. added android multitouch emulation for windows/rawinput (in_simulatemultitouch). split topcolor/bottomcolor from scoreboard, for dp's colormap|1024 feature. now using utf-8 for windows consoles. qcc warnings/errors now give clickable console links for quick+easy editing. disabled menutint when the currently active item changes contrast or gamma (for OneManClan). Added support for drawfont/drawfontscale. tweaked the qcvm a little to reduce the number of pointers. .doll file loading. still experimental and will likely crash. requires csqc active, even if its a dummy progs. this will be fixed in time. Still other things that need cleaning up. windows: gl_font "?" shows the standard windows font-selection dialog, and can be used to select windows fonts. not all work. and you probably don't want to use windings. fixed splitscreen support when playing mvds. added mini-scoreboards to splitscreen. editor/debugger now shows asm if there's no linenumber info. also, pressing f1 for help shows the shortcuts. Added support for .framegroups files for psk(psa) and iqm formats. True support for ezquake's colour codes. Mutually exclusive with background colours. path command output slightly more readable. added support for digest_hex (MD4, SHA1, CRC16). skingroups now colourmap correctly. Fix terrain colour hints, and litdata from the wrong bsp. fix ftp dual-homed issue. support epsv command, and enable ipv6 (eprt still not supported). remove d3d11 compilation from the makefile. the required headers are not provided by mingw, and are not available to the build bot, so don't bother. fix v *= v.x and similar opcodes. fteqcc: fixed support for áéíóú type chars in names. utf-8 files now properly supported (even with the utf-8 bom/identifier). utf-16 also supported. fteqcc: fixed '#if 1 == 3 && 4' parsing. fteqcc: -Werror acts on the warning, rather than as a separate error. Line numbers are thus more readable. fteqcc: copyright message now includes compile date instead. fteqccgui: the treeview control is now coloured depending on whether there were warnings/errors in the last compile. fteqccgui: the output window is now focused and scrolls down as compilation progresses. pr_dumpplatform command dumps out some pragmas to convert more serious warnings to errors. This is to avoid the infamous 'fteqcc sucks cos my code sucks' issue. rewrote prespawn/modelist/soundlist code. server tracks progress now. ------------------------------------------------------------------------ git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4167 fc73d0e0-1445-4013-8a0c-d673dee63da5
2013-03-12 22:29:40 +00:00
int numgroups = 0;
frameinfo_t *frameinfo = ParseFrameInfo(mod->name, &numgroups);
if (numgroups)
{
/*externally supplied listing of frames. ignore all framegroups in the model and use only the pose info*/
group = Hunk_Alloc(sizeof(galiasgroup_t)*numgroups + num_animkeys*sizeof(float)*12);
animmatrix = (float*)(group+numgroups);
for (j = 0; j < numgroups; j++)
{
//FIXME: bound check
group[j].poseofs = ((char*)animmatrix - (char*)&group[j]) + sizeof(float)*12*num_boneinfo*frameinfo[j].firstpose;
group[j].numposes = frameinfo[j].posecount;
if (*frameinfo[j].name)
snprintf(group[j].name, sizeof(group[j].name), "%s", frameinfo[j].name);
else
snprintf(group[j].name, sizeof(group[j].name), "frame_%i", j);
group[j].loop = frameinfo[j].loop;
group[j].rate = frameinfo[j].fps;
group[j].isheirachical = true;
}
num_animinfo = numgroups;
}
else if (dpcompat_psa_ungroup.ival)
{
/*unpack each frame of each animation to be a separate framegroup*/
unsigned int iframe; /*individual frame count*/
iframe = 0;
for (i = 0; i < num_animinfo; i++)
iframe += animinfo[i].numframes;
group = Hunk_Alloc(sizeof(galiasgroup_t)*iframe + num_animkeys*sizeof(float)*12);
animmatrix = (float*)(group+iframe);
iframe = 0;
for (j = 0; j < num_animinfo; j++)
{
for (i = 0; i < animinfo[j].numframes; i++)
{
group[iframe].poseofs = ((char*)animmatrix - (char*)&group[iframe]) + sizeof(float)*12*num_boneinfo*(animinfo[j].firstframe+i);
group[iframe].numposes = 1;
snprintf(group[iframe].name, sizeof(group[iframe].name), "%s_%i", animinfo[j].name, i);
group[iframe].loop = true;
group[iframe].rate = animinfo[j].fps;
group[iframe].isheirachical = true;
iframe++;
}
}
num_animinfo = iframe;
}
else
{
/*keep each framegroup as a group*/
group = Hunk_Alloc(sizeof(galiasgroup_t)*num_animinfo + num_animkeys*sizeof(float)*12);
animmatrix = (float*)(group+num_animinfo);
for (i = 0; i < num_animinfo; i++)
{
group[i].poseofs = (char*)animmatrix - (char*)&group[i] + sizeof(float)*12*num_boneinfo*animinfo[i].firstframe;
group[i].numposes = animinfo[i].numframes;
Q_strncpyz(group[i].name, animinfo[i].name, sizeof(group[i].name));
group[i].loop = true;
group[i].rate = animinfo[i].fps;
group[i].isheirachical = true;
}
}
for (j = 0; j < num_animkeys; j += num_boneinfo)
{
pskanimkeys_t *sb;
for (i = 0; i < num_boneinfo; i++)
{
sb = &animkeys[j + bonemap[i]];
PSKGenMatrix(
sb->origin[0], sb->origin[1], sb->origin[2],
sb->quat[0], sb->quat[1], sb->quat[2], sb->quat[3],
animmatrix + (j+i)*12);
}
}
}
else
{
num_animinfo = 1;
/*build a base pose*/
group = Hunk_Alloc(sizeof(galiasgroup_t) + num_boneinfo*sizeof(float)*12);
animmatrix = basematrix;
group->poseofs = (char*)animmatrix - (char*)group;
group->numposes = 1;
strcpy(group->name, "base");
group->loop = true;
group->rate = 10;
group->isheirachical = false;
}
#ifndef SERVERONLY
skin = Hunk_Alloc(num_matt * (sizeof(galiasskin_t) + sizeof(shader_t*)));
gshaders = (shader_t**)(skin + num_matt);
for (i = 0; i < num_matt; i++, skin++)
{
skin->ofsshaders = (char*)&gshaders[i] - (char*)skin;
skin->numshaders = 1;
skin->skinspeed = 10;
Q_strncpyz(skin->name, matt[i].name, sizeof(skin->name));
gshaders[i] = R_RegisterSkin(matt[i].name, mod->name);
R_BuildDefaultTexnums(NULL, gshaders[i]);
if (gshaders[i]->flags & SHADER_NOIMAGE)
Con_Printf("Unable to load texture for shader \"%s\" for model \"%s\"\n", gshaders[i]->name, loadmodel->name);
gmdl[i].ofsskins = (char*)skin - (char*)&gmdl[i];
gmdl[i].numskins = 1;
gmdl[i].ofs_st_array = (char*)stcoord - (char*)&gmdl[i];
gmdl[i].numverts = num_vtxw;
#else
for (i = 0; i < num_matt; i++)
{
#endif
gmdl[i].groupofs = (char*)group - (char*)&gmdl[i];
gmdl[i].groups = num_animinfo;
gmdl[i].baseframeofs = (char*)basematrix - (char*)&gmdl[i];
gmdl[i].numindexes = 0;
for (j = 0; j < num_face; j++)
{
if (face[j].mattindex%num_matt == i)
{
indexes[gmdl[i].numindexes+0] = face[j].vtxwindex[0];
indexes[gmdl[i].numindexes+1] = face[j].vtxwindex[1];
indexes[gmdl[i].numindexes+2] = face[j].vtxwindex[2];
gmdl[i].numindexes += 3;
}
}
gmdl[i].ofs_indexes = (char*)indexes - (char*)&gmdl[i];
indexes += gmdl[i].numindexes;
gmdl[i].ofsbones = (char*)bones - (char*)&gmdl[i];
gmdl[i].numbones = num_boneinfo;
#ifndef PSK_GPU
gmdl[i].ofsswtransforms = (char*)trans - (char*)&gmdl[i];
gmdl[i].numswtransforms = num_trans;
#else
gmdl[i].ofs_skel_idx = (char*)skel_idx - (char*)&gmdl[i];
gmdl[i].ofs_skel_weight = (char*)skel_weights - (char*)&gmdl[i];
gmdl[i].ofs_skel_xyz = (char*)skel_xyz - (char*)&gmdl[i];
gmdl[i].ofs_skel_norm = (char*)skel_norm - (char*)&gmdl[i];
#endif
gmdl[i].shares_verts = 0;
gmdl[i].shares_bones = 0;
gmdl[i].nextsurf = (i != num_matt-1)?sizeof(*gmdl):0;
}
if (fail)
{
return false;
}
vrad = Alias_CalculateSkeletalNormals(gmdl);
mod->mins[0] = mod->mins[1] = mod->mins[2] = -vrad;
mod->maxs[0] = mod->maxs[1] = mod->maxs[2] = vrad;
mod->radius = vrad;
//
// move the complete, relocatable alias model to the cache
//
hunkend = Hunk_LowMark ();
mod->flags = Mod_ReadFlagsFromMD1(mod->name, 0); //file replacement - inherit flags from any defunc mdl files.
Mod_ClampModelSize(mod);
Hunk_Alloc(0);
hunktotal = hunkend - hunkstart;
Cache_Alloc (&mod->cache, hunktotal, loadname);
mod->type = mod_alias;
if (!mod->cache.data)
{
Hunk_FreeToLowMark (hunkstart);
return false;
}
memcpy (mod->cache.data, gmdl, hunktotal);
Hunk_FreeToLowMark (hunkstart);
mod->funcs.NativeTrace = Mod_Trace;
return true;
}
#endif
//////////////////////////////////////////////////////////////
//dpm
#ifdef DPMMODELS
// header for the entire file
typedef struct dpmheader_s
{
char id[16]; // "DARKPLACESMODEL\0", length 16
unsigned int type; // 2 (hierarchical skeletal pose)
unsigned int filesize; // size of entire model file
float mins[3], maxs[3], yawradius, allradius; // for clipping uses
// these offsets are relative to the file
unsigned int num_bones;
unsigned int num_meshs;
unsigned int num_frames;
unsigned int ofs_bones; // dpmbone_t bone[num_bones];
unsigned int ofs_meshs; // dpmmesh_t mesh[num_meshs];
unsigned int ofs_frames; // dpmframe_t frame[num_frames];
} dpmheader_t;
// there may be more than one of these
typedef struct dpmmesh_s
{
// these offsets are relative to the file
char shadername[32]; // name of the shader to use
unsigned int num_verts;
unsigned int num_tris;
unsigned int ofs_verts; // dpmvertex_t vert[numvertices]; // see vertex struct
unsigned int ofs_texcoords; // float texcoords[numvertices][2];
unsigned int ofs_indices; // unsigned int indices[numtris*3]; // designed for glDrawElements (each triangle is 3 unsigned int indices)
unsigned int ofs_groupids; // unsigned int groupids[numtris]; // the meaning of these values is entirely up to the gamecode and modeler
} dpmmesh_t;
// if set on a bone, it must be protected from removal
#define DPMBONEFLAG_ATTACHMENT 1
// one per bone
typedef struct dpmbone_s
{
// name examples: upperleftarm leftfinger1 leftfinger2 hand, etc
char name[32];
// parent bone number
signed int parent;
// flags for the bone
unsigned int flags;
} dpmbone_t;
// a bonepose matrix is intended to be used like this:
// (n = output vertex, v = input vertex, m = matrix, f = influence)
// n[0] = v[0] * m[0][0] + v[1] * m[0][1] + v[2] * m[0][2] + f * m[0][3];
// n[1] = v[0] * m[1][0] + v[1] * m[1][1] + v[2] * m[1][2] + f * m[1][3];
// n[2] = v[0] * m[2][0] + v[1] * m[2][1] + v[2] * m[2][2] + f * m[2][3];
typedef struct dpmbonepose_s
{
float matrix[3][4];
} dpmbonepose_t;
// immediately followed by bone positions for the frame
typedef struct dpmframe_s
{
// name examples: idle_1 idle_2 idle_3 shoot_1 shoot_2 shoot_3, etc
char name[32];
float mins[3], maxs[3], yawradius, allradius;
int ofs_bonepositions; // dpmbonepose_t bonepositions[bones];
} dpmframe_t;
// one or more of these per vertex
typedef struct dpmbonevert_s
{
float origin[3]; // vertex location (these blend)
float influence; // influence fraction (these must add up to 1)
float normal[3]; // surface normal (these blend)
unsigned int bonenum; // number of the bone
} dpmbonevert_t;
// variable size, parsed sequentially
typedef struct dpmvertex_s
{
unsigned int numbones;
// immediately followed by 1 or more dpmbonevert_t structures
} dpmvertex_t;
qboolean Mod_LoadDarkPlacesModel(model_t *mod, void *buffer)
{
#ifndef SERVERONLY
galiasskin_t *skin;
shader_t **shaders;
int skinfiles;
float *inst;
float *outst;
#endif
int i, j, k;
int hunkstart, hunkend, hunktotal;
dpmheader_t *header;
galiasinfo_t *root, *m;
dpmmesh_t *mesh;
dpmvertex_t *vert;
dpmbonevert_t *bonevert;
galisskeletaltransforms_t *transforms;
galiasbone_t *outbone;
dpmbone_t *inbone;
float *outposedata;
galiasgroup_t *outgroups;
float *inposedata;
dpmframe_t *inframes;
unsigned int *index; index_t *outdex; // groan...
int numtransforms;
int numverts;
loadmodel=mod;
hunkstart = Hunk_LowMark ();
header = buffer;
if (memcmp(header->id, "DARKPLACESMODEL\0", 16))
{
Con_Printf(CON_ERROR "Mod_LoadDarkPlacesModel: %s, doesn't appear to be a darkplaces model!\n", mod->name);
return false;
}
if (BigLong(header->type) != 2)
{
Con_Printf(CON_ERROR "Mod_LoadDarkPlacesModel: %s, only type 2 is supported\n", mod->name);
return false;
}
for (i = 0; i < sizeof(dpmheader_t)/4; i++)
((int*)header)[i] = BigLong(((int*)header)[i]);
if (!header->num_bones)
{
Con_Printf(CON_ERROR "Mod_LoadDarkPlacesModel: %s, no bones\n", mod->name);
return false;
}
if (!header->num_frames)
{
Con_Printf(CON_ERROR "Mod_LoadDarkPlacesModel: %s, no frames\n", mod->name);
return false;
}
if (!header->num_meshs)
{
Con_Printf(CON_ERROR "Mod_LoadDarkPlacesModel: %s, no surfaces\n", mod->name);
return false;
}
VectorCopy(header->mins, mod->mins);
VectorCopy(header->maxs, mod->maxs);
root = Hunk_AllocName(sizeof(galiasinfo_t)*header->num_meshs, loadname);
mesh = (dpmmesh_t*)((char*)buffer + header->ofs_meshs);
for (i = 0; i < header->num_meshs; i++, mesh++)
{
//work out how much memory we need to allocate
mesh->num_verts = BigLong(mesh->num_verts);
mesh->num_tris = BigLong(mesh->num_tris);
mesh->ofs_verts = BigLong(mesh->ofs_verts);
mesh->ofs_texcoords = BigLong(mesh->ofs_texcoords);
mesh->ofs_indices = BigLong(mesh->ofs_indices);
mesh->ofs_groupids = BigLong(mesh->ofs_groupids);
numverts = mesh->num_verts;
numtransforms = 0;
//count and byteswap the transformations
vert = (dpmvertex_t*)((char *)buffer+mesh->ofs_verts);
for (j = 0; j < mesh->num_verts; j++)
{
vert->numbones = BigLong(vert->numbones);
numtransforms += vert->numbones;
bonevert = (dpmbonevert_t*)(vert+1);
vert = (dpmvertex_t*)(bonevert+vert->numbones);
}
m = &root[i];
#ifdef SERVERONLY
transforms = Hunk_AllocName(numtransforms*sizeof(galisskeletaltransforms_t) + mesh->num_tris*3*sizeof(index_t), loadname);
#else
outst = Hunk_AllocName(numverts*sizeof(vec2_t) + numtransforms*sizeof(galisskeletaltransforms_t) + mesh->num_tris*3*sizeof(index_t), loadname);
m->ofs_st_array = (char*)outst - (char*)m;
m->numverts = mesh->num_verts;
inst = (float*)((char*)buffer + mesh->ofs_texcoords);
for (j = 0; j < numverts; j++, outst+=2, inst+=2)
{
outst[0] = BigFloat(inst[0]);
outst[1] = BigFloat(inst[1]);
}
transforms = (galisskeletaltransforms_t*)outst;
#endif
//build the transform list.
m->ofsswtransforms = (char*)transforms - (char*)m;
m->numswtransforms = numtransforms;
vert = (dpmvertex_t*)((char *)buffer+mesh->ofs_verts);
for (j = 0; j < mesh->num_verts; j++)
{
bonevert = (dpmbonevert_t*)(vert+1);
for (k = 0; k < vert->numbones; k++, bonevert++, transforms++)
{
transforms->boneindex = BigLong(bonevert->bonenum);
transforms->vertexindex = j;
transforms->org[0] = BigFloat(bonevert->origin[0]);
transforms->org[1] = BigFloat(bonevert->origin[1]);
transforms->org[2] = BigFloat(bonevert->origin[2]);
transforms->org[3] = BigFloat(bonevert->influence);
//do nothing with the normals. :(
}
vert = (dpmvertex_t*)bonevert;
}
index = (unsigned int*)((char*)buffer + mesh->ofs_indices);
outdex = (index_t *)transforms;
m->ofs_indexes = (char*)outdex - (char*)m;
m->numindexes = mesh->num_tris*3;
for (j = 0; j < m->numindexes; j++)
{
*outdex++ = BigLong(*index++);
}
}
outbone = Hunk_Alloc(sizeof(galiasbone_t)*header->num_bones);
inbone = (dpmbone_t*)((char*)buffer + header->ofs_bones);
for (i = 0; i < header->num_bones; i++)
{
outbone[i].parent = BigLong(inbone[i].parent);
if (outbone[i].parent >= i || outbone[i].parent < -1)
{
Con_Printf(CON_ERROR "Mod_LoadDarkPlacesModel: bad bone index in %s\n", mod->name);
Hunk_FreeToLowMark(hunkstart);
return false;
}
Q_strncpyz(outbone[i].name, inbone[i].name, sizeof(outbone[i].name));
//throw away the flags.
}
outgroups = Hunk_Alloc(sizeof(galiasgroup_t)*header->num_frames + sizeof(float)*header->num_frames*header->num_bones*12);
outposedata = (float*)(outgroups+header->num_frames);
inframes = (dpmframe_t*)((char*)buffer + header->ofs_frames);
for (i = 0; i < header->num_frames; i++)
{
inframes[i].ofs_bonepositions = BigLong(inframes[i].ofs_bonepositions);
inframes[i].allradius = BigLong(inframes[i].allradius);
inframes[i].yawradius = BigLong(inframes[i].yawradius);
inframes[i].mins[0] = BigLong(inframes[i].mins[0]);
inframes[i].mins[1] = BigLong(inframes[i].mins[1]);
inframes[i].mins[2] = BigLong(inframes[i].mins[2]);
inframes[i].maxs[0] = BigLong(inframes[i].maxs[0]);
inframes[i].maxs[1] = BigLong(inframes[i].maxs[1]);
inframes[i].maxs[2] = BigLong(inframes[i].maxs[2]);
Q_strncpyz(outgroups[i].name, inframes[i].name, sizeof(outgroups[i].name));
outgroups[i].rate = 10;
outgroups[i].numposes = 1;
outgroups[i].isheirachical = true;
outgroups[i].poseofs = (char*)outposedata - (char*)&outgroups[i];
inposedata = (float*)((char*)buffer + inframes[i].ofs_bonepositions);
for (j = 0; j < header->num_bones*12; j++)
*outposedata++ = BigFloat(*inposedata++);
}
#ifndef SERVERONLY
skinfiles = Mod_BuildSkinFileList(loadmodel->name);
if (skinfiles < 1)
skinfiles = 1;
#endif
mesh = (dpmmesh_t*)((char*)buffer + header->ofs_meshs);
for (i = 0; i < header->num_meshs; i++, mesh++)
{
m = &root[i];
if (i < header->num_meshs-1)
m->nextsurf = sizeof(galiasinfo_t);
m->shares_bones = 0;
m->ofsbones = (char*)outbone-(char*)m;
m->numbones = header->num_bones;
m->groups = header->num_frames;
m->groupofs = (char*)outgroups - (char*)m;
#ifdef SERVERONLY
m->numskins = 1;
#else
m->numskins = skinfiles;
skin = Hunk_Alloc((sizeof(galiasskin_t)+sizeof(shader_t*))*skinfiles);
shaders = (shader_t**)(skin+skinfiles);
for (j = 0; j < skinfiles; j++, shaders++)
{
skin[j].numshaders = 1; //non-sequenced skins.
skin[j].ofsshaders = (char *)shaders - (char *)&skin[j];
Mod_LoadSkinFile(shaders, mesh->shadername, j, NULL, 0, 0, NULL);
}
m->ofsskins = (char *)skin - (char *)m;
#endif
}
Alias_CalculateSkeletalNormals(root);
//
// move the complete, relocatable alias model to the cache
//
hunkend = Hunk_LowMark ();
mod->flags = Mod_ReadFlagsFromMD1(mod->name, 0); //file replacement - inherit flags from any defunc mdl files.
Mod_ClampModelSize(mod);
Hunk_Alloc(0);
hunktotal = hunkend - hunkstart;
Cache_Alloc (&mod->cache, hunktotal, loadname);
mod->type = mod_alias;
if (!mod->cache.data)
{
Hunk_FreeToLowMark (hunkstart);
return false;
}
memcpy (mod->cache.data, root, hunktotal);
Hunk_FreeToLowMark (hunkstart);
mod->funcs.NativeTrace = Mod_Trace;
return true;
}
#endif //DPMMODELS
#ifdef INTERQUAKEMODELS
#define IQM_MAGIC "INTERQUAKEMODEL"
#define IQM_VERSION1 1
#define IQM_VERSION2 2
struct iqmheader
{
char magic[16];
unsigned int version;
unsigned int filesize;
unsigned int flags;
unsigned int num_text, ofs_text;
unsigned int num_meshes, ofs_meshes;
unsigned int num_vertexarrays, num_vertexes, ofs_vertexarrays;
unsigned int num_triangles, ofs_triangles, ofs_adjacency;
unsigned int num_joints, ofs_joints;
unsigned int num_poses, ofs_poses;
unsigned int num_anims, ofs_anims;
unsigned int num_frames, num_framechannels, ofs_frames, ofs_bounds;
unsigned int num_comment, ofs_comment;
unsigned int num_extensions, ofs_extensions;
};
struct iqmmesh
{
unsigned int name;
unsigned int material;
unsigned int first_vertex, num_vertexes;
unsigned int first_triangle, num_triangles;
};
enum
{
IQM_POSITION = 0,
IQM_TEXCOORD = 1,
IQM_NORMAL = 2,
IQM_TANGENT = 3,
IQM_BLENDINDEXES = 4,
IQM_BLENDWEIGHTS = 5,
IQM_COLOR = 6,
IQM_CUSTOM = 0x10
};
enum
{
IQM_BYTE = 0,
IQM_UBYTE = 1,
IQM_SHORT = 2,
IQM_USHORT = 3,
IQM_INT = 4,
IQM_UINT = 5,
IQM_HALF = 6,
IQM_FLOAT = 7,
IQM_DOUBLE = 8,
};
struct iqmtriangle
{
unsigned int vertex[3];
};
struct iqmjoint1
{
unsigned int name;
int parent;
float translate[3], rotate[3], scale[3];
};
struct iqmjoint2
{
unsigned int name;
int parent;
float translate[3], rotate[4], scale[3];
};
struct iqmpose1
{
int parent;
unsigned int mask;
float channeloffset[9];
float channelscale[9];
};
struct iqmpose2
{
int parent;
unsigned int mask;
float channeloffset[10];
float channelscale[10];
};
struct iqmanim
{
unsigned int name;
unsigned int first_frame, num_frames;
float framerate;
unsigned int flags;
};
enum
{
IQM_LOOP = 1<<0
};
struct iqmvertexarray
{
unsigned int type;
unsigned int flags;
unsigned int format;
unsigned int size;
unsigned int offset;
};
struct iqmbounds
{
float bbmin[3], bbmax[3];
float xyradius, radius;
};
/*
galisskeletaltransforms_t *IQM_ImportTransforms(int *resultcount, int inverts, float *vpos, float *tcoord, float *vnorm, float *vtang, unsigned char *vbone, unsigned char *vweight)
{
galisskeletaltransforms_t *t, *r;
unsigned int num_t = 0;
unsigned int v, j;
for (v = 0; v < inverts*4; v++)
{
if (vweight[v])
num_t++;
}
t = r = Hunk_Alloc(sizeof(*r)*num_t);
for (v = 0; v < inverts; v++)
{
for (j = 0; j < 4; j++)
{
if (vweight[(v<<2)+j])
{
t->boneindex = vbone[(v<<2)+j];
t->vertexindex = v;
VectorScale(vpos, vweight[(v<<2)+j]/255.0, t->org);
VectorScale(vnorm, vweight[(v<<2)+j]/255.0, t->normal);
t++;
}
}
}
return r;
}
*/
galiasinfo_t *Mod_ParseIQMMeshModel(model_t *mod, char *buffer)
{
struct iqmheader *h = (struct iqmheader *)buffer;
struct iqmmesh *mesh;
struct iqmvertexarray *varray;
struct iqmtriangle *tris;
struct iqmanim *anim;
unsigned int i, j, t, nt;
char *strings;
float *vpos = NULL, *tcoord = NULL, *vnorm = NULL, *vtang = NULL;
unsigned char *vbone = NULL, *vweight = NULL;
unsigned int type, fmt, size, offset;
unsigned short *framedata;
vecV_t *opos;
vec3_t *onorm1, *onorm2, *onorm3;
vec4_t *oweight;
byte_vec4_t *oindex;
------------------------------------------------------------------------ r4169 | acceptthis | 2013-01-17 08:55:12 +0000 (Thu, 17 Jan 2013) | 31 lines removed MAX_VISEDICTS limit. PEXT2_REPLACEMENTDELTAS tweaked, now has 4 million entity limit. still not enabled by default. TE_BEAM now maps to a separate TEQW_BEAM to avoid conflicts with QW. added android multitouch emulation for windows/rawinput (in_simulatemultitouch). split topcolor/bottomcolor from scoreboard, for dp's colormap|1024 feature. now using utf-8 for windows consoles. qcc warnings/errors now give clickable console links for quick+easy editing. disabled menutint when the currently active item changes contrast or gamma (for OneManClan). Added support for drawfont/drawfontscale. tweaked the qcvm a little to reduce the number of pointers. .doll file loading. still experimental and will likely crash. requires csqc active, even if its a dummy progs. this will be fixed in time. Still other things that need cleaning up. windows: gl_font "?" shows the standard windows font-selection dialog, and can be used to select windows fonts. not all work. and you probably don't want to use windings. fixed splitscreen support when playing mvds. added mini-scoreboards to splitscreen. editor/debugger now shows asm if there's no linenumber info. also, pressing f1 for help shows the shortcuts. Added support for .framegroups files for psk(psa) and iqm formats. True support for ezquake's colour codes. Mutually exclusive with background colours. path command output slightly more readable. added support for digest_hex (MD4, SHA1, CRC16). skingroups now colourmap correctly. Fix terrain colour hints, and litdata from the wrong bsp. fix ftp dual-homed issue. support epsv command, and enable ipv6 (eprt still not supported). remove d3d11 compilation from the makefile. the required headers are not provided by mingw, and are not available to the build bot, so don't bother. fix v *= v.x and similar opcodes. fteqcc: fixed support for áéíóú type chars in names. utf-8 files now properly supported (even with the utf-8 bom/identifier). utf-16 also supported. fteqcc: fixed '#if 1 == 3 && 4' parsing. fteqcc: -Werror acts on the warning, rather than as a separate error. Line numbers are thus more readable. fteqcc: copyright message now includes compile date instead. fteqccgui: the treeview control is now coloured depending on whether there were warnings/errors in the last compile. fteqccgui: the output window is now focused and scrolls down as compilation progresses. pr_dumpplatform command dumps out some pragmas to convert more serious warnings to errors. This is to avoid the infamous 'fteqcc sucks cos my code sucks' issue. rewrote prespawn/modelist/soundlist code. server tracks progress now. ------------------------------------------------------------------------ git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4167 fc73d0e0-1445-4013-8a0c-d673dee63da5
2013-03-12 22:29:40 +00:00
float *opose,*oposebase;
vec2_t *otcoords;
galiasinfo_t *gai;
#ifndef SERVERONLY
galiasskin_t *skin;
shader_t **shaders;
#endif
galiasgroup_t *fgroup;
galiasbone_t *bones;
index_t *idx;
float basepose[12 * MAX_BONES];
qboolean noweights;
------------------------------------------------------------------------ r4169 | acceptthis | 2013-01-17 08:55:12 +0000 (Thu, 17 Jan 2013) | 31 lines removed MAX_VISEDICTS limit. PEXT2_REPLACEMENTDELTAS tweaked, now has 4 million entity limit. still not enabled by default. TE_BEAM now maps to a separate TEQW_BEAM to avoid conflicts with QW. added android multitouch emulation for windows/rawinput (in_simulatemultitouch). split topcolor/bottomcolor from scoreboard, for dp's colormap|1024 feature. now using utf-8 for windows consoles. qcc warnings/errors now give clickable console links for quick+easy editing. disabled menutint when the currently active item changes contrast or gamma (for OneManClan). Added support for drawfont/drawfontscale. tweaked the qcvm a little to reduce the number of pointers. .doll file loading. still experimental and will likely crash. requires csqc active, even if its a dummy progs. this will be fixed in time. Still other things that need cleaning up. windows: gl_font "?" shows the standard windows font-selection dialog, and can be used to select windows fonts. not all work. and you probably don't want to use windings. fixed splitscreen support when playing mvds. added mini-scoreboards to splitscreen. editor/debugger now shows asm if there's no linenumber info. also, pressing f1 for help shows the shortcuts. Added support for .framegroups files for psk(psa) and iqm formats. True support for ezquake's colour codes. Mutually exclusive with background colours. path command output slightly more readable. added support for digest_hex (MD4, SHA1, CRC16). skingroups now colourmap correctly. Fix terrain colour hints, and litdata from the wrong bsp. fix ftp dual-homed issue. support epsv command, and enable ipv6 (eprt still not supported). remove d3d11 compilation from the makefile. the required headers are not provided by mingw, and are not available to the build bot, so don't bother. fix v *= v.x and similar opcodes. fteqcc: fixed support for áéíóú type chars in names. utf-8 files now properly supported (even with the utf-8 bom/identifier). utf-16 also supported. fteqcc: fixed '#if 1 == 3 && 4' parsing. fteqcc: -Werror acts on the warning, rather than as a separate error. Line numbers are thus more readable. fteqcc: copyright message now includes compile date instead. fteqccgui: the treeview control is now coloured depending on whether there were warnings/errors in the last compile. fteqccgui: the output window is now focused and scrolls down as compilation progresses. pr_dumpplatform command dumps out some pragmas to convert more serious warnings to errors. This is to avoid the infamous 'fteqcc sucks cos my code sucks' issue. rewrote prespawn/modelist/soundlist code. server tracks progress now. ------------------------------------------------------------------------ git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4167 fc73d0e0-1445-4013-8a0c-d673dee63da5
2013-03-12 22:29:40 +00:00
frameinfo_t *framegroups;
int numgroups;
if (memcmp(h->magic, IQM_MAGIC, sizeof(h->magic)))
{
Con_Printf("%s: format not recognised\n", mod->name);
return NULL;
}
if (h->version != IQM_VERSION1 && h->version != IQM_VERSION2)
{
Con_Printf("%s: unsupported IQM version\n", mod->name);
return NULL;
}
if (h->filesize != com_filesize)
{
Con_Printf("%s: size (%u != %u)\n", mod->name, h->filesize, com_filesize);
return NULL;
}
varray = (struct iqmvertexarray*)(buffer + h->ofs_vertexarrays);
for (i = 0; i < h->num_vertexarrays; i++)
{
type = LittleLong(varray[i].type);
fmt = LittleLong(varray[i].format);
size = LittleLong(varray[i].size);
offset = LittleLong(varray[i].offset);
if (type == IQM_POSITION && fmt == IQM_FLOAT && size == 3)
vpos = (float*)(buffer + offset);
else if (type == IQM_TEXCOORD && fmt == IQM_FLOAT && size == 2)
tcoord = (float*)(buffer + offset);
else if (type == IQM_NORMAL && fmt == IQM_FLOAT && size == 3)
vnorm = (float*)(buffer + offset);
else if (type == IQM_TANGENT && fmt == IQM_FLOAT && size == 4) /*yup, 4*/
vtang = (float*)(buffer + offset);
else if (type == IQM_BLENDINDEXES && fmt == IQM_UBYTE && size == 4)
vbone = (unsigned char *)(buffer + offset);
else if (type == IQM_BLENDWEIGHTS && fmt == IQM_UBYTE && size == 4)
vweight = (unsigned char *)(buffer + offset);
else
Con_Printf("Unrecognised iqm info\n");
}
if (!h->num_meshes)
return NULL;
------------------------------------------------------------------------ r4169 | acceptthis | 2013-01-17 08:55:12 +0000 (Thu, 17 Jan 2013) | 31 lines removed MAX_VISEDICTS limit. PEXT2_REPLACEMENTDELTAS tweaked, now has 4 million entity limit. still not enabled by default. TE_BEAM now maps to a separate TEQW_BEAM to avoid conflicts with QW. added android multitouch emulation for windows/rawinput (in_simulatemultitouch). split topcolor/bottomcolor from scoreboard, for dp's colormap|1024 feature. now using utf-8 for windows consoles. qcc warnings/errors now give clickable console links for quick+easy editing. disabled menutint when the currently active item changes contrast or gamma (for OneManClan). Added support for drawfont/drawfontscale. tweaked the qcvm a little to reduce the number of pointers. .doll file loading. still experimental and will likely crash. requires csqc active, even if its a dummy progs. this will be fixed in time. Still other things that need cleaning up. windows: gl_font "?" shows the standard windows font-selection dialog, and can be used to select windows fonts. not all work. and you probably don't want to use windings. fixed splitscreen support when playing mvds. added mini-scoreboards to splitscreen. editor/debugger now shows asm if there's no linenumber info. also, pressing f1 for help shows the shortcuts. Added support for .framegroups files for psk(psa) and iqm formats. True support for ezquake's colour codes. Mutually exclusive with background colours. path command output slightly more readable. added support for digest_hex (MD4, SHA1, CRC16). skingroups now colourmap correctly. Fix terrain colour hints, and litdata from the wrong bsp. fix ftp dual-homed issue. support epsv command, and enable ipv6 (eprt still not supported). remove d3d11 compilation from the makefile. the required headers are not provided by mingw, and are not available to the build bot, so don't bother. fix v *= v.x and similar opcodes. fteqcc: fixed support for áéíóú type chars in names. utf-8 files now properly supported (even with the utf-8 bom/identifier). utf-16 also supported. fteqcc: fixed '#if 1 == 3 && 4' parsing. fteqcc: -Werror acts on the warning, rather than as a separate error. Line numbers are thus more readable. fteqcc: copyright message now includes compile date instead. fteqccgui: the treeview control is now coloured depending on whether there were warnings/errors in the last compile. fteqccgui: the output window is now focused and scrolls down as compilation progresses. pr_dumpplatform command dumps out some pragmas to convert more serious warnings to errors. This is to avoid the infamous 'fteqcc sucks cos my code sucks' issue. rewrote prespawn/modelist/soundlist code. server tracks progress now. ------------------------------------------------------------------------ git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4167 fc73d0e0-1445-4013-8a0c-d673dee63da5
2013-03-12 22:29:40 +00:00
//a mesh must contain vertex coords or its not much of a mesh.
//we also require texcoords because we can.
//we don't require normals
//we don't require weights, but such models won't animate.
if (h->num_vertexes > 0 && (!vpos || !tcoord))
{
Con_Printf("%s is missing vertex array data\n", loadmodel->name);
return NULL;
}
noweights = !vbone || !vweight;
if (noweights)
{
if (h->num_frames || h->num_anims || h->num_joints)
return NULL;
}
strings = buffer + h->ofs_text;
------------------------------------------------------------------------ r4169 | acceptthis | 2013-01-17 08:55:12 +0000 (Thu, 17 Jan 2013) | 31 lines removed MAX_VISEDICTS limit. PEXT2_REPLACEMENTDELTAS tweaked, now has 4 million entity limit. still not enabled by default. TE_BEAM now maps to a separate TEQW_BEAM to avoid conflicts with QW. added android multitouch emulation for windows/rawinput (in_simulatemultitouch). split topcolor/bottomcolor from scoreboard, for dp's colormap|1024 feature. now using utf-8 for windows consoles. qcc warnings/errors now give clickable console links for quick+easy editing. disabled menutint when the currently active item changes contrast or gamma (for OneManClan). Added support for drawfont/drawfontscale. tweaked the qcvm a little to reduce the number of pointers. .doll file loading. still experimental and will likely crash. requires csqc active, even if its a dummy progs. this will be fixed in time. Still other things that need cleaning up. windows: gl_font "?" shows the standard windows font-selection dialog, and can be used to select windows fonts. not all work. and you probably don't want to use windings. fixed splitscreen support when playing mvds. added mini-scoreboards to splitscreen. editor/debugger now shows asm if there's no linenumber info. also, pressing f1 for help shows the shortcuts. Added support for .framegroups files for psk(psa) and iqm formats. True support for ezquake's colour codes. Mutually exclusive with background colours. path command output slightly more readable. added support for digest_hex (MD4, SHA1, CRC16). skingroups now colourmap correctly. Fix terrain colour hints, and litdata from the wrong bsp. fix ftp dual-homed issue. support epsv command, and enable ipv6 (eprt still not supported). remove d3d11 compilation from the makefile. the required headers are not provided by mingw, and are not available to the build bot, so don't bother. fix v *= v.x and similar opcodes. fteqcc: fixed support for áéíóú type chars in names. utf-8 files now properly supported (even with the utf-8 bom/identifier). utf-16 also supported. fteqcc: fixed '#if 1 == 3 && 4' parsing. fteqcc: -Werror acts on the warning, rather than as a separate error. Line numbers are thus more readable. fteqcc: copyright message now includes compile date instead. fteqccgui: the treeview control is now coloured depending on whether there were warnings/errors in the last compile. fteqccgui: the output window is now focused and scrolls down as compilation progresses. pr_dumpplatform command dumps out some pragmas to convert more serious warnings to errors. This is to avoid the infamous 'fteqcc sucks cos my code sucks' issue. rewrote prespawn/modelist/soundlist code. server tracks progress now. ------------------------------------------------------------------------ git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4167 fc73d0e0-1445-4013-8a0c-d673dee63da5
2013-03-12 22:29:40 +00:00
/*try to completely disregard all the info the creator carefully added to their model...*/
numgroups = 0;
framegroups = NULL;
if (!numgroups)
framegroups = ParseFrameInfo(loadmodel->name, &numgroups);
if (!numgroups && h->num_anims)
{
/*use the model's framegroups*/
numgroups = h->num_anims;
framegroups = malloc(sizeof(*framegroups)*numgroups);
anim = (struct iqmanim*)(buffer + h->ofs_anims);
for (i = 0; i < numgroups; i++)
{
framegroups[i].firstpose = LittleLong(anim[i].first_frame);
framegroups[i].posecount = LittleLong(anim[i].num_frames);
framegroups[i].fps = LittleFloat(anim[i].framerate);
framegroups[i].loop = !!(LittleLong(anim[i].flags) & IQM_LOOP);
Q_strncpyz(framegroups[i].name, strings+anim[i].name, sizeof(fgroup[i].name));
}
}
if (!numgroups)
{ /*base frame only*/
numgroups = 1;
framegroups = malloc(sizeof(*framegroups));
framegroups->firstpose = -1;
framegroups->posecount = 1;
framegroups->fps = 10;
framegroups->loop = 1;
strcpy(framegroups->name, "base");
}
mesh = (struct iqmmesh*)(buffer + h->ofs_meshes);
/*allocate a nice big block of memory and figure out where stuff is*/
gai = Hunk_Alloc(sizeof(*gai)*h->num_meshes +
#ifndef SERVERONLY
sizeof(*skin)*h->num_meshes + sizeof(*shaders)*h->num_meshes +
#endif
------------------------------------------------------------------------ r4169 | acceptthis | 2013-01-17 08:55:12 +0000 (Thu, 17 Jan 2013) | 31 lines removed MAX_VISEDICTS limit. PEXT2_REPLACEMENTDELTAS tweaked, now has 4 million entity limit. still not enabled by default. TE_BEAM now maps to a separate TEQW_BEAM to avoid conflicts with QW. added android multitouch emulation for windows/rawinput (in_simulatemultitouch). split topcolor/bottomcolor from scoreboard, for dp's colormap|1024 feature. now using utf-8 for windows consoles. qcc warnings/errors now give clickable console links for quick+easy editing. disabled menutint when the currently active item changes contrast or gamma (for OneManClan). Added support for drawfont/drawfontscale. tweaked the qcvm a little to reduce the number of pointers. .doll file loading. still experimental and will likely crash. requires csqc active, even if its a dummy progs. this will be fixed in time. Still other things that need cleaning up. windows: gl_font "?" shows the standard windows font-selection dialog, and can be used to select windows fonts. not all work. and you probably don't want to use windings. fixed splitscreen support when playing mvds. added mini-scoreboards to splitscreen. editor/debugger now shows asm if there's no linenumber info. also, pressing f1 for help shows the shortcuts. Added support for .framegroups files for psk(psa) and iqm formats. True support for ezquake's colour codes. Mutually exclusive with background colours. path command output slightly more readable. added support for digest_hex (MD4, SHA1, CRC16). skingroups now colourmap correctly. Fix terrain colour hints, and litdata from the wrong bsp. fix ftp dual-homed issue. support epsv command, and enable ipv6 (eprt still not supported). remove d3d11 compilation from the makefile. the required headers are not provided by mingw, and are not available to the build bot, so don't bother. fix v *= v.x and similar opcodes. fteqcc: fixed support for áéíóú type chars in names. utf-8 files now properly supported (even with the utf-8 bom/identifier). utf-16 also supported. fteqcc: fixed '#if 1 == 3 && 4' parsing. fteqcc: -Werror acts on the warning, rather than as a separate error. Line numbers are thus more readable. fteqcc: copyright message now includes compile date instead. fteqccgui: the treeview control is now coloured depending on whether there were warnings/errors in the last compile. fteqccgui: the output window is now focused and scrolls down as compilation progresses. pr_dumpplatform command dumps out some pragmas to convert more serious warnings to errors. This is to avoid the infamous 'fteqcc sucks cos my code sucks' issue. rewrote prespawn/modelist/soundlist code. server tracks progress now. ------------------------------------------------------------------------ git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4167 fc73d0e0-1445-4013-8a0c-d673dee63da5
2013-03-12 22:29:40 +00:00
sizeof(*fgroup)*numgroups + sizeof(float)*12*(h->num_joints + (h->num_poses*h->num_frames)) + sizeof(*bones)*h->num_joints +
(sizeof(*opos) + sizeof(*onorm1) + sizeof(*onorm2) + sizeof(*onorm3) + sizeof(*otcoords) + (noweights?0:(sizeof(*oindex)+sizeof(*oweight)))) * h->num_vertexes);
bones = (galiasbone_t*)(gai + h->num_meshes);
opos = (vecV_t*)(bones + h->num_joints);
onorm3 = (vec3_t*)(opos + h->num_vertexes);
onorm2 = (vec3_t*)(onorm3 + h->num_vertexes);
onorm1 = (vec3_t*)(onorm2 + h->num_vertexes);
if (noweights)
{
oindex = NULL;
oweight = NULL;
otcoords = (vec2_t*)(onorm1 + h->num_vertexes);
}
else
{
oindex = (byte_vec4_t*)(onorm1 + h->num_vertexes);
oweight = (vec4_t*)(oindex + h->num_vertexes);
otcoords = (vec2_t*)(oweight + h->num_vertexes);
}
fgroup = (galiasgroup_t*)(otcoords + h->num_vertexes);
------------------------------------------------------------------------ r4169 | acceptthis | 2013-01-17 08:55:12 +0000 (Thu, 17 Jan 2013) | 31 lines removed MAX_VISEDICTS limit. PEXT2_REPLACEMENTDELTAS tweaked, now has 4 million entity limit. still not enabled by default. TE_BEAM now maps to a separate TEQW_BEAM to avoid conflicts with QW. added android multitouch emulation for windows/rawinput (in_simulatemultitouch). split topcolor/bottomcolor from scoreboard, for dp's colormap|1024 feature. now using utf-8 for windows consoles. qcc warnings/errors now give clickable console links for quick+easy editing. disabled menutint when the currently active item changes contrast or gamma (for OneManClan). Added support for drawfont/drawfontscale. tweaked the qcvm a little to reduce the number of pointers. .doll file loading. still experimental and will likely crash. requires csqc active, even if its a dummy progs. this will be fixed in time. Still other things that need cleaning up. windows: gl_font "?" shows the standard windows font-selection dialog, and can be used to select windows fonts. not all work. and you probably don't want to use windings. fixed splitscreen support when playing mvds. added mini-scoreboards to splitscreen. editor/debugger now shows asm if there's no linenumber info. also, pressing f1 for help shows the shortcuts. Added support for .framegroups files for psk(psa) and iqm formats. True support for ezquake's colour codes. Mutually exclusive with background colours. path command output slightly more readable. added support for digest_hex (MD4, SHA1, CRC16). skingroups now colourmap correctly. Fix terrain colour hints, and litdata from the wrong bsp. fix ftp dual-homed issue. support epsv command, and enable ipv6 (eprt still not supported). remove d3d11 compilation from the makefile. the required headers are not provided by mingw, and are not available to the build bot, so don't bother. fix v *= v.x and similar opcodes. fteqcc: fixed support for áéíóú type chars in names. utf-8 files now properly supported (even with the utf-8 bom/identifier). utf-16 also supported. fteqcc: fixed '#if 1 == 3 && 4' parsing. fteqcc: -Werror acts on the warning, rather than as a separate error. Line numbers are thus more readable. fteqcc: copyright message now includes compile date instead. fteqccgui: the treeview control is now coloured depending on whether there were warnings/errors in the last compile. fteqccgui: the output window is now focused and scrolls down as compilation progresses. pr_dumpplatform command dumps out some pragmas to convert more serious warnings to errors. This is to avoid the infamous 'fteqcc sucks cos my code sucks' issue. rewrote prespawn/modelist/soundlist code. server tracks progress now. ------------------------------------------------------------------------ git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4167 fc73d0e0-1445-4013-8a0c-d673dee63da5
2013-03-12 22:29:40 +00:00
oposebase = (float*)(fgroup + numgroups);
opose = oposebase + 12*h->num_joints;
#ifndef SERVERONLY
------------------------------------------------------------------------ r4169 | acceptthis | 2013-01-17 08:55:12 +0000 (Thu, 17 Jan 2013) | 31 lines removed MAX_VISEDICTS limit. PEXT2_REPLACEMENTDELTAS tweaked, now has 4 million entity limit. still not enabled by default. TE_BEAM now maps to a separate TEQW_BEAM to avoid conflicts with QW. added android multitouch emulation for windows/rawinput (in_simulatemultitouch). split topcolor/bottomcolor from scoreboard, for dp's colormap|1024 feature. now using utf-8 for windows consoles. qcc warnings/errors now give clickable console links for quick+easy editing. disabled menutint when the currently active item changes contrast or gamma (for OneManClan). Added support for drawfont/drawfontscale. tweaked the qcvm a little to reduce the number of pointers. .doll file loading. still experimental and will likely crash. requires csqc active, even if its a dummy progs. this will be fixed in time. Still other things that need cleaning up. windows: gl_font "?" shows the standard windows font-selection dialog, and can be used to select windows fonts. not all work. and you probably don't want to use windings. fixed splitscreen support when playing mvds. added mini-scoreboards to splitscreen. editor/debugger now shows asm if there's no linenumber info. also, pressing f1 for help shows the shortcuts. Added support for .framegroups files for psk(psa) and iqm formats. True support for ezquake's colour codes. Mutually exclusive with background colours. path command output slightly more readable. added support for digest_hex (MD4, SHA1, CRC16). skingroups now colourmap correctly. Fix terrain colour hints, and litdata from the wrong bsp. fix ftp dual-homed issue. support epsv command, and enable ipv6 (eprt still not supported). remove d3d11 compilation from the makefile. the required headers are not provided by mingw, and are not available to the build bot, so don't bother. fix v *= v.x and similar opcodes. fteqcc: fixed support for áéíóú type chars in names. utf-8 files now properly supported (even with the utf-8 bom/identifier). utf-16 also supported. fteqcc: fixed '#if 1 == 3 && 4' parsing. fteqcc: -Werror acts on the warning, rather than as a separate error. Line numbers are thus more readable. fteqcc: copyright message now includes compile date instead. fteqccgui: the treeview control is now coloured depending on whether there were warnings/errors in the last compile. fteqccgui: the output window is now focused and scrolls down as compilation progresses. pr_dumpplatform command dumps out some pragmas to convert more serious warnings to errors. This is to avoid the infamous 'fteqcc sucks cos my code sucks' issue. rewrote prespawn/modelist/soundlist code. server tracks progress now. ------------------------------------------------------------------------ git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4167 fc73d0e0-1445-4013-8a0c-d673dee63da5
2013-03-12 22:29:40 +00:00
skin = (galiasskin_t*)(opose + 12*(h->num_poses*h->num_frames));
shaders = (shader_t**)(skin + h->num_meshes);
#endif
//no code to load animations or bones
framedata = (unsigned short*)(buffer + h->ofs_frames);
/*Version 1 supports only normalized quaternions, version 2 uses complete quaternions. Some struct sizes change for this, otherwise functionally identical.*/
if (h->version == IQM_VERSION1)
{
struct iqmpose1 *p, *ipose = (struct iqmpose1*)(buffer + h->ofs_poses);
struct iqmjoint1 *ijoint = (struct iqmjoint1*)(buffer + h->ofs_joints);
vec3_t pos;
vec4_t quat;
vec3_t scale;
float mat[12];
------------------------------------------------------------------------ r4169 | acceptthis | 2013-01-17 08:55:12 +0000 (Thu, 17 Jan 2013) | 31 lines removed MAX_VISEDICTS limit. PEXT2_REPLACEMENTDELTAS tweaked, now has 4 million entity limit. still not enabled by default. TE_BEAM now maps to a separate TEQW_BEAM to avoid conflicts with QW. added android multitouch emulation for windows/rawinput (in_simulatemultitouch). split topcolor/bottomcolor from scoreboard, for dp's colormap|1024 feature. now using utf-8 for windows consoles. qcc warnings/errors now give clickable console links for quick+easy editing. disabled menutint when the currently active item changes contrast or gamma (for OneManClan). Added support for drawfont/drawfontscale. tweaked the qcvm a little to reduce the number of pointers. .doll file loading. still experimental and will likely crash. requires csqc active, even if its a dummy progs. this will be fixed in time. Still other things that need cleaning up. windows: gl_font "?" shows the standard windows font-selection dialog, and can be used to select windows fonts. not all work. and you probably don't want to use windings. fixed splitscreen support when playing mvds. added mini-scoreboards to splitscreen. editor/debugger now shows asm if there's no linenumber info. also, pressing f1 for help shows the shortcuts. Added support for .framegroups files for psk(psa) and iqm formats. True support for ezquake's colour codes. Mutually exclusive with background colours. path command output slightly more readable. added support for digest_hex (MD4, SHA1, CRC16). skingroups now colourmap correctly. Fix terrain colour hints, and litdata from the wrong bsp. fix ftp dual-homed issue. support epsv command, and enable ipv6 (eprt still not supported). remove d3d11 compilation from the makefile. the required headers are not provided by mingw, and are not available to the build bot, so don't bother. fix v *= v.x and similar opcodes. fteqcc: fixed support for áéíóú type chars in names. utf-8 files now properly supported (even with the utf-8 bom/identifier). utf-16 also supported. fteqcc: fixed '#if 1 == 3 && 4' parsing. fteqcc: -Werror acts on the warning, rather than as a separate error. Line numbers are thus more readable. fteqcc: copyright message now includes compile date instead. fteqccgui: the treeview control is now coloured depending on whether there were warnings/errors in the last compile. fteqccgui: the output window is now focused and scrolls down as compilation progresses. pr_dumpplatform command dumps out some pragmas to convert more serious warnings to errors. This is to avoid the infamous 'fteqcc sucks cos my code sucks' issue. rewrote prespawn/modelist/soundlist code. server tracks progress now. ------------------------------------------------------------------------ git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4167 fc73d0e0-1445-4013-8a0c-d673dee63da5
2013-03-12 22:29:40 +00:00
//joint info (mesh)
for (i = 0; i < h->num_joints; i++)
{
Q_strncpyz(bones[i].name, strings+ijoint[i].name, sizeof(bones[i].name));
bones[i].parent = ijoint[i].parent;
GenMatrixPosQuat3Scale(ijoint[i].translate, ijoint[i].rotate, ijoint[i].scale, mat);
if (ijoint[i].parent >= 0)
Matrix3x4_Multiply(mat, &basepose[ijoint[i].parent*12], &basepose[i*12]);
else
memcpy(&basepose[i*12], mat, sizeof(mat));
Matrix3x4_Invert_Simple(&basepose[i*12], bones[i].inverse);
}
------------------------------------------------------------------------ r4169 | acceptthis | 2013-01-17 08:55:12 +0000 (Thu, 17 Jan 2013) | 31 lines removed MAX_VISEDICTS limit. PEXT2_REPLACEMENTDELTAS tweaked, now has 4 million entity limit. still not enabled by default. TE_BEAM now maps to a separate TEQW_BEAM to avoid conflicts with QW. added android multitouch emulation for windows/rawinput (in_simulatemultitouch). split topcolor/bottomcolor from scoreboard, for dp's colormap|1024 feature. now using utf-8 for windows consoles. qcc warnings/errors now give clickable console links for quick+easy editing. disabled menutint when the currently active item changes contrast or gamma (for OneManClan). Added support for drawfont/drawfontscale. tweaked the qcvm a little to reduce the number of pointers. .doll file loading. still experimental and will likely crash. requires csqc active, even if its a dummy progs. this will be fixed in time. Still other things that need cleaning up. windows: gl_font "?" shows the standard windows font-selection dialog, and can be used to select windows fonts. not all work. and you probably don't want to use windings. fixed splitscreen support when playing mvds. added mini-scoreboards to splitscreen. editor/debugger now shows asm if there's no linenumber info. also, pressing f1 for help shows the shortcuts. Added support for .framegroups files for psk(psa) and iqm formats. True support for ezquake's colour codes. Mutually exclusive with background colours. path command output slightly more readable. added support for digest_hex (MD4, SHA1, CRC16). skingroups now colourmap correctly. Fix terrain colour hints, and litdata from the wrong bsp. fix ftp dual-homed issue. support epsv command, and enable ipv6 (eprt still not supported). remove d3d11 compilation from the makefile. the required headers are not provided by mingw, and are not available to the build bot, so don't bother. fix v *= v.x and similar opcodes. fteqcc: fixed support for áéíóú type chars in names. utf-8 files now properly supported (even with the utf-8 bom/identifier). utf-16 also supported. fteqcc: fixed '#if 1 == 3 && 4' parsing. fteqcc: -Werror acts on the warning, rather than as a separate error. Line numbers are thus more readable. fteqcc: copyright message now includes compile date instead. fteqccgui: the treeview control is now coloured depending on whether there were warnings/errors in the last compile. fteqccgui: the output window is now focused and scrolls down as compilation progresses. pr_dumpplatform command dumps out some pragmas to convert more serious warnings to errors. This is to avoid the infamous 'fteqcc sucks cos my code sucks' issue. rewrote prespawn/modelist/soundlist code. server tracks progress now. ------------------------------------------------------------------------ git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4167 fc73d0e0-1445-4013-8a0c-d673dee63da5
2013-03-12 22:29:40 +00:00
//pose info (anim)
for (i = 0; i < h->num_frames; i++)
{
for (j = 0, p = ipose; j < h->num_poses; j++, p++)
{
pos[0] = p->channeloffset[0]; if (p->mask & 1) pos[0] += *framedata++ * p->channelscale[0];
pos[1] = p->channeloffset[1]; if (p->mask & 2) pos[1] += *framedata++ * p->channelscale[1];
pos[2] = p->channeloffset[2]; if (p->mask & 4) pos[2] += *framedata++ * p->channelscale[2];
quat[0] = p->channeloffset[3]; if (p->mask & 8) quat[0] += *framedata++ * p->channelscale[3];
quat[1] = p->channeloffset[4]; if (p->mask & 16) quat[1] += *framedata++ * p->channelscale[4];
quat[2] = p->channeloffset[5]; if (p->mask & 32) quat[2] += *framedata++ * p->channelscale[5];
scale[0] = p->channeloffset[6]; if (p->mask & 64) scale[0] += *framedata++ * p->channelscale[6];
scale[1] = p->channeloffset[7]; if (p->mask & 128) scale[1] += *framedata++ * p->channelscale[7];
scale[2] = p->channeloffset[8]; if (p->mask & 256) scale[2] += *framedata++ * p->channelscale[8];
quat[3] = -sqrt(max(1.0 - pow(VectorLength(quat),2), 0.0));
GenMatrixPosQuat3Scale(pos, quat, scale, &opose[(i*h->num_poses+j)*12]);
}
}
}
else
{
struct iqmpose2 *p, *ipose = (struct iqmpose2*)(buffer + h->ofs_poses);
struct iqmjoint2 *ijoint = (struct iqmjoint2*)(buffer + h->ofs_joints);
vec3_t pos;
vec4_t quat;
vec3_t scale;
float mat[12];
------------------------------------------------------------------------ r4169 | acceptthis | 2013-01-17 08:55:12 +0000 (Thu, 17 Jan 2013) | 31 lines removed MAX_VISEDICTS limit. PEXT2_REPLACEMENTDELTAS tweaked, now has 4 million entity limit. still not enabled by default. TE_BEAM now maps to a separate TEQW_BEAM to avoid conflicts with QW. added android multitouch emulation for windows/rawinput (in_simulatemultitouch). split topcolor/bottomcolor from scoreboard, for dp's colormap|1024 feature. now using utf-8 for windows consoles. qcc warnings/errors now give clickable console links for quick+easy editing. disabled menutint when the currently active item changes contrast or gamma (for OneManClan). Added support for drawfont/drawfontscale. tweaked the qcvm a little to reduce the number of pointers. .doll file loading. still experimental and will likely crash. requires csqc active, even if its a dummy progs. this will be fixed in time. Still other things that need cleaning up. windows: gl_font "?" shows the standard windows font-selection dialog, and can be used to select windows fonts. not all work. and you probably don't want to use windings. fixed splitscreen support when playing mvds. added mini-scoreboards to splitscreen. editor/debugger now shows asm if there's no linenumber info. also, pressing f1 for help shows the shortcuts. Added support for .framegroups files for psk(psa) and iqm formats. True support for ezquake's colour codes. Mutually exclusive with background colours. path command output slightly more readable. added support for digest_hex (MD4, SHA1, CRC16). skingroups now colourmap correctly. Fix terrain colour hints, and litdata from the wrong bsp. fix ftp dual-homed issue. support epsv command, and enable ipv6 (eprt still not supported). remove d3d11 compilation from the makefile. the required headers are not provided by mingw, and are not available to the build bot, so don't bother. fix v *= v.x and similar opcodes. fteqcc: fixed support for áéíóú type chars in names. utf-8 files now properly supported (even with the utf-8 bom/identifier). utf-16 also supported. fteqcc: fixed '#if 1 == 3 && 4' parsing. fteqcc: -Werror acts on the warning, rather than as a separate error. Line numbers are thus more readable. fteqcc: copyright message now includes compile date instead. fteqccgui: the treeview control is now coloured depending on whether there were warnings/errors in the last compile. fteqccgui: the output window is now focused and scrolls down as compilation progresses. pr_dumpplatform command dumps out some pragmas to convert more serious warnings to errors. This is to avoid the infamous 'fteqcc sucks cos my code sucks' issue. rewrote prespawn/modelist/soundlist code. server tracks progress now. ------------------------------------------------------------------------ git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4167 fc73d0e0-1445-4013-8a0c-d673dee63da5
2013-03-12 22:29:40 +00:00
//joint info (mesh)
for (i = 0; i < h->num_joints; i++)
{
Q_strncpyz(bones[i].name, strings+ijoint[i].name, sizeof(bones[i].name));
bones[i].parent = ijoint[i].parent;
GenMatrixPosQuat4Scale(ijoint[i].translate, ijoint[i].rotate, ijoint[i].scale, mat);
if (ijoint[i].parent >= 0)
Matrix3x4_Multiply(mat, &basepose[ijoint[i].parent*12], &basepose[i*12]);
else
memcpy(&basepose[i*12], mat, sizeof(mat));
Matrix3x4_Invert_Simple(&basepose[i*12], bones[i].inverse);
}
------------------------------------------------------------------------ r4169 | acceptthis | 2013-01-17 08:55:12 +0000 (Thu, 17 Jan 2013) | 31 lines removed MAX_VISEDICTS limit. PEXT2_REPLACEMENTDELTAS tweaked, now has 4 million entity limit. still not enabled by default. TE_BEAM now maps to a separate TEQW_BEAM to avoid conflicts with QW. added android multitouch emulation for windows/rawinput (in_simulatemultitouch). split topcolor/bottomcolor from scoreboard, for dp's colormap|1024 feature. now using utf-8 for windows consoles. qcc warnings/errors now give clickable console links for quick+easy editing. disabled menutint when the currently active item changes contrast or gamma (for OneManClan). Added support for drawfont/drawfontscale. tweaked the qcvm a little to reduce the number of pointers. .doll file loading. still experimental and will likely crash. requires csqc active, even if its a dummy progs. this will be fixed in time. Still other things that need cleaning up. windows: gl_font "?" shows the standard windows font-selection dialog, and can be used to select windows fonts. not all work. and you probably don't want to use windings. fixed splitscreen support when playing mvds. added mini-scoreboards to splitscreen. editor/debugger now shows asm if there's no linenumber info. also, pressing f1 for help shows the shortcuts. Added support for .framegroups files for psk(psa) and iqm formats. True support for ezquake's colour codes. Mutually exclusive with background colours. path command output slightly more readable. added support for digest_hex (MD4, SHA1, CRC16). skingroups now colourmap correctly. Fix terrain colour hints, and litdata from the wrong bsp. fix ftp dual-homed issue. support epsv command, and enable ipv6 (eprt still not supported). remove d3d11 compilation from the makefile. the required headers are not provided by mingw, and are not available to the build bot, so don't bother. fix v *= v.x and similar opcodes. fteqcc: fixed support for áéíóú type chars in names. utf-8 files now properly supported (even with the utf-8 bom/identifier). utf-16 also supported. fteqcc: fixed '#if 1 == 3 && 4' parsing. fteqcc: -Werror acts on the warning, rather than as a separate error. Line numbers are thus more readable. fteqcc: copyright message now includes compile date instead. fteqccgui: the treeview control is now coloured depending on whether there were warnings/errors in the last compile. fteqccgui: the output window is now focused and scrolls down as compilation progresses. pr_dumpplatform command dumps out some pragmas to convert more serious warnings to errors. This is to avoid the infamous 'fteqcc sucks cos my code sucks' issue. rewrote prespawn/modelist/soundlist code. server tracks progress now. ------------------------------------------------------------------------ git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4167 fc73d0e0-1445-4013-8a0c-d673dee63da5
2013-03-12 22:29:40 +00:00
//pose info (anim)
for (i = 0; i < h->num_frames; i++)
{
for (j = 0, p = ipose; j < h->num_poses; j++, p++)
{
pos[0] = p->channeloffset[0]; if (p->mask & 1) pos[0] += *framedata++ * p->channelscale[0];
pos[1] = p->channeloffset[1]; if (p->mask & 2) pos[1] += *framedata++ * p->channelscale[1];
pos[2] = p->channeloffset[2]; if (p->mask & 4) pos[2] += *framedata++ * p->channelscale[2];
quat[0] = p->channeloffset[3]; if (p->mask & 8) quat[0] += *framedata++ * p->channelscale[3];
quat[1] = p->channeloffset[4]; if (p->mask & 16) quat[1] += *framedata++ * p->channelscale[4];
quat[2] = p->channeloffset[5]; if (p->mask & 32) quat[2] += *framedata++ * p->channelscale[5];
quat[3] = p->channeloffset[6]; if (p->mask & 64) quat[3] += *framedata++ * p->channelscale[6];
scale[0] = p->channeloffset[7]; if (p->mask & 128) scale[0] += *framedata++ * p->channelscale[7];
scale[1] = p->channeloffset[8]; if (p->mask & 256) scale[1] += *framedata++ * p->channelscale[8];
scale[2] = p->channeloffset[9]; if (p->mask & 512) scale[2] += *framedata++ * p->channelscale[9];
GenMatrixPosQuat4Scale(pos, quat, scale, &opose[(i*h->num_poses+j)*12]);
}
}
}
------------------------------------------------------------------------ r4169 | acceptthis | 2013-01-17 08:55:12 +0000 (Thu, 17 Jan 2013) | 31 lines removed MAX_VISEDICTS limit. PEXT2_REPLACEMENTDELTAS tweaked, now has 4 million entity limit. still not enabled by default. TE_BEAM now maps to a separate TEQW_BEAM to avoid conflicts with QW. added android multitouch emulation for windows/rawinput (in_simulatemultitouch). split topcolor/bottomcolor from scoreboard, for dp's colormap|1024 feature. now using utf-8 for windows consoles. qcc warnings/errors now give clickable console links for quick+easy editing. disabled menutint when the currently active item changes contrast or gamma (for OneManClan). Added support for drawfont/drawfontscale. tweaked the qcvm a little to reduce the number of pointers. .doll file loading. still experimental and will likely crash. requires csqc active, even if its a dummy progs. this will be fixed in time. Still other things that need cleaning up. windows: gl_font "?" shows the standard windows font-selection dialog, and can be used to select windows fonts. not all work. and you probably don't want to use windings. fixed splitscreen support when playing mvds. added mini-scoreboards to splitscreen. editor/debugger now shows asm if there's no linenumber info. also, pressing f1 for help shows the shortcuts. Added support for .framegroups files for psk(psa) and iqm formats. True support for ezquake's colour codes. Mutually exclusive with background colours. path command output slightly more readable. added support for digest_hex (MD4, SHA1, CRC16). skingroups now colourmap correctly. Fix terrain colour hints, and litdata from the wrong bsp. fix ftp dual-homed issue. support epsv command, and enable ipv6 (eprt still not supported). remove d3d11 compilation from the makefile. the required headers are not provided by mingw, and are not available to the build bot, so don't bother. fix v *= v.x and similar opcodes. fteqcc: fixed support for áéíóú type chars in names. utf-8 files now properly supported (even with the utf-8 bom/identifier). utf-16 also supported. fteqcc: fixed '#if 1 == 3 && 4' parsing. fteqcc: -Werror acts on the warning, rather than as a separate error. Line numbers are thus more readable. fteqcc: copyright message now includes compile date instead. fteqccgui: the treeview control is now coloured depending on whether there were warnings/errors in the last compile. fteqccgui: the output window is now focused and scrolls down as compilation progresses. pr_dumpplatform command dumps out some pragmas to convert more serious warnings to errors. This is to avoid the infamous 'fteqcc sucks cos my code sucks' issue. rewrote prespawn/modelist/soundlist code. server tracks progress now. ------------------------------------------------------------------------ git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4167 fc73d0e0-1445-4013-8a0c-d673dee63da5
2013-03-12 22:29:40 +00:00
//basepose
memcpy(oposebase, basepose, sizeof(float)*12 * h->num_joints);
------------------------------------------------------------------------ r4169 | acceptthis | 2013-01-17 08:55:12 +0000 (Thu, 17 Jan 2013) | 31 lines removed MAX_VISEDICTS limit. PEXT2_REPLACEMENTDELTAS tweaked, now has 4 million entity limit. still not enabled by default. TE_BEAM now maps to a separate TEQW_BEAM to avoid conflicts with QW. added android multitouch emulation for windows/rawinput (in_simulatemultitouch). split topcolor/bottomcolor from scoreboard, for dp's colormap|1024 feature. now using utf-8 for windows consoles. qcc warnings/errors now give clickable console links for quick+easy editing. disabled menutint when the currently active item changes contrast or gamma (for OneManClan). Added support for drawfont/drawfontscale. tweaked the qcvm a little to reduce the number of pointers. .doll file loading. still experimental and will likely crash. requires csqc active, even if its a dummy progs. this will be fixed in time. Still other things that need cleaning up. windows: gl_font "?" shows the standard windows font-selection dialog, and can be used to select windows fonts. not all work. and you probably don't want to use windings. fixed splitscreen support when playing mvds. added mini-scoreboards to splitscreen. editor/debugger now shows asm if there's no linenumber info. also, pressing f1 for help shows the shortcuts. Added support for .framegroups files for psk(psa) and iqm formats. True support for ezquake's colour codes. Mutually exclusive with background colours. path command output slightly more readable. added support for digest_hex (MD4, SHA1, CRC16). skingroups now colourmap correctly. Fix terrain colour hints, and litdata from the wrong bsp. fix ftp dual-homed issue. support epsv command, and enable ipv6 (eprt still not supported). remove d3d11 compilation from the makefile. the required headers are not provided by mingw, and are not available to the build bot, so don't bother. fix v *= v.x and similar opcodes. fteqcc: fixed support for áéíóú type chars in names. utf-8 files now properly supported (even with the utf-8 bom/identifier). utf-16 also supported. fteqcc: fixed '#if 1 == 3 && 4' parsing. fteqcc: -Werror acts on the warning, rather than as a separate error. Line numbers are thus more readable. fteqcc: copyright message now includes compile date instead. fteqccgui: the treeview control is now coloured depending on whether there were warnings/errors in the last compile. fteqccgui: the output window is now focused and scrolls down as compilation progresses. pr_dumpplatform command dumps out some pragmas to convert more serious warnings to errors. This is to avoid the infamous 'fteqcc sucks cos my code sucks' issue. rewrote prespawn/modelist/soundlist code. server tracks progress now. ------------------------------------------------------------------------ git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4167 fc73d0e0-1445-4013-8a0c-d673dee63da5
2013-03-12 22:29:40 +00:00
//now generate the animations.
for (i = 0; i < numgroups; i++)
{
------------------------------------------------------------------------ r4169 | acceptthis | 2013-01-17 08:55:12 +0000 (Thu, 17 Jan 2013) | 31 lines removed MAX_VISEDICTS limit. PEXT2_REPLACEMENTDELTAS tweaked, now has 4 million entity limit. still not enabled by default. TE_BEAM now maps to a separate TEQW_BEAM to avoid conflicts with QW. added android multitouch emulation for windows/rawinput (in_simulatemultitouch). split topcolor/bottomcolor from scoreboard, for dp's colormap|1024 feature. now using utf-8 for windows consoles. qcc warnings/errors now give clickable console links for quick+easy editing. disabled menutint when the currently active item changes contrast or gamma (for OneManClan). Added support for drawfont/drawfontscale. tweaked the qcvm a little to reduce the number of pointers. .doll file loading. still experimental and will likely crash. requires csqc active, even if its a dummy progs. this will be fixed in time. Still other things that need cleaning up. windows: gl_font "?" shows the standard windows font-selection dialog, and can be used to select windows fonts. not all work. and you probably don't want to use windings. fixed splitscreen support when playing mvds. added mini-scoreboards to splitscreen. editor/debugger now shows asm if there's no linenumber info. also, pressing f1 for help shows the shortcuts. Added support for .framegroups files for psk(psa) and iqm formats. True support for ezquake's colour codes. Mutually exclusive with background colours. path command output slightly more readable. added support for digest_hex (MD4, SHA1, CRC16). skingroups now colourmap correctly. Fix terrain colour hints, and litdata from the wrong bsp. fix ftp dual-homed issue. support epsv command, and enable ipv6 (eprt still not supported). remove d3d11 compilation from the makefile. the required headers are not provided by mingw, and are not available to the build bot, so don't bother. fix v *= v.x and similar opcodes. fteqcc: fixed support for áéíóú type chars in names. utf-8 files now properly supported (even with the utf-8 bom/identifier). utf-16 also supported. fteqcc: fixed '#if 1 == 3 && 4' parsing. fteqcc: -Werror acts on the warning, rather than as a separate error. Line numbers are thus more readable. fteqcc: copyright message now includes compile date instead. fteqccgui: the treeview control is now coloured depending on whether there were warnings/errors in the last compile. fteqccgui: the output window is now focused and scrolls down as compilation progresses. pr_dumpplatform command dumps out some pragmas to convert more serious warnings to errors. This is to avoid the infamous 'fteqcc sucks cos my code sucks' issue. rewrote prespawn/modelist/soundlist code. server tracks progress now. ------------------------------------------------------------------------ git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4167 fc73d0e0-1445-4013-8a0c-d673dee63da5
2013-03-12 22:29:40 +00:00
if ((unsigned)framegroups[i].firstpose >= h->num_frames)
{
//invalid/basepose
fgroup[i].isheirachical = false;
fgroup[i].poseofs = (char*)oposebase - (char*)&fgroup[i];
fgroup[i].numposes = 1;
}
else
{
fgroup[i].isheirachical = true;
------------------------------------------------------------------------ r4169 | acceptthis | 2013-01-17 08:55:12 +0000 (Thu, 17 Jan 2013) | 31 lines removed MAX_VISEDICTS limit. PEXT2_REPLACEMENTDELTAS tweaked, now has 4 million entity limit. still not enabled by default. TE_BEAM now maps to a separate TEQW_BEAM to avoid conflicts with QW. added android multitouch emulation for windows/rawinput (in_simulatemultitouch). split topcolor/bottomcolor from scoreboard, for dp's colormap|1024 feature. now using utf-8 for windows consoles. qcc warnings/errors now give clickable console links for quick+easy editing. disabled menutint when the currently active item changes contrast or gamma (for OneManClan). Added support for drawfont/drawfontscale. tweaked the qcvm a little to reduce the number of pointers. .doll file loading. still experimental and will likely crash. requires csqc active, even if its a dummy progs. this will be fixed in time. Still other things that need cleaning up. windows: gl_font "?" shows the standard windows font-selection dialog, and can be used to select windows fonts. not all work. and you probably don't want to use windings. fixed splitscreen support when playing mvds. added mini-scoreboards to splitscreen. editor/debugger now shows asm if there's no linenumber info. also, pressing f1 for help shows the shortcuts. Added support for .framegroups files for psk(psa) and iqm formats. True support for ezquake's colour codes. Mutually exclusive with background colours. path command output slightly more readable. added support for digest_hex (MD4, SHA1, CRC16). skingroups now colourmap correctly. Fix terrain colour hints, and litdata from the wrong bsp. fix ftp dual-homed issue. support epsv command, and enable ipv6 (eprt still not supported). remove d3d11 compilation from the makefile. the required headers are not provided by mingw, and are not available to the build bot, so don't bother. fix v *= v.x and similar opcodes. fteqcc: fixed support for áéíóú type chars in names. utf-8 files now properly supported (even with the utf-8 bom/identifier). utf-16 also supported. fteqcc: fixed '#if 1 == 3 && 4' parsing. fteqcc: -Werror acts on the warning, rather than as a separate error. Line numbers are thus more readable. fteqcc: copyright message now includes compile date instead. fteqccgui: the treeview control is now coloured depending on whether there were warnings/errors in the last compile. fteqccgui: the output window is now focused and scrolls down as compilation progresses. pr_dumpplatform command dumps out some pragmas to convert more serious warnings to errors. This is to avoid the infamous 'fteqcc sucks cos my code sucks' issue. rewrote prespawn/modelist/soundlist code. server tracks progress now. ------------------------------------------------------------------------ git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4167 fc73d0e0-1445-4013-8a0c-d673dee63da5
2013-03-12 22:29:40 +00:00
fgroup[i].poseofs = (char*)(opose + framegroups[i].firstpose*12*h->num_poses) - (char*)&fgroup[i];
fgroup[i].numposes = framegroups[i].posecount;
}
------------------------------------------------------------------------ r4169 | acceptthis | 2013-01-17 08:55:12 +0000 (Thu, 17 Jan 2013) | 31 lines removed MAX_VISEDICTS limit. PEXT2_REPLACEMENTDELTAS tweaked, now has 4 million entity limit. still not enabled by default. TE_BEAM now maps to a separate TEQW_BEAM to avoid conflicts with QW. added android multitouch emulation for windows/rawinput (in_simulatemultitouch). split topcolor/bottomcolor from scoreboard, for dp's colormap|1024 feature. now using utf-8 for windows consoles. qcc warnings/errors now give clickable console links for quick+easy editing. disabled menutint when the currently active item changes contrast or gamma (for OneManClan). Added support for drawfont/drawfontscale. tweaked the qcvm a little to reduce the number of pointers. .doll file loading. still experimental and will likely crash. requires csqc active, even if its a dummy progs. this will be fixed in time. Still other things that need cleaning up. windows: gl_font "?" shows the standard windows font-selection dialog, and can be used to select windows fonts. not all work. and you probably don't want to use windings. fixed splitscreen support when playing mvds. added mini-scoreboards to splitscreen. editor/debugger now shows asm if there's no linenumber info. also, pressing f1 for help shows the shortcuts. Added support for .framegroups files for psk(psa) and iqm formats. True support for ezquake's colour codes. Mutually exclusive with background colours. path command output slightly more readable. added support for digest_hex (MD4, SHA1, CRC16). skingroups now colourmap correctly. Fix terrain colour hints, and litdata from the wrong bsp. fix ftp dual-homed issue. support epsv command, and enable ipv6 (eprt still not supported). remove d3d11 compilation from the makefile. the required headers are not provided by mingw, and are not available to the build bot, so don't bother. fix v *= v.x and similar opcodes. fteqcc: fixed support for áéíóú type chars in names. utf-8 files now properly supported (even with the utf-8 bom/identifier). utf-16 also supported. fteqcc: fixed '#if 1 == 3 && 4' parsing. fteqcc: -Werror acts on the warning, rather than as a separate error. Line numbers are thus more readable. fteqcc: copyright message now includes compile date instead. fteqccgui: the treeview control is now coloured depending on whether there were warnings/errors in the last compile. fteqccgui: the output window is now focused and scrolls down as compilation progresses. pr_dumpplatform command dumps out some pragmas to convert more serious warnings to errors. This is to avoid the infamous 'fteqcc sucks cos my code sucks' issue. rewrote prespawn/modelist/soundlist code. server tracks progress now. ------------------------------------------------------------------------ git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4167 fc73d0e0-1445-4013-8a0c-d673dee63da5
2013-03-12 22:29:40 +00:00
fgroup[i].loop = framegroups[i].loop;
fgroup[i].rate = framegroups[i].fps;
Q_strncpyz(fgroup[i].name, framegroups[i].name, sizeof(fgroup[i].name));
if (fgroup[i].rate <= 0)
fgroup[i].rate = 10;
}
------------------------------------------------------------------------ r4169 | acceptthis | 2013-01-17 08:55:12 +0000 (Thu, 17 Jan 2013) | 31 lines removed MAX_VISEDICTS limit. PEXT2_REPLACEMENTDELTAS tweaked, now has 4 million entity limit. still not enabled by default. TE_BEAM now maps to a separate TEQW_BEAM to avoid conflicts with QW. added android multitouch emulation for windows/rawinput (in_simulatemultitouch). split topcolor/bottomcolor from scoreboard, for dp's colormap|1024 feature. now using utf-8 for windows consoles. qcc warnings/errors now give clickable console links for quick+easy editing. disabled menutint when the currently active item changes contrast or gamma (for OneManClan). Added support for drawfont/drawfontscale. tweaked the qcvm a little to reduce the number of pointers. .doll file loading. still experimental and will likely crash. requires csqc active, even if its a dummy progs. this will be fixed in time. Still other things that need cleaning up. windows: gl_font "?" shows the standard windows font-selection dialog, and can be used to select windows fonts. not all work. and you probably don't want to use windings. fixed splitscreen support when playing mvds. added mini-scoreboards to splitscreen. editor/debugger now shows asm if there's no linenumber info. also, pressing f1 for help shows the shortcuts. Added support for .framegroups files for psk(psa) and iqm formats. True support for ezquake's colour codes. Mutually exclusive with background colours. path command output slightly more readable. added support for digest_hex (MD4, SHA1, CRC16). skingroups now colourmap correctly. Fix terrain colour hints, and litdata from the wrong bsp. fix ftp dual-homed issue. support epsv command, and enable ipv6 (eprt still not supported). remove d3d11 compilation from the makefile. the required headers are not provided by mingw, and are not available to the build bot, so don't bother. fix v *= v.x and similar opcodes. fteqcc: fixed support for áéíóú type chars in names. utf-8 files now properly supported (even with the utf-8 bom/identifier). utf-16 also supported. fteqcc: fixed '#if 1 == 3 && 4' parsing. fteqcc: -Werror acts on the warning, rather than as a separate error. Line numbers are thus more readable. fteqcc: copyright message now includes compile date instead. fteqccgui: the treeview control is now coloured depending on whether there were warnings/errors in the last compile. fteqccgui: the output window is now focused and scrolls down as compilation progresses. pr_dumpplatform command dumps out some pragmas to convert more serious warnings to errors. This is to avoid the infamous 'fteqcc sucks cos my code sucks' issue. rewrote prespawn/modelist/soundlist code. server tracks progress now. ------------------------------------------------------------------------ git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4167 fc73d0e0-1445-4013-8a0c-d673dee63da5
2013-03-12 22:29:40 +00:00
free(framegroups);
for (i = 0; i < h->num_meshes; i++)
{
gai[i].nextsurf = (i == (h->num_meshes-1))?0:sizeof(*gai);
/*animation info*/
gai[i].shares_bones = 0;
gai[i].numbones = h->num_joints;
gai[i].ofsbones = (char*)bones - (char*)&gai[i];
------------------------------------------------------------------------ r4169 | acceptthis | 2013-01-17 08:55:12 +0000 (Thu, 17 Jan 2013) | 31 lines removed MAX_VISEDICTS limit. PEXT2_REPLACEMENTDELTAS tweaked, now has 4 million entity limit. still not enabled by default. TE_BEAM now maps to a separate TEQW_BEAM to avoid conflicts with QW. added android multitouch emulation for windows/rawinput (in_simulatemultitouch). split topcolor/bottomcolor from scoreboard, for dp's colormap|1024 feature. now using utf-8 for windows consoles. qcc warnings/errors now give clickable console links for quick+easy editing. disabled menutint when the currently active item changes contrast or gamma (for OneManClan). Added support for drawfont/drawfontscale. tweaked the qcvm a little to reduce the number of pointers. .doll file loading. still experimental and will likely crash. requires csqc active, even if its a dummy progs. this will be fixed in time. Still other things that need cleaning up. windows: gl_font "?" shows the standard windows font-selection dialog, and can be used to select windows fonts. not all work. and you probably don't want to use windings. fixed splitscreen support when playing mvds. added mini-scoreboards to splitscreen. editor/debugger now shows asm if there's no linenumber info. also, pressing f1 for help shows the shortcuts. Added support for .framegroups files for psk(psa) and iqm formats. True support for ezquake's colour codes. Mutually exclusive with background colours. path command output slightly more readable. added support for digest_hex (MD4, SHA1, CRC16). skingroups now colourmap correctly. Fix terrain colour hints, and litdata from the wrong bsp. fix ftp dual-homed issue. support epsv command, and enable ipv6 (eprt still not supported). remove d3d11 compilation from the makefile. the required headers are not provided by mingw, and are not available to the build bot, so don't bother. fix v *= v.x and similar opcodes. fteqcc: fixed support for áéíóú type chars in names. utf-8 files now properly supported (even with the utf-8 bom/identifier). utf-16 also supported. fteqcc: fixed '#if 1 == 3 && 4' parsing. fteqcc: -Werror acts on the warning, rather than as a separate error. Line numbers are thus more readable. fteqcc: copyright message now includes compile date instead. fteqccgui: the treeview control is now coloured depending on whether there were warnings/errors in the last compile. fteqccgui: the output window is now focused and scrolls down as compilation progresses. pr_dumpplatform command dumps out some pragmas to convert more serious warnings to errors. This is to avoid the infamous 'fteqcc sucks cos my code sucks' issue. rewrote prespawn/modelist/soundlist code. server tracks progress now. ------------------------------------------------------------------------ git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4167 fc73d0e0-1445-4013-8a0c-d673dee63da5
2013-03-12 22:29:40 +00:00
gai[i].groups = numgroups;
gai[i].groupofs = (char*)fgroup - (char*)&gai[i];
offset = LittleLong(mesh[i].first_vertex);
#ifndef SERVERONLY
/*skins*/
gai[i].numskins = 1;
gai[i].ofsskins = (char*)&skin[i] - (char*)&gai[i];
Q_strncpyz(skin[i].name, strings+mesh[i].material, sizeof(skin[i].name));
skin[i].skinwidth = 1;
skin[i].skinheight = 1;
skin[i].ofstexels = 0; /*doesn't support 8bit colourmapping*/
skin[i].skinspeed = 10; /*something to avoid div by 0*/
skin[i].numshaders = 1;
skin[i].ofsshaders = (char*)&shaders[i] - (char*)&skin[i];
shaders[i] = R_RegisterSkin(skin[i].name, mod->name);
R_BuildDefaultTexnums(NULL, shaders[i]);
if (shaders[i]->flags & SHADER_NOIMAGE)
Con_Printf("Unable to load texture for shader \"%s\" for model \"%s\"\n", shaders[i]->name, loadmodel->name);
gai[i].ofs_st_array = (char*)(otcoords+offset) - (char*)&gai[i];
#endif
nt = LittleLong(mesh[i].num_triangles);
tris = (struct iqmtriangle*)(buffer + LittleLong(h->ofs_triangles));
tris += LittleLong(mesh[i].first_triangle);
gai[i].numindexes = nt*3;
idx = Hunk_Alloc(sizeof(*idx)*gai[i].numindexes);
gai[i].ofs_indexes = (char*)idx - (char*)&gai[i];
for (t = 0; t < nt; t++)
{
*idx++ = LittleShort(tris[t].vertex[0]) - offset;
*idx++ = LittleShort(tris[t].vertex[1]) - offset;
*idx++ = LittleShort(tris[t].vertex[2]) - offset;
}
/*verts*/
gai[i].shares_verts = i;
gai[i].numverts = LittleLong(mesh[i].num_vertexes);
gai[i].ofs_skel_xyz = (char*)(opos+offset) - (char*)&gai[i];
gai[i].ofs_skel_norm = vnorm?(char*)(onorm1+offset) - (char*)&gai[i]:0;
gai[i].ofs_skel_svect = (vnorm&&vtang)?(char*)(onorm2+offset) - (char*)&gai[i]:0;
gai[i].ofs_skel_tvect = (vnorm&&vtang)?(char*)(onorm3+offset) - (char*)&gai[i]:0;
gai[i].ofs_skel_idx = oindex?(char*)(oindex+offset) - (char*)&gai[i]:0;
gai[i].ofs_skel_weight = oweight?(char*)(oweight+offset) - (char*)&gai[i]:0;
}
if (!noweights)
{
for (i = 0; i < h->num_vertexes; i++)
{
Vector4Copy(vbone+i*4, oindex[i]);
Vector4Scale(vweight+i*4, 1/255.0, oweight[i]);
------------------------------------------------------------------------ r4169 | acceptthis | 2013-01-17 08:55:12 +0000 (Thu, 17 Jan 2013) | 31 lines removed MAX_VISEDICTS limit. PEXT2_REPLACEMENTDELTAS tweaked, now has 4 million entity limit. still not enabled by default. TE_BEAM now maps to a separate TEQW_BEAM to avoid conflicts with QW. added android multitouch emulation for windows/rawinput (in_simulatemultitouch). split topcolor/bottomcolor from scoreboard, for dp's colormap|1024 feature. now using utf-8 for windows consoles. qcc warnings/errors now give clickable console links for quick+easy editing. disabled menutint when the currently active item changes contrast or gamma (for OneManClan). Added support for drawfont/drawfontscale. tweaked the qcvm a little to reduce the number of pointers. .doll file loading. still experimental and will likely crash. requires csqc active, even if its a dummy progs. this will be fixed in time. Still other things that need cleaning up. windows: gl_font "?" shows the standard windows font-selection dialog, and can be used to select windows fonts. not all work. and you probably don't want to use windings. fixed splitscreen support when playing mvds. added mini-scoreboards to splitscreen. editor/debugger now shows asm if there's no linenumber info. also, pressing f1 for help shows the shortcuts. Added support for .framegroups files for psk(psa) and iqm formats. True support for ezquake's colour codes. Mutually exclusive with background colours. path command output slightly more readable. added support for digest_hex (MD4, SHA1, CRC16). skingroups now colourmap correctly. Fix terrain colour hints, and litdata from the wrong bsp. fix ftp dual-homed issue. support epsv command, and enable ipv6 (eprt still not supported). remove d3d11 compilation from the makefile. the required headers are not provided by mingw, and are not available to the build bot, so don't bother. fix v *= v.x and similar opcodes. fteqcc: fixed support for áéíóú type chars in names. utf-8 files now properly supported (even with the utf-8 bom/identifier). utf-16 also supported. fteqcc: fixed '#if 1 == 3 && 4' parsing. fteqcc: -Werror acts on the warning, rather than as a separate error. Line numbers are thus more readable. fteqcc: copyright message now includes compile date instead. fteqccgui: the treeview control is now coloured depending on whether there were warnings/errors in the last compile. fteqccgui: the output window is now focused and scrolls down as compilation progresses. pr_dumpplatform command dumps out some pragmas to convert more serious warnings to errors. This is to avoid the infamous 'fteqcc sucks cos my code sucks' issue. rewrote prespawn/modelist/soundlist code. server tracks progress now. ------------------------------------------------------------------------ git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4167 fc73d0e0-1445-4013-8a0c-d673dee63da5
2013-03-12 22:29:40 +00:00
//FIXME: should we be normalising?
if (!oweight[i][0] && !oweight[i][1] && !oweight[i][2] && !oweight[i][3])
oweight[i][0] = 1;
}
}
for (i = 0; i < h->num_vertexes; i++)
{
Vector2Copy(tcoord+i*2, otcoords[i]);
VectorCopy(vpos+i*3, opos[i]);
if (vnorm)
{
VectorCopy(vnorm+i*3, onorm1[i]);
}
if (vnorm && vtang)
{
VectorCopy(vtang+i*4, onorm2[i]);
if(LittleFloat(vtang[i*4 + 3]) < 0)
CrossProduct(onorm2[i], onorm1[i], onorm3[i]);
else
CrossProduct(onorm1[i], onorm2[i], onorm3[i]);
}
}
return gai;
}
qboolean Mod_ParseIQMAnim(char *buffer, galiasinfo_t *prototype, void**poseofs, galiasgroup_t *gat)
{
return false;
}
qboolean Mod_LoadInterQuakeModel(model_t *mod, void *buffer)
{
int i;
unsigned int hunkstart, hunkend, hunktotal;
galiasinfo_t *root;
struct iqmheader *h = (struct iqmheader *)buffer;
hunkstart = Hunk_LowMark();
root = Mod_ParseIQMMeshModel(mod, buffer);
if (!root)
{
Hunk_FreeToLowMark (hunkstart);
return false;
}
hunkend = Hunk_LowMark();
mod->flags = h->flags;
ClearBounds(mod->mins, mod->maxs);
for (i = 0; i < root->numverts; i++)
AddPointToBounds((float*)((char*)root + root->ofs_skel_xyz + i*sizeof(vecV_t)), mod->mins, mod->maxs);
Mod_ClampModelSize(mod);
Hunk_Alloc(0);
hunktotal = hunkend - hunkstart;
Cache_Alloc (&mod->cache, hunktotal, loadname);
mod->type = mod_alias;
if (!mod->cache.data)
{
Hunk_FreeToLowMark (hunkstart);
return false;
}
memcpy (mod->cache.data, root, hunktotal);
Hunk_FreeToLowMark (hunkstart);
return true;
}
#endif
#ifdef MD5MODELS
qboolean Mod_ParseMD5Anim(char *buffer, galiasinfo_t *prototype, void**poseofs, galiasgroup_t *gat)
{
#define MD5ERROR0PARAM(x) { Con_Printf(CON_ERROR x "\n"); return false; }
#define MD5ERROR1PARAM(x, y) { Con_Printf(CON_ERROR x "\n", y); return false; }
#define EXPECT(x) buffer = COM_Parse(buffer); if (strcmp(com_token, x)) MD5ERROR1PARAM("MD5ANIM: expected %s", x);
unsigned int i, j;
galiasgroup_t grp;
unsigned int parent;
unsigned int numframes;
unsigned int numjoints;
float framespersecond;
unsigned int numanimatedparts;
galiasbone_t *bonelist;
unsigned char *boneflags;
unsigned int *firstanimatedcomponents;
float *animatedcomponents;
float *baseframe; //6 components.
float *posedata;
float tx, ty, tz, qx, qy, qz;
int fac, flags;
float f;
char com_token[8192];
EXPECT("MD5Version");
EXPECT("10");
EXPECT("commandline");
buffer = COM_Parse(buffer);
EXPECT("numFrames");
buffer = COM_Parse(buffer);
numframes = atoi(com_token);
EXPECT("numJoints");
buffer = COM_Parse(buffer);
numjoints = atoi(com_token);
EXPECT("frameRate");
buffer = COM_Parse(buffer);
framespersecond = atof(com_token);
EXPECT("numAnimatedComponents");
buffer = COM_Parse(buffer);
numanimatedparts = atoi(com_token);
firstanimatedcomponents = BZ_Malloc(sizeof(int)*numjoints);
animatedcomponents = BZ_Malloc(sizeof(float)*numanimatedparts);
boneflags = BZ_Malloc(sizeof(unsigned char)*numjoints);
baseframe = BZ_Malloc(sizeof(float)*12*numjoints);
*poseofs = posedata = Hunk_Alloc(sizeof(float)*12*numjoints*numframes);
if (prototype->numbones)
{
if (prototype->numbones != numjoints)
MD5ERROR0PARAM("MD5ANIM: number of bones doesn't match");
bonelist = (galiasbone_t *)((char*)prototype + prototype->ofsbones);
}
else
{
bonelist = Hunk_Alloc(sizeof(galiasbone_t)*numjoints);
prototype->ofsbones = (char*)bonelist - (char*)prototype;
}
EXPECT("hierarchy");
EXPECT("{");
for (i = 0; i < numjoints; i++, bonelist++)
{
buffer = COM_Parse(buffer);
if (prototype->numbones)
{
if (strcmp(bonelist->name, com_token))
MD5ERROR1PARAM("MD5ANIM: bone name doesn't match (%s)", com_token);
}
else
Q_strncpyz(bonelist->name, com_token, sizeof(bonelist->name));
buffer = COM_Parse(buffer);
parent = atoi(com_token);
if (prototype->numbones)
{
if (bonelist->parent != parent)
MD5ERROR1PARAM("MD5ANIM: bone name doesn't match (%s)", com_token);
}
else
bonelist->parent = parent;
buffer = COM_Parse(buffer);
boneflags[i] = atoi(com_token);
buffer = COM_Parse(buffer);
firstanimatedcomponents[i] = atoi(com_token);
}
EXPECT("}");
if (!prototype->numbones)
prototype->numbones = numjoints;
EXPECT("bounds");
EXPECT("{");
for (i = 0; i < numframes; i++)
{
EXPECT("(");
buffer = COM_Parse(buffer);f=atoi(com_token);
if (f < loadmodel->mins[0]) loadmodel->mins[0] = f;
buffer = COM_Parse(buffer);f=atoi(com_token);
if (f < loadmodel->mins[1]) loadmodel->mins[1] = f;
buffer = COM_Parse(buffer);f=atoi(com_token);
if (f < loadmodel->mins[2]) loadmodel->mins[2] = f;
EXPECT(")");
EXPECT("(");
buffer = COM_Parse(buffer);f=atoi(com_token);
if (f > loadmodel->maxs[0]) loadmodel->maxs[0] = f;
buffer = COM_Parse(buffer);f=atoi(com_token);
if (f > loadmodel->maxs[1]) loadmodel->maxs[1] = f;
buffer = COM_Parse(buffer);f=atoi(com_token);
if (f > loadmodel->maxs[2]) loadmodel->maxs[2] = f;
EXPECT(")");
}
EXPECT("}");
EXPECT("baseframe");
EXPECT("{");
for (i = 0; i < numjoints; i++)
{
EXPECT("(");
buffer = COM_Parse(buffer);
baseframe[i*6+0] = atof(com_token);
buffer = COM_Parse(buffer);
baseframe[i*6+1] = atof(com_token);
buffer = COM_Parse(buffer);
baseframe[i*6+2] = atof(com_token);
EXPECT(")");
EXPECT("(");
buffer = COM_Parse(buffer);
baseframe[i*6+3] = atof(com_token);
buffer = COM_Parse(buffer);
baseframe[i*6+4] = atof(com_token);
buffer = COM_Parse(buffer);
baseframe[i*6+5] = atof(com_token);
EXPECT(")");
}
EXPECT("}");
for (i = 0; i < numframes; i++)
{
EXPECT("frame");
EXPECT(va("%i", i));
EXPECT("{");
for (j = 0; j < numanimatedparts; j++)
{
buffer = COM_Parse(buffer);
animatedcomponents[j] = atof(com_token);
}
EXPECT("}");
for (j = 0; j < numjoints; j++)
{
fac = firstanimatedcomponents[j];
flags = boneflags[j];
if (flags&1)
tx = animatedcomponents[fac++];
else
tx = baseframe[j*6+0];
if (flags&2)
ty = animatedcomponents[fac++];
else
ty = baseframe[j*6+1];
if (flags&4)
tz = animatedcomponents[fac++];
else
tz = baseframe[j*6+2];
if (flags&8)
qx = animatedcomponents[fac++];
else
qx = baseframe[j*6+3];
if (flags&16)
qy = animatedcomponents[fac++];
else
qy = baseframe[j*6+4];
if (flags&32)
qz = animatedcomponents[fac++];
else
qz = baseframe[j*6+5];
GenMatrix(tx, ty, tz, qx, qy, qz, posedata+12*(j+numjoints*i));
}
}
BZ_Free(firstanimatedcomponents);
BZ_Free(animatedcomponents);
BZ_Free(boneflags);
BZ_Free(baseframe);
Q_strncpyz(grp.name, "", sizeof(grp.name));
grp.isheirachical = true;
grp.numposes = numframes;
grp.rate = framespersecond;
grp.loop = true;
*gat = grp;
return true;
#undef MD5ERROR0PARAM
#undef MD5ERROR1PARAM
#undef EXPECT
}
galiasinfo_t *Mod_ParseMD5MeshModel(char *buffer, char *modname)
{
#define MD5ERROR0PARAM(x) { Con_Printf(CON_ERROR x "\n"); return NULL; }
#define MD5ERROR1PARAM(x, y) { Con_Printf(CON_ERROR x "\n", y); return NULL; }
#define EXPECT(x) buffer = COM_Parse(buffer); if (strcmp(com_token, x)) Sys_Error("MD5MESH: expected %s", x);
int numjoints = 0;
int nummeshes = 0;
qboolean foundjoints = false;
int i;
galiasbone_t *bones = NULL;
galiasgroup_t *pose = NULL;
galiasinfo_t *inf, *root, *lastsurf;
float *posedata;
#ifndef SERVERONLY
galiasskin_t *skin;
shader_t **shaders;
#endif
char *filestart = buffer;
float x, y, z, qx, qy, qz;
buffer = COM_Parse(buffer);
if (strcmp(com_token, "MD5Version"))
MD5ERROR0PARAM("MD5 model without MD5Version identifier first");
buffer = COM_Parse(buffer);
if (atoi(com_token) != 10)
MD5ERROR0PARAM("MD5 model with unsupported MD5Version");
root = Hunk_Alloc(sizeof(galiasinfo_t));
lastsurf = NULL;
for(;;)
{
buffer = COM_Parse(buffer);
if (!buffer)
break;
if (!strcmp(com_token, "numFrames"))
{
void *poseofs;
galiasgroup_t *grp = Hunk_Alloc(sizeof(galiasgroup_t));
Mod_ParseMD5Anim(filestart, root, &poseofs, grp);
root->groupofs = (char*)grp - (char*)root;
root->groups = 1;
grp->poseofs = (char*)poseofs - (char*)grp;
return root;
}
else if (!strcmp(com_token, "commandline"))
{ //we don't need this
buffer = strchr(buffer, '\"');
buffer = strchr((char*)buffer+1, '\"')+1;
// buffer = COM_Parse(buffer);
}
else if (!strcmp(com_token, "numJoints"))
{
if (numjoints)
MD5ERROR0PARAM("MD5MESH: numMeshes was already declared");
buffer = COM_Parse(buffer);
numjoints = atoi(com_token);
if (numjoints <= 0)
MD5ERROR0PARAM("MD5MESH: Needs some joints");
}
else if (!strcmp(com_token, "numMeshes"))
{
if (nummeshes)
MD5ERROR0PARAM("MD5MESH: numMeshes was already declared");
buffer = COM_Parse(buffer);
nummeshes = atoi(com_token);
if (nummeshes <= 0)
MD5ERROR0PARAM("MD5MESH: Needs some meshes");
}
else if (!strcmp(com_token, "joints"))
{
if (foundjoints)
MD5ERROR0PARAM("MD5MESH: Duplicate joints section");
foundjoints=true;
if (!numjoints)
MD5ERROR0PARAM("MD5MESH: joints section before (or without) numjoints");
bones = Hunk_Alloc(sizeof(*bones) * numjoints);
pose = Hunk_Alloc(sizeof(galiasgroup_t));
posedata = Hunk_Alloc(sizeof(float)*12 * numjoints);
pose->isheirachical = false;
pose->rate = 1;
pose->numposes = 1;
pose->poseofs = (char*)posedata - (char*)pose;
Q_strncpyz(pose->name, "base", sizeof(pose->name));
EXPECT("{");
//"name" parent (x y z) (s t u)
//stu are a normalized quaternion, which we will convert to a 3*4 matrix for no apparent reason
for (i = 0; i < numjoints; i++)
{
buffer = COM_Parse(buffer);
Q_strncpyz(bones[i].name, com_token, sizeof(bones[i].name));
buffer = COM_Parse(buffer);
bones[i].parent = atoi(com_token);
if (bones[i].parent >= i)
MD5ERROR0PARAM("MD5MESH: joints parent's must be lower");
if ((bones[i].parent < 0 && i) || (!i && bones[i].parent!=-1))
MD5ERROR0PARAM("MD5MESH: Only the root joint may have a negative parent");
EXPECT("(");
buffer = COM_Parse(buffer);
x = atof(com_token);
buffer = COM_Parse(buffer);
y = atof(com_token);
buffer = COM_Parse(buffer);
z = atof(com_token);
EXPECT(")");
EXPECT("(");
buffer = COM_Parse(buffer);
qx = atof(com_token);
buffer = COM_Parse(buffer);
qy = atof(com_token);
buffer = COM_Parse(buffer);
qz = atof(com_token);
EXPECT(")");
GenMatrix(x, y, z, qx, qy, qz, posedata+i*12);
}
EXPECT("}");
}
else if (!strcmp(com_token, "mesh"))
{
int numverts = 0;
int numweights = 0;
int numtris = 0;
int num;
int vnum;
int numusableweights = 0;
int *firstweightlist = NULL;
int *numweightslist = NULL;
galisskeletaltransforms_t *trans;
#ifndef SERVERONLY
float *stcoord = NULL;
#endif
int *indexes = NULL;
float w;
vec4_t *rawweight = NULL;
int *rawweightbone = NULL;
if (!nummeshes)
MD5ERROR0PARAM("MD5MESH: mesh section before (or without) nummeshes");
if (!foundjoints || !bones || !pose)
MD5ERROR0PARAM("MD5MESH: mesh must come after joints");
if (!lastsurf)
{
lastsurf = root;
inf = root;
}
else
{
inf = Hunk_Alloc(sizeof(*inf));
lastsurf->nextsurf = (char*)inf - (char*)lastsurf;
lastsurf = inf;
}
inf->ofsbones = (char*)bones - (char*)inf;
inf->numbones = numjoints;
inf->groups = 1;
inf->groupofs = (char*)pose - (char*)inf;
inf->baseframeofs = inf->groupofs + pose->poseofs;
#ifndef SERVERONLY
skin = Hunk_Alloc(sizeof(*skin));
shaders = Hunk_Alloc(sizeof(*shaders));
inf->numskins = 1;
inf->ofsskins = (char*)skin - (char*)inf;
skin->numshaders = 1;
skin->skinspeed = 1;
skin->ofsshaders = (char*)shaders - (char*)skin;
#endif
EXPECT("{");
for(;;)
{
buffer = COM_Parse(buffer);
if (!buffer)
MD5ERROR0PARAM("MD5MESH: unexpected eof");
if (!strcmp(com_token, "shader"))
{
buffer = COM_Parse(buffer);
#ifndef SERVERONLY
//FIXME: we probably want to support multiple skins some time
shaders[0] = R_RegisterSkin(com_token, modname);
R_BuildDefaultTexnums(NULL, shaders[0]);
if (shaders[0]->flags & SHADER_NOIMAGE)
Con_Printf("Unable to load texture for shader \"%s\" for model \"%s\"\n", shaders[0]->name, loadmodel->name);
#endif
}
else if (!strcmp(com_token, "numverts"))
{
if (numverts)
MD5ERROR0PARAM("MD5MESH: numverts was already specified");
buffer = COM_Parse(buffer);
numverts = atoi(com_token);
if (numverts < 0)
MD5ERROR0PARAM("MD5MESH: numverts cannot be negative");
firstweightlist = Z_Malloc(sizeof(*firstweightlist) * numverts);
numweightslist = Z_Malloc(sizeof(*numweightslist) * numverts);
#ifndef SERVERONLY
stcoord = Hunk_Alloc(sizeof(float)*2*numverts);
inf->ofs_st_array = (char*)stcoord - (char*)inf;
inf->numverts = numverts;
#endif
}
else if (!strcmp(com_token, "vert"))
{ //vert num ( s t ) firstweight numweights
buffer = COM_Parse(buffer);
num = atoi(com_token);
if (num < 0 || num >= numverts)
MD5ERROR0PARAM("MD5MESH: vertex out of range");
EXPECT("(");
buffer = COM_Parse(buffer);
#ifndef SERVERONLY
if (!stcoord)
MD5ERROR0PARAM("MD5MESH: vertex out of range");
stcoord[num*2+0] = atof(com_token);
#endif
buffer = COM_Parse(buffer);
#ifndef SERVERONLY
stcoord[num*2+1] = atof(com_token);
#endif
EXPECT(")");
buffer = COM_Parse(buffer);
firstweightlist[num] = atoi(com_token);
buffer = COM_Parse(buffer);
numweightslist[num] = atoi(com_token);
numusableweights += numweightslist[num];
}
else if (!strcmp(com_token, "numtris"))
{
if (numtris)
MD5ERROR0PARAM("MD5MESH: numtris was already specified");
buffer = COM_Parse(buffer);
numtris = atoi(com_token);
if (numtris < 0)
MD5ERROR0PARAM("MD5MESH: numverts cannot be negative");
indexes = Hunk_Alloc(sizeof(int)*3*numtris);
inf->ofs_indexes = (char*)indexes - (char*)inf;
inf->numindexes = numtris*3;
}
else if (!strcmp(com_token, "tri"))
{
buffer = COM_Parse(buffer);
num = atoi(com_token);
if (num < 0 || num >= numtris)
MD5ERROR0PARAM("MD5MESH: vertex out of range");
buffer = COM_Parse(buffer);
indexes[num*3+0] = atoi(com_token);
buffer = COM_Parse(buffer);
indexes[num*3+1] = atoi(com_token);
buffer = COM_Parse(buffer);
indexes[num*3+2] = atoi(com_token);
}
else if (!strcmp(com_token, "numweights"))
{
if (numweights)
MD5ERROR0PARAM("MD5MESH: numweights was already specified");
buffer = COM_Parse(buffer);
numweights = atoi(com_token);
rawweight = Z_Malloc(sizeof(*rawweight)*numweights);
rawweightbone = Z_Malloc(sizeof(*rawweightbone)*numweights);
}
else if (!strcmp(com_token, "weight"))
{
//weight num bone scale ( x y z )
buffer = COM_Parse(buffer);
num = atoi(com_token);
if (num < 0 || num >= numweights)
MD5ERROR0PARAM("MD5MESH: weight out of range");
buffer = COM_Parse(buffer);
rawweightbone[num] = atoi(com_token);
if (rawweightbone[num] < 0 || rawweightbone[num] >= numjoints)
MD5ERROR0PARAM("MD5MESH: weight specifies bad bone");
buffer = COM_Parse(buffer);
w = atof(com_token);
EXPECT("(");
buffer = COM_Parse(buffer);
rawweight[num][0] = w*atof(com_token);
buffer = COM_Parse(buffer);
rawweight[num][1] = w*atof(com_token);
buffer = COM_Parse(buffer);
rawweight[num][2] = w*atof(com_token);
EXPECT(")");
rawweight[num][3] = w;
}
else if (!strcmp(com_token, "}"))
break;
else
MD5ERROR1PARAM("MD5MESH: Unrecognised token inside mesh (%s)", com_token);
}
trans = Hunk_Alloc(sizeof(*trans)*numusableweights);
inf->ofsswtransforms = (char*)trans - (char*)inf;
for (num = 0, vnum = 0; num < numverts; num++)
{
if (numweightslist[num] <= 0)
MD5ERROR0PARAM("MD5MESH: weights not set on vertex");
while(numweightslist[num])
{
trans[vnum].vertexindex = num;
trans[vnum].boneindex = rawweightbone[firstweightlist[num]];
trans[vnum].org[0] = rawweight[firstweightlist[num]][0];
trans[vnum].org[1] = rawweight[firstweightlist[num]][1];
trans[vnum].org[2] = rawweight[firstweightlist[num]][2];
trans[vnum].org[3] = rawweight[firstweightlist[num]][3];
vnum++;
firstweightlist[num]++;
numweightslist[num]--;
}
}
inf->numswtransforms = vnum;
if (firstweightlist)
Z_Free(firstweightlist);
if (numweightslist)
Z_Free(numweightslist);
if (rawweight)
Z_Free(rawweight);
if (rawweightbone)
Z_Free(rawweightbone);
}
else
MD5ERROR1PARAM("Unrecognised token in MD5 model (%s)", com_token);
}
if (!lastsurf)
MD5ERROR0PARAM("MD5MESH: No meshes");
Alias_CalculateSkeletalNormals(root);
return root;
#undef MD5ERROR0PARAM
#undef MD5ERROR1PARAM
#undef EXPECT
}
qboolean Mod_LoadMD5MeshModel(model_t *mod, void *buffer)
{
galiasinfo_t *root;
int hunkstart, hunkend, hunktotal;
loadmodel=mod;
hunkstart = Hunk_LowMark ();
root = Mod_ParseMD5MeshModel(buffer, mod->name);
if (root == NULL)
{
Hunk_FreeToLowMark(hunkstart);
return false;
}
hunkend = Hunk_LowMark ();
mod->flags = Mod_ReadFlagsFromMD1(mod->name, 0); //file replacement - inherit flags from any defunc mdl files.
Mod_ClampModelSize(mod);
Hunk_Alloc(0);
hunktotal = hunkend - hunkstart;
Cache_Alloc (&mod->cache, hunktotal, loadname);
mod->type = mod_alias;
if (!mod->cache.data)
{
Hunk_FreeToLowMark (hunkstart);
return false;
}
memcpy (mod->cache.data, root, hunktotal);
Hunk_FreeToLowMark (hunkstart);
mod->funcs.NativeTrace = Mod_Trace;
return true;
}
/*
EXTERNALANIM
------------------------------------------------------------------------ r4169 | acceptthis | 2013-01-17 08:55:12 +0000 (Thu, 17 Jan 2013) | 31 lines removed MAX_VISEDICTS limit. PEXT2_REPLACEMENTDELTAS tweaked, now has 4 million entity limit. still not enabled by default. TE_BEAM now maps to a separate TEQW_BEAM to avoid conflicts with QW. added android multitouch emulation for windows/rawinput (in_simulatemultitouch). split topcolor/bottomcolor from scoreboard, for dp's colormap|1024 feature. now using utf-8 for windows consoles. qcc warnings/errors now give clickable console links for quick+easy editing. disabled menutint when the currently active item changes contrast or gamma (for OneManClan). Added support for drawfont/drawfontscale. tweaked the qcvm a little to reduce the number of pointers. .doll file loading. still experimental and will likely crash. requires csqc active, even if its a dummy progs. this will be fixed in time. Still other things that need cleaning up. windows: gl_font "?" shows the standard windows font-selection dialog, and can be used to select windows fonts. not all work. and you probably don't want to use windings. fixed splitscreen support when playing mvds. added mini-scoreboards to splitscreen. editor/debugger now shows asm if there's no linenumber info. also, pressing f1 for help shows the shortcuts. Added support for .framegroups files for psk(psa) and iqm formats. True support for ezquake's colour codes. Mutually exclusive with background colours. path command output slightly more readable. added support for digest_hex (MD4, SHA1, CRC16). skingroups now colourmap correctly. Fix terrain colour hints, and litdata from the wrong bsp. fix ftp dual-homed issue. support epsv command, and enable ipv6 (eprt still not supported). remove d3d11 compilation from the makefile. the required headers are not provided by mingw, and are not available to the build bot, so don't bother. fix v *= v.x and similar opcodes. fteqcc: fixed support for áéíóú type chars in names. utf-8 files now properly supported (even with the utf-8 bom/identifier). utf-16 also supported. fteqcc: fixed '#if 1 == 3 && 4' parsing. fteqcc: -Werror acts on the warning, rather than as a separate error. Line numbers are thus more readable. fteqcc: copyright message now includes compile date instead. fteqccgui: the treeview control is now coloured depending on whether there were warnings/errors in the last compile. fteqccgui: the output window is now focused and scrolls down as compilation progresses. pr_dumpplatform command dumps out some pragmas to convert more serious warnings to errors. This is to avoid the infamous 'fteqcc sucks cos my code sucks' issue. rewrote prespawn/modelist/soundlist code. server tracks progress now. ------------------------------------------------------------------------ git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4167 fc73d0e0-1445-4013-8a0c-d673dee63da5
2013-03-12 22:29:40 +00:00
//File that specifies md5 model/anim stuff.
model test/imp.md5mesh
group test/idle1.md5anim
clampgroup test/idle1.md5anim
frames test/idle1.md5anim
*/
qboolean Mod_LoadCompositeAnim(model_t *mod, void *buffer)
{
int i;
char *file;
galiasinfo_t *root = NULL, *surf;
int numgroups = 0;
galiasgroup_t *grouplist = NULL;
galiasgroup_t *newgroup = NULL;
void **poseofs;
int hunkstart, hunkend, hunktotal;
char com_token[8192];
loadmodel=mod;
hunkstart = Hunk_LowMark ();
buffer = COM_Parse(buffer);
if (strcmp(com_token, "EXTERNALANIM"))
{
Con_Printf (CON_ERROR "EXTERNALANIM: header is not compleate (%s)\n", mod->name);
return false;
}
buffer = COM_Parse(buffer);
if (!strcmp(com_token, "model"))
{
buffer = COM_Parse(buffer);
file = COM_LoadTempMoreFile(com_token);
if (!file) //FIXME: make non fatal somehow..
{
Con_Printf(CON_ERROR "Couldn't open %s (from %s)\n", com_token, mod->name);
Hunk_FreeToLowMark(hunkstart);
return false;
}
root = Mod_ParseMD5MeshModel(file, mod->name);
if (root == NULL)
{
Hunk_FreeToLowMark(hunkstart);
return false;
}
newgroup = (galiasgroup_t*)((char*)root + root->groupofs);
grouplist = BZ_Malloc(sizeof(galiasgroup_t)*(numgroups+root->groups));
memcpy(grouplist, newgroup, sizeof(galiasgroup_t)*(numgroups+root->groups));
poseofs = BZ_Malloc(sizeof(galiasgroup_t)*(numgroups+root->groups));
for (i = 0; i < root->groups; i++)
{
grouplist[numgroups] = newgroup[i];
poseofs[numgroups] = (char*)&newgroup[i] + newgroup[i].poseofs;
numgroups++;
}
}
else
{
Con_Printf (CON_ERROR "EXTERNALANIM: model must be defined immediatly after the header\n");
return false;
}
for (;;)
{
buffer = COM_Parse(buffer);
if (!buffer)
break;
if (!strcmp(com_token, "group"))
{
grouplist = BZ_Realloc(grouplist, sizeof(galiasgroup_t)*(numgroups+1));
poseofs = BZ_Realloc(poseofs, sizeof(*poseofs)*(numgroups+1));
buffer = COM_Parse(buffer);
file = COM_LoadTempMoreFile(com_token);
if (file) //FIXME: make non fatal somehow..
{
char namebkup[MAX_QPATH];
Q_strncpyz(namebkup, com_token, sizeof(namebkup));
if (!Mod_ParseMD5Anim(file, root, &poseofs[numgroups], &grouplist[numgroups]))
{
Hunk_FreeToLowMark(hunkstart);
return false;
}
Q_strncpyz(grouplist[numgroups].name, namebkup, sizeof(grouplist[numgroups].name));
numgroups++;
}
}
else if (!strcmp(com_token, "clampgroup"))
{
grouplist = BZ_Realloc(grouplist, sizeof(galiasgroup_t)*(numgroups+1));
poseofs = BZ_Realloc(poseofs, sizeof(*poseofs)*(numgroups+1));
buffer = COM_Parse(buffer);
file = COM_LoadTempMoreFile(com_token);
if (file) //FIXME: make non fatal somehow..
{
char namebkup[MAX_QPATH];
Q_strncpyz(namebkup, com_token, sizeof(namebkup));
if (!Mod_ParseMD5Anim(file, root, &poseofs[numgroups], &grouplist[numgroups]))
{
Hunk_FreeToLowMark(hunkstart);
return false;
}
Q_strncpyz(grouplist[numgroups].name, namebkup, sizeof(grouplist[numgroups].name));
grouplist[numgroups].loop = false;
numgroups++;
}
}
else if (!strcmp(com_token, "frames"))
{
galiasgroup_t ng;
void *np;
buffer = COM_Parse(buffer);
file = COM_LoadTempMoreFile(com_token);
if (file) //FIXME: make non fatal somehow..
{
char namebkup[MAX_QPATH];
Q_strncpyz(namebkup, com_token, sizeof(namebkup));
if (!Mod_ParseMD5Anim(file, root, &np, &ng))
{
Hunk_FreeToLowMark(hunkstart);
return false;
}
grouplist = BZ_Realloc(grouplist, sizeof(galiasgroup_t)*(numgroups+ng.numposes));
poseofs = BZ_Realloc(poseofs, sizeof(*poseofs)*(numgroups+ng.numposes));
//pull out each frame individually
for (i = 0; i < ng.numposes; i++)
{
grouplist[numgroups].isheirachical = ng.isheirachical;
grouplist[numgroups].loop = false;
grouplist[numgroups].numposes = 1;
grouplist[numgroups].rate = 24;
poseofs[numgroups] = (float*)np + i*12*root->numbones;
Q_snprintfz(grouplist[numgroups].name, sizeof(grouplist[numgroups].name), "%s%i", namebkup, i);
Q_strncpyz(grouplist[numgroups].name, namebkup, sizeof(grouplist[numgroups].name));
grouplist[numgroups].loop = false;
numgroups++;
}
}
}
else
{
Con_Printf(CON_ERROR "EXTERNALANIM: unrecognised token (%s)\n", mod->name);
Hunk_FreeToLowMark(hunkstart);
return false;
}
}
newgroup = grouplist;
grouplist = Hunk_Alloc(sizeof(galiasgroup_t)*numgroups);
for(surf = root;;)
{
surf->groupofs = (char*)grouplist - (char*)surf;
surf->groups = numgroups;
if (!surf->nextsurf)
break;
surf = (galiasinfo_t*)((char*)surf + surf->nextsurf);
}
for (i = 0; i < numgroups; i++)
{
grouplist[i] = newgroup[i];
grouplist[i].poseofs = (char*)poseofs[i] - (char*)&grouplist[i];
}
hunkend = Hunk_LowMark ();
mod->flags = Mod_ReadFlagsFromMD1(mod->name, 0); //file replacement - inherit flags from any defunc mdl files.
Mod_ClampModelSize(mod);
Hunk_Alloc(0);
hunktotal = hunkend - hunkstart;
Cache_Alloc (&mod->cache, hunktotal, loadname);
mod->type = mod_alias;
if (!mod->cache.data)
{
Hunk_FreeToLowMark (hunkstart);
return false;
}
memcpy (mod->cache.data, root, hunktotal);
Hunk_FreeToLowMark (hunkstart);
mod->funcs.NativeTrace = Mod_Trace;
return true;
}
#endif //MD5MODELS
#else
int Mod_TagNumForName(model_t *model, char *name)
{
return 0;
}
qboolean Mod_GetTag(model_t *model, int tagnum, framestate_t *framestate, float *result)
{
return false;
}
int Mod_GetNumBones(struct model_s *model, qboolean allowtags)
{
return 0;
}
int Mod_GetBoneRelations(model_t *model, int firstbone, int lastbone, framestate_t *fstate, float *result)
{
return 0;
}
int Mod_GetBoneParent(struct model_s *model, int bonenum)
{
return 0;
}
char *Mod_GetBoneName(struct model_s *model, int bonenum)
{
return "";
}
#endif //#if defined(D3DQUAKE) || defined(GLQUAKE)