51da6d3abf
git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@829 fc73d0e0-1445-4013-8a0c-d673dee63da5
3256 lines
83 KiB
C
3256 lines
83 KiB
C
#include "quakedef.h"
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#ifdef RGLQUAKE
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#include "glquake.h"
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#include "shader.h"
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#include "hash.h"
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#ifdef ZYMOTICMODELS
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#define SKELETALMODELS
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#endif
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//FIXME
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typedef struct
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{
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float scale[3]; // multiply qbyte verts by this
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float translate[3]; // then add this
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char name[16]; // frame name from grabbing
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dtrivertx_t verts[1]; // variable sized
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} dmd2aliasframe_t;
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// entity_state_t->renderfx flags
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#define Q2RF_MINLIGHT 1 // allways have some light (viewmodel)
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#define Q2RF_VIEWERMODEL 2 // don't draw through eyes, only mirrors
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#define Q2RF_WEAPONMODEL 4 // only draw through eyes
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#define Q2RF_FULLBRIGHT 8 // allways draw full intensity
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#define Q2RF_DEPTHHACK 16 // for view weapon Z crunching
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#define Q2RF_TRANSLUCENT 32
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#define Q2RF_FRAMELERP 64
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#define Q2RF_BEAM 128
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#define Q2RF_CUSTOMSKIN 256 // skin is an index in image_precache
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#define Q2RF_GLOW 512 // pulse lighting for bonus items
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#define Q2RF_SHELL_RED 1024
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#define Q2RF_SHELL_GREEN 2048
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#define Q2RF_SHELL_BLUE 4096
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//ROGUE
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#define Q2RF_IR_VISIBLE 0x00008000 // 32768
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#define Q2RF_SHELL_DOUBLE 0x00010000 // 65536
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#define Q2RF_SHELL_HALF_DAM 0x00020000
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#define Q2RF_USE_DISGUISE 0x00040000
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//ROGUE
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extern cvar_t gl_part_flame, gl_part_torch, r_fullbrightSkins, r_fb_models;
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extern cvar_t r_noaliasshadows;
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void R_TorchEffect (vec3_t pos, int type);
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void GLMod_FloodFillSkin( qbyte *skin, int skinwidth, int skinheight );
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extern char loadname[32]; // for hunk tags
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int numTempColours;
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byte_vec4_t *tempColours;
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int numTempVertexCoords;
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vec4_t *tempVertexCoords;
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int numTempNormals;
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vec3_t *tempNormals;
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extern cvar_t gl_ati_truform;
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extern cvar_t r_vertexdlights;
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typedef struct {
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int ofs_indexes;
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int numindexes;
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int ofs_trineighbours;
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int numskins;
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int ofsskins;
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qboolean sharesverts; //used with models with two shaders using the same vertex.
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int numverts;
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int ofs_st_array;
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int groups;
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int groupofs;
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int nextsurf;
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int numbones;
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int ofsbones;
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int numtransforms;
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int ofstransforms;
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//these exist only in the root mesh.
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int numtagframes;
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int numtags;
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int ofstags;
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} galiasinfo_t;
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//frame is an index into this
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typedef struct {
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#ifdef SKELETALMODELS
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qboolean isskeletal;
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#endif
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int numposes;
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float rate;
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int poseofs;
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} galiasgroup_t;
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typedef struct {
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int ofsverts;
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int ofsnormals;
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vec3_t scale;
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vec3_t scale_origin;
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} galiaspose_t;
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#ifdef SKELETALMODELS
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typedef struct {
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int parent;
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} galiasbone_t;
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typedef struct {
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//skeletal poses refer to this.
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int vertexindex;
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int boneindex;
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vec4_t org;
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} galisskeletaltransforms_t;
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#endif
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//we can't be bothered with animating skins.
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//We'll load up to four of them but after that you're on your own
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typedef struct {
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int skinwidth;
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int skinheight;
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int ofstexels; //this is 8bit for frame 0 only. only valid in q1 models without replacement textures, used for colourising player skins.
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float skinspeed;
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int texnums;
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int ofstexnums;
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} galiasskin_t;
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typedef struct {
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int base;
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int bump;
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int fullbright;
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shader_t *shader;
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} galiastexnum_t;
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typedef struct {
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char name[MAX_QPATH];
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galiastexnum_t texnum;
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int colour;
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int skinnum;
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bucket_t bucket;
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} galiascolourmapped_t;
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static hashtable_t skincolourmapped;
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static vec3_t shadevector;
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static vec3_t shadelight, ambientlight;
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static void R_LerpFrames(mesh_t *mesh, galiaspose_t *p1, galiaspose_t *p2, float lerp, qbyte alpha, float expand)
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{
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extern cvar_t r_nolerp, r_nolightdir;
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float blerp = 1-lerp;
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int i;
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float l;
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int temp;
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vec3_t *p1v, *p2v;
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vec3_t *p1n, *p2n;
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p1v = (vec3_t *)((char *)p1 + p1->ofsverts);
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p2v = (vec3_t *)((char *)p2 + p2->ofsverts);
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p1n = (vec3_t *)((char *)p1 + p1->ofsnormals);
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p2n = (vec3_t *)((char *)p2 + p2->ofsnormals);
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if (p1v == p2v || r_nolerp.value)
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{
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mesh->normals_array = (vec3_t*)((char *)p1 + p1->ofsnormals);
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if (r_nolightdir.value)
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{
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for (i = 0; i < mesh->numvertexes; i++)
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{
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mesh->xyz_array[i][0] = p1v[i][0];
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mesh->xyz_array[i][1] = p1v[i][1];
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mesh->xyz_array[i][2] = p1v[i][2];
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mesh->colors_array[i][0] = /*ambientlight[0]/2*/+shadelight[0];
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mesh->colors_array[i][1] = /*ambientlight[1]/2*/+shadelight[1];
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mesh->colors_array[i][2] = /*ambientlight[2]/2*/+shadelight[2];
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mesh->colors_array[i][3] = alpha;
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}
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}
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else
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{
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for (i = 0; i < mesh->numvertexes; i++)
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{
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mesh->xyz_array[i][0] = p1v[i][0];
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mesh->xyz_array[i][1] = p1v[i][1];
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mesh->xyz_array[i][2] = p1v[i][2];
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l = DotProduct(mesh->normals_array[i], shadevector);
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temp = l*ambientlight[0]+shadelight[0];
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if (temp < 0) temp = 0;
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else if (temp > 255) temp = 255;
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mesh->colors_array[i][0] = temp;
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temp = l*ambientlight[1]+shadelight[1];
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if (temp < 0) temp = 0;
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else if (temp > 255) temp = 255;
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mesh->colors_array[i][1] = temp;
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temp = l*ambientlight[2]+shadelight[2];
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if (temp < 0) temp = 0;
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else if (temp > 255) temp = 255;
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mesh->colors_array[i][2] = temp;
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mesh->colors_array[i][3] = alpha;
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}
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}
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}
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else
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{
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if (r_nolightdir.value)
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{
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for (i = 0; i < mesh->numvertexes; i++)
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{
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mesh->normals_array[i][0] = p1n[i][0]*lerp + p2n[i][0]*blerp;
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mesh->normals_array[i][1] = p1n[i][1]*lerp + p2n[i][1]*blerp;
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mesh->normals_array[i][2] = p1n[i][2]*lerp + p2n[i][2]*blerp;
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mesh->xyz_array[i][0] = p1v[i][0]*lerp + p2v[i][0]*blerp;
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mesh->xyz_array[i][1] = p1v[i][1]*lerp + p2v[i][1]*blerp;
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mesh->xyz_array[i][2] = p1v[i][2]*lerp + p2v[i][2]*blerp;
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mesh->colors_array[i][0] = ambientlight[0];
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mesh->colors_array[i][1] = ambientlight[1];
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mesh->colors_array[i][2] = ambientlight[2];
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mesh->colors_array[i][3] = alpha;
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}
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}
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else
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{
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for (i = 0; i < mesh->numvertexes; i++)
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{
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mesh->normals_array[i][0] = p1n[i][0]*lerp + p2n[i][0]*blerp;
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mesh->normals_array[i][1] = p1n[i][1]*lerp + p2n[i][1]*blerp;
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mesh->normals_array[i][2] = p1n[i][2]*lerp + p2n[i][2]*blerp;
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mesh->xyz_array[i][0] = p1v[i][0]*lerp + p2v[i][0]*blerp;
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mesh->xyz_array[i][1] = p1v[i][1]*lerp + p2v[i][1]*blerp;
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mesh->xyz_array[i][2] = p1v[i][2]*lerp + p2v[i][2]*blerp;
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l = DotProduct(mesh->normals_array[i], shadevector);
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temp = l*ambientlight[0]+shadelight[0];
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if (temp < 0) temp = 0;
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else if (temp > 255) temp = 255;
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mesh->colors_array[i][0] = temp;
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temp = l*ambientlight[1]+shadelight[1];
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if (temp < 0) temp = 0;
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else if (temp > 255) temp = 255;
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mesh->colors_array[i][1] = temp;
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temp = l*ambientlight[2]+shadelight[2];
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if (temp < 0) temp = 0;
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else if (temp > 255) temp = 255;
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mesh->colors_array[i][2] = temp;
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mesh->colors_array[i][3] = alpha;
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}
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}
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}
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if (expand)
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{
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for (i = 0; i < mesh->numvertexes; i++)
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{
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mesh->xyz_array[i][0] += mesh->normals_array[i][0]*expand;
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mesh->xyz_array[i][1] += mesh->normals_array[i][1]*expand;
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mesh->xyz_array[i][2] += mesh->normals_array[i][2]*expand;
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}
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}
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}
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#ifdef SKELETALMODELS
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static void R_BuildSkeletalMesh(mesh_t *mesh, float *plerp, float **pose, int poses, galiasbone_t *bones, int bonecount, galisskeletaltransforms_t *weights, int numweights)
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{
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float bonepose[256][12];
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float *outhead;
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galisskeletaltransforms_t *v;
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int i, k, b;
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float *out, *matrix, m[12];
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// vertex weighted skeletal
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// interpolate matrices and concatenate them to their parents
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for (i = 0;i < bonecount;i++)
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{
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for (k = 0;k < 12;k++)
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m[k] = 0;
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for (b = 0;b < poses;b++)
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{
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matrix = pose[b] + i*12;
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for (k = 0;k < 12;k++)
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m[k] += matrix[k] * plerp[b];
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}
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if (bones[i].parent >= 0)
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R_ConcatTransforms((void*)bonepose[bones[i].parent], (void*)m, (void*)bonepose[i]);
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else
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for (k = 0;k < 12;k++) //parentless
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bonepose[i][k] = m[k];
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}
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outhead = (float*)mesh->xyz_array;
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// blend the vertex bone weights
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memset(outhead, 0, mesh->numvertexes * sizeof(mesh->xyz_array[0]));
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for (i = 0; i < mesh->numvertexes; i++)
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{
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mesh->normals_array[i][0] = 0;
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mesh->normals_array[i][1] = 0;
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mesh->normals_array[i][2] = 1;
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mesh->colors_array[i][0] = ambientlight[0];
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mesh->colors_array[i][1] = ambientlight[1];
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mesh->colors_array[i][2] = ambientlight[2];
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mesh->colors_array[i][3] = 255;//alpha;
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/*
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mesh->xyz_array[i][0] = 0;
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mesh->xyz_array[i][1] = 0;
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mesh->xyz_array[i][2] = 0;
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mesh->xyz_array[i][3] = 1;
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*/
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}
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v = weights;
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for (i = 0;i < numweights;i++, v++)
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{
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out = outhead + v->vertexindex * 4;
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matrix = bonepose[v->boneindex];
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// FIXME: this can very easily be optimized with SSE or 3DNow
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out[0] += v->org[0] * matrix[0] + v->org[1] * matrix[1] + v->org[2] * matrix[ 2] + v->org[3] * matrix[ 3];
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out[1] += v->org[0] * matrix[4] + v->org[1] * matrix[5] + v->org[2] * matrix[ 6] + v->org[3] * matrix[ 7];
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out[2] += v->org[0] * matrix[8] + v->org[1] * matrix[9] + v->org[2] * matrix[10] + v->org[3] * matrix[11];
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}
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}
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#endif
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static void R_GAliasAddDlights(mesh_t *mesh, vec3_t org, vec3_t angles)
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{
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int l, v;
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vec3_t rel;
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vec3_t dir;
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vec3_t axis[3];
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float dot, d, a, f;
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AngleVectors(angles, axis[0], axis[1], axis[2]);
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for (l=0 ; l<MAX_DLIGHTS ; l++)
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{
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if (cl_dlights[l].radius)
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{
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VectorSubtract (cl_dlights[l].origin,
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org,
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dir);
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if (Length(dir)>cl_dlights[l].radius+mesh->radius) //far out man!
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continue;
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rel[0] = -DotProduct(dir, axis[0]);
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rel[1] = DotProduct(dir, axis[1]); //quake's crazy.
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rel[2] = -DotProduct(dir, axis[2]);
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/*
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glBegin(GL_LINES);
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glVertex3f(0,0,0);
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glVertex3f(rel[0],rel[1],rel[2]);
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glEnd();
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*/
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for (v = 0; v < mesh->numvertexes; v++)
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{
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VectorSubtract(mesh->xyz_array[v], rel, dir);
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dot = DotProduct(dir, mesh->normals_array[v]);
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if (dot>0)
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{
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d = DotProduct(dir, dir);
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a = 1/d;
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if (a>0)
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{
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a *= 10000000*dot/sqrt(d);
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f = mesh->colors_array[v][0] + a*cl_dlights[l].color[0];
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if (f > 255)
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f = 255;
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else if (f < 0)
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f = 0;
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mesh->colors_array[v][0] = f;
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f = mesh->colors_array[v][1] + a*cl_dlights[l].color[1];
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if (f > 255)
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f = 255;
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else if (f < 0)
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f = 0;
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mesh->colors_array[v][1] = f;
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f = mesh->colors_array[v][2] + a*cl_dlights[l].color[2];
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if (f > 255)
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f = 255;
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else if (f < 0)
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f = 0;
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mesh->colors_array[v][2] = f;
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}
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// else
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// mesh->colors_array[v][1] =255;
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}
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// else
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// mesh->colors_array[v][2] =255;
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}
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}
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}
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}
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static qboolean R_GAliasBuildMesh(mesh_t *mesh, galiasinfo_t *inf, int frame1, int frame2, float lerp, float alpha)
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{
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galiasgroup_t *g1, *g2;
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if (!inf->groups)
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{
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Con_DPrintf("Model with no frames (%s)\n", currententity->model->name);
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return false;
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}
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if (frame1 < 0)
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{
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Con_DPrintf("Negative frame (%s)\n", currententity->model->name);
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frame1 = 0;
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}
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if (frame2 < 0)
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{
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Con_DPrintf("Negative frame (%s)\n", currententity->model->name);
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frame2 = frame1;
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}
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if (frame1 >= inf->groups)
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{
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Con_DPrintf("Too high frame %i (%s)\n", frame1, currententity->model->name);
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frame1 = 0;
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}
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if (frame2 >= inf->groups)
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{
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Con_DPrintf("Too high frame %i (%s)\n", frame2, currententity->model->name);
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frame2 = frame1;
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}
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if (lerp <= 0)
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frame2 = frame1;
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else if (lerp >= 1)
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frame1 = frame2;
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if (numTempColours < inf->numverts)
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{
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if (tempColours)
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BZ_Free(tempColours);
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tempColours = BZ_Malloc(sizeof(*tempColours)*inf->numverts);
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numTempColours = inf->numverts;
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}
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if (numTempNormals < inf->numverts)
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{
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if (tempNormals)
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BZ_Free(tempNormals);
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tempNormals = BZ_Malloc(sizeof(*tempNormals)*inf->numverts);
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numTempNormals = inf->numverts;
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}
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if (numTempVertexCoords < inf->numverts)
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{
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if (tempVertexCoords)
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BZ_Free(tempVertexCoords);
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tempVertexCoords = BZ_Malloc(sizeof(*tempVertexCoords)*inf->numverts);
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numTempVertexCoords = inf->numverts;
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}
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mesh->indexes = (index_t*)((char *)inf + inf->ofs_indexes);
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mesh->numindexes = inf->numindexes;
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mesh->st_array = (vec2_t*)((char *)inf + inf->ofs_st_array);
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mesh->lmst_array = NULL;
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mesh->colors_array = tempColours;
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mesh->xyz_array = tempVertexCoords;
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mesh->numvertexes = inf->numverts;
|
|
mesh->trneighbors = (int *)((char *)inf + inf->ofs_trineighbours);
|
|
|
|
if (inf->sharesverts)
|
|
return false; //don't generate the new vertex positions. We still have them all.
|
|
|
|
mesh->normals_array = tempNormals;
|
|
|
|
g1 = (galiasgroup_t*)((char *)inf + inf->groupofs + sizeof(galiasgroup_t)*frame1);
|
|
g2 = (galiasgroup_t*)((char *)inf + inf->groupofs + sizeof(galiasgroup_t)*frame2);
|
|
|
|
//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
|
|
if (g1->isskeletal)
|
|
{
|
|
int l=0;
|
|
float plerp[4];
|
|
float *pose[4];
|
|
float mlerp; //minor lerp, poses within a group.
|
|
|
|
mlerp = cl.time*g1->rate;
|
|
frame1=mlerp;
|
|
frame2=frame1+1;
|
|
mlerp-=frame1;
|
|
frame1=frame1%g1->numposes;
|
|
frame2=frame2%g1->numposes;
|
|
|
|
plerp[l] = (1-mlerp)*(1-lerp);
|
|
if (plerp[l]>0)
|
|
pose[l++] = (float *)((char *)g1 + g1->poseofs + sizeof(float)*inf->numbones*12*frame1);
|
|
plerp[l] = (mlerp)*(1-lerp);
|
|
if (plerp[l]>0)
|
|
pose[l++] = (float *)((char *)g1 + g1->poseofs + sizeof(float)*inf->numbones*12*frame2);
|
|
|
|
mlerp = cl.time*g2->rate;
|
|
frame1=mlerp;
|
|
frame2=frame1+1;
|
|
mlerp-=frame1;
|
|
frame1=frame1%g2->numposes;
|
|
frame2=frame2%g2->numposes;
|
|
|
|
plerp[l] = (1-mlerp)*(lerp);
|
|
if (plerp[l]>0)
|
|
pose[l++] = (float *)((char *)g2 + g2->poseofs + sizeof(float)*inf->numbones*12*frame1);
|
|
plerp[l] = (mlerp)*(lerp);
|
|
if (plerp[l]>0)
|
|
pose[l++] = (float *)((char *)g2 + g2->poseofs + sizeof(float)*inf->numbones*12*frame2);
|
|
/*
|
|
pose[0] = (float *)((char *)g1 + g1->poseofs);
|
|
plerp[0] = 1;
|
|
plerp[1] = 0;
|
|
plerp[3] = 0;
|
|
plerp[4] = 0;
|
|
l = 1;
|
|
*/
|
|
R_BuildSkeletalMesh(mesh, plerp, pose, l, (galiasbone_t *)((char*)inf+inf->ofsbones), inf->numbones, (galisskeletaltransforms_t *)((char*)inf+inf->ofstransforms), inf->numtransforms);
|
|
return false;
|
|
}
|
|
#endif
|
|
|
|
if (g1 == g2) //lerping within group is only done if not changing group
|
|
{
|
|
lerp = cl.time*g1->rate;
|
|
frame1=lerp;
|
|
frame2=frame1+1;
|
|
lerp-=frame1;
|
|
frame1=frame1%g1->numposes;
|
|
frame2=frame2%g1->numposes;
|
|
|
|
}
|
|
else //don't bother with a four way lerp. Yeah, this will produce jerkyness with models with just framegroups.
|
|
{
|
|
frame1=0;
|
|
frame2=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, (qbyte)(alpha*255), currententity->fatness);//20*sin(cl.time));
|
|
|
|
return true; //to allow the mesh to be dlighted.
|
|
}
|
|
|
|
void GL_GAliasFlushSkinCache(void)
|
|
{
|
|
int i;
|
|
bucket_t *b;
|
|
for (i = 0; i < skincolourmapped.numbuckets; i++)
|
|
{
|
|
while((b = skincolourmapped.bucket[i]))
|
|
{
|
|
skincolourmapped.bucket[i] = b->next;
|
|
BZ_Free(b->data);
|
|
}
|
|
}
|
|
if (skincolourmapped.bucket)
|
|
BZ_Free(skincolourmapped.bucket);
|
|
skincolourmapped.bucket = NULL;
|
|
skincolourmapped.numbuckets = 0;
|
|
}
|
|
|
|
static galiastexnum_t *GL_ChooseSkin(galiasinfo_t *inf, char *modelname, entity_t *e)
|
|
{
|
|
galiasskin_t *skins;
|
|
galiastexnum_t *texnums;
|
|
int frame;
|
|
|
|
int tc, bc;
|
|
|
|
if (e->scoreboard)
|
|
{
|
|
if (!e->scoreboard->skin && !gl_nocolors.value)
|
|
Skin_Find(e->scoreboard);
|
|
tc = e->scoreboard->topcolor;
|
|
bc = e->scoreboard->bottomcolor;
|
|
|
|
//colour forcing
|
|
if (cl.splitclients<2 && !(cl.fpd & FPD_NO_FORCE_COLOR)) //no colour/skin forcing in splitscreen.
|
|
{
|
|
if (cl.teamplay && !strcmp(e->scoreboard->team, cl.players[cl.playernum[0]].team))
|
|
{
|
|
if (cl_teamtopcolor>=0)
|
|
tc = cl_teamtopcolor;
|
|
if (cl_teambottomcolor>=0)
|
|
bc = cl_teambottomcolor;
|
|
}
|
|
else
|
|
{
|
|
if (cl_enemytopcolor>=0)
|
|
tc = cl_enemytopcolor;
|
|
if (cl_enemybottomcolor>=0)
|
|
bc = cl_enemybottomcolor;
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
tc = 1;
|
|
bc = 1;
|
|
}
|
|
|
|
if (!gl_nocolors.value && (tc != 1 || bc != 1 || (e->scoreboard && e->scoreboard->skin)))
|
|
{
|
|
int inwidth, inheight;
|
|
int tinwidth, tinheight;
|
|
char *skinname;
|
|
qbyte *original;
|
|
int cc;
|
|
galiascolourmapped_t *cm;
|
|
cc = (tc<<4)|bc;
|
|
|
|
if (!strstr(modelname, "progs/player.mdl"))
|
|
skinname = modelname;
|
|
else
|
|
{
|
|
if (e->scoreboard && e->scoreboard->skin && !gl_nocolors.value)
|
|
skinname = e->scoreboard->skin->name;
|
|
else
|
|
skinname = modelname;
|
|
}
|
|
|
|
if (!skincolourmapped.numbuckets)
|
|
Hash_InitTable(&skincolourmapped, 256, BZ_Malloc(Hash_BytesForBuckets(256)));
|
|
|
|
for (cm = Hash_Get(&skincolourmapped, skinname); cm; cm = Hash_GetNext(&skincolourmapped, skinname, cm))
|
|
{
|
|
if (cm->colour == cc && cm->skinnum == e->skinnum)
|
|
{
|
|
return &cm->texnum;
|
|
}
|
|
}
|
|
|
|
skins = (galiasskin_t*)((char *)inf + inf->ofsskins);
|
|
if (!skins->texnums)
|
|
return NULL;
|
|
if (e->skinnum >= 0 && e->skinnum < inf->numskins)
|
|
skins += e->skinnum;
|
|
texnums = (galiastexnum_t*)((char *)skins + skins->ofstexnums);
|
|
|
|
|
|
//colourmap isn't present yet.
|
|
cm = BZ_Malloc(sizeof(*cm));
|
|
Q_strncpyz(cm->name, skinname, sizeof(cm->name));
|
|
Hash_Add2(&skincolourmapped, cm->name, cm, &cm->bucket);
|
|
cm->colour = cc;
|
|
cm->skinnum = e->skinnum;
|
|
cm->texnum.fullbright = 0;
|
|
cm->texnum.base = 0;
|
|
cm->texnum.bump = texnums[cm->skinnum].bump; //can't colour bumpmapping
|
|
if (skinname!=modelname && e->scoreboard && e->scoreboard->skin)
|
|
{
|
|
original = Skin_Cache8(e->scoreboard->skin);
|
|
inwidth = e->scoreboard->skin->width;
|
|
inheight = e->scoreboard->skin->height;
|
|
}
|
|
else
|
|
{
|
|
original = NULL;
|
|
inwidth = 0;
|
|
}
|
|
if (!original)
|
|
{
|
|
if (skins->ofstexels)
|
|
{
|
|
original = (qbyte *)skins + skins->ofstexels;
|
|
inwidth = skins->skinwidth;
|
|
inheight = skins->skinheight;
|
|
}
|
|
else
|
|
{
|
|
original = NULL;
|
|
inwidth = 0;
|
|
inheight = 0;
|
|
}
|
|
}
|
|
tinwidth = skins->skinwidth;
|
|
tinheight = skins->skinheight;
|
|
if (original)
|
|
{
|
|
int i, j;
|
|
qbyte translate[256];
|
|
unsigned translate32[256];
|
|
static unsigned pixels[512*512];
|
|
unsigned *out;
|
|
unsigned frac, fracstep;
|
|
|
|
unsigned scaled_width, scaled_height;
|
|
qbyte *inrow;
|
|
|
|
texnums = &cm->texnum;
|
|
|
|
texnums->base = 0;
|
|
texnums->fullbright = 0;
|
|
|
|
scaled_width = gl_max_size.value < 512 ? gl_max_size.value : 512;
|
|
scaled_height = gl_max_size.value < 512 ? gl_max_size.value : 512;
|
|
|
|
for (i=0 ; i<256 ; i++)
|
|
translate[i] = i;
|
|
|
|
tc<<=4;
|
|
bc<<=4;
|
|
|
|
for (i=0 ; i<16 ; i++)
|
|
{
|
|
if (tc < 128) // the artists made some backwards ranges. sigh.
|
|
translate[TOP_RANGE+i] = tc+i;
|
|
else
|
|
translate[TOP_RANGE+i] = tc+15-i;
|
|
|
|
if (bc < 128)
|
|
translate[BOTTOM_RANGE+i] = bc+i;
|
|
else
|
|
translate[BOTTOM_RANGE+i] = bc+15-i;
|
|
}
|
|
|
|
|
|
for (i=0 ; i<256 ; i++)
|
|
translate32[i] = d_8to24rgbtable[translate[i]];
|
|
|
|
out = pixels;
|
|
fracstep = tinwidth*0x10000/scaled_width;
|
|
for (i=0 ; i<scaled_height ; i++, out += scaled_width)
|
|
{
|
|
inrow = original + inwidth*(i*tinheight/scaled_height);
|
|
frac = fracstep >> 1;
|
|
for (j=0 ; j<scaled_width ; j+=4)
|
|
{
|
|
out[j] = translate32[inrow[frac>>16]];
|
|
frac += fracstep;
|
|
out[j+1] = translate32[inrow[frac>>16]];
|
|
frac += fracstep;
|
|
out[j+2] = translate32[inrow[frac>>16]];
|
|
frac += fracstep;
|
|
out[j+3] = translate32[inrow[frac>>16]];
|
|
frac += fracstep;
|
|
}
|
|
}
|
|
texnums->base = texture_extension_number++;
|
|
GL_Bind(texnums->base);
|
|
qglTexImage2D (GL_TEXTURE_2D, 0, gl_solid_format, scaled_width, scaled_height, 0, GL_RGBA, GL_UNSIGNED_BYTE, pixels);
|
|
|
|
qglTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
|
|
qglTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
|
|
|
|
|
//now do the fullbrights.
|
|
out = pixels;
|
|
fracstep = tinwidth*0x10000/scaled_width;
|
|
for (i=0 ; i<scaled_height ; i++, out += scaled_width)
|
|
{
|
|
inrow = original + inwidth*(i*tinheight/scaled_height);
|
|
frac = fracstep >> 1;
|
|
for (j=0 ; j<scaled_width ; j+=1)
|
|
{
|
|
if (inrow[frac>>16] < 255-vid.fullbright)
|
|
((char *) (&out[j]))[3] = 0; //alpha 0
|
|
frac += fracstep;
|
|
}
|
|
}
|
|
texnums->fullbright = texture_extension_number++;
|
|
GL_Bind(texnums->fullbright);
|
|
qglTexImage2D (GL_TEXTURE_2D, 0, gl_alpha_format, scaled_width, scaled_height, 0, GL_RGBA, GL_UNSIGNED_BYTE, pixels);
|
|
|
|
qglTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
|
|
qglTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
|
}
|
|
else
|
|
{
|
|
skins = (galiasskin_t*)((char *)inf + inf->ofsskins);
|
|
if (e->skinnum >= 0 && e->skinnum < inf->numskins)
|
|
skins += e->skinnum;
|
|
|
|
if (!skins->texnums)
|
|
return NULL;
|
|
|
|
frame = cl.time*skins->skinspeed;
|
|
frame = frame%skins->texnums;
|
|
texnums = (galiastexnum_t*)((char *)skins + skins->ofstexnums + frame*sizeof(galiastexnum_t));
|
|
memcpy(&cm->texnum, texnums, sizeof(cm->texnum));
|
|
}
|
|
return &cm->texnum;
|
|
}
|
|
|
|
skins = (galiasskin_t*)((char *)inf + inf->ofsskins);
|
|
if (e->skinnum >= 0 && e->skinnum < inf->numskins)
|
|
skins += e->skinnum;
|
|
|
|
if (!skins->texnums)
|
|
return NULL;
|
|
|
|
frame = cl.time*skins->skinspeed;
|
|
frame = frame%skins->texnums;
|
|
texnums = (galiastexnum_t*)((char *)skins + skins->ofstexnums + frame*sizeof(galiastexnum_t));
|
|
|
|
return texnums;
|
|
}
|
|
|
|
|
|
static int numFacing;
|
|
static qbyte *triangleFacing;
|
|
static void R_CalcFacing(mesh_t *mesh, vec3_t lightpos)
|
|
{
|
|
float *v1, *v2, *v3;
|
|
vec3_t d1, d2, norm;
|
|
|
|
int i;
|
|
|
|
index_t *indexes = mesh->indexes;
|
|
int numtris = mesh->numindexes/3;
|
|
|
|
|
|
if (numFacing < numtris)
|
|
{
|
|
if (triangleFacing)
|
|
BZ_Free(triangleFacing);
|
|
triangleFacing = BZ_Malloc(sizeof(*triangleFacing)*numtris);
|
|
numFacing = numtris;
|
|
}
|
|
|
|
for (i = 0; i < numtris; i++, indexes+=3)
|
|
{
|
|
v1 = (float *)(mesh->xyz_array + indexes[0]);
|
|
v2 = (float *)(mesh->xyz_array + indexes[1]);
|
|
v3 = (float *)(mesh->xyz_array + indexes[2]);
|
|
|
|
VectorSubtract(v1, v2, d1);
|
|
VectorSubtract(v3, v2, d2);
|
|
CrossProduct(d1, d2, norm);
|
|
|
|
triangleFacing[i] = (( lightpos[0] - v1[0] ) * norm[0] + ( lightpos[1] - v1[1] ) * norm[1] + ( lightpos[2] - v1[2] ) * norm[2]) > 0;
|
|
}
|
|
}
|
|
|
|
#define PROJECTION_DISTANCE 30000
|
|
static int numProjectedShadowVerts;
|
|
static vec3_t *ProjectedShadowVerts;
|
|
static void R_ProjectShadowVolume(mesh_t *mesh, vec3_t lightpos)
|
|
{
|
|
int numverts = mesh->numvertexes;
|
|
int i;
|
|
vec4_t *input = mesh->xyz_array;
|
|
vec3_t *projected;
|
|
if (numProjectedShadowVerts < numverts)
|
|
{
|
|
if (ProjectedShadowVerts)
|
|
BZ_Free(ProjectedShadowVerts);
|
|
ProjectedShadowVerts = BZ_Malloc(sizeof(*ProjectedShadowVerts)*numverts);
|
|
numProjectedShadowVerts = numverts;
|
|
}
|
|
projected = ProjectedShadowVerts;
|
|
for (i = 0; i < numverts; i++)
|
|
{
|
|
projected[i][0] = input[i][0] + (input[i][0]-lightpos[0])*PROJECTION_DISTANCE;
|
|
projected[i][1] = input[i][1] + (input[i][1]-lightpos[1])*PROJECTION_DISTANCE;
|
|
projected[i][2] = input[i][2] + (input[i][2]-lightpos[2])*PROJECTION_DISTANCE;
|
|
}
|
|
}
|
|
|
|
static void R_DrawShadowVolume(mesh_t *mesh)
|
|
{
|
|
int t;
|
|
vec3_t *proj = ProjectedShadowVerts;
|
|
vec4_t *verts = mesh->xyz_array;
|
|
index_t *indexes = mesh->indexes;
|
|
int *neighbours = mesh->trneighbors;
|
|
int numtris = mesh->numindexes/3;
|
|
|
|
qglBegin(GL_TRIANGLES);
|
|
for (t = 0; t < numtris; t++)
|
|
{
|
|
if (triangleFacing[t])
|
|
{
|
|
//draw front
|
|
qglVertex3fv(verts[indexes[t*3+0]]);
|
|
qglVertex3fv(verts[indexes[t*3+1]]);
|
|
qglVertex3fv(verts[indexes[t*3+2]]);
|
|
|
|
//draw back
|
|
qglVertex3fv(proj[indexes[t*3+1]]);
|
|
qglVertex3fv(proj[indexes[t*3+0]]);
|
|
qglVertex3fv(proj[indexes[t*3+2]]);
|
|
|
|
//draw side caps
|
|
if (neighbours[t*3+0] < 0 || !triangleFacing[neighbours[t*3+0]])
|
|
{
|
|
qglVertex3fv(verts[indexes[t*3+1]]);
|
|
qglVertex3fv(verts[indexes[t*3+0]]);
|
|
qglVertex3fv(proj [indexes[t*3+0]]);
|
|
qglVertex3fv(verts[indexes[t*3+1]]);
|
|
qglVertex3fv(proj [indexes[t*3+0]]);
|
|
qglVertex3fv(proj [indexes[t*3+1]]);
|
|
}
|
|
|
|
if (neighbours[t*3+1] < 0 || !triangleFacing[neighbours[t*3+1]])
|
|
{
|
|
qglVertex3fv(verts[indexes[t*3+2]]);
|
|
qglVertex3fv(verts[indexes[t*3+1]]);
|
|
qglVertex3fv(proj [indexes[t*3+1]]);
|
|
qglVertex3fv(verts[indexes[t*3+2]]);
|
|
qglVertex3fv(proj [indexes[t*3+1]]);
|
|
qglVertex3fv(proj [indexes[t*3+2]]);
|
|
}
|
|
|
|
if (neighbours[t*3+2] < 0 || !triangleFacing[neighbours[t*3+2]])
|
|
{
|
|
qglVertex3fv(verts[indexes[t*3+0]]);
|
|
qglVertex3fv(verts[indexes[t*3+2]]);
|
|
qglVertex3fv(proj [indexes[t*3+2]]);
|
|
qglVertex3fv(verts[indexes[t*3+0]]);
|
|
qglVertex3fv(proj [indexes[t*3+2]]);
|
|
qglVertex3fv(proj [indexes[t*3+0]]);
|
|
}
|
|
}
|
|
}
|
|
qglEnd();
|
|
}
|
|
|
|
void GL_DrawAliasMesh_Sketch (mesh_t *mesh, int texnum)
|
|
{
|
|
int i;
|
|
extern int gldepthfunc;
|
|
#ifdef Q3SHADERS
|
|
R_UnlockArrays();
|
|
#endif
|
|
|
|
qglDepthFunc(gldepthfunc);
|
|
qglDepthMask(1);
|
|
|
|
if (gldepthmin == 0.5)
|
|
qglCullFace ( GL_BACK );
|
|
else
|
|
qglCullFace ( GL_FRONT );
|
|
|
|
GL_TexEnv(GL_MODULATE);
|
|
|
|
qglDisable(GL_TEXTURE_2D);
|
|
|
|
qglVertexPointer(3, GL_FLOAT, 16, mesh->xyz_array);
|
|
qglEnableClientState( GL_VERTEX_ARRAY );
|
|
|
|
if (mesh->normals_array && qglNormalPointer) //d3d wrapper doesn't support normals, and this is only really needed for truform
|
|
{
|
|
qglNormalPointer(GL_FLOAT, 0, mesh->normals_array);
|
|
qglEnableClientState( GL_NORMAL_ARRAY );
|
|
}
|
|
|
|
if (mesh->colors_array)
|
|
{
|
|
qglColorPointer(4, GL_UNSIGNED_BYTE, 0, mesh->colors_array);
|
|
qglEnableClientState( GL_COLOR_ARRAY );
|
|
}
|
|
else
|
|
qglDisableClientState( GL_COLOR_ARRAY );
|
|
|
|
qglEnableClientState( GL_TEXTURE_COORD_ARRAY );
|
|
qglTexCoordPointer(2, GL_FLOAT, 0, mesh->st_array);
|
|
|
|
qglDrawElements(GL_TRIANGLES, mesh->numindexes, GL_UNSIGNED_INT, mesh->indexes);
|
|
|
|
qglDisableClientState( GL_VERTEX_ARRAY );
|
|
qglDisableClientState( GL_COLOR_ARRAY );
|
|
qglDisableClientState( GL_NORMAL_ARRAY );
|
|
qglDisableClientState( GL_TEXTURE_COORD_ARRAY );
|
|
|
|
qglColor3f(0, 0, 0);
|
|
qglBegin(GL_LINES);
|
|
for (i = 0; i < mesh->numindexes; i+=3)
|
|
{
|
|
float *v1, *v2, *v3;
|
|
int n;
|
|
v1 = mesh->xyz_array[mesh->indexes[i+0]];
|
|
v2 = mesh->xyz_array[mesh->indexes[i+1]];
|
|
v3 = mesh->xyz_array[mesh->indexes[i+2]];
|
|
for (n = 0; n < 3; n++) //rember we do this triangle AND the neighbours
|
|
{
|
|
qglVertex3f(v1[0]+0.5*(rand()/(float)RAND_MAX-0.5),
|
|
v1[1]+0.5*(rand()/(float)RAND_MAX-0.5),
|
|
v1[2]+0.5*(rand()/(float)RAND_MAX-0.5));
|
|
qglVertex3f(v2[0]+0.5*(rand()/(float)RAND_MAX-0.5),
|
|
v2[1]+0.5*(rand()/(float)RAND_MAX-0.5),
|
|
v2[2]+0.5*(rand()/(float)RAND_MAX-0.5));
|
|
|
|
qglVertex3f(v2[0]+0.5*(rand()/(float)RAND_MAX-0.5),
|
|
v2[1]+0.5*(rand()/(float)RAND_MAX-0.5),
|
|
v2[2]+0.5*(rand()/(float)RAND_MAX-0.5));
|
|
qglVertex3f(v3[0]+0.5*(rand()/(float)RAND_MAX-0.5),
|
|
v3[1]+0.5*(rand()/(float)RAND_MAX-0.5),
|
|
v3[2]+0.5*(rand()/(float)RAND_MAX-0.5));
|
|
|
|
qglVertex3f(v3[0]+0.5*(rand()/(float)RAND_MAX-0.5),
|
|
v3[1]+0.5*(rand()/(float)RAND_MAX-0.5),
|
|
v3[2]+0.5*(rand()/(float)RAND_MAX-0.5));
|
|
qglVertex3f(v1[0]+0.5*(rand()/(float)RAND_MAX-0.5),
|
|
v1[1]+0.5*(rand()/(float)RAND_MAX-0.5),
|
|
v1[2]+0.5*(rand()/(float)RAND_MAX-0.5));
|
|
}
|
|
}
|
|
qglEnd();
|
|
|
|
#ifdef Q3SHADERS
|
|
R_IBrokeTheArrays();
|
|
#endif
|
|
}
|
|
|
|
void GL_DrawAliasMesh (mesh_t *mesh, int texnum)
|
|
{
|
|
extern int gldepthfunc;
|
|
#ifdef Q3SHADERS
|
|
R_UnlockArrays();
|
|
#endif
|
|
|
|
qglDepthFunc(gldepthfunc);
|
|
qglDepthMask(1);
|
|
|
|
GL_Bind(texnum);
|
|
if (gldepthmin == 0.5)
|
|
qglCullFace ( GL_BACK );
|
|
else
|
|
qglCullFace ( GL_FRONT );
|
|
|
|
GL_TexEnv(GL_MODULATE);
|
|
|
|
qglVertexPointer(3, GL_FLOAT, 16, mesh->xyz_array);
|
|
qglEnableClientState( GL_VERTEX_ARRAY );
|
|
|
|
if (mesh->normals_array && qglNormalPointer) //d3d wrapper doesn't support normals, and this is only really needed for truform
|
|
{
|
|
qglNormalPointer(GL_FLOAT, 0, mesh->normals_array);
|
|
qglEnableClientState( GL_NORMAL_ARRAY );
|
|
}
|
|
|
|
if (mesh->colors_array)
|
|
{
|
|
qglColorPointer(4, GL_UNSIGNED_BYTE, 0, mesh->colors_array);
|
|
qglEnableClientState( GL_COLOR_ARRAY );
|
|
}
|
|
else
|
|
qglDisableClientState( GL_COLOR_ARRAY );
|
|
|
|
qglEnableClientState( GL_TEXTURE_COORD_ARRAY );
|
|
qglTexCoordPointer(2, GL_FLOAT, 0, mesh->st_array);
|
|
|
|
qglDrawElements(GL_TRIANGLES, mesh->numindexes, GL_UNSIGNED_INT, mesh->indexes);
|
|
|
|
qglDisableClientState( GL_VERTEX_ARRAY );
|
|
qglDisableClientState( GL_COLOR_ARRAY );
|
|
qglDisableClientState( GL_NORMAL_ARRAY );
|
|
qglDisableClientState( GL_TEXTURE_COORD_ARRAY );
|
|
|
|
#ifdef Q3SHADERS
|
|
R_IBrokeTheArrays();
|
|
#endif
|
|
}
|
|
|
|
void R_DrawGAliasModel (entity_t *e)
|
|
{
|
|
extern cvar_t r_drawflat;
|
|
model_t *clmodel;
|
|
vec3_t mins, maxs;
|
|
vec3_t dist;
|
|
vec_t add;
|
|
int i;
|
|
galiasinfo_t *inf;
|
|
mesh_t mesh;
|
|
galiastexnum_t *skin;
|
|
float entScale;
|
|
vec3_t lightdir;
|
|
|
|
float tmatrix[3][4];
|
|
|
|
currententity = e;
|
|
|
|
if (e->flags & Q2RF_VIEWERMODEL && e->keynum == cl.playernum[r_refdef.currentplayernum]+1)
|
|
return;
|
|
|
|
{
|
|
extern int cl_playerindex;
|
|
if (e->scoreboard && e->model == cl.model_precache[cl_playerindex])
|
|
{
|
|
clmodel = e->scoreboard->model;
|
|
if (!clmodel || clmodel->type != mod_alias)
|
|
clmodel = e->model;
|
|
}
|
|
else
|
|
clmodel = e->model;
|
|
}
|
|
|
|
VectorAdd (e->origin, clmodel->mins, mins);
|
|
VectorAdd (e->origin, clmodel->maxs, maxs);
|
|
|
|
if (!(e->flags & Q2RF_WEAPONMODEL))
|
|
if (R_CullBox (mins, maxs))
|
|
return;
|
|
|
|
if (!(r_refdef.flags & 1)) //RDF_NOWORLDMODEL
|
|
{
|
|
cl.worldmodel->funcs.LightPointValues(e->origin, shadelight, ambientlight, lightdir);
|
|
}
|
|
else
|
|
{
|
|
ambientlight[0] = ambientlight[1] = ambientlight[2] = shadelight[0] = shadelight[1] = shadelight[2] = 255;
|
|
lightdir[0] = 0;
|
|
lightdir[1] = 1;
|
|
lightdir[2] = 1;
|
|
}
|
|
|
|
if (!r_vertexdlights.value)
|
|
{
|
|
for (i=0 ; i<MAX_DLIGHTS ; i++)
|
|
{
|
|
if (cl_dlights[i].radius)
|
|
{
|
|
VectorSubtract (e->origin,
|
|
cl_dlights[i].origin,
|
|
dist);
|
|
add = cl_dlights[i].radius - Length(dist);
|
|
|
|
if (add > 0) {
|
|
add*=5;
|
|
ambientlight[0] += add * cl_dlights[i].color[0];
|
|
ambientlight[1] += add * cl_dlights[i].color[1];
|
|
ambientlight[2] += add * cl_dlights[i].color[2];
|
|
//ZOID models should be affected by dlights as well
|
|
shadelight[0] += add * cl_dlights[i].color[0];
|
|
shadelight[1] += add * cl_dlights[i].color[1];
|
|
shadelight[2] += add * cl_dlights[i].color[2];
|
|
}
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
}
|
|
|
|
for (i = 0; i < 3; i++) //clamp light so it doesn't get vulgar.
|
|
{
|
|
if (ambientlight[i] > 128)
|
|
ambientlight[i] = 128;
|
|
if (ambientlight[i] + shadelight[i] > 192)
|
|
shadelight[i] = 192 - ambientlight[i];
|
|
}
|
|
|
|
if (e->flags & Q2RF_WEAPONMODEL)
|
|
{
|
|
for (i = 0; i < 3; i++)
|
|
{
|
|
if (ambientlight[i] < 24)
|
|
ambientlight[i] = shadelight[i] = 24;
|
|
}
|
|
}
|
|
|
|
//MORE HUGE HACKS! WHEN WILL THEY CEASE!
|
|
// clamp lighting so it doesn't overbright as much
|
|
// ZOID: never allow players to go totally black
|
|
if (!strcmp(clmodel->name, "progs/player.mdl"))
|
|
{
|
|
float fb = r_fullbrightSkins.value;
|
|
if (fb > cls.allow_fbskins)
|
|
fb = cls.allow_fbskins;
|
|
if (fb < 0)
|
|
fb = 0;
|
|
if (fb)
|
|
{
|
|
for (i = 0; i < 3; i++)
|
|
{
|
|
ambientlight[i] = max(ambientlight[i], 8 + fb * 120);
|
|
shadelight[i] = max(shadelight[i], 8 + fb * 120);
|
|
}
|
|
}
|
|
for (i = 0; i < 3; i++)
|
|
{
|
|
if (ambientlight[i] < 8)
|
|
ambientlight[i] = shadelight[i] = 8;
|
|
}
|
|
|
|
}
|
|
for (i = 0; i < 3; i++)
|
|
{
|
|
if (ambientlight[i] > 128)
|
|
ambientlight[i] = 128;
|
|
|
|
shadelight[i] /= 200.0/255;
|
|
ambientlight[i] /= 200.0/255;
|
|
}
|
|
|
|
if ((e->drawflags & MLS_MASKIN) == MLS_ABSLIGHT)
|
|
{
|
|
shadelight[0] = shadelight[1] = shadelight[2] = e->abslight;
|
|
ambientlight[0] = ambientlight[1] = ambientlight[2] = 0;
|
|
}
|
|
|
|
//#define SHOWLIGHTDIR
|
|
{ //lightdir is absolute, shadevector is relative
|
|
vec3_t entaxis[3];
|
|
e->angles[0]*=-1;
|
|
AngleVectors(e->angles, entaxis[0], entaxis[1], entaxis[2]);
|
|
e->angles[0]*=-1;
|
|
entaxis[1][0]*=-1;
|
|
entaxis[1][1]*=-1;
|
|
entaxis[1][2]*=-1;
|
|
shadevector[0] = DotProduct(lightdir, entaxis[0]);
|
|
shadevector[1] = DotProduct(lightdir, entaxis[1]);
|
|
shadevector[2] = DotProduct(lightdir, entaxis[2]);
|
|
VectorNormalize(shadevector);
|
|
|
|
VectorCopy(shadevector, mesh.lightaxis[2]);
|
|
VectorVectors(mesh.lightaxis[2], mesh.lightaxis[1], mesh.lightaxis[0]);
|
|
mesh.lightaxis[0][0]*=-1;
|
|
mesh.lightaxis[0][1]*=-1;
|
|
mesh.lightaxis[0][2]*=-1;
|
|
}
|
|
/*
|
|
an = e->angles[1]/180*M_PI;
|
|
shadevector[0] = cos(-an);
|
|
shadevector[1] = sin(-an);
|
|
shadevector[2] = 1;
|
|
VectorNormalize (shadevector);
|
|
*/
|
|
|
|
GL_DisableMultitexture();
|
|
GL_TexEnv(GL_MODULATE);
|
|
if (gl_smoothmodels.value)
|
|
qglShadeModel (GL_SMOOTH);
|
|
if (gl_affinemodels.value)
|
|
qglHint (GL_PERSPECTIVE_CORRECTION_HINT, GL_FASTEST);
|
|
|
|
qglDisable (GL_ALPHA_TEST);
|
|
|
|
if (e->flags & Q2RF_DEPTHHACK)
|
|
qglDepthRange (gldepthmin, gldepthmin + 0.3*(gldepthmax-gldepthmin));
|
|
|
|
// glColor3f( 1,1,1);
|
|
if ((e->model->flags & EF_SPECIAL_TRANS)) //hexen2 flags.
|
|
{
|
|
qglEnable (GL_BLEND);
|
|
qglBlendFunc (GL_ONE_MINUS_SRC_ALPHA, GL_SRC_ALPHA);
|
|
// glColor3f( 1,1,1);
|
|
qglDisable( GL_CULL_FACE );
|
|
}
|
|
else if (e->drawflags & DRF_TRANSLUCENT)
|
|
{
|
|
qglEnable (GL_BLEND);
|
|
qglBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
|
|
e->alpha = r_wateralpha.value;
|
|
// qglColor4f( 1,1,1,r_wateralpha.value);
|
|
}
|
|
else if ((e->model->flags & EF_TRANSPARENT))
|
|
{
|
|
qglEnable (GL_BLEND);
|
|
qglBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
|
|
// qglColor3f( 1,1,1);
|
|
}
|
|
else if ((e->model->flags & EF_HOLEY))
|
|
{
|
|
qglEnable (GL_ALPHA_TEST);
|
|
// qglEnable (GL_BLEND);
|
|
qglBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
|
|
|
|
// qglColor3f( 1,1,1);
|
|
}
|
|
else if (e->alpha < 1)
|
|
{
|
|
qglEnable(GL_BLEND);
|
|
qglBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
|
|
}
|
|
else
|
|
{
|
|
qglDisable(GL_BLEND);
|
|
qglBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
|
|
}
|
|
// qglEnable (GL_ALPHA_TEST);
|
|
|
|
qglPushMatrix();
|
|
R_RotateForEntity(e);
|
|
|
|
if (e->scale != 1 && e->scale != 0) //hexen 2 stuff
|
|
{
|
|
vec3_t scale;
|
|
vec3_t scale_origin;
|
|
float xyfact, zfact;
|
|
scale[0] = (clmodel->maxs[0]-clmodel->mins[0])/255;
|
|
scale[1] = (clmodel->maxs[1]-clmodel->mins[1])/255;
|
|
scale[2] = (clmodel->maxs[2]-clmodel->mins[2])/255;
|
|
scale_origin[0] = clmodel->mins[0];
|
|
scale_origin[1] = clmodel->mins[1];
|
|
scale_origin[2] = clmodel->mins[2];
|
|
|
|
/* qglScalef( 1/scale[0],
|
|
1/scale[1],
|
|
1/scale[2]);
|
|
qglTranslatef ( -scale_origin[0],
|
|
-scale_origin[1],
|
|
-scale_origin[2]);
|
|
*/
|
|
|
|
if(e->scale != 0 && e->scale != 1)
|
|
{
|
|
entScale = (float)e->scale;
|
|
switch(e->drawflags&SCALE_TYPE_MASKIN)
|
|
{
|
|
default:
|
|
case SCALE_TYPE_UNIFORM:
|
|
tmatrix[0][0] = scale[0]*entScale;
|
|
tmatrix[1][1] = scale[1]*entScale;
|
|
tmatrix[2][2] = scale[2]*entScale;
|
|
xyfact = zfact = (entScale-1.0)*127.95;
|
|
break;
|
|
case SCALE_TYPE_XYONLY:
|
|
tmatrix[0][0] = scale[0]*entScale;
|
|
tmatrix[1][1] = scale[1]*entScale;
|
|
tmatrix[2][2] = scale[2];
|
|
xyfact = (entScale-1.0)*127.95;
|
|
zfact = 1.0;
|
|
break;
|
|
case SCALE_TYPE_ZONLY:
|
|
tmatrix[0][0] = scale[0];
|
|
tmatrix[1][1] = scale[1];
|
|
tmatrix[2][2] = scale[2]*entScale;
|
|
xyfact = 1.0;
|
|
zfact = (entScale-1.0)*127.95;
|
|
break;
|
|
}
|
|
switch(currententity->drawflags&SCALE_ORIGIN_MASKIN)
|
|
{
|
|
default:
|
|
case SCALE_ORIGIN_CENTER:
|
|
tmatrix[0][3] = scale_origin[0]-scale[0]*xyfact;
|
|
tmatrix[1][3] = scale_origin[1]-scale[1]*xyfact;
|
|
tmatrix[2][3] = scale_origin[2]-scale[2]*zfact;
|
|
break;
|
|
case SCALE_ORIGIN_BOTTOM:
|
|
tmatrix[0][3] = scale_origin[0]-scale[0]*xyfact;
|
|
tmatrix[1][3] = scale_origin[1]-scale[1]*xyfact;
|
|
tmatrix[2][3] = scale_origin[2];
|
|
break;
|
|
case SCALE_ORIGIN_TOP:
|
|
tmatrix[0][3] = scale_origin[0]-scale[0]*xyfact;
|
|
tmatrix[1][3] = scale_origin[1]-scale[1]*xyfact;
|
|
tmatrix[2][3] = scale_origin[2]-scale[2]*zfact*2.0;
|
|
break;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
tmatrix[0][0] = scale[0];
|
|
tmatrix[1][1] = scale[1];
|
|
tmatrix[2][2] = scale[2];
|
|
tmatrix[0][3] = scale_origin[0];
|
|
tmatrix[1][3] = scale_origin[1];
|
|
tmatrix[2][3] = scale_origin[2];
|
|
}
|
|
|
|
/* if(clmodel->flags&EF_ROTATE)
|
|
{ // Floating motion
|
|
tmatrix[2][3] += sin(currententity->origin[0]
|
|
+currententity->origin[1]+(cl.time*3))*5.5;
|
|
}*/
|
|
|
|
qglTranslatef (tmatrix[0][3],tmatrix[1][3],tmatrix[2][3]);
|
|
qglScalef (tmatrix[0][0],tmatrix[1][1],tmatrix[2][2]);
|
|
|
|
qglScalef( 1/scale[0],
|
|
1/scale[1],
|
|
1/scale[2]);
|
|
qglTranslatef ( -scale_origin[0],
|
|
-scale_origin[1],
|
|
-scale_origin[2]);
|
|
}
|
|
|
|
inf = GLMod_Extradata (clmodel);
|
|
if (qglPNTrianglesfATI && gl_ati_truform.value)
|
|
qglEnable(GL_PN_TRIANGLES_ATI);
|
|
|
|
memset(&mesh, 0, sizeof(mesh));
|
|
while(inf)
|
|
{
|
|
if (R_GAliasBuildMesh(&mesh, inf, e->frame, e->oldframe, e->lerptime, e->alpha) && r_vertexdlights.value)
|
|
R_GAliasAddDlights(&mesh, e->origin, e->angles);
|
|
skin = GL_ChooseSkin(inf, clmodel->name, e);
|
|
c_alias_polys += mesh.numindexes/3;
|
|
|
|
if (r_drawflat.value == 2)
|
|
GL_DrawAliasMesh_Sketch(&mesh, skin->base);
|
|
else if (!skin)
|
|
{
|
|
qglEnable(GL_TEXTURE_2D);
|
|
GL_DrawAliasMesh_Sketch(&mesh, 1);
|
|
}
|
|
#ifdef Q3SHADERS
|
|
else if (skin->shader)
|
|
{
|
|
meshbuffer_t mb;
|
|
|
|
mb.entity = &r_worldentity;
|
|
mb.shader = skin->shader;
|
|
mb.fog = NULL;
|
|
mb.mesh = &mesh;
|
|
mb.infokey = currententity->keynum;
|
|
mb.dlightbits = 0;
|
|
|
|
R_IBrokeTheArrays();
|
|
|
|
R_PushMesh(&mesh, skin->shader->features | MF_NONBATCHED | MF_COLORS);
|
|
|
|
R_RenderMeshBuffer ( &mb, false );
|
|
}
|
|
#endif
|
|
else
|
|
{
|
|
qglEnable(GL_TEXTURE_2D);
|
|
// if (skin->bump)
|
|
// GL_DrawMeshBump(&mesh, skin->base, 0, skin->bump, 0);
|
|
// else
|
|
GL_DrawAliasMesh(&mesh, skin->base);
|
|
|
|
if (skin->fullbright && r_fb_models.value && cls.allow_luma)
|
|
{
|
|
mesh.colors_array = NULL;
|
|
qglEnable(GL_BLEND);
|
|
qglColor4f(1, 1, 1, e->alpha*r_fb_models.value);
|
|
c_alias_polys += mesh.numindexes/3;
|
|
GL_DrawAliasMesh(&mesh, skin->fullbright);
|
|
}
|
|
}
|
|
if (inf->nextsurf)
|
|
inf = (galiasinfo_t*)((char *)inf + inf->nextsurf);
|
|
else
|
|
inf = NULL;
|
|
}
|
|
|
|
if (qglPNTrianglesfATI && gl_ati_truform.value)
|
|
qglDisable(GL_PN_TRIANGLES_ATI);
|
|
|
|
#ifdef SHOWLIGHTDIR //testing
|
|
qglDisable(GL_TEXTURE_2D);
|
|
qglBegin(GL_LINES);
|
|
qglColor3f(1,0,0);
|
|
qglVertex3f( 0,
|
|
0,
|
|
0);
|
|
qglVertex3f( 100*mesh.lightaxis[0][0],
|
|
100*mesh.lightaxis[0][1],
|
|
100*mesh.lightaxis[0][2]);
|
|
|
|
qglColor3f(0,1,0);
|
|
qglVertex3f( 0,
|
|
0,
|
|
0);
|
|
qglVertex3f( 100*mesh.lightaxis[1][0],
|
|
100*mesh.lightaxis[1][1],
|
|
100*mesh.lightaxis[1][2]);
|
|
|
|
qglColor3f(0,0,1);
|
|
qglVertex3f( 0,
|
|
0,
|
|
0);
|
|
qglVertex3f( 100*mesh.lightaxis[2][0],
|
|
100*mesh.lightaxis[2][1],
|
|
100*mesh.lightaxis[2][2]);
|
|
qglEnd();
|
|
qglEnable(GL_TEXTURE_2D);
|
|
#endif
|
|
|
|
qglPopMatrix();
|
|
|
|
qglDisable(GL_BLEND);
|
|
|
|
qglBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
|
|
GL_TexEnv(GL_REPLACE);
|
|
|
|
qglEnable(GL_TEXTURE_2D);
|
|
|
|
qglShadeModel (GL_FLAT);
|
|
if (gl_affinemodels.value)
|
|
qglHint (GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);
|
|
|
|
if (e->flags & Q2RF_DEPTHHACK)
|
|
qglDepthRange (gldepthmin, gldepthmax);
|
|
|
|
if ((currententity->model->flags & EF_SPECIAL_TRANS) && gl_cull.value)
|
|
qglEnable( GL_CULL_FACE );
|
|
if ((currententity->model->flags & EF_HOLEY))
|
|
qglDisable( GL_ALPHA_TEST );
|
|
|
|
#ifdef SHOWLIGHTDIR //testing
|
|
qglDisable(GL_TEXTURE_2D);
|
|
qglColor3f(1,1,1);
|
|
qglBegin(GL_LINES);
|
|
qglVertex3f( currententity->origin[0],
|
|
currententity->origin[1],
|
|
currententity->origin[2]);
|
|
qglVertex3f( currententity->origin[0]+100*lightdir[0],
|
|
currententity->origin[1]+100*lightdir[1],
|
|
currententity->origin[2]+100*lightdir[2]);
|
|
qglEnd();
|
|
qglEnable(GL_TEXTURE_2D);
|
|
#endif
|
|
}
|
|
|
|
//returns result in the form of the result vector
|
|
void RotateLightVector(vec3_t angles, vec3_t origin, vec3_t lightpoint, vec3_t result)
|
|
{
|
|
vec3_t f, r, u, offs;
|
|
|
|
angles[0]*=-1;
|
|
AngleVectors(angles, f, r, u);
|
|
angles[0]*=-1;
|
|
|
|
offs[0] = lightpoint[0] - origin[0];
|
|
offs[1] = lightpoint[1] - origin[1];
|
|
offs[2] = lightpoint[2] - origin[2];
|
|
|
|
result[0] = DotProduct (offs, f);
|
|
result[1] = -DotProduct (offs, r);
|
|
result[2] = DotProduct (offs, u);
|
|
}
|
|
|
|
void GL_LightMesh (mesh_t *mesh, vec3_t lightpos, vec3_t colours, float radius)
|
|
{
|
|
vec3_t dir;
|
|
int i;
|
|
float dot;
|
|
vec4_t *xyz = mesh->xyz_array;
|
|
vec3_t *normals = mesh->normals_array;
|
|
byte_vec4_t *out = mesh->colors_array;
|
|
|
|
if (normals)
|
|
{
|
|
for (i = 0; i < mesh->numvertexes; i++)
|
|
{
|
|
VectorSubtract(lightpos, xyz[i], dir);
|
|
dot = DotProduct(dir, normals[i]);
|
|
out[i][0] = colours[0]*dot;
|
|
out[i][1] = colours[1]*dot;
|
|
out[i][2] = colours[2]*dot;
|
|
out[i][3] = 255;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
for (i = 0; i < mesh->numvertexes; i++)
|
|
{
|
|
VectorSubtract(lightpos, xyz[i], dir);
|
|
out[i][0] = colours[0];
|
|
out[i][1] = colours[1];
|
|
out[i][2] = colours[2];
|
|
out[i][3] = 255;
|
|
}
|
|
}
|
|
}
|
|
|
|
void R_DrawGAliasModelLighting (entity_t *e, vec3_t lightpos, vec3_t colours, float radius)
|
|
{
|
|
return; //not ready yet
|
|
#if 0
|
|
|
|
model_t *clmodel = e->model;
|
|
vec3_t mins, maxs;
|
|
vec3_t lightdir;
|
|
galiasinfo_t *inf;
|
|
mesh_t mesh;
|
|
|
|
if (e->flags & Q2RF_VIEWERMODEL)
|
|
return;
|
|
|
|
//Total insanity with r_shadows 2...
|
|
// if (!strcmp (clmodel->name, "progs/flame2.mdl"))
|
|
// CL_NewDlight (e, e->origin[0]-1, e->origin[1]+1, e->origin[2]+24, 200 + (rand()&31), host_frametime*2, 3);
|
|
|
|
// if (!strcmp (clmodel->name, "progs/armor.mdl"))
|
|
// CL_NewDlight (e->keynum, e->origin[0]-1, e->origin[1]+1, e->origin[2]+25, 200 + (rand()&31), host_frametime*2, 3);
|
|
|
|
VectorAdd (e->origin, clmodel->mins, mins);
|
|
VectorAdd (e->origin, clmodel->maxs, maxs);
|
|
|
|
if (!(e->flags & Q2RF_WEAPONMODEL))
|
|
if (R_CullBox (mins, maxs))
|
|
return;
|
|
|
|
RotateLightVector(e->angles, e->origin, lightpos, lightdir);
|
|
|
|
|
|
GL_DisableMultitexture();
|
|
GL_TexEnv(GL_MODULATE);
|
|
if (gl_smoothmodels.value)
|
|
glShadeModel (GL_SMOOTH);
|
|
if (gl_affinemodels.value)
|
|
glHint (GL_PERSPECTIVE_CORRECTION_HINT, GL_FASTEST);
|
|
|
|
|
|
if (e->flags & Q2RF_DEPTHHACK)
|
|
glDepthRange (gldepthmin, gldepthmin + 0.3*(gldepthmax-gldepthmin));
|
|
|
|
glColor3f(colours[0], colours[1], colours[2]);
|
|
|
|
glPushMatrix();
|
|
R_RotateForEntity(e);
|
|
inf = GLMod_Extradata (clmodel);
|
|
if (gl_ati_truform.value)
|
|
glEnable(GL_PN_TRIANGLES_ATI);
|
|
while(inf)
|
|
{
|
|
R_GAliasBuildMesh(&mesh, inf, e->frame, e->oldframe, e->lerptime, e->alpha);
|
|
|
|
GL_LightMesh(&mesh, lightdir, colours, radius);
|
|
|
|
#ifdef Q3SHADERS
|
|
GL_DrawAliasMesh(&mesh, 0);
|
|
#else
|
|
GL_DrawMesh(&mesh, NULL, 0, 0);
|
|
#endif
|
|
|
|
if (inf->nextsurf)
|
|
inf = (galiasinfo_t*)((char *)inf + inf->nextsurf);
|
|
else
|
|
inf = NULL;
|
|
}
|
|
glPopMatrix();
|
|
if (gl_ati_truform.value)
|
|
glDisable(GL_PN_TRIANGLES_ATI);
|
|
|
|
GL_TexEnv(GL_REPLACE);
|
|
|
|
glShadeModel (GL_FLAT);
|
|
if (gl_affinemodels.value)
|
|
glHint (GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);
|
|
|
|
if (e->flags & Q2RF_DEPTHHACK)
|
|
glDepthRange (gldepthmin, gldepthmax);
|
|
#endif
|
|
}
|
|
|
|
//FIXME: Be less agressive.
|
|
//This function will have to be called twice (for geforce cards), with the same data, so do the building once and rendering twice.
|
|
void R_DrawGAliasShadowVolume(entity_t *e, vec3_t lightpos, float radius)
|
|
{
|
|
model_t *clmodel = e->model;
|
|
galiasinfo_t *inf;
|
|
mesh_t mesh;
|
|
vec3_t lightorg;
|
|
|
|
if (!strcmp (clmodel->name, "progs/flame2.mdl"))
|
|
return;
|
|
if (!strncmp (clmodel->name, "progs/bolt", 10))
|
|
return;
|
|
if (r_noaliasshadows.value)
|
|
return;
|
|
|
|
RotateLightVector(e->angles, e->origin, lightpos, lightorg);
|
|
|
|
if (Length(lightorg) > radius + clmodel->radius)
|
|
return;
|
|
|
|
qglPushMatrix();
|
|
R_RotateForEntity(e);
|
|
|
|
|
|
inf = GLMod_Extradata (clmodel);
|
|
while(inf)
|
|
{
|
|
if (inf->ofs_trineighbours)
|
|
{
|
|
R_GAliasBuildMesh(&mesh, inf, e->frame, e->oldframe, e->lerptime, e->alpha);
|
|
R_CalcFacing(&mesh, lightorg);
|
|
R_ProjectShadowVolume(&mesh, lightorg);
|
|
R_DrawShadowVolume(&mesh);
|
|
}
|
|
|
|
if (inf->nextsurf)
|
|
inf = (galiasinfo_t*)((char *)inf + inf->nextsurf);
|
|
else
|
|
inf = NULL;
|
|
}
|
|
|
|
qglPopMatrix();
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
|
|
static int R_FindTriangleWithEdge ( int *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 R_BuildTriangleNeighbours ( int *neighbours, int *indexes, int numtris )
|
|
{
|
|
int i, *n;
|
|
int *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);
|
|
}
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
void GL_GenerateNormals(float *orgs, float *normals, int *indicies, int numtris, int numverts)
|
|
{
|
|
vec3_t d1, d2;
|
|
vec3_t norm;
|
|
int t, i, v1, v2, v3;
|
|
int tricounts[MD2MAX_VERTS];
|
|
vec3_t combined[MD2MAX_VERTS];
|
|
int triremap[MD2MAX_VERTS];
|
|
if (numverts > MD2MAX_VERTS)
|
|
return; //not an issue, you just loose the normals.
|
|
|
|
memset(triremap, 0, numverts*sizeof(triremap[0]));
|
|
|
|
v2=0;
|
|
for (i = 0; i < numverts; i++) //weld points
|
|
{
|
|
for (v1 = 0; v1 < v2; v1++)
|
|
{
|
|
if (orgs[i*3+0] == combined[v1][0] &&
|
|
orgs[i*3+1] == combined[v1][1] &&
|
|
orgs[i*3+2] == combined[v1][2])
|
|
{
|
|
triremap[i] = v1;
|
|
break;
|
|
}
|
|
}
|
|
if (v1 == v2)
|
|
{
|
|
combined[v1][0] = orgs[i*3+0];
|
|
combined[v1][1] = orgs[i*3+1];
|
|
combined[v1][2] = orgs[i*3+2];
|
|
v2++;
|
|
|
|
triremap[i] = v1;
|
|
}
|
|
}
|
|
memset(tricounts, 0, v2*sizeof(tricounts[0]));
|
|
memset(combined, 0, v2*sizeof(*combined));
|
|
|
|
for (t = 0; t < numtris; t++)
|
|
{
|
|
v1 = triremap[indicies[t*3]];
|
|
v2 = triremap[indicies[t*3+1]];
|
|
v3 = triremap[indicies[t*3+2]];
|
|
|
|
VectorSubtract((orgs+v2*3), (orgs+v1*3), d1);
|
|
VectorSubtract((orgs+v3*3), (orgs+v1*3), d2);
|
|
CrossProduct(d1, d2, norm);
|
|
VectorNormalize(norm);
|
|
|
|
VectorAdd(norm, combined[v1], combined[v1]);
|
|
VectorAdd(norm, combined[v2], combined[v2]);
|
|
VectorAdd(norm, combined[v3], combined[v3]);
|
|
|
|
tricounts[v1]++;
|
|
tricounts[v2]++;
|
|
tricounts[v3]++;
|
|
}
|
|
|
|
for (i = 0; i < numverts; i++)
|
|
{
|
|
if (tricounts[triremap[i]])
|
|
{
|
|
VectorScale(combined[triremap[i]], 1.0f/tricounts[triremap[i]], normals+i*3);
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
|
|
//Q1 model loading
|
|
#if 1
|
|
static galiasinfo_t *galias;
|
|
static model_t *loadmodel;
|
|
static dmdl_t *pq1inmodel;
|
|
#define NUMVERTEXNORMALS 162
|
|
extern float r_avertexnormals[NUMVERTEXNORMALS][3];
|
|
static void *Q1_LoadFrameGroup (daliasframetype_t *pframetype, int *seamremaps)
|
|
{
|
|
galiaspose_t *pose;
|
|
galiasgroup_t *frame;
|
|
dtrivertx_t *pinframe;
|
|
int i, j, k;
|
|
daliasgroup_t *ingroup;
|
|
daliasinterval_t *intervals;
|
|
|
|
vec3_t *normals;
|
|
vec3_t *verts;
|
|
|
|
frame = (galiasgroup_t*)((char *)galias + galias->groupofs);
|
|
|
|
for (i = 0; i < pq1inmodel->numframes; i++)
|
|
{
|
|
switch(LittleLong(pframetype->type))
|
|
{
|
|
case ALIAS_SINGLE:
|
|
pinframe = (dtrivertx_t*)((char *)(pframetype+1)+sizeof(daliasframe_t));
|
|
pose = (galiaspose_t *)Hunk_Alloc(sizeof(galiaspose_t) + sizeof(vec3_t)*2*galias->numverts);
|
|
frame->poseofs = (char *)pose - (char *)frame;
|
|
frame->numposes = 1;
|
|
galias->groups++;
|
|
|
|
verts = (vec3_t *)(pose+1);
|
|
normals = &verts[galias->numverts];
|
|
pose->ofsverts = (char *)verts - (char *)pose;
|
|
pose->ofsnormals = (char *)normals - (char *)pose;
|
|
|
|
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];
|
|
|
|
VectorCopy(r_avertexnormals[pinframe[j].lightnormalindex], normals[j]);
|
|
|
|
if (seamremaps[j] != j)
|
|
{
|
|
VectorCopy(verts[j], verts[seamremaps[j]]);
|
|
VectorCopy(normals[j], normals[seamremaps[j]]);
|
|
}
|
|
}
|
|
|
|
// 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:
|
|
ingroup = (daliasgroup_t *)(pframetype+1);
|
|
|
|
pose = (galiaspose_t *)Hunk_Alloc(ingroup->numframes*(sizeof(galiaspose_t) + sizeof(vec3_t)*2*galias->numverts));
|
|
frame->poseofs = (char *)pose - (char *)frame;
|
|
frame->numposes = LittleLong(ingroup->numframes);
|
|
galias->groups++;
|
|
|
|
verts = (vec3_t *)(pose+frame->numposes);
|
|
normals = &verts[galias->numverts];
|
|
|
|
intervals = (daliasinterval_t *)(ingroup+1);
|
|
frame->rate = 1/LittleFloat(intervals->interval);
|
|
|
|
pinframe = (dtrivertx_t *)(intervals+frame->numposes);
|
|
for (k = 0; k < frame->numposes; k++)
|
|
{
|
|
pose->ofsverts = (char *)verts - (char *)pose;
|
|
pose->ofsnormals = (char *)normals - (char *)pose;
|
|
|
|
pinframe = (dtrivertx_t *)((char *)pinframe + sizeof(daliasframe_t));
|
|
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];
|
|
|
|
VectorCopy(r_avertexnormals[pinframe[j].lightnormalindex], normals[j]);
|
|
if (seamremaps[j] != j)
|
|
{
|
|
VectorCopy(verts[j], verts[seamremaps[j]]);
|
|
VectorCopy(normals[j], normals[seamremaps[j]]);
|
|
}
|
|
}
|
|
verts = &normals[galias->numverts];
|
|
normals = &verts[galias->numverts];
|
|
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:
|
|
Sys_Error("Bad frame type\n");
|
|
}
|
|
frame++;
|
|
}
|
|
return pframetype;
|
|
}
|
|
|
|
static void *Q1_LoadSkins (daliasskintype_t *pskintype, qboolean alpha)
|
|
{
|
|
extern int gl_bumpmappingpossible;
|
|
galiastexnum_t *texnums;
|
|
char skinname[MAX_QPATH];
|
|
int i;
|
|
int s, t;
|
|
int *count;
|
|
float *intervals;
|
|
qbyte *data, *saved;
|
|
galiasskin_t *outskin = (galiasskin_t *)((char *)galias + galias->ofsskins);
|
|
|
|
int texture;
|
|
int fbtexture;
|
|
|
|
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;
|
|
|
|
sprintf(skinname, "%s_%i", loadname, i);
|
|
texture = Mod_LoadReplacementTexture(skinname, true, false, true);
|
|
if (!texture)
|
|
{
|
|
sprintf(skinname, "textures/models/%s_%i", loadname, i);
|
|
texture = Mod_LoadReplacementTexture(skinname, true, false, true);
|
|
if (texture && r_fb_models.value)
|
|
{
|
|
sprintf(skinname, "textures/models/%s_%i_luma", loadname, i);
|
|
fbtexture = Mod_LoadReplacementTexture(skinname, true, true, true);
|
|
}
|
|
else
|
|
fbtexture = 0;
|
|
}
|
|
else if (texture && r_fb_models.value)
|
|
{
|
|
sprintf(skinname, "%s_%i_luma", loadname, i);
|
|
fbtexture = Mod_LoadReplacementTexture(skinname, true, true, true);
|
|
}
|
|
else
|
|
fbtexture = 0;
|
|
|
|
if (!texture)
|
|
{
|
|
texnums = Hunk_Alloc(sizeof(*texnums)+s);
|
|
saved = (qbyte*)(texnums+1);
|
|
outskin->ofstexels = (qbyte *)(saved) - (qbyte *)outskin;
|
|
memcpy(saved, pskintype+1, s);
|
|
GLMod_FloodFillSkin(saved, outskin->skinwidth, outskin->skinheight);
|
|
sprintf(skinname, "%s_%i", loadname, i);
|
|
texture = GL_LoadTexture(skinname, outskin->skinwidth, outskin->skinheight, saved, true, alpha);
|
|
if (r_fb_models.value)
|
|
{
|
|
sprintf(skinname, "%s_%i_luma", loadname, i);
|
|
fbtexture = GL_LoadTextureFB(skinname, outskin->skinwidth, outskin->skinheight, saved, true, true);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
texnums = Hunk_Alloc(sizeof(*texnums));
|
|
outskin->ofstexels = 0;
|
|
}
|
|
outskin->texnums=1;
|
|
|
|
outskin->ofstexnums = (char *)texnums - (char *)outskin;
|
|
|
|
texnums->base = texture;
|
|
texnums->fullbright = fbtexture;
|
|
|
|
pskintype = (daliasskintype_t *)((char *)(pskintype+1)+s);
|
|
break;
|
|
|
|
default:
|
|
outskin->skinwidth = pq1inmodel->skinwidth;
|
|
outskin->skinheight = pq1inmodel->skinheight;
|
|
count = (int *)(pskintype+1);
|
|
intervals = (float *)(count+1);
|
|
outskin->texnums = LittleLong(*count);
|
|
data = (qbyte *)(intervals + outskin->texnums);
|
|
texnums = Hunk_Alloc(sizeof(*texnums)*outskin->texnums);
|
|
outskin->ofstexnums = (char *)texnums - (char *)outskin;
|
|
outskin->ofstexels = 0;
|
|
for (t = 0; t < outskin->texnums; t++,data+=s, texnums++)
|
|
{
|
|
sprintf(skinname, "%s_%i%c", loadname, i, t+'a');
|
|
texture = Mod_LoadReplacementTexture(skinname, true, false, true);
|
|
if (texture)
|
|
{
|
|
texnums->base = texture;
|
|
if (r_fb_models.value)
|
|
{
|
|
sprintf(skinname, "%s_%i%c_luma", loadname, i, t+'a');
|
|
texnums->fullbright = Mod_LoadReplacementTexture(skinname, true, true, true);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if (t == 0)
|
|
{
|
|
saved = Hunk_Alloc(s);
|
|
outskin->ofstexels = (qbyte *)(saved) - (qbyte *)outskin;
|
|
}
|
|
else
|
|
saved = BZ_Malloc(s);
|
|
memcpy(saved, pskintype+1, s);
|
|
GLMod_FloodFillSkin(saved, outskin->skinwidth, outskin->skinheight);
|
|
sprintf(skinname, "%s_%i%c", loadname, i, t+'a');
|
|
texnums->base = GL_LoadTexture(skinname, outskin->skinwidth, outskin->skinheight, saved, true, alpha);
|
|
|
|
if (gl_bumpmappingpossible)
|
|
{
|
|
char name[MAX_QPATH];
|
|
COM_StripExtension(skinname, name); //go for the normalmap
|
|
strcat(name, "_norm");
|
|
texnums->bump = Mod_LoadHiResTexture(name, true, true, false);
|
|
if (!texnums->bump)
|
|
{
|
|
strcpy(name, loadmodel->name);
|
|
COM_StripExtension(COM_SkipPath(skinname), COM_SkipPath(name));
|
|
strcat(name, "_norm");
|
|
texnums->bump = Mod_LoadHiResTexture(name, true, true, false);
|
|
if (!texnums->bump)
|
|
{
|
|
COM_StripExtension(skinname, name); //bother, go for heightmap and convert
|
|
strcat(name, "_bump");
|
|
texnums->bump = Mod_LoadBumpmapTexture(name);
|
|
if (!texnums->bump)
|
|
{
|
|
strcpy(name, loadmodel->name);
|
|
strcpy(COM_SkipPath(name), COM_SkipPath(skinname)); //eviile eh?
|
|
COM_StripExtension(name, name);
|
|
strcat(name, "_bump");
|
|
texnums->bump = Mod_LoadBumpmapTexture(name);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
if (r_fb_models.value)
|
|
{
|
|
sprintf(skinname, "%s_%i%c_luma", loadname, i, t+'a');
|
|
texnums->fullbright = GL_LoadTextureFB(skinname, outskin->skinwidth, outskin->skinheight, saved, true, true);
|
|
}
|
|
|
|
if (t != 0) //only keep the first.
|
|
BZ_Free(saved);
|
|
}
|
|
}
|
|
pskintype = (daliasskintype_t *)data;
|
|
break;
|
|
}
|
|
outskin++;
|
|
}
|
|
galias->numskins=pq1inmodel->numskins;
|
|
return pskintype;
|
|
}
|
|
|
|
void GL_LoadQ1Model (model_t *mod, void *buffer)
|
|
{
|
|
vec2_t *st_array;
|
|
int hunkstart, hunkend, hunktotal;
|
|
int version;
|
|
int i, j, onseams;
|
|
dstvert_t *pinstverts;
|
|
dtriangle_t *pintriangles;
|
|
int *seamremap;
|
|
index_t *indexes;
|
|
|
|
int size;
|
|
|
|
loadmodel=mod;
|
|
|
|
//we've got to have this bit
|
|
if (!strcmp(loadmodel->name, "progs/player.mdl") ||
|
|
!strcmp(loadmodel->name, "progs/eyes.mdl"))
|
|
{
|
|
unsigned short crc;
|
|
qbyte *p;
|
|
int len;
|
|
char st[40];
|
|
|
|
CRC_Init(&crc);
|
|
for (len = com_filesize, p = buffer; len; len--, p++)
|
|
CRC_ProcessByte(&crc, *p);
|
|
|
|
sprintf(st, "%d", (int) crc);
|
|
Info_SetValueForKey (cls.userinfo,
|
|
!strcmp(loadmodel->name, "progs/player.mdl") ? pmodel_name : emodel_name,
|
|
st, MAX_INFO_STRING);
|
|
|
|
if (cls.state >= ca_connected) {
|
|
MSG_WriteByte (&cls.netchan.message, clc_stringcmd);
|
|
sprintf(st, "setinfo %s %d",
|
|
!strcmp(loadmodel->name, "progs/player.mdl") ? pmodel_name : emodel_name,
|
|
(int)crc);
|
|
SZ_Print (&cls.netchan.message, st);
|
|
}
|
|
}
|
|
|
|
hunkstart = Hunk_LowMark ();
|
|
|
|
pq1inmodel = (dmdl_t *)buffer;
|
|
|
|
seamremap = (int*)pq1inmodel; //I like overloading locals.
|
|
for (i = 0; i < sizeof(dmdl_t)/4; i++)
|
|
seamremap[i] = LittleLong(seamremap[i]);
|
|
|
|
version = pq1inmodel->version;
|
|
if (version != ALIAS_VERSION)
|
|
Sys_Error ("%s has wrong version number (%i should be %i)",
|
|
mod->name, version, ALIAS_VERSION);
|
|
|
|
if (pq1inmodel->numframes < 1 ||
|
|
pq1inmodel->numskins < 1 ||
|
|
pq1inmodel->numtris < 1 ||
|
|
pq1inmodel->numverts < 3 ||
|
|
pq1inmodel->skinheight < 1 ||
|
|
pq1inmodel->skinwidth < 1)
|
|
Sys_Error("Model %s has an invalid quantity\n", mod->name);
|
|
|
|
mod->flags = pq1inmodel->flags;
|
|
|
|
size = sizeof(galiasinfo_t)
|
|
+ pq1inmodel->numframes*sizeof(galiasgroup_t)
|
|
+ pq1inmodel->numskins*sizeof(galiasskin_t);
|
|
|
|
galias = Hunk_Alloc(size);
|
|
galias->groupofs = sizeof(*galias);
|
|
galias->ofsskins = sizeof(*galias)+pq1inmodel->numframes*sizeof(galiasgroup_t);
|
|
galias->nextsurf = 0;
|
|
|
|
//skins
|
|
if( mod->flags & EF_HOLEY )
|
|
pinstverts = (dstvert_t *)Q1_LoadSkins((daliasskintype_t *)(pq1inmodel+1), 3);
|
|
else if( mod->flags & EF_TRANSPARENT )
|
|
pinstverts = (dstvert_t *)Q1_LoadSkins((daliasskintype_t *)(pq1inmodel+1), 2);
|
|
else if( mod->flags & EF_SPECIAL_TRANS )
|
|
pinstverts = (dstvert_t *)Q1_LoadSkins((daliasskintype_t *)(pq1inmodel+1), 4);
|
|
else
|
|
pinstverts = (dstvert_t *)Q1_LoadSkins((daliasskintype_t *)(pq1inmodel+1), 0);
|
|
|
|
// pinstverts = (dstvert_t *)Q1_LoadSkins((daliasskintype_t *)(pq1inmodel+1));
|
|
|
|
//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(int)*pq1inmodel->numverts);
|
|
|
|
galias->numverts = pq1inmodel->numverts+onseams;
|
|
//st
|
|
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)/(float)pq1inmodel->skinwidth;
|
|
st_array[i][1] = LittleLong(pinstverts[i].t)/(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;
|
|
}
|
|
|
|
//trianglelists;
|
|
pintriangles = (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 (!pintriangles[i].facesfront)
|
|
{
|
|
indexes[i*3+0] = seamremap[LittleLong(pintriangles[i].vertindex[0])];
|
|
indexes[i*3+1] = seamremap[LittleLong(pintriangles[i].vertindex[1])];
|
|
indexes[i*3+2] = seamremap[LittleLong(pintriangles[i].vertindex[2])];
|
|
}
|
|
else
|
|
{
|
|
indexes[i*3+0] = LittleLong(pintriangles[i].vertindex[0]);
|
|
indexes[i*3+1] = LittleLong(pintriangles[i].vertindex[1]);
|
|
indexes[i*3+2] = LittleLong(pintriangles[i].vertindex[2]);
|
|
}
|
|
}
|
|
|
|
//frames
|
|
Q1_LoadFrameGroup((daliasframetype_t *)&pintriangles[pq1inmodel->numtris], seamremap);
|
|
BZ_Free(seamremap);
|
|
|
|
if (r_shadows.value)
|
|
{
|
|
int *neighbours;
|
|
neighbours = Hunk_Alloc(sizeof(int)*3*pq1inmodel->numtris);
|
|
galias->ofs_trineighbours = (qbyte *)neighbours - (qbyte *)galias;
|
|
R_BuildTriangleNeighbours(neighbours, indexes, pq1inmodel->numtris);
|
|
}
|
|
|
|
VectorCopy (pq1inmodel->scale_origin, mod->mins);
|
|
VectorMA (mod->mins, 255, pq1inmodel->scale, mod->maxs);
|
|
//
|
|
// 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;
|
|
}
|
|
memcpy (mod->cache.data, galias, hunktotal);
|
|
|
|
Hunk_FreeToLowMark (hunkstart);
|
|
|
|
}
|
|
#endif
|
|
|
|
|
|
int Mod_ReadFlagsFromMD1(char *name, int md3version)
|
|
{
|
|
dmdl_t *pinmodel;
|
|
char fname[MAX_QPATH];
|
|
COM_StripExtension(name, fname);
|
|
COM_DefaultExtension(fname, ".mdl");
|
|
|
|
if (strcmp(name, fname)) //md3 renamed as mdl
|
|
{
|
|
COM_StripExtension(name, fname); //seeing as the md3 is named over the mdl,
|
|
COM_DefaultExtension(fname, ".md1");//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
|
|
|
|
static galiasinfo_t *galias;
|
|
static model_t *loadmodel;
|
|
static md2_t *pq2inmodel;
|
|
#define Q2NUMVERTEXNORMALS 162
|
|
extern vec3_t bytedirs[Q2NUMVERTEXNORMALS];
|
|
|
|
static void Q2_LoadSkins(char *skins)
|
|
{
|
|
int i;
|
|
galiastexnum_t *texnums;
|
|
galiasskin_t *outskin = (galiasskin_t *)((char *)galias + galias->ofsskins);
|
|
|
|
for (i = 0; i < pq2inmodel->num_skins; i++)
|
|
{
|
|
texnums = Hunk_Alloc(sizeof(*texnums));
|
|
outskin->ofstexnums = (char *)texnums - (char *)outskin;
|
|
outskin->texnums=1;
|
|
|
|
texnums->base = Mod_LoadReplacementTexture(skins, true, false, true);
|
|
outskin->skinwidth = 0;
|
|
outskin->skinheight = 0;
|
|
outskin->skinspeed = 0;
|
|
|
|
skins += MD2MAX_SKINNAME;
|
|
}
|
|
}
|
|
|
|
#define MD2_MAX_TRIANGLES 4096
|
|
void GL_LoadQ2Model (model_t *mod, void *buffer)
|
|
{
|
|
int hunkstart, hunkend, hunktotal;
|
|
int version;
|
|
int i, j;
|
|
dmd2stvert_t *pinstverts;
|
|
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;
|
|
vec3_t *verts;
|
|
vec3_t *normals;
|
|
vec2_t *st_array;
|
|
|
|
int indremap[MD2_MAX_TRIANGLES*3];
|
|
unsigned short ptempindex[MD2_MAX_TRIANGLES*3], ptempstindex[MD2_MAX_TRIANGLES*3];
|
|
|
|
int numverts;
|
|
|
|
int size;
|
|
|
|
|
|
loadmodel=mod;
|
|
|
|
hunkstart = Hunk_LowMark ();
|
|
|
|
pq2inmodel = (md2_t *)buffer;
|
|
|
|
version = LittleLong (pq2inmodel->version);
|
|
if (version != MD2ALIAS_VERSION)
|
|
Sys_Error ("%s has wrong version number (%i should be %i)",
|
|
mod->name, version, MD2ALIAS_VERSION);
|
|
|
|
if (pq2inmodel->num_frames < 1 ||
|
|
pq2inmodel->num_skins < 0 ||
|
|
pq2inmodel->num_tris < 1 ||
|
|
pq2inmodel->num_xyz < 3 ||
|
|
pq2inmodel->num_st < 3 ||
|
|
pq2inmodel->skinheight < 1 ||
|
|
pq2inmodel->skinwidth < 1)
|
|
Sys_Error("Model %s has an invalid quantity\n", mod->name);
|
|
|
|
mod->flags = 0;
|
|
|
|
size = sizeof(galiasinfo_t)
|
|
+ pq2inmodel->num_frames*sizeof(galiasgroup_t)
|
|
+ pq2inmodel->num_skins*sizeof(galiasskin_t);
|
|
|
|
galias = Hunk_Alloc(size);
|
|
galias->groupofs = sizeof(*galias);
|
|
galias->ofsskins = sizeof(*galias)+pq2inmodel->num_frames*sizeof(galiasgroup_t);
|
|
galias->nextsurf = 0;
|
|
|
|
//skins
|
|
Q2_LoadSkins(((char *)pq2inmodel+pq2inmodel->ofs_skins));
|
|
|
|
//trianglelists;
|
|
pintri = (dmd2triangle_t *)((char *)pq2inmodel + pq2inmodel->ofs_tris);
|
|
|
|
|
|
for (i=0 ; i<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 = 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, 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
|
|
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) /pq2inmodel->skinwidth);
|
|
st_array[indexes[j]][1] = (float)(((double)LittleShort (pinstverts[ptempstindex[indremap[j]]].t) + 0.5f) /pq2inmodel->skinheight);
|
|
}
|
|
|
|
//frames
|
|
ClearBounds ( mod->mins, mod->maxs );
|
|
|
|
poutframe = (galiasgroup_t*)((char *)galias + galias->groupofs);
|
|
framesize = LittleLong (pq2inmodel->framesize);
|
|
for (i=0 ; i<pq2inmodel->num_frames ; i++)
|
|
{
|
|
pose = (galiaspose_t *)Hunk_Alloc(sizeof(galiaspose_t) + sizeof(vec3_t)*2*numverts);
|
|
poutframe->poseofs = (char *)pose - (char *)poutframe;
|
|
poutframe->numposes = 1;
|
|
galias->groups++;
|
|
|
|
verts = (vec3_t *)(pose+1);
|
|
normals = &verts[galias->numverts];
|
|
pose->ofsverts = (char *)verts - (char *)pose;
|
|
pose->ofsnormals = (char *)normals - (char *)pose;
|
|
|
|
|
|
pinframe = ( dmd2aliasframe_t * )( ( qbyte * )pq2inmodel + LittleLong (pq2inmodel->ofs_frames) + i * framesize );
|
|
|
|
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];
|
|
VectorCopy(bytedirs[pinframe->verts[ptempindex[indremap[j]]].lightnormalindex], normals[indexes[j]]);
|
|
}
|
|
|
|
// 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++;
|
|
}
|
|
|
|
|
|
|
|
|
|
if (r_shadows.value)
|
|
{
|
|
int *neighbours;
|
|
neighbours = Hunk_Alloc(sizeof(int)*3*pq2inmodel->num_tris);
|
|
galias->ofs_trineighbours = (qbyte *)neighbours - (qbyte *)galias;
|
|
R_BuildTriangleNeighbours(neighbours, indexes, pq2inmodel->num_tris);
|
|
}
|
|
|
|
/*
|
|
VectorCopy (pq2inmodel->scale_origin, mod->mins);
|
|
VectorMA (mod->mins, 255, pq2inmodel->scale, mod->maxs);
|
|
*/
|
|
//
|
|
// 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;
|
|
}
|
|
memcpy (mod->cache.data, galias, hunktotal);
|
|
|
|
Hunk_FreeToLowMark (hunkstart);
|
|
|
|
}
|
|
|
|
#endif
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
typedef struct {
|
|
char name[MAX_QPATH];
|
|
vec3_t org;
|
|
float ang[3][3];
|
|
} md3tag_t;
|
|
|
|
|
|
|
|
|
|
void GLMod_GetTag(model_t *model, int tagnum, int frame, float **org, float **axis)
|
|
{
|
|
galiasinfo_t *inf;
|
|
md3tag_t *t;
|
|
|
|
*org = NULL;
|
|
*axis = NULL;
|
|
if (!model || model->type != mod_alias)
|
|
return;
|
|
|
|
inf = Mod_Extradata(model);
|
|
t = (md3tag_t*)((char*)inf + inf->ofstags);
|
|
if (tagnum <= 0 || tagnum > inf->numtags)
|
|
return;
|
|
if (frame < 0 || frame >= inf->numtagframes)
|
|
return;
|
|
tagnum--; //tagnum 0 is 'use my angles/org'
|
|
|
|
t += tagnum;
|
|
t += inf->numtags*frame;
|
|
*org = t->org;
|
|
*axis = (float*)t->ang;
|
|
}
|
|
|
|
int GLMod_TagNumForName(model_t *model, char *name)
|
|
{
|
|
int i;
|
|
galiasinfo_t *inf;
|
|
md3tag_t *t;
|
|
|
|
if (!model || model->type != mod_alias)
|
|
return 0;
|
|
|
|
inf = Mod_Extradata(model);
|
|
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;
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
|
|
#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'
|
|
|
|
//This is a hack. It uses an assuption about q3 player models.
|
|
void GL_ParseQ3SkinFile(char *out, char *surfname, char *modelname)
|
|
{
|
|
char *f, *p;
|
|
char line[256];
|
|
COM_StripExtension(modelname, line);
|
|
strcat(line, "_default.skin");
|
|
|
|
f = COM_LoadTempFile2(line);
|
|
while(f)
|
|
{
|
|
f = COM_ParseToken(f);
|
|
if (!f)
|
|
return;
|
|
while(*f == ' ' || *f == '\t')
|
|
f++;
|
|
if (*f == ',')
|
|
{
|
|
if (!strcmp(com_token, surfname))
|
|
{
|
|
f++;
|
|
COM_ParseToken(f);
|
|
strcpy(out, com_token);
|
|
return;
|
|
}
|
|
}
|
|
|
|
p = strchr(f, '\n');
|
|
if (!p)
|
|
f = f+strlen(f);
|
|
else
|
|
f = p+1;
|
|
if (!*f)
|
|
break;
|
|
}
|
|
}
|
|
|
|
void GL_LoadQ3Model(model_t *mod, void *buffer)
|
|
{
|
|
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;
|
|
|
|
galiasskin_t *skin;
|
|
galiastexnum_t *texnum;
|
|
|
|
vec3_t *verts;
|
|
vec3_t *normals;
|
|
vec2_t *st_array;
|
|
|
|
float lat, lng;
|
|
|
|
md3St_t *inst;
|
|
md3Triangle_t *intris;
|
|
md3XyzNormal_t *invert;
|
|
md3Shader_t *inshader;
|
|
|
|
|
|
int size;
|
|
|
|
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;
|
|
|
|
min[0] = min[1] = min[2] = 0;
|
|
max[0] = max[1] = max[2] = 0;
|
|
|
|
surf = (md3Surface_t *)((qbyte *)header + header->ofsSurfaces);
|
|
for (s = 0; s < header->numSurfaces; s++)
|
|
{
|
|
size = sizeof(galiasinfo_t) + sizeof(galiasgroup_t)*header->numFrames;
|
|
galias = Hunk_Alloc(size);
|
|
galias->groupofs = sizeof(*galias); //frame groups
|
|
galias->groups = header->numFrames;
|
|
galias->numverts = surf->numVerts;
|
|
galias->numindexes = surf->numTriangles*3;
|
|
galias->numskins = 1;
|
|
if (parent)
|
|
parent->nextsurf = (qbyte *)galias - (qbyte *)parent;
|
|
else
|
|
root = galias;
|
|
parent = galias;
|
|
|
|
st_array = Hunk_Alloc(sizeof(vec2_t)*galias->numindexes);
|
|
galias->ofs_st_array = (qbyte*)st_array - (qbyte*)galias;
|
|
|
|
inst = (md3St_t*)((qbyte*)surf + surf->ofsSt);
|
|
for (i = 0; i < galias->numverts; i++)
|
|
{
|
|
st_array[i][0] = inst[i].s;
|
|
st_array[i][1] = inst[i].t;
|
|
}
|
|
|
|
indexes = Hunk_Alloc(sizeof(*indexes)*galias->numindexes);
|
|
galias->ofs_indexes = (qbyte*)indexes - (qbyte*)galias;
|
|
intris = (md3Triangle_t *)((qbyte*)surf + surf->ofsTriangles);
|
|
for (i = 0; i < surf->numTriangles; i++)
|
|
{
|
|
indexes[i*3+0] = intris[i].indexes[0];
|
|
indexes[i*3+1] = intris[i].indexes[1];
|
|
indexes[i*3+2] = intris[i].indexes[2];
|
|
}
|
|
|
|
group = (galiasgroup_t *)(galias+1);
|
|
invert = (md3XyzNormal_t *)((qbyte*)surf + surf->ofsXyzNormals);
|
|
for (i = 0; i < surf->numFrames; i++)
|
|
{
|
|
pose = (galiaspose_t *)Hunk_Alloc(sizeof(galiaspose_t) + sizeof(vec3_t)*2*surf->numVerts);
|
|
normals = (vec3_t*)(pose+1);
|
|
verts = normals + surf->numVerts;
|
|
|
|
pose->ofsnormals = (qbyte*)normals - (qbyte*)pose;
|
|
pose->ofsverts = (qbyte*)verts - (qbyte*)pose;
|
|
|
|
for (j = 0; j < surf->numVerts; j++)
|
|
{
|
|
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 );
|
|
|
|
for (d = 0; d < 3; d++)
|
|
{
|
|
verts[j][d] = 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;
|
|
|
|
group->numposes = 1;
|
|
group->rate = 1;
|
|
group->poseofs = (qbyte*)pose - (qbyte*)group;
|
|
|
|
group++;
|
|
invert += surf->numVerts;
|
|
}
|
|
|
|
if (surf->numShaders)
|
|
{
|
|
#ifndef Q3SHADERS
|
|
char name[1024];
|
|
extern int gl_bumpmappingpossible;
|
|
#endif
|
|
skin = Hunk_Alloc(surf->numShaders*((sizeof(galiasskin_t)+sizeof(galiastexnum_t))));
|
|
galias->ofsskins = (qbyte *)skin - (qbyte *)galias;
|
|
texnum = (galiastexnum_t *)(skin + surf->numShaders);
|
|
inshader = (md3Shader_t *)((qbyte *)surf + surf->ofsShaders);
|
|
for (i = 0; i < surf->numShaders; i++)
|
|
{
|
|
skin->texnums = 1;
|
|
skin->ofstexnums = (qbyte *)texnum - (qbyte *)skin;
|
|
skin->ofstexels = 0;
|
|
skin->skinwidth = 0;
|
|
skin->skinheight = 0;
|
|
skin->skinspeed = 0;
|
|
|
|
if (!*inshader->name) //'fix' the shader by looking the surface name up in a skin file. This isn't perfect, but it does the job for basic models.
|
|
GL_ParseQ3SkinFile(inshader->name, surf->name, loadmodel->name);
|
|
#ifdef Q3SHADERS
|
|
texnum->shader = R_RegisterSkin(inshader->name);
|
|
#else
|
|
|
|
texnum->base = Mod_LoadHiResTexture(inshader->name, true, true, true);
|
|
if (!texnum->base)
|
|
{
|
|
strcpy(name, loadmodel->name);
|
|
strcpy(COM_SkipPath(name), COM_SkipPath(inshader->name)); //eviile eh?
|
|
texnum->base = Mod_LoadHiResTexture(name, true, true, true);
|
|
}
|
|
|
|
texnum->bump = 0;
|
|
if (gl_bumpmappingpossible)
|
|
{
|
|
COM_StripExtension(inshader->name, name); //go for the normalmap
|
|
strcat(name, "_norm");
|
|
texnum->bump = Mod_LoadHiResTexture(name, true, true, false);
|
|
if (!texnum->bump)
|
|
{
|
|
strcpy(name, loadmodel->name);
|
|
COM_StripExtension(COM_SkipPath(inshader->name), COM_SkipPath(name));
|
|
strcat(name, "_norm");
|
|
texnum->bump = Mod_LoadHiResTexture(name, true, true, false);
|
|
if (!texnum->bump)
|
|
{
|
|
COM_StripExtension(inshader->name, name); //bother, go for heightmap and convert
|
|
strcat(name, "_bump");
|
|
texnum->bump = Mod_LoadBumpmapTexture(name);
|
|
if (!texnum->bump)
|
|
{
|
|
strcpy(name, loadmodel->name);
|
|
strcpy(COM_SkipPath(name), COM_SkipPath(inshader->name)); //eviile eh?
|
|
COM_StripExtension(name, name);
|
|
strcat(name, "_bump");
|
|
texnum->bump = Mod_LoadBumpmapTexture(name);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
if (r_fb_models.value)
|
|
{
|
|
COM_StripExtension(inshader->name, name); //go for the normalmap
|
|
strcat(name, "_luma");
|
|
texnum->fullbright = Mod_LoadHiResTexture(name, true, true, true);
|
|
if (!texnum->base)
|
|
{
|
|
strcpy(name, loadmodel->name);
|
|
strcpy(COM_SkipPath(name), COM_SkipPath(inshader->name)); //eviile eh?
|
|
COM_StripExtension(name, name);
|
|
strcat(name, "_luma");
|
|
texnum->fullbright = Mod_LoadBumpmapTexture(name);
|
|
}
|
|
}
|
|
#endif
|
|
|
|
skin++;
|
|
texnum++;
|
|
}
|
|
}
|
|
|
|
VectorCopy(min, loadmodel->mins);
|
|
VectorCopy(max, loadmodel->maxs);
|
|
|
|
|
|
|
|
if (r_shadows.value)
|
|
{
|
|
int *neighbours;
|
|
neighbours = Hunk_Alloc(sizeof(int)*3*surf->numTriangles);
|
|
galias->ofs_trineighbours = (qbyte *)neighbours - (qbyte *)galias;
|
|
R_BuildTriangleNeighbours(neighbours, indexes, surf->numTriangles);
|
|
}
|
|
surf = (md3Surface_t *)((qbyte *)surf + surf->ofsEnd);
|
|
}
|
|
|
|
if (!root)
|
|
root = Hunk_Alloc(sizeof(galiasinfo_t));
|
|
|
|
root->numtagframes = header->numFrames;
|
|
root->numtags = header->numTags;
|
|
root->ofstags = (char*)Hunk_Alloc(header->numTags*sizeof(md3tag_t)*header->numFrames) - (char*)root;
|
|
memcpy((char*)root+root->ofstags, (char*)header+header->ofsTags, header->numTags*sizeof(md3tag_t)*header->numFrames);
|
|
|
|
//
|
|
// move the complete, relocatable alias model to the cache
|
|
//
|
|
|
|
hunkend = Hunk_LowMark ();
|
|
|
|
mod->flags = Mod_ReadFlagsFromMD1(mod->name, 0);
|
|
|
|
Hunk_Alloc(0);
|
|
hunktotal = hunkend - hunkstart;
|
|
|
|
Cache_Alloc (&mod->cache, hunktotal, loadname);
|
|
mod->type = mod_alias;
|
|
if (!mod->cache.data)
|
|
{
|
|
Hunk_FreeToLowMark (hunkstart);
|
|
return;
|
|
}
|
|
memcpy (mod->cache.data, root, hunktotal);
|
|
|
|
Hunk_FreeToLowMark (hunkstart);
|
|
}
|
|
#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 numshaders;
|
|
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_shaders; // char shadername[numshaders][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;
|
|
|
|
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.
|
|
void GLMod_LoadZymoticModel(model_t *mod, void *buffer)
|
|
{
|
|
int i;
|
|
int hunkstart, hunkend, hunktotal;
|
|
|
|
zymtype1header_t *header;
|
|
galiasinfo_t *root;
|
|
|
|
galisskeletaltransforms_t *transforms;
|
|
zymvertex_t *intrans;
|
|
|
|
galiasskin_t *skin;
|
|
galiastexnum_t *texnums;
|
|
|
|
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 *shadername;
|
|
|
|
|
|
loadmodel=mod;
|
|
|
|
hunkstart = Hunk_LowMark ();
|
|
|
|
header = buffer;
|
|
|
|
if (memcmp(header->id, "ZYMOTICMODEL", 12))
|
|
Sys_Error("GLMod_LoadZymoticModel: doesn't appear to BE a zymotic!\n");
|
|
|
|
if (BigLong(header->type) != 1)
|
|
Sys_Error("GLMod_LoadZymoticModel: only type 1 is supported\n");
|
|
|
|
for (i = 0; i < sizeof(zymtype1header_t)/4; i++)
|
|
((int*)header)[i] = BigLong(((int*)header)[i]);
|
|
|
|
if (!header->numverts)
|
|
Sys_Error("GLMod_LoadZymoticModel: no vertexes\n");
|
|
|
|
if (!header->numshaders)
|
|
Sys_Error("GLMod_LoadZymoticModel: no textures\n");
|
|
|
|
root = Hunk_AllocName(sizeof(galiasinfo_t)*header->numshaders, loadname);
|
|
|
|
root->numtransforms = header->lump_verts.length/sizeof(zymvertex_t);
|
|
transforms = Hunk_Alloc(root->numtransforms*sizeof(*transforms));
|
|
root->ofstransforms = (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->numtransforms; i++)
|
|
{
|
|
while(!vertbonecounts[v])
|
|
{
|
|
v++;
|
|
if (v == header->numverts)
|
|
Sys_Error("GLMod_LoadZymoticModel: Too many transformations\n");
|
|
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))
|
|
Sys_Error("Vertex transforms list appears corrupt.");
|
|
if (vertbonecounts != (int *)((char*)header + header->lump_vertbonecounts.start))
|
|
Sys_Error("Vertex bone counts list appears corrupt.");
|
|
|
|
|
|
root->numverts = v+1;
|
|
|
|
root->numbones = header->numbones;
|
|
bone = Hunk_Alloc(root->numtransforms*sizeof(*transforms));
|
|
inbone = (zymbone_t*)((char*)header + header->lump_bones.start);
|
|
for (i = 0; i < root->numbones; i++)
|
|
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->numshaders; 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))
|
|
Sys_Error("Render list appears corrupt.");
|
|
|
|
grp = Hunk_Alloc(sizeof(*grp)*header->numscenes*header->numshaders);
|
|
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);
|
|
shadername = ((char*)header + header->lump_shaders.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?
|
|
}
|
|
for (i = 0; i < header->numshaders; i++, shadername+=32)
|
|
{
|
|
root[i].ofs_st_array = (char*)stcoords - (char*)&root[i];
|
|
|
|
root[i].groups = header->numscenes;
|
|
root[i].groupofs = (char*)grp - (char*)&root[i];
|
|
|
|
skin = Hunk_Alloc(sizeof(*skin)+sizeof(*texnums));
|
|
texnums = (galiastexnum_t *)(skin+1); //texnums is seperate for skingroups/animating skins... Which this format doesn't support.
|
|
root[i].ofsskins = (char *)skin - (char *)&root[i];
|
|
root[i].numskins = 1;
|
|
skin->ofstexnums = (char *)texnums - (char *)skin;
|
|
skin->texnums = 1;
|
|
texnums->base = Mod_LoadHiResTexture(shadername, true, true, true);
|
|
}
|
|
|
|
|
|
for (i = 0; i < header->numscenes; i++, grp++, inscene++)
|
|
{
|
|
grp->isskeletal = 1;
|
|
grp->rate = BigFloat(inscene->framerate);
|
|
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))
|
|
Sys_Error("scene list appears corrupt.");
|
|
|
|
for (i = 0; i < header->numshaders-1; i++)
|
|
root[i].nextsurf = sizeof(galiasinfo_t);
|
|
for (i = 1; i < header->numshaders; i++)
|
|
{
|
|
|
|
root[i].sharesverts = true;
|
|
root[i].numbones = root[0].numbones;
|
|
root[i].numindexes = root[0].numindexes;
|
|
root[i].numverts = root[0].numverts;
|
|
|
|
root[i].ofsbones = root[0].ofsbones;
|
|
}
|
|
|
|
//
|
|
// 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.
|
|
|
|
Hunk_Alloc(0);
|
|
hunktotal = hunkend - hunkstart;
|
|
|
|
Cache_Alloc (&mod->cache, hunktotal, loadname);
|
|
mod->type = mod_alias;
|
|
if (!mod->cache.data)
|
|
{
|
|
Hunk_FreeToLowMark (hunkstart);
|
|
return;
|
|
}
|
|
memcpy (mod->cache.data, root, hunktotal);
|
|
|
|
Hunk_FreeToLowMark (hunkstart);
|
|
}
|
|
|
|
#endif
|
|
#endif
|