fteqw/engine/gl/gl_alias.c

5695 lines
145 KiB
C

//a note about dedicated servers:
//In the server-side gamecode, a couple of q1 extensions require knowing something about models.
//So we load models serverside, if required.
//things we need:
//tag/bone names and indexes so we can have reasonable modding with tags. :)
//tag/bone positions so we can shoot from the actual gun or other funky stuff
//vertex positions so we can trace against the mesh rather than the bbox.
//we use the gl renderer's model code because it supports more sorts of models than the sw renderer. Sad but true.
#include "quakedef.h"
#ifdef RGLQUAKE
#include "glquake.h"
#endif
#if defined(RGLQUAKE) || defined(SERVERONLY)
#include "shader.h"
#include "hash.h"
#if defined(ZYMOTICMODELS) || defined(MD5MODELS)
#define SKELETALMODELS
#include "malloc.h"
#endif
#define MAX_BONES 256
static model_t *loadmodel;
//FIXME
typedef struct
{
float scale[3]; // multiply qbyte verts by this
float translate[3]; // then add this
char name[16]; // frame name from grabbing
dtrivertx_t verts[1]; // variable sized
} dmd2aliasframe_t;
// entity_state_t->renderfx flags
#define Q2RF_MINLIGHT 1 // always have some light (viewmodel)
#define Q2RF_VIEWERMODEL 2 // don't draw through eyes, only mirrors
#define Q2RF_WEAPONMODEL 4 // only draw through eyes
#define Q2RF_FULLBRIGHT 8 // always draw full intensity
#define Q2RF_DEPTHHACK 16 // for view weapon Z crunching
#define Q2RF_TRANSLUCENT 32
#define Q2RF_FRAMELERP 64
#define Q2RF_BEAM 128
#define Q2RF_CUSTOMSKIN 256 // skin is an index in image_precache
#define Q2RF_GLOW 512 // pulse lighting for bonus items
#define Q2RF_SHELL_RED 1024
#define Q2RF_SHELL_GREEN 2048
#define Q2RF_SHELL_BLUE 4096
//ROGUE
#define Q2RF_IR_VISIBLE 0x00008000 // 32768
#define Q2RF_SHELL_DOUBLE 0x00010000 // 65536
#define Q2RF_SHELL_HALF_DAM 0x00020000
#define Q2RF_USE_DISGUISE 0x00040000
//ROGUE
extern cvar_t gl_part_flame, r_fullbrightSkins, r_fb_models;
extern cvar_t r_noaliasshadows;
void R_TorchEffect (vec3_t pos, int type);
void GLMod_FloodFillSkin( qbyte *skin, int skinwidth, int skinheight );
extern char loadname[32]; // for hunk tags
int numTempColours;
byte_vec4_t *tempColours;
int numTempVertexCoords;
vec3_t *tempVertexCoords;
int numTempNormals;
vec3_t *tempNormals;
extern cvar_t gl_ati_truform;
extern cvar_t r_vertexdlights;
extern cvar_t mod_md3flags;
typedef struct {
int ofs_indexes;
int numindexes;
int ofs_trineighbours;
int numskins;
#ifndef SERVERONLY
int ofsskins;
#endif
qboolean sharesverts; //used with models with two shaders using the same vertex - use last mesh's verts
qboolean sharesbones; //use last mesh's bones (please, never set this on the first mesh!)
int numverts;
#ifndef SERVERONLY
int ofs_st_array;
#endif
int groups;
int groupofs;
int nextsurf;
#ifdef SKELETALMODELS
int numbones;
int ofsbones;
int numtransforms;
int ofstransforms;
#endif
//these exist only in the root mesh.
int numtagframes;
int numtags;
int ofstags;
} galiasinfo_t;
//frame is an index into this
typedef struct {
#ifdef SKELETALMODELS
qboolean isheirachical; //for models with transforms, states that bones need to be transformed from thier parent.
//this is actually bad, and can result in bones shortening as they interpolate.
#endif
qboolean loop;
int numposes;
float rate;
int poseofs;
} galiasgroup_t;
typedef struct {
int ofsverts;
#ifndef SERVERONLY
int ofsnormals;
#endif
vec3_t scale;
vec3_t scale_origin;
} galiaspose_t;
#ifdef SKELETALMODELS
typedef struct {
char name[32];
int parent;
} galiasbone_t;
typedef struct {
//skeletal poses refer to this.
int vertexindex;
int boneindex;
vec4_t org;
} galisskeletaltransforms_t;
#endif
//we can't be bothered with animating skins.
//We'll load up to four of them but after that you're on your own
#ifndef SERVERONLY
typedef struct {
int skinwidth;
int skinheight;
int ofstexels; //this is 8bit for frame 0 only. only valid in q1 models without replacement textures, used for colourising player skins.
float skinspeed;
int texnums;
int ofstexnums;
char name [MAX_QPATH];
} galiasskin_t;
typedef struct {
int base;
int bump;
int fullbright;
shader_t *shader;
} galiastexnum_t;
typedef struct {
char name[MAX_QPATH];
galiastexnum_t texnum;
int colour;
int skinnum;
bucket_t bucket;
} galiascolourmapped_t;
#endif
#ifdef SKELETALMODELS
static void R_LerpBones(float *plerp, float **pose, int poses, galiasbone_t *bones, int bonecount, float bonepose[MAX_BONES][12]);
static void R_TransformVerticies(float bonepose[MAX_BONES][12], galisskeletaltransforms_t *weights, int numweights, float *xyzout);
#endif
void Mod_DoCRC(model_t *mod, char *buffer, int buffersize)
{
#ifndef SERVERONLY
//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];
QCRC_Init(&crc);
for (len = buffersize, p = buffer; len; len--, p++)
QCRC_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)
{
CL_SendClientCommand(true, "setinfo %s %d",
!strcmp(loadmodel->name, "progs/player.mdl") ? pmodel_name : emodel_name,
(int)crc);
}
}
#endif
}
qboolean GLMod_Trace(model_t *model, int forcehullnum, int frame, vec3_t start, vec3_t end, vec3_t mins, vec3_t maxs, trace_t *trace)
{
galiasinfo_t *mod = Mod_Extradata(model);
galiasgroup_t *group;
galiaspose_t *pose;
int i;
float *p1, *p2, *p3;
vec3_t edge1, edge2, edge3;
vec3_t normal;
vec3_t edgenormal;
float planedist;
float diststart, distend;
float frac;
// float temp;
vec3_t impactpoint;
float *posedata;
int *indexes;
while(mod)
{
indexes = (int*)((char*)mod + mod->ofs_indexes);
group = (galiasgroup_t*)((char*)mod + mod->groupofs);
pose = (galiaspose_t*)((char*)&group[0] + group[0].poseofs);
posedata = (float*)((char*)pose + pose->ofsverts);
#ifdef SKELETALMODELS
if (mod->numbones && !mod->sharesverts)
{
float bonepose[MAX_BONES][12];
posedata = alloca(mod->numverts*sizeof(vec3_t));
frac = 1;
if (group->isheirachical)
{
if (!mod->sharesbones)
R_LerpBones(&frac, (float**)posedata, 1, (galiasbone_t*)((char*)mod + mod->ofsbones), mod->numbones, bonepose);
R_TransformVerticies(bonepose, (galisskeletaltransforms_t*)((char*)mod + mod->ofstransforms), mod->numtransforms, posedata);
}
else
R_TransformVerticies((void*)posedata, (galisskeletaltransforms_t*)((char*)mod + mod->ofstransforms), mod->numtransforms, posedata);
}
#endif
for (i = 0; i < mod->numindexes; i+=3)
{
p1 = posedata + 3*indexes[i+0];
p2 = posedata + 3*indexes[i+1];
p3 = posedata + 3*indexes[i+2];
VectorSubtract(p1, p2, edge1);
VectorSubtract(p3, p2, edge2);
CrossProduct(edge1, edge2, normal);
planedist = DotProduct(p1, normal);
diststart = DotProduct(start, normal);
if (diststart <= planedist)
continue; //start on back side.
distend = DotProduct(end, normal);
if (distend >= planedist)
continue; //end on front side (as must start - doesn't cross).
frac = (diststart - planedist) / (diststart-distend);
if (frac >= trace->fraction) //already found one closer.
continue;
impactpoint[0] = start[0] + frac*(end[0] - start[0]);
impactpoint[1] = start[1] + frac*(end[1] - start[1]);
impactpoint[2] = start[2] + frac*(end[2] - start[2]);
// temp = DotProduct(impactpoint, normal)-planedist;
CrossProduct(edge1, normal, edgenormal);
// temp = DotProduct(impactpoint, edgenormal)-DotProduct(p2, edgenormal);
if (DotProduct(impactpoint, edgenormal) > DotProduct(p2, edgenormal))
continue;
CrossProduct(normal, edge2, edgenormal);
if (DotProduct(impactpoint, edgenormal) > DotProduct(p3, edgenormal))
continue;
VectorSubtract(p1, p3, edge3);
CrossProduct(normal, edge3, edgenormal);
if (DotProduct(impactpoint, edgenormal) > DotProduct(p1, edgenormal))
continue;
trace->fraction = frac;
VectorCopy(impactpoint, trace->endpos);
VectorCopy(normal, trace->plane.normal);
}
if (mod->nextsurf)
mod = (galiasinfo_t*)((char*)mod + mod->nextsurf);
else
mod = NULL;
}
trace->allsolid = false;
return trace->fraction != 1;
}
#ifndef SERVERONLY
static hashtable_t skincolourmapped;
static vec3_t shadevector;
static vec3_t shadelight, ambientlight;
static void R_LerpFrames(mesh_t *mesh, galiaspose_t *p1, galiaspose_t *p2, float lerp, qbyte alpha, float expand)
{
extern cvar_t r_nolerp, r_nolightdir;
float blerp = 1-lerp;
int i;
float l;
int temp;
vec3_t *p1v, *p2v;
vec3_t *p1n, *p2n;
p1v = (vec3_t *)((char *)p1 + p1->ofsverts);
p2v = (vec3_t *)((char *)p2 + p2->ofsverts);
p1n = (vec3_t *)((char *)p1 + p1->ofsnormals);
p2n = (vec3_t *)((char *)p2 + p2->ofsnormals);
if (p1v == p2v || r_nolerp.value)
{
mesh->normals_array = (vec3_t*)((char *)p1 + p1->ofsnormals);
mesh->xyz_array = p1v;
if (r_nolightdir.value)
{
mesh->colors_array = NULL;
}
else
{
for (i = 0; i < mesh->numvertexes; i++)
{
l = DotProduct(mesh->normals_array[i], shadevector);
temp = l*ambientlight[0]+shadelight[0];
if (temp < 0) temp = 0;
else if (temp > 255) temp = 255;
mesh->colors_array[i][0] = temp;
temp = l*ambientlight[1]+shadelight[1];
if (temp < 0) temp = 0;
else if (temp > 255) temp = 255;
mesh->colors_array[i][1] = temp;
temp = l*ambientlight[2]+shadelight[2];
if (temp < 0) temp = 0;
else if (temp > 255) temp = 255;
mesh->colors_array[i][2] = temp;
mesh->colors_array[i][3] = alpha;
}
}
}
else
{
if (r_nolightdir.value)
{
for (i = 0; i < mesh->numvertexes; i++)
{
mesh->normals_array[i][0] = p1n[i][0]*lerp + p2n[i][0]*blerp;
mesh->normals_array[i][1] = p1n[i][1]*lerp + p2n[i][1]*blerp;
mesh->normals_array[i][2] = p1n[i][2]*lerp + p2n[i][2]*blerp;
mesh->xyz_array[i][0] = p1v[i][0]*lerp + p2v[i][0]*blerp;
mesh->xyz_array[i][1] = p1v[i][1]*lerp + p2v[i][1]*blerp;
mesh->xyz_array[i][2] = p1v[i][2]*lerp + p2v[i][2]*blerp;
mesh->colors_array[i][0] = ambientlight[0];
mesh->colors_array[i][1] = ambientlight[1];
mesh->colors_array[i][2] = ambientlight[2];
mesh->colors_array[i][3] = alpha;
}
}
else
{
for (i = 0; i < mesh->numvertexes; i++)
{
mesh->normals_array[i][0] = p1n[i][0]*lerp + p2n[i][0]*blerp;
mesh->normals_array[i][1] = p1n[i][1]*lerp + p2n[i][1]*blerp;
mesh->normals_array[i][2] = p1n[i][2]*lerp + p2n[i][2]*blerp;
mesh->xyz_array[i][0] = p1v[i][0]*lerp + p2v[i][0]*blerp;
mesh->xyz_array[i][1] = p1v[i][1]*lerp + p2v[i][1]*blerp;
mesh->xyz_array[i][2] = p1v[i][2]*lerp + p2v[i][2]*blerp;
l = DotProduct(mesh->normals_array[i], shadevector);
temp = l*ambientlight[0]+shadelight[0];
if (temp < 0) temp = 0;
else if (temp > 255) temp = 255;
mesh->colors_array[i][0] = temp;
temp = l*ambientlight[1]+shadelight[1];
if (temp < 0) temp = 0;
else if (temp > 255) temp = 255;
mesh->colors_array[i][1] = temp;
temp = l*ambientlight[2]+shadelight[2];
if (temp < 0) temp = 0;
else if (temp > 255) temp = 255;
mesh->colors_array[i][2] = temp;
mesh->colors_array[i][3] = alpha;
}
}
}
if (expand)
{
if (mesh->xyz_array == p1v)
{
mesh->xyz_array = tempVertexCoords;
for (i = 0; i < mesh->numvertexes; i++)
{
mesh->xyz_array[i][0] = p1v[i][0] + mesh->normals_array[i][0]*expand;
mesh->xyz_array[i][1] = p1v[i][1] + mesh->normals_array[i][1]*expand;
mesh->xyz_array[i][2] = p1v[i][2] + mesh->normals_array[i][2]*expand;
}
}
else
{
for (i = 0; i < mesh->numvertexes; i++)
{
mesh->xyz_array[i][0] += mesh->normals_array[i][0]*expand;
mesh->xyz_array[i][1] += mesh->normals_array[i][1]*expand;
mesh->xyz_array[i][2] += mesh->normals_array[i][2]*expand;
}
}
}
}
#endif
#ifdef SKELETALMODELS
static void R_LerpBones(float *plerp, float **pose, int poses, galiasbone_t *bones, int bonecount, float bonepose[MAX_BONES][12])
{
int i, k, b;
float *matrix, m[12];
if (poses == 1)
{
// vertex weighted skeletal
// interpolate matrices and concatenate them to their parents
for (i = 0;i < bonecount;i++)
{
matrix = pose[0] + i*12;
if (bones[i].parent >= 0)
R_ConcatTransforms((void*)bonepose[bones[i].parent], (void*)matrix, (void*)bonepose[i]);
else
for (k = 0;k < 12;k++) //parentless
bonepose[i][k] = matrix[k];
}
}
else
{
// vertex weighted skeletal
// interpolate matrices and concatenate them to their parents
for (i = 0;i < bonecount;i++)
{
for (k = 0;k < 12;k++)
m[k] = 0;
for (b = 0;b < poses;b++)
{
matrix = pose[b] + i*12;
for (k = 0;k < 12;k++)
m[k] += matrix[k] * plerp[b];
}
if (bones[i].parent >= 0)
R_ConcatTransforms((void*)bonepose[bones[i].parent], (void*)m, (void*)bonepose[i]);
else
for (k = 0;k < 12;k++) //parentless
bonepose[i][k] = m[k];
}
}
}
static void R_TransformVerticies(float bonepose[MAX_BONES][12], galisskeletaltransforms_t *weights, int numweights, float *xyzout)
{
int i;
float *out, *matrix;
galisskeletaltransforms_t *v = weights;
for (i = 0;i < numweights;i++, v++)
{
out = xyzout + v->vertexindex * 3;
matrix = bonepose[v->boneindex];
// FIXME: this can very easily be optimized with SSE or 3DNow
out[0] += v->org[0] * matrix[0] + v->org[1] * matrix[1] + v->org[2] * matrix[ 2] + v->org[3] * matrix[ 3];
out[1] += v->org[0] * matrix[4] + v->org[1] * matrix[5] + v->org[2] * matrix[ 6] + v->org[3] * matrix[ 7];
out[2] += v->org[0] * matrix[8] + v->org[1] * matrix[9] + v->org[2] * matrix[10] + v->org[3] * matrix[11];
}
}
#ifndef SERVERONLY
static void R_BuildSkeletalMesh(mesh_t *mesh, float *plerp, float **pose, int poses, galiasbone_t *bones, int bonecount, galisskeletaltransforms_t *weights, int numweights, qboolean usehierarchy)
{
float bonepose[MAX_BONES][12];
int i, k, l;
if (usehierarchy)
R_LerpBones(plerp, pose, poses, bones, bonecount, bonepose);
else
{
if (poses == 1)
memcpy(bonepose, pose[0], sizeof(float)*12*bonecount);
else if (poses == 2)
{
for (i = 0; i < bonecount*12; i++)
{
((float*)bonepose)[i] = pose[0][i]*plerp[0] + pose[1][i]*plerp[1];
}
}
else
{
for (i = 0; i < bonecount; i++)
{
for (l = 0; l < 12; l++)
bonepose[i][l] = 0;
for (k = 0; k < poses; k++)
{
for (l = 0; l < 12; l++)
bonepose[i][l] += pose[k][i*12+l] * plerp[k];
}
}
}
}
// blend the vertex bone weights
// memset(outhead, 0, mesh->numvertexes * sizeof(mesh->xyz_array[0]));
for (i = 0; i < mesh->numvertexes; i++)
{
mesh->normals_array[i][0] = 0;
mesh->normals_array[i][1] = 0;
mesh->normals_array[i][2] = 1;
mesh->colors_array[i][0] = ambientlight[0];
mesh->colors_array[i][1] = ambientlight[1];
mesh->colors_array[i][2] = ambientlight[2];
mesh->colors_array[i][3] = 255;//alpha;
/*
mesh->xyz_array[i][0] = 0;
mesh->xyz_array[i][1] = 0;
mesh->xyz_array[i][2] = 0;
mesh->xyz_array[i][3] = 1;
*/
}
memset(mesh->xyz_array, 0, mesh->numvertexes*sizeof(vec3_t));
R_TransformVerticies(bonepose, weights, numweights, (float*)mesh->xyz_array);
#if 0 //draws the bones
qglColor3f(1, 0, 0);
{
int i;
int p;
vec3_t org, dest;
qglBegin(GL_LINES);
for (i = 0; i < bonecount; i++)
{
p = bones[i].parent;
if (p < 0)
p = 0;
qglVertex3f(bonepose[i][3], bonepose[i][7], bonepose[i][11]);
qglVertex3f(bonepose[p][3], bonepose[p][7], bonepose[p][11]);
}
qglEnd();
qglBegin(GL_LINES);
for (i = 0; i < bonecount; i++)
{
p = bones[i].parent;
if (p < 0)
p = 0;
org[0] = bonepose[i][3]; org[1] = bonepose[i][7]; org[2] = bonepose[i][11];
qglVertex3fv(org);
qglVertex3f(bonepose[p][3], bonepose[p][7], bonepose[p][11]);
dest[0] = org[0]+bonepose[i][0];dest[1] = org[1]+bonepose[i][1];dest[2] = org[2]+bonepose[i][2];
qglVertex3fv(org);
qglVertex3fv(dest);
qglVertex3fv(dest);
qglVertex3f(bonepose[p][3], bonepose[p][7], bonepose[p][11]);
dest[0] = org[0]+bonepose[i][4];dest[1] = org[1]+bonepose[i][5];dest[2] = org[2]+bonepose[i][6];
qglVertex3fv(org);
qglVertex3fv(dest);
qglVertex3fv(dest);
qglVertex3f(bonepose[p][3], bonepose[p][7], bonepose[p][11]);
dest[0] = org[0]+bonepose[i][8];dest[1] = org[1]+bonepose[i][9];dest[2] = org[2]+bonepose[i][10];
qglVertex3fv(org);
qglVertex3fv(dest);
qglVertex3fv(dest);
qglVertex3f(bonepose[p][3], bonepose[p][7], bonepose[p][11]);
}
qglEnd();
// mesh->numindexes = 0; //don't draw this mesh, as that would obscure the bones. :(
}
#endif
}
#endif
#endif
#ifndef SERVERONLY
//changes vertex lighting values
static void R_GAliasAddDlights(mesh_t *mesh, vec3_t org, vec3_t angles)
{
int l, v;
vec3_t rel;
vec3_t dir;
float dot, d, a, f;
for (l=0 ; l<MAX_DLIGHTS ; l++)
{
if (cl_dlights[l].radius)
{
VectorSubtract (cl_dlights[l].origin,
org,
dir);
if (Length(dir)>cl_dlights[l].radius+mesh->radius) //far out man!
continue;
rel[0] = -DotProduct(dir, currententity->axis[0]);
rel[1] = -DotProduct(dir, currententity->axis[1]); //quake's crazy.
rel[2] = -DotProduct(dir, currententity->axis[2]);
/*
glBegin(GL_LINES);
glVertex3f(0,0,0);
glVertex3f(rel[0],rel[1],rel[2]);
glEnd();
*/
for (v = 0; v < mesh->numvertexes; v++)
{
VectorSubtract(mesh->xyz_array[v], rel, dir);
dot = DotProduct(dir, mesh->normals_array[v]);
if (dot>0)
{
d = DotProduct(dir, dir);
a = 1/d;
if (a>0)
{
a *= 10000000*dot/sqrt(d);
f = mesh->colors_array[v][0] + a*cl_dlights[l].color[0];
if (f > 255)
f = 255;
else if (f < 0)
f = 0;
mesh->colors_array[v][0] = f;
f = mesh->colors_array[v][1] + a*cl_dlights[l].color[1];
if (f > 255)
f = 255;
else if (f < 0)
f = 0;
mesh->colors_array[v][1] = f;
f = mesh->colors_array[v][2] + a*cl_dlights[l].color[2];
if (f > 255)
f = 255;
else if (f < 0)
f = 0;
mesh->colors_array[v][2] = f;
}
// else
// mesh->colors_array[v][1] =255;
}
// else
// mesh->colors_array[v][2] =255;
}
}
}
}
static qboolean R_GAliasBuildMesh(mesh_t *mesh, galiasinfo_t *inf, int frame1, int frame2, float lerp, float alpha, float fg1time, float fg2time)
{
galiasgroup_t *g1, *g2;
if (!inf->groups)
{
Con_DPrintf("Model with no frames (%s)\n", currententity->model->name);
return false;
}
if (frame1 < 0)
{
Con_DPrintf("Negative frame (%s)\n", currententity->model->name);
frame1 = 0;
}
if (frame2 < 0)
{
Con_DPrintf("Negative frame (%s)\n", currententity->model->name);
frame2 = frame1;
}
if (frame1 >= inf->groups)
{
Con_DPrintf("Too high frame %i (%s)\n", frame1, currententity->model->name);
frame1 %= inf->groups;
}
if (frame2 >= inf->groups)
{
Con_DPrintf("Too high frame %i (%s)\n", frame2, currententity->model->name);
frame2 = frame1;
}
if (lerp <= 0)
frame2 = frame1;
else if (lerp >= 1)
frame1 = frame2;
if (numTempColours < inf->numverts)
{
if (tempColours)
BZ_Free(tempColours);
tempColours = BZ_Malloc(sizeof(*tempColours)*inf->numverts);
numTempColours = inf->numverts;
}
if (numTempNormals < inf->numverts)
{
if (tempNormals)
BZ_Free(tempNormals);
tempNormals = BZ_Malloc(sizeof(*tempNormals)*inf->numverts);
numTempNormals = inf->numverts;
}
if (numTempVertexCoords < inf->numverts)
{
if (tempVertexCoords)
BZ_Free(tempVertexCoords);
tempVertexCoords = BZ_Malloc(sizeof(*tempVertexCoords)*inf->numverts);
numTempVertexCoords = inf->numverts;
}
mesh->numvertexes = inf->numverts;
mesh->indexes = (index_t*)((char *)inf + inf->ofs_indexes);
mesh->numindexes = inf->numindexes;
if (inf->sharesverts)
return false; //don't generate the new vertex positions. We still have them all.
#ifndef SERVERONLY
mesh->st_array = (vec2_t*)((char *)inf + inf->ofs_st_array);
mesh->lmst_array = NULL;
mesh->colors_array = tempColours;
mesh->trneighbors = (int *)((char *)inf + inf->ofs_trineighbours);
mesh->normals_array = tempNormals;
#endif
mesh->xyz_array = tempVertexCoords;
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 (inf->numbones)
{
int l=0;
float plerp[4];
float *pose[4];
float mlerp; //minor lerp, poses within a group.
qboolean hirachy;
if (g1->isheirachical != g2->isheirachical)
lerp = 0;
hirachy = g1->isheirachical;
mlerp = (fg1time)*g1->rate;
frame1=mlerp;
frame2=frame1+1;
mlerp-=frame1;
if (g1->loop)
{
frame1=frame1%g1->numposes;
frame2=frame2%g1->numposes;
}
else
{
frame1=(frame1>g1->numposes-1)?g1->numposes-1:frame1;
frame2=(frame2>g1->numposes-1)?g1->numposes-1:frame2;
}
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);
if (lerp)
{
mlerp = (fg2time)*g2->rate;
frame1=mlerp;
frame2=frame1+1;
mlerp-=frame1;
if (g2->loop)
{
frame1=frame1%g2->numposes;
frame2=frame2%g2->numposes;
}
else
{
frame1=(frame1>g2->numposes-1)?g2->numposes-1:frame1;
frame2=(frame2>g2->numposes-1)?g2->numposes-1:frame2;
}
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, hirachy);
return false;
}
#endif
if (g1 == g2) //lerping within group is only done if not changing group
{
lerp = fg1time*g1->rate;
frame1=lerp;
frame2=frame1+1;
lerp-=frame1;
if (g1->loop)
{
frame1=frame1%g1->numposes;
frame2=frame2%g1->numposes;
}
else
{
frame1=(frame1>g1->numposes-1)?g1->numposes-1:frame1;
frame2=(frame2>g1->numposes-1)?g1->numposes-1:frame2;
}
}
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, int surfnum, entity_t *e)
{
galiasskin_t *skins;
galiastexnum_t *texnums;
int frame;
int tc, bc;
int local;
if (!gl_nocolors.value)
{
if (e->scoreboard)
{
if (!e->scoreboard->skin)
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 && cl.spectator)
{
local = Cam_TrackNum(0);
if (local < 0)
local = cl.playernum[0];
}
else
local = cl.playernum[0];
if (cl.teamplay && !strcmp(e->scoreboard->team, cl.players[local].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 (tc != 1 || bc != 1 || (e->scoreboard && e->scoreboard->skin))
{
int inwidth, inheight;
int tinwidth, tinheight;
char *skinname;
qbyte *original;
int cc;
galiascolourmapped_t *cm;
char hashname[512];
cc = (tc<<4)|bc;
if (e->scoreboard && e->scoreboard->skin && !gl_nocolors.value)
{
sprintf(hashname, "%s$%s$%i", modelname, e->scoreboard->skin->name, surfnum);
skinname = hashname;
}
else if (surfnum)
{
sprintf(hashname, "%s$%i", modelname, surfnum);
skinname = hashname;
}
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;
}
}
if (!inf->numskins)
{
skins = NULL;
texnums = NULL;
}
else
{
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_Add(&skincolourmapped, cm->name, cm, &cm->bucket);
cm->colour = cc;
cm->skinnum = e->skinnum;
cm->texnum.fullbright = 0;
cm->texnum.base = 0;
if (!texnums)
{ //load just the skin
if (e->scoreboard && e->scoreboard->skin)
{
original = Skin_Cache8(e->scoreboard->skin);
if (!original)
return NULL;
inwidth = e->scoreboard->skin->width;
inheight = e->scoreboard->skin->height;
cm->texnum.base = cm->texnum.fullbright = GL_LoadTexture(e->scoreboard->skin->name, inwidth, inheight, original, true, false);
return &cm->texnum;
}
return NULL;
}
cm->texnum.bump = texnums[cm->skinnum].bump; //can't colour bumpmapping
if ((!texnums || !strcmp(modelname, "progs/player.mdl")) && 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;
inheight = 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*inheight/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*inheight/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;
}
}
if (!inf->numskins)
return NULL;
skins = (galiasskin_t*)((char *)inf + inf->ofsskins);
if (e->skinnum >= 0 && e->skinnum < inf->numskins)
skins += e->skinnum;
else
Con_DPrintf("Skin number out of range\n");
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;
vec3_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;
vec3_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 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, 0, 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 );
}
qglColor3f(1,1,1);
/* if (mesh->colors_array)
{
qglColorPointer(4, GL_UNSIGNED_BYTE, 0, mesh->colors_array);
qglEnableClientState( GL_COLOR_ARRAY );
}
else
*/ qglDisableClientState( GL_COLOR_ARRAY );
qglDrawElements(GL_TRIANGLES, mesh->numindexes, GL_UNSIGNED_INT, mesh->indexes);
qglDisableClientState( GL_VERTEX_ARRAY );
qglDisableClientState( GL_COLOR_ARRAY );
qglDisableClientState( GL_NORMAL_ARRAY );
if (mesh->colors_array)
qglColor4ub(0, 0, 0, mesh->colors_array[0][3]);
else
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
}
//called from sprite code.
/*
void GL_KnownState(void)
{
extern int gldepthfunc;
qglDepthFunc(gldepthfunc);
qglDepthMask(1);
if (gldepthmin == 0.5)
qglCullFace ( GL_BACK );
else
qglCullFace ( GL_FRONT );
GL_TexEnv(GL_MODULATE);
qglEnable (GL_BLEND);
qglBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
}
*/
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, 0, 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);
qglDrawRangeElements(GL_TRIANGLES, 0, mesh->numvertexes, 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
}
qboolean R_CullEntityBox(entity_t *e, vec3_t modmins, vec3_t modmaxs)
{
int i;
vec3_t wmin, wmax;
float fmin, fmax;
//convert the model's bbox to the expanded maximum size of the entity, as drawn with this model.
//The result is an axial box, which we pass to R_CullBox
for (i = 0; i < 3; i++)
{
fmin = DotProduct(modmins, e->axis[i]);
fmax = DotProduct(modmaxs, e->axis[i]);
if (fmin > -16)
fmin = -16;
if (fmax < 16)
fmax = 16;
if (fmin < fmax)
{
wmin[i] = e->origin[i]+fmin;
wmax[i] = e->origin[i]+fmax;
}
else
{ //box went inside out
wmin[i] = e->origin[i]+fmax;
wmax[i] = e->origin[i]+fmin;
}
}
return R_CullBox(wmin, wmax);
}
void R_DrawGAliasModel (entity_t *e)
{
extern cvar_t r_drawflat;
model_t *clmodel;
vec3_t dist;
vec_t add;
int i;
galiasinfo_t *inf;
mesh_t mesh;
galiastexnum_t *skin;
float entScale;
vec3_t lightdir;
vec3_t saveorg;
#ifdef Q3SHADERS
mfog_t *fog;
#endif
int surfnum;
float tmatrix[3][4];
currententity = e;
// if (e->flags & Q2RF_VIEWERMODEL && e->keynum == cl.playernum[r_refdef.currentplayernum]+1)
// return;
if (r_secondaryview && e->flags & Q2RF_WEAPONMODEL)
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;
}
if (!(e->flags & Q2RF_WEAPONMODEL))
if (R_CullEntityBox (e, clmodel->mins, clmodel->maxs))
return;
if (!(r_refdef.flags & Q2RDF_NOWORLDMODEL))
{
if (e->flags & Q2RF_WEAPONMODEL)
cl.worldmodel->funcs.LightPointValues(r_refdef.vieworg, shadelight, ambientlight, lightdir);
else
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;
}
if ((e->drawflags & MLS_MASKIN) == MLS_FULLBRIGHT || e->flags & Q2RF_FULLBRIGHT)
{
shadelight[0] = shadelight[1] = shadelight[2] = 255;
ambientlight[0] = ambientlight[1] = ambientlight[2] = 0;
}
//#define SHOWLIGHTDIR
{ //lightdir is absolute, shadevector is relative
shadevector[0] = DotProduct(lightdir, e->axis[0]);
shadevector[1] = DotProduct(lightdir, e->axis[1]);
shadevector[2] = DotProduct(lightdir, e->axis[2]);
VectorNormalize(shadevector);
VectorCopy(shadevector, mesh.lightaxis[2]);
VectorVectors(mesh.lightaxis[2], mesh.lightaxis[1], mesh.lightaxis[0]);
VectorInverse(mesh.lightaxis[1]);
}
if (e->flags & Q2RF_GLOW)
{
shadelight[0] += sin(cl.time)*0.25;
shadelight[1] += sin(cl.time)*0.25;
shadelight[2] += sin(cl.time)*0.25;
}
/*
VectorClear(ambientlight);
VectorClear(shadelight);
*/
/*
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->flags & Q2RF_ADDATIVE)
{
qglEnable (GL_BLEND);
qglBlendFunc(GL_ONE, GL_ONE);
}
else 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;
}
else if ((e->model->flags & EF_TRANSPARENT))
{
qglEnable (GL_BLEND);
qglBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
}
else if ((e->model->flags & EF_HOLEY))
{
qglEnable (GL_ALPHA_TEST);
// qglEnable (GL_BLEND);
qglBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
}
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);
if (e->flags & Q2RF_WEAPONMODEL)
{
VectorCopy(currententity->origin, saveorg);
VectorCopy(r_refdef.vieworg, currententity->origin);
}
#ifdef Q3SHADERS
fog = CM_FogForOrigin(currententity->origin);
#endif
qglColor4f(shadelight[0]/255, shadelight[1]/255, shadelight[2]/255, e->alpha);
memset(&mesh, 0, sizeof(mesh));
for(surfnum=0; inf; ((inf->nextsurf)?(inf = (galiasinfo_t*)((char *)inf + inf->nextsurf)):(inf=NULL)), surfnum++)
{
if (R_GAliasBuildMesh(&mesh, inf, e->frame, e->oldframe, e->lerpfrac, e->alpha, e->frame1time, e->frame2time) && r_vertexdlights.value)
if (mesh.colors_array)
R_GAliasAddDlights(&mesh, e->origin, e->angles);
c_alias_polys += mesh.numindexes/3;
if (r_drawflat.value == 2)
{
GL_DrawAliasMesh_Sketch(&mesh);
continue;
}
#ifdef Q3SHADERS
else if (currententity->forcedshader)
{
meshbuffer_t mb;
R_IBrokeTheArrays();
mb.entity = &r_worldentity;
mb.shader = currententity->forcedshader;
mb.fog = fog;
mb.mesh = &mesh;
mb.infokey = -1;//currententity->keynum;
mb.dlightbits = 0;
R_PushMesh(&mesh, mb.shader->features | MF_NONBATCHED | MF_COLORS);
R_RenderMeshBuffer ( &mb, false );
continue;
}
#endif
skin = GL_ChooseSkin(inf, clmodel->name, surfnum, e);
if (!skin)
{
GL_DrawAliasMesh_Sketch(&mesh);
}
#ifdef Q3SHADERS
else if (skin->shader)
{
meshbuffer_t mb;
int olddst = skin->shader->numpasses?skin->shader->passes[0].blenddst:0;
if (e->flags & Q2RF_ADDATIVE && skin->shader->numpasses)
{ //hack the shader into submition.
skin->shader->passes[0].blenddst = GL_ONE;
skin->shader->passes[0].flags &= ~SHADER_PASS_DEPTHWRITE;
}
mb.entity = &r_worldentity;
mb.shader = skin->shader;
mb.fog = fog;
mb.mesh = &mesh;
mb.infokey = -1;//currententity->keynum;
mb.dlightbits = 0;
R_IBrokeTheArrays();
R_PushMesh(&mesh, skin->shader->features | MF_NONBATCHED | MF_COLORS);
R_RenderMeshBuffer ( &mb, false );
if (e->flags & Q2RF_ADDATIVE && skin->shader->numpasses)
{ //hack the shader into submition.
skin->shader->passes[0].blenddst = olddst;
}
}
#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;
qglBlendFunc (GL_SRC_ALPHA, GL_ONE);
GL_DrawAliasMesh(&mesh, skin->fullbright);
qglBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
}
}
}
if (e->flags & Q2RF_WEAPONMODEL)
VectorCopy(saveorg, currententity->origin);
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 *axis, vec3_t origin, vec3_t lightpoint, vec3_t result)
{
vec3_t offs;
offs[0] = lightpoint[0] - origin[0];
offs[1] = lightpoint[1] - origin[1];
offs[2] = lightpoint[2] - origin[2];
result[0] = DotProduct (offs, axis[0]);
result[1] = DotProduct (offs, axis[1]);
result[2] = DotProduct (offs, axis[2]);
}
void GL_LightMesh (mesh_t *mesh, vec3_t lightpos, vec3_t colours, float radius)
{
vec3_t dir;
int i;
float dot, d, f, a;
vec3_t bcolours;
vec3_t *xyz = mesh->xyz_array;
vec3_t *normals = mesh->normals_array;
byte_vec4_t *out = mesh->colors_array;
bcolours[0] = colours[0]*255;
bcolours[1] = colours[1]*255;
bcolours[2] = colours[2]*255;
if (!out)
return; //urm..
if (normals)
{
for (i = 0; i < mesh->numvertexes; i++)
{
VectorSubtract(lightpos, xyz[i], dir);
dot = DotProduct(dir, normals[i]);
if (dot > 0)
{
d = DotProduct(dir, dir)/radius;
a = 1/d;
if (a>0)
{
a *= dot/sqrt(d);
f = a*bcolours[0];
if (f > 255)
f = 255;
else if (f < 0)
f = 0;
out[i][0] = f;
f = a*bcolours[1];
if (f > 255)
f = 255;
else if (f < 0)
f = 0;
out[i][1] = f;
f = a*bcolours[2];
if (f > 255)
f = 255;
else if (f < 0)
f = 0;
out[i][2] = f;
}
else
{
out[i][0] = 0;
out[i][1] = 0;
out[i][2] = 0;
}
}
else
{
out[i][0] = 0;
out[i][1] = 0;
out[i][2] = 0;
}
out[i][3] = 255;
}
}
else
{
if (bcolours[0] > 255)
bcolours[0] = 255;
if (bcolours[1] > 255)
bcolours[1] = 255;
if (bcolours[2] > 255)
bcolours[2] = 255;
for (i = 0; i < mesh->numvertexes; i++)
{
VectorSubtract(lightpos, xyz[i], dir);
out[i][0] = bcolours[0];
out[i][1] = bcolours[1];
out[i][2] = bcolours[2];
out[i][3] = 255;
}
}
}
//courtesy of DP
void R_BuildBumpVectors(const float *v0, const float *v1, const float *v2, const float *tc0, const float *tc1, const float *tc2, float *svector3f, float *tvector3f, float *normal3f)
{
float f, tangentcross[3], v10[3], v20[3], tc10[2], tc20[2];
// 79 add/sub/negate/multiply (1 cycle), 1 compare (3 cycle?), total cycles not counting load/store/exchange roughly 82 cycles
// 6 add, 28 subtract, 39 multiply, 1 compare, 50% chance of 6 negates
// 6 multiply, 9 subtract
VectorSubtract(v1, v0, v10);
VectorSubtract(v2, v0, v20);
normal3f[0] = v10[1] * v20[2] - v10[2] * v20[1];
normal3f[1] = v10[2] * v20[0] - v10[0] * v20[2];
normal3f[2] = v10[0] * v20[1] - v10[1] * v20[0];
// 12 multiply, 10 subtract
tc10[1] = tc1[1] - tc0[1];
tc20[1] = tc2[1] - tc0[1];
svector3f[0] = tc10[1] * v20[0] - tc20[1] * v10[0];
svector3f[1] = tc10[1] * v20[1] - tc20[1] * v10[1];
svector3f[2] = tc10[1] * v20[2] - tc20[1] * v10[2];
tc10[0] = tc1[0] - tc0[0];
tc20[0] = tc2[0] - tc0[0];
tvector3f[0] = tc10[0] * v20[0] - tc20[0] * v10[0];
tvector3f[1] = tc10[0] * v20[1] - tc20[0] * v10[1];
tvector3f[2] = tc10[0] * v20[2] - tc20[0] * v10[2];
// 12 multiply, 4 add, 6 subtract
f = DotProduct(svector3f, normal3f);
svector3f[0] -= f * normal3f[0];
svector3f[1] -= f * normal3f[1];
svector3f[2] -= f * normal3f[2];
f = DotProduct(tvector3f, normal3f);
tvector3f[0] -= f * normal3f[0];
tvector3f[1] -= f * normal3f[1];
tvector3f[2] -= f * normal3f[2];
// if texture is mapped the wrong way (counterclockwise), the tangents
// have to be flipped, this is detected by calculating a normal from the
// two tangents, and seeing if it is opposite the surface normal
// 9 multiply, 2 add, 3 subtract, 1 compare, 50% chance of: 6 negates
CrossProduct(tvector3f, svector3f, tangentcross);
if (DotProduct(tangentcross, normal3f) < 0)
{
VectorNegate(svector3f, svector3f);
VectorNegate(tvector3f, tvector3f);
}
}
//courtesy of DP
void R_AliasGenerateTextureVectors(mesh_t *mesh, float *normal3f, float *svector3f, float *tvector3f)
{
int i;
float sdir[3], tdir[3], normal[3], *v;
int *e;
float *vertex3f = (float*)mesh->xyz_array;
float *texcoord2f = (float*)mesh->st_array;
// clear the vectors
// if (svector3f)
memset(svector3f, 0, mesh->numvertexes * sizeof(float[3]));
// if (tvector3f)
memset(tvector3f, 0, mesh->numvertexes * sizeof(float[3]));
// if (normal3f)
memset(normal3f, 0, mesh->numvertexes * sizeof(float[3]));
// process each vertex of each triangle and accumulate the results
for (e = mesh->indexes; e < mesh->indexes+mesh->numindexes; e += 3)
{
R_BuildBumpVectors(vertex3f + e[0] * 3, vertex3f + e[1] * 3, vertex3f + e[2] * 3, texcoord2f + e[0] * 2, texcoord2f + e[1] * 2, texcoord2f + e[2] * 2, sdir, tdir, normal);
// if (!areaweighting)
// {
// VectorNormalize(sdir);
// VectorNormalize(tdir);
// VectorNormalize(normal);
// }
// if (svector3f)
for (i = 0;i < 3;i++)
VectorAdd(svector3f + e[i]*3, sdir, svector3f + e[i]*3);
// if (tvector3f)
for (i = 0;i < 3;i++)
VectorAdd(tvector3f + e[i]*3, tdir, tvector3f + e[i]*3);
// if (normal3f)
for (i = 0;i < 3;i++)
VectorAdd(normal3f + e[i]*3, normal, normal3f + e[i]*3);
}
// now we could divide the vectors by the number of averaged values on
// each vertex... but instead normalize them
// 4 assignments, 1 divide, 1 sqrt, 2 adds, 6 multiplies
if (svector3f)
for (i = 0, v = svector3f;i < mesh->numvertexes;i++, v += 3)
VectorNormalize(v);
// 4 assignments, 1 divide, 1 sqrt, 2 adds, 6 multiplies
if (tvector3f)
for (i = 0, v = tvector3f;i < mesh->numvertexes;i++, v += 3)
VectorNormalize(v);
// 4 assignments, 1 divide, 1 sqrt, 2 adds, 6 multiplies
if (normal3f)
for (i = 0, v = normal3f;i < mesh->numvertexes;i++, v += 3)
VectorNormalize(v);
}
void R_AliasGenerateVertexLightDirs(mesh_t *mesh, vec3_t lightdir, vec3_t *results, vec3_t *normal3f, vec3_t *svector3f, vec3_t *tvector3f)
{
int i;
R_AliasGenerateTextureVectors(mesh, (float*)normal3f, (float*)svector3f, (float*)tvector3f);
for (i = 0; i < mesh->numvertexes; i++)
{
results[i][0] = -DotProduct(lightdir, tvector3f[i]);
results[i][1] = -DotProduct(lightdir, svector3f[i]);
results[i][2] = -DotProduct(lightdir, normal3f[i]);
}
}
void R_DrawMeshBumpmap(mesh_t *mesh, galiastexnum_t *skin, vec3_t lightdir)
{
extern int gldepthfunc;
static vec3_t *lightdirs;
static int maxlightdirs;
extern int normalisationCubeMap;
#ifdef Q3SHADERS
R_UnlockArrays();
#endif
//(bumpmap dot cubemap)*texture
//why no luma?
//that's thrown on last.
//why a cubemap?
//we need to pass colours as a normal somehow
//we could use the fragment colour for it, however, we then wouldn't be able to colour the light.
//so we use a cubemap, which has the added advantage of normalizing the light dir for us.
//the bumpmap we use is tangent-space (so I'm told)
qglDepthFunc(gldepthfunc);
qglDepthMask(0);
if (gldepthmin == 0.5)
qglCullFace ( GL_BACK );
else
qglCullFace ( GL_FRONT );
qglEnable(GL_BLEND);
qglVertexPointer(3, GL_FLOAT, 0, 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 );
if (maxlightdirs < mesh->numvertexes)
{
maxlightdirs = mesh->numvertexes;
lightdirs = BZ_Malloc(sizeof(vec3_t)*maxlightdirs*4);
}
R_AliasGenerateVertexLightDirs(mesh, lightdir,
lightdirs + maxlightdirs*0,
lightdirs + maxlightdirs*1,
lightdirs + maxlightdirs*2,
lightdirs + maxlightdirs*3);
GL_MBind(mtexid0, skin->bump);
GL_TexEnv(GL_REPLACE);
qglEnableClientState(GL_TEXTURE_COORD_ARRAY);
qglTexCoordPointer(2, GL_FLOAT, 0, mesh->st_array);
qglEnable(GL_TEXTURE_2D);
GL_SelectTexture(mtexid1);
GL_BindType(GL_TEXTURE_CUBE_MAP_ARB, normalisationCubeMap);
qglEnable(GL_TEXTURE_CUBE_MAP_ARB);
qglTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB_ARB, GL_TEXTURE);
qglTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_RGB_ARB, GL_PREVIOUS_ARB);
qglTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB, GL_DOT3_RGB_ARB);
GL_TexEnv(GL_COMBINE_ARB);
qglEnableClientState(GL_TEXTURE_COORD_ARRAY);
qglTexCoordPointer(3, GL_FLOAT, 0, lightdirs);
if (gl_mtexarbable>=3)
{
GL_MBind(mtexid0+2, skin->base);
qglEnable(GL_TEXTURE_2D);
}
else
{ //we don't support 3tmus, so draw the bumps, and multiply the rest over the top
qglDrawElements(GL_TRIANGLES, mesh->numindexes, GL_UNSIGNED_INT, mesh->indexes);
qglDisable(GL_TEXTURE_CUBE_MAP_ARB);
GL_MBind(mtexid0, skin->base);
}
GL_TexEnv(GL_MODULATE);
qglEnableClientState(GL_TEXTURE_COORD_ARRAY);
qglTexCoordPointer(2, GL_FLOAT, 0, mesh->st_array);
qglDrawElements(GL_TRIANGLES, mesh->numindexes, GL_UNSIGNED_INT, mesh->indexes);
// GL_SelectTexture(mtexid2);
qglDisableClientState( GL_TEXTURE_COORD_ARRAY );
qglDisable(GL_TEXTURE_2D);
GL_SelectTexture(mtexid1);
qglDisable(GL_TEXTURE_CUBE_MAP_ARB);
qglDisableClientState( GL_TEXTURE_COORD_ARRAY );
GL_TexEnv(GL_MODULATE);
GL_SelectTexture(mtexid0);
qglEnable(GL_TEXTURE_2D);
qglDisableClientState( GL_TEXTURE_COORD_ARRAY );
qglDisableClientState( GL_VERTEX_ARRAY );
qglDisableClientState( GL_COLOR_ARRAY );
qglDisableClientState( GL_NORMAL_ARRAY );
#ifdef Q3SHADERS
R_IBrokeTheArrays();
#endif
}
void R_DrawGAliasModelLighting (entity_t *e, vec3_t lightpos, vec3_t colours, float radius)
{
#if 0 //glitches, no attenuation... :(
model_t *clmodel = e->model;
vec3_t mins, maxs;
vec3_t lightdir;
galiasinfo_t *inf;
galiastexnum_t *tex;
mesh_t mesh;
int surfnum;
extern cvar_t r_nolightdir;
if (e->flags & Q2RF_VIEWERMODEL)
return;
if (r_nolightdir.value) //are you crazy?
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->axis, e->origin, lightpos, lightdir);
GL_DisableMultitexture();
GL_TexEnv(GL_MODULATE);
if (gl_smoothmodels.value)
qglShadeModel (GL_SMOOTH);
if (gl_affinemodels.value)
qglHint (GL_PERSPECTIVE_CORRECTION_HINT, GL_FASTEST);
if (e->flags & Q2RF_DEPTHHACK)
qglDepthRange (gldepthmin, gldepthmin + 0.3*(gldepthmax-gldepthmin));
qglColor3f(colours[0], colours[1], colours[2]);
qglColor4f(1, 1, 1, 1);
qglPushMatrix();
R_RotateForEntity(e);
inf = GLMod_Extradata (clmodel);
if (gl_ati_truform.value)
qglEnable(GL_PN_TRIANGLES_ATI);
qglEnable(GL_TEXTURE_2D);
qglEnable(GL_POLYGON_OFFSET_FILL);
GL_TexEnv(GL_REPLACE);
// qglDisable(GL_STENCIL_TEST);
qglEnable(GL_BLEND);
qglDisable(GL_ALPHA_TEST); //if you used an alpha channel where you shouldn't have, more fool you.
qglBlendFunc(GL_ONE, GL_ONE);
// qglDepthFunc(GL_ALWAYS);
for(surfnum=0;inf;surfnum++)
{
R_GAliasBuildMesh(&mesh, inf, e->frame, e->oldframe, e->lerpfrac, e->alpha, e->frame1time, e->frame2time);
mesh.colors_array = tempColours;
tex = GL_ChooseSkin(inf, clmodel->name, surfnum, e);
if (tex->bump && e->alpha==1)
{
R_DrawMeshBumpmap(&mesh, tex, lightdir);
}
else
{
GL_LightMesh(&mesh, lightdir, colours, radius);
GL_DrawAliasMesh(&mesh, tex->base);
}
if (inf->nextsurf)
inf = (galiasinfo_t*)((char *)inf + inf->nextsurf);
else
inf = NULL;
}
currententity->fatness=0;
qglPopMatrix();
if (gl_ati_truform.value)
qglDisable(GL_PN_TRIANGLES_ATI);
GL_TexEnv(GL_REPLACE);
qglShadeModel (GL_FLAT);
if (gl_affinemodels.value)
qglHint (GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);
qglDisable(GL_POLYGON_OFFSET_FILL);
if (e->flags & Q2RF_DEPTHHACK)
qglDepthRange (gldepthmin, gldepthmax);
qglBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
qglDisable(GL_BLEND);
qglDisable(GL_TEXTURE_2D);
R_IBrokeTheArrays();
#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->axis, 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->lerpfrac, e->alpha, e->frame1time, e->frame2time);
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);
}
}
}
char **skinfilelist;
int skinfilecount;
static qboolean VARGS TryAddSkin(char *skinname, ...)
{
va_list argptr;
char string[MAX_QPATH];
//make sure we don't add it twice
int i;
va_start (argptr, skinname);
_vsnprintf (string,sizeof(string)-1, skinname,argptr);
va_end (argptr);
string[MAX_QPATH-1] = '\0';
for (i = 0; i < skinfilecount; i++)
{
if (!strcmp(skinfilelist[i], string))
return true; //already added
}
if (!COM_FCheckExists(string))
return false;
skinfilelist = BZ_Realloc(skinfilelist, sizeof(*skinfilelist)*(skinfilecount+1));
skinfilelist[skinfilecount] = Z_Malloc(strlen(string)+1);
strcpy(skinfilelist[skinfilecount], string);
skinfilecount++;
return true;
}
int GL_EnumerateSkins(char *name, int size, void *param)
{
TryAddSkin(name);
return true;
}
int GL_BuildSkinFileList(char *modelname)
{
int i;
char skinfilename[MAX_QPATH];
//flush the old list
for (i = 0; i < skinfilecount; i++)
{
Z_Free(skinfilelist[i]);
skinfilelist[i] = NULL;
}
skinfilecount=0;
COM_StripExtension(modelname, skinfilename);
//try and add numbered skins, and then try fixed names.
for (i = 0; ; i++)
{
if (!TryAddSkin("%s_%i.skin", modelname, i))
{
if (i == 0)
{
if (!TryAddSkin("%s_default.skin", skinfilename, i))
break;
}
else if (i == 1)
{
if (!TryAddSkin("%s_blue.skin", skinfilename, i))
break;
}
else if (i == 2)
{
if (!TryAddSkin("%s_red.skin", skinfilename, i))
break;
}
else if (i == 3)
{
if (!TryAddSkin("%s_green.skin", skinfilename, i))
break;
}
else if (i == 4)
{
if (!TryAddSkin("%s_yellow.skin", skinfilename, i))
break;
}
else
break;
}
}
COM_EnumerateFiles(va("%s_*.skin", modelname), GL_EnumerateSkins, NULL);
COM_EnumerateFiles(va("%s_*.skin", skinfilename), GL_EnumerateSkins, NULL);
return skinfilecount;
}
//This is a hack. It uses an assuption about q3 player models.
void GL_ParseQ3SkinFile(char *out, char *surfname, char *modelname, int skinnum, char *skinfilename)
{
const char *f = NULL, *p;
int len;
if (skinnum >= skinfilecount)
return;
if (skinfilename)
strcpy(skinfilename, skinfilelist[skinnum]);
f = COM_LoadTempFile2(skinfilelist[skinnum]);
while(f)
{
f = COM_ParseToken(f,NULL);
if (!f)
return;
if (!strcmp(com_token, "replace"))
{
f = COM_ParseToken(f, NULL);
len = strlen(com_token);
//copy surfname -> out, until we meet the part we need to replace
while(*surfname)
{
if (!strncmp(com_token, surfname, len))
//found it
{
surfname+=len;
f = COM_ParseToken(f, NULL);
p = com_token;
while(*p) //copy the replacement
*out++ = *p++;
while(*surfname) //copy the remaining
*out++ = *surfname++;
*out++ = '\0'; //we didn't find it.
return;
}
*out++ = *surfname++;
}
*out++ = '\0'; //we didn't find it.
return;
}
else
{
while(*f == ' ' || *f == '\t')
f++;
if (*f == ',')
{
if (!strcmp(com_token, surfname))
{
f++;
COM_ParseToken(f, NULL);
strcpy(out, com_token);
return;
}
}
}
p = strchr(f, '\n');
if (!p)
f = f+strlen(f);
else
f = p+1;
if (!*f)
break;
}
}
void GL_LoadSkinFile(galiastexnum_t *texnum, char *surfacename, int skinnumber, unsigned char *rawdata, int width, int height, unsigned char *palette)
{
char shadername[MAX_QPATH];
Q_strncpyz(shadername, surfacename, sizeof(shadername));
GL_ParseQ3SkinFile(shadername, surfacename, loadmodel->name, skinnumber, NULL);
texnum->shader = R_RegisterSkin(shadername);
texnum->base = Mod_LoadHiResTexture(shadername, "models", true, true, true);
}
#endif //SERVERONLY
//Q1 model loading
#if 1
static galiasinfo_t *galias;
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);
frame->loop = true;
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;
#ifndef SERVERONLY
pose->ofsnormals = (char *)normals - (char *)pose;
#endif
for (j = 0; j < pq1inmodel->numverts; j++)
{
verts[j][0] = pinframe[j].v[0]*pq1inmodel->scale[0]+pq1inmodel->scale_origin[0];
verts[j][1] = pinframe[j].v[1]*pq1inmodel->scale[1]+pq1inmodel->scale_origin[1];
verts[j][2] = pinframe[j].v[2]*pq1inmodel->scale[2]+pq1inmodel->scale_origin[2];
#ifndef SERVERONLY
VectorCopy(r_avertexnormals[pinframe[j].lightnormalindex], normals[j]);
#endif
if (seamremaps[j] != j)
{
VectorCopy(verts[j], verts[seamremaps[j]]);
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:
case ALIAS_GROUP_SWAPPED: // prerelease
ingroup = (daliasgroup_t *)(pframetype+1);
pose = (galiaspose_t *)Hunk_Alloc(LittleLong(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;
#ifndef SERVERONLY
pose->ofsnormals = (char *)normals - (char *)pose;
#endif
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];
#ifndef SERVERONLY
VectorCopy(r_avertexnormals[pinframe[j].lightnormalindex], normals[j]);
#endif
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;
}
#ifdef SERVERONLY //greatly reduced version of Q1_LoadSkins (too many #ifdefs
static void *Q1_LoadSkins (daliasskintype_t *pskintype, qboolean alpha)
{
int i;
int s;
int *count;
float *intervals;
qbyte *data;
s = pq1inmodel->skinwidth*pq1inmodel->skinheight;
for (i = 0; i < pq1inmodel->numskins; i++)
{
switch(LittleLong(pskintype->type))
{
case ALIAS_SKIN_SINGLE:
pskintype = (daliasskintype_t *)((char *)(pskintype+1)+s);
break;
default:
count = (int *)(pskintype+1);
intervals = (float *)(count+1);
data = (qbyte *)(intervals + LittleLong(*count));
data += s*LittleLong(*count);
pskintype = (daliasskintype_t *)data;
break;
}
}
galias->numskins=pq1inmodel->numskins;
return pskintype;
}
#else
static void *Q1_LoadSkins (daliasskintype_t *pskintype, qboolean alpha)
{
extern cvar_t gl_bump;
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;
int bumptexture;
s = pq1inmodel->skinwidth*pq1inmodel->skinheight;
for (i = 0; i < pq1inmodel->numskins; i++)
{
switch(LittleLong(pskintype->type))
{
case ALIAS_SKIN_SINGLE:
outskin->skinwidth = pq1inmodel->skinwidth;
outskin->skinheight = pq1inmodel->skinheight;
//LH's naming scheme ("models" is likly to be ignored)
fbtexture = 0;
bumptexture = 0;
_snprintf(skinname, sizeof(skinname), "%s_%i.", loadmodel->name, i);
texture = Mod_LoadReplacementTexture(skinname, "models", true, false, true);
if (texture)
{
_snprintf(skinname, sizeof(skinname), "%s_%i_luma.", loadmodel->name, i);
fbtexture = Mod_LoadReplacementTexture(skinname, "models", true, false, true);
if (gl_bump.value)
{
sprintf(skinname, "%s_%i_bump", loadmodel->name, i);
bumptexture = Mod_LoadBumpmapTexture(skinname, "models");
}
}
else
{
sprintf(skinname, "%s_%i", loadname, i);
texture = Mod_LoadReplacementTexture(skinname, "models", true, false, true);
if (texture && r_fb_models.value)
{
sprintf(skinname, "%s_%i_luma", loadname, i);
fbtexture = Mod_LoadReplacementTexture(skinname, "models", true, true, true);
}
if (texture && gl_bump.value)
{
sprintf(skinname, "%s_%i_bump", loadname, i);
bumptexture = Mod_LoadBumpmapTexture(skinname, "models");
}
}
//but only preload it if we have no replacement.
if (!texture)
{
//we're not using 24bits
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);
//the extra underscore is to stop
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);
}
if (gl_bump.value)
{
sprintf(skinname, "%s__%i_bump", loadname, i);
bumptexture = GL_LoadTexture8Bump(skinname, outskin->skinwidth, outskin->skinheight, saved, true, true);
}
}
else
texnums = Hunk_Alloc(sizeof(*texnums));
outskin->texnums=1;
outskin->ofstexnums = (char *)texnums - (char *)outskin;
/*
#ifdef Q3SHADERS
sprintf(skinname, "%s_%i", loadname, i);
texnums->shader = R_RegisterSkin(skinname);
#endif
*/
texnums->base = texture;
texnums->fullbright = fbtexture;
texnums->bump = bumptexture;
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++)
{
texture = 0;
fbtexture = 0;
//LH naming scheme
if (!texture)
{
sprintf(skinname, "%s_%i_%i.", loadmodel->name, i, t);
texture = Mod_LoadReplacementTexture(skinname, "models", true, false, true);
}
if (!fbtexture && r_fb_models.value)
{
sprintf(skinname, "%s_%i_%i_luma.", loadmodel->name, i, t);
fbtexture = Mod_LoadReplacementTexture(skinname, "models", true, true, true);
}
//Fuhquake naming scheme
if (!texture)
{
sprintf(skinname, "%s_%i_%i", loadname, i, t);
texture = Mod_LoadReplacementTexture(skinname, "models", true, false, true);
}
if (!fbtexture && r_fb_models.value)
{
sprintf(skinname, "%s_%i_%i_luma", loadname, i, t);
fbtexture = Mod_LoadReplacementTexture(skinname, "models", true, true, true);
}
if (!texture || (!fbtexture && r_fb_models.value))
{
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);
if (!texture)
{
sprintf(skinname, "%s_%i_%i", loadname, i, t);
texture = GL_LoadTexture(skinname, outskin->skinwidth, outskin->skinheight, saved, true, alpha);
}
if (!fbtexture && r_fb_models.value)
{
sprintf(skinname, "%s_%i_%i_luma", loadname, i, t);
fbtexture = GL_LoadTextureFB(skinname, outskin->skinwidth, outskin->skinheight, saved, true, true);
}
if (t != 0) //only keep the first.
BZ_Free(saved);
}
/*
#ifdef Q3SHADERS
sprintf(skinname, "%s_%i_%i", loadname, i, t);
texnums->shader = R_RegisterSkin(skinname);
#endif
*/
texnums->base = texture;
texnums->fullbright = fbtexture;
}
pskintype = (daliasskintype_t *)data;
break;
}
outskin++;
}
galias->numskins=pq1inmodel->numskins;
return pskintype;
}
#endif
void GL_LoadQ1Model (model_t *mod, void *buffer)
{
#ifndef SERVERONLY
vec2_t *st_array;
int j;
#endif
int hunkstart, hunkend, hunktotal;
int version;
int i, onseams;
dstvert_t *pinstverts;
dtriangle_t *pintriangles;
int *seamremap;
index_t *indexes;
int size;
loadmodel=mod;
Mod_DoCRC(loadmodel, buffer, com_filesize);
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)
#ifndef SERVERONLY
+ pq1inmodel->numskins*sizeof(galiasskin_t)
#endif
+ pq1inmodel->numframes*sizeof(galiasgroup_t);
galias = Hunk_Alloc(size);
galias->groupofs = sizeof(*galias);
#ifndef SERVERONLY
galias->ofsskins = sizeof(*galias)+pq1inmodel->numframes*sizeof(galiasgroup_t);
#endif
galias->nextsurf = 0;
//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
#ifndef SERVERONLY
st_array = Hunk_Alloc(sizeof(*st_array)*(pq1inmodel->numverts+onseams));
galias->ofs_st_array = (char *)st_array - (char *)galias;
for (j=pq1inmodel->numverts,i = 0; i < pq1inmodel->numverts; i++)
{
st_array[i][0] = LittleLong(pinstverts[i].s)/(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;
}
#endif
//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);
#ifndef SERVERONLY
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);
}
#endif
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);
mod->funcs.Trace = GLMod_Trace;
}
#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)
{
#ifndef SERVERONLY
int i;
galiastexnum_t *texnums;
galiasskin_t *outskin = (galiasskin_t *)((char *)galias + galias->ofsskins);
for (i = 0; i < pq2inmodel->num_skins; i++, outskin++)
{
texnums = Hunk_Alloc(sizeof(*texnums));
outskin->ofstexnums = (char *)texnums - (char *)outskin;
outskin->texnums=1;
COM_CleanUpPath(skins); //blooming tanks.
texnums->base = Mod_LoadReplacementTexture(skins, "models", true, false, true);
outskin->skinwidth = 0;
outskin->skinheight = 0;
outskin->skinspeed = 0;
skins += MD2MAX_SKINNAME;
}
#endif
galias->numskins = pq2inmodel->num_skins;
}
#define MD2_MAX_TRIANGLES 4096
void GL_LoadQ2Model (model_t *mod, void *buffer)
{
#ifndef SERVERONLY
dmd2stvert_t *pinstverts;
vec2_t *st_array;
vec3_t *normals;
#endif
int hunkstart, hunkend, hunktotal;
int version;
int i, j;
dmd2triangle_t *pintri;
index_t *indexes;
int numindexes;
vec3_t min;
vec3_t max;
galiaspose_t *pose;
galiasgroup_t *poutframe;
dmd2aliasframe_t *pinframe;
int framesize;
vec3_t *verts;
int indremap[MD2_MAX_TRIANGLES*3];
unsigned short ptempindex[MD2_MAX_TRIANGLES*3], ptempstindex[MD2_MAX_TRIANGLES*3];
int numverts;
int size;
loadmodel=mod;
Mod_DoCRC(mod, buffer, com_filesize);
hunkstart = Hunk_LowMark ();
pq2inmodel = (md2_t *)buffer;
//FIXME: Endian
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;
loadmodel->numframes = pq2inmodel->num_frames;
size = sizeof(galiasinfo_t)
#ifndef SERVERONLY
+ pq2inmodel->num_skins*sizeof(galiasskin_t)
#endif
+ pq2inmodel->num_frames*sizeof(galiasgroup_t);
galias = Hunk_Alloc(size);
galias->groupofs = sizeof(*galias);
#ifndef SERVERONLY
galias->ofsskins = sizeof(*galias)+pq2inmodel->num_frames*sizeof(galiasgroup_t);
#endif
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
#ifndef SERVERONLY
pinstverts = ( dmd2stvert_t * ) ( ( qbyte * )pq2inmodel + LittleLong (pq2inmodel->ofs_st) );
st_array = Hunk_Alloc(sizeof(*st_array)*(numverts));
galias->ofs_st_array = (char *)st_array - (char *)galias;
for (j=0 ; j<numindexes; j++)
{
st_array[indexes[j]][0] = (float)(((double)LittleShort (pinstverts[ptempstindex[indremap[j]]].s) + 0.5f) /pq2inmodel->skinwidth);
st_array[indexes[j]][1] = (float)(((double)LittleShort (pinstverts[ptempstindex[indremap[j]]].t) + 0.5f) /pq2inmodel->skinheight);
}
#endif
//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)*numverts
#ifndef SERVERONLY
+ sizeof(vec3_t)*numverts
#endif
);
poutframe->poseofs = (char *)pose - (char *)poutframe;
poutframe->numposes = 1;
galias->groups++;
verts = (vec3_t *)(pose+1);
pose->ofsverts = (char *)verts - (char *)pose;
#ifndef SERVERONLY
normals = &verts[galias->numverts];
pose->ofsnormals = (char *)normals - (char *)pose;
#endif
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];
#ifndef SERVERONLY
VectorCopy(bytedirs[pinframe->verts[ptempindex[indremap[j]]].lightnormalindex], normals[indexes[j]]);
#endif
}
// Mod_AliasCalculateVertexNormals ( numindexes, poutindex, numverts, poutvertex, qfalse );
VectorCopy ( pose->scale_origin, min );
VectorMA ( pose->scale_origin, 255, pose->scale, max );
// poutframe->radius = RadiusFromBounds ( min, max );
// mod->radius = max ( mod->radius, poutframe->radius );
AddPointToBounds ( min, mod->mins, mod->maxs );
AddPointToBounds ( max, mod->mins, mod->maxs );
// GL_GenerateNormals((float*)verts, (float*)normals, indexes, numindexes/3, numverts);
poutframe++;
}
#ifndef SERVERONLY
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);
}
#endif
/*
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);
mod->funcs.Trace = GLMod_Trace;
}
#endif
typedef struct {
char name[MAX_QPATH];
vec3_t org;
float ang[3][3];
} md3tag_t;
#ifndef SERVERONLY
qboolean GLMod_GetTag(model_t *model, int tagnum, int frame1, int frame2, float f2ness, float f1time, float f2time, float *result)
#else
qboolean Mod_GetTag(model_t *model, int tagnum, int frame1, int frame2, float f2ness, float f1time, float f2time, float *result)
#endif
{
galiasinfo_t *inf;
if (!model || model->type != mod_alias)
return false;
inf = Mod_Extradata(model);
#ifdef SKELETALMODELS
if (inf->numbones)
{
galiasbone_t *bone;
galiasgroup_t *g1, *g2;
float tempmatrix[12]; //flipped between this and bonematrix
float *matrix; //the matrix for a single bone in a single pose.
float m[12]; //combined interpolated version of 'matrix'.
int b, k; //counters
float *pose[4]; //the per-bone matricies (one for each pose)
float plerp[4]; //the ammount of that pose to use (must combine to 1)
int numposes = 0;
if (tagnum <= 0 || tagnum > inf->numbones)
return false;
tagnum--; //tagnum 0 is 'use my angles/org'
if (frame1 < 0 || frame1 >= inf->groups)
return false;
if (frame2 < 0 || frame2 >= inf->groups)
{
f2ness = 0;
frame2 = frame1;
}
bone = (galiasbone_t*)((char*)inf + inf->ofsbones);
//the higher level merges old/new anims, but we still need to blend between automated frame-groups.
g1 = (galiasgroup_t*)((char *)inf + inf->groupofs + sizeof(galiasgroup_t)*frame1);
g2 = (galiasgroup_t*)((char *)inf + inf->groupofs + sizeof(galiasgroup_t)*frame2);
f1time *= g1->rate;
frame1 = (int)f1time%g1->numposes;
frame2 = ((int)f1time+1)%g1->numposes;
f1time = f1time - (int)f1time;
pose[numposes] = (float *)((char *)g1 + g1->poseofs + sizeof(float)*inf->numbones*12*frame1);
plerp[numposes] = (1-f1time) * (1-f2ness);
numposes++;
if (frame1 != frame2)
{
pose[numposes] = (float *)((char *)g1 + g1->poseofs + sizeof(float)*inf->numbones*12*frame2);
plerp[numposes] = f1time * (1-f2ness);
numposes++;
}
if (f2ness)
{
f2time *= g2->rate;
frame1 = (int)f2time%g2->numposes;
frame2 = ((int)f2time+1)%g2->numposes;
f2time = f2time - (int)f2time;
pose[numposes] = (float *)((char *)g2 + g2->poseofs + sizeof(float)*inf->numbones*12*frame1);
plerp[numposes] = (1-f2time) * f2ness;
numposes++;
if (frame1 != frame2)
{
pose[numposes] = (float *)((char *)g2 + g2->poseofs + sizeof(float)*inf->numbones*12*frame2);
plerp[numposes] = f2time * f2ness;
numposes++;
}
}
//set up the identity matrix
for (k = 0;k < 12;k++)
result[k] = 0;
result[0] = 1;
result[5] = 1;
result[10] = 1;
while(tagnum >= 0)
{
//set up the per-bone transform matrix
for (k = 0;k < 12;k++)
m[k] = 0;
for (b = 0;b < numposes;b++)
{
matrix = pose[b] + tagnum*12;
for (k = 0;k < 12;k++)
m[k] += matrix[k] * plerp[b];
}
memcpy(tempmatrix, result, sizeof(tempmatrix));
R_ConcatTransforms((void*)m, (void*)tempmatrix, (void*)result);
tagnum = bone[tagnum].parent;
}
return true;
}
#endif
if (inf->numtags)
{
md3tag_t *t1, *t2;
if (tagnum <= 0 || tagnum > inf->numtags)
return false;
if (frame1 < 0)
return false;
if (frame1 >= inf->numtagframes)
frame1 = inf->numtagframes - 1;
if (frame2 < 0 || frame2 >= inf->numtagframes)
frame2 = frame1;
tagnum--; //tagnum 0 is 'use my angles/org'
t1 = (md3tag_t*)((char*)inf + inf->ofstags);
t1 += tagnum;
t1 += inf->numtags*frame1;
t2 = (md3tag_t*)((char*)inf + inf->ofstags);
t2 += tagnum;
t2 += inf->numtags*frame2;
if (t1 == t2)
{
result[0] = t1->ang[0][0];
result[1] = t1->ang[0][1];
result[2] = t1->ang[0][2];
result[3] = t1->org[0];
result[4] = t1->ang[1][0];
result[5] = t1->ang[1][1];
result[6] = t1->ang[1][2];
result[7] = t1->org[1];
result[8] = t1->ang[2][0];
result[9] = t1->ang[2][1];
result[10] = t1->ang[2][2];
result[11] = t1->org[2];
}
else
{
float f1ness = 1-f2ness;
result[0] = t1->ang[0][0]*f1ness + t2->ang[0][0]*f2ness;
result[1] = t1->ang[0][1]*f1ness + t2->ang[0][1]*f2ness;
result[2] = t1->ang[0][2]*f1ness + t2->ang[0][2]*f2ness;
result[3] = t1->org[0]*f1ness + t2->org[0]*f2ness;
result[4] = t1->ang[1][0]*f1ness + t2->ang[1][0]*f2ness;
result[5] = t1->ang[1][1]*f1ness + t2->ang[1][1]*f2ness;
result[6] = t1->ang[1][2]*f1ness + t2->ang[1][2]*f2ness;
result[7] = t1->org[1]*f1ness + t2->org[1]*f2ness;
result[8] = t1->ang[2][0]*f1ness + t2->ang[2][0]*f2ness;
result[9] = t1->ang[2][1]*f1ness + t2->ang[2][1]*f2ness;
result[10] = t1->ang[2][2]*f1ness + t2->ang[2][2]*f2ness;
result[11] = t1->org[2]*f1ness + t2->org[2]*f2ness;
}
return true;
}
return false;
}
#ifndef SERVERONLY
int GLMod_TagNumForName(model_t *model, char *name)
#else
int Mod_TagNumForName(model_t *model, char *name)
#endif
{
int i;
galiasinfo_t *inf;
md3tag_t *t;
if (!model || model->type != mod_alias)
return 0;
inf = Mod_Extradata(model);
#ifdef SKELETALMODELS
if (inf->numbones)
{
galiasbone_t *b;
b = (galiasbone_t*)((char*)inf + inf->ofsbones);
for (i = 0; i < inf->numbones; i++)
{
if (!strcmp(b[i].name, name))
return i+1;
}
}
#endif
t = (md3tag_t*)((char*)inf + inf->ofstags);
for (i = 0; i < inf->numtags; i++)
{
if (!strcmp(t[i].name, name))
return i+1;
}
return 0;
}
#ifndef SERVERONLY
int GLMod_SkinNumForName(model_t *model, char *name)
{
int i;
galiasinfo_t *inf;
galiasskin_t *skin;
if (!model || model->type != mod_alias)
return -1;
inf = Mod_Extradata(model);
skin = (galiasskin_t*)((char*)inf+inf->ofsskins);
for (i = 0; i < inf->numskins; i++, skin++)
{
if (!strcmp(skin->name, name))
return i;
}
return -1;
}
#endif
#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'
void GL_LoadQ3Model(model_t *mod, void *buffer)
{
#ifndef SERVERONLY
galiasskin_t *skin;
galiastexnum_t *texnum;
float lat, lng;
md3St_t *inst;
vec3_t *normals;
vec2_t *st_array;
md3Shader_t *inshader;
#endif
int hunkstart, hunkend, hunktotal;
// int version;
int s, i, j, d;
index_t *indexes;
vec3_t min;
vec3_t max;
galiaspose_t *pose;
galiasinfo_t *parent, *root;
galiasgroup_t *group;
vec3_t *verts;
md3Triangle_t *intris;
md3XyzNormal_t *invert;
int size;
int externalskins;
md3Header_t *header;
md3Surface_t *surf;
loadmodel=mod;
Mod_DoCRC(mod, buffer, com_filesize);
hunkstart = Hunk_LowMark ();
header = buffer;
// if (header->version != sdfs)
// Sys_Error("GL_LoadQ3Model: Bad version\n");
parent = NULL;
root = NULL;
#ifndef SERVERONLY
externalskins = GL_BuildSkinFileList(mod->name);
#else
externalskins = 0;
#endif
min[0] = min[1] = min[2] = 0;
max[0] = max[1] = max[2] = 0;
surf = (md3Surface_t *)((qbyte *)header + LittleLong(header->ofsSurfaces));
for (s = 0; s < LittleLong(header->numSurfaces); s++)
{
if (LittleLong(surf->ident) != MD3_IDENT)
Con_Printf("Warning: md3 sub-surface doesn't match ident\n");
size = sizeof(galiasinfo_t) + sizeof(galiasgroup_t)*LittleLong(header->numFrames);
galias = Hunk_Alloc(size);
galias->groupofs = sizeof(*galias); //frame groups
galias->groups = LittleLong(header->numFrames);
galias->numverts = LittleLong(surf->numVerts);
galias->numindexes = LittleLong(surf->numTriangles)*3;
if (parent)
parent->nextsurf = (qbyte *)galias - (qbyte *)parent;
else
root = galias;
parent = galias;
#ifndef SERVERONLY
st_array = Hunk_Alloc(sizeof(vec2_t)*galias->numindexes);
galias->ofs_st_array = (qbyte*)st_array - (qbyte*)galias;
inst = (md3St_t*)((qbyte*)surf + LittleLong(surf->ofsSt));
for (i = 0; i < galias->numverts; i++)
{
st_array[i][0] = LittleFloat(inst[i].s);
st_array[i][1] = LittleFloat(inst[i].t);
}
#endif
indexes = Hunk_Alloc(sizeof(*indexes)*galias->numindexes);
galias->ofs_indexes = (qbyte*)indexes - (qbyte*)galias;
intris = (md3Triangle_t *)((qbyte*)surf + LittleLong(surf->ofsTriangles));
for (i = 0; i < LittleLong(surf->numTriangles); i++)
{
indexes[i*3+0] = LittleLong(intris[i].indexes[0]);
indexes[i*3+1] = LittleLong(intris[i].indexes[1]);
indexes[i*3+2] = LittleLong(intris[i].indexes[2]);
}
group = (galiasgroup_t *)(galias+1);
invert = (md3XyzNormal_t *)((qbyte*)surf + LittleLong(surf->ofsXyzNormals));
for (i = 0; i < LittleLong(surf->numFrames); i++)
{
pose = (galiaspose_t *)Hunk_Alloc(sizeof(galiaspose_t) + sizeof(vec3_t)*LittleLong(surf->numVerts)
#ifndef SERVERONLY
+ sizeof(vec3_t)*LittleLong(surf->numVerts)
#endif
);
verts = (vec3_t*)(pose+1);
pose->ofsverts = (qbyte*)verts - (qbyte*)pose;
#ifndef SERVERONLY
normals = verts + LittleLong(surf->numVerts);
pose->ofsnormals = (qbyte*)normals - (qbyte*)pose;
#endif
for (j = 0; j < LittleLong(surf->numVerts); j++)
{
#ifndef SERVERONLY
lat = (float)invert[j].latlong[0] * (2 * M_PI)*(1.0 / 255.0);
lng = (float)invert[j].latlong[1] * (2 * M_PI)*(1.0 / 255.0);
normals[j][0] = cos ( lng ) * sin ( lat );
normals[j][1] = sin ( lng ) * sin ( lat );
normals[j][2] = cos ( lat );
#endif
for (d = 0; d < 3; d++)
{
verts[j][d] = LittleShort(invert[j].xyz[d])/64.0f;
if (verts[j][d]<min[d])
min[d] = verts[j][d];
if (verts[j][d]>max[d])
max[d] = verts[j][d];
}
}
pose->scale[0] = 1;
pose->scale[1] = 1;
pose->scale[2] = 1;
pose->scale_origin[0] = 0;
pose->scale_origin[1] = 0;
pose->scale_origin[2] = 0;
group->numposes = 1;
group->rate = 1;
group->poseofs = (qbyte*)pose - (qbyte*)group;
group++;
invert += LittleLong(surf->numVerts);
}
#ifndef SERVERONLY
if (LittleLong(surf->numShaders)+externalskins)
{
#if 1//ndef Q3SHADERS
char name[1024];
extern int gl_bumpmappingpossible;
#endif
char shadname[1024];
skin = Hunk_Alloc((LittleLong(surf->numShaders)+externalskins)*((sizeof(galiasskin_t)+sizeof(galiastexnum_t))));
galias->ofsskins = (qbyte *)skin - (qbyte *)galias;
texnum = (galiastexnum_t *)(skin + LittleLong(surf->numShaders)+externalskins);
inshader = (md3Shader_t *)((qbyte *)surf + LittleLong(surf->ofsShaders));
for (i = 0; i < LittleLong(surf->numShaders)+externalskins; i++)
{
skin->texnums = 1;
skin->ofstexnums = (qbyte *)texnum - (qbyte *)skin;
skin->ofstexels = 0;
skin->skinwidth = 0;
skin->skinheight = 0;
skin->skinspeed = 0;
if (i >= LittleLong(surf->numShaders))
shadname[0] = 0;
else
strcpy(shadname, inshader->name);
if (!*shadname) //'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(shadname, surf->name, loadmodel->name, i, skin->name);
else
Q_strncpyz(skin->name, shadname, sizeof(skin->name));
#ifdef Q3SHADERS
if (qrenderer)
{
texnum->shader = R_RegisterSkin(shadname);
if (r_shadows.value) //real-time shadows requires a texture to lighten the model with, even if it has a shader.
//fixme: this should be read from the shader.
texnum->base = Mod_LoadHiResTexture(shadname, "models", true, true, true);
}
#else
texnum->base = Mod_LoadHiResTexture(shadname, "models", true, true, true);
if (!texnum->base)
{
strcpy(name, loadmodel->name);
strcpy(COM_SkipPath(name), COM_SkipPath(shadname)); //eviile eh?
texnum->base = Mod_LoadHiResTexture(name, "models", true, true, true);
}
texnum->bump = 0;
if (gl_bumpmappingpossible)
{
COM_StripExtension(shadname, name); //go for the normalmap
strcat(name, "_norm");
texnum->bump = Mod_LoadHiResTexture(name, "models", true, true, false);
if (!texnum->bump)
{
strcpy(name, loadmodel->name);
COM_StripExtension(COM_SkipPath(shadname), COM_SkipPath(name));
strcat(name, "_norm");
texnum->bump = Mod_LoadHiResTexture(name, "models", true, true, false);
if (!texnum->bump)
{
COM_StripExtension(shadname, name); //bother, go for heightmap and convert
strcat(name, "_bump");
texnum->bump = Mod_LoadBumpmapTexture(name, "models");
if (!texnum->bump)
{
strcpy(name, loadmodel->name);
strcpy(COM_SkipPath(name), COM_SkipPath(shadname)); //eviile eh?
COM_StripExtension(name, name);
strcat(name, "_bump");
texnum->bump = Mod_LoadBumpmapTexture(name, "models");
}
}
}
}
if (r_fb_models.value)
{
COM_StripExtension(shadname, name); //go for the normalmap
strcat(name, "_luma");
texnum->fullbright = Mod_LoadHiResTexture(name, "models", true, true, true);
if (!texnum->base)
{
strcpy(name, loadmodel->name);
strcpy(COM_SkipPath(name), COM_SkipPath(shadname)); //eviile eh?
COM_StripExtension(name, name);
strcat(name, "_luma");
texnum->fullbright = Mod_LoadBumpmapTexture(name, "models");
}
}
#endif
inshader++;
skin++;
texnum++;
}
galias->numskins = i;
}
#endif
VectorCopy(min, loadmodel->mins);
VectorCopy(max, loadmodel->maxs);
#ifndef SERVERONLY
if (r_shadows.value)
{
int *neighbours;
neighbours = Hunk_Alloc(sizeof(int)*3*LittleLong(surf->numTriangles));
galias->ofs_trineighbours = (qbyte *)neighbours - (qbyte *)galias;
R_BuildTriangleNeighbours(neighbours, indexes, LittleLong(surf->numTriangles));
}
#endif
surf = (md3Surface_t *)((qbyte *)surf + LittleLong(surf->ofsEnd));
}
if (!root)
root = Hunk_Alloc(sizeof(galiasinfo_t));
root->numtagframes = LittleLong(header->numFrames);
root->numtags = LittleLong(header->numTags);
root->ofstags = (char*)Hunk_Alloc(LittleLong(header->numTags)*sizeof(md3tag_t)*LittleLong(header->numFrames)) - (char*)root;
{
md3tag_t *src;
md3tag_t *dst;
src = (md3tag_t *)(((unsigned int)header)+LittleLong(header->ofsTags));
dst = (md3tag_t *)(((unsigned int)root)+root->ofstags);
for(i=0;i<LittleLong(header->numTags)*LittleLong(header->numFrames);i++)
{
memcpy(dst->name, src->name, sizeof(dst->name));
for(j=0;j<3;j++)
{
dst->org[j] = LittleFloat(src->org[j]);
}
for(j=0;j<3;j++)
{
for(s=0;s<3;s++)
{
dst->ang[j][s] = LittleFloat(src->ang[j][s]);
}
}
src++;
dst++;
}
}
//
// move the complete, relocatable alias model to the cache
//
hunkend = Hunk_LowMark ();
#ifndef SERVERONLY
if (mod_md3flags.value)
mod->flags = LittleLong(header->flags);
else
#endif
mod->flags = 0;
if (!mod->flags)
mod->flags = Mod_ReadFlagsFromMD1(mod->name, 0);
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);
mod->funcs.Trace = GLMod_Trace;
}
#endif
#ifdef ZYMOTICMODELS
typedef struct zymlump_s
{
int start;
int length;
} zymlump_t;
typedef struct zymtype1header_s
{
char id[12]; // "ZYMOTICMODEL", length 12, no termination
int type; // 0 (vertex morph) 1 (skeletal pose) or 2 (skeletal scripted)
int filesize; // size of entire model file
float mins[3], maxs[3], radius; // for clipping uses
int numverts;
int numtris;
int numsurfaces;
int numbones; // this may be zero in the vertex morph format (undecided)
int numscenes; // 0 in skeletal scripted models
// skeletal pose header
// lump offsets are relative to the file
zymlump_t lump_scenes; // zymscene_t scene[numscenes]; // name and other information for each scene (see zymscene struct)
zymlump_t lump_poses; // float pose[numposes][numbones][6]; // animation data
zymlump_t lump_bones; // zymbone_t bone[numbones];
zymlump_t lump_vertbonecounts; // int vertbonecounts[numvertices]; // how many bones influence each vertex (separate mainly to make this compress better)
zymlump_t lump_verts; // zymvertex_t vert[numvertices]; // see vertex struct
zymlump_t lump_texcoords; // float texcoords[numvertices][2];
zymlump_t lump_render; // int renderlist[rendersize]; // sorted by shader with run lengths (int count), shaders are sequentially used, each run can be used with glDrawElements (each triangle is 3 int indices)
zymlump_t lump_surfnames; // char shadername[numsurfaces][32]; // shaders used on this model
zymlump_t lump_trizone; // byte trizone[numtris]; // see trizone explanation
} zymtype1header_t;
typedef struct zymbone_s
{
char name[32];
int flags;
int parent; // parent bone number
} zymbone_t;
typedef struct zymscene_s
{
char name[32];
float mins[3], maxs[3], radius; // for clipping
float framerate; // the scene will animate at this framerate (in frames per second)
int flags;
int start, length; // range of poses
} zymscene_t;
#define ZYMSCENEFLAG_NOLOOP 1
typedef struct zymvertex_s
{
int bonenum;
float origin[3];
} zymvertex_t;
//this can generate multiple meshes (one for each shader).
//but only one set of transforms are ever generated.
void GLMod_LoadZymoticModel(model_t *mod, void *buffer)
{
#ifndef SERVERONLY
galiasskin_t *skin;
galiastexnum_t *texnum;
int skinfiles;
int j;
#endif
int i;
int hunkstart, hunkend, hunktotal;
zymtype1header_t *header;
galiasinfo_t *root;
galisskeletaltransforms_t *transforms;
zymvertex_t *intrans;
galiasbone_t *bone;
zymbone_t *inbone;
int v;
float multiplier;
float *matrix, *inmatrix;
vec2_t *stcoords;
vec2_t *inst;
int *vertbonecounts;
galiasgroup_t *grp;
zymscene_t *inscene;
int *renderlist, count;
index_t *indexes;
char *surfname;
loadmodel=mod;
Mod_DoCRC(mod, buffer, com_filesize);
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->numsurfaces)
Sys_Error("GLMod_LoadZymoticModel: no surfaces\n");
VectorCopy(header->mins, mod->mins);
VectorCopy(header->maxs, mod->maxs);
root = Hunk_AllocName(sizeof(galiasinfo_t)*header->numsurfaces, 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++)
{
Q_strncpyz(bone[i].name, inbone[i].name, sizeof(bone[i].name));
bone[i].parent = BigLong(inbone[i].parent);
}
root->ofsbones = (char *)bone - (char *)root;
renderlist = (int*)((char*)header + header->lump_render.start);
for (i = 0;i < header->numsurfaces; i++)
{
count = BigLong(*renderlist++);
count *= 3;
indexes = Hunk_Alloc(count*sizeof(*indexes));
root[i].ofs_indexes = (char *)indexes - (char*)&root[i];
root[i].numindexes = count;
while(count)
{ //invert
indexes[count-1] = BigLong(renderlist[count-3]);
indexes[count-2] = BigLong(renderlist[count-2]);
indexes[count-3] = BigLong(renderlist[count-1]);
count-=3;
}
renderlist += root[i].numindexes;
}
if (renderlist != (int*)((char*)header + header->lump_render.start + header->lump_render.length))
Sys_Error("Render list appears corrupt.");
grp = Hunk_Alloc(sizeof(*grp)*header->numscenes*header->numsurfaces);
matrix = Hunk_Alloc(header->lump_poses.length);
inmatrix = (float*)((char*)header + header->lump_poses.start);
for (i = 0; i < header->lump_poses.length/4; i++)
matrix[i] = BigFloat(inmatrix[i]);
inscene = (zymscene_t*)((char*)header + header->lump_scenes.start);
surfname = ((char*)header + header->lump_surfnames.start);
stcoords = Hunk_Alloc(root[0].numverts*sizeof(vec2_t));
inst = (vec2_t *)((char *)header + header->lump_texcoords.start);
for (i = 0; i < header->lump_texcoords.length/8; i++)
{
stcoords[i][0] = BigFloat(inst[i][0]);
stcoords[i][1] = 1-BigFloat(inst[i][1]); //hmm. upside down skin coords?
}
#ifndef SERVERONLY
skinfiles = GL_BuildSkinFileList(loadmodel->name);
if (skinfiles < 1)
skinfiles = 1;
#endif
for (i = 0; i < header->numsurfaces; i++, surfname+=32)
{
root[i].groups = header->numscenes;
root[i].groupofs = (char*)grp - (char*)&root[i];
#ifdef SERVERONLY
root[i].numskins = 1;
#else
root[i].ofs_st_array = (char*)stcoords - (char*)&root[i];
root[i].numskins = skinfiles;
skin = Hunk_Alloc((sizeof(galiasskin_t)+sizeof(galiastexnum_t))*skinfiles);
texnum = (galiastexnum_t*)(skin+skinfiles);
for (j = 0; j < skinfiles; j++, texnum++)
{
skin[j].texnums = 1; //non-sequenced skins.
skin[j].ofstexnums = (char *)texnum - (char *)&skin[j];
GL_LoadSkinFile(texnum, surfname, j, NULL, 0, 0, NULL);
}
root[i].ofsskins = (char *)skin - (char *)&root[i];
#endif
}
for (i = 0; i < header->numscenes; i++, grp++, inscene++)
{
grp->isheirachical = 1;
grp->rate = BigFloat(inscene->framerate);
grp->loop = !(BigLong(inscene->flags) & ZYMSCENEFLAG_NOLOOP);
grp->numposes = BigLong(inscene->length);
grp->poseofs = (char*)matrix - (char*)grp;
grp->poseofs += BigLong(inscene->start)*12*sizeof(float)*root->numbones;
}
if (inscene != (zymscene_t*)((char*)header + header->lump_scenes.start+header->lump_scenes.length))
Sys_Error("scene list appears corrupt.");
for (i = 0; i < header->numsurfaces-1; i++)
root[i].nextsurf = sizeof(galiasinfo_t);
for (i = 1; i < header->numsurfaces; i++)
{
root[i].sharesverts = true;
root[i].numbones = root[0].numbones;
root[i].numverts = root[0].numverts;
root[i].ofsbones = root[0].ofsbones;
root[i-1].nextsurf = sizeof(*root);
}
//
// move the complete, relocatable alias model to the cache
//
hunkend = Hunk_LowMark ();
mod->flags = Mod_ReadFlagsFromMD1(mod->name, 0); //file replacement - inherit flags from any defunc mdl files.
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);
mod->funcs.Trace = GLMod_Trace;
}
//////////////////////////////////////////////////////////////
//dpm
// header for the entire file
typedef struct dpmheader_s
{
char id[16]; // "DARKPLACESMODEL\0", length 16
unsigned int type; // 2 (hierarchical skeletal pose)
unsigned int filesize; // size of entire model file
float mins[3], maxs[3], yawradius, allradius; // for clipping uses
// these offsets are relative to the file
unsigned int num_bones;
unsigned int num_meshs;
unsigned int num_frames;
unsigned int ofs_bones; // dpmbone_t bone[num_bones];
unsigned int ofs_meshs; // dpmmesh_t mesh[num_meshs];
unsigned int ofs_frames; // dpmframe_t frame[num_frames];
} dpmheader_t;
// there may be more than one of these
typedef struct dpmmesh_s
{
// these offsets are relative to the file
char shadername[32]; // name of the shader to use
unsigned int num_verts;
unsigned int num_tris;
unsigned int ofs_verts; // dpmvertex_t vert[numvertices]; // see vertex struct
unsigned int ofs_texcoords; // float texcoords[numvertices][2];
unsigned int ofs_indices; // unsigned int indices[numtris*3]; // designed for glDrawElements (each triangle is 3 unsigned int indices)
unsigned int ofs_groupids; // unsigned int groupids[numtris]; // the meaning of these values is entirely up to the gamecode and modeler
} dpmmesh_t;
// if set on a bone, it must be protected from removal
#define DPMBONEFLAG_ATTACHMENT 1
// one per bone
typedef struct dpmbone_s
{
// name examples: upperleftarm leftfinger1 leftfinger2 hand, etc
char name[32];
// parent bone number
signed int parent;
// flags for the bone
unsigned int flags;
} dpmbone_t;
// a bonepose matrix is intended to be used like this:
// (n = output vertex, v = input vertex, m = matrix, f = influence)
// n[0] = v[0] * m[0][0] + v[1] * m[0][1] + v[2] * m[0][2] + f * m[0][3];
// n[1] = v[0] * m[1][0] + v[1] * m[1][1] + v[2] * m[1][2] + f * m[1][3];
// n[2] = v[0] * m[2][0] + v[1] * m[2][1] + v[2] * m[2][2] + f * m[2][3];
typedef struct dpmbonepose_s
{
float matrix[3][4];
} dpmbonepose_t;
// immediately followed by bone positions for the frame
typedef struct dpmframe_s
{
// name examples: idle_1 idle_2 idle_3 shoot_1 shoot_2 shoot_3, etc
char name[32];
float mins[3], maxs[3], yawradius, allradius;
int ofs_bonepositions; // dpmbonepose_t bonepositions[bones];
} dpmframe_t;
// one or more of these per vertex
typedef struct dpmbonevert_s
{
float origin[3]; // vertex location (these blend)
float influence; // influence fraction (these must add up to 1)
float normal[3]; // surface normal (these blend)
unsigned int bonenum; // number of the bone
} dpmbonevert_t;
// variable size, parsed sequentially
typedef struct dpmvertex_s
{
unsigned int numbones;
// immediately followed by 1 or more dpmbonevert_t structures
} dpmvertex_t;
void GLMod_LoadDarkPlacesModel(model_t *mod, void *buffer)
{
#ifndef SERVERONLY
galiasskin_t *skin;
galiastexnum_t *texnum;
int skinfiles;
#endif
int i, j, k;
int hunkstart, hunkend, hunktotal;
dpmheader_t *header;
galiasinfo_t *root, *m;
dpmmesh_t *mesh;
dpmvertex_t *vert;
dpmbonevert_t *bonevert;
galisskeletaltransforms_t *transforms;
galiasbone_t *outbone;
dpmbone_t *inbone;
float *inst, *outst;
float *outposedata;
galiasgroup_t *outgroups;
float *inposedata;
dpmframe_t *inframes;
unsigned int *index; index_t *outdex; // groan...
int numtransforms;
int numverts;
loadmodel=mod;
Mod_DoCRC(mod, buffer, com_filesize);
hunkstart = Hunk_LowMark ();
header = buffer;
if (memcmp(header->id, "DARKPLACESMODEL\0", 16))
Sys_Error("GLMod_LoadDarkPlacesModel: doesn't appear to be a darkplaces model!\n");
if (BigLong(header->type) != 2)
Sys_Error("GLMod_LoadDarkPlacesModel: only type 2 is supported\n");
for (i = 0; i < sizeof(dpmheader_t)/4; i++)
((int*)header)[i] = BigLong(((int*)header)[i]);
if (!header->num_bones)
Sys_Error("GLMod_LoadDarkPlacesModel: no bones\n");
if (!header->num_frames)
Sys_Error("GLMod_LoadDarkPlacesModel: no frames\n");
if (!header->num_meshs)
Sys_Error("GLMod_LoadDarkPlacesModel: no surfaces\n");
VectorCopy(header->mins, mod->mins);
VectorCopy(header->maxs, mod->maxs);
root = Hunk_AllocName(sizeof(galiasinfo_t)*header->num_meshs, loadname);
mesh = (dpmmesh_t*)((char*)buffer + header->ofs_meshs);
for (i = 0; i < header->num_meshs; i++, mesh++)
{
//work out how much memory we need to allocate
mesh->num_verts = BigLong(mesh->num_verts);
mesh->num_tris = BigLong(mesh->num_tris);
mesh->ofs_verts = BigLong(mesh->ofs_verts);
mesh->ofs_texcoords = BigLong(mesh->ofs_texcoords);
mesh->ofs_indices = BigLong(mesh->ofs_indices);
mesh->ofs_groupids = BigLong(mesh->ofs_groupids);
numverts = mesh->num_verts;
numtransforms = 0;
//count and byteswap the transformations
vert = (dpmvertex_t*)((char *)buffer+mesh->ofs_verts);
for (j = 0; j < mesh->num_verts; j++)
{
vert->numbones = BigLong(vert->numbones);
numtransforms += vert->numbones;
bonevert = (dpmbonevert_t*)(vert+1);
vert = (dpmvertex_t*)(bonevert+vert->numbones);
}
m = &root[i];
#ifdef SERVERONLY
transforms = Hunk_AllocName(numtransforms*sizeof(galisskeletaltransforms_t) + mesh->num_tris*3*sizeof(index_t), loadname);
#else
outst = Hunk_AllocName(numverts*sizeof(vec2_t) + numtransforms*sizeof(galisskeletaltransforms_t) + mesh->num_tris*3*sizeof(index_t), loadname);
m->ofs_st_array = (char*)outst - (char*)m;
m->numverts = mesh->num_verts;
inst = (float*)((char*)buffer + mesh->ofs_texcoords);
for (j = 0; j < numverts; j++, outst+=2, inst+=2)
{
outst[0] = BigFloat(inst[0]);
outst[1] = BigFloat(inst[1]);
}
#endif
//build the transform list.
transforms = (galisskeletaltransforms_t*)outst;
m->ofstransforms = (char*)transforms - (char*)m;
m->numtransforms = numtransforms;
vert = (dpmvertex_t*)((char *)buffer+mesh->ofs_verts);
for (j = 0; j < mesh->num_verts; j++)
{
bonevert = (dpmbonevert_t*)(vert+1);
for (k = 0; k < vert->numbones; k++, bonevert++, transforms++)
{
transforms->boneindex = BigLong(bonevert->bonenum);
transforms->vertexindex = j;
transforms->org[0] = BigFloat(bonevert->origin[0]);
transforms->org[1] = BigFloat(bonevert->origin[1]);
transforms->org[2] = BigFloat(bonevert->origin[2]);
transforms->org[3] = BigFloat(bonevert->influence);
//do nothing with the normals. :(
}
vert = (dpmvertex_t*)bonevert;
}
index = (index_t*)((char*)buffer + mesh->ofs_indices);
outdex = (index_t *)transforms;
m->ofs_indexes = (char*)outdex - (char*)m;
m->numindexes = mesh->num_tris*3;
for (j = 0; j < m->numindexes; j++)
{
*outdex++ = BigLong(*index++);
}
}
outbone = Hunk_Alloc(sizeof(galiasbone_t)*header->num_bones);
inbone = (dpmbone_t*)((char*)buffer + header->ofs_bones);
for (i = 0; i < header->num_bones; i++)
{
outbone[i].parent = BigLong(inbone[i].parent);
if (outbone[i].parent >= i || outbone[i].parent < -1)
Sys_Error("GLMod_LoadDarkPlacesModel: bad bone index in %s\n", mod->name);
Q_strncpyz(outbone[i].name, inbone[i].name, sizeof(outbone[i].name));
//throw away the flags.
}
outgroups = Hunk_Alloc(sizeof(galiasgroup_t)*header->num_frames + sizeof(float)*header->num_frames*header->num_bones*12);
outposedata = (float*)(outgroups+header->num_frames);
inframes = (dpmframe_t*)((char*)buffer + header->ofs_frames);
for (i = 0; i < header->num_frames; i++)
{
inframes[i].ofs_bonepositions = BigLong(inframes[i].ofs_bonepositions);
inframes[i].allradius = BigLong(inframes[i].allradius);
inframes[i].yawradius = BigLong(inframes[i].yawradius);
inframes[i].mins[0] = BigLong(inframes[i].mins[0]);
inframes[i].mins[1] = BigLong(inframes[i].mins[1]);
inframes[i].mins[2] = BigLong(inframes[i].mins[2]);
inframes[i].maxs[0] = BigLong(inframes[i].maxs[0]);
inframes[i].maxs[1] = BigLong(inframes[i].maxs[1]);
inframes[i].maxs[2] = BigLong(inframes[i].maxs[2]);
outgroups[i].rate = 10;
outgroups[i].numposes = 1;
outgroups[i].isheirachical = true;
outgroups[i].poseofs = (char*)outposedata - (char*)&outgroups[i];
inposedata = (float*)((char*)buffer + inframes[i].ofs_bonepositions);
for (j = 0; j < header->num_bones*12; j++)
*outposedata++ = BigFloat(*inposedata++);
}
#ifndef SERVERONLY
skinfiles = GL_BuildSkinFileList(loadmodel->name);
if (skinfiles < 1)
skinfiles = 1;
#endif
mesh = (dpmmesh_t*)((char*)buffer + header->ofs_meshs);
for (i = 0; i < header->num_meshs; i++, mesh++)
{
m = &root[i];
if (i < header->num_meshs-1)
m->nextsurf = sizeof(galiasinfo_t);
m->sharesbones = true;
m->ofsbones = (char*)outbone-(char*)m;
m->numbones = header->num_bones;
m->groups = header->num_frames;
m->groupofs = (char*)outgroups - (char*)m;
#ifdef SERVERONLY
m->numskins = 1;
#else
m->numskins = skinfiles;
skin = Hunk_Alloc((sizeof(galiasskin_t)+sizeof(galiastexnum_t))*skinfiles);
texnum = (galiastexnum_t*)(skin+skinfiles);
for (j = 0; j < skinfiles; j++, texnum++)
{
skin[j].texnums = 1; //non-sequenced skins.
skin[j].ofstexnums = (char *)texnum - (char *)&skin[j];
GL_LoadSkinFile(texnum, mesh->shadername, j, NULL, 0, 0, NULL);
}
m->ofsskins = (char *)skin - (char *)m;
#endif
}
root[0].sharesbones = false;
//
// 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);
mod->funcs.Trace = GLMod_Trace;
}
#endif //ZYMOTICMODELS
#ifdef MD5MODELS
static void GenMatrix(float x, float y, float z, float qx, float qy, float qz, float result[12])
{
float qw;
{ //figure out qw
float term = 1 - (qx*qx) - (qy*qy) - (qz*qz);
if (term < 0)
qw = 0;
else
qw = - (float) sqrt(term);
}
{ //generate the matrix
/*
float xx = qx * qx;
float xy = qx * qy;
float xz = qx * qz;
float xw = qx * qw;
float yy = qy * qy;
float yz = qy * qz;
float yw = qy * qw;
float zz = qz * qz;
float zw = qz * qw;
result[0*4+0] = 1 - 2 * ( yy + zz );
result[0*4+1] = 2 * ( xy - zw );
result[0*4+2] = 2 * ( xz + yw );
result[0*4+3] = x;
result[1*4+0] = 2 * ( xy + zw );
result[1*4+1] = 1 - 2 * ( xx + zz );
result[1*4+2] = 2 * ( yz - xw );
result[1*4+3] = y;
result[2*4+0] = 2 * ( xz - yw );
result[2*4+1] = 2 * ( yz + xw );
result[2*4+2] = 1 - 2 * ( xx + yy );
result[2*4+3] = z;
*/
float xx, xy, xz, xw, yy, yz, yw, zz, zw;
float x2, y2, z2;
x2 = qx + qx;
y2 = qy + qy;
z2 = qz + qz;
xx = qx * x2; xy = qx * y2; xz = qx * z2;
yy = qy * y2; yz = qy * z2; zz = qz * z2;
xw = qw * x2; yw = qw * y2; zw = qw * z2;
result[0*4+0] = 1.0f - (yy + zz);
result[1*4+0] = xy + zw;
result[2*4+0] = xz - yw;
result[0*4+1] = xy - zw;
result[1*4+1] = 1.0f - (xx + zz);
result[2*4+1] = yz + xw;
result[0*4+2] = xz + yw;
result[1*4+2] = yz - xw;
result[2*4+2] = 1.0f - (xx + yy);
result[0*4+3] = x;
result[1*4+3] = y;
result[2*4+3] = z;
}
}
galiasinfo_t *GLMod_ParseMD5MeshModel(char *buffer)
{
#define EXPECT(x) buffer = COM_Parse(buffer); if (strcmp(com_token, x)) Sys_Error("MD5MESH: expected %s", x);
int numjoints = 0;
int nummeshes = 0;
qboolean foundjoints = false;
int meshnum = 0;
int i;
galiasbone_t *bones;
galiasgroup_t *pose;
galiasinfo_t *inf, *root, *lastsurf;
float *posedata;
#ifndef SERVERONLY
galiasskin_t *skin;
galiastexnum_t *texnum;
#endif
float x, y, z, qx, qy, qz;
buffer = COM_Parse(buffer);
if (strcmp(com_token, "MD5Version"))
Sys_Error("MD5 model without MD5Version identifier first\n");
buffer = COM_Parse(buffer);
if (atoi(com_token) != 10)
Sys_Error("MD5 model with unsupported MD5Version\n");
root = Hunk_Alloc(sizeof(galiasinfo_t));
lastsurf = NULL;
for(;;)
{
buffer = COM_Parse(buffer);
if (!buffer)
break;
if (!strcmp(com_token, "commandline"))
{ //we don't need this
buffer = strchr(buffer, '\"');
buffer = strchr((char*)buffer+1, '\"')+1;
// buffer = COM_Parse(buffer);
}
else if (!strcmp(com_token, "numJoints"))
{
if (numjoints)
Sys_Error("MD5MESH: numMeshes was already declared");
buffer = COM_Parse(buffer);
numjoints = atoi(com_token);
if (numjoints <= 0)
Sys_Error("MD5MESH: Needs some joints");
}
else if (!strcmp(com_token, "numMeshes"))
{
if (nummeshes)
Sys_Error("MD5MESH: numMeshes was already declared");
buffer = COM_Parse(buffer);
nummeshes = atoi(com_token);
if (nummeshes <= 0)
Sys_Error("MD5MESH: Needs some meshes");
}
else if (!strcmp(com_token, "joints"))
{
if (foundjoints)
Sys_Error("MD5MESH: Duplicate joints section");
foundjoints=true;
if (!numjoints)
Sys_Error("MD5MESH: joints section before (or without) numjoints");
bones = Hunk_Alloc(sizeof(*bones) * numjoints);
pose = Hunk_Alloc(sizeof(galiasgroup_t));
posedata = Hunk_Alloc(sizeof(float)*12 * numjoints);
pose->isheirachical = false;
pose->rate = 1;
pose->numposes = 1;
pose->poseofs = (char*)posedata - (char*)pose;
EXPECT("{");
//"name" parent (x y z) (s t u)
//stu are a normalized quaternion, which we will convert to a 3*4 matrix for no apparent reason
for (i = 0; i < numjoints; i++)
{
buffer = COM_Parse(buffer);
Q_strncpyz(bones[i].name, com_token, sizeof(bones[i].name));
buffer = COM_Parse(buffer);
bones[i].parent = atoi(com_token);
if (bones[i].parent >= i)
Sys_Error("MD5MESH: joints parent's must be lower");
if ((bones[i].parent < 0 && i) || (!i && bones[i].parent!=-1))
Sys_Error("MD5MESH: Only the root joint may have a negative parent");
EXPECT("(");
buffer = COM_Parse(buffer);
x = atof(com_token);
buffer = COM_Parse(buffer);
y = atof(com_token);
buffer = COM_Parse(buffer);
z = atof(com_token);
EXPECT(")");
EXPECT("(");
buffer = COM_Parse(buffer);
qx = atof(com_token);
buffer = COM_Parse(buffer);
qy = atof(com_token);
buffer = COM_Parse(buffer);
qz = atof(com_token);
EXPECT(")");
GenMatrix(x, y, z, qx, qy, qz, posedata+i*12);
}
EXPECT("}");
}
else if (!strcmp(com_token, "mesh"))
{
int numverts = 0;
int numweights = 0;
int numtris = 0;
int num;
int vnum;
int numusableweights = 0;
int *firstweightlist = NULL;
int *numweightslist = NULL;
galisskeletaltransforms_t *trans;
#ifndef SERVERONLY
float *stcoord;
#endif
int *indexes;
float w;
vec4_t *rawweight = NULL;
int *rawweightbone = NULL;
if (!nummeshes)
Sys_Error("MD5MESH: mesh section before (or without) nummeshes");
if (!foundjoints)
Sys_Error("MD5MESH: mesh must come after joints");
if (!lastsurf)
{
lastsurf = root;
inf = root;
}
else
{
inf = Hunk_Alloc(sizeof(*inf));
lastsurf->nextsurf = (char*)inf - (char*)lastsurf;
lastsurf = inf;
}
inf->ofsbones = (char*)bones - (char*)inf;
inf->numbones = numjoints;
inf->groups = 1;
inf->groupofs = (char*)pose - (char*)inf;
#ifndef SERVERONLY
skin = Hunk_Alloc(sizeof(*skin));
texnum = Hunk_Alloc(sizeof(*texnum));
inf->numskins = 1;
inf->ofsskins = (char*)skin - (char*)inf;
skin->texnums = 1;
skin->skinspeed = 1;
skin->ofstexnums = (char*)texnum - (char*)skin;
#endif
EXPECT("{");
for(;;)
{
buffer = COM_Parse(buffer);
if (!buffer)
Sys_Error("MD5MESH: unexpected eof");
if (!strcmp(com_token, "shader"))
{
buffer = COM_Parse(buffer);
#ifndef SERVERONLY
// texnum->shader = R_RegisterSkin(com_token);
texnum->base = Mod_LoadHiResTexture(com_token, "models", true, true, true);
#endif
}
else if (!strcmp(com_token, "numverts"))
{
if (numverts)
Sys_Error("MD5MESH: numverts was already specified");
buffer = COM_Parse(buffer);
numverts = atoi(com_token);
if (numverts < 0)
Sys_Error("MD5MESH: numverts cannot be negative");
firstweightlist = Z_Malloc(sizeof(*firstweightlist) * numverts);
numweightslist = Z_Malloc(sizeof(*numweightslist) * numverts);
#ifndef SERVERONLY
stcoord = Hunk_Alloc(sizeof(float)*2*numverts);
inf->ofs_st_array = (char*)stcoord - (char*)inf;
inf->numverts = numverts;
#endif
}
else if (!strcmp(com_token, "vert"))
{ //vert num ( s t ) firstweight numweights
buffer = COM_Parse(buffer);
num = atoi(com_token);
if (num < 0 || num >= numverts)
Sys_Error("MD5MESH: vertex out of range");
EXPECT("(");
buffer = COM_Parse(buffer);
#ifndef SERVERONLY
stcoord[num*2+0] = atof(com_token);
#endif
buffer = COM_Parse(buffer);
#ifndef SERVERONLY
stcoord[num*2+1] = atof(com_token);
#endif
EXPECT(")");
buffer = COM_Parse(buffer);
firstweightlist[num] = atoi(com_token);
buffer = COM_Parse(buffer);
numweightslist[num] = atoi(com_token);
numusableweights += numweightslist[num];
}
else if (!strcmp(com_token, "numtris"))
{
if (numtris)
Sys_Error("MD5MESH: numtris was already specified");
buffer = COM_Parse(buffer);
numtris = atoi(com_token);
if (numtris < 0)
Sys_Error("MD5MESH: numverts cannot be negative");
indexes = Hunk_Alloc(sizeof(int)*3*numtris);
inf->ofs_indexes = (char*)indexes - (char*)inf;
inf->numindexes = numtris*3;
}
else if (!strcmp(com_token, "tri"))
{
buffer = COM_Parse(buffer);
num = atoi(com_token);
if (num < 0 || num >= numtris)
Sys_Error("MD5MESH: vertex out of range");
buffer = COM_Parse(buffer);
indexes[num*3+0] = atoi(com_token);
buffer = COM_Parse(buffer);
indexes[num*3+1] = atoi(com_token);
buffer = COM_Parse(buffer);
indexes[num*3+2] = atoi(com_token);
}
else if (!strcmp(com_token, "numweights"))
{
if (numweights)
Sys_Error("MD5MESH: numweights was already specified");
buffer = COM_Parse(buffer);
numweights = atoi(com_token);
rawweight = Z_Malloc(sizeof(*rawweight)*numweights);
rawweightbone = Z_Malloc(sizeof(*rawweightbone)*numweights);
}
else if (!strcmp(com_token, "weight"))
{
//weight num bone scale ( x y z )
buffer = COM_Parse(buffer);
num = atoi(com_token);
if (num < 0 || num >= numweights)
Sys_Error("MD5MESH: weight out of range");
buffer = COM_Parse(buffer);
rawweightbone[num] = atoi(com_token);
if (rawweightbone[num] < 0 || rawweightbone[num] >= numjoints)
Sys_Error("MD5MESH: weight specifies bad bone");
buffer = COM_Parse(buffer);
w = atof(com_token);
EXPECT("(");
buffer = COM_Parse(buffer);
rawweight[num][0] = w*atof(com_token);
buffer = COM_Parse(buffer);
rawweight[num][1] = w*atof(com_token);
buffer = COM_Parse(buffer);
rawweight[num][2] = w*atof(com_token);
EXPECT(")");
rawweight[num][3] = w;
}
else if (!strcmp(com_token, "}"))
break;
else
Sys_Error("MD5MESH: Unrecognised token inside mesh (%s)", com_token);
}
trans = Hunk_Alloc(sizeof(*trans)*numusableweights);
inf->ofstransforms = (char*)trans - (char*)inf;
for (num = 0, vnum = 0; num < numverts; num++)
{
if (numweightslist[num] <= 0)
Sys_Error("MD5MESH: weights not set on vertex");
while(numweightslist[num])
{
trans[vnum].vertexindex = num;
trans[vnum].boneindex = rawweightbone[firstweightlist[num]];
trans[vnum].org[0] = rawweight[firstweightlist[num]][0];
trans[vnum].org[1] = rawweight[firstweightlist[num]][1];
trans[vnum].org[2] = rawweight[firstweightlist[num]][2];
trans[vnum].org[3] = rawweight[firstweightlist[num]][3];
vnum++;
firstweightlist[num]++;
numweightslist[num]--;
}
}
inf->numtransforms = vnum;
if (firstweightlist)
Z_Free(firstweightlist);
if (numweightslist)
Z_Free(numweightslist);
if (rawweight)
Z_Free(rawweight);
if (rawweightbone)
Z_Free(rawweightbone);
}
else
Sys_Error("Unrecognised token in MD5 model (%s)", com_token);
}
if (!lastsurf)
Sys_Error("MD5MESH: No meshes");
return root;
#undef EXPECT
}
void GLMod_LoadMD5MeshModel(model_t *mod, void *buffer)
{
int numjoints = 0;
int nummeshes = 0;
qboolean foundjoints = false;
int meshnum = 0;
galiasinfo_t *root;
int hunkstart, hunkend, hunktotal;
loadmodel=mod;
Mod_DoCRC(mod, buffer, com_filesize);
hunkstart = Hunk_LowMark ();
root = GLMod_ParseMD5MeshModel(buffer);
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);
mod->funcs.Trace = GLMod_Trace;
}
galiasgroup_t GLMod_ParseMD5Anim(char *buffer, galiasinfo_t *prototype, void**poseofs)
{
#define EXPECT(x) buffer = COM_Parse(buffer); if (strcmp(com_token, x)) Sys_Error("MD5ANIM: expected %s", x);
unsigned int i, j;
galiasgroup_t grp;
unsigned int parent;
unsigned int numframes;
unsigned int numjoints;
float framespersecond;
unsigned int numanimatedparts;
galiasbone_t *bonelist;
unsigned char *boneflags;
unsigned int *firstanimatedcomponants;
float *animatedcomponants;
float *baseframe; //6 componants.
float *posedata;
float tx, ty, tz, qx, qy, qz;
int fac, flags;
float f;
EXPECT("MD5Version");
EXPECT("10");
EXPECT("commandline");
buffer = COM_Parse(buffer);
EXPECT("numFrames");
buffer = COM_Parse(buffer);
numframes = atoi(com_token);
EXPECT("numJoints");
buffer = COM_Parse(buffer);
numjoints = atoi(com_token);
EXPECT("frameRate");
buffer = COM_Parse(buffer);
framespersecond = atof(com_token);
EXPECT("numAnimatedComponents");
buffer = COM_Parse(buffer);
numanimatedparts = atoi(com_token);
firstanimatedcomponants = BZ_Malloc(sizeof(int)*numjoints);
animatedcomponants = BZ_Malloc(sizeof(float)*numanimatedparts);
boneflags = BZ_Malloc(sizeof(unsigned char)*numjoints);
baseframe = BZ_Malloc(sizeof(float)*12*numjoints);
*poseofs = posedata = Hunk_Alloc(sizeof(float)*12*numjoints*numframes);
if (prototype)
{
if (prototype->numbones != numjoints)
Sys_Error("MD5ANIM: number of bones doesn't match");
bonelist = (galiasbone_t *)((char*)prototype + prototype->ofsbones);
}
else
{
bonelist = Hunk_Alloc(sizeof(galiasbone_t)*numjoints);
prototype->ofsbones = (char*)bonelist - (char*)prototype;
prototype->numbones = numjoints;
}
EXPECT("hierarchy");
EXPECT("{");
for (i = 0; i < numjoints; i++, bonelist++)
{
buffer = COM_Parse(buffer);
if (prototype)
{
if (strcmp(bonelist->name, com_token))
Sys_Error("MD5ANIM: bone name doesn't match (%s)", com_token);
}
else
Q_strncpyz(bonelist->name, com_token, sizeof(bonelist->name));
buffer = COM_Parse(buffer);
parent = atoi(com_token);
if (prototype)
{
if (bonelist->parent != parent)
Sys_Error("MD5ANIM: bone name doesn't match (%s)", com_token);
}
else
bonelist->parent = parent;
buffer = COM_Parse(buffer);
boneflags[i] = atoi(com_token);
buffer = COM_Parse(buffer);
firstanimatedcomponants[i] = atoi(com_token);
}
EXPECT("}");
EXPECT("bounds");
EXPECT("{");
for (i = 0; i < numframes; i++)
{
EXPECT("(");
buffer = COM_Parse(buffer);f=atoi(com_token);
if (f < loadmodel->mins[0]) loadmodel->mins[0] = f;
buffer = COM_Parse(buffer);f=atoi(com_token);
if (f < loadmodel->mins[1]) loadmodel->mins[1] = f;
buffer = COM_Parse(buffer);f=atoi(com_token);
if (f < loadmodel->mins[2]) loadmodel->mins[2] = f;
EXPECT(")");
EXPECT("(");
buffer = COM_Parse(buffer);f=atoi(com_token);
if (f > loadmodel->maxs[0]) loadmodel->maxs[0] = f;
buffer = COM_Parse(buffer);f=atoi(com_token);
if (f > loadmodel->maxs[1]) loadmodel->maxs[1] = f;
buffer = COM_Parse(buffer);f=atoi(com_token);
if (f > loadmodel->maxs[2]) loadmodel->maxs[2] = f;
EXPECT(")");
}
EXPECT("}");
EXPECT("baseframe");
EXPECT("{");
for (i = 0; i < numjoints; i++)
{
EXPECT("(");
buffer = COM_Parse(buffer);
baseframe[i*6+0] = atof(com_token);
buffer = COM_Parse(buffer);
baseframe[i*6+1] = atof(com_token);
buffer = COM_Parse(buffer);
baseframe[i*6+2] = atof(com_token);
EXPECT(")");
EXPECT("(");
buffer = COM_Parse(buffer);
baseframe[i*6+3] = atof(com_token);
buffer = COM_Parse(buffer);
baseframe[i*6+4] = atof(com_token);
buffer = COM_Parse(buffer);
baseframe[i*6+5] = atof(com_token);
EXPECT(")");
}
EXPECT("}");
for (i = 0; i < numframes; i++)
{
EXPECT("frame");
EXPECT(va("%i", i));
EXPECT("{");
for (j = 0; j < numanimatedparts; j++)
{
buffer = COM_Parse(buffer);
animatedcomponants[j] = atof(com_token);
}
EXPECT("}");
for (j = 0; j < numjoints; j++)
{
fac = firstanimatedcomponants[j];
flags = boneflags[j];
if (flags&1)
tx = animatedcomponants[fac++];
else
tx = baseframe[j*6+0];
if (flags&2)
ty = animatedcomponants[fac++];
else
ty = baseframe[j*6+1];
if (flags&4)
tz = animatedcomponants[fac++];
else
tz = baseframe[j*6+2];
if (flags&8)
qx = animatedcomponants[fac++];
else
qx = baseframe[j*6+3];
if (flags&16)
qy = animatedcomponants[fac++];
else
qy = baseframe[j*6+4];
if (flags&32)
qz = animatedcomponants[fac++];
else
qz = baseframe[j*6+5];
GenMatrix(tx, ty, tz, qx, qy, qz, posedata+12*(j+numjoints*i));
}
}
BZ_Free(firstanimatedcomponants);
BZ_Free(animatedcomponants);
BZ_Free(boneflags);
BZ_Free(baseframe);
grp.isheirachical = true;
grp.numposes = numframes;
grp.rate = framespersecond;
grp.loop = true;
return grp;
#undef EXPECT
}
/*
EXTERNALANIM
//File what specifies md5 model/anim stuff.
model test/imp.md5mesh
group test/idle1.md5anim
clampgroup test/idle1.md5anim
frames test/idle1.md5anim
*/
void GLMod_LoadCompositeAnim(model_t *mod, void *buffer)
{
#define EXPECT(x) buffer = COM_Parse(buffer); if (strcmp(com_token, x)) Sys_Error("MD5MESH: expected %s", x);
int numjoints = 0;
int nummeshes = 0;
qboolean foundjoints = false;
int meshnum = 0;
int i;
char *file;
galiasinfo_t *root = NULL;
int numgroups = 0;
galiasgroup_t *grouplist = NULL;
galiasgroup_t *newgroup = NULL;
void **poseofs;
int hunkstart, hunkend, hunktotal;
loadmodel=mod;
Mod_DoCRC(mod, buffer, com_filesize);
hunkstart = Hunk_LowMark ();
buffer = COM_Parse(buffer);
if (strcmp(com_token, "EXTERNALANIM"))
Sys_Error("EXTERNALANIM: header is not compleate");
buffer = COM_Parse(buffer);
if (!strcmp(com_token, "model"))
{
buffer = COM_Parse(buffer);
file = COM_LoadTempFile2(com_token);
if (!file) //FIXME: make non fatal somehow..
Sys_Error("Couldn't open %s", com_token);
root = GLMod_ParseMD5MeshModel(file);
newgroup = (galiasgroup_t*)((char*)root + root->groupofs);
grouplist = BZ_Malloc(sizeof(galiasgroup_t)*(numgroups+root->groups));
memcpy(grouplist, newgroup, sizeof(galiasgroup_t)*(numgroups+root->groups));
poseofs = BZ_Malloc(sizeof(galiasgroup_t)*(numgroups+root->groups));
for (i = 0; i < root->groups; i++)
{
grouplist[numgroups] = newgroup[i];
poseofs[numgroups] = (char*)&newgroup[i] + newgroup[i].poseofs;
numgroups++;
}
}
else
{
Sys_Error("EXTERNALANIM: model must be defined immediatly after the header");
return;
}
for (;;)
{
buffer = COM_Parse(buffer);
if (!buffer)
break;
if (!strcmp(com_token, "group"))
{
grouplist = BZ_Realloc(grouplist, sizeof(galiasgroup_t)*(numgroups+1));
poseofs = BZ_Realloc(poseofs, sizeof(*poseofs)*(numgroups+1));
buffer = COM_Parse(buffer);
file = COM_LoadTempFile2(com_token);
if (file) //FIXME: make non fatal somehow..
{
grouplist[numgroups] = GLMod_ParseMD5Anim(file, root, &poseofs[numgroups]);
numgroups++;
}
}
else if (!strcmp(com_token, "clampgroup"))
{
Sys_Error("EXTERNALANIM: clampgroup not yet supported");
return;
}
else if (!strcmp(com_token, "frames"))
{
Sys_Error("EXTERNALANIM: frames not yet supported");
return;
}
else
{
Sys_Error("EXTERNALANIM: unrecognised token");
return;
}
}
newgroup = grouplist;
grouplist = Hunk_Alloc(sizeof(galiasgroup_t)*numgroups);
for(;;)
{
root->groupofs = (char*)grouplist - (char*)root;
root->groups = numgroups;
if (!root->nextsurf)
break;
root = (galiasinfo_t*)((char*)root + root->nextsurf);
}
for (i = 0; i < numgroups; i++)
{
grouplist[i] = newgroup[i];
grouplist[i].poseofs = (char*)poseofs[i] - (char*)&grouplist[i];
}
hunkend = Hunk_LowMark ();
mod->flags = Mod_ReadFlagsFromMD1(mod->name, 0); //file replacement - inherit flags from any defunc mdl files.
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);
mod->funcs.Trace = GLMod_Trace;
}
#endif //MD5MODELS
#endif // defined(RGLQUAKE) || defined(SERVERONLY)