/* Copyright (C) 1996-2001 Id Software, Inc. Copyright (C) 2002-2009 John Fitzgibbons and others Copyright (C) 2010-2014 QuakeSpasm developers This program is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation; either version 2 of the License, or (at your option) any later version. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with this program; if not, write to the Free Software Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. */ // gl_mesh.c: triangle model functions #include "quakedef.h" /* ================================================================= ALIAS MODEL DISPLAY LIST GENERATION ================================================================= */ #define countof(x) (sizeof(x)/sizeof((x)[0])) /* ================ GL_MakeAliasModelDisplayLists Saves data needed to build the VBO for this model on the hunk. Afterwards this is copied to Mod_Extradata. Original code by MH from RMQEngine ================ */ void GL_MakeAliasModelDisplayLists (qmodel_t *m, aliashdr_t *paliashdr) { int i, j; int maxverts_vbo; unsigned short *indexes; trivertx_t *verts; aliasmesh_t *desc; // there can never be more than this number of verts and we just put them all on the hunk // front/back logic says we can never have more than numverts*2 maxverts_vbo = paliashdr->numverts * 2; desc = (aliasmesh_t *) Hunk_Alloc (sizeof (aliasmesh_t) * maxverts_vbo); // there will always be this number of indexes indexes = (unsigned short *) Hunk_Alloc (sizeof (unsigned short) * paliashdr->numtris * 3); paliashdr->indexes = (intptr_t) indexes - (intptr_t) paliashdr; paliashdr->meshdesc = (intptr_t) desc - (intptr_t) paliashdr; paliashdr->numindexes = 0; paliashdr->numverts_vbo = 0; for (i = 0; i < paliashdr->numtris; i++) { for (j = 0; j < 3; j++) { int v; // index into hdr->vertexes unsigned short vertindex = triangles[i].vertindex[j]; // basic s/t coords int s = stverts[vertindex].s; int t = stverts[vertindex].t; // check for back side and adjust texcoord s if (!triangles[i].facesfront && stverts[vertindex].onseam) s += paliashdr->skinwidth / 2; // see does this vert already exist for (v = 0; v < paliashdr->numverts_vbo; v++) { // it could use the same xyz but have different s and t if (desc[v].vertindex == vertindex && (int) desc[v].st[0] == s && (int) desc[v].st[1] == t) { // exists; emit an index for it indexes[paliashdr->numindexes++] = v; // no need to check any more break; } } if (v == paliashdr->numverts_vbo) { // doesn't exist; emit a new vert and index indexes[paliashdr->numindexes++] = paliashdr->numverts_vbo; desc[paliashdr->numverts_vbo].vertindex = vertindex; desc[paliashdr->numverts_vbo].st[0] = s; desc[paliashdr->numverts_vbo++].st[1] = t; } } } switch(paliashdr->poseverttype) { case PV_QUAKEFORGE: verts = (trivertx_t *) Hunk_Alloc (paliashdr->nummorphposes * paliashdr->numverts_vbo*2 * sizeof(*verts)); paliashdr->vertexes = (byte *)verts - (byte *)paliashdr; for (i=0 ; inummorphposes ; i++) for (j=0 ; jnumverts_vbo ; j++) { verts[i*paliashdr->numverts_vbo*2 + j] = poseverts_mdl[i][desc[j].vertindex]; verts[i*paliashdr->numverts_vbo*2 + j + paliashdr->numverts_vbo] = poseverts_mdl[i][desc[j].vertindex + paliashdr->numverts_vbo]; } break; case PV_QUAKE1: verts = (trivertx_t *) Hunk_Alloc (paliashdr->nummorphposes * paliashdr->numverts_vbo * sizeof(*verts)); paliashdr->vertexes = (byte *)verts - (byte *)paliashdr; for (i=0 ; inummorphposes ; i++) for (j=0 ; jnumverts_vbo ; j++) verts[i*paliashdr->numverts_vbo + j] = poseverts_mdl[i][desc[j].vertindex]; break; case PV_IQM: case PV_QUAKE3: break; //invalid here. } } #define NUMVERTEXNORMALS 162 extern float r_avertexnormals[NUMVERTEXNORMALS][3]; /* ================ GLMesh_LoadVertexBuffer Upload the given alias model's mesh to a VBO Original code by MH from RMQEngine may update the mesh vbo/ebo offsets. ================ */ void GLMesh_LoadVertexBuffer (qmodel_t *m, aliashdr_t *mainhdr) { //we always need vertex array data. //if we don't support vbos(gles?) then we just use system memory. //if we're not using glsl(gles1?), then we don't actually need all the data, but we do still need some so its easier to just alloc the lot. int totalvbosize = 0; const aliasmesh_t *desc; const void *trivertexes; byte *ebodata; byte *vbodata; int f; aliashdr_t *hdr; unsigned int numindexes, numverts; intptr_t stofs; intptr_t vertofs; //count how much space we're going to need. for(hdr = mainhdr, numverts = 0, numindexes = 0; ; ) { switch(hdr->poseverttype) { case PV_QUAKE1: totalvbosize += (hdr->nummorphposes * hdr->numverts_vbo * sizeof (meshxyz_mdl_t)); // ericw -- what RMQEngine called nummeshframes is called numposes in QuakeSpasm break; case PV_QUAKEFORGE: totalvbosize += (hdr->nummorphposes * hdr->numverts_vbo * sizeof (meshxyz_mdl16_t)); break; case PV_QUAKE3: totalvbosize += (hdr->nummorphposes * hdr->numverts_vbo * sizeof (meshxyz_md3_t)); break; case PV_IQM: totalvbosize += (hdr->nummorphposes * hdr->numverts_vbo * sizeof (iqmvert_t)); break; } numverts += hdr->numverts_vbo; numindexes += hdr->numindexes; if (hdr->nextsurface) hdr = (aliashdr_t*)((byte*)hdr + hdr->nextsurface); else break; } hdr = NULL; vertofs = 0; totalvbosize = (totalvbosize+7)&~7; //align it. stofs = totalvbosize; totalvbosize += (numverts * sizeof (meshst_t)); if (!totalvbosize) return; if (!numindexes) return; //create an elements buffer ebodata = (byte *) malloc(numindexes * sizeof(unsigned short)); if (!ebodata) return; //fatal // create the vertex buffer (empty) vbodata = (byte *) malloc(totalvbosize); if (!vbodata) { //fatal free(ebodata); return; } memset(vbodata, 0, totalvbosize); numindexes = 0; for(hdr = mainhdr, numverts = 0, numindexes = 0; ; ) { // grab the pointers to data in the extradata desc = (aliasmesh_t *) ((byte *) hdr + hdr->meshdesc); trivertexes = (void *) ((byte *)hdr + hdr->vertexes); //submit the index data. hdr->eboofs = numindexes * sizeof (unsigned short); numindexes += hdr->numindexes; memcpy(ebodata + hdr->eboofs, (short *) ((byte *) hdr + hdr->indexes), hdr->numindexes * sizeof (unsigned short)); hdr->vbovertofs = vertofs; // fill in the vertices at the start of the buffer switch(hdr->poseverttype) { case PV_QUAKE1: for (f = 0; f < hdr->nummorphposes; f++) // ericw -- what RMQEngine called nummeshframes is called numposes in QuakeSpasm { int v; meshxyz_mdl_t *xyz = (meshxyz_mdl_t *) (vbodata + vertofs); const trivertx_t *tv = (const trivertx_t*)trivertexes + (hdr->numverts_vbo * f); vertofs += hdr->numverts_vbo * sizeof (*xyz); for (v = 0; v < hdr->numverts_vbo; v++, tv++) { xyz[v].xyz[0] = tv->v[0]; xyz[v].xyz[1] = tv->v[1]; xyz[v].xyz[2] = tv->v[2]; xyz[v].xyz[3] = 1; // need w 1 for 4 byte vertex compression // map the normal coordinates in [-1..1] to [-127..127] and store in an unsigned char. // this introduces some error (less than 0.004), but the normals were very coarse // to begin with xyz[v].normal[0] = 127 * r_avertexnormals[tv->lightnormalindex][0]; xyz[v].normal[1] = 127 * r_avertexnormals[tv->lightnormalindex][1]; xyz[v].normal[2] = 127 * r_avertexnormals[tv->lightnormalindex][2]; xyz[v].normal[3] = 0; // unused; for 4-byte alignment } } break; case PV_QUAKEFORGE: for (f = 0; f < hdr->nummorphposes; f++) // ericw -- what RMQEngine called nummeshframes is called numposes in QuakeSpasm { int v; meshxyz_mdl16_t *xyz = (meshxyz_mdl16_t *) (vbodata + vertofs); const trivertx_t *tv = (const trivertx_t*)trivertexes + (hdr->numverts_vbo*2 * f); vertofs += hdr->numverts_vbo * sizeof (*xyz); for (v = 0; v < hdr->numverts_vbo; v++, tv++) { xyz[v].xyz[0] = (tv->v[0]<<8) | tv[hdr->numverts_vbo].v[0]; xyz[v].xyz[1] = (tv->v[1]<<8) | tv[hdr->numverts_vbo].v[0]; xyz[v].xyz[2] = (tv->v[2]<<8) | tv[hdr->numverts_vbo].v[0]; xyz[v].xyz[3] = 1; // need w 1 for 4 byte vertex compression // map the normal coordinates in [-1..1] to [-127..127] and store in an unsigned char. // this introduces some error (less than 0.004), but the normals were very coarse // to begin with xyz[v].normal[0] = 127 * r_avertexnormals[tv->lightnormalindex][0]; xyz[v].normal[1] = 127 * r_avertexnormals[tv->lightnormalindex][1]; xyz[v].normal[2] = 127 * r_avertexnormals[tv->lightnormalindex][2]; xyz[v].normal[3] = 0; // unused; for 4-byte alignment } } break; case PV_QUAKE3: for (f = 0; f < hdr->nummorphposes; f++) // ericw -- what RMQEngine called nummeshframes is called numposes in QuakeSpasm { int v; meshxyz_md3_t *xyz = (meshxyz_md3_t *) (vbodata + vertofs); const md3XyzNormal_t *tv = (const md3XyzNormal_t*)trivertexes + (hdr->numverts_vbo * f); float lat,lng; vertofs += hdr->numverts_vbo * sizeof (*xyz); for (v = 0; v < hdr->numverts_vbo; v++, tv++) { xyz[v].xyz[0] = tv->xyz[0]; xyz[v].xyz[1] = tv->xyz[1]; xyz[v].xyz[2] = tv->xyz[2]; xyz[v].xyz[3] = 1; // need w 1 for 4 byte vertex compression // map the normal coordinates in [-1..1] to [-127..127] and store in an unsigned char. // this introduces some error (less than 0.004), but the normals were very coarse // to begin with lat = (float)tv->latlong[0] * (2 * M_PI)*(1.0 / 255.0); lng = (float)tv->latlong[1] * (2 * M_PI)*(1.0 / 255.0); xyz[v].normal[0] = 127 * cos ( lng ) * sin ( lat ); xyz[v].normal[1] = 127 * sin ( lng ) * sin ( lat ); xyz[v].normal[2] = 127 * cos ( lat ); xyz[v].normal[3] = 0; // unused; for 4-byte alignment } } break; case PV_IQM: for (f = 0; f < hdr->nummorphposes; f++) // ericw -- what RMQEngine called nummeshframes is called numposes in QuakeSpasm { int v; iqmvert_t *xyz = (iqmvert_t *) (vbodata + vertofs); const iqmvert_t *tv = (const iqmvert_t*)trivertexes + (hdr->numverts_vbo * f); vertofs += hdr->numverts_vbo * sizeof (*xyz); for (v = 0; v < hdr->numverts_vbo; v++, tv++) xyz[v] = *tv; } break; } // fill in the ST coords at the end of the buffer { meshst_t *st; float hscale, vscale; //johnfitz -- padded skins hscale = (float)hdr->skinwidth/(float)TexMgr_PadConditional(hdr->skinwidth); vscale = (float)hdr->skinheight/(float)TexMgr_PadConditional(hdr->skinheight); //johnfitz hdr->vbostofs = stofs; st = (meshst_t *) (vbodata + stofs); stofs += hdr->numverts_vbo*sizeof(*st); switch(hdr->poseverttype) { case PV_QUAKE3: for (f = 0; f < hdr->numverts_vbo; f++) { //md3 has floating-point skin coords. use the values directly. st[f].st[0] = hscale * desc[f].st[0]; st[f].st[1] = vscale * desc[f].st[1]; } break; case PV_QUAKEFORGE: case PV_QUAKE1: for (f = 0; f < hdr->numverts_vbo; f++) { st[f].st[0] = hscale * ((float) desc[f].st[0] + 0.5f) / (float) hdr->skinwidth; st[f].st[1] = vscale * ((float) desc[f].st[1] + 0.5f) / (float) hdr->skinheight; } break; case PV_IQM: //st coords are interleaved. break; } } if (hdr->nextsurface) hdr = (aliashdr_t*)((byte*)hdr + hdr->nextsurface); else break; } hdr = NULL; if (gl_vbo_able) { // upload indexes buffer GL_DeleteBuffersFunc (1, &m->meshindexesvbo); GL_GenBuffersFunc (1, &m->meshindexesvbo); GL_BindBufferFunc (GL_ELEMENT_ARRAY_BUFFER, m->meshindexesvbo); GL_BufferDataFunc (GL_ELEMENT_ARRAY_BUFFER, numindexes * sizeof (unsigned short), ebodata, GL_STATIC_DRAW); // upload vertexes buffer GL_DeleteBuffersFunc (1, &m->meshvbo); GL_GenBuffersFunc (1, &m->meshvbo); GL_BindBufferFunc (GL_ARRAY_BUFFER, m->meshvbo); GL_BufferDataFunc (GL_ARRAY_BUFFER, totalvbosize, vbodata, GL_STATIC_DRAW); free (vbodata); free (ebodata); m->meshvboptr = NULL; m->meshindexesvboptr = NULL; } else { m->meshvboptr = vbodata; m->meshindexesvboptr = ebodata; } // invalidate the cached bindings GL_ClearBufferBindings (); } /* ================ GLMesh_LoadVertexBuffers Loop over all precached alias models, and upload each one to a VBO. ================ */ void GLMesh_LoadVertexBuffers (void) { int j; qmodel_t *m; aliashdr_t *hdr; for (j = 1; j < MAX_MODELS; j++) { if (!(m = cl.model_precache[j])) break; if (m->type != mod_alias) continue; hdr = (aliashdr_t *) Mod_Extradata (m); GLMesh_LoadVertexBuffer (m, hdr); } } /* ================ GLMesh_DeleteVertexBuffers Delete VBOs for all loaded alias models ================ */ void GLMesh_DeleteVertexBuffers (void) { int j; qmodel_t *m; if (!gl_vbo_able) return; for (j = 1; j < MAX_MODELS; j++) { if (!(m = cl.model_precache[j])) break; if (m->type != mod_alias) continue; if (m->meshvbo) GL_DeleteBuffersFunc (1, &m->meshvbo); m->meshvbo = 0; free(m->meshvboptr); m->meshvboptr = NULL; if (m->meshindexesvbo) GL_DeleteBuffersFunc (1, &m->meshindexesvbo); m->meshindexesvbo = 0; free(m->meshindexesvboptr); m->meshindexesvboptr = NULL; } GL_ClearBufferBindings (); } //from gl_model.c extern char loadname[]; // for hunk tags void Mod_CalcAliasBounds (aliashdr_t *a); #define MD3_VERSION 15 //structures from Tenebrae typedef struct { int ident; int version; char name[64]; int flags; //assumed to match quake1 models, for lack of somewhere better. 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[64]; // 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]; byte 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[64]; int shaderIndex; } md3Shader_t; void Mod_LoadMD3Model (qmodel_t *mod, void *buffer) { md3Header_t *pinheader; md3Surface_t *pinsurface; md3Frame_t *pinframes; md3Triangle_t *pintriangle; unsigned short *poutindexes; md3XyzNormal_t *pinvert; md3XyzNormal_t *poutvert; md3St_t *pinst; aliasmesh_t *poutst; md3Shader_t *pinshader; int size; int start, end, total; int ival, j; int numsurfs, surf; int numframes; aliashdr_t *outhdr; start = Hunk_LowMark (); pinheader = (md3Header_t *)buffer; ival = LittleLong (pinheader->version); if (ival != MD3_VERSION) Sys_Error ("%s has wrong version number (%i should be %i)", mod->name, ival, MD3_VERSION); numsurfs = LittleLong (pinheader->numSurfaces); numframes = LittleLong(pinheader->numFrames); if (numframes > MAXALIASFRAMES) Sys_Error ("%s has too many frames (%i vs %i)", mod->name, numframes, MAXALIASFRAMES); if (!numsurfs) Sys_Error ("%s has nosurfaces", mod->name); pinframes = (md3Frame_t*)((byte*)buffer + LittleLong(pinheader->ofsFrames)); // // allocate space for a working header, plus all the data except the frames, // skin and group info // size = sizeof(aliashdr_t) + (numframes-1) * sizeof (outhdr->frames[0]); outhdr = (aliashdr_t *) Hunk_AllocName (size * numsurfs, loadname); for (surf = 0, pinsurface = (md3Surface_t*)((byte*)buffer + LittleLong(pinheader->ofsSurfaces)); surf < numsurfs; surf++, pinsurface = (md3Surface_t*)((byte*)pinsurface + LittleLong(pinsurface->ofsEnd))) { aliashdr_t *osurf = (aliashdr_t*)((byte*)outhdr + size*surf); if (LittleLong(pinsurface->ident) != (('I'<<0)|('D'<<8)|('P'<<16)|('3'<<24))) Sys_Error ("%s corrupt surface ident", mod->name); if (LittleLong(pinsurface->numFrames) != numframes) Sys_Error ("%s mismatched framecounts", mod->name); if (surf+1 < numsurfs) osurf->nextsurface = size; else osurf->nextsurface = 0; osurf->poseverttype = PV_QUAKE3; osurf->numverts_vbo = osurf->numverts = LittleLong(pinsurface->numVerts); pinvert = (md3XyzNormal_t*)((byte*)pinsurface + LittleLong(pinsurface->ofsXyzNormals)); poutvert = (md3XyzNormal_t *) Hunk_Alloc (numframes * osurf->numverts * sizeof(*poutvert)); osurf->vertexes = (byte *)poutvert - (byte *)osurf; for (ival = 0; ival < numframes; ival++) { osurf->frames[ival].firstpose = ival; osurf->frames[ival].numposes = 1; osurf->frames[ival].interval = 0.1; q_strlcpy(osurf->frames[ival].name, pinframes->name, sizeof(osurf->frames[ival].name)); for (j = 0; j < 3; j++) { //fixme... osurf->frames[ival].bboxmin.v[j] = 0; osurf->frames[ival].bboxmax.v[j] = 255; } for (j=0 ; jnumverts ; j++) poutvert[j] = pinvert[j]; poutvert += osurf->numverts; pinvert += osurf->numverts; } osurf->nummorphposes = osurf->numframes = numframes; osurf->numtris = LittleLong(pinsurface->numTriangles); osurf->numindexes = osurf->numtris*3; pintriangle = (md3Triangle_t*)((byte*)pinsurface + LittleLong(pinsurface->ofsTriangles)); poutindexes = (unsigned short *) Hunk_Alloc (sizeof (*poutindexes) * osurf->numindexes); osurf->indexes = (intptr_t) poutindexes - (intptr_t) osurf; for (ival = 0; ival < osurf->numtris; ival++, pintriangle++, poutindexes+=3) { for (j = 0; j < 3; j++) poutindexes[j] = LittleLong(pintriangle->indexes[j]); } for (j = 0; j < 3; j++) { osurf->scale_origin[j] = 0; osurf->scale[j] = 1/64.0; } //guess at skin sizes osurf->skinwidth = 320; osurf->skinheight = 200; //load the textures if (!isDedicated) { pinshader = (md3Shader_t*)((byte*)pinsurface + LittleLong(pinsurface->ofsShaders)); osurf->numskins = LittleLong(pinsurface->numShaders); for (j = 0; j < osurf->numskins; j++, pinshader++) { char texturename[MAX_QPATH]; char fullbrightname[MAX_QPATH]; char *ext; //texture names in md3s are kinda fucked. they could be just names relative to the mdl, or full paths, or just simple shader names. //our texture manager is too lame to scan all 1000 possibilities if (strchr(pinshader->name, '/') || strchr(pinshader->name, '\\')) { //so if there's a path then we want to use that. q_strlcpy(texturename, pinshader->name, sizeof(texturename)); } else { //and if there's no path then we want to prefix it with our own. q_strlcpy(texturename, mod->name, sizeof(texturename)); *(char*)COM_SkipPath(texturename) = 0; //and concat the specified name q_strlcat(texturename, pinshader->name, sizeof(texturename)); } //and make sure there's no extensions. these get ignored in q3, which is kinda annoying, but this is an md3 and standards are standards (and it makes luma easier). ext = (char*)COM_FileGetExtension(texturename); if (*ext) *--ext = 0; //luma has an extra postfix. q_snprintf(fullbrightname, sizeof(fullbrightname), "%s_luma", texturename); osurf->gltextures[j][0] = TexMgr_LoadImage(mod, texturename, osurf->skinwidth, osurf->skinheight, SRC_EXTERNAL, NULL, texturename, 0, TEXPREF_PAD|TEXPREF_ALPHA|TEXPREF_NOBRIGHT|TEXPREF_MIPMAP); osurf->fbtextures[j][0] = TexMgr_LoadImage(mod, fullbrightname, osurf->skinwidth, osurf->skinheight, SRC_EXTERNAL, NULL, texturename, 0, TEXPREF_PAD|TEXPREF_ALPHA|TEXPREF_FULLBRIGHT|TEXPREF_MIPMAP); osurf->gltextures[j][3] = osurf->gltextures[j][2] = osurf->gltextures[j][1] = osurf->gltextures[j][0]; osurf->fbtextures[j][3] = osurf->fbtextures[j][2] = osurf->fbtextures[j][1] = osurf->fbtextures[j][0]; } if (osurf->numskins) { osurf->skinwidth = osurf->gltextures[0][0]->source_width; osurf->skinheight = osurf->gltextures[0][0]->source_height; } } //and figure out the texture coords properly, now we know the actual sizes. pinst = (md3St_t*)((byte*)pinsurface + LittleLong(pinsurface->ofsSt)); poutst = (aliasmesh_t *) Hunk_Alloc (sizeof (*poutst) * osurf->numverts); osurf->meshdesc = (intptr_t) poutst - (intptr_t) osurf; for (j = 0; j < osurf->numverts; j++) { poutst[j].vertindex = j; //how is this useful? poutst[j].st[0] = pinst->s; poutst[j].st[1] = pinst->t; } } GLMesh_LoadVertexBuffer (mod, outhdr); //small violation of the spec, but it seems like noone else uses it. mod->flags = LittleLong (pinheader->flags); mod->type = mod_alias; Mod_CalcAliasBounds (outhdr); //johnfitz // // move the complete, relocatable alias model to the cache // end = Hunk_LowMark (); total = end - start; Cache_Alloc (&mod->cache, total, loadname); if (!mod->cache.data) return; memcpy (mod->cache.data, outhdr, total); Hunk_FreeToLowMark (start); } /* ================================================================= InterQuake Models. ================================================================= Header: */ //Copyright (c) 2010-2019 Lee Salzman //MIT License etc at: https://github.com/lsalzman/iqm #define IQM_MAGIC "INTERQUAKEMODEL" #define IQM_VERSION 2 struct iqmheader { char magic[16]; unsigned int version; unsigned int filesize; unsigned int flags; unsigned int num_text, ofs_text; //text strings unsigned int num_meshes, ofs_meshes; //surface info unsigned int num_vertexarrays, num_vertexes, ofs_vertexarrays; //for loading vertex data unsigned int num_triangles, ofs_triangles, ofs_adjacency; //the index data+neighbours(which we ignore) unsigned int num_joints, ofs_joints; //mesh joints (base pose info) unsigned int num_poses, ofs_poses; //animated joints (num_poses should match num_joints) unsigned int num_anims, ofs_anims; //animations info unsigned int num_frames, num_framechannels, ofs_frames, ofs_bounds; //the actual per-pose(aka:single-frame) data unsigned int num_comment, ofs_comment; //extra stuff unsigned int num_extensions, ofs_extensions;//extra stuff }; struct iqmmesh { unsigned int name; unsigned int material; unsigned int first_vertex, num_vertexes; unsigned int first_triangle, num_triangles; }; enum { IQM_POSITION = 0, IQM_TEXCOORD = 1, IQM_NORMAL = 2, IQM_TANGENT = 3, IQM_BLENDINDEXES = 4, IQM_BLENDWEIGHTS = 5, IQM_COLOR = 6, IQM_CUSTOM = 0x10 }; enum { IQM_BYTE = 0, IQM_UBYTE = 1, IQM_SHORT = 2, IQM_USHORT = 3, IQM_INT = 4, IQM_UINT = 5, IQM_HALF = 6, IQM_FLOAT = 7, IQM_DOUBLE = 8 }; /*struct iqmtriangle { unsigned int vertex[3]; }; struct iqmadjacency { unsigned int triangle[3]; }; struct iqmjointv1 { unsigned int name; int parent; float translate[3], rotate[3], scale[3]; };*/ struct iqmjoint { unsigned int name; int parent; float translate[3], rotate[4], scale[3]; }; /*struct iqmposev1 { int parent; unsigned int mask; float channeloffset[9]; float channelscale[9]; };*/ struct iqmpose { int parent; unsigned int mask; float channeloffset[10]; float channelscale[10]; }; struct iqmanim { unsigned int name; unsigned int first_frame, num_frames; float framerate; unsigned int flags; }; enum { IQM_LOOP = 1<<0 }; struct iqmvertexarray { unsigned int type; unsigned int flags; unsigned int format; unsigned int size; unsigned int offset; }; /*struct iqmbounds { float bbmin[3], bbmax[3]; float xyradius, radius; }; struct iqmextension { unsigned int name; unsigned int num_data, ofs_data; unsigned int ofs_extensions; // pointer to next extension };*/ //IQM Implementation: Copyright 2019 spike, licensed like the rest of quakespasm. static void IQM_LoadVertexes_Float(float *o, size_t c, size_t numverts, const byte *buffer, const struct iqmvertexarray *va) { size_t j, k; if (c != va->size) return; //erk, too lazy to handle weirdness. switch(va->format) { // case IQM_BYTE: case IQM_UBYTE: { //weights+colours are often normalised bytes. const byte *in = (const byte*)(buffer+va->offset); for (j = 0; j < numverts; j++, in+=va->size, o+=sizeof(iqmvert_t)/sizeof(*o)) { for (k = 0; k < c; k++) o[k] = in[k]/255.0; } } break; // case IQM_SHORT: // case IQM_USHORT: // case IQM_INT: // case IQM_UINT: // case IQM_HALF: case IQM_FLOAT: { const float *in = (const float*)(buffer+va->offset); for (j = 0; j < numverts; j++, in+=va->size, o+=sizeof(iqmvert_t)/sizeof(*o)) { for (k = 0; k < c; k++) o[k] = in[k]; } } break; case IQM_DOUBLE: { //truncate, sorry... const double *in = (const double*)(buffer+va->offset); for (j = 0; j < numverts; j++, in+=va->size, o+=sizeof(iqmvert_t)/sizeof(*o)) { for (k = 0; k < c; k++) o[k] = in[k]; } } break; default: return; //oh bum. my laziness strikes again. } } static void IQM_LoadVertexes_Index(byte *o, size_t c, size_t numverts, const byte *buffer, const struct iqmvertexarray *va) { size_t j, k; if (c != va->size) return; //erk, too lazy to handle weirdness. switch(va->format) { // case IQM_BYTE: case IQM_UBYTE: { const byte *in = (const byte*)(buffer+va->offset); for (j = 0; j < numverts; j++, in+=va->size, o+=sizeof(iqmvert_t)/sizeof(*o)) { for (k = 0; k < c; k++) o[k] = in[k]; } } break; // case IQM_SHORT: case IQM_USHORT: { //truncate... const unsigned short *in = (const unsigned short*)(buffer+va->offset); for (j = 0; j < numverts; j++, in+=va->size, o+=sizeof(iqmvert_t)/sizeof(*o)) { for (k = 0; k < c; k++) o[k] = in[k]; } } break; // case IQM_INT: case IQM_UINT: { //truncate... noesis likes writing these. const unsigned int *in = (const unsigned int*)(buffer+va->offset); for (j = 0; j < numverts; j++, in+=va->size, o+=sizeof(iqmvert_t)/sizeof(*o)) { for (k = 0; k < c; k++) o[k] = in[k]; } } break; // case IQM_HALF: // case IQM_FLOAT: // case IQM_DOUBLE: default: return; //oh bum. my laziness strikes again. } } static void GenMatrixPosQuat4Scale(const vec3_t pos, const vec4_t quat, const vec3_t scale, float result[12]) { float xx, xy, xz, xw, yy, yz, yw, zz, zw; float x2, y2, z2; float s; x2 = quat[0] + quat[0]; y2 = quat[1] + quat[1]; z2 = quat[2] + quat[2]; xx = quat[0] * x2; xy = quat[0] * y2; xz = quat[0] * z2; yy = quat[1] * y2; yz = quat[1] * z2; zz = quat[2] * z2; xw = quat[3] * x2; yw = quat[3] * y2; zw = quat[3] * z2; s = scale[0]; result[0*4+0] = s*(1.0f - (yy + zz)); result[1*4+0] = s*(xy + zw); result[2*4+0] = s*(xz - yw); s = scale[1]; result[0*4+1] = s*(xy - zw); result[1*4+1] = s*(1.0f - (xx + zz)); result[2*4+1] = s*(yz + xw); s = scale[2]; result[0*4+2] = s*(xz + yw); result[1*4+2] = s*(yz - xw); result[2*4+2] = s*(1.0f - (xx + yy)); result[0*4+3] = pos[0]; result[1*4+3] = pos[1]; result[2*4+3] = pos[2]; } static void Matrix3x4_Invert_Simple (const float *in1, float *out) { // we only support uniform scaling, so assume the first row is enough // (note the lack of sqrt here, because we're trying to undo the scaling, // this means multiplying by the inverse scale twice - squaring it, which // makes the sqrt a waste of time) #if 1 double scale = 1.0 / (in1[0] * in1[0] + in1[1] * in1[1] + in1[2] * in1[2]); #else double scale = 3.0 / sqrt (in1->m[0][0] * in1->m[0][0] + in1->m[0][1] * in1->m[0][1] + in1->m[0][2] * in1->m[0][2] + in1->m[1][0] * in1->m[1][0] + in1->m[1][1] * in1->m[1][1] + in1->m[1][2] * in1->m[1][2] + in1->m[2][0] * in1->m[2][0] + in1->m[2][1] * in1->m[2][1] + in1->m[2][2] * in1->m[2][2]); scale *= scale; #endif // invert the rotation by transposing and multiplying by the squared // recipricol of the input matrix scale as described above out[0] = in1[0] * scale; out[1] = in1[4] * scale; out[2] = in1[8] * scale; out[4] = in1[1] * scale; out[5] = in1[5] * scale; out[6] = in1[9] * scale; out[8] = in1[2] * scale; out[9] = in1[6] * scale; out[10] = in1[10] * scale; // invert the translate out[3] = -(in1[3] * out[0] + in1[7] * out[1] + in1[11] * out[2]); out[7] = -(in1[3] * out[4] + in1[7] * out[5] + in1[11] * out[6]); out[11] = -(in1[3] * out[8] + in1[7] * out[9] + in1[11] * out[10]); } void Mod_LoadIQMModel (qmodel_t *mod, const void *buffer) { const struct iqmheader *pinheader; const char *pintext; const struct iqmmesh *pinsurface; const struct iqmanim *pinframes; const unsigned int *pintriangle; unsigned short *poutindexes; iqmvert_t *poutvert; int size; int start, end, total; int ival, j, a; int numsurfs, surf; aliashdr_t *outhdr; int numverts, firstidx, firstvert; int numanims; bonepose_t *outposes; boneinfo_t *outbones; int numposes, numjoints; start = Hunk_LowMark (); pinheader = (const struct iqmheader *)buffer; if (strcmp(pinheader->magic, IQM_MAGIC)) Sys_Error ("%s has invalid magic for iqm file", mod->name); if (LittleLong(pinheader->version) != IQM_VERSION) //v1 is outdated. Sys_Error ("%s is an unsupported version, %i must be %i", mod->name, LittleLong(pinheader->version), IQM_VERSION); pintext = (const char*)buffer + LittleLong(pinheader->ofs_text); numsurfs = LittleLong (pinheader->num_meshes); if (!numsurfs) Sys_Error ("%s has no surfaces (animation-only iqms are not supported)", mod->name); if (pinheader->num_vertexes > 0xffff) //indexes is an unsigned short. Sys_Error ("%s has too many verts (%u>%u)", mod->name, pinheader->num_vertexes, 0xffffu); numanims = LittleLong (pinheader->num_anims); size = sizeof(aliashdr_t) + q_max(1,numanims-1) * sizeof (outhdr->frames[0]); outhdr = (aliashdr_t *) Hunk_AllocName (size * numsurfs, loadname); numverts = LittleLong(pinheader->num_vertexes); poutvert = (iqmvert_t *) Hunk_Alloc (sizeof (*poutvert) * numverts); for (j = 0; j < numverts; j++) //initialise verts, just in case. poutvert[j].rgba[0] = poutvert[j].rgba[1] = poutvert[j].rgba[2] = poutvert[j].rgba[3] = poutvert[j].weight[0] = 1; for (a = 0; a < LittleLong(pinheader->num_vertexarrays); a++) { const struct iqmvertexarray *va = (const struct iqmvertexarray*)((const byte*)buffer+LittleLong(pinheader->ofs_vertexarrays)) + a; switch(va->type) { case IQM_POSITION: IQM_LoadVertexes_Float(poutvert->xyz, 3, numverts, buffer, va); break; case IQM_TEXCOORD: IQM_LoadVertexes_Float(poutvert->st, 2, numverts, buffer, va); break; case IQM_NORMAL: IQM_LoadVertexes_Float(poutvert->norm, 3, numverts, buffer, va); break; //case IQM_TANGENT: IQM_LoadVertexes_Float(poutvert->tang, 4, numverts, buffer, va); break; //bitangent must be calced using a crossproduct and the fourth component (for direction). we don't need this (unless you want rtlights or bumpmaps) case IQM_COLOR: IQM_LoadVertexes_Float(poutvert->rgba, 4, numverts, buffer, va); break; case IQM_BLENDINDEXES: IQM_LoadVertexes_Index(poutvert->idx, 4, numverts, buffer, va); break; case IQM_BLENDWEIGHTS: IQM_LoadVertexes_Float(poutvert->weight,4, numverts, buffer, va); break; default: continue; //no idea what it is. probably custom } } numposes = LittleLong (pinheader->num_frames); numjoints = LittleLong(pinheader->num_poses); if (pinheader->num_poses == pinheader->num_joints) { const unsigned short *pinframedata = (const unsigned short*)((const byte*)buffer + pinheader->ofs_frames); const struct iqmpose *pinajoint = (const struct iqmpose*)((const byte*)buffer + pinheader->ofs_poses), *p; vec3_t pos, scale; vec4_t quat; outposes = Hunk_Alloc(sizeof(*outposes)*numposes*numjoints); for (a = 0; a < numposes; a++) { for (j = 0, p = pinajoint; j < numjoints; j++, p++) { unsigned int mask = LittleLong(p->mask); pos[0] = LittleFloat(p->channeloffset[0]); if (mask & 1) pos[0] += (unsigned short)LittleShort(*pinframedata++) * LittleFloat(p->channelscale[0]); pos[1] = LittleFloat(p->channeloffset[1]); if (mask & 2) pos[1] += (unsigned short)LittleShort(*pinframedata++) * LittleFloat(p->channelscale[1]); pos[2] = LittleFloat(p->channeloffset[2]); if (mask & 4) pos[2] += (unsigned short)LittleShort(*pinframedata++) * LittleFloat(p->channelscale[2]); quat[0] = LittleFloat(p->channeloffset[3]); if (mask & 8) quat[0] += (unsigned short)LittleShort(*pinframedata++) * LittleFloat(p->channelscale[3]); quat[1] = LittleFloat(p->channeloffset[4]); if (mask & 16) quat[1] += (unsigned short)LittleShort(*pinframedata++) * LittleFloat(p->channelscale[4]); quat[2] = LittleFloat(p->channeloffset[5]); if (mask & 32) quat[2] += (unsigned short)LittleShort(*pinframedata++) * LittleFloat(p->channelscale[5]); quat[3] = LittleFloat(p->channeloffset[6]); if (mask & 64) quat[3] += (unsigned short)LittleShort(*pinframedata++) * LittleFloat(p->channelscale[6]); scale[0] = LittleFloat(p->channeloffset[7]); if (mask & 128) scale[0] += (unsigned short)LittleShort(*pinframedata++) * LittleFloat(p->channelscale[7]); scale[1] = LittleFloat(p->channeloffset[8]); if (mask & 256) scale[1] += (unsigned short)LittleShort(*pinframedata++) * LittleFloat(p->channelscale[8]); scale[2] = LittleFloat(p->channeloffset[9]); if (mask & 512) scale[2] += (unsigned short)LittleShort(*pinframedata++) * LittleFloat(p->channelscale[9]); //fixme: should probably save the 10 values above and slerp, but its simpler to just save+lerp a matrix (although this does result in denormalisation when interpolating). GenMatrixPosQuat4Scale(pos, quat, scale, outposes[(a*numjoints+j)].mat); } } } else { //panic! panic! something weird is going on! numposes = 0; numjoints = 0; outposes = NULL; } { const struct iqmjoint *pinbjoint = (const struct iqmjoint*)((const byte*)buffer + pinheader->ofs_joints); bonepose_t basepose[256], rel; vec3_t pos, scale; vec4_t quat; outbones = Hunk_Alloc(sizeof(*outbones)*numjoints); for (j = 0; j < numjoints; j++) { outbones[j].parent = LittleLong(pinbjoint[j].parent); q_strlcpy(outbones[j].name, pintext+LittleLong(pinbjoint[j].name), sizeof(outbones[j].name)); pos[0] = LittleFloat(pinbjoint[j].translate[0]); pos[1] = LittleFloat(pinbjoint[j].translate[1]); pos[2] = LittleFloat(pinbjoint[j].translate[2]); quat[0] = LittleFloat(pinbjoint[j].rotate[0]); quat[1] = LittleFloat(pinbjoint[j].rotate[1]); quat[2] = LittleFloat(pinbjoint[j].rotate[2]); quat[3] = LittleFloat(pinbjoint[j].rotate[3]); scale[0] = LittleFloat(pinbjoint[j].scale[0]); scale[1] = LittleFloat(pinbjoint[j].scale[1]); scale[2] = LittleFloat(pinbjoint[j].scale[2]); GenMatrixPosQuat4Scale(pos, quat, scale, rel.mat); //urgh, these are relative. if (outbones[j].parent < 0) memcpy(basepose[j].mat, rel.mat, sizeof(rel.mat)); else R_ConcatTransforms((void*)basepose[outbones[j].parent].mat, (void*)rel.mat, (void*)basepose[j].mat); Matrix3x4_Invert_Simple(basepose[j].mat, outbones[j].inverse.mat); //and now we have the inversion matrix to use to undo the bone positions baked into the vertex data. } } mod->numframes = q_max(1,numanims); for (surf = 0, pinsurface = (const struct iqmmesh*)((const byte*)buffer + LittleLong(pinheader->ofs_meshes)); surf < numsurfs; surf++, pinsurface++) { aliashdr_t *osurf = (aliashdr_t*)((byte*)outhdr + size*surf); if (surf+1 < numsurfs) osurf->nextsurface = size; else osurf->nextsurface = 0; osurf->poseverttype = PV_IQM; osurf->numverts_vbo = osurf->numverts = LittleLong(pinsurface->num_vertexes); firstvert = LittleLong(pinsurface->first_vertex); osurf->vertexes = (intptr_t)(poutvert + firstvert) - (intptr_t)osurf; osurf->numverts = LittleLong(pinsurface->num_vertexes); osurf->nummorphposes = 1; //as a skeletal model, we do all our animations via bones rather than vertex morphs. osurf->numtris = LittleLong(pinsurface->num_triangles); osurf->numindexes = osurf->numtris*3; poutindexes = (unsigned short *) Hunk_Alloc (sizeof (*poutindexes) * osurf->numindexes); osurf->indexes = (intptr_t)poutindexes - (intptr_t)osurf; pintriangle = (const unsigned int*)((const byte*)buffer + LittleLong(pinheader->ofs_triangles)); firstidx = LittleLong(pinsurface->first_triangle)*3; pintriangle += firstidx; for (j = 0; j < osurf->numindexes; j++) poutindexes[j] = pintriangle[j] - firstvert; pinframes = (const struct iqmanim*)((const byte*)buffer + pinheader->ofs_anims); for (a = 0; a < numanims; a++, pinframes++) { osurf->frames[a].firstpose = LittleLong(pinframes->first_frame); osurf->frames[a].numposes = LittleLong(pinframes->num_frames); osurf->frames[a].interval = LittleFloat(pinframes->framerate); if (!osurf->frames[a].interval) osurf->frames[a].interval = 20; osurf->frames[a].interval = 1.0/osurf->frames[a].interval; if (LittleLong(pinframes->flags) & IQM_LOOP) /*FIXME*/; q_strlcpy(osurf->frames[a].name, pintext+LittleLong(pinframes->name), sizeof(osurf->frames[ival].name)); for (j = 0; j < 3; j++) { //fixme... osurf->frames[a].bboxmin.v[j] = 0; osurf->frames[a].bboxmax.v[j] = 255; } } for (; a < 1; a++, pinframes++) { //unanimated models need to pick their morphpose without warnings. osurf->frames[a].firstpose = 0; osurf->frames[a].numposes = 1; osurf->frames[a].interval = 0.1; q_strlcpy(osurf->frames[a].name, "", sizeof(osurf->frames[ival].name)); for (j = 0; j < 3; j++) { //fixme... osurf->frames[a].bboxmin.v[j] = 0; osurf->frames[a].bboxmax.v[j] = 255; } } osurf->numframes = a; if (numposes) { osurf->numboneposes = numposes; osurf->boneposedata = (intptr_t)outposes - (intptr_t)osurf; } osurf->numbones = numjoints; osurf->boneinfo = (intptr_t)outbones - (intptr_t)osurf; for (j = 0; j < 3; j++) { osurf->scale_origin[j] = 0; osurf->scale[j] = 1.0; } //skin size is irrelevant osurf->skinwidth = 1; osurf->skinheight = 1; //load the textures if (!isDedicated) { const char *pinshader = pintext + LittleLong(pinsurface->material); osurf->numskins = 1; for (j = 0; j < 1; j++, pinshader++) { char texturename[MAX_QPATH]; char fullbrightname[MAX_QPATH]; char *ext; //texture names in md3s are kinda fucked. they could be just names relative to the mdl, or full paths, or just simple shader names. //our texture manager is too lame to scan all 1000 possibilities if (strchr(pinshader, '/') || strchr(pinshader, '\\')) { //so if there's a path then we want to use that. q_strlcpy(texturename, pinshader, sizeof(texturename)); } else { //and if there's no path then we want to prefix it with our own. q_strlcpy(texturename, mod->name, sizeof(texturename)); *(char*)COM_SkipPath(texturename) = 0; //and concat the specified name q_strlcat(texturename, pinshader, sizeof(texturename)); } //and make sure there's no extensions. these get ignored in q3, which is kinda annoying, but this is an md3 and standards are standards (and it makes luma easier). ext = (char*)COM_FileGetExtension(texturename); if (*ext) *--ext = 0; //luma has an extra postfix. q_snprintf(fullbrightname, sizeof(fullbrightname), "%s_luma", texturename); osurf->gltextures[j][0] = TexMgr_LoadImage(mod, texturename, osurf->skinwidth, osurf->skinheight, SRC_EXTERNAL, NULL, texturename, 0, TEXPREF_PAD|TEXPREF_ALPHA|TEXPREF_NOBRIGHT|TEXPREF_MIPMAP); osurf->fbtextures[j][0] = NULL;//TexMgr_LoadImage(mod, fullbrightname, osurf->skinwidth, osurf->skinheight, SRC_EXTERNAL, NULL, fullbrightname, 0, TEXPREF_PAD|TEXPREF_ALPHA|TEXPREF_FULLBRIGHT|TEXPREF_MIPMAP); osurf->gltextures[j][3] = osurf->gltextures[j][2] = osurf->gltextures[j][1] = osurf->gltextures[j][0]; osurf->fbtextures[j][3] = osurf->fbtextures[j][2] = osurf->fbtextures[j][1] = osurf->fbtextures[j][0]; } if (osurf->numskins) { osurf->skinwidth = osurf->gltextures[0][0]->source_width; osurf->skinheight = osurf->gltextures[0][0]->source_height; } } } GLMesh_LoadVertexBuffer (mod, outhdr); //small violation of the spec, but it seems like noone else uses it. mod->flags = LittleLong (pinheader->flags); mod->synctype = ST_FRAMETIME; //keep IQM animations synced to when .frame is changed. framegroups are otherwise not very useful. mod->type = mod_alias; Mod_CalcAliasBounds (outhdr); //johnfitz // // move the complete, relocatable alias model to the cache // end = Hunk_LowMark (); total = end - start; Cache_Alloc (&mod->cache, total, loadname); if (!mod->cache.data) return; memcpy (mod->cache.data, outhdr, total); Hunk_FreeToLowMark (start); }