quakespasm/Quake/gl_mesh.c

1306 lines
41 KiB
C

/*
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 ; i<paliashdr->nummorphposes ; i++)
for (j=0 ; j<paliashdr->numverts_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 ; i<paliashdr->nummorphposes ; i++)
for (j=0 ; j<paliashdr->numverts_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 ; j<osurf->numverts ; 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);
}