mirror of
https://github.com/id-Software/DOOM-3-BFG.git
synced 2024-12-11 13:11:47 +00:00
2862 lines
69 KiB
C++
2862 lines
69 KiB
C++
/*
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===========================================================================
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Doom 3 BFG Edition GPL Source Code
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Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company.
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This file is part of the Doom 3 BFG Edition GPL Source Code ("Doom 3 BFG Edition Source Code").
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Doom 3 BFG Edition Source Code is free software: you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation, either version 3 of the License, or
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(at your option) any later version.
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Doom 3 BFG Edition Source Code is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with Doom 3 BFG Edition Source Code. If not, see <http://www.gnu.org/licenses/>.
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In addition, the Doom 3 BFG Edition Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the Doom 3 BFG Edition Source Code. If not, please request a copy in writing from id Software at the address below.
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If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA.
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===========================================================================
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*/
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#pragma hdrstop
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#include "precompiled.h"
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#include "tr_local.h"
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#include "Model_local.h"
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#include "Model_ase.h"
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#include "Model_lwo.h"
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#include "Model_ma.h"
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idCVar idRenderModelStatic::r_mergeModelSurfaces( "r_mergeModelSurfaces", "1", CVAR_BOOL | CVAR_RENDERER, "combine model surfaces with the same material" );
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idCVar idRenderModelStatic::r_slopVertex( "r_slopVertex", "0.01", CVAR_RENDERER, "merge xyz coordinates this far apart" );
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idCVar idRenderModelStatic::r_slopTexCoord( "r_slopTexCoord", "0.001", CVAR_RENDERER, "merge texture coordinates this far apart" );
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idCVar idRenderModelStatic::r_slopNormal( "r_slopNormal", "0.02", CVAR_RENDERER, "merge normals that dot less than this" );
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static const byte BRM_VERSION = 108;
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static const unsigned int BRM_MAGIC = ( 'B' << 24 ) | ( 'R' << 16 ) | ( 'M' << 8 ) | BRM_VERSION;
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/*
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================
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idRenderModelStatic::idRenderModelStatic
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================
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*/
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idRenderModelStatic::idRenderModelStatic()
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{
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name = "<undefined>";
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bounds.Clear();
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lastModifiedFrame = 0;
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lastArchivedFrame = 0;
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overlaysAdded = 0;
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isStaticWorldModel = false;
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defaulted = false;
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purged = false;
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fastLoad = false;
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reloadable = true;
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levelLoadReferenced = false;
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hasDrawingSurfaces = true;
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hasInteractingSurfaces = true;
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hasShadowCastingSurfaces = true;
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timeStamp = 0;
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numInvertedJoints = 0;
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jointsInverted = NULL;
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jointsInvertedBuffer = 0;
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}
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/*
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================
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idRenderModelStatic::~idRenderModelStatic
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================
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*/
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idRenderModelStatic::~idRenderModelStatic()
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{
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PurgeModel();
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}
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/*
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==============
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idRenderModelStatic::Print
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==============
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*/
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void idRenderModelStatic::Print() const
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{
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common->Printf( "%s\n", name.c_str() );
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common->Printf( "Static model.\n" );
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common->Printf( "bounds: (%f %f %f) to (%f %f %f)\n",
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bounds[0][0], bounds[0][1], bounds[0][2],
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bounds[1][0], bounds[1][1], bounds[1][2] );
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common->Printf( " verts tris material\n" );
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for( int i = 0; i < NumSurfaces(); i++ )
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{
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const modelSurface_t* surf = Surface( i );
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srfTriangles_t* tri = surf->geometry;
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const idMaterial* material = surf->shader;
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if( !tri )
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{
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common->Printf( "%2i: %s, NULL surface geometry\n", i, material->GetName() );
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continue;
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}
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common->Printf( "%2i: %5i %5i %s", i, tri->numVerts, tri->numIndexes / 3, material->GetName() );
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if( tri->generateNormals )
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{
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common->Printf( " (smoothed)\n" );
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}
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else
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{
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common->Printf( "\n" );
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}
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}
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}
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/*
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==============
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idRenderModelStatic::Memory
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==============
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*/
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int idRenderModelStatic::Memory() const
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{
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int totalBytes = 0;
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totalBytes += sizeof( *this );
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totalBytes += name.DynamicMemoryUsed();
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totalBytes += surfaces.MemoryUsed();
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for( int j = 0; j < NumSurfaces(); j++ )
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{
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const modelSurface_t* surf = Surface( j );
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if( !surf->geometry )
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{
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continue;
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}
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totalBytes += R_TriSurfMemory( surf->geometry );
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}
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return totalBytes;
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}
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/*
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==============
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idRenderModelStatic::List
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==============
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*/
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void idRenderModelStatic::List() const
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{
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int totalTris = 0;
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int totalVerts = 0;
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int totalBytes = 0;
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totalBytes = Memory();
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char closed = 'C';
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for( int j = 0; j < NumSurfaces(); j++ )
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{
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const modelSurface_t* surf = Surface( j );
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if( !surf->geometry )
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{
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continue;
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}
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if( !surf->geometry->perfectHull )
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{
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closed = ' ';
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}
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totalTris += surf->geometry->numIndexes / 3;
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totalVerts += surf->geometry->numVerts;
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}
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common->Printf( "%c%4ik %3i %4i %4i %s", closed, totalBytes / 1024, NumSurfaces(), totalVerts, totalTris, Name() );
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if( IsDynamicModel() == DM_CACHED )
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{
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common->Printf( " (DM_CACHED)" );
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}
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if( IsDynamicModel() == DM_CONTINUOUS )
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{
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common->Printf( " (DM_CONTINUOUS)" );
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}
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if( defaulted )
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{
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common->Printf( " (DEFAULTED)" );
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}
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if( bounds[0][0] >= bounds[1][0] )
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{
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common->Printf( " (EMPTY BOUNDS)" );
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}
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if( bounds[1][0] - bounds[0][0] > 100000 )
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{
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common->Printf( " (HUGE BOUNDS)" );
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}
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common->Printf( "\n" );
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}
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/*
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================
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idRenderModelStatic::IsDefaultModel
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================
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*/
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bool idRenderModelStatic::IsDefaultModel() const
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{
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return defaulted;
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}
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/*
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================
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AddCubeFace
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================
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*/
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static void AddCubeFace( srfTriangles_t* tri, idVec3 v1, idVec3 v2, idVec3 v3, idVec3 v4 )
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{
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tri->verts[tri->numVerts + 0].Clear();
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tri->verts[tri->numVerts + 0].xyz = v1 * 8;
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tri->verts[tri->numVerts + 0].SetTexCoord( 0, 0 );
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tri->verts[tri->numVerts + 1].Clear();
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tri->verts[tri->numVerts + 1].xyz = v2 * 8;
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tri->verts[tri->numVerts + 1].SetTexCoord( 1, 0 );
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tri->verts[tri->numVerts + 2].Clear();
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tri->verts[tri->numVerts + 2].xyz = v3 * 8;
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tri->verts[tri->numVerts + 2].SetTexCoord( 1, 1 );
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tri->verts[tri->numVerts + 3].Clear();
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tri->verts[tri->numVerts + 3].xyz = v4 * 8;
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tri->verts[tri->numVerts + 3].SetTexCoord( 0, 1 );
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tri->indexes[tri->numIndexes + 0] = tri->numVerts + 0;
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tri->indexes[tri->numIndexes + 1] = tri->numVerts + 1;
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tri->indexes[tri->numIndexes + 2] = tri->numVerts + 2;
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tri->indexes[tri->numIndexes + 3] = tri->numVerts + 0;
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tri->indexes[tri->numIndexes + 4] = tri->numVerts + 2;
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tri->indexes[tri->numIndexes + 5] = tri->numVerts + 3;
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tri->numVerts += 4;
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tri->numIndexes += 6;
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}
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/*
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================
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idRenderModelStatic::MakeDefaultModel
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================
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*/
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void idRenderModelStatic::MakeDefaultModel()
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{
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defaulted = true;
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// throw out any surfaces we already have
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PurgeModel();
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// create one new surface
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modelSurface_t surf;
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srfTriangles_t* tri = R_AllocStaticTriSurf();
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surf.shader = tr.defaultMaterial;
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surf.geometry = tri;
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R_AllocStaticTriSurfVerts( tri, 24 );
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R_AllocStaticTriSurfIndexes( tri, 36 );
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AddCubeFace( tri, idVec3( -1, 1, 1 ), idVec3( 1, 1, 1 ), idVec3( 1, -1, 1 ), idVec3( -1, -1, 1 ) );
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AddCubeFace( tri, idVec3( -1, 1, -1 ), idVec3( -1, -1, -1 ), idVec3( 1, -1, -1 ), idVec3( 1, 1, -1 ) );
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AddCubeFace( tri, idVec3( 1, -1, 1 ), idVec3( 1, 1, 1 ), idVec3( 1, 1, -1 ), idVec3( 1, -1, -1 ) );
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AddCubeFace( tri, idVec3( -1, -1, 1 ), idVec3( -1, -1, -1 ), idVec3( -1, 1, -1 ), idVec3( -1, 1, 1 ) );
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AddCubeFace( tri, idVec3( -1, -1, 1 ), idVec3( 1, -1, 1 ), idVec3( 1, -1, -1 ), idVec3( -1, -1, -1 ) );
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AddCubeFace( tri, idVec3( -1, 1, 1 ), idVec3( -1, 1, -1 ), idVec3( 1, 1, -1 ), idVec3( 1, 1, 1 ) );
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tri->generateNormals = true;
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AddSurface( surf );
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FinishSurfaces();
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}
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/*
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================
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idRenderModelStatic::PartialInitFromFile
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================
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*/
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void idRenderModelStatic::PartialInitFromFile( const char* fileName )
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{
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fastLoad = true;
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InitFromFile( fileName );
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}
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/*
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================
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idRenderModelStatic::InitFromFile
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================
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*/
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void idRenderModelStatic::InitFromFile( const char* fileName )
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{
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bool loaded;
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idStr extension;
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InitEmpty( fileName );
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// FIXME: load new .proc map format
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name.ExtractFileExtension( extension );
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if( extension.Icmp( "ase" ) == 0 )
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{
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loaded = LoadASE( name );
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reloadable = true;
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}
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else if( extension.Icmp( "lwo" ) == 0 )
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{
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loaded = LoadLWO( name );
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reloadable = true;
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}
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else if( extension.Icmp( "ma" ) == 0 )
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{
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loaded = LoadMA( name );
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reloadable = true;
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}
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else
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{
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common->Warning( "idRenderModelStatic::InitFromFile: unknown type for model: \'%s\'", name.c_str() );
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loaded = false;
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}
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if( !loaded )
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{
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common->Warning( "Couldn't load model: '%s'", name.c_str() );
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MakeDefaultModel();
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return;
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}
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// it is now available for use
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purged = false;
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// create the bounds for culling and dynamic surface creation
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FinishSurfaces();
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}
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/*
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========================
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idRenderModelStatic::LoadBinaryModel
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========================
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*/
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bool idRenderModelStatic::LoadBinaryModel( idFile* file, const ID_TIME_T sourceTimeStamp )
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{
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if( file == NULL )
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{
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return false;
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}
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unsigned int magic = 0;
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file->ReadBig( magic );
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if( magic != BRM_MAGIC )
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{
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return false;
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}
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file->ReadBig( timeStamp );
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if( !fileSystem->InProductionMode() && sourceTimeStamp != timeStamp )
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{
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return false;
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}
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common->UpdateLevelLoadPacifier();
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int numSurfaces;
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file->ReadBig( numSurfaces );
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surfaces.SetNum( numSurfaces );
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for( int i = 0; i < surfaces.Num(); i++ )
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{
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file->ReadBig( surfaces[i].id );
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idStr materialName;
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file->ReadString( materialName );
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if( materialName.IsEmpty() )
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{
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surfaces[i].shader = NULL;
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}
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else
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{
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surfaces[i].shader = declManager->FindMaterial( materialName );
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}
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bool isGeometry;
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file->ReadBig( isGeometry );
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surfaces[i].geometry = NULL;
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if( isGeometry )
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{
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bool temp;
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surfaces[i].geometry = R_AllocStaticTriSurf();
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// Read the contents of srfTriangles_t
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srfTriangles_t& tri = *surfaces[i].geometry;
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file->ReadVec3( tri.bounds[0] );
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file->ReadVec3( tri.bounds[1] );
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int ambientViewCount = 0; // FIXME: remove
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file->ReadBig( ambientViewCount );
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file->ReadBig( tri.generateNormals );
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file->ReadBig( tri.tangentsCalculated );
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file->ReadBig( tri.perfectHull );
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file->ReadBig( tri.referencedIndexes );
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file->ReadBig( tri.numVerts );
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tri.verts = NULL;
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int numInFile = 0;
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file->ReadBig( numInFile );
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if( numInFile > 0 )
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{
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R_AllocStaticTriSurfVerts( &tri, tri.numVerts );
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assert( tri.verts != NULL );
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for( int j = 0; j < tri.numVerts; j++ )
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{
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file->ReadVec3( tri.verts[j].xyz );
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file->ReadBigArray( tri.verts[j].st, 2 );
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file->ReadBigArray( tri.verts[j].normal, 4 );
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file->ReadBigArray( tri.verts[j].tangent, 4 );
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file->ReadBigArray( tri.verts[j].color, sizeof( tri.verts[j].color ) / sizeof( tri.verts[j].color[0] ) );
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file->ReadBigArray( tri.verts[j].color2, sizeof( tri.verts[j].color2 ) / sizeof( tri.verts[j].color2[0] ) );
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}
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}
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file->ReadBig( numInFile );
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if( numInFile == 0 )
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{
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tri.preLightShadowVertexes = NULL;
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}
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else
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{
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R_AllocStaticTriSurfPreLightShadowVerts( &tri, numInFile );
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for( int j = 0; j < numInFile; j++ )
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{
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file->ReadVec4( tri.preLightShadowVertexes[ j ].xyzw );
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}
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}
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file->ReadBig( tri.numIndexes );
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tri.indexes = NULL;
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tri.silIndexes = NULL;
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if( tri.numIndexes > 0 )
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{
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R_AllocStaticTriSurfIndexes( &tri, tri.numIndexes );
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file->ReadBigArray( tri.indexes, tri.numIndexes );
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}
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file->ReadBig( numInFile );
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if( numInFile > 0 )
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{
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R_AllocStaticTriSurfSilIndexes( &tri, tri.numIndexes );
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file->ReadBigArray( tri.silIndexes, tri.numIndexes );
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}
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file->ReadBig( tri.numMirroredVerts );
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tri.mirroredVerts = NULL;
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if( tri.numMirroredVerts > 0 )
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{
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R_AllocStaticTriSurfMirroredVerts( &tri, tri.numMirroredVerts );
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file->ReadBigArray( tri.mirroredVerts, tri.numMirroredVerts );
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}
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file->ReadBig( tri.numDupVerts );
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tri.dupVerts = NULL;
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if( tri.numDupVerts > 0 )
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{
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R_AllocStaticTriSurfDupVerts( &tri, tri.numDupVerts );
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file->ReadBigArray( tri.dupVerts, tri.numDupVerts * 2 );
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}
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file->ReadBig( tri.numSilEdges );
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tri.silEdges = NULL;
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if( tri.numSilEdges > 0 )
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{
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R_AllocStaticTriSurfSilEdges( &tri, tri.numSilEdges );
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assert( tri.silEdges != NULL );
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for( int j = 0; j < tri.numSilEdges; j++ )
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{
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file->ReadBig( tri.silEdges[j].p1 );
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file->ReadBig( tri.silEdges[j].p2 );
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file->ReadBig( tri.silEdges[j].v1 );
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file->ReadBig( tri.silEdges[j].v2 );
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}
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}
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file->ReadBig( temp );
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tri.dominantTris = NULL;
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if( temp )
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{
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R_AllocStaticTriSurfDominantTris( &tri, tri.numVerts );
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assert( tri.dominantTris != NULL );
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for( int j = 0; j < tri.numVerts; j++ )
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{
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file->ReadBig( tri.dominantTris[j].v2 );
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file->ReadBig( tri.dominantTris[j].v3 );
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file->ReadFloat( tri.dominantTris[j].normalizationScale[0] );
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file->ReadFloat( tri.dominantTris[j].normalizationScale[1] );
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file->ReadFloat( tri.dominantTris[j].normalizationScale[2] );
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}
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}
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file->ReadBig( tri.numShadowIndexesNoFrontCaps );
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|
file->ReadBig( tri.numShadowIndexesNoCaps );
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|
file->ReadBig( tri.shadowCapPlaneBits );
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tri.ambientSurface = NULL;
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|
tri.nextDeferredFree = NULL;
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|
tri.indexCache = 0;
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tri.ambientCache = 0;
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|
tri.shadowCache = 0;
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}
|
|
}
|
|
|
|
file->ReadVec3( bounds[0] );
|
|
file->ReadVec3( bounds[1] );
|
|
|
|
file->ReadBig( overlaysAdded );
|
|
file->ReadBig( lastModifiedFrame );
|
|
file->ReadBig( lastArchivedFrame );
|
|
file->ReadString( name );
|
|
file->ReadBig( isStaticWorldModel );
|
|
file->ReadBig( defaulted );
|
|
file->ReadBig( purged );
|
|
file->ReadBig( fastLoad );
|
|
file->ReadBig( reloadable );
|
|
file->ReadBig( levelLoadReferenced ); // should this actually be saved/loaded?
|
|
file->ReadBig( hasDrawingSurfaces );
|
|
file->ReadBig( hasInteractingSurfaces );
|
|
file->ReadBig( hasShadowCastingSurfaces );
|
|
|
|
return true;
|
|
}
|
|
|
|
/*
|
|
========================
|
|
idRenderModelStatic::WriteBinaryModel
|
|
========================
|
|
*/
|
|
void idRenderModelStatic::WriteBinaryModel( idFile* file, ID_TIME_T* _timeStamp ) const
|
|
{
|
|
if( file == NULL )
|
|
{
|
|
common->Printf( "Failed to WriteBinaryModel\n" );
|
|
return;
|
|
}
|
|
|
|
file->WriteBig( BRM_MAGIC );
|
|
|
|
if( _timeStamp != NULL )
|
|
{
|
|
file->WriteBig( *_timeStamp );
|
|
}
|
|
else
|
|
{
|
|
file->WriteBig( timeStamp );
|
|
}
|
|
|
|
file->WriteBig( surfaces.Num() );
|
|
for( int i = 0; i < surfaces.Num(); i++ )
|
|
{
|
|
file->WriteBig( surfaces[i].id );
|
|
if( surfaces[i].shader != NULL && surfaces[i].shader->GetName() != NULL )
|
|
{
|
|
file->WriteString( surfaces[i].shader->GetName() );
|
|
}
|
|
else
|
|
{
|
|
file->WriteString( "" );
|
|
}
|
|
|
|
file->WriteBig( surfaces[i].geometry != NULL );
|
|
if( surfaces[i].geometry != NULL )
|
|
{
|
|
srfTriangles_t& tri = *surfaces[i].geometry;
|
|
|
|
file->WriteVec3( tri.bounds[0] );
|
|
file->WriteVec3( tri.bounds[1] );
|
|
|
|
int ambientViewCount = 0; // FIXME: remove
|
|
file->WriteBig( ambientViewCount );
|
|
file->WriteBig( tri.generateNormals );
|
|
file->WriteBig( tri.tangentsCalculated );
|
|
file->WriteBig( tri.perfectHull );
|
|
file->WriteBig( tri.referencedIndexes );
|
|
|
|
// shadow models use numVerts but have no verts
|
|
file->WriteBig( tri.numVerts );
|
|
if( tri.verts != NULL )
|
|
{
|
|
file->WriteBig( tri.numVerts );
|
|
}
|
|
else
|
|
{
|
|
file->WriteBig( ( int ) 0 );
|
|
}
|
|
|
|
if( tri.numVerts > 0 && tri.verts != NULL )
|
|
{
|
|
for( int j = 0; j < tri.numVerts; j++ )
|
|
{
|
|
file->WriteVec3( tri.verts[j].xyz );
|
|
file->WriteBigArray( tri.verts[j].st, 2 );
|
|
file->WriteBigArray( tri.verts[j].normal, 4 );
|
|
file->WriteBigArray( tri.verts[j].tangent, 4 );
|
|
file->WriteBigArray( tri.verts[j].color, sizeof( tri.verts[j].color ) / sizeof( tri.verts[j].color[0] ) );
|
|
file->WriteBigArray( tri.verts[j].color2, sizeof( tri.verts[j].color2 ) / sizeof( tri.verts[j].color2[0] ) );
|
|
}
|
|
}
|
|
|
|
if( tri.preLightShadowVertexes != NULL )
|
|
{
|
|
file->WriteBig( tri.numVerts * 2 );
|
|
for( int j = 0; j < tri.numVerts * 2; j++ )
|
|
{
|
|
file->WriteVec4( tri.preLightShadowVertexes[ j ].xyzw );
|
|
}
|
|
}
|
|
else
|
|
{
|
|
file->WriteBig( ( int ) 0 );
|
|
}
|
|
|
|
file->WriteBig( tri.numIndexes );
|
|
|
|
if( tri.numIndexes > 0 )
|
|
{
|
|
file->WriteBigArray( tri.indexes, tri.numIndexes );
|
|
}
|
|
|
|
if( tri.silIndexes != NULL )
|
|
{
|
|
file->WriteBig( tri.numIndexes );
|
|
}
|
|
else
|
|
{
|
|
file->WriteBig( ( int ) 0 );
|
|
}
|
|
|
|
if( tri.numIndexes > 0 && tri.silIndexes != NULL )
|
|
{
|
|
file->WriteBigArray( tri.silIndexes, tri.numIndexes );
|
|
}
|
|
|
|
file->WriteBig( tri.numMirroredVerts );
|
|
if( tri.numMirroredVerts > 0 )
|
|
{
|
|
file->WriteBigArray( tri.mirroredVerts, tri.numMirroredVerts );
|
|
}
|
|
|
|
file->WriteBig( tri.numDupVerts );
|
|
if( tri.numDupVerts > 0 )
|
|
{
|
|
file->WriteBigArray( tri.dupVerts, tri.numDupVerts * 2 );
|
|
}
|
|
|
|
file->WriteBig( tri.numSilEdges );
|
|
if( tri.numSilEdges > 0 )
|
|
{
|
|
for( int j = 0; j < tri.numSilEdges; j++ )
|
|
{
|
|
file->WriteBig( tri.silEdges[j].p1 );
|
|
file->WriteBig( tri.silEdges[j].p2 );
|
|
file->WriteBig( tri.silEdges[j].v1 );
|
|
file->WriteBig( tri.silEdges[j].v2 );
|
|
}
|
|
}
|
|
|
|
file->WriteBig( tri.dominantTris != NULL );
|
|
if( tri.dominantTris != NULL )
|
|
{
|
|
for( int j = 0; j < tri.numVerts; j++ )
|
|
{
|
|
file->WriteBig( tri.dominantTris[j].v2 );
|
|
file->WriteBig( tri.dominantTris[j].v3 );
|
|
file->WriteFloat( tri.dominantTris[j].normalizationScale[0] );
|
|
file->WriteFloat( tri.dominantTris[j].normalizationScale[1] );
|
|
file->WriteFloat( tri.dominantTris[j].normalizationScale[2] );
|
|
}
|
|
}
|
|
|
|
file->WriteBig( tri.numShadowIndexesNoFrontCaps );
|
|
file->WriteBig( tri.numShadowIndexesNoCaps );
|
|
file->WriteBig( tri.shadowCapPlaneBits );
|
|
}
|
|
}
|
|
|
|
file->WriteVec3( bounds[0] );
|
|
file->WriteVec3( bounds[1] );
|
|
file->WriteBig( overlaysAdded );
|
|
file->WriteBig( lastModifiedFrame );
|
|
file->WriteBig( lastArchivedFrame );
|
|
file->WriteString( name );
|
|
|
|
// shadowHull
|
|
|
|
file->WriteBig( isStaticWorldModel );
|
|
file->WriteBig( defaulted );
|
|
file->WriteBig( purged );
|
|
file->WriteBig( fastLoad );
|
|
file->WriteBig( reloadable );
|
|
file->WriteBig( levelLoadReferenced );
|
|
file->WriteBig( hasDrawingSurfaces );
|
|
file->WriteBig( hasInteractingSurfaces );
|
|
file->WriteBig( hasShadowCastingSurfaces );
|
|
}
|
|
|
|
/*
|
|
================
|
|
idRenderModelStatic::LoadModel
|
|
================
|
|
*/
|
|
void idRenderModelStatic::LoadModel()
|
|
{
|
|
PurgeModel();
|
|
InitFromFile( name );
|
|
}
|
|
|
|
/*
|
|
================
|
|
idRenderModelStatic::InitEmpty
|
|
================
|
|
*/
|
|
void idRenderModelStatic::InitEmpty( const char* fileName )
|
|
{
|
|
// model names of the form _area* are static parts of the
|
|
// world, and have already been considered for optimized shadows
|
|
// other model names are inline entity models, and need to be
|
|
// shadowed normally
|
|
if( !idStr::Cmpn( fileName, "_area", 5 ) )
|
|
{
|
|
isStaticWorldModel = true;
|
|
}
|
|
else
|
|
{
|
|
isStaticWorldModel = false;
|
|
}
|
|
|
|
name = fileName;
|
|
reloadable = false; // if it didn't come from a file, we can't reload it
|
|
PurgeModel();
|
|
purged = false;
|
|
bounds.Zero();
|
|
}
|
|
|
|
/*
|
|
================
|
|
idRenderModelStatic::AddSurface
|
|
================
|
|
*/
|
|
void idRenderModelStatic::AddSurface( modelSurface_t surface )
|
|
{
|
|
surfaces.Append( surface );
|
|
if( surface.geometry )
|
|
{
|
|
bounds += surface.geometry->bounds;
|
|
}
|
|
}
|
|
|
|
/*
|
|
================
|
|
idRenderModelStatic::Name
|
|
================
|
|
*/
|
|
const char* idRenderModelStatic::Name() const
|
|
{
|
|
return name;
|
|
}
|
|
|
|
/*
|
|
================
|
|
idRenderModelStatic::Timestamp
|
|
================
|
|
*/
|
|
ID_TIME_T idRenderModelStatic::Timestamp() const
|
|
{
|
|
return timeStamp;
|
|
}
|
|
|
|
/*
|
|
================
|
|
idRenderModelStatic::NumSurfaces
|
|
================
|
|
*/
|
|
int idRenderModelStatic::NumSurfaces() const
|
|
{
|
|
return surfaces.Num();
|
|
}
|
|
|
|
/*
|
|
================
|
|
idRenderModelStatic::NumBaseSurfaces
|
|
================
|
|
*/
|
|
int idRenderModelStatic::NumBaseSurfaces() const
|
|
{
|
|
return surfaces.Num() - overlaysAdded;
|
|
}
|
|
|
|
/*
|
|
================
|
|
idRenderModelStatic::Surface
|
|
================
|
|
*/
|
|
const modelSurface_t* idRenderModelStatic::Surface( int surfaceNum ) const
|
|
{
|
|
return &surfaces[surfaceNum];
|
|
}
|
|
|
|
/*
|
|
================
|
|
idRenderModelStatic::AllocSurfaceTriangles
|
|
================
|
|
*/
|
|
srfTriangles_t* idRenderModelStatic::AllocSurfaceTriangles( int numVerts, int numIndexes ) const
|
|
{
|
|
srfTriangles_t* tri = R_AllocStaticTriSurf();
|
|
R_AllocStaticTriSurfVerts( tri, numVerts );
|
|
R_AllocStaticTriSurfIndexes( tri, numIndexes );
|
|
return tri;
|
|
}
|
|
|
|
/*
|
|
================
|
|
idRenderModelStatic::FreeSurfaceTriangles
|
|
================
|
|
*/
|
|
void idRenderModelStatic::FreeSurfaceTriangles( srfTriangles_t* tris ) const
|
|
{
|
|
R_FreeStaticTriSurf( tris );
|
|
}
|
|
|
|
/*
|
|
================
|
|
idRenderModelStatic::IsStaticWorldModel
|
|
================
|
|
*/
|
|
bool idRenderModelStatic::IsStaticWorldModel() const
|
|
{
|
|
return isStaticWorldModel;
|
|
}
|
|
|
|
/*
|
|
================
|
|
idRenderModelStatic::IsDynamicModel
|
|
================
|
|
*/
|
|
dynamicModel_t idRenderModelStatic::IsDynamicModel() const
|
|
{
|
|
// dynamic subclasses will override this
|
|
return DM_STATIC;
|
|
}
|
|
|
|
/*
|
|
================
|
|
idRenderModelStatic::IsReloadable
|
|
================
|
|
*/
|
|
bool idRenderModelStatic::IsReloadable() const
|
|
{
|
|
return reloadable;
|
|
}
|
|
|
|
/*
|
|
================
|
|
idRenderModelStatic::Bounds
|
|
================
|
|
*/
|
|
idBounds idRenderModelStatic::Bounds( const struct renderEntity_s* mdef ) const
|
|
{
|
|
return bounds;
|
|
}
|
|
|
|
/*
|
|
================
|
|
idRenderModelStatic::DepthHack
|
|
================
|
|
*/
|
|
float idRenderModelStatic::DepthHack() const
|
|
{
|
|
return 0.0f;
|
|
}
|
|
|
|
/*
|
|
================
|
|
idRenderModelStatic::InstantiateDynamicModel
|
|
================
|
|
*/
|
|
idRenderModel* idRenderModelStatic::InstantiateDynamicModel( const struct renderEntity_s* ent, const viewDef_t* view, idRenderModel* cachedModel )
|
|
{
|
|
if( cachedModel )
|
|
{
|
|
delete cachedModel;
|
|
cachedModel = NULL;
|
|
}
|
|
common->Error( "InstantiateDynamicModel called on static model '%s'", name.c_str() );
|
|
return NULL;
|
|
}
|
|
|
|
/*
|
|
================
|
|
idRenderModelStatic::NumJoints
|
|
================
|
|
*/
|
|
int idRenderModelStatic::NumJoints() const
|
|
{
|
|
return 0;
|
|
}
|
|
|
|
/*
|
|
================
|
|
idRenderModelStatic::GetJoints
|
|
================
|
|
*/
|
|
const idMD5Joint* idRenderModelStatic::GetJoints() const
|
|
{
|
|
return NULL;
|
|
}
|
|
|
|
/*
|
|
================
|
|
idRenderModelStatic::GetJointHandle
|
|
================
|
|
*/
|
|
jointHandle_t idRenderModelStatic::GetJointHandle( const char* name ) const
|
|
{
|
|
return INVALID_JOINT;
|
|
}
|
|
|
|
/*
|
|
================
|
|
idRenderModelStatic::GetJointName
|
|
================
|
|
*/
|
|
const char* idRenderModelStatic::GetJointName( jointHandle_t handle ) const
|
|
{
|
|
return "";
|
|
}
|
|
|
|
/*
|
|
================
|
|
idRenderModelStatic::GetDefaultPose
|
|
================
|
|
*/
|
|
const idJointQuat* idRenderModelStatic::GetDefaultPose() const
|
|
{
|
|
return NULL;
|
|
}
|
|
|
|
/*
|
|
================
|
|
idRenderModelStatic::NearestJoint
|
|
================
|
|
*/
|
|
int idRenderModelStatic::NearestJoint( int surfaceNum, int a, int b, int c ) const
|
|
{
|
|
return INVALID_JOINT;
|
|
}
|
|
|
|
|
|
//=====================================================================
|
|
|
|
|
|
/*
|
|
================
|
|
idRenderModelStatic::FinishSurfaces
|
|
|
|
The mergeShadows option allows surfaces with different textures to share
|
|
silhouette edges for shadow calculation, instead of leaving shared edges
|
|
hanging.
|
|
|
|
If any of the original shaders have the noSelfShadow flag set, the surfaces
|
|
can't be merged, because they will need to be drawn in different order.
|
|
|
|
If there is only one surface, a separate merged surface won't be generated.
|
|
|
|
A model with multiple surfaces can't later have a skinned shader change the
|
|
state of the noSelfShadow flag.
|
|
|
|
-----------------
|
|
|
|
Creates mirrored copies of two sided surfaces with normal maps, which would
|
|
otherwise light funny.
|
|
|
|
Extends the bounds of deformed surfaces so they don't cull incorrectly at screen edges.
|
|
|
|
================
|
|
*/
|
|
void idRenderModelStatic::FinishSurfaces()
|
|
{
|
|
int i;
|
|
int totalVerts, totalIndexes;
|
|
|
|
hasDrawingSurfaces = false;
|
|
hasInteractingSurfaces = false;
|
|
hasShadowCastingSurfaces = false;
|
|
purged = false;
|
|
|
|
// make sure we don't have a huge bounds even if we don't finish everything
|
|
bounds.Zero();
|
|
|
|
|
|
if( surfaces.Num() == 0 )
|
|
{
|
|
return;
|
|
}
|
|
|
|
// renderBump doesn't care about most of this
|
|
if( fastLoad )
|
|
{
|
|
bounds.Zero();
|
|
for( i = 0; i < surfaces.Num(); i++ )
|
|
{
|
|
const modelSurface_t* surf = &surfaces[i];
|
|
|
|
R_BoundTriSurf( surf->geometry );
|
|
bounds.AddBounds( surf->geometry->bounds );
|
|
}
|
|
|
|
return;
|
|
}
|
|
|
|
// cleanup all the final surfaces, but don't create sil edges
|
|
totalVerts = 0;
|
|
totalIndexes = 0;
|
|
|
|
// decide if we are going to merge all the surfaces into one shadower
|
|
int numOriginalSurfaces = surfaces.Num();
|
|
|
|
// make sure there aren't any NULL shaders or geometry
|
|
for( i = 0; i < numOriginalSurfaces; i++ )
|
|
{
|
|
const modelSurface_t* surf = &surfaces[i];
|
|
|
|
if( surf->geometry == NULL || surf->shader == NULL )
|
|
{
|
|
MakeDefaultModel();
|
|
common->Error( "Model %s, surface %i had NULL geometry", name.c_str(), i );
|
|
}
|
|
if( surf->shader == NULL )
|
|
{
|
|
MakeDefaultModel();
|
|
common->Error( "Model %s, surface %i had NULL shader", name.c_str(), i );
|
|
}
|
|
}
|
|
|
|
// duplicate and reverse triangles for two sided bump mapped surfaces
|
|
// note that this won't catch surfaces that have their shaders dynamically
|
|
// changed, and won't work with animated models.
|
|
// It is better to create completely separate surfaces, rather than
|
|
// add vertexes and indexes to the existing surface, because the
|
|
// tangent generation wouldn't like the acute shared edges
|
|
for( i = 0; i < numOriginalSurfaces; i++ )
|
|
{
|
|
const modelSurface_t* surf = &surfaces[i];
|
|
|
|
if( surf->shader->ShouldCreateBackSides() )
|
|
{
|
|
srfTriangles_t* newTri;
|
|
|
|
newTri = R_CopyStaticTriSurf( surf->geometry );
|
|
R_ReverseTriangles( newTri );
|
|
|
|
modelSurface_t newSurf;
|
|
|
|
newSurf.shader = surf->shader;
|
|
newSurf.geometry = newTri;
|
|
|
|
AddSurface( newSurf );
|
|
}
|
|
}
|
|
|
|
// clean the surfaces
|
|
for( i = 0; i < surfaces.Num(); i++ )
|
|
{
|
|
const modelSurface_t* surf = &surfaces[i];
|
|
|
|
R_CleanupTriangles( surf->geometry, surf->geometry->generateNormals, true, surf->shader->UseUnsmoothedTangents() );
|
|
if( surf->shader->SurfaceCastsShadow() )
|
|
{
|
|
totalVerts += surf->geometry->numVerts;
|
|
totalIndexes += surf->geometry->numIndexes;
|
|
}
|
|
}
|
|
|
|
// add up the total surface area for development information
|
|
for( i = 0; i < surfaces.Num(); i++ )
|
|
{
|
|
const modelSurface_t* surf = &surfaces[i];
|
|
srfTriangles_t* tri = surf->geometry;
|
|
|
|
for( int j = 0; j < tri->numIndexes; j += 3 )
|
|
{
|
|
float area = idWinding::TriangleArea( tri->verts[tri->indexes[j]].xyz,
|
|
tri->verts[tri->indexes[j + 1]].xyz, tri->verts[tri->indexes[j + 2]].xyz );
|
|
const_cast<idMaterial*>( surf->shader )->AddToSurfaceArea( area );
|
|
}
|
|
}
|
|
|
|
// set flags for whole-model rejection
|
|
for( i = 0; i < surfaces.Num(); i++ )
|
|
{
|
|
const modelSurface_t* surf = &surfaces[i];
|
|
if( surf->shader->IsDrawn() )
|
|
{
|
|
hasDrawingSurfaces = true;
|
|
}
|
|
if( surf->shader->SurfaceCastsShadow() )
|
|
{
|
|
hasShadowCastingSurfaces = true;
|
|
}
|
|
if( surf->shader->ReceivesLighting() )
|
|
{
|
|
hasInteractingSurfaces = true;
|
|
}
|
|
if( strstr( surf->shader->GetName(), "trigger" ) )
|
|
{
|
|
static int breakHere;
|
|
breakHere++;
|
|
}
|
|
}
|
|
|
|
// calculate the bounds
|
|
if( surfaces.Num() == 0 )
|
|
{
|
|
bounds.Zero();
|
|
}
|
|
else
|
|
{
|
|
bounds.Clear();
|
|
for( i = 0; i < surfaces.Num(); i++ )
|
|
{
|
|
modelSurface_t* surf = &surfaces[i];
|
|
|
|
// if the surface has a deformation, increase the bounds
|
|
// the amount here is somewhat arbitrary, designed to handle
|
|
// autosprites and flares, but could be done better with exact
|
|
// deformation information.
|
|
// Note that this doesn't handle deformations that are skinned in
|
|
// at run time...
|
|
if( surf->shader->Deform() != DFRM_NONE )
|
|
{
|
|
srfTriangles_t* tri = surf->geometry;
|
|
idVec3 mid = ( tri->bounds[1] + tri->bounds[0] ) * 0.5f;
|
|
float radius = ( tri->bounds[0] - mid ).Length();
|
|
radius += 20.0f;
|
|
|
|
tri->bounds[0][0] = mid[0] - radius;
|
|
tri->bounds[0][1] = mid[1] - radius;
|
|
tri->bounds[0][2] = mid[2] - radius;
|
|
|
|
tri->bounds[1][0] = mid[0] + radius;
|
|
tri->bounds[1][1] = mid[1] + radius;
|
|
tri->bounds[1][2] = mid[2] + radius;
|
|
}
|
|
|
|
// add to the model bounds
|
|
bounds.AddBounds( surf->geometry->bounds );
|
|
|
|
}
|
|
}
|
|
}
|
|
|
|
/*
|
|
=================
|
|
idRenderModelStatic::ConvertASEToModelSurfaces
|
|
=================
|
|
*/
|
|
typedef struct matchVert_s
|
|
{
|
|
struct matchVert_s* next;
|
|
int v, tv;
|
|
byte color[4];
|
|
idVec3 normal;
|
|
} matchVert_t;
|
|
|
|
bool idRenderModelStatic::ConvertASEToModelSurfaces( const struct aseModel_s* ase )
|
|
{
|
|
aseObject_t* object;
|
|
aseMesh_t* mesh;
|
|
aseMaterial_t* material;
|
|
const idMaterial* im1, *im2;
|
|
srfTriangles_t* tri;
|
|
int objectNum;
|
|
int i, j, k;
|
|
int v, tv;
|
|
int* vRemap;
|
|
int* tvRemap;
|
|
matchVert_t* mvTable; // all of the match verts
|
|
matchVert_t** mvHash; // points inside mvTable for each xyz index
|
|
matchVert_t* lastmv;
|
|
matchVert_t* mv;
|
|
idVec3 normal;
|
|
float uOffset, vOffset, textureSin, textureCos;
|
|
float uTiling, vTiling;
|
|
int* mergeTo;
|
|
byte* color;
|
|
static byte identityColor[4] = { 255, 255, 255, 255 };
|
|
modelSurface_t surf, *modelSurf;
|
|
|
|
if( !ase )
|
|
{
|
|
return false;
|
|
}
|
|
if( ase->objects.Num() < 1 )
|
|
{
|
|
return false;
|
|
}
|
|
|
|
timeStamp = ase->timeStamp;
|
|
|
|
// the modeling programs can save out multiple surfaces with a common
|
|
// material, but we would like to mege them together where possible
|
|
// meaning that this->NumSurfaces() <= ase->objects.currentElements
|
|
mergeTo = ( int* )_alloca( ase->objects.Num() * sizeof( *mergeTo ) );
|
|
surf.geometry = NULL;
|
|
if( ase->materials.Num() == 0 )
|
|
{
|
|
// if we don't have any materials, dump everything into a single surface
|
|
surf.shader = tr.defaultMaterial;
|
|
surf.id = 0;
|
|
this->AddSurface( surf );
|
|
for( i = 0; i < ase->objects.Num(); i++ )
|
|
{
|
|
mergeTo[i] = 0;
|
|
}
|
|
}
|
|
else if( !r_mergeModelSurfaces.GetBool() )
|
|
{
|
|
// don't merge any
|
|
for( i = 0; i < ase->objects.Num(); i++ )
|
|
{
|
|
mergeTo[i] = i;
|
|
object = ase->objects[i];
|
|
material = ase->materials[object->materialRef];
|
|
surf.shader = declManager->FindMaterial( material->name );
|
|
surf.id = this->NumSurfaces();
|
|
this->AddSurface( surf );
|
|
}
|
|
}
|
|
else
|
|
{
|
|
// search for material matches
|
|
for( i = 0; i < ase->objects.Num(); i++ )
|
|
{
|
|
object = ase->objects[i];
|
|
material = ase->materials[object->materialRef];
|
|
im1 = declManager->FindMaterial( material->name );
|
|
if( im1->IsDiscrete() )
|
|
{
|
|
// flares, autosprites, etc
|
|
j = this->NumSurfaces();
|
|
}
|
|
else
|
|
{
|
|
for( j = 0; j < this->NumSurfaces(); j++ )
|
|
{
|
|
modelSurf = &this->surfaces[j];
|
|
im2 = modelSurf->shader;
|
|
if( im1 == im2 )
|
|
{
|
|
// merge this
|
|
mergeTo[i] = j;
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
if( j == this->NumSurfaces() )
|
|
{
|
|
// didn't merge
|
|
mergeTo[i] = j;
|
|
surf.shader = im1;
|
|
surf.id = this->NumSurfaces();
|
|
this->AddSurface( surf );
|
|
}
|
|
}
|
|
}
|
|
|
|
idVectorSubset<idVec3, 3> vertexSubset;
|
|
idVectorSubset<idVec2, 2> texCoordSubset;
|
|
|
|
// build the surfaces
|
|
for( objectNum = 0; objectNum < ase->objects.Num(); objectNum++ )
|
|
{
|
|
object = ase->objects[objectNum];
|
|
mesh = &object->mesh;
|
|
material = ase->materials[object->materialRef];
|
|
im1 = declManager->FindMaterial( material->name );
|
|
|
|
bool normalsParsed = mesh->normalsParsed;
|
|
|
|
// completely ignore any explict normals on surfaces with a renderbump command
|
|
// which will guarantee the best contours and least vertexes.
|
|
const char* rb = im1->GetRenderBump();
|
|
if( rb != NULL && rb[0] != '\0' )
|
|
{
|
|
normalsParsed = false;
|
|
}
|
|
|
|
// It seems like the tools our artists are using often generate
|
|
// verts and texcoords slightly separated that should be merged
|
|
// note that we really should combine the surfaces with common materials
|
|
// before doing this operation, because we can miss a slop combination
|
|
// if they are in different surfaces
|
|
|
|
vRemap = ( int* )R_StaticAlloc( mesh->numVertexes * sizeof( vRemap[0] ), TAG_MODEL );
|
|
|
|
if( fastLoad )
|
|
{
|
|
// renderbump doesn't care about vertex count
|
|
for( j = 0; j < mesh->numVertexes; j++ )
|
|
{
|
|
vRemap[j] = j;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
float vertexEpsilon = r_slopVertex.GetFloat();
|
|
float expand = 2 * 32 * vertexEpsilon;
|
|
idVec3 mins, maxs;
|
|
|
|
SIMDProcessor->MinMax( mins, maxs, mesh->vertexes, mesh->numVertexes );
|
|
mins -= idVec3( expand, expand, expand );
|
|
maxs += idVec3( expand, expand, expand );
|
|
vertexSubset.Init( mins, maxs, 32, 1024 );
|
|
for( j = 0; j < mesh->numVertexes; j++ )
|
|
{
|
|
vRemap[j] = vertexSubset.FindVector( mesh->vertexes, j, vertexEpsilon );
|
|
}
|
|
}
|
|
|
|
tvRemap = ( int* )R_StaticAlloc( mesh->numTVertexes * sizeof( tvRemap[0] ), TAG_MODEL );
|
|
|
|
if( fastLoad )
|
|
{
|
|
// renderbump doesn't care about vertex count
|
|
for( j = 0; j < mesh->numTVertexes; j++ )
|
|
{
|
|
tvRemap[j] = j;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
float texCoordEpsilon = r_slopTexCoord.GetFloat();
|
|
float expand = 2 * 32 * texCoordEpsilon;
|
|
idVec2 mins, maxs;
|
|
|
|
SIMDProcessor->MinMax( mins, maxs, mesh->tvertexes, mesh->numTVertexes );
|
|
mins -= idVec2( expand, expand );
|
|
maxs += idVec2( expand, expand );
|
|
texCoordSubset.Init( mins, maxs, 32, 1024 );
|
|
for( j = 0; j < mesh->numTVertexes; j++ )
|
|
{
|
|
tvRemap[j] = texCoordSubset.FindVector( mesh->tvertexes, j, texCoordEpsilon );
|
|
}
|
|
}
|
|
|
|
// we need to find out how many unique vertex / texcoord combinations
|
|
// there are, because ASE tracks them separately but we need them unified
|
|
|
|
// the maximum possible number of combined vertexes is the number of indexes
|
|
mvTable = ( matchVert_t* )R_ClearedStaticAlloc( mesh->numFaces * 3 * sizeof( mvTable[0] ) );
|
|
|
|
// we will have a hash chain based on the xyz values
|
|
mvHash = ( matchVert_t** )R_ClearedStaticAlloc( mesh->numVertexes * sizeof( mvHash[0] ) );
|
|
|
|
// allocate triangle surface
|
|
tri = R_AllocStaticTriSurf();
|
|
tri->numVerts = 0;
|
|
tri->numIndexes = 0;
|
|
R_AllocStaticTriSurfIndexes( tri, mesh->numFaces * 3 );
|
|
tri->generateNormals = !normalsParsed;
|
|
|
|
// init default normal, color and tex coord index
|
|
normal.Zero();
|
|
color = identityColor;
|
|
tv = 0;
|
|
|
|
// find all the unique combinations
|
|
float normalEpsilon = 1.0f - r_slopNormal.GetFloat();
|
|
for( j = 0; j < mesh->numFaces; j++ )
|
|
{
|
|
for( k = 0; k < 3; k++ )
|
|
{
|
|
v = mesh->faces[j].vertexNum[k];
|
|
|
|
if( v < 0 || v >= mesh->numVertexes )
|
|
{
|
|
common->Error( "ConvertASEToModelSurfaces: bad vertex index in ASE file %s", name.c_str() );
|
|
}
|
|
|
|
// collapse the position if it was slightly offset
|
|
v = vRemap[v];
|
|
|
|
// we may or may not have texcoords to compare
|
|
if( mesh->numTVFaces == mesh->numFaces && mesh->numTVertexes != 0 )
|
|
{
|
|
tv = mesh->faces[j].tVertexNum[k];
|
|
if( tv < 0 || tv >= mesh->numTVertexes )
|
|
{
|
|
common->Error( "ConvertASEToModelSurfaces: bad tex coord index in ASE file %s", name.c_str() );
|
|
}
|
|
// collapse the tex coord if it was slightly offset
|
|
tv = tvRemap[tv];
|
|
}
|
|
|
|
// we may or may not have normals to compare
|
|
if( normalsParsed )
|
|
{
|
|
normal = mesh->faces[j].vertexNormals[k];
|
|
}
|
|
|
|
// we may or may not have colors to compare
|
|
if( mesh->colorsParsed )
|
|
{
|
|
color = mesh->faces[j].vertexColors[k];
|
|
}
|
|
|
|
// find a matching vert
|
|
for( lastmv = NULL, mv = mvHash[v]; mv != NULL; lastmv = mv, mv = mv->next )
|
|
{
|
|
if( mv->tv != tv )
|
|
{
|
|
continue;
|
|
}
|
|
if( *( unsigned* )mv->color != *( unsigned* )color )
|
|
{
|
|
continue;
|
|
}
|
|
if( !normalsParsed )
|
|
{
|
|
// if we are going to create the normals, just
|
|
// matching texcoords is enough
|
|
break;
|
|
}
|
|
if( mv->normal * normal > normalEpsilon )
|
|
{
|
|
break; // we already have this one
|
|
}
|
|
}
|
|
if( !mv )
|
|
{
|
|
// allocate a new match vert and link to hash chain
|
|
mv = &mvTable[ tri->numVerts ];
|
|
mv->v = v;
|
|
mv->tv = tv;
|
|
mv->normal = normal;
|
|
*( unsigned* )mv->color = *( unsigned* )color;
|
|
mv->next = NULL;
|
|
if( lastmv )
|
|
{
|
|
lastmv->next = mv;
|
|
}
|
|
else
|
|
{
|
|
mvHash[v] = mv;
|
|
}
|
|
tri->numVerts++;
|
|
}
|
|
|
|
tri->indexes[tri->numIndexes] = mv - mvTable;
|
|
tri->numIndexes++;
|
|
}
|
|
}
|
|
|
|
// allocate space for the indexes and copy them
|
|
if( tri->numIndexes > mesh->numFaces * 3 )
|
|
{
|
|
common->FatalError( "ConvertASEToModelSurfaces: index miscount in ASE file %s", name.c_str() );
|
|
}
|
|
if( tri->numVerts > mesh->numFaces * 3 )
|
|
{
|
|
common->FatalError( "ConvertASEToModelSurfaces: vertex miscount in ASE file %s", name.c_str() );
|
|
}
|
|
|
|
// an ASE allows the texture coordinates to be scaled, translated, and rotated
|
|
if( ase->materials.Num() == 0 )
|
|
{
|
|
uOffset = vOffset = 0.0f;
|
|
uTiling = vTiling = 1.0f;
|
|
textureSin = 0.0f;
|
|
textureCos = 1.0f;
|
|
}
|
|
else
|
|
{
|
|
material = ase->materials[object->materialRef];
|
|
uOffset = -material->uOffset;
|
|
vOffset = material->vOffset;
|
|
uTiling = material->uTiling;
|
|
vTiling = material->vTiling;
|
|
textureSin = idMath::Sin( material->angle );
|
|
textureCos = idMath::Cos( material->angle );
|
|
}
|
|
|
|
// now allocate and generate the combined vertexes
|
|
R_AllocStaticTriSurfVerts( tri, tri->numVerts );
|
|
|
|
for( j = 0; j < tri->numVerts; j++ )
|
|
{
|
|
mv = &mvTable[j];
|
|
tri->verts[ j ].Clear();
|
|
tri->verts[ j ].xyz = mesh->vertexes[ mv->v ];
|
|
tri->verts[ j ].SetNormal( mv->normal );
|
|
*( unsigned* )tri->verts[j].color = *( unsigned* )mv->color;
|
|
if( mesh->numTVFaces == mesh->numFaces && mesh->numTVertexes != 0 )
|
|
{
|
|
const idVec2& tv = mesh->tvertexes[ mv->tv ];
|
|
float u = tv.x * uTiling + uOffset;
|
|
float v = tv.y * vTiling + vOffset;
|
|
tri->verts[j].SetTexCoord( u * textureCos + v * textureSin, u * -textureSin + v * textureCos );
|
|
}
|
|
}
|
|
|
|
R_StaticFree( mvTable );
|
|
R_StaticFree( mvHash );
|
|
R_StaticFree( tvRemap );
|
|
R_StaticFree( vRemap );
|
|
|
|
// see if we need to merge with a previous surface of the same material
|
|
modelSurf = &this->surfaces[mergeTo[ objectNum ]];
|
|
srfTriangles_t* mergeTri = modelSurf->geometry;
|
|
if( !mergeTri )
|
|
{
|
|
modelSurf->geometry = tri;
|
|
}
|
|
else
|
|
{
|
|
modelSurf->geometry = R_MergeTriangles( mergeTri, tri );
|
|
R_FreeStaticTriSurf( tri );
|
|
R_FreeStaticTriSurf( mergeTri );
|
|
}
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
/*
|
|
=================
|
|
idRenderModelStatic::ConvertLWOToModelSurfaces
|
|
=================
|
|
*/
|
|
bool idRenderModelStatic::ConvertLWOToModelSurfaces( const struct st_lwObject* lwo )
|
|
{
|
|
const idMaterial* im1, *im2;
|
|
srfTriangles_t* tri;
|
|
lwSurface* lwoSurf;
|
|
int numTVertexes;
|
|
int i, j, k;
|
|
int v, tv;
|
|
idVec3* vList;
|
|
int* vRemap;
|
|
idVec2* tvList;
|
|
int* tvRemap;
|
|
matchVert_t* mvTable; // all of the match verts
|
|
matchVert_t** mvHash; // points inside mvTable for each xyz index
|
|
matchVert_t* lastmv;
|
|
matchVert_t* mv;
|
|
idVec3 normal;
|
|
int* mergeTo;
|
|
byte color[4];
|
|
modelSurface_t surf, *modelSurf;
|
|
|
|
if( !lwo )
|
|
{
|
|
return false;
|
|
}
|
|
if( lwo->surf == NULL )
|
|
{
|
|
return false;
|
|
}
|
|
|
|
timeStamp = lwo->timeStamp;
|
|
|
|
// count the number of surfaces
|
|
i = 0;
|
|
for( lwoSurf = lwo->surf; lwoSurf; lwoSurf = lwoSurf->next )
|
|
{
|
|
i++;
|
|
}
|
|
|
|
// the modeling programs can save out multiple surfaces with a common
|
|
// material, but we would like to merge them together where possible
|
|
mergeTo = ( int* )_alloca( i * sizeof( mergeTo[0] ) );
|
|
memset( &surf, 0, sizeof( surf ) );
|
|
|
|
if( !r_mergeModelSurfaces.GetBool() )
|
|
{
|
|
// don't merge any
|
|
for( lwoSurf = lwo->surf, i = 0; lwoSurf; lwoSurf = lwoSurf->next, i++ )
|
|
{
|
|
mergeTo[i] = i;
|
|
surf.shader = declManager->FindMaterial( lwoSurf->name );
|
|
surf.id = this->NumSurfaces();
|
|
this->AddSurface( surf );
|
|
}
|
|
}
|
|
else
|
|
{
|
|
// search for material matches
|
|
for( lwoSurf = lwo->surf, i = 0; lwoSurf; lwoSurf = lwoSurf->next, i++ )
|
|
{
|
|
im1 = declManager->FindMaterial( lwoSurf->name );
|
|
if( im1->IsDiscrete() )
|
|
{
|
|
// flares, autosprites, etc
|
|
j = this->NumSurfaces();
|
|
}
|
|
else
|
|
{
|
|
for( j = 0; j < this->NumSurfaces(); j++ )
|
|
{
|
|
modelSurf = &this->surfaces[j];
|
|
im2 = modelSurf->shader;
|
|
if( im1 == im2 )
|
|
{
|
|
// merge this
|
|
mergeTo[i] = j;
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
if( j == this->NumSurfaces() )
|
|
{
|
|
// didn't merge
|
|
mergeTo[i] = j;
|
|
surf.shader = im1;
|
|
surf.id = this->NumSurfaces();
|
|
this->AddSurface( surf );
|
|
}
|
|
}
|
|
}
|
|
|
|
idVectorSubset<idVec3, 3> vertexSubset;
|
|
idVectorSubset<idVec2, 2> texCoordSubset;
|
|
|
|
// we only ever use the first layer
|
|
lwLayer* layer = lwo->layer;
|
|
|
|
// vertex positions
|
|
if( layer->point.count <= 0 )
|
|
{
|
|
common->Warning( "ConvertLWOToModelSurfaces: model \'%s\' has bad or missing vertex data", name.c_str() );
|
|
return false;
|
|
}
|
|
|
|
vList = ( idVec3* )R_StaticAlloc( layer->point.count * sizeof( vList[0] ), TAG_MODEL );
|
|
for( j = 0; j < layer->point.count; j++ )
|
|
{
|
|
vList[j].x = layer->point.pt[j].pos[0];
|
|
vList[j].y = layer->point.pt[j].pos[2];
|
|
vList[j].z = layer->point.pt[j].pos[1];
|
|
}
|
|
|
|
// vertex texture coords
|
|
numTVertexes = 0;
|
|
|
|
if( layer->nvmaps )
|
|
{
|
|
for( lwVMap* vm = layer->vmap; vm; vm = vm->next )
|
|
{
|
|
if( vm->type == LWID_( 'T', 'X', 'U', 'V' ) )
|
|
{
|
|
numTVertexes += vm->nverts;
|
|
}
|
|
}
|
|
}
|
|
|
|
if( numTVertexes )
|
|
{
|
|
tvList = ( idVec2* )Mem_Alloc( numTVertexes * sizeof( tvList[0] ), TAG_MODEL );
|
|
int offset = 0;
|
|
for( lwVMap* vm = layer->vmap; vm; vm = vm->next )
|
|
{
|
|
if( vm->type == LWID_( 'T', 'X', 'U', 'V' ) )
|
|
{
|
|
vm->offset = offset;
|
|
for( k = 0; k < vm->nverts; k++ )
|
|
{
|
|
tvList[k + offset].x = vm->val[k][0];
|
|
tvList[k + offset].y = 1.0f - vm->val[k][1]; // invert the t
|
|
}
|
|
offset += vm->nverts;
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
common->Warning( "ConvertLWOToModelSurfaces: model \'%s\' has bad or missing uv data", name.c_str() );
|
|
numTVertexes = 1;
|
|
tvList = ( idVec2* )Mem_ClearedAlloc( numTVertexes * sizeof( tvList[0] ), TAG_MODEL );
|
|
}
|
|
|
|
// It seems like the tools our artists are using often generate
|
|
// verts and texcoords slightly separated that should be merged
|
|
// note that we really should combine the surfaces with common materials
|
|
// before doing this operation, because we can miss a slop combination
|
|
// if they are in different surfaces
|
|
|
|
vRemap = ( int* )R_StaticAlloc( layer->point.count * sizeof( vRemap[0] ), TAG_MODEL );
|
|
|
|
if( fastLoad )
|
|
{
|
|
// renderbump doesn't care about vertex count
|
|
for( j = 0; j < layer->point.count; j++ )
|
|
{
|
|
vRemap[j] = j;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
float vertexEpsilon = r_slopVertex.GetFloat();
|
|
float expand = 2 * 32 * vertexEpsilon;
|
|
idVec3 mins, maxs;
|
|
|
|
SIMDProcessor->MinMax( mins, maxs, vList, layer->point.count );
|
|
mins -= idVec3( expand, expand, expand );
|
|
maxs += idVec3( expand, expand, expand );
|
|
vertexSubset.Init( mins, maxs, 32, 1024 );
|
|
for( j = 0; j < layer->point.count; j++ )
|
|
{
|
|
vRemap[j] = vertexSubset.FindVector( vList, j, vertexEpsilon );
|
|
}
|
|
}
|
|
|
|
tvRemap = ( int* )R_StaticAlloc( numTVertexes * sizeof( tvRemap[0] ), TAG_MODEL );
|
|
|
|
if( fastLoad )
|
|
{
|
|
// renderbump doesn't care about vertex count
|
|
for( j = 0; j < numTVertexes; j++ )
|
|
{
|
|
tvRemap[j] = j;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
float texCoordEpsilon = r_slopTexCoord.GetFloat();
|
|
float expand = 2 * 32 * texCoordEpsilon;
|
|
idVec2 mins, maxs;
|
|
|
|
SIMDProcessor->MinMax( mins, maxs, tvList, numTVertexes );
|
|
mins -= idVec2( expand, expand );
|
|
maxs += idVec2( expand, expand );
|
|
texCoordSubset.Init( mins, maxs, 32, 1024 );
|
|
for( j = 0; j < numTVertexes; j++ )
|
|
{
|
|
tvRemap[j] = texCoordSubset.FindVector( tvList, j, texCoordEpsilon );
|
|
}
|
|
}
|
|
|
|
// build the surfaces
|
|
for( lwoSurf = lwo->surf, i = 0; lwoSurf; lwoSurf = lwoSurf->next, i++ )
|
|
{
|
|
im1 = declManager->FindMaterial( lwoSurf->name );
|
|
|
|
bool normalsParsed = true;
|
|
|
|
// completely ignore any explict normals on surfaces with a renderbump command
|
|
// which will guarantee the best contours and least vertexes.
|
|
const char* rb = im1->GetRenderBump();
|
|
if( rb && rb[0] )
|
|
{
|
|
normalsParsed = false;
|
|
}
|
|
|
|
// we need to find out how many unique vertex / texcoord combinations there are
|
|
|
|
// the maximum possible number of combined vertexes is the number of indexes
|
|
mvTable = ( matchVert_t* )R_ClearedStaticAlloc( layer->polygon.count * 3 * sizeof( mvTable[0] ) );
|
|
|
|
// we will have a hash chain based on the xyz values
|
|
mvHash = ( matchVert_t** )R_ClearedStaticAlloc( layer->point.count * sizeof( mvHash[0] ) );
|
|
|
|
// allocate triangle surface
|
|
tri = R_AllocStaticTriSurf();
|
|
tri->numVerts = 0;
|
|
tri->numIndexes = 0;
|
|
R_AllocStaticTriSurfIndexes( tri, layer->polygon.count * 3 );
|
|
tri->generateNormals = !normalsParsed;
|
|
|
|
// find all the unique combinations
|
|
float normalEpsilon;
|
|
if( fastLoad )
|
|
{
|
|
normalEpsilon = 1.0f; // don't merge unless completely exact
|
|
}
|
|
else
|
|
{
|
|
normalEpsilon = 1.0f - r_slopNormal.GetFloat();
|
|
}
|
|
for( j = 0; j < layer->polygon.count; j++ )
|
|
{
|
|
lwPolygon* poly = &layer->polygon.pol[j];
|
|
|
|
if( poly->surf != lwoSurf )
|
|
{
|
|
continue;
|
|
}
|
|
|
|
if( poly->nverts != 3 )
|
|
{
|
|
common->Warning( "ConvertLWOToModelSurfaces: model %s has too many verts for a poly! Make sure you triplet it down", name.c_str() );
|
|
continue;
|
|
}
|
|
|
|
for( k = 0; k < 3; k++ )
|
|
{
|
|
|
|
v = vRemap[poly->v[k].index];
|
|
|
|
normal.x = poly->v[k].norm[0];
|
|
normal.y = poly->v[k].norm[2];
|
|
normal.z = poly->v[k].norm[1];
|
|
|
|
// LWO models aren't all that pretty when it comes down to the floating point values they store
|
|
normal.FixDegenerateNormal();
|
|
|
|
tv = 0;
|
|
|
|
color[0] = lwoSurf->color.rgb[0] * 255;
|
|
color[1] = lwoSurf->color.rgb[1] * 255;
|
|
color[2] = lwoSurf->color.rgb[2] * 255;
|
|
color[3] = 255;
|
|
|
|
// first set attributes from the vertex
|
|
lwPoint* pt = &layer->point.pt[poly->v[k].index];
|
|
int nvm;
|
|
for( nvm = 0; nvm < pt->nvmaps; nvm++ )
|
|
{
|
|
lwVMapPt* vm = &pt->vm[nvm];
|
|
|
|
if( vm->vmap->type == LWID_( 'T', 'X', 'U', 'V' ) )
|
|
{
|
|
tv = tvRemap[vm->index + vm->vmap->offset];
|
|
}
|
|
if( vm->vmap->type == LWID_( 'R', 'G', 'B', 'A' ) )
|
|
{
|
|
for( int chan = 0; chan < 4; chan++ )
|
|
{
|
|
color[chan] = 255 * vm->vmap->val[vm->index][chan];
|
|
}
|
|
}
|
|
}
|
|
|
|
// then override with polygon attributes
|
|
for( nvm = 0; nvm < poly->v[k].nvmaps; nvm++ )
|
|
{
|
|
lwVMapPt* vm = &poly->v[k].vm[nvm];
|
|
|
|
if( vm->vmap->type == LWID_( 'T', 'X', 'U', 'V' ) )
|
|
{
|
|
tv = tvRemap[vm->index + vm->vmap->offset];
|
|
}
|
|
if( vm->vmap->type == LWID_( 'R', 'G', 'B', 'A' ) )
|
|
{
|
|
for( int chan = 0; chan < 4; chan++ )
|
|
{
|
|
color[chan] = 255 * vm->vmap->val[vm->index][chan];
|
|
}
|
|
}
|
|
}
|
|
|
|
// find a matching vert
|
|
for( lastmv = NULL, mv = mvHash[v]; mv != NULL; lastmv = mv, mv = mv->next )
|
|
{
|
|
if( mv->tv != tv )
|
|
{
|
|
continue;
|
|
}
|
|
if( *( unsigned* )mv->color != *( unsigned* )color )
|
|
{
|
|
continue;
|
|
}
|
|
if( !normalsParsed )
|
|
{
|
|
// if we are going to create the normals, just
|
|
// matching texcoords is enough
|
|
break;
|
|
}
|
|
if( mv->normal * normal > normalEpsilon )
|
|
{
|
|
break; // we already have this one
|
|
}
|
|
}
|
|
if( !mv )
|
|
{
|
|
// allocate a new match vert and link to hash chain
|
|
mv = &mvTable[ tri->numVerts ];
|
|
mv->v = v;
|
|
mv->tv = tv;
|
|
mv->normal = normal;
|
|
*( unsigned* )mv->color = *( unsigned* )color;
|
|
mv->next = NULL;
|
|
if( lastmv )
|
|
{
|
|
lastmv->next = mv;
|
|
}
|
|
else
|
|
{
|
|
mvHash[v] = mv;
|
|
}
|
|
tri->numVerts++;
|
|
}
|
|
|
|
tri->indexes[tri->numIndexes] = mv - mvTable;
|
|
tri->numIndexes++;
|
|
}
|
|
}
|
|
|
|
// allocate space for the indexes and copy them
|
|
if( tri->numIndexes > layer->polygon.count * 3 )
|
|
{
|
|
common->FatalError( "ConvertLWOToModelSurfaces: index miscount in LWO file %s", name.c_str() );
|
|
}
|
|
if( tri->numVerts > layer->polygon.count * 3 )
|
|
{
|
|
common->FatalError( "ConvertLWOToModelSurfaces: vertex miscount in LWO file %s", name.c_str() );
|
|
}
|
|
|
|
// now allocate and generate the combined vertexes
|
|
R_AllocStaticTriSurfVerts( tri, tri->numVerts );
|
|
|
|
for( j = 0; j < tri->numVerts; j++ )
|
|
{
|
|
mv = &mvTable[j];
|
|
tri->verts[ j ].Clear();
|
|
tri->verts[ j ].xyz = vList[ mv->v ];
|
|
tri->verts[ j ].SetTexCoord( tvList[ mv->tv ] );
|
|
tri->verts[ j ].SetNormal( mv->normal );
|
|
*( unsigned* )tri->verts[j].color = *( unsigned* )mv->color;
|
|
}
|
|
|
|
R_StaticFree( mvTable );
|
|
R_StaticFree( mvHash );
|
|
|
|
// see if we need to merge with a previous surface of the same material
|
|
modelSurf = &this->surfaces[mergeTo[ i ]];
|
|
srfTriangles_t* mergeTri = modelSurf->geometry;
|
|
if( !mergeTri )
|
|
{
|
|
modelSurf->geometry = tri;
|
|
}
|
|
else
|
|
{
|
|
modelSurf->geometry = R_MergeTriangles( mergeTri, tri );
|
|
R_FreeStaticTriSurf( tri );
|
|
R_FreeStaticTriSurf( mergeTri );
|
|
}
|
|
}
|
|
|
|
R_StaticFree( tvRemap );
|
|
R_StaticFree( vRemap );
|
|
R_StaticFree( tvList );
|
|
R_StaticFree( vList );
|
|
|
|
return true;
|
|
}
|
|
|
|
/*
|
|
=================
|
|
idRenderModelStatic::ConvertLWOToASE
|
|
=================
|
|
*/
|
|
struct aseModel_s* idRenderModelStatic::ConvertLWOToASE( const struct st_lwObject* obj, const char* fileName )
|
|
{
|
|
int j, k;
|
|
aseModel_t* ase;
|
|
|
|
if( !obj )
|
|
{
|
|
return NULL;
|
|
}
|
|
|
|
// NOTE: using new operator because aseModel_t contains idList class objects
|
|
ase = new( TAG_MODEL ) aseModel_t;
|
|
ase->timeStamp = obj->timeStamp;
|
|
ase->objects.Resize( obj->nlayers, obj->nlayers );
|
|
|
|
int materialRef = 0;
|
|
|
|
for( lwSurface* surf = obj->surf; surf; surf = surf->next )
|
|
{
|
|
|
|
aseMaterial_t* mat = ( aseMaterial_t* )Mem_ClearedAlloc( sizeof( *mat ), TAG_MODEL );
|
|
strcpy( mat->name, surf->name );
|
|
mat->uTiling = mat->vTiling = 1;
|
|
mat->angle = mat->uOffset = mat->vOffset = 0;
|
|
ase->materials.Append( mat );
|
|
|
|
lwLayer* layer = obj->layer;
|
|
|
|
aseObject_t* object = ( aseObject_t* )Mem_ClearedAlloc( sizeof( *object ), TAG_MODEL );
|
|
object->materialRef = materialRef++;
|
|
|
|
aseMesh_t* mesh = &object->mesh;
|
|
ase->objects.Append( object );
|
|
|
|
mesh->numFaces = layer->polygon.count;
|
|
mesh->numTVFaces = mesh->numFaces;
|
|
mesh->faces = ( aseFace_t* )Mem_Alloc( mesh->numFaces * sizeof( mesh->faces[0] ), TAG_MODEL );
|
|
|
|
mesh->numVertexes = layer->point.count;
|
|
mesh->vertexes = ( idVec3* )Mem_Alloc( mesh->numVertexes * sizeof( mesh->vertexes[0] ), TAG_MODEL );
|
|
|
|
// vertex positions
|
|
if( layer->point.count <= 0 )
|
|
{
|
|
common->Warning( "ConvertLWOToASE: model \'%s\' has bad or missing vertex data", name.c_str() );
|
|
}
|
|
|
|
for( j = 0; j < layer->point.count; j++ )
|
|
{
|
|
mesh->vertexes[j].x = layer->point.pt[j].pos[0];
|
|
mesh->vertexes[j].y = layer->point.pt[j].pos[2];
|
|
mesh->vertexes[j].z = layer->point.pt[j].pos[1];
|
|
}
|
|
|
|
// vertex texture coords
|
|
mesh->numTVertexes = 0;
|
|
|
|
if( layer->nvmaps )
|
|
{
|
|
for( lwVMap* vm = layer->vmap; vm; vm = vm->next )
|
|
{
|
|
if( vm->type == LWID_( 'T', 'X', 'U', 'V' ) )
|
|
{
|
|
mesh->numTVertexes += vm->nverts;
|
|
}
|
|
}
|
|
}
|
|
|
|
if( mesh->numTVertexes )
|
|
{
|
|
mesh->tvertexes = ( idVec2* )Mem_Alloc( mesh->numTVertexes * sizeof( mesh->tvertexes[0] ), TAG_MODEL );
|
|
int offset = 0;
|
|
for( lwVMap* vm = layer->vmap; vm; vm = vm->next )
|
|
{
|
|
if( vm->type == LWID_( 'T', 'X', 'U', 'V' ) )
|
|
{
|
|
vm->offset = offset;
|
|
for( k = 0; k < vm->nverts; k++ )
|
|
{
|
|
mesh->tvertexes[k + offset].x = vm->val[k][0];
|
|
mesh->tvertexes[k + offset].y = 1.0f - vm->val[k][1]; // invert the t
|
|
}
|
|
offset += vm->nverts;
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
common->Warning( "ConvertLWOToASE: model \'%s\' has bad or missing uv data", fileName );
|
|
mesh->numTVertexes = 1;
|
|
mesh->tvertexes = ( idVec2* )Mem_ClearedAlloc( mesh->numTVertexes * sizeof( mesh->tvertexes[0] ), TAG_MODEL );
|
|
}
|
|
|
|
mesh->normalsParsed = true;
|
|
mesh->colorsParsed = true; // because we are falling back to the surface color
|
|
|
|
// triangles
|
|
int faceIndex = 0;
|
|
for( j = 0; j < layer->polygon.count; j++ )
|
|
{
|
|
lwPolygon* poly = &layer->polygon.pol[j];
|
|
|
|
if( poly->surf != surf )
|
|
{
|
|
continue;
|
|
}
|
|
|
|
if( poly->nverts != 3 )
|
|
{
|
|
common->Warning( "ConvertLWOToASE: model %s has too many verts for a poly! Make sure you triplet it down", fileName );
|
|
continue;
|
|
}
|
|
|
|
mesh->faces[faceIndex].faceNormal.x = poly->norm[0];
|
|
mesh->faces[faceIndex].faceNormal.y = poly->norm[2];
|
|
mesh->faces[faceIndex].faceNormal.z = poly->norm[1];
|
|
|
|
for( k = 0; k < 3; k++ )
|
|
{
|
|
|
|
mesh->faces[faceIndex].vertexNum[k] = poly->v[k].index;
|
|
|
|
mesh->faces[faceIndex].vertexNormals[k].x = poly->v[k].norm[0];
|
|
mesh->faces[faceIndex].vertexNormals[k].y = poly->v[k].norm[2];
|
|
mesh->faces[faceIndex].vertexNormals[k].z = poly->v[k].norm[1];
|
|
|
|
// complete fallbacks
|
|
mesh->faces[faceIndex].tVertexNum[k] = 0;
|
|
|
|
mesh->faces[faceIndex].vertexColors[k][0] = surf->color.rgb[0] * 255;
|
|
mesh->faces[faceIndex].vertexColors[k][1] = surf->color.rgb[1] * 255;
|
|
mesh->faces[faceIndex].vertexColors[k][2] = surf->color.rgb[2] * 255;
|
|
mesh->faces[faceIndex].vertexColors[k][3] = 255;
|
|
|
|
// first set attributes from the vertex
|
|
lwPoint* pt = &layer->point.pt[poly->v[k].index];
|
|
int nvm;
|
|
for( nvm = 0; nvm < pt->nvmaps; nvm++ )
|
|
{
|
|
lwVMapPt* vm = &pt->vm[nvm];
|
|
|
|
if( vm->vmap->type == LWID_( 'T', 'X', 'U', 'V' ) )
|
|
{
|
|
mesh->faces[faceIndex].tVertexNum[k] = vm->index + vm->vmap->offset;
|
|
}
|
|
if( vm->vmap->type == LWID_( 'R', 'G', 'B', 'A' ) )
|
|
{
|
|
for( int chan = 0; chan < 4; chan++ )
|
|
{
|
|
mesh->faces[faceIndex].vertexColors[k][chan] = 255 * vm->vmap->val[vm->index][chan];
|
|
}
|
|
}
|
|
}
|
|
|
|
// then override with polygon attributes
|
|
for( nvm = 0; nvm < poly->v[k].nvmaps; nvm++ )
|
|
{
|
|
lwVMapPt* vm = &poly->v[k].vm[nvm];
|
|
|
|
if( vm->vmap->type == LWID_( 'T', 'X', 'U', 'V' ) )
|
|
{
|
|
mesh->faces[faceIndex].tVertexNum[k] = vm->index + vm->vmap->offset;
|
|
}
|
|
if( vm->vmap->type == LWID_( 'R', 'G', 'B', 'A' ) )
|
|
{
|
|
for( int chan = 0; chan < 4; chan++ )
|
|
{
|
|
mesh->faces[faceIndex].vertexColors[k][chan] = 255 * vm->vmap->val[vm->index][chan];
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
faceIndex++;
|
|
}
|
|
|
|
mesh->numFaces = faceIndex;
|
|
mesh->numTVFaces = faceIndex;
|
|
|
|
aseFace_t* newFaces = ( aseFace_t* )Mem_Alloc( mesh->numFaces * sizeof( mesh->faces[0] ), TAG_MODEL );
|
|
memcpy( newFaces, mesh->faces, sizeof( mesh->faces[0] ) * mesh->numFaces );
|
|
Mem_Free( mesh->faces );
|
|
mesh->faces = newFaces;
|
|
}
|
|
|
|
return ase;
|
|
}
|
|
|
|
/*
|
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=================
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idRenderModelStatic::ConvertMAToModelSurfaces
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=================
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*/
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bool idRenderModelStatic::ConvertMAToModelSurfaces( const struct maModel_s* ma )
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{
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maObject_t* object;
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maMesh_t* mesh;
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maMaterial_t* material;
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const idMaterial* im1, *im2;
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srfTriangles_t* tri;
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int objectNum;
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int i, j, k;
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int v, tv;
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int* vRemap;
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int* tvRemap;
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matchVert_t* mvTable; // all of the match verts
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matchVert_t** mvHash; // points inside mvTable for each xyz index
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matchVert_t* lastmv;
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matchVert_t* mv;
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idVec3 normal;
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float uOffset, vOffset, textureSin, textureCos;
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float uTiling, vTiling;
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int* mergeTo;
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byte* color;
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static byte identityColor[4] = { 255, 255, 255, 255 };
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modelSurface_t surf, *modelSurf;
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if( !ma )
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{
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return false;
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}
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if( ma->objects.Num() < 1 )
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{
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return false;
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}
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timeStamp = ma->timeStamp;
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// the modeling programs can save out multiple surfaces with a common
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// material, but we would like to mege them together where possible
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// meaning that this->NumSurfaces() <= ma->objects.currentElements
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mergeTo = ( int* )_alloca( ma->objects.Num() * sizeof( *mergeTo ) );
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surf.geometry = NULL;
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if( ma->materials.Num() == 0 )
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{
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// if we don't have any materials, dump everything into a single surface
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surf.shader = tr.defaultMaterial;
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surf.id = 0;
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this->AddSurface( surf );
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for( i = 0; i < ma->objects.Num(); i++ )
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{
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mergeTo[i] = 0;
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}
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}
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else if( !r_mergeModelSurfaces.GetBool() )
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{
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// don't merge any
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for( i = 0; i < ma->objects.Num(); i++ )
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{
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mergeTo[i] = i;
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object = ma->objects[i];
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if( object->materialRef >= 0 )
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{
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material = ma->materials[object->materialRef];
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surf.shader = declManager->FindMaterial( material->name );
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}
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else
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{
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surf.shader = tr.defaultMaterial;
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}
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surf.id = this->NumSurfaces();
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this->AddSurface( surf );
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}
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}
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else
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{
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// search for material matches
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for( i = 0; i < ma->objects.Num(); i++ )
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{
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object = ma->objects[i];
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if( object->materialRef >= 0 )
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{
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material = ma->materials[object->materialRef];
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im1 = declManager->FindMaterial( material->name );
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}
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else
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{
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im1 = tr.defaultMaterial;
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}
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if( im1->IsDiscrete() )
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{
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// flares, autosprites, etc
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j = this->NumSurfaces();
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}
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else
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{
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for( j = 0; j < this->NumSurfaces(); j++ )
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{
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modelSurf = &this->surfaces[j];
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im2 = modelSurf->shader;
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if( im1 == im2 )
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{
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// merge this
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mergeTo[i] = j;
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break;
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}
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}
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}
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if( j == this->NumSurfaces() )
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{
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// didn't merge
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mergeTo[i] = j;
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surf.shader = im1;
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surf.id = this->NumSurfaces();
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this->AddSurface( surf );
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}
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}
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}
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idVectorSubset<idVec3, 3> vertexSubset;
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idVectorSubset<idVec2, 2> texCoordSubset;
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// build the surfaces
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for( objectNum = 0; objectNum < ma->objects.Num(); objectNum++ )
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{
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object = ma->objects[objectNum];
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mesh = &object->mesh;
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if( object->materialRef >= 0 )
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{
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material = ma->materials[object->materialRef];
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im1 = declManager->FindMaterial( material->name );
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}
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else
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{
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im1 = tr.defaultMaterial;
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}
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bool normalsParsed = mesh->normalsParsed;
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// completely ignore any explict normals on surfaces with a renderbump command
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// which will guarantee the best contours and least vertexes.
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const char* rb = im1->GetRenderBump();
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if( rb != NULL && rb[0] != '\0' )
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{
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normalsParsed = false;
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}
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// It seems like the tools our artists are using often generate
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// verts and texcoords slightly separated that should be merged
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// note that we really should combine the surfaces with common materials
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// before doing this operation, because we can miss a slop combination
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// if they are in different surfaces
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vRemap = ( int* )R_StaticAlloc( mesh->numVertexes * sizeof( vRemap[0] ), TAG_MODEL );
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if( fastLoad )
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{
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// renderbump doesn't care about vertex count
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for( j = 0; j < mesh->numVertexes; j++ )
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{
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vRemap[j] = j;
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}
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}
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else
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{
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float vertexEpsilon = r_slopVertex.GetFloat();
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float expand = 2 * 32 * vertexEpsilon;
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idVec3 mins, maxs;
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SIMDProcessor->MinMax( mins, maxs, mesh->vertexes, mesh->numVertexes );
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mins -= idVec3( expand, expand, expand );
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maxs += idVec3( expand, expand, expand );
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vertexSubset.Init( mins, maxs, 32, 1024 );
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for( j = 0; j < mesh->numVertexes; j++ )
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{
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vRemap[j] = vertexSubset.FindVector( mesh->vertexes, j, vertexEpsilon );
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}
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}
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tvRemap = ( int* )R_StaticAlloc( mesh->numTVertexes * sizeof( tvRemap[0] ), TAG_MODEL );
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if( fastLoad )
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{
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// renderbump doesn't care about vertex count
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for( j = 0; j < mesh->numTVertexes; j++ )
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{
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tvRemap[j] = j;
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}
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}
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else
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{
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float texCoordEpsilon = r_slopTexCoord.GetFloat();
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float expand = 2 * 32 * texCoordEpsilon;
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idVec2 mins, maxs;
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SIMDProcessor->MinMax( mins, maxs, mesh->tvertexes, mesh->numTVertexes );
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mins -= idVec2( expand, expand );
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maxs += idVec2( expand, expand );
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texCoordSubset.Init( mins, maxs, 32, 1024 );
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for( j = 0; j < mesh->numTVertexes; j++ )
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{
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tvRemap[j] = texCoordSubset.FindVector( mesh->tvertexes, j, texCoordEpsilon );
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}
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}
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// we need to find out how many unique vertex / texcoord / color combinations
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// there are, because MA tracks them separately but we need them unified
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// the maximum possible number of combined vertexes is the number of indexes
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mvTable = ( matchVert_t* )R_ClearedStaticAlloc( mesh->numFaces * 3 * sizeof( mvTable[0] ) );
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// we will have a hash chain based on the xyz values
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mvHash = ( matchVert_t** )R_ClearedStaticAlloc( mesh->numVertexes * sizeof( mvHash[0] ) );
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// allocate triangle surface
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tri = R_AllocStaticTriSurf();
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tri->numVerts = 0;
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tri->numIndexes = 0;
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R_AllocStaticTriSurfIndexes( tri, mesh->numFaces * 3 );
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tri->generateNormals = !normalsParsed;
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// init default normal, color and tex coord index
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normal.Zero();
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color = identityColor;
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tv = 0;
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// find all the unique combinations
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float normalEpsilon = 1.0f - r_slopNormal.GetFloat();
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for( j = 0; j < mesh->numFaces; j++ )
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{
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for( k = 0; k < 3; k++ )
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{
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v = mesh->faces[j].vertexNum[k];
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if( v < 0 || v >= mesh->numVertexes )
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{
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common->Error( "ConvertMAToModelSurfaces: bad vertex index in MA file %s", name.c_str() );
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}
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// collapse the position if it was slightly offset
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v = vRemap[v];
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// we may or may not have texcoords to compare
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if( mesh->numTVertexes != 0 )
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{
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tv = mesh->faces[j].tVertexNum[k];
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if( tv < 0 || tv >= mesh->numTVertexes )
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{
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common->Error( "ConvertMAToModelSurfaces: bad tex coord index in MA file %s", name.c_str() );
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}
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// collapse the tex coord if it was slightly offset
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tv = tvRemap[tv];
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}
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// we may or may not have normals to compare
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if( normalsParsed )
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{
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normal = mesh->faces[j].vertexNormals[k];
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}
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//BSM: Todo: Fix the vertex colors
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// we may or may not have colors to compare
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if( mesh->faces[j].vertexColors[k] != -1 && mesh->faces[j].vertexColors[k] != -999 )
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{
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color = &mesh->colors[mesh->faces[j].vertexColors[k] * 4];
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}
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// find a matching vert
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for( lastmv = NULL, mv = mvHash[v]; mv != NULL; lastmv = mv, mv = mv->next )
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{
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if( mv->tv != tv )
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{
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continue;
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}
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if( *( unsigned* )mv->color != *( unsigned* )color )
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{
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continue;
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}
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if( !normalsParsed )
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{
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// if we are going to create the normals, just
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// matching texcoords is enough
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break;
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}
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if( mv->normal * normal > normalEpsilon )
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{
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break; // we already have this one
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}
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}
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if( !mv )
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{
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// allocate a new match vert and link to hash chain
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mv = &mvTable[ tri->numVerts ];
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mv->v = v;
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mv->tv = tv;
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mv->normal = normal;
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*( unsigned* )mv->color = *( unsigned* )color;
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mv->next = NULL;
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if( lastmv )
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{
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lastmv->next = mv;
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}
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else
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{
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mvHash[v] = mv;
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}
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tri->numVerts++;
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}
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tri->indexes[tri->numIndexes] = mv - mvTable;
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tri->numIndexes++;
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}
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}
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// allocate space for the indexes and copy them
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if( tri->numIndexes > mesh->numFaces * 3 )
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{
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common->FatalError( "ConvertMAToModelSurfaces: index miscount in MA file %s", name.c_str() );
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}
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if( tri->numVerts > mesh->numFaces * 3 )
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{
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common->FatalError( "ConvertMAToModelSurfaces: vertex miscount in MA file %s", name.c_str() );
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}
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// an MA allows the texture coordinates to be scaled, translated, and rotated
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//BSM: Todo: Does Maya support this and if so how
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//if ( ase->materials.Num() == 0 ) {
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uOffset = vOffset = 0.0f;
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uTiling = vTiling = 1.0f;
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textureSin = 0.0f;
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textureCos = 1.0f;
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//} else {
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// material = ase->materials[object->materialRef];
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// uOffset = -material->uOffset;
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// vOffset = material->vOffset;
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// uTiling = material->uTiling;
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// vTiling = material->vTiling;
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// textureSin = idMath::Sin( material->angle );
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// textureCos = idMath::Cos( material->angle );
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//}
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// now allocate and generate the combined vertexes
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R_AllocStaticTriSurfVerts( tri, tri->numVerts );
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for( j = 0; j < tri->numVerts; j++ )
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{
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mv = &mvTable[j];
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tri->verts[ j ].Clear();
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tri->verts[ j ].xyz = mesh->vertexes[ mv->v ];
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tri->verts[ j ].SetNormal( mv->normal );
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*( unsigned* )tri->verts[j].color = *( unsigned* )mv->color;
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if( mesh->numTVertexes != 0 )
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{
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const idVec2& tv = mesh->tvertexes[ mv->tv ];
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float u = tv.x * uTiling + uOffset;
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float v = tv.y * vTiling + vOffset;
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tri->verts[j].SetTexCoord( u * textureCos + v * textureSin, u * -textureSin + v * textureCos );
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}
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}
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R_StaticFree( mvTable );
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R_StaticFree( mvHash );
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R_StaticFree( tvRemap );
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R_StaticFree( vRemap );
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// see if we need to merge with a previous surface of the same material
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modelSurf = &this->surfaces[mergeTo[ objectNum ]];
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srfTriangles_t* mergeTri = modelSurf->geometry;
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if( !mergeTri )
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{
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modelSurf->geometry = tri;
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}
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else
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{
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modelSurf->geometry = R_MergeTriangles( mergeTri, tri );
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R_FreeStaticTriSurf( tri );
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R_FreeStaticTriSurf( mergeTri );
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}
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}
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return true;
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}
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/*
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=================
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idRenderModelStatic::LoadASE
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=================
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*/
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bool idRenderModelStatic::LoadASE( const char* fileName )
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{
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aseModel_t* ase;
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ase = ASE_Load( fileName );
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if( ase == NULL )
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{
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return false;
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}
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ConvertASEToModelSurfaces( ase );
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ASE_Free( ase );
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return true;
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}
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/*
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=================
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idRenderModelStatic::LoadLWO
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=================
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*/
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bool idRenderModelStatic::LoadLWO( const char* fileName )
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{
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unsigned int failID;
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int failPos;
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lwObject* lwo;
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lwo = lwGetObject( fileName, &failID, &failPos );
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if( lwo == NULL )
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{
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return false;
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}
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ConvertLWOToModelSurfaces( lwo );
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lwFreeObject( lwo );
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return true;
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}
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/*
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=================
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idRenderModelStatic::LoadMA
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=================
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*/
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bool idRenderModelStatic::LoadMA( const char* fileName )
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{
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maModel_t* ma;
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ma = MA_Load( fileName );
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if( ma == NULL )
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{
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return false;
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}
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ConvertMAToModelSurfaces( ma );
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MA_Free( ma );
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return true;
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}
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//=============================================================================
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|
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/*
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================
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idRenderModelStatic::PurgeModel
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================
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*/
|
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void idRenderModelStatic::PurgeModel()
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{
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for( int i = 0; i < surfaces.Num(); i++ )
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{
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modelSurface_t* surf = &surfaces[i];
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if( surf->geometry )
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{
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R_FreeStaticTriSurf( surf->geometry );
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}
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}
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surfaces.Clear();
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if( jointsInverted != NULL )
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{
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Mem_Free( jointsInverted );
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jointsInverted = NULL;
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}
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purged = true;
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}
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|
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/*
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==============
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idRenderModelStatic::FreeVertexCache
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|
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We are about to restart the vertex cache, so dump everything
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==============
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*/
|
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void idRenderModelStatic::FreeVertexCache()
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{
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for( int j = 0; j < surfaces.Num(); j++ )
|
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{
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srfTriangles_t* tri = surfaces[j].geometry;
|
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if( tri == NULL )
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{
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continue;
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}
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R_FreeStaticTriSurfVertexCaches( tri );
|
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}
|
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}
|
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|
|
/*
|
|
================
|
|
idRenderModelStatic::ReadFromDemoFile
|
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================
|
|
*/
|
|
void idRenderModelStatic::ReadFromDemoFile( class idDemoFile* f )
|
|
{
|
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PurgeModel();
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|
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InitEmpty( f->ReadHashString() );
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|
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int i, j, numSurfaces;
|
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f->ReadInt( numSurfaces );
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for( i = 0; i < numSurfaces; i++ )
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{
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modelSurface_t surf;
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surf.shader = declManager->FindMaterial( f->ReadHashString() );
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srfTriangles_t* tri = R_AllocStaticTriSurf();
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f->ReadInt( tri->numIndexes );
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R_AllocStaticTriSurfIndexes( tri, tri->numIndexes );
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for( j = 0; j < tri->numIndexes; ++j )
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f->ReadInt( ( int& )tri->indexes[j] );
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f->ReadInt( tri->numVerts );
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R_AllocStaticTriSurfVerts( tri, tri->numVerts );
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|
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idVec3 tNormal, tTangent, tBiTangent;
|
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for( j = 0; j < tri->numVerts; ++j )
|
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{
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f->ReadVec3( tri->verts[j].xyz );
|
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f->ReadBigArray( tri->verts[j].st, 2 );
|
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f->ReadBigArray( tri->verts[j].normal, 4 );
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f->ReadBigArray( tri->verts[j].tangent, 4 );
|
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f->ReadUnsignedChar( tri->verts[j].color[0] );
|
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f->ReadUnsignedChar( tri->verts[j].color[1] );
|
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f->ReadUnsignedChar( tri->verts[j].color[2] );
|
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f->ReadUnsignedChar( tri->verts[j].color[3] );
|
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}
|
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|
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surf.geometry = tri;
|
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|
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this->AddSurface( surf );
|
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}
|
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this->FinishSurfaces();
|
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}
|
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|
|
/*
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|
================
|
|
idRenderModelStatic::WriteToDemoFile
|
|
================
|
|
*/
|
|
void idRenderModelStatic::WriteToDemoFile( class idDemoFile* f )
|
|
{
|
|
int data[1];
|
|
|
|
// note that it has been updated
|
|
lastArchivedFrame = tr.frameCount;
|
|
|
|
data[0] = DC_DEFINE_MODEL;
|
|
f->WriteInt( data[0] );
|
|
f->WriteHashString( this->Name() );
|
|
|
|
int i, j, iData = surfaces.Num();
|
|
f->WriteInt( iData );
|
|
|
|
for( i = 0; i < surfaces.Num(); i++ )
|
|
{
|
|
const modelSurface_t* surf = &surfaces[i];
|
|
|
|
f->WriteHashString( surf->shader->GetName() );
|
|
|
|
srfTriangles_t* tri = surf->geometry;
|
|
f->WriteInt( tri->numIndexes );
|
|
for( j = 0; j < tri->numIndexes; ++j )
|
|
f->WriteInt( ( int& )tri->indexes[j] );
|
|
f->WriteInt( tri->numVerts );
|
|
for( j = 0; j < tri->numVerts; ++j )
|
|
{
|
|
f->WriteVec3( tri->verts[j].xyz );
|
|
f->WriteBigArray( tri->verts[j].st, 2 );
|
|
f->WriteBigArray( tri->verts[j].normal, 4 );
|
|
f->WriteBigArray( tri->verts[j].tangent, 4 );
|
|
f->WriteUnsignedChar( tri->verts[j].color[0] );
|
|
f->WriteUnsignedChar( tri->verts[j].color[1] );
|
|
f->WriteUnsignedChar( tri->verts[j].color[2] );
|
|
f->WriteUnsignedChar( tri->verts[j].color[3] );
|
|
}
|
|
}
|
|
}
|
|
|
|
/*
|
|
================
|
|
idRenderModelStatic::IsLoaded
|
|
================
|
|
*/
|
|
bool idRenderModelStatic::IsLoaded()
|
|
{
|
|
return !purged;
|
|
}
|
|
|
|
/*
|
|
================
|
|
idRenderModelStatic::SetLevelLoadReferenced
|
|
================
|
|
*/
|
|
void idRenderModelStatic::SetLevelLoadReferenced( bool referenced )
|
|
{
|
|
levelLoadReferenced = referenced;
|
|
}
|
|
|
|
/*
|
|
================
|
|
idRenderModelStatic::IsLevelLoadReferenced
|
|
================
|
|
*/
|
|
bool idRenderModelStatic::IsLevelLoadReferenced()
|
|
{
|
|
return levelLoadReferenced;
|
|
}
|
|
|
|
/*
|
|
=================
|
|
idRenderModelStatic::TouchData
|
|
=================
|
|
*/
|
|
void idRenderModelStatic::TouchData()
|
|
{
|
|
for( int i = 0; i < surfaces.Num(); i++ )
|
|
{
|
|
const modelSurface_t* surf = &surfaces[i];
|
|
|
|
// re-find the material to make sure it gets added to the
|
|
// level keep list
|
|
declManager->FindMaterial( surf->shader->GetName() );
|
|
}
|
|
}
|
|
|
|
/*
|
|
=================
|
|
idRenderModelStatic::DeleteSurfaceWithId
|
|
=================
|
|
*/
|
|
bool idRenderModelStatic::DeleteSurfaceWithId( int id )
|
|
{
|
|
int i;
|
|
|
|
for( i = 0; i < surfaces.Num(); i++ )
|
|
{
|
|
if( surfaces[i].id == id )
|
|
{
|
|
R_FreeStaticTriSurf( surfaces[i].geometry );
|
|
surfaces.RemoveIndex( i );
|
|
return true;
|
|
}
|
|
}
|
|
return false;
|
|
}
|
|
|
|
/*
|
|
=================
|
|
idRenderModelStatic::DeleteSurfacesWithNegativeId
|
|
=================
|
|
*/
|
|
void idRenderModelStatic::DeleteSurfacesWithNegativeId()
|
|
{
|
|
for( int i = 0; i < surfaces.Num(); i++ )
|
|
{
|
|
if( surfaces[i].id < 0 )
|
|
{
|
|
R_FreeStaticTriSurf( surfaces[i].geometry );
|
|
surfaces.RemoveIndex( i );
|
|
i--;
|
|
}
|
|
}
|
|
}
|
|
|
|
/*
|
|
=================
|
|
idRenderModelStatic::FindSurfaceWithId
|
|
=================
|
|
*/
|
|
bool idRenderModelStatic::FindSurfaceWithId( int id, int& surfaceNum ) const
|
|
{
|
|
for( int i = 0; i < surfaces.Num(); i++ )
|
|
{
|
|
if( surfaces[i].id == id )
|
|
{
|
|
surfaceNum = i;
|
|
return true;
|
|
}
|
|
}
|
|
return false;
|
|
}
|