doom3-bfg/neo/renderer/Model_md5.cpp
2013-05-29 13:12:13 -05:00

1431 lines
42 KiB
C++

/*
===========================================================================
Doom 3 BFG Edition GPL Source Code
Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company.
This file is part of the Doom 3 BFG Edition GPL Source Code ("Doom 3 BFG Edition Source Code").
Doom 3 BFG Edition Source Code is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
Doom 3 BFG Edition Source Code is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with Doom 3 BFG Edition Source Code. If not, see <http://www.gnu.org/licenses/>.
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.
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.
===========================================================================
*/
#pragma hdrstop
#include "../idlib/precompiled.h"
#include "tr_local.h"
#include "Model_local.h"
#ifdef ID_WIN_X86_SSE2_INTRIN
static const __m128 vector_float_posInfinity = { idMath::INFINITY, idMath::INFINITY, idMath::INFINITY, idMath::INFINITY };
static const __m128 vector_float_negInfinity = { -idMath::INFINITY, -idMath::INFINITY, -idMath::INFINITY, -idMath::INFINITY };
#endif
static const char *MD5_SnapshotName = "_MD5_Snapshot_";
static const byte MD5B_VERSION = 106;
static const unsigned int MD5B_MAGIC = ( '5' << 24 ) | ( 'D' << 16 ) | ( 'M' << 8 ) | MD5B_VERSION;
idCVar r_useGPUSkinning( "r_useGPUSkinning", "1", CVAR_INTEGER, "animate normals and tangents instead of deriving" );
/***********************************************************************
idMD5Mesh
***********************************************************************/
static int c_numVerts = 0;
static int c_numWeights = 0;
static int c_numWeightJoints = 0;
struct vertexWeight_t {
int joint;
idVec3 offset;
float jointWeight;
};
/*
====================
idMD5Mesh::idMD5Mesh
====================
*/
idMD5Mesh::idMD5Mesh() {
shader = NULL;
numVerts = 0;
numTris = 0;
meshJoints = NULL;
numMeshJoints = 0;
maxJointVertDist = 0.0f;
deformInfo = NULL;
surfaceNum = 0;
}
/*
====================
idMD5Mesh::~idMD5Mesh
====================
*/
idMD5Mesh::~idMD5Mesh() {
if ( meshJoints != NULL ) {
Mem_Free( meshJoints );
meshJoints = NULL;
}
if ( deformInfo != NULL ) {
R_FreeDeformInfo( deformInfo );
deformInfo = NULL;
}
}
/*
====================
idMD5Mesh::ParseMesh
====================
*/
void idMD5Mesh::ParseMesh( idLexer &parser, int numJoints, const idJointMat *joints ) {
idToken token;
idToken name;
parser.ExpectTokenString( "{" );
//
// parse name
//
if ( parser.CheckTokenString( "name" ) ) {
parser.ReadToken( &name );
}
//
// parse shader
//
parser.ExpectTokenString( "shader" );
parser.ReadToken( &token );
idStr shaderName = token;
shader = declManager->FindMaterial( shaderName );
//
// parse texture coordinates
//
parser.ExpectTokenString( "numverts" );
int count = parser.ParseInt();
if ( count < 0 ) {
parser.Error( "Invalid size: %s", token.c_str() );
}
this->numVerts = count;
idList<idVec2> texCoords;
idList<int> firstWeightForVertex;
idList<int> numWeightsForVertex;
texCoords.SetNum( count );
firstWeightForVertex.SetNum( count );
numWeightsForVertex.SetNum( count );
int numWeights = 0;
int maxweight = 0;
for ( int i = 0; i < texCoords.Num(); i++ ) {
parser.ExpectTokenString( "vert" );
parser.ParseInt();
parser.Parse1DMatrix( 2, texCoords[ i ].ToFloatPtr() );
firstWeightForVertex[ i ] = parser.ParseInt();
numWeightsForVertex[ i ] = parser.ParseInt();
if ( !numWeightsForVertex[ i ] ) {
parser.Error( "Vertex without any joint weights." );
}
numWeights += numWeightsForVertex[ i ];
if ( numWeightsForVertex[ i ] + firstWeightForVertex[ i ] > maxweight ) {
maxweight = numWeightsForVertex[ i ] + firstWeightForVertex[ i ];
}
}
//
// parse tris
//
parser.ExpectTokenString( "numtris" );
count = parser.ParseInt();
if ( count < 0 ) {
parser.Error( "Invalid size: %d", count );
}
idList<int> tris;
tris.SetNum( count * 3 );
numTris = count;
for ( int i = 0; i < count; i++ ) {
parser.ExpectTokenString( "tri" );
parser.ParseInt();
tris[ i * 3 + 0 ] = parser.ParseInt();
tris[ i * 3 + 1 ] = parser.ParseInt();
tris[ i * 3 + 2 ] = parser.ParseInt();
}
//
// parse weights
//
parser.ExpectTokenString( "numweights" );
count = parser.ParseInt();
if ( count < 0 ) {
parser.Error( "Invalid size: %d", count );
}
if ( maxweight > count ) {
parser.Warning( "Vertices reference out of range weights in model (%d of %d weights).", maxweight, count );
}
idList<vertexWeight_t> tempWeights;
tempWeights.SetNum( count );
assert( numJoints < 256 ); // so we can pack into bytes
for ( int i = 0; i < count; i++ ) {
parser.ExpectTokenString( "weight" );
parser.ParseInt();
int jointnum = parser.ParseInt();
if ( ( jointnum < 0 ) || ( jointnum >= numJoints ) ) {
parser.Error( "Joint Index out of range(%d): %d", numJoints, jointnum );
}
tempWeights[ i ].joint = jointnum;
tempWeights[ i ].jointWeight = parser.ParseFloat();
parser.Parse1DMatrix( 3, tempWeights[ i ].offset.ToFloatPtr() );
}
// create pre-scaled weights and an index for the vertex/joint lookup
idVec4 * scaledWeights = (idVec4 *) Mem_Alloc16( numWeights * sizeof( scaledWeights[0] ), TAG_MD5_WEIGHT );
int * weightIndex = (int *) Mem_Alloc16( numWeights * 2 * sizeof( weightIndex[0] ), TAG_MD5_INDEX );
memset( weightIndex, 0, numWeights * 2 * sizeof( weightIndex[0] ) );
count = 0;
for ( int i = 0; i < texCoords.Num(); i++ ) {
int num = firstWeightForVertex[i];
for( int j = 0; j < numWeightsForVertex[i]; j++, num++, count++ ) {
scaledWeights[count].ToVec3() = tempWeights[num].offset * tempWeights[num].jointWeight;
scaledWeights[count].w = tempWeights[num].jointWeight;
weightIndex[count * 2 + 0] = tempWeights[num].joint * sizeof( idJointMat );
}
weightIndex[count * 2 - 1] = 1;
}
parser.ExpectTokenString( "}" );
// update counters
c_numVerts += texCoords.Num();
c_numWeights += numWeights;
c_numWeightJoints++;
for ( int i = 0; i < numWeights; i++ ) {
c_numWeightJoints += weightIndex[i*2+1];
}
//
// build a base pose that can be used for skinning
//
idDrawVert * basePose = (idDrawVert *)Mem_ClearedAlloc( texCoords.Num() * sizeof( *basePose ), TAG_MD5_BASE );
for( int j = 0, i = 0; i < texCoords.Num(); i++ ) {
idVec3 v = ( *(idJointMat *) ( (byte *)joints + weightIndex[j*2+0] ) ) * scaledWeights[j];
while( weightIndex[j*2+1] == 0 ) {
j++;
v += ( *(idJointMat *) ( (byte *)joints + weightIndex[j*2+0] ) ) * scaledWeights[j];
}
j++;
basePose[i].Clear();
basePose[i].xyz = v;
basePose[i].SetTexCoord( texCoords[i] );
}
// build the weights and bone indexes into the verts, so they will be duplicated
// as necessary at mirror seems
static int maxWeightsPerVert;
static float maxResidualWeight;
const int MAX_VERTEX_WEIGHTS = 4;
idList< bool > jointIsUsed;
jointIsUsed.SetNum( numJoints );
for ( int i = 0; i < jointIsUsed.Num(); i++ ) {
jointIsUsed[i] = false;
}
numMeshJoints = 0;
maxJointVertDist = 0.0f;
//-----------------------------------------
// new-style setup for fixed four weights and normal / tangent deformation
//
// Several important models have >25% residual weight in joints after the
// first four, which is worrisome for using a fixed four joint deformation.
//-----------------------------------------
for ( int i = 0; i < texCoords.Num(); i++ ) {
idDrawVert & dv = basePose[i];
// some models do have >4 joint weights, so it is necessary to sort and renormalize
// sort the weights and take the four largest
int weights[256];
const int numWeights = numWeightsForVertex[ i ];
for ( int j = 0; j < numWeights; j++ ) {
weights[j] = firstWeightForVertex[i] + j;
}
// bubble sort
for ( int j = 0; j < numWeights; j++ ) {
for ( int k = 0; k < numWeights - 1 - j; k++ ) {
if ( tempWeights[weights[k]].jointWeight < tempWeights[weights[k+1]].jointWeight ) {
SwapValues( weights[k], weights[k+1] );
}
}
}
if ( numWeights > maxWeightsPerVert ) {
maxWeightsPerVert = numWeights;
}
const int usedWeights = Min( MAX_VERTEX_WEIGHTS, numWeights );
float totalWeight = 0;
for ( int j = 0; j < numWeights; j++ ) {
totalWeight += tempWeights[weights[j]].jointWeight;
}
assert( totalWeight > 0.999f && totalWeight < 1.001f );
float usedWeight = 0;
for ( int j = 0; j < usedWeights; j++ ) {
usedWeight += tempWeights[weights[j]].jointWeight;
}
const float residualWeight = totalWeight - usedWeight;
if ( residualWeight > maxResidualWeight ) {
maxResidualWeight = residualWeight;
}
byte finalWeights[MAX_VERTEX_WEIGHTS] = { 0 };
byte finalJointIndecies[MAX_VERTEX_WEIGHTS] = { 0 };
for ( int j = 0; j < usedWeights; j++ ) {
const vertexWeight_t & weight = tempWeights[weights[j]];
const int jointIndex = weight.joint;
const float fw = weight.jointWeight;
assert( fw >= 0.0f && fw <= 1.0f );
const float normalizedWeight = fw / usedWeight;
finalWeights[j] = idMath::Ftob( normalizedWeight * 255.0f);
finalJointIndecies[j] = jointIndex;
}
// Sort the weights and indices for hardware skinning
for ( int k = 0; k < 3; ++k ) {
for ( int l = k + 1; l < 4; ++l ) {
if ( finalWeights[l] > finalWeights[k] ) {
SwapValues( finalWeights[k], finalWeights[l] );
SwapValues( finalJointIndecies[k], finalJointIndecies[l] );
}
}
}
// Give any left over to the biggest weight
finalWeights[0] += Max( 255 - finalWeights[0] - finalWeights[1] - finalWeights[2] - finalWeights[3], 0 );
dv.color[0] = finalJointIndecies[0];
dv.color[1] = finalJointIndecies[1];
dv.color[2] = finalJointIndecies[2];
dv.color[3] = finalJointIndecies[3];
dv.color2[0] = finalWeights[0];
dv.color2[1] = finalWeights[1];
dv.color2[2] = finalWeights[2];
dv.color2[3] = finalWeights[3];
for ( int j = usedWeights; j < 4; j++ ) {
assert( dv.color2[j] == 0 );
}
for ( int j = 0; j < usedWeights; j++ ) {
if ( !jointIsUsed[finalJointIndecies[j]] ) {
jointIsUsed[finalJointIndecies[j]] = true;
numMeshJoints++;
}
const idJointMat & joint = joints[finalJointIndecies[j]];
float dist = ( dv.xyz - joint.GetTranslation() ).Length();
if ( dist > maxJointVertDist ) {
maxJointVertDist = dist;
}
}
}
meshJoints = (byte *) Mem_Alloc( numMeshJoints * sizeof( meshJoints[0] ), TAG_MODEL );
numMeshJoints = 0;
for ( int i = 0; i < numJoints; i++ ) {
if ( jointIsUsed[i] ) {
meshJoints[numMeshJoints++] = i;
}
}
// build the deformInfo and collect a final base pose with the mirror
// seam verts properly including the bone weights
deformInfo = R_BuildDeformInfo( texCoords.Num(), basePose, tris.Num(), tris.Ptr(),
shader->UseUnsmoothedTangents() );
for ( int i = 0; i < deformInfo->numOutputVerts; i++ ) {
for ( int j = 0; j < 4; j++ ) {
if ( deformInfo->verts[i].color[j] >= numJoints ) {
idLib::FatalError( "Bad joint index" );
}
}
}
Mem_Free( basePose );
}
/*
============
TransformVertsAndTangents
============
*/
void TransformVertsAndTangents( idDrawVert * targetVerts, const int numVerts, const idDrawVert *baseVerts, const idJointMat *joints ) {
for( int i = 0; i < numVerts; i++ ) {
const idDrawVert & base = baseVerts[i];
const idJointMat & j0 = joints[base.color[0]];
const idJointMat & j1 = joints[base.color[1]];
const idJointMat & j2 = joints[base.color[2]];
const idJointMat & j3 = joints[base.color[3]];
const float w0 = base.color2[0] * ( 1.0f / 255.0f );
const float w1 = base.color2[1] * ( 1.0f / 255.0f );
const float w2 = base.color2[2] * ( 1.0f / 255.0f );
const float w3 = base.color2[3] * ( 1.0f / 255.0f );
idJointMat accum;
idJointMat::Mul( accum, j0, w0 );
idJointMat::Mad( accum, j1, w1 );
idJointMat::Mad( accum, j2, w2 );
idJointMat::Mad( accum, j3, w3 );
targetVerts[i].xyz = accum * idVec4( base.xyz.x, base.xyz.y, base.xyz.z, 1.0f );
targetVerts[i].SetNormal( accum * base.GetNormal() );
targetVerts[i].SetTangent( accum * base.GetTangent() );
targetVerts[i].tangent[3] = base.tangent[3];
}
}
/*
====================
idMD5Mesh::UpdateSurface
====================
*/
void idMD5Mesh::UpdateSurface( const struct renderEntity_s *ent, const idJointMat *entJoints,
const idJointMat *entJointsInverted, modelSurface_t *surf ) {
tr.pc.c_deformedSurfaces++;
tr.pc.c_deformedVerts += deformInfo->numOutputVerts;
tr.pc.c_deformedIndexes += deformInfo->numIndexes;
surf->shader = shader;
if ( surf->geometry != NULL ) {
// if the number of verts and indexes are the same we can re-use the triangle surface
if ( surf->geometry->numVerts == deformInfo->numOutputVerts && surf->geometry->numIndexes == deformInfo->numIndexes ) {
R_FreeStaticTriSurfVertexCaches( surf->geometry );
} else {
R_FreeStaticTriSurf( surf->geometry );
surf->geometry = R_AllocStaticTriSurf();
}
} else {
surf->geometry = R_AllocStaticTriSurf();
}
srfTriangles_t * tri = surf->geometry;
// note that some of the data is referenced, and should not be freed
tri->referencedIndexes = true;
tri->numIndexes = deformInfo->numIndexes;
tri->indexes = deformInfo->indexes;
tri->silIndexes = deformInfo->silIndexes;
tri->numMirroredVerts = deformInfo->numMirroredVerts;
tri->mirroredVerts = deformInfo->mirroredVerts;
tri->numDupVerts = deformInfo->numDupVerts;
tri->dupVerts = deformInfo->dupVerts;
tri->numSilEdges = deformInfo->numSilEdges;
tri->silEdges = deformInfo->silEdges;
tri->indexCache = deformInfo->staticIndexCache;
tri->numVerts = deformInfo->numOutputVerts;
if ( r_useGPUSkinning.GetBool() ) {
if ( tri->verts != NULL && tri->verts != deformInfo->verts ) {
R_FreeStaticTriSurfVerts( tri );
}
tri->verts = deformInfo->verts;
tri->ambientCache = deformInfo->staticAmbientCache;
tri->shadowCache = deformInfo->staticShadowCache;
tri->referencedVerts = true;
} else {
if ( tri->verts == NULL || tri->verts == deformInfo->verts ) {
tri->verts = NULL;
R_AllocStaticTriSurfVerts( tri, deformInfo->numOutputVerts );
assert( tri->verts != NULL ); // quiet analyze warning
memcpy( tri->verts, deformInfo->verts, deformInfo->numOutputVerts * sizeof( deformInfo->verts[0] ) ); // copy over the texture coordinates
}
TransformVertsAndTangents( tri->verts, deformInfo->numOutputVerts, deformInfo->verts, entJointsInverted );
tri->referencedVerts = false;
}
tri->tangentsCalculated = true;
CalculateBounds( entJoints, tri->bounds );
}
/*
====================
idMD5Mesh::CalculateBounds
====================
*/
void idMD5Mesh::CalculateBounds( const idJointMat * entJoints, idBounds & bounds ) const {
#ifdef ID_WIN_X86_SSE2_INTRIN
__m128 minX = vector_float_posInfinity;
__m128 minY = vector_float_posInfinity;
__m128 minZ = vector_float_posInfinity;
__m128 maxX = vector_float_negInfinity;
__m128 maxY = vector_float_negInfinity;
__m128 maxZ = vector_float_negInfinity;
for ( int i = 0; i < numMeshJoints; i++ ) {
const idJointMat & joint = entJoints[meshJoints[i]];
__m128 x = _mm_load_ps( joint.ToFloatPtr() + 0 * 4 );
__m128 y = _mm_load_ps( joint.ToFloatPtr() + 1 * 4 );
__m128 z = _mm_load_ps( joint.ToFloatPtr() + 2 * 4 );
minX = _mm_min_ps( minX, x );
minY = _mm_min_ps( minY, y );
minZ = _mm_min_ps( minZ, z );
maxX = _mm_max_ps( maxX, x );
maxY = _mm_max_ps( maxY, y );
maxZ = _mm_max_ps( maxZ, z );
}
__m128 expand = _mm_splat_ps( _mm_load_ss( & maxJointVertDist ), 0 );
minX = _mm_sub_ps( minX, expand );
minY = _mm_sub_ps( minY, expand );
minZ = _mm_sub_ps( minZ, expand );
maxX = _mm_add_ps( maxX, expand );
maxY = _mm_add_ps( maxY, expand );
maxZ = _mm_add_ps( maxZ, expand );
_mm_store_ss( bounds.ToFloatPtr() + 0, _mm_splat_ps( minX, 3 ) );
_mm_store_ss( bounds.ToFloatPtr() + 1, _mm_splat_ps( minY, 3 ) );
_mm_store_ss( bounds.ToFloatPtr() + 2, _mm_splat_ps( minZ, 3 ) );
_mm_store_ss( bounds.ToFloatPtr() + 3, _mm_splat_ps( maxX, 3 ) );
_mm_store_ss( bounds.ToFloatPtr() + 4, _mm_splat_ps( maxY, 3 ) );
_mm_store_ss( bounds.ToFloatPtr() + 5, _mm_splat_ps( maxZ, 3 ) );
#else
bounds.Clear();
for ( int i = 0; i < numMeshJoints; i++ ) {
const idJointMat & joint = entJoints[meshJoints[i]];
bounds.AddPoint( joint.GetTranslation() );
}
bounds.ExpandSelf( maxJointVertDist );
#endif
}
/*
====================
idMD5Mesh::NearestJoint
====================
*/
int idMD5Mesh::NearestJoint( int a, int b, int c ) const {
// duplicated vertices might not have weights
int vertNum;
if ( a >= 0 && a < numVerts ) {
vertNum = a;
} else if ( b >= 0 && b < numVerts ) {
vertNum = b;
} else if ( c >= 0 && c < numVerts ) {
vertNum = c;
} else {
// all vertices are duplicates which shouldn't happen
return 0;
}
const idDrawVert & v = deformInfo->verts[vertNum];
int bestWeight = 0;
int bestJoint = 0;
for ( int i = 0; i < 4; i++ ) {
if ( v.color2[i] > bestWeight ) {
bestWeight = v.color2[i];
bestJoint = v.color[i];
}
}
return bestJoint;
}
/***********************************************************************
idRenderModelMD5
***********************************************************************/
/*
====================
idRenderModelMD5::ParseJoint
====================
*/
void idRenderModelMD5::ParseJoint( idLexer &parser, idMD5Joint *joint, idJointQuat *defaultPose ) {
//
// parse name
//
idToken token;
parser.ReadToken( &token );
joint->name = token;
//
// parse parent
//
int num = parser.ParseInt();
if ( num < 0 ) {
joint->parent = NULL;
} else {
if ( num >= joints.Num() - 1 ) {
parser.Error( "Invalid parent for joint '%s'", joint->name.c_str() );
}
joint->parent = &joints[ num ];
}
//
// parse default pose
//
parser.Parse1DMatrix( 3, defaultPose->t.ToFloatPtr() );
parser.Parse1DMatrix( 3, defaultPose->q.ToFloatPtr() );
defaultPose->q.w = defaultPose->q.CalcW();
}
/*
====================
idRenderModelMD5::InitFromFile
====================
*/
void idRenderModelMD5::InitFromFile( const char *fileName ) {
name = fileName;
LoadModel();
}
/*
========================
idRenderModelMD5::LoadBinaryModel
========================
*/
bool idRenderModelMD5::LoadBinaryModel( idFile * file, const ID_TIME_T sourceTimeStamp ) {
if ( !idRenderModelStatic::LoadBinaryModel( file, sourceTimeStamp ) ) {
return false;
}
unsigned int magic = 0;
file->ReadBig( magic );
if ( magic != MD5B_MAGIC ) {
return false;
}
int tempNum;
file->ReadBig( tempNum );
joints.SetNum( tempNum );
for ( int i = 0; i < joints.Num(); i++ ) {
file->ReadString( joints[i].name );
int offset;
file->ReadBig( offset );
if ( offset >= 0 ) {
joints[i].parent = joints.Ptr() + offset;
} else {
joints[i].parent = NULL;
}
}
file->ReadBig( tempNum );
defaultPose.SetNum( tempNum );
for ( int i = 0; i < defaultPose.Num(); i++ ) {
file->ReadBig( defaultPose[i].q.x );
file->ReadBig( defaultPose[i].q.y );
file->ReadBig( defaultPose[i].q.z );
file->ReadBig( defaultPose[i].q.w );
file->ReadVec3( defaultPose[i].t );
}
file->ReadBig( tempNum );
invertedDefaultPose.SetNum( tempNum );
for ( int i = 0; i < invertedDefaultPose.Num(); i++ ) {
file->ReadBigArray( invertedDefaultPose[ i ].ToFloatPtr(), JOINTMAT_TYPESIZE );
}
SIMD_INIT_LAST_JOINT( invertedDefaultPose.Ptr(), joints.Num() );
file->ReadBig( tempNum );
meshes.SetNum( tempNum );
for ( int i = 0; i < meshes.Num(); i++ ) {
idStr materialName;
file->ReadString( materialName );
if ( materialName.IsEmpty() ) {
meshes[i].shader = NULL;
} else {
meshes[i].shader = declManager->FindMaterial( materialName );
}
file->ReadBig( meshes[i].numVerts );
file->ReadBig( meshes[i].numTris );
file->ReadBig( meshes[i].numMeshJoints );
meshes[i].meshJoints = (byte *) Mem_Alloc( meshes[i].numMeshJoints * sizeof( meshes[i].meshJoints[0] ), TAG_MODEL );
file->ReadBigArray( meshes[i].meshJoints, meshes[i].numMeshJoints );
file->ReadBig( meshes[i].maxJointVertDist );
meshes[i].deformInfo = (deformInfo_t *)R_ClearedStaticAlloc( sizeof( deformInfo_t ) );
deformInfo_t & deform = *meshes[i].deformInfo;
file->ReadBig( deform.numSourceVerts );
file->ReadBig( deform.numOutputVerts );
file->ReadBig( deform.numIndexes );
file->ReadBig( deform.numMirroredVerts );
file->ReadBig( deform.numDupVerts );
file->ReadBig( deform.numSilEdges );
srfTriangles_t tri;
memset( &tri, 0, sizeof( srfTriangles_t ) );
if ( deform.numOutputVerts > 0 ) {
R_AllocStaticTriSurfVerts( &tri, deform.numOutputVerts );
deform.verts = tri.verts;
file->ReadBigArray( deform.verts, deform.numOutputVerts );
}
if ( deform.numIndexes > 0 ) {
R_AllocStaticTriSurfIndexes( &tri, deform.numIndexes );
R_AllocStaticTriSurfSilIndexes( &tri, deform.numIndexes );
deform.indexes = tri.indexes;
deform.silIndexes = tri.silIndexes;
file->ReadBigArray( deform.indexes, deform.numIndexes );
file->ReadBigArray( deform.silIndexes, deform.numIndexes );
}
if ( deform.numMirroredVerts > 0 ) {
R_AllocStaticTriSurfMirroredVerts( &tri, deform.numMirroredVerts );
deform.mirroredVerts = tri.mirroredVerts;
file->ReadBigArray( deform.mirroredVerts, deform.numMirroredVerts );
}
if ( deform.numDupVerts > 0 ) {
R_AllocStaticTriSurfDupVerts( &tri, deform.numDupVerts );
deform.dupVerts = tri.dupVerts;
file->ReadBigArray( deform.dupVerts, deform.numDupVerts * 2 );
}
if ( deform.numSilEdges > 0 ) {
R_AllocStaticTriSurfSilEdges( &tri, deform.numSilEdges );
deform.silEdges = tri.silEdges;
assert( deform.silEdges != NULL );
for ( int j = 0; j < deform.numSilEdges; j++ ) {
file->ReadBig( deform.silEdges[j].p1 );
file->ReadBig( deform.silEdges[j].p2 );
file->ReadBig( deform.silEdges[j].v1 );
file->ReadBig( deform.silEdges[j].v2 );
}
}
idShadowVertSkinned * shadowVerts = (idShadowVertSkinned *) Mem_Alloc( ALIGN( deform.numOutputVerts * 2 * sizeof( idShadowVertSkinned ), 16 ), TAG_MODEL );
idShadowVertSkinned::CreateShadowCache( shadowVerts, deform.verts, deform.numOutputVerts );
deform.staticAmbientCache = vertexCache.AllocStaticVertex( deform.verts, ALIGN( deform.numOutputVerts * sizeof( idDrawVert ), VERTEX_CACHE_ALIGN ) );
deform.staticIndexCache = vertexCache.AllocStaticIndex( deform.indexes, ALIGN( deform.numIndexes * sizeof( triIndex_t ), INDEX_CACHE_ALIGN ) );
deform.staticShadowCache = vertexCache.AllocStaticVertex( shadowVerts, ALIGN( deform.numOutputVerts * 2 * sizeof( idShadowVertSkinned ), VERTEX_CACHE_ALIGN ) );
Mem_Free( shadowVerts );
file->ReadBig( meshes[i].surfaceNum );
}
return true;
}
/*
========================
idRenderModelMD5::WriteBinaryModel
========================
*/
void idRenderModelMD5::WriteBinaryModel( idFile * file, ID_TIME_T *_timeStamp ) const {
idRenderModelStatic::WriteBinaryModel( file );
if ( file == NULL ) {
return;
}
file->WriteBig( MD5B_MAGIC );
file->WriteBig( joints.Num() );
for ( int i = 0; i < joints.Num(); i++ ) {
file->WriteString( joints[i].name );
int offset = -1;
if ( joints[i].parent != NULL ) {
offset = joints[i].parent - joints.Ptr();
}
file->WriteBig( offset );
}
file->WriteBig( defaultPose.Num() );
for ( int i = 0; i < defaultPose.Num(); i++ ) {
file->WriteBig( defaultPose[i].q.x );
file->WriteBig( defaultPose[i].q.y );
file->WriteBig( defaultPose[i].q.z );
file->WriteBig( defaultPose[i].q.w );
file->WriteVec3( defaultPose[i].t );
}
file->WriteBig( invertedDefaultPose.Num() );
for ( int i = 0; i < invertedDefaultPose.Num(); i++ ) {
file->WriteBigArray( invertedDefaultPose[ i ].ToFloatPtr(), JOINTMAT_TYPESIZE );
}
file->WriteBig( meshes.Num() );
for ( int i = 0; i < meshes.Num(); i++ ) {
if ( meshes[i].shader != NULL && meshes[i].shader->GetName() != NULL ) {
file->WriteString( meshes[i].shader->GetName() );
} else {
file->WriteString( "" );
}
file->WriteBig( meshes[i].numVerts );
file->WriteBig( meshes[i].numTris );
file->WriteBig( meshes[i].numMeshJoints );
file->WriteBigArray( meshes[i].meshJoints, meshes[i].numMeshJoints );
file->WriteBig( meshes[i].maxJointVertDist );
deformInfo_t & deform = *meshes[i].deformInfo;
file->WriteBig( deform.numSourceVerts );
file->WriteBig( deform.numOutputVerts );
file->WriteBig( deform.numIndexes );
file->WriteBig( deform.numMirroredVerts );
file->WriteBig( deform.numDupVerts );
file->WriteBig( deform.numSilEdges );
if ( deform.numOutputVerts > 0 ) {
file->WriteBigArray( deform.verts, deform.numOutputVerts );
}
if ( deform.numIndexes > 0 ) {
file->WriteBigArray( deform.indexes, deform.numIndexes );
file->WriteBigArray( deform.silIndexes, deform.numIndexes );
}
if ( deform.numMirroredVerts > 0 ) {
file->WriteBigArray( deform.mirroredVerts, deform.numMirroredVerts );
}
if ( deform.numDupVerts > 0 ) {
file->WriteBigArray( deform.dupVerts, deform.numDupVerts * 2 );
}
if ( deform.numSilEdges > 0 ) {
for ( int j = 0; j < deform.numSilEdges; j++ ) {
file->WriteBig( deform.silEdges[j].p1 );
file->WriteBig( deform.silEdges[j].p2 );
file->WriteBig( deform.silEdges[j].v1 );
file->WriteBig( deform.silEdges[j].v2 );
}
}
file->WriteBig( meshes[i].surfaceNum );
}
}
/*
====================
idRenderModelMD5::LoadModel
used for initial loads, reloadModel, and reloading the data of purged models
Upon exit, the model will absolutely be valid, but possibly as a default model
====================
*/
void idRenderModelMD5::LoadModel() {
int version;
int num;
int parentNum;
idToken token;
idLexer parser( LEXFL_ALLOWPATHNAMES | LEXFL_NOSTRINGESCAPECHARS );
if ( !purged ) {
PurgeModel();
}
purged = false;
if ( !parser.LoadFile( name ) ) {
MakeDefaultModel();
return;
}
parser.ExpectTokenString( MD5_VERSION_STRING );
version = parser.ParseInt();
if ( version != MD5_VERSION ) {
parser.Error( "Invalid version %d. Should be version %d\n", version, MD5_VERSION );
}
//
// skip commandline
//
parser.ExpectTokenString( "commandline" );
parser.ReadToken( &token );
// parse num joints
parser.ExpectTokenString( "numJoints" );
num = parser.ParseInt();
joints.SetGranularity( 1 );
joints.SetNum( num );
defaultPose.SetGranularity( 1 );
defaultPose.SetNum( num );
// parse num meshes
parser.ExpectTokenString( "numMeshes" );
num = parser.ParseInt();
if ( num < 0 ) {
parser.Error( "Invalid size: %d", num );
}
meshes.SetGranularity( 1 );
meshes.SetNum( num );
//
// parse joints
//
parser.ExpectTokenString( "joints" );
parser.ExpectTokenString( "{" );
idJointMat *poseMat = ( idJointMat * )_alloca16( joints.Num() * sizeof( poseMat[0] ) );
for( int i = 0; i < joints.Num(); i++ ) {
idMD5Joint * joint = &joints[i];
idJointQuat * pose = &defaultPose[i];
ParseJoint( parser, joint, pose );
poseMat[ i ].SetRotation( pose->q.ToMat3() );
poseMat[ i ].SetTranslation( pose->t );
if ( joint->parent ) {
parentNum = joint->parent - joints.Ptr();
pose->q = ( poseMat[ i ].ToMat3() * poseMat[ parentNum ].ToMat3().Transpose() ).ToQuat();
pose->t = ( poseMat[ i ].ToVec3() - poseMat[ parentNum ].ToVec3() ) * poseMat[ parentNum ].ToMat3().Transpose();
}
}
parser.ExpectTokenString( "}" );
//-----------------------------------------
// create the inverse of the base pose joints to support tech6 style deformation
// of base pose vertexes, normals, and tangents.
//
// vertex * joints * inverseJoints == vertex when joints is the base pose
// When the joints are in another pose, it gives the animated vertex position
//-----------------------------------------
invertedDefaultPose.SetNum( SIMD_ROUND_JOINTS( joints.Num() ) );
for ( int i = 0; i < joints.Num(); i++ ) {
invertedDefaultPose[i] = poseMat[i];
invertedDefaultPose[i].Invert();
}
SIMD_INIT_LAST_JOINT( invertedDefaultPose.Ptr(), joints.Num() );
for ( int i = 0; i < meshes.Num(); i++ ) {
parser.ExpectTokenString( "mesh" );
meshes[i].ParseMesh( parser, defaultPose.Num(), poseMat );
}
// calculate the bounds of the model
bounds.Clear();
for ( int i = 0; i < meshes.Num(); i++ ) {
idBounds meshBounds;
meshes[i].CalculateBounds( poseMat, meshBounds );
bounds.AddBounds( meshBounds );
}
// set the timestamp for reloadmodels
fileSystem->ReadFile( name, NULL, &timeStamp );
common->UpdateLevelLoadPacifier();
}
/*
==============
idRenderModelMD5::Print
==============
*/
void idRenderModelMD5::Print() const {
common->Printf( "%s\n", name.c_str() );
common->Printf( "Dynamic model.\n" );
common->Printf( "Generated smooth normals.\n" );
common->Printf( " verts tris weights material\n" );
int totalVerts = 0;
int totalTris = 0;
const idMD5Mesh * mesh = meshes.Ptr();
for ( int i = 0; i < meshes.Num(); i++, mesh++ ) {
totalVerts += mesh->NumVerts();
totalTris += mesh->NumTris();
common->Printf( "%2i: %5i %5i %s\n", i, mesh->NumVerts(), mesh->NumTris(), mesh->shader->GetName() );
}
common->Printf( "-----\n" );
common->Printf( "%4i verts.\n", totalVerts );
common->Printf( "%4i tris.\n", totalTris );
common->Printf( "%4i joints.\n", joints.Num() );
}
/*
==============
idRenderModelMD5::List
==============
*/
void idRenderModelMD5::List() const {
int i;
const idMD5Mesh *mesh;
int totalTris = 0;
int totalVerts = 0;
for( mesh = meshes.Ptr(), i = 0; i < meshes.Num(); i++, mesh++ ) {
totalTris += mesh->numTris;
totalVerts += mesh->NumVerts();
}
common->Printf( " %4ik %3i %4i %4i %s(MD5)", Memory()/1024, meshes.Num(), totalVerts, totalTris, Name() );
if ( defaulted ) {
common->Printf( " (DEFAULTED)" );
}
common->Printf( "\n" );
}
/*
====================
idRenderModelMD5::Bounds
This calculates a rough bounds by using the joint radii without
transforming all the points
====================
*/
idBounds idRenderModelMD5::Bounds( const renderEntity_t *ent ) const {
if ( ent == NULL ) {
// this is the bounds for the reference pose
return bounds;
}
return ent->bounds;
}
/*
====================
idRenderModelMD5::DrawJoints
====================
*/
void idRenderModelMD5::DrawJoints( const renderEntity_t *ent, const viewDef_t *view ) const {
int i;
int num;
idVec3 pos;
const idJointMat *joint;
const idMD5Joint *md5Joint;
int parentNum;
num = ent->numJoints;
joint = ent->joints;
md5Joint = joints.Ptr();
for( i = 0; i < num; i++, joint++, md5Joint++ ) {
pos = ent->origin + joint->ToVec3() * ent->axis;
if ( md5Joint->parent ) {
parentNum = md5Joint->parent - joints.Ptr();
common->RW()->DebugLine( colorWhite, ent->origin + ent->joints[ parentNum ].ToVec3() * ent->axis, pos );
}
common->RW()->DebugLine( colorRed, pos, pos + joint->ToMat3()[ 0 ] * 2.0f * ent->axis );
common->RW()->DebugLine( colorGreen,pos, pos + joint->ToMat3()[ 1 ] * 2.0f * ent->axis );
common->RW()->DebugLine( colorBlue, pos, pos + joint->ToMat3()[ 2 ] * 2.0f * ent->axis );
}
idBounds bounds;
bounds.FromTransformedBounds( ent->bounds, vec3_zero, ent->axis );
common->RW()->DebugBounds( colorMagenta, bounds, ent->origin );
if ( ( r_jointNameScale.GetFloat() != 0.0f ) && ( bounds.Expand( 128.0f ).ContainsPoint( view->renderView.vieworg - ent->origin ) ) ) {
idVec3 offset( 0, 0, r_jointNameOffset.GetFloat() );
float scale;
scale = r_jointNameScale.GetFloat();
joint = ent->joints;
num = ent->numJoints;
for( i = 0; i < num; i++, joint++ ) {
pos = ent->origin + joint->ToVec3() * ent->axis;
common->RW()->DrawText( joints[ i ].name, pos + offset, scale, colorWhite, view->renderView.viewaxis, 1 );
}
}
}
/*
====================
TransformJoints
====================
*/
static void TransformJoints( idJointMat *__restrict outJoints, const int numJoints, const idJointMat *__restrict inJoints1, const idJointMat *__restrict inJoints2 ) {
float * outFloats = outJoints->ToFloatPtr();
const float * inFloats1 = inJoints1->ToFloatPtr();
const float * inFloats2 = inJoints2->ToFloatPtr();
assert_16_byte_aligned( outFloats );
assert_16_byte_aligned( inFloats1 );
assert_16_byte_aligned( inFloats2 );
#ifdef ID_WIN_X86_SSE2_INTRIN
const __m128 mask_keep_last = __m128c( _mm_set_epi32( 0xFFFFFFFF, 0x00000000, 0x00000000, 0x00000000 ) );
for ( int i = 0; i < numJoints; i += 2, inFloats1 += 2 * 12, inFloats2 += 2 * 12, outFloats += 2 * 12 ) {
__m128 m1a0 = _mm_load_ps( inFloats1 + 0 * 12 + 0 );
__m128 m1b0 = _mm_load_ps( inFloats1 + 0 * 12 + 4 );
__m128 m1c0 = _mm_load_ps( inFloats1 + 0 * 12 + 8 );
__m128 m1a1 = _mm_load_ps( inFloats1 + 1 * 12 + 0 );
__m128 m1b1 = _mm_load_ps( inFloats1 + 1 * 12 + 4 );
__m128 m1c1 = _mm_load_ps( inFloats1 + 1 * 12 + 8 );
__m128 m2a0 = _mm_load_ps( inFloats2 + 0 * 12 + 0 );
__m128 m2b0 = _mm_load_ps( inFloats2 + 0 * 12 + 4 );
__m128 m2c0 = _mm_load_ps( inFloats2 + 0 * 12 + 8 );
__m128 m2a1 = _mm_load_ps( inFloats2 + 1 * 12 + 0 );
__m128 m2b1 = _mm_load_ps( inFloats2 + 1 * 12 + 4 );
__m128 m2c1 = _mm_load_ps( inFloats2 + 1 * 12 + 8 );
__m128 tj0 = _mm_and_ps( m1a0, mask_keep_last );
__m128 tk0 = _mm_and_ps( m1b0, mask_keep_last );
__m128 tl0 = _mm_and_ps( m1c0, mask_keep_last );
__m128 tj1 = _mm_and_ps( m1a1, mask_keep_last );
__m128 tk1 = _mm_and_ps( m1b1, mask_keep_last );
__m128 tl1 = _mm_and_ps( m1c1, mask_keep_last );
__m128 ta0 = _mm_splat_ps( m1a0, 0 );
__m128 td0 = _mm_splat_ps( m1b0, 0 );
__m128 tg0 = _mm_splat_ps( m1c0, 0 );
__m128 ta1 = _mm_splat_ps( m1a1, 0 );
__m128 td1 = _mm_splat_ps( m1b1, 0 );
__m128 tg1 = _mm_splat_ps( m1c1, 0 );
__m128 ra0 = _mm_add_ps( tj0, _mm_mul_ps( ta0, m2a0 ) );
__m128 rd0 = _mm_add_ps( tk0, _mm_mul_ps( td0, m2a0 ) );
__m128 rg0 = _mm_add_ps( tl0, _mm_mul_ps( tg0, m2a0 ) );
__m128 ra1 = _mm_add_ps( tj1, _mm_mul_ps( ta1, m2a1 ) );
__m128 rd1 = _mm_add_ps( tk1, _mm_mul_ps( td1, m2a1 ) );
__m128 rg1 = _mm_add_ps( tl1, _mm_mul_ps( tg1, m2a1 ) );
__m128 tb0 = _mm_splat_ps( m1a0, 1 );
__m128 te0 = _mm_splat_ps( m1b0, 1 );
__m128 th0 = _mm_splat_ps( m1c0, 1 );
__m128 tb1 = _mm_splat_ps( m1a1, 1 );
__m128 te1 = _mm_splat_ps( m1b1, 1 );
__m128 th1 = _mm_splat_ps( m1c1, 1 );
__m128 rb0 = _mm_add_ps( ra0, _mm_mul_ps( tb0, m2b0 ) );
__m128 re0 = _mm_add_ps( rd0, _mm_mul_ps( te0, m2b0 ) );
__m128 rh0 = _mm_add_ps( rg0, _mm_mul_ps( th0, m2b0 ) );
__m128 rb1 = _mm_add_ps( ra1, _mm_mul_ps( tb1, m2b1 ) );
__m128 re1 = _mm_add_ps( rd1, _mm_mul_ps( te1, m2b1 ) );
__m128 rh1 = _mm_add_ps( rg1, _mm_mul_ps( th1, m2b1 ) );
__m128 tc0 = _mm_splat_ps( m1a0, 2 );
__m128 tf0 = _mm_splat_ps( m1b0, 2 );
__m128 ti0 = _mm_splat_ps( m1c0, 2 );
__m128 tf1 = _mm_splat_ps( m1b1, 2 );
__m128 ti1 = _mm_splat_ps( m1c1, 2 );
__m128 tc1 = _mm_splat_ps( m1a1, 2 );
__m128 rc0 = _mm_add_ps( rb0, _mm_mul_ps( tc0, m2c0 ) );
__m128 rf0 = _mm_add_ps( re0, _mm_mul_ps( tf0, m2c0 ) );
__m128 ri0 = _mm_add_ps( rh0, _mm_mul_ps( ti0, m2c0 ) );
__m128 rc1 = _mm_add_ps( rb1, _mm_mul_ps( tc1, m2c1 ) );
__m128 rf1 = _mm_add_ps( re1, _mm_mul_ps( tf1, m2c1 ) );
__m128 ri1 = _mm_add_ps( rh1, _mm_mul_ps( ti1, m2c1 ) );
_mm_store_ps( outFloats + 0 * 12 + 0, rc0 );
_mm_store_ps( outFloats + 0 * 12 + 4, rf0 );
_mm_store_ps( outFloats + 0 * 12 + 8, ri0 );
_mm_store_ps( outFloats + 1 * 12 + 0, rc1 );
_mm_store_ps( outFloats + 1 * 12 + 4, rf1 );
_mm_store_ps( outFloats + 1 * 12 + 8, ri1 );
}
#else
for ( int i = 0; i < numJoints; i++ ) {
idJointMat::Multiply( outJoints[i], inJoints1[i], inJoints2[i] );
}
#endif
}
/*
====================
idRenderModelMD5::InstantiateDynamicModel
====================
*/
idRenderModel *idRenderModelMD5::InstantiateDynamicModel( const struct renderEntity_s *ent, const viewDef_t *view, idRenderModel *cachedModel ) {
if ( cachedModel != NULL && !r_useCachedDynamicModels.GetBool() ) {
delete cachedModel;
cachedModel = NULL;
}
if ( purged ) {
common->DWarning( "model %s instantiated while purged", Name() );
LoadModel();
}
if ( !ent->joints ) {
common->Printf( "idRenderModelMD5::InstantiateDynamicModel: NULL joints on renderEntity for '%s'\n", Name() );
delete cachedModel;
return NULL;
} else if ( ent->numJoints != joints.Num() ) {
common->Printf( "idRenderModelMD5::InstantiateDynamicModel: renderEntity has different number of joints than model for '%s'\n", Name() );
delete cachedModel;
return NULL;
}
tr.pc.c_generateMd5++;
idRenderModelStatic * staticModel;
if ( cachedModel != NULL ) {
assert( dynamic_cast<idRenderModelStatic *>(cachedModel) != NULL );
assert( idStr::Icmp( cachedModel->Name(), MD5_SnapshotName ) == 0 );
staticModel = static_cast<idRenderModelStatic *>(cachedModel);
} else {
staticModel = new (TAG_MODEL) idRenderModelStatic;
staticModel->InitEmpty( MD5_SnapshotName );
}
staticModel->bounds.Clear();
if ( r_showSkel.GetInteger() ) {
if ( ( view != NULL ) && ( !r_skipSuppress.GetBool() || !ent->suppressSurfaceInViewID || ( ent->suppressSurfaceInViewID != view->renderView.viewID ) ) ) {
// only draw the skeleton
DrawJoints( ent, view );
}
if ( r_showSkel.GetInteger() > 1 ) {
// turn off the model when showing the skeleton
staticModel->InitEmpty( MD5_SnapshotName );
return staticModel;
}
}
// update the GPU joints array
const int numInvertedJoints = SIMD_ROUND_JOINTS( joints.Num() );
if ( staticModel->jointsInverted == NULL ) {
staticModel->numInvertedJoints = numInvertedJoints;
const int alignment = glConfig.uniformBufferOffsetAlignment;
staticModel->jointsInverted = (idJointMat *)Mem_ClearedAlloc( ALIGN( numInvertedJoints * sizeof( idJointMat ), alignment ), TAG_JOINTMAT );
staticModel->jointsInvertedBuffer = 0;
} else {
assert( staticModel->numInvertedJoints == numInvertedJoints );
}
TransformJoints( staticModel->jointsInverted, joints.Num(), ent->joints, invertedDefaultPose.Ptr() );
// create all the surfaces
idMD5Mesh * mesh = meshes.Ptr();
for ( int i = 0; i < meshes.Num(); i++, mesh++ ) {
// avoid deforming the surface if it will be a nodraw due to a skin remapping
const idMaterial *shader = mesh->shader;
shader = R_RemapShaderBySkin( shader, ent->customSkin, ent->customShader );
if ( !shader || ( !shader->IsDrawn() && !shader->SurfaceCastsShadow() ) ) {
staticModel->DeleteSurfaceWithId( i );
mesh->surfaceNum = -1;
continue;
}
modelSurface_t *surf;
int surfaceNum = 0;
if ( staticModel->FindSurfaceWithId( i, surfaceNum ) ) {
mesh->surfaceNum = surfaceNum;
surf = &staticModel->surfaces[surfaceNum];
} else {
mesh->surfaceNum = staticModel->NumSurfaces();
surf = &staticModel->surfaces.Alloc();
surf->geometry = NULL;
surf->shader = NULL;
surf->id = i;
}
mesh->UpdateSurface( ent, ent->joints, staticModel->jointsInverted, surf );
assert( surf->geometry != NULL ); // to get around compiler warning
// the deformation of the tangents can be deferred until each surface is added to the view
surf->geometry->staticModelWithJoints = staticModel;
staticModel->bounds.AddBounds( surf->geometry->bounds );
}
return staticModel;
}
/*
====================
idRenderModelMD5::IsDynamicModel
====================
*/
dynamicModel_t idRenderModelMD5::IsDynamicModel() const {
return DM_CACHED;
}
/*
====================
idRenderModelMD5::NumJoints
====================
*/
int idRenderModelMD5::NumJoints() const {
return joints.Num();
}
/*
====================
idRenderModelMD5::GetJoints
====================
*/
const idMD5Joint *idRenderModelMD5::GetJoints() const {
return joints.Ptr();
}
/*
====================
idRenderModelMD5::GetDefaultPose
====================
*/
const idJointQuat *idRenderModelMD5::GetDefaultPose() const {
return defaultPose.Ptr();
}
/*
====================
idRenderModelMD5::GetJointHandle
====================
*/
jointHandle_t idRenderModelMD5::GetJointHandle( const char *name ) const {
const idMD5Joint *joint = joints.Ptr();
for ( int i = 0; i < joints.Num(); i++, joint++ ) {
if ( idStr::Icmp( joint->name.c_str(), name ) == 0 ) {
return ( jointHandle_t )i;
}
}
return INVALID_JOINT;
}
/*
=====================
idRenderModelMD5::GetJointName
=====================
*/
const char *idRenderModelMD5::GetJointName( jointHandle_t handle ) const {
if ( ( handle < 0 ) || ( handle >= joints.Num() ) ) {
return "<invalid joint>";
}
return joints[ handle ].name;
}
/*
====================
idRenderModelMD5::NearestJoint
====================
*/
int idRenderModelMD5::NearestJoint( int surfaceNum, int a, int b, int c ) const {
if ( surfaceNum > meshes.Num() ) {
common->Error( "idRenderModelMD5::NearestJoint: surfaceNum > meshes.Num()" );
}
const idMD5Mesh *mesh = meshes.Ptr();
for ( int i = 0; i < meshes.Num(); i++, mesh++ ) {
if ( mesh->surfaceNum == surfaceNum ) {
return mesh->NearestJoint( a, b, c );
}
}
return 0;
}
/*
====================
idRenderModelMD5::TouchData
models that are already loaded at level start time
will still touch their materials to make sure they
are kept loaded
====================
*/
void idRenderModelMD5::TouchData() {
for ( int i = 0; i < meshes.Num(); i++ ) {
declManager->FindMaterial( meshes[i].shader->GetName() );
}
}
/*
===================
idRenderModelMD5::PurgeModel
frees all the data, but leaves the class around for dangling references,
which can regenerate the data with LoadModel()
===================
*/
void idRenderModelMD5::PurgeModel() {
purged = true;
joints.Clear();
defaultPose.Clear();
meshes.Clear();
}
/*
===================
idRenderModelMD5::Memory
===================
*/
int idRenderModelMD5::Memory() const {
int total = sizeof( *this );
total += joints.MemoryUsed() + defaultPose.MemoryUsed() + meshes.MemoryUsed();
// count up strings
for ( int i = 0; i < joints.Num(); i++ ) {
total += joints[i].name.DynamicMemoryUsed();
}
// count up meshes
for ( int i = 0; i < meshes.Num(); i++ ) {
const idMD5Mesh *mesh = &meshes[i];
total += mesh->numMeshJoints * sizeof( mesh->meshJoints[0] );
// sum up deform info
total += sizeof( mesh->deformInfo );
total += R_DeformInfoMemoryUsed( mesh->deformInfo );
}
return total;
}