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* Applied Thilo Schulz's MDR patch
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9 changed files with 1149 additions and 74 deletions
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@ -299,6 +299,130 @@ typedef struct {
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int ofsEnd; // end of file
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} md4Header_t;
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/*
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* Here are the definitions for Ravensoft's model format of md4. Raven stores their
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* playermodels in .mdr files, in some games, which are pretty much like the md4
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* format implemented by ID soft. It seems like ID's original md4 stuff is not used at all.
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* MDR is being used in EliteForce, JediKnight2 and Soldiers of Fortune2 (I think).
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* So this comes in handy for anyone who wants to make it possible to load player
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* models from these games.
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* This format has bone tags, which is similar to the thing you have in md3 I suppose.
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* Raven has released their version of md3view under GPL enabling me to add support
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* to this codebase. Thanks to Steven Howes aka Skinner for helping with example
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* source code.
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*
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* - Thilo Schulz (arny@ats.s.bawue.de)
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*/
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// If you want to enable support for Raven's .mdr / md4 format, uncomment the next
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// line.
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//#define RAVENMD4
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#ifdef RAVENMD4
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#define MDR_IDENT (('5'<<24)+('M'<<16)+('D'<<8)+'R')
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#define MDR_VERSION 2
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#define MDR_MAX_BONES 128
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typedef struct {
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int boneIndex; // these are indexes into the boneReferences,
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float boneWeight; // not the global per-frame bone list
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vec3_t offset;
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} mdrWeight_t;
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typedef struct {
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vec3_t normal;
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vec2_t texCoords;
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int numWeights;
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mdrWeight_t weights[1]; // variable sized
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} mdrVertex_t;
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typedef struct {
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int indexes[3];
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} mdrTriangle_t;
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typedef struct {
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int ident;
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char name[MAX_QPATH]; // polyset name
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char shader[MAX_QPATH];
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int shaderIndex; // for in-game use
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int ofsHeader; // this will be a negative number
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int numVerts;
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int ofsVerts;
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int numTriangles;
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int ofsTriangles;
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// Bone references are a set of ints representing all the bones
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// present in any vertex weights for this surface. This is
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// needed because a model may have surfaces that need to be
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// drawn at different sort times, and we don't want to have
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// to re-interpolate all the bones for each surface.
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int numBoneReferences;
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int ofsBoneReferences;
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int ofsEnd; // next surface follows
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} mdrSurface_t;
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typedef struct {
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float matrix[3][4];
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} mdrBone_t;
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typedef struct {
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vec3_t bounds[2]; // bounds of all surfaces of all LOD's for this frame
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vec3_t localOrigin; // midpoint of bounds, used for sphere cull
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float radius; // dist from localOrigin to corner
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char name[16];
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mdrBone_t bones[1]; // [numBones]
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} mdrFrame_t;
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typedef struct {
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unsigned char Comp[24]; // MC_COMP_BYTES is in MatComp.h, but don't want to couple
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} mdrCompBone_t;
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typedef struct {
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vec3_t bounds[2]; // bounds of all surfaces of all LOD's for this frame
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vec3_t localOrigin; // midpoint of bounds, used for sphere cull
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float radius; // dist from localOrigin to corner
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mdrCompBone_t bones[1]; // [numBones]
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} mdrCompFrame_t;
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typedef struct {
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int numSurfaces;
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int ofsSurfaces; // first surface, others follow
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int ofsEnd; // next lod follows
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} mdrLOD_t;
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typedef struct {
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int boneIndex;
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char name[32];
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} mdrTag_t;
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typedef struct {
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int ident;
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int version;
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char name[MAX_QPATH]; // model name
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// frames and bones are shared by all levels of detail
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int numFrames;
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int numBones;
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int ofsFrames; // mdrFrame_t[numFrames]
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// each level of detail has completely separate sets of surfaces
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int numLODs;
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int ofsLODs;
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int numTags;
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int ofsTags;
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int ofsEnd; // end of file
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} mdrHeader_t;
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#endif
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/*
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==============================================================================
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@ -45,7 +45,7 @@ void R_AddAnimSurfaces( trRefEntity_t *ent ) {
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shader_t *shader;
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int i;
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header = tr.currentModel->md4;
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header = (md4Header_t *) tr.currentModel->md4;
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lod = (md4LOD_t *)( (byte *)header + header->ofsLODs );
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surface = (md4Surface_t *)( (byte *)lod + lod->ofsSurfaces );
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@ -56,7 +56,6 @@ void R_AddAnimSurfaces( trRefEntity_t *ent ) {
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}
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}
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/*
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==============
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RB_SurfaceAnim
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@ -90,9 +89,9 @@ void RB_SurfaceAnim( md4Surface_t *surface ) {
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frameSize = (size_t)( &((md4Frame_t *)0)->bones[ header->numBones ] );
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frame = (md4Frame_t *)((byte *)header + header->ofsFrames +
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backEnd.currentEntity->e.frame * frameSize );
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backEnd.currentEntity->e.frame * frameSize );
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oldFrame = (md4Frame_t *)((byte *)header + header->ofsFrames +
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backEnd.currentEntity->e.oldframe * frameSize );
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backEnd.currentEntity->e.oldframe * frameSize );
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RB_CheckOverflow( surface->numVerts, surface->numTriangles * 3 );
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@ -115,7 +114,7 @@ void RB_SurfaceAnim( md4Surface_t *surface ) {
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bonePtr = bones;
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for ( i = 0 ; i < header->numBones*12 ; i++ ) {
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((float *)bonePtr)[i] = frontlerp * ((float *)frame->bones)[i]
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+ backlerp * ((float *)oldFrame->bones)[i];
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+ backlerp * ((float *)oldFrame->bones)[i];
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}
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}
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@ -169,3 +168,491 @@ void RB_SurfaceAnim( md4Surface_t *surface ) {
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}
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#ifdef RAVENMD4
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// copied and adapted from tr_mesh.c
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/*
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=============
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R_MDRCullModel
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=============
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*/
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static int R_MDRCullModel( mdrHeader_t *header, trRefEntity_t *ent ) {
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vec3_t bounds[2];
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mdrFrame_t *oldFrame, *newFrame;
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int i, frameSize;
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frameSize = (size_t)( &((mdrFrame_t *)0)->bones[ header->numBones ] );
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// compute frame pointers
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newFrame = ( mdrFrame_t * ) ( ( byte * ) header + header->ofsFrames + frameSize * ent->e.frame);
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oldFrame = ( mdrFrame_t * ) ( ( byte * ) header + header->ofsFrames + frameSize * ent->e.oldframe);
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// cull bounding sphere ONLY if this is not an upscaled entity
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if ( !ent->e.nonNormalizedAxes )
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{
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if ( ent->e.frame == ent->e.oldframe )
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{
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switch ( R_CullLocalPointAndRadius( newFrame->localOrigin, newFrame->radius ) )
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{
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// Ummm... yeah yeah I know we don't really have an md3 here.. but we pretend
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// we do. After all, the purpose of md4s are not that different, are they?
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case CULL_OUT:
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tr.pc.c_sphere_cull_md3_out++;
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return CULL_OUT;
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case CULL_IN:
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tr.pc.c_sphere_cull_md3_in++;
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return CULL_IN;
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case CULL_CLIP:
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tr.pc.c_sphere_cull_md3_clip++;
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break;
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}
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}
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else
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{
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int sphereCull, sphereCullB;
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sphereCull = R_CullLocalPointAndRadius( newFrame->localOrigin, newFrame->radius );
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if ( newFrame == oldFrame ) {
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sphereCullB = sphereCull;
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} else {
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sphereCullB = R_CullLocalPointAndRadius( oldFrame->localOrigin, oldFrame->radius );
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}
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if ( sphereCull == sphereCullB )
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{
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if ( sphereCull == CULL_OUT )
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{
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tr.pc.c_sphere_cull_md3_out++;
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return CULL_OUT;
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}
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else if ( sphereCull == CULL_IN )
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{
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tr.pc.c_sphere_cull_md3_in++;
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return CULL_IN;
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}
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else
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{
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tr.pc.c_sphere_cull_md3_clip++;
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}
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}
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}
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}
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// calculate a bounding box in the current coordinate system
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for (i = 0 ; i < 3 ; i++) {
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bounds[0][i] = oldFrame->bounds[0][i] < newFrame->bounds[0][i] ? oldFrame->bounds[0][i] : newFrame->bounds[0][i];
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bounds[1][i] = oldFrame->bounds[1][i] > newFrame->bounds[1][i] ? oldFrame->bounds[1][i] : newFrame->bounds[1][i];
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}
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switch ( R_CullLocalBox( bounds ) )
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{
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case CULL_IN:
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tr.pc.c_box_cull_md3_in++;
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return CULL_IN;
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case CULL_CLIP:
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tr.pc.c_box_cull_md3_clip++;
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return CULL_CLIP;
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case CULL_OUT:
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default:
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tr.pc.c_box_cull_md3_out++;
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return CULL_OUT;
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}
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}
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/*
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=================
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R_MDRComputeFogNum
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=================
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*/
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int R_MDRComputeFogNum( mdrHeader_t *header, trRefEntity_t *ent ) {
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int i, j;
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fog_t *fog;
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mdrFrame_t *mdrFrame;
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vec3_t localOrigin;
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int frameSize;
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if ( tr.refdef.rdflags & RDF_NOWORLDMODEL ) {
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return 0;
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}
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frameSize = (size_t)( &((mdrFrame_t *)0)->bones[ header->numBones ] );
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// FIXME: non-normalized axis issues
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mdrFrame = ( mdrFrame_t * ) ( ( byte * ) header + header->ofsFrames + frameSize * ent->e.frame);
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VectorAdd( ent->e.origin, mdrFrame->localOrigin, localOrigin );
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for ( i = 1 ; i < tr.world->numfogs ; i++ ) {
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fog = &tr.world->fogs[i];
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for ( j = 0 ; j < 3 ; j++ ) {
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if ( localOrigin[j] - mdrFrame->radius >= fog->bounds[1][j] ) {
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break;
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}
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if ( localOrigin[j] + mdrFrame->radius <= fog->bounds[0][j] ) {
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break;
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}
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}
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if ( j == 3 ) {
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return i;
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}
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}
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return 0;
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}
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/*
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==============
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R_MDRAddAnimSurfaces
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==============
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*/
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// much stuff in there is just copied from R_AddMd3Surfaces in tr_mesh.c
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void R_MDRAddAnimSurfaces( trRefEntity_t *ent ) {
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mdrHeader_t *header;
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mdrSurface_t *surface;
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mdrLOD_t *lod;
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shader_t *shader;
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skin_t *skin;
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int i, j;
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int lodnum = 0;
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int fogNum = 0;
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int cull;
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qboolean personalModel;
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header = (mdrHeader_t *) tr.currentModel->md4;
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personalModel = (ent->e.renderfx & RF_THIRD_PERSON) && !tr.viewParms.isPortal;
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if ( ent->e.renderfx & RF_WRAP_FRAMES )
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{
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ent->e.frame %= header->numFrames;
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ent->e.oldframe %= header->numFrames;
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}
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//
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// Validate the frames so there is no chance of a crash.
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// This will write directly into the entity structure, so
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// when the surfaces are rendered, they don't need to be
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// range checked again.
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//
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if ((ent->e.frame >= header->numFrames)
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|| (ent->e.frame < 0)
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|| (ent->e.oldframe >= header->numFrames)
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|| (ent->e.oldframe < 0) )
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{
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ri.Printf( PRINT_DEVELOPER, "R_MDRAddAnimSurfaces: no such frame %d to %d for '%s'\n",
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ent->e.oldframe, ent->e.frame, tr.currentModel->name );
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ent->e.frame = 0;
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ent->e.oldframe = 0;
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}
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//
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// cull the entire model if merged bounding box of both frames
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// is outside the view frustum.
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//
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cull = R_MDRCullModel (header, ent);
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if ( cull == CULL_OUT ) {
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return;
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}
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// figure out the current LOD of the model we're rendering, and set the lod pointer respectively.
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lodnum = R_ComputeLOD(ent);
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// check whether this model has as that many LODs at all. If not, try the closest thing we got.
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if(header->numLODs <= 0)
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return;
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if(header->numLODs <= lodnum)
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lodnum = header->numLODs - 1;
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lod = (mdrLOD_t *)( (byte *)header + header->ofsLODs);
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for(i = 0; i < lodnum; i++)
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{
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lod = (mdrLOD_t *) ((byte *) lod + lod->ofsEnd);
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}
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// set up lighting
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if ( !personalModel || r_shadows->integer > 1 )
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{
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R_SetupEntityLighting( &tr.refdef, ent );
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}
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// fogNum?
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fogNum = R_MDRComputeFogNum( header, ent );
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surface = (mdrSurface_t *)( (byte *)lod + lod->ofsSurfaces );
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for ( i = 0 ; i < lod->numSurfaces ; i++ )
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{
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if(ent->e.customShader)
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shader = R_GetShaderByHandle(ent->e.customShader);
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else if(ent->e.customSkin > 0 && ent->e.customSkin < tr.numSkins)
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{
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skin = R_GetSkinByHandle(ent->e.customSkin);
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shader = tr.defaultShader;
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for(j = 0; j < skin->numSurfaces; j++)
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{
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if (!strcmp(skin->surfaces[j]->name, surface->name))
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{
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shader = skin->surfaces[j]->shader;
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break;
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}
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}
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}
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else if(surface->shaderIndex > 0)
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shader = R_GetShaderByHandle( surface->shaderIndex );
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else
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shader = tr.defaultShader;
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// we will add shadows even if the main object isn't visible in the view
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// stencil shadows can't do personal models unless I polyhedron clip
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if ( !personalModel
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&& r_shadows->integer == 2
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&& fogNum == 0
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&& !(ent->e.renderfx & ( RF_NOSHADOW | RF_DEPTHHACK ) )
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&& shader->sort == SS_OPAQUE )
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{
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R_AddDrawSurf( (void *)surface, tr.shadowShader, 0, qfalse );
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}
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// projection shadows work fine with personal models
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if ( r_shadows->integer == 3
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&& fogNum == 0
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&& (ent->e.renderfx & RF_SHADOW_PLANE )
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&& shader->sort == SS_OPAQUE )
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{
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R_AddDrawSurf( (void *)surface, tr.projectionShadowShader, 0, qfalse );
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}
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if (!personalModel)
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R_AddDrawSurf( (void *)surface, shader, fogNum, qfalse );
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surface = (mdrSurface_t *)( (byte *)surface + surface->ofsEnd );
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}
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}
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/*
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==============
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RB_MDRSurfaceAnim
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==============
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*/
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void RB_MDRSurfaceAnim( md4Surface_t *surface )
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{
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int i, j, k;
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float frontlerp, backlerp;
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int *triangles;
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int indexes;
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int baseIndex, baseVertex;
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int numVerts;
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mdrVertex_t *v;
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mdrHeader_t *header;
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mdrFrame_t *frame;
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mdrFrame_t *oldFrame;
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mdrBone_t bones[MD4_MAX_BONES], *bonePtr, *bone;
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int frameSize;
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// don't lerp if lerping off, or this is the only frame, or the last frame...
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//
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if (backEnd.currentEntity->e.oldframe == backEnd.currentEntity->e.frame)
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{
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backlerp = 0; // if backlerp is 0, lerping is off and frontlerp is never used
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frontlerp = 1;
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}
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else
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{
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backlerp = backEnd.currentEntity->e.backlerp;
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frontlerp = 1.0f - backlerp;
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}
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header = (mdrHeader_t *)((byte *)surface + surface->ofsHeader);
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frameSize = (size_t)( &((mdrFrame_t *)0)->bones[ header->numBones ] );
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frame = (mdrFrame_t *)((byte *)header + header->ofsFrames +
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backEnd.currentEntity->e.frame * frameSize );
|
||||
oldFrame = (mdrFrame_t *)((byte *)header + header->ofsFrames +
|
||||
backEnd.currentEntity->e.oldframe * frameSize );
|
||||
|
||||
RB_CheckOverflow( surface->numVerts, surface->numTriangles );
|
||||
|
||||
triangles = (int *) ((byte *)surface + surface->ofsTriangles);
|
||||
indexes = surface->numTriangles * 3;
|
||||
baseIndex = tess.numIndexes;
|
||||
baseVertex = tess.numVertexes;
|
||||
|
||||
// Set up all triangles.
|
||||
for (j = 0 ; j < indexes ; j++)
|
||||
{
|
||||
tess.indexes[baseIndex + j] = baseVertex + triangles[j];
|
||||
}
|
||||
tess.numIndexes += indexes;
|
||||
|
||||
//
|
||||
// lerp all the needed bones
|
||||
//
|
||||
if ( !backlerp )
|
||||
{
|
||||
// no lerping needed
|
||||
bonePtr = frame->bones;
|
||||
}
|
||||
else
|
||||
{
|
||||
bonePtr = bones;
|
||||
|
||||
for ( i = 0 ; i < header->numBones*12 ; i++ )
|
||||
{
|
||||
((float *)bonePtr)[i] = frontlerp * ((float *)frame->bones)[i] + backlerp * ((float *)oldFrame->bones)[i];
|
||||
}
|
||||
}
|
||||
|
||||
//
|
||||
// deform the vertexes by the lerped bones
|
||||
//
|
||||
numVerts = surface->numVerts;
|
||||
v = (mdrVertex_t *) ((byte *)surface + surface->ofsVerts);
|
||||
for ( j = 0; j < numVerts; j++ )
|
||||
{
|
||||
vec3_t tempVert, tempNormal;
|
||||
mdrWeight_t *w;
|
||||
|
||||
VectorClear( tempVert );
|
||||
VectorClear( tempNormal );
|
||||
w = v->weights;
|
||||
for ( k = 0 ; k < v->numWeights ; k++, w++ )
|
||||
{
|
||||
bone = bonePtr + w->boneIndex;
|
||||
|
||||
tempVert[0] += w->boneWeight * ( DotProduct( bone->matrix[0], w->offset ) + bone->matrix[0][3] );
|
||||
tempVert[1] += w->boneWeight * ( DotProduct( bone->matrix[1], w->offset ) + bone->matrix[1][3] );
|
||||
tempVert[2] += w->boneWeight * ( DotProduct( bone->matrix[2], w->offset ) + bone->matrix[2][3] );
|
||||
|
||||
tempNormal[0] += w->boneWeight * DotProduct( bone->matrix[0], v->normal );
|
||||
tempNormal[1] += w->boneWeight * DotProduct( bone->matrix[1], v->normal );
|
||||
tempNormal[2] += w->boneWeight * DotProduct( bone->matrix[2], v->normal );
|
||||
}
|
||||
|
||||
tess.xyz[baseVertex + j][0] = tempVert[0];
|
||||
tess.xyz[baseVertex + j][1] = tempVert[1];
|
||||
tess.xyz[baseVertex + j][2] = tempVert[2];
|
||||
|
||||
tess.normal[baseVertex + j][0] = tempNormal[0];
|
||||
tess.normal[baseVertex + j][1] = tempNormal[1];
|
||||
tess.normal[baseVertex + j][2] = tempNormal[2];
|
||||
|
||||
tess.texCoords[baseVertex + j][0][0] = v->texCoords[0];
|
||||
tess.texCoords[baseVertex + j][0][1] = v->texCoords[1];
|
||||
|
||||
v = (mdrVertex_t *)&v->weights[v->numWeights];
|
||||
}
|
||||
|
||||
tess.numVertexes += surface->numVerts;
|
||||
}
|
||||
|
||||
|
||||
#define MC_MASK_X ((1<<(MC_BITS_X))-1)
|
||||
#define MC_MASK_Y ((1<<(MC_BITS_Y))-1)
|
||||
#define MC_MASK_Z ((1<<(MC_BITS_Z))-1)
|
||||
#define MC_MASK_VECT ((1<<(MC_BITS_VECT))-1)
|
||||
|
||||
#define MC_SCALE_VECT (1.0f/(float)((1<<(MC_BITS_VECT-1))-2))
|
||||
|
||||
#define MC_POS_X (0)
|
||||
#define MC_SHIFT_X (0)
|
||||
|
||||
#define MC_POS_Y ((((MC_BITS_X))/8))
|
||||
#define MC_SHIFT_Y ((((MC_BITS_X)%8)))
|
||||
|
||||
#define MC_POS_Z ((((MC_BITS_X+MC_BITS_Y))/8))
|
||||
#define MC_SHIFT_Z ((((MC_BITS_X+MC_BITS_Y)%8)))
|
||||
|
||||
#define MC_POS_V11 ((((MC_BITS_X+MC_BITS_Y+MC_BITS_Z))/8))
|
||||
#define MC_SHIFT_V11 ((((MC_BITS_X+MC_BITS_Y+MC_BITS_Z)%8)))
|
||||
|
||||
#define MC_POS_V12 ((((MC_BITS_X+MC_BITS_Y+MC_BITS_Z+MC_BITS_VECT))/8))
|
||||
#define MC_SHIFT_V12 ((((MC_BITS_X+MC_BITS_Y+MC_BITS_Z+MC_BITS_VECT)%8)))
|
||||
|
||||
#define MC_POS_V13 ((((MC_BITS_X+MC_BITS_Y+MC_BITS_Z+MC_BITS_VECT*2))/8))
|
||||
#define MC_SHIFT_V13 ((((MC_BITS_X+MC_BITS_Y+MC_BITS_Z+MC_BITS_VECT*2)%8)))
|
||||
|
||||
#define MC_POS_V21 ((((MC_BITS_X+MC_BITS_Y+MC_BITS_Z+MC_BITS_VECT*3))/8))
|
||||
#define MC_SHIFT_V21 ((((MC_BITS_X+MC_BITS_Y+MC_BITS_Z+MC_BITS_VECT*3)%8)))
|
||||
|
||||
#define MC_POS_V22 ((((MC_BITS_X+MC_BITS_Y+MC_BITS_Z+MC_BITS_VECT*4))/8))
|
||||
#define MC_SHIFT_V22 ((((MC_BITS_X+MC_BITS_Y+MC_BITS_Z+MC_BITS_VECT*4)%8)))
|
||||
|
||||
#define MC_POS_V23 ((((MC_BITS_X+MC_BITS_Y+MC_BITS_Z+MC_BITS_VECT*5))/8))
|
||||
#define MC_SHIFT_V23 ((((MC_BITS_X+MC_BITS_Y+MC_BITS_Z+MC_BITS_VECT*5)%8)))
|
||||
|
||||
#define MC_POS_V31 ((((MC_BITS_X+MC_BITS_Y+MC_BITS_Z+MC_BITS_VECT*6))/8))
|
||||
#define MC_SHIFT_V31 ((((MC_BITS_X+MC_BITS_Y+MC_BITS_Z+MC_BITS_VECT*6)%8)))
|
||||
|
||||
#define MC_POS_V32 ((((MC_BITS_X+MC_BITS_Y+MC_BITS_Z+MC_BITS_VECT*7))/8))
|
||||
#define MC_SHIFT_V32 ((((MC_BITS_X+MC_BITS_Y+MC_BITS_Z+MC_BITS_VECT*7)%8)))
|
||||
|
||||
#define MC_POS_V33 ((((MC_BITS_X+MC_BITS_Y+MC_BITS_Z+MC_BITS_VECT*8))/8))
|
||||
#define MC_SHIFT_V33 ((((MC_BITS_X+MC_BITS_Y+MC_BITS_Z+MC_BITS_VECT*8)%8)))
|
||||
|
||||
void MC_UnCompress(float mat[3][4],const unsigned char * comp)
|
||||
{
|
||||
int val;
|
||||
|
||||
val=(int)((unsigned short *)(comp))[0];
|
||||
val-=1<<(MC_BITS_X-1);
|
||||
mat[0][3]=((float)(val))*MC_SCALE_X;
|
||||
|
||||
val=(int)((unsigned short *)(comp))[1];
|
||||
val-=1<<(MC_BITS_Y-1);
|
||||
mat[1][3]=((float)(val))*MC_SCALE_Y;
|
||||
|
||||
val=(int)((unsigned short *)(comp))[2];
|
||||
val-=1<<(MC_BITS_Z-1);
|
||||
mat[2][3]=((float)(val))*MC_SCALE_Z;
|
||||
|
||||
val=(int)((unsigned short *)(comp))[3];
|
||||
val-=1<<(MC_BITS_VECT-1);
|
||||
mat[0][0]=((float)(val))*MC_SCALE_VECT;
|
||||
|
||||
val=(int)((unsigned short *)(comp))[4];
|
||||
val-=1<<(MC_BITS_VECT-1);
|
||||
mat[0][1]=((float)(val))*MC_SCALE_VECT;
|
||||
|
||||
val=(int)((unsigned short *)(comp))[5];
|
||||
val-=1<<(MC_BITS_VECT-1);
|
||||
mat[0][2]=((float)(val))*MC_SCALE_VECT;
|
||||
|
||||
|
||||
val=(int)((unsigned short *)(comp))[6];
|
||||
val-=1<<(MC_BITS_VECT-1);
|
||||
mat[1][0]=((float)(val))*MC_SCALE_VECT;
|
||||
|
||||
val=(int)((unsigned short *)(comp))[7];
|
||||
val-=1<<(MC_BITS_VECT-1);
|
||||
mat[1][1]=((float)(val))*MC_SCALE_VECT;
|
||||
|
||||
val=(int)((unsigned short *)(comp))[8];
|
||||
val-=1<<(MC_BITS_VECT-1);
|
||||
mat[1][2]=((float)(val))*MC_SCALE_VECT;
|
||||
|
||||
|
||||
val=(int)((unsigned short *)(comp))[9];
|
||||
val-=1<<(MC_BITS_VECT-1);
|
||||
mat[2][0]=((float)(val))*MC_SCALE_VECT;
|
||||
|
||||
val=(int)((unsigned short *)(comp))[10];
|
||||
val-=1<<(MC_BITS_VECT-1);
|
||||
mat[2][1]=((float)(val))*MC_SCALE_VECT;
|
||||
|
||||
val=(int)((unsigned short *)(comp))[11];
|
||||
val-=1<<(MC_BITS_VECT-1);
|
||||
mat[2][2]=((float)(val))*MC_SCALE_VECT;
|
||||
}
|
||||
#endif
|
||||
|
|
|
@ -1391,10 +1391,10 @@ static void LoadJPG( const char *filename, unsigned char **pic, int *width, int
|
|||
/* More stuff */
|
||||
JSAMPARRAY buffer; /* Output row buffer */
|
||||
unsigned row_stride; /* physical row width in output buffer */
|
||||
unsigned pixelcount;
|
||||
unsigned char *out, *out_converted;
|
||||
unsigned pixelcount, memcount;
|
||||
unsigned char *out;
|
||||
byte *fbuffer;
|
||||
byte *bbuf;
|
||||
byte *buf;
|
||||
|
||||
/* In this example we want to open the input file before doing anything else,
|
||||
* so that the setjmp() error recovery below can assume the file is open.
|
||||
|
@ -1454,8 +1454,6 @@ static void LoadJPG( const char *filename, unsigned char **pic, int *width, int
|
|||
/* JSAMPLEs per row in output buffer */
|
||||
|
||||
pixelcount = cinfo.output_width * cinfo.output_height;
|
||||
row_stride = cinfo.output_width * cinfo.output_components;
|
||||
|
||||
|
||||
if(!cinfo.output_width || !cinfo.output_height
|
||||
|| ((pixelcount * 4) / cinfo.output_width) / 4 != cinfo.output_height
|
||||
|
@ -1465,7 +1463,10 @@ static void LoadJPG( const char *filename, unsigned char **pic, int *width, int
|
|||
cinfo.output_width, cinfo.output_height, pixelcount * 4, cinfo.output_components);
|
||||
}
|
||||
|
||||
out = ri.Malloc(pixelcount * 4);
|
||||
memcount = pixelcount * 4;
|
||||
row_stride = cinfo.output_width * cinfo.output_components;
|
||||
|
||||
out = ri.Malloc(memcount);
|
||||
|
||||
*width = cinfo.output_width;
|
||||
*height = cinfo.output_height;
|
||||
|
@ -1481,45 +1482,42 @@ static void LoadJPG( const char *filename, unsigned char **pic, int *width, int
|
|||
* Here the array is only one element long, but you could ask for
|
||||
* more than one scanline at a time if that's more convenient.
|
||||
*/
|
||||
bbuf = ((out+(row_stride*cinfo.output_scanline)));
|
||||
buffer = &bbuf;
|
||||
buf = ((out+(row_stride*cinfo.output_scanline)));
|
||||
buffer = &buf;
|
||||
(void) jpeg_read_scanlines(&cinfo, buffer, 1);
|
||||
}
|
||||
|
||||
buf = out;
|
||||
|
||||
// If we are processing an 8-bit JPEG (greyscale), we'll have to convert
|
||||
// the greyscale values to RGBA.
|
||||
if(cinfo.output_components == 1)
|
||||
{
|
||||
int sindex, dindex = 0;
|
||||
int sindex = pixelcount, dindex = memcount;
|
||||
unsigned char greyshade;
|
||||
|
||||
// allocate a new buffer for the transformed image
|
||||
out_converted = ri.Malloc(pixelcount*4);
|
||||
|
||||
for(sindex = 0; sindex < pixelcount; sindex++)
|
||||
// Only pixelcount number of bytes have been written.
|
||||
// Expand the color values over the rest of the buffer, starting
|
||||
// from the end.
|
||||
do
|
||||
{
|
||||
greyshade = out[sindex];
|
||||
out_converted[dindex++] = greyshade;
|
||||
out_converted[dindex++] = greyshade;
|
||||
out_converted[dindex++] = greyshade;
|
||||
out_converted[dindex++] = 255;
|
||||
}
|
||||
|
||||
ri.Free(out);
|
||||
out = out_converted;
|
||||
greyshade = buf[--sindex];
|
||||
|
||||
buf[--dindex] = 255;
|
||||
buf[--dindex] = greyshade;
|
||||
buf[--dindex] = greyshade;
|
||||
buf[--dindex] = greyshade;
|
||||
} while(sindex);
|
||||
}
|
||||
else
|
||||
{
|
||||
// clear all the alphas to 255
|
||||
int i, j;
|
||||
byte *buf;
|
||||
// clear all the alphas to 255
|
||||
int i;
|
||||
|
||||
buf = out;
|
||||
|
||||
j = cinfo.output_width * cinfo.output_height * 4;
|
||||
for ( i = 3 ; i < j ; i+=4 ) {
|
||||
buf[i] = 255;
|
||||
}
|
||||
for ( i = 3 ; i < memcount ; i+=4 )
|
||||
{
|
||||
buf[i] = 255;
|
||||
}
|
||||
}
|
||||
|
||||
*pic = out;
|
||||
|
|
|
@ -525,6 +525,9 @@ typedef enum {
|
|||
SF_POLY,
|
||||
SF_MD3,
|
||||
SF_MD4,
|
||||
#ifdef RAVENMD4
|
||||
SF_MDR,
|
||||
#endif
|
||||
SF_FLARE,
|
||||
SF_ENTITY, // beams, rails, lightning, etc that can be determined by entity
|
||||
SF_DISPLAY_LIST,
|
||||
|
@ -737,7 +740,10 @@ typedef enum {
|
|||
MOD_BAD,
|
||||
MOD_BRUSH,
|
||||
MOD_MESH,
|
||||
MOD_MD4
|
||||
MOD_MD4,
|
||||
#ifdef RAVENMD4
|
||||
MOD_MDR
|
||||
#endif
|
||||
} modtype_t;
|
||||
|
||||
typedef struct model_s {
|
||||
|
@ -748,7 +754,7 @@ typedef struct model_s {
|
|||
int dataSize; // just for listing purposes
|
||||
bmodel_t *bmodel; // only if type == MOD_BRUSH
|
||||
md3Header_t *md3[MD3_MAX_LODS]; // only if type == MOD_MESH
|
||||
md4Header_t *md4; // only if type == MOD_MD4
|
||||
void *md4; // only if type == (MOD_MD4 | MOD_MDR)
|
||||
|
||||
int numLods;
|
||||
} model_t;
|
||||
|
@ -1205,6 +1211,8 @@ int R_SumOfUsedImages( void );
|
|||
void R_InitSkins( void );
|
||||
skin_t *R_GetSkinByHandle( qhandle_t hSkin );
|
||||
|
||||
int R_ComputeLOD( trRefEntity_t *ent );
|
||||
|
||||
|
||||
//
|
||||
// tr_shader.c
|
||||
|
@ -1421,6 +1429,27 @@ void RE_AddLightToScene( const vec3_t org, float intensity, float r, float g, fl
|
|||
void RE_AddAdditiveLightToScene( const vec3_t org, float intensity, float r, float g, float b );
|
||||
void RE_RenderScene( const refdef_t *fd );
|
||||
|
||||
#ifdef RAVENMD4
|
||||
/*
|
||||
=============================================================
|
||||
|
||||
UNCOMPRESSING BONES
|
||||
|
||||
=============================================================
|
||||
*/
|
||||
|
||||
#define MC_BITS_X (16)
|
||||
#define MC_BITS_Y (16)
|
||||
#define MC_BITS_Z (16)
|
||||
#define MC_BITS_VECT (16)
|
||||
|
||||
#define MC_SCALE_X (1.0f/64)
|
||||
#define MC_SCALE_Y (1.0f/64)
|
||||
#define MC_SCALE_Z (1.0f/64)
|
||||
|
||||
void MC_UnCompress(float mat[3][4],const unsigned char * comp);
|
||||
#endif
|
||||
|
||||
/*
|
||||
=============================================================
|
||||
|
||||
|
@ -1429,9 +1458,13 @@ ANIMATED MODELS
|
|||
=============================================================
|
||||
*/
|
||||
|
||||
void R_MakeAnimModel( model_t *model );
|
||||
// void R_MakeAnimModel( model_t *model ); haven't seen this one really, so not needed I guess.
|
||||
void R_AddAnimSurfaces( trRefEntity_t *ent );
|
||||
void RB_SurfaceAnim( md4Surface_t *surfType );
|
||||
#ifdef RAVENMD4
|
||||
void R_MDRAddAnimSurfaces( trRefEntity_t *ent );
|
||||
void RB_MDRSurfaceAnim( md4Surface_t *surface );
|
||||
#endif
|
||||
|
||||
/*
|
||||
=============================================================
|
||||
|
|
|
@ -1356,6 +1356,11 @@ void R_AddEntitySurfaces (void) {
|
|||
case MOD_MD4:
|
||||
R_AddAnimSurfaces( ent );
|
||||
break;
|
||||
#ifdef RAVENMD4
|
||||
case MOD_MDR:
|
||||
R_MDRAddAnimSurfaces( ent );
|
||||
break;
|
||||
#endif
|
||||
case MOD_BRUSH:
|
||||
R_AddBrushModelSurfaces( ent );
|
||||
break;
|
||||
|
|
|
@ -168,6 +168,10 @@ int R_ComputeLOD( trRefEntity_t *ent ) {
|
|||
float flod, lodscale;
|
||||
float projectedRadius;
|
||||
md3Frame_t *frame;
|
||||
#ifdef RAVENMD4
|
||||
mdrHeader_t *mdr;
|
||||
mdrFrame_t *mdrframe;
|
||||
#endif
|
||||
int lod;
|
||||
|
||||
if ( tr.currentModel->numLods < 2 )
|
||||
|
@ -180,11 +184,28 @@ int R_ComputeLOD( trRefEntity_t *ent ) {
|
|||
// multiple LODs exist, so compute projected bounding sphere
|
||||
// and use that as a criteria for selecting LOD
|
||||
|
||||
frame = ( md3Frame_t * ) ( ( ( unsigned char * ) tr.currentModel->md3[0] ) + tr.currentModel->md3[0]->ofsFrames );
|
||||
#ifdef RAVENMD4
|
||||
// This is an MDR model.
|
||||
|
||||
if(tr.currentModel->md4)
|
||||
{
|
||||
int frameSize;
|
||||
mdr = (mdrHeader_t *) tr.currentModel->md4;
|
||||
frameSize = (size_t) (&((mdrFrame_t *)0)->bones[mdr->numBones]);
|
||||
|
||||
mdrframe = (mdrFrame_t *) ((byte *) mdr + mdr->ofsFrames + frameSize * ent->e.frame);
|
||||
|
||||
radius = RadiusFromBounds(mdrframe->bounds[0], mdrframe->bounds[1]);
|
||||
}
|
||||
else
|
||||
#endif
|
||||
{
|
||||
frame = ( md3Frame_t * ) ( ( ( unsigned char * ) tr.currentModel->md3[0] ) + tr.currentModel->md3[0]->ofsFrames );
|
||||
|
||||
frame += ent->e.frame;
|
||||
frame += ent->e.frame;
|
||||
|
||||
radius = RadiusFromBounds( frame->bounds[0], frame->bounds[1] );
|
||||
radius = RadiusFromBounds( frame->bounds[0], frame->bounds[1] );
|
||||
}
|
||||
|
||||
if ( ( projectedRadius = ProjectRadius( radius, ent->e.origin ) ) != 0 )
|
||||
{
|
||||
|
|
|
@ -27,6 +27,9 @@ Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
|
|||
|
||||
static qboolean R_LoadMD3 (model_t *mod, int lod, void *buffer, const char *name );
|
||||
static qboolean R_LoadMD4 (model_t *mod, void *buffer, const char *name );
|
||||
#ifdef RAVENMD4
|
||||
static qboolean R_LoadMDR (model_t *mod, void *buffer, int filesize, const char *name );
|
||||
#endif
|
||||
|
||||
model_t *loadmodel;
|
||||
|
||||
|
@ -83,9 +86,10 @@ qhandle_t RE_RegisterModel( const char *name ) {
|
|||
unsigned *buf;
|
||||
int lod;
|
||||
int ident;
|
||||
qboolean loaded;
|
||||
qboolean loaded = qfalse;
|
||||
qhandle_t hModel;
|
||||
int numLoaded;
|
||||
char *fext, defex[] = "md3", filename[MAX_QPATH], namebuf[MAX_QPATH+20];
|
||||
|
||||
if ( !name || !name[0] ) {
|
||||
ri.Printf( PRINT_ALL, "RE_RegisterModel: NULL name\n" );
|
||||
|
@ -131,22 +135,56 @@ qhandle_t RE_RegisterModel( const char *name ) {
|
|||
//
|
||||
numLoaded = 0;
|
||||
|
||||
for ( lod = MD3_MAX_LODS - 1 ; lod >= 0 ; lod-- ) {
|
||||
char filename[1024];
|
||||
strcpy(filename, name);
|
||||
|
||||
strcpy( filename, name );
|
||||
fext = strchr(filename, '.');
|
||||
if(!fext)
|
||||
fext = defex;
|
||||
else
|
||||
{
|
||||
*fext = '\0';
|
||||
fext++;
|
||||
}
|
||||
|
||||
if ( lod != 0 ) {
|
||||
char namebuf[80];
|
||||
|
||||
if ( strrchr( filename, '.' ) ) {
|
||||
*strrchr( filename, '.' ) = 0;
|
||||
}
|
||||
sprintf( namebuf, "_%d.md3", lod );
|
||||
strcat( filename, namebuf );
|
||||
#ifdef RAVENMD4
|
||||
if(!stricmp(fext, "mdr"))
|
||||
{
|
||||
int filesize;
|
||||
|
||||
filesize = ri.FS_ReadFile(name, (void **) &buf);
|
||||
if(!buf)
|
||||
{
|
||||
ri.Printf (PRINT_WARNING,"RE_RegisterModel: couldn't load %s\n", name);
|
||||
mod->type = MOD_BAD;
|
||||
return 0;
|
||||
}
|
||||
|
||||
ident = LittleLong(*(unsigned *)buf);
|
||||
if(ident == MDR_IDENT)
|
||||
loaded = R_LoadMDR(mod, buf, filesize, name);
|
||||
|
||||
ri.FS_ReadFile( filename, (void **)&buf );
|
||||
ri.FS_FreeFile (buf);
|
||||
|
||||
if(!loaded)
|
||||
{
|
||||
ri.Printf(PRINT_WARNING,"RE_RegisterModel: couldn't load mdr file %s\n", name);
|
||||
mod->type = MOD_BAD;
|
||||
return 0;
|
||||
}
|
||||
|
||||
return mod->index;
|
||||
}
|
||||
#endif
|
||||
|
||||
fext = defex;
|
||||
|
||||
for ( lod = MD3_MAX_LODS - 1 ; lod >= 0 ; lod-- ) {
|
||||
if ( lod )
|
||||
snprintf(namebuf, sizeof(namebuf), "%s_%d.%s", filename, lod, fext);
|
||||
else
|
||||
snprintf(namebuf, sizeof(namebuf), "%s.%s", filename, fext);
|
||||
|
||||
ri.FS_ReadFile( namebuf, (void **)&buf );
|
||||
if ( !buf ) {
|
||||
continue;
|
||||
}
|
||||
|
@ -367,11 +405,305 @@ static qboolean R_LoadMD3 (model_t *mod, int lod, void *buffer, const char *mod_
|
|||
|
||||
|
||||
|
||||
/*
|
||||
=================
|
||||
R_LoadMDR
|
||||
=================
|
||||
*/
|
||||
#ifdef RAVENMD4
|
||||
static qboolean R_LoadMDR( model_t *mod, void *buffer, int filesize, const char *mod_name )
|
||||
{
|
||||
int i, j, k, l;
|
||||
mdrHeader_t *pinmodel, *mdr;
|
||||
mdrFrame_t *frame;
|
||||
mdrLOD_t *lod, *curlod;
|
||||
mdrSurface_t *surf, *cursurf;
|
||||
mdrTriangle_t *tri, *curtri;
|
||||
mdrVertex_t *v, *curv;
|
||||
mdrWeight_t *weight, *curweight;
|
||||
mdrTag_t *tag, *curtag;
|
||||
int size;
|
||||
shader_t *sh;
|
||||
|
||||
pinmodel = (mdrHeader_t *)buffer;
|
||||
|
||||
pinmodel->version = LittleLong(pinmodel->version);
|
||||
if (pinmodel->version != MDR_VERSION)
|
||||
{
|
||||
ri.Printf(PRINT_WARNING, "R_LoadMDR: %s has wrong version (%i should be %i)\n", mod_name, pinmodel->version, MDR_VERSION);
|
||||
return qfalse;
|
||||
}
|
||||
|
||||
size = LittleLong(pinmodel->ofsEnd);
|
||||
|
||||
if(size > filesize)
|
||||
{
|
||||
ri.Printf(PRINT_WARNING, "R_LoadMDR: Header of %s is broken. Wrong filesize declared!\n", mod_name);
|
||||
return qfalse;
|
||||
}
|
||||
|
||||
mod->type = MOD_MDR;
|
||||
|
||||
pinmodel->numFrames = LittleLong(pinmodel->numFrames);
|
||||
pinmodel->numBones = LittleLong(pinmodel->numBones);
|
||||
pinmodel->ofsFrames = LittleLong(pinmodel->ofsFrames);
|
||||
|
||||
// This is a model that uses some type of compressed Bones. We don't want to uncompress every bone for each rendered frame
|
||||
// over and over again, we'll uncompress it in this function already, so we must adjust the size of the target md4.
|
||||
if(pinmodel->ofsFrames < 0)
|
||||
{
|
||||
// mdrFrame_t is larger than mdrCompFrame_t:
|
||||
size += pinmodel->numFrames * sizeof(frame->name);
|
||||
// now add enough space for the uncompressed bones.
|
||||
size += pinmodel->numFrames * pinmodel->numBones * ((sizeof(mdrBone_t) - sizeof(mdrCompBone_t)));
|
||||
}
|
||||
|
||||
mod->dataSize += size;
|
||||
mod->md4 = mdr = ri.Hunk_Alloc( size, h_low );
|
||||
|
||||
// Copy all the values over from the file and fix endian issues in the process, if necessary.
|
||||
|
||||
mdr->ident = LittleLong(pinmodel->ident);
|
||||
mdr->version = pinmodel->version; // Don't need to swap byte order on this one, we already did above.
|
||||
Q_strncpyz(mdr->name, pinmodel->name, sizeof(mdr->name));
|
||||
mdr->numFrames = pinmodel->numFrames;
|
||||
mdr->numBones = pinmodel->numBones;
|
||||
mdr->numLODs = LittleLong(pinmodel->numLODs);
|
||||
mdr->numTags = LittleLong(pinmodel->numTags);
|
||||
// We don't care about offset values, we'll generate them ourselves while loading.
|
||||
|
||||
mod->numLods = mdr->numLODs;
|
||||
|
||||
if ( mdr->numFrames < 1 )
|
||||
{
|
||||
ri.Printf(PRINT_WARNING, "R_LoadMDR: %s has no frames\n", mod_name);
|
||||
return qfalse;
|
||||
}
|
||||
|
||||
/* The first frame will be put into the first free space after the header */
|
||||
frame = (mdrFrame_t *)(mdr + 1);
|
||||
mdr->ofsFrames = (int)((byte *) frame - (byte *) mdr);
|
||||
|
||||
if (pinmodel->ofsFrames < 0)
|
||||
{
|
||||
mdrCompFrame_t *cframe;
|
||||
|
||||
// compressed model...
|
||||
cframe = (mdrCompFrame_t *)((byte *) pinmodel - pinmodel->ofsFrames);
|
||||
|
||||
for(i = 0; i < mdr->numFrames; i++)
|
||||
{
|
||||
for(j = 0; j < 3; j++)
|
||||
{
|
||||
frame->bounds[0][j] = LittleFloat(cframe->bounds[0][j]);
|
||||
frame->bounds[1][j] = LittleFloat(cframe->bounds[1][j]);
|
||||
frame->localOrigin[j] = LittleFloat(cframe->localOrigin[j]);
|
||||
}
|
||||
|
||||
frame->radius = LittleFloat(cframe->radius);
|
||||
frame->name[0] = '\0'; // No name supplied in the compressed version.
|
||||
|
||||
for(j = 0; j < mdr->numBones; j++)
|
||||
{
|
||||
for(k = 0; k < (sizeof(cframe->bones[j].Comp) / 2); k++)
|
||||
{
|
||||
// Do swapping for the uncompressing functions. They seem to use shorts
|
||||
// values only, so I assume this will work. Never tested it on other
|
||||
// platforms, though.
|
||||
|
||||
((unsigned short *)(cframe->bones[j].Comp))[k] =
|
||||
LittleShort( ((unsigned short *)(cframe->bones[j].Comp))[k] );
|
||||
}
|
||||
|
||||
/* Now do the actual uncompressing */
|
||||
MC_UnCompress(frame->bones[j].matrix, cframe->bones[j].Comp);
|
||||
}
|
||||
|
||||
// Next Frame...
|
||||
cframe = (mdrCompFrame_t *) &cframe->bones[j];
|
||||
frame = (mdrFrame_t *) &frame->bones[j];
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
mdrFrame_t *curframe;
|
||||
|
||||
// uncompressed model...
|
||||
//
|
||||
|
||||
curframe = (mdrFrame_t *)((byte *) pinmodel + pinmodel->ofsFrames);
|
||||
|
||||
// swap all the frames
|
||||
for ( i = 0 ; i < mdr->numFrames ; i++)
|
||||
{
|
||||
for(j = 0; j < 3; j++)
|
||||
{
|
||||
frame->bounds[0][j] = LittleFloat(curframe->bounds[0][j]);
|
||||
frame->bounds[1][j] = LittleFloat(curframe->bounds[1][j]);
|
||||
frame->localOrigin[j] = LittleFloat(curframe->localOrigin[j]);
|
||||
}
|
||||
|
||||
frame->radius = LittleFloat(curframe->radius);
|
||||
Q_strncpyz(frame->name, curframe->name, sizeof(frame->name));
|
||||
|
||||
for (j = 0; j < (int) (mdr->numBones * sizeof(mdrBone_t) / 4); j++)
|
||||
{
|
||||
((float *)frame->bones)[j] = LittleFloat( ((float *)curframe->bones)[j] );
|
||||
}
|
||||
|
||||
curframe++;
|
||||
frame++;
|
||||
}
|
||||
}
|
||||
|
||||
// frame should now point to the first free address after all frames.
|
||||
lod = (mdrLOD_t *) frame;
|
||||
mdr->ofsLODs = (int) ((byte *) lod - (byte *)mdr);
|
||||
|
||||
curlod = (mdrLOD_t *)((byte *) pinmodel + LittleLong(pinmodel->ofsLODs));
|
||||
|
||||
// swap all the LOD's
|
||||
for ( l = 0 ; l < mdr->numLODs ; l++)
|
||||
{
|
||||
lod->numSurfaces = LittleLong(curlod->numSurfaces);
|
||||
|
||||
// swap all the surfaces
|
||||
surf = (mdrSurface_t *) (lod + 1);
|
||||
lod->ofsSurfaces = (int)((byte *) surf - (byte *) lod);
|
||||
cursurf = (mdrSurface_t *) ((byte *)curlod + LittleLong(curlod->ofsSurfaces));
|
||||
|
||||
for ( i = 0 ; i < lod->numSurfaces ; i++) {
|
||||
// first do some copying stuff
|
||||
|
||||
surf->ident = SF_MDR;
|
||||
Q_strncpyz(surf->name, cursurf->name, sizeof(surf->name));
|
||||
Q_strncpyz(surf->shader, cursurf->shader, sizeof(surf->shader));
|
||||
|
||||
surf->ofsHeader = (byte *) mdr - (byte *) surf;
|
||||
|
||||
surf->numVerts = LittleLong(cursurf->numVerts);
|
||||
surf->numTriangles = LittleLong(cursurf->numTriangles);
|
||||
// numBoneReferences and BoneReferences generally seem to be unused
|
||||
|
||||
// now do the checks that may fail.
|
||||
if ( surf->numVerts > SHADER_MAX_VERTEXES )
|
||||
{
|
||||
ri.Printf(PRINT_WARNING, "R_LoadMDR: %s has more than %i verts on a surface (%i)",
|
||||
mod_name, SHADER_MAX_VERTEXES, surf->numVerts );
|
||||
return qfalse;
|
||||
}
|
||||
if ( surf->numTriangles*3 > SHADER_MAX_INDEXES )
|
||||
{
|
||||
ri.Printf(PRINT_WARNING, "R_LoadMDR: %s has more than %i triangles on a surface (%i)",
|
||||
mod_name, SHADER_MAX_INDEXES / 3, surf->numTriangles );
|
||||
return qfalse;
|
||||
}
|
||||
// lowercase the surface name so skin compares are faster
|
||||
Q_strlwr( surf->name );
|
||||
|
||||
// register the shaders
|
||||
sh = R_FindShader(surf->shader, LIGHTMAP_NONE, qtrue);
|
||||
if ( sh->defaultShader ) {
|
||||
surf->shaderIndex = 0;
|
||||
} else {
|
||||
surf->shaderIndex = sh->index;
|
||||
}
|
||||
|
||||
// now copy the vertexes.
|
||||
v = (mdrVertex_t *) (surf + 1);
|
||||
surf->ofsVerts = (int)((byte *) v - (byte *) surf);
|
||||
curv = (mdrVertex_t *) ((byte *)cursurf + LittleLong(cursurf->ofsVerts));
|
||||
|
||||
for(j = 0; j < surf->numVerts; j++)
|
||||
{
|
||||
v->normal[0] = LittleFloat(curv->normal[0]);
|
||||
v->normal[1] = LittleFloat(curv->normal[1]);
|
||||
v->normal[2] = LittleFloat(curv->normal[2]);
|
||||
|
||||
v->texCoords[0] = LittleFloat(curv->texCoords[0]);
|
||||
v->texCoords[1] = LittleFloat(curv->texCoords[1]);
|
||||
|
||||
v->numWeights = LittleLong(curv->numWeights);
|
||||
weight = &v->weights[0];
|
||||
curweight = &curv->weights[0];
|
||||
|
||||
// Now copy all the weights
|
||||
for(k = 0; k < v->numWeights; k++)
|
||||
{
|
||||
weight->boneIndex = LittleLong(curweight->boneIndex);
|
||||
weight->boneWeight = LittleFloat(curweight->boneWeight);
|
||||
|
||||
weight->offset[0] = LittleFloat(curweight->offset[0]);
|
||||
weight->offset[1] = LittleFloat(curweight->offset[1]);
|
||||
weight->offset[2] = LittleFloat(curweight->offset[2]);
|
||||
|
||||
weight++;
|
||||
curweight++;
|
||||
}
|
||||
|
||||
v = (mdrVertex_t *) weight;
|
||||
curv = (mdrVertex_t *) curweight;
|
||||
}
|
||||
|
||||
// we know the offset to the triangles now:
|
||||
tri = (mdrTriangle_t *) v;
|
||||
surf->ofsTriangles = (int)((byte *) tri - (byte *) surf);
|
||||
curtri = (mdrTriangle_t *)((byte *) cursurf + LittleLong(cursurf->ofsTriangles));
|
||||
|
||||
for(j = 0; j < surf->numTriangles; j++)
|
||||
{
|
||||
tri->indexes[0] = curtri->indexes[0];
|
||||
tri->indexes[1] = curtri->indexes[1];
|
||||
tri->indexes[2] = curtri->indexes[2];
|
||||
|
||||
tri++;
|
||||
curtri++;
|
||||
}
|
||||
|
||||
// tri and curtri now point to the end of their surfaces.
|
||||
surf->ofsEnd = (byte *) tri - (byte *) surf;
|
||||
|
||||
// find the next surface
|
||||
surf = (mdrSurface_t *) tri;
|
||||
cursurf = (mdrSurface_t *) curtri;
|
||||
}
|
||||
|
||||
// surf points to the next lod now.
|
||||
lod->ofsEnd = (int)((byte *) surf - (byte *) lod);
|
||||
|
||||
lod = (mdrLOD_t *) surf;
|
||||
curlod = (mdrLOD_t *) cursurf;
|
||||
}
|
||||
|
||||
// lod points to the first tag now, so update the offset too.
|
||||
tag = (mdrTag_t *) lod;
|
||||
mdr->ofsTags = (int)((byte *) tag - (byte *) mdr);
|
||||
curtag = (mdrTag_t *) ((byte *)pinmodel + LittleLong(pinmodel->ofsTags));
|
||||
|
||||
for (i = 0 ; i < mdr->numTags ; i++)
|
||||
{
|
||||
tag->boneIndex = LittleLong(curtag->boneIndex);
|
||||
Q_strncpyz(tag->name, curtag->name, sizeof(tag->name));
|
||||
|
||||
tag++;
|
||||
curtag++;
|
||||
}
|
||||
|
||||
// And finally we know the offset to the end.
|
||||
mdr->ofsEnd = (int)((byte *) tag - (byte *) mdr);
|
||||
|
||||
// phew! we're done.
|
||||
|
||||
return qtrue;
|
||||
}
|
||||
#endif
|
||||
|
||||
/*
|
||||
=================
|
||||
R_LoadMD4
|
||||
=================
|
||||
*/
|
||||
|
||||
static qboolean R_LoadMD4( model_t *mod, void *buffer, const char *mod_name ) {
|
||||
int i, j, k, lodindex;
|
||||
md4Header_t *pinmodel, *md4;
|
||||
|
@ -399,7 +731,7 @@ static qboolean R_LoadMD4( model_t *mod, void *buffer, const char *mod_name ) {
|
|||
mod->dataSize += size;
|
||||
md4 = mod->md4 = ri.Hunk_Alloc( size, h_low );
|
||||
|
||||
Com_Memcpy( md4, buffer, LittleLong(pinmodel->ofsEnd) );
|
||||
Com_Memcpy(md4, buffer, size);
|
||||
|
||||
LL(md4->ident);
|
||||
LL(md4->version);
|
||||
|
@ -408,7 +740,7 @@ static qboolean R_LoadMD4( model_t *mod, void *buffer, const char *mod_name ) {
|
|||
LL(md4->numLODs);
|
||||
LL(md4->ofsFrames);
|
||||
LL(md4->ofsLODs);
|
||||
LL(md4->ofsEnd);
|
||||
md4->ofsEnd = size;
|
||||
|
||||
if ( md4->numFrames < 1 ) {
|
||||
ri.Printf( PRINT_WARNING, "R_LoadMD4: %s has no frames\n", mod_name );
|
||||
|
@ -520,7 +852,6 @@ static qboolean R_LoadMD4( model_t *mod, void *buffer, const char *mod_name ) {
|
|||
|
||||
|
||||
|
||||
|
||||
//=============================================================================
|
||||
|
||||
/*
|
||||
|
@ -624,6 +955,59 @@ static md3Tag_t *R_GetTag( md3Header_t *mod, int frame, const char *tagName ) {
|
|||
return NULL;
|
||||
}
|
||||
|
||||
#ifdef RAVENMD4
|
||||
void R_GetAnimTag( mdrHeader_t *mod, int framenum, const char *tagName, md3Tag_t * dest)
|
||||
{
|
||||
int i;
|
||||
int frameSize;
|
||||
mdrFrame_t *frame;
|
||||
mdrTag_t *tag;
|
||||
|
||||
if ( framenum >= mod->numFrames )
|
||||
{
|
||||
// it is possible to have a bad frame while changing models, so don't error
|
||||
framenum = mod->numFrames - 1;
|
||||
}
|
||||
|
||||
tag = (mdrTag_t *)((byte *)mod + mod->ofsTags);
|
||||
for ( i = 0 ; i < mod->numTags ; i++, tag++ )
|
||||
{
|
||||
if ( !strcmp( tag->name, tagName ) )
|
||||
{
|
||||
Q_strncpyz(dest->name, tag->name, sizeof(dest->name));
|
||||
|
||||
// uncompressed model...
|
||||
//
|
||||
frameSize = (long)( &((mdrFrame_t *)0)->bones[ mod->numBones ] );
|
||||
frame = (mdrFrame_t *)((byte *)mod + mod->ofsFrames + framenum * frameSize );
|
||||
#if 1
|
||||
VectorCopy(&frame->bones[tag->boneIndex].matrix[0][0], dest->axis[0] );
|
||||
VectorCopy(&frame->bones[tag->boneIndex].matrix[1][0], dest->axis[1] );
|
||||
VectorCopy(&frame->bones[tag->boneIndex].matrix[2][0], dest->axis[2] );
|
||||
#else
|
||||
{
|
||||
int j,k;
|
||||
for (j=0;j<3;j++)
|
||||
{
|
||||
for (k=0;k<3;k++)
|
||||
dest->axis[j][k]=frame->bones[tag->boneIndex].matrix[k][j];
|
||||
}
|
||||
}
|
||||
#endif
|
||||
dest->origin[0]=frame->bones[tag->boneIndex].matrix[0][3];
|
||||
dest->origin[1]=frame->bones[tag->boneIndex].matrix[1][3];
|
||||
dest->origin[2]=frame->bones[tag->boneIndex].matrix[2][3];
|
||||
|
||||
return;
|
||||
}
|
||||
}
|
||||
|
||||
AxisClear( dest->axis );
|
||||
VectorClear( dest->origin );
|
||||
strcpy(dest->name,"");
|
||||
}
|
||||
#endif
|
||||
|
||||
/*
|
||||
================
|
||||
R_LerpTag
|
||||
|
@ -632,25 +1016,45 @@ R_LerpTag
|
|||
int R_LerpTag( orientation_t *tag, qhandle_t handle, int startFrame, int endFrame,
|
||||
float frac, const char *tagName ) {
|
||||
md3Tag_t *start, *end;
|
||||
#ifdef RAVENMD4
|
||||
md3Tag_t start_space, end_space;
|
||||
#endif
|
||||
int i;
|
||||
float frontLerp, backLerp;
|
||||
model_t *model;
|
||||
|
||||
model = R_GetModelByHandle( handle );
|
||||
if ( !model->md3[0] ) {
|
||||
AxisClear( tag->axis );
|
||||
VectorClear( tag->origin );
|
||||
return qfalse;
|
||||
}
|
||||
if ( !model->md3[0] )
|
||||
{
|
||||
#ifdef RAVENMD4
|
||||
if(model->md4)
|
||||
{
|
||||
start = &start_space;
|
||||
end = &end_space;
|
||||
R_GetAnimTag((mdrHeader_t *) model->md4, startFrame, tagName, start);
|
||||
R_GetAnimTag((mdrHeader_t *) model->md4, endFrame, tagName, end);
|
||||
}
|
||||
else
|
||||
#endif
|
||||
{
|
||||
|
||||
start = R_GetTag( model->md3[0], startFrame, tagName );
|
||||
end = R_GetTag( model->md3[0], endFrame, tagName );
|
||||
if ( !start || !end ) {
|
||||
AxisClear( tag->axis );
|
||||
VectorClear( tag->origin );
|
||||
return qfalse;
|
||||
}
|
||||
AxisClear( tag->axis );
|
||||
VectorClear( tag->origin );
|
||||
return qfalse;
|
||||
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
start = R_GetTag( model->md3[0], startFrame, tagName );
|
||||
end = R_GetTag( model->md3[0], endFrame, tagName );
|
||||
if ( !start || !end ) {
|
||||
AxisClear( tag->axis );
|
||||
VectorClear( tag->origin );
|
||||
return qfalse;
|
||||
}
|
||||
}
|
||||
|
||||
frontLerp = frac;
|
||||
backLerp = 1.0f - frac;
|
||||
|
||||
|
@ -698,3 +1102,4 @@ void R_ModelBounds( qhandle_t handle, vec3_t mins, vec3_t maxs ) {
|
|||
VectorCopy( frame->bounds[0], mins );
|
||||
VectorCopy( frame->bounds[1], maxs );
|
||||
}
|
||||
|
||||
|
|
|
@ -2746,7 +2746,6 @@ qhandle_t RE_RegisterShaderNoMip( const char *name ) {
|
|||
return sh->index;
|
||||
}
|
||||
|
||||
|
||||
/*
|
||||
====================
|
||||
R_GetShaderByHandle
|
||||
|
|
|
@ -1208,11 +1208,14 @@ void (*rb_surfaceTable[SF_NUM_SURFACE_TYPES])( void *) = {
|
|||
(void(*)(void*))RB_SurfaceSkip, // SF_SKIP,
|
||||
(void(*)(void*))RB_SurfaceFace, // SF_FACE,
|
||||
(void(*)(void*))RB_SurfaceGrid, // SF_GRID,
|
||||
(void(*)(void*))RB_SurfaceTriangles, // SF_TRIANGLES,
|
||||
(void(*)(void*))RB_SurfacePolychain, // SF_POLY,
|
||||
(void(*)(void*))RB_SurfaceTriangles, // SF_TRIANGLES,
|
||||
(void(*)(void*))RB_SurfacePolychain, // SF_POLY,
|
||||
(void(*)(void*))RB_SurfaceMesh, // SF_MD3,
|
||||
(void(*)(void*))RB_SurfaceAnim, // SF_MD4,
|
||||
#ifdef RAVENMD4
|
||||
(void(*)(void*))RB_MDRSurfaceAnim, // SF_MDR,
|
||||
#endif
|
||||
(void(*)(void*))RB_SurfaceFlare, // SF_FLARE,
|
||||
(void(*)(void*))RB_SurfaceEntity, // SF_ENTITY
|
||||
(void(*)(void*))RB_SurfaceDisplayList // SF_DISPLAY_LIST
|
||||
(void(*)(void*))RB_SurfaceDisplayList // SF_DISPLAY_LIST
|
||||
};
|
||||
|
|
Loading…
Reference in a new issue