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https://github.com/ioquake/ioq3.git
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4eaebe4a31
* Introduced Q3_BIG_ENDIAN and Q3_LITTLE_ENDIAN #defines * Changed some stricmp to Q_stricmp so that #define stricmp strcasecmp could be removed
1105 lines
29 KiB
C
1105 lines
29 KiB
C
/*
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===========================================================================
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Copyright (C) 1999-2005 Id Software, Inc.
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This file is part of Quake III Arena source code.
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Quake III Arena source code is free software; you can redistribute it
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and/or modify it under the terms of the GNU General Public License as
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published by the Free Software Foundation; either version 2 of the License,
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or (at your option) any later version.
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Quake III Arena source code is distributed in the hope that it will be
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useful, but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with Quake III Arena source code; if not, write to the Free Software
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Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
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===========================================================================
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*/
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// tr_models.c -- model loading and caching
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#include "tr_local.h"
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#define LL(x) x=LittleLong(x)
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static qboolean R_LoadMD3 (model_t *mod, int lod, void *buffer, const char *name );
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static qboolean R_LoadMD4 (model_t *mod, void *buffer, const char *name );
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#ifdef RAVENMD4
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static qboolean R_LoadMDR (model_t *mod, void *buffer, int filesize, const char *name );
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#endif
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model_t *loadmodel;
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/*
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** R_GetModelByHandle
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*/
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model_t *R_GetModelByHandle( qhandle_t index ) {
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model_t *mod;
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// out of range gets the defualt model
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if ( index < 1 || index >= tr.numModels ) {
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return tr.models[0];
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}
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mod = tr.models[index];
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return mod;
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}
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//===============================================================================
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/*
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** R_AllocModel
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*/
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model_t *R_AllocModel( void ) {
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model_t *mod;
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if ( tr.numModels == MAX_MOD_KNOWN ) {
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return NULL;
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}
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mod = ri.Hunk_Alloc( sizeof( *tr.models[tr.numModels] ), h_low );
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mod->index = tr.numModels;
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tr.models[tr.numModels] = mod;
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tr.numModels++;
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return mod;
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}
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/*
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====================
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RE_RegisterModel
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Loads in a model for the given name
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Zero will be returned if the model fails to load.
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An entry will be retained for failed models as an
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optimization to prevent disk rescanning if they are
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asked for again.
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====================
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*/
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qhandle_t RE_RegisterModel( const char *name ) {
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model_t *mod;
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unsigned *buf;
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int lod;
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int ident;
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qboolean loaded = qfalse;
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qhandle_t hModel;
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int numLoaded;
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char *fext, defex[] = "md3", filename[MAX_QPATH], namebuf[MAX_QPATH+20];
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if ( !name || !name[0] ) {
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ri.Printf( PRINT_ALL, "RE_RegisterModel: NULL name\n" );
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return 0;
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}
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if ( strlen( name ) >= MAX_QPATH ) {
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Com_Printf( "Model name exceeds MAX_QPATH\n" );
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return 0;
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}
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//
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// search the currently loaded models
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//
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for ( hModel = 1 ; hModel < tr.numModels; hModel++ ) {
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mod = tr.models[hModel];
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if ( !strcmp( mod->name, name ) ) {
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if( mod->type == MOD_BAD ) {
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return 0;
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}
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return hModel;
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}
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}
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// allocate a new model_t
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if ( ( mod = R_AllocModel() ) == NULL ) {
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ri.Printf( PRINT_WARNING, "RE_RegisterModel: R_AllocModel() failed for '%s'\n", name);
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return 0;
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}
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// only set the name after the model has been successfully loaded
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Q_strncpyz( mod->name, name, sizeof( mod->name ) );
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// make sure the render thread is stopped
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R_SyncRenderThread();
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mod->numLods = 0;
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//
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// load the files
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//
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numLoaded = 0;
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strcpy(filename, name);
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fext = strchr(filename, '.');
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if(!fext)
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fext = defex;
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else
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{
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*fext = '\0';
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fext++;
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}
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#ifdef RAVENMD4
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if(!Q_stricmp(fext, "mdr"))
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{
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int filesize;
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filesize = ri.FS_ReadFile(name, (void **) &buf);
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if(!buf)
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{
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ri.Printf (PRINT_WARNING,"RE_RegisterModel: couldn't load %s\n", name);
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mod->type = MOD_BAD;
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return 0;
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}
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ident = LittleLong(*(unsigned *)buf);
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if(ident == MDR_IDENT)
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loaded = R_LoadMDR(mod, buf, filesize, name);
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ri.FS_FreeFile (buf);
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if(!loaded)
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{
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ri.Printf(PRINT_WARNING,"RE_RegisterModel: couldn't load mdr file %s\n", name);
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mod->type = MOD_BAD;
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return 0;
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}
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return mod->index;
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}
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#endif
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fext = defex;
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for ( lod = MD3_MAX_LODS - 1 ; lod >= 0 ; lod-- ) {
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if ( lod )
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Com_sprintf(namebuf, sizeof(namebuf), "%s_%d.%s", filename, lod, fext);
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else
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Com_sprintf(namebuf, sizeof(namebuf), "%s.%s", filename, fext);
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ri.FS_ReadFile( namebuf, (void **)&buf );
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if ( !buf ) {
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continue;
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}
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loadmodel = mod;
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ident = LittleLong(*(unsigned *)buf);
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if ( ident == MD4_IDENT ) {
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loaded = R_LoadMD4( mod, buf, name );
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} else {
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if ( ident != MD3_IDENT ) {
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ri.Printf (PRINT_WARNING,"RE_RegisterModel: unknown fileid for %s\n", name);
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goto fail;
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}
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loaded = R_LoadMD3( mod, lod, buf, name );
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}
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ri.FS_FreeFile (buf);
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if ( !loaded ) {
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if ( lod == 0 ) {
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goto fail;
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} else {
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break;
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}
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} else {
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mod->numLods++;
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numLoaded++;
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// if we have a valid model and are biased
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// so that we won't see any higher detail ones,
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// stop loading them
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// if ( lod <= r_lodbias->integer ) {
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// break;
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// }
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}
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}
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if ( numLoaded ) {
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// duplicate into higher lod spots that weren't
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// loaded, in case the user changes r_lodbias on the fly
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for ( lod-- ; lod >= 0 ; lod-- ) {
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mod->numLods++;
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mod->md3[lod] = mod->md3[lod+1];
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}
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return mod->index;
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}
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#ifdef _DEBUG
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else {
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ri.Printf (PRINT_WARNING,"RE_RegisterModel: couldn't load %s\n", name);
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}
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#endif
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fail:
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// we still keep the model_t around, so if the model name is asked for
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// again, we won't bother scanning the filesystem
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mod->type = MOD_BAD;
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return 0;
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}
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/*
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=================
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R_LoadMD3
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=================
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*/
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static qboolean R_LoadMD3 (model_t *mod, int lod, void *buffer, const char *mod_name ) {
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int i, j;
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md3Header_t *pinmodel;
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md3Frame_t *frame;
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md3Surface_t *surf;
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md3Shader_t *shader;
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md3Triangle_t *tri;
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md3St_t *st;
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md3XyzNormal_t *xyz;
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md3Tag_t *tag;
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int version;
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int size;
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pinmodel = (md3Header_t *)buffer;
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version = LittleLong (pinmodel->version);
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if (version != MD3_VERSION) {
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ri.Printf( PRINT_WARNING, "R_LoadMD3: %s has wrong version (%i should be %i)\n",
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mod_name, version, MD3_VERSION);
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return qfalse;
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}
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mod->type = MOD_MESH;
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size = LittleLong(pinmodel->ofsEnd);
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mod->dataSize += size;
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mod->md3[lod] = ri.Hunk_Alloc( size, h_low );
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Com_Memcpy (mod->md3[lod], buffer, LittleLong(pinmodel->ofsEnd) );
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LL(mod->md3[lod]->ident);
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LL(mod->md3[lod]->version);
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LL(mod->md3[lod]->numFrames);
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LL(mod->md3[lod]->numTags);
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LL(mod->md3[lod]->numSurfaces);
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LL(mod->md3[lod]->ofsFrames);
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LL(mod->md3[lod]->ofsTags);
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LL(mod->md3[lod]->ofsSurfaces);
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LL(mod->md3[lod]->ofsEnd);
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if ( mod->md3[lod]->numFrames < 1 ) {
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ri.Printf( PRINT_WARNING, "R_LoadMD3: %s has no frames\n", mod_name );
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return qfalse;
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}
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// swap all the frames
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frame = (md3Frame_t *) ( (byte *)mod->md3[lod] + mod->md3[lod]->ofsFrames );
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for ( i = 0 ; i < mod->md3[lod]->numFrames ; i++, frame++) {
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frame->radius = LittleFloat( frame->radius );
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for ( j = 0 ; j < 3 ; j++ ) {
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frame->bounds[0][j] = LittleFloat( frame->bounds[0][j] );
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frame->bounds[1][j] = LittleFloat( frame->bounds[1][j] );
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frame->localOrigin[j] = LittleFloat( frame->localOrigin[j] );
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}
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}
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// swap all the tags
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tag = (md3Tag_t *) ( (byte *)mod->md3[lod] + mod->md3[lod]->ofsTags );
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for ( i = 0 ; i < mod->md3[lod]->numTags * mod->md3[lod]->numFrames ; i++, tag++) {
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for ( j = 0 ; j < 3 ; j++ ) {
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tag->origin[j] = LittleFloat( tag->origin[j] );
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tag->axis[0][j] = LittleFloat( tag->axis[0][j] );
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tag->axis[1][j] = LittleFloat( tag->axis[1][j] );
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tag->axis[2][j] = LittleFloat( tag->axis[2][j] );
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}
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}
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// swap all the surfaces
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surf = (md3Surface_t *) ( (byte *)mod->md3[lod] + mod->md3[lod]->ofsSurfaces );
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for ( i = 0 ; i < mod->md3[lod]->numSurfaces ; i++) {
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LL(surf->ident);
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LL(surf->flags);
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LL(surf->numFrames);
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LL(surf->numShaders);
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LL(surf->numTriangles);
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LL(surf->ofsTriangles);
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LL(surf->numVerts);
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LL(surf->ofsShaders);
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LL(surf->ofsSt);
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LL(surf->ofsXyzNormals);
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LL(surf->ofsEnd);
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if ( surf->numVerts > SHADER_MAX_VERTEXES ) {
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ri.Error (ERR_DROP, "R_LoadMD3: %s has more than %i verts on a surface (%i)",
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mod_name, SHADER_MAX_VERTEXES, surf->numVerts );
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}
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if ( surf->numTriangles*3 > SHADER_MAX_INDEXES ) {
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ri.Error (ERR_DROP, "R_LoadMD3: %s has more than %i triangles on a surface (%i)",
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mod_name, SHADER_MAX_INDEXES / 3, surf->numTriangles );
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}
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// change to surface identifier
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surf->ident = SF_MD3;
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// lowercase the surface name so skin compares are faster
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Q_strlwr( surf->name );
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// strip off a trailing _1 or _2
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// this is a crutch for q3data being a mess
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j = strlen( surf->name );
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if ( j > 2 && surf->name[j-2] == '_' ) {
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surf->name[j-2] = 0;
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}
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// register the shaders
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shader = (md3Shader_t *) ( (byte *)surf + surf->ofsShaders );
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for ( j = 0 ; j < surf->numShaders ; j++, shader++ ) {
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shader_t *sh;
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sh = R_FindShader( shader->name, LIGHTMAP_NONE, qtrue );
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if ( sh->defaultShader ) {
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shader->shaderIndex = 0;
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} else {
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shader->shaderIndex = sh->index;
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}
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}
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// swap all the triangles
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tri = (md3Triangle_t *) ( (byte *)surf + surf->ofsTriangles );
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for ( j = 0 ; j < surf->numTriangles ; j++, tri++ ) {
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LL(tri->indexes[0]);
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LL(tri->indexes[1]);
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LL(tri->indexes[2]);
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}
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// swap all the ST
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st = (md3St_t *) ( (byte *)surf + surf->ofsSt );
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for ( j = 0 ; j < surf->numVerts ; j++, st++ ) {
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st->st[0] = LittleFloat( st->st[0] );
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st->st[1] = LittleFloat( st->st[1] );
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}
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// swap all the XyzNormals
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xyz = (md3XyzNormal_t *) ( (byte *)surf + surf->ofsXyzNormals );
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for ( j = 0 ; j < surf->numVerts * surf->numFrames ; j++, xyz++ )
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{
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xyz->xyz[0] = LittleShort( xyz->xyz[0] );
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xyz->xyz[1] = LittleShort( xyz->xyz[1] );
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xyz->xyz[2] = LittleShort( xyz->xyz[2] );
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xyz->normal = LittleShort( xyz->normal );
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}
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// find the next surface
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surf = (md3Surface_t *)( (byte *)surf + surf->ofsEnd );
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}
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return qtrue;
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}
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/*
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=================
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R_LoadMDR
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=================
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*/
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#ifdef RAVENMD4
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static qboolean R_LoadMDR( model_t *mod, void *buffer, int filesize, const char *mod_name )
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{
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int i, j, k, l;
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mdrHeader_t *pinmodel, *mdr;
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mdrFrame_t *frame;
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mdrLOD_t *lod, *curlod;
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mdrSurface_t *surf, *cursurf;
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mdrTriangle_t *tri, *curtri;
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mdrVertex_t *v, *curv;
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mdrWeight_t *weight, *curweight;
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mdrTag_t *tag, *curtag;
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int size;
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shader_t *sh;
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pinmodel = (mdrHeader_t *)buffer;
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pinmodel->version = LittleLong(pinmodel->version);
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if (pinmodel->version != MDR_VERSION)
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{
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ri.Printf(PRINT_WARNING, "R_LoadMDR: %s has wrong version (%i should be %i)\n", mod_name, pinmodel->version, MDR_VERSION);
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return qfalse;
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}
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size = LittleLong(pinmodel->ofsEnd);
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if(size > filesize)
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{
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ri.Printf(PRINT_WARNING, "R_LoadMDR: Header of %s is broken. Wrong filesize declared!\n", mod_name);
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return qfalse;
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}
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mod->type = MOD_MDR;
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pinmodel->numFrames = LittleLong(pinmodel->numFrames);
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pinmodel->numBones = LittleLong(pinmodel->numBones);
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pinmodel->ofsFrames = LittleLong(pinmodel->ofsFrames);
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// This is a model that uses some type of compressed Bones. We don't want to uncompress every bone for each rendered frame
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// over and over again, we'll uncompress it in this function already, so we must adjust the size of the target md4.
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if(pinmodel->ofsFrames < 0)
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{
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// mdrFrame_t is larger than mdrCompFrame_t:
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size += pinmodel->numFrames * sizeof(frame->name);
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// now add enough space for the uncompressed bones.
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size += pinmodel->numFrames * pinmodel->numBones * ((sizeof(mdrBone_t) - sizeof(mdrCompBone_t)));
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}
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|
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mod->dataSize += size;
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mod->md4 = mdr = ri.Hunk_Alloc( size, h_low );
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|
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// Copy all the values over from the file and fix endian issues in the process, if necessary.
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|
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mdr->ident = LittleLong(pinmodel->ident);
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mdr->version = pinmodel->version; // Don't need to swap byte order on this one, we already did above.
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Q_strncpyz(mdr->name, pinmodel->name, sizeof(mdr->name));
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mdr->numFrames = pinmodel->numFrames;
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mdr->numBones = pinmodel->numBones;
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mdr->numLODs = LittleLong(pinmodel->numLODs);
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mdr->numTags = LittleLong(pinmodel->numTags);
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// We don't care about offset values, we'll generate them ourselves while loading.
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|
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mod->numLods = mdr->numLODs;
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|
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if ( mdr->numFrames < 1 )
|
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{
|
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ri.Printf(PRINT_WARNING, "R_LoadMDR: %s has no frames\n", mod_name);
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return qfalse;
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}
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|
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/* The first frame will be put into the first free space after the header */
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frame = (mdrFrame_t *)(mdr + 1);
|
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mdr->ofsFrames = (int)((byte *) frame - (byte *) mdr);
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|
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if (pinmodel->ofsFrames < 0)
|
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{
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mdrCompFrame_t *cframe;
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|
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// compressed model...
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cframe = (mdrCompFrame_t *)((byte *) pinmodel - pinmodel->ofsFrames);
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|
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for(i = 0; i < mdr->numFrames; i++)
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{
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for(j = 0; j < 3; j++)
|
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{
|
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frame->bounds[0][j] = LittleFloat(cframe->bounds[0][j]);
|
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frame->bounds[1][j] = LittleFloat(cframe->bounds[1][j]);
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frame->localOrigin[j] = LittleFloat(cframe->localOrigin[j]);
|
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}
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|
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frame->radius = LittleFloat(cframe->radius);
|
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frame->name[0] = '\0'; // No name supplied in the compressed version.
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|
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for(j = 0; j < mdr->numBones; j++)
|
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{
|
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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;
|
|
md4Frame_t *frame;
|
|
md4LOD_t *lod;
|
|
md4Surface_t *surf;
|
|
md4Triangle_t *tri;
|
|
md4Vertex_t *v;
|
|
int version;
|
|
int size;
|
|
shader_t *sh;
|
|
int frameSize;
|
|
|
|
pinmodel = (md4Header_t *)buffer;
|
|
|
|
version = LittleLong (pinmodel->version);
|
|
if (version != MD4_VERSION) {
|
|
ri.Printf( PRINT_WARNING, "R_LoadMD4: %s has wrong version (%i should be %i)\n",
|
|
mod_name, version, MD4_VERSION);
|
|
return qfalse;
|
|
}
|
|
|
|
mod->type = MOD_MD4;
|
|
size = LittleLong(pinmodel->ofsEnd);
|
|
mod->dataSize += size;
|
|
md4 = mod->md4 = ri.Hunk_Alloc( size, h_low );
|
|
|
|
Com_Memcpy(md4, buffer, size);
|
|
|
|
LL(md4->ident);
|
|
LL(md4->version);
|
|
LL(md4->numFrames);
|
|
LL(md4->numBones);
|
|
LL(md4->numLODs);
|
|
LL(md4->ofsFrames);
|
|
LL(md4->ofsLODs);
|
|
md4->ofsEnd = size;
|
|
|
|
if ( md4->numFrames < 1 ) {
|
|
ri.Printf( PRINT_WARNING, "R_LoadMD4: %s has no frames\n", mod_name );
|
|
return qfalse;
|
|
}
|
|
|
|
// we don't need to swap tags in the renderer, they aren't used
|
|
|
|
// swap all the frames
|
|
frameSize = (size_t)( &((md4Frame_t *)0)->bones[ md4->numBones ] );
|
|
for ( i = 0 ; i < md4->numFrames ; i++, frame++) {
|
|
frame = (md4Frame_t *) ( (byte *)md4 + md4->ofsFrames + i * frameSize );
|
|
frame->radius = LittleFloat( frame->radius );
|
|
for ( j = 0 ; j < 3 ; j++ ) {
|
|
frame->bounds[0][j] = LittleFloat( frame->bounds[0][j] );
|
|
frame->bounds[1][j] = LittleFloat( frame->bounds[1][j] );
|
|
frame->localOrigin[j] = LittleFloat( frame->localOrigin[j] );
|
|
}
|
|
for ( j = 0 ; j < md4->numBones * sizeof( md4Bone_t ) / 4 ; j++ ) {
|
|
((float *)frame->bones)[j] = LittleFloat( ((float *)frame->bones)[j] );
|
|
}
|
|
}
|
|
|
|
// swap all the LOD's
|
|
lod = (md4LOD_t *) ( (byte *)md4 + md4->ofsLODs );
|
|
for ( lodindex = 0 ; lodindex < md4->numLODs ; lodindex++ ) {
|
|
|
|
// swap all the surfaces
|
|
surf = (md4Surface_t *) ( (byte *)lod + lod->ofsSurfaces );
|
|
for ( i = 0 ; i < lod->numSurfaces ; i++) {
|
|
LL(surf->ident);
|
|
LL(surf->numTriangles);
|
|
LL(surf->ofsTriangles);
|
|
LL(surf->numVerts);
|
|
LL(surf->ofsVerts);
|
|
LL(surf->ofsEnd);
|
|
|
|
if ( surf->numVerts > SHADER_MAX_VERTEXES ) {
|
|
ri.Error (ERR_DROP, "R_LoadMD3: %s has more than %i verts on a surface (%i)",
|
|
mod_name, SHADER_MAX_VERTEXES, surf->numVerts );
|
|
}
|
|
if ( surf->numTriangles*3 > SHADER_MAX_INDEXES ) {
|
|
ri.Error (ERR_DROP, "R_LoadMD3: %s has more than %i triangles on a surface (%i)",
|
|
mod_name, SHADER_MAX_INDEXES / 3, surf->numTriangles );
|
|
}
|
|
|
|
// change to surface identifier
|
|
surf->ident = SF_MD4;
|
|
|
|
// 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;
|
|
}
|
|
|
|
// swap all the triangles
|
|
tri = (md4Triangle_t *) ( (byte *)surf + surf->ofsTriangles );
|
|
for ( j = 0 ; j < surf->numTriangles ; j++, tri++ ) {
|
|
LL(tri->indexes[0]);
|
|
LL(tri->indexes[1]);
|
|
LL(tri->indexes[2]);
|
|
}
|
|
|
|
// swap all the vertexes
|
|
// FIXME
|
|
// This makes TFC's skeletons work. Shouldn't be necessary anymore, but left
|
|
// in for reference.
|
|
//v = (md4Vertex_t *) ( (byte *)surf + surf->ofsVerts + 12);
|
|
v = (md4Vertex_t *) ( (byte *)surf + surf->ofsVerts);
|
|
for ( j = 0 ; j < surf->numVerts ; j++ ) {
|
|
v->normal[0] = LittleFloat( v->normal[0] );
|
|
v->normal[1] = LittleFloat( v->normal[1] );
|
|
v->normal[2] = LittleFloat( v->normal[2] );
|
|
|
|
v->texCoords[0] = LittleFloat( v->texCoords[0] );
|
|
v->texCoords[1] = LittleFloat( v->texCoords[1] );
|
|
|
|
v->numWeights = LittleLong( v->numWeights );
|
|
|
|
for ( k = 0 ; k < v->numWeights ; k++ ) {
|
|
v->weights[k].boneIndex = LittleLong( v->weights[k].boneIndex );
|
|
v->weights[k].boneWeight = LittleFloat( v->weights[k].boneWeight );
|
|
v->weights[k].offset[0] = LittleFloat( v->weights[k].offset[0] );
|
|
v->weights[k].offset[1] = LittleFloat( v->weights[k].offset[1] );
|
|
v->weights[k].offset[2] = LittleFloat( v->weights[k].offset[2] );
|
|
}
|
|
// FIXME
|
|
// This makes TFC's skeletons work. Shouldn't be necessary anymore, but left
|
|
// in for reference.
|
|
//v = (md4Vertex_t *)( ( byte * )&v->weights[v->numWeights] + 12 );
|
|
v = (md4Vertex_t *)( ( byte * )&v->weights[v->numWeights]);
|
|
}
|
|
|
|
// find the next surface
|
|
surf = (md4Surface_t *)( (byte *)surf + surf->ofsEnd );
|
|
}
|
|
|
|
// find the next LOD
|
|
lod = (md4LOD_t *)( (byte *)lod + lod->ofsEnd );
|
|
}
|
|
|
|
return qtrue;
|
|
}
|
|
|
|
|
|
|
|
//=============================================================================
|
|
|
|
/*
|
|
** RE_BeginRegistration
|
|
*/
|
|
void RE_BeginRegistration( glconfig_t *glconfigOut ) {
|
|
|
|
R_Init();
|
|
|
|
*glconfigOut = glConfig;
|
|
|
|
R_SyncRenderThread();
|
|
|
|
tr.viewCluster = -1; // force markleafs to regenerate
|
|
R_ClearFlares();
|
|
RE_ClearScene();
|
|
|
|
tr.registered = qtrue;
|
|
|
|
// NOTE: this sucks, for some reason the first stretch pic is never drawn
|
|
// without this we'd see a white flash on a level load because the very
|
|
// first time the level shot would not be drawn
|
|
RE_StretchPic(0, 0, 0, 0, 0, 0, 1, 1, 0);
|
|
}
|
|
|
|
//=============================================================================
|
|
|
|
/*
|
|
===============
|
|
R_ModelInit
|
|
===============
|
|
*/
|
|
void R_ModelInit( void ) {
|
|
model_t *mod;
|
|
|
|
// leave a space for NULL model
|
|
tr.numModels = 0;
|
|
|
|
mod = R_AllocModel();
|
|
mod->type = MOD_BAD;
|
|
}
|
|
|
|
|
|
/*
|
|
================
|
|
R_Modellist_f
|
|
================
|
|
*/
|
|
void R_Modellist_f( void ) {
|
|
int i, j;
|
|
model_t *mod;
|
|
int total;
|
|
int lods;
|
|
|
|
total = 0;
|
|
for ( i = 1 ; i < tr.numModels; i++ ) {
|
|
mod = tr.models[i];
|
|
lods = 1;
|
|
for ( j = 1 ; j < MD3_MAX_LODS ; j++ ) {
|
|
if ( mod->md3[j] && mod->md3[j] != mod->md3[j-1] ) {
|
|
lods++;
|
|
}
|
|
}
|
|
ri.Printf( PRINT_ALL, "%8i : (%i) %s\n",mod->dataSize, lods, mod->name );
|
|
total += mod->dataSize;
|
|
}
|
|
ri.Printf( PRINT_ALL, "%8i : Total models\n", total );
|
|
|
|
#if 0 // not working right with new hunk
|
|
if ( tr.world ) {
|
|
ri.Printf( PRINT_ALL, "\n%8i : %s\n", tr.world->dataSize, tr.world->name );
|
|
}
|
|
#endif
|
|
}
|
|
|
|
|
|
//=============================================================================
|
|
|
|
|
|
/*
|
|
================
|
|
R_GetTag
|
|
================
|
|
*/
|
|
static md3Tag_t *R_GetTag( md3Header_t *mod, int frame, const char *tagName ) {
|
|
md3Tag_t *tag;
|
|
int i;
|
|
|
|
if ( frame >= mod->numFrames ) {
|
|
// it is possible to have a bad frame while changing models, so don't error
|
|
frame = mod->numFrames - 1;
|
|
}
|
|
|
|
tag = (md3Tag_t *)((byte *)mod + mod->ofsTags) + frame * mod->numTags;
|
|
for ( i = 0 ; i < mod->numTags ; i++, tag++ ) {
|
|
if ( !strcmp( tag->name, tagName ) ) {
|
|
return tag; // found it
|
|
}
|
|
}
|
|
|
|
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
|
|
|
|
/*
|
|
================
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R_LerpTag
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================
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*/
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int R_LerpTag( orientation_t *tag, qhandle_t handle, int startFrame, int endFrame,
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float frac, const char *tagName ) {
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md3Tag_t *start, *end;
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#ifdef RAVENMD4
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md3Tag_t start_space, end_space;
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#endif
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int i;
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float frontLerp, backLerp;
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model_t *model;
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model = R_GetModelByHandle( handle );
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if ( !model->md3[0] )
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{
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#ifdef RAVENMD4
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if(model->md4)
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{
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start = &start_space;
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end = &end_space;
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R_GetAnimTag((mdrHeader_t *) model->md4, startFrame, tagName, start);
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R_GetAnimTag((mdrHeader_t *) model->md4, endFrame, tagName, end);
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}
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else
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#endif
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{
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AxisClear( tag->axis );
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VectorClear( tag->origin );
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return qfalse;
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}
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}
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else
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{
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start = R_GetTag( model->md3[0], startFrame, tagName );
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end = R_GetTag( model->md3[0], endFrame, tagName );
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if ( !start || !end ) {
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AxisClear( tag->axis );
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VectorClear( tag->origin );
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return qfalse;
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}
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}
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frontLerp = frac;
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backLerp = 1.0f - frac;
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for ( i = 0 ; i < 3 ; i++ ) {
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tag->origin[i] = start->origin[i] * backLerp + end->origin[i] * frontLerp;
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tag->axis[0][i] = start->axis[0][i] * backLerp + end->axis[0][i] * frontLerp;
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tag->axis[1][i] = start->axis[1][i] * backLerp + end->axis[1][i] * frontLerp;
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tag->axis[2][i] = start->axis[2][i] * backLerp + end->axis[2][i] * frontLerp;
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}
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VectorNormalize( tag->axis[0] );
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VectorNormalize( tag->axis[1] );
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VectorNormalize( tag->axis[2] );
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return qtrue;
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}
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/*
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====================
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R_ModelBounds
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====================
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*/
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void R_ModelBounds( qhandle_t handle, vec3_t mins, vec3_t maxs ) {
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model_t *model;
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md3Header_t *header;
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md3Frame_t *frame;
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model = R_GetModelByHandle( handle );
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if ( model->bmodel ) {
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VectorCopy( model->bmodel->bounds[0], mins );
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VectorCopy( model->bmodel->bounds[1], maxs );
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return;
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}
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if ( !model->md3[0] ) {
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VectorClear( mins );
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VectorClear( maxs );
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return;
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}
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header = model->md3[0];
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frame = (md3Frame_t *)( (byte *)header + header->ofsFrames );
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VectorCopy( frame->bounds[0], mins );
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VectorCopy( frame->bounds[1], maxs );
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}
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