jedi-academy/code/renderer/tr_ghoul2.cpp

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2013-04-19 02:52:48 +00:00
// leave this as first line for PCH reasons...
//
#include "../server/exe_headers.h"
#include "../client/client.h" //FIXME!! EVIL - just include the definitions needed
#include "../client/vmachine.h"
#ifdef _XBOX
#include "../qcommon/miniheap.h"
#endif
#if !defined(TR_LOCAL_H)
#include "tr_local.h"
#endif
#include "matcomp.h"
2013-04-19 02:52:48 +00:00
#if !defined(_QCOMMON_H_)
#include "../qcommon/qcommon.h"
#endif
#if !defined(G2_H_INC)
#include "../ghoul2/G2.h"
#endif
#ifdef _G2_GORE
#include "../ghoul2/ghoul2_gore.h"
#endif
#ifdef VV_LIGHTING
#include "tr_lightmanager.h"
#endif
#define LL(x) x=LittleLong(x)
#ifdef G2_PERFORMANCE_ANALYSIS
#include "../qcommon/timing.h"
timing_c G2PerformanceTimer_RB_SurfaceGhoul;
int G2PerformanceCounter_G2_TransformGhoulBones = 0;
int G2Time_RB_SurfaceGhoul = 0;
void G2Time_ResetTimers(void)
{
G2Time_RB_SurfaceGhoul = 0;
G2PerformanceCounter_G2_TransformGhoulBones = 0;
}
void G2Time_ReportTimers(void)
{
Com_Printf("\n---------------------------------\nRB_SurfaceGhoul: %i\nTransformGhoulBones calls: %i\n---------------------------------\n\n",
G2Time_RB_SurfaceGhoul,
G2PerformanceCounter_G2_TransformGhoulBones
);
}
#endif
//rww - RAGDOLL_BEGIN
#include <float.h>
2013-04-19 02:52:48 +00:00
//rww - RAGDOLL_END
extern cvar_t *r_Ghoul2UnSqash;
extern cvar_t *r_Ghoul2AnimSmooth;
extern cvar_t *r_Ghoul2NoLerp;
extern cvar_t *r_Ghoul2NoBlend;
extern cvar_t *r_Ghoul2UnSqashAfterSmooth;
bool HackadelicOnClient=false; // means this is a render traversal
// I hate doing this, but this is the simplest way to get this into the routines it needs to be
mdxaBone_t worldMatrix;
mdxaBone_t worldMatrixInv;
#ifdef _G2_GORE
qhandle_t goreShader=-1;
#endif
const static mdxaBone_t identityMatrix =
{
0.0f, -1.0f, 0.0f, 0.0f,
1.0f, 0.0f, 0.0f, 0.0f,
0.0f, 0.0f, 1.0f, 0.0f
};
class CTransformBone
{
public:
#ifdef _XBOX
float renderMatrix[16];
#endif
//rww - RAGDOLL_BEGIN
int touchRender;
//rww - RAGDOLL_END
mdxaBone_t boneMatrix; //final matrix
int parent; // only set once
int touch; // for minimal recalculation
#ifdef _XBOX
// This shouldn't be done like this. use declspec(aligned)?!
int pad[1]; // must be 16-byte aligned!
#endif
CTransformBone()
{
touch=0;
//rww - RAGDOLL_BEGIN
touchRender = 0;
//rww - RAGDOLL_END
}
};
struct SBoneCalc
{
int newFrame;
int currentFrame;
float backlerp;
float blendFrame;
int blendOldFrame;
bool blendMode;
float blendLerp;
};
class CBoneCache;
void G2_TransformBone(int index,CBoneCache &CB);
class CBoneCache
{
void SetRenderMatrix(CTransformBone *bone)
{
#ifdef _XBOX
float *src = bone->boneMatrix.matrix[0];
float *dst = bone->renderMatrix;
dst[0] = src[0];
dst[1] = src[4];
dst[2] = src[8];
dst[3] = 0;
dst[4] = src[1];
dst[5] = src[5];
dst[6] = src[9];
dst[7] = 0;
dst[8] = src[2];
dst[9] = src[6];
dst[10] = src[10];
dst[11] = 0;
dst[12] = src[3];
dst[13] = src[7];
dst[14] = src[11];
dst[15] = 1;
#endif
}
void EvalLow(int index)
{
assert(index>=0&&index<mNumBones);
if (mFinalBones[index].touch!=mCurrentTouch)
{
// need to evaluate the bone
assert((mFinalBones[index].parent>=0&&mFinalBones[index].parent<mNumBones)||(index==0&&mFinalBones[index].parent==-1));
if (mFinalBones[index].parent>=0)
{
EvalLow(mFinalBones[index].parent); // make sure parent is evaluated
SBoneCalc &par=mBones[mFinalBones[index].parent];
mBones[index].newFrame=par.newFrame;
mBones[index].currentFrame=par.currentFrame;
mBones[index].backlerp=par.backlerp;
mBones[index].blendFrame=par.blendFrame;
mBones[index].blendOldFrame=par.blendOldFrame;
mBones[index].blendMode=par.blendMode;
mBones[index].blendLerp=par.blendLerp;
}
G2_TransformBone(index,*this);
SetRenderMatrix(mFinalBones + index);
mFinalBones[index].touch=mCurrentTouch;
}
}
//rww - RAGDOLL_BEGIN
void SmoothLow(int index)
{
if (mSmoothBones[index].touch==mLastTouch)
{
int i;
float *oldM=&mSmoothBones[index].boneMatrix.matrix[0][0];
float *newM=&mFinalBones[index].boneMatrix.matrix[0][0];
for (i=0;i<12;i++,oldM++,newM++)
{
*oldM=mSmoothFactor*(*oldM-*newM)+*newM;
}
}
else
{
memcpy(&mSmoothBones[index].boneMatrix,&mFinalBones[index].boneMatrix,sizeof(mdxaBone_t));
}
mdxaSkelOffsets_t *offsets = (mdxaSkelOffsets_t *)((byte *)header + sizeof(mdxaHeader_t));
mdxaSkel_t *skel = (mdxaSkel_t *)((byte *)header + sizeof(mdxaHeader_t) + offsets->offsets[index]);
mdxaBone_t tempMatrix;
Multiply_3x4Matrix(&tempMatrix,&mSmoothBones[index].boneMatrix, &skel->BasePoseMat);
float maxl;
maxl=VectorLength(&skel->BasePoseMat.matrix[0][0]);
VectorNormalize(&tempMatrix.matrix[0][0]);
VectorNormalize(&tempMatrix.matrix[1][0]);
VectorNormalize(&tempMatrix.matrix[2][0]);
VectorScale(&tempMatrix.matrix[0][0],maxl,&tempMatrix.matrix[0][0]);
VectorScale(&tempMatrix.matrix[1][0],maxl,&tempMatrix.matrix[1][0]);
VectorScale(&tempMatrix.matrix[2][0],maxl,&tempMatrix.matrix[2][0]);
Multiply_3x4Matrix(&mSmoothBones[index].boneMatrix,&tempMatrix,&skel->BasePoseMatInv);
// Added by BTO (VV) - I hope this is right.
SetRenderMatrix(mSmoothBones + index);
mSmoothBones[index].touch=mCurrentTouch;
#ifdef _DEBUG
for ( int i = 0; i < 3; i++ )
{
for ( int j = 0; j < 4; j++ )
{
assert( !_isnan(mSmoothBones[index].boneMatrix.matrix[i][j]));
}
}
#endif// _DEBUG
}
//rww - RAGDOLL_END
public:
int frameSize;
const mdxaHeader_t *header;
const model_t *mod;
// these are split for better cpu cache behavior
SBoneCalc *mBones;
CTransformBone *mFinalBones;
CTransformBone *mSmoothBones; // for render smoothing
mdxaSkel_t **mSkels;
int mNumBones;
boneInfo_v *rootBoneList;
mdxaBone_t rootMatrix;
int incomingTime;
int mCurrentTouch;
//rww - RAGDOLL_BEGIN
int mCurrentTouchRender;
int mLastTouch;
int mLastLastTouch;
//rww - RAGDOLL_END
// for render smoothing
bool mSmoothingActive;
bool mUnsquash;
float mSmoothFactor;
// int mWraithID; // this is just used for debug prints, can use it for any int of interest in JK2
CBoneCache(const model_t *amod,const mdxaHeader_t *aheader) :
mod(amod),
header(aheader)
{
assert(amod);
assert(aheader);
mSmoothingActive=false;
mUnsquash=false;
mSmoothFactor=0.0f;
mNumBones = header->numBones;
mBones = new SBoneCalc[mNumBones];
mFinalBones = (CTransformBone*)Z_Malloc(sizeof(CTransformBone) * mNumBones, TAG_GHOUL2, qtrue, 16);
mSmoothBones = (CTransformBone*)Z_Malloc(sizeof(CTransformBone) * mNumBones, TAG_GHOUL2, qtrue, 16);
mSkels = new mdxaSkel_t*[mNumBones];
mdxaSkelOffsets_t *offsets;
mdxaSkel_t *skel;
offsets = (mdxaSkelOffsets_t *)((byte *)header + sizeof(mdxaHeader_t));
int i;
for (i=0;i<mNumBones;i++)
{
skel = (mdxaSkel_t *)((byte *)header + sizeof(mdxaHeader_t) + offsets->offsets[i]);
mSkels[i]=skel;
mFinalBones[i].parent=skel->parent;
}
mCurrentTouch=3;
//rww - RAGDOLL_BEGIN
mLastTouch=2;
mLastLastTouch=1;
//rww - RAGDOLL_END
}
~CBoneCache ()
{
delete [] mBones;
// Alignment
Z_Free(mFinalBones);
Z_Free(mSmoothBones);
delete [] mSkels;
}
SBoneCalc &Root()
{
assert(mNumBones);
return mBones[0];
}
const mdxaBone_t &EvalUnsmooth(int index)
{
EvalLow(index);
if (mSmoothingActive&&mSmoothBones[index].touch)
{
return mSmoothBones[index].boneMatrix;
}
return mFinalBones[index].boneMatrix;
}
const mdxaBone_t &Eval(int index)
{
/*
bool wasEval=EvalLow(index);
if (mSmoothingActive)
{
if (mSmoothBones[index].touch!=incomingTime||wasEval)
{
float dif=float(incomingTime)-float(mSmoothBones[index].touch);
if (mSmoothBones[index].touch&&dif<300.0f)
{
if (dif<16.0f) // 60 fps
{
dif=16.0f;
}
if (dif>100.0f) // 10 fps
{
dif=100.0f;
}
float f=1.0f-pow(1.0f-mSmoothFactor,16.0f/dif);
int i;
float *oldM=&mSmoothBones[index].boneMatrix.matrix[0][0];
float *newM=&mFinalBones[index].boneMatrix.matrix[0][0];
for (i=0;i<12;i++,oldM++,newM++)
{
*oldM=f*(*oldM-*newM)+*newM;
}
if (mUnsquash)
{
mdxaBone_t tempMatrix;
Multiply_3x4Matrix(&tempMatrix,&mSmoothBones[index].boneMatrix, &mSkels[index]->BasePoseMat);
float maxl;
maxl=VectorLength(&mSkels[index]->BasePoseMat.matrix[0][0]);
VectorNormalizeFast(&tempMatrix.matrix[0][0]);
VectorNormalizeFast(&tempMatrix.matrix[1][0]);
VectorNormalizeFast(&tempMatrix.matrix[2][0]);
VectorScale(&tempMatrix.matrix[0][0],maxl,&tempMatrix.matrix[0][0]);
VectorScale(&tempMatrix.matrix[1][0],maxl,&tempMatrix.matrix[1][0]);
VectorScale(&tempMatrix.matrix[2][0],maxl,&tempMatrix.matrix[2][0]);
Multiply_3x4Matrix(&mSmoothBones[index].boneMatrix,&tempMatrix,&mSkels[index]->BasePoseMatInv);
}
}
else
{
memcpy(&mSmoothBones[index].boneMatrix,&mFinalBones[index].boneMatrix,sizeof(mdxaBone_t));
}
SetRenderMatrix(mSmoothBones + index);
mSmoothBones[index].touch=incomingTime;
}
return mSmoothBones[index].boneMatrix;
}
return mFinalBones[index].boneMatrix;
*/
//all above is not necessary, smoothing is taken care of when we want to use smoothlow (only when evalrender)
assert(index>=0&&index<mNumBones);
if (mFinalBones[index].touch!=mCurrentTouch)
{
EvalLow(index);
}
return mFinalBones[index].boneMatrix;
}
//rww - RAGDOLL_BEGIN
const inline mdxaBone_t &EvalRender(int index)
{
assert(index>=0&&index<mNumBones);
if (mFinalBones[index].touch!=mCurrentTouch)
{
mFinalBones[index].touchRender=mCurrentTouchRender;
EvalLow(index);
}
if (mSmoothingActive)
{
if (mSmoothBones[index].touch!=mCurrentTouch)
{
SmoothLow(index);
}
return mSmoothBones[index].boneMatrix;
}
return mFinalBones[index].boneMatrix;
}
//rww - RAGDOLL_END
//rww - RAGDOLL_BEGIN
bool WasRendered(int index)
{
assert(index>=0&&index<mNumBones);
return mFinalBones[index].touchRender==mCurrentTouchRender;
}
int GetParent(int index)
{
if (index==0)
{
return -1;
}
assert(index>=0&&index<mNumBones);
return mFinalBones[index].parent;
}
//rww - RAGDOLL_END
// Added by BTO (VV) - This is probably broken
// Need to add in smoothing step?
CTransformBone *EvalFull(int index)
{
// Eval(index);
EvalRender(index);
if (mSmoothingActive)
{
return mSmoothBones + index;
}
return mFinalBones + index;
}
};
static inline float G2_GetVertBoneWeightNotSlow( const mdxmVertex_t *pVert, const int iWeightNum)
{
float fBoneWeight;
int iTemp = pVert->BoneWeightings[iWeightNum];
iTemp|= (pVert->uiNmWeightsAndBoneIndexes >> (iG2_BONEWEIGHT_TOPBITS_SHIFT+(iWeightNum*2)) ) & iG2_BONEWEIGHT_TOPBITS_AND;
fBoneWeight = fG2_BONEWEIGHT_RECIPROCAL_MULT * iTemp;
return fBoneWeight;
}
#ifdef _XBOX
static inline void VertTransform(float *out_vert, const float *mat, const float *in_vert)
{
__asm
{
push ESI
push EDI
push EAX
mov ESI, in_vert
mov EDI, out_vert
mov EAX, mat
movaps XMM4, [EAX + 0] // Load matrix columns
movaps XMM5, [EAX + 16]
movaps XMM6, [EAX + 32]
movaps XMM7, [EAX + 48]
movss XMM0, [ESI + 0] // Compute x * column 0
shufps XMM0, XMM0, 0x0
mulps XMM0, XMM4
movss XMM1, [ESI + 4] // Compute y * column 1
shufps XMM1, XMM1, 0x0
mulps XMM1, XMM5
movss XMM2, [ESI + 8] // Compute z * column 2
shufps XMM2, XMM2, 0x0
mulps XMM2, XMM6
addps XMM0, XMM1 // Add dot products
addps XMM0, XMM2
addps XMM0, XMM7 // Add translation
movaps [EDI], XMM0 // Store result
pop EAX
pop EDI
pop ESI
}
}
static inline void VertTransformSR(float *out_vert, const float *mat, const float *in_vert)
{
__asm
{
push ESI
push EDI
push EAX
mov ESI, in_vert
mov EDI, out_vert
mov EAX, mat
movaps XMM4, [EAX + 0] // Load matrix columns
movaps XMM5, [EAX + 16]
movaps XMM6, [EAX + 32]
movss XMM0, [ESI + 0] // Compute x * column 0
shufps XMM0, XMM0, 0x0
mulps XMM0, XMM4
movss XMM1, [ESI + 4] // Compute y * column 1
shufps XMM1, XMM1, 0x0
mulps XMM1, XMM5
movss XMM2, [ESI + 8] // Compute z * column 2
shufps XMM2, XMM2, 0x0
mulps XMM2, XMM6
addps XMM0, XMM1 // Add dot products
addps XMM0, XMM2
movaps [EDI], XMM0 // Store result
pop EAX
pop EDI
pop ESI
}
}
static inline void VertTransformWeighted(float *out_vert, const float *mat, const float *in_vert, const float *weight)
{
__asm
{
push ESI
push EDI
push EAX
push EDX
mov ESI, in_vert
mov EDI, out_vert
mov EAX, mat
mov EDX, weight
movaps XMM4, [EAX + 0] // Load matrix columns
movaps XMM5, [EAX + 16]
movaps XMM6, [EAX + 32]
movaps XMM7, [EAX + 48]
movss XMM0, [ESI + 0] // Compute x * column 0
shufps XMM0, XMM0, 0x0
mulps XMM0, XMM4
movss XMM1, [ESI + 4] // Compute y * column 1
shufps XMM1, XMM1, 0x0
mulps XMM1, XMM5
movss XMM2, [ESI + 8] // Compute z * column 2
shufps XMM2, XMM2, 0x0
mulps XMM2, XMM6
addps XMM0, XMM1 // Add dot products
addps XMM0, XMM2
addps XMM0, XMM7 // Add translation
movss XMM4, [EDX] // Weight the resulting vector
shufps XMM4, XMM4, 0x0
mulps XMM0, XMM4
movaps XMM5, [EDI] // Add the weighted vector to the current
addps XMM0, XMM5
movaps [EDI], XMM0 // Store result
pop EDX
pop EAX
pop EDI
pop ESI
}
}
static inline void VertTransformSRWeighted(float *out_vert, const float *mat, const float *in_vert, const float *weight)
{
__asm
{
push ESI
push EDI
push EAX
push EDX
mov ESI, in_vert
mov EDI, out_vert
mov EAX, mat
mov EDX, weight
movaps XMM4, [EAX + 0] // Load matrix columns
movaps XMM5, [EAX + 16]
movaps XMM6, [EAX + 32]
movss XMM0, [ESI + 0] // Compute x * column 0
shufps XMM0, XMM0, 0x0
mulps XMM0, XMM4
movss XMM1, [ESI + 4] // Compute y * column 1
shufps XMM1, XMM1, 0x0
mulps XMM1, XMM5
movss XMM2, [ESI + 8] // Compute z * column 2
shufps XMM2, XMM2, 0x0
mulps XMM2, XMM6
addps XMM0, XMM1 // Add dot products
addps XMM0, XMM2
movss XMM7, [EDX] // Weight the resulting vector
shufps XMM7, XMM7, 0x0
mulps XMM0, XMM7
movaps XMM4, [EDI] // Add the weighted vector to the current
addps XMM0, XMM4
movaps [EDI], XMM0 // Store result
pop EDX
pop EAX
pop EDI
pop ESI
}
}
static void TransformRenderSurface(const mdxmSurface_t *surf, CBoneCache *bones, shaderCommands_t *out)
{
const int *boneRefs = (int*) ((byte*)surf + surf->ofsBoneReferences);
int numVerts = surf->numVerts;
const mdxmVertex_t *vert = (mdxmVertex_t *) ((byte *)surf + surf->ofsVerts);
const mdxmVertexTexCoord_t *texCoord = (mdxmVertexTexCoord_t *) &vert[numVerts];
int boneIndex = -1;
const float *bone = NULL;
int baseVert = out->numVertexes;
while(numVerts--)
{
__declspec (align(16)) vec4_t vec;
__declspec (align(16)) vec4_t nrm;
#ifdef _XBOX
__declspec (align(16)) vec4_t tan;
Q_CastShort2FloatScale(&vec[0], &vert->vertCoords[0], 1.f / GLM_COMP_SIZE);
Q_CastShort2FloatScale(&vec[1], &vert->vertCoords[1], 1.f / GLM_COMP_SIZE);
Q_CastShort2FloatScale(&vec[2], &vert->vertCoords[2], 1.f / GLM_COMP_SIZE);
if(tess.shader->needsNormal || tess.dlightBits)
{
nrm[0] = (((vert->normal & 0x00FF0000) >> 16) - 128.f) / 127.0f;
nrm[1] = (((vert->normal & 0x0000FF00) >> 8) - 128.f) / 127.0f;
nrm[2] = (((vert->normal & 0x000000FF) >> 0) - 128.f) / 127.0f;
}
if(tess.shader->needsTangent || tess.dlightBits)
{
tan[0] = (((vert->tangent & 0x00FF0000) >> 16) - 128.f) / 127.0f;
tan[1] = (((vert->tangent & 0x0000FF00) >> 8) - 128.f) / 127.0f;
tan[2] = (((vert->tangent & 0x000000FF) >> 0) - 128.f) / 127.0f;
out->setTangents = true;
}
#else
VectorCopy(vert->vertCoords, vec);
VectorCopy(vert->normal, nrm);
#endif
const int numWeights = G2_GetVertWeights( vert );
if (numWeights == 1)
{
// Slightly faster single weight path
int index = G2_GetVertBoneIndex( vert, 0 );
if ( index != boneIndex )
{
CTransformBone *tbone = bones->EvalFull(boneRefs[index]);
bone = tbone->renderMatrix;
boneIndex = index;
}
VertTransform(out->xyz[baseVert], bone, vec);
#ifdef _XBOX
if(tess.shader->needsNormal || tess.dlightBits)
VertTransformSR(out->normal[baseVert], bone, nrm);
if(tess.shader->needsTangent || tess.dlightBits)
VertTransformSR(out->tangent[baseVert], bone, tan);
#else
VertTransformSR(out->normal[baseVert], bone, nrm);
#endif
}
else
{
// Multi-weight blending path
VectorClear( out->xyz[baseVert] );
// Special case for first weight, as it's the only one we use for the normals
boneIndex = G2_GetVertBoneIndex( vert, 0 );
CTransformBone *tbone = bones->EvalFull(boneRefs[boneIndex]);
bone = tbone->renderMatrix;
__declspec (align(16)) float weight = G2_GetVertBoneWeightNotSlow( vert, 0 );
VertTransformWeighted(out->xyz[baseVert], bone, vec, &weight);
#ifdef _XBOX
if(tess.shader->needsNormal || tess.dlightBits)
VertTransformSR(out->normal[baseVert], bone, nrm);
if(tess.shader->needsTangent || tess.dlightBits)
VertTransformSR(out->tangent[baseVert], bone, tan);
#else
VertTransformSR(out->normal[baseVert], bone, nrm);
#endif
for (int k = 1; k < numWeights; ++k)
{
boneIndex = G2_GetVertBoneIndex( vert, k );
tbone = bones->EvalFull(boneRefs[boneIndex]);
bone = tbone->renderMatrix;
weight = G2_GetVertBoneWeightNotSlow( vert, k );
VertTransformWeighted(out->xyz[baseVert], bone, vec, &weight);
}
}
#ifdef _XBOX
Q_CastShort2FloatScale(&out->texCoords[baseVert][0][0], &texCoord->texCoords[0], 1.f / GLM_COMP_SIZE);
Q_CastShort2FloatScale(&out->texCoords[baseVert][0][1], &texCoord->texCoords[1], 1.f / GLM_COMP_SIZE);
#else
out->texCoords[baseVert][0][0] = texCoord->texCoords[0];
out->texCoords[baseVert][0][1] = texCoord->texCoords[1];
#endif
++vert;
++texCoord;
++baseVert;
}
// VVFIXME - BTO - commented this out, as it's still being done in SurfaceGhoul now.
// Really, I ought to move the Gore surfacing in here.
// out->numVertexes += surf->numVerts;
}
static void TransformCollideSurface(const mdxmSurface_t *surf, CBoneCache *bones, vec3_t scale, float *out)
{
const int *boneRefs = (int*) ((byte*)surf + surf->ofsBoneReferences);
int numVerts = surf->numVerts;
const mdxmVertex_t *vert = (mdxmVertex_t *) ((byte *)surf + surf->ofsVerts);
const mdxmVertexTexCoord_t *texCoord = (mdxmVertexTexCoord_t *) &vert[numVerts];
int boneIndex = -1;
const float *bone = NULL;
#ifdef _XBOX
vec3_t scl;
scl[0] = scale[0] * 1.f / GLM_COMP_SIZE;
scl[1] = scale[1] * 1.f / GLM_COMP_SIZE;
scl[2] = scale[2] * 1.f / GLM_COMP_SIZE;
#endif
while(numVerts--)
{
__declspec (align(16)) vec4_t vec;
#ifdef _XBOX
Q_CastShort2FloatScale(&vec[0], &vert->vertCoords[0], scl[0]);
Q_CastShort2FloatScale(&vec[1], &vert->vertCoords[1], scl[1]);
Q_CastShort2FloatScale(&vec[2], &vert->vertCoords[2], scl[2]);
#else
VectorCopy(vert->vertCoords, vec);
#endif
const int numWeights = G2_GetVertWeights( vert );
if (numWeights == 1)
{
// Slightly faster single weight path
int index = G2_GetVertBoneIndex( vert, 0 );
if ( index != boneIndex )
{
CTransformBone *tbone = bones->EvalFull(boneRefs[index]);
bone = tbone->renderMatrix;
boneIndex = index;
}
__declspec (align(16)) vec4_t temp;
VertTransform(temp, bone, vec);
out[0] = temp[0];
out[1] = temp[1];
out[2] = temp[2];
}
else
{
// Multi-weight blending path
float totalWeight = 0.0f;
__declspec (align(16)) vec4_t temp;
temp[0] = 0;
temp[1] = 0;
temp[2] = 0;
for (int k = 0; k < numWeights; ++k)
{
boneIndex = G2_GetVertBoneIndex( vert, k );
CTransformBone *tbone = bones->EvalFull(boneRefs[boneIndex]);
bone = tbone->renderMatrix;
__declspec (align(16)) float weight =
G2_GetVertBoneWeight( vert, k, totalWeight, numWeights );
VertTransformWeighted(temp, bone, vec, &weight);
}
out[0] = temp[0];
out[1] = temp[1];
out[2] = temp[2];
}
#ifdef _XBOX
Q_CastShort2FloatScale(out + 3, &texCoord->texCoords[0], 1.f / GLM_COMP_SIZE);
Q_CastShort2FloatScale(out + 4, &texCoord->texCoords[1], 1.f / GLM_COMP_SIZE);
#else
out[3] = texCoord->texCoords[0];
out[4] = texCoord->texCoords[1];
#endif
++vert;
++texCoord;
out += 5;
}
}
void R_TransformEachSurface( const mdxmSurface_t *surface, vec3_t scale, CMiniHeap *G2VertSpace, int *TransformedVertsArray,CBoneCache *boneCache)
{
float *TransformedVerts;
// alloc some space for the transformed verts to get put in
TransformedVerts = (float *)G2VertSpace->MiniHeapAlloc(surface->numVerts * 5 * 4);
TransformedVertsArray[surface->thisSurfaceIndex] = (int)TransformedVerts;
if (!TransformedVerts)
{
assert(0);
Com_Error(ERR_DROP, "Ran out of transform space for Ghoul2 Models. Adjust MiniHeapSize in SV_SpawnServer.\n");
}
TransformCollideSurface(surface, boneCache, scale, TransformedVerts);
}
#endif
//rww - RAGDOLL_BEGIN
const mdxaHeader_t *G2_GetModA(CGhoul2Info &ghoul2)
{
if (!ghoul2.mBoneCache)
{
return 0;
}
CBoneCache &boneCache=*ghoul2.mBoneCache;
return boneCache.header;
}
int G2_GetBoneDependents(CGhoul2Info &ghoul2,int boneNum,int *tempDependents,int maxDep)
{
// fixme, these should be precomputed
if (!ghoul2.mBoneCache||!maxDep)
{
return 0;
}
CBoneCache &boneCache=*ghoul2.mBoneCache;
mdxaSkel_t *skel;
mdxaSkelOffsets_t *offsets;
offsets = (mdxaSkelOffsets_t *)((byte *)boneCache.header + sizeof(mdxaHeader_t));
skel = (mdxaSkel_t *)((byte *)boneCache.header + sizeof(mdxaHeader_t) + offsets->offsets[boneNum]);
int i;
int ret=0;
for (i=0;i<skel->numChildren;i++)
{
if (!maxDep)
{
return i; // number added
}
*tempDependents=skel->children[i];
assert(*tempDependents>0&&*tempDependents<boneCache.header->numBones);
maxDep--;
tempDependents++;
ret++;
}
for (i=0;i<skel->numChildren;i++)
{
int num=G2_GetBoneDependents(ghoul2,skel->children[i],tempDependents,maxDep);
tempDependents+=num;
ret+=num;
maxDep-=num;
assert(maxDep>=0);
if (!maxDep)
{
break;
}
}
return ret;
}
bool G2_WasBoneRendered(CGhoul2Info &ghoul2,int boneNum)
{
if (!ghoul2.mBoneCache)
{
return false;
}
CBoneCache &boneCache=*ghoul2.mBoneCache;
return boneCache.WasRendered(boneNum);
}
void G2_GetBoneBasepose(CGhoul2Info &ghoul2,int boneNum,mdxaBone_t *&retBasepose,mdxaBone_t *&retBaseposeInv)
{
if (!ghoul2.mBoneCache)
{
// yikes
retBasepose=const_cast<mdxaBone_t *>(&identityMatrix);
retBaseposeInv=const_cast<mdxaBone_t *>(&identityMatrix);
return;
}
assert(ghoul2.mBoneCache);
CBoneCache &boneCache=*ghoul2.mBoneCache;
assert(boneCache.mod);
assert(boneNum>=0&&boneNum<boneCache.header->numBones);
mdxaSkel_t *skel;
mdxaSkelOffsets_t *offsets;
offsets = (mdxaSkelOffsets_t *)((byte *)boneCache.header + sizeof(mdxaHeader_t));
skel = (mdxaSkel_t *)((byte *)boneCache.header + sizeof(mdxaHeader_t) + offsets->offsets[boneNum]);
retBasepose=&skel->BasePoseMat;
retBaseposeInv=&skel->BasePoseMatInv;
}
char *G2_GetBoneNameFromSkel(CGhoul2Info &ghoul2, int boneNum)
{
if (!ghoul2.mBoneCache)
{
return NULL;
}
CBoneCache &boneCache=*ghoul2.mBoneCache;
assert(boneCache.mod);
assert(boneNum>=0&&boneNum<boneCache.header->numBones);
mdxaSkel_t *skel;
mdxaSkelOffsets_t *offsets;
offsets = (mdxaSkelOffsets_t *)((byte *)boneCache.header + sizeof(mdxaHeader_t));
skel = (mdxaSkel_t *)((byte *)boneCache.header + sizeof(mdxaHeader_t) + offsets->offsets[boneNum]);
return skel->name;
}
void G2_RagGetBoneBasePoseMatrixLow(CGhoul2Info &ghoul2, int boneNum, mdxaBone_t &boneMatrix, mdxaBone_t &retMatrix, vec3_t scale)
{
assert(ghoul2.mBoneCache);
CBoneCache &boneCache=*ghoul2.mBoneCache;
assert(boneCache.mod);
assert(boneNum>=0&&boneNum<boneCache.header->numBones);
mdxaSkel_t *skel;
mdxaSkelOffsets_t *offsets;
offsets = (mdxaSkelOffsets_t *)((byte *)boneCache.header + sizeof(mdxaHeader_t));
skel = (mdxaSkel_t *)((byte *)boneCache.header + sizeof(mdxaHeader_t) + offsets->offsets[boneNum]);
Multiply_3x4Matrix(&retMatrix, &boneMatrix, &skel->BasePoseMat);
if (scale[0])
{
retMatrix.matrix[0][3] *= scale[0];
}
if (scale[1])
{
retMatrix.matrix[1][3] *= scale[1];
}
if (scale[2])
{
retMatrix.matrix[2][3] *= scale[2];
}
VectorNormalize((float*)&retMatrix.matrix[0]);
VectorNormalize((float*)&retMatrix.matrix[1]);
VectorNormalize((float*)&retMatrix.matrix[2]);
}
void G2_GetBoneMatrixLow(CGhoul2Info &ghoul2,int boneNum,const vec3_t scale,mdxaBone_t &retMatrix,mdxaBone_t *&retBasepose,mdxaBone_t *&retBaseposeInv)
{
if (!ghoul2.mBoneCache)
{
retMatrix=identityMatrix;
// yikes
retBasepose=const_cast<mdxaBone_t *>(&identityMatrix);
retBaseposeInv=const_cast<mdxaBone_t *>(&identityMatrix);
return;
}
mdxaBone_t bolt;
assert(ghoul2.mBoneCache);
CBoneCache &boneCache=*ghoul2.mBoneCache;
assert(boneCache.mod);
assert(boneNum>=0&&boneNum<boneCache.header->numBones);
mdxaSkel_t *skel;
mdxaSkelOffsets_t *offsets;
offsets = (mdxaSkelOffsets_t *)((byte *)boneCache.header + sizeof(mdxaHeader_t));
skel = (mdxaSkel_t *)((byte *)boneCache.header + sizeof(mdxaHeader_t) + offsets->offsets[boneNum]);
Multiply_3x4Matrix(&bolt, &boneCache.Eval(boneNum), &skel->BasePoseMat); // DEST FIRST ARG
retBasepose=&skel->BasePoseMat;
retBaseposeInv=&skel->BasePoseMatInv;
if (scale[0])
{
bolt.matrix[0][3] *= scale[0];
}
if (scale[1])
{
bolt.matrix[1][3] *= scale[1];
}
if (scale[2])
{
bolt.matrix[2][3] *= scale[2];
}
VectorNormalize((float*)&bolt.matrix[0]);
VectorNormalize((float*)&bolt.matrix[1]);
VectorNormalize((float*)&bolt.matrix[2]);
Multiply_3x4Matrix(&retMatrix,&worldMatrix, &bolt);
#ifdef _DEBUG
for ( int i = 0; i < 3; i++ )
{
for ( int j = 0; j < 4; j++ )
{
assert( !_isnan(retMatrix.matrix[i][j]));
}
}
#endif// _DEBUG
}
int G2_GetParentBoneMatrixLow(CGhoul2Info &ghoul2,int boneNum,const vec3_t scale,mdxaBone_t &retMatrix,mdxaBone_t *&retBasepose,mdxaBone_t *&retBaseposeInv)
{
int parent=-1;
if (ghoul2.mBoneCache)
{
CBoneCache &boneCache=*ghoul2.mBoneCache;
assert(boneCache.mod);
assert(boneNum>=0&&boneNum<boneCache.header->numBones);
parent=boneCache.GetParent(boneNum);
if (parent<0||parent>=boneCache.header->numBones)
{
parent=-1;
retMatrix=identityMatrix;
// yikes
retBasepose=const_cast<mdxaBone_t *>(&identityMatrix);
retBaseposeInv=const_cast<mdxaBone_t *>(&identityMatrix);
}
else
{
G2_GetBoneMatrixLow(ghoul2,parent,scale,retMatrix,retBasepose,retBaseposeInv);
}
}
return parent;
}
//rww - RAGDOLL_END
void RemoveBoneCache(CBoneCache *boneCache)
{
delete boneCache;
}
const mdxaBone_t &EvalBoneCache(int index,CBoneCache *boneCache)
{
assert(boneCache);
return boneCache->Eval(index);
}
class CRenderSurface
{
public:
int surfaceNum;
surfaceInfo_v &rootSList;
const shader_t *cust_shader;
int fogNum;
qboolean personalModel;
CBoneCache *boneCache;
int renderfx;
const skin_t *skin;
const model_t *currentModel;
int lod;
boltInfo_v &boltList;
#ifdef _G2_GORE
shader_t *gore_shader;
CGoreSet *gore_set;
#endif
CRenderSurface(
int initsurfaceNum,
surfaceInfo_v &initrootSList,
const shader_t *initcust_shader,
int initfogNum,
qboolean initpersonalModel,
CBoneCache *initboneCache,
int initrenderfx,
const skin_t *initskin,
const model_t *initcurrentModel,
int initlod,
#ifdef _G2_GORE
boltInfo_v &initboltList,
shader_t *initgore_shader,
CGoreSet *initgore_set):
#else
boltInfo_v &initboltList):
#endif
surfaceNum(initsurfaceNum),
rootSList(initrootSList),
cust_shader(initcust_shader),
fogNum(initfogNum),
personalModel(initpersonalModel),
boneCache(initboneCache),
renderfx(initrenderfx),
skin(initskin),
currentModel(initcurrentModel),
lod(initlod),
#ifdef _G2_GORE
boltList(initboltList),
gore_shader(initgore_shader),
gore_set(initgore_set)
#else
boltList(initboltList)
#endif
{}
};
#define MAX_RENDER_SURFACES (2048)
static CRenderableSurface RSStorage[MAX_RENDER_SURFACES];
static unsigned int NextRS=0;
CRenderableSurface *AllocRS()
{
CRenderableSurface *ret=&RSStorage[NextRS];
ret->Init();
NextRS++;
NextRS%=MAX_RENDER_SURFACES;
return ret;
}
/*
All bones should be an identity orientation to display the mesh exactly
as it is specified.
For all other frames, the bones represent the transformation from the
orientation of the bone in the base frame to the orientation in this
frame.
*/
/*
=============
R_ACullModel
=============
*/
static int R_GCullModel( trRefEntity_t *ent ) {
// scale the radius if need be
float largestScale = ent->e.modelScale[0];
if (ent->e.modelScale[1] > largestScale)
{
largestScale = ent->e.modelScale[1];
}
if (ent->e.modelScale[2] > largestScale)
{
largestScale = ent->e.modelScale[2];
}
if (!largestScale)
{
largestScale = 1;
}
// cull bounding sphere
switch ( R_CullLocalPointAndRadius( vec3_origin, ent->e.radius * largestScale) )
{
case CULL_OUT:
tr.pc.c_sphere_cull_md3_out++;
return CULL_OUT;
case CULL_IN:
tr.pc.c_sphere_cull_md3_in++;
return CULL_IN;
case CULL_CLIP:
tr.pc.c_sphere_cull_md3_clip++;
return CULL_IN;
}
return CULL_IN;
}
/*
=================
R_AComputeFogNum
=================
*/
static int R_GComputeFogNum( trRefEntity_t *ent ) {
int i;
fog_t *fog;
if ( tr.refdef.rdflags & RDF_NOWORLDMODEL ) {
return 0;
}
if ( tr.refdef.rdflags & RDF_doLAGoggles )
{
return tr.world->numfogs;
}
int partialFog = 0;
for ( i = 1 ; i < tr.world->numfogs ; i++ ) {
fog = &tr.world->fogs[i];
if ( ent->e.origin[0] - ent->e.radius >= fog->bounds[0][0]
&& ent->e.origin[0] + ent->e.radius <= fog->bounds[1][0]
&& ent->e.origin[1] - ent->e.radius >= fog->bounds[0][1]
&& ent->e.origin[1] + ent->e.radius <= fog->bounds[1][1]
&& ent->e.origin[2] - ent->e.radius >= fog->bounds[0][2]
&& ent->e.origin[2] + ent->e.radius <= fog->bounds[1][2] )
{//totally inside it
return i;
break;
}
if ( ( ent->e.origin[0] - ent->e.radius >= fog->bounds[0][0] && ent->e.origin[1] - ent->e.radius >= fog->bounds[0][1] && ent->e.origin[2] - ent->e.radius >= fog->bounds[0][2] &&
ent->e.origin[0] - ent->e.radius <= fog->bounds[1][0] && ent->e.origin[1] - ent->e.radius <= fog->bounds[1][1] && ent->e.origin[2] - ent->e.radius <= fog->bounds[1][2] ) ||
( ent->e.origin[0] + ent->e.radius >= fog->bounds[0][0] && ent->e.origin[1] + ent->e.radius >= fog->bounds[0][1] && ent->e.origin[2] + ent->e.radius >= fog->bounds[0][2] &&
ent->e.origin[0] + ent->e.radius <= fog->bounds[1][0] && ent->e.origin[1] + ent->e.radius <= fog->bounds[1][1] && ent->e.origin[2] + ent->e.radius <= fog->bounds[1][2] ) )
{//partially inside it
if ( tr.refdef.fogIndex == i || R_FogParmsMatch( tr.refdef.fogIndex, i ) )
{//take new one only if it's the same one that the viewpoint is in
return i;
break;
}
else if ( !partialFog )
{//first partialFog
partialFog = i;
}
}
}
//if nothing else, use the first partial fog you found
return partialFog;
}
// work out lod for this entity.
static int G2_ComputeLOD( trRefEntity_t *ent, const model_t *currentModel, int lodBias )
{
float flod, lodscale;
float projectedRadius;
int lod;
if ( currentModel->numLods < 2 )
{ // model has only 1 LOD level, skip computations and bias
return(0);
}
if (r_lodbias->integer > lodBias)
{
lodBias = r_lodbias->integer;
}
//**early out, it's going to be max lod
if (lodBias >= currentModel->numLods )
{
return currentModel->numLods - 1;
}
// scale the radius if need be
float largestScale = ent->e.modelScale[0];
if (ent->e.modelScale[1] > largestScale)
{
largestScale = ent->e.modelScale[1];
}
if (ent->e.modelScale[2] > largestScale)
{
largestScale = ent->e.modelScale[2];
}
if (!largestScale)
{
largestScale = 1;
}
if ( ( projectedRadius = ProjectRadius( 0.75*largestScale*ent->e.radius, ent->e.origin ) ) != 0 ) //we reduce the radius to make the LOD match other model types which use the actual bound box size
{
lodscale = r_lodscale->value;
if (lodscale > 20) lodscale = 20;
flod = 1.0f - projectedRadius * lodscale;
}
else
{
// object intersects near view plane, e.g. view weapon
flod = 0;
}
flod *= currentModel->numLods;
lod = myftol( flod );
if ( lod < 0 )
{
lod = 0;
}
else if ( lod >= currentModel->numLods )
{
lod = currentModel->numLods - 1;
}
lod += lodBias;
if ( lod >= currentModel->numLods )
lod = currentModel->numLods - 1;
if ( lod < 0 )
lod = 0;
return lod;
}
void Multiply_3x4Matrix(mdxaBone_t *out,const mdxaBone_t *in2,const mdxaBone_t *in)
{
// first row of out
out->matrix[0][0] = (in2->matrix[0][0] * in->matrix[0][0]) + (in2->matrix[0][1] * in->matrix[1][0]) + (in2->matrix[0][2] * in->matrix[2][0]);
out->matrix[0][1] = (in2->matrix[0][0] * in->matrix[0][1]) + (in2->matrix[0][1] * in->matrix[1][1]) + (in2->matrix[0][2] * in->matrix[2][1]);
out->matrix[0][2] = (in2->matrix[0][0] * in->matrix[0][2]) + (in2->matrix[0][1] * in->matrix[1][2]) + (in2->matrix[0][2] * in->matrix[2][2]);
out->matrix[0][3] = (in2->matrix[0][0] * in->matrix[0][3]) + (in2->matrix[0][1] * in->matrix[1][3]) + (in2->matrix[0][2] * in->matrix[2][3]) + in2->matrix[0][3];
// second row of outf out
out->matrix[1][0] = (in2->matrix[1][0] * in->matrix[0][0]) + (in2->matrix[1][1] * in->matrix[1][0]) + (in2->matrix[1][2] * in->matrix[2][0]);
out->matrix[1][1] = (in2->matrix[1][0] * in->matrix[0][1]) + (in2->matrix[1][1] * in->matrix[1][1]) + (in2->matrix[1][2] * in->matrix[2][1]);
out->matrix[1][2] = (in2->matrix[1][0] * in->matrix[0][2]) + (in2->matrix[1][1] * in->matrix[1][2]) + (in2->matrix[1][2] * in->matrix[2][2]);
out->matrix[1][3] = (in2->matrix[1][0] * in->matrix[0][3]) + (in2->matrix[1][1] * in->matrix[1][3]) + (in2->matrix[1][2] * in->matrix[2][3]) + in2->matrix[1][3];
// third row of out out
out->matrix[2][0] = (in2->matrix[2][0] * in->matrix[0][0]) + (in2->matrix[2][1] * in->matrix[1][0]) + (in2->matrix[2][2] * in->matrix[2][0]);
out->matrix[2][1] = (in2->matrix[2][0] * in->matrix[0][1]) + (in2->matrix[2][1] * in->matrix[1][1]) + (in2->matrix[2][2] * in->matrix[2][1]);
out->matrix[2][2] = (in2->matrix[2][0] * in->matrix[0][2]) + (in2->matrix[2][1] * in->matrix[1][2]) + (in2->matrix[2][2] * in->matrix[2][2]);
out->matrix[2][3] = (in2->matrix[2][0] * in->matrix[0][3]) + (in2->matrix[2][1] * in->matrix[1][3]) + (in2->matrix[2][2] * in->matrix[2][3]) + in2->matrix[2][3];
}
static int G2_GetBonePoolIndex( const mdxaHeader_t *pMDXAHeader, int iFrame, int iBone)
{
assert(iFrame>=0&&iFrame<pMDXAHeader->numFrames);
assert(iBone>=0&&iBone<pMDXAHeader->numBones);
const int iOffsetToIndex = (iFrame * pMDXAHeader->numBones * 3) + (iBone * 3);
mdxaIndex_t *pIndex = (mdxaIndex_t *) ((byte*) pMDXAHeader + pMDXAHeader->ofsFrames + iOffsetToIndex);
return pIndex->iIndex & 0x00FFFFFF; // this will cause problems for big-endian machines... ;-)
}
/*static inline*/ void UnCompressBone(float mat[3][4], int iBoneIndex, const mdxaHeader_t *pMDXAHeader, int iFrame)
{
mdxaCompQuatBone_t *pCompBonePool = (mdxaCompQuatBone_t *) ((byte *)pMDXAHeader + pMDXAHeader->ofsCompBonePool);
MC_UnCompressQuat(mat, pCompBonePool[ G2_GetBonePoolIndex( pMDXAHeader, iFrame, iBoneIndex ) ].Comp);
}
#define DEBUG_G2_TIMING (0)
#define DEBUG_G2_TIMING_RENDER_ONLY (1)
void G2_TimingModel(boneInfo_t &bone,int currentTime,int numFramesInFile,int &currentFrame,int &newFrame,float &lerp)
{
assert(bone.startFrame>=0);
assert(bone.startFrame<=numFramesInFile);
assert(bone.endFrame>=0);
assert(bone.endFrame<=numFramesInFile);
// yes - add in animation speed to current frame
float animSpeed = bone.animSpeed;
float time;
if (bone.pauseTime)
{
time = (bone.pauseTime - bone.startTime) / 50.0f;
}
else
{
time = (currentTime - bone.startTime) / 50.0f;
}
if (time<0.0f)
{
time=0.0f;
}
float newFrame_g = bone.startFrame + (time * animSpeed);
int animSize = bone.endFrame - bone.startFrame;
float endFrame = (float)bone.endFrame;
// we are supposed to be animating right?
if (animSize)
{
// did we run off the end?
if (((animSpeed > 0.0f) && (newFrame_g > endFrame - 1)) ||
((animSpeed < 0.0f) && (newFrame_g < endFrame+1)))
{
// yep - decide what to do
if (bone.flags & BONE_ANIM_OVERRIDE_LOOP)
{
// get our new animation frame back within the bounds of the animation set
if (animSpeed < 0.0f)
{
// we don't use this case, or so I am told
// if we do, let me know, I need to insure the mod works
// should we be creating a virtual frame?
if ((newFrame_g < endFrame+1) && (newFrame_g >= endFrame))
{
// now figure out what we are lerping between
// delta is the fraction between this frame and the next, since the new anim is always at a .0f;
lerp = float(endFrame+1)-newFrame_g;
// frames are easy to calculate
currentFrame = endFrame;
assert(currentFrame>=0&&currentFrame<numFramesInFile);
newFrame = bone.startFrame;
assert(newFrame>=0&&newFrame<numFramesInFile);
}
else
{
if (newFrame_g <= endFrame+1)
{
newFrame_g=endFrame+fmod(newFrame_g-endFrame,animSize)-animSize;
}
// now figure out what we are lerping between
// delta is the fraction between this frame and the next, since the new anim is always at a .0f;
lerp = (ceil(newFrame_g)-newFrame_g);
// frames are easy to calculate
currentFrame = ceil(newFrame_g);
assert(currentFrame>=0&&currentFrame<numFramesInFile);
// should we be creating a virtual frame?
if (currentFrame <= endFrame+1 )
{
newFrame = bone.startFrame;
assert(newFrame>=0&&newFrame<numFramesInFile);
}
else
{
newFrame = currentFrame - 1;
assert(newFrame>=0&&newFrame<numFramesInFile);
}
}
}
else
{
// should we be creating a virtual frame?
if ((newFrame_g > endFrame - 1) && (newFrame_g < endFrame))
{
// now figure out what we are lerping between
// delta is the fraction between this frame and the next, since the new anim is always at a .0f;
lerp = (newFrame_g - (int)newFrame_g);
// frames are easy to calculate
currentFrame = (int)newFrame_g;
assert(currentFrame>=0&&currentFrame<numFramesInFile);
newFrame = bone.startFrame;
assert(newFrame>=0&&newFrame<numFramesInFile);
}
else
{
if (newFrame_g >= endFrame)
{
newFrame_g=endFrame+fmod(newFrame_g-endFrame,animSize)-animSize;
}
// now figure out what we are lerping between
// delta is the fraction between this frame and the next, since the new anim is always at a .0f;
lerp = (newFrame_g - (int)newFrame_g);
// frames are easy to calculate
currentFrame = (int)newFrame_g;
assert(currentFrame>=0&&currentFrame<numFramesInFile);
// should we be creating a virtual frame?
if (newFrame_g >= endFrame - 1)
{
newFrame = bone.startFrame;
assert(newFrame>=0&&newFrame<numFramesInFile);
}
else
{
newFrame = currentFrame + 1;
assert(newFrame>=0&&newFrame<numFramesInFile);
}
}
}
// sanity check
assert ((newFrame < endFrame) && (newFrame >= bone.startFrame) || (animSize < 10));
}
else
{
if (((bone.flags & (BONE_ANIM_OVERRIDE_FREEZE)) == (BONE_ANIM_OVERRIDE_FREEZE)))
{
// if we are supposed to reset the default anim, then do so
if (animSpeed > 0.0f)
{
currentFrame = bone.endFrame - 1;
assert(currentFrame>=0&&currentFrame<numFramesInFile);
}
else
{
currentFrame = bone.endFrame+1;
assert(currentFrame>=0&&currentFrame<numFramesInFile);
}
newFrame = currentFrame;
assert(newFrame>=0&&newFrame<numFramesInFile);
lerp = 0;
}
else
{
bone.flags &= ~(BONE_ANIM_TOTAL);
}
}
}
else
{
if (animSpeed> 0.0)
{
// frames are easy to calculate
currentFrame = (int)newFrame_g;
// figure out the difference between the two frames - we have to decide what frame and what percentage of that
// frame we want to display
lerp = (newFrame_g - currentFrame);
assert(currentFrame>=0&&currentFrame<numFramesInFile);
newFrame = currentFrame + 1;
// are we now on the end frame?
assert((int)endFrame<=numFramesInFile);
if (newFrame >= (int)endFrame)
{
// we only want to lerp with the first frame of the anim if we are looping
if (bone.flags & BONE_ANIM_OVERRIDE_LOOP)
{
newFrame = bone.startFrame;
assert(newFrame>=0&&newFrame<numFramesInFile);
}
// if we intend to end this anim or freeze after this, then just keep on the last frame
else
{
newFrame = bone.endFrame-1;
assert(newFrame>=0&&newFrame<numFramesInFile);
}
}
assert(newFrame>=0&&newFrame<numFramesInFile);
}
else
{
lerp = (ceil(newFrame_g)-newFrame_g);
// frames are easy to calculate
currentFrame = ceil(newFrame_g);
if (currentFrame>bone.startFrame)
{
currentFrame=bone.startFrame;
newFrame = currentFrame;
lerp=0.0f;
}
else
{
newFrame=currentFrame-1;
// are we now on the end frame?
if (newFrame < endFrame+1)
{
// we only want to lerp with the first frame of the anim if we are looping
if (bone.flags & BONE_ANIM_OVERRIDE_LOOP)
{
newFrame = bone.startFrame;
assert(newFrame>=0&&newFrame<numFramesInFile);
}
// if we intend to end this anim or freeze after this, then just keep on the last frame
else
{
newFrame = bone.endFrame+1;
assert(newFrame>=0&&newFrame<numFramesInFile);
}
}
}
assert(currentFrame>=0&&currentFrame<numFramesInFile);
assert(newFrame>=0&&newFrame<numFramesInFile);
}
}
}
else
{
if (animSpeed<0.0)
{
currentFrame = bone.endFrame+1;
}
else
{
currentFrame = bone.endFrame-1;
}
if (currentFrame<0)
{
currentFrame=0;
}
assert(currentFrame>=0&&currentFrame<numFramesInFile);
newFrame = currentFrame;
assert(newFrame>=0&&newFrame<numFramesInFile);
lerp = 0;
}
/*
assert(currentFrame>=0&&currentFrame<numFramesInFile);
assert(newFrame>=0&&newFrame<numFramesInFile);
assert(lerp>=0.0f&&lerp<=1.0f);
*/
}
//basically construct a seperate skeleton with full hierarchy to store a matrix
//off which will give us the desired settling position given the frame in the skeleton
//that should be used -rww
int G2_Add_Bone (const model_t *mod, boneInfo_v &blist, const char *boneName);
int G2_Find_Bone(CGhoul2Info *ghlInfo, boneInfo_v &blist, const char *boneName);
void G2_RagGetAnimMatrix(CGhoul2Info &ghoul2, const int boneNum, mdxaBone_t &matrix, const int frame)
{
mdxaBone_t animMatrix;
mdxaSkel_t *skel;
mdxaSkel_t *pskel;
mdxaSkelOffsets_t *offsets;
int parent;
int bListIndex;
int parentBlistIndex;
#ifdef _RAG_PRINT_TEST
bool actuallySet = false;
#endif
assert(ghoul2.mBoneCache);
assert(ghoul2.animModel);
offsets = (mdxaSkelOffsets_t *)((byte *)ghoul2.mBoneCache->header + sizeof(mdxaHeader_t));
skel = (mdxaSkel_t *)((byte *)ghoul2.mBoneCache->header + sizeof(mdxaHeader_t) + offsets->offsets[boneNum]);
//find/add the bone in the list
if (!skel->name || !skel->name[0])
{
bListIndex = -1;
}
else
{
bListIndex = G2_Find_Bone(&ghoul2, ghoul2.mBlist, skel->name);
if (bListIndex == -1)
{
#ifdef _RAG_PRINT_TEST
Com_Printf("Attempting to add %s\n", skel->name);
#endif
bListIndex = G2_Add_Bone(ghoul2.animModel, ghoul2.mBlist, skel->name);
}
}
assert(bListIndex != -1);
boneInfo_t &bone = ghoul2.mBlist[bListIndex];
if (bone.hasAnimFrameMatrix == frame)
{ //already calculated so just grab it
matrix = bone.animFrameMatrix;
return;
}
//get the base matrix for the specified frame
UnCompressBone(animMatrix.matrix, boneNum, ghoul2.mBoneCache->header, frame);
parent = skel->parent;
if (boneNum > 0 && parent > -1)
{
//recursively call to assure all parent matrices are set up
G2_RagGetAnimMatrix(ghoul2, parent, matrix, frame);
//assign the new skel ptr for our parent
pskel = (mdxaSkel_t *)((byte *)ghoul2.mBoneCache->header + sizeof(mdxaHeader_t) + offsets->offsets[parent]);
//taking bone matrix for the skeleton frame and parent's animFrameMatrix into account, determine our final animFrameMatrix
if (!pskel->name || !pskel->name[0])
{
parentBlistIndex = -1;
}
else
{
parentBlistIndex = G2_Find_Bone(&ghoul2, ghoul2.mBlist, pskel->name);
if (parentBlistIndex == -1)
{
parentBlistIndex = G2_Add_Bone(ghoul2.animModel, ghoul2.mBlist, pskel->name);
}
}
assert(parentBlistIndex != -1);
boneInfo_t &pbone = ghoul2.mBlist[parentBlistIndex];
assert(pbone.hasAnimFrameMatrix == frame); //this should have been calc'd in the recursive call
Multiply_3x4Matrix(&bone.animFrameMatrix, &pbone.animFrameMatrix, &animMatrix);
#ifdef _RAG_PRINT_TEST
if (parentBlistIndex != -1 && bListIndex != -1)
{
actuallySet = true;
}
else
{
Com_Printf("BAD LIST INDEX: %s, %s [%i]\n", skel->name, pskel->name, parent);
}
#endif
}
else
{ //root
Multiply_3x4Matrix(&bone.animFrameMatrix, &ghoul2.mBoneCache->rootMatrix, &animMatrix);
#ifdef _RAG_PRINT_TEST
if (bListIndex != -1)
{
actuallySet = true;
}
else
{
Com_Printf("BAD LIST INDEX: %s\n", skel->name);
}
#endif
//bone.animFrameMatrix = ghoul2.mBoneCache->mFinalBones[boneNum].boneMatrix;
//Maybe use this for the root, so that the orientation is in sync with the current
//root matrix? However this would require constant recalculation of this base
//skeleton which I currently do not want.
}
//never need to figure it out again
bone.hasAnimFrameMatrix = frame;
#ifdef _RAG_PRINT_TEST
if (!actuallySet)
{
Com_Printf("SET FAILURE\n");
}
#endif
matrix = bone.animFrameMatrix;
}
// transform each individual bone's information - making sure to use any override information provided, both for angles and for animations, as
// well as multiplying each bone's matrix by it's parents matrix
void G2_TransformBone (int child,CBoneCache &BC)
{
SBoneCalc &TB=BC.mBones[child];
mdxaBone_t tbone[6];
// mdxaFrame_t *aFrame=0;
// mdxaFrame_t *bFrame=0;
// mdxaFrame_t *aoldFrame=0;
// mdxaFrame_t *boldFrame=0;
mdxaSkel_t *skel;
mdxaSkelOffsets_t *offsets;
boneInfo_v &boneList = *BC.rootBoneList;
int j, boneListIndex;
int angleOverride = 0;
#if DEBUG_G2_TIMING
bool printTiming=false;
#endif
// should this bone be overridden by a bone in the bone list?
boneListIndex = G2_Find_Bone_In_List(boneList, child);
if (boneListIndex != -1)
{
// we found a bone in the list - we need to override something here.
// do we override the rotational angles?
if ((boneList[boneListIndex].flags) & (BONE_ANGLES_TOTAL))
{
angleOverride = (boneList[boneListIndex].flags) & (BONE_ANGLES_TOTAL);
}
// set blending stuff if we need to
if (boneList[boneListIndex].flags & BONE_ANIM_BLEND)
{
float blendTime = BC.incomingTime - boneList[boneListIndex].blendStart;
// only set up the blend anim if we actually have some blend time left on this bone anim - otherwise we might corrupt some blend higher up the hiearchy
if (blendTime>=0.0f&&blendTime < boneList[boneListIndex].blendTime)
{
TB.blendFrame = boneList[boneListIndex].blendFrame;
TB.blendOldFrame = boneList[boneListIndex].blendLerpFrame;
TB.blendLerp = (blendTime / boneList[boneListIndex].blendTime);
TB.blendMode = true;
}
else
{
TB.blendMode = false;
}
}
else if (r_Ghoul2NoBlend->integer||((boneList[boneListIndex].flags) & (BONE_ANIM_OVERRIDE_LOOP | BONE_ANIM_OVERRIDE)))
// turn off blending if we are just doing a straing animation override
{
TB.blendMode = false;
}
// should this animation be overridden by an animation in the bone list?
if ((boneList[boneListIndex].flags) & (BONE_ANIM_OVERRIDE_LOOP | BONE_ANIM_OVERRIDE))
{
G2_TimingModel(boneList[boneListIndex],BC.incomingTime,BC.header->numFrames,TB.currentFrame,TB.newFrame,TB.backlerp);
}
#if DEBUG_G2_TIMING
printTiming=true;
#endif
if ((r_Ghoul2NoLerp->integer)||((boneList[boneListIndex].flags) & (BONE_ANIM_NO_LERP)))
{
TB.backlerp = 0.0f;
}
}
// figure out where the location of the bone animation data is
assert(TB.newFrame>=0&&TB.newFrame<BC.header->numFrames);
if (!(TB.newFrame>=0&&TB.newFrame<BC.header->numFrames))
{
TB.newFrame=0;
}
// aFrame = (mdxaFrame_t *)((byte *)BC.header + BC.header->ofsFrames + TB.newFrame * BC.frameSize );
assert(TB.currentFrame>=0&&TB.currentFrame<BC.header->numFrames);
if (!(TB.currentFrame>=0&&TB.currentFrame<BC.header->numFrames))
{
TB.currentFrame=0;
}
// aoldFrame = (mdxaFrame_t *)((byte *)BC.header + BC.header->ofsFrames + TB.currentFrame * BC.frameSize );
// figure out where the location of the blended animation data is
assert(!(TB.blendFrame < 0.0 || TB.blendFrame >= (BC.header->numFrames+1)));
if (TB.blendFrame < 0.0 || TB.blendFrame >= (BC.header->numFrames+1) )
{
TB.blendFrame=0.0;
}
// bFrame = (mdxaFrame_t *)((byte *)BC.header + BC.header->ofsFrames + (int)TB.blendFrame * BC.frameSize );
assert(TB.blendOldFrame>=0&&TB.blendOldFrame<BC.header->numFrames);
if (!(TB.blendOldFrame>=0&&TB.blendOldFrame<BC.header->numFrames))
{
TB.blendOldFrame=0;
}
#if DEBUG_G2_TIMING
#if DEBUG_G2_TIMING_RENDER_ONLY
if (!HackadelicOnClient)
{
printTiming=false;
}
#endif
if (printTiming)
{
char mess[1000];
if (TB.blendMode)
{
sprintf(mess,"b %2d %5d %4d %4d %4d %4d %f %f\n",boneListIndex,BC.incomingTime,(int)TB.newFrame,(int)TB.currentFrame,(int)TB.blendFrame,(int)TB.blendOldFrame,TB.backlerp,TB.blendLerp);
}
else
{
sprintf(mess,"a %2d %5d %4d %4d %f\n",boneListIndex,BC.incomingTime,TB.newFrame,TB.currentFrame,TB.backlerp);
}
OutputDebugString(mess);
const boneInfo_t &bone=boneList[boneListIndex];
if (bone.flags&BONE_ANIM_BLEND)
{
sprintf(mess," bfb[%2d] %5d %5d (%5d-%5d) %4.2f %4x bt(%5d-%5d) %7.2f %5d\n",
boneListIndex,
BC.incomingTime,
bone.startTime,
bone.startFrame,
bone.endFrame,
bone.animSpeed,
bone.flags,
bone.blendStart,
bone.blendStart+bone.blendTime,
bone.blendFrame,
bone.blendLerpFrame
);
}
else
{
sprintf(mess," bfa[%2d] %5d %5d (%5d-%5d) %4.2f %4x\n",
boneListIndex,
BC.incomingTime,
bone.startTime,
bone.startFrame,
bone.endFrame,
bone.animSpeed,
bone.flags
);
}
// OutputDebugString(mess);
}
#endif
// boldFrame = (mdxaFrame_t *)((byte *)BC.header + BC.header->ofsFrames + TB.blendOldFrame * BC.frameSize );
// mdxaCompBone_t *compBonePointer = (mdxaCompBone_t *)((byte *)BC.header + BC.header->ofsCompBonePool);
assert(child>=0&&child<BC.header->numBones);
// assert(bFrame->boneIndexes[child]>=0);
// assert(boldFrame->boneIndexes[child]>=0);
// assert(aFrame->boneIndexes[child]>=0);
// assert(aoldFrame->boneIndexes[child]>=0);
// decide where the transformed bone is going
// are we blending with another frame of anim?
if (TB.blendMode)
{
float backlerp = TB.blendFrame - (int)TB.blendFrame;
float frontlerp = 1.0 - backlerp;
// MC_UnCompress(tbone[3].matrix,compBonePointer[bFrame->boneIndexes[child]].Comp);
// MC_UnCompress(tbone[4].matrix,compBonePointer[boldFrame->boneIndexes[child]].Comp);
UnCompressBone(tbone[3].matrix, child, BC.header, TB.blendFrame);
UnCompressBone(tbone[4].matrix, child, BC.header, TB.blendOldFrame);
for ( j = 0 ; j < 12 ; j++ )
{
((float *)&tbone[5])[j] = (backlerp * ((float *)&tbone[3])[j])
+ (frontlerp * ((float *)&tbone[4])[j]);
}
}
//
// lerp this bone - use the temp space on the ref entity to put the bone transforms into
//
if (!TB.backlerp)
{
// MC_UnCompress(tbone[2].matrix,compBonePointer[aoldFrame->boneIndexes[child]].Comp);
UnCompressBone(tbone[2].matrix, child, BC.header, TB.currentFrame);
// blend in the other frame if we need to
if (TB.blendMode)
{
float blendFrontlerp = 1.0 - TB.blendLerp;
for ( j = 0 ; j < 12 ; j++ )
{
((float *)&tbone[2])[j] = (TB.blendLerp * ((float *)&tbone[2])[j])
+ (blendFrontlerp * ((float *)&tbone[5])[j]);
}
}
if (!child)
{
// now multiply by the root matrix, so we can offset this model should we need to
Multiply_3x4Matrix(&BC.mFinalBones[child].boneMatrix, &BC.rootMatrix, &tbone[2]);
}
}
else
{
float frontlerp = 1.0 - TB.backlerp;
// MC_UnCompress(tbone[0].matrix,compBonePointer[aFrame->boneIndexes[child]].Comp);
// MC_UnCompress(tbone[1].matrix,compBonePointer[aoldFrame->boneIndexes[child]].Comp);
UnCompressBone(tbone[0].matrix, child, BC.header, TB.newFrame);
UnCompressBone(tbone[1].matrix, child, BC.header, TB.currentFrame);
for ( j = 0 ; j < 12 ; j++ )
{
((float *)&tbone[2])[j] = (TB.backlerp * ((float *)&tbone[0])[j])
+ (frontlerp * ((float *)&tbone[1])[j]);
}
// blend in the other frame if we need to
if (TB.blendMode)
{
float blendFrontlerp = 1.0 - TB.blendLerp;
for ( j = 0 ; j < 12 ; j++ )
{
((float *)&tbone[2])[j] = (TB.blendLerp * ((float *)&tbone[2])[j])
+ (blendFrontlerp * ((float *)&tbone[5])[j]);
}
}
if (!child)
{
// now multiply by the root matrix, so we can offset this model should we need to
Multiply_3x4Matrix(&BC.mFinalBones[child].boneMatrix, &BC.rootMatrix, &tbone[2]);
}
}
// figure out where the bone hirearchy info is
offsets = (mdxaSkelOffsets_t *)((byte *)BC.header + sizeof(mdxaHeader_t));
skel = (mdxaSkel_t *)((byte *)BC.header + sizeof(mdxaHeader_t) + offsets->offsets[child]);
int parent=BC.mFinalBones[child].parent;
assert((parent==-1&&child==0)||(parent>=0&&parent<BC.mNumBones));
if (angleOverride & BONE_ANGLES_REPLACE)
{
bool isRag=!!(angleOverride & BONE_ANGLES_RAGDOLL);
if (!isRag)
{ //do the same for ik.. I suppose.
isRag = !!(angleOverride & BONE_ANGLES_IK);
}
mdxaBone_t &bone = BC.mFinalBones[child].boneMatrix;
boneInfo_t &boneOverride = boneList[boneListIndex];
if (isRag)
{
mdxaBone_t temp, firstPass;
// give us the matrix the animation thinks we should have, so we can get the correct X&Y coors
Multiply_3x4Matrix(&firstPass, &BC.mFinalBones[parent].boneMatrix, &tbone[2]);
// this is crazy, we are gonna drive the animation to ID while we are doing post mults to compensate.
Multiply_3x4Matrix(&temp,&firstPass, &skel->BasePoseMat);
float matrixScale = VectorLength((float*)&temp);
static mdxaBone_t toMatrix =
{
1.0f, 0.0f, 0.0f, 0.0f,
0.0f, 1.0f, 0.0f, 0.0f,
0.0f, 0.0f, 1.0f, 0.0f
};
toMatrix.matrix[0][0]=matrixScale;
toMatrix.matrix[1][1]=matrixScale;
toMatrix.matrix[2][2]=matrixScale;
toMatrix.matrix[0][3]=temp.matrix[0][3];
toMatrix.matrix[1][3]=temp.matrix[1][3];
toMatrix.matrix[2][3]=temp.matrix[2][3];
Multiply_3x4Matrix(&temp, &toMatrix,&skel->BasePoseMatInv); //dest first arg
float blendTime = BC.incomingTime - boneList[boneListIndex].boneBlendStart;
float blendLerp = (blendTime / boneList[boneListIndex].boneBlendTime);
if (blendLerp>0.0f)
{
// has started
if (blendLerp>1.0f)
{
// done
// Multiply_3x4Matrix(&bone, &BC.mFinalBones[parent].boneMatrix,&temp);
memcpy (&bone,&temp, sizeof(mdxaBone_t));
}
else
{
// mdxaBone_t lerp;
// now do the blend into the destination
float blendFrontlerp = 1.0 - blendLerp;
for ( j = 0 ; j < 12 ; j++ )
{
((float *)&bone)[j] = (blendLerp * ((float *)&temp)[j])
+ (blendFrontlerp * ((float *)&tbone[2])[j]);
}
// Multiply_3x4Matrix(&bone, &BC.mFinalBones[parent].boneMatrix,&lerp);
}
}
}
else
{
mdxaBone_t temp, firstPass;
// give us the matrix the animation thinks we should have, so we can get the correct X&Y coors
Multiply_3x4Matrix(&firstPass, &BC.mFinalBones[parent].boneMatrix, &tbone[2]);
// are we attempting to blend with the base animation? and still within blend time?
if (boneOverride.boneBlendTime && (((boneOverride.boneBlendTime + boneOverride.boneBlendStart) < BC.incomingTime)))
{
// ok, we are supposed to be blending. Work out lerp
float blendTime = BC.incomingTime - boneList[boneListIndex].boneBlendStart;
float blendLerp = (blendTime / boneList[boneListIndex].boneBlendTime);
if (blendLerp <= 1)
{
if (blendLerp < 0)
{
assert(0);
}
// now work out the matrix we want to get *to* - firstPass is where we are coming *from*
Multiply_3x4Matrix(&temp, &firstPass, &skel->BasePoseMat);
float matrixScale = VectorLength((float*)&temp);
mdxaBone_t newMatrixTemp;
if (HackadelicOnClient)
{
for (int i=0; i<3;i++)
{
for(int x=0;x<3; x++)
{
newMatrixTemp.matrix[i][x] = boneOverride.newMatrix.matrix[i][x]*matrixScale;
}
}
newMatrixTemp.matrix[0][3] = temp.matrix[0][3];
newMatrixTemp.matrix[1][3] = temp.matrix[1][3];
newMatrixTemp.matrix[2][3] = temp.matrix[2][3];
}
else
{
for (int i=0; i<3;i++)
{
for(int x=0;x<3; x++)
{
newMatrixTemp.matrix[i][x] = boneOverride.matrix.matrix[i][x]*matrixScale;
}
}
newMatrixTemp.matrix[0][3] = temp.matrix[0][3];
newMatrixTemp.matrix[1][3] = temp.matrix[1][3];
newMatrixTemp.matrix[2][3] = temp.matrix[2][3];
}
Multiply_3x4Matrix(&temp, &newMatrixTemp,&skel->BasePoseMatInv);
// now do the blend into the destination
float blendFrontlerp = 1.0 - blendLerp;
for ( j = 0 ; j < 12 ; j++ )
{
((float *)&bone)[j] = (blendLerp * ((float *)&temp)[j])
+ (blendFrontlerp * ((float *)&firstPass)[j]);
}
}
else
{
bone = firstPass;
}
}
// no, so just override it directly
else
{
Multiply_3x4Matrix(&temp,&firstPass, &skel->BasePoseMat);
float matrixScale = VectorLength((float*)&temp);
mdxaBone_t newMatrixTemp;
if (HackadelicOnClient)
{
for (int i=0; i<3;i++)
{
for(int x=0;x<3; x++)
{
newMatrixTemp.matrix[i][x] = boneOverride.newMatrix.matrix[i][x]*matrixScale;
}
}
newMatrixTemp.matrix[0][3] = temp.matrix[0][3];
newMatrixTemp.matrix[1][3] = temp.matrix[1][3];
newMatrixTemp.matrix[2][3] = temp.matrix[2][3];
}
else
{
for (int i=0; i<3;i++)
{
for(int x=0;x<3; x++)
{
newMatrixTemp.matrix[i][x] = boneOverride.matrix.matrix[i][x]*matrixScale;
}
}
newMatrixTemp.matrix[0][3] = temp.matrix[0][3];
newMatrixTemp.matrix[1][3] = temp.matrix[1][3];
newMatrixTemp.matrix[2][3] = temp.matrix[2][3];
}
Multiply_3x4Matrix(&bone, &newMatrixTemp,&skel->BasePoseMatInv);
}
}
}
else if (angleOverride & BONE_ANGLES_PREMULT)
{
if ((angleOverride&BONE_ANGLES_RAGDOLL) || (angleOverride&BONE_ANGLES_IK))
{
mdxaBone_t tmp;
if (!child)
{
if (HackadelicOnClient)
{
Multiply_3x4Matrix(&tmp, &BC.rootMatrix, &boneList[boneListIndex].newMatrix);
}
else
{
Multiply_3x4Matrix(&tmp, &BC.rootMatrix, &boneList[boneListIndex].matrix);
}
}
else
{
if (HackadelicOnClient)
{
Multiply_3x4Matrix(&tmp, &BC.mFinalBones[parent].boneMatrix, &boneList[boneListIndex].newMatrix);
}
else
{
Multiply_3x4Matrix(&tmp, &BC.mFinalBones[parent].boneMatrix, &boneList[boneListIndex].matrix);
}
}
Multiply_3x4Matrix(&BC.mFinalBones[child].boneMatrix,&tmp, &tbone[2]);
}
else
{
if (!child)
{
// use the in coming root matrix as our basis
if (HackadelicOnClient)
{
Multiply_3x4Matrix(&BC.mFinalBones[child].boneMatrix, &BC.rootMatrix, &boneList[boneListIndex].newMatrix);
}
else
{
Multiply_3x4Matrix(&BC.mFinalBones[child].boneMatrix, &BC.rootMatrix, &boneList[boneListIndex].matrix);
}
}
else
{
// convert from 3x4 matrix to a 4x4 matrix
if (HackadelicOnClient)
{
Multiply_3x4Matrix(&BC.mFinalBones[child].boneMatrix, &BC.mFinalBones[parent].boneMatrix, &boneList[boneListIndex].newMatrix);
}
else
{
Multiply_3x4Matrix(&BC.mFinalBones[child].boneMatrix, &BC.mFinalBones[parent].boneMatrix, &boneList[boneListIndex].matrix);
}
}
}
}
else
// now transform the matrix by it's parent, asumming we have a parent, and we aren't overriding the angles absolutely
if (child)
{
Multiply_3x4Matrix(&BC.mFinalBones[child].boneMatrix, &BC.mFinalBones[parent].boneMatrix, &tbone[2]);
}
// now multiply our resulting bone by an override matrix should we need to
if (angleOverride & BONE_ANGLES_POSTMULT)
{
mdxaBone_t tempMatrix;
memcpy (&tempMatrix,&BC.mFinalBones[child].boneMatrix, sizeof(mdxaBone_t));
if (HackadelicOnClient)
{
Multiply_3x4Matrix(&BC.mFinalBones[child].boneMatrix, &tempMatrix, &boneList[boneListIndex].newMatrix);
}
else
{
Multiply_3x4Matrix(&BC.mFinalBones[child].boneMatrix, &tempMatrix, &boneList[boneListIndex].matrix);
}
}
if (r_Ghoul2UnSqash->integer)
{
mdxaBone_t tempMatrix;
Multiply_3x4Matrix(&tempMatrix,&BC.mFinalBones[child].boneMatrix, &skel->BasePoseMat);
float maxl;
maxl=VectorLength(&skel->BasePoseMat.matrix[0][0]);
VectorNormalize(&tempMatrix.matrix[0][0]);
VectorNormalize(&tempMatrix.matrix[1][0]);
VectorNormalize(&tempMatrix.matrix[2][0]);
VectorScale(&tempMatrix.matrix[0][0],maxl,&tempMatrix.matrix[0][0]);
VectorScale(&tempMatrix.matrix[1][0],maxl,&tempMatrix.matrix[1][0]);
VectorScale(&tempMatrix.matrix[2][0],maxl,&tempMatrix.matrix[2][0]);
Multiply_3x4Matrix(&BC.mFinalBones[child].boneMatrix,&tempMatrix,&skel->BasePoseMatInv);
}
}
#define GHOUL2_RAG_STARTED 0x0010
// start the recursive hirearchial bone transform and lerp process for this model
void G2_TransformGhoulBones(boneInfo_v &rootBoneList,mdxaBone_t &rootMatrix, CGhoul2Info &ghoul2, int time,bool smooth=true)
{
#ifdef G2_PERFORMANCE_ANALYSIS
G2PerformanceCounter_G2_TransformGhoulBones++;
#endif
assert(ghoul2.aHeader);
assert(ghoul2.currentModel);
assert(ghoul2.currentModel->mdxm);
if (!ghoul2.aHeader->numBones)
{
assert(0); // this would be strange
return;
}
if (!ghoul2.mBoneCache)
{
ghoul2.mBoneCache=new CBoneCache(ghoul2.currentModel,ghoul2.aHeader);
}
ghoul2.mBoneCache->mod=ghoul2.currentModel;
ghoul2.mBoneCache->header=ghoul2.aHeader;
assert((int)ghoul2.mBoneCache->mNumBones==ghoul2.aHeader->numBones);
ghoul2.mBoneCache->mSmoothingActive=false;
ghoul2.mBoneCache->mUnsquash=false;
// master smoothing control
float val=r_Ghoul2AnimSmooth->value;
if (smooth&&val>0.0f&&val<1.0f)
{
ghoul2.mBoneCache->mLastTouch=ghoul2.mBoneCache->mLastLastTouch;
if(ghoul2.mFlags & GHOUL2_RAG_STARTED)
{
int k;
for (k=0;k<rootBoneList.size();k++)
{
boneInfo_t &bone=rootBoneList[k];
if (bone.flags&BONE_ANGLES_RAGDOLL)
{
if (bone.firstCollisionTime &&
bone.firstCollisionTime>time-250 &&
bone.firstCollisionTime<time)
{
val=0.9f;//(val+0.8f)/2.0f;
}
else if (bone.airTime > time)
{
val = 0.2f;
}
else
{
val = 0.8f;
}
break;
}
}
}
ghoul2.mBoneCache->mSmoothFactor=val;
ghoul2.mBoneCache->mSmoothingActive=true;
if (r_Ghoul2UnSqashAfterSmooth->integer)
{
ghoul2.mBoneCache->mUnsquash=true;
}
}
else
{
ghoul2.mBoneCache->mSmoothFactor=1.0f;
}
ghoul2.mBoneCache->mCurrentTouch++;
//rww - RAGDOLL_BEGIN
if (HackadelicOnClient)
{
ghoul2.mBoneCache->mLastLastTouch=ghoul2.mBoneCache->mCurrentTouch;
ghoul2.mBoneCache->mCurrentTouchRender=ghoul2.mBoneCache->mCurrentTouch;
}
else
{
ghoul2.mBoneCache->mCurrentTouchRender=0;
}
//rww - RAGDOLL_END
// ghoul2.mBoneCache->mWraithID=0;
ghoul2.mBoneCache->frameSize = 0;// can be deleted in new G2 format //(int)( &((mdxaFrame_t *)0)->boneIndexes[ ghoul2.aHeader->numBones ] );
ghoul2.mBoneCache->rootBoneList=&rootBoneList;
ghoul2.mBoneCache->rootMatrix=rootMatrix;
ghoul2.mBoneCache->incomingTime=time;
SBoneCalc &TB=ghoul2.mBoneCache->Root();
TB.newFrame=0;
TB.currentFrame=0;
TB.backlerp=0.0f;
TB.blendFrame=0;
TB.blendOldFrame=0;
TB.blendMode=false;
TB.blendLerp=0;
}
#define MDX_TAG_ORIGIN 2
//======================================================================
//
// Surface Manipulation code
// We've come across a surface that's designated as a bolt surface, process it and put it in the appropriate bolt place
void G2_ProcessSurfaceBolt2(CBoneCache &boneCache, const mdxmSurface_t *surface, int boltNum, boltInfo_v &boltList, const surfaceInfo_t *surfInfo, const model_t *mod,mdxaBone_t &retMatrix)
{
mdxmVertex_t *v, *vert0, *vert1, *vert2;
vec3_t axes[3], sides[3];
float pTri[3][3], d;
int j, k;
// now there are two types of tag surface - model ones and procedural generated types - lets decide which one we have here.
if (surfInfo && surfInfo->offFlags == G2SURFACEFLAG_GENERATED)
{
int surfNumber = surfInfo->genPolySurfaceIndex & 0x0ffff;
int polyNumber = (surfInfo->genPolySurfaceIndex >> 16) & 0x0ffff;
// find original surface our original poly was in.
mdxmSurface_t *originalSurf = (mdxmSurface_t *)G2_FindSurface(mod, surfNumber, surfInfo->genLod);
mdxmTriangle_t *originalTriangleIndexes = (mdxmTriangle_t *)((byte*)originalSurf + originalSurf->ofsTriangles);
// get the original polys indexes
int index0 = originalTriangleIndexes[polyNumber].indexes[0];
int index1 = originalTriangleIndexes[polyNumber].indexes[1];
int index2 = originalTriangleIndexes[polyNumber].indexes[2];
// decide where the original verts are
vert0 = (mdxmVertex_t *) ((byte *)originalSurf + originalSurf->ofsVerts);
vert0+=index0;
vert1 = (mdxmVertex_t *) ((byte *)originalSurf + originalSurf->ofsVerts);
vert1+=index1;
vert2 = (mdxmVertex_t *) ((byte *)originalSurf + originalSurf->ofsVerts);
vert2+=index2;
// clear out the triangle verts to be
VectorClear( pTri[0] );
VectorClear( pTri[1] );
VectorClear( pTri[2] );
int *piBoneReferences = (int*) ((byte*)originalSurf + originalSurf->ofsBoneReferences);
// mdxmWeight_t *w;
// now go and transform just the points we need from the surface that was hit originally
// w = vert0->weights;
float fTotalWeight = 0.0f;
int iNumWeights = G2_GetVertWeights( vert0 );
for ( k = 0 ; k < iNumWeights ; k++ )
{
int iBoneIndex = G2_GetVertBoneIndex( vert0, k );
float fBoneWeight = G2_GetVertBoneWeight( vert0, k, fTotalWeight, iNumWeights );
const mdxaBone_t &bone=boneCache.Eval(piBoneReferences[iBoneIndex]);
#ifdef _XBOX
vec3_t vec;
Q_CastShort2FloatScale(&vec[0], &vert0->vertCoords[0], 1.f / (float)GLM_COMP_SIZE);
Q_CastShort2FloatScale(&vec[1], &vert0->vertCoords[1], 1.f / (float)GLM_COMP_SIZE);
Q_CastShort2FloatScale(&vec[2], &vert0->vertCoords[2], 1.f / (float)GLM_COMP_SIZE);
pTri[0][0] += fBoneWeight * ( DotProduct( bone.matrix[0], vec ) + bone.matrix[0][3] );
pTri[0][1] += fBoneWeight * ( DotProduct( bone.matrix[1], vec ) + bone.matrix[1][3] );
pTri[0][2] += fBoneWeight * ( DotProduct( bone.matrix[2], vec ) + bone.matrix[2][3] );
#else
pTri[0][0] += fBoneWeight * ( DotProduct( bone.matrix[0], vert0->vertCoords ) + bone.matrix[0][3] );
pTri[0][1] += fBoneWeight * ( DotProduct( bone.matrix[1], vert0->vertCoords ) + bone.matrix[1][3] );
pTri[0][2] += fBoneWeight * ( DotProduct( bone.matrix[2], vert0->vertCoords ) + bone.matrix[2][3] );
#endif
}
// w = vert1->weights;
fTotalWeight = 0.0f;
iNumWeights = G2_GetVertWeights( vert1 );
for ( k = 0 ; k < iNumWeights ; k++)
{
int iBoneIndex = G2_GetVertBoneIndex( vert1, k );
float fBoneWeight = G2_GetVertBoneWeight( vert1, k, fTotalWeight, iNumWeights );
const mdxaBone_t &bone=boneCache.Eval(piBoneReferences[iBoneIndex]);
#ifdef _XBOX
vec3_t vec;
Q_CastShort2FloatScale(&vec[0], &vert1->vertCoords[0], 1.f / (float)GLM_COMP_SIZE);
Q_CastShort2FloatScale(&vec[1], &vert1->vertCoords[1], 1.f / (float)GLM_COMP_SIZE);
Q_CastShort2FloatScale(&vec[2], &vert1->vertCoords[2], 1.f / (float)GLM_COMP_SIZE);
pTri[1][0] += fBoneWeight * ( DotProduct( bone.matrix[0], vec ) + bone.matrix[0][3] );
pTri[1][1] += fBoneWeight * ( DotProduct( bone.matrix[1], vec ) + bone.matrix[1][3] );
pTri[1][2] += fBoneWeight * ( DotProduct( bone.matrix[2], vec ) + bone.matrix[2][3] );
#else
pTri[1][0] += fBoneWeight * ( DotProduct( bone.matrix[0], vert1->vertCoords ) + bone.matrix[0][3] );
pTri[1][1] += fBoneWeight * ( DotProduct( bone.matrix[1], vert1->vertCoords ) + bone.matrix[1][3] );
pTri[1][2] += fBoneWeight * ( DotProduct( bone.matrix[2], vert1->vertCoords ) + bone.matrix[2][3] );
#endif
}
// w = vert2->weights;
fTotalWeight = 0.0f;
iNumWeights = G2_GetVertWeights( vert2 );
for ( k = 0 ; k < iNumWeights ; k++)
{
int iBoneIndex = G2_GetVertBoneIndex( vert2, k );
float fBoneWeight = G2_GetVertBoneWeight( vert2, k, fTotalWeight, iNumWeights );
const mdxaBone_t &bone=boneCache.Eval(piBoneReferences[iBoneIndex]);
#ifdef _XBOX
vec3_t vec;
Q_CastShort2FloatScale(&vec[0], &vert2->vertCoords[0], 1.f / (float)GLM_COMP_SIZE);
Q_CastShort2FloatScale(&vec[1], &vert2->vertCoords[1], 1.f / (float)GLM_COMP_SIZE);
Q_CastShort2FloatScale(&vec[2], &vert2->vertCoords[2], 1.f / (float)GLM_COMP_SIZE);
pTri[2][0] += fBoneWeight * ( DotProduct( bone.matrix[0], vec ) + bone.matrix[0][3] );
pTri[2][1] += fBoneWeight * ( DotProduct( bone.matrix[1], vec ) + bone.matrix[1][3] );
pTri[2][2] += fBoneWeight * ( DotProduct( bone.matrix[2], vec ) + bone.matrix[2][3] );
#else
pTri[2][0] += fBoneWeight * ( DotProduct( bone.matrix[0], vert2->vertCoords ) + bone.matrix[0][3] );
pTri[2][1] += fBoneWeight * ( DotProduct( bone.matrix[1], vert2->vertCoords ) + bone.matrix[1][3] );
pTri[2][2] += fBoneWeight * ( DotProduct( bone.matrix[2], vert2->vertCoords ) + bone.matrix[2][3] );
#endif
}
vec3_t normal;
vec3_t up;
vec3_t right;
vec3_t vec0, vec1;
// work out baryCentricK
float baryCentricK = 1.0 - (surfInfo->genBarycentricI + surfInfo->genBarycentricJ);
// now we have the model transformed into model space, now generate an origin.
retMatrix.matrix[0][3] = (pTri[0][0] * surfInfo->genBarycentricI) + (pTri[1][0] * surfInfo->genBarycentricJ) + (pTri[2][0] * baryCentricK);
retMatrix.matrix[1][3] = (pTri[0][1] * surfInfo->genBarycentricI) + (pTri[1][1] * surfInfo->genBarycentricJ) + (pTri[2][1] * baryCentricK);
retMatrix.matrix[2][3] = (pTri[0][2] * surfInfo->genBarycentricI) + (pTri[1][2] * surfInfo->genBarycentricJ) + (pTri[2][2] * baryCentricK);
// generate a normal to this new triangle
VectorSubtract(pTri[0], pTri[1], vec0);
VectorSubtract(pTri[2], pTri[1], vec1);
CrossProduct(vec0, vec1, normal);
VectorNormalize(normal);
// forward vector
retMatrix.matrix[0][0] = normal[0];
retMatrix.matrix[1][0] = normal[1];
retMatrix.matrix[2][0] = normal[2];
// up will be towards point 0 of the original triangle.
// so lets work it out. Vector is hit point - point 0
up[0] = retMatrix.matrix[0][3] - pTri[0][0];
up[1] = retMatrix.matrix[1][3] - pTri[0][1];
up[2] = retMatrix.matrix[2][3] - pTri[0][2];
// normalise it
VectorNormalize(up);
// that's the up vector
retMatrix.matrix[0][1] = up[0];
retMatrix.matrix[1][1] = up[1];
retMatrix.matrix[2][1] = up[2];
// right is always straight
CrossProduct( normal, up, right );
// that's the up vector
retMatrix.matrix[0][2] = right[0];
retMatrix.matrix[1][2] = right[1];
retMatrix.matrix[2][2] = right[2];
}
// no, we are looking at a normal model tag
else
{
// whip through and actually transform each vertex
v = (mdxmVertex_t *) ((byte *)surface + surface->ofsVerts);
int *piBoneReferences = (int*) ((byte*)surface + surface->ofsBoneReferences);
for ( j = 0; j < 3; j++ )
{
// mdxmWeight_t *w;
VectorClear( pTri[j] );
// w = v->weights;
const int iNumWeights = G2_GetVertWeights( v );
float fTotalWeight = 0.0f;
for ( k = 0 ; k < iNumWeights ; k++)
{
int iBoneIndex = G2_GetVertBoneIndex( v, k );
float fBoneWeight = G2_GetVertBoneWeight( v, k, fTotalWeight, iNumWeights );
const mdxaBone_t &bone=boneCache.Eval(piBoneReferences[iBoneIndex]);
#ifdef _XBOX
vec3_t vec;
Q_CastShort2FloatScale(&vec[0], &v->vertCoords[0], 1.f / (float)GLM_COMP_SIZE);
Q_CastShort2FloatScale(&vec[1], &v->vertCoords[1], 1.f / (float)GLM_COMP_SIZE);
Q_CastShort2FloatScale(&vec[2], &v->vertCoords[2], 1.f / (float)GLM_COMP_SIZE);
pTri[j][0] += fBoneWeight * ( DotProduct( bone.matrix[0], vec ) + bone.matrix[0][3] );
pTri[j][1] += fBoneWeight * ( DotProduct( bone.matrix[1], vec ) + bone.matrix[1][3] );
pTri[j][2] += fBoneWeight * ( DotProduct( bone.matrix[2], vec ) + bone.matrix[2][3] );
#else
pTri[j][0] += fBoneWeight * ( DotProduct( bone.matrix[0], v->vertCoords ) + bone.matrix[0][3] );
pTri[j][1] += fBoneWeight * ( DotProduct( bone.matrix[1], v->vertCoords ) + bone.matrix[1][3] );
pTri[j][2] += fBoneWeight * ( DotProduct( bone.matrix[2], v->vertCoords ) + bone.matrix[2][3] );
#endif
}
v++;// = (mdxmVertex_t *)&v->weights[/*v->numWeights*/surface->maxVertBoneWeights];
}
// clear out used arrays
memset( axes, 0, sizeof( axes ) );
memset( sides, 0, sizeof( sides ) );
// work out actual sides of the tag triangle
for ( j = 0; j < 3; j++ )
{
sides[j][0] = pTri[(j+1)%3][0] - pTri[j][0];
sides[j][1] = pTri[(j+1)%3][1] - pTri[j][1];
sides[j][2] = pTri[(j+1)%3][2] - pTri[j][2];
}
// do math trig to work out what the matrix will be from this triangle's translated position
VectorNormalize2( sides[iG2_TRISIDE_LONGEST], axes[0] );
VectorNormalize2( sides[iG2_TRISIDE_SHORTEST], axes[1] );
// project shortest side so that it is exactly 90 degrees to the longer side
d = DotProduct( axes[0], axes[1] );
VectorMA( axes[0], -d, axes[1], axes[0] );
VectorNormalize2( axes[0], axes[0] );
CrossProduct( sides[iG2_TRISIDE_LONGEST], sides[iG2_TRISIDE_SHORTEST], axes[2] );
VectorNormalize2( axes[2], axes[2] );
// set up location in world space of the origin point in out going matrix
retMatrix.matrix[0][3] = pTri[MDX_TAG_ORIGIN][0];
retMatrix.matrix[1][3] = pTri[MDX_TAG_ORIGIN][1];
retMatrix.matrix[2][3] = pTri[MDX_TAG_ORIGIN][2];
// copy axis to matrix - do some magic to orient minus Y to positive X and so on so bolt on stuff is oriented correctly
retMatrix.matrix[0][0] = axes[1][0];
retMatrix.matrix[0][1] = axes[0][0];
retMatrix.matrix[0][2] = -axes[2][0];
retMatrix.matrix[1][0] = axes[1][1];
retMatrix.matrix[1][1] = axes[0][1];
retMatrix.matrix[1][2] = -axes[2][1];
retMatrix.matrix[2][0] = axes[1][2];
retMatrix.matrix[2][1] = axes[0][2];
retMatrix.matrix[2][2] = -axes[2][2];
}
}
void G2_GetBoltMatrixLow(CGhoul2Info &ghoul2,int boltNum,const vec3_t scale,mdxaBone_t &retMatrix)
{
if (!ghoul2.mBoneCache)
{
retMatrix=identityMatrix;
return;
}
assert(ghoul2.mBoneCache);
CBoneCache &boneCache=*ghoul2.mBoneCache;
assert(boneCache.mod);
boltInfo_v &boltList=ghoul2.mBltlist;
assert(boltNum>=0&&boltNum<boltList.size());
if (boltList[boltNum].boneNumber>=0)
{
mdxaSkel_t *skel;
mdxaSkelOffsets_t *offsets;
offsets = (mdxaSkelOffsets_t *)((byte *)boneCache.header + sizeof(mdxaHeader_t));
skel = (mdxaSkel_t *)((byte *)boneCache.header + sizeof(mdxaHeader_t) + offsets->offsets[boltList[boltNum].boneNumber]);
Multiply_3x4Matrix(&retMatrix, &boneCache.EvalUnsmooth(boltList[boltNum].boneNumber), &skel->BasePoseMat);
}
else if (boltList[boltNum].surfaceNumber>=0)
{
const surfaceInfo_t *surfInfo=0;
{
int i;
for (i=0;i<ghoul2.mSlist.size();i++)
{
surfaceInfo_t &t=ghoul2.mSlist[i];
if (t.surface==boltList[boltNum].surfaceNumber)
{
surfInfo=&t;
}
}
}
mdxmSurface_t *surface = 0;
if (!surfInfo)
{
surface = (mdxmSurface_t *)G2_FindSurface(boneCache.mod,boltList[boltNum].surfaceNumber, 0);
}
if (!surface&&surfInfo&&surfInfo->surface<10000)
{
surface = (mdxmSurface_t *)G2_FindSurface(boneCache.mod,surfInfo->surface, 0);
}
G2_ProcessSurfaceBolt2(boneCache,surface,boltNum,boltList,surfInfo,(model_t *)boneCache.mod,retMatrix);
}
else
{
// we have a bolt without a bone or surface, not a huge problem but we ought to at least clear the bolt matrix
retMatrix=identityMatrix;
}
}
void G2API_SetSurfaceOnOffFromSkin (CGhoul2Info *ghlInfo, qhandle_t renderSkin)
{
int j;
const skin_t *skin = R_GetSkinByHandle( renderSkin );
//FIXME: using skin handles means we have to increase the numsurfs in a skin, but reading directly would cause file hits, we need another way to cache or just deal with the larger skin_t
if (skin)
{
ghlInfo->mSlist.clear(); //remove any overrides we had before.
ghlInfo->mMeshFrameNum = 0;
for ( j = 0 ; j < skin->numSurfaces ; j++ )
{
int flags;
int surfaceNum = G2_IsSurfaceLegal(ghlInfo->currentModel, skin->surfaces[j]->name, &flags);
// the names have both been lowercased
if ( !(flags&G2SURFACEFLAG_OFF) && !strcmp( skin->surfaces[j]->shader->name , "*off") )
{
G2_SetSurfaceOnOff(ghlInfo, skin->surfaces[j]->name, G2SURFACEFLAG_OFF);
}
else
{
//if ( strcmp( &skin->surfaces[j]->name[strlen(skin->surfaces[j]->name)-4],"_off") )
if ( (surfaceNum != -1) && (!(flags&G2SURFACEFLAG_OFF)) ) //only turn on if it's not an "_off" surface
{
//G2_SetSurfaceOnOff(ghlInfo, skin->surfaces[j]->name, 0);
}
}
}
}
}
// set up each surface ready for rendering in the back end
void RenderSurfaces(CRenderSurface &RS)
{
int i;
const shader_t *shader = 0;
int offFlags = 0;
#ifdef _G2_GORE
bool drawGore = true;
#endif
assert(RS.currentModel);
assert(RS.currentModel->mdxm);
// back track and get the surfinfo struct for this surface
mdxmSurface_t *surface = (mdxmSurface_t *)G2_FindSurface(RS.currentModel, RS.surfaceNum, RS.lod);
mdxmHierarchyOffsets_t *surfIndexes = (mdxmHierarchyOffsets_t *)((byte *)RS.currentModel->mdxm + sizeof(mdxmHeader_t));
mdxmSurfHierarchy_t *surfInfo = (mdxmSurfHierarchy_t *)((byte *)surfIndexes + surfIndexes->offsets[surface->thisSurfaceIndex]);
// see if we have an override surface in the surface list
const surfaceInfo_t *surfOverride = G2_FindOverrideSurface(RS.surfaceNum, RS.rootSList);
// really, we should use the default flags for this surface unless it's been overriden
offFlags = surfInfo->flags;
// set the off flags if we have some
if (surfOverride)
{
offFlags = surfOverride->offFlags;
}
// if this surface is not off, add it to the shader render list
if (!offFlags)
{
if ( RS.cust_shader )
{
shader = RS.cust_shader;
}
else if ( RS.skin )
{
int j;
// match the surface name to something in the skin file
shader = R_GetShaderByHandle( surfInfo->shaderIndex ); //tr.defaultShader;
for ( j = 0 ; j < RS.skin->numSurfaces ; j++ )
{
// the names have both been lowercased
if ( !strcmp( RS.skin->surfaces[j]->name, surfInfo->name ) )
{
shader = RS.skin->surfaces[j]->shader;
break;
}
}
}
else
{
shader = R_GetShaderByHandle( surfInfo->shaderIndex );
}
// we will add shadows even if the main object isn't visible in the view
// stencil shadows can't do personal models unless I polyhedron clip
//using z-fail now so can do personal models -rww
if ( /*!RS.personalModel
&& */r_shadows->integer == 2
#ifndef VV_LIGHTING
// && RS.fogNum == 0
#endif
&& (RS.renderfx & RF_SHADOW_PLANE )
&& !(RS.renderfx & ( RF_NOSHADOW | RF_DEPTHHACK ) )
&& shader->sort == SS_OPAQUE )
{ // set the surface info to point at the where the transformed bone list is going to be for when the surface gets rendered out
CRenderableSurface *newSurf = AllocRS();
#ifdef _XBOX
// On Xbox, we always use the lowest LOD
mdxmSurface_t *lowsurface = (mdxmSurface_t *)G2_FindSurface(RS.currentModel, RS.surfaceNum, RS.currentModel->numLods-1);
newSurf->surfaceData = lowsurface;
#else
if (surface->numVerts >= SHADER_MAX_VERTEXES/2)
{ //we need numVerts*2 xyz slots free in tess to do shadow, if this surf is going to exceed that then let's try the lowest lod -rww
mdxmSurface_t *lowsurface = (mdxmSurface_t *)G2_FindSurface(RS.currentModel, RS.surfaceNum, RS.currentModel->numLods-1);
newSurf->surfaceData = lowsurface;
}
else
{
newSurf->surfaceData = surface;
}
#endif
newSurf->boneCache = RS.boneCache;
R_AddDrawSurf( (surfaceType_t *)newSurf, tr.shadowShader, 0, qfalse );
}
// projection shadows work fine with personal models
if ( r_shadows->integer == 3
// && RS.fogNum == 0
&& (RS.renderfx & RF_SHADOW_PLANE )
&& !(RS.renderfx & ( RF_NOSHADOW ) )
&& shader->sort == SS_OPAQUE )
{ // set the surface info to point at the where the transformed bone list is going to be for when the surface gets rendered out
CRenderableSurface *newSurf = AllocRS();
newSurf->surfaceData = surface;
newSurf->boneCache = RS.boneCache;
R_AddDrawSurf( (surfaceType_t *)newSurf, tr.projectionShadowShader, 0, qfalse );
}
// don't add third_person objects if not viewing through a portal
if ( !RS.personalModel )
{ // set the surface info to point at the where the transformed bone list is going to be for when the surface gets rendered out
CRenderableSurface *newSurf = AllocRS();
newSurf->surfaceData = surface;
newSurf->boneCache = RS.boneCache;
R_AddDrawSurf( (surfaceType_t *)newSurf, shader, RS.fogNum, qfalse );
#ifdef _G2_GORE
if (RS.gore_set && drawGore)
{
int curTime = G2API_GetTime(tr.refdef.time);
pair<multimap<int,SGoreSurface>::iterator,multimap<int,SGoreSurface>::iterator> range=
RS.gore_set->mGoreRecords.equal_range(RS.surfaceNum);
multimap<int,SGoreSurface>::iterator k,kcur;
CRenderableSurface *last=newSurf;
for (k=range.first;k!=range.second;)
{
kcur=k;
k++;
GoreTextureCoordinates *tex=FindGoreRecord((*kcur).second.mGoreTag);
if (!tex || // it is gone, lets get rid of it
(*kcur).second.mDeleteTime && curTime>=(*kcur).second.mDeleteTime) // out of time
{
if (tex)
{
(*tex).~GoreTextureCoordinates();
//I don't know what's going on here, it should call the destructor for
//this when it erases the record but sometimes it doesn't. -rww
}
RS.gore_set->mGoreRecords.erase(kcur);
}
else if (tex->tex[RS.lod])
{
CRenderableSurface *newSurf2 = AllocRS();
*newSurf2=*newSurf;
newSurf2->goreChain=0;
newSurf2->alternateTex=tex->tex[RS.lod];
newSurf2->scale=1.0f;
newSurf2->fade=1.0f;
newSurf2->impactTime=1.0f; // done with
int magicFactor42=500; // ms, impact time
if (curTime>(*kcur).second.mGoreGrowStartTime && curTime<(*kcur).second.mGoreGrowStartTime+magicFactor42)
{
newSurf2->impactTime=float(curTime-(*kcur).second.mGoreGrowStartTime)/float(magicFactor42); // linear
}
if (curTime<(*kcur).second.mGoreGrowEndTime)
{
newSurf2->scale=1.0f/((curTime-(*kcur).second.mGoreGrowStartTime)*(*kcur).second.mGoreGrowFactor + (*kcur).second.mGoreGrowOffset);
if (newSurf2->scale<1.0f)
{
newSurf2->scale=1.0f;
}
}
shader_t *gshader;
if ((*kcur).second.shader)
{
gshader=R_GetShaderByHandle((*kcur).second.shader);
}
else
{
gshader=R_GetShaderByHandle(goreShader);
}
// Set fade on surf.
//Only if we have a fade time set, and let us fade on rgb if we want -rww
if ((*kcur).second.mDeleteTime && (*kcur).second.mFadeTime)
{
if ((*kcur).second.mDeleteTime - curTime < (*kcur).second.mFadeTime)
{
newSurf2->fade=(float)((*kcur).second.mDeleteTime - curTime)/(*kcur).second.mFadeTime;
if ((*kcur).second.mFadeRGB)
{ //RGB fades are scaled from 2.0f to 3.0f (simply to differentiate)
newSurf2->fade += 2.0f;
if (newSurf2->fade < 2.01f)
{
newSurf2->fade = 2.01f;
}
}
}
}
last->goreChain=newSurf2;
last=newSurf2;
R_AddDrawSurf( (surfaceType_t *)newSurf2,gshader, RS.fogNum, qfalse );
}
}
}
#endif
}
}
// if we are turning off all descendants, then stop this recursion now
if (offFlags & G2SURFACEFLAG_NODESCENDANTS)
{
return;
}
// now recursively call for the children
for (i=0; i< surfInfo->numChildren; i++)
{
RS.surfaceNum = surfInfo->childIndexes[i];
RenderSurfaces(RS);
}
}
// sort all the ghoul models in this list so if they go in reference order. This will ensure the bolt on's are attached to the right place
// on the previous model, since it ensures the model being attached to is built and rendered first.
// NOTE!! This assumes at least one model will NOT have a parent. If it does - we are screwed
static void G2_Sort_Models(CGhoul2Info_v &ghoul2, int * const modelList, int * const modelCount)
{
int startPoint, endPoint;
int i, boltTo, j;
*modelCount = 0;
// first walk all the possible ghoul2 models, and stuff the out array with those with no parents
for (i=0; i<ghoul2.size();i++)
{
// have a ghoul model here?
if (ghoul2[i].mModelindex == -1||!ghoul2[i].mValid)
{
continue;
}
// are we attached to anything?
if (ghoul2[i].mModelBoltLink == -1)
{
// no, insert us first
modelList[(*modelCount)++] = i;
}
}
startPoint = 0;
endPoint = *modelCount;
// now, using that list of parentless models, walk the descendant tree for each of them, inserting the descendents in the list
while (startPoint != endPoint)
{
for (i=0; i<ghoul2.size(); i++)
{
// have a ghoul model here?
if (ghoul2[i].mModelindex == -1||!ghoul2[i].mValid)
{
continue;
}
// what does this model think it's attached to?
if (ghoul2[i].mModelBoltLink != -1)
{
boltTo = (ghoul2[i].mModelBoltLink >> MODEL_SHIFT) & MODEL_AND;
// is it any of the models we just added to the list?
for (j=startPoint; j<endPoint; j++)
{
// is this my parent model?
if (boltTo == modelList[j])
{
// yes, insert into list and exit now
modelList[(*modelCount)++] = i;
break;
}
}
}
}
// update start and end points
startPoint = endPoint;
endPoint = *modelCount;
}
}
static void RootMatrix(CGhoul2Info_v &ghoul2,int time,const vec3_t scale,mdxaBone_t &retMatrix)
{
int i;
for (i=0; i<ghoul2.size(); i++)
{
if (ghoul2[i].mModelindex != -1&&ghoul2[i].mValid)
{
if (ghoul2[i].mFlags & GHOUL2_NEWORIGIN)
{
mdxaBone_t bolt;
mdxaBone_t tempMatrix;
G2_ConstructGhoulSkeleton(ghoul2,time,false,scale);
G2_GetBoltMatrixLow(ghoul2[i],ghoul2[i].mNewOrigin,scale,bolt);
tempMatrix.matrix[0][0]=1.0f;
tempMatrix.matrix[0][1]=0.0f;
tempMatrix.matrix[0][2]=0.0f;
tempMatrix.matrix[0][3]=-bolt.matrix[0][3];
tempMatrix.matrix[1][0]=0.0f;
tempMatrix.matrix[1][1]=1.0f;
tempMatrix.matrix[1][2]=0.0f;
tempMatrix.matrix[1][3]=-bolt.matrix[1][3];
tempMatrix.matrix[2][0]=0.0f;
tempMatrix.matrix[2][1]=0.0f;
tempMatrix.matrix[2][2]=1.0f;
tempMatrix.matrix[2][3]=-bolt.matrix[2][3];
// Inverse_Matrix(&bolt, &tempMatrix);
Multiply_3x4Matrix(&retMatrix, &tempMatrix, (mdxaBone_t*)&identityMatrix);
return;
}
}
}
retMatrix=identityMatrix;
}
extern cvar_t *r_shadowRange;
static inline bool bInShadowRange(vec3_t location)
{
const float c = DotProduct( tr.viewParms.or.axis[0], tr.viewParms.or.origin );
const float dist = DotProduct( tr.viewParms.or.axis[0], location ) - c;
// return (dist < tr.distanceCull/1.5f);
return (dist < r_shadowRange->value);
}
/*
==============
R_AddGHOULSurfaces
==============
*/
void R_AddGhoulSurfaces( trRefEntity_t *ent ) {
shader_t *cust_shader = 0;
#ifdef _G2_GORE
shader_t *gore_shader = 0;
#endif
int fogNum = 0;
bool personalModel;
int cull;
int i, whichLod, j;
skin_t *skin;
int modelCount;
mdxaBone_t rootMatrix;
// if we don't want ghoul2 models, then return
if (r_noGhoul2->integer)
{
return;
}
assert (ent->e.ghoul2); //entity is foo if it has a glm model handle but no ghoul2 pointer!
CGhoul2Info_v &ghoul2 = *ent->e.ghoul2;
if (!G2_SetupModelPointers(ghoul2))
{
return;
}
int currentTime=G2API_GetTime(tr.refdef.time);
// cull the entire model if merged bounding box of both frames
// is outside the view frustum.
cull = R_GCullModel (ent );
if ( cull == CULL_OUT )
{
return;
}
HackadelicOnClient=true;
// are any of these models setting a new origin?
RootMatrix(ghoul2,currentTime, ent->e.modelScale,rootMatrix);
// don't add third_person objects if not in a portal
personalModel = (ent->e.renderfx & RF_THIRD_PERSON) && !tr.viewParms.isPortal;
int modelList[32];
assert(ghoul2.size()<=31);
modelList[31]=548;
// set up lighting now that we know we aren't culled
#ifdef VV_LIGHTING
if ( !personalModel ) {
VVLightMan.R_SetupEntityLighting( &tr.refdef, ent );
#else
if ( !personalModel || r_shadows->integer > 1 ) {
R_SetupEntityLighting( &tr.refdef, ent );
#endif
}
// see if we are in a fog volume
fogNum = R_GComputeFogNum( ent );
// sort the ghoul 2 models so bolt ons get bolted to the right model
G2_Sort_Models(ghoul2, modelList, &modelCount);
assert(modelList[31]==548);
#ifdef _G2_GORE
if (goreShader == -1)
{
goreShader=RE_RegisterShader("gfx/damage/burnmark1");
}
#endif
// construct a world matrix for this entity
G2_GenerateWorldMatrix(ent->e.angles, ent->e.origin);
// walk each possible model for this entity and try rendering it out
for (j=0; j<modelCount; j++)
{
i = modelList[j];
if (ghoul2[i].mValid&&!(ghoul2[i].mFlags & GHOUL2_NOMODEL)&&!(ghoul2[i].mFlags & GHOUL2_NORENDER))
{
//
// figure out whether we should be using a custom shader for this model
//
skin = NULL;
if (ent->e.customShader)
{
cust_shader = R_GetShaderByHandle(ent->e.customShader );
}
else
{
cust_shader = NULL;
// figure out the custom skin thing
if (ent->e.customSkin)
{
skin = R_GetSkinByHandle(ent->e.customSkin );
}
else if ( ghoul2[i].mSkin > 0 && ghoul2[i].mSkin < tr.numSkins )
{
skin = R_GetSkinByHandle( ghoul2[i].mSkin );
}
}
if (j&&ghoul2[i].mModelBoltLink != -1)
{
int boltMod = (ghoul2[i].mModelBoltLink >> MODEL_SHIFT) & MODEL_AND;
int boltNum = (ghoul2[i].mModelBoltLink >> BOLT_SHIFT) & BOLT_AND;
mdxaBone_t bolt;
G2_GetBoltMatrixLow(ghoul2[boltMod],boltNum,ent->e.modelScale,bolt);
G2_TransformGhoulBones(ghoul2[i].mBlist,bolt, ghoul2[i],currentTime);
}
else
{
G2_TransformGhoulBones(ghoul2[i].mBlist, rootMatrix, ghoul2[i],currentTime);
}
if ( ent->e.renderfx & RF_G2MINLOD )
{
whichLod = G2_ComputeLOD( ent, ghoul2[i].currentModel, 10 );
} else
{
whichLod = G2_ComputeLOD( ent, ghoul2[i].currentModel, ghoul2[i].mLodBias );
}
G2_FindOverrideSurface(-1,ghoul2[i].mSlist); //reset the quick surface override lookup;
#ifdef _G2_GORE
CGoreSet *gore=0;
if (ghoul2[i].mGoreSetTag)
{
gore=FindGoreSet(ghoul2[i].mGoreSetTag);
if (!gore) // my gore is gone, so remove it
{
ghoul2[i].mGoreSetTag=0;
}
}
CRenderSurface RS(ghoul2[i].mSurfaceRoot, ghoul2[i].mSlist, cust_shader, fogNum, personalModel, ghoul2[i].mBoneCache, ent->e.renderfx, skin,ghoul2[i].currentModel, whichLod, ghoul2[i].mBltlist, gore_shader, gore);
#else
CRenderSurface RS(ghoul2[i].mSurfaceRoot, ghoul2[i].mSlist, cust_shader, fogNum, personalModel, ghoul2[i].mBoneCache, ent->e.renderfx, skin,ghoul2[i].currentModel, whichLod, ghoul2[i].mBltlist);
#endif
if (!personalModel && (RS.renderfx & RF_SHADOW_PLANE) && !bInShadowRange(ent->e.origin))
{
RS.renderfx |= RF_NOSHADOW;
}
RenderSurfaces(RS);
}
}
HackadelicOnClient=false;
}
bool G2_NeedsRecalc(CGhoul2Info *ghlInfo,int frameNum)
{
G2_SetupModelPointers(ghlInfo);
// not sure if I still need this test, probably
if (ghlInfo->mSkelFrameNum!=frameNum||
!ghlInfo->mBoneCache||
ghlInfo->mBoneCache->mod!=ghlInfo->currentModel)
{
ghlInfo->mSkelFrameNum=frameNum;
return true;
}
return false;
}
/*
==============
G2_ConstructGhoulSkeleton - builds a complete skeleton for all ghoul models in a CGhoul2Info_v class - using LOD 0
==============
*/
void G2_ConstructGhoulSkeleton( CGhoul2Info_v &ghoul2,const int frameNum,bool checkForNewOrigin,const vec3_t scale)
{
int i, j;
int modelCount;
mdxaBone_t rootMatrix;
int modelList[32];
assert(ghoul2.size()<=31);
modelList[31]=548;
if (checkForNewOrigin)
{
RootMatrix(ghoul2,frameNum,scale,rootMatrix);
}
else
{
rootMatrix = identityMatrix;
}
G2_Sort_Models(ghoul2, modelList, &modelCount);
assert(modelList[31]==548);
for (j=0; j<modelCount; j++)
{
// get the sorted model to play with
i = modelList[j];
if (ghoul2[i].mValid)
{
if (j&&ghoul2[i].mModelBoltLink != -1)
{
int boltMod = (ghoul2[i].mModelBoltLink >> MODEL_SHIFT) & MODEL_AND;
int boltNum = (ghoul2[i].mModelBoltLink >> BOLT_SHIFT) & BOLT_AND;
mdxaBone_t bolt;
G2_GetBoltMatrixLow(ghoul2[boltMod],boltNum,scale,bolt);
G2_TransformGhoulBones(ghoul2[i].mBlist,bolt,ghoul2[i],frameNum,checkForNewOrigin);
}
else
{
G2_TransformGhoulBones(ghoul2[i].mBlist,rootMatrix,ghoul2[i],frameNum,checkForNewOrigin);
}
}
}
}
/*
==============
RB_SurfaceGhoul
==============
*/
void RB_SurfaceGhoul( CRenderableSurface *surf )
{
#ifdef G2_PERFORMANCE_ANALYSIS
G2PerformanceTimer_RB_SurfaceGhoul.Start();
#endif
int j, k;
int baseIndex, baseVertex;
int numVerts;
mdxmVertex_t *v;
int *triangles;
int indexes;
glIndex_t *tessIndexes;
mdxmVertexTexCoord_t *pTexCoords;
int *piBoneReferences;
#ifdef _G2_GORE
if (surf->alternateTex)
{
// a gore surface ready to go.
/*
sizeof(int)+ // num verts
sizeof(int)+ // num tris
sizeof(int)*newNumVerts+ // which verts to copy from original surface
sizeof(float)*4*newNumVerts+ // storgage for deformed verts
sizeof(float)*4*newNumVerts+ // storgage for deformed normal
sizeof(float)*2*newNumVerts+ // texture coordinates
sizeof(int)*newNumTris*3; // new indecies
*/
int *data=(int *)surf->alternateTex;
numVerts=*data++;
indexes=(*data++);
// first up, sanity check our numbers
RB_CheckOverflow(numVerts,indexes);
indexes*=3;
data+=numVerts;
baseIndex = tess.numIndexes;
baseVertex = tess.numVertexes;
memcpy(&tess.xyz[baseVertex][0],data,sizeof(float)*4*numVerts);
data+=4*numVerts;
memcpy(&tess.normal[baseVertex][0],data,sizeof(float)*4*numVerts);
data+=4*numVerts;
assert(numVerts>0);
//float *texCoords = tess.texCoords[0][baseVertex];
float *texCoords = tess.texCoords[baseVertex][0];
int hack = baseVertex;
//rww - since the array is arranged as such we cannot increment
//the relative memory position to get where we want. Maybe this
//is why sof2 has the texCoords array reversed. In any case, I
//am currently too lazy to get around it.
//Or can you += array[.][x]+2?
if (surf->scale>1.0f)
{
for ( j = 0; j < numVerts; j++)
{
texCoords[0]=((*(float *)data)-0.5f)*surf->scale+0.5f;
data++;
texCoords[1]=((*(float *)data)-0.5f)*surf->scale+0.5f;
data++;
//texCoords+=2;// Size of gore (s,t).
hack++;
texCoords = tess.texCoords[hack][0];
}
}
else
{
for (j=0;j<numVerts;j++)
{
texCoords[0]=*(float *)(data++);
texCoords[1]=*(float *)(data++);
// texCoords+=2;// Size of gore (s,t).
hack++;
texCoords = tess.texCoords[hack][0];
}
}
//now check for fade overrides -rww
if (surf->fade)
{
static int lFade;
static int j;
if (surf->fade<1.0)
{
tess.fading = true;
lFade = myftol(254.4f*surf->fade);
for (j=0;j<numVerts;j++)
{
tess.svars.colors[j+baseVertex][3] = lFade;
}
}
else if (surf->fade > 2.0f && surf->fade < 3.0f)
{ //hack to fade out on RGB if desired (don't want to add more to CRenderableSurface) -rww
tess.fading = true;
lFade = myftol(254.4f*(surf->fade-2.0f));
for (j=0;j<numVerts;j++)
{
if (lFade < tess.svars.colors[j+baseVertex][0])
{ //don't set it unless the fade is less than the current r value (to avoid brightening suddenly before we start fading)
tess.svars.colors[j+baseVertex][0] = tess.svars.colors[j+baseVertex][1] = tess.svars.colors[j+baseVertex][2] = lFade;
}
//Set the alpha as well I suppose, no matter what
tess.svars.colors[j+baseVertex][3] = lFade;
}
}
}
glIndex_t *indexPtr = &tess.indexes[baseIndex];
triangles = data;
for (j = indexes ; j ; j--)
{
*indexPtr++ = baseVertex + (*triangles++);
}
tess.numIndexes += indexes;
tess.numVertexes += numVerts;
return;
}
#endif
// grab the pointer to the surface info within the loaded mesh file
mdxmSurface_t *surface = surf->surfaceData;
CBoneCache *bones = surf->boneCache;
#ifdef VV_LIGHTING
// Set any dynamic lighting needed
if(backEnd.currentEntity->dlightBits)
tess.dlightBits = backEnd.currentEntity->dlightBits;
#endif
// first up, sanity check our numbers
RB_CheckOverflow( surface->numVerts, surface->numTriangles );
//
// deform the vertexes by the lerped bones
//
// first up, sanity check our numbers
baseVertex = tess.numVertexes;
triangles = (int *) ((byte *)surface + surface->ofsTriangles);
baseIndex = tess.numIndexes;
#if 0
indexes = surface->numTriangles * 3;
for (j = 0 ; j < indexes ; j++) {
tess.indexes[baseIndex + j] = baseVertex + triangles[j];
}
tess.numIndexes += indexes;
#else
indexes = surface->numTriangles; //*3; //unrolled 3 times, don't multiply
tessIndexes = &tess.indexes[baseIndex];
for (j = 0 ; j < indexes ; j++) {
*tessIndexes++ = baseVertex + *triangles++;
*tessIndexes++ = baseVertex + *triangles++;
*tessIndexes++ = baseVertex + *triangles++;
}
tess.numIndexes += indexes*3;
#endif
numVerts = surface->numVerts;
#ifdef _XBOX
TransformRenderSurface(surface, surf->boneCache, &tess);
#else
piBoneReferences = (int*) ((byte*)surface + surface->ofsBoneReferences);
baseVertex = tess.numVertexes;
v = (mdxmVertex_t *) ((byte *)surface + surface->ofsVerts);
pTexCoords = (mdxmVertexTexCoord_t *) &v[numVerts];
// if (r_ghoul2fastnormals&&r_ghoul2fastnormals->integer==0)
#if 0
if (0)
{
for ( j = 0; j < numVerts; j++, baseVertex++,v++ )
{
const int iNumWeights = G2_GetVertWeights( v );
float fTotalWeight = 0.0f;
k=0;
int iBoneIndex = G2_GetVertBoneIndex( v, k );
float fBoneWeight = G2_GetVertBoneWeight( v, k, fTotalWeight, iNumWeights );
const mdxaBone_t *bone = &bones->EvalRender(piBoneReferences[iBoneIndex]);
tess.xyz[baseVertex][0] = fBoneWeight * ( DotProduct( bone->matrix[0], v->vertCoords ) + bone->matrix[0][3] );
tess.xyz[baseVertex][1] = fBoneWeight * ( DotProduct( bone->matrix[1], v->vertCoords ) + bone->matrix[1][3] );
tess.xyz[baseVertex][2] = fBoneWeight * ( DotProduct( bone->matrix[2], v->vertCoords ) + bone->matrix[2][3] );
tess.normal[baseVertex][0] = fBoneWeight * DotProduct( bone->matrix[0], v->normal );
tess.normal[baseVertex][1] = fBoneWeight * DotProduct( bone->matrix[1], v->normal );
tess.normal[baseVertex][2] = fBoneWeight * DotProduct( bone->matrix[2], v->normal );
for ( k++ ; k < iNumWeights ; k++)
{
iBoneIndex = G2_GetVertBoneIndex( v, k );
fBoneWeight = G2_GetVertBoneWeight( v, k, fTotalWeight, iNumWeights );
bone = &bones->EvalRender(piBoneReferences[iBoneIndex]);
tess.xyz[baseVertex][0] += fBoneWeight * ( DotProduct( bone->matrix[0], v->vertCoords ) + bone->matrix[0][3] );
tess.xyz[baseVertex][1] += fBoneWeight * ( DotProduct( bone->matrix[1], v->vertCoords ) + bone->matrix[1][3] );
tess.xyz[baseVertex][2] += fBoneWeight * ( DotProduct( bone->matrix[2], v->vertCoords ) + bone->matrix[2][3] );
tess.normal[baseVertex][0] += fBoneWeight * DotProduct( bone->matrix[0], v->normal );
tess.normal[baseVertex][1] += fBoneWeight * DotProduct( bone->matrix[1], v->normal );
tess.normal[baseVertex][2] += fBoneWeight * DotProduct( bone->matrix[2], v->normal );
}
tess.texCoords[baseVertex][0][0] = pTexCoords[j].texCoords[0];
tess.texCoords[baseVertex][0][1] = pTexCoords[j].texCoords[1];
}
}
else
{
#endif
float fTotalWeight;
float fBoneWeight;
float t1;
float t2;
const mdxaBone_t *bone;
const mdxaBone_t *bone2;
for ( j = 0; j < numVerts; j++, baseVertex++,v++ )
{
bone = &bones->EvalRender(piBoneReferences[G2_GetVertBoneIndex( v, 0 )]);
int iNumWeights = G2_GetVertWeights( v );
tess.normal[baseVertex][0] = DotProduct( bone->matrix[0], v->normal );
tess.normal[baseVertex][1] = DotProduct( bone->matrix[1], v->normal );
tess.normal[baseVertex][2] = DotProduct( bone->matrix[2], v->normal );
if (iNumWeights==1)
{
tess.xyz[baseVertex][0] = ( DotProduct( bone->matrix[0], v->vertCoords ) + bone->matrix[0][3] );
tess.xyz[baseVertex][1] = ( DotProduct( bone->matrix[1], v->vertCoords ) + bone->matrix[1][3] );
tess.xyz[baseVertex][2] = ( DotProduct( bone->matrix[2], v->vertCoords ) + bone->matrix[2][3] );
}
else
{
fBoneWeight = G2_GetVertBoneWeightNotSlow( v, 0);
if (iNumWeights==2)
{
bone2 = &bones->EvalRender(piBoneReferences[G2_GetVertBoneIndex( v, 1 )]);
/*
useless transposition
tess.xyz[baseVertex][0] =
v[0]*(w*(bone->matrix[0][0]-bone2->matrix[0][0])+bone2->matrix[0][0])+
v[1]*(w*(bone->matrix[0][1]-bone2->matrix[0][1])+bone2->matrix[0][1])+
v[2]*(w*(bone->matrix[0][2]-bone2->matrix[0][2])+bone2->matrix[0][2])+
w*(bone->matrix[0][3]-bone2->matrix[0][3]) + bone2->matrix[0][3];
*/
t1 = ( DotProduct( bone->matrix[0], v->vertCoords ) + bone->matrix[0][3] );
t2 = ( DotProduct( bone2->matrix[0], v->vertCoords ) + bone2->matrix[0][3] );
tess.xyz[baseVertex][0] = fBoneWeight * (t1-t2) + t2;
t1 = ( DotProduct( bone->matrix[1], v->vertCoords ) + bone->matrix[1][3] );
t2 = ( DotProduct( bone2->matrix[1], v->vertCoords ) + bone2->matrix[1][3] );
tess.xyz[baseVertex][1] = fBoneWeight * (t1-t2) + t2;
t1 = ( DotProduct( bone->matrix[2], v->vertCoords ) + bone->matrix[2][3] );
t2 = ( DotProduct( bone2->matrix[2], v->vertCoords ) + bone2->matrix[2][3] );
tess.xyz[baseVertex][2] = fBoneWeight * (t1-t2) + t2;
}
else
{
tess.xyz[baseVertex][0] = fBoneWeight * ( DotProduct( bone->matrix[0], v->vertCoords ) + bone->matrix[0][3] );
tess.xyz[baseVertex][1] = fBoneWeight * ( DotProduct( bone->matrix[1], v->vertCoords ) + bone->matrix[1][3] );
tess.xyz[baseVertex][2] = fBoneWeight * ( DotProduct( bone->matrix[2], v->vertCoords ) + bone->matrix[2][3] );
fTotalWeight=fBoneWeight;
for (k=1; k < iNumWeights-1 ; k++)
{
bone = &bones->EvalRender(piBoneReferences[G2_GetVertBoneIndex( v, k )]);
fBoneWeight = G2_GetVertBoneWeightNotSlow( v, k);
fTotalWeight += fBoneWeight;
tess.xyz[baseVertex][0] += fBoneWeight * ( DotProduct( bone->matrix[0], v->vertCoords ) + bone->matrix[0][3] );
tess.xyz[baseVertex][1] += fBoneWeight * ( DotProduct( bone->matrix[1], v->vertCoords ) + bone->matrix[1][3] );
tess.xyz[baseVertex][2] += fBoneWeight * ( DotProduct( bone->matrix[2], v->vertCoords ) + bone->matrix[2][3] );
}
bone = &bones->EvalRender(piBoneReferences[G2_GetVertBoneIndex( v, k )]);
fBoneWeight = 1.0f-fTotalWeight;
tess.xyz[baseVertex][0] += fBoneWeight * ( DotProduct( bone->matrix[0], v->vertCoords ) + bone->matrix[0][3] );
tess.xyz[baseVertex][1] += fBoneWeight * ( DotProduct( bone->matrix[1], v->vertCoords ) + bone->matrix[1][3] );
tess.xyz[baseVertex][2] += fBoneWeight * ( DotProduct( bone->matrix[2], v->vertCoords ) + bone->matrix[2][3] );
}
}
tess.texCoords[baseVertex][0][0] = pTexCoords[j].texCoords[0];
tess.texCoords[baseVertex][0][1] = pTexCoords[j].texCoords[1];
}
#if 0
}
#endif
#endif // _XBOX
#ifdef _G2_GORE
while (surf->goreChain)
{
surf=(CRenderableSurface *)surf->goreChain;
if (surf->alternateTex)
{
// get a gore surface ready to go.
/*
sizeof(int)+ // num verts
sizeof(int)+ // num tris
sizeof(int)*newNumVerts+ // which verts to copy from original surface
sizeof(float)*4*newNumVerts+ // storgage for deformed verts
sizeof(float)*4*newNumVerts+ // storgage for deformed normal
sizeof(float)*2*newNumVerts+ // texture coordinates
sizeof(int)*newNumTris*3; // new indecies
*/
int *data=(int *)surf->alternateTex;
int gnumVerts=*data++;
data++;
float *fdata=(float *)data;
fdata+=gnumVerts;
for (j=0;j<gnumVerts;j++)
{
assert(data[j]>=0&&data[j]<numVerts);
memcpy(fdata,&tess.xyz[tess.numVertexes+data[j]][0],sizeof(float)*3);
fdata+=4;
}
for (j=0;j<gnumVerts;j++)
{
assert(data[j]>=0&&data[j]<numVerts);
memcpy(fdata,&tess.normal[tess.numVertexes+data[j]][0],sizeof(float)*3);
fdata+=4;
}
}
else
{
assert(0);
}
}
// NOTE: This is required because a ghoul model might need to be rendered twice a frame (don't cringe,
// it's not THAT bad), so we only delete it when doing the glow pass. Warning though, this assumes that
// the glow is rendered _second_!!! If that changes, change this!
extern bool g_bRenderGlowingObjects;
extern bool g_bDynamicGlowSupported;
#endif
tess.numVertexes += surface->numVerts;
#ifdef G2_PERFORMANCE_ANALYSIS
G2Time_RB_SurfaceGhoul += G2PerformanceTimer_RB_SurfaceGhoul.End();
#endif
}
/*
=================
R_LoadMDXM - load a Ghoul 2 Mesh file
=================
*/
/*
Some information used in the creation of the JK2 - JKA bone remap table
These are the old bones:
Complete list of all 72 bones:
*/
int OldToNewRemapTable[72] = {
0,// Bone 0: "model_root": Parent: "" (index -1)
1,// Bone 1: "pelvis": Parent: "model_root" (index 0)
2,// Bone 2: "Motion": Parent: "pelvis" (index 1)
3,// Bone 3: "lfemurYZ": Parent: "pelvis" (index 1)
4,// Bone 4: "lfemurX": Parent: "pelvis" (index 1)
5,// Bone 5: "ltibia": Parent: "pelvis" (index 1)
6,// Bone 6: "ltalus": Parent: "pelvis" (index 1)
6,// Bone 7: "ltarsal": Parent: "pelvis" (index 1)
7,// Bone 8: "rfemurYZ": Parent: "pelvis" (index 1)
8,// Bone 9: "rfemurX": Parent: "pelvis" (index 1)
9,// Bone10: "rtibia": Parent: "pelvis" (index 1)
10,// Bone11: "rtalus": Parent: "pelvis" (index 1)
10,// Bone12: "rtarsal": Parent: "pelvis" (index 1)
11,// Bone13: "lower_lumbar": Parent: "pelvis" (index 1)
12,// Bone14: "upper_lumbar": Parent: "lower_lumbar" (index 13)
13,// Bone15: "thoracic": Parent: "upper_lumbar" (index 14)
14,// Bone16: "cervical": Parent: "thoracic" (index 15)
15,// Bone17: "cranium": Parent: "cervical" (index 16)
16,// Bone18: "ceyebrow": Parent: "face_always_" (index 71)
17,// Bone19: "jaw": Parent: "face_always_" (index 71)
18,// Bone20: "lblip2": Parent: "face_always_" (index 71)
19,// Bone21: "leye": Parent: "face_always_" (index 71)
20,// Bone22: "rblip2": Parent: "face_always_" (index 71)
21,// Bone23: "ltlip2": Parent: "face_always_" (index 71)
22,// Bone24: "rtlip2": Parent: "face_always_" (index 71)
23,// Bone25: "reye": Parent: "face_always_" (index 71)
24,// Bone26: "rclavical": Parent: "thoracic" (index 15)
25,// Bone27: "rhumerus": Parent: "thoracic" (index 15)
26,// Bone28: "rhumerusX": Parent: "thoracic" (index 15)
27,// Bone29: "rradius": Parent: "thoracic" (index 15)
28,// Bone30: "rradiusX": Parent: "thoracic" (index 15)
29,// Bone31: "rhand": Parent: "thoracic" (index 15)
29,// Bone32: "mc7": Parent: "thoracic" (index 15)
34,// Bone33: "r_d5_j1": Parent: "thoracic" (index 15)
35,// Bone34: "r_d5_j2": Parent: "thoracic" (index 15)
35,// Bone35: "r_d5_j3": Parent: "thoracic" (index 15)
30,// Bone36: "r_d1_j1": Parent: "thoracic" (index 15)
31,// Bone37: "r_d1_j2": Parent: "thoracic" (index 15)
31,// Bone38: "r_d1_j3": Parent: "thoracic" (index 15)
32,// Bone39: "r_d2_j1": Parent: "thoracic" (index 15)
33,// Bone40: "r_d2_j2": Parent: "thoracic" (index 15)
33,// Bone41: "r_d2_j3": Parent: "thoracic" (index 15)
32,// Bone42: "r_d3_j1": Parent: "thoracic" (index 15)
33,// Bone43: "r_d3_j2": Parent: "thoracic" (index 15)
33,// Bone44: "r_d3_j3": Parent: "thoracic" (index 15)
34,// Bone45: "r_d4_j1": Parent: "thoracic" (index 15)
35,// Bone46: "r_d4_j2": Parent: "thoracic" (index 15)
35,// Bone47: "r_d4_j3": Parent: "thoracic" (index 15)
36,// Bone48: "rhang_tag_bone": Parent: "thoracic" (index 15)
37,// Bone49: "lclavical": Parent: "thoracic" (index 15)
38,// Bone50: "lhumerus": Parent: "thoracic" (index 15)
39,// Bone51: "lhumerusX": Parent: "thoracic" (index 15)
40,// Bone52: "lradius": Parent: "thoracic" (index 15)
41,// Bone53: "lradiusX": Parent: "thoracic" (index 15)
42,// Bone54: "lhand": Parent: "thoracic" (index 15)
42,// Bone55: "mc5": Parent: "thoracic" (index 15)
43,// Bone56: "l_d5_j1": Parent: "thoracic" (index 15)
44,// Bone57: "l_d5_j2": Parent: "thoracic" (index 15)
44,// Bone58: "l_d5_j3": Parent: "thoracic" (index 15)
43,// Bone59: "l_d4_j1": Parent: "thoracic" (index 15)
44,// Bone60: "l_d4_j2": Parent: "thoracic" (index 15)
44,// Bone61: "l_d4_j3": Parent: "thoracic" (index 15)
45,// Bone62: "l_d3_j1": Parent: "thoracic" (index 15)
46,// Bone63: "l_d3_j2": Parent: "thoracic" (index 15)
46,// Bone64: "l_d3_j3": Parent: "thoracic" (index 15)
45,// Bone65: "l_d2_j1": Parent: "thoracic" (index 15)
46,// Bone66: "l_d2_j2": Parent: "thoracic" (index 15)
46,// Bone67: "l_d2_j3": Parent: "thoracic" (index 15)
47,// Bone68: "l_d1_j1": Parent: "thoracic" (index 15)
48,// Bone69: "l_d1_j2": Parent: "thoracic" (index 15)
48,// Bone70: "l_d1_j3": Parent: "thoracic" (index 15)
52// Bone71: "face_always_": Parent: "cranium" (index 17)
};
/*
Bone 0: "model_root":
Parent: "" (index -1)
#Kids: 1
Child 0: (index 1), name "pelvis"
Bone 1: "pelvis":
Parent: "model_root" (index 0)
#Kids: 4
Child 0: (index 2), name "Motion"
Child 1: (index 3), name "lfemurYZ"
Child 2: (index 7), name "rfemurYZ"
Child 3: (index 11), name "lower_lumbar"
Bone 2: "Motion":
Parent: "pelvis" (index 1)
#Kids: 0
Bone 3: "lfemurYZ":
Parent: "pelvis" (index 1)
#Kids: 3
Child 0: (index 4), name "lfemurX"
Child 1: (index 5), name "ltibia"
Child 2: (index 49), name "ltail"
Bone 4: "lfemurX":
Parent: "lfemurYZ" (index 3)
#Kids: 0
Bone 5: "ltibia":
Parent: "lfemurYZ" (index 3)
#Kids: 1
Child 0: (index 6), name "ltalus"
Bone 6: "ltalus":
Parent: "ltibia" (index 5)
#Kids: 0
Bone 7: "rfemurYZ":
Parent: "pelvis" (index 1)
#Kids: 3
Child 0: (index 8), name "rfemurX"
Child 1: (index 9), name "rtibia"
Child 2: (index 50), name "rtail"
Bone 8: "rfemurX":
Parent: "rfemurYZ" (index 7)
#Kids: 0
Bone 9: "rtibia":
Parent: "rfemurYZ" (index 7)
#Kids: 1
Child 0: (index 10), name "rtalus"
Bone 10: "rtalus":
Parent: "rtibia" (index 9)
#Kids: 0
Bone 11: "lower_lumbar":
Parent: "pelvis" (index 1)
#Kids: 1
Child 0: (index 12), name "upper_lumbar"
Bone 12: "upper_lumbar":
Parent: "lower_lumbar" (index 11)
#Kids: 1
Child 0: (index 13), name "thoracic"
Bone 13: "thoracic":
Parent: "upper_lumbar" (index 12)
#Kids: 5
Child 0: (index 14), name "cervical"
Child 1: (index 24), name "rclavical"
Child 2: (index 25), name "rhumerus"
Child 3: (index 37), name "lclavical"
Child 4: (index 38), name "lhumerus"
Bone 14: "cervical":
Parent: "thoracic" (index 13)
#Kids: 1
Child 0: (index 15), name "cranium"
Bone 15: "cranium":
Parent: "cervical" (index 14)
#Kids: 1
Child 0: (index 52), name "face_always_"
Bone 16: "ceyebrow":
Parent: "face_always_" (index 52)
#Kids: 0
Bone 17: "jaw":
Parent: "face_always_" (index 52)
#Kids: 0
Bone 18: "lblip2":
Parent: "face_always_" (index 52)
#Kids: 0
Bone 19: "leye":
Parent: "face_always_" (index 52)
#Kids: 0
Bone 20: "rblip2":
Parent: "face_always_" (index 52)
#Kids: 0
Bone 21: "ltlip2":
Parent: "face_always_" (index 52)
#Kids: 0
Bone 22: "rtlip2":
Parent: "face_always_" (index 52)
#Kids: 0
Bone 23: "reye":
Parent: "face_always_" (index 52)
#Kids: 0
Bone 24: "rclavical":
Parent: "thoracic" (index 13)
#Kids: 0
Bone 25: "rhumerus":
Parent: "thoracic" (index 13)
#Kids: 2
Child 0: (index 26), name "rhumerusX"
Child 1: (index 27), name "rradius"
Bone 26: "rhumerusX":
Parent: "rhumerus" (index 25)
#Kids: 0
Bone 27: "rradius":
Parent: "rhumerus" (index 25)
#Kids: 9
Child 0: (index 28), name "rradiusX"
Child 1: (index 29), name "rhand"
Child 2: (index 30), name "r_d1_j1"
Child 3: (index 31), name "r_d1_j2"
Child 4: (index 32), name "r_d2_j1"
Child 5: (index 33), name "r_d2_j2"
Child 6: (index 34), name "r_d4_j1"
Child 7: (index 35), name "r_d4_j2"
Child 8: (index 36), name "rhang_tag_bone"
Bone 28: "rradiusX":
Parent: "rradius" (index 27)
#Kids: 0
Bone 29: "rhand":
Parent: "rradius" (index 27)
#Kids: 0
Bone 30: "r_d1_j1":
Parent: "rradius" (index 27)
#Kids: 0
Bone 31: "r_d1_j2":
Parent: "rradius" (index 27)
#Kids: 0
Bone 32: "r_d2_j1":
Parent: "rradius" (index 27)
#Kids: 0
Bone 33: "r_d2_j2":
Parent: "rradius" (index 27)
#Kids: 0
Bone 34: "r_d4_j1":
Parent: "rradius" (index 27)
#Kids: 0
Bone 35: "r_d4_j2":
Parent: "rradius" (index 27)
#Kids: 0
Bone 36: "rhang_tag_bone":
Parent: "rradius" (index 27)
#Kids: 0
Bone 37: "lclavical":
Parent: "thoracic" (index 13)
#Kids: 0
Bone 38: "lhumerus":
Parent: "thoracic" (index 13)
#Kids: 2
Child 0: (index 39), name "lhumerusX"
Child 1: (index 40), name "lradius"
Bone 39: "lhumerusX":
Parent: "lhumerus" (index 38)
#Kids: 0
Bone 40: "lradius":
Parent: "lhumerus" (index 38)
#Kids: 9
Child 0: (index 41), name "lradiusX"
Child 1: (index 42), name "lhand"
Child 2: (index 43), name "l_d4_j1"
Child 3: (index 44), name "l_d4_j2"
Child 4: (index 45), name "l_d2_j1"
Child 5: (index 46), name "l_d2_j2"
Child 6: (index 47), name "l_d1_j1"
Child 7: (index 48), name "l_d1_j2"
Child 8: (index 51), name "lhang_tag_bone"
Bone 41: "lradiusX":
Parent: "lradius" (index 40)
#Kids: 0
Bone 42: "lhand":
Parent: "lradius" (index 40)
#Kids: 0
Bone 43: "l_d4_j1":
Parent: "lradius" (index 40)
#Kids: 0
Bone 44: "l_d4_j2":
Parent: "lradius" (index 40)
#Kids: 0
Bone 45: "l_d2_j1":
Parent: "lradius" (index 40)
#Kids: 0
Bone 46: "l_d2_j2":
Parent: "lradius" (index 40)
#Kids: 0
Bone 47: "l_d1_j1":
Parent: "lradius" (index 40)
#Kids: 0
Bone 48: "l_d1_j2":
Parent: "lradius" (index 40)
#Kids: 0
Bone 49: "ltail":
Parent: "lfemurYZ" (index 3)
#Kids: 0
Bone 50: "rtail":
Parent: "rfemurYZ" (index 7)
#Kids: 0
Bone 51: "lhang_tag_bone":
Parent: "lradius" (index 40)
#Kids: 0
Bone 52: "face_always_":
Parent: "cranium" (index 15)
#Kids: 8
Child 0: (index 16), name "ceyebrow"
Child 1: (index 17), name "jaw"
Child 2: (index 18), name "lblip2"
Child 3: (index 19), name "leye"
Child 4: (index 20), name "rblip2"
Child 5: (index 21), name "ltlip2"
Child 6: (index 22), name "rtlip2"
Child 7: (index 23), name "reye"
*/
qboolean R_LoadMDXM( model_t *mod, void *buffer, const char *mod_name, qboolean &bAlreadyCached ) {
int i, l, j;
mdxmHeader_t *pinmodel, *mdxm;
mdxmLOD_t *lod;
mdxmSurface_t *surf;
int version;
int size;
shader_t *sh;
mdxmSurfHierarchy_t *surfInfo;
#ifndef _M_IX86
int k;
int frameSize;
// mdxmTag_t *tag;
mdxmTriangle_t *tri;
mdxmVertex_t *v;
mdxmFrame_t *cframe;
int *boneRef;
#endif
pinmodel= (mdxmHeader_t *)buffer;
//
// read some fields from the binary, but only LittleLong() them when we know this wasn't an already-cached model...
//
version = (pinmodel->version);
size = (pinmodel->ofsEnd);
if (!bAlreadyCached)
{
version = LittleLong(version);
size = LittleLong(size);
}
if (version != MDXM_VERSION) {
#ifdef _DEBUG
Com_Error( ERR_DROP, "R_LoadMDXM: %s has wrong version (%i should be %i)\n", mod_name, version, MDXM_VERSION);
#else
VID_Printf( PRINT_WARNING, "R_LoadMDXM: %s has wrong version (%i should be %i)\n", mod_name, version, MDXM_VERSION);
#endif
return qfalse;
}
mod->type = MOD_MDXM;
mod->dataSize += size;
qboolean bAlreadyFound = qfalse;
mdxm = mod->mdxm = (mdxmHeader_t*) //Hunk_Alloc( size );
RE_RegisterModels_Malloc(size, buffer, mod_name, &bAlreadyFound, TAG_MODEL_GLM);
assert(bAlreadyCached == bAlreadyFound);
if (!bAlreadyFound)
{
// horrible new hackery, if !bAlreadyFound then we've just done a tag-morph, so we need to set the
// bool reference passed into this function to true, to tell the caller NOT to do an FS_Freefile since
// we've hijacked that memory block...
//
// Aaaargh. Kill me now...
//
bAlreadyCached = qtrue;
assert( mdxm == buffer );
// memcpy( mdxm, buffer, size ); // and don't do this now, since it's the same thing
LL(mdxm->ident);
LL(mdxm->version);
LL(mdxm->numLODs);
LL(mdxm->ofsLODs);
LL(mdxm->numSurfaces);
LL(mdxm->ofsSurfHierarchy);
LL(mdxm->ofsEnd);
}
// first up, go load in the animation file we need that has the skeletal animation info for this model
mdxm->animIndex = RE_RegisterModel(va ("%s.gla",mdxm->animName));
if (!strcmp(mdxm->animName,"models/players/_humanoid/_humanoid"))
{ //if we're loading the humanoid, look for a cinematic gla for this map
const char*mapname = sv_mapname->string;
if (strcmp(mapname,"nomap") )
{
if (strrchr(mapname,'/') ) //maps in subfolders use the root name, ( presuming only one level deep!)
{
mapname = strrchr(mapname,'/')+1;
}
RE_RegisterModel(va ("models/players/_humanoid_%s/_humanoid_%s.gla",mapname,mapname));
}
}
bool isAnOldModelFile = false;
if (mdxm->numBones == 72 && strstr(mdxm->animName,"_humanoid") )
{
isAnOldModelFile = true;
}
if (!mdxm->animIndex)
{
VID_Printf( PRINT_WARNING, "R_LoadMDXM: missing animation file %s for mesh %s\n", mdxm->animName, mdxm->name);
return qfalse;
}
else
{
assert (tr.models[mdxm->animIndex]->mdxa->numBones == mdxm->numBones);
if (tr.models[mdxm->animIndex]->mdxa->numBones != mdxm->numBones)
{
if ( isAnOldModelFile )
{
VID_Printf( PRINT_WARNING, "R_LoadMDXM: converting jk2 model %s\n", mod_name);
}
else
{
#ifdef _DEBUG
Com_Error( ERR_DROP, "R_LoadMDXM: %s has different bones than anim (%i != %i)\n", mod_name, mdxm->numBones, tr.models[mdxm->animIndex]->mdxa->numBones);
#else
VID_Printf( PRINT_WARNING, "R_LoadMDXM: %s has different bones than anim (%i != %i)\n", mod_name, mdxm->numBones, tr.models[mdxm->animIndex]->mdxa->numBones);
#endif
}
if ( !isAnOldModelFile )
{//hmm, load up the old JK2 ones anyway?
return qfalse;
}
}
}
mod->numLods = mdxm->numLODs -1 ; //copy this up to the model for ease of use - it wil get inced after this.
if (bAlreadyFound)
{
return qtrue; // All done. Stop, go no further, do not LittleLong(), do not pass Go...
}
surfInfo = (mdxmSurfHierarchy_t *)( (byte *)mdxm + mdxm->ofsSurfHierarchy);
for ( i = 0 ; i < mdxm->numSurfaces ; i++)
{
LL(surfInfo->numChildren);
LL(surfInfo->parentIndex);
Q_strlwr(surfInfo->name); //just in case
2013-04-19 02:52:48 +00:00
if ( !strcmp( &surfInfo->name[strlen(surfInfo->name)-4],"_off") )
{
surfInfo->name[strlen(surfInfo->name)-4]=0; //remove "_off" from name
}
if ( surfInfo->shader[0] == '[' )
{
surfInfo->shader[0] = 0; //kill the stupid [nomaterial] since carcass doesn't
}
// do all the children indexs
for (j=0; j<surfInfo->numChildren; j++)
{
LL(surfInfo->childIndexes[j]);
}
// get the shader name
sh = R_FindShader( surfInfo->shader, lightmapsNone, stylesDefault, qtrue );
// insert it in the surface list
if ( !sh->defaultShader )
{
surfInfo->shaderIndex = sh->index;
}
if (surfInfo->shaderIndex)
{
RE_RegisterModels_StoreShaderRequest(mod_name, &surfInfo->shader[0], &surfInfo->shaderIndex);
}
// find the next surface
surfInfo = (mdxmSurfHierarchy_t *)( (byte *)surfInfo + (int)( &((mdxmSurfHierarchy_t *)0)->childIndexes[ surfInfo->numChildren ] ));
}
// swap all the LOD's (we need to do the middle part of this even for intel, because of shader reg and err-check)
lod = (mdxmLOD_t *) ( (byte *)mdxm + mdxm->ofsLODs );
for ( l = 0 ; l < mdxm->numLODs ; l++)
{
int triCount = 0;
LL(lod->ofsEnd);
// swap all the surfaces
surf = (mdxmSurface_t *) ( (byte *)lod + sizeof (mdxmLOD_t) + (mdxm->numSurfaces * sizeof(mdxmLODSurfOffset_t)) );
for ( i = 0 ; i < mdxm->numSurfaces ; i++)
{
LL(surf->numTriangles);
LL(surf->ofsTriangles);
LL(surf->numVerts);
LL(surf->ofsVerts);
LL(surf->ofsEnd);
LL(surf->ofsHeader);
LL(surf->numBoneReferences);
LL(surf->ofsBoneReferences);
// LL(surf->maxVertBoneWeights);
triCount += surf->numTriangles;
if ( surf->numVerts > SHADER_MAX_VERTEXES ) {
Com_Error (ERR_DROP, "R_LoadMDXM: %s has more than %i verts on a surface (%i)",
mod_name, SHADER_MAX_VERTEXES, surf->numVerts );
}
if ( surf->numTriangles*3 > SHADER_MAX_INDEXES ) {
Com_Error (ERR_DROP, "R_LoadMDXM: %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_MDX;
// register the shaders
#ifndef _M_IX86
//
// optimisation, we don't bother doing this for standard intel case since our data's already in that format...
//
// FIXME - is this correct?
// do all the bone reference data
boneRef = (int *) ( (byte *)surf + surf->ofsBoneReferences );
for ( j = 0 ; j < surf->numBoneReferences ; j++ )
{
LL(boneRef[j]);
}
// swap all the triangles
tri = (mdxmTriangle_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
v = (mdxmVertex_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 );
v->offset[0] = LittleFloat( v->offset[0] );
v->offset[1] = LittleFloat( v->offset[1] );
v->offset[2] = LittleFloat( v->offset[2] );
for ( k = 0 ; k < /*v->numWeights*/surf->maxVertBoneWeights ; k++ )
{
v->weights[k].boneIndex = LittleLong( v->weights[k].boneIndex );
v->weights[k].boneWeight = LittleFloat( v->weights[k].boneWeight );
}
v = (mdxmVertex_t *)&v->weights[/*v->numWeights*/surf->maxVertBoneWeights];
}
#endif
if (isAnOldModelFile)
{
int *boneRef = (int *) ( (byte *)surf + surf->ofsBoneReferences );
for ( j = 0 ; j < surf->numBoneReferences ; j++ )
{
assert(boneRef[j] >= 0 && boneRef[j] < 72);
if (boneRef[j] >= 0 && boneRef[j] < 72)
{
boneRef[j]=OldToNewRemapTable[boneRef[j]];
}
else
{
boneRef[j]=0;
}
}
}
// find the next surface
surf = (mdxmSurface_t *)( (byte *)surf + surf->ofsEnd );
}
// find the next LOD
lod = (mdxmLOD_t *)( (byte *)lod + lod->ofsEnd );
}
return qtrue;
}
/*
=================
R_LoadMDXA - load a Ghoul 2 animation file
=================
*/
qboolean R_LoadMDXA( model_t *mod, void *buffer, const char *mod_name, qboolean &bAlreadyCached ) {
mdxaHeader_t *pinmodel, *mdxa;
int version;
int size;
#ifndef _M_IX86
int j, k, i;
int frameSize;
mdxaFrame_t *cframe;
mdxaSkel_t *boneInfo;
#endif
pinmodel = (mdxaHeader_t *)buffer;
//
// read some fields from the binary, but only LittleLong() them when we know this wasn't an already-cached model...
//
version = (pinmodel->version);
size = (pinmodel->ofsEnd);
if (!bAlreadyCached)
{
version = LittleLong(version);
size = LittleLong(size);
}
if (version != MDXA_VERSION) {
VID_Printf( PRINT_WARNING, "R_LoadMDXA: %s has wrong version (%i should be %i)\n",
mod_name, version, MDXA_VERSION);
return qfalse;
}
mod->type = MOD_MDXA;
mod->dataSize += size;
qboolean bAlreadyFound = qfalse;
mdxa = mod->mdxa = (mdxaHeader_t*) //Hunk_Alloc( size );
RE_RegisterModels_Malloc(size, buffer, mod_name, &bAlreadyFound, TAG_MODEL_GLA);
assert(bAlreadyCached == bAlreadyFound);
if (!bAlreadyFound)
{
// horrible new hackery, if !bAlreadyFound then we've just done a tag-morph, so we need to set the
// bool reference passed into this function to true, to tell the caller NOT to do an FS_Freefile since
// we've hijacked that memory block...
//
// Aaaargh. Kill me now...
//
bAlreadyCached = qtrue;
assert( mdxa == buffer );
// memcpy( mdxa, buffer, size ); // and don't do this now, since it's the same thing
LL(mdxa->ident);
LL(mdxa->version);
LL(mdxa->numFrames);
LL(mdxa->numBones);
LL(mdxa->ofsFrames);
LL(mdxa->ofsEnd);
}
if ( mdxa->numFrames < 1 ) {
VID_Printf( PRINT_WARNING, "R_LoadMDXA: %s has no frames\n", mod_name );
return qfalse;
}
if (bAlreadyFound)
{
return qtrue; // All done, stop here, do not LittleLong() etc. Do not pass go...
}
#ifndef _M_IX86
//
// optimisation, we don't bother doing this for standard intel case since our data's already in that format...
//
// swap all the skeletal info
boneInfo = (mdxaSkel_t *)( (byte *)mdxa + mdxa->ofsSkel);
for ( i = 0 ; i < mdxa->numBones ; i++)
{
LL(boneInfo->numChildren);
LL(boneInfo->parent);
for (k=0; k<boneInfo->numChildren; k++)
{
LL(boneInfo->children[k]);
}
// get next bone
boneInfo += (int)( &((mdxaSkel_t *)0)->children[ boneInfo->numChildren ] );
}
// swap all the frames
frameSize = (int)( &((mdxaFrame_t *)0)->bones[ mdxa->numBones ] );
for ( i = 0 ; i < mdxa->numFrames ; i++)
{
cframe = (mdxaFrame_t *) ( (byte *)mdxa + mdxa->ofsFrames + i * frameSize );
cframe->radius = LittleFloat( cframe->radius );
for ( j = 0 ; j < 3 ; j++ )
{
cframe->bounds[0][j] = LittleFloat( cframe->bounds[0][j] );
cframe->bounds[1][j] = LittleFloat( cframe->bounds[1][j] );
cframe->localOrigin[j] = LittleFloat( cframe->localOrigin[j] );
}
for ( j = 0 ; j < mdxa->numBones * sizeof( mdxaBone_t ) / 2 ; j++ )
{
((short *)cframe->bones)[j] = LittleShort( ((short *)cframe->bones)[j] );
}
}
#endif
return qtrue;
}