4374 lines
133 KiB
C++
4374 lines
133 KiB
C++
// leave this as first line for PCH reasons...
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//
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#include "../server/exe_headers.h"
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#include "../client/client.h" //FIXME!! EVIL - just include the definitions needed
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#include "../client/vmachine.h"
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#ifdef _XBOX
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#include "../qcommon/miniheap.h"
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#endif
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#if !defined(TR_LOCAL_H)
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#include "tr_local.h"
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#endif
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#include "MatComp.h"
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#if !defined(_QCOMMON_H_)
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#include "../qcommon/qcommon.h"
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#endif
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#if !defined(G2_H_INC)
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#include "../ghoul2/G2.h"
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#endif
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#ifdef _G2_GORE
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#include "../ghoul2/ghoul2_gore.h"
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#endif
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#ifdef VV_LIGHTING
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#include "tr_lightmanager.h"
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#endif
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#define LL(x) x=LittleLong(x)
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#ifdef G2_PERFORMANCE_ANALYSIS
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#include "../qcommon/timing.h"
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timing_c G2PerformanceTimer_RB_SurfaceGhoul;
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int G2PerformanceCounter_G2_TransformGhoulBones = 0;
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int G2Time_RB_SurfaceGhoul = 0;
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void G2Time_ResetTimers(void)
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{
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G2Time_RB_SurfaceGhoul = 0;
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G2PerformanceCounter_G2_TransformGhoulBones = 0;
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}
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void G2Time_ReportTimers(void)
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{
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Com_Printf("\n---------------------------------\nRB_SurfaceGhoul: %i\nTransformGhoulBones calls: %i\n---------------------------------\n\n",
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G2Time_RB_SurfaceGhoul,
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G2PerformanceCounter_G2_TransformGhoulBones
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);
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}
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#endif
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//rww - RAGDOLL_BEGIN
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#include <FLOAT.H>
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//rww - RAGDOLL_END
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extern cvar_t *r_Ghoul2UnSqash;
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extern cvar_t *r_Ghoul2AnimSmooth;
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extern cvar_t *r_Ghoul2NoLerp;
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extern cvar_t *r_Ghoul2NoBlend;
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extern cvar_t *r_Ghoul2UnSqashAfterSmooth;
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bool HackadelicOnClient=false; // means this is a render traversal
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// I hate doing this, but this is the simplest way to get this into the routines it needs to be
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mdxaBone_t worldMatrix;
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mdxaBone_t worldMatrixInv;
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#ifdef _G2_GORE
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qhandle_t goreShader=-1;
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#endif
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const static mdxaBone_t identityMatrix =
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{
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0.0f, -1.0f, 0.0f, 0.0f,
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1.0f, 0.0f, 0.0f, 0.0f,
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0.0f, 0.0f, 1.0f, 0.0f
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};
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class CTransformBone
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{
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public:
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#ifdef _XBOX
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float renderMatrix[16];
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#endif
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//rww - RAGDOLL_BEGIN
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int touchRender;
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//rww - RAGDOLL_END
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mdxaBone_t boneMatrix; //final matrix
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int parent; // only set once
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int touch; // for minimal recalculation
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#ifdef _XBOX
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// This shouldn't be done like this. use declspec(aligned)?!
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int pad[1]; // must be 16-byte aligned!
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#endif
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CTransformBone()
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{
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touch=0;
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//rww - RAGDOLL_BEGIN
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touchRender = 0;
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//rww - RAGDOLL_END
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}
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};
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struct SBoneCalc
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{
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int newFrame;
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int currentFrame;
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float backlerp;
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float blendFrame;
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int blendOldFrame;
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bool blendMode;
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float blendLerp;
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};
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class CBoneCache;
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void G2_TransformBone(int index,CBoneCache &CB);
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class CBoneCache
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{
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void SetRenderMatrix(CTransformBone *bone)
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{
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#ifdef _XBOX
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float *src = bone->boneMatrix.matrix[0];
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float *dst = bone->renderMatrix;
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dst[0] = src[0];
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dst[1] = src[4];
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dst[2] = src[8];
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dst[3] = 0;
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dst[4] = src[1];
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dst[5] = src[5];
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dst[6] = src[9];
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dst[7] = 0;
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dst[8] = src[2];
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dst[9] = src[6];
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dst[10] = src[10];
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dst[11] = 0;
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dst[12] = src[3];
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dst[13] = src[7];
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dst[14] = src[11];
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dst[15] = 1;
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#endif
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}
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void EvalLow(int index)
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{
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assert(index>=0&&index<mNumBones);
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if (mFinalBones[index].touch!=mCurrentTouch)
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{
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// need to evaluate the bone
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assert((mFinalBones[index].parent>=0&&mFinalBones[index].parent<mNumBones)||(index==0&&mFinalBones[index].parent==-1));
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if (mFinalBones[index].parent>=0)
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{
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EvalLow(mFinalBones[index].parent); // make sure parent is evaluated
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SBoneCalc &par=mBones[mFinalBones[index].parent];
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mBones[index].newFrame=par.newFrame;
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mBones[index].currentFrame=par.currentFrame;
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mBones[index].backlerp=par.backlerp;
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mBones[index].blendFrame=par.blendFrame;
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mBones[index].blendOldFrame=par.blendOldFrame;
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mBones[index].blendMode=par.blendMode;
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mBones[index].blendLerp=par.blendLerp;
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}
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G2_TransformBone(index,*this);
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SetRenderMatrix(mFinalBones + index);
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mFinalBones[index].touch=mCurrentTouch;
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}
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}
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//rww - RAGDOLL_BEGIN
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void SmoothLow(int index)
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{
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if (mSmoothBones[index].touch==mLastTouch)
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{
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int i;
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float *oldM=&mSmoothBones[index].boneMatrix.matrix[0][0];
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float *newM=&mFinalBones[index].boneMatrix.matrix[0][0];
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for (i=0;i<12;i++,oldM++,newM++)
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{
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*oldM=mSmoothFactor*(*oldM-*newM)+*newM;
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}
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}
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else
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{
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memcpy(&mSmoothBones[index].boneMatrix,&mFinalBones[index].boneMatrix,sizeof(mdxaBone_t));
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}
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mdxaSkelOffsets_t *offsets = (mdxaSkelOffsets_t *)((byte *)header + sizeof(mdxaHeader_t));
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mdxaSkel_t *skel = (mdxaSkel_t *)((byte *)header + sizeof(mdxaHeader_t) + offsets->offsets[index]);
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mdxaBone_t tempMatrix;
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Multiply_3x4Matrix(&tempMatrix,&mSmoothBones[index].boneMatrix, &skel->BasePoseMat);
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float maxl;
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maxl=VectorLength(&skel->BasePoseMat.matrix[0][0]);
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VectorNormalize(&tempMatrix.matrix[0][0]);
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VectorNormalize(&tempMatrix.matrix[1][0]);
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VectorNormalize(&tempMatrix.matrix[2][0]);
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VectorScale(&tempMatrix.matrix[0][0],maxl,&tempMatrix.matrix[0][0]);
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VectorScale(&tempMatrix.matrix[1][0],maxl,&tempMatrix.matrix[1][0]);
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VectorScale(&tempMatrix.matrix[2][0],maxl,&tempMatrix.matrix[2][0]);
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Multiply_3x4Matrix(&mSmoothBones[index].boneMatrix,&tempMatrix,&skel->BasePoseMatInv);
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// Added by BTO (VV) - I hope this is right.
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SetRenderMatrix(mSmoothBones + index);
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mSmoothBones[index].touch=mCurrentTouch;
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#ifdef _DEBUG
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for ( int i = 0; i < 3; i++ )
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{
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for ( int j = 0; j < 4; j++ )
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{
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assert( !_isnan(mSmoothBones[index].boneMatrix.matrix[i][j]));
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}
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}
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#endif// _DEBUG
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}
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//rww - RAGDOLL_END
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public:
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int frameSize;
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const mdxaHeader_t *header;
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const model_t *mod;
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// these are split for better cpu cache behavior
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SBoneCalc *mBones;
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CTransformBone *mFinalBones;
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CTransformBone *mSmoothBones; // for render smoothing
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mdxaSkel_t **mSkels;
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int mNumBones;
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boneInfo_v *rootBoneList;
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mdxaBone_t rootMatrix;
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int incomingTime;
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int mCurrentTouch;
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//rww - RAGDOLL_BEGIN
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int mCurrentTouchRender;
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int mLastTouch;
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int mLastLastTouch;
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//rww - RAGDOLL_END
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// for render smoothing
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bool mSmoothingActive;
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bool mUnsquash;
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float mSmoothFactor;
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// int mWraithID; // this is just used for debug prints, can use it for any int of interest in JK2
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CBoneCache(const model_t *amod,const mdxaHeader_t *aheader) :
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mod(amod),
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header(aheader)
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{
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assert(amod);
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assert(aheader);
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mSmoothingActive=false;
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mUnsquash=false;
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mSmoothFactor=0.0f;
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mNumBones = header->numBones;
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mBones = new SBoneCalc[mNumBones];
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mFinalBones = (CTransformBone*)Z_Malloc(sizeof(CTransformBone) * mNumBones, TAG_GHOUL2, qtrue, 16);
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mSmoothBones = (CTransformBone*)Z_Malloc(sizeof(CTransformBone) * mNumBones, TAG_GHOUL2, qtrue, 16);
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mSkels = new mdxaSkel_t*[mNumBones];
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mdxaSkelOffsets_t *offsets;
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mdxaSkel_t *skel;
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offsets = (mdxaSkelOffsets_t *)((byte *)header + sizeof(mdxaHeader_t));
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int i;
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for (i=0;i<mNumBones;i++)
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{
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skel = (mdxaSkel_t *)((byte *)header + sizeof(mdxaHeader_t) + offsets->offsets[i]);
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mSkels[i]=skel;
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mFinalBones[i].parent=skel->parent;
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}
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mCurrentTouch=3;
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//rww - RAGDOLL_BEGIN
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mLastTouch=2;
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mLastLastTouch=1;
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//rww - RAGDOLL_END
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}
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~CBoneCache ()
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{
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delete [] mBones;
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// Alignment
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Z_Free(mFinalBones);
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Z_Free(mSmoothBones);
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delete [] mSkels;
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}
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SBoneCalc &Root()
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{
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assert(mNumBones);
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return mBones[0];
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}
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const mdxaBone_t &EvalUnsmooth(int index)
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{
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EvalLow(index);
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if (mSmoothingActive&&mSmoothBones[index].touch)
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{
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return mSmoothBones[index].boneMatrix;
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}
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return mFinalBones[index].boneMatrix;
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}
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const mdxaBone_t &Eval(int index)
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{
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/*
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bool wasEval=EvalLow(index);
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if (mSmoothingActive)
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{
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if (mSmoothBones[index].touch!=incomingTime||wasEval)
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{
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float dif=float(incomingTime)-float(mSmoothBones[index].touch);
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if (mSmoothBones[index].touch&&dif<300.0f)
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{
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if (dif<16.0f) // 60 fps
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{
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dif=16.0f;
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}
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if (dif>100.0f) // 10 fps
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{
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dif=100.0f;
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}
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float f=1.0f-pow(1.0f-mSmoothFactor,16.0f/dif);
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int i;
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float *oldM=&mSmoothBones[index].boneMatrix.matrix[0][0];
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float *newM=&mFinalBones[index].boneMatrix.matrix[0][0];
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for (i=0;i<12;i++,oldM++,newM++)
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{
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*oldM=f*(*oldM-*newM)+*newM;
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}
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if (mUnsquash)
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{
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mdxaBone_t tempMatrix;
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Multiply_3x4Matrix(&tempMatrix,&mSmoothBones[index].boneMatrix, &mSkels[index]->BasePoseMat);
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float maxl;
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maxl=VectorLength(&mSkels[index]->BasePoseMat.matrix[0][0]);
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VectorNormalizeFast(&tempMatrix.matrix[0][0]);
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VectorNormalizeFast(&tempMatrix.matrix[1][0]);
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VectorNormalizeFast(&tempMatrix.matrix[2][0]);
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VectorScale(&tempMatrix.matrix[0][0],maxl,&tempMatrix.matrix[0][0]);
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VectorScale(&tempMatrix.matrix[1][0],maxl,&tempMatrix.matrix[1][0]);
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VectorScale(&tempMatrix.matrix[2][0],maxl,&tempMatrix.matrix[2][0]);
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Multiply_3x4Matrix(&mSmoothBones[index].boneMatrix,&tempMatrix,&mSkels[index]->BasePoseMatInv);
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}
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}
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else
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{
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memcpy(&mSmoothBones[index].boneMatrix,&mFinalBones[index].boneMatrix,sizeof(mdxaBone_t));
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}
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SetRenderMatrix(mSmoothBones + index);
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mSmoothBones[index].touch=incomingTime;
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}
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return mSmoothBones[index].boneMatrix;
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}
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return mFinalBones[index].boneMatrix;
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*/
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//all above is not necessary, smoothing is taken care of when we want to use smoothlow (only when evalrender)
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assert(index>=0&&index<mNumBones);
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if (mFinalBones[index].touch!=mCurrentTouch)
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{
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EvalLow(index);
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}
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return mFinalBones[index].boneMatrix;
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}
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//rww - RAGDOLL_BEGIN
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const inline mdxaBone_t &EvalRender(int index)
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{
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assert(index>=0&&index<mNumBones);
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if (mFinalBones[index].touch!=mCurrentTouch)
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{
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mFinalBones[index].touchRender=mCurrentTouchRender;
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EvalLow(index);
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}
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if (mSmoothingActive)
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{
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if (mSmoothBones[index].touch!=mCurrentTouch)
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{
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SmoothLow(index);
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}
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return mSmoothBones[index].boneMatrix;
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}
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return mFinalBones[index].boneMatrix;
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}
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//rww - RAGDOLL_END
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//rww - RAGDOLL_BEGIN
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bool WasRendered(int index)
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{
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assert(index>=0&&index<mNumBones);
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return mFinalBones[index].touchRender==mCurrentTouchRender;
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}
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int GetParent(int index)
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{
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if (index==0)
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{
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return -1;
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}
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assert(index>=0&&index<mNumBones);
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return mFinalBones[index].parent;
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}
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//rww - RAGDOLL_END
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// Added by BTO (VV) - This is probably broken
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// Need to add in smoothing step?
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CTransformBone *EvalFull(int index)
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{
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// Eval(index);
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EvalRender(index);
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if (mSmoothingActive)
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{
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return mSmoothBones + index;
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}
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return mFinalBones + index;
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}
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};
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static inline float G2_GetVertBoneWeightNotSlow( const mdxmVertex_t *pVert, const int iWeightNum)
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{
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float fBoneWeight;
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int iTemp = pVert->BoneWeightings[iWeightNum];
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iTemp|= (pVert->uiNmWeightsAndBoneIndexes >> (iG2_BONEWEIGHT_TOPBITS_SHIFT+(iWeightNum*2)) ) & iG2_BONEWEIGHT_TOPBITS_AND;
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fBoneWeight = fG2_BONEWEIGHT_RECIPROCAL_MULT * iTemp;
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return fBoneWeight;
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}
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#ifdef _XBOX
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static inline void VertTransform(float *out_vert, const float *mat, const float *in_vert)
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{
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__asm
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{
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push ESI
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push EDI
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push EAX
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mov ESI, in_vert
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mov EDI, out_vert
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mov EAX, mat
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movaps XMM4, [EAX + 0] // Load matrix columns
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movaps XMM5, [EAX + 16]
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movaps XMM6, [EAX + 32]
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movaps XMM7, [EAX + 48]
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movss XMM0, [ESI + 0] // Compute x * column 0
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shufps XMM0, XMM0, 0x0
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mulps XMM0, XMM4
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movss XMM1, [ESI + 4] // Compute y * column 1
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shufps XMM1, XMM1, 0x0
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mulps XMM1, XMM5
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movss XMM2, [ESI + 8] // Compute z * column 2
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shufps XMM2, XMM2, 0x0
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mulps XMM2, XMM6
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addps XMM0, XMM1 // Add dot products
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addps XMM0, XMM2
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addps XMM0, XMM7 // Add translation
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movaps [EDI], XMM0 // Store result
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pop EAX
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pop EDI
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pop ESI
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}
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}
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static inline void VertTransformSR(float *out_vert, const float *mat, const float *in_vert)
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{
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__asm
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{
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push ESI
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push EDI
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push EAX
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mov ESI, in_vert
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mov EDI, out_vert
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mov EAX, mat
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movaps XMM4, [EAX + 0] // Load matrix columns
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movaps XMM5, [EAX + 16]
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movaps XMM6, [EAX + 32]
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movss XMM0, [ESI + 0] // Compute x * column 0
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shufps XMM0, XMM0, 0x0
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mulps XMM0, XMM4
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movss XMM1, [ESI + 4] // Compute y * column 1
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shufps XMM1, XMM1, 0x0
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mulps XMM1, XMM5
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movss XMM2, [ESI + 8] // Compute z * column 2
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shufps XMM2, XMM2, 0x0
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mulps XMM2, XMM6
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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 ¤tFrame,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&¤tFrame<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&¤tFrame<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&¤tFrame<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&¤tFrame<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&¤tFrame<numFramesInFile);
|
|
}
|
|
else
|
|
{
|
|
currentFrame = bone.endFrame+1;
|
|
assert(currentFrame>=0&¤tFrame<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&¤tFrame<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&¤tFrame<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&¤tFrame<numFramesInFile);
|
|
newFrame = currentFrame;
|
|
assert(newFrame>=0&&newFrame<numFramesInFile);
|
|
lerp = 0;
|
|
|
|
}
|
|
/*
|
|
assert(currentFrame>=0&¤tFrame<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);
|
|
|
|
strlwr(surfInfo->name); //just in case
|
|
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;
|
|
}
|
|
|