// leave this as first line for PCH reasons... // #include "../server/exe_headers.h" #include "../client/client.h" //FIXME!! EVIL - just include the definitions needed #include "../client/vmachine.h" #if !defined(TR_LOCAL_H) #include "tr_local.h" #endif #include "MatComp.h" #if !defined(_QCOMMON_H_) #include "../qcommon/qcommon.h" #endif #if !defined(G2_H_INC) #include "../ghoul2/G2.h" #endif #define LL(x) x=LittleLong(x) extern cvar_t *r_Ghoul2UnSqash; extern cvar_t *r_Ghoul2Test; // I hate doing this, but this is the simplest way to get this into the routines it needs to be mdxaBone_t worldMatrix; mdxaBone_t worldMatrixInv; class CConstructBoneList { public: int surfaceNum; int *boneUsedList; const surfaceInfo_v &rootSList; const model_t *currentModel; const boneInfo_v &boneList; CConstructBoneList( int initsurfaceNum, int *initboneUsedList, const surfaceInfo_v &initrootSList, const model_t *initcurrentModel, const boneInfo_v &initboneList): surfaceNum(initsurfaceNum), boneUsedList(initboneUsedList), rootSList(initrootSList), currentModel(initcurrentModel), boneList(initboneList) { } }; // optimised structures, so we aren't passing all these variables down the transform recursion pipe with each call. class CTransformBone { public: int newFrame; int currentFrame; int parent; int child; int frameSize; const mdxaHeader_t *header; float backlerp; int *usedBoneList; boneInfo_v &rootBoneList; mdxaBone_v &bonePtr; boltInfo_v &boltList; mdxaBone_t &rootMatrix; bool rootBone; int incomingTime; float blendFrame; int blendOldFrame; bool blendMode; float blendLerp; int boltNum; vec3_t newModelOrigin; CTransformBone( int initnewFrame, int initcurrentFrame, int initparent, int initchild, int initframeSize, const mdxaHeader_t *initheader, float initbacklerp, int *initusedBoneList, boneInfo_v &initrootBoneList, mdxaBone_v &initbonePtr, boltInfo_v &initboltList, mdxaBone_t &initrootMatrix, bool initrootBone, int initincomingTime, float initblendFrame, int initblendOldFrame, bool initblendMode, float initblendLerp, int initboltNum): newFrame(initnewFrame), currentFrame(initcurrentFrame), parent(initparent), child(initchild), frameSize(initframeSize), header(initheader), backlerp(initbacklerp), usedBoneList(initusedBoneList), rootBoneList(initrootBoneList), bonePtr(initbonePtr), boltList(initboltList), rootMatrix(initrootMatrix), rootBone(initrootBone), incomingTime(initincomingTime), blendFrame(initblendFrame), blendOldFrame(initblendOldFrame), blendMode(initblendMode), blendLerp(initblendLerp), boltNum(initboltNum) { VectorClear(newModelOrigin); } }; class CRenderSurface { public: int surfaceNum; surfaceInfo_v &rootSList; const shader_t *cust_shader; int fogNum; qboolean personalModel; mdxaBone_v &bonePtr; int renderfx; const skin_t *skin; const model_t *currentModel; int lod; boltInfo_v &boltList; CRenderSurface( int initsurfaceNum, surfaceInfo_v &initrootSList, const shader_t *initcust_shader, int initfogNum, qboolean initpersonalModel, mdxaBone_v &initbonePtr, int initrenderfx, const skin_t *initskin, const model_t *initcurrentModel, int initlod, boltInfo_v &initboltList): surfaceNum(initsurfaceNum), rootSList(initrootSList), cust_shader(initcust_shader), fogNum(initfogNum), personalModel(initpersonalModel), bonePtr(initbonePtr), renderfx(initrenderfx), skin(initskin), currentModel(initcurrentModel), lod(initlod), boltList(initboltList) {} }; /* 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( NULL, 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.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); } // leave these two together!!!! (note the 'else')... // #ifdef _NPATCH if (currentModel->npatchable && r_ati_pn_triangles->integer ) { lodBias = max(lodBias,r_ati_pn_triangles->integer-1); } else #endif if (r_lodbias->integer > lodBias) { lodBias = r_lodbias->integer; } // 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; } //====================================================================== // // Bone Manipulation code void G2_CreateQuaterion(mdxaBone_t *mat, vec4_t quat) { // this is revised for the 3x4 matrix we use in G2. float t = 1 + mat->matrix[0][0] + mat->matrix[1][1] + mat->matrix[2][2]; float s; //If the trace of the matrix is greater than zero, then //perform an "instant" calculation. //Important note wrt. rouning errors: //Test if ( T > 0.00000001 ) to avoid large distortions! if (t > 0.00000001) { s = sqrt(t) * 2; quat[0] = ( mat->matrix[1][2] - mat->matrix[2][1] ) / s; quat[1] = ( mat->matrix[2][0] - mat->matrix[0][2] ) / s; quat[2] = ( mat->matrix[0][1] - mat->matrix[1][0] ) / s; quat[3] = 0.25 * s; } else { //If the trace of the matrix is equal to zero then identify //which major diagonal element has the greatest value. //Depending on this, calculate the following: if ( mat->matrix[0][0] > mat->matrix[1][1] && mat->matrix[0][0] > mat->matrix[2][2] ) { // Column 0: s = sqrt( 1.0 + mat->matrix[0][0] - mat->matrix[1][1] - mat->matrix[2][2])* 2; quat[0] = 0.25 * s; quat[1] = (mat->matrix[0][1] + mat->matrix[1][0] ) / s; quat[2] = (mat->matrix[2][0] + mat->matrix[0][2] ) / s; quat[3] = (mat->matrix[1][2] - mat->matrix[2][1] ) / s; } else if ( mat->matrix[1][1] > mat->matrix[2][2] ) { // Column 1: s = sqrt( 1.0 + mat->matrix[1][1] - mat->matrix[0][0] - mat->matrix[2][2] ) * 2; quat[0] = (mat->matrix[0][1] + mat->matrix[1][0] ) / s; quat[1] = 0.25 * s; quat[2] = (mat->matrix[1][2] + mat->matrix[2][1] ) / s; quat[3] = (mat->matrix[2][0] - mat->matrix[0][2] ) / s; } else { // Column 2: s = sqrt( 1.0 + mat->matrix[2][2] - mat->matrix[0][0] - mat->matrix[1][1] ) * 2; quat[0] = (mat->matrix[2][0]+ mat->matrix[0][2] ) / s; quat[1] = (mat->matrix[1][2] + mat->matrix[2][1] ) / s; quat[2] = 0.25 * s; quat[3] = (mat->matrix[0][1] - mat->matrix[1][0] ) / s; } } } void G2_CreateMatrixFromQuaterion(mdxaBone_t *mat, vec4_t quat) { float xx = quat[0] * quat[0]; float xy = quat[0] * quat[1]; float xz = quat[0] * quat[2]; float xw = quat[0] * quat[3]; float yy = quat[1] * quat[1]; float yz = quat[1] * quat[2]; float yw = quat[1] * quat[3]; float zz = quat[2] * quat[2]; float zw = quat[2] * quat[3]; mat->matrix[0][0] = 1 - 2 * ( yy + zz ); mat->matrix[1][0] = 2 * ( xy - zw ); mat->matrix[2][0] = 2 * ( xz + yw ); mat->matrix[0][1] = 2 * ( xy + zw ); mat->matrix[1][1] = 1 - 2 * ( xx + zz ); mat->matrix[2][1] = 2 * ( yz - xw ); mat->matrix[0][2] = 2 * ( xz - yw ); mat->matrix[1][2] = 2 * ( yz + xw ); mat->matrix[2][2] = 1 - 2 * ( xx + yy ); mat->matrix[0][3] = mat->matrix[1][3] = mat->matrix[2][3] = 0; } // nasty little matrix multiply going on here.. void Multiply_3x4Matrix(mdxaBone_t *out, mdxaBone_t *in2, 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 inline void UnCompressBone(float mat[3][4], int iBonePoolIndex, const mdxaHeader_t *pMDXAHeader) { if (pMDXAHeader->version == MDXA_VERSION) { const mdxaCompBone_t * const pCompBonePool = (mdxaCompBone_t *) ((byte *)pMDXAHeader + pMDXAHeader->ofsCompBonePool); MC_UnCompress(mat, pCompBonePool[iBonePoolIndex].Comp); } else { // quat... // const mdxaCompQuatBone_t * const pCompBonePool = (mdxaCompQuatBone_t *) ((byte *)pMDXAHeader + pMDXAHeader->ofsCompBonePool); MC_UnCompressQuat(mat, (unsigned short*)pCompBonePool[iBonePoolIndex].Comp); } } #define G2_DEBUG_TIMING (0) // 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 (CTransformBone &TB) { mdxaBone_t tbone[6]; mdxaSkel_t *skel; mdxaSkelOffsets_t *offsets; boneInfo_v &boneList = TB.rootBoneList; int i, j, boneListIndex; int angleOverride = 0; #if G2_DEBUG_TIMING bool doTiming=false; float DanimS; float Dtime; int DstartFrame; float DnewFrame; int DstartTime; #endif // decide here if we should go down this path? - is this bone used? -If not, return from this function. Due the hierarchial nature of the bones // any bone below this one in the tree shouldn't be used either. if (!TB.usedBoneList[TB.child]) { return; } // should this bone be overridden by a bone in the bone list? boneListIndex = G2_Find_Bone_In_List(boneList, TB.child); if (boneListIndex != -1) { float animSpeed = boneList[boneListIndex].animSpeed; // 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 | BONE_ANIM_BLEND_TO_PARENT)) { float blendTime = (TB.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 // are blending *from* the parent? If so, grab what the parent is set to, and stick it in the blendFrame info if (boneList[boneListIndex].flags & BONE_ANIM_BLEND_FROM_PARENT) { float blendTime = (TB.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 = TB.newFrame; TB.blendOldFrame = TB.currentFrame; TB.blendLerp = (blendTime / boneList[boneListIndex].blendTime); TB.blendMode = true; } else { TB.blendMode = false; } } else if ((boneList[boneListIndex].flags) & (BONE_ANIM_OVERRIDE_LOOP | BONE_ANIM_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)) { // yes - add in animation speed to current frame float time; if (boneList[boneListIndex].pauseTime) { time = (boneList[boneListIndex].pauseTime - boneList[boneListIndex].startTime) / 50.0f; } else { time = (TB.incomingTime - boneList[boneListIndex].startTime) / 50.0f; } if (time<0.0f) { time=0.0f; } float newFrame_g = boneList[boneListIndex].startFrame + (time * animSpeed); #if G2_DEBUG_TIMING DanimS=animSpeed; Dtime=time; DstartFrame=boneList[boneListIndex].startFrame; DnewFrame=newFrame_g; DstartTime=boneList[boneListIndex].startTime; #endif float endFrame = (float)boneList[boneListIndex].endFrame ; int animSize = endFrame - boneList[boneListIndex].startFrame; // 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 (boneList[boneListIndex].flags & BONE_ANIM_OVERRIDE_LOOP) { // get our new animation frame back within the bounds of the animation set if (animSpeed < 0.0f) { // 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; TB.backlerp = (newFrame_g - (int)newFrame_g); // frames are easy to calculate TB.currentFrame = (int)newFrame_g; TB.newFrame = boneList[boneListIndex].startFrame; } else { // fixme: tempcode: this is to try and stop a lockup caused by bad logic. Need to know when this triggers!!!! if (animSize>=0) { assert(animSize<0); animSize = -animSize; } while (newFrame_g <= endFrame) { newFrame_g -= 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; TB.backlerp = (newFrame_g - (int)newFrame_g); // frames are easy to calculate TB.currentFrame = (int)newFrame_g; // should we be creating a virtual frame? if (newFrame_g <= endFrame + 1) { TB.newFrame = boneList[boneListIndex].startFrame; } else { TB.newFrame = TB.currentFrame - 1; } } } 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; TB.backlerp = (newFrame_g - (int)newFrame_g); // frames are easy to calculate TB.currentFrame = (int)newFrame_g; TB.newFrame = boneList[boneListIndex].startFrame; } else { // fixme: tempcode: this is to try and stop a lockup caused by bad logic. Need to know when this triggers!!!! if (animSize<=0) { assert(animSize>0); animSize = -animSize; } while (newFrame_g >= endFrame) { newFrame_g -= 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; TB.backlerp = (newFrame_g - (int)newFrame_g); // frames are easy to calculate TB.currentFrame = (int)newFrame_g; // should we be creating a virtual frame? if (newFrame_g >= endFrame - 1) { TB.newFrame = boneList[boneListIndex].startFrame; } else { TB.newFrame = TB.currentFrame + 1; } } } // sanity check assert ((TB.newFrame < endFrame) && (TB.newFrame >= boneList[boneListIndex].startFrame) || (animSize < 10)); } else { if (((boneList[boneListIndex].flags & (BONE_ANIM_OVERRIDE_DEFAULT)) == (BONE_ANIM_OVERRIDE_DEFAULT))|| ((boneList[boneListIndex].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) { TB.currentFrame = boneList[boneListIndex].endFrame - 1; } else { TB.currentFrame = boneList[boneListIndex].endFrame + 1; } TB.newFrame = TB.currentFrame; TB.backlerp = 0; } // nope, just stop processing this bone. And do nothing - let the bone take the parents anim info } } else { // figure out the difference between the two frames - we have to decide what frame and what percentage of that // frame we want to display TB.backlerp = (newFrame_g - (int)newFrame_g); // frames are easy to calculate TB.currentFrame = (int)newFrame_g; if (animSpeed> 0.0) { TB.newFrame = TB.currentFrame + 1; // are we now on the end frame? if (TB.newFrame > endFrame) { // we only want to lerp with the first frame of the anim if we are looping if (boneList[boneListIndex].flags & BONE_ANIM_OVERRIDE_LOOP) { TB.newFrame = boneList[boneListIndex].startFrame; } // if we intend to end this anim or freeze after this, then just keep on the last frame else { TB.newFrame = boneList[boneListIndex].endFrame; } } } else { TB.currentFrame++; TB.newFrame = TB.currentFrame - 1; TB.backlerp = 1-TB.backlerp; // are we now on the end frame? if (TB.newFrame < endFrame) { // we only want to lerp with the first frame of the anim if we are looping if (boneList[boneListIndex].flags & BONE_ANIM_OVERRIDE_LOOP) { TB.newFrame = boneList[boneListIndex].startFrame; } // if we intend to end this anim or freeze after this, then just keep on the last frame else { TB.newFrame = boneList[boneListIndex].endFrame; } } } // sanity check //assert ((newFrame_g < endFrame) && (newFrame_g >= boneList[boneListIndex].startFrame)); } } else { TB.currentFrame = boneList[boneListIndex].endFrame; TB.newFrame = TB.currentFrame; TB.backlerp = 0; } #if G2_DEBUG_TIMING doTiming=true; #endif } } // const mdxaCompBone_t *compBonePointer = (mdxaCompBone_t *)((byte *)TB.header + TB.header->ofsCompBonePool); // are we blending with another frame of anim? if (TB.blendMode) { if ((int)TB.blendFrame >= TB.header->numFrames || (int)TB.blendFrame < 0 ) { assert (TB.header->numFrames > (int)TB.blendFrame);//validate the frame we're about to grab return; } if (TB.blendOldFrame >= TB.header->numFrames || TB.blendOldFrame < 0) { assert (TB.header->numFrames > TB.blendOldFrame);//validate the frame we're about to grab return; } const mdxaFrame_t *bFrame = (mdxaFrame_t *)((byte *)TB.header + TB.header->ofsFrames + (int)TB.blendFrame * TB.frameSize ); const mdxaFrame_t *boldFrame =(mdxaFrame_t *)((byte *)TB.header + TB.header->ofsFrames + TB.blendOldFrame * TB.frameSize ); UnCompressBone(tbone[3].matrix,bFrame->boneIndexes[TB.child], TB.header); UnCompressBone(tbone[4].matrix,boldFrame->boneIndexes[TB.child], TB.header); const float backlerp = TB.blendFrame - (int)TB.blendFrame; const float frontlerp = 1.0 - backlerp; for ( j = 0 ; j < 12 ; j++ ) { ((float *)&tbone[5])[j] = (backlerp * ((float *)&tbone[3])[j]) + (frontlerp * ((float *)&tbone[4])[j]); } } #if G2_DEBUG_TIMING if (doTiming) { Com_Printf("rfTime=%7d TBtime=%7d\n",tr.refdef.time,TB.incomingTime); Com_Printf("speed=%4.2f time=%4.2f sframe=%5d newFrame=%7.2f stTime=%7d\n", DanimS,Dtime,DstartFrame,DnewFrame,DstartTime); if (TB.blendMode) { Com_Printf("blend %d %5d %5d %5d %5d %3.2f %3.2f %3.2f\n",tr.refdef.time,TB.currentFrame,TB.newFrame,(int)TB.blendFrame,TB.blendOldFrame,TB.backlerp,float(TB.blendFrame - (int)TB.blendFrame),TB.blendLerp); } else { Com_Printf("norm %d %5d %5d %3.2f\n",tr.refdef.time,TB.currentFrame,TB.newFrame,TB.backlerp); } } #endif // figure out where the location of the bone animation data is if (TB.currentFrame >= TB.header->numFrames ) { assert (TB.header->numFrames > TB.currentFrame);//validate the frame we're about to grab return; } const mdxaFrame_t *aoldFrame = (mdxaFrame_t *)((byte *)TB.header + TB.header->ofsFrames + TB.currentFrame * TB.frameSize ); // figure out where the bone hirearchy info is offsets = (mdxaSkelOffsets_t *)((byte *)TB.header + sizeof(mdxaHeader_t)); skel = (mdxaSkel_t *)((byte *)TB.header + sizeof(mdxaHeader_t) + offsets->offsets[TB.child]); // // 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[TB.child]].Comp); UnCompressBone(tbone[2].matrix,aoldFrame->boneIndexes[TB.child], TB.header); // 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 (TB.rootBone) { // now multiply by the root matrix, so we can offset this model should we need to Multiply_3x4Matrix(&TB.bonePtr[TB.child], &TB.rootMatrix, &tbone[2]); } } else { if (TB.newFrame >= TB.header->numFrames ) { assert (TB.header->numFrames > TB.newFrame);//validate the frame we're about to grab return; } // figure out where the location of the bone animation data is const mdxaFrame_t *aFrame = (mdxaFrame_t *)((byte *)TB.header + TB.header->ofsFrames + TB.newFrame * TB.frameSize ); // MC_UnCompress(tbone[0].matrix,compBonePointer[aFrame->boneIndexes[TB.child]].Comp); // MC_UnCompress(tbone[1].matrix,compBonePointer[aoldFrame->boneIndexes[TB.child]].Comp); UnCompressBone(tbone[0].matrix,aFrame->boneIndexes[TB.child], TB.header); UnCompressBone(tbone[1].matrix,aoldFrame->boneIndexes[TB.child], TB.header); const float frontlerp = 1.0 - TB.backlerp; 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) { #if 0 vec4_t quat; mdxaBone_t inverseStart; mdxaBone_t rotation, scaledRotation; mdxaBone_t startMatrix, endMatrix; // tbone[5] contains the start from where we are blending from - put this in model space Multiply_3x4Matrix(&startMatrix, &tbone[5], &skel->BasePoseMat); // tbone[2] contains the current animation, where are blending to - put this in model space Multiply_3x4Matrix(&endMatrix, &tbone[2], &skel->BasePoseMat); // create inverse of start matrix Inverse_Matrix(&startMatrix, &inverseStart); // generate rotation matrix from start to finish Multiply_3x4Matrix(&rotation, &endMatrix, &inverseStart); // create a quaterion out of this matrix G2_CreateQuaterion(&rotation, quat); // scale it appropriately by lerp quat[3] *= TB.blendLerp; // go back and create a new rotation matrix from this scaled quaterion G2_CreateMatrixFromQuaterion(&scaledRotation, quat); scaledRotation.matrix[0][3] = rotation.matrix[0][3]; scaledRotation.matrix[1][3] = rotation.matrix[1][3]; scaledRotation.matrix[2][3] = rotation.matrix[2][3]; // we should have a rotation matrix now in model space, put it back into bone space Multiply_3x4Matrix(&endMatrix, &scaledRotation, &skel->BasePoseMatInv ); // multiply that by the original start to get result. Multiply_3x4Matrix(&tbone[2], &endMatrix, &tbone[5]); #else const 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]); } #endif } if (TB.rootBone) { // now multiply by the root matrix, so we can offset this model should we need to Multiply_3x4Matrix(&TB.bonePtr[TB.child], &TB.rootMatrix, &tbone[2]); } } #if 1 boneInfo_t &boneOverride = boneList[boneListIndex]; mdxaBone_t *newMatrix =&boneOverride.newMatrix; mdxaBone_t tempNewMatrix; if (angleOverride & (BONE_ANGLES_REPLACE | BONE_ANGLES_REPLACE_TO_ANIM)) { mdxaBone_t temp, firstPass; mdxaBone_t &bone = TB.bonePtr[TB.child]; // give us the matrix the animation thinks we should have, so we can get the correct X&Y coors Multiply_3x4Matrix(&firstPass, &TB.bonePtr[TB.parent], &tbone[2]); // are we attempting to blend with the base animation? and still within blend time? if (boneOverride.boneBlendTime && (((boneOverride.boneBlendTime + boneOverride.boneBlendStart) < TB.incomingTime) || (angleOverride & BONE_ANGLES_REPLACE_TO_ANIM))) { // ok, we are supposed to be blending. Work out lerp const float blendTime = TB.incomingTime - boneList[boneListIndex].boneBlendStart; float blendLerp = (blendTime / boneList[boneListIndex].boneBlendTime); if (blendLerp <= 1) { // if we are going *to* the anim then reverse the lerp if (angleOverride & BONE_ANGLES_REPLACE_TO_ANIM) { blendLerp = 1.0 - blendLerp; } 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); const float matrixScale = VectorLength((float*)&temp); newMatrix=&tempNewMatrix; for (int i=0; i<3;i++) { for(int x=0;x<3; x++) { tempNewMatrix.matrix[i][x]=boneOverride.newMatrix.matrix[i][x] * matrixScale; } } tempNewMatrix.matrix[0][3] = temp.matrix[0][3]; tempNewMatrix.matrix[1][3] = temp.matrix[1][3]; tempNewMatrix.matrix[2][3] = temp.matrix[2][3]; Multiply_3x4Matrix(&temp, &tempNewMatrix,&skel->BasePoseMatInv); // now do the blend into the destination const 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); const float matrixScale = VectorLength((float*)&temp); newMatrix=&tempNewMatrix; for (int i=0; i<3;i++) { for(int x=0;x<3; x++) { tempNewMatrix.matrix[i][x]=boneOverride.newMatrix.matrix[i][x] * matrixScale; } } tempNewMatrix.matrix[0][3] = temp.matrix[0][3]; tempNewMatrix.matrix[1][3] = temp.matrix[1][3]; tempNewMatrix.matrix[2][3] = temp.matrix[2][3]; Multiply_3x4Matrix(&temp, &tempNewMatrix,&skel->BasePoseMatInv); } } else if (angleOverride & BONE_ANGLES_PREMULT) { if (TB.rootBone) { // use the in coming root matrix as our basis Multiply_3x4Matrix(&TB.bonePtr[TB.child], &TB.rootMatrix,newMatrix); } else { // convert from 3x4 matrix to a 4x4 matrix Multiply_3x4Matrix(&TB.bonePtr[TB.child], &TB.bonePtr[TB.parent],newMatrix); } } else #endif // now transform the matrix by it's TB.parent, asumming we have a TB.parent, and we aren't overriding the angles absolutely if (!TB.rootBone) { Multiply_3x4Matrix(&TB.bonePtr[TB.child], &TB.bonePtr[TB.parent], &tbone[2]); } #if 1 // now multiply our resulting bone by an override matrix should we need to if (angleOverride & BONE_ANGLES_POSTMULT) { mdxaBone_t tempMatrix; memcpy (&tempMatrix, &TB.bonePtr[TB.child], sizeof(mdxaBone_t)); Multiply_3x4Matrix(&TB.bonePtr[TB.child], &tempMatrix,newMatrix); } if (r_Ghoul2UnSqash->integer) { mdxaBone_t tempMatrix; Multiply_3x4Matrix(&tempMatrix, &TB.bonePtr[TB.child], &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(&TB.bonePtr[TB.child],&tempMatrix,&skel->BasePoseMatInv); } #endif // are the bone that we are resetting to the origin? if (TB.child == TB.boltNum) { //create a world matrix for the new origin mdxaBone_t tempMatrix; Multiply_3x4Matrix(&tempMatrix, &TB.bonePtr[TB.child], &skel->BasePoseMat); TB.newModelOrigin[0] = tempMatrix.matrix[0][3]; TB.newModelOrigin[1] = tempMatrix.matrix[1][3]; TB.newModelOrigin[2] = tempMatrix.matrix[2][3]; } TB.rootBone = false; const int parent = TB.child; const int newFrame = TB.newFrame; const int currentFrame = TB.currentFrame; const float backLerp = TB.backlerp; const bool blendMode = TB.blendMode; const float blendFrame = TB.blendFrame; const int blendOldFrame = TB.blendOldFrame; const float blendLerp = TB.blendLerp; // now work out what children we have to call this recursively for for (i=0; i< skel->numChildren; i++) { TB.newFrame = newFrame; TB.currentFrame = currentFrame; TB.backlerp = backLerp; TB.parent = parent; TB.child = skel->children[i]; TB.blendFrame = blendFrame; TB.blendOldFrame = blendOldFrame; TB.blendMode = blendMode; TB.blendLerp = blendLerp; G2_TransformBone(TB); } } void G2_SetUpBolts( const mdxaHeader_t *header, CGhoul2Info &ghoul2, mdxaBone_v &bonePtr, boltInfo_v &boltList, int *usedBoneList) { mdxaSkel_t *skel; mdxaSkelOffsets_t *offsets; offsets = (mdxaSkelOffsets_t *)((byte *)header + sizeof(mdxaHeader_t)); for (int i=0; ioffsets[boltList[i].boneNumber]); Multiply_3x4Matrix(&boltList[i].position, &bonePtr[boltList[i].boneNumber], &skel->BasePoseMat); } } } } // start the recursive hirearchial bone transform and lerp process for this model static void G2_TransformGhoulBones( const mdxaHeader_t *header, int *usedBoneList, mdxaBone_t &rootMatrix, CGhoul2Info &ghoul2, int time, int boneCount) { int frameSize, i; int rootBoneIndex = 0; frameSize = (int)( &((mdxaFrame_t *)0)->boneIndexes[ header->numBones ] ); // figure out where our rootbone is for (i=0; iinteger; // now recursively call the bone transform routines using the bone hirearchy CTransformBone TB(ghoul2.mAnimFrameDefault, ghoul2.mAnimFrameDefault, 0, rootBoneIndex, frameSize, header, 0.0f, usedBoneList, ghoul2.mBlist, ghoul2.mTempBoneList, ghoul2.mBltlist, rootMatrix, true, time, 0, 0, false, 0, ghoul2.mNewOrigin); G2_TransformBone (TB); // now set up the bolt positions for those bolts required. G2_SetUpBolts(header, ghoul2, ghoul2.mTempBoneList, ghoul2.mBltlist, usedBoneList); } #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_ProcessSurfaceBolt(const mdxaBone_v &bonePtr, const mdxmSurface_t *surface, int boltNum, boltInfo_v &boltList, const surfaceInfo_t *surfInfo, const model_t *mod) { 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((void*)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); for (j = 0; jweights[/*vert0->numWeights*/originalSurf->maxVertBoneWeights]; } vert1 = (mdxmVertex_t *) ((byte *)originalSurf + originalSurf->ofsVerts); for (j = 0; jweights[/*vert1->numWeights*/originalSurf->maxVertBoneWeights]; } vert2 = (mdxmVertex_t *) ((byte *)originalSurf + originalSurf->ofsVerts); for (j = 0; jweights[/*vert2->numWeights*/originalSurf->maxVertBoneWeights]; } // clear out the triangle verts to be VectorClear( pTri[0] ); VectorClear( pTri[1] ); VectorClear( pTri[2] ); mdxmWeight_t *w; int *piBoneRefs = (int*) ((byte*)originalSurf + originalSurf->ofsBoneReferences); // now go and transform just the points we need from the surface that was hit originally w = vert0->weights; for ( k = 0 ; k < vert0->numWeights ; k++, w++ ) { pTri[0][0] += w->boneWeight * ( DotProduct( bonePtr[piBoneRefs[w->boneIndex]].matrix[0], vert0->vertCoords ) + bonePtr[piBoneRefs[w->boneIndex]].matrix[0][3] ); pTri[0][1] += w->boneWeight * ( DotProduct( bonePtr[piBoneRefs[w->boneIndex]].matrix[1], vert0->vertCoords ) + bonePtr[piBoneRefs[w->boneIndex]].matrix[1][3] ); pTri[0][2] += w->boneWeight * ( DotProduct( bonePtr[piBoneRefs[w->boneIndex]].matrix[2], vert0->vertCoords ) + bonePtr[piBoneRefs[w->boneIndex]].matrix[2][3] ); } w = vert1->weights; for ( k = 0 ; k < vert1->numWeights ; k++, w++ ) { pTri[1][0] += w->boneWeight * ( DotProduct( bonePtr[piBoneRefs[w->boneIndex]].matrix[0], vert1->vertCoords ) + bonePtr[piBoneRefs[w->boneIndex]].matrix[0][3] ); pTri[1][1] += w->boneWeight * ( DotProduct( bonePtr[piBoneRefs[w->boneIndex]].matrix[1], vert1->vertCoords ) + bonePtr[piBoneRefs[w->boneIndex]].matrix[1][3] ); pTri[1][2] += w->boneWeight * ( DotProduct( bonePtr[piBoneRefs[w->boneIndex]].matrix[2], vert1->vertCoords ) + bonePtr[piBoneRefs[w->boneIndex]].matrix[2][3] ); } w = vert2->weights; for ( k = 0 ; k < vert2->numWeights ; k++, w++ ) { pTri[2][0] += w->boneWeight * ( DotProduct( bonePtr[piBoneRefs[w->boneIndex]].matrix[0], vert2->vertCoords ) + bonePtr[piBoneRefs[w->boneIndex]].matrix[0][3] ); pTri[2][1] += w->boneWeight * ( DotProduct( bonePtr[piBoneRefs[w->boneIndex]].matrix[1], vert2->vertCoords ) + bonePtr[piBoneRefs[w->boneIndex]].matrix[1][3] ); pTri[2][2] += w->boneWeight * ( DotProduct( bonePtr[piBoneRefs[w->boneIndex]].matrix[2], vert2->vertCoords ) + bonePtr[piBoneRefs[w->boneIndex]].matrix[2][3] ); } 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. boltList[boltNum].position.matrix[0][3] = (pTri[0][0] * surfInfo->genBarycentricI) + (pTri[1][0] * surfInfo->genBarycentricJ) + (pTri[2][0] * baryCentricK); boltList[boltNum].position.matrix[1][3] = (pTri[0][1] * surfInfo->genBarycentricI) + (pTri[1][1] * surfInfo->genBarycentricJ) + (pTri[2][1] * baryCentricK); boltList[boltNum].position.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 boltList[boltNum].position.matrix[0][0] = normal[0]; boltList[boltNum].position.matrix[1][0] = normal[1]; boltList[boltNum].position.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] = boltList[boltNum].position.matrix[0][3] - pTri[0][0]; up[1] = boltList[boltNum].position.matrix[1][3] - pTri[0][1]; up[2] = boltList[boltNum].position.matrix[2][3] - pTri[0][2]; // normalise it VectorNormalize(up); // that's the up vector boltList[boltNum].position.matrix[0][1] = up[0]; boltList[boltNum].position.matrix[1][1] = up[1]; boltList[boltNum].position.matrix[2][1] = up[2]; // right is always straight CrossProduct( normal, up, right ); // that's the up vector boltList[boltNum].position.matrix[0][2] = right[0]; boltList[boltNum].position.matrix[1][2] = right[1]; boltList[boltNum].position.matrix[2][2] = right[2]; } // no, we are looking at a normal model tag else { int *piBoneRefs = (int*) ((byte*)surface + surface->ofsBoneReferences); // whip through and actually transform each vertex v = (mdxmVertex_t *) ((byte *)surface + surface->ofsVerts); for ( j = 0; j < 3; j++ ) { mdxmWeight_t *w; VectorClear( pTri[j] ); w = v->weights; for ( k = 0 ; k < v->numWeights ; k++, w++ ) { //bone = bonePtr + piBoneRefs[w->boneIndex]; pTri[j][0] += w->boneWeight * ( DotProduct( bonePtr[piBoneRefs[w->boneIndex]].matrix[0], v->vertCoords ) + bonePtr[piBoneRefs[w->boneIndex]].matrix[0][3] ); pTri[j][1] += w->boneWeight * ( DotProduct( bonePtr[piBoneRefs[w->boneIndex]].matrix[1], v->vertCoords ) + bonePtr[piBoneRefs[w->boneIndex]].matrix[1][3] ); pTri[j][2] += w->boneWeight * ( DotProduct( bonePtr[piBoneRefs[w->boneIndex]].matrix[2], v->vertCoords ) + bonePtr[piBoneRefs[w->boneIndex]].matrix[2][3] ); } 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 boltList[boltNum].position.matrix[0][3] = pTri[MDX_TAG_ORIGIN][0]; boltList[boltNum].position.matrix[1][3] = pTri[MDX_TAG_ORIGIN][1]; boltList[boltNum].position.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 boltList[boltNum].position.matrix[0][0] = axes[1][0]; boltList[boltNum].position.matrix[0][1] = axes[0][0]; boltList[boltNum].position.matrix[0][2] = -axes[2][0]; boltList[boltNum].position.matrix[1][0] = axes[1][1]; boltList[boltNum].position.matrix[1][1] = axes[0][1]; boltList[boltNum].position.matrix[1][2] = -axes[2][1]; boltList[boltNum].position.matrix[2][0] = axes[1][2]; boltList[boltNum].position.matrix[2][1] = axes[0][2]; boltList[boltNum].position.matrix[2][2] = -axes[2][2]; } } // now go through all the generated surfaces that aren't included in the model surface hierarchy and create the correct bolt info for them void G2_ProcessGeneratedSurfaceBolts(CGhoul2Info &ghoul2, mdxaBone_v &bonePtr, const model_t *mod_t) { // look through the surfaces off the end of the pre-defined model surfaces for (int i=0; i< ghoul2.mSlist.size(); i++) { // only look for bolts if we are actually a generated surface, and not just an overriden one if (ghoul2.mSlist[i].offFlags & G2SURFACEFLAG_GENERATED) { // well alrighty then. Lets see if there is a bolt that is attempting to use it int boltNum = G2_Find_Bolt_Surface_Num(ghoul2.mBltlist, i, G2SURFACEFLAG_GENERATED); // yes - ok, processing time. if (boltNum != -1) { G2_ProcessSurfaceBolt(bonePtr, NULL, boltNum, ghoul2.mBltlist, &ghoul2.mSlist[i], mod_t); } } } } // 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; // back track and get the surfinfo struct for this surface mdxmSurface_t *surface = (mdxmSurface_t *)G2_FindSurface((void *)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 = 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 if ( !RS.personalModel && r_shadows->integer == 2 && RS.fogNum == 0 && !(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 = new CRenderableSurface; newSurf->surfaceData = surface; newSurf->boneList = &RS.bonePtr; #ifdef _NPATCH R_AddDrawSurf( (surfaceType_t *)newSurf, tr.shadowShader, 0, qfalse, (RS.currentModel->npatchable ? 1 : 0) ); #else R_AddDrawSurf( (surfaceType_t *)newSurf, tr.shadowShader, 0, qfalse ); #endif // _NPATCH } // projection shadows work fine with personal models if ( r_shadows->integer == 3 && RS.fogNum == 0 && (RS.renderfx & RF_SHADOW_PLANE ) && 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 = new CRenderableSurface; newSurf->surfaceData = surface; newSurf->boneList = &RS.bonePtr; #ifdef _NPATCH R_AddDrawSurf( (surfaceType_t *)newSurf, tr.projectionShadowShader, 0, qfalse, (RS.currentModel->npatchable ? 1 : 0) ); #else R_AddDrawSurf( (surfaceType_t *)newSurf, tr.projectionShadowShader, 0, qfalse ); #endif // _NPATCH } // 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 = new CRenderableSurface; newSurf->surfaceData = surface; newSurf->boneList = &RS.bonePtr; #ifdef _NPATCH R_AddDrawSurf( (surfaceType_t *)newSurf, shader, RS.fogNum, qfalse, (RS.currentModel->npatchable ? 1 : 0) ); #else R_AddDrawSurf( (surfaceType_t *)newSurf, shader, RS.fogNum, qfalse ); #endif // _NPATCH } } // is this surface considered a bolt surface? if (offFlags & G2SURFACEFLAG_ISBOLT) { // well alrighty then. Lets see if there is a bolt that is attempting to use it int boltNum = G2_Find_Bolt_Surface_Num(RS.boltList, RS.surfaceNum, 0); // yes - ok, processing time. if (boltNum != -1) { G2_ProcessSurfaceBolt(RS.bonePtr, surface, boltNum, RS.boltList, surfOverride, RS.currentModel); } } // 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); } } // Go through the model and deal with just the surfaces that are tagged as bolt on points - this is for the server side skeleton construction void ProcessModelBoltSurfaces(int surfaceNum, surfaceInfo_v &rootSList, mdxaBone_v &bonePtr, const model_t *currentModel, int lod, boltInfo_v &boltList) { int i; int offFlags = 0; // back track and get the surfinfo struct for this surface mdxmSurface_t *surface = (mdxmSurface_t *)G2_FindSurface((void *)currentModel, surfaceNum, 0); mdxmHierarchyOffsets_t *surfIndexes = (mdxmHierarchyOffsets_t *)((byte *)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(surfaceNum, 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; } // is this surface considered a bolt surface? if (surfInfo->flags & G2SURFACEFLAG_ISBOLT) { // well alrighty then. Lets see if there is a bolt that is attempting to use it int boltNum = G2_Find_Bolt_Surface_Num(boltList, surfaceNum, 0); // yes - ok, processing time. if (boltNum != -1) { G2_ProcessSurfaceBolt(bonePtr, surface, boltNum, boltList, surfOverride, currentModel); } } // 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++) { ProcessModelBoltSurfaces(surfInfo->childIndexes[i], rootSList, bonePtr, currentModel, lod, boltList); } } // build the used bone list so when doing bone transforms we can determine if we need to do it or not void G2_ConstructUsedBoneList(CConstructBoneList &CBL) { int i, j; int offFlags = 0; // back track and get the surfinfo struct for this surface const mdxmSurface_t *surface = (mdxmSurface_t *)G2_FindSurface((void *)CBL.currentModel, CBL.surfaceNum, 0); const mdxmHierarchyOffsets_t *surfIndexes = (mdxmHierarchyOffsets_t *)((byte *)CBL.currentModel->mdxm + sizeof(mdxmHeader_t)); const mdxmSurfHierarchy_t *surfInfo = (mdxmSurfHierarchy_t *)((byte *)surfIndexes + surfIndexes->offsets[surface->thisSurfaceIndex]); const model_t *mod_a = R_GetModelByHandle(CBL.currentModel->mdxm->animIndex); const mdxaSkelOffsets_t *offsets = (mdxaSkelOffsets_t *)((byte *)mod_a->mdxa + sizeof(mdxaHeader_t)); const mdxaSkel_t *skel, *childSkel; // see if we have an override surface in the surface list const surfaceInfo_t *surfOverride = G2_FindOverrideSurface(CBL.surfaceNum, CBL.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 & G2SURFACEFLAG_OFF)) { int *bonesReferenced = (int *)((byte*)surface + surface->ofsBoneReferences); // now whip through the bones this surface uses for (i=0; inumBoneReferences;i++) { int iBoneIndex = bonesReferenced[i]; CBL.boneUsedList[iBoneIndex] = 1; // now go and check all the descendant bones attached to this bone and see if any have the always flag on them. If so, activate them skel = (mdxaSkel_t *)((byte *)mod_a->mdxa + sizeof(mdxaHeader_t) + offsets->offsets[iBoneIndex]); // for every child bone... for (j=0; j< skel->numChildren; j++) { // get the skel data struct for each child bone of the referenced bone childSkel = (mdxaSkel_t *)((byte *)mod_a->mdxa + sizeof(mdxaHeader_t) + offsets->offsets[skel->children[j]]); // does it have the always on flag on? if (childSkel->flags & G2BONEFLAG_ALWAYSXFORM) { // yes, make sure it's in the list of bones to be transformed. CBL.boneUsedList[skel->children[j]] = 1; } } // now we need to ensure that the parents of this bone are actually active... // int iParentBone = skel->parent; while (iParentBone != -1) { if (CBL.boneUsedList[iParentBone]) // no need to go higher break; CBL.boneUsedList[iParentBone] = 1; skel = (mdxaSkel_t *)((byte *)mod_a->mdxa + sizeof(mdxaHeader_t) + offsets->offsets[iParentBone]); iParentBone = skel->parent; } } } else // 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++) { CBL.surfaceNum = surfInfo->childIndexes[i]; G2_ConstructUsedBoneList(CBL); } } // count to the last bone used in the used bone list so we can resize the bone repository array struct for this ent static int G2_CountBonesUsed(const int * const boneUsedList, int boneCount) { int found = -1; for (int i=0; i> MODEL_SHIFT) & MODEL_AND; // is it any of the models we just added to the list? for (j=startPoint; je.ghoul2); // if we don't want server ghoul2 models and this is one, or we just don't want ghoul2 models at all, then return if ((r_noServerGhoul2->integer && !(ghoul2[0].mCreationID & WF_CLIENTONLY)) || (r_noGhoul2->integer)) { return; } // 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; } // are any of these models setting a new origin? for (i=0; ie.origin, ent->e.modelScale, true); // scale the bolt position by the scale factor for this model since at this point its still in model space if (ent->e.modelScale[0]) { ghoul2[i].mBltlist[ghoul2[i].mNewOrigin].position.matrix[0][3] *= ent->e.modelScale[0]; } if (ent->e.modelScale[1]) { ghoul2[i].mBltlist[ghoul2[i].mNewOrigin].position.matrix[1][3] *= ent->e.modelScale[1]; } if (ent->e.modelScale[2]) { ghoul2[i].mBltlist[ghoul2[i].mNewOrigin].position.matrix[2][3] *= ent->e.modelScale[2]; } VectorNormalize((float*)&ghoul2[i].mBltlist[ghoul2[i].mNewOrigin].position.matrix[0]); VectorNormalize((float*)&ghoul2[i].mBltlist[ghoul2[i].mNewOrigin].position.matrix[1]); VectorNormalize((float*)&ghoul2[i].mBltlist[ghoul2[i].mNewOrigin].position.matrix[2]); mdxaBone_t tempMatrix; Inverse_Matrix(&ghoul2[i].mBltlist[ghoul2[i].mNewOrigin].position, &tempMatrix); Multiply_3x4Matrix(&rootMatrix, &tempMatrix, (mdxaBone_t*)&identityMatrix); setNewOrigin = true; } } } // don't add third_person objects if not in a portal personalModel = (qboolean)((ent->e.renderfx & RF_THIRD_PERSON) && !tr.viewParms.isPortal); modelList = (int*)Z_Malloc(ghoul2.size() * 4, TAG_GHOUL2, qfalse); // set up lighting now that we know we aren't culled if ( !personalModel || r_shadows->integer > 1 ) { // FIXME!! Is there something here we should be looking at? R_SetupEntityLighting( &tr.refdef, ent ); } // see if we are in a fog volume fogNum = R_GComputeFogNum( ent ); // order sort the ghoul 2 models so bolt ons get bolted to the right model G2_Sort_Models(ghoul2, modelList, &modelCount); // 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; jmdxm->animIndex); const mdxaHeader_t *aHeader = animModel->mdxa; // // 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 (ghoul2[i].mSkelFrameNum != tr.refdef.time) { int *boneUsedList; ghoul2[i].mSkelFrameNum = tr.refdef.time; // construct a list of all bones used by this model - this makes the bone transform go a bit faster since it will dump out bones // that aren't being used. - NOTE this will screw up any models that have surfaces turned off where the lower surfaces aren't. boneUsedList = (int *)Z_Malloc(animModel->mdxa->numBones * 4, TAG_GHOUL2, qfalse); memset(boneUsedList, 0, (animModel->mdxa->numBones * 4)); CConstructBoneList CBL(ghoul2[i].mSurfaceRoot, boneUsedList, ghoul2[i].mSlist, currentModel, ghoul2[i].mBlist ); G2_ConstructUsedBoneList(CBL); if (!ghoul2[i].mSurfaceRoot) { // make sure the root bone is marked as being referenced boneUsedList[0] =1; } // now we know how many bones are going to be transformed, we can set up the temp transformed bone data repository for this ghoul model // if (ghoul2[i].mCreationID & WF_CLIENTONLY) // { // this is a client side created ghoul model, which means the entity state that the refent points at is in the .exe, and I can resize this // directly ghoul2[i].mTempBoneList.resize(G2_CountBonesUsed(boneUsedList, animModel->mdxa->numBones)+1); // } // else // { // have to do this in the CGAME DLL since the original data was created there. // VM_Call (CG_RESIZE_G2_TEMPBONE, &ghoul2[i].mTempBoneList,G2_CountBonesUsed(boneUsedList, animModel->mdxa->numBones)+1); // } // if this is the root model, and we have a new root matrix because the model has a new origin, use that if (!setNewOrigin || j) { // decide what to do about the root matrix if (ghoul2[i].mModelBoltLink == -1) { // we aren't bolted to anything rootMatrix = identityMatrix; } // yes we are bolted to another model, better use the bolt as the root matrix then, so our model is offset correctly for the bone bolt else { int boltMod = (ghoul2[i].mModelBoltLink >> MODEL_SHIFT) & MODEL_AND; int boltNum = (ghoul2[i].mModelBoltLink >> BOLT_SHIFT) & BOLT_AND; rootMatrix = ghoul2[boltMod].mBltlist[boltNum].position; } } // pre-transform all the bones of this model int timeoffset; timeoffset=0; G2_TransformGhoulBones( aHeader, boneUsedList, rootMatrix, ghoul2[i], tr.refdef.time+timeoffset, animModel->mdxa->numBones); Z_Free(boneUsedList); } // // compute LOD // whichLod = G2_ComputeLOD( ent, currentModel, ghoul2[i].mLodBias ); // do we really want to render this? if ( ghoul2[i].mFlags & GHOUL2_NORENDER /*( ghoul2[i].mModelBoltLink == -1 && ent->e.renderfx & RF_ALPHA_FADE) */) // cheesy first person lightsaber hack { // if we didn't render it, then we should still go sort out all the bolt surfaces in the model ProcessModelBoltSurfaces(ghoul2[i].mSurfaceRoot, ghoul2[i].mSlist, ghoul2[i].mTempBoneList, currentModel, whichLod, ghoul2[i].mBltlist); } else { // start the walk of the surface hierarchy CRenderSurface RS(ghoul2[i].mSurfaceRoot, ghoul2[i].mSlist, cust_shader, fogNum, personalModel, ghoul2[i].mTempBoneList, ent->e.renderfx, skin, currentModel, whichLod, ghoul2[i].mBltlist); RenderSurfaces(RS); } // go through all the generated surfaces and create their bolt info if we need it. G2_ProcessGeneratedSurfaceBolts(ghoul2[i], ghoul2[i].mTempBoneList, currentModel); } } Z_Free(modelList); } /* ============== 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, qhandle_t *modelPointerList, bool checkForNewOrigin, const vec3_t position, const vec3_t scale, bool modelSet) { mdxaHeader_t *aHeader; int i, j; int *boneUsedList; const model_t *currentModel; const model_t *animModel; int modelCount; int *modelList; bool setNewOrigin = false; mdxaBone_t rootMatrix; // if we don't want server ghoul2 models and this is one, or we just don't want ghoul2 models at all, then return if ((r_noServerGhoul2->integer && !(ghoul2[0].mCreationID & WF_CLIENTONLY)) || (r_noGhoul2->integer)) { return; } // have we already transformed this group of ghoul2 skeletons this frame? if (ghoul2[0].mSkelFrameNum == frameNum) { //Com_Printf( "%7d construct skel request using cached data\n", frameNum ); return; } //Com_Printf( "%7d != %d construct skel\n", frameNum, ghoul2[0].mSkelFrameNum ); // should we be looking to see if any of these models are setting a new origin? if (checkForNewOrigin) { // are any of these models setting a new origin? for (int i=0; imdxm);//something very bad happened here, it has no glm! animModel = R_GetModelByHandle(currentModel->mdxm->animIndex); aHeader = animModel->mdxa; ghoul2[i].mSkelFrameNum = frameNum; // construct a list of all bones used by this model - this makes the bone transform go a bit faster since it will dump out bones // that aren't being used. - NOTE this will screw up any models that have surfaces turned off where the lower surfaces aren't. boneUsedList = (int *)Z_Malloc(animModel->mdxa->numBones * 4, TAG_GHOUL2, qfalse); memset(boneUsedList, 0, (animModel->mdxa->numBones * 4)); CConstructBoneList CBL( ghoul2[i].mSurfaceRoot, boneUsedList, ghoul2[i].mSlist, currentModel, ghoul2[i].mBlist ); G2_ConstructUsedBoneList(CBL); if (!ghoul2[i].mSurfaceRoot) { // make sure the root bone is marked as being referenced boneUsedList[0] =1; } if (ghoul2[i].mFileName[0]) { // this is a client side created ghoul model, which means the entity state that the refent points at is in the .exe, and I can resize this // directly ghoul2[i].mTempBoneList.resize(G2_CountBonesUsed(boneUsedList, animModel->mdxa->numBones)+1); } else { // have to do this in the CGAME DLL since the original data was created there. VM_Call (CG_RESIZE_G2_TEMPBONE, &ghoul2[i].mTempBoneList,G2_CountBonesUsed(boneUsedList, animModel->mdxa->numBones)+1); } // decide what to do about the root matrix // if this is the root model, and we have a new root matrix because the model has a new origin, use that if (!setNewOrigin || j) { if (ghoul2[i].mModelBoltLink == -1) { // we aren't bolted to anything rootMatrix = identityMatrix; } // yes we are bolted to another model, better use the bolt as the root matrix then, so our model is offset correctly for the bone bolt else { int boltMod = (ghoul2[i].mModelBoltLink >> MODEL_SHIFT) & MODEL_AND; int boltNum = (ghoul2[i].mModelBoltLink >> BOLT_SHIFT) & BOLT_AND; rootMatrix = ghoul2[boltMod].mBltlist[boltNum].position; } } // pre-transform all the bones of this model G2_TransformGhoulBones( aHeader, boneUsedList, rootMatrix, ghoul2[i], frameNum, animModel->mdxa->numBones); Z_Free(boneUsedList); // call function that will go through the main model and generate all the bolts required ProcessModelBoltSurfaces(ghoul2[i].mSurfaceRoot, ghoul2[i].mSlist, ghoul2[i].mTempBoneList, currentModel, 0, ghoul2[i].mBltlist); // go through all the generated surfaces and create their bolt info if we need it. G2_ProcessGeneratedSurfaceBolts(ghoul2[i], ghoul2[i].mTempBoneList, currentModel); } } Z_Free(modelList); return; } /* ============== RB_SurfaceGhoul ============== */ void RB_SurfaceGhoul( CRenderableSurface *surf ) { int j, k; // grab the pointer to the surface info within the loaded mesh file mdxmSurface_t *surface = (mdxmSurface_t *)surf->surfaceData; // point us at the bone structure that should have been pre-computed mdxaBone_v &bonePtr = *((mdxaBone_v *)surf->boneList); delete surf; // // deform the vertexes by the lerped bones // // first up, sanity check our numbers RB_CheckOverflow( surface->numVerts, surface->numTriangles ); // now copy the right number of verts to the temporary area for verts for this shader const int baseVertex = tess.numVertexes; const int *triangles = (int *) ((byte *)surface + surface->ofsTriangles); const int baseIndex = tess.numIndexes; #if 0 const int indexes = surface->numTriangles * 3; for (j = 0 ; j < indexes ; j++) { tess.indexes[baseIndex + j] = baseVertex + triangles[j]; } tess.numIndexes += indexes; #else const int indexes = surface->numTriangles; //*3; //unrolled 3 times, don't multiply unsigned int * tessIndexes = &tess.indexes[baseIndex]; for (j = 0 ; j < indexes ; j++) { *tessIndexes++ = baseVertex + *triangles++; *tessIndexes++ = baseVertex + *triangles++; *tessIndexes++ = baseVertex + *triangles++; } tess.numIndexes += indexes*3; #endif // whip through and actually transform each vertex const int *piBoneRefs = (int*) ((byte*)surface + surface->ofsBoneReferences); const int numVerts = surface->numVerts; const mdxmVertex_t *v = (mdxmVertex_t *) ((byte *)surface + surface->ofsVerts); int baseVert = tess.numVertexes; for ( j = 0; j < numVerts; j++, baseVert++ ) { const int numWeights = v->numWeights; const mdxmWeight_t *w = v->weights; VectorClear( tess.xyz[baseVert]); VectorClear( tess.normal[baseVert]); for ( k = 0 ; k < numWeights ; k++, w++ ) { mdxaBone_t &bone = bonePtr[piBoneRefs[w->boneIndex]]; tess.xyz[baseVert][0] += w->boneWeight * ( DotProduct( bone.matrix[0], v->vertCoords ) + bone.matrix[0][3] ); tess.xyz[baseVert][1] += w->boneWeight * ( DotProduct( bone.matrix[1], v->vertCoords ) + bone.matrix[1][3] ); tess.xyz[baseVert][2] += w->boneWeight * ( DotProduct( bone.matrix[2], v->vertCoords ) + bone.matrix[2][3] ); tess.normal[baseVert][0] += w->boneWeight * DotProduct( bone.matrix[0], v->normal ); tess.normal[baseVert][1] += w->boneWeight * DotProduct( bone.matrix[1], v->normal ); tess.normal[baseVert][2] += w->boneWeight * DotProduct( bone.matrix[2], v->normal ); } tess.texCoords[baseVert][0][0] = v->texCoords[0]; tess.texCoords[baseVert][0][1] = v->texCoords[1]; v = (mdxmVertex_t *)&v->weights[/*v->numWeights*/surface->maxVertBoneWeights]; } tess.numVertexes += surface->numVerts; } #ifdef _NPATCH /* ================= Problem with n-patches is that all normals should be shared. In case of hard edges, where normals are not shared visible cracks will appear. The idea is to patch model dynamically at the load time by inserting degenerate triangle strips at hard edges. ================= */ // Max number of degenerate triangles. Make it even! #define MAX_DEGEN_TRIANGLES 1000 // Threshold for comparing vector values #define VEC3_THRESH 0.01f /* ================= VectorCompareThresh - Compare vectors with some threshold ================= */ inline int VectorCompareThresh( const vec3_t v1, const vec3_t v2 ) { if ( v1[0] > v2[0]+VEC3_THRESH || v1[0] < v2[0]-VEC3_THRESH || v1[1] > v2[1]+VEC3_THRESH || v1[1] < v2[1]-VEC3_THRESH || v1[2] > v2[2]+VEC3_THRESH || v1[2] < v2[2]-VEC3_THRESH ) { return 0; } return 1; } inline mdxmVertex_t *GetSurfaceVertex( mdxmSurface_t *surf, int vert ) { int vertSize = sizeof(mdxmVertex_t) + sizeof(mdxmWeight_t) * (surf->maxVertBoneWeights - 1); return (mdxmVertex_t *) ((byte *)surf + surf->ofsVerts + vert * vertSize); } /* ================= R_SurfFillCreases - Generate a list of crease fillers (degenerate triangles) Returns number of new degenerate triangles and pointer to the triangle data. !!! Very inefficient implementation for now. ================= */ static mdxmTriangle_t *R_SurfFillCreases( mdxmSurface_t *surf, int *triCount ) { mdxmTriangle_t *triFix; mdxmTriangle_t *tri = (mdxmTriangle_t *) ( (byte *)surf + surf->ofsTriangles ); int numTriangles = surf->numTriangles; int numNewTriangles = 0; int i, j; // Alloc enough space for extra triangles triFix = (mdxmTriangle_t *) Z_Malloc(sizeof(mdxmTriangle_t) * MAX_DEGEN_TRIANGLES, TAG_ATI_NPATCH, qfalse); // For each triangle find if any other triangle shares an edge for ( i = 0; i < numTriangles; i++ ) { mdxmTriangle_t *t1 = &tri[i]; for ( j = i + 1; j < numTriangles; j++) { mdxmTriangle_t *t2 = &tri[j]; int edge; int tri1v1, tri1v2, tri2v1, tri2v2; int k; mdxmVertex_t *vert11, *vert12, *vert21, *vert22; for ( edge = 0; edge < 3; edge++ ) { if ( edge == 0 ) { tri1v1 = 0; tri1v2 = 1; } else if ( edge == 1 ) { tri1v1 = 1; tri1v2 = 2; } else { tri1v1 = 2; tri1v2 = 0; } vert11 = GetSurfaceVertex(surf, t1->indexes[tri1v1]); vert12 = GetSurfaceVertex(surf, t1->indexes[tri1v2]); tri2v1 = -1; tri2v2 = -1; vert21 = NULL; vert22 = NULL; // Search for the first matching edge vertex for ( k = 0; k < 3; k++ ) { vert21 = GetSurfaceVertex(surf, t2->indexes[k]); if ( VectorCompareThresh(vert11->vertCoords, vert21->vertCoords) ) { // Found first matching vertex tri2v1 = k; break; } } // Search for the second matching edge vertex for ( k = 0; k < 3; k++ ) { vert22 = GetSurfaceVertex(surf, t2->indexes[k]); if ( VectorCompareThresh(vert12->vertCoords, vert22->vertCoords) ) { // Found second matching vertex tri2v2 = k; break; } } if ( ( tri2v1 != -1 ) && ( tri2v2 != -1 ) && ( tri2v1 != tri2v2 ) ) { // Add crease fillers if edge is shared and normals are not if ( numNewTriangles >= MAX_DEGEN_TRIANGLES - 1 ) { // Not enough space to store all new triangles Z_Free(triFix); *triCount = 0; return NULL; } if ( !VectorCompare(vert11->normal, vert21->normal) ) { triFix[numNewTriangles].indexes[0] = t1->indexes[tri1v2]; triFix[numNewTriangles].indexes[1] = t1->indexes[tri1v1]; triFix[numNewTriangles].indexes[2] = t2->indexes[tri2v1]; numNewTriangles++; } if ( !VectorCompare(vert12->normal, vert22->normal) ) { triFix[numNewTriangles].indexes[0] = t1->indexes[tri1v2]; triFix[numNewTriangles].indexes[1] = t2->indexes[tri2v1]; triFix[numNewTriangles].indexes[2] = t2->indexes[tri2v2]; numNewTriangles++; } break; } } } } if ( numNewTriangles > 0) { // Return triangles *triCount = numNewTriangles; return triFix; } // Nothing to return Z_Free(triFix); *triCount = 0; return NULL; } /* ================= R_LoadAndPatchMDXM - load and patch a Ghoul 2 Mesh file ================= */ qboolean R_LoadAndPatchMDXM( model_t *mod, void *buffer, const char *mod_name, qboolean bAlreadyCached ) { int version; int size; int tempSize; byte *tempBuffer, *tempPtr; mdxmHeader_t *pinmodel, *mdxm; mdxmLOD_t *fileLod, *tempLod; mdxmLODSurfOffset_t *fileSurfOffs, *tempSurfOffs; mdxmSurface_t *fileSurf, *tempSurf; int *fileBoneRef, *tempBoneRef; mdxmVertex_t *fileVert, *tempVert; mdxmTriangle_t *fileTri, *tempTri, *patchTri; int i, l, j, k; shader_t *sh; mdxmSurfHierarchy_t *surfInfo; pinmodel= (mdxmHeader_t *)buffer; // We're not chached... version = LittleLong(pinmodel->version); size = LittleLong(pinmodel->ofsEnd); if (version != MDXM_VERSION) { ri.Printf( PRINT_WARNING, "R_LoadAndPatchMDXM: %s has wrong version (%i should be %i)\n", mod_name, version, MDXM_VERSION); return qfalse; } // Temp patched buffer size -- make big enough to patch all surfaces for all LODs tempSize = size + LittleLong(pinmodel->numSurfaces) * LittleLong(pinmodel->numLODs) * MAX_DEGEN_TRIANGLES * sizeof(mdxmTriangle_t); // Allocate buffer for patched model tempPtr = tempBuffer = (byte *) Z_Malloc(tempSize, TAG_ATI_NPATCH, qfalse); // // Start patching into a temp buffer // // Copy everything up to the LOD data memcpy( tempBuffer, buffer, LittleLong(pinmodel->ofsLODs) ); mdxm = (mdxmHeader_t *)tempBuffer; 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 (!mdxm->animIndex) { ri.Printf( PRINT_WARNING, "R_LoadAndPatchMDXM: missing animation file %s for mesh %s\n", mdxm->animName, mdxm->name); return qfalse; } mod->numLods = mdxm->numLODs -1 ; //copy this up to the model for ease of use - it wil get inced after this. surfInfo = (mdxmSurfHierarchy_t *)( (byte *)mdxm + mdxm->ofsSurfHierarchy); for ( i = 0 ; i < mdxm->numSurfaces ; i++) { LL(surfInfo->numChildren); LL(surfInfo->parentIndex); // do all the children indexs for (j=0; jnumChildren; j++) { LL(surfInfo->childIndexes[j]); } // find the next surface surfInfo = (mdxmSurfHierarchy_t *)( (byte *)surfInfo + (int)( &((mdxmSurfHierarchy_t *)0)->childIndexes[ surfInfo->numChildren ] )); } tempPtr += mdxm->ofsLODs; // Process LODs fileLod = (mdxmLOD_t *) ( (byte *)buffer + mdxm->ofsLODs ); tempLod = (mdxmLOD_t *) tempPtr; for ( l = 0 ; l < mdxm->numLODs ; l++) { int triCount = 0; int lodOffs = LittleLong(fileLod->ofsEnd); // Copy LOD record memcpy(tempLod, fileLod, sizeof(mdxmLOD_t)); tempPtr += sizeof(mdxmLOD_t); // Reserve space for surface offsets fileSurfOffs = (mdxmLODSurfOffset_t *) ((byte *)fileLod + sizeof (mdxmLOD_t)); tempSurfOffs = (mdxmLODSurfOffset_t *) tempPtr; tempPtr += mdxm->numSurfaces * sizeof(mdxmLODSurfOffset_t); // Process all the surfaces fileSurf = (mdxmSurface_t *) ( (byte *)fileLod + sizeof (mdxmLOD_t) + (mdxm->numSurfaces * sizeof(mdxmLODSurfOffset_t)) ); tempSurf = (mdxmSurface_t *) tempPtr; for ( i = 0 ; i < mdxm->numSurfaces ; i++) { int surfOffs = (int) ((byte *)fileSurf - (byte *)fileSurfOffs); // Find and update LOD surface offset for ( j = 0; j < mdxm->numSurfaces ; j++ ) { if ( LittleLong(fileSurfOffs->offsets[j]) == surfOffs ) { // Found surface, now update offset tempSurfOffs->offsets[j] = (int) ((byte *)tempSurf - (byte *)tempSurfOffs); break; } } // Copy Surface memcpy(tempSurf, fileSurf, sizeof(mdxmSurface_t)); tempPtr += sizeof(mdxmSurface_t); // Original surface offsets int ofsBoneReferences = LittleLong(fileSurf->ofsBoneReferences); int ofsTriangles = LittleLong(fileSurf->ofsTriangles); int ofsVerts = LittleLong(fileSurf->ofsVerts); int ofsEnd = LittleLong(fileSurf->ofsEnd); LL(tempSurf->numVerts); LL(tempSurf->numTriangles); LL(tempSurf->numBoneReferences); LL(tempSurf->maxVertBoneWeights); // change to surface identifier tempSurf->ident = SF_MDX; triCount += tempSurf->numTriangles; if ( tempSurf->numVerts > SHADER_MAX_VERTEXES ) { ri.Error (ERR_DROP, "R_LoadAndPatchMDXM: %s has more than %i verts on a surface (%i)", mod_name, SHADER_MAX_VERTEXES, tempSurf->numVerts ); } if ( tempSurf->numTriangles*3 > SHADER_MAX_INDEXES ) { ri.Error (ERR_DROP, "R_LoadAndPatchMDXM: %s has more than %i triangles on a surface (%i)", mod_name, SHADER_MAX_INDEXES / 3, tempSurf->numTriangles ); } // FIXME - is this correct? <---- what does that mean ??? // Process bone reference data fileBoneRef = (int *) ( (byte *)fileSurf + ofsBoneReferences ); tempBoneRef = (int *) tempPtr; // Update new offset tempSurf->ofsBoneReferences = (int) ( (byte *)tempBoneRef - (byte *)tempSurf ); for ( j = 0 ; j < tempSurf->numBoneReferences ; j++ ) { tempBoneRef[j] = LittleLong(fileBoneRef[j]); } tempPtr += tempSurf->numBoneReferences * sizeof(int); // Process verices fileVert = (mdxmVertex_t *) ( (byte *)fileSurf + ofsVerts ); tempVert = (mdxmVertex_t *) tempPtr; // Update new offset tempSurf->ofsVerts = (int) ( (byte *)tempVert - (byte *)tempSurf ); for ( j = 0 ; j < tempSurf->numVerts ; j++ ) { tempVert->vertCoords[0] = LittleFloat( fileVert->vertCoords[0] ); tempVert->vertCoords[1] = LittleFloat( fileVert->vertCoords[1] ); tempVert->vertCoords[2] = LittleFloat( fileVert->vertCoords[2] ); tempVert->normal[0] = LittleFloat( fileVert->normal[0] ); tempVert->normal[1] = LittleFloat( fileVert->normal[1] ); tempVert->normal[2] = LittleFloat( fileVert->normal[2] ); tempVert->texCoords[0] = LittleFloat( fileVert->texCoords[0] ); tempVert->texCoords[1] = LittleFloat( fileVert->texCoords[1] ); tempVert->numWeights = LittleLong( fileVert->numWeights ); for ( k = 0 ; k < /*tempVert->numWeights*/tempSurf->maxVertBoneWeights ; k++ ) { tempVert->weights[k].boneIndex = LittleLong( fileVert->weights[k].boneIndex ); tempVert->weights[k].boneWeight = LittleFloat( fileVert->weights[k].boneWeight ); } tempPtr = (byte *) &tempVert->weights[/*tempVert->numWeights*/tempSurf->maxVertBoneWeights]; fileVert = (mdxmVertex_t *) &fileVert->weights[/*tempVert->numWeights*/tempSurf->maxVertBoneWeights]; tempVert = (mdxmVertex_t *) tempPtr; } // Process triangles fileTri = (mdxmTriangle_t *) ( (byte *)fileSurf + ofsTriangles ); tempTri = (mdxmTriangle_t *) tempPtr; // Update new offset tempSurf->ofsTriangles = (int) ( (byte *)tempTri - (byte *)tempSurf ); for ( j = 0 ; j < tempSurf->numTriangles ; j++, tempTri++, fileTri++ ) { tempTri->indexes[0] = LittleLong(fileTri->indexes[0]); tempTri->indexes[1] = LittleLong(fileTri->indexes[1]); tempTri->indexes[2] = LittleLong(fileTri->indexes[2]); } tempPtr += tempSurf->numTriangles * sizeof(mdxmTriangle_t); // Try to patch surface int patchTriCount; patchTri = R_SurfFillCreases( tempSurf, &patchTriCount ); if ( (patchTriCount > 0) && (tempSurf->numTriangles + patchTriCount <= SHADER_MAX_INDEXES / 3) ) { // Update triangle counts tempSurf->numTriangles += patchTriCount; triCount += patchTriCount; // Copy triangles memcpy((void *)tempPtr, patchTri, patchTriCount * sizeof(mdxmTriangle_t)); tempPtr += patchTriCount * sizeof(mdxmTriangle_t); } if ( patchTri ) { Z_Free(patchTri); } // Update surface end offset tempSurf->ofsEnd = (int) (tempPtr - (byte *)tempSurf); // Update header offset tempSurf->ofsHeader = (int) ((byte *)mdxm - (byte *)tempSurf); // Find the next surface fileSurf = (mdxmSurface_t *) ( (byte *)fileSurf + ofsEnd ); tempSurf = (mdxmSurface_t *) tempPtr; } #if _DEBUG ri.Printf(0, "R_LoadAndPatchMDXM(): Lod %d has %d tris in %d surfaces with %d bones\n", l, triCount, mdxm->numSurfaces, mdxm->numBones); #endif // Update LOD end offset tempLod->ofsEnd = (int) (tempPtr - (byte *)tempLod); // Find the next LOD fileLod = (mdxmLOD_t *) ( (byte *)fileLod + lodOffs ); tempLod = (mdxmLOD_t *) tempPtr; } size = (int) ( tempPtr - (byte *)mdxm ); // Update file end mdxm->ofsEnd = size; mod->type = MOD_MDXM; mod->dataSize += size; qboolean bAlreadyFound = qfalse; mod->mdxm = (mdxmHeader_t*)RE_RegisterModels_Malloc(size, mod_name, &bAlreadyFound, TAG_MODEL_GLM); if (bAlreadyFound) { // Now this is a problem! We shouldn't be executing R_LoadAndPatchMDXM if model is cached #if _DEBUG ri.Printf(0, "R_LoadAndPatchMDXM(): Model %s patched after found in cache!\n", mod_name); #endif // Just discard changes... Z_Free(tempBuffer); return qtrue; } // Copy patched model memcpy(mod->mdxm, mdxm, size); Z_Free(tempBuffer); // Register shaders surfInfo = (mdxmSurfHierarchy_t *)( (byte *)mod->mdxm + mod->mdxm->ofsSurfHierarchy); for ( i = 0 ; i < mod->mdxm->numSurfaces ; i++) { // get the shader name sh = R_FindShader( surfInfo->shader, lightmapsNone, stylesDefault, qtrue ); // insert it in the surface list if ( sh->defaultShader ) { surfInfo->shaderIndex = 0; } else { surfInfo->shaderIndex = sh->index; } 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 ] )); } return qtrue; } #endif // _NPATCH /* ================= R_LoadMDXM - load a Ghoul 2 Mesh file ================= */ 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 #ifdef _NPATCH // // If n-patches are enabled, load and patch the models // if (r_ati_pn_triangles->integer && mod->npatchable && !bAlreadyCached) { return R_LoadAndPatchMDXM( mod, buffer, mod_name, bAlreadyCached ); } #endif // _NPATCH 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) { ri.Printf( PRINT_WARNING, "R_LoadMDXM: %s has wrong version (%i should be %i)\n", mod_name, version, MDXM_VERSION); return qfalse; } mod->type = MOD_MDXM; mod->dataSize += size; qboolean bAlreadyFound = qfalse; mdxm = mod->mdxm = (mdxmHeader_t*) //ri.Hunk_Alloc( size ); RE_RegisterModels_Malloc(size, mod_name, &bAlreadyFound, TAG_MODEL_GLM); assert(bAlreadyCached == bAlreadyFound); // I should probably eliminate 'bAlreadyFound', but wtf? if (!bAlreadyFound) { memcpy( mdxm, buffer, size ); 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 (!mdxm->animIndex) { ri.Printf( PRINT_WARNING, "R_LoadMDXM: missing animation file %s for mesh %s\n", mdxm->animName, mdxm->name); 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); // do all the children indexs for (j=0; jnumChildren; 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 = 0; } else { surfInfo->shaderIndex = sh->index; } 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 ] )); } #if _DEBUG ri.Printf(0, "For Ghoul2 mesh file %s\n", mod_name); #endif // 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 ) { ri.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 ) { ri.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 // find the next surface surf = (mdxmSurface_t *)( (byte *)surf + surf->ofsEnd ); } #if _DEBUG ri.Printf(0, "Lod %d has %d tris in %d surfaces with %d bones\n", l, triCount, mdxm->numSurfaces, mdxm->numBones); #endif // find the next LOD lod = (mdxmLOD_t *)( (byte *)lod + lod->ofsEnd ); } // This is junk, there's no such structure... // //#ifndef _M_IX86 //// //// optimisation, we don't bother doing this for standard intel case since our data's already in that format... //// // tag = (mdxmTag_t *) ( (byte *)mdxm + mdxm->ofsTags ); // for ( i = 0 ; i < md4->numTags ; i++) { // LL(tag->boneIndex); // tag++; // } //#endif 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 && version != MDXA_VERSION_QUAT) { ri.Printf( PRINT_WARNING, "R_LoadMDXA: %s has wrong version (%i should be %i or %i)\n", mod_name, version, MDXA_VERSION, MDXA_VERSION_QUAT); return qfalse; } mod->type = MOD_MDXA; mod->dataSize += size; qboolean bAlreadyFound = qfalse; mdxa = mod->mdxa = (mdxaHeader_t*) //ri.Hunk_Alloc( size ); RE_RegisterModels_Malloc(size, mod_name, &bAlreadyFound, TAG_MODEL_GLA); assert(bAlreadyCached == bAlreadyFound); // I should probably eliminate 'bAlreadyFound', but wtf? if (!bAlreadyFound) { memcpy( mdxa, buffer, size ); LL(mdxa->ident); LL(mdxa->version); LL(mdxa->numFrames); LL(mdxa->numBones); LL(mdxa->ofsFrames); LL(mdxa->ofsEnd); } if ( mdxa->numFrames < 1 ) { ri.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; knumChildren; 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; }