// 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_Ghoul2AnimSmooth; extern cvar_t *r_Ghoul2NoLerp; extern cvar_t *r_Ghoul2NoBlend; extern cvar_t *r_Ghoul2UnSqashAfterSmooth; bool HackadelicOnClient=false; // means this is a render traversal // I hate doing this, but this is the simplest way to get this into the routines it needs to be mdxaBone_t worldMatrix; mdxaBone_t worldMatrixInv; const static mdxaBone_t identityMatrix = { 0.0f, -1.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f }; class CTransformBone { public: int touch; // for minimal recalculation mdxaBone_t boneMatrix; //final matrix int parent; // only set once CTransformBone() { touch=0; } }; struct SBoneCalc { int newFrame; int currentFrame; float backlerp; float blendFrame; int blendOldFrame; bool blendMode; float blendLerp; }; class CBoneCache; void G2_TransformBone(int index,CBoneCache &CB); class CBoneCache { bool EvalLow(int index) { assert(index>=0&&index=0&&mFinalBones[index].parent=0) { EvalLow(mFinalBones[index].parent); // make sure parent is evaluated SBoneCalc &par=mBones[mFinalBones[index].parent]; mBones[index].newFrame=par.newFrame; mBones[index].currentFrame=par.currentFrame; mBones[index].backlerp=par.backlerp; mBones[index].blendFrame=par.blendFrame; mBones[index].blendOldFrame=par.blendOldFrame; mBones[index].blendMode=par.blendMode; mBones[index].blendLerp=par.blendLerp; } G2_TransformBone(index,*this); mFinalBones[index].touch=mCurrentTouch; return true; } return false; } public: int frameSize; const mdxaHeader_t *header; const model_t *mod; // these are split for better cpu cache behavior vector mBones; vector mFinalBones; vector mSmoothBones; // for render smoothing vector mSkels; boneInfo_v *rootBoneList; mdxaBone_t rootMatrix; int incomingTime; int mCurrentTouch; // for render smoothing bool mSmoothingActive; bool mUnsquash; float mSmoothFactor; int mWraithID; // this is just used for debug prints, can use it for any int of interest in JK2 CBoneCache(const model_t *amod,const mdxaHeader_t *aheader) : mod(amod), header(aheader) { assert(amod); assert(aheader); mSmoothingActive=false; mUnsquash=false; mSmoothFactor=0.0f; int numBones=header->numBones; mBones.resize(numBones); mFinalBones.resize(numBones); mSmoothBones.resize(numBones); mSkels.resize(numBones); mdxaSkelOffsets_t *offsets; mdxaSkel_t *skel; offsets = (mdxaSkelOffsets_t *)((byte *)header + sizeof(mdxaHeader_t)); int i; for (i=0;ioffsets[i]); mSkels[i]=skel; mFinalBones[i].parent=skel->parent; } mCurrentTouch=3; } SBoneCalc &Root() { assert(mBones.size()); return mBones[0]; } const mdxaBone_t &EvalUnsmooth(int index) { EvalLow(index); if (mSmoothingActive&&mSmoothBones[index].touch) { return mSmoothBones[index].boneMatrix; } return mFinalBones[index].boneMatrix; } const mdxaBone_t &Eval(int index) { bool wasEval=EvalLow(index); if (mSmoothingActive) { if (mSmoothBones[index].touch!=incomingTime||wasEval) { float dif=float(incomingTime)-float(mSmoothBones[index].touch); if (mSmoothBones[index].touch&&dif<300.0f) { if (dif<16.0f) // 60 fps { dif=16.0f; } if (dif>100.0f) // 10 fps { dif=100.0f; } float f=1.0f-pow(1.0f-mSmoothFactor,16.0f/dif); int i; float *oldM=&mSmoothBones[index].boneMatrix.matrix[0][0]; float *newM=&mFinalBones[index].boneMatrix.matrix[0][0]; for (i=0;i<12;i++,oldM++,newM++) { *oldM=f*(*oldM-*newM)+*newM; } if (mUnsquash) { mdxaBone_t tempMatrix; Multiply_3x4Matrix(&tempMatrix,&mSmoothBones[index].boneMatrix, &mSkels[index]->BasePoseMat); float maxl; maxl=VectorLength(&mSkels[index]->BasePoseMat.matrix[0][0]); VectorNormalize(&tempMatrix.matrix[0][0]); VectorNormalize(&tempMatrix.matrix[1][0]); VectorNormalize(&tempMatrix.matrix[2][0]); VectorScale(&tempMatrix.matrix[0][0],maxl,&tempMatrix.matrix[0][0]); VectorScale(&tempMatrix.matrix[1][0],maxl,&tempMatrix.matrix[1][0]); VectorScale(&tempMatrix.matrix[2][0],maxl,&tempMatrix.matrix[2][0]); Multiply_3x4Matrix(&mSmoothBones[index].boneMatrix,&tempMatrix,&mSkels[index]->BasePoseMatInv); } } else { memcpy(&mSmoothBones[index].boneMatrix,&mFinalBones[index].boneMatrix,sizeof(mdxaBone_t)); } mSmoothBones[index].touch=incomingTime; } return mSmoothBones[index].boneMatrix; } return mFinalBones[index].boneMatrix; } }; 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; 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, boltInfo_v &initboltList): surfaceNum(initsurfaceNum), rootSList(initrootSList), cust_shader(initcust_shader), fogNum(initfogNum), personalModel(initpersonalModel), boneCache(initboneCache), 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; } 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&&iFramenumFrames); assert(iBone>=0&&iBonenumBones); 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=0&&newFrame=0&¤tFrame=0&&newFrame=0&&newFrame 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=0&&newFrame= 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= endFrame - 1) { newFrame = bone.startFrame; assert(newFrame>=0&&newFrame=0&&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=0&¤tFrame=0&&newFrame 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= (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=0&&newFrame=0&&newFramebone.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=0&&newFrame=0&¤tFrame=0&&newFrame=0&¤tFrame=0&&newFrame=0&¤tFrame=0&&newFrame=0.0f&&lerp<=1.0f); } // 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.newFramenumFrames); if (!(TB.newFrame>=0&&TB.newFramenumFrames)) { TB.newFrame=0; } // aFrame = (mdxaFrame_t *)((byte *)BC.header + BC.header->ofsFrames + TB.newFrame * BC.frameSize ); assert(TB.currentFrame>=0&&TB.currentFramenumFrames); if (!(TB.currentFrame>=0&&TB.currentFramenumFrames)) { 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.blendOldFramenumFrames); if (!(TB.blendOldFrame>=0&&TB.blendOldFramenumFrames)) { 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&&childnumBones); // 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&&parentBasePoseMat); 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 (!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); } } // 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) { 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(ghoul2.mBoneCache->mBones.size()==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->mSmoothFactor=val; ghoul2.mBoneCache->mSmoothingActive=true; if (r_Ghoul2UnSqashAfterSmooth->integer) { ghoul2.mBoneCache->mUnsquash=true; } } else { ghoul2.mBoneCache->mSmoothFactor=1.0f; } ghoul2.mBoneCache->mCurrentTouch++; 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]); 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] ); } // 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]); 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] ); } // 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]); 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] ); } 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]); 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] ); } 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=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;isurface<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; } } // 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; 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 = 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_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 = new CRenderableSurface; newSurf->surfaceData = surface; newSurf->boneCache = RS.boneCache; #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->boneCache = RS.boneCache; #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->boneCache = RS.boneCache; #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 } } // 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> MODEL_SHIFT) & MODEL_AND; // is it any of the models we just added to the list? for (j=startPoint; je.ghoul2; if ( !ghoul2.IsValid() ) { return; } // 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_noGhoul2->integer) { return; } 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 = (qboolean)((ent->e.renderfx & RF_THIRD_PERSON) && !tr.viewParms.isPortal); int modelList[256]; assert(ghoul2.size()<=255); modelList[255]=548; // 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); assert(modelList[255]==548); // 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; je.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); } whichLod = G2_ComputeLOD( ent, ghoul2[i].currentModel, ghoul2[i].mLodBias ); G2_FindOverrideSurface(-1,ghoul2[i].mSlist); //reset the quick surface override lookup; 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); 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[256]; assert(ghoul2.size()<=255); modelList[255]=548; if (checkForNewOrigin) { RootMatrix(ghoul2,frameNum,scale,rootMatrix); } else { rootMatrix = identityMatrix; } G2_Sort_Models(ghoul2, modelList, &modelCount); assert(modelList[255]==548); for (j=0; j> 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 ) { 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 CBoneCache *bones = surf->boneCache; 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 int *piBoneReferences = (int*) ((byte*)surface + surface->ofsBoneReferences); const int numVerts = surface->numVerts; const mdxmVertex_t *v = (mdxmVertex_t *) ((byte *)surface + surface->ofsVerts); mdxmVertexTexCoord_t *pTexCoords = (mdxmVertexTexCoord_t *) &v[numVerts]; int baseVert = tess.numVertexes; for ( j = 0; j < numVerts; j++, baseVert++ ) { const int iNumWeights = G2_GetVertWeights( v ); // const mdxmWeight_t *w = v->weights; const mdxaBone_t *bone; VectorClear( tess.xyz[baseVert]); VectorClear( tess.normal[baseVert]); float fTotalWeight = 0.0f; for (k = 0 ; k < iNumWeights ; k++) { int iBoneIndex = G2_GetVertBoneIndex( v, k ); float fBoneWeight = G2_GetVertBoneWeight( v, k, fTotalWeight, iNumWeights ); bone = &bones->Eval(piBoneReferences[iBoneIndex]); tess.xyz[baseVert][0] += fBoneWeight * ( DotProduct( bone->matrix[0], v->vertCoords ) + bone->matrix[0][3] ); tess.xyz[baseVert][1] += fBoneWeight * ( DotProduct( bone->matrix[1], v->vertCoords ) + bone->matrix[1][3] ); tess.xyz[baseVert][2] += fBoneWeight * ( DotProduct( bone->matrix[2], v->vertCoords ) + bone->matrix[2][3] ); tess.normal[baseVert][0] += fBoneWeight * DotProduct( bone->matrix[0], v->normal ); tess.normal[baseVert][1] += fBoneWeight * DotProduct( bone->matrix[1], v->normal ); tess.normal[baseVert][2] += fBoneWeight * DotProduct( bone->matrix[2], v->normal ); } tess.texCoords[baseVert][0][0] = pTexCoords[j].texCoords[0]; tess.texCoords[baseVert][0][1] = pTexCoords[j].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; } // fixme: optimise this out sometime, it's pointless now 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. ================= */ #if 0 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; } #endif /* ================= R_LoadAndPatchMDXM - load and patch a Ghoul 2 Mesh file ================= */ qboolean R_LoadAndPatchMDXM( model_t *mod, void *buffer, const char *mod_name, qboolean bAlreadyCached ) { #if 0 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; #else return qfalse; #endif } #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 // // fixme: could probably do with this upgrading sometime // 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) { #ifdef _DEBUG ri.Error( ERR_DROP, "R_LoadMDXM: %s has wrong version (%i should be %i)\n", mod_name, version, MDXM_VERSION); #else ri.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*) //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) { ri.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*) //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; }