jedioutcast/CODEmp/renderer/tr_model.cpp
2013-04-04 09:52:42 -05:00

1926 lines
52 KiB
C++

// tr_models.c -- model loading and caching
#include "tr_local.h"
#include "../qcommon/disablewarnings.h"
#pragma warning (push, 3) //go back down to 3 for the stl include
#include "../qcommon/sstring.h" // #include <string>
#include <vector>
#include <map>
#pragma warning (pop)
using namespace std;
#define LL(x) x=LittleLong(x)
static qboolean R_LoadMD3 (model_t *mod, int lod, void *buffer, const char *name, qboolean bAlreadyCached );
static qboolean R_LoadMD4 (model_t *mod, void *buffer, const char *name, qboolean bAlreadyCached );
/*
Ghoul2 Insert Start
*/
typedef struct modelHash_s
{
char name[MAX_QPATH];
qhandle_t handle;
struct modelHash_s *next;
}modelHash_t;
#define FILE_HASH_SIZE 1024
static modelHash_t *mhHashTable[FILE_HASH_SIZE];
/*
Ghoul2 Insert End
*/
// This stuff looks a bit messy, but it's kept here as black box, and nothing appears in any .H files for other
// modules to worry about. I may make another module for this sometime.
//
typedef pair<int,int> StringOffsetAndShaderIndexDest_t;
typedef vector <StringOffsetAndShaderIndexDest_t> ShaderRegisterData_t;
struct CachedEndianedModelBinary_s
{
void *pModelDiskImage;
int iAllocSize; // may be useful for mem-query, but I don't actually need it
ShaderRegisterData_t ShaderRegisterData;
int iLastLevelUsedOn;
int iPAKFileCheckSum; // else -1 if not from PAK
CachedEndianedModelBinary_s()
{
pModelDiskImage = 0;
iAllocSize = 0;
ShaderRegisterData.clear();
iLastLevelUsedOn = -1;
iPAKFileCheckSum = -1;
}
};
typedef struct CachedEndianedModelBinary_s CachedEndianedModelBinary_t;
typedef map <sstring_t,CachedEndianedModelBinary_t> CachedModels_t;
CachedModels_t CachedModels; // the important cache item.
void RE_RegisterModels_StoreShaderRequest(const char *psModelFileName, const char *psShaderName, int *piShaderIndexPoke)
{
char sModelName[MAX_QPATH];
Q_strncpyz(sModelName,psModelFileName,sizeof(sModelName));
Q_strlwr (sModelName);
CachedEndianedModelBinary_t &ModelBin = CachedModels[sModelName];
if (ModelBin.pModelDiskImage == NULL)
{
assert(0); // should never happen, means that we're being called on a model that wasn't loaded
}
else
{
int iNameOffset = psShaderName - (char *)ModelBin.pModelDiskImage;
int iPokeOffset = (char*) piShaderIndexPoke - (char *)ModelBin.pModelDiskImage;
ModelBin.ShaderRegisterData.push_back( StringOffsetAndShaderIndexDest_t( iNameOffset,iPokeOffset) );
}
}
static const byte FakeGLAFile[] =
{
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0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0xFF, 0xFF, 0xFF, 0xFF,
0x00, 0x00, 0x80, 0x3F, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x80, 0x3F, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x80, 0x3F, 0x00, 0x00, 0x00, 0x00,
0x00, 0x00, 0x80, 0x3F, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x80, 0x3F, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x80, 0x3F, 0x00, 0x00, 0x00, 0x00,
0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x80, 0x00, 0x80, 0x00, 0x80, 0xFE, 0xFF,
0x00, 0x80, 0x00, 0x80, 0x00, 0x80, 0xFE, 0xFF, 0x00, 0x80, 0x00, 0x80, 0x00, 0x80, 0xFE, 0xFF
};
// returns qtrue if loaded, and sets the supplied qbool to true if it was from cache (instead of disk)
// (which we need to know to avoid LittleLong()ing everything again (well, the Mac needs to know anyway)...
//
// don't use ri.xxx functions in case running on dedicated...
//
qboolean RE_RegisterModels_GetDiskFile( const char *psModelFileName, void **ppvBuffer, qboolean *pqbAlreadyCached)
{
char sModelName[MAX_QPATH];
Q_strncpyz(sModelName,psModelFileName,sizeof(sModelName));
Q_strlwr (sModelName);
CachedEndianedModelBinary_t &ModelBin = CachedModels[sModelName];
if (ModelBin.pModelDiskImage == NULL)
{
// didn't have it cached, so try the disk...
//
// special case intercept first...
//
if (!strcmp(sDEFAULT_GLA_NAME ".gla" , psModelFileName))
{
// return fake params as though it was found on disk...
//
void *pvFakeGLAFile = Z_Malloc( sizeof(FakeGLAFile), TAG_FILESYS, qfalse );
memcpy(pvFakeGLAFile, &FakeGLAFile[0], sizeof(FakeGLAFile));
*ppvBuffer = pvFakeGLAFile;
*pqbAlreadyCached = qfalse; // faking it like this should mean that it works fine on the Mac as well
return qtrue;
}
FS_ReadFile( sModelName, ppvBuffer );
*pqbAlreadyCached = qfalse;
qboolean bSuccess = !!(*ppvBuffer)?qtrue:qfalse;
if (bSuccess)
{
Com_DPrintf( "RE_RegisterModels_GetDiskFile(): Disk-loading \"%s\"\n",psModelFileName);
}
return bSuccess;
}
else
{
*ppvBuffer = ModelBin.pModelDiskImage;
*pqbAlreadyCached = qtrue;
return qtrue;
}
}
// if return == true, no further action needed by the caller...
//
// don't use ri.xxx functions in case running on dedicated
//
extern cvar_t *sv_pure;
void *RE_RegisterModels_Malloc(int iSize, const char *psModelFileName, qboolean *pqbAlreadyFound, memtag_t eTag)
{
char sModelName[MAX_QPATH];
Q_strncpyz(sModelName,psModelFileName,sizeof(sModelName));
Q_strlwr (sModelName);
CachedEndianedModelBinary_t &ModelBin = CachedModels[sModelName];
if (ModelBin.pModelDiskImage == NULL)
{
// ... then this entry has only just been created, ie we need to load it fully...
//
void *pMalloc = Z_Malloc(iSize,eTag, qfalse );
if (!pMalloc) // not needed anymore, but wtf?
{
Com_Error( ERR_FATAL, "RE_RegisterModels_Malloc(): Failed to alloc %d bytes for \"%s\"!", iSize, sModelName);
}
ModelBin.pModelDiskImage = pMalloc;
ModelBin.iAllocSize = iSize;
int iCheckSum;
if (FS_FileIsInPAK(sModelName, &iCheckSum) == 1)
{
ModelBin.iPAKFileCheckSum = iCheckSum; // else ModelBin's constructor will leave it as -1
}
*pqbAlreadyFound = qfalse;
}
else
{
// if we already had this model entry, then re-register all the shaders it wanted...
//
int iEntries = ModelBin.ShaderRegisterData.size();
for (int i=0; i<iEntries; i++)
{
int iShaderNameOffset = ModelBin.ShaderRegisterData[i].first;
int iShaderPokeOffset = ModelBin.ShaderRegisterData[i].second;
char *psShaderName = &((char*)ModelBin.pModelDiskImage)[iShaderNameOffset];
int *piShaderPokePtr = (int *) &((char*)ModelBin.pModelDiskImage)[iShaderPokeOffset];
shader_t *sh = R_FindShader( psShaderName, lightmapsNone, stylesDefault, qtrue );
if ( sh->defaultShader )
{
*piShaderPokePtr = 0;
} else {
*piShaderPokePtr = sh->index;
}
}
*pqbAlreadyFound = qtrue; // tell caller not to re-Endian or re-Shader this binary
}
ModelBin.iLastLevelUsedOn = RE_RegisterMedia_GetLevel();
return ModelBin.pModelDiskImage;
}
// Unfortunately the dedicated server also hates shader loading. So we need an alternate of this func.
//
void *RE_RegisterServerModels_Malloc(int iSize, const char *psModelFileName, qboolean *pqbAlreadyFound, memtag_t eTag)
{
char sModelName[MAX_QPATH];
Q_strncpyz(sModelName,psModelFileName,sizeof(sModelName));
Q_strlwr (sModelName);
CachedEndianedModelBinary_t &ModelBin = CachedModels[sModelName];
if (ModelBin.pModelDiskImage == NULL)
{
// ... then this entry has only just been created, ie we need to load it fully...
//
void *pMalloc = Z_Malloc(iSize,eTag, qfalse );
if (!pMalloc) // not needed anymore, but wtf?
{
Com_Error( ERR_FATAL, "RE_RegisterServerModels_Malloc(): Failed to alloc %d bytes for \"%s\"!", iSize, sModelName);
}
ModelBin.pModelDiskImage = pMalloc;
ModelBin.iAllocSize = iSize;
int iCheckSum;
if (FS_FileIsInPAK(sModelName, &iCheckSum) == 1)
{
ModelBin.iPAKFileCheckSum = iCheckSum; // else ModelBin's constructor will leave it as -1
}
*pqbAlreadyFound = qfalse;
}
else
{
// if we already had this model entry, then re-register all the shaders it wanted...
//
/*
int iEntries = ModelBin.ShaderRegisterData.size();
for (int i=0; i<iEntries; i++)
{
int iShaderNameOffset = ModelBin.ShaderRegisterData[i].first;
int iShaderPokeOffset = ModelBin.ShaderRegisterData[i].second;
char *psShaderName = &((char*)ModelBin.pModelDiskImage)[iShaderNameOffset];
int *piShaderPokePtr = (int *) &((char*)ModelBin.pModelDiskImage)[iShaderPokeOffset];
shader_t *sh = R_FindShader( psShaderName, lightmapsNone, stylesDefault, qtrue );
if ( sh->defaultShader )
{
*piShaderPokePtr = 0;
} else {
*piShaderPokePtr = sh->index;
}
}
*/
//No. Bad.
*pqbAlreadyFound = qtrue; // tell caller not to re-Endian or re-Shader this binary
}
ModelBin.iLastLevelUsedOn = RE_RegisterMedia_GetLevel();
return ModelBin.pModelDiskImage;
}
// dump any models not being used by this level if we're running low on memory...
//
static int GetModelDataAllocSize(void)
{
return Z_MemSize( TAG_MODEL_MD3) +
Z_MemSize( TAG_MODEL_MD4) +
Z_MemSize( TAG_MODEL_GLM) +
Z_MemSize( TAG_MODEL_GLA);
}
extern cvar_t *r_modelpoolmegs;
extern qboolean Sys_LowPhysicalMemory();
//
// return qtrue if at least one cached model was freed (which tells z_malloc()-fail recoveryt code to try again)
//
extern qboolean gbInsideRegisterModel;
qboolean RE_RegisterModels_LevelLoadEnd(qboolean bDeleteEverythingNotUsedThisLevel /* = qfalse */)
{
qboolean bAtLeastoneModelFreed = qfalse;
ri.Printf( PRINT_DEVELOPER, "RE_RegisterModels_LevelLoadEnd():\n");
if (gbInsideRegisterModel)
{
Com_DPrintf( "(Inside RE_RegisterModel (z_malloc recovery?), exiting...\n");
}
else
{
int iLoadedModelBytes = GetModelDataAllocSize();
const int iMaxModelBytes= (!Sys_LowPhysicalMemory() && r_modelpoolmegs) ? (r_modelpoolmegs->integer * 1024 * 1024) : 0;
qboolean bEraseOccured = qfalse;
for (CachedModels_t::iterator itModel = CachedModels.begin(); itModel != CachedModels.end() && ( bDeleteEverythingNotUsedThisLevel || iLoadedModelBytes > iMaxModelBytes ); bEraseOccured?itModel:++itModel)
{
bEraseOccured = qfalse;
CachedEndianedModelBinary_t &CachedModel = (*itModel).second;
qboolean bDeleteThis = qfalse;
if (bDeleteEverythingNotUsedThisLevel)
{
bDeleteThis = (CachedModel.iLastLevelUsedOn != RE_RegisterMedia_GetLevel()) ? qtrue : qfalse;
}
else
{
bDeleteThis = (CachedModel.iLastLevelUsedOn < RE_RegisterMedia_GetLevel()) ? qtrue : qfalse;
}
// if it wasn't used on this level, dump it...
//
if (bDeleteThis)
{
LPCSTR psModelName = (*itModel).first.c_str();
ri.Printf( PRINT_DEVELOPER, "Dumping \"%s\"", psModelName);
#ifdef _DEBUG
ri.Printf( PRINT_DEVELOPER, ", used on lvl %d\n",CachedModel.iLastLevelUsedOn);
#endif
if (CachedModel.pModelDiskImage) {
ri.Free(CachedModel.pModelDiskImage);
//CachedModel.pModelDiskImage = NULL; // REM for reference, erase() call below negates the need for it.
bAtLeastoneModelFreed = qtrue;
}
itModel = CachedModels.erase(itModel);
bEraseOccured = qtrue;
iLoadedModelBytes = GetModelDataAllocSize();
}
}
}
ri.Printf( PRINT_DEVELOPER, "RE_RegisterModels_LevelLoadEnd(): Ok\n");
return bAtLeastoneModelFreed;
}
// scan through all loaded models and see if their PAK checksums are still valid with the current pure PAK lists,
// dump any that aren't (so people can't cheat by using models with huge spikes that show through walls etc)
//
// (avoid using ri.xxxx stuff here in case running on dedicated)
//
static void RE_RegisterModels_DumpNonPure(void)
{
Com_DPrintf( "RE_RegisterModels_DumpNonPure():\n");
qboolean bEraseOccured = qfalse;
for (CachedModels_t::iterator itModel = CachedModels.begin(); itModel != CachedModels.end(); bEraseOccured?itModel:++itModel)
{
bEraseOccured = qfalse;
LPCSTR psModelName = (*itModel).first.c_str();
CachedEndianedModelBinary_t &CachedModel = (*itModel).second;
int iCheckSum = -1;
int iInPak = FS_FileIsInPAK(psModelName, &iCheckSum);
if (iInPak == -1 || iCheckSum != CachedModel.iPAKFileCheckSum)
{
if (stricmp(sDEFAULT_GLA_NAME ".gla" , psModelName)) // don't dump "*default.gla", that's program internal anyway
{
// either this is not from a PAK, or it's from a non-pure one, so ditch it...
//
Com_DPrintf( "Dumping none pure model \"%s\"", psModelName);
if (CachedModel.pModelDiskImage) {
Z_Free(CachedModel.pModelDiskImage);
//CachedModel.pModelDiskImage = NULL; // REM for reference, erase() call below negates the need for it.
}
itModel = CachedModels.erase(itModel);
bEraseOccured = qtrue;
}
}
}
Com_DPrintf( "RE_RegisterModels_DumpNonPure(): Ok\n");
}
void RE_RegisterModels_Info_f( void )
{
int iModels = CachedModels.size();
int iModel = 0;
int iTotalBytes = 0;
for (CachedModels_t::iterator itModel = CachedModels.begin(); itModel != CachedModels.end(); ++itModel,iModel++)
{
CachedEndianedModelBinary_t &CachedModel = (*itModel).second;
ri.Printf( PRINT_ALL, "%d/%d: \"%s\" (%d bytes)",iModel,iModels,(*itModel).first.c_str(),CachedModel.iAllocSize );
#ifdef _DEBUG
ri.Printf( PRINT_ALL, ", lvl %d\n",CachedModel.iLastLevelUsedOn);
#endif
iTotalBytes += CachedModel.iAllocSize;
}
ri.Printf( PRINT_ALL, "%d bytes total (%.2fMB)\n",iTotalBytes, (float)iTotalBytes / 1024.0f / 1024.0f);
}
// (don't use ri.xxx functions since the renderer may not be running here)...
//
static void RE_RegisterModels_DeleteAll(void)
{
for (CachedModels_t::iterator itModel = CachedModels.begin(); itModel != CachedModels.end(); )
{
CachedEndianedModelBinary_t &CachedModel = (*itModel).second;
if (CachedModel.pModelDiskImage) {
Z_Free(CachedModel.pModelDiskImage);
}
itModel = CachedModels.erase(itModel);
}
}
// do not use ri.xxx functions in here, the renderer may not be running (ie. if on a dedicated server)...
//
static int giRegisterMedia_CurrentLevel=0;
void RE_RegisterMedia_LevelLoadBegin(const char *psMapName, ForceReload_e eForceReload)
{
// for development purposes we may want to ditch certain media just before loading a map...
//
bool bDeleteModels = eForceReload == eForceReload_MODELS || eForceReload == eForceReload_ALL;
// bool bDeleteBSP = eForceReload == eForceReload_BSP || eForceReload == eForceReload_ALL;
if (bDeleteModels)
{
RE_RegisterModels_DeleteAll();
}
else
{
if (sv_pure->integer)
{
RE_RegisterModels_DumpNonPure();
}
}
// not used in MP codebase...
//
// if (bDeleteBSP)
// {
// CM_DeleteCachedMap();
R_Images_DeleteLightMaps(); // always do this now, makes no real load time difference, and lets designers work ok
// }
// at some stage I'll probably want to put some special logic here, like not incrementing the level number
// when going into a map like "brig" or something, so returning to the previous level doesn't require an
// asset reload etc, but for now...
//
// only bump level number if we're not on the same level.
// Note that this will hide uncached models, which is perhaps a bad thing?...
//
static char sPrevMapName[MAX_QPATH]={0};
if (Q_stricmp( psMapName,sPrevMapName ))
{
Q_strncpyz( sPrevMapName, psMapName, sizeof(sPrevMapName) );
giRegisterMedia_CurrentLevel++;
}
}
int RE_RegisterMedia_GetLevel(void)
{
return giRegisterMedia_CurrentLevel;
}
// this is now only called by the client, so should be ok to dump media...
//
extern qboolean SND_RegisterAudio_LevelLoadEnd(qboolean bDeleteEverythingNotUsedThisLevel /* 99% qfalse */);
extern void S_RestartMusic(void);
void RE_RegisterMedia_LevelLoadEnd(void)
{
RE_RegisterModels_LevelLoadEnd(qfalse);
RE_RegisterImages_LevelLoadEnd();
SND_RegisterAudio_LevelLoadEnd(qfalse);
// RE_InitDissolve();
S_RestartMusic();
}
/*
** R_GetModelByHandle
*/
model_t *R_GetModelByHandle( qhandle_t index ) {
model_t *mod;
// out of range gets the defualt model
if ( index < 1 || index >= tr.numModels ) {
return tr.models[0];
}
mod = tr.models[index];
return mod;
}
//===============================================================================
/*
** R_AllocModel
*/
model_t *R_AllocModel( void ) {
model_t *mod;
if ( tr.numModels == MAX_MOD_KNOWN ) {
return NULL;
}
mod = (struct model_s *)ri.Hunk_Alloc( sizeof( *tr.models[tr.numModels] ), h_low );
mod->index = tr.numModels;
tr.models[tr.numModels] = mod;
tr.numModels++;
return mod;
}
/*
Ghoul2 Insert Start
*/
/*
================
return a hash value for the filename
================
*/
static long generateHashValue( const char *fname, const int size ) {
int i;
long hash;
char letter;
hash = 0;
i = 0;
while (fname[i] != '\0') {
letter = tolower(fname[i]);
if (letter =='.') break; // don't include extension
if (letter =='\\') letter = '/'; // damn path names
hash+=(long)(letter)*(i+119);
i++;
}
hash &= (size-1);
return hash;
}
void RE_InsertModelIntoHash(const char *name, model_t *mod)
{
int hash;
modelHash_t *mh;
hash = generateHashValue(name, FILE_HASH_SIZE);
// insert this file into the hash table so we can look it up faster later
mh = (modelHash_t*)ri.Hunk_Alloc( sizeof( modelHash_t ), h_low );
mh->next = mhHashTable[hash];
mh->handle = mod->index;
strcpy(mh->name, name);
mhHashTable[hash] = mh;
}
/*
Ghoul2 Insert End
*/
//rww - Please forgive me for all of the below. Feel free to destroy it and replace it with something better.
//You obviously can't touch anything relating to shaders or ri. functions here in case a dedicated
//server is running, which is the entire point of having these seperate functions. If anything major
//is changed in the non-server-only versions of these functions it would be wise to incorporate it
//here as well.
void GenericInsertModelIntoHash(const char *name, model_t *mod)
{
int hash;
modelHash_t *mh;
hash = generateHashValue(name, FILE_HASH_SIZE);
// insert this file into the hash table so we can look it up faster later
mh = (modelHash_t*)Hunk_Alloc( sizeof( modelHash_t ), h_low );
mh->next = mhHashTable[hash];
mh->handle = mod->index;
strcpy(mh->name, name);
mhHashTable[hash] = mh;
}
/*
** GenericAllocModel
*/
model_t *GenericAllocModel( void ) {
model_t *mod;
if ( tr.numModels == MAX_MOD_KNOWN ) {
return NULL;
}
mod = (struct model_s *)Hunk_Alloc( sizeof( *tr.models[tr.numModels] ), h_low );
mod->index = tr.numModels;
tr.models[tr.numModels] = mod;
tr.numModels++;
return mod;
}
/*
=================
ServerLoadMDXA - load a Ghoul 2 animation file
=================
*/
qboolean ServerLoadMDXA( 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) {
return qfalse;
}
mod->type = MOD_MDXA;
mod->dataSize += size;
qboolean bAlreadyFound = qfalse;
mdxa = mod->mdxa = (mdxaHeader_t*) //ri.Hunk_Alloc( size );
RE_RegisterServerModels_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 ) {
return qfalse;
}
if (bAlreadyFound)
{
return qtrue; // All done, stop here, do not LittleLong() etc. Do not pass go...
}
#ifndef _M_IX86
//
// optimisation, we don't bother doing this for standard intel case since our data's already in that format...
//
// swap all the skeletal info
boneInfo = (mdxaSkel_t *)( (byte *)mdxa + mdxa->ofsSkel);
for ( i = 0 ; i < mdxa->numBones ; i++)
{
LL(boneInfo->numChildren);
LL(boneInfo->parent);
for (k=0; k<boneInfo->numChildren; k++)
{
LL(boneInfo->children[k]);
}
// get next bone
boneInfo += (int)( &((mdxaSkel_t *)0)->children[ boneInfo->numChildren ] );
}
// swap all the frames
frameSize = (int)( &((mdxaFrame_t *)0)->bones[ mdxa->numBones ] );
for ( i = 0 ; i < mdxa->numFrames ; i++)
{
cframe = (mdxaFrame_t *) ( (byte *)mdxa + mdxa->ofsFrames + i * frameSize );
cframe->radius = LittleFloat( cframe->radius );
for ( j = 0 ; j < 3 ; j++ )
{
cframe->bounds[0][j] = LittleFloat( cframe->bounds[0][j] );
cframe->bounds[1][j] = LittleFloat( cframe->bounds[1][j] );
cframe->localOrigin[j] = LittleFloat( cframe->localOrigin[j] );
}
for ( j = 0 ; j < mdxa->numBones * sizeof( mdxaBone_t ) / 2 ; j++ )
{
((short *)cframe->bones)[j] = LittleShort( ((short *)cframe->bones)[j] );
}
}
#endif
return qtrue;
}
/*
=================
ServerLoadMDXM - load a Ghoul 2 Mesh file
=================
*/
qboolean ServerLoadMDXM( model_t *mod, void *buffer, const char *mod_name, qboolean bAlreadyCached ) {
int i,l, j;
mdxmHeader_t *pinmodel, *mdxm;
mdxmLOD_t *lod;
mdxmSurface_t *surf;
int version;
int size;
shader_t *sh;
mdxmSurfHierarchy_t *surfInfo;
#ifndef _M_IX86
int k;
int frameSize;
mdxmTag_t *tag;
mdxmTriangle_t *tri;
mdxmVertex_t *v;
mdxmFrame_t *cframe;
int *boneRef;
#endif
pinmodel= (mdxmHeader_t *)buffer;
//
// read some fields from the binary, but only LittleLong() them when we know this wasn't an already-cached model...
//
version = (pinmodel->version);
size = (pinmodel->ofsEnd);
if (!bAlreadyCached)
{
version = LittleLong(version);
size = LittleLong(size);
}
if (version != MDXM_VERSION) {
return qfalse;
}
mod->type = MOD_MDXM;
mod->dataSize += size;
qboolean bAlreadyFound = qfalse;
mdxm = mod->mdxm = (mdxmHeader_t*) //ri.Hunk_Alloc( size );
RE_RegisterServerModels_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_RegisterServerModel(va ("%s.gla",mdxm->animName));
if (!mdxm->animIndex)
{
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; j<surfInfo->numChildren; j++)
{
LL(surfInfo->childIndexes[j]);
}
// We will not be using shaders on the server.
sh = 0;
// insert it in the surface list
surfInfo->shaderIndex = 0;
RE_RegisterModels_StoreShaderRequest(mod_name, &surfInfo->shader[0], &surfInfo->shaderIndex);
// find the next surface
surfInfo = (mdxmSurfHierarchy_t *)( (byte *)surfInfo + (int)( &((mdxmSurfHierarchy_t *)0)->childIndexes[ surfInfo->numChildren ] ));
}
// swap all the LOD's (we need to do the middle part of this even for intel, because of shader reg and err-check)
lod = (mdxmLOD_t *) ( (byte *)mdxm + mdxm->ofsLODs );
for ( l = 0 ; l < mdxm->numLODs ; l++)
{
int triCount = 0;
LL(lod->ofsEnd);
// swap all the surfaces
surf = (mdxmSurface_t *) ( (byte *)lod + sizeof (mdxmLOD_t) + (mdxm->numSurfaces * sizeof(mdxmLODSurfOffset_t)) );
for ( i = 0 ; i < mdxm->numSurfaces ; i++)
{
LL(surf->numTriangles);
LL(surf->ofsTriangles);
LL(surf->numVerts);
LL(surf->ofsVerts);
LL(surf->ofsEnd);
LL(surf->ofsHeader);
LL(surf->numBoneReferences);
LL(surf->ofsBoneReferences);
LL(surf->maxVertBoneWeights);
triCount += surf->numTriangles;
if ( surf->numVerts > SHADER_MAX_VERTEXES ) {
return qfalse;
}
if ( surf->numTriangles*3 > SHADER_MAX_INDEXES ) {
return qfalse;
}
// 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 );
}
// find the next LOD
lod = (mdxmLOD_t *)( (byte *)lod + lod->ofsEnd );
}
return qtrue;
}
/*
====================
RE_RegisterServerModel
Same as RE_RegisterModel, except used by the server to handle ghoul2 instance models.
====================
*/
qhandle_t RE_RegisterServerModel( const char *name ) {
model_t *mod;
unsigned *buf;
int lod;
int ident;
qboolean loaded;
// qhandle_t hModel;
int numLoaded;
/*
Ghoul2 Insert Start
*/
int hash;
modelHash_t *mh;
/*
Ghoul2 Insert End
*/
if (!r_noServerGhoul2 || !r_noGhoul2)
{ //keep it from choking when it gets to these checks in the g2 code. Registering all r_ cvars for the server would be a Bad Thing though.
r_noServerGhoul2 = Cvar_Get( "r_noserverghoul2", "0", 0);
r_noGhoul2 = Cvar_Get( "r_noghoul2", "0", 0);
}
if ( !name || !name[0] ) {
return 0;
}
if ( strlen( name ) >= MAX_QPATH ) {
return 0;
}
hash = generateHashValue(name, FILE_HASH_SIZE);
//
// see if the model is already loaded
//
for (mh=mhHashTable[hash]; mh; mh=mh->next) {
if (Q_stricmp(mh->name, name) == 0) {
return mh->handle;
}
}
if ( ( mod = GenericAllocModel() ) == NULL ) {
return 0;
}
// only set the name after the model has been successfully loaded
Q_strncpyz( mod->name, name, sizeof( mod->name ) );
// make sure the render thread is stopped
R_SyncRenderThread();
int iLODStart = 0;
if (strstr (name, ".md3")) {
iLODStart = MD3_MAX_LODS-1; // this loads the md3s in reverse so they can be biased
}
mod->numLods = 0;
//
// load the files
//
numLoaded = 0;
for ( lod = iLODStart; lod >= 0 ; lod-- ) {
char filename[1024];
strcpy( filename, name );
if ( lod != 0 ) {
char namebuf[80];
if ( strrchr( filename, '.' ) ) {
*strrchr( filename, '.' ) = 0;
}
sprintf( namebuf, "_%d.md3", lod );
strcat( filename, namebuf );
}
qboolean bAlreadyCached = qfalse;
if (!RE_RegisterModels_GetDiskFile(filename, (void **)&buf, &bAlreadyCached))
{
continue;
}
//loadmodel = mod; // this seems to be fairly pointless
// important that from now on we pass 'filename' instead of 'name' to all model load functions,
// because 'filename' accounts for any LOD mangling etc so guarantees unique lookups for yet more
// internal caching...
//
ident = *(unsigned *)buf;
if (!bAlreadyCached)
{
ident = LittleLong(ident);
}
switch (ident)
{ //if you're trying to register anything else as a model type on the server, you are out of luck
case MDXA_IDENT:
loaded = ServerLoadMDXA( mod, buf, filename, bAlreadyCached );
break;
case MDXM_IDENT:
loaded = ServerLoadMDXM( mod, buf, filename, bAlreadyCached );
break;
default:
goto fail;
}
if (!bAlreadyCached){ // important to check!!
FS_FreeFile (buf);
}
if ( !loaded ) {
if ( lod == 0 ) {
goto fail;
} else {
break;
}
} else {
mod->numLods++;
numLoaded++;
}
}
if ( numLoaded ) {
// duplicate into higher lod spots that weren't
// loaded, in case the user changes r_lodbias on the fly
for ( lod-- ; lod >= 0 ; lod-- ) {
mod->numLods++;
mod->md3[lod] = mod->md3[lod+1];
}
/*
Ghoul2 Insert Start
*/
GenericInsertModelIntoHash(name, mod);
return mod->index;
/*
Ghoul2 Insert End
*/
}
fail:
// we still keep the model_t around, so if the model name is asked for
// again, we won't bother scanning the filesystem
mod->type = MOD_BAD;
return 0;
}
/*
====================
RE_RegisterModel
Loads in a model for the given name
Zero will be returned if the model fails to load.
An entry will be retained for failed models as an
optimization to prevent disk rescanning if they are
asked for again.
====================
*/
static qhandle_t RE_RegisterModel_Actual( const char *name ) {
model_t *mod;
unsigned *buf;
int lod;
int ident;
qboolean loaded;
// qhandle_t hModel;
int numLoaded;
/*
Ghoul2 Insert Start
*/
int hash;
modelHash_t *mh;
/*
Ghoul2 Insert End
*/
if ( !name || !name[0] ) {
ri.Printf( PRINT_ALL, "RE_RegisterModel: NULL name\n" );
return 0;
}
if ( strlen( name ) >= MAX_QPATH ) {
ri.Printf( PRINT_DEVELOPER, "Model name exceeds MAX_QPATH\n" );
return 0;
}
/*
Ghoul2 Insert Start
*/
// if (!tr.registered) {
// ri.Printf( PRINT_WARNING, "RE_RegisterModel (%s) called before ready!\n",name );
// return 0;
// }
//
// search the currently loaded models
//
hash = generateHashValue(name, FILE_HASH_SIZE);
//
// see if the model is already loaded
//
for (mh=mhHashTable[hash]; mh; mh=mh->next) {
if (Q_stricmp(mh->name, name) == 0) {
return mh->handle;
}
}
// for ( hModel = 1 ; hModel < tr.numModels; hModel++ ) {
// mod = tr.models[hModel];
// if ( !strcmp( mod->name, name ) ) {
// if( mod->type == MOD_BAD ) {
// return 0;
// }
// return hModel;
// }
// }
/*
Ghoul2 Insert End
*/
// allocate a new model_t
if ( ( mod = R_AllocModel() ) == NULL ) {
ri.Printf( PRINT_WARNING, "RE_RegisterModel: R_AllocModel() failed for '%s'\n", name);
return 0;
}
// only set the name after the model has been successfully loaded
Q_strncpyz( mod->name, name, sizeof( mod->name ) );
// make sure the render thread is stopped
R_SyncRenderThread();
int iLODStart = 0;
if (strstr (name, ".md3")) {
iLODStart = MD3_MAX_LODS-1; // this loads the md3s in reverse so they can be biased
}
mod->numLods = 0;
//
// load the files
//
numLoaded = 0;
for ( lod = iLODStart; lod >= 0 ; lod-- ) {
char filename[1024];
strcpy( filename, name );
if ( lod != 0 ) {
char namebuf[80];
if ( strrchr( filename, '.' ) ) {
*strrchr( filename, '.' ) = 0;
}
sprintf( namebuf, "_%d.md3", lod );
strcat( filename, namebuf );
}
qboolean bAlreadyCached = qfalse;
if (!RE_RegisterModels_GetDiskFile(filename, (void **)&buf, &bAlreadyCached))
{
continue;
}
//loadmodel = mod; // this seems to be fairly pointless
// important that from now on we pass 'filename' instead of 'name' to all model load functions,
// because 'filename' accounts for any LOD mangling etc so guarantees unique lookups for yet more
// internal caching...
//
ident = *(unsigned *)buf;
if (!bAlreadyCached)
{
ident = LittleLong(ident);
}
switch (ident)
{
// if you add any new types of model load in this switch-case, tell me,
// or copy what I've done with the cache scheme (-ste).
//
case MD4_IDENT:
loaded = R_LoadMD4( mod, buf, filename, bAlreadyCached );
break;
case MDXA_IDENT:
loaded = R_LoadMDXA( mod, buf, filename, bAlreadyCached );
break;
case MDXM_IDENT:
loaded = R_LoadMDXM( mod, buf, filename, bAlreadyCached );
break;
case MD3_IDENT:
loaded = R_LoadMD3( mod, lod, buf, filename, bAlreadyCached );
break;
default:
ri.Printf (PRINT_WARNING,"RE_RegisterModel: unknown fileid for %s\n", filename);
goto fail;
}
if (!bAlreadyCached){ // important to check!!
ri.FS_FreeFile (buf);
}
if ( !loaded ) {
if ( lod == 0 ) {
goto fail;
} else {
break;
}
} else {
mod->numLods++;
numLoaded++;
// if we have a valid model and are biased
// so that we won't see any higher detail ones,
// stop loading them
if ( lod <= r_lodbias->integer ) {
break;
}
}
}
if ( numLoaded ) {
// duplicate into higher lod spots that weren't
// loaded, in case the user changes r_lodbias on the fly
for ( lod-- ; lod >= 0 ; lod-- ) {
mod->numLods++;
mod->md3[lod] = mod->md3[lod+1];
}
/*
Ghoul2 Insert Start
*/
RE_InsertModelIntoHash(name, mod);
return mod->index;
/*
Ghoul2 Insert End
*/
}
#ifdef _DEBUG
else {
ri.Printf (PRINT_WARNING,"RE_RegisterModel: couldn't load %s\n", name);
}
#endif
fail:
// we still keep the model_t around, so if the model name is asked for
// again, we won't bother scanning the filesystem
mod->type = MOD_BAD;
return 0;
}
// wrapper function needed to avoid problems with mid-function returns so I can safely use this bool to tell the
// z_malloc-fail recovery code whether it's safe to ditch any model caches...
//
qboolean gbInsideRegisterModel = qfalse;
qhandle_t RE_RegisterModel( const char *name )
{
gbInsideRegisterModel = qtrue; // !!!!!!!!!!!!!!
qhandle_t q = RE_RegisterModel_Actual( name );
gbInsideRegisterModel = qfalse;
return q;
}
/*
=================
R_LoadMD3
=================
*/
static qboolean R_LoadMD3 (model_t *mod, int lod, void *buffer, const char *mod_name, qboolean bAlreadyCached ) {
int i, j;
md3Header_t *pinmodel;
md3Surface_t *surf;
md3Shader_t *shader;
int version;
int size;
#ifndef _M_IX86
md3Frame_t *frame;
md3Triangle_t *tri;
md3St_t *st;
md3XyzNormal_t *xyz;
md3Tag_t *tag;
#endif
pinmodel= (md3Header_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 != MD3_VERSION) {
ri.Printf( PRINT_WARNING, "R_LoadMD3: %s has wrong version (%i should be %i)\n",
mod_name, version, MD3_VERSION);
return qfalse;
}
mod->type = MOD_MESH;
mod->dataSize += size;
qboolean bAlreadyFound = qfalse;
mod->md3[lod] = (md3Header_t *) //ri.Hunk_Alloc( size );
RE_RegisterModels_Malloc(size, mod_name, &bAlreadyFound, TAG_MODEL_MD3);
assert(bAlreadyCached == bAlreadyFound); // I should probably eliminate 'bAlreadyFound', but wtf?
if (!bAlreadyFound)
{
memcpy (mod->md3[lod], buffer, size );
LL(mod->md3[lod]->ident);
LL(mod->md3[lod]->version);
LL(mod->md3[lod]->numFrames);
LL(mod->md3[lod]->numTags);
LL(mod->md3[lod]->numSurfaces);
LL(mod->md3[lod]->ofsFrames);
LL(mod->md3[lod]->ofsTags);
LL(mod->md3[lod]->ofsSurfaces);
LL(mod->md3[lod]->ofsEnd);
}
if ( mod->md3[lod]->numFrames < 1 ) {
ri.Printf( PRINT_WARNING, "R_LoadMD3: %s has no frames\n", mod_name );
return qfalse;
}
if (bAlreadyFound)
{
return qtrue; // All done. Stop, go no further, 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 frames
frame = (md3Frame_t *) ( (byte *)mod->md3[lod] + mod->md3[lod]->ofsFrames );
for ( i = 0 ; i < mod->md3[lod]->numFrames ; i++, frame++) {
frame->radius = LittleFloat( frame->radius );
for ( j = 0 ; j < 3 ; j++ ) {
frame->bounds[0][j] = LittleFloat( frame->bounds[0][j] );
frame->bounds[1][j] = LittleFloat( frame->bounds[1][j] );
frame->localOrigin[j] = LittleFloat( frame->localOrigin[j] );
}
}
// swap all the tags
tag = (md3Tag_t *) ( (byte *)mod->md3[lod] + mod->md3[lod]->ofsTags );
for ( i = 0 ; i < mod->md3[lod]->numTags * mod->md3[lod]->numFrames ; i++, tag++) {
for ( j = 0 ; j < 3 ; j++ ) {
tag->origin[j] = LittleFloat( tag->origin[j] );
tag->axis[0][j] = LittleFloat( tag->axis[0][j] );
tag->axis[1][j] = LittleFloat( tag->axis[1][j] );
tag->axis[2][j] = LittleFloat( tag->axis[2][j] );
}
}
#endif
// swap all the surfaces
surf = (md3Surface_t *) ( (byte *)mod->md3[lod] + mod->md3[lod]->ofsSurfaces );
for ( i = 0 ; i < mod->md3[lod]->numSurfaces ; i++) {
LL(surf->flags);
LL(surf->numFrames);
LL(surf->numShaders);
LL(surf->numTriangles);
LL(surf->ofsTriangles);
LL(surf->numVerts);
LL(surf->ofsShaders);
LL(surf->ofsSt);
LL(surf->ofsXyzNormals);
LL(surf->ofsEnd);
if ( surf->numVerts > SHADER_MAX_VERTEXES ) {
ri.Error (ERR_DROP, "R_LoadMD3: %s has more than %i verts on a surface (%i)",
mod_name, SHADER_MAX_VERTEXES, surf->numVerts );
}
if ( surf->numTriangles*3 > SHADER_MAX_INDEXES ) {
ri.Error (ERR_DROP, "R_LoadMD3: %s has more than %i triangles on a surface (%i)",
mod_name, SHADER_MAX_INDEXES / 3, surf->numTriangles );
}
// change to surface identifier
surf->ident = SF_MD3;
// lowercase the surface name so skin compares are faster
Q_strlwr( surf->name );
// strip off a trailing _1 or _2
// this is a crutch for q3data being a mess
j = strlen( surf->name );
if ( j > 2 && surf->name[j-2] == '_' ) {
surf->name[j-2] = 0;
}
// register the shaders
shader = (md3Shader_t *) ( (byte *)surf + surf->ofsShaders );
for ( j = 0 ; j < surf->numShaders ; j++, shader++ ) {
shader_t *sh;
sh = R_FindShader( shader->name, lightmapsNone, stylesDefault, qtrue );
if ( sh->defaultShader ) {
shader->shaderIndex = 0;
} else {
shader->shaderIndex = sh->index;
}
RE_RegisterModels_StoreShaderRequest(mod_name, &shader->name[0], &shader->shaderIndex);
}
#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 triangles
tri = (md3Triangle_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 ST
st = (md3St_t *) ( (byte *)surf + surf->ofsSt );
for ( j = 0 ; j < surf->numVerts ; j++, st++ ) {
st->st[0] = LittleFloat( st->st[0] );
st->st[1] = LittleFloat( st->st[1] );
}
// swap all the XyzNormals
xyz = (md3XyzNormal_t *) ( (byte *)surf + surf->ofsXyzNormals );
for ( j = 0 ; j < surf->numVerts * surf->numFrames ; j++, xyz++ )
{
xyz->xyz[0] = LittleShort( xyz->xyz[0] );
xyz->xyz[1] = LittleShort( xyz->xyz[1] );
xyz->xyz[2] = LittleShort( xyz->xyz[2] );
xyz->normal = LittleShort( xyz->normal );
}
#endif
// find the next surface
surf = (md3Surface_t *)( (byte *)surf + surf->ofsEnd );
}
return qtrue;
}
/*
=================
R_LoadMD4
=================
*/
static qboolean R_LoadMD4( model_t *mod, void *buffer, const char *mod_name, qboolean bAlreadyCached ) {
int i;
md4Header_t *pinmodel, *md4;
md4LOD_t *lod;
md4Surface_t *surf;
#ifndef _M_IX86
int j, k;
md4Frame_t *frame;
md4Triangle_t *tri;
md4Vertex_t *v;
int frameSize;
#endif
int version;
int size;
shader_t *sh;
pinmodel = (md4Header_t *)buffer;
//
// read some fields from the binary, but only LittleLong() them when we know this wasn't an already-cached model...
//
version = LittleLong (pinmodel->version);
size = LittleLong(pinmodel->ofsEnd);
if (!bAlreadyCached)
{
version = LittleLong(version);
size = LittleLong(size);
}
if (version != MD4_VERSION) {
ri.Printf( PRINT_WARNING, "R_LoadMD4: %s has wrong version (%i should be %i)\n",
mod_name, version, MD4_VERSION);
return qfalse;
}
mod->type = MOD_MD4;
mod->dataSize += size;
qboolean bAlreadyFound = qfalse;
md4 = mod->md4 = (md4Header_t *)// ri.Hunk_Alloc( size, h_low );
RE_RegisterModels_Malloc(size, mod_name, &bAlreadyFound, TAG_MODEL_MD4);
assert(bAlreadyCached == bAlreadyFound); // I should probably eliminate 'bAlreadyFound', but wtf?
if (!bAlreadyFound)
{
Com_Memcpy( md4, buffer, size );
LL(md4->ident);
LL(md4->version);
LL(md4->numFrames);
LL(md4->numBones);
LL(md4->numLODs);
LL(md4->ofsFrames);
LL(md4->ofsLODs);
LL(md4->ofsEnd);
}
mod->numLods = md4->numLODs -1 ; //copy this up to the model for ease of use - it wil get inced after this.
if ( md4->numFrames < 1 ) {
ri.Printf( PRINT_WARNING, "R_LoadMD4: %s has no frames\n", mod_name );
return qfalse;
}
if (bAlreadyFound)
{
return qtrue; // All done. Stop, go no further, do not LittleLong(), do not pass Go...
}
// we don't need to swap tags in the renderer, they aren't used
#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 frames
frameSize = (int)( &((md4Frame_t *)0)->bones[ md4->numBones ] );
for ( i = 0 ; i < md4->numFrames ; i++, frame++) {
frame = (md4Frame_t *) ( (byte *)md4 + md4->ofsFrames + i * frameSize );
frame->radius = LittleFloat( frame->radius );
for ( j = 0 ; j < 3 ; j++ ) {
frame->bounds[0][j] = LittleFloat( frame->bounds[0][j] );
frame->bounds[1][j] = LittleFloat( frame->bounds[1][j] );
frame->localOrigin[j] = LittleFloat( frame->localOrigin[j] );
}
for ( j = 0 ; j < md4->numBones * sizeof( md4Bone_t ) / 4 ; j++ ) {
((float *)frame->bones)[j] = LittleFloat( ((float *)frame->bones)[j] );
}
}
#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 = (md4LOD_t *) ( (byte *)md4 + md4->ofsLODs );
for ( i = 0 ; i < md4->numLODs ; i++) {
// swap all the surfaces
surf = (md4Surface_t *) ( (byte *)lod + lod->ofsSurfaces );
for ( i = 0 ; i < lod->numSurfaces ; i++) {
LL(surf->ident);
LL(surf->numTriangles);
LL(surf->ofsTriangles);
LL(surf->numVerts);
LL(surf->ofsVerts);
LL(surf->ofsEnd);
if ( surf->numVerts > SHADER_MAX_VERTEXES ) {
ri.Error (ERR_DROP, "R_LoadMD3: %s has more than %i verts on a surface (%i)",
mod_name, SHADER_MAX_VERTEXES, surf->numVerts );
}
if ( surf->numTriangles*3 > SHADER_MAX_INDEXES ) {
ri.Error (ERR_DROP, "R_LoadMD3: %s has more than %i triangles on a surface (%i)",
mod_name, SHADER_MAX_INDEXES / 3, surf->numTriangles );
}
// change to surface identifier
surf->ident = SF_MD4;
// register the shaders
sh = R_FindShader( surf->shader, lightmapsNone, stylesDefault, qtrue );
if ( sh->defaultShader ) {
surf->shaderIndex = 0;
} else {
surf->shaderIndex = sh->index;
}
RE_RegisterModels_StoreShaderRequest(mod_name, &surf->shader[0], &surf->shaderIndex);
#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 triangles
tri = (md4Triangle_t *) ( (byte *)surf + surf->ofsTriangles );
for ( j = 0 ; j < surf->numTriangles ; j++, tri++ ) {
LL(tri->indexes[0]);
LL(tri->indexes[1]);
LL(tri->indexes[2]);
}
// swap all the vertexes
v = (md4Vertex_t *) ( (byte *)surf + surf->ofsVerts );
for ( j = 0 ; j < surf->numVerts ; j++ ) {
v->normal[0] = LittleFloat( v->normal[0] );
v->normal[1] = LittleFloat( v->normal[1] );
v->normal[2] = LittleFloat( v->normal[2] );
v->texCoords[0] = LittleFloat( v->texCoords[0] );
v->texCoords[1] = LittleFloat( v->texCoords[1] );
v->numWeights = LittleLong( v->numWeights );
for ( k = 0 ; k < v->numWeights ; k++ ) {
v->weights[k].boneIndex = LittleLong( v->weights[k].boneIndex );
v->weights[k].boneWeight = LittleFloat( v->weights[k].boneWeight );
v->weights[k].offset[0] = LittleFloat( v->weights[k].offset[0] );
v->weights[k].offset[1] = LittleFloat( v->weights[k].offset[1] );
v->weights[k].offset[2] = LittleFloat( v->weights[k].offset[2] );
}
v = (md4Vertex_t *)&v->weights[v->numWeights];
}
#endif
// find the next surface
surf = (md4Surface_t *)( (byte *)surf + surf->ofsEnd );
}
// find the next LOD
lod = (md4LOD_t *)( (byte *)lod + lod->ofsEnd );
}
return qtrue;
}
//=============================================================================
/*
** RE_BeginRegistration
*/
void RE_BeginRegistration( glconfig_t *glconfigOut ) {
R_Init();
*glconfigOut = glConfig;
R_SyncRenderThread();
tr.viewCluster = -1; // force markleafs to regenerate
// rww - 9-13-01 [1-26-01-sof2]
//R_ClearFlares();
RE_ClearScene();
tr.registered = qtrue;
// NOTE: this sucks, for some reason the first stretch pic is never drawn
// without this we'd see a white flash on a level load because the very
// first time the level shot would not be drawn
RE_StretchPic(0, 0, 0, 0, 0, 0, 1, 1, 0);
}
//=============================================================================
void R_SVModelInit()
{
model_t *mod;
tr.numModels = 0;
memset(mhHashTable, 0, sizeof(mhHashTable));
mod = GenericAllocModel();
mod->type = MOD_BAD;
}
/*
===============
R_ModelInit
===============
*/
void R_ModelInit( void ) {
model_t *mod;
// leave a space for NULL model
tr.numModels = 0;
/*
Ghoul2 Insert Start
*/
memset(mhHashTable, 0, sizeof(mhHashTable));
/*
Ghoul2 Insert End
*/
mod = R_AllocModel();
mod->type = MOD_BAD;
}
/*
================
R_Modellist_f
================
*/
void R_Modellist_f( void ) {
int i, j;
model_t *mod;
int total;
int lods;
total = 0;
for ( i = 1 ; i < tr.numModels; i++ ) {
mod = tr.models[i];
lods = 1;
for ( j = 1 ; j < MD3_MAX_LODS ; j++ ) {
if ( mod->md3[j] && mod->md3[j] != mod->md3[j-1] ) {
lods++;
}
}
ri.Printf( PRINT_ALL, "%8i : (%i) %s\n",mod->dataSize, lods, mod->name );
total += mod->dataSize;
}
ri.Printf( PRINT_ALL, "%8i : Total models\n", total );
#if 0 // not working right with new hunk
if ( tr.world ) {
ri.Printf( PRINT_ALL, "\n%8i : %s\n", tr.world->dataSize, tr.world->name );
}
#endif
}
//=============================================================================
/*
================
R_GetTag
================
*/
static md3Tag_t *R_GetTag( md3Header_t *mod, int frame, const char *tagName ) {
md3Tag_t *tag;
int i;
if ( frame >= mod->numFrames ) {
// it is possible to have a bad frame while changing models, so don't error
frame = mod->numFrames - 1;
}
tag = (md3Tag_t *)((byte *)mod + mod->ofsTags) + frame * mod->numTags;
for ( i = 0 ; i < mod->numTags ; i++, tag++ ) {
if ( !strcmp( tag->name, tagName ) ) {
return tag; // found it
}
}
return NULL;
}
/*
================
R_LerpTag
================
*/
int R_LerpTag( orientation_t *tag, qhandle_t handle, int startFrame, int endFrame,
float frac, const char *tagName ) {
md3Tag_t *start, *end;
int i;
float frontLerp, backLerp;
model_t *model;
model = R_GetModelByHandle( handle );
if ( !model->md3[0] ) {
AxisClear( tag->axis );
VectorClear( tag->origin );
return qfalse;
}
start = R_GetTag( model->md3[0], startFrame, tagName );
end = R_GetTag( model->md3[0], endFrame, tagName );
if ( !start || !end ) {
AxisClear( tag->axis );
VectorClear( tag->origin );
return qfalse;
}
frontLerp = frac;
backLerp = 1.0f - frac;
for ( i = 0 ; i < 3 ; i++ ) {
tag->origin[i] = start->origin[i] * backLerp + end->origin[i] * frontLerp;
tag->axis[0][i] = start->axis[0][i] * backLerp + end->axis[0][i] * frontLerp;
tag->axis[1][i] = start->axis[1][i] * backLerp + end->axis[1][i] * frontLerp;
tag->axis[2][i] = start->axis[2][i] * backLerp + end->axis[2][i] * frontLerp;
}
VectorNormalize( tag->axis[0] );
VectorNormalize( tag->axis[1] );
VectorNormalize( tag->axis[2] );
return qtrue;
}
/*
====================
R_ModelBounds
====================
*/
void R_ModelBounds( qhandle_t handle, vec3_t mins, vec3_t maxs ) {
model_t *model;
md3Header_t *header;
md3Frame_t *frame;
model = R_GetModelByHandle( handle );
if ( model->bmodel ) {
VectorCopy( model->bmodel->bounds[0], mins );
VectorCopy( model->bmodel->bounds[1], maxs );
return;
}
if ( !model->md3[0] ) {
VectorClear( mins );
VectorClear( maxs );
return;
}
header = model->md3[0];
frame = (md3Frame_t *)( (byte *)header + header->ofsFrames );
VectorCopy( frame->bounds[0], mins );
VectorCopy( frame->bounds[1], maxs );
}