q3cellshading/code/renderer/tr_model.c

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/*
===========================================================================
Copyright (C) 1999-2005 Id Software, Inc.
This file is part of Quake III Arena source code.
Quake III Arena source code is free software; you can redistribute it
and/or modify it under the terms of the GNU General Public License as
published by the Free Software Foundation; either version 2 of the License,
or (at your option) any later version.
Quake III Arena source code is distributed in the hope that it will be
useful, but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with Foobar; if not, write to the Free Software
Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
===========================================================================
*/
// tr_models.c -- model loading and caching
#include "tr_local.h"
#define LL(x) x=LittleLong(x)
static qboolean R_LoadMD3 (model_t *mod, int lod, void *buffer, const char *name );
static qboolean R_LoadMD4 (model_t *mod, void *buffer, const char *name );
model_t *loadmodel;
/*
** 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 = ri.Hunk_Alloc( sizeof( *tr.models[tr.numModels] ), h_low );
mod->index = tr.numModels;
tr.models[tr.numModels] = mod;
tr.numModels++;
return mod;
}
/*
====================
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.
====================
*/
qhandle_t RE_RegisterModel( const char *name ) {
model_t *mod;
unsigned *buf;
int lod;
int ident;
qboolean loaded;
qhandle_t hModel;
int numLoaded;
if ( !name || !name[0] ) {
ri.Printf( PRINT_ALL, "RE_RegisterModel: NULL name\n" );
return 0;
}
if ( strlen( name ) >= MAX_QPATH ) {
Com_Printf( "Model name exceeds MAX_QPATH\n" );
return 0;
}
//
// search the currently loaded models
//
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;
}
}
// 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();
mod->numLods = 0;
//
// load the files
//
numLoaded = 0;
for ( lod = MD3_MAX_LODS - 1 ; 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 );
}
ri.FS_ReadFile( filename, (void **)&buf );
if ( !buf ) {
continue;
}
loadmodel = mod;
ident = LittleLong(*(unsigned *)buf);
if ( ident == MD4_IDENT ) {
loaded = R_LoadMD4( mod, buf, name );
} else {
if ( ident != MD3_IDENT ) {
ri.Printf (PRINT_WARNING,"RE_RegisterModel: unknown fileid for %s\n", name);
goto fail;
}
loaded = R_LoadMD3( mod, lod, buf, name );
}
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];
}
return mod->index;
}
#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;
}
/*
=================
R_LoadMD3
=================
*/
static qboolean R_LoadMD3 (model_t *mod, int lod, void *buffer, const char *mod_name ) {
int i, j;
md3Header_t *pinmodel;
md3Frame_t *frame;
md3Surface_t *surf;
md3Shader_t *shader;
md3Triangle_t *tri;
md3St_t *st;
md3XyzNormal_t *xyz;
md3Tag_t *tag;
int version;
int size;
pinmodel = (md3Header_t *)buffer;
version = LittleLong (pinmodel->version);
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;
size = LittleLong(pinmodel->ofsEnd);
mod->dataSize += size;
mod->md3[lod] = ri.Hunk_Alloc( size, h_low );
Com_Memcpy (mod->md3[lod], buffer, LittleLong(pinmodel->ofsEnd) );
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;
}
// 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] );
}
}
// 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->ident);
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, LIGHTMAP_NONE, qtrue );
if ( sh->defaultShader ) {
shader->shaderIndex = 0;
} else {
shader->shaderIndex = sh->index;
}
}
// 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 );
}
// 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 ) {
int i, j, k, lodindex;
md4Header_t *pinmodel, *md4;
md4Frame_t *frame;
md4LOD_t *lod;
md4Surface_t *surf;
md4Triangle_t *tri;
md4Vertex_t *v;
int version;
int size;
shader_t *sh;
int frameSize;
pinmodel = (md4Header_t *)buffer;
version = LittleLong (pinmodel->version);
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;
size = LittleLong(pinmodel->ofsEnd);
mod->dataSize += size;
md4 = mod->md4 = ri.Hunk_Alloc( size, h_low );
Com_Memcpy( md4, buffer, LittleLong(pinmodel->ofsEnd) );
LL(md4->ident);
LL(md4->version);
LL(md4->numFrames);
LL(md4->numBones);
LL(md4->numLODs);
LL(md4->ofsFrames);
LL(md4->ofsLODs);
LL(md4->ofsEnd);
if ( md4->numFrames < 1 ) {
ri.Printf( PRINT_WARNING, "R_LoadMD4: %s has no frames\n", mod_name );
return qfalse;
}
// we don't need to swap tags in the renderer, they aren't used
// 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] );
}
}
// swap all the LOD's
lod = (md4LOD_t *) ( (byte *)md4 + md4->ofsLODs );
for ( lodindex = 0 ; lodindex < md4->numLODs ; lodindex++ ) {
// 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;
// lowercase the surface name so skin compares are faster
Q_strlwr( surf->name );
// register the shaders
sh = R_FindShader( surf->shader, LIGHTMAP_NONE, qtrue );
if ( sh->defaultShader ) {
surf->shaderIndex = 0;
} else {
surf->shaderIndex = sh->index;
}
// 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
// FIXME
// This makes TFC's skeletons work. Shouldn't be necessary anymore, but left
// in for reference.
//v = (md4Vertex_t *) ( (byte *)surf + surf->ofsVerts + 12);
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] );
}
// FIXME
// This makes TFC's skeletons work. Shouldn't be necessary anymore, but left
// in for reference.
//v = (md4Vertex_t *)( ( byte * )&v->weights[v->numWeights] + 12 );
v = (md4Vertex_t *)( ( byte * )&v->weights[v->numWeights]);
}
// 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
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);
}
//=============================================================================
/*
===============
R_ModelInit
===============
*/
void R_ModelInit( void ) {
model_t *mod;
// leave a space for NULL model
tr.numModels = 0;
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 );
}