mirror of
https://github.com/UberGames/ioef.git
synced 2024-11-24 13:11:30 +00:00
171 lines
5.1 KiB
C
171 lines
5.1 KiB
C
/*
|
|
===========================================================================
|
|
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
|
|
===========================================================================
|
|
*/
|
|
|
|
#include "tr_local.h"
|
|
|
|
/*
|
|
|
|
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_AddAnimSurfaces
|
|
==============
|
|
*/
|
|
void R_AddAnimSurfaces( trRefEntity_t *ent ) {
|
|
md4Header_t *header;
|
|
md4Surface_t *surface;
|
|
md4LOD_t *lod;
|
|
shader_t *shader;
|
|
int i;
|
|
|
|
header = tr.currentModel->md4;
|
|
lod = (md4LOD_t *)( (byte *)header + header->ofsLODs );
|
|
|
|
surface = (md4Surface_t *)( (byte *)lod + lod->ofsSurfaces );
|
|
for ( i = 0 ; i < lod->numSurfaces ; i++ ) {
|
|
shader = R_GetShaderByHandle( surface->shaderIndex );
|
|
R_AddDrawSurf( (void *)surface, shader, 0 /*fogNum*/, qfalse );
|
|
surface = (md4Surface_t *)( (byte *)surface + surface->ofsEnd );
|
|
}
|
|
}
|
|
|
|
|
|
/*
|
|
==============
|
|
RB_SurfaceAnim
|
|
==============
|
|
*/
|
|
void RB_SurfaceAnim( md4Surface_t *surface ) {
|
|
int i, j, k;
|
|
float frontlerp, backlerp;
|
|
int *triangles;
|
|
int indexes;
|
|
int baseIndex, baseVertex;
|
|
int numVerts;
|
|
md4Vertex_t *v;
|
|
md4Bone_t bones[MD4_MAX_BONES];
|
|
md4Bone_t *bonePtr, *bone;
|
|
md4Header_t *header;
|
|
md4Frame_t *frame;
|
|
md4Frame_t *oldFrame;
|
|
int frameSize;
|
|
|
|
|
|
if ( backEnd.currentEntity->e.oldframe == backEnd.currentEntity->e.frame ) {
|
|
backlerp = 0;
|
|
frontlerp = 1;
|
|
} else {
|
|
backlerp = backEnd.currentEntity->e.backlerp;
|
|
frontlerp = 1.0f - backlerp;
|
|
}
|
|
header = (md4Header_t *)((byte *)surface + surface->ofsHeader);
|
|
|
|
frameSize = (size_t)( &((md4Frame_t *)0)->bones[ header->numBones ] );
|
|
|
|
frame = (md4Frame_t *)((byte *)header + header->ofsFrames +
|
|
backEnd.currentEntity->e.frame * frameSize );
|
|
oldFrame = (md4Frame_t *)((byte *)header + header->ofsFrames +
|
|
backEnd.currentEntity->e.oldframe * frameSize );
|
|
|
|
RB_CheckOverflow( surface->numVerts, surface->numTriangles * 3 );
|
|
|
|
triangles = (int *) ((byte *)surface + surface->ofsTriangles);
|
|
indexes = surface->numTriangles * 3;
|
|
baseIndex = tess.numIndexes;
|
|
baseVertex = tess.numVertexes;
|
|
for (j = 0 ; j < indexes ; j++) {
|
|
tess.indexes[baseIndex + j] = baseIndex + triangles[j];
|
|
}
|
|
tess.numIndexes += indexes;
|
|
|
|
//
|
|
// lerp all the needed bones
|
|
//
|
|
if ( !backlerp ) {
|
|
// no lerping needed
|
|
bonePtr = frame->bones;
|
|
} else {
|
|
bonePtr = bones;
|
|
for ( i = 0 ; i < header->numBones*12 ; i++ ) {
|
|
((float *)bonePtr)[i] = frontlerp * ((float *)frame->bones)[i]
|
|
+ backlerp * ((float *)oldFrame->bones)[i];
|
|
}
|
|
}
|
|
|
|
//
|
|
// deform the vertexes by the lerped bones
|
|
//
|
|
numVerts = surface->numVerts;
|
|
// FIXME
|
|
// This makes TFC's skeletons work. Shouldn't be necessary anymore, but left
|
|
// in for reference.
|
|
//v = (md4Vertex_t *) ((byte *)surface + surface->ofsVerts + 12);
|
|
v = (md4Vertex_t *) ((byte *)surface + surface->ofsVerts);
|
|
for ( j = 0; j < numVerts; j++ ) {
|
|
vec3_t tempVert, tempNormal;
|
|
md4Weight_t *w;
|
|
|
|
VectorClear( tempVert );
|
|
VectorClear( tempNormal );
|
|
w = v->weights;
|
|
for ( k = 0 ; k < v->numWeights ; k++, w++ ) {
|
|
bone = bonePtr + w->boneIndex;
|
|
|
|
tempVert[0] += w->boneWeight * ( DotProduct( bone->matrix[0], w->offset ) + bone->matrix[0][3] );
|
|
tempVert[1] += w->boneWeight * ( DotProduct( bone->matrix[1], w->offset ) + bone->matrix[1][3] );
|
|
tempVert[2] += w->boneWeight * ( DotProduct( bone->matrix[2], w->offset ) + bone->matrix[2][3] );
|
|
|
|
tempNormal[0] += w->boneWeight * DotProduct( bone->matrix[0], v->normal );
|
|
tempNormal[1] += w->boneWeight * DotProduct( bone->matrix[1], v->normal );
|
|
tempNormal[2] += w->boneWeight * DotProduct( bone->matrix[2], v->normal );
|
|
}
|
|
|
|
tess.xyz[baseVertex + j][0] = tempVert[0];
|
|
tess.xyz[baseVertex + j][1] = tempVert[1];
|
|
tess.xyz[baseVertex + j][2] = tempVert[2];
|
|
|
|
tess.normal[baseVertex + j][0] = tempNormal[0];
|
|
tess.normal[baseVertex + j][1] = tempNormal[1];
|
|
tess.normal[baseVertex + j][2] = tempNormal[2];
|
|
|
|
tess.texCoords[baseVertex + j][0][0] = v->texCoords[0];
|
|
tess.texCoords[baseVertex + j][0][1] = v->texCoords[1];
|
|
|
|
// 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 *)&v->weights[v->numWeights];
|
|
}
|
|
|
|
tess.numVertexes += surface->numVerts;
|
|
}
|
|
|
|
|