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https://github.com/UberGames/lilium-voyager.git
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700 lines
18 KiB
C
700 lines
18 KiB
C
/*
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===========================================================================
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Copyright (C) 1999-2005 Id Software, Inc.
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This file is part of Quake III Arena source code.
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Quake III Arena source code is free software; you can redistribute it
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and/or modify it under the terms of the GNU General Public License as
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published by the Free Software Foundation; either version 2 of the License,
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or (at your option) any later version.
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Quake III Arena source code is distributed in the hope that it will be
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useful, but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with Foobar; if not, write to the Free Software
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Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
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===========================================================================
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*/
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// tr_models.c -- model loading and caching
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#include "tr_local.h"
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#define LL(x) x=LittleLong(x)
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static qboolean R_LoadMD3 (model_t *mod, int lod, void *buffer, const char *name );
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static qboolean R_LoadMD4 (model_t *mod, void *buffer, const char *name );
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model_t *loadmodel;
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/*
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** R_GetModelByHandle
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*/
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model_t *R_GetModelByHandle( qhandle_t index ) {
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model_t *mod;
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// out of range gets the defualt model
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if ( index < 1 || index >= tr.numModels ) {
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return tr.models[0];
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}
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mod = tr.models[index];
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return mod;
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}
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//===============================================================================
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/*
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** R_AllocModel
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*/
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model_t *R_AllocModel( void ) {
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model_t *mod;
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if ( tr.numModels == MAX_MOD_KNOWN ) {
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return NULL;
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}
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mod = ri.Hunk_Alloc( sizeof( *tr.models[tr.numModels] ), h_low );
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mod->index = tr.numModels;
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tr.models[tr.numModels] = mod;
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tr.numModels++;
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return mod;
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}
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/*
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====================
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RE_RegisterModel
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Loads in a model for the given name
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Zero will be returned if the model fails to load.
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An entry will be retained for failed models as an
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optimization to prevent disk rescanning if they are
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asked for again.
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====================
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*/
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qhandle_t RE_RegisterModel( const char *name ) {
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model_t *mod;
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unsigned *buf;
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int lod;
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int ident;
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qboolean loaded;
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qhandle_t hModel;
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int numLoaded;
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if ( !name || !name[0] ) {
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ri.Printf( PRINT_ALL, "RE_RegisterModel: NULL name\n" );
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return 0;
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}
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if ( strlen( name ) >= MAX_QPATH ) {
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Com_Printf( "Model name exceeds MAX_QPATH\n" );
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return 0;
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}
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//
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// search the currently loaded models
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//
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for ( hModel = 1 ; hModel < tr.numModels; hModel++ ) {
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mod = tr.models[hModel];
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if ( !strcmp( mod->name, name ) ) {
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if( mod->type == MOD_BAD ) {
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return 0;
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}
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return hModel;
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}
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}
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// allocate a new model_t
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if ( ( mod = R_AllocModel() ) == NULL ) {
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ri.Printf( PRINT_WARNING, "RE_RegisterModel: R_AllocModel() failed for '%s'\n", name);
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return 0;
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}
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// only set the name after the model has been successfully loaded
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Q_strncpyz( mod->name, name, sizeof( mod->name ) );
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// make sure the render thread is stopped
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R_SyncRenderThread();
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mod->numLods = 0;
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//
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// load the files
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//
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numLoaded = 0;
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for ( lod = MD3_MAX_LODS - 1 ; lod >= 0 ; lod-- ) {
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char filename[1024];
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strcpy( filename, name );
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if ( lod != 0 ) {
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char namebuf[80];
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if ( strrchr( filename, '.' ) ) {
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*strrchr( filename, '.' ) = 0;
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}
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sprintf( namebuf, "_%d.md3", lod );
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strcat( filename, namebuf );
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}
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ri.FS_ReadFile( filename, (void **)&buf );
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if ( !buf ) {
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continue;
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}
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loadmodel = mod;
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ident = LittleLong(*(unsigned *)buf);
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if ( ident == MD4_IDENT ) {
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loaded = R_LoadMD4( mod, buf, name );
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} else {
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if ( ident != MD3_IDENT ) {
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ri.Printf (PRINT_WARNING,"RE_RegisterModel: unknown fileid for %s\n", name);
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goto fail;
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}
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loaded = R_LoadMD3( mod, lod, buf, name );
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}
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ri.FS_FreeFile (buf);
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if ( !loaded ) {
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if ( lod == 0 ) {
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goto fail;
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} else {
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break;
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}
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} else {
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mod->numLods++;
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numLoaded++;
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// if we have a valid model and are biased
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// so that we won't see any higher detail ones,
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// stop loading them
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// if ( lod <= r_lodbias->integer ) {
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// break;
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// }
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}
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}
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if ( numLoaded ) {
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// duplicate into higher lod spots that weren't
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// loaded, in case the user changes r_lodbias on the fly
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for ( lod-- ; lod >= 0 ; lod-- ) {
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mod->numLods++;
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mod->md3[lod] = mod->md3[lod+1];
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}
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return mod->index;
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}
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#ifdef _DEBUG
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else {
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ri.Printf (PRINT_WARNING,"RE_RegisterModel: couldn't load %s\n", name);
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}
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#endif
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fail:
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// we still keep the model_t around, so if the model name is asked for
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// again, we won't bother scanning the filesystem
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mod->type = MOD_BAD;
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return 0;
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}
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/*
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=================
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R_LoadMD3
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=================
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*/
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static qboolean R_LoadMD3 (model_t *mod, int lod, void *buffer, const char *mod_name ) {
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int i, j;
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md3Header_t *pinmodel;
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md3Frame_t *frame;
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md3Surface_t *surf;
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md3Shader_t *shader;
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md3Triangle_t *tri;
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md3St_t *st;
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md3XyzNormal_t *xyz;
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md3Tag_t *tag;
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int version;
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int size;
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pinmodel = (md3Header_t *)buffer;
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version = LittleLong (pinmodel->version);
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if (version != MD3_VERSION) {
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ri.Printf( PRINT_WARNING, "R_LoadMD3: %s has wrong version (%i should be %i)\n",
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mod_name, version, MD3_VERSION);
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return qfalse;
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}
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mod->type = MOD_MESH;
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size = LittleLong(pinmodel->ofsEnd);
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mod->dataSize += size;
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mod->md3[lod] = ri.Hunk_Alloc( size, h_low );
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Com_Memcpy (mod->md3[lod], buffer, LittleLong(pinmodel->ofsEnd) );
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LL(mod->md3[lod]->ident);
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LL(mod->md3[lod]->version);
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LL(mod->md3[lod]->numFrames);
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LL(mod->md3[lod]->numTags);
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LL(mod->md3[lod]->numSurfaces);
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LL(mod->md3[lod]->ofsFrames);
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LL(mod->md3[lod]->ofsTags);
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LL(mod->md3[lod]->ofsSurfaces);
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LL(mod->md3[lod]->ofsEnd);
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if ( mod->md3[lod]->numFrames < 1 ) {
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ri.Printf( PRINT_WARNING, "R_LoadMD3: %s has no frames\n", mod_name );
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return qfalse;
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}
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// swap all the frames
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frame = (md3Frame_t *) ( (byte *)mod->md3[lod] + mod->md3[lod]->ofsFrames );
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for ( i = 0 ; i < mod->md3[lod]->numFrames ; i++, frame++) {
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frame->radius = LittleFloat( frame->radius );
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for ( j = 0 ; j < 3 ; j++ ) {
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frame->bounds[0][j] = LittleFloat( frame->bounds[0][j] );
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frame->bounds[1][j] = LittleFloat( frame->bounds[1][j] );
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frame->localOrigin[j] = LittleFloat( frame->localOrigin[j] );
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}
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}
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// swap all the tags
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tag = (md3Tag_t *) ( (byte *)mod->md3[lod] + mod->md3[lod]->ofsTags );
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for ( i = 0 ; i < mod->md3[lod]->numTags * mod->md3[lod]->numFrames ; i++, tag++) {
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for ( j = 0 ; j < 3 ; j++ ) {
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tag->origin[j] = LittleFloat( tag->origin[j] );
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tag->axis[0][j] = LittleFloat( tag->axis[0][j] );
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tag->axis[1][j] = LittleFloat( tag->axis[1][j] );
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tag->axis[2][j] = LittleFloat( tag->axis[2][j] );
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}
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}
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// swap all the surfaces
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surf = (md3Surface_t *) ( (byte *)mod->md3[lod] + mod->md3[lod]->ofsSurfaces );
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for ( i = 0 ; i < mod->md3[lod]->numSurfaces ; i++) {
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LL(surf->ident);
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LL(surf->flags);
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LL(surf->numFrames);
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LL(surf->numShaders);
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LL(surf->numTriangles);
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LL(surf->ofsTriangles);
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LL(surf->numVerts);
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LL(surf->ofsShaders);
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LL(surf->ofsSt);
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LL(surf->ofsXyzNormals);
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LL(surf->ofsEnd);
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if ( surf->numVerts > SHADER_MAX_VERTEXES ) {
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ri.Error (ERR_DROP, "R_LoadMD3: %s has more than %i verts on a surface (%i)",
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mod_name, SHADER_MAX_VERTEXES, surf->numVerts );
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}
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if ( surf->numTriangles*3 > SHADER_MAX_INDEXES ) {
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ri.Error (ERR_DROP, "R_LoadMD3: %s has more than %i triangles on a surface (%i)",
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mod_name, SHADER_MAX_INDEXES / 3, surf->numTriangles );
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}
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// change to surface identifier
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surf->ident = SF_MD3;
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// lowercase the surface name so skin compares are faster
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Q_strlwr( surf->name );
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// strip off a trailing _1 or _2
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// this is a crutch for q3data being a mess
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j = strlen( surf->name );
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if ( j > 2 && surf->name[j-2] == '_' ) {
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surf->name[j-2] = 0;
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}
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// register the shaders
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shader = (md3Shader_t *) ( (byte *)surf + surf->ofsShaders );
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for ( j = 0 ; j < surf->numShaders ; j++, shader++ ) {
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shader_t *sh;
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sh = R_FindShader( shader->name, LIGHTMAP_NONE, qtrue );
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if ( sh->defaultShader ) {
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shader->shaderIndex = 0;
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} else {
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shader->shaderIndex = sh->index;
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}
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}
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// swap all the triangles
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tri = (md3Triangle_t *) ( (byte *)surf + surf->ofsTriangles );
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for ( j = 0 ; j < surf->numTriangles ; j++, tri++ ) {
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LL(tri->indexes[0]);
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LL(tri->indexes[1]);
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LL(tri->indexes[2]);
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}
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// swap all the ST
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st = (md3St_t *) ( (byte *)surf + surf->ofsSt );
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for ( j = 0 ; j < surf->numVerts ; j++, st++ ) {
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st->st[0] = LittleFloat( st->st[0] );
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st->st[1] = LittleFloat( st->st[1] );
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}
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// swap all the XyzNormals
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xyz = (md3XyzNormal_t *) ( (byte *)surf + surf->ofsXyzNormals );
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for ( j = 0 ; j < surf->numVerts * surf->numFrames ; j++, xyz++ )
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{
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xyz->xyz[0] = LittleShort( xyz->xyz[0] );
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xyz->xyz[1] = LittleShort( xyz->xyz[1] );
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xyz->xyz[2] = LittleShort( xyz->xyz[2] );
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xyz->normal = LittleShort( xyz->normal );
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}
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// find the next surface
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surf = (md3Surface_t *)( (byte *)surf + surf->ofsEnd );
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}
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return qtrue;
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}
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/*
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=================
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R_LoadMD4
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=================
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*/
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static qboolean R_LoadMD4( model_t *mod, void *buffer, const char *mod_name ) {
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int i, j, k, lodindex;
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md4Header_t *pinmodel, *md4;
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md4Frame_t *frame;
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md4LOD_t *lod;
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md4Surface_t *surf;
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md4Triangle_t *tri;
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md4Vertex_t *v;
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int version;
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int size;
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shader_t *sh;
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int frameSize;
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pinmodel = (md4Header_t *)buffer;
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version = LittleLong (pinmodel->version);
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if (version != MD4_VERSION) {
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ri.Printf( PRINT_WARNING, "R_LoadMD4: %s has wrong version (%i should be %i)\n",
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mod_name, version, MD4_VERSION);
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return qfalse;
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}
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mod->type = MOD_MD4;
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size = LittleLong(pinmodel->ofsEnd);
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mod->dataSize += size;
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md4 = mod->md4 = ri.Hunk_Alloc( size, h_low );
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Com_Memcpy( md4, buffer, LittleLong(pinmodel->ofsEnd) );
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LL(md4->ident);
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LL(md4->version);
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LL(md4->numFrames);
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LL(md4->numBones);
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LL(md4->numLODs);
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LL(md4->ofsFrames);
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LL(md4->ofsLODs);
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LL(md4->ofsEnd);
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if ( md4->numFrames < 1 ) {
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ri.Printf( PRINT_WARNING, "R_LoadMD4: %s has no frames\n", mod_name );
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return qfalse;
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}
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// we don't need to swap tags in the renderer, they aren't used
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// swap all the frames
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frameSize = (size_t)( &((md4Frame_t *)0)->bones[ md4->numBones ] );
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for ( i = 0 ; i < md4->numFrames ; i++, frame++) {
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frame = (md4Frame_t *) ( (byte *)md4 + md4->ofsFrames + i * frameSize );
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frame->radius = LittleFloat( frame->radius );
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for ( j = 0 ; j < 3 ; j++ ) {
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frame->bounds[0][j] = LittleFloat( frame->bounds[0][j] );
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frame->bounds[1][j] = LittleFloat( frame->bounds[1][j] );
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frame->localOrigin[j] = LittleFloat( frame->localOrigin[j] );
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}
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for ( j = 0 ; j < md4->numBones * sizeof( md4Bone_t ) / 4 ; j++ ) {
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((float *)frame->bones)[j] = LittleFloat( ((float *)frame->bones)[j] );
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}
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}
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// swap all the LOD's
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lod = (md4LOD_t *) ( (byte *)md4 + md4->ofsLODs );
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for ( lodindex = 0 ; lodindex < md4->numLODs ; lodindex++ ) {
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// swap all the surfaces
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surf = (md4Surface_t *) ( (byte *)lod + lod->ofsSurfaces );
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for ( i = 0 ; i < lod->numSurfaces ; i++) {
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LL(surf->ident);
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LL(surf->numTriangles);
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LL(surf->ofsTriangles);
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LL(surf->numVerts);
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LL(surf->ofsVerts);
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LL(surf->ofsEnd);
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if ( surf->numVerts > SHADER_MAX_VERTEXES ) {
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ri.Error (ERR_DROP, "R_LoadMD3: %s has more than %i verts on a surface (%i)",
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mod_name, SHADER_MAX_VERTEXES, surf->numVerts );
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}
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if ( surf->numTriangles*3 > SHADER_MAX_INDEXES ) {
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ri.Error (ERR_DROP, "R_LoadMD3: %s has more than %i triangles on a surface (%i)",
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mod_name, SHADER_MAX_INDEXES / 3, surf->numTriangles );
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}
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// change to surface identifier
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surf->ident = SF_MD4;
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// lowercase the surface name so skin compares are faster
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Q_strlwr( surf->name );
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// register the shaders
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sh = R_FindShader( surf->shader, LIGHTMAP_NONE, qtrue );
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if ( sh->defaultShader ) {
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surf->shaderIndex = 0;
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} else {
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surf->shaderIndex = sh->index;
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}
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// swap all the triangles
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tri = (md4Triangle_t *) ( (byte *)surf + surf->ofsTriangles );
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for ( j = 0 ; j < surf->numTriangles ; j++, tri++ ) {
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LL(tri->indexes[0]);
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LL(tri->indexes[1]);
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LL(tri->indexes[2]);
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}
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// swap all the vertexes
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// FIXME
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// This makes TFC's skeletons work. Shouldn't be necessary anymore, but left
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// in for reference.
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//v = (md4Vertex_t *) ( (byte *)surf + surf->ofsVerts + 12);
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v = (md4Vertex_t *) ( (byte *)surf + surf->ofsVerts);
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for ( j = 0 ; j < surf->numVerts ; j++ ) {
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v->normal[0] = LittleFloat( v->normal[0] );
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v->normal[1] = LittleFloat( v->normal[1] );
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v->normal[2] = LittleFloat( v->normal[2] );
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v->texCoords[0] = LittleFloat( v->texCoords[0] );
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v->texCoords[1] = LittleFloat( v->texCoords[1] );
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v->numWeights = LittleLong( v->numWeights );
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for ( k = 0 ; k < v->numWeights ; k++ ) {
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v->weights[k].boneIndex = LittleLong( v->weights[k].boneIndex );
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v->weights[k].boneWeight = LittleFloat( v->weights[k].boneWeight );
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v->weights[k].offset[0] = LittleFloat( v->weights[k].offset[0] );
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v->weights[k].offset[1] = LittleFloat( v->weights[k].offset[1] );
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v->weights[k].offset[2] = LittleFloat( v->weights[k].offset[2] );
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}
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// FIXME
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// 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 );
|
|
}
|