qboolean firstvertex = true;
float dist, yawradius, radius;
float *v;
- float *vertex3f;
- frameblend_t frameblend[MAX_FRAMEBLENDS];
- memset(frameblend, 0, sizeof(frameblend));
- frameblend[0].lerp = 1;
- vertex3f = (float *) Mem_Alloc(loadmodel->mempool, loadmodel->surfmesh.num_vertices * sizeof(float[3]));
VectorClear(loadmodel->normalmins);
VectorClear(loadmodel->normalmaxs);
yawradius = 0;
radius = 0;
- for (frameblend[0].subframe = 0;frameblend[0].subframe < loadmodel->num_poses;frameblend[0].subframe++)
+ if (loadmodel->AnimateVertices)
+ {
+ float *vertex3f;
+ frameblend_t frameblend[MAX_FRAMEBLENDS];
+ memset(frameblend, 0, sizeof(frameblend));
+ frameblend[0].lerp = 1;
+ vertex3f = (float *) Mem_Alloc(loadmodel->mempool, loadmodel->surfmesh.num_vertices * sizeof(float[3]));
+ for (frameblend[0].subframe = 0;frameblend[0].subframe < loadmodel->num_poses;frameblend[0].subframe++)
+ {
+ loadmodel->AnimateVertices(loadmodel, frameblend, NULL, vertex3f, NULL, NULL, NULL);
+ for (vnum = 0, v = vertex3f;vnum < loadmodel->surfmesh.num_vertices;vnum++, v += 3)
+ {
+ if (firstvertex)
+ {
+ firstvertex = false;
+ VectorCopy(v, loadmodel->normalmins);
+ VectorCopy(v, loadmodel->normalmaxs);
+ }
+ else
+ {
+ if (loadmodel->normalmins[0] > v[0]) loadmodel->normalmins[0] = v[0];
+ if (loadmodel->normalmins[1] > v[1]) loadmodel->normalmins[1] = v[1];
+ if (loadmodel->normalmins[2] > v[2]) loadmodel->normalmins[2] = v[2];
+ if (loadmodel->normalmaxs[0] < v[0]) loadmodel->normalmaxs[0] = v[0];
+ if (loadmodel->normalmaxs[1] < v[1]) loadmodel->normalmaxs[1] = v[1];
+ if (loadmodel->normalmaxs[2] < v[2]) loadmodel->normalmaxs[2] = v[2];
+ }
+ dist = v[0] * v[0] + v[1] * v[1];
+ if (yawradius < dist)
+ yawradius = dist;
+ dist += v[2] * v[2];
+ if (radius < dist)
+ radius = dist;
+ }
+ }
+ if (vertex3f)
+ Mem_Free(vertex3f);
+ }
+ else
{
- loadmodel->AnimateVertices(loadmodel, frameblend, NULL, vertex3f, NULL, NULL, NULL);
- for (vnum = 0, v = vertex3f;vnum < loadmodel->surfmesh.num_vertices;vnum++, v += 3)
+ for (vnum = 0, v = loadmodel->surfmesh.data_vertex3f;vnum < loadmodel->surfmesh.num_vertices;vnum++, v += 3)
{
if (firstvertex)
{
radius = dist;
}
}
- if (vertex3f)
- Mem_Free(vertex3f);
radius = sqrt(radius);
yawradius = sqrt(yawradius);
loadmodel->yawmins[0] = loadmodel->yawmins[1] = -yawradius;
loadmodel->surfmesh.data_neighbor3i = (int *)Mem_Alloc(loadmodel->mempool, loadmodel->surfmesh.num_triangles * sizeof(int[3]));
}
Mod_MDL_LoadFrames (startframes, numverts, vertremap);
+ loadmodel->surfmesh.isanimated = loadmodel->num_bones > 1 || loadmodel->numframes > 1 || (loadmodel->animscenes && loadmodel->animscenes[0].framecount > 1);
+ loadmodel->AnimateVertices = Mod_MDL_AnimateVertices; // needed during loading, may be cleared by code later in this function
if (loadmodel->surfmesh.data_neighbor3i)
Mod_BuildTriangleNeighbors(loadmodel->surfmesh.data_neighbor3i, loadmodel->surfmesh.data_element3i, loadmodel->surfmesh.num_triangles);
Mod_Alias_CalculateBoundingBox();
Mod_Alias_MorphMesh_CompileFrames();
+ loadmodel->AnimateVertices = loadmodel->surfmesh.isanimated ? Mod_MDL_AnimateVertices : NULL;
Mem_Free(vertst);
Mem_Free(vertremap);
Mem_Free(vertremap);
loadmodel->surfmesh.isanimated = loadmodel->num_bones > 1 || loadmodel->numframes > 1 || (loadmodel->animscenes && loadmodel->animscenes[0].framecount > 1);
- loadmodel->AnimateVertices = loadmodel->surfmesh.isanimated ? Mod_MDL_AnimateVertices : NULL;
-
+ loadmodel->AnimateVertices = Mod_MDL_AnimateVertices; // needed during loading, may be cleared by code later in this function
if (loadmodel->surfmesh.data_neighbor3i)
Mod_BuildTriangleNeighbors(loadmodel->surfmesh.data_neighbor3i, loadmodel->surfmesh.data_element3i, loadmodel->surfmesh.num_triangles);
Mod_Alias_CalculateBoundingBox();
Mod_Alias_MorphMesh_CompileFrames();
+ loadmodel->AnimateVertices = loadmodel->surfmesh.isanimated ? Mod_MDL_AnimateVertices : NULL;
surface = loadmodel->data_surfaces;
surface->texture = loadmodel->data_textures;
loadmodel->nummodelsurfaces = loadmodel->num_surfaces;
loadmodel->num_textures = loadmodel->num_surfaces * loadmodel->numskins;
loadmodel->num_texturesperskin = loadmodel->num_surfaces;
- loadmodel->surfmesh.isanimated = loadmodel->num_bones > 1 || loadmodel->numframes > 1 || (loadmodel->animscenes && loadmodel->animscenes[0].framecount > 1);
- loadmodel->AnimateVertices = loadmodel->surfmesh.isanimated ? Mod_MD3_AnimateVertices : NULL;
data = (unsigned char *)Mem_Alloc(loadmodel->mempool, loadmodel->num_surfaces * sizeof(msurface_t) + loadmodel->num_surfaces * sizeof(int) + loadmodel->num_surfaces * loadmodel->numskins * sizeof(texture_t) + meshtriangles * sizeof(int[3]) + (r_enableshadowvolumes.integer ? meshtriangles * sizeof(int[3]) : 0) + (meshvertices <= 65536 ? meshtriangles * sizeof(unsigned short[3]) : 0) + meshvertices * sizeof(float[2]) + meshvertices * loadmodel->numframes * sizeof(md3vertex_t));
loadmodel->data_surfaces = (msurface_t *)data;data += loadmodel->num_surfaces * sizeof(msurface_t);
loadmodel->sortedmodelsurfaces = (int *)data;data += loadmodel->num_surfaces * sizeof(int);
if (loadmodel->surfmesh.data_element3s)
for (i = 0;i < loadmodel->surfmesh.num_triangles*3;i++)
loadmodel->surfmesh.data_element3s[i] = loadmodel->surfmesh.data_element3i[i];
+ loadmodel->surfmesh.isanimated = loadmodel->num_bones > 1 || loadmodel->numframes > 1 || (loadmodel->animscenes && loadmodel->animscenes[0].framecount > 1);
+ loadmodel->AnimateVertices = Mod_MDL_AnimateVertices; // needed during loading, may be cleared by code later in this function
if (loadmodel->surfmesh.data_neighbor3i)
Mod_BuildTriangleNeighbors(loadmodel->surfmesh.data_neighbor3i, loadmodel->surfmesh.data_element3i, loadmodel->surfmesh.num_triangles);
Mod_Alias_MorphMesh_CompileFrames();
Mod_Alias_CalculateBoundingBox();
Mod_FreeSkinFiles(skinfiles);
Mod_MakeSortedSurfaces(loadmodel);
+ loadmodel->AnimateVertices = loadmodel->surfmesh.isanimated ? Mod_MDL_AnimateVertices : NULL;
if (!loadmodel->surfmesh.isanimated)
{
int *outelements;
const int *inneighbors;
int *outneighbors;
- float *outvertex, *outnormal, *outtexcoord, *outsvector, *outtvector;
+ float *outvertex, *outnormal, *outtexcoord, *outsvector, *outtvector, *outcolor;
// this pointers into the file data are read only through Little* functions so they can be unaligned memory
const float *vnormal = NULL;
const float *vposition = NULL;
const float *vtangent = NULL;
const float *vtexcoord = NULL;
+ const float *vcolor4f = NULL;
const unsigned char *vblendindexes = NULL;
const unsigned char *vblendweights = NULL;
+ const unsigned char *vcolor4ub = NULL;
const unsigned short *framedata = NULL;
// temporary memory allocations (because the data in the file may be misaligned)
iqmanim_t *anims = NULL;
if (va.format == IQM_UBYTE && va.size == 4)
vblendweights = (const unsigned char *)(pbase + va.offset);
break;
+ case IQM_COLOR:
+ if (va.format == IQM_FLOAT && va.size == 4)
+ vcolor4f = (const float *)(pbase + va.offset);
+ if (va.format == IQM_UBYTE && va.size == 4)
+ vcolor4ub = (const unsigned char *)(pbase + va.offset);
+ break;
}
}
if (header.num_vertexes > 0 && (!vposition || !vtexcoord || ((header.num_frames > 0 || header.num_anims > 0) && (!vblendindexes || !vblendweights))))
meshtriangles = header.num_triangles;
// do most allocations as one merged chunk
- data = (unsigned char *)Mem_Alloc(loadmodel->mempool, loadmodel->num_surfaces * sizeof(msurface_t) + loadmodel->num_surfaces * sizeof(int) + loadmodel->num_surfaces * loadmodel->numskins * sizeof(texture_t) + meshtriangles * sizeof(int[3]) + (meshvertices <= 65536 ? meshtriangles * sizeof(unsigned short[3]) : 0) + (r_enableshadowvolumes.integer ? meshtriangles * sizeof(int[3]) : 0) + meshvertices * sizeof(float[14]) + (vblendindexes && vblendweights ? meshvertices * sizeof(unsigned short) : 0) + loadmodel->num_poses * loadmodel->num_bones * sizeof(short[6]) + loadmodel->num_bones * sizeof(float[12]) + loadmodel->numskins * sizeof(animscene_t) + loadmodel->num_bones * sizeof(aliasbone_t) + loadmodel->numframes * sizeof(animscene_t));
+ data = (unsigned char *)Mem_Alloc(loadmodel->mempool, loadmodel->num_surfaces * sizeof(msurface_t) + loadmodel->num_surfaces * sizeof(int) + loadmodel->num_surfaces * loadmodel->numskins * sizeof(texture_t) + meshtriangles * sizeof(int[3]) + (meshvertices <= 65536 ? meshtriangles * sizeof(unsigned short[3]) : 0) + (r_enableshadowvolumes.integer ? meshtriangles * sizeof(int[3]) : 0) + meshvertices * (sizeof(float[14]) + (vcolor4f || vcolor4ub ? sizeof(float[4]) : 0)) + (vblendindexes && vblendweights ? meshvertices * sizeof(unsigned short) : 0) + loadmodel->num_poses * loadmodel->num_bones * sizeof(short[6]) + loadmodel->num_bones * sizeof(float[12]) + loadmodel->numskins * sizeof(animscene_t) + loadmodel->num_bones * sizeof(aliasbone_t) + loadmodel->numframes * sizeof(animscene_t));
loadmodel->data_surfaces = (msurface_t *)data;data += loadmodel->num_surfaces * sizeof(msurface_t);
loadmodel->sortedmodelsurfaces = (int *)data;data += loadmodel->num_surfaces * sizeof(int);
loadmodel->data_textures = (texture_t *)data;data += loadmodel->num_surfaces * loadmodel->numskins * sizeof(texture_t);
loadmodel->surfmesh.data_tvector3f = (float *)data;data += meshvertices * sizeof(float[3]);
loadmodel->surfmesh.data_normal3f = (float *)data;data += meshvertices * sizeof(float[3]);
loadmodel->surfmesh.data_texcoordtexture2f = (float *)data;data += meshvertices * sizeof(float[2]);
+ if (vcolor4f || vcolor4ub)
+ {
+ loadmodel->surfmesh.data_lightmapcolor4f = (float *)data;data += meshvertices * sizeof(float[4]);
+ }
loadmodel->data_baseboneposeinverse = (float *)data;data += loadmodel->num_bones * sizeof(float[12]);
loadmodel->skinscenes = (animscene_t *)data;data += loadmodel->numskins * sizeof(animscene_t);
loadmodel->data_bones = (aliasbone_t *)data;data += loadmodel->num_bones * sizeof(aliasbone_t);
}
}
+ if (vcolor4f)
+ {
+ outcolor = loadmodel->surfmesh.data_lightmapcolor4f;
+ // this unaligned memory access is safe (LittleFloat reads as bytes)
+ for (i = 0;i < (int)header.num_vertexes;i++)
+ {
+ outcolor[0] = LittleFloat(vcolor4f[0]);
+ outcolor[1] = LittleFloat(vcolor4f[1]);
+ outcolor[2] = LittleFloat(vcolor4f[2]);
+ outcolor[3] = LittleFloat(vcolor4f[3]);
+ vcolor4f += 4;
+ outcolor += 4;
+ }
+ }
+ else if (vcolor4ub)
+ {
+ outcolor = loadmodel->surfmesh.data_lightmapcolor4f;
+ // this unaligned memory access is safe (all bytes)
+ for (i = 0;i < (int)header.num_vertexes;i++)
+ {
+ outcolor[0] = vcolor4ub[0] * (1.0f / 128.0f);
+ outcolor[1] = vcolor4ub[1] * (1.0f / 128.0f);
+ outcolor[2] = vcolor4ub[2] * (1.0f / 128.0f);
+ outcolor[3] = vcolor4ub[3] * (1.0f / 128.0f);
+ vcolor4ub += 4;
+ outcolor += 4;
+ }
+ }
+
// load meshes
for (i = 0;i < (int)header.num_meshes;i++)
{