// make relative to the entity
matrix = &t->render.matrix;
// if a valid tagindex is used, make it relative to that tag instead
+ // FIXME: use a model function to get tag info (need to handle skeletal)
if (e->state_current.tagentity && e->state_current.tagindex >= 1 && (model = t->render.model) && e->state_current.tagindex <= t->render.model->alias.aliasnum_tags)
{
// blend the matrices
#include "quakedef.h"
-#include "cl_collision.h"
#include "r_shadow.h"
-typedef struct
-{
- float m[3][4];
-} zymbonematrix;
-
-// LordHavoc: vertex arrays
-int aliasvertmax = 0;
-void *aliasvertarrays = NULL;
-float *aliasvertcolor4fbuf = NULL;
-float *aliasvertcolor4f = NULL; // this may point at aliasvertcolorbuf or at vertex arrays in the mesh backend
-float *aliasvert_vertex3f = NULL;
-float *aliasvert_svector3f = NULL;
-float *aliasvert_tvector3f = NULL;
-float *aliasvert_normal3f = NULL;
-
-float *aliasvertcolor2_4f = NULL;
-int *aliasvertusage;
-zymbonematrix *zymbonepose;
-
-mempool_t *gl_models_mempool;
-
-#define expandaliasvert(newmax) if ((newmax) > aliasvertmax) gl_models_allocarrays(newmax)
-
-void gl_models_allocarrays(int newmax)
-{
- qbyte *data;
- aliasvertmax = newmax;
- if (aliasvertarrays != NULL)
- Mem_Free(aliasvertarrays);
- aliasvertarrays = Mem_Alloc(gl_models_mempool, aliasvertmax * (sizeof(float[4+4+3+3+3+3]) + sizeof(int[3])));
- data = aliasvertarrays;
- aliasvertcolor4f = aliasvertcolor4fbuf = (void *)data;data += aliasvertmax * sizeof(float[4]);
- aliasvertcolor2_4f = (void *)data;data += aliasvertmax * sizeof(float[4]); // used temporarily for tinted coloring
- aliasvert_vertex3f = (void *)data;data += aliasvertmax * sizeof(float[3]);
- aliasvert_svector3f = (void *)data;data += aliasvertmax * sizeof(float[3]);
- aliasvert_tvector3f = (void *)data;data += aliasvertmax * sizeof(float[3]);
- aliasvert_normal3f = (void *)data;data += aliasvertmax * sizeof(float[3]);
- aliasvertusage = (void *)data;data += aliasvertmax * sizeof(int[3]);
-}
-
-void gl_models_freearrays(void)
-{
- aliasvertmax = 0;
- if (aliasvertarrays != NULL)
- Mem_Free(aliasvertarrays);
- aliasvertarrays = NULL;
- aliasvertcolor4f = aliasvertcolor4fbuf = NULL;
- aliasvertcolor2_4f = NULL;
- aliasvert_vertex3f = NULL;
- aliasvert_svector3f = NULL;
- aliasvert_tvector3f = NULL;
- aliasvert_normal3f = NULL;
- aliasvertusage = NULL;
-}
-
-void gl_models_start(void)
-{
- // allocate vertex processing arrays
- gl_models_mempool = Mem_AllocPool("GL_Models", 0, NULL);
- zymbonepose = Mem_Alloc(gl_models_mempool, sizeof(zymbonematrix[256]));
- gl_models_allocarrays(4096);
-}
-
-void gl_models_shutdown(void)
-{
- gl_models_freearrays();
- Mem_FreePool(&gl_models_mempool);
-}
-
-void gl_models_newmap(void)
-{
-}
-
void GL_Models_Init(void)
{
- R_RegisterModule("GL_Models", gl_models_start, gl_models_shutdown, gl_models_newmap);
}
-#define MODELARRAY_VERTEX 0
-#define MODELARRAY_SVECTOR 1
-#define MODELARRAY_TVECTOR 2
-#define MODELARRAY_NORMAL 3
-
-void R_Model_Alias_GetMesh_Array3f(const entity_render_t *ent, const aliasmesh_t *mesh, int whicharray, float *out3f)
+void R_Model_Alias_GetMesh_Vertex3f(const entity_render_t *ent, const aliasmesh_t *mesh, float *out3f)
{
- int i, vertcount;
- float lerp1, lerp2, lerp3, lerp4;
- const float *vertsbase, *verts1, *verts2, *verts3, *verts4;
-
- switch(whicharray)
+ if (mesh->num_vertexboneweights)
{
- case MODELARRAY_VERTEX:vertsbase = mesh->data_aliasvertex3f;break;
- case MODELARRAY_SVECTOR:vertsbase = mesh->data_aliassvector3f;break;
- case MODELARRAY_TVECTOR:vertsbase = mesh->data_aliastvector3f;break;
- case MODELARRAY_NORMAL:vertsbase = mesh->data_aliasnormal3f;break;
- default:
- Host_Error("R_Model_Alias_GetBlendedArray: unknown whicharray %i\n", whicharray);
- return;
+ int i, k, blends;
+ aliasvertexboneweight_t *v;
+ float *out, *matrix, m[12], bonepose[256][12];
+ // vertex weighted skeletal
+ // interpolate matrices and concatenate them to their parents
+ for (i = 0;i < ent->model->alias.aliasnum_bones;i++)
+ {
+ for (k = 0;k < 12;k++)
+ m[k] = 0;
+ for (blends = 0;blends < 4 && ent->frameblend[blends].lerp > 0;blends++)
+ {
+ matrix = ent->model->alias.aliasdata_poses + (ent->frameblend[blends].frame * ent->model->alias.aliasnum_bones + i) * 12;
+ for (k = 0;k < 12;k++)
+ m[k] += matrix[k] * ent->frameblend[blends].lerp;
+ }
+ if (ent->model->alias.aliasdata_bones[i].parent >= 0)
+ R_ConcatTransforms(bonepose[ent->model->alias.aliasdata_bones[i].parent], m, bonepose[i]);
+ else
+ for (k = 0;k < 12;k++)
+ bonepose[i][k] = m[k];
+ }
+ // blend the vertex bone weights
+ memset(out3f, 0, mesh->num_vertices * sizeof(float[3]));
+ v = mesh->data_vertexboneweights;
+ for (i = 0;i < mesh->num_vertexboneweights;i++, v++)
+ {
+ out = out3f + v->vertexindex * 3;
+ matrix = bonepose[v->boneindex];
+ // FIXME: this can very easily be optimized with SSE or 3DNow
+ out[0] += v->origin[0] * matrix[0] + v->origin[1] * matrix[1] + v->origin[2] * matrix[ 2] + v->origin[3] * matrix[ 3];
+ out[1] += v->origin[0] * matrix[4] + v->origin[1] * matrix[5] + v->origin[2] * matrix[ 6] + v->origin[3] * matrix[ 7];
+ out[2] += v->origin[0] * matrix[8] + v->origin[1] * matrix[9] + v->origin[2] * matrix[10] + v->origin[3] * matrix[11];
+ }
}
-
- vertcount = mesh->num_vertices;
- verts1 = vertsbase + ent->frameblend[0].frame * vertcount * 3;
- lerp1 = ent->frameblend[0].lerp;
- if (ent->frameblend[1].lerp)
+ else
{
- verts2 = vertsbase + ent->frameblend[1].frame * vertcount * 3;
- lerp2 = ent->frameblend[1].lerp;
- if (ent->frameblend[2].lerp)
+ int i, vertcount;
+ float lerp1, lerp2, lerp3, lerp4;
+ const float *vertsbase, *verts1, *verts2, *verts3, *verts4;
+ // vertex morph
+ vertsbase = mesh->data_morphvertex3f;
+ vertcount = mesh->num_vertices;
+ verts1 = vertsbase + ent->frameblend[0].frame * vertcount * 3;
+ lerp1 = ent->frameblend[0].lerp;
+ if (ent->frameblend[1].lerp)
{
- verts3 = vertsbase + ent->frameblend[2].frame * vertcount * 3;
- lerp3 = ent->frameblend[2].lerp;
- if (ent->frameblend[3].lerp)
+ verts2 = vertsbase + ent->frameblend[1].frame * vertcount * 3;
+ lerp2 = ent->frameblend[1].lerp;
+ if (ent->frameblend[2].lerp)
{
- verts4 = vertsbase + ent->frameblend[3].frame * vertcount * 3;
- lerp4 = ent->frameblend[3].lerp;
- for (i = 0;i < vertcount * 3;i++)
- VectorMAMAMAM(lerp1, verts1 + i, lerp2, verts2 + i, lerp3, verts3 + i, lerp4, verts4 + i, out3f + i);
+ verts3 = vertsbase + ent->frameblend[2].frame * vertcount * 3;
+ lerp3 = ent->frameblend[2].lerp;
+ if (ent->frameblend[3].lerp)
+ {
+ verts4 = vertsbase + ent->frameblend[3].frame * vertcount * 3;
+ lerp4 = ent->frameblend[3].lerp;
+ for (i = 0;i < vertcount * 3;i++)
+ VectorMAMAMAM(lerp1, verts1 + i, lerp2, verts2 + i, lerp3, verts3 + i, lerp4, verts4 + i, out3f + i);
+ }
+ else
+ for (i = 0;i < vertcount * 3;i++)
+ VectorMAMAM(lerp1, verts1 + i, lerp2, verts2 + i, lerp3, verts3 + i, out3f + i);
}
else
for (i = 0;i < vertcount * 3;i++)
- VectorMAMAM(lerp1, verts1 + i, lerp2, verts2 + i, lerp3, verts3 + i, out3f + i);
+ VectorMAM(lerp1, verts1 + i, lerp2, verts2 + i, out3f + i);
}
else
- for (i = 0;i < vertcount * 3;i++)
- VectorMAM(lerp1, verts1 + i, lerp2, verts2 + i, out3f + i);
+ memcpy(out3f, verts1, vertcount * sizeof(float[3]));
}
- else
- memcpy(out3f, verts1, vertcount * sizeof(float[3]));
}
aliaslayer_t r_aliasnoskinlayers[2] = {{ALIASLAYER_DIFFUSE, NULL, NULL}, {ALIASLAYER_FOG | ALIASLAYER_FORCEDRAW_IF_FIRSTPASS, NULL, NULL}};
void R_DrawAliasModelCallback (const void *calldata1, int calldata2)
{
- int c, fullbright, layernum, firstpass;
+ int c, fullbright, layernum, firstpass, generatenormals = true;
float tint[3], fog, ifog, colorscale, ambientcolor4f[4], diffusecolor[3], diffusenormal[3];
vec3_t diff;
qbyte *bcolor;
firstpass = true;
skin = R_FetchAliasSkin(ent, mesh);
+ R_Model_Alias_GetMesh_Vertex3f(ent, mesh, varray_vertex3f);
for (layernum = 0, layer = skin->data_layers;layernum < skin->num_layers;layernum++, layer++)
{
if (!(layer->flags & ALIASLAYER_FORCEDRAW_IF_FIRSTPASS) || !firstpass)
}
GL_DepthTest(true);
firstpass = false;
- expandaliasvert(mesh->num_vertices);
colorscale = 1.0f;
memset(&m, 0, sizeof(m));
m.pointer_vertex = varray_vertex3f;
c_alias_polys += mesh->num_triangles;
- R_Model_Alias_GetMesh_Array3f(ent, mesh, MODELARRAY_VERTEX, varray_vertex3f);
if (layer->flags & ALIASLAYER_FOG)
{
colorscale *= fog;
if (R_LightModel(ambientcolor4f, diffusecolor, diffusenormal, ent, tint[0] * colorscale, tint[1] * colorscale, tint[2] * colorscale, ent->alpha, false))
{
m.pointer_color = varray_color4f;
- R_Model_Alias_GetMesh_Array3f(ent, mesh, MODELARRAY_NORMAL, varray_normal3f);
+ if (generatenormals)
+ {
+ generatenormals = false;
+ Mod_BuildTextureVectorsAndNormals(mesh->num_vertices, mesh->num_triangles, varray_vertex3f, mesh->data_texcoord2f, mesh->data_element3i, NULL, NULL, varray_normal3f);
+ }
R_LightModel_CalcVertexColors(ambientcolor4f, diffusecolor, diffusenormal, mesh->num_vertices, varray_vertex3f, varray_normal3f, varray_color4f);
}
else
skin = R_FetchAliasSkin(ent, mesh);
if (skin->flags & ALIASSKIN_TRANSPARENT)
continue;
- R_Model_Alias_GetMesh_Array3f(ent, mesh, MODELARRAY_VERTEX, varray_vertex3f);
+ R_Model_Alias_GetMesh_Vertex3f(ent, mesh, varray_vertex3f);
R_Shadow_VolumeFromSphere(mesh->num_vertices, mesh->num_triangles, varray_vertex3f, mesh->data_element3i, mesh->data_neighbor3i, relativelightorigin, projectdistance, lightradius);
}
}
skin = R_FetchAliasSkin(ent, mesh);
if (skin->flags & ALIASSKIN_TRANSPARENT)
continue;
- expandaliasvert(mesh->num_vertices);
- R_Model_Alias_GetMesh_Array3f(ent, mesh, MODELARRAY_VERTEX, aliasvert_vertex3f);
- R_Model_Alias_GetMesh_Array3f(ent, mesh, MODELARRAY_SVECTOR, aliasvert_svector3f);
- R_Model_Alias_GetMesh_Array3f(ent, mesh, MODELARRAY_TVECTOR, aliasvert_tvector3f);
- R_Model_Alias_GetMesh_Array3f(ent, mesh, MODELARRAY_NORMAL, aliasvert_normal3f);
+ R_Model_Alias_GetMesh_Vertex3f(ent, mesh, varray_vertex3f);
+ Mod_BuildTextureVectorsAndNormals(mesh->num_vertices, mesh->num_triangles, varray_vertex3f, mesh->data_texcoord2f, mesh->data_element3i, varray_svector3f, varray_tvector3f, varray_normal3f);
for (layernum = 0, layer = skin->data_layers;layernum < skin->num_layers;layernum++, layer++)
{
if (!(layer->flags & (ALIASLAYER_DIFFUSE | ALIASLAYER_SPECULAR))
if (layer->flags & ALIASLAYER_SPECULAR)
{
c_alias_polys += mesh->num_triangles;
- R_Shadow_RenderLighting(mesh->num_vertices, mesh->num_triangles, mesh->data_element3i, aliasvert_vertex3f, aliasvert_svector3f, aliasvert_tvector3f, aliasvert_normal3f, mesh->data_texcoord2f, relativelightorigin, relativeeyeorigin, lightcolor2, matrix_modeltolight, matrix_modeltoattenuationxyz, matrix_modeltoattenuationz, layer->texture, layer->nmap, layer->texture, lightcubemap, LIGHTING_SPECULAR);
+ R_Shadow_RenderLighting(mesh->num_vertices, mesh->num_triangles, mesh->data_element3i, varray_vertex3f, varray_svector3f, varray_tvector3f, varray_normal3f, mesh->data_texcoord2f, relativelightorigin, relativeeyeorigin, lightcolor2, matrix_modeltolight, matrix_modeltoattenuationxyz, matrix_modeltoattenuationz, layer->texture, layer->nmap, layer->texture, lightcubemap, LIGHTING_SPECULAR);
}
else if (layer->flags & ALIASLAYER_DIFFUSE)
{
lightcolor2[2] *= bcolor[2] * (1.0f / 255.0f);
}
c_alias_polys += mesh->num_triangles;
- R_Shadow_RenderLighting(mesh->num_vertices, mesh->num_triangles, mesh->data_element3i, aliasvert_vertex3f, aliasvert_svector3f, aliasvert_tvector3f, aliasvert_normal3f, mesh->data_texcoord2f, relativelightorigin, relativeeyeorigin, lightcolor2, matrix_modeltolight, matrix_modeltoattenuationxyz, matrix_modeltoattenuationz, layer->texture, layer->nmap, layer->texture, lightcubemap, LIGHTING_DIFFUSE);
- }
- }
- }
-}
-
-int ZymoticLerpBones(int count, const zymbonematrix *bonebase, const frameblend_t *blend, const zymbone_t *bone)
-{
- int i;
- float lerp1, lerp2, lerp3, lerp4;
- zymbonematrix *out, rootmatrix, m;
- const zymbonematrix *bone1, *bone2, *bone3, *bone4;
-
- rootmatrix.m[0][0] = 1;
- rootmatrix.m[0][1] = 0;
- rootmatrix.m[0][2] = 0;
- rootmatrix.m[0][3] = 0;
- rootmatrix.m[1][0] = 0;
- rootmatrix.m[1][1] = 1;
- rootmatrix.m[1][2] = 0;
- rootmatrix.m[1][3] = 0;
- rootmatrix.m[2][0] = 0;
- rootmatrix.m[2][1] = 0;
- rootmatrix.m[2][2] = 1;
- rootmatrix.m[2][3] = 0;
-
- bone1 = bonebase + blend[0].frame * count;
- lerp1 = blend[0].lerp;
- if (blend[1].lerp)
- {
- bone2 = bonebase + blend[1].frame * count;
- lerp2 = blend[1].lerp;
- if (blend[2].lerp)
- {
- bone3 = bonebase + blend[2].frame * count;
- lerp3 = blend[2].lerp;
- if (blend[3].lerp)
- {
- // 4 poses
- bone4 = bonebase + blend[3].frame * count;
- lerp4 = blend[3].lerp;
- for (i = 0, out = zymbonepose;i < count;i++, out++)
- {
- // interpolate matrices
- m.m[0][0] = bone1->m[0][0] * lerp1 + bone2->m[0][0] * lerp2 + bone3->m[0][0] * lerp3 + bone4->m[0][0] * lerp4;
- m.m[0][1] = bone1->m[0][1] * lerp1 + bone2->m[0][1] * lerp2 + bone3->m[0][1] * lerp3 + bone4->m[0][1] * lerp4;
- m.m[0][2] = bone1->m[0][2] * lerp1 + bone2->m[0][2] * lerp2 + bone3->m[0][2] * lerp3 + bone4->m[0][2] * lerp4;
- m.m[0][3] = bone1->m[0][3] * lerp1 + bone2->m[0][3] * lerp2 + bone3->m[0][3] * lerp3 + bone4->m[0][3] * lerp4;
- m.m[1][0] = bone1->m[1][0] * lerp1 + bone2->m[1][0] * lerp2 + bone3->m[1][0] * lerp3 + bone4->m[1][0] * lerp4;
- m.m[1][1] = bone1->m[1][1] * lerp1 + bone2->m[1][1] * lerp2 + bone3->m[1][1] * lerp3 + bone4->m[1][1] * lerp4;
- m.m[1][2] = bone1->m[1][2] * lerp1 + bone2->m[1][2] * lerp2 + bone3->m[1][2] * lerp3 + bone4->m[1][2] * lerp4;
- m.m[1][3] = bone1->m[1][3] * lerp1 + bone2->m[1][3] * lerp2 + bone3->m[1][3] * lerp3 + bone4->m[1][3] * lerp4;
- m.m[2][0] = bone1->m[2][0] * lerp1 + bone2->m[2][0] * lerp2 + bone3->m[2][0] * lerp3 + bone4->m[2][0] * lerp4;
- m.m[2][1] = bone1->m[2][1] * lerp1 + bone2->m[2][1] * lerp2 + bone3->m[2][1] * lerp3 + bone4->m[2][1] * lerp4;
- m.m[2][2] = bone1->m[2][2] * lerp1 + bone2->m[2][2] * lerp2 + bone3->m[2][2] * lerp3 + bone4->m[2][2] * lerp4;
- m.m[2][3] = bone1->m[2][3] * lerp1 + bone2->m[2][3] * lerp2 + bone3->m[2][3] * lerp3 + bone4->m[2][3] * lerp4;
- if (bone->parent >= 0)
- R_ConcatTransforms(&zymbonepose[bone->parent].m[0][0], &m.m[0][0], &out->m[0][0]);
- else
- R_ConcatTransforms(&rootmatrix.m[0][0], &m.m[0][0], &out->m[0][0]);
- bone1++;
- bone2++;
- bone3++;
- bone4++;
- bone++;
- }
- }
- else
- {
- // 3 poses
- for (i = 0, out = zymbonepose;i < count;i++, out++)
- {
- // interpolate matrices
- m.m[0][0] = bone1->m[0][0] * lerp1 + bone2->m[0][0] * lerp2 + bone3->m[0][0] * lerp3;
- m.m[0][1] = bone1->m[0][1] * lerp1 + bone2->m[0][1] * lerp2 + bone3->m[0][1] * lerp3;
- m.m[0][2] = bone1->m[0][2] * lerp1 + bone2->m[0][2] * lerp2 + bone3->m[0][2] * lerp3;
- m.m[0][3] = bone1->m[0][3] * lerp1 + bone2->m[0][3] * lerp2 + bone3->m[0][3] * lerp3;
- m.m[1][0] = bone1->m[1][0] * lerp1 + bone2->m[1][0] * lerp2 + bone3->m[1][0] * lerp3;
- m.m[1][1] = bone1->m[1][1] * lerp1 + bone2->m[1][1] * lerp2 + bone3->m[1][1] * lerp3;
- m.m[1][2] = bone1->m[1][2] * lerp1 + bone2->m[1][2] * lerp2 + bone3->m[1][2] * lerp3;
- m.m[1][3] = bone1->m[1][3] * lerp1 + bone2->m[1][3] * lerp2 + bone3->m[1][3] * lerp3;
- m.m[2][0] = bone1->m[2][0] * lerp1 + bone2->m[2][0] * lerp2 + bone3->m[2][0] * lerp3;
- m.m[2][1] = bone1->m[2][1] * lerp1 + bone2->m[2][1] * lerp2 + bone3->m[2][1] * lerp3;
- m.m[2][2] = bone1->m[2][2] * lerp1 + bone2->m[2][2] * lerp2 + bone3->m[2][2] * lerp3;
- m.m[2][3] = bone1->m[2][3] * lerp1 + bone2->m[2][3] * lerp2 + bone3->m[2][3] * lerp3;
- if (bone->parent >= 0)
- R_ConcatTransforms(&zymbonepose[bone->parent].m[0][0], &m.m[0][0], &out->m[0][0]);
- else
- R_ConcatTransforms(&rootmatrix.m[0][0], &m.m[0][0], &out->m[0][0]);
- bone1++;
- bone2++;
- bone3++;
- bone++;
- }
- }
- }
- else
- {
- // 2 poses
- for (i = 0, out = zymbonepose;i < count;i++, out++)
- {
- // interpolate matrices
- m.m[0][0] = bone1->m[0][0] * lerp1 + bone2->m[0][0] * lerp2;
- m.m[0][1] = bone1->m[0][1] * lerp1 + bone2->m[0][1] * lerp2;
- m.m[0][2] = bone1->m[0][2] * lerp1 + bone2->m[0][2] * lerp2;
- m.m[0][3] = bone1->m[0][3] * lerp1 + bone2->m[0][3] * lerp2;
- m.m[1][0] = bone1->m[1][0] * lerp1 + bone2->m[1][0] * lerp2;
- m.m[1][1] = bone1->m[1][1] * lerp1 + bone2->m[1][1] * lerp2;
- m.m[1][2] = bone1->m[1][2] * lerp1 + bone2->m[1][2] * lerp2;
- m.m[1][3] = bone1->m[1][3] * lerp1 + bone2->m[1][3] * lerp2;
- m.m[2][0] = bone1->m[2][0] * lerp1 + bone2->m[2][0] * lerp2;
- m.m[2][1] = bone1->m[2][1] * lerp1 + bone2->m[2][1] * lerp2;
- m.m[2][2] = bone1->m[2][2] * lerp1 + bone2->m[2][2] * lerp2;
- m.m[2][3] = bone1->m[2][3] * lerp1 + bone2->m[2][3] * lerp2;
- if (bone->parent >= 0)
- R_ConcatTransforms(&zymbonepose[bone->parent].m[0][0], &m.m[0][0], &out->m[0][0]);
- else
- R_ConcatTransforms(&rootmatrix.m[0][0], &m.m[0][0], &out->m[0][0]);
- bone1++;
- bone2++;
- bone++;
- }
- }
- }
- else
- {
- // 1 pose
- if (lerp1 != 1)
- {
- // lerp != 1.0
- for (i = 0, out = zymbonepose;i < count;i++, out++)
- {
- // interpolate matrices
- m.m[0][0] = bone1->m[0][0] * lerp1;
- m.m[0][1] = bone1->m[0][1] * lerp1;
- m.m[0][2] = bone1->m[0][2] * lerp1;
- m.m[0][3] = bone1->m[0][3] * lerp1;
- m.m[1][0] = bone1->m[1][0] * lerp1;
- m.m[1][1] = bone1->m[1][1] * lerp1;
- m.m[1][2] = bone1->m[1][2] * lerp1;
- m.m[1][3] = bone1->m[1][3] * lerp1;
- m.m[2][0] = bone1->m[2][0] * lerp1;
- m.m[2][1] = bone1->m[2][1] * lerp1;
- m.m[2][2] = bone1->m[2][2] * lerp1;
- m.m[2][3] = bone1->m[2][3] * lerp1;
- if (bone->parent >= 0)
- R_ConcatTransforms(&zymbonepose[bone->parent].m[0][0], &m.m[0][0], &out->m[0][0]);
- else
- R_ConcatTransforms(&rootmatrix.m[0][0], &m.m[0][0], &out->m[0][0]);
- bone1++;
- bone++;
- }
- }
- else
- {
- // lerp == 1.0
- for (i = 0, out = zymbonepose;i < count;i++, out++)
- {
- if (bone->parent >= 0)
- R_ConcatTransforms(&zymbonepose[bone->parent].m[0][0], &bone1->m[0][0], &out->m[0][0]);
- else
- R_ConcatTransforms(&rootmatrix.m[0][0], &bone1->m[0][0], &out->m[0][0]);
- bone1++;
- bone++;
+ R_Shadow_RenderLighting(mesh->num_vertices, mesh->num_triangles, mesh->data_element3i, varray_vertex3f, varray_svector3f, varray_tvector3f, varray_normal3f, mesh->data_texcoord2f, relativelightorigin, relativeeyeorigin, lightcolor2, matrix_modeltolight, matrix_modeltoattenuationxyz, matrix_modeltoattenuationz, layer->texture, layer->nmap, layer->texture, lightcubemap, LIGHTING_DIFFUSE);
}
}
}
- return true;
-}
-
-void ZymoticTransformVerts(int vertcount, float *vertex, int *bonecounts, zymvertex_t *vert)
-{
- int c;
- float *out = vertex;
- zymbonematrix *matrix;
- while(vertcount--)
- {
- c = *bonecounts++;
- // FIXME: validate bonecounts at load time (must be >= 1)
- // FIXME: need 4th component in origin, for how much of the translate to blend in
- if (c == 1)
- {
- matrix = &zymbonepose[vert->bonenum];
- out[0] = vert->origin[0] * matrix->m[0][0] + vert->origin[1] * matrix->m[0][1] + vert->origin[2] * matrix->m[0][2] + matrix->m[0][3];
- out[1] = vert->origin[0] * matrix->m[1][0] + vert->origin[1] * matrix->m[1][1] + vert->origin[2] * matrix->m[1][2] + matrix->m[1][3];
- out[2] = vert->origin[0] * matrix->m[2][0] + vert->origin[1] * matrix->m[2][1] + vert->origin[2] * matrix->m[2][2] + matrix->m[2][3];
- vert++;
- }
- else
- {
- VectorClear(out);
- while(c--)
- {
- matrix = &zymbonepose[vert->bonenum];
- out[0] += vert->origin[0] * matrix->m[0][0] + vert->origin[1] * matrix->m[0][1] + vert->origin[2] * matrix->m[0][2] + matrix->m[0][3];
- out[1] += vert->origin[0] * matrix->m[1][0] + vert->origin[1] * matrix->m[1][1] + vert->origin[2] * matrix->m[1][2] + matrix->m[1][3];
- out[2] += vert->origin[0] * matrix->m[2][0] + vert->origin[1] * matrix->m[2][1] + vert->origin[2] * matrix->m[2][2] + matrix->m[2][3];
- vert++;
- }
- }
- out += 3;
- }
-}
-
-void ZymoticCalcNormal3f(int vertcount, float *vertex3f, float *normal3f, int shadercount, int *renderlist)
-{
- int a, b, c, d;
- float *out, v1[3], v2[3], normal[3], s;
- int *u;
- // clear normals
- memset(normal3f, 0, sizeof(float) * vertcount * 3);
- memset(aliasvertusage, 0, sizeof(int) * vertcount);
- // parse render list and accumulate surface normals
- while(shadercount--)
- {
- d = *renderlist++;
- while (d--)
- {
- a = renderlist[0]*4;
- b = renderlist[1]*4;
- c = renderlist[2]*4;
- v1[0] = vertex3f[a+0] - vertex3f[b+0];
- v1[1] = vertex3f[a+1] - vertex3f[b+1];
- v1[2] = vertex3f[a+2] - vertex3f[b+2];
- v2[0] = vertex3f[c+0] - vertex3f[b+0];
- v2[1] = vertex3f[c+1] - vertex3f[b+1];
- v2[2] = vertex3f[c+2] - vertex3f[b+2];
- CrossProduct(v1, v2, normal);
- VectorNormalizeFast(normal);
- // add surface normal to vertices
- a = renderlist[0] * 3;
- normal3f[a+0] += normal[0];
- normal3f[a+1] += normal[1];
- normal3f[a+2] += normal[2];
- aliasvertusage[renderlist[0]]++;
- a = renderlist[1] * 3;
- normal3f[a+0] += normal[0];
- normal3f[a+1] += normal[1];
- normal3f[a+2] += normal[2];
- aliasvertusage[renderlist[1]]++;
- a = renderlist[2] * 3;
- normal3f[a+0] += normal[0];
- normal3f[a+1] += normal[1];
- normal3f[a+2] += normal[2];
- aliasvertusage[renderlist[2]]++;
- renderlist += 3;
- }
- }
- // FIXME: precalc this
- // average surface normals
- out = normal3f;
- u = aliasvertusage;
- while(vertcount--)
- {
- if (*u > 1)
- {
- s = ixtable[*u];
- out[0] *= s;
- out[1] *= s;
- out[2] *= s;
- }
- u++;
- out += 3;
- }
-}
-
-void R_DrawZymoticModelMeshCallback (const void *calldata1, int calldata2)
-{
- float fog, ifog, colorscale, ambientcolor4f[4], diffusecolor[3], diffusenormal[3];
- vec3_t diff;
- int i, *renderlist, *elements;
- rtexture_t *texture;
- rmeshstate_t mstate;
- const entity_render_t *ent = calldata1;
- int shadernum = calldata2;
- int numverts, numtriangles;
-
- R_Mesh_Matrix(&ent->matrix);
-
- // find the vertex index list and texture
- renderlist = ent->model->alias.zymdata_renderlist;
- for (i = 0;i < shadernum;i++)
- renderlist += renderlist[0] * 3 + 1;
- texture = ent->model->alias.zymdata_textures[shadernum];
-
- numverts = ent->model->alias.zymnum_verts;
- numtriangles = *renderlist++;
- elements = renderlist;
-
- expandaliasvert(numverts);
-
- fog = 0;
- if (fogenabled)
- {
- VectorSubtract(ent->origin, r_vieworigin, diff);
- fog = DotProduct(diff,diff);
- if (fog < 0.01f)
- fog = 0.01f;
- fog = exp(fogdensity/fog);
- if (fog > 1)
- fog = 1;
- if (fog < 0.01f)
- fog = 0;
- // fog method: darken, additive fog
- // 1. render model as normal, scaled by inverse of fog alpha (darkens it)
- // 2. render fog as additive
- }
- ifog = 1 - fog;
-
- if (ent->effects & EF_ADDITIVE)
- {
- GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
- GL_DepthMask(false);
- }
- else if (ent->alpha != 1.0 || R_TextureHasAlpha(texture))
- {
- GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
- GL_DepthMask(false);
- }
- else
- {
- GL_BlendFunc(GL_ONE, GL_ZERO);
- GL_DepthMask(true);
- }
- GL_DepthTest(true);
-
- memset(&mstate, 0, sizeof(mstate));
- colorscale = 1.0f;
- if (gl_combine.integer)
- {
- mstate.texrgbscale[0] = 4;
- colorscale *= 0.25f;
- }
- mstate.tex[0] = R_GetTexture(texture);
- mstate.pointer_texcoord[0] = ent->model->alias.zymdata_texcoords;
- mstate.pointer_vertex = varray_vertex3f;
-
- ZymoticLerpBones(ent->model->alias.zymnum_bones, (zymbonematrix *) ent->model->alias.zymdata_poses, ent->frameblend, ent->model->alias.zymdata_bones);
-
- ZymoticTransformVerts(numverts, varray_vertex3f, ent->model->alias.zymdata_vertbonecounts, ent->model->alias.zymdata_verts);
- ZymoticCalcNormal3f(numverts, varray_vertex3f, aliasvert_normal3f, ent->model->alias.zymnum_shaders, ent->model->alias.zymdata_renderlist);
- if (R_LightModel(ambientcolor4f, diffusecolor, diffusenormal, ent, ifog * colorscale, ifog * colorscale, ifog * colorscale, ent->alpha, false))
- {
- mstate.pointer_color = varray_color4f;
- R_LightModel_CalcVertexColors(ambientcolor4f, diffusecolor, diffusenormal, numverts, varray_vertex3f, aliasvert_normal3f, varray_color4f);
- }
- else
- GL_Color(ambientcolor4f[0], ambientcolor4f[1], ambientcolor4f[2], ambientcolor4f[3]);
- R_Mesh_State(&mstate);
- GL_LockArrays(0, numverts);
- R_Mesh_Draw(numverts, numtriangles, elements);
- GL_LockArrays(0, 0);
- c_alias_polys += numtriangles;
-
- if (fog)
- {
- GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
- GL_DepthMask(false);
- GL_DepthTest(true);
-
- memset(&mstate, 0, sizeof(mstate));
- // FIXME: need alpha mask for fogging...
- //mstate.tex[0] = R_GetTexture(texture);
- //mstate.pointer_texcoord = ent->model->alias.zymdata_texcoords;
- mstate.pointer_vertex = varray_vertex3f;
- R_Mesh_State(&mstate);
-
- GL_Color(fogcolor[0], fogcolor[1], fogcolor[2], ent->alpha * fog);
- ZymoticTransformVerts(numverts, varray_vertex3f, ent->model->alias.zymdata_vertbonecounts, ent->model->alias.zymdata_verts);
- R_Mesh_State(&mstate);
- GL_LockArrays(0, numverts);
- R_Mesh_Draw(numverts, numtriangles, elements);
- GL_LockArrays(0, 0);
- c_alias_polys += numtriangles;
- }
-}
-
-void R_Model_Zymotic_Draw(entity_render_t *ent)
-{
- int i;
-
- if (ent->alpha < (1.0f / 64.0f))
- return; // basically completely transparent
-
- c_models++;
-
- for (i = 0;i < ent->model->alias.zymnum_shaders;i++)
- {
- if (ent->effects & EF_ADDITIVE || ent->alpha != 1.0 || R_TextureHasAlpha(ent->model->alias.zymdata_textures[i]))
- R_MeshQueue_AddTransparent(ent->origin, R_DrawZymoticModelMeshCallback, ent, i);
- else
- R_DrawZymoticModelMeshCallback(ent, i);
- }
-}
-
-void R_Model_Zymotic_DrawShadowVolume(entity_render_t *ent, vec3_t relativelightorigin, float lightradius)
-{
- // FIXME
-}
-
-void R_Model_Zymotic_DrawLight(entity_render_t *ent, vec3_t relativelightorigin, vec3_t relativeeyeorigin, float lightradius, float *lightcolor, const matrix4x4_t *matrix_modeltolight, const matrix4x4_t *matrix_modeltoattenuationxyz, const matrix4x4_t *matrix_modeltoattenuationz, rtexture_t *lightcubemap)
-{
- // FIXME
}
for (i = 0;i < model->alias.aliasnum_meshes;i++)
{
framenum = frame;
- if (framenum < 0 || framenum > model->alias.aliasdata_meshes[i].num_frames)
+ if (framenum < 0 || framenum > model->alias.aliasdata_meshes[i].num_morphframes)
framenum = 0;
- Collision_TraceLineTriangleMeshFloat(trace, boxstartmins, boxendmins, model->alias.aliasdata_meshes[i].num_triangles, model->alias.aliasdata_meshes[i].data_element3i, model->alias.aliasdata_meshes[i].data_aliasvertex3f + framenum * model->alias.aliasdata_meshes[i].num_vertices * 3, SUPERCONTENTS_SOLID, segmentmins, segmentmaxs);
+ if (model->alias.aliasdata_meshes[i].data_morphvertex3f)
+ Collision_TraceLineTriangleMeshFloat(trace, boxstartmins, boxendmins, model->alias.aliasdata_meshes[i].num_triangles, model->alias.aliasdata_meshes[i].data_element3i, model->alias.aliasdata_meshes[i].data_morphvertex3f + framenum * model->alias.aliasdata_meshes[i].num_vertices * 3, SUPERCONTENTS_SOLID, segmentmins, segmentmaxs);
+ //else
+ // FIXME!!! this needs to handle skeletal!
}
}
else
for (i = 0;i < model->alias.aliasnum_meshes;i++)
{
framenum = frame;
- if (framenum < 0 || framenum > model->alias.aliasdata_meshes[i].num_frames)
+ if (framenum < 0 || framenum > model->alias.aliasdata_meshes[i].num_morphframes)
framenum = 0;
- Collision_TraceBrushTriangleMeshFloat(trace, thisbrush_start, thisbrush_end, model->alias.aliasdata_meshes[i].num_triangles, model->alias.aliasdata_meshes[i].data_element3i, model->alias.aliasdata_meshes[i].data_aliasvertex3f + framenum * model->alias.aliasdata_meshes[i].num_vertices * 3, SUPERCONTENTS_SOLID, segmentmins, segmentmaxs);
+ if (model->alias.aliasdata_meshes[i].data_morphvertex3f)
+ Collision_TraceBrushTriangleMeshFloat(trace, thisbrush_start, thisbrush_end, model->alias.aliasdata_meshes[i].num_triangles, model->alias.aliasdata_meshes[i].data_element3i, model->alias.aliasdata_meshes[i].data_morphvertex3f + framenum * model->alias.aliasdata_meshes[i].num_vertices * 3, SUPERCONTENTS_SOLID, segmentmins, segmentmaxs);
+ //else
+ // FIXME!!! this needs to handle skeletal!
}
}
}
radius = 0;
for (meshnum = 0, mesh = loadmodel->alias.aliasdata_meshes;meshnum < loadmodel->alias.aliasnum_meshes;meshnum++, mesh++)
{
- for (vnum = 0, v = mesh->data_aliasvertex3f;vnum < mesh->num_vertices * mesh->num_frames;vnum++, v += 3)
+ for (vnum = 0, v = mesh->data_morphvertex3f;vnum < mesh->num_vertices * mesh->num_morphframes;vnum++, v += 3)
{
if (loadmodel->normalmins[0] > v[0]) loadmodel->normalmins[0] = v[0];
if (loadmodel->normalmins[1] > v[1]) loadmodel->normalmins[1] = v[1];
{
pinframe = (daliasframe_t *)datapointer;
datapointer += sizeof(daliasframe_t);
- Mod_ConvertAliasVerts(inverts, scale, translate, (trivertx_t *)datapointer, loadmodel->alias.aliasdata_meshes->data_aliasvertex3f + pose * loadmodel->alias.aliasdata_meshes->num_vertices * 3, vertremap);
- Mod_BuildTextureVectorsAndNormals(loadmodel->alias.aliasdata_meshes->num_vertices, loadmodel->alias.aliasdata_meshes->num_triangles, loadmodel->alias.aliasdata_meshes->data_aliasvertex3f + pose * loadmodel->alias.aliasdata_meshes->num_vertices * 3, loadmodel->alias.aliasdata_meshes->data_texcoord2f, loadmodel->alias.aliasdata_meshes->data_element3i, loadmodel->alias.aliasdata_meshes->data_aliassvector3f + pose * loadmodel->alias.aliasdata_meshes->num_vertices * 3, loadmodel->alias.aliasdata_meshes->data_aliastvector3f + pose * loadmodel->alias.aliasdata_meshes->num_vertices * 3, loadmodel->alias.aliasdata_meshes->data_aliasnormal3f + pose * loadmodel->alias.aliasdata_meshes->num_vertices * 3);
+ Mod_ConvertAliasVerts(inverts, scale, translate, (trivertx_t *)datapointer, loadmodel->alias.aliasdata_meshes->data_morphvertex3f + pose * loadmodel->alias.aliasdata_meshes->num_vertices * 3, vertremap);
datapointer += sizeof(trivertx_t) * inverts;
pose++;
}
loadmodel->name, version, ALIAS_VERSION);
loadmodel->type = mod_alias;
- loadmodel->alias.aliastype = ALIASTYPE_ALIAS;
loadmodel->DrawSky = NULL;
loadmodel->Draw = R_Model_Alias_Draw;
loadmodel->DrawShadowVolume = R_Model_Alias_DrawShadowVolume;
datapointer += sizeof(dtriangle_t) * loadmodel->alias.aliasdata_meshes->num_triangles;
startframes = datapointer;
- loadmodel->alias.aliasdata_meshes->num_frames = 0;
+ loadmodel->alias.aliasdata_meshes->num_morphframes = 0;
for (i = 0;i < loadmodel->numframes;i++)
{
pinframetype = (daliasframetype_t *)datapointer;
{
datapointer += sizeof(daliasframe_t);
datapointer += sizeof(trivertx_t) * numverts;
- loadmodel->alias.aliasdata_meshes->num_frames++;
+ loadmodel->alias.aliasdata_meshes->num_morphframes++;
}
}
// load the frames
loadmodel->animscenes = Mem_Alloc(loadmodel->mempool, sizeof(animscene_t) * loadmodel->numframes);
- loadmodel->alias.aliasdata_meshes->data_aliasvertex3f = Mem_Alloc(loadmodel->mempool, sizeof(float[4][3]) * loadmodel->alias.aliasdata_meshes->num_frames * loadmodel->alias.aliasdata_meshes->num_vertices);
- loadmodel->alias.aliasdata_meshes->data_aliassvector3f = loadmodel->alias.aliasdata_meshes->data_aliasvertex3f + loadmodel->alias.aliasdata_meshes->num_frames * loadmodel->alias.aliasdata_meshes->num_vertices * 3 * 1;
- loadmodel->alias.aliasdata_meshes->data_aliastvector3f = loadmodel->alias.aliasdata_meshes->data_aliasvertex3f + loadmodel->alias.aliasdata_meshes->num_frames * loadmodel->alias.aliasdata_meshes->num_vertices * 3 * 2;
- loadmodel->alias.aliasdata_meshes->data_aliasnormal3f = loadmodel->alias.aliasdata_meshes->data_aliasvertex3f + loadmodel->alias.aliasdata_meshes->num_frames * loadmodel->alias.aliasdata_meshes->num_vertices * 3 * 3;
- Mod_MDL_LoadFrames (startframes, numverts, scale, translate, vertremap);
+ loadmodel->alias.aliasdata_meshes->data_morphvertex3f = Mem_Alloc(loadmodel->mempool, sizeof(float[3]) * loadmodel->alias.aliasdata_meshes->num_morphframes * loadmodel->alias.aliasdata_meshes->num_vertices);
loadmodel->alias.aliasdata_meshes->data_neighbor3i = Mem_Alloc(loadmodel->mempool, loadmodel->alias.aliasdata_meshes->num_triangles * sizeof(int[3]));
+ Mod_MDL_LoadFrames (startframes, numverts, scale, translate, vertremap);
Mod_BuildTriangleNeighbors(loadmodel->alias.aliasdata_meshes->data_neighbor3i, loadmodel->alias.aliasdata_meshes->data_element3i, loadmodel->alias.aliasdata_meshes->num_triangles);
Mod_CalcAliasModelBBoxes();
loadmodel->name, version, MD2ALIAS_VERSION);
loadmodel->type = mod_alias;
- loadmodel->alias.aliastype = ALIASTYPE_ALIAS;
loadmodel->DrawSky = NULL;
loadmodel->Draw = R_Model_Alias_Draw;
loadmodel->DrawShadowVolume = R_Model_Alias_DrawShadowVolume;
numst = LittleLong(pinmodel->num_st);
loadmodel->alias.aliasdata_meshes->num_triangles = LittleLong(pinmodel->num_tris);
loadmodel->numframes = LittleLong(pinmodel->num_frames);
- loadmodel->alias.aliasdata_meshes->num_frames = loadmodel->numframes;
+ loadmodel->alias.aliasdata_meshes->num_morphframes = loadmodel->numframes;
loadmodel->animscenes = Mem_Alloc(loadmodel->mempool, loadmodel->numframes * sizeof(animscene_t));
loadmodel->flags = 0; // there are no MD2 flags
// load the frames
datapointer = (base + LittleLong(pinmodel->ofs_frames));
- loadmodel->alias.aliasdata_meshes->data_aliasvertex3f = Mem_Alloc(loadmodel->mempool, numverts * loadmodel->alias.aliasdata_meshes->num_frames * sizeof(float[4][3]));
- loadmodel->alias.aliasdata_meshes->data_aliassvector3f = loadmodel->alias.aliasdata_meshes->data_aliasvertex3f + numverts * loadmodel->alias.aliasdata_meshes->num_frames * 3 * 1;
- loadmodel->alias.aliasdata_meshes->data_aliastvector3f = loadmodel->alias.aliasdata_meshes->data_aliasvertex3f + numverts * loadmodel->alias.aliasdata_meshes->num_frames * 3 * 2;
- loadmodel->alias.aliasdata_meshes->data_aliasnormal3f = loadmodel->alias.aliasdata_meshes->data_aliasvertex3f + numverts * loadmodel->alias.aliasdata_meshes->num_frames * 3 * 3;
- for (i = 0;i < loadmodel->alias.aliasdata_meshes->num_frames;i++)
+ loadmodel->alias.aliasdata_meshes->data_morphvertex3f = Mem_Alloc(loadmodel->mempool, numverts * loadmodel->alias.aliasdata_meshes->num_morphframes * sizeof(float[3]));
+ for (i = 0;i < loadmodel->alias.aliasdata_meshes->num_morphframes;i++)
{
pinframe = (md2frame_t *)datapointer;
datapointer += sizeof(md2frame_t);
scale[j] = LittleFloat(pinframe->scale[j]);
translate[j] = LittleFloat(pinframe->translate[j]);
}
- Mod_MD2_ConvertVerts(scale, translate, (void *)datapointer, loadmodel->alias.aliasdata_meshes->data_aliasvertex3f + i * numverts * 3, numverts, vertremap);
- Mod_BuildTextureVectorsAndNormals(loadmodel->alias.aliasdata_meshes->num_vertices, loadmodel->alias.aliasdata_meshes->num_triangles, loadmodel->alias.aliasdata_meshes->data_aliasvertex3f + i * loadmodel->alias.aliasdata_meshes->num_vertices * 3, loadmodel->alias.aliasdata_meshes->data_texcoord2f, loadmodel->alias.aliasdata_meshes->data_element3i, loadmodel->alias.aliasdata_meshes->data_aliassvector3f + i * loadmodel->alias.aliasdata_meshes->num_vertices * 3, loadmodel->alias.aliasdata_meshes->data_aliastvector3f + i * loadmodel->alias.aliasdata_meshes->num_vertices * 3, loadmodel->alias.aliasdata_meshes->data_aliasnormal3f + i * loadmodel->alias.aliasdata_meshes->num_vertices * 3);
+ Mod_MD2_ConvertVerts(scale, translate, (void *)datapointer, loadmodel->alias.aliasdata_meshes->data_morphvertex3f + i * numverts * 3, numverts, vertremap);
datapointer += numxyz * sizeof(trivertx_t);
strcpy(loadmodel->animscenes[i].name, pinframe->name);
loadmodel->numskins = 1;
loadmodel->type = mod_alias;
- loadmodel->alias.aliastype = ALIASTYPE_ALIAS;
loadmodel->DrawSky = NULL;
loadmodel->Draw = R_Model_Alias_Draw;
loadmodel->DrawShadowVolume = R_Model_Alias_DrawShadowVolume;
Host_Error("Mod_IDP3_Load: invalid mesh identifier (not IDP3)\n");
mesh = loadmodel->alias.aliasdata_meshes + i;
mesh->num_skins = loadmodel->numskins;
- mesh->num_frames = LittleLong(pinmesh->num_frames);
+ mesh->num_morphframes = LittleLong(pinmesh->num_frames);
mesh->num_vertices = LittleLong(pinmesh->num_vertices);
mesh->num_triangles = LittleLong(pinmesh->num_triangles);
mesh->data_skins = Mem_Alloc(loadmodel->mempool, mesh->num_skins * sizeof(aliasskin_t));
mesh->data_element3i = Mem_Alloc(loadmodel->mempool, mesh->num_triangles * sizeof(int[3]));
mesh->data_neighbor3i = Mem_Alloc(loadmodel->mempool, mesh->num_triangles * sizeof(int[3]));
mesh->data_texcoord2f = Mem_Alloc(loadmodel->mempool, mesh->num_vertices * sizeof(float[2]));
- mesh->data_aliasvertex3f = Mem_Alloc(loadmodel->mempool, mesh->num_vertices * mesh->num_frames * sizeof(float[4][3]));
- mesh->data_aliassvector3f = mesh->data_aliasvertex3f + mesh->num_vertices * mesh->num_frames * 3 * 1;
- mesh->data_aliastvector3f = mesh->data_aliasvertex3f + mesh->num_vertices * mesh->num_frames * 3 * 2;
- mesh->data_aliasnormal3f = mesh->data_aliasvertex3f + mesh->num_vertices * mesh->num_frames * 3 * 3;
+ mesh->data_morphvertex3f = Mem_Alloc(loadmodel->mempool, mesh->num_vertices * mesh->num_morphframes * sizeof(float[3]));
for (j = 0;j < mesh->num_triangles * 3;j++)
mesh->data_element3i[j] = LittleLong(((int *)((qbyte *)pinmesh + pinmesh->lump_elements))[j]);
for (j = 0;j < mesh->num_vertices;j++)
mesh->data_texcoord2f[j * 2 + 0] = LittleFloat(((float *)((qbyte *)pinmesh + pinmesh->lump_texcoords))[j * 2 + 0]);
mesh->data_texcoord2f[j * 2 + 1] = LittleFloat(((float *)((qbyte *)pinmesh + pinmesh->lump_texcoords))[j * 2 + 1]);
}
- for (j = 0;j < mesh->num_vertices * mesh->num_frames;j++)
+ for (j = 0;j < mesh->num_vertices * mesh->num_morphframes;j++)
{
- mesh->data_aliasvertex3f[j * 3 + 0] = LittleShort(((short *)((qbyte *)pinmesh + pinmesh->lump_framevertices))[j * 4 + 0]) * (1.0f / 64.0f);
- mesh->data_aliasvertex3f[j * 3 + 1] = LittleShort(((short *)((qbyte *)pinmesh + pinmesh->lump_framevertices))[j * 4 + 1]) * (1.0f / 64.0f);
- mesh->data_aliasvertex3f[j * 3 + 2] = LittleShort(((short *)((qbyte *)pinmesh + pinmesh->lump_framevertices))[j * 4 + 2]) * (1.0f / 64.0f);
+ mesh->data_morphvertex3f[j * 3 + 0] = LittleShort(((short *)((qbyte *)pinmesh + pinmesh->lump_framevertices))[j * 4 + 0]) * (1.0f / 64.0f);
+ mesh->data_morphvertex3f[j * 3 + 1] = LittleShort(((short *)((qbyte *)pinmesh + pinmesh->lump_framevertices))[j * 4 + 1]) * (1.0f / 64.0f);
+ mesh->data_morphvertex3f[j * 3 + 2] = LittleShort(((short *)((qbyte *)pinmesh + pinmesh->lump_framevertices))[j * 4 + 2]) * (1.0f / 64.0f);
}
- for (j = 0;j < mesh->num_frames;j++)
- Mod_BuildTextureVectorsAndNormals(mesh->num_vertices, mesh->num_triangles, mesh->data_aliasvertex3f + j * mesh->num_vertices * 3, mesh->data_texcoord2f, mesh->data_element3i, mesh->data_aliassvector3f + j * mesh->num_vertices * 3, mesh->data_aliastvector3f + j * mesh->num_vertices * 3, mesh->data_aliasnormal3f + j * mesh->num_vertices * 3);
Mod_ValidateElements(mesh->data_element3i, mesh->num_triangles, mesh->num_vertices, __FILE__, __LINE__);
Mod_BuildTriangleNeighbors(mesh->data_neighbor3i, mesh->data_element3i, mesh->num_triangles);
Mod_FreeSkinFiles(skinfiles);
}
-extern void R_Model_Zymotic_DrawSky(entity_render_t *ent);
-extern void R_Model_Zymotic_Draw(entity_render_t *ent);
-extern void R_Model_Zymotic_DrawShadowVolume(entity_render_t *ent, vec3_t relativelightorigin, float lightradius, int numsurfaces, const int *surfacelist);
-extern void R_Model_Zymotic_DrawLight(entity_render_t *ent, vec3_t relativelightorigin, vec3_t relativeeyeorigin, float lightradius, float *lightcolor, const matrix4x4_t *matrix_modeltolight, const matrix4x4_t *matrix_modeltoattenuationxyz, const matrix4x4_t *matrix_modeltoattenuationz, rtexture_t *lightcubemap, int numsurfaces, const int *surfacelist);
void Mod_ZYMOTICMODEL_Load(model_t *mod, void *buffer)
{
zymtype1header_t *pinmodel, *pheader;
qbyte *pbase;
+ int i, j, k, l, numposes, *bonecount, *vertbonecounts, count, *renderlist, *renderlistend, *outelements, *remapvertices;
+ float modelradius, corner[2], *poses, *intexcoord2f, *outtexcoord2f;
+ zymvertex_t *verts, *vertdata;
+ zymscene_t *scene;
+ zymbone_t *bone;
+ char *shadername;
+ skinfile_t *skinfiles;
+ aliasmesh_t *mesh;
pinmodel = (void *)buffer;
pbase = buffer;
Host_Error ("Mod_ZYMOTICMODEL_Load: only type 1 (skeletal pose) models are currently supported (name = %s)\n", loadmodel->name);
loadmodel->type = mod_alias;
- loadmodel->alias.aliastype = ALIASTYPE_ZYM;
loadmodel->DrawSky = NULL;
- loadmodel->Draw = R_Model_Zymotic_Draw;
- loadmodel->DrawShadowVolume = NULL;//R_Model_Zymotic_DrawShadowVolume;
- loadmodel->DrawLight = NULL;//R_Model_Zymotic_DrawLight;
+ loadmodel->Draw = R_Model_Alias_Draw;
+ loadmodel->DrawShadowVolume = R_Model_Alias_DrawShadowVolume;
+ loadmodel->DrawLight = R_Model_Alias_DrawLight;
+ //loadmodel->TraceBox = Mod_MDLMD2MD3_TraceBox; // FIXME: implement collisions
+ loadmodel->flags = 0; // there are no flags on zym models
+ loadmodel->synctype = ST_RAND;
// byteswap header
pheader = pinmodel;
pheader->maxs[1] = BigFloat(pinmodel->maxs[1]);
pheader->maxs[2] = BigFloat(pinmodel->maxs[2]);
pheader->radius = BigFloat(pinmodel->radius);
- pheader->numverts = loadmodel->alias.zymnum_verts = BigLong(pinmodel->numverts);
- pheader->numtris = loadmodel->alias.zymnum_tris = BigLong(pinmodel->numtris);
- pheader->numshaders = loadmodel->alias.zymnum_shaders = BigLong(pinmodel->numshaders);
- pheader->numbones = loadmodel->alias.zymnum_bones = BigLong(pinmodel->numbones);
- pheader->numscenes = loadmodel->alias.zymnum_scenes = BigLong(pinmodel->numscenes);
+ pheader->numverts = BigLong(pinmodel->numverts);
+ pheader->numtris = BigLong(pinmodel->numtris);
+ pheader->numshaders = BigLong(pinmodel->numshaders);
+ pheader->numbones = BigLong(pinmodel->numbones);
+ pheader->numscenes = BigLong(pinmodel->numscenes);
pheader->lump_scenes.start = BigLong(pinmodel->lump_scenes.start);
pheader->lump_scenes.length = BigLong(pinmodel->lump_scenes.length);
pheader->lump_poses.start = BigLong(pinmodel->lump_poses.start);
pheader->lump_trizone.start = BigLong(pinmodel->lump_trizone.start);
pheader->lump_trizone.length = BigLong(pinmodel->lump_trizone.length);
- loadmodel->flags = 0; // there are no flags
loadmodel->numframes = pheader->numscenes;
- loadmodel->synctype = ST_SYNC;
- //loadmodel->num_triangles = pheader->num_triangles;
- //loadmodel->num_vertices = 0;
+ loadmodel->alias.aliasnum_meshes = pheader->numshaders;
+ skinfiles = Mod_LoadSkinFiles();
+ if (loadmodel->numskins < 1)
+ loadmodel->numskins = 1;
+
+ // make skinscenes for the skins (no groups)
+ loadmodel->skinscenes = Mem_Alloc(loadmodel->mempool, sizeof(animscene_t) * loadmodel->numskins);
+ for (i = 0;i < loadmodel->numskins;i++)
{
- unsigned int i;
- float modelradius, corner[2];
- // model bbox
- modelradius = pheader->radius;
- for (i = 0;i < 3;i++)
- {
- loadmodel->normalmins[i] = pheader->mins[i];
- loadmodel->normalmaxs[i] = pheader->maxs[i];
- loadmodel->rotatedmins[i] = -modelradius;
- loadmodel->rotatedmaxs[i] = modelradius;
- }
- corner[0] = max(fabs(loadmodel->normalmins[0]), fabs(loadmodel->normalmaxs[0]));
- corner[1] = max(fabs(loadmodel->normalmins[1]), fabs(loadmodel->normalmaxs[1]));
- loadmodel->yawmaxs[0] = loadmodel->yawmaxs[1] = sqrt(corner[0]*corner[0]+corner[1]*corner[1]);
- if (loadmodel->yawmaxs[0] > modelradius)
- loadmodel->yawmaxs[0] = loadmodel->yawmaxs[1] = modelradius;
- loadmodel->yawmins[0] = loadmodel->yawmins[1] = -loadmodel->yawmaxs[0];
- loadmodel->yawmins[2] = loadmodel->normalmins[2];
- loadmodel->yawmaxs[2] = loadmodel->normalmaxs[2];
- loadmodel->radius = modelradius;
- loadmodel->radius2 = modelradius * modelradius;
+ loadmodel->skinscenes[i].firstframe = i;
+ loadmodel->skinscenes[i].framecount = 1;
+ loadmodel->skinscenes[i].loop = true;
+ loadmodel->skinscenes[i].framerate = 10;
}
+ // model bbox
+ modelradius = pheader->radius;
+ for (i = 0;i < 3;i++)
{
- // FIXME: add shaders, and make them switchable shader sets and...
- loadmodel->skinscenes = Mem_Alloc(loadmodel->mempool, sizeof(animscene_t));
- loadmodel->skinscenes[0].firstframe = 0;
- loadmodel->skinscenes[0].framecount = 1;
- loadmodel->skinscenes[0].loop = true;
- loadmodel->skinscenes[0].framerate = 10;
- loadmodel->numskins = 1;
+ loadmodel->normalmins[i] = pheader->mins[i];
+ loadmodel->normalmaxs[i] = pheader->maxs[i];
+ loadmodel->rotatedmins[i] = -modelradius;
+ loadmodel->rotatedmaxs[i] = modelradius;
}
+ corner[0] = max(fabs(loadmodel->normalmins[0]), fabs(loadmodel->normalmaxs[0]));
+ corner[1] = max(fabs(loadmodel->normalmins[1]), fabs(loadmodel->normalmaxs[1]));
+ loadmodel->yawmaxs[0] = loadmodel->yawmaxs[1] = sqrt(corner[0]*corner[0]+corner[1]*corner[1]);
+ if (loadmodel->yawmaxs[0] > modelradius)
+ loadmodel->yawmaxs[0] = loadmodel->yawmaxs[1] = modelradius;
+ loadmodel->yawmins[0] = loadmodel->yawmins[1] = -loadmodel->yawmaxs[0];
+ loadmodel->yawmins[2] = loadmodel->normalmins[2];
+ loadmodel->yawmaxs[2] = loadmodel->normalmaxs[2];
+ loadmodel->radius = modelradius;
+ loadmodel->radius2 = modelradius * modelradius;
// go through the lumps, swapping things
+ //zymlump_t lump_scenes; // zymscene_t scene[numscenes]; // name and other information for each scene (see zymscene struct)
+ loadmodel->animscenes = Mem_Alloc(loadmodel->mempool, sizeof(animscene_t) * loadmodel->numframes);
+ scene = (void *) (pheader->lump_scenes.start + pbase);
+ numposes = pheader->lump_poses.length / pheader->numbones / sizeof(float[3][4]);
+ for (i = 0;i < pheader->numscenes;i++)
{
- int i, numposes;
- zymscene_t *scene;
- // zymlump_t lump_scenes; // zymscene_t scene[numscenes]; // name and other information for each scene (see zymscene struct)
- loadmodel->animscenes = Mem_Alloc(loadmodel->mempool, sizeof(animscene_t) * loadmodel->numframes);
- scene = (void *) (pheader->lump_scenes.start + pbase);
- numposes = pheader->lump_poses.length / pheader->numbones / sizeof(float[3][4]);
- for (i = 0;i < pheader->numscenes;i++)
- {
- memcpy(loadmodel->animscenes[i].name, scene->name, 32);
- loadmodel->animscenes[i].firstframe = BigLong(scene->start);
- loadmodel->animscenes[i].framecount = BigLong(scene->length);
- loadmodel->animscenes[i].framerate = BigFloat(scene->framerate);
- loadmodel->animscenes[i].loop = (BigLong(scene->flags) & ZYMSCENEFLAG_NOLOOP) == 0;
- if ((unsigned int) loadmodel->animscenes[i].firstframe >= (unsigned int) numposes)
- Host_Error("%s scene->firstframe (%i) >= numposes (%i)\n", loadmodel->name, loadmodel->animscenes[i].firstframe, numposes);
- if ((unsigned int) loadmodel->animscenes[i].firstframe + (unsigned int) loadmodel->animscenes[i].framecount > (unsigned int) numposes)
- Host_Error("%s scene->firstframe (%i) + framecount (%i) >= numposes (%i)\n", loadmodel->name, loadmodel->animscenes[i].firstframe, loadmodel->animscenes[i].framecount, numposes);
- if (loadmodel->animscenes[i].framerate < 0)
- Host_Error("%s scene->framerate (%f) < 0\n", loadmodel->name, loadmodel->animscenes[i].framerate);
- scene++;
- }
+ memcpy(loadmodel->animscenes[i].name, scene->name, 32);
+ loadmodel->animscenes[i].firstframe = BigLong(scene->start);
+ loadmodel->animscenes[i].framecount = BigLong(scene->length);
+ loadmodel->animscenes[i].framerate = BigFloat(scene->framerate);
+ loadmodel->animscenes[i].loop = (BigLong(scene->flags) & ZYMSCENEFLAG_NOLOOP) == 0;
+ if ((unsigned int) loadmodel->animscenes[i].firstframe >= (unsigned int) numposes)
+ Host_Error("%s scene->firstframe (%i) >= numposes (%i)\n", loadmodel->name, loadmodel->animscenes[i].firstframe, numposes);
+ if ((unsigned int) loadmodel->animscenes[i].firstframe + (unsigned int) loadmodel->animscenes[i].framecount > (unsigned int) numposes)
+ Host_Error("%s scene->firstframe (%i) + framecount (%i) >= numposes (%i)\n", loadmodel->name, loadmodel->animscenes[i].firstframe, loadmodel->animscenes[i].framecount, numposes);
+ if (loadmodel->animscenes[i].framerate < 0)
+ Host_Error("%s scene->framerate (%f) < 0\n", loadmodel->name, loadmodel->animscenes[i].framerate);
+ scene++;
}
+ //zymlump_t lump_poses; // float pose[numposes][numbones][3][4]; // animation data
+ loadmodel->alias.aliasnum_poses = pheader->lump_poses.length / sizeof(float[3][4]);
+ loadmodel->alias.aliasdata_poses = Mem_Alloc(loadmodel->mempool, pheader->lump_poses.length);
+ poses = (void *) (pheader->lump_poses.start + pbase);
+ for (i = 0;i < pheader->lump_poses.length / 4;i++)
+ loadmodel->alias.aliasdata_poses[i] = BigFloat(poses[i]);
+
+ //zymlump_t lump_bones; // zymbone_t bone[numbones];
+ loadmodel->alias.aliasnum_bones = pheader->numbones;
+ loadmodel->alias.aliasdata_bones = Mem_Alloc(loadmodel->mempool, pheader->numbones * sizeof(aliasbone_t));
+ bone = (void *) (pheader->lump_bones.start + pbase);
+ for (i = 0;i < pheader->numbones;i++)
{
- int i;
- float *poses;
- // zymlump_t lump_poses; // float pose[numposes][numbones][3][4]; // animation data
- loadmodel->alias.zymdata_poses = Mem_Alloc(loadmodel->mempool, pheader->lump_poses.length);
- poses = (void *) (pheader->lump_poses.start + pbase);
- for (i = 0;i < pheader->lump_poses.length / 4;i++)
- loadmodel->alias.zymdata_poses[i] = BigFloat(poses[i]);
+ memcpy(loadmodel->alias.aliasdata_bones[i].name, bone[i].name, sizeof(bone[i].name));
+ loadmodel->alias.aliasdata_bones[i].flags = BigLong(bone[i].flags);
+ loadmodel->alias.aliasdata_bones[i].parent = BigLong(bone[i].parent);
+ if (loadmodel->alias.aliasdata_bones[i].parent >= i)
+ Host_Error("%s bone[%i].parent >= %i\n", loadmodel->name, i, i);
}
+ //zymlump_t lump_vertbonecounts; // int vertbonecounts[numvertices]; // how many bones influence each vertex (separate mainly to make this compress better)
+ vertbonecounts = Mem_Alloc(loadmodel->mempool, pheader->numverts * sizeof(int));
+ bonecount = (void *) (pheader->lump_vertbonecounts.start + pbase);
+ for (i = 0;i < pheader->numverts;i++)
{
- int i;
- zymbone_t *bone;
- // zymlump_t lump_bones; // zymbone_t bone[numbones];
- loadmodel->alias.zymdata_bones = Mem_Alloc(loadmodel->mempool, pheader->numbones * sizeof(zymbone_t));
- bone = (void *) (pheader->lump_bones.start + pbase);
- for (i = 0;i < pheader->numbones;i++)
- {
- memcpy(loadmodel->alias.zymdata_bones[i].name, bone[i].name, sizeof(bone[i].name));
- loadmodel->alias.zymdata_bones[i].flags = BigLong(bone[i].flags);
- loadmodel->alias.zymdata_bones[i].parent = BigLong(bone[i].parent);
- if (loadmodel->alias.zymdata_bones[i].parent >= i)
- Host_Error("%s bone[%i].parent >= %i\n", loadmodel->name, i, i);
- }
+ vertbonecounts[i] = BigLong(bonecount[i]);
+ if (vertbonecounts[i] < 1)
+ Host_Error("%s bonecount[%i] < 1\n", loadmodel->name, i);
}
+ //zymlump_t lump_verts; // zymvertex_t vert[numvertices]; // see vertex struct
+ verts = Mem_Alloc(loadmodel->mempool, pheader->lump_verts.length);
+ vertdata = (void *) (pheader->lump_verts.start + pbase);
+ for (i = 0;i < pheader->lump_verts.length / (int) sizeof(zymvertex_t);i++)
{
- int i, *bonecount;
- // zymlump_t lump_vertbonecounts; // int vertbonecounts[numvertices]; // how many bones influence each vertex (separate mainly to make this compress better)
- loadmodel->alias.zymdata_vertbonecounts = Mem_Alloc(loadmodel->mempool, pheader->numverts * sizeof(int));
- bonecount = (void *) (pheader->lump_vertbonecounts.start + pbase);
- for (i = 0;i < pheader->numverts;i++)
- {
- loadmodel->alias.zymdata_vertbonecounts[i] = BigLong(bonecount[i]);
- if (loadmodel->alias.zymdata_vertbonecounts[i] < 1)
- Host_Error("%s bonecount[%i] < 1\n", loadmodel->name, i);
- }
+ verts[i].bonenum = BigLong(vertdata[i].bonenum);
+ verts[i].origin[0] = BigFloat(vertdata[i].origin[0]);
+ verts[i].origin[1] = BigFloat(vertdata[i].origin[1]);
+ verts[i].origin[2] = BigFloat(vertdata[i].origin[2]);
}
+ //zymlump_t lump_texcoords; // float texcoords[numvertices][2];
+ outtexcoord2f = Mem_Alloc(loadmodel->mempool, pheader->numverts * sizeof(float[2]));
+ intexcoord2f = (void *) (pheader->lump_texcoords.start + pbase);
+ for (i = 0;i < pheader->numverts;i++)
{
- int i;
- zymvertex_t *vertdata;
- // zymlump_t lump_verts; // zymvertex_t vert[numvertices]; // see vertex struct
- loadmodel->alias.zymdata_verts = Mem_Alloc(loadmodel->mempool, pheader->lump_verts.length);
- vertdata = (void *) (pheader->lump_verts.start + pbase);
- for (i = 0;i < pheader->lump_verts.length / (int) sizeof(zymvertex_t);i++)
- {
- loadmodel->alias.zymdata_verts[i].bonenum = BigLong(vertdata[i].bonenum);
- loadmodel->alias.zymdata_verts[i].origin[0] = BigFloat(vertdata[i].origin[0]);
- loadmodel->alias.zymdata_verts[i].origin[1] = BigFloat(vertdata[i].origin[1]);
- loadmodel->alias.zymdata_verts[i].origin[2] = BigFloat(vertdata[i].origin[2]);
- }
+ outtexcoord2f[i*2+0] = BigFloat(intexcoord2f[i*2+0]);
+ // flip T coordinate for OpenGL
+ outtexcoord2f[i*2+1] = 1 - BigFloat(intexcoord2f[i*2+1]);
}
+ //zymlump_t lump_trizone; // byte trizone[numtris]; // see trizone explanation
+ //loadmodel->alias.zymdata_trizone = Mem_Alloc(loadmodel->mempool, pheader->numtris);
+ //memcpy(loadmodel->alias.zymdata_trizone, (void *) (pheader->lump_trizone.start + pbase), pheader->numtris);
+
+ loadmodel->alias.aliasdata_meshes = Mem_Alloc(loadmodel->mempool, loadmodel->alias.aliasnum_meshes * sizeof(aliasmesh_t));
+
+ //zymlump_t lump_shaders; // char shadername[numshaders][32]; // shaders used on this model
+ //zymlump_t lump_render; // int renderlist[rendersize]; // sorted by shader with run lengths (int count), shaders are sequentially used, each run can be used with glDrawElements (each triangle is 3 int indices)
+ // byteswap, validate, and swap winding order of tris
+ count = pheader->numshaders * sizeof(int) + pheader->numtris * sizeof(int[3]);
+ if (pheader->lump_render.length != count)
+ Host_Error("%s renderlist is wrong size (%i bytes, should be %i bytes)\n", loadmodel->name, pheader->lump_render.length, count);
+ renderlist = (void *) (pheader->lump_render.start + pbase);
+ renderlistend = (void *) ((qbyte *) renderlist + pheader->lump_render.length);
+ for (i = 0;i < loadmodel->alias.aliasnum_meshes;i++)
{
- int i;
- float *intexcoord2f, *outtexcoord2f;
- // zymlump_t lump_texcoords; // float texcoords[numvertices][2];
- loadmodel->alias.zymdata_texcoords = outtexcoord2f = Mem_Alloc(loadmodel->mempool, pheader->numverts * sizeof(float[2]));
- intexcoord2f = (void *) (pheader->lump_texcoords.start + pbase);
- for (i = 0;i < pheader->numverts;i++)
+ if (renderlist >= renderlistend)
+ Host_Error("%s corrupt renderlist (wrong size)\n", loadmodel->name);
+ count = BigLong(*renderlist);renderlist++;
+ if (renderlist + count * 3 > renderlistend || (i == pheader->numshaders - 1 && renderlist + count * 3 != renderlistend))
+ Host_Error("%s corrupt renderlist (wrong size)\n", loadmodel->name);
+ mesh = loadmodel->alias.aliasdata_meshes + i;
+ mesh->num_skins = loadmodel->numskins;
+ mesh->num_triangles = count;
+ mesh->data_skins = Mem_Alloc(loadmodel->mempool, mesh->num_skins * sizeof(aliasskin_t));
+ mesh->data_element3i = Mem_Alloc(loadmodel->mempool, mesh->num_triangles * sizeof(int[3]));
+ mesh->data_neighbor3i = Mem_Alloc(loadmodel->mempool, mesh->num_triangles * sizeof(int[3]));
+ outelements = mesh->data_element3i;
+ for (j = 0;j < mesh->num_triangles;j++)
{
- outtexcoord2f[i*2+0] = BigFloat(intexcoord2f[i*2+0]);
- // flip T coordinate for OpenGL
- outtexcoord2f[i*2+1] = 1 - BigFloat(intexcoord2f[i*2+1]);
+ outelements[2] = BigLong(renderlist[0]);
+ outelements[1] = BigLong(renderlist[1]);
+ outelements[0] = BigLong(renderlist[2]);
+ if ((unsigned int)outelements[0] >= (unsigned int)pheader->numverts
+ || (unsigned int)outelements[1] >= (unsigned int)pheader->numverts
+ || (unsigned int)outelements[2] >= (unsigned int)pheader->numverts)
+ Host_Error("%s corrupt renderlist (out of bounds index)\n", loadmodel->name);
+ renderlist += 3;
+ outelements += 3;
}
- }
-
- {
- int i, count, *renderlist, *renderlistend, *outrenderlist;
- // zymlump_t lump_render; // int renderlist[rendersize]; // sorted by shader with run lengths (int count), shaders are sequentially used, each run can be used with glDrawElements (each triangle is 3 int indices)
- loadmodel->alias.zymdata_renderlist = Mem_Alloc(loadmodel->mempool, pheader->lump_render.length);
- // byteswap, validate, and swap winding order of tris
- count = pheader->numshaders * sizeof(int) + pheader->numtris * sizeof(int[3]);
- if (pheader->lump_render.length != count)
- Host_Error("%s renderlist is wrong size (%i bytes, should be %i bytes)\n", loadmodel->name, pheader->lump_render.length, count);
- outrenderlist = loadmodel->alias.zymdata_renderlist = Mem_Alloc(loadmodel->mempool, count);
- renderlist = (void *) (pheader->lump_render.start + pbase);
- renderlistend = (void *) ((qbyte *) renderlist + pheader->lump_render.length);
- for (i = 0;i < pheader->numshaders;i++)
+ remapvertices = Mem_Alloc(loadmodel->mempool, pheader->numverts * sizeof(int));
+ mesh->num_vertices = Mod_BuildVertexRemapTableFromElements(mesh->num_triangles * 3, mesh->data_element3i, pheader->numverts, remapvertices);
+ for (j = 0;j < mesh->num_triangles * 3;j++)
+ mesh->data_element3i[j] = remapvertices[mesh->data_element3i[j]];
+ Mod_BuildTriangleNeighbors(mesh->data_neighbor3i, mesh->data_element3i, mesh->num_triangles);
+ mesh->data_texcoord2f = Mem_Alloc(loadmodel->mempool, mesh->num_vertices * sizeof(float[2]));
+ for (j = 0;j < pheader->numverts;j++)
{
- if (renderlist >= renderlistend)
- Host_Error("%s corrupt renderlist (wrong size)\n", loadmodel->name);
- count = BigLong(*renderlist);renderlist++;
- if (renderlist + count * 3 > renderlistend)
- Host_Error("%s corrupt renderlist (wrong size)\n", loadmodel->name);
- *outrenderlist++ = count;
- while (count--)
+ if (remapvertices[j] >= 0)
{
- outrenderlist[2] = BigLong(renderlist[0]);
- outrenderlist[1] = BigLong(renderlist[1]);
- outrenderlist[0] = BigLong(renderlist[2]);
- if ((unsigned int)outrenderlist[0] >= (unsigned int)pheader->numverts
- || (unsigned int)outrenderlist[1] >= (unsigned int)pheader->numverts
- || (unsigned int)outrenderlist[2] >= (unsigned int)pheader->numverts)
- Host_Error("%s corrupt renderlist (out of bounds index)\n", loadmodel->name);
- renderlist += 3;
- outrenderlist += 3;
+ mesh->data_texcoord2f[remapvertices[j]*2+0] = outtexcoord2f[j*2+0];
+ mesh->data_texcoord2f[remapvertices[j]*2+1] = outtexcoord2f[j*2+1];
+ }
+ }
+ mesh->num_vertexboneweights = 0;
+ for (j = 0;j < mesh->num_vertices;j++)
+ if (remapvertices[j] >= 0)
+ mesh->num_vertexboneweights += vertbonecounts[remapvertices[j]];
+ mesh->data_vertexboneweights = Mem_Alloc(loadmodel->mempool, mesh->num_vertexboneweights * sizeof(aliasvertexboneweight_t));
+ mesh->num_vertexboneweights = 0;
+ // note this vertexboneweight ordering requires that the remapvertices array is sequential numbers (separated by -1 values for omitted vertices)
+ l = 0;
+ for (j = 0;j < mesh->num_vertices;j++)
+ {
+ if (remapvertices[j] < 0)
+ {
+ l += vertbonecounts[j];
+ continue;
+ }
+ for (k = 0;k < vertbonecounts[j];k++)
+ {
+ // this format really should have had a per vertexweight weight value...
+ mesh->data_vertexboneweights[mesh->num_vertexboneweights].vertexindex = remapvertices[j];
+ mesh->data_vertexboneweights[mesh->num_vertexboneweights].boneindex = verts[l].bonenum;
+ mesh->data_vertexboneweights[mesh->num_vertexboneweights].origin[3] = 1.0f / vertbonecounts[j];
+ mesh->data_vertexboneweights[mesh->num_vertexboneweights].origin[0] = verts[l].origin[0] * mesh->data_vertexboneweights[mesh->num_vertexboneweights].origin[3];
+ mesh->data_vertexboneweights[mesh->num_vertexboneweights].origin[1] = verts[l].origin[1] * mesh->data_vertexboneweights[mesh->num_vertexboneweights].origin[3];
+ mesh->data_vertexboneweights[mesh->num_vertexboneweights].origin[2] = verts[l].origin[2] * mesh->data_vertexboneweights[mesh->num_vertexboneweights].origin[3];
+ mesh->num_vertexboneweights++;
+ l++;
}
}
- }
- {
- int i;
- char *shadername;
- // zymlump_t lump_shaders; // char shadername[numshaders][32]; // shaders used on this model
- loadmodel->alias.zymdata_textures = Mem_Alloc(loadmodel->mempool, pheader->numshaders * sizeof(rtexture_t *));
- shadername = (void *) (pheader->lump_shaders.start + pbase);
- for (i = 0;i < pheader->numshaders;i++)
- loadmodel->alias.zymdata_textures[i] = loadtextureimage(loadmodel->texturepool, shadername + i * 32, 0, 0, true, TEXF_ALPHA | TEXF_PRECACHE | TEXF_PICMIP | (r_mipskins.integer ? TEXF_MIPMAP : 0));
- }
+ Mod_ValidateElements(mesh->data_element3i, mesh->num_triangles, mesh->num_vertices, __FILE__, __LINE__);
+ Mod_BuildTriangleNeighbors(mesh->data_neighbor3i, mesh->data_element3i, mesh->num_triangles);
- {
- // zymlump_t lump_trizone; // byte trizone[numtris]; // see trizone explanation
- loadmodel->alias.zymdata_trizone = Mem_Alloc(loadmodel->mempool, pheader->numtris);
- memcpy(loadmodel->alias.zymdata_trizone, (void *) (pheader->lump_trizone.start + pbase), pheader->numtris);
+ // since zym models do not have named sections, reuse their shader
+ // name as the section name
+ shadername = (char *) (pheader->lump_shaders.start + pbase) + i * 32;
+ if (shadername[0])
+ Mod_BuildAliasSkinsFromSkinFiles(mesh->data_skins, skinfiles, shadername, shadername);
+ else
+ for (j = 0;j < mesh->num_skins;j++)
+ Mod_BuildAliasSkinFromSkinFrame(mesh->data_skins + j, NULL);
}
+
+ Mem_Free(vertbonecounts);
+ Mem_Free(verts);
+ Mem_Free(outtexcoord2f);
}
int ofs_end; // end of file
} md2_t;
-// LordHavoc: mdl, md2 and md3 models are converted to the same internal format
-#define ALIASTYPE_ALIAS 1
-#define ALIASTYPE_ZYM 2
-
extern void Mod_IDP0_Load(struct model_s *mod, void *buffer);
extern void Mod_IDP2_Load(struct model_s *mod, void *buffer);
extern void Mod_IDP3_Load(struct model_s *mod, void *buffer);
}
aliasskin_t;
+typedef struct aliasvertexboneweight_s
+{
+ unsigned int vertexindex;
+ unsigned int boneindex;
+ float origin[3];
+ float weight;
+}
+aliasvertexboneweight_t;
+
typedef struct aliasmesh_s
{
+ // skins to choose from (indexed by entity skin)
int num_skins;
- int num_triangles;
- int num_frames;
- int num_vertices;
aliasskin_t *data_skins;
+
+ // triangles comprising the mesh
+ int num_triangles;
int *data_element3i;
int *data_neighbor3i;
+
+ // skin texcoords do not change
+ int num_vertices;
float *data_texcoord2f;
- float *data_aliasvertex3f;
- float *data_aliassvector3f;
- float *data_aliastvector3f;
- float *data_aliasnormal3f;
+
+ // morph blending, these are zero if model is skeletal
+ int num_morphframes;
+ float *data_morphvertex3f;
+
+ // skeletal blending, these are zero if model is morph
+ int num_vertexboneweights;
+ aliasvertexboneweight_t *data_vertexboneweights;
}
aliasmesh_t;
}
aliastag_t;
+typedef struct aliasbone_s
+{
+ char name[MD3NAME];
+ int flags;
+ int parent; // -1 for no parent
+}
+aliasbone_t;
#endif
Con_Print("usage: modelprecache <filename>\n");
}
+int Mod_BuildVertexRemapTableFromElements(int numelements, const int *elements, int numvertices, int *remapvertices)
+{
+ int i, count;
+ qbyte *used;
+ used = Mem_Alloc(tempmempool, numvertices);
+ memset(used, 0, numvertices);
+ for (i = 0;i < numelements;i++)
+ used[elements[i]] = 1;
+ for (i = 0, count = 0;i < numvertices;i++)
+ remapvertices[i] = used[i] ? count++ : -1;
+ Mem_Free(used);
+ return count;
+}
+
#if 1
// fast way, using an edge hash
#define TRIANGLEEDGEHASH 1024
typedef struct model_alias_s
{
- // LordHavoc: Q2/ZYM model support
- int aliastype;
+ // mdl/md2/md3/zym model formats are treated the same after loading
- // mdl/md2/md3 models are the same after loading
+ // the shader meshes comprising this model
int aliasnum_meshes;
aliasmesh_t *aliasdata_meshes;
+ // for md3 models
int aliasnum_tags;
int aliasnum_tagframes;
aliastag_t *aliasdata_tags;
- // for Zymotic models
- int zymnum_verts;
- int zymnum_tris;
- int zymnum_shaders;
- int zymnum_bones;
- int zymnum_scenes;
- float *zymdata_texcoords;
- rtexture_t **zymdata_textures;
- qbyte *zymdata_trizone;
- zymbone_t *zymdata_bones;
- unsigned int *zymdata_vertbonecounts;
- zymvertex_t *zymdata_verts;
- unsigned int *zymdata_renderlist;
- float *zymdata_poses;
+ // for skeletal models
+ int aliasnum_bones;
+ aliasbone_t *aliasdata_bones;
+ int aliasnum_poses;
+ float *aliasdata_poses;
}
model_alias_t;
extern model_t *loadmodel;
extern char loadname[32]; // for hunk tags
+int Mod_BuildVertexRemapTableFromElements(int numelements, const int *elements, int numvertices, int *remapvertices);
void Mod_BuildTriangleNeighbors(int *neighbors, const int *elements, int numtriangles);
void Mod_ValidateElements(const int *elements, int numtriangles, int numverts, const char *filename, int fileline);
void Mod_BuildTextureVectorsAndNormals(int numverts, int numtriangles, const float *vertex, const float *texcoord, const int *elements, float *svectors, float *tvectors, float *normals);
for (i = 0;i < model->data_overridetagnamesforskin[(unsigned int)tagentity->v->skin].num_overridetagnames;i++)
if (!strcmp(tagname, model->data_overridetagnamesforskin[(unsigned int)tagentity->v->skin].data_overridetagnames[i].name))
v->_float = i + 1;
+ // FIXME: use a model function to get tag info (need to handle skeletal)
if (v->_float == 0 && model->alias.aliasnum_tags)
for (i = 0;i < model->alias.aliasnum_tags;i++)
if (!strcmp(tagname, model->alias.aliasdata_tags[i].name))
for (i = 0;i < model->data_overridetagnamesforskin[(unsigned int)tagentity->v->skin].num_overridetagnames;i++)
if (!strcmp(tagname, model->data_overridetagnamesforskin[(unsigned int)tagentity->v->skin].data_overridetagnames[i].name))
v->_float = i + 1;
+ // FIXME: use a model function to get tag info (need to handle skeletal)
if (v->_float == 0 && model->alias.aliasnum_tags)
for (i = 0;i < model->alias.aliasnum_tags;i++)
if (!strcmp(tagname, model->alias.aliasdata_tags[i].name))
// lighting stuff
extern cvar_t r_ambient;
-// model rendering stuff
-extern float *aliasvert;
-extern float *aliasvertnorm;
-extern float *aliasvertcolor;
-
// vis stuff
extern cvar_t r_novis;