diff options
Diffstat (limited to 'src/renderer/tr_animation.c')
-rw-r--r-- | src/renderer/tr_animation.c | 659 |
1 files changed, 659 insertions, 0 deletions
diff --git a/src/renderer/tr_animation.c b/src/renderer/tr_animation.c new file mode 100644 index 0000000..88b8580 --- /dev/null +++ b/src/renderer/tr_animation.c @@ -0,0 +1,659 @@ +/* +=========================================================================== +Copyright (C) 1999-2005 Id Software, Inc. +Copyright (C) 2000-2006 Tim Angus + +This file is part of Tremulous. + +Tremulous is free software; you can redistribute it +and/or modify it under the terms of the GNU General Public License as +published by the Free Software Foundation; either version 2 of the License, +or (at your option) any later version. + +Tremulous is distributed in the hope that it will be +useful, but WITHOUT ANY WARRANTY; without even the implied warranty of +MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the +GNU General Public License for more details. + +You should have received a copy of the GNU General Public License +along with Tremulous; if not, write to the Free Software +Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA +=========================================================================== +*/ + +#include "tr_local.h" + +/* + +All bones should be an identity orientation to display the mesh exactly +as it is specified. + +For all other frames, the bones represent the transformation from the +orientation of the bone in the base frame to the orientation in this +frame. + +*/ + +/* +============== +R_AddAnimSurfaces +============== +*/ +void R_AddAnimSurfaces( trRefEntity_t *ent ) { + md4Header_t *header; + md4Surface_t *surface; + md4LOD_t *lod; + shader_t *shader; + int i; + + header = (md4Header_t *) tr.currentModel->md4; + lod = (md4LOD_t *)( (byte *)header + header->ofsLODs ); + + surface = (md4Surface_t *)( (byte *)lod + lod->ofsSurfaces ); + for ( i = 0 ; i < lod->numSurfaces ; i++ ) { + shader = R_GetShaderByHandle( surface->shaderIndex ); + R_AddDrawSurf( (void *)surface, shader, 0 /*fogNum*/, qfalse ); + surface = (md4Surface_t *)( (byte *)surface + surface->ofsEnd ); + } +} + +/* +============== +RB_SurfaceAnim +============== +*/ +void RB_SurfaceAnim( md4Surface_t *surface ) { + int i, j, k; + float frontlerp, backlerp; + int *triangles; + int indexes; + int baseIndex, baseVertex; + int numVerts; + md4Vertex_t *v; + md4Bone_t bones[MD4_MAX_BONES]; + md4Bone_t *bonePtr, *bone; + md4Header_t *header; + md4Frame_t *frame; + md4Frame_t *oldFrame; + int frameSize; + + + if ( backEnd.currentEntity->e.oldframe == backEnd.currentEntity->e.frame ) { + backlerp = 0; + frontlerp = 1; + } else { + backlerp = backEnd.currentEntity->e.backlerp; + frontlerp = 1.0f - backlerp; + } + header = (md4Header_t *)((byte *)surface + surface->ofsHeader); + + frameSize = (size_t)( &((md4Frame_t *)0)->bones[ header->numBones ] ); + + frame = (md4Frame_t *)((byte *)header + header->ofsFrames + + backEnd.currentEntity->e.frame * frameSize ); + oldFrame = (md4Frame_t *)((byte *)header + header->ofsFrames + + backEnd.currentEntity->e.oldframe * frameSize ); + + RB_CheckOverflow( surface->numVerts, surface->numTriangles * 3 ); + + triangles = (int *) ((byte *)surface + surface->ofsTriangles); + indexes = surface->numTriangles * 3; + baseIndex = tess.numIndexes; + baseVertex = tess.numVertexes; + for (j = 0 ; j < indexes ; j++) { + tess.indexes[baseIndex + j] = baseIndex + triangles[j]; + } + tess.numIndexes += indexes; + + // + // lerp all the needed bones + // + if ( !backlerp ) { + // no lerping needed + bonePtr = frame->bones; + } else { + bonePtr = bones; + for ( i = 0 ; i < header->numBones*12 ; i++ ) { + ((float *)bonePtr)[i] = frontlerp * ((float *)frame->bones)[i] + + backlerp * ((float *)oldFrame->bones)[i]; + } + } + + // + // deform the vertexes by the lerped bones + // + numVerts = surface->numVerts; + // FIXME + // This makes TFC's skeletons work. Shouldn't be necessary anymore, but left + // in for reference. + //v = (md4Vertex_t *) ((byte *)surface + surface->ofsVerts + 12); + v = (md4Vertex_t *) ((byte *)surface + surface->ofsVerts); + for ( j = 0; j < numVerts; j++ ) { + vec3_t tempVert, tempNormal; + md4Weight_t *w; + + VectorClear( tempVert ); + VectorClear( tempNormal ); + w = v->weights; + for ( k = 0 ; k < v->numWeights ; k++, w++ ) { + bone = bonePtr + w->boneIndex; + + tempVert[0] += w->boneWeight * ( DotProduct( bone->matrix[0], w->offset ) + bone->matrix[0][3] ); + tempVert[1] += w->boneWeight * ( DotProduct( bone->matrix[1], w->offset ) + bone->matrix[1][3] ); + tempVert[2] += w->boneWeight * ( DotProduct( bone->matrix[2], w->offset ) + bone->matrix[2][3] ); + + tempNormal[0] += w->boneWeight * DotProduct( bone->matrix[0], v->normal ); + tempNormal[1] += w->boneWeight * DotProduct( bone->matrix[1], v->normal ); + tempNormal[2] += w->boneWeight * DotProduct( bone->matrix[2], v->normal ); + } + + tess.xyz[baseVertex + j][0] = tempVert[0]; + tess.xyz[baseVertex + j][1] = tempVert[1]; + tess.xyz[baseVertex + j][2] = tempVert[2]; + + tess.normal[baseVertex + j][0] = tempNormal[0]; + tess.normal[baseVertex + j][1] = tempNormal[1]; + tess.normal[baseVertex + j][2] = tempNormal[2]; + + tess.texCoords[baseVertex + j][0][0] = v->texCoords[0]; + tess.texCoords[baseVertex + j][0][1] = v->texCoords[1]; + + // FIXME + // This makes TFC's skeletons work. Shouldn't be necessary anymore, but left + // in for reference. + //v = (md4Vertex_t *)( ( byte * )&v->weights[v->numWeights] + 12 ); + v = (md4Vertex_t *)&v->weights[v->numWeights]; + } + + tess.numVertexes += surface->numVerts; +} + + +#ifdef RAVENMD4 + +// copied and adapted from tr_mesh.c + +/* +============= +R_MDRCullModel +============= +*/ + +static int R_MDRCullModel( mdrHeader_t *header, trRefEntity_t *ent ) { + vec3_t bounds[2]; + mdrFrame_t *oldFrame, *newFrame; + int i, frameSize; + + frameSize = (size_t)( &((mdrFrame_t *)0)->bones[ header->numBones ] ); + + // compute frame pointers + newFrame = ( mdrFrame_t * ) ( ( byte * ) header + header->ofsFrames + frameSize * ent->e.frame); + oldFrame = ( mdrFrame_t * ) ( ( byte * ) header + header->ofsFrames + frameSize * ent->e.oldframe); + + // cull bounding sphere ONLY if this is not an upscaled entity + if ( !ent->e.nonNormalizedAxes ) + { + if ( ent->e.frame == ent->e.oldframe ) + { + switch ( R_CullLocalPointAndRadius( newFrame->localOrigin, newFrame->radius ) ) + { + // Ummm... yeah yeah I know we don't really have an md3 here.. but we pretend + // we do. After all, the purpose of md4s are not that different, are they? + + case CULL_OUT: + tr.pc.c_sphere_cull_md3_out++; + return CULL_OUT; + + case CULL_IN: + tr.pc.c_sphere_cull_md3_in++; + return CULL_IN; + + case CULL_CLIP: + tr.pc.c_sphere_cull_md3_clip++; + break; + } + } + else + { + int sphereCull, sphereCullB; + + sphereCull = R_CullLocalPointAndRadius( newFrame->localOrigin, newFrame->radius ); + if ( newFrame == oldFrame ) { + sphereCullB = sphereCull; + } else { + sphereCullB = R_CullLocalPointAndRadius( oldFrame->localOrigin, oldFrame->radius ); + } + + if ( sphereCull == sphereCullB ) + { + if ( sphereCull == CULL_OUT ) + { + tr.pc.c_sphere_cull_md3_out++; + return CULL_OUT; + } + else if ( sphereCull == CULL_IN ) + { + tr.pc.c_sphere_cull_md3_in++; + return CULL_IN; + } + else + { + tr.pc.c_sphere_cull_md3_clip++; + } + } + } + } + + // calculate a bounding box in the current coordinate system + for (i = 0 ; i < 3 ; i++) { + bounds[0][i] = oldFrame->bounds[0][i] < newFrame->bounds[0][i] ? oldFrame->bounds[0][i] : newFrame->bounds[0][i]; + bounds[1][i] = oldFrame->bounds[1][i] > newFrame->bounds[1][i] ? oldFrame->bounds[1][i] : newFrame->bounds[1][i]; + } + + switch ( R_CullLocalBox( bounds ) ) + { + case CULL_IN: + tr.pc.c_box_cull_md3_in++; + return CULL_IN; + case CULL_CLIP: + tr.pc.c_box_cull_md3_clip++; + return CULL_CLIP; + case CULL_OUT: + default: + tr.pc.c_box_cull_md3_out++; + return CULL_OUT; + } +} + +/* +================= +R_MDRComputeFogNum + +================= +*/ + +int R_MDRComputeFogNum( mdrHeader_t *header, trRefEntity_t *ent ) { + int i, j; + fog_t *fog; + mdrFrame_t *mdrFrame; + vec3_t localOrigin; + int frameSize; + + if ( tr.refdef.rdflags & RDF_NOWORLDMODEL ) { + return 0; + } + + frameSize = (size_t)( &((mdrFrame_t *)0)->bones[ header->numBones ] ); + + // FIXME: non-normalized axis issues + mdrFrame = ( mdrFrame_t * ) ( ( byte * ) header + header->ofsFrames + frameSize * ent->e.frame); + VectorAdd( ent->e.origin, mdrFrame->localOrigin, localOrigin ); + for ( i = 1 ; i < tr.world->numfogs ; i++ ) { + fog = &tr.world->fogs[i]; + for ( j = 0 ; j < 3 ; j++ ) { + if ( localOrigin[j] - mdrFrame->radius >= fog->bounds[1][j] ) { + break; + } + if ( localOrigin[j] + mdrFrame->radius <= fog->bounds[0][j] ) { + break; + } + } + if ( j == 3 ) { + return i; + } + } + + return 0; +} + + +/* +============== +R_MDRAddAnimSurfaces +============== +*/ + +// much stuff in there is just copied from R_AddMd3Surfaces in tr_mesh.c + +void R_MDRAddAnimSurfaces( trRefEntity_t *ent ) { + mdrHeader_t *header; + mdrSurface_t *surface; + mdrLOD_t *lod; + shader_t *shader; + skin_t *skin; + int i, j; + int lodnum = 0; + int fogNum = 0; + int cull; + qboolean personalModel; + + header = (mdrHeader_t *) tr.currentModel->md4; + + personalModel = (ent->e.renderfx & RF_THIRD_PERSON) && !tr.viewParms.isPortal; + + if ( ent->e.renderfx & RF_WRAP_FRAMES ) + { + ent->e.frame %= header->numFrames; + ent->e.oldframe %= header->numFrames; + } + + // + // Validate the frames so there is no chance of a crash. + // This will write directly into the entity structure, so + // when the surfaces are rendered, they don't need to be + // range checked again. + // + if ((ent->e.frame >= header->numFrames) + || (ent->e.frame < 0) + || (ent->e.oldframe >= header->numFrames) + || (ent->e.oldframe < 0) ) + { + ri.Printf( PRINT_DEVELOPER, "R_MDRAddAnimSurfaces: no such frame %d to %d for '%s'\n", + ent->e.oldframe, ent->e.frame, tr.currentModel->name ); + ent->e.frame = 0; + ent->e.oldframe = 0; + } + + // + // cull the entire model if merged bounding box of both frames + // is outside the view frustum. + // + cull = R_MDRCullModel (header, ent); + if ( cull == CULL_OUT ) { + return; + } + + // figure out the current LOD of the model we're rendering, and set the lod pointer respectively. + lodnum = R_ComputeLOD(ent); + // check whether this model has as that many LODs at all. If not, try the closest thing we got. + if(header->numLODs <= 0) + return; + if(header->numLODs <= lodnum) + lodnum = header->numLODs - 1; + + lod = (mdrLOD_t *)( (byte *)header + header->ofsLODs); + for(i = 0; i < lodnum; i++) + { + lod = (mdrLOD_t *) ((byte *) lod + lod->ofsEnd); + } + + // set up lighting + if ( !personalModel || r_shadows->integer > 1 ) + { + R_SetupEntityLighting( &tr.refdef, ent ); + } + + // fogNum? + fogNum = R_MDRComputeFogNum( header, ent ); + + surface = (mdrSurface_t *)( (byte *)lod + lod->ofsSurfaces ); + + for ( i = 0 ; i < lod->numSurfaces ; i++ ) + { + + if(ent->e.customShader) + shader = R_GetShaderByHandle(ent->e.customShader); + else if(ent->e.customSkin > 0 && ent->e.customSkin < tr.numSkins) + { + skin = R_GetSkinByHandle(ent->e.customSkin); + shader = tr.defaultShader; + + for(j = 0; j < skin->numSurfaces; j++) + { + if (!strcmp(skin->surfaces[j]->name, surface->name)) + { + shader = skin->surfaces[j]->shader; + break; + } + } + } + else if(surface->shaderIndex > 0) + shader = R_GetShaderByHandle( surface->shaderIndex ); + else + shader = tr.defaultShader; + + // we will add shadows even if the main object isn't visible in the view + + // stencil shadows can't do personal models unless I polyhedron clip + if ( !personalModel + && r_shadows->integer == 2 + && fogNum == 0 + && !(ent->e.renderfx & ( RF_NOSHADOW | RF_DEPTHHACK ) ) + && shader->sort == SS_OPAQUE ) + { + R_AddDrawSurf( (void *)surface, tr.shadowShader, 0, qfalse ); + } + + // projection shadows work fine with personal models + if ( r_shadows->integer == 3 + && fogNum == 0 + && (ent->e.renderfx & RF_SHADOW_PLANE ) + && shader->sort == SS_OPAQUE ) + { + R_AddDrawSurf( (void *)surface, tr.projectionShadowShader, 0, qfalse ); + } + + if (!personalModel) + R_AddDrawSurf( (void *)surface, shader, fogNum, qfalse ); + + surface = (mdrSurface_t *)( (byte *)surface + surface->ofsEnd ); + } +} + +/* +============== +RB_MDRSurfaceAnim +============== +*/ +void RB_MDRSurfaceAnim( md4Surface_t *surface ) +{ + int i, j, k; + float frontlerp, backlerp; + int *triangles; + int indexes; + int baseIndex, baseVertex; + int numVerts; + mdrVertex_t *v; + mdrHeader_t *header; + mdrFrame_t *frame; + mdrFrame_t *oldFrame; + mdrBone_t bones[MD4_MAX_BONES], *bonePtr, *bone; + + int frameSize; + + // don't lerp if lerping off, or this is the only frame, or the last frame... + // + if (backEnd.currentEntity->e.oldframe == backEnd.currentEntity->e.frame) + { + backlerp = 0; // if backlerp is 0, lerping is off and frontlerp is never used + frontlerp = 1; + } + else + { + backlerp = backEnd.currentEntity->e.backlerp; + frontlerp = 1.0f - backlerp; + } + + header = (mdrHeader_t *)((byte *)surface + surface->ofsHeader); + + frameSize = (size_t)( &((mdrFrame_t *)0)->bones[ header->numBones ] ); + + frame = (mdrFrame_t *)((byte *)header + header->ofsFrames + + backEnd.currentEntity->e.frame * frameSize ); + oldFrame = (mdrFrame_t *)((byte *)header + header->ofsFrames + + backEnd.currentEntity->e.oldframe * frameSize ); + + RB_CheckOverflow( surface->numVerts, surface->numTriangles ); + + triangles = (int *) ((byte *)surface + surface->ofsTriangles); + indexes = surface->numTriangles * 3; + baseIndex = tess.numIndexes; + baseVertex = tess.numVertexes; + + // Set up all triangles. + for (j = 0 ; j < indexes ; j++) + { + tess.indexes[baseIndex + j] = baseVertex + triangles[j]; + } + tess.numIndexes += indexes; + + // + // lerp all the needed bones + // + if ( !backlerp ) + { + // no lerping needed + bonePtr = frame->bones; + } + else + { + bonePtr = bones; + + for ( i = 0 ; i < header->numBones*12 ; i++ ) + { + ((float *)bonePtr)[i] = frontlerp * ((float *)frame->bones)[i] + backlerp * ((float *)oldFrame->bones)[i]; + } + } + + // + // deform the vertexes by the lerped bones + // + numVerts = surface->numVerts; + v = (mdrVertex_t *) ((byte *)surface + surface->ofsVerts); + for ( j = 0; j < numVerts; j++ ) + { + vec3_t tempVert, tempNormal; + mdrWeight_t *w; + + VectorClear( tempVert ); + VectorClear( tempNormal ); + w = v->weights; + for ( k = 0 ; k < v->numWeights ; k++, w++ ) + { + bone = bonePtr + w->boneIndex; + + tempVert[0] += w->boneWeight * ( DotProduct( bone->matrix[0], w->offset ) + bone->matrix[0][3] ); + tempVert[1] += w->boneWeight * ( DotProduct( bone->matrix[1], w->offset ) + bone->matrix[1][3] ); + tempVert[2] += w->boneWeight * ( DotProduct( bone->matrix[2], w->offset ) + bone->matrix[2][3] ); + + tempNormal[0] += w->boneWeight * DotProduct( bone->matrix[0], v->normal ); + tempNormal[1] += w->boneWeight * DotProduct( bone->matrix[1], v->normal ); + tempNormal[2] += w->boneWeight * DotProduct( bone->matrix[2], v->normal ); + } + + tess.xyz[baseVertex + j][0] = tempVert[0]; + tess.xyz[baseVertex + j][1] = tempVert[1]; + tess.xyz[baseVertex + j][2] = tempVert[2]; + + tess.normal[baseVertex + j][0] = tempNormal[0]; + tess.normal[baseVertex + j][1] = tempNormal[1]; + tess.normal[baseVertex + j][2] = tempNormal[2]; + + tess.texCoords[baseVertex + j][0][0] = v->texCoords[0]; + tess.texCoords[baseVertex + j][0][1] = v->texCoords[1]; + + v = (mdrVertex_t *)&v->weights[v->numWeights]; + } + + tess.numVertexes += surface->numVerts; +} + + +#define MC_MASK_X ((1<<(MC_BITS_X))-1) +#define MC_MASK_Y ((1<<(MC_BITS_Y))-1) +#define MC_MASK_Z ((1<<(MC_BITS_Z))-1) +#define MC_MASK_VECT ((1<<(MC_BITS_VECT))-1) + +#define MC_SCALE_VECT (1.0f/(float)((1<<(MC_BITS_VECT-1))-2)) + +#define MC_POS_X (0) +#define MC_SHIFT_X (0) + +#define MC_POS_Y ((((MC_BITS_X))/8)) +#define MC_SHIFT_Y ((((MC_BITS_X)%8))) + +#define MC_POS_Z ((((MC_BITS_X+MC_BITS_Y))/8)) +#define MC_SHIFT_Z ((((MC_BITS_X+MC_BITS_Y)%8))) + +#define MC_POS_V11 ((((MC_BITS_X+MC_BITS_Y+MC_BITS_Z))/8)) +#define MC_SHIFT_V11 ((((MC_BITS_X+MC_BITS_Y+MC_BITS_Z)%8))) + +#define MC_POS_V12 ((((MC_BITS_X+MC_BITS_Y+MC_BITS_Z+MC_BITS_VECT))/8)) +#define MC_SHIFT_V12 ((((MC_BITS_X+MC_BITS_Y+MC_BITS_Z+MC_BITS_VECT)%8))) + +#define MC_POS_V13 ((((MC_BITS_X+MC_BITS_Y+MC_BITS_Z+MC_BITS_VECT*2))/8)) +#define MC_SHIFT_V13 ((((MC_BITS_X+MC_BITS_Y+MC_BITS_Z+MC_BITS_VECT*2)%8))) + +#define MC_POS_V21 ((((MC_BITS_X+MC_BITS_Y+MC_BITS_Z+MC_BITS_VECT*3))/8)) +#define MC_SHIFT_V21 ((((MC_BITS_X+MC_BITS_Y+MC_BITS_Z+MC_BITS_VECT*3)%8))) + +#define MC_POS_V22 ((((MC_BITS_X+MC_BITS_Y+MC_BITS_Z+MC_BITS_VECT*4))/8)) +#define MC_SHIFT_V22 ((((MC_BITS_X+MC_BITS_Y+MC_BITS_Z+MC_BITS_VECT*4)%8))) + +#define MC_POS_V23 ((((MC_BITS_X+MC_BITS_Y+MC_BITS_Z+MC_BITS_VECT*5))/8)) +#define MC_SHIFT_V23 ((((MC_BITS_X+MC_BITS_Y+MC_BITS_Z+MC_BITS_VECT*5)%8))) + +#define MC_POS_V31 ((((MC_BITS_X+MC_BITS_Y+MC_BITS_Z+MC_BITS_VECT*6))/8)) +#define MC_SHIFT_V31 ((((MC_BITS_X+MC_BITS_Y+MC_BITS_Z+MC_BITS_VECT*6)%8))) + +#define MC_POS_V32 ((((MC_BITS_X+MC_BITS_Y+MC_BITS_Z+MC_BITS_VECT*7))/8)) +#define MC_SHIFT_V32 ((((MC_BITS_X+MC_BITS_Y+MC_BITS_Z+MC_BITS_VECT*7)%8))) + +#define MC_POS_V33 ((((MC_BITS_X+MC_BITS_Y+MC_BITS_Z+MC_BITS_VECT*8))/8)) +#define MC_SHIFT_V33 ((((MC_BITS_X+MC_BITS_Y+MC_BITS_Z+MC_BITS_VECT*8)%8))) + +void MC_UnCompress(float mat[3][4],const unsigned char * comp) +{ + int val; + + val=(int)((unsigned short *)(comp))[0]; + val-=1<<(MC_BITS_X-1); + mat[0][3]=((float)(val))*MC_SCALE_X; + + val=(int)((unsigned short *)(comp))[1]; + val-=1<<(MC_BITS_Y-1); + mat[1][3]=((float)(val))*MC_SCALE_Y; + + val=(int)((unsigned short *)(comp))[2]; + val-=1<<(MC_BITS_Z-1); + mat[2][3]=((float)(val))*MC_SCALE_Z; + + val=(int)((unsigned short *)(comp))[3]; + val-=1<<(MC_BITS_VECT-1); + mat[0][0]=((float)(val))*MC_SCALE_VECT; + + val=(int)((unsigned short *)(comp))[4]; + val-=1<<(MC_BITS_VECT-1); + mat[0][1]=((float)(val))*MC_SCALE_VECT; + + val=(int)((unsigned short *)(comp))[5]; + val-=1<<(MC_BITS_VECT-1); + mat[0][2]=((float)(val))*MC_SCALE_VECT; + + + val=(int)((unsigned short *)(comp))[6]; + val-=1<<(MC_BITS_VECT-1); + mat[1][0]=((float)(val))*MC_SCALE_VECT; + + val=(int)((unsigned short *)(comp))[7]; + val-=1<<(MC_BITS_VECT-1); + mat[1][1]=((float)(val))*MC_SCALE_VECT; + + val=(int)((unsigned short *)(comp))[8]; + val-=1<<(MC_BITS_VECT-1); + mat[1][2]=((float)(val))*MC_SCALE_VECT; + + + val=(int)((unsigned short *)(comp))[9]; + val-=1<<(MC_BITS_VECT-1); + mat[2][0]=((float)(val))*MC_SCALE_VECT; + + val=(int)((unsigned short *)(comp))[10]; + val-=1<<(MC_BITS_VECT-1); + mat[2][1]=((float)(val))*MC_SCALE_VECT; + + val=(int)((unsigned short *)(comp))[11]; + val-=1<<(MC_BITS_VECT-1); + mat[2][2]=((float)(val))*MC_SCALE_VECT; +} +#endif |