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-rw-r--r--src/renderer/tr_model.c1100
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diff --git a/src/renderer/tr_model.c b/src/renderer/tr_model.c
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+++ b/src/renderer/tr_model.c
@@ -0,0 +1,1100 @@
+/*
+===========================================================================
+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
+===========================================================================
+*/
+// tr_models.c -- model loading and caching
+
+#include "tr_local.h"
+
+#define LL(x) x=LittleLong(x)
+
+static qboolean R_LoadMD3 (model_t *mod, int lod, void *buffer, const char *name );
+static qboolean R_LoadMD4 (model_t *mod, void *buffer, const char *name );
+#ifdef RAVENMD4
+static qboolean R_LoadMDR (model_t *mod, void *buffer, int filesize, const char *name );
+#endif
+
+model_t *loadmodel;
+
+/*
+** R_GetModelByHandle
+*/
+model_t *R_GetModelByHandle( qhandle_t index ) {
+ model_t *mod;
+
+ // out of range gets the defualt model
+ if ( index < 1 || index >= tr.numModels ) {
+ return tr.models[0];
+ }
+
+ mod = tr.models[index];
+
+ return mod;
+}
+
+//===============================================================================
+
+/*
+** R_AllocModel
+*/
+model_t *R_AllocModel( void ) {
+ model_t *mod;
+
+ if ( tr.numModels == MAX_MOD_KNOWN ) {
+ return NULL;
+ }
+
+ mod = ri.Hunk_Alloc( sizeof( *tr.models[tr.numModels] ), h_low );
+ mod->index = tr.numModels;
+ tr.models[tr.numModels] = mod;
+ tr.numModels++;
+
+ return mod;
+}
+
+/*
+====================
+RE_RegisterModel
+
+Loads in a model for the given name
+
+Zero will be returned if the model fails to load.
+An entry will be retained for failed models as an
+optimization to prevent disk rescanning if they are
+asked for again.
+====================
+*/
+qhandle_t RE_RegisterModel( const char *name ) {
+ model_t *mod;
+ unsigned *buf;
+ int lod;
+ int ident;
+ qboolean loaded = qfalse;
+ qhandle_t hModel;
+ int numLoaded;
+ char *fext, defex[] = "md3", filename[MAX_QPATH], namebuf[MAX_QPATH+20];
+
+ if ( !name || !name[0] ) {
+ ri.Printf( PRINT_ALL, "RE_RegisterModel: NULL name\n" );
+ return 0;
+ }
+
+ if ( strlen( name ) >= MAX_QPATH ) {
+ Com_Printf( "Model name exceeds MAX_QPATH\n" );
+ return 0;
+ }
+
+ //
+ // search the currently loaded models
+ //
+ for ( hModel = 1 ; hModel < tr.numModels; hModel++ ) {
+ mod = tr.models[hModel];
+ if ( !strcmp( mod->name, name ) ) {
+ if( mod->type == MOD_BAD ) {
+ return 0;
+ }
+ return hModel;
+ }
+ }
+
+ // allocate a new model_t
+
+ if ( ( mod = R_AllocModel() ) == NULL ) {
+ ri.Printf( PRINT_WARNING, "RE_RegisterModel: R_AllocModel() failed for '%s'\n", name);
+ return 0;
+ }
+
+ // only set the name after the model has been successfully loaded
+ Q_strncpyz( mod->name, name, sizeof( mod->name ) );
+
+
+ // make sure the render thread is stopped
+ R_SyncRenderThread();
+
+ mod->numLods = 0;
+
+ //
+ // load the files
+ //
+ numLoaded = 0;
+
+ strcpy(filename, name);
+
+ fext = strchr(filename, '.');
+ if(!fext)
+ fext = defex;
+ else
+ {
+ *fext = '\0';
+ fext++;
+ }
+
+#ifdef RAVENMD4
+ if(!Q_stricmp(fext, "mdr"))
+ {
+ int filesize;
+
+ filesize = ri.FS_ReadFile(name, (void **) &buf);
+ if(!buf)
+ {
+ ri.Printf (PRINT_WARNING,"RE_RegisterModel: couldn't load %s\n", name);
+ mod->type = MOD_BAD;
+ return 0;
+ }
+
+ ident = LittleLong(*(unsigned *)buf);
+ if(ident == MDR_IDENT)
+ loaded = R_LoadMDR(mod, buf, filesize, name);
+
+ ri.FS_FreeFile (buf);
+
+ if(!loaded)
+ {
+ ri.Printf(PRINT_WARNING,"RE_RegisterModel: couldn't load mdr file %s\n", name);
+ mod->type = MOD_BAD;
+ return 0;
+ }
+
+ return mod->index;
+ }
+#endif
+
+ fext = defex;
+
+ for ( lod = MD3_MAX_LODS - 1 ; lod >= 0 ; lod-- ) {
+ if ( lod )
+ Com_sprintf(namebuf, sizeof(namebuf), "%s_%d.%s", filename, lod, fext);
+ else
+ Com_sprintf(namebuf, sizeof(namebuf), "%s.%s", filename, fext);
+
+ ri.FS_ReadFile( namebuf, (void **)&buf );
+ if ( !buf ) {
+ continue;
+ }
+
+ loadmodel = mod;
+
+ ident = LittleLong(*(unsigned *)buf);
+ if ( ident == MD4_IDENT ) {
+ loaded = R_LoadMD4( mod, buf, name );
+ } else {
+ if ( ident != MD3_IDENT ) {
+ ri.Printf (PRINT_WARNING,"RE_RegisterModel: unknown fileid for %s\n", name);
+ goto fail;
+ }
+
+ loaded = R_LoadMD3( mod, lod, buf, name );
+ }
+
+ ri.FS_FreeFile (buf);
+
+ if ( !loaded ) {
+ if ( lod == 0 ) {
+ goto fail;
+ } else {
+ break;
+ }
+ } else {
+ mod->numLods++;
+ numLoaded++;
+ // if we have a valid model and are biased
+ // so that we won't see any higher detail ones,
+ // stop loading them
+// if ( lod <= r_lodbias->integer ) {
+// break;
+// }
+ }
+ }
+
+ if ( numLoaded ) {
+ // duplicate into higher lod spots that weren't
+ // loaded, in case the user changes r_lodbias on the fly
+ for ( lod-- ; lod >= 0 ; lod-- ) {
+ mod->numLods++;
+ mod->md3[lod] = mod->md3[lod+1];
+ }
+
+ return mod->index;
+ }
+#ifdef _DEBUG
+ else {
+ ri.Printf (PRINT_WARNING,"RE_RegisterModel: couldn't load %s\n", name);
+ }
+#endif
+
+fail:
+ // we still keep the model_t around, so if the model name is asked for
+ // again, we won't bother scanning the filesystem
+ mod->type = MOD_BAD;
+ return 0;
+}
+
+
+/*
+=================
+R_LoadMD3
+=================
+*/
+static qboolean R_LoadMD3 (model_t *mod, int lod, void *buffer, const char *mod_name ) {
+ int i, j;
+ md3Header_t *pinmodel;
+ md3Frame_t *frame;
+ md3Surface_t *surf;
+ md3Shader_t *shader;
+ md3Triangle_t *tri;
+ md3St_t *st;
+ md3XyzNormal_t *xyz;
+ md3Tag_t *tag;
+ int version;
+ int size;
+
+ pinmodel = (md3Header_t *)buffer;
+
+ version = LittleLong (pinmodel->version);
+ if (version != MD3_VERSION) {
+ ri.Printf( PRINT_WARNING, "R_LoadMD3: %s has wrong version (%i should be %i)\n",
+ mod_name, version, MD3_VERSION);
+ return qfalse;
+ }
+
+ mod->type = MOD_MESH;
+ size = LittleLong(pinmodel->ofsEnd);
+ mod->dataSize += size;
+ mod->md3[lod] = ri.Hunk_Alloc( size, h_low );
+
+ Com_Memcpy (mod->md3[lod], buffer, LittleLong(pinmodel->ofsEnd) );
+
+ LL(mod->md3[lod]->ident);
+ LL(mod->md3[lod]->version);
+ LL(mod->md3[lod]->numFrames);
+ LL(mod->md3[lod]->numTags);
+ LL(mod->md3[lod]->numSurfaces);
+ LL(mod->md3[lod]->ofsFrames);
+ LL(mod->md3[lod]->ofsTags);
+ LL(mod->md3[lod]->ofsSurfaces);
+ LL(mod->md3[lod]->ofsEnd);
+
+ if ( mod->md3[lod]->numFrames < 1 ) {
+ ri.Printf( PRINT_WARNING, "R_LoadMD3: %s has no frames\n", mod_name );
+ return qfalse;
+ }
+
+ // swap all the frames
+ frame = (md3Frame_t *) ( (byte *)mod->md3[lod] + mod->md3[lod]->ofsFrames );
+ for ( i = 0 ; i < mod->md3[lod]->numFrames ; i++, frame++) {
+ frame->radius = LittleFloat( frame->radius );
+ for ( j = 0 ; j < 3 ; j++ ) {
+ frame->bounds[0][j] = LittleFloat( frame->bounds[0][j] );
+ frame->bounds[1][j] = LittleFloat( frame->bounds[1][j] );
+ frame->localOrigin[j] = LittleFloat( frame->localOrigin[j] );
+ }
+ }
+
+ // swap all the tags
+ tag = (md3Tag_t *) ( (byte *)mod->md3[lod] + mod->md3[lod]->ofsTags );
+ for ( i = 0 ; i < mod->md3[lod]->numTags * mod->md3[lod]->numFrames ; i++, tag++) {
+ for ( j = 0 ; j < 3 ; j++ ) {
+ tag->origin[j] = LittleFloat( tag->origin[j] );
+ tag->axis[0][j] = LittleFloat( tag->axis[0][j] );
+ tag->axis[1][j] = LittleFloat( tag->axis[1][j] );
+ tag->axis[2][j] = LittleFloat( tag->axis[2][j] );
+ }
+ }
+
+ // swap all the surfaces
+ surf = (md3Surface_t *) ( (byte *)mod->md3[lod] + mod->md3[lod]->ofsSurfaces );
+ for ( i = 0 ; i < mod->md3[lod]->numSurfaces ; i++) {
+
+ LL(surf->ident);
+ LL(surf->flags);
+ LL(surf->numFrames);
+ LL(surf->numShaders);
+ LL(surf->numTriangles);
+ LL(surf->ofsTriangles);
+ LL(surf->numVerts);
+ LL(surf->ofsShaders);
+ LL(surf->ofsSt);
+ LL(surf->ofsXyzNormals);
+ LL(surf->ofsEnd);
+
+ if ( surf->numVerts > SHADER_MAX_VERTEXES ) {
+ ri.Error (ERR_DROP, "R_LoadMD3: %s has more than %i verts on a surface (%i)",
+ mod_name, SHADER_MAX_VERTEXES, surf->numVerts );
+ }
+ if ( surf->numTriangles*3 > SHADER_MAX_INDEXES ) {
+ ri.Error (ERR_DROP, "R_LoadMD3: %s has more than %i triangles on a surface (%i)",
+ mod_name, SHADER_MAX_INDEXES / 3, surf->numTriangles );
+ }
+
+ // change to surface identifier
+ surf->ident = SF_MD3;
+
+ // lowercase the surface name so skin compares are faster
+ Q_strlwr( surf->name );
+
+ // strip off a trailing _1 or _2
+ // this is a crutch for q3data being a mess
+ j = strlen( surf->name );
+ if ( j > 2 && surf->name[j-2] == '_' ) {
+ surf->name[j-2] = 0;
+ }
+
+ // register the shaders
+ shader = (md3Shader_t *) ( (byte *)surf + surf->ofsShaders );
+ for ( j = 0 ; j < surf->numShaders ; j++, shader++ ) {
+ shader_t *sh;
+
+ sh = R_FindShader( shader->name, LIGHTMAP_NONE, qtrue );
+ if ( sh->defaultShader ) {
+ shader->shaderIndex = 0;
+ } else {
+ shader->shaderIndex = sh->index;
+ }
+ }
+
+ // swap all the triangles
+ tri = (md3Triangle_t *) ( (byte *)surf + surf->ofsTriangles );
+ for ( j = 0 ; j < surf->numTriangles ; j++, tri++ ) {
+ LL(tri->indexes[0]);
+ LL(tri->indexes[1]);
+ LL(tri->indexes[2]);
+ }
+
+ // swap all the ST
+ st = (md3St_t *) ( (byte *)surf + surf->ofsSt );
+ for ( j = 0 ; j < surf->numVerts ; j++, st++ ) {
+ st->st[0] = LittleFloat( st->st[0] );
+ st->st[1] = LittleFloat( st->st[1] );
+ }
+
+ // swap all the XyzNormals
+ xyz = (md3XyzNormal_t *) ( (byte *)surf + surf->ofsXyzNormals );
+ for ( j = 0 ; j < surf->numVerts * surf->numFrames ; j++, xyz++ )
+ {
+ xyz->xyz[0] = LittleShort( xyz->xyz[0] );
+ xyz->xyz[1] = LittleShort( xyz->xyz[1] );
+ xyz->xyz[2] = LittleShort( xyz->xyz[2] );
+
+ xyz->normal = LittleShort( xyz->normal );
+ }
+
+
+ // find the next surface
+ surf = (md3Surface_t *)( (byte *)surf + surf->ofsEnd );
+ }
+
+ return qtrue;
+}
+
+
+
+/*
+=================
+R_LoadMDR
+=================
+*/
+#ifdef RAVENMD4
+static qboolean R_LoadMDR( model_t *mod, void *buffer, int filesize, const char *mod_name )
+{
+ int i, j, k, l;
+ mdrHeader_t *pinmodel, *mdr;
+ mdrFrame_t *frame;
+ mdrLOD_t *lod, *curlod;
+ mdrSurface_t *surf, *cursurf;
+ mdrTriangle_t *tri, *curtri;
+ mdrVertex_t *v, *curv;
+ mdrWeight_t *weight, *curweight;
+ mdrTag_t *tag, *curtag;
+ int size;
+ shader_t *sh;
+
+ pinmodel = (mdrHeader_t *)buffer;
+
+ pinmodel->version = LittleLong(pinmodel->version);
+ if (pinmodel->version != MDR_VERSION)
+ {
+ ri.Printf(PRINT_WARNING, "R_LoadMDR: %s has wrong version (%i should be %i)\n", mod_name, pinmodel->version, MDR_VERSION);
+ return qfalse;
+ }
+
+ size = LittleLong(pinmodel->ofsEnd);
+
+ if(size > filesize)
+ {
+ ri.Printf(PRINT_WARNING, "R_LoadMDR: Header of %s is broken. Wrong filesize declared!\n", mod_name);
+ return qfalse;
+ }
+
+ mod->type = MOD_MDR;
+
+ pinmodel->numFrames = LittleLong(pinmodel->numFrames);
+ pinmodel->numBones = LittleLong(pinmodel->numBones);
+ pinmodel->ofsFrames = LittleLong(pinmodel->ofsFrames);
+
+ // This is a model that uses some type of compressed Bones. We don't want to uncompress every bone for each rendered frame
+ // over and over again, we'll uncompress it in this function already, so we must adjust the size of the target md4.
+ if(pinmodel->ofsFrames < 0)
+ {
+ // mdrFrame_t is larger than mdrCompFrame_t:
+ size += pinmodel->numFrames * sizeof(frame->name);
+ // now add enough space for the uncompressed bones.
+ size += pinmodel->numFrames * pinmodel->numBones * ((sizeof(mdrBone_t) - sizeof(mdrCompBone_t)));
+ }
+
+ mod->dataSize += size;
+ mod->md4 = mdr = ri.Hunk_Alloc( size, h_low );
+
+ // Copy all the values over from the file and fix endian issues in the process, if necessary.
+
+ mdr->ident = LittleLong(pinmodel->ident);
+ mdr->version = pinmodel->version; // Don't need to swap byte order on this one, we already did above.
+ Q_strncpyz(mdr->name, pinmodel->name, sizeof(mdr->name));
+ mdr->numFrames = pinmodel->numFrames;
+ mdr->numBones = pinmodel->numBones;
+ mdr->numLODs = LittleLong(pinmodel->numLODs);
+ mdr->numTags = LittleLong(pinmodel->numTags);
+ // We don't care about offset values, we'll generate them ourselves while loading.
+
+ mod->numLods = mdr->numLODs;
+
+ if ( mdr->numFrames < 1 )
+ {
+ ri.Printf(PRINT_WARNING, "R_LoadMDR: %s has no frames\n", mod_name);
+ return qfalse;
+ }
+
+ /* The first frame will be put into the first free space after the header */
+ frame = (mdrFrame_t *)(mdr + 1);
+ mdr->ofsFrames = (int)((byte *) frame - (byte *) mdr);
+
+ if (pinmodel->ofsFrames < 0)
+ {
+ mdrCompFrame_t *cframe;
+
+ // compressed model...
+ cframe = (mdrCompFrame_t *)((byte *) pinmodel - pinmodel->ofsFrames);
+
+ for(i = 0; i < mdr->numFrames; i++)
+ {
+ for(j = 0; j < 3; j++)
+ {
+ frame->bounds[0][j] = LittleFloat(cframe->bounds[0][j]);
+ frame->bounds[1][j] = LittleFloat(cframe->bounds[1][j]);
+ frame->localOrigin[j] = LittleFloat(cframe->localOrigin[j]);
+ }
+
+ frame->radius = LittleFloat(cframe->radius);
+ frame->name[0] = '\0'; // No name supplied in the compressed version.
+
+ for(j = 0; j < mdr->numBones; j++)
+ {
+ for(k = 0; k < (sizeof(cframe->bones[j].Comp) / 2); k++)
+ {
+ // Do swapping for the uncompressing functions. They seem to use shorts
+ // values only, so I assume this will work. Never tested it on other
+ // platforms, though.
+
+ ((unsigned short *)(cframe->bones[j].Comp))[k] =
+ LittleShort( ((unsigned short *)(cframe->bones[j].Comp))[k] );
+ }
+
+ /* Now do the actual uncompressing */
+ MC_UnCompress(frame->bones[j].matrix, cframe->bones[j].Comp);
+ }
+
+ // Next Frame...
+ cframe = (mdrCompFrame_t *) &cframe->bones[j];
+ frame = (mdrFrame_t *) &frame->bones[j];
+ }
+ }
+ else
+ {
+ mdrFrame_t *curframe;
+
+ // uncompressed model...
+ //
+
+ curframe = (mdrFrame_t *)((byte *) pinmodel + pinmodel->ofsFrames);
+
+ // swap all the frames
+ for ( i = 0 ; i < mdr->numFrames ; i++)
+ {
+ for(j = 0; j < 3; j++)
+ {
+ frame->bounds[0][j] = LittleFloat(curframe->bounds[0][j]);
+ frame->bounds[1][j] = LittleFloat(curframe->bounds[1][j]);
+ frame->localOrigin[j] = LittleFloat(curframe->localOrigin[j]);
+ }
+
+ frame->radius = LittleFloat(curframe->radius);
+ Q_strncpyz(frame->name, curframe->name, sizeof(frame->name));
+
+ for (j = 0; j < (int) (mdr->numBones * sizeof(mdrBone_t) / 4); j++)
+ {
+ ((float *)frame->bones)[j] = LittleFloat( ((float *)curframe->bones)[j] );
+ }
+
+ curframe++;
+ frame++;
+ }
+ }
+
+ // frame should now point to the first free address after all frames.
+ lod = (mdrLOD_t *) frame;
+ mdr->ofsLODs = (int) ((byte *) lod - (byte *)mdr);
+
+ curlod = (mdrLOD_t *)((byte *) pinmodel + LittleLong(pinmodel->ofsLODs));
+
+ // swap all the LOD's
+ for ( l = 0 ; l < mdr->numLODs ; l++)
+ {
+ lod->numSurfaces = LittleLong(curlod->numSurfaces);
+
+ // swap all the surfaces
+ surf = (mdrSurface_t *) (lod + 1);
+ lod->ofsSurfaces = (int)((byte *) surf - (byte *) lod);
+ cursurf = (mdrSurface_t *) ((byte *)curlod + LittleLong(curlod->ofsSurfaces));
+
+ for ( i = 0 ; i < lod->numSurfaces ; i++) {
+ // first do some copying stuff
+
+ surf->ident = SF_MDR;
+ Q_strncpyz(surf->name, cursurf->name, sizeof(surf->name));
+ Q_strncpyz(surf->shader, cursurf->shader, sizeof(surf->shader));
+
+ surf->ofsHeader = (byte *) mdr - (byte *) surf;
+
+ surf->numVerts = LittleLong(cursurf->numVerts);
+ surf->numTriangles = LittleLong(cursurf->numTriangles);
+ // numBoneReferences and BoneReferences generally seem to be unused
+
+ // now do the checks that may fail.
+ if ( surf->numVerts > SHADER_MAX_VERTEXES )
+ {
+ ri.Printf(PRINT_WARNING, "R_LoadMDR: %s has more than %i verts on a surface (%i)",
+ mod_name, SHADER_MAX_VERTEXES, surf->numVerts );
+ return qfalse;
+ }
+ if ( surf->numTriangles*3 > SHADER_MAX_INDEXES )
+ {
+ ri.Printf(PRINT_WARNING, "R_LoadMDR: %s has more than %i triangles on a surface (%i)",
+ mod_name, SHADER_MAX_INDEXES / 3, surf->numTriangles );
+ return qfalse;
+ }
+ // lowercase the surface name so skin compares are faster
+ Q_strlwr( surf->name );
+
+ // register the shaders
+ sh = R_FindShader(surf->shader, LIGHTMAP_NONE, qtrue);
+ if ( sh->defaultShader ) {
+ surf->shaderIndex = 0;
+ } else {
+ surf->shaderIndex = sh->index;
+ }
+
+ // now copy the vertexes.
+ v = (mdrVertex_t *) (surf + 1);
+ surf->ofsVerts = (int)((byte *) v - (byte *) surf);
+ curv = (mdrVertex_t *) ((byte *)cursurf + LittleLong(cursurf->ofsVerts));
+
+ for(j = 0; j < surf->numVerts; j++)
+ {
+ v->normal[0] = LittleFloat(curv->normal[0]);
+ v->normal[1] = LittleFloat(curv->normal[1]);
+ v->normal[2] = LittleFloat(curv->normal[2]);
+
+ v->texCoords[0] = LittleFloat(curv->texCoords[0]);
+ v->texCoords[1] = LittleFloat(curv->texCoords[1]);
+
+ v->numWeights = LittleLong(curv->numWeights);
+ weight = &v->weights[0];
+ curweight = &curv->weights[0];
+
+ // Now copy all the weights
+ for(k = 0; k < v->numWeights; k++)
+ {
+ weight->boneIndex = LittleLong(curweight->boneIndex);
+ weight->boneWeight = LittleFloat(curweight->boneWeight);
+
+ weight->offset[0] = LittleFloat(curweight->offset[0]);
+ weight->offset[1] = LittleFloat(curweight->offset[1]);
+ weight->offset[2] = LittleFloat(curweight->offset[2]);
+
+ weight++;
+ curweight++;
+ }
+
+ v = (mdrVertex_t *) weight;
+ curv = (mdrVertex_t *) curweight;
+ }
+
+ // we know the offset to the triangles now:
+ tri = (mdrTriangle_t *) v;
+ surf->ofsTriangles = (int)((byte *) tri - (byte *) surf);
+ curtri = (mdrTriangle_t *)((byte *) cursurf + LittleLong(cursurf->ofsTriangles));
+
+ for(j = 0; j < surf->numTriangles; j++)
+ {
+ tri->indexes[0] = LittleLong(curtri->indexes[0]);
+ tri->indexes[1] = LittleLong(curtri->indexes[1]);
+ tri->indexes[2] = LittleLong(curtri->indexes[2]);
+
+ tri++;
+ curtri++;
+ }
+
+ // tri now points to the end of the surface.
+ surf->ofsEnd = (byte *) tri - (byte *) surf;
+ surf = (mdrSurface_t *) tri;
+
+ // find the next surface.
+ cursurf = (mdrSurface_t *) ((byte *) cursurf + LittleLong(cursurf->ofsEnd));
+ }
+
+ // surf points to the next lod now.
+ lod->ofsEnd = (int)((byte *) surf - (byte *) lod);
+ lod = (mdrLOD_t *) surf;
+
+ // find the next LOD.
+ curlod = (mdrLOD_t *)((byte *) curlod + LittleLong(curlod->ofsEnd));
+ }
+
+ // lod points to the first tag now, so update the offset too.
+ tag = (mdrTag_t *) lod;
+ mdr->ofsTags = (int)((byte *) tag - (byte *) mdr);
+ curtag = (mdrTag_t *) ((byte *)pinmodel + LittleLong(pinmodel->ofsTags));
+
+ for (i = 0 ; i < mdr->numTags ; i++)
+ {
+ tag->boneIndex = LittleLong(curtag->boneIndex);
+ Q_strncpyz(tag->name, curtag->name, sizeof(tag->name));
+
+ tag++;
+ curtag++;
+ }
+
+ // And finally we know the offset to the end.
+ mdr->ofsEnd = (int)((byte *) tag - (byte *) mdr);
+
+ // phew! we're done.
+
+ return qtrue;
+}
+#endif
+
+/*
+=================
+R_LoadMD4
+=================
+*/
+
+static qboolean R_LoadMD4( model_t *mod, void *buffer, const char *mod_name ) {
+ int i, j, k, lodindex;
+ md4Header_t *pinmodel, *md4;
+ md4Frame_t *frame;
+ md4LOD_t *lod;
+ md4Surface_t *surf;
+ md4Triangle_t *tri;
+ md4Vertex_t *v;
+ int version;
+ int size;
+ shader_t *sh;
+ int frameSize;
+
+ pinmodel = (md4Header_t *)buffer;
+
+ version = LittleLong (pinmodel->version);
+ if (version != MD4_VERSION) {
+ ri.Printf( PRINT_WARNING, "R_LoadMD4: %s has wrong version (%i should be %i)\n",
+ mod_name, version, MD4_VERSION);
+ return qfalse;
+ }
+
+ mod->type = MOD_MD4;
+ size = LittleLong(pinmodel->ofsEnd);
+ mod->dataSize += size;
+ md4 = mod->md4 = ri.Hunk_Alloc( size, h_low );
+
+ Com_Memcpy(md4, buffer, size);
+
+ LL(md4->ident);
+ LL(md4->version);
+ LL(md4->numFrames);
+ LL(md4->numBones);
+ LL(md4->numLODs);
+ LL(md4->ofsFrames);
+ LL(md4->ofsLODs);
+ md4->ofsEnd = size;
+
+ if ( md4->numFrames < 1 ) {
+ ri.Printf( PRINT_WARNING, "R_LoadMD4: %s has no frames\n", mod_name );
+ return qfalse;
+ }
+
+ // we don't need to swap tags in the renderer, they aren't used
+
+ // swap all the frames
+ frameSize = (size_t)( &((md4Frame_t *)0)->bones[ md4->numBones ] );
+ for ( i = 0 ; i < md4->numFrames ; i++, frame++) {
+ frame = (md4Frame_t *) ( (byte *)md4 + md4->ofsFrames + i * frameSize );
+ frame->radius = LittleFloat( frame->radius );
+ for ( j = 0 ; j < 3 ; j++ ) {
+ frame->bounds[0][j] = LittleFloat( frame->bounds[0][j] );
+ frame->bounds[1][j] = LittleFloat( frame->bounds[1][j] );
+ frame->localOrigin[j] = LittleFloat( frame->localOrigin[j] );
+ }
+ for ( j = 0 ; j < md4->numBones * sizeof( md4Bone_t ) / 4 ; j++ ) {
+ ((float *)frame->bones)[j] = LittleFloat( ((float *)frame->bones)[j] );
+ }
+ }
+
+ // swap all the LOD's
+ lod = (md4LOD_t *) ( (byte *)md4 + md4->ofsLODs );
+ for ( lodindex = 0 ; lodindex < md4->numLODs ; lodindex++ ) {
+
+ // swap all the surfaces
+ surf = (md4Surface_t *) ( (byte *)lod + lod->ofsSurfaces );
+ for ( i = 0 ; i < lod->numSurfaces ; i++) {
+ LL(surf->ident);
+ LL(surf->numTriangles);
+ LL(surf->ofsTriangles);
+ LL(surf->numVerts);
+ LL(surf->ofsVerts);
+ LL(surf->ofsEnd);
+
+ if ( surf->numVerts > SHADER_MAX_VERTEXES ) {
+ ri.Error (ERR_DROP, "R_LoadMD3: %s has more than %i verts on a surface (%i)",
+ mod_name, SHADER_MAX_VERTEXES, surf->numVerts );
+ }
+ if ( surf->numTriangles*3 > SHADER_MAX_INDEXES ) {
+ ri.Error (ERR_DROP, "R_LoadMD3: %s has more than %i triangles on a surface (%i)",
+ mod_name, SHADER_MAX_INDEXES / 3, surf->numTriangles );
+ }
+
+ // change to surface identifier
+ surf->ident = SF_MD4;
+
+ // lowercase the surface name so skin compares are faster
+ Q_strlwr( surf->name );
+
+ // register the shaders
+ sh = R_FindShader( surf->shader, LIGHTMAP_NONE, qtrue );
+ if ( sh->defaultShader ) {
+ surf->shaderIndex = 0;
+ } else {
+ surf->shaderIndex = sh->index;
+ }
+
+ // swap all the triangles
+ tri = (md4Triangle_t *) ( (byte *)surf + surf->ofsTriangles );
+ for ( j = 0 ; j < surf->numTriangles ; j++, tri++ ) {
+ LL(tri->indexes[0]);
+ LL(tri->indexes[1]);
+ LL(tri->indexes[2]);
+ }
+
+ // swap all the vertexes
+ // FIXME
+ // This makes TFC's skeletons work. Shouldn't be necessary anymore, but left
+ // in for reference.
+ //v = (md4Vertex_t *) ( (byte *)surf + surf->ofsVerts + 12);
+ v = (md4Vertex_t *) ( (byte *)surf + surf->ofsVerts);
+ for ( j = 0 ; j < surf->numVerts ; j++ ) {
+ v->normal[0] = LittleFloat( v->normal[0] );
+ v->normal[1] = LittleFloat( v->normal[1] );
+ v->normal[2] = LittleFloat( v->normal[2] );
+
+ v->texCoords[0] = LittleFloat( v->texCoords[0] );
+ v->texCoords[1] = LittleFloat( v->texCoords[1] );
+
+ v->numWeights = LittleLong( v->numWeights );
+
+ for ( k = 0 ; k < v->numWeights ; k++ ) {
+ v->weights[k].boneIndex = LittleLong( v->weights[k].boneIndex );
+ v->weights[k].boneWeight = LittleFloat( v->weights[k].boneWeight );
+ v->weights[k].offset[0] = LittleFloat( v->weights[k].offset[0] );
+ v->weights[k].offset[1] = LittleFloat( v->weights[k].offset[1] );
+ v->weights[k].offset[2] = LittleFloat( v->weights[k].offset[2] );
+ }
+ // 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 *)( ( byte * )&v->weights[v->numWeights]);
+ }
+
+ // find the next surface
+ surf = (md4Surface_t *)( (byte *)surf + surf->ofsEnd );
+ }
+
+ // find the next LOD
+ lod = (md4LOD_t *)( (byte *)lod + lod->ofsEnd );
+ }
+
+ return qtrue;
+}
+
+
+
+//=============================================================================
+
+/*
+** RE_BeginRegistration
+*/
+void RE_BeginRegistration( glconfig_t *glconfigOut ) {
+
+ R_Init();
+
+ *glconfigOut = glConfig;
+
+ R_SyncRenderThread();
+
+ tr.viewCluster = -1; // force markleafs to regenerate
+ R_ClearFlares();
+ RE_ClearScene();
+
+ tr.registered = qtrue;
+
+ // NOTE: this sucks, for some reason the first stretch pic is never drawn
+ // without this we'd see a white flash on a level load because the very
+ // first time the level shot would not be drawn
+ RE_StretchPic(0, 0, 0, 0, 0, 0, 1, 1, 0);
+}
+
+//=============================================================================
+
+/*
+===============
+R_ModelInit
+===============
+*/
+void R_ModelInit( void ) {
+ model_t *mod;
+
+ // leave a space for NULL model
+ tr.numModels = 0;
+
+ mod = R_AllocModel();
+ mod->type = MOD_BAD;
+}
+
+
+/*
+================
+R_Modellist_f
+================
+*/
+void R_Modellist_f( void ) {
+ int i, j;
+ model_t *mod;
+ int total;
+ int lods;
+
+ total = 0;
+ for ( i = 1 ; i < tr.numModels; i++ ) {
+ mod = tr.models[i];
+ lods = 1;
+ for ( j = 1 ; j < MD3_MAX_LODS ; j++ ) {
+ if ( mod->md3[j] && mod->md3[j] != mod->md3[j-1] ) {
+ lods++;
+ }
+ }
+ ri.Printf( PRINT_ALL, "%8i : (%i) %s\n",mod->dataSize, lods, mod->name );
+ total += mod->dataSize;
+ }
+ ri.Printf( PRINT_ALL, "%8i : Total models\n", total );
+
+#if 0 // not working right with new hunk
+ if ( tr.world ) {
+ ri.Printf( PRINT_ALL, "\n%8i : %s\n", tr.world->dataSize, tr.world->name );
+ }
+#endif
+}
+
+
+//=============================================================================
+
+
+/*
+================
+R_GetTag
+================
+*/
+static md3Tag_t *R_GetTag( md3Header_t *mod, int frame, const char *tagName ) {
+ md3Tag_t *tag;
+ int i;
+
+ if ( frame >= mod->numFrames ) {
+ // it is possible to have a bad frame while changing models, so don't error
+ frame = mod->numFrames - 1;
+ }
+
+ tag = (md3Tag_t *)((byte *)mod + mod->ofsTags) + frame * mod->numTags;
+ for ( i = 0 ; i < mod->numTags ; i++, tag++ ) {
+ if ( !strcmp( tag->name, tagName ) ) {
+ return tag; // found it
+ }
+ }
+
+ return NULL;
+}
+
+#ifdef RAVENMD4
+void R_GetAnimTag( mdrHeader_t *mod, int framenum, const char *tagName, md3Tag_t * dest)
+{
+ int i, j, k;
+ int frameSize;
+ mdrFrame_t *frame;
+ mdrTag_t *tag;
+
+ if ( framenum >= mod->numFrames )
+ {
+ // it is possible to have a bad frame while changing models, so don't error
+ framenum = mod->numFrames - 1;
+ }
+
+ tag = (mdrTag_t *)((byte *)mod + mod->ofsTags);
+ for ( i = 0 ; i < mod->numTags ; i++, tag++ )
+ {
+ if ( !strcmp( tag->name, tagName ) )
+ {
+ Q_strncpyz(dest->name, tag->name, sizeof(dest->name));
+
+ // uncompressed model...
+ //
+ frameSize = (long)( &((mdrFrame_t *)0)->bones[ mod->numBones ] );
+ frame = (mdrFrame_t *)((byte *)mod + mod->ofsFrames + framenum * frameSize );
+
+ for (j = 0; j < 3; j++)
+ {
+ for (k = 0; k < 3; k++)
+ dest->axis[j][k]=frame->bones[tag->boneIndex].matrix[k][j];
+ }
+
+ dest->origin[0]=frame->bones[tag->boneIndex].matrix[0][3];
+ dest->origin[1]=frame->bones[tag->boneIndex].matrix[1][3];
+ dest->origin[2]=frame->bones[tag->boneIndex].matrix[2][3];
+
+ return;
+ }
+ }
+
+ AxisClear( dest->axis );
+ VectorClear( dest->origin );
+ strcpy(dest->name,"");
+}
+#endif
+
+/*
+================
+R_LerpTag
+================
+*/
+int R_LerpTag( orientation_t *tag, qhandle_t handle, int startFrame, int endFrame,
+ float frac, const char *tagName ) {
+ md3Tag_t *start, *end;
+#ifdef RAVENMD4
+ md3Tag_t start_space, end_space;
+#endif
+ int i;
+ float frontLerp, backLerp;
+ model_t *model;
+
+ model = R_GetModelByHandle( handle );
+ if ( !model->md3[0] )
+ {
+#ifdef RAVENMD4
+ if(model->md4)
+ {
+ start = &start_space;
+ end = &end_space;
+ R_GetAnimTag((mdrHeader_t *) model->md4, startFrame, tagName, start);
+ R_GetAnimTag((mdrHeader_t *) model->md4, endFrame, tagName, end);
+ }
+ else
+#endif
+ {
+
+ AxisClear( tag->axis );
+ VectorClear( tag->origin );
+ return qfalse;
+
+ }
+ }
+ else
+ {
+ start = R_GetTag( model->md3[0], startFrame, tagName );
+ end = R_GetTag( model->md3[0], endFrame, tagName );
+ if ( !start || !end ) {
+ AxisClear( tag->axis );
+ VectorClear( tag->origin );
+ return qfalse;
+ }
+ }
+
+ frontLerp = frac;
+ backLerp = 1.0f - frac;
+
+ for ( i = 0 ; i < 3 ; i++ ) {
+ tag->origin[i] = start->origin[i] * backLerp + end->origin[i] * frontLerp;
+ tag->axis[0][i] = start->axis[0][i] * backLerp + end->axis[0][i] * frontLerp;
+ tag->axis[1][i] = start->axis[1][i] * backLerp + end->axis[1][i] * frontLerp;
+ tag->axis[2][i] = start->axis[2][i] * backLerp + end->axis[2][i] * frontLerp;
+ }
+ VectorNormalize( tag->axis[0] );
+ VectorNormalize( tag->axis[1] );
+ VectorNormalize( tag->axis[2] );
+ return qtrue;
+}
+
+
+/*
+====================
+R_ModelBounds
+====================
+*/
+void R_ModelBounds( qhandle_t handle, vec3_t mins, vec3_t maxs ) {
+ model_t *model;
+ md3Header_t *header;
+ md3Frame_t *frame;
+
+ model = R_GetModelByHandle( handle );
+
+ if ( model->bmodel ) {
+ VectorCopy( model->bmodel->bounds[0], mins );
+ VectorCopy( model->bmodel->bounds[1], maxs );
+ return;
+ }
+
+ if ( !model->md3[0] ) {
+ VectorClear( mins );
+ VectorClear( maxs );
+ return;
+ }
+
+ header = model->md3[0];
+
+ frame = (md3Frame_t *)( (byte *)header + header->ofsFrames );
+
+ VectorCopy( frame->bounds[0], mins );
+ VectorCopy( frame->bounds[1], maxs );
+}
+