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authorTim Angus <tim@ngus.net>2005-12-10 03:08:56 +0000
committerTim Angus <tim@ngus.net>2005-12-10 03:08:56 +0000
commit3b447421efc76ba76fbdae62f893fc6916af5433 (patch)
tree035963614a2e6333b6d38667b5142c2c0e7863c7 /ioq3-r437/src/renderer/tr_model.c
parent08446c16acbbb9a9d12fccb21e27cfa29d076e77 (diff)
* Well I fucked that up then...
Diffstat (limited to 'ioq3-r437/src/renderer/tr_model.c')
-rw-r--r--ioq3-r437/src/renderer/tr_model.c1105
1 files changed, 0 insertions, 1105 deletions
diff --git a/ioq3-r437/src/renderer/tr_model.c b/ioq3-r437/src/renderer/tr_model.c
deleted file mode 100644
index a6bfb5db..00000000
--- a/ioq3-r437/src/renderer/tr_model.c
+++ /dev/null
@@ -1,1105 +0,0 @@
-/*
-===========================================================================
-Copyright (C) 1999-2005 Id Software, Inc.
-
-This file is part of Quake III Arena source code.
-
-Quake III Arena source code 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.
-
-Quake III Arena source code 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 Quake III Arena source code; 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] = curtri->indexes[0];
- tri->indexes[1] = curtri->indexes[1];
- tri->indexes[2] = curtri->indexes[2];
-
- tri++;
- curtri++;
- }
-
- // tri and curtri now point to the end of their surfaces.
- surf->ofsEnd = (byte *) tri - (byte *) surf;
-
- // find the next surface
- surf = (mdrSurface_t *) tri;
- cursurf = (mdrSurface_t *) curtri;
- }
-
- // surf points to the next lod now.
- lod->ofsEnd = (int)((byte *) surf - (byte *) lod);
-
- lod = (mdrLOD_t *) surf;
- curlod = (mdrLOD_t *) cursurf;
- }
-
- // 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;
- 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 );
- #if 1
- VectorCopy(&frame->bones[tag->boneIndex].matrix[0][0], dest->axis[0] );
- VectorCopy(&frame->bones[tag->boneIndex].matrix[1][0], dest->axis[1] );
- VectorCopy(&frame->bones[tag->boneIndex].matrix[2][0], dest->axis[2] );
- #else
- {
- int j,k;
- for (j=0;j<3;j++)
- {
- for (k=0;k<3;k++)
- dest->axis[j][k]=frame->bones[tag->boneIndex].matrix[k][j];
- }
- }
- #endif
- 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 );
-}
-