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authorJames Canete <use.less01@gmail.com>2012-10-26 01:23:06 +0000
committerTim Angus <tim@ngus.net>2013-01-12 21:20:52 +0000
commit9487654b9dd89200a7d28912effe717651387fa3 (patch)
tree916c69ce92a6836b638de22c614b703e49192169 /src/rend2/tr_model.c
parent9f48a26a280b631489573794e23058734ec73c30 (diff)
Added Rend2, an alternate renderer. (Bug #4358)
Diffstat (limited to 'src/rend2/tr_model.c')
-rw-r--r--src/rend2/tr_model.c1580
1 files changed, 1580 insertions, 0 deletions
diff --git a/src/rend2/tr_model.c b/src/rend2/tr_model.c
new file mode 100644
index 00000000..b269fdee
--- /dev/null
+++ b/src/rend2/tr_model.c
@@ -0,0 +1,1580 @@
+/*
+===========================================================================
+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, int bufferSize, const char *modName);
+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
+
+/*
+====================
+R_RegisterMD3
+====================
+*/
+qhandle_t R_RegisterMD3(const char *name, model_t *mod)
+{
+ union {
+ unsigned *u;
+ void *v;
+ } buf;
+ int size;
+ int lod;
+ int ident;
+ qboolean loaded = qfalse;
+ int numLoaded;
+ char filename[MAX_QPATH], namebuf[MAX_QPATH+20];
+ char *fext, defex[] = "md3";
+
+ numLoaded = 0;
+
+ strcpy(filename, name);
+
+ fext = strchr(filename, '.');
+ if(!fext)
+ fext = defex;
+ else
+ {
+ *fext = '\0';
+ fext++;
+ }
+
+ 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);
+
+ size = ri.FS_ReadFile( namebuf, &buf.v );
+ if(!buf.u)
+ continue;
+
+ ident = LittleLong(* (unsigned *) buf.u);
+ if (ident == MD4_IDENT)
+ loaded = R_LoadMD4(mod, buf.u, name);
+ else
+ {
+ if (ident == MD3_IDENT)
+ loaded = R_LoadMD3(mod, lod, buf.u, size, name);
+ else
+ ri.Printf(PRINT_WARNING,"R_RegisterMD3: unknown fileid for %s\n", name);
+ }
+
+ ri.FS_FreeFile(buf.v);
+
+ if(loaded)
+ {
+ mod->numLods++;
+ numLoaded++;
+ }
+ else
+ 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->mdv[lod] = mod->mdv[lod + 1];
+ }
+
+ return mod->index;
+ }
+
+#ifdef _DEBUG
+ ri.Printf(PRINT_WARNING,"R_RegisterMD3: couldn't load %s\n", name);
+#endif
+
+ mod->type = MOD_BAD;
+ return 0;
+}
+
+#ifdef RAVENMD4
+/*
+====================
+R_RegisterMDR
+====================
+*/
+qhandle_t R_RegisterMDR(const char *name, model_t *mod)
+{
+ union {
+ unsigned *u;
+ void *v;
+ } buf;
+ int ident;
+ qboolean loaded = qfalse;
+ int filesize;
+
+ filesize = ri.FS_ReadFile(name, (void **) &buf.v);
+ if(!buf.u)
+ {
+ mod->type = MOD_BAD;
+ return 0;
+ }
+
+ ident = LittleLong(*(unsigned *)buf.u);
+ if(ident == MDR_IDENT)
+ loaded = R_LoadMDR(mod, buf.u, filesize, name);
+
+ ri.FS_FreeFile (buf.v);
+
+ if(!loaded)
+ {
+ ri.Printf(PRINT_WARNING,"R_RegisterMDR: couldn't load mdr file %s\n", name);
+ mod->type = MOD_BAD;
+ return 0;
+ }
+
+ return mod->index;
+}
+#endif
+
+/*
+====================
+R_RegisterIQM
+====================
+*/
+qhandle_t R_RegisterIQM(const char *name, model_t *mod)
+{
+ union {
+ unsigned *u;
+ void *v;
+ } buf;
+ qboolean loaded = qfalse;
+ int filesize;
+
+ filesize = ri.FS_ReadFile(name, (void **) &buf.v);
+ if(!buf.u)
+ {
+ mod->type = MOD_BAD;
+ return 0;
+ }
+
+ loaded = R_LoadIQM(mod, buf.u, filesize, name);
+
+ ri.FS_FreeFile (buf.v);
+
+ if(!loaded)
+ {
+ ri.Printf(PRINT_WARNING,"R_RegisterIQM: couldn't load iqm file %s\n", name);
+ mod->type = MOD_BAD;
+ return 0;
+ }
+
+ return mod->index;
+}
+
+
+typedef struct
+{
+ char *ext;
+ qhandle_t (*ModelLoader)( const char *, model_t * );
+} modelExtToLoaderMap_t;
+
+// Note that the ordering indicates the order of preference used
+// when there are multiple models of different formats available
+static modelExtToLoaderMap_t modelLoaders[ ] =
+{
+ { "iqm", R_RegisterIQM },
+#ifdef RAVENMD4
+ { "mdr", R_RegisterMDR },
+#endif
+ { "md4", R_RegisterMD3 },
+ { "md3", R_RegisterMD3 }
+};
+
+static int numModelLoaders = ARRAY_LEN(modelLoaders);
+
+//===============================================================================
+
+/*
+** 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;
+ qhandle_t hModel;
+ qboolean orgNameFailed = qfalse;
+ int orgLoader = -1;
+ int i;
+ char localName[ MAX_QPATH ];
+ const char *ext;
+ char altName[ MAX_QPATH ];
+
+ if ( !name || !name[0] ) {
+ ri.Printf( PRINT_ALL, "RE_RegisterModel: NULL name\n" );
+ return 0;
+ }
+
+ if ( strlen( name ) >= MAX_QPATH ) {
+ ri.Printf( PRINT_ALL, "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->type = MOD_BAD;
+ mod->numLods = 0;
+
+ //
+ // load the files
+ //
+ Q_strncpyz( localName, name, MAX_QPATH );
+
+ ext = COM_GetExtension( localName );
+
+ if( *ext )
+ {
+ // Look for the correct loader and use it
+ for( i = 0; i < numModelLoaders; i++ )
+ {
+ if( !Q_stricmp( ext, modelLoaders[ i ].ext ) )
+ {
+ // Load
+ hModel = modelLoaders[ i ].ModelLoader( localName, mod );
+ break;
+ }
+ }
+
+ // A loader was found
+ if( i < numModelLoaders )
+ {
+ if( !hModel )
+ {
+ // Loader failed, most likely because the file isn't there;
+ // try again without the extension
+ orgNameFailed = qtrue;
+ orgLoader = i;
+ COM_StripExtension( name, localName, MAX_QPATH );
+ }
+ else
+ {
+ // Something loaded
+ return mod->index;
+ }
+ }
+ }
+
+ // Try and find a suitable match using all
+ // the model formats supported
+ for( i = 0; i < numModelLoaders; i++ )
+ {
+ if (i == orgLoader)
+ continue;
+
+ Com_sprintf( altName, sizeof (altName), "%s.%s", localName, modelLoaders[ i ].ext );
+
+ // Load
+ hModel = modelLoaders[ i ].ModelLoader( altName, mod );
+
+ if( hModel )
+ {
+ if( orgNameFailed )
+ {
+ ri.Printf( PRINT_DEVELOPER, "WARNING: %s not present, using %s instead\n",
+ name, altName );
+ }
+
+ break;
+ }
+ }
+
+ return hModel;
+}
+
+/*
+=================
+R_LoadMD3
+=================
+*/
+static qboolean R_LoadMD3(model_t * mod, int lod, void *buffer, int bufferSize, const char *modName)
+{
+ int f, i, j, k;
+
+ md3Header_t *md3Model;
+ md3Frame_t *md3Frame;
+ md3Surface_t *md3Surf;
+ md3Shader_t *md3Shader;
+ md3Triangle_t *md3Tri;
+ md3St_t *md3st;
+ md3XyzNormal_t *md3xyz;
+ md3Tag_t *md3Tag;
+
+ mdvModel_t *mdvModel;
+ mdvFrame_t *frame;
+ mdvSurface_t *surf;//, *surface;
+ int *shaderIndex;
+ srfTriangle_t *tri;
+ mdvVertex_t *v;
+ mdvSt_t *st;
+ mdvTag_t *tag;
+ mdvTagName_t *tagName;
+
+ int version;
+ int size;
+
+ md3Model = (md3Header_t *) buffer;
+
+ version = LittleLong(md3Model->version);
+ if(version != MD3_VERSION)
+ {
+ ri.Printf(PRINT_WARNING, "R_LoadMD3: %s has wrong version (%i should be %i)\n", modName, version, MD3_VERSION);
+ return qfalse;
+ }
+
+ mod->type = MOD_MESH;
+ size = LittleLong(md3Model->ofsEnd);
+ mod->dataSize += size;
+ mdvModel = mod->mdv[lod] = ri.Hunk_Alloc(sizeof(mdvModel_t), h_low);
+
+// Com_Memcpy(mod->md3[lod], buffer, LittleLong(md3Model->ofsEnd));
+
+ LL(md3Model->ident);
+ LL(md3Model->version);
+ LL(md3Model->numFrames);
+ LL(md3Model->numTags);
+ LL(md3Model->numSurfaces);
+ LL(md3Model->ofsFrames);
+ LL(md3Model->ofsTags);
+ LL(md3Model->ofsSurfaces);
+ LL(md3Model->ofsEnd);
+
+ if(md3Model->numFrames < 1)
+ {
+ ri.Printf(PRINT_WARNING, "R_LoadMD3: %s has no frames\n", modName);
+ return qfalse;
+ }
+
+ // swap all the frames
+ mdvModel->numFrames = md3Model->numFrames;
+ mdvModel->frames = frame = ri.Hunk_Alloc(sizeof(*frame) * md3Model->numFrames, h_low);
+
+ md3Frame = (md3Frame_t *) ((byte *) md3Model + md3Model->ofsFrames);
+ for(i = 0; i < md3Model->numFrames; i++, frame++, md3Frame++)
+ {
+ frame->radius = LittleFloat(md3Frame->radius);
+ for(j = 0; j < 3; j++)
+ {
+ frame->bounds[0][j] = LittleFloat(md3Frame->bounds[0][j]);
+ frame->bounds[1][j] = LittleFloat(md3Frame->bounds[1][j]);
+ frame->localOrigin[j] = LittleFloat(md3Frame->localOrigin[j]);
+ }
+ }
+
+ // swap all the tags
+ mdvModel->numTags = md3Model->numTags;
+ mdvModel->tags = tag = ri.Hunk_Alloc(sizeof(*tag) * (md3Model->numTags * md3Model->numFrames), h_low);
+
+ md3Tag = (md3Tag_t *) ((byte *) md3Model + md3Model->ofsTags);
+ for(i = 0; i < md3Model->numTags * md3Model->numFrames; i++, tag++, md3Tag++)
+ {
+ for(j = 0; j < 3; j++)
+ {
+ tag->origin[j] = LittleFloat(md3Tag->origin[j]);
+ tag->axis[0][j] = LittleFloat(md3Tag->axis[0][j]);
+ tag->axis[1][j] = LittleFloat(md3Tag->axis[1][j]);
+ tag->axis[2][j] = LittleFloat(md3Tag->axis[2][j]);
+ }
+ }
+
+
+ mdvModel->tagNames = tagName = ri.Hunk_Alloc(sizeof(*tagName) * (md3Model->numTags), h_low);
+
+ md3Tag = (md3Tag_t *) ((byte *) md3Model + md3Model->ofsTags);
+ for(i = 0; i < md3Model->numTags; i++, tagName++, md3Tag++)
+ {
+ Q_strncpyz(tagName->name, md3Tag->name, sizeof(tagName->name));
+ }
+
+ // swap all the surfaces
+ mdvModel->numSurfaces = md3Model->numSurfaces;
+ mdvModel->surfaces = surf = ri.Hunk_Alloc(sizeof(*surf) * md3Model->numSurfaces, h_low);
+
+ md3Surf = (md3Surface_t *) ((byte *) md3Model + md3Model->ofsSurfaces);
+ for(i = 0; i < md3Model->numSurfaces; i++)
+ {
+ LL(md3Surf->ident);
+ LL(md3Surf->flags);
+ LL(md3Surf->numFrames);
+ LL(md3Surf->numShaders);
+ LL(md3Surf->numTriangles);
+ LL(md3Surf->ofsTriangles);
+ LL(md3Surf->numVerts);
+ LL(md3Surf->ofsShaders);
+ LL(md3Surf->ofsSt);
+ LL(md3Surf->ofsXyzNormals);
+ LL(md3Surf->ofsEnd);
+
+ if(md3Surf->numVerts > SHADER_MAX_VERTEXES)
+ {
+ ri.Printf(PRINT_WARNING, "R_LoadMD3: %s has more than %i verts on a surface (%i)",
+ modName, SHADER_MAX_VERTEXES, md3Surf->numVerts);
+ return qfalse;
+ }
+ if(md3Surf->numTriangles * 3 > SHADER_MAX_INDEXES)
+ {
+ ri.Printf(PRINT_WARNING, "R_LoadMD3: %s has more than %i triangles on a surface (%i)",
+ modName, SHADER_MAX_INDEXES / 3, md3Surf->numTriangles);
+ return qfalse;
+ }
+
+ // change to surface identifier
+ surf->surfaceType = SF_MDV;
+
+ // give pointer to model for Tess_SurfaceMDX
+ surf->model = mdvModel;
+
+ // copy surface name
+ Q_strncpyz(surf->name, md3Surf->name, sizeof(surf->name));
+
+ // 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
+ surf->numShaderIndexes = md3Surf->numShaders;
+ surf->shaderIndexes = shaderIndex = ri.Hunk_Alloc(sizeof(*shaderIndex) * md3Surf->numShaders, h_low);
+
+ md3Shader = (md3Shader_t *) ((byte *) md3Surf + md3Surf->ofsShaders);
+ for(j = 0; j < md3Surf->numShaders; j++, shaderIndex++, md3Shader++)
+ {
+ shader_t *sh;
+
+ sh = R_FindShader(md3Shader->name, LIGHTMAP_NONE, qtrue);
+ if(sh->defaultShader)
+ {
+ *shaderIndex = 0;
+ }
+ else
+ {
+ *shaderIndex = sh->index;
+ }
+ }
+
+ // swap all the triangles
+ surf->numTriangles = md3Surf->numTriangles;
+ surf->triangles = tri = ri.Hunk_Alloc(sizeof(*tri) * md3Surf->numTriangles, h_low);
+
+ md3Tri = (md3Triangle_t *) ((byte *) md3Surf + md3Surf->ofsTriangles);
+ for(j = 0; j < md3Surf->numTriangles; j++, tri++, md3Tri++)
+ {
+ tri->indexes[0] = LittleLong(md3Tri->indexes[0]);
+ tri->indexes[1] = LittleLong(md3Tri->indexes[1]);
+ tri->indexes[2] = LittleLong(md3Tri->indexes[2]);
+ }
+
+ R_CalcSurfaceTriangleNeighbors(surf->numTriangles, surf->triangles);
+
+ // swap all the XyzNormals
+ surf->numVerts = md3Surf->numVerts;
+ surf->verts = v = ri.Hunk_Alloc(sizeof(*v) * (md3Surf->numVerts * md3Surf->numFrames), h_low);
+
+ md3xyz = (md3XyzNormal_t *) ((byte *) md3Surf + md3Surf->ofsXyzNormals);
+ for(j = 0; j < md3Surf->numVerts * md3Surf->numFrames; j++, md3xyz++, v++)
+ {
+ unsigned lat, lng;
+ unsigned short normal;
+
+ v->xyz[0] = LittleShort(md3xyz->xyz[0]) * MD3_XYZ_SCALE;
+ v->xyz[1] = LittleShort(md3xyz->xyz[1]) * MD3_XYZ_SCALE;
+ v->xyz[2] = LittleShort(md3xyz->xyz[2]) * MD3_XYZ_SCALE;
+
+ normal = LittleShort(md3xyz->normal);
+
+ lat = ( normal >> 8 ) & 0xff;
+ lng = ( normal & 0xff );
+ lat *= (FUNCTABLE_SIZE/256);
+ lng *= (FUNCTABLE_SIZE/256);
+
+ // decode X as cos( lat ) * sin( long )
+ // decode Y as sin( lat ) * sin( long )
+ // decode Z as cos( long )
+
+ v->normal[0] = tr.sinTable[(lat+(FUNCTABLE_SIZE/4))&FUNCTABLE_MASK] * tr.sinTable[lng];
+ v->normal[1] = tr.sinTable[lat] * tr.sinTable[lng];
+ v->normal[2] = tr.sinTable[(lng+(FUNCTABLE_SIZE/4))&FUNCTABLE_MASK];
+ }
+
+ // swap all the ST
+ surf->st = st = ri.Hunk_Alloc(sizeof(*st) * md3Surf->numVerts, h_low);
+
+ md3st = (md3St_t *) ((byte *) md3Surf + md3Surf->ofsSt);
+ for(j = 0; j < md3Surf->numVerts; j++, md3st++, st++)
+ {
+ st->st[0] = LittleFloat(md3st->st[0]);
+ st->st[1] = LittleFloat(md3st->st[1]);
+ }
+
+#ifdef USE_VERT_TANGENT_SPACE
+ // calc tangent spaces
+ {
+ // Valgrind complaints: Conditional jump or move depends on uninitialised value(s)
+ // So lets Initialize them.
+ const float *v0 = NULL, *v1 = NULL, *v2 = NULL;
+ const float *t0 = NULL, *t1 = NULL, *t2 = NULL;
+ vec3_t tangent = { 0, 0, 0 };
+ vec3_t bitangent = { 0, 0, 0 };
+ vec3_t normal = { 0, 0, 0 };
+
+ for(j = 0, v = surf->verts; j < (surf->numVerts * mdvModel->numFrames); j++, v++)
+ {
+ VectorClear(v->tangent);
+ VectorClear(v->bitangent);
+ if (r_recalcMD3Normals->integer)
+ VectorClear(v->normal);
+ }
+
+ for(f = 0; f < mdvModel->numFrames; f++)
+ {
+ for(j = 0, tri = surf->triangles; j < surf->numTriangles; j++, tri++)
+ {
+ v0 = surf->verts[surf->numVerts * f + tri->indexes[0]].xyz;
+ v1 = surf->verts[surf->numVerts * f + tri->indexes[1]].xyz;
+ v2 = surf->verts[surf->numVerts * f + tri->indexes[2]].xyz;
+
+ t0 = surf->st[tri->indexes[0]].st;
+ t1 = surf->st[tri->indexes[1]].st;
+ t2 = surf->st[tri->indexes[2]].st;
+
+ if (!r_recalcMD3Normals->integer)
+ VectorCopy(v->normal, normal);
+ else
+ VectorClear(normal);
+
+ #if 1
+ R_CalcTangentSpace(tangent, bitangent, normal, v0, v1, v2, t0, t1, t2);
+ #else
+ R_CalcNormalForTriangle(normal, v0, v1, v2);
+ R_CalcTangentsForTriangle(tangent, bitangent, v0, v1, v2, t0, t1, t2);
+ #endif
+
+ for(k = 0; k < 3; k++)
+ {
+ float *v;
+
+ v = surf->verts[surf->numVerts * f + tri->indexes[k]].tangent;
+ VectorAdd(v, tangent, v);
+
+ v = surf->verts[surf->numVerts * f + tri->indexes[k]].bitangent;
+ VectorAdd(v, bitangent, v);
+
+ if (r_recalcMD3Normals->integer)
+ {
+ v = surf->verts[surf->numVerts * f + tri->indexes[k]].normal;
+ VectorAdd(v, normal, v);
+ }
+ }
+ }
+ }
+
+ for(j = 0, v = surf->verts; j < (surf->numVerts * mdvModel->numFrames); j++, v++)
+ {
+ VectorNormalize(v->tangent);
+ VectorNormalize(v->bitangent);
+ VectorNormalize(v->normal);
+ }
+ }
+#endif
+
+ // find the next surface
+ md3Surf = (md3Surface_t *) ((byte *) md3Surf + md3Surf->ofsEnd);
+ surf++;
+ }
+
+ {
+ srfVBOMDVMesh_t *vboSurf;
+
+ mdvModel->numVBOSurfaces = mdvModel->numSurfaces;
+ mdvModel->vboSurfaces = ri.Hunk_Alloc(sizeof(*mdvModel->vboSurfaces) * mdvModel->numSurfaces, h_low);
+
+ vboSurf = mdvModel->vboSurfaces;
+ surf = mdvModel->surfaces;
+ for (i = 0; i < mdvModel->numSurfaces; i++, vboSurf++, surf++)
+ {
+ vec3_t *verts;
+ vec3_t *normals;
+ vec2_t *texcoords;
+#ifdef USE_VERT_TANGENT_SPACE
+ vec3_t *tangents;
+ vec3_t *bitangents;
+#endif
+
+ byte *data;
+ int dataSize;
+
+ int ofs_xyz, ofs_normal, ofs_st;
+#ifdef USE_VERT_TANGENT_SPACE
+ int ofs_tangent, ofs_bitangent;
+#endif
+
+ dataSize = 0;
+
+ ofs_xyz = dataSize;
+ dataSize += surf->numVerts * mdvModel->numFrames * sizeof(*verts);
+
+ ofs_normal = dataSize;
+ dataSize += surf->numVerts * mdvModel->numFrames * sizeof(*normals);
+
+#ifdef USE_VERT_TANGENT_SPACE
+ ofs_tangent = dataSize;
+ dataSize += surf->numVerts * mdvModel->numFrames * sizeof(*tangents);
+
+ ofs_bitangent = dataSize;
+ dataSize += surf->numVerts * mdvModel->numFrames * sizeof(*bitangents);
+#endif
+
+ ofs_st = dataSize;
+ dataSize += surf->numVerts * sizeof(*texcoords);
+
+ data = ri.Malloc(dataSize);
+
+ verts = (void *)(data + ofs_xyz);
+ normals = (void *)(data + ofs_normal);
+#ifdef USE_VERT_TANGENT_SPACE
+ tangents = (void *)(data + ofs_tangent);
+ bitangents = (void *)(data + ofs_bitangent);
+#endif
+ texcoords = (void *)(data + ofs_st);
+
+ v = surf->verts;
+ for ( j = 0; j < surf->numVerts * mdvModel->numFrames ; j++, v++ )
+ {
+ VectorCopy(v->xyz, verts[j]);
+ VectorCopy(v->normal, normals[j]);
+#ifdef USE_VERT_TANGENT_SPACE
+ VectorCopy(v->tangent, tangents[j]);
+ VectorCopy(v->bitangent, bitangents[j]);
+#endif
+ }
+
+ st = surf->st;
+ for ( j = 0 ; j < surf->numVerts ; j++, st++ ) {
+ texcoords[j][0] = st->st[0];
+ texcoords[j][1] = st->st[1];
+ }
+
+ vboSurf->surfaceType = SF_VBO_MDVMESH;
+ vboSurf->mdvModel = mdvModel;
+ vboSurf->mdvSurface = surf;
+ vboSurf->numIndexes = surf->numTriangles * 3;
+ vboSurf->numVerts = surf->numVerts;
+ vboSurf->vbo = R_CreateVBO(va("staticMD3Mesh_VBO '%s'", surf->name), data, dataSize, VBO_USAGE_STATIC);
+
+ vboSurf->vbo->ofs_xyz = ofs_xyz;
+ vboSurf->vbo->ofs_normal = ofs_normal;
+#ifdef USE_VERT_TANGENT_SPACE
+ vboSurf->vbo->ofs_tangent = ofs_tangent;
+ vboSurf->vbo->ofs_bitangent = ofs_bitangent;
+#endif
+ vboSurf->vbo->ofs_st = ofs_st;
+
+ vboSurf->vbo->stride_xyz = sizeof(*verts);
+ vboSurf->vbo->stride_normal = sizeof(*normals);
+#ifdef USE_VERT_TANGENT_SPACE
+ vboSurf->vbo->stride_tangent = sizeof(*tangents);
+ vboSurf->vbo->stride_bitangent = sizeof(*bitangents);
+#endif
+ vboSurf->vbo->stride_st = sizeof(*st);
+
+ vboSurf->vbo->size_xyz = sizeof(*verts) * surf->numVerts;
+ vboSurf->vbo->size_normal = sizeof(*normals) * surf->numVerts;
+
+ ri.Free(data);
+
+ vboSurf->ibo = R_CreateIBO2(va("staticMD3Mesh_IBO %s", surf->name), surf->numTriangles, surf->triangles, VBO_USAGE_STATIC);
+ }
+ }
+
+ return qtrue;
+}
+
+
+#ifdef RAVENMD4
+
+/*
+=================
+R_LoadMDR
+=================
+*/
+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;
+
+ LL(pinmodel->numFrames);
+ LL(pinmodel->numBones);
+ LL(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)));
+ }
+
+ // simple bounds check
+ if(pinmodel->numBones < 0 ||
+ sizeof(*mdr) + pinmodel->numFrames * (sizeof(*frame) + (pinmodel->numBones - 1) * sizeof(*frame->bones)) > size)
+ {
+ ri.Printf(PRINT_WARNING, "R_LoadMDR: %s has broken structure.\n", mod_name);
+ return qfalse;
+ }
+
+ mod->dataSize += size;
+ mod->modelData = 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 the other 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 = (mdrFrame_t *) &curframe->bones[mdr->numBones];
+ frame = (mdrFrame_t *) &frame->bones[mdr->numBones];
+ }
+ }
+
+ // 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++)
+ {
+ // simple bounds check
+ if((byte *) (lod + 1) > (byte *) mdr + size)
+ {
+ ri.Printf(PRINT_WARNING, "R_LoadMDR: %s has broken structure.\n", mod_name);
+ return qfalse;
+ }
+
+ 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++)
+ {
+ // simple bounds check
+ if((byte *) (surf + 1) > (byte *) mdr + size)
+ {
+ ri.Printf(PRINT_WARNING, "R_LoadMDR: %s has broken structure.\n", mod_name);
+ return qfalse;
+ }
+
+ // 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).\n",
+ 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).\n",
+ 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++)
+ {
+ LL(curv->numWeights);
+
+ // simple bounds check
+ if(curv->numWeights < 0 || (byte *) (v + 1) + (curv->numWeights - 1) * sizeof(*weight) > (byte *) mdr + size)
+ {
+ ri.Printf(PRINT_WARNING, "R_LoadMDR: %s has broken structure.\n", mod_name);
+ return qfalse;
+ }
+
+ 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 = 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));
+
+ // simple bounds check
+ if(surf->numTriangles < 0 || (byte *) (tri + surf->numTriangles) > (byte *) mdr + size)
+ {
+ ri.Printf(PRINT_WARNING, "R_LoadMDR: %s has broken structure.\n", mod_name);
+ return qfalse;
+ }
+
+ 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));
+
+ // simple bounds check
+ if(mdr->numTags < 0 || (byte *) (tag + mdr->numTags) > (byte *) mdr + size)
+ {
+ ri.Printf(PRINT_WARNING, "R_LoadMDR: %s has broken structure.\n", mod_name);
+ return qfalse;
+ }
+
+ 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 real 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;
+ mod->modelData = 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 = (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.Printf(PRINT_WARNING, "R_LoadMD4: %s has more than %i verts on a surface (%i).\n",
+ mod_name, SHADER_MAX_VERTEXES, surf->numVerts );
+ return qfalse;
+ }
+ if ( surf->numTriangles*3 > SHADER_MAX_INDEXES ) {
+ ri.Printf(PRINT_WARNING, "R_LoadMD4: %s has more than %i triangles on a surface (%i).\n",
+ mod_name, SHADER_MAX_INDEXES / 3, surf->numTriangles );
+ return qfalse;
+ }
+
+ // 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.visIndex = 0;
+ memset(tr.visClusters, -2, sizeof(tr.visClusters)); // 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->mdv[j] && mod->mdv[j] != mod->mdv[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 mdvTag_t *R_GetTag( mdvModel_t *mod, int frame, const char *_tagName ) {
+ int i;
+ mdvTag_t *tag;
+ mdvTagName_t *tagName;
+
+ if ( frame >= mod->numFrames ) {
+ // it is possible to have a bad frame while changing models, so don't error
+ frame = mod->numFrames - 1;
+ }
+
+ tag = mod->tags + frame * mod->numTags;
+ tagName = mod->tagNames;
+ for(i = 0; i < mod->numTags; i++, tag++, tagName++)
+ {
+ if(!strcmp(tagName->name, _tagName))
+ {
+ return tag;
+ }
+ }
+
+ 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 = (intptr_t)( &((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 ) {
+ mdvTag_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->mdv[0] )
+ {
+#ifdef RAVENMD4
+ if(model->type == MOD_MDR)
+ {
+ start = &start_space;
+ end = &end_space;
+ R_GetAnimTag((mdrHeader_t *) model->modelData, startFrame, tagName, start);
+ R_GetAnimTag((mdrHeader_t *) model->modelData, endFrame, tagName, end);
+ }
+ else
+#endif
+ if( model->type == MOD_IQM ) {
+ return R_IQMLerpTag( tag, model->modelData,
+ startFrame, endFrame,
+ frac, tagName );
+ } else {
+
+ AxisClear( tag->axis );
+ VectorClear( tag->origin );
+ return qfalse;
+
+ }
+ }
+ else
+ {
+ start = R_GetTag( model->mdv[0], startFrame, tagName );
+ end = R_GetTag( model->mdv[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;
+
+ model = R_GetModelByHandle( handle );
+
+ if(model->type == MOD_BRUSH) {
+ VectorCopy( model->bmodel->bounds[0], mins );
+ VectorCopy( model->bmodel->bounds[1], maxs );
+
+ return;
+ } else if (model->type == MOD_MESH) {
+ mdvModel_t *header;
+ mdvFrame_t *frame;
+
+ header = model->mdv[0];
+ frame = header->frames;
+
+ VectorCopy( frame->bounds[0], mins );
+ VectorCopy( frame->bounds[1], maxs );
+
+ return;
+ } else if (model->type == MOD_MD4) {
+ md4Header_t *header;
+ md4Frame_t *frame;
+
+ header = (md4Header_t *)model->modelData;
+ frame = (md4Frame_t *) ((byte *)header + header->ofsFrames);
+
+ VectorCopy( frame->bounds[0], mins );
+ VectorCopy( frame->bounds[1], maxs );
+
+ return;
+#ifdef RAVENMD4
+ } else if (model->type == MOD_MDR) {
+ mdrHeader_t *header;
+ mdrFrame_t *frame;
+
+ header = (mdrHeader_t *)model->modelData;
+ frame = (mdrFrame_t *) ((byte *)header + header->ofsFrames);
+
+ VectorCopy( frame->bounds[0], mins );
+ VectorCopy( frame->bounds[1], maxs );
+
+ return;
+#endif
+ } else if(model->type == MOD_IQM) {
+ iqmData_t *iqmData;
+
+ iqmData = model->modelData;
+
+ if(iqmData->bounds)
+ {
+ VectorCopy(iqmData->bounds, mins);
+ VectorCopy(iqmData->bounds + 3, maxs);
+ return;
+ }
+ }
+
+ VectorClear( mins );
+ VectorClear( maxs );
+}