mod_md3_sin[i] = sin(i * M_PI * 2.0f / 256.0);
}
-void Mod_Alias_GetMesh_Vertices(const model_t *model, const frameblend_t *frameblend, float *vertex3f, float *normal3f, float *svector3f, float *tvector3f)
+void Mod_Skeletal_AnimateVertices(const model_t *model, const frameblend_t *frameblend, float *vertex3f, float *normal3f, float *svector3f, float *tvector3f)
{
#define MAX_BONES 256
- if (model->surfmesh.data_vertexweightindex4i)
- {
- // vertex weighted skeletal
- int i, k;
- float boneposerelative[MAX_BONES][12];
- // interpolate matrices and concatenate them to their parents
- for (i = 0;i < model->num_bones;i++)
+ // vertex weighted skeletal
+ int i, k;
+ float boneposerelative[MAX_BONES][12];
+ // interpolate matrices and concatenate them to their parents
+ for (i = 0;i < model->num_bones;i++)
+ {
+ int blends;
+ float *matrix, m[12], bonepose[MAX_BONES][12];
+ for (k = 0;k < 12;k++)
+ m[k] = 0;
+ for (blends = 0;blends < 4 && frameblend[blends].lerp > 0;blends++)
{
- int blends;
- float *matrix, m[12], bonepose[MAX_BONES][12];
+ matrix = model->data_poses + (frameblend[blends].frame * model->num_bones + i) * 12;
+ for (k = 0;k < 12;k++)
+ m[k] += matrix[k] * frameblend[blends].lerp;
+ }
+ if (i == r_skeletal_debugbone.integer)
+ m[r_skeletal_debugbonecomponent.integer % 12] += r_skeletal_debugbonevalue.value;
+ m[3] *= r_skeletal_debugtranslatex.value;
+ m[7] *= r_skeletal_debugtranslatey.value;
+ m[11] *= r_skeletal_debugtranslatez.value;
+ if (model->data_bones[i].parent >= 0)
+ R_ConcatTransforms(bonepose[model->data_bones[i].parent], m, bonepose[i]);
+ else
for (k = 0;k < 12;k++)
- m[k] = 0;
- for (blends = 0;blends < 4 && frameblend[blends].lerp > 0;blends++)
+ bonepose[i][k] = m[k];
+ // create a relative deformation matrix to describe displacement
+ // from the base mesh, which is used by the actual weighting
+ R_ConcatTransforms(bonepose[i], model->data_baseboneposeinverse + i * 12, boneposerelative[i]);
+ }
+ // blend the vertex bone weights
+ // special case for the extremely common wf[0] == 1 because it saves 3 multiplies per array when compared to the other case (w[0] is always 1 if only one bone controls this vertex, artists only use multiple bones for certain special cases)
+ // special case for the first bone because it avoids the need to memset the arrays before filling
+ {
+ const float *v = model->surfmesh.data_vertex3f;
+ const int *wi = model->surfmesh.data_vertexweightindex4i;
+ const float *wf = model->surfmesh.data_vertexweightinfluence4f;
+ memset(vertex3f, 0, sizeof(float[3]) * model->surfmesh.num_vertices);
+ for (i = 0;i < model->surfmesh.num_vertices;i++, v += 3, wi += 4, wf += 4, vertex3f += 3)
+ {
+ if (wf[0] == 1)
{
- matrix = model->data_poses + (frameblend[blends].frame * model->num_bones + i) * 12;
- for (k = 0;k < 12;k++)
- m[k] += matrix[k] * frameblend[blends].lerp;
+ const float *m = boneposerelative[wi[0]];
+ vertex3f[0] = (v[0] * m[0] + v[1] * m[1] + v[2] * m[ 2] + m[ 3]);
+ vertex3f[1] = (v[0] * m[4] + v[1] * m[5] + v[2] * m[ 6] + m[ 7]);
+ vertex3f[2] = (v[0] * m[8] + v[1] * m[9] + v[2] * m[10] + m[11]);
}
- if (i == r_skeletal_debugbone.integer)
- m[r_skeletal_debugbonecomponent.integer % 12] += r_skeletal_debugbonevalue.value;
- m[3] *= r_skeletal_debugtranslatex.value;
- m[7] *= r_skeletal_debugtranslatey.value;
- m[11] *= r_skeletal_debugtranslatez.value;
- if (model->data_bones[i].parent >= 0)
- R_ConcatTransforms(bonepose[model->data_bones[i].parent], m, bonepose[i]);
else
- for (k = 0;k < 12;k++)
- bonepose[i][k] = m[k];
- // create a relative deformation matrix to describe displacement
- // from the base mesh, which is used by the actual weighting
- R_ConcatTransforms(bonepose[i], model->data_baseboneposeinverse + i * 12, boneposerelative[i]);
- }
- // blend the vertex bone weights
- // special case for the extremely common wf[0] == 1 because it saves 3 multiplies per array when compared to the other case (w[0] is always 1 if only one bone controls this vertex, artists only use multiple bones for certain special cases)
- // special case for the first bone because it avoids the need to memset the arrays before filling
- {
- const float *v = model->surfmesh.data_vertex3f;
- const int *wi = model->surfmesh.data_vertexweightindex4i;
- const float *wf = model->surfmesh.data_vertexweightinfluence4f;
- for (i = 0;i < model->surfmesh.num_vertices;i++, v += 3, wi += 4, wf += 4, vertex3f += 3)
{
- if (wf[0] == 1)
- {
- const float *m = boneposerelative[wi[0]];
- vertex3f[0] = (v[0] * m[0] + v[1] * m[1] + v[2] * m[ 2] + m[ 3]);
- vertex3f[1] = (v[0] * m[4] + v[1] * m[5] + v[2] * m[ 6] + m[ 7]);
- vertex3f[2] = (v[0] * m[8] + v[1] * m[9] + v[2] * m[10] + m[11]);
- }
- else
+ const float *m = boneposerelative[wi[0]];
+ float f = wf[0];
+ vertex3f[0] = f * (v[0] * m[0] + v[1] * m[1] + v[2] * m[ 2] + m[ 3]);
+ vertex3f[1] = f * (v[0] * m[4] + v[1] * m[5] + v[2] * m[ 6] + m[ 7]);
+ vertex3f[2] = f * (v[0] * m[8] + v[1] * m[9] + v[2] * m[10] + m[11]);
+ for (k = 1;k < 4 && wf[k];k++)
{
- const float *m = boneposerelative[wi[0]];
- float f = wf[0];
- vertex3f[0] = f * (v[0] * m[0] + v[1] * m[1] + v[2] * m[ 2] + m[ 3]);
- vertex3f[1] = f * (v[0] * m[4] + v[1] * m[5] + v[2] * m[ 6] + m[ 7]);
- vertex3f[2] = f * (v[0] * m[8] + v[1] * m[9] + v[2] * m[10] + m[11]);
- for (k = 1;k < 4 && wf[k];k++)
- {
- const float *m = boneposerelative[wi[k]];
- float f = wf[k];
- vertex3f[0] += f * (v[0] * m[0] + v[1] * m[1] + v[2] * m[ 2] + m[ 3]);
- vertex3f[1] += f * (v[0] * m[4] + v[1] * m[5] + v[2] * m[ 6] + m[ 7]);
- vertex3f[2] += f * (v[0] * m[8] + v[1] * m[9] + v[2] * m[10] + m[11]);
- }
+ const float *m = boneposerelative[wi[k]];
+ float f = wf[k];
+ vertex3f[0] += f * (v[0] * m[0] + v[1] * m[1] + v[2] * m[ 2] + m[ 3]);
+ vertex3f[1] += f * (v[0] * m[4] + v[1] * m[5] + v[2] * m[ 6] + m[ 7]);
+ vertex3f[2] += f * (v[0] * m[8] + v[1] * m[9] + v[2] * m[10] + m[11]);
}
}
}
- if (normal3f)
+ }
+ if (normal3f)
+ {
+ const float *n = model->surfmesh.data_normal3f;
+ const int *wi = model->surfmesh.data_vertexweightindex4i;
+ const float *wf = model->surfmesh.data_vertexweightinfluence4f;
+ memset(normal3f, 0, sizeof(float[3]) * model->surfmesh.num_vertices);
+ for (i = 0;i < model->surfmesh.num_vertices;i++, n += 3, wi += 4, wf += 4, normal3f += 3)
{
- const float *n = model->surfmesh.data_normal3f;
- const int *wi = model->surfmesh.data_vertexweightindex4i;
- const float *wf = model->surfmesh.data_vertexweightinfluence4f;
- for (i = 0;i < model->surfmesh.num_vertices;i++, n += 3, wi += 4, wf += 4, normal3f += 3)
+ if (wf[0] == 1)
{
- if (wf[0] == 1)
- {
- const float *m = boneposerelative[wi[0]];
- normal3f[0] = (n[0] * m[0] + n[1] * m[1] + n[2] * m[ 2]);
- normal3f[1] = (n[0] * m[4] + n[1] * m[5] + n[2] * m[ 6]);
- normal3f[2] = (n[0] * m[8] + n[1] * m[9] + n[2] * m[10]);
- }
- else
+ const float *m = boneposerelative[wi[0]];
+ normal3f[0] = (n[0] * m[0] + n[1] * m[1] + n[2] * m[ 2]);
+ normal3f[1] = (n[0] * m[4] + n[1] * m[5] + n[2] * m[ 6]);
+ normal3f[2] = (n[0] * m[8] + n[1] * m[9] + n[2] * m[10]);
+ }
+ else
+ {
+ const float *m = boneposerelative[wi[0]];
+ float f = wf[0];
+ normal3f[0] = f * (n[0] * m[0] + n[1] * m[1] + n[2] * m[ 2]);
+ normal3f[1] = f * (n[0] * m[4] + n[1] * m[5] + n[2] * m[ 6]);
+ normal3f[2] = f * (n[0] * m[8] + n[1] * m[9] + n[2] * m[10]);
+ for (k = 1;k < 4 && wf[k];k++)
{
- const float *m = boneposerelative[wi[0]];
- float f = wf[0];
- normal3f[0] = f * (n[0] * m[0] + n[1] * m[1] + n[2] * m[ 2]);
- normal3f[1] = f * (n[0] * m[4] + n[1] * m[5] + n[2] * m[ 6]);
- normal3f[2] = f * (n[0] * m[8] + n[1] * m[9] + n[2] * m[10]);
- for (k = 1;k < 4 && wf[k];k++)
- {
- const float *m = boneposerelative[wi[k]];
- float f = wf[k];
- normal3f[0] += f * (n[0] * m[0] + n[1] * m[1] + n[2] * m[ 2]);
- normal3f[1] += f * (n[0] * m[4] + n[1] * m[5] + n[2] * m[ 6]);
- normal3f[2] += f * (n[0] * m[8] + n[1] * m[9] + n[2] * m[10]);
- }
+ const float *m = boneposerelative[wi[k]];
+ float f = wf[k];
+ normal3f[0] += f * (n[0] * m[0] + n[1] * m[1] + n[2] * m[ 2]);
+ normal3f[1] += f * (n[0] * m[4] + n[1] * m[5] + n[2] * m[ 6]);
+ normal3f[2] += f * (n[0] * m[8] + n[1] * m[9] + n[2] * m[10]);
}
}
}
- if (svector3f)
+ }
+ if (svector3f)
+ {
+ const float *sv = model->surfmesh.data_svector3f;
+ const int *wi = model->surfmesh.data_vertexweightindex4i;
+ const float *wf = model->surfmesh.data_vertexweightinfluence4f;
+ memset(svector3f, 0, sizeof(float[3]) * model->surfmesh.num_vertices);
+ for (i = 0;i < model->surfmesh.num_vertices;i++, sv += 3, wi += 4, wf += 4, svector3f += 3)
{
- const float *sv = model->surfmesh.data_svector3f;
- const int *wi = model->surfmesh.data_vertexweightindex4i;
- const float *wf = model->surfmesh.data_vertexweightinfluence4f;
- for (i = 0;i < model->surfmesh.num_vertices;i++, sv += 3, wi += 4, wf += 4, svector3f += 3)
+ if (wf[0] == 1)
{
- if (wf[0] == 1)
- {
- const float *m = boneposerelative[wi[0]];
- svector3f[0] = (sv[0] * m[0] + sv[1] * m[1] + sv[2] * m[ 2]);
- svector3f[1] = (sv[0] * m[4] + sv[1] * m[5] + sv[2] * m[ 6]);
- svector3f[2] = (sv[0] * m[8] + sv[1] * m[9] + sv[2] * m[10]);
- }
- else
+ const float *m = boneposerelative[wi[0]];
+ svector3f[0] = (sv[0] * m[0] + sv[1] * m[1] + sv[2] * m[ 2]);
+ svector3f[1] = (sv[0] * m[4] + sv[1] * m[5] + sv[2] * m[ 6]);
+ svector3f[2] = (sv[0] * m[8] + sv[1] * m[9] + sv[2] * m[10]);
+ }
+ else
+ {
+ const float *m = boneposerelative[wi[0]];
+ float f = wf[0];
+ svector3f[0] = f * (sv[0] * m[0] + sv[1] * m[1] + sv[2] * m[ 2]);
+ svector3f[1] = f * (sv[0] * m[4] + sv[1] * m[5] + sv[2] * m[ 6]);
+ svector3f[2] = f * (sv[0] * m[8] + sv[1] * m[9] + sv[2] * m[10]);
+ for (k = 1;k < 4 && wf[k];k++)
{
- const float *m = boneposerelative[wi[0]];
- float f = wf[0];
- svector3f[0] = f * (sv[0] * m[0] + sv[1] * m[1] + sv[2] * m[ 2]);
- svector3f[1] = f * (sv[0] * m[4] + sv[1] * m[5] + sv[2] * m[ 6]);
- svector3f[2] = f * (sv[0] * m[8] + sv[1] * m[9] + sv[2] * m[10]);
- for (k = 1;k < 4 && wf[k];k++)
- {
- const float *m = boneposerelative[wi[k]];
- float f = wf[k];
- svector3f[0] += f * (sv[0] * m[0] + sv[1] * m[1] + sv[2] * m[ 2]);
- svector3f[1] += f * (sv[0] * m[4] + sv[1] * m[5] + sv[2] * m[ 6]);
- svector3f[2] += f * (sv[0] * m[8] + sv[1] * m[9] + sv[2] * m[10]);
- }
+ const float *m = boneposerelative[wi[k]];
+ float f = wf[k];
+ svector3f[0] += f * (sv[0] * m[0] + sv[1] * m[1] + sv[2] * m[ 2]);
+ svector3f[1] += f * (sv[0] * m[4] + sv[1] * m[5] + sv[2] * m[ 6]);
+ svector3f[2] += f * (sv[0] * m[8] + sv[1] * m[9] + sv[2] * m[10]);
}
}
}
- if (tvector3f)
+ }
+ if (tvector3f)
+ {
+ const float *tv = model->surfmesh.data_tvector3f;
+ const int *wi = model->surfmesh.data_vertexweightindex4i;
+ const float *wf = model->surfmesh.data_vertexweightinfluence4f;
+ memset(tvector3f, 0, sizeof(float[3]) * model->surfmesh.num_vertices);
+ for (i = 0;i < model->surfmesh.num_vertices;i++, tv += 3, wi += 4, wf += 4, tvector3f += 3)
{
- const float *tv = model->surfmesh.data_tvector3f;
- const int *wi = model->surfmesh.data_vertexweightindex4i;
- const float *wf = model->surfmesh.data_vertexweightinfluence4f;
- for (i = 0;i < model->surfmesh.num_vertices;i++, tv += 3, wi += 4, wf += 4, tvector3f += 3)
+ if (wf[0] == 1)
{
- if (wf[0] == 1)
- {
- const float *m = boneposerelative[wi[0]];
- tvector3f[0] = (tv[0] * m[0] + tv[1] * m[1] + tv[2] * m[ 2]);
- tvector3f[1] = (tv[0] * m[4] + tv[1] * m[5] + tv[2] * m[ 6]);
- tvector3f[2] = (tv[0] * m[8] + tv[1] * m[9] + tv[2] * m[10]);
- }
- else
+ const float *m = boneposerelative[wi[0]];
+ tvector3f[0] = (tv[0] * m[0] + tv[1] * m[1] + tv[2] * m[ 2]);
+ tvector3f[1] = (tv[0] * m[4] + tv[1] * m[5] + tv[2] * m[ 6]);
+ tvector3f[2] = (tv[0] * m[8] + tv[1] * m[9] + tv[2] * m[10]);
+ }
+ else
+ {
+ const float *m = boneposerelative[wi[0]];
+ float f = wf[0];
+ tvector3f[0] = f * (tv[0] * m[0] + tv[1] * m[1] + tv[2] * m[ 2]);
+ tvector3f[1] = f * (tv[0] * m[4] + tv[1] * m[5] + tv[2] * m[ 6]);
+ tvector3f[2] = f * (tv[0] * m[8] + tv[1] * m[9] + tv[2] * m[10]);
+ for (k = 1;k < 4 && wf[k];k++)
{
- const float *m = boneposerelative[wi[0]];
- float f = wf[0];
- tvector3f[0] = f * (tv[0] * m[0] + tv[1] * m[1] + tv[2] * m[ 2]);
- tvector3f[1] = f * (tv[0] * m[4] + tv[1] * m[5] + tv[2] * m[ 6]);
- tvector3f[2] = f * (tv[0] * m[8] + tv[1] * m[9] + tv[2] * m[10]);
- for (k = 1;k < 4 && wf[k];k++)
- {
- const float *m = boneposerelative[wi[k]];
- float f = wf[k];
- tvector3f[0] += f * (tv[0] * m[0] + tv[1] * m[1] + tv[2] * m[ 2]);
- tvector3f[1] += f * (tv[0] * m[4] + tv[1] * m[5] + tv[2] * m[ 6]);
- tvector3f[2] += f * (tv[0] * m[8] + tv[1] * m[9] + tv[2] * m[10]);
- }
+ const float *m = boneposerelative[wi[k]];
+ float f = wf[k];
+ tvector3f[0] += f * (tv[0] * m[0] + tv[1] * m[1] + tv[2] * m[ 2]);
+ tvector3f[1] += f * (tv[0] * m[4] + tv[1] * m[5] + tv[2] * m[ 6]);
+ tvector3f[2] += f * (tv[0] * m[8] + tv[1] * m[9] + tv[2] * m[10]);
}
}
}
}
- else if (model->surfmesh.data_morphmd3vertex)
- {
- // vertex morph
- int i, numblends, blendnum;
- int numverts = model->surfmesh.num_vertices;
- numblends = 0;
- for (blendnum = 0;blendnum < 4;blendnum++)
+}
+
+void Mod_MD3_AnimateVertices(const model_t *model, const frameblend_t *frameblend, float *vertex3f, float *normal3f, float *svector3f, float *tvector3f)
+{
+ // vertex morph
+ int i, numblends, blendnum;
+ int numverts = model->surfmesh.num_vertices;
+ numblends = 0;
+ for (blendnum = 0;blendnum < 4;blendnum++)
+ {
+ //VectorMA(translate, model->surfmesh.num_morphmdlframetranslate, frameblend[blendnum].lerp, translate);
+ if (frameblend[blendnum].lerp > 0)
+ numblends = blendnum + 1;
+ }
+ // special case for the first blend because it avoids some adds and the need to memset the arrays first
+ for (blendnum = 0;blendnum < numblends;blendnum++)
+ {
+ const md3vertex_t *verts = model->surfmesh.data_morphmd3vertex + numverts * frameblend[blendnum].frame;
+ float scale = frameblend[blendnum].lerp * (1.0f / 64.0f);
+ if (blendnum == 0)
{
- //VectorMA(translate, model->surfmesh.num_morphmdlframetranslate, frameblend[blendnum].lerp, translate);
- if (frameblend[blendnum].lerp > 0)
- numblends = blendnum + 1;
+ for (i = 0;i < numverts;i++)
+ {
+ vertex3f[i * 3 + 0] = verts[i].origin[0] * scale;
+ vertex3f[i * 3 + 1] = verts[i].origin[1] * scale;
+ vertex3f[i * 3 + 2] = verts[i].origin[2] * scale;
+ }
}
- // special case for the first blend because it avoids some adds and the need to memset the arrays first
- for (blendnum = 0;blendnum < numblends;blendnum++)
+ else
+ {
+ for (i = 0;i < numverts;i++)
+ {
+ vertex3f[i * 3 + 0] += verts[i].origin[0] * scale;
+ vertex3f[i * 3 + 1] += verts[i].origin[1] * scale;
+ vertex3f[i * 3 + 2] += verts[i].origin[2] * scale;
+ }
+ }
+ // the yaw and pitch stored in md3 models are 8bit quantized angles
+ // (0-255), and as such a lookup table is very well suited to
+ // decoding them, and since cosine is equivilant to sine with an
+ // extra 45 degree rotation, this uses one lookup table for both
+ // sine and cosine with a +64 bias to get cosine.
+ if (normal3f)
{
- const md3vertex_t *verts = model->surfmesh.data_morphmd3vertex + numverts * frameblend[blendnum].frame;
- float scale = frameblend[blendnum].lerp * (1.0f / 64.0f);
+ float lerp = frameblend[blendnum].lerp;
if (blendnum == 0)
{
for (i = 0;i < numverts;i++)
{
- vertex3f[i * 3 + 0] = verts[i].origin[0] * scale;
- vertex3f[i * 3 + 1] = verts[i].origin[1] * scale;
- vertex3f[i * 3 + 2] = verts[i].origin[2] * scale;
+ normal3f[i * 3 + 0] = mod_md3_sin[verts[i].yaw + 64] * mod_md3_sin[verts[i].pitch ] * lerp;
+ normal3f[i * 3 + 1] = mod_md3_sin[verts[i].yaw ] * mod_md3_sin[verts[i].pitch ] * lerp;
+ normal3f[i * 3 + 2] = mod_md3_sin[verts[i].pitch + 64] * lerp;
}
}
else
{
for (i = 0;i < numverts;i++)
{
- vertex3f[i * 3 + 0] += verts[i].origin[0] * scale;
- vertex3f[i * 3 + 1] += verts[i].origin[1] * scale;
- vertex3f[i * 3 + 2] += verts[i].origin[2] * scale;
+ normal3f[i * 3 + 0] += mod_md3_sin[verts[i].yaw + 64] * mod_md3_sin[verts[i].pitch ] * lerp;
+ normal3f[i * 3 + 1] += mod_md3_sin[verts[i].yaw ] * mod_md3_sin[verts[i].pitch ] * lerp;
+ normal3f[i * 3 + 2] += mod_md3_sin[verts[i].pitch + 64] * lerp;
}
}
- // the yaw and pitch stored in md3 models are 8bit quantized angles
- // (0-255), and as such a lookup table is very well suited to
- // decoding them, and since cosine is equivilant to sine with an
- // extra 45 degree rotation, this uses one lookup table for both
- // sine and cosine with a +64 bias to get cosine.
- if (normal3f)
+ }
+ if (svector3f)
+ {
+ const texvecvertex_t *texvecvert = model->surfmesh.data_morphtexvecvertex + numverts * frameblend[blendnum].frame;
+ float f = frameblend[blendnum].lerp * (1.0f / 127.0f);
+ if (blendnum == 0)
{
- float lerp = frameblend[blendnum].lerp;
- if (blendnum == 0)
+ for (i = 0;i < numverts;i++, texvecvert++)
{
- for (i = 0;i < numverts;i++)
- {
- normal3f[i * 3 + 0] = mod_md3_sin[verts[i].yaw + 64] * mod_md3_sin[verts[i].pitch ] * lerp;
- normal3f[i * 3 + 1] = mod_md3_sin[verts[i].yaw ] * mod_md3_sin[verts[i].pitch ] * lerp;
- normal3f[i * 3 + 2] = mod_md3_sin[verts[i].pitch + 64] * lerp;
- }
+ VectorScale(texvecvert->svec, f, svector3f + i*3);
+ VectorScale(texvecvert->tvec, f, tvector3f + i*3);
}
- else
+ }
+ else
+ {
+ for (i = 0;i < numverts;i++, texvecvert++)
{
- for (i = 0;i < numverts;i++)
- {
- normal3f[i * 3 + 0] += mod_md3_sin[verts[i].yaw + 64] * mod_md3_sin[verts[i].pitch ] * lerp;
- normal3f[i * 3 + 1] += mod_md3_sin[verts[i].yaw ] * mod_md3_sin[verts[i].pitch ] * lerp;
- normal3f[i * 3 + 2] += mod_md3_sin[verts[i].pitch + 64] * lerp;
- }
+ VectorMA(svector3f + i*3, f, texvecvert->svec, svector3f + i*3);
+ VectorMA(tvector3f + i*3, f, texvecvert->tvec, tvector3f + i*3);
}
}
}
- // md3 model vertices do not include tangents, so we have to generate them (extremely slow)
- if (normal3f)
- if (svector3f)
- Mod_BuildTextureVectorsFromNormals(0, model->surfmesh.num_vertices, model->surfmesh.num_triangles, vertex3f, model->surfmesh.data_texcoordtexture2f, normal3f, model->surfmesh.data_element3i, svector3f, tvector3f, r_smoothnormals_areaweighting.integer);
- }
- else if (model->surfmesh.data_morphmdlvertex)
- {
- // vertex morph
- int i, numblends, blendnum;
- int numverts = model->surfmesh.num_vertices;
- float translate[3];
- VectorClear(translate);
- numblends = 0;
- // blend the frame translates to avoid redundantly doing so on each vertex
- // (a bit of a brain twister but it works)
- for (blendnum = 0;blendnum < 4;blendnum++)
+ }
+}
+
+void Mod_MDL_AnimateVertices(const model_t *model, const frameblend_t *frameblend, float *vertex3f, float *normal3f, float *svector3f, float *tvector3f)
+{
+ // vertex morph
+ int i, numblends, blendnum;
+ int numverts = model->surfmesh.num_vertices;
+ float translate[3];
+ VectorClear(translate);
+ numblends = 0;
+ // blend the frame translates to avoid redundantly doing so on each vertex
+ // (a bit of a brain twister but it works)
+ for (blendnum = 0;blendnum < 4;blendnum++)
+ {
+ if (model->surfmesh.data_morphmd2framesize6f)
+ VectorMA(translate, frameblend[blendnum].lerp, model->surfmesh.data_morphmd2framesize6f + frameblend[blendnum].frame * 6 + 3, translate);
+ else
+ VectorMA(translate, frameblend[blendnum].lerp, model->surfmesh.num_morphmdlframetranslate, translate);
+ if (frameblend[blendnum].lerp > 0)
+ numblends = blendnum + 1;
+ }
+ // special case for the first blend because it avoids some adds and the need to memset the arrays first
+ for (blendnum = 0;blendnum < numblends;blendnum++)
+ {
+ const trivertx_t *verts = model->surfmesh.data_morphmdlvertex + numverts * frameblend[blendnum].frame;
+ float scale[3];
+ if (model->surfmesh.data_morphmd2framesize6f)
+ VectorScale(model->surfmesh.data_morphmd2framesize6f + frameblend[blendnum].frame * 6, frameblend[blendnum].lerp, scale);
+ else
+ VectorScale(model->surfmesh.num_morphmdlframescale, frameblend[blendnum].lerp, scale);
+ if (blendnum == 0)
{
- if (model->surfmesh.data_morphmd2framesize6f)
- VectorMA(translate, frameblend[blendnum].lerp, model->surfmesh.data_morphmd2framesize6f + frameblend[blendnum].frame * 6 + 3, translate);
- else
- VectorMA(translate, frameblend[blendnum].lerp, model->surfmesh.num_morphmdlframetranslate, translate);
- if (frameblend[blendnum].lerp > 0)
- numblends = blendnum + 1;
+ for (i = 0;i < numverts;i++)
+ {
+ vertex3f[i * 3 + 0] = translate[0] + verts[i].v[0] * scale[0];
+ vertex3f[i * 3 + 1] = translate[1] + verts[i].v[1] * scale[1];
+ vertex3f[i * 3 + 2] = translate[2] + verts[i].v[2] * scale[2];
+ }
}
- // special case for the first blend because it avoids some adds and the need to memset the arrays first
- for (blendnum = 0;blendnum < numblends;blendnum++)
+ else
{
- const trivertx_t *verts = model->surfmesh.data_morphmdlvertex + numverts * frameblend[blendnum].frame;
- float scale[3];
- if (model->surfmesh.data_morphmd2framesize6f)
- VectorScale(model->surfmesh.data_morphmd2framesize6f + frameblend[blendnum].frame * 6, frameblend[blendnum].lerp, scale);
- else
- VectorScale(model->surfmesh.num_morphmdlframescale, frameblend[blendnum].lerp, scale);
+ for (i = 0;i < numverts;i++)
+ {
+ vertex3f[i * 3 + 0] += verts[i].v[0] * scale[0];
+ vertex3f[i * 3 + 1] += verts[i].v[1] * scale[1];
+ vertex3f[i * 3 + 2] += verts[i].v[2] * scale[2];
+ }
+ }
+ // the vertex normals in mdl models are an index into a table of
+ // 162 unique values, this very crude quantization reduces the
+ // vertex normal to only one byte, which saves a lot of space but
+ // also makes lighting pretty coarse
+ if (normal3f)
+ {
+ float lerp = frameblend[blendnum].lerp;
if (blendnum == 0)
{
for (i = 0;i < numverts;i++)
{
- vertex3f[i * 3 + 0] = translate[0] + verts[i].v[0] * scale[0];
- vertex3f[i * 3 + 1] = translate[1] + verts[i].v[1] * scale[1];
- vertex3f[i * 3 + 2] = translate[2] + verts[i].v[2] * scale[2];
+ const float *vn = m_bytenormals[verts[i].lightnormalindex];
+ VectorScale(vn, lerp, normal3f + i*3);
}
}
else
{
for (i = 0;i < numverts;i++)
{
- vertex3f[i * 3 + 0] += verts[i].v[0] * scale[0];
- vertex3f[i * 3 + 1] += verts[i].v[1] * scale[1];
- vertex3f[i * 3 + 2] += verts[i].v[2] * scale[2];
+ const float *vn = m_bytenormals[verts[i].lightnormalindex];
+ VectorMA(normal3f + i*3, lerp, vn, normal3f + i*3);
}
}
- // the vertex normals in mdl models are an index into a table of
- // 162 unique values, this very crude quantization reduces the
- // vertex normal to only one byte, which saves a lot of space but
- // also makes lighting pretty coarse
- if (normal3f)
+ }
+ if (svector3f)
+ {
+ const texvecvertex_t *texvecvert = model->surfmesh.data_morphtexvecvertex + numverts * frameblend[blendnum].frame;
+ float f = frameblend[blendnum].lerp * (1.0f / 127.0f);
+ if (blendnum == 0)
{
- float lerp = frameblend[blendnum].lerp;
- if (blendnum == 0)
+ for (i = 0;i < numverts;i++, texvecvert++)
{
- for (i = 0;i < numverts;i++)
- {
- const float *vn = m_bytenormals[verts[i].lightnormalindex];
- VectorScale(vn, lerp, normal3f + i*3);
- }
+ VectorScale(texvecvert->svec, f, svector3f + i*3);
+ VectorScale(texvecvert->tvec, f, tvector3f + i*3);
}
- else
+ }
+ else
+ {
+ for (i = 0;i < numverts;i++, texvecvert++)
{
- for (i = 0;i < numverts;i++)
- {
- const float *vn = m_bytenormals[verts[i].lightnormalindex];
- VectorMA(normal3f + i*3, lerp, vn, normal3f + i*3);
- }
+ VectorMA(svector3f + i*3, f, texvecvert->svec, svector3f + i*3);
+ VectorMA(tvector3f + i*3, f, texvecvert->tvec, tvector3f + i*3);
}
}
}
- if (normal3f)
- if (svector3f)
- Mod_BuildTextureVectorsFromNormals(0, model->surfmesh.num_vertices, model->surfmesh.num_triangles, vertex3f, model->surfmesh.data_texcoordtexture2f, normal3f, model->surfmesh.data_element3i, svector3f, tvector3f, r_smoothnormals_areaweighting.integer);
}
- else
- Host_Error("model %s has no skeletal or vertex morph animation data", model->name);
}
int Mod_Alias_GetTagMatrix(const model_t *model, int poseframe, int tagindex, matrix4x4_t *outmatrix)
int Mod_Alias_GetTagIndexForName(const model_t *model, unsigned int skin, const char *tagname)
{
int i;
- if (model->data_overridetagnamesforskin && skin < (unsigned int)model->numskins && model->data_overridetagnamesforskin[(unsigned int)skin].num_overridetagnames)
- for (i = 0;i < model->data_overridetagnamesforskin[skin].num_overridetagnames;i++)
- if (!strcasecmp(tagname, model->data_overridetagnamesforskin[skin].data_overridetagnames[i].name))
- return i + 1;
+ if(skin >= (unsigned int)model->numskins)
+ skin = 0;
if (model->num_bones)
for (i = 0;i < model->num_bones;i++)
if (!strcasecmp(tagname, model->data_bones[i].name))
{
int i, k;
double scale;
+ float *basebonepose = Mem_Alloc(tempmempool, loadmodel->num_bones * sizeof(float[12]));
float *in12f = loadmodel->data_poses;
- float *out12f = loadmodel->data_basebonepose;
+ float *out12f = basebonepose;
float *outinv12f = loadmodel->data_baseboneposeinverse;
for (i = 0;i < loadmodel->num_bones;i++, in12f += 12, out12f += 12, outinv12f += 12)
{
if (loadmodel->data_bones[i].parent >= 0)
- R_ConcatTransforms(loadmodel->data_basebonepose + 12 * loadmodel->data_bones[i].parent, in12f, out12f);
+ R_ConcatTransforms(basebonepose + 12 * loadmodel->data_bones[i].parent, in12f, out12f);
else
for (k = 0;k < 12;k++)
out12f[k] = in12f[k];
outinv12f[ 7] = -(out12f[ 3] * outinv12f[ 4] + out12f[ 7] * outinv12f[ 5] + out12f[11] * outinv12f[ 6]);
outinv12f[11] = -(out12f[ 3] * outinv12f[ 8] + out12f[ 7] * outinv12f[ 9] + out12f[11] * outinv12f[10]);
}
+ Mem_Free(basebonepose);
}
static void Mod_Alias_CalculateBoundingBox(void)
{
- int i, j;
int vnum;
qboolean firstvertex = true;
float dist, yawradius, radius;
VectorClear(loadmodel->normalmaxs);
yawradius = 0;
radius = 0;
- for (i = 0;i < loadmodel->numframes;i++)
+ for (frameblend[0].frame = 0;frameblend[0].frame < loadmodel->num_poses;frameblend[0].frame++)
{
- for (j = 0, frameblend[0].frame = loadmodel->animscenes[i].firstframe;j < loadmodel->animscenes[i].framecount;j++, frameblend[0].frame++)
+ loadmodel->AnimateVertices(loadmodel, frameblend, vertex3f, NULL, NULL, NULL);
+ for (vnum = 0, v = vertex3f;vnum < loadmodel->surfmesh.num_vertices;vnum++, v += 3)
{
- Mod_Alias_GetMesh_Vertices(loadmodel, frameblend, vertex3f, NULL, NULL, NULL);
- for (vnum = 0, v = vertex3f;vnum < loadmodel->surfmesh.num_vertices;vnum++, v += 3)
+ if (firstvertex)
{
- if (firstvertex)
- {
- firstvertex = false;
- VectorCopy(v, loadmodel->normalmins);
- VectorCopy(v, loadmodel->normalmaxs);
- }
- else
- {
- if (loadmodel->normalmins[0] > v[0]) loadmodel->normalmins[0] = v[0];
- if (loadmodel->normalmins[1] > v[1]) loadmodel->normalmins[1] = v[1];
- if (loadmodel->normalmins[2] > v[2]) loadmodel->normalmins[2] = v[2];
- if (loadmodel->normalmaxs[0] < v[0]) loadmodel->normalmaxs[0] = v[0];
- if (loadmodel->normalmaxs[1] < v[1]) loadmodel->normalmaxs[1] = v[1];
- if (loadmodel->normalmaxs[2] < v[2]) loadmodel->normalmaxs[2] = v[2];
- }
- dist = v[0] * v[0] + v[1] * v[1];
- if (yawradius < dist)
- yawradius = dist;
- dist += v[2] * v[2];
- if (radius < dist)
- radius = dist;
+ firstvertex = false;
+ VectorCopy(v, loadmodel->normalmins);
+ VectorCopy(v, loadmodel->normalmaxs);
}
+ else
+ {
+ if (loadmodel->normalmins[0] > v[0]) loadmodel->normalmins[0] = v[0];
+ if (loadmodel->normalmins[1] > v[1]) loadmodel->normalmins[1] = v[1];
+ if (loadmodel->normalmins[2] > v[2]) loadmodel->normalmins[2] = v[2];
+ if (loadmodel->normalmaxs[0] < v[0]) loadmodel->normalmaxs[0] = v[0];
+ if (loadmodel->normalmaxs[1] < v[1]) loadmodel->normalmaxs[1] = v[1];
+ if (loadmodel->normalmaxs[2] < v[2]) loadmodel->normalmaxs[2] = v[2];
+ }
+ dist = v[0] * v[0] + v[1] * v[1];
+ if (yawradius < dist)
+ yawradius = dist;
+ dist += v[2] * v[2];
+ if (radius < dist)
+ radius = dist;
}
}
Mem_Free(vertex3f);
loadmodel->radius2 = radius * radius;
}
-static void Mod_Alias_Mesh_CompileFrameZero(void)
+static void Mod_Alias_MorphMesh_CompileFrames(void)
{
+ int i, j;
frameblend_t frameblend[4] = {{0, 1}, {0, 0}, {0, 0}, {0, 0}};
- loadmodel->surfmesh.data_vertex3f = (float *)Mem_Alloc(loadmodel->mempool, loadmodel->surfmesh.num_vertices * sizeof(float[3][4]));
- loadmodel->surfmesh.data_svector3f = loadmodel->surfmesh.data_vertex3f + loadmodel->surfmesh.num_vertices * 3;
- loadmodel->surfmesh.data_tvector3f = loadmodel->surfmesh.data_vertex3f + loadmodel->surfmesh.num_vertices * 6;
- loadmodel->surfmesh.data_normal3f = loadmodel->surfmesh.data_vertex3f + loadmodel->surfmesh.num_vertices * 9;
- Mod_Alias_GetMesh_Vertices(loadmodel, frameblend, loadmodel->surfmesh.data_vertex3f, NULL, NULL, NULL);
- Mod_BuildNormals(0, loadmodel->surfmesh.num_vertices, loadmodel->surfmesh.num_triangles, loadmodel->surfmesh.data_vertex3f, loadmodel->surfmesh.data_element3i, loadmodel->surfmesh.data_normal3f, true);
- Mod_BuildTextureVectorsFromNormals(0, loadmodel->surfmesh.num_vertices, loadmodel->surfmesh.num_triangles, loadmodel->surfmesh.data_vertex3f, loadmodel->surfmesh.data_texcoordtexture2f, loadmodel->surfmesh.data_normal3f, loadmodel->surfmesh.data_element3i, loadmodel->surfmesh.data_svector3f, loadmodel->surfmesh.data_tvector3f, true);
+ unsigned char *datapointer;
+ datapointer = (unsigned char *)Mem_Alloc(loadmodel->mempool, loadmodel->surfmesh.num_vertices * (sizeof(float[3]) * 4 + loadmodel->surfmesh.num_morphframes * sizeof(texvecvertex_t)));
+ loadmodel->surfmesh.data_vertex3f = (float *)datapointer;datapointer += loadmodel->surfmesh.num_vertices * sizeof(float[3]);
+ loadmodel->surfmesh.data_svector3f = (float *)datapointer;datapointer += loadmodel->surfmesh.num_vertices * sizeof(float[3]);
+ loadmodel->surfmesh.data_tvector3f = (float *)datapointer;datapointer += loadmodel->surfmesh.num_vertices * sizeof(float[3]);
+ loadmodel->surfmesh.data_normal3f = (float *)datapointer;datapointer += loadmodel->surfmesh.num_vertices * sizeof(float[3]);
+ loadmodel->surfmesh.data_morphtexvecvertex = (texvecvertex_t *)datapointer;datapointer += loadmodel->surfmesh.num_morphframes * loadmodel->surfmesh.num_vertices * sizeof(texvecvertex_t);
+ // this counts down from the last frame to the first so that the final data in surfmesh is for frame zero (which is what the renderer expects to be there)
+ for (i = loadmodel->surfmesh.num_morphframes-1;i >= 0;i--)
+ {
+ frameblend[0].frame = i;
+ loadmodel->AnimateVertices(loadmodel, frameblend, loadmodel->surfmesh.data_vertex3f, loadmodel->surfmesh.data_normal3f, NULL, NULL);
+ Mod_BuildTextureVectorsFromNormals(0, loadmodel->surfmesh.num_vertices, loadmodel->surfmesh.num_triangles, loadmodel->surfmesh.data_vertex3f, loadmodel->surfmesh.data_texcoordtexture2f, loadmodel->surfmesh.data_normal3f, loadmodel->surfmesh.data_element3i, loadmodel->surfmesh.data_svector3f, loadmodel->surfmesh.data_tvector3f, r_smoothnormals_areaweighting.integer);
+ // encode the svector and tvector in 3 byte format for permanent storage
+ for (j = 0;j < loadmodel->surfmesh.num_vertices;j++)
+ {
+ VectorScale(loadmodel->surfmesh.data_svector3f + j * 3, 127.0f, loadmodel->surfmesh.data_morphtexvecvertex[i*loadmodel->surfmesh.num_vertices+j].svec);
+ VectorScale(loadmodel->surfmesh.data_tvector3f + j * 3, 127.0f, loadmodel->surfmesh.data_morphtexvecvertex[i*loadmodel->surfmesh.num_vertices+j].tvec);
+ }
+ }
}
static void Mod_MDLMD2MD3_TraceBox(model_t *model, int frame, trace_t *trace, const vec3_t start, const vec3_t boxmins, const vec3_t boxmaxs, const vec3_t end, int hitsupercontentsmask)
segmentmaxs[2] = max(start[2], end[2]) + 1;
for (i = 0, surface = model->data_surfaces;i < model->num_surfaces;i++, surface++)
{
- Mod_Alias_GetMesh_Vertices(model, frameblend, vertex3f, NULL, NULL, NULL);
+ model->AnimateVertices(model, frameblend, vertex3f, NULL, NULL, NULL);
Collision_TraceLineTriangleMeshFloat(trace, start, end, model->surfmesh.num_triangles, model->surfmesh.data_element3i, vertex3f, SUPERCONTENTS_SOLID, 0, surface->texture, segmentmins, segmentmaxs);
}
}
maxvertices = (model->surfmesh.num_vertices + 255) & ~255;
vertex3f = (float *)Z_Malloc(maxvertices * sizeof(float[3]));
}
- Mod_Alias_GetMesh_Vertices(model, frameblend, vertex3f, NULL, NULL, NULL);
+ model->AnimateVertices(model, frameblend, vertex3f, NULL, NULL, NULL);
Collision_TraceBrushTriangleMeshFloat(trace, thisbrush_start, thisbrush_end, model->surfmesh.num_triangles, model->surfmesh.data_element3i, vertex3f, SUPERCONTENTS_SOLID, 0, surface->texture, segmentmins, segmentmaxs);
}
}
static void Mod_BuildAliasSkinFromSkinFrame(texture_t *texture, skinframe_t *skinframe)
{
+ if (cls.state == ca_dedicated)
+ return;
+ // hack
+ if (!skinframe)
+ skinframe = R_SkinFrame_LoadMissing();
+ memset(texture, 0, sizeof(*texture));
texture->currentframe = texture;
+ //texture->animated = false;
texture->numskinframes = 1;
texture->skinframerate = 1;
- texture->currentskinframe = texture->skinframes + 0;
- if (skinframe)
- texture->skinframes[0] = *skinframe;
- else
- {
- // hack
- memset(texture->skinframes, 0, sizeof(texture->skinframes));
- texture->skinframes[0].base = r_texture_notexture;
- }
+ texture->skinframes[0] = skinframe;
+ texture->currentskinframe = skinframe;
+ //texture->backgroundnumskinframes = 0;
+ //texture->customblendfunc[0] = 0;
+ //texture->customblendfunc[1] = 0;
+ //texture->surfaceflags = 0;
+ //texture->supercontents = 0;
+ //texture->surfaceparms = 0;
+ //texture->textureflags = 0;
texture->basematerialflags = MATERIALFLAG_WALL;
if (texture->currentskinframe->fog)
- texture->basematerialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_TRANSPARENT | MATERIALFLAG_NOSHADOW;
+ texture->basematerialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
texture->currentmaterialflags = texture->basematerialflags;
}
{
int i;
skinfileitem_t *skinfileitem;
- skinframe_t tempskinframe;
if (skinfile)
{
// the skin += loadmodel->num_surfaces part of this is because data_textures on alias models is arranged as [numskins][numsurfaces]
for (i = 0;skinfile;skinfile = skinfile->next, i++, skin += loadmodel->num_surfaces)
{
memset(skin, 0, sizeof(*skin));
+ // see if a mesh
for (skinfileitem = skinfile->items;skinfileitem;skinfileitem = skinfileitem->next)
{
// leave the skin unitialized (nodraw) if the replacement is "common/nodraw" or "textures/common/nodraw"
- if (!strcmp(skinfileitem->name, meshname) && strcmp(skinfileitem->replacement, "common/nodraw") && strcmp(skinfileitem->replacement, "textures/common/nodraw"))
+ if (!strcmp(skinfileitem->name, meshname))
{
- memset(&tempskinframe, 0, sizeof(tempskinframe));
- if (Mod_LoadSkinFrame(&tempskinframe, skinfileitem->replacement, (r_mipskins.integer ? TEXF_MIPMAP : 0) | TEXF_ALPHA | TEXF_PRECACHE | TEXF_PICMIP, true, true))
- Mod_BuildAliasSkinFromSkinFrame(skin, &tempskinframe);
- else
- {
- if (cls.state != ca_dedicated)
- Con_Printf("mesh \"%s\": failed to load skin #%i \"%s\", falling back to mesh's internal shader name \"%s\"\n", meshname, i, skinfileitem->replacement, shadername);
- if (Mod_LoadSkinFrame(&tempskinframe, shadername, (r_mipskins.integer ? TEXF_MIPMAP : 0) | TEXF_ALPHA | TEXF_PRECACHE | TEXF_PICMIP, true, true))
- Mod_BuildAliasSkinFromSkinFrame(skin, &tempskinframe);
- else
- {
- if (cls.state != ca_dedicated)
- Con_Printf("failed to load skin \"%s\"\n", shadername);
- Mod_BuildAliasSkinFromSkinFrame(skin, NULL);
- }
- }
+ Mod_LoadTextureFromQ3Shader(skin, skinfileitem->replacement, true, true, (r_mipskins.integer ? TEXF_MIPMAP : 0) | TEXF_ALPHA | TEXF_PRECACHE | TEXF_PICMIP | TEXF_COMPRESS);
+ break;
}
}
+ if (!skinfileitem)
+ {
+ // don't render unmentioned meshes
+ Mod_BuildAliasSkinFromSkinFrame(skin, NULL);
+ skin->basematerialflags = skin->currentmaterialflags = 0;
+ }
}
}
else
- {
- memset(&tempskinframe, 0, sizeof(tempskinframe));
- if (Mod_LoadSkinFrame(&tempskinframe, shadername, (r_mipskins.integer ? TEXF_MIPMAP : 0) | TEXF_ALPHA | TEXF_PRECACHE | TEXF_PICMIP, true, true))
- Mod_BuildAliasSkinFromSkinFrame(skin, &tempskinframe);
- else
- {
- if (cls.state != ca_dedicated)
- Con_Printf("Can't find texture \"%s\" for mesh \"%s\", using grey checkerboard\n", shadername, meshname);
- Mod_BuildAliasSkinFromSkinFrame(skin, NULL);
- }
- }
+ Mod_LoadTextureFromQ3Shader(skin, shadername, true, true, (r_mipskins.integer ? TEXF_MIPMAP : 0) | TEXF_ALPHA | TEXF_PRECACHE | TEXF_PICMIP | TEXF_COMPRESS);
}
#define BOUNDI(VALUE,MIN,MAX) if (VALUE < MIN || VALUE >= MAX) Host_Error("model %s has an invalid ##VALUE (%d exceeds %d - %d)", loadmodel->name, VALUE, MIN, MAX);
daliasgroup_t *pinframegroup;
unsigned char *datapointer, *startframes, *startskins;
char name[MAX_QPATH];
- skinframe_t tempskinframe;
+ skinframe_t *tempskinframe;
animscene_t *tempskinscenes;
texture_t *tempaliasskins;
float *vertst;
Host_Error ("%s has wrong version number (%i should be %i)",
loadmodel->name, version, ALIAS_VERSION);
+ loadmodel->modeldatatypestring = "MDL";
+
loadmodel->type = mod_alias;
+ loadmodel->AnimateVertices = Mod_MDL_AnimateVertices;
loadmodel->DrawSky = NULL;
+ loadmodel->DrawAddWaterPlanes = NULL;
loadmodel->Draw = R_Q1BSP_Draw;
+ loadmodel->DrawDepth = R_Q1BSP_DrawDepth;
+ loadmodel->DrawDebug = R_Q1BSP_DrawDebug;
loadmodel->CompileShadowVolume = R_Q1BSP_CompileShadowVolume;
loadmodel->DrawShadowVolume = R_Q1BSP_DrawShadowVolume;
loadmodel->DrawLight = R_Q1BSP_DrawLight;
loadmodel->TraceBox = Mod_MDLMD2MD3_TraceBox;
+ loadmodel->PointSuperContents = NULL;
loadmodel->num_surfaces = 1;
loadmodel->nummodelsurfaces = loadmodel->num_surfaces;
BOUNDI(loadmodel->numframes,0,65536);
loadmodel->synctype = (synctype_t)LittleLong (pinmodel->synctype);
BOUNDI(loadmodel->synctype,0,2);
- loadmodel->flags = LittleLong (pinmodel->flags);
+ // convert model flags to EF flags (MF_ROCKET becomes EF_ROCKET, etc)
+ i = LittleLong (pinmodel->flags);
+ loadmodel->effects = ((i & 255) << 24) | (i & 0x00FFFF00);
for (i = 0;i < 3;i++)
{
loadmodel->surfmesh.num_morphframes++;
}
}
+ loadmodel->num_poses = loadmodel->surfmesh.num_morphframes;
// store texture coordinates into temporary array, they will be stored
// after usage is determined (triangle data)
Mod_MDL_LoadFrames (startframes, numverts, vertremap);
Mod_BuildTriangleNeighbors(loadmodel->surfmesh.data_neighbor3i, loadmodel->surfmesh.data_element3i, loadmodel->surfmesh.num_triangles);
Mod_Alias_CalculateBoundingBox();
- Mod_Alias_Mesh_CompileFrameZero();
+ Mod_Alias_MorphMesh_CompileFrames();
Mem_Free(vertst);
Mem_Free(vertremap);
// load the skins
skinfiles = Mod_LoadSkinFiles();
loadmodel->skinscenes = (animscene_t *)Mem_Alloc(loadmodel->mempool, loadmodel->numskins * sizeof(animscene_t));
- loadmodel->num_textures = loadmodel->num_surfaces;
+ loadmodel->num_textures = loadmodel->num_surfaces * totalskins;
+ loadmodel->num_texturesperskin = loadmodel->num_surfaces;
loadmodel->data_textures = (texture_t *)Mem_Alloc(loadmodel->mempool, loadmodel->num_surfaces * totalskins * sizeof(texture_t));
if (skinfiles)
{
sprintf (name, "%s_%i_%i", loadmodel->name, i, j);
else
sprintf (name, "%s_%i", loadmodel->name, i);
- if (!Mod_LoadSkinFrame(&tempskinframe, name, (r_mipskins.integer ? TEXF_MIPMAP : 0) | TEXF_ALPHA | TEXF_PICMIP, true, true))
- Mod_LoadSkinFrame_Internal(&tempskinframe, name, (r_mipskins.integer ? TEXF_MIPMAP : 0) | TEXF_PICMIP, true, r_fullbrights.integer, (unsigned char *)datapointer, skinwidth, skinheight, 8, NULL, NULL);
- Mod_BuildAliasSkinFromSkinFrame(loadmodel->data_textures + totalskins * loadmodel->num_surfaces, &tempskinframe);
+ if (!Mod_LoadTextureFromQ3Shader(loadmodel->data_textures + totalskins * loadmodel->num_surfaces, name, false, true, (r_mipskins.integer ? TEXF_MIPMAP : 0) | TEXF_ALPHA | TEXF_PICMIP | TEXF_COMPRESS))
+ Mod_BuildAliasSkinFromSkinFrame(loadmodel->data_textures + totalskins * loadmodel->num_surfaces, R_SkinFrame_LoadInternalQuake(name, (r_mipskins.integer ? TEXF_MIPMAP : 0) | TEXF_PICMIP, true, r_fullbrights.integer, (unsigned char *)datapointer, skinwidth, skinheight));
datapointer += skinwidth * skinheight;
totalskins++;
}
}
// check for skins that don't exist in the model, but do exist as external images
// (this was added because yummyluv kept pestering me about support for it)
- while (Mod_LoadSkinFrame(&tempskinframe, va("%s_%i", loadmodel->name, loadmodel->numskins), (r_mipskins.integer ? TEXF_MIPMAP : 0) | TEXF_ALPHA | TEXF_PICMIP, true, true))
+ // TODO: support shaders here?
+ while ((tempskinframe = R_SkinFrame_LoadExternal(va("%s_%i", loadmodel->name, loadmodel->numskins), (r_mipskins.integer ? TEXF_MIPMAP : 0) | TEXF_ALPHA | TEXF_PICMIP | TEXF_COMPRESS, false)))
{
// expand the arrays to make room
tempskinscenes = loadmodel->skinscenes;
Mem_Free(tempaliasskins);
// store the info about the new skin
- Mod_BuildAliasSkinFromSkinFrame(loadmodel->data_textures + totalskins * loadmodel->num_surfaces, &tempskinframe);
+ Mod_BuildAliasSkinFromSkinFrame(loadmodel->data_textures + totalskins * loadmodel->num_surfaces, tempskinframe);
strlcpy(loadmodel->skinscenes[loadmodel->numskins].name, name, sizeof(loadmodel->skinscenes[loadmodel->numskins].name));
loadmodel->skinscenes[loadmodel->numskins].firstframe = totalskins;
loadmodel->skinscenes[loadmodel->numskins].framecount = 1;
//increase skin counts
loadmodel->numskins++;
totalskins++;
+
+ // fix up the pointers since they are pointing at the old textures array
+ // FIXME: this is a hack!
+ for (j = 0;j < loadmodel->numskins * loadmodel->num_surfaces;j++)
+ loadmodel->data_textures[j].currentframe = &loadmodel->data_textures[j];
}
}
unsigned short st;
}
*hash, **md2verthash, *md2verthashdata;
- skinframe_t tempskinframe;
skinfile_t *skinfiles;
pinmodel = (md2_t *)buffer;
Host_Error ("%s has wrong version number (%i should be %i)",
loadmodel->name, version, MD2ALIAS_VERSION);
+ loadmodel->modeldatatypestring = "MD2";
+
loadmodel->type = mod_alias;
+ loadmodel->AnimateVertices = Mod_MDL_AnimateVertices;
loadmodel->DrawSky = NULL;
+ loadmodel->DrawAddWaterPlanes = NULL;
loadmodel->Draw = R_Q1BSP_Draw;
+ loadmodel->DrawDepth = R_Q1BSP_DrawDepth;
+ loadmodel->DrawDebug = R_Q1BSP_DrawDebug;
loadmodel->CompileShadowVolume = R_Q1BSP_CompileShadowVolume;
loadmodel->DrawShadowVolume = R_Q1BSP_DrawShadowVolume;
loadmodel->DrawLight = R_Q1BSP_DrawLight;
loadmodel->TraceBox = Mod_MDLMD2MD3_TraceBox;
+ loadmodel->PointSuperContents = NULL;
if (LittleLong(pinmodel->num_tris) < 1 || LittleLong(pinmodel->num_tris) > 65536)
Host_Error ("%s has invalid number of triangles: %i", loadmodel->name, LittleLong(pinmodel->num_tris));
loadmodel->surfmesh.num_triangles = LittleLong(pinmodel->num_tris);
loadmodel->numframes = LittleLong(pinmodel->num_frames);
loadmodel->surfmesh.num_morphframes = loadmodel->numframes;
+ loadmodel->num_poses = loadmodel->surfmesh.num_morphframes;
skinwidth = LittleLong(pinmodel->skinwidth);
skinheight = LittleLong(pinmodel->skinheight);
iskinwidth = 1.0f / skinwidth;
loadmodel->surfmesh.data_element3i = (int *)data;data += loadmodel->surfmesh.num_triangles * sizeof(int[3]);
loadmodel->surfmesh.data_neighbor3i = (int *)data;data += loadmodel->surfmesh.num_triangles * sizeof(int[3]);
- loadmodel->flags = 0; // there are no MD2 flags
loadmodel->synctype = ST_RAND;
// load the skins
skinfiles = Mod_LoadSkinFiles();
if (skinfiles)
{
- loadmodel->num_textures = loadmodel->num_surfaces;
+ loadmodel->num_textures = loadmodel->num_surfaces * loadmodel->numskins;
+ loadmodel->num_texturesperskin = loadmodel->num_surfaces;
loadmodel->data_textures = (texture_t *)Mem_Alloc(loadmodel->mempool, loadmodel->num_surfaces * loadmodel->numskins * sizeof(texture_t));
Mod_BuildAliasSkinsFromSkinFiles(loadmodel->data_textures, skinfiles, "default", "");
Mod_FreeSkinFiles(skinfiles);
else if (loadmodel->numskins)
{
// skins found (most likely not a player model)
- loadmodel->num_textures = loadmodel->num_surfaces;
+ loadmodel->num_textures = loadmodel->num_surfaces * loadmodel->numskins;
+ loadmodel->num_texturesperskin = loadmodel->num_surfaces;
loadmodel->data_textures = (texture_t *)Mem_Alloc(loadmodel->mempool, loadmodel->num_surfaces * loadmodel->numskins * sizeof(texture_t));
for (i = 0;i < loadmodel->numskins;i++, inskin += MD2_SKINNAME)
- {
- if (Mod_LoadSkinFrame(&tempskinframe, inskin, (r_mipskins.integer ? TEXF_MIPMAP : 0) | TEXF_ALPHA | TEXF_PRECACHE | TEXF_PICMIP, true, true))
- Mod_BuildAliasSkinFromSkinFrame(loadmodel->data_textures + i * loadmodel->num_surfaces, &tempskinframe);
- else
- {
- Con_Printf("%s is missing skin \"%s\"\n", loadmodel->name, inskin);
- Mod_BuildAliasSkinFromSkinFrame(loadmodel->data_textures + i * loadmodel->num_surfaces, NULL);
- }
- }
+ Mod_LoadTextureFromQ3Shader(loadmodel->data_textures + i * loadmodel->num_surfaces, inskin, true, true, (r_mipskins.integer ? TEXF_MIPMAP : 0) | TEXF_ALPHA | TEXF_PRECACHE | TEXF_PICMIP | TEXF_COMPRESS);
}
else
{
// no skins (most likely a player model)
loadmodel->numskins = 1;
- loadmodel->num_textures = loadmodel->num_surfaces;
+ loadmodel->num_textures = loadmodel->num_surfaces * loadmodel->numskins;
+ loadmodel->num_texturesperskin = loadmodel->num_surfaces;
loadmodel->data_textures = (texture_t *)Mem_Alloc(loadmodel->mempool, loadmodel->num_surfaces * loadmodel->numskins * sizeof(texture_t));
Mod_BuildAliasSkinFromSkinFrame(loadmodel->data_textures, NULL);
}
Mod_BuildTriangleNeighbors(loadmodel->surfmesh.data_neighbor3i, loadmodel->surfmesh.data_element3i, loadmodel->surfmesh.num_triangles);
Mod_Alias_CalculateBoundingBox();
- Mod_Alias_Mesh_CompileFrameZero();
+ Mod_Alias_MorphMesh_CompileFrames();
surface = loadmodel->data_surfaces;
surface->texture = loadmodel->data_textures;
if (loadmodel->numskins < 1)
loadmodel->numskins = 1;
+ loadmodel->modeldatatypestring = "MD3";
+
loadmodel->type = mod_alias;
+ loadmodel->AnimateVertices = Mod_MD3_AnimateVertices;
loadmodel->DrawSky = NULL;
+ loadmodel->DrawAddWaterPlanes = NULL;
loadmodel->Draw = R_Q1BSP_Draw;
+ loadmodel->DrawDepth = R_Q1BSP_DrawDepth;
+ loadmodel->DrawDebug = R_Q1BSP_DrawDebug;
loadmodel->CompileShadowVolume = R_Q1BSP_CompileShadowVolume;
loadmodel->DrawShadowVolume = R_Q1BSP_DrawShadowVolume;
loadmodel->DrawLight = R_Q1BSP_DrawLight;
loadmodel->TraceBox = Mod_MDLMD2MD3_TraceBox;
- loadmodel->flags = LittleLong(pinmodel->flags);
+ loadmodel->PointSuperContents = NULL;
loadmodel->synctype = ST_RAND;
+ // convert model flags to EF flags (MF_ROCKET becomes EF_ROCKET, etc)
+ i = LittleLong (pinmodel->flags);
+ loadmodel->effects = ((i & 255) << 24) | (i & 0x00FFFF00);
// set up some global info about the model
loadmodel->numframes = LittleLong(pinmodel->num_frames);
}
loadmodel->nummodelsurfaces = loadmodel->num_surfaces;
- loadmodel->num_textures = loadmodel->num_surfaces;
+ loadmodel->num_textures = loadmodel->num_surfaces * loadmodel->numskins;
+ loadmodel->num_texturesperskin = loadmodel->num_surfaces;
data = (unsigned char *)Mem_Alloc(loadmodel->mempool, loadmodel->num_surfaces * sizeof(msurface_t) + loadmodel->num_surfaces * sizeof(int) + loadmodel->num_surfaces * loadmodel->numskins * sizeof(texture_t) + meshtriangles * sizeof(int[3]) + meshtriangles * sizeof(int[3]) + meshvertices * sizeof(float[2]) + meshvertices * loadmodel->numframes * sizeof(md3vertex_t));
loadmodel->data_surfaces = (msurface_t *)data;data += loadmodel->num_surfaces * sizeof(msurface_t);
loadmodel->surfacelist = (int *)data;data += loadmodel->num_surfaces * sizeof(int);
loadmodel->surfmesh.num_vertices = meshvertices;
loadmodel->surfmesh.num_triangles = meshtriangles;
loadmodel->surfmesh.num_morphframes = loadmodel->numframes; // TODO: remove?
+ loadmodel->num_poses = loadmodel->surfmesh.num_morphframes;
loadmodel->surfmesh.data_element3i = (int *)data;data += meshtriangles * sizeof(int[3]);
loadmodel->surfmesh.data_neighbor3i = (int *)data;data += meshtriangles * sizeof(int[3]);
loadmodel->surfmesh.data_texcoordtexture2f = (float *)data;data += meshvertices * sizeof(float[2]);
}
}
- if (LittleLong(pinmesh->num_shaders) >= 1)
- Mod_BuildAliasSkinsFromSkinFiles(loadmodel->data_textures + i, skinfiles, pinmesh->name, ((md3shader_t *)((unsigned char *) pinmesh + LittleLong(pinmesh->lump_shaders)))->name);
- else
- for (j = 0;j < loadmodel->numskins;j++)
- Mod_BuildAliasSkinFromSkinFrame(loadmodel->data_textures + i + j * loadmodel->num_surfaces, NULL);
+ Mod_BuildAliasSkinsFromSkinFiles(loadmodel->data_textures + i, skinfiles, pinmesh->name, LittleLong(pinmesh->num_shaders) >= 1 ? ((md3shader_t *)((unsigned char *) pinmesh + LittleLong(pinmesh->lump_shaders)))->name : "");
Mod_ValidateElements(loadmodel->surfmesh.data_element3i + surface->num_firsttriangle * 3, surface->num_triangles, surface->num_firstvertex, surface->num_vertices, __FILE__, __LINE__);
}
Mod_BuildTriangleNeighbors(loadmodel->surfmesh.data_neighbor3i, loadmodel->surfmesh.data_element3i, loadmodel->surfmesh.num_triangles);
- Mod_Alias_Mesh_CompileFrameZero();
+ Mod_Alias_MorphMesh_CompileFrames();
Mod_Alias_CalculateBoundingBox();
Mod_FreeSkinFiles(skinfiles);
- loadmodel->surfmesh.isanimated = loadmodel->numframes > 1 || loadmodel->animscenes[0].framecount > 1;
+ loadmodel->surfmesh.isanimated = loadmodel->numframes > 1
+ || (loadmodel->animscenes && loadmodel->animscenes[0].framecount > 1);
}
void Mod_ZYMOTICMODEL_Load(model_t *mod, void *buffer, void *bufferend)
if (BigLong(pinmodel->type) != 1)
Host_Error ("Mod_ZYMOTICMODEL_Load: only type 1 (skeletal pose) models are currently supported (name = %s)", loadmodel->name);
+ loadmodel->modeldatatypestring = "ZYM";
+
loadmodel->type = mod_alias;
- loadmodel->flags = 0; // there are no flags on zym models
loadmodel->synctype = ST_RAND;
// byteswap header
return;
}
+ loadmodel->AnimateVertices = Mod_Skeletal_AnimateVertices;
loadmodel->DrawSky = NULL;
+ loadmodel->DrawAddWaterPlanes = NULL;
loadmodel->Draw = R_Q1BSP_Draw;
+ loadmodel->DrawDepth = R_Q1BSP_DrawDepth;
+ loadmodel->DrawDebug = R_Q1BSP_DrawDebug;
loadmodel->CompileShadowVolume = R_Q1BSP_CompileShadowVolume;
loadmodel->DrawShadowVolume = R_Q1BSP_DrawShadowVolume;
loadmodel->DrawLight = R_Q1BSP_DrawLight;
loadmodel->TraceBox = Mod_MDLMD2MD3_TraceBox;
+ loadmodel->PointSuperContents = NULL;
loadmodel->numframes = pheader->numscenes;
loadmodel->num_surfaces = pheader->numshaders;
meshtriangles = pheader->numtris;
loadmodel->nummodelsurfaces = loadmodel->num_surfaces;
- loadmodel->num_textures = loadmodel->num_surfaces;
- data = (unsigned char *)Mem_Alloc(loadmodel->mempool, loadmodel->num_surfaces * sizeof(msurface_t) + loadmodel->num_surfaces * sizeof(int) + loadmodel->num_surfaces * loadmodel->numskins * sizeof(texture_t) + meshtriangles * sizeof(int[3]) + meshtriangles * sizeof(int[3]) + meshvertices * sizeof(float[14]) + meshvertices * sizeof(int[4]) + meshvertices * sizeof(float[4]) + loadmodel->num_poses * sizeof(float[36]));
+ loadmodel->num_textures = loadmodel->num_surfaces * loadmodel->numskins;
+ loadmodel->num_texturesperskin = loadmodel->num_surfaces;
+ data = (unsigned char *)Mem_Alloc(loadmodel->mempool, loadmodel->num_surfaces * sizeof(msurface_t) + loadmodel->num_surfaces * sizeof(int) + loadmodel->num_surfaces * loadmodel->numskins * sizeof(texture_t) + meshtriangles * sizeof(int[3]) + meshtriangles * sizeof(int[3]) + meshvertices * sizeof(float[14]) + meshvertices * sizeof(int[4]) + meshvertices * sizeof(float[4]) + loadmodel->num_poses * sizeof(float[12]) + loadmodel->num_bones * sizeof(float[12]));
loadmodel->data_surfaces = (msurface_t *)data;data += loadmodel->num_surfaces * sizeof(msurface_t);
loadmodel->surfacelist = (int *)data;data += loadmodel->num_surfaces * sizeof(int);
loadmodel->data_textures = (texture_t *)data;data += loadmodel->num_surfaces * loadmodel->numskins * sizeof(texture_t);
loadmodel->surfmesh.data_vertexweightindex4i = (int *)data;data += meshvertices * sizeof(int[4]);
loadmodel->surfmesh.data_vertexweightinfluence4f = (float *)data;data += meshvertices * sizeof(float[4]);
loadmodel->data_poses = (float *)data;data += loadmodel->num_poses * sizeof(float[12]);
- loadmodel->data_basebonepose = (float *)data;data += loadmodel->num_poses * sizeof(float[12]);
- loadmodel->data_baseboneposeinverse = (float *)data;data += loadmodel->num_poses * sizeof(float[12]);
+ loadmodel->data_baseboneposeinverse = (float *)data;data += loadmodel->num_bones * sizeof(float[12]);
//zymlump_t lump_poses; // float pose[numposes][numbones][3][4]; // animation data
poses = (float *) (pheader->lump_poses.start + pbase);
// since zym models do not have named sections, reuse their shader
// name as the section name
shadername = (char *) (pheader->lump_shaders.start + pbase) + i * 32;
- if (shadername[0])
- Mod_BuildAliasSkinsFromSkinFiles(loadmodel->data_textures + i, skinfiles, shadername, shadername);
- else
- for (j = 0;j < loadmodel->numskins;j++)
- Mod_BuildAliasSkinFromSkinFrame(loadmodel->data_textures + i + j * loadmodel->num_surfaces, NULL);
+ Mod_BuildAliasSkinsFromSkinFiles(loadmodel->data_textures + i, skinfiles, shadername, shadername);
}
Mod_FreeSkinFiles(skinfiles);
Mem_Free(vertbonecounts);
if (BigLong(pheader->type) != 2)
Host_Error ("Mod_DARKPLACESMODEL_Load: only type 2 (hierarchical skeletal pose) models are currently supported (name = %s)", loadmodel->name);
+ loadmodel->modeldatatypestring = "DPM";
+
loadmodel->type = mod_alias;
- loadmodel->flags = 0; // there are no flags on zym models
loadmodel->synctype = ST_RAND;
// byteswap header
return;
}
+ loadmodel->AnimateVertices = Mod_Skeletal_AnimateVertices;
loadmodel->DrawSky = NULL;
+ loadmodel->DrawAddWaterPlanes = NULL;
loadmodel->Draw = R_Q1BSP_Draw;
+ loadmodel->DrawDepth = R_Q1BSP_DrawDepth;
+ loadmodel->DrawDebug = R_Q1BSP_DrawDebug;
loadmodel->CompileShadowVolume = R_Q1BSP_CompileShadowVolume;
loadmodel->DrawShadowVolume = R_Q1BSP_DrawShadowVolume;
loadmodel->DrawLight = R_Q1BSP_DrawLight;
loadmodel->TraceBox = Mod_MDLMD2MD3_TraceBox;
+ loadmodel->PointSuperContents = NULL;
// model bbox
for (i = 0;i < 3;i++)
loadmodel->numframes = pheader->num_frames;
loadmodel->num_bones = pheader->num_bones;
loadmodel->num_poses = loadmodel->num_bones * loadmodel->numframes;
- loadmodel->num_textures = loadmodel->nummodelsurfaces = loadmodel->num_surfaces = pheader->num_meshs;
+ loadmodel->nummodelsurfaces = loadmodel->num_surfaces = pheader->num_meshs;
+ loadmodel->num_textures = loadmodel->num_surfaces * loadmodel->numskins;
+ loadmodel->num_texturesperskin = loadmodel->num_surfaces;
// do most allocations as one merged chunk
- data = (unsigned char *)Mem_Alloc(loadmodel->mempool, loadmodel->num_surfaces * sizeof(msurface_t) + loadmodel->num_surfaces * sizeof(int) + loadmodel->num_surfaces * loadmodel->numskins * sizeof(texture_t) + meshtriangles * sizeof(int[3]) + meshtriangles * sizeof(int[3]) + meshvertices * (sizeof(float[14]) + sizeof(int[4]) + sizeof(float[4])) + loadmodel->num_poses * sizeof(float[36]) + loadmodel->numskins * sizeof(animscene_t) + loadmodel->num_bones * sizeof(aliasbone_t) + loadmodel->numframes * sizeof(animscene_t));
+ data = (unsigned char *)Mem_Alloc(loadmodel->mempool, loadmodel->num_surfaces * sizeof(msurface_t) + loadmodel->num_surfaces * sizeof(int) + loadmodel->num_surfaces * loadmodel->numskins * sizeof(texture_t) + meshtriangles * sizeof(int[3]) + meshtriangles * sizeof(int[3]) + meshvertices * (sizeof(float[14]) + sizeof(int[4]) + sizeof(float[4])) + loadmodel->num_poses * sizeof(float[12]) + loadmodel->num_bones * sizeof(float[12]) + loadmodel->numskins * sizeof(animscene_t) + loadmodel->num_bones * sizeof(aliasbone_t) + loadmodel->numframes * sizeof(animscene_t));
loadmodel->data_surfaces = (msurface_t *)data;data += loadmodel->num_surfaces * sizeof(msurface_t);
loadmodel->surfacelist = (int *)data;data += loadmodel->num_surfaces * sizeof(int);
loadmodel->data_textures = (texture_t *)data;data += loadmodel->num_surfaces * loadmodel->numskins * sizeof(texture_t);
loadmodel->surfmesh.data_vertexweightindex4i = (int *)data;data += meshvertices * sizeof(int[4]);
loadmodel->surfmesh.data_vertexweightinfluence4f = (float *)data;data += meshvertices * sizeof(float[4]);
loadmodel->data_poses = (float *)data;data += loadmodel->num_poses * sizeof(float[12]);
- loadmodel->data_basebonepose = (float *)data;data += loadmodel->num_poses * sizeof(float[12]);
- loadmodel->data_baseboneposeinverse = (float *)data;data += loadmodel->num_poses * sizeof(float[12]);
+ loadmodel->data_baseboneposeinverse = (float *)data;data += loadmodel->num_bones * sizeof(float[12]);
loadmodel->skinscenes = (animscene_t *)data;data += loadmodel->numskins * sizeof(animscene_t);
loadmodel->data_bones = (aliasbone_t *)data;data += loadmodel->num_bones * sizeof(aliasbone_t);
loadmodel->animscenes = (animscene_t *)data;data += loadmodel->numframes * sizeof(animscene_t);
}
// since dpm models do not have named sections, reuse their shader name as the section name
- if (dpmmesh->shadername[0])
- Mod_BuildAliasSkinsFromSkinFiles(loadmodel->data_textures + i, skinfiles, dpmmesh->shadername, dpmmesh->shadername);
- else
- for (j = 0;j < loadmodel->numskins;j++)
- Mod_BuildAliasSkinFromSkinFrame(loadmodel->data_textures + i + j * loadmodel->num_surfaces, NULL);
+ Mod_BuildAliasSkinsFromSkinFiles(loadmodel->data_textures + i, skinfiles, dpmmesh->shadername, dpmmesh->shadername);
Mod_ValidateElements(loadmodel->surfmesh.data_element3i + surface->num_firsttriangle * 3, surface->num_triangles, surface->num_firstvertex, surface->num_vertices, __FILE__, __LINE__);
}
if (strcmp(pchunk->id, "ACTRHEAD"))
Host_Error ("Mod_PSKMODEL_Load: %s is not an Unreal Engine ActorX (.psk + .psa) model", loadmodel->name);
+ loadmodel->modeldatatypestring = "PSK";
+
loadmodel->type = mod_alias;
+ loadmodel->AnimateVertices = Mod_Skeletal_AnimateVertices;
loadmodel->DrawSky = NULL;
+ loadmodel->DrawAddWaterPlanes = NULL;
loadmodel->Draw = R_Q1BSP_Draw;
+ loadmodel->DrawDepth = R_Q1BSP_DrawDepth;
+ loadmodel->DrawDebug = R_Q1BSP_DrawDebug;
loadmodel->CompileShadowVolume = R_Q1BSP_CompileShadowVolume;
loadmodel->DrawShadowVolume = R_Q1BSP_DrawShadowVolume;
loadmodel->DrawLight = R_Q1BSP_DrawLight;
loadmodel->TraceBox = Mod_MDLMD2MD3_TraceBox;
- loadmodel->flags = 0; // there are no flags on zym models
+ loadmodel->PointSuperContents = NULL;
loadmodel->synctype = ST_RAND;
FS_StripExtension(loadmodel->name, animname, sizeof(animname));
loadmodel->numskins = 1;
loadmodel->num_bones = numbones;
loadmodel->num_poses = loadmodel->num_bones * loadmodel->numframes;
- loadmodel->num_textures = loadmodel->nummodelsurfaces = loadmodel->num_surfaces = nummatts;
+ loadmodel->nummodelsurfaces = loadmodel->num_surfaces = nummatts;
+ loadmodel->num_textures = loadmodel->num_surfaces * loadmodel->numskins;
+ loadmodel->num_texturesperskin = loadmodel->num_surfaces;
// do most allocations as one merged chunk
- data = (unsigned char *)Mem_Alloc(loadmodel->mempool, loadmodel->num_surfaces * sizeof(msurface_t) + loadmodel->num_surfaces * sizeof(int) + loadmodel->num_surfaces * loadmodel->numskins * sizeof(texture_t) + meshtriangles * sizeof(int[3]) + meshtriangles * sizeof(int[3]) + meshvertices * (sizeof(float[14]) + sizeof(int[4]) + sizeof(float[4])) + loadmodel->num_poses * sizeof(float[36]) + loadmodel->numskins * sizeof(animscene_t) + loadmodel->num_bones * sizeof(aliasbone_t) + loadmodel->numframes * sizeof(animscene_t));
+ data = (unsigned char *)Mem_Alloc(loadmodel->mempool, loadmodel->num_surfaces * sizeof(msurface_t) + loadmodel->num_surfaces * sizeof(int) + loadmodel->num_surfaces * loadmodel->numskins * sizeof(texture_t) + meshtriangles * sizeof(int[3]) + meshtriangles * sizeof(int[3]) + meshvertices * (sizeof(float[14]) + sizeof(int[4]) + sizeof(float[4])) + loadmodel->num_poses * sizeof(float[12]) + loadmodel->num_bones * sizeof(float[12]) + loadmodel->numskins * sizeof(animscene_t) + loadmodel->num_bones * sizeof(aliasbone_t) + loadmodel->numframes * sizeof(animscene_t));
loadmodel->data_surfaces = (msurface_t *)data;data += loadmodel->num_surfaces * sizeof(msurface_t);
loadmodel->surfacelist = (int *)data;data += loadmodel->num_surfaces * sizeof(int);
loadmodel->data_textures = (texture_t *)data;data += loadmodel->num_surfaces * loadmodel->numskins * sizeof(texture_t);
loadmodel->surfmesh.data_vertexweightindex4i = (int *)data;data += meshvertices * sizeof(int[4]);
loadmodel->surfmesh.data_vertexweightinfluence4f = (float *)data;data += meshvertices * sizeof(float[4]);
loadmodel->data_poses = (float *)data;data += loadmodel->num_poses * sizeof(float[12]);
- loadmodel->data_basebonepose = (float *)data;data += loadmodel->num_poses * sizeof(float[12]);
- loadmodel->data_baseboneposeinverse = (float *)data;data += loadmodel->num_poses * sizeof(float[12]);
+ loadmodel->data_baseboneposeinverse = (float *)data;data += loadmodel->num_bones * sizeof(float[12]);
loadmodel->skinscenes = (animscene_t *)data;data += loadmodel->numskins * sizeof(animscene_t);
loadmodel->data_bones = (aliasbone_t *)data;data += loadmodel->num_bones * sizeof(aliasbone_t);
loadmodel->animscenes = (animscene_t *)data;data += loadmodel->numframes * sizeof(animscene_t);
for (index = 0, i = 0;index < nummatts;index++)
{
// since psk models do not have named sections, reuse their shader name as the section name
- if (matts[index].name[0])
- Mod_BuildAliasSkinsFromSkinFiles(loadmodel->data_textures + index, skinfiles, matts[index].name, matts[index].name);
- else
- for (j = 0;j < loadmodel->numskins;j++)
- Mod_BuildAliasSkinFromSkinFrame(loadmodel->data_textures + index + j * loadmodel->num_surfaces, NULL);
+ Mod_BuildAliasSkinsFromSkinFiles(loadmodel->data_textures + index, skinfiles, matts[index].name, matts[index].name);
loadmodel->surfacelist[index] = index;
loadmodel->data_surfaces[index].texture = loadmodel->data_textures + index;
loadmodel->data_surfaces[index].num_firstvertex = 0;