From fc5543ede6f9704cbde901604c9f4adecac4bb7e Mon Sep 17 00:00:00 2001 From: havoc Date: Fri, 15 Feb 2008 10:07:37 +0000 Subject: [PATCH] split Mod_GetMesh_Vertices into 3 AnimateVertices functions, chosen by model loaders, this should improve compile times a bit in MSVS git-svn-id: svn://svn.icculus.org/twilight/trunk/darkplaces@8099 d7cf8633-e32d-0410-b094-e92efae38249 --- gl_rmain.c | 8 +- model_alias.c | 600 +++++++++++++++++++++++++------------------------ model_shared.h | 5 +- 3 files changed, 309 insertions(+), 304 deletions(-) diff --git a/gl_rmain.c b/gl_rmain.c index 74339a75..810b84b1 100644 --- a/gl_rmain.c +++ b/gl_rmain.c @@ -4800,7 +4800,7 @@ void RSurf_ActiveModelEntity(const entity_render_t *ent, qboolean wantnormals, q rsurface.basepolygonfactor += r_polygonoffset_submodel_factor.value; rsurface.basepolygonoffset += r_polygonoffset_submodel_offset.value; } - if (model->surfmesh.isanimated && (rsurface.frameblend[0].lerp != 1 || rsurface.frameblend[0].frame != 0)) + if (model->surfmesh.isanimated && model->AnimateVertices && (rsurface.frameblend[0].lerp != 1 || rsurface.frameblend[0].frame != 0)) { if (wanttangents) { @@ -4808,7 +4808,7 @@ void RSurf_ActiveModelEntity(const entity_render_t *ent, qboolean wantnormals, q rsurface.modelsvector3f = rsurface.array_modelsvector3f; rsurface.modeltvector3f = rsurface.array_modeltvector3f; rsurface.modelnormal3f = rsurface.array_modelnormal3f; - Mod_Alias_GetMesh_Vertices(model, rsurface.frameblend, rsurface.array_modelvertex3f, rsurface.array_modelnormal3f, rsurface.array_modelsvector3f, rsurface.array_modeltvector3f); + model->AnimateVertices(model, rsurface.frameblend, rsurface.array_modelvertex3f, rsurface.array_modelnormal3f, rsurface.array_modelsvector3f, rsurface.array_modeltvector3f); } else if (wantnormals) { @@ -4816,7 +4816,7 @@ void RSurf_ActiveModelEntity(const entity_render_t *ent, qboolean wantnormals, q rsurface.modelsvector3f = NULL; rsurface.modeltvector3f = NULL; rsurface.modelnormal3f = rsurface.array_modelnormal3f; - Mod_Alias_GetMesh_Vertices(model, rsurface.frameblend, rsurface.array_modelvertex3f, rsurface.array_modelnormal3f, NULL, NULL); + model->AnimateVertices(model, rsurface.frameblend, rsurface.array_modelvertex3f, rsurface.array_modelnormal3f, NULL, NULL); } else { @@ -4824,7 +4824,7 @@ void RSurf_ActiveModelEntity(const entity_render_t *ent, qboolean wantnormals, q rsurface.modelsvector3f = NULL; rsurface.modeltvector3f = NULL; rsurface.modelnormal3f = NULL; - Mod_Alias_GetMesh_Vertices(model, rsurface.frameblend, rsurface.array_modelvertex3f, NULL, NULL, NULL); + model->AnimateVertices(model, rsurface.frameblend, rsurface.array_modelvertex3f, NULL, NULL, NULL); } rsurface.modelvertex3f_bufferobject = 0; rsurface.modelvertex3f_bufferoffset = 0; diff --git a/model_alias.c b/model_alias.c index 4cbc06f9..55c62a45 100644 --- a/model_alias.c +++ b/model_alias.c @@ -44,356 +44,353 @@ void Mod_AliasInit (void) 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; - 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) - { - 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; - 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) + 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 { - if (wf[0] == 1) + 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]]; - 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[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; - 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) + 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; - 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) + 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 { - const md3vertex_t *verts = model->surfmesh.data_morphmd3vertex + numverts * frameblend[blendnum].frame; - float scale = frameblend[blendnum].lerp * (1.0f / 64.0f); + 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) + { + 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; - } - } - else - { - 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); } } - if (svector3f) + else { - const texvecvertex_t *texvecvert = model->surfmesh.data_morphtexvecvertex + numverts * frameblend[blendnum].frame; - float f = frameblend[blendnum].lerp * (1.0f / 127.0f); - if (blendnum == 0) + for (i = 0;i < numverts;i++, texvecvert++) { - for (i = 0;i < numverts;i++, texvecvert++) - { - VectorScale(texvecvert->svec, f, svector3f + i*3); - VectorScale(texvecvert->tvec, f, tvector3f + i*3); - } - } - else - { - for (i = 0;i < numverts;i++, texvecvert++) - { - VectorMA(svector3f + i*3, f, texvecvert->svec, svector3f + i*3); - VectorMA(tvector3f + i*3, f, texvecvert->tvec, tvector3f + i*3); - } + VectorMA(svector3f + i*3, f, texvecvert->svec, svector3f + i*3); + VectorMA(tvector3f + i*3, f, texvecvert->tvec, tvector3f + i*3); } } } } - 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++) - { - const float *vn = m_bytenormals[verts[i].lightnormalindex]; - VectorScale(vn, lerp, normal3f + i*3); - } - } - 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); - } + VectorScale(texvecvert->svec, f, svector3f + i*3); + VectorScale(texvecvert->tvec, f, tvector3f + i*3); } } - if (svector3f) + else { - const texvecvertex_t *texvecvert = model->surfmesh.data_morphtexvecvertex + numverts * frameblend[blendnum].frame; - float f = frameblend[blendnum].lerp * (1.0f / 127.0f); - if (blendnum == 0) + for (i = 0;i < numverts;i++, texvecvert++) { - for (i = 0;i < numverts;i++, texvecvert++) - { - VectorScale(texvecvert->svec, f, svector3f + i*3); - VectorScale(texvecvert->tvec, f, tvector3f + i*3); - } - } - else - { - for (i = 0;i < numverts;i++, texvecvert++) - { - VectorMA(svector3f + i*3, f, texvecvert->svec, svector3f + i*3); - VectorMA(tvector3f + i*3, f, texvecvert->tvec, tvector3f + i*3); - } + VectorMA(svector3f + i*3, f, texvecvert->svec, svector3f + i*3); + VectorMA(tvector3f + i*3, f, texvecvert->tvec, tvector3f + i*3); } } } } - 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) @@ -494,7 +491,6 @@ static void Mod_BuildBaseBonePoses(void) static void Mod_Alias_CalculateBoundingBox(void) { - int i, j; int vnum; qboolean firstvertex = true; float dist, yawradius, radius; @@ -508,35 +504,32 @@ static void Mod_Alias_CalculateBoundingBox(void) 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); @@ -567,7 +560,7 @@ static void Mod_Alias_MorphMesh_CompileFrames(void) for (i = loadmodel->surfmesh.num_morphframes-1;i >= 0;i--) { frameblend[0].frame = i; - Mod_Alias_GetMesh_Vertices(loadmodel, frameblend, loadmodel->surfmesh.data_vertex3f, loadmodel->surfmesh.data_normal3f, NULL, NULL); + 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++) @@ -611,7 +604,7 @@ static void Mod_MDLMD2MD3_TraceBox(model_t *model, int frame, trace_t *trace, co 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); } } @@ -641,7 +634,7 @@ static void Mod_MDLMD2MD3_TraceBox(model_t *model, int frame, trace_t *trace, co 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); } } @@ -822,6 +815,7 @@ void Mod_IDP0_Load(model_t *mod, void *buffer, void *bufferend) loadmodel->modeldatatypestring = "MDL"; loadmodel->type = mod_alias; + loadmodel->AnimateVertices = Mod_MDL_AnimateVertices; loadmodel->DrawSky = NULL; loadmodel->DrawAddWaterPlanes = NULL; loadmodel->Draw = R_Q1BSP_Draw; @@ -916,6 +910,7 @@ void Mod_IDP0_Load(model_t *mod, void *buffer, void *bufferend) 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) @@ -1138,6 +1133,7 @@ void Mod_IDP2_Load(model_t *mod, void *buffer, void *bufferend) loadmodel->modeldatatypestring = "MD2"; loadmodel->type = mod_alias; + loadmodel->AnimateVertices = Mod_MDL_AnimateVertices; loadmodel->DrawSky = NULL; loadmodel->DrawAddWaterPlanes = NULL; loadmodel->Draw = R_Q1BSP_Draw; @@ -1176,6 +1172,7 @@ void Mod_IDP2_Load(model_t *mod, void *buffer, void *bufferend) 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; @@ -1368,6 +1365,7 @@ void Mod_IDP3_Load(model_t *mod, void *buffer, void *bufferend) loadmodel->modeldatatypestring = "MD3"; loadmodel->type = mod_alias; + loadmodel->AnimateVertices = Mod_MD3_AnimateVertices; loadmodel->DrawSky = NULL; loadmodel->DrawAddWaterPlanes = NULL; loadmodel->Draw = R_Q1BSP_Draw; @@ -1445,6 +1443,7 @@ void Mod_IDP3_Load(model_t *mod, void *buffer, void *bufferend) 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]); @@ -1496,7 +1495,7 @@ void Mod_IDP3_Load(model_t *mod, void *buffer, void *bufferend) Mod_Alias_CalculateBoundingBox(); Mod_FreeSkinFiles(skinfiles); - loadmodel->surfmesh.isanimated = loadmodel->numframes > 1 + loadmodel->surfmesh.isanimated = loadmodel->numframes > 1 || (loadmodel->animscenes && loadmodel->animscenes[0].framecount > 1); } @@ -1572,6 +1571,7 @@ void Mod_ZYMOTICMODEL_Load(model_t *mod, void *buffer, void *bufferend) return; } + loadmodel->AnimateVertices = Mod_Skeletal_AnimateVertices; loadmodel->DrawSky = NULL; loadmodel->DrawAddWaterPlanes = NULL; loadmodel->Draw = R_Q1BSP_Draw; @@ -1866,6 +1866,7 @@ void Mod_DARKPLACESMODEL_Load(model_t *mod, void *buffer, void *bufferend) return; } + loadmodel->AnimateVertices = Mod_Skeletal_AnimateVertices; loadmodel->DrawSky = NULL; loadmodel->DrawAddWaterPlanes = NULL; loadmodel->Draw = R_Q1BSP_Draw; @@ -2136,6 +2137,7 @@ void Mod_PSKMODEL_Load(model_t *mod, void *buffer, void *bufferend) loadmodel->modeldatatypestring = "PSK"; loadmodel->type = mod_alias; + loadmodel->AnimateVertices = Mod_Skeletal_AnimateVertices; loadmodel->DrawSky = NULL; loadmodel->DrawAddWaterPlanes = NULL; loadmodel->Draw = R_Q1BSP_Draw; diff --git a/model_shared.h b/model_shared.h index 7bcf180f..02d90b9f 100644 --- a/model_shared.h +++ b/model_shared.h @@ -780,6 +780,8 @@ typedef struct model_brushq3_s } model_brushq3_t; +struct frameblend_s; + typedef struct model_s { // name and path of model, for example "progs/player.mdl" @@ -851,6 +853,8 @@ typedef struct model_s surfmesh_t surfmesh; // data type of model const char *modeldatatypestring; + // generates vertex data for a given frameblend + void(*AnimateVertices)(const struct model_s *model, const struct frameblend_s *frameblend, float *vertex3f, float *normal3f, float *svector3f, float *tvector3f); // draw the model's sky polygons (only used by brush models) void(*DrawSky)(struct entity_render_s *ent); // draw refraction/reflection textures for the model's water polygons (only used by brush models) @@ -980,7 +984,6 @@ void R_Q1BSP_DrawLight(struct entity_render_s *ent, int numsurfaces, const int * // alias models struct frameblend_s; void Mod_AliasInit(void); -void Mod_Alias_GetMesh_Vertices(const model_t *model, const struct frameblend_s *frameblend, float *vertex3f, float *normal3f, float *svector3f, float *tvector3f); 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); -- 2.39.2