return 0;
}
+int GL_SkinCheck(byte *in, int width, int height, unsigned short bits)
+{
+ int i, pixels, passed;
+ byte pixeltest[16];
+ for (i = 0;i < 16;i++)
+ pixeltest[i] = (bits & (1 << i)) != 0;
+ pixels = width*height;
+ passed = 0;
+ while(pixels--)
+ {
+ if (pixeltest[*in >> 4] && *in != 0 && *in != 255)
+ return true;
+ in++;
+ }
+ return false;
+}
+
+void Mod_LoadSkin (maliashdr_t *mheader, char *basename, byte *skindata, byte *skintemp, int width, int height, int *skintexnum)
+{
+#if 0
+ int skin_normal, skin_pants, skin_shirt, skin_glow, skin_body, temp;
+ skin_normal = loadtextureimage(va("%s_normal", basename));
+ skin_pants = loadtextureimage(va("%s_pants" , basename));
+ skin_shirt = loadtextureimage(va("%s_shirt" , basename));
+ skin_glow = loadtextureimage(va("%s_glow" , basename));
+ skin_body = loadtextureimage(va("%s_body" , basename));
+ if (!(skin_normal || skin_pants || skin_shirt || skin_glow || skin_body))
+ skin_body = loadtextureimage(name);
+ if (skin_normal || skin_pants || skin_shirt || skin_glow || skin_body)
+ {
+ skintexnum[0] = skin_normal;
+ skintexnum[1] = skin_pants;
+ skintexnum[2] = skin_shirt;
+ skintexnum[3] = skin_glow;
+ skintexnum[4] = skin_body;
+ }
+ else
+ {
+ Mod_FloodFillSkin(skin, width, height);
+ skin_normal = GL_SkinCheck((byte *)pskintype, width, height, 0x3FBD);
+ skin_pants = GL_SkinCheck((byte *)pskintype, width, height, 0x0040);
+ skin_shirt = GL_SkinCheck((byte *)pskintype, width, height, 0x0002);
+ skin_glow = GL_SkinCheck((byte *)pskintype, width, height, 0xC000);
+ skin_body = GL_SkinCheck((byte *)pskintype, width, height, 0x3FFF);
+ if (skin_pants || skin_shirt)
+ {
+ byte *saveskin;
+ saveskin = Hunk_AllocName(width*height, va("%s skin", loadname));
+ memcpy((saveskin, byte *)pskintype, width*height);
+ temp = (int) saveskin - (int) mheader;
+ skintexnum[0] = skin_normal ? -temp : 0;
+ skintexnum[1] = skin_pants ? -temp : 0;
+ skintexnum[2] = skin_shirt ? -temp : 0;
+ skintexnum[3] = GL_SkinSplit((byte *)pskintype, skintemp, width, height, 0xC000, va("%s_glow", basename)); // glow
+ skintexnum[4] = GL_SkinSplit((byte *)pskintype, skintemp, width, height, 0x3FFF, va("%s_body", basename)); // body (normal + pants + shirt, but not glow)
+ }
+ else
+ {
+ skintexnum[0] = 0;
+ skintexnum[1] = 0;
+ skintexnum[2] = 0;
+ skintexnum[3] = GL_SkinSplit((byte *)pskintype, skintemp, width, height, 0xC000, va("%s_glow", basename)); // glow
+ skintexnum[4] = GL_SkinSplit((byte *)pskintype, skintemp, width, height, 0x3FFF, va("%s_body", basename)); // body (normal + pants + shirt, but not glow)
+ }
+ }
+#else
+ skintexnum[0] = loadtextureimage(va("%s_normal", basename), 0, 0, false, true);
+ skintexnum[1] = 0;
+ skintexnum[2] = 0;
+ skintexnum[3] = loadtextureimage(va("%s_glow" , basename), 0, 0, false, true);
+ skintexnum[4] = 0;
+ if (skintexnum[0])
+ {
+ skintexnum[1] = loadtextureimage(va("%s_pants" , basename), 0, 0, false, true);
+ skintexnum[2] = loadtextureimage(va("%s_shirt" , basename), 0, 0, false, true);
+ }
+ else
+ {
+ skintexnum[0] = loadtextureimage(basename, 0, 0, false, true);
+ if (!skintexnum[0])
+ {
+ skintexnum[0] = GL_SkinSplit(skindata, skintemp, width, height, 0x3FBD, va("&%s_normal", basename)); // normal (no special colors)
+ skintexnum[1] = GL_SkinSplitShirt(skindata, skintemp, width, height, 0x0040, va("&%s_pants", basename)); // pants
+ skintexnum[2] = GL_SkinSplitShirt(skindata, skintemp, width, height, 0x0002, va("&%s_shirt", basename)); // shirt
+ skintexnum[3] = GL_SkinSplit(skindata, skintemp, width, height, 0xC000, va("%s_glow", basename)); // glow
+ skintexnum[4] = GL_SkinSplit(skindata, skintemp, width, height, 0x3FFF, va("%s_body", basename)); // body (normal + pants + shirt, but not glow)
+ }
+ }
+#endif
+}
+
/*
===============
Mod_LoadAllSkins
===============
*/
-void *Mod_LoadAllSkins (int numskins, daliasskintype_t *pskintype, int width, int height)
+void *Mod_LoadAllSkins (maliashdr_t *mheader, int numskins, daliasskintype_t *pskintype, int width, int height)
{
int i, j;
char name[32];
*skinrange++ = 1; // single skin
skinnum++;
sprintf (name, "%s_%i", loadmodel->name, i);
-
- Mod_FloodFillSkin( skin, width, height );
- *skintexnum++ = GL_SkinSplit((byte *)pskintype, skintemp, width, height, 0x3FBD, va("%s_normal", name)); // normal (no special colors)
- *skintexnum++ = GL_SkinSplitShirt((byte *)pskintype, skintemp, width, height, 0x0040, va("%s_pants", name)); // pants
- *skintexnum++ = GL_SkinSplitShirt((byte *)pskintype, skintemp, width, height, 0x0002, va("%s_shirt", name)); // shirt
- *skintexnum++ = GL_SkinSplit((byte *)pskintype, skintemp, width, height, 0xC000, va("%s_glow", name)); // glow
- *skintexnum++ = GL_SkinSplit((byte *)pskintype, skintemp, width, height, 0x3FFF, va("%s_body", name)); // body (normal + pants + shirt, but not glow)
+ Mod_LoadSkin(mheader, name, (byte *)pskintype, skintemp, width, height, skintexnum);
+ skintexnum += 5;
pskintype = (daliasskintype_t *)((byte *)(pskintype) + s);
}
else
skinnum += groupskins;
for (j = 0;j < groupskins;j++)
{
- sprintf (name, "%s_%i_%i", loadmodel->name, i,j);
-
- Mod_FloodFillSkin( skin, width, height );
- *skintexnum++ = GL_SkinSplit((byte *)pskintype, skintemp, width, height, 0x3FBD, va("%s_normal", name)); // normal (no special colors)
- *skintexnum++ = GL_SkinSplitShirt((byte *)pskintype, skintemp, width, height, 0x0040, va("%s_pants", name)); // pants
- *skintexnum++ = GL_SkinSplitShirt((byte *)pskintype, skintemp, width, height, 0x0002, va("%s_shirt", name)); // shirt
- *skintexnum++ = GL_SkinSplit((byte *)pskintype, skintemp, width, height, 0xC000, va("%s_glow", name)); // glow
- *skintexnum++ = GL_SkinSplit((byte *)pskintype, skintemp, width, height, 0x3FFF, va("%s_body", name)); // body (normal + pants + shirt, but not glow)
+ sprintf (name, "%s_%i_%i", loadmodel->name, i, j);
+ Mod_LoadSkin(mheader, name, (byte *)pskintype, skintemp, width, height, skintexnum);
+ skintexnum += 5;
pskintype = (daliasskintype_t *)((byte *)(pskintype) + s);
}
}
Host_Error ("%s has wrong version number (%i should be %i)",
mod->name, version, ALIAS_VERSION);
- mod->type = ALIASTYPE_MDL;
+ mod->type = mod_alias;
+ mod->aliastype = ALIASTYPE_MDL;
numframes = LittleLong(pinmodel->numframes);
BOUNDI(numframes,0,65536);
}
// rebuild the model
- mheader = Hunk_AllocName (sizeof(maliashdr_t), loadname);
+ mheader = Hunk_AllocName (sizeof(maliashdr_t), va("%s model header", loadname));
mod->flags = LittleLong (pinmodel->flags);
mod->type = mod_alias;
// endian-adjust and copy the data, starting with the alias model header
// load the skins
pskintype = (daliasskintype_t *)&pinmodel[1];
- pskintype = Mod_LoadAllSkins(numskins, pskintype, skinwidth, skinheight);
+ pskintype = Mod_LoadAllSkins(mheader, numskins, pskintype, skinwidth, skinheight);
// store texture coordinates into temporary array, they will be stored after usage is determined (triangle data)
pinstverts = (stvert_t *)pskintype;
}
// load triangle data
- pouttris = Hunk_AllocName(sizeof(unsigned short[3]) * numtris, loadname);
+ pouttris = Hunk_AllocName(sizeof(unsigned short[3]) * numtris, va("%s triangles", loadname));
mheader->tridata = (int) pouttris - (int) mheader;
pintriangles = (dtriangle_t *)&pinstverts[mheader->numverts];
*pouttris++ = vertremap[temptris[i][2]];
}
// store the texture coordinates
- pouttexcoords = Hunk_AllocName(sizeof(float[2]) * totalverts, loadname);
+ pouttexcoords = Hunk_AllocName(sizeof(float[2]) * totalverts, va("%s texcoords", loadname));
mheader->texdata = (int) pouttexcoords - (int) mheader;
for (i = 0;i < totalverts;i++)
{
// load the frames
posenum = 0;
- frame = Hunk_AllocName(sizeof(maliasframe_t) * numframes, loadname);
+ frame = Hunk_AllocName(sizeof(maliasframe_t) * numframes, va("%s frame info", loadname));
mheader->framedata = (int) frame - (int) mheader;
- posevert = Hunk_AllocName(sizeof(trivert2) * numposes * totalverts, loadname);
+ posevert = Hunk_AllocName(sizeof(trivert2) * numposes * totalverts, va("%s vertex data", loadname));
mheader->posedata = (int) posevert - (int) mheader;
pframetype = (daliasframetype_t *)&pintriangles[numtris];
+ LittleLong(pinmodel->num_glcmds) * sizeof(int);
if (size <= 0 || size >= MD2MAX_SIZE)
Host_Error ("%s is not a valid model", mod->name);
- pheader = Hunk_AllocName (size, loadname);
+ pheader = Hunk_AllocName (size, va("%s Quake2 model", loadname));
mod->flags = 0; // there are no MD2 flags
mod->numframes = LittleLong(pinmodel->num_frames);
{
for (j = 0;j < 3;j++)
{
+ strcpy(poutframe->name, pinframe->name);
poutframe->scale[j] = LittleFloat(pinframe->scale[j]);
poutframe->translate[j] = LittleFloat(pinframe->translate[j]);
}
Hunk_FreeToLowMark (start);
}
+
+void swapintblock(int *m, int size)
+{
+ size /= 4;
+ while(size--)
+ *m++ = BigLong(*m);
+}
+
+void Mod_LoadZymoticModel (model_t *mod, void *buffer)
+{
+ int i, pbase, start, end, total, *skin, *skinrange, *texturenum;
+ char *shadername;
+ zymtype1header_t *pinmodel, *pheader;
+ zymscene_t *scene;
+ zymbone_t *bone;
+
+ start = Hunk_LowMark ();
+
+ pinmodel = (void *)buffer;
+
+ if (memcmp(pinmodel->id, "ZYMOTICMODEL", 12))
+ Host_Error ("Mod_LoadZymoticModel: %s is not a zymotic model\n");
+
+ if (BigLong(pinmodel->type) != 1)
+ Host_Error ("Mod_LoadZymoticModel: only type 1 (skeletal pose) models are currently supported\n");
+
+ mod->type = mod_alias;
+ mod->aliastype = ALIASTYPE_ZYM;
+
+ pheader = Hunk_AllocName (BigLong(pinmodel->filesize), va("%s Zymotic model", loadname));
+
+ pbase = (int) pheader;
+
+ memcpy(pheader, pinmodel, BigLong(pinmodel->filesize));
+
+ // byteswap header
+ memcpy(pheader->id, pinmodel->id, 12);
+ pheader->type = BigLong(pheader->type);
+ pheader->filesize = BigLong(pheader->filesize);
+ pheader->mins[0] = BigFloat(pheader->mins[0]);
+ pheader->mins[1] = BigFloat(pheader->mins[1]);
+ pheader->mins[2] = BigFloat(pheader->mins[2]);
+ pheader->maxs[0] = BigFloat(pheader->maxs[0]);
+ pheader->maxs[1] = BigFloat(pheader->maxs[1]);
+ pheader->maxs[2] = BigFloat(pheader->maxs[2]);
+ pheader->radius = BigFloat(pheader->radius);
+ pheader->numverts = BigLong(pheader->numverts);
+ pheader->numtris = BigLong(pheader->numtris);
+ pheader->numshaders = BigLong(pheader->numshaders);
+ pheader->numbones = BigLong(pheader->numbones);
+ pheader->numscenes = BigLong(pheader->numscenes);
+
+
+ pheader->lump_scenes.start = BigLong(pheader->lump_scenes.start);pheader->lump_scenes.length = BigLong(pheader->lump_scenes.length);
+ pheader->lump_poses.start = BigLong(pheader->lump_poses.start);pheader->lump_poses.length = BigLong(pheader->lump_poses.length);
+ pheader->lump_bones.start = BigLong(pheader->lump_bones.start);pheader->lump_bones.length = BigLong(pheader->lump_bones.length);
+ pheader->lump_vertbonecounts.start = BigLong(pheader->lump_vertbonecounts.start);pheader->lump_vertbonecounts.length = BigLong(pheader->lump_vertbonecounts.length);
+ pheader->lump_verts.start = BigLong(pheader->lump_verts.start);pheader->lump_verts.length = BigLong(pheader->lump_verts.length);
+ pheader->lump_texcoords.start = BigLong(pheader->lump_texcoords.start);pheader->lump_texcoords.length = BigLong(pheader->lump_texcoords.length);
+ pheader->lump_render.start = BigLong(pheader->lump_render.start);pheader->lump_render.length = BigLong(pheader->lump_render.length);
+ pheader->lump_shaders.start = BigLong(pheader->lump_shaders.start);pheader->lump_shaders.length = BigLong(pheader->lump_shaders.length);
+ pheader->lump_trizone.start = BigLong(pheader->lump_trizone.start);pheader->lump_trizone.length = BigLong(pheader->lump_trizone.length);
+
+ mod->flags = 0; // there are no flags
+ mod->numframes = pheader->numscenes;
+ mod->synctype = ST_SYNC;
+ mod->numtris = pheader->numtris;
+
+ // FIXME: add skin support and texturing and shaders and...
+// load the skins
+ skinrange = loadmodel->skinanimrange;
+ skin = loadmodel->skinanim;
+// skinrange = Hunk_AllocName (sizeof(int) * (pheader->num_skins * 2), loadname);
+// skin = skinrange + pheader->num_skins * 2;
+// loadmodel->skinanimrange = (int) skinrange - (int) pheader;
+// loadmodel->skinanim = (int) skin - (int) pheader;
+ *skinrange++ = 0;
+ *skinrange++ = 1;
+ *skin++ = 0;
+ *skin++ = 0;
+ *skin++ = 0;
+ *skin++ = 0;
+ *skin++ = 0;
+ loadmodel->numskins = 1;
+
+ // go through the lumps, swapping things
+
+// zymlump_t lump_scenes; // zymscene_t scene[numscenes]; // name and other information for each scene (see zymscene struct)
+ scene = (void *) (pheader->lump_scenes.start + pbase);
+ for (i = 0;i < pheader->numscenes;i++)
+ {
+ scene->mins[0] = BigFloat(scene->mins[0]);
+ scene->mins[1] = BigFloat(scene->mins[1]);
+ scene->mins[2] = BigFloat(scene->mins[2]);
+ scene->maxs[0] = BigFloat(scene->maxs[0]);
+ scene->maxs[1] = BigFloat(scene->maxs[1]);
+ scene->maxs[2] = BigFloat(scene->maxs[2]);
+ scene->radius = BigFloat(scene->radius);
+ scene->framerate = BigFloat(scene->framerate);
+ scene->flags = BigLong(scene->flags);
+ scene->start = BigLong(scene->start);
+ scene->length = BigLong(scene->length);
+ scene++;
+ }
+
+// zymlump_t lump_poses; // float pose[numposes][numbones][6]; // animation data
+ swapintblock((void *) (pheader->lump_poses.start + pbase), pheader->lump_poses.length);
+
+// zymlump_t lump_bones; // zymbone_t bone[numbones];
+ bone = (void *) (pheader->lump_bones.start + pbase);
+ for (i = 0;i < pheader->numbones;i++)
+ {
+ bone->flags = BigLong(bone->flags);
+ bone->parent = BigLong(bone->parent);
+ bone++;
+ }
+
+// zymlump_t lump_vertbonecounts; // int vertbonecounts[numvertices]; // how many bones influence each vertex (separate mainly to make this compress better)
+ swapintblock((void *) (pheader->lump_vertbonecounts.start + pbase), pheader->lump_vertbonecounts.length);
+
+// zymlump_t lump_verts; // zymvertex_t vert[numvertices]; // see vertex struct
+ swapintblock((void *) (pheader->lump_verts.start + pbase), pheader->lump_verts.length);
+
+// zymlump_t lump_texcoords; // float texcoords[numvertices][2];
+ swapintblock((void *) (pheader->lump_texcoords.start + pbase), pheader->lump_texcoords.length);
+
+// zymlump_t lump_render; // int renderlist[rendersize]; // sorted by shader with run lengths (int shader, count), each run can be used with glDrawElements (each triangle is 3 int indices)
+ swapintblock((void *) (pheader->lump_render.start + pbase), pheader->lump_render.length);
+
+// zymlump_t lump_shaders; // char shadername[numshaders][32]; // shaders used on this model
+ shadername = (void *) (pheader->lump_shaders.start + pbase);
+ texturenum = (void *) shadername;
+ for (i = 0;i < pheader->numshaders;i++)
+ {
+ int j;
+ j = loadtextureimage(shadername, 0, 0, true, true);
+ shadername += 32;
+ *texturenum++ = j; // reuse shader name list for texture numbers
+ }
+
+// zymlump_t lump_trizone; // byte trizone[numtris]; // see trizone explanation
+ swapintblock((void *) (pheader->lump_trizone.start + pbase), pheader->lump_trizone.length);
+
+ // model bbox
+ for (i = 0;i < 3;i++)
+ {
+ mod->mins[i] = pheader->mins[i];
+ mod->maxs[i] = pheader->maxs[i];
+ }
+
+// move the complete, relocatable alias model to the cache
+ end = Hunk_LowMark ();
+ total = end - start;
+
+ Cache_Alloc (&mod->cache, total, loadname);
+ if (!mod->cache.data)
+ return;
+ memcpy (mod->cache.data, pheader, total);
+
+ Hunk_FreeToLowMark (start);
+}