/* =========================================================================== Copyright (C) 1999-2005 Id Software, Inc. This file is part of Quake III Arena source code. Quake III Arena source code is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation; either version 2 of the License, or (at your option) any later version. Quake III Arena source code is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with Quake III Arena source code; if not, write to the Free Software Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA =========================================================================== */ // tr_models.c -- model loading and caching #include "tr_local.h" #define LL(x) x=LittleLong(x) static qboolean R_LoadMD3 (model_t *mod, int lod, void *buffer, const char *name ); static qboolean R_LoadMD4 (model_t *mod, void *buffer, const char *name ); #ifdef RAVENMD4 static qboolean R_LoadMDR (model_t *mod, void *buffer, int filesize, const char *name ); #endif model_t *loadmodel; /* ** R_GetModelByHandle */ model_t *R_GetModelByHandle( qhandle_t index ) { model_t *mod; // out of range gets the defualt model if ( index < 1 || index >= tr.numModels ) { return tr.models[0]; } mod = tr.models[index]; return mod; } //=============================================================================== /* ** R_AllocModel */ model_t *R_AllocModel( void ) { model_t *mod; if ( tr.numModels == MAX_MOD_KNOWN ) { return NULL; } mod = ri.Hunk_Alloc( sizeof( *tr.models[tr.numModels] ), h_low ); mod->index = tr.numModels; tr.models[tr.numModels] = mod; tr.numModels++; return mod; } /* ==================== RE_RegisterModel Loads in a model for the given name Zero will be returned if the model fails to load. An entry will be retained for failed models as an optimization to prevent disk rescanning if they are asked for again. ==================== */ qhandle_t RE_RegisterModel( const char *name ) { model_t *mod; union { unsigned *u; void *v; } buf; int lod; int ident; qboolean loaded = qfalse; qhandle_t hModel; int numLoaded; char *fext, defex[] = "md3", filename[MAX_QPATH], namebuf[MAX_QPATH+20]; if ( !name || !name[0] ) { ri.Printf( PRINT_ALL, "RE_RegisterModel: NULL name\n" ); return 0; } if ( strlen( name ) >= MAX_QPATH ) { Com_Printf( "Model name exceeds MAX_QPATH\n" ); return 0; } // // search the currently loaded models // for ( hModel = 1 ; hModel < tr.numModels; hModel++ ) { mod = tr.models[hModel]; if ( !strcmp( mod->name, name ) ) { if( mod->type == MOD_BAD ) { return 0; } return hModel; } } // allocate a new model_t if ( ( mod = R_AllocModel() ) == NULL ) { ri.Printf( PRINT_WARNING, "RE_RegisterModel: R_AllocModel() failed for '%s'\n", name); return 0; } // only set the name after the model has been successfully loaded Q_strncpyz( mod->name, name, sizeof( mod->name ) ); // make sure the render thread is stopped R_SyncRenderThread(); mod->numLods = 0; // // load the files // numLoaded = 0; strcpy(filename, name); fext = strchr(filename, '.'); if(!fext) fext = defex; else { *fext = '\0'; fext++; } #ifdef RAVENMD4 if(!Q_stricmp(fext, "mdr")) { int filesize; filesize = ri.FS_ReadFile(name, (void **) &buf.v); if(!buf.u) { ri.Printf (PRINT_WARNING,"RE_RegisterModel: couldn't load %s\n", name); mod->type = MOD_BAD; return 0; } ident = LittleLong(*(unsigned *)buf.u); if(ident == MDR_IDENT) loaded = R_LoadMDR(mod, buf.u, filesize, name); ri.FS_FreeFile (buf.v); if(!loaded) { ri.Printf(PRINT_WARNING,"RE_RegisterModel: couldn't load mdr file %s\n", name); mod->type = MOD_BAD; return 0; } return mod->index; } #endif fext = defex; for ( lod = MD3_MAX_LODS - 1 ; lod >= 0 ; lod-- ) { if ( lod ) Com_sprintf(namebuf, sizeof(namebuf), "%s_%d.%s", filename, lod, fext); else Com_sprintf(namebuf, sizeof(namebuf), "%s.%s", filename, fext); ri.FS_ReadFile( namebuf, &buf.v ); if ( !buf.u ) { continue; } loadmodel = mod; ident = LittleLong(*(unsigned *)buf.u); if ( ident == MD4_IDENT ) { loaded = R_LoadMD4( mod, buf.u, name ); } else { if ( ident != MD3_IDENT ) { ri.Printf (PRINT_WARNING,"RE_RegisterModel: unknown fileid for %s\n", name); goto fail; } loaded = R_LoadMD3( mod, lod, buf.u, name ); } ri.FS_FreeFile (buf.v); if ( !loaded ) { if ( lod == 0 ) { goto fail; } else { break; } } else { mod->numLods++; numLoaded++; // if we have a valid model and are biased // so that we won't see any higher detail ones, // stop loading them // if ( lod <= r_lodbias->integer ) { // break; // } } } if ( numLoaded ) { // duplicate into higher lod spots that weren't // loaded, in case the user changes r_lodbias on the fly for ( lod-- ; lod >= 0 ; lod-- ) { mod->numLods++; mod->md3[lod] = mod->md3[lod+1]; } return mod->index; } #ifdef _DEBUG else { ri.Printf (PRINT_WARNING,"RE_RegisterModel: couldn't load %s\n", name); } #endif fail: // we still keep the model_t around, so if the model name is asked for // again, we won't bother scanning the filesystem mod->type = MOD_BAD; return 0; } /* ================= R_LoadMD3 ================= */ static qboolean R_LoadMD3 (model_t *mod, int lod, void *buffer, const char *mod_name ) { int i, j; md3Header_t *pinmodel; md3Frame_t *frame; md3Surface_t *surf; md3Shader_t *shader; md3Triangle_t *tri; md3St_t *st; md3XyzNormal_t *xyz; md3Tag_t *tag; int version; int size; pinmodel = (md3Header_t *)buffer; version = LittleLong (pinmodel->version); if (version != MD3_VERSION) { ri.Printf( PRINT_WARNING, "R_LoadMD3: %s has wrong version (%i should be %i)\n", mod_name, version, MD3_VERSION); return qfalse; } mod->type = MOD_MESH; size = LittleLong(pinmodel->ofsEnd); mod->dataSize += size; mod->md3[lod] = ri.Hunk_Alloc( size, h_low ); Com_Memcpy (mod->md3[lod], buffer, LittleLong(pinmodel->ofsEnd) ); LL(mod->md3[lod]->ident); LL(mod->md3[lod]->version); LL(mod->md3[lod]->numFrames); LL(mod->md3[lod]->numTags); LL(mod->md3[lod]->numSurfaces); LL(mod->md3[lod]->ofsFrames); LL(mod->md3[lod]->ofsTags); LL(mod->md3[lod]->ofsSurfaces); LL(mod->md3[lod]->ofsEnd); if ( mod->md3[lod]->numFrames < 1 ) { ri.Printf( PRINT_WARNING, "R_LoadMD3: %s has no frames\n", mod_name ); return qfalse; } // swap all the frames frame = (md3Frame_t *) ( (byte *)mod->md3[lod] + mod->md3[lod]->ofsFrames ); for ( i = 0 ; i < mod->md3[lod]->numFrames ; i++, frame++) { frame->radius = LittleFloat( frame->radius ); for ( j = 0 ; j < 3 ; j++ ) { frame->bounds[0][j] = LittleFloat( frame->bounds[0][j] ); frame->bounds[1][j] = LittleFloat( frame->bounds[1][j] ); frame->localOrigin[j] = LittleFloat( frame->localOrigin[j] ); } } // swap all the tags tag = (md3Tag_t *) ( (byte *)mod->md3[lod] + mod->md3[lod]->ofsTags ); for ( i = 0 ; i < mod->md3[lod]->numTags * mod->md3[lod]->numFrames ; i++, tag++) { for ( j = 0 ; j < 3 ; j++ ) { tag->origin[j] = LittleFloat( tag->origin[j] ); tag->axis[0][j] = LittleFloat( tag->axis[0][j] ); tag->axis[1][j] = LittleFloat( tag->axis[1][j] ); tag->axis[2][j] = LittleFloat( tag->axis[2][j] ); } } // swap all the surfaces surf = (md3Surface_t *) ( (byte *)mod->md3[lod] + mod->md3[lod]->ofsSurfaces ); for ( i = 0 ; i < mod->md3[lod]->numSurfaces ; i++) { LL(surf->ident); LL(surf->flags); LL(surf->numFrames); LL(surf->numShaders); LL(surf->numTriangles); LL(surf->ofsTriangles); LL(surf->numVerts); LL(surf->ofsShaders); LL(surf->ofsSt); LL(surf->ofsXyzNormals); LL(surf->ofsEnd); if ( surf->numVerts > SHADER_MAX_VERTEXES ) { ri.Error (ERR_DROP, "R_LoadMD3: %s has more than %i verts on a surface (%i)", mod_name, SHADER_MAX_VERTEXES, surf->numVerts ); } if ( surf->numTriangles*3 > SHADER_MAX_INDEXES ) { ri.Error (ERR_DROP, "R_LoadMD3: %s has more than %i triangles on a surface (%i)", mod_name, SHADER_MAX_INDEXES / 3, surf->numTriangles ); } // change to surface identifier surf->ident = SF_MD3; // lowercase the surface name so skin compares are faster Q_strlwr( surf->name ); // strip off a trailing _1 or _2 // this is a crutch for q3data being a mess j = strlen( surf->name ); if ( j > 2 && surf->name[j-2] == '_' ) { surf->name[j-2] = 0; } // register the shaders shader = (md3Shader_t *) ( (byte *)surf + surf->ofsShaders ); for ( j = 0 ; j < surf->numShaders ; j++, shader++ ) { shader_t *sh; sh = R_FindShader( shader->name, LIGHTMAP_NONE, qtrue ); if ( sh->defaultShader ) { shader->shaderIndex = 0; } else { shader->shaderIndex = sh->index; } } // swap all the triangles tri = (md3Triangle_t *) ( (byte *)surf + surf->ofsTriangles ); for ( j = 0 ; j < surf->numTriangles ; j++, tri++ ) { LL(tri->indexes[0]); LL(tri->indexes[1]); LL(tri->indexes[2]); } // swap all the ST st = (md3St_t *) ( (byte *)surf + surf->ofsSt ); for ( j = 0 ; j < surf->numVerts ; j++, st++ ) { st->st[0] = LittleFloat( st->st[0] ); st->st[1] = LittleFloat( st->st[1] ); } // swap all the XyzNormals xyz = (md3XyzNormal_t *) ( (byte *)surf + surf->ofsXyzNormals ); for ( j = 0 ; j < surf->numVerts * surf->numFrames ; j++, xyz++ ) { xyz->xyz[0] = LittleShort( xyz->xyz[0] ); xyz->xyz[1] = LittleShort( xyz->xyz[1] ); xyz->xyz[2] = LittleShort( xyz->xyz[2] ); xyz->normal = LittleShort( xyz->normal ); } // find the next surface surf = (md3Surface_t *)( (byte *)surf + surf->ofsEnd ); } return qtrue; } #ifdef RAVENMD4 /* ================= R_LoadMDR ================= */ static qboolean R_LoadMDR( model_t *mod, void *buffer, int filesize, const char *mod_name ) { int i, j, k, l; mdrHeader_t *pinmodel, *mdr; mdrFrame_t *frame; mdrLOD_t *lod, *curlod; mdrSurface_t *surf, *cursurf; mdrTriangle_t *tri, *curtri; mdrVertex_t *v, *curv; mdrWeight_t *weight, *curweight; mdrTag_t *tag, *curtag; int size; shader_t *sh; pinmodel = (mdrHeader_t *)buffer; pinmodel->version = LittleLong(pinmodel->version); if (pinmodel->version != MDR_VERSION) { ri.Printf(PRINT_WARNING, "R_LoadMDR: %s has wrong version (%i should be %i)\n", mod_name, pinmodel->version, MDR_VERSION); return qfalse; } size = LittleLong(pinmodel->ofsEnd); if(size > filesize) { ri.Printf(PRINT_WARNING, "R_LoadMDR: Header of %s is broken. Wrong filesize declared!\n", mod_name); return qfalse; } mod->type = MOD_MDR; LL(pinmodel->numFrames); LL(pinmodel->numBones); LL(pinmodel->ofsFrames); // This is a model that uses some type of compressed Bones. We don't want to uncompress every bone for each rendered frame // over and over again, we'll uncompress it in this function already, so we must adjust the size of the target md4. if(pinmodel->ofsFrames < 0) { // mdrFrame_t is larger than mdrCompFrame_t: size += pinmodel->numFrames * sizeof(frame->name); // now add enough space for the uncompressed bones. size += pinmodel->numFrames * pinmodel->numBones * ((sizeof(mdrBone_t) - sizeof(mdrCompBone_t))); } // simple bounds check if(pinmodel->numBones < 0 || sizeof(*mdr) + pinmodel->numFrames * (sizeof(*frame) + (pinmodel->numBones - 1) * sizeof(*frame->bones)) > size) { ri.Printf(PRINT_WARNING, "R_LoadMDR: %s has broken structure.\n", mod_name); return qfalse; } mod->dataSize += size; mod->md4 = mdr = ri.Hunk_Alloc( size, h_low ); // Copy all the values over from the file and fix endian issues in the process, if necessary. mdr->ident = LittleLong(pinmodel->ident); mdr->version = pinmodel->version; // Don't need to swap byte order on this one, we already did above. Q_strncpyz(mdr->name, pinmodel->name, sizeof(mdr->name)); mdr->numFrames = pinmodel->numFrames; mdr->numBones = pinmodel->numBones; mdr->numLODs = LittleLong(pinmodel->numLODs); mdr->numTags = LittleLong(pinmodel->numTags); // We don't care about the other offset values, we'll generate them ourselves while loading. mod->numLods = mdr->numLODs; if ( mdr->numFrames < 1 ) { ri.Printf(PRINT_WARNING, "R_LoadMDR: %s has no frames\n", mod_name); return qfalse; } /* The first frame will be put into the first free space after the header */ frame = (mdrFrame_t *)(mdr + 1); mdr->ofsFrames = (int)((byte *) frame - (byte *) mdr); if (pinmodel->ofsFrames < 0) { mdrCompFrame_t *cframe; // compressed model... cframe = (mdrCompFrame_t *)((byte *) pinmodel - pinmodel->ofsFrames); for(i = 0; i < mdr->numFrames; i++) { for(j = 0; j < 3; j++) { frame->bounds[0][j] = LittleFloat(cframe->bounds[0][j]); frame->bounds[1][j] = LittleFloat(cframe->bounds[1][j]); frame->localOrigin[j] = LittleFloat(cframe->localOrigin[j]); } frame->radius = LittleFloat(cframe->radius); frame->name[0] = '\0'; // No name supplied in the compressed version. for(j = 0; j < mdr->numBones; j++) { for(k = 0; k < (sizeof(cframe->bones[j].Comp) / 2); k++) { // Do swapping for the uncompressing functions. They seem to use shorts // values only, so I assume this will work. Never tested it on other // platforms, though. ((unsigned short *)(cframe->bones[j].Comp))[k] = LittleShort( ((unsigned short *)(cframe->bones[j].Comp))[k] ); } /* Now do the actual uncompressing */ MC_UnCompress(frame->bones[j].matrix, cframe->bones[j].Comp); } // Next Frame... cframe = (mdrCompFrame_t *) &cframe->bones[j]; frame = (mdrFrame_t *) &frame->bones[j]; } } else { mdrFrame_t *curframe; // uncompressed model... // curframe = (mdrFrame_t *)((byte *) pinmodel + pinmodel->ofsFrames); // swap all the frames for ( i = 0 ; i < mdr->numFrames ; i++) { for(j = 0; j < 3; j++) { frame->bounds[0][j] = LittleFloat(curframe->bounds[0][j]); frame->bounds[1][j] = LittleFloat(curframe->bounds[1][j]); frame->localOrigin[j] = LittleFloat(curframe->localOrigin[j]); } frame->radius = LittleFloat(curframe->radius); Q_strncpyz(frame->name, curframe->name, sizeof(frame->name)); for (j = 0; j < (int) (mdr->numBones * sizeof(mdrBone_t) / 4); j++) { ((float *)frame->bones)[j] = LittleFloat( ((float *)curframe->bones)[j] ); } curframe++; frame++; } } // frame should now point to the first free address after all frames. lod = (mdrLOD_t *) frame; mdr->ofsLODs = (int) ((byte *) lod - (byte *)mdr); curlod = (mdrLOD_t *)((byte *) pinmodel + LittleLong(pinmodel->ofsLODs)); // swap all the LOD's for ( l = 0 ; l < mdr->numLODs ; l++) { // simple bounds check if((byte *) (lod + 1) > (byte *) mdr + size) { ri.Printf(PRINT_WARNING, "R_LoadMDR: %s has broken structure.\n", mod_name); return qfalse; } lod->numSurfaces = LittleLong(curlod->numSurfaces); // swap all the surfaces surf = (mdrSurface_t *) (lod + 1); lod->ofsSurfaces = (int)((byte *) surf - (byte *) lod); cursurf = (mdrSurface_t *) ((byte *)curlod + LittleLong(curlod->ofsSurfaces)); for ( i = 0 ; i < lod->numSurfaces ; i++) { // simple bounds check if((byte *) (surf + 1) > (byte *) mdr + size) { ri.Printf(PRINT_WARNING, "R_LoadMDR: %s has broken structure.\n", mod_name); return qfalse; } // first do some copying stuff surf->ident = SF_MDR; Q_strncpyz(surf->name, cursurf->name, sizeof(surf->name)); Q_strncpyz(surf->shader, cursurf->shader, sizeof(surf->shader)); surf->ofsHeader = (byte *) mdr - (byte *) surf; surf->numVerts = LittleLong(cursurf->numVerts); surf->numTriangles = LittleLong(cursurf->numTriangles); // numBoneReferences and BoneReferences generally seem to be unused // now do the checks that may fail. if ( surf->numVerts > SHADER_MAX_VERTEXES ) { ri.Printf(PRINT_WARNING, "R_LoadMDR: %s has more than %i verts on a surface (%i)", mod_name, SHADER_MAX_VERTEXES, surf->numVerts ); return qfalse; } if ( surf->numTriangles*3 > SHADER_MAX_INDEXES ) { ri.Printf(PRINT_WARNING, "R_LoadMDR: %s has more than %i triangles on a surface (%i)", mod_name, SHADER_MAX_INDEXES / 3, surf->numTriangles ); return qfalse; } // lowercase the surface name so skin compares are faster Q_strlwr( surf->name ); // register the shaders sh = R_FindShader(surf->shader, LIGHTMAP_NONE, qtrue); if ( sh->defaultShader ) { surf->shaderIndex = 0; } else { surf->shaderIndex = sh->index; } // now copy the vertexes. v = (mdrVertex_t *) (surf + 1); surf->ofsVerts = (int)((byte *) v - (byte *) surf); curv = (mdrVertex_t *) ((byte *)cursurf + LittleLong(cursurf->ofsVerts)); for(j = 0; j < surf->numVerts; j++) { LL(curv->numWeights); // simple bounds check if(curv->numWeights < 0 || (byte *) (v + 1) + (curv->numWeights - 1) * sizeof(*weight) > (byte *) mdr + size) { ri.Printf(PRINT_WARNING, "R_LoadMDR: %s has broken structure.\n", mod_name); return qfalse; } v->normal[0] = LittleFloat(curv->normal[0]); v->normal[1] = LittleFloat(curv->normal[1]); v->normal[2] = LittleFloat(curv->normal[2]); v->texCoords[0] = LittleFloat(curv->texCoords[0]); v->texCoords[1] = LittleFloat(curv->texCoords[1]); v->numWeights = curv->numWeights; weight = &v->weights[0]; curweight = &curv->weights[0]; // Now copy all the weights for(k = 0; k < v->numWeights; k++) { weight->boneIndex = LittleLong(curweight->boneIndex); weight->boneWeight = LittleFloat(curweight->boneWeight); weight->offset[0] = LittleFloat(curweight->offset[0]); weight->offset[1] = LittleFloat(curweight->offset[1]); weight->offset[2] = LittleFloat(curweight->offset[2]); weight++; curweight++; } v = (mdrVertex_t *) weight; curv = (mdrVertex_t *) curweight; } // we know the offset to the triangles now: tri = (mdrTriangle_t *) v; surf->ofsTriangles = (int)((byte *) tri - (byte *) surf); curtri = (mdrTriangle_t *)((byte *) cursurf + LittleLong(cursurf->ofsTriangles)); // simple bounds check if(surf->numTriangles < 0 || (byte *) (tri + surf->numTriangles) > (byte *) mdr + size) { ri.Printf(PRINT_WARNING, "R_LoadMDR: %s has broken structure.\n", mod_name); return qfalse; } for(j = 0; j < surf->numTriangles; j++) { tri->indexes[0] = LittleLong(curtri->indexes[0]); tri->indexes[1] = LittleLong(curtri->indexes[1]); tri->indexes[2] = LittleLong(curtri->indexes[2]); tri++; curtri++; } // tri now points to the end of the surface. surf->ofsEnd = (byte *) tri - (byte *) surf; surf = (mdrSurface_t *) tri; // find the next surface. cursurf = (mdrSurface_t *) ((byte *) cursurf + LittleLong(cursurf->ofsEnd)); } // surf points to the next lod now. lod->ofsEnd = (int)((byte *) surf - (byte *) lod); lod = (mdrLOD_t *) surf; // find the next LOD. curlod = (mdrLOD_t *)((byte *) curlod + LittleLong(curlod->ofsEnd)); } // lod points to the first tag now, so update the offset too. tag = (mdrTag_t *) lod; mdr->ofsTags = (int)((byte *) tag - (byte *) mdr); curtag = (mdrTag_t *) ((byte *)pinmodel + LittleLong(pinmodel->ofsTags)); // simple bounds check if(mdr->numTags < 0 || (byte *) (tag + mdr->numTags) > (byte *) mdr + size) { ri.Printf(PRINT_WARNING, "R_LoadMDR: %s has broken structure.\n", mod_name); return qfalse; } for (i = 0 ; i < mdr->numTags ; i++) { tag->boneIndex = LittleLong(curtag->boneIndex); Q_strncpyz(tag->name, curtag->name, sizeof(tag->name)); tag++; curtag++; } // And finally we know the real offset to the end. mdr->ofsEnd = (int)((byte *) tag - (byte *) mdr); // phew! we're done. return qtrue; } #endif /* ================= R_LoadMD4 ================= */ static qboolean R_LoadMD4( model_t *mod, void *buffer, const char *mod_name ) { int i, j, k, lodindex; md4Header_t *pinmodel, *md4; md4Frame_t *frame; md4LOD_t *lod; md4Surface_t *surf; md4Triangle_t *tri; md4Vertex_t *v; int version; int size; shader_t *sh; int frameSize; pinmodel = (md4Header_t *)buffer; version = LittleLong (pinmodel->version); if (version != MD4_VERSION) { ri.Printf( PRINT_WARNING, "R_LoadMD4: %s has wrong version (%i should be %i)\n", mod_name, version, MD4_VERSION); return qfalse; } mod->type = MOD_MD4; size = LittleLong(pinmodel->ofsEnd); mod->dataSize += size; md4 = mod->md4 = ri.Hunk_Alloc( size, h_low ); Com_Memcpy(md4, buffer, size); LL(md4->ident); LL(md4->version); LL(md4->numFrames); LL(md4->numBones); LL(md4->numLODs); LL(md4->ofsFrames); LL(md4->ofsLODs); md4->ofsEnd = size; if ( md4->numFrames < 1 ) { ri.Printf( PRINT_WARNING, "R_LoadMD4: %s has no frames\n", mod_name ); return qfalse; } // we don't need to swap tags in the renderer, they aren't used // swap all the frames frameSize = (size_t)( &((md4Frame_t *)0)->bones[ md4->numBones ] ); for ( i = 0 ; i < md4->numFrames ; i++, frame++) { frame = (md4Frame_t *) ( (byte *)md4 + md4->ofsFrames + i * frameSize ); frame->radius = LittleFloat( frame->radius ); for ( j = 0 ; j < 3 ; j++ ) { frame->bounds[0][j] = LittleFloat( frame->bounds[0][j] ); frame->bounds[1][j] = LittleFloat( frame->bounds[1][j] ); frame->localOrigin[j] = LittleFloat( frame->localOrigin[j] ); } for ( j = 0 ; j < md4->numBones * sizeof( md4Bone_t ) / 4 ; j++ ) { ((float *)frame->bones)[j] = LittleFloat( ((float *)frame->bones)[j] ); } } // swap all the LOD's lod = (md4LOD_t *) ( (byte *)md4 + md4->ofsLODs ); for ( lodindex = 0 ; lodindex < md4->numLODs ; lodindex++ ) { // swap all the surfaces surf = (md4Surface_t *) ( (byte *)lod + lod->ofsSurfaces ); for ( i = 0 ; i < lod->numSurfaces ; i++) { LL(surf->ident); LL(surf->numTriangles); LL(surf->ofsTriangles); LL(surf->numVerts); LL(surf->ofsVerts); LL(surf->ofsEnd); if ( surf->numVerts > SHADER_MAX_VERTEXES ) { ri.Error (ERR_DROP, "R_LoadMD3: %s has more than %i verts on a surface (%i)", mod_name, SHADER_MAX_VERTEXES, surf->numVerts ); } if ( surf->numTriangles*3 > SHADER_MAX_INDEXES ) { ri.Error (ERR_DROP, "R_LoadMD3: %s has more than %i triangles on a surface (%i)", mod_name, SHADER_MAX_INDEXES / 3, surf->numTriangles ); } // change to surface identifier surf->ident = SF_MD4; // lowercase the surface name so skin compares are faster Q_strlwr( surf->name ); // register the shaders sh = R_FindShader( surf->shader, LIGHTMAP_NONE, qtrue ); if ( sh->defaultShader ) { surf->shaderIndex = 0; } else { surf->shaderIndex = sh->index; } // swap all the triangles tri = (md4Triangle_t *) ( (byte *)surf + surf->ofsTriangles ); for ( j = 0 ; j < surf->numTriangles ; j++, tri++ ) { LL(tri->indexes[0]); LL(tri->indexes[1]); LL(tri->indexes[2]); } // swap all the vertexes // FIXME // This makes TFC's skeletons work. Shouldn't be necessary anymore, but left // in for reference. //v = (md4Vertex_t *) ( (byte *)surf + surf->ofsVerts + 12); v = (md4Vertex_t *) ( (byte *)surf + surf->ofsVerts); for ( j = 0 ; j < surf->numVerts ; j++ ) { v->normal[0] = LittleFloat( v->normal[0] ); v->normal[1] = LittleFloat( v->normal[1] ); v->normal[2] = LittleFloat( v->normal[2] ); v->texCoords[0] = LittleFloat( v->texCoords[0] ); v->texCoords[1] = LittleFloat( v->texCoords[1] ); v->numWeights = LittleLong( v->numWeights ); for ( k = 0 ; k < v->numWeights ; k++ ) { v->weights[k].boneIndex = LittleLong( v->weights[k].boneIndex ); v->weights[k].boneWeight = LittleFloat( v->weights[k].boneWeight ); v->weights[k].offset[0] = LittleFloat( v->weights[k].offset[0] ); v->weights[k].offset[1] = LittleFloat( v->weights[k].offset[1] ); v->weights[k].offset[2] = LittleFloat( v->weights[k].offset[2] ); } // FIXME // This makes TFC's skeletons work. Shouldn't be necessary anymore, but left // in for reference. //v = (md4Vertex_t *)( ( byte * )&v->weights[v->numWeights] + 12 ); v = (md4Vertex_t *)( ( byte * )&v->weights[v->numWeights]); } // find the next surface surf = (md4Surface_t *)( (byte *)surf + surf->ofsEnd ); } // find the next LOD lod = (md4LOD_t *)( (byte *)lod + lod->ofsEnd ); } return qtrue; } //============================================================================= /* ** RE_BeginRegistration */ void RE_BeginRegistration( glconfig_t *glconfigOut ) { R_Init(); *glconfigOut = glConfig; R_SyncRenderThread(); tr.viewCluster = -1; // force markleafs to regenerate R_ClearFlares(); RE_ClearScene(); tr.registered = qtrue; // NOTE: this sucks, for some reason the first stretch pic is never drawn // without this we'd see a white flash on a level load because the very // first time the level shot would not be drawn // RE_StretchPic(0, 0, 0, 0, 0, 0, 1, 1, 0); } //============================================================================= /* =============== R_ModelInit =============== */ void R_ModelInit( void ) { model_t *mod; // leave a space for NULL model tr.numModels = 0; mod = R_AllocModel(); mod->type = MOD_BAD; } /* ================ R_Modellist_f ================ */ void R_Modellist_f( void ) { int i, j; model_t *mod; int total; int lods; total = 0; for ( i = 1 ; i < tr.numModels; i++ ) { mod = tr.models[i]; lods = 1; for ( j = 1 ; j < MD3_MAX_LODS ; j++ ) { if ( mod->md3[j] && mod->md3[j] != mod->md3[j-1] ) { lods++; } } ri.Printf( PRINT_ALL, "%8i : (%i) %s\n",mod->dataSize, lods, mod->name ); total += mod->dataSize; } ri.Printf( PRINT_ALL, "%8i : Total models\n", total ); #if 0 // not working right with new hunk if ( tr.world ) { ri.Printf( PRINT_ALL, "\n%8i : %s\n", tr.world->dataSize, tr.world->name ); } #endif } //============================================================================= /* ================ R_GetTag ================ */ static md3Tag_t *R_GetTag( md3Header_t *mod, int frame, const char *tagName ) { md3Tag_t *tag; int i; if ( frame >= mod->numFrames ) { // it is possible to have a bad frame while changing models, so don't error frame = mod->numFrames - 1; } tag = (md3Tag_t *)((byte *)mod + mod->ofsTags) + frame * mod->numTags; for ( i = 0 ; i < mod->numTags ; i++, tag++ ) { if ( !strcmp( tag->name, tagName ) ) { return tag; // found it } } return NULL; } #ifdef RAVENMD4 void R_GetAnimTag( mdrHeader_t *mod, int framenum, const char *tagName, md3Tag_t * dest) { int i, j, k; int frameSize; mdrFrame_t *frame; mdrTag_t *tag; if ( framenum >= mod->numFrames ) { // it is possible to have a bad frame while changing models, so don't error framenum = mod->numFrames - 1; } tag = (mdrTag_t *)((byte *)mod + mod->ofsTags); for ( i = 0 ; i < mod->numTags ; i++, tag++ ) { if ( !strcmp( tag->name, tagName ) ) { Q_strncpyz(dest->name, tag->name, sizeof(dest->name)); // uncompressed model... // frameSize = (long)( &((mdrFrame_t *)0)->bones[ mod->numBones ] ); frame = (mdrFrame_t *)((byte *)mod + mod->ofsFrames + framenum * frameSize ); for (j = 0; j < 3; j++) { for (k = 0; k < 3; k++) dest->axis[j][k]=frame->bones[tag->boneIndex].matrix[k][j]; } dest->origin[0]=frame->bones[tag->boneIndex].matrix[0][3]; dest->origin[1]=frame->bones[tag->boneIndex].matrix[1][3]; dest->origin[2]=frame->bones[tag->boneIndex].matrix[2][3]; return; } } AxisClear( dest->axis ); VectorClear( dest->origin ); strcpy(dest->name,""); } #endif /* ================ R_LerpTag ================ */ int R_LerpTag( orientation_t *tag, qhandle_t handle, int startFrame, int endFrame, float frac, const char *tagName ) { md3Tag_t *start, *end; #ifdef RAVENMD4 md3Tag_t start_space, end_space; #endif int i; float frontLerp, backLerp; model_t *model; model = R_GetModelByHandle( handle ); if ( !model->md3[0] ) { #ifdef RAVENMD4 if(model->md4) { start = &start_space; end = &end_space; R_GetAnimTag((mdrHeader_t *) model->md4, startFrame, tagName, start); R_GetAnimTag((mdrHeader_t *) model->md4, endFrame, tagName, end); } else #endif { AxisClear( tag->axis ); VectorClear( tag->origin ); return qfalse; } } else { start = R_GetTag( model->md3[0], startFrame, tagName ); end = R_GetTag( model->md3[0], endFrame, tagName ); if ( !start || !end ) { AxisClear( tag->axis ); VectorClear( tag->origin ); return qfalse; } } frontLerp = frac; backLerp = 1.0f - frac; for ( i = 0 ; i < 3 ; i++ ) { tag->origin[i] = start->origin[i] * backLerp + end->origin[i] * frontLerp; tag->axis[0][i] = start->axis[0][i] * backLerp + end->axis[0][i] * frontLerp; tag->axis[1][i] = start->axis[1][i] * backLerp + end->axis[1][i] * frontLerp; tag->axis[2][i] = start->axis[2][i] * backLerp + end->axis[2][i] * frontLerp; } VectorNormalize( tag->axis[0] ); VectorNormalize( tag->axis[1] ); VectorNormalize( tag->axis[2] ); return qtrue; } /* ==================== R_ModelBounds ==================== */ void R_ModelBounds( qhandle_t handle, vec3_t mins, vec3_t maxs ) { model_t *model; md3Header_t *header; md3Frame_t *frame; model = R_GetModelByHandle( handle ); if ( model->bmodel ) { VectorCopy( model->bmodel->bounds[0], mins ); VectorCopy( model->bmodel->bounds[1], maxs ); return; } if ( !model->md3[0] ) { VectorClear( mins ); VectorClear( maxs ); return; } header = model->md3[0]; frame = (md3Frame_t *)( (byte *)header + header->ofsFrames ); VectorCopy( frame->bounds[0], mins ); VectorCopy( frame->bounds[1], maxs ); }