From 6bf20c78f5b69d40bcc4931df93d29198435ab67 Mon Sep 17 00:00:00 2001 From: zakk Date: Fri, 26 Aug 2005 17:39:27 +0000 Subject: newlines fixed git-svn-id: svn://svn.icculus.org/quake3/trunk@6 edf5b092-35ff-0310-97b2-ce42778d08ea --- code/renderer/tr_animation.c | 342 +++++++++++++++++++++---------------------- 1 file changed, 171 insertions(+), 171 deletions(-) (limited to 'code/renderer/tr_animation.c') diff --git a/code/renderer/tr_animation.c b/code/renderer/tr_animation.c index 6a6f800..fe06097 100755 --- a/code/renderer/tr_animation.c +++ b/code/renderer/tr_animation.c @@ -1,171 +1,171 @@ -/* -=========================================================================== -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 Foobar; if not, write to the Free Software -Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA -=========================================================================== -*/ - -#include "tr_local.h" - -/* - -All bones should be an identity orientation to display the mesh exactly -as it is specified. - -For all other frames, the bones represent the transformation from the -orientation of the bone in the base frame to the orientation in this -frame. - -*/ - -/* -============== -R_AddAnimSurfaces -============== -*/ -void R_AddAnimSurfaces( trRefEntity_t *ent ) { - md4Header_t *header; - md4Surface_t *surface; - md4LOD_t *lod; - shader_t *shader; - int i; - - header = tr.currentModel->md4; - lod = (md4LOD_t *)( (byte *)header + header->ofsLODs ); - - surface = (md4Surface_t *)( (byte *)lod + lod->ofsSurfaces ); - for ( i = 0 ; i < lod->numSurfaces ; i++ ) { - shader = R_GetShaderByHandle( surface->shaderIndex ); - R_AddDrawSurf( (void *)surface, shader, 0 /*fogNum*/, qfalse ); - surface = (md4Surface_t *)( (byte *)surface + surface->ofsEnd ); - } -} - - -/* -============== -RB_SurfaceAnim -============== -*/ -void RB_SurfaceAnim( md4Surface_t *surface ) { - int i, j, k; - float frontlerp, backlerp; - int *triangles; - int indexes; - int baseIndex, baseVertex; - int numVerts; - md4Vertex_t *v; - md4Bone_t bones[MD4_MAX_BONES]; - md4Bone_t *bonePtr, *bone; - md4Header_t *header; - md4Frame_t *frame; - md4Frame_t *oldFrame; - int frameSize; - - - if ( backEnd.currentEntity->e.oldframe == backEnd.currentEntity->e.frame ) { - backlerp = 0; - frontlerp = 1; - } else { - backlerp = backEnd.currentEntity->e.backlerp; - frontlerp = 1.0f - backlerp; - } - header = (md4Header_t *)((byte *)surface + surface->ofsHeader); - - frameSize = (int)( &((md4Frame_t *)0)->bones[ header->numBones ] ); - - frame = (md4Frame_t *)((byte *)header + header->ofsFrames + - backEnd.currentEntity->e.frame * frameSize ); - oldFrame = (md4Frame_t *)((byte *)header + header->ofsFrames + - backEnd.currentEntity->e.oldframe * frameSize ); - - RB_CheckOverflow( surface->numVerts, surface->numTriangles * 3 ); - - triangles = (int *) ((byte *)surface + surface->ofsTriangles); - indexes = surface->numTriangles * 3; - baseIndex = tess.numIndexes; - baseVertex = tess.numVertexes; - for (j = 0 ; j < indexes ; j++) { - tess.indexes[baseIndex + j] = baseIndex + triangles[j]; - } - tess.numIndexes += indexes; - - // - // lerp all the needed bones - // - if ( !backlerp ) { - // no lerping needed - bonePtr = frame->bones; - } else { - bonePtr = bones; - for ( i = 0 ; i < header->numBones*12 ; i++ ) { - ((float *)bonePtr)[i] = frontlerp * ((float *)frame->bones)[i] - + backlerp * ((float *)oldFrame->bones)[i]; - } - } - - // - // deform the vertexes by the lerped bones - // - numVerts = surface->numVerts; - // FIXME - // This makes TFC's skeletons work. Shouldn't be necessary anymore, but left - // in for reference. - //v = (md4Vertex_t *) ((byte *)surface + surface->ofsVerts + 12); - v = (md4Vertex_t *) ((byte *)surface + surface->ofsVerts); - for ( j = 0; j < numVerts; j++ ) { - vec3_t tempVert, tempNormal; - md4Weight_t *w; - - VectorClear( tempVert ); - VectorClear( tempNormal ); - w = v->weights; - for ( k = 0 ; k < v->numWeights ; k++, w++ ) { - bone = bonePtr + w->boneIndex; - - tempVert[0] += w->boneWeight * ( DotProduct( bone->matrix[0], w->offset ) + bone->matrix[0][3] ); - tempVert[1] += w->boneWeight * ( DotProduct( bone->matrix[1], w->offset ) + bone->matrix[1][3] ); - tempVert[2] += w->boneWeight * ( DotProduct( bone->matrix[2], w->offset ) + bone->matrix[2][3] ); - - tempNormal[0] += w->boneWeight * DotProduct( bone->matrix[0], v->normal ); - tempNormal[1] += w->boneWeight * DotProduct( bone->matrix[1], v->normal ); - tempNormal[2] += w->boneWeight * DotProduct( bone->matrix[2], v->normal ); - } - - tess.xyz[baseVertex + j][0] = tempVert[0]; - tess.xyz[baseVertex + j][1] = tempVert[1]; - tess.xyz[baseVertex + j][2] = tempVert[2]; - - tess.normal[baseVertex + j][0] = tempNormal[0]; - tess.normal[baseVertex + j][1] = tempNormal[1]; - tess.normal[baseVertex + j][2] = tempNormal[2]; - - tess.texCoords[baseVertex + j][0][0] = v->texCoords[0]; - tess.texCoords[baseVertex + j][0][1] = v->texCoords[1]; - - // 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 *)&v->weights[v->numWeights]; - } - - tess.numVertexes += surface->numVerts; -} - - +/* +=========================================================================== +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 Foobar; if not, write to the Free Software +Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA +=========================================================================== +*/ + +#include "tr_local.h" + +/* + +All bones should be an identity orientation to display the mesh exactly +as it is specified. + +For all other frames, the bones represent the transformation from the +orientation of the bone in the base frame to the orientation in this +frame. + +*/ + +/* +============== +R_AddAnimSurfaces +============== +*/ +void R_AddAnimSurfaces( trRefEntity_t *ent ) { + md4Header_t *header; + md4Surface_t *surface; + md4LOD_t *lod; + shader_t *shader; + int i; + + header = tr.currentModel->md4; + lod = (md4LOD_t *)( (byte *)header + header->ofsLODs ); + + surface = (md4Surface_t *)( (byte *)lod + lod->ofsSurfaces ); + for ( i = 0 ; i < lod->numSurfaces ; i++ ) { + shader = R_GetShaderByHandle( surface->shaderIndex ); + R_AddDrawSurf( (void *)surface, shader, 0 /*fogNum*/, qfalse ); + surface = (md4Surface_t *)( (byte *)surface + surface->ofsEnd ); + } +} + + +/* +============== +RB_SurfaceAnim +============== +*/ +void RB_SurfaceAnim( md4Surface_t *surface ) { + int i, j, k; + float frontlerp, backlerp; + int *triangles; + int indexes; + int baseIndex, baseVertex; + int numVerts; + md4Vertex_t *v; + md4Bone_t bones[MD4_MAX_BONES]; + md4Bone_t *bonePtr, *bone; + md4Header_t *header; + md4Frame_t *frame; + md4Frame_t *oldFrame; + int frameSize; + + + if ( backEnd.currentEntity->e.oldframe == backEnd.currentEntity->e.frame ) { + backlerp = 0; + frontlerp = 1; + } else { + backlerp = backEnd.currentEntity->e.backlerp; + frontlerp = 1.0f - backlerp; + } + header = (md4Header_t *)((byte *)surface + surface->ofsHeader); + + frameSize = (int)( &((md4Frame_t *)0)->bones[ header->numBones ] ); + + frame = (md4Frame_t *)((byte *)header + header->ofsFrames + + backEnd.currentEntity->e.frame * frameSize ); + oldFrame = (md4Frame_t *)((byte *)header + header->ofsFrames + + backEnd.currentEntity->e.oldframe * frameSize ); + + RB_CheckOverflow( surface->numVerts, surface->numTriangles * 3 ); + + triangles = (int *) ((byte *)surface + surface->ofsTriangles); + indexes = surface->numTriangles * 3; + baseIndex = tess.numIndexes; + baseVertex = tess.numVertexes; + for (j = 0 ; j < indexes ; j++) { + tess.indexes[baseIndex + j] = baseIndex + triangles[j]; + } + tess.numIndexes += indexes; + + // + // lerp all the needed bones + // + if ( !backlerp ) { + // no lerping needed + bonePtr = frame->bones; + } else { + bonePtr = bones; + for ( i = 0 ; i < header->numBones*12 ; i++ ) { + ((float *)bonePtr)[i] = frontlerp * ((float *)frame->bones)[i] + + backlerp * ((float *)oldFrame->bones)[i]; + } + } + + // + // deform the vertexes by the lerped bones + // + numVerts = surface->numVerts; + // FIXME + // This makes TFC's skeletons work. Shouldn't be necessary anymore, but left + // in for reference. + //v = (md4Vertex_t *) ((byte *)surface + surface->ofsVerts + 12); + v = (md4Vertex_t *) ((byte *)surface + surface->ofsVerts); + for ( j = 0; j < numVerts; j++ ) { + vec3_t tempVert, tempNormal; + md4Weight_t *w; + + VectorClear( tempVert ); + VectorClear( tempNormal ); + w = v->weights; + for ( k = 0 ; k < v->numWeights ; k++, w++ ) { + bone = bonePtr + w->boneIndex; + + tempVert[0] += w->boneWeight * ( DotProduct( bone->matrix[0], w->offset ) + bone->matrix[0][3] ); + tempVert[1] += w->boneWeight * ( DotProduct( bone->matrix[1], w->offset ) + bone->matrix[1][3] ); + tempVert[2] += w->boneWeight * ( DotProduct( bone->matrix[2], w->offset ) + bone->matrix[2][3] ); + + tempNormal[0] += w->boneWeight * DotProduct( bone->matrix[0], v->normal ); + tempNormal[1] += w->boneWeight * DotProduct( bone->matrix[1], v->normal ); + tempNormal[2] += w->boneWeight * DotProduct( bone->matrix[2], v->normal ); + } + + tess.xyz[baseVertex + j][0] = tempVert[0]; + tess.xyz[baseVertex + j][1] = tempVert[1]; + tess.xyz[baseVertex + j][2] = tempVert[2]; + + tess.normal[baseVertex + j][0] = tempNormal[0]; + tess.normal[baseVertex + j][1] = tempNormal[1]; + tess.normal[baseVertex + j][2] = tempNormal[2]; + + tess.texCoords[baseVertex + j][0][0] = v->texCoords[0]; + tess.texCoords[baseVertex + j][0][1] = v->texCoords[1]; + + // 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 *)&v->weights[v->numWeights]; + } + + tess.numVertexes += surface->numVerts; +} + + -- cgit v1.2.3