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- /*
- ===========================================================================
- 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
- ===========================================================================
- */
- // 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 );
- 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;
- unsigned *buf;
- int lod;
- int ident;
- qboolean loaded;
- qhandle_t hModel;
- int numLoaded;
- 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;
- for ( lod = MD3_MAX_LODS - 1 ; lod >= 0 ; lod-- ) {
- char filename[1024];
- strcpy( filename, name );
- if ( lod != 0 ) {
- char namebuf[80];
- if ( strrchr( filename, '.' ) ) {
- *strrchr( filename, '.' ) = 0;
- }
- sprintf( namebuf, "_%d.md3", lod );
- strcat( filename, namebuf );
- }
- ri.FS_ReadFile( filename, (void **)&buf );
- if ( !buf ) {
- continue;
- }
-
- loadmodel = mod;
-
- ident = LittleLong(*(unsigned *)buf);
- if ( ident == MD4_IDENT ) {
- loaded = R_LoadMD4( mod, buf, 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, name );
- }
-
- ri.FS_FreeFile (buf);
- 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;
- }
- /*
- =================
- 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, LittleLong(pinmodel->ofsEnd) );
- LL(md4->ident);
- LL(md4->version);
- LL(md4->numFrames);
- LL(md4->numBones);
- LL(md4->numLODs);
- LL(md4->ofsFrames);
- LL(md4->ofsLODs);
- LL(md4->ofsEnd);
- 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 = (int)( &((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;
- }
- /*
- ================
- R_LerpTag
- ================
- */
- int R_LerpTag( orientation_t *tag, qhandle_t handle, int startFrame, int endFrame,
- float frac, const char *tagName ) {
- md3Tag_t *start, *end;
- int i;
- float frontLerp, backLerp;
- model_t *model;
- model = R_GetModelByHandle( handle );
- if ( !model->md3[0] ) {
- AxisClear( tag->axis );
- VectorClear( tag->origin );
- return qfalse;
- }
- 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 );
- }
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