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- /*
- ===========================================================================
- Doom 3 GPL Source Code
- Copyright (C) 1999-2011 id Software LLC, a ZeniMax Media company.
- This file is part of the Doom 3 GPL Source Code (?Doom 3 Source Code?).
- Doom 3 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 3 of the License, or
- (at your option) any later version.
- Doom 3 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 Doom 3 Source Code. If not, see <http://www.gnu.org/licenses/>.
- In addition, the Doom 3 Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the Doom 3 Source Code. If not, please request a copy in writing from id Software at the address below.
- If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA.
- ===========================================================================
- */
- #include "../idlib/precompiled.h"
- #pragma hdrstop
- #include "tr_local.h"
- #include "Model_local.h"
- static const char *MD5_SnapshotName = "_MD5_Snapshot_";
- /***********************************************************************
- idMD5Mesh
- ***********************************************************************/
- static int c_numVerts = 0;
- static int c_numWeights = 0;
- static int c_numWeightJoints = 0;
- typedef struct vertexWeight_s {
- int vert;
- int joint;
- idVec3 offset;
- float jointWeight;
- } vertexWeight_t;
- /*
- ====================
- idMD5Mesh::idMD5Mesh
- ====================
- */
- idMD5Mesh::idMD5Mesh() {
- scaledWeights = NULL;
- weightIndex = NULL;
- shader = NULL;
- numTris = 0;
- deformInfo = NULL;
- surfaceNum = 0;
- }
- /*
- ====================
- idMD5Mesh::~idMD5Mesh
- ====================
- */
- idMD5Mesh::~idMD5Mesh() {
- Mem_Free16( scaledWeights );
- Mem_Free16( weightIndex );
- if ( deformInfo ) {
- R_FreeDeformInfo( deformInfo );
- deformInfo = NULL;
- }
- }
- /*
- ====================
- idMD5Mesh::ParseMesh
- ====================
- */
- void idMD5Mesh::ParseMesh( idLexer &parser, int numJoints, const idJointMat *joints ) {
- idToken token;
- idToken name;
- int num;
- int count;
- int jointnum;
- idStr shaderName;
- int i, j;
- idList<int> tris;
- idList<int> firstWeightForVertex;
- idList<int> numWeightsForVertex;
- int maxweight;
- idList<vertexWeight_t> tempWeights;
- parser.ExpectTokenString( "{" );
- //
- // parse name
- //
- if ( parser.CheckTokenString( "name" ) ) {
- parser.ReadToken( &name );
- }
- //
- // parse shader
- //
- parser.ExpectTokenString( "shader" );
- parser.ReadToken( &token );
- shaderName = token;
- shader = declManager->FindMaterial( shaderName );
- //
- // parse texture coordinates
- //
- parser.ExpectTokenString( "numverts" );
- count = parser.ParseInt();
- if ( count < 0 ) {
- parser.Error( "Invalid size: %s", token.c_str() );
- }
- texCoords.SetNum( count );
- firstWeightForVertex.SetNum( count );
- numWeightsForVertex.SetNum( count );
- numWeights = 0;
- maxweight = 0;
- for( i = 0; i < texCoords.Num(); i++ ) {
- parser.ExpectTokenString( "vert" );
- parser.ParseInt();
- parser.Parse1DMatrix( 2, texCoords[ i ].ToFloatPtr() );
- firstWeightForVertex[ i ] = parser.ParseInt();
- numWeightsForVertex[ i ] = parser.ParseInt();
- if ( !numWeightsForVertex[ i ] ) {
- parser.Error( "Vertex without any joint weights." );
- }
- numWeights += numWeightsForVertex[ i ];
- if ( numWeightsForVertex[ i ] + firstWeightForVertex[ i ] > maxweight ) {
- maxweight = numWeightsForVertex[ i ] + firstWeightForVertex[ i ];
- }
- }
- //
- // parse tris
- //
- parser.ExpectTokenString( "numtris" );
- count = parser.ParseInt();
- if ( count < 0 ) {
- parser.Error( "Invalid size: %d", count );
- }
- tris.SetNum( count * 3 );
- numTris = count;
- for( i = 0; i < count; i++ ) {
- parser.ExpectTokenString( "tri" );
- parser.ParseInt();
- tris[ i * 3 + 0 ] = parser.ParseInt();
- tris[ i * 3 + 1 ] = parser.ParseInt();
- tris[ i * 3 + 2 ] = parser.ParseInt();
- }
- //
- // parse weights
- //
- parser.ExpectTokenString( "numweights" );
- count = parser.ParseInt();
- if ( count < 0 ) {
- parser.Error( "Invalid size: %d", count );
- }
- if ( maxweight > count ) {
- parser.Warning( "Vertices reference out of range weights in model (%d of %d weights).", maxweight, count );
- }
- tempWeights.SetNum( count );
- for( i = 0; i < count; i++ ) {
- parser.ExpectTokenString( "weight" );
- parser.ParseInt();
- jointnum = parser.ParseInt();
- if ( ( jointnum < 0 ) || ( jointnum >= numJoints ) ) {
- parser.Error( "Joint Index out of range(%d): %d", numJoints, jointnum );
- }
- tempWeights[ i ].joint = jointnum;
- tempWeights[ i ].jointWeight = parser.ParseFloat();
- parser.Parse1DMatrix( 3, tempWeights[ i ].offset.ToFloatPtr() );
- }
- // create pre-scaled weights and an index for the vertex/joint lookup
- scaledWeights = (idVec4 *) Mem_Alloc16( numWeights * sizeof( scaledWeights[0] ) );
- weightIndex = (int *) Mem_Alloc16( numWeights * 2 * sizeof( weightIndex[0] ) );
- memset( weightIndex, 0, numWeights * 2 * sizeof( weightIndex[0] ) );
- count = 0;
- for( i = 0; i < texCoords.Num(); i++ ) {
- num = firstWeightForVertex[i];
- for( j = 0; j < numWeightsForVertex[i]; j++, num++, count++ ) {
- scaledWeights[count].ToVec3() = tempWeights[num].offset * tempWeights[num].jointWeight;
- scaledWeights[count].w = tempWeights[num].jointWeight;
- weightIndex[count * 2 + 0] = tempWeights[num].joint * sizeof( idJointMat );
- }
- weightIndex[count * 2 - 1] = 1;
- }
- tempWeights.Clear();
- numWeightsForVertex.Clear();
- firstWeightForVertex.Clear();
- parser.ExpectTokenString( "}" );
- // update counters
- c_numVerts += texCoords.Num();
- c_numWeights += numWeights;
- c_numWeightJoints++;
- for ( i = 0; i < numWeights; i++ ) {
- c_numWeightJoints += weightIndex[i*2+1];
- }
- //
- // build the information that will be common to all animations of this mesh:
- // silhouette edge connectivity and normal / tangent generation information
- //
- idDrawVert *verts = (idDrawVert *) _alloca16( texCoords.Num() * sizeof( idDrawVert ) );
- for ( i = 0; i < texCoords.Num(); i++ ) {
- verts[i].Clear();
- verts[i].st = texCoords[i];
- }
- TransformVerts( verts, joints );
- deformInfo = R_BuildDeformInfo( texCoords.Num(), verts, tris.Num(), tris.Ptr(), shader->UseUnsmoothedTangents() );
- }
- /*
- ====================
- idMD5Mesh::TransformVerts
- ====================
- */
- void idMD5Mesh::TransformVerts( idDrawVert *verts, const idJointMat *entJoints ) {
- SIMDProcessor->TransformVerts( verts, texCoords.Num(), entJoints, scaledWeights, weightIndex, numWeights );
- }
- /*
- ====================
- idMD5Mesh::TransformScaledVerts
- Special transform to make the mesh seem fat or skinny. May be used for zombie deaths
- ====================
- */
- void idMD5Mesh::TransformScaledVerts( idDrawVert *verts, const idJointMat *entJoints, float scale ) {
- idVec4 *scaledWeights = (idVec4 *) _alloca16( numWeights * sizeof( scaledWeights[0] ) );
- SIMDProcessor->Mul( scaledWeights[0].ToFloatPtr(), scale, scaledWeights[0].ToFloatPtr(), numWeights * 4 );
- SIMDProcessor->TransformVerts( verts, texCoords.Num(), entJoints, scaledWeights, weightIndex, numWeights );
- }
- /*
- ====================
- idMD5Mesh::UpdateSurface
- ====================
- */
- void idMD5Mesh::UpdateSurface( const struct renderEntity_s *ent, const idJointMat *entJoints, modelSurface_t *surf ) {
- int i, base;
- srfTriangles_t *tri;
- tr.pc.c_deformedSurfaces++;
- tr.pc.c_deformedVerts += deformInfo->numOutputVerts;
- tr.pc.c_deformedIndexes += deformInfo->numIndexes;
- surf->shader = shader;
- if ( surf->geometry ) {
- // if the number of verts and indexes are the same we can re-use the triangle surface
- // the number of indexes must be the same to assure the correct amount of memory is allocated for the facePlanes
- if ( surf->geometry->numVerts == deformInfo->numOutputVerts && surf->geometry->numIndexes == deformInfo->numIndexes ) {
- R_FreeStaticTriSurfVertexCaches( surf->geometry );
- } else {
- R_FreeStaticTriSurf( surf->geometry );
- surf->geometry = R_AllocStaticTriSurf();
- }
- } else {
- surf->geometry = R_AllocStaticTriSurf();
- }
- tri = surf->geometry;
- // note that some of the data is references, and should not be freed
- tri->deformedSurface = true;
- tri->tangentsCalculated = false;
- tri->facePlanesCalculated = false;
- tri->numIndexes = deformInfo->numIndexes;
- tri->indexes = deformInfo->indexes;
- tri->silIndexes = deformInfo->silIndexes;
- tri->numMirroredVerts = deformInfo->numMirroredVerts;
- tri->mirroredVerts = deformInfo->mirroredVerts;
- tri->numDupVerts = deformInfo->numDupVerts;
- tri->dupVerts = deformInfo->dupVerts;
- tri->numSilEdges = deformInfo->numSilEdges;
- tri->silEdges = deformInfo->silEdges;
- tri->dominantTris = deformInfo->dominantTris;
- tri->numVerts = deformInfo->numOutputVerts;
- if ( tri->verts == NULL ) {
- R_AllocStaticTriSurfVerts( tri, tri->numVerts );
- for ( i = 0; i < deformInfo->numSourceVerts; i++ ) {
- tri->verts[i].Clear();
- tri->verts[i].st = texCoords[i];
- }
- }
- if ( ent->shaderParms[ SHADERPARM_MD5_SKINSCALE ] != 0.0f ) {
- TransformScaledVerts( tri->verts, entJoints, ent->shaderParms[ SHADERPARM_MD5_SKINSCALE ] );
- } else {
- TransformVerts( tri->verts, entJoints );
- }
- // replicate the mirror seam vertexes
- base = deformInfo->numOutputVerts - deformInfo->numMirroredVerts;
- for ( i = 0; i < deformInfo->numMirroredVerts; i++ ) {
- tri->verts[base + i] = tri->verts[deformInfo->mirroredVerts[i]];
- }
- R_BoundTriSurf( tri );
- // If a surface is going to be have a lighting interaction generated, it will also have to call
- // R_DeriveTangents() to get normals, tangents, and face planes. If it only
- // needs shadows generated, it will only have to generate face planes. If it only
- // has ambient drawing, or is culled, no additional work will be necessary
- if ( !r_useDeferredTangents.GetBool() ) {
- // set face planes, vertex normals, tangents
- R_DeriveTangents( tri );
- }
- }
- /*
- ====================
- idMD5Mesh::CalcBounds
- ====================
- */
- idBounds idMD5Mesh::CalcBounds( const idJointMat *entJoints ) {
- idBounds bounds;
- idDrawVert *verts = (idDrawVert *) _alloca16( texCoords.Num() * sizeof( idDrawVert ) );
- TransformVerts( verts, entJoints );
- SIMDProcessor->MinMax( bounds[0], bounds[1], verts, texCoords.Num() );
- return bounds;
- }
- /*
- ====================
- idMD5Mesh::NearestJoint
- ====================
- */
- int idMD5Mesh::NearestJoint( int a, int b, int c ) const {
- int i, bestJoint, vertNum, weightVertNum;
- float bestWeight;
- // duplicated vertices might not have weights
- if ( a >= 0 && a < texCoords.Num() ) {
- vertNum = a;
- } else if ( b >= 0 && b < texCoords.Num() ) {
- vertNum = b;
- } else if ( c >= 0 && c < texCoords.Num() ) {
- vertNum = c;
- } else {
- // all vertices are duplicates which shouldn't happen
- return 0;
- }
- // find the first weight for this vertex
- weightVertNum = 0;
- for( i = 0; weightVertNum < vertNum; i++ ) {
- weightVertNum += weightIndex[i*2+1];
- }
- // get the joint for the largest weight
- bestWeight = scaledWeights[i].w;
- bestJoint = weightIndex[i*2+0] / sizeof( idJointMat );
- for( ; weightIndex[i*2+1] == 0; i++ ) {
- if ( scaledWeights[i].w > bestWeight ) {
- bestWeight = scaledWeights[i].w;
- bestJoint = weightIndex[i*2+0] / sizeof( idJointMat );
- }
- }
- return bestJoint;
- }
- /*
- ====================
- idMD5Mesh::NumVerts
- ====================
- */
- int idMD5Mesh::NumVerts( void ) const {
- return texCoords.Num();
- }
- /*
- ====================
- idMD5Mesh::NumTris
- ====================
- */
- int idMD5Mesh::NumTris( void ) const {
- return numTris;
- }
- /*
- ====================
- idMD5Mesh::NumWeights
- ====================
- */
- int idMD5Mesh::NumWeights( void ) const {
- return numWeights;
- }
- /***********************************************************************
- idRenderModelMD5
- ***********************************************************************/
- /*
- ====================
- idRenderModelMD5::ParseJoint
- ====================
- */
- void idRenderModelMD5::ParseJoint( idLexer &parser, idMD5Joint *joint, idJointQuat *defaultPose ) {
- idToken token;
- int num;
- //
- // parse name
- //
- parser.ReadToken( &token );
- joint->name = token;
- //
- // parse parent
- //
- num = parser.ParseInt();
- if ( num < 0 ) {
- joint->parent = NULL;
- } else {
- if ( num >= joints.Num() - 1 ) {
- parser.Error( "Invalid parent for joint '%s'", joint->name.c_str() );
- }
- joint->parent = &joints[ num ];
- }
- //
- // parse default pose
- //
- parser.Parse1DMatrix( 3, defaultPose->t.ToFloatPtr() );
- parser.Parse1DMatrix( 3, defaultPose->q.ToFloatPtr() );
- defaultPose->q.w = defaultPose->q.CalcW();
- }
- /*
- ====================
- idRenderModelMD5::InitFromFile
- ====================
- */
- void idRenderModelMD5::InitFromFile( const char *fileName ) {
- name = fileName;
- LoadModel();
- }
- /*
- ====================
- idRenderModelMD5::LoadModel
- used for initial loads, reloadModel, and reloading the data of purged models
- Upon exit, the model will absolutely be valid, but possibly as a default model
- ====================
- */
- void idRenderModelMD5::LoadModel() {
- int version;
- int i;
- int num;
- int parentNum;
- idToken token;
- idLexer parser( LEXFL_ALLOWPATHNAMES | LEXFL_NOSTRINGESCAPECHARS );
- idJointQuat *pose;
- idMD5Joint *joint;
- idJointMat *poseMat3;
- if ( !purged ) {
- PurgeModel();
- }
- purged = false;
- if ( !parser.LoadFile( name ) ) {
- MakeDefaultModel();
- return;
- }
- parser.ExpectTokenString( MD5_VERSION_STRING );
- version = parser.ParseInt();
- if ( version != MD5_VERSION ) {
- parser.Error( "Invalid version %d. Should be version %d\n", version, MD5_VERSION );
- }
- //
- // skip commandline
- //
- parser.ExpectTokenString( "commandline" );
- parser.ReadToken( &token );
- // parse num joints
- parser.ExpectTokenString( "numJoints" );
- num = parser.ParseInt();
- joints.SetGranularity( 1 );
- joints.SetNum( num );
- defaultPose.SetGranularity( 1 );
- defaultPose.SetNum( num );
- poseMat3 = ( idJointMat * )_alloca16( num * sizeof( *poseMat3 ) );
- // parse num meshes
- parser.ExpectTokenString( "numMeshes" );
- num = parser.ParseInt();
- if ( num < 0 ) {
- parser.Error( "Invalid size: %d", num );
- }
- meshes.SetGranularity( 1 );
- meshes.SetNum( num );
- //
- // parse joints
- //
- parser.ExpectTokenString( "joints" );
- parser.ExpectTokenString( "{" );
- pose = defaultPose.Ptr();
- joint = joints.Ptr();
- for( i = 0; i < joints.Num(); i++, joint++, pose++ ) {
- ParseJoint( parser, joint, pose );
- poseMat3[ i ].SetRotation( pose->q.ToMat3() );
- poseMat3[ i ].SetTranslation( pose->t );
- if ( joint->parent ) {
- parentNum = joint->parent - joints.Ptr();
- pose->q = ( poseMat3[ i ].ToMat3() * poseMat3[ parentNum ].ToMat3().Transpose() ).ToQuat();
- pose->t = ( poseMat3[ i ].ToVec3() - poseMat3[ parentNum ].ToVec3() ) * poseMat3[ parentNum ].ToMat3().Transpose();
- }
- }
- parser.ExpectTokenString( "}" );
- for( i = 0; i < meshes.Num(); i++ ) {
- parser.ExpectTokenString( "mesh" );
- meshes[ i ].ParseMesh( parser, defaultPose.Num(), poseMat3 );
- }
- //
- // calculate the bounds of the model
- //
- CalculateBounds( poseMat3 );
- // set the timestamp for reloadmodels
- fileSystem->ReadFile( name, NULL, &timeStamp );
- }
- /*
- ==============
- idRenderModelMD5::Print
- ==============
- */
- void idRenderModelMD5::Print() const {
- const idMD5Mesh *mesh;
- int i;
- common->Printf( "%s\n", name.c_str() );
- common->Printf( "Dynamic model.\n" );
- common->Printf( "Generated smooth normals.\n" );
- common->Printf( " verts tris weights material\n" );
- int totalVerts = 0;
- int totalTris = 0;
- int totalWeights = 0;
- for( mesh = meshes.Ptr(), i = 0; i < meshes.Num(); i++, mesh++ ) {
- totalVerts += mesh->NumVerts();
- totalTris += mesh->NumTris();
- totalWeights += mesh->NumWeights();
- common->Printf( "%2i: %5i %5i %7i %s\n", i, mesh->NumVerts(), mesh->NumTris(), mesh->NumWeights(), mesh->shader->GetName() );
- }
- common->Printf( "-----\n" );
- common->Printf( "%4i verts.\n", totalVerts );
- common->Printf( "%4i tris.\n", totalTris );
- common->Printf( "%4i weights.\n", totalWeights );
- common->Printf( "%4i joints.\n", joints.Num() );
- }
- /*
- ==============
- idRenderModelMD5::List
- ==============
- */
- void idRenderModelMD5::List() const {
- int i;
- const idMD5Mesh *mesh;
- int totalTris = 0;
- int totalVerts = 0;
- for( mesh = meshes.Ptr(), i = 0; i < meshes.Num(); i++, mesh++ ) {
- totalTris += mesh->numTris;
- totalVerts += mesh->NumVerts();
- }
- common->Printf( " %4ik %3i %4i %4i %s(MD5)", Memory()/1024, meshes.Num(), totalVerts, totalTris, Name() );
- if ( defaulted ) {
- common->Printf( " (DEFAULTED)" );
- }
- common->Printf( "\n" );
- }
- /*
- ====================
- idRenderModelMD5::CalculateBounds
- ====================
- */
- void idRenderModelMD5::CalculateBounds( const idJointMat *entJoints ) {
- int i;
- idMD5Mesh *mesh;
- bounds.Clear();
- for( mesh = meshes.Ptr(), i = 0; i < meshes.Num(); i++, mesh++ ) {
- bounds.AddBounds( mesh->CalcBounds( entJoints ) );
- }
- }
- /*
- ====================
- idRenderModelMD5::Bounds
- This calculates a rough bounds by using the joint radii without
- transforming all the points
- ====================
- */
- idBounds idRenderModelMD5::Bounds( const renderEntity_t *ent ) const {
- #if 0
- // we can't calculate a rational bounds without an entity,
- // because joints could be positioned to deform it into an
- // arbitrarily large shape
- if ( !ent ) {
- common->Error( "idRenderModelMD5::Bounds: called without entity" );
- }
- #endif
- if ( !ent ) {
- // this is the bounds for the reference pose
- return bounds;
- }
- return ent->bounds;
- }
- /*
- ====================
- idRenderModelMD5::DrawJoints
- ====================
- */
- void idRenderModelMD5::DrawJoints( const renderEntity_t *ent, const struct viewDef_s *view ) const {
- int i;
- int num;
- idVec3 pos;
- const idJointMat *joint;
- const idMD5Joint *md5Joint;
- int parentNum;
- num = ent->numJoints;
- joint = ent->joints;
- md5Joint = joints.Ptr();
- for( i = 0; i < num; i++, joint++, md5Joint++ ) {
- pos = ent->origin + joint->ToVec3() * ent->axis;
- if ( md5Joint->parent ) {
- parentNum = md5Joint->parent - joints.Ptr();
- session->rw->DebugLine( colorWhite, ent->origin + ent->joints[ parentNum ].ToVec3() * ent->axis, pos );
- }
- session->rw->DebugLine( colorRed, pos, pos + joint->ToMat3()[ 0 ] * 2.0f * ent->axis );
- session->rw->DebugLine( colorGreen, pos, pos + joint->ToMat3()[ 1 ] * 2.0f * ent->axis );
- session->rw->DebugLine( colorBlue, pos, pos + joint->ToMat3()[ 2 ] * 2.0f * ent->axis );
- }
- idBounds bounds;
- bounds.FromTransformedBounds( ent->bounds, vec3_zero, ent->axis );
- session->rw->DebugBounds( colorMagenta, bounds, ent->origin );
- if ( ( r_jointNameScale.GetFloat() != 0.0f ) && ( bounds.Expand( 128.0f ).ContainsPoint( view->renderView.vieworg - ent->origin ) ) ) {
- idVec3 offset( 0, 0, r_jointNameOffset.GetFloat() );
- float scale;
- scale = r_jointNameScale.GetFloat();
- joint = ent->joints;
- num = ent->numJoints;
- for( i = 0; i < num; i++, joint++ ) {
- pos = ent->origin + joint->ToVec3() * ent->axis;
- session->rw->DrawText( joints[ i ].name, pos + offset, scale, colorWhite, view->renderView.viewaxis, 1 );
- }
- }
- }
- /*
- ====================
- idRenderModelMD5::InstantiateDynamicModel
- ====================
- */
- idRenderModel *idRenderModelMD5::InstantiateDynamicModel( const struct renderEntity_s *ent, const struct viewDef_s *view, idRenderModel *cachedModel ) {
- int i, surfaceNum;
- idMD5Mesh *mesh;
- idRenderModelStatic *staticModel;
- if ( cachedModel && !r_useCachedDynamicModels.GetBool() ) {
- delete cachedModel;
- cachedModel = NULL;
- }
- if ( purged ) {
- common->DWarning( "model %s instantiated while purged", Name() );
- LoadModel();
- }
- if ( !ent->joints ) {
- common->Printf( "idRenderModelMD5::InstantiateDynamicModel: NULL joints on renderEntity for '%s'\n", Name() );
- delete cachedModel;
- return NULL;
- } else if ( ent->numJoints != joints.Num() ) {
- common->Printf( "idRenderModelMD5::InstantiateDynamicModel: renderEntity has different number of joints than model for '%s'\n", Name() );
- delete cachedModel;
- return NULL;
- }
- tr.pc.c_generateMd5++;
- if ( cachedModel ) {
- assert( dynamic_cast<idRenderModelStatic *>(cachedModel) != NULL );
- assert( idStr::Icmp( cachedModel->Name(), MD5_SnapshotName ) == 0 );
- staticModel = static_cast<idRenderModelStatic *>(cachedModel);
- } else {
- staticModel = new idRenderModelStatic;
- staticModel->InitEmpty( MD5_SnapshotName );
- }
- staticModel->bounds.Clear();
- if ( r_showSkel.GetInteger() ) {
- if ( ( view != NULL ) && ( !r_skipSuppress.GetBool() || !ent->suppressSurfaceInViewID || ( ent->suppressSurfaceInViewID != view->renderView.viewID ) ) ) {
- // only draw the skeleton
- DrawJoints( ent, view );
- }
- if ( r_showSkel.GetInteger() > 1 ) {
- // turn off the model when showing the skeleton
- staticModel->InitEmpty( MD5_SnapshotName );
- return staticModel;
- }
- }
- // create all the surfaces
- for( mesh = meshes.Ptr(), i = 0; i < meshes.Num(); i++, mesh++ ) {
- // avoid deforming the surface if it will be a nodraw due to a skin remapping
- // FIXME: may have to still deform clipping hulls
- const idMaterial *shader = mesh->shader;
-
- shader = R_RemapShaderBySkin( shader, ent->customSkin, ent->customShader );
-
- if ( !shader || ( !shader->IsDrawn() && !shader->SurfaceCastsShadow() ) ) {
- staticModel->DeleteSurfaceWithId( i );
- mesh->surfaceNum = -1;
- continue;
- }
- modelSurface_t *surf;
- if ( staticModel->FindSurfaceWithId( i, surfaceNum ) ) {
- mesh->surfaceNum = surfaceNum;
- surf = &staticModel->surfaces[surfaceNum];
- } else {
- // Remove Overlays before adding new surfaces
- idRenderModelOverlay::RemoveOverlaySurfacesFromModel( staticModel );
- mesh->surfaceNum = staticModel->NumSurfaces();
- surf = &staticModel->surfaces.Alloc();
- surf->geometry = NULL;
- surf->shader = NULL;
- surf->id = i;
- }
- mesh->UpdateSurface( ent, ent->joints, surf );
- staticModel->bounds.AddPoint( surf->geometry->bounds[0] );
- staticModel->bounds.AddPoint( surf->geometry->bounds[1] );
- }
- return staticModel;
- }
- /*
- ====================
- idRenderModelMD5::IsDynamicModel
- ====================
- */
- dynamicModel_t idRenderModelMD5::IsDynamicModel() const {
- return DM_CACHED;
- }
- /*
- ====================
- idRenderModelMD5::NumJoints
- ====================
- */
- int idRenderModelMD5::NumJoints( void ) const {
- return joints.Num();
- }
- /*
- ====================
- idRenderModelMD5::GetJoints
- ====================
- */
- const idMD5Joint *idRenderModelMD5::GetJoints( void ) const {
- return joints.Ptr();
- }
- /*
- ====================
- idRenderModelMD5::GetDefaultPose
- ====================
- */
- const idJointQuat *idRenderModelMD5::GetDefaultPose( void ) const {
- return defaultPose.Ptr();
- }
- /*
- ====================
- idRenderModelMD5::GetJointHandle
- ====================
- */
- jointHandle_t idRenderModelMD5::GetJointHandle( const char *name ) const {
- const idMD5Joint *joint;
- int i;
-
- joint = joints.Ptr();
- for( i = 0; i < joints.Num(); i++, joint++ ) {
- if ( idStr::Icmp( joint->name.c_str(), name ) == 0 ) {
- return ( jointHandle_t )i;
- }
- }
- return INVALID_JOINT;
- }
- /*
- =====================
- idRenderModelMD5::GetJointName
- =====================
- */
- const char *idRenderModelMD5::GetJointName( jointHandle_t handle ) const {
- if ( ( handle < 0 ) || ( handle >= joints.Num() ) ) {
- return "<invalid joint>";
- }
- return joints[ handle ].name;
- }
- /*
- ====================
- idRenderModelMD5::NearestJoint
- ====================
- */
- int idRenderModelMD5::NearestJoint( int surfaceNum, int a, int b, int c ) const {
- int i;
- const idMD5Mesh *mesh;
- if ( surfaceNum > meshes.Num() ) {
- common->Error( "idRenderModelMD5::NearestJoint: surfaceNum > meshes.Num()" );
- }
- for ( mesh = meshes.Ptr(), i = 0; i < meshes.Num(); i++, mesh++ ) {
- if ( mesh->surfaceNum == surfaceNum ) {
- return mesh->NearestJoint( a, b, c );
- }
- }
- return 0;
- }
- /*
- ====================
- idRenderModelMD5::TouchData
- models that are already loaded at level start time
- will still touch their materials to make sure they
- are kept loaded
- ====================
- */
- void idRenderModelMD5::TouchData() {
- idMD5Mesh *mesh;
- int i;
- for( mesh = meshes.Ptr(), i = 0; i < meshes.Num(); i++, mesh++ ) {
- declManager->FindMaterial( mesh->shader->GetName() );
- }
- }
- /*
- ===================
- idRenderModelMD5::PurgeModel
- frees all the data, but leaves the class around for dangling references,
- which can regenerate the data with LoadModel()
- ===================
- */
- void idRenderModelMD5::PurgeModel() {
- purged = true;
- joints.Clear();
- defaultPose.Clear();
- meshes.Clear();
- }
- /*
- ===================
- idRenderModelMD5::Memory
- ===================
- */
- int idRenderModelMD5::Memory() const {
- int total, i;
- total = sizeof( *this );
- total += joints.MemoryUsed() + defaultPose.MemoryUsed() + meshes.MemoryUsed();
- // count up strings
- for ( i = 0; i < joints.Num(); i++ ) {
- total += joints[i].name.DynamicMemoryUsed();
- }
- // count up meshes
- for ( i = 0 ; i < meshes.Num() ; i++ ) {
- const idMD5Mesh *mesh = &meshes[i];
- total += mesh->texCoords.MemoryUsed() + mesh->numWeights * ( sizeof( mesh->scaledWeights[0] ) + sizeof( mesh->weightIndex[0] ) * 2 );
- // sum up deform info
- total += sizeof( mesh->deformInfo );
- total += R_DeformInfoMemoryUsed( mesh->deformInfo );
- }
- return total;
- }
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