/* ======================== ParseInOutStruct ======================== */ void ParseInOutStruct( idLexer & src, int attribType, idList< inOutVariable_t > & inOutVars ) { src.ExpectTokenString( "{" ); while( !src.CheckTokenString( "}" ) ) { inOutVariable_t var; idToken token; src.ReadToken( &token ); var.type = token; src.ReadToken( &token ); var.nameCg = token; if ( !src.CheckTokenString( ":" ) ) { src.SkipUntilString( ";" ); continue; } src.ReadToken( &token ); var.nameGLSL = token; src.ExpectTokenString( ";" ); // convert the type for ( int i = 0; typeConversion[i].typeCG != NULL; i++ ) { if ( var.type.Cmp( typeConversion[i].typeCG ) == 0 ) { var.type = typeConversion[i].typeGLSL; break; } } // convert the semantic to a GLSL name for ( int i = 0; attribsPC[i].semantic != NULL; i++ ) { if ( ( attribsPC[i].flags & attribType ) != 0 ) { if ( var.nameGLSL.Cmp( attribsPC[i].semantic ) == 0 ) { var.nameGLSL = attribsPC[i].glsl; break; } } } // check if it was defined previously var.declareInOut = true; for ( int i = 0; i < inOutVars.Num(); i++ ) { if ( var.nameGLSL == inOutVars[i].nameGLSL ) { var.declareInOut = false; break; } } inOutVars.Append( var ); } src.ExpectTokenString( ";" ); }
/* ================ idDeclAF::ParseContents ================ */ bool idDeclAF::ParseContents( idLexer &src, int &c ) const { idToken token; idStr str; while( src.ReadToken( &token ) ) { str += token; if ( !src.CheckTokenString( "," ) ) { break; } str += ","; } c = ContentsFromString( str ); return true; }
/* ================ idDeclAF::ParseSettings ================ */ bool idDeclAF::ParseSettings( idLexer &src ) { idToken token; if ( !src.ExpectTokenString( "{" ) ) { return false; } while( src.ReadToken( &token ) ) { if ( !token.Icmp( "mesh" ) ) { if ( !src.ExpectTokenType( TT_STRING, 0, &token ) ) { return false; } } else if ( !token.Icmp( "anim" ) ) { if ( !src.ExpectTokenType( TT_STRING, 0, &token ) ) { return false; } } else if ( !token.Icmp( "model" ) ) { if ( !src.ExpectTokenType( TT_STRING, 0, &token ) ) { return false; } model = token; } else if ( !token.Icmp( "skin" ) ) { if ( !src.ExpectTokenType( TT_STRING, 0, &token ) ) { return false; } skin = token; } else if ( !token.Icmp( "friction" ) ) { defaultLinearFriction = src.ParseFloat(); if ( !src.ExpectTokenString( "," ) ) { return false; } defaultAngularFriction = src.ParseFloat(); if ( !src.ExpectTokenString( "," ) ) { return false; } defaultContactFriction = src.ParseFloat(); if ( src.CheckTokenString( "," ) ) { defaultConstraintFriction = src.ParseFloat(); } } else if ( !token.Icmp( "totalMass" ) ) { totalMass = src.ParseFloat(); } else if ( !token.Icmp( "suspendSpeed" ) ) { suspendVelocity[0] = src.ParseFloat(); if ( !src.ExpectTokenString( "," ) ) { return false; } suspendVelocity[1] = src.ParseFloat(); if ( !src.ExpectTokenString( "," ) ) { return false; } suspendAcceleration[0] = src.ParseFloat(); if ( !src.ExpectTokenString( "," ) ) { return false; } suspendAcceleration[1] = src.ParseFloat(); } else if ( !token.Icmp( "noMoveTime" ) ) { noMoveTime = src.ParseFloat(); } else if ( !token.Icmp( "noMoveTranslation" ) ) { noMoveTranslation = src.ParseFloat(); } else if ( !token.Icmp( "noMoveRotation" ) ) { noMoveRotation = src.ParseFloat(); } else if ( !token.Icmp( "minMoveTime" ) ) { minMoveTime = src.ParseFloat(); } else if ( !token.Icmp( "maxMoveTime" ) ) { maxMoveTime = src.ParseFloat(); } else if ( !token.Icmp( "contents" ) ) { ParseContents( src, contents ); } else if ( !token.Icmp( "clipMask" ) ) { ParseContents( src, clipMask ); } else if ( !token.Icmp( "selfCollision" ) ) { selfCollision = src.ParseBool(); } else if ( token == "}" ) { break; } else { src.Error( "unknown token %s in settings", token.c_str() ); return false; } } return true; }
/* ==================== idMD5Mesh::ParseMesh ==================== */ void idMD5Mesh::ParseMesh( idLexer& parser, int numJoints, const idJointMat* joints ) { idToken token; idToken name; parser.ExpectTokenString( "{" ); // // parse name // if( parser.CheckTokenString( "name" ) ) { parser.ReadToken( &name ); } // // parse shader // parser.ExpectTokenString( "shader" ); parser.ReadToken( &token ); idStr shaderName = token; shader = declManager->FindMaterial( shaderName ); // // parse texture coordinates // parser.ExpectTokenString( "numverts" ); int count = parser.ParseInt(); if( count < 0 ) { parser.Error( "Invalid size: %s", token.c_str() ); } this->numVerts = count; idList<idVec2> texCoords; idList<int> firstWeightForVertex; idList<int> numWeightsForVertex; texCoords.SetNum( count ); firstWeightForVertex.SetNum( count ); numWeightsForVertex.SetNum( count ); int numWeights = 0; int maxweight = 0; for( int 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 ); } idList<int> tris; tris.SetNum( count * 3 ); numTris = count; for( int 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 ); } idList<vertexWeight_t> tempWeights; tempWeights.SetNum( count ); assert( numJoints < 256 ); // so we can pack into bytes for( int i = 0; i < count; i++ ) { parser.ExpectTokenString( "weight" ); parser.ParseInt(); int 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 idVec4* scaledWeights = ( idVec4* ) Mem_Alloc16( numWeights * sizeof( scaledWeights[0] ), TAG_MD5_WEIGHT ); int* weightIndex = ( int* ) Mem_Alloc16( numWeights * 2 * sizeof( weightIndex[0] ), TAG_MD5_INDEX ); memset( weightIndex, 0, numWeights * 2 * sizeof( weightIndex[0] ) ); count = 0; for( int i = 0; i < texCoords.Num(); i++ ) { int num = firstWeightForVertex[i]; for( int 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; } parser.ExpectTokenString( "}" ); // update counters c_numVerts += texCoords.Num(); c_numWeights += numWeights; c_numWeightJoints++; for( int i = 0; i < numWeights; i++ ) { c_numWeightJoints += weightIndex[i * 2 + 1]; } // // build a base pose that can be used for skinning // idDrawVert* basePose = ( idDrawVert* )Mem_ClearedAlloc( texCoords.Num() * sizeof( *basePose ), TAG_MD5_BASE ); for( int j = 0, i = 0; i < texCoords.Num(); i++ ) { idVec3 v = ( *( idJointMat* )( ( byte* )joints + weightIndex[j * 2 + 0] ) ) * scaledWeights[j]; while( weightIndex[j * 2 + 1] == 0 ) { j++; v += ( *( idJointMat* )( ( byte* )joints + weightIndex[j * 2 + 0] ) ) * scaledWeights[j]; } j++; basePose[i].Clear(); basePose[i].xyz = v; basePose[i].SetTexCoord( texCoords[i] ); } // build the weights and bone indexes into the verts, so they will be duplicated // as necessary at mirror seems static int maxWeightsPerVert; static float maxResidualWeight; const int MAX_VERTEX_WEIGHTS = 4; idList< bool > jointIsUsed; jointIsUsed.SetNum( numJoints ); for( int i = 0; i < jointIsUsed.Num(); i++ ) { jointIsUsed[i] = false; } numMeshJoints = 0; maxJointVertDist = 0.0f; //----------------------------------------- // new-style setup for fixed four weights and normal / tangent deformation // // Several important models have >25% residual weight in joints after the // first four, which is worrisome for using a fixed four joint deformation. //----------------------------------------- for( int i = 0; i < texCoords.Num(); i++ ) { idDrawVert& dv = basePose[i]; // some models do have >4 joint weights, so it is necessary to sort and renormalize // sort the weights and take the four largest int weights[256]; const int numWeights = numWeightsForVertex[ i ]; for( int j = 0; j < numWeights; j++ ) { weights[j] = firstWeightForVertex[i] + j; } // bubble sort for( int j = 0; j < numWeights; j++ ) { for( int k = 0; k < numWeights - 1 - j; k++ ) { if( tempWeights[weights[k]].jointWeight < tempWeights[weights[k + 1]].jointWeight ) { SwapValues( weights[k], weights[k + 1] ); } } } if( numWeights > maxWeightsPerVert ) { maxWeightsPerVert = numWeights; } const int usedWeights = Min( MAX_VERTEX_WEIGHTS, numWeights ); float totalWeight = 0; for( int j = 0; j < numWeights; j++ ) { totalWeight += tempWeights[weights[j]].jointWeight; } assert( totalWeight > 0.999f && totalWeight < 1.001f ); float usedWeight = 0; for( int j = 0; j < usedWeights; j++ ) { usedWeight += tempWeights[weights[j]].jointWeight; } const float residualWeight = totalWeight - usedWeight; if( residualWeight > maxResidualWeight ) { maxResidualWeight = residualWeight; } byte finalWeights[MAX_VERTEX_WEIGHTS] = { 0 }; byte finalJointIndecies[MAX_VERTEX_WEIGHTS] = { 0 }; for( int j = 0; j < usedWeights; j++ ) { const vertexWeight_t& weight = tempWeights[weights[j]]; const int jointIndex = weight.joint; const float fw = weight.jointWeight; assert( fw >= 0.0f && fw <= 1.0f ); const float normalizedWeight = fw / usedWeight; finalWeights[j] = idMath::Ftob( normalizedWeight * 255.0f ); finalJointIndecies[j] = jointIndex; } // Sort the weights and indices for hardware skinning for( int k = 0; k < 3; ++k ) { for( int l = k + 1; l < 4; ++l ) { if( finalWeights[l] > finalWeights[k] ) { SwapValues( finalWeights[k], finalWeights[l] ); SwapValues( finalJointIndecies[k], finalJointIndecies[l] ); } } } // Give any left over to the biggest weight finalWeights[0] += Max( 255 - finalWeights[0] - finalWeights[1] - finalWeights[2] - finalWeights[3], 0 ); dv.color[0] = finalJointIndecies[0]; dv.color[1] = finalJointIndecies[1]; dv.color[2] = finalJointIndecies[2]; dv.color[3] = finalJointIndecies[3]; dv.color2[0] = finalWeights[0]; dv.color2[1] = finalWeights[1]; dv.color2[2] = finalWeights[2]; dv.color2[3] = finalWeights[3]; for( int j = usedWeights; j < 4; j++ ) { assert( dv.color2[j] == 0 ); } for( int j = 0; j < usedWeights; j++ ) { if( !jointIsUsed[finalJointIndecies[j]] ) { jointIsUsed[finalJointIndecies[j]] = true; numMeshJoints++; } const idJointMat& joint = joints[finalJointIndecies[j]]; float dist = ( dv.xyz - joint.GetTranslation() ).Length(); if( dist > maxJointVertDist ) { maxJointVertDist = dist; } } } meshJoints = ( byte* ) Mem_Alloc( numMeshJoints * sizeof( meshJoints[0] ), TAG_MODEL ); numMeshJoints = 0; for( int i = 0; i < numJoints; i++ ) { if( jointIsUsed[i] ) { meshJoints[numMeshJoints++] = i; } } // build the deformInfo and collect a final base pose with the mirror // seam verts properly including the bone weights deformInfo = R_BuildDeformInfo( texCoords.Num(), basePose, tris.Num(), tris.Ptr(), shader->UseUnsmoothedTangents() ); for( int i = 0; i < deformInfo->numOutputVerts; i++ ) { for( int j = 0; j < 4; j++ ) { if( deformInfo->verts[i].color[j] >= numJoints ) { idLib::FatalError( "Bad joint index" ); } } } Mem_Free( basePose ); }
/* ==================== 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() ); }