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https://github.com/dhewm/dhewm3.git
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379 lines
11 KiB
C++
379 lines
11 KiB
C++
/*
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===========================================================================
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Doom 3 GPL Source Code
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Copyright (C) 1999-2011 id Software LLC, a ZeniMax Media company.
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This file is part of the Doom 3 GPL Source Code ("Doom 3 Source Code").
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Doom 3 Source Code is free software: you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation, either version 3 of the License, or
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(at your option) any later version.
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Doom 3 Source Code is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with Doom 3 Source Code. If not, see <http://www.gnu.org/licenses/>.
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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.
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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.
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===========================================================================
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*/
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#include "sys/platform.h"
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#include "renderer/tr_local.h"
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#include "renderer/Model_local.h"
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#include "renderer/Model_md3.h"
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/***********************************************************************
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idMD3Mesh
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***********************************************************************/
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// DG: added constructor to make sure all members are initialized
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idRenderModelMD3::idRenderModelMD3() : index(-1), dataSize(0), md3(NULL), numLods(0)
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{}
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#define LL(x) x=LittleInt(x)
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/*
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=================
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idRenderModelMD3::InitFromFile
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=================
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*/
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void idRenderModelMD3::InitFromFile( const char *fileName ) {
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int i, j;
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md3Header_t *pinmodel;
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md3Frame_t *frame;
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md3Surface_t *surf;
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md3Shader_t *shader;
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md3Triangle_t *tri;
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md3St_t *st;
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md3XyzNormal_t *xyz;
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md3Tag_t *tag;
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void *buffer;
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int version;
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int size;
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name = fileName;
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size = fileSystem->ReadFile( fileName, &buffer, NULL );
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if ( size <= sizeof(md3Header_t) ) {
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return;
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}
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pinmodel = (md3Header_t *)buffer;
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version = LittleInt (pinmodel->version);
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if (version != MD3_VERSION) {
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fileSystem->FreeFile( buffer );
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common->Warning( "InitFromFile: %s has wrong version (%i should be %i)",
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fileName, version, MD3_VERSION);
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return;
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}
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size = LittleInt(pinmodel->ofsEnd);
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dataSize += size;
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md3 = (md3Header_t *)Mem_Alloc( size );
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memcpy (md3, buffer, LittleInt(pinmodel->ofsEnd) );
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LL(md3->ident);
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LL(md3->version);
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LL(md3->numFrames);
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LL(md3->numTags);
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LL(md3->numSurfaces);
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LL(md3->ofsFrames);
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LL(md3->ofsTags);
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LL(md3->ofsSurfaces);
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LL(md3->ofsEnd);
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if ( md3->numFrames < 1 ) {
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common->Warning( "InitFromFile: %s has no frames", fileName );
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fileSystem->FreeFile( buffer );
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return;
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}
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// swap all the frames
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frame = (md3Frame_t *) ( (byte *)md3 + md3->ofsFrames );
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for ( i = 0 ; i < md3->numFrames ; i++, frame++) {
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frame->radius = LittleFloat( frame->radius );
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for ( j = 0 ; j < 3 ; j++ ) {
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frame->bounds[0][j] = LittleFloat( frame->bounds[0][j] );
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frame->bounds[1][j] = LittleFloat( frame->bounds[1][j] );
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frame->localOrigin[j] = LittleFloat( frame->localOrigin[j] );
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}
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}
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// swap all the tags
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tag = (md3Tag_t *) ( (byte *)md3 + md3->ofsTags );
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for ( i = 0 ; i < md3->numTags * md3->numFrames ; i++, tag++) {
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for ( j = 0 ; j < 3 ; j++ ) {
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tag->origin[j] = LittleFloat( tag->origin[j] );
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tag->axis[0][j] = LittleFloat( tag->axis[0][j] );
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tag->axis[1][j] = LittleFloat( tag->axis[1][j] );
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tag->axis[2][j] = LittleFloat( tag->axis[2][j] );
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}
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}
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// swap all the surfaces
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surf = (md3Surface_t *) ( (byte *)md3 + md3->ofsSurfaces );
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for ( i = 0 ; i < md3->numSurfaces ; i++) {
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LL(surf->ident);
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LL(surf->flags);
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LL(surf->numFrames);
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LL(surf->numShaders);
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LL(surf->numTriangles);
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LL(surf->ofsTriangles);
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LL(surf->numVerts);
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LL(surf->ofsShaders);
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LL(surf->ofsSt);
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LL(surf->ofsXyzNormals);
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LL(surf->ofsEnd);
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if ( surf->numVerts > SHADER_MAX_VERTEXES ) {
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common->Error( "InitFromFile: %s has more than %i verts on a surface (%i)",
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fileName, SHADER_MAX_VERTEXES, surf->numVerts );
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}
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if ( surf->numTriangles*3 > SHADER_MAX_INDEXES ) {
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common->Error( "InitFromFile: %s has more than %i triangles on a surface (%i)",
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fileName, SHADER_MAX_INDEXES / 3, surf->numTriangles );
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}
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// change to surface identifier
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surf->ident = 0; //SF_MD3;
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// lowercase the surface name so skin compares are faster
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int slen = (int)strlen( surf->name );
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for( j = 0; j < slen; j++ ) {
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surf->name[j] = tolower( surf->name[j] );
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}
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// strip off a trailing _1 or _2
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// this is a crutch for q3data being a mess
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j = strlen( surf->name );
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if ( j > 2 && surf->name[j-2] == '_' ) {
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surf->name[j-2] = 0;
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}
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// register the shaders
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shader = (md3Shader_t *) ( (byte *)surf + surf->ofsShaders );
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for ( j = 0 ; j < surf->numShaders ; j++, shader++ ) {
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const idMaterial *sh = declManager->FindMaterial( shader->name );
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// DG: md3Shadder_t must use an index to the material instead of a pointer,
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// otherwise the sizes are wrong on 64bit and we get data corruption
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shader->shaderIndex = (sh != NULL) ? shaders.AddUnique( sh ) : -1;
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}
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// swap all the triangles
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tri = (md3Triangle_t *) ( (byte *)surf + surf->ofsTriangles );
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for ( j = 0 ; j < surf->numTriangles ; j++, tri++ ) {
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LL(tri->indexes[0]);
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LL(tri->indexes[1]);
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LL(tri->indexes[2]);
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}
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// swap all the ST
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st = (md3St_t *) ( (byte *)surf + surf->ofsSt );
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for ( j = 0 ; j < surf->numVerts ; j++, st++ ) {
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st->st[0] = LittleFloat( st->st[0] );
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st->st[1] = LittleFloat( st->st[1] );
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}
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// swap all the XyzNormals
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xyz = (md3XyzNormal_t *) ( (byte *)surf + surf->ofsXyzNormals );
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for ( j = 0 ; j < surf->numVerts * surf->numFrames ; j++, xyz++ )
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{
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xyz->xyz[0] = LittleShort( xyz->xyz[0] );
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xyz->xyz[1] = LittleShort( xyz->xyz[1] );
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xyz->xyz[2] = LittleShort( xyz->xyz[2] );
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xyz->normal = LittleShort( xyz->normal );
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}
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// find the next surface
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surf = (md3Surface_t *)( (byte *)surf + surf->ofsEnd );
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}
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fileSystem->FreeFile( buffer );
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}
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/*
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=================
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idRenderModelMD3::IsDynamicModel
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=================
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*/
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dynamicModel_t idRenderModelMD3::IsDynamicModel() const {
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return DM_CACHED;
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}
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/*
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=================
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idRenderModelMD3::LerpMeshVertexes
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=================
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*/
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void idRenderModelMD3::LerpMeshVertexes ( srfTriangles_t *tri, const struct md3Surface_s *surf, const float backlerp, const int frame, const int oldframe ) const {
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short *oldXyz, *newXyz;
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float oldXyzScale, newXyzScale;
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int vertNum;
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int numVerts;
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newXyz = (short *)((byte *)surf + surf->ofsXyzNormals) + (frame * surf->numVerts * 4);
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newXyzScale = MD3_XYZ_SCALE * (1.0 - backlerp);
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numVerts = surf->numVerts;
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if ( backlerp == 0 ) {
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//
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// just copy the vertexes
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//
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for (vertNum=0 ; vertNum < numVerts ; vertNum++, newXyz += 4 ) {
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idDrawVert *outvert = &tri->verts[tri->numVerts];
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outvert->xyz.x = newXyz[0] * newXyzScale;
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outvert->xyz.y = newXyz[1] * newXyzScale;
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outvert->xyz.z = newXyz[2] * newXyzScale;
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tri->numVerts++;
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}
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} else {
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//
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// interpolate and copy the vertexes
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//
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oldXyz = (short *)((byte *)surf + surf->ofsXyzNormals) + (oldframe * surf->numVerts * 4);
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oldXyzScale = MD3_XYZ_SCALE * backlerp;
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for (vertNum=0 ; vertNum < numVerts ; vertNum++, oldXyz += 4, newXyz += 4 ) {
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idDrawVert *outvert = &tri->verts[tri->numVerts];
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// interpolate the xyz
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outvert->xyz.x = oldXyz[0] * oldXyzScale + newXyz[0] * newXyzScale;
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outvert->xyz.y = oldXyz[1] * oldXyzScale + newXyz[1] * newXyzScale;
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outvert->xyz.z = oldXyz[2] * oldXyzScale + newXyz[2] * newXyzScale;
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tri->numVerts++;
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}
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}
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}
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/*
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=============
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idRenderModelMD3::InstantiateDynamicModel
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=============
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*/
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idRenderModel *idRenderModelMD3::InstantiateDynamicModel( const struct renderEntity_s *ent, const struct viewDef_s *view, idRenderModel *cachedModel ) {
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int i, j;
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float backlerp;
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int * triangles;
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float * texCoords;
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int indexes;
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int numVerts;
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md3Surface_t * surface;
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int frame, oldframe;
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idRenderModelStatic *staticModel;
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if ( cachedModel ) {
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delete cachedModel;
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cachedModel = NULL;
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}
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staticModel = new idRenderModelStatic;
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staticModel->bounds.Clear();
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surface = (md3Surface_t *) ((byte *)md3 + md3->ofsSurfaces);
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// TODO: these need set by an entity
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frame = ent->shaderParms[SHADERPARM_MD3_FRAME]; // probably want to keep frames < 1000 or so
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oldframe = ent->shaderParms[SHADERPARM_MD3_LASTFRAME];
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backlerp = ent->shaderParms[SHADERPARM_MD3_BACKLERP];
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for( i = 0; i < md3->numSurfaces; i++ ) {
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srfTriangles_t *tri = R_AllocStaticTriSurf();
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R_AllocStaticTriSurfVerts( tri, surface->numVerts );
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R_AllocStaticTriSurfIndexes( tri, surface->numTriangles * 3 );
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tri->bounds.Clear();
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modelSurface_t surf;
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surf.geometry = tri;
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md3Shader_t* shaders = (md3Shader_t *) ((byte *)surface + surface->ofsShaders);
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// FIXME: theoretically there can be multiple shaders?
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// DG: turned md3Shader_t::shader (pointer) into an int (index)
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int shaderIdx = shaders->shaderIndex;
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surf.shader = (shaderIdx >= 0) ? this->shaders[shaderIdx] : NULL;
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LerpMeshVertexes( tri, surface, backlerp, frame, oldframe );
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triangles = (int *) ((byte *)surface + surface->ofsTriangles);
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indexes = surface->numTriangles * 3;
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for (j = 0 ; j < indexes ; j++) {
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tri->indexes[j] = triangles[j];
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}
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tri->numIndexes += indexes;
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texCoords = (float *) ((byte *)surface + surface->ofsSt);
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numVerts = surface->numVerts;
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for ( j = 0; j < numVerts; j++ ) {
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idDrawVert *stri = &tri->verts[j];
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stri->st[0] = texCoords[j*2+0];
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stri->st[1] = texCoords[j*2+1];
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}
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R_BoundTriSurf( tri );
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surf.id = staticModel->NumSurfaces(); // DG: make sure to initialize id; FIXME: or just set id to 0?
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staticModel->AddSurface( surf );
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staticModel->bounds.AddPoint( surf.geometry->bounds[0] );
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staticModel->bounds.AddPoint( surf.geometry->bounds[1] );
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// find the next surface
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surface = (md3Surface_t *)( (byte *)surface + surface->ofsEnd );
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}
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return staticModel;
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}
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/*
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=====================
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idRenderModelMD3::Bounds
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=====================
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*/
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idBounds idRenderModelMD3::Bounds(const struct renderEntity_s *ent) const {
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idBounds ret;
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ret.Clear();
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if (!ent || !md3) {
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// just give it the editor bounds
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ret.AddPoint(idVec3(-10,-10,-10));
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ret.AddPoint(idVec3( 10, 10, 10));
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return ret;
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}
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md3Frame_t *frame = (md3Frame_t *)( (byte *)md3 + md3->ofsFrames );
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frame += (int)ent->shaderParms[SHADERPARM_MD3_FRAME]; // DG: use bounds of current frame
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ret.AddPoint( frame->bounds[0] );
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ret.AddPoint( frame->bounds[1] );
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return ret;
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}
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