mirror of
https://github.com/dhewm/dhewm3.git
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736ec20d4d
Don't include the lazy precompiled.h everywhere, only what's required for the compilation unit. platform.h needs to be included instead to provide all essential defines and types. All includes use the relative path to the neo or the game specific root. Move all idlib related includes from idlib/Lib.h to precompiled.h. precompiled.h still exists for the MFC stuff in tools/. Add some missing header guards.
370 lines
10 KiB
C++
370 lines
10 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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#define LL(x) x=LittleLong(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 || size<0 ) {
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return;
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}
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pinmodel = (md3Header_t *)buffer;
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version = LittleLong (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 = LittleLong(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, LittleLong(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;
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sh = declManager->FindMaterial( shader->name );
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shader->shader = sh;
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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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surf.shader = shaders->shader;
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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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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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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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