doom3-bfg/neo/renderer/Model_md3.cpp

399 lines
10 KiB
C++

/*
===========================================================================
Doom 3 BFG Edition GPL Source Code
Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company.
This file is part of the Doom 3 BFG Edition GPL Source Code ("Doom 3 BFG Edition Source Code").
Doom 3 BFG Edition 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 BFG Edition 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 BFG Edition Source Code. If not, see <http://www.gnu.org/licenses/>.
In addition, the Doom 3 BFG Edition 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 BFG Edition 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.
===========================================================================
*/
#pragma hdrstop
#include "precompiled.h"
#include "tr_local.h"
#include "Model_local.h"
#include "Model_md3.h"
/***********************************************************************
idMD3Mesh
***********************************************************************/
#define LL(x) x=LittleLong(x)
/*
=================
idRenderModelMD3::InitFromFile
=================
*/
void idRenderModelMD3::InitFromFile( const char* fileName )
{
int i, j;
md3Header_t* pinmodel;
md3Frame_t* frame;
md3Surface_t* surf;
md3Shader_t* shader;
md3Triangle_t* tri;
md3St_t* st;
md3XyzNormal_t* xyz;
md3Tag_t* tag;
void* buffer;
int version;
int size;
name = fileName;
size = fileSystem->ReadFile( fileName, &buffer, NULL );
if( !size || size < 0 )
{
return;
}
pinmodel = ( md3Header_t* )buffer;
version = LittleLong( pinmodel->version );
if( version != MD3_VERSION )
{
fileSystem->FreeFile( buffer );
common->Warning( "InitFromFile: %s has wrong version (%i should be %i)",
fileName, version, MD3_VERSION );
return;
}
size = LittleLong( pinmodel->ofsEnd );
dataSize += size;
md3 = ( md3Header_t* )Mem_Alloc( size, TAG_MODEL );
memcpy( md3, buffer, LittleLong( pinmodel->ofsEnd ) );
LL( md3->ident );
LL( md3->version );
LL( md3->numFrames );
LL( md3->numTags );
LL( md3->numSurfaces );
LL( md3->ofsFrames );
LL( md3->ofsTags );
LL( md3->ofsSurfaces );
LL( md3->ofsEnd );
if( md3->numFrames < 1 )
{
common->Warning( "InitFromFile: %s has no frames", fileName );
fileSystem->FreeFile( buffer );
return;
}
// swap all the frames
frame = ( md3Frame_t* )( ( byte* )md3 + md3->ofsFrames );
for( i = 0 ; i < md3->numFrames ; i++, frame++ )
{
frame->radius = LittleFloat( frame->radius );
for( j = 0 ; j < 3 ; j++ )
{
frame->bounds[0][j] = LittleFloat( frame->bounds[0][j] );
frame->bounds[1][j] = LittleFloat( frame->bounds[1][j] );
frame->localOrigin[j] = LittleFloat( frame->localOrigin[j] );
}
}
// swap all the tags
tag = ( md3Tag_t* )( ( byte* )md3 + md3->ofsTags );
for( i = 0 ; i < md3->numTags * md3->numFrames ; i++, tag++ )
{
for( j = 0 ; j < 3 ; j++ )
{
tag->origin[j] = LittleFloat( tag->origin[j] );
tag->axis[0][j] = LittleFloat( tag->axis[0][j] );
tag->axis[1][j] = LittleFloat( tag->axis[1][j] );
tag->axis[2][j] = LittleFloat( tag->axis[2][j] );
}
}
// swap all the surfaces
surf = ( md3Surface_t* )( ( byte* )md3 + md3->ofsSurfaces );
for( i = 0 ; i < md3->numSurfaces ; i++ )
{
LL( surf->ident );
LL( surf->flags );
LL( surf->numFrames );
LL( surf->numShaders );
LL( surf->numTriangles );
LL( surf->ofsTriangles );
LL( surf->numVerts );
LL( surf->ofsShaders );
LL( surf->ofsSt );
LL( surf->ofsXyzNormals );
LL( surf->ofsEnd );
if( surf->numVerts > SHADER_MAX_VERTEXES )
{
common->Error( "InitFromFile: %s has more than %i verts on a surface (%i)",
fileName, SHADER_MAX_VERTEXES, surf->numVerts );
}
if( surf->numTriangles * 3 > SHADER_MAX_INDEXES )
{
common->Error( "InitFromFile: %s has more than %i triangles on a surface (%i)",
fileName, SHADER_MAX_INDEXES / 3, surf->numTriangles );
}
// change to surface identifier
surf->ident = 0; //SF_MD3;
// lowercase the surface name so skin compares are faster
int slen = ( int )strlen( surf->name );
for( j = 0; j < slen; j++ )
{
surf->name[j] = tolower( surf->name[j] );
}
// strip off a trailing _1 or _2
// this is a crutch for q3data being a mess
j = strlen( surf->name );
if( j > 2 && surf->name[j - 2] == '_' )
{
surf->name[j - 2] = 0;
}
// register the shaders
shader = ( md3Shader_t* )( ( byte* )surf + surf->ofsShaders );
for( j = 0 ; j < surf->numShaders ; j++, shader++ )
{
const idMaterial* sh;
sh = declManager->FindMaterial( shader->name );
shader->shader = sh;
}
// swap all the triangles
tri = ( md3Triangle_t* )( ( byte* )surf + surf->ofsTriangles );
for( j = 0 ; j < surf->numTriangles ; j++, tri++ )
{
LL( tri->indexes[0] );
LL( tri->indexes[1] );
LL( tri->indexes[2] );
}
// swap all the ST
st = ( md3St_t* )( ( byte* )surf + surf->ofsSt );
for( j = 0 ; j < surf->numVerts ; j++, st++ )
{
st->st[0] = LittleFloat( st->st[0] );
st->st[1] = LittleFloat( st->st[1] );
}
// swap all the XyzNormals
xyz = ( md3XyzNormal_t* )( ( byte* )surf + surf->ofsXyzNormals );
for( j = 0 ; j < surf->numVerts * surf->numFrames ; j++, xyz++ )
{
xyz->xyz[0] = LittleShort( xyz->xyz[0] );
xyz->xyz[1] = LittleShort( xyz->xyz[1] );
xyz->xyz[2] = LittleShort( xyz->xyz[2] );
xyz->normal = LittleShort( xyz->normal );
}
// find the next surface
surf = ( md3Surface_t* )( ( byte* )surf + surf->ofsEnd );
}
fileSystem->FreeFile( buffer );
}
/*
=================
idRenderModelMD3::IsDynamicModel
=================
*/
dynamicModel_t idRenderModelMD3::IsDynamicModel() const
{
return DM_CACHED;
}
/*
=================
idRenderModelMD3::LerpMeshVertexes
=================
*/
void idRenderModelMD3::LerpMeshVertexes( srfTriangles_t* tri, const struct md3Surface_s* surf, const float backlerp, const int frame, const int oldframe ) const
{
short* oldXyz, *newXyz;
float oldXyzScale, newXyzScale;
int vertNum;
int numVerts;
newXyz = ( short* )( ( byte* )surf + surf->ofsXyzNormals ) + ( frame * surf->numVerts * 4 );
newXyzScale = MD3_XYZ_SCALE * ( 1.0 - backlerp );
numVerts = surf->numVerts;
if( backlerp == 0 )
{
//
// just copy the vertexes
//
for( vertNum = 0 ; vertNum < numVerts ; vertNum++, newXyz += 4 )
{
idDrawVert* outvert = &tri->verts[tri->numVerts];
outvert->xyz.x = newXyz[0] * newXyzScale;
outvert->xyz.y = newXyz[1] * newXyzScale;
outvert->xyz.z = newXyz[2] * newXyzScale;
tri->numVerts++;
}
}
else
{
//
// interpolate and copy the vertexes
//
oldXyz = ( short* )( ( byte* )surf + surf->ofsXyzNormals ) + ( oldframe * surf->numVerts * 4 );
oldXyzScale = MD3_XYZ_SCALE * backlerp;
for( vertNum = 0 ; vertNum < numVerts ; vertNum++, oldXyz += 4, newXyz += 4 )
{
idDrawVert* outvert = &tri->verts[tri->numVerts];
// interpolate the xyz
outvert->xyz.x = oldXyz[0] * oldXyzScale + newXyz[0] * newXyzScale;
outvert->xyz.y = oldXyz[1] * oldXyzScale + newXyz[1] * newXyzScale;
outvert->xyz.z = oldXyz[2] * oldXyzScale + newXyz[2] * newXyzScale;
tri->numVerts++;
}
}
}
/*
=============
idRenderModelMD3::InstantiateDynamicModel
=============
*/
idRenderModel* idRenderModelMD3::InstantiateDynamicModel( const struct renderEntity_s* ent, const viewDef_t* view, idRenderModel* cachedModel )
{
int i, j;
float backlerp;
int* triangles;
int indexes;
int numVerts;
md3Surface_t* surface;
int frame, oldframe;
idRenderModelStatic* staticModel;
if( cachedModel )
{
delete cachedModel;
cachedModel = NULL;
}
staticModel = new( TAG_MODEL ) idRenderModelStatic;
staticModel->bounds.Clear();
surface = ( md3Surface_t* )( ( byte* )md3 + md3->ofsSurfaces );
// TODO: these need set by an entity
frame = ent->shaderParms[SHADERPARM_MD3_FRAME]; // probably want to keep frames < 1000 or so
oldframe = ent->shaderParms[SHADERPARM_MD3_LASTFRAME];
backlerp = ent->shaderParms[SHADERPARM_MD3_BACKLERP];
for( i = 0; i < md3->numSurfaces; i++ )
{
srfTriangles_t* tri = R_AllocStaticTriSurf();
R_AllocStaticTriSurfVerts( tri, surface->numVerts );
R_AllocStaticTriSurfIndexes( tri, surface->numTriangles * 3 );
tri->bounds.Clear();
modelSurface_t surf;
surf.geometry = tri;
md3Shader_t* shaders = ( md3Shader_t* )( ( byte* )surface + surface->ofsShaders );
surf.shader = shaders->shader;
LerpMeshVertexes( tri, surface, backlerp, frame, oldframe );
triangles = ( int* )( ( byte* )surface + surface->ofsTriangles );
indexes = surface->numTriangles * 3;
for( j = 0 ; j < indexes ; j++ )
{
tri->indexes[j] = triangles[j];
}
tri->numIndexes += indexes;
const idVec2* texCoords = ( idVec2* )( ( byte* )surface + surface->ofsSt );
numVerts = surface->numVerts;
for( j = 0; j < numVerts; j++ )
{
tri->verts[j].SetTexCoord( texCoords[j] );
}
R_BoundTriSurf( tri );
staticModel->AddSurface( surf );
staticModel->bounds.AddPoint( surf.geometry->bounds[0] );
staticModel->bounds.AddPoint( surf.geometry->bounds[1] );
// find the next surface
surface = ( md3Surface_t* )( ( byte* )surface + surface->ofsEnd );
}
return staticModel;
}
/*
=====================
idRenderModelMD3::Bounds
=====================
*/
idBounds idRenderModelMD3::Bounds( const struct renderEntity_s* ent ) const
{
idBounds ret;
ret.Clear();
if( !ent || !md3 )
{
// just give it the editor bounds
ret.AddPoint( idVec3( -10, -10, -10 ) );
ret.AddPoint( idVec3( 10, 10, 10 ) );
return ret;
}
md3Frame_t* frame = ( md3Frame_t* )( ( byte* )md3 + md3->ofsFrames );
ret.AddPoint( frame->bounds[0] );
ret.AddPoint( frame->bounds[1] );
return ret;
}