doom3-bfg/neo/renderer/Model_md3.cpp
2012-11-26 12:58:24 -06:00

369 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 "../idlib/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;
}