ioq3/code/renderervk/R_LoadMD3.c
Trung Lê 15ff484715
Add vulkan renderer
Copied from vkQuake3 which is in turn based on Quake III Kenny Edition
2025-03-14 00:31:15 +11:00

270 lines
6.8 KiB
C

#include "tr_local.h"
#include "tr_model.h"
#include "ref_import.h"
#include "tr_shader.h"
#define LL(x) x=LittleLong(x)
static qboolean R_LoadMD3 (model_t *mod, int lod, void *buffer, const char *mod_name )
{
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;
int version;
int size;
pinmodel = (md3Header_t *)buffer;
version = LittleLong (pinmodel->version);
if (version != MD3_VERSION) {
ri.Printf( PRINT_WARNING, "R_LoadMD3: %s has wrong version (%i should be %i)\n",
mod_name, version, MD3_VERSION);
return qfalse;
}
mod->type = MOD_MESH;
size = LittleLong(pinmodel->ofsEnd);
mod->dataSize += size;
mod->md3[lod] = ri.Hunk_Alloc( size, h_low );
memcpy (mod->md3[lod], buffer, LittleLong(pinmodel->ofsEnd) );
LL(mod->md3[lod]->ident);
LL(mod->md3[lod]->version);
LL(mod->md3[lod]->numFrames);
LL(mod->md3[lod]->numTags);
LL(mod->md3[lod]->numSurfaces);
LL(mod->md3[lod]->ofsFrames);
LL(mod->md3[lod]->ofsTags);
LL(mod->md3[lod]->ofsSurfaces);
LL(mod->md3[lod]->ofsEnd);
if ( mod->md3[lod]->numFrames < 1 ) {
ri.Printf( PRINT_WARNING, "R_LoadMD3: %s has no frames\n", mod_name );
return qfalse;
}
// swap all the frames
frame = (md3Frame_t *) ( (byte *)mod->md3[lod] + mod->md3[lod]->ofsFrames );
for ( i = 0 ; i < mod->md3[lod]->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 *)mod->md3[lod] + mod->md3[lod]->ofsTags );
for ( i = 0 ; i < mod->md3[lod]->numTags * mod->md3[lod]->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 *)mod->md3[lod] + mod->md3[lod]->ofsSurfaces );
for ( i = 0 ; i < mod->md3[lod]->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 ) {
ri.Printf(PRINT_WARNING, "R_LoadMD3: %s has more than %i verts on %s (%i).\n",
mod_name, SHADER_MAX_VERTEXES - 1, surf->name[0] ? surf->name : "a surface",
surf->numVerts );
return qfalse;
}
if ( surf->numTriangles*3 >= SHADER_MAX_INDEXES ) {
ri.Printf(PRINT_WARNING, "R_LoadMD3: %s has more than %i triangles on %s (%i).\n",
mod_name, ( SHADER_MAX_INDEXES / 3 ) - 1, surf->name[0] ? surf->name : "a surface",
surf->numTriangles );
return qfalse;
}
// change to surface identifier
surf->ident = SF_MD3;
// lowercase the surface name so skin compares are faster
Q_strlwr( surf->name );
// 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++ ) {
shader_t* sh = R_FindShader( shader->name, LIGHTMAP_NONE, qtrue );
if ( sh->defaultShader ) {
shader->shaderIndex = 0;
} else {
shader->shaderIndex = sh->index;
}
}
// 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 );
}
return qtrue;
}
qhandle_t R_RegisterMD3(const char* name, model_t* mod)
{
char* buf;
int numLoaded = 0;
ri.FS_ReadFile( name, (void**)&buf );
if( NULL != buf)
{
qboolean loaded = qfalse;
#if defined( Q3_BIG_ENDIAN )
int ident = LittleLong(*(int *)buf);
#else
int ident = *(int *)buf;
#endif
if (ident == MD3_IDENT)
loaded = R_LoadMD3(mod, 0, buf, name);
else
ri.Printf(PRINT_WARNING,"R_RegisterMD3: unknown fileid for %s\n", name);
ri.FS_FreeFile(buf);
if(loaded)
{
mod->numLods++;
numLoaded++;
}
else
{
ri.Printf(PRINT_WARNING, "R_RegisterMD3: couldn't load %s\n", name);
mod->type = MOD_BAD;
return 0;
}
}
else
{
ri.Printf(PRINT_WARNING, "R_RegisterMD3: failed loading %s from disk. \n", name);
}
char filename[MAX_QPATH] = {0};
strcpy(filename, name);
char* const dot = strrchr(filename, '.');
*dot = 0;
uint32_t lod;
for (lod = 1; lod < MD3_MAX_LODS; lod++)
{
qboolean loaded = qfalse;
char namebuf[MAX_QPATH+20] = {0};
snprintf(namebuf, sizeof(namebuf), "%s_%d.md3", filename, lod);
ri.FS_ReadFile( namebuf, (void**)&buf );
if(!buf)
continue;
#if defined( Q3_BIG_ENDIAN )
int ident = LittleLong(*(int *)buf);
#else
int ident = *(int *)buf;
#endif
if (ident == MD3_IDENT)
loaded = R_LoadMD3(mod, lod, buf, name);
else
ri.Printf(PRINT_WARNING, "R_RegisterMD3: unknown fileid for %s\n", name);
ri.FS_FreeFile(buf);
if(loaded)
{
mod->numLods++;
numLoaded++;
}
else
break;
}
if(numLoaded)
return mod->index;
else
ri.Printf(PRINT_WARNING, "R_RegisterMD3: couldn't load %s\n", name);
/*
if(numLoaded)
{
// duplicate into higher lod spots that weren't loaded,
// in case the user changes r_lodbias on the fly
for(lod--; lod >= 0; lod--)
{
mod->numLods++;
mod->md3[lod] = mod->md3[lod + 1];
}
return mod->index;
}
*/
mod->type = MOD_BAD;
return 0;
}