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Support DP style skin files on zym models.
git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@1034 fc73d0e0-1445-4013-8a0c-d673dee63da5
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fcd206e295
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1 changed files with 125 additions and 38 deletions
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@ -1278,6 +1278,11 @@ void R_DrawGAliasModel (entity_t *e)
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shadelight[0] = shadelight[1] = shadelight[2] = e->abslight;
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ambientlight[0] = ambientlight[1] = ambientlight[2] = 0;
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}
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if ((e->drawflags & MLS_MASKIN) == MLS_FULLBRIGHT)
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{
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shadelight[0] = shadelight[1] = shadelight[2] = 255;
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ambientlight[0] = ambientlight[1] = ambientlight[2] = 0;
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}
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//#define SHOWLIGHTDIR
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{ //lightdir is absolute, shadevector is relative
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@ -1924,29 +1929,99 @@ int GL_BuildSkinFileList(char *modelname)
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}
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//This is a hack. It uses an assuption about q3 player models.
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void GL_ParseQ3SkinFile(char *out, char *surfname, char *modelname)
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void GL_ParseQ3SkinFile(char *out, char *surfname, char *modelname, int skinnum)
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{
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const char *f, *p;
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const char *f = NULL, *p;
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int len;
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char line[256];
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COM_StripExtension(modelname, line);
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strcat(line, "_default.skin");
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f = COM_LoadTempFile2(line);
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if (!f)
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{
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strcpy(line, modelname);
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strcat(line, "_0.skin");
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f = COM_LoadTempFile2(line);
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}
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if (!f)
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{
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if (skinnum == 4)
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{
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COM_StripExtension(modelname, line);
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strcat(line, "_yellow.skin");
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f = COM_LoadTempFile2(line);
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}
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else if (skinnum == 3)
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{
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COM_StripExtension(modelname, line);
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strcat(line, "_green.skin");
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f = COM_LoadTempFile2(line);
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}
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else if (skinnum == 2)
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{
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COM_StripExtension(modelname, line);
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strcat(line, "_red.skin");
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f = COM_LoadTempFile2(line);
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}
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else if (skinnum == 1)
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{
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COM_StripExtension(modelname, line);
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strcat(line, "_blue.skin");
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f = COM_LoadTempFile2(line);
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}
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if (!f)
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{
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COM_StripExtension(modelname, line);
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strcat(line, "_default.skin");
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f = COM_LoadTempFile2(line);
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}
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}
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while(f)
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{
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f = COM_ParseToken(f);
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if (!f)
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return;
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while(*f == ' ' || *f == '\t')
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f++;
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if (*f == ',')
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if (!strcmp(com_token, "replace"))
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{
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if (!strcmp(com_token, surfname))
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f = COM_ParseToken(f);
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len = strlen(com_token);
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//copy surfname -> out, until we meet the part we need to replace
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while(*surfname)
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{
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if (!strncmp(com_token, surfname, len))
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//found it
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{
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surfname+=len;
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f = COM_ParseToken(f);
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p = com_token;
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while(*p) //copy the replacement
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*out++ = *p++;
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while(*surfname) //copy the remaining
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*out++ = *surfname++;
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*out++ = '\0'; //we didn't find it.
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return;
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}
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*out++ = *surfname++;
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}
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*out++ = '\0'; //we didn't find it.
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return;
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}
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else
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{
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while(*f == ' ' || *f == '\t')
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f++;
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COM_ParseToken(f);
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strcpy(out, com_token);
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return;
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if (*f == ',')
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{
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if (!strcmp(com_token, surfname))
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{
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f++;
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COM_ParseToken(f);
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strcpy(out, com_token);
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return;
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}
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}
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}
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@ -1960,26 +2035,22 @@ void GL_ParseQ3SkinFile(char *out, char *surfname, char *modelname)
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}
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}
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galiasskin_t *GL_LoadSkinFile(int *count, char *shadername, int skinnumber, unsigned char *rawdata, int width, int height, unsigned char *palette)
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static model_t *loadmodel;
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void GL_LoadSkinFile(galiastexnum_t *texnum, char *surfacename, int skinnumber, unsigned char *rawdata, int width, int height, unsigned char *palette)
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{
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galiasskin_t *skin;
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galiastexnum_t *texnums;
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char shadername[MAX_QPATH];
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Q_strncpyz(shadername, surfacename, sizeof(shadername));
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skin = Hunk_Alloc(sizeof(*skin)+sizeof(*texnums));
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texnums = (galiastexnum_t *)(skin+1); //texnums is seperate for skingroups/animating skins... Which this format doesn't support.
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*count = 1;
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skin->ofstexnums = (char *)texnums - (char *)skin;
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skin->texnums = 1;
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texnums->base = Mod_LoadHiResTexture(shadername, "models", true, true, true);
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GL_ParseQ3SkinFile(shadername, surfacename, loadmodel->name, skinnumber);
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return skin;
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texnum->base = Mod_LoadHiResTexture(shadername, "models", true, true, true);
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}
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//Q1 model loading
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#if 1
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static galiasinfo_t *galias;
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static model_t *loadmodel;
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static dmdl_t *pq1inmodel;
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#define NUMVERTEXNORMALS 162
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extern float r_avertexnormals[NUMVERTEXNORMALS][3];
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@ -2999,7 +3070,7 @@ void GL_LoadQ3Model(model_t *mod, void *buffer)
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skin->skinspeed = 0;
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if (!*inshader->name) //'fix' the shader by looking the surface name up in a skin file. This isn't perfect, but it does the job for basic models.
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GL_ParseQ3SkinFile(inshader->name, surf->name, loadmodel->name);
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GL_ParseQ3SkinFile(inshader->name, surf->name, loadmodel->name, 0);
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#ifdef Q3SHADERS
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texnum->shader = R_RegisterSkin(inshader->name);
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#else
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@ -3129,7 +3200,7 @@ typedef struct zymtype1header_s
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float mins[3], maxs[3], radius; // for clipping uses
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int numverts;
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int numtris;
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int numshaders;
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int numsurfaces;
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int numbones; // this may be zero in the vertex morph format (undecided)
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int numscenes; // 0 in skeletal scripted models
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@ -3142,7 +3213,7 @@ typedef struct zymtype1header_s
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zymlump_t lump_verts; // zymvertex_t vert[numvertices]; // see vertex struct
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zymlump_t lump_texcoords; // float texcoords[numvertices][2];
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zymlump_t lump_render; // int renderlist[rendersize]; // sorted by shader with run lengths (int count), shaders are sequentially used, each run can be used with glDrawElements (each triangle is 3 int indices)
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zymlump_t lump_shaders; // char shadername[numshaders][32]; // shaders used on this model
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zymlump_t lump_surfnames; // char shadername[numsurfaces][32]; // shaders used on this model
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zymlump_t lump_trizone; // byte trizone[numtris]; // see trizone explanation
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} zymtype1header_t;
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@ -3172,7 +3243,7 @@ typedef struct zymvertex_s
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//but only one set of transforms are ever generated.
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void GLMod_LoadZymoticModel(model_t *mod, void *buffer)
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{
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int i;
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int i, j;
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int hunkstart, hunkend, hunktotal;
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zymtype1header_t *header;
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@ -3182,6 +3253,7 @@ void GLMod_LoadZymoticModel(model_t *mod, void *buffer)
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zymvertex_t *intrans;
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galiasskin_t *skin;
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galiastexnum_t *texnum;
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galiasbone_t *bone;
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zymbone_t *inbone;
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@ -3200,7 +3272,9 @@ void GLMod_LoadZymoticModel(model_t *mod, void *buffer)
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int *renderlist, count;
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index_t *indexes;
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char *shadername;
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char *surfname;
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int skinfiles;
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loadmodel=mod;
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@ -3221,10 +3295,10 @@ void GLMod_LoadZymoticModel(model_t *mod, void *buffer)
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if (!header->numverts)
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Sys_Error("GLMod_LoadZymoticModel: no vertexes\n");
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if (!header->numshaders)
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Sys_Error("GLMod_LoadZymoticModel: no textures\n");
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if (!header->numsurfaces)
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Sys_Error("GLMod_LoadZymoticModel: no surfaces\n");
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root = Hunk_AllocName(sizeof(galiasinfo_t)*header->numshaders, loadname);
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root = Hunk_AllocName(sizeof(galiasinfo_t)*header->numsurfaces, loadname);
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root->numtransforms = header->lump_verts.length/sizeof(zymvertex_t);
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transforms = Hunk_Alloc(root->numtransforms*sizeof(*transforms));
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@ -3269,7 +3343,7 @@ void GLMod_LoadZymoticModel(model_t *mod, void *buffer)
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root->ofsbones = (char *)bone - (char *)root;
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renderlist = (int*)((char*)header + header->lump_render.start);
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for (i = 0;i < header->numshaders; i++)
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for (i = 0;i < header->numsurfaces; i++)
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{
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count = BigLong(*renderlist++);
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count *= 3;
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@ -3288,13 +3362,13 @@ void GLMod_LoadZymoticModel(model_t *mod, void *buffer)
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if (renderlist != (int*)((char*)header + header->lump_render.start + header->lump_render.length))
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Sys_Error("Render list appears corrupt.");
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grp = Hunk_Alloc(sizeof(*grp)*header->numscenes*header->numshaders);
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grp = Hunk_Alloc(sizeof(*grp)*header->numscenes*header->numsurfaces);
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matrix = Hunk_Alloc(header->lump_poses.length);
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inmatrix = (float*)((char*)header + header->lump_poses.start);
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for (i = 0; i < header->lump_poses.length/4; i++)
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matrix[i] = BigFloat(inmatrix[i]);
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inscene = (zymscene_t*)((char*)header + header->lump_scenes.start);
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shadername = ((char*)header + header->lump_shaders.start);
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surfname = ((char*)header + header->lump_surfnames.start);
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stcoords = Hunk_Alloc(root[0].numverts*sizeof(vec2_t));
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inst = (vec2_t *)((char *)header + header->lump_texcoords.start);
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@ -3303,15 +3377,28 @@ void GLMod_LoadZymoticModel(model_t *mod, void *buffer)
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stcoords[i][0] = BigFloat(inst[i][0]);
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stcoords[i][1] = 1-BigFloat(inst[i][1]); //hmm. upside down skin coords?
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}
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for (i = 0; i < header->numshaders; i++, shadername+=32)
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skinfiles = GL_BuildSkinFileList(loadmodel->name);
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if (skinfiles < 1)
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skinfiles = 1;
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for (i = 0; i < header->numsurfaces; i++, surfname+=32)
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{
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root[i].ofs_st_array = (char*)stcoords - (char*)&root[i];
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root[i].groups = header->numscenes;
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root[i].groupofs = (char*)grp - (char*)&root[i];
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skin = GL_LoadSkinFile(&root[i].numskins, shadername, i, NULL, 0, 0, NULL);
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skin = Hunk_Alloc((sizeof(galiasskin_t)+sizeof(galiastexnum_t))*skinfiles);
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texnum = (galiastexnum_t*)(skin+skinfiles);
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for (j = 0; j < skinfiles; j++, texnum++)
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{
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skin[j].texnums = 1; //non-sequenced skins.
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skin[j].ofstexnums = (char *)texnum - (char *)&skin[j];
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GL_LoadSkinFile(texnum, surfname, j, NULL, 0, 0, NULL);
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}
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root[i].numskins = j;
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root[i].ofsskins = (char *)skin - (char *)&root[i];
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}
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@ -3328,9 +3415,9 @@ void GLMod_LoadZymoticModel(model_t *mod, void *buffer)
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if (inscene != (zymscene_t*)((char*)header + header->lump_scenes.start+header->lump_scenes.length))
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Sys_Error("scene list appears corrupt.");
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for (i = 0; i < header->numshaders-1; i++)
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for (i = 0; i < header->numsurfaces-1; i++)
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root[i].nextsurf = sizeof(galiasinfo_t);
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for (i = 1; i < header->numshaders; i++)
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for (i = 1; i < header->numsurfaces; i++)
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{
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root[i].sharesverts = true;
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root[i].numbones = root[0].numbones;
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