quakeforge/tools/texpaint/model2.c
Bill Currie 23a38738fc Massive whitespace cleanup.
Lots of trailing whitespace and otherwise blank lines.
2012-05-22 08:23:22 +09:00

357 lines
8.8 KiB
C

/* Texture Paint - a GIMP plugin
*
* Copyright (C) 1998 Uwe Maurer <uwe_maurer@t-online.de>
*
* Copyright (C) 1998 Lionel ULMER <bbrox@mygale.org>
*
* Based on code Copyright (C) 1997 Trey Harrison <trey@crack.com>
*
* This program 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 2 of the License, or
* (at your option) any later version.
*
* This program 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 this program; if not, write to the Free Software
* Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*/
#include <stdlib.h>
#include <stdio.h>
#include <string.h>
#include <math.h>
#include <GL/gl.h>
#include <GL/glu.h>
#include <glib.h>
#include "model.h"
#include "texturepaint.h"
void FreeModel(Model *mdl);
typedef struct {
float x, y, z;
} Vec3;
/*
MD2 (Quake II) Model
*/
typedef struct
{
gint32 ident;
gint32 version;
gint32 skinwidth;
gint32 skinheight;
gint32 framesize; /* byte size of each frame*/
gint32 num_skins;
gint32 num_xyz;
gint32 num_st; /* greater than num_xyz for seams*/
gint32 num_tris;
gint32 num_glcmds; /* dwords in strip/fan command list*/
gint32 num_frames;
gint32 ofs_skins; /* each skin is a MAX_SKINNAME string */
gint32 ofs_st; /* byte offset from start for stverts */
gint32 ofs_tris; /* offset for dtriangles */
gint32 ofs_frames; /* offset for first frame */
gint32 ofs_glcmds;
gint32 ofs_end; /* end of file */
} Model2Header;
typedef struct {
guchar x;
guchar y; /* X,Y,Z coordinate, packed on 0-255 */
guchar z;
guchar lightnormalindex; /* index of the vertex normal */
} Trivertex;
typedef struct {
Vec3 scale; /* multiply byte verts by this */
Vec3 origin; /* then add this */
char name[16]; /* frame name from grabbing */
Trivertex verts[1]; /* variable sized */
} FrameInfo;
typedef struct
{
gint16 v[3];
gint16 st[3];
} d_triangle_t;
typedef struct
{
gint16 s,t;
} d_stvert_t;
void DrawModel(Model *mdl, int frame, int nextframe, float ratio) {
int nb_vert;
long *command;
Frame *frame1, *frame2;
/* Keeps the frame value valid */
frame = frame % mdl->numframes;
nextframe = nextframe % mdl->numframes;
/* Gets the frames information */
frame1 = mdl->frames + frame;
frame2 = mdl->frames + nextframe;
/* Do the gl commands */
command = mdl->glcmds;
nb_vert = 0;
while (*command != 0) {
int num_verts, i;
/* Determine the command to draw the triangles */
if (*command > 0) {
/* Triangle strip */
num_verts = *command;
glBegin(GL_TRIANGLE_STRIP);
} else {
/* Triangle fan */
num_verts = -(*command);
glBegin(GL_TRIANGLE_FAN);
}
command++;
for (i = 0; i < num_verts; i++) {
Vec3 p; /* Interpolated point */
int vert_index;
/* Grab the vertex index */
vert_index = *command; command++;
/* Interpolate */
p.x = frame1->vert_table[vert_index].x +
(frame2->vert_table[vert_index].x -
frame1->vert_table[vert_index].x) * ratio;
p.y = frame1->vert_table[vert_index].y +
(frame2->vert_table[vert_index].y -
frame1->vert_table[vert_index].y) * ratio;
p.z = frame1->vert_table[vert_index].z +
(frame2->vert_table[vert_index].z -
frame1->vert_table[vert_index].z) * ratio;
glTexCoord2f(mdl->texinfo[nb_vert].s, mdl->texinfo[nb_vert].t);
glVertex3f(p.x, p.y, p.z);
nb_vert++;
}
glEnd();
}
}
Model *Model2Load(char *name,FILE *f) {
int frame;
Model2Header mdl_header;
Model *mdl;
FrameInfo *frames;
long *glcmds;
long *command, *cmd_copy;
TexInfo *texinfo;
int i,k;
int num_vertices;
long offset;
d_triangle_t *d_tri;
d_stvert_t *d_stvert;
gfloat x,y,z;
gfloat xmin,xmax;
gfloat ymin,ymax;
gfloat zmin,zmax,scale;
/* Failsafe... */
if (f == NULL)
return NULL;
/* In case of a PAK loading */
offset = ftell(f);
/* Read the header*/
fread(&mdl_header, sizeof(Model2Header), 1, f);
/* Check if this is really a .MD2 file :-) */
if (strncmp((char *) &(mdl_header.ident), "IDP2", 4))
return NULL;
/* Create the model */
mdl = (Model *) malloc(sizeof(Model));
memset(mdl, 0, sizeof(Model));
/* We do not need all the info from the header, just some of it*/
mdl->numframes = mdl_header.num_frames;
mdl->draw=DrawModel;
mdl->destroy=FreeModel;
/* Reads the GL commands */
fseek(f, offset + mdl_header.ofs_glcmds, SEEK_SET);
glcmds = (long *) malloc(mdl_header.num_glcmds * sizeof(long));
fread(glcmds, mdl_header.num_glcmds * sizeof(long), 1, f);
/* We keep only the commands and the index in the glcommands. We
'pre-parse' the texture coordinates */
/* Do not ask me how I found this formula :-)) */
num_vertices = ((mdl_header.num_tris + 2 * mdl_header.num_glcmds - 2) / 7);
mdl->texinfo = (TexInfo *) malloc(sizeof(TexInfo) * num_vertices);
mdl->glcmds = (long *)
malloc(sizeof(long) * (mdl_header.num_glcmds - 2 * num_vertices));
/* Reads the frames */
fseek(f, offset + mdl_header.ofs_frames, SEEK_SET);
frames = (FrameInfo *) malloc(mdl_header.framesize * mdl->numframes);
fread(frames, mdl_header.framesize * mdl->numframes, 1, f);
/* Converts the FrameInfos to Frames */
mdl->frames = (Frame *) malloc(sizeof(Frame) * mdl->numframes);
xmax=-G_MAXFLOAT;
ymax=-G_MAXFLOAT;
zmax=-G_MAXFLOAT;
xmin=+G_MAXFLOAT;
ymin=+G_MAXFLOAT;
zmin=+G_MAXFLOAT;
for (frame = 0; frame < mdl->numframes; frame++)
{
FrameInfo *frameinfo;
/* Gets the frames information */
frameinfo = (FrameInfo *) ((char *) frames + mdl_header.framesize * frame);
strcpy(mdl->frames[frame].name, frameinfo->name);
mdl->frames[frame].vert_table = (Vertex *) malloc(sizeof(Vertex) *
mdl_header.num_xyz);
/* Loads the vertices */
for (i = 0; i < mdl_header.num_xyz; i++)
{
Vertex *p = (mdl->frames[frame].vert_table) + i;
p->x = (float) frameinfo->verts[i].x *
frameinfo->scale.x + frameinfo->origin.x;
p->y = (float)frameinfo->verts[i].y *
frameinfo->scale.y + frameinfo->origin.y;
p->z = (float)frameinfo->verts[i].z *
frameinfo->scale.z + frameinfo->origin.z;
if (p->x<xmin) xmin=p->x;
if (p->x>xmax) xmax=p->x;
if (p->y<ymin) ymin=p->y;
if (p->y>ymax) ymax=p->y;
if (p->z<zmin) zmin=p->z;
if (p->z>zmax) zmax=p->z;
}
}
x=(xmax-xmin)/2;
y=(ymax-ymin)/2;
z=(zmax-zmin)/2;
scale=x;
if (y>scale) scale=y;
if (z>scale) scale=z;
if (scale) scale=1/scale; else scale=1;
x=(xmax+xmin)/2;
y=(ymax+ymin)/2;
z=(zmax+zmin)/2;
for (frame = 0; frame < mdl->numframes; frame++)
{
for (i = 0; i < mdl_header.num_xyz; i++)
{
Vertex *p = (mdl->frames[frame].vert_table) + i;
p->x=(p->x-x)*scale;
p->y=(p->y-y)*scale;
p->z=(p->z-z)*scale;
}
}
/* Now transform the GL commands */
command = glcmds;
cmd_copy = mdl->glcmds;
texinfo = mdl->texinfo;
while (*command != 0) {
int nb_verts, i;
/* Determine the command to draw the triangles */
if (*command > 0)
/* Triangle strip */
nb_verts = *command;
else
/* Triangle fan */
nb_verts = -(*command);
*(cmd_copy++) = *(command++);
for (i = 0; i < nb_verts; i++) {
float s, t;
/* Gets the texture information */
s = *((float *) command); command++;
t = *((float *) command); command++;
texinfo->s = s;
texinfo->t = t;
texinfo++;
/* We keep the vertex index */
*(cmd_copy++) = *(command++);
}
}
/* Do not forget to copy the zero :-) */
*(cmd_copy++) = *(command++);
mdl->num_tris=mdl_header.num_tris;
mdl->tri = malloc(mdl->num_tris*sizeof(*mdl->tri));
fseek(f, offset + mdl_header.ofs_tris, SEEK_SET);
d_tri = malloc(mdl->num_tris*sizeof(*d_tri));
fread(d_tri,mdl->num_tris*sizeof(*d_tri) , 1, f);
fseek(f, offset + mdl_header.ofs_st, SEEK_SET);
d_stvert = malloc(mdl_header.num_st*sizeof(*d_stvert));
fread(d_stvert,mdl_header.num_st*sizeof(*d_stvert) , 1, f);
for (i=0;i<mdl->num_tris;i++)
{
for (k=0;k<3;k++)
{
mdl->tri[i].v[k]=d_tri[i].v[k];
mdl->tri[i].tex[k][0]=(float)d_stvert[d_tri[i].st[k]].s
/mdl_header.skinwidth;
mdl->tri[i].tex[k][1]=(float)d_stvert[d_tri[i].st[k]].t
/mdl_header.skinheight;
}
}
g_free(d_tri);
g_free(d_stvert);
/* Clean memory */
free(frames);
free(glcmds);
return mdl;
}
/* Frees the memory used by a model */
void FreeModel(Model *mdl) {
int frame;
for (frame = 0; frame < mdl->numframes; frame++)
free(mdl->frames[frame].vert_table);
free(mdl->frames);
free(mdl->glcmds);
free(mdl->texinfo);
free(mdl);
}