mirror of
https://git.code.sf.net/p/quake/quakeforge
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23a38738fc
Lots of trailing whitespace and otherwise blank lines.
357 lines
8.8 KiB
C
357 lines
8.8 KiB
C
/* Texture Paint - a GIMP plugin
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*
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* Copyright (C) 1998 Uwe Maurer <uwe_maurer@t-online.de>
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*
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* Copyright (C) 1998 Lionel ULMER <bbrox@mygale.org>
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*
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* Based on code Copyright (C) 1997 Trey Harrison <trey@crack.com>
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*
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* This program is free software; you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation; either version 2 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software
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* Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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*/
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#include <stdlib.h>
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#include <stdio.h>
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#include <string.h>
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#include <math.h>
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#include <GL/gl.h>
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#include <GL/glu.h>
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#include <glib.h>
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#include "model.h"
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#include "texturepaint.h"
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void FreeModel(Model *mdl);
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typedef struct {
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float x, y, z;
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} Vec3;
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/*
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MD2 (Quake II) Model
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*/
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typedef struct
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{
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gint32 ident;
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gint32 version;
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gint32 skinwidth;
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gint32 skinheight;
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gint32 framesize; /* byte size of each frame*/
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gint32 num_skins;
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gint32 num_xyz;
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gint32 num_st; /* greater than num_xyz for seams*/
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gint32 num_tris;
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gint32 num_glcmds; /* dwords in strip/fan command list*/
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gint32 num_frames;
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gint32 ofs_skins; /* each skin is a MAX_SKINNAME string */
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gint32 ofs_st; /* byte offset from start for stverts */
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gint32 ofs_tris; /* offset for dtriangles */
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gint32 ofs_frames; /* offset for first frame */
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gint32 ofs_glcmds;
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gint32 ofs_end; /* end of file */
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} Model2Header;
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typedef struct {
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guchar x;
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guchar y; /* X,Y,Z coordinate, packed on 0-255 */
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guchar z;
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guchar lightnormalindex; /* index of the vertex normal */
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} Trivertex;
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typedef struct {
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Vec3 scale; /* multiply byte verts by this */
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Vec3 origin; /* then add this */
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char name[16]; /* frame name from grabbing */
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Trivertex verts[1]; /* variable sized */
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} FrameInfo;
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typedef struct
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{
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gint16 v[3];
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gint16 st[3];
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} d_triangle_t;
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typedef struct
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{
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gint16 s,t;
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} d_stvert_t;
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void DrawModel(Model *mdl, int frame, int nextframe, float ratio) {
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int nb_vert;
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long *command;
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Frame *frame1, *frame2;
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/* Keeps the frame value valid */
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frame = frame % mdl->numframes;
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nextframe = nextframe % mdl->numframes;
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/* Gets the frames information */
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frame1 = mdl->frames + frame;
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frame2 = mdl->frames + nextframe;
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/* Do the gl commands */
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command = mdl->glcmds;
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nb_vert = 0;
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while (*command != 0) {
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int num_verts, i;
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/* Determine the command to draw the triangles */
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if (*command > 0) {
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/* Triangle strip */
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num_verts = *command;
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glBegin(GL_TRIANGLE_STRIP);
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} else {
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/* Triangle fan */
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num_verts = -(*command);
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glBegin(GL_TRIANGLE_FAN);
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}
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command++;
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for (i = 0; i < num_verts; i++) {
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Vec3 p; /* Interpolated point */
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int vert_index;
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/* Grab the vertex index */
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vert_index = *command; command++;
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/* Interpolate */
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p.x = frame1->vert_table[vert_index].x +
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(frame2->vert_table[vert_index].x -
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frame1->vert_table[vert_index].x) * ratio;
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p.y = frame1->vert_table[vert_index].y +
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(frame2->vert_table[vert_index].y -
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frame1->vert_table[vert_index].y) * ratio;
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p.z = frame1->vert_table[vert_index].z +
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(frame2->vert_table[vert_index].z -
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frame1->vert_table[vert_index].z) * ratio;
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glTexCoord2f(mdl->texinfo[nb_vert].s, mdl->texinfo[nb_vert].t);
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glVertex3f(p.x, p.y, p.z);
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nb_vert++;
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}
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glEnd();
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}
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}
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Model *Model2Load(char *name,FILE *f) {
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int frame;
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Model2Header mdl_header;
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Model *mdl;
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FrameInfo *frames;
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long *glcmds;
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long *command, *cmd_copy;
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TexInfo *texinfo;
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int i,k;
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int num_vertices;
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long offset;
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d_triangle_t *d_tri;
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d_stvert_t *d_stvert;
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gfloat x,y,z;
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gfloat xmin,xmax;
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gfloat ymin,ymax;
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gfloat zmin,zmax,scale;
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/* Failsafe... */
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if (f == NULL)
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return NULL;
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/* In case of a PAK loading */
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offset = ftell(f);
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/* Read the header*/
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fread(&mdl_header, sizeof(Model2Header), 1, f);
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/* Check if this is really a .MD2 file :-) */
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if (strncmp((char *) &(mdl_header.ident), "IDP2", 4))
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return NULL;
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/* Create the model */
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mdl = (Model *) malloc(sizeof(Model));
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memset(mdl, 0, sizeof(Model));
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/* We do not need all the info from the header, just some of it*/
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mdl->numframes = mdl_header.num_frames;
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mdl->draw=DrawModel;
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mdl->destroy=FreeModel;
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/* Reads the GL commands */
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fseek(f, offset + mdl_header.ofs_glcmds, SEEK_SET);
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glcmds = (long *) malloc(mdl_header.num_glcmds * sizeof(long));
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fread(glcmds, mdl_header.num_glcmds * sizeof(long), 1, f);
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/* We keep only the commands and the index in the glcommands. We
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'pre-parse' the texture coordinates */
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/* Do not ask me how I found this formula :-)) */
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num_vertices = ((mdl_header.num_tris + 2 * mdl_header.num_glcmds - 2) / 7);
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mdl->texinfo = (TexInfo *) malloc(sizeof(TexInfo) * num_vertices);
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mdl->glcmds = (long *)
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malloc(sizeof(long) * (mdl_header.num_glcmds - 2 * num_vertices));
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/* Reads the frames */
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fseek(f, offset + mdl_header.ofs_frames, SEEK_SET);
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frames = (FrameInfo *) malloc(mdl_header.framesize * mdl->numframes);
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fread(frames, mdl_header.framesize * mdl->numframes, 1, f);
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/* Converts the FrameInfos to Frames */
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mdl->frames = (Frame *) malloc(sizeof(Frame) * mdl->numframes);
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xmax=-G_MAXFLOAT;
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ymax=-G_MAXFLOAT;
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zmax=-G_MAXFLOAT;
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xmin=+G_MAXFLOAT;
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ymin=+G_MAXFLOAT;
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zmin=+G_MAXFLOAT;
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for (frame = 0; frame < mdl->numframes; frame++)
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{
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FrameInfo *frameinfo;
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/* Gets the frames information */
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frameinfo = (FrameInfo *) ((char *) frames + mdl_header.framesize * frame);
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strcpy(mdl->frames[frame].name, frameinfo->name);
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mdl->frames[frame].vert_table = (Vertex *) malloc(sizeof(Vertex) *
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mdl_header.num_xyz);
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/* Loads the vertices */
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for (i = 0; i < mdl_header.num_xyz; i++)
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{
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Vertex *p = (mdl->frames[frame].vert_table) + i;
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p->x = (float) frameinfo->verts[i].x *
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frameinfo->scale.x + frameinfo->origin.x;
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p->y = (float)frameinfo->verts[i].y *
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frameinfo->scale.y + frameinfo->origin.y;
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p->z = (float)frameinfo->verts[i].z *
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frameinfo->scale.z + frameinfo->origin.z;
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if (p->x<xmin) xmin=p->x;
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if (p->x>xmax) xmax=p->x;
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if (p->y<ymin) ymin=p->y;
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if (p->y>ymax) ymax=p->y;
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if (p->z<zmin) zmin=p->z;
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if (p->z>zmax) zmax=p->z;
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}
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}
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x=(xmax-xmin)/2;
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y=(ymax-ymin)/2;
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z=(zmax-zmin)/2;
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scale=x;
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if (y>scale) scale=y;
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if (z>scale) scale=z;
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if (scale) scale=1/scale; else scale=1;
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x=(xmax+xmin)/2;
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y=(ymax+ymin)/2;
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z=(zmax+zmin)/2;
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for (frame = 0; frame < mdl->numframes; frame++)
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{
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for (i = 0; i < mdl_header.num_xyz; i++)
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{
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Vertex *p = (mdl->frames[frame].vert_table) + i;
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p->x=(p->x-x)*scale;
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p->y=(p->y-y)*scale;
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p->z=(p->z-z)*scale;
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}
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}
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/* Now transform the GL commands */
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command = glcmds;
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cmd_copy = mdl->glcmds;
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texinfo = mdl->texinfo;
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while (*command != 0) {
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int nb_verts, i;
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/* Determine the command to draw the triangles */
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if (*command > 0)
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/* Triangle strip */
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nb_verts = *command;
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else
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/* Triangle fan */
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nb_verts = -(*command);
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*(cmd_copy++) = *(command++);
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for (i = 0; i < nb_verts; i++) {
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float s, t;
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/* Gets the texture information */
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s = *((float *) command); command++;
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t = *((float *) command); command++;
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texinfo->s = s;
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texinfo->t = t;
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texinfo++;
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/* We keep the vertex index */
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*(cmd_copy++) = *(command++);
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}
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}
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/* Do not forget to copy the zero :-) */
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*(cmd_copy++) = *(command++);
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mdl->num_tris=mdl_header.num_tris;
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mdl->tri = malloc(mdl->num_tris*sizeof(*mdl->tri));
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fseek(f, offset + mdl_header.ofs_tris, SEEK_SET);
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d_tri = malloc(mdl->num_tris*sizeof(*d_tri));
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fread(d_tri,mdl->num_tris*sizeof(*d_tri) , 1, f);
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fseek(f, offset + mdl_header.ofs_st, SEEK_SET);
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d_stvert = malloc(mdl_header.num_st*sizeof(*d_stvert));
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fread(d_stvert,mdl_header.num_st*sizeof(*d_stvert) , 1, f);
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for (i=0;i<mdl->num_tris;i++)
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{
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for (k=0;k<3;k++)
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{
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mdl->tri[i].v[k]=d_tri[i].v[k];
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mdl->tri[i].tex[k][0]=(float)d_stvert[d_tri[i].st[k]].s
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/mdl_header.skinwidth;
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mdl->tri[i].tex[k][1]=(float)d_stvert[d_tri[i].st[k]].t
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/mdl_header.skinheight;
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}
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}
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g_free(d_tri);
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g_free(d_stvert);
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/* Clean memory */
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free(frames);
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free(glcmds);
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return mdl;
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}
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/* Frees the memory used by a model */
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void FreeModel(Model *mdl) {
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int frame;
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for (frame = 0; frame < mdl->numframes; frame++)
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free(mdl->frames[frame].vert_table);
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free(mdl->frames);
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free(mdl->glcmds);
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free(mdl->texinfo);
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free(mdl);
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}
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