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490 lines
14 KiB
C
490 lines
14 KiB
C
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/*
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From the 'Wizard2' engine by Spaddlewit Inc. ( http://www.spaddlewit.com )
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An experimental work-in-progress.
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Donated to Sonic Team Junior and adapted to work with
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Sonic Robo Blast 2. The license of this code matches whatever
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the licensing is for Sonic Robo Blast 2.
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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 "../doomdef.h"
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#include "hw_md3load.h"
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#include "hw_model.h"
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#include "../z_zone.h"
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typedef struct
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{
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int ident; // A "magic number" that's used to identify the .md3 file
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int version; // The version of the file, always 15
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char name[64];
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int flags;
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int numFrames; // Number of frames
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int numTags;
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int numSurfaces;
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int numSkins; // Number of skins with the model
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int offsetFrames;
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int offsetTags;
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int offsetSurfaces;
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int offsetEnd; // Offset, in bytes from the start of the file, to the end of the file (filesize)
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} md3modelHeader;
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typedef struct
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{
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float minBounds[3]; // First corner of the bounding box
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float maxBounds[3]; // Second corner of the bounding box
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float localOrigin[3]; // Local origin, usually (0, 0, 0)
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float radius; // Radius of bounding sphere
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char name[16]; // Name of frame
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} md3Frame;
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typedef struct
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{
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char name[64]; // Name of tag
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float origin[3]; // Coordinates of tag
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float axis[9]; // Orientation of tag object
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} md3Tag;
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typedef struct
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{
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int ident;
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char name[64]; // Name of this surface
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int flags;
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int numFrames; // # of keyframes
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int numShaders; // # of shaders
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int numVerts; // # of vertices
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int numTriangles; // # of triangles
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int offsetTriangles; // Relative offset from start of this struct to where the list of Triangles start
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int offsetShaders; // Relative offset from start of this struct to where the list of Shaders start
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int offsetST; // Relative offset from start of this struct to where the list of tex coords start
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int offsetXYZNormal; // Relative offset from start of this struct to where the list of vertices start
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int offsetEnd; // Relative offset from start of this struct to where this surface ends
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} md3Surface;
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typedef struct
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{
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char name[64]; // Name of this shader
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int shaderIndex; // Shader index number
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} md3Shader;
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typedef struct
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{
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int index[3]; // List of offset values into the list of Vertex objects that constitute the corners of the Triangle object.
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} md3Triangle;
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typedef struct
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{
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float st[2];
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} md3TexCoord;
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typedef struct
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{
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short x, y, z, n;
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} md3Vertex;
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static float latlnglookup[256][256][3];
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static void GetNormalFromLatLong(short latlng, float *out)
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{
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float *lookup = latlnglookup[(unsigned char)(latlng >> 8)][(unsigned char)(latlng & 255)];
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out[0] = *lookup++;
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out[1] = *lookup++;
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out[2] = *lookup++;
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}
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static void NormalToLatLng(float *n, short *out)
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{
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// Special cases
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if (0.0f == n[0] && 0.0f == n[1])
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{
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if (n[2] > 0.0f)
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*out = 0;
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else
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*out = 128;
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}
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else
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{
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char x, y;
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x = (char)(57.2957795f * (atan2(n[1], n[0])) * (255.0f / 360.0f));
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y = (char)(57.2957795f * (acos(n[2])) * (255.0f / 360.0f));
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*out = (x << 8) + y;
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}
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}
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static inline void LatLngToNormal(short n, float *out)
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{
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const float PI = (3.1415926535897932384626433832795f);
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float lat = (float)(n >> 8);
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float lng = (float)(n & 255);
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lat *= PI / 128.0f;
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lng *= PI / 128.0f;
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out[0] = cosf(lat) * sinf(lng);
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out[1] = sinf(lat) * sinf(lng);
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out[2] = cosf(lng);
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}
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static void LatLngInit(void)
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{
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int i, j;
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for (i = 0; i < 256; i++)
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{
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for (j = 0; j < 256; j++)
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LatLngToNormal((short)((i << 8) + j), latlnglookup[i][j]);
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}
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}
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static bool latlnginit = false;
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model_t *MD3_LoadModel(const char *fileName, int ztag, boolean useFloat)
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{
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useFloat = true; // Right now we always useFloat = true, because the GL subsystem needs some work for the other option to work.
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if (!latlnginit)
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{
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LatLngInit();
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latlnginit = true;
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}
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const float WUNITS = 1.0f;
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model_t *retModel = NULL;
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FILE *f = fopen(fileName, "rb");
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if (!f)
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return NULL;
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retModel = (model_t*)Z_Calloc(sizeof(model_t), ztag, 0);
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md3modelHeader *mdh;
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// find length of file
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fseek(f, 0, SEEK_END);
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long fileLen = ftell(f);
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fseek(f, 0, SEEK_SET);
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// read in file
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char *buffer = malloc(fileLen);
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fread(buffer, fileLen, 1, f);
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fclose(f);
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// get pointer to file header
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mdh = (md3modelHeader*)buffer;
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retModel->numMeshes = mdh->numSurfaces;
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retModel->numMaterials = 0;
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int surfEnd = 0;
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int i;
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for (i = 0; i < mdh->numSurfaces; i++)
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{
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md3Surface *mdS = (md3Surface*)&buffer[mdh->offsetSurfaces];
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surfEnd += mdS->offsetEnd;
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retModel->numMaterials += mdS->numShaders;
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}
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// Initialize materials
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if (retModel->numMaterials <= 0) // Always at least one skin, duh
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retModel->numMaterials = 1;
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retModel->materials = (material_t*)Z_Calloc(sizeof(material_t)*retModel->numMaterials, ztag, 0);
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int t;
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for (t = 0; t < retModel->numMaterials; t++)
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{
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retModel->materials[t].ambient[0] = 0.3686f;
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retModel->materials[t].ambient[1] = 0.3684f;
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retModel->materials[t].ambient[2] = 0.3684f;
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retModel->materials[t].ambient[3] = 1.0f;
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retModel->materials[t].diffuse[0] = 0.8863f;
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retModel->materials[t].diffuse[1] = 0.8850f;
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retModel->materials[t].diffuse[2] = 0.8850f;
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retModel->materials[t].diffuse[3] = 1.0f;
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retModel->materials[t].emissive[0] = 0.0f;
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retModel->materials[t].emissive[1] = 0.0f;
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retModel->materials[t].emissive[2] = 0.0f;
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retModel->materials[t].emissive[3] = 1.0f;
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retModel->materials[t].specular[0] = 0.4902f;
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retModel->materials[t].specular[1] = 0.4887f;
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retModel->materials[t].specular[2] = 0.4887f;
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retModel->materials[t].specular[3] = 1.0f;
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retModel->materials[t].shininess = 25.0f;
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retModel->materials[t].spheremap = false;
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}
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retModel->meshes = (mesh_t*)Z_Calloc(sizeof(mesh_t)*retModel->numMeshes, ztag, 0);
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int matCount = 0;
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for (i = 0, surfEnd = 0; i < mdh->numSurfaces; i++)
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{
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md3Surface *mdS = (md3Surface*)&buffer[mdh->offsetSurfaces + surfEnd];
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surfEnd += mdS->offsetEnd;
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md3Shader *mdShader = (md3Shader*)((char*)mdS + mdS->offsetShaders);
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int j;
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for (j = 0; j < mdS->numShaders; j++, matCount++)
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{
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size_t len = strlen(mdShader[j].name);
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mdShader[j].name[len-1] = 'z';
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mdShader[j].name[len-2] = 'u';
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mdShader[j].name[len-3] = 'b';
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// Load material
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/* retModel->materials[matCount].texture = Texture::ReadTexture(mdShader[j].name, ZT_TEXTURE);
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if (!systemSucks)
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{
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// Check for a normal map...??
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char openfilename[1024];
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char normalMapName[1024];
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strcpy(normalMapName, mdShader[j].name);
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len = strlen(normalMapName);
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char *ptr = &normalMapName[len];
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ptr--; // z
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ptr--; // u
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ptr--; // b
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ptr--; // .
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*ptr++ = '_';
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*ptr++ = 'n';
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*ptr++ = '.';
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*ptr++ = 'b';
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*ptr++ = 'u';
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*ptr++ = 'z';
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*ptr++ = '\0';
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sprintf(openfilename, "%s/%s", "textures", normalMapName);
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// Convert backslashes to forward slashes
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for (int k = 0; k < 1024; k++)
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{
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if (openfilename[k] == '\0')
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break;
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if (openfilename[k] == '\\')
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openfilename[k] = '/';
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}
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Resource::resource_t *res = Resource::Open(openfilename);
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if (res)
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{
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Resource::Close(res);
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retModel->materials[matCount].lightmap = Texture::ReadTexture(normalMapName, ZT_TEXTURE);
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}
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}*/
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}
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retModel->meshes[i].numFrames = mdS->numFrames;
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retModel->meshes[i].numTriangles = mdS->numTriangles;
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if (!useFloat) // 'tinyframe' mode with indices
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{
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float tempNormal[3];
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retModel->meshes[i].tinyframes = (tinyframe_t*)Z_Calloc(sizeof(tinyframe_t)*mdS->numFrames, ztag, 0);
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retModel->meshes[i].numVertices = mdS->numVerts;
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retModel->meshes[i].uvs = (float*)Z_Malloc(sizeof(float)*2*mdS->numVerts, ztag, 0);
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for (j = 0; j < mdS->numFrames; j++)
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{
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md3Vertex *mdV = (md3Vertex*)((char*)mdS + mdS->offsetXYZNormal + (mdS->numVerts*j*sizeof(md3Vertex)));
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retModel->meshes[i].tinyframes[j].vertices = (short*)Z_Malloc(sizeof(short)*3*mdS->numVerts, ztag, 0);
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retModel->meshes[i].tinyframes[j].normals = (char*)Z_Malloc(sizeof(char)*3*mdS->numVerts, ztag, 0);
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// if (retModel->materials[0].lightmap)
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// retModel->meshes[i].tinyframes[j].tangents = (char*)malloc(sizeof(char));//(char*)Z_Malloc(sizeof(char)*3*mdS->numVerts, ztag);
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retModel->meshes[i].indices = (unsigned short*)Z_Malloc(sizeof(unsigned short) * 3 * mdS->numTriangles, ztag, 0);
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short *vertptr = retModel->meshes[i].tinyframes[j].vertices;
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char *normptr = retModel->meshes[i].tinyframes[j].normals;
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// char *tanptr = retModel->meshes[i].tinyframes[j].tangents;
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retModel->meshes[i].tinyframes[j].material = &retModel->materials[i];
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int k;
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for (k = 0; k < mdS->numVerts; k++)
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{
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// Vertex
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*vertptr = mdV[k].y;
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vertptr++;
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*vertptr = mdV[k].z;
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vertptr++;
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*vertptr = mdV[k].x;
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vertptr++;
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// Normal
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GetNormalFromLatLong(mdV[k].n, tempNormal);
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*normptr = (byte)(tempNormal[1] * 127);
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normptr++;
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*normptr = (byte)(tempNormal[2] * 127);
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normptr++;
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*normptr = (byte)(tempNormal[0] * 127);
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normptr++;
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}
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}
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float *uvptr = (float*)retModel->meshes[i].uvs;
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md3TexCoord *mdST = (md3TexCoord*)((char*)mdS + mdS->offsetST);
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for (j = 0; j < mdS->numVerts; j++)
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{
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*uvptr = mdST[j].st[0];
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uvptr++;
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*uvptr = 1.0f - mdST[j].st[1];
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uvptr++;
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}
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unsigned short *indexptr = retModel->meshes[i].indices;
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md3Triangle *mdT = (md3Triangle*)((char*)mdS + mdS->offsetTriangles);
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for (j = 0; j < mdS->numTriangles; j++, mdT++)
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{
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// Indices
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*indexptr = (unsigned short)mdT->index[0];
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indexptr++;
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*indexptr = (unsigned short)mdT->index[2];
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indexptr++;
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*indexptr = (unsigned short)mdT->index[1];
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indexptr++;
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}
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}
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else // Traditional full-float loading method
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{
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retModel->meshes[i].numVertices = mdS->numTriangles * 3;//mdS->numVerts;
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float dataScale = 0.015624f * WUNITS;
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float tempNormal[3];
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retModel->meshes[i].frames = (mdlframe_t*)Z_Calloc(sizeof(mdlframe_t)*mdS->numFrames, ztag, 0);
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retModel->meshes[i].uvs = (float*)Z_Malloc(sizeof(float)*2*mdS->numTriangles*3, ztag, 0);
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for (j = 0; j < mdS->numFrames; j++)
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{
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md3Vertex *mdV = (md3Vertex*)((char*)mdS + mdS->offsetXYZNormal + (mdS->numVerts*j*sizeof(md3Vertex)));
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retModel->meshes[i].frames[j].vertices = (float*)Z_Malloc(sizeof(float)*3*mdS->numTriangles*3, ztag, 0);
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retModel->meshes[i].frames[j].normals = (float*)Z_Malloc(sizeof(float)*3*mdS->numTriangles*3, ztag, 0);
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// if (retModel->materials[i].lightmap)
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// retModel->meshes[i].frames[j].tangents = (float*)malloc(sizeof(float));//(float*)Z_Malloc(sizeof(float)*3*mdS->numTriangles*3, ztag);
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float *vertptr = retModel->meshes[i].frames[j].vertices;
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float *normptr = retModel->meshes[i].frames[j].normals;
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retModel->meshes[i].frames[j].material = &retModel->materials[i];
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int k;
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md3Triangle *mdT = (md3Triangle*)((char*)mdS + mdS->offsetTriangles);
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for (k = 0; k < mdS->numTriangles; k++)
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{
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// Vertex 1
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*vertptr = mdV[mdT->index[0]].x * dataScale;
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vertptr++;
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*vertptr = mdV[mdT->index[0]].z * dataScale;
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vertptr++;
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*vertptr = mdV[mdT->index[0]].y * dataScale;
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vertptr++;
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GetNormalFromLatLong(mdV[mdT->index[0]].n, tempNormal);
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*normptr = tempNormal[1];
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normptr++;
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*normptr = tempNormal[2];
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normptr++;
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*normptr = tempNormal[0];
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normptr++;
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// Vertex 2
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*vertptr = mdV[mdT->index[2]].x * dataScale;
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vertptr++;
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*vertptr = mdV[mdT->index[2]].z * dataScale;
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vertptr++;
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*vertptr = mdV[mdT->index[2]].y * dataScale;
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vertptr++;
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GetNormalFromLatLong(mdV[mdT->index[2]].n, tempNormal);
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*normptr = tempNormal[1];
|
||
|
normptr++;
|
||
|
*normptr = tempNormal[2];
|
||
|
normptr++;
|
||
|
*normptr = tempNormal[0];
|
||
|
normptr++;
|
||
|
|
||
|
// Vertex 3
|
||
|
*vertptr = mdV[mdT->index[1]].x * dataScale;
|
||
|
vertptr++;
|
||
|
*vertptr = mdV[mdT->index[1]].z * dataScale;
|
||
|
vertptr++;
|
||
|
*vertptr = mdV[mdT->index[1]].y * dataScale;
|
||
|
vertptr++;
|
||
|
|
||
|
GetNormalFromLatLong(mdV[mdT->index[1]].n, tempNormal);
|
||
|
*normptr = tempNormal[1];
|
||
|
normptr++;
|
||
|
*normptr = tempNormal[2];
|
||
|
normptr++;
|
||
|
*normptr = tempNormal[0];
|
||
|
normptr++;
|
||
|
|
||
|
mdT++; // Advance to next triangle
|
||
|
}
|
||
|
}
|
||
|
|
||
|
md3TexCoord *mdST = (md3TexCoord*)((char*)mdS + mdS->offsetST);
|
||
|
float *uvptr = (float*)retModel->meshes[i].uvs;
|
||
|
int k;
|
||
|
md3Triangle *mdT = (md3Triangle*)((char*)mdS + mdS->offsetTriangles);
|
||
|
|
||
|
for (k = 0; k < mdS->numTriangles; k++)
|
||
|
{
|
||
|
*uvptr = mdST[mdT->index[0]].st[0];
|
||
|
uvptr++;
|
||
|
*uvptr = mdST[mdT->index[0]].st[1];
|
||
|
uvptr++;
|
||
|
|
||
|
*uvptr = mdST[mdT->index[2]].st[0];
|
||
|
uvptr++;
|
||
|
*uvptr = mdST[mdT->index[2]].st[1];
|
||
|
uvptr++;
|
||
|
|
||
|
*uvptr = mdST[mdT->index[1]].st[0];
|
||
|
uvptr++;
|
||
|
*uvptr = mdST[mdT->index[1]].st[1];
|
||
|
uvptr++;
|
||
|
|
||
|
mdT++; // Advance to next triangle
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
/*
|
||
|
// Tags?
|
||
|
retModel->numTags = mdh->numTags;
|
||
|
retModel->maxNumFrames = mdh->numFrames;
|
||
|
retModel->tags = (tag_t*)Z_Calloc(sizeof(tag_t) * retModel->numTags * mdh->numFrames, ztag);
|
||
|
md3Tag *mdTag = (md3Tag*)&buffer[mdh->offsetTags];
|
||
|
tag_t *curTag = retModel->tags;
|
||
|
for (i = 0; i < mdh->numFrames; i++)
|
||
|
{
|
||
|
int j;
|
||
|
for (j = 0; j < retModel->numTags; j++, mdTag++)
|
||
|
{
|
||
|
strcpys(curTag->name, mdTag->name, sizeof(curTag->name) / sizeof(char));
|
||
|
curTag->transform.m[0][0] = mdTag->axis[0];
|
||
|
curTag->transform.m[0][1] = mdTag->axis[1];
|
||
|
curTag->transform.m[0][2] = mdTag->axis[2];
|
||
|
curTag->transform.m[1][0] = mdTag->axis[3];
|
||
|
curTag->transform.m[1][1] = mdTag->axis[4];
|
||
|
curTag->transform.m[1][2] = mdTag->axis[5];
|
||
|
curTag->transform.m[2][0] = mdTag->axis[6];
|
||
|
curTag->transform.m[2][1] = mdTag->axis[7];
|
||
|
curTag->transform.m[2][2] = mdTag->axis[8];
|
||
|
curTag->transform.m[3][0] = mdTag->origin[0] * WUNITS;
|
||
|
curTag->transform.m[3][1] = mdTag->origin[1] * WUNITS;
|
||
|
curTag->transform.m[3][2] = mdTag->origin[2] * WUNITS;
|
||
|
curTag->transform.m[3][3] = 1.0f;
|
||
|
|
||
|
Matrix::Rotate(&curTag->transform, 90.0f, &Vector::Xaxis);
|
||
|
curTag++;
|
||
|
}
|
||
|
}*/
|
||
|
|
||
|
|
||
|
free(buffer);
|
||
|
|
||
|
return retModel;
|
||
|
}
|