SRB2/src/hardware/hw_md2.c

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2020-01-23 23:12:15 +00:00
// SONIC ROBO BLAST 2
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//-----------------------------------------------------------------------------
// Copyright (C) 1998-2000 by DooM Legacy Team.
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// Copyright (C) 1999-2022 by Sonic Team Junior.
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//
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// This program is free software distributed under the
// terms of the GNU General Public License, version 2.
// See the 'LICENSE' file for more details.
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//-----------------------------------------------------------------------------
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/// \file hw_md2.c
/// \brief 3D Model Handling
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/// Inspired from md2.c by Mete Ciragan (mete@swissquake.ch)
#ifdef __GNUC__
#include <unistd.h>
#endif
#include <stdio.h>
#include <stdlib.h>
#include <string.h>
#include <math.h>
#include "../d_main.h"
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#include "../doomdef.h"
#include "../doomstat.h"
#include "../fastcmp.h"
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#ifdef HWRENDER
#include "hw_drv.h"
#include "hw_light.h"
#include "hw_md2.h"
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#include "../d_main.h"
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#include "../r_bsp.h"
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#include "../r_fps.h"
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#include "../r_main.h"
#include "../m_misc.h"
#include "../w_wad.h"
#include "../z_zone.h"
#include "../r_things.h"
#include "../r_draw.h"
#include "../p_tick.h"
#include "hw_model.h"
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#include "hw_main.h"
#include "../v_video.h"
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#ifdef HAVE_PNG
#ifndef _MSC_VER
#ifndef _LARGEFILE64_SOURCE
#define _LARGEFILE64_SOURCE
#endif
#endif
#ifndef _LFS64_LARGEFILE
#define _LFS64_LARGEFILE
#endif
#ifndef _FILE_OFFSET_BITS
#define _FILE_OFFSET_BITS 0
#endif
#include "png.h"
#ifndef PNG_READ_SUPPORTED
#undef HAVE_PNG
#endif
#if PNG_LIBPNG_VER < 100207
//#undef HAVE_PNG
#endif
#endif
#ifndef errno
#include "errno.h"
#endif
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md2_t md2_models[NUMSPRITES];
md2_t md2_playermodels[MAXSKINS];
/*
* free model
*/
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#if 0
static void md2_freeModel (model_t *model)
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{
UnloadModel(model);
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}
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#endif
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//
// load model
//
// Hurdler: the current path is the Legacy.exe path
static model_t *md2_readModel(const char *filename)
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{
//Filename checking fixed ~Monster Iestyn and Golden
2020-10-02 19:45:43 +00:00
if (FIL_FileExists(va("%s"PATHSEP"%s", srb2home, filename)))
return LoadModel(va("%s"PATHSEP"%s", srb2home, filename), PU_STATIC);
if (FIL_FileExists(va("%s"PATHSEP"%s", srb2path, filename)))
return LoadModel(va("%s"PATHSEP"%s", srb2path, filename), PU_STATIC);
return NULL;
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}
static inline void md2_printModelInfo (model_t *model)
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{
#if 0
INT32 i;
CONS_Debug(DBG_RENDER, "magic:\t\t\t%c%c%c%c\n", model->header.magic>>24,
(model->header.magic>>16)&0xff,
(model->header.magic>>8)&0xff,
model->header.magic&0xff);
CONS_Debug(DBG_RENDER, "version:\t\t%d\n", model->header.version);
CONS_Debug(DBG_RENDER, "skinWidth:\t\t%d\n", model->header.skinWidth);
CONS_Debug(DBG_RENDER, "skinHeight:\t\t%d\n", model->header.skinHeight);
CONS_Debug(DBG_RENDER, "frameSize:\t\t%d\n", model->header.frameSize);
CONS_Debug(DBG_RENDER, "numSkins:\t\t%d\n", model->header.numSkins);
CONS_Debug(DBG_RENDER, "numVertices:\t\t%d\n", model->header.numVertices);
CONS_Debug(DBG_RENDER, "numTexCoords:\t\t%d\n", model->header.numTexCoords);
CONS_Debug(DBG_RENDER, "numTriangles:\t\t%d\n", model->header.numTriangles);
CONS_Debug(DBG_RENDER, "numGlCommands:\t\t%d\n", model->header.numGlCommands);
CONS_Debug(DBG_RENDER, "numFrames:\t\t%d\n", model->header.numFrames);
CONS_Debug(DBG_RENDER, "offsetSkins:\t\t%d\n", model->header.offsetSkins);
CONS_Debug(DBG_RENDER, "offsetTexCoords:\t%d\n", model->header.offsetTexCoords);
CONS_Debug(DBG_RENDER, "offsetTriangles:\t%d\n", model->header.offsetTriangles);
CONS_Debug(DBG_RENDER, "offsetFrames:\t\t%d\n", model->header.offsetFrames);
CONS_Debug(DBG_RENDER, "offsetGlCommands:\t%d\n", model->header.offsetGlCommands);
CONS_Debug(DBG_RENDER, "offsetEnd:\t\t%d\n", model->header.offsetEnd);
for (i = 0; i < model->header.numFrames; i++)
CONS_Debug(DBG_RENDER, "%s ", model->frames[i].name);
CONS_Debug(DBG_RENDER, "\n");
#else
(void)model;
#endif
}
#ifdef HAVE_PNG
static void PNG_error(png_structp PNG, png_const_charp pngtext)
{
CONS_Debug(DBG_RENDER, "libpng error at %p: %s", PNG, pngtext);
//I_Error("libpng error at %p: %s", PNG, pngtext);
}
static void PNG_warn(png_structp PNG, png_const_charp pngtext)
{
CONS_Debug(DBG_RENDER, "libpng warning at %p: %s", PNG, pngtext);
}
static GLTextureFormat_t PNG_Load(const char *filename, int *w, int *h, GLPatch_t *grpatch)
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{
png_structp png_ptr;
png_infop png_info_ptr;
png_uint_32 width, height;
int bit_depth, color_type;
#ifdef PNG_SETJMP_SUPPORTED
#ifdef USE_FAR_KEYWORD
jmp_buf jmpbuf;
#endif
#endif
volatile png_FILE_p png_FILE;
//Filename checking fixed ~Monster Iestyn and Golden
2019-09-03 02:29:16 +00:00
char *pngfilename = va("%s"PATHSEP"models"PATHSEP"%s", srb2home, filename);
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FIL_ForceExtension(pngfilename, ".png");
png_FILE = fopen(pngfilename, "rb");
if (!png_FILE)
{
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pngfilename = va("%s"PATHSEP"models"PATHSEP"%s", srb2path, filename);
FIL_ForceExtension(pngfilename, ".png");
png_FILE = fopen(pngfilename, "rb");
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//CONS_Debug(DBG_RENDER, "M_SavePNG: Error on opening %s for loading\n", filename);
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if (!png_FILE)
return 0;
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}
png_ptr = png_create_read_struct(PNG_LIBPNG_VER_STRING, NULL,
PNG_error, PNG_warn);
if (!png_ptr)
{
CONS_Debug(DBG_RENDER, "PNG_Load: Error on initialize libpng\n");
fclose(png_FILE);
return 0;
}
png_info_ptr = png_create_info_struct(png_ptr);
if (!png_info_ptr)
{
CONS_Debug(DBG_RENDER, "PNG_Load: Error on allocate for libpng\n");
png_destroy_read_struct(&png_ptr, NULL, NULL);
fclose(png_FILE);
return 0;
}
#ifdef USE_FAR_KEYWORD
if (setjmp(jmpbuf))
#else
if (setjmp(png_jmpbuf(png_ptr)))
#endif
{
//CONS_Debug(DBG_RENDER, "libpng load error on %s\n", filename);
png_destroy_read_struct(&png_ptr, &png_info_ptr, NULL);
fclose(png_FILE);
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Z_Free(grpatch->mipmap->data);
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return 0;
}
#ifdef USE_FAR_KEYWORD
png_memcpy(png_jmpbuf(png_ptr), jmpbuf, sizeof jmp_buf);
#endif
png_init_io(png_ptr, png_FILE);
#ifdef PNG_SET_USER_LIMITS_SUPPORTED
png_set_user_limits(png_ptr, 2048, 2048);
#endif
png_read_info(png_ptr, png_info_ptr);
png_get_IHDR(png_ptr, png_info_ptr, &width, &height, &bit_depth, &color_type,
NULL, NULL, NULL);
if (bit_depth == 16)
png_set_strip_16(png_ptr);
if (color_type == PNG_COLOR_TYPE_GRAY || color_type == PNG_COLOR_TYPE_GRAY_ALPHA)
png_set_gray_to_rgb(png_ptr);
else if (color_type == PNG_COLOR_TYPE_PALETTE)
png_set_palette_to_rgb(png_ptr);
if (png_get_valid(png_ptr, png_info_ptr, PNG_INFO_tRNS))
png_set_tRNS_to_alpha(png_ptr);
else if (color_type != PNG_COLOR_TYPE_RGB_ALPHA && color_type != PNG_COLOR_TYPE_GRAY_ALPHA)
{
#if PNG_LIBPNG_VER < 10207
png_set_filler(png_ptr, 0xFF, PNG_FILLER_AFTER);
#else
png_set_add_alpha(png_ptr, 0xFF, PNG_FILLER_AFTER);
#endif
}
png_read_update_info(png_ptr, png_info_ptr);
{
png_uint_32 i, pitch = png_get_rowbytes(png_ptr, png_info_ptr);
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png_bytep PNG_image = Z_Malloc(pitch*height, PU_HWRMODELTEXTURE, &grpatch->mipmap->data);
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png_bytepp row_pointers = png_malloc(png_ptr, height * sizeof (png_bytep));
for (i = 0; i < height; i++)
row_pointers[i] = PNG_image + i*pitch;
png_read_image(png_ptr, row_pointers);
png_free(png_ptr, (png_voidp)row_pointers);
}
png_destroy_read_struct(&png_ptr, &png_info_ptr, NULL);
fclose(png_FILE);
*w = (int)width;
*h = (int)height;
return GL_TEXFMT_RGBA;
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}
#endif
typedef struct
{
UINT8 manufacturer;
UINT8 version;
UINT8 encoding;
UINT8 bitsPerPixel;
INT16 xmin;
INT16 ymin;
INT16 xmax;
INT16 ymax;
INT16 hDpi;
INT16 vDpi;
UINT8 colorMap[48];
UINT8 reserved;
UINT8 numPlanes;
INT16 bytesPerLine;
INT16 paletteInfo;
INT16 hScreenSize;
INT16 vScreenSize;
UINT8 filler[54];
} PcxHeader;
static GLTextureFormat_t PCX_Load(const char *filename, int *w, int *h,
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GLPatch_t *grpatch)
{
PcxHeader header;
#define PALSIZE 768
UINT8 palette[PALSIZE];
const UINT8 *pal;
RGBA_t *image;
size_t pw, ph, size, ptr = 0;
INT32 ch, rep;
FILE *file;
//Filename checking fixed ~Monster Iestyn and Golden
2019-09-03 02:29:16 +00:00
char *pcxfilename = va("%s"PATHSEP"models"PATHSEP"%s", srb2home, filename);
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FIL_ForceExtension(pcxfilename, ".pcx");
file = fopen(pcxfilename, "rb");
if (!file)
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{
pcxfilename = va("%s"PATHSEP"models"PATHSEP"%s", srb2path, filename);
FIL_ForceExtension(pcxfilename, ".pcx");
file = fopen(pcxfilename, "rb");
if (!file)
return 0;
}
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if (fread(&header, sizeof (PcxHeader), 1, file) != 1)
{
fclose(file);
return 0;
}
if (header.bitsPerPixel != 8)
{
fclose(file);
return 0;
}
fseek(file, -PALSIZE, SEEK_END);
pw = *w = header.xmax - header.xmin + 1;
ph = *h = header.ymax - header.ymin + 1;
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image = Z_Malloc(pw*ph*4, PU_HWRMODELTEXTURE, &grpatch->mipmap->data);
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if (fread(palette, sizeof (UINT8), PALSIZE, file) != PALSIZE)
{
Z_Free(image);
fclose(file);
return 0;
}
fseek(file, sizeof (PcxHeader), SEEK_SET);
size = pw * ph;
while (ptr < size)
{
ch = fgetc(file); //Hurdler: beurk
if (ch >= 192)
{
rep = ch - 192;
ch = fgetc(file);
}
else
{
rep = 1;
}
while (rep--)
{
pal = palette + ch*3;
image[ptr].s.red = *pal++;
image[ptr].s.green = *pal++;
image[ptr].s.blue = *pal++;
image[ptr].s.alpha = 0xFF;
ptr++;
}
}
fclose(file);
return GL_TEXFMT_RGBA;
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}
// -----------------+
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// md2_loadTexture : Download a pcx or png texture for models
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// -----------------+
static void md2_loadTexture(md2_t *model)
{
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patch_t *patch;
GLPatch_t *grPatch = NULL;
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const char *filename = model->filename;
if (model->grpatch)
{
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patch = model->grpatch;
grPatch = (GLPatch_t *)(patch->hardware);
if (grPatch)
Z_Free(grPatch->mipmap->data);
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}
else
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model->grpatch = patch = Patch_Create(NULL, 0, NULL);
if (!patch->hardware)
Patch_AllocateHardwarePatch(patch);
if (grPatch == NULL)
grPatch = (GLPatch_t *)(patch->hardware);
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if (!grPatch->mipmap->downloaded && !grPatch->mipmap->data)
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{
int w = 0, h = 0;
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UINT32 size;
RGBA_t *image;
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#ifdef HAVE_PNG
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grPatch->mipmap->format = PNG_Load(filename, &w, &h, grPatch);
if (grPatch->mipmap->format == 0)
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#endif
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grPatch->mipmap->format = PCX_Load(filename, &w, &h, grPatch);
if (grPatch->mipmap->format == 0)
{
model->notexturefile = true; // mark it so its not searched for again repeatedly
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return;
}
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grPatch->mipmap->downloaded = 0;
grPatch->mipmap->flags = 0;
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patch->width = (INT16)w;
patch->height = (INT16)h;
grPatch->mipmap->width = (UINT16)w;
grPatch->mipmap->height = (UINT16)h;
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// Lactozilla: Apply colour cube
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image = grPatch->mipmap->data;
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size = w*h;
while (size--)
{
V_CubeApply(&image->s.red, &image->s.green, &image->s.blue);
image++;
}
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}
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HWD.pfnSetTexture(grPatch->mipmap);
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}
// -----------------+
// md2_loadBlendTexture : Download a pcx or png texture for blending MD2 models
// -----------------+
static void md2_loadBlendTexture(md2_t *model)
{
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patch_t *patch;
GLPatch_t *grPatch = NULL;
char *filename = Z_Malloc(strlen(model->filename)+7, PU_STATIC, NULL);
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strcpy(filename, model->filename);
FIL_ForceExtension(filename, "_blend.png");
if (model->blendgrpatch)
{
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patch = model->blendgrpatch;
grPatch = (GLPatch_t *)(patch->hardware);
if (grPatch)
Z_Free(grPatch->mipmap->data);
}
else
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model->blendgrpatch = patch = Patch_Create(NULL, 0, NULL);
if (!patch->hardware)
Patch_AllocateHardwarePatch(patch);
if (grPatch == NULL)
grPatch = (GLPatch_t *)(patch->hardware);
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if (!grPatch->mipmap->downloaded && !grPatch->mipmap->data)
{
int w = 0, h = 0;
#ifdef HAVE_PNG
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grPatch->mipmap->format = PNG_Load(filename, &w, &h, grPatch);
if (grPatch->mipmap->format == 0)
#endif
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grPatch->mipmap->format = PCX_Load(filename, &w, &h, grPatch);
if (grPatch->mipmap->format == 0)
{
model->noblendfile = true; // mark it so its not searched for again repeatedly
Z_Free(filename);
return;
}
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grPatch->mipmap->downloaded = 0;
grPatch->mipmap->flags = 0;
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patch->width = (INT16)w;
patch->height = (INT16)h;
grPatch->mipmap->width = (UINT16)w;
grPatch->mipmap->height = (UINT16)h;
}
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HWD.pfnSetTexture(grPatch->mipmap); // We do need to do this so that it can be cleared and knows to recreate it when necessary
Z_Free(filename);
}
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// Don't spam the console, or the OS with fopen requests!
static boolean nomd2s = false;
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void HWR_InitModels(void)
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{
size_t i;
INT32 s;
FILE *f;
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char name[24], filename[32];
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float scale, offset;
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size_t prefixlen;
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CONS_Printf("HWR_InitModels()...\n");
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for (s = 0; s < MAXSKINS; s++)
{
md2_playermodels[s].scale = -1.0f;
md2_playermodels[s].model = NULL;
md2_playermodels[s].grpatch = NULL;
md2_playermodels[s].notexturefile = false;
md2_playermodels[s].noblendfile = false;
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md2_playermodels[s].skin = -1;
md2_playermodels[s].notfound = true;
md2_playermodels[s].error = false;
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}
for (i = 0; i < NUMSPRITES; i++)
{
md2_models[i].scale = -1.0f;
md2_models[i].model = NULL;
md2_models[i].grpatch = NULL;
md2_models[i].notexturefile = false;
md2_models[i].noblendfile = false;
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md2_models[i].skin = -1;
md2_models[i].notfound = true;
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md2_models[i].error = false;
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}
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// read the models.dat file
//Filename checking fixed ~Monster Iestyn and Golden
2019-09-03 02:29:16 +00:00
f = fopen(va("%s"PATHSEP"%s", srb2home, "models.dat"), "rt");
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if (!f)
{
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f = fopen(va("%s"PATHSEP"%s", srb2path, "models.dat"), "rt");
if (!f)
{
CONS_Printf("%s %s\n", M_GetText("Error while loading models.dat:"), strerror(errno));
nomd2s = true;
return;
}
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}
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// length of the player model prefix
prefixlen = strlen(PLAYERMODELPREFIX);
while (fscanf(f, "%25s %31s %f %f", name, filename, &scale, &offset) == 4)
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{
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char *skinname = name;
size_t len = strlen(name);
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// check for the player model prefix.
if (!strnicmp(name, PLAYERMODELPREFIX, prefixlen) && (len > prefixlen))
{
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skinname += prefixlen;
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goto addskinmodel;
}
2015-06-18 14:01:57 +00:00
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// add sprite model
if (len == 4) // must be 4 characters long exactly. otherwise it's not a sprite name.
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{
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for (i = 0; i < NUMSPRITES; i++)
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{
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if (stricmp(name, sprnames[i]) == 0)
{
md2_models[i].scale = scale;
md2_models[i].offset = offset;
md2_models[i].notfound = false;
strcpy(md2_models[i].filename, filename);
goto modelfound;
}
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}
}
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addskinmodel:
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// add player model
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for (s = 0; s < MAXSKINS; s++)
{
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if (stricmp(skinname, skins[s].name) == 0)
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{
md2_playermodels[s].skin = s;
md2_playermodels[s].scale = scale;
md2_playermodels[s].offset = offset;
md2_playermodels[s].notfound = false;
strcpy(md2_playermodels[s].filename, filename);
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goto modelfound;
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}
}
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modelfound:
// move on to next line...
continue;
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}
fclose(f);
}
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void HWR_AddPlayerModel(int skin) // For skins that were added after startup
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{
FILE *f;
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char name[24], filename[32];
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float scale, offset;
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size_t prefixlen;
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if (nomd2s)
return;
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//CONS_Printf("HWR_AddPlayerModel()...\n");
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// read the models.dat file
//Filename checking fixed ~Monster Iestyn and Golden
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f = fopen(va("%s"PATHSEP"%s", srb2home, "models.dat"), "rt");
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if (!f)
{
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f = fopen(va("%s"PATHSEP"%s", srb2path, "models.dat"), "rt");
if (!f)
{
CONS_Printf("%s %s\n", M_GetText("Error while loading models.dat:"), strerror(errno));
nomd2s = true;
return;
}
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}
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// length of the player model prefix
prefixlen = strlen(PLAYERMODELPREFIX);
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// Check for any models that match the names of player skins!
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while (fscanf(f, "%25s %31s %f %f", name, filename, &scale, &offset) == 4)
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{
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char *skinname = name;
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size_t len = strlen(name);
// ignore the player model prefix.
if (!strnicmp(name, PLAYERMODELPREFIX, prefixlen) && (len > prefixlen))
skinname += prefixlen;
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if (stricmp(skinname, skins[skin].name) == 0)
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{
md2_playermodels[skin].skin = skin;
md2_playermodels[skin].scale = scale;
md2_playermodels[skin].offset = offset;
md2_playermodels[skin].notfound = false;
strcpy(md2_playermodels[skin].filename, filename);
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goto playermodelfound;
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}
}
md2_playermodels[skin].notfound = true;
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playermodelfound:
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fclose(f);
}
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void HWR_AddSpriteModel(size_t spritenum) // For sprites that were added after startup
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{
FILE *f;
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// name[24] is used to check for names in the models.dat file that match with sprites or player skins
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// sprite names are always 4 characters long, and names is for player skins can be up to 19 characters long
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// PLAYERMODELPREFIX is 6 characters long
char name[24], filename[32];
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float scale, offset;
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if (nomd2s)
return;
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if (spritenum == SPR_PLAY) // Handled already NEWMD2: Per sprite, per-skin check
return;
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// Read the models.dat file
//Filename checking fixed ~Monster Iestyn and Golden
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f = fopen(va("%s"PATHSEP"%s", srb2home, "models.dat"), "rt");
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if (!f)
{
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f = fopen(va("%s"PATHSEP"%s", srb2path, "models.dat"), "rt");
if (!f)
{
CONS_Printf("%s %s\n", M_GetText("Error while loading models.dat:"), strerror(errno));
nomd2s = true;
return;
}
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}
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// Check for any models that match the names of sprite names!
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while (fscanf(f, "%25s %31s %f %f", name, filename, &scale, &offset) == 4)
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{
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// length of the sprite name
size_t len = strlen(name);
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if (len != 4) // must be 4 characters long exactly. otherwise it's not a sprite name.
continue;
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// check for the player model prefix.
if (!strnicmp(name, PLAYERMODELPREFIX, strlen(PLAYERMODELPREFIX)))
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continue; // that's not a sprite...
if (stricmp(name, sprnames[spritenum]) == 0)
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{
md2_models[spritenum].scale = scale;
md2_models[spritenum].offset = offset;
md2_models[spritenum].notfound = false;
strcpy(md2_models[spritenum].filename, filename);
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goto spritemodelfound;
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}
}
md2_models[spritenum].notfound = true;
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spritemodelfound:
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fclose(f);
}
// Define for getting accurate color brightness readings according to how the human eye sees them.
// https://en.wikipedia.org/wiki/Relative_luminance
// 0.2126 to red
// 0.7152 to green
// 0.0722 to blue
#define SETBRIGHTNESS(brightness,r,g,b) \
brightness = (UINT8)(((1063*(UINT16)(r))/5000) + ((3576*(UINT16)(g))/5000) + ((361*(UINT16)(b))/5000))
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static void HWR_CreateBlendedTexture(patch_t *gpatch, patch_t *blendgpatch, GLMipmap_t *grMipmap, INT32 skinnum, skincolornum_t color)
{
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GLPatch_t *hwrPatch = gpatch->hardware;
GLPatch_t *hwrBlendPatch = blendgpatch->hardware;
UINT16 w = gpatch->width, h = gpatch->height;
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UINT32 size = w*h;
RGBA_t *image, *blendimage, *cur, blendcolor;
UINT16 translation[16]; // First the color index
UINT8 cutoff[16]; // Brightness cutoff before using the next color
UINT8 translen = 0;
UINT8 i;
blendcolor = V_GetColor(0); // initialize
memset(translation, 0, sizeof(translation));
memset(cutoff, 0, sizeof(cutoff));
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if (grMipmap->width == 0)
{
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grMipmap->width = gpatch->width;
grMipmap->height = gpatch->height;
// no wrap around, no chroma key
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grMipmap->flags = 0;
// setup the texture info
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grMipmap->format = GL_TEXFMT_RGBA;
}
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if (grMipmap->data)
{
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Z_Free(grMipmap->data);
grMipmap->data = NULL;
}
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cur = Z_Malloc(size*4, PU_HWRMODELTEXTURE, &grMipmap->data);
memset(cur, 0x00, size*4);
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image = hwrPatch->mipmap->data;
blendimage = hwrBlendPatch->mipmap->data;
// TC_METALSONIC includes an actual skincolor translation, on top of its flashing.
if (skinnum == TC_METALSONIC)
color = SKINCOLOR_COBALT;
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if (color != SKINCOLOR_NONE && color < numskincolors)
{
UINT8 numdupes = 1;
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translation[translen] = skincolors[color].ramp[0];
cutoff[translen] = 255;
for (i = 1; i < 16; i++)
{
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if (translation[translen] == skincolors[color].ramp[i])
{
numdupes++;
continue;
}
if (translen > 0)
{
cutoff[translen] = cutoff[translen-1] - (256 / (16 / numdupes));
}
numdupes = 1;
translen++;
translation[translen] = (UINT16)skincolors[color].ramp[i];
}
translen++;
}
while (size--)
{
if (skinnum == TC_ALLWHITE)
{
// Turn everything white
cur->s.red = cur->s.green = cur->s.blue = 255;
cur->s.alpha = image->s.alpha;
}
else
{
// Everything below requires a blend image
if (blendimage == NULL)
{
cur->rgba = image->rgba;
goto skippixel;
}
// Metal Sonic dash mode
if (skinnum == TC_DASHMODE)
{
if (image->s.alpha == 0 && blendimage->s.alpha == 0)
{
// Don't bother with blending the pixel if the alpha of the blend pixel is 0
cur->rgba = image->rgba;
}
else
{
UINT8 ialpha = 255 - blendimage->s.alpha, balpha = blendimage->s.alpha;
RGBA_t icolor = *image, bcolor;
memset(&bcolor, 0x00, sizeof(RGBA_t));
if (blendimage->s.alpha)
{
bcolor.s.blue = 0;
bcolor.s.red = 255;
bcolor.s.green = (blendimage->s.red + blendimage->s.green + blendimage->s.blue) / 3;
}
if (image->s.alpha && image->s.red > image->s.green << 1) // this is pretty arbitrary, but it works well for Metal Sonic
{
icolor.s.red = image->s.blue;
icolor.s.blue = image->s.red;
}
cur->s.red = (ialpha * icolor.s.red + balpha * bcolor.s.red)/255;
cur->s.green = (ialpha * icolor.s.green + balpha * bcolor.s.green)/255;
cur->s.blue = (ialpha * icolor.s.blue + balpha * bcolor.s.blue)/255;
cur->s.alpha = image->s.alpha;
}
}
else
{
// All settings that use skincolors!
UINT16 brightness;
if (translen <= 0)
{
cur->rgba = image->rgba;
goto skippixel;
}
// Don't bother with blending the pixel if the alpha of the blend pixel is 0
if (skinnum == TC_RAINBOW)
{
if (image->s.alpha == 0 && blendimage->s.alpha == 0)
{
cur->rgba = image->rgba;
goto skippixel;
}
else
{
UINT16 imagebright, blendbright;
SETBRIGHTNESS(imagebright,image->s.red,image->s.green,image->s.blue);
SETBRIGHTNESS(blendbright,blendimage->s.red,blendimage->s.green,blendimage->s.blue);
// slightly dumb average between the blend image color and base image colour, usually one or the other will be fully opaque anyway
brightness = (imagebright*(255-blendimage->s.alpha))/255 + (blendbright*blendimage->s.alpha)/255;
}
}
else
{
if (blendimage->s.alpha == 0)
{
cur->rgba = image->rgba;
goto skippixel; // for metal sonic blend
}
else
{
SETBRIGHTNESS(brightness,blendimage->s.red,blendimage->s.green,blendimage->s.blue);
}
}
// Calculate a sort of "gradient" for the skincolor
// (Me splitting this into a function didn't work, so I had to ruin this entire function's groove...)
{
RGBA_t nextcolor;
UINT8 firsti, secondi, mul, mulmax;
INT32 r, g, b;
// Rainbow needs to find the closest match to the textures themselves, instead of matching brightnesses to other colors.
// Ensue horrible mess.
if (skinnum == TC_RAINBOW)
{
UINT16 brightdif = 256;
UINT8 colorbrightnesses[16];
INT32 compare, m, d;
// Ignore pure white & pitch black
if (brightness > 253 || brightness < 2)
{
cur->rgba = image->rgba;
cur++; image++; blendimage++;
continue;
}
firsti = 0;
mul = 0;
mulmax = 1;
for (i = 0; i < translen; i++)
{
RGBA_t tempc = V_GetColor(translation[i]);
SETBRIGHTNESS(colorbrightnesses[i], tempc.s.red, tempc.s.green, tempc.s.blue); // store brightnesses for comparison
}
for (i = 0; i < translen; i++)
{
if (brightness > colorbrightnesses[i]) // don't allow greater matches (because calculating a makeshift gradient for this is already a huge mess as is)
continue;
compare = abs((INT16)(colorbrightnesses[i]) - (INT16)(brightness));
if (compare < brightdif)
{
brightdif = (UINT16)compare;
firsti = i; // best matching color that's equal brightness or darker
}
}
secondi = firsti+1; // next color in line
if (secondi >= translen)
{
m = (INT16)brightness; // - 0;
d = (INT16)colorbrightnesses[firsti]; // - 0;
}
else
{
m = (INT16)brightness - (INT16)colorbrightnesses[secondi];
d = (INT16)colorbrightnesses[firsti] - (INT16)colorbrightnesses[secondi];
}
if (m >= d)
m = d-1;
mulmax = 16;
// calculate the "gradient" multiplier based on how close this color is to the one next in line
if (m <= 0 || d <= 0)
mul = 0;
else
mul = (mulmax-1) - ((m * mulmax) / d);
}
else
{
// Just convert brightness to a skincolor value, use distance to next position to find the gradient multipler
firsti = 0;
for (i = 1; i < translen; i++)
{
if (brightness >= cutoff[i])
break;
firsti = i;
}
secondi = firsti+1;
mulmax = cutoff[firsti];
if (secondi < translen)
mulmax -= cutoff[secondi];
mul = cutoff[firsti] - brightness;
}
blendcolor = V_GetColor(translation[firsti]);
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if (secondi >= translen)
mul = 0;
if (mul > 0) // If it's 0, then we only need the first color.
{
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#if 0
if (secondi >= translen)
{
// blend to black
nextcolor = V_GetColor(31);
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}
else
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#endif
nextcolor = V_GetColor(translation[secondi]);
// Find difference between points
r = (INT32)(nextcolor.s.red - blendcolor.s.red);
g = (INT32)(nextcolor.s.green - blendcolor.s.green);
b = (INT32)(nextcolor.s.blue - blendcolor.s.blue);
// Find the gradient of the two points
r = ((mul * r) / mulmax);
g = ((mul * g) / mulmax);
b = ((mul * b) / mulmax);
// Add gradient value to color
blendcolor.s.red += r;
blendcolor.s.green += g;
blendcolor.s.blue += b;
}
}
if (skinnum == TC_RAINBOW)
{
UINT32 tempcolor;
UINT16 colorbright;
SETBRIGHTNESS(colorbright,blendcolor.s.red,blendcolor.s.green,blendcolor.s.blue);
if (colorbright == 0)
colorbright = 1; // no dividing by 0 please
tempcolor = (brightness * blendcolor.s.red) / colorbright;
tempcolor = min(255, tempcolor);
cur->s.red = (UINT8)tempcolor;
tempcolor = (brightness * blendcolor.s.green) / colorbright;
tempcolor = min(255, tempcolor);
cur->s.green = (UINT8)tempcolor;
tempcolor = (brightness * blendcolor.s.blue) / colorbright;
tempcolor = min(255, tempcolor);
cur->s.blue = (UINT8)tempcolor;
cur->s.alpha = image->s.alpha;
}
else
{
// Color strength depends on image alpha
INT32 tempcolor;
tempcolor = ((image->s.red * (255-blendimage->s.alpha)) / 255) + ((blendcolor.s.red * blendimage->s.alpha) / 255);
tempcolor = min(255, tempcolor);
cur->s.red = (UINT8)tempcolor;
tempcolor = ((image->s.green * (255-blendimage->s.alpha)) / 255) + ((blendcolor.s.green * blendimage->s.alpha) / 255);
tempcolor = min(255, tempcolor);
cur->s.green = (UINT8)tempcolor;
tempcolor = ((image->s.blue * (255-blendimage->s.alpha)) / 255) + ((blendcolor.s.blue * blendimage->s.alpha) / 255);
tempcolor = min(255, tempcolor);
cur->s.blue = (UINT8)tempcolor;
cur->s.alpha = image->s.alpha;
}
skippixel:
// *Now* we can do Metal Sonic's flashing
if (skinnum == TC_METALSONIC)
{
// Blend dark blue into white
if (cur->s.alpha > 0 && cur->s.red == 0 && cur->s.green == 0 && cur->s.blue < 255 && cur->s.blue > 31)
{
// Sal: Invert non-blue
cur->s.red = cur->s.green = (255 - cur->s.blue);
cur->s.blue = 255;
}
cur->s.alpha = image->s.alpha;
}
else if (skinnum == TC_BOSS)
{
// Turn everything below a certain threshold white
if ((image->s.red == image->s.green) && (image->s.green == image->s.blue) && image->s.blue < 127)
{
// Lactozilla: Invert the colors
cur->s.red = cur->s.green = cur->s.blue = (255 - image->s.blue);
}
}
}
}
cur++; image++;
if (blendimage != NULL)
blendimage++;
}
return;
}
#undef SETBRIGHTNESS
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static void HWR_GetBlendedTexture(patch_t *patch, patch_t *blendpatch, INT32 skinnum, const UINT8 *colormap, skincolornum_t color)
{
// mostly copied from HWR_GetMappedPatch, hence the similarities and comment
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GLPatch_t *grPatch = patch->hardware;
GLPatch_t *grBlendPatch = NULL;
GLMipmap_t *grMipmap, *newMipmap;
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if (blendpatch == NULL || colormap == colormaps || colormap == NULL)
{
// Don't do any blending
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HWD.pfnSetTexture(grPatch->mipmap);
return;
}
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if ((blendpatch && (grBlendPatch = blendpatch->hardware) && grBlendPatch->mipmap->format)
&& (patch->width != blendpatch->width || patch->height != blendpatch->height))
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{
// Blend image exists, but it's bad.
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HWD.pfnSetTexture(grPatch->mipmap);
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return;
}
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// search for the mipmap
// skip the first (no colormap translated)
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for (grMipmap = grPatch->mipmap; grMipmap->nextcolormap; )
{
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grMipmap = grMipmap->nextcolormap;
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if (grMipmap->colormap && grMipmap->colormap->source == colormap)
{
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if (grMipmap->downloaded && grMipmap->data)
{
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if (memcmp(grMipmap->colormap->data, colormap, 256 * sizeof(UINT8)))
{
M_Memcpy(grMipmap->colormap->data, colormap, 256 * sizeof(UINT8));
HWR_CreateBlendedTexture(patch, blendpatch, grMipmap, skinnum, color);
HWD.pfnUpdateTexture(grMipmap);
}
else
HWD.pfnSetTexture(grMipmap); // found the colormap, set it to the correct texture
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Z_ChangeTag(grMipmap->data, PU_HWRMODELTEXTURE_UNLOCKED);
return;
}
}
}
// If here, the blended texture has not been created
// So we create it
//BP: WARNING: don't free it manually without clearing the cache of harware renderer
// (it have a liste of mipmap)
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// this malloc is cleared in HWR_FreeColormapCache
// (...) unfortunately z_malloc fragment alot the memory :(so malloc is better
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newMipmap = calloc(1, sizeof (*newMipmap));
if (newMipmap == NULL)
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I_Error("%s: Out of memory", "HWR_GetBlendedTexture");
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grMipmap->nextcolormap = newMipmap;
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newMipmap->colormap = Z_Calloc(sizeof(*newMipmap->colormap), PU_HWRPATCHCOLMIPMAP, NULL);
newMipmap->colormap->source = colormap;
M_Memcpy(newMipmap->colormap->data, colormap, 256 * sizeof(UINT8));
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HWR_CreateBlendedTexture(patch, blendpatch, newMipmap, skinnum, color);
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HWD.pfnSetTexture(newMipmap);
Z_ChangeTag(newMipmap->data, PU_HWRMODELTEXTURE_UNLOCKED);
}
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#define NORMALFOG 0x00000000
#define FADEFOG 0x19000000
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static boolean HWR_AllowModel(mobj_t *mobj)
{
// Signpost overlay. Not needed.
if (mobj->state-states == S_PLAY_SIGN)
return false;
// Otherwise, render the model.
return true;
}
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static boolean HWR_CanInterpolateModel(mobj_t *mobj, model_t *model)
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{
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if (cv_glmodelinterpolation.value == 2) // Always interpolate
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return true;
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return model->interpolate[(mobj->frame & FF_FRAMEMASK)];
}
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static boolean HWR_CanInterpolateSprite2(modelspr2frames_t *spr2frame)
{
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if (cv_glmodelinterpolation.value == 2) // Always interpolate
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return true;
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return spr2frame->interpolate;
}
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//
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// HWR_GetModelSprite2 (see P_GetSkinSprite2)
// For non-super players, tries each sprite2's immediate predecessor until it finds one with a number of frames or ends up at standing.
// For super players, does the same as above - but tries the super equivalent for each sprite2 before the non-super version.
//
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static UINT8 HWR_GetModelSprite2(md2_t *md2, skin_t *skin, UINT8 spr2, player_t *player)
{
UINT8 super = 0, i = 0;
if (!md2 || !md2->model || !md2->model->spr2frames || !skin)
return 0;
if ((playersprite_t)(spr2 & ~FF_SPR2SUPER) >= free_spr2)
return 0;
while (!md2->model->spr2frames[spr2].numframes
&& spr2 != SPR2_STND
&& ++i != 32) // recursion limiter
{
if (spr2 & FF_SPR2SUPER)
{
super = FF_SPR2SUPER;
spr2 &= ~FF_SPR2SUPER;
continue;
}
switch(spr2)
{
// Normal special cases.
case SPR2_JUMP:
spr2 = ((player
? player->charflags
: skin->flags)
& SF_NOJUMPSPIN) ? SPR2_SPNG : SPR2_ROLL;
break;
case SPR2_TIRE:
spr2 = ((player
? player->charability
: skin->ability)
== CA_SWIM) ? SPR2_SWIM : SPR2_FLY;
break;
// Use the handy list, that's what it's there for!
default:
spr2 = spr2defaults[spr2];
break;
}
spr2 |= super;
}
if (i >= 32) // probably an infinite loop...
return 0;
return spr2;
}
// Adjust texture coords of model to fit into a patch's max_s and max_t
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static void adjustTextureCoords(model_t *model, patch_t *patch)
{
int i;
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GLPatch_t *gpatch = ((GLPatch_t *)patch->hardware);
for (i = 0; i < model->numMeshes; i++)
{
int j;
mesh_t *mesh = &model->meshes[i];
int numVertices;
float *uvReadPtr = mesh->originaluvs;
float *uvWritePtr;
// i dont know if this is actually possible, just logical conclusion of structure in CreateModelVBOs
if (!mesh->frames && !mesh->tinyframes) continue;
if (mesh->frames) // again CreateModelVBO and CreateModelVBOTiny iterate like this so I'm gonna do that too
numVertices = mesh->numTriangles * 3;
else
numVertices = mesh->numVertices;
// if originaluvs points to uvs, we need to allocate new memory for adjusted uvs
// the old uvs are kept around for use in possible readjustments
if (mesh->uvs == mesh->originaluvs)
mesh->uvs = Z_Malloc(numVertices * 2 * sizeof(float), PU_STATIC, NULL);
uvWritePtr = mesh->uvs;
// fix uvs (texture coordinates) to take into account that the actual texture
// has empty space added until the next power of two
for (j = 0; j < numVertices; j++)
{
*uvWritePtr++ = *uvReadPtr++ * gpatch->max_s;
*uvWritePtr++ = *uvReadPtr++ * gpatch->max_t;
}
}
// Save the values we adjusted the uvs for
model->max_s = gpatch->max_s;
model->max_t = gpatch->max_t;
}
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//
// HWR_DrawModel
//
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boolean HWR_DrawModel(gl_vissprite_t *spr)
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{
md2_t *md2;
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char filename[64];
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INT32 frame = 0;
INT32 nextFrame = -1;
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UINT8 spr2 = 0;
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FTransform p;
FSurfaceInfo Surf;
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if (!cv_glmodels.value)
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return false;
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if (spr->precip)
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return false;
// Lactozilla: Disallow certain models from rendering
if (!HWR_AllowModel(spr->mobj))
return false;
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memset(&p, 0x00, sizeof(FTransform));
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// MD2 colormap fix
// colormap test
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if (spr->mobj->subsector)
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{
sector_t *sector = spr->mobj->subsector->sector;
UINT8 lightlevel = 255;
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extracolormap_t *colormap = NULL;
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if (sector->numlights)
{
INT32 light;
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light = R_GetPlaneLight(sector, spr->mobj->z + spr->mobj->height, false); // Always use the light at the top instead of whatever I was doing before
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if (!R_ThingIsFullBright(spr->mobj))
lightlevel = *sector->lightlist[light].lightlevel > 255 ? 255 : *sector->lightlist[light].lightlevel;
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if (*sector->lightlist[light].extra_colormap)
colormap = *sector->lightlist[light].extra_colormap;
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}
else
{
if (!R_ThingIsFullBright(spr->mobj))
lightlevel = sector->lightlevel > 255 ? 255 : sector->lightlevel;
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if (sector->extra_colormap)
colormap = sector->extra_colormap;
}
HWR_Lighting(&Surf, lightlevel, colormap);
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}
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else
Surf.PolyColor.rgba = 0xFFFFFFFF;
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// Look at HWR_ProjectSprite for more
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{
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patch_t *gpatch, *blendgpatch;
GLPatch_t *hwrPatch = NULL, *hwrBlendPatch = NULL;
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float durs = (float)spr->mobj->state->tics;
float tics = (float)spr->mobj->tics;
const boolean papersprite = (R_ThingIsPaperSprite(spr->mobj) && !R_ThingIsFloorSprite(spr->mobj));
const UINT8 flip = (UINT8)(!(spr->mobj->eflags & MFE_VERTICALFLIP) != !R_ThingVerticallyFlipped(spr->mobj));
const UINT8 hflip = (UINT8)(!(spr->mobj->mirrored) != !R_ThingHorizontallyFlipped(spr->mobj));
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spritedef_t *sprdef;
spriteframe_t *sprframe;
spriteinfo_t *sprinfo;
angle_t ang;
INT32 mod;
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float finalscale;
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interpmobjstate_t interp;
if (R_UsingFrameInterpolation() && !paused)
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{
R_InterpolateMobjState(spr->mobj, rendertimefrac, &interp);
}
else
{
R_InterpolateMobjState(spr->mobj, FRACUNIT, &interp);
}
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// Apparently people don't like jump frames like that, so back it goes
//if (tics > durs)
//durs = tics;
INT32 blendmode;
if (spr->mobj->frame & FF_BLENDMASK)
blendmode = ((spr->mobj->frame & FF_BLENDMASK) >> FF_BLENDSHIFT) + 1;
else
blendmode = spr->mobj->blendmode;
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if (spr->mobj->frame & FF_TRANSMASK)
Surf.PolyFlags = HWR_SurfaceBlend(blendmode, (spr->mobj->frame & FF_TRANSMASK)>>FF_TRANSSHIFT, &Surf);
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else
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{
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Surf.PolyColor.s.alpha = (spr->mobj->flags2 & MF2_SHADOW) ? 0x40 : 0xff;
Surf.PolyFlags = HWR_GetBlendModeFlag(blendmode);
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}
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// don't forget to enable the depth test because we can't do this
// like before: model polygons are not sorted
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// 1. load model+texture if not already loaded
// 2. draw model with correct position, rotation,...
if (spr->mobj->skin && spr->mobj->sprite == SPR_PLAY) // Use the player MD2 list if the mobj has a skin and is using the player sprites
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{
md2 = &md2_playermodels[(skin_t*)spr->mobj->skin-skins];
md2->skin = (skin_t*)spr->mobj->skin-skins;
sprinfo = &((skin_t *)spr->mobj->skin)->sprinfo[spr->mobj->sprite2];
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}
else
{
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md2 = &md2_models[spr->mobj->sprite];
sprinfo = &spriteinfo[spr->mobj->sprite];
}
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// texture loading before model init, so it knows if sprite graphics are used, which
// means that texture coordinates have to be adjusted
gpatch = md2->grpatch;
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if (gpatch)
hwrPatch = ((GLPatch_t *)gpatch->hardware);
if (!gpatch || !hwrPatch
|| ((!hwrPatch->mipmap->format || !hwrPatch->mipmap->downloaded) && !md2->notexturefile))
md2_loadTexture(md2);
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// Load it again, because it isn't being loaded into gpatch after md2_loadtexture...
gpatch = md2->grpatch;
if (gpatch)
hwrPatch = ((GLPatch_t *)gpatch->hardware);
// Load blend texture
blendgpatch = md2->blendgrpatch;
if (blendgpatch)
hwrBlendPatch = ((GLPatch_t *)blendgpatch->hardware);
if ((gpatch && hwrPatch && hwrPatch->mipmap->format) // don't load the blend texture if the base texture isn't available
&& (!blendgpatch || !hwrBlendPatch
|| ((!hwrBlendPatch->mipmap->format || !hwrBlendPatch->mipmap->downloaded) && !md2->noblendfile)))
md2_loadBlendTexture(md2);
// Load it again, because it isn't being loaded into blendgpatch after md2_loadblendtexture...
blendgpatch = md2->blendgrpatch;
if (blendgpatch)
hwrBlendPatch = ((GLPatch_t *)blendgpatch->hardware);
if (md2->error)
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return false; // we already failed loading this before :(
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if (!md2->model)
{
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//CONS_Debug(DBG_RENDER, "Loading model... (%s)", sprnames[spr->mobj->sprite]);
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sprintf(filename, "models/%s", md2->filename);
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md2->model = md2_readModel(filename);
if (md2->model)
{
md2_printModelInfo(md2->model);
// If model uses sprite patch as texture, then
// adjust texture coordinates to take power of two textures into account
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if (!gpatch || !hwrPatch->mipmap->format)
adjustTextureCoords(md2->model, spr->gpatch);
// note down the max_s and max_t that end up in the VBO
md2->model->vbo_max_s = md2->model->max_s;
md2->model->vbo_max_t = md2->model->max_t;
HWD.pfnCreateModelVBOs(md2->model);
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}
else
{
//CONS_Debug(DBG_RENDER, " FAILED\n");
md2->error = true; // prevent endless fail
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return false;
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}
}
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//HWD.pfnSetBlend(blend); // This seems to actually break translucency?
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finalscale = md2->scale;
//Hurdler: arf, I don't like that implementation at all... too much crappy
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if (gpatch && hwrPatch && hwrPatch->mipmap->format) // else if meant that if a texture couldn't be loaded, it would just end up using something else's texture
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{
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INT32 skinnum = TC_DEFAULT;
if ((spr->mobj->flags & (MF_ENEMY|MF_BOSS)) && (spr->mobj->flags2 & MF2_FRET) && !(spr->mobj->flags & MF_GRENADEBOUNCE) && (leveltime & 1)) // Bosses "flash"
{
if (spr->mobj->type == MT_CYBRAKDEMON || spr->mobj->colorized)
skinnum = TC_ALLWHITE;
else if (spr->mobj->type == MT_METALSONIC_BATTLE)
skinnum = TC_METALSONIC;
else
skinnum = TC_BOSS;
}
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else if ((skincolornum_t)spr->mobj->color != SKINCOLOR_NONE)
{
if (spr->mobj->colorized)
skinnum = TC_RAINBOW;
else if (spr->mobj->player && spr->mobj->player->dashmode >= DASHMODE_THRESHOLD
&& (spr->mobj->player->charflags & SF_DASHMODE)
&& ((leveltime/2) & 1))
{
if (spr->mobj->player->charflags & SF_MACHINE)
skinnum = TC_DASHMODE;
else
skinnum = TC_RAINBOW;
}
else if (spr->mobj->skin && spr->mobj->sprite == SPR_PLAY)
skinnum = (INT32)((skin_t*)spr->mobj->skin-skins);
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else
skinnum = TC_DEFAULT;
}
// Translation or skin number found
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HWR_GetBlendedTexture(gpatch, blendgpatch, skinnum, spr->colormap, (skincolornum_t)spr->mobj->color);
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}
else // Sprite
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{
// Check if sprite dimensions are different from previously used sprite.
// If so, uvs need to be readjusted.
// Comparing floats with the != operator here should be okay because they
// are just copies of glpatches' max_s and max_t values.
// Instead of the != operator, memcmp is used to avoid a compiler warning.
if (memcmp(&(hwrPatch->max_s), &(md2->model->max_s), sizeof(md2->model->max_s)) != 0 ||
memcmp(&(hwrPatch->max_t), &(md2->model->max_t), sizeof(md2->model->max_t)) != 0)
2020-11-22 20:10:10 +00:00
adjustTextureCoords(md2->model, spr->gpatch);
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HWR_GetMappedPatch(spr->gpatch, spr->colormap);
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}
if (spr->mobj->frame & FF_ANIMATE)
{
// set duration and tics to be the correct values for FF_ANIMATE states
2022-04-25 21:50:07 +00:00
durs = (float)spr->mobj->state->var2;
tics = (float)spr->mobj->anim_duration;
}
frame = (spr->mobj->frame & FF_FRAMEMASK);
if (spr->mobj->skin && spr->mobj->sprite == SPR_PLAY && md2->model->spr2frames)
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{
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spr2 = HWR_GetModelSprite2(md2, spr->mobj->skin, spr->mobj->sprite2, spr->mobj->player);
mod = md2->model->spr2frames[spr2].numframes;
#ifndef DONTHIDEDIFFANIMLENGTH // by default, different anim length is masked by the mod
if (mod > (INT32)((skin_t *)spr->mobj->skin)->sprites[spr2].numframes)
mod = ((skin_t *)spr->mobj->skin)->sprites[spr2].numframes;
#endif
if (!mod)
mod = 1;
frame = md2->model->spr2frames[spr2].frames[frame%mod];
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}
else
{
mod = md2->model->meshes[0].numFrames;
if (!mod)
mod = 1;
}
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#ifdef USE_MODEL_NEXTFRAME
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// Interpolate the model interpolation. (lol)
tics -= FixedToFloat(rendertimefrac);
#define INTERPOLERATION_LIMIT (TICRATE * 0.25f)
2020-07-06 04:15:08 +00:00
if (cv_glmodelinterpolation.value && tics <= durs && tics <= INTERPOLERATION_LIMIT)
2018-12-19 03:50:00 +00:00
{
if (durs > INTERPOLERATION_LIMIT)
durs = INTERPOLERATION_LIMIT;
if (spr->mobj->skin && spr->mobj->sprite == SPR_PLAY && md2->model->spr2frames)
2018-12-19 03:50:00 +00:00
{
if (HWR_CanInterpolateSprite2(&md2->model->spr2frames[spr2])
&& (spr->mobj->frame & FF_ANIMATE
|| (spr->mobj->state->nextstate != S_NULL
&& states[spr->mobj->state->nextstate].sprite == SPR_PLAY
&& ((P_GetSkinSprite2(spr->mobj->skin, (((spr->mobj->player && spr->mobj->player->powers[pw_super]) ? FF_SPR2SUPER : 0)|states[spr->mobj->state->nextstate].frame) & FF_FRAMEMASK, spr->mobj->player) == spr->mobj->sprite2)))))
{
2019-09-03 02:29:16 +00:00
nextFrame = (spr->mobj->frame & FF_FRAMEMASK) + 1;
if (nextFrame >= mod)
{
if (spr->mobj->state->frame & FF_SPR2ENDSTATE)
nextFrame--;
else
nextFrame = 0;
}
if (frame || !(spr->mobj->state->frame & FF_SPR2ENDSTATE))
2019-09-03 21:27:22 +00:00
nextFrame = md2->model->spr2frames[spr2].frames[nextFrame];
else
nextFrame = -1;
}
}
2019-09-04 01:57:54 +00:00
else if (HWR_CanInterpolateModel(spr->mobj, md2->model))
{
// frames are handled differently for states with FF_ANIMATE, so get the next frame differently for the interpolation
if (spr->mobj->frame & FF_ANIMATE)
{
2019-08-05 01:32:41 +00:00
nextFrame = (spr->mobj->frame & FF_FRAMEMASK) + 1;
if (nextFrame >= (INT32)(spr->mobj->state->var1 + (spr->mobj->state->frame & FF_FRAMEMASK)))
nextFrame = (spr->mobj->state->frame & FF_FRAMEMASK) % mod;
}
else
{
2019-08-05 01:32:41 +00:00
if (spr->mobj->state->nextstate != S_NULL && states[spr->mobj->state->nextstate].sprite != SPR_NULL
&& !(spr->mobj->player && (spr->mobj->state->nextstate == S_PLAY_WAIT) && spr->mobj->state == &states[S_PLAY_STND]))
nextFrame = (states[spr->mobj->state->nextstate].frame & FF_FRAMEMASK) % mod;
}
}
2014-03-15 16:59:03 +00:00
}
#undef INTERPOLERATION_LIMIT
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#endif
2014-03-15 16:59:03 +00:00
//Hurdler: it seems there is still a small problem with mobj angle
2022-04-13 04:06:14 +00:00
p.x = FIXED_TO_FLOAT(interp.x);
p.y = FIXED_TO_FLOAT(interp.y)+md2->offset;
2014-03-15 16:59:03 +00:00
if (flip)
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p.z = FIXED_TO_FLOAT(interp.z + spr->mobj->height);
2014-03-15 16:59:03 +00:00
else
2022-04-13 04:06:14 +00:00
p.z = FIXED_TO_FLOAT(interp.z);
2014-03-15 16:59:03 +00:00
if (spr->mobj->skin && spr->mobj->sprite == SPR_PLAY)
sprdef = &((skin_t *)spr->mobj->skin)->sprites[spr->mobj->sprite2];
2014-03-15 16:59:03 +00:00
else
sprdef = &sprites[spr->mobj->sprite];
sprframe = &sprdef->spriteframes[spr->mobj->frame & FF_FRAMEMASK];
if (sprframe->rotate || papersprite)
2014-03-15 16:59:03 +00:00
{
2022-04-13 04:06:14 +00:00
fixed_t anglef = AngleFixed(interp.angle);
2019-08-05 01:32:41 +00:00
2014-03-15 16:59:03 +00:00
p.angley = FIXED_TO_FLOAT(anglef);
}
else
{
2022-04-13 04:06:14 +00:00
const fixed_t anglef = AngleFixed((R_PointToAngle(interp.x, interp.y))-ANGLE_180);
2014-03-15 16:59:03 +00:00
p.angley = FIXED_TO_FLOAT(anglef);
}
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p.rollangle = 0.0f;
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p.rollflip = 1;
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p.rotaxis = 0;
2019-08-18 17:16:48 +00:00
if (spr->mobj->rollangle)
{
fixed_t anglef = AngleFixed(spr->mobj->rollangle);
p.rollangle = FIXED_TO_FLOAT(anglef);
p.roll = true;
// rotation pivot
2019-08-18 17:16:48 +00:00
p.centerx = FIXED_TO_FLOAT(spr->mobj->radius/2);
2020-02-24 00:44:22 +00:00
p.centery = FIXED_TO_FLOAT(spr->mobj->height/(flip ? -2 : 2));
2019-11-13 15:47:30 +00:00
// rotation axis
if (sprinfo->available)
2019-11-13 15:47:30 +00:00
p.rotaxis = (UINT8)(sprinfo->pivot[(spr->mobj->frame & FF_FRAMEMASK)].rotaxis);
// for NiGHTS specifically but should work everywhere else
2022-04-13 04:06:14 +00:00
ang = R_PointToAngle (interp.x, interp.y) - interp.angle;
if ((sprframe->rotate & SRF_RIGHT) && (ang < ANGLE_180)) // See from right
p.rollflip = 1;
else if ((sprframe->rotate & SRF_LEFT) && (ang >= ANGLE_180)) // See from left
p.rollflip = -1;
2020-02-24 00:44:22 +00:00
if (flip)
p.rollflip *= -1;
}
2014-03-15 16:59:03 +00:00
p.anglex = 0.0f;
#ifdef USE_FTRANSFORM_ANGLEZ
// Slope rotation from Kart
2018-12-19 03:50:00 +00:00
p.anglez = 0.0f;
if (spr->mobj->standingslope)
{
fixed_t tempz = spr->mobj->standingslope->normal.z;
fixed_t tempy = spr->mobj->standingslope->normal.y;
fixed_t tempx = spr->mobj->standingslope->normal.x;
fixed_t tempangle = AngleFixed(R_PointToAngle2(0, 0, FixedSqrt(FixedMul(tempy, tempy) + FixedMul(tempz, tempz)), tempx));
p.anglez = FIXED_TO_FLOAT(tempangle);
tempangle = -AngleFixed(R_PointToAngle2(0, 0, tempz, tempy));
p.anglex = FIXED_TO_FLOAT(tempangle);
2019-08-18 17:16:48 +00:00
}
#endif
2014-03-15 16:59:03 +00:00
// SRB2CBTODO: MD2 scaling support
finalscale *= FIXED_TO_FLOAT(spr->mobj->scale);
p.flip = atransform.flip;
#ifdef USE_FTRANSFORM_MIRROR
p.mirror = atransform.mirror; // from Kart
#endif
2020-08-07 21:17:05 +00:00
HWD.pfnSetShader(SHADER_MODEL); // model shader
HWD.pfnDrawModel(md2->model, frame, durs, tics, nextFrame, &p, finalscale, flip, hflip, &Surf);
2014-03-15 16:59:03 +00:00
}
2019-12-13 01:53:19 +00:00
return true;
2014-03-15 16:59:03 +00:00
}
#endif //HWRENDER