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