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https://git.do.srb2.org/STJr/SRB2.git
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1580 lines
43 KiB
C
1580 lines
43 KiB
C
// SONIC ROBO BLAST 2
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//-----------------------------------------------------------------------------
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// Copyright (C) 1998-2000 by DooM Legacy Team.
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// Copyright (C) 1999-2020 by Sonic Team Junior.
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//
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// This program is free software distributed under the
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// terms of the GNU General Public License, version 2.
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// See the 'LICENSE' file for more details.
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//-----------------------------------------------------------------------------
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/// \file hw_md2.c
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/// \brief 3D Model Handling
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/// Inspired from md2.c by Mete Ciragan (mete@swissquake.ch)
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#ifdef __GNUC__
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#include <unistd.h>
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#endif
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#include <stdio.h>
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#include <stdlib.h>
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#include <string.h>
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#include <math.h>
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#include "../d_main.h"
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#include "../doomdef.h"
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#include "../doomstat.h"
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#include "../fastcmp.h"
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#ifdef HWRENDER
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#include "hw_drv.h"
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#include "hw_light.h"
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#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_main.h"
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#include "../m_misc.h"
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#include "../w_wad.h"
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#include "../z_zone.h"
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#include "../r_things.h"
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#include "../r_draw.h"
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#include "../p_tick.h"
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#include "hw_model.h"
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#include "hw_main.h"
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#include "../v_video.h"
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#ifdef HAVE_PNG
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#ifndef _MSC_VER
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#ifndef _LARGEFILE64_SOURCE
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#define _LARGEFILE64_SOURCE
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#endif
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#endif
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#ifndef _LFS64_LARGEFILE
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#define _LFS64_LARGEFILE
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#endif
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#ifndef _FILE_OFFSET_BITS
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#define _FILE_OFFSET_BITS 0
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#endif
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#include "png.h"
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#ifndef PNG_READ_SUPPORTED
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#undef HAVE_PNG
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#endif
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#if PNG_LIBPNG_VER < 100207
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//#undef HAVE_PNG
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#endif
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#endif
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#ifndef errno
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#include "errno.h"
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#endif
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md2_t md2_models[NUMSPRITES];
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md2_t md2_playermodels[MAXSKINS];
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/*
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* free model
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*/
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#if 0
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static void md2_freeModel (model_t *model)
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{
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UnloadModel(model);
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}
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#endif
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//
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// load model
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//
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// Hurdler: the current path is the Legacy.exe path
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static model_t *md2_readModel(const char *filename)
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{
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//Filename checking fixed ~Monster Iestyn and Golden
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return LoadModel(va("%s"PATHSEP"%s", srb2home, filename), PU_STATIC);
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}
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static inline void md2_printModelInfo (model_t *model)
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{
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#if 0
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INT32 i;
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CONS_Debug(DBG_RENDER, "magic:\t\t\t%c%c%c%c\n", model->header.magic>>24,
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(model->header.magic>>16)&0xff,
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(model->header.magic>>8)&0xff,
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model->header.magic&0xff);
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CONS_Debug(DBG_RENDER, "version:\t\t%d\n", model->header.version);
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CONS_Debug(DBG_RENDER, "skinWidth:\t\t%d\n", model->header.skinWidth);
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CONS_Debug(DBG_RENDER, "skinHeight:\t\t%d\n", model->header.skinHeight);
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CONS_Debug(DBG_RENDER, "frameSize:\t\t%d\n", model->header.frameSize);
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CONS_Debug(DBG_RENDER, "numSkins:\t\t%d\n", model->header.numSkins);
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CONS_Debug(DBG_RENDER, "numVertices:\t\t%d\n", model->header.numVertices);
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CONS_Debug(DBG_RENDER, "numTexCoords:\t\t%d\n", model->header.numTexCoords);
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CONS_Debug(DBG_RENDER, "numTriangles:\t\t%d\n", model->header.numTriangles);
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CONS_Debug(DBG_RENDER, "numGlCommands:\t\t%d\n", model->header.numGlCommands);
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CONS_Debug(DBG_RENDER, "numFrames:\t\t%d\n", model->header.numFrames);
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CONS_Debug(DBG_RENDER, "offsetSkins:\t\t%d\n", model->header.offsetSkins);
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CONS_Debug(DBG_RENDER, "offsetTexCoords:\t%d\n", model->header.offsetTexCoords);
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CONS_Debug(DBG_RENDER, "offsetTriangles:\t%d\n", model->header.offsetTriangles);
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CONS_Debug(DBG_RENDER, "offsetFrames:\t\t%d\n", model->header.offsetFrames);
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CONS_Debug(DBG_RENDER, "offsetGlCommands:\t%d\n", model->header.offsetGlCommands);
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CONS_Debug(DBG_RENDER, "offsetEnd:\t\t%d\n", model->header.offsetEnd);
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for (i = 0; i < model->header.numFrames; i++)
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CONS_Debug(DBG_RENDER, "%s ", model->frames[i].name);
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CONS_Debug(DBG_RENDER, "\n");
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#else
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(void)model;
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#endif
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}
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#ifdef HAVE_PNG
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static void PNG_error(png_structp PNG, png_const_charp pngtext)
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{
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CONS_Debug(DBG_RENDER, "libpng error at %p: %s", PNG, pngtext);
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//I_Error("libpng error at %p: %s", PNG, pngtext);
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}
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static void PNG_warn(png_structp PNG, png_const_charp pngtext)
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{
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CONS_Debug(DBG_RENDER, "libpng warning at %p: %s", PNG, pngtext);
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}
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static GLTextureFormat_t PNG_Load(const char *filename, int *w, int *h, GLPatch_t *grpatch)
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{
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png_structp png_ptr;
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png_infop png_info_ptr;
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png_uint_32 width, height;
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int bit_depth, color_type;
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#ifdef PNG_SETJMP_SUPPORTED
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#ifdef USE_FAR_KEYWORD
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jmp_buf jmpbuf;
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#endif
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#endif
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png_FILE_p png_FILE;
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//Filename checking fixed ~Monster Iestyn and Golden
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char *pngfilename = va("%s"PATHSEP"models"PATHSEP"%s", srb2home, filename);
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FIL_ForceExtension(pngfilename, ".png");
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png_FILE = fopen(pngfilename, "rb");
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if (!png_FILE)
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{
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//CONS_Debug(DBG_RENDER, "M_SavePNG: Error on opening %s for loading\n", filename);
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return 0;
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}
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png_ptr = png_create_read_struct(PNG_LIBPNG_VER_STRING, NULL,
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PNG_error, PNG_warn);
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if (!png_ptr)
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{
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CONS_Debug(DBG_RENDER, "PNG_Load: Error on initialize libpng\n");
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fclose(png_FILE);
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return 0;
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}
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png_info_ptr = png_create_info_struct(png_ptr);
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if (!png_info_ptr)
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{
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CONS_Debug(DBG_RENDER, "PNG_Load: Error on allocate for libpng\n");
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png_destroy_read_struct(&png_ptr, NULL, NULL);
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fclose(png_FILE);
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return 0;
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}
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#ifdef USE_FAR_KEYWORD
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if (setjmp(jmpbuf))
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#else
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if (setjmp(png_jmpbuf(png_ptr)))
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#endif
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{
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//CONS_Debug(DBG_RENDER, "libpng load error on %s\n", filename);
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png_destroy_read_struct(&png_ptr, &png_info_ptr, NULL);
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fclose(png_FILE);
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Z_Free(grpatch->mipmap->data);
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return 0;
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}
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#ifdef USE_FAR_KEYWORD
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png_memcpy(png_jmpbuf(png_ptr), jmpbuf, sizeof jmp_buf);
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#endif
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png_init_io(png_ptr, png_FILE);
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#ifdef PNG_SET_USER_LIMITS_SUPPORTED
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png_set_user_limits(png_ptr, 2048, 2048);
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#endif
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png_read_info(png_ptr, png_info_ptr);
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png_get_IHDR(png_ptr, png_info_ptr, &width, &height, &bit_depth, &color_type,
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NULL, NULL, NULL);
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if (bit_depth == 16)
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png_set_strip_16(png_ptr);
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if (color_type == PNG_COLOR_TYPE_GRAY || color_type == PNG_COLOR_TYPE_GRAY_ALPHA)
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png_set_gray_to_rgb(png_ptr);
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else if (color_type == PNG_COLOR_TYPE_PALETTE)
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png_set_palette_to_rgb(png_ptr);
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if (png_get_valid(png_ptr, png_info_ptr, PNG_INFO_tRNS))
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png_set_tRNS_to_alpha(png_ptr);
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else if (color_type != PNG_COLOR_TYPE_RGB_ALPHA && color_type != PNG_COLOR_TYPE_GRAY_ALPHA)
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{
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#if PNG_LIBPNG_VER < 10207
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png_set_filler(png_ptr, 0xFF, PNG_FILLER_AFTER);
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#else
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png_set_add_alpha(png_ptr, 0xFF, PNG_FILLER_AFTER);
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#endif
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}
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png_read_update_info(png_ptr, png_info_ptr);
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{
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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));
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for (i = 0; i < height; i++)
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row_pointers[i] = PNG_image + i*pitch;
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png_read_image(png_ptr, row_pointers);
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png_free(png_ptr, (png_voidp)row_pointers);
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}
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png_destroy_read_struct(&png_ptr, &png_info_ptr, NULL);
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fclose(png_FILE);
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*w = (int)width;
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*h = (int)height;
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return GL_TEXFMT_RGBA;
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}
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#endif
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typedef struct
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{
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UINT8 manufacturer;
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UINT8 version;
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UINT8 encoding;
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UINT8 bitsPerPixel;
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INT16 xmin;
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INT16 ymin;
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INT16 xmax;
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INT16 ymax;
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INT16 hDpi;
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INT16 vDpi;
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UINT8 colorMap[48];
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UINT8 reserved;
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UINT8 numPlanes;
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INT16 bytesPerLine;
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INT16 paletteInfo;
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INT16 hScreenSize;
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INT16 vScreenSize;
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UINT8 filler[54];
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} PcxHeader;
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static GLTextureFormat_t PCX_Load(const char *filename, int *w, int *h,
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GLPatch_t *grpatch)
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{
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PcxHeader header;
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#define PALSIZE 768
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UINT8 palette[PALSIZE];
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const UINT8 *pal;
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RGBA_t *image;
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size_t pw, ph, size, ptr = 0;
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INT32 ch, rep;
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FILE *file;
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//Filename checking fixed ~Monster Iestyn and Golden
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char *pcxfilename = va("%s"PATHSEP"models"PATHSEP"%s", srb2home, filename);
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FIL_ForceExtension(pcxfilename, ".pcx");
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file = fopen(pcxfilename, "rb");
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if (!file)
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return 0;
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if (fread(&header, sizeof (PcxHeader), 1, file) != 1)
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{
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fclose(file);
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return 0;
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}
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if (header.bitsPerPixel != 8)
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{
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fclose(file);
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return 0;
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}
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fseek(file, -PALSIZE, SEEK_END);
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pw = *w = header.xmax - header.xmin + 1;
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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)
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{
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Z_Free(image);
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fclose(file);
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return 0;
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}
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fseek(file, sizeof (PcxHeader), SEEK_SET);
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size = pw * ph;
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while (ptr < size)
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{
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ch = fgetc(file); //Hurdler: beurk
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if (ch >= 192)
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{
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rep = ch - 192;
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ch = fgetc(file);
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}
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else
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{
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rep = 1;
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}
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while (rep--)
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{
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pal = palette + ch*3;
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image[ptr].s.red = *pal++;
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image[ptr].s.green = *pal++;
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image[ptr].s.blue = *pal++;
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image[ptr].s.alpha = 0xFF;
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ptr++;
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}
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}
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fclose(file);
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return GL_TEXFMT_RGBA;
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}
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// -----------------+
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// md2_loadTexture : Download a pcx or png texture for models
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// -----------------+
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static void md2_loadTexture(md2_t *model)
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{
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GLPatch_t *grpatch;
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const char *filename = model->filename;
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if (model->grpatch)
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{
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grpatch = model->grpatch;
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Z_Free(grpatch->mipmap->data);
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}
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else
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{
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grpatch = Z_Calloc(sizeof *grpatch, PU_HWRPATCHINFO,
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&(model->grpatch));
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grpatch->mipmap = Z_Calloc(sizeof (GLMipmap_t), PU_HWRPATCHINFO, NULL);
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}
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if (!grpatch->mipmap->downloaded && !grpatch->mipmap->data)
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{
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int w = 0, h = 0;
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UINT32 size;
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RGBA_t *image;
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#ifdef HAVE_PNG
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grpatch->mipmap->format = PNG_Load(filename, &w, &h, grpatch);
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if (grpatch->mipmap->format == 0)
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#endif
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grpatch->mipmap->format = PCX_Load(filename, &w, &h, grpatch);
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if (grpatch->mipmap->format == 0)
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{
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model->notexturefile = true; // mark it so its not searched for again repeatedly
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return;
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}
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grpatch->mipmap->downloaded = 0;
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grpatch->mipmap->flags = 0;
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grpatch->width = (INT16)w;
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grpatch->height = (INT16)h;
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grpatch->mipmap->width = (UINT16)w;
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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;
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while (size--)
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{
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V_CubeApply(&image->s.red, &image->s.green, &image->s.blue);
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image++;
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}
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}
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HWD.pfnSetTexture(grpatch->mipmap);
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}
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// -----------------+
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// md2_loadBlendTexture : Download a pcx or png texture for blending MD2 models
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// -----------------+
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static void md2_loadBlendTexture(md2_t *model)
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{
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GLPatch_t *grpatch;
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char *filename = Z_Malloc(strlen(model->filename)+7, PU_STATIC, NULL);
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strcpy(filename, model->filename);
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FIL_ForceExtension(filename, "_blend.png");
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if (model->blendgrpatch)
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{
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grpatch = model->blendgrpatch;
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Z_Free(grpatch->mipmap->data);
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}
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else
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{
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grpatch = Z_Calloc(sizeof *grpatch, PU_HWRPATCHINFO,
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&(model->blendgrpatch));
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grpatch->mipmap = Z_Calloc(sizeof (GLMipmap_t), PU_HWRPATCHINFO, NULL);
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}
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if (!grpatch->mipmap->downloaded && !grpatch->mipmap->data)
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{
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int w = 0, h = 0;
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#ifdef HAVE_PNG
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grpatch->mipmap->format = PNG_Load(filename, &w, &h, grpatch);
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if (grpatch->mipmap->format == 0)
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#endif
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grpatch->mipmap->format = PCX_Load(filename, &w, &h, grpatch);
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if (grpatch->mipmap->format == 0)
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{
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model->noblendfile = true; // mark it so its not searched for again repeatedly
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Z_Free(filename);
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return;
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}
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grpatch->mipmap->downloaded = 0;
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grpatch->mipmap->flags = 0;
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grpatch->width = (INT16)w;
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grpatch->height = (INT16)h;
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grpatch->mipmap->width = (UINT16)w;
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grpatch->mipmap->height = (UINT16)h;
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}
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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
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Z_Free(filename);
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}
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// Don't spam the console, or the OS with fopen requests!
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static boolean nomd2s = false;
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void HWR_InitModels(void)
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{
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size_t i;
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INT32 s;
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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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CONS_Printf("HWR_InitModels()...\n");
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for (s = 0; s < MAXSKINS; s++)
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{
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md2_playermodels[s].scale = -1.0f;
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md2_playermodels[s].model = NULL;
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md2_playermodels[s].grpatch = NULL;
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md2_playermodels[s].notexturefile = false;
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md2_playermodels[s].noblendfile = false;
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md2_playermodels[s].skin = -1;
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md2_playermodels[s].notfound = true;
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md2_playermodels[s].error = false;
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}
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for (i = 0; i < NUMSPRITES; i++)
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{
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md2_models[i].scale = -1.0f;
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md2_models[i].model = NULL;
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md2_models[i].grpatch = NULL;
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md2_models[i].notexturefile = false;
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md2_models[i].noblendfile = false;
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md2_models[i].skin = -1;
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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
|
|
f = fopen(va("%s"PATHSEP"%s", srb2home, "models.dat"), "rt");
|
|
|
|
if (!f)
|
|
{
|
|
CONS_Printf("%s %s\n", M_GetText("Error while loading models.dat:"), strerror(errno));
|
|
nomd2s = true;
|
|
return;
|
|
}
|
|
|
|
// length of the player model prefix
|
|
prefixlen = strlen(PLAYERMODELPREFIX);
|
|
|
|
while (fscanf(f, "%25s %31s %f %f", name, filename, &scale, &offset) == 4)
|
|
{
|
|
char *skinname = name;
|
|
size_t len = strlen(name);
|
|
|
|
// check for the player model prefix.
|
|
if (!strnicmp(name, PLAYERMODELPREFIX, prefixlen) && (len > prefixlen))
|
|
{
|
|
skinname += prefixlen;
|
|
goto addskinmodel;
|
|
}
|
|
|
|
// add sprite model
|
|
if (len == 4) // must be 4 characters long exactly. otherwise it's not a sprite name.
|
|
{
|
|
for (i = 0; i < NUMSPRITES; i++)
|
|
{
|
|
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;
|
|
}
|
|
}
|
|
}
|
|
|
|
addskinmodel:
|
|
// add player model
|
|
for (s = 0; s < MAXSKINS; s++)
|
|
{
|
|
if (stricmp(skinname, skins[s].name) == 0)
|
|
{
|
|
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);
|
|
goto modelfound;
|
|
}
|
|
}
|
|
|
|
modelfound:
|
|
// move on to next line...
|
|
continue;
|
|
}
|
|
fclose(f);
|
|
}
|
|
|
|
void HWR_AddPlayerModel(int skin) // For skins that were added after startup
|
|
{
|
|
FILE *f;
|
|
char name[24], filename[32];
|
|
float scale, offset;
|
|
size_t prefixlen;
|
|
|
|
if (nomd2s)
|
|
return;
|
|
|
|
//CONS_Printf("HWR_AddPlayerModel()...\n");
|
|
|
|
// read the models.dat file
|
|
//Filename checking fixed ~Monster Iestyn and Golden
|
|
f = fopen(va("%s"PATHSEP"%s", srb2home, "models.dat"), "rt");
|
|
|
|
if (!f)
|
|
{
|
|
CONS_Printf("Error while loading models.dat\n");
|
|
nomd2s = true;
|
|
return;
|
|
}
|
|
|
|
// length of the player model prefix
|
|
prefixlen = strlen(PLAYERMODELPREFIX);
|
|
|
|
// Check for any models that match the names of player skins!
|
|
while (fscanf(f, "%25s %31s %f %f", name, filename, &scale, &offset) == 4)
|
|
{
|
|
char *skinname = name;
|
|
size_t len = strlen(name);
|
|
|
|
// ignore the player model prefix.
|
|
if (!strnicmp(name, PLAYERMODELPREFIX, prefixlen) && (len > prefixlen))
|
|
skinname += prefixlen;
|
|
|
|
if (stricmp(skinname, skins[skin].name) == 0)
|
|
{
|
|
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);
|
|
goto playermodelfound;
|
|
}
|
|
}
|
|
|
|
md2_playermodels[skin].notfound = true;
|
|
playermodelfound:
|
|
fclose(f);
|
|
}
|
|
|
|
void HWR_AddSpriteModel(size_t spritenum) // For sprites that were added after startup
|
|
{
|
|
FILE *f;
|
|
// name[24] is used to check for names in the models.dat file that match with sprites or player skins
|
|
// sprite names are always 4 characters long, and names is for player skins can be up to 19 characters long
|
|
// PLAYERMODELPREFIX is 6 characters long
|
|
char name[24], filename[32];
|
|
float scale, offset;
|
|
|
|
if (nomd2s)
|
|
return;
|
|
|
|
if (spritenum == SPR_PLAY) // Handled already NEWMD2: Per sprite, per-skin check
|
|
return;
|
|
|
|
// Read the models.dat file
|
|
//Filename checking fixed ~Monster Iestyn and Golden
|
|
f = fopen(va("%s"PATHSEP"%s", srb2home, "models.dat"), "rt");
|
|
|
|
if (!f)
|
|
{
|
|
CONS_Printf("Error while loading models.dat\n");
|
|
nomd2s = true;
|
|
return;
|
|
}
|
|
|
|
// Check for any models that match the names of sprite names!
|
|
while (fscanf(f, "%25s %31s %f %f", name, filename, &scale, &offset) == 4)
|
|
{
|
|
// length of the sprite name
|
|
size_t len = strlen(name);
|
|
if (len != 4) // must be 4 characters long exactly. otherwise it's not a sprite name.
|
|
continue;
|
|
|
|
// check for the player model prefix.
|
|
if (!strnicmp(name, PLAYERMODELPREFIX, strlen(PLAYERMODELPREFIX)))
|
|
continue; // that's not a sprite...
|
|
|
|
if (stricmp(name, sprnames[spritenum]) == 0)
|
|
{
|
|
md2_models[spritenum].scale = scale;
|
|
md2_models[spritenum].offset = offset;
|
|
md2_models[spritenum].notfound = false;
|
|
strcpy(md2_models[spritenum].filename, filename);
|
|
goto spritemodelfound;
|
|
}
|
|
}
|
|
|
|
md2_models[spritenum].notfound = true;
|
|
spritemodelfound:
|
|
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))
|
|
|
|
static void HWR_CreateBlendedTexture(GLPatch_t *gpatch, GLPatch_t *blendgpatch, GLMipmap_t *grmip, INT32 skinnum, skincolornum_t color)
|
|
{
|
|
UINT16 w = gpatch->width, h = gpatch->height;
|
|
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));
|
|
|
|
if (grmip->width == 0)
|
|
{
|
|
grmip->width = gpatch->width;
|
|
grmip->height = gpatch->height;
|
|
|
|
// no wrap around, no chroma key
|
|
grmip->flags = 0;
|
|
// setup the texture info
|
|
grmip->format = GL_TEXFMT_RGBA;
|
|
}
|
|
|
|
if (grmip->data)
|
|
{
|
|
Z_Free(grmip->data);
|
|
grmip->data = NULL;
|
|
}
|
|
|
|
cur = Z_Malloc(size*4, PU_HWRMODELTEXTURE, &grmip->data);
|
|
memset(cur, 0x00, size*4);
|
|
|
|
image = gpatch->mipmap->data;
|
|
blendimage = blendgpatch->mipmap->data;
|
|
|
|
// TC_METALSONIC includes an actual skincolor translation, on top of its flashing.
|
|
if (skinnum == TC_METALSONIC)
|
|
color = SKINCOLOR_COBALT;
|
|
|
|
if (color != SKINCOLOR_NONE && color < numskincolors)
|
|
{
|
|
UINT8 numdupes = 1;
|
|
|
|
translation[translen] = skincolors[color].ramp[0];
|
|
cutoff[translen] = 255;
|
|
|
|
for (i = 1; i < 16; i++)
|
|
{
|
|
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_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);
|
|
}
|
|
else
|
|
{
|
|
cur->s.red = image->s.red;
|
|
cur->s.green = image->s.green;
|
|
cur->s.blue = image->s.blue;
|
|
}
|
|
|
|
cur->s.alpha = image->s.alpha;
|
|
}
|
|
else 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]);
|
|
|
|
if (secondi >= translen)
|
|
mul = 0;
|
|
|
|
if (mul > 0) // If it's 0, then we only need the first color.
|
|
{
|
|
#if 0
|
|
if (secondi >= translen)
|
|
{
|
|
// blend to black
|
|
nextcolor = V_GetColor(31);
|
|
}
|
|
else
|
|
#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;
|
|
}
|
|
}
|
|
}
|
|
|
|
cur++; image++;
|
|
|
|
if (blendimage != NULL)
|
|
blendimage++;
|
|
}
|
|
|
|
return;
|
|
}
|
|
|
|
#undef SETBRIGHTNESS
|
|
|
|
static void HWR_GetBlendedTexture(GLPatch_t *gpatch, GLPatch_t *blendgpatch, INT32 skinnum, const UINT8 *colormap, skincolornum_t color)
|
|
{
|
|
// mostly copied from HWR_GetMappedPatch, hence the similarities and comment
|
|
GLMipmap_t *grmip, *newmip;
|
|
|
|
if (colormap == colormaps || colormap == NULL)
|
|
{
|
|
// Don't do any blending
|
|
HWD.pfnSetTexture(gpatch->mipmap);
|
|
return;
|
|
}
|
|
|
|
if ((blendgpatch && blendgpatch->mipmap->format)
|
|
&& (gpatch->width != blendgpatch->width || gpatch->height != blendgpatch->height))
|
|
{
|
|
// Blend image exists, but it's bad.
|
|
HWD.pfnSetTexture(gpatch->mipmap);
|
|
return;
|
|
}
|
|
|
|
// search for the mipmap
|
|
// skip the first (no colormap translated)
|
|
for (grmip = gpatch->mipmap; grmip->nextcolormap; )
|
|
{
|
|
grmip = grmip->nextcolormap;
|
|
if (grmip->colormap == colormap)
|
|
{
|
|
if (grmip->downloaded && grmip->data)
|
|
{
|
|
HWD.pfnSetTexture(grmip); // found the colormap, set it to the correct texture
|
|
Z_ChangeTag(grmip->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)
|
|
// this malloc is cleared in HWR_FreeTextureCache
|
|
// (...) unfortunately z_malloc fragment alot the memory :(so malloc is better
|
|
newmip = calloc(1, sizeof (*newmip));
|
|
if (newmip == NULL)
|
|
I_Error("%s: Out of memory", "HWR_GetBlendedTexture");
|
|
grmip->nextcolormap = newmip;
|
|
newmip->colormap = colormap;
|
|
|
|
HWR_CreateBlendedTexture(gpatch, blendgpatch, newmip, skinnum, color);
|
|
|
|
HWD.pfnSetTexture(newmip);
|
|
Z_ChangeTag(newmip->data, PU_HWRMODELTEXTURE_UNLOCKED);
|
|
}
|
|
|
|
#define NORMALFOG 0x00000000
|
|
#define FADEFOG 0x19000000
|
|
|
|
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;
|
|
}
|
|
|
|
static boolean HWR_CanInterpolateModel(mobj_t *mobj, model_t *model)
|
|
{
|
|
if (cv_glmodelinterpolation.value == 2) // Always interpolate
|
|
return true;
|
|
return model->interpolate[(mobj->frame & FF_FRAMEMASK)];
|
|
}
|
|
|
|
static boolean HWR_CanInterpolateSprite2(modelspr2frames_t *spr2frame)
|
|
{
|
|
if (cv_glmodelinterpolation.value == 2) // Always interpolate
|
|
return true;
|
|
return spr2frame->interpolate;
|
|
}
|
|
|
|
//
|
|
// 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.
|
|
//
|
|
|
|
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
|
|
static void adjustTextureCoords(model_t *model, GLPatch_t *gpatch)
|
|
{
|
|
int i;
|
|
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;
|
|
}
|
|
|
|
//
|
|
// HWR_DrawModel
|
|
//
|
|
|
|
boolean HWR_DrawModel(gl_vissprite_t *spr)
|
|
{
|
|
md2_t *md2;
|
|
|
|
char filename[64];
|
|
INT32 frame = 0;
|
|
INT32 nextFrame = -1;
|
|
UINT8 spr2 = 0;
|
|
FTransform p;
|
|
FSurfaceInfo Surf;
|
|
|
|
if (!cv_glmodels.value)
|
|
return false;
|
|
|
|
if (spr->precip)
|
|
return false;
|
|
|
|
// Lactozilla: Disallow certain models from rendering
|
|
if (!HWR_AllowModel(spr->mobj))
|
|
return false;
|
|
|
|
memset(&p, 0x00, sizeof(FTransform));
|
|
|
|
// MD2 colormap fix
|
|
// colormap test
|
|
if (spr->mobj->subsector)
|
|
{
|
|
sector_t *sector = spr->mobj->subsector->sector;
|
|
UINT8 lightlevel = 255;
|
|
extracolormap_t *colormap = NULL;
|
|
|
|
if (sector->numlights)
|
|
{
|
|
INT32 light;
|
|
|
|
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
|
|
|
|
if (!(spr->mobj->frame & FF_FULLBRIGHT))
|
|
lightlevel = *sector->lightlist[light].lightlevel > 255 ? 255 : *sector->lightlist[light].lightlevel;
|
|
|
|
if (*sector->lightlist[light].extra_colormap)
|
|
colormap = *sector->lightlist[light].extra_colormap;
|
|
}
|
|
else
|
|
{
|
|
if (!(spr->mobj->frame & FF_FULLBRIGHT))
|
|
lightlevel = sector->lightlevel > 255 ? 255 : sector->lightlevel;
|
|
|
|
if (sector->extra_colormap)
|
|
colormap = sector->extra_colormap;
|
|
}
|
|
|
|
HWR_Lighting(&Surf, lightlevel, colormap);
|
|
}
|
|
else
|
|
Surf.PolyColor.rgba = 0xFFFFFFFF;
|
|
|
|
// Look at HWR_ProjectSprite for more
|
|
{
|
|
GLPatch_t *gpatch;
|
|
INT32 durs = spr->mobj->state->tics;
|
|
INT32 tics = spr->mobj->tics;
|
|
//mdlframe_t *next = NULL;
|
|
const boolean papersprite = (spr->mobj->frame & FF_PAPERSPRITE);
|
|
const UINT8 flip = (UINT8)(!(spr->mobj->eflags & MFE_VERTICALFLIP) != !(spr->mobj->frame & FF_VERTICALFLIP));
|
|
const UINT8 hflip = (UINT8)(!(spr->mobj->mirrored) != !(spr->mobj->frame & FF_HORIZONTALFLIP));
|
|
spritedef_t *sprdef;
|
|
spriteframe_t *sprframe;
|
|
spriteinfo_t *sprinfo;
|
|
angle_t ang;
|
|
INT32 mod;
|
|
float finalscale;
|
|
|
|
// Apparently people don't like jump frames like that, so back it goes
|
|
//if (tics > durs)
|
|
//durs = tics;
|
|
|
|
if (spr->mobj->flags2 & MF2_SHADOW)
|
|
Surf.PolyColor.s.alpha = 0x40;
|
|
else if (spr->mobj->frame & FF_TRANSMASK)
|
|
HWR_TranstableToAlpha((spr->mobj->frame & FF_TRANSMASK)>>FF_TRANSSHIFT, &Surf);
|
|
else
|
|
Surf.PolyColor.s.alpha = 0xFF;
|
|
|
|
// dont forget to enabled the depth test because we can't do this like
|
|
// before: polygons models are not sorted
|
|
|
|
// 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
|
|
{
|
|
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];
|
|
}
|
|
else
|
|
{
|
|
md2 = &md2_models[spr->mobj->sprite];
|
|
sprinfo = &spriteinfo[spr->mobj->sprite];
|
|
}
|
|
|
|
// 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;
|
|
if (!gpatch || ((!gpatch->mipmap->format || !gpatch->mipmap->downloaded) && !md2->notexturefile))
|
|
md2_loadTexture(md2);
|
|
gpatch = md2->grpatch; // Load it again, because it isn't being loaded into gpatch after md2_loadtexture...
|
|
|
|
if ((gpatch && gpatch->mipmap->format) // don't load the blend texture if the base texture isn't available
|
|
&& (!md2->blendgrpatch
|
|
|| ((!((GLPatch_t *)md2->blendgrpatch)->mipmap->format || !((GLPatch_t *)md2->blendgrpatch)->mipmap->downloaded)
|
|
&& !md2->noblendfile)))
|
|
md2_loadBlendTexture(md2);
|
|
|
|
if (md2->error)
|
|
return false; // we already failed loading this before :(
|
|
if (!md2->model)
|
|
{
|
|
//CONS_Debug(DBG_RENDER, "Loading model... (%s)", sprnames[spr->mobj->sprite]);
|
|
sprintf(filename, "models/%s", md2->filename);
|
|
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
|
|
if (!gpatch || !gpatch->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);
|
|
}
|
|
else
|
|
{
|
|
//CONS_Debug(DBG_RENDER, " FAILED\n");
|
|
md2->error = true; // prevent endless fail
|
|
return false;
|
|
}
|
|
}
|
|
|
|
//HWD.pfnSetBlend(blend); // This seems to actually break translucency?
|
|
finalscale = md2->scale;
|
|
//Hurdler: arf, I don't like that implementation at all... too much crappy
|
|
|
|
if (gpatch && gpatch->mipmap->format) // else if meant that if a texture couldn't be loaded, it would just end up using something else's texture
|
|
{
|
|
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;
|
|
}
|
|
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);
|
|
else
|
|
skinnum = TC_DEFAULT;
|
|
}
|
|
|
|
// Translation or skin number found
|
|
HWR_GetBlendedTexture(gpatch, (GLPatch_t *)md2->blendgrpatch, skinnum, spr->colormap, (skincolornum_t)spr->mobj->color);
|
|
}
|
|
else
|
|
{
|
|
// Sprite
|
|
gpatch = spr->gpatch; //W_CachePatchNum(spr->patchlumpnum, PU_CACHE);
|
|
// 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.
|
|
if (gpatch->max_s != md2->model->max_s || gpatch->max_t != md2->model->max_t)
|
|
adjustTextureCoords(md2->model, gpatch);
|
|
HWR_GetMappedPatch(gpatch, spr->colormap);
|
|
}
|
|
|
|
if (spr->mobj->frame & FF_ANIMATE)
|
|
{
|
|
// set duration and tics to be the correct values for FF_ANIMATE states
|
|
durs = spr->mobj->state->var2;
|
|
tics = spr->mobj->anim_duration;
|
|
}
|
|
|
|
frame = (spr->mobj->frame & FF_FRAMEMASK);
|
|
if (spr->mobj->skin && spr->mobj->sprite == SPR_PLAY && md2->model->spr2frames)
|
|
{
|
|
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];
|
|
}
|
|
else
|
|
{
|
|
mod = md2->model->meshes[0].numFrames;
|
|
if (!mod)
|
|
mod = 1;
|
|
}
|
|
|
|
#ifdef USE_MODEL_NEXTFRAME
|
|
#define INTERPOLERATION_LIMIT TICRATE/4
|
|
if (cv_glmodelinterpolation.value && tics <= durs && tics <= INTERPOLERATION_LIMIT)
|
|
{
|
|
if (durs > INTERPOLERATION_LIMIT)
|
|
durs = INTERPOLERATION_LIMIT;
|
|
|
|
if (spr->mobj->skin && spr->mobj->sprite == SPR_PLAY && md2->model->spr2frames)
|
|
{
|
|
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)))))
|
|
{
|
|
nextFrame = (spr->mobj->frame & FF_FRAMEMASK) + 1;
|
|
if (nextFrame >= mod)
|
|
nextFrame = 0;
|
|
if (frame || !(spr->mobj->state->frame & FF_SPR2ENDSTATE))
|
|
nextFrame = md2->model->spr2frames[spr2].frames[nextFrame];
|
|
else
|
|
nextFrame = -1;
|
|
}
|
|
}
|
|
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)
|
|
{
|
|
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
|
|
{
|
|
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;
|
|
}
|
|
}
|
|
}
|
|
#undef INTERPOLERATION_LIMIT
|
|
#endif
|
|
|
|
//Hurdler: it seems there is still a small problem with mobj angle
|
|
p.x = FIXED_TO_FLOAT(spr->mobj->x);
|
|
p.y = FIXED_TO_FLOAT(spr->mobj->y)+md2->offset;
|
|
|
|
if (flip)
|
|
p.z = FIXED_TO_FLOAT(spr->mobj->z + spr->mobj->height);
|
|
else
|
|
p.z = FIXED_TO_FLOAT(spr->mobj->z);
|
|
|
|
if (spr->mobj->skin && spr->mobj->sprite == SPR_PLAY)
|
|
sprdef = &((skin_t *)spr->mobj->skin)->sprites[spr->mobj->sprite2];
|
|
else
|
|
sprdef = &sprites[spr->mobj->sprite];
|
|
|
|
sprframe = &sprdef->spriteframes[spr->mobj->frame & FF_FRAMEMASK];
|
|
|
|
if (sprframe->rotate || papersprite)
|
|
{
|
|
fixed_t anglef = AngleFixed(spr->mobj->angle);
|
|
|
|
if (spr->mobj->player)
|
|
anglef = AngleFixed(spr->mobj->player->drawangle);
|
|
|
|
p.angley = FIXED_TO_FLOAT(anglef);
|
|
}
|
|
else
|
|
{
|
|
const fixed_t anglef = AngleFixed((R_PointToAngle(spr->mobj->x, spr->mobj->y))-ANGLE_180);
|
|
p.angley = FIXED_TO_FLOAT(anglef);
|
|
}
|
|
|
|
p.rollangle = 0.0f;
|
|
p.rollflip = 1;
|
|
p.rotaxis = 0;
|
|
if (spr->mobj->rollangle)
|
|
{
|
|
fixed_t anglef = AngleFixed(spr->mobj->rollangle);
|
|
p.rollangle = FIXED_TO_FLOAT(anglef);
|
|
p.roll = true;
|
|
|
|
// rotation pivot
|
|
p.centerx = FIXED_TO_FLOAT(spr->mobj->radius/2);
|
|
p.centery = FIXED_TO_FLOAT(spr->mobj->height/(flip ? -2 : 2));
|
|
|
|
// rotation axis
|
|
if (sprinfo->available)
|
|
p.rotaxis = (UINT8)(sprinfo->pivot[(spr->mobj->frame & FF_FRAMEMASK)].rotaxis);
|
|
|
|
// for NiGHTS specifically but should work everywhere else
|
|
ang = R_PointToAngle (spr->mobj->x, spr->mobj->y) - (spr->mobj->player ? spr->mobj->player->drawangle : spr->mobj->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;
|
|
|
|
if (flip)
|
|
p.rollflip *= -1;
|
|
}
|
|
|
|
p.anglex = 0.0f;
|
|
|
|
#ifdef USE_FTRANSFORM_ANGLEZ
|
|
// Slope rotation from Kart
|
|
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);
|
|
}
|
|
#endif
|
|
|
|
// 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
|
|
|
|
HWD.pfnSetShader(4); // model shader
|
|
HWD.pfnDrawModel(md2->model, frame, durs, tics, nextFrame, &p, finalscale, flip, hflip, &Surf);
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
#endif //HWRENDER
|