mirror of
https://github.com/DrBeef/ioq3quest.git
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472 lines
12 KiB
C
472 lines
12 KiB
C
/*
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===========================================================================
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Copyright (C) 1999-2005 Id Software, Inc.
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This file is part of Quake III Arena source code.
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Quake III Arena source code is free software; you can redistribute it
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and/or modify it under the terms of the GNU General Public License as
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published by the Free Software Foundation; either version 2 of the License,
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or (at your option) any later version.
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Quake III Arena source code is distributed in the hope that it will be
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useful, but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with Foobar; if not, write to the Free Software
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Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
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===========================================================================
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*/
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#include "qbsp.h"
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#include "aselib.h"
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#ifdef _WIN32
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#ifdef _TTIMOBUILD
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#include "pakstuff.h"
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#else
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#include "../libs/pakstuff.h"
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#endif
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#endif
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typedef struct {
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char modelName[1024];
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md3Header_t *header;
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} loadedModel_t;
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int c_triangleModels;
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int c_triangleSurfaces;
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int c_triangleVertexes;
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int c_triangleIndexes;
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#define MAX_LOADED_MODELS 1024
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loadedModel_t loadedModels[MAX_LOADED_MODELS];
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int numLoadedModels;
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/*
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=================
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R_LoadMD3
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=================
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*/
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#define LL(x) x=LittleLong(x)
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md3Header_t *R_LoadMD3( const char *mod_name ) {
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int i, j;
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md3Header_t *md3;
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md3Frame_t *frame;
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md3Surface_t *surf;
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md3Triangle_t *tri;
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md3St_t *st;
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md3XyzNormal_t *xyz;
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int version;
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char filename[1024];
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int len;
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sprintf( filename, "%s%s", gamedir, mod_name );
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len = TryLoadFile( filename, (void **)&md3 );
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#ifdef _WIN32
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if ( len <= 0 ) {
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len = PakLoadAnyFile(filename, (void **)&md3);
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}
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#endif
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if ( len <= 0 ) {
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return NULL;
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}
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version = LittleLong (md3->version);
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if (version != MD3_VERSION) {
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_printf( "R_LoadMD3: %s has wrong version (%i should be %i)\n",
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mod_name, version, MD3_VERSION);
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return NULL;
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}
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LL(md3->ident);
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LL(md3->version);
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LL(md3->numFrames);
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LL(md3->numTags);
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LL(md3->numSurfaces);
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LL(md3->numSkins);
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LL(md3->ofsFrames);
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LL(md3->ofsTags);
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LL(md3->ofsSurfaces);
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LL(md3->ofsEnd);
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if ( md3->numFrames < 1 ) {
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_printf( "R_LoadMD3: %s has no frames\n", mod_name );
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return NULL;
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}
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// we don't need to swap tags in the renderer, they aren't used
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// swap all the frames
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frame = (md3Frame_t *) ( (byte *)md3 + md3->ofsFrames );
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for ( i = 0 ; i < md3->numFrames ; i++, frame++) {
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frame->radius = LittleFloat( frame->radius );
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for ( j = 0 ; j < 3 ; j++ ) {
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frame->bounds[0][j] = LittleFloat( frame->bounds[0][j] );
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frame->bounds[1][j] = LittleFloat( frame->bounds[1][j] );
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frame->localOrigin[j] = LittleFloat( frame->localOrigin[j] );
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}
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}
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// swap all the surfaces
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surf = (md3Surface_t *) ( (byte *)md3 + md3->ofsSurfaces );
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for ( i = 0 ; i < md3->numSurfaces ; i++) {
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LL(surf->ident);
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LL(surf->flags);
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LL(surf->numFrames);
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LL(surf->numShaders);
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LL(surf->numTriangles);
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LL(surf->ofsTriangles);
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LL(surf->numVerts);
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LL(surf->ofsShaders);
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LL(surf->ofsSt);
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LL(surf->ofsXyzNormals);
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LL(surf->ofsEnd);
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if ( surf->numVerts > SHADER_MAX_VERTEXES ) {
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Error ("R_LoadMD3: %s has more than %i verts on a surface (%i)",
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mod_name, SHADER_MAX_VERTEXES, surf->numVerts );
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}
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if ( surf->numTriangles*3 > SHADER_MAX_INDEXES ) {
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Error ("R_LoadMD3: %s has more than %i triangles on a surface (%i)",
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mod_name, SHADER_MAX_INDEXES / 3, surf->numTriangles );
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}
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// swap all the triangles
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tri = (md3Triangle_t *) ( (byte *)surf + surf->ofsTriangles );
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for ( j = 0 ; j < surf->numTriangles ; j++, tri++ ) {
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LL(tri->indexes[0]);
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LL(tri->indexes[1]);
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LL(tri->indexes[2]);
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}
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// swap all the ST
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st = (md3St_t *) ( (byte *)surf + surf->ofsSt );
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for ( j = 0 ; j < surf->numVerts ; j++, st++ ) {
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st->st[0] = LittleFloat( st->st[0] );
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st->st[1] = LittleFloat( st->st[1] );
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}
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// swap all the XyzNormals
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xyz = (md3XyzNormal_t *) ( (byte *)surf + surf->ofsXyzNormals );
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for ( j = 0 ; j < surf->numVerts * surf->numFrames ; j++, xyz++ )
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{
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xyz->xyz[0] = LittleShort( xyz->xyz[0] );
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xyz->xyz[1] = LittleShort( xyz->xyz[1] );
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xyz->xyz[2] = LittleShort( xyz->xyz[2] );
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xyz->normal = LittleShort( xyz->normal );
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}
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// find the next surface
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surf = (md3Surface_t *)( (byte *)surf + surf->ofsEnd );
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}
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return md3;
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}
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/*
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================
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LoadModel
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================
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*/
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md3Header_t *LoadModel( const char *modelName ) {
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int i;
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loadedModel_t *lm;
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// see if we already have it loaded
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for ( i = 0, lm = loadedModels ; i < numLoadedModels ; i++, lm++ ) {
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if ( !strcmp( modelName, lm->modelName ) ) {
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return lm->header;
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}
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}
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// load it
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if ( numLoadedModels == MAX_LOADED_MODELS ) {
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Error( "MAX_LOADED_MODELS" );
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}
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numLoadedModels++;
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strcpy( lm->modelName, modelName );
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lm->header = R_LoadMD3( modelName );
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return lm->header;
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}
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/*
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============
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InsertMD3Model
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Convert a model entity to raw geometry surfaces and insert it in the tree
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============
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*/
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void InsertMD3Model( const char *modelName, vec3_t origin, float angle, tree_t *tree ) {
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int i, j;
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md3Header_t *md3;
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md3Surface_t *surf;
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md3Shader_t *shader;
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md3Triangle_t *tri;
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md3St_t *st;
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md3XyzNormal_t *xyz;
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drawVert_t *outv;
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float lat, lng;
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float angleCos, angleSin;
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mapDrawSurface_t *out;
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vec3_t temp;
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angle = angle / 180 * Q_PI;
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angleCos = cos( angle );
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angleSin = sin( angle );
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// load the model
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md3 = LoadModel( modelName );
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if ( !md3 ) {
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return;
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}
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// each md3 surface will become a new bsp surface
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c_triangleModels++;
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c_triangleSurfaces += md3->numSurfaces;
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// expand, translate, and rotate the vertexes
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// swap all the surfaces
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surf = (md3Surface_t *) ( (byte *)md3 + md3->ofsSurfaces );
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for ( i = 0 ; i < md3->numSurfaces ; i++) {
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// allocate a surface
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out = AllocDrawSurf();
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out->miscModel = qtrue;
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shader = (md3Shader_t *) ( (byte *)surf + surf->ofsShaders );
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out->shaderInfo = ShaderInfoForShader( shader->name );
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out->numVerts = surf->numVerts;
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out->verts = malloc( out->numVerts * sizeof( out->verts[0] ) );
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out->numIndexes = surf->numTriangles * 3;
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out->indexes = malloc( out->numIndexes * sizeof( out->indexes[0] ) );
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out->lightmapNum = -1;
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out->fogNum = -1;
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// emit the indexes
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c_triangleIndexes += surf->numTriangles * 3;
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tri = (md3Triangle_t *) ( (byte *)surf + surf->ofsTriangles );
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for ( j = 0 ; j < surf->numTriangles ; j++, tri++ ) {
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out->indexes[j*3+0] = tri->indexes[0];
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out->indexes[j*3+1] = tri->indexes[1];
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out->indexes[j*3+2] = tri->indexes[2];
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}
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// emit the vertexes
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st = (md3St_t *) ( (byte *)surf + surf->ofsSt );
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xyz = (md3XyzNormal_t *) ( (byte *)surf + surf->ofsXyzNormals );
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c_triangleVertexes += surf->numVerts;
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for ( j = 0 ; j < surf->numVerts ; j++, st++, xyz++ ) {
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outv = &out->verts[ j ];
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outv->st[0] = st->st[0];
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outv->st[1] = st->st[1];
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outv->lightmap[0] = 0;
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outv->lightmap[1] = 0;
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// the colors will be set by the lighting pass
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outv->color[0] = 255;
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outv->color[1] = 255;
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outv->color[2] = 255;
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outv->color[3] = 255;
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outv->xyz[0] = origin[0] + MD3_XYZ_SCALE * ( xyz->xyz[0] * angleCos - xyz->xyz[1] * angleSin );
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outv->xyz[1] = origin[1] + MD3_XYZ_SCALE * ( xyz->xyz[0] * angleSin + xyz->xyz[1] * angleCos );
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outv->xyz[2] = origin[2] + MD3_XYZ_SCALE * ( xyz->xyz[2] );
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// decode the lat/lng normal to a 3 float normal
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lat = ( xyz->normal >> 8 ) & 0xff;
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lng = ( xyz->normal & 0xff );
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lat *= Q_PI/128;
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lng *= Q_PI/128;
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temp[0] = cos(lat) * sin(lng);
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temp[1] = sin(lat) * sin(lng);
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temp[2] = cos(lng);
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// rotate the normal
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outv->normal[0] = temp[0] * angleCos - temp[1] * angleSin;
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outv->normal[1] = temp[0] * angleSin + temp[1] * angleCos;
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outv->normal[2] = temp[2];
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}
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// find the next surface
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surf = (md3Surface_t *)( (byte *)surf + surf->ofsEnd );
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}
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}
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//==============================================================================
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/*
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============
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InsertASEModel
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Convert a model entity to raw geometry surfaces and insert it in the tree
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============
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*/
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void InsertASEModel( const char *modelName, vec3_t origin, float angle, tree_t *tree ) {
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int i, j;
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drawVert_t *outv;
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float angleCos, angleSin;
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mapDrawSurface_t *out;
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int numSurfaces;
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const char *name;
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polyset_t *pset;
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int numFrames;
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char filename[1024];
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sprintf( filename, "%s%s", gamedir, modelName );
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angle = angle / 180 * Q_PI;
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angleCos = cos( angle );
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angleSin = sin( angle );
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// load the model
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ASE_Load( filename, qfalse, qfalse );
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// each ase surface will become a new bsp surface
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numSurfaces = ASE_GetNumSurfaces();
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c_triangleModels++;
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c_triangleSurfaces += numSurfaces;
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// expand, translate, and rotate the vertexes
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// swap all the surfaces
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for ( i = 0 ; i < numSurfaces ; i++) {
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name = ASE_GetSurfaceName( i );
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pset = ASE_GetSurfaceAnimation( i, &numFrames, -1, -1, -1 );
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if ( !name || !pset ) {
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continue;
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}
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// allocate a surface
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out = AllocDrawSurf();
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out->miscModel = qtrue;
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out->shaderInfo = ShaderInfoForShader( pset->materialname );
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out->numVerts = 3 * pset->numtriangles;
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out->verts = malloc( out->numVerts * sizeof( out->verts[0] ) );
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out->numIndexes = 3 * pset->numtriangles;
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out->indexes = malloc( out->numIndexes * sizeof( out->indexes[0] ) );
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out->lightmapNum = -1;
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out->fogNum = -1;
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// emit the indexes
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c_triangleIndexes += out->numIndexes;
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for ( j = 0 ; j < out->numIndexes ; j++ ) {
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out->indexes[j] = j;
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}
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// emit the vertexes
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c_triangleVertexes += out->numVerts;
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for ( j = 0 ; j < out->numVerts ; j++ ) {
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int index;
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triangle_t *tri;
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index = j % 3;
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tri = &pset->triangles[ j / 3 ];
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outv = &out->verts[ j ];
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outv->st[0] = tri->texcoords[index][0];
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outv->st[1] = tri->texcoords[index][1];
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outv->lightmap[0] = 0;
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outv->lightmap[1] = 0;
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// the colors will be set by the lighting pass
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outv->color[0] = 255;
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outv->color[1] = 255;
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outv->color[2] = 255;
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outv->color[3] = 255;
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outv->xyz[0] = origin[0] + tri->verts[index][0];
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outv->xyz[1] = origin[1] + tri->verts[index][1];
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outv->xyz[2] = origin[2] + tri->verts[index][2];
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// rotate the normal
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outv->normal[0] = tri->normals[index][0];
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outv->normal[1] = tri->normals[index][1];
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outv->normal[2] = tri->normals[index][2];
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}
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}
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}
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//==============================================================================
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/*
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=====================
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AddTriangleModels
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=====================
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*/
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void AddTriangleModels( tree_t *tree ) {
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int entity_num;
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entity_t *entity;
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qprintf("----- AddTriangleModels -----\n");
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for ( entity_num=1 ; entity_num< num_entities ; entity_num++ ) {
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entity = &entities[entity_num];
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// convert misc_models into raw geometry
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if ( !Q_stricmp( "misc_model", ValueForKey( entity, "classname" ) ) ) {
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const char *model;
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vec3_t origin;
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float angle;
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// get the angle for rotation FIXME: support full matrix positioning
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angle = FloatForKey( entity, "angle" );
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GetVectorForKey( entity, "origin", origin );
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model = ValueForKey( entity, "model" );
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if ( !model[0] ) {
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_printf("WARNING: misc_model at %i %i %i without a model key\n", (int)origin[0],
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(int)origin[1], (int)origin[2] );
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continue;
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}
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if ( strstr( model, ".md3" ) || strstr( model, ".MD3" ) ) {
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InsertMD3Model( model, origin, angle, tree );
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continue;
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}
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if ( strstr( model, ".ase" ) || strstr( model, ".ASE" ) ) {
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InsertASEModel( model, origin, angle, tree );
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continue;
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}
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_printf( "Unknown misc_model type: %s\n", model );
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continue;
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}
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}
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qprintf( "%5i triangle models\n", c_triangleModels );
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qprintf( "%5i triangle surfaces\n", c_triangleSurfaces );
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qprintf( "%5i triangle vertexes\n", c_triangleVertexes );
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qprintf( "%5i triangle indexes\n", c_triangleIndexes );
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}
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