mirror of
https://github.com/DrBeef/Raze.git
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6591b3b090
Mainly new features for 2D drawer and model renderer.
555 lines
16 KiB
C++
555 lines
16 KiB
C++
//
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//---------------------------------------------------------------------------
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//
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// Copyright(C) 2005-2016 Christoph Oelckers
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// All rights reserved.
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//
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU Lesser General Public License as published by
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// the Free Software Foundation, either version 2 of the License, or
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// (at your option) any later version.
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//
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// This program is distributed in the hope that it will be useful,
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// 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 Lesser General Public License for more details.
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//
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// You should have received a copy of the GNU Lesser General Public License
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// along with this program. If not, see http://www.gnu.org/licenses/
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//
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//--------------------------------------------------------------------------
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//
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/*
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** models.cpp
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**
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** MD2/DMD model format code
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**
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**/
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#include "filesystem.h"
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#include "model_md2.h"
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#include "texturemanager.h"
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#include "modelrenderer.h"
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#include "printf.h"
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#ifdef _MSC_VER
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#pragma warning(disable:4244) // warning C4244: conversion from 'double' to 'float', possible loss of data
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#endif
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enum { VX, VZ, VY };
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#define NUMVERTEXNORMALS 162
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static float avertexnormals[NUMVERTEXNORMALS][3] = {
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#include "tab_anorms.h"
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};
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//===========================================================================
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//
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// UnpackVector
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// Packed: pppppppy yyyyyyyy. Yaw is on the XY plane.
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//
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//===========================================================================
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static void UnpackVector(unsigned short packed, float vec[3])
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{
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float yaw = (packed & 511) / 512.0f * 2 * M_PI;
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float pitch = ((packed >> 9) / 127.0f - 0.5f) * M_PI;
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float cosp = (float) cos(pitch);
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vec[VX] = (float) cos(yaw) * cosp;
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vec[VY] = (float) sin(yaw) * cosp;
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vec[VZ] = (float) sin(pitch);
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}
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//===========================================================================
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//
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// DMD file structure
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//
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//===========================================================================
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struct dmd_chunk_t
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{
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int type;
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int length; // Next chunk follows...
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};
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#pragma pack(1)
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struct dmd_packedVertex_t
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{
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uint8_t vertex[3];
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unsigned short normal; // Yaw and pitch.
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};
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struct dmd_packedFrame_t
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{
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float scale[3];
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float translate[3];
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char name[16];
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dmd_packedVertex_t vertices[1];
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};
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#pragma pack()
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// Chunk types.
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enum
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{
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DMC_END, // Must be the last chunk.
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DMC_INFO // Required; will be expected to exist.
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};
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//===========================================================================
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//
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// FDMDModel::Load
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//
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//===========================================================================
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bool FDMDModel::Load(const char * path, int lumpnum, const char * buffer, int length)
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{
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dmd_chunk_t * chunk = (dmd_chunk_t*)(buffer + 12);
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char *temp;
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ModelFrame *frame;
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int i;
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int fileoffset = 12 + sizeof(dmd_chunk_t);
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chunk->type = LittleLong(chunk->type);
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while (chunk->type != DMC_END)
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{
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switch (chunk->type)
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{
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case DMC_INFO: // Standard DMD information chunk.
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memcpy(&info, buffer + fileoffset, LittleLong(chunk->length));
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info.skinWidth = LittleLong(info.skinWidth);
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info.skinHeight = LittleLong(info.skinHeight);
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info.frameSize = LittleLong(info.frameSize);
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info.numSkins = LittleLong(info.numSkins);
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info.numVertices = LittleLong(info.numVertices);
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info.numTexCoords = LittleLong(info.numTexCoords);
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info.numFrames = LittleLong(info.numFrames);
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info.numLODs = LittleLong(info.numLODs);
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info.offsetSkins = LittleLong(info.offsetSkins);
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info.offsetTexCoords = LittleLong(info.offsetTexCoords);
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info.offsetFrames = LittleLong(info.offsetFrames);
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info.offsetLODs = LittleLong(info.offsetLODs);
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info.offsetEnd = LittleLong(info.offsetEnd);
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fileoffset += chunk->length;
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break;
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default:
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// Just skip all unknown chunks.
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fileoffset += chunk->length;
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break;
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}
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// Read the next chunk header.
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chunk = (dmd_chunk_t*)(buffer + fileoffset);
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chunk->type = LittleLong(chunk->type);
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fileoffset += sizeof(dmd_chunk_t);
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}
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// Allocate and load in the data.
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skins = new FTextureID[info.numSkins];
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for (i = 0; i < info.numSkins; i++)
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{
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skins[i] = LoadSkin(path, buffer + info.offsetSkins + i * 64);
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}
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temp = (char*)buffer + info.offsetFrames;
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frames = new ModelFrame[info.numFrames];
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for (i = 0, frame = frames; i < info.numFrames; i++, frame++)
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{
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dmd_packedFrame_t *pfr = (dmd_packedFrame_t *)(temp + info.frameSize * i);
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memcpy(frame->name, pfr->name, sizeof(pfr->name));
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frame->vindex = UINT_MAX;
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}
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mLumpNum = lumpnum;
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return true;
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}
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//===========================================================================
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//
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// FDMDModel::LoadGeometry
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//
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//===========================================================================
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void FDMDModel::LoadGeometry()
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{
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static int axis[3] = { VX, VY, VZ };
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FileData lumpdata = fileSystem.ReadFile(mLumpNum);
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const char *buffer = (const char *)lumpdata.GetMem();
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texCoords = new FTexCoord[info.numTexCoords];
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memcpy(texCoords, buffer + info.offsetTexCoords, info.numTexCoords * sizeof(FTexCoord));
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const char *temp = buffer + info.offsetFrames;
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framevtx= new ModelFrameVertexData[info.numFrames];
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ModelFrameVertexData *framev;
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int i, k, c;
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for(i = 0, framev = framevtx; i < info.numFrames; i++, framev++)
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{
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dmd_packedFrame_t *pfr = (dmd_packedFrame_t *) (temp + info.frameSize * i);
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dmd_packedVertex_t *pVtx;
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framev->vertices = new DMDModelVertex[info.numVertices];
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framev->normals = new DMDModelVertex[info.numVertices];
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// Translate each vertex.
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for(k = 0, pVtx = pfr->vertices; k < info.numVertices; k++, pVtx++)
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{
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UnpackVector((unsigned short)(pVtx->normal), framev->normals[k].xyz);
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for(c = 0; c < 3; c++)
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{
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framev->vertices[k].xyz[axis[c]] =
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(pVtx->vertex[c] * float(pfr->scale[c]) + float(pfr->translate[c]));
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}
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}
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}
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memcpy(lodInfo, buffer+info.offsetLODs, info.numLODs * sizeof(DMDLoDInfo));
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for(i = 0; i < info.numLODs; i++)
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{
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lodInfo[i].numTriangles = LittleLong(lodInfo[i].numTriangles);
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lodInfo[i].offsetTriangles = LittleLong(lodInfo[i].offsetTriangles);
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if (lodInfo[i].numTriangles > 0)
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{
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lods[i].triangles = new FTriangle[lodInfo[i].numTriangles];
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memcpy(lods[i].triangles, buffer + lodInfo[i].offsetTriangles, lodInfo[i].numTriangles * sizeof(FTriangle));
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for (int j = 0; j < lodInfo[i].numTriangles; j++)
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{
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for (int kk = 0; kk < 3; kk++)
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{
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lods[i].triangles[j].textureIndices[kk] = LittleShort(lods[i].triangles[j].textureIndices[kk]);
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lods[i].triangles[j].vertexIndices[kk] = LittleShort(lods[i].triangles[j].vertexIndices[kk]);
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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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//
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// Deletes everything that's no longer needed after building the vertex buffer
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//
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//===========================================================================
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void FDMDModel::UnloadGeometry()
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{
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int i;
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if (framevtx != NULL)
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{
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for (i=0;i<info.numFrames;i++)
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{
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if (framevtx[i].vertices != NULL) delete [] framevtx[i].vertices;
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if (framevtx[i].normals != NULL) delete [] framevtx[i].normals;
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framevtx[i].vertices = NULL;
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framevtx[i].normals = NULL;
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}
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delete[] framevtx;
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framevtx = NULL;
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}
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for(i = 0; i < info.numLODs; i++)
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{
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if (lods[i].triangles != NULL) delete[] lods[i].triangles;
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lods[i].triangles = NULL;
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}
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if (texCoords != NULL) delete[] texCoords;
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texCoords = NULL;
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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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FDMDModel::~FDMDModel()
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{
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UnloadGeometry();
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// skins are managed by the texture manager so they must not be deleted here.
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if (skins != NULL) delete [] skins;
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if (frames != NULL) delete [] frames;
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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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void FDMDModel::BuildVertexBuffer(FModelRenderer *renderer)
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{
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if (!GetVertexBuffer(renderer->GetType()))
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{
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LoadGeometry();
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int VertexBufferSize = info.numFrames * lodInfo[0].numTriangles * 3;
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unsigned int vindex = 0;
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auto vbuf = renderer->CreateVertexBuffer(false, info.numFrames == 1);
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SetVertexBuffer(renderer->GetType(), vbuf);
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FModelVertex *vertptr = vbuf->LockVertexBuffer(VertexBufferSize);
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for (int i = 0; i < info.numFrames; i++)
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{
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DMDModelVertex *vert = framevtx[i].vertices;
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DMDModelVertex *norm = framevtx[i].normals;
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frames[i].vindex = vindex;
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FTriangle *tri = lods[0].triangles;
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for (int ii = 0; ii < lodInfo[0].numTriangles; ii++)
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{
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for (int j = 0; j < 3; j++)
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{
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int ti = tri->textureIndices[j];
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int vi = tri->vertexIndices[j];
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FModelVertex *bvert = &vertptr[vindex++];
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bvert->Set(vert[vi].xyz[0], vert[vi].xyz[1], vert[vi].xyz[2], (float)texCoords[ti].s / info.skinWidth, (float)texCoords[ti].t / info.skinHeight);
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bvert->SetNormal(norm[vi].xyz[0], norm[vi].xyz[1], norm[vi].xyz[2]);
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}
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tri++;
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}
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}
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vbuf->UnlockVertexBuffer();
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UnloadGeometry();
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}
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}
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//===========================================================================
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//
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// for skin precaching
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//
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//===========================================================================
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void FDMDModel::AddSkins(uint8_t *hitlist, const FTextureID*)
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{
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for (int i = 0; i < info.numSkins; i++)
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{
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if (skins[i].isValid())
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{
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hitlist[skins[i].GetIndex()] |= FTextureManager::HIT_Flat;
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}
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}
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}
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//===========================================================================
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//
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// FDMDModel::FindFrame
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//
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//===========================================================================
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int FDMDModel::FindFrame(const char * name)
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{
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for (int i=0;i<info.numFrames;i++)
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{
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if (!stricmp(name, frames[i].name)) return i;
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}
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return -1;
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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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void FDMDModel::RenderFrame(FModelRenderer *renderer, FGameTexture * skin, int frameno, int frameno2, double inter, int translation, const FTextureID*)
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{
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if (frameno >= info.numFrames || frameno2 >= info.numFrames) return;
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if (!skin)
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{
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if (info.numSkins == 0 || !skins[0].isValid()) return;
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skin = TexMan.GetGameTexture(skins[0], true);
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if (!skin) return;
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}
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renderer->SetInterpolation(inter);
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renderer->SetMaterial(skin, false, translation);
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renderer->SetupFrame(this, frames[frameno].vindex, frames[frameno2].vindex, lodInfo[0].numTriangles * 3);
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renderer->DrawArrays(0, lodInfo[0].numTriangles * 3);
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renderer->SetInterpolation(0.f);
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}
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//===========================================================================
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//
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// Internal data structures of MD2 files - only used during loading
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//
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//===========================================================================
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struct md2_header_t
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{
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int magic;
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int version;
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int skinWidth;
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int skinHeight;
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int frameSize;
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int numSkins;
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int numVertices;
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int numTexCoords;
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int numTriangles;
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int numGlCommands;
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int numFrames;
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int offsetSkins;
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int offsetTexCoords;
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int offsetTriangles;
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int offsetFrames;
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int offsetGlCommands;
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int offsetEnd;
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};
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struct md2_triangleVertex_t
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{
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uint8_t vertex[3];
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uint8_t lightNormalIndex;
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};
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struct md2_packedFrame_t
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{
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float scale[3];
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float translate[3];
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char name[16];
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md2_triangleVertex_t vertices[1];
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};
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//===========================================================================
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//
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// FMD2Model::Load
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//
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//===========================================================================
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bool FMD2Model::Load(const char * path, int lumpnum, const char * buffer, int length)
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{
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md2_header_t * md2header = (md2_header_t *)buffer;
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ModelFrame *frame;
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uint8_t *md2_frames;
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int i;
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// Convert it to DMD.
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header.magic = MD2_MAGIC;
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header.version = 8;
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header.flags = 0;
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info.skinWidth = LittleLong(md2header->skinWidth);
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info.skinHeight = LittleLong(md2header->skinHeight);
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info.frameSize = LittleLong(md2header->frameSize);
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info.numLODs = 1;
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info.numSkins = LittleLong(md2header->numSkins);
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info.numTexCoords = LittleLong(md2header->numTexCoords);
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info.numVertices = LittleLong(md2header->numVertices);
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info.numFrames = LittleLong(md2header->numFrames);
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info.offsetSkins = LittleLong(md2header->offsetSkins);
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info.offsetTexCoords = LittleLong(md2header->offsetTexCoords);
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info.offsetFrames = LittleLong(md2header->offsetFrames);
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info.offsetLODs = LittleLong(md2header->offsetEnd); // Doesn't exist.
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lodInfo[0].numTriangles = LittleLong(md2header->numTriangles);
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lodInfo[0].numGlCommands = LittleLong(md2header->numGlCommands);
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lodInfo[0].offsetTriangles = LittleLong(md2header->offsetTriangles);
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lodInfo[0].offsetGlCommands = LittleLong(md2header->offsetGlCommands);
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info.offsetEnd = LittleLong(md2header->offsetEnd);
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if (info.offsetFrames + info.frameSize * info.numFrames > length)
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{
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Printf("LoadModel: Model '%s' file too short\n", path);
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return false;
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}
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if (lodInfo[0].numGlCommands <= 0)
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{
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Printf("LoadModel: Model '%s' invalid NumGLCommands\n", path);
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return false;
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}
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skins = new FTextureID[info.numSkins];
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for (i = 0; i < info.numSkins; i++)
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{
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skins[i] = LoadSkin(path, buffer + info.offsetSkins + i * 64);
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}
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// The frames need to be unpacked.
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md2_frames = (uint8_t*)buffer + info.offsetFrames;
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frames = new ModelFrame[info.numFrames];
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for (i = 0, frame = frames; i < info.numFrames; i++, frame++)
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{
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md2_packedFrame_t *pfr = (md2_packedFrame_t *)(md2_frames + info.frameSize * i);
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memcpy(frame->name, pfr->name, sizeof(pfr->name));
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frame->vindex = UINT_MAX;
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}
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mLumpNum = lumpnum;
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return true;
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}
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//===========================================================================
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//
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// FMD2Model::LoadGeometry
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//
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//===========================================================================
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void FMD2Model::LoadGeometry()
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{
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static int axis[3] = { VX, VY, VZ };
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uint8_t *md2_frames;
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FileData lumpdata = fileSystem.ReadFile(mLumpNum);
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const char *buffer = (const char *)lumpdata.GetMem();
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texCoords = new FTexCoord[info.numTexCoords];
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memcpy(texCoords, (uint8_t*)buffer + info.offsetTexCoords, info.numTexCoords * sizeof(FTexCoord));
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md2_frames = (uint8_t*)buffer + info.offsetFrames;
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framevtx = new ModelFrameVertexData[info.numFrames];
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ModelFrameVertexData *framev;
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int i, k, c;
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for(i = 0, framev = framevtx; i < info.numFrames; i++, framev++)
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{
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md2_packedFrame_t *pfr = (md2_packedFrame_t *) (md2_frames + info.frameSize * i);
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md2_triangleVertex_t *pVtx;
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framev->vertices = new DMDModelVertex[info.numVertices];
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framev->normals = new DMDModelVertex[info.numVertices];
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// Translate each vertex.
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for(k = 0, pVtx = pfr->vertices; k < info.numVertices; k++, pVtx++)
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{
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memcpy(framev->normals[k].xyz,
|
|
avertexnormals[pVtx->lightNormalIndex], sizeof(float) * 3);
|
|
|
|
for(c = 0; c < 3; c++)
|
|
{
|
|
framev->vertices[k].xyz[axis[c]] =
|
|
(pVtx->vertex[c] * pfr->scale[c] + pfr->translate[c]);
|
|
}
|
|
}
|
|
}
|
|
|
|
lods[0].triangles = new FTriangle[lodInfo[0].numTriangles];
|
|
|
|
int cnt = lodInfo[0].numTriangles;
|
|
memcpy(lods[0].triangles, buffer + lodInfo[0].offsetTriangles, sizeof(FTriangle) * cnt);
|
|
for (int j = 0; j < cnt; j++)
|
|
{
|
|
for (int kk = 0; kk < 3; kk++)
|
|
{
|
|
lods[0].triangles[j].textureIndices[kk] = LittleShort(lods[0].triangles[j].textureIndices[kk]);
|
|
lods[0].triangles[j].vertexIndices[kk] = LittleShort(lods[0].triangles[j].vertexIndices[kk]);
|
|
}
|
|
}
|
|
}
|
|
|
|
FMD2Model::~FMD2Model()
|
|
{
|
|
}
|
|
|