raze/source/build/src/mdsprite.cpp
Christoph Oelckers e30dc82676 - Cleanup of the voxel code.
* moving polymost_voxdraw into polymost.cpp.
* consolidated all remaining voxel code in hw_voxels.cpp. All original Build voxel code is completely gone now, except for polymost_voxdraw, so this got moved out of the build/ folder.
* integrate Blood's voxel init code into the main function.
* some further cleanup was allowed as a result of this, so engineInit is gone now because these parts can now be done outside the games' app_init functions.
2021-04-05 18:05:43 +02:00

1566 lines
49 KiB
C++

//------------------------------------- MD2/MD3 LIBRARY BEGINS -------------------------------------
#ifdef USE_OPENGL
#include "compat.h"
#include "build.h"
#include "engine_priv.h"
#include "polymost.h"
#include "mdsprite.h"
#include "palette.h"
#include "textures.h"
#include "bitmap.h"
#include "v_video.h"
#include "flatvertices.h"
#include "texturemanager.h"
#include "hw_renderstate.h"
#include "printf.h"
#include "hw_voxels.h"
#include "../../glbackend/glbackend.h"
static int32_t curextra=MAXTILES;
#define MIN_CACHETIME_PRINT 10
using namespace Polymost;
int32_t polymost_voxdraw(voxmodel_t* m, tspriteptr_t const tspr, bool rotate);
static int32_t addtileP(int32_t model,int32_t tile,int32_t pallet)
{
// tile >= 0 && tile < MAXTILES
UNREFERENCED_PARAMETER(model);
if (curextra==MAXTILES+EXTRATILES-1)
{
Printf("warning: max EXTRATILES reached\n");
return curextra;
}
if (tile2model[tile].modelid==-1)
{
tile2model[tile].pal=pallet;
return tile;
}
if (tile2model[tile].pal==pallet)
return tile;
while (tile2model[tile].nexttile!=-1)
{
tile=tile2model[tile].nexttile;
if (tile2model[tile].pal==pallet)
return tile;
}
tile2model[tile].nexttile=curextra;
tile2model[curextra].pal=pallet;
return curextra++;
}
int32_t Ptile2tile(int32_t tile,int32_t palette)
{
int t = tile;
while ((tile = tile2model[tile].nexttile) != -1)
if (tile2model[tile].pal == palette)
{
t = tile;
break;
}
return t;
}
#define MODELALLOCGROUP 256
static int32_t nummodelsalloced = 0;
static int32_t maxmodelverts = 0, allocmodelverts = 0;
static int32_t maxmodeltris = 0, allocmodeltris = 0;
static vec3f_t *vertlist = NULL; //temp array to store interpolated vertices for drawing
#ifdef USE_GLEXT
static int32_t allocvbos = 0, curvbo = 0;
static GLuint *vertvbos = NULL;
static GLuint *indexvbos = NULL;
#endif
#ifdef POLYMER
static int32_t *tribuf = NULL;
static int32_t tribufverts = 0;
#endif
static mdmodel_t *mdload(const char *);
static void mdfree(mdmodel_t *);
static int32_t globalnoeffect=0;
void freeallmodels()
{
int32_t i;
if (models)
{
for (i=0; i<nextmodelid; i++) mdfree(models[i]);
M_Free(models);
models = nullptr;
nummodelsalloced = 0;
nextmodelid = 0;
}
memset(tile2model,-1,sizeof(tile2model));
curextra=MAXTILES;
if (vertlist)
{
M_Free(vertlist);
vertlist = nullptr;
allocmodelverts = maxmodelverts = 0;
allocmodeltris = maxmodeltris = 0;
}
}
void mdinit()
{
freeallmodels();
mdinited = 1;
}
int32_t md_loadmodel(const char *fn)
{
mdmodel_t *vm, **ml;
if (!mdinited) mdinit();
if (nextmodelid >= nummodelsalloced)
{
ml = (mdmodel_t **)M_Realloc(models,(nummodelsalloced+MODELALLOCGROUP)*sizeof(void *));
models = ml; nummodelsalloced += MODELALLOCGROUP;
}
vm = mdload(fn); if (!vm) return -1;
models[nextmodelid++] = vm;
return nextmodelid-1;
}
int32_t md_setmisc(int32_t modelid, float scale, int32_t shadeoff, float zadd, float yoffset, int32_t flags)
{
mdmodel_t *m;
if (!mdinited) mdinit();
if ((uint32_t)modelid >= (uint32_t)nextmodelid) return -1;
m = models[modelid];
m->bscale = scale;
m->shadeoff = shadeoff;
m->zadd = zadd;
m->yoffset = yoffset;
m->flags = flags;
return 0;
}
static int32_t framename2index(mdmodel_t *vm, const char *nam)
{
int32_t i = 0;
switch (vm->mdnum)
{
case 2:
{
md2model_t *m = (md2model_t *)vm;
md2frame_t *fr;
for (i=0; i<m->numframes; i++)
{
fr = (md2frame_t *)&m->frames[i*m->framebytes];
if (!strcmp(fr->name, nam)) break;
}
}
break;
case 3:
{
md3model_t *m = (md3model_t *)vm;
for (i=0; i<m->numframes; i++)
if (!strcmp(m->head.frames[i].nam,nam)) break;
}
break;
}
return i;
}
int32_t md_defineframe(int32_t modelid, const char *framename, int32_t tilenume, int32_t skinnum, float smoothduration, int32_t pal)
{
md2model_t *m;
int32_t i;
if (!mdinited) mdinit();
if ((uint32_t)modelid >= (uint32_t)nextmodelid) return -1;
if ((uint32_t)tilenume >= (uint32_t)MAXTILES) return -2;
if (!framename) return -3;
tilenume=addtileP(modelid,tilenume,pal);
m = (md2model_t *)models[modelid];
if (m->mdnum == 1)
{
tile2model[tilenume].modelid = modelid;
tile2model[tilenume].framenum = tile2model[tilenume].skinnum = 0;
return 0;
}
i = framename2index((mdmodel_t *)m,framename);
if (i == m->numframes) return -3; // frame name invalid
tile2model[tilenume].modelid = modelid;
tile2model[tilenume].framenum = i;
tile2model[tilenume].skinnum = skinnum;
tile2model[tilenume].smoothduration = xs_CRoundToInt((float)UINT16_MAX * smoothduration);
return i;
}
int32_t md_defineanimation(int32_t modelid, const char *framestart, const char *frameend, int32_t fpssc, int32_t flags)
{
md2model_t *m;
mdanim_t ma, *map;
int32_t i;
if (!mdinited) mdinit();
if ((uint32_t)modelid >= (uint32_t)nextmodelid) return -1;
memset(&ma, 0, sizeof(ma));
m = (md2model_t *)models[modelid];
if (m->mdnum < 2) return 0;
//find index of start frame
i = framename2index((mdmodel_t *)m,framestart);
if (i == m->numframes) return -2;
ma.startframe = i;
//find index of finish frame which must trail start frame
i = framename2index((mdmodel_t *)m,frameend);
if (i == m->numframes) return -3;
ma.endframe = i;
ma.fpssc = fpssc;
ma.flags = flags;
map = (mdanim_t *)M_Malloc(sizeof(mdanim_t));
memcpy(map, &ma, sizeof(ma));
map->next = m->animations;
m->animations = map;
return 0;
}
int32_t md_defineskin(int32_t modelid, const char *skinfn, int32_t palnum, int32_t skinnum, int32_t surfnum, float param, float specpower, float specfactor, int32_t flags)
{
mdskinmap_t *sk, *skl;
md2model_t *m;
if (!mdinited) mdinit();
if ((uint32_t)modelid >= (uint32_t)nextmodelid) return -1;
if (!skinfn) return -2;
if ((unsigned)palnum >= (unsigned)MAXPALOOKUPS) return -3;
m = (md2model_t *)models[modelid];
if (m->mdnum < 2) return 0;
if (m->mdnum == 2) surfnum = 0;
skl = NULL;
for (sk = m->skinmap; sk; skl = sk, sk = sk->next)
if (sk->palette == (uint8_t)palnum && skinnum == sk->skinnum && surfnum == sk->surfnum)
break;
if (!sk)
{
sk = (mdskinmap_t *)M_Calloc(1,sizeof(mdskinmap_t));
if (!skl) m->skinmap = sk;
else skl->next = sk;
}
sk->palette = (uint8_t)palnum;
sk->flags = (uint8_t)flags;
sk->skinnum = skinnum;
sk->surfnum = surfnum;
sk->param = param;
sk->specpower = specpower;
sk->specfactor = specfactor;
sk->texture = TexMan.CheckForTexture(skinfn, ETextureType::Any);
if (!sk->texture.isValid())
{
Printf("Unable to load %s as model skin\n", skinfn);
}
return 0;
}
int32_t md_definehud(int32_t modelid, int32_t tilex, vec3f_t add, int32_t angadd, int32_t flags, int32_t fov)
{
if (!mdinited) mdinit();
if ((uint32_t)modelid >= (uint32_t)nextmodelid) return -1;
if ((uint32_t)tilex >= (uint32_t)MAXTILES) return -2;
hudtyp * const hud = &tile2model[tilex].hudmem[(flags>>2)&1];
hud->add = add;
hud->angadd = ((int16_t)angadd)|2048;
hud->flags = (int16_t)flags;
hud->fov = (int16_t)fov;
return 0;
}
int32_t md_undefinetile(int32_t tile)
{
if (!mdinited) return 0;
if ((unsigned)tile >= (unsigned)MAXTILES) return -1;
tile2model[tile].modelid = -1;
tile2model[tile].nexttile = -1;
return 0;
}
/* this function is problematic, it leaves NULL holes in model[]
* (which runs from 0 to nextmodelid-1) */
int32_t md_undefinemodel(int32_t modelid)
{
int32_t i;
if (!mdinited) return 0;
if ((uint32_t)modelid >= (uint32_t)nextmodelid) return -1;
for (i=MAXTILES+EXTRATILES-1; i>=0; i--)
if (tile2model[i].modelid == modelid)
{
tile2model[i].modelid = -1;
}
if (models)
{
mdfree(models[modelid]);
models[modelid] = NULL;
}
return 0;
}
//Note: even though it says md2model, it works for both md2model&md3model
FGameTexture *mdloadskin(idmodel_t *m, int32_t number, int32_t pal, int32_t surf, bool *exact)
{
int32_t i;
mdskinmap_t *sk, *skzero = NULL;
int32_t doalloc = 1;
if (m->mdnum == 2)
surf = 0;
if ((unsigned)pal >= (unsigned)MAXPALOOKUPS)
return 0;
i = -1;
for (sk = m->skinmap; sk; sk = sk->next)
{
if (sk->palette == pal && sk->skinnum == number && sk->surfnum == surf)
{
if (exact) *exact = true;
//Printf("Using exact match skin (pal=%d,skinnum=%d,surfnum=%d) %s\n",pal,number,surf,skinfile);
return TexMan.GetGameTexture(sk->texture);
}
//If no match, give highest priority to number, then pal.. (Parkar's request, 02/27/2005)
else if ((sk->palette == 0) && (sk->skinnum == number) && (sk->surfnum == surf) && (i < 5)) { i = 5; skzero = sk; }
else if ((sk->palette == pal) && (sk->skinnum == 0) && (sk->surfnum == surf) && (i < 4)) { i = 4; skzero = sk; }
else if ((sk->palette == 0) && (sk->skinnum == 0) && (sk->surfnum == surf) && (i < 3)) { i = 3; skzero = sk; }
else if ((sk->palette == 0) && (sk->skinnum == number) && (i < 2)) { i = 2; skzero = sk; }
else if ((sk->palette == pal) && (sk->skinnum == 0) && (i < 1)) { i = 1; skzero = sk; }
else if ((sk->palette == 0) && (sk->skinnum == 0) && (i < 0)) { i = 0; skzero = sk; }
}
// Special palettes do not get replacements
if (pal >= (MAXPALOOKUPS - RESERVEDPALS))
return 0;
if (skzero)
{
//Printf("Using def skin 0,0 as fallback, pal=%d\n", pal);
if (exact) *exact = false;
return TexMan.GetGameTexture(skzero->texture);
}
else
return nullptr;
}
//Note: even though it says md2model, it works for both md2model&md3model
static void updateanimation(md2model_t *m, tspriteptr_t tspr, uint8_t lpal)
{
if (m->numframes < 2)
{
m->interpol = 0;
return;
}
int32_t const tile = Ptile2tile(tspr->picnum,lpal);
m->cframe = m->nframe = tile2model[tile].framenum;
#ifdef DEBUGGINGAIDS
if (m->cframe >= m->numframes)
Printf("1: c > n\n");
#endif
int32_t const smoothdurationp = (hw_animsmoothing && (tile2model[tile].smoothduration != 0));
spritesmooth_t * const smooth = &spritesmooth[((unsigned)tspr->owner < MAXSPRITES+MAXUNIQHUDID) ? tspr->owner : MAXSPRITES+MAXUNIQHUDID-1];
spriteext_t * const sprext = &spriteext[((unsigned)tspr->owner < MAXSPRITES+MAXUNIQHUDID) ? tspr->owner : MAXSPRITES+MAXUNIQHUDID-1];
const mdanim_t *anim;
for (anim = m->animations; anim && anim->startframe != m->cframe; anim = anim->next)
{
/* do nothing */;
}
int32_t i, j, k;
int32_t fps;
if (!anim)
{
if (!smoothdurationp || ((smooth->mdoldframe == m->cframe) && (smooth->mdcurframe == m->cframe)))
{
m->interpol = 0;
return;
}
// assert(smoothdurationp && ((smooth->mdoldframe != m->cframe) || (smooth->mdcurframe != m->cframe)))
if (smooth->mdoldframe != m->cframe)
{
if (smooth->mdsmooth == 0)
{
sprext->mdanimtims = mdtims;
m->interpol = 0;
smooth->mdsmooth = 1;
smooth->mdcurframe = m->cframe;
}
else if (smooth->mdcurframe != m->cframe)
{
sprext->mdanimtims = mdtims;
m->interpol = 0;
smooth->mdsmooth = 1;
smooth->mdoldframe = smooth->mdcurframe;
smooth->mdcurframe = m->cframe;
}
}
else // if (smooth->mdcurframe != m->cframe)
{
sprext->mdanimtims = mdtims;
m->interpol = 0;
smooth->mdsmooth = 1;
smooth->mdoldframe = smooth->mdcurframe;
smooth->mdcurframe = m->cframe;
}
}
else if (/* anim && */ sprext->mdanimcur != anim->startframe)
{
//if (sprext->flags & SPREXT_NOMDANIM) Printf("SPREXT_NOMDANIM\n");
//Printf("smooth launched ! oldanim %i new anim %i\n", sprext->mdanimcur, anim->startframe);
sprext->mdanimcur = (int16_t)anim->startframe;
sprext->mdanimtims = mdtims;
m->interpol = 0;
if (!smoothdurationp)
{
m->cframe = m->nframe = anim->startframe;
goto prep_return;
}
m->nframe = anim->startframe;
m->cframe = smooth->mdoldframe;
smooth->mdsmooth = 1;
goto prep_return;
}
fps = smooth->mdsmooth ? xs_CRoundToInt((1.0f / ((float)tile2model[tile].smoothduration * (1.f / (float)UINT16_MAX))) * 66.f)
: anim ? anim->fpssc : 1;
i = (mdtims - sprext->mdanimtims) * ((fps * 120) / 120);
j = (smooth->mdsmooth || !anim) ? 65536 : IntToFixed(anim->endframe + 1 - anim->startframe);
// XXX: Just in case you play the game for a VERY long time...
if (i < 0) { i = 0; sprext->mdanimtims = mdtims; }
//compare with j*2 instead of j to ensure i stays > j-65536 for MDANIM_ONESHOT
if (anim && (i >= j+j) && (fps) && !mdpause) //Keep mdanimtims close to mdtims to avoid the use of MOD
sprext->mdanimtims += j/((fps*120)/120);
k = i;
if (anim && (anim->flags&MDANIM_ONESHOT))
{ if (i > j-65536) i = j-65536; }
else { if (i >= j) { i -= j; if (i >= j) i %= j; } }
if (hw_animsmoothing && smooth->mdsmooth)
{
m->nframe = anim ? anim->startframe : smooth->mdcurframe;
m->cframe = smooth->mdoldframe;
//Printf("smoothing... cframe %i nframe %i\n", m->cframe, m->nframe);
if (k > 65535)
{
sprext->mdanimtims = mdtims;
m->interpol = 0;
smooth->mdsmooth = 0;
m->cframe = m->nframe; // = anim ? anim->startframe : smooth->mdcurframe;
smooth->mdoldframe = m->cframe;
//Printf("smooth stopped !\n");
goto prep_return;
}
}
else
{
if (anim)
m->cframe = FixedToInt(i)+anim->startframe;
m->nframe = m->cframe+1;
if (anim && m->nframe > anim->endframe) // VERIFY: (!(hw_animsmoothing && smooth->mdsmooth)) implies (anim!=NULL) ?
m->nframe = anim->startframe;
smooth->mdoldframe = m->cframe;
//Printf("not smoothing... cframe %i nframe %i\n", m->cframe, m->nframe);
}
m->interpol = clamp(i, 0, 65535) / 65536.f;
//Printf("interpol %f\n", m->interpol);
prep_return:
if (m->cframe >= m->numframes)
m->cframe = 0;
if (m->nframe >= m->numframes)
m->nframe = 0;
}
//--------------------------------------- MD2 LIBRARY BEGINS ---------------------------------------
static md2model_t *md2load(FileReader & fil, const char *filnam)
{
md2model_t *m;
md3model_t *m3;
md3surf_t *s;
md2frame_t *f;
md2head_t head;
char st[BMAX_PATH];
int32_t i, j, k;
int32_t ournumskins, ournumglcmds;
m = (md2model_t *)M_Calloc(1,sizeof(md2model_t));
m->mdnum = 2; m->scale = .01f;
fil.Read((char *)&head,sizeof(md2head_t));
#if B_BIG_ENDIAN != 0
head.id = LittleLong(head.id); head.vers = LittleLong(head.vers);
head.skinxsiz = LittleLong(head.skinxsiz); head.skinysiz = LittleLong(head.skinysiz);
head.framebytes = LittleLong(head.framebytes); head.numskins = LittleLong(head.numskins);
head.numverts = LittleLong(head.numverts); head.numuv = LittleLong(head.numuv);
head.numtris = LittleLong(head.numtris); head.numglcmds = LittleLong(head.numglcmds);
head.numframes = LittleLong(head.numframes); head.ofsskins = LittleLong(head.ofsskins);
head.ofsuv = LittleLong(head.ofsuv); head.ofstris = LittleLong(head.ofstris);
head.ofsframes = LittleLong(head.ofsframes); head.ofsglcmds = LittleLong(head.ofsglcmds);
head.ofseof = LittleLong(head.ofseof);
#endif
if ((head.id != IDP2_MAGIC) || (head.vers != 8)) { M_Free(m); return 0; } //"IDP2"
ournumskins = head.numskins ? head.numskins : 1;
ournumglcmds = head.numglcmds ? head.numglcmds : 1;
m->numskins = head.numskins;
m->numframes = head.numframes;
m->numverts = head.numverts;
m->numglcmds = head.numglcmds;
m->framebytes = head.framebytes;
m->frames = (char *)M_Malloc(m->numframes*m->framebytes);
m->glcmds = (int32_t *)M_Malloc(ournumglcmds*sizeof(int32_t));
m->tris = (md2tri_t *)M_Malloc(head.numtris*sizeof(md2tri_t));
m->uv = (md2uv_t *)M_Malloc(head.numuv*sizeof(md2uv_t));
fil.Seek(head.ofsframes,FileReader::SeekSet);
if (fil.Read((char *)m->frames,m->numframes*m->framebytes) != m->numframes*m->framebytes)
{ M_Free(m->uv); M_Free(m->tris); M_Free(m->glcmds); M_Free(m->frames); M_Free(m); return 0; }
if (m->numglcmds > 0)
{
fil.Seek(head.ofsglcmds,FileReader::SeekSet);
if (fil.Read((char *)m->glcmds,m->numglcmds*sizeof(int32_t)) != (int32_t)(m->numglcmds*sizeof(int32_t)))
{ M_Free(m->uv); M_Free(m->tris); M_Free(m->glcmds); M_Free(m->frames); M_Free(m); return 0; }
}
fil.Seek(head.ofstris,FileReader::SeekSet);
if (fil.Read((char *)m->tris,head.numtris*sizeof(md2tri_t)) != (int32_t)(head.numtris*sizeof(md2tri_t)))
{ M_Free(m->uv); M_Free(m->tris); M_Free(m->glcmds); M_Free(m->frames); M_Free(m); return 0; }
fil.Seek(head.ofsuv,FileReader::SeekSet);
if (fil.Read((char *)m->uv,head.numuv*sizeof(md2uv_t)) != (int32_t)(head.numuv*sizeof(md2uv_t)))
{ M_Free(m->uv); M_Free(m->tris); M_Free(m->glcmds); M_Free(m->frames); M_Free(m); return 0; }
#if B_BIG_ENDIAN != 0
{
char *f = (char *)m->frames;
int32_t *l,j;
md2frame_t *fr;
for (i = m->numframes-1; i>=0; i--)
{
fr = (md2frame_t *)f;
l = (int32_t *)&fr->mul;
for (j=5; j>=0; j--) l[j] = LittleLong(l[j]);
f += m->framebytes;
}
for (i = m->numglcmds-1; i>=0; i--)
{
m->glcmds[i] = LittleLong(m->glcmds[i]);
}
for (i = head.numtris-1; i>=0; i--)
{
m->tris[i].v[0] = LittleShort(m->tris[i].v[0]);
m->tris[i].v[1] = LittleShort(m->tris[i].v[1]);
m->tris[i].v[2] = LittleShort(m->tris[i].v[2]);
m->tris[i].u[0] = LittleShort(m->tris[i].u[0]);
m->tris[i].u[1] = LittleShort(m->tris[i].u[1]);
m->tris[i].u[2] = LittleShort(m->tris[i].u[2]);
}
for (i = head.numuv-1; i>=0; i--)
{
m->uv[i].u = LittleShort(m->uv[i].u);
m->uv[i].v = LittleShort(m->uv[i].v);
}
}
#endif
strcpy(st,filnam);
for (i=strlen(st)-1; i>0; i--)
if ((st[i] == '/') || (st[i] == '\\')) { i++; break; }
if (i<0) i=0;
st[i] = 0;
m->basepath = (char *)M_Malloc(i+1);
strcpy(m->basepath, st);
m->skinfn = (char *)M_Malloc(ournumskins*64);
if (m->numskins > 0)
{
fil.Seek(head.ofsskins,FileReader::SeekSet);
if (fil.Read(m->skinfn,64*m->numskins) != 64*m->numskins)
{ M_Free(m->glcmds); M_Free(m->frames); M_Free(m); return 0; }
}
maxmodelverts = max(maxmodelverts, m->numverts);
maxmodeltris = max(maxmodeltris, head.numtris);
//return m;
// the MD2 is now loaded internally - let's begin the MD3 conversion process
//Printf("Beginning md3 conversion.\n");
m3 = (md3model_t *)M_Calloc(1, sizeof(md3model_t));
m3->mdnum = 3; m3->texture = nullptr; m3->scale = m->scale;
m3->head.id = IDP3_MAGIC; m3->head.vers = 15;
m3->head.flags = 0;
m3->head.numframes = m->numframes;
m3->head.numtags = 0; m3->head.numsurfs = 1;
m3->head.numskins = 0;
m3->numskins = m3->head.numskins;
m3->numframes = m3->head.numframes;
m3->head.frames = (md3frame_t *)M_Calloc(m3->head.numframes, sizeof(md3frame_t));
m3->muladdframes = (vec3f_t *)M_Calloc(m->numframes * 2, sizeof(vec3f_t));
f = (md2frame_t *)(m->frames);
// frames converting
i = 0;
while (i < m->numframes)
{
f = (md2frame_t *)&m->frames[i*m->framebytes];
strcpy(m3->head.frames[i].nam, f->name);
//Printf("Copied frame %s.\n", m3->head.frames[i].nam);
m3->muladdframes[i*2] = f->mul;
m3->muladdframes[i*2+1] = f->add;
i++;
}
m3->head.tags = NULL;
m3->head.surfs = (md3surf_t *)M_Calloc(1, sizeof(md3surf_t));
s = m3->head.surfs;
// model converting
s->id = IDP3_MAGIC; s->flags = 0;
s->numframes = m->numframes; s->numshaders = 0;
s->numtris = head.numtris;
s->numverts = head.numtris * 3; // oh man talk about memory effectiveness :((((
// MD2 is actually more accurate than MD3 in term of uv-mapping, because each triangle has a triangle counterpart on the UV-map.
// In MD3, each vertex unique UV coordinates, meaning that you have to duplicate vertices if you need non-seamless UV-mapping.
maxmodelverts = max(maxmodelverts, s->numverts);
strcpy(s->nam, "Dummy surface from MD2");
s->shaders = NULL;
s->tris = (md3tri_t *)M_Calloc(head.numtris, sizeof(md3tri_t));
s->uv = (md3uv_t *)M_Calloc(s->numverts, sizeof(md3uv_t));
s->xyzn = (md3xyzn_t *)M_Calloc(s->numverts * m->numframes, sizeof(md3xyzn_t));
//memoryusage += (s->numverts * m->numframes * sizeof(md3xyzn_t));
//Printf("Current model geometry memory usage : %i.\n", memoryusage);
//Printf("Number of frames : %i\n", m->numframes);
//Printf("Number of triangles : %i\n", head.numtris);
//Printf("Number of vertices : %i\n", s->numverts);
// triangle converting
i = 0;
while (i < head.numtris)
{
j = 0;
//Printf("Triangle : %i\n", i);
while (j < 3)
{
// triangle vertex indexes
s->tris[i].i[j] = i*3 + j;
// uv coords
s->uv[i*3+j].u = (float)(m->uv[m->tris[i].u[j]].u) / (float)(head.skinxsiz);
s->uv[i*3+j].v = (float)(m->uv[m->tris[i].u[j]].v) / (float)(head.skinysiz);
// vertices for each frame
k = 0;
while (k < m->numframes)
{
f = (md2frame_t *)&m->frames[k*m->framebytes];
s->xyzn[(k*s->numverts) + (i*3) + j].x = (int16_t) (((f->verts[m->tris[i].v[j]].v[0] * f->mul.x) + f->add.x) * 64.f);
s->xyzn[(k*s->numverts) + (i*3) + j].y = (int16_t) (((f->verts[m->tris[i].v[j]].v[1] * f->mul.y) + f->add.y) * 64.f);
s->xyzn[(k*s->numverts) + (i*3) + j].z = (int16_t) (((f->verts[m->tris[i].v[j]].v[2] * f->mul.z) + f->add.z) * 64.f);
k++;
}
j++;
}
//Printf("End triangle.\n");
i++;
}
//Printf("Finished md3 conversion.\n");
{
mdskinmap_t *sk;
sk = (mdskinmap_t *)M_Calloc(1,sizeof(mdskinmap_t));
sk->palette = 0;
sk->skinnum = 0;
sk->surfnum = 0;
if (m->numskins > 0)
{
FStringf fn("%s%s", m->basepath, m->skinfn);
sk->texture = TexMan.CheckForTexture(fn, ETextureType::Any);
if (!sk->texture.isValid())
{
Printf("Unable to load %s as model skin\n", m->skinfn);
}
}
m3->skinmap = sk;
}
m3->indexes = (uint16_t *)M_Malloc(sizeof(uint16_t) * s->numtris);
m3->vindexes = (uint16_t *)M_Malloc(sizeof(uint16_t) * s->numtris * 3);
m3->maxdepths = (float *)M_Malloc(sizeof(float) * s->numtris);
// die MD2 ! DIE !
M_Free(m->skinfn); M_Free(m->basepath); M_Free(m->uv); M_Free(m->tris); M_Free(m->glcmds); M_Free(m->frames); M_Free(m);
return ((md2model_t *)m3);
}
//---------------------------------------- MD2 LIBRARY ENDS ----------------------------------------
// DICHOTOMIC RECURSIVE SORTING - USED BY MD3DRAW
static int32_t partition(uint16_t *indexes, float *depths, int32_t f, int32_t l)
{
int32_t up = f, down = l;
float piv = depths[f];
uint16_t piv2 = indexes[f];
do
{
while ((up < l) && (depths[up] <= piv))
up++;
while ((depths[down] > piv) && (down > f))
down--;
if (up < down)
{
std::swap(depths[up], depths[down]);
std::swap(indexes[up], indexes[down]);
}
}
while (down > up);
depths[f] = depths[down];
depths[down] = piv;
indexes[f] = indexes[down];
indexes[down] = piv2;
return down;
}
static inline void quicksort(uint16_t *indexes, float *depths, int32_t first, int32_t last)
{
int32_t pivIndex;
if (first >= last) return;
pivIndex = partition(indexes, depths, first, last);
if (first < (pivIndex-1)) quicksort(indexes, depths, first, (pivIndex-1));
if ((pivIndex+1) >= last) return;
quicksort(indexes, depths, (pivIndex+1), last);
}
// END OF QUICKSORT LIB
//--------------------------------------- MD3 LIBRARY BEGINS ---------------------------------------
static md3model_t *md3load(FileReader & fil)
{
int32_t i, surfi, ofsurf, offs[4], leng[4];
int32_t maxtrispersurf;
md3model_t *m;
md3surf_t *s;
m = (md3model_t *)M_Calloc(1,sizeof(md3model_t));
m->mdnum = 3; m->texture = nullptr; m->scale = .01f;
m->muladdframes = NULL;
fil.Read(&m->head,SIZEOF_MD3HEAD_T);
#if B_BIG_ENDIAN != 0
m->head.id = LittleLong(m->head.id); m->head.vers = LittleLong(m->head.vers);
m->head.flags = LittleLong(m->head.flags); m->head.numframes = LittleLong(m->head.numframes);
m->head.numtags = LittleLong(m->head.numtags); m->head.numsurfs = LittleLong(m->head.numsurfs);
m->head.numskins = LittleLong(m->head.numskins); m->head.ofsframes = LittleLong(m->head.ofsframes);
m->head.ofstags = LittleLong(m->head.ofstags); m->head.ofssurfs = LittleLong(m->head.ofssurfs);
m->head.eof = LittleLong(m->head.eof);
#endif
if ((m->head.id != IDP3_MAGIC) && (m->head.vers != 15)) { M_Free(m); return 0; } //"IDP3"
m->numskins = m->head.numskins; //<- dead code?
m->numframes = m->head.numframes;
ofsurf = m->head.ofssurfs;
fil.Seek(m->head.ofsframes,FileReader::SeekSet); i = m->head.numframes*sizeof(md3frame_t);
m->head.frames = (md3frame_t *)M_Malloc(i);
fil.Read(m->head.frames,i);
if (m->head.numtags == 0) m->head.tags = NULL;
else
{
fil.Seek(m->head.ofstags,FileReader::SeekSet); i = m->head.numtags*sizeof(md3tag_t);
m->head.tags = (md3tag_t *)M_Malloc(i);
fil.Read(m->head.tags,i);
}
fil.Seek(m->head.ofssurfs,FileReader::SeekSet);
m->head.surfs = (md3surf_t *)M_Calloc(m->head.numsurfs, sizeof(md3surf_t));
// NOTE: We assume that NULL is represented by all-zeros.
// surfs[0].geometry is for POLYMER_MD_PROCESS_CHECK (else: crashes).
// surfs[i].geometry is for FREE_SURFS_GEOMETRY.
assert(m->head.surfs[0].geometry == NULL);
#if B_BIG_ENDIAN != 0
{
int32_t j, *l;
for (i = m->head.numframes-1; i>=0; i--)
{
l = (int32_t *)&m->head.frames[i].min;
for (j=3+3+3+1-1; j>=0; j--) l[j] = LittleLong(l[j]);
}
for (i = m->head.numtags-1; i>=0; i--)
{
l = (int32_t *)&m->head.tags[i].p;
for (j=3+3+3+3-1; j>=0; j--) l[j] = LittleLong(l[j]);
}
}
#endif
maxtrispersurf = 0;
for (surfi=0; surfi<m->head.numsurfs; surfi++)
{
s = &m->head.surfs[surfi];
fil.Seek(ofsurf,FileReader::SeekSet); fil.Read(s,SIZEOF_MD3SURF_T);
#if B_BIG_ENDIAN != 0
{
int32_t j, *l;
s->id = LittleLong(s->id);
l = (int32_t *)&s->flags;
for (j=1+1+1+1+1+1+1+1+1+1-1; j>=0; j--) l[j] = LittleLong(l[j]);
}
#endif
offs[0] = ofsurf+s->ofstris;
offs[1] = ofsurf+s->ofsshaders;
offs[2] = ofsurf+s->ofsuv;
offs[3] = ofsurf+s->ofsxyzn;
leng[0] = s->numtris*sizeof(md3tri_t);
leng[1] = s->numshaders*sizeof(md3shader_t);
leng[2] = s->numverts*sizeof(md3uv_t);
leng[3] = s->numframes*s->numverts*sizeof(md3xyzn_t);
//memoryusage += (s->numverts * s->numframes * sizeof(md3xyzn_t));
//Printf("Current model geometry memory usage : %i.\n", memoryusage);
s->tris = (md3tri_t *)M_Malloc((leng[0] + leng[1]) + (leng[2] + leng[3]));
s->shaders = (md3shader_t *)(((intptr_t)s->tris)+leng[0]);
s->uv = (md3uv_t *)(((intptr_t)s->shaders)+leng[1]);
s->xyzn = (md3xyzn_t *)(((intptr_t)s->uv)+leng[2]);
fil.Seek(offs[0],FileReader::SeekSet); fil.Read(s->tris ,leng[0]);
fil.Seek(offs[1],FileReader::SeekSet); fil.Read(s->shaders,leng[1]);
fil.Seek(offs[2],FileReader::SeekSet); fil.Read(s->uv ,leng[2]);
fil.Seek(offs[3],FileReader::SeekSet); fil.Read(s->xyzn ,leng[3]);
#if B_BIG_ENDIAN != 0
{
int32_t j, *l;
for (i=s->numtris-1; i>=0; i--)
{
for (j=2; j>=0; j--) s->tris[i].i[j] = LittleLong(s->tris[i].i[j]);
}
for (i=s->numshaders-1; i>=0; i--)
{
s->shaders[i].i = LittleLong(s->shaders[i].i);
}
for (i=s->numverts-1; i>=0; i--)
{
l = (int32_t *)&s->uv[i].u;
l[0] = LittleLong(l[0]);
l[1] = LittleLong(l[1]);
}
for (i=s->numframes*s->numverts-1; i>=0; i--)
{
s->xyzn[i].x = (int16_t)LittleShort((uint16_t)s->xyzn[i].x);
s->xyzn[i].y = (int16_t)LittleShort((uint16_t)s->xyzn[i].y);
s->xyzn[i].z = (int16_t)LittleShort((uint16_t)s->xyzn[i].z);
}
}
#endif
maxmodelverts = max(maxmodelverts, s->numverts);
maxmodeltris = max(maxmodeltris, s->numtris);
maxtrispersurf = max(maxtrispersurf, s->numtris);
ofsurf += s->ofsend;
}
m->indexes = (uint16_t *)M_Malloc(sizeof(uint16_t) * maxtrispersurf);
m->vindexes = (uint16_t *)M_Malloc(sizeof(uint16_t) * maxtrispersurf * 3);
m->maxdepths = (float *)M_Malloc(sizeof(float) * maxtrispersurf);
return m;
}
static void md3postload_common(md3model_t *m)
{
int framei, surfi, verti;
md3frame_t *frame;
md3xyzn_t *frameverts;
float dist, vec1[3];
// apparently we can't trust loaded models bounding box/sphere information,
// so let's compute it ourselves
framei = 0;
while (framei < m->head.numframes)
{
frame = &m->head.frames[framei];
memset(&frame->min, 0, sizeof(vec3f_t));
memset(&frame->max, 0, sizeof(vec3f_t));
frame->r = 0.0f;
surfi = 0;
while (surfi < m->head.numsurfs)
{
frameverts = &m->head.surfs[surfi].xyzn[framei * m->head.surfs[surfi].numverts];
verti = 0;
while (verti < m->head.surfs[surfi].numverts)
{
if (!verti && !surfi)
{
md3xyzn_t const & framevert = frameverts[0];
frame->min.x = framevert.x;
frame->min.y = framevert.y;
frame->min.z = framevert.z;
frame->max = frame->min;
}
else
{
md3xyzn_t const & framevert = frameverts[verti];
if (frame->min.x > framevert.x)
frame->min.x = framevert.x;
if (frame->max.x < framevert.x)
frame->max.x = framevert.x;
if (frame->min.y > framevert.y)
frame->min.y = framevert.y;
if (frame->max.y < framevert.y)
frame->max.y = framevert.y;
if (frame->min.z > framevert.z)
frame->min.z = framevert.z;
if (frame->max.z < framevert.z)
frame->max.z = framevert.z;
}
++verti;
}
++surfi;
}
frame->cen.x = (frame->min.x + frame->max.x) * .5f;
frame->cen.y = (frame->min.y + frame->max.y) * .5f;
frame->cen.z = (frame->min.z + frame->max.z) * .5f;
surfi = 0;
while (surfi < m->head.numsurfs)
{
md3surf_t const & surf = m->head.surfs[surfi];
frameverts = &surf.xyzn[framei * surf.numverts];
verti = 0;
while (verti < surf.numverts)
{
md3xyzn_t const & framevert = frameverts[verti];
vec1[0] = framevert.x - frame->cen.x;
vec1[1] = framevert.y - frame->cen.y;
vec1[2] = framevert.z - frame->cen.z;
dist = vec1[0] * vec1[0] + vec1[1] * vec1[1] + vec1[2] * vec1[2];
if (dist > frame->r)
frame->r = dist;
++verti;
}
++surfi;
}
frame->r = sqrtf(frame->r);
++framei;
}
}
void md3_vox_calcmat_common(tspriteptr_t tspr, const vec3f_t *a0, float f, float mat[16])
{
float k0, k1, k2, k3, k4, k5, k6, k7;
k0 = ((float)(tspr->x+spriteext[tspr->owner].position_offset.x-globalposx))*f*(1.f/1024.f);
k1 = ((float)(tspr->y+spriteext[tspr->owner].position_offset.y-globalposy))*f*(1.f/1024.f);
k4 = -bsinf(tspr->ang+spriteext[tspr->owner].angoff, -14);
k5 = bcosf(tspr->ang+spriteext[tspr->owner].angoff, -14);
k2 = k0*(1-k4)+k1*k5;
k3 = k1*(1-k4)-k0*k5;
k6 = - gsinang;
k7 = gcosang;
mat[0] = k4*k6 + k5*k7; mat[4] = 0; mat[ 8] = k4*k7 - k5*k6; mat[12] = k2*k6 + k3*k7;
mat[1] = 0; mat[5] = 1; mat[ 9] = 0; mat[13] = 0;
k6 = gcosang2;
k7 = gsinang2;
mat[2] = k4*k6 + k5*k7;
mat[6] =0;
mat[10] = k4*k7 - k5*k6;
mat[14] = k2*k6 + k3*k7;
mat[12] = (mat[12] + a0->y*mat[0]) + (a0->z*mat[4] + a0->x*mat[ 8]);
mat[13] = (mat[13] + a0->y*mat[1]) + (a0->z*mat[5] + a0->x*mat[ 9]);
mat[14] = (mat[14] + a0->y*mat[2]) + (a0->z*mat[6] + a0->x*mat[10]);
}
static void md3draw_handle_triangles(const md3surf_t *s, uint16_t *indexhandle,
int32_t texunits, const md3model_t *M)
{
int32_t i;
auto data = screen->mVertexData->AllocVertices(s->numtris * 3);
auto vt = data.first;
for (i=s->numtris-1; i>=0; i--)
{
uint16_t tri = M ? M->indexes[i] : i;
int32_t j;
for (j=0; j<3; j++, vt++)
{
int32_t k = s->tris[tri].i[j];
vt->SetTexCoord(s->uv[k].u, s->uv[k].v);
vt->SetVertex(vertlist[k].x, vertlist[k].y, vertlist[k].z);
}
}
GLInterface.Draw(DT_Triangles, data.second, s->numtris *3);
#ifndef USE_GLEXT
UNREFERENCED_PARAMETER(texunits);
#endif
}
static int32_t polymost_md3draw(md3model_t *m, tspriteptr_t tspr)
{
vec3f_t m0, m1, a0;
md3xyzn_t *v0, *v1;
int32_t i, surfi;
float f, g, k0, k1, k2=0, k3=0, mat[16]; // inits: compiler-happy
float pc[4];
// int32_t texunits = GL_TEXTURE0;
const int32_t owner = tspr->owner;
const spriteext_t *const sext = &spriteext[((unsigned)owner < MAXSPRITES+MAXUNIQHUDID) ? owner : MAXSPRITES+MAXUNIQHUDID-1];
const uint8_t lpal = ((unsigned)owner < MAXSPRITES) ? sprite[tspr->owner].pal : tspr->pal;
const int32_t sizyrep = tileHeight(tspr->picnum) * tspr->yrepeat;
updateanimation((md2model_t *)m, tspr, lpal);
//create current&next frame's vertex list from whole list
f = m->interpol; g = 1.f - f;
if (m->interpol < 0.f || m->interpol > 1.f ||
(unsigned)m->cframe >= (unsigned)m->numframes ||
(unsigned)m->nframe >= (unsigned)m->numframes)
{
#ifdef DEBUGGINGAIDS
Printf("%s: mdframe oob: c:%d n:%d total:%d interpol:%.02f\n",
m->head.nam, m->cframe, m->nframe, m->numframes, m->interpol);
#endif
m->interpol = clamp(m->interpol, 0.f, 1.f);
m->cframe = clamp(m->cframe, 0, m->numframes-1);
m->nframe = clamp(m->nframe, 0, m->numframes-1);
}
m0.z = m0.y = m0.x = g *= m->scale * (1.f/64.f);
m1.z = m1.y = m1.x = f *= m->scale * (1.f/64.f);
a0.x = a0.y = 0;
a0.z = m->zadd * m->scale;
// Parkar: Moved up to be able to use k0 for the y-flipping code
k0 = (float)tspr->z+spriteext[tspr->owner].position_offset.z;
f = ((globalorientation&8) && (sprite[tspr->owner].cstat&48)!=0) ? -4.f : 4.f;
k0 -= (tspr->yoffset*tspr->yrepeat)*f;
if ((globalorientation&128) && !((globalorientation&48)==32))
k0 += (float)(sizyrep<<1);
// Parkar: Changed to use the same method as centeroriented sprites
if (globalorientation&8) //y-flipping
{
m0.z = -m0.z; m1.z = -m1.z; a0.z = -a0.z;
k0 -= (float)(sizyrep<<2);
}
if (globalorientation&4) { m0.y = -m0.y; m1.y = -m1.y; a0.y = -a0.y; } //x-flipping
// yoffset differs from zadd in that it does not follow cstat&8 y-flipping
a0.z += m->yoffset*m->scale;
f = ((float)tspr->xrepeat) * (1.f/64.f) * m->bscale;
m0.x *= f; m0.y *= -f;
m1.x *= f; m1.y *= -f;
a0.x *= f; a0.y *= -f;
f = ((float)tspr->yrepeat) * (1.f/64.f) * m->bscale;
m0.z *= f; m1.z *= f; a0.z *= f;
// floor aligned
k1 = (float)tspr->y+spriteext[tspr->owner].position_offset.y;
if ((globalorientation&48)==32)
{
m0.z = -m0.z; m1.z = -m1.z; a0.z = -a0.z;
m0.y = -m0.y; m1.y = -m1.y; a0.y = -a0.y;
f = a0.x; a0.x = a0.z; a0.z = f;
k1 += (float)(sizyrep>>3);
}
// Note: These SCREEN_FACTORS will be neutralized in axes offset
// calculations below again, but are needed for the base offsets.
f = (65536.f*512.f)/(fxdimen*fviewingrange);
g = 32.f/(fxdimen*gxyaspect);
m0.y *= f; m1.y *= f; a0.y = (((float)(tspr->x+spriteext[tspr->owner].position_offset.x-globalposx))* (1.f/1024.f) + a0.y)*f;
m0.x *=-f; m1.x *=-f; a0.x = ((k1 -fglobalposy) * -(1.f/1024.f) + a0.x)*-f;
m0.z *= g; m1.z *= g; a0.z = ((k0 -fglobalposz) * -(1.f/16384.f) + a0.z)*g;
md3_vox_calcmat_common(tspr, &a0, f, mat);
// floor aligned
if ((globalorientation&48)==32)
{
f = mat[4]; mat[4] = mat[8]*16.f; mat[8] = -f*(1.f/16.f);
f = mat[5]; mat[5] = mat[9]*16.f; mat[9] = -f*(1.f/16.f);
f = mat[6]; mat[6] = mat[10]*16.f; mat[10] = -f*(1.f/16.f);
}
//Mirrors
if (grhalfxdown10x < 0) { mat[0] = -mat[0]; mat[4] = -mat[4]; mat[8] = -mat[8]; mat[12] = -mat[12]; }
//------------
// TSPR_FLAGS_MDHACK is an ugly hack in game.c:G_DoSpriteAnimations() telling md2sprite
// to use Z-buffer hacks to hide overdraw problems with the flat-tsprite-on-floor shadows,
// also disabling detail, glow, normal, and specular maps.
// WTF??? This should be done with proper math.
if (tspr->clipdist & TSPR_FLAGS_MDHACK)
{
double f = (double) (tspr->owner + 1) * (std::numeric_limits<double>::epsilon() * 8.0);
if (f != 0.0) f *= 1.0/(double) (FindDistance2D(globalposx - tspr->x, globalposy - tspr->y)>>5);
GLInterface.SetDepthFunc(DF_LEqual);
}
int winding = ((grhalfxdown10x >= 0) ^((globalorientation&8) != 0) ^((globalorientation&4) != 0))? Winding_CW : Winding_CCW;
GLInterface.SetCull(Cull_Back, winding);
// tinting
pc[0] = pc[1] = pc[2] = ((float)numshades - min(max((globalshade * hw_shadescale) + m->shadeoff, 0.f), (float)numshades)) / (float)numshades;
pc[3] = (tspr->cstat&2) ? glblend[tspr->blend].def[!!(tspr->cstat&512)].alpha : 1.0f;
pc[3] *= 1.0f - sext->alpha;
SetRenderStyleFromBlend(!!(tspr->cstat & 2), tspr->blend, !!(tspr->cstat & 512));
if (m->usesalpha) //Sprites with alpha in texture
{
// PLAG : default cutoff removed
GLInterface.EnableBlend(true);
GLInterface.EnableAlphaTest(true);
GLInterface.SetAlphaThreshold(TileFiles.tiledata[globalpicnum].texture->alphaThreshold);
}
else
{
if ((tspr->cstat&2) || sext->alpha > 0.f || pc[3] < 1.0f)
GLInterface.EnableBlend(true); //else GLInterface.EnableBlend(false);
}
GLInterface.SetColor(pc[0],pc[1],pc[2],pc[3]);
//if (MFLAGS_NOCONV(m))
// GLInterface.SetColor(0.0f, 0.0f, 1.0f, 1.0f);
//------------
// PLAG: Cleaner model rotation code
if (sext->pitch || sext->roll)
{
float f = 1.f/((fxdimen * fviewingrange) * (256.f/(65536.f*128.f)) * (m0.x+m1.x));
memset(&a0, 0, sizeof(a0));
if (sext->pivot_offset.x)
a0.x = (float) sext->pivot_offset.x * f;
if (sext->pivot_offset.y) // Compare with SCREEN_FACTORS above
a0.y = (float) sext->pivot_offset.y * f;
if ((sext->pivot_offset.z) && !(tspr->clipdist & TSPR_FLAGS_MDHACK)) // Compare with SCREEN_FACTORS above
a0.z = (float)sext->pivot_offset.z / (gxyaspect * fxdimen * (65536.f/128.f) * (m0.z+m1.z));
k0 = bcosf(sext->pitch, -14);
k1 = bsinf(sext->pitch, -14);
k2 = bcosf(sext->roll, -14);
k3 = bsinf(sext->roll, -14);
}
VSMatrix imat = 0;
imat.scale(1024, 1024, 1024);
GLInterface.SetMatrix(Matrix_Model, &imat);
for (surfi=0; surfi<m->head.numsurfs; surfi++)
{
//PLAG : sorting stuff
uint16_t *indexhandle;
vec3f_t fp;
const md3surf_t *const s = &m->head.surfs[surfi];
v0 = &s->xyzn[m->cframe*s->numverts];
v1 = &s->xyzn[m->nframe*s->numverts];
if (sext->pitch || sext->roll)
{
vec3f_t fp1, fp2;
for (i=s->numverts-1; i>=0; i--)
{
fp.z = v0[i].x + a0.x;
fp.x = v0[i].y + a0.y;
fp.y = v0[i].z + a0.z;
fp1.x = fp.x*k2 + fp.y*k3;
fp1.y = fp.x*k0*(-k3) + fp.y*k0*k2 + fp.z*(-k1);
fp1.z = fp.x*k1*(-k3) + fp.y*k1*k2 + fp.z*k0;
fp.z = v1[i].x + a0.x;
fp.x = v1[i].y + a0.y;
fp.y = v1[i].z + a0.z;
fp2.x = fp.x*k2 + fp.y*k3;
fp2.y = fp.x*k0*(-k3) + fp.y*k0*k2 + fp.z*(-k1);
fp2.z = fp.x*k1*(-k3) + fp.y*k1*k2 + fp.z*k0;
fp.z = (fp1.z - a0.x)*m0.x + (fp2.z - a0.x)*m1.x;
fp.x = (fp1.x - a0.y)*m0.y + (fp2.x - a0.y)*m1.y;
fp.y = (fp1.y - a0.z)*m0.z + (fp2.y - a0.z)*m1.z;
vertlist[i] = fp;
}
}
else
{
for (i=s->numverts-1; i>=0; i--)
{
fp.z = v0[i].x*m0.x + v1[i].x*m1.x;
fp.y = v0[i].z*m0.z + v1[i].z*m1.z;
fp.x = v0[i].y*m0.y + v1[i].y*m1.y;
vertlist[i] = fp;
}
}
//Let OpenGL (and perhaps hardware :) handle the matrix rotation
mat[3] = mat[7] = mat[11] = 0.f; mat[15] = 1.f;
for (int i = 0; i < 15; i++) mat[i] *= 1024.f;
GLInterface.SetMatrix(Matrix_Model, mat);
// PLAG: End
bool exact = false;
auto tex = mdloadskin((md2model_t *)m,tile2model[Ptile2tile(tspr->picnum,lpal)].skinnum,globalpal,surfi, &exact);
if (!tex)
continue;
FGameTexture *det = nullptr, *glow = nullptr;
float detscale = 1.f;
int palid = TRANSLATION(Translation_Remap + curbasepal, globalpal);
GLInterface.SetFade(sector[tspr->sectnum].floorpal);
GLInterface.SetTexture(tex, palid, CLAMP_XY);
if (tspr->clipdist & TSPR_FLAGS_MDHACK)
{
//POGOTODO: if we add support for palette indexing on model skins, the texture for the palswap could be setup here
indexhandle = m->vindexes;
//PLAG: delayed polygon-level sorted rendering
if (m->usesalpha)
{
for (i=0; i<=s->numtris-1; ++i)
{
vec3f_t const vlt[3] = { vertlist[s->tris[i].i[0]], vertlist[s->tris[i].i[1]], vertlist[s->tris[i].i[2]] };
// Matrix multiplication - ugly but clear
vec3f_t const fp[3] = { { (vlt[0].x * mat[0]) + (vlt[0].y * mat[4]) + (vlt[0].z * mat[8]) + mat[12],
(vlt[0].x * mat[1]) + (vlt[0].y * mat[5]) + (vlt[0].z * mat[9]) + mat[13],
(vlt[0].x * mat[2]) + (vlt[0].y * mat[6]) + (vlt[0].z * mat[10]) + mat[14] },
{ (vlt[1].x * mat[0]) + (vlt[1].y * mat[4]) + (vlt[1].z * mat[8]) + mat[12],
(vlt[1].x * mat[1]) + (vlt[1].y * mat[5]) + (vlt[1].z * mat[9]) + mat[13],
(vlt[1].x * mat[2]) + (vlt[1].y * mat[6]) + (vlt[1].z * mat[10]) + mat[14] },
{ (vlt[2].x * mat[0]) + (vlt[2].y * mat[4]) + (vlt[2].z * mat[8]) + mat[12],
(vlt[2].x * mat[1]) + (vlt[2].y * mat[5]) + (vlt[2].z * mat[9]) + mat[13],
(vlt[2].x * mat[2]) + (vlt[2].y * mat[6]) + (vlt[2].z * mat[10]) + mat[14] } };
f = (fp[0].x * fp[0].x) + (fp[0].y * fp[0].y) + (fp[0].z * fp[0].z);
g = (fp[1].x * fp[1].x) + (fp[1].y * fp[1].y) + (fp[1].z * fp[1].z);
if (f > g)
f = g;
g = (fp[2].x * fp[2].x) + (fp[2].y * fp[2].y) + (fp[2].z * fp[2].z);
if (f > g)
f = g;
m->maxdepths[i] = f;
m->indexes[i] = i;
}
// dichotomic recursive sorting - about 100x less iterations than bubblesort
quicksort(m->indexes, m->maxdepths, 0, s->numtris - 1);
}
md3draw_handle_triangles(s, indexhandle, 1, m->usesalpha ? m : NULL);
}
else
{
indexhandle = m->vindexes;
md3draw_handle_triangles(s, indexhandle, 1, NULL);
}
}
//------------
if (m->usesalpha) GLInterface.EnableAlphaTest(false);
GLInterface.SetCull(Cull_None);
GLInterface.SetIdentityMatrix(Matrix_Model);
globalnoeffect=0;
return 1;
}
static void md3free(md3model_t *m)
{
mdanim_t *anim, *nanim = NULL;
mdskinmap_t *sk, *nsk = NULL;
if (!m) return;
for (anim=m->animations; anim; anim=nanim)
{
nanim = anim->next;
M_Free(anim);
}
for (sk=m->skinmap; sk; sk=nsk)
{
nsk = sk->next;
M_Free(sk);
}
if (m->head.surfs)
{
for (bssize_t surfi=m->head.numsurfs-1; surfi>=0; surfi--)
{
md3surf_t *s = &m->head.surfs[surfi];
M_Free(s->tris);
M_Free(s->geometry); // FREE_SURFS_GEOMETRY
}
M_Free(m->head.surfs);
}
M_Free(m->head.tags);
M_Free(m->head.frames);
M_Free(m->muladdframes);
M_Free(m->indexes);
M_Free(m->vindexes);
M_Free(m->maxdepths);
M_Free(m);
}
//---------------------------------------- MD3 LIBRARY ENDS ----------------------------------------
//--------------------------------------- MD LIBRARY BEGINS ---------------------------------------
static mdmodel_t *mdload(const char *filnam)
{
mdmodel_t *vm;
int32_t i;
//vm = (mdmodel_t *)voxload(filnam);
//if (vm) return vm;
auto fil = fileSystem.OpenFileReader(filnam);
if (!fil.isOpen())
return NULL;
fil.Read(&i,4);
fil.Seek(0,FileReader::SeekSet);
switch (LittleLong(i))
{
case IDP2_MAGIC:
// Printf("Warning: model \"%s\" is version IDP2; wanted version IDP3\n",filnam);
vm = (mdmodel_t *)md2load(fil,filnam);
break; //IDP2
case IDP3_MAGIC:
vm = (mdmodel_t *)md3load(fil);
break; //IDP3
default:
vm = NULL;
break;
}
if (vm)
{
md3model_t *vm3 = (md3model_t *)vm;
// smuggle the file name into the model struct.
// head.nam is unused as far as I can tell
strncpy(vm3->head.nam, filnam, sizeof(vm3->head.nam));
vm3->head.nam[sizeof(vm3->head.nam)-1] = 0;
md3postload_common(vm3);
}
return vm;
}
int32_t polymost_mddraw(tspriteptr_t tspr)
{
if (maxmodelverts > allocmodelverts)
{
vertlist = (vec3f_t *) M_Realloc(vertlist, sizeof(vec3f_t)*maxmodelverts);
allocmodelverts = maxmodelverts;
}
mdmodel_t *const vm = models[tile2model[Ptile2tile(tspr->picnum,
(tspr->owner >= MAXSPRITES) ? tspr->pal : sprite[tspr->owner].pal)].modelid];
if (vm->mdnum == 1)
return polymost_voxdraw((voxmodel_t *)vm,tspr, false); // can't access rotating info anymore
else if (vm->mdnum == 3)
return polymost_md3draw((md3model_t *)vm,tspr);
return 0;
}
void voxfree(voxmodel_t* m)
{
if (m) delete m;
}
static void mdfree(mdmodel_t *vm)
{
if (vm->mdnum == 1) { voxfree((voxmodel_t *)vm); return; }
if (vm->mdnum == 2 || vm->mdnum == 3) { md3free((md3model_t *)vm); return; }
}
void updateModelInterpolation()
{
// sigh...
omdtims = mdtims;
mdtims = I_msTime();
for (native_t i = 0; i < MAXSPRITES + MAXUNIQHUDID; ++i)
if ((mdpause && spriteext[i].mdanimtims) || (spriteext[i].flags & SPREXT_NOMDANIM))
spriteext[i].mdanimtims += mdtims - omdtims;
}
#endif
//---------------------------------------- MD LIBRARY ENDS ----------------------------------------