gtkradiant/tools/quake3/q3map2/model.c

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/*
Copyright (C) 1999-2007 id Software, Inc. and contributors.
For a list of contributors, see the accompanying CONTRIBUTORS file.
This file is part of GtkRadiant.
GtkRadiant is free software; you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation; either version 2 of the License, or
(at your option) any later version.
GtkRadiant is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with GtkRadiant; if not, write to the Free Software
Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
----------------------------------------------------------------------------------
This code has been altered significantly from its original form, to support
several games based on the Quake III Arena engine, in the form of "Q3Map2."
------------------------------------------------------------------------------- */
/* marker */
#define MODEL_C
/* dependencies */
#include "q3map2.h"
/*
PicoPrintFunc()
callback for picomodel.lib
*/
void PicoPrintFunc( int level, const char *str )
{
if( str == NULL )
return;
switch( level )
{
case PICO_NORMAL:
Sys_Printf( "%s\n", str );
break;
case PICO_VERBOSE:
Sys_FPrintf( SYS_VRB, "%s\n", str );
break;
case PICO_WARNING:
Sys_Printf( "WARNING: %s\n", str );
break;
case PICO_ERROR:
Sys_Printf( "ERROR: %s\n", str );
break;
case PICO_FATAL:
Error( "ERROR: %s\n", str );
break;
}
}
/*
PicoLoadFileFunc()
callback for picomodel.lib
*/
void PicoLoadFileFunc( char *name, byte **buffer, int *bufSize )
{
*bufSize = vfsLoadFile( (const char*) name, (void**) buffer, 0 );
}
/*
FindModel() - ydnar
finds an existing picoModel and returns a pointer to the picoModel_t struct or NULL if not found
*/
picoModel_t *FindModel( char *name, int frame )
{
int i;
/* init */
if( numPicoModels <= 0 )
memset( picoModels, 0, sizeof( picoModels ) );
/* dummy check */
if( name == NULL || name[ 0 ] == '\0' )
return NULL;
/* search list */
for( i = 0; i < MAX_MODELS; i++ )
{
if( picoModels[ i ] != NULL &&
!strcmp( PicoGetModelName( picoModels[ i ] ), name ) &&
PicoGetModelFrameNum( picoModels[ i ] ) == frame )
return picoModels[ i ];
}
/* no matching picoModel found */
return NULL;
}
/*
LoadModel() - ydnar
loads a picoModel and returns a pointer to the picoModel_t struct or NULL if not found
*/
picoModel_t *LoadModel( char *name, int frame )
{
int i;
picoModel_t *model, **pm;
/* init */
if( numPicoModels <= 0 )
memset( picoModels, 0, sizeof( picoModels ) );
/* dummy check */
if( name == NULL || name[ 0 ] == '\0' )
return NULL;
/* try to find existing picoModel */
model = FindModel( name, frame );
if( model != NULL )
return model;
/* none found, so find first non-null picoModel */
pm = NULL;
for( i = 0; i < MAX_MODELS; i++ )
{
if( picoModels[ i ] == NULL )
{
pm = &picoModels[ i ];
break;
}
}
/* too many picoModels? */
if( pm == NULL )
Error( "MAX_MODELS (%d) exceeded, there are too many model files referenced by the map.", MAX_MODELS );
/* attempt to parse model */
*pm = PicoLoadModel( (char*) name, frame );
/* if loading failed, make a bogus model to silence the rest of the warnings */
if( *pm == NULL )
{
/* allocate a new model */
*pm = PicoNewModel();
if( *pm == NULL )
return NULL;
/* set data */
PicoSetModelName( *pm, name );
PicoSetModelFrameNum( *pm, frame );
}
/* debug code */
#if 0
{
int numSurfaces, numVertexes;
picoSurface_t *ps;
Sys_Printf( "Model %s\n", name );
numSurfaces = PicoGetModelNumSurfaces( *pm );
for( i = 0; i < numSurfaces; i++ )
{
ps = PicoGetModelSurface( *pm, i );
numVertexes = PicoGetSurfaceNumVertexes( ps );
Sys_Printf( "Surface %d has %d vertexes\n", i, numVertexes );
}
}
#endif
/* set count */
if( *pm != NULL )
numPicoModels++;
/* return the picoModel */
return *pm;
}
/*
InsertModel() - ydnar
adds a picomodel into the bsp
*/
void InsertModel( char *name, int frame, m4x4_t transform, remap_t *remap, shaderInfo_t *celShader, int eNum, int castShadows, int recvShadows, int spawnFlags, float lightmapScale )
{
int i, j, k, s, numSurfaces;
m4x4_t identity, nTransform;
picoModel_t *model;
picoShader_t *shader;
picoSurface_t *surface;
shaderInfo_t *si;
mapDrawSurface_t *ds;
bspDrawVert_t *dv;
char *picoShaderName;
char shaderName[ MAX_QPATH ];
picoVec_t *xyz, *normal, *st;
byte *color;
picoIndex_t *indexes;
remap_t *rm, *glob;
/* get model */
model = LoadModel( name, frame );
if( model == NULL )
return;
/* handle null matrix */
if( transform == NULL )
{
m4x4_identity( identity );
transform = identity;
}
/* hack: Stable-1_2 and trunk have differing row/column major matrix order
this transpose is necessary with Stable-1_2
uncomment the following line with old m4x4_t (non 1.3/spog_branch) code */
//% m4x4_transpose( transform );
/* create transform matrix for normals */
memcpy( nTransform, transform, sizeof( m4x4_t ) );
if( m4x4_invert( nTransform ) )
Sys_FPrintf( SYS_VRB, "WARNING: Can't invert model transform matrix, using transpose instead\n" );
m4x4_transpose( nTransform );
/* fix bogus lightmap scale */
if( lightmapScale <= 0.0f )
lightmapScale = 1.0f;
/* each surface on the model will become a new map drawsurface */
numSurfaces = PicoGetModelNumSurfaces( model );
//% Sys_FPrintf( SYS_VRB, "Model %s has %d surfaces\n", name, numSurfaces );
for( s = 0; s < numSurfaces; s++ )
{
/* get surface */
surface = PicoGetModelSurface( model, s );
if( surface == NULL )
continue;
/* only handle triangle surfaces initially (fixme: support patches) */
if( PicoGetSurfaceType( surface ) != PICO_TRIANGLES )
continue;
/* fix the surface's normals */
PicoFixSurfaceNormals( surface );
/* allocate a surface (ydnar: gs mods) */
ds = AllocDrawSurface( SURFACE_TRIANGLES );
ds->entityNum = eNum;
ds->castShadows = castShadows;
ds->recvShadows = recvShadows;
/* get shader name */
shader = PicoGetSurfaceShader( surface );
if( shader == NULL )
picoShaderName = "";
else
picoShaderName = PicoGetShaderName( shader );
/* handle shader remapping */
glob = NULL;
for( rm = remap; rm != NULL; rm = rm->next )
{
if( rm->from[ 0 ] == '*' && rm->from[ 1 ] == '\0' )
glob = rm;
else if( !Q_stricmp( picoShaderName, rm->from ) )
{
Sys_FPrintf( SYS_VRB, "Remapping %s to %s\n", picoShaderName, rm->to );
picoShaderName = rm->to;
glob = NULL;
break;
}
}
if( glob != NULL )
{
Sys_FPrintf( SYS_VRB, "Globbing %s to %s\n", picoShaderName, glob->to );
picoShaderName = glob->to;
}
/* shader renaming for sof2 */
if( renameModelShaders )
{
strcpy( shaderName, picoShaderName );
StripExtension( shaderName );
if( spawnFlags & 1 )
strcat( shaderName, "_RMG_BSP" );
else
strcat( shaderName, "_BSP" );
si = ShaderInfoForShader( shaderName );
}
else
si = ShaderInfoForShader( picoShaderName );
/* set shader */
ds->shaderInfo = si;
/* set lightmap scale */
ds->lightmapScale = lightmapScale;
/* force to meta? */
if( si != NULL && si->forceMeta )
ds->type = SURFACE_FORCED_META;
/* set particulars */
ds->numVerts = PicoGetSurfaceNumVertexes( surface );
ds->verts = safe_malloc( ds->numVerts * sizeof( ds->verts[ 0 ] ) );
memset( ds->verts, 0, ds->numVerts * sizeof( ds->verts[ 0 ] ) );
ds->numIndexes = PicoGetSurfaceNumIndexes( surface );
ds->indexes = safe_malloc( ds->numIndexes * sizeof( ds->indexes[ 0 ] ) );
memset( ds->indexes, 0, ds->numIndexes * sizeof( ds->indexes[ 0 ] ) );
/* copy vertexes */
for( i = 0; i < ds->numVerts; i++ )
{
/* get vertex */
dv = &ds->verts[ i ];
/* xyz and normal */
xyz = PicoGetSurfaceXYZ( surface, i );
VectorCopy( xyz, dv->xyz );
m4x4_transform_point( transform, dv->xyz );
normal = PicoGetSurfaceNormal( surface, i );
VectorCopy( normal, dv->normal );
m4x4_transform_normal( nTransform, dv->normal );
VectorNormalize( dv->normal, dv->normal );
/* ydnar: tek-fu celshading support for flat shaded shit */
if( flat )
{
dv->st[ 0 ] = si->stFlat[ 0 ];
dv->st[ 1 ] = si->stFlat[ 1 ];
}
/* ydnar: gs mods: added support for explicit shader texcoord generation */
else if( si->tcGen )
{
/* project the texture */
dv->st[ 0 ] = DotProduct( si->vecs[ 0 ], dv->xyz );
dv->st[ 1 ] = DotProduct( si->vecs[ 1 ], dv->xyz );
}
/* normal texture coordinates */
{
st = PicoGetSurfaceST( surface, 0, i );
dv->st[ 0 ] = st[ 0 ];
dv->st[ 1 ] = st[ 1 ];
}
/* set lightmap/color bits */
color = PicoGetSurfaceColor( surface, 0, i );
for( j = 0; j < MAX_LIGHTMAPS; j++ )
{
dv->lightmap[ j ][ 0 ] = 0.0f;
dv->lightmap[ j ][ 1 ] = 0.0f;
dv->color[ j ][ 0 ] = color[ 0 ];
dv->color[ j ][ 1 ] = color[ 1 ];
dv->color[ j ][ 2 ] = color[ 2 ];
dv->color[ j ][ 3 ] = color[ 3 ];
}
}
/* copy indexes */
indexes = PicoGetSurfaceIndexes( surface, 0 );
for( i = 0; i < ds->numIndexes; i++ )
ds->indexes[ i ] = indexes[ i ];
/* set cel shader */
ds->celShader = celShader;
/* finish surface */
FinishSurface( ds );
/* ydnar: giant hack land: generate clipping brushes for model triangles */
if( si->clipModel || (spawnFlags & 2) ) /* 2nd bit */
{
vec3_t points[ 3 ], backs[ 3 ];
vec4_t plane, reverse, pa, pb, pc;
vec3_t nadir;
/* temp hack */
if( (si->compileFlags & C_TRANSLUCENT) || !(si->compileFlags & C_SOLID) )
continue;
/* overflow check */
if( (nummapplanes + 64) >= (MAX_MAP_PLANES >> 1) )
continue;
/* walk triangle list */
for( i = 0; i < ds->numIndexes; i += 3 )
{
/* overflow hack */
if( (nummapplanes + 64) >= (MAX_MAP_PLANES >> 1) )
{
Sys_Printf( "WARNING: MAX_MAP_PLANES (%d) hit generating clip brushes for model %s.\n",
MAX_MAP_PLANES, name );
break;
}
/* make points and back points */
for( j = 0; j < 3; j++ )
{
/* get vertex */
dv = &ds->verts[ ds->indexes[ i + j ] ];
/* copy xyz */
VectorCopy( dv->xyz, points[ j ] );
VectorCopy( dv->xyz, backs[ j ] );
/* find nearest axial to normal and push back points opposite */
/* note: this doesn't work as well as simply using the plane of the triangle, below */
for( k = 0; k < 3; k++ )
{
if( fabs( dv->normal[ k ] ) > fabs( dv->normal[ (k + 1) % 3 ] ) &&
fabs( dv->normal[ k ] ) > fabs( dv->normal[ (k + 2) % 3 ] ) )
{
backs[ j ][ k ] += dv->normal[ k ] < 0.0f ? 64.0f : -64.0f;
break;
}
}
}
/* make plane for triangle */
if( PlaneFromPoints( plane, points[ 0 ], points[ 1 ], points[ 2 ] ) )
{
/* regenerate back points */
for( j = 0; j < 3; j++ )
{
/* get vertex */
dv = &ds->verts[ ds->indexes[ i + j ] ];
/* copy xyz */
VectorCopy( dv->xyz, backs[ j ] );
/* find nearest axial to plane normal and push back points opposite */
for( k = 0; k < 3; k++ )
{
if( fabs( plane[ k ] ) > fabs( plane[ (k + 1) % 3 ] ) &&
fabs( plane[ k ] ) > fabs( plane[ (k + 2) % 3 ] ) )
{
backs[ j ][ k ] += plane[ k ] < 0.0f ? 64.0f : -64.0f;
break;
}
}
}
/* make back plane */
VectorScale( plane, -1.0f, reverse );
reverse[ 3 ] = -(plane[ 3 ] - 1);
/* make back pyramid point */
VectorCopy( points[ 0 ], nadir );
VectorAdd( nadir, points[ 1 ], nadir );
VectorAdd( nadir, points[ 2 ], nadir );
VectorScale( nadir, 0.3333333333333f, nadir );
VectorMA( nadir, -2.0f, plane, nadir );
/* make 3 more planes */
//% if( PlaneFromPoints( pa, points[ 2 ], points[ 1 ], nadir ) &&
//% PlaneFromPoints( pb, points[ 1 ], points[ 0 ], nadir ) &&
//% PlaneFromPoints( pc, points[ 0 ], points[ 2 ], nadir ) )
if( PlaneFromPoints( pa, points[ 2 ], points[ 1 ], backs[ 1 ] ) &&
PlaneFromPoints( pb, points[ 1 ], points[ 0 ], backs[ 0 ] ) &&
PlaneFromPoints( pc, points[ 0 ], points[ 2 ], backs[ 2 ] ) )
{
/* build a brush */
buildBrush = AllocBrush( 48 );
buildBrush->entityNum = mapEntityNum;
buildBrush->original = buildBrush;
buildBrush->contentShader = si;
buildBrush->compileFlags = si->compileFlags;
buildBrush->contentFlags = si->contentFlags;
buildBrush->detail = qtrue;
/* set up brush sides */
buildBrush->numsides = 5;
for( j = 0; j < buildBrush->numsides; j++ )
buildBrush->sides[ j ].shaderInfo = si;
buildBrush->sides[ 0 ].planenum = FindFloatPlane( plane, plane[ 3 ], 3, points );
buildBrush->sides[ 1 ].planenum = FindFloatPlane( pa, pa[ 3 ], 1, &points[ 2 ] );
buildBrush->sides[ 2 ].planenum = FindFloatPlane( pb, pb[ 3 ], 1, &points[ 1 ] );
buildBrush->sides[ 3 ].planenum = FindFloatPlane( pc, pc[ 3 ], 1, &points[ 0 ] );
buildBrush->sides[ 4 ].planenum = FindFloatPlane( reverse, reverse[ 3 ], 3, points );
/* add to entity */
if( CreateBrushWindings( buildBrush ) )
{
AddBrushBevels();
//% EmitBrushes( buildBrush, NULL, NULL );
buildBrush->next = entities[ mapEntityNum ].brushes;
entities[ mapEntityNum ].brushes = buildBrush;
entities[ mapEntityNum ].numBrushes++;
}
else
free( buildBrush );
}
}
}
}
}
}
/*
AddTriangleModels()
adds misc_model surfaces to the bsp
*/
void AddTriangleModels( entity_t *e )
{
int num, frame, castShadows, recvShadows, spawnFlags;
entity_t *e2;
const char *targetName;
const char *target, *model, *value;
char shader[ MAX_QPATH ];
shaderInfo_t *celShader;
float temp, baseLightmapScale, lightmapScale;
vec3_t origin, scale, angles;
m4x4_t transform;
epair_t *ep;
remap_t *remap, *remap2;
char *split;
/* note it */
Sys_FPrintf( SYS_VRB, "--- AddTriangleModels ---\n" );
/* get current brush entity targetname */
if( e == entities )
targetName = "";
else
{
targetName = ValueForKey( e, "targetname" );
/* misc_model entities target non-worldspawn brush model entities */
if( targetName[ 0 ] == '\0' )
return;
}
/* get lightmap scale */
baseLightmapScale = FloatForKey( e, "_lightmapscale" );
if( baseLightmapScale <= 0.0f )
baseLightmapScale = 0.0f;
/* walk the entity list */
for( num = 1; num < numEntities; num++ )
{
/* get e2 */
e2 = &entities[ num ];
/* convert misc_models into raw geometry */
if( Q_stricmp( "misc_model", ValueForKey( e2, "classname" ) ) )
continue;
/* ydnar: added support for md3 models on non-worldspawn models */
target = ValueForKey( e2, "target" );
if( strcmp( target, targetName ) )
continue;
/* get model name */
model = ValueForKey( e2, "model" );
if( model[ 0 ] == '\0' )
{
Sys_Printf( "WARNING: misc_model at %i %i %i without a model key\n",
(int) origin[ 0 ], (int) origin[ 1 ], (int) origin[ 2 ] );
continue;
}
/* get model frame */
frame = IntForKey( e2, "_frame" );
/* worldspawn (and func_groups) default to cast/recv shadows in worldspawn group */
if( e == entities )
{
castShadows = WORLDSPAWN_CAST_SHADOWS;
recvShadows = WORLDSPAWN_RECV_SHADOWS;
}
/* other entities don't cast any shadows, but recv worldspawn shadows */
else
{
castShadows = ENTITY_CAST_SHADOWS;
recvShadows = ENTITY_RECV_SHADOWS;
}
/* get explicit shadow flags */
GetEntityShadowFlags( e2, e, &castShadows, &recvShadows );
/* get spawnflags */
spawnFlags = IntForKey( e2, "spawnflags" );
/* get origin */
GetVectorForKey( e2, "origin", origin );
VectorSubtract( origin, e->origin, origin ); /* offset by parent */
/* get scale */
scale[ 0 ] = scale[ 1 ] = scale[ 2 ] = 1.0f;
temp = FloatForKey( e2, "modelscale" );
if( temp != 0.0f )
scale[ 0 ] = scale[ 1 ] = scale[ 2 ] = temp;
value = ValueForKey( e2, "modelscale_vec" );
if( value[ 0 ] != '\0' )
sscanf( value, "%f %f %f", &scale[ 0 ], &scale[ 1 ], &scale[ 2 ] );
/* get "angle" (yaw) or "angles" (pitch yaw roll) */
angles[ 0 ] = angles[ 1 ] = angles[ 2 ] = 0.0f;
angles[ 2 ] = FloatForKey( e2, "angle" );
value = ValueForKey( e2, "angles" );
if( value[ 0 ] != '\0' )
sscanf( value, "%f %f %f", &angles[ 1 ], &angles[ 2 ], &angles[ 0 ] );
/* set transform matrix (thanks spog) */
m4x4_identity( transform );
m4x4_pivoted_transform_by_vec3( transform, origin, angles, eXYZ, scale, vec3_origin );
/* get shader remappings */
remap = NULL;
for( ep = e2->epairs; ep != NULL; ep = ep->next )
{
/* look for keys prefixed with "_remap" */
if( ep->key != NULL && ep->value != NULL &&
ep->key[ 0 ] != '\0' && ep->value[ 0 ] != '\0' &&
!Q_strncasecmp( ep->key, "_remap", 6 ) )
{
/* create new remapping */
remap2 = remap;
remap = safe_malloc( sizeof( *remap ) );
remap->next = remap2;
strcpy( remap->from, ep->value );
/* split the string */
split = strchr( remap->from, ';' );
if( split == NULL )
{
Sys_Printf( "WARNING: Shader _remap key found in misc_model without a ; character\n" );
free( remap );
remap = remap2;
continue;
}
/* store the split */
*split = '\0';
strcpy( remap->to, (split + 1) );
/* note it */
//% Sys_FPrintf( SYS_VRB, "Remapping %s to %s\n", remap->from, remap->to );
}
}
/* ydnar: cel shader support */
value = ValueForKey( e2, "_celshader" );
if( value[ 0 ] == '\0' )
value = ValueForKey( &entities[ 0 ], "_celshader" );
if( value[ 0 ] != '\0' )
{
sprintf( shader, "textures/%s", value );
celShader = ShaderInfoForShader( shader );
}
else
celShader = NULL;
/* get lightmap scale */
lightmapScale = FloatForKey( e2, "_lightmapscale" );
if( lightmapScale <= 0.0f )
lightmapScale = baseLightmapScale;
/* insert the model */
InsertModel( (char*) model, frame, transform, remap, celShader, mapEntityNum, castShadows, recvShadows, spawnFlags, lightmapScale );
/* free shader remappings */
while( remap != NULL )
{
remap2 = remap->next;
free( remap );
remap = remap2;
}
}
}