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https://github.com/UberGames/GtkRadiant.git
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420 lines
12 KiB
C
420 lines
12 KiB
C
/* -----------------------------------------------------------------------------
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PicoModel Library
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Copyright (c) 2002, Randy Reddig & seaw0lf
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All rights reserved.
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Redistribution and use in source and binary forms, with or without modification,
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are permitted provided that the following conditions are met:
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Redistributions of source code must retain the above copyright notice, this list
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of conditions and the following disclaimer.
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Redistributions in binary form must reproduce the above copyright notice, this
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list of conditions and the following disclaimer in the documentation and/or
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other materials provided with the distribution.
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Neither the names of the copyright holders nor the names of its contributors may
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be used to endorse or promote products derived from this software without
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specific prior written permission.
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THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND
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ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
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WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
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DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR CONTRIBUTORS BE LIABLE FOR
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ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
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(INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
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LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON
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ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
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SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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----------------------------------------------------------------------------- */
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/* marker */
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#define PM_MD3_C
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/* dependencies */
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#include "picointernal.h"
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/* md3 model format */
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#define MD3_MAGIC "IDP3"
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#define MD3_VERSION 15
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/* md3 vertex scale */
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#define MD3_SCALE ( 1.0f / 64.0f )
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/* md3 model frame information */
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typedef struct md3Frame_s
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{
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float bounds[ 2 ][ 3 ];
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float localOrigin[ 3 ];
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float radius;
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char creator[ 16 ];
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}
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md3Frame_t;
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/* md3 model tag information */
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typedef struct md3Tag_s
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{
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char name[ 64 ];
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float origin[ 3 ];
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float axis[ 3 ][ 3 ];
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}
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md3Tag_t;
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/* md3 surface md3 (one object mesh) */
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typedef struct md3Surface_s
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{
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char magic[ 4 ];
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char name[ 64 ]; /* polyset name */
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int flags;
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int numFrames; /* all model surfaces should have the same */
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int numShaders; /* all model surfaces should have the same */
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int numVerts;
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int numTriangles;
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int ofsTriangles;
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int ofsShaders; /* offset from start of md3Surface_t */
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int ofsSt; /* texture coords are common for all frames */
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int ofsVertexes; /* numVerts * numFrames */
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int ofsEnd; /* next surface follows */
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}
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md3Surface_t;
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typedef struct md3Shader_s
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{
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char name[ 64 ];
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int shaderIndex; /* for ingame use */
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}
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md3Shader_t;
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typedef struct md3Triangle_s
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{
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int indexes[ 3 ];
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}
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md3Triangle_t;
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typedef struct md3TexCoord_s
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{
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float st[ 2 ];
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}
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md3TexCoord_t;
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typedef struct md3Vertex_s
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{
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short xyz[ 3 ];
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short normal;
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}
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md3Vertex_t;
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/* md3 model file md3 structure */
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typedef struct md3_s
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{
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char magic[ 4 ]; /* MD3_MAGIC */
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int version;
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char name[ 64 ]; /* model name */
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int flags;
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int numFrames;
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int numTags;
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int numSurfaces;
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int numSkins; /* number of skins for the mesh */
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int ofsFrames; /* offset for first frame */
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int ofsTags; /* numFrames * numTags */
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int ofsSurfaces; /* first surface, others follow */
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int ofsEnd; /* end of file */
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}
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md3_t;
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/*
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_md3_canload()
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validates a quake3 arena md3 model file. btw, i use the
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preceding underscore cause it's a static func referenced
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by one structure only.
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*/
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static int _md3_canload( PM_PARAMS_CANLOAD ){
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md3_t *md3;
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/* to keep the compiler happy */
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*fileName = *fileName;
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/* sanity check */
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if ( bufSize < ( sizeof( *md3 ) * 2 ) ) {
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return PICO_PMV_ERROR_SIZE;
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}
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/* set as md3 */
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md3 = (md3_t*) buffer;
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/* check md3 magic */
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if ( *( (int*) md3->magic ) != *( (int*) MD3_MAGIC ) ) {
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return PICO_PMV_ERROR_IDENT;
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}
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/* check md3 version */
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if ( _pico_little_long( md3->version ) != MD3_VERSION ) {
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return PICO_PMV_ERROR_VERSION;
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}
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/* file seems to be a valid md3 */
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return PICO_PMV_OK;
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}
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/*
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_md3_load()
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loads a quake3 arena md3 model file.
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*/
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static picoModel_t *_md3_load( PM_PARAMS_LOAD ){
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int i, j;
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picoByte_t *bb;
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md3_t *md3;
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md3Surface_t *surface;
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md3Shader_t *shader;
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md3TexCoord_t *texCoord;
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md3Frame_t *frame;
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md3Triangle_t *triangle;
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md3Vertex_t *vertex;
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double lat, lng;
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picoModel_t *picoModel;
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picoSurface_t *picoSurface;
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picoShader_t *picoShader;
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picoVec3_t xyz, normal;
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picoVec2_t st;
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picoColor_t color;
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/* -------------------------------------------------
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md3 loading
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------------------------------------------------- */
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/* set as md3 */
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bb = (picoByte_t*) buffer;
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md3 = (md3_t*) buffer;
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/* check ident and version */
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if ( *( (int*) md3->magic ) != *( (int*) MD3_MAGIC ) || _pico_little_long( md3->version ) != MD3_VERSION ) {
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/* not an md3 file (todo: set error) */
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return NULL;
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}
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/* swap md3; sea: swaps fixed */
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md3->version = _pico_little_long( md3->version );
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md3->numFrames = _pico_little_long( md3->numFrames );
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md3->numTags = _pico_little_long( md3->numTags );
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md3->numSurfaces = _pico_little_long( md3->numSurfaces );
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md3->numSkins = _pico_little_long( md3->numSkins );
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md3->ofsFrames = _pico_little_long( md3->ofsFrames );
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md3->ofsTags = _pico_little_long( md3->ofsTags );
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md3->ofsSurfaces = _pico_little_long( md3->ofsSurfaces );
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md3->ofsEnd = _pico_little_long( md3->ofsEnd );
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/* do frame check */
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if ( md3->numFrames < 1 ) {
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_pico_printf( PICO_ERROR, "MD3 with 0 frames" );
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return NULL;
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}
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if ( frameNum < 0 || frameNum >= md3->numFrames ) {
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_pico_printf( PICO_ERROR, "Invalid or out-of-range MD3 frame specified" );
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return NULL;
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}
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/* swap frames */
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frame = (md3Frame_t*) ( bb + md3->ofsFrames );
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for ( i = 0; i < md3->numFrames; i++, frame++ )
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{
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frame->radius = _pico_little_float( frame->radius );
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for ( j = 0; j < 3; j++ )
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{
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frame->bounds[ 0 ][ j ] = _pico_little_float( frame->bounds[ 0 ][ j ] );
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frame->bounds[ 1 ][ j ] = _pico_little_float( frame->bounds[ 1 ][ j ] );
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frame->localOrigin[ j ] = _pico_little_float( frame->localOrigin[ j ] );
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}
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}
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/* swap surfaces */
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surface = (md3Surface_t*) ( bb + md3->ofsSurfaces );
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for ( i = 0; i < md3->numSurfaces; i++ )
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{
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/* swap surface md3; sea: swaps fixed */
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surface->flags = _pico_little_long( surface->flags );
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surface->numFrames = _pico_little_long( surface->numFrames );
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surface->numShaders = _pico_little_long( surface->numShaders );
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surface->numTriangles = _pico_little_long( surface->numTriangles );
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surface->ofsTriangles = _pico_little_long( surface->ofsTriangles );
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surface->numVerts = _pico_little_long( surface->numVerts );
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surface->ofsShaders = _pico_little_long( surface->ofsShaders );
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surface->ofsSt = _pico_little_long( surface->ofsSt );
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surface->ofsVertexes = _pico_little_long( surface->ofsVertexes );
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surface->ofsEnd = _pico_little_long( surface->ofsEnd );
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/* swap triangles */
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triangle = (md3Triangle_t*) ( (picoByte_t*) surface + surface->ofsTriangles );
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for ( j = 0; j < surface->numTriangles; j++, triangle++ )
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{
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/* sea: swaps fixed */
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triangle->indexes[ 0 ] = _pico_little_long( triangle->indexes[ 0 ] );
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triangle->indexes[ 1 ] = _pico_little_long( triangle->indexes[ 1 ] );
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triangle->indexes[ 2 ] = _pico_little_long( triangle->indexes[ 2 ] );
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}
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/* swap st coords */
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texCoord = (md3TexCoord_t*) ( (picoByte_t*) surface + surface->ofsSt );
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for ( j = 0; j < surface->numVerts; j++, texCoord++ )
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{
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texCoord->st[ 0 ] = _pico_little_float( texCoord->st[ 0 ] );
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texCoord->st[ 1 ] = _pico_little_float( texCoord->st[ 1 ] );
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}
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/* swap xyz/normals */
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vertex = (md3Vertex_t*) ( (picoByte_t*) surface + surface->ofsVertexes );
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for ( j = 0; j < ( surface->numVerts * surface->numFrames ); j++, vertex++ )
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{
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vertex->xyz[ 0 ] = _pico_little_short( vertex->xyz[ 0 ] );
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vertex->xyz[ 1 ] = _pico_little_short( vertex->xyz[ 1 ] );
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vertex->xyz[ 2 ] = _pico_little_short( vertex->xyz[ 2 ] );
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vertex->normal = _pico_little_short( vertex->normal );
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}
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/* get next surface */
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surface = (md3Surface_t*) ( (picoByte_t*) surface + surface->ofsEnd );
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}
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/* -------------------------------------------------
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pico model creation
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------------------------------------------------- */
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/* create new pico model */
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picoModel = PicoNewModel();
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if ( picoModel == NULL ) {
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_pico_printf( PICO_ERROR, "Unable to allocate a new model" );
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return NULL;
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}
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/* do model setup */
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PicoSetModelFrameNum( picoModel, frameNum );
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PicoSetModelNumFrames( picoModel, md3->numFrames ); /* sea */
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PicoSetModelName( picoModel, fileName );
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PicoSetModelFileName( picoModel, fileName );
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/* md3 surfaces become picomodel surfaces */
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surface = (md3Surface_t*) ( bb + md3->ofsSurfaces );
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/* run through md3 surfaces */
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for ( i = 0; i < md3->numSurfaces; i++ )
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{
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/* allocate new pico surface */
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picoSurface = PicoNewSurface( picoModel );
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if ( picoSurface == NULL ) {
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_pico_printf( PICO_ERROR, "Unable to allocate a new model surface" );
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PicoFreeModel( picoModel ); /* sea */
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return NULL;
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}
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/* md3 model surfaces are all triangle meshes */
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PicoSetSurfaceType( picoSurface, PICO_TRIANGLES );
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/* set surface name */
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PicoSetSurfaceName( picoSurface, surface->name );
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/* create new pico shader -sea */
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picoShader = PicoNewShader( picoModel );
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if ( picoShader == NULL ) {
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_pico_printf( PICO_ERROR, "Unable to allocate a new model shader" );
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PicoFreeModel( picoModel );
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return NULL;
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}
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/* detox and set shader name */
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shader = (md3Shader_t*) ( (picoByte_t*) surface + surface->ofsShaders );
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_pico_setfext( shader->name, "" );
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_pico_unixify( shader->name );
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PicoSetShaderName( picoShader, shader->name );
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/* associate current surface with newly created shader */
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PicoSetSurfaceShader( picoSurface, picoShader );
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/* copy indexes */
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triangle = (md3Triangle_t *) ( (picoByte_t*) surface + surface->ofsTriangles );
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for ( j = 0; j < surface->numTriangles; j++, triangle++ )
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{
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PicoSetSurfaceIndex( picoSurface, ( j * 3 + 0 ), (picoIndex_t) triangle->indexes[ 0 ] );
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PicoSetSurfaceIndex( picoSurface, ( j * 3 + 1 ), (picoIndex_t) triangle->indexes[ 1 ] );
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PicoSetSurfaceIndex( picoSurface, ( j * 3 + 2 ), (picoIndex_t) triangle->indexes[ 2 ] );
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}
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/* copy vertexes */
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texCoord = (md3TexCoord_t*) ( (picoByte_t *) surface + surface->ofsSt );
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vertex = (md3Vertex_t*) ( (picoByte_t*) surface + surface->ofsVertexes + surface->numVerts * frameNum * sizeof( md3Vertex_t ) );
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_pico_set_color( color, 255, 255, 255, 255 );
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for ( j = 0; j < surface->numVerts; j++, texCoord++, vertex++ )
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{
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/* set vertex origin */
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xyz[ 0 ] = MD3_SCALE * vertex->xyz[ 0 ];
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xyz[ 1 ] = MD3_SCALE * vertex->xyz[ 1 ];
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xyz[ 2 ] = MD3_SCALE * vertex->xyz[ 2 ];
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PicoSetSurfaceXYZ( picoSurface, j, xyz );
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/* decode lat/lng normal to 3 float normal */
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lat = (float) ( ( vertex->normal >> 8 ) & 0xff );
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lng = (float) ( vertex->normal & 0xff );
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lat *= PICO_PI / 128;
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lng *= PICO_PI / 128;
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normal[ 0 ] = (picoVec_t) cos( lat ) * (picoVec_t) sin( lng );
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normal[ 1 ] = (picoVec_t) sin( lat ) * (picoVec_t) sin( lng );
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normal[ 2 ] = (picoVec_t) cos( lng );
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PicoSetSurfaceNormal( picoSurface, j, normal );
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/* set st coords */
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st[ 0 ] = texCoord->st[ 0 ];
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st[ 1 ] = texCoord->st[ 1 ];
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PicoSetSurfaceST( picoSurface, 0, j, st );
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/* set color */
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PicoSetSurfaceColor( picoSurface, 0, j, color );
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}
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/* get next surface */
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surface = (md3Surface_t*) ( (picoByte_t*) surface + surface->ofsEnd );
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}
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/* return the new pico model */
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return picoModel;
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}
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/* pico file format module definition */
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const picoModule_t picoModuleMD3 =
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{
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"1.3", /* module version string */
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"Quake 3 Arena", /* module display name */
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"Randy Reddig", /* author's name */
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"2002 Randy Reddig", /* module copyright */
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{
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"md3", NULL, NULL, NULL /* default extensions to use */
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},
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_md3_canload, /* validation routine */
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_md3_load, /* load routine */
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NULL, /* save validation routine */
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NULL /* save routine */
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};
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