gtkradiant/plugins/md3model/md2.cpp
Forest Hale 7174c79dc2 patch from mattn2 (of the UFO: Alien Invasion team) which adds support
for relative skin paths used in the ufo:ai md2 models (these take the form of ./blah.tga
and such, and refer to files in the same directory as the model)


git-svn-id: svn://svn.icculus.org/gtkradiant/GtkRadiant/trunk@122 8a3a26a2-13c4-0310-b231-cf6edde360e5
2006-11-23 16:55:50 +00:00

310 lines
9.3 KiB
C++

/*
Copyright (C) 2001-2006, William Joseph.
All Rights Reserved.
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
*/
#include "md2.h"
#include "ifilesystem.h"
#include "imodel.h"
#include "imagelib.h"
#include "bytestreamutils.h"
#include "model.h"
#include "ident.h"
#include "mdlnormals.h"
typedef unsigned char byte;
/*
========================================================================
.MD2 triangle model file format
========================================================================
*/
#define MD2_NUMVERTEXNORMALS 162
#define MD2_MAX_SKINNAME 64
const unsigned char MD2_IDENT[4] = { 'I', 'D', 'P', '2', };
#define MD2_VERSION 8
#define MD2_MAX_TRIANGLES 4096
#define MD2_MAX_VERTS 2048
#define MD2_MAX_FRAMES 512
#define MD2_MAX_MD2SKINS 32
#define MD2_MAX_SKINNAME 64
typedef struct
{
short s;
short t;
} md2St_t;
void istream_read_md2St(PointerInputStream& inputStream, md2St_t& st)
{
st.s = istream_read_int16_le(inputStream);
st.t = istream_read_int16_le(inputStream);
}
typedef struct
{
short index_xyz[3];
short index_st[3];
} md2Triangle_t;
void istream_read_md2Triangle(PointerInputStream& inputStream, md2Triangle_t& triangle)
{
triangle.index_xyz[0] = istream_read_int16_le(inputStream);
triangle.index_xyz[1] = istream_read_int16_le(inputStream);
triangle.index_xyz[2] = istream_read_int16_le(inputStream);
triangle.index_st[0] = istream_read_int16_le(inputStream);
triangle.index_st[1] = istream_read_int16_le(inputStream);
triangle.index_st[2] = istream_read_int16_le(inputStream);
}
typedef struct
{
byte v[3]; // scaled byte to fit in frame mins/maxs
byte lightnormalindex;
} md2XyzNormal_t;
void istream_read_md2XyzNormal(PointerInputStream& inputStream, md2XyzNormal_t& xyz)
{
inputStream.read(xyz.v, 3);
inputStream.read(&xyz.lightnormalindex, 1);
}
#define MD2_XYZNORMAL_V0 0
#define MD2_XYZNORMAL_V1 1
#define MD2_XYZNORMAL_V2 2
#define MD2_XYZNORMAL_LNI 3
#define MD2_XYZNORMAL_SIZE 4
typedef struct
{
float scale[3]; // multiply byte verts by this
float translate[3]; // then add this
char name[16]; // frame name from grabbing
md2XyzNormal_t verts[1]; // variable sized
} md2Frame_t;
void istream_read_md2Frame(PointerInputStream& inputStream, md2Frame_t& frame)
{
frame.scale[0] = istream_read_float32_le(inputStream);
frame.scale[1] = istream_read_float32_le(inputStream);
frame.scale[2] = istream_read_float32_le(inputStream);
frame.translate[0] = istream_read_float32_le(inputStream);
frame.translate[1] = istream_read_float32_le(inputStream);
frame.translate[2] = istream_read_float32_le(inputStream);
inputStream.read(reinterpret_cast<unsigned char*>(frame.name), 16);
}
// the glcmd format:
// a positive integer starts a tristrip command, followed by that many
// vertex structures.
// a negative integer starts a trifan command, followed by -x vertexes
// a zero indicates the end of the command list.
// a vertex consists of a floating point s, a floating point t,
// and an integer vertex index.
typedef struct
{
unsigned char ident[4];
int version;
int skinwidth;
int skinheight;
int framesize; // byte size of each frame
int num_skins;
int num_xyz;
int num_st; // greater than num_xyz for seams
int num_tris;
int num_glcmds; // dwords in strip/fan command list
int num_frames;
int ofs_skins; // each skin is a MAX_SKINNAME string
int ofs_st; // byte offset from start for md2St_t
int ofs_tris; // offset for md2triangle_t
int ofs_frames; // offset for first md2Frame_t
int ofs_glcmds;
int ofs_end; // end of file
} md2Header_t;
void istream_read_md2Header(PointerInputStream& inputStream, md2Header_t& header)
{
inputStream.read(header.ident, 4);
header.version = istream_read_int32_le(inputStream);
header.skinwidth = istream_read_int32_le(inputStream);
header.skinheight = istream_read_int32_le(inputStream);
header.framesize = istream_read_int32_le(inputStream);
header.num_skins = istream_read_int32_le(inputStream);
header.num_xyz = istream_read_int32_le(inputStream);
header.num_st = istream_read_int32_le(inputStream);
header.num_tris = istream_read_int32_le(inputStream);
header.num_glcmds = istream_read_int32_le(inputStream);
header.num_frames = istream_read_int32_le(inputStream);
header.ofs_skins = istream_read_int32_le(inputStream);
header.ofs_st = istream_read_int32_le(inputStream);
header.ofs_tris = istream_read_int32_le(inputStream);
header.ofs_frames = istream_read_int32_le(inputStream);
header.ofs_glcmds = istream_read_int32_le(inputStream);
header.ofs_end = istream_read_int32_le(inputStream);
}
ArbitraryMeshVertex MD2Vertex_construct(const md2Header_t* pHeader, const md2Frame_t* pFrame, const md2XyzNormal_t* xyz, const md2St_t* st)
{
return ArbitraryMeshVertex(
Vertex3f(
xyz->v[0] * pFrame->scale[0] + pFrame->translate[0],
xyz->v[1] * pFrame->scale[1] + pFrame->translate[1],
xyz->v[2] * pFrame->scale[2] + pFrame->translate[2]
),
Normal3f(
g_mdl_normals[xyz->lightnormalindex][0],
g_mdl_normals[xyz->lightnormalindex][1],
g_mdl_normals[xyz->lightnormalindex][2]
),
TexCoord2f(
(float)st->s / pHeader->skinwidth,
(float)st->t / pHeader->skinheight
)
);
}
void MD2Surface_read(Model& model, const byte* buffer, ArchiveFile& file)
{
Surface& surface = model.newSurface();
md2Header_t header;
{
PointerInputStream inputStream(buffer);
istream_read_md2Header(inputStream, header);
}
{
md2Frame_t frame;
PointerInputStream frameStream(buffer + header.ofs_frames);
istream_read_md2Frame(frameStream, frame);
surface.indices().reserve(header.num_tris * 3);
Array<md2XyzNormal_t> md2Xyz(header.num_xyz);
for(Array<md2XyzNormal_t>::iterator i = md2Xyz.begin(); i != md2Xyz.end(); ++i)
{
istream_read_md2XyzNormal(frameStream, *i);
}
Array<md2St_t> md2St(header.num_st);
PointerInputStream stStream(buffer + header.ofs_st);
for(Array<md2St_t>::iterator i = md2St.begin(); i != md2St.end(); ++i)
{
istream_read_md2St(stStream, *i);
}
UniqueVertexBuffer<ArbitraryMeshVertex> inserter(surface.vertices());
inserter.reserve(header.num_st);
PointerInputStream triangleStream(buffer + header.ofs_tris);
for(int i = 0; i < header.num_tris; ++i)
{
md2Triangle_t triangle;
istream_read_md2Triangle(triangleStream, triangle);
surface.indices().insert(inserter.insert(MD2Vertex_construct(&header, &frame, &md2Xyz[triangle.index_xyz[0]], &md2St[triangle.index_st[0]])));
surface.indices().insert(inserter.insert(MD2Vertex_construct(&header, &frame, &md2Xyz[triangle.index_xyz[1]], &md2St[triangle.index_st[1]])));
surface.indices().insert(inserter.insert(MD2Vertex_construct(&header, &frame, &md2Xyz[triangle.index_xyz[2]], &md2St[triangle.index_st[2]])));
}
}
char skinname[MD2_MAX_SKINNAME];
char skinnameRelative[MD2_MAX_SKINNAME];
char path[MD2_MAX_SKINNAME];
int i = MD2_MAX_SKINNAME;
PointerInputStream inputStream(buffer + header.ofs_skins);
inputStream.read(reinterpret_cast<byte*>(skinnameRelative), MD2_MAX_SKINNAME);
// relative texture path - allows moving of models in game dir structure without changing the skinpath
// e.g. used in ufo:ai
if (skinnameRelative[0] == '.')
{
strncpy(path, file.getName(), MD2_MAX_SKINNAME);
for (; i--;)
{
// skip filename
if (path[i] == '/' || path[i] == '\\')
break;
path[i] = '\0';
}
// globalErrorStream() << "modified skinname: " << path << " (path) and " << skinnameRelative << " (texture)" << "\n";
// TODO: search for tga, png, jpg (this order)
snprintf(skinname, MD2_MAX_SKINNAME, "%s%s.jpg", path, &skinnameRelative[1]);
// globalErrorStream() << skinname << "\n";
}
else
{
strcpy(skinname, skinnameRelative);
}
surface.setShader(skinname);
surface.updateAABB();
}
void MD2Model_read(Model& model, const byte* buffer, ArchiveFile& file)
{
MD2Surface_read(model, buffer, file);
model.updateAABB();
}
scene::Node& MD2Model_new(const byte* buffer, ArchiveFile& file)
{
ModelNode* modelNode = new ModelNode();
MD2Model_read(modelNode->model(), buffer, file);
return modelNode->node();
}
scene::Node& MD2Model_default()
{
ModelNode* modelNode = new ModelNode();
Model_constructNull(modelNode->model());
return modelNode->node();
}
scene::Node& MD2Model_fromBuffer(unsigned char* buffer, ArchiveFile& file)
{
if (!ident_equal(buffer, MD2_IDENT))
{
globalErrorStream() << "MD2 read error: incorrect ident\n";
return MD2Model_default();
}
else
{
return MD2Model_new(buffer, file);
}
}
scene::Node& loadMD2Model(ArchiveFile& file)
{
ScopedArchiveBuffer buffer(file);
return MD2Model_fromBuffer(buffer.buffer, file);
}