mirror of
https://github.com/UberGames/GtkRadiant.git
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7174c79dc2
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
310 lines
9.3 KiB
C++
310 lines
9.3 KiB
C++
/*
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Copyright (C) 2001-2006, William Joseph.
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All Rights Reserved.
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This file is part of GtkRadiant.
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GtkRadiant is free software; you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation; either version 2 of the License, or
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(at your option) any later version.
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GtkRadiant is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with GtkRadiant; if not, write to the Free Software
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Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
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*/
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#include "md2.h"
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#include "ifilesystem.h"
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#include "imodel.h"
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#include "imagelib.h"
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#include "bytestreamutils.h"
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#include "model.h"
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#include "ident.h"
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#include "mdlnormals.h"
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typedef unsigned char byte;
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/*
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========================================================================
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.MD2 triangle model file format
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========================================================================
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*/
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#define MD2_NUMVERTEXNORMALS 162
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#define MD2_MAX_SKINNAME 64
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const unsigned char MD2_IDENT[4] = { 'I', 'D', 'P', '2', };
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#define MD2_VERSION 8
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#define MD2_MAX_TRIANGLES 4096
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#define MD2_MAX_VERTS 2048
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#define MD2_MAX_FRAMES 512
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#define MD2_MAX_MD2SKINS 32
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#define MD2_MAX_SKINNAME 64
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typedef struct
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{
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short s;
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short t;
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} md2St_t;
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void istream_read_md2St(PointerInputStream& inputStream, md2St_t& st)
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{
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st.s = istream_read_int16_le(inputStream);
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st.t = istream_read_int16_le(inputStream);
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}
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typedef struct
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{
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short index_xyz[3];
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short index_st[3];
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} md2Triangle_t;
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void istream_read_md2Triangle(PointerInputStream& inputStream, md2Triangle_t& triangle)
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{
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triangle.index_xyz[0] = istream_read_int16_le(inputStream);
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triangle.index_xyz[1] = istream_read_int16_le(inputStream);
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triangle.index_xyz[2] = istream_read_int16_le(inputStream);
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triangle.index_st[0] = istream_read_int16_le(inputStream);
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triangle.index_st[1] = istream_read_int16_le(inputStream);
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triangle.index_st[2] = istream_read_int16_le(inputStream);
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}
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typedef struct
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{
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byte v[3]; // scaled byte to fit in frame mins/maxs
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byte lightnormalindex;
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} md2XyzNormal_t;
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void istream_read_md2XyzNormal(PointerInputStream& inputStream, md2XyzNormal_t& xyz)
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{
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inputStream.read(xyz.v, 3);
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inputStream.read(&xyz.lightnormalindex, 1);
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}
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#define MD2_XYZNORMAL_V0 0
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#define MD2_XYZNORMAL_V1 1
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#define MD2_XYZNORMAL_V2 2
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#define MD2_XYZNORMAL_LNI 3
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#define MD2_XYZNORMAL_SIZE 4
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typedef struct
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{
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float scale[3]; // multiply byte verts by this
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float translate[3]; // then add this
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char name[16]; // frame name from grabbing
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md2XyzNormal_t verts[1]; // variable sized
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} md2Frame_t;
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void istream_read_md2Frame(PointerInputStream& inputStream, md2Frame_t& frame)
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{
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frame.scale[0] = istream_read_float32_le(inputStream);
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frame.scale[1] = istream_read_float32_le(inputStream);
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frame.scale[2] = istream_read_float32_le(inputStream);
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frame.translate[0] = istream_read_float32_le(inputStream);
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frame.translate[1] = istream_read_float32_le(inputStream);
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frame.translate[2] = istream_read_float32_le(inputStream);
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inputStream.read(reinterpret_cast<unsigned char*>(frame.name), 16);
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}
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// the glcmd format:
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// a positive integer starts a tristrip command, followed by that many
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// vertex structures.
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// a negative integer starts a trifan command, followed by -x vertexes
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// a zero indicates the end of the command list.
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// a vertex consists of a floating point s, a floating point t,
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// and an integer vertex index.
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typedef struct
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{
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unsigned char ident[4];
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int version;
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int skinwidth;
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int skinheight;
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int framesize; // byte size of each frame
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int num_skins;
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int num_xyz;
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int num_st; // greater than num_xyz for seams
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int num_tris;
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int num_glcmds; // dwords in strip/fan command list
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int num_frames;
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int ofs_skins; // each skin is a MAX_SKINNAME string
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int ofs_st; // byte offset from start for md2St_t
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int ofs_tris; // offset for md2triangle_t
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int ofs_frames; // offset for first md2Frame_t
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int ofs_glcmds;
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int ofs_end; // end of file
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} md2Header_t;
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void istream_read_md2Header(PointerInputStream& inputStream, md2Header_t& header)
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{
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inputStream.read(header.ident, 4);
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header.version = istream_read_int32_le(inputStream);
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header.skinwidth = istream_read_int32_le(inputStream);
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header.skinheight = istream_read_int32_le(inputStream);
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header.framesize = istream_read_int32_le(inputStream);
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header.num_skins = istream_read_int32_le(inputStream);
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header.num_xyz = istream_read_int32_le(inputStream);
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header.num_st = istream_read_int32_le(inputStream);
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header.num_tris = istream_read_int32_le(inputStream);
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header.num_glcmds = istream_read_int32_le(inputStream);
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header.num_frames = istream_read_int32_le(inputStream);
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header.ofs_skins = istream_read_int32_le(inputStream);
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header.ofs_st = istream_read_int32_le(inputStream);
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header.ofs_tris = istream_read_int32_le(inputStream);
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header.ofs_frames = istream_read_int32_le(inputStream);
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header.ofs_glcmds = istream_read_int32_le(inputStream);
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header.ofs_end = istream_read_int32_le(inputStream);
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}
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ArbitraryMeshVertex MD2Vertex_construct(const md2Header_t* pHeader, const md2Frame_t* pFrame, const md2XyzNormal_t* xyz, const md2St_t* st)
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{
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return ArbitraryMeshVertex(
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Vertex3f(
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xyz->v[0] * pFrame->scale[0] + pFrame->translate[0],
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xyz->v[1] * pFrame->scale[1] + pFrame->translate[1],
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xyz->v[2] * pFrame->scale[2] + pFrame->translate[2]
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),
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Normal3f(
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g_mdl_normals[xyz->lightnormalindex][0],
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g_mdl_normals[xyz->lightnormalindex][1],
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g_mdl_normals[xyz->lightnormalindex][2]
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),
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TexCoord2f(
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(float)st->s / pHeader->skinwidth,
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(float)st->t / pHeader->skinheight
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)
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);
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}
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void MD2Surface_read(Model& model, const byte* buffer, ArchiveFile& file)
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{
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Surface& surface = model.newSurface();
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md2Header_t header;
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{
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PointerInputStream inputStream(buffer);
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istream_read_md2Header(inputStream, header);
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}
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{
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md2Frame_t frame;
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PointerInputStream frameStream(buffer + header.ofs_frames);
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istream_read_md2Frame(frameStream, frame);
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surface.indices().reserve(header.num_tris * 3);
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Array<md2XyzNormal_t> md2Xyz(header.num_xyz);
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for(Array<md2XyzNormal_t>::iterator i = md2Xyz.begin(); i != md2Xyz.end(); ++i)
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{
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istream_read_md2XyzNormal(frameStream, *i);
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}
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Array<md2St_t> md2St(header.num_st);
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PointerInputStream stStream(buffer + header.ofs_st);
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for(Array<md2St_t>::iterator i = md2St.begin(); i != md2St.end(); ++i)
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{
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istream_read_md2St(stStream, *i);
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}
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UniqueVertexBuffer<ArbitraryMeshVertex> inserter(surface.vertices());
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inserter.reserve(header.num_st);
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PointerInputStream triangleStream(buffer + header.ofs_tris);
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for(int i = 0; i < header.num_tris; ++i)
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{
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md2Triangle_t triangle;
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istream_read_md2Triangle(triangleStream, triangle);
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surface.indices().insert(inserter.insert(MD2Vertex_construct(&header, &frame, &md2Xyz[triangle.index_xyz[0]], &md2St[triangle.index_st[0]])));
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surface.indices().insert(inserter.insert(MD2Vertex_construct(&header, &frame, &md2Xyz[triangle.index_xyz[1]], &md2St[triangle.index_st[1]])));
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surface.indices().insert(inserter.insert(MD2Vertex_construct(&header, &frame, &md2Xyz[triangle.index_xyz[2]], &md2St[triangle.index_st[2]])));
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}
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}
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char skinname[MD2_MAX_SKINNAME];
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char skinnameRelative[MD2_MAX_SKINNAME];
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char path[MD2_MAX_SKINNAME];
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int i = MD2_MAX_SKINNAME;
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PointerInputStream inputStream(buffer + header.ofs_skins);
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inputStream.read(reinterpret_cast<byte*>(skinnameRelative), MD2_MAX_SKINNAME);
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// relative texture path - allows moving of models in game dir structure without changing the skinpath
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// e.g. used in ufo:ai
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if (skinnameRelative[0] == '.')
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{
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strncpy(path, file.getName(), MD2_MAX_SKINNAME);
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for (; i--;)
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{
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// skip filename
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if (path[i] == '/' || path[i] == '\\')
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break;
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path[i] = '\0';
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}
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// globalErrorStream() << "modified skinname: " << path << " (path) and " << skinnameRelative << " (texture)" << "\n";
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// TODO: search for tga, png, jpg (this order)
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snprintf(skinname, MD2_MAX_SKINNAME, "%s%s.jpg", path, &skinnameRelative[1]);
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// globalErrorStream() << skinname << "\n";
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}
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else
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{
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strcpy(skinname, skinnameRelative);
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}
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surface.setShader(skinname);
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surface.updateAABB();
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}
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void MD2Model_read(Model& model, const byte* buffer, ArchiveFile& file)
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{
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MD2Surface_read(model, buffer, file);
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model.updateAABB();
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}
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scene::Node& MD2Model_new(const byte* buffer, ArchiveFile& file)
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{
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ModelNode* modelNode = new ModelNode();
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MD2Model_read(modelNode->model(), buffer, file);
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return modelNode->node();
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}
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scene::Node& MD2Model_default()
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{
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ModelNode* modelNode = new ModelNode();
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Model_constructNull(modelNode->model());
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return modelNode->node();
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}
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scene::Node& MD2Model_fromBuffer(unsigned char* buffer, ArchiveFile& file)
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{
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if (!ident_equal(buffer, MD2_IDENT))
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{
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globalErrorStream() << "MD2 read error: incorrect ident\n";
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return MD2Model_default();
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}
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else
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{
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return MD2Model_new(buffer, file);
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}
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}
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scene::Node& loadMD2Model(ArchiveFile& file)
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{
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ScopedArchiveBuffer buffer(file);
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return MD2Model_fromBuffer(buffer.buffer, file);
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}
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