/* ** gl_models.cpp ** ** MD2/DMD model format code ** **--------------------------------------------------------------------------- ** Copyright 2005 Christoph Oelckers ** All rights reserved. ** ** Redistribution and use in source and binary forms, with or without ** modification, are permitted provided that the following conditions ** are met: ** ** 1. Redistributions of source code must retain the above copyright ** notice, this list of conditions and the following disclaimer. ** 2. Redistributions in binary form must reproduce the above copyright ** notice, this list of conditions and the following disclaimer in the ** documentation and/or other materials provided with the distribution. ** 3. The name of the author may not be used to endorse or promote products ** derived from this software without specific prior written permission. ** 4. When not used as part of GZDoom or a GZDoom derivative, this code will be ** covered by the terms of the GNU Lesser General Public License as published ** by the Free Software Foundation; either version 2.1 of the License, or (at ** your option) any later version. ** ** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR ** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES ** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. ** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT, ** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT ** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, ** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY ** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT ** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF ** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. **--------------------------------------------------------------------------- ** */ #include "gl/system/gl_system.h" #include "w_wad.h" #include "cmdlib.h" #include "sc_man.h" #include "m_crc32.h" #include "gl/renderer/gl_renderer.h" #include "gl/renderer/gl_renderstate.h" #include "gl/scene/gl_drawinfo.h" #include "gl/models/gl_models.h" #include "gl/textures/gl_material.h" #include "gl/shaders/gl_shader.h" #include "gl/data/gl_vertexbuffer.h" static float avertexnormals[NUMVERTEXNORMALS][3] = { #include "tab_anorms.h" }; //=========================================================================== // // UnpackVector // Packed: pppppppy yyyyyyyy. Yaw is on the XY plane. // //=========================================================================== static void UnpackVector(unsigned short packed, float vec[3]) { float yaw = (packed & 511) / 512.0f * 2 * PI; float pitch = ((packed >> 9) / 127.0f - 0.5f) * PI; float cosp = (float) cos(pitch); vec[VX] = (float) cos(yaw) * cosp; vec[VY] = (float) sin(yaw) * cosp; vec[VZ] = (float) sin(pitch); } //=========================================================================== // // DMD file structure // //=========================================================================== struct dmd_chunk_t { int type; int length; // Next chunk follows... }; #pragma pack(1) struct dmd_packedVertex_t { byte vertex[3]; unsigned short normal; // Yaw and pitch. }; struct dmd_packedFrame_t { float scale[3]; float translate[3]; char name[16]; dmd_packedVertex_t vertices[1]; }; #pragma pack() // Chunk types. enum { DMC_END, // Must be the last chunk. DMC_INFO // Required; will be expected to exist. }; //=========================================================================== // // FDMDModel::Load // //=========================================================================== bool FDMDModel::Load(const char * path, int lumpnum, const char * buffer, int length) { dmd_chunk_t * chunk = (dmd_chunk_t*)(buffer + 12); char *temp; ModelFrame *frame; int i; int fileoffset = 12 + sizeof(dmd_chunk_t); chunk->type = LittleLong(chunk->type); while (chunk->type != DMC_END) { switch (chunk->type) { case DMC_INFO: // Standard DMD information chunk. memcpy(&info, buffer + fileoffset, LittleLong(chunk->length)); info.skinWidth = LittleLong(info.skinWidth); info.skinHeight = LittleLong(info.skinHeight); info.frameSize = LittleLong(info.frameSize); info.numSkins = LittleLong(info.numSkins); info.numVertices = LittleLong(info.numVertices); info.numTexCoords = LittleLong(info.numTexCoords); info.numFrames = LittleLong(info.numFrames); info.numLODs = LittleLong(info.numLODs); info.offsetSkins = LittleLong(info.offsetSkins); info.offsetTexCoords = LittleLong(info.offsetTexCoords); info.offsetFrames = LittleLong(info.offsetFrames); info.offsetLODs = LittleLong(info.offsetLODs); info.offsetEnd = LittleLong(info.offsetEnd); fileoffset += chunk->length; break; default: // Just skip all unknown chunks. fileoffset += chunk->length; break; } // Read the next chunk header. chunk = (dmd_chunk_t*)(buffer + fileoffset); chunk->type = LittleLong(chunk->type); fileoffset += sizeof(dmd_chunk_t); } // Allocate and load in the data. skins = new FTexture *[info.numSkins]; for (i = 0; i < info.numSkins; i++) { skins[i] = LoadSkin(path, buffer + info.offsetSkins + i * 64); } temp = (char*)buffer + info.offsetFrames; frames = new ModelFrame[info.numFrames]; for (i = 0, frame = frames; i < info.numFrames; i++, frame++) { dmd_packedFrame_t *pfr = (dmd_packedFrame_t *)(temp + info.frameSize * i); memcpy(frame->name, pfr->name, sizeof(pfr->name)); frame->vindex = UINT_MAX; } mLumpNum = lumpnum; return true; } //=========================================================================== // // FDMDModel::LoadGeometry // //=========================================================================== void FDMDModel::LoadGeometry() { static int axis[3] = { VX, VY, VZ }; FMemLump lumpdata = Wads.ReadLump(mLumpNum); const char *buffer = (const char *)lumpdata.GetMem(); texCoords = new FTexCoord[info.numTexCoords]; memcpy(texCoords, buffer + info.offsetTexCoords, info.numTexCoords * sizeof(FTexCoord)); const char *temp = buffer + info.offsetFrames; framevtx= new ModelFrameVertexData[info.numFrames]; ModelFrameVertexData *framev; int i, k, c; for(i = 0, framev = framevtx; i < info.numFrames; i++, framev++) { dmd_packedFrame_t *pfr = (dmd_packedFrame_t *) (temp + info.frameSize * i); dmd_packedVertex_t *pVtx; framev->vertices = new DMDModelVertex[info.numVertices]; framev->normals = new DMDModelVertex[info.numVertices]; // Translate each vertex. for(k = 0, pVtx = pfr->vertices; k < info.numVertices; k++, pVtx++) { UnpackVector((unsigned short)(pVtx->normal), framev->normals[k].xyz); for(c = 0; c < 3; c++) { framev->vertices[k].xyz[axis[c]] = (pVtx->vertex[c] * FLOAT(pfr->scale[c]) + FLOAT(pfr->translate[c])); } } } memcpy(lodInfo, buffer+info.offsetLODs, info.numLODs * sizeof(DMDLoDInfo)); for(i = 0; i < info.numLODs; i++) { lodInfo[i].numTriangles = LittleLong(lodInfo[i].numTriangles); lodInfo[i].offsetTriangles = LittleLong(lodInfo[i].offsetTriangles); if (lodInfo[i].numTriangles > 0) { lods[i].triangles = new FTriangle[lodInfo[i].numTriangles]; memcpy(lods[i].triangles, buffer + lodInfo[i].offsetTriangles, lodInfo[i].numTriangles * sizeof(FTriangle)); for (int j = 0; j < lodInfo[i].numTriangles; j++) { for (int k = 0; k < 3; k++) { lods[i].triangles[j].textureIndices[k] = LittleShort(lods[i].triangles[j].textureIndices[k]); lods[i].triangles[j].vertexIndices[k] = LittleShort(lods[i].triangles[j].vertexIndices[k]); } } } } } //=========================================================================== // // Deletes everything that's no longer needed after building the vertex buffer // //=========================================================================== void FDMDModel::UnloadGeometry() { int i; if (framevtx != NULL) { for (i=0;iLockVertexBuffer(VertexBufferSize); for (int i = 0; i < info.numFrames; i++) { DMDModelVertex *vert = framevtx[i].vertices; DMDModelVertex *norm = framevtx[i].normals; frames[i].vindex = vindex; FTriangle *tri = lods[0].triangles; for (int i = 0; i < lodInfo[0].numTriangles; i++) { for (int j = 0; j < 3; j++) { int ti = tri->textureIndices[j]; int vi = tri->vertexIndices[j]; FModelVertex *bvert = &vertptr[vindex++]; bvert->Set(vert[vi].xyz[0], vert[vi].xyz[1], vert[vi].xyz[2], (float)texCoords[ti].s / info.skinWidth, (float)texCoords[ti].t / info.skinHeight); bvert->SetNormal(norm[vi].xyz[0], norm[vi].xyz[1], norm[vi].xyz[2]); } tri++; } } mVBuf->UnlockVertexBuffer(); UnloadGeometry(); } } //=========================================================================== // // FDMDModel::FindFrame // //=========================================================================== int FDMDModel::FindFrame(const char * name) { for (int i=0;i= info.numFrames || frameno2 >= info.numFrames) return; if (!skin) { if (info.numSkins == 0) return; skin = skins[0]; if (!skin) return; } FMaterial * tex = FMaterial::ValidateTexture(skin, false); gl_RenderState.SetMaterial(tex, CLAMP_NONE, translation, -1, false); gl_RenderState.SetInterpolationFactor((float)inter); gl_RenderState.Apply(); mVBuf->SetupFrame(frames[frameno].vindex, frames[frameno2].vindex); glDrawArrays(GL_TRIANGLES, 0, lodInfo[0].numTriangles * 3); gl_RenderState.SetInterpolationFactor(0.f); } //=========================================================================== // // Internal data structures of MD2 files - only used during loading // //=========================================================================== struct md2_header_t { int magic; int version; int skinWidth; int skinHeight; int frameSize; int numSkins; int numVertices; int numTexCoords; int numTriangles; int numGlCommands; int numFrames; int offsetSkins; int offsetTexCoords; int offsetTriangles; int offsetFrames; int offsetGlCommands; int offsetEnd; }; struct md2_triangleVertex_t { byte vertex[3]; byte lightNormalIndex; }; struct md2_packedFrame_t { float scale[3]; float translate[3]; char name[16]; md2_triangleVertex_t vertices[1]; }; //=========================================================================== // // FMD2Model::Load // //=========================================================================== bool FMD2Model::Load(const char * path, int lumpnum, const char * buffer, int length) { md2_header_t * md2header = (md2_header_t *)buffer; ModelFrame *frame; byte *md2_frames; int i; // Convert it to DMD. header.magic = MD2_MAGIC; header.version = 8; header.flags = 0; info.skinWidth = LittleLong(md2header->skinWidth); info.skinHeight = LittleLong(md2header->skinHeight); info.frameSize = LittleLong(md2header->frameSize); info.numLODs = 1; info.numSkins = LittleLong(md2header->numSkins); info.numTexCoords = LittleLong(md2header->numTexCoords); info.numVertices = LittleLong(md2header->numVertices); info.numFrames = LittleLong(md2header->numFrames); info.offsetSkins = LittleLong(md2header->offsetSkins); info.offsetTexCoords = LittleLong(md2header->offsetTexCoords); info.offsetFrames = LittleLong(md2header->offsetFrames); info.offsetLODs = LittleLong(md2header->offsetEnd); // Doesn't exist. lodInfo[0].numTriangles = LittleLong(md2header->numTriangles); lodInfo[0].numGlCommands = LittleLong(md2header->numGlCommands); lodInfo[0].offsetTriangles = LittleLong(md2header->offsetTriangles); lodInfo[0].offsetGlCommands = LittleLong(md2header->offsetGlCommands); info.offsetEnd = LittleLong(md2header->offsetEnd); if (info.offsetFrames + info.frameSize * info.numFrames > length) { Printf("LoadModel: Model '%s' file too short\n", path); return false; } if (lodInfo[0].numGlCommands <= 0) { Printf("LoadModel: Model '%s' invalid NumGLCommands\n", path); return false; } skins = new FTexture *[info.numSkins]; for (i = 0; i < info.numSkins; i++) { skins[i] = LoadSkin(path, buffer + info.offsetSkins + i * 64); } // The frames need to be unpacked. md2_frames = (byte*)buffer + info.offsetFrames; frames = new ModelFrame[info.numFrames]; for (i = 0, frame = frames; i < info.numFrames; i++, frame++) { md2_packedFrame_t *pfr = (md2_packedFrame_t *)(md2_frames + info.frameSize * i); memcpy(frame->name, pfr->name, sizeof(pfr->name)); frame->vindex = UINT_MAX; } mLumpNum = lumpnum; return true; } //=========================================================================== // // FMD2Model::LoadGeometry // //=========================================================================== void FMD2Model::LoadGeometry() { static int axis[3] = { VX, VY, VZ }; byte *md2_frames; FMemLump lumpdata = Wads.ReadLump(mLumpNum); const char *buffer = (const char *)lumpdata.GetMem(); texCoords = new FTexCoord[info.numTexCoords]; memcpy(texCoords, (byte*)buffer + info.offsetTexCoords, info.numTexCoords * sizeof(FTexCoord)); md2_frames = (byte*)buffer + info.offsetFrames; framevtx = new ModelFrameVertexData[info.numFrames]; ModelFrameVertexData *framev; int i, k, c; for(i = 0, framev = framevtx; i < info.numFrames; i++, framev++) { md2_packedFrame_t *pfr = (md2_packedFrame_t *) (md2_frames + info.frameSize * i); md2_triangleVertex_t *pVtx; framev->vertices = new DMDModelVertex[info.numVertices]; framev->normals = new DMDModelVertex[info.numVertices]; // Translate each vertex. for(k = 0, pVtx = pfr->vertices; k < info.numVertices; k++, pVtx++) { memcpy(framev->normals[k].xyz, avertexnormals[pVtx->lightNormalIndex], sizeof(float) * 3); for(c = 0; c < 3; c++) { framev->vertices[k].xyz[axis[c]] = (pVtx->vertex[c] * pfr->scale[c] + pfr->translate[c]); } } } lods[0].triangles = new FTriangle[lodInfo[0].numTriangles]; int cnt = lodInfo[0].numTriangles; memcpy(lods[0].triangles, buffer + lodInfo[0].offsetTriangles, sizeof(FTriangle) * cnt); for (int j = 0; j < cnt; j++) { for (int k = 0; k < 3; k++) { lods[0].triangles[j].textureIndices[k] = LittleShort(lods[0].triangles[j].textureIndices[k]); lods[0].triangles[j].vertexIndices[k] = LittleShort(lods[0].triangles[j].vertexIndices[k]); } } } FMD2Model::~FMD2Model() { }