/* ** 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_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" 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); } //=========================================================================== // // FDMDModel::Load // //=========================================================================== bool FDMDModel::Load(const char * path, int, const char * buffer, int length) { 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. }; dmd_chunk_t * chunk = (dmd_chunk_t*)(buffer+12); char *temp; ModelFrame *frame; int i, k, c; FTriangle *triangles[MAX_LODS]; int axis[3] = { VX, VY, VZ }; 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); dmd_packedVertex_t *pVtx; memcpy(frame->name, pfr->name, sizeof(pfr->name)); frame->vertices = new FModelVertex[info.numVertices]; frame->normals = new FModelVertex[info.numVertices]; // Translate each vertex. for(k = 0, pVtx = pfr->vertices; k < info.numVertices; k++, pVtx++) { UnpackVector((unsigned short)(pVtx->normal), frame->normals[k].xyz); for(c = 0; c < 3; c++) { frame->vertices[k].xyz[axis[c]] = (pVtx->vertex[c] * FLOAT(pfr->scale[c]) + FLOAT(pfr->translate[c])); } // Aspect undo. frame->vertices[k].xyz[VZ] *= rModelAspectMod; } } 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].numGlCommands = LittleLong(lodInfo[i].numGlCommands); lodInfo[i].offsetTriangles = LittleLong(lodInfo[i].offsetTriangles); lodInfo[i].offsetGlCommands = LittleLong(lodInfo[i].offsetGlCommands); triangles[i] = (FTriangle*)(buffer + lodInfo[i].offsetTriangles); lods[i].glCommands = new int[lodInfo[i].numGlCommands]; memcpy(lods[i].glCommands, buffer + lodInfo[i].offsetGlCommands, sizeof(int) * lodInfo[i].numGlCommands); } // Determine vertex usage at each LOD level. vertexUsage = new char[info.numVertices]; memset(vertexUsage, 0, info.numVertices); for(i = 0; i < info.numLODs; i++) for(k = 0; k < lodInfo[i].numTriangles; k++) for(c = 0; c < 3; c++) vertexUsage[short(triangles[i][k].vertexIndices[c])] |= 1 << i; loaded=true; return true; } FDMDModel::~FDMDModel() { int i; // clean up if (skins != NULL) { // skins are managed by the texture manager so they must not be deleted here. delete [] skins; } if (frames != NULL) { for (i=0;i 0 ? GL_TRIANGLE_STRIP : GL_TRIANGLE_FAN); count = abs(count); while(count--) { v = (FGLCommandVertex *) pos; pos += sizeof(FGLCommandVertex); glTexCoord2fv(&v->s); glVertex3fv((float*)&vertices[v->index]); } glEnd(); } } void FDMDModel::RenderFrame(FTexture * skin, int frameno, int translation) { int activeLod; if (frameno>=info.numFrames) return; ModelFrame * frame = &frames[frameno]; //int mainFlags = mf->flags; if (!skin) { if (info.numSkins==0) return; skin = skins[0]; if (!skin) return; } FMaterial * tex = FMaterial::ValidateTexture(skin); tex->Bind(0, translation); int numVerts = info.numVertices; // Determine the suitable LOD. /* if(info.numLODs > 1 && rend_model_lod != 0) { float lodFactor = rend_model_lod * screen->Width() / 640.0f / (GLRenderer->mCurrentFoV / 90.0f); if(lodFactor) lodFactor = 1 / lodFactor; // Determine the LOD we will be using. activeLod = (int) (lodFactor * spr->distance); if(activeLod < 0) activeLod = 0; if(activeLod >= mdl->info.numLODs) activeLod = mdl->info.numLODs - 1; vertexUsage = mdl->vertexUsage; } else */ { activeLod = 0; } RenderGLCommands(lods[activeLod].glCommands, numVerts, frame->vertices/*, modelColors, NULL*/); } void FDMDModel::RenderFrameInterpolated(FTexture * skin, int frameno, int frameno2, double inter, int translation) { int activeLod = 0; if (frameno>=info.numFrames || frameno2>=info.numFrames) return; FModelVertex *vertices1 = frames[frameno].vertices; FModelVertex *vertices2 = frames[frameno2].vertices; if (!skin) { if (info.numSkins==0) return; skin = skins[0]; if (!skin) return; } FMaterial * tex = FMaterial::ValidateTexture(skin); tex->Bind(0, translation); int numVerts = info.numVertices; // [BB] Calculate the interpolated vertices by linear interpolation. FModelVertex *verticesInterpolated = new FModelVertex[numVerts]; for( int k = 0; k < numVerts; k++ ) { for ( int i = 0; i < 3; i++ ) verticesInterpolated[k].xyz[i] = (1-inter)*vertices1[k].xyz[i]+ (inter)*vertices2[k].xyz[i]; } RenderGLCommands(lods[activeLod].glCommands, numVerts, verticesInterpolated/*, modelColors, NULL*/); delete[] verticesInterpolated; } //=========================================================================== // // FMD2Model::Load // //=========================================================================== bool FMD2Model::Load(const char * path, int, const char * buffer, int length) { // 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]; }; md2_header_t * md2header = (md2_header_t *)buffer; ModelFrame *frame; byte *md2_frames; int i, k, c; int axis[3] = { VX, VY, VZ }; // Convert it to DMD. header.magic = MD2_MAGIC; header.version = 8; header.flags = 0; vertexUsage = NULL; 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; } // 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); md2_triangleVertex_t *pVtx; memcpy(frame->name, pfr->name, sizeof(pfr->name)); frame->vertices = new FModelVertex[info.numVertices]; frame->normals = new FModelVertex[info.numVertices]; // Translate each vertex. for(k = 0, pVtx = pfr->vertices; k < info.numVertices; k++, pVtx++) { memcpy(frame->normals[k].xyz, avertexnormals[pVtx->lightNormalIndex], sizeof(float) * 3); for(c = 0; c < 3; c++) { frame->vertices[k].xyz[axis[c]] = (pVtx->vertex[c] * pfr->scale[c] + pfr->translate[c]); } // Aspect ratio adjustment (1.33 -> 1.6.) frame->vertices[k].xyz[VZ] *= rModelAspectMod; } } lods[0].glCommands = new int[lodInfo[0].numGlCommands]; memcpy(lods[0].glCommands, buffer + lodInfo[0].offsetGlCommands, sizeof(int) * lodInfo[0].numGlCommands); skins = new FTexture *[info.numSkins]; for(i = 0; i < info.numSkins; i++) { skins[i] = LoadSkin(path, buffer + info.offsetSkins + i*64); } loaded=true; return true; } FMD2Model::~FMD2Model() { }