mirror of
https://github.com/ZDoom/gzdoom.git
synced 2024-12-17 08:01:55 +00:00
509 lines
14 KiB
C++
509 lines
14 KiB
C++
/*
|
|
** 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)
|
|
{
|
|
for (i=0;i<info.numSkins;i++)
|
|
{
|
|
if (skins[i]!=NULL) delete skins[i];
|
|
}
|
|
delete [] skins;
|
|
}
|
|
|
|
if (frames != NULL)
|
|
{
|
|
for (i=0;i<info.numFrames;i++)
|
|
{
|
|
delete [] frames[i].vertices;
|
|
delete [] frames[i].normals;
|
|
}
|
|
delete [] frames;
|
|
}
|
|
|
|
for(i = 0; i < info.numLODs; i++)
|
|
{
|
|
delete [] lods[i].glCommands;
|
|
}
|
|
|
|
if (vertexUsage != NULL) delete [] vertexUsage;
|
|
}
|
|
|
|
//===========================================================================
|
|
//
|
|
// FDMDModel::FindFrame
|
|
//
|
|
//===========================================================================
|
|
int FDMDModel::FindFrame(const char * name)
|
|
{
|
|
for (int i=0;i<info.numFrames;i++)
|
|
{
|
|
if (!stricmp(name, frames[i].name)) return i;
|
|
}
|
|
return -1;
|
|
}
|
|
|
|
//===========================================================================
|
|
//
|
|
// Render a set of GL commands using the given data.
|
|
//
|
|
//===========================================================================
|
|
void FDMDModel::RenderGLCommands(void *glCommands, unsigned int numVertices,FModelVertex * vertices)
|
|
{
|
|
char *pos;
|
|
FGLCommandVertex * v;
|
|
int count;
|
|
|
|
gl_RenderState.Apply();
|
|
for(pos = (char*)glCommands; *pos;)
|
|
{
|
|
count = *(int *) pos;
|
|
pos += 4;
|
|
|
|
// The type of primitive depends on the sign.
|
|
glBegin(count > 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 cm, 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(cm, 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 cm, 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(cm, 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()
|
|
{
|
|
}
|
|
|