mirror of
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314 lines
8.7 KiB
C++
314 lines
8.7 KiB
C++
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/*
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** gl_models_md3.cpp
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**
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**---------------------------------------------------------------------------
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** Copyright 2006 Christoph Oelckers
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** All rights reserved.
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**
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** Redistribution and use in source and binary forms, with or without
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** modification, are permitted provided that the following conditions
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** are met:
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**
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** 1. Redistributions of source code must retain the above copyright
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** notice, this list of conditions and the following disclaimer.
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** 2. Redistributions in binary form must reproduce the above copyright
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** notice, this list of conditions and the following disclaimer in the
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** documentation and/or other materials provided with the distribution.
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** 3. The name of the author may not be used to endorse or promote products
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** derived from this software without specific prior written permission.
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** 4. When not used as part of GZDoom or a GZDoom derivative, this code will be
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** covered by the terms of the GNU Lesser General Public License as published
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** by the Free Software Foundation; either version 2.1 of the License, or (at
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** your option) any later version.
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**
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** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR
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** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
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** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
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** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT,
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** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
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** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
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** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
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** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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**---------------------------------------------------------------------------
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**
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*/
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#include "gl/system/gl_system.h"
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#include "w_wad.h"
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#include "cmdlib.h"
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#include "sc_man.h"
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#include "m_crc32.h"
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#include "gl/renderer/gl_renderstate.h"
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#include "gl/scene/gl_drawinfo.h"
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#include "gl/models/gl_models.h"
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#include "gl/textures/gl_material.h"
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#include "gl/shaders/gl_shader.h"
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#define MAX_QPATH 64
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static void UnpackVector(unsigned short packed, float & nx, float & ny, float & nz)
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{
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// decode the lat/lng normal to a 3 float normal
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double lat = ( packed >> 8 ) & 0xff;
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double lng = ( packed & 0xff );
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lat *= PI/128;
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lng *= PI/128;
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nx = cos(lat) * sin(lng);
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ny = sin(lat) * sin(lng);
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nz = cos(lng);
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}
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bool FMD3Model::Load(const char * path, int, const char * buffer, int length)
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{
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#pragma pack(4)
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struct md3_header_t
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{
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DWORD Magic;
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DWORD Version;
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char Name[MAX_QPATH];
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DWORD Flags;
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DWORD Num_Frames;
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DWORD Num_Tags;
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DWORD Num_Surfaces;
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DWORD Num_Skins;
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DWORD Ofs_Frames;
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DWORD Ofs_Tags;
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DWORD Ofs_Surfaces;
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DWORD Ofs_Eof;
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};
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struct md3_surface_t
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{
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DWORD Magic;
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char Name[MAX_QPATH];
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DWORD Flags;
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DWORD Num_Frames;
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DWORD Num_Shaders;
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DWORD Num_Verts;
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DWORD Num_Triangles;
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DWORD Ofs_Triangles;
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DWORD Ofs_Shaders;
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DWORD Ofs_Texcoord;
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DWORD Ofs_XYZNormal;
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DWORD Ofs_End;
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};
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struct md3_triangle_t
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{
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DWORD vt_index[3];
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};
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struct md3_shader_t
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{
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char Name[MAX_QPATH];
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DWORD index;
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};
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struct md3_texcoord_t
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{
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float s,t;
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};
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struct md3_vertex_t
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{
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short x,y,z,n;
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};
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struct md3_frame_t
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{
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float min_Bounds[3];
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float max_Bounds[3];
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float localorigin[3];
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float radius;
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char Name[16];
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};
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#pragma pack()
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md3_header_t * hdr=(md3_header_t *)buffer;
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numFrames = LittleLong(hdr->Num_Frames);
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numTags = LittleLong(hdr->Num_Tags);
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numSurfaces = LittleLong(hdr->Num_Surfaces);
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md3_frame_t * frm = (md3_frame_t*)(buffer + LittleLong(hdr->Ofs_Frames));
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frames = new MD3Frame[numFrames];
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for(int i=0;i<numFrames;i++)
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{
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strncpy(frames[i].Name, frm[i].Name, 16);
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for(int j=0;j<3;j++) frames[i].origin[j] = frm[i].localorigin[j];
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}
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md3_surface_t * surf = (md3_surface_t*)(buffer + LittleLong(hdr->Ofs_Surfaces));
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surfaces = new MD3Surface[numSurfaces];
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for(int i=0;i<numSurfaces;i++)
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{
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MD3Surface * s = &surfaces[i];
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md3_surface_t * ss = surf;
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surf = (md3_surface_t *)(((char*)surf) + LittleLong(surf->Ofs_End));
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s->numSkins = LittleLong(ss->Num_Shaders);
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s->numTriangles = LittleLong(ss->Num_Triangles);
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s->numVertices = LittleLong(ss->Num_Verts);
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// copy triangle indices
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md3_triangle_t * tris = (md3_triangle_t*)(((char*)ss)+LittleLong(ss->Ofs_Triangles));
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s->tris = new MD3Triangle[s->numTriangles];
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for(int i=0;i<s->numTriangles;i++) for (int j=0;j<3;j++)
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{
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s->tris[i].VertIndex[j]=LittleLong(tris[i].vt_index[j]);
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}
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// copy shaders (skins)
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md3_shader_t * shader = (md3_shader_t*)(((char*)ss)+LittleLong(ss->Ofs_Shaders));
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s->skins = new FTexture *[s->numSkins];
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for(int i=0;i<s->numSkins;i++)
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{
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// [BB] According to the MD3 spec, Name is supposed to include the full path.
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s->skins[i] = LoadSkin("", shader[i].Name);
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// [BB] Fall back and check if Name is relative.
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if ( s->skins[i] == NULL )
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s->skins[i] = LoadSkin(path, shader[i].Name);
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}
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// Load texture coordinates
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md3_texcoord_t * tc = (md3_texcoord_t*)(((char*)ss)+LittleLong(ss->Ofs_Texcoord));
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s->texcoords = new MD3TexCoord[s->numVertices];
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for(int i=0;i<s->numVertices;i++)
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{
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s->texcoords[i].s = tc[i].s;
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s->texcoords[i].t = tc[i].t;
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}
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// Load vertices and texture coordinates
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md3_vertex_t * vt = (md3_vertex_t*)(((char*)ss)+LittleLong(ss->Ofs_XYZNormal));
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s->vertices = new MD3Vertex[s->numVertices * numFrames];
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for(int i=0;i<s->numVertices * numFrames;i++)
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{
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s->vertices[i].x = LittleShort(vt[i].x)/64.f;
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s->vertices[i].y = LittleShort(vt[i].y)/64.f;
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s->vertices[i].z = LittleShort(vt[i].z)/64.f * rModelAspectMod;
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UnpackVector( LittleShort(vt[i].n), s->vertices[i].nx, s->vertices[i].ny, s->vertices[i].nz);
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}
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}
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return true;
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}
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int FMD3Model::FindFrame(const char * name)
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{
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for (int i=0;i<numFrames;i++)
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{
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if (!stricmp(name, frames[i].Name)) return i;
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}
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return -1;
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}
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void FMD3Model::RenderTriangles(MD3Surface * surf, MD3Vertex * vert)
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{
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gl_RenderState.Apply();
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gl.Begin(GL_TRIANGLES);
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for(int i=0; i<surf->numTriangles;i++)
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{
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for(int j=0;j<3;j++)
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{
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int x = surf->tris[i].VertIndex[j];
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gl.TexCoord2fv(&surf->texcoords[x].s);
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gl.Vertex3f(vert[x].x, vert[x].z, vert[x].y);
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}
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}
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gl.End();
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}
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void FMD3Model::RenderFrame(FTexture * skin, int frameno, int cm, int translation)
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{
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if (frameno>=numFrames) return;
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MD3Frame * frame = &frames[frameno];
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// I can't confirm correctness of this because no model I have tested uses this information
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// gl.MatrixMode(GL_MODELVIEW);
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// gl.Translatef(frame->origin[0], frame->origin[1], frame->origin[2]);
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for(int i=0;i<numSurfaces;i++)
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{
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MD3Surface * surf = &surfaces[i];
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// [BB] In case no skin is specified via MODELDEF, check if the MD3 has a skin for the current surface.
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// Note: Each surface may have a different skin.
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FTexture *surfaceSkin = skin;
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if (!surfaceSkin)
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{
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if (surf->numSkins==0) return;
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surfaceSkin = surf->skins[0];
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if (!surfaceSkin) return;
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}
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FMaterial * tex = FMaterial::ValidateTexture(surfaceSkin);
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tex->Bind(cm, 0, translation);
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RenderTriangles(surf, surf->vertices + frameno * surf->numVertices);
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}
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}
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void FMD3Model::RenderFrameInterpolated(FTexture * skin, int frameno, int frameno2, double inter, int cm, int translation)
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{
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if (frameno>=numFrames || frameno2>=numFrames) return;
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for(int i=0;i<numSurfaces;i++)
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{
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MD3Surface * surf = &surfaces[i];
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// [BB] In case no skin is specified via MODELDEF, check if the MD3 has a skin for the current surface.
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// Note: Each surface may have a different skin.
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FTexture *surfaceSkin = skin;
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if (!surfaceSkin)
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{
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if (surf->numSkins==0) return;
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surfaceSkin = surf->skins[0];
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if (!surfaceSkin) return;
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}
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FMaterial * tex = FMaterial::ValidateTexture(surfaceSkin);
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tex->Bind(cm, 0, translation);
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MD3Vertex* verticesInterpolated = new MD3Vertex[surfaces[i].numVertices];
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MD3Vertex* vertices1 = surf->vertices + frameno * surf->numVertices;
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MD3Vertex* vertices2 = surf->vertices + frameno2 * surf->numVertices;
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// [BB] Calculate the interpolated vertices by linear interpolation.
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for( int k = 0; k < surf->numVertices; k++ )
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{
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verticesInterpolated[k].x = (1-inter)*vertices1[k].x+ (inter)*vertices2[k].x;
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verticesInterpolated[k].y = (1-inter)*vertices1[k].y+ (inter)*vertices2[k].y;
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verticesInterpolated[k].z = (1-inter)*vertices1[k].z+ (inter)*vertices2[k].z;
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// [BB] Apparently RenderTriangles doesn't use nx, ny, nz, so don't interpolate them.
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}
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RenderTriangles(surf, verticesInterpolated);
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delete[] verticesInterpolated;
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}
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}
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FMD3Model::~FMD3Model()
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{
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if (frames) delete [] frames;
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if (surfaces) delete [] surfaces;
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frames = NULL;
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surfaces = NULL;
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}
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