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https://github.com/ZDoom/qzdoom.git
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393 lines
10 KiB
C++
393 lines
10 KiB
C++
//
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//---------------------------------------------------------------------------
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//
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// Copyright(C) 2006-2016 Christoph Oelckers
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// All rights reserved.
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//
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU Lesser General Public License as published by
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// the Free Software Foundation, either version 3 of the License, or
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// (at your option) any later version.
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//
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// This program 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 Lesser General Public License for more details.
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//
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// You should have received a copy of the GNU Lesser General Public License
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// along with this program. If not, see http://www.gnu.org/licenses/
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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/renderer/gl_renderer.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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//===========================================================================
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//
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// decode the lat/lng normal to a 3 float normal
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//
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//===========================================================================
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static void UnpackVector(unsigned short packed, float & nx, float & ny, float & nz)
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{
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double lat = ( packed >> 8 ) & 0xff;
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double lng = ( packed & 0xff );
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lat *= M_PI/128;
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lng *= M_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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//===========================================================================
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//
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// MD3 File structure
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//
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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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uint32_t Magic;
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uint32_t Version;
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char Name[MAX_QPATH];
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uint32_t Flags;
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uint32_t Num_Frames;
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uint32_t Num_Tags;
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uint32_t Num_Surfaces;
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uint32_t Num_Skins;
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uint32_t Ofs_Frames;
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uint32_t Ofs_Tags;
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uint32_t Ofs_Surfaces;
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uint32_t Ofs_Eof;
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};
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struct md3_surface_t
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{
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uint32_t Magic;
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char Name[MAX_QPATH];
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uint32_t Flags;
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uint32_t Num_Frames;
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uint32_t Num_Shaders;
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uint32_t Num_Verts;
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uint32_t Num_Triangles;
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uint32_t Ofs_Triangles;
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uint32_t Ofs_Shaders;
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uint32_t Ofs_Texcoord;
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uint32_t Ofs_XYZNormal;
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uint32_t Ofs_End;
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};
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struct md3_triangle_t
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{
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uint32_t 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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uint32_t 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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//===========================================================================
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//
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//
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//
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//===========================================================================
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bool FMD3Model::Load(const char * path, int lumpnum, const char * buffer, int length)
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{
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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 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 FTextureID[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].isValid())
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s->skins[i] = LoadSkin(path, shader[i].Name);
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}
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}
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mLumpNum = lumpnum;
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return true;
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}
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//===========================================================================
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//
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//
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//
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//===========================================================================
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void FMD3Model::LoadGeometry()
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{
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FMemLump lumpdata = Wads.ReadLump(mLumpNum);
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const char *buffer = (const char *)lumpdata.GetMem();
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md3_header_t * hdr = (md3_header_t *)buffer;
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md3_surface_t * surf = (md3_surface_t*)(buffer + LittleLong(hdr->Ofs_Surfaces));
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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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// 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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// 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;
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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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}
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//===========================================================================
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//
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//
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//
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//===========================================================================
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void FMD3Model::BuildVertexBuffer()
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{
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if (mVBuf == nullptr)
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{
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LoadGeometry();
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unsigned int vbufsize = 0;
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unsigned int ibufsize = 0;
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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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vbufsize += numFrames * surf->numVertices;
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ibufsize += 3 * surf->numTriangles;
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}
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mVBuf = new FModelVertexBuffer(true, numFrames == 1);
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FModelVertex *vertptr = mVBuf->LockVertexBuffer(vbufsize);
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unsigned int *indxptr = mVBuf->LockIndexBuffer(ibufsize);
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assert(vertptr != nullptr && indxptr != nullptr);
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unsigned int vindex = 0, iindex = 0;
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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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surf->vindex = vindex;
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surf->iindex = iindex;
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for (int j = 0; j < numFrames * surf->numVertices; j++)
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{
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MD3Vertex* vert = surf->vertices + j;
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FModelVertex *bvert = &vertptr[vindex++];
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int tc = j % surf->numVertices;
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bvert->Set(vert->x, vert->z, vert->y, surf->texcoords[tc].s, surf->texcoords[tc].t);
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bvert->SetNormal(vert->nx, vert->nz, vert->ny);
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}
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for (int k = 0; k < surf->numTriangles; k++)
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{
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for (int l = 0; l < 3; l++)
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{
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indxptr[iindex++] = surf->tris[k].VertIndex[l];
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}
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}
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surf->UnloadGeometry();
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}
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mVBuf->UnlockVertexBuffer();
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mVBuf->UnlockIndexBuffer();
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}
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}
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//===========================================================================
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//
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// for skin precaching
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//
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//===========================================================================
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void FMD3Model::AddSkins(uint8_t *hitlist)
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{
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for (int i = 0; i < numSurfaces; i++)
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{
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if (curSpriteMDLFrame->surfaceskinIDs[curMDLIndex][i].isValid())
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{
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hitlist[curSpriteMDLFrame->surfaceskinIDs[curMDLIndex][i].GetIndex()] |= FTexture::TEX_Flat;
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}
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MD3Surface * surf = &surfaces[i];
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for (int j = 0; j < surf->numSkins; j++)
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{
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if (surf->skins[j].isValid())
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{
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hitlist[surf->skins[j].GetIndex()] |= FTexture::TEX_Flat;
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}
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}
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}
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}
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//===========================================================================
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//
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//
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//
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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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//===========================================================================
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//
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//
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//
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//===========================================================================
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void FMD3Model::RenderFrame(FTexture * skin, int frameno, int frameno2, double inter, int translation)
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{
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if (frameno>=numFrames || frameno2>=numFrames) return;
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gl_RenderState.SetInterpolationFactor((float)inter);
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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 (curSpriteMDLFrame->surfaceskinIDs[curMDLIndex][i].isValid())
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{
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surfaceSkin = TexMan(curSpriteMDLFrame->surfaceskinIDs[curMDLIndex][i]);
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}
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else if(surf->numSkins > 0 && surf->skins[0].isValid())
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{
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surfaceSkin = TexMan(surf->skins[0]);
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}
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if (!surfaceSkin) return;
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}
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FMaterial * tex = FMaterial::ValidateTexture(surfaceSkin, false);
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gl_RenderState.SetMaterial(tex, CLAMP_NONE, translation, -1, false);
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gl_RenderState.Apply();
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mVBuf->SetupFrame(surf->vindex + frameno * surf->numVertices, surf->vindex + frameno2 * surf->numVertices, surf->numVertices);
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glDrawElements(GL_TRIANGLES, surf->numTriangles * 3, GL_UNSIGNED_INT, (void*)(intptr_t)(surf->iindex * sizeof(unsigned int)));
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}
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gl_RenderState.SetInterpolationFactor(0.f);
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}
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//===========================================================================
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//
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//
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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 = nullptr;
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surfaces = nullptr;
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}
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