qzdoom/src/gl/models/gl_models_md3.cpp
Christoph Oelckers 8b6e09ca09 - changed the license of the OpenGL renderer to LGPL v3.
This was done to clean up the license and to ensure that any commercial fork of the engine has to obey the far stricter requirements concerning source distribution. The old license was compatible with GPLv2 whereas combining GPLv2 and LGPLv3 force a license upgrade to GPLv3. The license of code that originates from ZDoomGL has not been changed.
2016-09-14 20:01:13 +02:00

393 lines
10 KiB
C++

//
//---------------------------------------------------------------------------
//
// Copyright(C) 2006-2016 Christoph Oelckers
// All rights reserved.
//
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU Lesser General Public License as published by
// the Free Software Foundation, either version 3 of the License, or
// (at your option) any later version.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU Lesser General Public License for more details.
//
// You should have received a copy of the GNU Lesser General Public License
// along with this program. If not, see http://www.gnu.org/licenses/
//
//--------------------------------------------------------------------------
//
#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/renderer/gl_renderer.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"
#define MAX_QPATH 64
//===========================================================================
//
// decode the lat/lng normal to a 3 float normal
//
//===========================================================================
static void UnpackVector(unsigned short packed, float & nx, float & ny, float & nz)
{
double lat = ( packed >> 8 ) & 0xff;
double lng = ( packed & 0xff );
lat *= M_PI/128;
lng *= M_PI/128;
nx = cos(lat) * sin(lng);
ny = sin(lat) * sin(lng);
nz = cos(lng);
}
//===========================================================================
//
// MD3 File structure
//
//===========================================================================
#pragma pack(4)
struct md3_header_t
{
uint32_t Magic;
uint32_t Version;
char Name[MAX_QPATH];
uint32_t Flags;
uint32_t Num_Frames;
uint32_t Num_Tags;
uint32_t Num_Surfaces;
uint32_t Num_Skins;
uint32_t Ofs_Frames;
uint32_t Ofs_Tags;
uint32_t Ofs_Surfaces;
uint32_t Ofs_Eof;
};
struct md3_surface_t
{
uint32_t Magic;
char Name[MAX_QPATH];
uint32_t Flags;
uint32_t Num_Frames;
uint32_t Num_Shaders;
uint32_t Num_Verts;
uint32_t Num_Triangles;
uint32_t Ofs_Triangles;
uint32_t Ofs_Shaders;
uint32_t Ofs_Texcoord;
uint32_t Ofs_XYZNormal;
uint32_t Ofs_End;
};
struct md3_triangle_t
{
uint32_t vt_index[3];
};
struct md3_shader_t
{
char Name[MAX_QPATH];
uint32_t index;
};
struct md3_texcoord_t
{
float s, t;
};
struct md3_vertex_t
{
short x, y, z, n;
};
struct md3_frame_t
{
float min_Bounds[3];
float max_Bounds[3];
float localorigin[3];
float radius;
char Name[16];
};
#pragma pack()
//===========================================================================
//
//
//
//===========================================================================
bool FMD3Model::Load(const char * path, int lumpnum, const char * buffer, int length)
{
md3_header_t * hdr = (md3_header_t *)buffer;
numFrames = LittleLong(hdr->Num_Frames);
numTags = LittleLong(hdr->Num_Tags);
numSurfaces = LittleLong(hdr->Num_Surfaces);
md3_frame_t * frm = (md3_frame_t*)(buffer + LittleLong(hdr->Ofs_Frames));
frames = new MD3Frame[numFrames];
for (int i = 0; i < numFrames; i++)
{
strncpy(frames[i].Name, frm[i].Name, 16);
for (int j = 0; j < 3; j++) frames[i].origin[j] = frm[i].localorigin[j];
}
md3_surface_t * surf = (md3_surface_t*)(buffer + LittleLong(hdr->Ofs_Surfaces));
surfaces = new MD3Surface[numSurfaces];
for (int i = 0; i < numSurfaces; i++)
{
MD3Surface * s = &surfaces[i];
md3_surface_t * ss = surf;
surf = (md3_surface_t *)(((char*)surf) + LittleLong(surf->Ofs_End));
s->numSkins = LittleLong(ss->Num_Shaders);
s->numTriangles = LittleLong(ss->Num_Triangles);
s->numVertices = LittleLong(ss->Num_Verts);
// copy shaders (skins)
md3_shader_t * shader = (md3_shader_t*)(((char*)ss) + LittleLong(ss->Ofs_Shaders));
s->skins = new FTextureID[s->numSkins];
for (int i = 0; i < s->numSkins; i++)
{
// [BB] According to the MD3 spec, Name is supposed to include the full path.
s->skins[i] = LoadSkin("", shader[i].Name);
// [BB] Fall back and check if Name is relative.
if (!s->skins[i].isValid())
s->skins[i] = LoadSkin(path, shader[i].Name);
}
}
mLumpNum = lumpnum;
return true;
}
//===========================================================================
//
//
//
//===========================================================================
void FMD3Model::LoadGeometry()
{
FMemLump lumpdata = Wads.ReadLump(mLumpNum);
const char *buffer = (const char *)lumpdata.GetMem();
md3_header_t * hdr = (md3_header_t *)buffer;
md3_surface_t * surf = (md3_surface_t*)(buffer + LittleLong(hdr->Ofs_Surfaces));
for(int i=0;i<numSurfaces;i++)
{
MD3Surface * s = &surfaces[i];
md3_surface_t * ss = surf;
surf = (md3_surface_t *)(((char*)surf) + LittleLong(surf->Ofs_End));
// copy triangle indices
md3_triangle_t * tris = (md3_triangle_t*)(((char*)ss)+LittleLong(ss->Ofs_Triangles));
s->tris = new MD3Triangle[s->numTriangles];
for(int i=0;i<s->numTriangles;i++) for (int j=0;j<3;j++)
{
s->tris[i].VertIndex[j]=LittleLong(tris[i].vt_index[j]);
}
// Load texture coordinates
md3_texcoord_t * tc = (md3_texcoord_t*)(((char*)ss)+LittleLong(ss->Ofs_Texcoord));
s->texcoords = new MD3TexCoord[s->numVertices];
for(int i=0;i<s->numVertices;i++)
{
s->texcoords[i].s = tc[i].s;
s->texcoords[i].t = tc[i].t;
}
// Load vertices and texture coordinates
md3_vertex_t * vt = (md3_vertex_t*)(((char*)ss)+LittleLong(ss->Ofs_XYZNormal));
s->vertices = new MD3Vertex[s->numVertices * numFrames];
for(int i=0;i<s->numVertices * numFrames;i++)
{
s->vertices[i].x = LittleShort(vt[i].x)/64.f;
s->vertices[i].y = LittleShort(vt[i].y)/64.f;
s->vertices[i].z = LittleShort(vt[i].z)/64.f;
UnpackVector( LittleShort(vt[i].n), s->vertices[i].nx, s->vertices[i].ny, s->vertices[i].nz);
}
}
}
//===========================================================================
//
//
//
//===========================================================================
void FMD3Model::BuildVertexBuffer()
{
if (mVBuf == nullptr)
{
LoadGeometry();
unsigned int vbufsize = 0;
unsigned int ibufsize = 0;
for (int i = 0; i < numSurfaces; i++)
{
MD3Surface * surf = &surfaces[i];
vbufsize += numFrames * surf->numVertices;
ibufsize += 3 * surf->numTriangles;
}
mVBuf = new FModelVertexBuffer(true, numFrames == 1);
FModelVertex *vertptr = mVBuf->LockVertexBuffer(vbufsize);
unsigned int *indxptr = mVBuf->LockIndexBuffer(ibufsize);
assert(vertptr != nullptr && indxptr != nullptr);
unsigned int vindex = 0, iindex = 0;
for (int i = 0; i < numSurfaces; i++)
{
MD3Surface * surf = &surfaces[i];
surf->vindex = vindex;
surf->iindex = iindex;
for (int j = 0; j < numFrames * surf->numVertices; j++)
{
MD3Vertex* vert = surf->vertices + j;
FModelVertex *bvert = &vertptr[vindex++];
int tc = j % surf->numVertices;
bvert->Set(vert->x, vert->z, vert->y, surf->texcoords[tc].s, surf->texcoords[tc].t);
bvert->SetNormal(vert->nx, vert->nz, vert->ny);
}
for (int k = 0; k < surf->numTriangles; k++)
{
for (int l = 0; l < 3; l++)
{
indxptr[iindex++] = surf->tris[k].VertIndex[l];
}
}
surf->UnloadGeometry();
}
mVBuf->UnlockVertexBuffer();
mVBuf->UnlockIndexBuffer();
}
}
//===========================================================================
//
// for skin precaching
//
//===========================================================================
void FMD3Model::AddSkins(BYTE *hitlist)
{
for (int i = 0; i < numSurfaces; i++)
{
if (curSpriteMDLFrame->surfaceskinIDs[curMDLIndex][i].isValid())
{
hitlist[curSpriteMDLFrame->surfaceskinIDs[curMDLIndex][i].GetIndex()] |= FTexture::TEX_Flat;
}
MD3Surface * surf = &surfaces[i];
for (int j = 0; j < surf->numSkins; j++)
{
if (surf->skins[j].isValid())
{
hitlist[surf->skins[j].GetIndex()] |= FTexture::TEX_Flat;
}
}
}
}
//===========================================================================
//
//
//
//===========================================================================
int FMD3Model::FindFrame(const char * name)
{
for (int i=0;i<numFrames;i++)
{
if (!stricmp(name, frames[i].Name)) return i;
}
return -1;
}
//===========================================================================
//
//
//
//===========================================================================
void FMD3Model::RenderFrame(FTexture * skin, int frameno, int frameno2, double inter, int translation)
{
if (frameno>=numFrames || frameno2>=numFrames) return;
gl_RenderState.SetInterpolationFactor((float)inter);
for(int i=0;i<numSurfaces;i++)
{
MD3Surface * surf = &surfaces[i];
// [BB] In case no skin is specified via MODELDEF, check if the MD3 has a skin for the current surface.
// Note: Each surface may have a different skin.
FTexture *surfaceSkin = skin;
if (!surfaceSkin)
{
if (curSpriteMDLFrame->surfaceskinIDs[curMDLIndex][i].isValid())
{
surfaceSkin = TexMan(curSpriteMDLFrame->surfaceskinIDs[curMDLIndex][i]);
}
else if(surf->numSkins > 0 && surf->skins[0].isValid())
{
surfaceSkin = TexMan(surf->skins[0]);
}
if (!surfaceSkin) return;
}
FMaterial * tex = FMaterial::ValidateTexture(surfaceSkin, false);
gl_RenderState.SetMaterial(tex, CLAMP_NONE, translation, -1, false);
gl_RenderState.Apply();
mVBuf->SetupFrame(surf->vindex + frameno * surf->numVertices, surf->vindex + frameno2 * surf->numVertices, surf->numVertices);
glDrawElements(GL_TRIANGLES, surf->numTriangles * 3, GL_UNSIGNED_INT, (void*)(intptr_t)(surf->iindex * sizeof(unsigned int)));
}
gl_RenderState.SetInterpolationFactor(0.f);
}
//===========================================================================
//
//
//
//===========================================================================
FMD3Model::~FMD3Model()
{
if (frames) delete [] frames;
if (surfaces) delete [] surfaces;
frames = nullptr;
surfaces = nullptr;
}