//------------------------------------- MD2/MD3 LIBRARY BEGINS ------------------------------------- #ifdef __POWERPC__ #define SHIFTMOD32(a) ((a)&31) #else #define SHIFTMOD32(a) (a) #endif typedef struct { long mdnum; //VOX=1, MD2=2, MD3=3. NOTE: must be first in structure! long shadeoff; float scale, bscale, zadd; GLuint *texid; // skins } mdmodel; typedef struct _mdanim_t { int startframe, endframe; int fpssc, flags; struct _mdanim_t *next; } mdanim_t; #define MDANIM_LOOP 0 #define MDANIM_ONESHOT 1 typedef struct _mdskinmap_t { unsigned char palette, filler[3]; // Build palette number int skinnum, surfnum; // Skin identifier, surface number char *fn; // Skin filename GLuint texid[HICEFFECTMASK+1]; // OpenGL texture numbers for effect variations struct _mdskinmap_t *next; } mdskinmap_t; //This MD2 code is based on the source code from David Henry (tfc_duke(at)hotmail.com) // Was at http://tfc.duke.free.fr/us/tutorials/models/md2.htm // Available from http://web.archive.org/web/20030816010242/http://tfc.duke.free.fr/us/tutorials/models/md2.htm // Now at http://tfc.duke.free.fr/coding/md2.html (in French) //He probably wouldn't recognize it if he looked at it though :) typedef struct { float x, y, z; } point3d; typedef struct { long id, vers, skinxsiz, skinysiz, framebytes; //id:"IPD2", vers:8 long numskins, numverts, numuv, numtris, numglcmds, numframes; long ofsskins, ofsuv, ofstris, ofsframes, ofsglcmds, ofseof; //ofsskins: skin names (64 bytes each) } md2head_t; typedef struct { unsigned char v[3], ni; } md2vert_t; //compressed vertex coords (x,y,z) typedef struct { point3d mul, add; //scale&translation vector char name[16]; //frame name md2vert_t verts[1]; //first vertex of this frame } md2frame_t; typedef struct { short u, v; } md2uv_t; typedef struct { unsigned short v[3]; unsigned short u[3]; } md2tri_t; typedef struct { //WARNING: This top block is a union between md2model&md3model: Make sure it matches! long mdnum; //VOX=1, MD2=2, MD3=3. NOTE: must be first in structure! long shadeoff; float scale, bscale, zadd; GLuint *texid; // texture ids for base skin if no mappings defined long numframes, cframe, nframe, fpssc, usesalpha; float oldtime, curtime, interpol; mdanim_t *animations; mdskinmap_t *skinmap; long numskins, skinloaded; // set to 1+numofskin when a skin is loaded and the tex coords are modified, //MD2 specific stuff: long numverts, numglcmds, framebytes, *glcmds; char *frames; char *basepath; // pointer to string of base path char *skinfn; // pointer to first of numskins 64-char strings md2uv_t *uv; md2tri_t* tris; } md2model; typedef struct { char nam[64]; long i; } md3shader_t; //ascz path of shader, shader index typedef struct { long i[3]; } md3tri_t; //indices of tri typedef struct { float u, v; } md3uv_t; typedef struct { signed short x, y, z; unsigned char nlat, nlng; } md3xyzn_t; //xyz are [10:6] ints typedef struct { point3d min, max, cen; //bounding box&origin float r; //radius of bounding sphere char nam[16]; //ascz frame name } md3frame_t; typedef struct { char nam[64]; //ascz tag name point3d p, x, y, z; //tag object pos&orient } md3tag_t; typedef struct { long id; //IDP3(0x33806873) char nam[64]; //ascz surface name long flags; //? long numframes, numshaders, numverts, numtris; //numframes same as md3head,max shade=~256,vert=~4096,tri=~8192 md3tri_t *tris; //file format: rel offs from md3surf md3shader_t *shaders; //file format: rel offs from md3surf md3uv_t *uv; //file format: rel offs from md3surf md3xyzn_t *xyzn; //file format: rel offs from md3surf long ofsend; } md3surf_t; typedef struct { long id, vers; //id=IDP3(0x33806873), vers=15 char nam[64]; //ascz path in PK3 long flags; //? long numframes, numtags, numsurfs, numskins; //max=~1024,~16,~32,numskins=artifact of MD2; use shader field instead md3frame_t *frames; //file format: abs offs md3tag_t *tags; //file format: abs offs md3surf_t *surfs; //file format: abs offs long eof; //file format: abs offs } md3head_t; typedef struct { //WARNING: This top block is a union between md2model&md3model: Make sure it matches! long mdnum; //VOX=1, MD2=2, MD3=3. NOTE: must be first in structure! long shadeoff; float scale, bscale, zadd; unsigned int *texid; // texture ids for base skin if no mappings defined long numframes, cframe, nframe, fpssc, usesalpha; float oldtime, curtime, interpol; mdanim_t *animations; mdskinmap_t *skinmap; long numskins, skinloaded; // set to 1+numofskin when a skin is loaded and the tex coords are modified, //MD3 specific md3head_t head; point3d *muladdframes; } md3model; #define VOXBORDWIDTH 1 //use 0 to save memory, but has texture artifacts; 1 looks better... #define VOXUSECHAR 0 #if (VOXUSECHAR != 0) typedef struct { unsigned char x, y, z, u, v; } vert_t; #else typedef struct { unsigned short x, y, z, u, v; } vert_t; #endif typedef struct { vert_t v[4]; } voxrect_t; typedef struct { //WARNING: This top block is a union of md2model,md3model,voxmodel: Make sure it matches! long mdnum; //VOX=1, MD2=2, MD3=3. NOTE: must be first in structure! long shadeoff; float scale, bscale, zadd; unsigned int *texid; // skins for palettes //VOX specific stuff: voxrect_t *quad; long qcnt, qfacind[7]; long *mytex, mytexx, mytexy; long xsiz, ysiz, zsiz; float xpiv, ypiv, zpiv; long is8bit; } voxmodel; static voxmodel *voxmodels[MAXVOXELS]; typedef struct { // maps build tiles to particular animation frames of a model int modelid; int skinnum; int framenum; // calculate the number from the name when declaring } tile2model_t; static tile2model_t tile2model[MAXTILES]; //Move this to appropriate place! typedef struct { float xadd, yadd, zadd; short angadd, flags; } hudtyp; hudtyp hudmem[2][MAXTILES]; //~320KB ... ok for now ... could replace with dynamic alloc static char mdinited=0; #define MODELALLOCGROUP 256 static long nummodelsalloced = 0, nextmodelid = 0; static mdmodel **models = NULL; static long maxmodelverts = 0, allocmodelverts = 0; static point3d *vertlist = NULL; //temp array to store interpolated vertices for drawing mdmodel *mdload (const char *); int mddraw (spritetype *); void mdfree (mdmodel *); extern int timerticspersec; static void freeallmodels () { int i; if (models) { for (i=0;imdnum == 1) { voxmodel *v = (voxmodel*)m; for (j=0;jtexid[j]) bglDeleteTextures(1,(GLuint*)&v->texid[j]); v->texid[j] = 0; } } else if (m->mdnum == 2 || m->mdnum == 3) { md2model *m2 = (md2model*)m; mdskinmap_t *sk; for (j=0;jnumskins*(HICEFFECTMASK+1);j++) { if (m2->texid[j]) bglDeleteTextures(1,(GLuint*)&m2->texid[j]); m2->texid[j] = 0; } for (sk=m2->skinmap;sk;sk=sk->next) for (j=0;j<(HICEFFECTMASK+1);j++) { if (sk->texid[j]) bglDeleteTextures(1,(GLuint*)&sk->texid[j]); sk->texid[j] = 0; } } } for (i=0;itexid[j]) bglDeleteTextures(1,(GLuint*)&v->texid[j]); v->texid[j] = 0; } } } static void mdinit () { memset(hudmem,0,sizeof(hudmem)); freeallmodels(); mdinited = 1; } int md_loadmodel (const char *fn) { mdmodel *vm, **ml; if (!mdinited) mdinit(); if (nextmodelid >= nummodelsalloced) { ml = (mdmodel **)realloc(models,(nummodelsalloced+MODELALLOCGROUP)*4); if (!ml) return(-1); models = ml; nummodelsalloced += MODELALLOCGROUP; } vm = mdload(fn); if (!vm) return(-1); models[nextmodelid++] = vm; return(nextmodelid-1); } int md_setmisc (int modelid, float scale, int shadeoff, float zadd) { mdmodel *m; if (!mdinited) mdinit(); if ((unsigned long)modelid >= (unsigned long)nextmodelid) return -1; m = models[modelid]; m->bscale = scale; m->shadeoff = shadeoff; m->zadd = zadd; return 0; } int md_tilehasmodel (int tilenume) { if (!mdinited) return -1; return tile2model[tilenume].modelid; } static long framename2index (mdmodel *vm, const char *nam) { int i = 0; switch (vm->mdnum) { case 2: { md2model *m = (md2model *)vm; md2frame_t *fr; for (i=0;inumframes;i++) { fr = (md2frame_t *)&m->frames[i*m->framebytes]; if (!Bstrcmp(fr->name, nam)) break; } } break; case 3: { md3model *m = (md3model *)vm; for (i=0;inumframes;i++) if (!Bstrcmp(m->head.frames[i].nam,nam)) break; } break; } return(i); } int md_defineframe (int modelid, const char *framename, int tilenume, int skinnum) { void *vm; md2model *m; int i; if (!mdinited) mdinit(); if ((unsigned long)modelid >= (unsigned long)nextmodelid) return(-1); if ((unsigned long)tilenume >= (unsigned long)MAXTILES) return(-2); if (!framename) return(-3); m = (md2model *)models[modelid]; if (m->mdnum == 1) { tile2model[tilenume].modelid = modelid; tile2model[tilenume].framenum = tile2model[tilenume].skinnum = 0; return 0; } i = framename2index((mdmodel*)m,framename); if (i == m->numframes) return(-3); // frame name invalid tile2model[tilenume].modelid = modelid; tile2model[tilenume].framenum = i; tile2model[tilenume].skinnum = skinnum; return 0; } int md_defineanimation (int modelid, const char *framestart, const char *frameend, int fpssc, int flags) { md2model *m; mdanim_t ma, *map; int i; if (!mdinited) mdinit(); if ((unsigned long)modelid >= (unsigned long)nextmodelid) return(-1); memset(&ma, 0, sizeof(ma)); m = (md2model *)models[modelid]; if (m->mdnum < 2) return 0; //find index of start frame i = framename2index((mdmodel*)m,framestart); if (i == m->numframes) return -2; ma.startframe = i; //find index of finish frame which must trail start frame i = framename2index((mdmodel*)m,frameend); if (i == m->numframes) return -3; ma.endframe = i; ma.fpssc = fpssc; ma.flags = flags; map = (mdanim_t*)calloc(1,sizeof(mdanim_t)); if (!map) return(-4); memcpy(map, &ma, sizeof(ma)); map->next = m->animations; m->animations = map; return(0); } int md_defineskin (int modelid, const char *skinfn, int palnum, int skinnum, int surfnum) { mdskinmap_t *sk, *skl; md2model *m; if (!mdinited) mdinit(); if ((unsigned long)modelid >= (unsigned long)nextmodelid) return -1; if (!skinfn) return -2; if ((unsigned)palnum >= (unsigned)MAXPALOOKUPS) return -3; m = (md2model *)models[modelid]; if (m->mdnum < 2) return 0; if (m->mdnum == 2) surfnum = 0; skl = NULL; for (sk = m->skinmap; sk; skl = sk, sk = sk->next) if (sk->palette == (unsigned char)palnum && skinnum == sk->skinnum && surfnum == sk->surfnum) break; if (!sk) { sk = (mdskinmap_t *)calloc(1,sizeof(mdskinmap_t)); if (!sk) return -4; if (!skl) m->skinmap = sk; else skl->next = sk; } else if (sk->fn) free(sk->fn); sk->palette = (unsigned char)palnum; sk->skinnum = skinnum; sk->surfnum = surfnum; sk->fn = (char *)malloc(strlen(skinfn)+1); if (!sk->fn) return(-4); strcpy(sk->fn, skinfn); return 0; } int md_definehud (int modelid, int tilex, double xadd, double yadd, double zadd, double angadd, int flags) { if (!mdinited) mdinit(); if ((unsigned long)modelid >= (unsigned long)nextmodelid) return -1; if ((unsigned long)tilex >= (unsigned long)MAXTILES) return -2; hudmem[(flags>>2)&1][tilex].xadd = xadd; hudmem[(flags>>2)&1][tilex].yadd = yadd; hudmem[(flags>>2)&1][tilex].zadd = zadd; hudmem[(flags>>2)&1][tilex].angadd = ((short)angadd)|2048; hudmem[(flags>>2)&1][tilex].flags = (short)flags; return 0; } int md_undefinetile(int tile) { if (!mdinited) return 0; if ((unsigned)tile >= (unsigned)MAXTILES) return -1; tile2model[tile].modelid = -1; return 0; } int md_undefinemodel(int modelid) { int i; if (!mdinited) return 0; if ((unsigned long)modelid >= (unsigned long)nextmodelid) return -1; for (i=MAXTILES-1; i>=0; i--) if (tile2model[i].modelid == modelid) tile2model[i].modelid = -1; if (models) { mdfree(models[modelid]); models[modelid] = NULL; } return 0; } static int daskinloader (long filh, long *fptr, long *bpl, long *sizx, long *sizy, long *osizx, long *osizy, char *hasalpha, char effect) { long picfillen, j,y,x; char *picfil,*cptr,al=255; coltype *pic; long xsiz, ysiz, tsizx, tsizy; picfillen = kfilelength(filh); picfil = (char *)malloc(picfillen); if (!picfil) { return -1; } kread(filh, picfil, picfillen); // tsizx/y = replacement texture's natural size // xsiz/y = 2^x size of replacement kpgetdim(picfil,picfillen,&tsizx,&tsizy); if (tsizx == 0 || tsizy == 0) { free(picfil); return -1; } if (!glinfo.texnpot) { for (xsiz=1;xsiz=0;j--) { swapchar(&pic[j].r, &pic[j].b); } } *sizx = xsiz; *sizy = ysiz; *bpl = xsiz; *fptr = (long)pic; *hasalpha = (al != 255); return 0; } // JONOF'S COMPRESSED TEXTURE CACHE STUFF --------------------------------------------------- long mdloadskin_trytexcache(char *fn, long len, char effect, texcacheheader *head) { long fil, fp; char cachefn[BMAX_PATH], *cp; unsigned char mdsum[16]; if (!glinfo.texcompr || !glusetexcompr || !glusetexcache) return -1; if (!bglCompressedTexImage2DARB || !bglGetCompressedTexImageARB) { // lacking the necessary extensions to do this initprintf("Warning: the GL driver lacks necessary functions to use caching\n"); glusetexcache = 0; return -1; } md4once((unsigned char *)fn, strlen(fn), mdsum); for (cp = cachefn, fp = 0; (*cp = TEXCACHEDIR[fp]); cp++,fp++); *(cp++) = '/'; for (fp = 0; fp < 16; phex(mdsum[fp++], cp), cp+=2); sprintf(cp, "-%lx-0%x", len, effect); fil = kopen4load(cachefn, 0); if (fil < 0) return -1; /* initprintf("Loading cached skin: %s\n", cachefn); */ if (kread(fil, head, sizeof(texcacheheader)) < (int)sizeof(texcacheheader)) goto failure; if (memcmp(head->magic, "Polymost", 8)) goto failure; head->xdim = B_LITTLE32(head->xdim); head->ydim = B_LITTLE32(head->ydim); head->flags = B_LITTLE32(head->flags); if (!glinfo.texnpot && (head->flags & 1)) goto failure; return fil; failure: kclose(fil); return -1; } static long mdloadskin_cached(long fil, texcacheheader *head, long *doalloc, GLuint *glpic, long *xsiz, long *ysiz) { int level, r; texcachepicture pict; void *pic = NULL, *packbuf = NULL; void *midbuf = NULL; long alloclen=0; if (*doalloc&1) { bglGenTextures(1,glpic); //# of textures (make OpenGL allocate structure) *doalloc |= 2; // prevents bglGenTextures being called again if we fail in here } bglBindTexture(GL_TEXTURE_2D,*glpic); bglGetError(); // load the mipmaps for (level = 0; level==0 || (pict.xdim > 1 || pict.ydim > 1); level++) { r = kread(fil, &pict, sizeof(texcachepicture)); if (r < (int)sizeof(texcachepicture)) goto failure; pict.size = B_LITTLE32(pict.size); pict.format = B_LITTLE32(pict.format); pict.xdim = B_LITTLE32(pict.xdim); pict.ydim = B_LITTLE32(pict.ydim); pict.border = B_LITTLE32(pict.border); pict.depth = B_LITTLE32(pict.depth); if (level == 0) { *xsiz = pict.xdim; *ysiz = pict.ydim; } if (alloclen < pict.size) { void *picc = realloc(pic, pict.size); if (!picc) goto failure; else pic = picc; alloclen = pict.size; picc = realloc(packbuf, alloclen+16); if (!picc) goto failure; else packbuf = picc; picc = realloc(midbuf, pict.size); if (!picc) goto failure; else midbuf = picc; } if (dedxtfilter(fil, &pict, pic, midbuf, packbuf, (head->flags&4)==4)) goto failure; bglCompressedTexImage2DARB(GL_TEXTURE_2D,level,pict.format,pict.xdim,pict.ydim,pict.border, pict.size,pic); if (bglGetError() != GL_NO_ERROR) goto failure; } if (midbuf) free(midbuf); if (pic) free(pic); if (packbuf) free(packbuf); return 0; failure: if (midbuf) free(midbuf); if (pic) free(pic); if (packbuf) free(packbuf); return -1; } // --------------------------------------------------- JONOF'S COMPRESSED TEXTURE CACHE STUFF //Note: even though it says md2model, it works for both md2model&md3model static long mdloadskin (md2model *m, int number, int pal, int surf, int exact) { long i,j, fptr=0, bpl, xsiz=0, ysiz=0, osizx, osizy, texfmt = GL_RGBA, intexfmt = GL_RGBA; char *skinfile, hasalpha, fn[BMAX_PATH+65]; GLuint *texidx = NULL; mdskinmap_t *sk, *skzero = NULL; long doalloc = 1, filh; long cachefil = -1, picfillen; texcacheheader cachead; if (m->mdnum == 2) surf = 0; if ((unsigned)pal >= (unsigned)MAXPALOOKUPS) return 0; i = -1; for (sk = m->skinmap; sk; sk = sk->next) { if ((int)sk->palette == pal && sk->skinnum == number && sk->surfnum == surf) { skinfile = sk->fn; texidx = &sk->texid[ hictinting[pal].f ]; strcpy(fn,skinfile); //OSD_Printf("Using exact match skin (pal=%d,skinnum=%d,surfnum=%d) %s\n",pal,number,surf,skinfile); break; } //If no match, give highest priority to number, then pal.. (Parkar's request, 02/27/2005) else if (((int)sk->palette == 0) && (sk->skinnum == number) && (sk->surfnum == surf) && (i < 5)) { i = 5; skzero = sk; } else if (((int)sk->palette == pal) && (sk->skinnum == 0) && (sk->surfnum == surf) && (i < 4)) { i = 4; skzero = sk; } else if (((int)sk->palette == 0) && (sk->skinnum == 0) && (sk->surfnum == surf) && (i < 3)) { i = 3; skzero = sk; } else if (((int)sk->palette == 0) && (sk->skinnum == number) && (i < 2)) { i = 2; skzero = sk; } else if (((int)sk->palette == pal) && (sk->skinnum == 0) && (i < 1)) { i = 1; skzero = sk; } else if (((int)sk->palette == 0) && (sk->skinnum == 0) && (i < 0)) { i = 0; skzero = sk; } } if (!sk) { if (exact) return (0); if (skzero) { skinfile = skzero->fn; texidx = &skzero->texid[ hictinting[pal].f ]; strcpy(fn,skinfile); //OSD_Printf("Using def skin 0,0 as fallback, pal=%d\n", pal); } else { if ((unsigned)number >= (unsigned)m->numskins) number = 0; skinfile = m->skinfn + number*64; texidx = &m->texid[ number * (HICEFFECTMASK+1) + hictinting[pal].f ]; strcpy(fn,m->basepath); strcat(fn,skinfile); //OSD_Printf("Using MD2/MD3 skin (%d) %s, pal=%d\n",number,skinfile,pal); } } if (!skinfile[0]) return 0; if (*texidx) return *texidx; *texidx = 0; if ((filh = kopen4load(fn, 0)) < 0) { initprintf("Skin %s not found.\n",fn); skinfile[0] = 0; return 0; } picfillen = kfilelength(filh); kclose(filh); // FIXME: shouldn't have to do this. bug in cache1d.c cachefil = mdloadskin_trytexcache(fn, picfillen, hictinting[pal].f, &cachead); if (cachefil >= 0 && !mdloadskin_cached(cachefil, &cachead, &doalloc, texidx, &xsiz, &ysiz)) { osizx = cachead.xdim; osizy = cachead.ydim; m->usesalpha = hasalpha = (cachead.flags & 2) ? 1 : 0; kclose(cachefil); //kclose(filh); // FIXME: uncomment when cache1d.c is fixed // cachefil >= 0, so it won't be rewritten } else { if (cachefil >= 0) kclose(cachefil); cachefil = -1; // the compressed version will be saved to disk if ((filh = kopen4load(fn, 0)) < 0) return -1; if (daskinloader(filh,&fptr,&bpl,&xsiz,&ysiz,&osizx,&osizy,&hasalpha,hictinting[pal].f)) { kclose(filh); initprintf("Failed loading skin file \"%s\"\n", fn); skinfile[0] = 0; return(0); } else kclose(filh); m->usesalpha = hasalpha; if ((doalloc&3)==1) bglGenTextures(1,(GLuint*)texidx); bglBindTexture(GL_TEXTURE_2D,*texidx); //gluBuild2DMipmaps(GL_TEXTURE_2D,GL_RGBA,xsiz,ysiz,GL_BGRA_EXT,GL_UNSIGNED_BYTE,(char *)fptr); if (glinfo.texcompr && glusetexcompr) intexfmt = hasalpha ? GL_COMPRESSED_RGBA_ARB : GL_COMPRESSED_RGB_ARB; else if (!hasalpha) intexfmt = GL_RGB; if (glinfo.bgra) texfmt = GL_BGRA; uploadtexture((doalloc&1), xsiz, ysiz, intexfmt, texfmt, (coltype*)fptr, xsiz, ysiz, 0); free((void*)fptr); } if (!m->skinloaded) { if (xsiz != osizx || ysiz != osizy) { float fx, fy; fx = ((float)osizx)/((float)xsiz); fy = ((float)osizy)/((float)ysiz); if (m->mdnum == 2) { long *lptr; for (lptr=m->glcmds;(i=*lptr++);) for (i=labs(i);i>0;i--,lptr+=3) { ((float *)lptr)[0] *= fx; ((float *)lptr)[1] *= fy; } } else if (m->mdnum == 3) { md3model *m3 = (md3model *)m; md3surf_t *s; long surfi; for (surfi=0;surfihead.numsurfs;surfi++) { s = &m3->head.surfs[surfi]; for (i=s->numverts-1;i>=0;i--) { s->uv[i].u *= fx; s->uv[i].v *= fy; } } } } m->skinloaded = 1+number; } bglTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,glfiltermodes[gltexfiltermode].mag); bglTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,glfiltermodes[gltexfiltermode].min); if (glinfo.maxanisotropy > 1.0) bglTexParameterf(GL_TEXTURE_2D,GL_TEXTURE_MAX_ANISOTROPY_EXT,glanisotropy); bglTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_WRAP_S,GL_REPEAT); bglTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_WRAP_T,GL_REPEAT); if (cachefil < 0) { // save off the compressed version cachead.xdim = osizx; cachead.ydim = osizy; i = 0; for (j=0;j<31;j++) { if (xsiz == pow2long[j]) { i |= 1; } if (ysiz == pow2long[j]) { i |= 2; } } cachead.flags = (i!=3) | (hasalpha ? 2 : 0); writexcache(fn, picfillen, 0, hictinting[pal].f, &cachead); } return(*texidx); } char mdpause; //Note: even though it says md2model, it works for both md2model&md3model static void updateanimation (md2model *m, spritetype *tspr) { mdanim_t *anim; long i, j; if (mdpause) { // spriteext[tspr->owner].mdanimtims = mdtims; m->interpol = 0; m->nframe = m->cframe; return; } m->cframe = m->nframe = tile2model[tspr->picnum].framenum; for (anim = m->animations; anim && anim->startframe != m->cframe; anim = anim->next) ; if (!anim) { m->interpol = 0; return; } if (((long)spriteext[tspr->owner].mdanimcur) != anim->startframe || (spriteext[tspr->owner].flags & SPREXT_NOMDANIM)) { spriteext[tspr->owner].mdanimcur = (short)anim->startframe; spriteext[tspr->owner].mdanimtims = mdtims; m->cframe = m->nframe = anim->startframe; m->interpol = 0; return; } i = (mdtims-spriteext[tspr->owner].mdanimtims)*((anim->fpssc*timerticspersec)/120); j = ((anim->endframe+1-anim->startframe)<<16); //Just in case you play the game for a VERY long time... if (i < 0) { i = 0; spriteext[tspr->owner].mdanimtims = mdtims; } //compare with j*2 instead of j to ensure i stays > j-65536 for MDANIM_ONESHOT if ((i >= j+j) && (anim->fpssc)) //Keep mdanimtims close to mdtims to avoid the use of MOD spriteext[tspr->owner].mdanimtims += j/((anim->fpssc*timerticspersec)/120); if (anim->flags&MDANIM_ONESHOT) { if (i > j-65536) i = j-65536; } else { if (i >= j) { i -= j; if (i >= j) i %= j; } } m->cframe = (i>>16)+anim->startframe; m->nframe = m->cframe+1; if (m->nframe > anim->endframe) m->nframe = anim->startframe; m->interpol = ((float)(i&65535))/65536.f; } //--------------------------------------- MD2 LIBRARY BEGINS --------------------------------------- static long long memoryusage = 0; static md2model *md2load (int fil, const char *filnam) { md2model *m; md3model *m3; md3surf_t *s; md2frame_t *f; md2head_t head; char *buf, st[BMAX_PATH]; long i, j, k; m = (md2model *)calloc(1,sizeof(md2model)); if (!m) return(0); m->mdnum = 2; m->scale = .01; kread(fil,(char *)&head,sizeof(md2head_t)); head.id = B_LITTLE32(head.id); head.vers = B_LITTLE32(head.vers); head.skinxsiz = B_LITTLE32(head.skinxsiz); head.skinysiz = B_LITTLE32(head.skinysiz); head.framebytes = B_LITTLE32(head.framebytes); head.numskins = B_LITTLE32(head.numskins); head.numverts = B_LITTLE32(head.numverts); head.numuv = B_LITTLE32(head.numuv); head.numtris = B_LITTLE32(head.numtris); head.numglcmds = B_LITTLE32(head.numglcmds); head.numframes = B_LITTLE32(head.numframes); head.ofsskins = B_LITTLE32(head.ofsskins); head.ofsuv = B_LITTLE32(head.ofsuv); head.ofstris = B_LITTLE32(head.ofstris); head.ofsframes = B_LITTLE32(head.ofsframes); head.ofsglcmds = B_LITTLE32(head.ofsglcmds); head.ofseof = B_LITTLE32(head.ofseof); if ((head.id != 0x32504449) || (head.vers != 8)) { free(m); return(0); } //"IDP2" m->numskins = head.numskins; m->numframes = head.numframes; m->numverts = head.numverts; m->numglcmds = head.numglcmds; m->framebytes = head.framebytes; m->frames = (char *)calloc(m->numframes,m->framebytes); if (!m->frames) { free(m); return(0); } m->glcmds = (long *)calloc(m->numglcmds,sizeof(long)); if (!m->glcmds) { free(m->frames); free(m); return(0); } m->tris = (md2tri_t *)calloc(head.numtris, sizeof(md2tri_t)); if (!m->tris) { free(m->glcmds); free(m->frames); free(m); return(0); } m->uv = (md2uv_t *)calloc(head.numuv, sizeof(md2uv_t)); if (!m->uv) { free(m->tris); free(m->glcmds); free(m->frames); free(m); return(0); } klseek(fil,head.ofsframes,SEEK_SET); if (kread(fil,(char *)m->frames,m->numframes*m->framebytes) != m->numframes*m->framebytes) { free(m->uv); free(m->tris); free(m->glcmds); free(m->frames); free(m); return(0); } klseek(fil,head.ofsglcmds,SEEK_SET); if (kread(fil,(char *)m->glcmds,m->numglcmds*sizeof(long)) != (long)(m->numglcmds*sizeof(long))) { free(m->uv); free(m->tris); free(m->glcmds); free(m->frames); free(m); return(0); } klseek(fil,head.ofstris,SEEK_SET); if (kread(fil,(char *)m->tris,head.numtris*sizeof(md2tri_t)) != (long)(head.numtris*sizeof(md2tri_t))) { free(m->uv); free(m->tris); free(m->glcmds); free(m->frames); free(m); return(0); } klseek(fil,head.ofsuv,SEEK_SET); if (kread(fil,(char *)m->uv,head.numuv*sizeof(md2uv_t)) != (long)(head.numuv*sizeof(md2uv_t))) { free(m->uv); free(m->tris); free(m->glcmds); free(m->frames); free(m); return(0); } #if B_BIG_ENDIAN != 0 { char *f = (char *)m->frames; long *l,j; md2frame_t *fr; for (i = m->numframes-1; i>=0; i--) { fr = (md2frame_t *)f; l = (long *)&fr->mul; for (j=5;j>=0;j--) l[j] = B_LITTLE32(l[j]); f += m->framebytes; } for (i = m->numglcmds-1; i>=0; i--) { m->glcmds[i] = B_LITTLE32(m->glcmds[i]); } } #endif strcpy(st,filnam); for (i=strlen(st)-1;i>0;i--) if ((st[i] == '/') || (st[i] == '\\')) { i++; break; } if (i<0) i=0; st[i] = 0; m->basepath = (char *)malloc(i+1); if (!m->basepath) { free(m->uv); free(m->tris); free(m->glcmds); free(m->frames); free(m); return(0); } strcpy(m->basepath, st); m->skinfn = (char *)calloc(m->numskins,64); if (!m->skinfn) { free(m->basepath); free(m->uv); free(m->tris); free(m->glcmds); free(m->frames); free(m); return(0); } klseek(fil,head.ofsskins,SEEK_SET); if (kread(fil,m->skinfn,64*m->numskins) != 64*m->numskins) { free(m->glcmds); free(m->frames); free(m); return(0); } m->texid = (GLuint *)calloc(m->numskins, sizeof(GLuint) * (HICEFFECTMASK+1)); if (!m->texid) { free(m->skinfn); free(m->basepath); free(m->uv); free(m->tris); free(m->glcmds); free(m->frames); free(m); return(0); } maxmodelverts = max(maxmodelverts, m->numverts); //return(m); // the MD2 is now loaded internally - let's begin the MD3 conversion process //OSD_Printf("Beginning md3 conversion.\n"); m3 = (md3model *)calloc(1, sizeof(md3model)); if (!m3) { free(m->skinfn); free(m->basepath); free(m->uv); free(m->tris); free(m->glcmds); free(m->frames); free(m); return(0); } m3->mdnum = 3; m3->texid = 0; m3->scale = m->scale; m3->head.id = 0x33504449; m3->head.vers = 15; m3->head.flags = 1337; m3->head.numframes = m->numframes; m3->head.numtags = 0; m3->head.numsurfs = 1; m3->head.numskins = 0; m3->numskins = m3->head.numskins; m3->numframes = m3->head.numframes; m3->head.frames = (md3frame_t *)calloc(m3->head.numframes, sizeof(md3frame_t)); if (!m3->head.frames) { free(m3); free(m->skinfn); free(m->basepath); free(m->uv); free(m->tris); free(m->glcmds); free(m->frames); free(m); return(0); } m3->muladdframes = (point3d *)calloc(m->numframes * 2, sizeof(point3d)); f = (md2frame_t *)(m->frames); // frames converting i = 0; while (i < m->numframes) { f = (md2frame_t *)&m->frames[i*m->framebytes]; strcpy(m3->head.frames[i].nam, f->name); //OSD_Printf("Copied frame %s.\n", m3->head.frames[i].nam); m3->muladdframes[i*2] = f->mul; m3->muladdframes[i*2+1] = f->add; i++; } m3->head.tags = NULL; m3->head.surfs = (md3surf_t *)calloc(1, sizeof(md3surf_t)); if (!m3->head.surfs) { free(m3->head.frames); free(m3); free(m->skinfn); free(m->basepath); free(m->uv); free(m->tris); free(m->glcmds); free(m->frames); free(m); return(0); } s = m3->head.surfs; // model converting s->id = 0x33504449; s->flags = 0; s->numframes = m->numframes; s->numshaders = 0; s->numtris = head.numtris; s->numverts = head.numtris * 3; // oh man talk about memory effectiveness :(((( // MD2 is actually more accurate than MD3 in term of uv-mapping, because each triangle has a triangle counterpart on the UV-map. // In MD3, each vertex unique UV coordinates, meaning that you have to duplicate vertices if you need non-seamless UV-mapping. maxmodelverts = max(maxmodelverts, s->numverts); strcpy(s->nam, "Dummy surface from MD2"); s->shaders = NULL; s->tris = (md3tri_t *)calloc(head.numtris, sizeof(md3tri_t)); if (!s->tris) { free(s); free(m3->head.frames); free(m3); free(m->skinfn); free(m->basepath); free(m->uv); free(m->tris); free(m->glcmds); free(m->frames); free(m); return(0); } s->uv = (md3uv_t *)calloc(s->numverts, sizeof(md3uv_t)); if (!s->uv) { free(s->tris); free(s); free(m3->head.frames); free(m3); free(m->skinfn); free(m->basepath); free(m->uv); free(m->tris); free(m->glcmds); free(m->frames); free(m); return(0); } s->xyzn = (md3xyzn_t *)calloc(s->numverts * m->numframes, sizeof(md3xyzn_t)); if (!s->xyzn) { free(s->uv); free(s->tris); free(s); free(m3->head.frames); free(m3); free(m->skinfn); free(m->basepath); free(m->uv); free(m->tris); free(m->glcmds); free(m->frames); free(m); return(0); } //memoryusage += (s->numverts * m->numframes * sizeof(md3xyzn_t)); //OSD_Printf("Current model geometry memory usage : %i.\n", memoryusage); //OSD_Printf("Number of frames : %i\n", m->numframes); //OSD_Printf("Number of triangles : %i\n", head.numtris); //OSD_Printf("Number of vertices : %i\n", s->numverts); // triangle converting i = 0; while (i < head.numtris) { j = 0; //OSD_Printf("Triangle : %i\n", i); while (j < 3) { // triangle vertex indexes s->tris[i].i[j] = i*3 + j; // uv coords s->uv[i*3+j].u = (float)(m->uv[m->tris[i].u[j]].u) / (float)(head.skinxsiz); s->uv[i*3+j].v = (float)(m->uv[m->tris[i].u[j]].v) / (float)(head.skinysiz); // vertices for each frame k = 0; while (k < m->numframes) { f = (md2frame_t *)&m->frames[k*m->framebytes]; //s->xyzn[(k*s->numverts) + (i*3) + j].x = ((f->verts[m->tris[i].v[j]].v[0] * f->mul.x) + f->add.x); //s->xyzn[(k*s->numverts) + (i*3) + j].y = ((f->verts[m->tris[i].v[j]].v[1] * f->mul.y) + f->add.y); //s->xyzn[(k*s->numverts) + (i*3) + j].z = ((f->verts[m->tris[i].v[j]].v[2] * f->mul.z) + f->add.z); s->xyzn[(k*s->numverts) + (i*3) + j].x = f->verts[m->tris[i].v[j]].v[0]; s->xyzn[(k*s->numverts) + (i*3) + j].y = f->verts[m->tris[i].v[j]].v[1]; s->xyzn[(k*s->numverts) + (i*3) + j].z = f->verts[m->tris[i].v[j]].v[2]; k++; } j++; } //OSD_Printf("End triangle.\n"); i++; } //OSD_Printf("Finished md3 conversion.\n"); { mdskinmap_t *sk; sk = (mdskinmap_t *)calloc(1,sizeof(mdskinmap_t)); sk->palette = 0; sk->skinnum = 0; sk->surfnum = 0; if(m->numskins > 0) { sk->fn = (char *)malloc(strlen(m->basepath)+strlen(m->skinfn)+1); strcpy(sk->fn, m->basepath); strcat(sk->fn, m->skinfn); } m3->skinmap = sk; } // die MD2 ! DIE ! free(m->texid); free(m->skinfn); free(m->basepath); free(m->uv); free(m->tris); free(m->glcmds); free(m->frames); free(m); return((md2model *)m3); } //---------------------------------------- MD2 LIBRARY ENDS ---------------------------------------- // DICHOTOMIC RECURSIVE SORTING - USED BY MD3DRAW - MAY PUT IT IN ITS OWN SOURCE FILE LATER int partition(unsigned short *indexes, float *depths, int f, int l) { int up,down,temp; float tempf; unsigned short tempus; float piv = depths[f]; unsigned short piv2 = indexes[f]; up = f; down = l; do { while ((depths[up] <= piv) && (up < l)) up++; while ((depths[down] > piv) && (down > f)) down--; if (up < down ) { tempf = depths[up]; depths[up] = depths[down]; depths[down] = tempf; tempus = indexes[up]; indexes[up] = indexes[down]; indexes[down] = tempus; } } while (down > up); depths[f] = depths[down]; depths[down] = piv; indexes[f] = indexes[down]; indexes[down] = piv2; return down; } void quicksort(unsigned short *indexes, float *depths, int first, int last) { int pivIndex = 0; if (first < last) { pivIndex = partition(indexes,depths,first, last); quicksort(indexes,depths,first,(pivIndex-1)); quicksort(indexes,depths,(pivIndex+1),last); } } // END OF QUICKSORT LIB //--------------------------------------- MD3 LIBRARY BEGINS --------------------------------------- static md3model *md3load (int fil) { char *buf, st[BMAX_PATH+2], bst[BMAX_PATH+2]; long i, j, surfi, ofsurf, bsc, offs[4], leng[4]; md3model *m; md3surf_t *s; m = (md3model *)calloc(1,sizeof(md3model)); if (!m) return(0); m->mdnum = 3; m->texid = 0; m->scale = .01; m->muladdframes = NULL; kread(fil,&m->head,sizeof(md3head_t)); m->head.id = B_LITTLE32(m->head.id); m->head.vers = B_LITTLE32(m->head.vers); m->head.flags = B_LITTLE32(m->head.flags); m->head.numframes = B_LITTLE32(m->head.numframes); m->head.numtags = B_LITTLE32(m->head.numtags); m->head.numsurfs = B_LITTLE32(m->head.numsurfs); m->head.numskins = B_LITTLE32(m->head.numskins); m->head.frames = (md3frame_t*)B_LITTLE32((long)m->head.frames); m->head.tags = (md3tag_t*)B_LITTLE32((long)m->head.tags); m->head.surfs = (md3surf_t*)B_LITTLE32((long)m->head.surfs); m->head.eof = B_LITTLE32(m->head.eof); if ((m->head.id != 0x33504449) && (m->head.vers != 15)) { free(m); return(0); } //"IDP3" m->numskins = m->head.numskins; //<- dead code? m->numframes = m->head.numframes; ofsurf = (long)m->head.surfs; klseek(fil,(long)m->head.frames,SEEK_SET); i = m->head.numframes*sizeof(md3frame_t); m->head.frames = (md3frame_t *)malloc(i); if (!m->head.frames) { free(m); return(0); } kread(fil,m->head.frames,i); if (m->head.numtags == 0) m->head.tags = NULL; else { klseek(fil,(long)m->head.tags,SEEK_SET); i = m->head.numtags*sizeof(md3tag_t); m->head.tags = (md3tag_t *)malloc(i); if (!m->head.tags) { free(m->head.frames); free(m); return(0); } kread(fil,m->head.tags,i); } klseek(fil,(long)m->head.surfs,SEEK_SET); i = m->head.numsurfs*sizeof(md3surf_t); m->head.surfs = (md3surf_t *)malloc(i); if (!m->head.surfs) { if (m->head.tags) free(m->head.tags); free(m->head.frames); free(m); return(0); } #if B_BIG_ENDIAN != 0 { long *l; for (i = m->head.numframes-1; i>=0; i--) { l = (long *)&m->head.frames[i].min; for (j=3+3+3+1-1;j>=0;j--) l[j] = B_LITTLE32(l[j]); } for (i = m->head.numtags-1; i>=0; i--) { l = (long *)&m->head.tags[i].p; for (j=3+3+3+3-1;j>=0;j--) l[j] = B_LITTLE32(l[j]); } } #endif for (surfi=0;surfihead.numsurfs;surfi++) { s = &m->head.surfs[surfi]; klseek(fil,ofsurf,SEEK_SET); kread(fil,s,sizeof(md3surf_t)); #if B_BIG_ENDIAN != 0 { long *l; s->id = B_LITTLE32(s->id); l = (long *)&s->flags; for (j=1+1+1+1+1+1+1+1+1+1-1;j>=0;j--) l[j] = B_LITTLE32(l[j]); } #endif offs[0] = ofsurf+((long)(s->tris )); leng[0] = s->numtris*sizeof(md3tri_t); offs[1] = ofsurf+((long)(s->shaders)); leng[1] = s->numshaders*sizeof(md3shader_t); offs[2] = ofsurf+((long)(s->uv )); leng[2] = s->numverts*sizeof(md3uv_t); offs[3] = ofsurf+((long)(s->xyzn )); leng[3] = s->numframes*s->numverts*sizeof(md3xyzn_t); //memoryusage += (s->numverts * s->numframes * sizeof(md3xyzn_t)); //OSD_Printf("Current model geometry memory usage : %i.\n", memoryusage); s->tris = (md3tri_t *)malloc(leng[0]+leng[1]+leng[2]+leng[3]); if (!s->tris) { for (surfi--;surfi>=0;surfi--) free(m->head.surfs[surfi].tris); if (m->head.tags) free(m->head.tags); free(m->head.frames); free(m); return(0); } s->shaders = (md3shader_t *)(((long)s->tris )+leng[0]); s->uv = (md3uv_t *)(((long)s->shaders)+leng[1]); s->xyzn = (md3xyzn_t *)(((long)s->uv )+leng[2]); klseek(fil,offs[0],SEEK_SET); kread(fil,s->tris ,leng[0]); klseek(fil,offs[1],SEEK_SET); kread(fil,s->shaders,leng[1]); klseek(fil,offs[2],SEEK_SET); kread(fil,s->uv ,leng[2]); klseek(fil,offs[3],SEEK_SET); kread(fil,s->xyzn ,leng[3]); #if B_BIG_ENDIAN != 0 { long *l; for (i=s->numtris-1;i>=0;i--) { for (j=2;j>=0;j--) s->tris[i].i[j] = B_LITTLE32(s->tris[i].i[j]); } for (i=s->numshaders-1;i>=0;i--) { s->shaders[i].i = B_LITTLE32(s->shaders[i].i); } for (i=s->numverts-1;i>=0;i--) { l = (long*)&s->uv[i].u; l[0] = B_LITTLE32(l[0]); l[1] = B_LITTLE32(l[1]); } for (i=s->numframes*s->numverts-1;i>=0;i--) { s->xyzn[i].x = (signed short)B_LITTLE16((unsigned short)s->xyzn[i].x); s->xyzn[i].y = (signed short)B_LITTLE16((unsigned short)s->xyzn[i].y); s->xyzn[i].z = (signed short)B_LITTLE16((unsigned short)s->xyzn[i].z); } } #endif maxmodelverts = max(maxmodelverts, s->numverts); ofsurf += s->ofsend; } #if 0 strcpy(st,filnam); for (i=0,j=0;st[i];i++) if ((st[i] == '/') || (st[i] == '\\')) j = i+1; st[j] = '*'; st[j+1] = 0; kzfindfilestart(st); bsc = -1; while (kzfindfile(st)) { if (st[0] == '\\') continue; for (i=0,j=0;st[i];i++) if (st[i] == '.') j = i+1; if ((!stricmp(&st[j],"JPG")) || (!stricmp(&st[j],"PNG")) || (!stricmp(&st[j],"GIF")) || (!stricmp(&st[j],"PCX")) || (!stricmp(&st[j],"TGA")) || (!stricmp(&st[j],"BMP")) || (!stricmp(&st[j],"CEL"))) { for (i=0;st[i];i++) if (st[i] != filnam[i]) break; if (i > bsc) { bsc = i; strcpy(bst,st); } } } if (!mdloadskin(&m->texid,&m->usesalpha,bst)) ;//bad! #endif return(m); } static int md3draw (md3model *m, spritetype *tspr) { point3d fp, fp1, fp2, m0, m1, a0, a1; md3xyzn_t *v0, *v1; long i, j, k, l, surfi, *lptr; float f, g, k0, k1, k2, k3, k4, k5, k6, k7, mat[16], pc[4], mult; md3surf_t *s; //PLAG : sorting stuff unsigned short *indexes; float *maxdepths; unsigned short tempus; int texunits = GL_TEXTURE0_ARB; // if ((tspr->cstat&48) == 32) return 0; updateanimation((md2model *)m,tspr); //create current&next frame's vertex list from whole list f = m->interpol; g = 1-f; if (m->head.flags == 1337) { // md2 /*m0.x = m->scale * g * m->muladdframes[m->cframe*2].x; m1.x = m->scale * f * m->muladdframes[m->nframe*2].x; m0.y = m->scale * g * m->muladdframes[m->cframe*2].y; m1.y = m->scale * f * m->muladdframes[m->nframe*2].y; m0.z = m->scale * g * m->muladdframes[m->cframe*2].z; m1.z = m->scale * f * m->muladdframes[m->nframe*2].z; a0.x = m->muladdframes[m->cframe*2+1].x * m->scale; a0.x = (m->muladdframes[m->nframe*2+1].x * m->scale - a0.x)*f+a0.x; a0.y = m->muladdframes[m->cframe*2+1].y * m->scale; a0.y = (m->muladdframes[m->nframe*2+1].y * m->scale - a0.y)*f+a0.y; a0.z = m->muladdframes[m->cframe*2+1].z * m->scale; a0.z = (m->muladdframes[m->nframe*2+1].z * m->scale - a0.z)*f+a0.z + m->zadd*m->scale;*/ m0.x = m->scale * g; m1.x = m->scale *f; m0.y = m->scale * g; m1.y = m->scale *f; m0.z = m->scale * g; m1.z = m->scale *f; a0.x = a0.y = 0; a0.z = m->zadd*m->scale; } else { m0.x = (1.0/64.0) * m->scale * g; m1.x = (1.0/64.0) * m->scale *f; m0.y = (1.0/64.0) * m->scale * g; m1.y = (1.0/64.0) * m->scale *f; m0.z = (1.0/64.0) * m->scale * g; m1.z = (1.0/64.0) * m->scale *f; a0.x = a0.y = 0; a0.z = m->zadd*m->scale; } // Parkar: Moved up to be able to use k0 for the y-flipping code k0 = tspr->z; if ((globalorientation&128) && !((globalorientation&48)==32)) k0 += (float)((tilesizy[tspr->picnum]*tspr->yrepeat)<<1); // Parkar: Changed to use the same method as centeroriented sprites if (globalorientation&8) //y-flipping { m0.z = -m0.z; m1.z = -m1.z; a0.z = -a0.z; k0 -= (float)((tilesizy[tspr->picnum]*tspr->yrepeat)<<2); } if (globalorientation&4) { m0.y = -m0.y; m1.y = -m1.y; a0.y = -a0.y; } //x-flipping f = ((float)tspr->xrepeat)/64*m->bscale; m0.x *= f; m1.x *= f; a0.x *= f; f = -f; // 20040610: backwards models aren't cool m0.y *= f; m1.y *= f; a0.y *= f; f = ((float)tspr->yrepeat)/64*m->bscale; m0.z *= f; m1.z *= f; a0.z *= f; // floor aligned k1 = tspr->y; if ((globalorientation&48)==32) { m0.z = -m0.z; m1.z = -m1.z; a0.z = -a0.z; m0.y = -m0.y; m1.y = -m1.y; a0.y = -a0.y; f = a0.x; a0.x = a0.z; a0.z = f; k1 += (float)((tilesizy[tspr->picnum]*tspr->yrepeat)>>3); } f = (65536.0*512.0)/((float)xdimen*viewingrange); g = 32.0/((float)xdimen*gxyaspect); m0.y *= f; m1.y *= f; a0.y = (((float)(tspr->x-globalposx))/ 1024.0 + a0.y)*f; m0.x *=-f; m1.x *=-f; a0.x = (((float)(k1 -globalposy))/ -1024.0 + a0.x)*-f; m0.z *= g; m1.z *= g; a0.z = (((float)(k0 -globalposz))/-16384.0 + a0.z)*g; k0 = ((float)(tspr->x-globalposx))*f/1024.0; k1 = ((float)(tspr->y-globalposy))*f/1024.0; f = gcosang2*gshang; g = gsinang2*gshang; k4 = (float)sintable[(tspr->ang+spriteext[tspr->owner].angoff+1024)&2047] / 16384.0; k5 = (float)sintable[(tspr->ang+spriteext[tspr->owner].angoff+ 512)&2047] / 16384.0; k2 = k0*(1-k4)+k1*k5; k3 = k1*(1-k4)-k0*k5; k6 = f*gstang - gsinang*gctang; k7 = g*gstang + gcosang*gctang; mat[0] = k4*k6 + k5*k7; mat[4] = gchang*gstang; mat[ 8] = k4*k7 - k5*k6; mat[12] = k2*k6 + k3*k7; k6 = f*gctang + gsinang*gstang; k7 = g*gctang - gcosang*gstang; mat[1] = k4*k6 + k5*k7; mat[5] = gchang*gctang; mat[ 9] = k4*k7 - k5*k6; mat[13] = k2*k6 + k3*k7; k6 = gcosang2*gchang; k7 = gsinang2*gchang; mat[2] = k4*k6 + k5*k7; mat[6] =-gshang; mat[10] = k4*k7 - k5*k6; mat[14] = k2*k6 + k3*k7; mat[12] += a0.y*mat[0] + a0.z*mat[4] + a0.x*mat[ 8]; mat[13] += a0.y*mat[1] + a0.z*mat[5] + a0.x*mat[ 9]; mat[14] += a0.y*mat[2] + a0.z*mat[6] + a0.x*mat[10]; // floor aligned if ((globalorientation&48)==32) { f = mat[4]; mat[4] = mat[8]*16.0; mat[8] = -f*(1.0/16.0); f = mat[5]; mat[5] = mat[9]*16.0; mat[9] = -f*(1.0/16.0); f = mat[6]; mat[6] = mat[10]*16.0; mat[10] = -f*(1.0/16.0); } //Mirrors if (grhalfxdown10x < 0) { mat[0] = -mat[0]; mat[4] = -mat[4]; mat[8] = -mat[8]; mat[12] = -mat[12]; } //------------ //bit 10 is an ugly hack in game.c\animatesprites telling MD2SPRITE //to use Z-buffer hacks to hide overdraw problems with the shadows if (tspr->cstat&1024) { bglDepthFunc(GL_LESS); //NEVER,LESS,(,L)EQUAL,GREATER,(NOT,G)EQUAL,ALWAYS bglDepthRange(0.0,0.9999); } bglPushAttrib(GL_POLYGON_BIT); if ((grhalfxdown10x >= 0) ^ ((globalorientation&8) != 0) ^ ((globalorientation&4) != 0)) bglFrontFace(GL_CW); else bglFrontFace(GL_CCW); bglEnable(GL_CULL_FACE); bglCullFace(GL_BACK); bglEnable(GL_TEXTURE_2D); pc[0] = pc[1] = pc[2] = ((float)(numpalookups-min(max((globalshade * shadescale)+m->shadeoff,0),numpalookups)))/((float)numpalookups); pc[0] *= (float)hictinting[globalpal].r / 255.0; pc[1] *= (float)hictinting[globalpal].g / 255.0; pc[2] *= (float)hictinting[globalpal].b / 255.0; if (hictinting[MAXPALOOKUPS-1].r != 255 || hictinting[MAXPALOOKUPS-1].g != 255 || hictinting[MAXPALOOKUPS-1].b != 255) { pc[0] *= (float)hictinting[MAXPALOOKUPS-1].r / 255.0; pc[1] *= (float)hictinting[MAXPALOOKUPS-1].g / 255.0; pc[2] *= (float)hictinting[MAXPALOOKUPS-1].b / 255.0; } if (tspr->cstat&2) { if (!(tspr->cstat&512)) pc[3] = 0.66; else pc[3] = 0.33; } else pc[3] = 1.0; if (m->usesalpha) //Sprites with alpha in texture { // bglEnable(GL_BLEND);// bglBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA); // bglEnable(GL_ALPHA_TEST); bglAlphaFunc(GL_GREATER,0.32); // float al = 0.32; // PLAG : default cutoff removed float al = 0.0; if (alphahackarray[globalpicnum] != 0) al=alphahackarray[globalpicnum]; if (!peelcompiling) bglEnable(GL_BLEND); bglEnable(GL_ALPHA_TEST); bglAlphaFunc(GL_GREATER,al); } else { if (tspr->cstat&2 && (!peelcompiling)) bglEnable(GL_BLEND); //else bglDisable(GL_BLEND); } bglColor4f(pc[0],pc[1],pc[2],pc[3]); //if (m->head.flags == 1337) // bglColor4f(0.0f, 0.0f, 1.0f, 1.0f); //------------ // PLAG: Cleaner model rotation code if (spriteext[tspr->owner].pitch || spriteext[tspr->owner].roll || m->head.flags == 1337) { if (spriteext[tspr->owner].xoff) a0.x = (int)(spriteext[tspr->owner].xoff / (2048 * (m0.x+m1.x))); else a0.x = 0; if (spriteext[tspr->owner].yoff) a0.y = (int)(spriteext[tspr->owner].yoff / (2048 * (m0.x+m1.x))); else a0.y = 0; if ((spriteext[tspr->owner].zoff) && !(tspr->cstat&1024)) a0.z = (int)(spriteext[tspr->owner].zoff / (524288 * (m0.z+m1.z))); else a0.z = 0; k0 = (float)sintable[(spriteext[tspr->owner].pitch+512)&2047] / 16384.0; k1 = (float)sintable[spriteext[tspr->owner].pitch&2047] / 16384.0; k2 = (float)sintable[(spriteext[tspr->owner].roll+512)&2047] / 16384.0; k3 = (float)sintable[spriteext[tspr->owner].roll&2047] / 16384.0; } for (surfi=0;surfihead.numsurfs;surfi++) { s = &m->head.surfs[surfi]; v0 = &s->xyzn[m->cframe*s->numverts]; v1 = &s->xyzn[m->nframe*s->numverts]; for (i=s->numverts-1;i>=0;i--) { if (spriteext[tspr->owner].pitch || spriteext[tspr->owner].roll || m->head.flags == 1337) { fp.z = ((m->head.flags == 1337) ? (v0[i].x * m->muladdframes[m->cframe*2].x) + m->muladdframes[m->cframe*2+1].x : v0[i].x) + a0.x; fp.x = ((m->head.flags == 1337) ? (v0[i].y * m->muladdframes[m->cframe*2].y) + m->muladdframes[m->cframe*2+1].y : v0[i].y) + a0.y; fp.y = ((m->head.flags == 1337) ? (v0[i].z * m->muladdframes[m->cframe*2].z) + m->muladdframes[m->cframe*2+1].z : v0[i].z) + a0.z; fp1.x = fp.x*k2 + fp.y*k3; fp1.y = fp.x*k0*(-k3) + fp.y*k0*k2 + fp.z*(-k1); fp1.z = fp.x*k1*(-k3) + fp.y*k1*k2 + fp.z*k0; fp.z = ((m->head.flags == 1337) ? (v1[i].x * m->muladdframes[m->nframe*2].x) + m->muladdframes[m->nframe*2+1].x : v1[i].x) + a0.x; fp.x = ((m->head.flags == 1337) ? (v1[i].y * m->muladdframes[m->nframe*2].y) + m->muladdframes[m->nframe*2+1].y : v1[i].y) + a0.y; fp.y = ((m->head.flags == 1337) ? (v1[i].z * m->muladdframes[m->nframe*2].z) + m->muladdframes[m->nframe*2+1].z : v1[i].z) + a0.z; fp2.x = fp.x*k2 + fp.y*k3; fp2.y = fp.x*k0*(-k3) + fp.y*k0*k2 + fp.z*(-k1); fp2.z = fp.x*k1*(-k3) + fp.y*k1*k2 + fp.z*k0; fp.z = (fp1.z - a0.x)*m0.x + (fp2.z - a0.x)*m1.x; fp.x = (fp1.x - a0.y)*m0.y + (fp2.x - a0.y)*m1.y; fp.y = (fp1.y - a0.z)*m0.z + (fp2.y - a0.z)*m1.z; } else { fp.z = v0[i].x*m0.x + v1[i].x*m1.x; fp.y = v0[i].z*m0.z + v1[i].z*m1.z; fp.x = v0[i].y*m0.y + v1[i].y*m1.y; } vertlist[i].x = fp.x; vertlist[i].y = fp.y; vertlist[i].z = fp.z; } bglMatrixMode(GL_MODELVIEW); //Let OpenGL (and perhaps hardware :) handle the matrix rotation mat[3] = mat[7] = mat[11] = 0.f; mat[15] = 1.f; bglLoadMatrixf(mat); // PLAG: End i = mdloadskin((md2model *)m,tile2model[tspr->picnum].skinnum,globalpal,surfi,0); if (!i) continue; //i = mdloadskin((md2model *)m,tile2model[tspr->picnum].skinnum,surfi); //hack for testing multiple surfaces per MD3 bglBindTexture(GL_TEXTURE_2D, i); /*if (r_detailmapping && !r_depthpeeling && indrawroomsandmasks) i = mdloadskin((md2model *)m,tile2model[tspr->picnum].skinnum,DETAILPAL,surfi,1); else i = 0; if (i) { bglActiveTextureARB(++texunits); bglEnable(GL_TEXTURE_2D); bglBindTexture(GL_TEXTURE_2D, i); bglTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_ARB); bglTexEnvf(GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB, GL_MODULATE); bglTexEnvf(GL_TEXTURE_ENV, GL_SOURCE0_RGB_ARB, GL_PREVIOUS_ARB); bglTexEnvf(GL_TEXTURE_ENV, GL_OPERAND0_RGB_ARB, GL_SRC_COLOR); bglTexEnvf(GL_TEXTURE_ENV, GL_SOURCE1_RGB_ARB, GL_TEXTURE); bglTexEnvf(GL_TEXTURE_ENV, GL_OPERAND1_RGB_ARB, GL_SRC_COLOR); bglTexEnvf(GL_TEXTURE_ENV, GL_COMBINE_ALPHA_ARB, GL_REPLACE); bglTexEnvf(GL_TEXTURE_ENV, GL_SOURCE0_ALPHA_ARB, GL_PREVIOUS_ARB); bglTexEnvf(GL_TEXTURE_ENV, GL_OPERAND0_ALPHA_ARB, GL_SRC_ALPHA); bglTexEnvf(GL_TEXTURE_ENV, GL_RGB_SCALE_ARB, 2.0f); bglTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_WRAP_S,GL_REPEAT); bglTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_WRAP_T,GL_REPEAT); f = 0.5f; bglMatrixMode(GL_TEXTURE); bglLoadIdentity(); bglScalef(f, f, 1.0f); bglMatrixMode(GL_MODELVIEW); }*/ if (r_glowmapping && !r_depthpeeling && indrawroomsandmasks) i = mdloadskin((md2model *)m,tile2model[tspr->picnum].skinnum,GLOWPAL,surfi,1); else i = 0; if (i) { bglActiveTextureARB(++texunits); bglEnable(GL_TEXTURE_2D); bglBindTexture(GL_TEXTURE_2D, i); bglTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_ARB); bglTexEnvf(GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB, GL_INTERPOLATE_ARB); bglTexEnvf(GL_TEXTURE_ENV, GL_SOURCE0_RGB_ARB, GL_PREVIOUS_ARB); bglTexEnvf(GL_TEXTURE_ENV, GL_OPERAND0_RGB_ARB, GL_SRC_COLOR); bglTexEnvf(GL_TEXTURE_ENV, GL_SOURCE1_RGB_ARB, GL_TEXTURE); bglTexEnvf(GL_TEXTURE_ENV, GL_OPERAND1_RGB_ARB, GL_SRC_COLOR); bglTexEnvf(GL_TEXTURE_ENV, GL_SOURCE2_RGB_ARB, GL_TEXTURE); bglTexEnvf(GL_TEXTURE_ENV, GL_OPERAND2_RGB_ARB, GL_ONE_MINUS_SRC_ALPHA); bglTexEnvf(GL_TEXTURE_ENV, GL_COMBINE_ALPHA_ARB, GL_REPLACE); bglTexEnvf(GL_TEXTURE_ENV, GL_SOURCE0_ALPHA_ARB, GL_PREVIOUS_ARB); bglTexEnvf(GL_TEXTURE_ENV, GL_OPERAND0_ALPHA_ARB, GL_SRC_ALPHA); bglTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_WRAP_S,GL_REPEAT); bglTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_WRAP_T,GL_REPEAT); } //PLAG: delayed polygon-level sorted rendering if (m->usesalpha && !(tspr->cstat & 1024) && !r_depthpeeling) { indexes = malloc(sizeof(unsigned short) * s->numtris); maxdepths = malloc(sizeof(float) * s->numtris); // old sorting methods - dead code /*for(i=s->numtris-1;i>=0;i--) { tempf = (vertlist[s->tris[i].i[0]].x * mat[2]) + (vertlist[s->tris[i].i[0]].y * mat[6]) + (vertlist[s->tris[i].i[0]].z * mat[10]) + mat[14]; if (tempf < ((vertlist[s->tris[i].i[1]].x * mat[2]) + (vertlist[s->tris[i].i[1]].y * mat[6]) + (vertlist[s->tris[i].i[1]].z * mat[10]) + mat[14])) tempf = (vertlist[s->tris[i].i[1]].x * mat[2]) + (vertlist[s->tris[i].i[1]].y * mat[6]) + (vertlist[s->tris[i].i[1]].z * mat[10]) + mat[14]; if (tempf < ((vertlist[s->tris[i].i[2]].x * mat[2]) + (vertlist[s->tris[i].i[2]].y * mat[6]) + (vertlist[s->tris[i].i[2]].z * mat[10]) + mat[14])) tempf = (vertlist[s->tris[i].i[2]].x * mat[2]) + (vertlist[s->tris[i].i[2]].y * mat[6]) + (vertlist[s->tris[i].i[2]].z * mat[10]) + mat[14]; maxdepths[i] = tempf; indexes[i] = i; } for(i=s->numtris-1;i>=0;i--) { tempf = (vertlist[s->tris[i].i[0]].x * mat[2]) + (vertlist[s->tris[i].i[0]].y * mat[6]) + (vertlist[s->tris[i].i[0]].z * mat[10]) + mat[14]; tempf += (vertlist[s->tris[i].i[1]].x * mat[2]) + (vertlist[s->tris[i].i[1]].y * mat[6]) + (vertlist[s->tris[i].i[1]].z * mat[10]) + mat[14]; tempf += (vertlist[s->tris[i].i[2]].x * mat[2]) + (vertlist[s->tris[i].i[2]].y * mat[6]) + (vertlist[s->tris[i].i[2]].z * mat[10]) + mat[14]; tempf /= 3.0f; maxdepths[i] = tempf; indexes[i] = i; } for(i=s->numtris-1;i>=0;i--) { tempvec[0].x = (vertlist[s->tris[i].i[0]].x * mat[0]) + (vertlist[s->tris[i].i[0]].y * mat[4]) + (vertlist[s->tris[i].i[0]].z * mat[8]) + mat[12]; tempvec[0].y = (vertlist[s->tris[i].i[0]].x * mat[1]) + (vertlist[s->tris[i].i[0]].y * mat[5]) + (vertlist[s->tris[i].i[0]].z * mat[9]) + mat[13]; tempvec[0].z = (vertlist[s->tris[i].i[0]].x * mat[2]) + (vertlist[s->tris[i].i[0]].y * mat[6]) + (vertlist[s->tris[i].i[0]].z * mat[10]) + mat[14]; tempvec[1].x = (vertlist[s->tris[i].i[1]].x * mat[0]) + (vertlist[s->tris[i].i[1]].y * mat[4]) + (vertlist[s->tris[i].i[1]].z * mat[8]) + mat[12]; tempvec[1].y = (vertlist[s->tris[i].i[1]].x * mat[1]) + (vertlist[s->tris[i].i[1]].y * mat[5]) + (vertlist[s->tris[i].i[1]].z * mat[9]) + mat[13]; tempvec[1].z = (vertlist[s->tris[i].i[1]].x * mat[2]) + (vertlist[s->tris[i].i[1]].y * mat[6]) + (vertlist[s->tris[i].i[1]].z * mat[10]) + mat[14]; tempvec[2].x = (vertlist[s->tris[i].i[2]].x * mat[0]) + (vertlist[s->tris[i].i[2]].y * mat[4]) + (vertlist[s->tris[i].i[2]].z * mat[8]) + mat[12]; tempvec[2].y = (vertlist[s->tris[i].i[2]].x * mat[1]) + (vertlist[s->tris[i].i[2]].y * mat[5]) + (vertlist[s->tris[i].i[2]].z * mat[9]) + mat[13]; tempvec[2].z = (vertlist[s->tris[i].i[2]].x * mat[2]) + (vertlist[s->tris[i].i[2]].y * mat[6]) + (vertlist[s->tris[i].i[2]].z * mat[10]) + mat[14]; tempf = (tempvec[0].x * tempvec[0].x) + (tempvec[0].y * tempvec[0].y) + (tempvec[0].z * tempvec[0].z); tempf += (tempvec[1].x * tempvec[1].x) + (tempvec[1].y * tempvec[1].y) + (tempvec[1].z * tempvec[1].z); tempf += (tempvec[2].x * tempvec[2].x) + (tempvec[2].y * tempvec[2].y) + (tempvec[2].z * tempvec[2].z); maxdepths[i] = tempf; indexes[i] = i; }*/ for (i=s->numtris-1;i>=0;i--) { // Matrix multiplication - ugly but clear fp.x = (vertlist[s->tris[i].i[0]].x * mat[0]) + (vertlist[s->tris[i].i[0]].y * mat[4]) + (vertlist[s->tris[i].i[0]].z * mat[8]) + mat[12]; fp.y = (vertlist[s->tris[i].i[0]].x * mat[1]) + (vertlist[s->tris[i].i[0]].y * mat[5]) + (vertlist[s->tris[i].i[0]].z * mat[9]) + mat[13]; fp.z = (vertlist[s->tris[i].i[0]].x * mat[2]) + (vertlist[s->tris[i].i[0]].y * mat[6]) + (vertlist[s->tris[i].i[0]].z * mat[10]) + mat[14]; fp1.x = (vertlist[s->tris[i].i[1]].x * mat[0]) + (vertlist[s->tris[i].i[1]].y * mat[4]) + (vertlist[s->tris[i].i[1]].z * mat[8]) + mat[12]; fp1.y = (vertlist[s->tris[i].i[1]].x * mat[1]) + (vertlist[s->tris[i].i[1]].y * mat[5]) + (vertlist[s->tris[i].i[1]].z * mat[9]) + mat[13]; fp1.z = (vertlist[s->tris[i].i[1]].x * mat[2]) + (vertlist[s->tris[i].i[1]].y * mat[6]) + (vertlist[s->tris[i].i[1]].z * mat[10]) + mat[14]; fp2.x = (vertlist[s->tris[i].i[2]].x * mat[0]) + (vertlist[s->tris[i].i[2]].y * mat[4]) + (vertlist[s->tris[i].i[2]].z * mat[8]) + mat[12]; fp2.y = (vertlist[s->tris[i].i[2]].x * mat[1]) + (vertlist[s->tris[i].i[2]].y * mat[5]) + (vertlist[s->tris[i].i[2]].z * mat[9]) + mat[13]; fp2.z = (vertlist[s->tris[i].i[2]].x * mat[2]) + (vertlist[s->tris[i].i[2]].y * mat[6]) + (vertlist[s->tris[i].i[2]].z * mat[10]) + mat[14]; f = (fp.x * fp.x) + (fp.y * fp.y) + (fp.z * fp.z); g = (fp1.x * fp1.x) + (fp1.y * fp1.y) + (fp1.z * fp1.z); if (f > g) f = g; g = (fp2.x * fp2.x) + (fp2.y * fp2.y) + (fp2.z * fp2.z); if (f > g) f = g; maxdepths[i] = f; indexes[i] = i; } //bubble sort - dead code /*test = 0; j = 0; while (j == 0) { j = 1; for(i=s->numtris-1;i>0;i--) if (maxdepths[i] < maxdepths[i-1]) { f = maxdepths[i]; maxdepths[i] = maxdepths[i-1]; maxdepths[i-1] = f; k = indexes[i]; indexes[i] = indexes[i-1]; indexes[i-1] = k; test++; j = 0; } }*/ // dichotomic recursive sorting - about 100x less iterations than bubblesort quicksort(indexes, maxdepths, 0, s->numtris - 1); bglBegin(GL_TRIANGLES); for (i=s->numtris-1;i>=0;i--) for (j=0;j<3;j++) { k = s->tris[indexes[i]].i[j]; if (texunits > GL_TEXTURE0_ARB) { l = GL_TEXTURE0_ARB; while (l <= texunits) bglMultiTexCoord2fARB(l++, s->uv[k].u,s->uv[k].v); } else bglTexCoord2f(s->uv[k].u,s->uv[k].v); bglVertex3fv((float *)&vertlist[k]); } bglEnd(); free(indexes); free(maxdepths); } else { bglBegin(GL_TRIANGLES); for (i=s->numtris-1;i>=0;i--) for (j=0;j<3;j++) { k = s->tris[i].i[j]; if (texunits > GL_TEXTURE0_ARB) { l = GL_TEXTURE0_ARB; while (l <= texunits) bglMultiTexCoord2fARB(l++, s->uv[k].u,s->uv[k].v); } else bglTexCoord2f(s->uv[k].u,s->uv[k].v); bglVertex3fv((float *)&vertlist[k]); } bglEnd(); } if (texunits > GL_TEXTURE0_ARB) { while (texunits > GL_TEXTURE0_ARB) { bglMatrixMode(GL_TEXTURE); bglLoadIdentity(); bglMatrixMode(GL_MODELVIEW); bglDisable(GL_TEXTURE_2D); bglActiveTextureARB(--texunits); } } } //------------ if (m->usesalpha) bglDisable(GL_ALPHA_TEST); bglDisable(GL_CULL_FACE); bglPopAttrib(); if (tspr->cstat&1024) { bglDepthFunc(GL_LESS); //NEVER,LESS,(,L)EQUAL,GREATER,(NOT,G)EQUAL,ALWAYS bglDepthRange(0.0,0.99999); } bglLoadIdentity(); return 1; } static void md3free (md3model *m) { mdanim_t *anim, *nanim = NULL; mdskinmap_t *sk, *nsk = NULL; md3surf_t *s; long surfi; if (!m) return; for (anim=m->animations; anim; anim=nanim) { nanim = anim->next; free(anim); } for (sk=m->skinmap; sk; sk=nsk) { nsk = sk->next; free(sk->fn); free(sk); } if (m->head.surfs) { for (surfi=m->head.numsurfs-1;surfi>=0;surfi--) { s = &m->head.surfs[surfi]; if (s->tris) free(s->tris); if (m->head.flags == 1337) { if (s->shaders) free(s->shaders); if (s->uv) free(s->uv); if (s->xyzn) free(s->xyzn); } } free(m->head.surfs); } if (m->head.tags) free(m->head.tags); if (m->head.frames) free(m->head.frames); if (m->texid) free(m->texid); if (m->muladdframes) free(m->muladdframes); free(m); } //---------------------------------------- MD3 LIBRARY ENDS ---------------------------------------- //--------------------------------------- VOX LIBRARY BEGINS --------------------------------------- //For loading/conversion only static long xsiz, ysiz, zsiz, yzsiz, *vbit = 0; //vbit: 1 bit per voxel: 0=air,1=solid static float xpiv, ypiv, zpiv; //Might want to use more complex/unique names! static long *vcolhashead = 0, vcolhashsizm1; typedef struct { long p, c, n; } voxcol_t; static voxcol_t *vcol = 0; long vnum = 0, vmax = 0; typedef struct { short x, y; } spoint2d; static spoint2d *shp; static long *shcntmal, *shcnt = 0, shcntp; static long mytexo5, *zbit, gmaxx, gmaxy, garea, pow2m1[33]; static voxmodel *gvox; //pitch must equal xsiz*4 unsigned gloadtex (long *picbuf, long xsiz, long ysiz, long is8bit, long dapal) { unsigned rtexid; coltype *pic, *pic2; unsigned char *cptr; long i; pic = (coltype *)picbuf; //Correct for GL's RGB order; also apply gamma here.. pic2 = (coltype *)malloc(xsiz*ysiz*sizeof(long)); if (!pic2) return((unsigned)-1); cptr = (unsigned char*)&britable[gammabrightness ? 0 : curbrightness][0]; if (!is8bit) { for (i=xsiz*ysiz-1;i>=0;i--) { pic2[i].b = cptr[pic[i].r]; pic2[i].g = cptr[pic[i].g]; pic2[i].r = cptr[pic[i].b]; pic2[i].a = 255; } } else { if (palookup[dapal] == NULL) dapal = 0; for (i=xsiz*ysiz-1;i>=0;i--) { pic2[i].b = cptr[palette[(long)palookup[dapal][pic[i].a]*3+2]*4]; pic2[i].g = cptr[palette[(long)palookup[dapal][pic[i].a]*3+1]*4]; pic2[i].r = cptr[palette[(long)palookup[dapal][pic[i].a]*3+0]*4]; pic2[i].a = 255; } } bglGenTextures(1,(GLuint*)&rtexid); bglBindTexture(GL_TEXTURE_2D,rtexid); bglTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_NEAREST); bglTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_NEAREST); bglTexImage2D(GL_TEXTURE_2D,0,4,xsiz,ysiz,0,GL_RGBA,GL_UNSIGNED_BYTE,(unsigned char *)pic2); free(pic2); return(rtexid); } static long getvox (long x, long y, long z) { z += x*yzsiz + y*zsiz; for (x=vcolhashead[(z*214013)&vcolhashsizm1];x>=0;x=vcol[x].n) if (vcol[x].p == z) return(vcol[x].c); return(0x808080); } static void putvox (long x, long y, long z, long col) { if (vnum >= vmax) { vmax = max(vmax<<1,4096); vcol = (voxcol_t *)realloc(vcol,vmax*sizeof(voxcol_t)); } z += x*yzsiz + y*zsiz; vcol[vnum].p = z; z = ((z*214013)&vcolhashsizm1); vcol[vnum].c = col; vcol[vnum].n = vcolhashead[z]; vcolhashead[z] = vnum++; } //Set all bits in vbit from (x,y,z0) to (x,y,z1-1) to 0's static void setzrange0 (long *lptr, long z0, long z1) { long z, ze; if (!((z0^z1)&~31)) { lptr[z0>>5] &= ((~(-1<>5); ze = (z1>>5); lptr[z] &=~(-1<>5] |= ((~(-1<>5); ze = (z1>>5); lptr[z] |= (-1<mytexx + x0; for (dy=0;dy;dy--,i+=gvox->mytexx) for (x=0;x>5]&(1<>5); dx += x0-1; c = (dx>>5) - (x0>>5); m = ~pow2m1[x0&31]; m1 = pow2m1[(dx&31)+1]; if (!c) { for (m&=m1;dy;dy--,i+=mytexo5) if (zbit[i]&m) return(0); } else { for (;dy;dy--,i+=mytexo5) { if (zbit[i]&m) return(0); for (x=1;xmytexx + x0; for (y=0;ymytexx) for (x=0;x>5] |= (1<>5); dx += x0-1; c = (dx>>5) - (x0>>5); m = ~pow2m1[x0&31]; m1 = pow2m1[(dx&31)+1]; if (!c) { for (m&=m1;dy;dy--,i+=mytexo5) zbit[i] |= m; } else { for (;dy;dy--,i+=mytexo5) { zbit[i] |= m; for (x=1;x gmaxx) gmaxx = x; if (y > gmaxy) gmaxy = y; garea += (x+(VOXBORDWIDTH<<1))*(y+(VOXBORDWIDTH<<1)); gvox->qcnt++; } static void addquad (long x0, long y0, long z0, long x1, long y1, long z1, long x2, long y2, long z2, long face) { long i, j, x, y, z, xx, yy, nx = 0, ny = 0, nz = 0, *lptr; voxrect_t *qptr; x = labs(x2-x0); y = labs(y2-y0); z = labs(z2-z0); if (!x) { x = y; y = z; i = 0; } else if (!y) { y = z; i = 1; } else i = 2; if (x < y) { z = x; x = y; y = z; i += 3; } z = shcnt[y*shcntp+x]++; lptr = &gvox->mytex[(shp[z].y+VOXBORDWIDTH)*gvox->mytexx+(shp[z].x+VOXBORDWIDTH)]; switch (face) { case 0: ny = y1; x2 = x0; x0 = x1; x1 = x2; break; case 1: ny = y0; y0++; y1++; y2++; break; case 2: nz = z1; y0 = y2; y2 = y1; y1 = y0; z0++; z1++; z2++; break; case 3: nz = z0; break; case 4: nx = x1; y2 = y0; y0 = y1; y1 = y2; x0++; x1++; x2++; break; case 5: nx = x0; break; } for (yy=0;yymytexx) for (xx=0;xxmytex[(shp[z].y+yy)*gvox->mytexx+shp[z].x]; lptr[xx] = lptr[VOXBORDWIDTH]; lptr[xx+x+VOXBORDWIDTH] = lptr[x-1+VOXBORDWIDTH]; } //Extend borders vertically for (yy=0;yymytex[(shp[z].y+yy)*gvox->mytexx+shp[z].x], &gvox->mytex[(shp[z].y+VOXBORDWIDTH)*gvox->mytexx+shp[z].x], (x+(VOXBORDWIDTH<<1))<<2); memcpy(&gvox->mytex[(shp[z].y+y+yy+VOXBORDWIDTH)*gvox->mytexx+shp[z].x], &gvox->mytex[(shp[z].y+y-1+VOXBORDWIDTH)*gvox->mytexx+shp[z].x], (x+(VOXBORDWIDTH<<1))<<2); } qptr = &gvox->quad[gvox->qcnt]; qptr->v[0].x = x0; qptr->v[0].y = y0; qptr->v[0].z = z0; qptr->v[1].x = x1; qptr->v[1].y = y1; qptr->v[1].z = z1; qptr->v[2].x = x2; qptr->v[2].y = y2; qptr->v[2].z = z2; for (j=0;j<3;j++) { qptr->v[j].u = shp[z].x+VOXBORDWIDTH; qptr->v[j].v = shp[z].y+VOXBORDWIDTH; } if (i < 3) qptr->v[1].u += x; else qptr->v[1].v += y; qptr->v[2].u += x; qptr->v[2].v += y; qptr->v[3].u = qptr->v[0].u - qptr->v[1].u + qptr->v[2].u; qptr->v[3].v = qptr->v[0].v - qptr->v[1].v + qptr->v[2].v; qptr->v[3].x = qptr->v[0].x - qptr->v[1].x + qptr->v[2].x; qptr->v[3].y = qptr->v[0].y - qptr->v[1].y + qptr->v[2].y; qptr->v[3].z = qptr->v[0].z - qptr->v[1].z + qptr->v[2].z; if (gvox->qfacind[face] < 0) gvox->qfacind[face] = gvox->qcnt; gvox->qcnt++; } static long isolid (long x, long y, long z) { if ((unsigned long)x >= (unsigned long)xsiz) return(0); if ((unsigned long)y >= (unsigned long)ysiz) return(0); if ((unsigned long)z >= (unsigned long)zsiz) return(0); z += x*yzsiz + y*zsiz; return(vbit[z>>5]&(1<qfacind[i] = -1; i = ((max(ysiz,zsiz)+1)<<2); bx0 = (long *)malloc(i<<1); if (!bx0) { free(gvox); return(0); } by0 = (long *)(((long)bx0)+i); for (cnt=0;cnt<2;cnt++) { if (!cnt) daquad = cntquad; else daquad = addquad; gvox->qcnt = 0; memset(by0,-1,(max(ysiz,zsiz)+1)<<2); v = 0; for (i=-1;i<=1;i+=2) for (y=0;y= 0) && ((by0[z] != oz) || (v >= ov))) { daquad(bx0[z],y,by0[z],x,y,by0[z],x,y,z,i>=0); by0[z] = -1; } if (v > ov) oz = z; else if ((v < ov) && (by0[z] != oz)) { bx0[z] = x; by0[z] = oz; } } for (i=-1;i<=1;i+=2) for (z=0;z= 0) && ((by0[y] != oz) || (v >= ov))) { daquad(bx0[y],by0[y],z,x,by0[y],z,x,y,z,(i>=0)+2); by0[y] = -1; } if (v > ov) oz = y; else if ((v < ov) && (by0[y] != oz)) { bx0[y] = x; by0[y] = oz; } } for (i=-1;i<=1;i+=2) for (x=0;x= 0) && ((by0[z] != oz) || (v >= ov))) { daquad(x,bx0[z],by0[z],x,y,by0[z],x,y,z,(i>=0)+4); by0[z] = -1; } if (v > ov) oz = z; else if ((v < ov) && (by0[z] != oz)) { bx0[z] = y; by0[z] = oz; } } if (!cnt) { shp = (spoint2d *)malloc(gvox->qcnt*sizeof(spoint2d)); if (!shp) { free(bx0); free(gvox); return(0); } sc = 0; for (y=gmaxy;y;y--) for (x=gmaxx;x>=y;x--) { i = shcnt[y*shcntp+x]; shcnt[y*shcntp+x] = sc; //shcnt changes from counter to head index for (;i>0;i--) { shp[sc].x = x; shp[sc].y = y; sc++; } } for (gvox->mytexx=32;gvox->mytexx<(gmaxx+(VOXBORDWIDTH<<1));gvox->mytexx<<=1); for (gvox->mytexy=32;gvox->mytexy<(gmaxy+(VOXBORDWIDTH<<1));gvox->mytexy<<=1); while (gvox->mytexx*gvox->mytexy*8 < garea*9) //This should be sufficient to fit most skins... { skindidntfit: ; if (gvox->mytexx <= gvox->mytexy) gvox->mytexx <<= 1; else gvox->mytexy <<= 1; } mytexo5 = (gvox->mytexx>>5); i = (((gvox->mytexx*gvox->mytexy+31)>>5)<<2); zbit = (long *)malloc(i); if (!zbit) { free(bx0); free(gvox); free(shp); return(0); } memset(zbit,0,i); v = gvox->mytexx*gvox->mytexy; for (z=0;zmytexx,255)-dx))>>15); y0 = (((rand()&32767)*(min(gvox->mytexy,255)-dy))>>15); #else x0 = (((rand()&32767)*(gvox->mytexx+1-dx))>>15); y0 = (((rand()&32767)*(gvox->mytexy+1-dy))>>15); #endif i--; if (i < 0) //Time-out! Very slow if this happens... but at least it still works :P { free(zbit); //Re-generate shp[].x/y (box sizes) from shcnt (now head indices) for next pass :/ j = 0; for (y=gmaxy;y;y--) for (x=gmaxx;x>=y;x--) { i = shcnt[y*shcntp+x]; for (;jquad = (voxrect_t *)malloc(gvox->qcnt*sizeof(voxrect_t)); if (!gvox->quad) { free(zbit); free(shp); free(bx0); free(gvox); return(0); } gvox->mytex = (long *)malloc(gvox->mytexx*gvox->mytexy*sizeof(long)); if (!gvox->mytex) { free(gvox->quad); free(zbit); free(shp); free(bx0); free(gvox); return(0); } } } free(shp); free(zbit); free(bx0); return(gvox); } static long loadvox (const char *filnam) { long i, j, k, x, y, z, pal[256], fil; unsigned char c[3], *tbuf; fil = kopen4load((char *)filnam,0); if (fil < 0) return(-1); kread(fil,&xsiz,4); xsiz = B_LITTLE32(xsiz); kread(fil,&ysiz,4); ysiz = B_LITTLE32(ysiz); kread(fil,&zsiz,4); zsiz = B_LITTLE32(zsiz); xpiv = ((float)xsiz)*.5; ypiv = ((float)ysiz)*.5; zpiv = ((float)zsiz)*.5; klseek(fil,-768,SEEK_END); for (i=0;i<256;i++) { kread(fil,c,3); pal[i] = (((long)c[0])<<18)+(((long)c[1])<<10)+(((long)c[2])<<2)+(i<<24); } pal[255] = -1; vcolhashsizm1 = 8192-1; vcolhashead = (long *)malloc((vcolhashsizm1+1)*sizeof(long)); if (!vcolhashead) { kclose(fil); return(-1); } memset(vcolhashead,-1,(vcolhashsizm1+1)*sizeof(long)); yzsiz = ysiz*zsiz; i = ((xsiz*yzsiz+31)>>3); vbit = (long *)malloc(i); if (!vbit) { kclose(fil); return(-1); } memset(vbit,0,i); tbuf = (unsigned char *)malloc(zsiz*sizeof(char)); if (!tbuf) { kclose(fil); return(-1); } klseek(fil,12,SEEK_SET); for (x=0;x=0;z--) { if (tbuf[z] != 255) { i = j+z; vbit[i>>5] |= (1<>5]&(1<>5]&(1<>5]&(1<>5]&(1<>5]&(1<>5]&(1<=0; i--) xyoffs[i] = B_LITTLE16(xyoffs[i]); klseek(fil,-768,SEEK_END); for (i=0;i<256;i++) { kread(fil,c,3); pal[i] = B_LITTLE32((((long)c[0])<<18)+(((long)c[1])<<10)+(((long)c[2])<<2)+(i<<24)); } yzsiz = ysiz*zsiz; i = ((xsiz*yzsiz+31)>>3); vbit = (long *)malloc(i); if (!vbit) { free(xyoffs); kclose(fil); return(-1); } memset(vbit,0,i); for (vcolhashsizm1=4096;vcolhashsizm1<(mip1leng>>1);vcolhashsizm1<<=1); vcolhashsizm1--; //approx to numvoxs! vcolhashead = (long *)malloc((vcolhashsizm1+1)*sizeof(long)); if (!vcolhashead) { free(xyoffs); kclose(fil); return(-1); } memset(vcolhashead,-1,(vcolhashsizm1+1)*sizeof(long)); klseek(fil,28+((xsiz+1)<<2)+((ysizp1*xsiz)<<1),SEEK_SET); i = kfilelength(fil)-ktell(fil); tbuf = (unsigned char *)malloc(i); if (!tbuf) { free(xyoffs); kclose(fil); return(-1); } kread(fil,tbuf,i); kclose(fil); cptr = tbuf; for (x=0;x=0; i--) ylen[i] = B_LITTLE16(ylen[i]); klseek(fil,32,SEEK_SET); yzsiz = ysiz*zsiz; i = ((xsiz*yzsiz+31)>>3); vbit = (long *)malloc(i); if (!vbit) { free(ylen); kclose(fil); return(-1); } memset(vbit,0,i); for (vcolhashsizm1=4096;vcolhashsizm10;i--) { kread(fil,c,8); //b,g,r,a,z_lo,z_hi,vis,dir z0 = B_LITTLE16(*(unsigned short *)&c[4]); if (!(c[6]&16)) setzrange1(vbit,j+z1,j+z0); vbit[(j+z0)>>5] |= (1<>3); vbit = (long *)malloc(i); if (!vbit) { kclose(fil); return(-1); } memset(vbit,-1,i); vcolhashsizm1 = 1048576-1; vcolhashead = (long *)malloc((vcolhashsizm1+1)*sizeof(long)); if (!vcolhashead) { kclose(fil); return(-1); } memset(vcolhashead,-1,(vcolhashsizm1+1)*sizeof(long)); //Allocate huge buffer and load rest of file into it... i = kfilelength(fil)-ktell(fil); vbuf = (unsigned char *)malloc(i); if (!vbuf) { kclose(fil); return(-1); } kread(fil,vbuf,i); kclose(fil); v = vbuf; for (y=0;ymytex) free(m->mytex); if (m->quad) free(m->quad); if (m->texid) free(m->texid); free(m); } static voxmodel *voxload (const char *filnam) { long i, is8bit, ret; voxmodel *vm; i = strlen(filnam)-4; if (i < 0) return(0); if (!Bstrcasecmp(&filnam[i],".vox")) { ret = loadvox(filnam); is8bit = 1; } else if (!Bstrcasecmp(&filnam[i],".kvx")) { ret = loadkvx(filnam); is8bit = 1; } else if (!Bstrcasecmp(&filnam[i],".kv6")) { ret = loadkv6(filnam); is8bit = 0; } //else if (!Bstrcasecmp(&filnam[i],".vxl")) { ret = loadvxl(filnam); is8bit = 0; } else return(0); if (ret >= 0) vm = vox2poly(); else vm = 0; if (vm) { vm->mdnum = 1; //VOXel model id vm->scale = vm->bscale = 1.0; vm->xsiz = xsiz; vm->ysiz = ysiz; vm->zsiz = zsiz; vm->xpiv = xpiv; vm->ypiv = ypiv; vm->zpiv = zpiv; vm->is8bit = is8bit; vm->texid = (unsigned int *)calloc(MAXPALOOKUPS,sizeof(unsigned int)); if (!vm->texid) { voxfree(vm); vm = 0; } } if (shcntmal) { free(shcntmal); shcntmal = 0; } if (vbit) { free(vbit); vbit = 0; } if (vcol) { free(vcol); vcol = 0; vnum = 0; vmax = 0; } if (vcolhashead) { free(vcolhashead); vcolhashead = 0; } return(vm); } //Draw voxel model as perfect cubes static int voxdraw (voxmodel *m, spritetype *tspr) { point3d fp, m0, a0; long i, j, k, fi, *lptr, xx, yy, zz; float ru, rv, uhack[2], vhack[2], phack[2], clut[6] = {1,1,1,1,1,1}; //1.02,1.02,0.94,1.06,0.98,0.98}; float f, g, k0, k1, k2, k3, k4, k5, k6, k7, mat[16], omat[16], pc[4]; vert_t *vptr; if ((int)m == (int)0xffffffff) // hackhackhack return 0; if ((tspr->cstat&48)==32) return 0; //updateanimation((md2model *)m,tspr); m0.x = m->scale; m0.y = m->scale; m0.z = m->scale; a0.x = a0.y = 0; a0.z = m->zadd*m->scale; //if (globalorientation&8) //y-flipping //{ // m0.z = -m0.z; a0.z = -a0.z; // //Add height of 1st frame (use same frame to prevent animation bounce) // a0.z += m->zsiz*m->scale; //} //if (globalorientation&4) { m0.y = -m0.y; a0.y = -a0.y; } //x-flipping f = ((float)tspr->xrepeat)*(256.0/320.0)/64.0*m->bscale; m0.x *= f; a0.x *= f; f = -f; m0.y *= f; a0.y *= f; f = ((float)tspr->yrepeat)/64.0*m->bscale; m0.z *= f; a0.z *= f; k0 = tspr->z; if (globalorientation&128) k0 += (float)((tilesizy[tspr->picnum]*tspr->yrepeat)<<1); f = (65536.0*512.0)/((float)xdimen*viewingrange); g = 32.0/((float)xdimen*gxyaspect); m0.y *= f; a0.y = (((float)(tspr->x-globalposx))/ 1024.0 + a0.y)*f; m0.x *=-f; a0.x = (((float)(tspr->y-globalposy))/ -1024.0 + a0.x)*-f; m0.z *= g; a0.z = (((float)(k0 -globalposz))/-16384.0 + a0.z)*g; k0 = ((float)(tspr->x-globalposx))*f/1024.0; k1 = ((float)(tspr->y-globalposy))*f/1024.0; f = gcosang2*gshang; g = gsinang2*gshang; k4 = (float)sintable[(tspr->ang+spriteext[tspr->owner].angoff+1024)&2047] / 16384.0; k5 = (float)sintable[(tspr->ang+spriteext[tspr->owner].angoff+ 512)&2047] / 16384.0; k2 = k0*(1-k4)+k1*k5; k3 = k1*(1-k4)-k0*k5; k6 = f*gstang - gsinang*gctang; k7 = g*gstang + gcosang*gctang; mat[0] = k4*k6 + k5*k7; mat[4] = gchang*gstang; mat[ 8] = k4*k7 - k5*k6; mat[12] = k2*k6 + k3*k7; k6 = f*gctang + gsinang*gstang; k7 = g*gctang - gcosang*gstang; mat[1] = k4*k6 + k5*k7; mat[5] = gchang*gctang; mat[ 9] = k4*k7 - k5*k6; mat[13] = k2*k6 + k3*k7; k6 = gcosang2*gchang; k7 = gsinang2*gchang; mat[2] = k4*k6 + k5*k7; mat[6] =-gshang; mat[10] = k4*k7 - k5*k6; mat[14] = k2*k6 + k3*k7; mat[12] += a0.y*mat[0] + a0.z*mat[4] + a0.x*mat[ 8]; mat[13] += a0.y*mat[1] + a0.z*mat[5] + a0.x*mat[ 9]; mat[14] += a0.y*mat[2] + a0.z*mat[6] + a0.x*mat[10]; //Mirrors if (grhalfxdown10x < 0) { mat[0] = -mat[0]; mat[4] = -mat[4]; mat[8] = -mat[8]; mat[12] = -mat[12]; } //------------ //bit 10 is an ugly hack in game.c\animatesprites telling MD2SPRITE //to use Z-buffer hacks to hide overdraw problems with the shadows if (tspr->cstat&1024) { bglDepthFunc(GL_LESS); //NEVER,LESS,(,L)EQUAL,GREATER,(NOT,G)EQUAL,ALWAYS bglDepthRange(0.0,0.9999); } bglPushAttrib(GL_POLYGON_BIT); if ((grhalfxdown10x >= 0) /*^ ((globalorientation&8) != 0) ^ ((globalorientation&4) != 0)*/) bglFrontFace(GL_CW); else bglFrontFace(GL_CCW); bglEnable(GL_CULL_FACE); bglCullFace(GL_BACK); bglEnable(GL_TEXTURE_2D); pc[0] = pc[1] = pc[2] = ((float)(numpalookups-min(max((globalshade * shadescale)+m->shadeoff,0),numpalookups)))/((float)numpalookups); pc[0] *= (float)hictinting[globalpal].r / 255.0; pc[1] *= (float)hictinting[globalpal].g / 255.0; pc[2] *= (float)hictinting[globalpal].b / 255.0; if (tspr->cstat&2) { if (!(tspr->cstat&512)) pc[3] = 0.66; else pc[3] = 0.33; } else pc[3] = 1.0; if (tspr->cstat&2 && (!peelcompiling)) bglEnable(GL_BLEND); //else bglDisable(GL_BLEND); //------------ //transform to Build coords memcpy(omat,mat,sizeof(omat)); f = 1.f/64.f; g = m0.x*f; mat[0] *= g; mat[1] *= g; mat[2] *= g; g = m0.y*f; mat[4] = omat[8]*g; mat[5] = omat[9]*g; mat[6] = omat[10]*g; g =-m0.z*f; mat[8] = omat[4]*g; mat[9] = omat[5]*g; mat[10] = omat[6]*g; mat[12] -= (m->xpiv*mat[0] + m->ypiv*mat[4] + (m->zpiv+m->zsiz*.5)*mat[ 8]); mat[13] -= (m->xpiv*mat[1] + m->ypiv*mat[5] + (m->zpiv+m->zsiz*.5)*mat[ 9]); mat[14] -= (m->xpiv*mat[2] + m->ypiv*mat[6] + (m->zpiv+m->zsiz*.5)*mat[10]); bglMatrixMode(GL_MODELVIEW); //Let OpenGL (and perhaps hardware :) handle the matrix rotation mat[3] = mat[7] = mat[11] = 0.f; mat[15] = 1.f; bglLoadMatrixf(mat); ru = 1.f/((float)m->mytexx); rv = 1.f/((float)m->mytexy); #if (VOXBORDWIDTH == 0) uhack[0] = ru*.125; uhack[1] = -uhack[0]; vhack[0] = rv*.125; vhack[1] = -vhack[0]; #endif phack[0] = 0; phack[1] = 1.f/256.f; if (!m->texid[globalpal]) m->texid[globalpal] = gloadtex(m->mytex,m->mytexx,m->mytexy,m->is8bit,globalpal); else bglBindTexture(GL_TEXTURE_2D,m->texid[globalpal]); bglBegin(GL_QUADS); for (i=0,fi=0;iqcnt;i++) { if (i == m->qfacind[fi]) { f = clut[fi++]; bglColor4f(pc[0]*f,pc[1]*f,pc[2]*f,pc[3]*f); } vptr = &m->quad[i].v[0]; xx = vptr[0].x+vptr[2].x; yy = vptr[0].y+vptr[2].y; zz = vptr[0].z+vptr[2].z; for (j=0;j<4;j++) { #if (VOXBORDWIDTH == 0) bglTexCoord2f(((float)vptr[j].u)*ru+uhack[vptr[j].u!=vptr[0].u], ((float)vptr[j].v)*rv+vhack[vptr[j].v!=vptr[0].v]); #else bglTexCoord2f(((float)vptr[j].u)*ru,((float)vptr[j].v)*rv); #endif fp.x = ((float)vptr[j].x) - phack[xx>vptr[j].x*2] + phack[xxvptr[j].y*2] + phack[yyvptr[j].z*2] + phack[zzcstat&1024) { bglDepthFunc(GL_LESS); //NEVER,LESS,(,L)EQUAL,GREATER,(NOT,G)EQUAL,ALWAYS bglDepthRange(0.0,0.99999); } bglLoadIdentity(); return 1; } //---------------------------------------- VOX LIBRARY ENDS ---------------------------------------- //--------------------------------------- MD LIBRARY BEGINS --------------------------------------- mdmodel *mdload (const char *filnam) { mdmodel *vm; int fil; long i; vm = (mdmodel*)voxload(filnam); if (vm) return(vm); fil = kopen4load((char *)filnam,0); if (fil < 0) return(0); kread(fil,&i,4); klseek(fil,0,SEEK_SET); switch (B_LITTLE32(i)) { case 0x32504449: // initprintf("Warning: model '%s' is version IDP2; wanted version IDP3\n",filnam); vm = (mdmodel*)md2load(fil,filnam); break; //IDP2 case 0x33504449: vm = (mdmodel*)md3load(fil); break; //IDP3 default: vm = (mdmodel*)0; break; } kclose(fil); return(vm); } int mddraw (spritetype *tspr) { mdanim_t *anim; mdmodel *vm; if (maxmodelverts > allocmodelverts) { point3d *vl = (point3d *)realloc(vertlist,sizeof(point3d)*maxmodelverts); if (!vl) { OSD_Printf("ERROR: Not enough memory to allocate %d vertices!\n",maxmodelverts); return 0; } vertlist = vl; allocmodelverts = maxmodelverts; } vm = models[tile2model[tspr->picnum].modelid]; if (vm->mdnum == 1) { return voxdraw((voxmodel *)vm,tspr); } if (vm->mdnum == 3) { return md3draw((md3model *)vm,tspr); } return 0; } void mdfree (mdmodel *vm) { if (vm->mdnum == 1) { voxfree((voxmodel *)vm); return; } if (vm->mdnum == 3) { md3free((md3model *)vm); return; } } //---------------------------------------- MD LIBRARY ENDS ----------------------------------------