//------------------------------------- MD2/MD3 LIBRARY BEGINS ------------------------------------- #ifdef USE_OPENGL #include "compat.h" #include "build.h" #include "engine_priv.h" #include "polymost.h" #include "mdsprite.h" #include "palette.h" #include "textures.h" #include "bitmap.h" #include "v_video.h" #include "flatvertices.h" #include "texturemanager.h" #include "hw_renderstate.h" #include "printf.h" #include "hw_voxels.h" #include "../../glbackend/glbackend.h" #ifdef _MSC_VER // just make it shut up. Most of this file will go down the drain anyway soon. #pragma warning(disable:4244) #pragma warning(disable:4267) #endif static int32_t curextra=MAXTILES; #define MIN_CACHETIME_PRINT 10 using namespace Polymost; int32_t polymost_voxdraw(voxmodel_t* m, tspriteptr_t const tspr, bool rotate); static int32_t addtileP(int32_t ,int32_t tile,int32_t pallet) { // tile >= 0 && tile < MAXTILES if (curextra==MAXTILES+EXTRATILES-1) { Printf("warning: max EXTRATILES reached\n"); return curextra; } if (tile2model[tile].modelid==-1) { tile2model[tile].pal=pallet; return tile; } if (tile2model[tile].pal==pallet) return tile; while (tile2model[tile].nexttile!=-1) { tile=tile2model[tile].nexttile; if (tile2model[tile].pal==pallet) return tile; } tile2model[tile].nexttile=curextra; tile2model[curextra].pal=pallet; return curextra++; } int32_t Ptile2tile(int32_t tile,int32_t palette) { int t = tile; while ((tile = tile2model[tile].nexttile) != -1) if (tile2model[tile].pal == palette) { t = tile; break; } return t; } #define MODELALLOCGROUP 256 static int32_t nummodelsalloced = 0; static int32_t maxmodelverts = 0, allocmodelverts = 0; static int32_t maxmodeltris = 0, allocmodeltris = 0; static vec3f_t *vertlist = NULL; //temp array to store interpolated vertices for drawing #ifdef USE_GLEXT static int32_t allocvbos = 0, curvbo = 0; static GLuint *vertvbos = NULL; static GLuint *indexvbos = NULL; #endif #ifdef POLYMER static int32_t *tribuf = NULL; static int32_t tribufverts = 0; #endif static mdmodel_t *mdload(const char *); static void mdfree(mdmodel_t *); static int32_t globalnoeffect=0; void freeallmodels() { int32_t i; if (models) { for (i=0; i= nummodelsalloced) { ml = (mdmodel_t **)M_Realloc(models,(nummodelsalloced+MODELALLOCGROUP)*sizeof(void *)); models = ml; nummodelsalloced += MODELALLOCGROUP; } vm = mdload(fn); if (!vm) return -1; models[nextmodelid++] = vm; return nextmodelid-1; } int32_t md_setmisc(int32_t modelid, float scale, int32_t shadeoff, float zadd, float yoffset, int32_t flags) { mdmodel_t *m; if (!mdinited) mdinit(); if ((uint32_t)modelid >= (uint32_t)nextmodelid) return -1; m = models[modelid]; m->bscale = scale; m->shadeoff = shadeoff; m->zadd = zadd; m->yoffset = yoffset; m->flags = flags; return 0; } static int32_t framename2index(mdmodel_t *vm, const char *nam) { int32_t i = 0; switch (vm->mdnum) { case 2: { md2model_t *m = (md2model_t *)vm; md2frame_t *fr; for (i=0; inumframes; i++) { fr = (md2frame_t *)&m->frames[i*m->framebytes]; if (!strcmp(fr->name, nam)) break; } } break; case 3: { md3model_t *m = (md3model_t *)vm; for (i=0; inumframes; i++) if (!strcmp(m->head.frames[i].nam,nam)) break; } break; } return i; } int32_t md_defineframe(int32_t modelid, const char *framename, int32_t tilenume, int32_t skinnum, float smoothduration, int32_t pal) { md2model_t *m; int32_t i; if (!mdinited) mdinit(); if ((uint32_t)modelid >= (uint32_t)nextmodelid) return -1; if ((uint32_t)tilenume >= (uint32_t)MAXTILES) return -2; if (!framename) return -3; tilenume=addtileP(modelid,tilenume,pal); m = (md2model_t *)models[modelid]; if (m->mdnum == 1) { tile2model[tilenume].modelid = modelid; tile2model[tilenume].framenum = tile2model[tilenume].skinnum = 0; return 0; } i = framename2index((mdmodel_t *)m,framename); if (i == m->numframes) return -3; // frame name invalid tile2model[tilenume].modelid = modelid; tile2model[tilenume].framenum = i; tile2model[tilenume].skinnum = skinnum; tile2model[tilenume].smoothduration = xs_CRoundToInt((float)UINT16_MAX * smoothduration); return i; } int32_t md_defineanimation(int32_t modelid, const char *framestart, const char *frameend, int32_t fpssc, int32_t flags) { md2model_t *m; mdanim_t ma, *map; int32_t i; if (!mdinited) mdinit(); if ((uint32_t)modelid >= (uint32_t)nextmodelid) return -1; memset(&ma, 0, sizeof(ma)); m = (md2model_t *)models[modelid]; if (m->mdnum < 2) return 0; //find index of start frame i = framename2index((mdmodel_t *)m,framestart); if (i == m->numframes) return -2; ma.startframe = i; //find index of finish frame which must trail start frame i = framename2index((mdmodel_t *)m,frameend); if (i == m->numframes) return -3; ma.endframe = i; ma.fpssc = fpssc; ma.flags = flags; map = (mdanim_t *)M_Malloc(sizeof(mdanim_t)); memcpy(map, &ma, sizeof(ma)); map->next = m->animations; m->animations = map; return 0; } int32_t md_defineskin(int32_t modelid, const char *skinfn, int32_t palnum, int32_t skinnum, int32_t surfnum, float param, float specpower, float specfactor, int32_t flags) { mdskinmap_t *sk, *skl; md2model_t *m; if (!mdinited) mdinit(); if ((uint32_t)modelid >= (uint32_t)nextmodelid) return -1; if (!skinfn) return -2; if ((unsigned)palnum >= (unsigned)MAXPALOOKUPS) return -3; m = (md2model_t *)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 == (uint8_t)palnum && skinnum == sk->skinnum && surfnum == sk->surfnum) break; if (!sk) { sk = (mdskinmap_t *)M_Calloc(1,sizeof(mdskinmap_t)); if (!skl) m->skinmap = sk; else skl->next = sk; } sk->palette = (uint8_t)palnum; sk->flags = (uint8_t)flags; sk->skinnum = skinnum; sk->surfnum = surfnum; sk->param = param; sk->specpower = specpower; sk->specfactor = specfactor; sk->texture = TexMan.CheckForTexture(skinfn, ETextureType::Any); if (!sk->texture.isValid()) { Printf("Unable to load %s as model skin\n", skinfn); } return 0; } int32_t md_definehud(int32_t modelid, int32_t tilex, vec3f_t add, int32_t angadd, int32_t flags, int32_t fov) { if (!mdinited) mdinit(); if ((uint32_t)modelid >= (uint32_t)nextmodelid) return -1; if ((uint32_t)tilex >= (uint32_t)MAXTILES) return -2; hudtyp * const hud = &tile2model[tilex].hudmem[(flags>>2)&1]; hud->add = add; hud->angadd = ((int16_t)angadd)|2048; hud->flags = (int16_t)flags; hud->fov = (int16_t)fov; return 0; } int32_t md_undefinetile(int32_t tile) { if (!mdinited) return 0; if ((unsigned)tile >= (unsigned)MAXTILES) return -1; tile2model[tile].modelid = -1; tile2model[tile].nexttile = -1; return 0; } /* this function is problematic, it leaves NULL holes in model[] * (which runs from 0 to nextmodelid-1) */ int32_t md_undefinemodel(int32_t modelid) { int32_t i; if (!mdinited) return 0; if ((uint32_t)modelid >= (uint32_t)nextmodelid) return -1; for (i=MAXTILES+EXTRATILES-1; i>=0; i--) if (tile2model[i].modelid == modelid) { tile2model[i].modelid = -1; } if (models) { mdfree(models[modelid]); models[modelid] = NULL; } return 0; } //Note: even though it says md2model, it works for both md2model&md3model FGameTexture *mdloadskin(idmodel_t *m, int32_t number, int32_t pal, int32_t surf, bool *exact) { int32_t i; mdskinmap_t *sk, *skzero = NULL; int32_t doalloc = 1; if (m->mdnum == 2) surf = 0; if ((unsigned)pal >= (unsigned)MAXPALOOKUPS) return 0; i = -1; for (sk = m->skinmap; sk; sk = sk->next) { if (sk->palette == pal && sk->skinnum == number && sk->surfnum == surf) { if (exact) *exact = true; //Printf("Using exact match skin (pal=%d,skinnum=%d,surfnum=%d) %s\n",pal,number,surf,skinfile); return TexMan.GetGameTexture(sk->texture); } //If no match, give highest priority to number, then pal.. (Parkar's request, 02/27/2005) else if ((sk->palette == 0) && (sk->skinnum == number) && (sk->surfnum == surf) && (i < 5)) { i = 5; skzero = sk; } else if ((sk->palette == pal) && (sk->skinnum == 0) && (sk->surfnum == surf) && (i < 4)) { i = 4; skzero = sk; } else if ((sk->palette == 0) && (sk->skinnum == 0) && (sk->surfnum == surf) && (i < 3)) { i = 3; skzero = sk; } else if ((sk->palette == 0) && (sk->skinnum == number) && (i < 2)) { i = 2; skzero = sk; } else if ((sk->palette == pal) && (sk->skinnum == 0) && (i < 1)) { i = 1; skzero = sk; } else if ((sk->palette == 0) && (sk->skinnum == 0) && (i < 0)) { i = 0; skzero = sk; } } // Special palettes do not get replacements if (pal >= (MAXPALOOKUPS - RESERVEDPALS)) return 0; if (skzero) { //Printf("Using def skin 0,0 as fallback, pal=%d\n", pal); if (exact) *exact = false; return TexMan.GetGameTexture(skzero->texture); } else return nullptr; } //Note: even though it says md2model, it works for both md2model&md3model static void updateanimation(md2model_t *m, tspriteptr_t tspr, uint8_t lpal) { if (m->numframes < 2) { m->interpol = 0; return; } int32_t const tile = Ptile2tile(tspr->picnum,lpal); m->cframe = m->nframe = tile2model[tile].framenum; #ifdef DEBUGGINGAIDS if (m->cframe >= m->numframes) Printf("1: c > n\n"); #endif int32_t const smoothdurationp = (hw_animsmoothing && (tile2model[tile].smoothduration != 0)); spritesmooth_t * const smooth = &spritesmooth[((unsigned)tspr->owner < MAXSPRITES+MAXUNIQHUDID) ? tspr->owner : MAXSPRITES+MAXUNIQHUDID-1]; spriteext_t * const sprext = &spriteext[((unsigned)tspr->owner < MAXSPRITES+MAXUNIQHUDID) ? tspr->owner : MAXSPRITES+MAXUNIQHUDID-1]; const mdanim_t *anim; for (anim = m->animations; anim && anim->startframe != m->cframe; anim = anim->next) { /* do nothing */; } int32_t i, j, k; int32_t fps; if (!anim) { if (!smoothdurationp || ((smooth->mdoldframe == m->cframe) && (smooth->mdcurframe == m->cframe))) { m->interpol = 0; return; } // assert(smoothdurationp && ((smooth->mdoldframe != m->cframe) || (smooth->mdcurframe != m->cframe))) if (smooth->mdoldframe != m->cframe) { if (smooth->mdsmooth == 0) { sprext->mdanimtims = mdtims; m->interpol = 0; smooth->mdsmooth = 1; smooth->mdcurframe = m->cframe; } else if (smooth->mdcurframe != m->cframe) { sprext->mdanimtims = mdtims; m->interpol = 0; smooth->mdsmooth = 1; smooth->mdoldframe = smooth->mdcurframe; smooth->mdcurframe = m->cframe; } } else // if (smooth->mdcurframe != m->cframe) { sprext->mdanimtims = mdtims; m->interpol = 0; smooth->mdsmooth = 1; smooth->mdoldframe = smooth->mdcurframe; smooth->mdcurframe = m->cframe; } } else if (/* anim && */ sprext->mdanimcur != anim->startframe) { //if (sprext->flags & SPREXT_NOMDANIM) Printf("SPREXT_NOMDANIM\n"); //Printf("smooth launched ! oldanim %i new anim %i\n", sprext->mdanimcur, anim->startframe); sprext->mdanimcur = (int16_t)anim->startframe; sprext->mdanimtims = mdtims; m->interpol = 0; if (!smoothdurationp) { m->cframe = m->nframe = anim->startframe; goto prep_return; } m->nframe = anim->startframe; m->cframe = smooth->mdoldframe; smooth->mdsmooth = 1; goto prep_return; } fps = smooth->mdsmooth ? xs_CRoundToInt((1.0f / ((float)tile2model[tile].smoothduration * (1.f / (float)UINT16_MAX))) * 66.f) : anim ? anim->fpssc : 1; i = (mdtims - sprext->mdanimtims) * ((fps * 120) / 120); j = (smooth->mdsmooth || !anim) ? 65536 : IntToFixed(anim->endframe + 1 - anim->startframe); // XXX: Just in case you play the game for a VERY long time... if (i < 0) { i = 0; sprext->mdanimtims = mdtims; } //compare with j*2 instead of j to ensure i stays > j-65536 for MDANIM_ONESHOT if (anim && (i >= j+j) && (fps) && !mdpause) //Keep mdanimtims close to mdtims to avoid the use of MOD sprext->mdanimtims += j/((fps*120)/120); k = i; if (anim && (anim->flags&MDANIM_ONESHOT)) { if (i > j-65536) i = j-65536; } else { if (i >= j) { i -= j; if (i >= j) i %= j; } } if (hw_animsmoothing && smooth->mdsmooth) { m->nframe = anim ? anim->startframe : smooth->mdcurframe; m->cframe = smooth->mdoldframe; //Printf("smoothing... cframe %i nframe %i\n", m->cframe, m->nframe); if (k > 65535) { sprext->mdanimtims = mdtims; m->interpol = 0; smooth->mdsmooth = 0; m->cframe = m->nframe; // = anim ? anim->startframe : smooth->mdcurframe; smooth->mdoldframe = m->cframe; //Printf("smooth stopped !\n"); goto prep_return; } } else { if (anim) m->cframe = FixedToInt(i)+anim->startframe; m->nframe = m->cframe+1; if (anim && m->nframe > anim->endframe) // VERIFY: (!(hw_animsmoothing && smooth->mdsmooth)) implies (anim!=NULL) ? m->nframe = anim->startframe; smooth->mdoldframe = m->cframe; //Printf("not smoothing... cframe %i nframe %i\n", m->cframe, m->nframe); } m->interpol = clamp(i, 0, 65535) / 65536.f; //Printf("interpol %f\n", m->interpol); prep_return: if (m->cframe >= m->numframes) m->cframe = 0; if (m->nframe >= m->numframes) m->nframe = 0; } //--------------------------------------- MD2 LIBRARY BEGINS --------------------------------------- static md2model_t *md2load(FileReader & fil, const char *filnam) { md2model_t *m; md3model_t *m3; md3surf_t *s; md2frame_t *f; md2head_t head; char st[BMAX_PATH]; int32_t i, j, k; int32_t ournumskins, ournumglcmds; m = (md2model_t *)M_Calloc(1,sizeof(md2model_t)); m->mdnum = 2; m->scale = .01f; fil.Read((char *)&head,sizeof(md2head_t)); #if B_BIG_ENDIAN != 0 head.id = LittleLong(head.id); head.vers = LittleLong(head.vers); head.skinxsiz = LittleLong(head.skinxsiz); head.skinysiz = LittleLong(head.skinysiz); head.framebytes = LittleLong(head.framebytes); head.numskins = LittleLong(head.numskins); head.numverts = LittleLong(head.numverts); head.numuv = LittleLong(head.numuv); head.numtris = LittleLong(head.numtris); head.numglcmds = LittleLong(head.numglcmds); head.numframes = LittleLong(head.numframes); head.ofsskins = LittleLong(head.ofsskins); head.ofsuv = LittleLong(head.ofsuv); head.ofstris = LittleLong(head.ofstris); head.ofsframes = LittleLong(head.ofsframes); head.ofsglcmds = LittleLong(head.ofsglcmds); head.ofseof = LittleLong(head.ofseof); #endif if ((head.id != IDP2_MAGIC) || (head.vers != 8)) { M_Free(m); return 0; } //"IDP2" ournumskins = head.numskins ? head.numskins : 1; ournumglcmds = head.numglcmds ? head.numglcmds : 1; m->numskins = head.numskins; m->numframes = head.numframes; m->numverts = head.numverts; m->numglcmds = head.numglcmds; m->framebytes = head.framebytes; m->frames = (char *)M_Malloc(m->numframes*m->framebytes); m->glcmds = (int32_t *)M_Malloc(ournumglcmds*sizeof(int32_t)); m->tris = (md2tri_t *)M_Malloc(head.numtris*sizeof(md2tri_t)); m->uv = (md2uv_t *)M_Malloc(head.numuv*sizeof(md2uv_t)); fil.Seek(head.ofsframes,FileReader::SeekSet); if (fil.Read((char *)m->frames,m->numframes*m->framebytes) != m->numframes*m->framebytes) { M_Free(m->uv); M_Free(m->tris); M_Free(m->glcmds); M_Free(m->frames); M_Free(m); return 0; } if (m->numglcmds > 0) { fil.Seek(head.ofsglcmds,FileReader::SeekSet); if (fil.Read((char *)m->glcmds,m->numglcmds*sizeof(int32_t)) != (int32_t)(m->numglcmds*sizeof(int32_t))) { M_Free(m->uv); M_Free(m->tris); M_Free(m->glcmds); M_Free(m->frames); M_Free(m); return 0; } } fil.Seek(head.ofstris,FileReader::SeekSet); if (fil.Read((char *)m->tris,head.numtris*sizeof(md2tri_t)) != (int32_t)(head.numtris*sizeof(md2tri_t))) { M_Free(m->uv); M_Free(m->tris); M_Free(m->glcmds); M_Free(m->frames); M_Free(m); return 0; } fil.Seek(head.ofsuv,FileReader::SeekSet); if (fil.Read((char *)m->uv,head.numuv*sizeof(md2uv_t)) != (int32_t)(head.numuv*sizeof(md2uv_t))) { M_Free(m->uv); M_Free(m->tris); M_Free(m->glcmds); M_Free(m->frames); M_Free(m); return 0; } #if B_BIG_ENDIAN != 0 { char *f = (char *)m->frames; int32_t *l,j; md2frame_t *fr; for (i = m->numframes-1; i>=0; i--) { fr = (md2frame_t *)f; l = (int32_t *)&fr->mul; for (j=5; j>=0; j--) l[j] = LittleLong(l[j]); f += m->framebytes; } for (i = m->numglcmds-1; i>=0; i--) { m->glcmds[i] = LittleLong(m->glcmds[i]); } for (i = head.numtris-1; i>=0; i--) { m->tris[i].v[0] = LittleShort(m->tris[i].v[0]); m->tris[i].v[1] = LittleShort(m->tris[i].v[1]); m->tris[i].v[2] = LittleShort(m->tris[i].v[2]); m->tris[i].u[0] = LittleShort(m->tris[i].u[0]); m->tris[i].u[1] = LittleShort(m->tris[i].u[1]); m->tris[i].u[2] = LittleShort(m->tris[i].u[2]); } for (i = head.numuv-1; i>=0; i--) { m->uv[i].u = LittleShort(m->uv[i].u); m->uv[i].v = LittleShort(m->uv[i].v); } } #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 *)M_Malloc(i+1); strcpy(m->basepath, st); m->skinfn = (char *)M_Malloc(ournumskins*64); if (m->numskins > 0) { fil.Seek(head.ofsskins,FileReader::SeekSet); if (fil.Read(m->skinfn,64*m->numskins) != 64*m->numskins) { M_Free(m->glcmds); M_Free(m->frames); M_Free(m); return 0; } } maxmodelverts = max(maxmodelverts, m->numverts); maxmodeltris = max(maxmodeltris, head.numtris); //return m; // the MD2 is now loaded internally - let's begin the MD3 conversion process //Printf("Beginning md3 conversion.\n"); m3 = (md3model_t *)M_Calloc(1, sizeof(md3model_t)); m3->mdnum = 3; m3->texture = nullptr; m3->scale = m->scale; m3->head.id = IDP3_MAGIC; m3->head.vers = 15; m3->head.flags = 0; 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 *)M_Calloc(m3->head.numframes, sizeof(md3frame_t)); m3->muladdframes = (vec3f_t *)M_Calloc(m->numframes * 2, sizeof(vec3f_t)); 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); //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 *)M_Calloc(1, sizeof(md3surf_t)); s = m3->head.surfs; // model converting s->id = IDP3_MAGIC; 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 *)M_Calloc(head.numtris, sizeof(md3tri_t)); s->uv = (md3uv_t *)M_Calloc(s->numverts, sizeof(md3uv_t)); s->xyzn = (md3xyzn_t *)M_Calloc(s->numverts * m->numframes, sizeof(md3xyzn_t)); //memoryusage += (s->numverts * m->numframes * sizeof(md3xyzn_t)); //Printf("Current model geometry memory usage : %i.\n", memoryusage); //Printf("Number of frames : %i\n", m->numframes); //Printf("Number of triangles : %i\n", head.numtris); //Printf("Number of vertices : %i\n", s->numverts); // triangle converting i = 0; while (i < head.numtris) { j = 0; //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 = (int16_t) (((f->verts[m->tris[i].v[j]].v[0] * f->mul.x) + f->add.x) * 64.f); s->xyzn[(k*s->numverts) + (i*3) + j].y = (int16_t) (((f->verts[m->tris[i].v[j]].v[1] * f->mul.y) + f->add.y) * 64.f); s->xyzn[(k*s->numverts) + (i*3) + j].z = (int16_t) (((f->verts[m->tris[i].v[j]].v[2] * f->mul.z) + f->add.z) * 64.f); k++; } j++; } //Printf("End triangle.\n"); i++; } //Printf("Finished md3 conversion.\n"); { mdskinmap_t *sk; sk = (mdskinmap_t *)M_Calloc(1,sizeof(mdskinmap_t)); sk->palette = 0; sk->skinnum = 0; sk->surfnum = 0; if (m->numskins > 0) { FStringf fn("%s%s", m->basepath, m->skinfn); sk->texture = TexMan.CheckForTexture(fn, ETextureType::Any); if (!sk->texture.isValid()) { Printf("Unable to load %s as model skin\n", m->skinfn); } } m3->skinmap = sk; } m3->indexes = (uint16_t *)M_Malloc(sizeof(uint16_t) * s->numtris); m3->vindexes = (uint16_t *)M_Malloc(sizeof(uint16_t) * s->numtris * 3); m3->maxdepths = (float *)M_Malloc(sizeof(float) * s->numtris); // die MD2 ! DIE ! M_Free(m->skinfn); M_Free(m->basepath); M_Free(m->uv); M_Free(m->tris); M_Free(m->glcmds); M_Free(m->frames); M_Free(m); return ((md2model_t *)m3); } //---------------------------------------- MD2 LIBRARY ENDS ---------------------------------------- // DICHOTOMIC RECURSIVE SORTING - USED BY MD3DRAW static int32_t partition(uint16_t *indexes, float *depths, int32_t f, int32_t l) { int32_t up = f, down = l; float piv = depths[f]; uint16_t piv2 = indexes[f]; do { while ((up < l) && (depths[up] <= piv)) up++; while ((depths[down] > piv) && (down > f)) down--; if (up < down) { std::swap(depths[up], depths[down]); std::swap(indexes[up], indexes[down]); } } while (down > up); depths[f] = depths[down]; depths[down] = piv; indexes[f] = indexes[down]; indexes[down] = piv2; return down; } static inline void quicksort(uint16_t *indexes, float *depths, int32_t first, int32_t last) { int32_t pivIndex; if (first >= last) return; pivIndex = partition(indexes, depths, first, last); if (first < (pivIndex-1)) quicksort(indexes, depths, first, (pivIndex-1)); if ((pivIndex+1) >= last) return; quicksort(indexes, depths, (pivIndex+1), last); } // END OF QUICKSORT LIB //--------------------------------------- MD3 LIBRARY BEGINS --------------------------------------- static md3model_t *md3load(FileReader & fil) { int32_t i, surfi, ofsurf, offs[4], leng[4]; int32_t maxtrispersurf; md3model_t *m; md3surf_t *s; m = (md3model_t *)M_Calloc(1,sizeof(md3model_t)); m->mdnum = 3; m->texture = nullptr; m->scale = .01f; m->muladdframes = NULL; fil.Read(&m->head,SIZEOF_MD3HEAD_T); #if B_BIG_ENDIAN != 0 m->head.id = LittleLong(m->head.id); m->head.vers = LittleLong(m->head.vers); m->head.flags = LittleLong(m->head.flags); m->head.numframes = LittleLong(m->head.numframes); m->head.numtags = LittleLong(m->head.numtags); m->head.numsurfs = LittleLong(m->head.numsurfs); m->head.numskins = LittleLong(m->head.numskins); m->head.ofsframes = LittleLong(m->head.ofsframes); m->head.ofstags = LittleLong(m->head.ofstags); m->head.ofssurfs = LittleLong(m->head.ofssurfs); m->head.eof = LittleLong(m->head.eof); #endif if ((m->head.id != IDP3_MAGIC) && (m->head.vers != 15)) { M_Free(m); return 0; } //"IDP3" m->numskins = m->head.numskins; //<- dead code? m->numframes = m->head.numframes; ofsurf = m->head.ofssurfs; fil.Seek(m->head.ofsframes,FileReader::SeekSet); i = m->head.numframes*sizeof(md3frame_t); m->head.frames = (md3frame_t *)M_Malloc(i); fil.Read(m->head.frames,i); if (m->head.numtags == 0) m->head.tags = NULL; else { fil.Seek(m->head.ofstags,FileReader::SeekSet); i = m->head.numtags*sizeof(md3tag_t); m->head.tags = (md3tag_t *)M_Malloc(i); fil.Read(m->head.tags,i); } fil.Seek(m->head.ofssurfs,FileReader::SeekSet); m->head.surfs = (md3surf_t *)M_Calloc(m->head.numsurfs, sizeof(md3surf_t)); // NOTE: We assume that NULL is represented by all-zeros. // surfs[0].geometry is for POLYMER_MD_PROCESS_CHECK (else: crashes). // surfs[i].geometry is for FREE_SURFS_GEOMETRY. assert(m->head.surfs[0].geometry == NULL); #if B_BIG_ENDIAN != 0 { int32_t j, *l; for (i = m->head.numframes-1; i>=0; i--) { l = (int32_t *)&m->head.frames[i].min; for (j=3+3+3+1-1; j>=0; j--) l[j] = LittleLong(l[j]); } for (i = m->head.numtags-1; i>=0; i--) { l = (int32_t *)&m->head.tags[i].p; for (j=3+3+3+3-1; j>=0; j--) l[j] = LittleLong(l[j]); } } #endif maxtrispersurf = 0; for (surfi=0; surfihead.numsurfs; surfi++) { s = &m->head.surfs[surfi]; fil.Seek(ofsurf,FileReader::SeekSet); fil.Read(s,SIZEOF_MD3SURF_T); #if B_BIG_ENDIAN != 0 { int32_t j, *l; s->id = LittleLong(s->id); l = (int32_t *)&s->flags; for (j=1+1+1+1+1+1+1+1+1+1-1; j>=0; j--) l[j] = LittleLong(l[j]); } #endif offs[0] = ofsurf+s->ofstris; offs[1] = ofsurf+s->ofsshaders; offs[2] = ofsurf+s->ofsuv; offs[3] = ofsurf+s->ofsxyzn; leng[0] = s->numtris*sizeof(md3tri_t); leng[1] = s->numshaders*sizeof(md3shader_t); leng[2] = s->numverts*sizeof(md3uv_t); leng[3] = s->numframes*s->numverts*sizeof(md3xyzn_t); //memoryusage += (s->numverts * s->numframes * sizeof(md3xyzn_t)); //Printf("Current model geometry memory usage : %i.\n", memoryusage); s->tris = (md3tri_t *)M_Malloc((leng[0] + leng[1]) + (leng[2] + leng[3])); s->shaders = (md3shader_t *)(((intptr_t)s->tris)+leng[0]); s->uv = (md3uv_t *)(((intptr_t)s->shaders)+leng[1]); s->xyzn = (md3xyzn_t *)(((intptr_t)s->uv)+leng[2]); fil.Seek(offs[0],FileReader::SeekSet); fil.Read(s->tris ,leng[0]); fil.Seek(offs[1],FileReader::SeekSet); fil.Read(s->shaders,leng[1]); fil.Seek(offs[2],FileReader::SeekSet); fil.Read(s->uv ,leng[2]); fil.Seek(offs[3],FileReader::SeekSet); fil.Read(s->xyzn ,leng[3]); #if B_BIG_ENDIAN != 0 { int32_t j, *l; for (i=s->numtris-1; i>=0; i--) { for (j=2; j>=0; j--) s->tris[i].i[j] = LittleLong(s->tris[i].i[j]); } for (i=s->numshaders-1; i>=0; i--) { s->shaders[i].i = LittleLong(s->shaders[i].i); } for (i=s->numverts-1; i>=0; i--) { l = (int32_t *)&s->uv[i].u; l[0] = LittleLong(l[0]); l[1] = LittleLong(l[1]); } for (i=s->numframes*s->numverts-1; i>=0; i--) { s->xyzn[i].x = (int16_t)LittleShort((uint16_t)s->xyzn[i].x); s->xyzn[i].y = (int16_t)LittleShort((uint16_t)s->xyzn[i].y); s->xyzn[i].z = (int16_t)LittleShort((uint16_t)s->xyzn[i].z); } } #endif maxmodelverts = max(maxmodelverts, s->numverts); maxmodeltris = max(maxmodeltris, s->numtris); maxtrispersurf = max(maxtrispersurf, s->numtris); ofsurf += s->ofsend; } m->indexes = (uint16_t *)M_Malloc(sizeof(uint16_t) * maxtrispersurf); m->vindexes = (uint16_t *)M_Malloc(sizeof(uint16_t) * maxtrispersurf * 3); m->maxdepths = (float *)M_Malloc(sizeof(float) * maxtrispersurf); return m; } static void md3postload_common(md3model_t *m) { int framei, surfi, verti; md3frame_t *frame; md3xyzn_t *frameverts; float dist, vec1[3]; // apparently we can't trust loaded models bounding box/sphere information, // so let's compute it ourselves framei = 0; while (framei < m->head.numframes) { frame = &m->head.frames[framei]; memset(&frame->min, 0, sizeof(vec3f_t)); memset(&frame->max, 0, sizeof(vec3f_t)); frame->r = 0.0f; surfi = 0; while (surfi < m->head.numsurfs) { frameverts = &m->head.surfs[surfi].xyzn[framei * m->head.surfs[surfi].numverts]; verti = 0; while (verti < m->head.surfs[surfi].numverts) { if (!verti && !surfi) { md3xyzn_t const & framevert = frameverts[0]; frame->min.x = framevert.x; frame->min.y = framevert.y; frame->min.z = framevert.z; frame->max = frame->min; } else { md3xyzn_t const & framevert = frameverts[verti]; if (frame->min.x > framevert.x) frame->min.x = framevert.x; if (frame->max.x < framevert.x) frame->max.x = framevert.x; if (frame->min.y > framevert.y) frame->min.y = framevert.y; if (frame->max.y < framevert.y) frame->max.y = framevert.y; if (frame->min.z > framevert.z) frame->min.z = framevert.z; if (frame->max.z < framevert.z) frame->max.z = framevert.z; } ++verti; } ++surfi; } frame->cen.x = (frame->min.x + frame->max.x) * .5f; frame->cen.y = (frame->min.y + frame->max.y) * .5f; frame->cen.z = (frame->min.z + frame->max.z) * .5f; surfi = 0; while (surfi < m->head.numsurfs) { md3surf_t const & surf = m->head.surfs[surfi]; frameverts = &surf.xyzn[framei * surf.numverts]; verti = 0; while (verti < surf.numverts) { md3xyzn_t const & framevert = frameverts[verti]; vec1[0] = framevert.x - frame->cen.x; vec1[1] = framevert.y - frame->cen.y; vec1[2] = framevert.z - frame->cen.z; dist = vec1[0] * vec1[0] + vec1[1] * vec1[1] + vec1[2] * vec1[2]; if (dist > frame->r) frame->r = dist; ++verti; } ++surfi; } frame->r = sqrtf(frame->r); ++framei; } } void md3_vox_calcmat_common(tspriteptr_t tspr, const vec3f_t *a0, float f, float mat[16]) { float k0, k1, k2, k3, k4, k5, k6, k7; k0 = ((float)(tspr->x+spriteext[tspr->owner].position_offset.x-globalposx))*f*(1.f/1024.f); k1 = ((float)(tspr->y+spriteext[tspr->owner].position_offset.y-globalposy))*f*(1.f/1024.f); k4 = -bsinf(tspr->ang+spriteext[tspr->owner].angoff, -14); k5 = bcosf(tspr->ang+spriteext[tspr->owner].angoff, -14); k2 = k0*(1-k4)+k1*k5; k3 = k1*(1-k4)-k0*k5; k6 = - gsinang; k7 = gcosang; mat[0] = k4*k6 + k5*k7; mat[4] = 0; mat[ 8] = k4*k7 - k5*k6; mat[12] = k2*k6 + k3*k7; mat[1] = 0; mat[5] = 1; mat[ 9] = 0; mat[13] = 0; k6 = gcosang2; k7 = gsinang2; mat[2] = k4*k6 + k5*k7; mat[6] =0; mat[10] = k4*k7 - k5*k6; mat[14] = k2*k6 + k3*k7; mat[12] = (mat[12] + a0->y*mat[0]) + (a0->z*mat[4] + a0->x*mat[ 8]); mat[13] = (mat[13] + a0->y*mat[1]) + (a0->z*mat[5] + a0->x*mat[ 9]); mat[14] = (mat[14] + a0->y*mat[2]) + (a0->z*mat[6] + a0->x*mat[10]); } static void md3draw_handle_triangles(const md3surf_t *s, uint16_t *indexhandle, int32_t , const md3model_t *M) { int32_t i; auto data = screen->mVertexData->AllocVertices(s->numtris * 3); auto vt = data.first; for (i=s->numtris-1; i>=0; i--) { uint16_t tri = M ? M->indexes[i] : i; int32_t j; for (j=0; j<3; j++, vt++) { int32_t k = s->tris[tri].i[j]; vt->SetTexCoord(s->uv[k].u, s->uv[k].v); vt->SetVertex(vertlist[k].x, vertlist[k].y, vertlist[k].z); } } GLInterface.Draw(DT_Triangles, data.second, s->numtris *3); } static int32_t polymost_md3draw(md3model_t *m, tspriteptr_t tspr) { vec3f_t m0, m1, a0; md3xyzn_t *v0, *v1; int32_t i, surfi; float f, g, k0, k1, k2=0, k3=0, mat[16]; // inits: compiler-happy float pc[4]; // int32_t texunits = GL_TEXTURE0; const int32_t owner = tspr->owner; const spriteext_t *const sext = &spriteext[((unsigned)owner < MAXSPRITES+MAXUNIQHUDID) ? owner : MAXSPRITES+MAXUNIQHUDID-1]; const uint8_t lpal = ((unsigned)owner < MAXSPRITES) ? sprite[tspr->owner].pal : tspr->pal; const int32_t sizyrep = tileHeight(tspr->picnum) * tspr->yrepeat; updateanimation((md2model_t *)m, tspr, lpal); //create current&next frame's vertex list from whole list f = m->interpol; g = 1.f - f; if (m->interpol < 0.f || m->interpol > 1.f || (unsigned)m->cframe >= (unsigned)m->numframes || (unsigned)m->nframe >= (unsigned)m->numframes) { #ifdef DEBUGGINGAIDS Printf("%s: mdframe oob: c:%d n:%d total:%d interpol:%.02f\n", m->head.nam, m->cframe, m->nframe, m->numframes, m->interpol); #endif m->interpol = clamp(m->interpol, 0.f, 1.f); m->cframe = clamp(m->cframe, 0, m->numframes-1); m->nframe = clamp(m->nframe, 0, m->numframes-1); } m0.z = m0.y = m0.x = g *= m->scale * (1.f/64.f); m1.z = m1.y = m1.x = f *= m->scale * (1.f/64.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 = (float)tspr->z+spriteext[tspr->owner].position_offset.z; f = ((globalorientation&8) && (sprite[tspr->owner].cstat&48)!=0) ? -4.f : 4.f; k0 -= (tspr->yoffset*tspr->yrepeat)*f; if ((globalorientation&128) && !((globalorientation&48)==32)) k0 += (float)(sizyrep<<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)(sizyrep<<2); } if (globalorientation&4) { m0.y = -m0.y; m1.y = -m1.y; a0.y = -a0.y; } //x-flipping // yoffset differs from zadd in that it does not follow cstat&8 y-flipping a0.z += m->yoffset*m->scale; f = ((float)tspr->xrepeat) * (1.f/64.f) * m->bscale; m0.x *= f; m0.y *= -f; m1.x *= f; m1.y *= -f; a0.x *= f; a0.y *= -f; f = ((float)tspr->yrepeat) * (1.f/64.f) * m->bscale; m0.z *= f; m1.z *= f; a0.z *= f; // floor aligned k1 = (float)tspr->y+spriteext[tspr->owner].position_offset.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)(sizyrep>>3); } // Note: These SCREEN_FACTORS will be neutralized in axes offset // calculations below again, but are needed for the base offsets. f = (65536.f*512.f)/(fxdimen*fviewingrange); g = 32.f/(fxdimen*gxyaspect); m0.y *= f; m1.y *= f; a0.y = (((float)(tspr->x+spriteext[tspr->owner].position_offset.x-globalposx))* (1.f/1024.f) + a0.y)*f; m0.x *=-f; m1.x *=-f; a0.x = ((k1 -fglobalposy) * -(1.f/1024.f) + a0.x)*-f; m0.z *= g; m1.z *= g; a0.z = ((k0 -fglobalposz) * -(1.f/16384.f) + a0.z)*g; md3_vox_calcmat_common(tspr, &a0, f, mat); // floor aligned if ((globalorientation&48)==32) { f = mat[4]; mat[4] = mat[8]*16.f; mat[8] = -f*(1.f/16.f); f = mat[5]; mat[5] = mat[9]*16.f; mat[9] = -f*(1.f/16.f); f = mat[6]; mat[6] = mat[10]*16.f; mat[10] = -f*(1.f/16.f); } //Mirrors if (grhalfxdown10x < 0) { mat[0] = -mat[0]; mat[4] = -mat[4]; mat[8] = -mat[8]; mat[12] = -mat[12]; } //------------ // TSPR_FLAGS_MDHACK is an ugly hack in game.c:G_DoSpriteAnimations() telling md2sprite // to use Z-buffer hacks to hide overdraw problems with the flat-tsprite-on-floor shadows, // also disabling detail, glow, normal, and specular maps. // WTF??? This should be done with proper math. if (tspr->clipdist & TSPR_FLAGS_MDHACK) { double f = (double) (tspr->owner + 1) * (std::numeric_limits::epsilon() * 8.0); if (f != 0.0) f *= 1.0/(double) (FindDistance2D(globalposx - tspr->x, globalposy - tspr->y)>>5); GLInterface.SetDepthFunc(DF_LEqual); } int winding = ((grhalfxdown10x >= 0) ^((globalorientation&8) != 0) ^((globalorientation&4) != 0))? Winding_CW : Winding_CCW; GLInterface.SetCull(Cull_Back, winding); // tinting pc[0] = pc[1] = pc[2] = ((float)numshades - min(max((globalshade * hw_shadescale) + m->shadeoff, 0.f), (float)numshades)) / (float)numshades; pc[3] = (tspr->cstat&2) ? glblend[tspr->blend].def[!!(tspr->cstat&512)].alpha : 1.0f; pc[3] *= 1.0f - sext->alpha; SetRenderStyleFromBlend(!!(tspr->cstat & 2), tspr->blend, !!(tspr->cstat & 512)); if (m->usesalpha) //Sprites with alpha in texture { // PLAG : default cutoff removed GLInterface.EnableBlend(true); GLInterface.EnableAlphaTest(true); GLInterface.SetAlphaThreshold(TileFiles.tiledata[globalpicnum].texture->alphaThreshold); } else { if ((tspr->cstat&2) || sext->alpha > 0.f || pc[3] < 1.0f) GLInterface.EnableBlend(true); //else GLInterface.EnableBlend(false); } GLInterface.SetColor(pc[0],pc[1],pc[2],pc[3]); //if (MFLAGS_NOCONV(m)) // GLInterface.SetColor(0.0f, 0.0f, 1.0f, 1.0f); //------------ // PLAG: Cleaner model rotation code if (sext->pitch || sext->roll) { float f = 1.f/((fxdimen * fviewingrange) * (256.f/(65536.f*128.f)) * (m0.x+m1.x)); memset(&a0, 0, sizeof(a0)); if (sext->pivot_offset.x) a0.x = (float) sext->pivot_offset.x * f; if (sext->pivot_offset.y) // Compare with SCREEN_FACTORS above a0.y = (float) sext->pivot_offset.y * f; if ((sext->pivot_offset.z) && !(tspr->clipdist & TSPR_FLAGS_MDHACK)) // Compare with SCREEN_FACTORS above a0.z = (float)sext->pivot_offset.z / (gxyaspect * fxdimen * (65536.f/128.f) * (m0.z+m1.z)); k0 = bcosf(sext->pitch, -14); k1 = bsinf(sext->pitch, -14); k2 = bcosf(sext->roll, -14); k3 = bsinf(sext->roll, -14); } VSMatrix imat = 0; imat.scale(1024, 1024, 1024); GLInterface.SetMatrix(Matrix_Model, &imat); for (surfi=0; surfihead.numsurfs; surfi++) { //PLAG : sorting stuff uint16_t *indexhandle; vec3f_t fp; const md3surf_t *const s = &m->head.surfs[surfi]; v0 = &s->xyzn[m->cframe*s->numverts]; v1 = &s->xyzn[m->nframe*s->numverts]; if (sext->pitch || sext->roll) { vec3f_t fp1, fp2; for (i=s->numverts-1; i>=0; i--) { fp.z = v0[i].x + a0.x; fp.x = v0[i].y + a0.y; fp.y = 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 = v1[i].x + a0.x; fp.x = v1[i].y + a0.y; fp.y = 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; vertlist[i] = fp; } } else { for (i=s->numverts-1; i>=0; i--) { 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] = fp; } } //Let OpenGL (and perhaps hardware :) handle the matrix rotation mat[3] = mat[7] = mat[11] = 0.f; mat[15] = 1.f; for (int i = 0; i < 15; i++) mat[i] *= 1024.f; GLInterface.SetMatrix(Matrix_Model, mat); // PLAG: End bool exact = false; auto tex = mdloadskin((md2model_t *)m,tile2model[Ptile2tile(tspr->picnum,lpal)].skinnum,globalpal,surfi, &exact); if (!tex) continue; FGameTexture *det = nullptr, *glow = nullptr; float detscale = 1.f; int palid = TRANSLATION(Translation_Remap + curbasepal, globalpal); GLInterface.SetFade(sector[tspr->sectnum].floorpal); GLInterface.SetTexture(tex, palid, CLAMP_XY); if (tspr->clipdist & TSPR_FLAGS_MDHACK) { //POGOTODO: if we add support for palette indexing on model skins, the texture for the palswap could be setup here indexhandle = m->vindexes; //PLAG: delayed polygon-level sorted rendering if (m->usesalpha) { for (i=0; i<=s->numtris-1; ++i) { vec3f_t const vlt[3] = { vertlist[s->tris[i].i[0]], vertlist[s->tris[i].i[1]], vertlist[s->tris[i].i[2]] }; // Matrix multiplication - ugly but clear vec3f_t const fp[3] = { { (vlt[0].x * mat[0]) + (vlt[0].y * mat[4]) + (vlt[0].z * mat[8]) + mat[12], (vlt[0].x * mat[1]) + (vlt[0].y * mat[5]) + (vlt[0].z * mat[9]) + mat[13], (vlt[0].x * mat[2]) + (vlt[0].y * mat[6]) + (vlt[0].z * mat[10]) + mat[14] }, { (vlt[1].x * mat[0]) + (vlt[1].y * mat[4]) + (vlt[1].z * mat[8]) + mat[12], (vlt[1].x * mat[1]) + (vlt[1].y * mat[5]) + (vlt[1].z * mat[9]) + mat[13], (vlt[1].x * mat[2]) + (vlt[1].y * mat[6]) + (vlt[1].z * mat[10]) + mat[14] }, { (vlt[2].x * mat[0]) + (vlt[2].y * mat[4]) + (vlt[2].z * mat[8]) + mat[12], (vlt[2].x * mat[1]) + (vlt[2].y * mat[5]) + (vlt[2].z * mat[9]) + mat[13], (vlt[2].x * mat[2]) + (vlt[2].y * mat[6]) + (vlt[2].z * mat[10]) + mat[14] } }; f = (fp[0].x * fp[0].x) + (fp[0].y * fp[0].y) + (fp[0].z * fp[0].z); g = (fp[1].x * fp[1].x) + (fp[1].y * fp[1].y) + (fp[1].z * fp[1].z); if (f > g) f = g; g = (fp[2].x * fp[2].x) + (fp[2].y * fp[2].y) + (fp[2].z * fp[2].z); if (f > g) f = g; m->maxdepths[i] = f; m->indexes[i] = i; } // dichotomic recursive sorting - about 100x less iterations than bubblesort quicksort(m->indexes, m->maxdepths, 0, s->numtris - 1); } md3draw_handle_triangles(s, indexhandle, 1, m->usesalpha ? m : NULL); } else { indexhandle = m->vindexes; md3draw_handle_triangles(s, indexhandle, 1, NULL); } } //------------ if (m->usesalpha) GLInterface.EnableAlphaTest(false); GLInterface.SetCull(Cull_None); GLInterface.SetIdentityMatrix(Matrix_Model); globalnoeffect=0; return 1; } static void md3free(md3model_t *m) { mdanim_t *anim, *nanim = NULL; mdskinmap_t *sk, *nsk = NULL; if (!m) return; for (anim=m->animations; anim; anim=nanim) { nanim = anim->next; M_Free(anim); } for (sk=m->skinmap; sk; sk=nsk) { nsk = sk->next; M_Free(sk); } if (m->head.surfs) { for (bssize_t surfi=m->head.numsurfs-1; surfi>=0; surfi--) { md3surf_t *s = &m->head.surfs[surfi]; M_Free(s->tris); M_Free(s->geometry); // FREE_SURFS_GEOMETRY } M_Free(m->head.surfs); } M_Free(m->head.tags); M_Free(m->head.frames); M_Free(m->muladdframes); M_Free(m->indexes); M_Free(m->vindexes); M_Free(m->maxdepths); M_Free(m); } //---------------------------------------- MD3 LIBRARY ENDS ---------------------------------------- //--------------------------------------- MD LIBRARY BEGINS --------------------------------------- static mdmodel_t *mdload(const char *filnam) { mdmodel_t *vm; int32_t i; //vm = (mdmodel_t *)voxload(filnam); //if (vm) return vm; auto fil = fileSystem.OpenFileReader(filnam); if (!fil.isOpen()) return NULL; fil.Read(&i,4); fil.Seek(0,FileReader::SeekSet); switch (LittleLong(i)) { case IDP2_MAGIC: // Printf("Warning: model \"%s\" is version IDP2; wanted version IDP3\n",filnam); vm = (mdmodel_t *)md2load(fil,filnam); break; //IDP2 case IDP3_MAGIC: vm = (mdmodel_t *)md3load(fil); break; //IDP3 default: vm = NULL; break; } if (vm) { md3model_t *vm3 = (md3model_t *)vm; // smuggle the file name into the model struct. // head.nam is unused as far as I can tell strncpy(vm3->head.nam, filnam, sizeof(vm3->head.nam)); vm3->head.nam[sizeof(vm3->head.nam)-1] = 0; md3postload_common(vm3); } return vm; } int32_t polymost_mddraw(tspriteptr_t tspr) { if (maxmodelverts > allocmodelverts) { vertlist = (vec3f_t *) M_Realloc(vertlist, sizeof(vec3f_t)*maxmodelverts); allocmodelverts = maxmodelverts; } mdmodel_t *const vm = models[tile2model[Ptile2tile(tspr->picnum, (tspr->owner >= MAXSPRITES) ? tspr->pal : sprite[tspr->owner].pal)].modelid]; if (vm->mdnum == 1) return polymost_voxdraw((voxmodel_t *)vm,tspr, false); // can't access rotating info anymore else if (vm->mdnum == 3) return polymost_md3draw((md3model_t *)vm,tspr); return 0; } void voxfree(voxmodel_t* m) { if (m) delete m; } static void mdfree(mdmodel_t *vm) { if (vm->mdnum == 1) { voxfree((voxmodel_t *)vm); return; } if (vm->mdnum == 2 || vm->mdnum == 3) { md3free((md3model_t *)vm); return; } } void updateModelInterpolation() { // sigh... omdtims = mdtims; mdtims = I_msTime(); for (native_t i = 0; i < MAXSPRITES + MAXUNIQHUDID; ++i) if ((mdpause && spriteext[i].mdanimtims) || (spriteext[i].flags & SPREXT_NOMDANIM)) spriteext[i].mdanimtims += mdtims - omdtims; } #endif //---------------------------------------- MD LIBRARY ENDS ----------------------------------------