//------------------------------------- MD2/MD3 LIBRARY BEGINS ------------------------------------- #ifdef USE_OPENGL #include "compat.h" #include "build.h" #include "pragmas.h" #include "baselayer.h" #include "engine_priv.h" #include "hightile.h" #include "polymost.h" #include "mdsprite.h" #include "common.h" #include "palette.h" #include "textures.h" #include "bitmap.h" #include "../../glbackend/glbackend.h" static int32_t curextra=MAXTILES; #define MIN_CACHETIME_PRINT 10 static int32_t addtileP(int32_t model,int32_t tile,int32_t pallet) { // tile >= 0 && tile < MAXTILES UNREFERENCED_PARAMETER(model); if (curextra==MAXTILES+EXTRATILES-1) { initprintf("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 *); int32_t globalnoeffect=0; void freeallmodels() { int32_t i; if (models) { for (i=0; i= nummodelsalloced) { ml = (mdmodel_t **)Xrealloc(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 (!Bstrcmp(fr->name, nam)) break; } } break; case 3: { md3model_t *m = (md3model_t *)vm; for (i=0; inumframes; i++) if (!Bstrcmp(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 = Blrintf((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; Bmemset(&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 *)Xmalloc(sizeof(mdanim_t)); Bmemcpy(map, &ma, sizeof(ma)); map->next = m->animations; m->animations = map; return 0; } #if 0 // FIXME: CURRENTLY DISABLED: interpolation may access frames we consider 'unused'? int32_t md_thinoutmodel(int32_t modelid, uint8_t *usedframebitmap) { md3model_t *m; md3surf_t *s; mdanim_t *anm; int32_t i, surfi, sub, usedframes; static int16_t otonframe[1024]; if ((uint32_t)modelid >= (uint32_t)nextmodelid) return -1; m = (md3model_t *)models[modelid]; if (m->mdnum != 3) return -2; for (anm=m->animations; anm; anm=anm->next) { if (anm->endframe <= anm->startframe) { // initprintf("backward anim %d-%d\n", anm->startframe, anm->endframe); return -3; } for (i=anm->startframe; iendframe; i++) usedframebitmap[i>>3] |= pow2char[i&7]; } sub = 0; for (i=0; inumframes; i++) { if (!(usedframebitmap[i>>3]&pow2char[i&7])) { sub++; otonframe[i] = -1; continue; } otonframe[i] = i-sub; } usedframes = m->numframes - sub; if (usedframes==0 || usedframes==m->numframes) return usedframes; //// THIN OUT! //// for (i=0; inumframes; i++) { if (otonframe[i]>=0 && otonframe[i] != i) { if (m->muladdframes) Bmemcpy(&m->muladdframes[2*otonframe[i]], &m->muladdframes[2*i], 2*sizeof(vec3f_t)); Bmemcpy(&m->head.frames[otonframe[i]], &m->head.frames[i], sizeof(md3frame_t)); } } for (surfi=0; surfi < m->head.numsurfs; surfi++) { s = &m->head.surfs[surfi]; for (i=0; inumframes; i++) if (otonframe[i]>=0 && otonframe[i] != i) Bmemcpy(&s->xyzn[otonframe[i]*s->numverts], &s->xyzn[i*s->numverts], s->numverts*sizeof(md3xyzn_t)); } ////// tweak frame indices in various places for (anm=m->animations; anm; anm=anm->next) { if (otonframe[anm->startframe]==-1 || otonframe[anm->endframe-1]==-1) initprintf("md %d WTF: anm %d %d\n", modelid, anm->startframe, anm->endframe); anm->startframe = otonframe[anm->startframe]; anm->endframe = otonframe[anm->endframe-1]; } for (i=0; imuladdframes) m->muladdframes = Xrealloc(m->muladdframes, 2*sizeof(vec3f_t)*usedframes); m->head.frames = Xrealloc(m->head.frames, sizeof(md3frame_t)*usedframes); for (surfi=0; surfi < m->head.numsurfs; surfi++) { m->head.surfs[surfi].numframes = usedframes; // CAN'T do that because xyzn is offset from a larger block when loaded from md3: // m->head.surfs[surfi].xyzn = Xrealloc(m->head.surfs[surfi].xyzn, s->numverts*usedframes*sizeof(md3xyzn_t)); } m->head.numframes = usedframes; m->numframes = usedframes; //////////// return usedframes; } #endif 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 *)Xcalloc(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 = TileFiles.GetTexture(skinfn); if (!sk->texture) { initprintf("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; tile2model[tilex].hudmem[(flags>>2)&1] = (hudtyp *)Xmalloc(sizeof(hudtyp)); 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; DO_FREE_AND_NULL(tile2model[tile].hudmem[0]); DO_FREE_AND_NULL(tile2model[tile].hudmem[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; DO_FREE_AND_NULL(tile2model[i].hudmem[0]); DO_FREE_AND_NULL(tile2model[i].hudmem[1]); } if (models) { mdfree(models[modelid]); models[modelid] = NULL; } return 0; } static inline int32_t hicfxmask(size_t pal) { return globalnoeffect ? 0 : (hictinting[pal].f & HICTINT_IN_MEMORY); } static inline int32_t hicfxid(size_t pal) { return globalnoeffect ? 0 : ((hictinting[pal].f & (HICTINT_GRAYSCALE|HICTINT_INVERT|HICTINT_COLORIZE)) | ((hictinting[pal].f & HICTINT_BLENDMASK)<<3)); } //Note: even though it says md2model, it works for both md2model&md3model FTexture *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; //OSD_Printf("Using exact match skin (pal=%d,skinnum=%d,surfnum=%d) %s\n",pal,number,surf,skinfile); return 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) { //OSD_Printf("Using def skin 0,0 as fallback, pal=%d\n", pal); if (exact) *exact = false; return skzero->texture; } else return nullptr; } //Note: even though it says md2model, it works for both md2model&md3model 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) OSD_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) OSD_Printf("SPREXT_NOMDANIM\n"); //OSD_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 ? Blrintf((1.0f / ((float)tile2model[tile].smoothduration * (1.f / (float)UINT16_MAX))) * 66.f) : anim ? anim->fpssc : 1; i = (mdtims - sprext->mdanimtims) * ((fps * timerGetClockRate()) / 120); j = (smooth->mdsmooth || !anim) ? 65536 : ((anim->endframe + 1 - anim->startframe) << 16); // 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*timerGetClockRate())/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; //OSD_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; //OSD_Printf("smooth stopped !\n"); goto prep_return; } } else { if (anim) m->cframe = (i>>16)+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; //OSD_Printf("not smoothing... cframe %i nframe %i\n", m->cframe, m->nframe); } m->interpol = ((float)(i&65535))/65536.f; //OSD_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 *)Xcalloc(1,sizeof(md2model_t)); m->mdnum = 2; m->scale = .01f; fil.Read((char *)&head,sizeof(md2head_t)); #if B_BIG_ENDIAN != 0 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); #endif if ((head.id != IDP2_MAGIC) || (head.vers != 8)) { Xfree(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 *)Xmalloc(m->numframes*m->framebytes); m->glcmds = (int32_t *)Xmalloc(ournumglcmds*sizeof(int32_t)); m->tris = (md2tri_t *)Xmalloc(head.numtris*sizeof(md2tri_t)); m->uv = (md2uv_t *)Xmalloc(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) { Xfree(m->uv); Xfree(m->tris); Xfree(m->glcmds); Xfree(m->frames); Xfree(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))) { Xfree(m->uv); Xfree(m->tris); Xfree(m->glcmds); Xfree(m->frames); Xfree(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))) { Xfree(m->uv); Xfree(m->tris); Xfree(m->glcmds); Xfree(m->frames); Xfree(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))) { Xfree(m->uv); Xfree(m->tris); Xfree(m->glcmds); Xfree(m->frames); Xfree(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] = B_LITTLE32(l[j]); f += m->framebytes; } for (i = m->numglcmds-1; i>=0; i--) { m->glcmds[i] = B_LITTLE32(m->glcmds[i]); } for (i = head.numtris-1; i>=0; i--) { m->tris[i].v[0] = B_LITTLE16(m->tris[i].v[0]); m->tris[i].v[1] = B_LITTLE16(m->tris[i].v[1]); m->tris[i].v[2] = B_LITTLE16(m->tris[i].v[2]); m->tris[i].u[0] = B_LITTLE16(m->tris[i].u[0]); m->tris[i].u[1] = B_LITTLE16(m->tris[i].u[1]); m->tris[i].u[2] = B_LITTLE16(m->tris[i].u[2]); } for (i = head.numuv-1; i>=0; i--) { m->uv[i].u = B_LITTLE16(m->uv[i].u); m->uv[i].v = B_LITTLE16(m->uv[i].v); } } #endif Bstrcpy(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 *)Xmalloc(i+1); Bstrcpy(m->basepath, st); m->skinfn = (char *)Xmalloc(ournumskins*64); if (m->numskins > 0) { fil.Seek(head.ofsskins,FileReader::SeekSet); if (fil.Read(m->skinfn,64*m->numskins) != 64*m->numskins) { Xfree(m->glcmds); Xfree(m->frames); Xfree(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 //OSD_Printf("Beginning md3 conversion.\n"); m3 = (md3model_t *)Xcalloc(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 *)Xcalloc(m3->head.numframes, sizeof(md3frame_t)); m3->muladdframes = (vec3f_t *)Xcalloc(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]; Bstrcpy(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 *)Xcalloc(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); Bstrcpy(s->nam, "Dummy surface from MD2"); s->shaders = NULL; s->tris = (md3tri_t *)Xcalloc(head.numtris, sizeof(md3tri_t)); s->uv = (md3uv_t *)Xcalloc(s->numverts, sizeof(md3uv_t)); s->xyzn = (md3xyzn_t *)Xcalloc(s->numverts * m->numframes, sizeof(md3xyzn_t)); //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 = (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++; } //OSD_Printf("End triangle.\n"); i++; } //OSD_Printf("Finished md3 conversion.\n"); { mdskinmap_t *sk; sk = (mdskinmap_t *)Xcalloc(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 = TileFiles.GetTexture(fn); if (!sk->texture) { initprintf("Unable to load %s as model skin\n", m->skinfn); } } m3->skinmap = sk; } m3->indexes = (uint16_t *)Xmalloc(sizeof(uint16_t) * s->numtris); m3->vindexes = (uint16_t *)Xmalloc(sizeof(uint16_t) * s->numtris * 3); m3->maxdepths = (float *)Xmalloc(sizeof(float) * s->numtris); // die MD2 ! DIE ! Xfree(m->skinfn); Xfree(m->basepath); Xfree(m->uv); Xfree(m->tris); Xfree(m->glcmds); Xfree(m->frames); Xfree(m); return ((md2model_t *)m3); } //---------------------------------------- MD2 LIBRARY ENDS ---------------------------------------- // DICHOTOMIC RECURSIVE SORTING - USED BY MD3DRAW 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) { swapfloat(&depths[up], &depths[down]); swapshort(&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 *)Xcalloc(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 = 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.ofsframes = B_LITTLE32(m->head.ofsframes); m->head.ofstags = B_LITTLE32(m->head.ofstags); m->head.ofssurfs = B_LITTLE32(m->head.ofssurfs); m->head.eof = B_LITTLE32(m->head.eof); #endif if ((m->head.id != IDP3_MAGIC) && (m->head.vers != 15)) { Xfree(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 *)Xmalloc(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 *)Xmalloc(i); fil.Read(m->head.tags,i); } fil.Seek(m->head.ofssurfs,FileReader::SeekSet); m->head.surfs = (md3surf_t *)Xcalloc(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. Bassert(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] = B_LITTLE32(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] = B_LITTLE32(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 = B_LITTLE32(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] = B_LITTLE32(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)); //OSD_Printf("Current model geometry memory usage : %i.\n", memoryusage); s->tris = (md3tri_t *)Xmalloc((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] = 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 = (int32_t *)&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 = (int16_t)B_LITTLE16((uint16_t)s->xyzn[i].x); s->xyzn[i].y = (int16_t)B_LITTLE16((uint16_t)s->xyzn[i].y); s->xyzn[i].z = (int16_t)B_LITTLE16((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 *)Xmalloc(sizeof(uint16_t) * maxtrispersurf); m->vindexes = (uint16_t *)Xmalloc(sizeof(uint16_t) * maxtrispersurf * 3); m->maxdepths = (float *)Xmalloc(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]; Bmemset(&frame->min, 0, sizeof(vec3f_t)); Bmemset(&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 = Bsqrtf(frame->r); ++framei; } } #ifdef POLYMER // pre-check success of conversion since it must not fail later. // keep in sync with md3postload_polymer! static int md3postload_polymer_check(md3model_t *m) { ssize_t surfi, trii; md3surf_t *s; surfi = 0; while (surfi < m->head.numsurfs) { s = &m->head.surfs[surfi]; uint32_t const numverts = s->numverts; trii = 0; while (trii < s->numtris) { uint32_t const * const u = (uint32_t const *)s->tris[trii].i; // let the vertices know they're being referenced by a triangle if (u[0] >= numverts || u[1] >= numverts || u[2] >= numverts) { // corrupt model OSD_Printf("%s: Triangle index out of bounds!\n", m->head.nam); return 1; } ++trii; } ++surfi; } return 0; } // Precalculated cos/sin arrays. static float g_mdcos[256], g_mdsin[256]; static int32_t mdtrig_init = 0; static void init_mdtrig_arrays(void) { int32_t i; for (i=0; i<256; i++) { float ang = i * (2.f * fPI) * (1.f/255.f); g_mdcos[i] = cosf(ang); g_mdsin[i] = sinf(ang); } mdtrig_init = 1; } #endif int md3postload_polymer(md3model_t *m) { #ifdef POLYMER int framei, surfi, verti, trii; float vec1[5], vec2[5], mat[9], r; // POLYMER_MD_PROCESS_CHECK if (m->head.surfs[0].geometry) return -1; // already postprocessed if (!mdtrig_init) init_mdtrig_arrays(); // let's also repack the geometry to more usable formats surfi = 0; while (surfi < m->head.numsurfs) { handleevents(); md3surf_t *const s = &m->head.surfs[surfi]; #ifdef DEBUG_MODEL_MEM i = (m->head.numframes * s->numverts * sizeof(float) * 15); if (i > 1<<20) initprintf("size %d (%d fr, %d v): md %s surf %d/%d\n", i, m->head.numframes, s->numverts, m->head.nam, surfi, m->head.numsurfs); #endif s->geometry = (float *)Xcalloc(m->head.numframes * s->numverts * 15, sizeof(float)); if (s->numverts > tribufverts) { tribuf = (int32_t *) Xrealloc(tribuf, s->numverts * sizeof(int32_t)); tribufverts = s->numverts; } Bmemset(tribuf, 0, s->numverts * sizeof(int32_t)); verti = 0; while (verti < (m->head.numframes * s->numverts)) { md3xyzn_t const & xyzn = s->xyzn[verti]; // normal extraction from packed spherical coordinates // FIXME: swapping lat and lng because of npherno's compiler uint8_t lat = xyzn.nlng; uint8_t lng = xyzn.nlat; size_t verti15 = (size_t)verti * 15; s->geometry[verti15 + 0] = xyzn.x; s->geometry[verti15 + 1] = xyzn.y; s->geometry[verti15 + 2] = xyzn.z; s->geometry[verti15 + 3] = g_mdcos[lat] * g_mdsin[lng]; s->geometry[verti15 + 4] = g_mdsin[lat] * g_mdsin[lng]; s->geometry[verti15 + 5] = g_mdcos[lng]; ++verti; } uint32_t numverts = s->numverts; trii = 0; while (trii < s->numtris) { int32_t const * const i = s->tris[trii].i; uint32_t const * const u = (uint32_t const *)i; // let the vertices know they're being referenced by a triangle if (u[0] >= numverts ||u[1] >= numverts || u[2] >= numverts) { // corrupt model return 0; } tribuf[u[0]]++; tribuf[u[1]]++; tribuf[u[2]]++; uint32_t const tris15[] = { u[0] * 15, u[1] * 15, u[2] * 15 }; framei = 0; while (framei < m->head.numframes) { const uint32_t verti15 = framei * s->numverts * 15; vec1[0] = s->geometry[verti15 + tris15[1]] - s->geometry[verti15 + tris15[0]]; vec1[1] = s->geometry[verti15 + tris15[1] + 1] - s->geometry[verti15 + tris15[0] + 1]; vec1[2] = s->geometry[verti15 + tris15[1] + 2] - s->geometry[verti15 + tris15[0] + 2]; vec1[3] = s->uv[u[1]].u - s->uv[u[0]].u; vec1[4] = s->uv[u[1]].v - s->uv[u[0]].v; vec2[0] = s->geometry[verti15 + tris15[2]] - s->geometry[verti15 + tris15[1]]; vec2[1] = s->geometry[verti15 + tris15[2] + 1] - s->geometry[verti15 + tris15[1] + 1]; vec2[2] = s->geometry[verti15 + tris15[2] + 2] - s->geometry[verti15 + tris15[1] + 2]; vec2[3] = s->uv[u[2]].u - s->uv[u[1]].u; vec2[4] = s->uv[u[2]].v - s->uv[u[1]].v; r = (vec1[3] * vec2[4] - vec2[3] * vec1[4]); if (r != 0.0f) { r = 1.f/r; // tangent mat[0] = (vec2[4] * vec1[0] - vec1[4] * vec2[0]) * r; mat[1] = (vec2[4] * vec1[1] - vec1[4] * vec2[1]) * r; mat[2] = (vec2[4] * vec1[2] - vec1[4] * vec2[2]) * r; normalize(&mat[0]); // bitangent mat[3] = (vec1[3] * vec2[0] - vec2[3] * vec1[0]) * r; mat[4] = (vec1[3] * vec2[1] - vec2[3] * vec1[1]) * r; mat[5] = (vec1[3] * vec2[2] - vec2[3] * vec1[2]) * r; normalize(&mat[3]); } else Bmemset(mat, 0, sizeof(float) * 6); // T and B are shared for the three vertices in that triangle size_t const offs = (framei * numverts * 15) + 6; size_t j = 0; do { size_t const offsi = offs + j; s->geometry[offsi + tris15[0]] += mat[j]; s->geometry[offsi + tris15[1]] += mat[j]; s->geometry[offsi + tris15[2]] += mat[j]; } while (++j < 6); ++framei; } ++trii; } // now that we accumulated the TBNs, average and invert them for each vertex int verti_end = m->head.numframes * s->numverts; verti = 0; while (verti < verti_end) { const int32_t curnumtris = tribuf[verti % s->numverts]; uint32_t const verti15 = verti * 15; if (curnumtris > 0) { const float rfcurnumtris = 1.f/(float)curnumtris; size_t i = 6; do s->geometry[i + verti15] *= rfcurnumtris; while (++i < 12); } #ifdef DEBUG_MODEL_MEM else if (verti == verti%s->numverts) { OSD_Printf("%s: vert %d is unused\n", m->head.nam, verti); } #endif // copy N over Bmemcpy(&s->geometry[verti15 + 12], &s->geometry[verti15 + 3], sizeof(float) * 3); invertmatrix(&s->geometry[verti15 + 6], mat); Bmemcpy(&s->geometry[verti15 + 6], mat, sizeof(float) * 9); ++verti; } ++surfi; } #else UNREFERENCED_PARAMETER(m); #endif return 1; } void md3_vox_calcmat_common(tspriteptr_t tspr, const vec3f_t *a0, float f, float mat[16]) { float g; float k0, k1, k2, k3, k4, k5, k6, k7; k0 = ((float)(tspr->x-globalposx))*f*(1.f/1024.f); k1 = ((float)(tspr->y-globalposy))*f*(1.f/1024.f); f = gcosang2*gshang/gvrcorrection; g = gsinang2*gshang/gvrcorrection; k4 = (float)sintable[(tspr->ang+spriteext[tspr->owner].angoff+1024)&2047] * (1.f/16384.f); k5 = (float)sintable[(tspr->ang+spriteext[tspr->owner].angoff+ 512)&2047] * (1.f/16384.f); 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*gvrcorrection; 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 texunits, const md3model_t *M) { int32_t i; auto data = GLInterface.AllocVertices(s->numtris * 3); auto vt = data.second; 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); } } GLInterface.Draw(DT_TRIANGLES, data.first, s->numtris *3); #ifndef USE_GLEXT UNREFERENCED_PARAMETER(texunits); #endif } 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 GLfloat 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 = tilesiz[tspr->picnum].y*tspr->yrepeat; polymost_outputGLDebugMessage(3, "polymost_md3draw(m:%p, tspr:%p)", m, tspr); // if ((tspr->cstat&48) == 32) return 0; 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 OSD_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 = fclamp(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; 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; 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-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_EXTRA_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. if (tspr->extra&TSPR_EXTRA_MDHACK) { double f = (double) (tspr->owner + 1) * (std::numeric_limits::epsilon() * 8.0); if (f != 0.0) f *= 1.0/(double) (sepldist(globalposx - tspr->x, globalposy - tspr->y)>>5); GLInterface.SetDepthFunc(Depth_LessEqual); } 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; auto h = hictinting[globalpal]; GLInterface.SetTinting(h.f, PalEntry(h.sr, h.sg, h.sb), PalEntry(h.r, h.g, h.b)); pc[3] = (tspr->cstat&2) ? glblend[tspr->blend].def[!!(tspr->cstat&512)].alpha : 1.0f; pc[3] *= 1.0f - sext->alpha; handle_blend(!!(tspr->cstat & 2), tspr->blend, !!(tspr->cstat & 512)); if (m->usesalpha) //Sprites with alpha in texture { // PLAG : default cutoff removed float al = 0.0; if (alphahackarray[globalpicnum] != 0) al=alphahackarray[globalpicnum] * (1.f/255.f); GLInterface.EnableBlend(true); GLInterface.EnableAlphaTest(true); GLInterface.SetAlphaThreshold(al); } 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); Bmemset(&a0, 0, sizeof(a0)); if (sext->offset.x) a0.x = (float) sext->offset.x * f; if (sext->offset.y) // Compare with SCREEN_FACTORS above a0.y = (float) sext->offset.y * f; if ((sext->offset.z) && !(tspr->extra&TSPR_EXTRA_MDHACK)) // Compare with SCREEN_FACTORS above a0.z = (float)sext->offset.z / (gxyaspect * fxdimen * (65536.f/128.f) * (m0.z+m1.z)); k0 = (float)sintable[(sext->pitch+512)&2047] * (1.f/16384.f); k1 = (float)sintable[sext->pitch&2047] * (1.f/16384.f); k2 = (float)sintable[(sext->roll+512)&2047] * (1.f/16384.f); k3 = (float)sintable[sext->roll&2047] * (1.f/16384.f); } float const xpanning = (float)sext->xpanning * (1.f/256.f); float const ypanning = (float)sext->ypanning * (1.f/256.f); int prevClamp = GLInterface.GetClamp(); GLInterface.SetClamp(0); 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; GLInterface.SetMatrix(Matrix_ModelView, mat); // PLAG: End bool exact = false; auto tex = mdloadskin((md2model_t *)m,tile2model[Ptile2tile(tspr->picnum,lpal)].skinnum,globalpal,surfi, &exact); if (!tex) continue; FTexture *det = nullptr, *glow = nullptr; float detscale = 1.f; // The data lookup here is one incredible mess. Thanks to whoever cooked this up... :( if (!(tspr->extra&TSPR_EXTRA_MDHACK)) { det = tex = hw_detailmapping ? mdloadskin((md2model_t *) m, tile2model[Ptile2tile(tspr->picnum, lpal)].skinnum, DETAILPAL, surfi, nullptr) : nullptr; if (det) { for (auto sk = m->skinmap; sk; sk = sk->next) if ((int32_t) sk->palette == DETAILPAL && sk->skinnum == tile2model[Ptile2tile(tspr->picnum, lpal)].skinnum && sk->surfnum == surfi) detscale = sk->param; } glow = hw_glowmapping ? mdloadskin((md2model_t *) m, tile2model[Ptile2tile(tspr->picnum, lpal)].skinnum, GLOWPAL, surfi, nullptr) : 0; } GLInterface.SetModelTexture(tex, globalpal, xpanning, ypanning, det, detscale, glow); VSMatrix texmat(0); texmat.translate(xpanning, ypanning, 1.0f); if (!(tspr->extra&TSPR_EXTRA_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); } GLInterface.UseDetailMapping(false); GLInterface.UseGlowMapping(false); } //------------ if (m->usesalpha) GLInterface.EnableAlphaTest(false); GLInterface.SetCull(Cull_None); VSMatrix identity(0); GLInterface.SetMatrix(Matrix_ModelView, &identity); GLInterface.SetTinting(0, 0, PalEntry(255, 255, 255)); GLInterface.SetClamp(prevClamp); GLInterface.SetPolymostShader(); 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; Xfree(anim); } for (sk=m->skinmap; sk; sk=nsk) { nsk = sk->next; Xfree(sk); } if (m->head.surfs) { for (bssize_t surfi=m->head.numsurfs-1; surfi>=0; surfi--) { md3surf_t *s = &m->head.surfs[surfi]; Xfree(s->tris); Xfree(s->geometry); // FREE_SURFS_GEOMETRY } Xfree(m->head.surfs); } Xfree(m->head.tags); Xfree(m->head.frames); Xfree(m->muladdframes); Xfree(m->indexes); Xfree(m->vindexes); Xfree(m->maxdepths); Xfree(m); } //---------------------------------------- MD3 LIBRARY ENDS ---------------------------------------- //--------------------------------------- MD LIBRARY BEGINS --------------------------------------- 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,0); if (!fil.isOpen()) return NULL; fil.Read(&i,4); fil.Seek(0,FileReader::SeekSet); switch (B_LITTLE32(i)) { case IDP2_MAGIC: // initprintf("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 Bstrncpyz(vm3->head.nam, filnam, sizeof(vm3->head.nam)); md3postload_common(vm3); } return vm; } int32_t polymost_mddraw(tspriteptr_t tspr) { if (maxmodelverts > allocmodelverts) { vertlist = (vec3f_t *) Xrealloc(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); else if (vm->mdnum == 3) return polymost_md3draw((md3model_t *)vm,tspr); return 0; } 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; } } #endif //---------------------------------------- MD LIBRARY ENDS ----------------------------------------