raze/source/common/models/models_md3.cpp

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//
//---------------------------------------------------------------------------
//
// Copyright(C) 2006-2016 Christoph Oelckers
// All rights reserved.
//
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU Lesser General Public License as published by
2021-12-29 09:29:22 +00:00
// the Free Software Foundation, either version 2 of the License, or
// (at your option) any later version.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU Lesser General Public License for more details.
//
// You should have received a copy of the GNU Lesser General Public License
// along with this program. If not, see http://www.gnu.org/licenses/
//
//--------------------------------------------------------------------------
//
#include "filesystem.h"
#include "cmdlib.h"
#include "model_md3.h"
#include "texturemanager.h"
#include "modelrenderer.h"
#define MAX_QPATH 64
#ifdef _MSC_VER
#pragma warning(disable:4244) // warning C4244: conversion from 'double' to 'float', possible loss of data
#endif
//===========================================================================
//
// decode the lat/lng normal to a 3 float normal
//
//===========================================================================
static void UnpackVector(unsigned short packed, float & nx, float & ny, float & nz)
{
double lat = ( packed >> 8 ) & 0xff;
double lng = ( packed & 0xff );
lat *= M_PI/128;
lng *= M_PI/128;
nx = cos(lat) * sin(lng);
ny = sin(lat) * sin(lng);
nz = cos(lng);
}
//===========================================================================
//
// MD3 File structure
//
//===========================================================================
#pragma pack(4)
struct md3_header_t
{
uint32_t Magic;
uint32_t Version;
char Name[MAX_QPATH];
uint32_t Flags;
uint32_t Num_Frames;
uint32_t Num_Tags;
uint32_t Num_Surfaces;
uint32_t Num_Skins;
uint32_t Ofs_Frames;
uint32_t Ofs_Tags;
uint32_t Ofs_Surfaces;
uint32_t Ofs_Eof;
};
struct md3_surface_t
{
uint32_t Magic;
char Name[MAX_QPATH];
uint32_t Flags;
uint32_t Num_Frames;
uint32_t Num_Shaders;
uint32_t Num_Verts;
uint32_t Num_Triangles;
uint32_t Ofs_Triangles;
uint32_t Ofs_Shaders;
uint32_t Ofs_Texcoord;
uint32_t Ofs_XYZNormal;
uint32_t Ofs_End;
};
struct md3_triangle_t
{
uint32_t vt_index[3];
};
struct md3_shader_t
{
char Name[MAX_QPATH];
uint32_t index;
};
struct md3_texcoord_t
{
float s, t;
};
struct md3_vertex_t
{
short x, y, z, n;
};
struct md3_frame_t
{
float min_Bounds[3];
float max_Bounds[3];
float localorigin[3];
float radius;
char Name[16];
};
#pragma pack()
//===========================================================================
//
//
//
//===========================================================================
bool FMD3Model::Load(const char * path, int lumpnum, const char * buffer, int length)
{
md3_header_t * hdr = (md3_header_t *)buffer;
auto numFrames = LittleLong(hdr->Num_Frames);
auto numSurfaces = LittleLong(hdr->Num_Surfaces);
numTags = LittleLong(hdr->Num_Tags);
md3_frame_t * frm = (md3_frame_t*)(buffer + LittleLong(hdr->Ofs_Frames));
Frames.Resize(numFrames);
for (unsigned i = 0; i < numFrames; i++)
{
strncpy(Frames[i].Name, frm[i].Name, 15);
for (int j = 0; j < 3; j++) Frames[i].origin[j] = frm[i].localorigin[j];
}
md3_surface_t * surf = (md3_surface_t*)(buffer + LittleLong(hdr->Ofs_Surfaces));
Surfaces.Resize(numSurfaces);
for (unsigned i = 0; i < numSurfaces; i++)
{
MD3Surface * s = &Surfaces[i];
md3_surface_t * ss = surf;
surf = (md3_surface_t *)(((char*)surf) + LittleLong(surf->Ofs_End));
s->numSkins = LittleLong(ss->Num_Shaders);
s->numTriangles = LittleLong(ss->Num_Triangles);
s->numVertices = LittleLong(ss->Num_Verts);
// copy shaders (skins)
md3_shader_t * shader = (md3_shader_t*)(((char*)ss) + LittleLong(ss->Ofs_Shaders));
s->Skins.Resize(s->numSkins);
for (unsigned ii = 0; ii < s->numSkins; ii++)
{
// [BB] According to the MD3 spec, Name is supposed to include the full path.
// ... and since some tools seem to output backslashes, these need to be replaced with forward slashes to work.
FixPathSeperator(shader[ii].Name);
s->Skins[ii] = LoadSkin("", shader[ii].Name);
// [BB] Fall back and check if Name is relative.
if (!s->Skins[ii].isValid())
s->Skins[ii] = LoadSkin(path, shader[ii].Name);
}
}
mLumpNum = lumpnum;
return true;
}
//===========================================================================
//
//
//
//===========================================================================
void FMD3Model::LoadGeometry()
{
FileData lumpdata = fileSystem.ReadFile(mLumpNum);
const char *buffer = (const char *)lumpdata.GetMem();
md3_header_t * hdr = (md3_header_t *)buffer;
md3_surface_t * surf = (md3_surface_t*)(buffer + LittleLong(hdr->Ofs_Surfaces));
for (unsigned i = 0; i < Surfaces.Size(); i++)
{
MD3Surface * s = &Surfaces[i];
md3_surface_t * ss = surf;
surf = (md3_surface_t *)(((char*)surf) + LittleLong(surf->Ofs_End));
// copy triangle indices
md3_triangle_t * tris = (md3_triangle_t*)(((char*)ss) + LittleLong(ss->Ofs_Triangles));
s->Tris.Resize(s->numTriangles);
for (unsigned ii = 0; ii < s->numTriangles; ii++) for (int j = 0; j < 3; j++)
{
s->Tris[ii].VertIndex[j] = LittleLong(tris[ii].vt_index[j]);
}
// Load texture coordinates
md3_texcoord_t * tc = (md3_texcoord_t*)(((char*)ss) + LittleLong(ss->Ofs_Texcoord));
s->Texcoords.Resize(s->numVertices);
for (unsigned ii = 0; ii < s->numVertices; ii++)
{
s->Texcoords[ii].s = tc[ii].s;
s->Texcoords[ii].t = tc[ii].t;
}
// Load vertices and texture coordinates
md3_vertex_t * vt = (md3_vertex_t*)(((char*)ss) + LittleLong(ss->Ofs_XYZNormal));
s->Vertices.Resize(s->numVertices * Frames.Size());
for (unsigned ii = 0; ii < s->numVertices * Frames.Size(); ii++)
{
s->Vertices[ii].x = LittleShort(vt[ii].x) / 64.f;
s->Vertices[ii].y = LittleShort(vt[ii].y) / 64.f;
s->Vertices[ii].z = LittleShort(vt[ii].z) / 64.f;
UnpackVector(LittleShort(vt[ii].n), s->Vertices[ii].nx, s->Vertices[ii].ny, s->Vertices[ii].nz);
}
}
}
//===========================================================================
//
//
//
//===========================================================================
void FMD3Model::BuildVertexBuffer(FModelRenderer *renderer)
{
if (!GetVertexBuffer(renderer->GetType()))
{
LoadGeometry();
unsigned int vbufsize = 0;
unsigned int ibufsize = 0;
for (unsigned i = 0; i < Surfaces.Size(); i++)
{
MD3Surface * surf = &Surfaces[i];
vbufsize += Frames.Size() * surf->numVertices;
ibufsize += 3 * surf->numTriangles;
}
auto vbuf = renderer->CreateVertexBuffer(true, Frames.Size() == 1);
SetVertexBuffer(renderer->GetType(), vbuf);
FModelVertex *vertptr = vbuf->LockVertexBuffer(vbufsize);
unsigned int *indxptr = vbuf->LockIndexBuffer(ibufsize);
assert(vertptr != nullptr && indxptr != nullptr);
unsigned int vindex = 0, iindex = 0;
for (unsigned i = 0; i < Surfaces.Size(); i++)
{
MD3Surface * surf = &Surfaces[i];
surf->vindex = vindex;
surf->iindex = iindex;
for (unsigned j = 0; j < Frames.Size() * surf->numVertices; j++)
{
MD3Vertex* vert = &surf->Vertices[j];
FModelVertex *bvert = &vertptr[vindex++];
int tc = j % surf->numVertices;
bvert->Set(vert->x, vert->z, vert->y, surf->Texcoords[tc].s, surf->Texcoords[tc].t);
bvert->SetNormal(vert->nx, vert->nz, vert->ny);
}
for (unsigned k = 0; k < surf->numTriangles; k++)
{
for (int l = 0; l < 3; l++)
{
indxptr[iindex++] = surf->Tris[k].VertIndex[l];
}
}
surf->UnloadGeometry();
}
vbuf->UnlockVertexBuffer();
vbuf->UnlockIndexBuffer();
}
}
//===========================================================================
//
// for skin precaching
//
//===========================================================================
void FMD3Model::AddSkins(uint8_t *hitlist, const FTextureID* surfaceskinids)
{
for (unsigned i = 0; i < Surfaces.Size(); i++)
{
if (surfaceskinids && surfaceskinids[i].isValid())
{
hitlist[surfaceskinids[i].GetIndex()] |= FTextureManager::HIT_Flat;
}
MD3Surface * surf = &Surfaces[i];
for (unsigned j = 0; j < surf->numSkins; j++)
{
if (surf->Skins[j].isValid())
{
hitlist[surf->Skins[j].GetIndex()] |= FTextureManager::HIT_Flat;
}
}
}
}
//===========================================================================
//
//
//
//===========================================================================
int FMD3Model::FindFrame(const char* name, bool nodefault)
{
for (unsigned i = 0; i < Frames.Size(); i++)
{
if (!stricmp(name, Frames[i].Name)) return i;
}
return FErr_NotFound;
}
//===========================================================================
//
//
//
//===========================================================================
void FMD3Model::RenderFrame(FModelRenderer *renderer, FGameTexture * skin, int frameno, int frameno2, double inter, int translation, const FTextureID* surfaceskinids, const TArray<VSMatrix>& boneData, int boneStartPosition)
{
if ((unsigned)frameno >= Frames.Size() || (unsigned)frameno2 >= Frames.Size()) return;
renderer->SetInterpolation(inter);
for (unsigned i = 0; i < Surfaces.Size(); i++)
{
MD3Surface * surf = &Surfaces[i];
// [BB] In case no skin is specified via MODELDEF, check if the MD3 has a skin for the current surface.
// Note: Each surface may have a different skin.
FGameTexture *surfaceSkin = skin;
if (!surfaceSkin)
{
if (surfaceskinids && surfaceskinids[i].isValid())
{
surfaceSkin = TexMan.GetGameTexture(surfaceskinids[i], true);
}
else if (surf->numSkins > 0 && surf->Skins[0].isValid())
{
surfaceSkin = TexMan.GetGameTexture(surf->Skins[0], true);
}
if (!surfaceSkin)
{
continue;
}
}
renderer->SetMaterial(surfaceSkin, false, translation);
renderer->SetupFrame(this, surf->vindex + frameno * surf->numVertices, surf->vindex + frameno2 * surf->numVertices, surf->numVertices, {}, -1);
renderer->DrawElements(surf->numTriangles * 3, surf->iindex * sizeof(unsigned int));
}
renderer->SetInterpolation(0.f);
}