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https://github.com/ZDoom/Raze.git
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386 lines
10 KiB
C++
386 lines
10 KiB
C++
//
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//---------------------------------------------------------------------------
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//
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// Copyright(C) 2006-2016 Christoph Oelckers
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// All rights reserved.
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//
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU Lesser General Public License as published by
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// the Free Software Foundation, either version 3 of the License, or
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// (at your option) any later version.
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//
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU Lesser General Public License for more details.
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//
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// You should have received a copy of the GNU Lesser General Public License
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// along with this program. If not, see http://www.gnu.org/licenses/
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//
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//--------------------------------------------------------------------------
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//
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#include "filesystem.h"
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#include "cmdlib.h"
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#include "model_md3.h"
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#include "texturemanager.h"
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#include "modelrenderer.h"
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#define MAX_QPATH 64
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#ifdef _MSC_VER
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#pragma warning(disable:4244) // warning C4244: conversion from 'double' to 'float', possible loss of data
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#endif
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//===========================================================================
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//
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// decode the lat/lng normal to a 3 float normal
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//
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//===========================================================================
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static void UnpackVector(unsigned short packed, float & nx, float & ny, float & nz)
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{
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double lat = ( packed >> 8 ) & 0xff;
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double lng = ( packed & 0xff );
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lat *= M_PI/128;
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lng *= M_PI/128;
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nx = cos(lat) * sin(lng);
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ny = sin(lat) * sin(lng);
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nz = cos(lng);
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}
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//===========================================================================
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//
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// MD3 File structure
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//
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//===========================================================================
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#pragma pack(4)
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struct md3_header_t
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{
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uint32_t Magic;
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uint32_t Version;
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char Name[MAX_QPATH];
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uint32_t Flags;
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uint32_t Num_Frames;
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uint32_t Num_Tags;
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uint32_t Num_Surfaces;
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uint32_t Num_Skins;
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uint32_t Ofs_Frames;
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uint32_t Ofs_Tags;
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uint32_t Ofs_Surfaces;
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uint32_t Ofs_Eof;
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};
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struct md3_surface_t
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{
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uint32_t Magic;
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char Name[MAX_QPATH];
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uint32_t Flags;
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uint32_t Num_Frames;
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uint32_t Num_Shaders;
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uint32_t Num_Verts;
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uint32_t Num_Triangles;
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uint32_t Ofs_Triangles;
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uint32_t Ofs_Shaders;
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uint32_t Ofs_Texcoord;
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uint32_t Ofs_XYZNormal;
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uint32_t Ofs_End;
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};
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struct md3_triangle_t
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{
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uint32_t vt_index[3];
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};
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struct md3_shader_t
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{
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char Name[MAX_QPATH];
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uint32_t index;
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};
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struct md3_texcoord_t
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{
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float s, t;
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};
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struct md3_vertex_t
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{
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short x, y, z, n;
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};
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struct md3_frame_t
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{
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float min_Bounds[3];
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float max_Bounds[3];
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float localorigin[3];
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float radius;
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char Name[16];
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};
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#pragma pack()
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//===========================================================================
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//
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//
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//
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//===========================================================================
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bool FMD3Model::Load(const char * path, int lumpnum, const char * buffer, int length)
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{
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md3_header_t * hdr = (md3_header_t *)buffer;
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auto numFrames = LittleLong(hdr->Num_Frames);
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auto numSurfaces = LittleLong(hdr->Num_Surfaces);
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numTags = LittleLong(hdr->Num_Tags);
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md3_frame_t * frm = (md3_frame_t*)(buffer + LittleLong(hdr->Ofs_Frames));
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Frames.Resize(numFrames);
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for (unsigned i = 0; i < numFrames; i++)
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{
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strncpy(Frames[i].Name, frm[i].Name, 16);
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for (int j = 0; j < 3; j++) Frames[i].origin[j] = frm[i].localorigin[j];
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}
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md3_surface_t * surf = (md3_surface_t*)(buffer + LittleLong(hdr->Ofs_Surfaces));
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Surfaces.Resize(numSurfaces);
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for (unsigned i = 0; i < numSurfaces; i++)
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{
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MD3Surface * s = &Surfaces[i];
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md3_surface_t * ss = surf;
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surf = (md3_surface_t *)(((char*)surf) + LittleLong(surf->Ofs_End));
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s->numSkins = LittleLong(ss->Num_Shaders);
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s->numTriangles = LittleLong(ss->Num_Triangles);
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s->numVertices = LittleLong(ss->Num_Verts);
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// copy shaders (skins)
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md3_shader_t * shader = (md3_shader_t*)(((char*)ss) + LittleLong(ss->Ofs_Shaders));
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s->Skins.Resize(s->numSkins);
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for (unsigned i = 0; i < s->numSkins; i++)
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{
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// [BB] According to the MD3 spec, Name is supposed to include the full path.
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// ... and since some tools seem to output backslashes, these need to be replaced with forward slashes to work.
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FixPathSeperator(shader[i].Name);
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s->Skins[i] = LoadSkin("", shader[i].Name);
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// [BB] Fall back and check if Name is relative.
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if (!s->Skins[i].isValid())
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s->Skins[i] = LoadSkin(path, shader[i].Name);
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}
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}
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mLumpNum = lumpnum;
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return true;
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}
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//===========================================================================
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//
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//
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//
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//===========================================================================
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void FMD3Model::LoadGeometry()
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{
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FileData lumpdata = fileSystem.ReadFile(mLumpNum);
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const char *buffer = (const char *)lumpdata.GetMem();
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md3_header_t * hdr = (md3_header_t *)buffer;
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md3_surface_t * surf = (md3_surface_t*)(buffer + LittleLong(hdr->Ofs_Surfaces));
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for (unsigned i = 0; i < Surfaces.Size(); i++)
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{
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MD3Surface * s = &Surfaces[i];
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md3_surface_t * ss = surf;
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surf = (md3_surface_t *)(((char*)surf) + LittleLong(surf->Ofs_End));
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// copy triangle indices
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md3_triangle_t * tris = (md3_triangle_t*)(((char*)ss) + LittleLong(ss->Ofs_Triangles));
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s->Tris.Resize(s->numTriangles);
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for (unsigned i = 0; i < s->numTriangles; i++) for (int j = 0; j < 3; j++)
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{
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s->Tris[i].VertIndex[j] = LittleLong(tris[i].vt_index[j]);
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}
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// Load texture coordinates
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md3_texcoord_t * tc = (md3_texcoord_t*)(((char*)ss) + LittleLong(ss->Ofs_Texcoord));
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s->Texcoords.Resize(s->numVertices);
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for (unsigned i = 0; i < s->numVertices; i++)
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{
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s->Texcoords[i].s = tc[i].s;
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s->Texcoords[i].t = tc[i].t;
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}
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// Load vertices and texture coordinates
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md3_vertex_t * vt = (md3_vertex_t*)(((char*)ss) + LittleLong(ss->Ofs_XYZNormal));
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s->Vertices.Resize(s->numVertices * Frames.Size());
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for (unsigned i = 0; i < s->numVertices * Frames.Size(); i++)
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{
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s->Vertices[i].x = LittleShort(vt[i].x) / 64.f;
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s->Vertices[i].y = LittleShort(vt[i].y) / 64.f;
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s->Vertices[i].z = LittleShort(vt[i].z) / 64.f;
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UnpackVector(LittleShort(vt[i].n), s->Vertices[i].nx, s->Vertices[i].ny, s->Vertices[i].nz);
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}
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}
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}
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//===========================================================================
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//
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//
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//
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//===========================================================================
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void FMD3Model::BuildVertexBuffer(FModelRenderer *renderer)
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{
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if (!GetVertexBuffer(renderer->GetType()))
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{
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LoadGeometry();
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unsigned int vbufsize = 0;
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unsigned int ibufsize = 0;
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for (unsigned i = 0; i < Surfaces.Size(); i++)
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{
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MD3Surface * surf = &Surfaces[i];
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vbufsize += Frames.Size() * surf->numVertices;
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ibufsize += 3 * surf->numTriangles;
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}
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auto vbuf = renderer->CreateVertexBuffer(true, Frames.Size() == 1);
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SetVertexBuffer(renderer->GetType(), vbuf);
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FModelVertex *vertptr = vbuf->LockVertexBuffer(vbufsize);
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unsigned int *indxptr = vbuf->LockIndexBuffer(ibufsize);
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assert(vertptr != nullptr && indxptr != nullptr);
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unsigned int vindex = 0, iindex = 0;
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for (unsigned i = 0; i < Surfaces.Size(); i++)
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{
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MD3Surface * surf = &Surfaces[i];
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surf->vindex = vindex;
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surf->iindex = iindex;
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for (unsigned j = 0; j < Frames.Size() * surf->numVertices; j++)
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{
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MD3Vertex* vert = &surf->Vertices[j];
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FModelVertex *bvert = &vertptr[vindex++];
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int tc = j % surf->numVertices;
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bvert->Set(vert->x, vert->z, vert->y, surf->Texcoords[tc].s, surf->Texcoords[tc].t);
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bvert->SetNormal(vert->nx, vert->nz, vert->ny);
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}
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for (unsigned k = 0; k < surf->numTriangles; k++)
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{
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for (int l = 0; l < 3; l++)
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{
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indxptr[iindex++] = surf->Tris[k].VertIndex[l];
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}
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}
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surf->UnloadGeometry();
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}
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vbuf->UnlockVertexBuffer();
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vbuf->UnlockIndexBuffer();
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}
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}
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//===========================================================================
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//
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// for skin precaching
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//
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//===========================================================================
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void FMD3Model::AddSkins(uint8_t *hitlist)
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{
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for (unsigned i = 0; i < Surfaces.Size(); i++)
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{
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int ssIndex = i + curMDLIndex * MD3_MAX_SURFACES;
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if (curSpriteMDLFrame && curSpriteMDLFrame->surfaceskinIDs[ssIndex].isValid())
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{
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hitlist[curSpriteMDLFrame->surfaceskinIDs[ssIndex].GetIndex()] |= FTextureManager::HIT_Flat;
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}
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MD3Surface * surf = &Surfaces[i];
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for (unsigned j = 0; j < surf->numSkins; j++)
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{
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if (surf->Skins[j].isValid())
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{
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hitlist[surf->Skins[j].GetIndex()] |= FTextureManager::HIT_Flat;
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}
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}
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}
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}
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//===========================================================================
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//
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//
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//
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//===========================================================================
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int FMD3Model::FindFrame(const char * name)
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{
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for (unsigned i = 0; i < Frames.Size(); i++)
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{
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if (!stricmp(name, Frames[i].Name)) return i;
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}
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return -1;
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}
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//===========================================================================
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//
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//
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//
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//===========================================================================
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void FMD3Model::RenderFrame(FModelRenderer *renderer, FGameTexture * skin, int frameno, int frameno2, double inter, int translation)
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{
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if ((unsigned)frameno >= Frames.Size() || (unsigned)frameno2 >= Frames.Size()) return;
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renderer->SetInterpolation(inter);
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for (unsigned i = 0; i < Surfaces.Size(); i++)
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{
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MD3Surface * surf = &Surfaces[i];
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// [BB] In case no skin is specified via MODELDEF, check if the MD3 has a skin for the current surface.
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// Note: Each surface may have a different skin.
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FGameTexture *surfaceSkin = skin;
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if (!surfaceSkin)
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{
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if (curSpriteMDLFrame)
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{
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int ssIndex = i + curMDLIndex * MD3_MAX_SURFACES;
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if (curSpriteMDLFrame->surfaceskinIDs[ssIndex].isValid())
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{
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surfaceSkin = TexMan.GetGameTexture(curSpriteMDLFrame->surfaceskinIDs[ssIndex], true);
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}
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else if (surf->numSkins > 0 && surf->Skins[0].isValid())
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{
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surfaceSkin = TexMan.GetGameTexture(surf->Skins[0], true);
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}
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}
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if (!surfaceSkin)
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{
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continue;
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}
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}
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renderer->SetMaterial(surfaceSkin, false, translation);
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renderer->SetupFrame(this, surf->vindex + frameno * surf->numVertices, surf->vindex + frameno2 * surf->numVertices, surf->numVertices);
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renderer->DrawElements(surf->numTriangles * 3, surf->iindex * sizeof(unsigned int));
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}
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renderer->SetInterpolation(0.f);
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}
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