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gl_md3.cpp
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gl_md3.cpp
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/* gl_md3.c
* Based on code from the Aftershock 3D rendering engine
* Copyright (C) 1999 Stephen C. Taylor
*
* This program is free software; you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* 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 General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software
* Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*/
#include "Texture.h"
#include "gl_md3.h"
extern char loadname[32];
void R_MD3TagRotate(entity_t *e, model_t *tagmodel, char *tagname) {
int i;
md3tag_t *tag = NULL;
md3header_t *model = (md3header_t *) Mod_Extradata(tagmodel);
float m[16];
for (i = 0; i < model->num_tags; i++) {
md3tag_t *tags = (md3tag_t *) ((byte *) model + model->tag_offs);
if (strcmp(tags[i].name, tagname) == 0) {
if (e->frame > model->num_frames) {
tag = &tags[(model->num_frames - 1) * model->num_tags + i];
} else {
tag = &tags[e->frame * model->num_tags + i];
}
}
}
if (!tag) {
Con_Printf("Tag not found in %s : %s\n", tagmodel->name, tagname);
return;
}
m[0] = tag->rot[0][0];
m[4] = tag->rot[1][0];
m[8] = tag->rot[2][0];
m[12] = tag->pos[0];
m[1] = tag->rot[0][1];
m[5] = tag->rot[1][1];
m[9] = tag->rot[2][1];
m[13] = tag->pos[1];
m[2] = tag->rot[0][2];
m[6] = tag->rot[1][2];
m[10] = tag->rot[2][2];
m[14] = tag->pos[2];
m[3] = 0;
m[7] = 0;
m[11] = 0;
m[15] = 1;
glMultMatrixf(m);
}
void R_SetupQ3AliasFrame(int frame, aliashdr_t *paliashdr, int shell) {
int pose, numposes;
float interval;
//md3 stuff
float *texcoos, *vertices;
int *indecies;
if ((frame >= paliashdr->numframes) || (frame < 0)) {
Con_DPrintf("R_AliasSetupFrame: no such frame %d\n", frame);
frame = 0;
}
pose = paliashdr->frames[frame].firstpose;
numposes = paliashdr->frames[frame].numposes;
if (numposes > 1) {
interval = paliashdr->frames[frame].interval;
pose += (int) (cl.time / interval) % numposes;
}
glDisable(GL_DEPTH);
texcoos = (float *) ((byte *) paliashdr + paliashdr->texcoords);
indecies = (int *) ((byte *) paliashdr + paliashdr->indecies);
vertices = (float *) ((byte *) (paliashdr + paliashdr->posedata + pose * paliashdr->poseverts));
glVertexPointer(3, GL_FLOAT, 0, vertices);
glEnableClientState(GL_VERTEX_ARRAY);
glTexCoordPointer(2, GL_FLOAT, 0, texcoos);
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
glDrawElements(GL_TRIANGLES, paliashdr->numtris * 3, GL_UNSIGNED_INT, indecies);
glDisableClientState(GL_VERTEX_ARRAY);
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
glEnable(GL_DEPTH);
}
void R_DrawQ3Model(entity_t *e, int shell, int outline) {
md3header_mem_t *model;
int i, j, k;
int frame;
int lastframe;
int vertframeoffset;
int lastvertframeoffset;
//int *tris;
md3surface_mem_t *surf;
md3shader_mem_t *shader;
md3st_mem_t *tc;
md3tri_mem_t *tris;
md3vert_mem_t *verts, *vertslast;
int usevertexarray = true;
extern vec3_t lightcolor;
extern vec3_t shadevector;
//md3 interpolation
float blend, iblend;
model = (md3header_mem_t *) Mod_Extradata(e->model);
if (*(int *) model->id != MD3IDHEADER) {
Con_Printf("MD3 bad model for: %s\n", model->filename);
return;
}
if ((r_celshading.getBool() || r_vertexshading.getBool()) && !outline) {
//setup for shading
glActiveTexture(GL_TEXTURE1_ARB);
glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
glDisable(GL_TEXTURE_2D);
glEnable(GL_TEXTURE_1D);
if (r_celshading.getBool())
glBindTexture(GL_TEXTURE_1D, TextureManager::celtexture);
else
glBindTexture(GL_TEXTURE_1D, TextureManager::vertextexture);
glActiveTexture(GL_TEXTURE0_ARB);
usevertexarray = false;
}
if (gl_ammoflash.getBool() && (model->flags & EF_MODELFLASH)) {
lightcolor[0] += sin(2 * cl.time * M_PI) / 8;
lightcolor[1] += sin(2 * cl.time * M_PI) / 8;
lightcolor[2] += sin(2 * cl.time * M_PI) / 8;
//Con_Printf("Model flags: %x\n", model->flags);
}
//md3 interpolation
e->frame_interval = 0.1f;
if (e->pose2 != e->frame) {
e->frame_start_time = realtime;
e->pose1 = e->pose2;
e->pose2 = e->frame;
blend = 0;
iblend = 1.0 - blend;
} else {
blend = (realtime - e->frame_start_time) / e->frame_interval;
if (blend > 1)
blend = 1;
iblend = 1.0 - blend;
}
//md3 end
//blend = 1;
#ifdef EXTENDQC
glColor4f(l, l, l, currententity->alpha);
#endif
if (!shell) {
if (!outline) {
glColor3fv(lightcolor);
}
} else {
usevertexarray = false;
}
glPushMatrix();
//interpolate unless its the viewmodel
if (e != &cl.viewent) {
R_BlendedRotateForEntity(e);
} else {
R_RotateForEntity(e);
}
surf = (md3surface_mem_t *) ((byte *) model + model->offs_surfaces);
for (i = 0; i < model->num_surfaces; i++) {
if (*(int *) surf->id != MD3IDHEADER) {
Con_Printf("MD3 bad surface for: %s\n", model->filename);
surf = (md3surface_mem_t *) ((byte *) surf + surf->offs_end);
continue;
}
frame = e->frame;
if (surf->num_surf_frames == 0) {
surf = (md3surface_mem_t *) ((byte *) surf + surf->offs_end);
continue; //shouldn't ever do this, each surface should have at least one frame
}
frame = frame % surf->num_surf_frames; //cap the frame inside the list of frames in the model
vertframeoffset = frame * surf->num_surf_verts * sizeof (md3vert_mem_t);
lastframe = e->pose1 % surf->num_surf_frames;
lastvertframeoffset = lastframe * surf->num_surf_verts * sizeof (md3vert_mem_t);
//get pointer to shaders
shader = (md3shader_mem_t *) ((byte *) surf + surf->offs_shaders);
tc = (md3st_mem_t *) ((byte *) surf + surf->offs_tc);
tris = (md3tri_mem_t *) ((byte *) surf + surf->offs_tris);
verts = (md3vert_mem_t *) ((byte *) surf + surf->offs_verts + vertframeoffset);
vertslast = (md3vert_mem_t *) ((byte *) surf + surf->offs_verts + lastvertframeoffset);
if (!shell) {
if (surf->num_surf_shaders != 0)
glBindTexture(GL_TEXTURE_2D, shader[(e->skinnum % surf->num_surf_shaders)].texnum);
else
glBindTexture(GL_TEXTURE_2D, 0);
}
if (blend >= 1 && usevertexarray) {
glNormalPointer(GL_FLOAT, 6 * sizeof (float), (float *) verts->normal);
glEnableClientState(GL_NORMAL_ARRAY);
glVertexPointer(3, GL_FLOAT, 6 * sizeof (float), (float *) verts->vec);
glEnableClientState(GL_VERTEX_ARRAY);
glTexCoordPointer(2, GL_FLOAT, 0, (float *) tc);
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
glDrawElements(GL_TRIANGLES, surf->num_surf_tris * 3, GL_UNSIGNED_INT, (int *) tris);
glDisableClientState(GL_NORMAL_ARRAY);
glDisableClientState(GL_VERTEX_ARRAY);
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
} else {
glBegin(GL_TRIANGLES);
//for each triangle
for (j = 0; j < surf->num_surf_tris; j++) {
//draw the poly
for (k = 0; k < 3; k++) {
//interpolated
vec3_t vec, normal;
vec[0] = verts[tris[j].tri[k]].vec[0] * blend + vertslast[tris[j].tri[k]].vec[0] * iblend;
vec[1] = verts[tris[j].tri[k]].vec[1] * blend + vertslast[tris[j].tri[k]].vec[1] * iblend;
vec[2] = verts[tris[j].tri[k]].vec[2] * blend + vertslast[tris[j].tri[k]].vec[2] * iblend;
normal[0] = verts[tris[j].tri[k]].normal[0] * blend + vertslast[tris[j].tri[k]].normal[0] * iblend;
normal[1] = verts[tris[j].tri[k]].normal[1] * blend + vertslast[tris[j].tri[k]].normal[1] * iblend;
normal[2] = verts[tris[j].tri[k]].normal[2] * blend + vertslast[tris[j].tri[k]].normal[2] * iblend;
if (shell) {
VectorAdd(vec, normal, vec);
}
if (!shell) {
glMultiTexCoord1f(GL_TEXTURE1_ARB, bound(0, DotProduct(shadevector, normal), 1));
glMultiTexCoord2f(GL_TEXTURE0_ARB, tc[tris[j].tri[k]].s, tc[tris[j].tri[k]].t);
} else {
glTexCoord2f(tc[tris[j].tri[k]].s + realtime * 2, tc[tris[j].tri[k]].t + realtime * 2);
}
glVertex3fv(vec);
glNormal3fv(normal);
}
}
glEnd();
}
surf = (md3surface_mem_t *) ((byte *) surf + surf->offs_end);
}
glPopMatrix();
if ((r_celshading.getBool() || r_vertexshading.getBool()) && !outline) {
//setup for shading
glActiveTexture(GL_TEXTURE1_ARB);
glDisable(GL_TEXTURE_1D);
glActiveTexture(GL_TEXTURE0_ARB);
}
}
void Mod_LoadQ3Model(model_t *mod, void *buffer) {
md3header_t *header;
md3header_mem_t *mem_head;
md3surface_t *surf;
md3surface_mem_t *currentsurf;
int posn;
int surfstartposn;
char name[128];
//we want to work out the size of the model in memory
//size of surfaces = surface size + num_shaders * shader_mem size +
// num_triangles * tri size + num_verts * textcoord size +
// num_verts * vert_mem size
int surf_size = 0;
int mem_size = 0;
//pointer to header
header = (md3header_t *) buffer;
//pointer to the surface list
surf = (md3surface_t*) ((byte *) buffer + header->surface_offs);
surf_size = 0;
for (int i = 0; i < header->num_surfaces; i++) {
surf_size += sizeof (md3surface_mem_t);
surf_size += surf->num_surf_shaders * sizeof (md3shader_mem_t);
surf_size += surf->num_surf_tris * sizeof (md3tri_mem_t);
surf_size += surf->num_surf_verts * sizeof (md3st_mem_t);
surf_size += surf->num_surf_verts * surf->num_surf_frames * sizeof (md3vert_mem_t);
//goto next surf
surf = (md3surface_t*) ((byte *) surf + surf->end_offs);
}
//total size = header size + num_frames * frame size + num_tags * tag size +
// size of surfaces
mem_size = sizeof (md3header_mem_t);
mem_size += header->num_frames * sizeof (md3frame_mem_t);
mem_size += header->num_tags * sizeof (md3tag_mem_t);
mem_size += surf_size;
Con_DPrintf("Loading md3 model...%s (%s)\n", header->filename, mod->name);
mod->cache = MemoryObj::Alloc(MemoryObj::CACHE, (const char *)&mod->name, mem_size);
mem_head = (md3header_mem_t *) mod->cache->getData();
if (!mod->cache->getData()) {
Con_Printf("Unable to allocate cache to load model: %s\n", mod->name);
return; //cache alloc failed
}
//setup more mem stuff
mod->type = mod_alias;
mod->aliastype = MD3IDHEADER;
mod->numframes = header->num_frames;
//copy stuff across from disk buffer to memory
posn = 0; //posn in new buffer
//copy header
memcpy(mem_head, header, sizeof (md3header_t));
posn += sizeof (md3header_mem_t);
//posn of frames
mem_head->offs_frames = posn;
//copy frames
memcpy((byte *) mem_head + mem_head->offs_frames, (byte *) header + header->frame_offs, sizeof (md3frame_t) * header->num_frames);
posn += sizeof (md3frame_mem_t) * header->num_frames;
//posn of tags
mem_head->offs_tags = posn;
//copy tags
memcpy((byte *) mem_head + mem_head->offs_tags, (byte *) header + header->tag_offs, sizeof (md3tag_t) * header->num_tags);
posn += sizeof (md3tag_mem_t) * header->num_tags;
//posn of surfaces
mem_head->offs_surfaces = posn;
//copy surfaces, one at a time
//get pointer to surface in file
surf = (md3surface_t *) ((byte *) header + header->surface_offs);
//get pointer to surface in memory
currentsurf = (md3surface_mem_t *) ((byte *) mem_head + posn);
surfstartposn = posn;
for (int i = 0; i < header->num_surfaces; i++) {
//copy size of surface
memcpy((byte *) mem_head + posn, (byte *) header + header->surface_offs, sizeof (md3surface_t));
posn += sizeof (md3surface_mem_t);
//posn of shaders for this surface
currentsurf->offs_shaders = posn - surfstartposn;
for (int j = 0; j < surf->num_surf_shaders; j++) {
//copy jth shader accross
memcpy((byte *) mem_head + posn, (byte *) surf + surf->shader_offs + j * sizeof (md3shader_t), sizeof (md3shader_t));
posn += sizeof (md3shader_mem_t); //copyed non-mem into mem one
}
//posn of tris for this surface
currentsurf->offs_tris = posn - surfstartposn;
//copy tri
memcpy((byte *) mem_head + posn, (byte *) surf + surf->tris_offs, sizeof (md3tri_t) * surf->num_surf_tris);
posn += sizeof (md3tri_mem_t) * surf->num_surf_tris;
//posn of tex coords in this surface
currentsurf->offs_tc = posn - surfstartposn;
//copy st
memcpy((byte *) mem_head + posn, (byte *) surf + surf->tc_offs, sizeof (md3st_t) * surf->num_surf_verts);
posn += sizeof (md3st_t) * surf->num_surf_verts;
//posn points to surface->verts
currentsurf->offs_verts = posn - surfstartposn;
//next to have to be redone
for (int j = 0; j < surf->num_surf_verts * surf->num_surf_frames; j++) {
float lat;
float lng;
//convert verts from shorts to floats
md3vert_mem_t *mem_vert = (md3vert_mem_t *) ((byte *) mem_head + posn);
md3vert_t *disk_vert = (md3vert_t *) ((byte *) surf + surf->vert_offs + j * sizeof (md3vert_t));
mem_vert->vec[0] = (float) disk_vert->vec[0] / 64.0f;
mem_vert->vec[1] = (float) disk_vert->vec[1] / 64.0f;
mem_vert->vec[2] = (float) disk_vert->vec[2] / 64.0f;
//work out normals
lat = (disk_vert->normal + 255) * (2 * 3.141592654f) / 256.0f;
lng = ((disk_vert->normal >> 8) & 255) * (2 * 3.141592654f) / 256.0f;
mem_vert->normal[0] = -(float) (sin(lat) * cos(lng));
mem_vert->normal[1] = (float) (sin(lat) * sin(lng));
mem_vert->normal[2] = (float) (cos(lat) * 1);
posn += sizeof (md3vert_mem_t); //copyed non-mem into mem one
}
//point to next surf (or eof)
surf = (md3surface_t*) ((byte *) surf + surf->end_offs);
//posn points to the end of this surface
currentsurf->offs_end = posn;
//next start of surf (if there is one)
surfstartposn = posn;
}
//posn should now equal mem_size
if (posn != mem_size) {
Con_Printf("Copied diffrent ammount to what was worked out, copied: %i worked out: %i\n", posn, mem_size);
}
VectorCopy(((md3frame_mem_t *) ((byte *) mem_head + mem_head->offs_frames))->mins, mod->mins);
VectorCopy(((md3frame_mem_t *) ((byte *) mem_head + mem_head->offs_frames))->maxs, mod->maxs);
mod->flags = mem_head->flags;
//get pointer to first surface
currentsurf = (md3surface_mem_t *) ((byte *) mem_head + mem_head->offs_surfaces);
for (int i = 0; i < mem_head->num_surfaces; i++) {
if (*(int *) currentsurf->id != MD3IDHEADER) {
Con_Printf("MD3 bad surface for: %s\n", mem_head->filename);
} else {
md3shader_mem_t *shader = (md3shader_mem_t *) ((byte *) currentsurf + currentsurf->offs_shaders);
for (int j = 0; j < currentsurf->num_surf_shaders; j++) {
//try loading texture here
sprintf(&name[0], "progs/%s", shader[j].name);
shader[j].texnum = TextureManager::LoadExternTexture(&name[0], false, true, gl_sincity.getBool());
if (shader[j].texnum == 0) {
Con_Printf("Model: %s Texture missing: %s\n", mod->name, shader[j].name);
}
}
}
currentsurf = (md3surface_mem_t *) ((byte *) currentsurf + currentsurf->offs_end);
}
}
#if 0
int debug = 0;
multimodel_t *Mod_AddMultiModel(entity_t *entity, model_t *mod);
void Mod_LoadQ3MultiModel(model_t *mod) {
multimodel_t *head, *upper, *lower;
int handle;
char path[MAX_QPATH];
mod->type = mod_null;
sprintf(path, "%sanimation.cfg", mod->name);
FileManager::OpenFile(path, &handle);
if (handle) { //Q3Player
COM_CloseFile(handle);
//Load player
lower = Mod_AddMultiModel(NULL, mod); //Allocate a mmodel
lower->model = MemoryObj::ZAlloc(sizeof (model_t));
strcpy(lower->model->name, va("%slower.md3", mod->name));
lower->model->needload = TRUE;
Mod_LoadModel(lower->model, 1);
strcpy(lower->identifier, "lower");
lower->linktype = MULTIMODEL_LINK_STANDARD;
upper = Mod_AddMultiModel(NULL, mod); //Allocate a mmodel
upper->model = MemoryObj::ZAlloc(sizeof (model_t));
strcpy(upper->model->name, va("%supper.md3", mod->name));
upper->model->needload = TRUE;
Mod_LoadModel(upper->model, 1);
strcpy(upper->identifier, "upper");
upper->linktype = MULTIMODEL_LINK_TAG;
upper->linkedmodel = lower;
strcpy(upper->tagname, "tag_torso");
head = Mod_AddMultiModel(NULL, mod); //Allocate a mmodel
head->model = MemoryObj::ZAlloc(sizeof (model_t));
strcpy(head->model->name, va("%shead.md3", mod->name));
head->model->needload = TRUE;
Mod_LoadModel(head->model, 1);
strcpy(head->identifier, "head");
head->linktype = MULTIMODEL_LINK_TAG;
head->linkedmodel = upper;
strcpy(head->tagname, "tag_head");
return;
}
sprintf(path, "%s", mod->name);
strcat(path, strrchr(path, '/'));
path[strlen(path) - 1] = '\0';
strcat(path, "_hand.md3");
Sys_Error("Trying to find weaponmodel %s", path);
FileManager::OpenFile(path, &handle);
if (handle) { //W_Weapon
COM_CloseFile(handle);
}
}
#endif