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gl_md3.c
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gl_md3.c
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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 "quakedef.h"
#ifdef Q3MODELS
#include "gl_md3.h"
#define TEMPHACK 1
#ifdef TEMPHACK
extern cvar_t temp1;
#endif
extern vec3_t lightspot;
/*
=================
GL_DrawQ3AliasShadow
=================
*/
void GL_DrawQ3AliasShadow (entity_t *e, md3header_mem_t *header, int lastpose, int pose, float blend)
{
int i, j, k;
int frame;
int lastframe;
int vertframeoffset;
int lastvertframeoffset;
float iblend, height, lheight;
float s1, c1;
vec3_t point;
vec3_t downmove;
trace_t downtrace;
md3surface_mem_t *surf;
md3tri_mem_t *tris;
md3vert_mem_t *verts, *vertslast;
lheight = e->origin[2] - lightspot[2];
height = 0;
iblend = 1.0 - blend;
VectorCopy (e->origin, downmove);
downmove[2] = downmove[2] - 4096;
memset (&downtrace, 0, sizeof(downtrace));
if (cl.worldmodel) {
SV_RecursiveHullCheck (cl.worldmodel->hulls, 0, 0, 1, e->origin, downmove, &downtrace);
} else {
SV_RecursiveHullCheck (sv.worldmodel->hulls, 0, 0, 1, e->origin, downmove, &downtrace);
}
s1 = sin( e->angles[1]/180*M_PI);
c1 = cos( e->angles[1]/180*M_PI);
// if its not an md3 model crap out
if (*(long *)header->id != MD3IDHEADER){
Con_Printf("MD3 bad model for: %s\n", header->filename);
return;
}
surf = (md3surface_mem_t *)((byte *)header + header->offs_surfaces);
// if the surface is incorrect do the same
for (i = 0; i < header->num_surfaces; i++) {
if (*(long *)surf->id != MD3IDHEADER) {
Con_Printf("MD3 bad surface for: %s\n", header->filename);
}
// YUCK!!!
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 = e->pose2%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);
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);
height = -lheight + 1.0;
if (gl_stencil == true) {
glEnable(GL_STENCIL_TEST);
glStencilFunc(GL_EQUAL, 1, 2);
glStencilOp(GL_KEEP, GL_KEEP, GL_INCR);
}
// Entar : adds transparency to the shadows
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glColor4f(0, 0, 0, r_shadows.value);
glRotatef (e->angles[0], 0, 1, 0); // offset that nastyness from the rotation, we don't need that axis here
glRotatef (-e->angles[2], 1, 0, 0);
glBegin(GL_TRIANGLES);
for (j = 0 ; j < surf->num_surf_tris ; j++) {
for (k = 0 ; k < 3 ; k++) {
point[0] = verts[tris[j].tri[k]].vec[0] * blend + vertslast[tris[j].tri[k]].vec[0] * iblend;
point[1] = verts[tris[j].tri[k]].vec[1] * blend + vertslast[tris[j].tri[k]].vec[1] * iblend;
//point[2] = verts[tris[j].tri[k]].vec[2] * blend + vertslast[tris[j].tri[k]].vec[2] * iblend; // this doesnt seem to matter even if its not used
point[2] = - (e->origin[2] - downtrace.endpos[2]);
point[2] += ((point[1] * (s1 * downtrace.plane.normal[0])) -
(point[0] * (c1 * downtrace.plane.normal[0])) -
(point[0] * (s1 * downtrace.plane.normal[1])) -
(point[1] * (c1 * downtrace.plane.normal[1]))) +
((1.0 - downtrace.plane.normal[2])*20) + 0.2;
glVertex3fv (point);
}
}
glEnd();
}
surf = (md3surface_mem_t *)((byte *)surf + surf->offs_end);
if (gl_stencil == true) {
glDisable(GL_STENCIL_TEST);
}
}
void R_MD3TagRotate (entity_t *e, model_t *tagmodel, char *tagname)
{
int i;
md3tag_t *tag = NULL;
md3header_t *model = 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(Q_strcmp(tags[i].name, tagname)==0)
#if TEMPHACK
if(temp1.value > model->num_frames)
tag = &tags[(model->num_frames-1) * model->num_tags + i];
else
tag = &tags[(int)temp1.value * model->num_tags + i];
#else
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];
#endif
}
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);
}
extern int multitex_go;
extern GLfloat vert[MAXALIASVERTS*3];
extern GLfloat texture[MAXALIASVERTS*2];
extern GLfloat normal[MAXALIASVERTS*3];
extern GLfloat color[MAXALIASVERTS*4];
// returns number of polys drawn
int R_DrawQ3Model(entity_t *e, int shell, int outline, float blend)
{
md3header_mem_t *model;
int i, j, k, offs;
int polys=0;
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;
extern unsigned int celtexture;
extern unsigned int vertextexture;
extern int vertshade;
//md3 interpolation
float iblend;
model = Mod_Extradata (e->model);
if (*(long *)model->id != MD3IDHEADER){
Con_Printf("MD3 bad model for: %s\n", model->filename);
return 0;
}
iblend = 1.0 - blend;
surf = (md3surface_mem_t *)((byte *)model + model->offs_surfaces);
for (i = 0, offs=0; i < model->num_surfaces; i++)
{
if (*(long *)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);
}
//for each triangle
for (j = 0; j < surf->num_surf_tris; j++)
{
//draw the poly
for (k=0; k < 3; k++)
{
//interpolated
vert[0+offs*3] = verts[tris[j].tri[k]].vec[0] * blend + vertslast[tris[j].tri[k]].vec[0] * iblend;
vert[1+offs*3] = verts[tris[j].tri[k]].vec[1] * blend + vertslast[tris[j].tri[k]].vec[1] * iblend;
vert[2+offs*3] = verts[tris[j].tri[k]].vec[2] * blend + vertslast[tris[j].tri[k]].vec[2] * iblend;
normal[0+offs*3] = verts[tris[j].tri[k]].normal[0] * blend + vertslast[tris[j].tri[k]].normal[0] * iblend;
normal[1+offs*3] = verts[tris[j].tri[k]].normal[1] * blend + vertslast[tris[j].tri[k]].normal[1] * iblend;
normal[2+offs*3] = verts[tris[j].tri[k]].normal[2] * blend + vertslast[tris[j].tri[k]].normal[2] * iblend;
color[0+offs*4] = lightcolor[0];
color[1+offs*4] = lightcolor[1];
color[2+offs*4] = lightcolor[2];
color[3+offs*4] = e->alpha;
polys++;
if (shell)
{
vert[offs*3] += normal[offs*3];
vert[1+offs*3] += normal[1+offs*3];
vert[2+offs*3] += normal[2+offs*3];
}
if (!shell)
{
texture[offs*2] = tc[tris[j].tri[k]].s;
texture[1+offs*2] = tc[tris[j].tri[k]].t;
}else{
texture[offs*2] = tc[tris[j].tri[k]].s + realtime*2;
texture[1+offs*2] = tc[tris[j].tri[k]].t + realtime*slowmo.value*2;
}
offs++;
}
}
glDrawArrays(GL_TRIANGLES, 0, surf->num_surf_tris*3);
surf = (md3surface_mem_t *)((byte *)surf + surf->offs_end);
}
return polys;
}
extern char loadname[32];
void Mod_LoadQ3Model(model_t *mod, void *buffer)
{
md3header_t *header;
md3header_mem_t *mem_head;
md3surface_t *surf;
md3surface_mem_t *currentsurf;
int i, j;//, size, skinnamelen;
int posn;
int surfstartposn;
char name[128], name2[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 (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); //space for actual texture coords
surf_size += surf->num_surf_verts * sizeof(md3stshade_mem_t); //space for shading texture coords
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);
mem_head = (md3header_mem_t *)Cache_Alloc (&mod->cache, mem_size, mod->name);
if (!mod->cache.data){
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
Q_memcpy(mem_head, header, sizeof(md3header_t));
posn += sizeof(md3header_mem_t);
//posn of frames
mem_head->offs_frames = posn;
//copy frames
Q_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
Q_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 (i=0; i < header->num_surfaces; i++)
{
//copy size of surface
Q_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 (j=0; j < surf->num_surf_shaders; j++){
//copy jth shader accross
Q_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
Q_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
Q_memcpy((byte *)mem_head + posn, (byte *)surf + surf->tc_offs, sizeof(md3st_t) * surf->num_surf_verts);
posn += sizeof(md3st_mem_t) * surf->num_surf_verts;
//insert space for shading texture coords
currentsurf->offs_shadetc = posn - surfstartposn;
posn += sizeof(md3stshade_mem_t) * surf->num_surf_verts;
//posn points to surface->verts
currentsurf->offs_verts = posn - surfstartposn;
//next to have to be redone
for (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;
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 (i=0; i<mem_head->num_surfaces; i++)
{
if (*(long *)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 (j=0; j<currentsurf->num_surf_shaders; j++)
{
//try loading several different texture names here
sprintf(&name[0],"progs/%s",shader[j].name);
shader[j].texnum = GL_LoadTexImage(&name[0], false, true);
if (shader[j].texnum == 0)
{
sprintf(&name[0], "progs/%s", mem_head->filename);
shader[j].texnum = GL_LoadTexImage(&name[0], false, true);
if (shader[j].texnum == 0)
{
sprintf (&name[0], "progs/%s_%i", shader[j].name, j); // name_# for multiple skins
shader[j].texnum = GL_LoadTexImage(&name[0], false, true);
if (shader[j].texnum == 0)
{
sprintf (&name[0], "progs/%s_%i", mem_head->filename, j); // name_# for multiple skins
shader[j].texnum = GL_LoadTexImage(&name[0], false, true);
if (shader[j].texnum == 0)
{
Con_Printf("Model: %s Texture missing: %s\n", mod->name, shader[j].name);
shader[j].texnum = 0;//GL_LoadTexture ("notexture", r_notexture_mip->width, r_notexture_mip->height, (byte *)((int) r_notexture_mip + r_notexture_mip->offsets[0]), false, false, 1);
}
}
}
}
if (shader[j].texnum != 0)
{
sprintf (&name2[0], "%s_luma", name);
shader[j].texnum_fullbright = GL_LoadTexImage(&name2[0], false, true);
sprintf (&name2[0], "%s_gloss", name);
shader[j].texnum_gloss = GL_LoadTexImage(&name2[0], false, true);
}
}
}
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);
COM_OpenFile(path, &handle);
if(handle) //Q3Player
{
COM_CloseFile(handle);
//Load player
lower = Mod_AddMultiModel(NULL, mod);//Allocate a mmodel
lower->model = Z_Malloc(sizeof(model_t));
Q_strcpy(lower->model->name, va("%slower.md3", mod->name));
lower->model->needload = TRUE;
Mod_LoadModel(lower->model, 1);
Q_strcpy(lower->identifier, "lower");
lower->linktype = MULTIMODEL_LINK_STANDARD;
upper = Mod_AddMultiModel(NULL, mod);//Allocate a mmodel
upper->model = Z_Malloc(sizeof(model_t));
Q_strcpy(upper->model->name, va("%supper.md3", mod->name));
upper->model->needload = TRUE;
Mod_LoadModel(upper->model, 1);
Q_strcpy(upper->identifier, "upper");
upper->linktype = MULTIMODEL_LINK_TAG;
upper->linkedmodel = lower;
Q_strcpy(upper->tagname, "tag_torso");
head = Mod_AddMultiModel(NULL, mod);//Allocate a mmodel
head->model = Z_Malloc(sizeof(model_t));
Q_strcpy(head->model->name, va("%shead.md3", mod->name));
head->model->needload = TRUE;
Mod_LoadModel(head->model, 1);
Q_strcpy(head->identifier, "head");
head->linktype = MULTIMODEL_LINK_TAG;
head->linkedmodel = upper;
Q_strcpy(head->tagname, "tag_head");
return;
}
sprintf(path, "%s", mod->name);
Q_strcat(path, Q_strrchr(path, '/'));
path[Q_strlen(path)-1] = '\0';
Q_strcat(path, "_hand.md3");
Sys_Error("Trying to find weaponmodel %s", path);
COM_OpenFile(path, &handle);
if(handle) //W_Weapon
{
COM_CloseFile(handle);
}
}
#endif
#endif