FossilOrigin-Name: cfbd2ec1e63de153d5113d4f69ba8556107d9b1891e907b06745407573a45287
370 lines
8.6 KiB
Text
370 lines
8.6 KiB
Text
// rendermd2.cpp: loader code adapted from a nehe tutorial
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#include "cube.h"
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struct md2_header {
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int magic;
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int version;
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int skinWidth, skinHeight;
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int frameSize;
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int numSkins, numVertices, numTexcoords;
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int numTriangles, numGlCommands, numFrames;
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int offsetSkins, offsetTexcoords, offsetTriangles;
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int offsetFrames, offsetGlCommands, offsetEnd;
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};
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struct md2_vertex {
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uchar vertex[3], lightNormalIndex;
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};
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struct md2_frame {
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float scale[3];
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float translate[3];
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char name[16];
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md2_vertex vertices[1];
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};
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@interface MD2 : OFObject {
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int _numGlCommands;
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int *_glCommands;
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int _numTriangles;
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int _frameSize;
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int _numFrames;
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int _numVerts;
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char *_frames;
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OFVector3D **_mverts;
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int _displaylist;
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int _displaylistverts;
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}
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@property (nonatomic) MapModelInfo *mmi;
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@property (copy, nonatomic) OFString *loadname;
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@property (nonatomic) int mdlnum;
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@property (nonatomic) bool loaded;
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- (bool)loadWithPath:(char *)filename;
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- (void)renderWithLight:(OFVector3D &)light
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frame:(int)frame
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range:(int)range
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x:(float)x
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y:(float)y
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z:(float)z
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yaw:(float)yaw
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pitch:(float)pitch
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scale:(float)scale
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speed:(float)speed
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snap:(int)snap
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basetime:(int)basetime;
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- (void)scaleWithFrame:(int)frame scale:(float)scale snap:(int)snap;
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@end
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static OFMutableDictionary<OFString *, MD2 *> *mdllookup = nil;
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static OFMutableArray<MD2 *> *mapmodels = nil;
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@implementation MD2
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+ (void)initialize
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{
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if (self != [MD2 class])
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return;
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mdllookup = [[OFMutableDictionary alloc] init];
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mapmodels = [[OFMutableArray alloc] init];
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}
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- (void)dealloc
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{
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if (_glCommands)
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delete[] _glCommands;
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if (_frames)
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delete[] _frames;
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}
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- (bool)loadWithPath:(char *)filename
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{
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FILE *file;
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md2_header header;
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if ((file = fopen(filename, "rb")) == NULL)
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return false;
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fread(&header, sizeof(md2_header), 1, file);
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endianswap(&header, sizeof(int), sizeof(md2_header) / sizeof(int));
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if (header.magic != 844121161 || header.version != 8)
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return false;
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_frames = new char[header.frameSize * header.numFrames];
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if (_frames == NULL)
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return false;
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fseek(file, header.offsetFrames, SEEK_SET);
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fread(_frames, header.frameSize * header.numFrames, 1, file);
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for (int i = 0; i < header.numFrames; ++i)
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endianswap(_frames + i * header.frameSize, sizeof(float), 6);
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_glCommands = new int[header.numGlCommands];
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if (_glCommands == NULL)
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return false;
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fseek(file, header.offsetGlCommands, SEEK_SET);
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fread(_glCommands, header.numGlCommands * sizeof(int), 1, file);
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endianswap(_glCommands, sizeof(int), header.numGlCommands);
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_numFrames = header.numFrames;
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_numGlCommands = header.numGlCommands;
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_frameSize = header.frameSize;
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_numTriangles = header.numTriangles;
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_numVerts = header.numVertices;
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fclose(file);
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_mverts = new OFVector3D *[_numFrames];
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loopj(_numFrames) _mverts[j] = NULL;
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return true;
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}
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float
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snap(int sn, float f)
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{
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return sn ? (float)(((int)(f + sn * 0.5f)) & (~(sn - 1))) : f;
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}
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- (void)scaleWithFrame:(int)frame scale:(float)scale snap:(int)sn
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{
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_mverts[frame] = new OFVector3D[_numVerts];
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md2_frame *cf = (md2_frame *)((char *)_frames + _frameSize * frame);
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float sc = 16.0f / scale;
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loop(vi, _numVerts)
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{
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uchar *cv = (uchar *)&cf->vertices[vi].vertex;
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OFVector3D *v = &(_mverts[frame])[vi];
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v->x = (snap(sn, cv[0] * cf->scale[0]) + cf->translate[0]) / sc;
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v->y =
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-(snap(sn, cv[1] * cf->scale[1]) + cf->translate[1]) / sc;
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v->z = (snap(sn, cv[2] * cf->scale[2]) + cf->translate[2]) / sc;
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}
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}
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- (void)renderWithLight:(OFVector3D &)light
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frame:(int)frame
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range:(int)range
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x:(float)x
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y:(float)y
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z:(float)z
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yaw:(float)yaw
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pitch:(float)pitch
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scale:(float)sc
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speed:(float)speed
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snap:(int)sn
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basetime:(int)basetime
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{
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loopi(range) if (!_mverts[frame + i])[self scaleWithFrame:frame + i
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scale:sc
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snap:sn];
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glPushMatrix();
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glTranslatef(x, y, z);
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glRotatef(yaw + 180, 0, -1, 0);
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glRotatef(pitch, 0, 0, 1);
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glColor3fv((float *)&light);
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if (_displaylist && frame == 0 && range == 1) {
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glCallList(_displaylist);
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xtraverts += _displaylistverts;
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} else {
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if (frame == 0 && range == 1) {
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static int displaylistn = 10;
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glNewList(_displaylist = displaylistn++, GL_COMPILE);
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_displaylistverts = xtraverts;
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}
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int time = lastmillis - basetime;
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int fr1 = (int)(time / speed);
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float frac1 = (time - fr1 * speed) / speed;
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float frac2 = 1 - frac1;
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fr1 = fr1 % range + frame;
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int fr2 = fr1 + 1;
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if (fr2 >= frame + range)
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fr2 = frame;
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OFVector3D *verts1 = _mverts[fr1];
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OFVector3D *verts2 = _mverts[fr2];
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for (int *command = _glCommands; (*command) != 0;) {
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int numVertex = *command++;
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if (numVertex > 0) {
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glBegin(GL_TRIANGLE_STRIP);
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} else {
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glBegin(GL_TRIANGLE_FAN);
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numVertex = -numVertex;
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}
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loopi(numVertex)
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{
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float tu = *((float *)command++);
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float tv = *((float *)command++);
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glTexCoord2f(tu, tv);
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int vn = *command++;
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OFVector3D &v1 = verts1[vn];
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OFVector3D &v2 = verts2[vn];
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#define ip(c) v1.c *frac2 + v2.c *frac1
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glVertex3f(ip(x), ip(z), ip(y));
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}
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xtraverts += numVertex;
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glEnd();
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}
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if (_displaylist) {
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glEndList();
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_displaylistverts = xtraverts - _displaylistverts;
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}
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}
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glPopMatrix();
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}
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const int FIRSTMDL = 20;
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void
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delayedload(MD2 *m)
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{
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if (!m.loaded) {
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@autoreleasepool {
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sprintf_sd(name1)("packages/models/%s/tris.md2",
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m.loadname.UTF8String);
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if (![m loadWithPath:path(name1)])
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fatal("loadmodel: ", name1);
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sprintf_sd(name2)("packages/models/%s/skin.jpg",
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m.loadname.UTF8String);
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int xs, ys;
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installtex(FIRSTMDL + m.mdlnum, path(name2), xs, ys);
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m.loaded = true;
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}
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}
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}
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int modelnum = 0;
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MD2 *
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loadmodel(OFString *name)
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{
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@autoreleasepool {
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MD2 *m = mdllookup[name];
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if (m != nil)
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return m;
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m = [[MD2 alloc] init];
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m.mdlnum = modelnum++;
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MapModelInfo *mmi = [[MapModelInfo alloc] initWithRad:2
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h:2
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zoff:0
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snap:0
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name:@""];
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m.mmi = mmi;
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m.loadname = name;
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mdllookup[name] = m;
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return m;
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}
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}
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void
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mapmodel(
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OFString *rad, OFString *h, OFString *zoff, OFString *snap, OFString *name)
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{
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MD2 *m = loadmodel(name);
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MapModelInfo *mmi =
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[[MapModelInfo alloc] initWithRad:(int)rad.longLongValue
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h:(int)h.longLongValue
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zoff:(int)zoff.longLongValue
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snap:(int)snap.longLongValue
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name:m.loadname];
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m.mmi = mmi;
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[mapmodels addObject:m];
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}
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COMMAND(mapmodel, ARG_5STR)
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void
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mapmodelreset()
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{
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[mapmodels removeAllObjects];
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}
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COMMAND(mapmodelreset, ARG_NONE)
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MapModelInfo *
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getmminfo(int i)
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{
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return i < mapmodels.count ? mapmodels[i].mmi : nil;
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}
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void
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rendermodel(OFString *mdl, int frame, int range, int tex, float rad, float x,
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float y, float z, float yaw, float pitch, bool teammate, float scale,
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float speed, int snap, int basetime)
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{
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MD2 *m = loadmodel(mdl);
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if (isoccluded(player1->o.x, player1->o.y, x - rad, z - rad, rad * 2))
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return;
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delayedload(m);
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int xs, ys;
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glBindTexture(GL_TEXTURE_2D,
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tex ? lookuptexture(tex, xs, ys) : FIRSTMDL + m.mdlnum);
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int ix = (int)x;
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int iy = (int)z;
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OFVector3D light = OFMakeVector3D(1, 1, 1);
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if (!OUTBORD(ix, iy)) {
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sqr *s = S(ix, iy);
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float ll = 256.0f; // 0.96f;
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float of = 0.0f; // 0.1f;
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light.x = s->r / ll + of;
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light.y = s->g / ll + of;
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light.z = s->b / ll + of;
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}
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if (teammate) {
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light.x *= 0.6f;
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light.y *= 0.7f;
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light.z *= 1.2f;
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}
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[m renderWithLight:light
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frame:frame
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range:range
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x:x
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y:y
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z:z
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yaw:yaw
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pitch:pitch
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scale:scale
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speed:speed
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snap:snap
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basetime:basetime];
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}
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@end
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@implementation MapModelInfo
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- (instancetype)initWithRad:(int)rad
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h:(int)h
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zoff:(int)zoff
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snap:(int)snap
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name:(OFString *)name
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{
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self = [super init];
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_rad = rad;
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_h = h;
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_zoff = zoff;
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_snap = snap;
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_name = [name copy];
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return self;
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}
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@end
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