Files
BlitzNext/Runtime/blitz3d/md2model_bak.cpp
T
Michael Fabian 'Xaymar' Dirks 2196cb8419 runtime: Formatting
2019-01-18 17:04:17 +01:00

505 lines
12 KiB
C++

#include "md2model.h"
#include "md2norms.h"
#include "std.h"
static Vector* normals;
static float white[] = {1, 1, 1};
extern gxRuntime* gx_runtime;
extern gxGraphics* gx_graphics;
struct MD2Model::Rep {
struct md2_header {
int magic;
int version;
int skinWidth;
int skinHeight;
int frameSize;
int numSkins;
int numVertices;
int numTexCoords;
int numTriangles;
int numGlCommands;
int numFrames;
int offsetSkins;
int offsetTexCoords;
int offsetTriangles;
int offsetFrames;
int offsetGlCommands;
int offsetEnd;
};
struct md2_vertex {
unsigned char x, y, z, n;
};
struct md2_texcoord {
unsigned short s, t;
};
struct md2_triangle {
unsigned short verts[3], tex_coords[3];
};
struct Frame {
Vector scale, trans;
vector<md2_vertex> verts;
};
struct TexCoords {
float u, v;
};
int ref_cnt;
int num_verts, num_frames;
vector<Frame> frames;
vector<TexCoords> tex_coords;
gxMesh* mesh;
Box box;
ModelModel::Rep(const string& file) : ref_cnt(1), mesh(0)
{
filebuf in;
Header header;
if (!in.open(file.c_str(), ios_base::in | ios_base::binary))
return;
if (in.sgetn((char*)&header, sizeof(header)) != sizeof(header))
return;
if (header.magic != '2PDI' || header.version != 8)
return;
//read tex coords
in.pubseekpos(header.offsetTexCoords);
TexCoord* coords = d_new TexCoord[header.numTexCoords];
in.sgetn((char*)coords, header.numTexCoords * sizeof(TexCoord));
vector<VertInfo> verts;
map<VertInfo, int> info_map;
//build triangles
vector<Triangle> triangles;
in.pubseekpos(header.offsetTriangles);
triangles.resize(header.numTriangles);
for (k = 0; k < triangles.size(); ++k) {
unsigned short v[3], t[3];
in.sgetn((char*)v, 6);
in.sgetn((char*)t, 6);
for (int j = 0; j < 3; ++j) {
unsigned char tu = coords[t[j]].s * 256.0f / header.skinWidth;
unsigned char tv = coords[t[j]].t * 256.0f / header.skinHeight;
VertInfo i(v[j], tu, tv);
map<VertInfo, int>::iterator it = info_map.find(i);
if (it == info_map.end()) {
info_map[i] = triangles[k].v[j] = verts.size();
verts.push_back(i);
} else {
triangles[k].v[j] = it->second;
}
}
}
delete coords;
//load frames
string tt = "MD2 Frames:" + itoa(header.numFrames);
gx_runtime->debugLog(tt.c_str());
in.pubseekpos(header.offsetFrames);
frames.resize(header.numFrames);
MD2Vertex* md2_verts = d_new MD2Vertex[header.numVertices];
for (k = 0; k < frames.size(); ++k) {
Frame& frame = frames[k];
//read frame header;
in.sgetn((char*)&frame.scale, 12);
in.sgetn((char*)&frame.trans, 12);
in.sgetn(frame.name, 16);
frame.trans = Vector(frame.trans.y, frame.trans.z, frame.trans.x);
frame.scale = Vector(frame.scale.y, frame.scale.z, frame.scale.x);
//read frame verts...
in.sgetn((char*)md2_verts, header.numVertices * 4);
frame.vertices.resize(verts.size());
for (int j = 0; j < verts.size(); ++j) {
Vertex& v = frame.vertices[j];
const VertInfo& i = verts[j];
const MD2Vertex& m = md2_verts[i.index];
v.x = m.y;
v.y = m.z;
v.z = m.x;
v.u = i.u;
v.v = i.v;
v.n = m.n;
}
}
delete md2_verts;
//create initial mesh
mesh = gx_graphics->createMesh(verts.size(), triangles.size(), 0);
mesh->lock();
for (k = 0; k < triangles.size(); ++k) {
const Triangle& t = triangles[k];
mesh->setTriangle(k, t.v[0], t.v[2], t.v[1]);
}
mesh->unlock();
//calculate bounding box.
for (k = 0; k < header.numFrames; ++k) {
const Frame& frame = frames[k];
const Vector& scale = frame.scale;
const Vector& trans = frame.trans;
for (int n = 0; n < frame.vertices.size(); ++n) {
const Vertex& v = frame.vertices[n];
box.update(Vector(v.x, v.y, v.z) * scale + trans);
}
}
if (!normals) {
normals = (Vector*)md2norms;
for (int k = 0; k < sizeof(md2norms) / 12; ++k) {
normals[k] = Vector(normals[k].y, normals[k].z, normals[k].x);
}
}
#pragma pack(push, 1)
struct Header {
int magic;
int version;
int skinWidth;
int skinHeight;
int frameSize;
int numSkins;
int numVertices;
int numTexCoords;
int numTriangles;
int numGlCommands;
int numFrames;
int offsetSkins;
int offsetTexCoords;
int offsetTriangles;
int offsetFrames;
int offsetGlCommands;
int offsetEnd;
};
struct MD2Vertex {
unsigned char x, y, z, n;
};
struct Vertex {
unsigned char x, y, z, u, v, n;
};
struct Triangle {
unsigned short v[3]; //index into vertices
};
struct Frame {
Vector scale;
Vector trans;
char name[16];
vector<Vertex> vertices;
};
struct TexCoord {
short s, t;
};
struct VertInfo {
unsigned short index;
unsigned char u, v;
VertInfo(unsigned short i, char u, char v) : index(i), u(u), v(v) {}
bool operator<(const VertInfo& t) const
{
if (index < t.index)
return true;
if (t.index < index)
return false;
if (u < t.u)
return true;
if (t.u < u)
return false;
return v < t.v;
}
};
#pragma pack(pop)
int ref_cnt;
Header header;
vector<Frame> frames;
gxMesh* mesh;
Box box;
Rep(const string& file);
~Rep();
void render(MD2Model * model, float render_t, int render_a, int render_b);
};
MD2Model::Rep::Rep(const string& file) : ref_cnt(1), mesh(0)
{
filebuf in;
if (!in.open(file.c_str(), ios_base::in | ios_base::binary)) {
return;
}
if (in.sgetn((char*)&header, sizeof(header)) != sizeof(header)) {
return;
}
if (header.magic != '2PDI' || header.version != 8) {
return;
}
int k;
//read tex coords
in.pubseekpos(header.offsetTexCoords);
TexCoord* coords = d_new TexCoord[header.numTexCoords];
in.sgetn((char*)coords, header.numTexCoords * sizeof(TexCoord));
vector<VertInfo> verts;
map<VertInfo, int> info_map;
//build triangles
vector<Triangle> triangles;
in.pubseekpos(header.offsetTriangles);
triangles.resize(header.numTriangles);
for (k = 0; k < triangles.size(); ++k) {
unsigned short v[3], t[3];
in.sgetn((char*)v, 6);
in.sgetn((char*)t, 6);
for (int j = 0; j < 3; ++j) {
unsigned char tu = coords[t[j]].s * 256.0f / header.skinWidth;
unsigned char tv = coords[t[j]].t * 256.0f / header.skinHeight;
VertInfo i(v[j], tu, tv);
map<VertInfo, int>::iterator it = info_map.find(i);
if (it == info_map.end()) {
info_map[i] = triangles[k].v[j] = verts.size();
verts.push_back(i);
} else {
triangles[k].v[j] = it->second;
}
}
}
delete coords;
//load frames
string tt = "MD2 Frames:" + itoa(header.numFrames);
gx_runtime->debugLog(tt.c_str());
in.pubseekpos(header.offsetFrames);
frames.resize(header.numFrames);
MD2Vertex* md2_verts = d_new MD2Vertex[header.numVertices];
for (k = 0; k < frames.size(); ++k) {
Frame& frame = frames[k];
//read frame header;
in.sgetn((char*)&frame.scale, 12);
in.sgetn((char*)&frame.trans, 12);
in.sgetn(frame.name, 16);
frame.trans = Vector(frame.trans.y, frame.trans.z, frame.trans.x);
frame.scale = Vector(frame.scale.y, frame.scale.z, frame.scale.x);
//read frame verts...
in.sgetn((char*)md2_verts, header.numVertices * 4);
frame.vertices.resize(verts.size());
for (int j = 0; j < verts.size(); ++j) {
Vertex& v = frame.vertices[j];
const VertInfo& i = verts[j];
const MD2Vertex& m = md2_verts[i.index];
v.x = m.y;
v.y = m.z;
v.z = m.x;
v.u = i.u;
v.v = i.v;
v.n = m.n;
}
}
delete md2_verts;
//create initial mesh
mesh = gx_graphics->createMesh(verts.size(), triangles.size(), 0);
mesh->lock();
for (k = 0; k < triangles.size(); ++k) {
const Triangle& t = triangles[k];
mesh->setTriangle(k, t.v[0], t.v[2], t.v[1]);
}
mesh->unlock();
//calculate bounding box.
for (k = 0; k < header.numFrames; ++k) {
const Frame& frame = frames[k];
const Vector& scale = frame.scale;
const Vector& trans = frame.trans;
for (int n = 0; n < frame.vertices.size(); ++n) {
const Vertex& v = frame.vertices[n];
box.update(Vector(v.x, v.y, v.z) * scale + trans);
}
}
if (!normals) {
normals = (Vector*)md2norms;
for (int k = 0; k < sizeof(md2norms) / 12; ++k) {
normals[k] = Vector(normals[k].y, normals[k].z, normals[k].x);
}
}
}
MD2Model::Rep::~Rep()
{
if (mesh)
gx_graphics->freeMesh(mesh);
}
void MD2Model::Rep::render(MD2Model* model, float render_t, int render_a, int render_b)
{
const Frame& frame_a = frames[render_a];
const Vector& scale_a = frame_a.scale;
const Vector& trans_a = frame_a.trans;
const Frame& frame_b = frames[render_b];
const Vector& scale_b = frame_b.scale;
const Vector& trans_b = frame_b.trans;
mesh->lock();
int k;
for (k = 0; k < frame_a.vertices.size(); ++k) {
const Vertex& v_a = frame_a.vertices[k];
const Vector& n_a = normals[v_a.n];
Vector t_a(v_a.x * scale_a.x + trans_a.x, v_a.y * scale_a.y + trans_a.y, v_a.z * scale_a.z + trans_a.z);
const Vertex& v_b = frame_b.vertices[k];
const Vector& n_b = normals[v_b.n];
Vector t_b(v_b.x * scale_b.x + trans_b.x, v_b.y * scale_b.y + trans_b.y, v_b.z * scale_b.z + trans_b.z);
Vector t = (t_b - t_a) * render_t + t_a;
Vector n = (n_b - n_a) * render_t + n_a;
float tex_coords[] = {v_a.u / 256.0f, v_a.v / 256.0f, 1, 0, 0, 1};
mesh->setVertex(k, &t.x, &n.x, white, tex_coords);
}
mesh->unlock();
model->enqueue(mesh, 0, frame_a.vertices.size(), 0, header.numTriangles);
}
MD2Model::MD2Model(const string& f)
: rep(d_new Rep(f)), anim_mode(0), anim_time(0), render_a(0), render_b(0), render_t(0)
{}
MD2Model::MD2Model(const MD2Model& t)
: Model(t), rep(t.rep), anim_mode(0), anim_time(0), render_a(0), render_b(0), render_t(0)
{
++rep->ref_cnt;
}
MD2Model::~MD2Model()
{
if (!--rep->ref_cnt)
delete rep;
}
void MD2Model::startMD2Anim(int first, int last, int mode, float speed)
{
if (!speed && !mode) {
anim_mode = 0;
return;
}
if (first < 0)
first = 0;
else if (first >= rep->header.numFrames)
first = rep->header.numFrames - 1;
if (last < 0)
last = 0;
else if (last >= rep->header.numFrames)
last = rep->header.numFrames - 1;
if (first == last) {
anim_mode = 0;
render_a = render_b = first;
render_t = 0;
return;
}
if (last < first)
std::swap(first, last);
anim_first = first;
anim_last = last;
anim_len = last - first;
anim_speed = speed;
anim_time = speed > 0 ? first : last;
anim_mode = mode;
}
void MD2Model::animate(float e)
{
Model::animate(e);
if (!anim_mode)
return;
anim_time = anim_time + anim_speed * e;
if (anim_time < anim_first) {
switch (anim_mode) {
case ANIM_MODE_LOOP:
anim_time += anim_len;
break;
case ANIM_MODE_PINGPONG:
anim_time = anim_first + (anim_first - anim_time);
anim_speed = -anim_speed;
break;
default:
anim_time = anim_first;
anim_mode = 0;
break;
}
} else if (anim_time >= anim_last) {
switch (anim_mode) {
case ANIM_MODE_LOOP:
anim_time -= anim_len;
break;
case ANIM_MODE_PINGPONG:
anim_time = anim_last - (anim_time - anim_last);
anim_speed = -anim_speed;
break;
default:
anim_time = anim_last;
anim_mode = 0;
break;
}
}
render_a = floor(anim_time);
render_b = render_a + 1;
if (anim_mode == ANIM_MODE_LOOP && render_b == anim_last)
render_b = anim_first;
render_t = anim_time - render_a;
}
void MD2Model::render(const RenderContext& rc)
{
static Frustum f;
new (&f) Frustum(rc.getWorldFrustum(), -getRenderTform());
if (!f.cull(rep->box))
return;
rep->render(this, render_t, render_a, render_b);
}
int MD2Model::getMD2AnimLength() const
{
return rep->frames.size();
}
bool MD2Model::getValid() const
{
return rep->mesh != 0;
}