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BlitzNext/Runtime/blitz3d/md2rep.cpp
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Michael Fabian 'Xaymar' Dirks 2196cb8419 runtime: Formatting
2019-01-18 17:04:17 +01:00

318 lines
8.2 KiB
C++

#include "md2rep.hpp"
#include "md2norms.hpp"
#include "std.hpp"
extern gxRuntime* gx_runtime;
extern gxGraphics* gx_graphics;
static Vector* normals = 0;
static float tex_coords[2][2] = {{0, 0}, {0, 0}};
#pragma pack(push, 1)
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_uv {
short u, v;
};
struct md2_vert {
unsigned char x, y, z, n;
};
struct md2_tri {
unsigned short verts[3], uvs[3];
};
#pragma pack(pop)
struct t_vert {
unsigned short i, uv;
bool operator<(const t_vert& t) const
{
return memcmp(&i, &t.i, 4) < 0;
}
};
struct t_tri {
unsigned short verts[3];
};
MD2Rep::MD2Rep(const string& f) : mesh(0), n_verts(0), n_tris(0), n_frames(0)
{
filebuf in;
md2_header header;
if (!in.open(f.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;
n_frames = header.numFrames;
n_tris = header.numTriangles;
//read in tex coords
vector<md2_uv> md2_uvs;
md2_uvs.resize(header.numTexCoords);
in.pubseekpos(header.offsetTexCoords);
in.sgetn((char*)(&md2_uvs.begin()[0]), header.numTexCoords * sizeof(md2_uv));
//read in triangles
vector<md2_tri> md2_tris;
md2_tris.resize(n_tris);
in.pubseekpos(header.offsetTriangles);
in.sgetn((char*)(&md2_tris.begin()[0]), n_tris * sizeof(md2_tri));
vector<t_tri> t_tris;
vector<t_vert> t_verts;
map<t_vert, int> t_map;
int k;
for (k = 0; k < n_tris; ++k) {
t_tri tr;
for (int j = 0; j < 3; ++j) {
t_vert t;
t.i = md2_tris[k].verts[j];
t.uv = md2_tris[k].uvs[j];
map<t_vert, int>::iterator it = t_map.find(t);
if (it == t_map.end()) {
//create new vert
tr.verts[j] = t_map[t] = t_verts.size();
t_verts.push_back(t);
//add UVs
VertexUV uv;
uv.u = md2_uvs[t.uv].u / (float)(header.skinWidth);
uv.v = md2_uvs[t.uv].v / (float)(header.skinHeight);
uvs.push_back(uv);
} else {
//reuse vert
tr.verts[j] = it->second;
}
}
t_tris.push_back(tr);
}
n_verts = t_verts.size();
frames.resize(n_frames);
in.pubseekpos(header.offsetFrames);
vector<md2_vert> md2_verts;
md2_verts.resize(header.numVertices);
//read in frames
for (k = 0; k < n_frames; ++k) {
char t_buff[16];
Frame* fr = &frames[k];
in.sgetn((char*)&fr->scale, 12);
in.sgetn((char*)&fr->trans, 12);
in.sgetn(t_buff, 16);
fr->scale = Vector(fr->scale.y, fr->scale.z, fr->scale.x);
fr->trans = Vector(fr->trans.y, fr->trans.z, fr->trans.x);
//read vertices
in.sgetn((char*)&md2_verts.begin()[0], header.numVertices * sizeof(md2_vert));
fr->verts.resize(n_verts);
for (int j = 0; j < n_verts; ++j) {
Vertex* v = &fr->verts[j];
const t_vert& tv = t_verts[j];
const md2_vert& mv = md2_verts[tv.i];
v->x = mv.y;
v->y = mv.z;
v->z = mv.x;
v->n = mv.n;
box.update(Vector(v->x, v->y, v->z) * fr->scale + fr->trans);
}
}
//create mesh and setup tris
mesh = gx_graphics->createMesh(n_verts, n_tris, 0);
mesh->lock(true);
for (k = 0; k < n_tris; ++k) {
const t_tri& t = t_tris[k];
mesh->setTriangle(k, t.verts[0], t.verts[2], t.verts[1]);
}
mesh->unlock();
//build normals
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);
}
}
}
MD2Rep::~MD2Rep()
{
if (mesh)
gx_graphics->freeMesh(mesh);
}
/*
void MD2Rep::render( Vert *v,int frame ){
const Frame &frame_a=frames[frame];
const Vertex *v_a=frame_a.verts.begin();
const Vector scale_a=frame_a.scale,trans_a=frame_a.trans;
for( int k=0;k<n_verts;++v,++v_a,++k ){
v->coords=Vector( 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 );
v->normal=normals[ v_a->n ];
}
}
*/
void MD2Rep::render(Vert* v, int frame, float time)
{
const Frame& frame_b = frames[frame];
const Vertex* v_b = (Vertex*)(&frame_b.verts.begin()[0]);
const Vector scale_b = frame_b.scale, trans_b = frame_b.trans;
for (int k = 0; k < n_verts; ++v, ++v_b, ++k) {
const 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);
const Vector& n_b = normals[v_b->n];
v->coords += (t_b - v->coords) * time;
v->normal += (n_b - v->normal) * time;
}
}
void MD2Rep::render(Vert* v, int render_a, int render_b, float render_t)
{
const Frame& frame_a = frames[render_a];
const Vector scale_a = frame_a.scale, trans_a = frame_a.trans;
const Frame& frame_b = frames[render_b];
const Vector scale_b = frame_b.scale, trans_b = frame_b.trans;
const Vertex* v_a = (Vertex*)(&frame_a.verts.begin()[0]);
const Vertex* v_b = (Vertex*)(&frame_b.verts.begin()[0]);
for (int k = 0; k < n_verts; ++v, ++v_a, ++v_b, ++k) {
const 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 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);
v->coords = (t_b - t_a) * render_t + t_a;
const Vector& n_a = normals[v_a->n];
const Vector& n_b = normals[v_b->n];
v->normal = (n_b - n_a) * render_t + n_a;
}
}
/*
void MD2Rep::render( Vert *v,const Vert *v_a,const Vert *v_b,float render_t ){
for( int k=0;k<n_verts;++v,++v_a,++v_b,++k ){
v->coords=(v_b->coords-v_a->coords)*render_t+v_a->coords;
v->normal=(v_b->normal-v_a->normal)*render_t+v_a->normal;
}
}
*/
void MD2Rep::render(Model* model, int render_a, int render_b, float render_t)
{
const Frame& frame_a = frames[render_a];
const Vector scale_a = frame_a.scale, trans_a = frame_a.trans;
const Frame& frame_b = frames[render_b];
const Vector scale_b = frame_b.scale, trans_b = frame_b.trans;
const VertexUV* uv = (VertexUV*)&uvs.begin()[0];
const Vertex* v_a = (Vertex*)(&frame_a.verts.begin()[0]);
const Vertex* v_b = (Vertex*)(&frame_b.verts.begin()[0]);
mesh->lock(true);
for (int k = 0; k < n_verts; ++uv, ++v_a, ++v_b, ++k) {
const 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 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);
const Vector t((t_b - t_a) * render_t + t_a);
const Vector& n_a = normals[v_a->n];
const Vector& n_b = normals[v_b->n];
const Vector n((n_b - n_a) * render_t + n_a);
tex_coords[0][0] = uv->u;
tex_coords[0][1] = uv->v;
mesh->setVertex(k, &t.x, &n.x, tex_coords);
}
mesh->unlock();
model->enqueue(mesh, 0, n_verts, 0, n_tris);
}
/*
void MD2Rep::render( Model *model,const Vert *v_a,const Vert *v_b,float render_t ){
const VertexUV *uv=uvs.begin();
mesh->lock();
for( int k=0;k<n_verts;++uv,++v_a,++v_b,++k ){
const Vector t( ( v_b->coords-v_a->coords)*render_t+v_a->coords );
const Vector n( ( v_b->normal-v_a->normal)*render_t+v_a->normal );
tex_coords[0]=uv->u;
tex_coords[1]=uv->v;
mesh->setVertex( k,&t.x,&n.x,tex_coords );
}
mesh->unlock();
model->enqueue( mesh,0,n_verts,0,n_tris );
}
*/
void MD2Rep::render(Model* model, const Vert* v_a, int render_b, float render_t)
{
const Frame& frame_b = frames[render_b];
const Vector scale_b = frame_b.scale, trans_b = frame_b.trans;
const VertexUV* uv = (VertexUV*)&uvs.begin()[0];
const Vertex* v_b = (Vertex*)&frame_b.verts.begin()[0];
mesh->lock(true);
for (int k = 0; k < n_verts; ++uv, ++v_a, ++v_b, ++k) {
const 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);
const Vector t((t_b - v_a->coords) * render_t + v_a->coords);
const Vector& n_b = normals[v_b->n];
const Vector n((n_b - v_a->normal) * render_t + v_a->normal);
tex_coords[0][0] = uv->u;
tex_coords[0][1] = uv->v;
mesh->setVertex(k, &t.x, &n.x, tex_coords);
}
mesh->unlock();
model->enqueue(mesh, 0, n_verts, 0, n_tris);
}