318 lines
8.2 KiB
C++
318 lines
8.2 KiB
C++
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#include "md2rep.hpp"
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#include "md2norms.hpp"
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#include "std.hpp"
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extern gxRuntime* gx_runtime;
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extern gxGraphics* gx_graphics;
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static Vector* normals = 0;
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static float tex_coords[2][2] = {{0, 0}, {0, 0}};
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#pragma pack(push, 1)
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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;
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int skinHeight;
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int frameSize;
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int numSkins;
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int numVertices;
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int numTexCoords;
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int numTriangles;
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int numGlCommands;
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int numFrames;
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int offsetSkins;
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int offsetTexCoords;
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int offsetTriangles;
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int offsetFrames;
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int offsetGlCommands;
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int offsetEnd;
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};
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struct md2_uv {
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short u, v;
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};
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struct md2_vert {
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unsigned char x, y, z, n;
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};
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struct md2_tri {
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unsigned short verts[3], uvs[3];
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};
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#pragma pack(pop)
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struct t_vert {
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unsigned short i, uv;
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bool operator<(const t_vert& t) const
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{
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return memcmp(&i, &t.i, 4) < 0;
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}
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};
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struct t_tri {
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unsigned short verts[3];
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};
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MD2Rep::MD2Rep(const string& f) : mesh(0), n_verts(0), n_tris(0), n_frames(0)
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{
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filebuf in;
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md2_header header;
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if (!in.open(f.c_str(), ios_base::in | ios_base::binary))
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return;
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if (in.sgetn((char*)&header, sizeof(header)) != sizeof(header))
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return;
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if (header.magic != '2PDI' || header.version != 8)
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return;
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n_frames = header.numFrames;
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n_tris = header.numTriangles;
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//read in tex coords
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vector<md2_uv> md2_uvs;
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md2_uvs.resize(header.numTexCoords);
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in.pubseekpos(header.offsetTexCoords);
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in.sgetn((char*)(&md2_uvs.begin()[0]), header.numTexCoords * sizeof(md2_uv));
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//read in triangles
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vector<md2_tri> md2_tris;
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md2_tris.resize(n_tris);
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in.pubseekpos(header.offsetTriangles);
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in.sgetn((char*)(&md2_tris.begin()[0]), n_tris * sizeof(md2_tri));
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vector<t_tri> t_tris;
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vector<t_vert> t_verts;
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map<t_vert, int> t_map;
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int k;
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for (k = 0; k < n_tris; ++k) {
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t_tri tr;
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for (int j = 0; j < 3; ++j) {
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t_vert t;
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t.i = md2_tris[k].verts[j];
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t.uv = md2_tris[k].uvs[j];
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map<t_vert, int>::iterator it = t_map.find(t);
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if (it == t_map.end()) {
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//create new vert
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tr.verts[j] = t_map[t] = t_verts.size();
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t_verts.push_back(t);
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//add UVs
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VertexUV uv;
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uv.u = md2_uvs[t.uv].u / (float)(header.skinWidth);
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uv.v = md2_uvs[t.uv].v / (float)(header.skinHeight);
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uvs.push_back(uv);
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} else {
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//reuse vert
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tr.verts[j] = it->second;
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}
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}
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t_tris.push_back(tr);
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}
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n_verts = t_verts.size();
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frames.resize(n_frames);
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in.pubseekpos(header.offsetFrames);
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vector<md2_vert> md2_verts;
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md2_verts.resize(header.numVertices);
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//read in frames
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for (k = 0; k < n_frames; ++k) {
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char t_buff[16];
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Frame* fr = &frames[k];
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in.sgetn((char*)&fr->scale, 12);
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in.sgetn((char*)&fr->trans, 12);
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in.sgetn(t_buff, 16);
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fr->scale = Vector(fr->scale.y, fr->scale.z, fr->scale.x);
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fr->trans = Vector(fr->trans.y, fr->trans.z, fr->trans.x);
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//read vertices
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in.sgetn((char*)&md2_verts.begin()[0], header.numVertices * sizeof(md2_vert));
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fr->verts.resize(n_verts);
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for (int j = 0; j < n_verts; ++j) {
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Vertex* v = &fr->verts[j];
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const t_vert& tv = t_verts[j];
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const md2_vert& mv = md2_verts[tv.i];
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v->x = mv.y;
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v->y = mv.z;
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v->z = mv.x;
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v->n = mv.n;
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box.update(Vector(v->x, v->y, v->z) * fr->scale + fr->trans);
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}
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}
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//create mesh and setup tris
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mesh = gx_graphics->createMesh(n_verts, n_tris, 0);
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mesh->lock(true);
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for (k = 0; k < n_tris; ++k) {
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const t_tri& t = t_tris[k];
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mesh->setTriangle(k, t.verts[0], t.verts[2], t.verts[1]);
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}
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mesh->unlock();
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//build normals
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if (!normals) {
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normals = (Vector*)md2norms;
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for (int k = 0; k < sizeof(md2norms) / 12; ++k) {
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normals[k] = Vector(normals[k].y, normals[k].z, normals[k].x);
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}
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}
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}
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MD2Rep::~MD2Rep()
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{
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if (mesh)
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gx_graphics->freeMesh(mesh);
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}
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/*
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void MD2Rep::render( Vert *v,int frame ){
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const Frame &frame_a=frames[frame];
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const Vertex *v_a=frame_a.verts.begin();
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const Vector scale_a=frame_a.scale,trans_a=frame_a.trans;
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for( int k=0;k<n_verts;++v,++v_a,++k ){
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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 );
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v->normal=normals[ v_a->n ];
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}
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}
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*/
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void MD2Rep::render(Vert* v, int frame, float time)
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{
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const Frame& frame_b = frames[frame];
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const Vertex* v_b = (Vertex*)(&frame_b.verts.begin()[0]);
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const Vector scale_b = frame_b.scale, trans_b = frame_b.trans;
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for (int k = 0; k < n_verts; ++v, ++v_b, ++k) {
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const Vector t_b(v_b->x * scale_b.x + trans_b.x, v_b->y * scale_b.y + trans_b.y,
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v_b->z * scale_b.z + trans_b.z);
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const Vector& n_b = normals[v_b->n];
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v->coords += (t_b - v->coords) * time;
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v->normal += (n_b - v->normal) * time;
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}
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}
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void MD2Rep::render(Vert* v, int render_a, int render_b, float render_t)
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{
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const Frame& frame_a = frames[render_a];
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const Vector scale_a = frame_a.scale, trans_a = frame_a.trans;
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const Frame& frame_b = frames[render_b];
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const Vector scale_b = frame_b.scale, trans_b = frame_b.trans;
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const Vertex* v_a = (Vertex*)(&frame_a.verts.begin()[0]);
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const Vertex* v_b = (Vertex*)(&frame_b.verts.begin()[0]);
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for (int k = 0; k < n_verts; ++v, ++v_a, ++v_b, ++k) {
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const Vector t_a(v_a->x * scale_a.x + trans_a.x, v_a->y * scale_a.y + trans_a.y,
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v_a->z * scale_a.z + trans_a.z);
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const Vector t_b(v_b->x * scale_b.x + trans_b.x, v_b->y * scale_b.y + trans_b.y,
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v_b->z * scale_b.z + trans_b.z);
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v->coords = (t_b - t_a) * render_t + t_a;
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const Vector& n_a = normals[v_a->n];
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const Vector& n_b = normals[v_b->n];
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v->normal = (n_b - n_a) * render_t + n_a;
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}
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}
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/*
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void MD2Rep::render( Vert *v,const Vert *v_a,const Vert *v_b,float render_t ){
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for( int k=0;k<n_verts;++v,++v_a,++v_b,++k ){
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v->coords=(v_b->coords-v_a->coords)*render_t+v_a->coords;
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v->normal=(v_b->normal-v_a->normal)*render_t+v_a->normal;
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}
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}
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*/
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void MD2Rep::render(Model* model, int render_a, int render_b, float render_t)
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{
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const Frame& frame_a = frames[render_a];
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const Vector scale_a = frame_a.scale, trans_a = frame_a.trans;
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const Frame& frame_b = frames[render_b];
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const Vector scale_b = frame_b.scale, trans_b = frame_b.trans;
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const VertexUV* uv = (VertexUV*)&uvs.begin()[0];
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const Vertex* v_a = (Vertex*)(&frame_a.verts.begin()[0]);
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const Vertex* v_b = (Vertex*)(&frame_b.verts.begin()[0]);
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mesh->lock(true);
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for (int k = 0; k < n_verts; ++uv, ++v_a, ++v_b, ++k) {
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const Vector t_a(v_a->x * scale_a.x + trans_a.x, v_a->y * scale_a.y + trans_a.y,
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v_a->z * scale_a.z + trans_a.z);
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const Vector t_b(v_b->x * scale_b.x + trans_b.x, v_b->y * scale_b.y + trans_b.y,
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v_b->z * scale_b.z + trans_b.z);
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const Vector t((t_b - t_a) * render_t + t_a);
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const Vector& n_a = normals[v_a->n];
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const Vector& n_b = normals[v_b->n];
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const Vector n((n_b - n_a) * render_t + n_a);
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tex_coords[0][0] = uv->u;
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tex_coords[0][1] = uv->v;
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mesh->setVertex(k, &t.x, &n.x, tex_coords);
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}
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mesh->unlock();
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model->enqueue(mesh, 0, n_verts, 0, n_tris);
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}
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/*
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void MD2Rep::render( Model *model,const Vert *v_a,const Vert *v_b,float render_t ){
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const VertexUV *uv=uvs.begin();
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mesh->lock();
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for( int k=0;k<n_verts;++uv,++v_a,++v_b,++k ){
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const Vector t( ( v_b->coords-v_a->coords)*render_t+v_a->coords );
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const Vector n( ( v_b->normal-v_a->normal)*render_t+v_a->normal );
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tex_coords[0]=uv->u;
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tex_coords[1]=uv->v;
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mesh->setVertex( k,&t.x,&n.x,tex_coords );
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}
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mesh->unlock();
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model->enqueue( mesh,0,n_verts,0,n_tris );
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}
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*/
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void MD2Rep::render(Model* model, const Vert* v_a, int render_b, float render_t)
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{
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const Frame& frame_b = frames[render_b];
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const Vector scale_b = frame_b.scale, trans_b = frame_b.trans;
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const VertexUV* uv = (VertexUV*)&uvs.begin()[0];
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const Vertex* v_b = (Vertex*)&frame_b.verts.begin()[0];
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mesh->lock(true);
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for (int k = 0; k < n_verts; ++uv, ++v_a, ++v_b, ++k) {
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const Vector t_b(v_b->x * scale_b.x + trans_b.x, v_b->y * scale_b.y + trans_b.y,
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v_b->z * scale_b.z + trans_b.z);
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const Vector t((t_b - v_a->coords) * render_t + v_a->coords);
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const Vector& n_b = normals[v_b->n];
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const Vector n((n_b - v_a->normal) * render_t + v_a->normal);
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tex_coords[0][0] = uv->u;
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tex_coords[0][1] = uv->v;
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mesh->setVertex(k, &t.x, &n.x, tex_coords);
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}
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mesh->unlock();
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model->enqueue(mesh, 0, n_verts, 0, n_tris);
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}
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