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/*
Copyright (C) 2011 fuh and ezQuake team
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, see <http://www.gnu.org/licenses/>.
*/
#include "quakedef.h"
#include "gl_model.h"
#include "gl_local.h"
#include "gl_md3.h"
#include "vx_vertexlights.h"
#define INTERP_MAXDIST 300
#define SHADEDOT_QUANT 64 /* like in gl_rmain.c */
#define NUMVERTEXNORMALS 162 /* like in gl_rmain.c */
typedef float m3by3_t[3][3];
extern cvar_t cl_drawgun, r_viewmodelsize, r_lerpframes, gl_smoothmodels, gl_affinemodels, gl_fb_models;
extern byte *shadedots;
extern byte r_avertexnormal_dots[SHADEDOT_QUANT][NUMVERTEXNORMALS];
extern float shadelight, ambientlight;
extern qbool full_light;
extern void R_AliasSetupLighting(entity_t *ent);
//extern vec3_t shadevector;
//typedef int int3_t[3];
//int3_t *R_LightPoint3C (vec3_t p);
/*
To draw, for each surface, run through the triangles, getting tex coords from s+t,
*/
void R_DrawAlias3Model (entity_t *ent)
{
float l, lerpfrac, scale;
int distance = INTERP_MAXDIST / MD3_XYZ_SCALE;
vec3_t interpolated_verts;
md3model_t *mhead;
md3Header_t *pheader;
model_t *mod;
int surfnum, numtris, i;
md3Surface_t *surf;
int frame1 = ent->oldframe, frame2 = ent->frame;
md3XyzNormal_t *verts, *v1, *v2;
surfinf_t *sinf;
unsigned int *tris;
md3St_t *tc;
// float ang;
float r_modelalpha;
mod = ent->model;
GL_DisableMultitexture();
glPushMatrix ();
R_RotateForEntity (ent);
r_modelalpha = ((ent->renderfx & RF_WEAPONMODEL) && gl_mtexable) ? bound(0, cl_drawgun.value, 1) : 1;
if (ent->alpha)
r_modelalpha = ent->alpha;
if (r_modelalpha < 1)
glEnable(GL_BLEND);
// glDisable(GL_ALPHA_TEST);
scale = (ent->renderfx & RF_WEAPONMODEL) ? bound(0.5, r_viewmodelsize.value, 1) : 1;
// perform two scalling at once, one scalling for MD3_XYZ_SCALE, other for r_viewmodelsize
glScalef(scale * MD3_XYZ_SCALE, MD3_XYZ_SCALE, MD3_XYZ_SCALE);
glColor4f(1, 1, 1, r_modelalpha);
if (gl_fogenable.value)
glEnable(GL_FOG);
R_AliasSetupLighting(ent);
shadedots = r_avertexnormal_dots[((int) (ent->angles[1] * (SHADEDOT_QUANT / 360.0))) & (SHADEDOT_QUANT - 1)];
if (gl_fb_models.value == 1) {
ambientlight = 999999;
}
if (gl_smoothmodels.value)
glShadeModel(GL_SMOOTH);
if (gl_affinemodels.value)
glHint (GL_PERSPECTIVE_CORRECTION_HINT, GL_FASTEST);
glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
/*
ang = ent->angles[1]/180*M_PI;
shadevector[0] = cos(-ang);
shadevector[1] = sin(-ang);
shadevector[2] = 1;
VectorNormalize (shadevector);
*/
mhead = (md3model_t *)Mod_Extradata (mod);
sinf = (surfinf_t *)((char *)mhead + mhead->surfinf);
pheader = (md3Header_t *)((char *)mhead + mhead->md3model);
if (frame1 >= pheader->numFrames)
frame1 = pheader->numFrames-1;
if (frame2 >= pheader->numFrames)
frame2 = pheader->numFrames-1;
if (!r_lerpframes.value || ent->framelerp < 0 || ent->oldframe == ent->frame)
lerpfrac = 1.0;
else
lerpfrac = min (ent->framelerp, 1);
surf = (md3Surface_t *)((char *)pheader + pheader->ofsSurfaces);
for (surfnum = 0; surfnum < pheader->numSurfaces; surfnum++) //loop through the surfaces.
{
int pose1, pose2;
pose1 = frame1*surf->numVerts;
pose2 = frame2*surf->numVerts;
tc = (md3St_t *)((char *)surf + surf->ofsSt); //skin texture coords.
verts = (md3XyzNormal_t *)((char *)surf + surf->ofsXyzNormals);
tris = (unsigned int *)((char *)surf + surf->ofsTriangles);
numtris = surf->numTriangles * 3;
GL_Bind((sinf+pheader->numSurfaces*pheader->numSkins + surfnum)->texnum);
glBegin (GL_TRIANGLES);
for (i = 0 ; i < numtris ; i++)
{
float s, t;
v1 = verts + *tris + pose1;
v2 = verts + *tris + pose2;
/*
if (poweruptexture && !surface_transparent)
{
float adjustedScrollS, adjustedScrollT, timeScale = cl.time; // some refdef time here
float degs, sinValue, cosValue;
degs = -30 * timeScale;
sinValue = sin(DEG2RAD(degs));
cosValue = cos(DEG2RAD(degs));
s = tc[*tris].s * cosValue + tc[*tris].t * -sinValue + (0.5 - 0.5 * cosValue + 0.5 * sinValue);
t = tc[*tris].s * sinValue + tc[*tris].t * cosValue + (0.5 - 0.5 * sinValue - 0.5 * cosValue);
s *= 2;
t *= 2;
adjustedScrollS = 0.1 * timeScale;
adjustedScrollT = 0.01 * timeScale;
// clamp so coordinates don't continuously get larger, causing problems
// with hardware limits
adjustedScrollS = adjustedScrollS - floor(adjustedScrollS);
adjustedScrollT = adjustedScrollT - floor(adjustedScrollT);
s += adjustedScrollS;
t += adjustedScrollT;
}
wtf: where else{ }
*/
s = tc[*tris].s, t = tc[*tris].t;
/*
if (gl_mtexable)
{
qglMultiTexCoord2f (GL_TEXTURE0_ARB, s, t);
qglMultiTexCoord2f (GL_TEXTURE1_ARB, s, t);
}
else
*/
{
glTexCoord2f (s, t);
}
lerpfrac = VectorL2Compare(v1->xyz, v2->xyz, distance) ? lerpfrac : 1;
/*
if (gl_vertexlights.value && !full_light)
{
l = R_LerpVertexLight (v1->anorm_pitch, v1->anorm_yaw, v2->anorm_pitch, v2->anorm_yaw, lerpfrac, apitch, ayaw);
l = min(l, 1);
for (j=0 ; j<3 ; j++)
lightvec[j] = lightcolor[j] / 256 + l;
glColor4f (lightvec[0], lightvec[1], lightvec[2], ent->transparency);
}
else
*/
{
l = FloatInterpolate (shadedots[v1->normal>>8], lerpfrac, shadedots[v2->normal>>8]);
l = (l * shadelight + ambientlight) / 256;
l = min(l, 1);
glColor4f (l, l, l, r_modelalpha);
}
VectorInterpolate (v1->xyz, lerpfrac, v2->xyz, interpolated_verts);
glVertex3fv (interpolated_verts);
tris++;
}
glEnd();
surf = (md3Surface_t *)((char *)surf + surf->ofsEnd); //NEXT! Getting cocky!
}
if (r_modelalpha < 1)
glDisable (GL_BLEND);
glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
// glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glColor4f(1, 1, 1, 1);
glShadeModel(GL_FLAT);
if (gl_affinemodels.value)
glHint (GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);
glPopMatrix();
glEnable(GL_TEXTURE_2D);
if (gl_fogenable.value)
glDisable(GL_FOG);
}
int Mod_ReadFlagsFromMD1(char *name, int md3version)
{
mdl_t *pinmodel;
char fname[MAX_QPATH];
COM_StripExtension(name, fname);
COM_DefaultExtension(fname, ".md3");
if (!strcmp(name, fname)) //md3 renamed as mdl
{
COM_StripExtension(name, fname); //seeing as the md3 is named over the mdl,
COM_DefaultExtension(fname, ".md1");//read from a file with md1 (one, not an ell)
}
else
{
COM_StripExtension(name, fname);
COM_DefaultExtension(fname, ".mdl");
}
pinmodel = (mdl_t *)FS_LoadTempFile(fname, NULL);
if (!pinmodel) //not found
return 0;
if (pinmodel->ident != IDPOLYHEADER)
return 0;
if (pinmodel->version != ALIAS_VERSION)
return 0;
return pinmodel->flags;
}
void Mod_LoadAlias3Model (model_t *mod, void *buffer, int filesize)
{
#define ll(x) x=LittleLong(x) //easier to type byte swap
#define lf(x) x=LittleFloat(x)
char specifiedskinname[128];
char skinfileskinname[128];
char tenebraeskinname[128];
extern char loadname[];
int start, end, total;
int numsurfs;
int numskins;
int surfn;
md3model_t *pheader;
md3Header_t *mem;
surfinf_t *sinf;
md3Surface_t *surf;
md3Shader_t *sshad;
md3Frame_t *mFrame;
int fr, i, j;
md3St_t *st;
start = Hunk_LowMark ();
mod->type = mod_alias3;
numsurfs = LittleLong(((md3Header_t *)buffer)->numSurfaces);
numskins = 1;
pheader = (md3model_t *) Hunk_Alloc(sizeof(md3model_t) +(numsurfs*numskins)*sizeof(surfinf_t));
pheader->surfinf = sizeof(md3model_t);
mem = (md3Header_t *) Hunk_Alloc(filesize);
pheader->md3model = (char *)mem - (char *)pheader;
memcpy(mem, buffer, filesize); //casually load the entire thing. As you do.
ll(mem->ident);
ll(mem->version);
ll(mem->flags); //Does anyone know what these are?
ll(mem->numFrames);
ll(mem->numTags);
ll(mem->numSurfaces);
ll(mem->numSkins);
ll(mem->ofsFrames);
ll(mem->ofsTags);
ll(mem->ofsSurfaces);
ll(mem->ofsEnd);
pheader->numframes = mem->numFrames;
pheader->numtags = mem->numTags;
pheader->ofstags = pheader->md3model + mem->ofsTags;
for (fr = 0; fr < mem->numFrames; fr++)
{
mFrame = ((md3Frame_t *)((char *)mem + mem->ofsFrames)) + fr;
for (j = 0; j < 3; j++)
{
lf(mFrame->bounds[0][j]);
lf(mFrame->bounds[1][j]);
lf(mFrame->localOrigin[j]);
}
ll(mFrame->radius);
}
sinf = (surfinf_t*)((char *)pheader + pheader->surfinf);
// for (skinn = 0; skinn < numskins; skinn++)
{
surf = (md3Surface_t *)((char *)mem + mem->ofsSurfaces);
for (surfn = 0; surfn < numsurfs; surfn++)
{
md3Triangle_t *tris;
md3XyzNormal_t *vert;
ll(surf->ident);
ll(surf->flags);
ll(surf->numFrames);
ll(surf->numShaders);
ll(surf->numVerts);
ll(surf->numTriangles);
ll(surf->ofsTriangles);
ll(surf->ofsShaders);
ll(surf->ofsSt);
ll(surf->ofsXyzNormals);
ll(surf->ofsEnd);
st = (md3St_t *)((char *)surf + surf->ofsSt); //skin texture coords.
for (i = 0; i < surf->numVerts; i++)
{
lf(st[i].s);
lf(st[i].t);
}
// swap all the triangles
tris = (md3Triangle_t *)((char *)surf + surf->ofsTriangles);
for (j=0 ; j<surf->numTriangles ; j++)
{
ll(tris[j].indexes[0]);
ll(tris[j].indexes[1]);
ll(tris[j].indexes[2]);
}
// swap all the vertices
vert = (md3XyzNormal_t *)((char *)surf + surf->ofsXyzNormals);
for (j=0 ; j < surf->numVerts * surf->numFrames ; j++)
{
vert[j].xyz[0] = LittleShort (vert[j].xyz[0]);
vert[j].xyz[1] = LittleShort (vert[j].xyz[1]);
vert[j].xyz[2] = LittleShort (vert[j].xyz[2]);
vert[j].normal = LittleShort (vert[j].normal);
}
sshad = (md3Shader_t *)((char *)surf + surf->ofsShaders);
ll(sshad->shaderIndex);
*specifiedskinname = *skinfileskinname = *tenebraeskinname = '\0';
strlcpy (specifiedskinname, sshad->name, sizeof (specifiedskinname));
if (*sshad->name)
{
strlcpy (tenebraeskinname, mod->name, sizeof (tenebraeskinname)); //backup
strcpy (COM_SkipPathWritable(tenebraeskinname), sshad->name);
}
else
{
char *sfile, *sfilestart, *nl;
int len;
//hmm. Look in skin file.
strlcpy (sinf->name, mod->name, sizeof (sinf->name));
COM_StripExtension(sinf->name, sinf->name);
strlcat (sinf->name, "_default.skin", sizeof (sinf->name));
sfile = sfilestart = (char *) FS_LoadHunkFile(sinf->name, NULL);
strlcpy (sinf->name, mod->name, sizeof (sinf->name)); //backup
COM_StripExtension(sinf->name, sinf->name);
strlcat (sinf->name, "_skin.tga", sizeof (sinf->name));
len = strlen(surf->name);
if (sfilestart)
{
while(*sfile)
{
nl = strchr(sfile, '\n');
if (!nl)
nl = sfile + strlen(sfile);
if (sfile[len] == ',' && !strncasecmp(surf->name, sfile, len))
{
strlcpy(skinfileskinname, sfile+len+1, nl - (sfile + len) -2);
break;
}
sfile = nl+1;
}
// ?_Free(sfilestart);
}
}
//now work out which alternative is best, and load it.
if (*skinfileskinname && (sinf->texnum=GL_LoadTextureImage(skinfileskinname, skinfileskinname, 0, 0, 0)))
strlcpy (sinf->name, skinfileskinname, sizeof (sinf->name));
else if (*specifiedskinname && (sinf->texnum=GL_LoadTextureImage(specifiedskinname, specifiedskinname, 0, 0, 0)))
strlcpy (sinf->name, specifiedskinname, sizeof (sinf->name));
else if (*tenebraeskinname)
{
sinf->texnum=GL_LoadTextureImage(tenebraeskinname, tenebraeskinname, 0, 0, 0);
strlcpy (sinf->name, tenebraeskinname, sizeof (sinf->name));
}
else if (*skinfileskinname)
{
sinf->texnum=GL_LoadTextureImage(skinfileskinname, skinfileskinname, 0, 0, 0);
strlcpy (sinf->name, skinfileskinname, sizeof (sinf->name));
}
else
{
sinf->texnum=GL_LoadTextureImage("dummy", "dummy", 0, 0, 0);
strlcpy (sinf->name, "dummy", sizeof (sinf->name));
}
surf = (md3Surface_t *)((char *)surf + surf->ofsEnd);
sinf++;
}
}
end = Hunk_LowMark ();
total = end - start;
Cache_Alloc (&mod->cache, total, loadname);
if (!mod->cache.data)
return;
memcpy (mod->cache.data, pheader, total);
// try load simple textures
memset(mod->simpletexture, 0, sizeof(mod->simpletexture));
mod->simpletexture[0] = Mod_LoadSimpleTexture(mod, 0);
Hunk_FreeToLowMark (start);
mod->flags = Mod_ReadFlagsFromMD1(mod->name, mem->flags);
}
int GetTag(model_t *mod, char *tagname, int frame, float **org, m3by3_t **ang) //if anyone is interested that is...
{
md3model_t *mhead;
md3tag_t *tag;
int tnum;
float bad[3]={0};
m3by3_t badm= {{0}};
*org = bad;
*ang = &badm;
if (mod->type != mod_alias3)
return false;
mhead = (md3model_t *)Mod_Extradata (mod);
if (frame > mhead->numframes)
frame = 0;
tag = (md3tag_t *)((char *)mhead + mhead->ofstags);
tag += frame*mhead->numtags;
for(tnum=0;tnum<mhead->numtags; tnum++)
{
if (!strcasecmp(tag->name, tagname))
{
*org = tag->org;
*ang = &tag->ang;
return true;
}
tag++;
}
return false;
}
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