Artifact 4b559229534122e0d2d4902f482242c3fff9fad7a48cc6047246a1b1d6ea85ec:
- File
src/MD2.mm
— part of check-in
[489124a92f]
at
2025-03-16 10:11:39
on branch trunk
— Use one autorelease pool per frame
This way, nowhere else autorelease pools need to be managed. (user: js, size: 4961) [annotate] [blame] [check-ins using]
#import "MD2.h" #include "cube.h" struct md2_header { int magic; int version; int skinWidth, skinHeight; int frameSize; int numSkins, numVertices, numTexcoords; int numTriangles, numGlCommands, numFrames; int offsetSkins, offsetTexcoords, offsetTriangles; int offsetFrames, offsetGlCommands, offsetEnd; }; struct md2_vertex { uchar vertex[3], lightNormalIndex; }; struct md2_frame { float scale[3]; float translate[3]; char name[16]; md2_vertex vertices[1]; }; static float snap(int sn, float f) { return sn ? (float)(((int)(f + sn * 0.5f)) & (~(sn - 1))) : f; } @implementation MD2 { int _numGlCommands; int *_glCommands; int _numTriangles; int _frameSize; int _numFrames; int _numVerts; char *_frames; OFVector3D **_mverts; int _displaylist; int _displaylistverts; } - (void)dealloc { if (_glCommands) delete[] _glCommands; if (_frames) delete[] _frames; } - (bool)loadWithIRI:(OFIRI *)IRI { OFSeekableStream *stream; @try { stream = (OFSeekableStream *)[[OFIRIHandler handlerForIRI:IRI] openItemAtIRI:IRI mode:@"r"]; } @catch (id e) { return false; } if (![stream isKindOfClass:OFSeekableStream.class]) return false; md2_header header; [stream readIntoBuffer:&header exactLength:sizeof(md2_header)]; endianswap(&header, sizeof(int), sizeof(md2_header) / sizeof(int)); if (header.magic != 844121161 || header.version != 8) return false; _frames = new char[header.frameSize * header.numFrames]; if (_frames == NULL) return false; [stream seekToOffset:header.offsetFrames whence:OFSeekSet]; [stream readIntoBuffer:_frames exactLength:header.frameSize * header.numFrames]; for (int i = 0; i < header.numFrames; ++i) endianswap(_frames + i * header.frameSize, sizeof(float), 6); _glCommands = new int[header.numGlCommands]; if (_glCommands == NULL) return false; [stream seekToOffset:header.offsetGlCommands whence:OFSeekSet]; [stream readIntoBuffer:_glCommands exactLength:header.numGlCommands * sizeof(int)]; endianswap(_glCommands, sizeof(int), header.numGlCommands); _numFrames = header.numFrames; _numGlCommands = header.numGlCommands; _frameSize = header.frameSize; _numTriangles = header.numTriangles; _numVerts = header.numVertices; [stream close]; _mverts = new OFVector3D *[_numFrames]; loopj(_numFrames) _mverts[j] = NULL; return true; } - (void)scaleWithFrame:(int)frame scale:(float)scale snap:(int)sn { _mverts[frame] = new OFVector3D[_numVerts]; md2_frame *cf = (md2_frame *)((char *)_frames + _frameSize * frame); float sc = 16.0f / scale; loop(vi, _numVerts) { uchar *cv = (uchar *)&cf->vertices[vi].vertex; OFVector3D *v = &(_mverts[frame])[vi]; v->x = (snap(sn, cv[0] * cf->scale[0]) + cf->translate[0]) / sc; v->y = -(snap(sn, cv[1] * cf->scale[1]) + cf->translate[1]) / sc; v->z = (snap(sn, cv[2] * cf->scale[2]) + cf->translate[2]) / sc; } } - (void)renderWithLight:(OFVector3D)light frame:(int)frame range:(int)range x:(float)x y:(float)y z:(float)z yaw:(float)yaw pitch:(float)pitch scale:(float)sc speed:(float)speed snap:(int)sn basetime:(int)basetime { loopi(range) if (!_mverts[frame + i])[self scaleWithFrame:frame + i scale:sc snap:sn]; glPushMatrix(); glTranslatef(x, y, z); glRotatef(yaw + 180, 0, -1, 0); glRotatef(pitch, 0, 0, 1); glColor3fv((float *)&light); if (_displaylist && frame == 0 && range == 1) { glCallList(_displaylist); xtraverts += _displaylistverts; } else { if (frame == 0 && range == 1) { static int displaylistn = 10; glNewList(_displaylist = displaylistn++, GL_COMPILE); _displaylistverts = xtraverts; } int time = lastmillis - basetime; int fr1 = (int)(time / speed); float frac1 = (time - fr1 * speed) / speed; float frac2 = 1 - frac1; fr1 = fr1 % range + frame; int fr2 = fr1 + 1; if (fr2 >= frame + range) fr2 = frame; OFVector3D *verts1 = _mverts[fr1]; OFVector3D *verts2 = _mverts[fr2]; for (int *command = _glCommands; (*command) != 0;) { int numVertex = *command++; if (numVertex > 0) { glBegin(GL_TRIANGLE_STRIP); } else { glBegin(GL_TRIANGLE_FAN); numVertex = -numVertex; } loopi(numVertex) { float tu = *((float *)command++); float tv = *((float *)command++); glTexCoord2f(tu, tv); int vn = *command++; OFVector3D &v1 = verts1[vn]; OFVector3D &v2 = verts2[vn]; #define ip(c) v1.c *frac2 + v2.c *frac1 glVertex3f(ip(x), ip(z), ip(y)); } xtraverts += numVertex; glEnd(); } if (_displaylist) { glEndList(); _displaylistverts = xtraverts - _displaylistverts; } } glPopMatrix(); } @end