// rendermd2.cpp: loader code adapted from a nehe tutorial
#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];
};
struct md2 {
int numGlCommands;
int *glCommands;
int numTriangles;
int frameSize;
int numFrames;
int numVerts;
char *frames;
OFVector3D **mverts;
int displaylist;
int displaylistverts;
mapmodelinfo mmi;
char *loadname;
int mdlnum;
bool loaded;
bool load(char *filename);
void render(OFVector3D &light, int numFrame, int range, float x,
float y, float z, float yaw, float pitch, float scale, float speed,
int snap, int basetime);
void scale(int frame, float scale, int sn);
md2()
: numGlCommands(0), frameSize(0), numFrames(0), displaylist(0),
loaded(false) {};
~md2()
{
if (glCommands)
delete[] glCommands;
if (frames)
delete[] frames;
}
};
bool
md2::load(char *filename)
{
FILE *file;
md2_header header;
if ((file = fopen(filename, "rb")) == NULL)
return false;
fread(&header, sizeof(md2_header), 1, file);
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;
fseek(file, header.offsetFrames, SEEK_SET);
fread(frames, header.frameSize * header.numFrames, 1, file);
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;
fseek(file, header.offsetGlCommands, SEEK_SET);
fread(glCommands, header.numGlCommands * sizeof(int), 1, file);
endianswap(glCommands, sizeof(int), header.numGlCommands);
numFrames = header.numFrames;
numGlCommands = header.numGlCommands;
frameSize = header.frameSize;
numTriangles = header.numTriangles;
numVerts = header.numVertices;
fclose(file);
mverts = new OFVector3D *[numFrames];
loopj(numFrames) mverts[j] = NULL;
return true;
};
float
snap(int sn, float f)
{
return sn ? (float)(((int)(f + sn * 0.5f)) & (~(sn - 1))) : f;
};
void
md2::scale(int frame, float scale, 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
md2::render(OFVector3D &light, int frame, int range, float x, float y, float z,
float yaw, float pitch, float sc, float speed, int snap, int basetime)
{
loopi(range) if (!mverts[frame + i]) scale(frame + i, sc, snap);
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();
}
hashtable<md2 *> *mdllookup = NULL;
vector<md2 *> mapmodels;
const int FIRSTMDL = 20;
void
delayedload(md2 *m)
{
if (!m->loaded) {
sprintf_sd(name1)("packages/models/%s/tris.md2", m->loadname);
if (!m->load(path(name1)))
fatal("loadmodel: ", name1);
sprintf_sd(name2)("packages/models/%s/skin.jpg", m->loadname);
int xs, ys;
installtex(FIRSTMDL + m->mdlnum, path(name2), xs, ys);
m->loaded = true;
}
}
int modelnum = 0;
md2 *
loadmodel(OFString *name)
{
@autoreleasepool {
if (!mdllookup)
mdllookup = new hashtable<md2 *>;
md2 **mm = mdllookup->access(name.UTF8String);
if (mm)
return *mm;
md2 *m = new md2();
m->mdlnum = modelnum++;
mapmodelinfo mmi = {2, 2, 0, 0, ""};
m->mmi = mmi;
m->loadname = newstring(name.UTF8String);
mdllookup->access(m->loadname, &m);
return m;
}
}
void
mapmodel(
OFString *rad, OFString *h, OFString *zoff, OFString *snap, OFString *name)
{
md2 *m = loadmodel(name);
mapmodelinfo mmi = {(int)rad.longLongValue, (int)h.longLongValue,
(int)zoff.longLongValue, (int)snap.longLongValue, m->loadname};
m->mmi = mmi;
mapmodels.add(m);
}
COMMAND(mapmodel, ARG_5STR)
void
mapmodelreset()
{
mapmodels.setsize(0);
}
COMMAND(mapmodelreset, ARG_NONE)
mapmodelinfo *
getmminfo(int i)
{
return i < mapmodels.length() ? &mapmodels[i]->mmi : NULL;
}
void
rendermodel(OFString *mdl, int frame, int range, int tex, float rad, float x,
float y, float z, float yaw, float pitch, bool teammate, float scale,
float speed, int snap, int basetime)
{
md2 *m = loadmodel(mdl);
if (isoccluded(player1->o.x, player1->o.y, x - rad, z - rad, rad * 2))
return;
delayedload(m);
int xs, ys;
glBindTexture(GL_TEXTURE_2D,
tex ? lookuptexture(tex, xs, ys) : FIRSTMDL + m->mdlnum);
int ix = (int)x;
int iy = (int)z;
OFVector3D light = OFMakeVector3D(1, 1, 1);
if (!OUTBORD(ix, iy)) {
sqr *s = S(ix, iy);
float ll = 256.0f; // 0.96f;
float of = 0.0f; // 0.1f;
light.x = s->r / ll + of;
light.y = s->g / ll + of;
light.z = s->b / ll + of;
};
if (teammate) {
light.x *= 0.6f;
light.y *= 0.7f;
light.z *= 1.2f;
};
m->render(light, frame, range, x, y, z, yaw, pitch, scale, speed, snap,
basetime);
};