// 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;
vec **mverts;
int displaylist;
int displaylistverts;
mapmodelinfo mmi;
char *loadname;
int mdlnum;
bool loaded;
bool load(char* filename);
void render(vec &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 vec*[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 vec[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;
vec *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(vec &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;
vec *verts1 = mverts[fr1];
vec *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++;
vec &v1 = verts1[vn];
vec &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(char *name)
{
if(!mdllookup) mdllookup = new hashtable<md2 *>;
md2 **mm = mdllookup->access(name);
if(mm) return *mm;
md2 *m = new md2();
m->mdlnum = modelnum++;
mapmodelinfo mmi = { 2, 2, 0, 0, "" };
m->mmi = mmi;
m->loadname = newstring(name);
mdllookup->access(m->loadname, &m);
return m;
};
void mapmodel(char *rad, char *h, char *zoff, char *snap, char *name)
{
md2 *m = loadmodel(name);
mapmodelinfo mmi = { atoi(rad), atoi(h), atoi(zoff), atoi(snap), m->loadname };
m->mmi = mmi;
mapmodels.add(m);
};
void mapmodelreset() { mapmodels.setsize(0); };
mapmodelinfo &getmminfo(int i) { return i<mapmodels.length() ? mapmodels[i]->mmi : *(mapmodelinfo *)0; };
COMMAND(mapmodel, ARG_5STR);
COMMAND(mapmodelreset, ARG_NONE);
void rendermodel(char *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;
vec light = { 1.0f, 1.0f, 1.0f };
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);
};