// 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];
};
@interface MD2 : OFObject {
int _numGlCommands;
int *_glCommands;
int _numTriangles;
int _frameSize;
int _numFrames;
int _numVerts;
char *_frames;
OFVector3D **_mverts;
int _displaylist;
int _displaylistverts;
}
@property (nonatomic) MapModelInfo *mmi;
@property (copy, nonatomic) OFString *loadname;
@property (nonatomic) int mdlnum;
@property (nonatomic) bool loaded;
- (bool)loadWithPath:(char *)filename;
- (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)scale
speed:(float)speed
snap:(int)snap
basetime:(int)basetime;
- (void)scaleWithFrame:(int)frame scale:(float)scale snap:(int)snap;
@end
static OFMutableDictionary<OFString *, MD2 *> *mdllookup = nil;
static OFMutableArray<MD2 *> *mapmodels = nil;
@implementation MD2
+ (void)initialize
{
if (self != [MD2 class])
return;
mdllookup = [[OFMutableDictionary alloc] init];
mapmodels = [[OFMutableArray alloc] init];
}
- (void)dealloc
{
if (_glCommands)
delete[] _glCommands;
if (_frames)
delete[] _frames;
}
- (bool)loadWithPath:(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)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();
}
const int FIRSTMDL = 20;
void
delayedload(MD2 *m)
{
if (!m.loaded) {
@autoreleasepool {
sprintf_sd(name1)("packages/models/%s/tris.md2",
m.loadname.UTF8String);
if (![m loadWithPath:path(name1)])
fatal(@"loadmodel: ", @(name1));
sprintf_sd(name2)("packages/models/%s/skin.jpg",
m.loadname.UTF8String);
int xs, ys;
installtex(FIRSTMDL + m.mdlnum, path(name2), xs, ys);
m.loaded = true;
}
}
}
int modelnum = 0;
MD2 *
loadmodel(OFString *name)
{
@autoreleasepool {
MD2 *m = mdllookup[name];
if (m != nil)
return m;
m = [[MD2 alloc] init];
m.mdlnum = modelnum++;
MapModelInfo *mmi = [[MapModelInfo alloc] initWithRad:2
h:2
zoff:0
snap:0
name:@""];
m.mmi = mmi;
m.loadname = name;
mdllookup[name] = m;
return m;
}
}
void
mapmodel(
OFString *rad, OFString *h, OFString *zoff, OFString *snap, OFString *name)
{
MD2 *m = loadmodel(name);
MapModelInfo *mmi =
[[MapModelInfo alloc] initWithRad:(int)rad.longLongValue
h:(int)h.longLongValue
zoff:(int)zoff.longLongValue
snap:(int)snap.longLongValue
name:m.loadname];
m.mmi = mmi;
[mapmodels addObject:m];
}
COMMAND(mapmodel, ARG_5STR)
void
mapmodelreset()
{
[mapmodels removeAllObjects];
}
COMMAND(mapmodelreset, ARG_NONE)
MapModelInfo *
getmminfo(int i)
{
return i < mapmodels.count ? mapmodels[i].mmi : nil;
}
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 renderWithLight:light
frame:frame
range:range
x:x
y:y
z:z
yaw:yaw
pitch:pitch
scale:scale
speed:speed
snap:snap
basetime:basetime];
}
@end
@implementation MapModelInfo
- (instancetype)initWithRad:(int)rad
h:(int)h
zoff:(int)zoff
snap:(int)snap
name:(OFString *)name
{
self = [super init];
_rad = rad;
_h = h;
_zoff = zoff;
_snap = snap;
_name = [name copy];
return self;
}
@end