// rendermd2.cpp: loader code adapted from a nehe tutorial
#include "cube.h"
#import "DynamicEntity.h"
#import "MD2.h"
#import "MapModelInfo.h"
#import "OFString+Cube.h"
static OFMutableDictionary<OFString *, MD2 *> *mdllookup = nil;
static OFMutableArray<MD2 *> *mapmodels = nil;
static const int FIRSTMDL = 20;
void
delayedload(MD2 *m)
{
if (!m.loaded) {
OFString *path = [OFString
stringWithFormat:@"packages/models/%@", m.loadname];
OFIRI *baseIRI = [Cube.sharedInstance.gameDataIRI
IRIByAppendingPathComponent:path];
OFIRI *IRI1 = [baseIRI IRIByAppendingPathComponent:@"tris.md2"];
if (![m loadWithIRI:IRI1])
fatal(@"loadmodel: ", IRI1.string);
OFIRI *IRI2 = [baseIRI IRIByAppendingPathComponent:@"skin.jpg"];
int xs, ys;
installtex(FIRSTMDL + m.mdlnum, IRI2, &xs, &ys, false);
m.loaded = true;
}
}
MD2 *
loadmodel(OFString *name)
{
static int modelnum = 0;
MD2 *m = mdllookup[name];
if (m != nil)
return m;
m = [[MD2 alloc] init];
m.mdlnum = modelnum++;
m.mmi = [[MapModelInfo alloc] initWithRad:2 h:2 zoff:0 snap:0 name:@""];
m.loadname = name;
if (mdllookup == nil)
mdllookup = [[OFMutableDictionary alloc] init];
mdllookup[name] = m;
return m;
}
void
mapmodel(
OFString *rad, OFString *h, OFString *zoff, OFString *snap, OFString *name)
{
MD2 *m = loadmodel([name stringByReplacingOccurrencesOfString:@"\\"
withString:@"/"]);
m.mmi = [[MapModelInfo alloc] initWithRad:rad.cube_intValue
h:h.cube_intValue
zoff:zoff.cube_intValue
snap:snap.cube_intValue
name:m.loadname];
if (mapmodels == nil)
mapmodels = [[OFMutableArray alloc] init];
[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];
}