// rendermd2.cpp: loader code adapted from a nehe tutorial
#include "cube.h"
#import "Command.h"
#import "MD2.h"
#import "MapModelInfo.h"
#import "OFString+Cube.h"
#import "Player.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 md2];
m.mdlnum = modelnum++;
m.mmi = [MapModelInfo infoWithRad: 2 h: 2 zoff: 0 snap: 0 name: @""];
m.loadname = name;
if (mdllookup == nil)
mdllookup = [[OFMutableDictionary alloc] init];
mdllookup[name] = m;
return m;
}
COMMAND(mapmodel, ARG_5STR, ^ (OFString *rad, OFString *h, OFString *zoff,
OFString *snap, OFString *name) {
MD2 *m = loadmodel([name stringByReplacingOccurrencesOfString: @"\\"
withString: @"/"]);
m.mmi = [MapModelInfo infoWithRad: 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(mapmodelreset, ARG_NONE, ^ {
[mapmodels removeAllObjects];
})
MapModelInfo *
getmminfo(int i)
{
return i < mapmodels.count ? mapmodels[i].mmi : nil;
}
void
rendermodel(OFString *mdl, int frame, int range, int tex, float rad,
OFVector3D position, float yaw, float pitch, bool teammate, float scale,
float speed, int snap, int basetime)
{
MD2 *m = loadmodel(mdl);
if (isoccluded(Player.player1.origin.x, Player.player1.origin.y,
position.x - rad, position.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)position.x;
int iy = (int)position.z;
OFColor *light = OFColor.white;
if (!OUTBORD(ix, iy)) {
struct sqr *s = S(ix, iy);
float ll = 256.0f; // 0.96f;
float of = 0.0f; // 0.1f;
light = [OFColor colorWithRed: s->r / ll + of
green: s->g / ll + of
blue: s->b / ll + of
alpha: 1.0f];
}
if (teammate) {
float red, green, blue;
[light getRed: &red green: &green blue: &blue alpha: NULL];
light = [OFColor colorWithRed: red * 0.6f
green: green * 0.7f
blue: blue * 1.2f
alpha: 1.0f];
}
[m renderWithLight: light
frame: frame
range: range
position: position
yaw: yaw
pitch: pitch
scale: scale
speed: speed
snap: snap
basetime: basetime];
}