123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345346347348349350351352353354355356357358359360361362363364365366367368369370371372373374375376377378379380381382383384385386387388389390391392393394395396397398399400401402403404405406407408409410411412413414415416417418419420421422423424425426427428429430431432433434435436437438439440441442443444445446447448449450451452453454455456457458459460461462463464465466467468469470471472473 |
- /*
- ===========================================================================
- Copyright (C) 1999-2005 Id Software, Inc.
- This file is part of Quake III Arena source code.
- Quake III Arena source code is free software; you can redistribute it
- and/or modify it under the terms of the GNU General Public License as
- published by the Free Software Foundation; either version 2 of the License,
- or (at your option) any later version.
- Quake III Arena source code is distributed in the hope that it will be
- useful, but WITHOUT ANY WARRANTY; without even the implied warranty of
- MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
- GNU General Public License for more details.
- You should have received a copy of the GNU General Public License
- along with Foobar; if not, write to the Free Software
- Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
- ===========================================================================
- */
- #include "qbsp.h"
- #include "aselib.h"
- #ifdef _WIN32
- #ifdef _TTIMOBUILD
- #include "pakstuff.h"
- #else
- #include "../libs/pakstuff.h"
- #endif
- #endif
- typedef struct {
- char modelName[1024];
- md3Header_t *header;
- } loadedModel_t;
- int c_triangleModels;
- int c_triangleSurfaces;
- int c_triangleVertexes;
- int c_triangleIndexes;
- #define MAX_LOADED_MODELS 1024
- loadedModel_t loadedModels[MAX_LOADED_MODELS];
- int numLoadedModels;
- /*
- =================
- R_LoadMD3
- =================
- */
- #define LL(x) x=LittleLong(x)
- md3Header_t *R_LoadMD3( const char *mod_name ) {
- int i, j;
- md3Header_t *md3;
- md3Frame_t *frame;
- md3Surface_t *surf;
- md3Triangle_t *tri;
- md3St_t *st;
- md3XyzNormal_t *xyz;
- int version;
- char filename[1024];
- int len;
- sprintf( filename, "%s%s", gamedir, mod_name );
- len = TryLoadFile( filename, (void **)&md3 );
- #ifdef _WIN32
- if ( len <= 0 ) {
- len = PakLoadAnyFile(filename, (void **)&md3);
- }
- #endif
- if ( len <= 0 ) {
- return NULL;
- }
- version = LittleLong (md3->version);
- if (version != MD3_VERSION) {
- _printf( "R_LoadMD3: %s has wrong version (%i should be %i)\n",
- mod_name, version, MD3_VERSION);
- return NULL;
- }
- LL(md3->ident);
- LL(md3->version);
- LL(md3->numFrames);
- LL(md3->numTags);
- LL(md3->numSurfaces);
- LL(md3->numSkins);
- LL(md3->ofsFrames);
- LL(md3->ofsTags);
- LL(md3->ofsSurfaces);
- LL(md3->ofsEnd);
- if ( md3->numFrames < 1 ) {
- _printf( "R_LoadMD3: %s has no frames\n", mod_name );
- return NULL;
- }
- // we don't need to swap tags in the renderer, they aren't used
-
- // swap all the frames
- frame = (md3Frame_t *) ( (byte *)md3 + md3->ofsFrames );
- for ( i = 0 ; i < md3->numFrames ; i++, frame++) {
- frame->radius = LittleFloat( frame->radius );
- for ( j = 0 ; j < 3 ; j++ ) {
- frame->bounds[0][j] = LittleFloat( frame->bounds[0][j] );
- frame->bounds[1][j] = LittleFloat( frame->bounds[1][j] );
- frame->localOrigin[j] = LittleFloat( frame->localOrigin[j] );
- }
- }
- // swap all the surfaces
- surf = (md3Surface_t *) ( (byte *)md3 + md3->ofsSurfaces );
- for ( i = 0 ; i < md3->numSurfaces ; i++) {
- LL(surf->ident);
- LL(surf->flags);
- LL(surf->numFrames);
- LL(surf->numShaders);
- LL(surf->numTriangles);
- LL(surf->ofsTriangles);
- LL(surf->numVerts);
- LL(surf->ofsShaders);
- LL(surf->ofsSt);
- LL(surf->ofsXyzNormals);
- LL(surf->ofsEnd);
-
- if ( surf->numVerts > SHADER_MAX_VERTEXES ) {
- Error ("R_LoadMD3: %s has more than %i verts on a surface (%i)",
- mod_name, SHADER_MAX_VERTEXES, surf->numVerts );
- }
- if ( surf->numTriangles*3 > SHADER_MAX_INDEXES ) {
- Error ("R_LoadMD3: %s has more than %i triangles on a surface (%i)",
- mod_name, SHADER_MAX_INDEXES / 3, surf->numTriangles );
- }
- // swap all the triangles
- tri = (md3Triangle_t *) ( (byte *)surf + surf->ofsTriangles );
- for ( j = 0 ; j < surf->numTriangles ; j++, tri++ ) {
- LL(tri->indexes[0]);
- LL(tri->indexes[1]);
- LL(tri->indexes[2]);
- }
- // swap all the ST
- st = (md3St_t *) ( (byte *)surf + surf->ofsSt );
- for ( j = 0 ; j < surf->numVerts ; j++, st++ ) {
- st->st[0] = LittleFloat( st->st[0] );
- st->st[1] = LittleFloat( st->st[1] );
- }
- // swap all the XyzNormals
- xyz = (md3XyzNormal_t *) ( (byte *)surf + surf->ofsXyzNormals );
- for ( j = 0 ; j < surf->numVerts * surf->numFrames ; j++, xyz++ )
- {
- xyz->xyz[0] = LittleShort( xyz->xyz[0] );
- xyz->xyz[1] = LittleShort( xyz->xyz[1] );
- xyz->xyz[2] = LittleShort( xyz->xyz[2] );
- xyz->normal = LittleShort( xyz->normal );
- }
- // find the next surface
- surf = (md3Surface_t *)( (byte *)surf + surf->ofsEnd );
- }
- return md3;
- }
- /*
- ================
- LoadModel
- ================
- */
- md3Header_t *LoadModel( const char *modelName ) {
- int i;
- loadedModel_t *lm;
- // see if we already have it loaded
- for ( i = 0, lm = loadedModels ; i < numLoadedModels ; i++, lm++ ) {
- if ( !strcmp( modelName, lm->modelName ) ) {
- return lm->header;
- }
- }
- // load it
- if ( numLoadedModels == MAX_LOADED_MODELS ) {
- Error( "MAX_LOADED_MODELS" );
- }
- numLoadedModels++;
- strcpy( lm->modelName, modelName );
- lm->header = R_LoadMD3( modelName );
- return lm->header;
- }
- /*
- ============
- InsertMD3Model
- Convert a model entity to raw geometry surfaces and insert it in the tree
- ============
- */
- void InsertMD3Model( const char *modelName, vec3_t origin, float angle, tree_t *tree ) {
- int i, j;
- md3Header_t *md3;
- md3Surface_t *surf;
- md3Shader_t *shader;
- md3Triangle_t *tri;
- md3St_t *st;
- md3XyzNormal_t *xyz;
- drawVert_t *outv;
- float lat, lng;
- float angleCos, angleSin;
- mapDrawSurface_t *out;
- vec3_t temp;
- angle = angle / 180 * Q_PI;
- angleCos = cos( angle );
- angleSin = sin( angle );
- // load the model
- md3 = LoadModel( modelName );
- if ( !md3 ) {
- return;
- }
- // each md3 surface will become a new bsp surface
- c_triangleModels++;
- c_triangleSurfaces += md3->numSurfaces;
- // expand, translate, and rotate the vertexes
- // swap all the surfaces
- surf = (md3Surface_t *) ( (byte *)md3 + md3->ofsSurfaces );
- for ( i = 0 ; i < md3->numSurfaces ; i++) {
- // allocate a surface
- out = AllocDrawSurf();
- out->miscModel = qtrue;
- shader = (md3Shader_t *) ( (byte *)surf + surf->ofsShaders );
- out->shaderInfo = ShaderInfoForShader( shader->name );
- out->numVerts = surf->numVerts;
- out->verts = malloc( out->numVerts * sizeof( out->verts[0] ) );
- out->numIndexes = surf->numTriangles * 3;
- out->indexes = malloc( out->numIndexes * sizeof( out->indexes[0] ) );
- out->lightmapNum = -1;
- out->fogNum = -1;
- // emit the indexes
- c_triangleIndexes += surf->numTriangles * 3;
- tri = (md3Triangle_t *) ( (byte *)surf + surf->ofsTriangles );
- for ( j = 0 ; j < surf->numTriangles ; j++, tri++ ) {
- out->indexes[j*3+0] = tri->indexes[0];
- out->indexes[j*3+1] = tri->indexes[1];
- out->indexes[j*3+2] = tri->indexes[2];
- }
- // emit the vertexes
- st = (md3St_t *) ( (byte *)surf + surf->ofsSt );
- xyz = (md3XyzNormal_t *) ( (byte *)surf + surf->ofsXyzNormals );
- c_triangleVertexes += surf->numVerts;
- for ( j = 0 ; j < surf->numVerts ; j++, st++, xyz++ ) {
- outv = &out->verts[ j ];
- outv->st[0] = st->st[0];
- outv->st[1] = st->st[1];
- outv->lightmap[0] = 0;
- outv->lightmap[1] = 0;
- // the colors will be set by the lighting pass
- outv->color[0] = 255;
- outv->color[1] = 255;
- outv->color[2] = 255;
- outv->color[3] = 255;
- outv->xyz[0] = origin[0] + MD3_XYZ_SCALE * ( xyz->xyz[0] * angleCos - xyz->xyz[1] * angleSin );
- outv->xyz[1] = origin[1] + MD3_XYZ_SCALE * ( xyz->xyz[0] * angleSin + xyz->xyz[1] * angleCos );
- outv->xyz[2] = origin[2] + MD3_XYZ_SCALE * ( xyz->xyz[2] );
- // decode the lat/lng normal to a 3 float normal
- lat = ( xyz->normal >> 8 ) & 0xff;
- lng = ( xyz->normal & 0xff );
- lat *= Q_PI/128;
- lng *= Q_PI/128;
- temp[0] = cos(lat) * sin(lng);
- temp[1] = sin(lat) * sin(lng);
- temp[2] = cos(lng);
- // rotate the normal
- outv->normal[0] = temp[0] * angleCos - temp[1] * angleSin;
- outv->normal[1] = temp[0] * angleSin + temp[1] * angleCos;
- outv->normal[2] = temp[2];
- }
- // find the next surface
- surf = (md3Surface_t *)( (byte *)surf + surf->ofsEnd );
- }
- }
- //==============================================================================
- /*
- ============
- InsertASEModel
- Convert a model entity to raw geometry surfaces and insert it in the tree
- ============
- */
- void InsertASEModel( const char *modelName, vec3_t origin, float angle, tree_t *tree ) {
- int i, j;
- drawVert_t *outv;
- float angleCos, angleSin;
- mapDrawSurface_t *out;
- int numSurfaces;
- const char *name;
- polyset_t *pset;
- int numFrames;
- char filename[1024];
- sprintf( filename, "%s%s", gamedir, modelName );
- angle = angle / 180 * Q_PI;
- angleCos = cos( angle );
- angleSin = sin( angle );
- // load the model
- ASE_Load( filename, qfalse, qfalse );
- // each ase surface will become a new bsp surface
- numSurfaces = ASE_GetNumSurfaces();
- c_triangleModels++;
- c_triangleSurfaces += numSurfaces;
- // expand, translate, and rotate the vertexes
- // swap all the surfaces
- for ( i = 0 ; i < numSurfaces ; i++) {
- name = ASE_GetSurfaceName( i );
- pset = ASE_GetSurfaceAnimation( i, &numFrames, -1, -1, -1 );
- if ( !name || !pset ) {
- continue;
- }
- // allocate a surface
- out = AllocDrawSurf();
- out->miscModel = qtrue;
- out->shaderInfo = ShaderInfoForShader( pset->materialname );
- out->numVerts = 3 * pset->numtriangles;
- out->verts = malloc( out->numVerts * sizeof( out->verts[0] ) );
- out->numIndexes = 3 * pset->numtriangles;
- out->indexes = malloc( out->numIndexes * sizeof( out->indexes[0] ) );
- out->lightmapNum = -1;
- out->fogNum = -1;
- // emit the indexes
- c_triangleIndexes += out->numIndexes;
- for ( j = 0 ; j < out->numIndexes ; j++ ) {
- out->indexes[j] = j;
- }
- // emit the vertexes
- c_triangleVertexes += out->numVerts;
- for ( j = 0 ; j < out->numVerts ; j++ ) {
- int index;
- triangle_t *tri;
- index = j % 3;
- tri = &pset->triangles[ j / 3 ];
- outv = &out->verts[ j ];
- outv->st[0] = tri->texcoords[index][0];
- outv->st[1] = tri->texcoords[index][1];
- outv->lightmap[0] = 0;
- outv->lightmap[1] = 0;
- // the colors will be set by the lighting pass
- outv->color[0] = 255;
- outv->color[1] = 255;
- outv->color[2] = 255;
- outv->color[3] = 255;
- outv->xyz[0] = origin[0] + tri->verts[index][0];
- outv->xyz[1] = origin[1] + tri->verts[index][1];
- outv->xyz[2] = origin[2] + tri->verts[index][2];
- // rotate the normal
- outv->normal[0] = tri->normals[index][0];
- outv->normal[1] = tri->normals[index][1];
- outv->normal[2] = tri->normals[index][2];
- }
- }
- }
- //==============================================================================
- /*
- =====================
- AddTriangleModels
- =====================
- */
- void AddTriangleModels( tree_t *tree ) {
- int entity_num;
- entity_t *entity;
- qprintf("----- AddTriangleModels -----\n");
- for ( entity_num=1 ; entity_num< num_entities ; entity_num++ ) {
- entity = &entities[entity_num];
-
- // convert misc_models into raw geometry
- if ( !Q_stricmp( "misc_model", ValueForKey( entity, "classname" ) ) ) {
- const char *model;
- vec3_t origin;
- float angle;
- // get the angle for rotation FIXME: support full matrix positioning
- angle = FloatForKey( entity, "angle" );
- GetVectorForKey( entity, "origin", origin );
- model = ValueForKey( entity, "model" );
- if ( !model[0] ) {
- _printf("WARNING: misc_model at %i %i %i without a model key\n", (int)origin[0],
- (int)origin[1], (int)origin[2] );
- continue;
- }
- if ( strstr( model, ".md3" ) || strstr( model, ".MD3" ) ) {
- InsertMD3Model( model, origin, angle, tree );
- continue;
- }
- if ( strstr( model, ".ase" ) || strstr( model, ".ASE" ) ) {
- InsertASEModel( model, origin, angle, tree );
- continue;
- }
- _printf( "Unknown misc_model type: %s\n", model );
- continue;
- }
- }
- qprintf( "%5i triangle models\n", c_triangleModels );
- qprintf( "%5i triangle surfaces\n", c_triangleSurfaces );
- qprintf( "%5i triangle vertexes\n", c_triangleVertexes );
- qprintf( "%5i triangle indexes\n", c_triangleIndexes );
- }
|