QWZM:
Copy display/wzmutils .c & .h to the qwzm folder so that they can be modified for cpp/Qt/QWZM. Revert r10279 for display/wzmutils .c & .h so that they work like wzmviewer expects them to. git-svn-id: https://warzone2100.svn.sourceforge.net/svnroot/warzone2100/trunk@10741 4a71c877-e1ca-e34f-864e-861f7616d084master
parent
2c08757b1c
commit
ec73038633
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@ -56,9 +56,41 @@ static void interpolateVectors(Vector3f vec1, Vector3f vec2, Vector3f *result, d
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result->z = vec1.z * (1.0 - fraction) + vec2.z * fraction;
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}
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static inline void drawMesh( MODEL *psModel,int now, int mesh)
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void drawModel(MODEL *psModel, int now)
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{
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MESH *psMesh = &psModel->mesh[mesh];
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int i;
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assert(psModel && psModel->mesh);
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// Update animation frames
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for (i = 0; i < psModel->meshes; i++)
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{
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MESH *psMesh = &psModel->mesh[i];
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FRAME *psFrame;
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if (!psMesh->frameArray)
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{
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continue;
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}
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psFrame = &psMesh->frameArray[psMesh->currentFrame];
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assert(psMesh->currentFrame < psMesh->frames && psMesh->currentFrame >= 0);
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if (psFrame->timeSlice != 0 && psFrame->timeSlice * 1000 + psMesh->lastChange < now)
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{
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psMesh->lastChange = now;
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psMesh->currentFrame++;
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if (psMesh->currentFrame >= psMesh->frames)
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{
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psMesh->currentFrame = 0; // loop
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}
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}
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}
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// Draw model
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glColor3f(1.0f, 1.0f, 1.0f);
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for (i = 0; i < psModel->meshes; i++)
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{
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MESH *psMesh = &psModel->mesh[i];
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assert(psMesh);
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if (psMesh->frameArray)
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@ -111,49 +143,6 @@ static inline void drawMesh( MODEL *psModel,int now, int mesh)
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{
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glPopMatrix(); // restore position for next mesh
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}
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}
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void drawModel(MODEL *psModel, int now, int selectedMesh)
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{
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int i;
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assert(psModel && psModel->mesh);
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// Update animation frames
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for (i = 0; i < psModel->meshes; i++)
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{
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MESH *psMesh = &psModel->mesh[i];
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FRAME *psFrame;
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if (!psMesh->frameArray)
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{
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continue;
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}
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psFrame = &psMesh->frameArray[psMesh->currentFrame];
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assert(psMesh->currentFrame < psMesh->frames && psMesh->currentFrame >= 0);
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if (psFrame->timeSlice != 0 && psFrame->timeSlice * 1000 + psMesh->lastChange < now)
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{
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psMesh->lastChange = now;
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psMesh->currentFrame++;
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if (psMesh->currentFrame >= psMesh->frames)
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{
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psMesh->currentFrame = 0; // loop
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}
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}
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}
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// Draw model
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glColor3f(1.0f, 1.0f, 1.0f);
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if(selectedMesh >= 0 && selectedMesh < psModel->meshes)
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{
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drawMesh(psModel,now,selectedMesh);
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}
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else
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{
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for (i = 0; i < psModel->meshes; i++)
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{
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drawMesh(psModel,now,i);
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}
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}
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}
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@ -291,7 +280,7 @@ int saveModel(const char *filename, MODEL *psModel)
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if (!fp)
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{
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fprintf(stderr, "Cannot open \"%s\" for writing: %s", filename, strerror(errno));
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fprintf(stderr, "Cannot open \"%s\" for reading: %s", filename, strerror(errno));
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return -1;
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}
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fprintf(fp, "WZM %d\n", 1);
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@ -355,7 +344,6 @@ int saveModel(const char *filename, MODEL *psModel)
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fprintf(fp, "\n\t%g %g %g 0", conn->pos.x, conn->pos.y, conn->pos.z);
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}
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}
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fclose(fp);
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return 0;
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}
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@ -369,37 +357,33 @@ MODEL *readModel(const char *filename, int now)
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if (!fp)
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{
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fprintf(stderr, "Cannot open \"%s\" for reading: %s", filename, strerror(errno));
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return NULL;
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exit(1);
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}
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num = fscanf(fp, "WZM %d\n", &version);
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if (num != 1)
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{
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fprintf(stderr, "Bad WZM file or wrong version: %s\n", filename);
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fclose(fp);
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return NULL;
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exit(1);
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}
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if (version != 1 && version != 2)
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{
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fprintf(stderr, "Bad WZM version %d in %s\n", version, filename);
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fclose(fp);
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return NULL;
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exit(1);
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}
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num = fscanf(fp, "TEXTURE %s\n", s);
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if (num != 1)
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{
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fprintf(stderr, "Bad TEXTURE directive in %s\n", filename);
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fclose(fp);
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return NULL;
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exit(1);
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}
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num = fscanf(fp, "MESHES %d", &meshes);
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if (num != 1)
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{
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fprintf(stderr, "Bad MESHES directive in %s\n", filename);
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fclose(fp);
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return NULL;
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exit(1);
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}
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psModel = createModel(meshes, now);
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strcpy(psModel->texPath, s);
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@ -413,18 +397,14 @@ MODEL *readModel(const char *filename, int now)
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if (num != 1)
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{
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fprintf(stderr, "Bad MESH directive in %s, was \"%s\".\n", filename, s);
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fclose(fp);
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freeModel(psModel);
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return NULL;
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exit(1);
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}
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num = fscanf(fp, "TEAMCOLOURS %d\n", &x);
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if (num != 1 || x > 1 || x < 0)
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{
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fprintf(stderr, "Bad TEAMCOLOURS directive in %s, mesh %d.\n", filename, mesh);
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fclose(fp);
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freeModel(psModel);
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return NULL;
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exit(1);
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}
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psMesh->teamColours = x;
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@ -432,9 +412,7 @@ MODEL *readModel(const char *filename, int now)
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if (num != 1 || x < 0)
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{
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fprintf(stderr, "Bad VERTICES directive in %s, mesh %d.\n", filename, mesh);
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fclose(fp);
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freeModel(psModel);
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return NULL;
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exit(1);
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}
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psMesh->vertices = x;
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psMesh->vertexArray = malloc(sizeof(GLfloat) * x * 3);
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@ -443,9 +421,7 @@ MODEL *readModel(const char *filename, int now)
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if (num != 1)
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{
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fprintf(stderr, "Bad VERTICES directive in %s, mesh %d.\n", filename, mesh);
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fclose(fp);
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freeModel(psModel);
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return NULL;
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exit(1);
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}
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psMesh->faces = x;
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psMesh->indexArray = malloc(sizeof(GLuint) * x * 3);
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@ -454,9 +430,7 @@ MODEL *readModel(const char *filename, int now)
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if (num == EOF)
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{
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fprintf(stderr, "No VERTEXARRAY directive in %s, mesh %d.\n", filename, mesh);
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fclose(fp);
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freeModel(psModel);
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return NULL;
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exit(1);
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}
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for (j = 0; j < psMesh->vertices; j++)
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@ -467,9 +441,7 @@ MODEL *readModel(const char *filename, int now)
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if (num != 3)
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{
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fprintf(stderr, "Bad VERTEXARRAY entry mesh %d, number %d\n", mesh, j);
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fclose(fp);
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freeModel(psModel);
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return NULL;
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exit(1);
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}
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}
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@ -477,9 +449,7 @@ MODEL *readModel(const char *filename, int now)
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if (num != 1 || x < 0)
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{
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fprintf(stderr, "Bad TEXTUREARRAYS directive in %s, mesh %d.\n", filename, mesh);
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fclose(fp);
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freeModel(psModel);
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return NULL;
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exit(1);
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}
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psMesh->textureArrays = x;
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for (j = 0; j < psMesh->textureArrays; j++)
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@ -490,9 +460,7 @@ MODEL *readModel(const char *filename, int now)
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if (num != 1 || x < 0 || x != j)
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{
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fprintf(stderr, "Bad TEXTUREARRAY directive in %s, mesh %d, array %d.\n", filename, mesh, j);
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fclose(fp);
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freeModel(psModel);
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return NULL;
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exit(1);
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}
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psMesh->textureArray[j] = malloc(sizeof(GLfloat) * psMesh->vertices * 2);
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for (k = 0; k < psMesh->vertices; k++)
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@ -503,9 +471,7 @@ MODEL *readModel(const char *filename, int now)
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if (num != 2)
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{
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fprintf(stderr, "Bad TEXTUREARRAY entry mesh %d, array %d, number %d\n", mesh, j, k);
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fclose(fp);
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freeModel(psModel);
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return NULL;
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exit(1);
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}
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}
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}
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@ -514,9 +480,7 @@ MODEL *readModel(const char *filename, int now)
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if (num == EOF)
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{
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fprintf(stderr, "No INDEXARRAY directive in %s, mesh %d.\n", filename, mesh);
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fclose(fp);
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freeModel(psModel);
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return NULL;
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exit(1);
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}
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for (j = 0; j < psMesh->faces; j++)
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@ -527,9 +491,7 @@ MODEL *readModel(const char *filename, int now)
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if (num != 3)
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{
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fprintf(stderr, "Bad INDEXARRAY entry in mesh %d, number %d\n", mesh, j);
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fclose(fp);
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freeModel(psModel);
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return NULL;
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exit(1);
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}
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}
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@ -538,9 +500,7 @@ MODEL *readModel(const char *filename, int now)
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if (num != 1 || psMesh->frames < 0)
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{
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fprintf(stderr, "Bad FRAMES directive in mesh %d\n", mesh);
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fclose(fp);
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freeModel(psModel);
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return NULL;
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exit(1);
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}
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if (psMesh->frames)
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{
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@ -556,9 +516,7 @@ MODEL *readModel(const char *filename, int now)
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if (num != 8)
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{
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fprintf(stderr, "Bad FRAMES entry in mesh %d, number %d\n", mesh, j);
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fclose(fp);
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freeModel(psModel);
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return NULL;
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exit(1);
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}
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}
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@ -567,9 +525,7 @@ MODEL *readModel(const char *filename, int now)
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if (num != 1 || psMesh->connectors < 0)
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{
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fprintf(stderr, "Bad CONNECTORS directive in mesh %d\n", mesh);
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fclose(fp);
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freeModel(psModel);
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return NULL;
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exit(1);
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}
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if (psMesh->connectors)
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{
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@ -592,9 +548,7 @@ MODEL *readModel(const char *filename, int now)
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if (num != 4)
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{
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fprintf(stderr, "Bad CONNECTORS entry in mesh %d, number %d\n", mesh, j);
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fclose(fp);
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freeModel(psModel);
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return NULL;
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exit(1);
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}
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}
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}
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@ -95,7 +95,7 @@ PIXMAP *readPixmap(const char *filename);
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MODEL *readModel(const char *filename, int now);
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int saveModel(const char *filename, MODEL *psModel);
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void freeModel(MODEL *psModel);
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void drawModel(MODEL *psModel, int now, int meshSelect);
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void drawModel(MODEL *psModel, int now);
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void prepareModel(MODEL *psModel);
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#endif
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@ -1,11 +1,11 @@
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FORMS += qwzm.ui \
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pieexport.ui
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SOURCES += qwzm.cpp \
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../display/wzmutils.c \
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wzmutils.c \
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wzmglwidget.cpp \
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conversion.cpp
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HEADERS += qwzm.h \
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../display/wzmutils.h \
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wzmutils.h \
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wzmglwidget.h \
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conversion.h \
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qhexspinbox.h
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@ -0,0 +1,625 @@
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/*
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This file is part of Warzone 2100.
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Copyright (C) 2007-2009 Warzone Resurrection Project
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Warzone 2100 is free software; you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation; either version 2 of the License, or
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(at your option) any later version.
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Warzone 2100 is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with Warzone 2100; if not, write to the Free Software
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Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
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*/
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#include "wzmutils.h"
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#include <png.h>
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#if (defined(WIN64) || defined(_WIN64) || defined(__WIN64__) || defined(WIN32) || defined(_WIN32) || defined(__WIN32__) || defined(__NT__))
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# define strcasecmp _stricmp
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# define strncasecmp _strnicmp
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# define inline __inline
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# define alloca _alloca
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# define fileno _fileno
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#endif
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void prepareModel(MODEL *psModel)
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{
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if (!psModel || !psModel->pixmap || psModel->pixmap->w <= 0 || psModel->pixmap->h <= 0 || !psModel->pixmap->pixels)
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{
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printf("Bad model passed to prepareModel!\n");
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exit(EXIT_FAILURE);
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}
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glGenTextures(1, &psModel->texture);
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glBindTexture(GL_TEXTURE_2D, psModel->texture);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, psModel->pixmap->w, psModel->pixmap->h, 0, GL_RGBA,
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GL_UNSIGNED_BYTE, psModel->pixmap->pixels);
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glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP);
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glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP);
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glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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}
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// Adjust the vector in vec1 with the vector to be in vec2 by fractional value in
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// fraction which indicates how far we've come toward vec2. The result is put into
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// the result vector.
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static void interpolateVectors(Vector3f vec1, Vector3f vec2, Vector3f *result, double fraction)
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{
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result->x = vec1.x * (1.0 - fraction) + vec2.x * fraction;
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result->y = vec1.y * (1.0 - fraction) + vec2.y * fraction;
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result->z = vec1.z * (1.0 - fraction) + vec2.z * fraction;
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}
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static inline void drawMesh( MODEL *psModel,int now, int mesh)
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{
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MESH *psMesh = &psModel->mesh[mesh];
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assert(psMesh);
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if (psMesh->frameArray)
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{
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FRAME *psFrame = &psMesh->frameArray[psMesh->currentFrame];
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FRAME *nextFrame = psFrame;
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double fraction = 1.0f / (psFrame->timeSlice * 1000) * (now - psMesh->lastChange); // until next frame
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Vector3f vec;
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glPushMatrix(); // save matrix state
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assert(psMesh->currentFrame < psMesh->frames);
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if (psMesh->currentFrame == psMesh->frames - 1)
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{
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nextFrame = &psMesh->frameArray[0]; // wrap around
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}
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else
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{
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nextFrame = &psMesh->frameArray[psMesh->currentFrame + 1];
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}
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// Try to avoid crap drivers from taking down the entire system
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assert(finitef(psFrame->translation.x) && finitef(psFrame->translation.y) && finitef(psFrame->translation.z));
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assert(psFrame->rotation.x >= -360.0f && psFrame->rotation.y >= -360.0f && psFrame->rotation.z >= -360.0f);
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assert(psFrame->rotation.x <= 360.0f && psFrame->rotation.y <= 360.0f && psFrame->rotation.z <= 360.0f);
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// Translate
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interpolateVectors(psFrame->translation, nextFrame->translation, &vec, fraction);
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glTranslatef(vec.x, vec.z, vec.y); // z and y flipped
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// Rotate
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interpolateVectors(psFrame->rotation, nextFrame->rotation, &vec, fraction);
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glRotatef(vec.x, 1, 0, 0);
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glRotatef(vec.z, 0, 1, 0); // z and y flipped again...
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glRotatef(vec.y, 0, 0, 1);
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// Morph
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if (!psMesh->teamColours)
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{
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psMesh->currentTextureArray = psFrame->textureArray;
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}
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}
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glTexCoordPointer(2, GL_FLOAT, 0, psMesh->textureArray[psMesh->currentTextureArray]);
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glVertexPointer(3, GL_FLOAT, 0, psMesh->vertexArray);
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glDrawElements(GL_TRIANGLES, psMesh->faces * 3, GL_UNSIGNED_INT, psMesh->indexArray);
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if (psMesh->frameArray)
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{
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glPopMatrix(); // restore position for next mesh
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}
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}
|
||||
void drawModel(MODEL *psModel, int now, int selectedMesh)
|
||||
{
|
||||
int i;
|
||||
|
||||
assert(psModel && psModel->mesh);
|
||||
|
||||
// Update animation frames
|
||||
for (i = 0; i < psModel->meshes; i++)
|
||||
{
|
||||
MESH *psMesh = &psModel->mesh[i];
|
||||
FRAME *psFrame;
|
||||
|
||||
if (!psMesh->frameArray)
|
||||
{
|
||||
continue;
|
||||
}
|
||||
psFrame = &psMesh->frameArray[psMesh->currentFrame];
|
||||
|
||||
assert(psMesh->currentFrame < psMesh->frames && psMesh->currentFrame >= 0);
|
||||
if (psFrame->timeSlice != 0 && psFrame->timeSlice * 1000 + psMesh->lastChange < now)
|
||||
{
|
||||
psMesh->lastChange = now;
|
||||
psMesh->currentFrame++;
|
||||
if (psMesh->currentFrame >= psMesh->frames)
|
||||
{
|
||||
psMesh->currentFrame = 0; // loop
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Draw model
|
||||
glColor3f(1.0f, 1.0f, 1.0f);
|
||||
if(selectedMesh >= 0 && selectedMesh < psModel->meshes)
|
||||
{
|
||||
drawMesh(psModel,now,selectedMesh);
|
||||
}
|
||||
else
|
||||
{
|
||||
for (i = 0; i < psModel->meshes; i++)
|
||||
{
|
||||
drawMesh(psModel,now,i);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
MODEL *createModel(int meshes, int now)
|
||||
{
|
||||
MODEL *psModel = malloc(sizeof(MODEL));
|
||||
int i;
|
||||
|
||||
psModel->meshes = meshes;
|
||||
psModel->mesh = malloc(sizeof(MESH) * meshes);
|
||||
psModel->texPath[0] = '\0';
|
||||
psModel->pixmap = NULL;
|
||||
for (i = 0; i < meshes; i++)
|
||||
{
|
||||
MESH *psMesh = &psModel->mesh[i];
|
||||
int j;
|
||||
|
||||
psMesh->faces = 0;
|
||||
psMesh->frames = 0;
|
||||
psMesh->vertices = 0;
|
||||
psMesh->textureArrays = 0;
|
||||
psMesh->connectors = 0;
|
||||
psMesh->teamColours = false;
|
||||
psMesh->vertexArray = NULL;
|
||||
psMesh->indexArray = NULL;
|
||||
psMesh->connectorArray = NULL;
|
||||
for (j = 0; j < MAX_TEXARRAYS; j++)
|
||||
{
|
||||
psMesh->textureArray[j] = NULL;
|
||||
}
|
||||
psMesh->frameArray = NULL;
|
||||
psMesh->currentFrame = 0;
|
||||
psMesh->lastChange = now;
|
||||
psMesh->currentTextureArray = 0;
|
||||
}
|
||||
|
||||
return psModel;
|
||||
}
|
||||
|
||||
PIXMAP *readPixmap(const char *filename)
|
||||
{
|
||||
PIXMAP *gfx;
|
||||
png_structp pngp;
|
||||
png_infop infop;
|
||||
png_uint_32 width, height;
|
||||
png_int_32 y, stride;
|
||||
int bit_depth, color_type, interlace_type;
|
||||
FILE *fp;
|
||||
png_bytep *row_pointers;
|
||||
const unsigned int sig_length = 8;
|
||||
unsigned char header[8];
|
||||
unsigned char *image_data;
|
||||
unsigned int result;
|
||||
|
||||
if (PNG_LIBPNG_VER_MAJOR != 1 || PNG_LIBPNG_VER_MINOR < 2)
|
||||
{
|
||||
printf("libpng 1.2.6 or higher required!\n");
|
||||
exit(EXIT_FAILURE);
|
||||
}
|
||||
if (!(fp = fopen(filename, "rb")))
|
||||
{
|
||||
printf("%s won't open!\n", filename);
|
||||
exit(EXIT_FAILURE);
|
||||
}
|
||||
result = fread(header, 1, sig_length, fp);
|
||||
if (result != sig_length)
|
||||
{
|
||||
printf("Bad file %s\n", filename);
|
||||
exit(EXIT_FAILURE);
|
||||
}
|
||||
if (png_sig_cmp(header, 0, sig_length))
|
||||
{
|
||||
printf("%s is not a PNG file!\n", filename);
|
||||
exit(EXIT_FAILURE);
|
||||
}
|
||||
if (!(pngp = png_create_read_struct(PNG_LIBPNG_VER_STRING, NULL, NULL, NULL)))
|
||||
{
|
||||
printf("Failed creating PNG struct reading %s.\n", filename);
|
||||
exit(EXIT_FAILURE);
|
||||
}
|
||||
if (!(infop = png_create_info_struct(pngp)))
|
||||
{
|
||||
printf("Failed creating PNG info struct reading %s.\n", filename);
|
||||
exit(EXIT_FAILURE);
|
||||
}
|
||||
if (setjmp(pngp->jmpbuf))
|
||||
{
|
||||
printf("Failed while reading PNG file: %s\n", filename);
|
||||
exit(EXIT_FAILURE);
|
||||
}
|
||||
png_init_io(pngp, fp);
|
||||
png_set_sig_bytes(pngp, sig_length);
|
||||
png_read_info(pngp, infop);
|
||||
|
||||
/* Transformations to ensure we end up with 32bpp, 4 channel RGBA */
|
||||
png_set_strip_16(pngp);
|
||||
png_set_gray_to_rgb(pngp);
|
||||
png_set_packing(pngp);
|
||||
png_set_palette_to_rgb(pngp);
|
||||
png_set_tRNS_to_alpha(pngp);
|
||||
png_set_filler(pngp, 0xFF, PNG_FILLER_AFTER);
|
||||
png_set_gray_1_2_4_to_8(pngp);
|
||||
|
||||
png_read_update_info(pngp, infop);
|
||||
png_get_IHDR(pngp, infop, &width, &height, &bit_depth, &color_type, &interlace_type, NULL, NULL);
|
||||
|
||||
stride = png_get_rowbytes(pngp, infop);
|
||||
row_pointers = malloc(sizeof(png_bytep) * height);
|
||||
|
||||
image_data = malloc(height * width * 4);
|
||||
for (y = 0; y < (int)height; y++)
|
||||
{
|
||||
row_pointers[y] = image_data + (y * width * 4);
|
||||
}
|
||||
|
||||
png_read_image(pngp, row_pointers);
|
||||
png_read_end(pngp, infop);
|
||||
fclose(fp);
|
||||
|
||||
gfx = malloc(sizeof(*gfx));
|
||||
gfx->w = width;
|
||||
gfx->h = height;
|
||||
gfx->pixels = (char *)image_data;
|
||||
|
||||
png_destroy_read_struct(&pngp, &infop, NULL);
|
||||
free(row_pointers);
|
||||
|
||||
return gfx;
|
||||
}
|
||||
|
||||
int saveModel(const char *filename, MODEL *psModel)
|
||||
{
|
||||
FILE *fp = fopen(filename, "w");
|
||||
int mesh;
|
||||
|
||||
if (!fp)
|
||||
{
|
||||
fprintf(stderr, "Cannot open \"%s\" for writing: %s", filename, strerror(errno));
|
||||
return -1;
|
||||
}
|
||||
fprintf(fp, "WZM %d\n", 1);
|
||||
fprintf(fp, "TEXTURE %s\n", psModel->texPath);
|
||||
fprintf(fp, "MESHES %d", psModel->meshes);
|
||||
for (mesh = 0; mesh < psModel->meshes; mesh++)
|
||||
{
|
||||
MESH *psMesh = &psModel->mesh[mesh];
|
||||
int j;
|
||||
|
||||
fprintf(fp, "\nMESH %d\n", mesh);
|
||||
fprintf(fp, "TEAMCOLOURS %d\n", psMesh->teamColours);
|
||||
fprintf(fp, "VERTICES %d\n", psMesh->vertices);
|
||||
fprintf(fp, "FACES %d\n", psMesh->faces);
|
||||
fprintf(fp, "VERTEXARRAY\n");
|
||||
for (j = 0; j < psMesh->vertices; j++)
|
||||
{
|
||||
GLfloat *v = &psMesh->vertexArray[j * 3];
|
||||
|
||||
fprintf(fp, "\t%g %g %g\n", v[0], v[1], v[2]);
|
||||
}
|
||||
|
||||
fprintf(fp, "TEXTUREARRAYS %d", psMesh->textureArrays);
|
||||
for (j = 0; j < psMesh->textureArrays; j++)
|
||||
{
|
||||
int k;
|
||||
|
||||
fprintf(fp, "\nTEXTUREARRAY %d", j);
|
||||
for (k = 0; k < psMesh->vertices; k++)
|
||||
{
|
||||
GLfloat *v = &psMesh->textureArray[j][k * 2];
|
||||
|
||||
fprintf(fp, "\n\t%g %g", v[0], v[1]);
|
||||
}
|
||||
}
|
||||
|
||||
fprintf(fp, "\nINDEXARRAY");
|
||||
for (j = 0; j < psMesh->faces; j++)
|
||||
{
|
||||
GLuint *v = &psMesh->indexArray[j * 3];
|
||||
|
||||
fprintf(fp, "\n\t%u %u %u", v[0], v[1], v[2]);
|
||||
}
|
||||
|
||||
fprintf(fp, "\nFRAMES %d", psMesh->frames);
|
||||
// Read animation frames
|
||||
for (j = 0; j < psMesh->frames; j++)
|
||||
{
|
||||
FRAME *psFrame = &psMesh->frameArray[j];
|
||||
|
||||
fprintf(fp, "\n\t%g %d %g %g %g %g %g %g", psFrame->timeSlice, psFrame->textureArray,
|
||||
psFrame->translation.x, psFrame->translation.y, psFrame->translation.z,
|
||||
psFrame->rotation.x, psFrame->rotation.y, psFrame->rotation.z);
|
||||
}
|
||||
|
||||
fprintf(fp, "\nCONNECTORS %d", psMesh->connectors);
|
||||
for (j = 0; j < psMesh->connectors; j++)
|
||||
{
|
||||
CONNECTOR *conn = &psMesh->connectorArray[j];
|
||||
|
||||
fprintf(fp, "\n\t%g %g %g 0", conn->pos.x, conn->pos.y, conn->pos.z);
|
||||
}
|
||||
}
|
||||
fclose(fp);
|
||||
return 0;
|
||||
}
|
||||
|
||||
MODEL *readModel(const char *filename, int now)
|
||||
{
|
||||
FILE *fp = fopen(filename, "r");
|
||||
int num, x, meshes, mesh, version;
|
||||
char s[200];
|
||||
MODEL *psModel;
|
||||
|
||||
if (!fp)
|
||||
{
|
||||
fprintf(stderr, "Cannot open \"%s\" for reading: %s", filename, strerror(errno));
|
||||
return NULL;
|
||||
}
|
||||
|
||||
num = fscanf(fp, "WZM %d\n", &version);
|
||||
if (num != 1)
|
||||
{
|
||||
fprintf(stderr, "Bad WZM file or wrong version: %s\n", filename);
|
||||
fclose(fp);
|
||||
return NULL;
|
||||
}
|
||||
if (version != 1 && version != 2)
|
||||
{
|
||||
fprintf(stderr, "Bad WZM version %d in %s\n", version, filename);
|
||||
fclose(fp);
|
||||
return NULL;
|
||||
}
|
||||
|
||||
num = fscanf(fp, "TEXTURE %s\n", s);
|
||||
if (num != 1)
|
||||
{
|
||||
fprintf(stderr, "Bad TEXTURE directive in %s\n", filename);
|
||||
fclose(fp);
|
||||
return NULL;
|
||||
}
|
||||
|
||||
num = fscanf(fp, "MESHES %d", &meshes);
|
||||
if (num != 1)
|
||||
{
|
||||
fprintf(stderr, "Bad MESHES directive in %s\n", filename);
|
||||
fclose(fp);
|
||||
return NULL;
|
||||
}
|
||||
psModel = createModel(meshes, now);
|
||||
strcpy(psModel->texPath, s);
|
||||
|
||||
for (mesh = 0; mesh < meshes; mesh++)
|
||||
{
|
||||
MESH *psMesh = &psModel->mesh[mesh];
|
||||
int j;
|
||||
|
||||
num = fscanf(fp, "\nMESH %s\n", s);
|
||||
if (num != 1)
|
||||
{
|
||||
fprintf(stderr, "Bad MESH directive in %s, was \"%s\".\n", filename, s);
|
||||
fclose(fp);
|
||||
freeModel(psModel);
|
||||
return NULL;
|
||||
}
|
||||
|
||||
num = fscanf(fp, "TEAMCOLOURS %d\n", &x);
|
||||
if (num != 1 || x > 1 || x < 0)
|
||||
{
|
||||
fprintf(stderr, "Bad TEAMCOLOURS directive in %s, mesh %d.\n", filename, mesh);
|
||||
fclose(fp);
|
||||
freeModel(psModel);
|
||||
return NULL;
|
||||
}
|
||||
psMesh->teamColours = x;
|
||||
|
||||
num = fscanf(fp, "VERTICES %d\n", &x);
|
||||
if (num != 1 || x < 0)
|
||||
{
|
||||
fprintf(stderr, "Bad VERTICES directive in %s, mesh %d.\n", filename, mesh);
|
||||
fclose(fp);
|
||||
freeModel(psModel);
|
||||
return NULL;
|
||||
}
|
||||
psMesh->vertices = x;
|
||||
psMesh->vertexArray = malloc(sizeof(GLfloat) * x * 3);
|
||||
|
||||
num = fscanf(fp, "FACES %d\n", &x);
|
||||
if (num != 1)
|
||||
{
|
||||
fprintf(stderr, "Bad VERTICES directive in %s, mesh %d.\n", filename, mesh);
|
||||
fclose(fp);
|
||||
freeModel(psModel);
|
||||
return NULL;
|
||||
}
|
||||
psMesh->faces = x;
|
||||
psMesh->indexArray = malloc(sizeof(GLuint) * x * 3);
|
||||
|
||||
num = fscanf(fp, "VERTEXARRAY");
|
||||
if (num == EOF)
|
||||
{
|
||||
fprintf(stderr, "No VERTEXARRAY directive in %s, mesh %d.\n", filename, mesh);
|
||||
fclose(fp);
|
||||
freeModel(psModel);
|
||||
return NULL;
|
||||
}
|
||||
|
||||
for (j = 0; j < psMesh->vertices; j++)
|
||||
{
|
||||
GLfloat *v = &psMesh->vertexArray[j * 3];
|
||||
|
||||
num = fscanf(fp, "%f %f %f\n", &v[0], &v[1], &v[2]);
|
||||
if (num != 3)
|
||||
{
|
||||
fprintf(stderr, "Bad VERTEXARRAY entry mesh %d, number %d\n", mesh, j);
|
||||
fclose(fp);
|
||||
freeModel(psModel);
|
||||
return NULL;
|
||||
}
|
||||
}
|
||||
|
||||
num = fscanf(fp, "TEXTUREARRAYS %d", &x);
|
||||
if (num != 1 || x < 0)
|
||||
{
|
||||
fprintf(stderr, "Bad TEXTUREARRAYS directive in %s, mesh %d.\n", filename, mesh);
|
||||
fclose(fp);
|
||||
freeModel(psModel);
|
||||
return NULL;
|
||||
}
|
||||
psMesh->textureArrays = x;
|
||||
for (j = 0; j < psMesh->textureArrays; j++)
|
||||
{
|
||||
int k;
|
||||
|
||||
num = fscanf(fp, "\nTEXTUREARRAY %d", &x);
|
||||
if (num != 1 || x < 0 || x != j)
|
||||
{
|
||||
fprintf(stderr, "Bad TEXTUREARRAY directive in %s, mesh %d, array %d.\n", filename, mesh, j);
|
||||
fclose(fp);
|
||||
freeModel(psModel);
|
||||
return NULL;
|
||||
}
|
||||
psMesh->textureArray[j] = malloc(sizeof(GLfloat) * psMesh->vertices * 2);
|
||||
for (k = 0; k < psMesh->vertices; k++)
|
||||
{
|
||||
GLfloat *v = &psMesh->textureArray[j][k * 2];
|
||||
|
||||
num = fscanf(fp, "\n%f %f", &v[0], &v[1]);
|
||||
if (num != 2)
|
||||
{
|
||||
fprintf(stderr, "Bad TEXTUREARRAY entry mesh %d, array %d, number %d\n", mesh, j, k);
|
||||
fclose(fp);
|
||||
freeModel(psModel);
|
||||
return NULL;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
num = fscanf(fp, "\nINDEXARRAY");
|
||||
if (num == EOF)
|
||||
{
|
||||
fprintf(stderr, "No INDEXARRAY directive in %s, mesh %d.\n", filename, mesh);
|
||||
fclose(fp);
|
||||
freeModel(psModel);
|
||||
return NULL;
|
||||
}
|
||||
|
||||
for (j = 0; j < psMesh->faces; j++)
|
||||
{
|
||||
GLuint *v = &psMesh->indexArray[j * 3];
|
||||
|
||||
num = fscanf(fp, "\n%u %u %u", &v[0], &v[1], &v[2]);
|
||||
if (num != 3)
|
||||
{
|
||||
fprintf(stderr, "Bad INDEXARRAY entry in mesh %d, number %d\n", mesh, j);
|
||||
fclose(fp);
|
||||
freeModel(psModel);
|
||||
return NULL;
|
||||
}
|
||||
}
|
||||
|
||||
// Read animation frames
|
||||
num = fscanf(fp, "\nFRAMES %d", &psMesh->frames);
|
||||
if (num != 1 || psMesh->frames < 0)
|
||||
{
|
||||
fprintf(stderr, "Bad FRAMES directive in mesh %d\n", mesh);
|
||||
fclose(fp);
|
||||
freeModel(psModel);
|
||||
return NULL;
|
||||
}
|
||||
if (psMesh->frames)
|
||||
{
|
||||
psMesh->frameArray = malloc(sizeof(FRAME) * psMesh->frames);
|
||||
}
|
||||
for (j = 0; j < psMesh->frames; j++)
|
||||
{
|
||||
FRAME *psFrame = &psMesh->frameArray[j];
|
||||
|
||||
num = fscanf(fp, "\n%f %d %f %f %f %f %f %f", &psFrame->timeSlice, &psFrame->textureArray,
|
||||
&psFrame->translation.x, &psFrame->translation.y, &psFrame->translation.z,
|
||||
&psFrame->rotation.x, &psFrame->rotation.y, &psFrame->rotation.z);
|
||||
if (num != 8)
|
||||
{
|
||||
fprintf(stderr, "Bad FRAMES entry in mesh %d, number %d\n", mesh, j);
|
||||
fclose(fp);
|
||||
freeModel(psModel);
|
||||
return NULL;
|
||||
}
|
||||
}
|
||||
|
||||
// Read connectors
|
||||
num = fscanf(fp, "\nCONNECTORS %d", &psMesh->connectors);
|
||||
if (num != 1 || psMesh->connectors < 0)
|
||||
{
|
||||
fprintf(stderr, "Bad CONNECTORS directive in mesh %d\n", mesh);
|
||||
fclose(fp);
|
||||
freeModel(psModel);
|
||||
return NULL;
|
||||
}
|
||||
if (psMesh->connectors)
|
||||
{
|
||||
psMesh->connectorArray = malloc(sizeof(CONNECTOR) * psMesh->connectors);
|
||||
}
|
||||
for (j = 0; j < psMesh->connectors; j++)
|
||||
{
|
||||
CONNECTOR *conn = &psMesh->connectorArray[j];
|
||||
int angle, angler1, angler2;
|
||||
|
||||
if (version == 1)
|
||||
{
|
||||
num = fscanf(fp, "\n%f %f %f %d", &conn->pos.x, &conn->pos.y, &conn->pos.z, &conn->type);
|
||||
}
|
||||
else if (version == 2)
|
||||
{
|
||||
num = fscanf(fp, "\n%s %f %f %f %d %d %d", s, &conn->pos.x, &conn->pos.y, &conn->pos.z, &angle, &angler1, &angler2);
|
||||
conn->type = 0; // TODO
|
||||
}
|
||||
if (num != 4)
|
||||
{
|
||||
fprintf(stderr, "Bad CONNECTORS entry in mesh %d, number %d\n", mesh, j);
|
||||
fclose(fp);
|
||||
freeModel(psModel);
|
||||
return NULL;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
return psModel;
|
||||
}
|
||||
|
||||
void freeModel(MODEL *psModel)
|
||||
{
|
||||
int i;
|
||||
|
||||
for (i = 0; i < psModel->meshes; i++)
|
||||
{
|
||||
MESH *psMesh = &psModel->mesh[i];
|
||||
int j;
|
||||
|
||||
free(psMesh->vertexArray);
|
||||
free(psMesh->indexArray);
|
||||
for (j = 0; j < MAX_TEXARRAYS; j++)
|
||||
{
|
||||
free(psMesh->textureArray[j]);
|
||||
}
|
||||
free(psMesh->frameArray);
|
||||
}
|
||||
free(psModel->pixmap);
|
||||
free(psModel->mesh);
|
||||
free(psModel);
|
||||
}
|
|
@ -0,0 +1,101 @@
|
|||
/*
|
||||
This file is part of Warzone 2100.
|
||||
Copyright (C) 2007-2009 Warzone Resurrection Project
|
||||
|
||||
Warzone 2100 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.
|
||||
|
||||
Warzone 2100 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 Warzone 2100; if not, write to the Free Software
|
||||
Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
|
||||
*/
|
||||
|
||||
#ifndef _wzmutils_h
|
||||
#define _wzmutils_h
|
||||
|
||||
#include <assert.h>
|
||||
#include <stdlib.h>
|
||||
#include <string.h>
|
||||
#include <ctype.h>
|
||||
#include <stdio.h>
|
||||
#include <errno.h>
|
||||
#include <math.h>
|
||||
#include <stdbool.h>
|
||||
#include <stdint.h>
|
||||
#include <GL/gl.h>
|
||||
|
||||
#ifndef WIN32
|
||||
#include <stdbool.h>
|
||||
#include <limits.h>
|
||||
#else
|
||||
#include <windows.h>
|
||||
typedef int bool;
|
||||
#define PATH_MAX 255
|
||||
#define true 1
|
||||
#define false 0
|
||||
#endif
|
||||
|
||||
#define MAX_TEXARRAYS 16
|
||||
#define MAX(a, b) (((a) > (b)) ? (a) : (b))
|
||||
|
||||
typedef struct { float x, y, z; } Vector3f;
|
||||
|
||||
typedef struct
|
||||
{
|
||||
Vector3f pos;
|
||||
int type;
|
||||
} CONNECTOR;
|
||||
|
||||
typedef struct
|
||||
{
|
||||
float timeSlice;
|
||||
int textureArray;
|
||||
Vector3f translation;
|
||||
Vector3f rotation;
|
||||
} FRAME;
|
||||
|
||||
typedef struct
|
||||
{
|
||||
int faces, vertices, frames, textureArrays, connectors;
|
||||
bool teamColours;
|
||||
GLfloat *vertexArray;
|
||||
GLuint *indexArray; // TODO: use short instead
|
||||
GLfloat *textureArray[MAX_TEXARRAYS];
|
||||
FRAME *frameArray;
|
||||
int currentFrame;
|
||||
int currentTextureArray;
|
||||
uint32_t lastChange; // animation
|
||||
CONNECTOR *connectorArray;
|
||||
} MESH;
|
||||
|
||||
typedef struct
|
||||
{
|
||||
int w, h;
|
||||
char *pixels;
|
||||
} PIXMAP;
|
||||
|
||||
typedef struct
|
||||
{
|
||||
int meshes;
|
||||
MESH *mesh;
|
||||
PIXMAP *pixmap;
|
||||
char texPath[PATH_MAX];
|
||||
GLuint texture;
|
||||
} MODEL;
|
||||
|
||||
MODEL *createModel(int meshes, int now);
|
||||
PIXMAP *readPixmap(const char *filename);
|
||||
MODEL *readModel(const char *filename, int now);
|
||||
int saveModel(const char *filename, MODEL *psModel);
|
||||
void freeModel(MODEL *psModel);
|
||||
void drawModel(MODEL *psModel, int now, int meshSelect);
|
||||
void prepareModel(MODEL *psModel);
|
||||
|
||||
#endif
|
Loading…
Reference in New Issue