/* 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 */ #include "wzmutils.h" #include #if (defined(WIN64) || defined(_WIN64) || defined(__WIN64__) || defined(WIN32) || defined(_WIN32) || defined(__WIN32__) || defined(__NT__)) # define strcasecmp _stricmp # define strncasecmp _strnicmp # define inline __inline # define alloca _alloca # define fileno _fileno #endif void prepareModel(MODEL *psModel) { if (!psModel || !psModel->pixmap || psModel->pixmap->w <= 0 || psModel->pixmap->h <= 0 || !psModel->pixmap->pixels) { printf("Bad model passed to prepareModel!\n"); exit(EXIT_FAILURE); } glGenTextures(1, &psModel->texture); glBindTexture(GL_TEXTURE_2D, psModel->texture); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, psModel->pixmap->w, psModel->pixmap->h, 0, GL_RGBA, GL_UNSIGNED_BYTE, psModel->pixmap->pixels); glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP); glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP); glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); } // Adjust the vector in vec1 with the vector to be in vec2 by fractional value in // fraction which indicates how far we've come toward vec2. The result is put into // the result vector. static void interpolateVectors(Vector3f vec1, Vector3f vec2, Vector3f *result, double fraction) { result->x = vec1.x * (1.0 - fraction) + vec2.x * fraction; result->y = vec1.y * (1.0 - fraction) + vec2.y * fraction; result->z = vec1.z * (1.0 - fraction) + vec2.z * fraction; } void drawModel(MODEL *psModel, int now) { 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); for (i = 0; i < psModel->meshes; i++) { MESH *psMesh = &psModel->mesh[i]; assert(psMesh); if (psMesh->frameArray) { FRAME *psFrame = &psMesh->frameArray[psMesh->currentFrame]; FRAME *nextFrame = psFrame; double fraction = 1.0f / (psFrame->timeSlice * 1000) * (now - psMesh->lastChange); // until next frame Vector3f vec; glPushMatrix(); // save matrix state assert(psMesh->currentFrame < psMesh->frames); if (psMesh->currentFrame == psMesh->frames - 1) { nextFrame = &psMesh->frameArray[0]; // wrap around } else { nextFrame = &psMesh->frameArray[psMesh->currentFrame + 1]; } // Try to avoid crap drivers from taking down the entire system assert(finitef(psFrame->translation.x) && finitef(psFrame->translation.y) && finitef(psFrame->translation.z)); assert(psFrame->rotation.x >= -360.0f && psFrame->rotation.y >= -360.0f && psFrame->rotation.z >= -360.0f); assert(psFrame->rotation.x <= 360.0f && psFrame->rotation.y <= 360.0f && psFrame->rotation.z <= 360.0f); // Translate interpolateVectors(psFrame->translation, nextFrame->translation, &vec, fraction); glTranslatef(vec.x, vec.z, vec.y); // z and y flipped // Rotate interpolateVectors(psFrame->rotation, nextFrame->rotation, &vec, fraction); glRotatef(vec.x, 1, 0, 0); glRotatef(vec.z, 0, 1, 0); // z and y flipped again... glRotatef(vec.y, 0, 0, 1); // Morph if (!psMesh->teamColours) { psMesh->currentTextureArray = psFrame->textureArray; } } glTexCoordPointer(2, GL_FLOAT, 0, psMesh->textureArray[psMesh->currentTextureArray]); glVertexPointer(3, GL_FLOAT, 0, psMesh->vertexArray); glDrawElements(GL_TRIANGLES, psMesh->faces * 3, GL_UNSIGNED_INT, psMesh->indexArray); if (psMesh->frameArray) { glPopMatrix(); // restore position for next mesh } } } 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 reading: %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); } } return 0; } MODEL *readModel(const char *filename, int now) { FILE *fp = fopen(filename, "r"); int num, x, meshes, mesh; char s[200]; MODEL *psModel; if (!fp) { fprintf(stderr, "Cannot open \"%s\" for reading: %s", filename, strerror(errno)); exit(1); } num = fscanf(fp, "WZM %d\n", &x); if (num != 1 || x != 1) { fprintf(stderr, "Bad WZM file %s\n", filename); exit(1); } num = fscanf(fp, "TEXTURE %s\n", s); if (num != 1) { fprintf(stderr, "Bad TEXTURE directive in %s\n", filename); exit(1); } num = fscanf(fp, "MESHES %d", &meshes); if (num != 1) { fprintf(stderr, "Bad MESHES directive in %s\n", filename); exit(1); } 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 %d\n", &x); if (num != 1 || mesh != x) { fprintf(stderr, "Bad MESH directive in %s, was %d should be %d.\n", filename, x, mesh); exit(1); } 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); exit(1); } 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); exit(1); } 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); exit(1); } 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); exit(1); } 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); exit(1); } } num = fscanf(fp, "TEXTUREARRAYS %d", &x); if (num != 1 || x < 0) { fprintf(stderr, "Bad TEXTUREARRAYS directive in %s, mesh %d.\n", filename, mesh); exit(1); } 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); exit(1); } 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); exit(1); } } } num = fscanf(fp, "\nINDEXARRAY"); if (num == EOF) { fprintf(stderr, "No INDEXARRAY directive in %s, mesh %d.\n", filename, mesh); exit(1); } 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); exit(1); } } // 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); exit(1); } 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); exit(1); } } // 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); exit(1); } if (psMesh->connectors) { psMesh->connectorArray = malloc(sizeof(CONNECTOR) * psMesh->connectors); } for (j = 0; j < psMesh->connectors; j++) { CONNECTOR *conn = &psMesh->connectorArray[j]; num = fscanf(fp, "\n%f %f %f %d", &conn->pos.x, &conn->pos.y, &conn->pos.z, &conn->type); if (num != 4) { fprintf(stderr, "Bad CONNECTORS entry in mesh %d, number %d\n", mesh, j); exit(1); } } } 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); }