blitz3d/blitz3d/md2rep.cpp

310 lines
7.5 KiB
C++

#include "std.h"
#include "md2rep.h"
#include "md2norms.h"
extern gxRuntime *gx_runtime;
extern gxGraphics *gx_graphics;
static Vector *normals=0;
static float tex_coords[2][2]={{0,0},{0,0}};
#pragma pack( push,1 )
struct md2_header{
int magic;
int version;
int skinWidth;
int skinHeight;
int frameSize;
int numSkins;
int numVertices;
int numTexCoords;
int numTriangles;
int numGlCommands;
int numFrames;
int offsetSkins;
int offsetTexCoords;
int offsetTriangles;
int offsetFrames;
int offsetGlCommands;
int offsetEnd;
};
struct md2_uv{
short u,v;
};
struct md2_vert{
unsigned char x,y,z,n;
};
struct md2_tri{
unsigned short verts[3],uvs[3];
};
#pragma pack( pop )
struct t_vert{
unsigned short i,uv;
bool operator<( const t_vert &t )const{
return memcmp( &i,&t.i,4 )<0;
}
};
struct t_tri{
unsigned short verts[3];
};
MD2Rep::MD2Rep( const string &f ):
mesh(0),n_verts(0),n_tris(0),n_frames(0){
filebuf in;
md2_header header;
if( !in.open( f.c_str(),ios_base::in|ios_base::binary ) ) return;
if( in.sgetn( (char*)&header,sizeof(header) )!=sizeof(header) ) return;
if( header.magic!='2PDI' || header.version!=8 ) return;
n_frames=header.numFrames;
n_tris=header.numTriangles;
//read in tex coords
vector<md2_uv> md2_uvs;
md2_uvs.resize( header.numTexCoords );
in.pubseekpos( header.offsetTexCoords );
in.sgetn( (char*)md2_uvs.begin(),header.numTexCoords*sizeof(md2_uv) );
//read in triangles
vector<md2_tri> md2_tris;
md2_tris.resize( n_tris );
in.pubseekpos( header.offsetTriangles );
in.sgetn( (char*)md2_tris.begin(),n_tris*sizeof(md2_tri) );
vector<t_tri> t_tris;
vector<t_vert> t_verts;
map<t_vert,int> t_map;
int k;
for( k=0;k<n_tris;++k ){
t_tri tr;
for( int j=0;j<3;++j ){
t_vert t;
t.i=md2_tris[k].verts[j];
t.uv=md2_tris[k].uvs[j];
map<t_vert,int>::iterator it=t_map.find( t );
if( it==t_map.end() ){
//create new vert
tr.verts[j]=t_map[t]=t_verts.size();
t_verts.push_back( t );
//add UVs
VertexUV uv;
uv.u=md2_uvs[t.uv].u/(float)(header.skinWidth);
uv.v=md2_uvs[t.uv].v/(float)(header.skinHeight);
uvs.push_back( uv );
}else{
//reuse vert
tr.verts[j]=it->second;
}
}
t_tris.push_back( tr );
}
n_verts=t_verts.size();
frames.resize( n_frames );
in.pubseekpos( header.offsetFrames );
vector<md2_vert> md2_verts;
md2_verts.resize( header.numVertices );
//read in frames
for( k=0;k<n_frames;++k ){
char t_buff[16];
Frame *fr=&frames[k];
in.sgetn( (char*)&fr->scale,12 );
in.sgetn( (char*)&fr->trans,12 );
in.sgetn( t_buff,16 );
fr->scale=Vector( fr->scale.y,fr->scale.z,fr->scale.x );
fr->trans=Vector( fr->trans.y,fr->trans.z,fr->trans.x );
//read vertices
in.sgetn( (char*)md2_verts.begin(),header.numVertices*sizeof(md2_vert) );
fr->verts.resize( n_verts );
for( int j=0;j<n_verts;++j ){
Vertex *v=&fr->verts[j];
const t_vert &tv=t_verts[j];
const md2_vert &mv=md2_verts[tv.i];
v->x=mv.y;
v->y=mv.z;
v->z=mv.x;
v->n=mv.n;
box.update( Vector( v->x,v->y,v->z ) * fr->scale + fr->trans );
}
}
//create mesh and setup tris
mesh=gx_graphics->createMesh( n_verts,n_tris,0 );
mesh->lock( true );
for( k=0;k<n_tris;++k ){
const t_tri &t=t_tris[k];
mesh->setTriangle( k,t.verts[0],t.verts[2],t.verts[1] );
}
mesh->unlock();
//build normals
if( !normals ){
normals=(Vector*)md2norms;
for( int k=0;k<sizeof(md2norms)/12;++k ){
normals[k]=Vector(normals[k].y,normals[k].z,normals[k].x);
}
}
}
MD2Rep::~MD2Rep(){
if( mesh ) gx_graphics->freeMesh( mesh );
}
/*
void MD2Rep::render( Vert *v,int frame ){
const Frame &frame_a=frames[frame];
const Vertex *v_a=frame_a.verts.begin();
const Vector scale_a=frame_a.scale,trans_a=frame_a.trans;
for( int k=0;k<n_verts;++v,++v_a,++k ){
v->coords=Vector( v_a->x*scale_a.x+trans_a.x,v_a->y*scale_a.y+trans_a.y,v_a->z*scale_a.z+trans_a.z );
v->normal=normals[ v_a->n ];
}
}
*/
void MD2Rep::render( Vert *v,int frame,float time ){
const Frame &frame_b=frames[frame];
const Vertex *v_b=frame_b.verts.begin();
const Vector scale_b=frame_b.scale,trans_b=frame_b.trans;
for( int k=0;k<n_verts;++v,++v_b,++k ){
const Vector t_b( v_b->x*scale_b.x+trans_b.x,v_b->y*scale_b.y+trans_b.y,v_b->z*scale_b.z+trans_b.z );
const Vector &n_b=normals[ v_b->n ];
v->coords+=(t_b-v->coords)*time;
v->normal+=(n_b-v->normal)*time;
}
}
void MD2Rep::render( Vert *v,int render_a,int render_b,float render_t ){
const Frame &frame_a=frames[render_a];
const Vector scale_a=frame_a.scale,trans_a=frame_a.trans;
const Frame &frame_b=frames[render_b];
const Vector scale_b=frame_b.scale,trans_b=frame_b.trans;
const Vertex *v_a=frame_a.verts.begin();
const Vertex *v_b=frame_b.verts.begin();
for( int k=0;k<n_verts;++v,++v_a,++v_b,++k ){
const Vector t_a( v_a->x*scale_a.x+trans_a.x,v_a->y*scale_a.y+trans_a.y,v_a->z*scale_a.z+trans_a.z );
const Vector t_b( v_b->x*scale_b.x+trans_b.x,v_b->y*scale_b.y+trans_b.y,v_b->z*scale_b.z+trans_b.z );
v->coords=(t_b-t_a)*render_t+t_a;
const Vector &n_a=normals[v_a->n];
const Vector &n_b=normals[v_b->n];
v->normal=(n_b-n_a)*render_t+n_a;
}
}
/*
void MD2Rep::render( Vert *v,const Vert *v_a,const Vert *v_b,float render_t ){
for( int k=0;k<n_verts;++v,++v_a,++v_b,++k ){
v->coords=(v_b->coords-v_a->coords)*render_t+v_a->coords;
v->normal=(v_b->normal-v_a->normal)*render_t+v_a->normal;
}
}
*/
void MD2Rep::render( Model *model,int render_a,int render_b,float render_t ){
const Frame &frame_a=frames[render_a];
const Vector scale_a=frame_a.scale,trans_a=frame_a.trans;
const Frame &frame_b=frames[render_b];
const Vector scale_b=frame_b.scale,trans_b=frame_b.trans;
const VertexUV *uv=uvs.begin();
const Vertex *v_a=frame_a.verts.begin();
const Vertex *v_b=frame_b.verts.begin();
mesh->lock( true );
for( int k=0;k<n_verts;++uv,++v_a,++v_b,++k ){
const Vector t_a( v_a->x*scale_a.x+trans_a.x,v_a->y*scale_a.y+trans_a.y,v_a->z*scale_a.z+trans_a.z );
const Vector t_b( v_b->x*scale_b.x+trans_b.x,v_b->y*scale_b.y+trans_b.y,v_b->z*scale_b.z+trans_b.z );
const Vector t( (t_b-t_a)*render_t+t_a );
const Vector &n_a=normals[v_a->n];
const Vector &n_b=normals[v_b->n];
const Vector n( (n_b-n_a)*render_t+n_a );
tex_coords[0][0]=uv->u;
tex_coords[0][1]=uv->v;
mesh->setVertex( k,&t.x,&n.x,tex_coords );
}
mesh->unlock();
model->enqueue( mesh,0,n_verts,0,n_tris );
}
/*
void MD2Rep::render( Model *model,const Vert *v_a,const Vert *v_b,float render_t ){
const VertexUV *uv=uvs.begin();
mesh->lock();
for( int k=0;k<n_verts;++uv,++v_a,++v_b,++k ){
const Vector t( ( v_b->coords-v_a->coords)*render_t+v_a->coords );
const Vector n( ( v_b->normal-v_a->normal)*render_t+v_a->normal );
tex_coords[0]=uv->u;
tex_coords[1]=uv->v;
mesh->setVertex( k,&t.x,&n.x,tex_coords );
}
mesh->unlock();
model->enqueue( mesh,0,n_verts,0,n_tris );
}
*/
void MD2Rep::render( Model *model,const Vert *v_a,int render_b,float render_t ){
const Frame &frame_b=frames[render_b];
const Vector scale_b=frame_b.scale,trans_b=frame_b.trans;
const VertexUV *uv=uvs.begin();
const Vertex *v_b=frame_b.verts.begin();
mesh->lock( true );
for( int k=0;k<n_verts;++uv,++v_a,++v_b,++k ){
const Vector t_b( v_b->x*scale_b.x+trans_b.x,v_b->y*scale_b.y+trans_b.y,v_b->z*scale_b.z+trans_b.z );
const Vector t( (t_b-v_a->coords)*render_t+v_a->coords );
const Vector &n_b=normals[v_b->n];
const Vector n( (n_b-v_a->normal)*render_t+v_a->normal );
tex_coords[0][0]=uv->u;
tex_coords[0][1]=uv->v;
mesh->setVertex( k,&t.x,&n.x,tex_coords );
}
mesh->unlock();
model->enqueue( mesh,0,n_verts,0,n_tris );
}