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/*
===========================================================================
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 );
}
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