1 | /* |
---|
2 | orxonox - the future of 3D-vertical-scrollers |
---|
3 | |
---|
4 | Copyright (C) 2004 orx |
---|
5 | |
---|
6 | This program is free software; you can redistribute it and/or modify |
---|
7 | it under the terms of the GNU General Public License as published by |
---|
8 | the Free Software Foundation; either version 2, or (at your option) |
---|
9 | any later version. |
---|
10 | |
---|
11 | ### File Specific: |
---|
12 | main-programmer: Patrick Boenzli |
---|
13 | */ |
---|
14 | |
---|
15 | #define DEBUG_SPECIAL_MODULE DEBUG_MODULE_IMPORTER |
---|
16 | |
---|
17 | #include "md2Model.h" |
---|
18 | #include "material.h" |
---|
19 | |
---|
20 | #include "resource_manager.h" |
---|
21 | |
---|
22 | #include <fstream> |
---|
23 | |
---|
24 | |
---|
25 | |
---|
26 | using namespace std; |
---|
27 | |
---|
28 | |
---|
29 | sVec3D MD2Model::anorms[NUM_VERTEX_NORMALS] = { |
---|
30 | #include "anorms.h" |
---|
31 | }; |
---|
32 | |
---|
33 | float MD2Model::anormsDots[SHADEDOT_QUANT][256] = { |
---|
34 | #include "anormtab.h" |
---|
35 | }; |
---|
36 | |
---|
37 | static float *shadeDots = MD2Model::anormsDots[0]; |
---|
38 | |
---|
39 | float md2Angle = 0.0f; |
---|
40 | |
---|
41 | |
---|
42 | sAnim MD2Model::animationList[21] = |
---|
43 | { |
---|
44 | // begin, end, fps |
---|
45 | { 0, 39, 9 }, // STAND |
---|
46 | { 40, 45, 10 }, // RUN |
---|
47 | { 46, 53, 10 }, // ATTACK |
---|
48 | { 54, 57, 7 }, // PAIN_A |
---|
49 | { 58, 61, 7 }, // PAIN_B |
---|
50 | { 62, 65, 7 }, // PAIN_C |
---|
51 | { 66, 71, 7 }, // JUMP |
---|
52 | { 72, 83, 7 }, // FLIP |
---|
53 | { 84, 94, 7 }, // SALUTE |
---|
54 | { 95, 111, 10 }, // FALLBACK |
---|
55 | { 112, 122, 7 }, // WAVE |
---|
56 | { 123, 134, 6 }, // POINT |
---|
57 | { 135, 153, 10 }, // CROUCH_STAND |
---|
58 | { 154, 159, 7 }, // CROUCH_WALK |
---|
59 | { 160, 168, 10 }, // CROUCH_ATTACK |
---|
60 | { 196, 172, 7 }, // CROUCH_PAIN |
---|
61 | { 173, 177, 5 }, // CROUCH_DEATH |
---|
62 | { 178, 183, 7 }, // DEATH_FALLBACK |
---|
63 | { 184, 189, 7 }, // DEATH_FALLFORWARD |
---|
64 | { 190, 197, 7 }, // DEATH_FALLBACKSLOW |
---|
65 | { 198, 198, 5 }, // BOOM |
---|
66 | }; |
---|
67 | |
---|
68 | |
---|
69 | |
---|
70 | /******************************************************************************** |
---|
71 | * MD2Model2 * |
---|
72 | ********************************************************************************/ |
---|
73 | |
---|
74 | MD2Model::MD2Model() |
---|
75 | { |
---|
76 | this->pVertices = NULL; |
---|
77 | this->pGLCommands = NULL; |
---|
78 | this->pLightNormals = NULL; |
---|
79 | |
---|
80 | this->numFrames = 0; |
---|
81 | this->numVertices = 0; |
---|
82 | this->numGLCommands = 0; |
---|
83 | |
---|
84 | this->scaleFactor = 1.0f; |
---|
85 | |
---|
86 | this->setAnim(BOOM); |
---|
87 | } |
---|
88 | |
---|
89 | |
---|
90 | MD2Model::~MD2Model() |
---|
91 | { |
---|
92 | delete [] this->pVertices; |
---|
93 | delete [] this->pGLCommands; |
---|
94 | delete [] this->pLightNormals; |
---|
95 | } |
---|
96 | |
---|
97 | |
---|
98 | |
---|
99 | bool MD2Model::loadModel(const char* fileName) |
---|
100 | { |
---|
101 | FILE *pFile; //file stream |
---|
102 | char* buffer; //buffer for frame data |
---|
103 | sFrame* frame; //temp frame |
---|
104 | sVec3D *pVertex; |
---|
105 | int* pNormals; |
---|
106 | |
---|
107 | pFile = fopen(fileName, "rb"); |
---|
108 | if( unlikely(!pFile)) |
---|
109 | { |
---|
110 | PRINTF(1)("Couldn't open the MD2 File for loading. Exiting.\n"); |
---|
111 | return false; |
---|
112 | } |
---|
113 | this->header = new tMd2Header; |
---|
114 | fread(this->header, 1, sizeof(tMd2Header), pFile); |
---|
115 | /* check for the header version: make sure its a md2 file :) */ |
---|
116 | if( unlikely(this->header->version != MD2_VERSION) && unlikely(this->header->ident != MD2_IDENT)) |
---|
117 | { |
---|
118 | PRINTF(1)("Couldn't load file %s: invalid file format: stop loading\n", fileName); |
---|
119 | return false; |
---|
120 | } |
---|
121 | |
---|
122 | this->fileName = new char[strlen(fileName)+1]; |
---|
123 | strcpy(this->fileName, fileName); |
---|
124 | /* got the data: map it to locals */ |
---|
125 | this->numFrames = this->header->numFrames; |
---|
126 | this->numVertices = this->header->numVertices; |
---|
127 | this->numTriangles = this->header->numTriangles; |
---|
128 | this->numGLCommands = this->header->numGlCommands; |
---|
129 | /* allocate memory for the data storage */ |
---|
130 | this->pVertices = new sVec3D[this->numVertices * this->numFrames]; |
---|
131 | this->pGLCommands = new int[this->numGLCommands]; |
---|
132 | this->pLightNormals = new int[this->numVertices * this->numFrames]; |
---|
133 | buffer = new char[this->numFrames * this->header->frameSize]; |
---|
134 | |
---|
135 | /* read frame data from the file to a temp buffer */ |
---|
136 | fseek(pFile, this->header->offsetFrames, SEEK_SET); |
---|
137 | fread(buffer, this->header->frameSize, this->numFrames, pFile); |
---|
138 | /* read opengl commands */ |
---|
139 | fseek(pFile, this->header->offsetGlCommands, SEEK_SET); |
---|
140 | fread(this->pGLCommands, sizeof(int), this->numGLCommands, pFile); |
---|
141 | |
---|
142 | for(int i = 0; i < this->numFrames; ++i) |
---|
143 | { |
---|
144 | frame = (sFrame*)(buffer + this->header->frameSize * i); |
---|
145 | pVertex = this->pVertices + this->numVertices * i; |
---|
146 | pNormals = this->pLightNormals + this->numVertices * i; |
---|
147 | |
---|
148 | for(int j = 0; j < this->numVertices; ++j) |
---|
149 | { |
---|
150 | /* SPEEDUP: *(pVerts + i + 0) = (*(frame->pVertices + i + 0)... */ |
---|
151 | pVertex[j][0] = (frame->pVertices[j].v[0] * frame->scale[0]) + frame->translate[0]; |
---|
152 | pVertex[j][1] = (frame->pVertices[j].v[2] * frame->scale[2]) + frame->translate[2]; |
---|
153 | pVertex[j][2] = -1.0 * (frame->pVertices[j].v[1] * frame->scale[1] + frame->translate[1]); |
---|
154 | |
---|
155 | pNormals[j] = frame->pVertices[j].lightNormalIndex; |
---|
156 | } |
---|
157 | } |
---|
158 | |
---|
159 | delete [] buffer; |
---|
160 | fclose(pFile); |
---|
161 | } |
---|
162 | |
---|
163 | |
---|
164 | bool MD2Model::loadSkin(const char* fileName) |
---|
165 | { |
---|
166 | this->skinFileName = new char[strlen(fileName)+1]; |
---|
167 | strcpy(this->skinFileName, fileName); |
---|
168 | this->material = new Material("md2ModelTest"); |
---|
169 | this->material->setDiffuseMap(fileName); |
---|
170 | this->material->setIllum(3); |
---|
171 | this->material->setAmbient(1.0, 1.0, 1.0); |
---|
172 | } |
---|
173 | |
---|
174 | |
---|
175 | /** |
---|
176 | \brief initializes an array of vert with the current frame scaled vertices |
---|
177 | |
---|
178 | we won't use the pVertices array directly, since its much easier and we need |
---|
179 | saving of data anyway |
---|
180 | */ |
---|
181 | void MD2Model::interpolate(sVec3D* verticesList) |
---|
182 | { |
---|
183 | sVec3D* currVec; |
---|
184 | sVec3D* nextVec; |
---|
185 | |
---|
186 | currVec = &this->pVertices[this->numVertices * this->animationState.currentFrame]; |
---|
187 | nextVec = &this->pVertices[this->numVertices * this->animationState.nextFrame]; |
---|
188 | |
---|
189 | for(int i = 0; i < this->numFrames; ++i) |
---|
190 | { |
---|
191 | verticesList[i][0] = (currVec[i][0] + this->animationState.interpolationState * (nextVec[i][0] - currVec[i][0])) * this->scaleFactor; |
---|
192 | verticesList[i][1] = (currVec[i][1] + this->animationState.interpolationState * (nextVec[i][1] - currVec[i][1])) * this->scaleFactor; |
---|
193 | verticesList[i][2] = (currVec[i][2] + this->animationState.interpolationState * (nextVec[i][2] - currVec[i][2])) * this->scaleFactor; |
---|
194 | } |
---|
195 | } |
---|
196 | |
---|
197 | |
---|
198 | void MD2Model::setAnim(int type) |
---|
199 | { |
---|
200 | if( (type < 0) || (type > MAX_ANIMATIONS) ) |
---|
201 | type = 0; |
---|
202 | |
---|
203 | this->animationState.startFrame = animationList[type].firstFrame; |
---|
204 | this->animationState.endFrame = animationList[type].lastFrame; |
---|
205 | this->animationState.nextFrame = animationList[type].firstFrame + 1; |
---|
206 | this->animationState.fps = animationList[type].fps; |
---|
207 | this->animationState.type = type; |
---|
208 | |
---|
209 | this->animationState.interpolationState = 0.0; |
---|
210 | this->animationState.localTime = 0.0; |
---|
211 | this->animationState.lastTime = 0.0; |
---|
212 | this->animationState.currentFrame = animationList[type].firstFrame; |
---|
213 | } |
---|
214 | |
---|
215 | |
---|
216 | void MD2Model::animate() |
---|
217 | { |
---|
218 | if( this->animationState.localTime - this->animationState.lastTime > (1.0f / this->animationState.fps)) |
---|
219 | { |
---|
220 | this->animationState.currentFrame = this->animationState.nextFrame; |
---|
221 | this->animationState.nextFrame++; |
---|
222 | |
---|
223 | if( this->animationState.nextFrame > this->animationState.endFrame) |
---|
224 | this->animationState.nextFrame = this->animationState.startFrame; |
---|
225 | this->animationState.lastTime = this->animationState.localTime; |
---|
226 | } |
---|
227 | |
---|
228 | if( this->animationState.currentFrame > (this->numFrames - 1) ) |
---|
229 | this->animationState.currentFrame = 0; |
---|
230 | if( this->animationState.nextFrame > (this->numFrames - 1) ) |
---|
231 | this->animationState.nextFrame = 0; |
---|
232 | |
---|
233 | this->animationState.interpolationState = this->animationState.fps * |
---|
234 | (this->animationState.localTime - this->animationState.lastTime); |
---|
235 | } |
---|
236 | |
---|
237 | |
---|
238 | /* hhmmm... id used a very different way to do lightning... */ |
---|
239 | void MD2Model::processLighting() |
---|
240 | { |
---|
241 | shadeDots = anormsDots[((int)(md2Angle*(SHADEDOT_QUANT / 360.0)))&(SHADEDOT_QUANT - 1)]; |
---|
242 | } |
---|
243 | |
---|
244 | |
---|
245 | void MD2Model::tick(float time) |
---|
246 | { |
---|
247 | this->animationState.localTime += time; |
---|
248 | } |
---|
249 | |
---|
250 | |
---|
251 | void MD2Model::draw() |
---|
252 | { |
---|
253 | if( likely(this->animationState.localTime > 0.0)) |
---|
254 | this->animate(); |
---|
255 | |
---|
256 | glPushMatrix(); |
---|
257 | |
---|
258 | this->renderFrame(); |
---|
259 | |
---|
260 | glPopMatrix(); |
---|
261 | } |
---|
262 | |
---|
263 | |
---|
264 | void MD2Model::renderFrame() |
---|
265 | { |
---|
266 | static sVec3D verticesList[MD2_MAX_VERTICES]; /* performance: created only once in a lifetime */ |
---|
267 | int* pCommands = this->pGLCommands; |
---|
268 | |
---|
269 | /* some face culling stuff */ |
---|
270 | glPushAttrib(GL_POLYGON_BIT); |
---|
271 | glFrontFace(GL_CW); |
---|
272 | glEnable(GL_CULL_FACE); |
---|
273 | glCullFace(GL_BACK); |
---|
274 | |
---|
275 | this->processLighting(); |
---|
276 | this->interpolate(verticesList); |
---|
277 | this->material->select(); |
---|
278 | |
---|
279 | /* draw the triangles */ |
---|
280 | while( int i = *(pCommands++)) /* strange looking while loop for maximum performance */ |
---|
281 | { |
---|
282 | if( i < 0) |
---|
283 | { |
---|
284 | glBegin(GL_TRIANGLE_FAN); |
---|
285 | i = -i; |
---|
286 | } |
---|
287 | else |
---|
288 | { |
---|
289 | glBegin(GL_TRIANGLE_STRIP); |
---|
290 | } |
---|
291 | |
---|
292 | for(; i > 0; i--, pCommands += 3) /* down counting for loop, next 3 gl commands */ |
---|
293 | { |
---|
294 | glNormal3fv(anorms[this->pLightNormals[pCommands[2]]]); |
---|
295 | glTexCoord2f( ((float *)pCommands)[0], 1.0-((float *)pCommands)[1] ); |
---|
296 | glVertex3fv(verticesList[pCommands[2]]); |
---|
297 | } |
---|
298 | glEnd(); |
---|
299 | } |
---|
300 | glDisable(GL_CULL_FACE); |
---|
301 | glPopAttrib(); |
---|
302 | } |
---|
303 | |
---|
304 | |
---|
305 | void MD2Model::debug() |
---|
306 | { |
---|
307 | PRINT(0)("==========================| MD2Model::debug() |===\n"); |
---|
308 | PRINT(0)("= Model FileName:\t%s\n", this->fileName); |
---|
309 | PRINT(0)("= Skin FileName:\t%s\n", this->skinFileName); |
---|
310 | PRINT(0)("= Size in Memory:\t%i Bytes\n", this->header->frameSize * this->header->numFrames + 64); // 64bytes is the header size |
---|
311 | PRINT(0)("= Number of Vertices:\t%i\n", this->header->numVertices); |
---|
312 | PRINT(0)("= Number of Frames: \t%i\n", this->header->numFrames); |
---|
313 | PRINT(0)("= Height, Width\t\t%i, %i\n", this->header->skinHeight, this->header->skinWidth); |
---|
314 | PRINT(0)("===================================================\n\n"); |
---|
315 | } |
---|