/* * Copyright (C) Volition, Inc. 1999. All rights reserved. * * All source code herein is the property of Volition, Inc. You may not sell * or otherwise commercially exploit the source or things you created based on the * source. * */ #define MODEL_LIB #include "bmpman/bmpman.h" #include "cmdline/cmdline.h" #include "debugconsole/console.h" #include "gamesequence/gamesequence.h" #include "gamesnd/gamesnd.h" #include "globalincs/alphacolors.h" #include "globalincs/linklist.h" #include "graphics/2d.h" #include "graphics/util/GPUMemoryHeap.h" #include "io/key.h" #include "io/timer.h" #include "math/fvi.h" #include "math/staticrand.h" #include "mission/missionparse.h" #include "model/modelrender.h" #include "model/modelsinc.h" #include "nebula/neb.h" #include "parse/parselo.h" #include "particle/particle.h" #include "render/3dinternal.h" #include "ship/ship.h" #include "ship/shipfx.h" #include "tracing/Monitor.h" #include "tracing/tracing.h" #include "utils/Random.h" #include "weapon/shockwave.h" #include float model_radius = 0; // Some debug variables used externally for displaying stats #ifndef NDEBUG int modelstats_num_polys = 0; int modelstats_num_polys_drawn = 0; int modelstats_num_verts = 0; int modelstats_num_sortnorms = 0; int modelstats_num_boxes = 0; #endif extern fix game_get_overall_frametime(); // for texture animation typedef struct model_light { ubyte r, g, b; ubyte spec_r, spec_g, spec_b; } model_light; // a lighting object typedef struct model_light_object { model_light *lights; int objnum; int skip; int skip_max; } model_light_object; struct bsp_vertex { vec3d position; vec3d normal; uv_pair tex_coord; ubyte r, g, b, a; }; struct bsp_polygon { uint Start_index; uint Num_verts; int texture; }; class bsp_polygon_data { SCP_vector Vertex_list; SCP_vector Normal_list; SCP_vector Polygon_vertices; SCP_vector Polygons; ubyte* Lights; int Num_polies[MAX_MODEL_TEXTURES]; int Num_verts[MAX_MODEL_TEXTURES]; int Num_flat_polies; int Num_flat_verts; void process_bsp(int offset, ubyte* bsp_data); void process_defpoints(int off, ubyte* bsp_data); void process_sortnorm(int offset, ubyte* bsp_data); void process_tmap(int offset, ubyte* bsp_data); void process_flat(int offset, ubyte* bsp_data); public: bsp_polygon_data(ubyte* bsp_data); int get_num_triangles(int texture); int get_num_lines(int texture); void generate_triangles(int texture, vertex *vert_ptr, vec3d* norm_ptr); void generate_lines(int texture, vertex *vert_ptr); }; /** * @brief Vertex structure for passing data to the GPU */ struct interp_vertex { uv_pair uv; vec3d normal; vec4 tangent; float modelId; vec3d pos; }; // ----------------------- // Local variables // static int Num_interp_verts_allocated = 0; vec3d **Interp_verts = NULL; static vertex *Interp_points = NULL; static vertex *Interp_splode_points = NULL; vec3d *Interp_splode_verts = NULL; static int Interp_num_verts = 0; static float Interp_box_scale = 1.0f; // this is used to scale both detail boxes and spheres // ------------------------------------------------------------------- // lighting save stuff // model_light_object Interp_lighting_temp; model_light_object *Interp_lighting = &Interp_lighting_temp; int Interp_use_saved_lighting = 0; int Interp_saved_lighting_full = 0; // // lighting save stuff // ------------------------------------------------------------------- static int Num_interp_norms_allocated = 0; static vec3d **Interp_norms = NULL; static ubyte *Interp_light_applied = NULL; static int Interp_num_norms = 0; static ubyte *Interp_lights; // Stuff to control rendering parameters static color Interp_outline_color; static int Interp_detail_level_locked = -1; static uint Interp_flags = 0; // If non-zero, then the subobject gets scaled by Interp_thrust_scale. int Interp_thrust_scale_subobj = 0; float Interp_thrust_scale = 0.1f; static float Interp_thrust_scale_x = 0.0f;//added -bobboau static float Interp_thrust_scale_y = 0.0f;//added -bobboau static int Interp_thrust_bitmap = -1; static int Interp_thrust_glow_bitmap = -1; static float Interp_thrust_glow_noise = 1.0f; static bool Interp_afterburner = false; // Bobboau's thruster stuff static int Interp_secondary_thrust_glow_bitmap = -1; static int Interp_tertiary_thrust_glow_bitmap = -1; static int Interp_distortion_thrust_bitmap = -1; static float Interp_thrust_glow_rad_factor = 1.0f; static float Interp_secondary_thrust_glow_rad_factor = 1.0f; static float Interp_tertiary_thrust_glow_rad_factor = 1.0f; static float Interp_distortion_thrust_rad_factor = 1.0f; static float Interp_distortion_thrust_length_factor = 1.0f; static float Interp_thrust_glow_len_factor = 1.0f; static vec3d Interp_thrust_rotvel = ZERO_VECTOR; static bool Interp_draw_distortion = true; // Bobboau's warp stuff static float Interp_warp_scale_x = 1.0f; static float Interp_warp_scale_y = 1.0f; static float Interp_warp_scale_z = 1.0f; // if != -1, use this bitmap when rendering ship insignias static int Interp_insignia_bitmap = -1; // if != -1, use this bitmap when rendering with a forced texture static int Interp_forced_bitmap = -1; // our current level of detail (LOD) int Interp_detail_level = 0; // forward references int model_should_render_engine_glow(int objnum, int bank_obj); int model_interp_get_texture(texture_info *tinfo, fix base_frametime); void model_deallocate_interp_data() { if (Interp_verts != NULL) vm_free(Interp_verts); if (Interp_points != NULL) vm_free(Interp_points); if (Interp_splode_points != NULL) vm_free(Interp_splode_points); if (Interp_splode_verts != NULL) vm_free(Interp_splode_verts); if (Interp_norms != NULL) vm_free(Interp_norms); if (Interp_light_applied != NULL) vm_free(Interp_light_applied); if (Interp_lighting_temp.lights != NULL) vm_free(Interp_lighting_temp.lights); Num_interp_verts_allocated = 0; Num_interp_norms_allocated = 0; } extern void model_collide_allocate_point_list(int n_points); extern void model_collide_free_point_list(); void model_allocate_interp_data(int n_verts, int n_norms) { static ubyte dealloc = 0; if (!dealloc) { atexit(model_deallocate_interp_data); atexit(model_collide_free_point_list); dealloc = 1; } Assert( (n_verts >= 0) && (n_norms >= 0) ); Assert( (n_verts || Num_interp_verts_allocated) && (n_norms || Num_interp_norms_allocated) ); if (n_verts > Num_interp_verts_allocated) { if (Interp_verts != NULL) { vm_free(Interp_verts); Interp_verts = NULL; } // Interp_verts can't be reliably realloc'd so free and malloc it on each resize (no data needs to be carried over) Interp_verts = (vec3d**) vm_malloc( n_verts * sizeof(vec3d *) ); Interp_points = (vertex*) vm_realloc( Interp_points, n_verts * sizeof(vertex) ); Interp_splode_points = (vertex*) vm_realloc( Interp_splode_points, n_verts * sizeof(vertex) ); Interp_splode_verts = (vec3d*) vm_realloc( Interp_splode_verts, n_verts * sizeof(vec3d) ); Num_interp_verts_allocated = n_verts; // model collide needs a similar size to resize it based on this new value model_collide_allocate_point_list( n_verts ); } if (n_norms > Num_interp_norms_allocated) { if (Interp_norms != NULL) { vm_free(Interp_norms); Interp_norms = NULL; } // Interp_norms can't be reliably realloc'd so free and malloc it on each resize (no data needs to be carried over) Interp_norms = (vec3d**) vm_malloc( n_norms * sizeof(vec3d *) ); // these next two lighting things aren't values that need to be carried over, but we need to make sure they are 0 by default if (Interp_light_applied != NULL) { vm_free(Interp_light_applied); Interp_light_applied = NULL; } if (Interp_lighting_temp.lights != NULL) { vm_free(Interp_lighting_temp.lights); Interp_lighting_temp.lights = NULL; } Interp_light_applied = (ubyte*) vm_malloc( n_norms * sizeof(ubyte) ); Interp_lighting_temp.lights = (model_light*) vm_malloc( n_norms * sizeof(model_light) ); memset( Interp_light_applied, 0, n_norms * sizeof(ubyte) ); memset( Interp_lighting_temp.lights, 0, n_norms * sizeof(model_light) ); Num_interp_norms_allocated = n_norms; } Interp_num_verts = n_verts; Interp_num_norms = n_norms; // check that everything is still usable (works in release and debug builds) Verify( Interp_points != NULL ); Verify( Interp_splode_points != NULL ); Verify( Interp_verts != NULL ); Verify( Interp_splode_verts != NULL ); Verify( Interp_norms != NULL ); Verify( Interp_light_applied != NULL ); } void interp_clear_instance() { Interp_thrust_scale = 0.1f; Interp_thrust_scale_x = 0.0f;//added-Bobboau Interp_thrust_scale_y = 0.0f;//added-Bobboau Interp_thrust_bitmap = -1; Interp_thrust_glow_bitmap = -1; Interp_thrust_glow_noise = 1.0f; Interp_insignia_bitmap = -1; Interp_afterburner = false; // Bobboau's thruster stuff { Interp_thrust_glow_rad_factor = 1.0f; Interp_secondary_thrust_glow_bitmap = -1; Interp_secondary_thrust_glow_rad_factor = 1.0f; Interp_tertiary_thrust_glow_bitmap = -1; Interp_tertiary_thrust_glow_rad_factor = 1.0f; Interp_thrust_glow_len_factor = 1.0f; vm_vec_zero(&Interp_thrust_rotvel); } Interp_box_scale = 1.0f; Interp_detail_level_locked = -1; Interp_forced_bitmap = -1; } /** * Scales the engines thrusters by this much */ void model_set_thrust(int /*model_num*/, mst_info *mst) { if (mst == NULL) { Int3(); return; } Interp_thrust_scale = mst->length.xyz.z; Interp_thrust_scale_x = mst->length.xyz.x; Interp_thrust_scale_y = mst->length.xyz.y; CLAMP(Interp_thrust_scale, 0.1f, 1.0f); Interp_thrust_bitmap = mst->primary_bitmap; Interp_thrust_glow_bitmap = mst->primary_glow_bitmap; Interp_secondary_thrust_glow_bitmap = mst->secondary_glow_bitmap; Interp_tertiary_thrust_glow_bitmap = mst->tertiary_glow_bitmap; Interp_distortion_thrust_bitmap = mst->distortion_bitmap; Interp_thrust_glow_noise = mst->glow_noise; Interp_afterburner = mst->use_ab; Interp_thrust_rotvel = mst->rotvel; Interp_thrust_glow_rad_factor = mst->glow_rad_factor; Interp_secondary_thrust_glow_rad_factor = mst->secondary_glow_rad_factor; Interp_tertiary_thrust_glow_rad_factor = mst->tertiary_glow_rad_factor; Interp_thrust_glow_len_factor = mst->glow_length_factor; Interp_distortion_thrust_rad_factor = mst->distortion_rad_factor; Interp_distortion_thrust_length_factor = mst->distortion_length_factor; Interp_draw_distortion = mst->draw_distortion; } bool splodeing = false; int splodeingtexture = -1; float splode_level = 0.0f; float GEOMETRY_NOISE = 0.0f; // Point list // +0 int id // +4 int size // +8 int n_verts // +12 int n_norms // +16 int offset from start of chunk to vertex data // +20 n_verts*char norm_counts // +offset vertex data. Each vertex n is a point followed by norm_counts[n] normals. void model_interp_splode_defpoints(ubyte * p, polymodel * /*pm*/, bsp_info * /*sm*/, float dist) { if(dist==0.0f)return; if(dist<0.0f)dist*=-1.0f; int n; int nverts = w(p+8); int offset = w(p+16); int nnorms = 0; ubyte * normcount = p+20; vertex *dest = Interp_splode_points; vec3d *src = vp(p+offset); for (n = 0; n < nverts; n++) { nnorms += normcount[n]; } model_allocate_interp_data(nverts, nnorms); vec3d dir; for (n=0; nxyz.z < min_thruster_dist ) { tmp.xyz.x = src->xyz.x * 1.0f; tmp.xyz.y = src->xyz.y * 1.0f; tmp.xyz.z = src->xyz.z * Interp_thrust_scale; } else { tmp = *src; } g3_rotate_vertex(dest,&tmp); src++; // move to normal for (i=0; ixyz.x) * Interp_warp_scale_x; tmp.xyz.y = (src->xyz.y) * Interp_warp_scale_y; tmp.xyz.z = (src->xyz.z) * Interp_warp_scale_z; g3_rotate_vertex(dest,&tmp); src++; // move to normal for (i=0; ixyz.x + frand_range(GEOMETRY_NOISE,-GEOMETRY_NOISE); point.xyz.y = src->xyz.y + frand_range(GEOMETRY_NOISE,-GEOMETRY_NOISE); point.xyz.z = src->xyz.z + frand_range(GEOMETRY_NOISE,-GEOMETRY_NOISE); g3_rotate_vertex(dest, &point); }else{ Interp_verts[n] = src; g3_rotate_vertex(dest, src); } src++; // move to normal for (i=0; iparent==-1) ) { gr_set_color(0,128,0); g3_draw_sphere_ez( &pm->center_of_mass, 1.0f ); } if ( submodel ) { // Draw a blue center point gr_set_color(0,0,128); g3_draw_sphere_ez( &submodel->geometric_center, 0.9f ); } // Draw the bounding box int i; vertex pts[8]; if ( submodel ) { for (i=0; i<8; i++ ) { g3_rotate_vertex( &pts[i], &submodel->bounding_box[i] ); } gr_set_color(128,128,128); g3_draw_line( &pts[0], &pts[1] ); g3_draw_line( &pts[1], &pts[2] ); g3_draw_line( &pts[2], &pts[3] ); g3_draw_line( &pts[3], &pts[0] ); g3_draw_line( &pts[4], &pts[5] ); g3_draw_line( &pts[5], &pts[6] ); g3_draw_line( &pts[6], &pts[7] ); g3_draw_line( &pts[7], &pts[4] ); g3_draw_line( &pts[0], &pts[4] ); g3_draw_line( &pts[1], &pts[5] ); g3_draw_line( &pts[2], &pts[6] ); g3_draw_line( &pts[3], &pts[7] ); } else { gr_set_color(0,255,0); int j; for (j=0; j<8; j++ ) { vec3d bounding_box[8]; // caclulated fron min/max model_calc_bound_box(bounding_box,&pm->octants[j].min,&pm->octants[j].max); for (i=0; i<8; i++ ) { g3_rotate_vertex( &pts[i], &bounding_box[i] ); } gr_set_color(128,0,0); g3_draw_line( &pts[0], &pts[1] ); g3_draw_line( &pts[1], &pts[2] ); g3_draw_line( &pts[2], &pts[3] ); g3_draw_line( &pts[3], &pts[0] ); g3_draw_line( &pts[4], &pts[5] ); g3_draw_line( &pts[5], &pts[6] ); g3_draw_line( &pts[6], &pts[7] ); g3_draw_line( &pts[7], &pts[4] ); g3_draw_line( &pts[0], &pts[4] ); g3_draw_line( &pts[1], &pts[5] ); g3_draw_line( &pts[2], &pts[6] ); g3_draw_line( &pts[3], &pts[7] ); } } } /** * Debug code to show all the paths of a model */ void model_draw_paths_htl( int model_num, uint flags ) { int i,j; vec3d pnt; vec3d prev_pnt; polymodel * pm; if ( flags & MR_SHOW_OUTLINE_PRESET ) { return; } pm = model_get(model_num); if (pm->n_paths<1){ return; } int cull = gr_set_cull(0); for (i=0; in_paths; i++ ) { for (j=0; jpaths[i].nverts; j++ ) { // Rotate point into world coordinates pnt = pm->paths[i].verts[j].pos; // Pnt is now the x,y,z world coordinates of this vert. // For this example, I am just drawing a sphere at that // point. vertex tmp; g3_rotate_vertex(&tmp,&pnt); if ( pm->paths[i].verts[j].nturrets > 0 ){ gr_set_color( 0, 0, 255 ); // draw points covered by turrets in blue } else { gr_set_color( 255, 0, 0 ); } g3_render_sphere(&pnt, 0.5f); if (j) { //g3_draw_htl_line(&prev_pnt, &pnt); g3_render_line_3d(true, &prev_pnt, &pnt); } prev_pnt = pnt; } } gr_set_cull(cull); } /** * Docking bay and fighter bay paths */ void model_draw_bay_paths_htl(int model_num) { int idx, s_idx; vec3d v1, v2; polymodel *pm = model_get(model_num); if(pm == NULL){ return; } int cull = gr_set_cull(0); // render docking bay normals gr_set_color(0, 255, 0); for(idx=0; idxn_docks; idx++){ for(s_idx=0; s_idxdocking_bays[idx].num_slots; s_idx++){ v1 = pm->docking_bays[idx].pnt[s_idx]; vm_vec_scale_add(&v2, &v1, &pm->docking_bays[idx].norm[s_idx], 10.0f); // draw the point and normal g3_render_sphere(&v1, 2.0); //g3_draw_htl_line(&v1, &v2); g3_render_line_3d(true, &v1, &v2); } } // render figher bay paths gr_set_color(0, 255, 255); // iterate through the paths that exist in the polymodel, searching for $bayN pathnames for (idx = 0; idxn_paths; idx++) { if ( !strnicmp(pm->paths[idx].name, NOX("$bay"), 4) ) { for(s_idx=0; s_idxpaths[idx].nverts-1; s_idx++){ v1 = pm->paths[idx].verts[s_idx].pos; v2 = pm->paths[idx].verts[s_idx+1].pos; //g3_draw_htl_line(&v1, &v2); g3_render_line_3d(true, &v1, &v2); } } } gr_set_cull(cull); } static const int MAX_ARC_SEGMENT_POINTS = 50; int Num_arc_segment_points = 0; vec3d Arc_segment_points[MAX_ARC_SEGMENT_POINTS]; void interp_render_arc_segment( vec3d *v1, vec3d *v2, int depth ) { float d = vm_vec_dist_quick( v1, v2 ); const float scaler = 0.30f; if ( (d < scaler) || (depth > 4) ) { // the real limit appears to be 33, so we should never hit this unless the code changes Assert( Num_arc_segment_points < MAX_ARC_SEGMENT_POINTS ); memcpy( &Arc_segment_points[Num_arc_segment_points++], v2, sizeof(vec3d) ); } else { // divide in half vec3d tmp; vm_vec_avg( &tmp, v1, v2 ); tmp.xyz.x += (frand() - 0.5f) * d * scaler; tmp.xyz.y += (frand() - 0.5f) * d * scaler; tmp.xyz.z += (frand() - 0.5f) * d * scaler; // add additional point interp_render_arc_segment( v1, &tmp, depth+1 ); interp_render_arc_segment( &tmp, v2, depth+1 ); } } int Interp_lightning = 1; DCF_BOOL( Arcs, Interp_lightning ) // Returns one of the following #define IBOX_ALL_OFF 0 #define IBOX_ALL_ON 1 #define IBOX_SOME_ON_SOME_OFF 2 int interp_box_offscreen( vec3d *min, vec3d *max ) { if ( keyd_pressed[KEY_LSHIFT] ) { return IBOX_ALL_ON; } vec3d v[8]; v[0].xyz.x = min->xyz.x; v[0].xyz.y = min->xyz.y; v[0].xyz.z = min->xyz.z; v[1].xyz.x = max->xyz.x; v[1].xyz.y = min->xyz.y; v[1].xyz.z = min->xyz.z; v[2].xyz.x = max->xyz.x; v[2].xyz.y = max->xyz.y; v[2].xyz.z = min->xyz.z; v[3].xyz.x = min->xyz.x; v[3].xyz.y = max->xyz.y; v[3].xyz.z = min->xyz.z; v[4].xyz.x = min->xyz.x; v[4].xyz.y = min->xyz.y; v[4].xyz.z = max->xyz.z; v[5].xyz.x = max->xyz.x; v[5].xyz.y = min->xyz.y; v[5].xyz.z = max->xyz.z; v[6].xyz.x = max->xyz.x; v[6].xyz.y = max->xyz.y; v[6].xyz.z = max->xyz.z; v[7].xyz.x = min->xyz.x; v[7].xyz.y = max->xyz.y; v[7].xyz.z = max->xyz.z; ubyte and_codes = 0xff; ubyte or_codes = 0xff; int i; for (i=0; i<8; i++ ) { vertex tmp; ubyte codes=g3_rotate_vertex( &tmp, &v[i] ); or_codes |= codes; and_codes &= codes; } // If and_codes is set this means that all points lie off to the // same side of the screen. if (and_codes) { return IBOX_ALL_OFF; //all points off screen } // If this is set it means at least one of the points is offscreen, // but they aren't all off to the same side. if (or_codes) { return IBOX_SOME_ON_SOME_OFF; } // They are all onscreen. return IBOX_ALL_ON; } void model_render_shields( polymodel * pm, uint flags ) { int i, j; shield_tri *tri; vertex pnt0, prev_pnt, tmp = vertex(); if ( flags & MR_SHOW_OUTLINE_PRESET ) { return; } gr_set_color(0, 0, 200 ); // Scan all the triangles in the mesh. for (i=0; ishield.ntris; i++ ) { tri = &pm->shield.tris[i]; if (g3_check_normal_facing(&pm->shield.verts[tri->verts[0]].pos,&tri->norm ) ) { // Process the vertices. // Note this rotates each vertex each time it's needed, very dumb. for (j=0; j<3; j++ ) { g3_rotate_vertex(&tmp, &pm->shield.verts[tri->verts[j]].pos ); if (j) g3_draw_line(&prev_pnt, &tmp); else pnt0 = tmp; prev_pnt = tmp; } g3_draw_line(&pnt0, &prev_pnt); } } } int Model_texturing = 1; int Model_polys = 1; DCF_BOOL( model_texturing, Model_texturing ) DCF_BOOL( model_polys, Model_polys ) MONITOR( NumModelsRend ) MONITOR( NumHiModelsRend ) MONITOR( NumMedModelsRend ) MONITOR( NumLowModelsRend ) /** * Draws a bitmap with the specified 3d width & height * @return 1 if off screen, 0 if not */ int model_get_rotated_bitmap_points(vertex *pnt,float angle, float rad, vertex *v) { float sa, ca; int i; Assert( G3_count == 1 ); sa = sinf(angle); ca = cosf(angle); float width, height; width = height = rad; v[0].world.xyz.x = (-width*ca - height*sa)*Matrix_scale.xyz.x + pnt->world.xyz.x; v[0].world.xyz.y = (-width*sa + height*ca)*Matrix_scale.xyz.y + pnt->world.xyz.y; v[0].world.xyz.z = pnt->world.xyz.z; v[0].screen.xyw.w = 0.0f; v[0].texture_position.u = 0.0f; v[0].texture_position.v = 0.0f; v[1].world.xyz.x = (width*ca - height*sa)*Matrix_scale.xyz.x + pnt->world.xyz.x; v[1].world.xyz.y = (width*sa + height*ca)*Matrix_scale.xyz.y + pnt->world.xyz.y; v[1].world.xyz.z = pnt->world.xyz.z; v[1].screen.xyw.w = 0.0f; v[1].texture_position.u = 1.0f; v[1].texture_position.v = 0.0f; v[2].world.xyz.x = (width*ca + height*sa)*Matrix_scale.xyz.x + pnt->world.xyz.x; v[2].world.xyz.y = (width*sa - height*ca)*Matrix_scale.xyz.y + pnt->world.xyz.y; v[2].world.xyz.z = pnt->world.xyz.z; v[2].screen.xyw.w = 0.0f; v[2].texture_position.u = 1.0f; v[2].texture_position.v = 1.0f; v[3].world.xyz.x = (-width*ca + height*sa)*Matrix_scale.xyz.x + pnt->world.xyz.x; v[3].world.xyz.y = (-width*sa - height*ca)*Matrix_scale.xyz.y + pnt->world.xyz.y; v[3].world.xyz.z = pnt->world.xyz.z; v[3].screen.xyw.w = 0.0f; v[3].texture_position.u = 0.0f; v[3].texture_position.v = 1.0f; ubyte codes_and=0xff; float sw,z; z = pnt->world.xyz.z - rad / 4.0f; if ( z < 0.0f ) z = 0.0f; sw = 1.0f / z; for (i=0; i<4; i++ ) { //now code the four points codes_and &= g3_code_vertex(&v[i]); v[i].flags = 0; // mark as not yet projected g3_project_vertex(&v[i]); v[i].screen.xyw.w = sw; } if (codes_and) return 1; //1 means off screen return 0; } float Interp_depth_scale = 1500.0f; DCF(model_darkening,"Makes models darker with distance") { if (dc_optional_string_either("help", "--help")) { dc_printf( "Usage: model_darkening \n" ); dc_printf("Sets the distance at which to start blacking out models (namely asteroids).\n"); return; } if (dc_optional_string_either("status", "--status") || dc_optional_string_either("?", "--?")) { dc_printf( "model_darkening = %.1f\n", Interp_depth_scale ); return; } dc_stuff_float(&Interp_depth_scale); dc_printf("model_darkening set to %.1f\n", Interp_depth_scale); } // tmp_detail_level // 0 - Max // 1 // 2 // 3 // 4 - None #if MAX_DETAIL_LEVEL != 4 #error MAX_DETAIL_LEVEL is assumed to be 4 in ModelInterp.cpp #endif /** * Find the distance-squared from p0 to the closest point on a box. Fills in closest_pt. * The box's dimensions are from 'min' to 'max'. */ float interp_closest_dist_sq_to_box( vec3d *closest_pt, const vec3d *p0, const vec3d *min, const vec3d *max ) { auto origin = p0->a1d; auto minB = min->a1d; auto maxB = max->a1d; auto coord = closest_pt->a1d; bool inside = true; int i; for (i=0; i<3; i++ ) { if ( origin[i] < minB[i] ) { coord[i] = minB[i]; inside = false; } else if (origin[i] > maxB[i] ) { coord[i] = maxB[i]; inside = false; } else { coord[i] = origin[i]; } } if ( inside ) { return 0.0f; } return vm_vec_dist_squared(closest_pt, p0); } // Finds the closest point on a model to a point in space. Actually only finds a point // on the bounding box of the model. // Given: // model_num Which model // orient Orientation of the model // pos Position of the model // eye_pos Point that you want to find the closest point to // Returns: // distance from eye_pos to closest_point. 0 means eye_pos is // on or inside the bounding box. // Also fills in outpnt with the actual closest point (in local coordinates). float model_find_closest_point( vec3d *outpnt, int model_num, int submodel_num, const matrix *orient, const vec3d *pos, const vec3d *eye_pos ) { vec3d tempv, eye_rel_pos; polymodel *pm = model_get(model_num); if ( submodel_num < 0 ) { submodel_num = pm->detail[0]; } // Rotate eye pos into object coordinates vm_vec_sub(&tempv, pos, eye_pos); vm_vec_rotate(&eye_rel_pos, &tempv, orient); return fl_sqrt( interp_closest_dist_sq_to_box( outpnt, &eye_rel_pos, &pm->submodel[submodel_num].min, &pm->submodel[submodel_num].max ) ); } // Like the above, but finds the closest two points to each other. float model_find_closest_points(vec3d *outpnt1, int model_num1, int submodel_num1, const matrix *orient1, const vec3d *pos1, vec3d *outpnt2, int model_num2, int submodel_num2, const matrix *orient2, const vec3d *pos2) { polymodel *pm1 = model_get(model_num1); if (submodel_num1 < 0) submodel_num1 = pm1->detail[0]; polymodel *pm2 = model_get(model_num2); if (submodel_num2 < 0) submodel_num2 = pm2->detail[0]; // determine obj2's bounding box vec3d bounding_box[8]; model_calc_bound_box(bounding_box, &pm2->submodel[submodel_num2].min, &pm2->submodel[submodel_num2].max); float closest_dist_sq = -1.0f; // check each point on it for (const auto &pt : bounding_box) { vec3d temp, rel_pt; // find world coordinates of this point vm_vec_unrotate(&temp, &pt, orient2); vm_vec_add(&rel_pt, &temp, pos2); // now find coordinates relative to obj1 vm_vec_sub(&temp, pos1, &rel_pt); vm_vec_rotate(&rel_pt, &temp, orient1); // test this point float dist_sq = interp_closest_dist_sq_to_box(&temp, &rel_pt, &pm1->submodel[submodel_num1].min, &pm1->submodel[submodel_num1].max); if (closest_dist_sq < 0.0f || dist_sq < closest_dist_sq) { closest_dist_sq = dist_sq; // Note: As in the other function, both of these points are // in local coordinates relative to each of their models. *outpnt1 = temp; *outpnt2 = pt; } } // we have now found the closest point return fl_sqrt(closest_dist_sq); } int tiling = 1; DCF(tiling, "Toggles rendering of tiled textures (default is on)") { if (dc_optional_string_either("status", "--status") || dc_optional_string_either("?", "--?")) { dc_printf("Tiled textures are %s", tiling ? "ON" : "OFF"); return; } tiling = !tiling; if(tiling){ dc_printf("Tiled textures\n"); } else { dc_printf("Non-tiled textures\n"); } } void moldel_calc_facing_pts( vec3d *top, vec3d *bot, vec3d *fvec, vec3d *pos, float w, float /*z_add*/, vec3d *Eyeposition ) { vec3d uvec, rvec; vec3d temp; temp = *pos; vm_vec_sub( &rvec, Eyeposition, &temp ); vm_vec_normalize( &rvec ); vm_vec_cross(&uvec,fvec,&rvec); vm_vec_normalize(&uvec); vm_vec_scale_add( top, &temp, &uvec, w/2.0f ); vm_vec_scale_add( bot, &temp, &uvec, -w/2.0f ); } // Fills in an array with points from a model. // Only gets up to max_num verts; // Returns number of verts found; static int submodel_get_points_internal(int model_num, int submodel_num) { polymodel * pm; pm = model_get(model_num); if ( submodel_num < 0 ) { submodel_num = pm->detail[0]; } ubyte *p = pm->submodel[submodel_num].bsp_data; int chunk_type, chunk_size; chunk_type = w(p); chunk_size = w(p+4); while (chunk_type != OP_EOF) { switch (chunk_type) { case OP_DEFPOINTS: { int n; int nverts = w(p+8); int offset = w(p+16); int nnorms = 0; ubyte * normcount = p+20; vec3d *src = vp(p+offset); for (n = 0; n < nverts; n++) { nnorms += normcount[n]; } model_allocate_interp_data(nverts, nnorms); // this must happen only after the interp_data allocation call (since the address changes) vec3d **verts = Interp_verts; vec3d **norms = Interp_norms; for (n=0; n" : pm->filename); // in case people ignore the error... vm_vec_zero(v1); vm_vec_zero(v2); if (n1 != NULL) { vm_vec_zero(n1); } if (n2 != NULL) { vm_vec_zero(n2); } return; } int vn1 = Random::next(nv); int vn2 = Random::next(nv); *v1 = *Interp_verts[vn1]; *v2 = *Interp_verts[vn2]; if(n1 != NULL){ *n1 = *Interp_norms[vn1]; } if(n2 != NULL){ *n2 = *Interp_norms[vn2]; } } void submodel_get_two_random_points_better(int model_num, int submodel_num, vec3d *v1, vec3d *v2, int seed) { polymodel *pm = model_get(model_num); if (pm != NULL) { if ( submodel_num < 0 ) { submodel_num = pm->detail[0]; } // the Shivan Comm Node does not have a collision tree, for one if (pm->submodel[submodel_num].collision_tree_index < 0) { nprintf(("Model", "In submodel_get_two_random_points_better(), model %s does not have a collision tree! Falling back to submodel_get_two_random_points().\n", pm->filename)); submodel_get_two_random_points(model_num, submodel_num, v1, v2); return; } bsp_collision_tree *tree = model_get_bsp_collision_tree(pm->submodel[submodel_num].collision_tree_index); int nv = tree->n_verts; // this is not only because of the immediate div-0 error but also because of the less immediate expectation for at least one point (preferably two) to be found if (nv <= 0) { Error(LOCATION, "Model %d ('%s') must have at least one point from submodel_get_points_internal!", model_num, (pm == NULL) ? "" : pm->filename); // in case people ignore the error... vm_vec_zero(v1); vm_vec_zero(v2); return; } int seed_num = seed == -1 ? Random::next() : seed; int vn1 = static_rand(seed_num) % nv; int vn2 = static_rand(seed_num) % nv; *v1 = tree->point_list[vn1]; *v2 = tree->point_list[vn2]; } } void submodel_get_cross_sectional_avg_pos(int model_num, int submodel_num, float z_slice_pos, vec3d* pos) { polymodel* pm = model_get(model_num); if (pm != nullptr) { if (submodel_num < 0) { submodel_num = pm->detail[0]; } // the Shivan Comm Node does not have a collision tree, for one if (pm->submodel[submodel_num].collision_tree_index < 0) { nprintf(("Model", "In submodel_get_cross_sectional_avg_pos(), model %s does not have a collision tree!\n", pm->filename)); return; } bsp_collision_tree* tree = model_get_bsp_collision_tree(pm->submodel[submodel_num].collision_tree_index); int nv = tree->n_verts; // this is not only because of the immediate div-0 error but also because of the less immediate expectation for at least one point (preferably two) to be found if (nv <= 0) { Error(LOCATION, "Model %d ('%s') must have at least one point from submodel_get_cross_sectional_avg_pos!", model_num, (pm == nullptr) ? "" : pm->filename); // in case people ignore the error... vm_vec_zero(pos); return; } vm_vec_zero(pos); // we take a regular average, add them all up, divide by the total number, but weighted by how close they are to the z slice float accum_scale_factor = 0.0f; for (int i = 0; i < tree->n_verts; i++) { // this goes from 1 directly at our z pos, and quickly goes to 0 the further it gets float scale_factor = 1 / ((fabs(tree->point_list[i].xyz.z - z_slice_pos) / (pm->rad / 10)) + 1); vm_vec_scale_add(pos, pos, &tree->point_list[i], scale_factor); // keep track of the scale factor we use because we need to divide by its total at the end accum_scale_factor += scale_factor; } *pos /= accum_scale_factor; } } void submodel_get_cross_sectional_random_pos(int model_num, int submodel_num, float z_slice_pos, vec3d* pos) { polymodel* pm = model_get(model_num); if (pm != nullptr) { if (submodel_num < 0) { submodel_num = pm->detail[0]; } // the Shivan Comm Node does not have a collision tree, for one if (pm->submodel[submodel_num].collision_tree_index < 0) { nprintf(("Model", "In submodel_get_cross_sectional_random_pos(), model %s does not have a collision tree!\n", pm->filename)); return; } bsp_collision_tree* tree = model_get_bsp_collision_tree(pm->submodel[submodel_num].collision_tree_index); int nv = tree->n_verts; // this is not only because of the immediate div-0 error but also because of the less immediate expectation for at least one point (preferably two) to be found if (nv <= 0) { Error(LOCATION, "Model %d ('%s') must have at least one point from submodel_get_cross_sectional_random_pos!", model_num, (pm == nullptr) ? "" : pm->filename); // in case people ignore the error... vm_vec_zero(pos); return; } vm_vec_zero(pos); vec3d best1, best2; // make random guesses a bunch of times, and average our two best guesses closest to the z pos, ez // there are more accurate ways, but this is reasonably good and super cheap vm_vec_make(&best1, 0, 0, 999999); vm_vec_make(&best2, 0, 0, 999999); for (int i = 0; i < 15; i++) { vec3d rand_point = tree->point_list[Random::next(nv)]; if (fabs(rand_point.xyz.z - z_slice_pos) < fabs(best1.xyz.z - z_slice_pos)) best1 = rand_point; else if (fabs(rand_point.xyz.z - z_slice_pos) < fabs(best2.xyz.z - z_slice_pos)) best2 = rand_point; } vm_vec_avg(pos, &best1, &best2); } } // If MR_FLAG_OUTLINE bit set this color will be used for outlines. // This defaults to black. void model_set_outline_color(int r, int g, int b ) { gr_init_color( &Interp_outline_color, r, g, b ); } // IF MR_LOCK_DETAIL is set, then it will always draw detail level 'n' // This defaults to 0. (0=highest, larger=lower) void model_set_detail_level(int n) { Interp_detail_level_locked = n; } /** * Returns number of tmaps & flat polys in a submodel; */ int submodel_get_num_polys_sub( ubyte *p ) { int chunk_type = w(p); int chunk_size = w(p+4); int n = 0; while (chunk_type != OP_EOF) { switch (chunk_type) { case OP_DEFPOINTS: break; case OP_FLATPOLY: n++; break; case OP_TMAPPOLY: n++; break; case OP_SORTNORM: { int frontlist = w(p+36); int backlist = w(p+40); int prelist = w(p+44); int postlist = w(p+48); int onlist = w(p+52); n += submodel_get_num_polys_sub(p+frontlist); n += submodel_get_num_polys_sub(p+backlist); n += submodel_get_num_polys_sub(p+prelist); n += submodel_get_num_polys_sub(p+postlist ); n += submodel_get_num_polys_sub(p+onlist ); } break; case OP_BOUNDBOX: break; default: mprintf(( "Bad chunk type %d, len=%d in submodel_get_num_polys\n", chunk_type, chunk_size )); Int3(); // Bad chunk type! return 0; } p += chunk_size; chunk_type = w(p); chunk_size = w(p+4); } return n; } /** * Returns number of tmaps & flat polys in a submodel */ int submodel_get_num_polys(int model_num, int submodel_num ) { polymodel * pm; pm = model_get(model_num); return submodel_get_num_polys_sub( pm->submodel[submodel_num].bsp_data ); } /** * See if the given texture is used by the passed model. 0 if not used, 1 if used, -1 on error */ int model_find_texture(int model_num, int bitmap) { polymodel * pm; int idx; // get a handle to the model pm = model_get(model_num); if(pm == NULL){ return -1; } // find the texture for(idx=0; idxn_textures; idx++) { if(pm->maps[idx].FindTexture(bitmap) > -1) { return 1; } } // no texture return 0; } // find closest point on extended bounding box (the bounding box plus all the planes that make it up) // returns closest distance to extended box // positive return value means start_point is outside extended box // displaces closest point an optional amount delta to the outside of the box // closest_box_point can be NULL. float get_model_closest_box_point_with_delta(vec3d *closest_box_point, vec3d *start_point, int modelnum, int *is_inside, float delta) { int i, idx; vec3d box_point, ray_direction, *extremes; float dist, best_dist; polymodel *pm; int inside = 0; int masks[6] = {0x01, 0x02, 0x04, 0x08, 0x10, 0x20}; int mask_inside = 0x3f; best_dist = FLT_MAX; pm = model_get(modelnum); for (i=0; i<6; i++) { idx = i / 2; // which row vector of Identity matrix memcpy(&ray_direction, vmd_identity_matrix.a2d[idx], sizeof(vec3d)); // do negative, then positive plane for each axis if (2 * idx == i) { extremes = &pm->mins; vm_vec_negate(&ray_direction); } else { extremes = &pm->maxs; } // a negative distance means started outside the box dist = fvi_ray_plane(&box_point, extremes, &ray_direction, start_point, &ray_direction, 0.0f); if (dist > 0) { inside |= masks[i]; } if (fabs(dist) < fabs(best_dist)) { best_dist = dist; if (closest_box_point) { vm_vec_scale_add(closest_box_point, &box_point, &ray_direction, delta); } } } // is start_point inside the box if (is_inside) { *is_inside = (inside == mask_inside); } return -best_dist; } // find closest point on extended bounding box (the bounding box plus all the planes that make it up) // returns closest distance to extended box // positive return value means start_point is outside extended box // displaces closest point an optional amount delta to the outside of the box // closest_box_point can be NULL. float get_world_closest_box_point_with_delta(vec3d *closest_box_point, object *box_obj, vec3d *start_point, int *is_inside, float delta) { vec3d temp, box_start; float dist; int modelnum; // get modelnum modelnum = Ship_info[Ships[box_obj->instance].ship_info_index].model_num; // rotate start_point to box_obj RF vm_vec_sub(&temp, start_point, &box_obj->pos); vm_vec_rotate(&box_start, &temp, &box_obj->orient); dist = get_model_closest_box_point_with_delta(closest_box_point, &box_start, modelnum, is_inside, delta); // rotate closest_box_point to world RF if (closest_box_point) { vm_vec_unrotate(&temp, closest_box_point, &box_obj->orient); vm_vec_add(closest_box_point, &temp, &box_obj->pos); } return dist; } /** * Given a newly loaded model, page in all textures */ void model_page_in_textures(int modelnum, int ship_info_index) { int i, idx; polymodel *pm = model_get(modelnum); // bogus if (pm == NULL) return; for (idx = 0; idx < pm->n_textures; idx++) { pm->maps[idx].PageIn(); } for (i = 0; i < pm->n_glow_point_banks; i++) { glow_point_bank *bank = &pm->glow_point_banks[i]; bm_page_in_texture(bank->glow_bitmap); bm_page_in_texture(bank->glow_neb_bitmap); } if (ship_info_index >= 0) ship_page_in_textures(ship_info_index); } // unload all textures for a given model // "release" should only be set if called from model_unload()!!! void model_page_out_textures(int model_num, bool release) { int i, j; if (model_num < 0) return; polymodel *pm = model_get(model_num); if (pm == NULL) return; if (release && (pm->used_this_mission > 0)) return; for (i = 0; i < pm->n_textures; i++) { pm->maps[i].PageOut(release); } // NOTE: "release" doesn't work here for some, as of yet unknown, reason - taylor for (j = 0; j < pm->n_glow_point_banks; j++) { glow_point_bank *bank = &pm->glow_point_banks[j]; if (bank->glow_bitmap >= 0) { // if (release) { // bm_release(bank->glow_bitmap); // bank->glow_bitmap = -1; // } else { bm_unload(bank->glow_bitmap); // } } if (bank->glow_neb_bitmap >= 0) { // if (release) { // bm_release(bank->glow_neb_bitmap); // bank->glow_neb_bitmap = -1; // } else { bm_unload(bank->glow_neb_bitmap); // } } } } //**********vertex buffer stuff**********// int tri_count[MAX_MODEL_TEXTURES]; poly_list polygon_list[MAX_MODEL_TEXTURES]; void parse_defpoint(int off, ubyte *bsp_data) { int i, n; int nverts = w(off+bsp_data+8); int offset = w(off+bsp_data+16); int next_norm = 0; ubyte *normcount = off+bsp_data+20; vec3d *src = vp(off+bsp_data+offset); // Get pointer to lights Interp_lights = off+bsp_data+20+nverts; #ifndef NDEBUG modelstats_num_verts += nverts; #endif for (n = 0; n < nverts; n++) { Interp_verts[n] = src; src++; // move to normal for (i = 0; i < normcount[n]; i++) { Interp_norms[next_norm] = src; next_norm++; src++; } } } int check_values(vec3d *N) { // Values equal to -1.#IND0 if(!is_valid_vec(N)) { N->xyz.x = 1.0f; N->xyz.y = 0.0f; N->xyz.z = 0.0f; return 1; } return 0; } int Parse_normal_problem_count = 0; void parse_tmap(int offset, ubyte *bsp_data) { int pof_tex = w(bsp_data+offset+40); int n_vert = w(bsp_data+offset+36); ubyte *p = &bsp_data[offset+8]; model_tmap_vert *tverts; tverts = (model_tmap_vert *)&bsp_data[offset+44]; vertex *V; vec3d *v; vec3d *N; int problem_count = 0; for (int i = 1; i < (n_vert-1); i++) { V = &polygon_list[pof_tex].vert[(polygon_list[pof_tex].n_verts)]; N = &polygon_list[pof_tex].norm[(polygon_list[pof_tex].n_verts)]; v = Interp_verts[(int)tverts[0].vertnum]; V->world.xyz.x = v->xyz.x; V->world.xyz.y = v->xyz.y; V->world.xyz.z = v->xyz.z; V->texture_position.u = tverts[0].u; V->texture_position.v = tverts[0].v; *N = *Interp_norms[(int)tverts[0].normnum]; if ( IS_VEC_NULL(N) ) *N = *vp(p); problem_count += check_values(N); vm_vec_normalize_safe(N); V = &polygon_list[pof_tex].vert[(polygon_list[pof_tex].n_verts)+1]; N = &polygon_list[pof_tex].norm[(polygon_list[pof_tex].n_verts)+1]; v = Interp_verts[(int)tverts[i].vertnum]; V->world.xyz.x = v->xyz.x; V->world.xyz.y = v->xyz.y; V->world.xyz.z = v->xyz.z; V->texture_position.u = tverts[i].u; V->texture_position.v = tverts[i].v; *N = *Interp_norms[(int)tverts[i].normnum]; if ( IS_VEC_NULL(N) ) *N = *vp(p); problem_count += check_values(N); vm_vec_normalize_safe(N); V = &polygon_list[pof_tex].vert[(polygon_list[pof_tex].n_verts)+2]; N = &polygon_list[pof_tex].norm[(polygon_list[pof_tex].n_verts)+2]; v = Interp_verts[(int)tverts[i+1].vertnum]; V->world.xyz.x = v->xyz.x; V->world.xyz.y = v->xyz.y; V->world.xyz.z = v->xyz.z; V->texture_position.u = tverts[i+1].u; V->texture_position.v = tverts[i+1].v; *N = *Interp_norms[(int)tverts[i+1].normnum]; if ( IS_VEC_NULL(N) ) *N = *vp(p); problem_count += check_values(N); vm_vec_normalize_safe(N); polygon_list[pof_tex].n_verts += 3; } Parse_normal_problem_count += problem_count; } void parse_sortnorm(int offset, ubyte *bsp_data); void parse_bsp(int offset, ubyte *bsp_data) { int id = w(bsp_data+offset); int size = w(bsp_data+offset+4); while (id != 0) { switch (id) { case OP_DEFPOINTS: parse_defpoint(offset, bsp_data); break; case OP_SORTNORM: parse_sortnorm(offset, bsp_data); break; case OP_FLATPOLY: break; case OP_TMAPPOLY: parse_tmap(offset, bsp_data); break; case OP_BOUNDBOX: break; default: return; } offset += size; id = w(bsp_data+offset); size = w(bsp_data+offset+4); if (size < 1) id = OP_EOF; } } void parse_sortnorm(int offset, ubyte *bsp_data) { int frontlist, backlist, prelist, postlist, onlist; frontlist = w(bsp_data+offset+36); backlist = w(bsp_data+offset+40); prelist = w(bsp_data+offset+44); postlist = w(bsp_data+offset+48); onlist = w(bsp_data+offset+52); if (prelist) parse_bsp(offset+prelist,bsp_data); if (backlist) parse_bsp(offset+backlist, bsp_data); if (onlist) parse_bsp(offset+onlist, bsp_data); if (frontlist) parse_bsp(offset+frontlist, bsp_data); if (postlist) parse_bsp(offset+postlist, bsp_data); } void find_tmap(int offset, ubyte *bsp_data) { int pof_tex = w(bsp_data+offset+40); int n_vert = w(bsp_data+offset+36); tri_count[pof_tex] += n_vert-2; } void find_defpoint(int off, ubyte *bsp_data) { int n; int nverts = w(off+bsp_data+8); ubyte * normcount = off+bsp_data+20; // Get pointer to lights Interp_lights = off+bsp_data+20+nverts; #ifndef NDEBUG modelstats_num_verts += nverts; #endif int norm_num = 0; for (n = 0; n < nverts; n++) { norm_num += normcount[n]; } Interp_num_verts = nverts; Interp_num_norms = norm_num; } void find_sortnorm(int offset, ubyte *bsp_data); // tri_count void find_tri_counts(int offset, ubyte *bsp_data) { int id = w(bsp_data+offset); int size = w(bsp_data+offset+4); while (id != 0) { switch (id) { case OP_DEFPOINTS: find_defpoint(offset, bsp_data); break; case OP_SORTNORM: find_sortnorm(offset, bsp_data); break; case OP_FLATPOLY: break; case OP_TMAPPOLY: find_tmap(offset, bsp_data); break; case OP_BOUNDBOX: break; default: return; } offset += size; id = w(bsp_data+offset); size = w(bsp_data+offset+4); if (size < 1) id = OP_EOF; } } void find_sortnorm(int offset, ubyte *bsp_data) { int frontlist, backlist, prelist, postlist, onlist; frontlist = w(bsp_data+offset+36); backlist = w(bsp_data+offset+40); prelist = w(bsp_data+offset+44); postlist = w(bsp_data+offset+48); onlist = w(bsp_data+offset+52); if (prelist) find_tri_counts(offset+prelist,bsp_data); if (backlist) find_tri_counts(offset+backlist, bsp_data); if (onlist) find_tri_counts(offset+onlist, bsp_data); if (frontlist) find_tri_counts(offset+frontlist, bsp_data); if (postlist) find_tri_counts(offset+postlist, bsp_data); } void model_interp_submit_buffers(indexed_vertex_source *vert_src, size_t vertex_stride) { Assert(vert_src != NULL); if ( !(vert_src->Vertex_list_size > 0 && vert_src->Index_list_size > 0 ) ) { return; } if ( vert_src->Vertex_list != NULL ) { size_t offset; gr_heap_allocate(GpuHeap::ModelVertex, vert_src->Vertex_list_size, vert_src->Vertex_list, offset, vert_src->Vbuffer_handle); // If this happens then someone must have allocated something from the heap with a different stride than what we // are using. Assertion(offset % vertex_stride == 0, "Offset returned by GPU heap allocation does not match stride value!"); vert_src->Base_vertex_offset = offset / vertex_stride; vert_src->Vertex_offset = offset; vm_free(vert_src->Vertex_list); vert_src->Vertex_list = NULL; } if ( vert_src->Index_list != NULL ) { gr_heap_allocate(GpuHeap::ModelIndex, vert_src->Index_list_size, vert_src->Index_list, vert_src->Index_offset, vert_src->Ibuffer_handle); vm_free(vert_src->Index_list); vert_src->Index_list = NULL; } } bool model_interp_pack_buffer(indexed_vertex_source *vert_src, vertex_buffer *vb) { if ( vert_src == NULL ) { return false; } Assertion(vb != nullptr, "Invalid vertex buffer specified!"); int i, n_verts = 0; size_t j; if ( vert_src->Vertex_list == NULL ) { vert_src->Vertex_list = vm_malloc(vert_src->Vertex_list_size); // return invalid if we don't have the memory if ( vert_src->Vertex_list == NULL ) { return false; } memset(vert_src->Vertex_list, 0, vert_src->Vertex_list_size); } if ( vert_src->Index_list == NULL ) { vert_src->Index_list = vm_malloc(vert_src->Index_list_size); // return invalid if we don't have the memory if ( vert_src->Index_list == NULL ) { return false; } memset(vert_src->Index_list, 0, vert_src->Index_list_size); } // bump to our index in the array auto array = reinterpret_cast(static_cast(vert_src->Vertex_list) + (vb->vertex_offset)); // generate the vertex array n_verts = vb->model_list->n_verts; for ( i = 0; i < n_verts; i++ ) { vertex *vl = &vb->model_list->vert[i]; auto outVert = &array[i]; // don't try to generate more data than what's available Assert(((i * sizeof(interp_vertex)) + sizeof(interp_vertex)) <= (vert_src->Vertex_list_size - vb->vertex_offset)); // NOTE: UV->NORM->TSB->MODEL_ID->VERT, This array order *must* be preserved!! // tex coords if ( vb->flags & VB_FLAG_UV1 ) { outVert->uv = vl->texture_position; } else { outVert->uv.u = 1.0f; outVert->uv.v = 1.0f; } // normals if ( vb->flags & VB_FLAG_NORMAL ) { Assert(vb->model_list->norm != NULL); outVert->normal = vb->model_list->norm[i]; } else { outVert->normal.xyz.x = 0.0f; outVert->normal.xyz.y = 0.0f; outVert->normal.xyz.z = 1.0f; } // tangent space data if ( vb->flags & VB_FLAG_TANGENT ) { Assert(vb->model_list->tsb != NULL); tsb_t *tsb = &vb->model_list->tsb[i]; outVert->tangent.xyzw.x = tsb->tangent.xyz.x; outVert->tangent.xyzw.y = tsb->tangent.xyz.y; outVert->tangent.xyzw.z = tsb->tangent.xyz.z; outVert->tangent.xyzw.w = tsb->scaler; } else { outVert->tangent.xyzw.x = 1.0f; outVert->tangent.xyzw.y = 0.0f; outVert->tangent.xyzw.z = 0.0f; outVert->tangent.xyzw.w = 0.0f; } if ( vb->flags & VB_FLAG_MODEL_ID ) { Assert(vb->model_list->submodels != NULL); outVert->modelId = (float)vb->model_list->submodels[i]; } else { outVert->modelId = 0.0f; } // verts outVert->pos = vl->world; } // generate the index array for ( j = 0; j < vb->tex_buf.size(); j++ ) { buffer_data* tex_buf = &vb->tex_buf[j]; n_verts = (int)tex_buf->n_verts; auto offset = tex_buf->index_offset; const uint *index = tex_buf->get_index(); // bump to our spot in the buffer auto ibuf = static_cast(vert_src->Index_list) + offset; if ( vb->tex_buf[j].flags & VB_FLAG_LARGE_INDEX ) { memcpy(ibuf, index, n_verts * sizeof(uint)); } else { ushort *mybuf = (ushort*)ibuf; for ( i = 0; i < n_verts; i++ ) { mybuf[i] = (ushort)index[i]; } } } return true; } void interp_pack_vertex_buffers(polymodel *pm, int mn) { Assert( (mn >= 0) && (mn < pm->n_models) ); bsp_info *model = &pm->submodel[mn]; if ( !model->buffer.model_list ) { return; } bool rval = model_interp_pack_buffer(&pm->vert_source, &model->buffer); if ( model->trans_buffer.flags & VB_FLAG_TRANS && !model->trans_buffer.tex_buf.empty() ) { model_interp_pack_buffer(&pm->vert_source, &model->trans_buffer); } if ( !rval ) { Error( LOCATION, "Unable to pack vertex buffer for '%s'\n", pm->filename ); } } void model_interp_set_buffer_layout(vertex_layout *layout) { Assert(layout != NULL); // Similarly to model_interp_config_buffer, we add all vectex components even if they aren't used // This reduces the amount of vertex format respecification and since the data contains valid data there is no risk // of reading garbage data on the GPU layout->add_vertex_component(vertex_format_data::TEX_COORD2, sizeof(interp_vertex), offsetof(interp_vertex, uv)); layout->add_vertex_component(vertex_format_data::NORMAL, sizeof(interp_vertex), offsetof(interp_vertex, normal)); layout->add_vertex_component(vertex_format_data::TANGENT, sizeof(interp_vertex), offsetof(interp_vertex, tangent)); layout->add_vertex_component(vertex_format_data::MODEL_ID, sizeof(interp_vertex), offsetof(interp_vertex, modelId)); layout->add_vertex_component(vertex_format_data::POSITION3, sizeof(interp_vertex), offsetof(interp_vertex, pos)); } bool model_interp_config_buffer(indexed_vertex_source *vert_src, vertex_buffer *vb, bool update_ibuffer_only) { if ( vb == NULL ) { return false; } if ( !(vb->flags & VB_FLAG_POSITION) ) { Int3(); return false; } // pad out the vertex buffer even if it doesn't use certain attributes // we require consistent stride across vertex buffers so we can use base vertex offsetting for performance reasons vb->stride = sizeof(interp_vertex); model_interp_set_buffer_layout(&vb->layout); // offsets for this chunk if ( !update_ibuffer_only ) { vb->vertex_offset = vert_src->Vertex_list_size; vb->vertex_num_offset = vb->vertex_offset / vb->stride; vert_src->Vertex_list_size += (uint)(vb->stride * vb->model_list->n_verts); } for ( size_t idx = 0; idx < vb->tex_buf.size(); idx++ ) { buffer_data *bd = &vb->tex_buf[idx]; bd->index_offset = vert_src->Index_list_size; vert_src->Index_list_size += (uint)(bd->n_verts * ((bd->flags & VB_FLAG_LARGE_INDEX) ? sizeof(uint) : sizeof(ushort))); // even out index buffer so we are always word aligned vert_src->Index_list_size += (uint)(vert_src->Index_list_size % sizeof(uint)); } return true; } void interp_configure_vertex_buffers(polymodel *pm, int mn) { TRACE_SCOPE(tracing::ModelConfigureVertexBuffers); int i, j, first_index; uint total_verts = 0; SCP_vector vertex_list; Assert( (mn >= 0) && (mn < pm->n_models) ); bsp_info *model = &pm->submodel[mn]; for (i = 0; i < MAX_MODEL_TEXTURES; i++) { polygon_list[i].n_verts = 0; tri_count[i] = 0; } int milliseconds = timer_get_milliseconds(); bsp_polygon_data *bsp_polies = new bsp_polygon_data(model->bsp_data); for (i = 0; i < MAX_MODEL_TEXTURES; i++) { int vert_count = bsp_polies->get_num_triangles(i) * 3; tri_count[i] = vert_count / 3; total_verts += vert_count; polygon_list[i].allocate(vert_count); bsp_polies->generate_triangles(i, polygon_list[i].vert, polygon_list[i].norm); polygon_list[i].n_verts = vert_count; // set submodel ID for ( j = 0; j < polygon_list[i].n_verts; ++j ) { polygon_list[i].submodels[j] = mn; } // for the moment we can only support INT_MAX worth of verts per index buffer if (total_verts > INT_MAX) { Error( LOCATION, "Unable to generate vertex buffer data because model '%s' with %i verts is over the maximum of %i verts!\n", pm->filename, total_verts, INT_MAX); } } // figure out if we have an outline int outline_n_lines = bsp_polies->get_num_lines(-1); if ( outline_n_lines > 0 ) { model->n_verts_outline = outline_n_lines * 2; model->outline_buffer = (vertex*)vm_malloc(sizeof(vertex) * model->n_verts_outline); bsp_polies->generate_lines(-1, model->outline_buffer); } // done with the bsp now that we have the vertex data delete bsp_polies; int time_elapsed = timer_get_milliseconds() - milliseconds; nprintf(("Model", "BSP Parse took %d milliseconds.\n", time_elapsed)); if (total_verts < 1) { return; } total_verts = 0; for (i = 0; i < MAX_MODEL_TEXTURES; i++) { total_verts += polygon_list[i].n_verts; } poly_list *model_list = new(std::nothrow) poly_list; if ( !model_list ) { Error( LOCATION, "Unable to allocate memory for poly_list!\n" ); } model->buffer.model_list = model_list; model_list->allocate( (int)total_verts ); for (i = 0; i < MAX_MODEL_TEXTURES; i++) { if ( !polygon_list[i].n_verts ) continue; memcpy( (model_list->vert) + model_list->n_verts, polygon_list[i].vert, sizeof(vertex) * polygon_list[i].n_verts ); memcpy( (model_list->norm) + model_list->n_verts, polygon_list[i].norm, sizeof(vec3d) * polygon_list[i].n_verts ); if (Cmdline_normal) { memcpy( (model_list->tsb) + model_list->n_verts, polygon_list[i].tsb, sizeof(tsb_t) * polygon_list[i].n_verts ); } memcpy( (model_list->submodels) + model_list->n_verts, polygon_list[i].submodels, sizeof(int) * polygon_list[i].n_verts ); model_list->n_verts += polygon_list[i].n_verts; } // no read file so we'll have to generate model_list->make_index_buffer(vertex_list); vertex_list.clear(); // done int vertex_flags = (VB_FLAG_POSITION | VB_FLAG_NORMAL | VB_FLAG_UV1); if (model_list->tsb != NULL) { Assert( Cmdline_normal ); vertex_flags |= VB_FLAG_TANGENT; } if ( model_list->submodels != NULL ) { vertex_flags |= VB_FLAG_MODEL_ID; } model->buffer.flags = vertex_flags; for (i = 0; i < MAX_MODEL_TEXTURES; i++) { if ( !polygon_list[i].n_verts ) continue; buffer_data new_buffer(polygon_list[i].n_verts); Verify( new_buffer.get_index() != NULL ); for (j = 0; j < polygon_list[i].n_verts; j++) { first_index = model_list->find_index_fast(&polygon_list[i], j); Assert(first_index != -1); new_buffer.assign(j, first_index); } new_buffer.texture = i; new_buffer.flags = 0; if (polygon_list[i].n_verts >= USHRT_MAX) { new_buffer.flags |= VB_FLAG_LARGE_INDEX; } model->buffer.tex_buf.push_back( new_buffer ); } bool rval = model_interp_config_buffer(&pm->vert_source, &model->buffer, false); if ( !rval ) { Error( LOCATION, "Unable to configure vertex buffer for '%s'\n", pm->filename ); } } void interp_copy_index_buffer(vertex_buffer *src, vertex_buffer *dest, size_t *index_counts) { size_t i, j, k; size_t src_buff_size; buffer_data *src_buffer; buffer_data *dest_buffer; size_t vert_offset = src->vertex_num_offset; // assuming all submodels crunched into this index buffer have the same stride //int vert_offset = 0; for ( i = 0; i < dest->tex_buf.size(); ++i ) { dest_buffer = &dest->tex_buf[i]; for ( j = 0; j < src->tex_buf.size(); ++j ) { if ( dest_buffer->texture != src->tex_buf[j].texture ) { continue; } src_buffer = &src->tex_buf[j]; src_buff_size = (size_t)src_buffer->n_verts; for ( k = 0; k < src_buff_size; ++k ) { dest_buffer->assign(dest_buffer->n_verts, (uint32_t)(src_buffer->get_index()[k] + vert_offset)); // take into account the vertex offset. dest_buffer->n_verts++; Assert(dest_buffer->n_verts <= index_counts[dest_buffer->texture]); } } } } void interp_fill_detail_index_buffer(SCP_vector &submodel_list, polymodel *pm, vertex_buffer *buffer) { size_t index_counts[MAX_MODEL_TEXTURES]; int i, j; int model_num; for ( i = 0; i < MAX_MODEL_TEXTURES; ++i ) { index_counts[i] = 0; } buffer->vertex_offset = 0; buffer->vertex_num_offset = 0; buffer->model_list = new(std::nothrow) poly_list; int num_buffers; int tex_num; // need to first count how many indexes there are in this entire detail model hierarchy for ( i = 0; i < (int)submodel_list.size(); ++i ) { model_num = submodel_list[i]; if ( pm->submodel[model_num].is_thruster ) { continue; } num_buffers = (int)pm->submodel[model_num].buffer.tex_buf.size(); buffer->flags |= pm->submodel[model_num].buffer.flags; for ( j = 0; j < num_buffers; ++j ) { tex_num = pm->submodel[model_num].buffer.tex_buf[j].texture; index_counts[tex_num] += pm->submodel[model_num].buffer.tex_buf[j].n_verts; } } // allocate the respective texture buffers with indexes for our detail buffer for ( i = 0; i < MAX_MODEL_TEXTURES; ++i ) { if ( index_counts[i] == 0 ) { continue; } buffer->tex_buf.push_back(buffer_data(index_counts[i])); buffer_data &new_buffer = buffer->tex_buf.back(); //new_buffer.n_verts = 0; new_buffer.texture = i; } for ( i = 0; i < (int)buffer->tex_buf.size(); ++i ) { buffer->tex_buf[i].n_verts = 0; } // finally copy over the indexes for ( i = 0; i < (int)submodel_list.size(); ++i ) { model_num = submodel_list[i]; if (pm->submodel[model_num].is_thruster) { continue; } interp_copy_index_buffer(&pm->submodel[model_num].buffer, buffer, index_counts); } // check which buffers need to have the > USHORT flag for ( i = 0; i < (int)buffer->tex_buf.size(); ++i ) { if ( buffer->tex_buf[i].i_last >= USHRT_MAX ) { buffer->tex_buf[i].flags |= VB_FLAG_LARGE_INDEX; } } } void interp_create_detail_index_buffer(polymodel *pm, int detail_num) { TRACE_SCOPE(tracing::ModelCreateDetailIndexBuffers); SCP_vector submodel_list; submodel_list.clear(); model_get_submodel_tree_list(submodel_list, pm, pm->detail[detail_num]); if ( submodel_list.empty() ) { return; } interp_fill_detail_index_buffer(submodel_list, pm, &pm->detail_buffers[detail_num]); // check if anything was even put into this buffer if ( pm->detail_buffers[detail_num].tex_buf.empty() ) { return; } model_interp_config_buffer(&pm->vert_source, &pm->detail_buffers[detail_num], true); } void interp_create_transparency_index_buffer(polymodel *pm, int mn) { TRACE_SCOPE(tracing::ModelCreateTransparencyIndexBuffer); const int NUM_VERTS_PER_TRI = 3; bsp_info *sub_model = &pm->submodel[mn]; vertex_buffer *trans_buffer = &sub_model->trans_buffer; trans_buffer->model_list = new(std::nothrow) poly_list; trans_buffer->vertex_offset = pm->submodel[mn].buffer.vertex_offset; trans_buffer->vertex_num_offset = pm->submodel[mn].buffer.vertex_num_offset; trans_buffer->stride = pm->submodel[mn].buffer.stride; trans_buffer->flags = pm->submodel[mn].buffer.flags; poly_list *model_list = pm->submodel[mn].buffer.model_list; // bail out if this buffer is empty if ( model_list == NULL || model_list->n_verts < 1 ) { return; } SCP_vector &tex_buffers = pm->submodel[mn].buffer.tex_buf; uint current_tri[NUM_VERTS_PER_TRI]; bool transparent_tri = false; int num_tris = 0; for ( int i = 0; i < (int)tex_buffers.size(); ++i ) { buffer_data *tex_buf = &tex_buffers[i]; if ( tex_buf->n_verts < 1 ) { continue; } const uint *indices = tex_buf->get_index(); texture_map *tmap = &pm->maps[tex_buf->texture]; // skip if this is already designated to be a transparent pass by the modeller // if ( tmap->is_transparent ) { // continue; // } int bitmap_handle = tmap->textures[TM_BASE_TYPE].GetTexture(); if ( bitmap_handle < 0 || !bm_has_alpha_channel(bitmap_handle) ) { continue; } bitmap_lookup texture_lookup(bitmap_handle); if ( !texture_lookup.valid() ) { continue; } SCP_vector transparent_indices; transparent_tri = false; num_tris = 0; for ( size_t j = 0; j < tex_buf->n_verts; ++j ) { uint index = indices[j]; // need the uv coords of the vert at this index float u = model_list->vert[index].texture_position.u; float v = model_list->vert[index].texture_position.v; if ( texture_lookup.get_channel_alpha(u, v) < 0.95f) { transparent_tri = true; } current_tri[num_tris] = index; num_tris++; if ( num_tris == NUM_VERTS_PER_TRI ) { if ( transparent_tri ) { // we have a triangle and it's transparent. // shove index into the transparency buffer transparent_indices.push_back(current_tri[0]); transparent_indices.push_back(current_tri[1]); transparent_indices.push_back(current_tri[2]); } transparent_tri = false; num_tris = 0; } } if ( transparent_indices.empty() ) { continue; } pm->flags |= PM_FLAG_TRANS_BUFFER; trans_buffer->flags |= VB_FLAG_TRANS; trans_buffer->tex_buf.push_back ( buffer_data ( transparent_indices.size() ) ); buffer_data &new_buff = trans_buffer->tex_buf.back(); new_buff.texture = tex_buf->texture; for ( int j = 0; j < (int)transparent_indices.size(); ++j ) { new_buff.assign(j, transparent_indices[j]); } } if ( trans_buffer->flags & VB_FLAG_TRANS ) { model_interp_config_buffer(&pm->vert_source, trans_buffer, true); } } void model_interp_process_shield_mesh(polymodel * pm) { SCP_vector buffer; if ( pm->shield.nverts <= 0 ) { return; } int n_verts = 0; for ( int i = 0; i < pm->shield.ntris; i++ ) { shield_tri *tri = &pm->shield.tris[i]; vec3d a = pm->shield.verts[tri->verts[0]].pos; vec3d b = pm->shield.verts[tri->verts[1]].pos; vec3d c = pm->shield.verts[tri->verts[2]].pos; // recalculate triangle normals to solve some issues regarding triangle collision vec3d b_a; vec3d c_a; vm_vec_sub(&b_a, &b, &a); vm_vec_sub(&c_a, &c, &a); vm_vec_cross(&tri->norm, &b_a, &c_a); vm_vec_normalize_safe(&tri->norm); buffer.push_back(a); buffer.push_back(tri->norm); buffer.push_back(b); buffer.push_back(tri->norm); buffer.push_back(c); buffer.push_back(tri->norm); n_verts += 3; } if ( !buffer.empty() ) { pm->shield.buffer_id = gr_create_buffer(BufferType::Vertex, BufferUsageHint::Static); pm->shield.buffer_n_verts = n_verts; gr_update_buffer_data(pm->shield.buffer_id, buffer.size() * sizeof(vec3d), &buffer[0]); pm->shield.layout.add_vertex_component(vertex_format_data::POSITION3, sizeof(vec3d) * 2, 0); pm->shield.layout.add_vertex_component(vertex_format_data::NORMAL, sizeof(vec3d) * 2, sizeof(vec3d)); } else { pm->shield.buffer_id = gr_buffer_handle::invalid(); } } // returns 1 if the thruster should be drawn // 0 if it shouldn't int model_should_render_engine_glow(int objnum, int bank_obj) { if ((bank_obj <= -1) || (objnum <= -1)) return 1; object *obj = &Objects[objnum]; if (obj->type == OBJ_SHIP) { ship_subsys *ssp; ship *shipp = &Ships[obj->instance]; ship_info *sip = &Ship_info[shipp->ship_info_index]; Assert( bank_obj < sip->n_subsystems ); char subname[MAX_NAME_LEN]; // shipp->subsystems isn't always valid here so don't use it strcpy_s(subname, sip->subsystems[bank_obj].subobj_name); ssp = GET_FIRST(&shipp->subsys_list); while ( ssp != END_OF_LIST( &shipp->subsys_list ) ) { if ( !strcmp(subname, ssp->system_info->subobj_name) ) { // this subsystem has 0 or less hits, ie. it's destroyed if ( ssp->current_hits <= 0 ) return 0; // see if the subsystem is disrupted, in which case it should be inoperable if ( ship_subsys_disrupted(ssp) ) return 0; return 1; } ssp = GET_NEXT( ssp ); } } else if (obj->type == OBJ_WEAPON) { // for weapons, if needed in the future } // default to render glow return 1; } // Goober5000 // uses same algorithms as in ship_do_thruster_frame int model_interp_get_texture(texture_info *tinfo, fix base_frametime) { int texture, frame, num_frames; float cur_time, total_time; // get texture num_frames = tinfo->GetNumFrames(); texture = tinfo->GetTexture(); total_time = tinfo->GetTotalTime(); // maybe animate it if (texture >= 0 && num_frames > 1) { // sanity check total_time first thing Assert(total_time > 0.0f); cur_time = f2fl((game_get_overall_frametime() - base_frametime) % fl2f(total_time)); // get animation frame frame = fl2i((cur_time * num_frames) / total_time); CLAMP(frame, 0, num_frames - 1); // advance to the correct frame texture += frame; } // done return texture; } void model_mix_two_team_colors(team_color* dest, team_color* a, team_color* b, float mix_factor) { dest->base.r = a->base.r * (1.0f - mix_factor) + b->base.r * mix_factor; dest->base.g = a->base.g * (1.0f - mix_factor) + b->base.g * mix_factor; dest->base.b = a->base.b * (1.0f - mix_factor) + b->base.b * mix_factor; dest->stripe.r = a->stripe.r * (1.0f - mix_factor) + b->stripe.r * mix_factor; dest->stripe.g = a->stripe.g * (1.0f - mix_factor) + b->stripe.g * mix_factor; dest->stripe.b = a->stripe.b * (1.0f - mix_factor) + b->stripe.b * mix_factor; } bool model_get_team_color( team_color *clr, const SCP_string &team, const SCP_string &secondaryteam, fix timestamp, int fadetime ) { Assert(clr != NULL); if ( !stricmp(secondaryteam.c_str(), "none") ) { if (Team_Colors.find(team) != Team_Colors.end()) { *clr = Team_Colors[team]; return true; } else return false; } else { if ( Team_Colors.find(secondaryteam) != Team_Colors.end()) { team_color temp_color; team_color start; if (Team_Colors.find(team) != Team_Colors.end()) { start = Team_Colors[team]; } else { start.base.r = 0.0f; start.base.g = 0.0f; start.base.b = 0.0f; start.stripe.r = 0.0f; start.stripe.g = 0.0f; start.stripe.b = 0.0f; } team_color end = Team_Colors[secondaryteam]; float time_remaining = 0.0f; if (fadetime != 0) // avoid potential div-by-zero time_remaining = (f2fl(Missiontime - timestamp) * 1000)/fadetime; CLAMP(time_remaining, 0.0f, 1.0f); model_mix_two_team_colors(&temp_color, &start, &end, time_remaining); *clr = temp_color; return true; } else return false; } } //********************-----CLASS: texture_info-----********************// texture_info::texture_info() { clear(); } texture_info::texture_info(int bm_handle) { if(!bm_is_valid(bm_handle)) { clear(); return; } this->original_texture = bm_handle; this->ResetTexture(); } void texture_info::clear() { texture = original_texture = -1; num_frames = 0; total_time = 1.0f; } int texture_info::GetNumFrames() { return num_frames; } int texture_info::GetOriginalTexture() { return original_texture; } int texture_info::GetTexture() { return texture; } float texture_info::GetTotalTime() { return total_time; } int texture_info::LoadTexture(const char *filename, const char *dbg_name) { if (strlen(filename) + 4 >= NAME_LENGTH) //Filenames are passed in without extension { mprintf(("Generated texture name %s is too long. Skipping...\n", filename)); return -1; } this->original_texture = bm_load_either(filename, NULL, NULL, NULL, true, CF_TYPE_MAPS); if(this->original_texture < 0) nprintf(("Maps", "For \"%s\" I couldn't find %s.ani\n", dbg_name, filename)); this->ResetTexture(); return texture; } void texture_info::PageIn() { bm_page_in_texture(texture); } void texture_info::PageOut(bool release) { if (texture >= 0) { if (release) { bm_release(texture); texture = -1; num_frames = 0; total_time = 1.0f; } else { bm_unload(texture); } } } int texture_info::ResetTexture() { return this->SetTexture(original_texture); } int texture_info::SetTexture(int n_tex) { if(n_tex != -1 && !bm_is_valid(n_tex)) return texture; //Set the new texture texture = n_tex; //If it is intentionally invalid, blank everything else if(n_tex == -1) { num_frames = 0; total_time = 1.0f; } else { //Determine the num_frames and total_time values. int fps = 0; this->num_frames = 1; bm_get_info(texture, NULL, NULL, NULL, &this->num_frames, &fps); this->total_time = (num_frames / ((fps > 0) ? (float)fps : 1.0f)); } return texture; } //********************-----CLASS: texture_map-----********************// int texture_map::FindTexture(int bm_handle) { if(!bm_is_valid(bm_handle)) return -1; for(int i = 0; i < TM_NUM_TYPES; i++) { if (this->textures[i].GetTexture() == bm_handle) return i; } return -1; } int texture_map::FindTexture(const char* fname) { if(fname == NULL || !strlen(fname)) return -1; char buf[NAME_LENGTH]; for(int i = 0; i < TM_NUM_TYPES; i++) { bm_get_filename(this->textures[i].GetTexture(), buf); if (!strextcmp(buf, fname)) { return i; } } return -1; } void texture_map::PageIn() { for(int i = 0; i < TM_NUM_TYPES; i++) this->textures[i].PageIn(); } void texture_map::PageOut(bool release) { for(int i = 0; i < TM_NUM_TYPES; i++) this->textures[i].PageOut(release); } void texture_map::Clear() { is_ambient = false; is_transparent = false; for(int i = 0; i < TM_NUM_TYPES; i++) this->textures[i].clear(); } void texture_map::ResetToOriginal() { for(int i = 0; i < TM_NUM_TYPES; i++) this->textures[i].ResetTexture(); } bsp_polygon_data::bsp_polygon_data(ubyte* bsp_data) { Polygon_vertices.clear(); Polygons.clear(); for (int i = 0; i < MAX_MODEL_TEXTURES; ++i) { Num_verts[i] = 0; Num_polies[i] = 0; } Num_flat_verts = 0; Num_flat_polies = 0; process_bsp(0, bsp_data); } void bsp_polygon_data::process_bsp(int offset, ubyte* bsp_data) { int id = w(bsp_data + offset); int size = w(bsp_data + offset + 4); while (id != 0) { switch (id) { case OP_DEFPOINTS: process_defpoints(offset, bsp_data); break; case OP_SORTNORM: process_sortnorm(offset, bsp_data); break; case OP_FLATPOLY: process_flat(offset, bsp_data); break; case OP_TMAPPOLY: process_tmap(offset, bsp_data); break; case OP_BOUNDBOX: break; default: return; } offset += size; id = w(bsp_data + offset); size = w(bsp_data + offset + 4); if (size < 1) id = OP_EOF; } } void bsp_polygon_data::process_defpoints(int off, ubyte* bsp_data) { int i, n; int nverts = w(off + bsp_data + 8); int offset = w(off + bsp_data + 16); ubyte *normcount = off + bsp_data + 20; vec3d *src = vp(off + bsp_data + offset); // Get pointer to lights Lights = off + bsp_data + 20 + nverts; #ifndef NDEBUG modelstats_num_verts += nverts; #endif Vertex_list.clear(); Normal_list.clear(); for (n = 0; n < nverts; n++) { Vertex_list.push_back(*src); src++; // move to normal for (i = 0; i < normcount[n]; i++) { Normal_list.push_back(*src); src++; } } } void bsp_polygon_data::process_sortnorm(int offset, ubyte* bsp_data) { int frontlist, backlist, prelist, postlist, onlist; frontlist = w(bsp_data + offset + 36); backlist = w(bsp_data + offset + 40); prelist = w(bsp_data + offset + 44); postlist = w(bsp_data + offset + 48); onlist = w(bsp_data + offset + 52); if (prelist) process_bsp(offset + prelist, bsp_data); if (backlist) process_bsp(offset + backlist, bsp_data); if (onlist) process_bsp(offset + onlist, bsp_data); if (frontlist) process_bsp(offset + frontlist, bsp_data); if (postlist) process_bsp(offset + postlist, bsp_data); } void bsp_polygon_data::process_tmap(int offset, ubyte* bsp_data) { int pof_tex = w(bsp_data + offset + 40); int n_vert = w(bsp_data + offset + 36); if ( n_vert < 3 ) { // don't parse degenerate polygons return; } ubyte *p = &bsp_data[offset + 8]; model_tmap_vert *tverts; tverts = (model_tmap_vert *)&bsp_data[offset + 44]; int problem_count = 0; // make a polygon bsp_polygon polygon; polygon.Start_index = (uint)Polygon_vertices.size(); polygon.Num_verts = n_vert; polygon.texture = pof_tex; // this polygon will be broken up into a triangle fan. first three verts make up the first triangle // additional verts are made into new tris Num_polies[pof_tex]++; Num_verts[pof_tex] += n_vert; // stuff data making up the vertices of this polygon for ( int i = 0; i < n_vert; ++i ) { bsp_vertex vert; vert.position = Vertex_list[(int)tverts[i].vertnum]; vert.tex_coord.u = tverts[i].u; vert.tex_coord.v = tverts[i].v; vert.normal = Normal_list[(int)tverts[i].normnum]; // see if this normal is okay if (IS_VEC_NULL(&vert.normal)) vert.normal = *vp(p); problem_count += check_values(&vert.normal); vm_vec_normalize_safe(&vert.normal); Polygon_vertices.push_back(vert); } Polygons.push_back(polygon); Parse_normal_problem_count += problem_count; } void bsp_polygon_data::process_flat(int offset, ubyte* bsp_data) { int n_vert = w(bsp_data + offset + 36); if (n_vert < 3) { // don't parse degenerate polygons return; } short * verts = (short *)(bsp_data + offset + 44); ubyte r = *(bsp_data + offset + 40); ubyte g = *(bsp_data + offset + 41); ubyte b = *(bsp_data + offset + 42); bsp_polygon polygon; polygon.Start_index = (uint)Polygon_vertices.size(); polygon.Num_verts = n_vert; polygon.texture = -1; Num_flat_polies++; Num_flat_verts += n_vert; for (int i = 0; i < n_vert; i++) { bsp_vertex vert; int vertnum = verts[i * 2 + 0]; int norm = verts[i * 2 + 1]; vert.position = Vertex_list[vertnum]; vert.normal = Normal_list[norm]; vert.r = r; vert.g = g; vert.b = b; vert.a = 255; Polygon_vertices.push_back(vert); } Polygons.push_back(polygon); } int bsp_polygon_data::get_num_triangles(int texture) { if ( texture < 0 ) { return MAX(Num_flat_verts - 2 * Num_flat_polies, 0); } return MAX(Num_verts[texture] - 2 * Num_polies[texture], 0); } int bsp_polygon_data::get_num_lines(int texture) { if (texture < 0) { return Num_flat_verts; } return Num_verts[texture]; } void bsp_polygon_data::generate_triangles(int texture, vertex *vert_ptr, vec3d* norm_ptr) { int num_verts = 0; for ( uint i = 0; i < Polygons.size(); ++i ) { if ( Polygons[i].texture != texture ) { continue; } uint start_index = Polygons[i].Start_index; uint end_index = Polygons[i].Start_index + Polygons[i].Num_verts; for ( uint j = start_index + 1; j < end_index - 1; ++j ) { // first vertex of this triangle. Always the first vertex of the polygon vertex* vert = &vert_ptr[num_verts]; vert->world = Polygon_vertices[start_index].position; vert->texture_position = Polygon_vertices[start_index].tex_coord; vec3d* norm = &norm_ptr[num_verts]; *norm = Polygon_vertices[start_index].normal; // second vertex of this triangle. vert = &vert_ptr[num_verts + 1]; vert->world = Polygon_vertices[j].position; vert->texture_position = Polygon_vertices[j].tex_coord; norm = &norm_ptr[num_verts + 1]; *norm = Polygon_vertices[j].normal; // third vertex of this triangle. vert = &vert_ptr[num_verts + 2]; vert->world = Polygon_vertices[j+1].position; vert->texture_position = Polygon_vertices[j+1].tex_coord; norm = &norm_ptr[num_verts + 2]; *norm = Polygon_vertices[j+1].normal; num_verts += 3; } } } void bsp_polygon_data::generate_lines(int texture, vertex *vert_ptr) { int num_verts = 0; for (uint i = 0; i < Polygons.size(); ++i) { if (Polygons[i].texture != texture) { continue; } uint start_index = Polygons[i].Start_index; uint end_index = Polygons[i].Start_index + Polygons[i].Num_verts; for (uint j = start_index; j < end_index; ++j) { // first vertex of this triangle. Always the first vertex of the polygon vertex* vert = &vert_ptr[num_verts]; vert->world = Polygon_vertices[j].position; vert->r = Polygon_vertices[j].r; vert->g = Polygon_vertices[j].g; vert->b = Polygon_vertices[j].b; vert->a = Polygon_vertices[j].a; if ( j == end_index - 1 ) { vert = &vert_ptr[num_verts + 1]; vert->world = Polygon_vertices[start_index].position; vert->r = Polygon_vertices[start_index].r; vert->g = Polygon_vertices[start_index].g; vert->b = Polygon_vertices[start_index].b; vert->a = Polygon_vertices[start_index].a; } else { vert = &vert_ptr[num_verts + 1]; vert->world = Polygon_vertices[j + 1].position; vert->r = Polygon_vertices[j + 1].r; vert->g = Polygon_vertices[j + 1].g; vert->b = Polygon_vertices[j + 1].b; vert->a = Polygon_vertices[j + 1].a; } num_verts += 2; } } }