Open Source Tomb Raider Engine
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Md3AnimModel.cpp 46KB

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  1. /* -*- Mode: C++; tab-width: 3; indent-tabs-mode: t; c-basic-offset: 3 -*- */
  2. /*================================================================
  3. *
  4. * Project : Freyja
  5. * Author : Terry 'Mongoose' Hendrix II
  6. * Website : http://www.westga.edu/~stu7440/
  7. * Email : stu7440@westga.edu
  8. * Object : Md3AnimModel
  9. * License : No use w/o permission (C) 2002 Mongoose
  10. * Comments: Md3 animation model class
  11. *
  12. *
  13. * This file was generated using Mongoose's C++
  14. * template generator script. <stu7440@westga.edu>
  15. *
  16. *-- History -------------------------------------------------
  17. *
  18. * 2002.06.19:
  19. * Mongoose - Created
  20. =================================================================*/
  21. #include <stdio.h>
  22. #include <string.h>
  23. #include <stdlib.h>
  24. #include <ctype.h>
  25. #ifdef USING_OPENGL
  26. #ifdef __APPLE__
  27. #include <OpenGL/gl.h>
  28. #else
  29. #include <GL/gl.h>
  30. #endif
  31. #endif
  32. #include "hel/math.h"
  33. #include "hel/Quaternion.h"
  34. #include "Md3AnimModel.h"
  35. // Update this with renderer's frame interval
  36. extern unsigned int getTicks();
  37. ////////////////////////////////////////////////////////////
  38. // Constructors
  39. ////////////////////////////////////////////////////////////
  40. Md3AnimModel::Md3AnimModel()
  41. {
  42. mFlags = fAnimate;
  43. initMd3(m_lower, 1);
  44. initMd3(m_upper, 2);
  45. initMd3(m_head, 3);
  46. initMd3(m_weapon, 4);
  47. memset(m_anim, 0, sizeof(md3_animation_t)*32);
  48. m_animCount = 0;
  49. m_sex = MD3_SEX_FEMALE;
  50. texNumTest = 0;
  51. setDebug(1);
  52. }
  53. Md3AnimModel::~Md3AnimModel()
  54. {
  55. }
  56. ////////////////////////////////////////////////////////////
  57. // Public Accessors
  58. ////////////////////////////////////////////////////////////
  59. unsigned int Md3AnimModel::getFlags()
  60. {
  61. return mFlags;
  62. }
  63. md3_animation_id_t Md3AnimModel::getAnimUpper()
  64. {
  65. return m_upperAnim;
  66. }
  67. md3_animation_id_t Md3AnimModel::getAnimLower()
  68. {
  69. return m_lowerAnim;
  70. }
  71. ////////////////////////////////////////////////////////////
  72. // Public Mutators
  73. ////////////////////////////////////////////////////////////
  74. void Md3AnimModel::setFlag(Md3AnimModelFlags flag)
  75. {
  76. mFlags |= flag;
  77. }
  78. void Md3AnimModel::toggleFlag(Md3AnimModelFlags flag)
  79. {
  80. mFlags ^= flag;
  81. }
  82. // Mongoose 2002.06.29, FIXME: Add handler here to avoid
  83. // using animations not loaded
  84. void Md3AnimModel::setAnimUpper(md3_animation_id_t anim)
  85. {
  86. switch (anim)
  87. {
  88. case BOTH_DEATH1:
  89. m_upper.currentAnimation = 0;
  90. break;
  91. case BOTH_DEAD1:
  92. m_upper.currentAnimation = 1;
  93. break;
  94. case BOTH_DEATH2:
  95. m_upper.currentAnimation = 2;
  96. break;
  97. case BOTH_DEAD2:
  98. m_upper.currentAnimation = 3;
  99. break;
  100. case BOTH_DEATH3:
  101. m_upper.currentAnimation = 4;
  102. break;
  103. case BOTH_DEAD3:
  104. m_upper.currentAnimation = 5;
  105. break;
  106. case TORSO_GESTURE:
  107. m_upper.currentAnimation = 6;
  108. break;
  109. case TORSO_ATTACK:
  110. m_upper.currentAnimation = 7;
  111. break;
  112. case TORSO_ATTACK2:
  113. m_upper.currentAnimation = 8;
  114. break;
  115. case TORSO_DROP:
  116. m_upper.currentAnimation = 9;
  117. break;
  118. case TORSO_RAISE:
  119. m_upper.currentAnimation = 10;
  120. break;
  121. case TORSO_STAND:
  122. m_upper.currentAnimation = 11;
  123. break;
  124. case TORSO_STAND2:
  125. m_upper.currentAnimation = 12;
  126. break;
  127. default:
  128. m_upper.currentAnimation = 11;
  129. }
  130. m_upper.currentFrame = m_anim[m_upper.currentAnimation].first_frame;
  131. //m_upper.currentAnimation = anim;
  132. m_upperAnim = anim;
  133. if (anim != (int)m_upper.currentAnimation)
  134. {
  135. printf("ERROR upperAnim %i != %i\n", anim, m_upper.currentAnimation);
  136. }
  137. }
  138. // Mongoose 2002.06.29, FIXME: Add handler here to avoid
  139. // using animations not loaded
  140. void Md3AnimModel::setAnimLower(md3_animation_id_t anim)
  141. {
  142. switch (anim)
  143. {
  144. case BOTH_DEATH1:
  145. setAnimUpper(anim);
  146. m_lower.currentAnimation = 0;
  147. break;
  148. case BOTH_DEAD1:
  149. setAnimUpper(anim);
  150. m_lower.currentAnimation = 1;
  151. break;
  152. case BOTH_DEATH2:
  153. setAnimUpper(anim);
  154. m_lower.currentAnimation = 2;
  155. break;
  156. case BOTH_DEAD2:
  157. setAnimUpper(anim);
  158. m_lower.currentAnimation = 3;
  159. break;
  160. case BOTH_DEATH3:
  161. setAnimUpper(anim);
  162. m_lower.currentAnimation = 4;
  163. break;
  164. case BOTH_DEAD3:
  165. setAnimUpper(anim);
  166. m_lower.currentAnimation = 5;
  167. break;
  168. case LEGS_WALKCR:
  169. m_lower.currentAnimation = 13;
  170. break;
  171. case LEGS_WALK:
  172. m_lower.currentAnimation = 14;
  173. break;
  174. case LEGS_RUN:
  175. m_lower.currentAnimation = 15;
  176. break;
  177. case LEGS_BACK:
  178. m_lower.currentAnimation = 16;
  179. break;
  180. case LEGS_SWIM:
  181. m_lower.currentAnimation = 17;
  182. break;
  183. case LEGS_JUMP:
  184. m_lower.currentAnimation = 18;
  185. break;
  186. case LEGS_LAND:
  187. m_lower.currentAnimation = 19;
  188. break;
  189. case LEGS_JUMPB:
  190. m_lower.currentAnimation = 20;
  191. break;
  192. case LEGS_LANDB:
  193. m_lower.currentAnimation = 21;
  194. break;
  195. case LEGS_IDLE:
  196. m_lower.currentAnimation = 22;
  197. break;
  198. case LEGS_IDLECR:
  199. m_lower.currentAnimation = 23;
  200. break;
  201. case LEGS_TURN:
  202. m_lower.currentAnimation = 24;
  203. break;
  204. default:
  205. m_lower.currentAnimation = 14;
  206. }
  207. m_lower.currentFrame = m_anim[m_lower.currentAnimation].first_frame;
  208. //m_lower.currentAnimation = anim;
  209. m_lowerAnim = anim;
  210. if (anim != (int)m_lower.currentAnimation)
  211. {
  212. printf("ERROR lowerAnim %i != %i\n", anim, m_lower.currentAnimation);
  213. }
  214. }
  215. void Md3AnimModel::setDebug(unsigned char level)
  216. {
  217. m_debug = level;
  218. // Mongoose 2002.06.29, Added to allow new warning level
  219. --level;
  220. m_lower.setDebug(level);
  221. m_upper.setDebug(level);
  222. m_head.setDebug(level);
  223. m_weapon.setDebug(level);
  224. }
  225. int Md3AnimModel::load(char *modelPath, char *skin, md3_lod_t modelLoD)
  226. {
  227. int err = 0;
  228. if (!modelPath || !modelPath[0] || !skin || !skin[0] || modelLoD > 2)
  229. {
  230. return -1;
  231. }
  232. err += loadMd3(m_head, "head", modelPath, skin, modelLoD);
  233. if (err)
  234. {
  235. modelLoD = MD3_LOD_MED;
  236. err = 0;
  237. err += loadMd3(m_head, "head", modelPath, skin, modelLoD);
  238. }
  239. if (err)
  240. {
  241. modelLoD = MD3_LOD_LOW;
  242. err = 0;
  243. err += loadMd3(m_head, "head", modelPath, skin, modelLoD);
  244. }
  245. err += loadMd3(m_upper, "upper", modelPath, skin, modelLoD);
  246. err += loadMd3(m_lower, "lower", modelPath, skin, modelLoD);
  247. // Connect upper to lower with torso tag
  248. connectModels("tag_torso", m_upper, m_lower);
  249. // Connect head to upper
  250. connectModels("tag_head", m_head, m_upper);
  251. loadAnimations(modelPath);
  252. setAnimUpper(TORSO_STAND);
  253. setAnimLower(LEGS_WALK);
  254. if (m_animCount < 24)
  255. {
  256. printf("ERROR: Not all animations loaded %i/24\n", m_animCount);
  257. return -2;
  258. }
  259. return err;
  260. }
  261. int Md3AnimModel::loadWeapon(char *modelPath, char *name)
  262. {
  263. int err = 0;
  264. if (!modelPath || !modelPath[0] || !name || !name[0])
  265. {
  266. return -1;
  267. }
  268. err = loadMd3(m_weapon, name, modelPath, "", MD3_LOD_HIGH);
  269. // Connect weapon to upper
  270. connectModels("tag_weapon", m_weapon, m_upper);
  271. // If they loaded a weapon they prob want to see it
  272. setFlag(fDrawWeapon);
  273. return err;
  274. }
  275. int Md3AnimModel::loadAnimations(char *modelPath)
  276. {
  277. unsigned int firstFrame, numFrames, loopingFrames, framesPerSecond;
  278. FILE *f;
  279. int eof;
  280. md3_animation_id_t id;
  281. unsigned int i = 0,j, state, state2, len;
  282. char buffer[256];
  283. char c, lc;
  284. if (!modelPath || !modelPath[0])
  285. {
  286. return -1;
  287. }
  288. len = strlen(modelPath);
  289. snprintf(buffer, 250, "%s%s", modelPath,
  290. (modelPath[len-1] == '/') ? "animation.cfg" : "/animation.cfg");
  291. buffer[250] = 0;
  292. f = fopen(buffer, "r");
  293. if (!f)
  294. {
  295. perror("Md3AnimModel::loadAnimations> ");
  296. return -1;
  297. }
  298. eof = 0;
  299. i = 0;
  300. c = 0;
  301. buffer[0] = 0;
  302. state = 4;
  303. state2 = 0;
  304. printf("\n");
  305. while (eof != EOF)
  306. {
  307. lc = c;
  308. eof = fscanf(f, "%c", &c);
  309. // Treat EOF like end of line
  310. if (eof == EOF)
  311. {
  312. //if (i && isdigit(buffer[i-1])) c = ' '; else
  313. c = '\n';
  314. }
  315. switch (c)
  316. {
  317. case '/': // Comment?
  318. if (lc == '/')
  319. {
  320. if (state == 4)
  321. {
  322. state = 0;
  323. state2 = 0;
  324. }
  325. else
  326. {
  327. state2 = 1;
  328. }
  329. }
  330. break;
  331. case '\t': // Seperator triggers
  332. case ' ':
  333. if (isdigit(buffer[0]))
  334. {
  335. switch (state)
  336. {
  337. case 0:
  338. firstFrame = atoi(buffer);
  339. ++state;
  340. i = 0;
  341. break;
  342. case 1:
  343. numFrames = atoi(buffer);
  344. ++state;
  345. i = 0;
  346. break;
  347. case 2:
  348. loopingFrames = atoi(buffer);
  349. ++state;
  350. i = 0;
  351. break;
  352. case 3:
  353. framesPerSecond = atoi(buffer);
  354. state = 4; // override comment buffer block
  355. i = 0;
  356. break;
  357. }
  358. }
  359. break;
  360. case '\n': // Seperator EOL trigger
  361. case '\r': // Seperator whitespace
  362. case '\0':
  363. state2 = 0;
  364. if (strncmp("BOTH_", buffer, 5) == 0 ||
  365. strncmp("TORSO_", buffer, 6) == 0 ||
  366. strncmp("LEGS_", buffer, 5) == 0)
  367. {
  368. for (j = 0; j < i; ++j)
  369. {
  370. if (!isdigit(buffer[j]) && !isupper(buffer[j]) &&
  371. buffer[j] != '_')
  372. {
  373. printf("WARNING: Stripping '%s'.\n", buffer);
  374. buffer[j] = 0;
  375. j = i;
  376. }
  377. }
  378. i = 0;
  379. }
  380. else
  381. {
  382. i = 0;
  383. }
  384. if (strncmp("BOTH_", buffer, 5) == 0)
  385. {
  386. if (strncmp("BOTH_DEATH1\0", buffer, 12) == 0)
  387. {
  388. id = BOTH_DEATH1;
  389. }
  390. else if (strncmp("BOTH_DEATH2\0", buffer, 12) == 0)
  391. {
  392. id = BOTH_DEATH2;
  393. }
  394. else if (strncmp("BOTH_DEATH3\0", buffer, 12) == 0)
  395. {
  396. id = BOTH_DEATH3;
  397. }
  398. else if (strncmp("BOTH_DEAD1\0", buffer, 11) == 0)
  399. {
  400. id = BOTH_DEAD1;
  401. }
  402. else if (strncmp("BOTH_DEAD2\0", buffer, 11) == 0)
  403. {
  404. id = BOTH_DEAD2;
  405. }
  406. else if (strncmp("BOTH_DEAD3\0", buffer, 11) == 0)
  407. {
  408. id = BOTH_DEAD3;
  409. }
  410. else
  411. {
  412. id = UNSUPPORTED;
  413. }
  414. if (m_debug > 0)
  415. {
  416. printf("<%s> %3i %3i %3i %3i \t'%s' \t(%i)\n",
  417. (id == UNSUPPORTED) ? "Unsupported" : "",
  418. firstFrame, numFrames,
  419. loopingFrames, framesPerSecond, buffer, id);
  420. }
  421. addAnim(buffer, id, firstFrame, numFrames,
  422. loopingFrames, framesPerSecond);
  423. i = 0;
  424. }
  425. else if (strncmp("TORSO_", buffer, 6) == 0)
  426. {
  427. if (strncmp("TORSO_GESTURE\0", buffer, 14) == 0)
  428. {
  429. id = TORSO_GESTURE;
  430. }
  431. else if (strncmp("TORSO_ATTACK2\0", buffer, 14) == 0)
  432. {
  433. id = TORSO_ATTACK2;
  434. }
  435. else if (strncmp("TORSO_ATTACK\0", buffer, 13) == 0)
  436. {
  437. id = TORSO_ATTACK;
  438. }
  439. else if (strncmp("TORSO_DROP\0", buffer, 11) == 0)
  440. {
  441. id = TORSO_DROP;
  442. }
  443. else if (strncmp("TORSO_RAISE\0", buffer, 12) == 0)
  444. {
  445. id = TORSO_RAISE;
  446. }
  447. else if (strncmp("TORSO_STAND2\0", buffer, 13) == 0)
  448. {
  449. id = TORSO_STAND2;
  450. }
  451. else if (strncmp("TORSO_STAND\0", buffer, 12) == 0)
  452. {
  453. id = TORSO_STAND;
  454. }
  455. else
  456. {
  457. id = UNSUPPORTED;
  458. }
  459. if (m_debug > 0)
  460. {
  461. printf("<%s> %3i %3i %3i %3i \t'%s' (%i)\n",
  462. (id == UNSUPPORTED) ? "Unsupported" : "",
  463. firstFrame, numFrames,
  464. loopingFrames, framesPerSecond, buffer, id);
  465. }
  466. if (id != UNSUPPORTED)
  467. {
  468. addAnim(buffer, id, firstFrame, numFrames,
  469. loopingFrames, framesPerSecond);
  470. }
  471. i = 0;
  472. }
  473. else if (strncmp("LEGS_", buffer, 5) == 0)
  474. {
  475. if (strncmp("LEGS_WALKCR\0", buffer, 12) == 0)
  476. {
  477. id = LEGS_WALKCR;
  478. }
  479. else if (strncmp("LEGS_WALK\0", buffer, 10) == 0)
  480. {
  481. id = LEGS_WALK;
  482. }
  483. else if (strncmp("LEGS_RUN\0", buffer, 9) == 0)
  484. {
  485. id = LEGS_RUN;
  486. }
  487. else if (strncmp("LEGS_BACK\0", buffer, 10) == 0)
  488. {
  489. id = LEGS_BACK;
  490. }
  491. else if (strncmp("LEGS_SWIM\0", buffer, 10) == 0)
  492. {
  493. id = LEGS_SWIM;
  494. }
  495. else if (strncmp("LEGS_JUMPB\0", buffer, 11) == 0)
  496. {
  497. id = LEGS_JUMPB;
  498. }
  499. else if (strncmp("LEGS_LANDB\0", buffer, 11) == 0)
  500. {
  501. id = LEGS_LANDB;
  502. }
  503. else if (strncmp("LEGS_IDLECR\0", buffer, 12) == 0)
  504. {
  505. id = LEGS_IDLECR;
  506. }
  507. else if (strncmp("LEGS_JUMP\0", buffer, 10) == 0)
  508. {
  509. id = LEGS_JUMP;
  510. }
  511. else if (strncmp("LEGS_LAND\0", buffer, 10) == 0)
  512. {
  513. id = LEGS_LAND;
  514. }
  515. else if (strncmp("LEGS_IDLE\0", buffer, 10) == 0)
  516. {
  517. id = LEGS_IDLE;
  518. }
  519. else if (strncmp("LEGS_TURN\0", buffer, 10) == 0)
  520. {
  521. id = LEGS_TURN;
  522. }
  523. else
  524. {
  525. id = UNSUPPORTED;
  526. }
  527. if (m_debug > 0)
  528. {
  529. printf("<%s> %3i %3i %3i %3i \t'%s' (%i)\n",
  530. (id == UNSUPPORTED) ? "Unsupported" : "",
  531. firstFrame, numFrames,
  532. loopingFrames, framesPerSecond, buffer, id);
  533. }
  534. if (id != UNSUPPORTED)
  535. {
  536. addAnim(buffer, id, firstFrame, numFrames,
  537. loopingFrames, framesPerSecond);
  538. }
  539. i = 0;
  540. }
  541. else if (strncmp("sexf", buffer, 4) == 0)
  542. {
  543. m_sex = MD3_SEX_FEMALE;
  544. if (m_debug > 0)
  545. {
  546. printf("<> sex = female\n");
  547. }
  548. i = 0;
  549. }
  550. else if (strncmp("sexm", buffer, 4) == 0)
  551. {
  552. if (m_debug > 0)
  553. {
  554. printf("<> sex = male\n");
  555. }
  556. m_sex = MD3_SEX_MALE;
  557. i = 0;
  558. }
  559. else if (strncmp("sexn", buffer, 4) == 0)
  560. {
  561. if (m_debug > 0)
  562. {
  563. printf("<> sex = neuter\n");
  564. }
  565. m_sex = MD3_SEX_NEUTER;
  566. i = 0;
  567. }
  568. else if (strncmp("sex", buffer, 3) == 0)
  569. {
  570. if (m_debug > 0)
  571. {
  572. printf("<> sex = ?\n");
  573. }
  574. m_sex = MD3_SEX_FEMALE;
  575. i = 0;
  576. }
  577. else if (strncmp("footstepsenergy", buffer, 15) == 0)
  578. {
  579. if (m_debug > 0)
  580. {
  581. printf("<> footsteps = energy\n");
  582. }
  583. i = 0;
  584. state = 0;
  585. }
  586. else if (strncmp("footstepsboot", buffer, 13) == 0)
  587. {
  588. if (m_debug > 0)
  589. {
  590. printf("<> footsteps = boot\n");
  591. }
  592. i = 0;
  593. state = 0;
  594. }
  595. else if (strncmp("footsteps", buffer, 9) == 0)
  596. {
  597. if (m_debug > 0)
  598. {
  599. printf("<> footsteps = ?\n");
  600. }
  601. //i = 0;
  602. state = 0;
  603. }
  604. //printf("\"%s\"\n", buffer);
  605. break;
  606. default:
  607. if (!state2)
  608. {
  609. //printf("'%c' %i\n", c, state);
  610. buffer[i++] = c;
  611. buffer[i] = 0;
  612. }
  613. }
  614. if (!i)
  615. {
  616. buffer[i] = 0;
  617. }
  618. }
  619. fclose(f);
  620. int torsoOffset = 0;
  621. for (i = 0; i < m_animCount; ++i)
  622. {
  623. if (!torsoOffset && m_anim[i].id > 12)
  624. {
  625. torsoOffset = m_anim[LEGS_WALKCR].first_frame - m_anim[TORSO_GESTURE].first_frame;
  626. m_anim[i].first_frame -= torsoOffset;
  627. m_anim[i].end_frame -= torsoOffset;
  628. }
  629. }
  630. return 0;
  631. }
  632. ////////////////////////////////////////////////////////////
  633. // Private Mutators
  634. ////////////////////////////////////////////////////////////
  635. void Md3AnimModel::setCurrentTime(Md3 &model)
  636. {
  637. int animationSpeed;
  638. float elapsedTime = 0.0f;
  639. float time, t;
  640. // No animations in this model
  641. if (model.numAnimations == 0)
  642. {
  643. return;
  644. }
  645. // Get time in milliseconds
  646. time = getTicks();
  647. // Find the time that has elapsed since the last time that was stored
  648. elapsedTime = time - model.lastTime;
  649. // Store the animation speed for this animation in a local variable
  650. animationSpeed = m_anim[model.currentAnimation].frames_per_second;
  651. // t value is a value between 0.0 and 1.0
  652. // Tells out far from the current key frame to the next key frame.
  653. t = (elapsedTime / (1000.0f / animationSpeed));
  654. //printf("t = %f, et = %f, lt = %f, fps = %i\n",
  655. // t, elapsedTime, model.lastTime, animationSpeed);
  656. // If our elapsed time goes over the desired time segment, start over
  657. // and go to the next key frame.
  658. if (elapsedTime >= (1000.0f / animationSpeed))
  659. {
  660. // Set our current frame to the next key frame
  661. // (which could be the start of the anim)
  662. model.currentFrame = model.nextFrame;
  663. // Set our last time for the model to the current time
  664. model.lastTime = time;
  665. }
  666. model.time = t;
  667. }
  668. void Md3AnimModel::updateModel(Md3 &model)
  669. {
  670. int startFrame = 0;
  671. int endFrame = 1;
  672. unsigned int anim;
  673. anim = model.currentAnimation;
  674. if (model.numAnimations)
  675. {
  676. startFrame = m_anim[anim].first_frame;
  677. endFrame = m_anim[anim].end_frame;
  678. }
  679. // Compute next frame
  680. model.nextFrame = (model.currentFrame + 1) % endFrame;
  681. // Wrap to first frame if past last
  682. if (model.nextFrame == 0)
  683. {
  684. model.nextFrame = startFrame;
  685. }
  686. // Set interpolating time 0.0 - 1.0 ( start to end of animation)
  687. setCurrentTime(model);
  688. }
  689. void Md3AnimModel::initMd3(Md3 &model, unsigned int id)
  690. {
  691. model.idTest = id;
  692. model.numAnimations = 0;
  693. model.currentAnimation = 0;
  694. model.currentFrame = 0;
  695. model.nextFrame = 0;
  696. model.time = 0.0f;
  697. model.lastTime = 0.0f;
  698. }
  699. int Md3AnimModel::addAnim(char *modelPath, md3_animation_id_t id,
  700. unsigned int firstFrame,
  701. unsigned int numFrames,
  702. unsigned int loopingFrames,
  703. unsigned int framesPerSecond)
  704. {
  705. if (m_animCount == 30)
  706. {
  707. return -1;
  708. }
  709. m_anim[id].id = id;
  710. m_anim[id].first_frame = firstFrame;
  711. m_anim[id].end_frame = firstFrame + numFrames;
  712. m_anim[id].num_frames = numFrames;
  713. m_anim[id].looping_frames = loopingFrames;
  714. m_anim[id].frames_per_second = framesPerSecond;
  715. if (id > 12 || id < 6)
  716. {
  717. m_lower.numAnimations++;
  718. }
  719. if (id < 13)
  720. {
  721. m_upper.numAnimations++;
  722. }
  723. ++m_animCount;
  724. return 0;
  725. }
  726. int Md3AnimModel::loadMd3(Md3 &model, char *base, char *modelPath, char *skin,
  727. md3_lod_t modelLoD)
  728. {
  729. char filename[256];
  730. unsigned int len = 0, l = 250;
  731. if (!modelPath || !modelPath[0] || !base || !base[0] || modelLoD > 2)
  732. {
  733. printf("Md3AnimModel::loadMd3> ERROR: Invalid arguments\n");
  734. return -1;
  735. }
  736. len = strlen(modelPath);
  737. // Load model with requested LoD
  738. snprintf(filename, l, "%s%s%s%s", modelPath,
  739. (modelPath[len-1] == '/') ? "" : "/",
  740. base,
  741. (modelLoD == MD3_LOD_HIGH) ? ".md3" :
  742. (modelLoD == MD3_LOD_MED) ? "_1.md3" : "_2.md3");
  743. model.reset();
  744. if (model.load(filename))
  745. {
  746. printf("Md3AnimModel::loadMd3> ERROR: Loading Model %s\n", filename);
  747. return -2;
  748. }
  749. // Load skin if requested
  750. if (skin && skin[0])
  751. {
  752. snprintf(filename, l, "%s%s%s_%s.skin", modelPath,
  753. (modelPath[len-1] == '/') ? "" : "/", base, skin);
  754. if (loadSkin(model, filename))
  755. {
  756. printf("Md3AnimModel::loadMd3> ERROR: Loading Skin %s\n", filename);
  757. return -3;
  758. }
  759. }
  760. else // Try to load internal skins
  761. {
  762. unsigned int i, j, m;
  763. md3_mesh_t *meshes;
  764. m = model.getNumMeshes();
  765. meshes = model.getMeshes();
  766. for (i = 0; i < m; ++i)
  767. {
  768. strncpy(filename, meshes[i].skin[0].name, 250);
  769. filename[250] = 0;
  770. for (j = 0; filename[j] != 0; ++j)
  771. {
  772. // Replace MSDOS path with unistd ( Should work on NT too iirc )
  773. if (filename[j] == '\\')
  774. {
  775. filename[j] = '/';
  776. }
  777. // Lowercase alphabet MSDOS is case insensitive
  778. // data created with it's skin names are bad
  779. if (filename[j] > 64 && filename[j] < 91)
  780. {
  781. filename[j] += 32;
  782. }
  783. }
  784. model.texTest[i] = cacheTexture(filename);
  785. }
  786. }
  787. return 0;
  788. }
  789. int Md3AnimModel::cacheTexture(char *texture)
  790. {
  791. unsigned int len, i, id;
  792. bool cached = false;
  793. if (!texture || !texture[0])
  794. {
  795. return -1;
  796. }
  797. len = strlen(texture);
  798. for (i = 0; i < texNumTest; ++i)
  799. {
  800. if (strncmp(texture, texTest[i].name, texTest[i].name_len) == 0)
  801. {
  802. cached = true;
  803. id = i;
  804. break;
  805. }
  806. }
  807. if (!cached)
  808. {
  809. texTest[texNumTest].name = new char [len+1];
  810. texTest[texNumTest].name_len = len+1;
  811. strncpy(texTest[texNumTest].name, texture, len+1);
  812. texTest[texNumTest].name[len] = 0;
  813. id = texNumTest;
  814. texNumTest++;
  815. }
  816. return id;
  817. }
  818. int Md3AnimModel::loadSkin(Md3 &model, char *filename)
  819. {
  820. FILE *f;
  821. md3_mesh_t *meshes;
  822. int i, j, m, eof, id = 0;
  823. unsigned int b = 0;
  824. bool ready = false;
  825. char buffer[128];
  826. char mesh[68];
  827. char c;
  828. f = fopen(filename, "r");
  829. if (!f)
  830. {
  831. perror("Md3AnimModel::loadSkin> ");
  832. return -1;
  833. }
  834. eof = 0;
  835. while (eof != EOF)
  836. {
  837. eof = fscanf(f, "%c", &c);
  838. // Treat EOF like end of line
  839. if (eof == EOF)
  840. {
  841. c = '\n';
  842. }
  843. switch (c)
  844. {
  845. case '\t':
  846. case '\r':
  847. case '\0':
  848. break;
  849. case ',':
  850. strncpy(mesh, buffer, b);
  851. mesh[b] = 0;
  852. b = 0;
  853. ready = true;
  854. break;
  855. case '\n':
  856. if (!ready || !b || !buffer[1])
  857. {
  858. b = 0;
  859. ready = false;
  860. continue;
  861. }
  862. id = cacheTexture(buffer);
  863. for (i = 0; i < 4; ++i)
  864. {
  865. switch (i)
  866. {
  867. case 1:
  868. m = m_lower.getNumMeshes();
  869. meshes = m_lower.getMeshes();
  870. break;
  871. case 2:
  872. m = m_upper.getNumMeshes();
  873. meshes = m_upper.getMeshes();
  874. break;
  875. case 3:
  876. m = m_head.getNumMeshes();
  877. meshes = m_head.getMeshes();
  878. break;
  879. default:
  880. continue;
  881. }
  882. for (j = 0; j < m; ++j)
  883. {
  884. if (strncmp(mesh, meshes[j].name, 68) == 0)
  885. {
  886. switch (i)
  887. {
  888. case 1:
  889. m_lower.texTest[j] = id;
  890. break;
  891. case 2:
  892. m_upper.texTest[j] = id;
  893. break;
  894. case 3:
  895. m_head.texTest[j] = id;
  896. break;
  897. default:
  898. continue;
  899. }
  900. if (m_debug > 0)
  901. {
  902. printf("Mapping '%s' -> '%s' (%i)\n", mesh, buffer, id);
  903. }
  904. }
  905. }
  906. }
  907. ready = false;
  908. b = 0;
  909. break;
  910. default:
  911. buffer[b++] = c;
  912. buffer[b] = 0;
  913. }
  914. }
  915. fclose(f);
  916. return 0;
  917. }
  918. // FIXME: should actually parse shaders =)
  919. int Md3AnimModel::loadShader(Md3 &model, char *filename)
  920. {
  921. unsigned int i;
  922. if (model.idTest == 4)
  923. {
  924. m_weapon.texTest[0] = cacheTexture("models/weapons/machinegun/skin2.tga");
  925. for (i = m_weapon.getNumMeshes() - 1; i > 0; --i)
  926. {
  927. m_weapon.texTest[i] = m_weapon.texTest[0];
  928. }
  929. //m_weapon.texTest[0] = cacheTexture("models/weapons/railgun.tga");
  930. //m_weapon.texTest[1] = cacheTexture("models/weapons/railgun2.tga");
  931. //m_weapon.texTest[2] = cacheTexture("models/weapons/railgun3.tga");
  932. //m_weapon.texTest[3] = cacheTexture("models/weapons/railgun4.tga");
  933. }
  934. return 0;
  935. }
  936. void Md3AnimModel::connectModels(char *tagName, Md3 &modelA, Md3 &modelB)
  937. {
  938. unsigned int i, t;
  939. md3_tag_t *tags;
  940. t = modelB.getNumTags();
  941. tags = modelB.getTags();
  942. for (i = 0; i < t; ++i)
  943. {
  944. if (strncmp(tags[i].name, tagName, 63) == 0)
  945. {
  946. modelB.slaveTest[i] = modelA.idTest;
  947. break;
  948. }
  949. }
  950. }
  951. void Md3AnimModel::render()
  952. {
  953. #ifdef USING_OPENGL
  954. if (m_animCount < 1)
  955. {
  956. static unsigned int errors;
  957. if (errors < 8)
  958. {
  959. printf("ERROR: %i. Not all animations loaded %i/24\n",
  960. errors+1, m_animCount);
  961. ++errors;
  962. }
  963. else if (errors == 8)
  964. {
  965. printf("Md3AnimModel::render> Error reporting off after %i errors\n",
  966. errors);
  967. ++errors;
  968. }
  969. return;
  970. }
  971. //glRotatef(-90, 1, 0, 0);
  972. //glScalef(0.01, 0.01, 0.01);
  973. if (mFlags & fAnimate)
  974. {
  975. updateModel(m_upper);
  976. updateModel(m_lower);
  977. }
  978. glPushMatrix();
  979. renderTag(1);
  980. glPopMatrix();
  981. #endif
  982. }
  983. void renderBone(vec3_t min, vec3_t max, vec3_t center, vec_t scale);
  984. void Md3AnimModel::renderModel(Md3 &model)
  985. {
  986. #ifdef USING_OPENGL
  987. unsigned int i, j, k, numBones, numMeshes;
  988. unsigned int index, currentIndex, nextIndex, maxIndex;
  989. md3_mesh_t *meshes, *mesh;
  990. md3_bone_t *bones, *bone;
  991. numMeshes = model.getNumMeshes();
  992. meshes = model.getMeshes();
  993. if (mFlags & fRenderBones)
  994. {
  995. numBones = model.getNumBones();
  996. bones = model.getBones();
  997. for (i = 0; i < numBones; ++i)
  998. {
  999. bone = bones + i;
  1000. glColor4f(1.0, 1.0, 1.0, 1.0);
  1001. renderBone(bone->mins, bone->maxs, bone->center, bone->scale);
  1002. }
  1003. }
  1004. glEnable(GL_TEXTURE_2D);
  1005. for (i = 0; i < numMeshes; ++i)
  1006. {
  1007. glBindTexture(GL_TEXTURE_2D, texTest[model.texTest[i]].gl_texture_id);
  1008. mesh = meshes + i;
  1009. if (mesh->num_triangles <= 0)
  1010. {
  1011. continue;
  1012. }
  1013. currentIndex = mesh->num_vertices * model.currentFrame;
  1014. nextIndex = mesh->num_vertices * model.nextFrame;
  1015. maxIndex = mesh->num_frames * mesh->num_vertices;
  1016. // Try to avoid bad models/loading taking down the subsystem
  1017. // and also handle bad data as well as we can
  1018. if ((int)model.currentFrame >= mesh->num_frames ||
  1019. (int)model.nextFrame >= mesh->num_frames)
  1020. {
  1021. if (mFlags & fRenderingWarnings)
  1022. {
  1023. fprintf(stderr, "renderModel> WARNING: Frame index would be out of bounds\n model[%i].mesh[%i], %i out of %i frames\n",
  1024. model.idTest, i, model.currentFrame, mesh->num_frames);
  1025. }
  1026. model.currentFrame = mesh->num_frames-1;
  1027. model.nextFrame = mesh->num_frames-1;
  1028. currentIndex = (mesh->num_frames-1) * mesh->num_vertices;
  1029. nextIndex = (mesh->num_frames-1) * mesh->num_vertices;
  1030. }
  1031. glBegin(GL_TRIANGLES);
  1032. for (j = 0; (int)j < mesh->num_triangles; ++j)
  1033. {
  1034. for (k = 0; k < 3; ++k)
  1035. {
  1036. index = mesh->tris[j].triangle[k];
  1037. if (index + nextIndex > maxIndex ||
  1038. index + currentIndex > maxIndex)
  1039. {
  1040. currentIndex = 0;
  1041. nextIndex = 0;
  1042. fprintf(stderr, "renderModel> ERROR: Bad frame index\n");
  1043. }
  1044. if (mFlags & fUseNormals)
  1045. {
  1046. glNormal3fv(mesh->vertex[index+currentIndex].norm);
  1047. }
  1048. if (mesh->texel)
  1049. {
  1050. glTexCoord2fv(mesh->texel[index].st);
  1051. }
  1052. if (mFlags & fDisableMeshInterpolate)
  1053. {
  1054. glVertex3f(mesh->vertex[index + currentIndex].pos[0],
  1055. mesh->vertex[index + currentIndex].pos[1],
  1056. mesh->vertex[index + currentIndex].pos[2]);
  1057. }
  1058. else
  1059. {
  1060. glVertex3f(mesh->vertex[index+currentIndex].pos[0] +model.time *
  1061. (mesh->vertex[index+nextIndex].pos[0] -
  1062. mesh->vertex[index+currentIndex].pos[0]),
  1063. mesh->vertex[index+currentIndex].pos[1] +model.time *
  1064. (mesh->vertex[index+nextIndex].pos[1] -
  1065. mesh->vertex[index+currentIndex].pos[1]),
  1066. mesh->vertex[index+currentIndex].pos[2] +model.time *
  1067. (mesh->vertex[index+nextIndex].pos[2] -
  1068. mesh->vertex[index+currentIndex].pos[2]));
  1069. }
  1070. }
  1071. }
  1072. glEnd();
  1073. }
  1074. #endif
  1075. }
  1076. #ifdef USING_OPENGL
  1077. void renderBone(vec3_t min, vec3_t max, vec3_t center, vec_t scale)
  1078. {
  1079. glDisable(GL_TEXTURE_2D);
  1080. //scale *= 0.2f;
  1081. glPushMatrix();
  1082. glTranslatef(center[0], center[1], center[2]);
  1083. //glRotatef(-90.0f, 1, 0, 0);
  1084. glScalef(scale, scale, scale);
  1085. glBegin(GL_LINES);
  1086. // max, top quad
  1087. glVertex3f(max[0], max[1], max[2]);
  1088. glVertex3f(max[0], min[1], max[2]);
  1089. glVertex3f(max[0], max[1], max[2]);
  1090. glVertex3f(min[0], max[1], max[2]);
  1091. glVertex3f(max[0], max[1], max[2]);
  1092. glVertex3f(max[0], max[1], min[2]);
  1093. // max-min, vertical quads
  1094. glVertex3f(min[0], max[1], max[2]);
  1095. glVertex3f(min[0], max[1], min[2]);
  1096. glVertex3f(max[0], min[1], max[2]);
  1097. glVertex3f(max[0], min[1], min[2]);
  1098. glVertex3f(max[0], min[1], max[2]);
  1099. glVertex3f(min[0], min[1], max[2]);
  1100. // min-max, vertical quads
  1101. glVertex3f(max[0], max[1], min[2]);
  1102. glVertex3f(max[0], min[1], min[2]);
  1103. glVertex3f(max[0], max[1], min[2]);
  1104. glVertex3f(min[0], max[1], min[2]);
  1105. glVertex3f(min[0], max[1], max[2]);
  1106. glVertex3f(min[0], min[1], max[2]);
  1107. // min, bottom quad
  1108. glVertex3f(min[0], min[1], min[2]);
  1109. glVertex3f(min[0], max[1], min[2]);
  1110. glVertex3f(min[0], min[1], min[2]);
  1111. glVertex3f(max[0], min[1], min[2]);
  1112. glVertex3f(min[0], min[1], min[2]);
  1113. glVertex3f(min[0], min[1], max[2]);
  1114. glEnd();
  1115. glPopMatrix();
  1116. }
  1117. void renderLaserSight()
  1118. {
  1119. const float lenght = 56.0;
  1120. const float start = 8.0;
  1121. float d = 0.01 + (0.15*rand()/(RAND_MAX+1.0)); // for flicker fx
  1122. glDisable(GL_TEXTURE_2D);
  1123. glPushMatrix();
  1124. glScalef(100, 100, 100);
  1125. // Draw two long quads that skrink and fade the they go further out
  1126. glBegin(GL_QUADS);
  1127. glColor4f(0.9-d, 0.1, 0.1, 0.5);
  1128. glVertex3f(start, 0.0, 0.0);
  1129. glVertex3f(start, 0.2, 0.0);
  1130. glColor4f(0.3-d, 0.1, 0.1, 0.5);
  1131. glVertex3f(lenght, 0.1, 0.0);
  1132. glVertex3f(lenght, 0.0, 0.0);
  1133. glColor4f(0.9-d, 0.1, 0.1, 0.5);
  1134. glVertex3f(start, 0.0, 0.0);
  1135. glVertex3f(start, 0.0, 0.2);
  1136. glColor4f(0.3-d, 0.1, 0.1, 0.5);
  1137. glVertex3f(lenght, 0.0, 0.1);
  1138. glVertex3f(lenght, 0.0, 0.0);
  1139. glEnd();
  1140. glPopMatrix();
  1141. glColor4f(1.0, 1.0, 1.0, 1.0);
  1142. }
  1143. #endif
  1144. void convertQuake3ToHelMatrix(mat3_t q3, matrix_t hel)
  1145. {
  1146. hel[0] = q3[0][0]; hel[1] = q3[0][1]; hel[ 2] = q3[0][2];
  1147. hel[4] = q3[1][0]; hel[5] = q3[1][1]; hel[ 6] = q3[1][2];
  1148. hel[8] = q3[2][0]; hel[9] = q3[2][1]; hel[10] = q3[2][2];
  1149. // yeah, wolf
  1150. hel[3] = hel[7] = hel[11] = hel[12] = hel[13] = hel[14] = 0.0f;
  1151. hel[15] = 1.0f;
  1152. }
  1153. void Md3AnimModel::renderTag(unsigned int id)
  1154. {
  1155. #ifdef USING_OPENGL
  1156. const float scaleHack = 64.0f; // Ah Md3.cpp doesn't scale translate?
  1157. unsigned int i, t, f, nf;
  1158. unsigned int *slaves;
  1159. md3_tag_t *tags;
  1160. float time;
  1161. matrix_t finalMatrix, matrix, nextMatrix;
  1162. vec3_t pos, nextPos;
  1163. Quaternion q, qNext, qInterpolate;
  1164. nf = f = 0;
  1165. switch (id)
  1166. {
  1167. case 1:
  1168. renderModel(m_lower);
  1169. f = m_lower.currentFrame;
  1170. nf = m_lower.nextFrame;
  1171. time = m_lower.time;
  1172. t = m_lower.getNumTags();
  1173. tags = m_lower.getTags();
  1174. slaves = m_lower.slaveTest;
  1175. break;
  1176. case 2:
  1177. renderModel(m_upper);
  1178. f = m_upper.currentFrame;
  1179. nf = m_upper.nextFrame;
  1180. time = m_upper.time;
  1181. t = m_upper.getNumTags();
  1182. tags = m_upper.getTags();
  1183. slaves = m_upper.slaveTest;
  1184. break;
  1185. case 3:
  1186. renderModel(m_head);
  1187. f = m_head.currentFrame;
  1188. nf = m_head.nextFrame;
  1189. time = m_head.time;
  1190. t = m_head.getNumTags();
  1191. tags = m_head.getTags();
  1192. slaves = m_head.slaveTest;
  1193. break;
  1194. case 4:
  1195. if (mFlags & fDrawWeapon)
  1196. {
  1197. renderLaserSight();
  1198. renderModel(m_weapon);
  1199. f = m_weapon.currentFrame;
  1200. nf = m_weapon.nextFrame;
  1201. time = m_weapon.time;
  1202. t = m_weapon.getNumTags();
  1203. tags = m_weapon.getTags();
  1204. slaves = m_weapon.slaveTest;
  1205. }
  1206. return;
  1207. break;
  1208. default:
  1209. return;
  1210. }
  1211. for (i = 0; i < t; ++i)
  1212. {
  1213. if (slaves[i] > 0)
  1214. {
  1215. // Using digiben's tag anim notes
  1216. // To find the current translation position for
  1217. // this frame of animation, we multiply
  1218. // the currentFrame by the number of tags,
  1219. // then add i. This is similar to how
  1220. // the vertex key frames are interpolated.
  1221. pos[0] = tags[f*t+i].center[0];
  1222. pos[1] = tags[f*t+i].center[1];
  1223. pos[2] = tags[f*t+i].center[2];
  1224. // Grab the next key frame translation position
  1225. nextPos[0] = tags[nf*t+i].center[0];
  1226. nextPos[1] = tags[nf*t+i].center[1];
  1227. nextPos[2] = tags[nf*t+i].center[2];
  1228. // By using the equation: p(t) = p0 + t(p1 - p0), with a time t,
  1229. // we create a new translation position that
  1230. // is closer to the next key frame.
  1231. pos[0] = pos[0] + time * (nextPos[0] - pos[0]);
  1232. pos[1] = pos[1] + time * (nextPos[1] - pos[1]);
  1233. pos[2] = pos[2] + time * (nextPos[2] - pos[2]);
  1234. // Now comes the more complex interpolation. Just like
  1235. // the translation, we want to store the current and
  1236. // next key frame rotation matrix, then interpolate
  1237. // between the 2.
  1238. // Get a pointer to the start of the 3x3 rotation matrix
  1239. // for the current frame
  1240. //matrix = &tags[f*t+i].rotation[0][0];
  1241. convertQuake3ToHelMatrix(tags[f*t+i].rotation, matrix);
  1242. // Get a pointer to the start of the 3x3 rotation matrix
  1243. // for the next frame
  1244. //nextMatrix = &tags[nf*t+i].rotation[0][0];
  1245. convertQuake3ToHelMatrix(tags[nf*t+i].rotation, nextMatrix);
  1246. // Convert the current and next key frame matrix into
  1247. // a quaternion
  1248. q.setByMatrix(matrix);
  1249. qNext.setByMatrix(nextMatrix);
  1250. // Using spherical linear interpolation, find the
  1251. // interpolated quaternion
  1252. qInterpolate = Quaternion::slerp(q, qNext, time);
  1253. // Here we convert the interpolated quaternion into a matrix
  1254. qInterpolate.getMatrix(finalMatrix);
  1255. glPushMatrix();
  1256. if (mFlags & fDisableTagInterpolate)
  1257. {
  1258. // Translate w/ scale hack
  1259. //glTranslatef(pos[0]*64, pos[1]*64, pos[2]*64);
  1260. matrix[12] = pos[0]*scaleHack;
  1261. matrix[13] = pos[1]*scaleHack;
  1262. matrix[14] = pos[2]*scaleHack;
  1263. glMultMatrixf(matrix);
  1264. }
  1265. else
  1266. {
  1267. // Translate w/ scale hack
  1268. //glTranslatef(pos[0]*64, pos[1]*64, pos[2]*64);
  1269. finalMatrix[12] = pos[0]*scaleHack;
  1270. finalMatrix[13] = pos[1]*scaleHack;
  1271. finalMatrix[14] = pos[2]*scaleHack;
  1272. glMultMatrixf(finalMatrix);
  1273. }
  1274. renderTag(slaves[i]);
  1275. glPopMatrix();
  1276. }
  1277. }
  1278. #endif
  1279. }
  1280. //////////////////////////////////////////////////////////////////
  1281. // Unit Testing
  1282. //////////////////////////////////////////////////////////////////
  1283. #ifdef UNIT_TEST_MD3ANIMMODEL_SDL
  1284. #include <GL/glu.h>
  1285. #include <GL/gl.h>
  1286. #include <SDL/SDL.h>
  1287. #include "Texture.h"
  1288. void updateTitle();
  1289. void updateWindowTitle(char *title);
  1290. Md3AnimModel gMd3;
  1291. Texture gTexture;
  1292. char gTitle[128];
  1293. char gAnimUpper[32];
  1294. char gAnimLower[32];
  1295. float gYaw = 0.0f;
  1296. bool gYawOn = true;
  1297. float gPitch = -20.0f;
  1298. char gMessage[512];
  1299. unsigned int gWidth = 640;
  1300. unsigned int gHeight = 480;
  1301. void loadMd3(char *model, char *skin, char *weapon)
  1302. {
  1303. char pathname[256];
  1304. unsigned int i;
  1305. snprintf(gTitle, 255, "Md3AnimModel.test: %s ", model);
  1306. updateWindowTitle(gTitle);
  1307. snprintf(pathname, 255, "data/models/players/%s", model);
  1308. pathname[255] = 0;
  1309. if (gMd3.load(pathname, skin, MD3_LOD_HIGH) < 0)
  1310. {
  1311. printf("ERROR: MD3 '%s' not loaded\n", pathname);
  1312. }
  1313. else
  1314. {
  1315. snprintf(pathname, 255, "data/models/weapons2/%s", weapon);
  1316. pathname[255] = 0;
  1317. if (gMd3.loadWeapon(pathname, weapon))
  1318. {
  1319. printf("Couldn't load weapon model '%s'.\n", pathname);
  1320. }
  1321. gMd3.setAnimUpper(TORSO_STAND);
  1322. gMd3.setAnimLower(LEGS_IDLE);
  1323. // Setup textures
  1324. printf("\nLoading textures: ");
  1325. for (i = 0; i < gMd3.texNumTest; ++i)
  1326. {
  1327. snprintf(pathname, 255, "data/%s", gMd3.texTest[i].name);
  1328. pathname[255] = 0;
  1329. gMd3.texTest[i].gl_texture_id = gTexture.loadTGA(pathname);
  1330. if (gMd3.texTest[i].gl_texture_id < 0)
  1331. {
  1332. printf("ERROR: Md3 texture '%s' not loaded\n", pathname);
  1333. }
  1334. }
  1335. }
  1336. }
  1337. void renderScene()
  1338. {
  1339. static float lastTime = 0.0f;
  1340. const float size = 500.0f, step = 50.0f;
  1341. float x, y, time;
  1342. gluLookAt(0.0, 0.0, -256.0,
  1343. 0.0, 8.0, 0.0,
  1344. 0.0, 1.0, 0.0);
  1345. glDisable(GL_TEXTURE_2D);
  1346. time = getTicks() * 0.1f;
  1347. if (time - lastTime > 5.0f)
  1348. {
  1349. lastTime = time;
  1350. if (gYawOn)
  1351. ++gYaw;
  1352. }
  1353. #ifdef DRAW_ACTUAL_ORIGIN_AXIS_WITH_ROTATION
  1354. glPushMatrix();
  1355. glRotatef(yaw, 0, 1, 0);
  1356. glBegin(GL_LINES);
  1357. glColor3f(1.0f, 0.0f, 0.0f);
  1358. glVertex3f(0.0f, 0.0f, 0.0f);
  1359. glVertex3f(10.0f, 0.0f, 0.0f);
  1360. glColor3f(0.0f, 1.0f, 0.0f);
  1361. glVertex3f(0.0f, 0.0f, 0.0f);
  1362. glVertex3f(0.0f, 10.0f, 0.0f);
  1363. glColor3f(0.0f, 0.0f, 1.0f);
  1364. glVertex3f(0.0f, 0.0f, 0.0f);
  1365. glVertex3f(0.0f, 0.0f, 10.0f);
  1366. glEnd();
  1367. glPopMatrix();
  1368. #endif
  1369. glTranslatef(0.0f, -128.0f, 512.0f);
  1370. glRotatef(gPitch, 1, 0, 0);
  1371. glRotatef(gYaw, 0, 1, 0);
  1372. // Draw transformed origin axis
  1373. glBegin(GL_LINES);
  1374. glColor3f(1.0f, 0.0f, 0.0f);
  1375. glVertex3f(-30.0f, 0.0f, 0.0f);
  1376. glVertex3f(30.0f, 0.0f, 0.0f);
  1377. glColor3f(0.0f, 1.0f, 0.0f);
  1378. glVertex3f(0.0f, -30.0f, 0.0f);
  1379. glVertex3f(0.0f, 30.0f, 0.0f);
  1380. glColor3f(0.0f, 0.0f, 1.0f);
  1381. glVertex3f(0.0f, 0.0f, -30.0f);
  1382. glVertex3f(0.0f, 0.0f, 30.0f);
  1383. glEnd();
  1384. // Draw grid
  1385. glPushMatrix();
  1386. glScalef(2.0f, 2.0f, 2.0f);
  1387. glColor3f(0.4f, 0.4f, 0.6f);
  1388. for (x = -size; x < size; x += step)
  1389. {
  1390. glBegin(GL_LINE_LOOP);
  1391. for (y = -size; y < size; y += step)
  1392. {
  1393. glVertex3f(x + step, 0.0f, y);
  1394. glVertex3f(x, 0.0f, y);
  1395. glVertex3f(x, 0.0f, y + step);
  1396. glVertex3f(x + step, 0.0f, y + step);
  1397. }
  1398. glEnd();
  1399. }
  1400. glPopMatrix();
  1401. // Draw model
  1402. glEnable(GL_TEXTURE_2D);
  1403. glColor3f(1.0f, 1.0f, 1.0f);
  1404. glPushMatrix();
  1405. glTranslatef(0.0f, 148.0f, 0.0f);
  1406. glRotatef(-90.0f, 1, 0, 0);
  1407. glScalef(0.1f, 0.1f, 0.1f);
  1408. gMd3.render();
  1409. glPopMatrix();
  1410. #ifdef HAVE_SDL_TTF
  1411. /* Render 2d text */
  1412. glEnterMode2d(gWidth, gHeight);
  1413. glColor3f(1.0, 1.0, 1.0);
  1414. glPrint2d(8, 8, 0.90, gMessage);
  1415. glExitMode2d();
  1416. #endif
  1417. }
  1418. void initScene(int argc, char *argv[])
  1419. {
  1420. glEnable(GL_CULL_FACE);
  1421. glCullFace(GL_FRONT); // Q3A uses front face culling
  1422. glEnable(GL_TEXTURE_2D);
  1423. glEnable(GL_DEPTH_TEST);
  1424. glDepthFunc(GL_LESS);
  1425. glShadeModel(GL_SMOOTH);
  1426. glDisable(GL_LIGHTING);
  1427. if (argc > 3)
  1428. {
  1429. loadMd3(argv[1], argv[2], argv[3]);
  1430. }
  1431. else if (argc > 2)
  1432. {
  1433. loadMd3(argv[1], argv[2], "machinegun");
  1434. }
  1435. else if (argc > 1)
  1436. {
  1437. loadMd3(argv[1], "default", "machinegun");
  1438. }
  1439. else
  1440. {
  1441. printf("Usage:\n");
  1442. printf("%s ModelDir [Skin] [WeaponDir]\n", argv[0]);
  1443. exit(0);
  1444. }
  1445. #ifdef HAVE_SDL_TTF
  1446. gTexture.loadFontTTF("data/test.ttf", 32, 126 - 32);
  1447. bufferedPrintf(gMessage, 256, "Md3AnimModel Unit Test");
  1448. #endif
  1449. printf("\n");
  1450. printf("----------------------------------\n");
  1451. printf("ESC - Exit\n");
  1452. printf("F1 - Take screenshot\n");
  1453. printf("ALT+ENTER - Toogle fullscreen\n");
  1454. printf("UP/DOWN - Adjust scene pitch\n");
  1455. printf("RIGHT/LEFT - Adjust scene yaw\n");
  1456. printf("----------------------------------\n");
  1457. printf("1 - Toggle tag interpolating\n");
  1458. printf("2 - Toggle animation\n");
  1459. printf("3 - Toggle bone rendering\n");
  1460. printf("4 - Toggle weapon rendering\n");
  1461. printf("5 - Toggle mesh interpolating\n");
  1462. printf("6 - Toggle scene rotation\n");
  1463. printf("7 - Toggle rendering warning reporting\n");
  1464. printf("8 - Toggle alpha blending\n");
  1465. printf("w - Toggle wireframe rendering\n");
  1466. printf("[ - Loop through lower animations\n");
  1467. printf("] - Loop through upper animations\n");
  1468. printf("\\ - Loop through both animations\n");
  1469. printf("----------------------------------\n");
  1470. }
  1471. void updateTitle()
  1472. {
  1473. char title[256];
  1474. snprintf(title, 255, "%s %s:%s", gTitle, gAnimUpper, gAnimLower);
  1475. updateWindowTitle(title);
  1476. }
  1477. void handleKey(int key)
  1478. {
  1479. static bool wireframe = false;
  1480. static bool alphaBlend = false;
  1481. static bool lighting = false;
  1482. switch (key)
  1483. {
  1484. case SDLK_RIGHT:
  1485. ++gYaw;
  1486. break;
  1487. case SDLK_LEFT:
  1488. --gYaw;
  1489. break;
  1490. case SDLK_UP:
  1491. ++gPitch;
  1492. break;
  1493. case SDLK_DOWN:
  1494. --gPitch;
  1495. break;
  1496. case '1':
  1497. gMd3.toggleFlag(Md3AnimModel::fDisableTagInterpolate);
  1498. printf("%sabled tag interpolating\n",
  1499. (gMd3.getFlags() & Md3AnimModel::fDisableTagInterpolate) ? "Dis" : "En");
  1500. break;
  1501. case '2':
  1502. gMd3.toggleFlag(Md3AnimModel::fAnimate);
  1503. printf("%sabled animation\n",
  1504. (gMd3.getFlags() & Md3AnimModel::fAnimate) ? "En" : "Dis");
  1505. break;
  1506. case '3':
  1507. gMd3.toggleFlag(Md3AnimModel::fRenderBones);
  1508. printf("%sabled bone rendering\n",
  1509. (gMd3.getFlags() & Md3AnimModel::fRenderBones) ? "En" : "Dis");
  1510. break;
  1511. case '4':
  1512. gMd3.toggleFlag(Md3AnimModel::fDrawWeapon);
  1513. printf("%sabled weapon rendering\n",
  1514. (gMd3.getFlags() & Md3AnimModel::fDrawWeapon) ? "En" : "Dis");
  1515. break;
  1516. case '5':
  1517. gMd3.toggleFlag(Md3AnimModel::fDisableMeshInterpolate);
  1518. printf("%sabled mesh interpolating\n",
  1519. (gMd3.getFlags() & Md3AnimModel::fDisableMeshInterpolate) ? "Dis" : "En");
  1520. break;
  1521. case '6':
  1522. gYawOn = !gYawOn;
  1523. break;
  1524. case '7':
  1525. gMd3.toggleFlag(Md3AnimModel::fRenderingWarnings);
  1526. printf("%sabled rendering warning reporting\n",
  1527. (gMd3.getFlags() & Md3AnimModel::fRenderingWarnings) ? "En" : "Dis");
  1528. break;
  1529. case '8':
  1530. alphaBlend = !alphaBlend;
  1531. if (alphaBlend)
  1532. {
  1533. glEnable(GL_BLEND);
  1534. glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
  1535. glAlphaFunc(GL_GREATER, 0);
  1536. }
  1537. else
  1538. {
  1539. glDisable(GL_BLEND);
  1540. }
  1541. printf("%sabled alpha blending\n", alphaBlend ? "En" : "Dis");
  1542. break;
  1543. case '9':
  1544. lighting = !lighting;
  1545. if (lighting)
  1546. {
  1547. static bool firsttime = true;
  1548. glEnable(GL_LIGHTING);
  1549. if (firsttime)
  1550. {
  1551. float specular[] = { 0.7, 0.7, 0.7, 1.0 };
  1552. float ambient[] = { 0.64, 0.64, 0.96, 1.0 };
  1553. float shine[] = { 50.0 };
  1554. float pos[] = { 0.0, 0.0, 64.0, 0.0 };
  1555. // Caustic fx possible with mod amb?
  1556. glMaterialfv(GL_FRONT, GL_SPECULAR, specular);
  1557. glMaterialfv(GL_FRONT, GL_AMBIENT, ambient);
  1558. //glMaterialfv(GL_FRONT, GL_DIFFUSE, ambient);
  1559. glMaterialfv(GL_FRONT, GL_SHININESS, shine);
  1560. glLightfv(GL_LIGHT0, GL_POSITION, pos);
  1561. glEnable(GL_LIGHT0);
  1562. glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, 0);
  1563. //glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, 0);
  1564. //glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, WHITE);
  1565. //glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, WHITE);
  1566. //glLightModelfv(GL_LIGHT_MODEL_AMBIENT, DIM_WHITE);
  1567. //glLightf(GL_LIGHT0, GL_SPOT_CUTOFF, cutoff);
  1568. //glLightfv(GL_LIGHT0, GL_POSITION, pos);
  1569. //glLightfv(GL_LIGHT0, GL_SPOT_DIRECTION, dir);
  1570. //glLightfv(GL_LIGHT0, GL_DIFFUSE, color);
  1571. firsttime = false;
  1572. }
  1573. }
  1574. else
  1575. {
  1576. glDisable(GL_LIGHTING);
  1577. }
  1578. break;
  1579. case '0':
  1580. gMd3.toggleFlag(Md3AnimModel::fUseNormals);
  1581. break;
  1582. case 'w':
  1583. wireframe = !wireframe;
  1584. if (wireframe)
  1585. {
  1586. glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
  1587. }
  1588. else
  1589. {
  1590. glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
  1591. }
  1592. printf("%sabled wireframe rendering\n", wireframe ? "En" : "Dis");
  1593. break;
  1594. case '\\':
  1595. switch(gMd3.getAnimLower())
  1596. {
  1597. case BOTH_DEATH1:
  1598. snprintf(gAnimUpper, 32, "BOTH_DEATH1");
  1599. snprintf(gAnimLower, 32, gAnimUpper);
  1600. updateTitle();
  1601. gMd3.setAnimLower(BOTH_DEAD1);
  1602. break;
  1603. case BOTH_DEAD1:
  1604. snprintf(gAnimUpper, 32, "BOTH_DEAD2");
  1605. snprintf(gAnimLower, 32, gAnimUpper);
  1606. updateTitle();
  1607. gMd3.setAnimLower(BOTH_DEATH2);
  1608. break;
  1609. case BOTH_DEATH2:
  1610. snprintf(gAnimUpper, 32, "BOTH_DEATH2");
  1611. snprintf(gAnimLower, 32, gAnimUpper);
  1612. updateTitle();
  1613. gMd3.setAnimLower(BOTH_DEAD2);
  1614. break;
  1615. case BOTH_DEAD2:
  1616. snprintf(gAnimUpper, 32, "BOTH_DEAD2");
  1617. snprintf(gAnimLower, 32, gAnimUpper);
  1618. updateTitle();
  1619. gMd3.setAnimLower(BOTH_DEATH3);
  1620. break;
  1621. case BOTH_DEATH3:
  1622. snprintf(gAnimUpper, 32, "BOTH_DEATH3");
  1623. snprintf(gAnimLower, 32, gAnimUpper);
  1624. gMd3.setAnimLower(BOTH_DEAD3);
  1625. break;
  1626. case BOTH_DEAD3:
  1627. snprintf(gAnimUpper, 32, "BOTH_DEAD3");
  1628. snprintf(gAnimLower, 32, gAnimUpper);
  1629. gMd3.setAnimLower(BOTH_DEATH1);
  1630. break;
  1631. default:
  1632. snprintf(gAnimUpper, 32, "BOTH_DEATH1");
  1633. snprintf(gAnimLower, 32, gAnimUpper);
  1634. gMd3.setAnimLower(BOTH_DEATH1);
  1635. }
  1636. break;
  1637. case ']':
  1638. switch(gMd3.getAnimUpper())
  1639. {
  1640. case TORSO_GESTURE:
  1641. gMd3.setAnimUpper(TORSO_ATTACK);
  1642. break;
  1643. case TORSO_ATTACK:
  1644. gMd3.setAnimUpper(TORSO_ATTACK2);
  1645. break;
  1646. case TORSO_ATTACK2:
  1647. gMd3.setAnimUpper(TORSO_DROP);
  1648. break;
  1649. case TORSO_DROP:
  1650. gMd3.setAnimUpper(TORSO_RAISE);
  1651. break;
  1652. case TORSO_RAISE:
  1653. gMd3.setAnimUpper(TORSO_STAND);
  1654. break;
  1655. case TORSO_STAND:
  1656. gMd3.setAnimUpper(TORSO_STAND2);
  1657. break;
  1658. case TORSO_STAND2:
  1659. gMd3.setAnimUpper(TORSO_GESTURE);
  1660. break;
  1661. default:
  1662. gMd3.setAnimUpper(TORSO_STAND);
  1663. }
  1664. break;
  1665. case '[':
  1666. switch(gMd3.getAnimLower())
  1667. {
  1668. case LEGS_WALKCR:
  1669. gMd3.setAnimLower(LEGS_WALK);
  1670. break;
  1671. case LEGS_WALK:
  1672. gMd3.setAnimLower(LEGS_RUN);
  1673. break;
  1674. case LEGS_RUN:
  1675. gMd3.setAnimLower(LEGS_BACK);
  1676. break;
  1677. case LEGS_BACK:
  1678. gMd3.setAnimLower(LEGS_SWIM);
  1679. break;
  1680. case LEGS_SWIM:
  1681. gMd3.setAnimLower(LEGS_JUMP);
  1682. break;
  1683. case LEGS_JUMP:
  1684. gMd3.setAnimLower(LEGS_LAND);
  1685. break;
  1686. case LEGS_LAND:
  1687. gMd3.setAnimLower(LEGS_JUMPB);
  1688. break;
  1689. case LEGS_JUMPB:
  1690. gMd3.setAnimLower(LEGS_LANDB);
  1691. break;
  1692. case LEGS_LANDB:
  1693. gMd3.setAnimLower(LEGS_IDLE);
  1694. break;
  1695. case LEGS_IDLE:
  1696. gMd3.setAnimLower(LEGS_IDLECR);
  1697. break;
  1698. case LEGS_IDLECR:
  1699. gMd3.setAnimLower(LEGS_TURN);
  1700. break;
  1701. case LEGS_TURN:
  1702. gMd3.setAnimLower(LEGS_WALKCR);
  1703. break;
  1704. default:
  1705. gMd3.setAnimLower(LEGS_IDLE);
  1706. }
  1707. break;
  1708. }
  1709. }
  1710. ///////////////////////////////////////////////////
  1711. SDL_Surface *gSDLWindow = NULL;
  1712. void updateWindowTitle(char *title)
  1713. {
  1714. SDL_WM_SetCaption(title,"Md3AnimModel Test");
  1715. }
  1716. unsigned int getTicks()
  1717. {
  1718. return SDL_GetTicks();
  1719. }
  1720. void swap_buffers()
  1721. {
  1722. SDL_GL_SwapBuffers();
  1723. }
  1724. void event_resize(int width, int height)
  1725. {
  1726. GLfloat aspect;
  1727. aspect = (GLfloat)width/(GLfloat)height;
  1728. gWidth = width;
  1729. gHeight = height;
  1730. glViewport(0, 0, width, height);
  1731. glMatrixMode(GL_PROJECTION);
  1732. glLoadIdentity();
  1733. gluPerspective(45.0f, aspect, 8.0f, 4600.0f);
  1734. glMatrixMode(GL_MODELVIEW);
  1735. glLoadIdentity();
  1736. }
  1737. void event_display(int width, int height)
  1738. {
  1739. glClearColor(0.3, 0.3, 0.5, 1.0);
  1740. glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
  1741. glLoadIdentity();
  1742. renderScene();
  1743. glFlush();
  1744. swap_buffers();
  1745. }
  1746. void shutdown_gl()
  1747. {
  1748. SDL_Quit();
  1749. }
  1750. void init_gl(unsigned int width, unsigned int height)
  1751. {
  1752. // Print driver support information
  1753. printf("\n\n\t## GL Driver Info 4 ##\n");
  1754. printf("\tVendor : %s\n", glGetString(GL_VENDOR));
  1755. printf("\tRenderer : %s\n", glGetString(GL_RENDERER));
  1756. printf("\tVersion : %s\n", glGetString(GL_VERSION));
  1757. printf("\tExtensions : %s\n\n\n", (char*)glGetString(GL_EXTENSIONS));
  1758. // Setup GL
  1759. glClearColor(0.3, 0.3, 0.5, 1.0);
  1760. event_resize(width, height);
  1761. // Texture setup
  1762. gTexture.reset();
  1763. gTexture.setFlag(Texture::fUseMipmaps);
  1764. gTexture.setMaxTextureCount(64);
  1765. }
  1766. int main_gl(int argc, char *argv[])
  1767. {
  1768. SDL_Event event;
  1769. unsigned int mkeys, mod, key, flags;
  1770. unsigned int width = 640;
  1771. unsigned int height = 460;
  1772. bool fullscreen = false;
  1773. char *driver = 0x0;
  1774. // Setup clean up on exit
  1775. atexit(shutdown_gl);
  1776. // NOTE: Removed fullscreen/driver option parser args
  1777. // Create GL context
  1778. SDL_Init(SDL_INIT_VIDEO);
  1779. printf("\n@Created OpenGL Context...\n");
  1780. if (!driver || !driver[0] || SDL_GL_LoadLibrary(driver) < 0)
  1781. {
  1782. SDL_ClearError();
  1783. // Fallback 1
  1784. if (SDL_GL_LoadLibrary("libGL.so") < 0)
  1785. {
  1786. SDL_ClearError();
  1787. // Fallback 2
  1788. if (SDL_GL_LoadLibrary("libGL.so.1") < 0)
  1789. {
  1790. fprintf(stderr, "main_gl> SDL_GL_LoadLibrary failed!\n");
  1791. fprintf(stderr, "main_gl> Error is [%s].\n", SDL_GetError());
  1792. exit(1);
  1793. }
  1794. }
  1795. }
  1796. flags = SDL_OPENGL;
  1797. if (fullscreen)
  1798. {
  1799. flags |= SDL_FULLSCREEN;
  1800. SDL_ShowCursor(SDL_DISABLE);
  1801. }
  1802. SDL_GL_SetAttribute(SDL_GL_RED_SIZE, 5);
  1803. SDL_GL_SetAttribute(SDL_GL_GREEN_SIZE, 5);
  1804. SDL_GL_SetAttribute(SDL_GL_BLUE_SIZE, 5);
  1805. SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 16);
  1806. SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1);
  1807. gSDLWindow = SDL_SetVideoMode(width, height, 16, flags);
  1808. SDL_WM_SetCaption("Md3AnimModel Test", "Md3AnimModel Test");
  1809. SDL_EnableKeyRepeat(SDL_DEFAULT_REPEAT_DELAY, SDL_DEFAULT_REPEAT_INTERVAL);
  1810. // Init rendering
  1811. init_gl(width, height);
  1812. initScene(argc, argv);
  1813. printf("\n@Starting event loop...\n");
  1814. for (;;)
  1815. {
  1816. while (SDL_PollEvent(&event))
  1817. {
  1818. switch (event.type)
  1819. {
  1820. case SDL_QUIT:
  1821. exit(0);
  1822. break;
  1823. case SDL_MOUSEMOTION:
  1824. break;
  1825. case SDL_MOUSEBUTTONDOWN:
  1826. case SDL_MOUSEBUTTONUP:
  1827. break;
  1828. case SDL_KEYDOWN:
  1829. mkeys = (unsigned int)SDL_GetModState();
  1830. mod = 0;
  1831. if (mkeys & KMOD_LSHIFT)
  1832. mod |= KMOD_LSHIFT;
  1833. if (mkeys & KMOD_RSHIFT)
  1834. mod |= KMOD_RSHIFT;
  1835. if (mkeys & KMOD_LCTRL)
  1836. mod |= KMOD_LCTRL;
  1837. if (mkeys & KMOD_RCTRL)
  1838. mod |= KMOD_RCTRL;
  1839. if (mkeys & KMOD_LALT)
  1840. mod |= KMOD_LALT;
  1841. if (mkeys & KMOD_RALT)
  1842. mod |= KMOD_RALT;
  1843. key = event.key.keysym.sym;
  1844. switch (key)
  1845. {
  1846. case SDLK_F1:
  1847. gTexture.glScreenShot("Md3AnimModel.Test", width, height);
  1848. break;
  1849. case SDLK_ESCAPE: // 0x1B, 27d, ESC
  1850. exit(0);
  1851. break;
  1852. case SDLK_RETURN:
  1853. if (mod & KMOD_LALT)
  1854. {
  1855. SDL_ShowCursor(SDL_DISABLE);
  1856. SDL_WM_ToggleFullScreen(gSDLWindow);
  1857. }
  1858. }
  1859. handleKey(key);
  1860. break;
  1861. case SDL_KEYUP:
  1862. break;
  1863. case SDL_VIDEORESIZE:
  1864. event_resize(event.resize.w, event.resize.h);
  1865. width = event.resize.w;
  1866. height = event.resize.h;
  1867. event_display(width, height);
  1868. break;
  1869. }
  1870. }
  1871. event_display(width, height);
  1872. }
  1873. return 0;
  1874. }
  1875. int main(int argc, char *argv[])
  1876. {
  1877. main_gl(argc, argv);
  1878. return 0;
  1879. }
  1880. #endif
  1881. #ifdef UNIT_TEST_MD3ANIMMODEL
  1882. int main(int argc, char *argv[])
  1883. {
  1884. Md3AnimModel md3;
  1885. unsigned int i;
  1886. printf("[MD3AnimModel class test]\n");
  1887. if (argc > 3)
  1888. {
  1889. if (!md3.load(argv[2], argv[3], (md3_lod_t)atoi(argv[1])))
  1890. {
  1891. for (i = 0; i < md3.texNumTest; ++i)
  1892. {
  1893. printf("Depends: Texture '%s'\n", md3.texTest[i].name);
  1894. }
  1895. printf("main: load() reports success.\n");
  1896. }
  1897. if (argc > 5)
  1898. {
  1899. if (!md3.loadWeapon(argv[4], argv[6]))
  1900. {
  1901. printf("main: weaponLoad() reports success.\n");
  1902. }
  1903. }
  1904. }
  1905. else
  1906. {
  1907. printf("\n\n%s LoD path skin_name\neg %s 0 /usr/local/games/quake3/qbase3/players/slash/ default [weapon_path weapon_name]\n",
  1908. argv[0], argv[0]);
  1909. }
  1910. }
  1911. #endif