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cModel.cpp
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#include "stdafx.h"
#include "cModel.h"
#include "BSPTypes.h"
cModel::cModel()
{
m_pTranslation = cPoint3D(0,0,0);
for (int i=0;i<4;i++)
m_fRotation[i] = 0;
}
cModel::~cModel()
{
for (std::vector<stTriSet *>::iterator i = m_vTriSets.begin(); i != m_vTriSets.end(); i++)
{
glDeleteTextures(1, (GLuint *) &((*i)->dwGLTex));
delete *i;
}
}
int cModel::Draw()
{
int tricount = 0;
glPushMatrix();
glTranslatef(m_pTranslation.x, m_pTranslation.y, m_pTranslation.z);
float s = m_fRotation[1]*m_fRotation[1] + m_fRotation[2]*m_fRotation[2] + m_fRotation[3]*m_fRotation[3];
if (s > 0)
glRotatef(2*acos(m_fRotation[0])*180.0f/(float)M_PI, m_fRotation[1]/s, m_fRotation[2]/s, m_fRotation[3]/s);
glPushName(m_dwID);
int i = 0;
for (std::vector<stTriSet *>::iterator rgi = m_vTriSets.begin(); rgi != m_vTriSets.end(); rgi++)
{
tricount += (*rgi)->iTriCount;
glBindTexture(GL_TEXTURE_2D, (*rgi)->dwGLTex);
glColor4f(0,0,0,0.5f);
glVertexPointer(3, GL_FLOAT, 0, (*rgi)->pVertarray);
glColorPointer(4, GL_UNSIGNED_BYTE, 0, (*rgi)->pColorarray);
glTexCoordPointer(2, GL_FLOAT, 0, (*rgi)->pTexarray);
glDrawElements(GL_TRIANGLES, (*rgi)->iTriCount*3, GL_UNSIGNED_INT, (*rgi)->pTriarray);
}
glPopName();
glPopMatrix();
return tricount;
}
bool cModel::ReadDungeonPart(DWORD dwDungeon, WORD wDungeonPart, std::vector<WORD> * v_Textures)
{
cPortalFile *pf = m_Portal->OpenEntry(dwDungeon);
if (!pf)
{
return false;
}
// char lele[500];
// sprintf(lele, "c:\\portalfiles\\%08X.pf", dwDungeon);
// pf->Dump(lele);
cByteStream pBS(pf->data, pf->length);
pBS.ReadBegin();
m_dwID = pBS.ReadDWORD();
DWORD dwNumParts = pBS.ReadDWORD();
for (int i=0; i<(int) dwNumParts; i++)
{
//Read Part Header
DWORD dwPartID = pBS.ReadDWORD();
cACPreModel NewModel;
NewModel.iNumTriFans = (int) pBS.ReadDWORD();
DWORD dwNumClipping = pBS.ReadDWORD();
DWORD dwNumConnectable = pBS.ReadDWORD();
pBS.ReadDWORD(); //unk2
NewModel.iNumVerts = (int) pBS.ReadDWORD();
for (std::vector<WORD>::iterator i = v_Textures->begin(); i != v_Textures->end(); i++)
NewModel.m_Textures.push_back(0x08000000 | *i);
NewModel.m_Vertices = new cACVertex[NewModel.iNumVerts];
for (int h=0; h<NewModel.iNumVerts; h++)
{
WORD wVertNum = pBS.ReadWORD();
if (h != wVertNum)
{
return false;
}
NewModel.m_Vertices[h].Unpack(&pBS);
}
NewModel.m_TriFans = new cACTriFan[NewModel.iNumTriFans];
for (int h=0; h<NewModel.iNumTriFans; h++)
{
WORD wPolyNum = pBS.ReadWORD();
if (h != wPolyNum)
{
return false;
}
NewModel.m_TriFans[h].Unpack(&pBS);
}
for (int h=0; h<(int)dwNumConnectable; h++)
{
WORD wConnectsTo = pBS.ReadWORD();
int a = 4;
}
//dword align now?
pBS.ReadAlign();
cBSPNode *BSP = cBSPNode::ParseNode(&pBS, 2); //dwTreeType = not 1
delete BSP;
for (int h=0; h<(int)dwNumClipping; h++)
{
WORD wPolyNum = pBS.ReadWORD();
if (h != wPolyNum)
{
return false;
}
cACTriFan tpFan;
tpFan.Unpack(&pBS);
}
BSP = cBSPNode::ParseNode(&pBS, 1); //dwTreeType = not 1
delete BSP;
DWORD test = pBS.ReadDWORD();
if (test)
{
BSP = cBSPNode::ParseNode(&pBS, 0); //dwTreeType = not 1
delete BSP;
}
pBS.ReadAlign();
if (dwPartID == wDungeonPart)
{
ParsePreModel(&NewModel);
return true;
}
}
return false;
}
bool cModel::ReadModel(DWORD dwModel, int iModelNum, std::vector<stPaletteSwap> *vPaletteSwaps, std::vector<stTextureSwap> *vTextureSwaps)
{
// return true;
//out with the old
for (std::vector<stTriSet *>::iterator i = m_vTriSets.begin(); i != m_vTriSets.end(); i++)
delete *i;
m_vTriSets.clear();
//in with the new
cPortalFile *pf = m_Portal->OpenEntry(dwModel);
if (!pf)
{
return false;
}
//stage one - loading from turbine's ass format
//note: need to clean this out a bit at some point...
//switch this to auto_ptr
cByteStream pBS(pf->data, pf->length);
pBS.ReadBegin();
//data
m_dwID = pBS.ReadDWORD();
DWORD dwType = pBS.ReadDWORD();
cACPreModel NewModel;
NewModel.vTextureSwaps = vTextureSwaps;
NewModel.vPaletteSwaps = vPaletteSwaps;
NewModel.iSwapModelNum = iModelNum;
NewModel.m_bSwaps = (vTextureSwaps) || (vPaletteSwaps);
BYTE bTextureCount = pBS.ReadByte();
for (int i=0; i<bTextureCount; i++)
NewModel.m_Textures.push_back(pBS.ReadDWORD());
DWORD VertexType = pBS.ReadDWORD();
NewModel.iNumVerts = (int) pBS.ReadDWORD();
NewModel.m_Vertices = new cACVertex[NewModel.iNumVerts];
for (int i=0; i<NewModel.iNumVerts; i++)
{
WORD vertNum = pBS.ReadWORD();
if (i != vertNum)
{
return false;
}
NewModel.m_Vertices[i].Unpack(&pBS);
}
if (dwType & 1)
{
//Collision Data
WORD wColTriCount = pBS.ReadPackedWORD();
cACTriFan *tfCollision = new cACTriFan[wColTriCount];
for (int i=0; i<wColTriCount; i++)
{
WORD polyNum = pBS.ReadWORD();
if (i != polyNum)
{
return false;
}
tfCollision[i].Unpack(&pBS);
}
//we don't use this so nuke it for now
delete []tfCollision;
//BSP Data
cBSPNode *BSP = cBSPNode::ParseNode(&pBS, 1); //dwTreeType = 1
delete BSP;
}
float qx = pBS.ReadFloat();
float qy = pBS.ReadFloat();
float qz = pBS.ReadFloat();
if (dwType & 2)
{
//Actual Model Triangle Data
NewModel.iNumTriFans = (int) pBS.ReadPackedWORD();
NewModel.m_TriFans = new cACTriFan[NewModel.iNumTriFans];
for (int i=0; i<NewModel.iNumTriFans; i++)
{
WORD polyNum = pBS.ReadWORD();
if (i != polyNum)
{
return false;
}
NewModel.m_TriFans[i].Unpack(&pBS);
}
}
return ParsePreModel(&NewModel);
}
bool cModel::ParsePreModel(cACPreModel * pModel)
{
// return true;
//loading stage 2 - Convert trifan lists into triangle lists by texture unit
//Loop through each trifan, and make an index of all the different textures that this model uses
std::unordered_set<DWORD> mTex;
std::vector<stTexInfo> vTex;
for (int i=0; i<pModel->iNumTriFans; i++)
{
if (pModel->m_TriFans[i].wTexNum >= pModel->m_Textures.size())
{
return false;
}
DWORD dwTexture = pModel->m_Textures[pModel->m_TriFans[i].wTexNum];
cPortalFile *pfTexInfo = m_Portal->OpenEntry(dwTexture);
if (!pfTexInfo)
{
return false;
}
cByteStream pBSTex(pfTexInfo->data, pfTexInfo->length);
pBSTex.ReadBegin();
stTexInfo tiTex;
DWORD flags = pBSTex.ReadDWORD();
if (flags & 1)
{
//rgb
tiTex.dwColor = pBSTex.ReadDWORD();
tiTex.dwTexID = 0;
//Enable transparency... this seems wrong somehow...
float fTransTex = pBSTex.ReadFloat();
float fTransUnknown = pBSTex.ReadFloat();
float fTransPix = pBSTex.ReadFloat();
//1-Transtex doesn't seem to work, 1-transpix seems to work
DWORD tpf = ((DWORD) (0xFF * (1.0f-fTransPix))) << 24;
tiTex.dwColor &= 0x00FFFFFF;
tiTex.dwColor |= tpf;
}
if ((flags & 2) || (flags & 4))
{
DWORD dwTexture = pBSTex.ReadDWORD();
//This used to be palette, but no longer makes any sense since palettes are embedded in the file...
DWORD dwPalette = pBSTex.ReadDWORD();
if (dwPalette > 0)
int a = 4;
float fTransTex = pBSTex.ReadFloat();
float fTransUnknown = pBSTex.ReadFloat();
float fTransPix = pBSTex.ReadFloat();
tiTex.dwColor = 0x7F7F7F7F;
//textureswap
if (pModel->m_bSwaps)
{
for (std::vector<stTextureSwap>::iterator i = pModel->vTextureSwaps->begin(); i != pModel->vTextureSwaps->end(); i++)
{
if (i->modelIndex == pModel->iSwapModelNum)
{
if (i->oldTexture == (dwTexture & 0xFFFF))
{
dwTexture = (*i).newTexture | 0x05000000;
break;
}
}
}
}
//retrieve texture/palette combo from portal
tiTex.dwTexID = m_Portal->FindTexturePalette(dwTexture, pModel->vPaletteSwaps, fTransTex, fTransPix);
}
vTex.push_back(tiTex);
mTex.insert(tiTex.dwTexID);
}
//Now, loop through each unique texture index and figure out which triangles use this texture
int icnt = 0;
for (std::unordered_set<DWORD>::iterator texid = mTex.begin(); texid != mTex.end(); texid++, icnt++)
{
stTriSet *rgT = new stTriSet();
rgT->dwGLTex = *texid;
//Should probably turn these into pointers - vectors suck at making new large structs
std::vector<renderTriangle> vTris;
std::vector<cPoint3D> vVerts;
std::vector<stACUV> vTexels;
std::vector<DWORD> vColors;
//Loop through the trifans and see if any of them use this texture
int vertcount = 0;
for (int i=0; i<pModel->iNumTriFans; i++)
{
if (vTex[i].dwTexID == rgT->dwGLTex)
{
for (int j=0; j<pModel->m_TriFans[i].bNumVerts;j++)
{
int iVertNum = pModel->m_TriFans[i].wVerts[j];
vVerts.push_back(pModel->m_Vertices[iVertNum].GetP3D());
if (pModel->m_TriFans[i].bUVs)
vTexels.push_back(pModel->m_Vertices[iVertNum].UVs[pModel->m_TriFans[i].bUVs[j]]);
else
vTexels.push_back(stACUV(0,0));
vColors.push_back(vTex[i].dwColor);
}
for (int j=0;j<pModel->m_TriFans[i].bNumVerts-2;j++)
{
renderTriangle rtTemp;
rtTemp.pt[0] = vertcount; rtTemp.pt[1] = vertcount+j+1; rtTemp.pt[2] = vertcount+j+2;
vTris.push_back(rtTemp);
}
vertcount = (int) vVerts.size();
}
}
rgT->iTriCount = (int) vTris.size();
rgT->pColorarray = new GLuint[vertcount];
rgT->pTriarray = new GLuint[3*rgT->iTriCount];
rgT->pTexarray = new GLfloat[2*vertcount];
rgT->pVertarray = new GLfloat[3*vertcount];
int jcnt = 0;
for (std::vector<renderTriangle>::iterator j = vTris.begin(); j != vTris.end(); j++, jcnt++)
{
rgT->pTriarray[3*jcnt] = (*j).pt[0];
rgT->pTriarray[3*jcnt+1] = (*j).pt[1];
rgT->pTriarray[3*jcnt+2] = (*j).pt[2];
}
for (int j=0;j<vertcount;j++)
{
rgT->pColorarray[j] = vColors[j];
rgT->pTexarray[2*j] = vTexels[j].u;
rgT->pTexarray[2*j+1] = vTexels[j].v;
rgT->pVertarray[3*j] = vVerts[j].x;
rgT->pVertarray[3*j+1] = vVerts[j].y;
rgT->pVertarray[3*j+2] = vVerts[j].z;
}
m_vTriSets.push_back(rgT);
}
return true;
}
void cModel::SetTranslation(cPoint3D Translation)
{
m_pTranslation = Translation;
}
void cModel::SetRotation(float Rot1, float Rot2, float Rot3, float Rot4)
{
m_fRotation[0] = Rot1;
m_fRotation[1] = Rot2;
m_fRotation[2] = Rot3;
m_fRotation[3] = Rot4;
}