📄 mdl_utils.cpp.svn-base
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/***
*
* Copyright (c) 1996-2002, Valve LLC. All rights reserved.
*
* This product contains software technology licensed from Id
* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
* All Rights Reserved.
*
****/
// updates:
// 1-4-99 fixed file texture load and file read bug
// 2-8-99 fixed demand loaded sequence bug (thanks to Frans 'Otis' Bouma)
// 2008-5 modified by Liu Xinfeng
////////////////////////////////////////////////////////////////////////
#include <stdio.h>
#include <windows.h>
#include <gl\gl.h>
#include <gl\glu.h>
#include "mathlib.h"
#include "mdlformat.h"
#include "mdlmodel.h"
#pragma warning( disable : 4244 ) // double to float
#pragma warning( disable : 4996 )
////////////////////////////////////////////////////////////////////////
static int g_texnum = 1;
//加载额外的纹理,Chaos没用到
void MDLModel::UploadTexture(texture_t *ptexture, byte *data, byte *pal)
{
// unsigned *in, int inwidth, int inheight, unsigned *out, int outwidth, int outheight;
int i, j;
int row1[256], row2[256], col1[256], col2[256];
byte *pix1, *pix2, *pix3, *pix4;
byte *tex, *out;
// convert texture to power of 2
int outwidth;
for (outwidth = 1; outwidth < ptexture->width; outwidth <<= 1)
;
if (outwidth > 256)
outwidth = 256;
int outheight;
for (outheight = 1; outheight < ptexture->height; outheight <<= 1)
;
if (outheight > 256)
outheight = 256;
tex = out = (byte *)malloc( outwidth * outheight * 4);
for (i = 0; i < outwidth; i++)
{
col1[i] = (i + 0.25) * (ptexture->width / (float)outwidth);
col2[i] = (i + 0.75) * (ptexture->width / (float)outwidth);
}
for (i = 0; i < outheight; i++)
{
row1[i] = (int)((i + 0.25) * (ptexture->height / (float)outheight)) * ptexture->width;
row2[i] = (int)((i + 0.75) * (ptexture->height / (float)outheight)) * ptexture->width;
}
// scale down and convert to 32bit RGB
for (i=0 ; i<outheight ; i++)
{
for (j=0 ; j<outwidth ; j++, out += 4)
{
pix1 = &pal[data[row1[i] + col1[j]] * 3];
pix2 = &pal[data[row1[i] + col2[j]] * 3];
pix3 = &pal[data[row2[i] + col1[j]] * 3];
pix4 = &pal[data[row2[i] + col2[j]] * 3];
out[0] = (pix1[0] + pix2[0] + pix3[0] + pix4[0])>>2;
out[1] = (pix1[1] + pix2[1] + pix3[1] + pix4[1])>>2;
out[2] = (pix1[2] + pix2[2] + pix3[2] + pix4[2])>>2;
out[3] = 0xFF;
}
}
glBindTexture( GL_TEXTURE_2D, g_texnum );
glTexImage2D( GL_TEXTURE_2D, 0, 3/*??*/, outwidth, outheight, 0, GL_RGBA, GL_UNSIGNED_BYTE, tex );
glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
// ptexture->width = outwidth;
// ptexture->height = outheight;
ptexture->index = g_texnum;
g_texnum++;
free( tex );
}
/*
读入MDL文件,返回model_header_t指针
*/
model_header_t *MDLModel::LoadModel( char *modelname )
{
FILE *fp;
long size;
void *buffer;
// load the model
if ( (fp = fopen( modelname, "rb" )) == NULL)
{
printf("unable to open %s\n", modelname );
exit(1);
}
fseek( fp, 0, SEEK_END );
size = ftell( fp );
fseek( fp, 0, SEEK_SET );
buffer = malloc( size );
fread( buffer, size, 1, fp );
int i;
byte *pin;
model_header_t *phdr;
texture_t *ptexture;
pin = (byte *)buffer;
phdr = (model_header_t *)pin;
ptexture = (texture_t *)(pin + phdr->textureindex);
if (phdr->textureindex != 0)
{
for (i = 0; i < phdr->numtextures; i++)
{
// strcpy( name, mod->name );
// strcpy( name, ptexture[i].name );
UploadTexture( &ptexture[i], pin + ptexture[i].index, pin + ptexture[i].width * ptexture[i].height + ptexture[i].index );
}
}
// UNDONE: free texture memory
fclose( fp );
return (model_header_t *)buffer;
}
seq_header_t *MDLModel::LoadDemandSequences( char *modelname )
{
FILE *fp;
long size;
void *buffer;
// load the model
if ( (fp = fopen( modelname, "rb" )) == NULL)
{
printf("unable to open %s\n", modelname );
exit(1);
}
fseek( fp, 0, SEEK_END );
size = ftell( fp );
fseek( fp, 0, SEEK_SET );
buffer = malloc( size );
fread( buffer, size, 1, fp );
fclose( fp );
return (seq_header_t *)buffer;
}
//初始化对于多文件模型MDL加载纹理和各个动画序列组
void MDLModel::Init( char *modelname )
{
m_pmodelhdr = LoadModel( modelname );
// preload textures
if (m_pmodelhdr->numtextures == 0)
{
char texturename[256];
strcpy( texturename, modelname );
strcpy( &texturename[strlen(texturename) - 4], "T.mdl" );
m_ptexturehdr = LoadModel( texturename );
}
else
{
m_ptexturehdr = m_pmodelhdr;
}
// preload animations
if (m_pmodelhdr->numseqgroups > 1)
{
for (int i = 1; i < m_pmodelhdr->numseqgroups; i++)
{
char seqgroupname[256];
strcpy( seqgroupname, modelname );
sprintf( &seqgroupname[strlen(seqgroupname) - 4], "%02d.mdl", i );
m_panimhdr[i] = LoadDemandSequences( seqgroupname );
}
}
}
////////////////////////////////////////////////////////////////////////
//通过Index得到当前动画序列编号
int MDLModel::GetSequence( )
{
return m_sequence;
}
/*增加的函数,用于通过sequence的名字来获取序列编号
主要因为mdlviewer中只能看到sequence的编号,便于设置模型的动画
*/
int MDLModel::GetSequence(char* seqname)
{
if (this->m_pmodelhdr)
{
for (int i=0; i<m_pmodelhdr->numseq; ++i)
{
sequence_t *pseqdescs = (sequence_t *) ((byte *) m_pmodelhdr + m_pmodelhdr->seqindex);
if (strcmp(seqname, pseqdescs[i].label) == 0)
return i;
}
}
printf("sequence \"%s\" dosen't exist!\n", seqname);
return -1; //if not found return -1
}
//增加的函数,打印出模型所有的动画信息,辅助功能
void MDLModel::DumpSequences(void)
{
if (this->m_pmodelhdr)
{
for (int i=0; i<m_pmodelhdr->numseq; ++i)
{
sequence_t *pseqdescs = (sequence_t *) ((byte *) m_pmodelhdr + m_pmodelhdr->seqindex);
printf("%02d\t%s\n", i, pseqdescs[i].label);
}
}
}
//设置动画序列,参数为动画序列的编号
int MDLModel::SetSequence( int iSequence )
{
if (iSequence > m_pmodelhdr->numseq)
iSequence = 0;
if (iSequence < 0)
iSequence = m_pmodelhdr->numseq-1;
m_sequence = iSequence;
m_frame = 0;
return m_sequence;
}
//增加的函数,通过序列名字设置动画
int MDLModel::SetSequence(char *seqname)
{
int iSequence = GetSequence(seqname);
if (iSequence)
SetSequence(iSequence);
else
printf("sequence \"%s\" doesn't exit!\n", seqname);
return iSequence;
}
/*
增加的函数,通过模型的名字进行模糊匹配,由于动画名字太多各种状态都
有很多种不同的动画通过模糊匹配来查找有用的动画序列
*/
int MDLModel::FuzzySearchSeq(char *seqname)
{
if (this->m_pmodelhdr)
{
for (int i=0; i<m_pmodelhdr->numseq; ++i)
{
sequence_t *pseqdescs = (sequence_t *) ((byte *) m_pmodelhdr + m_pmodelhdr->seqindex);
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