Removed all glBegin/glEnd references

MD2/MD3 now works, with the exception of WAD textures for some odd reason
This commit is contained in:
Arthur 2018-12-23 17:00:11 -05:00 committed by mazmazz
parent 2f930f1262
commit 1249f37fc5
8 changed files with 386 additions and 777 deletions

View File

@ -63,10 +63,8 @@ EXPORT void HWRAPI(SetTransform) (FTransform *ptransform);
EXPORT INT32 HWRAPI(GetTextureUsed) (void);
EXPORT INT32 HWRAPI(GetRenderVersion) (void);
#ifdef SHUFFLE
#define SCREENVERTS 10
EXPORT void HWRAPI(PostImgRedraw) (float points[SCREENVERTS][SCREENVERTS][2]);
#endif
EXPORT void HWRAPI(FlushScreenTextures) (void);
EXPORT void HWRAPI(StartScreenWipe) (void);
EXPORT void HWRAPI(EndScreenWipe) (void);
@ -105,9 +103,7 @@ struct hwdriver_s
#ifndef HAVE_SDL
Shutdown pfnShutdown;
#endif
#ifdef SHUFFLE
PostImgRedraw pfnPostImgRedraw;
#endif
FlushScreenTextures pfnFlushScreenTextures;
StartScreenWipe pfnStartScreenWipe;
EndScreenWipe pfnEndScreenWipe;

View File

@ -6838,7 +6838,6 @@ void HWR_DoPostProcessor(player_t *player)
if (splitscreen) // Not supported in splitscreen - someone want to add support?
return;
#ifdef SHUFFLE
// Drunken vision! WooOOooo~
if (*type == postimg_water || *type == postimg_heat)
{
@ -6881,7 +6880,6 @@ void HWR_DoPostProcessor(player_t *player)
HWD.pfnMakeScreenTexture();
}
// Flipping of the screen isn't done here anymore
#endif // SHUFFLE
}
void HWR_StartScreenWipe(void)

View File

@ -17,7 +17,7 @@
#define NUMVERTEXNORMALS 162
// Quake 2 normals are indexed. Use avertexnormals[normalindex][x/y/z] and
// Quake 2 normals are indexed. Use avertexnormals[normalindex][x/y/z] and
// you'll have your normals.
float avertexnormals[NUMVERTEXNORMALS][3] = {
{-0.525731f, 0.000000f, 0.850651f},
@ -186,71 +186,57 @@ float avertexnormals[NUMVERTEXNORMALS][3] = {
typedef struct
{
int ident; // A "magic number" that's used to identify the .md2 file
int version; // The version of the file, always 8
int skinwidth; // Width of the skin(s) in pixels
int skinheight; // Height of the skin(s) in pixels
int framesize; // Size of each frame in bytes
int numSkins; // Number of skins with the model
int numXYZ; // Number of vertices in each frame
int numST; // Number of texture coordinates in each frame.
int numTris; // Number of triangles in each frame
int numGLcmds; // Number of dwords (4 bytes) in the gl command list.
int numFrames; // Number of frames
int offsetSkins; // Offset, in bytes from the start of the file, to the list of skin names.
int offsetST; // Offset, in bytes from the start of the file, to the list of texture coordinates
int offsetTris; // Offset, in bytes from the start of the file, to the list of triangles
int offsetFrames; // Offset, in bytes from the start of the file, to the list of frames
int offsetGLcmds; // Offset, in bytes from the start of the file, to the list of gl commands
int offsetEnd; // Offset, in bytes from the start of the file, to the end of the file (filesize)
int ident; // A "magic number" that's used to identify the .md2 file
int version; // The version of the file, always 8
int skinwidth; // Width of the skin(s) in pixels
int skinheight; // Height of the skin(s) in pixels
int framesize; // Size of each frame in bytes
int numSkins; // Number of skins with the model
int numXYZ; // Number of vertices in each frame
int numST; // Number of texture coordinates in each frame.
int numTris; // Number of triangles in each frame
int numGLcmds; // Number of dwords (4 bytes) in the gl command list.
int numFrames; // Number of frames
int offsetSkins; // Offset, in bytes from the start of the file, to the list of skin names.
int offsetST; // Offset, in bytes from the start of the file, to the list of texture coordinates
int offsetTris; // Offset, in bytes from the start of the file, to the list of triangles
int offsetFrames; // Offset, in bytes from the start of the file, to the list of frames
int offsetGLcmds; // Offset, in bytes from the start of the file, to the list of gl commands
int offsetEnd; // Offset, in bytes from the start of the file, to the end of the file (filesize)
} md2header_t;
typedef struct
{
unsigned short meshIndex[3]; // indices into the array of vertices in each frames
unsigned short stIndex[3]; // indices into the array of texture coordinates
unsigned short meshIndex[3]; // indices into the array of vertices in each frames
unsigned short stIndex[3]; // indices into the array of texture coordinates
} md2triangle_t;
typedef struct
{
short s;
short t;
short s;
short t;
} md2texcoord_t;
typedef struct
{
unsigned char v[3]; // Scaled vertices. You'll need to multiply them with scale[x] to make them normal.
unsigned char lightNormalIndex; // Index to the array of normals
unsigned char v[3]; // Scaled vertices. You'll need to multiply them with scale[x] to make them normal.
unsigned char lightNormalIndex; // Index to the array of normals
} md2vertex_t;
typedef struct
{
float scale[3]; // Used by the v member in the md2framePoint structure
float translate[3]; // Used by the v member in the md2framePoint structure
char name[16]; // Name of the frame
float scale[3]; // Used by the v member in the md2framePoint structure
float translate[3]; // Used by the v member in the md2framePoint structure
char name[16]; // Name of the frame
} md2frame_t;
// Load the model
model_t *MD2_LoadModel(const char *fileName, int ztag, boolean useFloat)
{
useFloat = true;
model_t *retModel = NULL;
md2header_t *header;
size_t fileLen;
size_t fileReadLen;
int i, j, t;
size_t namelen;
char *texturefilename, *buffer;
const char *texPos;
const float WUNITS = 1.0f;
float dataScale;
md2triangle_t *tris;
md2texcoord_t *texcoords;
md2frame_t *frames;
FILE *f = fopen(fileName, "rb");
if (!f)
@ -258,7 +244,13 @@ model_t *MD2_LoadModel(const char *fileName, int ztag, boolean useFloat)
retModel = (model_t*)Z_Calloc(sizeof(model_t), ztag, 0);
texPos = strchr(fileName, '/');
size_t fileLen;
int i, j;
size_t namelen;
char *texturefilename;
const char *texPos = strchr(fileName, '/');
if (texPos)
{
@ -274,9 +266,9 @@ model_t *MD2_LoadModel(const char *fileName, int ztag, boolean useFloat)
strcpy(texturefilename, fileName);
}
texturefilename[namelen-2] = 'z';
texturefilename[namelen-3] = 'u';
texturefilename[namelen-4] = 'b';
texturefilename[namelen - 2] = 'z';
texturefilename[namelen - 3] = 'u';
texturefilename[namelen - 4] = 'b';
// find length of file
fseek(f, 0, SEEK_END);
@ -284,25 +276,23 @@ model_t *MD2_LoadModel(const char *fileName, int ztag, boolean useFloat)
fseek(f, 0, SEEK_SET);
// read in file
buffer = malloc(fileLen);
fileReadLen = fread(buffer, fileLen, 1, f);
char *buffer = malloc(fileLen);
fread(buffer, fileLen, 1, f);
fclose(f);
(void)fileReadLen; // intentionally ignore return value, per buildbot
// get pointer to file header
header = (md2header_t*)buffer;
retModel->numMeshes = 1; // MD2 only has one mesh
retModel->meshes = (mesh_t*)Z_Calloc(sizeof(mesh_t) * retModel->numMeshes, ztag, 0);
retModel->meshes[0].numFrames = header->numFrames;
dataScale = WUNITS;
const float WUNITS = 1.0f;
float dataScale = WUNITS;
// Tris and ST are simple structures that can be straight-copied
tris = (md2triangle_t*)&buffer[header->offsetTris];
texcoords = (md2texcoord_t*)&buffer[header->offsetST];
frames = (md2frame_t*)&buffer[header->offsetFrames];
md2triangle_t *tris = (md2triangle_t*)&buffer[header->offsetTris];
md2texcoord_t *texcoords = (md2texcoord_t*)&buffer[header->offsetST];
md2frame_t *frames = (md2frame_t*)&buffer[header->offsetFrames];
// Read in textures
retModel->numMaterials = header->numSkins;
@ -312,6 +302,7 @@ model_t *MD2_LoadModel(const char *fileName, int ztag, boolean useFloat)
retModel->materials = (material_t*)Z_Calloc(sizeof(material_t)*retModel->numMaterials, ztag, 0);
int t;
for (t = 0; t < retModel->numMaterials; t++)
{
retModel->materials[t].ambient[0] = 0.8f;
@ -333,86 +324,76 @@ model_t *MD2_LoadModel(const char *fileName, int ztag, boolean useFloat)
retModel->materials[t].shininess = 0.0f;
retModel->materials[t].spheremap = false;
/* retModel->materials[t].texture = Texture::ReadTexture((char*)texturefilename, ZT_TEXTURE);
/* retModel->materials[t].texture = Texture::ReadTexture((char*)texturefilename, ZT_TEXTURE);
if (!systemSucks)
{
// Check for a normal map...??
Resource::resource_t *res
char openfilename[1024];
char normalMapName[1024];
strcpy(normalMapName, texturefilename);
size_t len = strlen(normalMapName);
char *ptr = &normalMapName[len];
ptr--; // z
ptr--; // u
ptr--; // b
ptr--; // .
*ptr++ = '_';
*ptr++ = 'n';
*ptr++ = '.';
*ptr++ = 'b';
*ptr++ = 'u';
*ptr++ = 'z';
*ptr++ = '\0';
if (!systemSucks)
{
// Check for a normal map...??
char openfilename[1024];
char normalMapName[1024];
strcpy(normalMapName, texturefilename);
size_t len = strlen(normalMapName);
char *ptr = &normalMapName[len];
ptr--; // z
ptr--; // u
ptr--; // b
ptr--; // .
*ptr++ = '_';
*ptr++ = 'n';
*ptr++ = '.';
*ptr++ = 'b';
*ptr++ = 'u';
*ptr++ = 'z';
*ptr++ = '\0';
sprintf(openfilename, "%s/%s", "textures", normalMapName);
// Convert backslashes to forward slashes
for (int k = 0; k < 1024; k++)
{
if (openfilename[k] == '\0')
break;
sprintf(openfilename, "%s/%s", "textures", normalMapName);
// Convert backslashes to forward slashes
for (int k = 0; k < 1024; k++)
{
if (openfilename[k] == '\0')
break;
if (openfilename[k] == '\\')
openfilename[k] = '/';
}
if (openfilename[k] == '\\')
openfilename[k] = '/';
}
res = Resource::Open(openfilename);
if (res)
{
Resource::Close(res);
retModel->materials[t].lightmap = Texture::ReadTexture(normalMapName, ZT_TEXTURE);
}
}*/
Resource::resource_t *res = Resource::Open(openfilename);
if (res)
{
Resource::Close(res);
retModel->materials[t].lightmap = Texture::ReadTexture(normalMapName, ZT_TEXTURE);
}
}*/
}
retModel->meshes[0].numTriangles = header->numTris;
if (!useFloat) // Decompress to MD3 'tinyframe' space
{
char *ptr = (char*)frames;
md2triangle_t *trisPtr;
unsigned short *indexptr;
float *uvptr;
dataScale = 0.015624f; // 1 / 64.0f
retModel->meshes[0].tinyframes = (tinyframe_t*)Z_Calloc(sizeof(tinyframe_t)*header->numFrames, ztag, 0);
retModel->meshes[0].numVertices = header->numXYZ;
retModel->meshes[0].uvs = (float*)Z_Malloc (sizeof(float)*2*retModel->meshes[0].numVertices, ztag, 0);
retModel->meshes[0].uvs = (float*)Z_Malloc(sizeof(float) * 2 * retModel->meshes[0].numVertices, ztag, 0);
byte *ptr = (byte*)frames;
for (i = 0; i < header->numFrames; i++, ptr += header->framesize)
{
short *vertptr;
char *normptr;
//char *tanptr;
md2frame_t *framePtr = (md2frame_t*)ptr;
md2vertex_t *vertex;
retModel->meshes[0].tinyframes[i].vertices = (short*)Z_Malloc(sizeof(short) * 3 * header->numXYZ, ztag, 0);
retModel->meshes[0].tinyframes[i].normals = (char*)Z_Malloc(sizeof(char) * 3 * header->numXYZ, ztag, 0);
retModel->meshes[0].tinyframes[i].vertices = (short*)Z_Malloc(sizeof(short)*3*header->numXYZ, ztag, 0);
retModel->meshes[0].tinyframes[i].normals = (char*)Z_Malloc(sizeof(char)*3*header->numXYZ, ztag, 0);
// if (retModel->materials[0].lightmap)
// retModel->meshes[0].tinyframes[i].tangents = (char*)malloc(sizeof(char));//(char*)Z_Malloc(sizeof(char)*3*header->numVerts, ztag);
// if (retModel->materials[0].lightmap)
// retModel->meshes[0].tinyframes[i].tangents = (char*)malloc(sizeof(char));//(char*)Z_Malloc(sizeof(char)*3*header->numVerts, ztag);
retModel->meshes[0].indices = (unsigned short*)Z_Malloc(sizeof(unsigned short) * 3 * header->numTris, ztag, 0);
vertptr = retModel->meshes[0].tinyframes[i].vertices;
normptr = retModel->meshes[0].tinyframes[i].normals;
short *vertptr = retModel->meshes[0].tinyframes[i].vertices;
char *normptr = retModel->meshes[0].tinyframes[i].normals;
// tanptr = retModel->meshes[0].tinyframes[i].tangents;
// char *tanptr = retModel->meshes[0].tinyframes[i].tangents;
retModel->meshes[0].tinyframes[i].material = &retModel->materials[0];
framePtr++; // Advance to vertex list
vertex = (md2vertex_t*)framePtr;
md2vertex_t *vertex = (md2vertex_t*)framePtr;
framePtr--;
for (j = 0; j < header->numXYZ; j++, vertex++)
{
@ -425,15 +406,15 @@ model_t *MD2_LoadModel(const char *fileName, int ztag, boolean useFloat)
// Normal
*normptr++ = (char)(avertexnormals[vertex->lightNormalIndex][0] * 127);
*normptr++ = (char)(avertexnormals[vertex->lightNormalIndex][1] * 127);
*normptr++ = (char)(avertexnormals[vertex->lightNormalIndex][2] * 127);
*normptr++ = (char)(avertexnormals[vertex->lightNormalIndex][1] * 127);
}
}
// This doesn't need to be done every frame!
trisPtr = tris;
indexptr = retModel->meshes[0].indices;
uvptr = (float*)retModel->meshes[0].uvs;
md2triangle_t *trisPtr = tris;
unsigned short *indexptr = retModel->meshes[0].indices;
float *uvptr = (float*)retModel->meshes[0].uvs;
for (j = 0; j < header->numTris; j++, trisPtr++)
{
*indexptr = trisPtr->meshIndex[0];
@ -453,15 +434,12 @@ model_t *MD2_LoadModel(const char *fileName, int ztag, boolean useFloat)
}
else // Full float loading method
{
md2triangle_t *trisPtr = tris;
float *uvptr;
char *ptr = (char*)frames;
retModel->meshes[0].numVertices = header->numTris*3;
retModel->meshes[0].numVertices = header->numTris * 3;
retModel->meshes[0].frames = (mdlframe_t*)Z_Calloc(sizeof(mdlframe_t)*header->numFrames, ztag, 0);
retModel->meshes[0].uvs = (float*)Z_Malloc(sizeof(float)*2*retModel->meshes[0].numVertices, ztag, 0);
uvptr = retModel->meshes[0].uvs;
retModel->meshes[0].uvs = (float*)Z_Malloc(sizeof(float) * 2 * retModel->meshes[0].numVertices, ztag, 0);
md2triangle_t *trisPtr = tris;
float *uvptr = retModel->meshes[0].uvs;
for (i = 0; i < retModel->meshes[0].numTriangles; i++, trisPtr++)
{
*uvptr++ = texcoords[trisPtr->stIndex[0]].s / (float)header->skinwidth;
@ -472,16 +450,15 @@ model_t *MD2_LoadModel(const char *fileName, int ztag, boolean useFloat)
*uvptr++ = (texcoords[trisPtr->stIndex[2]].t / (float)header->skinheight);
}
byte *ptr = (byte*)frames;
for (i = 0; i < header->numFrames; i++, ptr += header->framesize)
{
md2vertex_t *vertex;
md2frame_t *framePtr = (md2frame_t*)ptr;
retModel->meshes[0].frames[i].normals = (float*)Z_Malloc(sizeof(float) * 3 * header->numTris * 3, ztag, 0);
retModel->meshes[0].frames[i].vertices = (float*)Z_Malloc(sizeof(float) * 3 * header->numTris * 3, ztag, 0);
// if (retModel->materials[0].lightmap)
// retModel->meshes[0].frames[i].tangents = (float*)malloc(sizeof(float));//(float*)Z_Malloc(sizeof(float)*3*header->numTris*3, ztag);
float *vertptr, *normptr;
retModel->meshes[0].frames[i].normals = (float*)Z_Malloc(sizeof(float)*3*header->numTris*3, ztag, 0);
retModel->meshes[0].frames[i].vertices = (float*)Z_Malloc(sizeof(float)*3*header->numTris*3, ztag, 0);
// if (retModel->materials[0].lightmap)
// retModel->meshes[0].frames[i].tangents = (float*)malloc(sizeof(float));//(float*)Z_Malloc(sizeof(float)*3*header->numTris*3, ztag);
normptr = (float*)retModel->meshes[0].frames[i].normals;
vertptr = (float*)retModel->meshes[0].frames[i].vertices;
trisPtr = tris;
@ -489,7 +466,7 @@ model_t *MD2_LoadModel(const char *fileName, int ztag, boolean useFloat)
retModel->meshes[0].frames[i].material = &retModel->materials[0];
framePtr++; // Advance to vertex list
vertex = (md2vertex_t*)framePtr;
md2vertex_t *vertex = (md2vertex_t*)framePtr;
framePtr--;
for (j = 0; j < header->numTris; j++, trisPtr++)
{
@ -515,26 +492,17 @@ model_t *MD2_LoadModel(const char *fileName, int ztag, boolean useFloat)
vertptr++;
*normptr++ = avertexnormals[vertex[trisPtr->meshIndex[0]].lightNormalIndex][0];
*normptr++ = avertexnormals[vertex[trisPtr->meshIndex[0]].lightNormalIndex][1];
*normptr++ = avertexnormals[vertex[trisPtr->meshIndex[0]].lightNormalIndex][2];
*normptr++ = avertexnormals[vertex[trisPtr->meshIndex[0]].lightNormalIndex][1];
*normptr++ = avertexnormals[vertex[trisPtr->meshIndex[1]].lightNormalIndex][0];
*normptr++ = avertexnormals[vertex[trisPtr->meshIndex[1]].lightNormalIndex][1];
*normptr++ = avertexnormals[vertex[trisPtr->meshIndex[1]].lightNormalIndex][2];
*normptr++ = avertexnormals[vertex[trisPtr->meshIndex[1]].lightNormalIndex][1];
*normptr++ = avertexnormals[vertex[trisPtr->meshIndex[2]].lightNormalIndex][0];
*normptr++ = avertexnormals[vertex[trisPtr->meshIndex[2]].lightNormalIndex][1];
*normptr++ = avertexnormals[vertex[trisPtr->meshIndex[2]].lightNormalIndex][2];
*normptr++ = avertexnormals[vertex[trisPtr->meshIndex[2]].lightNormalIndex][1];
}
/*
// Rotate MD2 by 90 degrees in code BLAAHH
vector_t *normVecptr = (vector_t*)retModel->meshes[0].frames[i].normals;
vector_t *vertVecptr = (vector_t*)retModel->meshes[0].frames[i].vertices;
for (j = 0; j < header->numTris * 3; j++, normVecptr++, vertVecptr++)
{
VectorRotate(normVecptr, &vectorYaxis, -90.0f);
VectorRotate(vertVecptr, &vectorYaxis, -90.0f);
}*/
}
}

File diff suppressed because it is too large Load Diff

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@ -37,13 +37,11 @@
#include <GL/gl.h>
#include <GL/glu.h>
#ifndef MINI_GL_COMPATIBILITY
#ifdef STATIC_OPENGL // Because of the 1.3 functions, you'll need GLext to compile it if static
#define GL_GLEXT_PROTOTYPES
#include <GL/glext.h>
#endif
#endif
#endif
#define _CREATE_DLL_ // necessary for Unix AND Windows
#include "../../doomdef.h"

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@ -90,9 +90,7 @@ void *hwSym(const char *funcName,void *handle)
GETFUNC(DrawModel);
GETFUNC(SetTransform);
GETFUNC(GetRenderVersion);
#ifdef SHUFFLE
GETFUNC(PostImgRedraw);
#endif //SHUFFLE
GETFUNC(FlushScreenTextures);
GETFUNC(StartScreenWipe);
GETFUNC(EndScreenWipe);

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@ -1549,9 +1549,7 @@ void I_StartupGraphics(void)
HWD.pfnDrawModel = hwSym("DrawModel",NULL);
HWD.pfnSetTransform = hwSym("SetTransform",NULL);
HWD.pfnGetRenderVersion = hwSym("GetRenderVersion",NULL);
#ifdef SHUFFLE
HWD.pfnPostImgRedraw = hwSym("PostImgRedraw",NULL);
#endif
HWD.pfnFlushScreenTextures=hwSym("FlushScreenTextures",NULL);
HWD.pfnStartScreenWipe = hwSym("StartScreenWipe",NULL);
HWD.pfnEndScreenWipe = hwSym("EndScreenWipe",NULL);

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@ -108,21 +108,9 @@
<ClCompile Include="..\hardware\hw_md2.c">
<Filter>Hw_Hardware</Filter>
</ClCompile>
<ClInclude Include="..\hardware\hw_md2load.c">
<Filter>Hw_Hardware</Filter>
</ClInclude>
<ClInclude Include="..\hardware\hw_md3load.c">
<Filter>Hw_Hardware</Filter>
</ClInclude>
<ClInclude Include="..\hardware\hw_model.c">
<Filter>Hw_Hardware</Filter>
</ClInclude>
<ClCompile Include="..\hardware\hw_trick.c">
<Filter>Hw_Hardware</Filter>
</ClCompile>
<ClInclude Include="..\hardware\u_list.c">
<Filter>Hw_Hardware</Filter>
</ClInclude>
<ClCompile Include="..\hardware\hw3sound.c">
<Filter>Hw_Hardware</Filter>
</ClCompile>
@ -465,6 +453,10 @@
<ClCompile Include="..\string.c">
<Filter>M_Misc</Filter>
</ClCompile>
<ClCompile Include="..\hardware\hw_md2load.c" />
<ClCompile Include="..\hardware\hw_md3load.c" />
<ClCompile Include="..\hardware\hw_model.c" />
<ClCompile Include="..\hardware\u_list.c" />
</ItemGroup>
<ItemGroup>
<ClInclude Include="afxres.h">