Working with format md3
5
Game.cpp
@ -26,6 +26,7 @@ namespace ZL
|
||||
std::shared_ptr<Texture> pipeTexturePtr;
|
||||
std::shared_ptr<Texture> gameOverTexturePtr;
|
||||
std::shared_ptr<Texture> testObjTexturePtr;
|
||||
std::shared_ptr<Texture> md3TexturePtr;
|
||||
|
||||
VertexRenderStruct birdMesh;
|
||||
|
||||
@ -40,6 +41,10 @@ namespace ZL
|
||||
|
||||
VertexDataStruct testObjMesh;
|
||||
VertexRenderStruct testObjMeshMutable;
|
||||
|
||||
std::vector<VertexDataStruct> testmd3;
|
||||
std::vector<VertexRenderStruct> testmd3mutable;
|
||||
|
||||
}
|
||||
|
||||
|
||||
|
||||
4
Game.h
@ -98,6 +98,7 @@ namespace ZL
|
||||
extern std::shared_ptr<Texture> pipeTexturePtr;
|
||||
extern std::shared_ptr<Texture> gameOverTexturePtr;
|
||||
extern std::shared_ptr<Texture> testObjTexturePtr;
|
||||
extern std::shared_ptr<Texture> md3TexturePtr;
|
||||
|
||||
extern VertexRenderStruct birdMesh;
|
||||
|
||||
@ -111,5 +112,8 @@ namespace ZL
|
||||
extern VertexRenderStruct colorCubeMeshMutable;
|
||||
extern VertexDataStruct testObjMesh;
|
||||
extern VertexRenderStruct testObjMeshMutable;
|
||||
|
||||
extern std::vector<VertexDataStruct> testmd3;
|
||||
extern std::vector<VertexRenderStruct> testmd3mutable;
|
||||
}
|
||||
}
|
||||
33
Readme.md
@ -1,5 +1,36 @@
|
||||
# Script to run:
|
||||
|
||||
```
|
||||
C:\Work\Projects\emsdk\emsdk.bat activate latest
|
||||
C:\Work\Projects\emsdk\emsdk_env.bat
|
||||
emcc main.cpp Game.cpp Math.cpp Physics.cpp Renderer.cpp ShaderManager.cpp TextureManager.cpp Utils.cpp OpenGlExtensions.cpp -O2 -std=c++14 -sTOTAL_MEMORY=33554432 -sUSE_SDL_IMAGE=2 -sSDL2_IMAGE_FORMATS="[""png""]" -sUSE_SDL=2 --preload-file background.bmp --preload-file bird.bmp32 --preload-file default.fragment --preload-file default.vertex --preload-file game_over.bmp32 --preload-file pipe.bmp32 -o jumpingbird.html
|
||||
```
|
||||
```
|
||||
|
||||
```
|
||||
|
||||
|
||||
zlib-1.3.1:
|
||||
|
||||
mkdir build
|
||||
cd build
|
||||
cmake -DCMAKE_INSTALL_PREFIX=install ..
|
||||
|
||||
then run ALL_BUILD and INSTALL in Visual Studio
|
||||
|
||||
lpng1645:
|
||||
|
||||
mkdir build
|
||||
cd build
|
||||
cmake -DCMAKE_INSTALL_PREFIX=install -DZLIB_ROOT=C:\Work\Projects\zlib-1.3.1\build\install ..
|
||||
|
||||
then run ALL_BUILD and INSTALL in Visual Studio
|
||||
|
||||
|
||||
```
|
||||
|
||||
|
||||
https://github.com/Bly7/OBJ-Loader/blob/master/Source/OBJ_Loader.h
|
||||
|
||||
|
||||
https://github.com/gametutorials/tutorials/blob/master/OpenGL/MD3%20Animation/Main.cpp
|
||||
|
||||
|
||||
@ -114,15 +114,15 @@
|
||||
<ClCompile>
|
||||
<WarningLevel>Level3</WarningLevel>
|
||||
<SDLCheck>true</SDLCheck>
|
||||
<PreprocessorDefinitions>_DEBUG;_CONSOLE;%(PreprocessorDefinitions)</PreprocessorDefinitions>
|
||||
<PreprocessorDefinitions>_DEBUG;_CONSOLE;_CRT_SECURE_NO_WARNINGS;%(PreprocessorDefinitions)</PreprocessorDefinitions>
|
||||
<ConformanceMode>true</ConformanceMode>
|
||||
<AdditionalIncludeDirectories>C:\Work\SDL2-2.28.3\include</AdditionalIncludeDirectories>
|
||||
<AdditionalIncludeDirectories>C:\Work\SDL2-2.28.3\include;C:\Work\Projects\lpng1645\build\install\include</AdditionalIncludeDirectories>
|
||||
</ClCompile>
|
||||
<Link>
|
||||
<SubSystem>Console</SubSystem>
|
||||
<GenerateDebugInformation>true</GenerateDebugInformation>
|
||||
<AdditionalDependencies>SDL2.lib;SDL2main.lib;opengl32.lib;glu32.lib;shell32.lib;opengl32.lib;glu32.lib;kernel32.lib;user32.lib;gdi32.lib;winspool.lib;comdlg32.lib;advapi32.lib;shell32.lib;ole32.lib;oleaut32.lib;uuid.lib;odbc32.lib;odbccp32.lib;$(CoreLibraryDependencies);%(AdditionalDependencies)</AdditionalDependencies>
|
||||
<AdditionalLibraryDirectories>C:\Work\SDL2-2.28.3\lib\x64</AdditionalLibraryDirectories>
|
||||
<AdditionalDependencies>libpng16_staticd.lib;SDL2.lib;SDL2main.lib;opengl32.lib;glu32.lib;shell32.lib;opengl32.lib;glu32.lib;kernel32.lib;user32.lib;gdi32.lib;winspool.lib;comdlg32.lib;advapi32.lib;shell32.lib;ole32.lib;oleaut32.lib;uuid.lib;odbc32.lib;odbccp32.lib;$(CoreLibraryDependencies);%(AdditionalDependencies)</AdditionalDependencies>
|
||||
<AdditionalLibraryDirectories>C:\Work\SDL2-2.28.3\lib\x64;C:\Work\Projects\lpng1645\build\install\lib</AdditionalLibraryDirectories>
|
||||
<EntryPointSymbol>
|
||||
</EntryPointSymbol>
|
||||
</Link>
|
||||
@ -148,6 +148,8 @@
|
||||
<ClCompile Include="Game.cpp" />
|
||||
<ClCompile Include="main.cpp" />
|
||||
<ClCompile Include="Math.cpp" />
|
||||
<ClCompile Include="md3test.cpp" />
|
||||
<ClCompile Include="ObjLoader.cpp" />
|
||||
<ClCompile Include="OpenGlExtensions.cpp" />
|
||||
<ClCompile Include="Physics.cpp" />
|
||||
<ClCompile Include="Renderer.cpp" />
|
||||
@ -158,6 +160,8 @@
|
||||
<ItemGroup>
|
||||
<ClInclude Include="Game.h" />
|
||||
<ClInclude Include="Math.h" />
|
||||
<ClInclude Include="md3test.h" />
|
||||
<ClInclude Include="ObjLoader.h" />
|
||||
<ClInclude Include="OpenGlExtensions.h" />
|
||||
<ClInclude Include="Physics.h" />
|
||||
<ClInclude Include="Renderer.h" />
|
||||
|
||||
@ -42,6 +42,12 @@
|
||||
<ClCompile Include="Game.cpp">
|
||||
<Filter>Source Files</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="ObjLoader.cpp">
|
||||
<Filter>Source Files</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="md3test.cpp">
|
||||
<Filter>Source Files</Filter>
|
||||
</ClCompile>
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<ClInclude Include="TextureManager.h">
|
||||
@ -68,5 +74,11 @@
|
||||
<ClInclude Include="Game.h">
|
||||
<Filter>Header Files</Filter>
|
||||
</ClInclude>
|
||||
<ClInclude Include="ObjLoader.h">
|
||||
<Filter>Header Files</Filter>
|
||||
</ClInclude>
|
||||
<ClInclude Include="md3test.h">
|
||||
<Filter>Header Files</Filter>
|
||||
</ClInclude>
|
||||
</ItemGroup>
|
||||
</Project>
|
||||
@ -5,7 +5,8 @@ varying vec2 texCoord;
|
||||
void main()
|
||||
{
|
||||
vec4 color = texture2D(Texture,texCoord).rgba;
|
||||
|
||||
//gl_FragColor = vec4(color.rgb*0.1 + vec3(0.9, 0.9, 0.9), 1.0);
|
||||
|
||||
gl_FragColor = color;
|
||||
|
||||
}
|
||||
34
main.cpp
@ -14,6 +14,8 @@
|
||||
|
||||
#include "Game.h"
|
||||
|
||||
std::vector<ZL::VertexDataStruct> testLoadModel();
|
||||
|
||||
namespace ZL
|
||||
{
|
||||
|
||||
@ -143,23 +145,32 @@ namespace ZL
|
||||
|
||||
renderer.LoadIdentity();
|
||||
|
||||
renderer.TranslateMatrix({ 0,0, -100 });
|
||||
renderer.TranslateMatrix({ 0,0, -300 });
|
||||
|
||||
|
||||
renderer.RotateMatrix(QuatFromRotateAroundX(-M_PI / 3.0));
|
||||
|
||||
/*
|
||||
GameObjects::testObjMeshMutable.AssignFrom(GameObjects::testObjMesh);
|
||||
GameObjects::testObjMeshMutable.data.RotateByMatrix(QuatToMatrix(QuatFromRotateAroundZ(gs.rotateTimer * M_PI / 3.0)));
|
||||
GameObjects::testObjMeshMutable.RefreshVBO();
|
||||
GameObjects::testObjMeshMutable.RefreshVBO();*/
|
||||
|
||||
glBindTexture(GL_TEXTURE_2D, GameObjects::testObjTexturePtr->getTexID());
|
||||
renderer.DrawVertexRenderStruct(GameObjects::testObjMeshMutable);
|
||||
|
||||
//GameObjects::testmd3mutable[0].RefreshVBO();
|
||||
//GameObjects::testmd3mutable[1].RefreshVBO();
|
||||
|
||||
//glBindTexture(GL_TEXTURE_2D, GameObjects::testObjTexturePtr->getTexID());
|
||||
//renderer.DrawVertexRenderStruct(GameObjects::testObjMeshMutable);
|
||||
|
||||
glBindTexture(GL_TEXTURE_2D, GameObjects::md3TexturePtr->getTexID());
|
||||
renderer.DrawVertexRenderStruct(GameObjects::testmd3mutable[0]);
|
||||
renderer.DrawVertexRenderStruct(GameObjects::testmd3mutable[1]);
|
||||
|
||||
renderer.PopMatrix();
|
||||
|
||||
renderer.PopProjectionMatrix();
|
||||
|
||||
renderer.DisableVertexAttribArray(vColorName);
|
||||
renderer.DisableVertexAttribArray(vPositionName);
|
||||
renderer.DisableVertexAttribArray(vTexCoordName);
|
||||
|
||||
renderer.shaderManager.PopShader();
|
||||
@ -247,6 +258,17 @@ namespace ZL
|
||||
|
||||
CheckGlError();
|
||||
|
||||
GameObjects::testmd3 = testLoadModel();
|
||||
|
||||
GameObjects::testmd3mutable.resize(GameObjects::testmd3.size());
|
||||
|
||||
for (int i = 0; i < GameObjects::testmd3.size(); i++)
|
||||
{
|
||||
GameObjects::testmd3[i].Scale(0.01);
|
||||
|
||||
GameObjects::testmd3mutable[i].data = GameObjects::testmd3[i];
|
||||
GameObjects::testmd3mutable[i].RefreshVBO();
|
||||
}
|
||||
|
||||
//Load shaders:
|
||||
renderer.shaderManager.AddShaderFromFiles("default", "./default.vertex", "./default.fragment");
|
||||
@ -259,6 +281,8 @@ namespace ZL
|
||||
GameObjects::gameOverTexturePtr = std::make_shared<Texture>(CreateTextureDataFromBmp32("./game_over.bmp32"));
|
||||
GameObjects::testObjTexturePtr = std::make_shared<Texture>(CreateTextureDataFromPng("./chair_01_Base_Color.png"));
|
||||
|
||||
GameObjects::md3TexturePtr = std::make_shared<Texture>(CreateTextureDataFromPng("./model/sarge/band.png"));
|
||||
|
||||
|
||||
CheckGlError();
|
||||
//Create bird mesh
|
||||
|
||||
380
md3test.cpp
Normal file
@ -0,0 +1,380 @@
|
||||
#include "md3test.h"
|
||||
#include "Renderer.h"
|
||||
|
||||
//Saving debug information to a log file
|
||||
void abc(const char* str)
|
||||
{
|
||||
/*
|
||||
FILE* fp = fopen("output.txt", "a+");
|
||||
fprintf(fp, "%s\n", str);
|
||||
fclose(fp);*/
|
||||
}
|
||||
|
||||
|
||||
long filesize(FILE* stream)
|
||||
{
|
||||
long curpos, length;
|
||||
|
||||
curpos = ftell(stream);
|
||||
fseek(stream, 0L, SEEK_END);
|
||||
length = ftell(stream);
|
||||
fseek(stream, curpos, SEEK_SET);
|
||||
return length;
|
||||
}
|
||||
|
||||
//---------------------------------------------------------------------------
|
||||
|
||||
|
||||
class CMD3
|
||||
{
|
||||
public:
|
||||
char m_md3FileName[MAX_FILENAME_LENGTH];
|
||||
stMD3Header m_md3Header;
|
||||
|
||||
|
||||
stBoneFrame* m_pBoneFrame;
|
||||
stTag* m_pTags;
|
||||
stMesh* m_pMeshes;
|
||||
|
||||
std::vector<ZL::VertexDataStruct> modelData;
|
||||
|
||||
//-----------------------------------------------------------------------
|
||||
//
|
||||
// Loads model from a .md3 file
|
||||
//
|
||||
//-----------------------------------------------------------------------
|
||||
bool LoadModel(const char* filename)
|
||||
{
|
||||
char buf[256];
|
||||
|
||||
FILE* fp = fopen(filename, "rb");
|
||||
|
||||
if (fp == NULL)
|
||||
{
|
||||
abc("unable to open file");
|
||||
return false;
|
||||
}
|
||||
|
||||
// Lets get the size of this md3 file
|
||||
int md3filesize = filesize(fp);
|
||||
fseek(fp, 0L, SEEK_SET);
|
||||
|
||||
if (strlen(filename) > 255)
|
||||
{
|
||||
sprintf(buf, "filename is longer than %d", MAX_FILENAME_LENGTH);
|
||||
abc(buf);
|
||||
return false;
|
||||
}
|
||||
// copy name
|
||||
strcpy(m_md3FileName, filename);
|
||||
sprintf(buf, "MD3 FileName: %s", m_md3FileName);
|
||||
abc(buf);
|
||||
|
||||
sprintf(buf, "FileSize: %d", md3filesize);
|
||||
abc(buf);
|
||||
|
||||
abc("\n~~MD3 Header~~\n");
|
||||
|
||||
// read header
|
||||
fread(&m_md3Header, 1, sizeof(stMD3Header), fp);
|
||||
|
||||
// log debug information to file
|
||||
sprintf(buf, "ID %c%c%c%c", m_md3Header.ID[0], m_md3Header.ID[1], m_md3Header.ID[2], m_md3Header.ID[3]);
|
||||
abc(buf);
|
||||
|
||||
sprintf(buf, "Version: %d", m_md3Header.Version);
|
||||
abc(buf);
|
||||
|
||||
sprintf(buf, "FileName: %s", m_md3Header.Filename);
|
||||
abc(buf);
|
||||
|
||||
sprintf(buf, "numBoneFrames: %d", m_md3Header.numBoneFrames);
|
||||
abc(buf);
|
||||
|
||||
sprintf(buf, "numTags: %d", m_md3Header.numTags);
|
||||
abc(buf);
|
||||
|
||||
sprintf(buf, "numMeshes: %d", m_md3Header.numMeshes);
|
||||
abc(buf);
|
||||
|
||||
sprintf(buf, "numMaxSkins: %d", m_md3Header.numMaxSkins);
|
||||
abc(buf);
|
||||
|
||||
sprintf(buf, "ofsFrames: %d", m_md3Header.ofsFrames);
|
||||
abc(buf);
|
||||
|
||||
sprintf(buf, "ofsTagStart: %d", m_md3Header.ofsTagStart);
|
||||
abc(buf);
|
||||
|
||||
sprintf(buf, "ofMeshSurfaces: %d", m_md3Header.ofMeshSurfaces);
|
||||
abc(buf);
|
||||
|
||||
sprintf(buf, "ofEndOfFile (Filesize): %d", m_md3Header.ofEndOfFile);
|
||||
abc(buf);
|
||||
|
||||
|
||||
if (strcmp("IDP3", m_md3Header.ID) == NULL)
|
||||
{
|
||||
sprintf(buf, "Incorrect File Format 'Incorrect ID' ie. ('IDP3')");
|
||||
abc(buf);
|
||||
}
|
||||
|
||||
// Allocate memory for all or bones/tags/etc
|
||||
m_pBoneFrame = new stBoneFrame[m_md3Header.numBoneFrames];
|
||||
m_pTags = new stTag[m_md3Header.numBoneFrames * m_md3Header.numTags];
|
||||
m_pMeshes = new stMesh[m_md3Header.numMeshes];
|
||||
|
||||
|
||||
// Lets seek to the start of the bone frames & read boneframe
|
||||
fseek(fp, m_md3Header.ofsFrames, SEEK_SET);
|
||||
fread(m_pBoneFrame, 1, m_md3Header.numBoneFrames * sizeof(stBoneFrame), fp);
|
||||
|
||||
sprintf(buf, "\n~~~~BoneFrames: %d~~~~~~", m_md3Header.numBoneFrames);
|
||||
abc(buf);
|
||||
for (int i = 0; i < m_md3Header.numBoneFrames; i++)
|
||||
{
|
||||
abc("#");
|
||||
sprintf(buf, "mins[%.1f,%.1f,%.1f]", m_pBoneFrame[i].mins[0], m_pBoneFrame[i].mins[1], m_pBoneFrame[i].mins[2]);
|
||||
abc(buf);
|
||||
sprintf(buf, "maxs[%.1f,%.1f,%.1f]", m_pBoneFrame[i].maxs[0], m_pBoneFrame[i].maxs[1], m_pBoneFrame[i].maxs[2]);
|
||||
abc(buf);
|
||||
sprintf(buf, "Position[%.1f,%.1f,%.1f]", m_pBoneFrame[i].Position[0], m_pBoneFrame[i].Position[1], m_pBoneFrame[i].Position[2]);
|
||||
abc(buf);
|
||||
sprintf(buf, "Scale[%.1f]", m_pBoneFrame[i].Scale);
|
||||
abc(buf);
|
||||
sprintf(buf, "Creator[%s]", m_pBoneFrame[i].Creator);
|
||||
abc(buf);
|
||||
}
|
||||
|
||||
|
||||
// Seek to start of tags and read them all in
|
||||
fseek(fp, m_md3Header.ofsTagStart, SEEK_SET);
|
||||
fread(m_pTags, 1, m_md3Header.numBoneFrames * m_md3Header.numTags * sizeof(stTag), fp);
|
||||
|
||||
sprintf(buf, "\n~~~~Tags: %d~~~~~~", m_md3Header.numTags);
|
||||
abc(buf);
|
||||
for (int i = 0; i < m_md3Header.numTags; i++)
|
||||
{
|
||||
abc("#");
|
||||
sprintf(buf, "Name[%s]", m_pTags[i].Name);
|
||||
abc(buf);
|
||||
sprintf(buf, "Position[%.1f,%.1f,%.1f]", m_pTags[i].Position[0], m_pTags[i].Position[1], m_pTags[i].Position[2]);
|
||||
abc(buf);
|
||||
sprintf(buf, "Rotation[%.1f,%.1f,%.1f][...][...]", m_pTags[i].Rotation[0][0], m_pTags[i].Rotation[0][1], m_pTags[i].Rotation[0][2]);
|
||||
abc(buf);
|
||||
}
|
||||
|
||||
|
||||
int meshOFS = m_md3Header.ofMeshSurfaces;
|
||||
|
||||
|
||||
|
||||
for (int j = 0; j < m_md3Header.numMeshes; j++)
|
||||
{
|
||||
stMesh* pMesh = &m_pMeshes[j];
|
||||
stMeshHeader* pMeshHeader = &(pMesh->MeshHeader);
|
||||
|
||||
fseek(fp, meshOFS, SEEK_SET);
|
||||
|
||||
// Seek to the start of the mesh data and read it all in
|
||||
fread(pMeshHeader, 1, sizeof(stMeshHeader), fp);
|
||||
|
||||
// Read in all the sub parts of the mesh data
|
||||
{
|
||||
fseek(fp, meshOFS + pMeshHeader->ofsTriangles, SEEK_SET);
|
||||
pMesh->pTriangle = new stTriangle[pMeshHeader->numTriangles];
|
||||
fread(pMesh->pTriangle, 1, pMeshHeader->numTriangles * sizeof(stTriangle), fp);
|
||||
|
||||
fseek(fp, meshOFS + pMeshHeader->ofsSkins, SEEK_SET);
|
||||
pMesh->pSkins = new stSkin[pMeshHeader->numSkins];
|
||||
fread(pMesh->pSkins, 1, pMeshHeader->numSkins * sizeof(stSkin), fp);
|
||||
|
||||
fseek(fp, meshOFS + pMeshHeader->ofsTexVector, SEEK_SET);
|
||||
pMesh->pTexCoord = new stTexCoord[pMeshHeader->numVertexes];
|
||||
fread(pMesh->pTexCoord, 1, pMeshHeader->numVertexes * sizeof(stTexCoord), fp);
|
||||
|
||||
fseek(fp, meshOFS + pMeshHeader->ofsVertex, SEEK_SET);
|
||||
pMesh->pVertex = new stVertex[pMeshHeader->numVertexes];
|
||||
fread(pMesh->pVertex, 1, pMeshHeader->numVertexes * sizeof(stVertex), fp);
|
||||
}
|
||||
|
||||
meshOFS += pMeshHeader->ofsEndMeshSize;
|
||||
|
||||
}//End for meshes
|
||||
|
||||
|
||||
|
||||
modelData.resize(m_md3Header.numMeshes); // !!! Load the mesh actually
|
||||
|
||||
|
||||
sprintf(buf, "\n~~~~Mesh Surfaces: %d~~~~~~", m_md3Header.numMeshes);
|
||||
abc(buf);
|
||||
for (int j = 0; j < m_md3Header.numMeshes; j++)
|
||||
{
|
||||
abc("#");
|
||||
stMesh* pMesh = &m_pMeshes[j];
|
||||
stMeshHeader* pMeshHeader = &(pMesh->MeshHeader);
|
||||
|
||||
sprintf(buf, "ID [%c%c%c%c]", pMeshHeader->ID[0], pMeshHeader->ID[1], pMeshHeader->ID[2], pMeshHeader->ID[3]);
|
||||
abc(buf);
|
||||
sprintf(buf, "Name [%s]", pMeshHeader->Name);
|
||||
abc(buf);
|
||||
sprintf(buf, "flags [0x%.2X]", pMeshHeader->flags);
|
||||
abc(buf);
|
||||
sprintf(buf, "numMeshFrames [%d]", pMeshHeader->numMeshFrames);
|
||||
abc(buf);
|
||||
sprintf(buf, "numSkins [%d]", pMeshHeader->numSkins);
|
||||
abc(buf);
|
||||
sprintf(buf, "numVertexes [%d]", pMeshHeader->numVertexes);
|
||||
abc(buf);
|
||||
sprintf(buf, "numVertexes [%d]", pMeshHeader->numVertexes);
|
||||
abc(buf);
|
||||
sprintf(buf, "ofsTriangles [%d]", pMeshHeader->ofsTriangles);
|
||||
abc(buf);
|
||||
sprintf(buf, "ofsSkins [%d]", pMeshHeader->ofsSkins);
|
||||
abc(buf);
|
||||
sprintf(buf, "ofsTexVector [%d]", pMeshHeader->ofsTexVector);
|
||||
abc(buf);
|
||||
sprintf(buf, "ofsVertex [%d]", pMeshHeader->ofsVertex);
|
||||
abc(buf);
|
||||
sprintf(buf, "ofsEndMeshSize [%d]", pMeshHeader->ofsEndMeshSize);
|
||||
abc(buf);
|
||||
|
||||
|
||||
// Mesh Triangles
|
||||
for (int i = 0; i < pMeshHeader->numTriangles; i++)
|
||||
{
|
||||
stTriangle* pTri = &(pMesh->pTriangle[i]);
|
||||
sprintf(buf, "Triangle [%d,%d,%d]", pTri->Vertex[0], pTri->Vertex[1], pTri->Vertex[2]);
|
||||
abc(buf);
|
||||
}
|
||||
|
||||
// Mesh Skins
|
||||
for (int i = 0; i < pMeshHeader->numSkins; i++)
|
||||
{
|
||||
stSkin* pSkin = &(pMesh->pSkins[i]);
|
||||
sprintf(buf, "Skin:Name [%s]", pSkin->Name);
|
||||
abc(buf);
|
||||
sprintf(buf, "Skin:Index [%d]", pSkin->index);
|
||||
abc(buf);
|
||||
}
|
||||
|
||||
for (int i = 0; i < pMeshHeader->numVertexes; i++)
|
||||
{
|
||||
stTexCoord* pTex = &(pMesh->pTexCoord[i]);
|
||||
sprintf(buf, "TexCoord:Index [%.1f,%.1f]", pTex->Coord[0], pTex->Coord[1]);
|
||||
abc(buf);
|
||||
}
|
||||
|
||||
|
||||
for (int i = 0; i < pMeshHeader->numVertexes; i++)
|
||||
{
|
||||
stVertex* pVert = &(pMesh->pVertex[i]);
|
||||
sprintf(buf, "Vertice:Vertex [%d,%d,%d]", pVert->Vertex[0], pVert->Vertex[1], pVert->Vertex[2]);
|
||||
abc(buf);
|
||||
|
||||
}
|
||||
|
||||
//!!! Load the mesh actually:
|
||||
for (int i = 0; i < pMeshHeader->numTriangles; i++)
|
||||
{
|
||||
stTriangle* pTri = &(pMesh->pTriangle[i]);
|
||||
|
||||
stVertex* pVert0 = &(pMesh->pVertex[pTri->Vertex[0]]);
|
||||
stVertex* pVert1 = &(pMesh->pVertex[pTri->Vertex[1]]);
|
||||
stVertex* pVert2 = &(pMesh->pVertex[pTri->Vertex[2]]);
|
||||
ZL::Vector3f v0;
|
||||
|
||||
v0.v[0] = pVert0->Vertex[0];
|
||||
v0.v[1] = pVert0->Vertex[1];
|
||||
v0.v[2] = pVert0->Vertex[2];
|
||||
|
||||
modelData[j].PositionData.push_back(v0);
|
||||
|
||||
ZL::Vector3f v1;
|
||||
|
||||
v1.v[0] = pVert1->Vertex[0];
|
||||
v1.v[1] = pVert1->Vertex[1];
|
||||
v1.v[2] = pVert1->Vertex[2];
|
||||
|
||||
modelData[j].PositionData.push_back(v1);
|
||||
|
||||
ZL::Vector3f v2;
|
||||
|
||||
v2.v[0] = pVert2->Vertex[0];
|
||||
v2.v[1] = pVert2->Vertex[1];
|
||||
v2.v[2] = pVert2->Vertex[2];
|
||||
|
||||
modelData[j].PositionData.push_back(v2);
|
||||
|
||||
stTexCoord* pTex0 = &(pMesh->pTexCoord[pTri->Vertex[0]]);
|
||||
stTexCoord* pTex1 = &(pMesh->pTexCoord[pTri->Vertex[1]]);
|
||||
stTexCoord* pTex2 = &(pMesh->pTexCoord[pTri->Vertex[2]]);
|
||||
|
||||
|
||||
|
||||
ZL::Vector2f t0;
|
||||
|
||||
t0.v[0] = pTex0->Coord[0];
|
||||
t0.v[1] = pTex0->Coord[1];
|
||||
|
||||
modelData[j].TexCoordData.push_back(t0);
|
||||
|
||||
ZL::Vector2f t1;
|
||||
|
||||
t1.v[0] = pTex1->Coord[0];
|
||||
t1.v[1] = pTex1->Coord[1];
|
||||
|
||||
modelData[j].TexCoordData.push_back(t1);
|
||||
|
||||
ZL::Vector2f t2;
|
||||
|
||||
t2.v[0] = pTex2->Coord[0];
|
||||
t2.v[1] = pTex2->Coord[1];
|
||||
|
||||
modelData[j].TexCoordData.push_back(t2);
|
||||
}
|
||||
|
||||
|
||||
}
|
||||
|
||||
|
||||
fclose(fp);
|
||||
|
||||
for (int j = 0; j < m_md3Header.numMeshes; j++)
|
||||
{
|
||||
stMesh* pMesh = &m_pMeshes[j];
|
||||
|
||||
delete[] pMesh->pSkins;
|
||||
delete[] pMesh->pTexCoord;
|
||||
delete[] pMesh->pTriangle;
|
||||
delete[] pMesh->pVertex;
|
||||
|
||||
pMesh->pSkins = NULL;
|
||||
pMesh->pTexCoord = NULL;
|
||||
pMesh->pTriangle = NULL;
|
||||
pMesh->pVertex = NULL;
|
||||
}
|
||||
|
||||
delete[] m_pBoneFrame;
|
||||
delete[] m_pTags;
|
||||
delete[] m_pMeshes;
|
||||
|
||||
m_pBoneFrame = NULL;
|
||||
m_pTags = NULL;
|
||||
m_pMeshes = NULL;
|
||||
|
||||
return true;
|
||||
}// End LoadModel(..)
|
||||
|
||||
};
|
||||
|
||||
|
||||
std::vector<ZL::VertexDataStruct> testLoadModel()
|
||||
{
|
||||
static CMD3 md3;
|
||||
|
||||
md3.LoadModel(SZ_MD3_FILE);
|
||||
|
||||
return md3.modelData;
|
||||
}
|
||||
113
md3test.h
Normal file
@ -0,0 +1,113 @@
|
||||
#pragma once
|
||||
|
||||
|
||||
#define SZ_MD3_FILE "model/sarge/upper.md3"
|
||||
|
||||
#define MAX_FILENAME_LENGTH 256
|
||||
|
||||
|
||||
//---------------------------------------------------------------------------
|
||||
|
||||
#include <windows.h>
|
||||
#include <stdio.h> //sprintf(...)
|
||||
|
||||
|
||||
//---------------------------------------------------------------------------
|
||||
|
||||
|
||||
typedef unsigned int uint32;
|
||||
typedef int int32;
|
||||
typedef unsigned short int uint16;
|
||||
typedef short int int16;
|
||||
typedef float float32;
|
||||
|
||||
|
||||
|
||||
struct stMD3Header
|
||||
{
|
||||
char ID[4]; // ID of the file is always "IDP3"
|
||||
int32 Version; // Version number, usually 15
|
||||
char Filename[68]; // Filename, sometimes left blank
|
||||
int32 numBoneFrames; // Number of BoneFrames
|
||||
int32 numTags; // Number of 'tags' per BoneFrame
|
||||
int32 numMeshes; // Number of Meshes/Skins in MaxSkin
|
||||
int32 numMaxSkins; // Maximum number of unique skins
|
||||
int32 ofsFrames; // Always equal to the length this header
|
||||
int32 ofsTagStart; // Starting position of tag structures
|
||||
int32 ofMeshSurfaces; // Ending position of tag structure
|
||||
int32 ofEndOfFile; // Size of file
|
||||
};
|
||||
|
||||
|
||||
|
||||
struct stBoneFrame
|
||||
{
|
||||
float32 mins[3];
|
||||
float32 maxs[3];
|
||||
float32 Position[3];
|
||||
float32 Scale;
|
||||
char Creator[16];
|
||||
};
|
||||
|
||||
struct stAnim
|
||||
{
|
||||
int32 FirstFrame;
|
||||
int32 numFrames;
|
||||
int32 LoopingFrames;
|
||||
int32 FPS;
|
||||
};
|
||||
|
||||
struct stSkin
|
||||
{
|
||||
char Name[64];
|
||||
int32 index;
|
||||
};
|
||||
|
||||
struct stTag
|
||||
{
|
||||
char Name[64];
|
||||
float32 Position[3];
|
||||
float32 Rotation[3][3];
|
||||
};
|
||||
|
||||
struct stTriangle
|
||||
{
|
||||
int32 Vertex[3];
|
||||
};
|
||||
|
||||
struct stTexCoord
|
||||
{
|
||||
float32 Coord[2];
|
||||
};
|
||||
|
||||
struct stVertex // = Record
|
||||
{
|
||||
int16 Vertex[3];
|
||||
unsigned char Normal[2];
|
||||
};
|
||||
|
||||
struct stMeshHeader
|
||||
{
|
||||
char ID[4];
|
||||
char Name[64];
|
||||
int32 flags;
|
||||
int32 numMeshFrames;
|
||||
int32 numSkins;
|
||||
int32 numVertexes;
|
||||
int32 numTriangles;
|
||||
int32 ofsTriangles;
|
||||
int32 ofsSkins;
|
||||
int32 ofsTexVector;
|
||||
int32 ofsVertex;
|
||||
int32 ofsEndMeshSize;
|
||||
};
|
||||
|
||||
struct stMesh
|
||||
{
|
||||
stMeshHeader MeshHeader;
|
||||
stSkin* pSkins;
|
||||
stTriangle* pTriangle;
|
||||
stTexCoord* pTexCoord;
|
||||
stVertex* pVertex;
|
||||
};
|
||||
|
||||
BIN
model/railgun/f_railgun2.jpg
Normal file
|
After Width: | Height: | Size: 2.6 KiB |
BIN
model/railgun/railgun.md3
Normal file
BIN
model/railgun/railgun1.jpg
Normal file
|
After Width: | Height: | Size: 21 KiB |
BIN
model/railgun/railgun2.glow.jpg
Normal file
|
After Width: | Height: | Size: 3.0 KiB |
BIN
model/railgun/railgun3.glow.jpg
Normal file
|
After Width: | Height: | Size: 948 B |
BIN
model/railgun/railgun3.jpg
Normal file
|
After Width: | Height: | Size: 1.2 KiB |
BIN
model/railgun/railgun4.jpg
Normal file
|
After Width: | Height: | Size: 1.0 KiB |
BIN
model/railgun/railgun_flash.md3
Normal file
BIN
model/railgun/railgun_hand.md3
Normal file
40
model/sarge/animation.cfg
Normal file
@ -0,0 +1,40 @@
|
||||
// animation config file
|
||||
|
||||
sex m
|
||||
|
||||
// first frame, num frames, looping frames, frames per second
|
||||
|
||||
0 30 0 20 // BOTH_DEATH1
|
||||
29 1 0 20 // BOTH_DEAD1
|
||||
30 30 0 20 // BOTH_DEATH2
|
||||
59 1 0 20 // BOTH_DEAD2
|
||||
60 30 0 20 // BOTH_DEATH3
|
||||
89 1 0 20 // BOTH_DEAD3
|
||||
|
||||
90 40 0 18 // TORSO_GESTURE
|
||||
|
||||
130 6 0 15 // TORSO_ATTACK (MUST NOT CHANGE -- hand animation is synced to this)
|
||||
136 6 0 15 // TORSO_ATTACK2 (MUST NOT CHANGE -- hand animation is synced to this)
|
||||
|
||||
142 5 0 20 // TORSO_DROP (MUST NOT CHANGE -- hand animation is synced to this)
|
||||
147 4 0 20 // TORSO_RAISE (MUST NOT CHANGE -- hand animation is synced to this)
|
||||
|
||||
151 1 0 15 // TORSO_STAND
|
||||
152 1 0 15 // TORSO_STAND2
|
||||
|
||||
153 8 8 20 // LEGS_WALKCR
|
||||
161 12 12 20 // LEGS_WALK
|
||||
173 11 11 21 // LEGS_RUN
|
||||
184 10 10 20 // LEGS_BACK
|
||||
194 10 10 15 // LEGS_SWIM
|
||||
|
||||
204 10 0 18 // LEGS_JUMP
|
||||
214 6 0 20 // LEGS_LAND
|
||||
|
||||
220 8 0 15 // LEGS_JUMPB
|
||||
228 1 0 15 // LEGS_LANDB
|
||||
|
||||
229 10 10 15 // LEGS_IDLE
|
||||
239 8 8 15 // LEGS_IDLECR
|
||||
|
||||
247 7 7 15 // LEGS_TURN
|
||||
BIN
model/sarge/band.png
Normal file
|
After Width: | Height: | Size: 134 KiB |
BIN
model/sarge/band.tga
Normal file
|
After Width: | Height: | Size: 192 KiB |
BIN
model/sarge/cigar.png
Normal file
BIN
model/sarge/cigar.tga
Normal file
|
After Width: | Height: | Size: 428 B |
BIN
model/sarge/head.md3
Normal file
3
model/sarge/head_default.skin
Normal file
@ -0,0 +1,3 @@
|
||||
tag_head,
|
||||
h_cigar,models/players/sarge/cigar.png
|
||||
h_head,models/players/sarge/band.png
|
||||
BIN
model/sarge/lower.md3
Normal file
2
model/sarge/lower_default.skin
Normal file
@ -0,0 +1,2 @@
|
||||
l_legs,models/players/sarge/band.png
|
||||
tag_torso,
|
||||
BIN
model/sarge/upper.md3
Normal file
5
model/sarge/upper_default.skin
Normal file
@ -0,0 +1,5 @@
|
||||
tag_head,
|
||||
tag_weapon,
|
||||
u_rshoulder,models/players/sarge/band.png
|
||||
u_torso,models/players/sarge/band.png
|
||||
tag_torso,
|
||||