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Software-Graphics-Renderer/GraphicsRenderer/MD2Loader.cpp at master · AdamGPrice/Software-Graphics-Renderer · GitHub
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AdamGPrice
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#
include
"
MD2Loader.h
"
#
include
"
Texture.h
"
//
File reading
#
include
<
iostream
>
#
include
<
fstream
>
using
namespace
std
;
//
BYTE added in case Windows.h is not included.
typedef
unsigned
char
BYTE
;
//
Magic number for MD2 files "IDP2" or 844121161
const
int
MD2_IDENT
= ((
'
2
'
<<
24
) + (
'
P
'
<<
16
) + (
'
D
'
<<
8
) +
'
I
'
);
//
MS2 version
const
int
MD2_VERSION
=
8
;
struct
Md2Header
{
int
indent;
//
The magic number used to identify the file.
int
version;
//
The file version number (must be 8).
int
skinWidth;
//
The width in pixels of our image.
int
skinHeight;
//
The height in pixels of our image.
int
frameSize;
//
The size in bytes the frames are.
int
numSkins;
//
The number of skins associated with the model.
int
numVertices;
//
The number of vertices.
int
numTexCoords;
//
The number of texture coordinates.
int
numTriangles;
//
The number of faces (polygons).
int
numGlCommands;
//
The number of gl commands.
int
numFrames;
//
The number of animated frames.
int
offsetSkins;
//
The offset in the file for the skin data.
int
offsetTexCoords;
//
The offset in the file for the texture data.
int
offsetTriangles;
//
The offset in the file for the face data.
int
offsetFrames;
//
The offset in the file for the frames data.
int
offsetGlCommands;
//
The offset in the file for the gl commands data.
int
offsetEnd;
//
The end of the file offset.
};
struct
Md2Triangle
{
short
vertexIndex[
3
];
//
Vertex indices of the triangle
short
uvIndex[
3
];
//
Texture coordinate indices
};
struct
Md2Vertex
{
BYTE
v[
3
];
//
Compressed vertex (x, y, z) coordinates
BYTE
lightNormalIndex;
//
Index to a normal vector for the lighting
};
//
Texture co-ordinates
struct
Md2TextureCoord
{
short
textureCoord[
2
];
};
struct
Md2Frame
{
float
scale[
3
];
//
Scale values
float
translate[
3
];
//
Translation vector
char
name[
16
];
//
Frame name
Md2Vertex verts[
1
];
//
First vertex of this frame
};
struct
PcxHeader
{
BYTE
ID
;
BYTE
Version;
BYTE
Encoding;
BYTE
BitsPerPixel;
short
XMin;
short
YMin;
short
XMax;
short
YMax;
short
HRes;
short
VRes;
BYTE
ClrMap[
16
*
3
];
BYTE
Reserved;
BYTE
NumPlanes;
short
BytesPerLine;
short
Pal;
BYTE
Filler[
58
];
};
MD2Loader::MD2Loader
()
{
}
MD2Loader::~MD2Loader
()
{
}
bool
LoadPCX
(
const
char
* textureFilename, Texture& texture,
const
Md2Header* md2Header)
{
std::ifstream file;
BYTE
* paletteIndices = texture.
GetPaletteIndices
();
COLORREF
* palette = texture.
GetPalette
();
//
Try to open file
file.
open
(textureFilename, std::ios::in | std::ios::binary);
if
(file.
fail
())
{
return
false
;
}
//
Read PCX header
PcxHeader header;
file.
read
(
reinterpret_cast
<
char
*>(&header),
sizeof
(PcxHeader));
//
Verify that this is a valid PCX file
//
We only handle those with 256 colour palette
if
((header.
Version
!=
5
) || (header.
BitsPerPixel
!=
8
) ||
(header.
Encoding
!=
1
) || (header.
NumPlanes
!=
1
) ||
(md2Header && (header.
BytesPerLine
!= md2Header->
skinWidth
)))
{
//
This is not valid supported PCX
file.
close
();
return
false
;
}
//
Check dimensions
int
xSize = header.
XMax
- header.
XMin
+
1
;
int
ySize = header.
YMax
- header.
YMin
+
1
;
int
size = xSize * ySize;
//
Check that this matches our MD2 expected texture
//
Note. valid size is <= because uses RLE (so potentially smaller)
if
(md2Header && (size > (md2Header->
skinHeight
* md2Header->
skinWidth
)))
{
//
Doesn't match expected MD2 skin size
file.
close
();
return
false
;
}
//
Reading file data
BYTE
processByte, colourByte;
int
count =
0
;
while
(count < size)
{
file.
read
(
reinterpret_cast
<
char
*>(&processByte),
1
);
//
Run length encoding - test if byte is an RLE byte
if
((processByte &
192
) ==
192
)
{
//
Extract number of times repeated byte
processByte &=
63
;
file.
read
(
reinterpret_cast
<
char
*>(&colourByte),
1
);
for
(
int
index =
0
; index < processByte; ++index)
{
//
repeatedly write colour
paletteIndices[count] = colourByte;
++count;
}
}
else
{
//
Byte is the colour
paletteIndices[count] = processByte;
++count;
}
}
bool
returnValue =
false
;
//
read palette data...
file.
seekg
(-
769
, std::ios::end);
//
This offset from end of file
file.
read
(
reinterpret_cast
<
char
*>(&processByte),
1
);
if
(processByte ==
12
)
{
BYTE
rawPalette[
768
];
file.
read
(
reinterpret_cast
<
char
*>(&rawPalette),
768
);
//
Build palette
for
(
int
palIndex =
0
; palIndex <
256
; ++palIndex)
{
palette[palIndex] =
RGB
(rawPalette[palIndex *
3
],
rawPalette[(palIndex *
3
) +
1
],
rawPalette[(palIndex *
3
) +
2
]);
}
returnValue =
true
;
}
file.
close
();
return
returnValue;
}
//
Load model from file.
bool
MD2Loader::LoadModel
(
const
char
* md2Filename,
const
char
* textureFilename, Model& model, AddPolygon addPolygon, AddVertex addVertex, AddTextureUV addTextureUV)
{
ifstream file;
Md2Header header;
bool
bHasTexture =
false
;
//
Try to open MD2 file
file.
open
(md2Filename, ios::in | ios::binary);
if
(file.
fail
())
{
return
false
;
}
//
Read file header
file.
read
(
reinterpret_cast
<
char
*>(&header),
sizeof
(Md2Header));
//
Verify that this is a MD2 file (check for the magic number and version number)
if
((header.
indent
!=
MD2_IDENT
) && (header.
version
!=
MD2_VERSION
))
{
//
This is not a MD2 model
file.
close
();
return
false
;
}
//
Allocate the memory we need
Md2Triangle* triangles =
new
Md2Triangle[header.
numTriangles
];
//
We are only interested in the first frame
BYTE
* frameBuffer =
new
BYTE
[header.
frameSize
];
Md2Frame* frame =
reinterpret_cast
<Md2Frame*>(frameBuffer);
Md2TextureCoord* textureCoords =
new
Md2TextureCoord[header.
numTexCoords
];
//
Read polygon data...
file.
seekg
(header.
offsetTriangles
, ios::beg);
file.
read
(
reinterpret_cast
<
char
*>(triangles),
sizeof
(Md2Triangle)* header.
numTriangles
);
//
Read frame data...
file.
seekg
(header.
offsetFrames
, ios::beg);
file.
read
(
reinterpret_cast
<
char
*>(frame), header.
frameSize
);
//
Read texture coordinate data
file.
seekg
(header.
offsetTexCoords
, std::ios::beg);
file.
read
(
reinterpret_cast
<
char
*>(textureCoords),
sizeof
(Md2TextureCoord)* header.
numTexCoords
);
//
Close the file
file.
close
();
//
Attempt to load any texture
if
(textureFilename)
{
model.
GetTexture
().
SetTextureSize
(header.
skinWidth
, header.
skinHeight
);
bHasTexture =
LoadPCX
(textureFilename, model.
GetTexture
(), &header);
}
//
Polygon array initialization
for
(
int
i =
0
; i < header.
numTriangles
; ++i)
{
//
Call supplied member function to add a new polygon to the list
std::invoke
(addPolygon, model,
triangles[i].
vertexIndex
[
0
], triangles[i].
vertexIndex
[
1
], triangles[i].
vertexIndex
[
2
],
triangles[i].
uvIndex
[
0
], triangles[i].
uvIndex
[
1
], triangles[i].
uvIndex
[
2
]);
}
//
Vertex array initialization
for
(
int
i =
0
; i < header.
numVertices
; ++i)
{
//
The following are the expressions needed to access each of the co-ordinates.
//
//
X co-ordinate: frame->verts[i].v[0] * frame->scale[0] + frame->translate[0]
//
Y co-ordinate: frame->verts[i].v[2] * frame->scale[2] + frame->translate[2]
//
Z co-ordinate: frame->verts[i].v[1] * frame->scale[1] + frame->translate[1]
//
//
NOTE: We have to swap Y and Z over because Z is up in MD2 and we have Y as up-axis
std::invoke
(addVertex, model,
static_cast
<
float
>((frame->
verts
[i].
v
[
0
] * frame->
scale
[
0
]) + frame->
translate
[
0
]),
static_cast
<
float
>((frame->
verts
[i].
v
[
2
] * frame->
scale
[
2
]) + frame->
translate
[
2
]),
static_cast
<
float
>((frame->
verts
[i].
v
[
1
] * frame->
scale
[
1
]) + frame->
translate
[
1
]));
}
//
Texture coordinates initialisation
if
(bHasTexture)
{
for
(
int
i =
0
; i < header.
numTexCoords
; i++)
{
std::invoke
(addTextureUV, model, textureCoords[i].
textureCoord
[
0
], textureCoords[i].
textureCoord
[
1
]);
}
}
//
Free dynamically allocated memory
delete[]
triangles;
//
NOTE: this is 'array' delete. Must be sure to use this
triangles =
0
;
delete[]
frameBuffer;
frameBuffer =
0
;
frame =
0
;
delete[]
textureCoords;
textureCoords =
0
;
return
true
;
}
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