OpenSceneGraph/src/osgPlugins/md2/ReaderWriterMD2.cpp
2013-06-25 16:10:24 +00:00

428 lines
13 KiB
C++

/*
* ReaderWriterMD2.cpp
*
* MD2 Reading code
*
* Author(s): Vladimir Vukicevic <vladimir@pobox.com>
*
*/
#include <osg/TexEnv>
#include <osg/CullFace>
#include <osg/Geode>
#include <osg/Geometry>
#include <osg/Material>
#include <osg/Image>
#include <osg/Texture2D>
#include <osg/Switch>
#include <osg/Sequence>
#include <osg/Notify>
#include <osgDB/Registry>
#include <osgDB/ReadFile>
#include <osgDB/FileNameUtils>
#include <osgDB/FileUtils>
#include <stdlib.h>
#include <string.h>
#include <fcntl.h>
#if defined(WIN32) && !defined(__CYGWIN__)
# include <io.h>
#else
# include <unistd.h>
#endif
#include <sys/stat.h>
#include <assert.h>
static osg::Node* load_md2 (const char *filename, const osgDB::ReaderWriter::Options* options);
class ReaderWriterMD2 : public osgDB::ReaderWriter
{
public:
ReaderWriterMD2 ()
{
supportsExtension("md2","Quak2 MD format");
}
virtual const char* className () const {
return "Quake MD2 Reader";
}
virtual ReadResult readNode (const std::string& filename, const osgDB::ReaderWriter::Options* options) const;
};
REGISTER_OSGPLUGIN(md2, ReaderWriterMD2)
osgDB::ReaderWriter::ReadResult
ReaderWriterMD2::readNode (const std::string& file, const osgDB::ReaderWriter::Options* options) const
{
std::string ext = osgDB::getLowerCaseFileExtension(file);
if (!acceptsExtension(ext)) return ReadResult::FILE_NOT_HANDLED;
std::string fileName = osgDB::findDataFile( file, options );
if (fileName.empty()) return ReadResult::FILE_NOT_FOUND;
// code for setting up the database path so that internally referenced file are searched for on relative paths.
osg::ref_ptr<Options> local_opt = options ? static_cast<Options*>(options->clone(osg::CopyOp::SHALLOW_COPY)) : new Options;
local_opt->setDatabasePath(osgDB::getFilePath(fileName));
return load_md2 (fileName.c_str(), options);
}
/////////////////// MD2 parsing code //////////////////////
typedef struct {
int magic;
int version;
int skinWidth;
int skinHeight;
int frameSize; // size of each frame in bytes
int numSkins;
int numVertices; // number of vertices in each frame
int numTexcoords; // number of texcoords in each frame (usually same as numVertices)
int numTriangles; // number of triangles in each frame
int numGlCommands;
int numFrames; // number of frames
int offsetSkins;
int offsetTexCoords;
int offsetTriangles;
int offsetFrames;
int offsetGlCommands; // num dwords in gl commands list
int offsetEnd;
} MD2_HEADER;
#define MD2_HEADER_MAGIC 0x32504449
typedef struct {
unsigned char vertex[3];
unsigned char lightNormalIndex;
} MD2_VERTEX;
typedef struct {
float scale[3];
float translate[3];
char name[16];
MD2_VERTEX vertices[1];
} MD2_FRAME;
typedef struct {
short vertexIndices[3];
short textureIndices[3];
} MD2_TRIANGLE;
typedef struct {
float s;
float t;
int vertexIndex;
} MD2_GLCOMMANDVERTEX;
typedef struct {
short s;
short t;
} MD2_TEXTURECOORDINATE;
typedef struct {
char name[64];
} MD2_SKIN;
#define NUMVERTEXNORMALS 162
float g_md2VertexNormals[NUMVERTEXNORMALS][3] = {
#include "anorms.h"
};
osg::Vec3Array *g_md2NormalsArray = NULL;
//
// the result will be an osg::Switch
// whose children will be osg::Sequences, one for each animation
// the children of the osg::Sequence will be the osg::Geode that contains the
// osg::Geometry of the relevant frame. The osg::Geode will have a osg::StateSet
// containing the texture information.
//
// this is also quite non-portable to non-little-endian architectures
static osg::Node*
load_md2 (const char *filename, const osgDB::ReaderWriter::Options* options)
{
struct stat st;
void *mapbase;
int file_fd;
osg::Node* result = NULL;
if (stat (filename, &st) < 0) {
return NULL;
}
file_fd = open (filename, O_RDONLY);
if (file_fd <= 0) {
close (file_fd);
return NULL;
}
mapbase = malloc (st.st_size);
if (!mapbase)
{
close (file_fd);
return NULL;
}
if (read(file_fd, mapbase, st.st_size)==0)
{
close (file_fd);
if (mapbase) free(mapbase);
return NULL;
}
if (g_md2NormalsArray == NULL) {
g_md2NormalsArray = new osg::Vec3Array;
for (int i = 0; i < NUMVERTEXNORMALS; i++)
g_md2NormalsArray->push_back (osg::Vec3 (g_md2VertexNormals[i][0], g_md2VertexNormals[i][1], g_md2VertexNormals[i][2]));
}
MD2_HEADER *md2_header = (MD2_HEADER *) mapbase;
if (md2_header->magic != MD2_HEADER_MAGIC || md2_header->version != 8) {
#if 0
munmap (mapbase);
#else
free (mapbase);
#endif
close (file_fd);
return NULL;
}
MD2_SKIN *md2_skins = (MD2_SKIN *) ((unsigned char *) mapbase + md2_header->offsetSkins);
MD2_TEXTURECOORDINATE *md2_texcoords = (MD2_TEXTURECOORDINATE *) ((unsigned char *) mapbase + md2_header->offsetTexCoords);
MD2_TRIANGLE *md2_triangles = (MD2_TRIANGLE *) ((unsigned char *) mapbase + md2_header->offsetTriangles);
osg::Switch *base_switch = new osg::Switch ();
osg::Sequence *current_sequence = NULL;
// read in the frame info into a vector
const char *last_frame_name = NULL;
osg::Vec3Array *vertexCoords = NULL;
osg::Vec2Array *texCoords = NULL;
osg::UIntArray *vertexIndices = NULL;
osg::UIntArray *texIndices = NULL;
osg::Vec3Array *normalCoords = NULL;
osg::UIntArray *normalIndices = NULL;
// load the texture skins
// there is code here to support multiple skins, but there's no need for it
// since we really just want to support one; we have no way of returning more
// than one to the user in any case.
#if 0
std::vector<osg::Texture2D*> skin_textures;
for (int si = 0; si < md2_header->numSkins; si++)
{
osg::ref_ptr<osg::Image> img;
osg::ref_ptr<osg::Texture2D> tex;
std::string imgname (md2_skins[si].name);
// first try loading the imgname straight
img = osgDB::readRefImageFile (imgname, options);
if (img.valid()) {
tex = new osg::Texture2D;
tex->setImage (img);
skin_textures.push_back (tex);
continue;
}
// we failed, so check if it's a PCX image
if (imgname.size() > 4 &&
osgDB::equalCaseInsensitive (imgname.substr (imgname.size() - 3, 3), "pcx"))
{
// it's a pcx, so try bmp and tga, since pcx sucks
std::string basename = imgname.substr (0, imgname.size() - 3);
img = osgDB::readRefImageFile (basename + "bmp", options);
if (img.valid()) {
tex = new osg::Texture2D;
tex->setImage (img.get());
skin_textures.push_back (tex);
continue;
}
img = osgDB::readRefImageFile (basename + "tga", options);
if (img.valid()) {
tex = new osg::Texture2D;
tex->setImage (img,get());
skin_textures.push_back (tex);
continue;
}
}
// couldn't find the referenced texture skin for this model
skin_textures.push_back (NULL);
OSG_WARN << "MD2 Loader: Couldn't load skin " << imgname << " referenced by model " << filename << std::endl;
}
#else
// load the single skin
osg::ref_ptr<osg::Image> skin_image;
osg::ref_ptr<osg::Texture2D> skin_texture = NULL;
if (md2_header->numSkins > 0) {
std::string imgname (md2_skins[0].name);
do {
// first try loading the imgname straight
skin_image = osgDB::readRefImageFile(imgname, options);
if (skin_image.valid()) break;
// we failed, so check if it's a PCX image
if (imgname.size() > 4 &&
osgDB::equalCaseInsensitive (imgname.substr (imgname.size() - 3, 3), "pcx"))
{
// it's a pcx, so try bmp and tga, since pcx sucks
std::string basename = imgname.substr (0, imgname.size() - 3);
skin_image = osgDB::readRefImageFile (basename + "bmp", options);
if (skin_image.valid()) break;
skin_image = osgDB::readRefImageFile (basename + "tga", options);
if (skin_image.valid()) break;
}
} while (0);
if (skin_image.valid()) {
skin_texture = new osg::Texture2D;
skin_texture->setImage (skin_image.get());
skin_texture->setFilter (osg::Texture2D::MAG_FILTER, osg::Texture2D::NEAREST);
} else {
// couldn't find the referenced texture skin for this model
OSG_WARN << "MD2 Loader: Couldn't load skin " << imgname << " referenced by model " << filename << std::endl;
}
}
#endif
int sequence_frame = 0;
for (int curFrame = 0; curFrame < md2_header->numFrames; curFrame++) {
// std::cerr << "Num vertices " << md2_header->numVertices << std::endl;
//long *command = (long *) ((unsigned char *) mapbase + md2_header->offsetGlCommands);
MD2_FRAME *frame = (MD2_FRAME *) ((unsigned char *) mapbase + md2_header->offsetFrames + (md2_header->frameSize * curFrame));
MD2_VERTEX *frame_vertices = frame->vertices;
// std::cerr << "Reading frame " << curFrame << " (gl offset: " << md2_header->offsetGlCommands << ") name: " << frame->name << std::endl;
int last_len = last_frame_name ? strcspn (last_frame_name, "0123456789") : 0;
int cur_len = strcspn (frame->name, "0123456789");
if (last_len != cur_len || strncmp (last_frame_name, frame->name, last_len) != 0) {
if (current_sequence) {
current_sequence->setInterval (osg::Sequence::LOOP, 0, -1);
base_switch->addChild (current_sequence);
}
current_sequence = new osg::Sequence ();
current_sequence->setMode (osg::Sequence::START);
current_sequence->setDuration (1.0f, -1);
sequence_frame = 0;
current_sequence->setName (std::string (frame->name, cur_len));
}
vertexCoords = new osg::Vec3Array;
normalCoords = new osg::Vec3Array;
for (int vi = 0; vi < md2_header->numVertices; vi++) {
vertexCoords->push_back
(osg::Vec3
(frame_vertices[vi].vertex[0] * frame->scale[0] + frame->translate[0],
-1 * (frame_vertices[vi].vertex[2] * frame->scale[2] + frame->translate[2]),
frame_vertices[vi].vertex[1] * frame->scale[1] + frame->translate[1]));
osg::Vec3 z = (*g_md2NormalsArray) [frame_vertices[vi].lightNormalIndex];
normalCoords->push_back (z);
}
if (curFrame == 0) {
vertexIndices = new osg::UIntArray;
normalIndices = new osg::UIntArray;
texCoords = new osg::Vec2Array;
texIndices = new osg::UIntArray;
for (int vi = 0; vi < md2_header->numTexcoords; vi++) {
texCoords->push_back
(osg::Vec2 ((float) md2_texcoords[vi].s / md2_header->skinWidth,
1.0f - (float) md2_texcoords[vi].t / md2_header->skinHeight));
}
for (int ti = 0; ti < md2_header->numTriangles; ti++) {
vertexIndices->push_back (md2_triangles[ti].vertexIndices[0]);
vertexIndices->push_back (md2_triangles[ti].vertexIndices[1]);
vertexIndices->push_back (md2_triangles[ti].vertexIndices[2]);
normalIndices->push_back (md2_triangles[ti].vertexIndices[0]);
normalIndices->push_back (md2_triangles[ti].vertexIndices[1]);
normalIndices->push_back (md2_triangles[ti].vertexIndices[2]);
texIndices->push_back (md2_triangles[ti].textureIndices[0]);
texIndices->push_back (md2_triangles[ti].textureIndices[1]);
texIndices->push_back (md2_triangles[ti].textureIndices[2]);
}
}
deprecated_osg::Geometry *geom = new deprecated_osg::Geometry;
geom->setVertexArray (vertexCoords);
geom->setVertexIndices (vertexIndices);
geom->setTexCoordArray (0, texCoords);
geom->setTexCoordIndices (0, texIndices);
geom->setNormalArray (normalCoords);
geom->setNormalIndices (normalIndices);
geom->setNormalBinding (deprecated_osg::Geometry::BIND_PER_VERTEX);
geom->addPrimitiveSet (new osg::DrawArrays (osg::PrimitiveSet::TRIANGLES, 0, vertexIndices->size ()));
osg::Geode *geode = new osg::Geode;
geode->addDrawable (geom);
current_sequence->addChild (geode);
current_sequence->setTime (sequence_frame, 0.2f);
sequence_frame++;
last_frame_name = frame->name;
}
if (current_sequence) {
current_sequence->setInterval (osg::Sequence::LOOP, 0, -1);
base_switch->addChild (current_sequence);
}
osg::StateSet *state = new osg::StateSet;
if (skin_texture != NULL) {
state->setTextureAttributeAndModes (0, skin_texture.get(), osg::StateAttribute::ON);
}
base_switch->setStateSet (state);
//base_switch->setAllChildrenOff ();
base_switch->setSingleChildOn(0);
result = base_switch;
#if 0
munamp (mapbase);
#else
free (mapbase);
#endif
close (file_fd);
return result;
}