- Move models into r_data
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9 changed files with 12 additions and 13 deletions
877
src/r_data/models/models.cpp
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877
src/r_data/models/models.cpp
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//
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//---------------------------------------------------------------------------
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//
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// Copyright(C) 2005-2016 Christoph Oelckers
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// All rights reserved.
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//
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU Lesser General Public License as published by
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// the Free Software Foundation, either version 3 of the License, or
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// (at your option) any later version.
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//
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU Lesser General Public License for more details.
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//
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// You should have received a copy of the GNU Lesser General Public License
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// along with this program. If not, see http://www.gnu.org/licenses/
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//
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//--------------------------------------------------------------------------
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//
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/*
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** gl_models.cpp
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**
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** General model handling code
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**
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**/
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#include "gl/system/gl_system.h"
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#include "w_wad.h"
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#include "cmdlib.h"
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#include "sc_man.h"
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#include "m_crc32.h"
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#include "c_console.h"
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#include "g_game.h"
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#include "doomstat.h"
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#include "g_level.h"
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#include "r_state.h"
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#include "d_player.h"
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#include "g_levellocals.h"
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#include "r_utility.h"
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#include "i_time.h"
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#include "r_data/models/models.h"
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CVAR(Bool, gl_interpolate_model_frames, true, CVAR_ARCHIVE)
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EXTERN_CVAR(Bool, r_drawvoxels)
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extern TDeletingArray<FVoxel *> Voxels;
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extern TDeletingArray<FVoxelDef *> VoxelDefs;
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DeletingModelArray Models;
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void FModelRenderer::RenderModel(float x, float y, float z, FSpriteModelFrame *smf, AActor *actor)
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{
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// Setup transformation.
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int translation = 0;
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if (!(smf->flags & MDL_IGNORETRANSLATION))
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translation = actor->Translation;
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// y scale for a sprite means height, i.e. z in the world!
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float scaleFactorX = actor->Scale.X * smf->xscale;
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float scaleFactorY = actor->Scale.X * smf->yscale;
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float scaleFactorZ = actor->Scale.Y * smf->zscale;
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float pitch = 0;
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float roll = 0;
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double rotateOffset = 0;
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float angle = actor->Angles.Yaw.Degrees;
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// [BB] Workaround for the missing pitch information.
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if ((smf->flags & MDL_PITCHFROMMOMENTUM))
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{
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const double x = actor->Vel.X;
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const double y = actor->Vel.Y;
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const double z = actor->Vel.Z;
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if (actor->Vel.LengthSquared() > EQUAL_EPSILON)
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{
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// [BB] Calculate the pitch using spherical coordinates.
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if (z || x || y) pitch = float(atan(z / sqrt(x*x + y*y)) / M_PI * 180);
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// Correcting pitch if model is moving backwards
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if (fabs(x) > EQUAL_EPSILON || fabs(y) > EQUAL_EPSILON)
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{
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if ((x * cos(angle * M_PI / 180) + y * sin(angle * M_PI / 180)) / sqrt(x * x + y * y) < 0) pitch *= -1;
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}
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else pitch = fabs(pitch);
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}
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}
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if (smf->flags & MDL_ROTATING)
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{
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const double time = smf->rotationSpeed*GetTimeFloat() / 200.;
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rotateOffset = double((time - xs_FloorToInt(time)) *360.);
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}
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// Added MDL_USEACTORPITCH and MDL_USEACTORROLL flags processing.
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// If both flags MDL_USEACTORPITCH and MDL_PITCHFROMMOMENTUM are set, the pitch sums up the actor pitch and the velocity vector pitch.
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if (smf->flags & MDL_USEACTORPITCH)
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{
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double d = actor->Angles.Pitch.Degrees;
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if (smf->flags & MDL_BADROTATION) pitch += d;
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else pitch -= d;
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}
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if (smf->flags & MDL_USEACTORROLL) roll += actor->Angles.Roll.Degrees;
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VSMatrix objectToWorldMatrix;
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objectToWorldMatrix.loadIdentity();
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// Model space => World space
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objectToWorldMatrix.translate(x, z, y);
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// [Nash] take SpriteRotation into account
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angle += actor->SpriteRotation.Degrees;
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if (actor->renderflags & RF_INTERPOLATEANGLES)
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{
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// [Nash] use interpolated angles
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DRotator Angles = actor->InterpolatedAngles(r_viewpoint.TicFrac);
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angle = Angles.Yaw.Degrees;
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}
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// Applying model transformations:
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// 1) Applying actor angle, pitch and roll to the model
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objectToWorldMatrix.rotate(-angle, 0, 1, 0);
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objectToWorldMatrix.rotate(pitch, 0, 0, 1);
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objectToWorldMatrix.rotate(-roll, 1, 0, 0);
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// 2) Applying Doomsday like rotation of the weapon pickup models
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// The rotation angle is based on the elapsed time.
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if (smf->flags & MDL_ROTATING)
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{
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objectToWorldMatrix.translate(smf->rotationCenterX, smf->rotationCenterY, smf->rotationCenterZ);
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objectToWorldMatrix.rotate(rotateOffset, smf->xrotate, smf->yrotate, smf->zrotate);
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objectToWorldMatrix.translate(-smf->rotationCenterX, -smf->rotationCenterY, -smf->rotationCenterZ);
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}
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// 3) Scaling model.
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objectToWorldMatrix.scale(scaleFactorX, scaleFactorZ, scaleFactorY);
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// 4) Aplying model offsets (model offsets do not depend on model scalings).
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objectToWorldMatrix.translate(smf->xoffset / smf->xscale, smf->zoffset / smf->zscale, smf->yoffset / smf->yscale);
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// 5) Applying model rotations.
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objectToWorldMatrix.rotate(-smf->angleoffset, 0, 1, 0);
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objectToWorldMatrix.rotate(smf->pitchoffset, 0, 0, 1);
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objectToWorldMatrix.rotate(-smf->rolloffset, 1, 0, 0);
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// consider the pixel stretching. For non-voxels this must be factored out here
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float stretch = (smf->modelIDs[0] != -1 ? Models[smf->modelIDs[0]]->getAspectFactor() : 1.f) / level.info->pixelstretch;
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objectToWorldMatrix.scale(1, stretch, 1);
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BeginDrawModel(actor, smf, objectToWorldMatrix);
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RenderFrameModels(smf, actor->state, actor->tics, actor->GetClass(), nullptr, translation);
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EndDrawModel(actor, smf);
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}
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void FModelRenderer::RenderHUDModel(DPSprite *psp, float ofsX, float ofsY)
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{
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AActor * playermo = players[consoleplayer].camera;
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FSpriteModelFrame *smf = gl_FindModelFrame(playermo->player->ReadyWeapon->GetClass(), psp->GetState()->sprite, psp->GetState()->GetFrame(), false);
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// [BB] No model found for this sprite, so we can't render anything.
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if (smf == nullptr)
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return;
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// The model position and orientation has to be drawn independently from the position of the player,
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// but we need to position it correctly in the world for light to work properly.
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VSMatrix objectToWorldMatrix = GetViewToWorldMatrix();
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// Scaling model (y scale for a sprite means height, i.e. z in the world!).
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objectToWorldMatrix.scale(smf->xscale, smf->zscale, smf->yscale);
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// Aplying model offsets (model offsets do not depend on model scalings).
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objectToWorldMatrix.translate(smf->xoffset / smf->xscale, smf->zoffset / smf->zscale, smf->yoffset / smf->yscale);
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// [BB] Weapon bob, very similar to the normal Doom weapon bob.
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objectToWorldMatrix.rotate(ofsX / 4, 0, 1, 0);
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objectToWorldMatrix.rotate((ofsY - WEAPONTOP) / -4., 1, 0, 0);
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// [BB] For some reason the jDoom models need to be rotated.
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objectToWorldMatrix.rotate(90.f, 0, 1, 0);
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// Applying angleoffset, pitchoffset, rolloffset.
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objectToWorldMatrix.rotate(-smf->angleoffset, 0, 1, 0);
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objectToWorldMatrix.rotate(smf->pitchoffset, 0, 0, 1);
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objectToWorldMatrix.rotate(-smf->rolloffset, 1, 0, 0);
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BeginDrawHUDModel(playermo, objectToWorldMatrix);
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RenderFrameModels(smf, psp->GetState(), psp->GetTics(), playermo->player->ReadyWeapon->GetClass(), nullptr, 0);
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EndDrawHUDModel(playermo);
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}
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void FModelRenderer::RenderFrameModels(const FSpriteModelFrame *smf,
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const FState *curState,
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const int curTics,
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const PClass *ti,
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Matrix3x4 *normaltransform,
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int translation)
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{
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// [BB] Frame interpolation: Find the FSpriteModelFrame smfNext which follows after smf in the animation
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// and the scalar value inter ( element of [0,1) ), both necessary to determine the interpolated frame.
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FSpriteModelFrame * smfNext = nullptr;
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double inter = 0.;
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if (gl_interpolate_model_frames && !(smf->flags & MDL_NOINTERPOLATION))
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{
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FState *nextState = curState->GetNextState();
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if (curState != nextState && nextState)
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{
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// [BB] To interpolate at more than 35 fps we take tic fractions into account.
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float ticFraction = 0.;
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// [BB] In case the tic counter is frozen we have to leave ticFraction at zero.
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if (ConsoleState == c_up && menuactive != MENU_On && !(level.flags2 & LEVEL2_FROZEN))
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{
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double time = GetTimeFloat();
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ticFraction = (time - static_cast<int>(time));
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}
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inter = static_cast<double>(curState->Tics - curTics - ticFraction) / static_cast<double>(curState->Tics);
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// [BB] For some actors (e.g. ZPoisonShroom) spr->actor->tics can be bigger than curState->Tics.
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// In this case inter is negative and we need to set it to zero.
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if (inter < 0.)
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inter = 0.;
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else
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{
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// [BB] Workaround for actors that use the same frame twice in a row.
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// Most of the standard Doom monsters do this in their see state.
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if ((smf->flags & MDL_INTERPOLATEDOUBLEDFRAMES))
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{
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const FState *prevState = curState - 1;
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if ((curState->sprite == prevState->sprite) && (curState->Frame == prevState->Frame))
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{
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inter /= 2.;
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inter += 0.5;
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}
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if ((curState->sprite == nextState->sprite) && (curState->Frame == nextState->Frame))
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{
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inter /= 2.;
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nextState = nextState->GetNextState();
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}
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}
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if (inter != 0.0)
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smfNext = gl_FindModelFrame(ti, nextState->sprite, nextState->Frame, false);
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}
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}
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}
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for (int i = 0; i<MAX_MODELS_PER_FRAME; i++)
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{
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if (smf->modelIDs[i] != -1)
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{
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FModel * mdl = Models[smf->modelIDs[i]];
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FTexture *tex = smf->skinIDs[i].isValid() ? TexMan(smf->skinIDs[i]) : nullptr;
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mdl->BuildVertexBuffer(this);
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SetVertexBuffer(mdl->mVBuf);
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mdl->PushSpriteMDLFrame(smf, i);
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if (smfNext && smf->modelframes[i] != smfNext->modelframes[i])
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mdl->RenderFrame(this, tex, smf->modelframes[i], smfNext->modelframes[i], inter, translation);
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else
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mdl->RenderFrame(this, tex, smf->modelframes[i], smf->modelframes[i], 0.f, translation);
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ResetVertexBuffer();
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}
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}
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}
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/////////////////////////////////////////////////////////////////////////////
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void gl_LoadModels()
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{
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/*
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for (int i = Models.Size() - 1; i >= 0; i--)
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{
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Models[i]->BuildVertexBuffer();
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}
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*/
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}
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void gl_FlushModels()
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{
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for (int i = Models.Size() - 1; i >= 0; i--)
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{
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Models[i]->DestroyVertexBuffer();
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}
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}
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/////////////////////////////////////////////////////////////////////////////
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FModel::~FModel()
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{
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if (mVBuf != nullptr) delete mVBuf;
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}
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static TArray<FSpriteModelFrame> SpriteModelFrames;
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static int * SpriteModelHash;
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//TArray<FStateModelFrame> StateModelFrames;
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static void DeleteModelHash()
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{
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if (SpriteModelHash != nullptr) delete [] SpriteModelHash;
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SpriteModelHash = nullptr;
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}
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//===========================================================================
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//
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// FindGFXFile
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//
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//===========================================================================
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static int FindGFXFile(FString & fn)
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{
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int lump = Wads.CheckNumForFullName(fn); // if we find something that matches the name plus the extension, return it and do not enter the substitution logic below.
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if (lump != -1) return lump;
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int best = -1;
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int dot = fn.LastIndexOf('.');
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int slash = fn.LastIndexOf('/');
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if (dot > slash) fn.Truncate(dot);
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static const char * extensions[] = { ".png", ".jpg", ".tga", ".pcx", nullptr };
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for (const char ** extp=extensions; *extp; extp++)
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{
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int lump = Wads.CheckNumForFullName(fn + *extp);
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if (lump >= best) best = lump;
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}
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return best;
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}
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//===========================================================================
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//
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// LoadSkin
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//
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//===========================================================================
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FTextureID LoadSkin(const char * path, const char * fn)
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{
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FString buffer;
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buffer.Format("%s%s", path, fn);
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int texlump = FindGFXFile(buffer);
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const char * const texname = texlump < 0 ? fn : Wads.GetLumpFullName(texlump);
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return TexMan.CheckForTexture(texname, FTexture::TEX_Any, FTextureManager::TEXMAN_TryAny);
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}
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//===========================================================================
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//
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// ModelFrameHash
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//
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//===========================================================================
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static int ModelFrameHash(FSpriteModelFrame * smf)
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{
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const uint32_t *table = GetCRCTable ();
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uint32_t hash = 0xffffffff;
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const char * s = (const char *)(&smf->type); // this uses type, sprite and frame for hashing
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const char * se= (const char *)(&smf->hashnext);
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for (; s<se; s++)
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{
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hash = CRC1 (hash, *s, table);
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}
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return hash ^ 0xffffffff;
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}
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//===========================================================================
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//
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// FindModel
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//
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//===========================================================================
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static unsigned FindModel(const char * path, const char * modelfile)
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{
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FModel * model = nullptr;
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FString fullname;
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fullname.Format("%s%s", path, modelfile);
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int lump = Wads.CheckNumForFullName(fullname);
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if (lump<0)
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{
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Printf("FindModel: '%s' not found\n", fullname.GetChars());
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return -1;
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}
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for(unsigned i = 0; i< Models.Size(); i++)
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{
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if (!Models[i]->mFileName.CompareNoCase(fullname)) return i;
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}
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int len = Wads.LumpLength(lump);
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FMemLump lumpd = Wads.ReadLump(lump);
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char * buffer = (char*)lumpd.GetMem();
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if (!memcmp(buffer, "DMDM", 4))
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{
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model = new FDMDModel;
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}
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else if (!memcmp(buffer, "IDP2", 4))
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{
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model = new FMD2Model;
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}
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else if (!memcmp(buffer, "IDP3", 4))
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{
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model = new FMD3Model;
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}
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if (model != nullptr)
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{
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if (!model->Load(path, lump, buffer, len))
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{
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delete model;
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return -1;
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}
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}
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else
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{
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// try loading as a voxel
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FVoxel *voxel = R_LoadKVX(lump);
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if (voxel != nullptr)
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{
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model = new FVoxelModel(voxel, true);
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}
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else
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{
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Printf("LoadModel: Unknown model format in '%s'\n", fullname.GetChars());
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return -1;
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}
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}
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// The vertex buffer cannot be initialized here because this gets called before OpenGL is initialized
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model->mFileName = fullname;
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return Models.Push(model);
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}
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//===========================================================================
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//
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// gl_InitModels
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//
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//===========================================================================
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void gl_InitModels()
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{
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int Lump, lastLump;
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FString path;
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int index, surface;
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int i;
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FSpriteModelFrame smf;
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lastLump = 0;
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for(unsigned i=0;i<Models.Size();i++)
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{
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delete Models[i];
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}
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Models.Clear();
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SpriteModelFrames.Clear();
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DeleteModelHash();
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// First, create models for each voxel
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for (unsigned i = 0; i < Voxels.Size(); i++)
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{
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FVoxelModel *md = new FVoxelModel(Voxels[i], false);
|
||||
Voxels[i]->VoxelIndex = Models.Push(md);
|
||||
}
|
||||
// now create GL model frames for the voxeldefs
|
||||
for (unsigned i = 0; i < VoxelDefs.Size(); i++)
|
||||
{
|
||||
FVoxelModel *md = (FVoxelModel*)Models[VoxelDefs[i]->Voxel->VoxelIndex];
|
||||
memset(&smf, 0, sizeof(smf));
|
||||
smf.modelIDs[1] = smf.modelIDs[2] = smf.modelIDs[3] = -1;
|
||||
smf.modelIDs[0] = VoxelDefs[i]->Voxel->VoxelIndex;
|
||||
smf.skinIDs[0] = md->GetPaletteTexture();
|
||||
smf.xscale = smf.yscale = smf.zscale = VoxelDefs[i]->Scale;
|
||||
smf.angleoffset = VoxelDefs[i]->AngleOffset.Degrees;
|
||||
if (VoxelDefs[i]->PlacedSpin != 0)
|
||||
{
|
||||
smf.yrotate = 1.f;
|
||||
smf.rotationSpeed = VoxelDefs[i]->PlacedSpin / 55.55f;
|
||||
smf.flags |= MDL_ROTATING;
|
||||
}
|
||||
VoxelDefs[i]->VoxeldefIndex = SpriteModelFrames.Push(smf);
|
||||
if (VoxelDefs[i]->PlacedSpin != VoxelDefs[i]->DroppedSpin)
|
||||
{
|
||||
if (VoxelDefs[i]->DroppedSpin != 0)
|
||||
{
|
||||
smf.yrotate = 1.f;
|
||||
smf.rotationSpeed = VoxelDefs[i]->DroppedSpin / 55.55f;
|
||||
smf.flags |= MDL_ROTATING;
|
||||
}
|
||||
else
|
||||
{
|
||||
smf.yrotate = 0;
|
||||
smf.rotationSpeed = 0;
|
||||
smf.flags &= ~MDL_ROTATING;
|
||||
}
|
||||
SpriteModelFrames.Push(smf);
|
||||
}
|
||||
}
|
||||
|
||||
memset(&smf, 0, sizeof(smf));
|
||||
smf.modelIDs[0] = smf.modelIDs[1] = smf.modelIDs[2] = smf.modelIDs[3] = -1;
|
||||
while ((Lump = Wads.FindLump("MODELDEF", &lastLump)) != -1)
|
||||
{
|
||||
FScanner sc(Lump);
|
||||
while (sc.GetString())
|
||||
{
|
||||
if (sc.Compare("model"))
|
||||
{
|
||||
path = "";
|
||||
sc.MustGetString();
|
||||
memset(&smf, 0, sizeof(smf));
|
||||
smf.modelIDs[0] = smf.modelIDs[1] = smf.modelIDs[2] = smf.modelIDs[3] = -1;
|
||||
smf.xscale=smf.yscale=smf.zscale=1.f;
|
||||
|
||||
smf.type = PClass::FindClass(sc.String);
|
||||
if (!smf.type || smf.type->Defaults == nullptr)
|
||||
{
|
||||
sc.ScriptError("MODELDEF: Unknown actor type '%s'\n", sc.String);
|
||||
}
|
||||
sc.MustGetStringName("{");
|
||||
while (!sc.CheckString("}"))
|
||||
{
|
||||
sc.MustGetString();
|
||||
if (sc.Compare("path"))
|
||||
{
|
||||
sc.MustGetString();
|
||||
FixPathSeperator(sc.String);
|
||||
path = sc.String;
|
||||
if (path[(int)path.Len()-1]!='/') path+='/';
|
||||
}
|
||||
else if (sc.Compare("model"))
|
||||
{
|
||||
sc.MustGetNumber();
|
||||
index = sc.Number;
|
||||
if (index < 0 || index >= MAX_MODELS_PER_FRAME)
|
||||
{
|
||||
sc.ScriptError("Too many models in %s", smf.type->TypeName.GetChars());
|
||||
}
|
||||
sc.MustGetString();
|
||||
FixPathSeperator(sc.String);
|
||||
smf.modelIDs[index] = FindModel(path.GetChars(), sc.String);
|
||||
if (smf.modelIDs[index] == -1)
|
||||
{
|
||||
Printf("%s: model not found in %s\n", sc.String, path.GetChars());
|
||||
}
|
||||
}
|
||||
else if (sc.Compare("scale"))
|
||||
{
|
||||
sc.MustGetFloat();
|
||||
smf.xscale = sc.Float;
|
||||
sc.MustGetFloat();
|
||||
smf.yscale = sc.Float;
|
||||
sc.MustGetFloat();
|
||||
smf.zscale = sc.Float;
|
||||
}
|
||||
// [BB] Added zoffset reading.
|
||||
// Now it must be considered deprecated.
|
||||
else if (sc.Compare("zoffset"))
|
||||
{
|
||||
sc.MustGetFloat();
|
||||
smf.zoffset=sc.Float;
|
||||
}
|
||||
// Offset reading.
|
||||
else if (sc.Compare("offset"))
|
||||
{
|
||||
sc.MustGetFloat();
|
||||
smf.xoffset = sc.Float;
|
||||
sc.MustGetFloat();
|
||||
smf.yoffset = sc.Float;
|
||||
sc.MustGetFloat();
|
||||
smf.zoffset = sc.Float;
|
||||
}
|
||||
// angleoffset, pitchoffset and rolloffset reading.
|
||||
else if (sc.Compare("angleoffset"))
|
||||
{
|
||||
sc.MustGetFloat();
|
||||
smf.angleoffset = sc.Float;
|
||||
}
|
||||
else if (sc.Compare("pitchoffset"))
|
||||
{
|
||||
sc.MustGetFloat();
|
||||
smf.pitchoffset = sc.Float;
|
||||
}
|
||||
else if (sc.Compare("rolloffset"))
|
||||
{
|
||||
sc.MustGetFloat();
|
||||
smf.rolloffset = sc.Float;
|
||||
}
|
||||
// [BB] Added model flags reading.
|
||||
else if (sc.Compare("ignoretranslation"))
|
||||
{
|
||||
smf.flags |= MDL_IGNORETRANSLATION;
|
||||
}
|
||||
else if (sc.Compare("pitchfrommomentum"))
|
||||
{
|
||||
smf.flags |= MDL_PITCHFROMMOMENTUM;
|
||||
}
|
||||
else if (sc.Compare("inheritactorpitch"))
|
||||
{
|
||||
smf.flags |= MDL_USEACTORPITCH | MDL_BADROTATION;
|
||||
}
|
||||
else if (sc.Compare("inheritactorroll"))
|
||||
{
|
||||
smf.flags |= MDL_USEACTORROLL;
|
||||
}
|
||||
else if (sc.Compare("useactorpitch"))
|
||||
{
|
||||
smf.flags |= MDL_USEACTORPITCH;
|
||||
}
|
||||
else if (sc.Compare("useactorroll"))
|
||||
{
|
||||
smf.flags |= MDL_USEACTORROLL;
|
||||
}
|
||||
else if (sc.Compare("rotating"))
|
||||
{
|
||||
smf.flags |= MDL_ROTATING;
|
||||
smf.xrotate = 0.;
|
||||
smf.yrotate = 1.;
|
||||
smf.zrotate = 0.;
|
||||
smf.rotationCenterX = 0.;
|
||||
smf.rotationCenterY = 0.;
|
||||
smf.rotationCenterZ = 0.;
|
||||
smf.rotationSpeed = 1.;
|
||||
}
|
||||
else if (sc.Compare("rotation-speed"))
|
||||
{
|
||||
sc.MustGetFloat();
|
||||
smf.rotationSpeed = sc.Float;
|
||||
}
|
||||
else if (sc.Compare("rotation-vector"))
|
||||
{
|
||||
sc.MustGetFloat();
|
||||
smf.xrotate = sc.Float;
|
||||
sc.MustGetFloat();
|
||||
smf.yrotate = sc.Float;
|
||||
sc.MustGetFloat();
|
||||
smf.zrotate = sc.Float;
|
||||
}
|
||||
else if (sc.Compare("rotation-center"))
|
||||
{
|
||||
sc.MustGetFloat();
|
||||
smf.rotationCenterX = sc.Float;
|
||||
sc.MustGetFloat();
|
||||
smf.rotationCenterY = sc.Float;
|
||||
sc.MustGetFloat();
|
||||
smf.rotationCenterZ = sc.Float;
|
||||
}
|
||||
else if (sc.Compare("interpolatedoubledframes"))
|
||||
{
|
||||
smf.flags |= MDL_INTERPOLATEDOUBLEDFRAMES;
|
||||
}
|
||||
else if (sc.Compare("nointerpolation"))
|
||||
{
|
||||
smf.flags |= MDL_NOINTERPOLATION;
|
||||
}
|
||||
else if (sc.Compare("skin"))
|
||||
{
|
||||
sc.MustGetNumber();
|
||||
index=sc.Number;
|
||||
if (index<0 || index>=MAX_MODELS_PER_FRAME)
|
||||
{
|
||||
sc.ScriptError("Too many models in %s", smf.type->TypeName.GetChars());
|
||||
}
|
||||
sc.MustGetString();
|
||||
FixPathSeperator(sc.String);
|
||||
if (sc.Compare(""))
|
||||
{
|
||||
smf.skinIDs[index]=FNullTextureID();
|
||||
}
|
||||
else
|
||||
{
|
||||
smf.skinIDs[index] = LoadSkin(path.GetChars(), sc.String);
|
||||
if (!smf.skinIDs[index].isValid())
|
||||
{
|
||||
Printf("Skin '%s' not found in '%s'\n",
|
||||
sc.String, smf.type->TypeName.GetChars());
|
||||
}
|
||||
}
|
||||
}
|
||||
else if (sc.Compare("surfaceskin"))
|
||||
{
|
||||
sc.MustGetNumber();
|
||||
index = sc.Number;
|
||||
sc.MustGetNumber();
|
||||
surface = sc.Number;
|
||||
|
||||
if (index<0 || index >= MAX_MODELS_PER_FRAME)
|
||||
{
|
||||
sc.ScriptError("Too many models in %s", smf.type->TypeName.GetChars());
|
||||
}
|
||||
|
||||
if (surface<0 || surface >= MD3_MAX_SURFACES)
|
||||
{
|
||||
sc.ScriptError("Invalid MD3 Surface %d in %s", MD3_MAX_SURFACES, smf.type->TypeName.GetChars());
|
||||
}
|
||||
|
||||
sc.MustGetString();
|
||||
FixPathSeperator(sc.String);
|
||||
if (sc.Compare(""))
|
||||
{
|
||||
smf.surfaceskinIDs[index][surface] = FNullTextureID();
|
||||
}
|
||||
else
|
||||
{
|
||||
smf.surfaceskinIDs[index][surface] = LoadSkin(path.GetChars(), sc.String);
|
||||
if (!smf.surfaceskinIDs[index][surface].isValid())
|
||||
{
|
||||
Printf("Surface Skin '%s' not found in '%s'\n",
|
||||
sc.String, smf.type->TypeName.GetChars());
|
||||
}
|
||||
}
|
||||
}
|
||||
else if (sc.Compare("frameindex") || sc.Compare("frame"))
|
||||
{
|
||||
bool isframe=!!sc.Compare("frame");
|
||||
|
||||
sc.MustGetString();
|
||||
smf.sprite = -1;
|
||||
for (i = 0; i < (int)sprites.Size (); ++i)
|
||||
{
|
||||
if (strnicmp (sprites[i].name, sc.String, 4) == 0)
|
||||
{
|
||||
if (sprites[i].numframes==0)
|
||||
{
|
||||
//sc.ScriptError("Sprite %s has no frames", sc.String);
|
||||
}
|
||||
smf.sprite = i;
|
||||
break;
|
||||
}
|
||||
}
|
||||
if (smf.sprite==-1)
|
||||
{
|
||||
sc.ScriptError("Unknown sprite %s in model definition for %s", sc.String, smf.type->TypeName.GetChars());
|
||||
}
|
||||
|
||||
sc.MustGetString();
|
||||
FString framechars = sc.String;
|
||||
|
||||
sc.MustGetNumber();
|
||||
index=sc.Number;
|
||||
if (index<0 || index>=MAX_MODELS_PER_FRAME)
|
||||
{
|
||||
sc.ScriptError("Too many models in %s", smf.type->TypeName.GetChars());
|
||||
}
|
||||
if (isframe)
|
||||
{
|
||||
sc.MustGetString();
|
||||
if (smf.modelIDs[index] != -1)
|
||||
{
|
||||
FModel *model = Models[smf.modelIDs[index]];
|
||||
smf.modelframes[index] = model->FindFrame(sc.String);
|
||||
if (smf.modelframes[index]==-1) sc.ScriptError("Unknown frame '%s' in %s", sc.String, smf.type->TypeName.GetChars());
|
||||
}
|
||||
else smf.modelframes[index] = -1;
|
||||
}
|
||||
else
|
||||
{
|
||||
sc.MustGetNumber();
|
||||
smf.modelframes[index] = sc.Number;
|
||||
}
|
||||
|
||||
for(i=0; framechars[i]>0; i++)
|
||||
{
|
||||
char map[29]={0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0};
|
||||
int c = toupper(framechars[i])-'A';
|
||||
|
||||
if (c<0 || c>=29)
|
||||
{
|
||||
sc.ScriptError("Invalid frame character %c found", c+'A');
|
||||
}
|
||||
if (map[c]) continue;
|
||||
smf.frame=c;
|
||||
SpriteModelFrames.Push(smf);
|
||||
GetDefaultByType(smf.type)->hasmodel = true;
|
||||
map[c]=1;
|
||||
}
|
||||
}
|
||||
else if (sc.Compare("dontcullbackfaces"))
|
||||
{
|
||||
smf.flags |= MDL_DONTCULLBACKFACES;
|
||||
}
|
||||
else
|
||||
{
|
||||
sc.ScriptMessage("Unrecognized string \"%s\"", sc.String);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// create a hash table for quick access
|
||||
SpriteModelHash = new int[SpriteModelFrames.Size ()];
|
||||
atterm(DeleteModelHash);
|
||||
memset(SpriteModelHash, 0xff, SpriteModelFrames.Size () * sizeof(int));
|
||||
|
||||
for (i = 0; i < (int)SpriteModelFrames.Size (); i++)
|
||||
{
|
||||
int j = ModelFrameHash(&SpriteModelFrames[i]) % SpriteModelFrames.Size ();
|
||||
|
||||
SpriteModelFrames[i].hashnext = SpriteModelHash[j];
|
||||
SpriteModelHash[j]=i;
|
||||
}
|
||||
}
|
||||
|
||||
//===========================================================================
|
||||
//
|
||||
// gl_FindModelFrame
|
||||
//
|
||||
//===========================================================================
|
||||
|
||||
FSpriteModelFrame * gl_FindModelFrame(const PClass * ti, int sprite, int frame, bool dropped)
|
||||
{
|
||||
if (GetDefaultByType(ti)->hasmodel)
|
||||
{
|
||||
FSpriteModelFrame smf;
|
||||
|
||||
memset(&smf, 0, sizeof(smf));
|
||||
smf.type=ti;
|
||||
smf.sprite=sprite;
|
||||
smf.frame=frame;
|
||||
|
||||
int hash = SpriteModelHash[ModelFrameHash(&smf) % SpriteModelFrames.Size()];
|
||||
|
||||
while (hash>=0)
|
||||
{
|
||||
FSpriteModelFrame * smff = &SpriteModelFrames[hash];
|
||||
if (smff->type==ti && smff->sprite==sprite && smff->frame==frame) return smff;
|
||||
hash=smff->hashnext;
|
||||
}
|
||||
}
|
||||
|
||||
// Check for voxel replacements
|
||||
if (r_drawvoxels)
|
||||
{
|
||||
spritedef_t *sprdef = &sprites[sprite];
|
||||
if (frame < sprdef->numframes)
|
||||
{
|
||||
spriteframe_t *sprframe = &SpriteFrames[sprdef->spriteframes + frame];
|
||||
if (sprframe->Voxel != nullptr)
|
||||
{
|
||||
int index = sprframe->Voxel->VoxeldefIndex;
|
||||
if (dropped && sprframe->Voxel->DroppedSpin !=sprframe->Voxel->PlacedSpin) index++;
|
||||
return &SpriteModelFrames[index];
|
||||
}
|
||||
}
|
||||
}
|
||||
return nullptr;
|
||||
}
|
||||
|
||||
//===========================================================================
|
||||
//
|
||||
// gl_IsHUDModelForPlayerAvailable
|
||||
//
|
||||
//===========================================================================
|
||||
|
||||
bool gl_IsHUDModelForPlayerAvailable (player_t * player)
|
||||
{
|
||||
if (player == nullptr || player->ReadyWeapon == nullptr)
|
||||
return false;
|
||||
|
||||
DPSprite *psp = player->FindPSprite(PSP_WEAPON);
|
||||
|
||||
if (psp == nullptr || psp->GetState() == nullptr)
|
||||
return false;
|
||||
|
||||
FState* state = psp->GetState();
|
||||
FSpriteModelFrame *smf = gl_FindModelFrame(player->ReadyWeapon->GetClass(), state->sprite, state->GetFrame(), false);
|
||||
return ( smf != nullptr );
|
||||
}
|
||||
|
||||
497
src/r_data/models/models.h
Normal file
497
src/r_data/models/models.h
Normal file
|
|
@ -0,0 +1,497 @@
|
|||
//
|
||||
//---------------------------------------------------------------------------
|
||||
//
|
||||
// Copyright(C) 2005-2016 Christoph Oelckers
|
||||
// All rights reserved.
|
||||
//
|
||||
// This program is free software: you can redistribute it and/or modify
|
||||
// it under the terms of the GNU Lesser General Public License as published by
|
||||
// the Free Software Foundation, either version 3 of the License, or
|
||||
// (at your option) any later version.
|
||||
//
|
||||
// This program is distributed in the hope that it will be useful,
|
||||
// but WITHOUT ANY WARRANTY; without even the implied warranty of
|
||||
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
|
||||
// GNU Lesser General Public License for more details.
|
||||
//
|
||||
// You should have received a copy of the GNU Lesser General Public License
|
||||
// along with this program. If not, see http://www.gnu.org/licenses/
|
||||
//
|
||||
//--------------------------------------------------------------------------
|
||||
//
|
||||
|
||||
#ifndef __GL_MODELS_H_
|
||||
#define __GL_MODELS_H_
|
||||
|
||||
#include "tarray.h"
|
||||
#include "gl/utility/gl_geometric.h"
|
||||
#include "gl/data/gl_matrix.h"
|
||||
#include "actor.h"
|
||||
#include "dobject.h"
|
||||
#include "p_pspr.h"
|
||||
#include "r_data/voxels.h"
|
||||
#include "info.h"
|
||||
|
||||
#define MAX_LODS 4
|
||||
|
||||
enum { VX, VZ, VY };
|
||||
|
||||
#define MD2_MAGIC 0x32504449
|
||||
#define DMD_MAGIC 0x4D444D44
|
||||
#define MD3_MAGIC 0x33504449
|
||||
#define NUMVERTEXNORMALS 162
|
||||
#define MD3_MAX_SURFACES 32
|
||||
|
||||
FTextureID LoadSkin(const char * path, const char * fn);
|
||||
|
||||
struct FSpriteModelFrame;
|
||||
class IModelVertexBuffer;
|
||||
|
||||
class FModelRenderer
|
||||
{
|
||||
public:
|
||||
virtual ~FModelRenderer() { }
|
||||
|
||||
void RenderModel(float x, float y, float z, FSpriteModelFrame *modelframe, AActor *actor);
|
||||
void RenderHUDModel(DPSprite *psp, float ofsx, float ofsy);
|
||||
|
||||
virtual void BeginDrawModel(AActor *actor, FSpriteModelFrame *smf, const VSMatrix &objectToWorldMatrix) = 0;
|
||||
virtual void EndDrawModel(AActor *actor, FSpriteModelFrame *smf) = 0;
|
||||
|
||||
virtual IModelVertexBuffer *CreateVertexBuffer(bool needindex, bool singleframe) = 0;
|
||||
|
||||
virtual void SetVertexBuffer(IModelVertexBuffer *buffer) = 0;
|
||||
virtual void ResetVertexBuffer() = 0;
|
||||
|
||||
virtual VSMatrix GetViewToWorldMatrix() = 0;
|
||||
|
||||
virtual void BeginDrawHUDModel(AActor *actor, const VSMatrix &objectToWorldMatrix) = 0;
|
||||
virtual void EndDrawHUDModel(AActor *actor) = 0;
|
||||
|
||||
virtual void SetInterpolation(double interpolation) = 0;
|
||||
virtual void SetMaterial(FTexture *skin, bool clampNoFilter, int translation) = 0;
|
||||
virtual void DrawArrays(int start, int count) = 0;
|
||||
virtual void DrawElements(int numIndices, size_t offset) = 0;
|
||||
|
||||
virtual double GetTimeFloat() = 0;
|
||||
|
||||
private:
|
||||
void RenderFrameModels(const FSpriteModelFrame *smf, const FState *curState, const int curTics, const PClass *ti, Matrix3x4 *normaltransform, int translation);
|
||||
};
|
||||
|
||||
struct FModelVertex
|
||||
{
|
||||
float x, y, z; // world position
|
||||
float u, v; // texture coordinates
|
||||
unsigned packedNormal; // normal vector as GL_INT_2_10_10_10_REV.
|
||||
|
||||
void Set(float xx, float yy, float zz, float uu, float vv)
|
||||
{
|
||||
x = xx;
|
||||
y = yy;
|
||||
z = zz;
|
||||
u = uu;
|
||||
v = vv;
|
||||
}
|
||||
|
||||
void SetNormal(float nx, float ny, float nz)
|
||||
{
|
||||
int inx = clamp(int(nx * 512), -512, 511);
|
||||
int iny = clamp(int(ny * 512), -512, 511);
|
||||
int inz = clamp(int(nz * 512), -512, 511);
|
||||
int inw = 0;
|
||||
packedNormal = (inw << 30) | ((inz & 1023) << 20) | ((iny & 1023) << 10) | (inx & 1023);
|
||||
}
|
||||
};
|
||||
|
||||
#define VMO ((FModelVertex*)NULL)
|
||||
|
||||
class FModelRenderer;
|
||||
|
||||
class IModelVertexBuffer
|
||||
{
|
||||
public:
|
||||
virtual ~IModelVertexBuffer() { }
|
||||
|
||||
virtual FModelVertex *LockVertexBuffer(unsigned int size) = 0;
|
||||
virtual void UnlockVertexBuffer() = 0;
|
||||
|
||||
virtual unsigned int *LockIndexBuffer(unsigned int size) = 0;
|
||||
virtual void UnlockIndexBuffer() = 0;
|
||||
|
||||
virtual void SetupFrame(FModelRenderer *renderer, unsigned int frame1, unsigned int frame2, unsigned int size) = 0;
|
||||
};
|
||||
|
||||
class FModel
|
||||
{
|
||||
public:
|
||||
|
||||
FModel()
|
||||
{
|
||||
mVBuf = NULL;
|
||||
}
|
||||
virtual ~FModel();
|
||||
|
||||
virtual bool Load(const char * fn, int lumpnum, const char * buffer, int length) = 0;
|
||||
virtual int FindFrame(const char * name) = 0;
|
||||
virtual void RenderFrame(FModelRenderer *renderer, FTexture * skin, int frame, int frame2, double inter, int translation=0) = 0;
|
||||
virtual void BuildVertexBuffer(FModelRenderer *renderer) = 0;
|
||||
virtual void AddSkins(uint8_t *hitlist) = 0;
|
||||
void DestroyVertexBuffer()
|
||||
{
|
||||
delete mVBuf;
|
||||
mVBuf = NULL;
|
||||
}
|
||||
virtual float getAspectFactor() { return 1.f; }
|
||||
|
||||
const FSpriteModelFrame *curSpriteMDLFrame;
|
||||
int curMDLIndex;
|
||||
void PushSpriteMDLFrame(const FSpriteModelFrame *smf, int index) { curSpriteMDLFrame = smf; curMDLIndex = index; };
|
||||
|
||||
IModelVertexBuffer *mVBuf;
|
||||
FString mFileName;
|
||||
};
|
||||
|
||||
class FDMDModel : public FModel
|
||||
{
|
||||
protected:
|
||||
|
||||
struct FTriangle
|
||||
{
|
||||
unsigned short vertexIndices[3];
|
||||
unsigned short textureIndices[3];
|
||||
};
|
||||
|
||||
|
||||
struct DMDHeader
|
||||
{
|
||||
int magic;
|
||||
int version;
|
||||
int flags;
|
||||
};
|
||||
|
||||
struct DMDModelVertex
|
||||
{
|
||||
float xyz[3];
|
||||
};
|
||||
|
||||
struct FTexCoord
|
||||
{
|
||||
short s, t;
|
||||
};
|
||||
|
||||
struct FGLCommandVertex
|
||||
{
|
||||
float s, t;
|
||||
int index;
|
||||
};
|
||||
|
||||
struct DMDInfo
|
||||
{
|
||||
int skinWidth;
|
||||
int skinHeight;
|
||||
int frameSize;
|
||||
int numSkins;
|
||||
int numVertices;
|
||||
int numTexCoords;
|
||||
int numFrames;
|
||||
int numLODs;
|
||||
int offsetSkins;
|
||||
int offsetTexCoords;
|
||||
int offsetFrames;
|
||||
int offsetLODs;
|
||||
int offsetEnd;
|
||||
};
|
||||
|
||||
struct ModelFrame
|
||||
{
|
||||
char name[16];
|
||||
unsigned int vindex;
|
||||
};
|
||||
|
||||
struct ModelFrameVertexData
|
||||
{
|
||||
DMDModelVertex *vertices;
|
||||
DMDModelVertex *normals;
|
||||
};
|
||||
|
||||
struct DMDLoDInfo
|
||||
{
|
||||
int numTriangles;
|
||||
int numGlCommands;
|
||||
int offsetTriangles;
|
||||
int offsetGlCommands;
|
||||
};
|
||||
|
||||
struct DMDLoD
|
||||
{
|
||||
FTriangle * triangles;
|
||||
};
|
||||
|
||||
|
||||
int mLumpNum;
|
||||
DMDHeader header;
|
||||
DMDInfo info;
|
||||
FTextureID * skins;
|
||||
ModelFrame * frames;
|
||||
bool allowTexComp; // Allow texture compression with this.
|
||||
|
||||
// Temp data only needed for buffer construction
|
||||
FTexCoord * texCoords;
|
||||
ModelFrameVertexData *framevtx;
|
||||
DMDLoDInfo lodInfo[MAX_LODS];
|
||||
DMDLoD lods[MAX_LODS];
|
||||
|
||||
public:
|
||||
FDMDModel()
|
||||
{
|
||||
mLumpNum = -1;
|
||||
frames = NULL;
|
||||
skins = NULL;
|
||||
for (int i = 0; i < MAX_LODS; i++)
|
||||
{
|
||||
lods[i].triangles = NULL;
|
||||
}
|
||||
info.numLODs = 0;
|
||||
texCoords = NULL;
|
||||
framevtx = NULL;
|
||||
}
|
||||
virtual ~FDMDModel();
|
||||
|
||||
virtual bool Load(const char * fn, int lumpnum, const char * buffer, int length);
|
||||
virtual int FindFrame(const char * name);
|
||||
virtual void RenderFrame(FModelRenderer *renderer, FTexture * skin, int frame, int frame2, double inter, int translation=0);
|
||||
virtual void LoadGeometry();
|
||||
virtual void AddSkins(uint8_t *hitlist);
|
||||
|
||||
void UnloadGeometry();
|
||||
void BuildVertexBuffer(FModelRenderer *renderer);
|
||||
|
||||
};
|
||||
|
||||
// This uses the same internal representation as DMD
|
||||
class FMD2Model : public FDMDModel
|
||||
{
|
||||
public:
|
||||
FMD2Model() {}
|
||||
virtual ~FMD2Model();
|
||||
|
||||
virtual bool Load(const char * fn, int lumpnum, const char * buffer, int length);
|
||||
virtual void LoadGeometry();
|
||||
|
||||
};
|
||||
|
||||
|
||||
class FMD3Model : public FModel
|
||||
{
|
||||
struct MD3Tag
|
||||
{
|
||||
// Currently I have no use for this
|
||||
};
|
||||
|
||||
struct MD3TexCoord
|
||||
{
|
||||
float s,t;
|
||||
};
|
||||
|
||||
struct MD3Vertex
|
||||
{
|
||||
float x,y,z;
|
||||
float nx,ny,nz;
|
||||
};
|
||||
|
||||
struct MD3Triangle
|
||||
{
|
||||
int VertIndex[3];
|
||||
};
|
||||
|
||||
struct MD3Surface
|
||||
{
|
||||
int numVertices;
|
||||
int numTriangles;
|
||||
int numSkins;
|
||||
|
||||
FTextureID * skins;
|
||||
MD3Triangle * tris;
|
||||
MD3TexCoord * texcoords;
|
||||
MD3Vertex * vertices;
|
||||
|
||||
unsigned int vindex; // contains numframes arrays of vertices
|
||||
unsigned int iindex;
|
||||
|
||||
MD3Surface()
|
||||
{
|
||||
tris=NULL;
|
||||
vertices=NULL;
|
||||
texcoords=NULL;
|
||||
vindex = iindex = UINT_MAX;
|
||||
}
|
||||
|
||||
~MD3Surface()
|
||||
{
|
||||
if (skins) delete [] skins;
|
||||
UnloadGeometry();
|
||||
}
|
||||
|
||||
void UnloadGeometry()
|
||||
{
|
||||
if (tris) delete [] tris;
|
||||
if (vertices) delete [] vertices;
|
||||
if (texcoords) delete [] texcoords;
|
||||
tris = NULL;
|
||||
vertices = NULL;
|
||||
texcoords = NULL;
|
||||
}
|
||||
};
|
||||
|
||||
struct MD3Frame
|
||||
{
|
||||
// The bounding box information is of no use in the Doom engine
|
||||
// That will still be done with the actor's size information.
|
||||
char Name[16];
|
||||
float origin[3];
|
||||
};
|
||||
|
||||
int numFrames;
|
||||
int numTags;
|
||||
int numSurfaces;
|
||||
int mLumpNum;
|
||||
|
||||
MD3Frame * frames;
|
||||
MD3Surface * surfaces;
|
||||
|
||||
public:
|
||||
FMD3Model() { }
|
||||
virtual ~FMD3Model();
|
||||
|
||||
virtual bool Load(const char * fn, int lumpnum, const char * buffer, int length);
|
||||
virtual int FindFrame(const char * name);
|
||||
virtual void RenderFrame(FModelRenderer *renderer, FTexture * skin, int frame, int frame2, double inter, int translation=0);
|
||||
void LoadGeometry();
|
||||
void BuildVertexBuffer(FModelRenderer *renderer);
|
||||
virtual void AddSkins(uint8_t *hitlist);
|
||||
};
|
||||
|
||||
struct FVoxelVertexHash
|
||||
{
|
||||
// Returns the hash value for a key.
|
||||
hash_t Hash(const FModelVertex &key)
|
||||
{
|
||||
int ix = xs_RoundToInt(key.x);
|
||||
int iy = xs_RoundToInt(key.y);
|
||||
int iz = xs_RoundToInt(key.z);
|
||||
return (hash_t)(ix + (iy<<9) + (iz<<18));
|
||||
}
|
||||
|
||||
// Compares two keys, returning zero if they are the same.
|
||||
int Compare(const FModelVertex &left, const FModelVertex &right)
|
||||
{
|
||||
return left.x != right.x || left.y != right.y || left.z != right.z || left.u != right.u || left.v != right.v;
|
||||
}
|
||||
};
|
||||
|
||||
struct FIndexInit
|
||||
{
|
||||
void Init(unsigned int &value)
|
||||
{
|
||||
value = 0xffffffff;
|
||||
}
|
||||
};
|
||||
|
||||
typedef TMap<FModelVertex, unsigned int, FVoxelVertexHash, FIndexInit> FVoxelMap;
|
||||
|
||||
|
||||
class FVoxelModel : public FModel
|
||||
{
|
||||
protected:
|
||||
FVoxel *mVoxel;
|
||||
bool mOwningVoxel; // if created through MODELDEF deleting this object must also delete the voxel object
|
||||
FTextureID mPalette;
|
||||
unsigned int mNumIndices;
|
||||
TArray<FModelVertex> mVertices;
|
||||
TArray<unsigned int> mIndices;
|
||||
|
||||
void MakeSlabPolys(int x, int y, kvxslab_t *voxptr, FVoxelMap &check);
|
||||
void AddFace(int x1, int y1, int z1, int x2, int y2, int z2, int x3, int y3, int z3, int x4, int y4, int z4, uint8_t color, FVoxelMap &check);
|
||||
unsigned int AddVertex(FModelVertex &vert, FVoxelMap &check);
|
||||
|
||||
public:
|
||||
FVoxelModel(FVoxel *voxel, bool owned);
|
||||
~FVoxelModel();
|
||||
bool Load(const char * fn, int lumpnum, const char * buffer, int length);
|
||||
void Initialize();
|
||||
virtual int FindFrame(const char * name);
|
||||
virtual void RenderFrame(FModelRenderer *renderer, FTexture * skin, int frame, int frame2, double inter, int translation=0);
|
||||
virtual void AddSkins(uint8_t *hitlist);
|
||||
FTextureID GetPaletteTexture() const { return mPalette; }
|
||||
void BuildVertexBuffer(FModelRenderer *renderer);
|
||||
float getAspectFactor();
|
||||
};
|
||||
|
||||
|
||||
|
||||
#define MAX_MODELS_PER_FRAME 4
|
||||
|
||||
//
|
||||
// [BB] Model rendering flags.
|
||||
//
|
||||
enum
|
||||
{
|
||||
// [BB] Color translations for the model skin are ignored. This is
|
||||
// useful if the skin texture is not using the game palette.
|
||||
MDL_IGNORETRANSLATION = 1,
|
||||
MDL_PITCHFROMMOMENTUM = 2,
|
||||
MDL_ROTATING = 4,
|
||||
MDL_INTERPOLATEDOUBLEDFRAMES = 8,
|
||||
MDL_NOINTERPOLATION = 16,
|
||||
MDL_USEACTORPITCH = 32,
|
||||
MDL_USEACTORROLL = 64,
|
||||
MDL_BADROTATION = 128,
|
||||
MDL_DONTCULLBACKFACES = 256,
|
||||
};
|
||||
|
||||
struct FSpriteModelFrame
|
||||
{
|
||||
int modelIDs[MAX_MODELS_PER_FRAME];
|
||||
FTextureID skinIDs[MAX_MODELS_PER_FRAME];
|
||||
FTextureID surfaceskinIDs[MAX_MODELS_PER_FRAME][MD3_MAX_SURFACES];
|
||||
int modelframes[MAX_MODELS_PER_FRAME];
|
||||
float xscale, yscale, zscale;
|
||||
// [BB] Added zoffset, rotation parameters and flags.
|
||||
// Added xoffset, yoffset
|
||||
float xoffset, yoffset, zoffset;
|
||||
float xrotate, yrotate, zrotate;
|
||||
float rotationCenterX, rotationCenterY, rotationCenterZ;
|
||||
float rotationSpeed;
|
||||
unsigned int flags;
|
||||
const PClass * type;
|
||||
short sprite;
|
||||
short frame;
|
||||
FState * state; // for later!
|
||||
int hashnext;
|
||||
float angleoffset;
|
||||
// added pithoffset, rolloffset.
|
||||
float pitchoffset, rolloffset; // I don't want to bother with type transformations, so I made this variables float.
|
||||
};
|
||||
|
||||
FSpriteModelFrame * gl_FindModelFrame(const PClass * ti, int sprite, int frame, bool dropped);
|
||||
|
||||
bool gl_IsHUDModelForPlayerAvailable (player_t * player);
|
||||
|
||||
class DeletingModelArray : public TArray<FModel *>
|
||||
{
|
||||
public:
|
||||
|
||||
~DeletingModelArray()
|
||||
{
|
||||
for (unsigned i = 0; i<Size(); i++)
|
||||
{
|
||||
delete (*this)[i];
|
||||
}
|
||||
|
||||
}
|
||||
};
|
||||
|
||||
extern DeletingModelArray Models;
|
||||
|
||||
#endif
|
||||
550
src/r_data/models/models_md2.cpp
Normal file
550
src/r_data/models/models_md2.cpp
Normal file
|
|
@ -0,0 +1,550 @@
|
|||
//
|
||||
//---------------------------------------------------------------------------
|
||||
//
|
||||
// Copyright(C) 2005-2016 Christoph Oelckers
|
||||
// All rights reserved.
|
||||
//
|
||||
// This program is free software: you can redistribute it and/or modify
|
||||
// it under the terms of the GNU Lesser General Public License as published by
|
||||
// the Free Software Foundation, either version 3 of the License, or
|
||||
// (at your option) any later version.
|
||||
//
|
||||
// This program is distributed in the hope that it will be useful,
|
||||
// but WITHOUT ANY WARRANTY; without even the implied warranty of
|
||||
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
|
||||
// GNU Lesser General Public License for more details.
|
||||
//
|
||||
// You should have received a copy of the GNU Lesser General Public License
|
||||
// along with this program. If not, see http://www.gnu.org/licenses/
|
||||
//
|
||||
//--------------------------------------------------------------------------
|
||||
//
|
||||
/*
|
||||
** models.cpp
|
||||
**
|
||||
** MD2/DMD model format code
|
||||
**
|
||||
**/
|
||||
|
||||
#include "w_wad.h"
|
||||
#include "cmdlib.h"
|
||||
#include "sc_man.h"
|
||||
#include "m_crc32.h"
|
||||
#include "r_data/models/models.h"
|
||||
|
||||
#ifdef _MSC_VER
|
||||
#pragma warning(disable:4244) // warning C4244: conversion from 'double' to 'float', possible loss of data
|
||||
#endif
|
||||
|
||||
static float avertexnormals[NUMVERTEXNORMALS][3] = {
|
||||
#include "tab_anorms.h"
|
||||
};
|
||||
|
||||
//===========================================================================
|
||||
//
|
||||
// UnpackVector
|
||||
// Packed: pppppppy yyyyyyyy. Yaw is on the XY plane.
|
||||
//
|
||||
//===========================================================================
|
||||
|
||||
static void UnpackVector(unsigned short packed, float vec[3])
|
||||
{
|
||||
float yaw = (packed & 511) / 512.0f * 2 * M_PI;
|
||||
float pitch = ((packed >> 9) / 127.0f - 0.5f) * M_PI;
|
||||
float cosp = (float) cos(pitch);
|
||||
|
||||
vec[VX] = (float) cos(yaw) * cosp;
|
||||
vec[VY] = (float) sin(yaw) * cosp;
|
||||
vec[VZ] = (float) sin(pitch);
|
||||
}
|
||||
|
||||
|
||||
//===========================================================================
|
||||
//
|
||||
// DMD file structure
|
||||
//
|
||||
//===========================================================================
|
||||
|
||||
struct dmd_chunk_t
|
||||
{
|
||||
int type;
|
||||
int length; // Next chunk follows...
|
||||
};
|
||||
|
||||
#pragma pack(1)
|
||||
struct dmd_packedVertex_t
|
||||
{
|
||||
uint8_t vertex[3];
|
||||
unsigned short normal; // Yaw and pitch.
|
||||
};
|
||||
|
||||
struct dmd_packedFrame_t
|
||||
{
|
||||
float scale[3];
|
||||
float translate[3];
|
||||
char name[16];
|
||||
dmd_packedVertex_t vertices[1];
|
||||
};
|
||||
#pragma pack()
|
||||
|
||||
// Chunk types.
|
||||
enum
|
||||
{
|
||||
DMC_END, // Must be the last chunk.
|
||||
DMC_INFO // Required; will be expected to exist.
|
||||
};
|
||||
|
||||
//===========================================================================
|
||||
//
|
||||
// FDMDModel::Load
|
||||
//
|
||||
//===========================================================================
|
||||
|
||||
bool FDMDModel::Load(const char * path, int lumpnum, const char * buffer, int length)
|
||||
{
|
||||
dmd_chunk_t * chunk = (dmd_chunk_t*)(buffer + 12);
|
||||
char *temp;
|
||||
ModelFrame *frame;
|
||||
int i;
|
||||
|
||||
int fileoffset = 12 + sizeof(dmd_chunk_t);
|
||||
|
||||
chunk->type = LittleLong(chunk->type);
|
||||
while (chunk->type != DMC_END)
|
||||
{
|
||||
switch (chunk->type)
|
||||
{
|
||||
case DMC_INFO: // Standard DMD information chunk.
|
||||
memcpy(&info, buffer + fileoffset, LittleLong(chunk->length));
|
||||
info.skinWidth = LittleLong(info.skinWidth);
|
||||
info.skinHeight = LittleLong(info.skinHeight);
|
||||
info.frameSize = LittleLong(info.frameSize);
|
||||
info.numSkins = LittleLong(info.numSkins);
|
||||
info.numVertices = LittleLong(info.numVertices);
|
||||
info.numTexCoords = LittleLong(info.numTexCoords);
|
||||
info.numFrames = LittleLong(info.numFrames);
|
||||
info.numLODs = LittleLong(info.numLODs);
|
||||
info.offsetSkins = LittleLong(info.offsetSkins);
|
||||
info.offsetTexCoords = LittleLong(info.offsetTexCoords);
|
||||
info.offsetFrames = LittleLong(info.offsetFrames);
|
||||
info.offsetLODs = LittleLong(info.offsetLODs);
|
||||
info.offsetEnd = LittleLong(info.offsetEnd);
|
||||
fileoffset += chunk->length;
|
||||
break;
|
||||
|
||||
default:
|
||||
// Just skip all unknown chunks.
|
||||
fileoffset += chunk->length;
|
||||
break;
|
||||
}
|
||||
// Read the next chunk header.
|
||||
chunk = (dmd_chunk_t*)(buffer + fileoffset);
|
||||
chunk->type = LittleLong(chunk->type);
|
||||
fileoffset += sizeof(dmd_chunk_t);
|
||||
}
|
||||
|
||||
// Allocate and load in the data.
|
||||
skins = new FTextureID[info.numSkins];
|
||||
|
||||
for (i = 0; i < info.numSkins; i++)
|
||||
{
|
||||
skins[i] = LoadSkin(path, buffer + info.offsetSkins + i * 64);
|
||||
}
|
||||
temp = (char*)buffer + info.offsetFrames;
|
||||
frames = new ModelFrame[info.numFrames];
|
||||
|
||||
for (i = 0, frame = frames; i < info.numFrames; i++, frame++)
|
||||
{
|
||||
dmd_packedFrame_t *pfr = (dmd_packedFrame_t *)(temp + info.frameSize * i);
|
||||
|
||||
memcpy(frame->name, pfr->name, sizeof(pfr->name));
|
||||
frame->vindex = UINT_MAX;
|
||||
}
|
||||
mLumpNum = lumpnum;
|
||||
return true;
|
||||
}
|
||||
|
||||
//===========================================================================
|
||||
//
|
||||
// FDMDModel::LoadGeometry
|
||||
//
|
||||
//===========================================================================
|
||||
|
||||
void FDMDModel::LoadGeometry()
|
||||
{
|
||||
static int axis[3] = { VX, VY, VZ };
|
||||
FMemLump lumpdata = Wads.ReadLump(mLumpNum);
|
||||
const char *buffer = (const char *)lumpdata.GetMem();
|
||||
texCoords = new FTexCoord[info.numTexCoords];
|
||||
memcpy(texCoords, buffer + info.offsetTexCoords, info.numTexCoords * sizeof(FTexCoord));
|
||||
|
||||
const char *temp = buffer + info.offsetFrames;
|
||||
framevtx= new ModelFrameVertexData[info.numFrames];
|
||||
|
||||
ModelFrameVertexData *framev;
|
||||
int i, k, c;
|
||||
for(i = 0, framev = framevtx; i < info.numFrames; i++, framev++)
|
||||
{
|
||||
dmd_packedFrame_t *pfr = (dmd_packedFrame_t *) (temp + info.frameSize * i);
|
||||
dmd_packedVertex_t *pVtx;
|
||||
|
||||
framev->vertices = new DMDModelVertex[info.numVertices];
|
||||
framev->normals = new DMDModelVertex[info.numVertices];
|
||||
|
||||
// Translate each vertex.
|
||||
for(k = 0, pVtx = pfr->vertices; k < info.numVertices; k++, pVtx++)
|
||||
{
|
||||
UnpackVector((unsigned short)(pVtx->normal), framev->normals[k].xyz);
|
||||
for(c = 0; c < 3; c++)
|
||||
{
|
||||
framev->vertices[k].xyz[axis[c]] =
|
||||
(pVtx->vertex[c] * float(pfr->scale[c]) + float(pfr->translate[c]));
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
memcpy(lodInfo, buffer+info.offsetLODs, info.numLODs * sizeof(DMDLoDInfo));
|
||||
for(i = 0; i < info.numLODs; i++)
|
||||
{
|
||||
lodInfo[i].numTriangles = LittleLong(lodInfo[i].numTriangles);
|
||||
lodInfo[i].offsetTriangles = LittleLong(lodInfo[i].offsetTriangles);
|
||||
if (lodInfo[i].numTriangles > 0)
|
||||
{
|
||||
lods[i].triangles = new FTriangle[lodInfo[i].numTriangles];
|
||||
memcpy(lods[i].triangles, buffer + lodInfo[i].offsetTriangles, lodInfo[i].numTriangles * sizeof(FTriangle));
|
||||
for (int j = 0; j < lodInfo[i].numTriangles; j++)
|
||||
{
|
||||
for (int k = 0; k < 3; k++)
|
||||
{
|
||||
lods[i].triangles[j].textureIndices[k] = LittleShort(lods[i].triangles[j].textureIndices[k]);
|
||||
lods[i].triangles[j].vertexIndices[k] = LittleShort(lods[i].triangles[j].vertexIndices[k]);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
//===========================================================================
|
||||
//
|
||||
// Deletes everything that's no longer needed after building the vertex buffer
|
||||
//
|
||||
//===========================================================================
|
||||
|
||||
void FDMDModel::UnloadGeometry()
|
||||
{
|
||||
int i;
|
||||
|
||||
if (framevtx != NULL)
|
||||
{
|
||||
for (i=0;i<info.numFrames;i++)
|
||||
{
|
||||
if (framevtx[i].vertices != NULL) delete [] framevtx[i].vertices;
|
||||
if (framevtx[i].normals != NULL) delete [] framevtx[i].normals;
|
||||
|
||||
framevtx[i].vertices = NULL;
|
||||
framevtx[i].normals = NULL;
|
||||
}
|
||||
delete[] framevtx;
|
||||
framevtx = NULL;
|
||||
}
|
||||
|
||||
for(i = 0; i < info.numLODs; i++)
|
||||
{
|
||||
if (lods[i].triangles != NULL) delete[] lods[i].triangles;
|
||||
lods[i].triangles = NULL;
|
||||
}
|
||||
|
||||
if (texCoords != NULL) delete[] texCoords;
|
||||
texCoords = NULL;
|
||||
}
|
||||
|
||||
//===========================================================================
|
||||
//
|
||||
//
|
||||
//
|
||||
//===========================================================================
|
||||
|
||||
FDMDModel::~FDMDModel()
|
||||
{
|
||||
UnloadGeometry();
|
||||
|
||||
// skins are managed by the texture manager so they must not be deleted here.
|
||||
if (skins != NULL) delete [] skins;
|
||||
if (frames != NULL) delete [] frames;
|
||||
}
|
||||
|
||||
//===========================================================================
|
||||
//
|
||||
//
|
||||
//
|
||||
//===========================================================================
|
||||
|
||||
void FDMDModel::BuildVertexBuffer(FModelRenderer *renderer)
|
||||
{
|
||||
if (mVBuf == NULL)
|
||||
{
|
||||
LoadGeometry();
|
||||
|
||||
int VertexBufferSize = info.numFrames * lodInfo[0].numTriangles * 3;
|
||||
unsigned int vindex = 0;
|
||||
|
||||
mVBuf = renderer->CreateVertexBuffer(false, info.numFrames == 1);
|
||||
FModelVertex *vertptr = mVBuf->LockVertexBuffer(VertexBufferSize);
|
||||
|
||||
for (int i = 0; i < info.numFrames; i++)
|
||||
{
|
||||
DMDModelVertex *vert = framevtx[i].vertices;
|
||||
DMDModelVertex *norm = framevtx[i].normals;
|
||||
|
||||
frames[i].vindex = vindex;
|
||||
|
||||
FTriangle *tri = lods[0].triangles;
|
||||
|
||||
for (int i = 0; i < lodInfo[0].numTriangles; i++)
|
||||
{
|
||||
for (int j = 0; j < 3; j++)
|
||||
{
|
||||
|
||||
int ti = tri->textureIndices[j];
|
||||
int vi = tri->vertexIndices[j];
|
||||
|
||||
FModelVertex *bvert = &vertptr[vindex++];
|
||||
bvert->Set(vert[vi].xyz[0], vert[vi].xyz[1], vert[vi].xyz[2], (float)texCoords[ti].s / info.skinWidth, (float)texCoords[ti].t / info.skinHeight);
|
||||
bvert->SetNormal(norm[vi].xyz[0], norm[vi].xyz[1], norm[vi].xyz[2]);
|
||||
}
|
||||
tri++;
|
||||
}
|
||||
}
|
||||
mVBuf->UnlockVertexBuffer();
|
||||
UnloadGeometry();
|
||||
}
|
||||
}
|
||||
|
||||
//===========================================================================
|
||||
//
|
||||
// for skin precaching
|
||||
//
|
||||
//===========================================================================
|
||||
|
||||
void FDMDModel::AddSkins(uint8_t *hitlist)
|
||||
{
|
||||
for (int i = 0; i < info.numSkins; i++)
|
||||
{
|
||||
if (skins[i].isValid())
|
||||
{
|
||||
hitlist[skins[i].GetIndex()] |= FTexture::TEX_Flat;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
//===========================================================================
|
||||
//
|
||||
// FDMDModel::FindFrame
|
||||
//
|
||||
//===========================================================================
|
||||
int FDMDModel::FindFrame(const char * name)
|
||||
{
|
||||
for (int i=0;i<info.numFrames;i++)
|
||||
{
|
||||
if (!stricmp(name, frames[i].name)) return i;
|
||||
}
|
||||
return -1;
|
||||
}
|
||||
|
||||
//===========================================================================
|
||||
//
|
||||
//
|
||||
//
|
||||
//===========================================================================
|
||||
|
||||
void FDMDModel::RenderFrame(FModelRenderer *renderer, FTexture * skin, int frameno, int frameno2, double inter, int translation)
|
||||
{
|
||||
if (frameno >= info.numFrames || frameno2 >= info.numFrames) return;
|
||||
|
||||
if (!skin)
|
||||
{
|
||||
if (info.numSkins == 0 || !skins[0].isValid()) return;
|
||||
skin = TexMan(skins[0]);
|
||||
if (!skin) return;
|
||||
}
|
||||
|
||||
renderer->SetInterpolation(inter);
|
||||
renderer->SetMaterial(skin, false, translation);
|
||||
mVBuf->SetupFrame(renderer, frames[frameno].vindex, frames[frameno2].vindex, lodInfo[0].numTriangles * 3);
|
||||
renderer->DrawArrays(0, lodInfo[0].numTriangles * 3);
|
||||
renderer->SetInterpolation(0.f);
|
||||
}
|
||||
|
||||
|
||||
|
||||
//===========================================================================
|
||||
//
|
||||
// Internal data structures of MD2 files - only used during loading
|
||||
//
|
||||
//===========================================================================
|
||||
|
||||
struct md2_header_t
|
||||
{
|
||||
int magic;
|
||||
int version;
|
||||
int skinWidth;
|
||||
int skinHeight;
|
||||
int frameSize;
|
||||
int numSkins;
|
||||
int numVertices;
|
||||
int numTexCoords;
|
||||
int numTriangles;
|
||||
int numGlCommands;
|
||||
int numFrames;
|
||||
int offsetSkins;
|
||||
int offsetTexCoords;
|
||||
int offsetTriangles;
|
||||
int offsetFrames;
|
||||
int offsetGlCommands;
|
||||
int offsetEnd;
|
||||
};
|
||||
|
||||
struct md2_triangleVertex_t
|
||||
{
|
||||
uint8_t vertex[3];
|
||||
uint8_t lightNormalIndex;
|
||||
};
|
||||
|
||||
struct md2_packedFrame_t
|
||||
{
|
||||
float scale[3];
|
||||
float translate[3];
|
||||
char name[16];
|
||||
md2_triangleVertex_t vertices[1];
|
||||
};
|
||||
|
||||
//===========================================================================
|
||||
//
|
||||
// FMD2Model::Load
|
||||
//
|
||||
//===========================================================================
|
||||
|
||||
bool FMD2Model::Load(const char * path, int lumpnum, const char * buffer, int length)
|
||||
{
|
||||
md2_header_t * md2header = (md2_header_t *)buffer;
|
||||
ModelFrame *frame;
|
||||
uint8_t *md2_frames;
|
||||
int i;
|
||||
|
||||
// Convert it to DMD.
|
||||
header.magic = MD2_MAGIC;
|
||||
header.version = 8;
|
||||
header.flags = 0;
|
||||
info.skinWidth = LittleLong(md2header->skinWidth);
|
||||
info.skinHeight = LittleLong(md2header->skinHeight);
|
||||
info.frameSize = LittleLong(md2header->frameSize);
|
||||
info.numLODs = 1;
|
||||
info.numSkins = LittleLong(md2header->numSkins);
|
||||
info.numTexCoords = LittleLong(md2header->numTexCoords);
|
||||
info.numVertices = LittleLong(md2header->numVertices);
|
||||
info.numFrames = LittleLong(md2header->numFrames);
|
||||
info.offsetSkins = LittleLong(md2header->offsetSkins);
|
||||
info.offsetTexCoords = LittleLong(md2header->offsetTexCoords);
|
||||
info.offsetFrames = LittleLong(md2header->offsetFrames);
|
||||
info.offsetLODs = LittleLong(md2header->offsetEnd); // Doesn't exist.
|
||||
lodInfo[0].numTriangles = LittleLong(md2header->numTriangles);
|
||||
lodInfo[0].numGlCommands = LittleLong(md2header->numGlCommands);
|
||||
lodInfo[0].offsetTriangles = LittleLong(md2header->offsetTriangles);
|
||||
lodInfo[0].offsetGlCommands = LittleLong(md2header->offsetGlCommands);
|
||||
info.offsetEnd = LittleLong(md2header->offsetEnd);
|
||||
|
||||
if (info.offsetFrames + info.frameSize * info.numFrames > length)
|
||||
{
|
||||
Printf("LoadModel: Model '%s' file too short\n", path);
|
||||
return false;
|
||||
}
|
||||
if (lodInfo[0].numGlCommands <= 0)
|
||||
{
|
||||
Printf("LoadModel: Model '%s' invalid NumGLCommands\n", path);
|
||||
return false;
|
||||
}
|
||||
|
||||
skins = new FTextureID[info.numSkins];
|
||||
|
||||
for (i = 0; i < info.numSkins; i++)
|
||||
{
|
||||
skins[i] = LoadSkin(path, buffer + info.offsetSkins + i * 64);
|
||||
}
|
||||
|
||||
// The frames need to be unpacked.
|
||||
md2_frames = (uint8_t*)buffer + info.offsetFrames;
|
||||
frames = new ModelFrame[info.numFrames];
|
||||
|
||||
for (i = 0, frame = frames; i < info.numFrames; i++, frame++)
|
||||
{
|
||||
md2_packedFrame_t *pfr = (md2_packedFrame_t *)(md2_frames + info.frameSize * i);
|
||||
|
||||
memcpy(frame->name, pfr->name, sizeof(pfr->name));
|
||||
frame->vindex = UINT_MAX;
|
||||
}
|
||||
mLumpNum = lumpnum;
|
||||
return true;
|
||||
}
|
||||
|
||||
//===========================================================================
|
||||
//
|
||||
// FMD2Model::LoadGeometry
|
||||
//
|
||||
//===========================================================================
|
||||
|
||||
void FMD2Model::LoadGeometry()
|
||||
{
|
||||
static int axis[3] = { VX, VY, VZ };
|
||||
uint8_t *md2_frames;
|
||||
FMemLump lumpdata = Wads.ReadLump(mLumpNum);
|
||||
const char *buffer = (const char *)lumpdata.GetMem();
|
||||
|
||||
texCoords = new FTexCoord[info.numTexCoords];
|
||||
memcpy(texCoords, (uint8_t*)buffer + info.offsetTexCoords, info.numTexCoords * sizeof(FTexCoord));
|
||||
|
||||
md2_frames = (uint8_t*)buffer + info.offsetFrames;
|
||||
framevtx = new ModelFrameVertexData[info.numFrames];
|
||||
ModelFrameVertexData *framev;
|
||||
int i, k, c;
|
||||
|
||||
for(i = 0, framev = framevtx; i < info.numFrames; i++, framev++)
|
||||
{
|
||||
md2_packedFrame_t *pfr = (md2_packedFrame_t *) (md2_frames + info.frameSize * i);
|
||||
md2_triangleVertex_t *pVtx;
|
||||
|
||||
framev->vertices = new DMDModelVertex[info.numVertices];
|
||||
framev->normals = new DMDModelVertex[info.numVertices];
|
||||
|
||||
// Translate each vertex.
|
||||
for(k = 0, pVtx = pfr->vertices; k < info.numVertices; k++, pVtx++)
|
||||
{
|
||||
memcpy(framev->normals[k].xyz,
|
||||
avertexnormals[pVtx->lightNormalIndex], sizeof(float) * 3);
|
||||
|
||||
for(c = 0; c < 3; c++)
|
||||
{
|
||||
framev->vertices[k].xyz[axis[c]] =
|
||||
(pVtx->vertex[c] * pfr->scale[c] + pfr->translate[c]);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
lods[0].triangles = new FTriangle[lodInfo[0].numTriangles];
|
||||
|
||||
int cnt = lodInfo[0].numTriangles;
|
||||
memcpy(lods[0].triangles, buffer + lodInfo[0].offsetTriangles, sizeof(FTriangle) * cnt);
|
||||
for (int j = 0; j < cnt; j++)
|
||||
{
|
||||
for (int k = 0; k < 3; k++)
|
||||
{
|
||||
lods[0].triangles[j].textureIndices[k] = LittleShort(lods[0].triangles[j].textureIndices[k]);
|
||||
lods[0].triangles[j].vertexIndices[k] = LittleShort(lods[0].triangles[j].vertexIndices[k]);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
FMD2Model::~FMD2Model()
|
||||
{
|
||||
}
|
||||
|
||||
386
src/r_data/models/models_md3.cpp
Normal file
386
src/r_data/models/models_md3.cpp
Normal file
|
|
@ -0,0 +1,386 @@
|
|||
//
|
||||
//---------------------------------------------------------------------------
|
||||
//
|
||||
// Copyright(C) 2006-2016 Christoph Oelckers
|
||||
// All rights reserved.
|
||||
//
|
||||
// This program is free software: you can redistribute it and/or modify
|
||||
// it under the terms of the GNU Lesser General Public License as published by
|
||||
// the Free Software Foundation, either version 3 of the License, or
|
||||
// (at your option) any later version.
|
||||
//
|
||||
// This program is distributed in the hope that it will be useful,
|
||||
// but WITHOUT ANY WARRANTY; without even the implied warranty of
|
||||
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
|
||||
// GNU Lesser General Public License for more details.
|
||||
//
|
||||
// You should have received a copy of the GNU Lesser General Public License
|
||||
// along with this program. If not, see http://www.gnu.org/licenses/
|
||||
//
|
||||
//--------------------------------------------------------------------------
|
||||
//
|
||||
|
||||
#include "w_wad.h"
|
||||
#include "cmdlib.h"
|
||||
#include "sc_man.h"
|
||||
#include "m_crc32.h"
|
||||
#include "r_data/models/models.h"
|
||||
|
||||
#define MAX_QPATH 64
|
||||
|
||||
#ifdef _MSC_VER
|
||||
#pragma warning(disable:4244) // warning C4244: conversion from 'double' to 'float', possible loss of data
|
||||
#endif
|
||||
|
||||
//===========================================================================
|
||||
//
|
||||
// decode the lat/lng normal to a 3 float normal
|
||||
//
|
||||
//===========================================================================
|
||||
|
||||
static void UnpackVector(unsigned short packed, float & nx, float & ny, float & nz)
|
||||
{
|
||||
double lat = ( packed >> 8 ) & 0xff;
|
||||
double lng = ( packed & 0xff );
|
||||
lat *= M_PI/128;
|
||||
lng *= M_PI/128;
|
||||
|
||||
nx = cos(lat) * sin(lng);
|
||||
ny = sin(lat) * sin(lng);
|
||||
nz = cos(lng);
|
||||
}
|
||||
|
||||
//===========================================================================
|
||||
//
|
||||
// MD3 File structure
|
||||
//
|
||||
//===========================================================================
|
||||
|
||||
#pragma pack(4)
|
||||
struct md3_header_t
|
||||
{
|
||||
uint32_t Magic;
|
||||
uint32_t Version;
|
||||
char Name[MAX_QPATH];
|
||||
uint32_t Flags;
|
||||
uint32_t Num_Frames;
|
||||
uint32_t Num_Tags;
|
||||
uint32_t Num_Surfaces;
|
||||
uint32_t Num_Skins;
|
||||
uint32_t Ofs_Frames;
|
||||
uint32_t Ofs_Tags;
|
||||
uint32_t Ofs_Surfaces;
|
||||
uint32_t Ofs_Eof;
|
||||
};
|
||||
|
||||
struct md3_surface_t
|
||||
{
|
||||
uint32_t Magic;
|
||||
char Name[MAX_QPATH];
|
||||
uint32_t Flags;
|
||||
uint32_t Num_Frames;
|
||||
uint32_t Num_Shaders;
|
||||
uint32_t Num_Verts;
|
||||
uint32_t Num_Triangles;
|
||||
uint32_t Ofs_Triangles;
|
||||
uint32_t Ofs_Shaders;
|
||||
uint32_t Ofs_Texcoord;
|
||||
uint32_t Ofs_XYZNormal;
|
||||
uint32_t Ofs_End;
|
||||
};
|
||||
|
||||
struct md3_triangle_t
|
||||
{
|
||||
uint32_t vt_index[3];
|
||||
};
|
||||
|
||||
struct md3_shader_t
|
||||
{
|
||||
char Name[MAX_QPATH];
|
||||
uint32_t index;
|
||||
};
|
||||
|
||||
struct md3_texcoord_t
|
||||
{
|
||||
float s, t;
|
||||
};
|
||||
|
||||
struct md3_vertex_t
|
||||
{
|
||||
short x, y, z, n;
|
||||
};
|
||||
|
||||
struct md3_frame_t
|
||||
{
|
||||
float min_Bounds[3];
|
||||
float max_Bounds[3];
|
||||
float localorigin[3];
|
||||
float radius;
|
||||
char Name[16];
|
||||
};
|
||||
#pragma pack()
|
||||
|
||||
|
||||
//===========================================================================
|
||||
//
|
||||
//
|
||||
//
|
||||
//===========================================================================
|
||||
|
||||
bool FMD3Model::Load(const char * path, int lumpnum, const char * buffer, int length)
|
||||
{
|
||||
md3_header_t * hdr = (md3_header_t *)buffer;
|
||||
|
||||
numFrames = LittleLong(hdr->Num_Frames);
|
||||
numTags = LittleLong(hdr->Num_Tags);
|
||||
numSurfaces = LittleLong(hdr->Num_Surfaces);
|
||||
|
||||
md3_frame_t * frm = (md3_frame_t*)(buffer + LittleLong(hdr->Ofs_Frames));
|
||||
|
||||
frames = new MD3Frame[numFrames];
|
||||
for (int i = 0; i < numFrames; i++)
|
||||
{
|
||||
strncpy(frames[i].Name, frm[i].Name, 16);
|
||||
for (int j = 0; j < 3; j++) frames[i].origin[j] = frm[i].localorigin[j];
|
||||
}
|
||||
|
||||
md3_surface_t * surf = (md3_surface_t*)(buffer + LittleLong(hdr->Ofs_Surfaces));
|
||||
|
||||
surfaces = new MD3Surface[numSurfaces];
|
||||
|
||||
for (int i = 0; i < numSurfaces; i++)
|
||||
{
|
||||
MD3Surface * s = &surfaces[i];
|
||||
md3_surface_t * ss = surf;
|
||||
|
||||
surf = (md3_surface_t *)(((char*)surf) + LittleLong(surf->Ofs_End));
|
||||
|
||||
s->numSkins = LittleLong(ss->Num_Shaders);
|
||||
s->numTriangles = LittleLong(ss->Num_Triangles);
|
||||
s->numVertices = LittleLong(ss->Num_Verts);
|
||||
|
||||
// copy shaders (skins)
|
||||
md3_shader_t * shader = (md3_shader_t*)(((char*)ss) + LittleLong(ss->Ofs_Shaders));
|
||||
s->skins = new FTextureID[s->numSkins];
|
||||
|
||||
for (int i = 0; i < s->numSkins; i++)
|
||||
{
|
||||
// [BB] According to the MD3 spec, Name is supposed to include the full path.
|
||||
s->skins[i] = LoadSkin("", shader[i].Name);
|
||||
// [BB] Fall back and check if Name is relative.
|
||||
if (!s->skins[i].isValid())
|
||||
s->skins[i] = LoadSkin(path, shader[i].Name);
|
||||
}
|
||||
}
|
||||
mLumpNum = lumpnum;
|
||||
return true;
|
||||
}
|
||||
|
||||
//===========================================================================
|
||||
//
|
||||
//
|
||||
//
|
||||
//===========================================================================
|
||||
|
||||
void FMD3Model::LoadGeometry()
|
||||
{
|
||||
FMemLump lumpdata = Wads.ReadLump(mLumpNum);
|
||||
const char *buffer = (const char *)lumpdata.GetMem();
|
||||
md3_header_t * hdr = (md3_header_t *)buffer;
|
||||
md3_surface_t * surf = (md3_surface_t*)(buffer + LittleLong(hdr->Ofs_Surfaces));
|
||||
|
||||
for(int i=0;i<numSurfaces;i++)
|
||||
{
|
||||
MD3Surface * s = &surfaces[i];
|
||||
md3_surface_t * ss = surf;
|
||||
|
||||
surf = (md3_surface_t *)(((char*)surf) + LittleLong(surf->Ofs_End));
|
||||
|
||||
// copy triangle indices
|
||||
md3_triangle_t * tris = (md3_triangle_t*)(((char*)ss)+LittleLong(ss->Ofs_Triangles));
|
||||
s->tris = new MD3Triangle[s->numTriangles];
|
||||
|
||||
for(int i=0;i<s->numTriangles;i++) for (int j=0;j<3;j++)
|
||||
{
|
||||
s->tris[i].VertIndex[j]=LittleLong(tris[i].vt_index[j]);
|
||||
}
|
||||
|
||||
// Load texture coordinates
|
||||
md3_texcoord_t * tc = (md3_texcoord_t*)(((char*)ss)+LittleLong(ss->Ofs_Texcoord));
|
||||
s->texcoords = new MD3TexCoord[s->numVertices];
|
||||
|
||||
for(int i=0;i<s->numVertices;i++)
|
||||
{
|
||||
s->texcoords[i].s = tc[i].s;
|
||||
s->texcoords[i].t = tc[i].t;
|
||||
}
|
||||
|
||||
// Load vertices and texture coordinates
|
||||
md3_vertex_t * vt = (md3_vertex_t*)(((char*)ss)+LittleLong(ss->Ofs_XYZNormal));
|
||||
s->vertices = new MD3Vertex[s->numVertices * numFrames];
|
||||
|
||||
for(int i=0;i<s->numVertices * numFrames;i++)
|
||||
{
|
||||
s->vertices[i].x = LittleShort(vt[i].x)/64.f;
|
||||
s->vertices[i].y = LittleShort(vt[i].y)/64.f;
|
||||
s->vertices[i].z = LittleShort(vt[i].z)/64.f;
|
||||
UnpackVector( LittleShort(vt[i].n), s->vertices[i].nx, s->vertices[i].ny, s->vertices[i].nz);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
//===========================================================================
|
||||
//
|
||||
//
|
||||
//
|
||||
//===========================================================================
|
||||
|
||||
void FMD3Model::BuildVertexBuffer(FModelRenderer *renderer)
|
||||
{
|
||||
if (mVBuf == nullptr)
|
||||
{
|
||||
LoadGeometry();
|
||||
|
||||
unsigned int vbufsize = 0;
|
||||
unsigned int ibufsize = 0;
|
||||
|
||||
for (int i = 0; i < numSurfaces; i++)
|
||||
{
|
||||
MD3Surface * surf = &surfaces[i];
|
||||
vbufsize += numFrames * surf->numVertices;
|
||||
ibufsize += 3 * surf->numTriangles;
|
||||
}
|
||||
|
||||
mVBuf = renderer->CreateVertexBuffer(true, numFrames == 1);
|
||||
FModelVertex *vertptr = mVBuf->LockVertexBuffer(vbufsize);
|
||||
unsigned int *indxptr = mVBuf->LockIndexBuffer(ibufsize);
|
||||
|
||||
assert(vertptr != nullptr && indxptr != nullptr);
|
||||
|
||||
unsigned int vindex = 0, iindex = 0;
|
||||
|
||||
for (int i = 0; i < numSurfaces; i++)
|
||||
{
|
||||
MD3Surface * surf = &surfaces[i];
|
||||
|
||||
surf->vindex = vindex;
|
||||
surf->iindex = iindex;
|
||||
for (int j = 0; j < numFrames * surf->numVertices; j++)
|
||||
{
|
||||
MD3Vertex* vert = surf->vertices + j;
|
||||
|
||||
FModelVertex *bvert = &vertptr[vindex++];
|
||||
|
||||
int tc = j % surf->numVertices;
|
||||
bvert->Set(vert->x, vert->z, vert->y, surf->texcoords[tc].s, surf->texcoords[tc].t);
|
||||
bvert->SetNormal(vert->nx, vert->nz, vert->ny);
|
||||
}
|
||||
|
||||
for (int k = 0; k < surf->numTriangles; k++)
|
||||
{
|
||||
for (int l = 0; l < 3; l++)
|
||||
{
|
||||
indxptr[iindex++] = surf->tris[k].VertIndex[l];
|
||||
}
|
||||
}
|
||||
surf->UnloadGeometry();
|
||||
}
|
||||
mVBuf->UnlockVertexBuffer();
|
||||
mVBuf->UnlockIndexBuffer();
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
//===========================================================================
|
||||
//
|
||||
// for skin precaching
|
||||
//
|
||||
//===========================================================================
|
||||
|
||||
void FMD3Model::AddSkins(uint8_t *hitlist)
|
||||
{
|
||||
for (int i = 0; i < numSurfaces; i++)
|
||||
{
|
||||
if (curSpriteMDLFrame->surfaceskinIDs[curMDLIndex][i].isValid())
|
||||
{
|
||||
hitlist[curSpriteMDLFrame->surfaceskinIDs[curMDLIndex][i].GetIndex()] |= FTexture::TEX_Flat;
|
||||
}
|
||||
|
||||
MD3Surface * surf = &surfaces[i];
|
||||
for (int j = 0; j < surf->numSkins; j++)
|
||||
{
|
||||
if (surf->skins[j].isValid())
|
||||
{
|
||||
hitlist[surf->skins[j].GetIndex()] |= FTexture::TEX_Flat;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
//===========================================================================
|
||||
//
|
||||
//
|
||||
//
|
||||
//===========================================================================
|
||||
|
||||
int FMD3Model::FindFrame(const char * name)
|
||||
{
|
||||
for (int i=0;i<numFrames;i++)
|
||||
{
|
||||
if (!stricmp(name, frames[i].Name)) return i;
|
||||
}
|
||||
return -1;
|
||||
}
|
||||
|
||||
//===========================================================================
|
||||
//
|
||||
//
|
||||
//
|
||||
//===========================================================================
|
||||
|
||||
void FMD3Model::RenderFrame(FModelRenderer *renderer, FTexture * skin, int frameno, int frameno2, double inter, int translation)
|
||||
{
|
||||
if (frameno>=numFrames || frameno2>=numFrames) return;
|
||||
|
||||
renderer->SetInterpolation(inter);
|
||||
for(int i=0;i<numSurfaces;i++)
|
||||
{
|
||||
MD3Surface * surf = &surfaces[i];
|
||||
|
||||
// [BB] In case no skin is specified via MODELDEF, check if the MD3 has a skin for the current surface.
|
||||
// Note: Each surface may have a different skin.
|
||||
FTexture *surfaceSkin = skin;
|
||||
if (!surfaceSkin)
|
||||
{
|
||||
if (curSpriteMDLFrame->surfaceskinIDs[curMDLIndex][i].isValid())
|
||||
{
|
||||
surfaceSkin = TexMan(curSpriteMDLFrame->surfaceskinIDs[curMDLIndex][i]);
|
||||
}
|
||||
else if(surf->numSkins > 0 && surf->skins[0].isValid())
|
||||
{
|
||||
surfaceSkin = TexMan(surf->skins[0]);
|
||||
}
|
||||
|
||||
if (!surfaceSkin) return;
|
||||
}
|
||||
|
||||
renderer->SetMaterial(surfaceSkin, false, translation);
|
||||
mVBuf->SetupFrame(renderer, surf->vindex + frameno * surf->numVertices, surf->vindex + frameno2 * surf->numVertices, surf->numVertices);
|
||||
renderer->DrawElements(surf->numTriangles * 3, surf->iindex * sizeof(unsigned int));
|
||||
}
|
||||
renderer->SetInterpolation(0.f);
|
||||
}
|
||||
|
||||
//===========================================================================
|
||||
//
|
||||
//
|
||||
//
|
||||
//===========================================================================
|
||||
|
||||
FMD3Model::~FMD3Model()
|
||||
{
|
||||
if (frames) delete [] frames;
|
||||
if (surfaces) delete [] surfaces;
|
||||
frames = nullptr;
|
||||
surfaces = nullptr;
|
||||
}
|
||||
489
src/r_data/models/tab_anorms.h
Normal file
489
src/r_data/models/tab_anorms.h
Normal file
|
|
@ -0,0 +1,489 @@
|
|||
#ifdef _WIN32
|
||||
#pragma warning(disable:4305)
|
||||
#endif
|
||||
|
||||
{
|
||||
-0.525731f, 0.000000f, 0.850651f},
|
||||
|
||||
{
|
||||
-0.442863f, 0.238856f, 0.864188f},
|
||||
|
||||
{
|
||||
-0.295242f, 0.000000f, 0.955423f},
|
||||
|
||||
{
|
||||
-0.309017f, 0.500000f, 0.809017f},
|
||||
|
||||
{
|
||||
-0.162460f, 0.262866f, 0.951056f},
|
||||
|
||||
{
|
||||
0.000000f, 0.000000f, 1.000000f},
|
||||
|
||||
{
|
||||
0.000000f, 0.850651f, 0.525731f},
|
||||
|
||||
{
|
||||
-0.147621f, 0.716567f, 0.681718f},
|
||||
|
||||
{
|
||||
0.147621f, 0.716567f, 0.681718f},
|
||||
|
||||
{
|
||||
0.000000f, 0.525731f, 0.850651f},
|
||||
|
||||
{
|
||||
0.309017f, 0.500000f, 0.809017f},
|
||||
|
||||
{
|
||||
0.525731f, 0.000000f, 0.850651f},
|
||||
|
||||
{
|
||||
0.295242f, 0.000000f, 0.955423f},
|
||||
|
||||
{
|
||||
0.442863f, 0.238856f, 0.864188f},
|
||||
|
||||
{
|
||||
0.162460f, 0.262866f, 0.951056f},
|
||||
|
||||
{
|
||||
-0.681718f, 0.147621f, 0.716567f},
|
||||
|
||||
{
|
||||
-0.809017f, 0.309017f, 0.500000f},
|
||||
|
||||
{
|
||||
-0.587785f, 0.425325f, 0.688191f},
|
||||
|
||||
{
|
||||
-0.850651f, 0.525731f, 0.000000f},
|
||||
|
||||
{
|
||||
-0.864188f, 0.442863f, 0.238856f},
|
||||
|
||||
{
|
||||
-0.716567f, 0.681718f, 0.147621f},
|
||||
|
||||
{
|
||||
-0.688191f, 0.587785f, 0.425325f},
|
||||
|
||||
{
|
||||
-0.500000f, 0.809017f, 0.309017f},
|
||||
|
||||
{
|
||||
-0.238856f, 0.864188f, 0.442863f},
|
||||
|
||||
{
|
||||
-0.425325f, 0.688191f, 0.587785f},
|
||||
|
||||
{
|
||||
-0.716567f, 0.681718f, -0.147621f},
|
||||
|
||||
{
|
||||
-0.500000f, 0.809017f, -0.309017f},
|
||||
|
||||
{
|
||||
-0.525731f, 0.850651f, 0.000000f},
|
||||
|
||||
{
|
||||
0.000000f, 0.850651f, -0.525731f},
|
||||
|
||||
{
|
||||
-0.238856f, 0.864188f, -0.442863f},
|
||||
|
||||
{
|
||||
0.000000f, 0.955423f, -0.295242f},
|
||||
|
||||
{
|
||||
-0.262866f, 0.951056f, -0.162460f},
|
||||
|
||||
{
|
||||
0.000000f, 1.000000f, 0.000000f},
|
||||
|
||||
{
|
||||
0.000000f, 0.955423f, 0.295242f},
|
||||
|
||||
{
|
||||
-0.262866f, 0.951056f, 0.162460f},
|
||||
|
||||
{
|
||||
0.238856f, 0.864188f, 0.442863f},
|
||||
|
||||
{
|
||||
0.262866f, 0.951056f, 0.162460f},
|
||||
|
||||
{
|
||||
0.500000f, 0.809017f, 0.309017f},
|
||||
|
||||
{
|
||||
0.238856f, 0.864188f, -0.442863f},
|
||||
|
||||
{
|
||||
0.262866f, 0.951056f, -0.162460f},
|
||||
|
||||
{
|
||||
0.500000f, 0.809017f, -0.309017f},
|
||||
|
||||
{
|
||||
0.850651f, 0.525731f, 0.000000f},
|
||||
|
||||
{
|
||||
0.716567f, 0.681718f, 0.147621f},
|
||||
|
||||
{
|
||||
0.716567f, 0.681718f, -0.147621f},
|
||||
|
||||
{
|
||||
0.525731f, 0.850651f, 0.000000f},
|
||||
|
||||
{
|
||||
0.425325f, 0.688191f, 0.587785f},
|
||||
|
||||
{
|
||||
0.864188f, 0.442863f, 0.238856f},
|
||||
|
||||
{
|
||||
0.688191f, 0.587785f, 0.425325f},
|
||||
|
||||
{
|
||||
0.809017f, 0.309017f, 0.500000f},
|
||||
|
||||
{
|
||||
0.681718f, 0.147621f, 0.716567f},
|
||||
|
||||
{
|
||||
0.587785f, 0.425325f, 0.688191f},
|
||||
|
||||
{
|
||||
0.955423f, 0.295242f, 0.000000f},
|
||||
|
||||
{
|
||||
1.000000f, 0.000000f, 0.000000f},
|
||||
|
||||
{
|
||||
0.951056f, 0.162460f, 0.262866f},
|
||||
|
||||
{
|
||||
0.850651f, -0.525731f, 0.000000f},
|
||||
|
||||
{
|
||||
0.955423f, -0.295242f, 0.000000f},
|
||||
|
||||
{
|
||||
0.864188f, -0.442863f, 0.238856f},
|
||||
|
||||
{
|
||||
0.951056f, -0.162460f, 0.262866f},
|
||||
|
||||
{
|
||||
0.809017f, -0.309017f, 0.500000f},
|
||||
|
||||
{
|
||||
0.681718f, -0.147621f, 0.716567f},
|
||||
|
||||
{
|
||||
0.850651f, 0.000000f, 0.525731f},
|
||||
|
||||
{
|
||||
0.864188f, 0.442863f, -0.238856f},
|
||||
|
||||
{
|
||||
0.809017f, 0.309017f, -0.500000f},
|
||||
|
||||
{
|
||||
0.951056f, 0.162460f, -0.262866f},
|
||||
|
||||
{
|
||||
0.525731f, 0.000000f, -0.850651f},
|
||||
|
||||
{
|
||||
0.681718f, 0.147621f, -0.716567f},
|
||||
|
||||
{
|
||||
0.681718f, -0.147621f, -0.716567f},
|
||||
|
||||
{
|
||||
0.850651f, 0.000000f, -0.525731f},
|
||||
|
||||
{
|
||||
0.809017f, -0.309017f, -0.500000f},
|
||||
|
||||
{
|
||||
0.864188f, -0.442863f, -0.238856f},
|
||||
|
||||
{
|
||||
0.951056f, -0.162460f, -0.262866f},
|
||||
|
||||
{
|
||||
0.147621f, 0.716567f, -0.681718f},
|
||||
|
||||
{
|
||||
0.309017f, 0.500000f, -0.809017f},
|
||||
|
||||
{
|
||||
0.425325f, 0.688191f, -0.587785f},
|
||||
|
||||
{
|
||||
0.442863f, 0.238856f, -0.864188f},
|
||||
|
||||
{
|
||||
0.587785f, 0.425325f, -0.688191f},
|
||||
|
||||
{
|
||||
0.688191f, 0.587785f, -0.425325f},
|
||||
|
||||
{
|
||||
-0.147621f, 0.716567f, -0.681718f},
|
||||
|
||||
{
|
||||
-0.309017f, 0.500000f, -0.809017f},
|
||||
|
||||
{
|
||||
0.000000f, 0.525731f, -0.850651f},
|
||||
|
||||
{
|
||||
-0.525731f, 0.000000f, -0.850651f},
|
||||
|
||||
{
|
||||
-0.442863f, 0.238856f, -0.864188f},
|
||||
|
||||
{
|
||||
-0.295242f, 0.000000f, -0.955423f},
|
||||
|
||||
{
|
||||
-0.162460f, 0.262866f, -0.951056f},
|
||||
|
||||
{
|
||||
0.000000f, 0.000000f, -1.000000f},
|
||||
|
||||
{
|
||||
0.295242f, 0.000000f, -0.955423f},
|
||||
|
||||
{
|
||||
0.162460f, 0.262866f, -0.951056f},
|
||||
|
||||
{
|
||||
-0.442863f, -0.238856f, -0.864188f},
|
||||
|
||||
{
|
||||
-0.309017f, -0.500000f, -0.809017f},
|
||||
|
||||
{
|
||||
-0.162460f, -0.262866f, -0.951056f},
|
||||
|
||||
{
|
||||
0.000000f, -0.850651f, -0.525731f},
|
||||
|
||||
{
|
||||
-0.147621f, -0.716567f, -0.681718f},
|
||||
|
||||
{
|
||||
0.147621f, -0.716567f, -0.681718f},
|
||||
|
||||
{
|
||||
0.000000f, -0.525731f, -0.850651f},
|
||||
|
||||
{
|
||||
0.309017f, -0.500000f, -0.809017f},
|
||||
|
||||
{
|
||||
0.442863f, -0.238856f, -0.864188f},
|
||||
|
||||
{
|
||||
0.162460f, -0.262866f, -0.951056f},
|
||||
|
||||
{
|
||||
0.238856f, -0.864188f, -0.442863f},
|
||||
|
||||
{
|
||||
0.500000f, -0.809017f, -0.309017f},
|
||||
|
||||
{
|
||||
0.425325f, -0.688191f, -0.587785f},
|
||||
|
||||
{
|
||||
0.716567f, -0.681718f, -0.147621f},
|
||||
|
||||
{
|
||||
0.688191f, -0.587785f, -0.425325f},
|
||||
|
||||
{
|
||||
0.587785f, -0.425325f, -0.688191f},
|
||||
|
||||
{
|
||||
0.000000f, -0.955423f, -0.295242f},
|
||||
|
||||
{
|
||||
0.000000f, -1.000000f, 0.000000f},
|
||||
|
||||
{
|
||||
0.262866f, -0.951056f, -0.162460f},
|
||||
|
||||
{
|
||||
0.000000f, -0.850651f, 0.525731f},
|
||||
|
||||
{
|
||||
0.000000f, -0.955423f, 0.295242f},
|
||||
|
||||
{
|
||||
0.238856f, -0.864188f, 0.442863f},
|
||||
|
||||
{
|
||||
0.262866f, -0.951056f, 0.162460f},
|
||||
|
||||
{
|
||||
0.500000f, -0.809017f, 0.309017f},
|
||||
|
||||
{
|
||||
0.716567f, -0.681718f, 0.147621f},
|
||||
|
||||
{
|
||||
0.525731f, -0.850651f, 0.000000f},
|
||||
|
||||
{
|
||||
-0.238856f, -0.864188f, -0.442863f},
|
||||
|
||||
{
|
||||
-0.500000f, -0.809017f, -0.309017f},
|
||||
|
||||
{
|
||||
-0.262866f, -0.951056f, -0.162460f},
|
||||
|
||||
{
|
||||
-0.850651f, -0.525731f, 0.000000f},
|
||||
|
||||
{
|
||||
-0.716567f, -0.681718f, -0.147621f},
|
||||
|
||||
{
|
||||
-0.716567f, -0.681718f, 0.147621f},
|
||||
|
||||
{
|
||||
-0.525731f, -0.850651f, 0.000000f},
|
||||
|
||||
{
|
||||
-0.500000f, -0.809017f, 0.309017f},
|
||||
|
||||
{
|
||||
-0.238856f, -0.864188f, 0.442863f},
|
||||
|
||||
{
|
||||
-0.262866f, -0.951056f, 0.162460f},
|
||||
|
||||
{
|
||||
-0.864188f, -0.442863f, 0.238856f},
|
||||
|
||||
{
|
||||
-0.809017f, -0.309017f, 0.500000f},
|
||||
|
||||
{
|
||||
-0.688191f, -0.587785f, 0.425325f},
|
||||
|
||||
{
|
||||
-0.681718f, -0.147621f, 0.716567f},
|
||||
|
||||
{
|
||||
-0.442863f, -0.238856f, 0.864188f},
|
||||
|
||||
{
|
||||
-0.587785f, -0.425325f, 0.688191f},
|
||||
|
||||
{
|
||||
-0.309017f, -0.500000f, 0.809017f},
|
||||
|
||||
{
|
||||
-0.147621f, -0.716567f, 0.681718f},
|
||||
|
||||
{
|
||||
-0.425325f, -0.688191f, 0.587785f},
|
||||
|
||||
{
|
||||
-0.162460f, -0.262866f, 0.951056f},
|
||||
|
||||
{
|
||||
0.442863f, -0.238856f, 0.864188f},
|
||||
|
||||
{
|
||||
0.162460f, -0.262866f, 0.951056f},
|
||||
|
||||
{
|
||||
0.309017f, -0.500000f, 0.809017f},
|
||||
|
||||
{
|
||||
0.147621f, -0.716567f, 0.681718f},
|
||||
|
||||
{
|
||||
0.000000f, -0.525731f, 0.850651f},
|
||||
|
||||
{
|
||||
0.425325f, -0.688191f, 0.587785f},
|
||||
|
||||
{
|
||||
0.587785f, -0.425325f, 0.688191f},
|
||||
|
||||
{
|
||||
0.688191f, -0.587785f, 0.425325f},
|
||||
|
||||
{
|
||||
-0.955423f, 0.295242f, 0.000000f},
|
||||
|
||||
{
|
||||
-0.951056f, 0.162460f, 0.262866f},
|
||||
|
||||
{
|
||||
-1.000000f, 0.000000f, 0.000000f},
|
||||
|
||||
{
|
||||
-0.850651f, 0.000000f, 0.525731f},
|
||||
|
||||
{
|
||||
-0.955423f, -0.295242f, 0.000000f},
|
||||
|
||||
{
|
||||
-0.951056f, -0.162460f, 0.262866f},
|
||||
|
||||
{
|
||||
-0.864188f, 0.442863f, -0.238856f},
|
||||
|
||||
{
|
||||
-0.951056f, 0.162460f, -0.262866f},
|
||||
|
||||
{
|
||||
-0.809017f, 0.309017f, -0.500000f},
|
||||
|
||||
{
|
||||
-0.864188f, -0.442863f, -0.238856f},
|
||||
|
||||
{
|
||||
-0.951056f, -0.162460f, -0.262866f},
|
||||
|
||||
{
|
||||
-0.809017f, -0.309017f, -0.500000f},
|
||||
|
||||
{
|
||||
-0.681718f, 0.147621f, -0.716567f},
|
||||
|
||||
{
|
||||
-0.681718f, -0.147621f, -0.716567f},
|
||||
|
||||
{
|
||||
-0.850651f, 0.000000f, -0.525731f},
|
||||
|
||||
{
|
||||
-0.688191f, 0.587785f, -0.425325f},
|
||||
|
||||
{
|
||||
-0.587785f, 0.425325f, -0.688191f},
|
||||
|
||||
{
|
||||
-0.425325f, 0.688191f, -0.587785f},
|
||||
|
||||
{
|
||||
-0.425325f, -0.688191f, -0.587785f},
|
||||
|
||||
{
|
||||
-0.587785f, -0.425325f, -0.688191f},
|
||||
|
||||
{
|
||||
-0.688191f, -0.587785f, -0.425325f},
|
||||
440
src/r_data/models/voxels.cpp
Normal file
440
src/r_data/models/voxels.cpp
Normal file
|
|
@ -0,0 +1,440 @@
|
|||
//
|
||||
//---------------------------------------------------------------------------
|
||||
//
|
||||
// Copyright(C) 2010-2016 Christoph Oelckers
|
||||
// All rights reserved.
|
||||
//
|
||||
// This program is free software: you can redistribute it and/or modify
|
||||
// it under the terms of the GNU Lesser General Public License as published by
|
||||
// the Free Software Foundation, either version 3 of the License, or
|
||||
// (at your option) any later version.
|
||||
//
|
||||
// This program is distributed in the hope that it will be useful,
|
||||
// but WITHOUT ANY WARRANTY; without even the implied warranty of
|
||||
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
|
||||
// GNU Lesser General Public License for more details.
|
||||
//
|
||||
// You should have received a copy of the GNU Lesser General Public License
|
||||
// along with this program. If not, see http://www.gnu.org/licenses/
|
||||
//
|
||||
//--------------------------------------------------------------------------
|
||||
//
|
||||
/*
|
||||
** gl_voxels.cpp
|
||||
**
|
||||
** Voxel management
|
||||
**
|
||||
**/
|
||||
|
||||
#include "w_wad.h"
|
||||
#include "cmdlib.h"
|
||||
#include "sc_man.h"
|
||||
#include "m_crc32.h"
|
||||
#include "c_console.h"
|
||||
#include "g_game.h"
|
||||
#include "doomstat.h"
|
||||
#include "g_level.h"
|
||||
#include "colormatcher.h"
|
||||
#include "textures/bitmap.h"
|
||||
#include "g_levellocals.h"
|
||||
#include "models.h"
|
||||
|
||||
#ifdef _MSC_VER
|
||||
#pragma warning(disable:4244) // warning C4244: conversion from 'double' to 'float', possible loss of data
|
||||
#endif
|
||||
|
||||
//===========================================================================
|
||||
//
|
||||
// Creates a 16x16 texture from the palette so that we can
|
||||
// use the existing palette manipulation code to render the voxel
|
||||
// Otherwise all shaders had to be duplicated and the non-shader code
|
||||
// would be a lot less efficient.
|
||||
//
|
||||
//===========================================================================
|
||||
|
||||
class FVoxelTexture : public FTexture
|
||||
{
|
||||
public:
|
||||
|
||||
FVoxelTexture(FVoxel *voxel);
|
||||
~FVoxelTexture();
|
||||
const uint8_t *GetColumn (unsigned int column, const Span **spans_out);
|
||||
const uint8_t *GetPixels ();
|
||||
void Unload ();
|
||||
|
||||
int CopyTrueColorPixels(FBitmap *bmp, int x, int y, int rotate, FCopyInfo *inf);
|
||||
bool UseBasePalette() { return false; }
|
||||
|
||||
protected:
|
||||
FVoxel *SourceVox;
|
||||
uint8_t *Pixels;
|
||||
|
||||
};
|
||||
|
||||
//===========================================================================
|
||||
//
|
||||
//
|
||||
//
|
||||
//===========================================================================
|
||||
|
||||
FVoxelTexture::FVoxelTexture(FVoxel *vox)
|
||||
{
|
||||
SourceVox = vox;
|
||||
Width = 16;
|
||||
Height = 16;
|
||||
WidthBits = 4;
|
||||
HeightBits = 4;
|
||||
WidthMask = 15;
|
||||
Pixels = NULL;
|
||||
gl_info.bNoFilter = true;
|
||||
gl_info.bNoCompress = true;
|
||||
}
|
||||
|
||||
//===========================================================================
|
||||
//
|
||||
//
|
||||
//
|
||||
//===========================================================================
|
||||
|
||||
FVoxelTexture::~FVoxelTexture()
|
||||
{
|
||||
}
|
||||
|
||||
const uint8_t *FVoxelTexture::GetColumn (unsigned int column, const Span **spans_out)
|
||||
{
|
||||
// not needed
|
||||
return NULL;
|
||||
}
|
||||
|
||||
const uint8_t *FVoxelTexture::GetPixels ()
|
||||
{
|
||||
// GetPixels gets called when a translated palette is used so we still need to implement it here.
|
||||
if (Pixels == NULL)
|
||||
{
|
||||
Pixels = new uint8_t[256];
|
||||
|
||||
uint8_t *pp = SourceVox->Palette;
|
||||
|
||||
if(pp != NULL)
|
||||
{
|
||||
for(int i=0;i<256;i++, pp+=3)
|
||||
{
|
||||
PalEntry pe;
|
||||
pe.r = (pp[0] << 2) | (pp[0] >> 4);
|
||||
pe.g = (pp[1] << 2) | (pp[1] >> 4);
|
||||
pe.b = (pp[2] << 2) | (pp[2] >> 4);
|
||||
Pixels[i] = ColorMatcher.Pick(pe);
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
for(int i=0;i<256;i++, pp+=3)
|
||||
{
|
||||
Pixels[i] = (uint8_t)i;
|
||||
}
|
||||
}
|
||||
}
|
||||
return Pixels;
|
||||
}
|
||||
|
||||
void FVoxelTexture::Unload ()
|
||||
{
|
||||
if (Pixels != NULL)
|
||||
{
|
||||
delete[] Pixels;
|
||||
Pixels = NULL;
|
||||
}
|
||||
}
|
||||
|
||||
//===========================================================================
|
||||
//
|
||||
// FVoxelTexture::CopyTrueColorPixels
|
||||
//
|
||||
// This creates a dummy 16x16 paletted bitmap and converts that using the
|
||||
// voxel palette
|
||||
//
|
||||
//===========================================================================
|
||||
|
||||
int FVoxelTexture::CopyTrueColorPixels(FBitmap *bmp, int x, int y, int rotate, FCopyInfo *inf)
|
||||
{
|
||||
PalEntry pe[256];
|
||||
uint8_t bitmap[256];
|
||||
uint8_t *pp = SourceVox->Palette;
|
||||
|
||||
if(pp != NULL)
|
||||
{
|
||||
for(int i=0;i<256;i++, pp+=3)
|
||||
{
|
||||
bitmap[i] = (uint8_t)i;
|
||||
pe[i].r = (pp[0] << 2) | (pp[0] >> 4);
|
||||
pe[i].g = (pp[1] << 2) | (pp[1] >> 4);
|
||||
pe[i].b = (pp[2] << 2) | (pp[2] >> 4);
|
||||
pe[i].a = 255;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
for(int i=0;i<256;i++, pp+=3)
|
||||
{
|
||||
bitmap[i] = (uint8_t)i;
|
||||
pe[i] = GPalette.BaseColors[i];
|
||||
pe[i].a = 255;
|
||||
}
|
||||
}
|
||||
bmp->CopyPixelData(x, y, bitmap, Width, Height, 1, 16, rotate, pe, inf);
|
||||
return 0;
|
||||
}
|
||||
|
||||
//===========================================================================
|
||||
//
|
||||
//
|
||||
//
|
||||
//===========================================================================
|
||||
|
||||
FVoxelModel::FVoxelModel(FVoxel *voxel, bool owned)
|
||||
{
|
||||
mVoxel = voxel;
|
||||
mOwningVoxel = owned;
|
||||
mPalette = TexMan.AddTexture(new FVoxelTexture(voxel));
|
||||
}
|
||||
|
||||
//===========================================================================
|
||||
//
|
||||
//
|
||||
//
|
||||
//===========================================================================
|
||||
|
||||
FVoxelModel::~FVoxelModel()
|
||||
{
|
||||
if (mOwningVoxel) delete mVoxel;
|
||||
}
|
||||
|
||||
|
||||
//===========================================================================
|
||||
//
|
||||
//
|
||||
//
|
||||
//===========================================================================
|
||||
|
||||
unsigned int FVoxelModel::AddVertex(FModelVertex &vert, FVoxelMap &check)
|
||||
{
|
||||
unsigned int index = check[vert];
|
||||
if (index == 0xffffffff)
|
||||
{
|
||||
index = check[vert] =mVertices.Push(vert);
|
||||
}
|
||||
return index;
|
||||
}
|
||||
|
||||
//===========================================================================
|
||||
//
|
||||
//
|
||||
//
|
||||
//===========================================================================
|
||||
|
||||
void FVoxelModel::AddFace(int x1, int y1, int z1, int x2, int y2, int z2, int x3, int y3, int z3, int x4, int y4, int z4, uint8_t col, FVoxelMap &check)
|
||||
{
|
||||
float PivotX = mVoxel->Mips[0].Pivot.X;
|
||||
float PivotY = mVoxel->Mips[0].Pivot.Y;
|
||||
float PivotZ = mVoxel->Mips[0].Pivot.Z;
|
||||
int h = mVoxel->Mips[0].SizeZ;
|
||||
FModelVertex vert;
|
||||
unsigned int indx[4];
|
||||
|
||||
vert.packedNormal = 0; // currently this is not being used for voxels.
|
||||
vert.u = (((col & 15) * 255 / 16) + 7) / 255.f;
|
||||
vert.v = (((col / 16) * 255 / 16) + 7) / 255.f;
|
||||
|
||||
vert.x = x1 - PivotX;
|
||||
vert.z = -y1 + PivotY;
|
||||
vert.y = -z1 + PivotZ;
|
||||
indx[0] = AddVertex(vert, check);
|
||||
|
||||
vert.x = x2 - PivotX;
|
||||
vert.z = -y2 + PivotY;
|
||||
vert.y = -z2 + PivotZ;
|
||||
indx[1] = AddVertex(vert, check);
|
||||
|
||||
vert.x = x4 - PivotX;
|
||||
vert.z = -y4 + PivotY;
|
||||
vert.y = -z4 + PivotZ;
|
||||
indx[2] = AddVertex(vert, check);
|
||||
|
||||
vert.x = x3 - PivotX;
|
||||
vert.z = -y3 + PivotY;
|
||||
vert.y = -z3 + PivotZ;
|
||||
indx[3] = AddVertex(vert, check);
|
||||
|
||||
|
||||
mIndices.Push(indx[0]);
|
||||
mIndices.Push(indx[1]);
|
||||
mIndices.Push(indx[3]);
|
||||
mIndices.Push(indx[1]);
|
||||
mIndices.Push(indx[2]);
|
||||
mIndices.Push(indx[3]);
|
||||
}
|
||||
|
||||
//===========================================================================
|
||||
//
|
||||
//
|
||||
//
|
||||
//===========================================================================
|
||||
|
||||
void FVoxelModel::MakeSlabPolys(int x, int y, kvxslab_t *voxptr, FVoxelMap &check)
|
||||
{
|
||||
const uint8_t *col = voxptr->col;
|
||||
int zleng = voxptr->zleng;
|
||||
int ztop = voxptr->ztop;
|
||||
int cull = voxptr->backfacecull;
|
||||
|
||||
if (cull & 16)
|
||||
{
|
||||
AddFace(x, y, ztop, x+1, y, ztop, x, y+1, ztop, x+1, y+1, ztop, *col, check);
|
||||
}
|
||||
int z = ztop;
|
||||
while (z < ztop+zleng)
|
||||
{
|
||||
int c = 0;
|
||||
while (z+c < ztop+zleng && col[c] == col[0]) c++;
|
||||
|
||||
if (cull & 1)
|
||||
{
|
||||
AddFace(x, y, z, x, y+1, z, x, y, z+c, x, y+1, z+c, *col, check);
|
||||
}
|
||||
if (cull & 2)
|
||||
{
|
||||
AddFace(x+1, y+1, z, x+1, y, z, x+1, y+1, z+c, x+1, y, z+c, *col, check);
|
||||
}
|
||||
if (cull & 4)
|
||||
{
|
||||
AddFace(x+1, y, z, x, y, z, x+1, y, z+c, x, y, z+c, *col, check);
|
||||
}
|
||||
if (cull & 8)
|
||||
{
|
||||
AddFace(x, y+1, z, x+1, y+1, z, x, y+1, z+c, x+1, y+1, z+c, *col, check);
|
||||
}
|
||||
z+=c;
|
||||
col+=c;
|
||||
}
|
||||
if (cull & 32)
|
||||
{
|
||||
int z = ztop+zleng-1;
|
||||
AddFace(x+1, y, z+1, x, y, z+1, x+1, y+1, z+1, x, y+1, z+1, voxptr->col[zleng-1], check);
|
||||
}
|
||||
}
|
||||
|
||||
//===========================================================================
|
||||
//
|
||||
//
|
||||
//
|
||||
//===========================================================================
|
||||
|
||||
void FVoxelModel::Initialize()
|
||||
{
|
||||
FVoxelMap check;
|
||||
FVoxelMipLevel *mip = &mVoxel->Mips[0];
|
||||
for (int x = 0; x < mip->SizeX; x++)
|
||||
{
|
||||
uint8_t *slabxoffs = &mip->SlabData[mip->OffsetX[x]];
|
||||
short *xyoffs = &mip->OffsetXY[x * (mip->SizeY + 1)];
|
||||
for (int y = 0; y < mip->SizeY; y++)
|
||||
{
|
||||
kvxslab_t *voxptr = (kvxslab_t *)(slabxoffs + xyoffs[y]);
|
||||
kvxslab_t *voxend = (kvxslab_t *)(slabxoffs + xyoffs[y+1]);
|
||||
for (; voxptr < voxend; voxptr = (kvxslab_t *)((uint8_t *)voxptr + voxptr->zleng + 3))
|
||||
{
|
||||
MakeSlabPolys(x, y, voxptr, check);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
//===========================================================================
|
||||
//
|
||||
//
|
||||
//
|
||||
//===========================================================================
|
||||
|
||||
void FVoxelModel::BuildVertexBuffer(FModelRenderer *renderer)
|
||||
{
|
||||
if (mVBuf == NULL)
|
||||
{
|
||||
Initialize();
|
||||
|
||||
mVBuf = renderer->CreateVertexBuffer(true, true);
|
||||
FModelVertex *vertptr = mVBuf->LockVertexBuffer(mVertices.Size());
|
||||
unsigned int *indxptr = mVBuf->LockIndexBuffer(mIndices.Size());
|
||||
|
||||
memcpy(vertptr, &mVertices[0], sizeof(FModelVertex)* mVertices.Size());
|
||||
memcpy(indxptr, &mIndices[0], sizeof(unsigned int)* mIndices.Size());
|
||||
|
||||
mVBuf->UnlockVertexBuffer();
|
||||
mVBuf->UnlockIndexBuffer();
|
||||
mNumIndices = mIndices.Size();
|
||||
|
||||
// delete our temporary buffers
|
||||
mVertices.Clear();
|
||||
mIndices.Clear();
|
||||
mVertices.ShrinkToFit();
|
||||
mIndices.ShrinkToFit();
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
//===========================================================================
|
||||
//
|
||||
// for skin precaching
|
||||
//
|
||||
//===========================================================================
|
||||
|
||||
void FVoxelModel::AddSkins(uint8_t *hitlist)
|
||||
{
|
||||
hitlist[mPalette.GetIndex()] |= FTexture::TEX_Flat;
|
||||
}
|
||||
|
||||
//===========================================================================
|
||||
//
|
||||
//
|
||||
//
|
||||
//===========================================================================
|
||||
|
||||
bool FVoxelModel::Load(const char * fn, int lumpnum, const char * buffer, int length)
|
||||
{
|
||||
return false; // not needed
|
||||
}
|
||||
|
||||
//===========================================================================
|
||||
//
|
||||
// Voxels don't have frames so always return 0
|
||||
//
|
||||
//===========================================================================
|
||||
|
||||
int FVoxelModel::FindFrame(const char * name)
|
||||
{
|
||||
return 0;
|
||||
}
|
||||
|
||||
//===========================================================================
|
||||
//
|
||||
// Voxels need aspect ratio correction according to the current map's setting
|
||||
//
|
||||
//===========================================================================
|
||||
|
||||
float FVoxelModel::getAspectFactor()
|
||||
{
|
||||
return level.info->pixelstretch;
|
||||
}
|
||||
|
||||
//===========================================================================
|
||||
//
|
||||
// Voxels never interpolate between frames, they only have one.
|
||||
//
|
||||
//===========================================================================
|
||||
|
||||
void FVoxelModel::RenderFrame(FModelRenderer *renderer, FTexture * skin, int frame, int frame2, double inter, int translation)
|
||||
{
|
||||
renderer->SetMaterial(skin, true, translation);
|
||||
mVBuf->SetupFrame(renderer, 0, 0, 0);
|
||||
renderer->DrawElements(mNumIndices, 0);
|
||||
}
|
||||
|
||||
Loading…
Add table
Add a link
Reference in a new issue