doom3-bfg/neo/renderer/Model_gltf.cpp

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/*
===========================================================================
Doom 3 BFG Edition GPL Source Code
Copyright (C) 2022 Harrie van Ginneken
Copyright (C) 2022 Robert Beckebans
This file is part of the Doom 3 BFG Edition GPL Source Code ("Doom 3 BFG Edition Source Code").
Doom 3 BFG Edition Source Code is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
Doom 3 BFG Edition Source Code 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 General Public License for more details.
You should have received a copy of the GNU General Public License
along with Doom 3 BFG Edition Source Code. If not, see <http://www.gnu.org/licenses/>.
In addition, the Doom 3 BFG Edition Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the Doom 3 BFG Edition Source Code. If not, please request a copy in writing from id Software at the address below.
If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA.
===========================================================================
*/
#include "precompiled.h"
#pragma hdrstop
#include "Model_gltf.h"
#include "Model_local.h"
#include "RenderCommon.h"
idCVar gltf_ForceBspMeshTexture( "gltf_ForceBspMeshTexture", "0", CVAR_SYSTEM | CVAR_BOOL, "all world geometry has the same forced texture" );
idCVar gltf_ModelSceneName( "gltf_ModelSceneName", "models", CVAR_SYSTEM , "Scene to use when loading specific models" );
bool idRenderModelStatic::ConvertGltfMeshToModelsurfaces( const gltfMesh* mesh )
{
return false;
}
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void idRenderModelGLTF::ProcessNode( gltfNode* modelNode, idMat4 trans, gltfData* data )
{
auto& meshList = data->MeshList();
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auto& nodeList = data->NodeList();
gltfData::ResolveNodeMatrix( modelNode );
idMat4 curTrans = trans * modelNode->matrix;
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gltfMesh* targetMesh = meshList[modelNode->mesh];
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for( auto prim : targetMesh->primitives )
{
auto* newMesh = MapPolygonMesh::ConvertFromMeshGltf( prim, data, curTrans );
modelSurface_t surf;
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gltfMaterial* mat = NULL;
if( prim->material != -1 )
{
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mat = data->MaterialList()[prim->material];
}
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if( mat != NULL && !gltf_ForceBspMeshTexture.GetBool() )
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{
surf.shader = declManager->FindMaterial( mat->name );
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}
else
{
surf.shader = declManager->FindMaterial( "textures/base_wall/snpanel2rust" );
}
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surf.id = this->NumSurfaces();
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srfTriangles_t* tri = R_AllocStaticTriSurf();
tri->numIndexes = newMesh->GetNumPolygons() * 3;
tri->numVerts = newMesh->GetNumVertices();
R_AllocStaticTriSurfIndexes( tri, tri->numIndexes );
R_AllocStaticTriSurfVerts( tri, tri->numVerts );
int indx = 0;
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for( int i = 0; i < newMesh->GetNumPolygons(); i++ )
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{
auto& face = newMesh->GetFace( i );
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auto& faceIdxs = face.GetIndexes();
tri->indexes[indx] = faceIdxs[0];
tri->indexes[indx + 1] = faceIdxs[1];
tri->indexes[indx + 2] = faceIdxs[2];
indx += 3;
}
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for( int i = 0; i < tri->numVerts; ++i )
{
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tri->verts[i] = newMesh->GetDrawVerts()[i];
tri->bounds.AddPoint( tri->verts[i].xyz );
}
bounds.AddBounds( tri->bounds );
surf.geometry = tri;
AddSurface( surf );
}
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for( auto& child : modelNode->children )
{
ProcessNode( nodeList[child], curTrans, data );
}
// derive mikktspace tangents from normals
FinishSurfaces( true );
}
//constructs a renderModel from a gltfScene node found in the "models" scene of the given gltfFile.
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// override with gltf_ModelSceneName
// warning : nodeName cannot have dots!
//[fileName].[nodeName/nodeId].[gltf/glb]
//If no nodeName/nodeId is given, all primitives active in default scene will be added as surfaces.
void idRenderModelGLTF::InitFromFile( const char* fileName )
{
int meshID = -1;
idStr meshName;
idStr gltfFileName = idStr( fileName );
gltfManager::ExtractMeshIdentifier( gltfFileName, meshID, meshName );
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if( gltfParser->currentFile.Length() )
{
if( gltfParser->currentAsset && gltfParser->currentFile != gltfFileName )
{
common->FatalError( "multiple GLTF file loading not supported" );
}
}
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else
{
gltfParser->Load( gltfFileName );
}
timeStamp = fileSystem->GetTimestamp( gltfFileName );
gltfData* data = gltfParser->currentAsset;
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bounds.Clear();
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int sceneId = data->DefaultScene();
assert( sceneId >= 0 );
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if( !meshName[0] )
{
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auto& nodeList = data->NodeList();
for( auto& nodeID : data->SceneList()[sceneId]->nodes )
{
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gltfNode* modelNode = nodeList[nodeID];
assert( modelNode );
ProcessNode( modelNode, mat4_identity, data );
}
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}
else
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{
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gltfNode* modelNode = data->GetNode( gltf_ModelSceneName.GetString(), meshName );
if( modelNode )
{
ProcessNode( modelNode, mat4_identity, data );
}
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}
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if( surfaces.Num( ) <= 0 )
{
common->Warning( "Couldn't load model: '%s'", name.c_str( ) );
MakeDefaultModel( );
return;
}
// it is now available for use
purged = false;
//skin
//gltfNode * modelNode = data->GetNode(data->SceneList()[data->GetSceneId("models")],targetMesh);
//__debugbreak();
}
bool idRenderModelGLTF::LoadBinaryModel( idFile* file, const ID_TIME_T sourceTimeStamp )
{
common->Warning( "The method or operation is not implemented." );
return false;
}
void idRenderModelGLTF::WriteBinaryModel( idFile* file, ID_TIME_T* _timeStamp /*= NULL */ ) const
{
common->Warning( "idRenderModelGLTF::WriteBinaryModel is not implemented." );
}
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void idRenderModelGLTF::PurgeModel()
{
common->Warning( "idRenderModelGLTF::PurgeModel is not implemented." );
}
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void idRenderModelGLTF::LoadModel()
{
common->Warning( "The method or operation is not implemented." );
}
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void idRenderModelGLTF::TouchData()
{
common->Warning( "The method or operation is not implemented." );
}
/*
void idRenderModelGLTF::CreateBuffers()
{
common->Warning( "The method or operation is not implemented." );
}
*/
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void idRenderModelGLTF::Print() const
{
common->Warning( "The method or operation is not implemented." );
}
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void idRenderModelGLTF::List() const
{
common->Warning( "The method or operation is not implemented." );
}
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int idRenderModelGLTF::Memory() const
{
common->Warning( "The method or operation is not implemented." );
return -1;
}
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dynamicModel_t idRenderModelGLTF::IsDynamicModel() const
{
return DM_STATIC;
}
idRenderModel* idRenderModelGLTF::InstantiateDynamicModel( const struct renderEntity_s* ent, const viewDef_t* view, idRenderModel* cachedModel )
{
common->Warning( "The method or operation is not implemented." );
return nullptr;
}
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int idRenderModelGLTF::NumJoints() const
{
common->Warning( "The method or operation is not implemented." );
return 0;
}
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const idMD5Joint* idRenderModelGLTF::GetJoints() const
{
common->Warning( "The method or operation is not implemented." );
return nullptr;
}
jointHandle_t idRenderModelGLTF::GetJointHandle( const char* name ) const
{
common->Warning( "The method or operation is not implemented." );
return jointHandle_t();
}
const char* idRenderModelGLTF::GetJointName( jointHandle_t handle ) const
{
common->Warning( "The method or operation is not implemented." );
return "";
}
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const idJointQuat* idRenderModelGLTF::GetDefaultPose() const
{
common->Warning( "The method or operation is not implemented." );
return nullptr;
}
int idRenderModelGLTF::NearestJoint( int surfaceNum, int a, int b, int c ) const
{
common->Warning( "The method or operation is not implemented." );
return -1;
}
idBounds idRenderModelGLTF::Bounds( const struct renderEntity_s* ent ) const
{
return bounds;
}