- rewrote the model storage code.

Using proper C++ containers now.
This commit is contained in:
Christoph Oelckers 2022-09-30 16:25:21 +02:00
parent 8bc34f3dac
commit a4dd5bb4ce
29 changed files with 401 additions and 1374 deletions

View file

@ -576,6 +576,7 @@ file( GLOB HEADER_FILES
core/input/*.h
core/rendering/*.h
core/rendering/scene/*.h
core/models/*.h
common/audio/sound/thirdparty/*.h
common/audio/sound/*.h
@ -630,6 +631,7 @@ file( GLOB HEADER_FILES
thirdparty/include/*.hpp
thirdparty/imgui/*.h
core/textures/*.h
core/models/*.h
core/textures/formats/*.h
)
@ -1028,6 +1030,7 @@ set (PCH_SOURCES
core/rendering/scene/hw_lighting.cpp
core/r_data/gldefs.cpp
core/models/modeldata.cpp
core/console/c_notifybuffer.cpp
core/console/d_event.cpp
@ -1501,6 +1504,7 @@ source_group("Core\\2D" REGULAR_EXPRESSION "^${CMAKE_CURRENT_SOURCE_DIR}/core/2d
source_group("Core\\Console" REGULAR_EXPRESSION "^${CMAKE_CURRENT_SOURCE_DIR}/core/console/.+")
source_group("Core\\DObject" REGULAR_EXPRESSION "^${CMAKE_CURRENT_SOURCE_DIR}/core/dobject/.+")
source_group("Core\\Menu" REGULAR_EXPRESSION "^${CMAKE_CURRENT_SOURCE_DIR}/core/menu/.+")
source_group("Core\\Models" REGULAR_EXPRESSION "^${CMAKE_CURRENT_SOURCE_DIR}/core/models/.+")
source_group("Core\\Rendering" REGULAR_EXPRESSION "^${CMAKE_CURRENT_SOURCE_DIR}/core/rendering/.+")
source_group("Core\\Rendering\\Scene" REGULAR_EXPRESSION "^${CMAKE_CURRENT_SOURCE_DIR}/core/rendering/scene/.+")
source_group("Platform" REGULAR_EXPRESSION "^${CMAKE_CURRENT_SOURCE_DIR}/platform/.+")

View file

@ -25,11 +25,8 @@ typedef int64_t coord_t;
enum
{
MAXVOXMIPS = 5,
MAXWALLSB = 6144,
MAXVOXELS = 1024,
// Maximum number of component tiles in a multi-psky:
MAXUNIQHUDID = 256, //Extra slots so HUD models can store animation state without messing game sprites
@ -102,8 +99,6 @@ inline int32_t randomseed;
inline uint8_t paletteloaded;
inline int32_t g_visibility = 512, g_relvisibility = 0;
inline int32_t enginecompatibility_mode;
inline int32_t nextvoxid;
inline FixedBitArray<MAXVOXELS>voxreserve;
void setVideoMode();
@ -142,62 +137,9 @@ extern bool hw_int_useindexedcolortextures;
EXTERN_CVAR(Bool, hw_useindexedcolortextures)
EXTERN_CVAR(Bool, r_voxels)
extern int32_t mdtims, omdtims;
extern int32_t r_rorphase;
// flags bitset: 1 = don't compress
int32_t Ptile2tile(int32_t tile, int32_t palette) ATTRIBUTE((pure));
int32_t md_loadmodel(const char *fn);
int32_t md_setmisc(int32_t modelid, float scale, int32_t shadeoff, float zadd, float yoffset, int32_t flags);
// int32_t md_tilehasmodel(int32_t tilenume, int32_t pal);
#ifdef USE_OPENGL
// TODO: dynamically allocate this
typedef struct { FVector3 add; int16_t angadd, flags, fov; } hudtyp;
typedef struct
{
// maps build tiles to particular animation frames of a model
int16_t modelid;
int16_t framenum; // calculate the number from the name when declaring
int16_t nexttile;
uint16_t smoothduration;
hudtyp hudmem[2];
int8_t skinnum;
uint8_t pal;
} tile2model_t;
# define EXTRATILES (MAXTILES/8)
inline int32_t mdinited;
inline tile2model_t tile2model[MAXTILES+EXTRATILES];
inline int32_t md_tilehasmodel(int32_t const tilenume, int32_t const pal)
{
return mdinited ? tile2model[Ptile2tile(tilenume,pal)].modelid : -1;
}
#endif // defined USE_OPENGL
int tilehasmodelorvoxel(int const tilenume, int pal);
int32_t md_defineframe(int32_t modelid, const char *framename, int32_t tilenume,
int32_t skinnum, float smoothduration, int32_t pal);
int32_t md_defineanimation(int32_t modelid, const char *framestart, const char *frameend,
int32_t fps, int32_t flags);
int32_t md_defineskin(int32_t modelid, const char *skinfn, int32_t palnum, int32_t skinnum,
int32_t surfnum, float param, float specpower, float specfactor, int32_t flags);
int32_t md_definehud (int32_t modelid, int32_t tilex, FVector3 add,
int32_t angadd, int32_t flags, int32_t fov);
int32_t md_undefinetile(int32_t tile);
int32_t md_undefinemodel(int32_t modelid);
static inline int64_t compat_maybe_truncate_to_int32(int64_t val)
{
return enginecompatibility_mode != ENGINECOMPATIBILITY_NONE ? (int32_t)val : val;
}
void updateModelInterpolation();
#endif // build_h_

View file

@ -1,200 +0,0 @@
#ifndef mdsprite_h_
# define mdsprite_h_
#ifdef USE_OPENGL
#include "palette.h"
#include "gl_hwtexture.h"
#include "model_kvx.h"
#if defined(_M_IX86) || defined(_M_AMD64) || defined(__i386) || defined(__x86_64)
#define SHIFTMOD32(a) (a)
#else
#define SHIFTMOD32(a) ((a)&31)
#endif
#define IDP2_MAGIC 0x32504449
#define IDP3_MAGIC 0x33504449
class FGameTexture;
struct mdmodel_t
{
int32_t mdnum, shadeoff;
float scale, bscale, zadd, yoffset;
FGameTexture *texture;
int32_t flags;
};
struct mdanim_t
{
int32_t startframe, endframe;
int32_t fpssc, flags;
mdanim_t* next;
};
struct mdskinmap_t
{
uint8_t palette, flags, filler[2]; // Build palette number, flags the same as hightiles
int32_t skinnum, surfnum; // Skin identifier, surface number
FTextureID texture;
mdskinmap_t* next;
float param, specpower, specfactor;
};
struct idmodel_t : public mdmodel_t
{
int32_t numframes, cframe, nframe, fpssc, usesalpha;
float oldtime, curtime, interpol;
mdanim_t *animations;
mdskinmap_t *skinmap;
int32_t numskins, skinloaded;
};
#define MDANIM_LOOP 0
#define MDANIM_ONESHOT 1
//This MD2 code is based on the source code from David Henry (tfc_duke(at)hotmail.com)
// Was at http://tfc.duke.free.fr/us/tutorials/models/md2.htm
// Available from http://web.archive.org/web/20030816010242/http://tfc.duke.free.fr/us/tutorials/models/md2.htm
// Now at http://tfc.duke.free.fr/coding/md2.html (in French)
//He probably wouldn't recognize it if he looked at it though :)
typedef struct
{
int32_t id, vers, skinxsiz, skinysiz, framebytes; //id:"IPD2", vers:8
int32_t numskins, numverts, numuv, numtris, numglcmds, numframes;
int32_t ofsskins, ofsuv, ofstris, ofsframes, ofsglcmds, ofseof; //ofsskins: skin names (64 bytes each)
} md2head_t;
typedef struct { uint8_t v[3], ni; } md2vert_t; //compressed vertex coords (x,y,z)
typedef struct
{
FVector3 mul, add; //scale&translation vector
char name[16]; //frame name
md2vert_t verts[1]; //first vertex of this frame
} md2frame_t;
typedef struct { int16_t u, v; } md2uv_t;
typedef struct
{
uint16_t v[3];
uint16_t u[3];
} md2tri_t;
struct md2model_t : public idmodel_t
{
//MD2 specific stuff:
int32_t numverts, numglcmds, framebytes, *glcmds;
char *frames;
char *basepath; // pointer to string of base path
char *skinfn; // pointer to first of numskins 64-char strings
md2uv_t *uv;
md2tri_t* tris;
};
typedef struct { char nam[64]; int32_t i; } md3shader_t; //ascz path of shader, shader index
typedef struct { int32_t i[3]; } md3tri_t; //indices of tri
typedef struct { float u, v; } md3uv_t;
typedef struct { int16_t x, y, z; uint8_t nlat, nlng; } md3xyzn_t; //xyz are [10:6] ints
typedef struct
{
FVector3 min, max, cen; //bounding box&origin
float r; //radius of bounding sphere
char nam[16]; //ascz frame name
} md3frame_t;
typedef struct
{
char nam[64]; //ascz tag name
FVector3 p, x, y, z; //tag object pos&orient
} md3tag_t;
typedef struct
{
int32_t id; //IDP3(0x33806873)
char nam[64]; //ascz surface name
int32_t flags; //?
int32_t numframes, numshaders, numverts, numtris; //numframes same as md3head,max shade=~256,vert=~4096,tri=~8192
int32_t ofstris;
int32_t ofsshaders;
int32_t ofsuv;
int32_t ofsxyzn;
int32_t ofsend;
// DO NOT read directly to this structure
// the following block is NOT in the file format
// be sure to use the SIZEOF_MD3SURF_T macro
md3tri_t *tris;
md3shader_t *shaders;
md3uv_t *uv;
md3xyzn_t *xyzn;
float *geometry; // used by Polymer
} md3surf_t;
#define SIZEOF_MD3SURF_T (11*sizeof(int32_t) + 64*sizeof(char))
typedef struct
{
int32_t id, vers; //id=IDP3(0x33806873), vers=15
char nam[64]; //ascz path in PK3
int32_t flags; //?
int32_t numframes, numtags, numsurfs, numskins; //max=~1024,~16,~32,numskins=artifact of MD2; use shader field instead
int32_t ofsframes;
int32_t ofstags;
int32_t ofssurfs;
int32_t eof;
// DO NOT read directly to this structure
// the following block is NOT in the file format
// be sure to use the SIZEOF_MD3HEAD_T macro
md3frame_t *frames;
md3tag_t *tags;
md3surf_t *surfs;
} md3head_t;
#define SIZEOF_MD3HEAD_T (sizeof(md3head_t)-3*sizeof(void*))
struct md3model_t : public idmodel_t
{
//MD3 specific
md3head_t head;
FVector3 *muladdframes;
uint16_t *indexes;
uint16_t *vindexes;
float *maxdepths;
// polymer VBO names after that, allocated per surface
/*
GLuint *indices;
GLuint *texcoords;
GLuint *geometry;
*/
};
inline mdmodel_t **models;
FGameTexture* mdloadskin(idmodel_t* m, int32_t number, int32_t pal, int32_t surf, bool* exact);
void mdinit(void);
void freeallmodels(void);
int32_t polymost_mddraw(tspritetype* tspr);
void md3_vox_calcmat_common(tspritetype* tspr, const FVector3 *a0, float f, float mat[16]);
inline int32_t mdpause;
inline int32_t nextmodelid;
#endif // defined USE_OPENGL
enum {
HUDFLAG_HIDE = 1,
HUDFLAG_NOBOB = 2,
HUDFLAG_FLIPPED = 4,
HUDFLAG_NODEPTH = 8,
};
#endif // !mdsprite_h_

File diff suppressed because it is too large Load diff

View file

@ -151,7 +151,7 @@ int ModelFrameHash(FSpriteModelFrame * smf)
//
//===========================================================================
unsigned FindModel(const char * path, const char * modelfile)
unsigned FindModel(const char * path, const char * modelfile, bool silent)
{
FModel * model = nullptr;
FString fullname;

View file

@ -81,6 +81,7 @@ public:
IModelVertexBuffer *GetVertexBuffer(int type) const { return mVBuf[type]; }
void DestroyVertexBuffer();
bool hasSurfaces = false;
FString mFileName;
private:
@ -88,5 +89,5 @@ private:
};
int ModelFrameHash(FSpriteModelFrame* smf);
unsigned FindModel(const char* path, const char* modelfile);
unsigned FindModel(const char* path, const char* modelfile, bool silent = false);

View file

@ -133,6 +133,7 @@ bool FMD3Model::Load(const char * path, int lumpnum, const char * buffer, int le
auto numFrames = LittleLong(hdr->Num_Frames);
auto numSurfaces = LittleLong(hdr->Num_Surfaces);
hasSurfaces = numSurfaces > 1;
numTags = LittleLong(hdr->Num_Tags);

View file

@ -222,6 +222,8 @@ bool FOBJModel::Load(const char* fn, int lumpnum, const char* buffer, int length
curSurface->faceStart = aggSurfFaceCount;
surfaces.Push(*curSurface);
delete curSurface;
hasSurfaces = surfaces.Size() > 1;
if (uvs.Size() == 0)
{ // Needed so that OBJs without UVs can work

View file

@ -48,6 +48,7 @@ float unpackuvert( uint32_t n, int c )
bool FUE1Model::Load( const char *filename, int lumpnum, const char *buffer, int length )
{
int lumpnum2;
hasSurfaces = true;
FString realfilename = fileSystem.GetFileFullName(lumpnum);
if ( (size_t)realfilename.IndexOf("_d.3d") == realfilename.Len()-5 )
{

View file

@ -4,7 +4,10 @@
#include <stdint.h>
// [RH] Voxels from Build
#define MAXVOXMIPS 5
enum
{
MAXVOXMIPS = 5,
};
struct kvxslab_t
{

View file

@ -45,6 +45,7 @@
#include "mapinfo.h"
#include "hw_voxels.h"
#include "psky.h"
#include "models/modeldata.h"
int tileSetHightileReplacement(int picnum, int palnum, const char* filename, float alphacut, float xscale, float yscale, float specpower, float specfactor, bool indexed = false);
int tileSetSkybox(int picnum, int palnum, FString* facenames, bool indexed = false);
@ -1655,14 +1656,14 @@ void parseDefineModel(FScanner& sc, FScriptPosition& pos)
if (!sc.GetFloat(scale, true)) return;
if (!sc.GetNumber(shadeoffs, true)) return;
mdglobal.lastmodelid = md_loadmodel(modelfn);
mdglobal.lastmodelid = modelManager.LoadModel(modelfn);
if (mdglobal.lastmodelid < 0)
{
pos.Message(MSG_WARNING, "definemodel: unable to load model file '%s'", modelfn.GetChars());
}
else
{
md_setmisc(mdglobal.lastmodelid, (float)scale, shadeoffs, 0.0, 0.0, 0);
modelManager.SetMisc(mdglobal.lastmodelid, (float)scale, shadeoffs, 0.0, 0.0, 0);
mdglobal.modelskin = mdglobal.lastmodelskin = 0;
mdglobal.seenframe = 0;
}
@ -1693,7 +1694,7 @@ void parseDefineModelFrame(FScanner& sc, FScriptPosition& pos)
}
for (int i = firsttile; i <= lasttile && ok; i++)
{
int err = (md_defineframe(mdglobal.lastmodelid, framename, i, max(0, mdglobal.modelskin), 0.0f, 0));
int err = (modelManager.DefineFrame(mdglobal.lastmodelid, framename, i, max(0, mdglobal.modelskin), 0.0f, 0));
if (err < 0) ok = false;
if (err == -2) pos.Message(MSG_ERROR, "Invalid tile number %d", i);
else if (err == -3) pos.Message(MSG_ERROR, "Invalid frame name '%s'", framename.GetChars());
@ -1723,7 +1724,7 @@ void parseDefineModelAnim(FScanner& sc, FScriptPosition& pos)
pos.Message(MSG_WARNING, "definemodelframe: Ignoring animation definition outside model.");
return;
}
int err = (md_defineanimation(mdglobal.lastmodelid, startframe, endframe, (int32_t)(dfps * (65536.0 * .001)), flags));
int err = (modelManager.DefineAnimation(mdglobal.lastmodelid, startframe, endframe, (int32_t)(dfps * (65536.0 * .001)), flags));
if (err == -2) pos.Message(MSG_ERROR, "Invalid start frame name %s", startframe.GetChars());
else if (err == -3) pos.Message(MSG_ERROR, "Invalid end frame name %s", endframe.GetChars());
}
@ -1747,7 +1748,7 @@ void parseDefineModelSkin(FScanner& sc, FScriptPosition& pos)
if (!fileSystem.FileExists(skinfn)) return;
int err = (md_defineskin(mdglobal.lastmodelid, skinfn, palnum, max(0, mdglobal.modelskin), 0, 0.0f, 1.0f, 1.0f, 0));
int err = (modelManager.DefineSkin(mdglobal.lastmodelid, skinfn, palnum, max(0, mdglobal.modelskin), 0, 0.0f, 1.0f, 1.0f, 0));
if (err == -2) pos.Message(MSG_ERROR, "Invalid skin file name %s", skinfn.GetChars());
else if (err == -3) pos.Message(MSG_ERROR, "Invalid palette %d", palnum);
}
@ -1775,7 +1776,7 @@ void parseUndefModel(FScanner& sc, FScriptPosition& pos)
int tile;
if (!sc.GetNumber(tile, true)) return;
if (!ValidateTilenum("undefmodel", tile, pos)) return;
md_undefinetile(tile);
modelManager.UndefineTile(tile);
}
void parseUndefModelRange(FScanner& sc, FScriptPosition& pos)
@ -1785,7 +1786,7 @@ void parseUndefModelRange(FScanner& sc, FScriptPosition& pos)
if (!sc.GetNumber(start, true)) return;
if (!sc.GetNumber(end, true)) return;
if (!ValidateTileRange("undefmodel", start, end, pos)) return;
for (int i = start; i <= end; i++) md_undefinetile(i);
for (int i = start; i <= end; i++) modelManager.UndefineTile(i);
}
void parseUndefModelOf(FScanner& sc, FScriptPosition& pos)
@ -1834,7 +1835,7 @@ static bool parseModelFrameBlock(FScanner& sc, FixedBitArray<1024>& usedframes)
}
for (int i = starttile; i <= endtile && ok; i++)
{
int res = md_defineframe(mdglobal.lastmodelid, framename, i, max(0, mdglobal.modelskin), smoothduration, pal);
int res = modelManager.DefineFrame(mdglobal.lastmodelid, framename, i, max(0, mdglobal.modelskin), smoothduration, pal);
if (res < 0)
{
ok = false;
@ -1877,7 +1878,7 @@ static bool parseModelAnimBlock(FScanner& sc)
return false;
}
int res = md_defineanimation(mdglobal.lastmodelid, startframe, endframe, (int)(fps * (65536.0 * .001)), flags);
int res = modelManager.DefineAnimation(mdglobal.lastmodelid, startframe, endframe, (int)(fps * (65536.0 * .001)), flags);
if (res < 0)
{
if (res == -2) pos.Message(MSG_ERROR, "Invalid start frame name %s", startframe.GetChars());
@ -1927,7 +1928,7 @@ static bool parseModelSkinBlock(FScanner& sc, int pal)
}
if (pal == DETAILPAL) param = 1.f / param;
int res = md_defineskin(mdglobal.lastmodelid, filename, pal, max(0, mdglobal.modelskin), surface, param, specpower, specfactor, flags);
int res = modelManager.DefineSkin(mdglobal.lastmodelid, filename, pal, max(0, mdglobal.modelskin), surface, param, specpower, specfactor, flags);
if (res < 0)
{
if (res == -2) pos.Message(MSG_ERROR, "Invalid skin filename %s", filename.GetChars());
@ -1968,7 +1969,7 @@ static bool parseModelHudBlock(FScanner& sc)
for (int i = starttile; i <= endtile; i++)
{
FVector3 addf = { (float)add.X, (float)add.Y, (float)add.Z };
int res = md_definehud(mdglobal.lastmodelid, i, addf, angadd, flags, fov);
int res = modelManager.DefineHud(mdglobal.lastmodelid, i, addf, angadd, flags, fov);
if (res < 0)
{
if (res == -2) pos.Message(MSG_ERROR, "Invalid tile number %d", i);
@ -1995,7 +1996,7 @@ void parseModel(FScanner& sc, FScriptPosition& pos)
if (sc.StartBraces(&blockend)) return;
mdglobal.lastmodelid = md_loadmodel(modelfn);
mdglobal.lastmodelid = modelManager.LoadModel(modelfn);
if (mdglobal.lastmodelid < 0)
{
pos.Message(MSG_WARNING, "Unable to load model file '%s'", modelfn.GetChars());
@ -2028,13 +2029,12 @@ void parseModel(FScanner& sc, FScriptPosition& pos)
if (mdglobal.lastmodelid >= 0)
{
pos.Message(MSG_ERROR, "Removing model %d due to errors.", mdglobal.lastmodelid);
md_undefinemodel(mdglobal.lastmodelid);
nextmodelid--;
modelManager.UndefineModel(mdglobal.lastmodelid);
}
}
else
{
md_setmisc(mdglobal.lastmodelid, (float)scale, shadeoffs, (float)mzadd, (float)myoffset, flags);
modelManager.SetMisc(mdglobal.lastmodelid, (float)scale, shadeoffs, (float)mzadd, (float)myoffset, flags);
mdglobal.modelskin = mdglobal.lastmodelskin = 0;
mdglobal.seenframe = 0;
}

View file

@ -631,7 +631,6 @@ int GameMain()
TexMan.DeleteAll();
TileFiles.CloseAll(); // delete the texture data before shutting down graphics.
I_ShutdownGraphics();
freeallmodels();
if (gi)
{
delete gi;
@ -940,7 +939,6 @@ static void InitTextures()
TexMan.Init();
TexMan.AddTextures([]() {}, [](BuildInfo&) {});
StartWindow->Progress();
mdinit();
TileFiles.Init();
TileFiles.LoadArtSet("tiles%03d.art"); // it's the same for all games.

View file

@ -1251,19 +1251,6 @@ tspritetype* renderAddTsprite(tspriteArray& tsprites, DCoreActor* actor)
return tspr;
}
//==========================================================================
//
//
//
//==========================================================================
int tilehasmodelorvoxel(int const tilenume, int pal)
{
return
(mdinited && hw_models && tile2model[Ptile2tile(tilenume, pal)].modelid != -1) ||
(r_voxels && tiletovox[tilenume] != -1);
}
//==========================================================================
//
// vector serializers

View file

@ -438,7 +438,7 @@ void Display()
screen->FrameTime = I_msTimeFS();
screen->BeginFrame();
screen->SetSceneRenderTarget(gl_ssao != 0);
updateModelInterpolation();
//updateModelInterpolation();
gi->Render();
DrawFullscreenBlends();
drawMapTitle();

View file

@ -0,0 +1,243 @@
#include "basics.h"
#include "model.h"
#include "modeldata.h"
#include "texturemanager.h"
#include "hw_voxels.h"
#include "build.h"
int ModelManager::LoadModel(const char* fn)
{
unsigned modelid = FindModel(nullptr, fn, true);
if (modelid == ~0u)
return -1;
// Note that the descriptor table may contain the same model multiple times!
int mdid = modelDescs.Reserve(1);
modelDescs.Last() = {};
modelDescs.Last().modelID = modelid;
return mdid;
}
int ModelManager::SetMisc(int modelid, float scale, int shadeoff, float zadd, float yoffset, int flags)
{
if ((unsigned)modelid >= modelDescs.Size()) return -1;
auto md = &modelDescs[modelid];
md->bscale = scale;
md->shadeoff = shadeoff;
md->zadd = zadd;
md->yoffset = yoffset;
md->flags = flags;
return 0;
}
int ModelManager::DefineFrame(int modelid, const char* framename, int tilenum, int skinnum, float smoothduration, int pal)
{
if ((unsigned)modelid >= modelDescs.Size()) return -1;
if ((uint32_t)tilenum >= MAXTILES) return -2;
if (!framename) return -3;
ModelTileFrame mframe;
auto mdesc = &modelDescs[modelid];
auto model = Models[mdesc->modelID];
auto frm = model->FindFrame(framename, true);
if (frm == FErr_NotFound) return -3;
if (frm == FErr_Voxel) skinnum = 0;
if (frm < 0) frm = 0;
mframe.modelid = modelid;
mframe.framenum = frm;
mframe.skinnum = skinnum;
mframe.smoothduration = smoothduration;
auto key = FrameMapKey(tilenum, pal);
frameMap.Insert(key, mframe);
return key;
}
int ModelManager::DefineAnimation(int modelid, const char* framestart, const char* frameend, int fpssc, int flags)
{
if ((unsigned)modelid >= modelDescs.Size()) return -1;
if (!framestart) return -2;
if (!frameend) return -3;
auto mdesc = &modelDescs[modelid];
auto model = Models[mdesc->modelID];
auto frm = model->FindFrame(framestart, true);
if (frm == FErr_NotFound) return -2;
if (frm < 0) frm = 0;
auto frme = model->FindFrame(frameend, true);
if (frme == FErr_NotFound) return -3;
if (frme < 0) frme = 0;
ModelAnimation anm;
anm.startframe = frm;
anm.endframe = frme;
anm.fpssc = fpssc;
anm.flags = flags;
mdesc->anims.Push(anm);
return 0;
}
int ModelManager::DefineSkin(int modelid, const char* skinfn, int palnum, int skinnum, int surfnum, float param, float specpower, float specfactor, int flags)
{
if ((unsigned)modelid >= modelDescs.Size()) return -1;
if (!skinfn) return -2;
if ((unsigned)palnum >= (unsigned)MAXPALOOKUPS) return -3;
auto mdesc = &modelDescs[modelid];
auto model = Models[mdesc->modelID];
if (model->FindFrame("", true) == FErr_Voxel)
return 0;
if (!model->hasSurfaces) surfnum = 0;
ModelSkinDef* skdef = nullptr;
for (auto& sk : mdesc->skins)
{
if (sk.palette == (uint8_t)palnum && skinnum == sk.skinnum && surfnum == sk.surfnum)
{
skdef = &sk;
break;
}
}
if (skdef == nullptr)
{
mdesc->skins.Reserve(1);
skdef = &mdesc->skins.Last();
}
skdef->palette = (uint8_t)palnum;
skdef->flags = (uint8_t)flags;
skdef->skinnum = skinnum;
skdef->surfnum = surfnum;
skdef->param = param;
skdef->specpower = specpower;
skdef->specfactor = specfactor;
skdef->texture = TexMan.CheckForTexture(skinfn, ETextureType::Any);
if (!skdef->texture.isValid()) return -2;
return 0;
}
int ModelManager::DefineHud(int modelid, int tilex, FVector3 add, int angadd, int flags, int fov)
{
if ((unsigned)modelid >= modelDescs.Size()) return -1;
if ((unsigned)tilex >= (unsigned)MAXTILES) return -1;
auto mdesc = &modelDescs[modelid];
auto model = Models[mdesc->modelID];
// not implemented yet
return 0;
}
int ModelManager::UndefineTile(int tile)
{
if ((unsigned)tile >= (unsigned)MAXTILES) return -1;
// delete all entries from the map that reference this tile
for (int i = 0; i < MAXPALOOKUPS; i++)
{
frameMap.Remove(FrameMapKey(tile, i));
}
return 0;
}
int ModelManager::UndefineModel(int modelid)
{
if ((unsigned)modelid >= modelDescs.Size()) return -1;
auto mdesc = &modelDescs[modelid];
mdesc->deleted = true;
mdesc->anims.Reset();
mdesc->skins.Reset();
if (modelid == (int)modelDescs.Size() - 1)
modelDescs.Pop();
return 0;
}
#if 0 // kept as reminders for later. We still need the prioritization code in mdloadskin, the rest needs to be redone
FGameTexture* mdloadskin(idmodel_t* m, int32_t number, int32_t pal, int32_t surf, bool* exact)
{
int32_t i;
mdskinmap_t* sk, * skzero = NULL;
if (m->mdnum == 2)
surf = 0;
if ((unsigned)pal >= (unsigned)MAXPALOOKUPS)
return 0;
i = -1;
for (sk = m->skinmap; sk; sk = sk->next)
{
if (sk->palette == pal && sk->skinnum == number && sk->surfnum == surf)
{
if (exact) *exact = true;
//Printf("Using exact match skin (pal=%d,skinnum=%d,surfnum=%d) %s\n",pal,number,surf,skinfile);
return TexMan.GetGameTexture(sk->texture);
}
//If no match, give highest priority to number, then pal.. (Parkar's request, 02/27/2005)
else if ((sk->palette == 0) && (sk->skinnum == number) && (sk->surfnum == surf) && (i < 5)) { i = 5; skzero = sk; }
else if ((sk->palette == pal) && (sk->skinnum == 0) && (sk->surfnum == surf) && (i < 4)) { i = 4; skzero = sk; }
else if ((sk->palette == 0) && (sk->skinnum == 0) && (sk->surfnum == surf) && (i < 3)) { i = 3; skzero = sk; }
else if ((sk->palette == 0) && (sk->skinnum == number) && (i < 2)) { i = 2; skzero = sk; }
else if ((sk->palette == pal) && (sk->skinnum == 0) && (i < 1)) { i = 1; skzero = sk; }
else if ((sk->palette == 0) && (sk->skinnum == 0) && (i < 0)) { i = 0; skzero = sk; }
}
// Special palettes do not get replacements
if (pal >= (MAXPALOOKUPS - RESERVEDPALS))
return 0;
if (skzero)
{
//Printf("Using def skin 0,0 as fallback, pal=%d\n", pal);
if (exact) *exact = false;
return TexMan.GetGameTexture(skzero->texture);
}
else
return nullptr;
}
void updateModelInterpolation()
{
// this never worked - only left as a reference to sprext stuff.
omdtims = mdtims;
mdtims = I_msTime();
TSpriteIterator<DCoreActor> it;
while (auto actor = it.Next())
{
if ((mdpause && actor->sprext.mdanimtims) || (actor->sprext.renderflags & SPREXT_NOMDANIM))
actor->sprext.mdanimtims += mdtims - omdtims;
}
}
#endif
//==========================================================================
//
//
//
//==========================================================================
int tilehasmodelorvoxel(int const tilenume, int pal)
{
return
(hw_models && modelManager.CheckModel(tilenume, pal)) ||
(r_voxels && tiletovox[tilenume] != -1);
}

View file

@ -0,0 +1,85 @@
#pragma once
#include <stdint.h>
#include "vectors.h"
enum {
HUDFLAG_HIDE = 1,
HUDFLAG_NOBOB = 2,
HUDFLAG_FLIPPED = 4,
HUDFLAG_NODEPTH = 8,
};
struct ModelAnimation
{
int startframe, endframe;
int fpssc, flags;
};
struct ModelSkinDef
{
uint8_t palette, flags;
int32_t skinnum, surfnum; // Skin identifier, surface number
FTextureID texture;
float param, specpower, specfactor;
};
struct ModelDescriptor
{
unsigned modelID;
// stuff that can get set from .DEF so we need to keep it.
int shadeoff;
int flags;
float scale, bscale, zadd, yoffset;
bool deleted;
FGameTexture* texture;
TArray<ModelAnimation> anims;
TArray<ModelSkinDef> skins;
};
struct ModelTileFrame
{
// maps build tiles to particular animation frames of a model
int modelid;
int framenum;
float smoothduration;
int skinnum;
};
struct ModelManager
{
TArray<ModelDescriptor> modelDescs;
TMap<unsigned, ModelTileFrame> frameMap;
unsigned FrameMapKey(unsigned tilenum, unsigned palette)
{
return tilenum + (palette < 16); // good enough for now - should later be redirected to the underlying texture ID.
}
// Interface for the .def parser
int LoadModel(const char* fn);
int SetMisc(int modelid, float scale, int shadeoff, float zadd, float yoffset, int flags);
int DefineFrame(int modelid, const char* framename, int tilenum, int skinnum, float smoothduration, int pal);
int DefineAnimation(int modelid, const char* framestart, const char* frameend, int fpssc, int flags);
int DefineSkin(int modelid, const char* skinfn, int palnum, int skinnum, int surfnum, float param, float specpower, float specfactor, int flags);
int DefineHud(int modelid, int tilex, FVector3 add, int angadd, int flags, int fov);
int UndefineTile(int tile);
int UndefineModel(int modelid);
bool CheckModel(int tilenum, int pal)
{
return frameMap.CheckKey(FrameMapKey(tilenum, pal)) != nullptr;
}
ModelTileFrame* GetModel(int tilenum, int pal)
{
return frameMap.CheckKey(FrameMapKey(tilenum, pal));
}
};
int tilehasmodelorvoxel(int const tilenume, int pal);
inline ModelManager modelManager;

View file

@ -43,6 +43,7 @@
#include "hw_models.h"
#include "hw_voxels.h"
#include "mapinfo.h"
#include "models/modeldata.h"
BEGIN_BLD_NS
extern short voxelIndex[MAXTILES];
@ -68,9 +69,9 @@ static void doprecache(int picnum, int palette)
if (!hw_models) return;
int const mid = md_tilehasmodel(picnum, palette);
int const mid = modelManager.CheckModel(picnum, palette);
if (mid < 0 || models[mid]->mdnum < 2)
if (mid < 0)
{
if (r_voxels)
{
@ -86,6 +87,7 @@ static void doprecache(int picnum, int palette)
return;
}
#if 0
int const surfaces = (models[mid]->mdnum == 3) ? ((md3model_t *)models[mid])->head.numsurfs : 0;
for (int i = 0; i <= surfaces; i++)
@ -94,6 +96,7 @@ static void doprecache(int picnum, int palette)
int paletteid = TRANSLATION(Translation_Remap + curbasepal, palette);
if (skintex) PrecacheTex(skintex, paletteid);
}
#endif
}

View file

@ -76,7 +76,7 @@ static voxmodel_t* voxload(int lumpnum)
voxmodel_t* vm = new voxmodel_t;
*vm = {};
auto pivot = voxel->Mips[0].Pivot;
vm->mdnum = 1; //VOXel model id
//vm->mdnum = 1; //VOXel model id
vm->scale = vm->bscale = 1.f;
vm->piv.X = float(pivot.X);
vm->piv.Y = float(pivot.Y);

View file

@ -1,12 +1,16 @@
#pragma once
#include <stdint.h>
#include "mdsprite.h"
#include "model.h"
#include "model_kvx.h"
#include "intvec.h"
// We still need the relation to mdmodel_t as long as the model code hasn't been redone.
struct voxmodel_t : public mdmodel_t
constexpr int MAXVOXELS = 1024;
struct voxmodel_t // : public mdmodel_t
{
FVoxelModel* model = nullptr;
float scale, bscale, zadd, yoffset;
vec3_t siz;
FVector3 piv;
int32_t is8bit;
@ -19,6 +23,9 @@ extern float voxscale[];
extern voxmodel_t* voxmodels[MAXVOXELS];
extern FixedBitArray<MAXVOXELS> voxrotate;
inline int32_t nextvoxid;
inline FixedBitArray<MAXVOXELS>voxreserve;
void voxInit();
void voxClear();
int voxDefine(int voxindex, const char* filename);

View file

@ -29,7 +29,7 @@
#include "build.h"
#include "hw_renderstate.h"
#include "hw_drawinfo.h"
//#include "models.h"
#include "models/modeldata.h"
#include "hw_clock.h"
#include "hw_cvars.h"
#include "hw_viewpointbuffer.h"
@ -290,8 +290,8 @@ void HWDrawInfo::DispatchSprites()
if (!(actor->sprext.renderflags & SPREXT_NOTMD))
{
int pt = Ptile2tile(tilenum, tspr->pal);
if (hw_models && tile2model[pt].modelid >= 0 && tile2model[pt].framenum >= 0)
auto pt = modelManager.GetModel(tilenum, tspr->pal);
if (hw_models && pt && pt->modelid >= 0 && pt->framenum >= 0)
{
//HWSprite hwsprite;
//if (hwsprite.ProcessModel(pt, tspr)) continue;

View file

@ -479,12 +479,6 @@ FSerializer &Serialize(FSerializer &arc, const char *key, spritetype &c, spritet
FSerializer& Serialize(FSerializer& arc, const char* key, spriteext_t& c, spriteext_t* def)
{
if (arc.isWriting() && c.mdanimtims)
{
c.mdanimtims -= mdtims;
if (c.mdanimtims == 0) c.mdanimtims++;
}
def = &zspx; // always delta against 0
if (arc.BeginObject(key))
{
@ -498,7 +492,6 @@ FSerializer& Serialize(FSerializer& arc, const char* key, spriteext_t& c, sprite
.EndObject();
}
if (c.mdanimtims) c.mdanimtims += mdtims;
return arc;
}

View file

@ -49,6 +49,7 @@
#include "sc_man.h"
#include "gamestruct.h"
#include "hw_voxels.h"
#include "models/modeldata.h"
#include "hw_renderstate.h"
@ -661,7 +662,7 @@ void tileDelete(int tile)
TileFiles.tiledata[tile].texture = TileFiles.tiledata[tile].backup = TexMan.GameByIndex(0);
TileFiles.tiledata[tile].replacement = ReplacementType::Art; // whatever this was, now it isn't anymore. (SW tries to nuke camera textures with this, :( )
tiletovox[tile] = -1; // clear the link but don't clear the voxel. It may be in use for another tile.
md_undefinetile(tile);
modelManager.UndefineTile(tile);
}
//==========================================================================

View file

@ -38,6 +38,7 @@ Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
#include "v_font.h"
#include "hw_voxels.h"
#include "gamefuncs.h"
#include "models/modeldata.h"
BEGIN_BLD_NS
@ -628,7 +629,7 @@ void viewProcessSprites(tspriteArray& tsprites, const DVector3& cPos, DAngle cA,
case 6:
case 7:
{
if (hw_models && md_tilehasmodel(pTSprite->picnum, pTSprite->pal) >= 0 && !(owneractor->sprext.renderflags & SPREXT_NOTMD))
if (hw_models && modelManager.CheckModel(pTSprite->picnum, pTSprite->pal) && !(owneractor->sprext.renderflags & SPREXT_NOTMD))
break;
// Can be overridden by def script
@ -678,9 +679,9 @@ void viewProcessSprites(tspriteArray& tsprites, const DVector3& cPos, DAngle cA,
{
int const nRootTile = pTSprite->picnum;
int nAnimTile = pTSprite->picnum + tileAnimateOfs(pTSprite->picnum, (pTSprite->ownerActor->GetIndex() & 16383));
auto pt = modelManager.GetModel(nAnimTile, pTSprite->pal);
if (tile2model[Ptile2tile(nAnimTile, pTSprite->pal)].modelid >= 0 &&
tile2model[Ptile2tile(nAnimTile, pTSprite->pal)].framenum >= 0)
if (pt && pt->modelid >= 0 && pt->framenum >= 0)
{
pTSprite->yoffset += tileTopOffset(nAnimTile);
pTSprite->xoffset += tileLeftOffset(nAnimTile);

View file

@ -42,7 +42,6 @@ enum
kMaxTiles = MAXTILES,
kMaxStatus = MAXSTATUS,
kMaxPlayers = 8,
kMaxVoxels = MAXVOXELS,
kTicRate = 120,
kTicsPerFrame = 4,

View file

@ -71,7 +71,7 @@ void GameInterface::LoadGameTextures()
}
for (int i = 0; i < kMaxTiles; i++)
{
if (voxelIndex[i] >= 0 && voxelIndex[i] < kMaxVoxels)
if (voxelIndex[i] >= 0 && voxelIndex[i] < MAXVOXELS)
voxreserve.Set(voxelIndex[i]);
}
}

View file

@ -39,6 +39,7 @@ source as it is released.
#include "names_d.h"
#include "dukeactor.h"
#include "gamefuncs.h"
#include "models/modeldata.h"
EXTERN_CVAR(Bool, wt_commentary)
@ -79,7 +80,7 @@ void animatesprites_d(tspriteArray& tsprites, const DVector2& viewVec, DAngle vi
t->xrepeat = t->yrepeat = 0;
continue;
case CHAIR3:
if (hw_models && md_tilehasmodel(t->picnum, t->pal) >= 0)
if (hw_models && modelManager.CheckModel(t->picnum, t->pal))
{
t->cstat &= ~CSTAT_SPRITE_XFLIP;
break;
@ -256,7 +257,7 @@ void animatesprites_d(tspriteArray& tsprites, const DVector2& viewVec, DAngle vi
t->picnum = GROWSPARK + ((PlayClock >> 4) & 3);
break;
case RPG:
if (hw_models && md_tilehasmodel(h->spr.picnum, h->spr.pal) >= 0)
if (hw_models && modelManager.CheckModel(h->spr.picnum, h->spr.pal))
{
t->cstat &= ~CSTAT_SPRITE_XFLIP;
break;
@ -274,7 +275,7 @@ void animatesprites_d(tspriteArray& tsprites, const DVector2& viewVec, DAngle vi
break;
case RECON:
if (hw_models && md_tilehasmodel(h->spr.picnum, h->spr.pal) >= 0)
if (hw_models && modelManager.CheckModel(h->spr.picnum, h->spr.pal))
{
t->cstat &= ~CSTAT_SPRITE_XFLIP;
break;
@ -363,7 +364,7 @@ void animatesprites_d(tspriteArray& tsprites, const DVector2& viewVec, DAngle vi
if (!h->GetOwner())
{
if (hw_models && md_tilehasmodel(h->spr.picnum, h->spr.pal) >= 0)
if (hw_models && modelManager.CheckModel(h->spr.picnum, h->spr.pal))
{
k = 0;
t->cstat &= ~CSTAT_SPRITE_XFLIP;
@ -485,7 +486,7 @@ void animatesprites_d(tspriteArray& tsprites, const DVector2& viewVec, DAngle vi
{
l = ScriptCode[t4 + 2];
if (hw_models && md_tilehasmodel(h->spr.picnum, h->spr.pal) >= 0)
if (hw_models && modelManager.CheckModel(h->spr.picnum, h->spr.pal))
{
k = 0;
t->cstat &= ~CSTAT_SPRITE_XFLIP;
@ -582,7 +583,7 @@ void animatesprites_d(tspriteArray& tsprites, const DVector2& viewVec, DAngle vi
shadowspr->pos.Z = floorz;
shadowspr->pal = 4;
if (hw_models && md_tilehasmodel(t->picnum, t->pal) >= 0)
if (hw_models && modelManager.CheckModel(t->picnum, t->pal))
{
shadowspr->yrepeat = 0;
// 512:trans reverse
@ -652,7 +653,7 @@ void animatesprites_d(tspriteArray& tsprites, const DVector2& viewVec, DAngle vi
t->picnum += (h->spr.shade >> 1);
break;
case PLAYERONWATER:
if (hw_models && md_tilehasmodel(h->spr.picnum, h->spr.pal) >= 0)
if (hw_models && modelManager.CheckModel(h->spr.picnum, h->spr.pal))
{
k = 0;
t->cstat &= ~CSTAT_SPRITE_XFLIP;
@ -710,7 +711,7 @@ void animatesprites_d(tspriteArray& tsprites, const DVector2& viewVec, DAngle vi
case CAMERA1:
case RAT:
if (hw_models && md_tilehasmodel(h->spr.picnum, h->spr.pal) >= 0)
if (hw_models && modelManager.CheckModel(h->spr.picnum, h->spr.pal))
{
t->cstat &= ~CSTAT_SPRITE_XFLIP;
break;

View file

@ -33,6 +33,7 @@ Prepared for public release: 03/21/2003 - Charlie Wiederhold, 3D Realms
#include "prediction.h"
#include "dukeactor.h"
#include "gamefuncs.h"
#include "models/modeldata.h"
BEGIN_DUKE_NS
@ -408,7 +409,7 @@ void animatesprites_r(tspriteArray& tsprites, const DVector2& viewVec, DAngle vi
if (!h->GetOwner())
{
if (hw_models && md_tilehasmodel(h->spr.picnum, h->spr.pal) >= 0)
if (hw_models && modelManager.CheckModel(h->spr.picnum, h->spr.pal))
{
k = 0;
t->cstat &= ~CSTAT_SPRITE_XFLIP;
@ -618,7 +619,7 @@ void animatesprites_r(tspriteArray& tsprites, const DVector2& viewVec, DAngle vi
{
l = ScriptCode[t4 + 2];
if (hw_models && md_tilehasmodel(h->spr.picnum, h->spr.pal) >= 0)
if (hw_models && modelManager.CheckModel(h->spr.picnum, h->spr.pal))
{
k = 0;
t->cstat &= ~CSTAT_SPRITE_XFLIP;
@ -738,7 +739,7 @@ void animatesprites_r(tspriteArray& tsprites, const DVector2& viewVec, DAngle vi
shadowspr->pos.Z = floorz;
shadowspr->pal = 4;
if (hw_models && md_tilehasmodel(t->picnum, t->pal) >= 0)
if (hw_models && modelManager.CheckModel(t->picnum, t->pal))
{
shadowspr->yrepeat = 0;
// 512:trans reverse

View file

@ -56,6 +56,7 @@ Prepared for public release: 03/28/2005 - Charlie Wiederhold, 3D Realms
#include "v_draw.h"
#include "render.h"
#include "razefont.h"
#include "models/modeldata.h"
extern DCoreActor* wall_to_sprite_actors[8];

View file

@ -45,6 +45,7 @@ Prepared for public release: 03/28/2005 - Charlie Wiederhold, 3D Realms
#include "parent.h"
#include "v_video.h"
#include "render.h"
#include "models/modeldata.h"
BEGIN_SW_NS
@ -812,7 +813,7 @@ void JAnalyzeSprites(tspritetype* tspr)
// Take care of autosizing
DoAutoSize(tspr);
if (md_tilehasmodel(tspr->picnum, 0) >= 0 && hw_models) return;
if (hw_models && modelManager.CheckModel(tspr->picnum, 0)) return;
// Check for voxels
//if (bVoxelsOn)