#pragma once #include "model.h" #define MD2_MAGIC 0x32504449 #define DMD_MAGIC 0x4D444D44 #define MAX_LODS 4 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, FGameTexture * 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(); };