raze/source/common/models/models_ue1.cpp
Christoph Oelckers a4dd5bb4ce - rewrote the model storage code.
Using proper C++ containers now.
2022-10-27 16:55:54 +02:00

324 lines
9.6 KiB
C++

//
//---------------------------------------------------------------------------
//
// Copyright (c) 2018-2022 Marisa Kirisame, UnSX Team
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to
// deal in the Software without restriction, including without limitation the
// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
// sell copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
// IN THE SOFTWARE.
//
//--------------------------------------------------------------------------
//
#include "filesystem.h"
#include "cmdlib.h"
#include "model_ue1.h"
#include "texturemanager.h"
#include "modelrenderer.h"
float unpackuvert( uint32_t n, int c )
{
switch( c )
{
case 0:
return ((int16_t)((n&0x7ff)<<5))/128.f;
case 1:
return ((int16_t)(((n>>11)&0x7ff)<<5))/128.f;
case 2:
return ((int16_t)(((n>>22)&0x3ff)<<6))/128.f;
default:
return 0.f;
}
}
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 )
{
realfilename.Substitute("_d.3d","_a.3d");
lumpnum2 = fileSystem.CheckNumForFullName(realfilename);
mDataLump = lumpnum;
mAnivLump = lumpnum2;
}
else
{
realfilename.Substitute("_a.3d","_d.3d");
lumpnum2 = fileSystem.CheckNumForFullName(realfilename);
mAnivLump = lumpnum;
mDataLump = lumpnum2;
}
return true;
}
void FUE1Model::LoadGeometry()
{
FileData lump, lump2;
const char *buffer, *buffer2;
lump = fileSystem.ReadFile(mDataLump);
buffer = (char*)lump.GetMem();
lump2 = fileSystem.ReadFile(mAnivLump);
buffer2 = (char*)lump2.GetMem();
// map structures
dhead = (d3dhead*)(buffer);
dpolys = (d3dpoly*)(buffer+sizeof(d3dhead));
ahead = (a3dhead*)(buffer2);
// detect deus ex format
if ( (ahead->framesize/dhead->numverts) == 8 )
{
averts = NULL;
dxverts = (dxvert*)(buffer2+sizeof(a3dhead));
}
else
{
averts = (uint32_t*)(buffer2+sizeof(a3dhead));
dxverts = NULL;
}
// set counters
numVerts = dhead->numverts;
numFrames = ahead->numframes;
numPolys = dhead->numpolys;
numGroups = 0;
// populate vertex arrays
for ( int i=0; i<numFrames; i++ )
{
for ( int j=0; j<numVerts; j++ )
{
UE1Vertex Vert;
if ( dxverts != NULL )
{
// convert padded XYZ16
Vert.Pos = FVector3(dxverts[j+i*numVerts].x,
dxverts[j+i*numVerts].z,
(float)-dxverts[j+i*numVerts].y);
}
else
{
// convert packed XY11Z10
Vert.Pos = FVector3(unpackuvert(averts[j+i*numVerts],0),
unpackuvert(averts[j+i*numVerts],2),
-unpackuvert(averts[j+i*numVerts],1));
}
// refs will be set later
Vert.P.Reset();
Vert.nP = 0;
// push vertex (without normals, will be calculated later)
verts.Push(Vert);
}
}
// populate poly arrays
for ( int i=0; i<numPolys; i++ )
{
UE1Poly Poly;
// set indices
for ( int j=0; j<3; j++ )
Poly.V[j] = dpolys[i].vertices[j];
// unpack coords
for ( int j=0; j<3; j++ )
Poly.C[j] = FVector2(dpolys[i].uv[j][0]/255.f,dpolys[i].uv[j][1]/255.f);
// compute facet normals
for ( int j=0; j<numFrames; j++ )
{
FVector3 dir[2];
dir[0] = verts[Poly.V[1]+numVerts*j].Pos-verts[Poly.V[0]+numVerts*j].Pos;
dir[1] = verts[Poly.V[2]+numVerts*j].Pos-verts[Poly.V[0]+numVerts*j].Pos;
Poly.Normals.Push((dir[0]^dir[1]).Unit());
// since we're iterating frames, also set references for later
for ( int k=0; k<3; k++ )
{
verts[Poly.V[k]+numVerts*j].P.Push(i);
verts[Poly.V[k]+numVerts*j].nP++;
}
}
// push
polys.Push(Poly);
}
// compute normals for vertex arrays (average of all referenced poly normals)
// since we have references listed from before, this saves a lot of time
// without having to loop through the entire model each vertex (especially true for very complex models)
for ( int i=0; i<numFrames; i++ )
{
for ( int j=0; j<numVerts; j++ )
{
FVector3 nsum = FVector3(0,0,0);
for ( int k=0; k<verts[j+numVerts*i].nP; k++ )
nsum += polys[verts[j+numVerts*i].P[k]].Normals[i];
verts[j+numVerts*i].Normal = nsum.Unit();
}
}
// populate poly groups (subdivided by texture number and type)
// this method minimizes searches in the group list as much as possible
// while still doing a single pass through the poly list
int curgroup = -1;
UE1Group Group;
for ( int i=0; i<numPolys; i++ )
{
// while we're at it, look for attachment triangles
// technically only one should exist, but we ain't following the specs 100% here
if ( dpolys[i].type&PT_WeaponTriangle ) specialPolys.Push(i);
if ( curgroup == -1 )
{
// no group, create it
Group.P.Reset();
Group.numPolys = 0;
Group.texNum = dpolys[i].texnum;
Group.type = dpolys[i].type;
groups.Push(Group);
curgroup = numGroups++;
}
else if ( (dpolys[i].texnum != groups[curgroup].texNum) || (dpolys[i].type != groups[curgroup].type) )
{
// different attributes than last time
// search for existing group with new attributes, create one if not found
curgroup = -1;
for ( int j=0; j<numGroups; j++ )
{
if ( (groups[j].texNum != dpolys[i].texnum) || (groups[j].type != dpolys[i].type) ) continue;
curgroup = j;
break;
}
// counter the increment that will happen after continuing this loop
// otherwise it'll be skipped over
i--;
continue;
}
groups[curgroup].P.Push(i);
groups[curgroup].numPolys++;
}
// ... and it's finally done
mDataLoaded = true;
}
void FUE1Model::UnloadGeometry()
{
mDataLoaded = false;
specialPolys.Reset();
numVerts = 0;
numFrames = 0;
numPolys = 0;
numGroups = 0;
verts.Reset();
for ( int i=0; i<numPolys; i++ )
polys[i].Normals.Reset();
polys.Reset();
for ( int i=0; i<numGroups; i++ )
groups[i].P.Reset();
groups.Reset();
}
int FUE1Model::FindFrame(const char* name, bool nodefault)
{
// there are no named frames, but we need something here to properly interface with it. So just treat the string as an index number.
auto index = strtol(name, nullptr, 0);
if (index < 0 || index >= numFrames) return FErr_NotFound;
return index;
}
void FUE1Model::RenderFrame( FModelRenderer *renderer, FGameTexture *skin, int frame, int frame2, double inter, int translation, const FTextureID* surfaceskinids, const TArray<VSMatrix>& boneData, int boneStartPosition)
{
// the moment of magic
if ( (frame < 0) || (frame2 < 0) || (frame >= numFrames) || (frame2 >= numFrames) ) return;
renderer->SetInterpolation(inter);
int vsize, fsize = 0, vofs = 0;
for ( int i=0; i<numGroups; i++ ) fsize += groups[i].numPolys*3;
for ( int i=0; i<numGroups; i++ )
{
vsize = groups[i].numPolys*3;
if ( groups[i].type&PT_WeaponTriangle )
{
// weapon triangle should never be drawn, it only exists to calculate attachment position and orientation
vofs += vsize;
continue;
}
FGameTexture *sskin = skin;
if ( !sskin )
{
int ssIndex = groups[i].texNum;
if (surfaceskinids && surfaceskinids[ssIndex].isValid())
sskin = TexMan.GetGameTexture(surfaceskinids[ssIndex], true);
if ( !sskin )
{
vofs += vsize;
continue;
}
}
// TODO: Handle per-group render styles and other flags once functions for it are implemented
// Future note: poly renderstyles should always be enforced unless the actor itself has a style other than Normal
renderer->SetMaterial(sskin,false,translation);
renderer->SetupFrame(this, vofs + frame * fsize, vofs + frame2 * fsize, vsize, {}, -1);
renderer->DrawArrays(0,vsize);
vofs += vsize;
}
renderer->SetInterpolation(0.f);
}
void FUE1Model::BuildVertexBuffer( FModelRenderer *renderer )
{
if (GetVertexBuffer(renderer->GetType()))
return;
if ( !mDataLoaded )
LoadGeometry();
int vsize = 0;
for ( int i=0; i<numGroups; i++ )
vsize += groups[i].numPolys*3;
vsize *= numFrames;
auto vbuf = renderer->CreateVertexBuffer(false,numFrames==1);
SetVertexBuffer(renderer->GetType(), vbuf);
FModelVertex *vptr = vbuf->LockVertexBuffer(vsize);
int vidx = 0;
for ( int i=0; i<numFrames; i++ )
{
for ( int j=0; j<numGroups; j++ )
{
for ( int k=0; k<groups[j].numPolys; k++ )
{
for ( int l=0; l<3; l++ )
{
UE1Vertex V = verts[polys[groups[j].P[k]].V[l]+i*numVerts];
FVector2 C = polys[groups[j].P[k]].C[l];
FModelVertex *vert = &vptr[vidx++];
vert->Set(V.Pos.X,V.Pos.Y,V.Pos.Z,C.X,C.Y);
if ( groups[j].type&PT_Curvy ) // use facet normal
{
vert->SetNormal(polys[groups[j].P[k]].Normals[i].X,
polys[groups[j].P[k]].Normals[i].Y,
polys[groups[j].P[k]].Normals[i].Z);
}
else vert->SetNormal(V.Normal.X,V.Normal.Y,V.Normal.Z);
}
}
}
}
vbuf->UnlockVertexBuffer();
}
void FUE1Model::AddSkins( uint8_t *hitlist, const FTextureID* surfaceskinids)
{
for (int i = 0; i < numGroups; i++)
{
int ssIndex = groups[i].texNum;
if (surfaceskinids && surfaceskinids[ssIndex].isValid())
hitlist[surfaceskinids[ssIndex].GetIndex()] |= FTextureManager::HIT_Flat;
}
}
FUE1Model::~FUE1Model()
{
UnloadGeometry();
}