mirror of
https://github.com/DrBeef/Raze.git
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a4dd5bb4ce
Using proper C++ containers now.
704 lines
17 KiB
C++
704 lines
17 KiB
C++
//
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//---------------------------------------------------------------------------
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//
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// Copyright(C) 2018 Kevin Caccamo
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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 2 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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#include "filesystem.h"
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#include "model_obj.h"
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#include "texturemanager.h"
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#include "modelrenderer.h"
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#include "printf.h"
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#include "textureid.h"
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/**
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* Load an OBJ model
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*
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* @param fn The path to the model file
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* @param lumpnum The lump index in the wad collection
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* @param buffer The contents of the model file
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* @param length The size of the model file
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* @return Whether or not the model was parsed successfully
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*/
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bool FOBJModel::Load(const char* fn, int lumpnum, const char* buffer, int length)
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{
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FString objName = fileSystem.GetFileFullPath(lumpnum);
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FString objBuf(buffer, length);
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// Do some replacements before we parse the OBJ string
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{
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// Ensure usemtl statements remain intact
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TArray<FString> mtlUsages;
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TArray<ptrdiff_t> mtlUsageIdxs;
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ptrdiff_t bpos = 0, nlpos = 0, slashpos = 0;
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while (1)
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{
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bpos = objBuf.IndexOf("\nusemtl", bpos);
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if (bpos == -1) break;
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slashpos = objBuf.IndexOf('/', bpos);
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nlpos = objBuf.IndexOf('\n', ++bpos);
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if (slashpos > nlpos || slashpos == -1)
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{
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continue;
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}
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if (nlpos == -1)
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{
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nlpos = objBuf.Len();
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}
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FString lineStr(objBuf.GetChars() + bpos, nlpos - bpos);
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mtlUsages.Push(lineStr);
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mtlUsageIdxs.Push(bpos);
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}
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// Replace forward slashes with percent signs so they aren't parsed as line comments
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objBuf.ReplaceChars('/', *newSideSep);
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char* wObjBuf = objBuf.LockBuffer();
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// Substitute broken usemtl statements with old ones
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for (size_t i = 0; i < mtlUsages.Size(); i++)
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{
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bpos = mtlUsageIdxs[i];
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nlpos = objBuf.IndexOf('\n', bpos);
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if (nlpos == -1)
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{
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nlpos = objBuf.Len();
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}
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memcpy(wObjBuf + bpos, mtlUsages[i].GetChars(), nlpos - bpos);
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}
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bpos = 0;
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// Find each OBJ line comment, and convert each to a C-style line comment
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while (1)
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{
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bpos = objBuf.IndexOf('#', bpos);
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if (bpos == -1) break;
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if (objBuf[(unsigned int)bpos + 1] == '\n')
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{
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wObjBuf[bpos] = ' ';
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}
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else
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{
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wObjBuf[bpos] = '/';
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wObjBuf[bpos+1] = '/';
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}
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bpos += 1;
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}
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wObjBuf = nullptr;
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objBuf.UnlockBuffer();
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}
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sc.OpenString(objName, objBuf);
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FTextureID curMtl = FNullTextureID();
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OBJSurface *curSurface = nullptr;
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unsigned int aggSurfFaceCount = 0;
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unsigned int curSurfFaceCount = 0;
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unsigned int curSmoothGroup = 0;
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while(sc.GetString())
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{
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if (sc.Compare("v")) // Vertex
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{
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ParseVector<FVector3, 3>(this->verts);
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}
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else if (sc.Compare("vn")) // Vertex normal
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{
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ParseVector<FVector3, 3>(this->norms);
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}
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else if (sc.Compare("vt")) // UV Coordinates
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{
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ParseVector<FVector2, 2>(this->uvs);
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}
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else if (sc.Compare("usemtl"))
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{
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// Get material name and try to load it
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sc.MustGetString();
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curMtl = LoadSkin("", sc.String);
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if (!curMtl.isValid())
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{
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// Relative to model file path?
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curMtl = LoadSkin(fn, sc.String);
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}
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if (!curMtl.isValid())
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{
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sc.ScriptMessage("Material %s (#%u) not found.", sc.String, surfaces.Size());
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}
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// Build surface...
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if (curSurface == nullptr)
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{
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// First surface
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curSurface = new OBJSurface(curMtl);
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}
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else
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{
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if (curSurfFaceCount > 0)
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{
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// Add previous surface
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curSurface->numFaces = curSurfFaceCount;
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curSurface->faceStart = aggSurfFaceCount;
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surfaces.Push(*curSurface);
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delete curSurface;
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// Go to next surface
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curSurface = new OBJSurface(curMtl);
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aggSurfFaceCount += curSurfFaceCount;
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}
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else
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{
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curSurface->skin = curMtl;
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}
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}
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curSurfFaceCount = 0;
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}
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else if (sc.Compare("f"))
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{
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FString sides[4];
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OBJFace face;
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for (int i = 0; i < 3; i++)
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{
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// A face must have at least 3 sides
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sc.MustGetString();
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sides[i] = sc.String;
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if (!ParseFaceSide(sides[i], face, i)) return false;
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}
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face.sideCount = 3;
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if (sc.GetString())
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{
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if (!sc.Compare("f") && FString(sc.String).IndexOfAny("-0123456789") == 0)
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{
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sides[3] = sc.String;
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face.sideCount += 1;
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if (!ParseFaceSide(sides[3], face, 3)) return false;
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}
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else
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{
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sc.UnGet(); // No 4th side, move back
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}
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}
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face.smoothGroup = curSmoothGroup;
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faces.Push(face);
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curSurfFaceCount += 1;
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}
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else if (sc.Compare("s"))
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{
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sc.MustGetString();
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if (sc.Compare("off"))
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{
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curSmoothGroup = 0;
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}
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else
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{
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sc.UnGet();
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sc.MustGetNumber();
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curSmoothGroup = sc.Number;
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hasSmoothGroups = hasSmoothGroups || curSmoothGroup > 0;
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}
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}
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}
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sc.Close();
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if (curSurface == nullptr)
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{ // No valid materials detected
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FTextureID dummyMtl = LoadSkin("", "-NOFLAT-"); // Built-in to GZDoom
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curSurface = new OBJSurface(dummyMtl);
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}
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curSurface->numFaces = curSurfFaceCount;
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curSurface->faceStart = aggSurfFaceCount;
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surfaces.Push(*curSurface);
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delete curSurface;
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hasSurfaces = surfaces.Size() > 1;
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if (uvs.Size() == 0)
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{ // Needed so that OBJs without UVs can work
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uvs.Push(FVector2(0.0, 0.0));
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}
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return true;
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}
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/**
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* Parse an x-Dimensional vector
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*
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* @tparam T A subclass of TVector2 to be used
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* @tparam L The length of the vector to parse
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* @param[out] array The array to append the parsed vector to
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*/
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template<typename T, size_t L> void FOBJModel::ParseVector(TArray<T> &array)
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{
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T vec;
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for (unsigned axis = 0; axis < L; axis++)
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{
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sc.MustGetFloat();
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vec[axis] = (float)sc.Float;
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}
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array.Push(vec);
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}
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/**
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* Parse a side of a face
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*
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* @param[in] sideStr The side definition string
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* @param[out] face The face to assign the parsed side data to
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* @param sidx The 0-based index of the side
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* @return Whether or not the face side was parsed successfully
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*/
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bool FOBJModel::ParseFaceSide(const FString &sideStr, OBJFace &face, int sidx)
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{
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OBJFaceSide side;
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int origIdx;
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if (sideStr.IndexOf(newSideSep) >= 0)
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{
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TArray<FString> sides = sideStr.Split(newSideSep, FString::TOK_KEEPEMPTY);
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if (sides[0].Len() > 0)
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{
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origIdx = atoi(sides[0].GetChars());
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side.vertref = ResolveIndex(origIdx, FaceElement::VertexIndex);
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}
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else
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{
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sc.ScriptError("Vertex reference is not optional!");
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return false;
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}
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if (sides[1].Len() > 0)
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{
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origIdx = atoi(sides[1].GetChars());
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side.uvref = ResolveIndex(origIdx, FaceElement::UVIndex);
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}
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else
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{
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side.uvref = -1;
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}
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if (sides.Size() > 2)
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{
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if (sides[2].Len() > 0)
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{
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origIdx = atoi(sides[2].GetChars());
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side.normref = ResolveIndex(origIdx, FaceElement::VNormalIndex);
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}
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else
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{
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side.normref = -1;
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hasMissingNormals = true;
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}
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}
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else
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{
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side.normref = -1;
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hasMissingNormals = true;
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}
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}
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else
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{
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origIdx = atoi(sideStr.GetChars());
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side.vertref = ResolveIndex(origIdx, FaceElement::VertexIndex);
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side.normref = -1;
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hasMissingNormals = true;
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side.uvref = -1;
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}
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face.sides[sidx] = side;
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return true;
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}
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/**
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* Resolve an OBJ index to an absolute index
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*
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* OBJ indices are 1-based, and can also be negative
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*
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* @param origIndex The original OBJ index to resolve
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* @param el What type of element the index references
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* @return The absolute index of the element
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*/
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int FOBJModel::ResolveIndex(int origIndex, FaceElement el)
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{
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if (origIndex > 0)
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{
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return origIndex - 1; // OBJ indices start at 1
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}
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else if (origIndex < 0)
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{
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if (el == FaceElement::VertexIndex)
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{
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return verts.Size() + origIndex; // origIndex is negative
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}
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else if (el == FaceElement::UVIndex)
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{
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return uvs.Size() + origIndex;
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}
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else if (el == FaceElement::VNormalIndex)
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{
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return norms.Size() + origIndex;
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}
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}
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return -1;
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}
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/**
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* Construct the vertex buffer for this model
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*
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* @param renderer A pointer to the model renderer. Used to allocate the vertex buffer.
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*/
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void FOBJModel::BuildVertexBuffer(FModelRenderer *renderer)
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{
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if (GetVertexBuffer(renderer->GetType()))
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{
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return;
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}
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unsigned int vbufsize = 0;
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for (size_t i = 0; i < surfaces.Size(); i++)
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{
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ConstructSurfaceTris(surfaces[i]);
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surfaces[i].vbStart = vbufsize;
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vbufsize += surfaces[i].numTris * 3;
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}
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// Initialize/populate vertFaces
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if (hasMissingNormals && hasSmoothGroups)
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{
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AddVertFaces();
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}
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auto vbuf = renderer->CreateVertexBuffer(false,true);
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SetVertexBuffer(renderer->GetType(), vbuf);
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FModelVertex *vertptr = vbuf->LockVertexBuffer(vbufsize);
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for (unsigned int i = 0; i < surfaces.Size(); i++)
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{
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for (unsigned int j = 0; j < surfaces[i].numTris; j++)
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{
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for (size_t side = 0; side < 3; side++)
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{
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FModelVertex *mdv = vertptr +
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side + j * 3 + // Current surface and previous triangles
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surfaces[i].vbStart; // Previous surfaces
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OBJFaceSide &curSide = surfaces[i].tris[j].sides[2 - side];
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int vidx = curSide.vertref;
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int uvidx = (curSide.uvref >= 0 && (unsigned int)curSide.uvref < uvs.Size()) ? curSide.uvref : 0;
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int nidx = curSide.normref;
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FVector3 curVvec = RealignVector(verts[vidx]);
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FVector2 curUvec = FixUV(uvs[uvidx]);
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FVector3 nvec;
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mdv->Set(curVvec.X, curVvec.Y, curVvec.Z, curUvec.X, curUvec.Y);
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if (nidx >= 0 && (unsigned int)nidx < norms.Size())
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{
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nvec = RealignVector(norms[nidx]);
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}
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else
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{
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if (surfaces[i].tris[j].smoothGroup == 0)
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{
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nvec = CalculateNormalFlat(i, j);
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}
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else
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{
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nvec = CalculateNormalSmooth(vidx, surfaces[i].tris[j].smoothGroup);
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}
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}
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mdv->SetNormal(nvec.X, nvec.Y, nvec.Z);
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}
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}
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delete[] surfaces[i].tris;
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}
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// Destroy vertFaces
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if (hasMissingNormals && hasSmoothGroups)
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{
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for (size_t i = 0; i < verts.Size(); i++)
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{
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vertFaces[i].Clear();
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}
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delete[] vertFaces;
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}
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vbuf->UnlockVertexBuffer();
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}
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/**
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* Fill in the triangle data for a surface
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*
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* @param[in,out] surf The surface to fill in the triangle data for
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*/
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void FOBJModel::ConstructSurfaceTris(OBJSurface &surf)
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{
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unsigned int triCount = 0;
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size_t start = surf.faceStart;
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size_t end = start + surf.numFaces;
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for (size_t i = start; i < end; i++)
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{
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triCount += faces[i].sideCount - 2;
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}
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surf.numTris = triCount;
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surf.tris = new OBJFace[triCount];
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for (size_t i = start, triIdx = 0; i < end; i++, triIdx++)
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{
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surf.tris[triIdx].sideCount = 3;
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if (faces[i].sideCount == 3)
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{
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surf.tris[triIdx].smoothGroup = faces[i].smoothGroup;
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memcpy(surf.tris[triIdx].sides, faces[i].sides, sizeof(OBJFaceSide) * 3);
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}
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else if (faces[i].sideCount == 4) // Triangulate face
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{
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OBJFace *triangulated = new OBJFace[2];
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TriangulateQuad(faces[i], triangulated);
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memcpy(surf.tris[triIdx].sides, triangulated[0].sides, sizeof(OBJFaceSide) * 3);
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memcpy(surf.tris[triIdx+1].sides, triangulated[1].sides, sizeof(OBJFaceSide) * 3);
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delete[] triangulated;
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triIdx += 1; // Filling out two faces
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}
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DPrintf(DMSG_SPAMMY, "Smooth group: %d\n", surf.tris[triIdx].smoothGroup);
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}
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}
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/**
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* Triangulate a 4-sided face
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*
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* @param[in] quad The 4-sided face to triangulate
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* @param[out] tris The resultant triangle data
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*/
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void FOBJModel::TriangulateQuad(const OBJFace &quad, OBJFace *tris)
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{
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tris[0].sideCount = 3;
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tris[0].smoothGroup = quad.smoothGroup;
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tris[1].sideCount = 3;
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tris[1].smoothGroup = quad.smoothGroup;
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int tsidx[2][3] = {{0, 1, 3}, {1, 2, 3}};
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for (int i = 0; i < 3; i++)
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{
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for (int j = 0; j < 2; j++)
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{
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tris[j].sides[i].vertref = quad.sides[tsidx[j][i]].vertref;
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tris[j].sides[i].uvref = quad.sides[tsidx[j][i]].uvref;
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tris[j].sides[i].normref = quad.sides[tsidx[j][i]].normref;
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}
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}
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}
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/**
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* Add the vertices of all surfaces' triangles to the array of vertex->triangle references
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*/
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void FOBJModel::AddVertFaces() {
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// Initialize and populate vertFaces - this array stores references to triangles per vertex
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vertFaces = new TArray<OBJTriRef>[verts.Size()];
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for (unsigned int i = 0; i < surfaces.Size(); i++)
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{
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for (unsigned int j = 0; j < surfaces[i].numTris; j++)
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{
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OBJTriRef otr = OBJTriRef(i, j);
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for (size_t k = 0; k < surfaces[i].tris[j].sideCount; k++)
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{
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int vidx = surfaces[i].tris[j].sides[k].vertref;
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vertFaces[vidx].Push(otr);
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}
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}
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}
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}
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/**
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* Re-align a vector to match MD3 alignment
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*
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* @param vecToRealign The vector to re-align
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* @return The re-aligned vector
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*/
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inline FVector3 FOBJModel::RealignVector(FVector3 vecToRealign)
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{
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vecToRealign.Z *= -1;
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return vecToRealign;
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}
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/**
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|
* Fix UV coordinates of a UV vector
|
|
*
|
|
* @param vecToRealign The vector to fix
|
|
* @return The fixed UV coordinate vector
|
|
*/
|
|
inline FVector2 FOBJModel::FixUV(FVector2 vecToRealign)
|
|
{
|
|
vecToRealign.Y *= -1;
|
|
return vecToRealign;
|
|
}
|
|
|
|
/**
|
|
* Calculate the surface normal for a triangle
|
|
*
|
|
* @param surfIdx The surface index
|
|
* @param triIdx The triangle Index
|
|
* @return The surface normal vector
|
|
*/
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|
FVector3 FOBJModel::CalculateNormalFlat(unsigned int surfIdx, unsigned int triIdx)
|
|
{
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|
// https://www.khronos.org/opengl/wiki/Calculating_a_Surface_Normal
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|
int curVert = surfaces[surfIdx].tris[triIdx].sides[0].vertref;
|
|
int nextVert = surfaces[surfIdx].tris[triIdx].sides[2].vertref;
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|
int lastVert = surfaces[surfIdx].tris[triIdx].sides[1].vertref;
|
|
|
|
// Cross-multiply the U-vector and V-vector
|
|
FVector3 curVvec = RealignVector(verts[curVert]);
|
|
FVector3 uvec = RealignVector(verts[nextVert]) - curVvec;
|
|
FVector3 vvec = RealignVector(verts[lastVert]) - curVvec;
|
|
|
|
return uvec ^ vvec;
|
|
}
|
|
|
|
/**
|
|
* Calculate the surface normal for a triangle
|
|
*
|
|
* @param otr A reference to the surface, and a triangle within that surface, as an OBJTriRef
|
|
* @return The surface normal vector
|
|
*/
|
|
FVector3 FOBJModel::CalculateNormalFlat(OBJTriRef otr)
|
|
{
|
|
return CalculateNormalFlat(otr.surf, otr.tri);
|
|
}
|
|
|
|
/**
|
|
* Calculate the normal of a vertex in a specific smooth group
|
|
*
|
|
* @param vidx The index of the vertex in the array of vertices
|
|
* @param smoothGroup The smooth group number
|
|
*/
|
|
FVector3 FOBJModel::CalculateNormalSmooth(unsigned int vidx, unsigned int smoothGroup)
|
|
{
|
|
unsigned int connectedFaces = 0;
|
|
TArray<OBJTriRef>& vTris = vertFaces[vidx];
|
|
|
|
FVector3 vNormal(0,0,0);
|
|
for (size_t face = 0; face < vTris.Size(); face++)
|
|
{
|
|
OBJFace& tri = surfaces[vTris[face].surf].tris[vTris[face].tri];
|
|
if (tri.smoothGroup == smoothGroup)
|
|
{
|
|
FVector3 fNormal = CalculateNormalFlat(vTris[face]);
|
|
connectedFaces += 1;
|
|
vNormal += fNormal;
|
|
}
|
|
}
|
|
vNormal /= (float)connectedFaces;
|
|
return vNormal;
|
|
}
|
|
|
|
/**
|
|
* Find the index of the frame with the given name
|
|
*
|
|
* OBJ models are not animated, so this always returns 0
|
|
*
|
|
* @param name The name of the frame
|
|
* @return The index of the frame
|
|
*/
|
|
int FOBJModel::FindFrame(const char* name, bool nodefault)
|
|
{
|
|
return nodefault ? FErr_Singleframe : 0; // OBJs are not animated.
|
|
}
|
|
|
|
/**
|
|
* Render the model
|
|
*
|
|
* @param renderer The model renderer
|
|
* @param skin The loaded skin for the surface
|
|
* @param frameno The first frame to interpolate between. Only prevents the model from rendering if it is < 0, since OBJ models are static.
|
|
* @param frameno2 The second frame to interpolate between.
|
|
* @param inter The amount to interpolate the two frames.
|
|
* @param translation The translation for the skin
|
|
*/
|
|
void FOBJModel::RenderFrame(FModelRenderer *renderer, FGameTexture * skin, int frameno, int frameno2, double inter, int translation, const FTextureID* surfaceskinids, const TArray<VSMatrix>& boneData, int boneStartPosition)
|
|
{
|
|
// Prevent the model from rendering if the frame number is < 0
|
|
if (frameno < 0 || frameno2 < 0) return;
|
|
|
|
for (unsigned int i = 0; i < surfaces.Size(); i++)
|
|
{
|
|
OBJSurface *surf = &surfaces[i];
|
|
|
|
FGameTexture *userSkin = skin;
|
|
if (!userSkin)
|
|
{
|
|
if (surfaceskinids && surfaceskinids[i].isValid())
|
|
{
|
|
userSkin = TexMan.GetGameTexture(surfaceskinids[i], true);
|
|
}
|
|
else if (surf->skin.isValid())
|
|
{
|
|
userSkin = TexMan.GetGameTexture(surf->skin, true);
|
|
}
|
|
}
|
|
|
|
// Still no skin after checking for one?
|
|
if (!userSkin)
|
|
{
|
|
continue;
|
|
}
|
|
|
|
renderer->SetMaterial(userSkin, false, translation);
|
|
renderer->SetupFrame(this, surf->vbStart, surf->vbStart, surf->numTris * 3, {}, -1);
|
|
renderer->DrawArrays(0, surf->numTris * 3);
|
|
}
|
|
}
|
|
|
|
/**
|
|
* Pre-cache skins for the model
|
|
*
|
|
* @param hitlist The list of textures
|
|
*/
|
|
void FOBJModel::AddSkins(uint8_t* hitlist, const FTextureID* surfaceskinids)
|
|
{
|
|
for (size_t i = 0; i < surfaces.Size(); i++)
|
|
{
|
|
if (surfaceskinids && i < MD3_MAX_SURFACES && surfaceskinids[i].isValid())
|
|
{
|
|
// Precache skins manually reassigned by the user.
|
|
// On OBJs with lots of skins, such as Doom map OBJs exported from GZDB,
|
|
// there may be too many skins for the user to manually change, unless
|
|
// the limit is bumped or surfaceskinIDs is changed to a TArray<FTextureID>.
|
|
hitlist[surfaceskinids[i].GetIndex()] |= FTextureManager::HIT_Flat;
|
|
return; // No need to precache skin that was replaced
|
|
}
|
|
|
|
OBJSurface * surf = &surfaces[i];
|
|
if (surf->skin.isValid())
|
|
{
|
|
hitlist[surf->skin.GetIndex()] |= FTextureManager::HIT_Flat;
|
|
}
|
|
}
|
|
}
|
|
|
|
/**
|
|
* Remove the data that was loaded
|
|
*/
|
|
FOBJModel::~FOBJModel()
|
|
{
|
|
verts.Clear();
|
|
norms.Clear();
|
|
uvs.Clear();
|
|
faces.Clear();
|
|
surfaces.Clear();
|
|
}
|