mirror of
https://github.com/DrBeef/Raze.git
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5eb9af1e00
IQM model support and a few bugfixes.
137 lines
2.7 KiB
C++
137 lines
2.7 KiB
C++
#pragma once
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#include "model.h"
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#define MD2_MAGIC 0x32504449
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#define DMD_MAGIC 0x4D444D44
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#define MAX_LODS 4
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class FDMDModel : public FModel
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{
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protected:
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struct FTriangle
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{
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unsigned short vertexIndices[3];
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unsigned short textureIndices[3];
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};
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struct DMDHeader
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{
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int magic;
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int version;
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int flags;
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};
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struct DMDModelVertex
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{
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float xyz[3];
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};
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struct FTexCoord
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{
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short s, t;
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};
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struct FGLCommandVertex
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{
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float s, t;
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int index;
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};
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struct DMDInfo
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{
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int skinWidth;
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int skinHeight;
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int frameSize;
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int numSkins;
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int numVertices;
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int numTexCoords;
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int numFrames;
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int numLODs;
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int offsetSkins;
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int offsetTexCoords;
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int offsetFrames;
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int offsetLODs;
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int offsetEnd;
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};
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struct ModelFrame
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{
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char name[16];
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unsigned int vindex;
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};
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struct ModelFrameVertexData
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{
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DMDModelVertex *vertices;
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DMDModelVertex *normals;
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};
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struct DMDLoDInfo
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{
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int numTriangles;
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int numGlCommands;
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int offsetTriangles;
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int offsetGlCommands;
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};
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struct DMDLoD
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{
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FTriangle * triangles;
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};
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int mLumpNum;
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DMDHeader header;
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DMDInfo info;
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FTextureID * skins;
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ModelFrame * frames;
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bool allowTexComp; // Allow texture compression with this.
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// Temp data only needed for buffer construction
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FTexCoord * texCoords;
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ModelFrameVertexData *framevtx;
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DMDLoDInfo lodInfo[MAX_LODS];
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DMDLoD lods[MAX_LODS];
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public:
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FDMDModel()
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{
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mLumpNum = -1;
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frames = NULL;
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skins = NULL;
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for (int i = 0; i < MAX_LODS; i++)
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{
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lods[i].triangles = NULL;
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}
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info.numLODs = 0;
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texCoords = NULL;
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framevtx = NULL;
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}
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virtual ~FDMDModel();
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virtual bool Load(const char * fn, int lumpnum, const char * buffer, int length) override;
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virtual int FindFrame(const char* name, bool nodefault) override;
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virtual void RenderFrame(FModelRenderer *renderer, FGameTexture * skin, int frame, int frame2, double inter, int translation, const FTextureID* surfaceskinids, const TArray<VSMatrix>& boneData, int boneStartPosition) override;
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virtual void LoadGeometry();
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virtual void AddSkins(uint8_t *hitlist, const FTextureID* surfaceskinids) override;
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void UnloadGeometry();
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void BuildVertexBuffer(FModelRenderer *renderer);
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};
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// This uses the same internal representation as DMD
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class FMD2Model : public FDMDModel
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{
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public:
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FMD2Model() {}
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virtual ~FMD2Model();
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virtual bool Load(const char * fn, int lumpnum, const char * buffer, int length);
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virtual void LoadGeometry();
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};
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