gzdoom-gles/src/r_data/models/models_ue1.h

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#pragma once
#include "models.h"
class FUE1Model : public FModel
{
public:
bool Load(const char * fn, int lumpnum, const char * buffer, int length) override;
int FindFrame(const char * name) override;
void RenderFrame(FModelRenderer *renderer, FTexture * skin, int frame, int frame2, double inter, int translation=0) override;
void BuildVertexBuffer(FModelRenderer *renderer) override;
void AddSkins(uint8_t *hitlist) override;
void LoadGeometry();
void UnloadGeometry();
FUE1Model()
{
mLumpNum = -1;
dhead = NULL;
dpolys = NULL;
ahead = NULL;
averts = NULL;
numVerts = 0;
numFrames = 0;
numPolys = 0;
numGroups = 0;
}
~FUE1Model();
private:
int mLumpNum;
// raw data structures
struct d3dhead
{
uint16_t numpolys, numverts;
uint16_t bogusrot, bogusframe;
uint32_t bogusnorm[3];
uint32_t fixscale;
uint32_t unused[3];
uint8_t padding[12];
};
struct d3dpoly
{
uint16_t vertices[3];
uint8_t type, color;
uint8_t uv[3][2];
uint8_t texnum, flags;
};
struct a3dhead
{
uint16_t numframes, framesize;
};
d3dhead * dhead;
d3dpoly * dpolys;
a3dhead * ahead;
uint32_t * averts;
// converted data structures
struct UE1Coord
{
float S, T;
};
struct UE1Vector
{
float X, Y, Z;
};
struct UE1Vertex
{
UE1Vector Pos, Normal;
};
struct UE1Poly
{
int V[3];
UE1Coord C[3];
int texNum;
};
struct UE1Group
{
TArray<int> P;
int numPolys;
};
int numVerts;
int numFrames;
int numPolys;
int numGroups;
TArray<UE1Vertex> verts;
TArray<UE1Poly> polys;
TArray<UE1Group> groups;
TArray<int> groupIndices;
};