gzdoom-gles/src/gl/models/gl_models.h

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//
//---------------------------------------------------------------------------
//
// Copyright(C) 2005-2016 Christoph Oelckers
// All rights reserved.
//
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU Lesser General Public License as published by
// the Free Software Foundation, either version 3 of the License, or
// (at your option) any later version.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU Lesser General Public License for more details.
//
// You should have received a copy of the GNU Lesser General Public License
// along with this program. If not, see http://www.gnu.org/licenses/
//
//--------------------------------------------------------------------------
//
#ifndef __GL_MODELS_H_
#define __GL_MODELS_H_
#include "tarray.h"
#include "gl/utility/gl_geometric.h"
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#include "gl/data/gl_vertexbuffer.h"
#include "p_pspr.h"
#include "r_data/voxels.h"
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#define MAX_LODS 4
enum { VX, VZ, VY };
#define MD2_MAGIC 0x32504449
#define DMD_MAGIC 0x4D444D44
#define MD3_MAGIC 0x33504449
#define NUMVERTEXNORMALS 162
#define MD3_MAX_SURFACES 32
FTextureID LoadSkin(const char * path, const char * fn);
// [JM] Necessary forward declaration
typedef struct FSpriteModelFrame FSpriteModelFrame;
class FModel
{
public:
FModel()
{
mVBuf = NULL;
}
virtual ~FModel();
virtual bool Load(const char * fn, int lumpnum, const char * buffer, int length) = 0;
virtual int FindFrame(const char * name) = 0;
virtual void RenderFrame(FTexture * skin, int frame, int frame2, double inter, int translation=0) = 0;
virtual void BuildVertexBuffer() = 0;
virtual void AddSkins(uint8_t *hitlist) = 0;
void DestroyVertexBuffer()
{
delete mVBuf;
mVBuf = NULL;
}
virtual float getAspectFactor() { return 1.f; }
const FSpriteModelFrame *curSpriteMDLFrame;
int curMDLIndex;
void PushSpriteMDLFrame(const FSpriteModelFrame *smf, int index) { curSpriteMDLFrame = smf; curMDLIndex = index; };
FModelVertexBuffer *mVBuf;
FString mFileName;
};
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(FTexture * skin, int frame, int frame2, double inter, int translation=0);
virtual void LoadGeometry();
virtual void AddSkins(uint8_t *hitlist);
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void UnloadGeometry();
void BuildVertexBuffer();
};
// 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();
};
class FMD3Model : public FModel
{
struct MD3Tag
{
// Currently I have no use for this
};
struct MD3TexCoord
{
float s,t;
};
struct MD3Vertex
{
float x,y,z;
float nx,ny,nz;
};
struct MD3Triangle
{
int VertIndex[3];
};
struct MD3Surface
{
int numVertices;
int numTriangles;
int numSkins;
FTextureID * skins;
MD3Triangle * tris;
MD3TexCoord * texcoords;
MD3Vertex * vertices;
unsigned int vindex; // contains numframes arrays of vertices
unsigned int iindex;
MD3Surface()
{
tris=NULL;
vertices=NULL;
texcoords=NULL;
vindex = iindex = UINT_MAX;
}
~MD3Surface()
{
if (skins) delete [] skins;
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UnloadGeometry();
}
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void UnloadGeometry()
{
if (tris) delete [] tris;
if (vertices) delete [] vertices;
if (texcoords) delete [] texcoords;
tris = NULL;
vertices = NULL;
texcoords = NULL;
}
};
struct MD3Frame
{
// The bounding box information is of no use in the Doom engine
// That will still be done with the actor's size information.
char Name[16];
float origin[3];
};
int numFrames;
int numTags;
int numSurfaces;
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int mLumpNum;
MD3Frame * frames;
MD3Surface * surfaces;
public:
FMD3Model() { }
virtual ~FMD3Model();
virtual bool Load(const char * fn, int lumpnum, const char * buffer, int length);
virtual int FindFrame(const char * name);
virtual void RenderFrame(FTexture * skin, int frame, int frame2, double inter, int translation=0);
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void LoadGeometry();
void BuildVertexBuffer();
virtual void AddSkins(uint8_t *hitlist);
};
struct FVoxelVertexHash
{
// Returns the hash value for a key.
hash_t Hash(const FModelVertex &key)
{
int ix = xs_RoundToInt(key.x);
int iy = xs_RoundToInt(key.y);
int iz = xs_RoundToInt(key.z);
return (hash_t)(ix + (iy<<9) + (iz<<18));
}
// Compares two keys, returning zero if they are the same.
int Compare(const FModelVertex &left, const FModelVertex &right)
{
return left.x != right.x || left.y != right.y || left.z != right.z || left.u != right.u || left.v != right.v;
}
};
struct FIndexInit
{
void Init(unsigned int &value)
{
value = 0xffffffff;
}
};
typedef TMap<FModelVertex, unsigned int, FVoxelVertexHash, FIndexInit> FVoxelMap;
class FVoxelModel : public FModel
{
protected:
FVoxel *mVoxel;
bool mOwningVoxel; // if created through MODELDEF deleting this object must also delete the voxel object
FTextureID mPalette;
unsigned int mNumIndices;
TArray<FModelVertex> mVertices;
TArray<unsigned int> mIndices;
void MakeSlabPolys(int x, int y, kvxslab_t *voxptr, FVoxelMap &check);
void AddFace(int x1, int y1, int z1, int x2, int y2, int z2, int x3, int y3, int z3, int x4, int y4, int z4, uint8_t color, FVoxelMap &check);
unsigned int AddVertex(FModelVertex &vert, FVoxelMap &check);
public:
FVoxelModel(FVoxel *voxel, bool owned);
~FVoxelModel();
bool Load(const char * fn, int lumpnum, const char * buffer, int length);
void Initialize();
virtual int FindFrame(const char * name);
virtual void RenderFrame(FTexture * skin, int frame, int frame2, double inter, int translation=0);
virtual void AddSkins(uint8_t *hitlist);
FTextureID GetPaletteTexture() const { return mPalette; }
void BuildVertexBuffer();
float getAspectFactor();
};
#define MAX_MODELS_PER_FRAME 4
//
// [BB] Model rendering flags.
//
enum
{
// [BB] Color translations for the model skin are ignored. This is
// useful if the skin texture is not using the game palette.
MDL_IGNORETRANSLATION = 1,
MDL_PITCHFROMMOMENTUM = 2,
MDL_ROTATING = 4,
MDL_INTERPOLATEDOUBLEDFRAMES = 8,
MDL_NOINTERPOLATION = 16,
MDL_USEACTORPITCH = 32,
MDL_USEACTORROLL = 64,
MDL_BADROTATION = 128,
MDL_DONTCULLBACKFACES = 256,
};
struct FSpriteModelFrame
{
int modelIDs[MAX_MODELS_PER_FRAME];
FTextureID skinIDs[MAX_MODELS_PER_FRAME];
FTextureID surfaceskinIDs[MAX_MODELS_PER_FRAME][MD3_MAX_SURFACES];
int modelframes[MAX_MODELS_PER_FRAME];
float xscale, yscale, zscale;
// [BB] Added zoffset, rotation parameters and flags.
// Added xoffset, yoffset
float xoffset, yoffset, zoffset;
float xrotate, yrotate, zrotate;
float rotationCenterX, rotationCenterY, rotationCenterZ;
float rotationSpeed;
unsigned int flags;
const PClass * type;
short sprite;
short frame;
FState * state; // for later!
int hashnext;
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float angleoffset;
// added pithoffset, rolloffset.
float pitchoffset, rolloffset; // I don't want to bother with type transformations, so I made this variables float.
};
class GLSprite;
FSpriteModelFrame * gl_FindModelFrame(const PClass * ti, int sprite, int frame, bool dropped);
void gl_RenderModel(GLSprite * spr);
// [BB] HUD weapon model rendering functions.
void gl_RenderHUDModel(DPSprite *psp, float ofsx, float ofsy);
bool gl_IsHUDModelForPlayerAvailable (player_t * player);
class DeletingModelArray : public TArray<FModel *>
{
public:
~DeletingModelArray()
{
for (unsigned i = 0; i<Size(); i++)
{
delete (*this)[i];
}
}
};
extern DeletingModelArray Models;
#endif