Add support for packed Unreal Engine 1 vertex mesh format.

(concatenated "UMSH" signature + datafile + anivfile)
This is pretty much 100% functional by now.
Hasn't been tested on platforms other than Linux yet, though.
Code definitely deserves some cleaning.

(cherry picked from commit f285e550d6)
This commit is contained in:
Marisa Kirisame 2018-05-13 02:58:25 +02:00 committed by drfrag666
parent 0e25e40deb
commit 08d15514d2
4 changed files with 345 additions and 0 deletions

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@ -1169,6 +1169,7 @@ set (PCH_SOURCES
r_data/models/models_md3.cpp
r_data/models/models_md2.cpp
r_data/models/models_voxel.cpp
r_data/models/models_ue1.cpp
scripting/symbols.cpp
scripting/types.cpp
scripting/thingdef.cpp

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@ -40,6 +40,7 @@
#include "r_utility.h"
#include "i_time.h"
#include "r_data/models/models.h"
#include "r_data/models/models_ue1.h"
#include "i_time.h"
#ifdef _MSC_VER
@ -427,6 +428,10 @@ static unsigned FindModel(const char * path, const char * modelfile)
{
model = new FMD3Model;
}
else if (!memcmp(buffer, "UMSH", 4))
{
model = new FUE1Model;
}
if (model != nullptr)
{

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@ -0,0 +1,248 @@
//
//---------------------------------------------------------------------------
//
// Copyright(C) 2018 Marisa Kirisame
// 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/
//
//--------------------------------------------------------------------------
//
#include "w_wad.h"
#include "cmdlib.h"
#include "r_data/models/models_ue1.h"
double unpackuvert( uint32_t n, int c )
{
switch( c )
{
case 2:
return ((int16_t)((n&0x7ff)<<5))/127.;
case 1:
return ((int16_t)(((n>>11)&0x7ff)<<5))/127.;
case 0:
return ((int16_t)(((n>>22)&0x3ff)<<6))/127.;
default:
return 0.;
}
}
bool FUE1Model::Load( const char *filename, int lumpnum, const char *buffer, int length )
{
mLumpNum = lumpnum;
// read signature
if ( memcmp(buffer,"UMSH",4) )
return false;
// map structures
int ofs = 4;
dhead = (d3dhead*)(buffer+ofs);
ofs += sizeof(d3dhead);
dpolys = (d3dpoly*)(buffer+ofs);
ofs += sizeof(d3dpoly)*dhead->numpolys;
ahead = (a3dhead*)(buffer+ofs);
ofs += sizeof(a3dhead);
averts = (uint32_t*)(buffer+ofs);
// set counters
numVerts = dhead->numverts;
numFrames = ahead->numframes;
numPolys = dhead->numpolys;
numGroups = 0;
uint8_t used[256] = {0};
for ( int i=0; i<numPolys; i++ )
used[dpolys[i].texnum] = 1;
for ( int i=0; i<256; i++ )
if ( used[i] ) numGroups++;
LoadGeometry();
return true;
}
void FUE1Model::LoadGeometry()
{
// populate vertex arrays
for ( int i=0; i<numFrames; i++ )
{
for ( int j=0; j<numVerts; j++ )
{
UE1Vertex Vert;
// unpack position
Vert.Pos.X = unpackuvert(averts[j+i*numVerts],0);
Vert.Pos.Y = unpackuvert(averts[j+i*numVerts],1);
Vert.Pos.Z = unpackuvert(averts[j+i*numVerts],2);
// 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].S = dpolys[i].uv[j][0]/255.;
Poly.C[j].T = dpolys[i].uv[j][1]/255.;
}
Poly.texNum = dpolys[i].texnum;
// push
polys.Push(Poly);
}
// compute normals for vertex arrays
// iterates through all polys and compute the average of all facet normals
// from those who use this vertex. not pretty, but does the job
for ( int i=0; i<numFrames; i++ )
{
for ( int j=0; j<numVerts; j++ )
{
UE1Vector nsum = {0,0,0};
double total = 0.;
for ( int k=0; k<numPolys; k++ )
{
if ( (polys[k].V[0] != j) && (polys[k].V[1] != j) && (polys[k].V[2] != j) ) continue;
UE1Vector vert[3], dir[2], norm;
// compute facet normal
for ( int l=0; l<3; l++ )
vert[l] = verts[polys[k].V[l]+numVerts*i].Pos;
dir[0].X = vert[1].X-vert[0].X;
dir[0].Y = vert[1].Y-vert[0].Y;
dir[0].Z = vert[1].Z-vert[0].Z;
dir[1].X = vert[2].X-vert[0].X;
dir[1].Y = vert[2].Y-vert[0].Y;
dir[1].Z = vert[2].Z-vert[0].Z;
norm.X = dir[0].Y*dir[1].Z-dir[0].Z*dir[1].Y;
norm.Y = dir[0].Z*dir[1].X-dir[0].X*dir[1].Z;
norm.Z = dir[0].X*dir[1].Y-dir[0].Y*dir[1].X;
double s = sqrt(norm.X*norm.X+norm.Y*norm.Y+norm.Z*norm.Z);
if ( s != 0. )
{
norm.X /= s;
norm.Y /= s;
norm.Z /= s;
}
nsum.X += norm.X;
nsum.Y += norm.Y;
nsum.Z += norm.Z;
total+=1.;
}
verts[j+numVerts*i].Normal.X = nsum.X/total;
verts[j+numVerts*i].Normal.Y = nsum.Y/total;
verts[j+numVerts*i].Normal.Z = nsum.Z/total;
}
}
// populate skin groups
for ( int i=0; i<numGroups; i++ )
{
UE1Group Group;
Group.numPolys = 0;
for ( int j=0; j<numPolys; j++ )
{
if ( polys[j].texNum != i )
continue;
Group.P.Push(j);
Group.numPolys++;
}
groups.Push(Group);
}
// ... and it's finally done
}
void FUE1Model::UnloadGeometry()
{
verts.Reset();
polys.Reset();
for ( int i=0; i<numGroups; i++ )
groups[i].P.Reset();
groups.Reset();
}
int FUE1Model::FindFrame( const char *name )
{
// unsupported, there are no named frames
return -1;
}
void FUE1Model::RenderFrame( FModelRenderer *renderer, FTexture *skin, int frame, int frame2, double inter, int translation )
{
// the moment of magic
if ( (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;
FTexture *sskin = skin;
if ( !sskin )
{
if ( curSpriteMDLFrame->surfaceskinIDs[curMDLIndex][i].isValid() )
sskin = TexMan(curSpriteMDLFrame->surfaceskinIDs[curMDLIndex][i]);
if ( !sskin )
{
continue;
vofs += vsize;
}
}
renderer->SetMaterial(sskin,false,translation);
mVBuf->SetupFrame(renderer,vofs+frame*fsize,vofs+frame2*fsize,vsize);
renderer->DrawArrays(0,vsize);
vofs += vsize;
}
renderer->SetInterpolation(0.f);
}
void FUE1Model::BuildVertexBuffer( FModelRenderer *renderer )
{
if ( mVBuf != NULL )
return;
int vsize = 0;
for ( int i=0; i<numGroups; i++ )
vsize += groups[i].numPolys*3;
vsize *= numFrames;
mVBuf = renderer->CreateVertexBuffer(false,numFrames==1);
FModelVertex *vptr = mVBuf->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];
UE1Coord C = polys[groups[j].P[k]].C[l];
FModelVertex *vert = &vptr[vidx++];
vert->Set(V.Pos.X,V.Pos.Y,V.Pos.Z,C.S,C.T);
vert->SetNormal(V.Normal.X,V.Normal.Y,V.Normal.Z);
}
}
}
}
mVBuf->UnlockVertexBuffer();
}
void FUE1Model::AddSkins( uint8_t *hitlist )
{
for ( int i=0; i<numGroups; i++ )
if ( curSpriteMDLFrame->surfaceskinIDs[curMDLIndex][i].isValid() )
hitlist[curSpriteMDLFrame->surfaceskinIDs[curMDLIndex][i].GetIndex()] |= FTextureManager::HIT_Flat;
}
FUE1Model::~FUE1Model()
{
UnloadGeometry();
}

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@ -0,0 +1,91 @@
#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;
};