mirror of
https://github.com/ZDoom/gzdoom-gles.git
synced 2024-11-10 14:51:46 +00:00
- Move shared model code out of the GL renderer
This commit is contained in:
parent
430ed532ef
commit
b25f191e85
10 changed files with 1395 additions and 1351 deletions
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@ -645,6 +645,7 @@ file( GLOB HEADER_FILES
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g_inventory/*.h
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intermission/*.h
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menu/*.h
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models/*.h
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sound/oplsynth/*.h
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sound/oplsynth/dosbox/*.h
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posix/*.h
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@ -824,6 +825,7 @@ set( FASTMATH_SOURCES
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gl/dynlights/gl_dynlight1.cpp
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gl/system/gl_load.c
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gl/models/gl_models.cpp
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models/models.cpp
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)
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set (PCH_SOURCES
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@ -997,9 +999,6 @@ set (PCH_SOURCES
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gl/dynlights/gl_lightbuffer.cpp
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gl/dynlights/gl_aabbtree.cpp
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gl/dynlights/gl_shadowmap.cpp
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gl/models/gl_models_md3.cpp
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gl/models/gl_models_md2.cpp
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gl/models/gl_voxels.cpp
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gl/renderer/gl_quaddrawer.cpp
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gl/renderer/gl_renderer.cpp
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gl/renderer/gl_renderstate.cpp
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@ -1084,6 +1083,9 @@ set (PCH_SOURCES
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textures/tgatexture.cpp
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textures/warptexture.cpp
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textures/skyboxtexture.cpp
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models/models_md3.cpp
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models/models_md2.cpp
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models/voxels.cpp
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xlat/parse_xlat.cpp
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fragglescript/t_func.cpp
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fragglescript/t_load.cpp
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@ -1331,6 +1333,7 @@ source_group("FraggleScript" REGULAR_EXPRESSION "^${CMAKE_CURRENT_SOURCE_DIR}/fr
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source_group("Intermission" REGULAR_EXPRESSION "^${CMAKE_CURRENT_SOURCE_DIR}/intermission/.+")
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source_group("Inventory" REGULAR_EXPRESSION "^${CMAKE_CURRENT_SOURCE_DIR}/g_inventory/.+")
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source_group("Menu" REGULAR_EXPRESSION "^${CMAKE_CURRENT_SOURCE_DIR}/menu/.+")
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source_group("Models" REGULAR_EXPRESSION "^${CMAKE_CURRENT_SOURCE_DIR}/models/.+")
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source_group("OpenGL Renderer" REGULAR_EXPRESSION "^${CMAKE_CURRENT_SOURCE_DIR}/gl/.+")
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source_group("OpenGL Renderer\\Data" REGULAR_EXPRESSION "^${CMAKE_CURRENT_SOURCE_DIR}/gl/data/.+")
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source_group("OpenGL Renderer\\Dynamic Lights" REGULAR_EXPRESSION "^${CMAKE_CURRENT_SOURCE_DIR}/gl/dynlights/.+")
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@ -26,6 +26,7 @@
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#include "tarray.h"
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#include "gl/utility/gl_clock.h"
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#include "gl/system/gl_interface.h"
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#include "models/models.h"
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struct vertex_t;
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struct secplane_t;
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@ -266,49 +267,6 @@ public:
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};
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#define VSO ((FSkyVertex*)NULL)
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struct FModelVertex
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{
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float x, y, z; // world position
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float u, v; // texture coordinates
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unsigned packedNormal; // normal vector as GL_INT_2_10_10_10_REV.
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void Set(float xx, float yy, float zz, float uu, float vv)
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{
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x = xx;
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y = yy;
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z = zz;
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u = uu;
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v = vv;
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}
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void SetNormal(float nx, float ny, float nz)
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{
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int inx = clamp(int(nx * 512), -512, 511);
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int iny = clamp(int(ny * 512), -512, 511);
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int inz = clamp(int(nz * 512), -512, 511);
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int inw = 0;
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packedNormal = (inw << 30) | ((inz & 1023) << 20) | ((iny & 1023) << 10) | (inx & 1023);
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}
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};
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class FModelRenderer;
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class IModelVertexBuffer
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{
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public:
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virtual ~IModelVertexBuffer() { }
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virtual FModelVertex *LockVertexBuffer(unsigned int size) = 0;
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virtual void UnlockVertexBuffer() = 0;
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virtual unsigned int *LockIndexBuffer(unsigned int size) = 0;
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virtual void UnlockIndexBuffer() = 0;
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virtual void SetupFrame(FModelRenderer *renderer, unsigned int frame1, unsigned int frame2, unsigned int size) = 0;
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};
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class FModelVertexBuffer : public FVertexBuffer, public IModelVertexBuffer
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{
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int mIndexFrame[2];
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@ -330,7 +288,6 @@ public:
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void BindVBO() override;
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};
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#define VMO ((FModelVertex*)NULL)
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#define VSO ((FSkyVertex*)NULL)
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#endif
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@ -22,7 +22,7 @@
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/*
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** gl_models.cpp
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**
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** General model handling code
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** OpenGL renderer model handling code
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**
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**/
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@ -53,233 +53,7 @@
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#include "gl/renderer/gl_renderstate.h"
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#include "gl/shaders/gl_shader.h"
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CVAR(Bool, gl_interpolate_model_frames, true, CVAR_ARCHIVE)
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CVAR(Bool, gl_light_models, true, CVAR_ARCHIVE)
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EXTERN_CVAR(Int, gl_fogmode)
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extern TDeletingArray<FVoxel *> Voxels;
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extern TDeletingArray<FVoxelDef *> VoxelDefs;
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DeletingModelArray Models;
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void FModelRenderer::RenderModel(float x, float y, float z, FSpriteModelFrame *smf, AActor *actor)
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{
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// Setup transformation.
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int translation = 0;
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if (!(smf->flags & MDL_IGNORETRANSLATION))
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translation = actor->Translation;
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// y scale for a sprite means height, i.e. z in the world!
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float scaleFactorX = actor->Scale.X * smf->xscale;
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float scaleFactorY = actor->Scale.X * smf->yscale;
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float scaleFactorZ = actor->Scale.Y * smf->zscale;
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float pitch = 0;
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float roll = 0;
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double rotateOffset = 0;
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float angle = actor->Angles.Yaw.Degrees;
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// [BB] Workaround for the missing pitch information.
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if ((smf->flags & MDL_PITCHFROMMOMENTUM))
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{
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const double x = actor->Vel.X;
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const double y = actor->Vel.Y;
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const double z = actor->Vel.Z;
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if (actor->Vel.LengthSquared() > EQUAL_EPSILON)
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{
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// [BB] Calculate the pitch using spherical coordinates.
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if (z || x || y) pitch = float(atan(z / sqrt(x*x + y*y)) / M_PI * 180);
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// Correcting pitch if model is moving backwards
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if (fabs(x) > EQUAL_EPSILON || fabs(y) > EQUAL_EPSILON)
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{
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if ((x * cos(angle * M_PI / 180) + y * sin(angle * M_PI / 180)) / sqrt(x * x + y * y) < 0) pitch *= -1;
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}
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else pitch = fabs(pitch);
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}
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}
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if (smf->flags & MDL_ROTATING)
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{
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const double time = smf->rotationSpeed*GetTimeFloat() / 200.;
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rotateOffset = double((time - xs_FloorToInt(time)) *360.);
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}
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// Added MDL_USEACTORPITCH and MDL_USEACTORROLL flags processing.
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// If both flags MDL_USEACTORPITCH and MDL_PITCHFROMMOMENTUM are set, the pitch sums up the actor pitch and the velocity vector pitch.
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if (smf->flags & MDL_USEACTORPITCH)
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{
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double d = actor->Angles.Pitch.Degrees;
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if (smf->flags & MDL_BADROTATION) pitch += d;
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else pitch -= d;
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}
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if (smf->flags & MDL_USEACTORROLL) roll += actor->Angles.Roll.Degrees;
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VSMatrix objectToWorldMatrix;
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objectToWorldMatrix.loadIdentity();
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// Model space => World space
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objectToWorldMatrix.translate(x, z, y);
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// [Nash] take SpriteRotation into account
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angle += actor->SpriteRotation.Degrees;
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if (actor->renderflags & RF_INTERPOLATEANGLES)
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{
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// [Nash] use interpolated angles
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DRotator Angles = actor->InterpolatedAngles(r_viewpoint.TicFrac);
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angle = Angles.Yaw.Degrees;
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}
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// Applying model transformations:
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// 1) Applying actor angle, pitch and roll to the model
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objectToWorldMatrix.rotate(-angle, 0, 1, 0);
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objectToWorldMatrix.rotate(pitch, 0, 0, 1);
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objectToWorldMatrix.rotate(-roll, 1, 0, 0);
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// 2) Applying Doomsday like rotation of the weapon pickup models
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// The rotation angle is based on the elapsed time.
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if (smf->flags & MDL_ROTATING)
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{
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objectToWorldMatrix.translate(smf->rotationCenterX, smf->rotationCenterY, smf->rotationCenterZ);
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objectToWorldMatrix.rotate(rotateOffset, smf->xrotate, smf->yrotate, smf->zrotate);
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objectToWorldMatrix.translate(-smf->rotationCenterX, -smf->rotationCenterY, -smf->rotationCenterZ);
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}
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// 3) Scaling model.
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objectToWorldMatrix.scale(scaleFactorX, scaleFactorZ, scaleFactorY);
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// 4) Aplying model offsets (model offsets do not depend on model scalings).
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objectToWorldMatrix.translate(smf->xoffset / smf->xscale, smf->zoffset / smf->zscale, smf->yoffset / smf->yscale);
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// 5) Applying model rotations.
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objectToWorldMatrix.rotate(-smf->angleoffset, 0, 1, 0);
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objectToWorldMatrix.rotate(smf->pitchoffset, 0, 0, 1);
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objectToWorldMatrix.rotate(-smf->rolloffset, 1, 0, 0);
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// consider the pixel stretching. For non-voxels this must be factored out here
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float stretch = (smf->modelIDs[0] != -1 ? Models[smf->modelIDs[0]]->getAspectFactor() : 1.f) / level.info->pixelstretch;
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objectToWorldMatrix.scale(1, stretch, 1);
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BeginDrawModel(actor, smf, objectToWorldMatrix);
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RenderFrameModels(smf, actor->state, actor->tics, actor->GetClass(), nullptr, translation);
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EndDrawModel(actor, smf);
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}
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void FModelRenderer::RenderHUDModel(DPSprite *psp, float ofsX, float ofsY)
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{
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AActor * playermo = players[consoleplayer].camera;
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FSpriteModelFrame *smf = gl_FindModelFrame(playermo->player->ReadyWeapon->GetClass(), psp->GetState()->sprite, psp->GetState()->GetFrame(), false);
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// [BB] No model found for this sprite, so we can't render anything.
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if (smf == nullptr)
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return;
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// The model position and orientation has to be drawn independently from the position of the player,
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// but we need to position it correctly in the world for light to work properly.
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VSMatrix objectToWorldMatrix = GetViewToWorldMatrix();
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// Scaling model (y scale for a sprite means height, i.e. z in the world!).
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objectToWorldMatrix.scale(smf->xscale, smf->zscale, smf->yscale);
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// Aplying model offsets (model offsets do not depend on model scalings).
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objectToWorldMatrix.translate(smf->xoffset / smf->xscale, smf->zoffset / smf->zscale, smf->yoffset / smf->yscale);
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// [BB] Weapon bob, very similar to the normal Doom weapon bob.
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objectToWorldMatrix.rotate(ofsX / 4, 0, 1, 0);
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objectToWorldMatrix.rotate((ofsY - WEAPONTOP) / -4., 1, 0, 0);
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// [BB] For some reason the jDoom models need to be rotated.
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objectToWorldMatrix.rotate(90.f, 0, 1, 0);
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// Applying angleoffset, pitchoffset, rolloffset.
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objectToWorldMatrix.rotate(-smf->angleoffset, 0, 1, 0);
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objectToWorldMatrix.rotate(smf->pitchoffset, 0, 0, 1);
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objectToWorldMatrix.rotate(-smf->rolloffset, 1, 0, 0);
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BeginDrawHUDModel(playermo, objectToWorldMatrix);
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RenderFrameModels(smf, psp->GetState(), psp->GetTics(), playermo->player->ReadyWeapon->GetClass(), nullptr, 0);
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EndDrawHUDModel(playermo);
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}
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void FModelRenderer::RenderFrameModels(const FSpriteModelFrame *smf,
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const FState *curState,
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const int curTics,
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const PClass *ti,
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Matrix3x4 *normaltransform,
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int translation)
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{
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// [BB] Frame interpolation: Find the FSpriteModelFrame smfNext which follows after smf in the animation
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// and the scalar value inter ( element of [0,1) ), both necessary to determine the interpolated frame.
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FSpriteModelFrame * smfNext = nullptr;
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double inter = 0.;
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if (gl_interpolate_model_frames && !(smf->flags & MDL_NOINTERPOLATION))
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{
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FState *nextState = curState->GetNextState();
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if (curState != nextState && nextState)
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{
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// [BB] To interpolate at more than 35 fps we take tic fractions into account.
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float ticFraction = 0.;
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// [BB] In case the tic counter is frozen we have to leave ticFraction at zero.
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if (ConsoleState == c_up && menuactive != MENU_On && !(level.flags2 & LEVEL2_FROZEN))
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{
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double time = GetTimeFloat();
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ticFraction = (time - static_cast<int>(time));
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}
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inter = static_cast<double>(curState->Tics - curTics - ticFraction) / static_cast<double>(curState->Tics);
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// [BB] For some actors (e.g. ZPoisonShroom) spr->actor->tics can be bigger than curState->Tics.
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// In this case inter is negative and we need to set it to zero.
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if (inter < 0.)
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inter = 0.;
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else
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{
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// [BB] Workaround for actors that use the same frame twice in a row.
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// Most of the standard Doom monsters do this in their see state.
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if ((smf->flags & MDL_INTERPOLATEDOUBLEDFRAMES))
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{
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const FState *prevState = curState - 1;
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if ((curState->sprite == prevState->sprite) && (curState->Frame == prevState->Frame))
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{
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inter /= 2.;
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inter += 0.5;
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}
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if ((curState->sprite == nextState->sprite) && (curState->Frame == nextState->Frame))
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{
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inter /= 2.;
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nextState = nextState->GetNextState();
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}
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}
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if (inter != 0.0)
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smfNext = gl_FindModelFrame(ti, nextState->sprite, nextState->Frame, false);
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}
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}
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}
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for (int i = 0; i<MAX_MODELS_PER_FRAME; i++)
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{
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if (smf->modelIDs[i] != -1)
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{
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FModel * mdl = Models[smf->modelIDs[i]];
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FTexture *tex = smf->skinIDs[i].isValid() ? TexMan(smf->skinIDs[i]) : nullptr;
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mdl->BuildVertexBuffer(this);
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SetVertexBuffer(mdl->mVBuf);
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mdl->PushSpriteMDLFrame(smf, i);
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if (smfNext && smf->modelframes[i] != smfNext->modelframes[i])
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mdl->RenderFrame(this, tex, smf->modelframes[i], smfNext->modelframes[i], inter, translation);
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else
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mdl->RenderFrame(this, tex, smf->modelframes[i], smf->modelframes[i], 0.f, translation);
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ResetVertexBuffer();
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}
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}
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}
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/////////////////////////////////////////////////////////////////////////////
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extern int modellightindex;
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@ -387,26 +161,6 @@ double FGLModelRenderer::GetTimeFloat()
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return (float)I_msTime() * (float)TICRATE / 1000.0f;
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}
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/////////////////////////////////////////////////////////////////////////////
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void gl_LoadModels()
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{
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/*
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for (int i = Models.Size() - 1; i >= 0; i--)
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{
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Models[i]->BuildVertexBuffer();
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}
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*/
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}
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void gl_FlushModels()
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{
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for (int i = Models.Size() - 1; i >= 0; i--)
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{
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Models[i]->DestroyVertexBuffer();
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}
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}
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//===========================================================================
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//
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// Uses a hardware buffer if either single frame (i.e. no interpolation needed)
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@ -600,583 +354,6 @@ void FModelVertexBuffer::SetupFrame(FModelRenderer *renderer, unsigned int frame
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}
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}
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//===========================================================================
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//
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// FModel::~FModel
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//
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//===========================================================================
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FModel::~FModel()
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{
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if (mVBuf != nullptr) delete mVBuf;
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}
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static TArray<FSpriteModelFrame> SpriteModelFrames;
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static int * SpriteModelHash;
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//TArray<FStateModelFrame> StateModelFrames;
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static void DeleteModelHash()
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{
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if (SpriteModelHash != nullptr) delete [] SpriteModelHash;
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SpriteModelHash = nullptr;
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}
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//===========================================================================
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//
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// FindGFXFile
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//
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//===========================================================================
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static int FindGFXFile(FString & fn)
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{
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int lump = Wads.CheckNumForFullName(fn); // if we find something that matches the name plus the extension, return it and do not enter the substitution logic below.
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if (lump != -1) return lump;
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int best = -1;
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int dot = fn.LastIndexOf('.');
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int slash = fn.LastIndexOf('/');
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if (dot > slash) fn.Truncate(dot);
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static const char * extensions[] = { ".png", ".jpg", ".tga", ".pcx", nullptr };
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for (const char ** extp=extensions; *extp; extp++)
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{
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int lump = Wads.CheckNumForFullName(fn + *extp);
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if (lump >= best) best = lump;
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}
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return best;
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}
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//===========================================================================
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//
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// LoadSkin
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//
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//===========================================================================
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FTextureID LoadSkin(const char * path, const char * fn)
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{
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FString buffer;
|
||||
|
||||
buffer.Format("%s%s", path, fn);
|
||||
|
||||
int texlump = FindGFXFile(buffer);
|
||||
const char * const texname = texlump < 0 ? fn : Wads.GetLumpFullName(texlump);
|
||||
return TexMan.CheckForTexture(texname, FTexture::TEX_Any, FTextureManager::TEXMAN_TryAny);
|
||||
}
|
||||
|
||||
//===========================================================================
|
||||
//
|
||||
// ModelFrameHash
|
||||
//
|
||||
//===========================================================================
|
||||
|
||||
static int ModelFrameHash(FSpriteModelFrame * smf)
|
||||
{
|
||||
const uint32_t *table = GetCRCTable ();
|
||||
uint32_t hash = 0xffffffff;
|
||||
|
||||
const char * s = (const char *)(&smf->type); // this uses type, sprite and frame for hashing
|
||||
const char * se= (const char *)(&smf->hashnext);
|
||||
|
||||
for (; s<se; s++)
|
||||
{
|
||||
hash = CRC1 (hash, *s, table);
|
||||
}
|
||||
return hash ^ 0xffffffff;
|
||||
}
|
||||
|
||||
//===========================================================================
|
||||
//
|
||||
// FindModel
|
||||
//
|
||||
//===========================================================================
|
||||
|
||||
static unsigned FindModel(const char * path, const char * modelfile)
|
||||
{
|
||||
FModel * model = nullptr;
|
||||
FString fullname;
|
||||
|
||||
fullname.Format("%s%s", path, modelfile);
|
||||
int lump = Wads.CheckNumForFullName(fullname);
|
||||
|
||||
if (lump<0)
|
||||
{
|
||||
Printf("FindModel: '%s' not found\n", fullname.GetChars());
|
||||
return -1;
|
||||
}
|
||||
|
||||
for(unsigned i = 0; i< Models.Size(); i++)
|
||||
{
|
||||
if (!Models[i]->mFileName.CompareNoCase(fullname)) return i;
|
||||
}
|
||||
|
||||
int len = Wads.LumpLength(lump);
|
||||
FMemLump lumpd = Wads.ReadLump(lump);
|
||||
char * buffer = (char*)lumpd.GetMem();
|
||||
|
||||
if (!memcmp(buffer, "DMDM", 4))
|
||||
{
|
||||
model = new FDMDModel;
|
||||
}
|
||||
else if (!memcmp(buffer, "IDP2", 4))
|
||||
{
|
||||
model = new FMD2Model;
|
||||
}
|
||||
else if (!memcmp(buffer, "IDP3", 4))
|
||||
{
|
||||
model = new FMD3Model;
|
||||
}
|
||||
|
||||
if (model != nullptr)
|
||||
{
|
||||
if (!model->Load(path, lump, buffer, len))
|
||||
{
|
||||
delete model;
|
||||
return -1;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
// try loading as a voxel
|
||||
FVoxel *voxel = R_LoadKVX(lump);
|
||||
if (voxel != nullptr)
|
||||
{
|
||||
model = new FVoxelModel(voxel, true);
|
||||
}
|
||||
else
|
||||
{
|
||||
Printf("LoadModel: Unknown model format in '%s'\n", fullname.GetChars());
|
||||
return -1;
|
||||
}
|
||||
}
|
||||
// The vertex buffer cannot be initialized here because this gets called before OpenGL is initialized
|
||||
model->mFileName = fullname;
|
||||
return Models.Push(model);
|
||||
}
|
||||
|
||||
//===========================================================================
|
||||
//
|
||||
// gl_InitModels
|
||||
//
|
||||
//===========================================================================
|
||||
|
||||
void gl_InitModels()
|
||||
{
|
||||
int Lump, lastLump;
|
||||
FString path;
|
||||
int index, surface;
|
||||
int i;
|
||||
|
||||
FSpriteModelFrame smf;
|
||||
|
||||
lastLump = 0;
|
||||
|
||||
for(unsigned i=0;i<Models.Size();i++)
|
||||
{
|
||||
delete Models[i];
|
||||
}
|
||||
Models.Clear();
|
||||
SpriteModelFrames.Clear();
|
||||
DeleteModelHash();
|
||||
|
||||
// First, create models for each voxel
|
||||
for (unsigned i = 0; i < Voxels.Size(); i++)
|
||||
{
|
||||
FVoxelModel *md = new FVoxelModel(Voxels[i], false);
|
||||
Voxels[i]->VoxelIndex = Models.Push(md);
|
||||
}
|
||||
// now create GL model frames for the voxeldefs
|
||||
for (unsigned i = 0; i < VoxelDefs.Size(); i++)
|
||||
{
|
||||
FVoxelModel *md = (FVoxelModel*)Models[VoxelDefs[i]->Voxel->VoxelIndex];
|
||||
memset(&smf, 0, sizeof(smf));
|
||||
smf.modelIDs[1] = smf.modelIDs[2] = smf.modelIDs[3] = -1;
|
||||
smf.modelIDs[0] = VoxelDefs[i]->Voxel->VoxelIndex;
|
||||
smf.skinIDs[0] = md->GetPaletteTexture();
|
||||
smf.xscale = smf.yscale = smf.zscale = VoxelDefs[i]->Scale;
|
||||
smf.angleoffset = VoxelDefs[i]->AngleOffset.Degrees;
|
||||
if (VoxelDefs[i]->PlacedSpin != 0)
|
||||
{
|
||||
smf.yrotate = 1.f;
|
||||
smf.rotationSpeed = VoxelDefs[i]->PlacedSpin / 55.55f;
|
||||
smf.flags |= MDL_ROTATING;
|
||||
}
|
||||
VoxelDefs[i]->VoxeldefIndex = SpriteModelFrames.Push(smf);
|
||||
if (VoxelDefs[i]->PlacedSpin != VoxelDefs[i]->DroppedSpin)
|
||||
{
|
||||
if (VoxelDefs[i]->DroppedSpin != 0)
|
||||
{
|
||||
smf.yrotate = 1.f;
|
||||
smf.rotationSpeed = VoxelDefs[i]->DroppedSpin / 55.55f;
|
||||
smf.flags |= MDL_ROTATING;
|
||||
}
|
||||
else
|
||||
{
|
||||
smf.yrotate = 0;
|
||||
smf.rotationSpeed = 0;
|
||||
smf.flags &= ~MDL_ROTATING;
|
||||
}
|
||||
SpriteModelFrames.Push(smf);
|
||||
}
|
||||
}
|
||||
|
||||
memset(&smf, 0, sizeof(smf));
|
||||
smf.modelIDs[0] = smf.modelIDs[1] = smf.modelIDs[2] = smf.modelIDs[3] = -1;
|
||||
while ((Lump = Wads.FindLump("MODELDEF", &lastLump)) != -1)
|
||||
{
|
||||
FScanner sc(Lump);
|
||||
while (sc.GetString())
|
||||
{
|
||||
if (sc.Compare("model"))
|
||||
{
|
||||
path = "";
|
||||
sc.MustGetString();
|
||||
memset(&smf, 0, sizeof(smf));
|
||||
smf.modelIDs[0] = smf.modelIDs[1] = smf.modelIDs[2] = smf.modelIDs[3] = -1;
|
||||
smf.xscale=smf.yscale=smf.zscale=1.f;
|
||||
|
||||
smf.type = PClass::FindClass(sc.String);
|
||||
if (!smf.type || smf.type->Defaults == nullptr)
|
||||
{
|
||||
sc.ScriptError("MODELDEF: Unknown actor type '%s'\n", sc.String);
|
||||
}
|
||||
sc.MustGetStringName("{");
|
||||
while (!sc.CheckString("}"))
|
||||
{
|
||||
sc.MustGetString();
|
||||
if (sc.Compare("path"))
|
||||
{
|
||||
sc.MustGetString();
|
||||
FixPathSeperator(sc.String);
|
||||
path = sc.String;
|
||||
if (path[(int)path.Len()-1]!='/') path+='/';
|
||||
}
|
||||
else if (sc.Compare("model"))
|
||||
{
|
||||
sc.MustGetNumber();
|
||||
index = sc.Number;
|
||||
if (index < 0 || index >= MAX_MODELS_PER_FRAME)
|
||||
{
|
||||
sc.ScriptError("Too many models in %s", smf.type->TypeName.GetChars());
|
||||
}
|
||||
sc.MustGetString();
|
||||
FixPathSeperator(sc.String);
|
||||
smf.modelIDs[index] = FindModel(path.GetChars(), sc.String);
|
||||
if (smf.modelIDs[index] == -1)
|
||||
{
|
||||
Printf("%s: model not found in %s\n", sc.String, path.GetChars());
|
||||
}
|
||||
}
|
||||
else if (sc.Compare("scale"))
|
||||
{
|
||||
sc.MustGetFloat();
|
||||
smf.xscale = sc.Float;
|
||||
sc.MustGetFloat();
|
||||
smf.yscale = sc.Float;
|
||||
sc.MustGetFloat();
|
||||
smf.zscale = sc.Float;
|
||||
}
|
||||
// [BB] Added zoffset reading.
|
||||
// Now it must be considered deprecated.
|
||||
else if (sc.Compare("zoffset"))
|
||||
{
|
||||
sc.MustGetFloat();
|
||||
smf.zoffset=sc.Float;
|
||||
}
|
||||
// Offset reading.
|
||||
else if (sc.Compare("offset"))
|
||||
{
|
||||
sc.MustGetFloat();
|
||||
smf.xoffset = sc.Float;
|
||||
sc.MustGetFloat();
|
||||
smf.yoffset = sc.Float;
|
||||
sc.MustGetFloat();
|
||||
smf.zoffset = sc.Float;
|
||||
}
|
||||
// angleoffset, pitchoffset and rolloffset reading.
|
||||
else if (sc.Compare("angleoffset"))
|
||||
{
|
||||
sc.MustGetFloat();
|
||||
smf.angleoffset = sc.Float;
|
||||
}
|
||||
else if (sc.Compare("pitchoffset"))
|
||||
{
|
||||
sc.MustGetFloat();
|
||||
smf.pitchoffset = sc.Float;
|
||||
}
|
||||
else if (sc.Compare("rolloffset"))
|
||||
{
|
||||
sc.MustGetFloat();
|
||||
smf.rolloffset = sc.Float;
|
||||
}
|
||||
// [BB] Added model flags reading.
|
||||
else if (sc.Compare("ignoretranslation"))
|
||||
{
|
||||
smf.flags |= MDL_IGNORETRANSLATION;
|
||||
}
|
||||
else if (sc.Compare("pitchfrommomentum"))
|
||||
{
|
||||
smf.flags |= MDL_PITCHFROMMOMENTUM;
|
||||
}
|
||||
else if (sc.Compare("inheritactorpitch"))
|
||||
{
|
||||
smf.flags |= MDL_USEACTORPITCH | MDL_BADROTATION;
|
||||
}
|
||||
else if (sc.Compare("inheritactorroll"))
|
||||
{
|
||||
smf.flags |= MDL_USEACTORROLL;
|
||||
}
|
||||
else if (sc.Compare("useactorpitch"))
|
||||
{
|
||||
smf.flags |= MDL_USEACTORPITCH;
|
||||
}
|
||||
else if (sc.Compare("useactorroll"))
|
||||
{
|
||||
smf.flags |= MDL_USEACTORROLL;
|
||||
}
|
||||
else if (sc.Compare("rotating"))
|
||||
{
|
||||
smf.flags |= MDL_ROTATING;
|
||||
smf.xrotate = 0.;
|
||||
smf.yrotate = 1.;
|
||||
smf.zrotate = 0.;
|
||||
smf.rotationCenterX = 0.;
|
||||
smf.rotationCenterY = 0.;
|
||||
smf.rotationCenterZ = 0.;
|
||||
smf.rotationSpeed = 1.;
|
||||
}
|
||||
else if (sc.Compare("rotation-speed"))
|
||||
{
|
||||
sc.MustGetFloat();
|
||||
smf.rotationSpeed = sc.Float;
|
||||
}
|
||||
else if (sc.Compare("rotation-vector"))
|
||||
{
|
||||
sc.MustGetFloat();
|
||||
smf.xrotate = sc.Float;
|
||||
sc.MustGetFloat();
|
||||
smf.yrotate = sc.Float;
|
||||
sc.MustGetFloat();
|
||||
smf.zrotate = sc.Float;
|
||||
}
|
||||
else if (sc.Compare("rotation-center"))
|
||||
{
|
||||
sc.MustGetFloat();
|
||||
smf.rotationCenterX = sc.Float;
|
||||
sc.MustGetFloat();
|
||||
smf.rotationCenterY = sc.Float;
|
||||
sc.MustGetFloat();
|
||||
smf.rotationCenterZ = sc.Float;
|
||||
}
|
||||
else if (sc.Compare("interpolatedoubledframes"))
|
||||
{
|
||||
smf.flags |= MDL_INTERPOLATEDOUBLEDFRAMES;
|
||||
}
|
||||
else if (sc.Compare("nointerpolation"))
|
||||
{
|
||||
smf.flags |= MDL_NOINTERPOLATION;
|
||||
}
|
||||
else if (sc.Compare("skin"))
|
||||
{
|
||||
sc.MustGetNumber();
|
||||
index=sc.Number;
|
||||
if (index<0 || index>=MAX_MODELS_PER_FRAME)
|
||||
{
|
||||
sc.ScriptError("Too many models in %s", smf.type->TypeName.GetChars());
|
||||
}
|
||||
sc.MustGetString();
|
||||
FixPathSeperator(sc.String);
|
||||
if (sc.Compare(""))
|
||||
{
|
||||
smf.skinIDs[index]=FNullTextureID();
|
||||
}
|
||||
else
|
||||
{
|
||||
smf.skinIDs[index] = LoadSkin(path.GetChars(), sc.String);
|
||||
if (!smf.skinIDs[index].isValid())
|
||||
{
|
||||
Printf("Skin '%s' not found in '%s'\n",
|
||||
sc.String, smf.type->TypeName.GetChars());
|
||||
}
|
||||
}
|
||||
}
|
||||
else if (sc.Compare("surfaceskin"))
|
||||
{
|
||||
sc.MustGetNumber();
|
||||
index = sc.Number;
|
||||
sc.MustGetNumber();
|
||||
surface = sc.Number;
|
||||
|
||||
if (index<0 || index >= MAX_MODELS_PER_FRAME)
|
||||
{
|
||||
sc.ScriptError("Too many models in %s", smf.type->TypeName.GetChars());
|
||||
}
|
||||
|
||||
if (surface<0 || surface >= MD3_MAX_SURFACES)
|
||||
{
|
||||
sc.ScriptError("Invalid MD3 Surface %d in %s", MD3_MAX_SURFACES, smf.type->TypeName.GetChars());
|
||||
}
|
||||
|
||||
sc.MustGetString();
|
||||
FixPathSeperator(sc.String);
|
||||
if (sc.Compare(""))
|
||||
{
|
||||
smf.surfaceskinIDs[index][surface] = FNullTextureID();
|
||||
}
|
||||
else
|
||||
{
|
||||
smf.surfaceskinIDs[index][surface] = LoadSkin(path.GetChars(), sc.String);
|
||||
if (!smf.surfaceskinIDs[index][surface].isValid())
|
||||
{
|
||||
Printf("Surface Skin '%s' not found in '%s'\n",
|
||||
sc.String, smf.type->TypeName.GetChars());
|
||||
}
|
||||
}
|
||||
}
|
||||
else if (sc.Compare("frameindex") || sc.Compare("frame"))
|
||||
{
|
||||
bool isframe=!!sc.Compare("frame");
|
||||
|
||||
sc.MustGetString();
|
||||
smf.sprite = -1;
|
||||
for (i = 0; i < (int)sprites.Size (); ++i)
|
||||
{
|
||||
if (strnicmp (sprites[i].name, sc.String, 4) == 0)
|
||||
{
|
||||
if (sprites[i].numframes==0)
|
||||
{
|
||||
//sc.ScriptError("Sprite %s has no frames", sc.String);
|
||||
}
|
||||
smf.sprite = i;
|
||||
break;
|
||||
}
|
||||
}
|
||||
if (smf.sprite==-1)
|
||||
{
|
||||
sc.ScriptError("Unknown sprite %s in model definition for %s", sc.String, smf.type->TypeName.GetChars());
|
||||
}
|
||||
|
||||
sc.MustGetString();
|
||||
FString framechars = sc.String;
|
||||
|
||||
sc.MustGetNumber();
|
||||
index=sc.Number;
|
||||
if (index<0 || index>=MAX_MODELS_PER_FRAME)
|
||||
{
|
||||
sc.ScriptError("Too many models in %s", smf.type->TypeName.GetChars());
|
||||
}
|
||||
if (isframe)
|
||||
{
|
||||
sc.MustGetString();
|
||||
if (smf.modelIDs[index] != -1)
|
||||
{
|
||||
FModel *model = Models[smf.modelIDs[index]];
|
||||
smf.modelframes[index] = model->FindFrame(sc.String);
|
||||
if (smf.modelframes[index]==-1) sc.ScriptError("Unknown frame '%s' in %s", sc.String, smf.type->TypeName.GetChars());
|
||||
}
|
||||
else smf.modelframes[index] = -1;
|
||||
}
|
||||
else
|
||||
{
|
||||
sc.MustGetNumber();
|
||||
smf.modelframes[index] = sc.Number;
|
||||
}
|
||||
|
||||
for(i=0; framechars[i]>0; i++)
|
||||
{
|
||||
char map[29]={0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0};
|
||||
int c = toupper(framechars[i])-'A';
|
||||
|
||||
if (c<0 || c>=29)
|
||||
{
|
||||
sc.ScriptError("Invalid frame character %c found", c+'A');
|
||||
}
|
||||
if (map[c]) continue;
|
||||
smf.frame=c;
|
||||
SpriteModelFrames.Push(smf);
|
||||
GetDefaultByType(smf.type)->hasmodel = true;
|
||||
map[c]=1;
|
||||
}
|
||||
}
|
||||
else if (sc.Compare("dontcullbackfaces"))
|
||||
{
|
||||
smf.flags |= MDL_DONTCULLBACKFACES;
|
||||
}
|
||||
else
|
||||
{
|
||||
sc.ScriptMessage("Unrecognized string \"%s\"", sc.String);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// create a hash table for quick access
|
||||
SpriteModelHash = new int[SpriteModelFrames.Size ()];
|
||||
atterm(DeleteModelHash);
|
||||
memset(SpriteModelHash, 0xff, SpriteModelFrames.Size () * sizeof(int));
|
||||
|
||||
for (i = 0; i < (int)SpriteModelFrames.Size (); i++)
|
||||
{
|
||||
int j = ModelFrameHash(&SpriteModelFrames[i]) % SpriteModelFrames.Size ();
|
||||
|
||||
SpriteModelFrames[i].hashnext = SpriteModelHash[j];
|
||||
SpriteModelHash[j]=i;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
//===========================================================================
|
||||
//
|
||||
// gl_FindModelFrame
|
||||
//
|
||||
//===========================================================================
|
||||
EXTERN_CVAR (Bool, r_drawvoxels)
|
||||
|
||||
FSpriteModelFrame * gl_FindModelFrame(const PClass * ti, int sprite, int frame, bool dropped)
|
||||
{
|
||||
if (GetDefaultByType(ti)->hasmodel)
|
||||
{
|
||||
FSpriteModelFrame smf;
|
||||
|
||||
memset(&smf, 0, sizeof(smf));
|
||||
smf.type=ti;
|
||||
smf.sprite=sprite;
|
||||
smf.frame=frame;
|
||||
|
||||
int hash = SpriteModelHash[ModelFrameHash(&smf) % SpriteModelFrames.Size()];
|
||||
|
||||
while (hash>=0)
|
||||
{
|
||||
FSpriteModelFrame * smff = &SpriteModelFrames[hash];
|
||||
if (smff->type==ti && smff->sprite==sprite && smff->frame==frame) return smff;
|
||||
hash=smff->hashnext;
|
||||
}
|
||||
}
|
||||
|
||||
// Check for voxel replacements
|
||||
if (r_drawvoxels)
|
||||
{
|
||||
spritedef_t *sprdef = &sprites[sprite];
|
||||
if (frame < sprdef->numframes)
|
||||
{
|
||||
spriteframe_t *sprframe = &SpriteFrames[sprdef->spriteframes + frame];
|
||||
if (sprframe->Voxel != nullptr)
|
||||
{
|
||||
int index = sprframe->Voxel->VoxeldefIndex;
|
||||
if (dropped && sprframe->Voxel->DroppedSpin !=sprframe->Voxel->PlacedSpin) index++;
|
||||
return &SpriteModelFrames[index];
|
||||
}
|
||||
}
|
||||
}
|
||||
return nullptr;
|
||||
}
|
||||
|
||||
|
||||
//===========================================================================
|
||||
//
|
||||
// gl_RenderModel
|
||||
|
@ -1200,25 +377,3 @@ void gl_RenderHUDModel(DPSprite *psp, float ofsX, float ofsY)
|
|||
FGLModelRenderer renderer;
|
||||
renderer.RenderHUDModel(psp, ofsX, ofsY);
|
||||
}
|
||||
|
||||
//===========================================================================
|
||||
//
|
||||
// gl_IsHUDModelForPlayerAvailable
|
||||
//
|
||||
//===========================================================================
|
||||
|
||||
bool gl_IsHUDModelForPlayerAvailable (player_t * player)
|
||||
{
|
||||
if (player == nullptr || player->ReadyWeapon == nullptr)
|
||||
return false;
|
||||
|
||||
DPSprite *psp = player->FindPSprite(PSP_WEAPON);
|
||||
|
||||
if (psp == nullptr || psp->GetState() == nullptr)
|
||||
return false;
|
||||
|
||||
FState* state = psp->GetState();
|
||||
FSpriteModelFrame *smf = gl_FindModelFrame(player->ReadyWeapon->GetClass(), state->sprite, state->GetFrame(), false);
|
||||
return ( smf != nullptr );
|
||||
}
|
||||
|
||||
|
|
|
@ -20,62 +20,14 @@
|
|||
//--------------------------------------------------------------------------
|
||||
//
|
||||
|
||||
#ifndef __GL_MODELS_H_
|
||||
#define __GL_MODELS_H_
|
||||
#pragma once
|
||||
|
||||
#include "tarray.h"
|
||||
#include "gl/utility/gl_geometric.h"
|
||||
#include "gl/data/gl_vertexbuffer.h"
|
||||
#include "p_pspr.h"
|
||||
#include "r_data/voxels.h"
|
||||
|
||||
|
||||
#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 FModelRenderer
|
||||
{
|
||||
public:
|
||||
virtual ~FModelRenderer() { }
|
||||
|
||||
void RenderModel(float x, float y, float z, FSpriteModelFrame *modelframe, AActor *actor);
|
||||
void RenderHUDModel(DPSprite *psp, float ofsx, float ofsy);
|
||||
|
||||
virtual void BeginDrawModel(AActor *actor, FSpriteModelFrame *smf, const VSMatrix &objectToWorldMatrix) = 0;
|
||||
virtual void EndDrawModel(AActor *actor, FSpriteModelFrame *smf) = 0;
|
||||
|
||||
virtual IModelVertexBuffer *CreateVertexBuffer(bool needindex, bool singleframe) = 0;
|
||||
|
||||
virtual void SetVertexBuffer(IModelVertexBuffer *buffer) = 0;
|
||||
virtual void ResetVertexBuffer() = 0;
|
||||
|
||||
virtual VSMatrix GetViewToWorldMatrix() = 0;
|
||||
|
||||
virtual void BeginDrawHUDModel(AActor *actor, const VSMatrix &objectToWorldMatrix) = 0;
|
||||
virtual void EndDrawHUDModel(AActor *actor) = 0;
|
||||
|
||||
virtual void SetInterpolation(double interpolation) = 0;
|
||||
virtual void SetMaterial(FTexture *skin, int clampmode, int translation) = 0;
|
||||
virtual void DrawArrays(int primitiveType, int start, int count) = 0;
|
||||
virtual void DrawElements(int primitiveType, int numIndices, int elementType, size_t offset) = 0;
|
||||
|
||||
virtual double GetTimeFloat() = 0;
|
||||
|
||||
private:
|
||||
void RenderFrameModels(const FSpriteModelFrame *smf, const FState *curState, const int curTics, const PClass *ti, Matrix3x4 *normaltransform, int translation);
|
||||
};
|
||||
#include "models/models.h"
|
||||
|
||||
class FGLModelRenderer : public FModelRenderer
|
||||
{
|
||||
|
@ -95,382 +47,5 @@ public:
|
|||
double GetTimeFloat() override;
|
||||
};
|
||||
|
||||
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(FModelRenderer *renderer, FTexture * skin, int frame, int frame2, double inter, int translation=0) = 0;
|
||||
virtual void BuildVertexBuffer(FModelRenderer *renderer) = 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; };
|
||||
|
||||
IModelVertexBuffer *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(FModelRenderer *renderer, FTexture * skin, int frame, int frame2, double inter, int translation=0);
|
||||
virtual void LoadGeometry();
|
||||
virtual void AddSkins(uint8_t *hitlist);
|
||||
|
||||
void UnloadGeometry();
|
||||
void BuildVertexBuffer(FModelRenderer *renderer);
|
||||
|
||||
};
|
||||
|
||||
// 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;
|
||||
UnloadGeometry();
|
||||
}
|
||||
|
||||
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;
|
||||
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(FModelRenderer *renderer, FTexture * skin, int frame, int frame2, double inter, int translation=0);
|
||||
void LoadGeometry();
|
||||
void BuildVertexBuffer(FModelRenderer *renderer);
|
||||
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(FModelRenderer *renderer, FTexture * skin, int frame, int frame2, double inter, int translation=0);
|
||||
virtual void AddSkins(uint8_t *hitlist);
|
||||
FTextureID GetPaletteTexture() const { return mPalette; }
|
||||
void BuildVertexBuffer(FModelRenderer *renderer);
|
||||
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;
|
||||
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
|
||||
|
|
877
src/models/models.cpp
Normal file
877
src/models/models.cpp
Normal file
|
@ -0,0 +1,877 @@
|
|||
//
|
||||
//---------------------------------------------------------------------------
|
||||
//
|
||||
// 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/
|
||||
//
|
||||
//--------------------------------------------------------------------------
|
||||
//
|
||||
/*
|
||||
** gl_models.cpp
|
||||
**
|
||||
** General model handling code
|
||||
**
|
||||
**/
|
||||
|
||||
#include "gl/system/gl_system.h"
|
||||
#include "w_wad.h"
|
||||
#include "cmdlib.h"
|
||||
#include "sc_man.h"
|
||||
#include "m_crc32.h"
|
||||
#include "c_console.h"
|
||||
#include "g_game.h"
|
||||
#include "doomstat.h"
|
||||
#include "g_level.h"
|
||||
#include "r_state.h"
|
||||
#include "d_player.h"
|
||||
#include "g_levellocals.h"
|
||||
#include "r_utility.h"
|
||||
#include "i_time.h"
|
||||
#include "models/models.h"
|
||||
|
||||
CVAR(Bool, gl_interpolate_model_frames, true, CVAR_ARCHIVE)
|
||||
EXTERN_CVAR(Bool, r_drawvoxels)
|
||||
|
||||
extern TDeletingArray<FVoxel *> Voxels;
|
||||
extern TDeletingArray<FVoxelDef *> VoxelDefs;
|
||||
|
||||
DeletingModelArray Models;
|
||||
|
||||
void FModelRenderer::RenderModel(float x, float y, float z, FSpriteModelFrame *smf, AActor *actor)
|
||||
{
|
||||
// Setup transformation.
|
||||
|
||||
int translation = 0;
|
||||
if (!(smf->flags & MDL_IGNORETRANSLATION))
|
||||
translation = actor->Translation;
|
||||
|
||||
// y scale for a sprite means height, i.e. z in the world!
|
||||
float scaleFactorX = actor->Scale.X * smf->xscale;
|
||||
float scaleFactorY = actor->Scale.X * smf->yscale;
|
||||
float scaleFactorZ = actor->Scale.Y * smf->zscale;
|
||||
float pitch = 0;
|
||||
float roll = 0;
|
||||
double rotateOffset = 0;
|
||||
float angle = actor->Angles.Yaw.Degrees;
|
||||
|
||||
// [BB] Workaround for the missing pitch information.
|
||||
if ((smf->flags & MDL_PITCHFROMMOMENTUM))
|
||||
{
|
||||
const double x = actor->Vel.X;
|
||||
const double y = actor->Vel.Y;
|
||||
const double z = actor->Vel.Z;
|
||||
|
||||
if (actor->Vel.LengthSquared() > EQUAL_EPSILON)
|
||||
{
|
||||
// [BB] Calculate the pitch using spherical coordinates.
|
||||
if (z || x || y) pitch = float(atan(z / sqrt(x*x + y*y)) / M_PI * 180);
|
||||
|
||||
// Correcting pitch if model is moving backwards
|
||||
if (fabs(x) > EQUAL_EPSILON || fabs(y) > EQUAL_EPSILON)
|
||||
{
|
||||
if ((x * cos(angle * M_PI / 180) + y * sin(angle * M_PI / 180)) / sqrt(x * x + y * y) < 0) pitch *= -1;
|
||||
}
|
||||
else pitch = fabs(pitch);
|
||||
}
|
||||
}
|
||||
|
||||
if (smf->flags & MDL_ROTATING)
|
||||
{
|
||||
const double time = smf->rotationSpeed*GetTimeFloat() / 200.;
|
||||
rotateOffset = double((time - xs_FloorToInt(time)) *360.);
|
||||
}
|
||||
|
||||
// Added MDL_USEACTORPITCH and MDL_USEACTORROLL flags processing.
|
||||
// If both flags MDL_USEACTORPITCH and MDL_PITCHFROMMOMENTUM are set, the pitch sums up the actor pitch and the velocity vector pitch.
|
||||
if (smf->flags & MDL_USEACTORPITCH)
|
||||
{
|
||||
double d = actor->Angles.Pitch.Degrees;
|
||||
if (smf->flags & MDL_BADROTATION) pitch += d;
|
||||
else pitch -= d;
|
||||
}
|
||||
if (smf->flags & MDL_USEACTORROLL) roll += actor->Angles.Roll.Degrees;
|
||||
|
||||
VSMatrix objectToWorldMatrix;
|
||||
objectToWorldMatrix.loadIdentity();
|
||||
|
||||
// Model space => World space
|
||||
objectToWorldMatrix.translate(x, z, y);
|
||||
|
||||
// [Nash] take SpriteRotation into account
|
||||
angle += actor->SpriteRotation.Degrees;
|
||||
|
||||
if (actor->renderflags & RF_INTERPOLATEANGLES)
|
||||
{
|
||||
// [Nash] use interpolated angles
|
||||
DRotator Angles = actor->InterpolatedAngles(r_viewpoint.TicFrac);
|
||||
angle = Angles.Yaw.Degrees;
|
||||
}
|
||||
|
||||
// Applying model transformations:
|
||||
// 1) Applying actor angle, pitch and roll to the model
|
||||
objectToWorldMatrix.rotate(-angle, 0, 1, 0);
|
||||
objectToWorldMatrix.rotate(pitch, 0, 0, 1);
|
||||
objectToWorldMatrix.rotate(-roll, 1, 0, 0);
|
||||
|
||||
// 2) Applying Doomsday like rotation of the weapon pickup models
|
||||
// The rotation angle is based on the elapsed time.
|
||||
|
||||
if (smf->flags & MDL_ROTATING)
|
||||
{
|
||||
objectToWorldMatrix.translate(smf->rotationCenterX, smf->rotationCenterY, smf->rotationCenterZ);
|
||||
objectToWorldMatrix.rotate(rotateOffset, smf->xrotate, smf->yrotate, smf->zrotate);
|
||||
objectToWorldMatrix.translate(-smf->rotationCenterX, -smf->rotationCenterY, -smf->rotationCenterZ);
|
||||
}
|
||||
|
||||
// 3) Scaling model.
|
||||
objectToWorldMatrix.scale(scaleFactorX, scaleFactorZ, scaleFactorY);
|
||||
|
||||
// 4) Aplying model offsets (model offsets do not depend on model scalings).
|
||||
objectToWorldMatrix.translate(smf->xoffset / smf->xscale, smf->zoffset / smf->zscale, smf->yoffset / smf->yscale);
|
||||
|
||||
// 5) Applying model rotations.
|
||||
objectToWorldMatrix.rotate(-smf->angleoffset, 0, 1, 0);
|
||||
objectToWorldMatrix.rotate(smf->pitchoffset, 0, 0, 1);
|
||||
objectToWorldMatrix.rotate(-smf->rolloffset, 1, 0, 0);
|
||||
|
||||
// consider the pixel stretching. For non-voxels this must be factored out here
|
||||
float stretch = (smf->modelIDs[0] != -1 ? Models[smf->modelIDs[0]]->getAspectFactor() : 1.f) / level.info->pixelstretch;
|
||||
objectToWorldMatrix.scale(1, stretch, 1);
|
||||
|
||||
BeginDrawModel(actor, smf, objectToWorldMatrix);
|
||||
RenderFrameModels(smf, actor->state, actor->tics, actor->GetClass(), nullptr, translation);
|
||||
EndDrawModel(actor, smf);
|
||||
}
|
||||
|
||||
void FModelRenderer::RenderHUDModel(DPSprite *psp, float ofsX, float ofsY)
|
||||
{
|
||||
AActor * playermo = players[consoleplayer].camera;
|
||||
FSpriteModelFrame *smf = gl_FindModelFrame(playermo->player->ReadyWeapon->GetClass(), psp->GetState()->sprite, psp->GetState()->GetFrame(), false);
|
||||
|
||||
// [BB] No model found for this sprite, so we can't render anything.
|
||||
if (smf == nullptr)
|
||||
return;
|
||||
|
||||
// The model position and orientation has to be drawn independently from the position of the player,
|
||||
// but we need to position it correctly in the world for light to work properly.
|
||||
VSMatrix objectToWorldMatrix = GetViewToWorldMatrix();
|
||||
|
||||
// Scaling model (y scale for a sprite means height, i.e. z in the world!).
|
||||
objectToWorldMatrix.scale(smf->xscale, smf->zscale, smf->yscale);
|
||||
|
||||
// Aplying model offsets (model offsets do not depend on model scalings).
|
||||
objectToWorldMatrix.translate(smf->xoffset / smf->xscale, smf->zoffset / smf->zscale, smf->yoffset / smf->yscale);
|
||||
|
||||
// [BB] Weapon bob, very similar to the normal Doom weapon bob.
|
||||
objectToWorldMatrix.rotate(ofsX / 4, 0, 1, 0);
|
||||
objectToWorldMatrix.rotate((ofsY - WEAPONTOP) / -4., 1, 0, 0);
|
||||
|
||||
// [BB] For some reason the jDoom models need to be rotated.
|
||||
objectToWorldMatrix.rotate(90.f, 0, 1, 0);
|
||||
|
||||
// Applying angleoffset, pitchoffset, rolloffset.
|
||||
objectToWorldMatrix.rotate(-smf->angleoffset, 0, 1, 0);
|
||||
objectToWorldMatrix.rotate(smf->pitchoffset, 0, 0, 1);
|
||||
objectToWorldMatrix.rotate(-smf->rolloffset, 1, 0, 0);
|
||||
|
||||
BeginDrawHUDModel(playermo, objectToWorldMatrix);
|
||||
RenderFrameModels(smf, psp->GetState(), psp->GetTics(), playermo->player->ReadyWeapon->GetClass(), nullptr, 0);
|
||||
EndDrawHUDModel(playermo);
|
||||
}
|
||||
|
||||
void FModelRenderer::RenderFrameModels(const FSpriteModelFrame *smf,
|
||||
const FState *curState,
|
||||
const int curTics,
|
||||
const PClass *ti,
|
||||
Matrix3x4 *normaltransform,
|
||||
int translation)
|
||||
{
|
||||
// [BB] Frame interpolation: Find the FSpriteModelFrame smfNext which follows after smf in the animation
|
||||
// and the scalar value inter ( element of [0,1) ), both necessary to determine the interpolated frame.
|
||||
FSpriteModelFrame * smfNext = nullptr;
|
||||
double inter = 0.;
|
||||
if (gl_interpolate_model_frames && !(smf->flags & MDL_NOINTERPOLATION))
|
||||
{
|
||||
FState *nextState = curState->GetNextState();
|
||||
if (curState != nextState && nextState)
|
||||
{
|
||||
// [BB] To interpolate at more than 35 fps we take tic fractions into account.
|
||||
float ticFraction = 0.;
|
||||
// [BB] In case the tic counter is frozen we have to leave ticFraction at zero.
|
||||
if (ConsoleState == c_up && menuactive != MENU_On && !(level.flags2 & LEVEL2_FROZEN))
|
||||
{
|
||||
double time = GetTimeFloat();
|
||||
ticFraction = (time - static_cast<int>(time));
|
||||
}
|
||||
inter = static_cast<double>(curState->Tics - curTics - ticFraction) / static_cast<double>(curState->Tics);
|
||||
|
||||
// [BB] For some actors (e.g. ZPoisonShroom) spr->actor->tics can be bigger than curState->Tics.
|
||||
// In this case inter is negative and we need to set it to zero.
|
||||
if (inter < 0.)
|
||||
inter = 0.;
|
||||
else
|
||||
{
|
||||
// [BB] Workaround for actors that use the same frame twice in a row.
|
||||
// Most of the standard Doom monsters do this in their see state.
|
||||
if ((smf->flags & MDL_INTERPOLATEDOUBLEDFRAMES))
|
||||
{
|
||||
const FState *prevState = curState - 1;
|
||||
if ((curState->sprite == prevState->sprite) && (curState->Frame == prevState->Frame))
|
||||
{
|
||||
inter /= 2.;
|
||||
inter += 0.5;
|
||||
}
|
||||
if ((curState->sprite == nextState->sprite) && (curState->Frame == nextState->Frame))
|
||||
{
|
||||
inter /= 2.;
|
||||
nextState = nextState->GetNextState();
|
||||
}
|
||||
}
|
||||
if (inter != 0.0)
|
||||
smfNext = gl_FindModelFrame(ti, nextState->sprite, nextState->Frame, false);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
for (int i = 0; i<MAX_MODELS_PER_FRAME; i++)
|
||||
{
|
||||
if (smf->modelIDs[i] != -1)
|
||||
{
|
||||
FModel * mdl = Models[smf->modelIDs[i]];
|
||||
FTexture *tex = smf->skinIDs[i].isValid() ? TexMan(smf->skinIDs[i]) : nullptr;
|
||||
mdl->BuildVertexBuffer(this);
|
||||
SetVertexBuffer(mdl->mVBuf);
|
||||
|
||||
mdl->PushSpriteMDLFrame(smf, i);
|
||||
|
||||
if (smfNext && smf->modelframes[i] != smfNext->modelframes[i])
|
||||
mdl->RenderFrame(this, tex, smf->modelframes[i], smfNext->modelframes[i], inter, translation);
|
||||
else
|
||||
mdl->RenderFrame(this, tex, smf->modelframes[i], smf->modelframes[i], 0.f, translation);
|
||||
|
||||
ResetVertexBuffer();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/////////////////////////////////////////////////////////////////////////////
|
||||
|
||||
void gl_LoadModels()
|
||||
{
|
||||
/*
|
||||
for (int i = Models.Size() - 1; i >= 0; i--)
|
||||
{
|
||||
Models[i]->BuildVertexBuffer();
|
||||
}
|
||||
*/
|
||||
}
|
||||
|
||||
void gl_FlushModels()
|
||||
{
|
||||
for (int i = Models.Size() - 1; i >= 0; i--)
|
||||
{
|
||||
Models[i]->DestroyVertexBuffer();
|
||||
}
|
||||
}
|
||||
|
||||
/////////////////////////////////////////////////////////////////////////////
|
||||
|
||||
FModel::~FModel()
|
||||
{
|
||||
if (mVBuf != nullptr) delete mVBuf;
|
||||
}
|
||||
|
||||
static TArray<FSpriteModelFrame> SpriteModelFrames;
|
||||
static int * SpriteModelHash;
|
||||
//TArray<FStateModelFrame> StateModelFrames;
|
||||
|
||||
static void DeleteModelHash()
|
||||
{
|
||||
if (SpriteModelHash != nullptr) delete [] SpriteModelHash;
|
||||
SpriteModelHash = nullptr;
|
||||
}
|
||||
|
||||
//===========================================================================
|
||||
//
|
||||
// FindGFXFile
|
||||
//
|
||||
//===========================================================================
|
||||
|
||||
static int FindGFXFile(FString & fn)
|
||||
{
|
||||
int lump = Wads.CheckNumForFullName(fn); // if we find something that matches the name plus the extension, return it and do not enter the substitution logic below.
|
||||
if (lump != -1) return lump;
|
||||
|
||||
int best = -1;
|
||||
int dot = fn.LastIndexOf('.');
|
||||
int slash = fn.LastIndexOf('/');
|
||||
if (dot > slash) fn.Truncate(dot);
|
||||
|
||||
static const char * extensions[] = { ".png", ".jpg", ".tga", ".pcx", nullptr };
|
||||
|
||||
for (const char ** extp=extensions; *extp; extp++)
|
||||
{
|
||||
int lump = Wads.CheckNumForFullName(fn + *extp);
|
||||
if (lump >= best) best = lump;
|
||||
}
|
||||
return best;
|
||||
}
|
||||
|
||||
|
||||
//===========================================================================
|
||||
//
|
||||
// LoadSkin
|
||||
//
|
||||
//===========================================================================
|
||||
|
||||
FTextureID LoadSkin(const char * path, const char * fn)
|
||||
{
|
||||
FString buffer;
|
||||
|
||||
buffer.Format("%s%s", path, fn);
|
||||
|
||||
int texlump = FindGFXFile(buffer);
|
||||
const char * const texname = texlump < 0 ? fn : Wads.GetLumpFullName(texlump);
|
||||
return TexMan.CheckForTexture(texname, FTexture::TEX_Any, FTextureManager::TEXMAN_TryAny);
|
||||
}
|
||||
|
||||
//===========================================================================
|
||||
//
|
||||
// ModelFrameHash
|
||||
//
|
||||
//===========================================================================
|
||||
|
||||
static int ModelFrameHash(FSpriteModelFrame * smf)
|
||||
{
|
||||
const uint32_t *table = GetCRCTable ();
|
||||
uint32_t hash = 0xffffffff;
|
||||
|
||||
const char * s = (const char *)(&smf->type); // this uses type, sprite and frame for hashing
|
||||
const char * se= (const char *)(&smf->hashnext);
|
||||
|
||||
for (; s<se; s++)
|
||||
{
|
||||
hash = CRC1 (hash, *s, table);
|
||||
}
|
||||
return hash ^ 0xffffffff;
|
||||
}
|
||||
|
||||
//===========================================================================
|
||||
//
|
||||
// FindModel
|
||||
//
|
||||
//===========================================================================
|
||||
|
||||
static unsigned FindModel(const char * path, const char * modelfile)
|
||||
{
|
||||
FModel * model = nullptr;
|
||||
FString fullname;
|
||||
|
||||
fullname.Format("%s%s", path, modelfile);
|
||||
int lump = Wads.CheckNumForFullName(fullname);
|
||||
|
||||
if (lump<0)
|
||||
{
|
||||
Printf("FindModel: '%s' not found\n", fullname.GetChars());
|
||||
return -1;
|
||||
}
|
||||
|
||||
for(unsigned i = 0; i< Models.Size(); i++)
|
||||
{
|
||||
if (!Models[i]->mFileName.CompareNoCase(fullname)) return i;
|
||||
}
|
||||
|
||||
int len = Wads.LumpLength(lump);
|
||||
FMemLump lumpd = Wads.ReadLump(lump);
|
||||
char * buffer = (char*)lumpd.GetMem();
|
||||
|
||||
if (!memcmp(buffer, "DMDM", 4))
|
||||
{
|
||||
model = new FDMDModel;
|
||||
}
|
||||
else if (!memcmp(buffer, "IDP2", 4))
|
||||
{
|
||||
model = new FMD2Model;
|
||||
}
|
||||
else if (!memcmp(buffer, "IDP3", 4))
|
||||
{
|
||||
model = new FMD3Model;
|
||||
}
|
||||
|
||||
if (model != nullptr)
|
||||
{
|
||||
if (!model->Load(path, lump, buffer, len))
|
||||
{
|
||||
delete model;
|
||||
return -1;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
// try loading as a voxel
|
||||
FVoxel *voxel = R_LoadKVX(lump);
|
||||
if (voxel != nullptr)
|
||||
{
|
||||
model = new FVoxelModel(voxel, true);
|
||||
}
|
||||
else
|
||||
{
|
||||
Printf("LoadModel: Unknown model format in '%s'\n", fullname.GetChars());
|
||||
return -1;
|
||||
}
|
||||
}
|
||||
// The vertex buffer cannot be initialized here because this gets called before OpenGL is initialized
|
||||
model->mFileName = fullname;
|
||||
return Models.Push(model);
|
||||
}
|
||||
|
||||
//===========================================================================
|
||||
//
|
||||
// gl_InitModels
|
||||
//
|
||||
//===========================================================================
|
||||
|
||||
void gl_InitModels()
|
||||
{
|
||||
int Lump, lastLump;
|
||||
FString path;
|
||||
int index, surface;
|
||||
int i;
|
||||
|
||||
FSpriteModelFrame smf;
|
||||
|
||||
lastLump = 0;
|
||||
|
||||
for(unsigned i=0;i<Models.Size();i++)
|
||||
{
|
||||
delete Models[i];
|
||||
}
|
||||
Models.Clear();
|
||||
SpriteModelFrames.Clear();
|
||||
DeleteModelHash();
|
||||
|
||||
// First, create models for each voxel
|
||||
for (unsigned i = 0; i < Voxels.Size(); i++)
|
||||
{
|
||||
FVoxelModel *md = new FVoxelModel(Voxels[i], false);
|
||||
Voxels[i]->VoxelIndex = Models.Push(md);
|
||||
}
|
||||
// now create GL model frames for the voxeldefs
|
||||
for (unsigned i = 0; i < VoxelDefs.Size(); i++)
|
||||
{
|
||||
FVoxelModel *md = (FVoxelModel*)Models[VoxelDefs[i]->Voxel->VoxelIndex];
|
||||
memset(&smf, 0, sizeof(smf));
|
||||
smf.modelIDs[1] = smf.modelIDs[2] = smf.modelIDs[3] = -1;
|
||||
smf.modelIDs[0] = VoxelDefs[i]->Voxel->VoxelIndex;
|
||||
smf.skinIDs[0] = md->GetPaletteTexture();
|
||||
smf.xscale = smf.yscale = smf.zscale = VoxelDefs[i]->Scale;
|
||||
smf.angleoffset = VoxelDefs[i]->AngleOffset.Degrees;
|
||||
if (VoxelDefs[i]->PlacedSpin != 0)
|
||||
{
|
||||
smf.yrotate = 1.f;
|
||||
smf.rotationSpeed = VoxelDefs[i]->PlacedSpin / 55.55f;
|
||||
smf.flags |= MDL_ROTATING;
|
||||
}
|
||||
VoxelDefs[i]->VoxeldefIndex = SpriteModelFrames.Push(smf);
|
||||
if (VoxelDefs[i]->PlacedSpin != VoxelDefs[i]->DroppedSpin)
|
||||
{
|
||||
if (VoxelDefs[i]->DroppedSpin != 0)
|
||||
{
|
||||
smf.yrotate = 1.f;
|
||||
smf.rotationSpeed = VoxelDefs[i]->DroppedSpin / 55.55f;
|
||||
smf.flags |= MDL_ROTATING;
|
||||
}
|
||||
else
|
||||
{
|
||||
smf.yrotate = 0;
|
||||
smf.rotationSpeed = 0;
|
||||
smf.flags &= ~MDL_ROTATING;
|
||||
}
|
||||
SpriteModelFrames.Push(smf);
|
||||
}
|
||||
}
|
||||
|
||||
memset(&smf, 0, sizeof(smf));
|
||||
smf.modelIDs[0] = smf.modelIDs[1] = smf.modelIDs[2] = smf.modelIDs[3] = -1;
|
||||
while ((Lump = Wads.FindLump("MODELDEF", &lastLump)) != -1)
|
||||
{
|
||||
FScanner sc(Lump);
|
||||
while (sc.GetString())
|
||||
{
|
||||
if (sc.Compare("model"))
|
||||
{
|
||||
path = "";
|
||||
sc.MustGetString();
|
||||
memset(&smf, 0, sizeof(smf));
|
||||
smf.modelIDs[0] = smf.modelIDs[1] = smf.modelIDs[2] = smf.modelIDs[3] = -1;
|
||||
smf.xscale=smf.yscale=smf.zscale=1.f;
|
||||
|
||||
smf.type = PClass::FindClass(sc.String);
|
||||
if (!smf.type || smf.type->Defaults == nullptr)
|
||||
{
|
||||
sc.ScriptError("MODELDEF: Unknown actor type '%s'\n", sc.String);
|
||||
}
|
||||
sc.MustGetStringName("{");
|
||||
while (!sc.CheckString("}"))
|
||||
{
|
||||
sc.MustGetString();
|
||||
if (sc.Compare("path"))
|
||||
{
|
||||
sc.MustGetString();
|
||||
FixPathSeperator(sc.String);
|
||||
path = sc.String;
|
||||
if (path[(int)path.Len()-1]!='/') path+='/';
|
||||
}
|
||||
else if (sc.Compare("model"))
|
||||
{
|
||||
sc.MustGetNumber();
|
||||
index = sc.Number;
|
||||
if (index < 0 || index >= MAX_MODELS_PER_FRAME)
|
||||
{
|
||||
sc.ScriptError("Too many models in %s", smf.type->TypeName.GetChars());
|
||||
}
|
||||
sc.MustGetString();
|
||||
FixPathSeperator(sc.String);
|
||||
smf.modelIDs[index] = FindModel(path.GetChars(), sc.String);
|
||||
if (smf.modelIDs[index] == -1)
|
||||
{
|
||||
Printf("%s: model not found in %s\n", sc.String, path.GetChars());
|
||||
}
|
||||
}
|
||||
else if (sc.Compare("scale"))
|
||||
{
|
||||
sc.MustGetFloat();
|
||||
smf.xscale = sc.Float;
|
||||
sc.MustGetFloat();
|
||||
smf.yscale = sc.Float;
|
||||
sc.MustGetFloat();
|
||||
smf.zscale = sc.Float;
|
||||
}
|
||||
// [BB] Added zoffset reading.
|
||||
// Now it must be considered deprecated.
|
||||
else if (sc.Compare("zoffset"))
|
||||
{
|
||||
sc.MustGetFloat();
|
||||
smf.zoffset=sc.Float;
|
||||
}
|
||||
// Offset reading.
|
||||
else if (sc.Compare("offset"))
|
||||
{
|
||||
sc.MustGetFloat();
|
||||
smf.xoffset = sc.Float;
|
||||
sc.MustGetFloat();
|
||||
smf.yoffset = sc.Float;
|
||||
sc.MustGetFloat();
|
||||
smf.zoffset = sc.Float;
|
||||
}
|
||||
// angleoffset, pitchoffset and rolloffset reading.
|
||||
else if (sc.Compare("angleoffset"))
|
||||
{
|
||||
sc.MustGetFloat();
|
||||
smf.angleoffset = sc.Float;
|
||||
}
|
||||
else if (sc.Compare("pitchoffset"))
|
||||
{
|
||||
sc.MustGetFloat();
|
||||
smf.pitchoffset = sc.Float;
|
||||
}
|
||||
else if (sc.Compare("rolloffset"))
|
||||
{
|
||||
sc.MustGetFloat();
|
||||
smf.rolloffset = sc.Float;
|
||||
}
|
||||
// [BB] Added model flags reading.
|
||||
else if (sc.Compare("ignoretranslation"))
|
||||
{
|
||||
smf.flags |= MDL_IGNORETRANSLATION;
|
||||
}
|
||||
else if (sc.Compare("pitchfrommomentum"))
|
||||
{
|
||||
smf.flags |= MDL_PITCHFROMMOMENTUM;
|
||||
}
|
||||
else if (sc.Compare("inheritactorpitch"))
|
||||
{
|
||||
smf.flags |= MDL_USEACTORPITCH | MDL_BADROTATION;
|
||||
}
|
||||
else if (sc.Compare("inheritactorroll"))
|
||||
{
|
||||
smf.flags |= MDL_USEACTORROLL;
|
||||
}
|
||||
else if (sc.Compare("useactorpitch"))
|
||||
{
|
||||
smf.flags |= MDL_USEACTORPITCH;
|
||||
}
|
||||
else if (sc.Compare("useactorroll"))
|
||||
{
|
||||
smf.flags |= MDL_USEACTORROLL;
|
||||
}
|
||||
else if (sc.Compare("rotating"))
|
||||
{
|
||||
smf.flags |= MDL_ROTATING;
|
||||
smf.xrotate = 0.;
|
||||
smf.yrotate = 1.;
|
||||
smf.zrotate = 0.;
|
||||
smf.rotationCenterX = 0.;
|
||||
smf.rotationCenterY = 0.;
|
||||
smf.rotationCenterZ = 0.;
|
||||
smf.rotationSpeed = 1.;
|
||||
}
|
||||
else if (sc.Compare("rotation-speed"))
|
||||
{
|
||||
sc.MustGetFloat();
|
||||
smf.rotationSpeed = sc.Float;
|
||||
}
|
||||
else if (sc.Compare("rotation-vector"))
|
||||
{
|
||||
sc.MustGetFloat();
|
||||
smf.xrotate = sc.Float;
|
||||
sc.MustGetFloat();
|
||||
smf.yrotate = sc.Float;
|
||||
sc.MustGetFloat();
|
||||
smf.zrotate = sc.Float;
|
||||
}
|
||||
else if (sc.Compare("rotation-center"))
|
||||
{
|
||||
sc.MustGetFloat();
|
||||
smf.rotationCenterX = sc.Float;
|
||||
sc.MustGetFloat();
|
||||
smf.rotationCenterY = sc.Float;
|
||||
sc.MustGetFloat();
|
||||
smf.rotationCenterZ = sc.Float;
|
||||
}
|
||||
else if (sc.Compare("interpolatedoubledframes"))
|
||||
{
|
||||
smf.flags |= MDL_INTERPOLATEDOUBLEDFRAMES;
|
||||
}
|
||||
else if (sc.Compare("nointerpolation"))
|
||||
{
|
||||
smf.flags |= MDL_NOINTERPOLATION;
|
||||
}
|
||||
else if (sc.Compare("skin"))
|
||||
{
|
||||
sc.MustGetNumber();
|
||||
index=sc.Number;
|
||||
if (index<0 || index>=MAX_MODELS_PER_FRAME)
|
||||
{
|
||||
sc.ScriptError("Too many models in %s", smf.type->TypeName.GetChars());
|
||||
}
|
||||
sc.MustGetString();
|
||||
FixPathSeperator(sc.String);
|
||||
if (sc.Compare(""))
|
||||
{
|
||||
smf.skinIDs[index]=FNullTextureID();
|
||||
}
|
||||
else
|
||||
{
|
||||
smf.skinIDs[index] = LoadSkin(path.GetChars(), sc.String);
|
||||
if (!smf.skinIDs[index].isValid())
|
||||
{
|
||||
Printf("Skin '%s' not found in '%s'\n",
|
||||
sc.String, smf.type->TypeName.GetChars());
|
||||
}
|
||||
}
|
||||
}
|
||||
else if (sc.Compare("surfaceskin"))
|
||||
{
|
||||
sc.MustGetNumber();
|
||||
index = sc.Number;
|
||||
sc.MustGetNumber();
|
||||
surface = sc.Number;
|
||||
|
||||
if (index<0 || index >= MAX_MODELS_PER_FRAME)
|
||||
{
|
||||
sc.ScriptError("Too many models in %s", smf.type->TypeName.GetChars());
|
||||
}
|
||||
|
||||
if (surface<0 || surface >= MD3_MAX_SURFACES)
|
||||
{
|
||||
sc.ScriptError("Invalid MD3 Surface %d in %s", MD3_MAX_SURFACES, smf.type->TypeName.GetChars());
|
||||
}
|
||||
|
||||
sc.MustGetString();
|
||||
FixPathSeperator(sc.String);
|
||||
if (sc.Compare(""))
|
||||
{
|
||||
smf.surfaceskinIDs[index][surface] = FNullTextureID();
|
||||
}
|
||||
else
|
||||
{
|
||||
smf.surfaceskinIDs[index][surface] = LoadSkin(path.GetChars(), sc.String);
|
||||
if (!smf.surfaceskinIDs[index][surface].isValid())
|
||||
{
|
||||
Printf("Surface Skin '%s' not found in '%s'\n",
|
||||
sc.String, smf.type->TypeName.GetChars());
|
||||
}
|
||||
}
|
||||
}
|
||||
else if (sc.Compare("frameindex") || sc.Compare("frame"))
|
||||
{
|
||||
bool isframe=!!sc.Compare("frame");
|
||||
|
||||
sc.MustGetString();
|
||||
smf.sprite = -1;
|
||||
for (i = 0; i < (int)sprites.Size (); ++i)
|
||||
{
|
||||
if (strnicmp (sprites[i].name, sc.String, 4) == 0)
|
||||
{
|
||||
if (sprites[i].numframes==0)
|
||||
{
|
||||
//sc.ScriptError("Sprite %s has no frames", sc.String);
|
||||
}
|
||||
smf.sprite = i;
|
||||
break;
|
||||
}
|
||||
}
|
||||
if (smf.sprite==-1)
|
||||
{
|
||||
sc.ScriptError("Unknown sprite %s in model definition for %s", sc.String, smf.type->TypeName.GetChars());
|
||||
}
|
||||
|
||||
sc.MustGetString();
|
||||
FString framechars = sc.String;
|
||||
|
||||
sc.MustGetNumber();
|
||||
index=sc.Number;
|
||||
if (index<0 || index>=MAX_MODELS_PER_FRAME)
|
||||
{
|
||||
sc.ScriptError("Too many models in %s", smf.type->TypeName.GetChars());
|
||||
}
|
||||
if (isframe)
|
||||
{
|
||||
sc.MustGetString();
|
||||
if (smf.modelIDs[index] != -1)
|
||||
{
|
||||
FModel *model = Models[smf.modelIDs[index]];
|
||||
smf.modelframes[index] = model->FindFrame(sc.String);
|
||||
if (smf.modelframes[index]==-1) sc.ScriptError("Unknown frame '%s' in %s", sc.String, smf.type->TypeName.GetChars());
|
||||
}
|
||||
else smf.modelframes[index] = -1;
|
||||
}
|
||||
else
|
||||
{
|
||||
sc.MustGetNumber();
|
||||
smf.modelframes[index] = sc.Number;
|
||||
}
|
||||
|
||||
for(i=0; framechars[i]>0; i++)
|
||||
{
|
||||
char map[29]={0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0};
|
||||
int c = toupper(framechars[i])-'A';
|
||||
|
||||
if (c<0 || c>=29)
|
||||
{
|
||||
sc.ScriptError("Invalid frame character %c found", c+'A');
|
||||
}
|
||||
if (map[c]) continue;
|
||||
smf.frame=c;
|
||||
SpriteModelFrames.Push(smf);
|
||||
GetDefaultByType(smf.type)->hasmodel = true;
|
||||
map[c]=1;
|
||||
}
|
||||
}
|
||||
else if (sc.Compare("dontcullbackfaces"))
|
||||
{
|
||||
smf.flags |= MDL_DONTCULLBACKFACES;
|
||||
}
|
||||
else
|
||||
{
|
||||
sc.ScriptMessage("Unrecognized string \"%s\"", sc.String);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// create a hash table for quick access
|
||||
SpriteModelHash = new int[SpriteModelFrames.Size ()];
|
||||
atterm(DeleteModelHash);
|
||||
memset(SpriteModelHash, 0xff, SpriteModelFrames.Size () * sizeof(int));
|
||||
|
||||
for (i = 0; i < (int)SpriteModelFrames.Size (); i++)
|
||||
{
|
||||
int j = ModelFrameHash(&SpriteModelFrames[i]) % SpriteModelFrames.Size ();
|
||||
|
||||
SpriteModelFrames[i].hashnext = SpriteModelHash[j];
|
||||
SpriteModelHash[j]=i;
|
||||
}
|
||||
}
|
||||
|
||||
//===========================================================================
|
||||
//
|
||||
// gl_FindModelFrame
|
||||
//
|
||||
//===========================================================================
|
||||
|
||||
FSpriteModelFrame * gl_FindModelFrame(const PClass * ti, int sprite, int frame, bool dropped)
|
||||
{
|
||||
if (GetDefaultByType(ti)->hasmodel)
|
||||
{
|
||||
FSpriteModelFrame smf;
|
||||
|
||||
memset(&smf, 0, sizeof(smf));
|
||||
smf.type=ti;
|
||||
smf.sprite=sprite;
|
||||
smf.frame=frame;
|
||||
|
||||
int hash = SpriteModelHash[ModelFrameHash(&smf) % SpriteModelFrames.Size()];
|
||||
|
||||
while (hash>=0)
|
||||
{
|
||||
FSpriteModelFrame * smff = &SpriteModelFrames[hash];
|
||||
if (smff->type==ti && smff->sprite==sprite && smff->frame==frame) return smff;
|
||||
hash=smff->hashnext;
|
||||
}
|
||||
}
|
||||
|
||||
// Check for voxel replacements
|
||||
if (r_drawvoxels)
|
||||
{
|
||||
spritedef_t *sprdef = &sprites[sprite];
|
||||
if (frame < sprdef->numframes)
|
||||
{
|
||||
spriteframe_t *sprframe = &SpriteFrames[sprdef->spriteframes + frame];
|
||||
if (sprframe->Voxel != nullptr)
|
||||
{
|
||||
int index = sprframe->Voxel->VoxeldefIndex;
|
||||
if (dropped && sprframe->Voxel->DroppedSpin !=sprframe->Voxel->PlacedSpin) index++;
|
||||
return &SpriteModelFrames[index];
|
||||
}
|
||||
}
|
||||
}
|
||||
return nullptr;
|
||||
}
|
||||
|
||||
//===========================================================================
|
||||
//
|
||||
// gl_IsHUDModelForPlayerAvailable
|
||||
//
|
||||
//===========================================================================
|
||||
|
||||
bool gl_IsHUDModelForPlayerAvailable (player_t * player)
|
||||
{
|
||||
if (player == nullptr || player->ReadyWeapon == nullptr)
|
||||
return false;
|
||||
|
||||
DPSprite *psp = player->FindPSprite(PSP_WEAPON);
|
||||
|
||||
if (psp == nullptr || psp->GetState() == nullptr)
|
||||
return false;
|
||||
|
||||
FState* state = psp->GetState();
|
||||
FSpriteModelFrame *smf = gl_FindModelFrame(player->ReadyWeapon->GetClass(), state->sprite, state->GetFrame(), false);
|
||||
return ( smf != nullptr );
|
||||
}
|
||||
|
497
src/models/models.h
Normal file
497
src/models/models.h
Normal file
|
@ -0,0 +1,497 @@
|
|||
//
|
||||
//---------------------------------------------------------------------------
|
||||
//
|
||||
// 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"
|
||||
#include "gl/data/gl_matrix.h"
|
||||
#include "actor.h"
|
||||
#include "dobject.h"
|
||||
#include "p_pspr.h"
|
||||
#include "r_data/voxels.h"
|
||||
#include "info.h"
|
||||
|
||||
#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);
|
||||
|
||||
struct FSpriteModelFrame;
|
||||
class IModelVertexBuffer;
|
||||
|
||||
class FModelRenderer
|
||||
{
|
||||
public:
|
||||
virtual ~FModelRenderer() { }
|
||||
|
||||
void RenderModel(float x, float y, float z, FSpriteModelFrame *modelframe, AActor *actor);
|
||||
void RenderHUDModel(DPSprite *psp, float ofsx, float ofsy);
|
||||
|
||||
virtual void BeginDrawModel(AActor *actor, FSpriteModelFrame *smf, const VSMatrix &objectToWorldMatrix) = 0;
|
||||
virtual void EndDrawModel(AActor *actor, FSpriteModelFrame *smf) = 0;
|
||||
|
||||
virtual IModelVertexBuffer *CreateVertexBuffer(bool needindex, bool singleframe) = 0;
|
||||
|
||||
virtual void SetVertexBuffer(IModelVertexBuffer *buffer) = 0;
|
||||
virtual void ResetVertexBuffer() = 0;
|
||||
|
||||
virtual VSMatrix GetViewToWorldMatrix() = 0;
|
||||
|
||||
virtual void BeginDrawHUDModel(AActor *actor, const VSMatrix &objectToWorldMatrix) = 0;
|
||||
virtual void EndDrawHUDModel(AActor *actor) = 0;
|
||||
|
||||
virtual void SetInterpolation(double interpolation) = 0;
|
||||
virtual void SetMaterial(FTexture *skin, int clampmode, int translation) = 0;
|
||||
virtual void DrawArrays(int primitiveType, int start, int count) = 0;
|
||||
virtual void DrawElements(int primitiveType, int numIndices, int elementType, size_t offset) = 0;
|
||||
|
||||
virtual double GetTimeFloat() = 0;
|
||||
|
||||
private:
|
||||
void RenderFrameModels(const FSpriteModelFrame *smf, const FState *curState, const int curTics, const PClass *ti, Matrix3x4 *normaltransform, int translation);
|
||||
};
|
||||
|
||||
struct FModelVertex
|
||||
{
|
||||
float x, y, z; // world position
|
||||
float u, v; // texture coordinates
|
||||
unsigned packedNormal; // normal vector as GL_INT_2_10_10_10_REV.
|
||||
|
||||
void Set(float xx, float yy, float zz, float uu, float vv)
|
||||
{
|
||||
x = xx;
|
||||
y = yy;
|
||||
z = zz;
|
||||
u = uu;
|
||||
v = vv;
|
||||
}
|
||||
|
||||
void SetNormal(float nx, float ny, float nz)
|
||||
{
|
||||
int inx = clamp(int(nx * 512), -512, 511);
|
||||
int iny = clamp(int(ny * 512), -512, 511);
|
||||
int inz = clamp(int(nz * 512), -512, 511);
|
||||
int inw = 0;
|
||||
packedNormal = (inw << 30) | ((inz & 1023) << 20) | ((iny & 1023) << 10) | (inx & 1023);
|
||||
}
|
||||
};
|
||||
|
||||
#define VMO ((FModelVertex*)NULL)
|
||||
|
||||
class FModelRenderer;
|
||||
|
||||
class IModelVertexBuffer
|
||||
{
|
||||
public:
|
||||
virtual ~IModelVertexBuffer() { }
|
||||
|
||||
virtual FModelVertex *LockVertexBuffer(unsigned int size) = 0;
|
||||
virtual void UnlockVertexBuffer() = 0;
|
||||
|
||||
virtual unsigned int *LockIndexBuffer(unsigned int size) = 0;
|
||||
virtual void UnlockIndexBuffer() = 0;
|
||||
|
||||
virtual void SetupFrame(FModelRenderer *renderer, unsigned int frame1, unsigned int frame2, unsigned int size) = 0;
|
||||
};
|
||||
|
||||
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(FModelRenderer *renderer, FTexture * skin, int frame, int frame2, double inter, int translation=0) = 0;
|
||||
virtual void BuildVertexBuffer(FModelRenderer *renderer) = 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; };
|
||||
|
||||
IModelVertexBuffer *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(FModelRenderer *renderer, FTexture * skin, int frame, int frame2, double inter, int translation=0);
|
||||
virtual void LoadGeometry();
|
||||
virtual void AddSkins(uint8_t *hitlist);
|
||||
|
||||
void UnloadGeometry();
|
||||
void BuildVertexBuffer(FModelRenderer *renderer);
|
||||
|
||||
};
|
||||
|
||||
// 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;
|
||||
UnloadGeometry();
|
||||
}
|
||||
|
||||
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;
|
||||
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(FModelRenderer *renderer, FTexture * skin, int frame, int frame2, double inter, int translation=0);
|
||||
void LoadGeometry();
|
||||
void BuildVertexBuffer(FModelRenderer *renderer);
|
||||
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(FModelRenderer *renderer, FTexture * skin, int frame, int frame2, double inter, int translation=0);
|
||||
virtual void AddSkins(uint8_t *hitlist);
|
||||
FTextureID GetPaletteTexture() const { return mPalette; }
|
||||
void BuildVertexBuffer(FModelRenderer *renderer);
|
||||
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;
|
||||
float angleoffset;
|
||||
// added pithoffset, rolloffset.
|
||||
float pitchoffset, rolloffset; // I don't want to bother with type transformations, so I made this variables float.
|
||||
};
|
||||
|
||||
FSpriteModelFrame * gl_FindModelFrame(const PClass * ti, int sprite, int frame, bool dropped);
|
||||
|
||||
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
|
|
@ -20,25 +20,19 @@
|
|||
//--------------------------------------------------------------------------
|
||||
//
|
||||
/*
|
||||
** gl_models.cpp
|
||||
** models.cpp
|
||||
**
|
||||
** MD2/DMD model format code
|
||||
**
|
||||
**/
|
||||
|
||||
#include "gl/system/gl_system.h"
|
||||
#include "gl/system/gl_system.h" // for GL_TRIANGLES
|
||||
#include "w_wad.h"
|
||||
#include "cmdlib.h"
|
||||
#include "sc_man.h"
|
||||
#include "m_crc32.h"
|
||||
|
||||
#include "gl/renderer/gl_renderer.h"
|
||||
#include "gl/renderer/gl_renderstate.h"
|
||||
#include "gl/scene/gl_drawinfo.h"
|
||||
#include "gl/models/gl_models.h"
|
||||
#include "gl/textures/gl_material.h"
|
||||
#include "gl/shaders/gl_shader.h"
|
||||
#include "gl/data/gl_vertexbuffer.h"
|
||||
#include "models/models.h"
|
||||
#include "gl/textures/gl_material.h" // for CLAMP_NONE
|
||||
|
||||
static float avertexnormals[NUMVERTEXNORMALS][3] = {
|
||||
#include "tab_anorms.h"
|
|
@ -20,18 +20,13 @@
|
|||
//--------------------------------------------------------------------------
|
||||
//
|
||||
|
||||
#include "gl/system/gl_system.h"
|
||||
#include "gl/system/gl_system.h" // for GL_TRIANGLES
|
||||
#include "w_wad.h"
|
||||
#include "cmdlib.h"
|
||||
#include "sc_man.h"
|
||||
#include "m_crc32.h"
|
||||
|
||||
#include "gl/renderer/gl_renderstate.h"
|
||||
#include "gl/renderer/gl_renderer.h"
|
||||
#include "gl/scene/gl_drawinfo.h"
|
||||
#include "gl/models/gl_models.h"
|
||||
#include "gl/textures/gl_material.h"
|
||||
#include "gl/shaders/gl_shader.h"
|
||||
#include "models/models.h"
|
||||
#include "gl/textures/gl_material.h" // for CLAMP_NONE
|
||||
|
||||
#define MAX_QPATH 64
|
||||
|
|
@ -26,7 +26,7 @@
|
|||
**
|
||||
**/
|
||||
|
||||
#include "gl/system/gl_system.h"
|
||||
#include "gl/system/gl_system.h" // for GL_TRIANGLES
|
||||
#include "w_wad.h"
|
||||
#include "cmdlib.h"
|
||||
#include "sc_man.h"
|
||||
|
@ -38,17 +38,8 @@
|
|||
#include "colormatcher.h"
|
||||
#include "textures/bitmap.h"
|
||||
#include "g_levellocals.h"
|
||||
//#include "gl/gl_intern.h"
|
||||
|
||||
#include "gl/system/gl_interface.h"
|
||||
#include "gl/renderer/gl_renderer.h"
|
||||
#include "gl/data/gl_vertexbuffer.h"
|
||||
#include "gl/scene/gl_drawinfo.h"
|
||||
#include "gl/models/gl_models.h"
|
||||
#include "gl/textures/gl_material.h"
|
||||
#include "gl/utility/gl_geometric.h"
|
||||
#include "gl/utility/gl_convert.h"
|
||||
#include "gl/renderer/gl_renderstate.h"
|
||||
#include "models.h"
|
||||
#include "gl/textures/gl_material.h" // for CLAMP_NONE
|
||||
|
||||
//===========================================================================
|
||||
//
|
Loading…
Reference in a new issue