mirror of
https://github.com/ZDoom/gzdoom-gles.git
synced 2024-11-28 23:11:58 +00:00
- separated models.cpp as well into engine and game parts.
This commit is contained in:
parent
46d263b5a8
commit
d6dca40cb7
5 changed files with 245 additions and 196 deletions
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@ -783,7 +783,6 @@ set( FASTMATH_SOURCES
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rendering/hwrenderer/scene/hw_walls.cpp
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rendering/hwrenderer/scene/hw_walls_vertex.cpp
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rendering/hwrenderer/scene/hw_weapon.cpp
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r_data/models/models.cpp
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common/utility/matrix.cpp
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)
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@ -1007,6 +1006,8 @@ set (PCH_SOURCES
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r_data/models/models_voxel.cpp
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r_data/models/models_ue1.cpp
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r_data/models/models_obj.cpp
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r_data/models/models.cpp
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r_data/models/model.cpp
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scripting/vmiterators.cpp
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scripting/vmthunks.cpp
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scripting/vmthunks_actors.cpp
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236
src/r_data/models/model.cpp
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236
src/r_data/models/model.cpp
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@ -0,0 +1,236 @@
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//
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//---------------------------------------------------------------------------
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//
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// Copyright(C) 2005-2016 Christoph Oelckers
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// All rights reserved.
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//
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU Lesser General Public License as published by
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// the Free Software Foundation, either version 3 of the License, or
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// (at your option) any later version.
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//
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU Lesser General Public License for more details.
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//
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// You should have received a copy of the GNU Lesser General Public License
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// along with this program. If not, see http://www.gnu.org/licenses/
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//
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//--------------------------------------------------------------------------
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//
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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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**
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**/
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#include "filesystem.h"
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#include "cmdlib.h"
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#include "sc_man.h"
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#include "m_crc32.h"
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#include "printf.h"
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#include "r_data/models/models.h"
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#include "r_data/models/model_ue1.h"
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#include "r_data/models/model_obj.h"
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#include "r_data/models/model_md2.h"
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#include "r_data/models/model_md3.h"
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#include "r_data/models/model_kvx.h"
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#include "i_time.h"
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#include "texturemanager.h"
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#include "modelrenderer.h"
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TDeletingArray<FModel*> Models;
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TArray<FSpriteModelFrame> SpriteModelFrames;
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/////////////////////////////////////////////////////////////////////////////
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void 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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FModel::FModel()
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{
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for (int i = 0; i < NumModelRendererTypes; i++)
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mVBuf[i] = nullptr;
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}
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FModel::~FModel()
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{
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DestroyVertexBuffer();
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}
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void FModel::DestroyVertexBuffer()
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{
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for (int i = 0; i < NumModelRendererTypes; i++)
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{
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delete mVBuf[i];
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mVBuf[i] = nullptr;
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}
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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 = fileSystem.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 = fileSystem.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;
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buffer.Format("%s%s", path, fn);
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int texlump = FindGFXFile(buffer);
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const char * const texname = texlump < 0 ? fn : fileSystem.GetFileFullName(texlump);
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return TexMan.CheckForTexture(texname, ETextureType::Any, FTextureManager::TEXMAN_TryAny);
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}
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//===========================================================================
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//
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// ModelFrameHash
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//
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//===========================================================================
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int ModelFrameHash(FSpriteModelFrame * smf)
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{
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const uint32_t *table = GetCRCTable ();
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uint32_t hash = 0xffffffff;
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const char * s = (const char *)(&smf->type); // this uses type, sprite and frame for hashing
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const char * se= (const char *)(&smf->hashnext);
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for (; s<se; s++)
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{
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hash = CRC1 (hash, *s, table);
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}
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return hash ^ 0xffffffff;
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}
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//===========================================================================
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//
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// FindModel
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//
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//===========================================================================
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unsigned FindModel(const char * path, const char * modelfile)
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{
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FModel * model = nullptr;
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FString fullname;
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fullname.Format("%s%s", path, modelfile);
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int lump = fileSystem.CheckNumForFullName(fullname);
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if (lump<0)
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{
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Printf("FindModel: '%s' not found\n", fullname.GetChars());
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return -1;
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}
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for(unsigned i = 0; i< Models.Size(); i++)
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{
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if (!Models[i]->mFileName.CompareNoCase(fullname)) return i;
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}
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int len = fileSystem.FileLength(lump);
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FileData lumpd = fileSystem.ReadFile(lump);
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char * buffer = (char*)lumpd.GetMem();
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if ( (size_t)fullname.LastIndexOf("_d.3d") == fullname.Len()-5 )
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{
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FString anivfile = fullname.GetChars();
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anivfile.Substitute("_d.3d","_a.3d");
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if ( fileSystem.CheckNumForFullName(anivfile) > 0 )
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{
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model = new FUE1Model;
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}
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}
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else if ( (size_t)fullname.LastIndexOf("_a.3d") == fullname.Len()-5 )
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{
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FString datafile = fullname.GetChars();
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datafile.Substitute("_a.3d","_d.3d");
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if ( fileSystem.CheckNumForFullName(datafile) > 0 )
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{
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model = new FUE1Model;
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}
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}
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else if ( (size_t)fullname.LastIndexOf(".obj") == fullname.Len() - 4 )
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{
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model = new FOBJModel;
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}
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else if (!memcmp(buffer, "DMDM", 4))
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{
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model = new FDMDModel;
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}
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else if (!memcmp(buffer, "IDP2", 4))
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{
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model = new FMD2Model;
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}
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else if (!memcmp(buffer, "IDP3", 4))
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{
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model = new FMD3Model;
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}
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if (model != nullptr)
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{
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if (!model->Load(path, lump, buffer, len))
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{
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delete model;
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return -1;
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}
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}
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else
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{
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// try loading as a voxel
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FVoxel *voxel = R_LoadKVX(lump);
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if (voxel != nullptr)
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{
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model = new FVoxelModel(voxel, true);
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}
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else
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{
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Printf("LoadModel: Unknown model format in '%s'\n", fullname.GetChars());
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return -1;
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}
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}
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// The vertex buffer cannot be initialized here because this gets called before OpenGL is initialized
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model->mFileName = fullname;
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return Models.Push(model);
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}
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@ -7,10 +7,12 @@ class FModelRenderer;
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class FGameTexture;
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class IModelVertexBuffer;
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class FModel;
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struct FSpriteModelFrame;
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FTextureID LoadSkin(const char* path, const char* fn);
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void FlushModels();
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extern TDeletingArray<FModel*> Models;
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extern TArray<FSpriteModelFrame> SpriteModelFrames;
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#define MAX_MODELS_PER_FRAME 4
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#define MD3_MAX_SURFACES 32
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IModelVertexBuffer *mVBuf[NumModelRendererTypes];
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};
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int ModelFrameHash(FSpriteModelFrame* smf);
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unsigned FindModel(const char* path, const char* modelfile);
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@ -3,6 +3,7 @@
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#define MD2_MAGIC 0x32504449
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#define DMD_MAGIC 0x4D444D44
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#define MAX_LODS 4
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class FDMDModel : public FModel
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{
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@ -39,11 +39,7 @@
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#include "g_levellocals.h"
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#include "r_utility.h"
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#include "r_data/models/models.h"
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#include "r_data/models/model_ue1.h"
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#include "r_data/models/model_obj.h"
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#include "r_data/models/model_md2.h"
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#include "r_data/models/model_md3.h"
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#include "r_data/models/model_kvx.h"
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#include "model_kvx.h"
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#include "i_time.h"
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#include "texturemanager.h"
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#include "modelrenderer.h"
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extern TDeletingArray<FVoxel *> Voxels;
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extern TDeletingArray<FVoxelDef *> VoxelDefs;
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TDeletingArray<FModel*> Models;
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void RenderFrameModels(FModelRenderer* renderer, FLevelLocals* Level, const FSpriteModelFrame* smf, const FState* curState, const int curTics, const PClass* ti, int translation);
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}
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}
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/////////////////////////////////////////////////////////////////////////////
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void 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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FModel::FModel()
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{
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for (int i = 0; i < NumModelRendererTypes; i++)
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mVBuf[i] = nullptr;
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}
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FModel::~FModel()
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{
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DestroyVertexBuffer();
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}
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void FModel::DestroyVertexBuffer()
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{
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for (int i = 0; i < NumModelRendererTypes; i++)
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{
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delete mVBuf[i];
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mVBuf[i] = nullptr;
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}
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}
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static TArray<FSpriteModelFrame> SpriteModelFrames;
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static TArray<int> SpriteModelHash;
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//TArray<FStateModelFrame> StateModelFrames;
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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 = fileSystem.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 = fileSystem.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;
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buffer.Format("%s%s", path, fn);
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int texlump = FindGFXFile(buffer);
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const char * const texname = texlump < 0 ? fn : fileSystem.GetFileFullName(texlump);
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return TexMan.CheckForTexture(texname, ETextureType::Any, FTextureManager::TEXMAN_TryAny);
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}
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//===========================================================================
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//
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// ModelFrameHash
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//
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//===========================================================================
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static int ModelFrameHash(FSpriteModelFrame * smf)
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{
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const uint32_t *table = GetCRCTable ();
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uint32_t hash = 0xffffffff;
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const char * s = (const char *)(&smf->type); // this uses type, sprite and frame for hashing
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const char * se= (const char *)(&smf->hashnext);
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for (; s<se; s++)
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{
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hash = CRC1 (hash, *s, table);
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}
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return hash ^ 0xffffffff;
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}
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//===========================================================================
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//
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// FindModel
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//
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//===========================================================================
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static unsigned FindModel(const char * path, const char * modelfile)
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{
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FModel * model = nullptr;
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FString fullname;
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fullname.Format("%s%s", path, modelfile);
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int lump = fileSystem.CheckNumForFullName(fullname);
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if (lump<0)
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{
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Printf("FindModel: '%s' not found\n", fullname.GetChars());
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return -1;
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}
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for(unsigned i = 0; i< Models.Size(); i++)
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{
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if (!Models[i]->mFileName.CompareNoCase(fullname)) return i;
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}
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int len = fileSystem.FileLength(lump);
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FileData lumpd = fileSystem.ReadFile(lump);
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char * buffer = (char*)lumpd.GetMem();
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if ( (size_t)fullname.LastIndexOf("_d.3d") == fullname.Len()-5 )
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{
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FString anivfile = fullname.GetChars();
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anivfile.Substitute("_d.3d","_a.3d");
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if ( fileSystem.CheckNumForFullName(anivfile) > 0 )
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{
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model = new FUE1Model;
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}
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}
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else if ( (size_t)fullname.LastIndexOf("_a.3d") == fullname.Len()-5 )
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{
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FString datafile = fullname.GetChars();
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datafile.Substitute("_a.3d","_d.3d");
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if ( fileSystem.CheckNumForFullName(datafile) > 0 )
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{
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model = new FUE1Model;
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}
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}
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else if ( (size_t)fullname.LastIndexOf(".obj") == fullname.Len() - 4 )
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{
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model = new FOBJModel;
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}
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else if (!memcmp(buffer, "DMDM", 4))
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{
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model = new FDMDModel;
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}
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else if (!memcmp(buffer, "IDP2", 4))
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{
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model = new FMD2Model;
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}
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else if (!memcmp(buffer, "IDP3", 4))
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{
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model = new FMD3Model;
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}
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if (model != nullptr)
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{
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if (!model->Load(path, lump, buffer, len))
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{
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delete model;
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return -1;
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}
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}
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else
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{
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// try loading as a voxel
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FVoxel *voxel = R_LoadKVX(lump);
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if (voxel != nullptr)
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{
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model = new FVoxelModel(voxel, true);
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}
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else
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{
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Printf("LoadModel: Unknown model format in '%s'\n", fullname.GetChars());
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return -1;
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}
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}
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// The vertex buffer cannot be initialized here because this gets called before OpenGL is initialized
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model->mFileName = fullname;
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return Models.Push(model);
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}
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//===========================================================================
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//
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// InitModels
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