mirror of
https://github.com/ZDoom/gzdoom-gles.git
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403 lines
8.5 KiB
C++
403 lines
8.5 KiB
C++
#ifndef __GL_MODELS_H_
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#define __GL_MODELS_H_
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#include "tarray.h"
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#include "gl/utility/gl_geometric.h"
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#include "gl/data/gl_vertexbuffer.h"
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#include "p_pspr.h"
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#include "r_data/voxels.h"
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#define MAX_LODS 4
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enum { VX, VZ, VY };
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#define MD2_MAGIC 0x32504449
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#define DMD_MAGIC 0x4D444D44
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#define MD3_MAGIC 0x33504449
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#define NUMVERTEXNORMALS 162
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#define MD3_MAX_SURFACES 32
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FTextureID LoadSkin(const char * path, const char * fn);
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// [JM] Necessary forward declaration
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typedef struct FSpriteModelFrame FSpriteModelFrame;
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class FModel
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{
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public:
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FModel()
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{
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mVBuf = NULL;
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}
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virtual ~FModel();
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virtual bool Load(const char * fn, int lumpnum, const char * buffer, int length) = 0;
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virtual int FindFrame(const char * name) = 0;
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virtual void RenderFrame(FTexture * skin, int frame, int frame2, double inter, int translation=0) = 0;
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virtual void BuildVertexBuffer() = 0;
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virtual void AddSkins(BYTE *hitlist) = 0;
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void DestroyVertexBuffer()
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{
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delete mVBuf;
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mVBuf = NULL;
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}
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virtual float getAspectFactor() { return 1.f; }
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const FSpriteModelFrame *curSpriteMDLFrame;
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int curMDLIndex;
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void PushSpriteMDLFrame(const FSpriteModelFrame *smf, int index) { curSpriteMDLFrame = smf; curMDLIndex = index; };
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FModelVertexBuffer *mVBuf;
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FString mFileName;
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};
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class FDMDModel : public FModel
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{
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protected:
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struct FTriangle
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{
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unsigned short vertexIndices[3];
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unsigned short textureIndices[3];
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};
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struct DMDHeader
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{
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int magic;
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int version;
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int flags;
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};
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struct DMDModelVertex
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{
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float xyz[3];
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};
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struct FTexCoord
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{
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short s, t;
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};
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struct FGLCommandVertex
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{
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float s, t;
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int index;
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};
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struct DMDInfo
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{
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int skinWidth;
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int skinHeight;
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int frameSize;
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int numSkins;
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int numVertices;
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int numTexCoords;
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int numFrames;
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int numLODs;
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int offsetSkins;
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int offsetTexCoords;
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int offsetFrames;
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int offsetLODs;
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int offsetEnd;
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};
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struct ModelFrame
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{
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char name[16];
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unsigned int vindex;
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};
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struct ModelFrameVertexData
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{
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DMDModelVertex *vertices;
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DMDModelVertex *normals;
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};
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struct DMDLoDInfo
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{
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int numTriangles;
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int numGlCommands;
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int offsetTriangles;
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int offsetGlCommands;
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};
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struct DMDLoD
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{
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FTriangle * triangles;
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};
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int mLumpNum;
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DMDHeader header;
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DMDInfo info;
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FTextureID * skins;
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ModelFrame * frames;
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bool allowTexComp; // Allow texture compression with this.
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// Temp data only needed for buffer construction
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FTexCoord * texCoords;
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ModelFrameVertexData *framevtx;
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DMDLoDInfo lodInfo[MAX_LODS];
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DMDLoD lods[MAX_LODS];
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public:
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FDMDModel()
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{
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mLumpNum = -1;
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frames = NULL;
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skins = NULL;
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for (int i = 0; i < MAX_LODS; i++)
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{
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lods[i].triangles = NULL;
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}
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info.numLODs = 0;
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texCoords = NULL;
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framevtx = NULL;
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}
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virtual ~FDMDModel();
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virtual bool Load(const char * fn, int lumpnum, const char * buffer, int length);
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virtual int FindFrame(const char * name);
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virtual void RenderFrame(FTexture * skin, int frame, int frame2, double inter, int translation=0);
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virtual void LoadGeometry();
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virtual void AddSkins(BYTE *hitlist);
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void UnloadGeometry();
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void BuildVertexBuffer();
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};
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// This uses the same internal representation as DMD
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class FMD2Model : public FDMDModel
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{
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public:
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FMD2Model() {}
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virtual ~FMD2Model();
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virtual bool Load(const char * fn, int lumpnum, const char * buffer, int length);
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virtual void LoadGeometry();
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};
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class FMD3Model : public FModel
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{
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struct MD3Tag
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{
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// Currently I have no use for this
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};
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struct MD3TexCoord
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{
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float s,t;
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};
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struct MD3Vertex
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{
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float x,y,z;
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float nx,ny,nz;
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};
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struct MD3Triangle
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{
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int VertIndex[3];
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};
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struct MD3Surface
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{
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int numVertices;
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int numTriangles;
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int numSkins;
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FTextureID * skins;
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MD3Triangle * tris;
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MD3TexCoord * texcoords;
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MD3Vertex * vertices;
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unsigned int vindex; // contains numframes arrays of vertices
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unsigned int iindex;
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MD3Surface()
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{
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tris=NULL;
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vertices=NULL;
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texcoords=NULL;
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vindex = iindex = UINT_MAX;
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}
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~MD3Surface()
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{
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if (skins) delete [] skins;
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UnloadGeometry();
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}
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void UnloadGeometry()
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{
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if (tris) delete [] tris;
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if (vertices) delete [] vertices;
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if (texcoords) delete [] texcoords;
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tris = NULL;
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vertices = NULL;
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texcoords = NULL;
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}
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};
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struct MD3Frame
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{
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// The bounding box information is of no use in the Doom engine
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// That will still be done with the actor's size information.
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char Name[16];
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float origin[3];
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};
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int numFrames;
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int numTags;
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int numSurfaces;
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int mLumpNum;
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MD3Frame * frames;
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MD3Surface * surfaces;
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public:
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FMD3Model() { }
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virtual ~FMD3Model();
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virtual bool Load(const char * fn, int lumpnum, const char * buffer, int length);
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virtual int FindFrame(const char * name);
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virtual void RenderFrame(FTexture * skin, int frame, int frame2, double inter, int translation=0);
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void LoadGeometry();
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void BuildVertexBuffer();
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virtual void AddSkins(BYTE *hitlist);
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};
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struct FVoxelVertexHash
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{
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// Returns the hash value for a key.
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hash_t Hash(const FModelVertex &key)
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{
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int ix = xs_RoundToInt(key.x);
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int iy = xs_RoundToInt(key.y);
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int iz = xs_RoundToInt(key.z);
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return (hash_t)(ix + (iy<<9) + (iz<<18));
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}
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// Compares two keys, returning zero if they are the same.
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int Compare(const FModelVertex &left, const FModelVertex &right)
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{
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return left.x != right.x || left.y != right.y || left.z != right.z || left.u != right.u || left.v != right.v;
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}
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};
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struct FIndexInit
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{
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void Init(unsigned int &value)
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{
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value = 0xffffffff;
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}
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};
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typedef TMap<FModelVertex, unsigned int, FVoxelVertexHash, FIndexInit> FVoxelMap;
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class FVoxelModel : public FModel
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{
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protected:
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FVoxel *mVoxel;
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bool mOwningVoxel; // if created through MODELDEF deleting this object must also delete the voxel object
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FTextureID mPalette;
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unsigned int mNumIndices;
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TArray<FModelVertex> mVertices;
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TArray<unsigned int> mIndices;
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void MakeSlabPolys(int x, int y, kvxslab_t *voxptr, FVoxelMap &check);
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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, BYTE color, FVoxelMap &check);
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unsigned int AddVertex(FModelVertex &vert, FVoxelMap &check);
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public:
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FVoxelModel(FVoxel *voxel, bool owned);
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~FVoxelModel();
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bool Load(const char * fn, int lumpnum, const char * buffer, int length);
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void Initialize();
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virtual int FindFrame(const char * name);
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virtual void RenderFrame(FTexture * skin, int frame, int frame2, double inter, int translation=0);
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virtual void AddSkins(BYTE *hitlist);
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FTextureID GetPaletteTexture() const { return mPalette; }
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void BuildVertexBuffer();
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float getAspectFactor();
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};
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#define MAX_MODELS_PER_FRAME 4
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//
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// [BB] Model rendering flags.
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//
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enum
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{
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// [BB] Color translations for the model skin are ignored. This is
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// useful if the skin texture is not using the game palette.
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MDL_IGNORETRANSLATION = 1,
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MDL_PITCHFROMMOMENTUM = 2,
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MDL_ROTATING = 4,
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MDL_INTERPOLATEDOUBLEDFRAMES = 8,
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MDL_NOINTERPOLATION = 16,
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MDL_USEACTORPITCH = 32,
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MDL_USEACTORROLL = 64,
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MDL_BADROTATION = 128,
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};
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struct FSpriteModelFrame
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{
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int modelIDs[MAX_MODELS_PER_FRAME];
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FTextureID skinIDs[MAX_MODELS_PER_FRAME];
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FTextureID surfaceskinIDs[MAX_MODELS_PER_FRAME][MD3_MAX_SURFACES];
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int modelframes[MAX_MODELS_PER_FRAME];
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float xscale, yscale, zscale;
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// [BB] Added zoffset, rotation parameters and flags.
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// Added xoffset, yoffset
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float xoffset, yoffset, zoffset;
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float xrotate, yrotate, zrotate;
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float rotationCenterX, rotationCenterY, rotationCenterZ;
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float rotationSpeed;
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unsigned int flags;
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const PClass * type;
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short sprite;
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short frame;
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FState * state; // for later!
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int hashnext;
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float angleoffset;
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// added pithoffset, rolloffset.
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float pitchoffset, rolloffset; // I don't want to bother with type transformations, so I made this variables float.
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};
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class GLSprite;
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FSpriteModelFrame * gl_FindModelFrame(const PClass * ti, int sprite, int frame, bool dropped);
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void gl_RenderModel(GLSprite * spr);
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// [BB] HUD weapon model rendering functions.
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void gl_RenderHUDModel(DPSprite *psp, float ofsx, float ofsy);
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bool gl_IsHUDModelForPlayerAvailable (player_t * player);
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class DeletingModelArray : public TArray<FModel *>
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{
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public:
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~DeletingModelArray()
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{
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for (unsigned i = 0; i<Size(); i++)
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{
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delete (*this)[i];
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}
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}
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};
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extern DeletingModelArray Models;
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#endif
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