- use TArrays for MD3 storage.

This commit is contained in:
Christoph Oelckers 2018-12-16 13:33:42 +01:00
parent cc52f89372
commit e776dbce55
2 changed files with 71 additions and 103 deletions

View file

@ -309,40 +309,23 @@ class FMD3Model : public FModel
struct MD3Surface
{
int numVertices;
int numTriangles;
int numSkins;
unsigned numVertices;
unsigned numTriangles;
unsigned numSkins;
FTextureID * skins;
MD3Triangle * tris;
MD3TexCoord * texcoords;
MD3Vertex * vertices;
TArray<FTextureID> Skins;
TArray<MD3Triangle> Tris;
TArray<MD3TexCoord> Texcoords;
TArray<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();
}
unsigned int vindex = UINT_MAX; // contains numframes arrays of vertices
unsigned int iindex = UINT_MAX;
void UnloadGeometry()
{
if (tris) delete [] tris;
if (vertices) delete [] vertices;
if (texcoords) delete [] texcoords;
tris = NULL;
vertices = NULL;
texcoords = NULL;
Tris.Reset();
Vertices.Reset();
Texcoords.Reset();
}
};
@ -354,17 +337,14 @@ class FMD3Model : public FModel
float origin[3];
};
int numFrames;
int numTags;
int numSurfaces;
int mLumpNum;
MD3Frame * frames;
MD3Surface * surfaces;
TArray<MD3Frame> Frames;
TArray<MD3Surface> Surfaces;
public:
FMD3Model() { }
virtual ~FMD3Model();
FMD3Model() = default;
virtual bool Load(const char * fn, int lumpnum, const char * buffer, int length);
virtual int FindFrame(const char * name);

View file

@ -129,26 +129,27 @@ bool FMD3Model::Load(const char * path, int lumpnum, const char * buffer, int le
{
md3_header_t * hdr = (md3_header_t *)buffer;
numFrames = LittleLong(hdr->Num_Frames);
auto numFrames = LittleLong(hdr->Num_Frames);
auto numSurfaces = LittleLong(hdr->Num_Surfaces);
numTags = LittleLong(hdr->Num_Tags);
numSurfaces = LittleLong(hdr->Num_Surfaces);
md3_frame_t * frm = (md3_frame_t*)(buffer + LittleLong(hdr->Ofs_Frames));
frames = new MD3Frame[numFrames];
for (int i = 0; i < numFrames; i++)
Frames.Resize(numFrames);
for (unsigned i = 0; i < numFrames; i++)
{
strncpy(frames[i].Name, frm[i].Name, 16);
for (int j = 0; j < 3; j++) frames[i].origin[j] = frm[i].localorigin[j];
strncpy(Frames[i].Name, frm[i].Name, 16);
for (int j = 0; j < 3; j++) Frames[i].origin[j] = frm[i].localorigin[j];
}
md3_surface_t * surf = (md3_surface_t*)(buffer + LittleLong(hdr->Ofs_Surfaces));
surfaces = new MD3Surface[numSurfaces];
Surfaces.Resize(numSurfaces);
for (int i = 0; i < numSurfaces; i++)
for (unsigned i = 0; i < numSurfaces; i++)
{
MD3Surface * s = &surfaces[i];
MD3Surface * s = &Surfaces[i];
md3_surface_t * ss = surf;
surf = (md3_surface_t *)(((char*)surf) + LittleLong(surf->Ofs_End));
@ -159,17 +160,17 @@ bool FMD3Model::Load(const char * path, int lumpnum, const char * buffer, int le
// copy shaders (skins)
md3_shader_t * shader = (md3_shader_t*)(((char*)ss) + LittleLong(ss->Ofs_Shaders));
s->skins = new FTextureID[s->numSkins];
s->Skins.Resize(s->numSkins);
for (int i = 0; i < s->numSkins; i++)
for (unsigned i = 0; i < s->numSkins; i++)
{
// [BB] According to the MD3 spec, Name is supposed to include the full path.
// ... and since some tools seem to output backslashes, these need to be replaced with forward slashes to work.
FixPathSeperator(shader[i].Name);
s->skins[i] = LoadSkin("", shader[i].Name);
s->Skins[i] = LoadSkin("", shader[i].Name);
// [BB] Fall back and check if Name is relative.
if (!s->skins[i].isValid())
s->skins[i] = LoadSkin(path, shader[i].Name);
if (!s->Skins[i].isValid())
s->Skins[i] = LoadSkin(path, shader[i].Name);
}
}
mLumpNum = lumpnum;
@ -189,42 +190,42 @@ void FMD3Model::LoadGeometry()
md3_header_t * hdr = (md3_header_t *)buffer;
md3_surface_t * surf = (md3_surface_t*)(buffer + LittleLong(hdr->Ofs_Surfaces));
for(int i=0;i<numSurfaces;i++)
for (unsigned i = 0; i < Surfaces.Size(); i++)
{
MD3Surface * s = &surfaces[i];
MD3Surface * s = &Surfaces[i];
md3_surface_t * ss = surf;
surf = (md3_surface_t *)(((char*)surf) + LittleLong(surf->Ofs_End));
// copy triangle indices
md3_triangle_t * tris = (md3_triangle_t*)(((char*)ss)+LittleLong(ss->Ofs_Triangles));
s->tris = new MD3Triangle[s->numTriangles];
md3_triangle_t * tris = (md3_triangle_t*)(((char*)ss) + LittleLong(ss->Ofs_Triangles));
s->Tris.Resize(s->numTriangles);
for(int i=0;i<s->numTriangles;i++) for (int j=0;j<3;j++)
for (unsigned i = 0; i < s->numTriangles; i++) for (int j = 0; j < 3; j++)
{
s->tris[i].VertIndex[j]=LittleLong(tris[i].vt_index[j]);
s->Tris[i].VertIndex[j] = LittleLong(tris[i].vt_index[j]);
}
// Load texture coordinates
md3_texcoord_t * tc = (md3_texcoord_t*)(((char*)ss)+LittleLong(ss->Ofs_Texcoord));
s->texcoords = new MD3TexCoord[s->numVertices];
md3_texcoord_t * tc = (md3_texcoord_t*)(((char*)ss) + LittleLong(ss->Ofs_Texcoord));
s->Texcoords.Resize(s->numVertices);
for(int i=0;i<s->numVertices;i++)
for (unsigned i = 0; i < s->numVertices; i++)
{
s->texcoords[i].s = tc[i].s;
s->texcoords[i].t = tc[i].t;
s->Texcoords[i].s = tc[i].s;
s->Texcoords[i].t = tc[i].t;
}
// Load vertices and texture coordinates
md3_vertex_t * vt = (md3_vertex_t*)(((char*)ss)+LittleLong(ss->Ofs_XYZNormal));
s->vertices = new MD3Vertex[s->numVertices * numFrames];
md3_vertex_t * vt = (md3_vertex_t*)(((char*)ss) + LittleLong(ss->Ofs_XYZNormal));
s->Vertices.Resize(s->numVertices * Frames.Size());
for(int i=0;i<s->numVertices * numFrames;i++)
for (unsigned i = 0; i < s->numVertices * Frames.Size(); i++)
{
s->vertices[i].x = LittleShort(vt[i].x)/64.f;
s->vertices[i].y = LittleShort(vt[i].y)/64.f;
s->vertices[i].z = LittleShort(vt[i].z)/64.f;
UnpackVector( LittleShort(vt[i].n), s->vertices[i].nx, s->vertices[i].ny, s->vertices[i].nz);
s->Vertices[i].x = LittleShort(vt[i].x) / 64.f;
s->Vertices[i].y = LittleShort(vt[i].y) / 64.f;
s->Vertices[i].z = LittleShort(vt[i].z) / 64.f;
UnpackVector(LittleShort(vt[i].n), s->Vertices[i].nx, s->Vertices[i].ny, s->Vertices[i].nz);
}
}
}
@ -244,14 +245,14 @@ void FMD3Model::BuildVertexBuffer(FModelRenderer *renderer)
unsigned int vbufsize = 0;
unsigned int ibufsize = 0;
for (int i = 0; i < numSurfaces; i++)
for (unsigned i = 0; i < Surfaces.Size(); i++)
{
MD3Surface * surf = &surfaces[i];
vbufsize += numFrames * surf->numVertices;
MD3Surface * surf = &Surfaces[i];
vbufsize += Frames.Size() * surf->numVertices;
ibufsize += 3 * surf->numTriangles;
}
auto vbuf = renderer->CreateVertexBuffer(true, numFrames == 1);
auto vbuf = renderer->CreateVertexBuffer(true, Frames.Size() == 1);
SetVertexBuffer(renderer, vbuf);
FModelVertex *vertptr = vbuf->LockVertexBuffer(vbufsize);
@ -261,28 +262,28 @@ void FMD3Model::BuildVertexBuffer(FModelRenderer *renderer)
unsigned int vindex = 0, iindex = 0;
for (int i = 0; i < numSurfaces; i++)
for (unsigned i = 0; i < Surfaces.Size(); i++)
{
MD3Surface * surf = &surfaces[i];
MD3Surface * surf = &Surfaces[i];
surf->vindex = vindex;
surf->iindex = iindex;
for (int j = 0; j < numFrames * surf->numVertices; j++)
for (unsigned j = 0; j < Frames.Size() * surf->numVertices; j++)
{
MD3Vertex* vert = surf->vertices + j;
MD3Vertex* vert = &surf->Vertices[j];
FModelVertex *bvert = &vertptr[vindex++];
int tc = j % surf->numVertices;
bvert->Set(vert->x, vert->z, vert->y, surf->texcoords[tc].s, surf->texcoords[tc].t);
bvert->Set(vert->x, vert->z, vert->y, surf->Texcoords[tc].s, surf->Texcoords[tc].t);
bvert->SetNormal(vert->nx, vert->nz, vert->ny);
}
for (int k = 0; k < surf->numTriangles; k++)
for (unsigned k = 0; k < surf->numTriangles; k++)
{
for (int l = 0; l < 3; l++)
{
indxptr[iindex++] = surf->tris[k].VertIndex[l];
indxptr[iindex++] = surf->Tris[k].VertIndex[l];
}
}
surf->UnloadGeometry();
@ -301,19 +302,19 @@ void FMD3Model::BuildVertexBuffer(FModelRenderer *renderer)
void FMD3Model::AddSkins(uint8_t *hitlist)
{
for (int i = 0; i < numSurfaces; i++)
for (unsigned i = 0; i < Surfaces.Size(); i++)
{
if (curSpriteMDLFrame->surfaceskinIDs[curMDLIndex][i].isValid())
{
hitlist[curSpriteMDLFrame->surfaceskinIDs[curMDLIndex][i].GetIndex()] |= FTextureManager::HIT_Flat;
}
MD3Surface * surf = &surfaces[i];
for (int j = 0; j < surf->numSkins; j++)
MD3Surface * surf = &Surfaces[i];
for (unsigned j = 0; j < surf->numSkins; j++)
{
if (surf->skins[j].isValid())
if (surf->Skins[j].isValid())
{
hitlist[surf->skins[j].GetIndex()] |= FTextureManager::HIT_Flat;
hitlist[surf->Skins[j].GetIndex()] |= FTextureManager::HIT_Flat;
}
}
}
@ -327,9 +328,9 @@ void FMD3Model::AddSkins(uint8_t *hitlist)
int FMD3Model::FindFrame(const char * name)
{
for (int i=0;i<numFrames;i++)
for (unsigned i = 0; i < Frames.Size(); i++)
{
if (!stricmp(name, frames[i].Name)) return i;
if (!stricmp(name, Frames[i].Name)) return i;
}
return -1;
}
@ -342,12 +343,12 @@ int FMD3Model::FindFrame(const char * name)
void FMD3Model::RenderFrame(FModelRenderer *renderer, FTexture * skin, int frameno, int frameno2, double inter, int translation)
{
if (frameno>=numFrames || frameno2>=numFrames) return;
if ((unsigned)frameno >= Frames.Size() || (unsigned)frameno2 >= Frames.Size()) return;
renderer->SetInterpolation(inter);
for(int i=0;i<numSurfaces;i++)
for (unsigned i = 0; i < Surfaces.Size(); i++)
{
MD3Surface * surf = &surfaces[i];
MD3Surface * surf = &Surfaces[i];
// [BB] In case no skin is specified via MODELDEF, check if the MD3 has a skin for the current surface.
// Note: Each surface may have a different skin.
@ -358,9 +359,9 @@ void FMD3Model::RenderFrame(FModelRenderer *renderer, FTexture * skin, int frame
{
surfaceSkin = TexMan.GetTexture(curSpriteMDLFrame->surfaceskinIDs[curMDLIndex][i], true);
}
else if(surf->numSkins > 0 && surf->skins[0].isValid())
else if (surf->numSkins > 0 && surf->Skins[0].isValid())
{
surfaceSkin = TexMan.GetTexture(surf->skins[0], true);
surfaceSkin = TexMan.GetTexture(surf->Skins[0], true);
}
if (!surfaceSkin)
@ -376,16 +377,3 @@ void FMD3Model::RenderFrame(FModelRenderer *renderer, FTexture * skin, int frame
renderer->SetInterpolation(0.f);
}
//===========================================================================
//
//
//
//===========================================================================
FMD3Model::~FMD3Model()
{
if (frames) delete [] frames;
if (surfaces) delete [] surfaces;
frames = nullptr;
surfaces = nullptr;
}