- rework MD2 code for reloading/precaching of geometry data.

This commit is contained in:
Christoph Oelckers 2015-04-12 18:26:52 +02:00
parent 7af458223e
commit feeebf5265
5 changed files with 223 additions and 143 deletions

View file

@ -101,6 +101,14 @@ void gl_LoadModels()
}
}
void gl_FlushModels()
{
for (int i = Models.Size() - 1; i >= 0; i--)
{
Models[i]->DestroyVertexBuffer();
}
}
//===========================================================================
//
//

View file

@ -33,6 +33,11 @@ public:
virtual int FindFrame(const char * name) = 0;
virtual void RenderFrame(FTexture * skin, int frame, int frame2, double inter, int translation=0) = 0;
virtual void BuildVertexBuffer() = 0;
void DestroyVertexBuffer()
{
delete mVBuf;
mVBuf = NULL;
}
virtual float getAspectFactor() { return 1.f; }
FModelVertexBuffer *mVBuf;
@ -93,9 +98,13 @@ protected:
struct ModelFrame
{
char name[16];
unsigned int vindex;
};
struct ModelFrameVertexData
{
DMDModelVertex *vertices;
DMDModelVertex *normals;
unsigned int vindex;
};
struct DMDLoDInfo
@ -112,21 +121,23 @@ protected:
};
bool loaded;
int mLumpNum;
DMDHeader header;
DMDInfo info;
FTexture ** skins;
FTexCoord * texCoords;
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];
bool allowTexComp; // Allow texture compression with this.
public:
FDMDModel()
{
loaded = false;
mLumpNum = -1;
frames = NULL;
skins = NULL;
for (int i = 0; i < MAX_LODS; i++)
@ -135,14 +146,16 @@ public:
}
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(FTexture * skin, int frame, int frame2, double inter, int translation=0);
virtual void LoadGeometry();
void UnloadGeometry();
void BuildVertexBuffer();
void CleanTempData();
};
@ -154,6 +167,7 @@ public:
virtual ~FMD2Model();
virtual bool Load(const char * fn, int lumpnum, const char * buffer, int length);
virtual void LoadGeometry();
};

View file

@ -74,53 +74,58 @@ static void UnpackVector(unsigned short packed, float vec[3])
}
//===========================================================================
//
// DMD file structure
//
//===========================================================================
struct dmd_chunk_t
{
int type;
int length; // Next chunk follows...
};
#pragma pack(1)
struct dmd_packedVertex_t
{
byte vertex[3];
unsigned short normal; // Yaw and pitch.
};
struct dmd_packedFrame_t
{
float scale[3];
float translate[3];
char name[16];
dmd_packedVertex_t vertices[1];
};
#pragma pack()
// Chunk types.
enum
{
DMC_END, // Must be the last chunk.
DMC_INFO // Required; will be expected to exist.
};
//===========================================================================
//
// FDMDModel::Load
//
//===========================================================================
bool FDMDModel::Load(const char * path, int, const char * buffer, int length)
bool FDMDModel::Load(const char * path, int lumpnum, const char * buffer, int length)
{
struct dmd_chunk_t
{
int type;
int length; // Next chunk follows...
};
#pragma pack(1)
struct dmd_packedVertex_t
{
byte vertex[3];
unsigned short normal; // Yaw and pitch.
};
struct dmd_packedFrame_t
{
float scale[3];
float translate[3];
char name[16];
dmd_packedVertex_t vertices[1];
} ;
#pragma pack()
// Chunk types.
enum
{
DMC_END, // Must be the last chunk.
DMC_INFO // Required; will be expected to exist.
};
dmd_chunk_t * chunk = (dmd_chunk_t*)(buffer+12);
dmd_chunk_t * chunk = (dmd_chunk_t*)(buffer + 12);
char *temp;
ModelFrame *frame;
int i, k, c;
int axis[3] = { VX, VY, VZ };
int i;
int fileoffset=12+sizeof(dmd_chunk_t);
int fileoffset = 12 + sizeof(dmd_chunk_t);
chunk->type = LittleLong(chunk->type);
while(chunk->type != DMC_END)
while (chunk->type != DMC_END)
{
switch (chunk->type)
{
@ -148,7 +153,7 @@ bool FDMDModel::Load(const char * path, int, const char * buffer, int length)
break;
}
// Read the next chunk header.
chunk = (dmd_chunk_t*)(buffer+fileoffset);
chunk = (dmd_chunk_t*)(buffer + fileoffset);
chunk->type = LittleLong(chunk->type);
fileoffset += sizeof(dmd_chunk_t);
}
@ -156,34 +161,58 @@ bool FDMDModel::Load(const char * path, int, const char * buffer, int length)
// Allocate and load in the data.
skins = new FTexture *[info.numSkins];
for(i = 0; i < info.numSkins; i++)
for (i = 0; i < info.numSkins; i++)
{
skins[i] = LoadSkin(path, buffer + info.offsetSkins + i*64);
skins[i] = LoadSkin(path, buffer + info.offsetSkins + i * 64);
}
texCoords = new FTexCoord[info.numTexCoords];
memcpy(texCoords, (byte*)buffer + info.offsetTexCoords, info.numTexCoords * sizeof(FTexCoord));
temp = (char*)buffer + info.offsetFrames;
frames = new ModelFrame[info.numFrames];
for(i = 0, frame = frames; i < info.numFrames; i++, frame++)
for (i = 0, frame = frames; i < info.numFrames; i++, frame++)
{
dmd_packedFrame_t *pfr = (dmd_packedFrame_t *)(temp + info.frameSize * i);
memcpy(frame->name, pfr->name, sizeof(pfr->name));
frame->vindex = UINT_MAX;
}
mLumpNum = lumpnum;
return true;
}
//===========================================================================
//
// FDMDModel::LoadGeometry
//
//===========================================================================
void FDMDModel::LoadGeometry()
{
static int axis[3] = { VX, VY, VZ };
FMemLump lumpdata = Wads.ReadLump(mLumpNum);
const char *buffer = (const char *)lumpdata.GetMem();
texCoords = new FTexCoord[info.numTexCoords];
memcpy(texCoords, buffer + info.offsetTexCoords, info.numTexCoords * sizeof(FTexCoord));
const char *temp = buffer + info.offsetFrames;
framevtx= new ModelFrameVertexData[info.numFrames];
ModelFrameVertexData *framev;
int i, k, c;
for(i = 0, framev = framevtx; i < info.numFrames; i++, framev++)
{
dmd_packedFrame_t *pfr = (dmd_packedFrame_t *) (temp + info.frameSize * i);
dmd_packedVertex_t *pVtx;
memcpy(frame->name, pfr->name, sizeof(pfr->name));
frame->vertices = new DMDModelVertex[info.numVertices];
frame->normals = new DMDModelVertex[info.numVertices];
frame->vindex = UINT_MAX;
framev->vertices = new DMDModelVertex[info.numVertices];
framev->normals = new DMDModelVertex[info.numVertices];
// Translate each vertex.
for(k = 0, pVtx = pfr->vertices; k < info.numVertices; k++, pVtx++)
{
UnpackVector((unsigned short)(pVtx->normal), frame->normals[k].xyz);
UnpackVector((unsigned short)(pVtx->normal), framev->normals[k].xyz);
for(c = 0; c < 3; c++)
{
frame->vertices[k].xyz[axis[c]] =
framev->vertices[k].xyz[axis[c]] =
(pVtx->vertex[c] * FLOAT(pfr->scale[c]) + FLOAT(pfr->translate[c]));
}
}
@ -209,24 +238,6 @@ bool FDMDModel::Load(const char * path, int, const char * buffer, int length)
}
}
loaded=true;
return true;
}
//===========================================================================
//
//
//
//===========================================================================
FDMDModel::~FDMDModel()
{
CleanTempData();
// skins are managed by the texture manager so they must not be deleted here.
if (skins != NULL) delete [] skins;
if (frames != NULL) delete [] frames;
}
//===========================================================================
@ -235,20 +246,22 @@ FDMDModel::~FDMDModel()
//
//===========================================================================
void FDMDModel::CleanTempData()
void FDMDModel::UnloadGeometry()
{
int i;
if (frames != NULL)
if (framevtx != NULL)
{
for (i=0;i<info.numFrames;i++)
{
if (frames[i].vertices != NULL) delete [] frames[i].vertices;
if (frames[i].normals != NULL) delete [] frames[i].normals;
if (framevtx[i].vertices != NULL) delete [] framevtx[i].vertices;
if (framevtx[i].normals != NULL) delete [] framevtx[i].normals;
frames[i].vertices = NULL;
frames[i].normals = NULL;
framevtx[i].vertices = NULL;
framevtx[i].normals = NULL;
}
delete[] framevtx;
framevtx = NULL;
}
for(i = 0; i < info.numLODs; i++)
@ -267,10 +280,27 @@ void FDMDModel::CleanTempData()
//
//===========================================================================
FDMDModel::~FDMDModel()
{
UnloadGeometry();
// skins are managed by the texture manager so they must not be deleted here.
if (skins != NULL) delete [] skins;
if (frames != NULL) delete [] frames;
}
//===========================================================================
//
//
//
//===========================================================================
void FDMDModel::BuildVertexBuffer()
{
if (mVBuf == NULL)
{
LoadGeometry();
int VertexBufferSize = info.numFrames * lodInfo[0].numTriangles * 3;
unsigned int vindex = 0;
@ -279,12 +309,10 @@ void FDMDModel::BuildVertexBuffer()
for (int i = 0; i < info.numFrames; i++)
{
ModelFrame *frame = &frames[i];
DMDModelVertex *vert = frame->vertices;
DMDModelVertex *norm = frame->normals;
frame->vindex = vindex;
DMDModelVertex *vert = framevtx[i].vertices;
DMDModelVertex *norm = framevtx[i].normals;
frames[i].vindex = vindex;
FTriangle *tri = lods[0].triangles;
@ -304,7 +332,7 @@ void FDMDModel::BuildVertexBuffer()
}
}
mVBuf->UnlockVertexBuffer();
CleanTempData();
UnloadGeometry();
}
}
@ -353,55 +381,60 @@ void FDMDModel::RenderFrame(FTexture * skin, int frameno, int frameno2, double i
}
//===========================================================================
//
// Internal data structures of MD2 files - only used during loading
//
//===========================================================================
struct md2_header_t
{
int magic;
int version;
int skinWidth;
int skinHeight;
int frameSize;
int numSkins;
int numVertices;
int numTexCoords;
int numTriangles;
int numGlCommands;
int numFrames;
int offsetSkins;
int offsetTexCoords;
int offsetTriangles;
int offsetFrames;
int offsetGlCommands;
int offsetEnd;
};
struct md2_triangleVertex_t
{
byte vertex[3];
byte lightNormalIndex;
};
struct md2_packedFrame_t
{
float scale[3];
float translate[3];
char name[16];
md2_triangleVertex_t vertices[1];
};
//===========================================================================
//
// FMD2Model::Load
//
//===========================================================================
bool FMD2Model::Load(const char * path, int, const char * buffer, int length)
bool FMD2Model::Load(const char * path, int lumpnum, const char * buffer, int length)
{
// Internal data structures of MD2 files - only used during loading!
struct md2_header_t
{
int magic;
int version;
int skinWidth;
int skinHeight;
int frameSize;
int numSkins;
int numVertices;
int numTexCoords;
int numTriangles;
int numGlCommands;
int numFrames;
int offsetSkins;
int offsetTexCoords;
int offsetTriangles;
int offsetFrames;
int offsetGlCommands;
int offsetEnd;
} ;
struct md2_triangleVertex_t
{
byte vertex[3];
byte lightNormalIndex;
};
struct md2_packedFrame_t
{
float scale[3];
float translate[3];
char name[16];
md2_triangleVertex_t vertices[1];
};
md2_header_t * md2header = (md2_header_t *)buffer;
ModelFrame *frame;
byte *md2_frames;
int i, k, c;
int axis[3] = { VX, VY, VZ };
int i;
// Convert it to DMD.
header.magic = MD2_MAGIC;
@ -436,39 +469,71 @@ bool FMD2Model::Load(const char * path, int, const char * buffer, int length)
return false;
}
skins = new FTexture *[info.numSkins];
for (i = 0; i < info.numSkins; i++)
{
skins[i] = LoadSkin(path, buffer + info.offsetSkins + i * 64);
}
// The frames need to be unpacked.
md2_frames = (byte*)buffer + info.offsetFrames;
frames = new ModelFrame[info.numFrames];
for (i = 0, frame = frames; i < info.numFrames; i++, frame++)
{
md2_packedFrame_t *pfr = (md2_packedFrame_t *)(md2_frames + info.frameSize * i);
memcpy(frame->name, pfr->name, sizeof(pfr->name));
frame->vindex = UINT_MAX;
}
mLumpNum = lumpnum;
return true;
}
//===========================================================================
//
// FMD2Model::LoadGeometry
//
//===========================================================================
void FMD2Model::LoadGeometry()
{
static int axis[3] = { VX, VY, VZ };
byte *md2_frames;
FMemLump lumpdata = Wads.ReadLump(mLumpNum);
const char *buffer = (const char *)lumpdata.GetMem();
texCoords = new FTexCoord[info.numTexCoords];
memcpy(texCoords, (byte*)buffer + info.offsetTexCoords, info.numTexCoords * sizeof(FTexCoord));
md2_frames = (byte*)buffer + info.offsetFrames;
framevtx = new ModelFrameVertexData[info.numFrames];
ModelFrameVertexData *framev;
int i, k, c;
for(i = 0, frame = frames; i < info.numFrames; i++, frame++)
for(i = 0, framev = framevtx; i < info.numFrames; i++, framev++)
{
md2_packedFrame_t *pfr = (md2_packedFrame_t *) (md2_frames + info.frameSize * i);
md2_triangleVertex_t *pVtx;
memcpy(frame->name, pfr->name, sizeof(pfr->name));
frame->vertices = new DMDModelVertex[info.numVertices];
frame->normals = new DMDModelVertex[info.numVertices];
frame->vindex = UINT_MAX;
framev->vertices = new DMDModelVertex[info.numVertices];
framev->normals = new DMDModelVertex[info.numVertices];
// Translate each vertex.
for(k = 0, pVtx = pfr->vertices; k < info.numVertices; k++, pVtx++)
{
memcpy(frame->normals[k].xyz,
memcpy(framev->normals[k].xyz,
avertexnormals[pVtx->lightNormalIndex], sizeof(float) * 3);
for(c = 0; c < 3; c++)
{
frame->vertices[k].xyz[axis[c]] =
framev->vertices[k].xyz[axis[c]] =
(pVtx->vertex[c] * pfr->scale[c] + pfr->translate[c]);
}
}
}
lods[0].triangles = new FTriangle[lodInfo[0].numTriangles];
int cnt = lodInfo[0].numTriangles;
@ -481,15 +546,6 @@ bool FMD2Model::Load(const char * path, int, const char * buffer, int length)
lods[0].triangles[j].vertexIndices[k] = LittleShort(lods[0].triangles[j].vertexIndices[k]);
}
}
skins = new FTexture *[info.numSkins];
for(i = 0; i < info.numSkins; i++)
{
skins[i] = LoadSkin(path, buffer + info.offsetSkins + i*64);
}
loaded=true;
return true;
}
FMD2Model::~FMD2Model()

View file

@ -765,11 +765,13 @@ void GLDrawList::DrawSorted()
MakeSortList();
sorted=DoSort(SortNodes[SortNodeStart]);
}
gl_RenderState.ClearClipSplit();
glEnable(GL_CLIP_DISTANCE2);
glEnable(GL_CLIP_DISTANCE3);
DoDrawSorted(sorted);
glDisable(GL_CLIP_DISTANCE2);
glDisable(GL_CLIP_DISTANCE3);
gl_RenderState.ClearClipSplit();
}
//==========================================================================

View file

@ -800,7 +800,7 @@ void GLPlaneMirrorPortal::DrawContents()
float f = FIXED2FLOAT(planez);
if (PlaneMirrorMode < 0)
{
gl_RenderState.SetClipHeightTop(f); // ceiling mirror: clip everytihng with a z lower than the portal's ceiling
gl_RenderState.SetClipHeightTop(f); // ceiling mirror: clip everything with a z lower than the portal's ceiling
glEnable(GL_CLIP_DISTANCE1);
}
else