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https://github.com/ZDoom/qzdoom-gpl.git
synced 2024-11-24 04:41:53 +00:00
- made MD3 models reloadable.
This commit is contained in:
parent
feeebf5265
commit
052dda0fdd
3 changed files with 127 additions and 81 deletions
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@ -220,10 +220,10 @@ class FMD3Model : public FModel
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~MD3Surface()
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{
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if (skins) delete [] skins;
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CleanTempData();
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UnloadGeometry();
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}
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void CleanTempData()
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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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@ -245,6 +245,7 @@ class FMD3Model : public FModel
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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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@ -256,6 +257,7 @@ public:
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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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};
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@ -50,9 +50,14 @@
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#define MAX_QPATH 64
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//===========================================================================
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//
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// decode the lat/lng normal to a 3 float normal
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//
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//===========================================================================
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static void UnpackVector(unsigned short packed, float & nx, float & ny, float & nz)
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{
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// decode the lat/lng normal to a 3 float normal
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double lat = ( packed >> 8 ) & 0xff;
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double lng = ( packed & 0xff );
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lat *= PI/128;
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@ -63,75 +68,86 @@ static void UnpackVector(unsigned short packed, float & nx, float & ny, float &
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nz = cos(lng);
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}
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//===========================================================================
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//
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// MD3 File structure
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//
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//===========================================================================
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bool FMD3Model::Load(const char * path, int, const char * buffer, int length)
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#pragma pack(4)
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struct md3_header_t
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{
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#pragma pack(4)
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struct md3_header_t
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{
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DWORD Magic;
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DWORD Version;
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char Name[MAX_QPATH];
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DWORD Flags;
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DWORD Num_Frames;
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DWORD Num_Tags;
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DWORD Num_Surfaces;
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DWORD Num_Skins;
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DWORD Ofs_Frames;
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DWORD Ofs_Tags;
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DWORD Ofs_Surfaces;
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DWORD Ofs_Eof;
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};
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DWORD Magic;
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DWORD Version;
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char Name[MAX_QPATH];
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DWORD Flags;
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DWORD Num_Frames;
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DWORD Num_Tags;
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DWORD Num_Surfaces;
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DWORD Num_Skins;
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DWORD Ofs_Frames;
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DWORD Ofs_Tags;
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DWORD Ofs_Surfaces;
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DWORD Ofs_Eof;
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};
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struct md3_surface_t
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{
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DWORD Magic;
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char Name[MAX_QPATH];
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DWORD Flags;
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DWORD Num_Frames;
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DWORD Num_Shaders;
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DWORD Num_Verts;
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DWORD Num_Triangles;
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DWORD Ofs_Triangles;
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DWORD Ofs_Shaders;
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DWORD Ofs_Texcoord;
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DWORD Ofs_XYZNormal;
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DWORD Ofs_End;
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};
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struct md3_surface_t
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{
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DWORD Magic;
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char Name[MAX_QPATH];
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DWORD Flags;
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DWORD Num_Frames;
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DWORD Num_Shaders;
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DWORD Num_Verts;
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DWORD Num_Triangles;
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DWORD Ofs_Triangles;
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DWORD Ofs_Shaders;
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DWORD Ofs_Texcoord;
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DWORD Ofs_XYZNormal;
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DWORD Ofs_End;
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};
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struct md3_triangle_t
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{
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DWORD vt_index[3];
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};
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struct md3_triangle_t
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{
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DWORD vt_index[3];
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};
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struct md3_shader_t
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{
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char Name[MAX_QPATH];
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DWORD index;
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};
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struct md3_shader_t
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{
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char Name[MAX_QPATH];
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DWORD index;
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};
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struct md3_texcoord_t
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{
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float s,t;
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};
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struct md3_texcoord_t
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{
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float s, t;
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};
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struct md3_vertex_t
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{
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short x,y,z,n;
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};
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struct md3_vertex_t
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{
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short x, y, z, n;
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};
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struct md3_frame_t
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{
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float min_Bounds[3];
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float max_Bounds[3];
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float localorigin[3];
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float radius;
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char Name[16];
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};
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#pragma pack()
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struct md3_frame_t
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{
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float min_Bounds[3];
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float max_Bounds[3];
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float localorigin[3];
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float radius;
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char Name[16];
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};
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#pragma pack()
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md3_header_t * hdr=(md3_header_t *)buffer;
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//===========================================================================
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//
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//
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//
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//===========================================================================
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bool FMD3Model::Load(const char * path, int lumpnum, const char * buffer, int length)
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{
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md3_header_t * hdr = (md3_header_t *)buffer;
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numFrames = LittleLong(hdr->Num_Frames);
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numTags = LittleLong(hdr->Num_Tags);
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@ -140,16 +156,17 @@ bool FMD3Model::Load(const char * path, int, const char * buffer, int length)
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md3_frame_t * frm = (md3_frame_t*)(buffer + LittleLong(hdr->Ofs_Frames));
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frames = new MD3Frame[numFrames];
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for(int i=0;i<numFrames;i++)
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for (int i = 0; i < numFrames; i++)
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{
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strncpy(frames[i].Name, frm[i].Name, 16);
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for(int j=0;j<3;j++) frames[i].origin[j] = frm[i].localorigin[j];
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for (int j = 0; j < 3; j++) frames[i].origin[j] = frm[i].localorigin[j];
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}
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md3_surface_t * surf = (md3_surface_t*)(buffer + LittleLong(hdr->Ofs_Surfaces));
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surfaces = new MD3Surface[numSurfaces];
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for(int i=0;i<numSurfaces;i++)
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for (int i = 0; i < numSurfaces; i++)
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{
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MD3Surface * s = &surfaces[i];
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md3_surface_t * ss = surf;
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@ -160,6 +177,43 @@ bool FMD3Model::Load(const char * path, int, const char * buffer, int length)
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s->numTriangles = LittleLong(ss->Num_Triangles);
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s->numVertices = LittleLong(ss->Num_Verts);
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// copy shaders (skins)
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md3_shader_t * shader = (md3_shader_t*)(((char*)ss) + LittleLong(ss->Ofs_Shaders));
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s->skins = new FTexture *[s->numSkins];
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for (int i = 0; i < s->numSkins; i++)
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{
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// [BB] According to the MD3 spec, Name is supposed to include the full path.
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s->skins[i] = LoadSkin("", shader[i].Name);
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// [BB] Fall back and check if Name is relative.
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if (s->skins[i] == NULL)
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s->skins[i] = LoadSkin(path, shader[i].Name);
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}
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}
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mLumpNum = lumpnum;
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return true;
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}
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//===========================================================================
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//
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//
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//
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//===========================================================================
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void FMD3Model::LoadGeometry()
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{
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FMemLump lumpdata = Wads.ReadLump(mLumpNum);
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const char *buffer = (const char *)lumpdata.GetMem();
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md3_header_t * hdr = (md3_header_t *)buffer;
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md3_surface_t * surf = (md3_surface_t*)(buffer + LittleLong(hdr->Ofs_Surfaces));
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for(int i=0;i<numSurfaces;i++)
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{
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MD3Surface * s = &surfaces[i];
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md3_surface_t * ss = surf;
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surf = (md3_surface_t *)(((char*)surf) + LittleLong(surf->Ofs_End));
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// copy triangle indices
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md3_triangle_t * tris = (md3_triangle_t*)(((char*)ss)+LittleLong(ss->Ofs_Triangles));
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s->tris = new MD3Triangle[s->numTriangles];
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@ -169,19 +223,6 @@ bool FMD3Model::Load(const char * path, int, const char * buffer, int length)
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s->tris[i].VertIndex[j]=LittleLong(tris[i].vt_index[j]);
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}
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// copy shaders (skins)
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md3_shader_t * shader = (md3_shader_t*)(((char*)ss)+LittleLong(ss->Ofs_Shaders));
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s->skins = new FTexture *[s->numSkins];
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for(int i=0;i<s->numSkins;i++)
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{
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// [BB] According to the MD3 spec, Name is supposed to include the full path.
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s->skins[i] = LoadSkin("", shader[i].Name);
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// [BB] Fall back and check if Name is relative.
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if ( s->skins[i] == NULL )
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s->skins[i] = LoadSkin(path, shader[i].Name);
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}
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// Load texture coordinates
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md3_texcoord_t * tc = (md3_texcoord_t*)(((char*)ss)+LittleLong(ss->Ofs_Texcoord));
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s->texcoords = new MD3TexCoord[s->numVertices];
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@ -204,7 +245,6 @@ bool FMD3Model::Load(const char * path, int, const char * buffer, int length)
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UnpackVector( LittleShort(vt[i].n), s->vertices[i].nx, s->vertices[i].ny, s->vertices[i].nz);
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}
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}
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return true;
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}
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//===========================================================================
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@ -217,6 +257,8 @@ void FMD3Model::BuildVertexBuffer()
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{
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if (mVBuf == NULL)
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{
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LoadGeometry();
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unsigned int vbufsize = 0;
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unsigned int ibufsize = 0;
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@ -259,7 +301,7 @@ void FMD3Model::BuildVertexBuffer()
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indxptr[iindex++] = surf->tris[k].VertIndex[l];
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}
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}
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surf->CleanTempData();
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surf->UnloadGeometry();
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}
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mVBuf->UnlockVertexBuffer();
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mVBuf->UnlockIndexBuffer();
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@ -99,6 +99,7 @@ FGLRenderer::FGLRenderer(OpenGLFrameBuffer *fb)
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}
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void gl_LoadModels();
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void gl_FlushModels();
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void FGLRenderer::Initialize()
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{
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@ -119,6 +120,7 @@ void FGLRenderer::Initialize()
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FGLRenderer::~FGLRenderer()
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{
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gl_FlushModels();
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gl_DeleteAllAttachedLights();
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FMaterial::FlushAll();
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if (mShaderManager != NULL) delete mShaderManager;
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