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https://github.com/ZDoom/qzdoom-gpl.git
synced 2024-11-24 04:41:53 +00:00
Added SurfaceSkin MODELDEF property, allows overriding MD3 per-surface skins.
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parent
bc7b439dd0
commit
b3b2eb42c6
4 changed files with 59 additions and 3 deletions
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@ -460,7 +460,7 @@ void gl_InitModels()
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{
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int Lump, lastLump;
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FString path;
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int index;
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int index, surface;
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int i;
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FSpriteModelFrame smf;
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@ -696,6 +696,39 @@ void gl_InitModels()
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}
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}
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}
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else if (sc.Compare("surfaceskin"))
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{
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sc.MustGetNumber();
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index = sc.Number;
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sc.MustGetNumber();
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surface = sc.Number;
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if (index<0 || index >= MAX_MODELS_PER_FRAME)
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{
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sc.ScriptError("Too many models in %s", smf.type->TypeName.GetChars());
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}
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if (surface<0 || index >= MD3_MAX_SURFACES)
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{
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sc.ScriptError("Invalid MD3 Surface %d in %s", MD3_MAX_SURFACES, smf.type->TypeName.GetChars());
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}
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sc.MustGetString();
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FixPathSeperator(sc.String);
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if (sc.Compare(""))
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{
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smf.surfaceskinIDs[index][surface] = FNullTextureID();
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}
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else
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{
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smf.surfaceskinIDs[index][surface] = LoadSkin("", sc.String);
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if (!smf.surfaceskinIDs[index][surface].isValid())
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{
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Printf("Surface Skin '%s' not found in '%s'\n",
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sc.String, smf.type->TypeName.GetChars());
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}
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}
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}
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else if (sc.Compare("frameindex") || sc.Compare("frame"))
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{
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bool isframe=!!sc.Compare("frame");
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@ -901,6 +934,8 @@ void gl_RenderFrameModels( const FSpriteModelFrame *smf,
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mdl->BuildVertexBuffer();
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gl_RenderState.SetVertexBuffer(mdl->mVBuf);
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mdl->PushSpriteFrame(smf, i);
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if ( smfNext && smf->modelframes[i] != smfNext->modelframes[i] )
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mdl->RenderFrame(tex, smf->modelframes[i], smfNext->modelframes[i], inter, translation);
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else
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@ -16,9 +16,12 @@ enum { VX, VZ, VY };
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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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@ -42,6 +45,10 @@ public:
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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 PushSpriteFrame(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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@ -347,6 +354,7 @@ 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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@ -319,6 +319,11 @@ void FMD3Model::AddSkins(BYTE *hitlist)
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{
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for (int i = 0; i < numSurfaces; i++)
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{
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if (curSpriteMDLFrame->surfaceskinIDs[curMDLIndex][i].isValid())
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{
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hitlist[curSpriteMDLFrame->surfaceskinIDs[curMDLIndex][i].GetIndex()] |= FTexture::TEX_Flat;
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}
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MD3Surface * surf = &surfaces[i];
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for (int j = 0; j < surf->numSkins; j++)
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{
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@ -365,8 +370,15 @@ void FMD3Model::RenderFrame(FTexture * skin, int frameno, int frameno2, double i
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FTexture *surfaceSkin = skin;
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if (!surfaceSkin)
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{
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if (surf->numSkins==0 || !surf->skins[0].isValid()) return;
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surfaceSkin = TexMan(surf->skins[0]);
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if (curSpriteMDLFrame->surfaceskinIDs[curMDLIndex][i].isValid())
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{
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surfaceSkin = TexMan(curSpriteMDLFrame->surfaceskinIDs[curMDLIndex][i]);
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}
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else if(surf->numSkins > 0 && surf->skins[0].isValid())
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{
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surfaceSkin = TexMan(surf->skins[0]);
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}
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if (!surfaceSkin) return;
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}
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@ -1113,6 +1113,7 @@ void FGLInterface::Precache(BYTE *texhitlist, TMap<PClassActor*, bool> &actorhit
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}
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else if (smf->modelIDs[i] != -1)
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{
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Models[smf->modelIDs[i]]->PushSpriteFrame(smf, i);
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Models[smf->modelIDs[i]]->AddSkins(texhitlist);
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}
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if (smf->modelIDs[i] != -1)
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