mirror of
https://github.com/ZDoom/qzdoom-gpl.git
synced 2024-11-24 12:51:09 +00:00
- rework MD2 code for reloading/precaching of geometry data.
This commit is contained in:
parent
7af458223e
commit
feeebf5265
5 changed files with 223 additions and 143 deletions
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@ -101,6 +101,14 @@ void gl_LoadModels()
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}
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}
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void gl_FlushModels()
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{
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for (int i = Models.Size() - 1; i >= 0; i--)
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{
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Models[i]->DestroyVertexBuffer();
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}
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}
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//===========================================================================
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//
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//
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@ -33,6 +33,11 @@ public:
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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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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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FModelVertexBuffer *mVBuf;
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@ -93,9 +98,13 @@ protected:
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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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unsigned int vindex;
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};
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struct DMDLoDInfo
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@ -112,21 +121,23 @@ protected:
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};
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bool loaded;
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int mLumpNum;
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DMDHeader header;
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DMDInfo info;
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FTexture ** skins;
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FTexCoord * texCoords;
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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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bool allowTexComp; // Allow texture compression with this.
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public:
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FDMDModel()
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{
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loaded = false;
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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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@ -135,14 +146,16 @@ public:
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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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void UnloadGeometry();
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void BuildVertexBuffer();
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void CleanTempData();
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};
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@ -154,6 +167,7 @@ public:
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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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@ -74,53 +74,58 @@ static void UnpackVector(unsigned short packed, float vec[3])
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}
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//===========================================================================
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//
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// DMD file structure
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//
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//===========================================================================
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struct dmd_chunk_t
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{
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int type;
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int length; // Next chunk follows...
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};
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#pragma pack(1)
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struct dmd_packedVertex_t
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{
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byte vertex[3];
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unsigned short normal; // Yaw and pitch.
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};
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struct dmd_packedFrame_t
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{
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float scale[3];
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float translate[3];
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char name[16];
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dmd_packedVertex_t vertices[1];
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};
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#pragma pack()
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// Chunk types.
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enum
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{
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DMC_END, // Must be the last chunk.
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DMC_INFO // Required; will be expected to exist.
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};
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//===========================================================================
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//
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// FDMDModel::Load
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//
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//===========================================================================
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bool FDMDModel::Load(const char * path, int, const char * buffer, int length)
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bool FDMDModel::Load(const char * path, int lumpnum, const char * buffer, int length)
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{
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struct dmd_chunk_t
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{
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int type;
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int length; // Next chunk follows...
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};
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#pragma pack(1)
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struct dmd_packedVertex_t
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{
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byte vertex[3];
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unsigned short normal; // Yaw and pitch.
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};
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struct dmd_packedFrame_t
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{
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float scale[3];
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float translate[3];
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char name[16];
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dmd_packedVertex_t vertices[1];
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} ;
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#pragma pack()
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// Chunk types.
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enum
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{
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DMC_END, // Must be the last chunk.
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DMC_INFO // Required; will be expected to exist.
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};
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dmd_chunk_t * chunk = (dmd_chunk_t*)(buffer+12);
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dmd_chunk_t * chunk = (dmd_chunk_t*)(buffer + 12);
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char *temp;
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ModelFrame *frame;
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int i, k, c;
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int axis[3] = { VX, VY, VZ };
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int i;
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int fileoffset=12+sizeof(dmd_chunk_t);
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int fileoffset = 12 + sizeof(dmd_chunk_t);
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chunk->type = LittleLong(chunk->type);
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while(chunk->type != DMC_END)
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while (chunk->type != DMC_END)
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{
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switch (chunk->type)
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{
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@ -148,7 +153,7 @@ bool FDMDModel::Load(const char * path, int, const char * buffer, int length)
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break;
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}
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// Read the next chunk header.
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chunk = (dmd_chunk_t*)(buffer+fileoffset);
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chunk = (dmd_chunk_t*)(buffer + fileoffset);
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chunk->type = LittleLong(chunk->type);
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fileoffset += sizeof(dmd_chunk_t);
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}
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@ -156,34 +161,58 @@ bool FDMDModel::Load(const char * path, int, const char * buffer, int length)
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// Allocate and load in the data.
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skins = new FTexture *[info.numSkins];
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for(i = 0; i < info.numSkins; i++)
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for (i = 0; i < info.numSkins; i++)
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{
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skins[i] = LoadSkin(path, buffer + info.offsetSkins + i*64);
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skins[i] = LoadSkin(path, buffer + info.offsetSkins + i * 64);
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}
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texCoords = new FTexCoord[info.numTexCoords];
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memcpy(texCoords, (byte*)buffer + info.offsetTexCoords, info.numTexCoords * sizeof(FTexCoord));
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temp = (char*)buffer + info.offsetFrames;
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frames = new ModelFrame[info.numFrames];
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for(i = 0, frame = frames; i < info.numFrames; i++, frame++)
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for (i = 0, frame = frames; i < info.numFrames; i++, frame++)
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{
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dmd_packedFrame_t *pfr = (dmd_packedFrame_t *)(temp + info.frameSize * i);
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memcpy(frame->name, pfr->name, sizeof(pfr->name));
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frame->vindex = UINT_MAX;
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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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// FDMDModel::LoadGeometry
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//
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//===========================================================================
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void FDMDModel::LoadGeometry()
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{
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static int axis[3] = { VX, VY, VZ };
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FMemLump lumpdata = Wads.ReadLump(mLumpNum);
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const char *buffer = (const char *)lumpdata.GetMem();
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texCoords = new FTexCoord[info.numTexCoords];
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memcpy(texCoords, buffer + info.offsetTexCoords, info.numTexCoords * sizeof(FTexCoord));
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const char *temp = buffer + info.offsetFrames;
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framevtx= new ModelFrameVertexData[info.numFrames];
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ModelFrameVertexData *framev;
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int i, k, c;
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for(i = 0, framev = framevtx; i < info.numFrames; i++, framev++)
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{
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dmd_packedFrame_t *pfr = (dmd_packedFrame_t *) (temp + info.frameSize * i);
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dmd_packedVertex_t *pVtx;
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memcpy(frame->name, pfr->name, sizeof(pfr->name));
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frame->vertices = new DMDModelVertex[info.numVertices];
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frame->normals = new DMDModelVertex[info.numVertices];
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frame->vindex = UINT_MAX;
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framev->vertices = new DMDModelVertex[info.numVertices];
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framev->normals = new DMDModelVertex[info.numVertices];
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// Translate each vertex.
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for(k = 0, pVtx = pfr->vertices; k < info.numVertices; k++, pVtx++)
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{
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UnpackVector((unsigned short)(pVtx->normal), frame->normals[k].xyz);
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UnpackVector((unsigned short)(pVtx->normal), framev->normals[k].xyz);
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for(c = 0; c < 3; c++)
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{
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frame->vertices[k].xyz[axis[c]] =
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framev->vertices[k].xyz[axis[c]] =
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(pVtx->vertex[c] * FLOAT(pfr->scale[c]) + FLOAT(pfr->translate[c]));
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}
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}
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@ -209,24 +238,6 @@ bool FDMDModel::Load(const char * path, int, const char * buffer, int length)
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}
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}
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loaded=true;
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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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FDMDModel::~FDMDModel()
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{
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CleanTempData();
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// skins are managed by the texture manager so they must not be deleted here.
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if (skins != NULL) delete [] skins;
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if (frames != NULL) delete [] frames;
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}
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//===========================================================================
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@ -235,20 +246,22 @@ FDMDModel::~FDMDModel()
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//
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//===========================================================================
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void FDMDModel::CleanTempData()
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void FDMDModel::UnloadGeometry()
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{
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int i;
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if (frames != NULL)
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if (framevtx != NULL)
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{
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for (i=0;i<info.numFrames;i++)
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{
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if (frames[i].vertices != NULL) delete [] frames[i].vertices;
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if (frames[i].normals != NULL) delete [] frames[i].normals;
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if (framevtx[i].vertices != NULL) delete [] framevtx[i].vertices;
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if (framevtx[i].normals != NULL) delete [] framevtx[i].normals;
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frames[i].vertices = NULL;
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frames[i].normals = NULL;
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framevtx[i].vertices = NULL;
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framevtx[i].normals = NULL;
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}
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delete[] framevtx;
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framevtx = NULL;
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}
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for(i = 0; i < info.numLODs; i++)
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@ -267,10 +280,27 @@ void FDMDModel::CleanTempData()
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//
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//===========================================================================
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FDMDModel::~FDMDModel()
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{
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UnloadGeometry();
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// skins are managed by the texture manager so they must not be deleted here.
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if (skins != NULL) delete [] skins;
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if (frames != NULL) delete [] frames;
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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 FDMDModel::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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int VertexBufferSize = info.numFrames * lodInfo[0].numTriangles * 3;
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unsigned int vindex = 0;
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@ -279,12 +309,10 @@ void FDMDModel::BuildVertexBuffer()
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for (int i = 0; i < info.numFrames; i++)
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{
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ModelFrame *frame = &frames[i];
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DMDModelVertex *vert = frame->vertices;
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DMDModelVertex *norm = frame->normals;
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frame->vindex = vindex;
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DMDModelVertex *vert = framevtx[i].vertices;
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DMDModelVertex *norm = framevtx[i].normals;
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frames[i].vindex = vindex;
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FTriangle *tri = lods[0].triangles;
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@ -304,7 +332,7 @@ void FDMDModel::BuildVertexBuffer()
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}
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}
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mVBuf->UnlockVertexBuffer();
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CleanTempData();
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UnloadGeometry();
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}
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}
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@ -353,55 +381,60 @@ void FDMDModel::RenderFrame(FTexture * skin, int frameno, int frameno2, double i
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}
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//===========================================================================
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//
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// Internal data structures of MD2 files - only used during loading
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//
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//===========================================================================
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struct md2_header_t
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{
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int magic;
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int version;
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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 numTriangles;
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int numGlCommands;
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int numFrames;
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int offsetSkins;
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int offsetTexCoords;
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int offsetTriangles;
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int offsetFrames;
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int offsetGlCommands;
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int offsetEnd;
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};
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struct md2_triangleVertex_t
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{
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byte vertex[3];
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byte lightNormalIndex;
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};
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struct md2_packedFrame_t
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{
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float scale[3];
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float translate[3];
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char name[16];
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md2_triangleVertex_t vertices[1];
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};
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//===========================================================================
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//
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// FMD2Model::Load
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//
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//===========================================================================
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bool FMD2Model::Load(const char * path, int, const char * buffer, int length)
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bool FMD2Model::Load(const char * path, int lumpnum, const char * buffer, int length)
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{
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// Internal data structures of MD2 files - only used during loading!
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struct md2_header_t
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{
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int magic;
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int version;
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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 numTriangles;
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int numGlCommands;
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int numFrames;
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int offsetSkins;
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int offsetTexCoords;
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int offsetTriangles;
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int offsetFrames;
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int offsetGlCommands;
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int offsetEnd;
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} ;
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struct md2_triangleVertex_t
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{
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byte vertex[3];
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byte lightNormalIndex;
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};
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struct md2_packedFrame_t
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{
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float scale[3];
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float translate[3];
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char name[16];
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md2_triangleVertex_t vertices[1];
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};
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md2_header_t * md2header = (md2_header_t *)buffer;
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ModelFrame *frame;
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byte *md2_frames;
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int i, k, c;
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int axis[3] = { VX, VY, VZ };
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int i;
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// Convert it to DMD.
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header.magic = MD2_MAGIC;
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@ -436,39 +469,71 @@ bool FMD2Model::Load(const char * path, int, const char * buffer, int length)
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return false;
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}
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skins = new FTexture *[info.numSkins];
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for (i = 0; i < info.numSkins; i++)
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{
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skins[i] = LoadSkin(path, buffer + info.offsetSkins + i * 64);
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}
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// The frames need to be unpacked.
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md2_frames = (byte*)buffer + info.offsetFrames;
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frames = new ModelFrame[info.numFrames];
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for (i = 0, frame = frames; i < info.numFrames; i++, frame++)
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{
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md2_packedFrame_t *pfr = (md2_packedFrame_t *)(md2_frames + info.frameSize * i);
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memcpy(frame->name, pfr->name, sizeof(pfr->name));
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frame->vindex = UINT_MAX;
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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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// FMD2Model::LoadGeometry
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//
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//===========================================================================
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void FMD2Model::LoadGeometry()
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{
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static int axis[3] = { VX, VY, VZ };
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byte *md2_frames;
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FMemLump lumpdata = Wads.ReadLump(mLumpNum);
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const char *buffer = (const char *)lumpdata.GetMem();
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texCoords = new FTexCoord[info.numTexCoords];
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memcpy(texCoords, (byte*)buffer + info.offsetTexCoords, info.numTexCoords * sizeof(FTexCoord));
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md2_frames = (byte*)buffer + info.offsetFrames;
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framevtx = new ModelFrameVertexData[info.numFrames];
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||||
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()
|
||||
|
|
|
@ -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();
|
||||
}
|
||||
|
||||
//==========================================================================
|
||||
|
|
|
@ -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
|
||||
|
|
Loading…
Reference in a new issue