mirror of
https://github.com/ZDoom/qzdoom.git
synced 2024-11-11 15:22:16 +00:00
Cleaned UE1 math by using FVector classes.
Reversed winding order on vertex buffer creation as UE1 uses CCW.
This commit is contained in:
parent
9257c9cc0c
commit
0c4a08460f
2 changed files with 18 additions and 46 deletions
|
@ -98,9 +98,9 @@ void FUE1Model::LoadGeometry()
|
|||
{
|
||||
UE1Vertex Vert;
|
||||
// unpack position
|
||||
Vert.Pos.X = unpackuvert(averts[j+i*numVerts],0);
|
||||
Vert.Pos.Y = unpackuvert(averts[j+i*numVerts],1);
|
||||
Vert.Pos.Z = unpackuvert(averts[j+i*numVerts],2);
|
||||
Vert.Pos = FVector3(unpackuvert(averts[j+i*numVerts],0),
|
||||
unpackuvert(averts[j+i*numVerts],1),
|
||||
unpackuvert(averts[j+i*numVerts],2));
|
||||
// push vertex (without normals, will be calculated later)
|
||||
verts.Push(Vert);
|
||||
}
|
||||
|
@ -114,10 +114,7 @@ void FUE1Model::LoadGeometry()
|
|||
Poly.V[j] = dpolys[i].vertices[j];
|
||||
// unpack coords
|
||||
for ( int j=0; j<3; j++ )
|
||||
{
|
||||
Poly.C[j].S = dpolys[i].uv[j][0]/255.f;
|
||||
Poly.C[j].T = dpolys[i].uv[j][1]/255.f;
|
||||
}
|
||||
Poly.C[j] = FVector2(dpolys[i].uv[j][0]/255.f,dpolys[i].uv[j][1]/255.f);
|
||||
Poly.texNum = dpolys[i].texnum;
|
||||
// push
|
||||
polys.Push(Poly);
|
||||
|
@ -129,39 +126,22 @@ void FUE1Model::LoadGeometry()
|
|||
{
|
||||
for ( int j=0; j<numVerts; j++ )
|
||||
{
|
||||
UE1Vector nsum = {0,0,0};
|
||||
float total = 0.;
|
||||
FVector3 nsum = FVector3(0,0,0);
|
||||
for ( int k=0; k<numPolys; k++ )
|
||||
{
|
||||
if ( (polys[k].V[0] != j) && (polys[k].V[1] != j) && (polys[k].V[2] != j) ) continue;
|
||||
UE1Vector vert[3], dir[2], norm;
|
||||
FVector3 vert[3], dir[2], norm;
|
||||
// compute facet normal
|
||||
for ( int l=0; l<3; l++ )
|
||||
vert[l] = verts[polys[k].V[l]+numVerts*i].Pos;
|
||||
dir[0].X = vert[1].X-vert[0].X;
|
||||
dir[0].Y = vert[1].Y-vert[0].Y;
|
||||
dir[0].Z = vert[1].Z-vert[0].Z;
|
||||
dir[1].X = vert[2].X-vert[0].X;
|
||||
dir[1].Y = vert[2].Y-vert[0].Y;
|
||||
dir[1].Z = vert[2].Z-vert[0].Z;
|
||||
norm.X = dir[0].Y*dir[1].Z-dir[0].Z*dir[1].Y;
|
||||
norm.Y = dir[0].Z*dir[1].X-dir[0].X*dir[1].Z;
|
||||
norm.Z = dir[0].X*dir[1].Y-dir[0].Y*dir[1].X;
|
||||
float s = (float)sqrt(norm.X*norm.X+norm.Y*norm.Y+norm.Z*norm.Z);
|
||||
if ( s != 0.f )
|
||||
{
|
||||
norm.X /= s;
|
||||
norm.Y /= s;
|
||||
norm.Z /= s;
|
||||
}
|
||||
nsum.X += norm.X;
|
||||
nsum.Y += norm.Y;
|
||||
nsum.Z += norm.Z;
|
||||
total+=1.f;
|
||||
dir[0] = vert[1]-vert[0];
|
||||
dir[1] = vert[2]-vert[0];
|
||||
dir[0].MakeUnit();
|
||||
dir[1].MakeUnit();
|
||||
norm = dir[0]^dir[1];
|
||||
nsum += norm.Unit();
|
||||
}
|
||||
verts[j+numVerts*i].Normal.X = nsum.X/total;
|
||||
verts[j+numVerts*i].Normal.Y = nsum.Y/total;
|
||||
verts[j+numVerts*i].Normal.Z = nsum.Z/total;
|
||||
verts[j+numVerts*i].Normal = nsum.Unit();
|
||||
}
|
||||
}
|
||||
// populate skin groups
|
||||
|
@ -242,12 +222,12 @@ void FUE1Model::BuildVertexBuffer( FModelRenderer *renderer )
|
|||
{
|
||||
for ( int k=0; k<groups[j].numPolys; k++ )
|
||||
{
|
||||
for ( int l=0; l<3; l++ )
|
||||
for ( int l=2; l>=0; l-- )
|
||||
{
|
||||
UE1Vertex V = verts[polys[groups[j].P[k]].V[l]+i*numVerts];
|
||||
UE1Coord C = polys[groups[j].P[k]].C[l];
|
||||
FVector2 C = polys[groups[j].P[k]].C[l];
|
||||
FModelVertex *vert = &vptr[vidx++];
|
||||
vert->Set(V.Pos.X,V.Pos.Y,V.Pos.Z,C.S,C.T);
|
||||
vert->Set(V.Pos.X,V.Pos.Y,V.Pos.Z,C.X,C.Y);
|
||||
vert->SetNormal(V.Normal.X,V.Normal.Y,V.Normal.Z);
|
||||
}
|
||||
}
|
||||
|
|
|
@ -56,22 +56,14 @@ private:
|
|||
uint32_t * averts;
|
||||
|
||||
// converted data structures
|
||||
struct UE1Coord
|
||||
{
|
||||
float S, T;
|
||||
};
|
||||
struct UE1Vector
|
||||
{
|
||||
float X, Y, Z;
|
||||
};
|
||||
struct UE1Vertex
|
||||
{
|
||||
UE1Vector Pos, Normal;
|
||||
FVector3 Pos, Normal;
|
||||
};
|
||||
struct UE1Poly
|
||||
{
|
||||
int V[3];
|
||||
UE1Coord C[3];
|
||||
FVector2 C[3];
|
||||
int texNum;
|
||||
};
|
||||
struct UE1Group
|
||||
|
|
Loading…
Reference in a new issue