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https://github.com/ZDoom/qzdoom.git
synced 2024-11-25 05:21:02 +00:00
UE1: Clean up and restructure model class.
UE1: Add support for Deus Ex format vertex data. UE1: Group triangles by skin index AND type/flags (preparation for per-surface render style support). UE1: Add handling of Weapon Triangle (preparation for model attachment support). UE1: Support flat shaded triangle flag.
This commit is contained in:
parent
158890e0ce
commit
e5249f302a
2 changed files with 145 additions and 68 deletions
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@ -28,11 +28,11 @@ float unpackuvert( uint32_t n, int c )
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{
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switch( c )
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{
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case 2:
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case 0:
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return ((int16_t)((n&0x7ff)<<5))/128.f;
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case 1:
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return ((int16_t)(((n>>11)&0x7ff)<<5))/128.f;
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case 0:
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case 2:
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return ((int16_t)(((n>>22)&0x3ff)<<6))/128.f;
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default:
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return 0.f;
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@ -41,66 +41,74 @@ float unpackuvert( uint32_t n, int c )
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bool FUE1Model::Load( const char *filename, int lumpnum, const char *buffer, int length )
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{
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mLumpNum = lumpnum;
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int lumpnum2;
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FMemLump lump2;
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const char *buffer2;
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FString realfilename = Wads.GetLumpFullName(lumpnum);
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if ( (size_t)realfilename.IndexOf("_d.3d") == realfilename.Len()-5 )
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{
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realfilename.Substitute("_d.3d","_a.3d");
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lumpnum2 = Wads.CheckNumForFullName(realfilename);
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lump2 = Wads.ReadLump(lumpnum2);
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buffer2 = (char*)lump2.GetMem();
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// map structures
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dhead = (d3dhead*)(buffer);
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dpolys = (d3dpoly*)(buffer+sizeof(d3dhead));
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ahead = (a3dhead*)(buffer2);
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averts = (uint32_t*)(buffer2+sizeof(a3dhead));
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mDataLump = lumpnum;
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mAnivLump = lumpnum2;
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}
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else
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{
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realfilename.Substitute("_a.3d","_d.3d");
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lumpnum2 = Wads.CheckNumForFullName(realfilename);
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lump2 = Wads.ReadLump(lumpnum2);
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buffer2 = (char*)lump2.GetMem();
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// map structures
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dhead = (d3dhead*)(buffer2);
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dpolys = (d3dpoly*)(buffer2+sizeof(d3dhead));
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ahead = (a3dhead*)(buffer);
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averts = (uint32_t*)(buffer+sizeof(a3dhead));
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mAnivLump = lumpnum;
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mDataLump = lumpnum2;
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}
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// set counters
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numVerts = dhead->numverts;
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numFrames = ahead->numframes;
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numPolys = dhead->numpolys;
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numGroups = 0;
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groupIndices.Reset();
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uint8_t used[256] = {0};
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for ( int i=0; i<numPolys; i++ )
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used[dpolys[i].texnum] = 1;
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for ( int i=0; i<256; i++ )
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{
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if ( !used[i] ) continue;
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groupIndices.Push(i);
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numGroups++;
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}
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LoadGeometry();
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return true;
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}
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void FUE1Model::LoadGeometry()
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{
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FMemLump lump, lump2;
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const char *buffer, *buffer2;
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lump = Wads.ReadLump(mDataLump);
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buffer = (char*)lump.GetMem();
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lump2 = Wads.ReadLump(mAnivLump);
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buffer2 = (char*)lump2.GetMem();
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// map structures
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dhead = (d3dhead*)(buffer);
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dpolys = (d3dpoly*)(buffer+sizeof(d3dhead));
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ahead = (a3dhead*)(buffer2);
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// detect deus ex format
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if ( (ahead->framesize/dhead->numverts) == 8 )
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{
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averts = NULL;
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dxverts = (dxvert*)(buffer2+sizeof(a3dhead));
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}
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else
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{
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averts = (uint32_t*)(buffer2+sizeof(a3dhead));
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dxverts = NULL;
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}
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weaponPoly = -1;
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// set counters
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numVerts = dhead->numverts;
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numFrames = ahead->numframes;
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numPolys = dhead->numpolys;
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numGroups = 0;
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// populate vertex arrays
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for ( int i=0; i<numFrames; i++ )
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{
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for ( int j=0; j<numVerts; j++ )
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{
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UE1Vertex Vert;
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// unpack position
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Vert.Pos = FVector3(unpackuvert(averts[j+i*numVerts],2),
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unpackuvert(averts[j+i*numVerts],0),
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-unpackuvert(averts[j+i*numVerts],1));
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if ( dxverts != NULL )
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{
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// convert padded XYZ16
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Vert.Pos = FVector3(dxverts[j+i*numVerts].x,
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dxverts[j+i*numVerts].z,
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-dxverts[j+i*numVerts].y);
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}
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else
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{
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// convert packed XY11Z10
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Vert.Pos = FVector3(unpackuvert(averts[j+i*numVerts],0),
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unpackuvert(averts[j+i*numVerts],2),
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-unpackuvert(averts[j+i*numVerts],1));
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}
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// push vertex (without normals, will be calculated later)
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verts.Push(Vert);
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}
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@ -115,7 +123,11 @@ void FUE1Model::LoadGeometry()
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// unpack coords
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for ( int j=0; j<3; j++ )
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Poly.C[j] = FVector2(dpolys[i].uv[j][0]/255.f,dpolys[i].uv[j][1]/255.f);
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Poly.texNum = dpolys[i].texnum;
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// compute facet normal
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FVector3 dir[2];
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dir[0] = verts[Poly.V[1]].Pos-verts[Poly.V[0]].Pos;
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dir[1] = verts[Poly.V[2]].Pos-verts[Poly.V[0]].Pos;
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Poly.Normal = dir[0]^dir[1];
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// push
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polys.Push(Poly);
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}
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@ -130,37 +142,61 @@ void FUE1Model::LoadGeometry()
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for ( int k=0; k<numPolys; k++ )
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{
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if ( (polys[k].V[0] != j) && (polys[k].V[1] != j) && (polys[k].V[2] != j) ) continue;
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FVector3 vert[3], dir[2], norm;
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// compute facet normal
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for ( int l=0; l<3; l++ )
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vert[l] = verts[polys[k].V[l]+numVerts*i].Pos;
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dir[0] = vert[1]-vert[0];
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dir[1] = vert[2]-vert[0];
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norm = dir[0]^dir[1];
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nsum += norm.Unit();
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nsum += polys[k].Normal;
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}
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verts[j+numVerts*i].Normal = nsum.Unit();
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}
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}
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// populate skin groups
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for ( int i=0; i<numGroups; i++ )
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// populate poly groups (subdivided by texture number and type)
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// this method minimizes searches in the group list as much as possible
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// while still doing a single pass through the poly list
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int curgroup = -1;
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UE1Group Group;
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for ( int i=0; i<numPolys; i++ )
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{
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UE1Group Group;
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Group.numPolys = 0;
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for ( int j=0; j<numPolys; j++ )
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// while we're at it, look for the weapon triangle
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if ( dpolys[i].type&PT_WeaponTriangle ) weaponPoly = i;
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if ( curgroup == -1 )
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{
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if ( polys[j].texNum != groupIndices[i] )
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continue;
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Group.P.Push(j);
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Group.numPolys++;
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// no group, create it
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Group.P.Reset();
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Group.numPolys = 0;
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Group.texNum = dpolys[i].texnum;
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Group.type = dpolys[i].type;
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groups.Push(Group);
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curgroup = numGroups++;
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}
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groups.Push(Group);
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else if ( (dpolys[i].texnum != groups[curgroup].texNum) || (dpolys[i].type != groups[curgroup].type) )
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{
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// different attributes than last time
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// search for existing group with new attributes, create one if not found
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curgroup = -1;
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for ( int j=0; j<numGroups; j++ )
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{
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if ( (groups[j].texNum != dpolys[i].texnum) || (groups[j].type != dpolys[i].type) ) continue;
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curgroup = j;
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break;
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}
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// counter the increment that will happen after continuing this loop
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// otherwise it'll be skipped over
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i--;
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continue;
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}
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groups[curgroup].P.Push(i);
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groups[curgroup].numPolys++;
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}
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// ... and it's finally done
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mDataLoaded = true;
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}
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void FUE1Model::UnloadGeometry()
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{
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mDataLoaded = false;
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weaponPoly = -1;
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numVerts = 0;
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numFrames = 0;
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numPolys = 0;
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numGroups = 0;
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verts.Reset();
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polys.Reset();
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for ( int i=0; i<numGroups; i++ )
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@ -184,17 +220,25 @@ void FUE1Model::RenderFrame( FModelRenderer *renderer, FTexture *skin, int frame
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for ( int i=0; i<numGroups; i++ )
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{
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vsize = groups[i].numPolys*3;
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if ( groups[i].type&PT_WeaponTriangle )
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{
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// weapon triangle should never be drawn, it only exists to calculate attachment position and orientation
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vofs += vsize;
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continue;
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}
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FTexture *sskin = skin;
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if ( !sskin )
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{
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if ( curSpriteMDLFrame->surfaceskinIDs[curMDLIndex][i].isValid() )
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sskin = TexMan(curSpriteMDLFrame->surfaceskinIDs[curMDLIndex][i]);
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if ( curSpriteMDLFrame->surfaceskinIDs[curMDLIndex][groups[i].texNum].isValid() )
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sskin = TexMan(curSpriteMDLFrame->surfaceskinIDs[curMDLIndex][groups[i].texNum]);
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if ( !sskin )
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{
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vofs += vsize;
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continue;
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}
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}
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// TODO: Handle per-group render styles and other flags once functions for it are implemented
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// Future note: poly renderstyles should always be enforced unless the actor itself has a style other than Normal
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renderer->SetMaterial(sskin,false,translation);
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GetVertexBuffer(renderer)->SetupFrame(renderer,vofs+frame*fsize,vofs+frame2*fsize,vsize);
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renderer->DrawArrays(0,vsize);
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@ -207,6 +251,8 @@ void FUE1Model::BuildVertexBuffer( FModelRenderer *renderer )
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{
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if (GetVertexBuffer(renderer))
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return;
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if ( !mDataLoaded )
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LoadGeometry();
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int vsize = 0;
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for ( int i=0; i<numGroups; i++ )
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vsize += groups[i].numPolys*3;
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@ -227,7 +273,13 @@ void FUE1Model::BuildVertexBuffer( FModelRenderer *renderer )
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FVector2 C = polys[groups[j].P[k]].C[l];
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FModelVertex *vert = &vptr[vidx++];
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vert->Set(V.Pos.X,V.Pos.Y,V.Pos.Z,C.X,C.Y);
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vert->SetNormal(V.Normal.X,V.Normal.Y,V.Normal.Z);
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if ( groups[j].type&PT_Curvy ) // use facet normal
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{
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vert->SetNormal(polys[groups[j].P[k]].Normal.X,
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polys[groups[j].P[k]].Normal.Y,
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polys[groups[j].P[k]].Normal.Z);
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}
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else vert->SetNormal(V.Normal.X,V.Normal.Y,V.Normal.Z);
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}
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}
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}
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@ -238,8 +290,8 @@ void FUE1Model::BuildVertexBuffer( FModelRenderer *renderer )
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void FUE1Model::AddSkins( uint8_t *hitlist )
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{
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for ( int i=0; i<numGroups; i++ )
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if ( curSpriteMDLFrame->surfaceskinIDs[curMDLIndex][i].isValid() )
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hitlist[curSpriteMDLFrame->surfaceskinIDs[curMDLIndex][i].GetIndex()] |= FTextureManager::HIT_Flat;
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if ( curSpriteMDLFrame->surfaceskinIDs[curMDLIndex][groups[i].texNum].isValid() )
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hitlist[curSpriteMDLFrame->surfaceskinIDs[curMDLIndex][groups[i].texNum].GetIndex()] |= FTextureManager::HIT_Flat;
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}
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FUE1Model::~FUE1Model()
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@ -5,6 +5,23 @@
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class FUE1Model : public FModel
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{
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public:
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enum EPolyType
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{
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PT_Normal = 0, // normal renderstyle
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PT_TwoSided = 1, // like normal, but don't cull backfaces
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PT_Translucent = 2, // additive blending
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PT_Masked = 3, // draw with alpha testing
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PT_Modulated = 4, // overlay-like blending (rgb values below 128 darken, 128 is unchanged, and above 128 lighten)
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// types mask
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PT_Type = 7,
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// flags
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PT_WeaponTriangle = 0x08, // this poly is used for positioning a weapon attachment and should not be drawn
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PT_Unlit = 0x10, // this poly is fullbright
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PT_Curvy = 0x20, // this poly uses the facet normal
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PT_EnvironmentMap = 0x40, // vertex UVs are remapped to their view-space X and Z normals, fake cubemap look
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PT_NoSmooth = 0x80 // this poly forcibly uses nearest filtering
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};
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bool Load(const char * fn, int lumpnum, const char * buffer, int length) override;
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int FindFrame(const char * name) override;
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void RenderFrame(FModelRenderer *renderer, FTexture * skin, int frame, int frame2, double inter, int translation=0) override;
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@ -14,7 +31,9 @@ public:
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void UnloadGeometry();
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FUE1Model()
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{
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mLumpNum = -1;
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mDataLump = -1;
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mAnivLump = -1;
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mDataLoaded = false;
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dhead = NULL;
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dpolys = NULL;
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ahead = NULL;
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@ -27,7 +46,8 @@ public:
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~FUE1Model();
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private:
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int mLumpNum;
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int mDataLump, mAnivLump;
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bool mDataLoaded;
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// raw data structures
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struct d3dhead
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@ -54,6 +74,11 @@ private:
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d3dpoly * dpolys;
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a3dhead * ahead;
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uint32_t * averts;
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struct dxvert
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{
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int16_t x, y, z, pad;
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};
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dxvert * dxverts;
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// converted data structures
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struct UE1Vertex
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@ -64,21 +89,21 @@ private:
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{
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int V[3];
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FVector2 C[3];
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int texNum;
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FVector3 Normal;
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};
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struct UE1Group
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{
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TArray<int> P;
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int numPolys;
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int numPolys, texNum, type;
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};
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int numVerts;
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int numFrames;
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int numPolys;
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int numGroups;
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int weaponPoly; // for future model attachment support, unused for now
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TArray<UE1Vertex> verts;
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TArray<UE1Poly> polys;
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TArray<UE1Group> groups;
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TArray<int> groupIndices;
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};
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