mirror of
https://github.com/ZDoom/qzdoom.git
synced 2025-01-05 17:21:00 +00:00
79a0f76801
This was done to make reviewing easier, again because it is virtually impossible to search for the operators in the code. Going through this revealed quite a few places where texture animations were on but shouldn't and even more places that did not check PASLVERS, although they were preparing some paletted rendering.
943 lines
26 KiB
C++
943 lines
26 KiB
C++
//
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//---------------------------------------------------------------------------
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//
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// Copyright(C) 2005-2016 Christoph Oelckers
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// All rights reserved.
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//
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU Lesser General Public License as published by
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// the Free Software Foundation, either version 3 of the License, or
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// (at your option) any later version.
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//
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU Lesser General Public License for more details.
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//
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// You should have received a copy of the GNU Lesser General Public License
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// along with this program. If not, see http://www.gnu.org/licenses/
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//
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//--------------------------------------------------------------------------
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//
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/*
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** gl_models.cpp
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**
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** General model handling code
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**
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**/
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#include "w_wad.h"
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#include "cmdlib.h"
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#include "sc_man.h"
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#include "m_crc32.h"
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#include "c_console.h"
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#include "g_game.h"
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#include "doomstat.h"
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#include "g_level.h"
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#include "r_state.h"
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#include "d_player.h"
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#include "g_levellocals.h"
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#include "r_utility.h"
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#include "r_data/models/models.h"
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#include "r_data/models/models_ue1.h"
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#include "r_data/models/models_obj.h"
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#include "i_time.h"
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#ifdef _MSC_VER
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#pragma warning(disable:4244) // warning C4244: conversion from 'double' to 'float', possible loss of data
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#endif
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CVAR(Bool, gl_interpolate_model_frames, true, CVAR_ARCHIVE)
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EXTERN_CVAR (Bool, r_drawvoxels)
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extern TDeletingArray<FVoxel *> Voxels;
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extern TDeletingArray<FVoxelDef *> VoxelDefs;
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DeletingModelArray Models;
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void FModelRenderer::RenderModel(float x, float y, float z, FSpriteModelFrame *smf, AActor *actor, double ticFrac)
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{
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// Setup transformation.
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int translation = 0;
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if (!(smf->flags & MDL_IGNORETRANSLATION))
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translation = actor->Translation;
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// y scale for a sprite means height, i.e. z in the world!
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float scaleFactorX = actor->Scale.X * smf->xscale;
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float scaleFactorY = actor->Scale.X * smf->yscale;
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float scaleFactorZ = actor->Scale.Y * smf->zscale;
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float pitch = 0;
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float roll = 0;
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double rotateOffset = 0;
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DRotator angles;
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if (actor->renderflags & RF_INTERPOLATEANGLES) // [Nash] use interpolated angles
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angles = actor->InterpolatedAngles(ticFrac);
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else
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angles = actor->Angles;
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float angle = angles.Yaw.Degrees;
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// [BB] Workaround for the missing pitch information.
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if ((smf->flags & MDL_PITCHFROMMOMENTUM))
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{
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const double x = actor->Vel.X;
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const double y = actor->Vel.Y;
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const double z = actor->Vel.Z;
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if (actor->Vel.LengthSquared() > EQUAL_EPSILON)
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{
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// [BB] Calculate the pitch using spherical coordinates.
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if (z || x || y) pitch = float(atan(z / sqrt(x*x + y*y)) / M_PI * 180);
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// Correcting pitch if model is moving backwards
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if (fabs(x) > EQUAL_EPSILON || fabs(y) > EQUAL_EPSILON)
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{
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if ((x * cos(angle * M_PI / 180) + y * sin(angle * M_PI / 180)) / sqrt(x * x + y * y) < 0) pitch *= -1;
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}
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else pitch = fabs(pitch);
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}
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}
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if (smf->flags & MDL_ROTATING)
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{
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if (smf->rotationSpeed > 0.0000000001 || smf->rotationSpeed < -0.0000000001)
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{
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double turns = (I_GetTime() + I_GetTimeFrac()) / (200.0 / smf->rotationSpeed);
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turns -= floor(turns);
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rotateOffset = turns * 360.0;
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}
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else
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{
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rotateOffset = 0.0;
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}
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}
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// Added MDL_USEACTORPITCH and MDL_USEACTORROLL flags processing.
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// If both flags MDL_USEACTORPITCH and MDL_PITCHFROMMOMENTUM are set, the pitch sums up the actor pitch and the velocity vector pitch.
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if (smf->flags & MDL_USEACTORPITCH)
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{
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double d = angles.Pitch.Degrees;
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if (smf->flags & MDL_BADROTATION) pitch += d;
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else pitch -= d;
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}
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if (smf->flags & MDL_USEACTORROLL) roll += angles.Roll.Degrees;
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VSMatrix objectToWorldMatrix;
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objectToWorldMatrix.loadIdentity();
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// Model space => World space
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objectToWorldMatrix.translate(x, z, y);
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// [Nash] take SpriteRotation into account
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angle += actor->SpriteRotation.Degrees;
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// Applying model transformations:
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// 1) Applying actor angle, pitch and roll to the model
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if (smf->flags & MDL_USEROTATIONCENTER)
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{
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objectToWorldMatrix.translate(smf->rotationCenterX, smf->rotationCenterZ, smf->rotationCenterY);
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}
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objectToWorldMatrix.rotate(-angle, 0, 1, 0);
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objectToWorldMatrix.rotate(pitch, 0, 0, 1);
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objectToWorldMatrix.rotate(-roll, 1, 0, 0);
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if (smf->flags & MDL_USEROTATIONCENTER)
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{
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objectToWorldMatrix.translate(-smf->rotationCenterX, -smf->rotationCenterZ, -smf->rotationCenterY);
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}
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// 2) Applying Doomsday like rotation of the weapon pickup models
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// The rotation angle is based on the elapsed time.
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if (smf->flags & MDL_ROTATING)
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{
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objectToWorldMatrix.translate(smf->rotationCenterX, smf->rotationCenterY, smf->rotationCenterZ);
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objectToWorldMatrix.rotate(rotateOffset, smf->xrotate, smf->yrotate, smf->zrotate);
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objectToWorldMatrix.translate(-smf->rotationCenterX, -smf->rotationCenterY, -smf->rotationCenterZ);
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}
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// 3) Scaling model.
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objectToWorldMatrix.scale(scaleFactorX, scaleFactorZ, scaleFactorY);
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// 4) Aplying model offsets (model offsets do not depend on model scalings).
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objectToWorldMatrix.translate(smf->xoffset / smf->xscale, smf->zoffset / smf->zscale, smf->yoffset / smf->yscale);
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// 5) Applying model rotations.
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objectToWorldMatrix.rotate(-smf->angleoffset, 0, 1, 0);
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objectToWorldMatrix.rotate(smf->pitchoffset, 0, 0, 1);
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objectToWorldMatrix.rotate(-smf->rolloffset, 1, 0, 0);
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// consider the pixel stretching. For non-voxels this must be factored out here
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float stretch = (smf->modelIDs[0] != -1 ? Models[smf->modelIDs[0]]->getAspectFactor() : 1.f) / level.info->pixelstretch;
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objectToWorldMatrix.scale(1, stretch, 1);
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float orientation = scaleFactorX * scaleFactorY * scaleFactorZ;
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BeginDrawModel(actor, smf, objectToWorldMatrix, orientation < 0);
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RenderFrameModels(smf, actor->state, actor->tics, actor->GetClass(), translation);
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EndDrawModel(actor, smf);
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}
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void FModelRenderer::RenderHUDModel(DPSprite *psp, float ofsX, float ofsY)
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{
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AActor * playermo = players[consoleplayer].camera;
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FSpriteModelFrame *smf = FindModelFrame(playermo->player->ReadyWeapon->GetClass(), psp->GetState()->sprite, psp->GetState()->GetFrame(), false);
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// [BB] No model found for this sprite, so we can't render anything.
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if (smf == nullptr)
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return;
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// The model position and orientation has to be drawn independently from the position of the player,
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// but we need to position it correctly in the world for light to work properly.
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VSMatrix objectToWorldMatrix = GetViewToWorldMatrix();
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// Scaling model (y scale for a sprite means height, i.e. z in the world!).
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objectToWorldMatrix.scale(smf->xscale, smf->zscale, smf->yscale);
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// Aplying model offsets (model offsets do not depend on model scalings).
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objectToWorldMatrix.translate(smf->xoffset / smf->xscale, smf->zoffset / smf->zscale, smf->yoffset / smf->yscale);
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// [BB] Weapon bob, very similar to the normal Doom weapon bob.
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objectToWorldMatrix.rotate(ofsX / 4, 0, 1, 0);
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objectToWorldMatrix.rotate((ofsY - WEAPONTOP) / -4., 1, 0, 0);
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// [BB] For some reason the jDoom models need to be rotated.
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objectToWorldMatrix.rotate(90.f, 0, 1, 0);
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// Applying angleoffset, pitchoffset, rolloffset.
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objectToWorldMatrix.rotate(-smf->angleoffset, 0, 1, 0);
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objectToWorldMatrix.rotate(smf->pitchoffset, 0, 0, 1);
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objectToWorldMatrix.rotate(-smf->rolloffset, 1, 0, 0);
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float orientation = smf->xscale * smf->yscale * smf->zscale;
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BeginDrawHUDModel(playermo, objectToWorldMatrix, orientation < 0);
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RenderFrameModels(smf, psp->GetState(), psp->GetTics(), playermo->player->ReadyWeapon->GetClass(), 0);
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EndDrawHUDModel(playermo);
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}
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void FModelRenderer::RenderFrameModels(const FSpriteModelFrame *smf, const FState *curState, const int curTics, const PClass *ti, int translation)
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{
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// [BB] Frame interpolation: Find the FSpriteModelFrame smfNext which follows after smf in the animation
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// and the scalar value inter ( element of [0,1) ), both necessary to determine the interpolated frame.
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FSpriteModelFrame * smfNext = nullptr;
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double inter = 0.;
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if (gl_interpolate_model_frames && !(smf->flags & MDL_NOINTERPOLATION))
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{
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FState *nextState = curState->GetNextState();
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if (curState != nextState && nextState)
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{
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// [BB] To interpolate at more than 35 fps we take tic fractions into account.
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float ticFraction = 0.;
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// [BB] In case the tic counter is frozen we have to leave ticFraction at zero.
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if (ConsoleState == c_up && menuactive != MENU_On && !(level.flags2 & LEVEL2_FROZEN))
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{
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ticFraction = I_GetTimeFrac();
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}
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inter = static_cast<double>(curState->Tics - curTics + ticFraction) / static_cast<double>(curState->Tics);
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// [BB] For some actors (e.g. ZPoisonShroom) spr->actor->tics can be bigger than curState->Tics.
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// In this case inter is negative and we need to set it to zero.
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if (curState->Tics < curTics)
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inter = 0.;
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else
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{
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// [BB] Workaround for actors that use the same frame twice in a row.
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// Most of the standard Doom monsters do this in their see state.
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if ((smf->flags & MDL_INTERPOLATEDOUBLEDFRAMES))
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{
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const FState *prevState = curState - 1;
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if ((curState->sprite == prevState->sprite) && (curState->Frame == prevState->Frame))
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{
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inter /= 2.;
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inter += 0.5;
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}
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if ((curState->sprite == nextState->sprite) && (curState->Frame == nextState->Frame))
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{
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inter /= 2.;
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nextState = nextState->GetNextState();
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}
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}
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if (inter != 0.0)
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smfNext = FindModelFrame(ti, nextState->sprite, nextState->Frame, false);
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}
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}
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}
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for (int i = 0; i<MAX_MODELS_PER_FRAME; i++)
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{
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if (smf->modelIDs[i] != -1)
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{
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FModel * mdl = Models[smf->modelIDs[i]];
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FTexture *tex = smf->skinIDs[i].isValid() ? TexMan.GetTexture(smf->skinIDs[i], true) : nullptr;
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mdl->BuildVertexBuffer(this);
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mdl->PushSpriteMDLFrame(smf, i);
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if (smfNext && smf->modelframes[i] != smfNext->modelframes[i])
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mdl->RenderFrame(this, tex, smf->modelframes[i], smfNext->modelframes[i], inter, translation);
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else
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mdl->RenderFrame(this, tex, smf->modelframes[i], smf->modelframes[i], 0.f, translation);
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}
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}
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}
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/////////////////////////////////////////////////////////////////////////////
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void 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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FModel::FModel()
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{
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for (int i = 0; i < NumModelRendererTypes; i++)
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mVBuf[i] = nullptr;
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}
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FModel::~FModel()
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{
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DestroyVertexBuffer();
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}
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void FModel::DestroyVertexBuffer()
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{
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for (int i = 0; i < NumModelRendererTypes; i++)
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{
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delete mVBuf[i];
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mVBuf[i] = nullptr;
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}
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}
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static TArray<FSpriteModelFrame> SpriteModelFrames;
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static int * SpriteModelHash;
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//TArray<FStateModelFrame> StateModelFrames;
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static void DeleteModelHash()
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{
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if (SpriteModelHash != nullptr) delete [] SpriteModelHash;
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SpriteModelHash = nullptr;
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}
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//===========================================================================
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//
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// FindGFXFile
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//
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//===========================================================================
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static int FindGFXFile(FString & fn)
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{
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int lump = Wads.CheckNumForFullName(fn); // if we find something that matches the name plus the extension, return it and do not enter the substitution logic below.
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if (lump != -1) return lump;
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int best = -1;
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int dot = fn.LastIndexOf('.');
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int slash = fn.LastIndexOf('/');
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if (dot > slash) fn.Truncate(dot);
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static const char * extensions[] = { ".png", ".jpg", ".tga", ".pcx", nullptr };
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for (const char ** extp=extensions; *extp; extp++)
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{
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int lump = Wads.CheckNumForFullName(fn + *extp);
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if (lump >= best) best = lump;
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}
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return best;
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}
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//===========================================================================
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//
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// LoadSkin
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//
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//===========================================================================
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FTextureID LoadSkin(const char * path, const char * fn)
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{
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FString buffer;
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buffer.Format("%s%s", path, fn);
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int texlump = FindGFXFile(buffer);
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const char * const texname = texlump < 0 ? fn : Wads.GetLumpFullName(texlump);
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return TexMan.CheckForTexture(texname, ETextureType::Any, FTextureManager::TEXMAN_TryAny);
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}
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//===========================================================================
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//
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// ModelFrameHash
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//
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//===========================================================================
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static int ModelFrameHash(FSpriteModelFrame * smf)
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{
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const uint32_t *table = GetCRCTable ();
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uint32_t hash = 0xffffffff;
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const char * s = (const char *)(&smf->type); // this uses type, sprite and frame for hashing
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const char * se= (const char *)(&smf->hashnext);
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for (; s<se; s++)
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{
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hash = CRC1 (hash, *s, table);
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}
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return hash ^ 0xffffffff;
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}
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//===========================================================================
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//
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// FindModel
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//
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//===========================================================================
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static unsigned FindModel(const char * path, const char * modelfile)
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{
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FModel * model = nullptr;
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FString fullname;
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fullname.Format("%s%s", path, modelfile);
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int lump = Wads.CheckNumForFullName(fullname);
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if (lump<0)
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{
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Printf("FindModel: '%s' not found\n", fullname.GetChars());
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return -1;
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}
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for(unsigned i = 0; i< Models.Size(); i++)
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{
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if (!Models[i]->mFileName.CompareNoCase(fullname)) return i;
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}
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int len = Wads.LumpLength(lump);
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FMemLump lumpd = Wads.ReadLump(lump);
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char * buffer = (char*)lumpd.GetMem();
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if ( (size_t)fullname.LastIndexOf("_d.3d") == fullname.Len()-5 )
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{
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FString anivfile = fullname.GetChars();
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anivfile.Substitute("_d.3d","_a.3d");
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if ( Wads.CheckNumForFullName(anivfile) > 0 )
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{
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model = new FUE1Model;
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}
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}
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else if ( (size_t)fullname.LastIndexOf("_a.3d") == fullname.Len()-5 )
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{
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FString datafile = fullname.GetChars();
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datafile.Substitute("_a.3d","_d.3d");
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if ( Wads.CheckNumForFullName(datafile) > 0 )
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{
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model = new FUE1Model;
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}
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}
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else if ( (size_t)fullname.LastIndexOf(".obj") == fullname.Len() - 4 )
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{
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model = new FOBJModel;
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}
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else if (!memcmp(buffer, "DMDM", 4))
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{
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model = new FDMDModel;
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}
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else if (!memcmp(buffer, "IDP2", 4))
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{
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model = new FMD2Model;
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}
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else if (!memcmp(buffer, "IDP3", 4))
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{
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model = new FMD3Model;
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}
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if (model != nullptr)
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{
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if (!model->Load(path, lump, buffer, len))
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{
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delete model;
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return -1;
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}
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}
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else
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{
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// try loading as a voxel
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FVoxel *voxel = R_LoadKVX(lump);
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if (voxel != nullptr)
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{
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model = new FVoxelModel(voxel, true);
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}
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else
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{
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Printf("LoadModel: Unknown model format in '%s'\n", fullname.GetChars());
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return -1;
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}
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}
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// The vertex buffer cannot be initialized here because this gets called before OpenGL is initialized
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model->mFileName = fullname;
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return Models.Push(model);
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}
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//===========================================================================
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//
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// InitModels
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//
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//===========================================================================
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static void ParseModelDefLump(int Lump);
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void InitModels()
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{
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for (unsigned i = 0; i < Models.Size(); i++)
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{
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delete Models[i];
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}
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Models.Clear();
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SpriteModelFrames.Clear();
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DeleteModelHash();
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// First, create models for each voxel
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for (unsigned i = 0; i < Voxels.Size(); i++)
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{
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FVoxelModel *md = new FVoxelModel(Voxels[i], false);
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Voxels[i]->VoxelIndex = Models.Push(md);
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}
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// now create GL model frames for the voxeldefs
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for (unsigned i = 0; i < VoxelDefs.Size(); i++)
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{
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FVoxelModel *md = (FVoxelModel*)Models[VoxelDefs[i]->Voxel->VoxelIndex];
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FSpriteModelFrame smf;
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memset(&smf, 0, sizeof(smf));
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smf.isVoxel = true;
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smf.modelIDs[1] = smf.modelIDs[2] = smf.modelIDs[3] = -1;
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smf.modelIDs[0] = VoxelDefs[i]->Voxel->VoxelIndex;
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smf.skinIDs[0] = md->GetPaletteTexture();
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smf.xscale = smf.yscale = smf.zscale = VoxelDefs[i]->Scale;
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smf.angleoffset = VoxelDefs[i]->AngleOffset.Degrees;
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if (VoxelDefs[i]->PlacedSpin != 0)
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{
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smf.yrotate = 1.f;
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smf.rotationSpeed = VoxelDefs[i]->PlacedSpin / 55.55f;
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smf.flags |= MDL_ROTATING;
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}
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VoxelDefs[i]->VoxeldefIndex = SpriteModelFrames.Push(smf);
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if (VoxelDefs[i]->PlacedSpin != VoxelDefs[i]->DroppedSpin)
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{
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if (VoxelDefs[i]->DroppedSpin != 0)
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{
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smf.yrotate = 1.f;
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smf.rotationSpeed = VoxelDefs[i]->DroppedSpin / 55.55f;
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smf.flags |= MDL_ROTATING;
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}
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else
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{
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smf.yrotate = 0;
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smf.rotationSpeed = 0;
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smf.flags &= ~MDL_ROTATING;
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}
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SpriteModelFrames.Push(smf);
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}
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}
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int Lump;
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int lastLump = 0;
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while ((Lump = Wads.FindLump("MODELDEF", &lastLump)) != -1)
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{
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ParseModelDefLump(Lump);
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}
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// create a hash table for quick access
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SpriteModelHash = new int[SpriteModelFrames.Size ()];
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atterm(DeleteModelHash);
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memset(SpriteModelHash, 0xff, SpriteModelFrames.Size () * sizeof(int));
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for (unsigned int i = 0; i < SpriteModelFrames.Size (); i++)
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{
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int j = ModelFrameHash(&SpriteModelFrames[i]) % SpriteModelFrames.Size ();
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SpriteModelFrames[i].hashnext = SpriteModelHash[j];
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SpriteModelHash[j]=i;
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}
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}
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static void ParseModelDefLump(int Lump)
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{
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FScanner sc(Lump);
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while (sc.GetString())
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{
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if (sc.Compare("model"))
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{
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int index, surface;
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FString path = "";
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sc.MustGetString();
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FSpriteModelFrame smf;
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memset(&smf, 0, sizeof(smf));
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smf.modelIDs[0] = smf.modelIDs[1] = smf.modelIDs[2] = smf.modelIDs[3] = -1;
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smf.xscale=smf.yscale=smf.zscale=1.f;
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smf.type = PClass::FindClass(sc.String);
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if (!smf.type || smf.type->Defaults == nullptr)
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{
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sc.ScriptError("MODELDEF: Unknown actor type '%s'\n", sc.String);
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}
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sc.MustGetStringName("{");
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while (!sc.CheckString("}"))
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{
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sc.MustGetString();
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if (sc.Compare("path"))
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{
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sc.MustGetString();
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FixPathSeperator(sc.String);
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path = sc.String;
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if (path[(int)path.Len()-1]!='/') path+='/';
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}
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else if (sc.Compare("model"))
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{
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sc.MustGetNumber();
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index = 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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sc.MustGetString();
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FixPathSeperator(sc.String);
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smf.modelIDs[index] = FindModel(path.GetChars(), sc.String);
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if (smf.modelIDs[index] == -1)
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{
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Printf("%s: model not found in %s\n", sc.String, path.GetChars());
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}
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}
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else if (sc.Compare("scale"))
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{
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sc.MustGetFloat();
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smf.xscale = sc.Float;
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sc.MustGetFloat();
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smf.yscale = sc.Float;
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sc.MustGetFloat();
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smf.zscale = sc.Float;
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}
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// [BB] Added zoffset reading.
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// Now it must be considered deprecated.
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else if (sc.Compare("zoffset"))
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{
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sc.MustGetFloat();
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smf.zoffset=sc.Float;
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}
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// Offset reading.
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else if (sc.Compare("offset"))
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{
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sc.MustGetFloat();
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smf.xoffset = sc.Float;
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sc.MustGetFloat();
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smf.yoffset = sc.Float;
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sc.MustGetFloat();
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smf.zoffset = sc.Float;
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}
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// angleoffset, pitchoffset and rolloffset reading.
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else if (sc.Compare("angleoffset"))
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{
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sc.MustGetFloat();
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smf.angleoffset = sc.Float;
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}
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else if (sc.Compare("pitchoffset"))
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{
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sc.MustGetFloat();
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smf.pitchoffset = sc.Float;
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}
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else if (sc.Compare("rolloffset"))
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{
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sc.MustGetFloat();
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smf.rolloffset = sc.Float;
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}
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// [BB] Added model flags reading.
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else if (sc.Compare("ignoretranslation"))
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{
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smf.flags |= MDL_IGNORETRANSLATION;
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}
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else if (sc.Compare("pitchfrommomentum"))
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{
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smf.flags |= MDL_PITCHFROMMOMENTUM;
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}
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else if (sc.Compare("inheritactorpitch"))
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{
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smf.flags |= MDL_USEACTORPITCH | MDL_BADROTATION;
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}
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else if (sc.Compare("inheritactorroll"))
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{
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smf.flags |= MDL_USEACTORROLL;
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}
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else if (sc.Compare("useactorpitch"))
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{
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smf.flags |= MDL_USEACTORPITCH;
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}
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else if (sc.Compare("useactorroll"))
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{
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smf.flags |= MDL_USEACTORROLL;
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}
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else if (sc.Compare("rotating"))
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{
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smf.flags |= MDL_ROTATING;
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smf.xrotate = 0.;
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smf.yrotate = 1.;
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smf.zrotate = 0.;
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smf.rotationCenterX = 0.;
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smf.rotationCenterY = 0.;
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smf.rotationCenterZ = 0.;
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smf.rotationSpeed = 1.;
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}
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else if (sc.Compare("rotation-speed"))
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{
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sc.MustGetFloat();
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smf.rotationSpeed = sc.Float;
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}
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else if (sc.Compare("rotation-vector"))
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{
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sc.MustGetFloat();
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smf.xrotate = sc.Float;
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sc.MustGetFloat();
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smf.yrotate = sc.Float;
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sc.MustGetFloat();
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smf.zrotate = sc.Float;
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}
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else if (sc.Compare("rotation-center"))
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{
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sc.MustGetFloat();
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smf.rotationCenterX = sc.Float;
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sc.MustGetFloat();
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smf.rotationCenterY = sc.Float;
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sc.MustGetFloat();
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smf.rotationCenterZ = sc.Float;
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}
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else if (sc.Compare("interpolatedoubledframes"))
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{
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smf.flags |= MDL_INTERPOLATEDOUBLEDFRAMES;
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}
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else if (sc.Compare("nointerpolation"))
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{
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smf.flags |= MDL_NOINTERPOLATION;
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}
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else if (sc.Compare("skin"))
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{
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sc.MustGetNumber();
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index=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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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.skinIDs[index]=FNullTextureID();
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}
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else
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{
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smf.skinIDs[index] = LoadSkin(path.GetChars(), sc.String);
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if (!smf.skinIDs[index].isValid())
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{
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Printf("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("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 || surface >= 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(path.GetChars(), 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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sc.MustGetString();
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smf.sprite = -1;
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for (int i = 0; i < (int)sprites.Size (); ++i)
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{
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if (strnicmp (sprites[i].name, sc.String, 4) == 0)
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{
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if (sprites[i].numframes==0)
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{
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//sc.ScriptError("Sprite %s has no frames", sc.String);
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}
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smf.sprite = i;
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break;
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}
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}
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if (smf.sprite==-1)
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{
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sc.ScriptError("Unknown sprite %s in model definition for %s", sc.String, smf.type->TypeName.GetChars());
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}
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sc.MustGetString();
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FString framechars = sc.String;
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sc.MustGetNumber();
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index=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 (isframe)
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{
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sc.MustGetString();
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if (smf.modelIDs[index] != -1)
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{
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FModel *model = Models[smf.modelIDs[index]];
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smf.modelframes[index] = model->FindFrame(sc.String);
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if (smf.modelframes[index]==-1) sc.ScriptError("Unknown frame '%s' in %s", sc.String, smf.type->TypeName.GetChars());
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}
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else smf.modelframes[index] = -1;
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}
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else
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{
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sc.MustGetNumber();
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smf.modelframes[index] = sc.Number;
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}
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for(int i=0; framechars[i]>0; i++)
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{
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char map[29]={0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0};
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int c = toupper(framechars[i])-'A';
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if (c<0 || c>=29)
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{
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sc.ScriptError("Invalid frame character %c found", c+'A');
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}
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if (map[c]) continue;
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smf.frame=c;
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SpriteModelFrames.Push(smf);
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GetDefaultByType(smf.type)->hasmodel = true;
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map[c]=1;
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}
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}
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else if (sc.Compare("dontcullbackfaces"))
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{
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smf.flags |= MDL_DONTCULLBACKFACES;
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}
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else if (sc.Compare("userotationcenter"))
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{
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smf.flags |= MDL_USEROTATIONCENTER;
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smf.rotationCenterX = 0.;
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smf.rotationCenterY = 0.;
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smf.rotationCenterZ = 0.;
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}
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else
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{
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sc.ScriptMessage("Unrecognized string \"%s\"", sc.String);
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}
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}
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}
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else if (sc.Compare("#include"))
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{
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sc.MustGetString();
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// This is not using sc.Open because it can print a more useful error message when done here
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int includelump = Wads.CheckNumForFullName(sc.String, true);
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if (includelump == -1)
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{
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if (strcmp(sc.String, "sentinel.modl") != 0) // Gene Tech mod has a broken #include statement
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sc.ScriptError("Lump '%s' not found", sc.String);
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}
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else
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{
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ParseModelDefLump(includelump);
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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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// FindModelFrame
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//
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//===========================================================================
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FSpriteModelFrame * FindModelFrame(const PClass * ti, int sprite, int frame, bool dropped)
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{
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if (GetDefaultByType(ti)->hasmodel)
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{
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FSpriteModelFrame smf;
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memset(&smf, 0, sizeof(smf));
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smf.type=ti;
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smf.sprite=sprite;
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smf.frame=frame;
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int hash = SpriteModelHash[ModelFrameHash(&smf) % SpriteModelFrames.Size()];
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while (hash>=0)
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{
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FSpriteModelFrame * smff = &SpriteModelFrames[hash];
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if (smff->type==ti && smff->sprite==sprite && smff->frame==frame) return smff;
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hash=smff->hashnext;
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}
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}
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// Check for voxel replacements
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if (r_drawvoxels)
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{
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spritedef_t *sprdef = &sprites[sprite];
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if (frame < sprdef->numframes)
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{
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spriteframe_t *sprframe = &SpriteFrames[sprdef->spriteframes + frame];
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if (sprframe->Voxel != nullptr)
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{
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int index = sprframe->Voxel->VoxeldefIndex;
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if (dropped && sprframe->Voxel->DroppedSpin !=sprframe->Voxel->PlacedSpin) index++;
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return &SpriteModelFrames[index];
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}
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}
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}
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return nullptr;
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}
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//===========================================================================
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//
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// IsHUDModelForPlayerAvailable
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//
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//===========================================================================
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bool IsHUDModelForPlayerAvailable (player_t * player)
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{
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if (player == nullptr || player->ReadyWeapon == nullptr)
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return false;
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DPSprite *psp = player->FindPSprite(PSP_WEAPON);
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if (psp == nullptr || psp->GetState() == nullptr)
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return false;
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FState* state = psp->GetState();
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FSpriteModelFrame *smf = FindModelFrame(player->ReadyWeapon->GetClass(), state->sprite, state->GetFrame(), false);
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return ( smf != nullptr );
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}
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