raze-gles/source/common/models/model.h

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#pragma once
#include <stdint.h>
#include "textureid.h"
#include "i_modelvertexbuffer.h"
class FModelRenderer;
class FGameTexture;
class IModelVertexBuffer;
class FModel;
struct FSpriteModelFrame;
FTextureID LoadSkin(const char* path, const char* fn);
void FlushModels();
extern TDeletingArray<FModel*> Models;
extern TArray<FSpriteModelFrame> SpriteModelFrames;
#define MAX_MODELS_PER_FRAME 4
#define MD3_MAX_SURFACES 32
struct FSpriteModelFrame
{
int modelIDs[MAX_MODELS_PER_FRAME];
FTextureID skinIDs[MAX_MODELS_PER_FRAME];
FTextureID surfaceskinIDs[MAX_MODELS_PER_FRAME][MD3_MAX_SURFACES];
int modelframes[MAX_MODELS_PER_FRAME];
float xscale, yscale, zscale;
// [BB] Added zoffset, rotation parameters and flags.
// Added xoffset, yoffset
float xoffset, yoffset, zoffset;
float xrotate, yrotate, zrotate;
float rotationCenterX, rotationCenterY, rotationCenterZ;
float rotationSpeed;
unsigned int flags;
const void* type; // used for hashing, must point to something usable as identifier for the model's owner.
short sprite;
short frame;
int hashnext;
float angleoffset;
// added pithoffset, rolloffset.
float pitchoffset, rolloffset; // I don't want to bother with type transformations, so I made this variables float.
bool isVoxel;
};
enum ModelRendererType
{
GLModelRendererType,
SWModelRendererType,
PolyModelRendererType,
NumModelRendererTypes
};
class FModel
{
public:
FModel();
virtual ~FModel();
virtual bool Load(const char * fn, int lumpnum, const char * buffer, int length) = 0;
virtual int FindFrame(const char * name) = 0;
virtual void RenderFrame(FModelRenderer *renderer, FGameTexture * skin, int frame, int frame2, double inter, int translation=0) = 0;
virtual void BuildVertexBuffer(FModelRenderer *renderer) = 0;
virtual void AddSkins(uint8_t *hitlist) = 0;
virtual float getAspectFactor(float vscale) { return 1.f; }
void SetVertexBuffer(int type, IModelVertexBuffer *buffer) { mVBuf[type] = buffer; }
IModelVertexBuffer *GetVertexBuffer(int type) const { return mVBuf[type]; }
void DestroyVertexBuffer();
const FSpriteModelFrame *curSpriteMDLFrame;
int curMDLIndex;
void PushSpriteMDLFrame(const FSpriteModelFrame *smf, int index) { curSpriteMDLFrame = smf; curMDLIndex = index; };
FString mFileName;
private:
IModelVertexBuffer *mVBuf[NumModelRendererTypes];
};
int ModelFrameHash(FSpriteModelFrame* smf);
unsigned FindModel(const char* path, const char* modelfile);