mirror of
https://github.com/ZDoom/raze-gles.git
synced 2024-12-27 04:00:42 +00:00
113 lines
2.6 KiB
C++
113 lines
2.6 KiB
C++
#pragma once
|
|
|
|
#include <stdint.h>
|
|
#include "model.h"
|
|
#include "vectors.h"
|
|
|
|
class FUE1Model : public FModel
|
|
{
|
|
public:
|
|
enum EPolyType
|
|
{
|
|
PT_Normal = 0, // normal renderstyle
|
|
PT_TwoSided = 1, // like normal, but don't cull backfaces
|
|
PT_Translucent = 2, // additive blending
|
|
PT_Masked = 3, // draw with alpha testing
|
|
PT_Modulated = 4, // overlay-like blending (rgb values below 128 darken, 128 is unchanged, and above 128 lighten)
|
|
// types mask
|
|
PT_Type = 7,
|
|
// flags
|
|
PT_WeaponTriangle = 0x08, // this poly is used for positioning a weapon attachment and should not be drawn
|
|
PT_Unlit = 0x10, // this poly is fullbright
|
|
PT_Curvy = 0x20, // this poly uses the facet normal
|
|
PT_EnvironmentMap = 0x40, // vertex UVs are remapped to their view-space X and Z normals, fake cubemap look
|
|
PT_NoSmooth = 0x80 // this poly forcibly uses nearest filtering
|
|
};
|
|
|
|
bool Load(const char * fn, int lumpnum, const char * buffer, int length) override;
|
|
int FindFrame(const char * name) override;
|
|
void RenderFrame(FModelRenderer *renderer, FGameTexture * skin, int frame, int frame2, double inter, int translation=0) override;
|
|
void BuildVertexBuffer(FModelRenderer *renderer) override;
|
|
void AddSkins(uint8_t *hitlist) override;
|
|
void LoadGeometry();
|
|
void UnloadGeometry();
|
|
FUE1Model()
|
|
{
|
|
mDataLump = -1;
|
|
mAnivLump = -1;
|
|
mDataLoaded = false;
|
|
dhead = NULL;
|
|
dpolys = NULL;
|
|
ahead = NULL;
|
|
averts = NULL;
|
|
numVerts = 0;
|
|
numFrames = 0;
|
|
numPolys = 0;
|
|
numGroups = 0;
|
|
}
|
|
~FUE1Model();
|
|
|
|
private:
|
|
int mDataLump, mAnivLump;
|
|
bool mDataLoaded;
|
|
|
|
// raw data structures
|
|
struct d3dhead
|
|
{
|
|
uint16_t numpolys, numverts;
|
|
uint16_t bogusrot, bogusframe;
|
|
uint32_t bogusnorm[3];
|
|
uint32_t fixscale;
|
|
uint32_t unused[3];
|
|
uint8_t padding[12];
|
|
};
|
|
struct d3dpoly
|
|
{
|
|
uint16_t vertices[3];
|
|
uint8_t type, color;
|
|
uint8_t uv[3][2];
|
|
uint8_t texnum, flags;
|
|
};
|
|
struct a3dhead
|
|
{
|
|
uint16_t numframes, framesize;
|
|
};
|
|
d3dhead * dhead;
|
|
d3dpoly * dpolys;
|
|
a3dhead * ahead;
|
|
uint32_t * averts;
|
|
struct dxvert
|
|
{
|
|
int16_t x, y, z, pad;
|
|
};
|
|
dxvert * dxverts;
|
|
|
|
// converted data structures
|
|
struct UE1Vertex
|
|
{
|
|
FVector3 Pos, Normal;
|
|
TArray<int> P; // polys that reference this vertex, used in normal computation to save time
|
|
int nP; // count of those polys
|
|
};
|
|
struct UE1Poly
|
|
{
|
|
int V[3];
|
|
FVector2 C[3];
|
|
TArray<FVector3> Normals;
|
|
};
|
|
struct UE1Group
|
|
{
|
|
TArray<int> P;
|
|
int numPolys, texNum, type;
|
|
};
|
|
|
|
int numVerts;
|
|
int numFrames;
|
|
int numPolys;
|
|
int numGroups;
|
|
TArray<int> specialPolys; // for future model attachment support, unused for now
|
|
|
|
TArray<UE1Vertex> verts;
|
|
TArray<UE1Poly> polys;
|
|
TArray<UE1Group> groups;
|
|
};
|