mirror of
https://github.com/ZDoom/raze-gles.git
synced 2024-11-14 16:40:40 +00:00
700 lines
17 KiB
C++
700 lines
17 KiB
C++
//
|
|
//---------------------------------------------------------------------------
|
|
//
|
|
// Copyright(C) 2018 Kevin Caccamo
|
|
// All rights reserved.
|
|
//
|
|
// This program is free software: you can redistribute it and/or modify
|
|
// it under the terms of the GNU Lesser General Public License as published by
|
|
// the Free Software Foundation, either version 3 of the License, or
|
|
// (at your option) any later version.
|
|
//
|
|
// This program is distributed in the hope that it will be useful,
|
|
// but WITHOUT ANY WARRANTY; without even the implied warranty of
|
|
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
|
|
// GNU Lesser General Public License for more details.
|
|
//
|
|
// You should have received a copy of the GNU Lesser General Public License
|
|
// along with this program. If not, see http://www.gnu.org/licenses/
|
|
//
|
|
//--------------------------------------------------------------------------
|
|
|
|
#include "filesystem.h"
|
|
#include "model_obj.h"
|
|
#include "texturemanager.h"
|
|
#include "modelrenderer.h"
|
|
#include "printf.h"
|
|
#include "textureid.h"
|
|
|
|
/**
|
|
* Load an OBJ model
|
|
*
|
|
* @param fn The path to the model file
|
|
* @param lumpnum The lump index in the wad collection
|
|
* @param buffer The contents of the model file
|
|
* @param length The size of the model file
|
|
* @return Whether or not the model was parsed successfully
|
|
*/
|
|
bool FOBJModel::Load(const char* fn, int lumpnum, const char* buffer, int length)
|
|
{
|
|
FString objName = fileSystem.GetFileFullPath(lumpnum);
|
|
FString objBuf(buffer, length);
|
|
|
|
// Do some replacements before we parse the OBJ string
|
|
{
|
|
// Ensure usemtl statements remain intact
|
|
TArray<FString> mtlUsages;
|
|
TArray<long> mtlUsageIdxs;
|
|
long bpos = 0, nlpos = 0, slashpos = 0;
|
|
while (1)
|
|
{
|
|
bpos = objBuf.IndexOf("\nusemtl", bpos);
|
|
if (bpos == -1) break;
|
|
slashpos = objBuf.IndexOf('/', bpos);
|
|
nlpos = objBuf.IndexOf('\n', ++bpos);
|
|
if (slashpos > nlpos || slashpos == -1)
|
|
{
|
|
continue;
|
|
}
|
|
if (nlpos == -1)
|
|
{
|
|
nlpos = (long)objBuf.Len();
|
|
}
|
|
FString lineStr(objBuf.GetChars() + bpos, nlpos - bpos);
|
|
mtlUsages.Push(lineStr);
|
|
mtlUsageIdxs.Push(bpos);
|
|
}
|
|
|
|
// Replace forward slashes with percent signs so they aren't parsed as line comments
|
|
objBuf.ReplaceChars('/', *newSideSep);
|
|
char* wObjBuf = objBuf.LockBuffer();
|
|
|
|
// Substitute broken usemtl statements with old ones
|
|
for (size_t i = 0; i < mtlUsages.Size(); i++)
|
|
{
|
|
bpos = mtlUsageIdxs[i];
|
|
nlpos = objBuf.IndexOf('\n', bpos);
|
|
if (nlpos == -1)
|
|
{
|
|
nlpos = (long)objBuf.Len();
|
|
}
|
|
memcpy(wObjBuf + bpos, mtlUsages[i].GetChars(), nlpos - bpos);
|
|
}
|
|
|
|
bpos = 0;
|
|
// Find each OBJ line comment, and convert each to a C-style line comment
|
|
while (1)
|
|
{
|
|
bpos = objBuf.IndexOf('#', bpos);
|
|
if (bpos == -1) break;
|
|
if (objBuf[(unsigned int)bpos + 1] == '\n')
|
|
{
|
|
wObjBuf[bpos] = ' ';
|
|
}
|
|
else
|
|
{
|
|
wObjBuf[bpos] = '/';
|
|
wObjBuf[bpos+1] = '/';
|
|
}
|
|
bpos += 1;
|
|
}
|
|
wObjBuf = nullptr;
|
|
objBuf.UnlockBuffer();
|
|
}
|
|
sc.OpenString(objName, objBuf);
|
|
|
|
FTextureID curMtl = FNullTextureID();
|
|
OBJSurface *curSurface = nullptr;
|
|
unsigned int aggSurfFaceCount = 0;
|
|
unsigned int curSurfFaceCount = 0;
|
|
unsigned int curSmoothGroup = 0;
|
|
|
|
while(sc.GetString())
|
|
{
|
|
if (sc.Compare("v")) // Vertex
|
|
{
|
|
ParseVector<FVector3, 3>(this->verts);
|
|
}
|
|
else if (sc.Compare("vn")) // Vertex normal
|
|
{
|
|
ParseVector<FVector3, 3>(this->norms);
|
|
}
|
|
else if (sc.Compare("vt")) // UV Coordinates
|
|
{
|
|
ParseVector<FVector2, 2>(this->uvs);
|
|
}
|
|
else if (sc.Compare("usemtl"))
|
|
{
|
|
// Get material name and try to load it
|
|
sc.MustGetString();
|
|
|
|
curMtl = LoadSkin("", sc.String);
|
|
if (!curMtl.isValid())
|
|
{
|
|
// Relative to model file path?
|
|
curMtl = LoadSkin(fn, sc.String);
|
|
}
|
|
|
|
if (!curMtl.isValid())
|
|
{
|
|
sc.ScriptMessage("Material %s (#%u) not found.", sc.String, surfaces.Size());
|
|
}
|
|
|
|
// Build surface...
|
|
if (curSurface == nullptr)
|
|
{
|
|
// First surface
|
|
curSurface = new OBJSurface(curMtl);
|
|
}
|
|
else
|
|
{
|
|
if (curSurfFaceCount > 0)
|
|
{
|
|
// Add previous surface
|
|
curSurface->numFaces = curSurfFaceCount;
|
|
curSurface->faceStart = aggSurfFaceCount;
|
|
surfaces.Push(*curSurface);
|
|
delete curSurface;
|
|
// Go to next surface
|
|
curSurface = new OBJSurface(curMtl);
|
|
aggSurfFaceCount += curSurfFaceCount;
|
|
}
|
|
else
|
|
{
|
|
curSurface->skin = curMtl;
|
|
}
|
|
}
|
|
curSurfFaceCount = 0;
|
|
}
|
|
else if (sc.Compare("f"))
|
|
{
|
|
FString sides[4];
|
|
OBJFace face;
|
|
for (int i = 0; i < 3; i++)
|
|
{
|
|
// A face must have at least 3 sides
|
|
sc.MustGetString();
|
|
sides[i] = sc.String;
|
|
if (!ParseFaceSide(sides[i], face, i)) return false;
|
|
}
|
|
face.sideCount = 3;
|
|
if (sc.GetString())
|
|
{
|
|
if (!sc.Compare("f") && FString(sc.String).IndexOfAny("-0123456789") == 0)
|
|
{
|
|
sides[3] = sc.String;
|
|
face.sideCount += 1;
|
|
if (!ParseFaceSide(sides[3], face, 3)) return false;
|
|
}
|
|
else
|
|
{
|
|
sc.UnGet(); // No 4th side, move back
|
|
}
|
|
}
|
|
face.smoothGroup = curSmoothGroup;
|
|
faces.Push(face);
|
|
curSurfFaceCount += 1;
|
|
}
|
|
else if (sc.Compare("s"))
|
|
{
|
|
sc.MustGetString();
|
|
if (sc.Compare("off"))
|
|
{
|
|
curSmoothGroup = 0;
|
|
}
|
|
else
|
|
{
|
|
sc.UnGet();
|
|
sc.MustGetNumber();
|
|
curSmoothGroup = sc.Number;
|
|
hasSmoothGroups = hasSmoothGroups || curSmoothGroup > 0;
|
|
}
|
|
}
|
|
}
|
|
sc.Close();
|
|
|
|
if (curSurface == nullptr)
|
|
{ // No valid materials detected
|
|
FTextureID dummyMtl = LoadSkin("", "-NOFLAT-"); // Built-in to GZDoom
|
|
curSurface = new OBJSurface(dummyMtl);
|
|
}
|
|
curSurface->numFaces = curSurfFaceCount;
|
|
curSurface->faceStart = aggSurfFaceCount;
|
|
surfaces.Push(*curSurface);
|
|
delete curSurface;
|
|
|
|
if (uvs.Size() == 0)
|
|
{ // Needed so that OBJs without UVs can work
|
|
uvs.Push(FVector2(0.0, 0.0));
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
/**
|
|
* Parse an x-Dimensional vector
|
|
*
|
|
* @tparam T A subclass of TVector2 to be used
|
|
* @tparam L The length of the vector to parse
|
|
* @param[out] array The array to append the parsed vector to
|
|
*/
|
|
template<typename T, size_t L> void FOBJModel::ParseVector(TArray<T> &array)
|
|
{
|
|
float coord[L];
|
|
for (size_t axis = 0; axis < L; axis++)
|
|
{
|
|
sc.MustGetFloat();
|
|
coord[axis] = (float)sc.Float;
|
|
}
|
|
T vec(coord);
|
|
array.Push(vec);
|
|
}
|
|
|
|
/**
|
|
* Parse a side of a face
|
|
*
|
|
* @param[in] sideStr The side definition string
|
|
* @param[out] face The face to assign the parsed side data to
|
|
* @param sidx The 0-based index of the side
|
|
* @return Whether or not the face side was parsed successfully
|
|
*/
|
|
bool FOBJModel::ParseFaceSide(const FString &sideStr, OBJFace &face, int sidx)
|
|
{
|
|
OBJFaceSide side;
|
|
int origIdx;
|
|
if (sideStr.IndexOf(newSideSep) >= 0)
|
|
{
|
|
TArray<FString> sides = sideStr.Split(newSideSep, FString::TOK_KEEPEMPTY);
|
|
|
|
if (sides[0].Len() > 0)
|
|
{
|
|
origIdx = atoi(sides[0].GetChars());
|
|
side.vertref = ResolveIndex(origIdx, FaceElement::VertexIndex);
|
|
}
|
|
else
|
|
{
|
|
sc.ScriptError("Vertex reference is not optional!");
|
|
return false;
|
|
}
|
|
|
|
if (sides[1].Len() > 0)
|
|
{
|
|
origIdx = atoi(sides[1].GetChars());
|
|
side.uvref = ResolveIndex(origIdx, FaceElement::UVIndex);
|
|
}
|
|
else
|
|
{
|
|
side.uvref = -1;
|
|
}
|
|
|
|
if (sides.Size() > 2)
|
|
{
|
|
if (sides[2].Len() > 0)
|
|
{
|
|
origIdx = atoi(sides[2].GetChars());
|
|
side.normref = ResolveIndex(origIdx, FaceElement::VNormalIndex);
|
|
}
|
|
else
|
|
{
|
|
side.normref = -1;
|
|
hasMissingNormals = true;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
side.normref = -1;
|
|
hasMissingNormals = true;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
origIdx = atoi(sideStr.GetChars());
|
|
side.vertref = ResolveIndex(origIdx, FaceElement::VertexIndex);
|
|
side.normref = -1;
|
|
hasMissingNormals = true;
|
|
side.uvref = -1;
|
|
}
|
|
face.sides[sidx] = side;
|
|
return true;
|
|
}
|
|
|
|
/**
|
|
* Resolve an OBJ index to an absolute index
|
|
*
|
|
* OBJ indices are 1-based, and can also be negative
|
|
*
|
|
* @param origIndex The original OBJ index to resolve
|
|
* @param el What type of element the index references
|
|
* @return The absolute index of the element
|
|
*/
|
|
int FOBJModel::ResolveIndex(int origIndex, FaceElement el)
|
|
{
|
|
if (origIndex > 0)
|
|
{
|
|
return origIndex - 1; // OBJ indices start at 1
|
|
}
|
|
else if (origIndex < 0)
|
|
{
|
|
if (el == FaceElement::VertexIndex)
|
|
{
|
|
return verts.Size() + origIndex; // origIndex is negative
|
|
}
|
|
else if (el == FaceElement::UVIndex)
|
|
{
|
|
return uvs.Size() + origIndex;
|
|
}
|
|
else if (el == FaceElement::VNormalIndex)
|
|
{
|
|
return norms.Size() + origIndex;
|
|
}
|
|
}
|
|
return -1;
|
|
}
|
|
|
|
/**
|
|
* Construct the vertex buffer for this model
|
|
*
|
|
* @param renderer A pointer to the model renderer. Used to allocate the vertex buffer.
|
|
*/
|
|
void FOBJModel::BuildVertexBuffer(FModelRenderer *renderer)
|
|
{
|
|
if (GetVertexBuffer(renderer->GetType()))
|
|
{
|
|
return;
|
|
}
|
|
|
|
unsigned int vbufsize = 0;
|
|
|
|
for (size_t i = 0; i < surfaces.Size(); i++)
|
|
{
|
|
ConstructSurfaceTris(surfaces[i]);
|
|
surfaces[i].vbStart = vbufsize;
|
|
vbufsize += surfaces[i].numTris * 3;
|
|
}
|
|
// Initialize/populate vertFaces
|
|
if (hasMissingNormals && hasSmoothGroups)
|
|
{
|
|
AddVertFaces();
|
|
}
|
|
|
|
auto vbuf = renderer->CreateVertexBuffer(false,true);
|
|
SetVertexBuffer(renderer->GetType(), vbuf);
|
|
|
|
FModelVertex *vertptr = vbuf->LockVertexBuffer(vbufsize);
|
|
|
|
for (unsigned int i = 0; i < surfaces.Size(); i++)
|
|
{
|
|
for (unsigned int j = 0; j < surfaces[i].numTris; j++)
|
|
{
|
|
for (size_t side = 0; side < 3; side++)
|
|
{
|
|
FModelVertex *mdv = vertptr +
|
|
side + j * 3 + // Current surface and previous triangles
|
|
surfaces[i].vbStart; // Previous surfaces
|
|
|
|
OBJFaceSide &curSide = surfaces[i].tris[j].sides[2 - side];
|
|
|
|
int vidx = curSide.vertref;
|
|
int uvidx = (curSide.uvref >= 0 && (unsigned int)curSide.uvref < uvs.Size()) ? curSide.uvref : 0;
|
|
int nidx = curSide.normref;
|
|
|
|
FVector3 curVvec = RealignVector(verts[vidx]);
|
|
FVector2 curUvec = FixUV(uvs[uvidx]);
|
|
FVector3 nvec;
|
|
|
|
mdv->Set(curVvec.X, curVvec.Y, curVvec.Z, curUvec.X, curUvec.Y);
|
|
|
|
if (nidx >= 0 && (unsigned int)nidx < norms.Size())
|
|
{
|
|
nvec = RealignVector(norms[nidx]);
|
|
}
|
|
else
|
|
{
|
|
if (surfaces[i].tris[j].smoothGroup == 0)
|
|
{
|
|
nvec = CalculateNormalFlat(i, j);
|
|
}
|
|
else
|
|
{
|
|
nvec = CalculateNormalSmooth(vidx, surfaces[i].tris[j].smoothGroup);
|
|
}
|
|
}
|
|
mdv->SetNormal(nvec.X, nvec.Y, nvec.Z);
|
|
}
|
|
}
|
|
delete[] surfaces[i].tris;
|
|
}
|
|
|
|
// Destroy vertFaces
|
|
if (hasMissingNormals && hasSmoothGroups)
|
|
{
|
|
for (size_t i = 0; i < verts.Size(); i++)
|
|
{
|
|
vertFaces[i].Clear();
|
|
}
|
|
delete[] vertFaces;
|
|
}
|
|
vbuf->UnlockVertexBuffer();
|
|
}
|
|
|
|
/**
|
|
* Fill in the triangle data for a surface
|
|
*
|
|
* @param[in,out] surf The surface to fill in the triangle data for
|
|
*/
|
|
void FOBJModel::ConstructSurfaceTris(OBJSurface &surf)
|
|
{
|
|
unsigned int triCount = 0;
|
|
|
|
size_t start = surf.faceStart;
|
|
size_t end = start + surf.numFaces;
|
|
for (size_t i = start; i < end; i++)
|
|
{
|
|
triCount += faces[i].sideCount - 2;
|
|
}
|
|
|
|
surf.numTris = triCount;
|
|
surf.tris = new OBJFace[triCount];
|
|
|
|
for (size_t i = start, triIdx = 0; i < end; i++, triIdx++)
|
|
{
|
|
surf.tris[triIdx].sideCount = 3;
|
|
if (faces[i].sideCount == 3)
|
|
{
|
|
surf.tris[triIdx].smoothGroup = faces[i].smoothGroup;
|
|
memcpy(surf.tris[triIdx].sides, faces[i].sides, sizeof(OBJFaceSide) * 3);
|
|
}
|
|
else if (faces[i].sideCount == 4) // Triangulate face
|
|
{
|
|
OBJFace *triangulated = new OBJFace[2];
|
|
TriangulateQuad(faces[i], triangulated);
|
|
memcpy(surf.tris[triIdx].sides, triangulated[0].sides, sizeof(OBJFaceSide) * 3);
|
|
memcpy(surf.tris[triIdx+1].sides, triangulated[1].sides, sizeof(OBJFaceSide) * 3);
|
|
delete[] triangulated;
|
|
triIdx += 1; // Filling out two faces
|
|
}
|
|
DPrintf(DMSG_SPAMMY, "Smooth group: %d\n", surf.tris[triIdx].smoothGroup);
|
|
}
|
|
}
|
|
|
|
/**
|
|
* Triangulate a 4-sided face
|
|
*
|
|
* @param[in] quad The 4-sided face to triangulate
|
|
* @param[out] tris The resultant triangle data
|
|
*/
|
|
void FOBJModel::TriangulateQuad(const OBJFace &quad, OBJFace *tris)
|
|
{
|
|
tris[0].sideCount = 3;
|
|
tris[0].smoothGroup = quad.smoothGroup;
|
|
tris[1].sideCount = 3;
|
|
tris[1].smoothGroup = quad.smoothGroup;
|
|
|
|
int tsidx[2][3] = {{0, 1, 3}, {1, 2, 3}};
|
|
|
|
for (int i = 0; i < 3; i++)
|
|
{
|
|
for (int j = 0; j < 2; j++)
|
|
{
|
|
tris[j].sides[i].vertref = quad.sides[tsidx[j][i]].vertref;
|
|
tris[j].sides[i].uvref = quad.sides[tsidx[j][i]].uvref;
|
|
tris[j].sides[i].normref = quad.sides[tsidx[j][i]].normref;
|
|
}
|
|
}
|
|
}
|
|
|
|
/**
|
|
* Add the vertices of all surfaces' triangles to the array of vertex->triangle references
|
|
*/
|
|
void FOBJModel::AddVertFaces() {
|
|
// Initialize and populate vertFaces - this array stores references to triangles per vertex
|
|
vertFaces = new TArray<OBJTriRef>[verts.Size()];
|
|
for (unsigned int i = 0; i < surfaces.Size(); i++)
|
|
{
|
|
for (unsigned int j = 0; j < surfaces[i].numTris; j++)
|
|
{
|
|
OBJTriRef otr = OBJTriRef(i, j);
|
|
for (size_t k = 0; k < surfaces[i].tris[j].sideCount; k++)
|
|
{
|
|
int vidx = surfaces[i].tris[j].sides[k].vertref;
|
|
vertFaces[vidx].Push(otr);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
/**
|
|
* Re-align a vector to match MD3 alignment
|
|
*
|
|
* @param vecToRealign The vector to re-align
|
|
* @return The re-aligned vector
|
|
*/
|
|
inline FVector3 FOBJModel::RealignVector(FVector3 vecToRealign)
|
|
{
|
|
vecToRealign.Z *= -1;
|
|
return vecToRealign;
|
|
}
|
|
|
|
/**
|
|
* Fix UV coordinates of a UV vector
|
|
*
|
|
* @param vecToRealign The vector to fix
|
|
* @return The fixed UV coordinate vector
|
|
*/
|
|
inline FVector2 FOBJModel::FixUV(FVector2 vecToRealign)
|
|
{
|
|
vecToRealign.Y *= -1;
|
|
return vecToRealign;
|
|
}
|
|
|
|
/**
|
|
* Calculate the surface normal for a triangle
|
|
*
|
|
* @param surfIdx The surface index
|
|
* @param triIdx The triangle Index
|
|
* @return The surface normal vector
|
|
*/
|
|
FVector3 FOBJModel::CalculateNormalFlat(unsigned int surfIdx, unsigned int triIdx)
|
|
{
|
|
// https://www.khronos.org/opengl/wiki/Calculating_a_Surface_Normal
|
|
int curVert = surfaces[surfIdx].tris[triIdx].sides[0].vertref;
|
|
int nextVert = surfaces[surfIdx].tris[triIdx].sides[2].vertref;
|
|
int lastVert = surfaces[surfIdx].tris[triIdx].sides[1].vertref;
|
|
|
|
// Cross-multiply the U-vector and V-vector
|
|
FVector3 curVvec = RealignVector(verts[curVert]);
|
|
FVector3 uvec = RealignVector(verts[nextVert]) - curVvec;
|
|
FVector3 vvec = RealignVector(verts[lastVert]) - curVvec;
|
|
|
|
return uvec ^ vvec;
|
|
}
|
|
|
|
/**
|
|
* Calculate the surface normal for a triangle
|
|
*
|
|
* @param otr A reference to the surface, and a triangle within that surface, as an OBJTriRef
|
|
* @return The surface normal vector
|
|
*/
|
|
FVector3 FOBJModel::CalculateNormalFlat(OBJTriRef otr)
|
|
{
|
|
return CalculateNormalFlat(otr.surf, otr.tri);
|
|
}
|
|
|
|
/**
|
|
* Calculate the normal of a vertex in a specific smooth group
|
|
*
|
|
* @param vidx The index of the vertex in the array of vertices
|
|
* @param smoothGroup The smooth group number
|
|
*/
|
|
FVector3 FOBJModel::CalculateNormalSmooth(unsigned int vidx, unsigned int smoothGroup)
|
|
{
|
|
unsigned int connectedFaces = 0;
|
|
TArray<OBJTriRef>& vTris = vertFaces[vidx];
|
|
|
|
FVector3 vNormal(0,0,0);
|
|
for (size_t face = 0; face < vTris.Size(); face++)
|
|
{
|
|
OBJFace& tri = surfaces[vTris[face].surf].tris[vTris[face].tri];
|
|
if (tri.smoothGroup == smoothGroup)
|
|
{
|
|
FVector3 fNormal = CalculateNormalFlat(vTris[face]);
|
|
connectedFaces += 1;
|
|
vNormal += fNormal;
|
|
}
|
|
}
|
|
vNormal /= (float)connectedFaces;
|
|
return vNormal;
|
|
}
|
|
|
|
/**
|
|
* Find the index of the frame with the given name
|
|
*
|
|
* OBJ models are not animated, so this always returns 0
|
|
*
|
|
* @param name The name of the frame
|
|
* @return The index of the frame
|
|
*/
|
|
int FOBJModel::FindFrame(const char* name)
|
|
{
|
|
return 0; // OBJs are not animated.
|
|
}
|
|
|
|
/**
|
|
* Render the model
|
|
*
|
|
* @param renderer The model renderer
|
|
* @param skin The loaded skin for the surface
|
|
* @param frameno Unused
|
|
* @param frameno2 Unused
|
|
* @param inter Unused
|
|
* @param translation The translation for the skin
|
|
*/
|
|
void FOBJModel::RenderFrame(FModelRenderer *renderer, FGameTexture * skin, int frameno, int frameno2, double inter, int translation)
|
|
{
|
|
for (unsigned int i = 0; i < surfaces.Size(); i++)
|
|
{
|
|
OBJSurface *surf = &surfaces[i];
|
|
|
|
FGameTexture *userSkin = skin;
|
|
if (!userSkin)
|
|
{
|
|
if (i < MD3_MAX_SURFACES && curSpriteMDLFrame->surfaceskinIDs[curMDLIndex][i].isValid())
|
|
{
|
|
userSkin = TexMan.GetGameTexture(curSpriteMDLFrame->surfaceskinIDs[curMDLIndex][i], true);
|
|
}
|
|
else if (surf->skin.isValid())
|
|
{
|
|
userSkin = TexMan.GetGameTexture(surf->skin, true);
|
|
}
|
|
}
|
|
|
|
// Still no skin after checking for one?
|
|
if (!userSkin)
|
|
{
|
|
continue;
|
|
}
|
|
|
|
renderer->SetMaterial(userSkin, false, translation);
|
|
renderer->SetupFrame(this, surf->vbStart, surf->vbStart, surf->numTris * 3);
|
|
renderer->DrawArrays(0, surf->numTris * 3);
|
|
}
|
|
}
|
|
|
|
/**
|
|
* Pre-cache skins for the model
|
|
*
|
|
* @param hitlist The list of textures
|
|
*/
|
|
void FOBJModel::AddSkins(uint8_t* hitlist)
|
|
{
|
|
for (size_t i = 0; i < surfaces.Size(); i++)
|
|
{
|
|
if (i < MD3_MAX_SURFACES && curSpriteMDLFrame->surfaceskinIDs[curMDLIndex][i].isValid())
|
|
{
|
|
// Precache skins manually reassigned by the user.
|
|
// On OBJs with lots of skins, such as Doom map OBJs exported from GZDB,
|
|
// there may be too many skins for the user to manually change, unless
|
|
// the limit is bumped or surfaceskinIDs is changed to a TArray<FTextureID>.
|
|
hitlist[curSpriteMDLFrame->surfaceskinIDs[curMDLIndex][i].GetIndex()] |= FTextureManager::HIT_Flat;
|
|
return; // No need to precache skin that was replaced
|
|
}
|
|
|
|
OBJSurface * surf = &surfaces[i];
|
|
if (surf->skin.isValid())
|
|
{
|
|
hitlist[surf->skin.GetIndex()] |= FTextureManager::HIT_Flat;
|
|
}
|
|
}
|
|
}
|
|
|
|
/**
|
|
* Remove the data that was loaded
|
|
*/
|
|
FOBJModel::~FOBJModel()
|
|
{
|
|
verts.Clear();
|
|
norms.Clear();
|
|
uvs.Clear();
|
|
faces.Clear();
|
|
surfaces.Clear();
|
|
}
|