raze/source/common/models/model_kvx.h

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#pragma once
#include "model.h"
#include "i_modelvertexbuffer.h"
#include "tarray.h"
#include "xs_Float.h"
struct FVoxel;
struct kvxslab_t;
class FModelRenderer;
class FGameTexture;
struct FVoxelVertexHash
{
// Returns the hash value for a key.
hash_t Hash(const FModelVertex &key)
{
int ix = xs_RoundToInt(key.x);
int iy = xs_RoundToInt(key.y);
int iz = xs_RoundToInt(key.z);
return (hash_t)(ix + (iy<<9) + (iz<<18));
}
// Compares two keys, returning zero if they are the same.
int Compare(const FModelVertex &left, const FModelVertex &right)
{
return left.x != right.x || left.y != right.y || left.z != right.z || left.u != right.u || left.v != right.v;
}
};
struct FIndexInit
{
void Init(unsigned int &value)
{
value = 0xffffffff;
}
};
typedef TMap<FModelVertex, unsigned int, FVoxelVertexHash, FIndexInit> FVoxelMap;
class FVoxelModel : public FModel
{
protected:
FVoxel *mVoxel;
bool mOwningVoxel; // if created through MODELDEF deleting this object must also delete the voxel object
FTextureID mPalette;
unsigned int mNumIndices;
TArray<FModelVertex> mVertices;
TArray<unsigned int> mIndices;
void MakeSlabPolys(int x, int y, kvxslab_t *voxptr, FVoxelMap &check);
void AddFace(int x1, int y1, int z1, int x2, int y2, int z2, int x3, int y3, int z3, int x4, int y4, int z4, uint8_t color, FVoxelMap &check);
unsigned int AddVertex(FModelVertex &vert, FVoxelMap &check);
public:
FVoxelModel(FVoxel *voxel, bool owned);
~FVoxelModel();
bool Load(const char * fn, int lumpnum, const char * buffer, int length) override;
void Initialize();
virtual int FindFrame(const char * name) override;
virtual void RenderFrame(FModelRenderer *renderer, FGameTexture * skin, int frame, int frame2, double inter, int translation, const FTextureID* surfaceskinids) override;
virtual void AddSkins(uint8_t *hitlist, const FTextureID* surfaceskinids) override;
FTextureID GetPaletteTexture() const { return mPalette; }
void BuildVertexBuffer(FModelRenderer *renderer) override;
float getAspectFactor(float vscale) override;
};