raze/source/common/models/model_md2.h

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#pragma once
#include "model.h"
#define MD2_MAGIC 0x32504449
#define DMD_MAGIC 0x4D444D44
#define MAX_LODS 4
class FDMDModel : public FModel
{
protected:
struct FTriangle
{
unsigned short vertexIndices[3];
unsigned short textureIndices[3];
};
struct DMDHeader
{
int magic;
int version;
int flags;
};
struct DMDModelVertex
{
float xyz[3];
};
struct FTexCoord
{
short s, t;
};
struct FGLCommandVertex
{
float s, t;
int index;
};
struct DMDInfo
{
int skinWidth;
int skinHeight;
int frameSize;
int numSkins;
int numVertices;
int numTexCoords;
int numFrames;
int numLODs;
int offsetSkins;
int offsetTexCoords;
int offsetFrames;
int offsetLODs;
int offsetEnd;
};
struct ModelFrame
{
char name[16];
unsigned int vindex;
};
struct ModelFrameVertexData
{
DMDModelVertex *vertices;
DMDModelVertex *normals;
};
struct DMDLoDInfo
{
int numTriangles;
int numGlCommands;
int offsetTriangles;
int offsetGlCommands;
};
struct DMDLoD
{
FTriangle * triangles;
};
int mLumpNum;
DMDHeader header;
DMDInfo info;
FTextureID * skins;
ModelFrame * frames;
bool allowTexComp; // Allow texture compression with this.
// Temp data only needed for buffer construction
FTexCoord * texCoords;
ModelFrameVertexData *framevtx;
DMDLoDInfo lodInfo[MAX_LODS];
DMDLoD lods[MAX_LODS];
public:
FDMDModel()
{
mLumpNum = -1;
frames = NULL;
skins = NULL;
for (int i = 0; i < MAX_LODS; i++)
{
lods[i].triangles = NULL;
}
info.numLODs = 0;
texCoords = NULL;
framevtx = NULL;
}
virtual ~FDMDModel();
virtual bool Load(const char * fn, int lumpnum, const char * buffer, int length) override;
virtual int FindFrame(const char* name, bool nodefault) override;
2023-11-09 21:39:55 +00:00
virtual void RenderFrame(FModelRenderer *renderer, FGameTexture * skin, int frame, int frame2, double inter, FTranslationID translation, const FTextureID* surfaceskinids, const TArray<VSMatrix>& boneData, int boneStartPosition) override;
virtual void LoadGeometry();
virtual void AddSkins(uint8_t *hitlist, const FTextureID* surfaceskinids) override;
void UnloadGeometry();
void BuildVertexBuffer(FModelRenderer *renderer);
};
// This uses the same internal representation as DMD
class FMD2Model : public FDMDModel
{
public:
FMD2Model() {}
virtual ~FMD2Model();
virtual bool Load(const char * fn, int lumpnum, const char * buffer, int length);
virtual void LoadGeometry();
};