- backend update with GZDoom model code.

This commit is contained in:
Christoph Oelckers 2020-05-31 00:01:00 +02:00
parent 7e5c3e066c
commit edb2cb31ee
44 changed files with 4443 additions and 220 deletions

View file

@ -636,6 +636,7 @@ file( GLOB HEADER_FILES
common/platform/posix/cocoa/*.h
common/platform/posix/sdl/*.h
common/platform/win32/*.h
common/models/*.h
common/textures/*.h
common/textures/hires/hqnx/*.h
common/textures/hires/hqnx_asm/*.h
@ -815,6 +816,13 @@ set (PCH_SOURCES
common/textures/formats/tgatexture.cpp
common/textures/formats/stbtexture.cpp
common/textures/hires/hqresize.cpp
common/models/models_md3.cpp
common/models/models_md2.cpp
common/models/models_voxel.cpp
common/models/models_ue1.cpp
common/models/models_obj.cpp
common/models/model.cpp
common/models/voxels.cpp
common/console/c_commandline.cpp
common/console/c_buttons.cpp
common/console/c_bind.cpp
@ -838,6 +846,7 @@ set (PCH_SOURCES
common/utility/s_playlist.cpp
common/utility/zstrformat.cpp
common/utility/name.cpp
common/utility/m_bbox.cpp
common/thirdparty/md5.cpp
common/thirdparty/superfasthash.cpp
common/filesystem/filesystem.cpp
@ -1037,6 +1046,7 @@ include_directories(
common/textures/formats
common/textures/hires
common/textures
common/models
common/filesystem
common/utility
common/console
@ -1185,6 +1195,8 @@ source_group("Common\\Rendering\\Hardware Renderer" REGULAR_EXPRESSION "^${CMAKE
source_group("Common\\Rendering\\Hardware Renderer\\Data" REGULAR_EXPRESSION "^${CMAKE_CURRENT_SOURCE_DIR}/common/rendering/hwrenderer/data/.+")
source_group("Common\\Rendering\\Hardware Renderer\\Postprocessing" REGULAR_EXPRESSION "^${CMAKE_CURRENT_SOURCE_DIR}/common/rendering/hwrenderer/postprocessing/.+")
source_group("Common\\Rendering\\OpenGL Loader" REGULAR_EXPRESSION "^${CMAKE_CURRENT_SOURCE_DIR}/common/rendering/gl_load/.+")
source_group("Common\\Rendering\\OpenGL Backend" REGULAR_EXPRESSION "^${CMAKE_CURRENT_SOURCE_DIR}/common/rendering/gl/.+")
source_group("Common\\Models" REGULAR_EXPRESSION "^${CMAKE_CURRENT_SOURCE_DIR}/common/models/.+")
source_group("Common\\Textures" REGULAR_EXPRESSION "^${CMAKE_CURRENT_SOURCE_DIR}/common/textures/.+")
source_group("Common\\Textures\\Hires" REGULAR_EXPRESSION "^${CMAKE_CURRENT_SOURCE_DIR}/common/textures/hires/.+")
source_group("Common\\Textures\\Hires\\HQ Resize" REGULAR_EXPRESSION "^${CMAKE_CURRENT_SOURCE_DIR}/common/textures/hires/hqnx/.+")

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@ -64,6 +64,7 @@ Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
#include "gstrings.h"
#include "v_2ddrawer.h"
#include "v_video.h"
#include "glbackend/glbackend.h"
CVARD(Bool, hud_powerupduration, true, CVAR_ARCHIVE/*|CVAR_FRONTEND_BLOOD*/, "enable/disable displaying the remaining seconds for power-ups")
@ -3241,7 +3242,7 @@ void viewDrawScreen(bool sceneonly)
}
r enderSetTarget(4079, 128, 128);
renderSetAspect(65536, 78643);
screen->BeginScene();
renderBeginScene();
int vd8 = pOther->pSprite->x;
int vd4 = pOther->pSprite->y;
int vd0 = pOther->zView;
@ -3307,7 +3308,7 @@ void viewDrawScreen(bool sceneonly)
memcpy(gotpic+510, bakMirrorGotpic, 2);
viewProcessSprites(vd8, vd4, vd0, v50, gInterpolate);
renderDrawMasks();
screen->FinishScene();
renderFinishScene();
renderRestoreTarget();
#endif
}
@ -3349,7 +3350,7 @@ void viewDrawScreen(bool sceneonly)
}
nSprite = nextspritestat[nSprite];
}
screen->BeginScene();
renderBeginScene();
g_visibility = (int32_t)(ClipLow(gVisibility - 32 * gView->visibility - unk, 0) * (numplayers > 1 ? 1.f : r_ambientlightrecip));
cA = (cA + interpolateangfix16(fix16_from_int(deliriumTurnO), fix16_from_int(deliriumTurn), gInterpolate)) & 0x7ffffff;
int vfc, vf8;
@ -3404,7 +3405,7 @@ void viewDrawScreen(bool sceneonly)
sub_557C4(cX, cY, gInterpolate);
renderDrawMasks();
gView->pSprite->cstat = bakCstat;
screen->FinishScene();
renderFinishScene();
if ((v78 || bDelirium) && !sceneonly)
{

View file

@ -0,0 +1,236 @@
//
//---------------------------------------------------------------------------
//
// Copyright(C) 2005-2016 Christoph Oelckers
// 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/
//
//--------------------------------------------------------------------------
//
/*
** gl_models.cpp
**
** General model handling code
**
**/
#include "filesystem.h"
#include "cmdlib.h"
#include "sc_man.h"
#include "m_crc32.h"
#include "printf.h"
#include "model_ue1.h"
#include "model_obj.h"
#include "model_md2.h"
#include "model_md3.h"
#include "model_kvx.h"
#include "i_time.h"
#include "voxels.h"
#include "texturemanager.h"
#include "modelrenderer.h"
TDeletingArray<FModel*> Models;
TArray<FSpriteModelFrame> SpriteModelFrames;
/////////////////////////////////////////////////////////////////////////////
void FlushModels()
{
for (int i = Models.Size() - 1; i >= 0; i--)
{
Models[i]->DestroyVertexBuffer();
}
}
/////////////////////////////////////////////////////////////////////////////
FModel::FModel()
{
for (int i = 0; i < NumModelRendererTypes; i++)
mVBuf[i] = nullptr;
}
FModel::~FModel()
{
DestroyVertexBuffer();
}
void FModel::DestroyVertexBuffer()
{
for (int i = 0; i < NumModelRendererTypes; i++)
{
delete mVBuf[i];
mVBuf[i] = nullptr;
}
}
//===========================================================================
//
// FindGFXFile
//
//===========================================================================
static int FindGFXFile(FString & fn)
{
int lump = fileSystem.CheckNumForFullName(fn); // if we find something that matches the name plus the extension, return it and do not enter the substitution logic below.
if (lump != -1) return lump;
int best = -1;
int dot = fn.LastIndexOf('.');
int slash = fn.LastIndexOf('/');
if (dot > slash) fn.Truncate(dot);
static const char * extensions[] = { ".png", ".jpg", ".tga", ".pcx", nullptr };
for (const char ** extp=extensions; *extp; extp++)
{
int lump = fileSystem.CheckNumForFullName(fn + *extp);
if (lump >= best) best = lump;
}
return best;
}
//===========================================================================
//
// LoadSkin
//
//===========================================================================
FTextureID LoadSkin(const char * path, const char * fn)
{
FString buffer;
buffer.Format("%s%s", path, fn);
int texlump = FindGFXFile(buffer);
const char * const texname = texlump < 0 ? fn : fileSystem.GetFileFullName(texlump);
return TexMan.CheckForTexture(texname, ETextureType::Any, FTextureManager::TEXMAN_TryAny);
}
//===========================================================================
//
// ModelFrameHash
//
//===========================================================================
int ModelFrameHash(FSpriteModelFrame * smf)
{
const uint32_t *table = GetCRCTable ();
uint32_t hash = 0xffffffff;
const char * s = (const char *)(&smf->type); // this uses type, sprite and frame for hashing
const char * se= (const char *)(&smf->hashnext);
for (; s<se; s++)
{
hash = CRC1 (hash, *s, table);
}
return hash ^ 0xffffffff;
}
//===========================================================================
//
// FindModel
//
//===========================================================================
unsigned FindModel(const char * path, const char * modelfile)
{
FModel * model = nullptr;
FString fullname;
fullname.Format("%s%s", path, modelfile);
int lump = fileSystem.CheckNumForFullName(fullname);
if (lump<0)
{
Printf("FindModel: '%s' not found\n", fullname.GetChars());
return -1;
}
for(unsigned i = 0; i< Models.Size(); i++)
{
if (!Models[i]->mFileName.CompareNoCase(fullname)) return i;
}
int len = fileSystem.FileLength(lump);
FileData lumpd = fileSystem.ReadFile(lump);
char * buffer = (char*)lumpd.GetMem();
if ( (size_t)fullname.LastIndexOf("_d.3d") == fullname.Len()-5 )
{
FString anivfile = fullname.GetChars();
anivfile.Substitute("_d.3d","_a.3d");
if ( fileSystem.CheckNumForFullName(anivfile) > 0 )
{
model = new FUE1Model;
}
}
else if ( (size_t)fullname.LastIndexOf("_a.3d") == fullname.Len()-5 )
{
FString datafile = fullname.GetChars();
datafile.Substitute("_a.3d","_d.3d");
if ( fileSystem.CheckNumForFullName(datafile) > 0 )
{
model = new FUE1Model;
}
}
else if ( (size_t)fullname.LastIndexOf(".obj") == fullname.Len() - 4 )
{
model = new FOBJModel;
}
else if (!memcmp(buffer, "DMDM", 4))
{
model = new FDMDModel;
}
else if (!memcmp(buffer, "IDP2", 4))
{
model = new FMD2Model;
}
else if (!memcmp(buffer, "IDP3", 4))
{
model = new FMD3Model;
}
if (model != nullptr)
{
if (!model->Load(path, lump, buffer, len))
{
delete model;
return -1;
}
}
else
{
// try loading as a voxel
FVoxel *voxel = R_LoadKVX(lump);
if (voxel != nullptr)
{
model = new FVoxelModel(voxel, true);
}
else
{
Printf("LoadModel: Unknown model format in '%s'\n", fullname.GetChars());
return -1;
}
}
// The vertex buffer cannot be initialized here because this gets called before OpenGL is initialized
model->mFileName = fullname;
return Models.Push(model);
}

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@ -0,0 +1,83 @@
#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);

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@ -0,0 +1,69 @@
#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);
void Initialize();
virtual int FindFrame(const char * name);
virtual void RenderFrame(FModelRenderer *renderer, FGameTexture * skin, int frame, int frame2, double inter, int translation=0);
virtual void AddSkins(uint8_t *hitlist);
FTextureID GetPaletteTexture() const { return mPalette; }
void BuildVertexBuffer(FModelRenderer *renderer);
float getAspectFactor(float vscale) override;
};

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@ -0,0 +1,137 @@
#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);
virtual int FindFrame(const char * name);
virtual void RenderFrame(FModelRenderer *renderer, FGameTexture * skin, int frame, int frame2, double inter, int translation=0);
virtual void LoadGeometry();
virtual void AddSkins(uint8_t *hitlist);
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();
};

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@ -0,0 +1,75 @@
#pragma once
#include "model.h"
#define MD3_MAGIC 0x33504449
class FMD3Model : public FModel
{
struct MD3Tag
{
// Currently I have no use for this
};
struct MD3TexCoord
{
float s,t;
};
struct MD3Vertex
{
float x,y,z;
float nx,ny,nz;
};
struct MD3Triangle
{
int VertIndex[3];
};
struct MD3Surface
{
unsigned numVertices;
unsigned numTriangles;
unsigned numSkins;
TArray<FTextureID> Skins;
TArray<MD3Triangle> Tris;
TArray<MD3TexCoord> Texcoords;
TArray<MD3Vertex> Vertices;
unsigned int vindex = UINT_MAX; // contains numframes arrays of vertices
unsigned int iindex = UINT_MAX;
void UnloadGeometry()
{
Tris.Reset();
Vertices.Reset();
Texcoords.Reset();
}
};
struct MD3Frame
{
// The bounding box information is of no use in the Doom engine
// That will still be done with the actor's size information.
char Name[16];
float origin[3];
};
int numTags;
int mLumpNum;
TArray<MD3Frame> Frames;
TArray<MD3Surface> Surfaces;
public:
FMD3Model() = default;
virtual bool Load(const char * fn, int lumpnum, const char * buffer, int length);
virtual int FindFrame(const char * name);
virtual void RenderFrame(FModelRenderer *renderer, FGameTexture * skin, int frame, int frame2, double inter, int translation=0);
void LoadGeometry();
void BuildVertexBuffer(FModelRenderer *renderer);
virtual void AddSkins(uint8_t *hitlist);
};

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@ -0,0 +1,106 @@
//
//---------------------------------------------------------------------------
//
// 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/
//
//--------------------------------------------------------------------------
//
#ifndef __GL_MODELS_OBJ_H__
#define __GL_MODELS_OBJ_H__
#include "model.h"
#include "sc_man.h"
#include "tarray.h"
#include "vectors.h"
class FOBJModel : public FModel
{
private:
const char *newSideSep = "$"; // OBJ side separator is /, which is parsed as a line comment by FScanner if two of them are next to each other.
bool hasMissingNormals;
bool hasSmoothGroups;
enum class FaceElement
{
VertexIndex,
UVIndex,
VNormalIndex
};
struct OBJTriRef
{
unsigned int surf;
unsigned int tri;
OBJTriRef(): surf(0), tri(0) {}
OBJTriRef(unsigned int surf, unsigned int tri): surf(surf), tri(tri) {}
bool operator== (OBJTriRef other) { return surf == other.surf && tri == other.tri; }
};
struct OBJFaceSide
{
int vertref;
int normref;
int uvref;
};
struct OBJFace
{
unsigned int sideCount;
unsigned int smoothGroup;
OBJFaceSide sides[4];
OBJFace(): sideCount(0), smoothGroup(0) {}
};
struct OBJSurface // 1 surface per 'usemtl'
{
unsigned int numTris; // Number of triangulated faces
unsigned int numFaces; // Number of faces
unsigned int vbStart; // First index in vertex buffer
unsigned int faceStart; // Index of first face in faces array
OBJFace* tris; // Triangles
FTextureID skin;
OBJSurface(FTextureID skin): numTris(0), numFaces(0), vbStart(0), faceStart(0), tris(nullptr), skin(skin) {}
};
TArray<FVector3> verts;
TArray<FVector3> norms;
TArray<FVector2> uvs;
TArray<OBJFace> faces;
TArray<OBJSurface> surfaces;
FScanner sc;
TArray<OBJTriRef>* vertFaces;
int ResolveIndex(int origIndex, FaceElement el);
template<typename T, size_t L> void ParseVector(TArray<T> &array);
bool ParseFaceSide(const FString &side, OBJFace &face, int sidx);
void ConstructSurfaceTris(OBJSurface &surf);
void AddVertFaces();
void TriangulateQuad(const OBJFace &quad, OBJFace *tris);
FVector3 RealignVector(FVector3 vecToRealign);
FVector2 FixUV(FVector2 vecToRealign);
FVector3 CalculateNormalFlat(unsigned int surfIdx, unsigned int triIdx);
FVector3 CalculateNormalFlat(OBJTriRef otr);
FVector3 CalculateNormalSmooth(unsigned int vidx, unsigned int smoothGroup);
public:
FOBJModel(): hasMissingNormals(false), hasSmoothGroups(false), vertFaces(nullptr) {}
~FOBJModel();
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;
};
#endif

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@ -0,0 +1,111 @@
#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;
};
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;
int weaponPoly; // for future model attachment support, unused for now
TArray<UE1Vertex> verts;
TArray<UE1Poly> polys;
TArray<UE1Group> groups;
};

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#include "renderstyle.h"
#include "matrix.h"
#include "model.h"
class FModelRenderer
{
public:
virtual ~FModelRenderer() = default;
virtual ModelRendererType GetType() const = 0;
virtual void BeginDrawModel(FRenderStyle style, FSpriteModelFrame *smf, const VSMatrix &objectToWorldMatrix, bool mirrored) = 0;
virtual void EndDrawModel(FRenderStyle style, FSpriteModelFrame *smf) = 0;
virtual IModelVertexBuffer *CreateVertexBuffer(bool needindex, bool singleframe) = 0;
virtual VSMatrix GetViewToWorldMatrix() = 0;
virtual void BeginDrawHUDModel(FRenderStyle style, const VSMatrix &objectToWorldMatrix, bool mirrored) = 0;
virtual void EndDrawHUDModel(FRenderStyle style) = 0;
virtual void SetInterpolation(double interpolation) = 0;
virtual void SetMaterial(FGameTexture *skin, bool clampNoFilter, int translation) = 0;
virtual void DrawArrays(int start, int count) = 0;
virtual void DrawElements(int numIndices, size_t offset) = 0;
virtual void SetupFrame(FModel *model, unsigned int frame1, unsigned int frame2, unsigned int size) = 0;
};

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//
//---------------------------------------------------------------------------
//
// Copyright(C) 2005-2016 Christoph Oelckers
// 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/
//
//--------------------------------------------------------------------------
//
/*
** models.cpp
**
** MD2/DMD model format code
**
**/
#include "filesystem.h"
#include "model_md2.h"
#include "texturemanager.h"
#include "modelrenderer.h"
#include "printf.h"
#ifdef _MSC_VER
#pragma warning(disable:4244) // warning C4244: conversion from 'double' to 'float', possible loss of data
#endif
enum { VX, VZ, VY };
#define NUMVERTEXNORMALS 162
static float avertexnormals[NUMVERTEXNORMALS][3] = {
#include "tab_anorms.h"
};
//===========================================================================
//
// UnpackVector
// Packed: pppppppy yyyyyyyy. Yaw is on the XY plane.
//
//===========================================================================
static void UnpackVector(unsigned short packed, float vec[3])
{
float yaw = (packed & 511) / 512.0f * 2 * M_PI;
float pitch = ((packed >> 9) / 127.0f - 0.5f) * M_PI;
float cosp = (float) cos(pitch);
vec[VX] = (float) cos(yaw) * cosp;
vec[VY] = (float) sin(yaw) * cosp;
vec[VZ] = (float) sin(pitch);
}
//===========================================================================
//
// DMD file structure
//
//===========================================================================
struct dmd_chunk_t
{
int type;
int length; // Next chunk follows...
};
#pragma pack(1)
struct dmd_packedVertex_t
{
uint8_t vertex[3];
unsigned short normal; // Yaw and pitch.
};
struct dmd_packedFrame_t
{
float scale[3];
float translate[3];
char name[16];
dmd_packedVertex_t vertices[1];
};
#pragma pack()
// Chunk types.
enum
{
DMC_END, // Must be the last chunk.
DMC_INFO // Required; will be expected to exist.
};
//===========================================================================
//
// FDMDModel::Load
//
//===========================================================================
bool FDMDModel::Load(const char * path, int lumpnum, const char * buffer, int length)
{
dmd_chunk_t * chunk = (dmd_chunk_t*)(buffer + 12);
char *temp;
ModelFrame *frame;
int i;
int fileoffset = 12 + sizeof(dmd_chunk_t);
chunk->type = LittleLong(chunk->type);
while (chunk->type != DMC_END)
{
switch (chunk->type)
{
case DMC_INFO: // Standard DMD information chunk.
memcpy(&info, buffer + fileoffset, LittleLong(chunk->length));
info.skinWidth = LittleLong(info.skinWidth);
info.skinHeight = LittleLong(info.skinHeight);
info.frameSize = LittleLong(info.frameSize);
info.numSkins = LittleLong(info.numSkins);
info.numVertices = LittleLong(info.numVertices);
info.numTexCoords = LittleLong(info.numTexCoords);
info.numFrames = LittleLong(info.numFrames);
info.numLODs = LittleLong(info.numLODs);
info.offsetSkins = LittleLong(info.offsetSkins);
info.offsetTexCoords = LittleLong(info.offsetTexCoords);
info.offsetFrames = LittleLong(info.offsetFrames);
info.offsetLODs = LittleLong(info.offsetLODs);
info.offsetEnd = LittleLong(info.offsetEnd);
fileoffset += chunk->length;
break;
default:
// Just skip all unknown chunks.
fileoffset += chunk->length;
break;
}
// Read the next chunk header.
chunk = (dmd_chunk_t*)(buffer + fileoffset);
chunk->type = LittleLong(chunk->type);
fileoffset += sizeof(dmd_chunk_t);
}
// Allocate and load in the data.
skins = new FTextureID[info.numSkins];
for (i = 0; i < info.numSkins; i++)
{
skins[i] = LoadSkin(path, buffer + info.offsetSkins + i * 64);
}
temp = (char*)buffer + info.offsetFrames;
frames = new ModelFrame[info.numFrames];
for (i = 0, frame = frames; i < info.numFrames; i++, frame++)
{
dmd_packedFrame_t *pfr = (dmd_packedFrame_t *)(temp + info.frameSize * i);
memcpy(frame->name, pfr->name, sizeof(pfr->name));
frame->vindex = UINT_MAX;
}
mLumpNum = lumpnum;
return true;
}
//===========================================================================
//
// FDMDModel::LoadGeometry
//
//===========================================================================
void FDMDModel::LoadGeometry()
{
static int axis[3] = { VX, VY, VZ };
FileData lumpdata = fileSystem.ReadFile(mLumpNum);
const char *buffer = (const char *)lumpdata.GetMem();
texCoords = new FTexCoord[info.numTexCoords];
memcpy(texCoords, buffer + info.offsetTexCoords, info.numTexCoords * sizeof(FTexCoord));
const char *temp = buffer + info.offsetFrames;
framevtx= new ModelFrameVertexData[info.numFrames];
ModelFrameVertexData *framev;
int i, k, c;
for(i = 0, framev = framevtx; i < info.numFrames; i++, framev++)
{
dmd_packedFrame_t *pfr = (dmd_packedFrame_t *) (temp + info.frameSize * i);
dmd_packedVertex_t *pVtx;
framev->vertices = new DMDModelVertex[info.numVertices];
framev->normals = new DMDModelVertex[info.numVertices];
// Translate each vertex.
for(k = 0, pVtx = pfr->vertices; k < info.numVertices; k++, pVtx++)
{
UnpackVector((unsigned short)(pVtx->normal), framev->normals[k].xyz);
for(c = 0; c < 3; c++)
{
framev->vertices[k].xyz[axis[c]] =
(pVtx->vertex[c] * float(pfr->scale[c]) + float(pfr->translate[c]));
}
}
}
memcpy(lodInfo, buffer+info.offsetLODs, info.numLODs * sizeof(DMDLoDInfo));
for(i = 0; i < info.numLODs; i++)
{
lodInfo[i].numTriangles = LittleLong(lodInfo[i].numTriangles);
lodInfo[i].offsetTriangles = LittleLong(lodInfo[i].offsetTriangles);
if (lodInfo[i].numTriangles > 0)
{
lods[i].triangles = new FTriangle[lodInfo[i].numTriangles];
memcpy(lods[i].triangles, buffer + lodInfo[i].offsetTriangles, lodInfo[i].numTriangles * sizeof(FTriangle));
for (int j = 0; j < lodInfo[i].numTriangles; j++)
{
for (int k = 0; k < 3; k++)
{
lods[i].triangles[j].textureIndices[k] = LittleShort(lods[i].triangles[j].textureIndices[k]);
lods[i].triangles[j].vertexIndices[k] = LittleShort(lods[i].triangles[j].vertexIndices[k]);
}
}
}
}
}
//===========================================================================
//
// Deletes everything that's no longer needed after building the vertex buffer
//
//===========================================================================
void FDMDModel::UnloadGeometry()
{
int i;
if (framevtx != NULL)
{
for (i=0;i<info.numFrames;i++)
{
if (framevtx[i].vertices != NULL) delete [] framevtx[i].vertices;
if (framevtx[i].normals != NULL) delete [] framevtx[i].normals;
framevtx[i].vertices = NULL;
framevtx[i].normals = NULL;
}
delete[] framevtx;
framevtx = NULL;
}
for(i = 0; i < info.numLODs; i++)
{
if (lods[i].triangles != NULL) delete[] lods[i].triangles;
lods[i].triangles = NULL;
}
if (texCoords != NULL) delete[] texCoords;
texCoords = NULL;
}
//===========================================================================
//
//
//
//===========================================================================
FDMDModel::~FDMDModel()
{
UnloadGeometry();
// skins are managed by the texture manager so they must not be deleted here.
if (skins != NULL) delete [] skins;
if (frames != NULL) delete [] frames;
}
//===========================================================================
//
//
//
//===========================================================================
void FDMDModel::BuildVertexBuffer(FModelRenderer *renderer)
{
if (!GetVertexBuffer(renderer->GetType()))
{
LoadGeometry();
int VertexBufferSize = info.numFrames * lodInfo[0].numTriangles * 3;
unsigned int vindex = 0;
auto vbuf = renderer->CreateVertexBuffer(false, info.numFrames == 1);
SetVertexBuffer(renderer->GetType(), vbuf);
FModelVertex *vertptr = vbuf->LockVertexBuffer(VertexBufferSize);
for (int i = 0; i < info.numFrames; i++)
{
DMDModelVertex *vert = framevtx[i].vertices;
DMDModelVertex *norm = framevtx[i].normals;
frames[i].vindex = vindex;
FTriangle *tri = lods[0].triangles;
for (int i = 0; i < lodInfo[0].numTriangles; i++)
{
for (int j = 0; j < 3; j++)
{
int ti = tri->textureIndices[j];
int vi = tri->vertexIndices[j];
FModelVertex *bvert = &vertptr[vindex++];
bvert->Set(vert[vi].xyz[0], vert[vi].xyz[1], vert[vi].xyz[2], (float)texCoords[ti].s / info.skinWidth, (float)texCoords[ti].t / info.skinHeight);
bvert->SetNormal(norm[vi].xyz[0], norm[vi].xyz[1], norm[vi].xyz[2]);
}
tri++;
}
}
vbuf->UnlockVertexBuffer();
UnloadGeometry();
}
}
//===========================================================================
//
// for skin precaching
//
//===========================================================================
void FDMDModel::AddSkins(uint8_t *hitlist)
{
for (int i = 0; i < info.numSkins; i++)
{
if (skins[i].isValid())
{
hitlist[skins[i].GetIndex()] |= FTextureManager::HIT_Flat;
}
}
}
//===========================================================================
//
// FDMDModel::FindFrame
//
//===========================================================================
int FDMDModel::FindFrame(const char * name)
{
for (int i=0;i<info.numFrames;i++)
{
if (!stricmp(name, frames[i].name)) return i;
}
return -1;
}
//===========================================================================
//
//
//
//===========================================================================
void FDMDModel::RenderFrame(FModelRenderer *renderer, FGameTexture * skin, int frameno, int frameno2, double inter, int translation)
{
if (frameno >= info.numFrames || frameno2 >= info.numFrames) return;
if (!skin)
{
if (info.numSkins == 0 || !skins[0].isValid()) return;
skin = TexMan.GetGameTexture(skins[0], true);
if (!skin) return;
}
renderer->SetInterpolation(inter);
renderer->SetMaterial(skin, false, translation);
renderer->SetupFrame(this, frames[frameno].vindex, frames[frameno2].vindex, lodInfo[0].numTriangles * 3);
renderer->DrawArrays(0, lodInfo[0].numTriangles * 3);
renderer->SetInterpolation(0.f);
}
//===========================================================================
//
// Internal data structures of MD2 files - only used during loading
//
//===========================================================================
struct md2_header_t
{
int magic;
int version;
int skinWidth;
int skinHeight;
int frameSize;
int numSkins;
int numVertices;
int numTexCoords;
int numTriangles;
int numGlCommands;
int numFrames;
int offsetSkins;
int offsetTexCoords;
int offsetTriangles;
int offsetFrames;
int offsetGlCommands;
int offsetEnd;
};
struct md2_triangleVertex_t
{
uint8_t vertex[3];
uint8_t lightNormalIndex;
};
struct md2_packedFrame_t
{
float scale[3];
float translate[3];
char name[16];
md2_triangleVertex_t vertices[1];
};
//===========================================================================
//
// FMD2Model::Load
//
//===========================================================================
bool FMD2Model::Load(const char * path, int lumpnum, const char * buffer, int length)
{
md2_header_t * md2header = (md2_header_t *)buffer;
ModelFrame *frame;
uint8_t *md2_frames;
int i;
// Convert it to DMD.
header.magic = MD2_MAGIC;
header.version = 8;
header.flags = 0;
info.skinWidth = LittleLong(md2header->skinWidth);
info.skinHeight = LittleLong(md2header->skinHeight);
info.frameSize = LittleLong(md2header->frameSize);
info.numLODs = 1;
info.numSkins = LittleLong(md2header->numSkins);
info.numTexCoords = LittleLong(md2header->numTexCoords);
info.numVertices = LittleLong(md2header->numVertices);
info.numFrames = LittleLong(md2header->numFrames);
info.offsetSkins = LittleLong(md2header->offsetSkins);
info.offsetTexCoords = LittleLong(md2header->offsetTexCoords);
info.offsetFrames = LittleLong(md2header->offsetFrames);
info.offsetLODs = LittleLong(md2header->offsetEnd); // Doesn't exist.
lodInfo[0].numTriangles = LittleLong(md2header->numTriangles);
lodInfo[0].numGlCommands = LittleLong(md2header->numGlCommands);
lodInfo[0].offsetTriangles = LittleLong(md2header->offsetTriangles);
lodInfo[0].offsetGlCommands = LittleLong(md2header->offsetGlCommands);
info.offsetEnd = LittleLong(md2header->offsetEnd);
if (info.offsetFrames + info.frameSize * info.numFrames > length)
{
Printf("LoadModel: Model '%s' file too short\n", path);
return false;
}
if (lodInfo[0].numGlCommands <= 0)
{
Printf("LoadModel: Model '%s' invalid NumGLCommands\n", path);
return false;
}
skins = new FTextureID[info.numSkins];
for (i = 0; i < info.numSkins; i++)
{
skins[i] = LoadSkin(path, buffer + info.offsetSkins + i * 64);
}
// The frames need to be unpacked.
md2_frames = (uint8_t*)buffer + info.offsetFrames;
frames = new ModelFrame[info.numFrames];
for (i = 0, frame = frames; i < info.numFrames; i++, frame++)
{
md2_packedFrame_t *pfr = (md2_packedFrame_t *)(md2_frames + info.frameSize * i);
memcpy(frame->name, pfr->name, sizeof(pfr->name));
frame->vindex = UINT_MAX;
}
mLumpNum = lumpnum;
return true;
}
//===========================================================================
//
// FMD2Model::LoadGeometry
//
//===========================================================================
void FMD2Model::LoadGeometry()
{
static int axis[3] = { VX, VY, VZ };
uint8_t *md2_frames;
FileData lumpdata = fileSystem.ReadFile(mLumpNum);
const char *buffer = (const char *)lumpdata.GetMem();
texCoords = new FTexCoord[info.numTexCoords];
memcpy(texCoords, (uint8_t*)buffer + info.offsetTexCoords, info.numTexCoords * sizeof(FTexCoord));
md2_frames = (uint8_t*)buffer + info.offsetFrames;
framevtx = new ModelFrameVertexData[info.numFrames];
ModelFrameVertexData *framev;
int i, k, c;
for(i = 0, framev = framevtx; i < info.numFrames; i++, framev++)
{
md2_packedFrame_t *pfr = (md2_packedFrame_t *) (md2_frames + info.frameSize * i);
md2_triangleVertex_t *pVtx;
framev->vertices = new DMDModelVertex[info.numVertices];
framev->normals = new DMDModelVertex[info.numVertices];
// Translate each vertex.
for(k = 0, pVtx = pfr->vertices; k < info.numVertices; k++, pVtx++)
{
memcpy(framev->normals[k].xyz,
avertexnormals[pVtx->lightNormalIndex], sizeof(float) * 3);
for(c = 0; c < 3; c++)
{
framev->vertices[k].xyz[axis[c]] =
(pVtx->vertex[c] * pfr->scale[c] + pfr->translate[c]);
}
}
}
lods[0].triangles = new FTriangle[lodInfo[0].numTriangles];
int cnt = lodInfo[0].numTriangles;
memcpy(lods[0].triangles, buffer + lodInfo[0].offsetTriangles, sizeof(FTriangle) * cnt);
for (int j = 0; j < cnt; j++)
{
for (int k = 0; k < 3; k++)
{
lods[0].triangles[j].textureIndices[k] = LittleShort(lods[0].triangles[j].textureIndices[k]);
lods[0].triangles[j].vertexIndices[k] = LittleShort(lods[0].triangles[j].vertexIndices[k]);
}
}
}
FMD2Model::~FMD2Model()
{
}

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@ -0,0 +1,381 @@
//
//---------------------------------------------------------------------------
//
// Copyright(C) 2006-2016 Christoph Oelckers
// 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 "cmdlib.h"
#include "model_md3.h"
#include "texturemanager.h"
#include "modelrenderer.h"
#define MAX_QPATH 64
#ifdef _MSC_VER
#pragma warning(disable:4244) // warning C4244: conversion from 'double' to 'float', possible loss of data
#endif
//===========================================================================
//
// decode the lat/lng normal to a 3 float normal
//
//===========================================================================
static void UnpackVector(unsigned short packed, float & nx, float & ny, float & nz)
{
double lat = ( packed >> 8 ) & 0xff;
double lng = ( packed & 0xff );
lat *= M_PI/128;
lng *= M_PI/128;
nx = cos(lat) * sin(lng);
ny = sin(lat) * sin(lng);
nz = cos(lng);
}
//===========================================================================
//
// MD3 File structure
//
//===========================================================================
#pragma pack(4)
struct md3_header_t
{
uint32_t Magic;
uint32_t Version;
char Name[MAX_QPATH];
uint32_t Flags;
uint32_t Num_Frames;
uint32_t Num_Tags;
uint32_t Num_Surfaces;
uint32_t Num_Skins;
uint32_t Ofs_Frames;
uint32_t Ofs_Tags;
uint32_t Ofs_Surfaces;
uint32_t Ofs_Eof;
};
struct md3_surface_t
{
uint32_t Magic;
char Name[MAX_QPATH];
uint32_t Flags;
uint32_t Num_Frames;
uint32_t Num_Shaders;
uint32_t Num_Verts;
uint32_t Num_Triangles;
uint32_t Ofs_Triangles;
uint32_t Ofs_Shaders;
uint32_t Ofs_Texcoord;
uint32_t Ofs_XYZNormal;
uint32_t Ofs_End;
};
struct md3_triangle_t
{
uint32_t vt_index[3];
};
struct md3_shader_t
{
char Name[MAX_QPATH];
uint32_t index;
};
struct md3_texcoord_t
{
float s, t;
};
struct md3_vertex_t
{
short x, y, z, n;
};
struct md3_frame_t
{
float min_Bounds[3];
float max_Bounds[3];
float localorigin[3];
float radius;
char Name[16];
};
#pragma pack()
//===========================================================================
//
//
//
//===========================================================================
bool FMD3Model::Load(const char * path, int lumpnum, const char * buffer, int length)
{
md3_header_t * hdr = (md3_header_t *)buffer;
auto numFrames = LittleLong(hdr->Num_Frames);
auto numSurfaces = LittleLong(hdr->Num_Surfaces);
numTags = LittleLong(hdr->Num_Tags);
md3_frame_t * frm = (md3_frame_t*)(buffer + LittleLong(hdr->Ofs_Frames));
Frames.Resize(numFrames);
for (unsigned i = 0; i < numFrames; i++)
{
strncpy(Frames[i].Name, frm[i].Name, 16);
for (int j = 0; j < 3; j++) Frames[i].origin[j] = frm[i].localorigin[j];
}
md3_surface_t * surf = (md3_surface_t*)(buffer + LittleLong(hdr->Ofs_Surfaces));
Surfaces.Resize(numSurfaces);
for (unsigned i = 0; i < numSurfaces; i++)
{
MD3Surface * s = &Surfaces[i];
md3_surface_t * ss = surf;
surf = (md3_surface_t *)(((char*)surf) + LittleLong(surf->Ofs_End));
s->numSkins = LittleLong(ss->Num_Shaders);
s->numTriangles = LittleLong(ss->Num_Triangles);
s->numVertices = LittleLong(ss->Num_Verts);
// copy shaders (skins)
md3_shader_t * shader = (md3_shader_t*)(((char*)ss) + LittleLong(ss->Ofs_Shaders));
s->Skins.Resize(s->numSkins);
for (unsigned i = 0; i < s->numSkins; i++)
{
// [BB] According to the MD3 spec, Name is supposed to include the full path.
// ... and since some tools seem to output backslashes, these need to be replaced with forward slashes to work.
FixPathSeperator(shader[i].Name);
s->Skins[i] = LoadSkin("", shader[i].Name);
// [BB] Fall back and check if Name is relative.
if (!s->Skins[i].isValid())
s->Skins[i] = LoadSkin(path, shader[i].Name);
}
}
mLumpNum = lumpnum;
return true;
}
//===========================================================================
//
//
//
//===========================================================================
void FMD3Model::LoadGeometry()
{
FileData lumpdata = fileSystem.ReadFile(mLumpNum);
const char *buffer = (const char *)lumpdata.GetMem();
md3_header_t * hdr = (md3_header_t *)buffer;
md3_surface_t * surf = (md3_surface_t*)(buffer + LittleLong(hdr->Ofs_Surfaces));
for (unsigned i = 0; i < Surfaces.Size(); i++)
{
MD3Surface * s = &Surfaces[i];
md3_surface_t * ss = surf;
surf = (md3_surface_t *)(((char*)surf) + LittleLong(surf->Ofs_End));
// copy triangle indices
md3_triangle_t * tris = (md3_triangle_t*)(((char*)ss) + LittleLong(ss->Ofs_Triangles));
s->Tris.Resize(s->numTriangles);
for (unsigned i = 0; i < s->numTriangles; i++) for (int j = 0; j < 3; j++)
{
s->Tris[i].VertIndex[j] = LittleLong(tris[i].vt_index[j]);
}
// Load texture coordinates
md3_texcoord_t * tc = (md3_texcoord_t*)(((char*)ss) + LittleLong(ss->Ofs_Texcoord));
s->Texcoords.Resize(s->numVertices);
for (unsigned i = 0; i < s->numVertices; i++)
{
s->Texcoords[i].s = tc[i].s;
s->Texcoords[i].t = tc[i].t;
}
// Load vertices and texture coordinates
md3_vertex_t * vt = (md3_vertex_t*)(((char*)ss) + LittleLong(ss->Ofs_XYZNormal));
s->Vertices.Resize(s->numVertices * Frames.Size());
for (unsigned i = 0; i < s->numVertices * Frames.Size(); i++)
{
s->Vertices[i].x = LittleShort(vt[i].x) / 64.f;
s->Vertices[i].y = LittleShort(vt[i].y) / 64.f;
s->Vertices[i].z = LittleShort(vt[i].z) / 64.f;
UnpackVector(LittleShort(vt[i].n), s->Vertices[i].nx, s->Vertices[i].ny, s->Vertices[i].nz);
}
}
}
//===========================================================================
//
//
//
//===========================================================================
void FMD3Model::BuildVertexBuffer(FModelRenderer *renderer)
{
if (!GetVertexBuffer(renderer->GetType()))
{
LoadGeometry();
unsigned int vbufsize = 0;
unsigned int ibufsize = 0;
for (unsigned i = 0; i < Surfaces.Size(); i++)
{
MD3Surface * surf = &Surfaces[i];
vbufsize += Frames.Size() * surf->numVertices;
ibufsize += 3 * surf->numTriangles;
}
auto vbuf = renderer->CreateVertexBuffer(true, Frames.Size() == 1);
SetVertexBuffer(renderer->GetType(), vbuf);
FModelVertex *vertptr = vbuf->LockVertexBuffer(vbufsize);
unsigned int *indxptr = vbuf->LockIndexBuffer(ibufsize);
assert(vertptr != nullptr && indxptr != nullptr);
unsigned int vindex = 0, iindex = 0;
for (unsigned i = 0; i < Surfaces.Size(); i++)
{
MD3Surface * surf = &Surfaces[i];
surf->vindex = vindex;
surf->iindex = iindex;
for (unsigned j = 0; j < Frames.Size() * surf->numVertices; j++)
{
MD3Vertex* vert = &surf->Vertices[j];
FModelVertex *bvert = &vertptr[vindex++];
int tc = j % surf->numVertices;
bvert->Set(vert->x, vert->z, vert->y, surf->Texcoords[tc].s, surf->Texcoords[tc].t);
bvert->SetNormal(vert->nx, vert->nz, vert->ny);
}
for (unsigned k = 0; k < surf->numTriangles; k++)
{
for (int l = 0; l < 3; l++)
{
indxptr[iindex++] = surf->Tris[k].VertIndex[l];
}
}
surf->UnloadGeometry();
}
vbuf->UnlockVertexBuffer();
vbuf->UnlockIndexBuffer();
}
}
//===========================================================================
//
// for skin precaching
//
//===========================================================================
void FMD3Model::AddSkins(uint8_t *hitlist)
{
for (unsigned i = 0; i < Surfaces.Size(); i++)
{
if (curSpriteMDLFrame->surfaceskinIDs[curMDLIndex][i].isValid())
{
hitlist[curSpriteMDLFrame->surfaceskinIDs[curMDLIndex][i].GetIndex()] |= FTextureManager::HIT_Flat;
}
MD3Surface * surf = &Surfaces[i];
for (unsigned j = 0; j < surf->numSkins; j++)
{
if (surf->Skins[j].isValid())
{
hitlist[surf->Skins[j].GetIndex()] |= FTextureManager::HIT_Flat;
}
}
}
}
//===========================================================================
//
//
//
//===========================================================================
int FMD3Model::FindFrame(const char * name)
{
for (unsigned i = 0; i < Frames.Size(); i++)
{
if (!stricmp(name, Frames[i].Name)) return i;
}
return -1;
}
//===========================================================================
//
//
//
//===========================================================================
void FMD3Model::RenderFrame(FModelRenderer *renderer, FGameTexture * skin, int frameno, int frameno2, double inter, int translation)
{
if ((unsigned)frameno >= Frames.Size() || (unsigned)frameno2 >= Frames.Size()) return;
renderer->SetInterpolation(inter);
for (unsigned i = 0; i < Surfaces.Size(); i++)
{
MD3Surface * surf = &Surfaces[i];
// [BB] In case no skin is specified via MODELDEF, check if the MD3 has a skin for the current surface.
// Note: Each surface may have a different skin.
FGameTexture *surfaceSkin = skin;
if (!surfaceSkin)
{
if (curSpriteMDLFrame->surfaceskinIDs[curMDLIndex][i].isValid())
{
surfaceSkin = TexMan.GetGameTexture(curSpriteMDLFrame->surfaceskinIDs[curMDLIndex][i], true);
}
else if (surf->numSkins > 0 && surf->Skins[0].isValid())
{
surfaceSkin = TexMan.GetGameTexture(surf->Skins[0], true);
}
if (!surfaceSkin)
{
continue;
}
}
renderer->SetMaterial(surfaceSkin, false, translation);
renderer->SetupFrame(this, surf->vindex + frameno * surf->numVertices, surf->vindex + frameno2 * surf->numVertices, surf->numVertices);
renderer->DrawElements(surf->numTriangles * 3, surf->iindex * sizeof(unsigned int));
}
renderer->SetInterpolation(0.f);
}

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//
//---------------------------------------------------------------------------
//
// 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();
}

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//
//---------------------------------------------------------------------------
//
// Copyright(C) 2018 Marisa Kirisame
// 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 "cmdlib.h"
#include "model_ue1.h"
#include "texturemanager.h"
#include "modelrenderer.h"
float unpackuvert( uint32_t n, int c )
{
switch( c )
{
case 0:
return ((int16_t)((n&0x7ff)<<5))/128.f;
case 1:
return ((int16_t)(((n>>11)&0x7ff)<<5))/128.f;
case 2:
return ((int16_t)(((n>>22)&0x3ff)<<6))/128.f;
default:
return 0.f;
}
}
bool FUE1Model::Load( const char *filename, int lumpnum, const char *buffer, int length )
{
int lumpnum2;
FString realfilename = fileSystem.GetFileFullName(lumpnum);
if ( (size_t)realfilename.IndexOf("_d.3d") == realfilename.Len()-5 )
{
realfilename.Substitute("_d.3d","_a.3d");
lumpnum2 = fileSystem.CheckNumForFullName(realfilename);
mDataLump = lumpnum;
mAnivLump = lumpnum2;
}
else
{
realfilename.Substitute("_a.3d","_d.3d");
lumpnum2 = fileSystem.CheckNumForFullName(realfilename);
mAnivLump = lumpnum;
mDataLump = lumpnum2;
}
return true;
}
void FUE1Model::LoadGeometry()
{
FileData lump, lump2;
const char *buffer, *buffer2;
lump = fileSystem.ReadFile(mDataLump);
buffer = (char*)lump.GetMem();
lump2 = fileSystem.ReadFile(mAnivLump);
buffer2 = (char*)lump2.GetMem();
// map structures
dhead = (d3dhead*)(buffer);
dpolys = (d3dpoly*)(buffer+sizeof(d3dhead));
ahead = (a3dhead*)(buffer2);
// detect deus ex format
if ( (ahead->framesize/dhead->numverts) == 8 )
{
averts = NULL;
dxverts = (dxvert*)(buffer2+sizeof(a3dhead));
}
else
{
averts = (uint32_t*)(buffer2+sizeof(a3dhead));
dxverts = NULL;
}
weaponPoly = -1;
// set counters
numVerts = dhead->numverts;
numFrames = ahead->numframes;
numPolys = dhead->numpolys;
numGroups = 0;
// populate vertex arrays
for ( int i=0; i<numFrames; i++ )
{
for ( int j=0; j<numVerts; j++ )
{
UE1Vertex Vert;
if ( dxverts != NULL )
{
// convert padded XYZ16
Vert.Pos = FVector3(dxverts[j+i*numVerts].x,
dxverts[j+i*numVerts].z,
(float)-dxverts[j+i*numVerts].y);
}
else
{
// convert packed XY11Z10
Vert.Pos = FVector3(unpackuvert(averts[j+i*numVerts],0),
unpackuvert(averts[j+i*numVerts],2),
-unpackuvert(averts[j+i*numVerts],1));
}
// push vertex (without normals, will be calculated later)
verts.Push(Vert);
}
}
// populate poly arrays
for ( int i=0; i<numPolys; i++ )
{
UE1Poly Poly;
// set indices
for ( int j=0; j<3; j++ )
Poly.V[j] = dpolys[i].vertices[j];
// unpack coords
for ( int j=0; j<3; j++ )
Poly.C[j] = FVector2(dpolys[i].uv[j][0]/255.f,dpolys[i].uv[j][1]/255.f);
// compute facet normals
for ( int j=0; j<numFrames; j++ )
{
FVector3 dir[2];
dir[0] = verts[Poly.V[1]+numVerts*j].Pos-verts[Poly.V[0]+numVerts*j].Pos;
dir[1] = verts[Poly.V[2]+numVerts*j].Pos-verts[Poly.V[0]+numVerts*j].Pos;
Poly.Normals.Push((dir[0]^dir[1]).Unit());
}
// push
polys.Push(Poly);
}
// compute normals for vertex arrays
// iterates through all polys and compute the average of all facet normals
// from those who use this vertex. not pretty, but does the job
for ( int i=0; i<numFrames; i++ )
{
for ( int j=0; j<numVerts; j++ )
{
FVector3 nsum = FVector3(0,0,0);
for ( int k=0; k<numPolys; k++ )
{
if ( (polys[k].V[0] != j) && (polys[k].V[1] != j) && (polys[k].V[2] != j) ) continue;
nsum += polys[k].Normals[i];
}
verts[j+numVerts*i].Normal = nsum.Unit();
}
}
// populate poly groups (subdivided by texture number and type)
// this method minimizes searches in the group list as much as possible
// while still doing a single pass through the poly list
int curgroup = -1;
UE1Group Group;
for ( int i=0; i<numPolys; i++ )
{
// while we're at it, look for the weapon triangle
if ( dpolys[i].type&PT_WeaponTriangle ) weaponPoly = i;
if ( curgroup == -1 )
{
// no group, create it
Group.P.Reset();
Group.numPolys = 0;
Group.texNum = dpolys[i].texnum;
Group.type = dpolys[i].type;
groups.Push(Group);
curgroup = numGroups++;
}
else if ( (dpolys[i].texnum != groups[curgroup].texNum) || (dpolys[i].type != groups[curgroup].type) )
{
// different attributes than last time
// search for existing group with new attributes, create one if not found
curgroup = -1;
for ( int j=0; j<numGroups; j++ )
{
if ( (groups[j].texNum != dpolys[i].texnum) || (groups[j].type != dpolys[i].type) ) continue;
curgroup = j;
break;
}
// counter the increment that will happen after continuing this loop
// otherwise it'll be skipped over
i--;
continue;
}
groups[curgroup].P.Push(i);
groups[curgroup].numPolys++;
}
// ... and it's finally done
mDataLoaded = true;
}
void FUE1Model::UnloadGeometry()
{
mDataLoaded = false;
weaponPoly = -1;
numVerts = 0;
numFrames = 0;
numPolys = 0;
numGroups = 0;
verts.Reset();
for ( int i=0; i<numPolys; i++ )
polys[i].Normals.Reset();
polys.Reset();
for ( int i=0; i<numGroups; i++ )
groups[i].P.Reset();
groups.Reset();
}
int FUE1Model::FindFrame( const char *name )
{
// unsupported, there are no named frames
return -1;
}
void FUE1Model::RenderFrame( FModelRenderer *renderer, FGameTexture *skin, int frame, int frame2, double inter, int translation )
{
// the moment of magic
if ( (frame >= numFrames) || (frame2 >= numFrames) ) return;
renderer->SetInterpolation(inter);
int vsize, fsize = 0, vofs = 0;
for ( int i=0; i<numGroups; i++ ) fsize += groups[i].numPolys*3;
for ( int i=0; i<numGroups; i++ )
{
vsize = groups[i].numPolys*3;
if ( groups[i].type&PT_WeaponTriangle )
{
// weapon triangle should never be drawn, it only exists to calculate attachment position and orientation
vofs += vsize;
continue;
}
FGameTexture *sskin = skin;
if ( !sskin )
{
if ( curSpriteMDLFrame->surfaceskinIDs[curMDLIndex][groups[i].texNum].isValid() )
sskin = TexMan.GetGameTexture(curSpriteMDLFrame->surfaceskinIDs[curMDLIndex][groups[i].texNum], true);
if ( !sskin )
{
vofs += vsize;
continue;
}
}
// TODO: Handle per-group render styles and other flags once functions for it are implemented
// Future note: poly renderstyles should always be enforced unless the actor itself has a style other than Normal
renderer->SetMaterial(sskin,false,translation);
renderer->SetupFrame(this, vofs+frame*fsize,vofs+frame2*fsize,vsize);
renderer->DrawArrays(0,vsize);
vofs += vsize;
}
renderer->SetInterpolation(0.f);
}
void FUE1Model::BuildVertexBuffer( FModelRenderer *renderer )
{
if (GetVertexBuffer(renderer->GetType()))
return;
if ( !mDataLoaded )
LoadGeometry();
int vsize = 0;
for ( int i=0; i<numGroups; i++ )
vsize += groups[i].numPolys*3;
vsize *= numFrames;
auto vbuf = renderer->CreateVertexBuffer(false,numFrames==1);
SetVertexBuffer(renderer->GetType(), vbuf);
FModelVertex *vptr = vbuf->LockVertexBuffer(vsize);
int vidx = 0;
for ( int i=0; i<numFrames; i++ )
{
for ( int j=0; j<numGroups; j++ )
{
for ( int k=0; k<groups[j].numPolys; k++ )
{
for ( int l=0; l<3; l++ )
{
UE1Vertex V = verts[polys[groups[j].P[k]].V[l]+i*numVerts];
FVector2 C = polys[groups[j].P[k]].C[l];
FModelVertex *vert = &vptr[vidx++];
vert->Set(V.Pos.X,V.Pos.Y,V.Pos.Z,C.X,C.Y);
if ( groups[j].type&PT_Curvy ) // use facet normal
{
vert->SetNormal(polys[groups[j].P[k]].Normals[i].X,
polys[groups[j].P[k]].Normals[i].Y,
polys[groups[j].P[k]].Normals[i].Z);
}
else vert->SetNormal(V.Normal.X,V.Normal.Y,V.Normal.Z);
}
}
}
}
vbuf->UnlockVertexBuffer();
}
void FUE1Model::AddSkins( uint8_t *hitlist )
{
for ( int i=0; i<numGroups; i++ )
if ( curSpriteMDLFrame->surfaceskinIDs[curMDLIndex][groups[i].texNum].isValid() )
hitlist[curSpriteMDLFrame->surfaceskinIDs[curMDLIndex][groups[i].texNum].GetIndex()] |= FTextureManager::HIT_Flat;
}
FUE1Model::~FUE1Model()
{
UnloadGeometry();
}

View file

@ -0,0 +1,407 @@
//
//---------------------------------------------------------------------------
//
// Copyright(C) 2010-2016 Christoph Oelckers
// 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/
//
//--------------------------------------------------------------------------
//
/*
** gl_voxels.cpp
**
** Voxel management
**
**/
#include "filesystem.h"
#include "colormatcher.h"
#include "bitmap.h"
#include "model_kvx.h"
#include "image.h"
#include "texturemanager.h"
#include "modelrenderer.h"
#include "voxels.h"
#include "texturemanager.h"
#include "palettecontainer.h"
#include "textures.h"
#ifdef _MSC_VER
#pragma warning(disable:4244) // warning C4244: conversion from 'double' to 'float', possible loss of data
#endif
//===========================================================================
//
// Creates a 16x16 texture from the palette so that we can
// use the existing palette manipulation code to render the voxel
// Otherwise all shaders had to be duplicated and the non-shader code
// would be a lot less efficient.
//
//===========================================================================
class FVoxelTexture : public FImageSource
{
public:
FVoxelTexture(FVoxel *voxel);
int CopyPixels(FBitmap *bmp, int conversion) override;
TArray<uint8_t> CreatePalettedPixels(int conversion) override;
protected:
FVoxel *SourceVox;
};
//===========================================================================
//
//
//
//===========================================================================
FVoxelTexture::FVoxelTexture(FVoxel *vox)
{
SourceVox = vox;
Width = 16;
Height = 16;
//bNoCompress = true;
}
//===========================================================================
//
//
//
//===========================================================================
TArray<uint8_t> FVoxelTexture::CreatePalettedPixels(int conversion)
{
// GetPixels gets called when a translated palette is used so we still need to implement it here.
TArray<uint8_t> Pixels(256, true);
uint8_t *pp = SourceVox->Palette.Data();
if(pp != NULL)
{
for(int i=0;i<256;i++, pp+=3)
{
PalEntry pe;
pe.r = (pp[0] << 2) | (pp[0] >> 4);
pe.g = (pp[1] << 2) | (pp[1] >> 4);
pe.b = (pp[2] << 2) | (pp[2] >> 4);
// Alphatexture handling is just for completeness, but rather unlikely to be used ever.
Pixels[i] = conversion == luminance ? pe.r : ColorMatcher.Pick(pe);
}
}
else
{
for(int i=0;i<256;i++, pp+=3)
{
Pixels[i] = (uint8_t)i;
}
}
return Pixels;
}
//===========================================================================
//
// FVoxelTexture::CopyPixels
//
// This creates a dummy 16x16 paletted bitmap and converts that using the
// voxel palette
//
//===========================================================================
int FVoxelTexture::CopyPixels(FBitmap *bmp, int conversion)
{
PalEntry pe[256];
uint8_t bitmap[256];
uint8_t *pp = SourceVox->Palette.Data();
if(pp != nullptr)
{
for(int i=0;i<256;i++, pp+=3)
{
bitmap[i] = (uint8_t)i;
pe[i].r = (pp[0] << 2) | (pp[0] >> 4);
pe[i].g = (pp[1] << 2) | (pp[1] >> 4);
pe[i].b = (pp[2] << 2) | (pp[2] >> 4);
pe[i].a = 255;
}
}
else
{
for(int i=0;i<256;i++, pp+=3)
{
bitmap[i] = (uint8_t)i;
pe[i] = GPalette.BaseColors[i];
pe[i].a = 255;
}
}
bmp->CopyPixelData(0, 0, bitmap, Width, Height, 1, 16, 0, pe);
return 0;
}
//===========================================================================
//
//
//
//===========================================================================
FVoxelModel::FVoxelModel(FVoxel *voxel, bool owned)
{
mVoxel = voxel;
mOwningVoxel = owned;
mPalette = TexMan.AddGameTexture(MakeGameTexture(new FImageTexture(new FVoxelTexture(voxel)), nullptr, ETextureType::Override));
}
//===========================================================================
//
//
//
//===========================================================================
FVoxelModel::~FVoxelModel()
{
if (mOwningVoxel) delete mVoxel;
}
//===========================================================================
//
//
//
//===========================================================================
unsigned int FVoxelModel::AddVertex(FModelVertex &vert, FVoxelMap &check)
{
unsigned int index = check[vert];
if (index == 0xffffffff)
{
index = check[vert] =mVertices.Push(vert);
}
return index;
}
//===========================================================================
//
//
//
//===========================================================================
void FVoxelModel::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 col, FVoxelMap &check)
{
float PivotX = mVoxel->Mips[0].Pivot.X;
float PivotY = mVoxel->Mips[0].Pivot.Y;
float PivotZ = mVoxel->Mips[0].Pivot.Z;
int h = mVoxel->Mips[0].SizeZ;
FModelVertex vert;
unsigned int indx[4];
vert.packedNormal = 0; // currently this is not being used for voxels.
vert.u = (((col & 15) * 255 / 16) + 7) / 255.f;
vert.v = (((col / 16) * 255 / 16) + 7) / 255.f;
vert.x = x1 - PivotX;
vert.z = -y1 + PivotY;
vert.y = -z1 + PivotZ;
indx[0] = AddVertex(vert, check);
vert.x = x2 - PivotX;
vert.z = -y2 + PivotY;
vert.y = -z2 + PivotZ;
indx[1] = AddVertex(vert, check);
vert.x = x4 - PivotX;
vert.z = -y4 + PivotY;
vert.y = -z4 + PivotZ;
indx[2] = AddVertex(vert, check);
vert.x = x3 - PivotX;
vert.z = -y3 + PivotY;
vert.y = -z3 + PivotZ;
indx[3] = AddVertex(vert, check);
mIndices.Push(indx[0]);
mIndices.Push(indx[1]);
mIndices.Push(indx[3]);
mIndices.Push(indx[1]);
mIndices.Push(indx[2]);
mIndices.Push(indx[3]);
}
//===========================================================================
//
//
//
//===========================================================================
void FVoxelModel::MakeSlabPolys(int x, int y, kvxslab_t *voxptr, FVoxelMap &check)
{
const uint8_t *col = voxptr->col;
int zleng = voxptr->zleng;
int ztop = voxptr->ztop;
int cull = voxptr->backfacecull;
if (cull & 16)
{
AddFace(x, y, ztop, x+1, y, ztop, x, y+1, ztop, x+1, y+1, ztop, *col, check);
}
int z = ztop;
while (z < ztop+zleng)
{
int c = 0;
while (z+c < ztop+zleng && col[c] == col[0]) c++;
if (cull & 1)
{
AddFace(x, y, z, x, y+1, z, x, y, z+c, x, y+1, z+c, *col, check);
}
if (cull & 2)
{
AddFace(x+1, y+1, z, x+1, y, z, x+1, y+1, z+c, x+1, y, z+c, *col, check);
}
if (cull & 4)
{
AddFace(x+1, y, z, x, y, z, x+1, y, z+c, x, y, z+c, *col, check);
}
if (cull & 8)
{
AddFace(x, y+1, z, x+1, y+1, z, x, y+1, z+c, x+1, y+1, z+c, *col, check);
}
z+=c;
col+=c;
}
if (cull & 32)
{
int z = ztop+zleng-1;
AddFace(x+1, y, z+1, x, y, z+1, x+1, y+1, z+1, x, y+1, z+1, voxptr->col[zleng-1], check);
}
}
//===========================================================================
//
//
//
//===========================================================================
void FVoxelModel::Initialize()
{
FVoxelMap check;
FVoxelMipLevel *mip = &mVoxel->Mips[0];
for (int x = 0; x < mip->SizeX; x++)
{
uint8_t *slabxoffs = &mip->GetSlabData(false)[mip->OffsetX[x]];
short *xyoffs = &mip->OffsetXY[x * (mip->SizeY + 1)];
for (int y = 0; y < mip->SizeY; y++)
{
kvxslab_t *voxptr = (kvxslab_t *)(slabxoffs + xyoffs[y]);
kvxslab_t *voxend = (kvxslab_t *)(slabxoffs + xyoffs[y+1]);
for (; voxptr < voxend; voxptr = (kvxslab_t *)((uint8_t *)voxptr + voxptr->zleng + 3))
{
MakeSlabPolys(x, y, voxptr, check);
}
}
}
}
//===========================================================================
//
//
//
//===========================================================================
void FVoxelModel::BuildVertexBuffer(FModelRenderer *renderer)
{
if (!GetVertexBuffer(renderer->GetType()))
{
Initialize();
auto vbuf = renderer->CreateVertexBuffer(true, true);
SetVertexBuffer(renderer->GetType(), vbuf);
FModelVertex *vertptr = vbuf->LockVertexBuffer(mVertices.Size());
unsigned int *indxptr = vbuf->LockIndexBuffer(mIndices.Size());
memcpy(vertptr, &mVertices[0], sizeof(FModelVertex)* mVertices.Size());
memcpy(indxptr, &mIndices[0], sizeof(unsigned int)* mIndices.Size());
vbuf->UnlockVertexBuffer();
vbuf->UnlockIndexBuffer();
mNumIndices = mIndices.Size();
// delete our temporary buffers
mVertices.Clear();
mIndices.Clear();
mVertices.ShrinkToFit();
mIndices.ShrinkToFit();
}
}
//===========================================================================
//
// for skin precaching
//
//===========================================================================
void FVoxelModel::AddSkins(uint8_t *hitlist)
{
hitlist[mPalette.GetIndex()] |= FTextureManager::HIT_Flat;
}
//===========================================================================
//
//
//
//===========================================================================
bool FVoxelModel::Load(const char * fn, int lumpnum, const char * buffer, int length)
{
return false; // not needed
}
//===========================================================================
//
// Voxels don't have frames so always return 0
//
//===========================================================================
int FVoxelModel::FindFrame(const char * name)
{
return 0;
}
//===========================================================================
//
// Voxels need aspect ratio correction according to the current map's setting
//
//===========================================================================
float FVoxelModel::getAspectFactor(float stretch)
{
return stretch;
}
//===========================================================================
//
// Voxels never interpolate between frames, they only have one.
//
//===========================================================================
void FVoxelModel::RenderFrame(FModelRenderer *renderer, FGameTexture * skin, int frame, int frame2, double inter, int translation)
{
renderer->SetMaterial(skin, true, translation);
renderer->SetupFrame(this, 0, 0, 0);
renderer->DrawElements(mNumIndices, 0);
}

View file

@ -0,0 +1,489 @@
#ifdef _WIN32
#pragma warning(disable:4305)
#endif
{
-0.525731f, 0.000000f, 0.850651f},
{
-0.442863f, 0.238856f, 0.864188f},
{
-0.295242f, 0.000000f, 0.955423f},
{
-0.309017f, 0.500000f, 0.809017f},
{
-0.162460f, 0.262866f, 0.951056f},
{
0.000000f, 0.000000f, 1.000000f},
{
0.000000f, 0.850651f, 0.525731f},
{
-0.147621f, 0.716567f, 0.681718f},
{
0.147621f, 0.716567f, 0.681718f},
{
0.000000f, 0.525731f, 0.850651f},
{
0.309017f, 0.500000f, 0.809017f},
{
0.525731f, 0.000000f, 0.850651f},
{
0.295242f, 0.000000f, 0.955423f},
{
0.442863f, 0.238856f, 0.864188f},
{
0.162460f, 0.262866f, 0.951056f},
{
-0.681718f, 0.147621f, 0.716567f},
{
-0.809017f, 0.309017f, 0.500000f},
{
-0.587785f, 0.425325f, 0.688191f},
{
-0.850651f, 0.525731f, 0.000000f},
{
-0.864188f, 0.442863f, 0.238856f},
{
-0.716567f, 0.681718f, 0.147621f},
{
-0.688191f, 0.587785f, 0.425325f},
{
-0.500000f, 0.809017f, 0.309017f},
{
-0.238856f, 0.864188f, 0.442863f},
{
-0.425325f, 0.688191f, 0.587785f},
{
-0.716567f, 0.681718f, -0.147621f},
{
-0.500000f, 0.809017f, -0.309017f},
{
-0.525731f, 0.850651f, 0.000000f},
{
0.000000f, 0.850651f, -0.525731f},
{
-0.238856f, 0.864188f, -0.442863f},
{
0.000000f, 0.955423f, -0.295242f},
{
-0.262866f, 0.951056f, -0.162460f},
{
0.000000f, 1.000000f, 0.000000f},
{
0.000000f, 0.955423f, 0.295242f},
{
-0.262866f, 0.951056f, 0.162460f},
{
0.238856f, 0.864188f, 0.442863f},
{
0.262866f, 0.951056f, 0.162460f},
{
0.500000f, 0.809017f, 0.309017f},
{
0.238856f, 0.864188f, -0.442863f},
{
0.262866f, 0.951056f, -0.162460f},
{
0.500000f, 0.809017f, -0.309017f},
{
0.850651f, 0.525731f, 0.000000f},
{
0.716567f, 0.681718f, 0.147621f},
{
0.716567f, 0.681718f, -0.147621f},
{
0.525731f, 0.850651f, 0.000000f},
{
0.425325f, 0.688191f, 0.587785f},
{
0.864188f, 0.442863f, 0.238856f},
{
0.688191f, 0.587785f, 0.425325f},
{
0.809017f, 0.309017f, 0.500000f},
{
0.681718f, 0.147621f, 0.716567f},
{
0.587785f, 0.425325f, 0.688191f},
{
0.955423f, 0.295242f, 0.000000f},
{
1.000000f, 0.000000f, 0.000000f},
{
0.951056f, 0.162460f, 0.262866f},
{
0.850651f, -0.525731f, 0.000000f},
{
0.955423f, -0.295242f, 0.000000f},
{
0.864188f, -0.442863f, 0.238856f},
{
0.951056f, -0.162460f, 0.262866f},
{
0.809017f, -0.309017f, 0.500000f},
{
0.681718f, -0.147621f, 0.716567f},
{
0.850651f, 0.000000f, 0.525731f},
{
0.864188f, 0.442863f, -0.238856f},
{
0.809017f, 0.309017f, -0.500000f},
{
0.951056f, 0.162460f, -0.262866f},
{
0.525731f, 0.000000f, -0.850651f},
{
0.681718f, 0.147621f, -0.716567f},
{
0.681718f, -0.147621f, -0.716567f},
{
0.850651f, 0.000000f, -0.525731f},
{
0.809017f, -0.309017f, -0.500000f},
{
0.864188f, -0.442863f, -0.238856f},
{
0.951056f, -0.162460f, -0.262866f},
{
0.147621f, 0.716567f, -0.681718f},
{
0.309017f, 0.500000f, -0.809017f},
{
0.425325f, 0.688191f, -0.587785f},
{
0.442863f, 0.238856f, -0.864188f},
{
0.587785f, 0.425325f, -0.688191f},
{
0.688191f, 0.587785f, -0.425325f},
{
-0.147621f, 0.716567f, -0.681718f},
{
-0.309017f, 0.500000f, -0.809017f},
{
0.000000f, 0.525731f, -0.850651f},
{
-0.525731f, 0.000000f, -0.850651f},
{
-0.442863f, 0.238856f, -0.864188f},
{
-0.295242f, 0.000000f, -0.955423f},
{
-0.162460f, 0.262866f, -0.951056f},
{
0.000000f, 0.000000f, -1.000000f},
{
0.295242f, 0.000000f, -0.955423f},
{
0.162460f, 0.262866f, -0.951056f},
{
-0.442863f, -0.238856f, -0.864188f},
{
-0.309017f, -0.500000f, -0.809017f},
{
-0.162460f, -0.262866f, -0.951056f},
{
0.000000f, -0.850651f, -0.525731f},
{
-0.147621f, -0.716567f, -0.681718f},
{
0.147621f, -0.716567f, -0.681718f},
{
0.000000f, -0.525731f, -0.850651f},
{
0.309017f, -0.500000f, -0.809017f},
{
0.442863f, -0.238856f, -0.864188f},
{
0.162460f, -0.262866f, -0.951056f},
{
0.238856f, -0.864188f, -0.442863f},
{
0.500000f, -0.809017f, -0.309017f},
{
0.425325f, -0.688191f, -0.587785f},
{
0.716567f, -0.681718f, -0.147621f},
{
0.688191f, -0.587785f, -0.425325f},
{
0.587785f, -0.425325f, -0.688191f},
{
0.000000f, -0.955423f, -0.295242f},
{
0.000000f, -1.000000f, 0.000000f},
{
0.262866f, -0.951056f, -0.162460f},
{
0.000000f, -0.850651f, 0.525731f},
{
0.000000f, -0.955423f, 0.295242f},
{
0.238856f, -0.864188f, 0.442863f},
{
0.262866f, -0.951056f, 0.162460f},
{
0.500000f, -0.809017f, 0.309017f},
{
0.716567f, -0.681718f, 0.147621f},
{
0.525731f, -0.850651f, 0.000000f},
{
-0.238856f, -0.864188f, -0.442863f},
{
-0.500000f, -0.809017f, -0.309017f},
{
-0.262866f, -0.951056f, -0.162460f},
{
-0.850651f, -0.525731f, 0.000000f},
{
-0.716567f, -0.681718f, -0.147621f},
{
-0.716567f, -0.681718f, 0.147621f},
{
-0.525731f, -0.850651f, 0.000000f},
{
-0.500000f, -0.809017f, 0.309017f},
{
-0.238856f, -0.864188f, 0.442863f},
{
-0.262866f, -0.951056f, 0.162460f},
{
-0.864188f, -0.442863f, 0.238856f},
{
-0.809017f, -0.309017f, 0.500000f},
{
-0.688191f, -0.587785f, 0.425325f},
{
-0.681718f, -0.147621f, 0.716567f},
{
-0.442863f, -0.238856f, 0.864188f},
{
-0.587785f, -0.425325f, 0.688191f},
{
-0.309017f, -0.500000f, 0.809017f},
{
-0.147621f, -0.716567f, 0.681718f},
{
-0.425325f, -0.688191f, 0.587785f},
{
-0.162460f, -0.262866f, 0.951056f},
{
0.442863f, -0.238856f, 0.864188f},
{
0.162460f, -0.262866f, 0.951056f},
{
0.309017f, -0.500000f, 0.809017f},
{
0.147621f, -0.716567f, 0.681718f},
{
0.000000f, -0.525731f, 0.850651f},
{
0.425325f, -0.688191f, 0.587785f},
{
0.587785f, -0.425325f, 0.688191f},
{
0.688191f, -0.587785f, 0.425325f},
{
-0.955423f, 0.295242f, 0.000000f},
{
-0.951056f, 0.162460f, 0.262866f},
{
-1.000000f, 0.000000f, 0.000000f},
{
-0.850651f, 0.000000f, 0.525731f},
{
-0.955423f, -0.295242f, 0.000000f},
{
-0.951056f, -0.162460f, 0.262866f},
{
-0.864188f, 0.442863f, -0.238856f},
{
-0.951056f, 0.162460f, -0.262866f},
{
-0.809017f, 0.309017f, -0.500000f},
{
-0.864188f, -0.442863f, -0.238856f},
{
-0.951056f, -0.162460f, -0.262866f},
{
-0.809017f, -0.309017f, -0.500000f},
{
-0.681718f, 0.147621f, -0.716567f},
{
-0.681718f, -0.147621f, -0.716567f},
{
-0.850651f, 0.000000f, -0.525731f},
{
-0.688191f, 0.587785f, -0.425325f},
{
-0.587785f, 0.425325f, -0.688191f},
{
-0.425325f, 0.688191f, -0.587785f},
{
-0.425325f, -0.688191f, -0.587785f},
{
-0.587785f, -0.425325f, -0.688191f},
{
-0.688191f, -0.587785f, -0.425325f},

View file

@ -0,0 +1,489 @@
/*
** voxels.cpp
**
**---------------------------------------------------------------------------
** Copyright 2010-2011 Randy Heit
** All rights reserved.
**
** Redistribution and use in source and binary forms, with or without
** modification, are permitted provided that the following conditions
** are met:
**
** 1. Redistributions of source code must retain the above copyright
** notice, this list of conditions and the following disclaimer.
** 2. Redistributions in binary form must reproduce the above copyright
** notice, this list of conditions and the following disclaimer in the
** documentation and/or other materials provided with the distribution.
** 3. The name of the author may not be used to endorse or promote products
** derived from this software without specific prior written permission.
**
** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR
** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT,
** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
**---------------------------------------------------------------------------
**
**
*/
#include <stdio.h>
#include <stdlib.h>
#include <algorithm>
#include <ctype.h>
#include "m_swap.h"
#include "m_argv.h"
#include "filesystem.h"
#include "v_video.h"
#include "sc_man.h"
#include "voxels.h"
#include "printf.h"
void VOX_AddVoxel(int sprnum, int frame, FVoxelDef *def);
TDeletingArray<FVoxel *> Voxels; // used only to auto-delete voxels on exit.
TDeletingArray<FVoxelDef *> VoxelDefs;
//==========================================================================
//
// GetVoxelRemap
//
// Calculates a remap table for the voxel's palette. Results are cached so
// passing the same palette repeatedly will not require repeated
// recalculations.
//
//==========================================================================
static uint8_t *GetVoxelRemap(const uint8_t *pal)
{
static uint8_t remap[256];
static uint8_t oldpal[768];
static bool firsttime = true;
if (firsttime || memcmp(oldpal, pal, 768) != 0)
{ // Not the same palette as last time, so recalculate.
firsttime = false;
memcpy(oldpal, pal, 768);
for (int i = 0; i < 256; ++i)
{
// The voxel palette uses VGA colors, so we have to expand it
// from 6 to 8 bits per component.
remap[i] = BestColor((uint32_t *)GPalette.BaseColors,
(oldpal[i*3 + 0] << 2) | (oldpal[i*3 + 0] >> 4),
(oldpal[i*3 + 1] << 2) | (oldpal[i*3 + 1] >> 4),
(oldpal[i*3 + 2] << 2) | (oldpal[i*3 + 2] >> 4));
}
}
return remap;
}
//==========================================================================
//
// CopyVoxelSlabs
//
// Copy all the slabs in a block of slabs.
//
//==========================================================================
static bool CopyVoxelSlabs(kvxslab_t *dest, const kvxslab_t *src, int size)
{
while (size >= 3)
{
int slabzleng = src->zleng;
if (3 + slabzleng > size)
{ // slab is too tall
return false;
}
dest->ztop = src->ztop;
dest->zleng = src->zleng;
dest->backfacecull = src->backfacecull;
for (int j = 0; j < slabzleng; ++j)
{
dest->col[j] = src->col[j];
}
slabzleng += 3;
src = (kvxslab_t *)((uint8_t *)src + slabzleng);
dest = (kvxslab_t *)((uint8_t *)dest + slabzleng);
size -= slabzleng;
}
return true;
}
//==========================================================================
//
// RemapVoxelSlabs
//
// Remaps all the slabs in a block of slabs.
//
//==========================================================================
static void RemapVoxelSlabs(kvxslab_t *dest, int size, const uint8_t *remap)
{
while (size >= 3)
{
int slabzleng = dest->zleng;
for (int j = 0; j < slabzleng; ++j)
{
dest->col[j] = remap[dest->col[j]];
}
slabzleng += 3;
dest = (kvxslab_t *)((uint8_t *)dest + slabzleng);
size -= slabzleng;
}
}
//==========================================================================
//
// R_LoadKVX
//
//==========================================================================
#if defined __GNUC__ && !defined __clang__
#pragma GCC push_options
#pragma GCC optimize ("-fno-tree-loop-vectorize")
#endif // __GNUC__ && !__clang__
FVoxel *R_LoadKVX(int lumpnum)
{
const kvxslab_t *slabs[MAXVOXMIPS];
FVoxel *voxel = new FVoxel;
const uint8_t *rawmip;
int mip, maxmipsize;
int i, j, n;
FileData lump = fileSystem.ReadFile(lumpnum); // FileData adds an extra 0 byte to the end.
uint8_t *rawvoxel = (uint8_t *)lump.GetMem();
int voxelsize = (int)(lump.GetSize()-1);
// Oh, KVX, why couldn't you have a proper header? We'll just go through
// and collect each MIP level, doing lots of range checking, and if the
// last one doesn't end exactly 768 bytes before the end of the file,
// we'll reject it.
for (mip = 0, rawmip = rawvoxel, maxmipsize = voxelsize - 768 - 4;
mip < MAXVOXMIPS;
mip++)
{
int numbytes = GetInt(rawmip);
if (numbytes > maxmipsize || numbytes < 24)
{
break;
}
rawmip += 4;
FVoxelMipLevel *mipl = &voxel->Mips[mip];
// Load header data.
mipl->SizeX = GetInt(rawmip + 0);
mipl->SizeY = GetInt(rawmip + 4);
mipl->SizeZ = GetInt(rawmip + 8);
mipl->Pivot.X = GetInt(rawmip + 12) / 256.;
mipl->Pivot.Y = GetInt(rawmip + 16) / 256.;
mipl->Pivot.Z = GetInt(rawmip + 20) / 256.;
// How much space do we have for voxdata?
int offsetsize = (mipl->SizeX + 1) * 4 + mipl->SizeX * (mipl->SizeY + 1) * 2;
int voxdatasize = numbytes - 24 - offsetsize;
if (voxdatasize < 0)
{ // Clearly, not enough.
break;
}
if (voxdatasize != 0)
{ // This mip level is not empty.
// Allocate slab data space.
mipl->OffsetX = new int[(numbytes - 24 + 3) / 4];
mipl->OffsetXY = (short *)(mipl->OffsetX + mipl->SizeX + 1);
mipl->SlabData = (uint8_t *)(mipl->OffsetXY + mipl->SizeX * (mipl->SizeY + 1));
// Load x offsets.
for (i = 0, n = mipl->SizeX; i <= n; ++i)
{
// The X offsets stored in the KVX file are relative to the start of the
// X offsets array. Make them relative to voxdata instead.
mipl->OffsetX[i] = GetInt(rawmip + 24 + i * 4) - offsetsize;
}
// The first X offset must be 0 (since we subtracted offsetsize), according to the spec:
// NOTE: xoffset[0] = (xsiz+1)*4 + xsiz*(ysiz+1)*2 (ALWAYS)
if (mipl->OffsetX[0] != 0)
{
break;
}
// And the final X offset must point just past the end of the voxdata.
if (mipl->OffsetX[mipl->SizeX] != voxdatasize)
{
break;
}
// Load xy offsets.
i = 24 + i * 4;
for (j = 0, n *= mipl->SizeY + 1; j < n; ++j)
{
mipl->OffsetXY[j] = GetShort(rawmip + i + j * 2);
}
// Ensure all offsets are within bounds.
for (i = 0; i < mipl->SizeX; ++i)
{
int xoff = mipl->OffsetX[i];
for (j = 0; j < mipl->SizeY; ++j)
{
int yoff = mipl->OffsetXY[(mipl->SizeY + 1) * i + j];
if (unsigned(xoff + yoff) > unsigned(voxdatasize))
{
delete voxel;
return NULL;
}
}
}
// Record slab location for the end.
slabs[mip] = (kvxslab_t *)(rawmip + 24 + offsetsize);
}
// Time for the next mip Level.
rawmip += numbytes;
maxmipsize -= numbytes + 4;
}
// Did we get any mip levels, and if so, does the last one leave just
// enough room for the palette after it?
if (mip == 0 || rawmip != rawvoxel + voxelsize - 768)
{
delete voxel;
return NULL;
}
// Do not count empty mips at the end.
for (; mip > 0; --mip)
{
if (voxel->Mips[mip - 1].SlabData != NULL)
break;
}
voxel->NumMips = mip;
// Fix pivot data for submips, since some tools seem to like to just center these.
for (i = 1; i < mip; ++i)
{
voxel->Mips[i].Pivot = voxel->Mips[i - 1].Pivot / 2;
}
for (i = 0; i < mip; ++i)
{
if (!CopyVoxelSlabs((kvxslab_t *)voxel->Mips[i].SlabData, slabs[i], voxel->Mips[i].OffsetX[voxel->Mips[i].SizeX]))
{ // Invalid slabs encountered. Reject this voxel.
delete voxel;
return NULL;
}
}
voxel->LumpNum = lumpnum;
voxel->Palette.Resize(768);
memcpy(voxel->Palette.Data(), rawvoxel + voxelsize - 768, 768);
return voxel;
}
#if defined __GNUC__ && !defined __clang__
#pragma GCC pop_options
#endif // __GNUC__ && !__clang__
//==========================================================================
//
//
//
//==========================================================================
FVoxelDef *R_LoadVoxelDef(int lumpnum, int spin)
{
FVoxel *vox = R_LoadKVX(lumpnum);
if (vox == NULL)
{
Printf("%s is not a valid voxel file\n", fileSystem.GetFileFullName(lumpnum));
return NULL;
}
else
{
FVoxelDef *voxdef = new FVoxelDef;
voxdef->Voxel = vox;
voxdef->Scale = 1.;
voxdef->DroppedSpin = voxdef->PlacedSpin = spin;
voxdef->AngleOffset = 90.;
Voxels.Push(vox);
VoxelDefs.Push(voxdef);
return voxdef;
}
}
//==========================================================================
//
// FVoxelMipLevel Constructor
//
//==========================================================================
FVoxelMipLevel::FVoxelMipLevel()
{
SizeZ = SizeY = SizeX = 0;
Pivot.Zero();
OffsetX = NULL;
OffsetXY = NULL;
SlabData = NULL;
}
//==========================================================================
//
// FVoxelMipLevel Destructor
//
//==========================================================================
FVoxelMipLevel::~FVoxelMipLevel()
{
if (OffsetX != NULL)
{
delete[] OffsetX;
}
}
//==========================================================================
//
// FVoxelMipLevel :: GetSlabData
//
//==========================================================================
uint8_t *FVoxelMipLevel::GetSlabData(bool wantremapped) const
{
if (wantremapped && SlabDataRemapped.Size() > 0) return &SlabDataRemapped[0];
return SlabData;
}
//==========================================================================
//
// Create true color version of the slab data
//
//==========================================================================
void FVoxel::CreateBgraSlabData()
{
if (Bgramade) return;
Bgramade = true;
for (int i = 0; i < NumMips; ++i)
{
int size = Mips[i].OffsetX[Mips[i].SizeX];
if (size <= 0) continue;
Mips[i].SlabDataBgra.Resize(size);
kvxslab_t *src = (kvxslab_t*)Mips[i].SlabData;
kvxslab_bgra_t *dest = (kvxslab_bgra_t*)&Mips[i].SlabDataBgra[0];
while (size >= 3)
{
dest->backfacecull = src->backfacecull;
dest->ztop = src->ztop;
dest->zleng = src->zleng;
int slabzleng = src->zleng;
for (int j = 0; j < slabzleng; ++j)
{
int colorIndex = src->col[j];
uint32_t red, green, blue;
if (Palette.Size())
{
red = (Palette[colorIndex * 3 + 0] << 2) | (Palette[colorIndex * 3 + 0] >> 4);
green = (Palette[colorIndex * 3 + 1] << 2) | (Palette[colorIndex * 3 + 1] >> 4);
blue = (Palette[colorIndex * 3 + 2] << 2) | (Palette[colorIndex * 3 + 2] >> 4);
}
else
{
red = GPalette.BaseColors[colorIndex].r;
green = GPalette.BaseColors[colorIndex].g;
blue = GPalette.BaseColors[colorIndex].b;
}
dest->col[j] = 0xff000000 | (red << 16) | (green << 8) | blue;
}
slabzleng += 3;
dest = (kvxslab_bgra_t *)((uint32_t *)dest + slabzleng);
src = (kvxslab_t *)((uint8_t *)src + slabzleng);
size -= slabzleng;
}
}
}
//==========================================================================
//
// Remap the voxel to the game palette
//
//==========================================================================
void FVoxel::Remap()
{
if (Remapped) return;
Remapped = true;
if (Palette.Size())
{
uint8_t *remap = GetVoxelRemap(Palette.Data());
for (int i = 0; i < NumMips; ++i)
{
int size = Mips[i].OffsetX[Mips[i].SizeX];
if (size <= 0) continue;
Mips[i].SlabDataRemapped.Resize(size);
memcpy(&Mips[i].SlabDataRemapped [0], Mips[i].SlabData, size);
RemapVoxelSlabs((kvxslab_t *)&Mips[i].SlabDataRemapped[0], Mips[i].OffsetX[Mips[i].SizeX], remap);
}
}
}
//==========================================================================
//
// Delete the voxel's built-in palette
//
//==========================================================================
void FVoxel::RemovePalette()
{
Palette.Reset();
}
//==========================================================================
//
// VOX_GetVoxel
//
// Returns a voxel object for the given lump or NULL if it is not a valid
// voxel. If the voxel has already been loaded, it will be reused.
//
//==========================================================================
FVoxel* VOX_GetVoxel(int lumpnum)
{
// Is this voxel already loaded? If so, return it.
for (unsigned i = 0; i < Voxels.Size(); ++i)
{
if (Voxels[i]->LumpNum == lumpnum)
{
return Voxels[i];
}
}
FVoxel* vox = R_LoadKVX(lumpnum);
if (vox != NULL)
{
Voxels.Push(vox);
}
return vox;
}

View file

@ -0,0 +1,83 @@
#ifndef __RES_VOXEL_H
#define __RES_VOXEL_H
#include <stdint.h>
// [RH] Voxels from Build
#define MAXVOXMIPS 5
struct kvxslab_t
{
uint8_t ztop; // starting z coordinate of top of slab
uint8_t zleng; // # of bytes in the color array - slab height
uint8_t backfacecull; // low 6 bits tell which of 6 faces are exposed
uint8_t col[1/*zleng*/];// color data from top to bottom
};
struct kvxslab_bgra_t
{
uint32_t ztop; // starting z coordinate of top of slab
uint32_t zleng; // # of bytes in the color array - slab height
uint32_t backfacecull; // low 6 bits tell which of 6 faces are exposed
uint32_t col[1/*zleng*/];// color data from top to bottom
};
struct FVoxel;
struct FVoxelMipLevel
{
FVoxelMipLevel();
~FVoxelMipLevel();
int SizeX;
int SizeY;
int SizeZ;
DVector3 Pivot;
int *OffsetX;
short *OffsetXY;
private:
uint8_t *SlabData;
TArray<uint8_t> SlabDataRemapped;
public:
TArray<uint32_t> SlabDataBgra;
uint8_t *GetSlabData(bool wantpaletted) const;
friend FVoxel *R_LoadKVX(int lumpnum);
friend struct FVoxel;
};
struct FVoxel
{
TArray<uint8_t> Palette;
int LumpNum;
int NumMips;
int VoxelIndex;
FVoxelMipLevel Mips[MAXVOXMIPS];
bool Remapped = false;
bool Bgramade = false;
void CreateBgraSlabData();
void Remap();
void RemovePalette();
};
struct FVoxelDef
{
FVoxel *Voxel;
int PlacedSpin; // degrees/sec to spin actors without MF_DROPPED set
int DroppedSpin; // degrees/sec to spin actors with MF_DROPPED set
int VoxeldefIndex; // Needed by GZDoom
double Scale;
DAngle AngleOffset;// added to actor's angle to compensate for wrong-facing voxels
};
extern TDeletingArray<FVoxel *> Voxels; // used only to auto-delete voxels on exit.
extern TDeletingArray<FVoxelDef *> VoxelDefs;
FVoxel* VOX_GetVoxel(int lumpnum);
FVoxel *R_LoadKVX(int lumpnum);
FVoxelDef *R_LoadVoxelDef(int lumpnum, int spin);
#endif

View file

@ -35,6 +35,7 @@
#include "v_video.h"
#include "templates.h"
#include "hw_vrmodes.h"
#include "v_draw.h"
extern bool vid_hdr_active;
@ -123,7 +124,7 @@ void FGLRenderer::Flush()
if (eyeCount - eye_ix > 1)
mBuffers->NextEye(eyeCount);
}
screen->Clear2D();
twod->Clear();
FGLPostProcessState savedState;
FGLDebug::PushGroup("PresentEyes");
@ -143,7 +144,7 @@ void FGLRenderer::Flush()
void FGLRenderer::CopyToBackbuffer(const IntRect *bounds, bool applyGamma)
{
screen->Draw2D(); // draw all pending 2D stuff before copying the buffer
screen->Clear2D();
twod->Clear();
GLPPRenderState renderstate(mBuffers);
hw_postprocess.customShaders.Run(&renderstate, "screen");

View file

@ -549,7 +549,7 @@ void FGLRenderState::ClearScreen()
{
bool multi = !!glIsEnabled(GL_MULTISAMPLE);
//screen->mViewpoints->Set2D(*this, SCREENWIDTH, SCREENHEIGHT);
screen->mViewpoints->Set2D(*this, SCREENWIDTH, SCREENHEIGHT);
SetColor(0, 0, 0);
Apply();

View file

@ -35,8 +35,8 @@
#include "md5.h"
#include "gl_shader.h"
#include "hw_shaderpatcher.h"
#include "hwrenderer/data/shaderuniforms.h"
#include "hwrenderer/scene/hw_viewpointuniforms.h"
#include "shaderuniforms.h"
#include "hw_viewpointuniforms.h"
#include "hw_lightbuffer.h"
#include "i_specialpaths.h"
#include "printf.h"

View file

@ -30,6 +30,7 @@
#include "hw_vrmodes.h"
#include "v_video.h"
#include "version.h"
#include "i_interface.h"
// Set up 3D-specific console variables:
CVAR(Int, vr_mode, 0, CVAR_GLOBALCONFIG)
@ -60,7 +61,9 @@ static VRMode vrmi_checker = { 2, isqrt2, isqrt2, 1.f,{ { -.5f, 1.f },{ .5f, 1.f
const VRMode *VRMode::GetVRMode(bool toscreen)
{
#ifdef VR3D_ENABLED
switch (toscreen && vid_rendermode == 4 ? vr_mode : 0)
int mode = !toscreen || (sysCallbacks && sysCallbacks->DisableTextureFilter && sysCallbacks->DisableTextureFilter()) ? 0 : vr_mode;
switch (mode)
{
default:
case VR_MONO:

View file

@ -40,12 +40,11 @@
#include "v_draw.h"
#include "i_interface.h"
#include "printf.h"
#include "version.h"
#define NUMSCALEMODES countof(vScaleTable)
extern bool setsizeneeded;
EXTERN_CVAR(Int, vid_aspect)
CUSTOM_CVAR(Int, vid_scale_customwidth, VID_MIN_WIDTH, CVAR_ARCHIVE | CVAR_GLOBALCONFIG)
{
if (self < VID_MIN_WIDTH)

View file

@ -49,6 +49,7 @@
#include "texturemanager.h"
#include "c_cvars.h"
#include "imagehelpers.h"
#include "v_video.h"
// Wrappers to keep the definitions of these classes out of here.
IHardwareTexture* CreateHardwareTexture(int numchannels);
@ -531,7 +532,7 @@ IHardwareTexture* FTexture::GetHardwareTexture(int translation, int scaleflags)
IHardwareTexture* hwtex = SystemTextures.GetHardwareTexture(translation, scaleflags);
if (hwtex == nullptr)
{
hwtex = CreateHardwareTexture(4);
hwtex = screen->CreateHardwareTexture(4);
SystemTextures.AddHardwareTexture(translation, scaleflags, hwtex);
}
return hwtex;
@ -552,7 +553,7 @@ FWrapperTexture::FWrapperTexture(int w, int h, int bits)
Height = h;
Format = bits;
//bNoCompress = true;
auto hwtex = CreateHardwareTexture(4);
auto hwtex = screen->CreateHardwareTexture(4);
// todo: Initialize here.
SystemTextures.AddHardwareTexture(0, false, hwtex);
}

View file

View file

@ -263,7 +263,7 @@ void FGameConfigFile::DoGameSetup (const char *gamename)
const char *key;
const char *value;
sublen = countof(section) - 1 - snprintf (section, countof(section), "%s.", gamename);
sublen = countof(section) - 1 - mysnprintf (section, countof(section), "%s.", gamename);
subsection = section + countof(section) - sublen - 1;
section[countof(section) - 1] = '\0';
@ -314,14 +314,14 @@ void FGameConfigFile::DoKeySetup(const char *gamename)
{ "AutomapBindings", &AutomapBindings },
{ NULL, NULL }
};
const char *key, *value;
sublen = countof(section) - 1 - snprintf(section, countof(section), "%s.", gamename);
sublen = countof(section) - 1 - mysnprintf(section, countof(section), "%s.", gamename);
subsection = section + countof(section) - sublen - 1;
section[countof(section) - 1] = '\0';
C_SetDefaultBindings ();
const char* key, * value;
for (int i = 0; binders[i].label != NULL; ++i)
{
strncpy(subsection, binders[i].label, sublen);
@ -372,7 +372,7 @@ void FGameConfigFile::ArchiveGameData (const char *gamename)
{
char section[32*3], *subsection;
sublen = countof(section) - 1 - snprintf (section, countof(section), "%s.", gamename);
sublen = countof(section) - 1 - mysnprintf (section, countof(section), "%s.", gamename);
subsection = section + countof(section) - 1 - sublen;
strncpy (subsection, "Player", sublen);
@ -425,7 +425,6 @@ void FGameConfigFile::ArchiveGameData (const char *gamename)
strncpy (subsection, "AutomapBindings", sublen);
SetSection (section, true);
AutomapBindings.ArchiveBindings (this);
}
void FGameConfigFile::ArchiveGlobalData ()

View file

@ -92,7 +92,6 @@ int myconnectindex, numplayers;
int connecthead, connectpoint2[MAXMULTIPLAYERS];
int32_t xres = -1, yres = -1, bpp = 0;
auto vsnprintfptr = vsnprintf; // This is an inline in Visual Studio but we need an address for it to satisfy the MinGW compiled libraries.
bool setsizeneeded;
MapRecord mapList[512]; // Due to how this gets used it needs to be static. EDuke defines 7 episode plus one spare episode with 64 potential levels each and relies on the static array which is freely accessible by scripts.
@ -188,6 +187,11 @@ static bool System_CaptureModeInGame()
return true;
}
static bool System_DisableTextureFilter()
{
return hw_useindexedcolortextures;
}
//==========================================================================
//
// DoomSpecificInfo
@ -473,6 +477,10 @@ int GameMain()
System_NetGame,
System_WantNativeMouse,
System_CaptureModeInGame,
nullptr,
nullptr,
nullptr,
System_DisableTextureFilter,
};
sysCallbacks = &syscb;

View file

@ -88,8 +88,6 @@ public:
private:
void DrawScene(HWDrawInfo *di, int drawmode);
bool QuadStereoCheckInitialRenderContextState();
void PresentAnaglyph(bool r, bool g, bool b);
void PresentSideBySide();

View file

@ -72,6 +72,7 @@ EXTERN_CVAR(Int, gl_ssao)
void gl_LoadExtensions();
void gl_PrintStartupLog();
void DrawRateStuff();
//void Draw2D(F2DDrawer *drawer, FRenderState &state);
extern bool vid_hdr_active;
@ -418,11 +419,11 @@ void OpenGLFrameBuffer::Draw2D()
GLRenderer->mBuffers->BindCurrentFB();
::DrawFullscreenBlends();
DrawRateStuff();
GLInterface.Draw2D(&twodgen);
GLInterface.Draw2D(twod);
}
}
void OpenGLFrameBuffer::PostProcessScene(int fixedcm, const std::function<void()> &afterBloomDrawEndScene2D)
void OpenGLFrameBuffer::PostProcessScene(bool swscene, int fixedcm, const std::function<void()> &afterBloomDrawEndScene2D)
{
GLRenderer->PostProcessScene(fixedcm, afterBloomDrawEndScene2D);
}
@ -448,7 +449,7 @@ void videoShowFrame(int32_t w)
}
OpenGLRenderer::GLRenderer->mBuffers->BlitSceneToTexture(); // Copy the resulting scene to the current post process texture
screen->PostProcessScene(0, []() {
screen->PostProcessScene(false, 0, []() {
GLInterface.Draw2D(&twodpsp); // draws the weapon sprites
});
screen->Update();
@ -464,6 +465,6 @@ void videoShowFrame(int32_t w)
OpenGLRenderer::GLRenderer->mBuffers->BindSceneFB(false);
}
twodpsp.Clear();
twodgen.Clear();
twod->Clear();
GLInterface.ResetFrame();
}

View file

@ -50,7 +50,7 @@ public:
void SetVSync(bool vsync) override;
//void Draw2D() override;
void PostProcessScene(int fixedcm, const std::function<void()> &afterBloomDrawEndScene2D) override;
void PostProcessScene(bool swscene, int fixedcm, const std::function<void()> &afterBloomDrawEndScene2D) override;
bool HWGammaActive = false; // Are we using hardware or software gamma?
std::shared_ptr<FGLDebug> mDebug; // Debug API

View file

@ -46,6 +46,7 @@
#include "i_time.h"
#include "v_2ddrawer.h"
#include "build.h"
#include "vm.h"
#include "../glbackend/glbackend.h"
#include "hw_material.h"
/*
@ -53,42 +54,18 @@
#include "hwrenderer/utility/hw_clock.h"
*/
#include "hwrenderer/data/flatvertices.h"
#include "version.h"
#include <chrono>
#include <thread>
CVAR(Bool, gl_scale_viewport, true, CVAR_ARCHIVE);
CVAR(Bool, vid_fps, false, 0)
CVAR(Int, vid_showpalette, 0, 0)
EXTERN_CVAR(Bool, ticker)
EXTERN_CVAR(Float, vid_brightness)
EXTERN_CVAR(Float, vid_contrast)
EXTERN_CVAR(Int, vid_maxfps)
EXTERN_CVAR(Bool, cl_capfps)
EXTERN_CVAR(Int, screenblocks)
//==========================================================================
//
// DCanvas :: CalcGamma
//
//==========================================================================
void DFrameBuffer::CalcGamma (float gamma, uint8_t gammalookup[256])
{
// I found this formula on the web at
// <http://panda.mostang.com/sane/sane-gamma.html>,
// but that page no longer exits.
double invgamma = 1.f / gamma;
int i;
for (i = 0; i < 256; i++)
{
gammalookup[i] = (uint8_t)(255.0 * pow (i / 255.0, invgamma) + 0.5);
}
}
//==========================================================================
//
// DFrameBuffer Constructor
@ -101,12 +78,10 @@ void DFrameBuffer::CalcGamma (float gamma, uint8_t gammalookup[256])
DFrameBuffer::DFrameBuffer (int width, int height)
{
SetSize(width, height);
//mPortalState = new FPortalSceneState;
}
DFrameBuffer::~DFrameBuffer()
{
//delete mPortalState;
}
void DFrameBuffer::SetSize(int width, int height)
@ -117,62 +92,6 @@ void DFrameBuffer::SetSize(int width, int height)
twodpsp.SetSize(Width, Height);
}
//==========================================================================
//
// DFrameBuffer :: DrawRateStuff
//
// Draws the fps counter, dot ticker, and palette debug.
//
//==========================================================================
void DFrameBuffer::DrawRateStuff ()
{
// Draws frame time and cumulative fps
if (vid_fps)
{
FString fpsbuff = gi->statFPS();
int textScale = active_con_scale(twod);
int rate_x = Width / textScale - NewConsoleFont->StringWidth(&fpsbuff[0]);
twod->AddColorOnlyQuad(rate_x * textScale, 0, Width, NewConsoleFont->GetHeight() * textScale, MAKEARGB(255,0,0,0));
DrawText (twod, NewConsoleFont, CR_WHITE, rate_x, 0, (char *)&fpsbuff[0],
DTA_VirtualWidth, screen->GetWidth() / textScale,
DTA_VirtualHeight, screen->GetHeight() / textScale,
DTA_KeepRatio, true, TAG_DONE);
#if 0
uint64_t ms = screen->FrameTime;
uint64_t howlong = ms - LastMS;
if ((signed)howlong >= 0)
{
char fpsbuff[40];
int chars;
int rate_x;
int textScale = active_con_scale();
chars = snprintf (fpsbuff, countof(fpsbuff), "%2llu ms (%3llu fps)", (unsigned long long)howlong, (unsigned long long)LastCount);
rate_x = Width / textScale - NewConsoleFont->StringWidth(&fpsbuff[0]);
twod->AddColorOnlyQuad(rate_x * textScale, 0, Width, NewConsoleFont->GetHeight() * textScale, 0);
DrawText (twod, NewConsoleFont, CR_WHITE, rate_x, 0, (char *)&fpsbuff[0],
DTA_VirtualWidth, screen->GetWidth() / textScale,
DTA_VirtualHeight, screen->GetHeight() / textScale,
DTA_KeepRatio, true, TAG_DONE);
uint32_t thisSec = (uint32_t)(ms/1000);
if (LastSec < thisSec)
{
LastCount = FrameCount / (thisSec - LastSec);
LastSec = thisSec;
FrameCount = 0;
}
FrameCount++;
}
LastMS = ms;
#endif
}
}
//==========================================================================
//
// Palette stuff.
@ -197,6 +116,15 @@ void DFrameBuffer::Update()
}
}
void DFrameBuffer::SetClearColor(int color)
{
PalEntry pe = GPalette.BaseColors[color];
mSceneClearColor[0] = pe.r / 255.f;
mSceneClearColor[1] = pe.g / 255.f;
mSceneClearColor[2] = pe.b / 255.f;
mSceneClearColor[3] = 1.f;
}
//==========================================================================
//
// DFrameBuffer :: SetVSync
@ -238,16 +166,6 @@ FTexture *DFrameBuffer::WipeEndScreen()
return nullptr;
}
//==========================================================================
//
//
//
//==========================================================================
void DFrameBuffer::WriteSavePic(FileWriter *file, int width, int height)
{
}
//==========================================================================
//
// Calculates the viewport values needed for 2D and 3D operations
@ -258,7 +176,7 @@ void DFrameBuffer::SetViewportRects(IntRect *bounds)
{
if (bounds)
{
//mSceneViewport = *bounds;
mSceneViewport = *bounds;
mScreenViewport = *bounds;
mOutputLetterbox = *bounds;
return;
@ -382,28 +300,31 @@ FMaterial* DFrameBuffer::CreateMaterial(FGameTexture* tex, int scaleflags)
return new FMaterial(tex, scaleflags);
}
void DFrameBuffer::BeginScene()
//==========================================================================
//
// ZScript wrappers for inlines
//
//==========================================================================
DEFINE_ACTION_FUNCTION(_Screen, GetWidth)
{
if (videoGetRenderMode() < REND_POLYMOST) return;
assert(BufferLock >= 0);
if (BufferLock++ == 0)
{
mVertexData->Map();
}
PARAM_PROLOGUE;
ACTION_RETURN_INT(screen->GetWidth());
}
void DFrameBuffer::FinishScene()
DEFINE_ACTION_FUNCTION(_Screen, GetHeight)
{
if (videoGetRenderMode() < REND_POLYMOST) return;
assert(BufferLock > 0);
if (--BufferLock == 0)
{
mVertexData->Unmap();
GLInterface.DoDraw();
}
PARAM_PROLOGUE;
ACTION_RETURN_INT(screen->GetHeight());
}
IHardwareTexture* CreateHardwareTexture(int numchannels)
DEFINE_ACTION_FUNCTION(_Screen, PaletteColor)
{
return screen->CreateHardwareTexture(numchannels);
PARAM_PROLOGUE;
PARAM_INT(index);
if (index < 0 || index > 255) index = 0;
else index = GPalette.BaseColors[index];
ACTION_RETURN_INT(index);
}

View file

@ -174,6 +174,7 @@ CUSTOM_CVAR (Bool, vid_vsync, false, CVAR_ARCHIVE|CVAR_GLOBALCONFIG)
// [RH] Set true when vid_setmode command has been executed
bool setmodeneeded = false;
bool setsizeneeded = false;
//==========================================================================
//

View file

@ -44,8 +44,6 @@
#include "intrect.h"
#include "hw_shadowmap.h"
static const int VID_MIN_WIDTH = 640;
static const int VID_MIN_HEIGHT = 400;
struct sector_t;
struct FPortalSceneState;
@ -82,7 +80,6 @@ extern int DisplayWidth, DisplayHeight;
void V_UpdateModeSize (int width, int height);
void V_OutputResized (int width, int height);
EXTERN_CVAR(Int, vid_rendermode)
EXTERN_CVAR(Bool, vid_fullscreen)
EXTERN_CVAR(Int, win_x)
EXTERN_CVAR(Int, win_y)
@ -90,28 +87,6 @@ EXTERN_CVAR(Int, win_w)
EXTERN_CVAR(Int, win_h)
EXTERN_CVAR(Bool, win_maximized)
inline bool V_IsHardwareRenderer()
{
return vid_rendermode == 4;
}
inline bool V_IsSoftwareRenderer()
{
return vid_rendermode < 2;
}
inline bool V_IsPolyRenderer()
{
return vid_rendermode == 2 || vid_rendermode == 3;
}
inline bool V_IsTrueColor()
{
return vid_rendermode == 1 || vid_rendermode == 3 || vid_rendermode == 4;
}
struct FColormap;
class FileWriter;
enum FTextureFormat : uint32_t;
@ -152,11 +127,10 @@ class DFrameBuffer
{
protected:
F2DDrawer m2DDrawer;
//F2DDrawer m2DDrawer;
private:
int Width = 0;
int Height = 0;
int BufferLock = 0;
public:
// Hardware render state that needs to be exposed to the API independent part of the renderer. For ease of access this is stored in the base class.
@ -167,10 +141,9 @@ public:
unsigned int uniformblockalignment = 256; // Hardware dependent uniform buffer alignment.
unsigned int maxuniformblock = 65536;
const char *vendorstring; // We have to account for some issues with particular vendors.
//FPortalSceneState *mPortalState; // global portal state.
//FSkyVertexBuffer *mSkyData = nullptr; // the sky vertex buffer
FSkyVertexBuffer *mSkyData = nullptr; // the sky vertex buffer
FFlatVertexBuffer *mVertexData = nullptr; // Global vertex data
//HWViewpointBuffer *mViewpoints = nullptr; // Viewpoint render data.
HWViewpointBuffer *mViewpoints = nullptr; // Viewpoint render data.
FLightBuffer *mLights = nullptr; // Dynamic lights
IShadowMap mShadowMap;
@ -246,23 +219,6 @@ public:
virtual IDataBuffer *CreateDataBuffer(int bindingpoint, bool ssbo, bool needsresize) { return nullptr; }
bool BuffersArePersistent() { return !!(hwcaps & RFL_BUFFER_STORAGE); }
// Begin/End 2D drawing operations.
void Begin2D()
{
m2DDrawer.Begin(Width, Height);
}
void End2D() { m2DDrawer.End(); }
void BeginScene();
void FinishScene();
void End2DAndUpdate()
{
DrawRateStuff();
m2DDrawer.End();
Update();
}
// This is overridable in case Vulkan does it differently.
virtual bool RenderTextureIsFlipped() const
{
@ -270,25 +226,31 @@ public:
}
// Report a game restart
void SetClearColor(int color);
virtual int Backend() { return 0; }
virtual const char* DeviceName() const { return "Unknown"; }
virtual void WriteSavePic(FileWriter *file, int width, int height);
virtual void AmbientOccludeScene(float m5) {}
virtual void FirstEye() {}
virtual void NextEye(int eyecount) {}
virtual void SetSceneRenderTarget(bool useSSAO) {}
virtual void UpdateShadowMap() {}
virtual void WaitForCommands(bool finish) {}
virtual void SetSaveBuffers(bool yes) {}
virtual void ImageTransitionScene(bool unknown) {}
virtual void CopyScreenToBuffer(int width, int height, uint8_t* buffer) { memset(buffer, 0, width* height); }
virtual bool FlipSavePic() const { return false; }
virtual void RenderTextureView(FCanvasTexture* tex, std::function<void(IntRect&)> renderFunc) {}
virtual void SetActiveRenderTarget() {}
// Screen wiping
virtual FTexture *WipeStartScreen();
virtual FTexture *WipeEndScreen();
virtual void PostProcessScene(int fixedcm, const std::function<void()> &afterBloomDrawEndScene2D) { if (afterBloomDrawEndScene2D) afterBloomDrawEndScene2D(); }
virtual void PostProcessScene(bool swscene, int fixedcm, const std::function<void()> &afterBloomDrawEndScene2D) { if (afterBloomDrawEndScene2D) afterBloomDrawEndScene2D(); }
void ScaleCoordsFromWindow(int16_t &x, int16_t &y);
uint64_t GetLastFPS() const { return LastCount; }
virtual void Draw2D() {}
void Clear2D() {}
// Calculate gamma table
void CalcGamma(float gamma, uint8_t gammalookup[256]);
virtual void SetViewportRects(IntRect *bounds);
int ScreenToWindowX(int x);
@ -307,14 +269,9 @@ public:
// The original size of the framebuffer as selected in the video menu.
uint64_t FrameTime = 0;
protected:
void DrawRateStuff ();
private:
uint64_t fpsLimitTime = 0;
uint64_t LastMS = 0, LastSec = 0, FrameCount = 0, LastCount = 0, LastTic = 0;
bool isIn2D = false;
};
@ -339,9 +296,6 @@ void V_Init2 ();
void V_Shutdown ();
inline bool IsRatioWidescreen(int ratio) { return (ratio & 3) != 0; }
void ScaleWithAspect(int &w, int &h, int Width, int Height);
extern bool setsizeneeded, setmodeneeded;

View file

@ -86,6 +86,8 @@ const char *GetVersionString();
const int SAVEPICWIDTH = 240;
const int SAVEPICHEIGHT = 180;
const int VID_MIN_WIDTH = 640;
const int VID_MIN_HEIGHT = 400;
#endif //__VERSION_H__

View file

@ -51,6 +51,7 @@ Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
#include "menu/menu.h"
#include "mapinfo.h"
#include "rendering/v_video.h"
#include "glbackend/glbackend.h"
// Uncomment to prevent anything except mirrors from drawing. It is sensible to
// also uncomment ENGINE_CLEAR_SCREEN in build/src/engine_priv.h.
@ -678,7 +679,7 @@ void G_DrawRooms(int32_t playerNum, int32_t smoothRatio)
"other values are reserved.\n");
#endif
screen->BeginScene();
renderBeginScene();
#ifdef LEGACY_ROR
G_SE40(smoothRatio);
#endif
@ -691,7 +692,7 @@ void G_DrawRooms(int32_t playerNum, int32_t smoothRatio)
yax_drawrooms(G_DoSpriteAnimations, pSprite->sectnum, 0, smoothRatio);
G_DoSpriteAnimations(pSprite->x, pSprite->y, pSprite->z - ZOFFSET6, fix16_to_int(CAMERA(q16ang)), smoothRatio);
renderDrawMasks();
screen->FinishScene();
renderFinishScene();
}
}
else
@ -843,7 +844,7 @@ void G_DrawRooms(int32_t playerNum, int32_t smoothRatio)
Printf(TEXTCOLOR_RED "ERROR: EVENT_DISPLAYROOMS return value must be 0 or 1, "
"other values are reserved.\n");
#endif
screen->BeginScene();
renderBeginScene();
G_HandleMirror(CAMERA(pos.x), CAMERA(pos.y), CAMERA(pos.z), CAMERA(q16ang), CAMERA(q16horiz), smoothRatio);
G_ClearGotMirror();
@ -873,7 +874,7 @@ void G_DrawRooms(int32_t playerNum, int32_t smoothRatio)
#endif
renderDrawMasks();
#endif
screen->FinishScene();
renderFinishScene();
}
}

View file

@ -47,6 +47,7 @@ Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
#include "colormatcher.h"
#include "debugbreak.h"
#include "glbackend/glbackend.h"
FString C_CON_GetBoundKeyForLastInput(int gameFunc);
const char* C_CON_GetButtonFunc(int num);
@ -1217,7 +1218,7 @@ LUNATIC_EXTERN void G_ShowView(vec3_t vec, fix16_t a, fix16_t horiz, int sect, i
renderSetAspect(viewingRange, yxAspect);
int const smoothratio = calc_smoothratio(totalclock, ototalclock);
G_DoInterpolations(smoothratio);
screen->BeginScene();
renderBeginScene();
if (!display_mirror)
G_HandleMirror(vec.x, vec.y, vec.z, a, horiz, smoothratio);
#ifdef POLYMER
@ -1232,7 +1233,7 @@ LUNATIC_EXTERN void G_ShowView(vec3_t vec, fix16_t a, fix16_t horiz, int sect, i
G_DoSpriteAnimations(vec.x, vec.y, vec.z, fix16_to_int(a), smoothratio);
display_mirror = 0;
renderDrawMasks();
screen->FinishScene();
renderFinishScene();
G_RestoreInterpolations();
G_UpdateScreenArea();
renderSetAspect(viewingRange, yxAspect);

View file

@ -29,6 +29,7 @@ Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
#include "printf.h"
#include "secrets.h"
#include "v_video.h"
#include "glbackend/glbackend.h"
BEGIN_DUKE_NS
@ -400,7 +401,7 @@ static void G_SetupCamTile(int spriteNum, int tileNum, int smoothRatio)
Printf(TEXTCOLOR_RED "ERROR: EVENT_DISPLAYROOMSCAMERATILE return value must be 0 or 1, "
"other values are reserved.\n");
#endif
screen->BeginScene();
renderBeginScene();
yax_preparedrawrooms();
drawrooms(camera.x, camera.y, camera.z, SA(spriteNum), 100 + sprite[spriteNum].shade, SECT(spriteNum));
@ -410,7 +411,7 @@ static void G_SetupCamTile(int spriteNum, int tileNum, int smoothRatio)
G_DoSpriteAnimations(camera.x, camera.y, camera.z, SA(spriteNum), smoothRatio);
display_mirror = saveMirror;
renderDrawMasks();
screen->FinishScene();
renderFinishScene();
finishTileSetup:
renderRestoreTarget();

View file

@ -37,6 +37,7 @@ Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
#include "trigdat.h"
#include "runlist.h"
#include "v_video.h"
#include "glbackend/glbackend.h"
#include <string.h>
BEGIN_PS_NS
@ -493,11 +494,11 @@ void DrawView(int smoothRatio, bool sceneonly)
}
}
screen->BeginScene();
renderBeginScene();
renderDrawRoomsQ16(nCamerax, nCameray, viewz, nCameraa, nCamerapan, nSector);
analyzesprites();
renderDrawMasks();
screen->FinishScene();
renderFinishScene();
if (HavePLURemap())
{

View file

@ -33,6 +33,7 @@
**
*/
#include <memory>
#include <assert.h>
#include "gl_load.h"
#include "glbackend.h"
#include "gl_samplers.h"
@ -50,6 +51,8 @@
#include "flatvertices.h"
#include "gl_renderer.h"
#include "build.h"
#include "v_draw.h"
#include "v_font.h"
float shadediv[MAXPALOOKUPS];
@ -555,7 +558,7 @@ void WriteSavePic(FileWriter* file, int width, int height)
videoSetViewableArea(oldwindowxy1.x, oldwindowxy1.y, oldwindowxy2.x, oldwindowxy2.y);
// The 2D drawers can contain some garbage from the dirty render setup. Get rid of that first.
twodgen.Clear();
twod->Clear();
twodpsp.Clear();
OpenGLRenderer::GLRenderer->CopyToBackbuffer(&bounds, false);
@ -580,3 +583,53 @@ void WriteSavePic(FileWriter* file, int width, int height)
}
static int BufferLock = 0;
void renderBeginScene()
{
if (videoGetRenderMode() < REND_POLYMOST) return;
assert(BufferLock >= 0);
if (BufferLock++ == 0)
{
screen->mVertexData->Map();
}
}
void renderFinishScene()
{
if (videoGetRenderMode() < REND_POLYMOST) return;
assert(BufferLock > 0);
if (--BufferLock == 0)
{
screen->mVertexData->Unmap();
GLInterface.DoDraw();
}
}
//==========================================================================
//
// DFrameBuffer :: DrawRateStuff
//
// Draws the fps counter, dot ticker, and palette debug.
//
//==========================================================================
CVAR(Bool, vid_fps, false, 0)
void DrawRateStuff()
{
// Draws frame time and cumulative fps
if (vid_fps)
{
FString fpsbuff = gi->statFPS();
int textScale = active_con_scale(twod);
int rate_x = screen->GetWidth() / textScale - NewConsoleFont->StringWidth(&fpsbuff[0]);
twod->AddColorOnlyQuad(rate_x * textScale, 0, screen->GetWidth(), NewConsoleFont->GetHeight() * textScale, MAKEARGB(255, 0, 0, 0));
DrawText(twod, NewConsoleFont, CR_WHITE, rate_x, 0, (char*)&fpsbuff[0],
DTA_VirtualWidth, screen->GetWidth() / textScale,
DTA_VirtualHeight, screen->GetHeight() / textScale,
DTA_KeepRatio, true, TAG_DONE);
}
}

View file

@ -514,3 +514,7 @@ public:
};
extern GLInstance GLInterface;
void renderBeginScene();
void renderFinishScene();
void DrawRateStuff();

View file

@ -48,6 +48,7 @@ Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
#include "c_dispatch.h"
#include "mapinfo.h"
#include "rendering/v_video.h"
#include "glbackend/glbackend.h"
#include "playmve.h"
// Uncomment to prevent anything except mirrors from drawing. It is sensible to
@ -1132,7 +1133,7 @@ void G_DrawRooms(int32_t playerNum, int32_t smoothRatio)
CAMERA(q16horiz) = fix16_clamp(CAMERA(q16horiz), F16(HORIZ_MIN), F16(HORIZ_MAX));
screen->BeginScene();
renderBeginScene();
G_HandleMirror(CAMERA(pos.x), CAMERA(pos.y), CAMERA(pos.z), CAMERA(q16ang), CAMERA(q16horiz), smoothRatio);
#ifdef LEGACY_ROR
if (!RR)
@ -1262,7 +1263,7 @@ void G_DrawRooms(int32_t playerNum, int32_t smoothRatio)
#endif
renderDrawMasks();
#endif
screen->FinishScene();
renderFinishScene();
}
G_RestoreInterpolations();

View file

@ -27,6 +27,7 @@ Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
#include "secrets.h"
#include "v_video.h"
#include "glbackend/glbackend.h"
BEGIN_RR_NS
@ -506,7 +507,7 @@ static void G_SetupCamTile(int spriteNum, int tileNum, int smoothRatio)
int const saveMirror = display_mirror;
renderSetTarget(tileNum, tilesiz[tileNum].y, tilesiz[tileNum].x);
screen->BeginScene();
renderBeginScene();
yax_preparedrawrooms();
drawrooms(camera.x, camera.y, camera.z, SA(spriteNum), 100 + sprite[spriteNum].shade, SECT(spriteNum));
@ -516,7 +517,7 @@ static void G_SetupCamTile(int spriteNum, int tileNum, int smoothRatio)
G_DoSpriteAnimations(camera.x, camera.y, camera.z, SA(spriteNum), smoothRatio);
display_mirror = saveMirror;
renderDrawMasks();
screen->FinishScene();
renderFinishScene();
renderRestoreTarget();
}

View file

@ -60,6 +60,7 @@ Prepared for public release: 03/28/2005 - Charlie Wiederhold, 3D Realms
#include "swcvar.h"
#include "v_2ddrawer.h"
#include "v_video.h"
#include "glbackend/glbackend.h"
BEGIN_SW_NS
@ -2173,7 +2174,7 @@ drawscreen(PLAYERp pp)
JS_DrawCameras(pp, tx, ty, tz);
}
screen->BeginScene();
renderBeginScene();
OverlapDraw = TRUE;
DrawOverlapRoom(tx, ty, tz, tq16ang, tq16horiz, tsectnum);
OverlapDraw = FALSE;
@ -2193,7 +2194,7 @@ drawscreen(PLAYERp pp)
analyzesprites(tx, ty, tz, FALSE);
post_analyzesprites();
renderDrawMasks();
screen->FinishScene();
renderFinishScene();
if (r_usenewaspect)
{

View file

@ -46,6 +46,7 @@ Prepared for public release: 03/28/2005 - Charlie Wiederhold, 3D Realms
#include "pal.h"
#include "parent.h"
#include "v_video.h"
#include "glbackend/glbackend.h"
BEGIN_SW_NS
@ -477,12 +478,12 @@ void drawroomstotile(int daposx, int daposy, int daposz,
TileFiles.MakeCanvas(tilenume, tilesiz[tilenume].x, tilesiz[tilenume].y);
renderSetTarget(tilenume, tilesiz[tilenume].x, tilesiz[tilenume].y);
screen->BeginScene();
renderBeginScene();
renderDrawRoomsQ16(daposx, daposy, daposz, daq16ang, daq16horiz, dacursectnum);
analyzesprites(daposx, daposy, daposz, FALSE);
renderDrawMasks();
screen->FinishScene();
renderFinishScene();
renderRestoreTarget();
}