#pragma once #include #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, bool nodefault) override; void RenderFrame(FModelRenderer *renderer, FGameTexture * skin, int frame, int frame2, double inter, int translation, const FTextureID* surfaceskinids, const TArray& boneData, int boneStartPosition) override; void BuildVertexBuffer(FModelRenderer *renderer) override; void AddSkins(uint8_t *hitlist, const FTextureID* surfaceskinids) override; void LoadGeometry(); void UnloadGeometry(); FUE1Model() { mDataLump = -1; mAnivLump = -1; mDataLoaded = false; dhead = NULL; dpolys = NULL; ahead = NULL; averts = NULL; numVerts = 0; numFrames = 0; numPolys = 0; numGroups = 0; } ~FUE1Model(); private: int mDataLump, mAnivLump; bool mDataLoaded; // raw data structures struct d3dhead { uint16_t numpolys, numverts; uint16_t bogusrot, bogusframe; uint32_t bogusnorm[3]; uint32_t fixscale; uint32_t unused[3]; uint8_t padding[12]; }; struct d3dpoly { uint16_t vertices[3]; uint8_t type, color; uint8_t uv[3][2]; uint8_t texnum, flags; }; struct a3dhead { uint16_t numframes, framesize; }; d3dhead * dhead; d3dpoly * dpolys; a3dhead * ahead; uint32_t * averts; struct dxvert { int16_t x, y, z, pad; }; dxvert * dxverts; // converted data structures struct UE1Vertex { FVector3 Pos, Normal; TArray P; // polys that reference this vertex, used in normal computation to save time int nP; // count of those polys }; struct UE1Poly { int V[3]; FVector2 C[3]; TArray Normals; }; struct UE1Group { TArray P; int numPolys, texNum, type; }; int numVerts; int numFrames; int numPolys; int numGroups; TArray specialPolys; // for future model attachment support, unused for now TArray verts; TArray polys; TArray groups; };