// //--------------------------------------------------------------------------- // // 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 2 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 verts; TArray norms; TArray uvs; TArray faces; TArray surfaces; FScanner sc; TArray* vertFaces; int ResolveIndex(int origIndex, FaceElement el); template void ParseVector(TArray &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, bool nodefault) override; void RenderFrame(FModelRenderer* renderer, FGameTexture* skin, int frame, int frame2, double inter, FTranslationID translation, const FTextureID* surfaceskinids, const TArray& boneData, int boneStartPosition) override; void BuildVertexBuffer(FModelRenderer* renderer) override; void AddSkins(uint8_t* hitlist, const FTextureID* surfaceskinids) override; }; #endif