#include "filesystem.h" #include "cmdlib.h" #include "model_iqm.h" #include "texturemanager.h" #include "modelrenderer.h" #include "engineerrors.h" IQMModel::IQMModel() { } IQMModel::~IQMModel() { } bool IQMModel::Load(const char* path, int lumpnum, const char* buffer, int length) { mLumpNum = lumpnum; try { IQMFileReader reader(buffer, length); char magic[16]; reader.Read(magic, 16); if (memcmp(magic, "INTERQUAKEMODEL\0", 16) != 0) return false; uint32_t version = reader.ReadUInt32(); if (version != 2) return false; uint32_t filesize = reader.ReadUInt32(); uint32_t flags = reader.ReadUInt32(); uint32_t num_text = reader.ReadUInt32(); uint32_t ofs_text = reader.ReadUInt32(); uint32_t num_meshes = reader.ReadUInt32(); uint32_t ofs_meshes = reader.ReadUInt32(); uint32_t num_vertexarrays = reader.ReadUInt32(); uint32_t num_vertices = reader.ReadUInt32(); uint32_t ofs_vertexarrays = reader.ReadUInt32(); uint32_t num_triangles = reader.ReadUInt32(); uint32_t ofs_triangles = reader.ReadUInt32(); uint32_t ofs_adjacency = reader.ReadUInt32(); uint32_t num_joints = reader.ReadUInt32(); uint32_t ofs_joints = reader.ReadUInt32(); uint32_t num_poses = reader.ReadUInt32(); uint32_t ofs_poses = reader.ReadUInt32(); uint32_t num_anims = reader.ReadUInt32(); uint32_t ofs_anims = reader.ReadUInt32(); uint32_t num_frames = reader.ReadUInt32(); uint32_t num_framechannels = reader.ReadUInt32(); uint32_t ofs_frames = reader.ReadUInt32(); uint32_t ofs_bounds = reader.ReadUInt32(); uint32_t num_comment = reader.ReadUInt32(); uint32_t ofs_comment = reader.ReadUInt32(); uint32_t num_extensions = reader.ReadUInt32(); uint32_t ofs_extensions = reader.ReadUInt32(); if (num_meshes <= 0) I_FatalError("Invalid model: \"%s%s\", no mesh data is unsupported", path, fileSystem.GetLongName(mLumpNum).GetChars()); if (num_text == 0) return false; TArray text(num_text, true); reader.SeekTo(ofs_text); reader.Read(text.Data(), text.Size()); text[text.Size() - 1] = 0; Meshes.Resize(num_meshes); Triangles.Resize(num_triangles); Adjacency.Resize(num_triangles); Joints.Resize(num_joints); Poses.Resize(num_poses); Anims.Resize(num_anims); Bounds.Resize(num_frames); VertexArrays.Resize(num_vertexarrays); NumVertices = num_vertices; reader.SeekTo(ofs_meshes); for (IQMMesh& mesh : Meshes) { mesh.Name = reader.ReadName(text); mesh.Material = reader.ReadName(text); mesh.FirstVertex = reader.ReadUInt32(); mesh.NumVertices = reader.ReadUInt32(); mesh.FirstTriangle = reader.ReadUInt32(); mesh.NumTriangles = reader.ReadUInt32(); mesh.Skin = LoadSkin(path, mesh.Material.GetChars()); } reader.SeekTo(ofs_triangles); for (IQMTriangle& triangle : Triangles) { triangle.Vertex[0] = reader.ReadUInt32(); triangle.Vertex[1] = reader.ReadUInt32(); triangle.Vertex[2] = reader.ReadUInt32(); } reader.SeekTo(ofs_adjacency); for (IQMAdjacency& adj : Adjacency) { adj.Triangle[0] = reader.ReadUInt32(); adj.Triangle[1] = reader.ReadUInt32(); adj.Triangle[2] = reader.ReadUInt32(); } reader.SeekTo(ofs_joints); for (IQMJoint& joint : Joints) { joint.Name = reader.ReadName(text); joint.Parent = reader.ReadInt32(); joint.Translate.X = reader.ReadFloat(); joint.Translate.Y = reader.ReadFloat(); joint.Translate.Z = reader.ReadFloat(); joint.Quaternion.X = reader.ReadFloat(); joint.Quaternion.Y = reader.ReadFloat(); joint.Quaternion.Z = reader.ReadFloat(); joint.Quaternion.W = reader.ReadFloat(); joint.Quaternion.MakeUnit(); joint.Scale.X = reader.ReadFloat(); joint.Scale.Y = reader.ReadFloat(); joint.Scale.Z = reader.ReadFloat(); } reader.SeekTo(ofs_poses); for (IQMPose& pose : Poses) { pose.Parent = reader.ReadInt32(); pose.ChannelMask = reader.ReadUInt32(); for (int i = 0; i < 10; i++) pose.ChannelOffset[i] = reader.ReadFloat(); for (int i = 0; i < 10; i++) pose.ChannelScale[i] = reader.ReadFloat(); } reader.SeekTo(ofs_anims); for (IQMAnim& anim : Anims) { anim.Name = reader.ReadName(text); anim.FirstFrame = reader.ReadUInt32(); anim.NumFrames = reader.ReadUInt32(); anim.Framerate = reader.ReadFloat(); anim.Loop = !!(reader.ReadUInt32() & 1); } baseframe.Resize(num_joints); inversebaseframe.Resize(num_joints); for (uint32_t i = 0; i < num_joints; i++) { const IQMJoint& j = Joints[i]; VSMatrix m, invm; m.loadIdentity(); m.translate(j.Translate.X, j.Translate.Y, j.Translate.Z); m.multQuaternion(j.Quaternion); m.scale(j.Scale.X, j.Scale.Y, j.Scale.Z); m.inverseMatrix(invm); if (j.Parent >= 0) { baseframe[i] = baseframe[j.Parent]; baseframe[i].multMatrix(m); inversebaseframe[i] = invm; inversebaseframe[i].multMatrix(inversebaseframe[j.Parent]); } else { baseframe[i] = m; inversebaseframe[i] = invm; } } // Swap YZ axis as we did that with the vertices down in LoadGeometry. // This is an unfortunate side effect of the coordinate system in the gzdoom model rendering system float swapYZ[16] = { 0.0f }; swapYZ[0 + 0 * 4] = 1.0f; swapYZ[1 + 2 * 4] = 1.0f; swapYZ[2 + 1 * 4] = 1.0f; swapYZ[3 + 3 * 4] = 1.0f; FrameTransforms.Resize(num_frames * num_poses); reader.SeekTo(ofs_frames); for (uint32_t i = 0; i < num_frames; i++) { for (uint32_t j = 0; j < num_poses; j++) { const IQMPose& p = Poses[j]; FVector3 translate; translate.X = p.ChannelOffset[0]; if (p.ChannelMask & 0x01) translate.X += reader.ReadUInt16() * p.ChannelScale[0]; translate.Y = p.ChannelOffset[1]; if (p.ChannelMask & 0x02) translate.Y += reader.ReadUInt16() * p.ChannelScale[1]; translate.Z = p.ChannelOffset[2]; if (p.ChannelMask & 0x04) translate.Z += reader.ReadUInt16() * p.ChannelScale[2]; FVector4 quaternion; quaternion.X = p.ChannelOffset[3]; if (p.ChannelMask & 0x08) quaternion.X += reader.ReadUInt16() * p.ChannelScale[3]; quaternion.Y = p.ChannelOffset[4]; if (p.ChannelMask & 0x10) quaternion.Y += reader.ReadUInt16() * p.ChannelScale[4]; quaternion.Z = p.ChannelOffset[5]; if (p.ChannelMask & 0x20) quaternion.Z += reader.ReadUInt16() * p.ChannelScale[5]; quaternion.W = p.ChannelOffset[6]; if (p.ChannelMask & 0x40) quaternion.W += reader.ReadUInt16() * p.ChannelScale[6]; quaternion.MakeUnit(); FVector3 scale; scale.X = p.ChannelOffset[7]; if (p.ChannelMask & 0x80) scale.X += reader.ReadUInt16() * p.ChannelScale[7]; scale.Y = p.ChannelOffset[8]; if (p.ChannelMask & 0x100) scale.Y += reader.ReadUInt16() * p.ChannelScale[8]; scale.Z = p.ChannelOffset[9]; if (p.ChannelMask & 0x200) scale.Z += reader.ReadUInt16() * p.ChannelScale[9]; VSMatrix m; m.loadIdentity(); m.translate(translate.X, translate.Y, translate.Z); m.multQuaternion(quaternion); m.scale(scale.X, scale.Y, scale.Z); // Concatenate each pose with the inverse base pose to avoid doing this at animation time. // If the joint has a parent, then it needs to be pre-concatenated with its parent's base pose. // Thus it all negates at animation time like so: // (parentPose * parentInverseBasePose) * (parentBasePose * childPose * childInverseBasePose) => // parentPose * (parentInverseBasePose * parentBasePose) * childPose * childInverseBasePose => // parentPose * childPose * childInverseBasePose VSMatrix& result = FrameTransforms[i * num_poses + j]; if (p.Parent >= 0) { result = baseframe[p.Parent]; result.multMatrix(m); result.multMatrix(inversebaseframe[j]); } else { result = m; result.multMatrix(inversebaseframe[j]); } } for (uint32_t j = 0; j < num_poses; j++) { VSMatrix m; m.loadMatrix(swapYZ); m.multMatrix(FrameTransforms[i * num_poses + j]); m.multMatrix(swapYZ); FrameTransforms[i * num_poses + j] = m; } } //If a model doesn't have an animation loaded, it will crash. We don't want that! if (num_frames <= 0) { num_frames = 1; FrameTransforms.Resize(num_joints); for (uint32_t j = 0; j < num_joints; j++) { FVector3 translate; translate.X = Joints[j].Translate.X; translate.Y = Joints[j].Translate.Y; translate.Z = Joints[j].Translate.Z; FVector4 quaternion; quaternion.X = Joints[j].Quaternion.X; quaternion.Y = Joints[j].Quaternion.Y; quaternion.Z = Joints[j].Quaternion.Z; quaternion.W = Joints[j].Quaternion.W; quaternion.MakeUnit(); FVector3 scale; scale.X = Joints[j].Scale.X; scale.Y = Joints[j].Scale.Y; scale.Z = Joints[j].Scale.Z; VSMatrix m; m.loadIdentity(); m.translate(translate.X, translate.Y, translate.Z); m.multQuaternion(quaternion); m.scale(scale.X, scale.Y, scale.Z); VSMatrix& result = FrameTransforms[j]; if (Joints[j].Parent >= 0) { result = baseframe[Joints[j].Parent]; result.multMatrix(m); result.multMatrix(inversebaseframe[j]); } else { result = m; result.multMatrix(inversebaseframe[j]); } } for (uint32_t j = 0; j < num_joints; j++) { VSMatrix m; m.loadMatrix(swapYZ); m.multMatrix(FrameTransforms[j]); m.multMatrix(swapYZ); FrameTransforms[j] = m; } } reader.SeekTo(ofs_bounds); for (IQMBounds& bound : Bounds) { bound.BBMins[0] = reader.ReadFloat(); bound.BBMins[1] = reader.ReadFloat(); bound.BBMins[2] = reader.ReadFloat(); bound.BBMaxs[0] = reader.ReadFloat(); bound.BBMaxs[1] = reader.ReadFloat(); bound.BBMaxs[2] = reader.ReadFloat(); bound.XYRadius = reader.ReadFloat(); bound.Radius = reader.ReadFloat(); } reader.SeekTo(ofs_vertexarrays); for (IQMVertexArray& vertexArray : VertexArrays) { vertexArray.Type = (IQMVertexArrayType)reader.ReadUInt32(); vertexArray.Flags = reader.ReadUInt32(); vertexArray.Format = (IQMVertexArrayFormat)reader.ReadUInt32(); vertexArray.Size = reader.ReadUInt32(); vertexArray.Offset = reader.ReadUInt32(); } return true; } catch (IQMReadErrorException) { return false; } } void IQMModel::LoadGeometry() { try { FileData lumpdata = fileSystem.ReadFile(mLumpNum); IQMFileReader reader(lumpdata.GetMem(), (int)lumpdata.GetSize()); Vertices.Resize(NumVertices); for (IQMVertexArray& vertexArray : VertexArrays) { reader.SeekTo(vertexArray.Offset); if (vertexArray.Type == IQM_POSITION) { LoadPosition(reader, vertexArray); } else if (vertexArray.Type == IQM_TEXCOORD) { LoadTexcoord(reader, vertexArray); } else if (vertexArray.Type == IQM_NORMAL) { LoadNormal(reader, vertexArray); } else if (vertexArray.Type == IQM_BLENDINDEXES) { LoadBlendIndexes(reader, vertexArray); } else if (vertexArray.Type == IQM_BLENDWEIGHTS) { LoadBlendWeights(reader, vertexArray); } } } catch (IQMReadErrorException) { } } void IQMModel::LoadPosition(IQMFileReader& reader, const IQMVertexArray& vertexArray) { float lu = 0.0f, lv = 0.0f, lindex = -1.0f; if (vertexArray.Format == IQM_FLOAT && vertexArray.Size == 3) { for (FModelVertex& v : Vertices) { v.x = reader.ReadFloat(); v.z = reader.ReadFloat(); v.y = reader.ReadFloat(); v.lu = lu; v.lv = lv; v.lindex = lindex; } } else { I_FatalError("Unsupported IQM_POSITION vertex format"); } } void IQMModel::LoadTexcoord(IQMFileReader& reader, const IQMVertexArray& vertexArray) { if (vertexArray.Format == IQM_FLOAT && vertexArray.Size == 2) { for (FModelVertex& v : Vertices) { v.u = reader.ReadFloat(); v.v = reader.ReadFloat(); } } else { I_FatalError("Unsupported IQM_TEXCOORD vertex format"); } } void IQMModel::LoadNormal(IQMFileReader& reader, const IQMVertexArray& vertexArray) { if (vertexArray.Format == IQM_FLOAT && vertexArray.Size == 3) { for (FModelVertex& v : Vertices) { float x = reader.ReadFloat(); float y = reader.ReadFloat(); float z = reader.ReadFloat(); v.SetNormal(x, z, y); } } else { I_FatalError("Unsupported IQM_NORMAL vertex format"); } } void IQMModel::LoadBlendIndexes(IQMFileReader& reader, const IQMVertexArray& vertexArray) { if (vertexArray.Format == IQM_UBYTE && vertexArray.Size == 4) { for (FModelVertex& v : Vertices) { int x = reader.ReadUByte(); int y = reader.ReadUByte(); int z = reader.ReadUByte(); int w = reader.ReadUByte(); v.SetBoneSelector(x, y, z, w); } } else if (vertexArray.Format == IQM_INT && vertexArray.Size == 4) { for (FModelVertex& v : Vertices) { int x = reader.ReadInt32(); int y = reader.ReadInt32(); int z = reader.ReadInt32(); int w = reader.ReadInt32(); v.SetBoneSelector(x, y, z, w); } } else { I_FatalError("Unsupported IQM_BLENDINDEXES vertex format"); } } void IQMModel::LoadBlendWeights(IQMFileReader& reader, const IQMVertexArray& vertexArray) { if (vertexArray.Format == IQM_UBYTE && vertexArray.Size == 4) { for (FModelVertex& v : Vertices) { int x = reader.ReadUByte(); int y = reader.ReadUByte(); int z = reader.ReadUByte(); int w = reader.ReadUByte(); v.SetBoneWeight(x, y, z, w); } } else if (vertexArray.Format == IQM_FLOAT && vertexArray.Size == 4) { for (FModelVertex& v : Vertices) { uint8_t x = (int)clamp(reader.ReadFloat() * 255.0f, 0.0f, 255.0f); uint8_t y = (int)clamp(reader.ReadFloat() * 255.0f, 0.0f, 255.0f); uint8_t z = (int)clamp(reader.ReadFloat() * 255.0f, 0.0f, 255.0f); uint8_t w = (int)clamp(reader.ReadFloat() * 255.0f, 0.0f, 255.0f); v.SetBoneWeight(x, y, z, w); } } else { I_FatalError("Unsupported IQM_BLENDWEIGHTS vertex format"); } } void IQMModel::UnloadGeometry() { Vertices.Reset(); } int IQMModel::FindFrame(const char* name, bool nodefault) { // This doesn't really mean all that much for IQM for (unsigned i = 0; i < Anims.Size(); i++) { if (!stricmp(name, Anims[i].Name.GetChars())) return i; } return FErr_NotFound; } void IQMModel::RenderFrame(FModelRenderer* renderer, FGameTexture* skin, int frame1, int frame2, double inter, int translation, const FTextureID* surfaceskinids, const TArray& boneData, int boneStartPosition) { renderer->SetupFrame(this, 0, 0, NumVertices, boneData, boneStartPosition); FGameTexture* lastSkin = nullptr; for (unsigned i = 0; i < Meshes.Size(); i++) { FGameTexture* meshSkin = skin; if (!meshSkin) { if (surfaceskinids && surfaceskinids[i].isValid()) { meshSkin = TexMan.GetGameTexture(surfaceskinids[i], true); } else if (!Meshes[i].Skin.isValid()) { continue; } else { meshSkin = TexMan.GetGameTexture(Meshes[i].Skin, true); } if (!meshSkin) continue; } if (meshSkin != lastSkin) { renderer->SetMaterial(meshSkin, false, translation); lastSkin = meshSkin; } renderer->DrawElements(Meshes[i].NumTriangles * 3, Meshes[i].FirstTriangle * 3 * sizeof(unsigned int)); } } void IQMModel::BuildVertexBuffer(FModelRenderer* renderer) { if (!GetVertexBuffer(renderer->GetType())) { LoadGeometry(); auto vbuf = renderer->CreateVertexBuffer(true, true); SetVertexBuffer(renderer->GetType(), vbuf); FModelVertex* vertptr = vbuf->LockVertexBuffer(Vertices.Size()); memcpy(vertptr, Vertices.Data(), Vertices.Size() * sizeof(FModelVertex)); vbuf->UnlockVertexBuffer(); unsigned int* indxptr = vbuf->LockIndexBuffer(Triangles.Size() * 3); memcpy(indxptr, Triangles.Data(), Triangles.Size() * sizeof(unsigned int) * 3); vbuf->UnlockIndexBuffer(); UnloadGeometry(); } } void IQMModel::AddSkins(uint8_t* hitlist, const FTextureID* surfaceskinids) { for (unsigned i = 0; i < Meshes.Size(); i++) { if (surfaceskinids && surfaceskinids[i].isValid()) hitlist[surfaceskinids[i].GetIndex()] |= FTextureManager::HIT_Flat; } } const TArray* IQMModel::AttachAnimationData() { return &FrameTransforms; } const TArray IQMModel::CalculateBones(int frame1, int frame2, double inter, const TArray& animationData) { const TArray& animationFrames = &animationData ? animationData : FrameTransforms; int numbones = Joints.Size(); frame1 = clamp(frame1, 0, ((int)animationFrames.Size() - 1) / numbones); frame2 = clamp(frame2, 0, ((int)animationFrames.Size() - 1) / numbones); int offset1 = frame1 * numbones; int offset2 = frame2 * numbones; float t = (float)inter; float invt = 1.0f - t; TArray bones(numbones, true); for (int i = 0; i < numbones; i++) { const float* from = animationFrames[offset1 + i].get(); const float* to = animationFrames[offset2 + i].get(); // Interpolate bone between the two frames float bone[16]; for (int j = 0; j < 16; j++) { bone[j] = from[j] * invt + to[j] * t; } // Apply parent bone if (Joints[i].Parent >= 0) { bones[i] = bones[Joints[i].Parent]; bones[i].multMatrix(bone); } else { bones[i].loadMatrix(bone); } } return bones; }