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https://github.com/ZDoom/Raze.git
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5eb9af1e00
IQM model support and a few bugfixes.
69 lines
2.1 KiB
C++
69 lines
2.1 KiB
C++
#pragma once
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#include "model.h"
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#include "i_modelvertexbuffer.h"
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#include "tarray.h"
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#include "xs_Float.h"
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struct FVoxel;
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struct kvxslab_t;
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class FModelRenderer;
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class FGameTexture;
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struct FVoxelVertexHash
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{
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// Returns the hash value for a key.
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hash_t Hash(const FModelVertex &key)
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{
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int ix = int(key.x);
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int iy = int(key.y);
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int iz = int(key.z);
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return (hash_t)(ix + (iy<<9) + (iz<<18));
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}
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// Compares two keys, returning zero if they are the same.
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int Compare(const FModelVertex &left, const FModelVertex &right)
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{
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return left.x != right.x || left.y != right.y || left.z != right.z || left.u != right.u || left.v != right.v;
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}
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};
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struct FIndexInit
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{
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void Init(unsigned int &value)
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{
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value = 0xffffffff;
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}
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};
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typedef TMap<FModelVertex, unsigned int, FVoxelVertexHash, FIndexInit> FVoxelMap;
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class FVoxelModel : public FModel
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{
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protected:
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FVoxel *mVoxel;
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bool mOwningVoxel; // if created through MODELDEF deleting this object must also delete the voxel object
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FTextureID mPalette;
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unsigned int mNumIndices;
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TArray<FModelVertex> mVertices;
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TArray<unsigned int> mIndices;
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void MakeSlabPolys(int x, int y, kvxslab_t *voxptr, FVoxelMap &check);
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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);
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unsigned int AddVertex(FModelVertex &vert, FVoxelMap &check);
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public:
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FVoxelModel(FVoxel *voxel, bool owned);
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~FVoxelModel();
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bool Load(const char * fn, int lumpnum, const char * buffer, int length) override;
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void Initialize();
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virtual int FindFrame(const char* name, bool nodefault) override;
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virtual void RenderFrame(FModelRenderer *renderer, FGameTexture * skin, int frame, int frame2, double inter, int translation, const FTextureID* surfaceskinids, const TArray<VSMatrix>& boneData, int boneStartPosition) override;
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virtual void AddSkins(uint8_t *hitlist, const FTextureID* surfaceskinids) override;
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FTextureID GetPaletteTexture() const { return mPalette; }
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void BuildVertexBuffer(FModelRenderer *renderer) override;
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float getAspectFactor(float vscale) override;
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};
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