raze/source/common/models/model_iqm.h
Christoph Oelckers 5eb9af1e00 - Backend update from GZDoom
IQM model support and a few bugfixes.
2022-10-20 22:24:25 +02:00

220 lines
4.6 KiB
C++

#pragma once
#include <stdint.h>
#include "model.h"
#include "vectors.h"
#include "matrix.h"
#include "common/rendering/i_modelvertexbuffer.h"
struct IQMMesh
{
FString Name;
FString Material;
uint32_t FirstVertex;
uint32_t NumVertices;
uint32_t FirstTriangle;
uint32_t NumTriangles;
FTextureID Skin;
};
enum IQMVertexArrayType
{
IQM_POSITION = 0, // float, 3
IQM_TEXCOORD = 1, // float, 2
IQM_NORMAL = 2, // float, 3
IQM_TANGENT = 3, // float, 4
IQM_BLENDINDEXES = 4, // ubyte, 4
IQM_BLENDWEIGHTS = 5, // ubyte, 4
IQM_COLOR = 6, // ubyte, 4
IQM_CUSTOM = 0x10
};
enum IQMVertexArrayFormat
{
IQM_BYTE = 0,
IQM_UBYTE = 1,
IQM_SHORT = 2,
IQM_USHORT = 3,
IQM_INT = 4,
IQM_UINT = 5,
IQM_HALF = 6,
IQM_FLOAT = 7,
IQM_DOUBLE = 8,
};
struct IQMVertexArray
{
IQMVertexArrayType Type;
uint32_t Flags;
IQMVertexArrayFormat Format;
uint32_t Size;
uint32_t Offset;
};
struct IQMTriangle
{
uint32_t Vertex[3];
};
struct IQMAdjacency
{
uint32_t Triangle[3];
};
struct IQMJoint
{
FString Name;
int32_t Parent; // parent < 0 means this is a root bone
FVector3 Translate;
FVector4 Quaternion;
FVector3 Scale;
};
struct IQMPose
{
int32_t Parent; // parent < 0 means this is a root bone
uint32_t ChannelMask; // mask of which 10 channels are present for this joint pose
float ChannelOffset[10];
float ChannelScale[10];
// channels 0..2 are translation <Tx, Ty, Tz> and channels 3..6 are quaternion rotation <Qx, Qy, Qz, Qw>
// rotation is in relative/parent local space
// channels 7..9 are scale <Sx, Sy, Sz>
// output = (input*scale)*rotation + translation
};
struct IQMAnim
{
FString Name;
uint32_t FirstFrame;
uint32_t NumFrames;
float Framerate;
bool Loop;
};
struct IQMBounds
{
float BBMins[3];
float BBMaxs[3];
float XYRadius;
float Radius;
};
class IQMFileReader;
class IQMModel : public FModel
{
public:
IQMModel();
~IQMModel();
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<VSMatrix>& boneData, int boneStartPosition) override;
void BuildVertexBuffer(FModelRenderer* renderer) override;
void AddSkins(uint8_t* hitlist, const FTextureID* surfaceskinids) override;
const TArray<VSMatrix>* AttachAnimationData() override;
const TArray<VSMatrix> CalculateBones(int frame1, int frame2, double inter, const TArray<VSMatrix>& animationData) override;
private:
void LoadGeometry();
void UnloadGeometry();
void LoadPosition(IQMFileReader& reader, const IQMVertexArray& vertexArray);
void LoadTexcoord(IQMFileReader& reader, const IQMVertexArray& vertexArray);
void LoadNormal(IQMFileReader& reader, const IQMVertexArray& vertexArray);
void LoadBlendIndexes(IQMFileReader& reader, const IQMVertexArray& vertexArray);
void LoadBlendWeights(IQMFileReader& reader, const IQMVertexArray& vertexArray);
int mLumpNum = -1;
TArray<IQMMesh> Meshes;
TArray<IQMTriangle> Triangles;
TArray<IQMAdjacency> Adjacency;
TArray<IQMJoint> Joints;
TArray<IQMPose> Poses;
TArray<IQMAnim> Anims;
TArray<VSMatrix> FrameTransforms;
TArray<IQMBounds> Bounds;
TArray<IQMVertexArray> VertexArrays;
uint32_t NumVertices = 0;
TArray<FModelVertex> Vertices;
TArray<VSMatrix> baseframe;
TArray<VSMatrix> inversebaseframe;
};
struct IQMReadErrorException { };
class IQMFileReader
{
public:
IQMFileReader(const void* buffer, int length) : buffer((const char*)buffer), length(length) { }
uint8_t ReadUByte()
{
uint8_t value;
Read(&value, sizeof(uint8_t));
return value;
}
int32_t ReadInt32()
{
int32_t value;
Read(&value, sizeof(int32_t));
value = LittleLong(value);
return value;
}
int16_t ReadInt16()
{
int16_t value;
Read(&value, sizeof(int16_t));
value = LittleShort(value);
return value;
}
uint32_t ReadUInt32()
{
return ReadInt32();
}
uint16_t ReadUInt16()
{
return ReadInt16();
}
float ReadFloat()
{
float value;
Read(&value, sizeof(float));
return value;
}
FString ReadName(const TArray<char>& textBuffer)
{
uint32_t nameOffset = ReadUInt32();
if (nameOffset >= textBuffer.Size())
throw IQMReadErrorException();
return textBuffer.Data() + nameOffset;
}
void Read(void* data, int size)
{
if (pos + size > length || size < 0 || size > 0x0fffffff)
throw IQMReadErrorException();
memcpy(data, buffer + pos, size);
pos += size;
}
void SeekTo(int newPos)
{
if (newPos < 0 || newPos > length)
throw IQMReadErrorException();
pos = newPos;
}
private:
const char* buffer = nullptr;
int length = 0;
int pos = 0;
};