mirror of
https://github.com/ZDoom/Raze.git
synced 2024-11-30 07:50:54 +00:00
5eb9af1e00
IQM model support and a few bugfixes.
137 lines
2.7 KiB
C++
137 lines
2.7 KiB
C++
#pragma once
|
|
#include "model.h"
|
|
|
|
#define MD2_MAGIC 0x32504449
|
|
#define DMD_MAGIC 0x4D444D44
|
|
#define MAX_LODS 4
|
|
|
|
class FDMDModel : public FModel
|
|
{
|
|
protected:
|
|
|
|
struct FTriangle
|
|
{
|
|
unsigned short vertexIndices[3];
|
|
unsigned short textureIndices[3];
|
|
};
|
|
|
|
|
|
struct DMDHeader
|
|
{
|
|
int magic;
|
|
int version;
|
|
int flags;
|
|
};
|
|
|
|
struct DMDModelVertex
|
|
{
|
|
float xyz[3];
|
|
};
|
|
|
|
struct FTexCoord
|
|
{
|
|
short s, t;
|
|
};
|
|
|
|
struct FGLCommandVertex
|
|
{
|
|
float s, t;
|
|
int index;
|
|
};
|
|
|
|
struct DMDInfo
|
|
{
|
|
int skinWidth;
|
|
int skinHeight;
|
|
int frameSize;
|
|
int numSkins;
|
|
int numVertices;
|
|
int numTexCoords;
|
|
int numFrames;
|
|
int numLODs;
|
|
int offsetSkins;
|
|
int offsetTexCoords;
|
|
int offsetFrames;
|
|
int offsetLODs;
|
|
int offsetEnd;
|
|
};
|
|
|
|
struct ModelFrame
|
|
{
|
|
char name[16];
|
|
unsigned int vindex;
|
|
};
|
|
|
|
struct ModelFrameVertexData
|
|
{
|
|
DMDModelVertex *vertices;
|
|
DMDModelVertex *normals;
|
|
};
|
|
|
|
struct DMDLoDInfo
|
|
{
|
|
int numTriangles;
|
|
int numGlCommands;
|
|
int offsetTriangles;
|
|
int offsetGlCommands;
|
|
};
|
|
|
|
struct DMDLoD
|
|
{
|
|
FTriangle * triangles;
|
|
};
|
|
|
|
|
|
int mLumpNum;
|
|
DMDHeader header;
|
|
DMDInfo info;
|
|
FTextureID * skins;
|
|
ModelFrame * frames;
|
|
bool allowTexComp; // Allow texture compression with this.
|
|
|
|
// Temp data only needed for buffer construction
|
|
FTexCoord * texCoords;
|
|
ModelFrameVertexData *framevtx;
|
|
DMDLoDInfo lodInfo[MAX_LODS];
|
|
DMDLoD lods[MAX_LODS];
|
|
|
|
public:
|
|
FDMDModel()
|
|
{
|
|
mLumpNum = -1;
|
|
frames = NULL;
|
|
skins = NULL;
|
|
for (int i = 0; i < MAX_LODS; i++)
|
|
{
|
|
lods[i].triangles = NULL;
|
|
}
|
|
info.numLODs = 0;
|
|
texCoords = NULL;
|
|
framevtx = NULL;
|
|
}
|
|
virtual ~FDMDModel();
|
|
|
|
virtual bool Load(const char * fn, int lumpnum, const char * buffer, int length) override;
|
|
virtual int FindFrame(const char* name, bool nodefault) override;
|
|
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;
|
|
virtual void LoadGeometry();
|
|
virtual void AddSkins(uint8_t *hitlist, const FTextureID* surfaceskinids) override;
|
|
|
|
void UnloadGeometry();
|
|
void BuildVertexBuffer(FModelRenderer *renderer);
|
|
|
|
};
|
|
|
|
// This uses the same internal representation as DMD
|
|
class FMD2Model : public FDMDModel
|
|
{
|
|
public:
|
|
FMD2Model() {}
|
|
virtual ~FMD2Model();
|
|
|
|
virtual bool Load(const char * fn, int lumpnum, const char * buffer, int length);
|
|
virtual void LoadGeometry();
|
|
|
|
};
|
|
|
|
|