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

106 lines
3.6 KiB
C++

//
//---------------------------------------------------------------------------
//
// 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 3 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<FVector3> verts;
TArray<FVector3> norms;
TArray<FVector2> uvs;
TArray<OBJFace> faces;
TArray<OBJSurface> surfaces;
FScanner sc;
TArray<OBJTriRef>* vertFaces;
int ResolveIndex(int origIndex, FaceElement el);
template<typename T, size_t L> void ParseVector(TArray<T> &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, 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;
};
#endif