//****************** // load(const std::string &) // Load tree // Returns amount of nodes loaded unsigned long FSModel::load(const std::string & path){ // Will return amount of sub(all)elements unsigned long localsize = 0; FModel curnode; /* Set node path and add slash if missing. If on Microsoft Windows, the slash * is mandatory too, since we are using a POSIX environment in the first place * (Interix / GNUWin / Cygwin / MinGW) */ curnode.path = path; if (path[path.length() - 1] != '/'){ curnode.path.push_back('/'); } // Check valid dir if (DIR * dirp = opendir(path.c_str())){ struct dirent *dp = NULL; while (dp = readdir(dirp)){ try{ // Load stats, name curnode.name = dp->d_name; curnode.load(curnode.path + curnode.name); // Ignore self, parent if ( (curnode.getname() != ".") && (curnode.getname() != "..") && (curnode.getname() != "./") && (curnode.getname() != "../") ){ // If node is a dir, load children if (curnode.getisDirectory()){ localsize += curnode.size = this->load(curnode.fullname); } // Load node // Ordered insertion container::iterator inpoint = this->contents.begin(); for( container::iterator end = this->contents.end(); inpoint != end; inpoint++ ){ if (curnode.fullname < inpoint->fullname){ break; } } this->contents.insert(inpoint, curnode); localsize++; } }catch (std::runtime_error e){ std::cerr << e.what() << std::endl; } } closedir(dirp); }else{ throw std::runtime_error(std::string(path) + " not a valid dir"); } this->path = path; return localsize; }
static FModel * FindModel(const char * path, const char * modelfile) { FModel * model; FString fullname; fullname.Format("%s%s", path, modelfile); int lump = Wads.CheckNumForFullName(fullname); if (lump<0) { Printf("FindModel: '%s' not found\n", fullname.GetChars()); return NULL; } for(int i = 0; i< (int)Models.Size(); i++) { if (!stricmp(fullname, Models[i]->filename)) return Models[i]; } int len = Wads.LumpLength(lump); FMemLump lumpd = Wads.ReadLump(lump); char * buffer = (char*)lumpd.GetMem(); if (!memcmp(buffer, "DMDM", 4)) { model = new FDMDModel; } else if (!memcmp(buffer, "IDP2", 4)) { model = new FMD2Model; } else if (!memcmp(buffer, "IDP3", 4)) { model = new FMD3Model; } else { Printf("LoadModel: Unknown model format in '%s'\n", fullname.GetChars()); delete buffer; return NULL; } if (!model->Load(path, buffer, len)) { delete model; delete buffer; return NULL; } model->filename = copystring(fullname); Models.Push(model); return model; }
void gl_RenderFrameModels( const FSpriteModelFrame *smf, const FState *curState, const int curTics, const PClass *ti, Matrix3x4 *normaltransform, int translation) { // [BB] Frame interpolation: Find the FSpriteModelFrame smfNext which follows after smf in the animation // and the scalar value inter ( element of [0,1) ), both necessary to determine the interpolated frame. FSpriteModelFrame * smfNext = nullptr; double inter = 0.; if( gl_interpolate_model_frames && !(smf->flags & MDL_NOINTERPOLATION) ) { FState *nextState = curState->GetNextState( ); if( curState != nextState && nextState ) { // [BB] To interpolate at more than 35 fps we take tic fractions into account. float ticFraction = 0.; // [BB] In case the tic counter is frozen we have to leave ticFraction at zero. if ( ConsoleState == c_up && menuactive != MENU_On && !(level.flags2 & LEVEL2_FROZEN) ) { float time = GetTimeFloat(); ticFraction = (time - static_cast<int>(time)); } inter = static_cast<double>(curState->Tics - curTics - ticFraction)/static_cast<double>(curState->Tics); // [BB] For some actors (e.g. ZPoisonShroom) spr->actor->tics can be bigger than curState->Tics. // In this case inter is negative and we need to set it to zero. if ( inter < 0. ) inter = 0.; else { // [BB] Workaround for actors that use the same frame twice in a row. // Most of the standard Doom monsters do this in their see state. if ( (smf->flags & MDL_INTERPOLATEDOUBLEDFRAMES) ) { const FState *prevState = curState - 1; if ( (curState->sprite == prevState->sprite) && ( curState->Frame == prevState->Frame) ) { inter /= 2.; inter += 0.5; } if ( (curState->sprite == nextState->sprite) && ( curState->Frame == nextState->Frame) ) { inter /= 2.; nextState = nextState->GetNextState( ); } } if ( inter != 0.0 ) smfNext = gl_FindModelFrame(ti, nextState->sprite, nextState->Frame, false); } } } for(int i=0; i<MAX_MODELS_PER_FRAME; i++) { if (smf->modelIDs[i] != -1) { FModel * mdl = Models[smf->modelIDs[i]]; FTexture *tex = smf->skinIDs[i].isValid()? TexMan(smf->skinIDs[i]) : nullptr; mdl->BuildVertexBuffer(); gl_RenderState.SetVertexBuffer(mdl->mVBuf); mdl->PushSpriteMDLFrame(smf, i); if ( smfNext && smf->modelframes[i] != smfNext->modelframes[i] ) mdl->RenderFrame(tex, smf->modelframes[i], smfNext->modelframes[i], inter, translation); else mdl->RenderFrame(tex, smf->modelframes[i], smf->modelframes[i], 0.f, translation); gl_RenderState.SetVertexBuffer(GLRenderer->mVBO); } } }
void gl_InitModels() { int Lump, lastLump; FString path; int index, surface; int i; FSpriteModelFrame smf; lastLump = 0; for(unsigned i=0;i<Models.Size();i++) { delete Models[i]; } Models.Clear(); SpriteModelFrames.Clear(); DeleteModelHash(); // First, create models for each voxel for (unsigned i = 0; i < Voxels.Size(); i++) { FVoxelModel *md = new FVoxelModel(Voxels[i], false); Voxels[i]->VoxelIndex = Models.Push(md); } // now create GL model frames for the voxeldefs for (unsigned i = 0; i < VoxelDefs.Size(); i++) { FVoxelModel *md = (FVoxelModel*)Models[VoxelDefs[i]->Voxel->VoxelIndex]; memset(&smf, 0, sizeof(smf)); smf.modelIDs[1] = smf.modelIDs[2] = smf.modelIDs[3] = -1; smf.modelIDs[0] = VoxelDefs[i]->Voxel->VoxelIndex; smf.skinIDs[0] = md->GetPaletteTexture(); smf.xscale = smf.yscale = smf.zscale = VoxelDefs[i]->Scale; smf.angleoffset = VoxelDefs[i]->AngleOffset.Degrees; if (VoxelDefs[i]->PlacedSpin != 0) { smf.yrotate = 1.f; smf.rotationSpeed = VoxelDefs[i]->PlacedSpin / 55.55f; smf.flags |= MDL_ROTATING; } VoxelDefs[i]->VoxeldefIndex = SpriteModelFrames.Push(smf); if (VoxelDefs[i]->PlacedSpin != VoxelDefs[i]->DroppedSpin) { if (VoxelDefs[i]->DroppedSpin != 0) { smf.yrotate = 1.f; smf.rotationSpeed = VoxelDefs[i]->DroppedSpin / 55.55f; smf.flags |= MDL_ROTATING; } else { smf.yrotate = 0; smf.rotationSpeed = 0; smf.flags &= ~MDL_ROTATING; } SpriteModelFrames.Push(smf); } } memset(&smf, 0, sizeof(smf)); smf.modelIDs[0] = smf.modelIDs[1] = smf.modelIDs[2] = smf.modelIDs[3] = -1; while ((Lump = Wads.FindLump("MODELDEF", &lastLump)) != -1) { FScanner sc(Lump); while (sc.GetString()) { if (sc.Compare("model")) { path = ""; sc.MustGetString(); memset(&smf, 0, sizeof(smf)); smf.modelIDs[1] = smf.modelIDs[2] = smf.modelIDs[3] = -1; smf.xscale=smf.yscale=smf.zscale=1.f; smf.type = PClass::FindClass(sc.String); if (!smf.type || smf.type->Defaults == nullptr) { sc.ScriptError("MODELDEF: Unknown actor type '%s'\n", sc.String); } sc.MustGetStringName("{"); while (!sc.CheckString("}")) { sc.MustGetString(); if (sc.Compare("path")) { sc.MustGetString(); FixPathSeperator(sc.String); path = sc.String; if (path[(int)path.Len()-1]!='/') path+='/'; } else if (sc.Compare("model")) { sc.MustGetNumber(); index = sc.Number; if (index < 0 || index >= MAX_MODELS_PER_FRAME) { sc.ScriptError("Too many models in %s", smf.type->TypeName.GetChars()); } sc.MustGetString(); FixPathSeperator(sc.String); smf.modelIDs[index] = FindModel(path.GetChars(), sc.String); if (smf.modelIDs[index] == -1) { Printf("%s: model not found in %s\n", sc.String, path.GetChars()); } } else if (sc.Compare("scale")) { sc.MustGetFloat(); smf.xscale = sc.Float; sc.MustGetFloat(); smf.yscale = sc.Float; sc.MustGetFloat(); smf.zscale = sc.Float; } // [BB] Added zoffset reading. // Now it must be considered deprecated. else if (sc.Compare("zoffset")) { sc.MustGetFloat(); smf.zoffset=sc.Float; } // Offset reading. else if (sc.Compare("offset")) { sc.MustGetFloat(); smf.xoffset = sc.Float; sc.MustGetFloat(); smf.yoffset = sc.Float; sc.MustGetFloat(); smf.zoffset = sc.Float; } // angleoffset, pitchoffset and rolloffset reading. else if (sc.Compare("angleoffset")) { sc.MustGetFloat(); smf.angleoffset = sc.Float; } else if (sc.Compare("pitchoffset")) { sc.MustGetFloat(); smf.pitchoffset = sc.Float; } else if (sc.Compare("rolloffset")) { sc.MustGetFloat(); smf.rolloffset = sc.Float; } // [BB] Added model flags reading. else if (sc.Compare("ignoretranslation")) { smf.flags |= MDL_IGNORETRANSLATION; } else if (sc.Compare("pitchfrommomentum")) { smf.flags |= MDL_PITCHFROMMOMENTUM; } else if (sc.Compare("inheritactorpitch")) { smf.flags |= MDL_USEACTORPITCH | MDL_BADROTATION; } else if (sc.Compare("inheritactorroll")) { smf.flags |= MDL_USEACTORROLL; } else if (sc.Compare("useactorpitch")) { smf.flags |= MDL_USEACTORPITCH; } else if (sc.Compare("useactorroll")) { smf.flags |= MDL_USEACTORROLL; } else if (sc.Compare("rotating")) { smf.flags |= MDL_ROTATING; smf.xrotate = 0.; smf.yrotate = 1.; smf.zrotate = 0.; smf.rotationCenterX = 0.; smf.rotationCenterY = 0.; smf.rotationCenterZ = 0.; smf.rotationSpeed = 1.; } else if (sc.Compare("rotation-speed")) { sc.MustGetFloat(); smf.rotationSpeed = sc.Float; } else if (sc.Compare("rotation-vector")) { sc.MustGetFloat(); smf.xrotate = sc.Float; sc.MustGetFloat(); smf.yrotate = sc.Float; sc.MustGetFloat(); smf.zrotate = sc.Float; } else if (sc.Compare("rotation-center")) { sc.MustGetFloat(); smf.rotationCenterX = sc.Float; sc.MustGetFloat(); smf.rotationCenterY = sc.Float; sc.MustGetFloat(); smf.rotationCenterZ = sc.Float; } else if (sc.Compare("interpolatedoubledframes")) { smf.flags |= MDL_INTERPOLATEDOUBLEDFRAMES; } else if (sc.Compare("nointerpolation")) { smf.flags |= MDL_NOINTERPOLATION; } else if (sc.Compare("skin")) { sc.MustGetNumber(); index=sc.Number; if (index<0 || index>=MAX_MODELS_PER_FRAME) { sc.ScriptError("Too many models in %s", smf.type->TypeName.GetChars()); } sc.MustGetString(); FixPathSeperator(sc.String); if (sc.Compare("")) { smf.skinIDs[index]=FNullTextureID(); } else { smf.skinIDs[index] = LoadSkin(path.GetChars(), sc.String); if (!smf.skinIDs[index].isValid()) { Printf("Skin '%s' not found in '%s'\n", sc.String, smf.type->TypeName.GetChars()); } } } else if (sc.Compare("surfaceskin")) { sc.MustGetNumber(); index = sc.Number; sc.MustGetNumber(); surface = sc.Number; if (index<0 || index >= MAX_MODELS_PER_FRAME) { sc.ScriptError("Too many models in %s", smf.type->TypeName.GetChars()); } if (surface<0 || surface >= MD3_MAX_SURFACES) { sc.ScriptError("Invalid MD3 Surface %d in %s", MD3_MAX_SURFACES, smf.type->TypeName.GetChars()); } sc.MustGetString(); FixPathSeperator(sc.String); if (sc.Compare("")) { smf.surfaceskinIDs[index][surface] = FNullTextureID(); } else { smf.surfaceskinIDs[index][surface] = LoadSkin(path.GetChars(), sc.String); if (!smf.surfaceskinIDs[index][surface].isValid()) { Printf("Surface Skin '%s' not found in '%s'\n", sc.String, smf.type->TypeName.GetChars()); } } } else if (sc.Compare("frameindex") || sc.Compare("frame")) { bool isframe=!!sc.Compare("frame"); sc.MustGetString(); smf.sprite = -1; for (i = 0; i < (int)sprites.Size (); ++i) { if (strnicmp (sprites[i].name, sc.String, 4) == 0) { if (sprites[i].numframes==0) { //sc.ScriptError("Sprite %s has no frames", sc.String); } smf.sprite = i; break; } } if (smf.sprite==-1) { sc.ScriptError("Unknown sprite %s in model definition for %s", sc.String, smf.type->TypeName.GetChars()); } sc.MustGetString(); FString framechars = sc.String; sc.MustGetNumber(); index=sc.Number; if (index<0 || index>=MAX_MODELS_PER_FRAME) { sc.ScriptError("Too many models in %s", smf.type->TypeName.GetChars()); } if (isframe) { sc.MustGetString(); if (smf.modelIDs[index] != -1) { FModel *model = Models[smf.modelIDs[index]]; smf.modelframes[index] = model->FindFrame(sc.String); if (smf.modelframes[index]==-1) sc.ScriptError("Unknown frame '%s' in %s", sc.String, smf.type->TypeName.GetChars()); } else smf.modelframes[index] = -1; } else { sc.MustGetNumber(); smf.modelframes[index] = sc.Number; } for(i=0; framechars[i]>0; i++) { char map[29]={0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0}; int c = toupper(framechars[i])-'A'; if (c<0 || c>=29) { sc.ScriptError("Invalid frame character %c found", c+'A'); } if (map[c]) continue; smf.frame=c; SpriteModelFrames.Push(smf); GetDefaultByType(smf.type)->hasmodel = true; map[c]=1; } } else { sc.ScriptMessage("Unrecognized string \"%s\"", sc.String); } } } } } // create a hash table for quick access SpriteModelHash = new int[SpriteModelFrames.Size ()]; atterm(DeleteModelHash); memset(SpriteModelHash, 0xff, SpriteModelFrames.Size () * sizeof(int)); for (i = 0; i < (int)SpriteModelFrames.Size (); i++) { int j = ModelFrameHash(&SpriteModelFrames[i]) % SpriteModelFrames.Size (); SpriteModelFrames[i].hashnext = SpriteModelHash[j]; SpriteModelHash[j]=i; } }
static unsigned FindModel(const char * path, const char * modelfile) { FModel * model = nullptr; FString fullname; fullname.Format("%s%s", path, modelfile); int lump = Wads.CheckNumForFullName(fullname); if (lump<0) { Printf("FindModel: '%s' not found\n", fullname.GetChars()); return -1; } for(unsigned i = 0; i< Models.Size(); i++) { if (!Models[i]->mFileName.CompareNoCase(fullname)) return i; } int len = Wads.LumpLength(lump); FMemLump lumpd = Wads.ReadLump(lump); char * buffer = (char*)lumpd.GetMem(); if (!memcmp(buffer, "DMDM", 4)) { model = new FDMDModel; } else if (!memcmp(buffer, "IDP2", 4)) { model = new FMD2Model; } else if (!memcmp(buffer, "IDP3", 4)) { model = new FMD3Model; } if (model != nullptr) { if (!model->Load(path, lump, buffer, len)) { delete model; return -1; } } else { // try loading as a voxel FVoxel *voxel = R_LoadKVX(lump); if (voxel != nullptr) { model = new FVoxelModel(voxel, true); } else { Printf("LoadModel: Unknown model format in '%s'\n", fullname.GetChars()); return -1; } } // The vertex buffer cannot be initialized here because this gets called before OpenGL is initialized model->mFileName = fullname; return Models.Push(model); }