Nico de Poel
331aa4bccc
Some cleanup and organization:
- Removed a bunch of dead testing code
- Provide a camera to the UniQuake script which the render module can then manipulate
- Removed unused fields from QModel, which also fixes yet another text decoding issue in Zerstörer (the ö appears in the map's entity data)
- Shut down Quake engine OnApplicationQuit, which allows clean shutdown using the Play button in the Unity editor
- Use QTexture pointer as key for grouping surfaces, which removes the need for a bunch of redundant data marshaling
- Added disposal function for brush models
5 years ago
Nico de Poel
15e3faa753
Added callback function to allow Quake to send the view parameters to Unity, and apply them to the main camera. This makes actual movement through the map in Unity possible.
5 years ago
Nico de Poel
11c3b2d826
Defined structs for BSP SubModels and Nodes, which will allow for a more systematic conversion to Unity meshes. Also moved more marshalling code into the data classes, which seems like a more natural place.
5 years ago
Nico de Poel
211c64a879
"Fixed" coordinate conversion from Quake to Unity, by swizzling Y and Z coordinates during vector conversion. There seems to be a lot of confusion and disagreement about Quake's coordinate system, but this setup is simple and looks correct both in-game and in-editor, and the world isn't mirrored anymore either.
5 years ago
Nico de Poel
05731a8e09
Removed redundant division in QTriVertex conversion, and scaled up the rest of the test scene to match. Fixes scale of imported alias models when compared to the world brush model.
5 years ago
Nico de Poel
89f3600608
Reconstruct brush model data based on glpoly_t data generated by GLQuake. We can now successfully display BSP maps in Unity!
5 years ago
Nico de Poel
3988db5f8e
Defined a bunch more data for brush models and initial marshaling of model data
5 years ago
Nico de Poel
eaaac619b3
Change the Z-position of models in the test scene every time a RenderModule is instantiated, so that subsequent runs of Quake don't cause all of the uploaded models to overlap
5 years ago
Nico de Poel
4a7155bb1b
Fixed marshaling of multi-dimensional arrays of QGLTextures, and add a second unlit material layer with additive blending for models that use fullbright textures
5 years ago
Nico de Poel
3da2d4ba59
Made a few tweaks to make texture uploading work properly in headless mode
5 years ago
Nico de Poel
e70d363998
Implemented uploading of skin texture data to Unity, and linking loaded alias models to their primary skin texture
5 years ago
Nico de Poel
10e54f10ca
Added a separate code path for converting frame group animations, and renamed some variables to use the correct frame/pose terminology
5 years ago
Nico de Poel
428eebb941
Pass along alias frame type and correctly count the total number of poses in a model, so that the correct number of pose vertices are marshaled and we can identify models that use group frame animations instead of typical single frames. Quake's model formats are weird.
5 years ago
Nico de Poel
96d2a1fe7b
First setup to upload brush models (specifically: the world model) from Quake to Unity. Updated the QWorld class to include the fields added by QuakeSpasm.
5 years ago
Nico de Poel
a19d9b546e
Added disposal code for alias models
5 years ago
Nico de Poel
08c16f71a1
Moved importing and conversion of mesh data into AliasModel class. Also:
- Do not create blend shapes if a model does not have any animations
- Handle cases when mesh does not have any blend shapes
5 years ago
Nico de Poel
4d974bf6cd
Solved the UV correcting problem for backside triangles by pre-processing the model input data, whereby vertices on the seam are duplicated and adjusted. The rest of the mesh conversion process then remains as it was.
5 years ago
Nico de Poel
e8a3313d88
Some cleanup
5 years ago
Nico de Poel
4138290723
Further mesh research: create an individual mesh for each animation sequence, with a single blend shape animation per mesh. Added an AliasModel class to manage meshes and find the correct animations. With this we can smoothly animate looped animation cycles.
5 years ago
Nico de Poel
61a845338e
Further mesh conversion research: animation frames are now converted into blend shape animations, which can be played back either with or without smoothing.
5 years ago
Nico de Poel
834ff9a794
First test converting models from Quake into Unity meshes, including normals and UVs. It's still far from perfect (back side UVs are not handled at all yet) but it's a good demonstration of what will be possible.
5 years ago
Nico de Poel
754812d63e
Split all of the callback modules' native interop boilerplate code off into separate partial class files, to keep the actual logic code clean and easy to read.
5 years ago
Nico de Poel
e416868650
Modifications to make UniQuake work with a new engine DLL based on QuakeSpasm:
- Extended QuakeParms with additional fields required by QuakeSpasm, and marshal it to a fixed memory block so that the engine can hold on to a reference.
- Increased heap size to 128 MB
- Some minor renaming and refactoring
5 years ago
Nico de Poel
0f02005c58
Reimplemented uploading of alias model data, which now includes all vertex, triangle index and UV data
5 years ago
Nico de Poel
3b4382954a
Some renaming and reorganization
5 years ago
Nico de Poel
ec8951fa7c
First test to upload model data (brush models and alias models) from Quake to Unity
5 years ago