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88 lines
3.0 KiB
88 lines
3.0 KiB
using System.Collections.Generic;
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using UnityEngine;
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using UnityEngine.Rendering;
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public partial class RenderModule
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{
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private readonly UniQuake uq;
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private readonly List<AliasModel> aliasModels = new List<AliasModel>();
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public RenderModule(UniQuake uniQuake)
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{
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uq = uniQuake;
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BuildCallbacks();
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}
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public override void Destroy()
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{
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base.Destroy();
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foreach (var aliasModel in aliasModels)
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{
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// aliasModel.Dispose(); // TODO: reactivate when done testing in editor
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}
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aliasModels.Clear();
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}
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private float xPos = -8f;
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private int UploadAliasModel(string name, QAliasHeader header, QAliasFrameType frameType,
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QTriVertex[][] poseVertices, QTriangle[] triangles, QSTVert[] stVertices)
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{
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var sb = new System.Text.StringBuilder();
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foreach (var frame in header.frames)
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{
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sb.AppendLine($"- {frame.name} ({frame.numPoses} poses)");
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}
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Debug.Log($"Alias model '{name}' (frame type {frameType}) with {header.numVerts} vertices, {header.numTriangles} triangles, {header.numFrames} frame(s), {header.numPoses} pose(s):\n{sb}");
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string modelName = System.IO.Path.GetFileNameWithoutExtension(name);
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AliasModel aliasModel = new AliasModel(modelName, frameType);
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aliasModel.ImportMeshData(header, poseVertices, triangles, stVertices);
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aliasModels.Add(aliasModel);
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var go = new GameObject(modelName);
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go.transform.SetPositionAndRotation(new Vector3(xPos, 0, 0), Quaternion.Euler(-90, 90, 0));
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aliasModel.Animate(0, out Mesh mesh, out float blendWeight);
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if (header.numFrames > 1)
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{
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var mr = go.AddComponent<SkinnedMeshRenderer>();
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mr.material = new Material(Shader.Find("Universal Render Pipeline/Simple Lit"));
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mr.sharedMesh = mesh;
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mr.shadowCastingMode = ShadowCastingMode.Off;
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mr.receiveShadows = false;
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mr.lightProbeUsage = LightProbeUsage.Off;
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mr.reflectionProbeUsage = ReflectionProbeUsage.Off;
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var animator = go.AddComponent<AliasModelAnimator>();
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animator.aliasModel = aliasModel;
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}
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else
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{
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var mf = go.AddComponent<MeshFilter>();
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mf.sharedMesh = mesh;
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var mr = go.AddComponent<MeshRenderer>();
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mr.material = new Material(Shader.Find("Universal Render Pipeline/Simple Lit"));
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mr.shadowCastingMode = ShadowCastingMode.Off;
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mr.receiveShadows = false;
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mr.lightProbeUsage = LightProbeUsage.Off;
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mr.reflectionProbeUsage = ReflectionProbeUsage.Off;
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}
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xPos += 0.5f;
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return 1;
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}
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private int UploadBrushModel(QModel model)
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{
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if (model.type != QModelType.Brush)
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return -1;
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Debug.Log($"Brush model '{model.name}' with {model.numLeafs} leafs, {model.numVertices} vertices, {model.numSurfaces} surfaces");
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return 1;
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}
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}
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