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using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Rendering;
public partial class RenderModule
{
private readonly UniQuake uq;
public RenderModule(UniQuake uniQuake)
{
uq = uniQuake;
BuildCallbacks();
}
private int UploadAliasModel(string name, QAliasHeader header, QAliasFrameType frameType,
QTriVertex[][] poseVertices, QTriangle[] triangles, QSTVert[] stVertices,
QGLTexture[][] glTextures, QGLTexture[][] fbTextures)
{
Debug.Log($"Alias model '{name}' (frame type {frameType}) with {header.numVerts} vertices, {header.numTriangles} triangles, {header.numFrames} frame(s), {header.numPoses} pose(s)");
AliasModel aliasModel = new AliasModel(name, header, frameType);
aliasModel.ImportMeshData(poseVertices, triangles, stVertices);
aliasModel.Textures.Import(uq.GameAssets, glTextures, fbTextures);
uq.GameAssets.AddAliasModel(aliasModel);
return 1;
}
private int UploadBrushModel(QModel model)
{
Debug.Log($"Brush model '{model.name}' with {model.numVertices} vertices, {model.numEdges} edges, {model.numSurfaces} surfaces");
var brushModel = new BrushModel(model.name);
brushModel.ImportMeshData(model);
uq.GameAssets.AddBrushModel(brushModel);
return 1;
}
private int UploadWorldModel(QModel model)
{
Debug.Log($"World model '{model.name}' with {model.numVertices} vertices, {model.numEdges} edges, {model.numSurfaces} surfaces");
var worldModel = new BrushModel(model.name);
worldModel.ImportMeshData(model);
uq.GameAssets.SetWorldModel(worldModel);
uq.GameState.NewMap(worldModel);
return 1;
}
private bool UploadTexture(QGLTexture texture, byte[] data, ref uint texNum)
{
Debug.Log($"Texture '{texture.name}' with dimensions {texture.width}x{texture.height}, data size = {data.Length} bytes");
if (texture.width == 0 || texture.height == 0)
return false;
var tex = new Texture2D((int)texture.width, (int)texture.height, TextureFormat.RGBA32, texture.flags.HasFlag(QTexPrefs.Mipmap));
tex.name = texture.name;
tex.SetPixelData(data, 0);
tex.Apply();
texNum = uq.GameAssets.SetTexture(texNum, tex);
return true;
}
private bool UploadLightmap(int lightmapNum, int width, int height, byte[] data)
{
if (width == 0 || height == 0)
return false;
uq.GameAssets.UploadLightmap(lightmapNum, width, height, data);
return true;
}
private void SetupView(QVec3 origin, QVec3 angles, QLeaf viewLeaf)
{
var cam = uq.Camera;
if (cam == null)
return;
// Don't know exactly why this correction is necessary.
// Mixing Quake and Unity's coordinate systems creates a bit of a mess. With the current set of conversions
// we at least get everything to look right in every case I've tested, but it still seems a bit off somehow.
angles.y += 180;
angles.z = -angles.z;
cam.transform.position = origin.ToUnityPosition();
cam.transform.rotation = angles.ToUnityRotation();
}
}