Merge pull request #16 from shpuld/feat/use-vertex-morphs

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cypress 2023-09-11 10:29:58 -04:00 committed by GitHub
commit 0ba4ccebb5
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@ -1169,14 +1169,13 @@ void GL_DrawAliasBlendedFrame (aliashdr_t *paliashdr, int pose1, int pose2, floa
struct vertex
{
int uvs;
char x, y, z;
char _padding;
int xyz;
};
sceGuColor(GU_COLOR(lightcolor[0], lightcolor[1], lightcolor[2], 1.0f));
// Allocate the vertices.
vertex* const out = static_cast<vertex*>(sceGuGetMemory(sizeof(vertex) * numcommands));
vertex* const out = static_cast<vertex*>(sceGuGetMemory(sizeof(vertex) * numcommands * 2));
int vertex_index = 0;
//for blubs's alternate BuildTris: 1) Disable while(1) loop 2) Disable the break; 3) replace GU_TRIANGLE_STRIP with GU_TRIANGLES
@ -1197,19 +1196,17 @@ void GL_DrawAliasBlendedFrame (aliashdr_t *paliashdr, int pose1, int pose2, floa
//prim = GU_TRIANGLES; //used for blubs' alternate BuildTris with one continual triangle list
}
for (int start = vertex_index; vertex_index < (start + count); ++vertex_index, ++order, ++verts1, ++verts2)
for (int start = vertex_index; vertex_index < (start + count * 2); ++vertex_index, ++order, ++verts1, ++verts2)
{
// texture coordinates come from the draw list
out[vertex_index].uvs = order[0];
VectorSubtract(verts2->v, verts1->v, d);
// blend the vertex positions from each frame together
out[vertex_index].x = verts1->v[0] + (blend * d[0]);
out[vertex_index].y = verts1->v[1] + (blend * d[1]);
out[vertex_index].z = verts1->v[2] + (blend * d[2]);
out[vertex_index].xyz = ((int*)verts1->v)[0];
++vertex_index;
out[vertex_index].uvs = order[0];
out[vertex_index].xyz = ((int*)verts2->v)[0];
}
sceGuDrawArray(prim, GU_TEXTURE_16BIT | GU_VERTEX_8BIT, count, 0, &out[vertex_index - count]);
sceGuMorphWeight(0, 1 - blend);
sceGuMorphWeight(1, blend);
sceGuDrawArray(prim, GU_TEXTURE_16BIT | GU_VERTEX_8BIT | GU_VERTICES(2), count, 0, &out[vertex_index - count * 2]);
}
sceGuColor(0xffffffff);
}
@ -1271,7 +1268,7 @@ void R_SetupAliasBlendedFrame (int frame, aliashdr_t *paliashdr, entity_t* e)
int distance_from_client = (int)((dist_x) * (dist_x) + (dist_y) * (dist_y)); // no use sqrting, just slows us down.
// They're too far away from us to care about blending their frames.
if (distance_from_client >= 40000) { // 200 * 200
if (distance_from_client >= 160000) { // 400 * 400
// Fix them from jumping from last lerp
e->pose1 = e->pose2 = paliashdr->frames[frame].firstpose;
e->frame_interval = 0.1;