2017-11-27 22:47:26 +00:00
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/*
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** Polygon Doom software renderer
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** Copyright (c) 2016 Magnus Norddahl
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**
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** This software is provided 'as-is', without any express or implied
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** warranty. In no event will the authors be held liable for any damages
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** arising from the use of this software.
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**
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** Permission is granted to anyone to use this software for any purpose,
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** including commercial applications, and to alter it and redistribute it
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** freely, subject to the following restrictions:
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**
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** 1. The origin of this software must not be misrepresented; you must not
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** claim that you wrote the original software. If you use this software
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** in a product, an acknowledgment in the product documentation would be
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** appreciated but is not required.
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** 2. Altered source versions must be plainly marked as such, and must not be
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** misrepresented as being the original software.
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** 3. This notice may not be removed or altered from any source distribution.
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**
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*/
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#pragma once
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#include "polyrenderer/drawers/poly_triangle.h"
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#include "r_data/matrix.h"
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#include "r_data/models/models.h"
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#include "swrenderer/r_renderthread.h"
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#include "swrenderer/things/r_visiblesprite.h"
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namespace swrenderer
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{
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void RenderHUDModel(RenderThread *thread, DPSprite *psp, float ofsx, float ofsy);
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class RenderModel : public VisibleSprite
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{
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public:
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RenderModel(float x, float y, float z, FSpriteModelFrame *smf, AActor *actor, float idepth);
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static void Project(RenderThread *thread, float x, float y, float z, FSpriteModelFrame *smf, AActor *actor);
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protected:
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2018-03-08 03:05:35 +00:00
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void Render(RenderThread *thread, short *cliptop, short *clipbottom, int minZ, int maxZ, Fake3DTranslucent clip3DFloor) override;
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2017-11-27 22:47:26 +00:00
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bool IsModel() const override { return true; }
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private:
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float x, y, z;
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FSpriteModelFrame *smf;
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AActor *actor;
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};
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class SWModelRenderer : public FModelRenderer
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{
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public:
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SWModelRenderer(RenderThread *thread);
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void BeginDrawModel(AActor *actor, FSpriteModelFrame *smf, const VSMatrix &objectToWorldMatrix) override;
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void EndDrawModel(AActor *actor, FSpriteModelFrame *smf) override;
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IModelVertexBuffer *CreateVertexBuffer(bool needindex, bool singleframe) override;
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void SetVertexBuffer(IModelVertexBuffer *buffer) override;
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void ResetVertexBuffer() override;
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VSMatrix GetViewToWorldMatrix() override;
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void BeginDrawHUDModel(AActor *actor, const VSMatrix &objectToWorldMatrix) override;
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void EndDrawHUDModel(AActor *actor) override;
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void SetInterpolation(double interpolation) override;
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void SetMaterial(FTexture *skin, bool clampNoFilter, int translation) override;
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void DrawArrays(int start, int count) override;
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void DrawElements(int numIndices, size_t offset) override;
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2018-04-07 13:48:48 +00:00
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void SetTransform();
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2017-11-27 22:47:26 +00:00
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RenderThread *Thread = nullptr;
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AActor *ModelActor = nullptr;
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2018-04-07 13:48:48 +00:00
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Mat4f ObjectToWorld;
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2017-11-27 22:47:26 +00:00
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FTexture *SkinTexture = nullptr;
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unsigned int *IndexBuffer = nullptr;
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TriVertex *VertexBuffer = nullptr;
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float InterpolationFactor = 0.0;
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};
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class SWModelVertexBuffer : public IModelVertexBuffer
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{
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public:
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SWModelVertexBuffer(bool needindex, bool singleframe);
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~SWModelVertexBuffer();
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FModelVertex *LockVertexBuffer(unsigned int size) override;
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void UnlockVertexBuffer() override;
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unsigned int *LockIndexBuffer(unsigned int size) override;
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void UnlockIndexBuffer() override;
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void SetupFrame(FModelRenderer *renderer, unsigned int frame1, unsigned int frame2, unsigned int size) override;
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private:
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int mIndexFrame[2];
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TArray<FModelVertex> mVertexBuffer;
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TArray<unsigned int> mIndexBuffer;
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};
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}
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