gzdoom-gles/src/gl/models/gl_models.cpp

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/*
** gl_models.cpp
**
** General model handling code
**
**---------------------------------------------------------------------------
** Copyright 2005 Christoph Oelckers
** All rights reserved.
**
** Redistribution and use in source and binary forms, with or without
** modification, are permitted provided that the following conditions
** are met:
**
** 1. Redistributions of source code must retain the above copyright
** notice, this list of conditions and the following disclaimer.
** 2. Redistributions in binary form must reproduce the above copyright
** notice, this list of conditions and the following disclaimer in the
** documentation and/or other materials provided with the distribution.
** 3. The name of the author may not be used to endorse or promote products
** derived from this software without specific prior written permission.
** 4. When not used as part of GZDoom or a GZDoom derivative, this code will be
** covered by the terms of the GNU Lesser General Public License as published
** by the Free Software Foundation; either version 2.1 of the License, or (at
** your option) any later version.
**
** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR
** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT,
** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
**---------------------------------------------------------------------------
**
*/
#include "gl/system/gl_system.h"
#include "w_wad.h"
#include "cmdlib.h"
#include "sc_man.h"
#include "m_crc32.h"
#include "c_console.h"
#include "g_game.h"
#include "doomstat.h"
#include "g_level.h"
#include "r_state.h"
#include "d_player.h"
//#include "resources/voxels.h"
//#include "gl/gl_intern.h"
#include "gl/system/gl_interface.h"
#include "gl/renderer/gl_renderer.h"
#include "gl/scene/gl_drawinfo.h"
#include "gl/models/gl_models.h"
#include "gl/textures/gl_material.h"
#include "gl/utility/gl_geometric.h"
#include "gl/utility/gl_convert.h"
#include "gl/renderer/gl_renderstate.h"
#include "gl/shaders/gl_shader.h"
static inline float GetTimeFloat()
{
return (float)I_MSTime() * (float)TICRATE / 1000.0f;
}
CVAR(Bool, gl_interpolate_model_frames, true, CVAR_ARCHIVE)
CVAR(Bool, gl_light_models, true, CVAR_ARCHIVE)
EXTERN_CVAR(Int, gl_fogmode)
extern TDeletingArray<FVoxel *> Voxels;
extern TDeletingArray<FVoxelDef *> VoxelDefs;
class DeletingModelArray : public TArray<FModel *>
{
public:
#if 1
~DeletingModelArray()
{
for(unsigned i=0;i<Size();i++)
{
delete (*this)[i];
}
}
#endif
};
DeletingModelArray Models;
void gl_LoadModels()
{
for (int i = Models.Size() - 1; i >= 0; i--)
{
Models[i]->BuildVertexBuffer();
}
}
void gl_FlushModels()
{
for (int i = Models.Size() - 1; i >= 0; i--)
{
Models[i]->DestroyVertexBuffer();
}
}
//===========================================================================
//
//
//
//===========================================================================
FModelVertexBuffer::FModelVertexBuffer(bool needindex)
{
glBindVertexArray(vao_id);
ibo_id = 0;
if (needindex)
{
glGenBuffers(1, &ibo_id);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ibo_id);
}
glBindBuffer(GL_ARRAY_BUFFER, vbo_id);
glEnableVertexAttribArray(VATTR_VERTEX);
glEnableVertexAttribArray(VATTR_TEXCOORD);
glEnableVertexAttribArray(VATTR_VERTEX2);
glBindVertexArray(0);
}
//===========================================================================
//
//
//
//===========================================================================
FModelVertexBuffer::~FModelVertexBuffer()
{
if (ibo_id != 0)
{
glDeleteBuffers(1, &ibo_id);
}
}
//===========================================================================
//
//
//
//===========================================================================
FModelVertex *FModelVertexBuffer::LockVertexBuffer(unsigned int size)
{
glBindBuffer(GL_ARRAY_BUFFER, vbo_id);
glBufferData(GL_ARRAY_BUFFER, size * sizeof(FModelVertex), NULL, GL_STATIC_DRAW);
return (FModelVertex*)glMapBufferRange(GL_ARRAY_BUFFER, 0, size * sizeof(FModelVertex), GL_MAP_WRITE_BIT|GL_MAP_INVALIDATE_BUFFER_BIT);
}
//===========================================================================
//
//
//
//===========================================================================
void FModelVertexBuffer::UnlockVertexBuffer()
{
glBindBuffer(GL_ARRAY_BUFFER, vbo_id);
glUnmapBuffer(GL_ARRAY_BUFFER);
}
//===========================================================================
//
//
//
//===========================================================================
unsigned int *FModelVertexBuffer::LockIndexBuffer(unsigned int size)
{
if (ibo_id != 0)
{
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ibo_id);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, size * sizeof(unsigned int), NULL, GL_STATIC_DRAW);
return (unsigned int*)glMapBufferRange(GL_ELEMENT_ARRAY_BUFFER, 0, size * sizeof(unsigned int), GL_MAP_WRITE_BIT | GL_MAP_INVALIDATE_BUFFER_BIT);
}
else
{
return NULL;
}
}
//===========================================================================
//
//
//
//===========================================================================
void FModelVertexBuffer::UnlockIndexBuffer()
{
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ibo_id);
glUnmapBuffer(GL_ELEMENT_ARRAY_BUFFER);
}
//===========================================================================
//
// Sets up the buffer starts for frame interpolation
// This must be called after gl_RenderState.Apply!
//
//===========================================================================
unsigned int FModelVertexBuffer::SetupFrame(unsigned int frame1, unsigned int frame2)
{
glBindBuffer(GL_ARRAY_BUFFER, vbo_id);
glVertexAttribPointer(VATTR_VERTEX, 3, GL_FLOAT, false, sizeof(FModelVertex), &VMO[frame1].x);
glVertexAttribPointer(VATTR_TEXCOORD, 2, GL_FLOAT, false, sizeof(FModelVertex), &VMO[frame1].u);
glVertexAttribPointer(VATTR_VERTEX2, 3, GL_FLOAT, false, sizeof(FModelVertex), &VMO[frame2].x);
return frame1;
}
//===========================================================================
//
// FModel::~FModel
//
//===========================================================================
FModel::~FModel()
{
if (mVBuf != NULL) delete mVBuf;
}
static TArray<FSpriteModelFrame> SpriteModelFrames;
static int * SpriteModelHash;
//TArray<FStateModelFrame> StateModelFrames;
static void DeleteModelHash()
{
if (SpriteModelHash != NULL) delete [] SpriteModelHash;
SpriteModelHash = NULL;
}
//===========================================================================
//
// FindGFXFile
//
//===========================================================================
static int FindGFXFile(FString & fn)
{
int best = -1;
int dot = fn.LastIndexOf('.');
int slash = fn.LastIndexOf('/');
if (dot > slash) fn.Truncate(dot);
static const char * extensions[] = { ".png", ".jpg", ".tga", ".pcx", NULL };
for (const char ** extp=extensions; *extp; extp++)
{
int lump = Wads.CheckNumForFullName(fn + *extp);
if (lump >= best) best = lump;
}
return best;
}
//===========================================================================
//
// LoadSkin
//
//===========================================================================
FTexture * LoadSkin(const char * path, const char * fn)
{
FString buffer;
buffer.Format("%s%s", path, fn);
int texlump = FindGFXFile(buffer);
if (texlump>=0)
{
return TexMan.FindTexture(Wads.GetLumpFullName(texlump), FTexture::TEX_Any, FTextureManager::TEXMAN_TryAny);
}
else
{
return NULL;
}
}
//===========================================================================
//
// ModelFrameHash
//
//===========================================================================
static int ModelFrameHash(FSpriteModelFrame * smf)
{
const DWORD *table = GetCRCTable ();
DWORD hash = 0xffffffff;
const char * s = (const char *)(&smf->type); // this uses type, sprite and frame for hashing
const char * se= (const char *)(&smf->hashnext);
for (; s<se; s++)
{
hash = CRC1 (hash, *s, table);
}
return hash ^ 0xffffffff;
}
//===========================================================================
//
// FindModel
//
//===========================================================================
static FModel * FindModel(const char * path, const char * modelfile)
{
FModel * model = NULL;
FString fullname;
fullname.Format("%s%s", path, modelfile);
int lump = Wads.CheckNumForFullName(fullname);
if (lump<0)
{
Printf("FindModel: '%s' not found\n", fullname.GetChars());
return NULL;
}
for(int i = 0; i< (int)Models.Size(); i++)
{
if (!Models[i]->mFileName.CompareNoCase(fullname)) return Models[i];
}
int len = Wads.LumpLength(lump);
FMemLump lumpd = Wads.ReadLump(lump);
char * buffer = (char*)lumpd.GetMem();
if (!memcmp(buffer, "DMDM", 4))
{
model = new FDMDModel;
}
else if (!memcmp(buffer, "IDP2", 4))
{
model = new FMD2Model;
}
else if (!memcmp(buffer, "IDP3", 4))
{
model = new FMD3Model;
}
if (model != NULL)
{
if (!model->Load(path, lump, buffer, len))
{
delete model;
return NULL;
}
}
else
{
// try loading as a voxel
FVoxel *voxel = R_LoadKVX(lump);
if (voxel != NULL)
{
model = new FVoxelModel(voxel, true);
}
else
{
Printf("LoadModel: Unknown model format in '%s'\n", fullname.GetChars());
return NULL;
}
}
// The vertex buffer cannot be initialized here because this gets called before OpenGL is initialized
model->mFileName = fullname;
Models.Push(model);
return model;
}
//===========================================================================
//
// gl_InitModels
//
//===========================================================================
void gl_InitModels()
{
int Lump, lastLump;
FString path;
int index;
int i;
FSpriteModelFrame smf;
lastLump = 0;
for(unsigned i=0;i<Models.Size();i++)
{
delete Models[i];
}
Models.Clear();
SpriteModelFrames.Clear();
DeleteModelHash();
// First, create models for each voxel
for (unsigned i = 0; i < Voxels.Size(); i++)
{
FVoxelModel *md = new FVoxelModel(Voxels[i], false);
Voxels[i]->VoxelIndex = Models.Push(md);
}
// now create GL model frames for the voxeldefs
for (unsigned i = 0; i < VoxelDefs.Size(); i++)
{
FVoxelModel *md = (FVoxelModel*)Models[VoxelDefs[i]->Voxel->VoxelIndex];
memset(&smf, 0, sizeof(smf));
smf.models[0] = md;
smf.skins[0] = md->GetPaletteTexture();
smf.xscale = smf.yscale = smf.zscale = FIXED2FLOAT(VoxelDefs[i]->Scale);
smf.angleoffset = VoxelDefs[i]->AngleOffset;
if (VoxelDefs[i]->PlacedSpin != 0)
{
smf.yrotate = 1.f;
smf.rotationSpeed = VoxelDefs[i]->PlacedSpin / 55.55f;
smf.flags |= MDL_ROTATING;
}
VoxelDefs[i]->VoxeldefIndex = SpriteModelFrames.Push(smf);
if (VoxelDefs[i]->PlacedSpin != VoxelDefs[i]->DroppedSpin)
{
if (VoxelDefs[i]->DroppedSpin != 0)
{
smf.yrotate = 1.f;
smf.rotationSpeed = VoxelDefs[i]->DroppedSpin / 55.55f;
smf.flags |= MDL_ROTATING;
}
else
{
smf.yrotate = 0;
smf.rotationSpeed = 0;
smf.flags &= ~MDL_ROTATING;
}
SpriteModelFrames.Push(smf);
}
}
memset(&smf, 0, sizeof(smf));
while ((Lump = Wads.FindLump("MODELDEF", &lastLump)) != -1)
{
FScanner sc(Lump);
while (sc.GetString())
{
if (sc.Compare("model"))
{
sc.MustGetString();
memset(&smf, 0, sizeof(smf));
smf.xscale=smf.yscale=smf.zscale=1.f;
smf.type = PClass::FindClass(sc.String);
if (!smf.type || smf.type->Defaults == NULL)
{
sc.ScriptError("MODELDEF: Unknown actor type '%s'\n", sc.String);
}
GetDefaultByType(smf.type)->hasmodel=true;
sc.MustGetStringName("{");
while (!sc.CheckString("}"))
{
sc.MustGetString();
if (sc.Compare("path"))
{
sc.MustGetString();
FixPathSeperator(sc.String);
path = sc.String;
if (path[(int)path.Len()-1]!='/') path+='/';
}
else if (sc.Compare("model"))
{
sc.MustGetNumber();
index=sc.Number;
if (index<0 || index>=MAX_MODELS_PER_FRAME)
{
sc.ScriptError("Too many models in %s", smf.type->TypeName.GetChars());
}
sc.MustGetString();
FixPathSeperator(sc.String);
smf.models[index] = FindModel(path.GetChars(), sc.String);
if (!smf.models[index])
{
Printf("%s: model not found in %s\n", sc.String, path.GetChars());
}
}
else if (sc.Compare("scale"))
{
sc.MustGetFloat();
smf.xscale=sc.Float;
sc.MustGetFloat();
smf.yscale=sc.Float;
sc.MustGetFloat();
smf.zscale=sc.Float;
}
// [BB] Added zoffset reading.
// Now it must be considered deprecated.
else if (sc.Compare("zoffset"))
{
sc.MustGetFloat();
smf.zoffset=sc.Float;
}
// Offset reading.
else if (sc.Compare("offset"))
{
sc.MustGetFloat();
smf.xoffset = sc.Float;
sc.MustGetFloat();
smf.yoffset = sc.Float;
sc.MustGetFloat();
smf.zoffset = sc.Float;
}
// angleoffset, pitchoffset and rolloffset reading.
else if (sc.Compare("angleoffset"))
{
sc.MustGetFloat();
smf.angleoffset = FLOAT_TO_ANGLE(sc.Float);
}
else if (sc.Compare("pitchoffset"))
{
sc.MustGetFloat();
smf.pitchoffset = sc.Float;
}
else if (sc.Compare("rolloffset"))
{
sc.MustGetFloat();
smf.rolloffset = sc.Float;
}
// [BB] Added model flags reading.
else if (sc.Compare("ignoretranslation"))
{
smf.flags |= MDL_IGNORETRANSLATION;
}
else if (sc.Compare("pitchfrommomentum"))
{
smf.flags |= MDL_PITCHFROMMOMENTUM;
}
else if (sc.Compare("inheritactorpitch"))
{
smf.flags |= MDL_INHERITACTORPITCH;
}
else if (sc.Compare("inheritactorroll"))
{
smf.flags |= MDL_INHERITACTORROLL;
}
else if (sc.Compare("rotating"))
{
smf.flags |= MDL_ROTATING;
smf.xrotate = 0.;
smf.yrotate = 1.;
smf.zrotate = 0.;
smf.rotationCenterX = 0.;
smf.rotationCenterY = 0.;
smf.rotationCenterZ = 0.;
smf.rotationSpeed = 1.;
}
else if (sc.Compare("rotation-speed"))
{
sc.MustGetFloat();
smf.rotationSpeed = sc.Float;
}
else if (sc.Compare("rotation-vector"))
{
sc.MustGetFloat();
smf.xrotate = sc.Float;
sc.MustGetFloat();
smf.yrotate = sc.Float;
sc.MustGetFloat();
smf.zrotate = sc.Float;
}
else if (sc.Compare("rotation-center"))
{
sc.MustGetFloat();
smf.rotationCenterX = sc.Float;
sc.MustGetFloat();
smf.rotationCenterY = sc.Float;
sc.MustGetFloat();
smf.rotationCenterZ = sc.Float;
}
else if (sc.Compare("interpolatedoubledframes"))
{
smf.flags |= MDL_INTERPOLATEDOUBLEDFRAMES;
}
else if (sc.Compare("nointerpolation"))
{
smf.flags |= MDL_NOINTERPOLATION;
}
else if (sc.Compare("skin"))
{
sc.MustGetNumber();
index=sc.Number;
if (index<0 || index>=MAX_MODELS_PER_FRAME)
{
sc.ScriptError("Too many models in %s", smf.type->TypeName.GetChars());
}
sc.MustGetString();
FixPathSeperator(sc.String);
if (sc.Compare(""))
{
smf.skins[index]=NULL;
}
else
{
smf.skins[index]=LoadSkin(path.GetChars(), sc.String);
if (smf.skins[index] == NULL)
{
Printf("Skin '%s' not found in '%s'\n",
sc.String, smf.type->TypeName.GetChars());
}
}
}
else if (sc.Compare("frameindex") || sc.Compare("frame"))
{
bool isframe=!!sc.Compare("frame");
sc.MustGetString();
smf.sprite = -1;
for (i = 0; i < (int)sprites.Size (); ++i)
{
if (strnicmp (sprites[i].name, sc.String, 4) == 0)
{
if (sprites[i].numframes==0)
{
//sc.ScriptError("Sprite %s has no frames", sc.String);
}
smf.sprite = i;
break;
}
}
if (smf.sprite==-1)
{
sc.ScriptError("Unknown sprite %s in model definition for %s", sc.String, smf.type->TypeName.GetChars());
}
sc.MustGetString();
FString framechars = sc.String;
sc.MustGetNumber();
index=sc.Number;
if (index<0 || index>=MAX_MODELS_PER_FRAME)
{
sc.ScriptError("Too many models in %s", smf.type->TypeName.GetChars());
}
if (isframe)
{
sc.MustGetString();
if (smf.models[index]!=NULL)
{
smf.modelframes[index] = smf.models[index]->FindFrame(sc.String);
if (smf.modelframes[index]==-1) sc.ScriptError("Unknown frame '%s' in %s", sc.String, smf.type->TypeName.GetChars());
}
else smf.modelframes[index] = -1;
}
else
{
sc.MustGetNumber();
smf.modelframes[index] = sc.Number;
}
for(i=0; framechars[i]>0; i++)
{
char map[29]={0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0};
int c = toupper(framechars[i])-'A';
if (c<0 || c>=29)
{
sc.ScriptError("Invalid frame character %c found", c+'A');
}
if (map[c]) continue;
smf.frame=c;
SpriteModelFrames.Push(smf);
map[c]=1;
}
}
else
{
sc.ScriptMessage("Unrecognized string \"%s\"", sc.String);
}
}
}
}
}
// create a hash table for quick access
SpriteModelHash = new int[SpriteModelFrames.Size ()];
atterm(DeleteModelHash);
memset(SpriteModelHash, 0xff, SpriteModelFrames.Size () * sizeof(int));
for (i = 0; i < (int)SpriteModelFrames.Size (); i++)
{
int j = ModelFrameHash(&SpriteModelFrames[i]) % SpriteModelFrames.Size ();
SpriteModelFrames[i].hashnext = SpriteModelHash[j];
SpriteModelHash[j]=i;
}
}
//===========================================================================
//
// gl_FindModelFrame
//
//===========================================================================
EXTERN_CVAR (Bool, r_drawvoxels)
FSpriteModelFrame * gl_FindModelFrame(const PClass * ti, int sprite, int frame, bool dropped)
{
if (GetDefaultByType(ti)->hasmodel)
{
FSpriteModelFrame smf;
memset(&smf, 0, sizeof(smf));
smf.type=ti;
smf.sprite=sprite;
smf.frame=frame;
int hash = SpriteModelHash[ModelFrameHash(&smf) % SpriteModelFrames.Size()];
while (hash>=0)
{
FSpriteModelFrame * smff = &SpriteModelFrames[hash];
if (smff->type==ti && smff->sprite==sprite && smff->frame==frame) return smff;
hash=smff->hashnext;
}
}
// Check for voxel replacements
if (r_drawvoxels)
{
spritedef_t *sprdef = &sprites[sprite];
if (frame < sprdef->numframes)
{
spriteframe_t *sprframe = &SpriteFrames[sprdef->spriteframes + frame];
if (sprframe->Voxel != NULL)
{
int index = sprframe->Voxel->VoxeldefIndex;
if (dropped && sprframe->Voxel->DroppedSpin !=sprframe->Voxel->PlacedSpin) index++;
return &SpriteModelFrames[index];
}
}
}
return NULL;
}
//===========================================================================
//
// gl_RenderModel
//
//===========================================================================
void gl_RenderFrameModels( const FSpriteModelFrame *smf,
const FState *curState,
const int curTics,
const PClass *ti,
Matrix3x4 *normaltransform,
int translation)
{
// [BB] Frame interpolation: Find the FSpriteModelFrame smfNext which follows after smf in the animation
// and the scalar value inter ( element of [0,1) ), both necessary to determine the interpolated frame.
FSpriteModelFrame * smfNext = NULL;
double inter = 0.;
if( gl_interpolate_model_frames && !(smf->flags & MDL_NOINTERPOLATION) )
{
FState *nextState = curState->GetNextState( );
if( curState != nextState && nextState )
{
// [BB] To interpolate at more than 35 fps we take tic fractions into account.
float ticFraction = 0.;
// [BB] In case the tic counter is frozen we have to leave ticFraction at zero.
if ( ConsoleState == c_up && menuactive != MENU_On && !(level.flags2 & LEVEL2_FROZEN) )
{
float time = GetTimeFloat();
ticFraction = (time - static_cast<int>(time));
}
inter = static_cast<double>(curState->Tics - curTics - ticFraction)/static_cast<double>(curState->Tics);
// [BB] For some actors (e.g. ZPoisonShroom) spr->actor->tics can be bigger than curState->Tics.
// In this case inter is negative and we need to set it to zero.
if ( inter < 0. )
inter = 0.;
else
{
// [BB] Workaround for actors that use the same frame twice in a row.
// Most of the standard Doom monsters do this in their see state.
if ( (smf->flags & MDL_INTERPOLATEDOUBLEDFRAMES) )
{
const FState *prevState = curState - 1;
if ( (curState->sprite == prevState->sprite) && ( curState->Frame == prevState->Frame) )
{
inter /= 2.;
inter += 0.5;
}
if ( (curState->sprite == nextState->sprite) && ( curState->Frame == nextState->Frame) )
{
inter /= 2.;
nextState = nextState->GetNextState( );
}
}
if ( inter != 0.0 )
smfNext = gl_FindModelFrame(ti, nextState->sprite, nextState->Frame, false);
}
}
}
for(int i=0; i<MAX_MODELS_PER_FRAME; i++)
{
FModel * mdl = smf->models[i];
if (mdl!=NULL)
{
mdl->BuildVertexBuffer();
gl_RenderState.SetVertexBuffer(mdl->mVBuf);
if ( smfNext && smf->modelframes[i] != smfNext->modelframes[i] )
mdl->RenderFrame(smf->skins[i], smf->modelframes[i], smfNext->modelframes[i], inter, translation);
else
mdl->RenderFrame(smf->skins[i], smf->modelframes[i], smf->modelframes[i], 0.f, translation);
gl_RenderState.SetVertexBuffer(GLRenderer->mVBO);
}
}
}
void gl_RenderModel(GLSprite * spr)
{
FSpriteModelFrame * smf = spr->modelframe;
// Setup transformation.
glDepthFunc(GL_LEQUAL);
gl_RenderState.EnableTexture(true);
// [BB] In case the model should be rendered translucent, do back face culling.
// This solves a few of the problems caused by the lack of depth sorting.
// TO-DO: Implement proper depth sorting.
if (!( spr->actor->RenderStyle == LegacyRenderStyles[STYLE_Normal] ))
{
glEnable(GL_CULL_FACE);
glFrontFace(GL_CW);
}
int translation = 0;
if ( !(smf->flags & MDL_IGNORETRANSLATION) )
translation = spr->actor->Translation;
// y scale for a sprite means height, i.e. z in the world!
float scaleFactorX = FIXED2FLOAT(spr->actor->scaleX) * smf->xscale;
float scaleFactorY = FIXED2FLOAT(spr->actor->scaleX) * smf->yscale;
float scaleFactorZ = FIXED2FLOAT(spr->actor->scaleY) * smf->zscale;
float pitch = 0;
float roll = 0;
float rotateOffset = 0;
float angle = ANGLE_TO_FLOAT(spr->actor->angle);
// [BB] Workaround for the missing pitch information.
if ( (smf->flags & MDL_PITCHFROMMOMENTUM) )
{
const double x = static_cast<double>(spr->actor->velx);
const double y = static_cast<double>(spr->actor->vely);
const double z = static_cast<double>(spr->actor->velz);
// [BB] Calculate the pitch using spherical coordinates.
if(z || x || y) pitch = float(atan( z/sqrt(x*x+y*y) ) / M_PI * 180);
// Correcting pitch if model is moving backwards
if(x || y)
{
if((x * cos(angle * M_PI / 180) + y * sin(angle * M_PI / 180)) / sqrt(x * x + y * y) < 0) pitch *= -1;
}
else pitch = fabs(pitch);
}
if( smf->flags & MDL_ROTATING )
{
const float time = smf->rotationSpeed*GetTimeFloat()/200.f;
rotateOffset = float((time - xs_FloorToInt(time)) *360.f );
}
// Added MDL_INHERITACTORPITCH and MDL_INHERITACTORROLL flags processing.
// If both flags MDL_INHERITACTORPITCH and MDL_PITCHFROMMOMENTUM are set, the pitch sums up the actor pitch and the momentum vector pitch.
// This is rather crappy way to transfer fixet_t type into angle in degrees, but its works!
if(smf->flags & MDL_INHERITACTORPITCH) pitch += float(static_cast<double>(spr->actor->pitch >> 16) / (1 << 13) * 45 + static_cast<double>(spr->actor->pitch & 0x0000FFFF) / (1 << 29) * 45);
if(smf->flags & MDL_INHERITACTORROLL) roll += float(static_cast<double>(spr->actor->roll >> 16) / (1 << 13) * 45 + static_cast<double>(spr->actor->roll & 0x0000FFFF) / (1 << 29) * 45);
gl_RenderState.mModelMatrix.loadIdentity();
// Model space => World space
gl_RenderState.mModelMatrix.translate(spr->x, spr->z, spr->y );
// Applying model transformations:
// 1) Applying actor angle, pitch and roll to the model
gl_RenderState.mModelMatrix.rotate(-angle, 0, 1, 0);
gl_RenderState.mModelMatrix.rotate(pitch, 0, 0, 1);
gl_RenderState.mModelMatrix.rotate(-roll, 1, 0, 0);
// 2) Applying Doomsday like rotation of the weapon pickup models
// The rotation angle is based on the elapsed time.
if( smf->flags & MDL_ROTATING )
{
gl_RenderState.mModelMatrix.translate(smf->rotationCenterX, smf->rotationCenterY, smf->rotationCenterZ);
gl_RenderState.mModelMatrix.rotate(rotateOffset, smf->xrotate, smf->yrotate, smf->zrotate);
gl_RenderState.mModelMatrix.translate(-smf->rotationCenterX, -smf->rotationCenterY, -smf->rotationCenterZ);
}
// 3) Scaling model.
gl_RenderState.mModelMatrix.scale(scaleFactorX, scaleFactorZ, scaleFactorY);
// 4) Aplying model offsets (model offsets do not depend on model scalings).
gl_RenderState.mModelMatrix.translate(smf->xoffset / smf->xscale, smf->zoffset / smf->zscale, smf->yoffset / smf->yscale);
// 5) Applying model rotations.
gl_RenderState.mModelMatrix.rotate(-ANGLE_TO_FLOAT(smf->angleoffset), 0, 1, 0);
gl_RenderState.mModelMatrix.rotate(smf->pitchoffset, 0, 0, 1);
gl_RenderState.mModelMatrix.rotate(-smf->rolloffset, 1, 0, 0);
// consider the pixel stretching. For non-voxels this must be factored out here
float stretch = (smf->models[0] != NULL ? smf->models[0]->getAspectFactor() : 1.f) / glset.pixelstretch;
gl_RenderState.mModelMatrix.scale(1, stretch, 1);
gl_RenderState.EnableModelMatrix(true);
gl_RenderFrameModels( smf, spr->actor->state, spr->actor->tics, RUNTIME_TYPE(spr->actor), NULL, translation );
gl_RenderState.EnableModelMatrix(false);
glDepthFunc(GL_LESS);
if (!( spr->actor->RenderStyle == LegacyRenderStyles[STYLE_Normal] ))
glDisable(GL_CULL_FACE);
}
//===========================================================================
//
// gl_RenderHUDModel
//
//===========================================================================
void gl_RenderHUDModel(pspdef_t *psp, fixed_t ofsx, fixed_t ofsy)
{
AActor * playermo=players[consoleplayer].camera;
FSpriteModelFrame *smf = gl_FindModelFrame(playermo->player->ReadyWeapon->GetClass(), psp->state->sprite, psp->state->GetFrame(), false);
// [BB] No model found for this sprite, so we can't render anything.
if ( smf == NULL )
return;
glDepthFunc(GL_LEQUAL);
// [BB] In case the model should be rendered translucent, do back face culling.
// This solves a few of the problems caused by the lack of depth sorting.
// TO-DO: Implement proper depth sorting.
if (!( playermo->RenderStyle == LegacyRenderStyles[STYLE_Normal] ))
{
glEnable(GL_CULL_FACE);
glFrontFace(GL_CCW);
}
// [BB] The model has to be drawn independently from the position of the player,
// so we have to reset the view matrix.
gl_RenderState.mViewMatrix.loadIdentity();
// Scaling model (y scale for a sprite means height, i.e. z in the world!).
gl_RenderState.mViewMatrix.scale(smf->xscale, smf->zscale, smf->yscale);
// Aplying model offsets (model offsets do not depend on model scalings).
gl_RenderState.mViewMatrix.translate(smf->xoffset / smf->xscale, smf->zoffset / smf->zscale, smf->yoffset / smf->yscale);
// [BB] Weapon bob, very similar to the normal Doom weapon bob.
gl_RenderState.mViewMatrix.rotate(FIXED2FLOAT(ofsx)/4, 0, 1, 0);
gl_RenderState.mViewMatrix.rotate(-FIXED2FLOAT(ofsy-WEAPONTOP)/4, 1, 0, 0);
// [BB] For some reason the jDoom models need to be rotated.
gl_RenderState.mViewMatrix.rotate(90.f, 0, 1, 0);
// Applying angleoffset, pitchoffset, rolloffset.
gl_RenderState.mViewMatrix.rotate(-ANGLE_TO_FLOAT(smf->angleoffset), 0, 1, 0);
gl_RenderState.mViewMatrix.rotate(smf->pitchoffset, 0, 0, 1);
gl_RenderState.mViewMatrix.rotate(-smf->rolloffset, 1, 0, 0);
gl_RenderState.ApplyMatrices();
gl_RenderFrameModels( smf, psp->state, psp->tics, playermo->player->ReadyWeapon->GetClass(), NULL, 0 );
glDepthFunc(GL_LESS);
if (!( playermo->RenderStyle == LegacyRenderStyles[STYLE_Normal] ))
glDisable(GL_CULL_FACE);
}
//===========================================================================
//
// gl_IsHUDModelForPlayerAvailable
//
//===========================================================================
bool gl_IsHUDModelForPlayerAvailable (player_t * player)
{
if ( (player == NULL) || (player->ReadyWeapon == NULL) || (player->psprites[0].state == NULL) )
return false;
FState* state = player->psprites[0].state;
FSpriteModelFrame *smf = gl_FindModelFrame(player->ReadyWeapon->GetClass(), state->sprite, state->GetFrame(), false);
return ( smf != NULL );
}