mirror of
https://github.com/ZDoom/gzdoom-gles.git
synced 2024-11-10 14:51:46 +00:00
- Implement model rendering in softpoly
This commit is contained in:
parent
f1e7df542f
commit
00d7dd0c64
13 changed files with 444 additions and 4 deletions
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@ -756,6 +756,7 @@ set( POLYRENDER_SOURCES
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polyrenderer/scene/poly_wall.cpp
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polyrenderer/scene/poly_wallsprite.cpp
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polyrenderer/scene/poly_sprite.cpp
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polyrenderer/scene/poly_model.cpp
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polyrenderer/scene/poly_sky.cpp
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polyrenderer/scene/poly_light.cpp
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polyrenderer/drawers/poly_buffer.cpp
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@ -130,6 +130,16 @@ void PolyDrawArgs::DrawArray(PolyRenderThread *thread, const TriVertex *vertices
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{
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mVertices = vertices;
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mVertexCount = vcount;
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mElements = nullptr;
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mDrawMode = mode;
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thread->DrawQueue->Push<DrawPolyTrianglesCommand>(*this, PolyTriangleDrawer::is_mirror());
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}
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void PolyDrawArgs::DrawElements(PolyRenderThread *thread, const TriVertex *vertices, const unsigned int *elements, int count, PolyDrawMode mode)
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{
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mVertices = vertices;
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mElements = elements;
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mVertexCount = count;
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mDrawMode = mode;
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thread->DrawQueue->Push<DrawPolyTrianglesCommand>(*this, PolyTriangleDrawer::is_mirror());
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}
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@ -83,12 +83,14 @@ public:
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void SetLights(PolyLight *lights, int numLights) { mLights = lights; mNumLights = numLights; }
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void SetDynLightColor(uint32_t color) { mDynLightColor = color; }
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void DrawArray(PolyRenderThread *thread, const TriVertex *vertices, int vcount, PolyDrawMode mode = PolyDrawMode::Triangles);
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void DrawElements(PolyRenderThread *thread, const TriVertex *vertices, const unsigned int *elements, int count, PolyDrawMode mode = PolyDrawMode::Triangles);
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const TriMatrix *ObjectToClip() const { return mObjectToClip; }
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const PolyClipPlane &ClipPlane(int index) const { return mClipPlane[index]; }
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const TriVertex *Vertices() const { return mVertices; }
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int VertexCount() const { return mVertexCount; }
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const unsigned int *Elements() const { return mElements; }
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PolyDrawMode DrawMode() const { return mDrawMode; }
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bool FaceCullCCW() const { return mFaceCullCCW; }
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@ -139,6 +141,7 @@ private:
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const TriMatrix *mObjectToClip = nullptr;
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const TriVertex *mVertices = nullptr;
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int mVertexCount = 0;
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const unsigned int *mElements = nullptr;
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PolyDrawMode mDrawMode = PolyDrawMode::Triangles;
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bool mFaceCullCCW = false;
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bool mDepthTest = false;
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@ -84,6 +84,64 @@ bool PolyTriangleDrawer::is_mirror()
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return mirror;
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}
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void PolyTriangleDrawer::draw_elements(const PolyDrawArgs &drawargs, WorkerThreadData *thread)
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{
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if (drawargs.VertexCount() < 3)
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return;
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TriDrawTriangleArgs args;
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args.dest = dest;
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args.pitch = dest_pitch;
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args.clipright = dest_width;
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args.clipbottom = dest_height;
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args.uniforms = &drawargs;
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args.destBgra = dest_bgra;
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args.stencilPitch = PolyStencilBuffer::Instance()->BlockWidth();
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args.stencilValues = PolyStencilBuffer::Instance()->Values();
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args.stencilMasks = PolyStencilBuffer::Instance()->Masks();
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args.zbuffer = PolyZBuffer::Instance()->Values();
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bool ccw = drawargs.FaceCullCCW();
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const TriVertex *vinput = drawargs.Vertices();
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const unsigned int *elements = drawargs.Elements();
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int vcount = drawargs.VertexCount();
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ShadedTriVertex vert[3];
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if (drawargs.DrawMode() == PolyDrawMode::Triangles)
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{
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for (int i = 0; i < vcount / 3; i++)
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{
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for (int j = 0; j < 3; j++)
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vert[j] = shade_vertex(drawargs, vinput[*(elements++)]);
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draw_shaded_triangle(vert, ccw, &args, thread);
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}
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}
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else if (drawargs.DrawMode() == PolyDrawMode::TriangleFan)
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{
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vert[0] = shade_vertex(drawargs, vinput[*(elements++)]);
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vert[1] = shade_vertex(drawargs, vinput[*(elements++)]);
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for (int i = 2; i < vcount; i++)
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{
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vert[2] = shade_vertex(drawargs, vinput[*(elements++)]);
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draw_shaded_triangle(vert, ccw, &args, thread);
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vert[1] = vert[2];
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}
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}
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else // TriangleDrawMode::TriangleStrip
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{
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vert[0] = shade_vertex(drawargs, vinput[*(elements++)]);
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vert[1] = shade_vertex(drawargs, vinput[*(elements++)]);
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for (int i = 2; i < vcount; i++)
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{
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vert[2] = shade_vertex(drawargs, vinput[*(elements++)]);
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draw_shaded_triangle(vert, ccw, &args, thread);
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vert[0] = vert[1];
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vert[1] = vert[2];
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ccw = !ccw;
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}
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}
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}
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void PolyTriangleDrawer::draw_arrays(const PolyDrawArgs &drawargs, WorkerThreadData *thread)
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{
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if (drawargs.VertexCount() < 3)
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@ -472,7 +530,10 @@ void DrawPolyTrianglesCommand::Execute(DrawerThread *thread)
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thread_data.core = thread->core;
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thread_data.num_cores = thread->num_cores;
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PolyTriangleDrawer::draw_arrays(args, &thread_data);
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if (!args.Elements())
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PolyTriangleDrawer::draw_arrays(args, &thread_data);
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else
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PolyTriangleDrawer::draw_elements(args, &thread_data);
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}
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/////////////////////////////////////////////////////////////////////////////
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@ -40,6 +40,7 @@ public:
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private:
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static ShadedTriVertex shade_vertex(const PolyDrawArgs &drawargs, const TriVertex &v);
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static void draw_elements(const PolyDrawArgs &args, WorkerThreadData *thread);
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static void draw_arrays(const PolyDrawArgs &args, WorkerThreadData *thread);
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static void draw_shaded_triangle(const ShadedTriVertex *vertices, bool ccw, TriDrawTriangleArgs *args, WorkerThreadData *thread);
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static bool is_degenerate(const ShadedTriVertex *vertices);
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@ -14,6 +14,7 @@
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#include "scene/poly_scene.cpp"
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#include "scene/poly_sky.cpp"
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#include "scene/poly_sprite.cpp"
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#include "scene/poly_model.cpp"
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#include "scene/poly_wall.cpp"
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#include "scene/poly_wallsprite.cpp"
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#include "scene/poly_light.cpp"
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@ -208,12 +208,12 @@ void PolyRenderer::SetupPerspectiveMatrix()
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float fovratio = (Viewwindow.WidescreenRatio >= 1.3f) ? 1.333333f : ratio;
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float fovy = (float)(2 * DAngle::ToDegrees(atan(tan(Viewpoint.FieldOfView.Radians() / 2) / fovratio)).Degrees);
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TriMatrix worldToView =
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WorldToView =
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TriMatrix::rotate(adjustedPitch, 1.0f, 0.0f, 0.0f) *
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TriMatrix::rotate(adjustedViewAngle, 0.0f, -1.0f, 0.0f) *
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TriMatrix::scale(1.0f, level.info->pixelstretch, 1.0f) *
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TriMatrix::swapYZ() *
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TriMatrix::translate((float)-Viewpoint.Pos.X, (float)-Viewpoint.Pos.Y, (float)-Viewpoint.Pos.Z);
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WorldToClip = TriMatrix::perspective(fovy, ratio, 5.0f, 65535.0f) * worldToView;
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WorldToClip = TriMatrix::perspective(fovy, ratio, 5.0f, 65535.0f) * WorldToView;
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}
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@ -61,13 +61,15 @@ public:
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FRenderViewpoint Viewpoint;
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PolyLightVisibility Light;
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TriMatrix WorldToView;
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TriMatrix WorldToClip;
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private:
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void RenderActorView(AActor *actor, bool dontmaplines);
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void ClearBuffers();
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void SetSceneViewport();
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void SetupPerspectiveMatrix();
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TriMatrix WorldToClip;
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RenderPolyScene MainPortal;
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PolySkyDome Skydome;
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RenderPolyPlayerSprites PlayerSprites;
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255
src/polyrenderer/scene/poly_model.cpp
Normal file
255
src/polyrenderer/scene/poly_model.cpp
Normal file
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@ -0,0 +1,255 @@
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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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#include <stdlib.h>
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#include "templates.h"
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#include "doomdef.h"
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#include "sbar.h"
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#include "r_data/r_translate.h"
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#include "poly_model.h"
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#include "polyrenderer/poly_renderer.h"
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#include "polyrenderer/scene/poly_light.h"
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#include "polyrenderer/poly_renderthread.h"
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#include "r_data/r_vanillatrans.h"
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#include "actorinlines.h"
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void PolyRenderModel(PolyRenderThread *thread, const TriMatrix &worldToClip, const PolyClipPlane &clipPlane, uint32_t stencilValue, float x, float y, float z, FSpriteModelFrame *smf, AActor *actor)
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{
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PolyModelRenderer renderer(thread, worldToClip, clipPlane, stencilValue);
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renderer.RenderModel(x, y, z, smf, actor);
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}
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void PolyRenderHUDModel(PolyRenderThread *thread, const TriMatrix &worldToClip, const PolyClipPlane &clipPlane, uint32_t stencilValue, DPSprite *psp, float ofsx, float ofsy)
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{
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PolyModelRenderer renderer(thread, worldToClip, clipPlane, stencilValue);
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renderer.RenderHUDModel(psp, ofsx, ofsy);
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}
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/////////////////////////////////////////////////////////////////////////////
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void PolyModelRenderer::BeginDrawModel(AActor *actor, FSpriteModelFrame *smf, const VSMatrix &objectToWorldMatrix)
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{
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ModelActor = actor;
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const_cast<VSMatrix &>(objectToWorldMatrix).copy(ObjectToWorld.matrix);
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}
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void PolyModelRenderer::EndDrawModel(AActor *actor, FSpriteModelFrame *smf)
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{
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ModelActor = nullptr;
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}
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IModelVertexBuffer *PolyModelRenderer::CreateVertexBuffer(bool needindex, bool singleframe)
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{
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return new PolyModelVertexBuffer(needindex, singleframe);
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}
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void PolyModelRenderer::SetVertexBuffer(IModelVertexBuffer *buffer)
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{
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}
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void PolyModelRenderer::ResetVertexBuffer()
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{
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}
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VSMatrix PolyModelRenderer::GetViewToWorldMatrix()
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{
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TriMatrix swapYZ = TriMatrix::null();
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swapYZ.matrix[0 + 0 * 4] = 1.0f;
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swapYZ.matrix[1 + 2 * 4] = 1.0f;
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swapYZ.matrix[2 + 1 * 4] = 1.0f;
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swapYZ.matrix[3 + 3 * 4] = 1.0f;
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VSMatrix worldToView;
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worldToView.loadMatrix((PolyRenderer::Instance()->WorldToView * swapYZ).matrix);
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VSMatrix objectToWorld;
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worldToView.inverseMatrix(objectToWorld);
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return objectToWorld;
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}
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void PolyModelRenderer::BeginDrawHUDModel(AActor *actor, const VSMatrix &objectToWorldMatrix)
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{
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ModelActor = actor;
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const_cast<VSMatrix &>(objectToWorldMatrix).copy(ObjectToWorld.matrix);
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}
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void PolyModelRenderer::EndDrawHUDModel(AActor *actor)
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{
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ModelActor = nullptr;
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}
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void PolyModelRenderer::SetInterpolation(double interpolation)
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{
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InterpolationFactor = (float)interpolation;
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}
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void PolyModelRenderer::SetMaterial(FTexture *skin, int clampmode, int translation)
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{
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SkinTexture = skin;
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}
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void PolyModelRenderer::DrawArrays(int primitiveType, int start, int count)
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{
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const auto &viewpoint = PolyRenderer::Instance()->Viewpoint;
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bool foggy = false;
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int actualextralight = foggy ? 0 : viewpoint.extralight << 4;
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sector_t *sector = ModelActor->Sector;
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bool fullbrightSprite = ((ModelActor->renderflags & RF_FULLBRIGHT) || (ModelActor->flags5 & MF5_BRIGHT));
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int lightlevel = fullbrightSprite ? 255 : ModelActor->Sector->lightlevel + actualextralight;
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TriMatrix swapYZ = TriMatrix::null();
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swapYZ.matrix[0 + 0 * 4] = 1.0f;
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swapYZ.matrix[1 + 2 * 4] = 1.0f;
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swapYZ.matrix[2 + 1 * 4] = 1.0f;
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swapYZ.matrix[3 + 3 * 4] = 1.0f;
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TriMatrix *transform = Thread->FrameMemory->NewObject<TriMatrix>();
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*transform = WorldToClip * swapYZ * ObjectToWorld;
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PolyDrawArgs args;
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args.SetLight(GetColorTable(sector->Colormap, sector->SpecialColors[sector_t::sprites], true), lightlevel, PolyRenderer::Instance()->Light.SpriteGlobVis(foggy), fullbrightSprite);
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args.SetTransform(transform);
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args.SetFaceCullCCW(true);
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args.SetStencilTestValue(StencilValue);
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args.SetClipPlane(0, PolyClipPlane());
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args.SetStyle(TriBlendMode::TextureOpaque);
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args.SetTexture(SkinTexture);
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args.SetDepthTest(true);
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args.SetWriteDepth(true);
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args.SetWriteStencil(false);
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args.DrawArray(Thread, VertexBuffer + start, count);
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}
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void PolyModelRenderer::DrawElements(int primitiveType, int numIndices, int elementType, size_t offset)
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{
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const auto &viewpoint = PolyRenderer::Instance()->Viewpoint;
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bool foggy = false;
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int actualextralight = foggy ? 0 : viewpoint.extralight << 4;
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sector_t *sector = ModelActor->Sector;
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bool fullbrightSprite = ((ModelActor->renderflags & RF_FULLBRIGHT) || (ModelActor->flags5 & MF5_BRIGHT));
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int lightlevel = fullbrightSprite ? 255 : ModelActor->Sector->lightlevel + actualextralight;
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TriMatrix swapYZ = TriMatrix::null();
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swapYZ.matrix[0 + 0 * 4] = 1.0f;
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swapYZ.matrix[1 + 2 * 4] = 1.0f;
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swapYZ.matrix[2 + 1 * 4] = 1.0f;
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swapYZ.matrix[3 + 3 * 4] = 1.0f;
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TriMatrix *transform = Thread->FrameMemory->NewObject<TriMatrix>();
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*transform = WorldToClip * swapYZ * ObjectToWorld;
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PolyDrawArgs args;
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args.SetLight(GetColorTable(sector->Colormap, sector->SpecialColors[sector_t::sprites], true), lightlevel, PolyRenderer::Instance()->Light.SpriteGlobVis(foggy), fullbrightSprite);
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args.SetTransform(transform);
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args.SetFaceCullCCW(true);
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args.SetStencilTestValue(StencilValue);
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args.SetClipPlane(0, PolyClipPlane());
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args.SetStyle(TriBlendMode::TextureOpaque);
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args.SetTexture(SkinTexture);
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args.SetDepthTest(true);
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args.SetWriteDepth(true);
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args.SetWriteStencil(false);
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args.DrawElements(Thread, VertexBuffer, IndexBuffer + offset / sizeof(unsigned int), numIndices);
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}
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float PolyModelRenderer::GetTimeFloat()
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{
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return 0.0f; // (float)gl_frameMS * (float)TICRATE / 1000.0f;
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}
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/////////////////////////////////////////////////////////////////////////////
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PolyModelVertexBuffer::PolyModelVertexBuffer(bool needindex, bool singleframe)
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{
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}
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PolyModelVertexBuffer::~PolyModelVertexBuffer()
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{
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}
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FModelVertex *PolyModelVertexBuffer::LockVertexBuffer(unsigned int size)
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{
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mVertexBuffer.Resize(size);
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return &mVertexBuffer[0];
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}
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void PolyModelVertexBuffer::UnlockVertexBuffer()
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{
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}
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unsigned int *PolyModelVertexBuffer::LockIndexBuffer(unsigned int size)
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{
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mIndexBuffer.Resize(size);
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return &mIndexBuffer[0];
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}
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void PolyModelVertexBuffer::UnlockIndexBuffer()
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{
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}
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void PolyModelVertexBuffer::SetupFrame(FModelRenderer *renderer, unsigned int frame1, unsigned int frame2, unsigned int size)
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{
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PolyModelRenderer *polyrenderer = (PolyModelRenderer *)renderer;
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if (true)//if (frame1 == frame2 || size == 0 || polyrenderer->InterpolationFactor == 0.f)
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{
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TriVertex *vertices = polyrenderer->Thread->FrameMemory->AllocMemory<TriVertex>(size);
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for (unsigned int i = 0; i < size; i++)
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{
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vertices[i] =
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{
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mVertexBuffer[frame1 + i].x,
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mVertexBuffer[frame1 + i].y,
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mVertexBuffer[frame1 + i].z,
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1.0f,
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mVertexBuffer[frame1 + i].u,
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mVertexBuffer[frame1 + i].v
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};
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}
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polyrenderer->VertexBuffer = vertices;
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polyrenderer->IndexBuffer = &mIndexBuffer[0];
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}
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else
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{
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TriVertex *vertices = polyrenderer->Thread->FrameMemory->AllocMemory<TriVertex>(size);
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float frac = polyrenderer->InterpolationFactor;
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for (unsigned int i = 0; i < size; i++)
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{
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vertices[i].x = mVertexBuffer[frame1 + i].x * (1.0f - frac) + mVertexBuffer[frame2 + i].x * frac;
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vertices[i].y = mVertexBuffer[frame1 + i].y * (1.0f - frac) + mVertexBuffer[frame2 + i].y * frac;
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vertices[i].z = mVertexBuffer[frame1 + i].z * (1.0f - frac) + mVertexBuffer[frame2 + i].z * frac;
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vertices[i].w = 1.0f;
|
||||
vertices[i].u = mVertexBuffer[frame1 + i].u;
|
||||
vertices[i].v = mVertexBuffer[frame1 + i].v;
|
||||
}
|
||||
|
||||
polyrenderer->VertexBuffer = vertices;
|
||||
polyrenderer->IndexBuffer = &mIndexBuffer[0];
|
||||
}
|
||||
}
|
82
src/polyrenderer/scene/poly_model.h
Normal file
82
src/polyrenderer/scene/poly_model.h
Normal file
|
@ -0,0 +1,82 @@
|
|||
/*
|
||||
** Polygon Doom software renderer
|
||||
** Copyright (c) 2016 Magnus Norddahl
|
||||
**
|
||||
** This software is provided 'as-is', without any express or implied
|
||||
** warranty. In no event will the authors be held liable for any damages
|
||||
** arising from the use of this software.
|
||||
**
|
||||
** Permission is granted to anyone to use this software for any purpose,
|
||||
** including commercial applications, and to alter it and redistribute it
|
||||
** freely, subject to the following restrictions:
|
||||
**
|
||||
** 1. The origin of this software must not be misrepresented; you must not
|
||||
** claim that you wrote the original software. If you use this software
|
||||
** in a product, an acknowledgment in the product documentation would be
|
||||
** appreciated but is not required.
|
||||
** 2. Altered source versions must be plainly marked as such, and must not be
|
||||
** misrepresented as being the original software.
|
||||
** 3. This notice may not be removed or altered from any source distribution.
|
||||
**
|
||||
*/
|
||||
|
||||
#pragma once
|
||||
|
||||
#include "polyrenderer/drawers/poly_triangle.h"
|
||||
#include "gl/data/gl_matrix.h"
|
||||
#include "gl/models/gl_models.h"
|
||||
|
||||
void PolyRenderModel(PolyRenderThread *thread, const TriMatrix &worldToClip, const PolyClipPlane &clipPlane, uint32_t stencilValue, float x, float y, float z, FSpriteModelFrame *smf, AActor *actor);
|
||||
void PolyRenderHUDModel(PolyRenderThread *thread, const TriMatrix &worldToClip, const PolyClipPlane &clipPlane, uint32_t stencilValue, DPSprite *psp, float ofsx, float ofsy);
|
||||
|
||||
class PolyModelRenderer : public FModelRenderer
|
||||
{
|
||||
public:
|
||||
PolyModelRenderer(PolyRenderThread *thread, const TriMatrix &worldToClip, const PolyClipPlane &clipPlane, uint32_t stencilValue) : Thread(thread), WorldToClip(worldToClip), ClipPlane(clipPlane), StencilValue(stencilValue) { }
|
||||
|
||||
void BeginDrawModel(AActor *actor, FSpriteModelFrame *smf, const VSMatrix &objectToWorldMatrix) override;
|
||||
void EndDrawModel(AActor *actor, FSpriteModelFrame *smf) override;
|
||||
IModelVertexBuffer *CreateVertexBuffer(bool needindex, bool singleframe) override;
|
||||
void SetVertexBuffer(IModelVertexBuffer *buffer) override;
|
||||
void ResetVertexBuffer() override;
|
||||
VSMatrix GetViewToWorldMatrix() override;
|
||||
void BeginDrawHUDModel(AActor *actor, const VSMatrix &objectToWorldMatrix) override;
|
||||
void EndDrawHUDModel(AActor *actor) override;
|
||||
void SetInterpolation(double interpolation) override;
|
||||
void SetMaterial(FTexture *skin, int clampmode, int translation) override;
|
||||
void DrawArrays(int primitiveType, int start, int count) override;
|
||||
void DrawElements(int primitiveType, int numIndices, int elementType, size_t offset) override;
|
||||
float GetTimeFloat() override;
|
||||
|
||||
PolyRenderThread *Thread = nullptr;
|
||||
const TriMatrix &WorldToClip;
|
||||
const PolyClipPlane &ClipPlane;
|
||||
uint32_t StencilValue = 0;
|
||||
|
||||
AActor *ModelActor = nullptr;
|
||||
TriMatrix ObjectToWorld;
|
||||
FTexture *SkinTexture = nullptr;
|
||||
unsigned int *IndexBuffer = nullptr;
|
||||
TriVertex *VertexBuffer = nullptr;
|
||||
float InterpolationFactor = 0.0;
|
||||
};
|
||||
|
||||
class PolyModelVertexBuffer : public IModelVertexBuffer
|
||||
{
|
||||
public:
|
||||
PolyModelVertexBuffer(bool needindex, bool singleframe);
|
||||
~PolyModelVertexBuffer();
|
||||
|
||||
FModelVertex *LockVertexBuffer(unsigned int size) override;
|
||||
void UnlockVertexBuffer() override;
|
||||
|
||||
unsigned int *LockIndexBuffer(unsigned int size) override;
|
||||
void UnlockIndexBuffer() override;
|
||||
|
||||
void SetupFrame(FModelRenderer *renderer, unsigned int frame1, unsigned int frame2, unsigned int size) override;
|
||||
|
||||
private:
|
||||
int mIndexFrame[2];
|
||||
TArray<FModelVertex> mVertexBuffer;
|
||||
TArray<unsigned int> mIndexBuffer;
|
||||
};
|
|
@ -29,6 +29,7 @@
|
|||
#include "polyrenderer/poly_renderer.h"
|
||||
#include "d_player.h"
|
||||
#include "polyrenderer/scene/poly_light.h"
|
||||
#include "polyrenderer/scene/poly_model.h"
|
||||
|
||||
EXTERN_CVAR(Bool, r_drawplayersprites)
|
||||
EXTERN_CVAR(Bool, r_deathcamera)
|
||||
|
@ -39,6 +40,10 @@ void RenderPolyPlayerSprites::Render(PolyRenderThread *thread)
|
|||
{
|
||||
// This code cannot be moved directly to RenderRemainingSprites because the engine
|
||||
// draws the canvas textures between this call and the final call to RenderRemainingSprites..
|
||||
//
|
||||
// We also can't move it because the model render code relies on it
|
||||
|
||||
renderHUDModel = gl_IsHUDModelForPlayerAvailable(players[consoleplayer].camera->player);
|
||||
|
||||
const auto &viewpoint = PolyRenderer::Instance()->Viewpoint;
|
||||
|
||||
|
@ -244,6 +249,12 @@ void RenderPolyPlayerSprites::RenderSprite(PolyRenderThread *thread, DPSprite *p
|
|||
sy += wy;
|
||||
}
|
||||
|
||||
if (renderHUDModel)
|
||||
{
|
||||
PolyRenderHUDModel(thread, PolyRenderer::Instance()->WorldToClip, PolyClipPlane(), 1, pspr, (float)sx, (float)sy);
|
||||
return;
|
||||
}
|
||||
|
||||
double yaspectMul = 1.2 * ((double)SCREENHEIGHT / SCREENWIDTH) * r_viewwindow.WidescreenRatio;
|
||||
|
||||
double pspritexscale = viewwindow.centerxwide / 160.0;
|
||||
|
|
|
@ -102,4 +102,5 @@ private:
|
|||
|
||||
TArray<PolyHWAccelPlayerSprite> AcceleratedSprites;
|
||||
sector_t tempsec;
|
||||
bool renderHUDModel = false;
|
||||
};
|
||||
|
|
|
@ -29,6 +29,7 @@
|
|||
#include "polyrenderer/poly_renderer.h"
|
||||
#include "polyrenderer/scene/poly_light.h"
|
||||
#include "polyrenderer/poly_renderthread.h"
|
||||
#include "polyrenderer/scene/poly_model.h"
|
||||
#include "r_data/r_vanillatrans.h"
|
||||
#include "actorinlines.h"
|
||||
|
||||
|
@ -73,6 +74,17 @@ bool RenderPolySprite::GetLine(AActor *thing, DVector2 &left, DVector2 &right)
|
|||
|
||||
void RenderPolySprite::Render(PolyRenderThread *thread, const TriMatrix &worldToClip, const PolyClipPlane &clipPlane, AActor *thing, subsector_t *sub, uint32_t stencilValue, float t1, float t2)
|
||||
{
|
||||
int spritenum = thing->sprite;
|
||||
bool isPicnumOverride = thing->picnum.isValid();
|
||||
FSpriteModelFrame *modelframe = isPicnumOverride ? nullptr : gl_FindModelFrame(thing->GetClass(), spritenum, thing->frame, !!(thing->flags & MF_DROPPED));
|
||||
if (modelframe)
|
||||
{
|
||||
const auto &viewpoint = PolyRenderer::Instance()->Viewpoint;
|
||||
DVector3 pos = thing->InterpolatedPosition(viewpoint.TicFrac);
|
||||
PolyRenderModel(thread, worldToClip, clipPlane, stencilValue, (float)pos.X, (float)pos.Y, (float)pos.Z, modelframe, thing);
|
||||
return;
|
||||
}
|
||||
|
||||
DVector2 line[2];
|
||||
if (!GetLine(thing, line[0], line[1]))
|
||||
return;
|
||||
|
|
Loading…
Reference in a new issue