mirror of
https://github.com/ZDoom/gzdoom-gles.git
synced 2024-11-25 13:41:05 +00:00
- avoid reusing the same mVBuf pointer for the different renderers as that causes too many problems when switching between them
- remove gl_ prefix for model functions that are no longer GL specific
This commit is contained in:
parent
cc4a09a3d2
commit
31abe3df7e
20 changed files with 94 additions and 90 deletions
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@ -36,6 +36,7 @@ class FGLModelRenderer : public FModelRenderer
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public:
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FGLModelRenderer(int mli) : modellightindex(mli)
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{}
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ModelRendererType GetType() const override { return GLModelRendererType; }
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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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@ -121,9 +121,6 @@ FGLRenderer::FGLRenderer(OpenGLFrameBuffer *fb)
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mCustomPostProcessShaders = nullptr;
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}
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void gl_LoadModels();
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void gl_FlushModels();
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void FGLRenderer::Initialize(int width, int height)
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{
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mBuffers = new FGLRenderBuffers();
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@ -175,7 +172,6 @@ void FGLRenderer::Initialize(int width, int height)
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SetupLevel();
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mShaderManager = new FShaderManager;
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mSamplerManager = new FSamplerManager;
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gl_LoadModels();
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GLPortal::Initialize();
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}
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@ -184,7 +180,7 @@ FGLRenderer::~FGLRenderer()
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{
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GLPortal::Shutdown();
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gl_FlushModels();
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FlushModels();
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AActor::DeleteAllAttachedLights();
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FMaterial::FlushAll();
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if (legacyShaders) delete legacyShaders;
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@ -510,7 +510,7 @@ void GLSceneDrawer::EndDrawScene(sector_t * viewsector)
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gl_RenderState.EnableFog(false);
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// [BB] HUD models need to be rendered here.
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const bool renderHUDModel = gl_IsHUDModelForPlayerAvailable( players[consoleplayer].camera->player );
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const bool renderHUDModel = IsHUDModelForPlayerAvailable( players[consoleplayer].camera->player );
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if ( renderHUDModel )
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{
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// [BB] The HUD model should be drawn over everything else already drawn.
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@ -539,7 +539,7 @@ void GLSceneDrawer::EndDrawScene(sector_t * viewsector)
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void GLSceneDrawer::DrawEndScene2D(sector_t * viewsector)
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{
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const bool renderHUDModel = gl_IsHUDModelForPlayerAvailable(players[consoleplayer].camera->player);
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const bool renderHUDModel = IsHUDModelForPlayerAvailable(players[consoleplayer].camera->player);
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// This should be removed once all 2D stuff is really done through the 2D interface.
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gl_RenderState.mViewMatrix.loadIdentity();
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@ -448,7 +448,7 @@ void GLSprite::Process(HWDrawInfo *di, AActor* thing, sector_t * sector, area_t
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// exclude vertically moving objects from this check.
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if (!thing->Vel.isZero())
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{
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if (!gl_FindModelFrame(thing->GetClass(), spritenum, thing->frame, false))
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if (!FindModelFrame(thing->GetClass(), spritenum, thing->frame, false))
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{
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return;
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}
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@ -509,7 +509,7 @@ void GLSprite::Process(HWDrawInfo *di, AActor* thing, sector_t * sector, area_t
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z += fz;
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}
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modelframe = isPicnumOverride ? nullptr : gl_FindModelFrame(thing->GetClass(), spritenum, thing->frame, !!(thing->flags & MF_DROPPED));
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modelframe = isPicnumOverride ? nullptr : FindModelFrame(thing->GetClass(), spritenum, thing->frame, !!(thing->flags & MF_DROPPED));
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if (!modelframe)
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{
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bool mirror;
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@ -425,7 +425,7 @@ void HWDrawInfo::PreparePlayerSprites(sector_t * viewsector, area_t in_area)
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bool brightflash = false;
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AActor * playermo = players[consoleplayer].camera;
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player_t * player = playermo->player;
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const bool hudModelStep = gl_IsHUDModelForPlayerAvailable(player);
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const bool hudModelStep = IsHUDModelForPlayerAvailable(player);
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AActor *camera = r_viewpoint.camera;
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@ -448,7 +448,7 @@ void HWDrawInfo::PreparePlayerSprites(sector_t * viewsector, area_t in_area)
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for (DPSprite *psp = player->psprites; psp != nullptr && psp->GetID() < PSP_TARGETCENTER; psp = psp->GetNext())
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{
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if (!psp->GetState()) continue;
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FSpriteModelFrame *smf = playermo->player->ReadyWeapon ? gl_FindModelFrame(playermo->player->ReadyWeapon->GetClass(), psp->GetState()->sprite, psp->GetState()->GetFrame(), false) : nullptr;
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FSpriteModelFrame *smf = playermo->player->ReadyWeapon ? FindModelFrame(playermo->player->ReadyWeapon->GetClass(), psp->GetState()->sprite, psp->GetState()->GetFrame(), false) : nullptr;
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// This is an 'either-or' proposition. This maybe needs some work to allow overlays with weapon models but as originally implemented this just won't work.
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if (smf && !hudModelStep) continue;
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if (!smf && hudModelStep) continue;
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@ -119,7 +119,7 @@ void hw_PrecacheTexture(uint8_t *texhitlist, TMap<PClassActor*, bool> &actorhitl
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{
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auto &state = cls->GetStates()[i];
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spritelist[state.sprite].Insert(gltrans, true);
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FSpriteModelFrame * smf = gl_FindModelFrame(cls, state.sprite, state.Frame, false);
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FSpriteModelFrame * smf = FindModelFrame(cls, state.sprite, state.Frame, false);
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if (smf != NULL)
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{
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for (int i = 0; i < MAX_MODELS_PER_FRAME; i++)
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@ -33,9 +33,6 @@
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#include "actorinlines.h"
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#include "i_time.h"
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void gl_FlushModels();
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bool polymodelsInUse;
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void PolyRenderModel(PolyRenderThread *thread, const Mat4f &worldToClip, 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, stencilValue);
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@ -52,11 +49,6 @@ void PolyRenderHUDModel(PolyRenderThread *thread, const Mat4f &worldToClip, uint
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PolyModelRenderer::PolyModelRenderer(PolyRenderThread *thread, const Mat4f &worldToClip, uint32_t stencilValue) : Thread(thread), WorldToClip(worldToClip), StencilValue(stencilValue)
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{
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if (!polymodelsInUse)
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{
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gl_FlushModels();
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polymodelsInUse = true;
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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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@ -34,6 +34,8 @@ class PolyModelRenderer : public FModelRenderer
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public:
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PolyModelRenderer(PolyRenderThread *thread, const Mat4f &worldToClip, uint32_t stencilValue);
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ModelRendererType GetType() const override { return PolyModelRendererType; }
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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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@ -60,7 +60,7 @@ void RenderPolyPlayerSprites::Render(PolyRenderThread *thread)
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(r_deathcamera && viewpoint.camera->health <= 0))
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return;
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renderHUDModel = r_models && gl_IsHUDModelForPlayerAvailable(players[consoleplayer].camera->player);
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renderHUDModel = r_models && IsHUDModelForPlayerAvailable(players[consoleplayer].camera->player);
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PolyTransferHeights fakeflat(viewpoint.camera->subsector);
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@ -78,7 +78,7 @@ void RenderPolySprite::Render(PolyRenderThread *thread, AActor *thing, subsector
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{
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int spritenum = thing->sprite;
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bool isPicnumOverride = thing->picnum.isValid();
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FSpriteModelFrame *modelframe = isPicnumOverride ? nullptr : gl_FindModelFrame(thing->GetClass(), spritenum, thing->frame, !!(thing->flags & MF_DROPPED));
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FSpriteModelFrame *modelframe = isPicnumOverride ? nullptr : FindModelFrame(thing->GetClass(), spritenum, thing->frame, !!(thing->flags & MF_DROPPED));
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if (modelframe)
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{
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const auto &viewpoint = PolyRenderer::Instance()->Viewpoint;
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@ -171,7 +171,7 @@ void FModelRenderer::RenderModel(float x, float y, float z, FSpriteModelFrame *s
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void FModelRenderer::RenderHUDModel(DPSprite *psp, float ofsX, float ofsY)
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{
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AActor * playermo = players[consoleplayer].camera;
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FSpriteModelFrame *smf = gl_FindModelFrame(playermo->player->ReadyWeapon->GetClass(), psp->GetState()->sprite, psp->GetState()->GetFrame(), false);
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FSpriteModelFrame *smf = FindModelFrame(playermo->player->ReadyWeapon->GetClass(), psp->GetState()->sprite, psp->GetState()->GetFrame(), false);
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// [BB] No model found for this sprite, so we can't render anything.
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if (smf == nullptr)
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@ -247,7 +247,7 @@ void FModelRenderer::RenderFrameModels(const FSpriteModelFrame *smf, const FStat
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}
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}
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if (inter != 0.0)
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smfNext = gl_FindModelFrame(ti, nextState->sprite, nextState->Frame, false);
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smfNext = FindModelFrame(ti, nextState->sprite, nextState->Frame, false);
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}
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}
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}
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@ -259,7 +259,7 @@ void FModelRenderer::RenderFrameModels(const FSpriteModelFrame *smf, const FStat
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FModel * mdl = Models[smf->modelIDs[i]];
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FTexture *tex = smf->skinIDs[i].isValid() ? TexMan(smf->skinIDs[i]) : nullptr;
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mdl->BuildVertexBuffer(this);
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SetVertexBuffer(mdl->mVBuf);
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SetVertexBuffer(mdl->GetVertexBuffer(this));
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mdl->PushSpriteMDLFrame(smf, i);
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@ -275,17 +275,7 @@ void FModelRenderer::RenderFrameModels(const FSpriteModelFrame *smf, const FStat
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/////////////////////////////////////////////////////////////////////////////
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void gl_LoadModels()
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{
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/*
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for (int i = Models.Size() - 1; i >= 0; i--)
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{
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Models[i]->BuildVertexBuffer();
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}
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*/
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}
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void gl_FlushModels()
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void FlushModels()
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{
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for (int i = Models.Size() - 1; i >= 0; i--)
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{
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@ -295,9 +285,24 @@ void gl_FlushModels()
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/////////////////////////////////////////////////////////////////////////////
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FModel::FModel()
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{
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for (int i = 0; i < NumModelRendererTypes; i++)
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mVBuf[i] = nullptr;
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}
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FModel::~FModel()
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{
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if (mVBuf != nullptr) delete mVBuf;
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DestroyVertexBuffer();
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}
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void FModel::DestroyVertexBuffer()
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{
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for (int i = 0; i < NumModelRendererTypes; i++)
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{
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delete mVBuf[i];
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mVBuf[i] = nullptr;
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}
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}
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static TArray<FSpriteModelFrame> SpriteModelFrames;
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@ -842,11 +847,11 @@ void gl_InitModels()
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//===========================================================================
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//
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// gl_FindModelFrame
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// FindModelFrame
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//
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//===========================================================================
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FSpriteModelFrame * gl_FindModelFrame(const PClass * ti, int sprite, int frame, bool dropped)
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FSpriteModelFrame * FindModelFrame(const PClass * ti, int sprite, int frame, bool dropped)
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{
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if (GetDefaultByType(ti)->hasmodel)
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{
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@ -887,11 +892,11 @@ FSpriteModelFrame * gl_FindModelFrame(const PClass * ti, int sprite, int frame,
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//===========================================================================
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//
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// gl_IsHUDModelForPlayerAvailable
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// IsHUDModelForPlayerAvailable
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//
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//===========================================================================
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bool gl_IsHUDModelForPlayerAvailable (player_t * player)
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bool IsHUDModelForPlayerAvailable (player_t * player)
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{
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if (player == nullptr || player->ReadyWeapon == nullptr)
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return false;
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@ -902,7 +907,7 @@ bool gl_IsHUDModelForPlayerAvailable (player_t * player)
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return false;
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FState* state = psp->GetState();
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FSpriteModelFrame *smf = gl_FindModelFrame(player->ReadyWeapon->GetClass(), state->sprite, state->GetFrame(), false);
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FSpriteModelFrame *smf = FindModelFrame(player->ReadyWeapon->GetClass(), state->sprite, state->GetFrame(), false);
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return ( smf != nullptr );
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}
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@ -46,6 +46,14 @@ FTextureID LoadSkin(const char * path, const char * fn);
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struct FSpriteModelFrame;
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class IModelVertexBuffer;
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enum ModelRendererType
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{
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GLModelRendererType,
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SWModelRendererType,
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PolyModelRendererType,
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NumModelRendererTypes
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};
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class FModelRenderer
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{
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public:
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@ -54,6 +62,8 @@ public:
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void RenderModel(float x, float y, float z, FSpriteModelFrame *modelframe, AActor *actor);
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void RenderHUDModel(DPSprite *psp, float ofsx, float ofsy);
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virtual ModelRendererType GetType() const = 0;
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virtual void BeginDrawModel(AActor *actor, FSpriteModelFrame *smf, const VSMatrix &objectToWorldMatrix) = 0;
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virtual void EndDrawModel(AActor *actor, FSpriteModelFrame *smf) = 0;
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@ -122,11 +132,7 @@ public:
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class FModel
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{
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public:
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FModel()
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{
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mVBuf = NULL;
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}
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FModel();
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virtual ~FModel();
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virtual bool Load(const char * fn, int lumpnum, const char * buffer, int length) = 0;
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@ -134,19 +140,20 @@ public:
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virtual void RenderFrame(FModelRenderer *renderer, FTexture * skin, int frame, int frame2, double inter, int translation=0) = 0;
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virtual void BuildVertexBuffer(FModelRenderer *renderer) = 0;
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virtual void AddSkins(uint8_t *hitlist) = 0;
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void DestroyVertexBuffer()
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{
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delete mVBuf;
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mVBuf = NULL;
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}
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virtual float getAspectFactor() { return 1.f; }
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void SetVertexBuffer(FModelRenderer *renderer, IModelVertexBuffer *buffer) { mVBuf[renderer->GetType()] = buffer; }
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IModelVertexBuffer *GetVertexBuffer(FModelRenderer *renderer) const { return mVBuf[renderer->GetType()]; }
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void DestroyVertexBuffer();
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const FSpriteModelFrame *curSpriteMDLFrame;
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int curMDLIndex;
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void PushSpriteMDLFrame(const FSpriteModelFrame *smf, int index) { curSpriteMDLFrame = smf; curMDLIndex = index; };
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IModelVertexBuffer *mVBuf;
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FString mFileName;
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private:
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IModelVertexBuffer *mVBuf[NumModelRendererTypes];
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};
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class FDMDModel : public FModel
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@ -472,9 +479,9 @@ struct FSpriteModelFrame
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float pitchoffset, rolloffset; // I don't want to bother with type transformations, so I made this variables float.
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};
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FSpriteModelFrame * gl_FindModelFrame(const PClass * ti, int sprite, int frame, bool dropped);
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bool gl_IsHUDModelForPlayerAvailable (player_t * player);
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FSpriteModelFrame * FindModelFrame(const PClass * ti, int sprite, int frame, bool dropped);
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bool IsHUDModelForPlayerAvailable(player_t * player);
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void FlushModels();
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class DeletingModelArray : public TArray<FModel *>
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{
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@ -279,15 +279,17 @@ FDMDModel::~FDMDModel()
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void FDMDModel::BuildVertexBuffer(FModelRenderer *renderer)
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{
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if (mVBuf == NULL)
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if (!GetVertexBuffer(renderer))
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{
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LoadGeometry();
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int VertexBufferSize = info.numFrames * lodInfo[0].numTriangles * 3;
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unsigned int vindex = 0;
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mVBuf = renderer->CreateVertexBuffer(false, info.numFrames == 1);
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FModelVertex *vertptr = mVBuf->LockVertexBuffer(VertexBufferSize);
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auto vbuf = renderer->CreateVertexBuffer(false, info.numFrames == 1);
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SetVertexBuffer(renderer, vbuf);
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FModelVertex *vertptr = vbuf->LockVertexBuffer(VertexBufferSize);
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for (int i = 0; i < info.numFrames; i++)
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{
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@ -313,7 +315,7 @@ void FDMDModel::BuildVertexBuffer(FModelRenderer *renderer)
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tri++;
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}
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}
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mVBuf->UnlockVertexBuffer();
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vbuf->UnlockVertexBuffer();
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UnloadGeometry();
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}
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}
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@ -368,7 +370,7 @@ void FDMDModel::RenderFrame(FModelRenderer *renderer, FTexture * skin, int frame
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renderer->SetInterpolation(inter);
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renderer->SetMaterial(skin, false, translation);
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mVBuf->SetupFrame(renderer, frames[frameno].vindex, frames[frameno2].vindex, lodInfo[0].numTriangles * 3);
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GetVertexBuffer(renderer)->SetupFrame(renderer, frames[frameno].vindex, frames[frameno2].vindex, lodInfo[0].numTriangles * 3);
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renderer->DrawArrays(0, lodInfo[0].numTriangles * 3);
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renderer->SetInterpolation(0.f);
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}
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@ -237,7 +237,7 @@ void FMD3Model::LoadGeometry()
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void FMD3Model::BuildVertexBuffer(FModelRenderer *renderer)
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{
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if (mVBuf == nullptr)
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if (!GetVertexBuffer(renderer))
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{
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LoadGeometry();
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@ -251,9 +251,11 @@ void FMD3Model::BuildVertexBuffer(FModelRenderer *renderer)
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ibufsize += 3 * surf->numTriangles;
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}
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mVBuf = renderer->CreateVertexBuffer(true, numFrames == 1);
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FModelVertex *vertptr = mVBuf->LockVertexBuffer(vbufsize);
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unsigned int *indxptr = mVBuf->LockIndexBuffer(ibufsize);
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auto vbuf = renderer->CreateVertexBuffer(true, numFrames == 1);
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SetVertexBuffer(renderer, vbuf);
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FModelVertex *vertptr = vbuf->LockVertexBuffer(vbufsize);
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unsigned int *indxptr = vbuf->LockIndexBuffer(ibufsize);
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assert(vertptr != nullptr && indxptr != nullptr);
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@ -285,8 +287,8 @@ void FMD3Model::BuildVertexBuffer(FModelRenderer *renderer)
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}
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surf->UnloadGeometry();
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}
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mVBuf->UnlockVertexBuffer();
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mVBuf->UnlockIndexBuffer();
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vbuf->UnlockVertexBuffer();
|
||||
vbuf->UnlockIndexBuffer();
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -365,7 +367,7 @@ void FMD3Model::RenderFrame(FModelRenderer *renderer, FTexture * skin, int frame
|
|||
}
|
||||
|
||||
renderer->SetMaterial(surfaceSkin, false, translation);
|
||||
mVBuf->SetupFrame(renderer, surf->vindex + frameno * surf->numVertices, surf->vindex + frameno2 * surf->numVertices, surf->numVertices);
|
||||
GetVertexBuffer(renderer)->SetupFrame(renderer, surf->vindex + frameno * surf->numVertices, surf->vindex + frameno2 * surf->numVertices, surf->numVertices);
|
||||
renderer->DrawElements(surf->numTriangles * 3, surf->iindex * sizeof(unsigned int));
|
||||
}
|
||||
renderer->SetInterpolation(0.f);
|
||||
|
|
|
@ -198,7 +198,7 @@ void FUE1Model::RenderFrame( FModelRenderer *renderer, FTexture *skin, int frame
|
|||
}
|
||||
}
|
||||
renderer->SetMaterial(sskin,false,translation);
|
||||
mVBuf->SetupFrame(renderer,vofs+frame*fsize,vofs+frame2*fsize,vsize);
|
||||
GetVertexBuffer(renderer)->SetupFrame(renderer,vofs+frame*fsize,vofs+frame2*fsize,vsize);
|
||||
renderer->DrawArrays(0,vsize);
|
||||
vofs += vsize;
|
||||
}
|
||||
|
@ -207,14 +207,15 @@ void FUE1Model::RenderFrame( FModelRenderer *renderer, FTexture *skin, int frame
|
|||
|
||||
void FUE1Model::BuildVertexBuffer( FModelRenderer *renderer )
|
||||
{
|
||||
if ( mVBuf != NULL )
|
||||
if (GetVertexBuffer(renderer))
|
||||
return;
|
||||
int vsize = 0;
|
||||
for ( int i=0; i<numGroups; i++ )
|
||||
vsize += groups[i].numPolys*3;
|
||||
vsize *= numFrames;
|
||||
mVBuf = renderer->CreateVertexBuffer(false,numFrames==1);
|
||||
FModelVertex *vptr = mVBuf->LockVertexBuffer(vsize);
|
||||
auto vbuf = renderer->CreateVertexBuffer(false,numFrames==1);
|
||||
SetVertexBuffer(renderer, vbuf);
|
||||
FModelVertex *vptr = vbuf->LockVertexBuffer(vsize);
|
||||
int vidx = 0;
|
||||
for ( int i=0; i<numFrames; i++ )
|
||||
{
|
||||
|
@ -233,7 +234,7 @@ void FUE1Model::BuildVertexBuffer( FModelRenderer *renderer )
|
|||
}
|
||||
}
|
||||
}
|
||||
mVBuf->UnlockVertexBuffer();
|
||||
vbuf->UnlockVertexBuffer();
|
||||
}
|
||||
|
||||
void FUE1Model::AddSkins( uint8_t *hitlist )
|
||||
|
|
|
@ -321,19 +321,21 @@ void FVoxelModel::Initialize()
|
|||
|
||||
void FVoxelModel::BuildVertexBuffer(FModelRenderer *renderer)
|
||||
{
|
||||
if (mVBuf == NULL)
|
||||
if (!GetVertexBuffer(renderer))
|
||||
{
|
||||
Initialize();
|
||||
|
||||
mVBuf = renderer->CreateVertexBuffer(true, true);
|
||||
FModelVertex *vertptr = mVBuf->LockVertexBuffer(mVertices.Size());
|
||||
unsigned int *indxptr = mVBuf->LockIndexBuffer(mIndices.Size());
|
||||
auto vbuf = renderer->CreateVertexBuffer(true, true);
|
||||
SetVertexBuffer(renderer, vbuf);
|
||||
|
||||
FModelVertex *vertptr = vbuf->LockVertexBuffer(mVertices.Size());
|
||||
unsigned int *indxptr = vbuf->LockIndexBuffer(mIndices.Size());
|
||||
|
||||
memcpy(vertptr, &mVertices[0], sizeof(FModelVertex)* mVertices.Size());
|
||||
memcpy(indxptr, &mIndices[0], sizeof(unsigned int)* mIndices.Size());
|
||||
|
||||
mVBuf->UnlockVertexBuffer();
|
||||
mVBuf->UnlockIndexBuffer();
|
||||
vbuf->UnlockVertexBuffer();
|
||||
vbuf->UnlockIndexBuffer();
|
||||
mNumIndices = mIndices.Size();
|
||||
|
||||
// delete our temporary buffers
|
||||
|
@ -398,7 +400,7 @@ float FVoxelModel::getAspectFactor()
|
|||
void FVoxelModel::RenderFrame(FModelRenderer *renderer, FTexture * skin, int frame, int frame2, double inter, int translation)
|
||||
{
|
||||
renderer->SetMaterial(skin, true, translation);
|
||||
mVBuf->SetupFrame(renderer, 0, 0, 0);
|
||||
GetVertexBuffer(renderer)->SetupFrame(renderer, 0, 0, 0);
|
||||
renderer->DrawElements(mNumIndices, 0);
|
||||
}
|
||||
|
||||
|
|
|
@ -962,7 +962,7 @@ namespace swrenderer
|
|||
{
|
||||
int spritenum = thing->sprite;
|
||||
bool isPicnumOverride = thing->picnum.isValid();
|
||||
FSpriteModelFrame *modelframe = isPicnumOverride ? nullptr : gl_FindModelFrame(thing->GetClass(), spritenum, thing->frame, !!(thing->flags & MF_DROPPED));
|
||||
FSpriteModelFrame *modelframe = isPicnumOverride ? nullptr : FindModelFrame(thing->GetClass(), spritenum, thing->frame, !!(thing->flags & MF_DROPPED));
|
||||
if (modelframe && (thing->Pos() - Thread->Viewport->viewpoint.Pos).LengthSquared() < model_distance_cull)
|
||||
{
|
||||
DVector3 pos = thing->InterpolatedPosition(Thread->Viewport->viewpoint.TicFrac);
|
||||
|
|
|
@ -34,9 +34,6 @@
|
|||
#include "swrenderer/viewport/r_viewport.h"
|
||||
#include "swrenderer/scene/r_light.h"
|
||||
|
||||
void gl_FlushModels();
|
||||
extern bool polymodelsInUse;
|
||||
|
||||
namespace swrenderer
|
||||
{
|
||||
void RenderModel::Project(RenderThread *thread, float x, float y, float z, FSpriteModelFrame *smf, AActor *actor)
|
||||
|
@ -83,11 +80,6 @@ namespace swrenderer
|
|||
|
||||
SWModelRenderer::SWModelRenderer(RenderThread *thread, Fake3DTranslucent clip3DFloor) : Thread(thread), Clip3DFloor(clip3DFloor)
|
||||
{
|
||||
if (polymodelsInUse)
|
||||
{
|
||||
gl_FlushModels();
|
||||
polymodelsInUse = false;
|
||||
}
|
||||
}
|
||||
|
||||
void SWModelRenderer::BeginDrawModel(AActor *actor, FSpriteModelFrame *smf, const VSMatrix &objectToWorldMatrix)
|
||||
|
|
|
@ -54,6 +54,8 @@ namespace swrenderer
|
|||
public:
|
||||
SWModelRenderer(RenderThread *thread, Fake3DTranslucent clip3DFloor);
|
||||
|
||||
ModelRendererType GetType() const override { return SWModelRendererType; }
|
||||
|
||||
void BeginDrawModel(AActor *actor, FSpriteModelFrame *smf, const VSMatrix &objectToWorldMatrix) override;
|
||||
void EndDrawModel(AActor *actor, FSpriteModelFrame *smf) override;
|
||||
IModelVertexBuffer *CreateVertexBuffer(bool needindex, bool singleframe) override;
|
||||
|
|
|
@ -94,7 +94,7 @@ namespace swrenderer
|
|||
(r_deathcamera && Thread->Viewport->viewpoint.camera->health <= 0))
|
||||
return;
|
||||
|
||||
renderHUDModel = r_models && gl_IsHUDModelForPlayerAvailable(players[consoleplayer].camera->player);
|
||||
renderHUDModel = r_models && IsHUDModelForPlayerAvailable(players[consoleplayer].camera->player);
|
||||
|
||||
FDynamicColormap *basecolormap;
|
||||
CameraLight *cameraLight = CameraLight::Instance();
|
||||
|
|
Loading…
Reference in a new issue