- simplified MD2 drawing code as preparation for a buffer based implementation.

This commit is contained in:
Christoph Oelckers 2014-06-19 13:37:30 +02:00
parent 6457ced53f
commit 59522f7065
4 changed files with 39 additions and 81 deletions

View File

@ -125,7 +125,7 @@ protected:
char *vertexUsage; // Bitfield for each vertex.
bool allowTexComp; // Allow texture compression with this.
static void RenderGLCommands(void *glCommands, unsigned int numVertices,FModelVertex * vertices);
static void RenderGLCommands(void *glCommands, unsigned int numVertices,FModelVertex * vertices, FModelVertex *vertices2, double inter);
public:
FDMDModel()

View File

@ -263,11 +263,13 @@ int FDMDModel::FindFrame(const char * name)
// Render a set of GL commands using the given data.
//
//===========================================================================
void FDMDModel::RenderGLCommands(void *glCommands, unsigned int numVertices,FModelVertex * vertices)
void FDMDModel::RenderGLCommands(void *glCommands, unsigned int numVertices, FModelVertex * vertices, FModelVertex *vertices2, double inter)
{
char *pos;
FGLCommandVertex * v;
int count;
const bool interpolate = (vertices2 != NULL && inter != 0.);
gl_RenderState.Apply();
for(pos = (char*)glCommands; *pos;)
@ -277,101 +279,55 @@ void FDMDModel::RenderGLCommands(void *glCommands, unsigned int numVertices,FMod
// The type of primitive depends on the sign.
glBegin(count > 0 ? GL_TRIANGLE_STRIP : GL_TRIANGLE_FAN);
count = abs(count);
while(count--)
while (count--)
{
v = (FGLCommandVertex *) pos;
v = (FGLCommandVertex *)pos;
pos += sizeof(FGLCommandVertex);
glTexCoord2fv(&v->s);
glVertex3fv((float*)&vertices[v->index]);
if (!interpolate)
{
glVertex3fv(vertices[v->index].xyz);
}
else
{
float interp[3];
for (int i = 0; i < 3; i++)
interp[i] = inter * vertices[v->index].xyz[i] + (1. - inter) * vertices2[v->index].xyz[i];
glVertex3fv(interp);
}
}
glEnd();
}
}
void FDMDModel::RenderFrameInterpolated(FTexture * skin, int frameno, int frameno2, double inter, int translation)
{
if (frameno >= info.numFrames || frameno2 >= info.numFrames) return;
if (!skin)
{
if (info.numSkins == 0) return;
skin = skins[0];
if (!skin) return;
}
FMaterial * tex = FMaterial::ValidateTexture(skin);
tex->Bind(0, translation);
RenderGLCommands(lods[0].glCommands, info.numVertices, frames[frameno].vertices, frames[frameno2].vertices, inter);
}
void FDMDModel::RenderFrame(FTexture * skin, int frameno, int translation)
{
int activeLod;
if (frameno>=info.numFrames) return;
ModelFrame * frame = &frames[frameno];
//int mainFlags = mf->flags;
if (!skin)
{
if (info.numSkins==0) return;
skin = skins[0];
if (!skin) return;
}
FMaterial * tex = FMaterial::ValidateTexture(skin);
tex->Bind(0, translation);
int numVerts = info.numVertices;
// Determine the suitable LOD.
/*
if(info.numLODs > 1 && rend_model_lod != 0)
{
float lodFactor = rend_model_lod * screen->Width() / 640.0f / (GLRenderer->mCurrentFoV / 90.0f);
if(lodFactor) lodFactor = 1 / lodFactor;
// Determine the LOD we will be using.
activeLod = (int) (lodFactor * spr->distance);
if(activeLod < 0) activeLod = 0;
if(activeLod >= mdl->info.numLODs) activeLod = mdl->info.numLODs - 1;
vertexUsage = mdl->vertexUsage;
}
else
*/
{
activeLod = 0;
}
RenderGLCommands(lods[activeLod].glCommands, numVerts, frame->vertices/*, modelColors, NULL*/);
RenderFrameInterpolated(skin, frameno, frameno, 0., translation);
}
void FDMDModel::RenderFrameInterpolated(FTexture * skin, int frameno, int frameno2, double inter, int translation)
{
int activeLod = 0;
if (frameno>=info.numFrames || frameno2>=info.numFrames) return;
FModelVertex *vertices1 = frames[frameno].vertices;
FModelVertex *vertices2 = frames[frameno2].vertices;
if (!skin)
{
if (info.numSkins==0) return;
skin = skins[0];
if (!skin) return;
}
FMaterial * tex = FMaterial::ValidateTexture(skin);
tex->Bind(0, translation);
int numVerts = info.numVertices;
// [BB] Calculate the interpolated vertices by linear interpolation.
FModelVertex *verticesInterpolated = new FModelVertex[numVerts];
for( int k = 0; k < numVerts; k++ )
{
for ( int i = 0; i < 3; i++ )
verticesInterpolated[k].xyz[i] = (1-inter)*vertices1[k].xyz[i]+ (inter)*vertices2[k].xyz[i];
}
RenderGLCommands(lods[activeLod].glCommands, numVerts, verticesInterpolated/*, modelColors, NULL*/);
delete[] verticesInterpolated;
}
//===========================================================================
//
// FMD2Model::Load

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@ -144,6 +144,7 @@ void gl_LoadExtensions()
if (CheckExtension("GL_ARB_texture_compression")) gl.flags|=RFL_TEXTURE_COMPRESSION;
if (CheckExtension("GL_EXT_texture_compression_s3tc")) gl.flags|=RFL_TEXTURE_COMPRESSION_S3TC;
if (gl.version >= 4.f && CheckExtension("GL_ARB_buffer_storage")) gl.flags |= RFL_BUFFER_STORAGE;
if (gl.version >= 3.2f || CheckExtension("GL_ARB_draw_elements_base_vertex")) gl.flags |= RFL_BASEINDEX;
glGetIntegerv(GL_MAX_TEXTURE_SIZE,&gl.max_texturesize);
glPixelStorei(GL_UNPACK_ALIGNMENT, 1);

View File

@ -12,6 +12,7 @@ enum RenderFlags
RFL_FRAMEBUFFER = 4,
RFL_BUFFER_STORAGE = 8,
RFL_SHADER_STORAGE_BUFFER = 16,
RFL_BASEINDEX = 32,
};
enum TexMode