- changed model data to store models and textures by index instead of by pointer.

The indices are needed for efficient precaching and actual changes to the logic are minor so that this was the best option overall.
This commit is contained in:
Christoph Oelckers 2016-05-03 15:45:21 +02:00
parent 0e14f00b51
commit f7fda94ec9
5 changed files with 73 additions and 65 deletions

View file

@ -73,32 +73,17 @@ 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()
@ -327,6 +312,9 @@ static void DeleteModelHash()
static int FindGFXFile(FString & fn)
{
int lump = Wads.CheckNumForFullName(fn); // if we find something that matches the name plus the extension, return it and do not enter the substitution logic below.
if (lump != -1) return lump;
int best = -1;
int dot = fn.LastIndexOf('.');
int slash = fn.LastIndexOf('/');
@ -349,7 +337,7 @@ static int FindGFXFile(FString & fn)
//
//===========================================================================
FTexture * LoadSkin(const char * path, const char * fn)
FTextureID LoadSkin(const char * path, const char * fn)
{
FString buffer;
@ -358,11 +346,11 @@ FTexture * LoadSkin(const char * path, const char * fn)
int texlump = FindGFXFile(buffer);
if (texlump>=0)
{
return TexMan.FindTexture(Wads.GetLumpFullName(texlump), FTexture::TEX_Any, FTextureManager::TEXMAN_TryAny);
return TexMan.CheckForTexture(Wads.GetLumpFullName(texlump), FTexture::TEX_Any, FTextureManager::TEXMAN_TryAny);
}
else
{
return nullptr;
return FNullTextureID();
}
}
@ -393,7 +381,7 @@ static int ModelFrameHash(FSpriteModelFrame * smf)
//
//===========================================================================
static FModel * FindModel(const char * path, const char * modelfile)
static unsigned FindModel(const char * path, const char * modelfile)
{
FModel * model = nullptr;
FString fullname;
@ -404,12 +392,12 @@ static FModel * FindModel(const char * path, const char * modelfile)
if (lump<0)
{
Printf("FindModel: '%s' not found\n", fullname.GetChars());
return nullptr;
return -1;
}
for(int i = 0; i< (int)Models.Size(); i++)
for(unsigned i = 0; i< Models.Size(); i++)
{
if (!Models[i]->mFileName.CompareNoCase(fullname)) return Models[i];
if (!Models[i]->mFileName.CompareNoCase(fullname)) return i;
}
int len = Wads.LumpLength(lump);
@ -434,7 +422,7 @@ static FModel * FindModel(const char * path, const char * modelfile)
if (!model->Load(path, lump, buffer, len))
{
delete model;
return nullptr;
return -1;
}
}
else
@ -448,13 +436,12 @@ static FModel * FindModel(const char * path, const char * modelfile)
else
{
Printf("LoadModel: Unknown model format in '%s'\n", fullname.GetChars());
return nullptr;
return -1;
}
}
// The vertex buffer cannot be initialized here because this gets called before OpenGL is initialized
model->mFileName = fullname;
Models.Push(model);
return model;
return Models.Push(model);
}
//===========================================================================
@ -493,8 +480,9 @@ void gl_InitModels()
{
FVoxelModel *md = (FVoxelModel*)Models[VoxelDefs[i]->Voxel->VoxelIndex];
memset(&smf, 0, sizeof(smf));
smf.models[0] = md;
smf.skins[0] = md->GetPaletteTexture();
smf.modelIDs[1] = smf.modelIDs[2] = smf.modelIDs[3] = -1;
smf.modelIDs[0] = VoxelDefs[i]->Voxel->VoxelIndex;
smf.skinIDs[0] = md->GetPaletteTexture();
smf.xscale = smf.yscale = smf.zscale = VoxelDefs[i]->Scale;
smf.angleoffset = VoxelDefs[i]->AngleOffset.Degrees;
if (VoxelDefs[i]->PlacedSpin != 0)
@ -523,6 +511,7 @@ void gl_InitModels()
}
memset(&smf, 0, sizeof(smf));
smf.modelIDs[0] = smf.modelIDs[1] = smf.modelIDs[2] = smf.modelIDs[3] = -1;
while ((Lump = Wads.FindLump("MODELDEF", &lastLump)) != -1)
{
FScanner sc(Lump);
@ -532,6 +521,7 @@ void gl_InitModels()
{
sc.MustGetString();
memset(&smf, 0, sizeof(smf));
smf.modelIDs[1] = smf.modelIDs[2] = smf.modelIDs[3] = -1;
smf.xscale=smf.yscale=smf.zscale=1.f;
smf.type = PClass::FindClass(sc.String);
@ -561,8 +551,8 @@ void gl_InitModels()
}
sc.MustGetString();
FixPathSeperator(sc.String);
smf.models[index] = FindModel(path.GetChars(), sc.String);
if (!smf.models[index])
smf.modelIDs[index] = FindModel(path.GetChars(), sc.String);
if (smf.modelIDs[index] == -1)
{
Printf("%s: model not found in %s\n", sc.String, path.GetChars());
}
@ -680,12 +670,12 @@ void gl_InitModels()
FixPathSeperator(sc.String);
if (sc.Compare(""))
{
smf.skins[index]=nullptr;
smf.skinIDs[index]=FNullTextureID();
}
else
{
smf.skins[index]=LoadSkin(path.GetChars(), sc.String);
if (smf.skins[index] == nullptr)
smf.skinIDs[index] = LoadSkin(path.GetChars(), sc.String);
if (!smf.skinIDs[index].isValid())
{
Printf("Skin '%s' not found in '%s'\n",
sc.String, smf.type->TypeName.GetChars());
@ -727,9 +717,10 @@ void gl_InitModels()
if (isframe)
{
sc.MustGetString();
if (smf.models[index]!=nullptr)
if (smf.modelIDs[index] != -1)
{
smf.modelframes[index] = smf.models[index]->FindFrame(sc.String);
FModel *model = Models[smf.modelIDs[index]];
smf.modelframes[index] = model->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;
@ -888,17 +879,17 @@ void gl_RenderFrameModels( const FSpriteModelFrame *smf,
for(int i=0; i<MAX_MODELS_PER_FRAME; i++)
{
FModel * mdl = smf->models[i];
if (mdl!=nullptr)
if (smf->modelIDs[i] != -1)
{
FModel * mdl = Models[smf->modelIDs[i]];
FTexture *tex = smf->skinIDs[i].isValid()? TexMan(smf->skinIDs[i]) : nullptr;
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);
mdl->RenderFrame(tex, smf->modelframes[i], smfNext->modelframes[i], inter, translation);
else
mdl->RenderFrame(smf->skins[i], smf->modelframes[i], smf->modelframes[i], 0.f, translation);
mdl->RenderFrame(tex, smf->modelframes[i], smf->modelframes[i], 0.f, translation);
gl_RenderState.SetVertexBuffer(GLRenderer->mVBO);
}
@ -998,7 +989,7 @@ void gl_RenderModel(GLSprite * spr)
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] != nullptr ? smf->models[0]->getAspectFactor() : 1.f) / glset.pixelstretch;
float stretch = (smf->modelIDs[0] != -1 ? Models[smf->modelIDs[0]]->getAspectFactor() : 1.f) / glset.pixelstretch;
gl_RenderState.mModelMatrix.scale(1, stretch, 1);

View file

@ -1,6 +1,7 @@
#ifndef __GL_MODELS_H_
#define __GL_MODELS_H_
#include "tarray.h"
#include "gl/utility/gl_geometric.h"
#include "gl/data/gl_vertexbuffer.h"
#include "p_pspr.h"
@ -16,7 +17,7 @@ enum { VX, VZ, VY };
#define MD3_MAGIC 0x33504449
#define NUMVERTEXNORMALS 162
FTexture * LoadSkin(const char * path, const char * fn);
FTextureID LoadSkin(const char * path, const char * fn);
class FModel
@ -124,7 +125,7 @@ protected:
int mLumpNum;
DMDHeader header;
DMDInfo info;
FTexture ** skins;
FTextureID * skins;
ModelFrame * frames;
bool allowTexComp; // Allow texture compression with this.
@ -201,7 +202,7 @@ class FMD3Model : public FModel
int numTriangles;
int numSkins;
FTexture ** skins;
FTextureID * skins;
MD3Triangle * tris;
MD3TexCoord * texcoords;
MD3Vertex * vertices;
@ -295,7 +296,7 @@ class FVoxelModel : public FModel
protected:
FVoxel *mVoxel;
bool mOwningVoxel; // if created through MODELDEF deleting this object must also delete the voxel object
FTexture *mPalette;
FTextureID mPalette;
unsigned int mNumIndices;
TArray<FModelVertex> mVertices;
TArray<unsigned int> mIndices;
@ -311,7 +312,7 @@ public:
void Initialize();
virtual int FindFrame(const char * name);
virtual void RenderFrame(FTexture * skin, int frame, int frame2, double inter, int translation=0);
FTexture *GetPaletteTexture() const { return mPalette; }
FTextureID GetPaletteTexture() const { return mPalette; }
void BuildVertexBuffer();
float getAspectFactor();
};
@ -338,8 +339,8 @@ enum
struct FSpriteModelFrame
{
FModel * models[MAX_MODELS_PER_FRAME];
FTexture * skins[MAX_MODELS_PER_FRAME];
int modelIDs[MAX_MODELS_PER_FRAME];
FTextureID skinIDs[MAX_MODELS_PER_FRAME];
int modelframes[MAX_MODELS_PER_FRAME];
float xscale, yscale, zscale;
// [BB] Added zoffset, rotation parameters and flags.
@ -368,4 +369,21 @@ void gl_RenderModel(GLSprite * spr);
void gl_RenderHUDModel(pspdef_t *psp, float ofsx, float ofsy);
bool gl_IsHUDModelForPlayerAvailable (player_t * player);
class DeletingModelArray : public TArray<FModel *>
{
public:
~DeletingModelArray()
{
for (unsigned i = 0; i<Size(); i++)
{
delete (*this)[i];
}
}
};
extern DeletingModelArray Models;
#endif

View file

@ -159,7 +159,7 @@ bool FDMDModel::Load(const char * path, int lumpnum, const char * buffer, int le
}
// Allocate and load in the data.
skins = new FTexture *[info.numSkins];
skins = new FTextureID[info.numSkins];
for (i = 0; i < info.numSkins; i++)
{
@ -364,8 +364,8 @@ void FDMDModel::RenderFrame(FTexture * skin, int frameno, int frameno2, double i
if (!skin)
{
if (info.numSkins == 0) return;
skin = skins[0];
if (info.numSkins == 0 || !skins[0].isValid()) return;
skin = TexMan(skins[0]);
if (!skin) return;
}
@ -469,7 +469,7 @@ bool FMD2Model::Load(const char * path, int lumpnum, const char * buffer, int le
return false;
}
skins = new FTexture *[info.numSkins];
skins = new FTextureID[info.numSkins];
for (i = 0; i < info.numSkins; i++)
{

View file

@ -179,14 +179,14 @@ bool FMD3Model::Load(const char * path, int lumpnum, const char * buffer, int le
// copy shaders (skins)
md3_shader_t * shader = (md3_shader_t*)(((char*)ss) + LittleLong(ss->Ofs_Shaders));
s->skins = new FTexture *[s->numSkins];
s->skins = new FTextureID[s->numSkins];
for (int i = 0; i < s->numSkins; i++)
{
// [BB] According to the MD3 spec, Name is supposed to include the full path.
s->skins[i] = LoadSkin("", shader[i].Name);
// [BB] Fall back and check if Name is relative.
if (s->skins[i] == nullptr)
if (!s->skins[i].isValid())
s->skins[i] = LoadSkin(path, shader[i].Name);
}
}
@ -344,8 +344,8 @@ void FMD3Model::RenderFrame(FTexture * skin, int frameno, int frameno2, double i
FTexture *surfaceSkin = skin;
if (!surfaceSkin)
{
if (surf->numSkins==0) return;
surfaceSkin = surf->skins[0];
if (surf->numSkins==0 || !surf->skins[0].isValid()) return;
surfaceSkin = TexMan(surf->skins[0]);
if (!surfaceSkin) return;
}

View file

@ -213,7 +213,7 @@ FVoxelModel::FVoxelModel(FVoxel *voxel, bool owned)
{
mVoxel = voxel;
mOwningVoxel = owned;
mPalette = new FVoxelTexture(voxel);
mPalette = TexMan.AddTexture(new FVoxelTexture(voxel));
}
//===========================================================================
@ -224,7 +224,6 @@ FVoxelModel::FVoxelModel(FVoxel *voxel, bool owned)
FVoxelModel::~FVoxelModel()
{
delete mPalette;
if (mOwningVoxel) delete mVoxel;
}