gzdoom-gles/src/swrenderer/things/r_model.h

114 lines
3.9 KiB
C++

/*
** 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 "r_data/matrix.h"
#include "r_data/models/models.h"
#include "swrenderer/r_renderthread.h"
#include "swrenderer/things/r_visiblesprite.h"
struct PolyLight;
namespace swrenderer
{
void RenderHUDModel(RenderThread *thread, DPSprite *psp, float ofsx, float ofsy);
class RenderModel : public VisibleSprite
{
public:
RenderModel(float x, float y, float z, FSpriteModelFrame *smf, AActor *actor, float idepth);
static void Project(RenderThread *thread, float x, float y, float z, FSpriteModelFrame *smf, AActor *actor);
protected:
void Render(RenderThread *thread, short *cliptop, short *clipbottom, int minZ, int maxZ, Fake3DTranslucent clip3DFloor) override;
bool IsModel() const override { return true; }
private:
float x, y, z;
FSpriteModelFrame *smf;
AActor *actor;
Mat4f WorldToClip;
bool MirrorWorldToClip;
};
class SWModelRenderer : public FModelRenderer
{
public:
SWModelRenderer(RenderThread *thread, Fake3DTranslucent clip3DFloor, Mat4f *worldToClip, bool mirrorWorldToClip);
void AddLights(AActor *actor);
ModelRendererType GetType() const override { return SWModelRendererType; }
void BeginDrawModel(AActor *actor, FSpriteModelFrame *smf, const VSMatrix &objectToWorldMatrix, bool mirrored) 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, bool mirrored) override;
void EndDrawHUDModel(AActor *actor) override;
void SetInterpolation(double interpolation) override;
void SetMaterial(FTexture *skin, bool clampNoFilter, int translation) override;
void DrawArrays(int start, int count) override;
void DrawElements(int numIndices, size_t offset) override;
void SetTransform();
RenderThread *Thread = nullptr;
Fake3DTranslucent Clip3DFloor;
AActor *ModelActor = nullptr;
Mat4f ObjectToWorld;
PolyClipPlane ClipTop, ClipBottom;
FTexture *SkinTexture = nullptr;
unsigned int *IndexBuffer = nullptr;
FModelVertex *VertexBuffer = nullptr;
float InterpolationFactor = 0.0;
Mat4f *WorldToClip = nullptr;
bool MirrorWorldToClip = false;
PolyLight *Lights = nullptr;
int NumLights = 0;
};
class SWModelVertexBuffer : public IModelVertexBuffer
{
public:
SWModelVertexBuffer(bool needindex, bool singleframe);
~SWModelVertexBuffer();
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:
TArray<FModelVertex> mVertexBuffer;
TArray<unsigned int> mIndexBuffer;
};
}