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- changed all model related references to level.
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parent
8652f140f2
commit
473892dede
7 changed files with 19 additions and 18 deletions
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@ -160,7 +160,7 @@ void hw_GetDynModelLight(AActor *self, FDynLightData &modellightdata)
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float radiusSquared = (float)(self->renderradius * self->renderradius);
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dl_validcount++;
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BSPWalkCircle(x, y, radiusSquared, [&](subsector_t *subsector) // Iterate through all subsectors potentially touched by actor
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BSPWalkCircle(self->Level, x, y, radiusSquared, [&](subsector_t *subsector) // Iterate through all subsectors potentially touched by actor
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{
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auto section = subsector->section;
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if (section->validcount == dl_validcount) return; // already done from a previous subsector.
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@ -122,7 +122,7 @@ void PolyModelRenderer::AddLights(AActor *actor)
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float z = (float)actor->Center();
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float radiusSquared = (float)(actor->renderradius * actor->renderradius);
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BSPWalkCircle(x, y, radiusSquared, [&](subsector_t *subsector) // Iterate through all subsectors potentially touched by actor
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BSPWalkCircle(actor->Level, x, y, radiusSquared, [&](subsector_t *subsector) // Iterate through all subsectors potentially touched by actor
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{
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FLightNode * node = subsector->section->lighthead;
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while (node) // check all lights touching a subsector
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@ -167,13 +167,13 @@ void FModelRenderer::RenderModel(float x, float y, float z, FSpriteModelFrame *s
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objectToWorldMatrix.rotate(-smf->rolloffset, 1, 0, 0);
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// consider the pixel stretching. For non-voxels this must be factored out here
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float stretch = (smf->modelIDs[0] != -1 ? Models[smf->modelIDs[0]]->getAspectFactor() : 1.f) / actor->Level->info->pixelstretch;
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float stretch = (smf->modelIDs[0] != -1 ? Models[smf->modelIDs[0]]->getAspectFactor(actor->Level) : 1.f) / actor->Level->info->pixelstretch;
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objectToWorldMatrix.scale(1, stretch, 1);
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float orientation = scaleFactorX * scaleFactorY * scaleFactorZ;
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BeginDrawModel(actor, smf, objectToWorldMatrix, orientation < 0);
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RenderFrameModels(smf, actor->state, actor->tics, actor->GetClass(), translation);
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RenderFrameModels(actor->Level, smf, actor->state, actor->tics, actor->GetClass(), translation);
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EndDrawModel(actor, smf);
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}
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@ -211,11 +211,11 @@ void FModelRenderer::RenderHUDModel(DPSprite *psp, float ofsX, float ofsY)
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float orientation = smf->xscale * smf->yscale * smf->zscale;
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BeginDrawHUDModel(playermo, objectToWorldMatrix, orientation < 0);
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RenderFrameModels(smf, psp->GetState(), psp->GetTics(), playermo->player->ReadyWeapon->GetClass(), 0);
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RenderFrameModels(playermo->Level, smf, psp->GetState(), psp->GetTics(), playermo->player->ReadyWeapon->GetClass(), 0);
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EndDrawHUDModel(playermo);
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}
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void FModelRenderer::RenderFrameModels(const FSpriteModelFrame *smf, const FState *curState, const int curTics, const PClass *ti, int translation)
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void FModelRenderer::RenderFrameModels(FLevelLocals *Level, const FSpriteModelFrame *smf, const FState *curState, const int curTics, const PClass *ti, int translation)
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{
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// [BB] Frame interpolation: Find the FSpriteModelFrame smfNext which follows after smf in the animation
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// and the scalar value inter ( element of [0,1) ), both necessary to determine the interpolated frame.
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@ -229,7 +229,7 @@ void FModelRenderer::RenderFrameModels(const FSpriteModelFrame *smf, const FStat
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// [BB] To interpolate at more than 35 fps we take tic fractions into account.
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float ticFraction = 0.;
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// [BB] In case the tic counter is frozen we have to leave ticFraction at zero.
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if (ConsoleState == c_up && menuactive != MENU_On && !level.isFrozen())
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if (ConsoleState == c_up && menuactive != MENU_On && !Level->isFrozen())
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{
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ticFraction = I_GetTimeFrac();
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}
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@ -46,6 +46,7 @@ FTextureID LoadSkin(const char * path, const char * fn);
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struct FSpriteModelFrame;
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class IModelVertexBuffer;
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struct FLevelLocals;
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enum ModelRendererType
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{
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@ -81,7 +82,7 @@ public:
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virtual void DrawElements(int numIndices, size_t offset) = 0;
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private:
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void RenderFrameModels(const FSpriteModelFrame *smf, const FState *curState, const int curTics, const PClass *ti, int translation);
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void RenderFrameModels(FLevelLocals *Level, const FSpriteModelFrame *smf, const FState *curState, const int curTics, const PClass *ti, int translation);
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};
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struct FModelVertex
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@ -138,7 +139,7 @@ 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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virtual float getAspectFactor() { return 1.f; }
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virtual float getAspectFactor(FLevelLocals *) { 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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@ -407,7 +408,7 @@ public:
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virtual void AddSkins(uint8_t *hitlist);
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FTextureID GetPaletteTexture() const { return mPalette; }
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void BuildVertexBuffer(FModelRenderer *renderer);
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float getAspectFactor();
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float getAspectFactor(FLevelLocals *) override;
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};
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@ -502,12 +503,12 @@ void BSPNodeWalkCircle(void *node, float x, float y, float radiusSquared, const
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// Search BSP for subsectors within the given radius and call callback(subsector) for each found
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template<typename Callback>
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void BSPWalkCircle(float x, float y, float radiusSquared, const Callback &callback)
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void BSPWalkCircle(FLevelLocals *Level, float x, float y, float radiusSquared, const Callback &callback)
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{
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if (level.nodes.Size() == 0)
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callback(&level.subsectors[0]);
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if (Level->nodes.Size() == 0)
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callback(&Level->subsectors[0]);
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else
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BSPNodeWalkCircle(level.HeadNode(), x, y, radiusSquared, callback);
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BSPNodeWalkCircle(Level->HeadNode(), x, y, radiusSquared, callback);
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}
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#endif
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@ -383,9 +383,9 @@ int FVoxelModel::FindFrame(const char * name)
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//
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//===========================================================================
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float FVoxelModel::getAspectFactor()
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float FVoxelModel::getAspectFactor(FLevelLocals *Level)
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{
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return level.info->pixelstretch;
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return Level->info->pixelstretch;
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}
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//===========================================================================
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@ -492,7 +492,7 @@ void R_InterpolateView (FRenderViewpoint &viewpoint, player_t *player, double Fr
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}
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else
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{
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DVector2 disp = level.Displacements.getOffset(oldgroup, newgroup);
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DVector2 disp = viewpoint.ViewLevel->Displacements.getOffset(oldgroup, newgroup);
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viewpoint.Pos = iview->Old.Pos + (iview->New.Pos - iview->Old.Pos - disp) * Frac;
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viewpoint.Path[0] = viewpoint.Path[1] = iview->New.Pos;
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}
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@ -163,7 +163,7 @@ namespace swrenderer
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float z = (float)actor->Center();
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float radiusSquared = (float)(actor->renderradius * actor->renderradius);
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BSPWalkCircle(x, y, radiusSquared, [&](subsector_t *subsector) // Iterate through all subsectors potentially touched by actor
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BSPWalkCircle(actor->Level, x, y, radiusSquared, [&](subsector_t *subsector) // Iterate through all subsectors potentially touched by actor
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{
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FLightNode * node = subsector->section->lighthead;
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while (node) // check all lights touching a subsector
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