mirror of
https://github.com/ZDoom/gzdoom.git
synced 2025-02-17 01:31:25 +00:00
Rewrite changed model rendering code, and change how model skins are handled
This commit is contained in:
parent
b55ffdbfd3
commit
61d68eb2d6
5 changed files with 148 additions and 96 deletions
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@ -234,6 +234,7 @@ FSerializer &Serialize(FSerializer &arc, const char *key, FName &value, FName *d
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FSerializer &Serialize(FSerializer &arc, const char *key, FSoundID &sid, FSoundID *def);
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FSerializer &Serialize(FSerializer &arc, const char *key, FString &sid, FString *def);
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FSerializer &Serialize(FSerializer &arc, const char *key, NumericValue &sid, NumericValue *def);
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FSerializer &Serialize(FSerializer &arc, const char *key, struct ModelOverride &sid, struct ModelOverride *def);
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template <typename T/*, typename = std::enable_if_t<std::is_base_of_v<DObject, T>>*/>
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FSerializer &Serialize(FSerializer &arc, const char *key, T *&value, T **)
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@ -244,7 +245,6 @@ FSerializer &Serialize(FSerializer &arc, const char *key, T *&value, T **)
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return arc;
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}
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template<class T, class TT>
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FSerializer &Serialize(FSerializer &arc, const char *key, TArray<T, TT> &value, TArray<T, TT> *def)
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{
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@ -677,17 +677,22 @@ enum EViewPosFlags // [MC] Flags for SetViewPos.
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VPSF_ABSOLUTEPOS = 1 << 2, // Use absolute position.
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};
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struct ModelOverride
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{
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int modelID;
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TArray<FTextureID> surfaceSkinIDs;
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};
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class DActorModelData : public DObject
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{
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DECLARE_CLASS(DActorModelData, DObject);
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public:
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FName modelDef;
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bool hasModel;
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TArray<int> modelIDs;
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TArray<FTextureID> skinIDs;
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TArray<FTextureID> surfaceSkinIDs;
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TArray<int> animationIDs;
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TArray<int> modelFrameGenerators;
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FName modelDef;
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bool hasModel;
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TArray<ModelOverride> models;
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TArray<FTextureID> skinIDs;
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TArray<int> animationIDs;
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TArray<int> modelFrameGenerators;
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DActorModelData() = default;
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virtual void Serialize(FSerializer& arc) override;
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@ -5158,18 +5158,16 @@ void ChangeModelNative(
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GC::WriteBarrier(mobj, ptr);
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};
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unsigned skinPosition = skinindex + modelindex * MD3_MAX_SURFACES;
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int queryModel = !(flags & CMDL_HIDEMODEL) ? model != NAME_None ? FindModel(modelpath.GetChars(), model.GetChars()) : -1 : -2;
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int queryAnimation = animation != NAME_None ? FindModel(animationpath.GetChars(), animation.GetChars()) : -1;
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mobj->modelData->modelDef = modeldef;
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assert(mobj->modelData->modelIDs.Size() == mobj->modelData->modelFrameGenerators.Size());
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assert(mobj->modelData->models.Size() == mobj->modelData->modelFrameGenerators.Size());
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if(mobj->modelData->modelIDs.Size() < modelindex)
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if(mobj->modelData->models.Size() < modelindex)
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{
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mobj->modelData->modelIDs.AppendFill(-1, modelindex - mobj->modelData->modelIDs.Size());
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mobj->modelData->models.AppendFill({-1, {}}, modelindex - mobj->modelData->models.Size());
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mobj->modelData->modelFrameGenerators.AppendFill(-1, modelindex - mobj->modelData->modelFrameGenerators.Size());
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}
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@ -5178,26 +5176,51 @@ void ChangeModelNative(
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mobj->modelData->animationIDs.AppendFill(-1, animationindex - mobj->modelData->animationIDs.Size());
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}
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if(flags & CMDL_USESURFACESKIN)
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{
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if(mobj->modelData->surfaceSkinIDs.Size() < skinPosition)
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{
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mobj->modelData->surfaceSkinIDs.AppendFill(FNullTextureID(), skinPosition - mobj->modelData->surfaceSkinIDs.Size());
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}
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}
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else if(mobj->modelData->skinIDs.Size() < skinindex)
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auto skindata = skin != NAME_None ? LoadSkin(skinpath.GetChars(), skin.GetChars()) : FNullTextureID();
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if(!(flags & CMDL_USESURFACESKIN) && mobj->modelData->skinIDs.Size() < skinindex)
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{
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mobj->modelData->skinIDs.AppendFill(FNullTextureID(), skinindex - mobj->modelData->skinIDs.Size());
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}
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if(mobj->modelData->modelIDs.Size() == modelindex)
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if(mobj->modelData->models.Size() == modelindex)
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{
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mobj->modelData->modelIDs.Push(queryModel);
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mobj->modelData->modelFrameGenerators.Push(generatorindex);
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if(flags & CMDL_USESURFACESKIN && skinindex >= 0)
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{
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TArray<FTextureID> surfaceSkins;
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if(skinindex > 0)
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{
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surfaceSkins.AppendFill(FNullTextureID(), skinindex - 1);
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}
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surfaceSkins.Push(skindata);
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mobj->modelData->models.Push({queryModel, std::move(surfaceSkins)});
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mobj->modelData->modelFrameGenerators.Push(generatorindex);
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}
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else
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{
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mobj->modelData->models.Push({queryModel, {}});
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mobj->modelData->modelFrameGenerators.Push(generatorindex);
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}
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}
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else
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{
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mobj->modelData->modelIDs[modelindex] = queryModel;
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if(flags & CMDL_USESURFACESKIN && skinindex >= 0)
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{
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if(skinindex > mobj->modelData->models[modelindex].surfaceSkinIDs.Size())
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{
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mobj->modelData->models[modelindex].surfaceSkinIDs.AppendFill(FNullTextureID(), skinindex - mobj->modelData->models[modelindex].surfaceSkinIDs.Size());
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}
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if(skinindex == mobj->modelData->models[modelindex].surfaceSkinIDs.Size())
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{
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mobj->modelData->models[modelindex].surfaceSkinIDs.Push(skindata);
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}
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else
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{
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mobj->modelData->models[modelindex].surfaceSkinIDs[skinindex] = skindata;
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}
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}
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mobj->modelData->models[modelindex].modelID = queryModel;
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mobj->modelData->modelFrameGenerators[modelindex] = generatorindex;
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}
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@ -5210,20 +5233,7 @@ void ChangeModelNative(
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mobj->modelData->animationIDs[animationindex] = queryAnimation;
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}
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auto skindata = skin != NAME_None ? LoadSkin(skinpath.GetChars(), skin.GetChars()) : FNullTextureID();
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if (flags & CMDL_USESURFACESKIN)
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{
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if(mobj->modelData->surfaceSkinIDs.Size() == skinPosition)
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{
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mobj->modelData->surfaceSkinIDs.Push(skindata);
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}
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else
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{
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mobj->modelData->surfaceSkinIDs[skinPosition] = skindata;
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}
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}
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else
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if (!(flags & CMDL_USESURFACESKIN))
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{
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if(mobj->modelData->skinIDs.Size() == skinindex)
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{
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@ -5286,7 +5296,7 @@ void ChangeModelNative(
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if(!found) savedModelFiles.Push(fullName);
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}
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if (mobj->modelData->modelIDs.Size() == 0 && mobj->modelData->modelFrameGenerators.Size() == 0 && mobj->modelData->skinIDs.Size() == 0 && mobj->modelData->surfaceSkinIDs.Size() == 0 && mobj->modelData->animationIDs.Size() == 0 && modeldef == NAME_None)
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if (mobj->modelData->models.Size() == 0 && mobj->modelData->modelFrameGenerators.Size() == 0 && mobj->modelData->skinIDs.Size() == 0 && mobj->modelData->animationIDs.Size() == 0 && modeldef == NAME_None)
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{
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mobj->hasmodel = mobj->modelData->hasModel;
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mobj->modelData->Destroy();
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@ -1324,13 +1324,22 @@ bool AActor::Massacre ()
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//
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//----------------------------------------------------------------------------
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FSerializer &Serialize(FSerializer &arc, const char *key, ModelOverride &sid, ModelOverride *def)
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{
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arc.BeginObject(key);
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arc("modelID", sid.modelID);
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arc("surfaceSkinIDs", sid.surfaceSkinIDs);
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arc.EndObject();
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return arc;
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}
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void DActorModelData::Serialize(FSerializer& arc)
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{
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Super::Serialize(arc);
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arc("modelDef", modelDef)
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("modelIDs", modelIDs)
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("models", models)
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("skinIDs", skinIDs)
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("surfaceSkinIDs", surfaceSkinIDs)
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//("surfaceSkinIDs", surfaceSkinIDs)
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("animationIDs", animationIDs)
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("modelFrameGenerators", modelFrameGenerators)
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("hasModel", hasModel);
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@ -1338,10 +1347,10 @@ void DActorModelData::Serialize(FSerializer& arc)
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void DActorModelData::OnDestroy()
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{
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modelIDs.Reset();
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models.Reset();
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modelFrameGenerators.Reset();
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skinIDs.Reset();
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surfaceSkinIDs.Reset();
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//surfaceSkinIDs.Reset();
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animationIDs.Reset();
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}
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@ -299,12 +299,12 @@ void RenderFrameModels(FModelRenderer *renderer, FLevelLocals *Level, const FSpr
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}
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}
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int modelsamount = smf->modelsAmount;
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unsigned modelsamount = smf->modelsAmount;
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//[SM] - if we added any models for the frame to also render, then we also need to update modelsAmount for this smf
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if (actor->modelData != nullptr)
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{
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if (actor->modelData->modelIDs.Size() > (unsigned)modelsamount)
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modelsamount = actor->modelData->modelIDs.Size();
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if (actor->modelData->models.Size() > modelsamount)
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modelsamount = actor->modelData->models.Size();
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}
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TArray<FTextureID> surfaceskinids;
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@ -313,81 +313,108 @@ void RenderFrameModels(FModelRenderer *renderer, FLevelLocals *Level, const FSpr
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int boneStartingPosition = 0;
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bool evaluatedSingle = false;
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for (int i = 0; i < modelsamount; i++)
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for (unsigned i = 0; i < modelsamount; i++)
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{
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int modelid = -1;
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int animationid = -1;
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int modelframe = -1;
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int modelframenext = -1;
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FTextureID skinid; skinid.SetInvalid();
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FTextureID skinid; skinid.SetNull();
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surfaceskinids.Clear();
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if (actor->modelData != nullptr)
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{
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if (i < (int)actor->modelData->modelIDs.Size())
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modelid = actor->modelData->modelIDs[i];
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//modelID
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if (actor->modelData->models.Size() > i && actor->modelData->models[i].modelID >= 0)
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{
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modelid = actor->modelData->models[i].modelID;
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}
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else if(smf->modelsAmount > i)
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{
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modelid = smf->modelIDs[i];
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}
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if (i < (int)actor->modelData->animationIDs.Size())
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//animationID
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if (actor->modelData->animationIDs.Size() > i && actor->modelData->animationIDs[i] >= 0)
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{
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animationid = actor->modelData->animationIDs[i];
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if (i < (int)actor->modelData->modelFrameGenerators.Size())
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{
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//[SM] - We will use this little snippet to allow a modder to specify a model index to clone. It's also pointless to clone something that clones something else in this case. And causes me headaches.
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if (actor->modelData->modelFrameGenerators[i] >= 0 && actor->modelData->modelFrameGenerators[i] <= modelsamount && smf->modelframes[actor->modelData->modelFrameGenerators[i]] != -1)
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{
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modelframe = smf->modelframes[actor->modelData->modelFrameGenerators[i]];
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if (smfNext) modelframenext = smfNext->modelframes[actor->modelData->modelFrameGenerators[i]];
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}
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}
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if (i < (int)actor->modelData->skinIDs.Size())
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else if(smf->modelsAmount > i)
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{
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if (actor->modelData->skinIDs[i].isValid())
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skinid = actor->modelData->skinIDs[i];
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animationid = smf->animationIDs[i];
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}
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unsigned sz1 = smf->surfaceskinIDs.Size();
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unsigned sz2 = actor->modelData->surfaceSkinIDs.Size();
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unsigned end = (i + 1) * MD3_MAX_SURFACES;
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//modelFrame
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if (actor->modelData->modelFrameGenerators.Size() > i
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&& actor->modelData->modelFrameGenerators[i] >= 0
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&& actor->modelData->modelFrameGenerators[i] < modelsamount
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&& smf->modelframes[actor->modelData->modelFrameGenerators[i]] >= 0
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) {
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modelframe = smf->modelframes[actor->modelData->modelFrameGenerators[i]];
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if(actor->modelData->surfaceSkinIDs.Size() > 0)
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{
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long last_ok = -1;
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surfaceskinids.Resize(actor->modelData->surfaceSkinIDs.Size());
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for (unsigned surface = i * MD3_MAX_SURFACES; surface < end; surface++)
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if (smfNext)
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{
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if (surface >= sz2) break;
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if (actor->modelData->surfaceSkinIDs[surface].isValid())
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if(smfNext->modelframes[actor->modelData->modelFrameGenerators[i]] >= 0)
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{
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surfaceskinids[surface] = actor->modelData->surfaceSkinIDs[surface];
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last_ok = surface;
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}
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else if(surface < sz1)
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{
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surfaceskinids[surface] = smf->surfaceskinIDs[surface];
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modelframenext = smfNext->modelframes[actor->modelData->modelFrameGenerators[i]];
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}
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else
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{
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surfaceskinids[surface].SetInvalid();
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modelframenext = smfNext->modelframes[i];
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}
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}
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if(last_ok >= 0)
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}
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else if(smf->modelsAmount > i)
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{
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modelframe = smf->modelframes[i];
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if (smfNext) modelframenext = smfNext->modelframes[i];
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}
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//skinID
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if (actor->modelData->skinIDs.Size() > i && actor->modelData->skinIDs[i].isValid())
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{
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skinid = actor->modelData->skinIDs[i];
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}
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else if(smf->modelsAmount > i)
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{
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skinid = smf->skinIDs[i];
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}
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//surfaceSkinIDs
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if(actor->modelData->models.Size() > i && actor->modelData->models[i].surfaceSkinIDs.Size() > 0)
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{
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unsigned sz1 = smf->surfaceskinIDs.Size();
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unsigned sz2 = actor->modelData->models[i].surfaceSkinIDs.Size();
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unsigned start = i * MD3_MAX_SURFACES;
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surfaceskinids = actor->modelData->models[i].surfaceSkinIDs;
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surfaceskinids.Resize(MD3_MAX_SURFACES);
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for (unsigned surface = 0; surface < MD3_MAX_SURFACES; surface++)
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{
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surfaceskinids.Resize(max(last_ok + 1, (long)sz1)); // clear out
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}
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else
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{
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surfaceskinids.Clear();
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if (sz2 > surface && (actor->modelData->models[i].surfaceSkinIDs[surface].isValid()))
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{
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continue;
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}
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if((surface + start) < sz1)
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{
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surfaceskinids[surface] = smf->surfaceskinIDs[surface + start];
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}
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else
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{
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surfaceskinids[surface].SetNull();
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}
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}
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}
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}
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if (i < smf->modelsAmount)
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else
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{
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if (modelid == -1) modelid = smf->modelIDs[i];
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if (animationid == -1) animationid = smf->animationIDs[i];
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if (modelframe == -1) modelframe = smf->modelframes[i];
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if (modelframenext == -1 && smfNext) modelframenext = smfNext->modelframes[i];
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if (!skinid.isValid()) skinid = smf->skinIDs[i];
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modelid = smf->modelIDs[i];
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animationid = smf->animationIDs[i];
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modelframe = smf->modelframes[i];
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if (smfNext) modelframenext = smfNext->modelframes[i];
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skinid = smf->skinIDs[i];
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}
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if (modelid >= 0)
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@ -396,8 +423,9 @@ void RenderFrameModels(FModelRenderer *renderer, FLevelLocals *Level, const FSpr
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auto tex = skinid.isValid() ? TexMan.GetGameTexture(skinid, true) : nullptr;
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mdl->BuildVertexBuffer(renderer);
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auto& ssids = surfaceskinids.Size() > 0 ? surfaceskinids : smf->surfaceskinIDs;
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auto ssidp = (unsigned)(i * MD3_MAX_SURFACES) < ssids.Size() ? &ssids[i * MD3_MAX_SURFACES] : nullptr;
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auto ssidp = surfaceskinids.Size() > 0
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? surfaceskinids.Data()
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: (((i * MD3_MAX_SURFACES) < smf->surfaceskinIDs.Size()) ? &smf->surfaceskinIDs[i * MD3_MAX_SURFACES] : nullptr);
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bool nextFrame = smfNext && modelframe != modelframenext;
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