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https://github.com/ZDoom/gzdoom.git
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- enable model rendering in the software renderer
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parent
1fdcacc337
commit
85f5f897d7
15 changed files with 31 additions and 18 deletions
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@ -27,6 +27,7 @@
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#include "st_stuff.h"
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#include "r_data/r_translate.h"
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#include "r_data/r_interpolate.h"
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#include "r_data/models/models.h"
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#include "poly_renderer.h"
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#include "d_net.h"
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#include "po_man.h"
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@ -41,6 +42,9 @@
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EXTERN_CVAR(Int, screenblocks)
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EXTERN_CVAR(Float, r_visibility)
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EXTERN_CVAR(Bool, r_models)
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extern bool r_modelscene;
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/////////////////////////////////////////////////////////////////////////////
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@ -156,6 +160,8 @@ void PolyRenderer::RenderActorView(AActor *actor, bool dontmaplines)
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ScreenTriangle::FuzzStart = (ScreenTriangle::FuzzStart + 14) % FUZZTABLE;
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r_modelscene = r_models && Models.Size() > 0;
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ClearBuffers();
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SetSceneViewport();
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@ -34,7 +34,7 @@
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EXTERN_CVAR(Bool, r_drawplayersprites)
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EXTERN_CVAR(Bool, r_deathcamera)
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EXTERN_CVAR(Bool, r_fullbrightignoresectorcolor)
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EXTERN_CVAR(Bool, r_models)
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extern bool r_modelscene;
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void RenderPolyPlayerSprites::Render(PolyRenderThread *thread)
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{
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@ -60,7 +60,7 @@ void RenderPolyPlayerSprites::Render(PolyRenderThread *thread)
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(r_deathcamera && viewpoint.camera->health <= 0))
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return;
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renderHUDModel = r_models && IsHUDModelForPlayerAvailable(players[consoleplayer].camera->player);
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renderHUDModel = r_modelscene && IsHUDModelForPlayerAvailable(players[consoleplayer].camera->player);
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PolyTransferHeights fakeflat(viewpoint.camera->subsector);
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@ -74,7 +74,7 @@ bool RenderPolySprite::GetLine(AActor *thing, DVector2 &left, DVector2 &right)
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void RenderPolySprite::Render(PolyRenderThread *thread, AActor *thing, subsector_t *sub, uint32_t stencilValue, float t1, float t2)
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{
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if (r_models)
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if (r_modelscene)
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{
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int spritenum = thing->sprite;
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bool isPicnumOverride = thing->picnum.isValid();
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@ -267,7 +267,7 @@ namespace swrenderer
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drawerargs.SetTextureVStep(sampler.uv_step);
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drawerargs.SetTextureVPos(sampler.uv_pos);
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drawerargs.DrawColumn(Thread);
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if (r_models)
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if (r_modelscene)
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drawerargs.DrawDepthColumn(Thread, zbufferdepth);
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uint64_t step64 = sampler.uv_step;
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@ -287,7 +287,7 @@ namespace swrenderer
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drawerargs.SetTextureVStep(sampler.uv_step);
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drawerargs.SetTextureVPos(sampler.uv_pos);
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drawerargs.DrawColumn(Thread);
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if (r_models)
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if (r_modelscene)
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drawerargs.DrawDepthColumn(Thread, zbufferdepth);
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uint64_t step64 = sampler.uv_step;
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@ -315,7 +315,7 @@ namespace swrenderer
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drawerargs.SetTextureVStep(sampler.uv_step);
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drawerargs.SetTextureVPos(uv_pos);
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drawerargs.DrawColumn(Thread);
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if (r_models)
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if (r_modelscene)
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drawerargs.DrawDepthColumn(Thread, zbufferdepth);
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y += count;
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@ -284,7 +284,7 @@ namespace swrenderer
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drawerargs.SetDestX2(x2);
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drawerargs.DrawSpan(Thread);
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if (r_models)
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if (r_modelscene)
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drawerargs.DrawDepthSpan(Thread, zbufferdepth, zbufferdepth);
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}
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@ -225,7 +225,7 @@ namespace swrenderer
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else
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drawerargs.DrawDoubleSkyColumn(Thread);
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if (r_models)
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if (r_modelscene)
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drawerargs.DrawDepthSkyColumn(Thread, 1.0f / 65536.0f);
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}
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@ -214,7 +214,7 @@ namespace swrenderer
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{
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drawerargs.DrawTiltedSpan(Thread, y, x1, x2, plane_sz, plane_su, plane_sv, plane_shade, planeshade, planelightfloat, pviewx, pviewy, basecolormap);
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if (r_models)
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if (r_modelscene)
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{
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double viewZ = 1.0;
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double viewX1 = Thread->Viewport->ScreenToViewX(x1, viewZ);
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@ -31,6 +31,7 @@ class RenderMemory;
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class ADynamicLight;
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EXTERN_CVAR(Bool, r_models);
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extern bool r_modelscene;
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namespace swrenderer
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{
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@ -954,7 +954,7 @@ namespace swrenderer
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{
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RenderVoxel::Project(Thread, thing, sprite.pos, sprite.voxel, sprite.spriteScale, sprite.renderflags, fakeside, fakefloor, fakeceiling, sec, thingShade, foggy, thingColormap);
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}
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else if (!r_models)
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else if (!r_modelscene)
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{
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RenderSprite::Project(Thread, thing, sprite.pos, sprite.tex, sprite.spriteScale, sprite.renderflags, fakeside, fakefloor, fakeceiling, sec, thingShade, foggy, thingColormap);
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}
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@ -67,7 +67,9 @@ EXTERN_CVAR(Int, r_clearbuffer)
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EXTERN_CVAR(Int, r_debug_draw)
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CVAR(Bool, r_scene_multithreaded, false, 0);
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CVAR(Bool, r_models, false, 0);
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CVAR(Bool, r_models, true, CVAR_ARCHIVE | CVAR_GLOBALCONFIG);
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bool r_modelscene = false;
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namespace swrenderer
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{
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@ -101,7 +103,9 @@ namespace swrenderer
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float trueratio;
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ActiveRatio(width, height, &trueratio);
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viewport->SetViewport(MainThread(), width, height, trueratio);
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if (r_models)
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r_modelscene = r_models && Models.Size() > 0;
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if (r_modelscene)
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PolyTriangleDrawer::ClearBuffers(viewport->RenderTarget);
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if (r_clearbuffer != 0 || r_debug_draw != 0)
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@ -156,7 +160,7 @@ namespace swrenderer
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R_UpdateFuzzPosFrameStart();
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if (r_models)
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if (r_modelscene)
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MainThread()->Viewport->SetupPolyViewport(MainThread());
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FRenderViewpoint origviewpoint = MainThread()->Viewport->viewpoint;
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@ -172,7 +176,7 @@ namespace swrenderer
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// Mirrors fail to restore the original viewpoint -- we need it for the HUD weapon to draw correctly.
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MainThread()->Viewport->viewpoint = origviewpoint;
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if (r_models)
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if (r_modelscene)
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MainThread()->Viewport->SetupPolyViewport(MainThread());
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RenderPSprites();
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@ -371,7 +375,7 @@ namespace swrenderer
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viewwindowy = y;
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viewactive = true;
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viewport->SetViewport(MainThread(), width, height, MainThread()->Viewport->viewwindow.WidescreenRatio);
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if (r_models)
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if (r_modelscene)
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PolyTriangleDrawer::ClearBuffers(viewport->RenderTarget);
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// Render:
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@ -94,7 +94,7 @@ namespace swrenderer
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(r_deathcamera && Thread->Viewport->viewpoint.camera->health <= 0))
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return;
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renderHUDModel = r_models && IsHUDModelForPlayerAvailable(players[consoleplayer].camera->player);
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renderHUDModel = r_modelscene && IsHUDModelForPlayerAvailable(players[consoleplayer].camera->player);
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FDynamicColormap *basecolormap;
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CameraLight *cameraLight = CameraLight::Instance();
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@ -315,7 +315,7 @@ namespace swrenderer
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RenderPortal *renderportal = thread->Portal.get();
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// Render draw segments behind sprite
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if (r_models)
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if (r_modelscene)
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{
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int subsectordepth = spr->SubsectorDepth;
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for (unsigned int index = 0; index != segmentlist->TranslucentSegmentsCount(); index++)
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@ -83,7 +83,7 @@ namespace swrenderer
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SortedSprites[i] = Sprites[first + count - i - 1];
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}
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if (r_models) // To do: only do this if models are spotted - just in case there's some lame renderhack somewhere that relies on Carmacks algorithm
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if (r_modelscene)
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{
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for (unsigned int i = 0; i < count; i++)
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{
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@ -1818,6 +1818,7 @@ DSPLYMNU_ATTACHEDSURFACES = "Use attached surfaces"; // Not used
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DSPLYMNU_SKYMODE = "Sky render mode";
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DSPLYMNU_LINEARSKY = "Linear skies";
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DSPLYMNU_GZDFULLBRIGHT = "Fullbright overrides sector color";
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DSPLYMNU_MODELS = "Models";
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DSPLYMNU_SCALEFUZZ = "Scale fuzz effect";
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DSPLYMNU_DRAWFUZZ = "Use fuzz effect";
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DSPLYMNU_OLDTRANS = "Classic Transparency";
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@ -724,6 +724,7 @@ OptionMenu "SWROptions" protected
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Option "$DSPLYMNU_LINEARSKY", "r_linearsky", "OnOff"
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Option "$DSPLYMNU_GZDFULLBRIGHT", "r_fullbrightignoresectorcolor", "OnOff"
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Option "$DSPLYMNU_SCALEFUZZ", "r_fuzzscale", "OnOff"
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Option "$DSPLYMNU_MODELS", "r_models", "OnOff"
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}
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OptionMenu "VideoOptions" protected
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