mirror of
https://github.com/ZDoom/gzdoom.git
synced 2024-11-22 12:11:25 +00:00
- add support for using FModelVertex as input to the softpoly vertex shader
This commit is contained in:
parent
c9fd52340e
commit
9ba26a5ece
8 changed files with 104 additions and 116 deletions
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@ -140,7 +140,7 @@ void PolyDrawArgs::SetColor(uint32_t bgra, uint8_t palindex)
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}
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}
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void PolyDrawArgs::DrawArray(const DrawerCommandQueuePtr &queue, const TriVertex *vertices, int vcount, PolyDrawMode mode)
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void PolyDrawArgs::DrawArray(const DrawerCommandQueuePtr &queue, const void *vertices, int vcount, PolyDrawMode mode)
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{
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mVertices = vertices;
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mVertexCount = vcount;
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@ -149,7 +149,7 @@ void PolyDrawArgs::DrawArray(const DrawerCommandQueuePtr &queue, const TriVertex
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queue->Push<DrawPolyTrianglesCommand>(*this);
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}
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void PolyDrawArgs::DrawElements(const DrawerCommandQueuePtr &queue, const TriVertex *vertices, const unsigned int *elements, int count, PolyDrawMode mode)
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void PolyDrawArgs::DrawElements(const DrawerCommandQueuePtr &queue, const void *vertices, const unsigned int *elements, int count, PolyDrawMode mode)
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{
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mVertices = vertices;
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mElements = elements;
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@ -80,12 +80,12 @@ public:
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void SetColor(uint32_t bgra, uint8_t palindex);
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void SetLights(PolyLight *lights, int numLights) { mLights = lights; mNumLights = numLights; }
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void SetDynLightColor(uint32_t color) { mDynLightColor = color; }
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void DrawArray(const DrawerCommandQueuePtr &queue, const TriVertex *vertices, int vcount, PolyDrawMode mode = PolyDrawMode::Triangles);
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void DrawElements(const DrawerCommandQueuePtr &queue, const TriVertex *vertices, const unsigned int *elements, int count, PolyDrawMode mode = PolyDrawMode::Triangles);
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void DrawArray(const DrawerCommandQueuePtr &queue, const void *vertices, int vcount, PolyDrawMode mode = PolyDrawMode::Triangles);
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void DrawElements(const DrawerCommandQueuePtr &queue, const void *vertices, const unsigned int *elements, int count, PolyDrawMode mode = PolyDrawMode::Triangles);
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const PolyClipPlane &ClipPlane(int index) const { return mClipPlane[index]; }
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const TriVertex *Vertices() const { return mVertices; }
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const void *Vertices() const { return mVertices; }
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int VertexCount() const { return mVertexCount; }
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const unsigned int *Elements() const { return mElements; }
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PolyDrawMode DrawMode() const { return mDrawMode; }
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@ -134,7 +134,7 @@ public:
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void SetNormal(const FVector3 &normal) { mNormal = normal; }
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private:
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const TriVertex *mVertices = nullptr;
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const void *mVertices = nullptr;
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int mVertexCount = 0;
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const unsigned int *mElements = nullptr;
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PolyDrawMode mDrawMode = PolyDrawMode::Triangles;
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@ -31,6 +31,7 @@
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#include "g_game.h"
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#include "g_level.h"
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#include "r_data/r_translate.h"
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#include "r_data/models/models.h"
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#include "v_palette.h"
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#include "r_data/colormaps.h"
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#include "poly_triangle.h"
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@ -102,6 +103,11 @@ void PolyTriangleDrawer::SetWeaponScene(const DrawerCommandQueuePtr &queue, bool
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queue->Push<PolySetWeaponSceneCommand>(enable);
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}
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void PolyTriangleDrawer::SetModelVertexShader(const DrawerCommandQueuePtr &queue, int frame1, int frame2, float interpolationFactor)
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{
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queue->Push<PolySetModelVertexShaderCommand>(frame1, frame2, interpolationFactor);
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}
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/////////////////////////////////////////////////////////////////////////////
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void PolyTriangleThreadData::ClearStencil(uint8_t value)
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@ -156,7 +162,6 @@ void PolyTriangleThreadData::DrawElements(const PolyDrawArgs &drawargs)
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args.zbuffer = PolyZBuffer::Instance()->Values();
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args.depthOffset = weaponScene ? 1.0f : 0.0f;
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const TriVertex *vinput = drawargs.Vertices();
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const unsigned int *elements = drawargs.Elements();
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int vcount = drawargs.VertexCount();
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@ -166,17 +171,17 @@ void PolyTriangleThreadData::DrawElements(const PolyDrawArgs &drawargs)
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for (int i = 0; i < vcount / 3; i++)
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{
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for (int j = 0; j < 3; j++)
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vert[j] = ShadeVertex(drawargs, vinput[*(elements++)]);
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vert[j] = ShadeVertex(drawargs, *(elements++));
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DrawShadedTriangle(vert, ccw, &args);
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}
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}
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else if (drawargs.DrawMode() == PolyDrawMode::TriangleFan)
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{
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vert[0] = ShadeVertex(drawargs, vinput[*(elements++)]);
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vert[1] = ShadeVertex(drawargs, vinput[*(elements++)]);
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vert[0] = ShadeVertex(drawargs, *(elements++));
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vert[1] = ShadeVertex(drawargs, *(elements++));
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for (int i = 2; i < vcount; i++)
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{
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vert[2] = ShadeVertex(drawargs, vinput[*(elements++)]);
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vert[2] = ShadeVertex(drawargs, *(elements++));
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DrawShadedTriangle(vert, ccw, &args);
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vert[1] = vert[2];
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}
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@ -184,11 +189,11 @@ void PolyTriangleThreadData::DrawElements(const PolyDrawArgs &drawargs)
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else // TriangleDrawMode::TriangleStrip
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{
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bool toggleccw = ccw;
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vert[0] = ShadeVertex(drawargs, vinput[*(elements++)]);
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vert[1] = ShadeVertex(drawargs, vinput[*(elements++)]);
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vert[0] = ShadeVertex(drawargs, *(elements++));
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vert[1] = ShadeVertex(drawargs, *(elements++));
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for (int i = 2; i < vcount; i++)
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{
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vert[2] = ShadeVertex(drawargs, vinput[*(elements++)]);
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vert[2] = ShadeVertex(drawargs, *(elements++));
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DrawShadedTriangle(vert, toggleccw, &args);
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vert[0] = vert[1];
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vert[1] = vert[2];
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@ -213,7 +218,7 @@ void PolyTriangleThreadData::DrawArrays(const PolyDrawArgs &drawargs)
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args.zbuffer = PolyZBuffer::Instance()->Values();
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args.depthOffset = weaponScene ? 1.0f : 0.0f;
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const TriVertex *vinput = drawargs.Vertices();
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int vinput = 0;
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int vcount = drawargs.VertexCount();
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ShadedTriVertex vert[3];
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@ -222,17 +227,17 @@ void PolyTriangleThreadData::DrawArrays(const PolyDrawArgs &drawargs)
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for (int i = 0; i < vcount / 3; i++)
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{
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for (int j = 0; j < 3; j++)
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vert[j] = ShadeVertex(drawargs, *(vinput++));
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vert[j] = ShadeVertex(drawargs, vinput++);
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DrawShadedTriangle(vert, ccw, &args);
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}
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}
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else if (drawargs.DrawMode() == PolyDrawMode::TriangleFan)
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{
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vert[0] = ShadeVertex(drawargs, *(vinput++));
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vert[1] = ShadeVertex(drawargs, *(vinput++));
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vert[0] = ShadeVertex(drawargs, vinput++);
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vert[1] = ShadeVertex(drawargs, vinput++);
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for (int i = 2; i < vcount; i++)
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{
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vert[2] = ShadeVertex(drawargs, *(vinput++));
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vert[2] = ShadeVertex(drawargs, vinput++);
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DrawShadedTriangle(vert, ccw, &args);
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vert[1] = vert[2];
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}
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@ -240,11 +245,11 @@ void PolyTriangleThreadData::DrawArrays(const PolyDrawArgs &drawargs)
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else // TriangleDrawMode::TriangleStrip
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{
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bool toggleccw = ccw;
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vert[0] = ShadeVertex(drawargs, *(vinput++));
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vert[1] = ShadeVertex(drawargs, *(vinput++));
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vert[0] = ShadeVertex(drawargs, vinput++);
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vert[1] = ShadeVertex(drawargs, vinput++);
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for (int i = 2; i < vcount; i++)
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{
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vert[2] = ShadeVertex(drawargs, *(vinput++));
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vert[2] = ShadeVertex(drawargs, vinput++);
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DrawShadedTriangle(vert, toggleccw, &args);
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vert[0] = vert[1];
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vert[1] = vert[2];
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@ -253,25 +258,51 @@ void PolyTriangleThreadData::DrawArrays(const PolyDrawArgs &drawargs)
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}
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}
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ShadedTriVertex PolyTriangleThreadData::ShadeVertex(const PolyDrawArgs &drawargs, const TriVertex &v)
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ShadedTriVertex PolyTriangleThreadData::ShadeVertex(const PolyDrawArgs &drawargs, int index)
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{
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ShadedTriVertex sv;
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Vec4f objpos;
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if (modelFrame1 == -1)
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{
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const TriVertex &v = ((TriVertex*)drawargs.Vertices())[index];
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objpos = Vec4f(v.x, v.y, v.z, v.w);
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sv.u = v.u;
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sv.v = v.v;
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}
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else if (modelFrame1 == modelFrame2 || modelInterpolationFactor == 0.f)
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{
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const FModelVertex &v = ((FModelVertex*)drawargs.Vertices())[modelFrame1 + index];
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objpos = Vec4f(v.x, v.y, v.z, 1.0f);
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sv.u = v.u;
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sv.v = v.v;
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}
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else
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{
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const FModelVertex &v1 = ((FModelVertex*)drawargs.Vertices())[modelFrame1 + index];
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const FModelVertex &v2 = ((FModelVertex*)drawargs.Vertices())[modelFrame2 + index];
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float frac = modelInterpolationFactor;
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float inv_frac = 1.0f - frac;
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objpos = Vec4f(v1.x * inv_frac + v2.x * frac, v1.y * inv_frac + v2.y * frac, v1.z * inv_frac + v2.z * frac, 1.0f);
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sv.u = v1.u;
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sv.v = v1.v;
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}
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// Apply transform to get clip coordinates:
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Vec4f objpos = Vec4f(v.x, v.y, v.z, v.w);
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Vec4f clippos = (*objectToClip) * objpos;
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ShadedTriVertex sv;
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sv.x = clippos.X;
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sv.y = clippos.Y;
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sv.z = clippos.Z;
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sv.w = clippos.W;
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sv.u = v.u;
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sv.v = v.v;
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if (!objectToWorld) // Identity matrix
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{
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sv.worldX = v.x;
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sv.worldY = v.y;
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sv.worldZ = v.z;
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sv.worldX = objpos.X;
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sv.worldY = objpos.Y;
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sv.worldZ = objpos.Z;
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}
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else
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{
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@ -285,7 +316,7 @@ ShadedTriVertex PolyTriangleThreadData::ShadeVertex(const PolyDrawArgs &drawargs
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for (int i = 0; i < 3; i++)
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{
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const auto &clipPlane = drawargs.ClipPlane(i);
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sv.clipDistance[i] = v.x * clipPlane.A + v.y * clipPlane.B + v.z * clipPlane.C + v.w * clipPlane.D;
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sv.clipDistance[i] = objpos.X * clipPlane.A + objpos.Y * clipPlane.B + objpos.Z * clipPlane.C + objpos.W * clipPlane.D;
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}
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return sv;
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@ -653,6 +684,17 @@ void PolySetWeaponSceneCommand::Execute(DrawerThread *thread)
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/////////////////////////////////////////////////////////////////////////////
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PolySetModelVertexShaderCommand::PolySetModelVertexShaderCommand(int frame1, int frame2, float interpolationFactor) : frame1(frame1), frame2(frame2), interpolationFactor(interpolationFactor)
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{
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}
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void PolySetModelVertexShaderCommand::Execute(DrawerThread *thread)
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{
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PolyTriangleThreadData::Get(thread)->SetModelVertexShader(frame1, frame2, interpolationFactor);
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}
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/////////////////////////////////////////////////////////////////////////////
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PolyClearStencilCommand::PolyClearStencilCommand(uint8_t value) : value(value)
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{
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}
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@ -38,6 +38,7 @@ public:
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static void SetCullCCW(const DrawerCommandQueuePtr &queue, bool ccw);
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static void SetTwoSided(const DrawerCommandQueuePtr &queue, bool twosided);
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static void SetWeaponScene(const DrawerCommandQueuePtr &queue, bool enable);
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static void SetModelVertexShader(const DrawerCommandQueuePtr &queue, int frame1, int frame2, float interpolationFactor);
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static void SetTransform(const DrawerCommandQueuePtr &queue, const Mat4f *objectToClip, const Mat4f *objectToWorld);
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static bool IsBgra();
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@ -54,6 +55,7 @@ public:
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void SetCullCCW(bool value) { ccw = value; }
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void SetTwoSided(bool value) { twosided = value; }
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void SetWeaponScene(bool value) { weaponScene = value; }
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void SetModelVertexShader(int frame1, int frame2, float interpolationFactor) { modelFrame1 = frame1; modelFrame2 = frame2; modelInterpolationFactor = interpolationFactor; }
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void DrawElements(const PolyDrawArgs &args);
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void DrawArrays(const PolyDrawArgs &args);
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@ -71,7 +73,7 @@ public:
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static PolyTriangleThreadData *Get(DrawerThread *thread);
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private:
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ShadedTriVertex ShadeVertex(const PolyDrawArgs &drawargs, const TriVertex &v);
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ShadedTriVertex ShadeVertex(const PolyDrawArgs &drawargs, int index);
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void DrawShadedTriangle(const ShadedTriVertex *vertices, bool ccw, TriDrawTriangleArgs *args);
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static bool IsDegenerate(const ShadedTriVertex *vertices);
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static bool IsFrontfacing(TriDrawTriangleArgs *args);
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@ -91,6 +93,9 @@ private:
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bool weaponScene = false;
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const Mat4f *objectToClip = nullptr;
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const Mat4f *objectToWorld = nullptr;
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int modelFrame1 = -1;
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int modelFrame2 = -1;
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float modelInterpolationFactor = 0.0f;
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enum { max_additional_vertices = 16 };
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};
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@ -140,6 +145,19 @@ private:
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bool value;
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};
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class PolySetModelVertexShaderCommand : public DrawerCommand
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{
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public:
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PolySetModelVertexShaderCommand(int frame1, int frame2, float interpolationFactor);
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void Execute(DrawerThread *thread) override;
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private:
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int frame1;
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int frame2;
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float interpolationFactor;
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};
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class PolyClearStencilCommand : public DrawerCommand
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{
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public:
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@ -38,12 +38,14 @@ void PolyRenderModel(PolyRenderThread *thread, const Mat4f &worldToClip, uint32_
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PolyModelRenderer renderer(thread, worldToClip, stencilValue);
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renderer.AddLights(actor);
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renderer.RenderModel(x, y, z, smf, actor);
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PolyTriangleDrawer::SetModelVertexShader(thread->DrawQueue, -1, -1, 0.0f);
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}
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void PolyRenderHUDModel(PolyRenderThread *thread, const Mat4f &worldToClip, uint32_t stencilValue, DPSprite *psp, float ofsx, float ofsy)
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{
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PolyModelRenderer renderer(thread, worldToClip, stencilValue);
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renderer.RenderHUDModel(psp, ofsx, ofsy);
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PolyTriangleDrawer::SetModelVertexShader(thread->DrawQueue, -1, -1, 0.0f);
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}
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/////////////////////////////////////////////////////////////////////////////
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@ -288,44 +290,7 @@ void PolyModelVertexBuffer::UnlockIndexBuffer()
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void PolyModelVertexBuffer::SetupFrame(FModelRenderer *renderer, unsigned int frame1, unsigned int frame2, unsigned int size)
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{
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PolyModelRenderer *polyrenderer = (PolyModelRenderer *)renderer;
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if (frame1 == frame2 || size == 0 || polyrenderer->InterpolationFactor == 0.f)
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{
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TriVertex *vertices = polyrenderer->Thread->FrameMemory->AllocMemory<TriVertex>(size);
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for (unsigned int i = 0; i < size; i++)
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{
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vertices[i] =
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{
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mVertexBuffer[frame1 + i].x,
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mVertexBuffer[frame1 + i].y,
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mVertexBuffer[frame1 + i].z,
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1.0f,
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mVertexBuffer[frame1 + i].u,
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mVertexBuffer[frame1 + i].v
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};
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}
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polyrenderer->VertexBuffer = vertices;
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polyrenderer->IndexBuffer = &mIndexBuffer[0];
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}
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else
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{
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TriVertex *vertices = polyrenderer->Thread->FrameMemory->AllocMemory<TriVertex>(size);
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float frac = polyrenderer->InterpolationFactor;
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float inv_frac = 1.0f - frac;
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for (unsigned int i = 0; i < size; i++)
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{
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vertices[i].x = mVertexBuffer[frame1 + i].x * inv_frac + mVertexBuffer[frame2 + i].x * frac;
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vertices[i].y = mVertexBuffer[frame1 + i].y * inv_frac + mVertexBuffer[frame2 + i].y * frac;
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vertices[i].z = mVertexBuffer[frame1 + i].z * inv_frac + mVertexBuffer[frame2 + i].z * frac;
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vertices[i].w = 1.0f;
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vertices[i].u = mVertexBuffer[frame1 + i].u;
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vertices[i].v = mVertexBuffer[frame1 + i].v;
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}
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polyrenderer->VertexBuffer = vertices;
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polyrenderer->IndexBuffer = &mIndexBuffer[0];
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}
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polyrenderer->VertexBuffer = mVertexBuffer.Size() ? &mVertexBuffer[0] : nullptr;
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polyrenderer->IndexBuffer = mIndexBuffer.Size() ? &mIndexBuffer[0] : nullptr;
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PolyTriangleDrawer::SetModelVertexShader(polyrenderer->Thread->DrawQueue, frame1, frame2, polyrenderer->InterpolationFactor);
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}
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@ -61,7 +61,7 @@ public:
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Mat4f ObjectToWorld;
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FTexture *SkinTexture = nullptr;
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unsigned int *IndexBuffer = nullptr;
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TriVertex *VertexBuffer = nullptr;
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FModelVertex *VertexBuffer = nullptr;
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float InterpolationFactor = 0.0;
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PolyLight *Lights = nullptr;
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int NumLights = 0;
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@ -82,7 +82,6 @@ public:
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void SetupFrame(FModelRenderer *renderer, unsigned int frame1, unsigned int frame2, unsigned int size) override;
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private:
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int mIndexFrame[2];
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TArray<FModelVertex> mVertexBuffer;
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TArray<unsigned int> mIndexBuffer;
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};
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@ -77,6 +77,7 @@ namespace swrenderer
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SWModelRenderer renderer(thread, clip3DFloor, &WorldToClip, MirrorWorldToClip);
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renderer.AddLights(actor);
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renderer.RenderModel(x, y, z, smf, actor);
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PolyTriangleDrawer::SetModelVertexShader(thread->DrawQueue, -1, -1, 0.0f);
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}
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/////////////////////////////////////////////////////////////////////////////
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@ -85,6 +86,7 @@ namespace swrenderer
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{
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SWModelRenderer renderer(thread, Fake3DTranslucent(), &thread->Viewport->WorldToClip, false);
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renderer.RenderHUDModel(psp, ofsx, ofsy);
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PolyTriangleDrawer::SetModelVertexShader(thread->DrawQueue, -1, -1, 0.0f);
|
||||
}
|
||||
|
||||
/////////////////////////////////////////////////////////////////////////////
|
||||
|
@ -390,45 +392,8 @@ namespace swrenderer
|
|||
void SWModelVertexBuffer::SetupFrame(FModelRenderer *renderer, unsigned int frame1, unsigned int frame2, unsigned int size)
|
||||
{
|
||||
SWModelRenderer *swrenderer = (SWModelRenderer *)renderer;
|
||||
|
||||
if (frame1 == frame2 || size == 0 || swrenderer->InterpolationFactor == 0.f)
|
||||
{
|
||||
TriVertex *vertices = swrenderer->Thread->FrameMemory->AllocMemory<TriVertex>(size);
|
||||
|
||||
for (unsigned int i = 0; i < size; i++)
|
||||
{
|
||||
vertices[i] =
|
||||
{
|
||||
mVertexBuffer[frame1 + i].x,
|
||||
mVertexBuffer[frame1 + i].y,
|
||||
mVertexBuffer[frame1 + i].z,
|
||||
1.0f,
|
||||
mVertexBuffer[frame1 + i].u,
|
||||
mVertexBuffer[frame1 + i].v
|
||||
};
|
||||
}
|
||||
|
||||
swrenderer->VertexBuffer = vertices;
|
||||
swrenderer->IndexBuffer = &mIndexBuffer[0];
|
||||
}
|
||||
else
|
||||
{
|
||||
TriVertex *vertices = swrenderer->Thread->FrameMemory->AllocMemory<TriVertex>(size);
|
||||
|
||||
float frac = swrenderer->InterpolationFactor;
|
||||
float inv_frac = 1.0f - frac;
|
||||
for (unsigned int i = 0; i < size; i++)
|
||||
{
|
||||
vertices[i].x = mVertexBuffer[frame1 + i].x * inv_frac + mVertexBuffer[frame2 + i].x * frac;
|
||||
vertices[i].y = mVertexBuffer[frame1 + i].y * inv_frac + mVertexBuffer[frame2 + i].y * frac;
|
||||
vertices[i].z = mVertexBuffer[frame1 + i].z * inv_frac + mVertexBuffer[frame2 + i].z * frac;
|
||||
vertices[i].w = 1.0f;
|
||||
vertices[i].u = mVertexBuffer[frame1 + i].u;
|
||||
vertices[i].v = mVertexBuffer[frame1 + i].v;
|
||||
}
|
||||
|
||||
swrenderer->VertexBuffer = vertices;
|
||||
swrenderer->IndexBuffer = &mIndexBuffer[0];
|
||||
}
|
||||
swrenderer->VertexBuffer = mVertexBuffer.Size() ? &mVertexBuffer[0] : nullptr;
|
||||
swrenderer->IndexBuffer = mIndexBuffer.Size() ? &mIndexBuffer[0] : nullptr;
|
||||
PolyTriangleDrawer::SetModelVertexShader(swrenderer->Thread->DrawQueue, frame1, frame2, swrenderer->InterpolationFactor);
|
||||
}
|
||||
}
|
||||
|
|
|
@ -85,7 +85,7 @@ namespace swrenderer
|
|||
PolyClipPlane ClipTop, ClipBottom;
|
||||
FTexture *SkinTexture = nullptr;
|
||||
unsigned int *IndexBuffer = nullptr;
|
||||
TriVertex *VertexBuffer = nullptr;
|
||||
FModelVertex *VertexBuffer = nullptr;
|
||||
float InterpolationFactor = 0.0;
|
||||
Mat4f *WorldToClip = nullptr;
|
||||
bool MirrorWorldToClip = false;
|
||||
|
@ -108,7 +108,6 @@ namespace swrenderer
|
|||
void SetupFrame(FModelRenderer *renderer, unsigned int frame1, unsigned int frame2, unsigned int size) override;
|
||||
|
||||
private:
|
||||
int mIndexFrame[2];
|
||||
TArray<FModelVertex> mVertexBuffer;
|
||||
TArray<unsigned int> mIndexBuffer;
|
||||
};
|
||||
|
|
Loading…
Reference in a new issue