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- add forcecullbackfaces
in modeldef
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parent
dccce46d5b
commit
bac12948e5
3 changed files with 21 additions and 16 deletions
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@ -931,6 +931,10 @@ static void ParseModelDefLump(int Lump)
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{
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smf.flags |= MDL_CORRECTPIXELSTRETCH;
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}
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else if (sc.Compare("forcecullbackfaces"))
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{
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smf.flags |= MDL_FORCECULLBACKFACES;
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}
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else
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{
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sc.ScriptMessage("Unrecognized string \"%s\"", sc.String);
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@ -45,20 +45,21 @@ enum
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{
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// [BB] Color translations for the model skin are ignored. This is
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// useful if the skin texture is not using the game palette.
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MDL_IGNORETRANSLATION = 1,
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MDL_PITCHFROMMOMENTUM = 2,
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MDL_ROTATING = 4,
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MDL_INTERPOLATEDOUBLEDFRAMES = 8,
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MDL_NOINTERPOLATION = 16,
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MDL_USEACTORPITCH = 32,
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MDL_USEACTORROLL = 64,
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MDL_BADROTATION = 128,
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MDL_DONTCULLBACKFACES = 256,
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MDL_USEROTATIONCENTER = 512,
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MDL_NOPERPIXELLIGHTING = 1024, // forces a model to not use per-pixel lighting. useful for voxel-converted-to-model objects.
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MDL_SCALEWEAPONFOV = 2048, // scale weapon view model with higher user FOVs
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MDL_MODELSAREATTACHMENTS = 4096, // any model index after 0 is treated as an attachment, and therefore will use the bone results of index 0
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MDL_CORRECTPIXELSTRETCH = 8192, // ensure model does not distort with pixel stretch when pitch/roll is applied
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MDL_IGNORETRANSLATION = 1>>0,
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MDL_PITCHFROMMOMENTUM = 1>>1,
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MDL_ROTATING = 1>>2,
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MDL_INTERPOLATEDOUBLEDFRAMES = 1>>3,
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MDL_NOINTERPOLATION = 1>>4,
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MDL_USEACTORPITCH = 1>>5,
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MDL_USEACTORROLL = 1>>6,
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MDL_BADROTATION = 1>>7,
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MDL_DONTCULLBACKFACES = 1>>8,
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MDL_USEROTATIONCENTER = 1>>9,
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MDL_NOPERPIXELLIGHTING = 1>>10, // forces a model to not use per-pixel lighting. useful for voxel-converted-to-model objects.
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MDL_SCALEWEAPONFOV = 1>11, // scale weapon view model with higher user FOVs
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MDL_MODELSAREATTACHMENTS = 1>>12, // any model index after 0 is treated as an attachment, and therefore will use the bone results of index 0
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MDL_CORRECTPIXELSTRETCH = 1>>13, // ensure model does not distort with pixel stretch when pitch/roll is applied
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MDL_FORCECULLBACKFACES = 1>>14,
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};
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FSpriteModelFrame * FindModelFrame(const PClass * ti, int sprite, int frame, bool dropped);
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@ -61,7 +61,7 @@ void FHWModelRenderer::BeginDrawModel(FRenderStyle style, FSpriteModelFrame *smf
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// This solves a few of the problems caused by the lack of depth sorting.
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// [Nash] Don't do back face culling if explicitly specified in MODELDEF
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// TO-DO: Implement proper depth sorting.
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if (!(style == DefaultRenderStyle()) && !(smf->flags & MDL_DONTCULLBACKFACES))
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if ((smf->flags & MDL_FORCECULLBACKFACES) || (!(style == DefaultRenderStyle()) && !(smf->flags & MDL_DONTCULLBACKFACES)))
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{
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state.SetCulling((mirrored ^ portalState.isMirrored()) ? Cull_CCW : Cull_CW);
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}
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@ -75,7 +75,7 @@ void FHWModelRenderer::EndDrawModel(FRenderStyle style, FSpriteModelFrame *smf)
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state.SetBoneIndexBase(-1);
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state.EnableModelMatrix(false);
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state.SetDepthFunc(DF_Less);
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if (!(style == DefaultRenderStyle()) && !(smf->flags & MDL_DONTCULLBACKFACES))
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if ((smf->flags & MDL_FORCECULLBACKFACES) || (!(style == DefaultRenderStyle()) && !(smf->flags & MDL_DONTCULLBACKFACES)))
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state.SetCulling(Cull_None);
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}
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