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https://github.com/ZDoom/gzdoom.git
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use FTranslationID in the model code.
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8c5eb2c807
commit
c5c822ea75
17 changed files with 29 additions and 24 deletions
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@ -4,6 +4,7 @@
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#include "textureid.h"
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#include "i_modelvertexbuffer.h"
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#include "matrix.h"
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#include "palettecontainer.h"
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#include "TRS.h"
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class DBoneComponents;
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@ -72,7 +73,7 @@ public:
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virtual bool Load(const char * fn, int lumpnum, const char * buffer, int length) = 0;
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virtual int FindFrame(const char * name, bool nodefault = false) = 0;
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virtual void RenderFrame(FModelRenderer *renderer, FGameTexture * skin, int frame, int frame2, double inter, int translation, const FTextureID* surfaceskinids, const TArray<VSMatrix>& boneData, int boneStartPosition) = 0;
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virtual void RenderFrame(FModelRenderer *renderer, FGameTexture * skin, int frame, int frame2, double inter, FTranslationID translation, const FTextureID* surfaceskinids, const TArray<VSMatrix>& boneData, int boneStartPosition) = 0;
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virtual void BuildVertexBuffer(FModelRenderer *renderer) = 0;
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virtual void AddSkins(uint8_t *hitlist, const FTextureID* surfaceskinids) = 0;
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virtual float getAspectFactor(float vscale) { return 1.f; }
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@ -112,7 +112,7 @@ public:
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bool Load(const char* fn, int lumpnum, const char* buffer, int length) override;
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int FindFrame(const char* name, bool nodefault) override;
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void RenderFrame(FModelRenderer* renderer, FGameTexture* skin, int frame, int frame2, double inter, int translation, const FTextureID* surfaceskinids, const TArray<VSMatrix>& boneData, int boneStartPosition) override;
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void RenderFrame(FModelRenderer* renderer, FGameTexture* skin, int frame, int frame2, double inter, FTranslationID translation, const FTextureID* surfaceskinids, const TArray<VSMatrix>& boneData, int boneStartPosition) override;
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void BuildVertexBuffer(FModelRenderer* renderer) override;
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void AddSkins(uint8_t* hitlist, const FTextureID* surfaceskinids) override;
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const TArray<TRS>* AttachAnimationData() override;
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@ -59,7 +59,7 @@ public:
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bool Load(const char * fn, int lumpnum, const char * buffer, int length) override;
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void Initialize();
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virtual int FindFrame(const char* name, bool nodefault) override;
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virtual void RenderFrame(FModelRenderer *renderer, FGameTexture * skin, int frame, int frame2, double inter, int translation, const FTextureID* surfaceskinids, const TArray<VSMatrix>& boneData, int boneStartPosition) override;
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virtual void RenderFrame(FModelRenderer *renderer, FGameTexture * skin, int frame, int frame2, double inter, FTranslationID translation, const FTextureID* surfaceskinids, const TArray<VSMatrix>& boneData, int boneStartPosition) override;
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virtual void AddSkins(uint8_t *hitlist, const FTextureID* surfaceskinids) override;
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FTextureID GetPaletteTexture() const { return mPalette; }
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void BuildVertexBuffer(FModelRenderer *renderer) override;
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@ -113,7 +113,7 @@ public:
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virtual bool Load(const char * fn, int lumpnum, const char * buffer, int length) override;
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virtual int FindFrame(const char* name, bool nodefault) override;
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virtual void RenderFrame(FModelRenderer *renderer, FGameTexture * skin, int frame, int frame2, double inter, int translation, const FTextureID* surfaceskinids, const TArray<VSMatrix>& boneData, int boneStartPosition) override;
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virtual void RenderFrame(FModelRenderer *renderer, FGameTexture * skin, int frame, int frame2, double inter, FTranslationID translation, const FTextureID* surfaceskinids, const TArray<VSMatrix>& boneData, int boneStartPosition) override;
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virtual void LoadGeometry();
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virtual void AddSkins(uint8_t *hitlist, const FTextureID* surfaceskinids) override;
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@ -67,7 +67,7 @@ public:
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virtual bool Load(const char * fn, int lumpnum, const char * buffer, int length) override;
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virtual int FindFrame(const char* name, bool nodefault) override;
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virtual void RenderFrame(FModelRenderer *renderer, FGameTexture * skin, int frame, int frame2, double inter, int translation, const FTextureID* surfaceskinids, const TArray<VSMatrix>& boneData, int boneStartPosition) override;
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virtual void RenderFrame(FModelRenderer *renderer, FGameTexture * skin, int frame, int frame2, double inter, FTranslationID translation, const FTextureID* surfaceskinids, const TArray<VSMatrix>& boneData, int boneStartPosition) override;
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void LoadGeometry();
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void BuildVertexBuffer(FModelRenderer *renderer);
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virtual void AddSkins(uint8_t *hitlist, const FTextureID* surfaceskinids) override;
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@ -98,7 +98,7 @@ public:
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~FOBJModel();
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bool Load(const char* fn, int lumpnum, const char* buffer, int length) override;
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int FindFrame(const char* name, bool nodefault) override;
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void RenderFrame(FModelRenderer* renderer, FGameTexture* skin, int frame, int frame2, double inter, int translation, const FTextureID* surfaceskinids, const TArray<VSMatrix>& boneData, int boneStartPosition) override;
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void RenderFrame(FModelRenderer* renderer, FGameTexture* skin, int frame, int frame2, double inter, FTranslationID translation, const FTextureID* surfaceskinids, const TArray<VSMatrix>& boneData, int boneStartPosition) override;
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void BuildVertexBuffer(FModelRenderer* renderer) override;
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void AddSkins(uint8_t* hitlist, const FTextureID* surfaceskinids) override;
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};
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@ -26,7 +26,7 @@ public:
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bool Load(const char * fn, int lumpnum, const char * buffer, int length) override;
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int FindFrame(const char* name, bool nodefault) override;
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void RenderFrame(FModelRenderer *renderer, FGameTexture * skin, int frame, int frame2, double inter, int translation, const FTextureID* surfaceskinids, const TArray<VSMatrix>& boneData, int boneStartPosition) override;
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void RenderFrame(FModelRenderer *renderer, FGameTexture * skin, int frame, int frame2, double inter, FTranslationID translation, const FTextureID* surfaceskinids, const TArray<VSMatrix>& boneData, int boneStartPosition) override;
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void BuildVertexBuffer(FModelRenderer *renderer) override;
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void AddSkins(uint8_t *hitlist, const FTextureID* surfaceskinids) override;
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void LoadGeometry();
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@ -21,7 +21,7 @@ public:
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virtual void EndDrawHUDModel(FRenderStyle style, FSpriteModelFrame *smf) = 0;
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virtual void SetInterpolation(double interpolation) = 0;
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virtual void SetMaterial(FGameTexture *skin, bool clampNoFilter, int translation) = 0;
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virtual void SetMaterial(FGameTexture *skin, bool clampNoFilter, FTranslationID translation) = 0;
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virtual void DrawArrays(int start, int count) = 0;
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virtual void DrawElements(int numIndices, size_t offset) = 0;
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virtual int SetupFrame(FModel* model, unsigned int frame1, unsigned int frame2, unsigned int size, const TArray<VSMatrix>& bones, int boneStartIndex) { return -1; };
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@ -445,7 +445,7 @@ int IQMModel::FindFrame(const char* name, bool nodefault)
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return FErr_NotFound;
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}
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void IQMModel::RenderFrame(FModelRenderer* renderer, FGameTexture* skin, int frame1, int frame2, double inter, int translation, const FTextureID* surfaceskinids, const TArray<VSMatrix>& boneData, int boneStartPosition)
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void IQMModel::RenderFrame(FModelRenderer* renderer, FGameTexture* skin, int frame1, int frame2, double inter, FTranslationID translation, const FTextureID* surfaceskinids, const TArray<VSMatrix>& boneData, int boneStartPosition)
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{
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renderer->SetupFrame(this, 0, 0, NumVertices, boneData, boneStartPosition);
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@ -364,7 +364,7 @@ int FDMDModel::FindFrame(const char* name, bool nodefault)
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//
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//===========================================================================
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void FDMDModel::RenderFrame(FModelRenderer *renderer, FGameTexture * skin, int frameno, int frameno2, double inter, int translation, const FTextureID*, const TArray<VSMatrix>& boneData, int boneStartPosition)
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void FDMDModel::RenderFrame(FModelRenderer *renderer, FGameTexture * skin, int frameno, int frameno2, double inter, FTranslationID translation, const FTextureID*, const TArray<VSMatrix>& boneData, int boneStartPosition)
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{
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if (frameno >= info.numFrames || frameno2 >= info.numFrames) return;
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@ -345,7 +345,7 @@ int FMD3Model::FindFrame(const char* name, bool nodefault)
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//
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//===========================================================================
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void FMD3Model::RenderFrame(FModelRenderer *renderer, FGameTexture * skin, int frameno, int frameno2, double inter, int translation, const FTextureID* surfaceskinids, const TArray<VSMatrix>& boneData, int boneStartPosition)
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void FMD3Model::RenderFrame(FModelRenderer *renderer, FGameTexture * skin, int frameno, int frameno2, double inter, FTranslationID translation, const FTextureID* surfaceskinids, const TArray<VSMatrix>& boneData, int boneStartPosition)
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{
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if ((unsigned)frameno >= Frames.Size() || (unsigned)frameno2 >= Frames.Size()) return;
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@ -630,7 +630,7 @@ int FOBJModel::FindFrame(const char* name, bool nodefault)
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* @param inter The amount to interpolate the two frames.
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* @param translation The translation for the skin
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*/
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void FOBJModel::RenderFrame(FModelRenderer *renderer, FGameTexture * skin, int frameno, int frameno2, double inter, int translation, const FTextureID* surfaceskinids, const TArray<VSMatrix>& boneData, int boneStartPosition)
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void FOBJModel::RenderFrame(FModelRenderer *renderer, FGameTexture * skin, int frameno, int frameno2, double inter, FTranslationID translation, const FTextureID* surfaceskinids, const TArray<VSMatrix>& boneData, int boneStartPosition)
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{
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// Prevent the model from rendering if the frame number is < 0
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if (frameno < 0 || frameno2 < 0) return;
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@ -232,7 +232,7 @@ int FUE1Model::FindFrame(const char* name, bool nodefault)
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return index;
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}
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void FUE1Model::RenderFrame( FModelRenderer *renderer, FGameTexture *skin, int frame, int frame2, double inter, int translation, const FTextureID* surfaceskinids, const TArray<VSMatrix>& boneData, int boneStartPosition)
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void FUE1Model::RenderFrame( FModelRenderer *renderer, FGameTexture *skin, int frame, int frame2, double inter, FTranslationID translation, const FTextureID* surfaceskinids, const TArray<VSMatrix>& boneData, int boneStartPosition)
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{
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// the moment of magic
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if ( (frame < 0) || (frame2 < 0) || (frame >= numFrames) || (frame2 >= numFrames) ) return;
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@ -400,7 +400,7 @@ float FVoxelModel::getAspectFactor(float stretch)
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//
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//===========================================================================
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void FVoxelModel::RenderFrame(FModelRenderer *renderer, FGameTexture * skin, int frame, int frame2, double inter, int translation, const FTextureID*, const TArray<VSMatrix>& boneData, int boneStartPosition)
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void FVoxelModel::RenderFrame(FModelRenderer *renderer, FGameTexture * skin, int frame, int frame2, double inter, FTranslationID translation, const FTextureID*, const TArray<VSMatrix>& boneData, int boneStartPosition)
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{
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renderer->SetMaterial(skin, true, translation);
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renderer->SetupFrame(this, 0, 0, 0, {}, -1);
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@ -55,16 +55,16 @@ EXTERN_CVAR (Bool, r_drawvoxels)
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extern TDeletingArray<FVoxel *> Voxels;
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extern TDeletingArray<FVoxelDef *> VoxelDefs;
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void RenderFrameModels(FModelRenderer* renderer, FLevelLocals* Level, const FSpriteModelFrame *smf, const FState* curState, const int curTics, const PClass* ti, int translation, AActor* actor);
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void RenderFrameModels(FModelRenderer* renderer, FLevelLocals* Level, const FSpriteModelFrame *smf, const FState* curState, const int curTics, const PClass* ti, FTranslationID translation, AActor* actor);
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void RenderModel(FModelRenderer *renderer, float x, float y, float z, FSpriteModelFrame *smf, AActor *actor, double ticFrac)
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{
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// Setup transformation.
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int translation = 0;
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FTranslationID translation = NO_TRANSLATION;
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if (!(smf->flags & MDL_IGNORETRANSLATION))
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translation = actor->Translation.index();
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translation = actor->Translation;
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// y scale for a sprite means height, i.e. z in the world!
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float scaleFactorX = actor->Scale.X * smf->xscale;
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float orientation = smf->xscale * smf->yscale * smf->zscale;
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renderer->BeginDrawHUDModel(playermo->RenderStyle, objectToWorldMatrix, orientation < 0, smf);
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uint32_t trans = psp->GetTranslation().index();
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if ((psp->Flags & PSPF_PLAYERTRANSLATED)) trans = psp->Owner->mo->Translation.index();
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RenderFrameModels(renderer, playermo->Level, smf, psp->GetState(), psp->GetTics(), psp->Caller->modelData != nullptr ? psp->Caller->modelData->modelDef != NAME_None ? PClass::FindActor(psp->Caller->modelData->modelDef) : psp->Caller->GetClass() : psp->Caller->GetClass(), trans, psp->Caller);
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auto trans = psp->GetTranslation();
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if ((psp->Flags & PSPF_PLAYERTRANSLATED)) trans = psp->Owner->mo->Translation;
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auto callerclass = psp->Caller->modelData != nullptr && psp->Caller->modelData->modelDef != NAME_None ?
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PClass::FindActor(psp->Caller->modelData->modelDef) : psp->Caller->GetClass();
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RenderFrameModels(renderer, playermo->Level, smf, psp->GetState(), psp->GetTics(), callerclass, trans, psp->Caller);
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renderer->EndDrawHUDModel(playermo->RenderStyle, smf);
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}
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void RenderFrameModels(FModelRenderer *renderer, FLevelLocals *Level, const FSpriteModelFrame *smf, const FState *curState, const int curTics, const PClass *ti, int translation, AActor* actor)
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void RenderFrameModels(FModelRenderer *renderer, FLevelLocals *Level, const FSpriteModelFrame *smf, const FState *curState, const int curTics, const PClass *ti, FTranslationID translation, AActor* actor)
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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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@ -116,9 +116,9 @@ void FHWModelRenderer::SetInterpolation(double inter)
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state.SetInterpolationFactor((float)inter);
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}
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void FHWModelRenderer::SetMaterial(FGameTexture *skin, bool clampNoFilter, int translation)
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void FHWModelRenderer::SetMaterial(FGameTexture *skin, bool clampNoFilter, FTranslationID translation)
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{
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state.SetMaterial(skin, UF_Skin, 0, clampNoFilter ? CLAMP_NOFILTER : CLAMP_NONE, translation, -1);
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state.SetMaterial(skin, UF_Skin, 0, clampNoFilter ? CLAMP_NOFILTER : CLAMP_NONE, translation.index(), -1);
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state.SetLightIndex(modellightindex);
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}
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@ -53,7 +53,7 @@ public:
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void BeginDrawHUDModel(FRenderStyle style, const VSMatrix &objectToWorldMatrix, bool mirrored, FSpriteModelFrame *smf) override;
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void EndDrawHUDModel(FRenderStyle style, FSpriteModelFrame *smf) override;
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void SetInterpolation(double interpolation) override;
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void SetMaterial(FGameTexture *skin, bool clampNoFilter, int translation) override;
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void SetMaterial(FGameTexture *skin, bool clampNoFilter, FTranslationID translation) override;
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void DrawArrays(int start, int count) override;
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void DrawElements(int numIndices, size_t offset) override;
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int SetupFrame(FModel *model, unsigned int frame1, unsigned int frame2, unsigned int size, const TArray<VSMatrix>& bones, int boneStartIndex) override;
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