This commit is contained in:
Christoph Oelckers 2018-05-22 21:36:52 +02:00
commit df6a50872d
22 changed files with 500 additions and 479 deletions

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@ -120,9 +120,26 @@ Note: All <bool> fields default to false unless mentioned otherwise.
blockhitscan = <bool>; // Line blocks hitscan attacks
locknumber = <int>; // Line special is locked
arg0str = <string>; // Alternate string-based version of arg0
moreids = <string>; // Additional line IDs, specified as a space separated list of numbers (e.g. "2 666 1003 4505")
moreids = <string>; // Additional line IDs, specified as a space separated list of numbers (e.g. "2 666 1003 4505")
transparent = <bool>; // true = line is a Strife transparent line (alpha 0.25)
transparent = <bool>; // true = line is a Strife transparent line (alpha 0.25)
automapstyle = <integer>; // Explicit automap style. Possible values can be
// 0: Automap style is based on line properties (default).
// 1: One-sided wall.
// 2: Two-sided wall.
// 3: Floor levels of front and back sectors are different.
// 4: Ceiling levels of front and back sectors are different.
// 5: 3D floor border.
// 6: Wall with special non-door action.
// 7: Secret door.
// 8: Wall not seen yet.
// 9: Locked door.
// 10: Intra-level teleporter.
// 11: Inter-level or game-ending teleporter.
// 12: Unexplored secret wall.
// 13: Portal line.
revealed = <bool>; // true = line is initially visible on automap.
* Note about arg0str
@ -171,14 +188,14 @@ Note: All <bool> fields default to false unless mentioned otherwise.
yscaleceiling = <float>; // Y texture scale of ceiling texture, Default = 1.0.
rotationfloor = <float>; // Rotation of floor texture in degrees, Default = 0.0.
rotationceiling = <float>; // Rotation of ceiling texture in degrees, Default = 0.0.
ceilingplane_a = <float>; // Define the plane equation for the sector's ceiling. Default is a horizontal plane at 'heightceiling'.
ceilingplane_b = <float>; // 'heightceiling' will still be used to calculate texture alignment.
ceilingplane_c = <float>; // The plane equation will only be used if all 4 values are given.
ceilingplane_d = <float>;
floorplane_a = <float>; // Define the plane equation for the sector's floor. Default is a horizontal plane at 'heightfloor'.
floorplane_b = <float>; // 'heightfloor' will still be used to calculate texture alignment.
floorplane_c = <float>; // The plane equation will only be used if all 4 values are given.
floorplane_d = <float>;
ceilingplane_a = <float>; // Define the plane equation for the sector's ceiling. Default is a horizontal plane at 'heightceiling'.
ceilingplane_b = <float>; // 'heightceiling' will still be used to calculate texture alignment.
ceilingplane_c = <float>; // The plane equation will only be used if all 4 values are given.
ceilingplane_d = <float>;
floorplane_a = <float>; // Define the plane equation for the sector's floor. Default is a horizontal plane at 'heightfloor'.
floorplane_b = <float>; // 'heightfloor' will still be used to calculate texture alignment.
floorplane_c = <float>; // The plane equation will only be used if all 4 values are given.
floorplane_d = <float>;
lightfloor = <integer>; // The floor's light level. Default is 0.
lightceiling = <integer>; // The ceiling's light level. Default is 0.
lightfloorabsolute = <bool>; // true = 'lightfloor' is an absolute value. Default is
@ -196,8 +213,8 @@ Note: All <bool> fields default to false unless mentioned otherwise.
fadecolor = <integer>; // Sector's fog color as RRGGBB value, default = 0x000000.
desaturation = <float>; // Color desaturation factor. 0 = none, 1 = full, default = 0.
silent = <bool>; // Actors in this sector make no sound,
nofallingdamage = <bool>; // Falling damage is disabled in this sector
noattack = <bool>; // Blocks monster attacks in this sector.
nofallingdamage = <bool>; // Falling damage is disabled in this sector
noattack = <bool>; // Blocks monster attacks in this sector.
dropactors = <bool>; // Actors drop with instantly moving floors (*)
norespawn = <bool>; // Players can not respawn in this sector
soundsequence = <string>; // The sound sequence to play when this sector moves. Placing a
@ -215,20 +232,20 @@ Note: All <bool> fields default to false unless mentioned otherwise.
damagehazard = <bool>; // Changes damage model to Strife's delayed damage for the given sector. Default = false.
floorterrain = <string>; // Sets the terrain for the sector's floor. Default = 'use the flat texture's terrain definition.'
ceilingterrain = <string>; // Sets the terrain for the sector's ceiling. Default = 'use the flat texture's terrain definition.'
floor_reflect = <float>; // reflectiveness of floor (OpenGL only, not functional on sloped sectors)
ceiling_reflect = <float>; // reflectiveness of ceiling (OpenGL only, not functional on sloped sectors)
fogdensity = <integer>; // Sets an explicit fog density for the sector, overriding the default calculation from the light level. Value range is 0-510,
// 0 meaning that the default is to be used, 2 equalling the density of a light level of 250, and 255 equalling the density of
// a light level of 0. (OpenGL only)
floorglowcolor = <integer>; // Sector's floor glow color as RRGGBB value, default = 'use texture's definition'. Set to -1 to disable glowing. (OpenGL 3.x and newer only)
floorglowheight = <float>; // Height of floor glow. This only has an effect for the sector's own glow color, but not for a texture based glow. (OpenGL 3.x and newer only)
ceilingglowcolor = <integer>; // Sector's ceiling glow color as RRGGBB value, default = 'use texture's definition'. Set to -1 to disable glowing. (OpenGL 3.x and newer only)
ceilingglowheight = <float>; // Height of ceiling glow. This only has an effect for the sector's own glow color, but not for a texture based glow. (OpenGL 3.x and newer only)
color_floor = <int>; // Material color of sector's floor. Default is white (0xffffff)
color_ceiling = <int>; // Material color of sector's ceiling. Default is white (0xffffff)
color_walltop = <int>; // Material color of top of sector's sidedefs. In OpenGL 2.x and the software renderer this will define the entire wall's color) Default is white (0xffffff)
color_wallbottom = <int>; // Material color of bottom of sector's sidedefs (OpenGL 3.x and later only) Default is white (0xffffff)
color_sprites = <int>; // Material color of sprites in sector. Default is white (0xffffff)
floor_reflect = <float>; // reflectiveness of floor (OpenGL only, not functional on sloped sectors)
ceiling_reflect = <float>; // reflectiveness of ceiling (OpenGL only, not functional on sloped sectors)
fogdensity = <integer>; // Sets an explicit fog density for the sector, overriding the default calculation from the light level. Value range is 0-510,
// 0 meaning that the default is to be used, 2 equalling the density of a light level of 250, and 255 equalling the density of
// a light level of 0. (OpenGL only)
floorglowcolor = <integer>; // Sector's floor glow color as RRGGBB value, default = 'use texture's definition'. Set to -1 to disable glowing. (OpenGL 3.x and newer only)
floorglowheight = <float>; // Height of floor glow. This only has an effect for the sector's own glow color, but not for a texture based glow. (OpenGL 3.x and newer only)
ceilingglowcolor = <integer>; // Sector's ceiling glow color as RRGGBB value, default = 'use texture's definition'. Set to -1 to disable glowing. (OpenGL 3.x and newer only)
ceilingglowheight = <float>; // Height of ceiling glow. This only has an effect for the sector's own glow color, but not for a texture based glow. (OpenGL 3.x and newer only)
color_floor = <int>; // Material color of sector's floor. Default is white (0xffffff)
color_ceiling = <int>; // Material color of sector's ceiling. Default is white (0xffffff)
color_walltop = <int>; // Material color of top of sector's sidedefs. In OpenGL 2.x and the software renderer this will define the entire wall's color) Default is white (0xffffff)
color_wallbottom = <int>; // Material color of bottom of sector's sidedefs (OpenGL 3.x and later only) Default is white (0xffffff)
color_sprites = <int>; // Material color of sprites in sector. Default is white (0xffffff)
portal_ceil_blocksound = <bool> // ceiling portal blocks sound.
@ -253,37 +270,37 @@ Note: All <bool> fields default to false unless mentioned otherwise.
thing
{
skill# = <bool> // Unlike the base spec, # can range from 1-16.
class# = <bool> // Unlike the base spec, # can range from 1-16.
conversation = <int> // Assigns a conversation dialogue to this thing.
skill# = <bool> // Unlike the base spec, # can range from 1-16.
class# = <bool> // Unlike the base spec, # can range from 1-16.
conversation = <int> // Assigns a conversation dialogue to this thing.
// Parameter is the conversation ID, 0 meaning none.
countsecret = <bool>; // Picking up this actor counts as a secret.
arg0str = <string>; // Alternate string-based version of arg0
gravity = <float>; // Set per-actor gravity. Positive values are multiplied with the class's property,
// negative values are used as their absolute. Default = 1.0.
gravity = <float>; // Set per-actor gravity. Positive values are multiplied with the class's property,
// negative values are used as their absolute. Default = 1.0.
health = <float>; // Set per-actor health. Positive values are multiplied with the class's property,
// negative values are used as their absolute. Default = 1.
health = <float>; // Set per-actor health. Positive values are multiplied with the class's property,
// negative values are used as their absolute. Default = 1.
renderstyle = <string>; // Set per-actor render style, overriding the class default. Possible values can be "normal",
// "none", "add" or "additive", "subtract" or "subtractive", "stencil", "translucentstencil",
// "addstencil", "shaded", "addshaded", "translucent", "fuzzy", "optfuzzy", "soultrans" and "shadow".
// Default is an empty string for no change.
fillcolor = <integer>; // Fill color used by the "stencil", "addstencil" and "translucentstencil" rendestyles, as RRGGBB value, default = 0x000000.
alpha = <float>; // Translucency of this actor (if applicable to renderstyle), default is 1.0.
score = <int>; // Score value of this actor, overriding the class default if not null. Default = 0.
pitch = <integer>; // Pitch of thing in degrees. Default = 0 (horizontal).
roll = <integer>; // Pitch of thing in degrees. Default = 0 (horizontal).
scalex = <float>; // Vertical scaling on thing. Default = 0 (ignored).
scaley = <float>; // Horizontal scaling on thing. Default = 0 (ignored).
scale = <float>; // Vertical and horizontal scaling on thing. Default = 0 (ignored).
floatbobphase = <int>; // Sets the thing's floatbobphase. Valid phase values are 0-63. Default = -1 (use actor class default).
renderstyle = <string>; // Set per-actor render style, overriding the class default. Possible values can be "normal",
// "none", "add" or "additive", "subtract" or "subtractive", "stencil", "translucentstencil",
// "addstencil", "shaded", "addshaded", "translucent", "fuzzy", "optfuzzy", "soultrans" and "shadow".
// Default is an empty string for no change.
fillcolor = <integer>; // Fill color used by the "stencil", "addstencil" and "translucentstencil" rendestyles, as RRGGBB value, default = 0x000000.
alpha = <float>; // Translucency of this actor (if applicable to renderstyle), default is 1.0.
score = <int>; // Score value of this actor, overriding the class default if not null. Default = 0.
pitch = <integer>; // Pitch of thing in degrees. Default = 0 (horizontal).
roll = <integer>; // Pitch of thing in degrees. Default = 0 (horizontal).
scalex = <float>; // Vertical scaling on thing. Default = 0 (ignored).
scaley = <float>; // Horizontal scaling on thing. Default = 0 (ignored).
scale = <float>; // Vertical and horizontal scaling on thing. Default = 0 (ignored).
floatbobphase = <int>; // Sets the thing's floatbobphase. Valid phase values are 0-63. Default = -1 (use actor class default).
* Note about arg0str
For things with ACS specials (80-86 and 226), if arg0str is present and non-null, it
will be used as the name of the script to execute, and arg0 will be ignored.
On dynamic lights, arg0str can be used to set a color by name, this will supersede all args which are normally used to define a color.
On dynamic lights, arg0str can be used to set a color by name, this will supersede all args which are normally used to define a color.
}
@ -430,6 +447,10 @@ sector material colors.
1.29 04.02.2018
arg0str in dynamic lights.
1.30 20.05.2018
Added automapstyle and revealed linedef properties.
Replaced tabs with spaces.
===============================================================================
EOF
===============================================================================

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@ -36,6 +36,7 @@ class FGLModelRenderer : public FModelRenderer
public:
FGLModelRenderer(int mli) : modellightindex(mli)
{}
ModelRendererType GetType() const override { return GLModelRendererType; }
void BeginDrawModel(AActor *actor, FSpriteModelFrame *smf, const VSMatrix &objectToWorldMatrix) override;
void EndDrawModel(AActor *actor, FSpriteModelFrame *smf) override;
IModelVertexBuffer *CreateVertexBuffer(bool needindex, bool singleframe) override;

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@ -120,9 +120,6 @@ FGLRenderer::FGLRenderer(OpenGLFrameBuffer *fb)
mCustomPostProcessShaders = nullptr;
}
void gl_LoadModels();
void gl_FlushModels();
void FGLRenderer::Initialize(int width, int height)
{
mBuffers = new FGLRenderBuffers();
@ -174,7 +171,6 @@ void FGLRenderer::Initialize(int width, int height)
SetupLevel();
mShaderManager = new FShaderManager;
mSamplerManager = new FSamplerManager;
gl_LoadModels();
GLPortal::Initialize();
}
@ -183,7 +179,7 @@ FGLRenderer::~FGLRenderer()
{
GLPortal::Shutdown();
gl_FlushModels();
FlushModels();
AActor::DeleteAllAttachedLights();
FMaterial::FlushAll();
if (legacyShaders) delete legacyShaders;

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@ -488,7 +488,7 @@ void GLSceneDrawer::EndDrawScene(FDrawInfo *di, sector_t * viewsector)
gl_RenderState.EnableFog(false);
// [BB] HUD models need to be rendered here.
const bool renderHUDModel = gl_IsHUDModelForPlayerAvailable( players[consoleplayer].camera->player );
const bool renderHUDModel = IsHUDModelForPlayerAvailable( players[consoleplayer].camera->player );
if ( renderHUDModel )
{
// [BB] The HUD model should be drawn over everything else already drawn.
@ -517,7 +517,7 @@ void GLSceneDrawer::EndDrawScene(FDrawInfo *di, sector_t * viewsector)
void GLSceneDrawer::DrawEndScene2D(FDrawInfo *di, sector_t * viewsector)
{
const bool renderHUDModel = gl_IsHUDModelForPlayerAvailable(players[consoleplayer].camera->player);
const bool renderHUDModel = IsHUDModelForPlayerAvailable(players[consoleplayer].camera->player);
// This should be removed once all 2D stuff is really done through the 2D interface.
gl_RenderState.mViewMatrix.loadIdentity();

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@ -449,7 +449,7 @@ void GLSprite::Process(HWDrawInfo *di, AActor* thing, sector_t * sector, area_t
// exclude vertically moving objects from this check.
if (!thing->Vel.isZero())
{
if (!gl_FindModelFrame(thing->GetClass(), spritenum, thing->frame, false))
if (!FindModelFrame(thing->GetClass(), spritenum, thing->frame, false))
{
return;
}
@ -510,7 +510,7 @@ void GLSprite::Process(HWDrawInfo *di, AActor* thing, sector_t * sector, area_t
z += fz;
}
modelframe = isPicnumOverride ? nullptr : gl_FindModelFrame(thing->GetClass(), spritenum, thing->frame, !!(thing->flags & MF_DROPPED));
modelframe = isPicnumOverride ? nullptr : FindModelFrame(thing->GetClass(), spritenum, thing->frame, !!(thing->flags & MF_DROPPED));
if (!modelframe)
{
bool mirror;

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@ -252,14 +252,13 @@ bool HUDSprite::GetWeaponRenderStyle(DPSprite *psp, AActor *playermo, sector_t *
auto rs = psp->GetRenderStyle(playermo->RenderStyle, playermo->Alpha);
visstyle_t vis;
float trans = 0.f;
vis.RenderStyle = STYLE_Count;
vis.Alpha = rs.second;
vis.Invert = false;
playermo->AlterWeaponSprite(&vis);
if (!(psp->Flags & PSPF_FORCEALPHA)) trans = vis.Alpha;
alpha = (psp->Flags & PSPF_FORCEALPHA) ? 0.f : vis.Alpha;
if (vis.RenderStyle != STYLE_Count && !(psp->Flags & PSPF_FORCESTYLE))
{
@ -303,14 +302,10 @@ bool HUDSprite::GetWeaponRenderStyle(DPSprite *psp, AActor *playermo, sector_t *
{
alpha = 1.f;
}
else if (trans == 0.f)
else if (alpha == 0.f)
{
alpha = vis.Alpha;
}
else
{
alpha = trans;
}
if (!RenderStyle.IsVisible(alpha)) return false; // if it isn't visible skip the rest.
PalEntry ThingColor = (playermo->RenderStyle.Flags & STYLEF_ColorIsFixed) ? playermo->fillcolor : 0xffffff;
@ -430,7 +425,7 @@ void HWDrawInfo::PreparePlayerSprites(sector_t * viewsector, area_t in_area)
bool brightflash = false;
AActor * playermo = players[consoleplayer].camera;
player_t * player = playermo->player;
const bool hudModelStep = gl_IsHUDModelForPlayerAvailable(player);
const bool hudModelStep = IsHUDModelForPlayerAvailable(player);
AActor *camera = r_viewpoint.camera;
@ -453,7 +448,7 @@ void HWDrawInfo::PreparePlayerSprites(sector_t * viewsector, area_t in_area)
for (DPSprite *psp = player->psprites; psp != nullptr && psp->GetID() < PSP_TARGETCENTER; psp = psp->GetNext())
{
if (!psp->GetState()) continue;
FSpriteModelFrame *smf = playermo->player->ReadyWeapon ? gl_FindModelFrame(playermo->player->ReadyWeapon->GetClass(), psp->GetState()->sprite, psp->GetState()->GetFrame(), false) : nullptr;
FSpriteModelFrame *smf = playermo->player->ReadyWeapon ? FindModelFrame(playermo->player->ReadyWeapon->GetClass(), psp->GetState()->sprite, psp->GetState()->GetFrame(), false) : nullptr;
// This is an 'either-or' proposition. This maybe needs some work to allow overlays with weapon models but as originally implemented this just won't work.
if (smf && !hudModelStep) continue;
if (!smf && hudModelStep) continue;

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@ -119,7 +119,7 @@ void hw_PrecacheTexture(uint8_t *texhitlist, TMap<PClassActor*, bool> &actorhitl
{
auto &state = cls->GetStates()[i];
spritelist[state.sprite].Insert(gltrans, true);
FSpriteModelFrame * smf = gl_FindModelFrame(cls, state.sprite, state.Frame, false);
FSpriteModelFrame * smf = FindModelFrame(cls, state.sprite, state.Frame, false);
if (smf != NULL)
{
for (int i = 0; i < MAX_MODELS_PER_FRAME; i++)

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@ -33,9 +33,6 @@
#include "actorinlines.h"
#include "i_time.h"
void gl_FlushModels();
bool polymodelsInUse;
void PolyRenderModel(PolyRenderThread *thread, const Mat4f &worldToClip, uint32_t stencilValue, float x, float y, float z, FSpriteModelFrame *smf, AActor *actor)
{
PolyModelRenderer renderer(thread, worldToClip, stencilValue);
@ -52,11 +49,6 @@ void PolyRenderHUDModel(PolyRenderThread *thread, const Mat4f &worldToClip, uint
PolyModelRenderer::PolyModelRenderer(PolyRenderThread *thread, const Mat4f &worldToClip, uint32_t stencilValue) : Thread(thread), WorldToClip(worldToClip), StencilValue(stencilValue)
{
if (!polymodelsInUse)
{
gl_FlushModels();
polymodelsInUse = true;
}
}
void PolyModelRenderer::BeginDrawModel(AActor *actor, FSpriteModelFrame *smf, const VSMatrix &objectToWorldMatrix)

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@ -34,6 +34,8 @@ class PolyModelRenderer : public FModelRenderer
public:
PolyModelRenderer(PolyRenderThread *thread, const Mat4f &worldToClip, uint32_t stencilValue);
ModelRendererType GetType() const override { return PolyModelRendererType; }
void BeginDrawModel(AActor *actor, FSpriteModelFrame *smf, const VSMatrix &objectToWorldMatrix) override;
void EndDrawModel(AActor *actor, FSpriteModelFrame *smf) override;
IModelVertexBuffer *CreateVertexBuffer(bool needindex, bool singleframe) override;

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@ -60,7 +60,7 @@ void RenderPolyPlayerSprites::Render(PolyRenderThread *thread)
(r_deathcamera && viewpoint.camera->health <= 0))
return;
renderHUDModel = r_models && gl_IsHUDModelForPlayerAvailable(players[consoleplayer].camera->player);
renderHUDModel = r_models && IsHUDModelForPlayerAvailable(players[consoleplayer].camera->player);
PolyTransferHeights fakeflat(viewpoint.camera->subsector);

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@ -78,7 +78,7 @@ void RenderPolySprite::Render(PolyRenderThread *thread, AActor *thing, subsector
{
int spritenum = thing->sprite;
bool isPicnumOverride = thing->picnum.isValid();
FSpriteModelFrame *modelframe = isPicnumOverride ? nullptr : gl_FindModelFrame(thing->GetClass(), spritenum, thing->frame, !!(thing->flags & MF_DROPPED));
FSpriteModelFrame *modelframe = isPicnumOverride ? nullptr : FindModelFrame(thing->GetClass(), spritenum, thing->frame, !!(thing->flags & MF_DROPPED));
if (modelframe)
{
const auto &viewpoint = PolyRenderer::Instance()->Viewpoint;

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@ -94,8 +94,8 @@ void FModelRenderer::RenderModel(float x, float y, float z, FSpriteModelFrame *s
if (smf->flags & MDL_ROTATING)
{
const double time = smf->rotationSpeed*GetTimeFloat() / 200.;
rotateOffset = double((time - xs_FloorToInt(time)) *360.);
double turns = (I_GetTime() % 200 + I_GetTimeFrac()) / 200.0;
rotateOffset = turns * 360.0;
}
// Added MDL_USEACTORPITCH and MDL_USEACTORROLL flags processing.
@ -164,14 +164,14 @@ void FModelRenderer::RenderModel(float x, float y, float z, FSpriteModelFrame *s
objectToWorldMatrix.scale(1, stretch, 1);
BeginDrawModel(actor, smf, objectToWorldMatrix);
RenderFrameModels(smf, actor->state, actor->tics, actor->GetClass(), nullptr, translation);
RenderFrameModels(smf, actor->state, actor->tics, actor->GetClass(), translation);
EndDrawModel(actor, smf);
}
void FModelRenderer::RenderHUDModel(DPSprite *psp, float ofsX, float ofsY)
{
AActor * playermo = players[consoleplayer].camera;
FSpriteModelFrame *smf = gl_FindModelFrame(playermo->player->ReadyWeapon->GetClass(), psp->GetState()->sprite, psp->GetState()->GetFrame(), false);
FSpriteModelFrame *smf = FindModelFrame(playermo->player->ReadyWeapon->GetClass(), psp->GetState()->sprite, psp->GetState()->GetFrame(), false);
// [BB] No model found for this sprite, so we can't render anything.
if (smf == nullptr)
@ -200,16 +200,11 @@ void FModelRenderer::RenderHUDModel(DPSprite *psp, float ofsX, float ofsY)
objectToWorldMatrix.rotate(-smf->rolloffset, 1, 0, 0);
BeginDrawHUDModel(playermo, objectToWorldMatrix);
RenderFrameModels(smf, psp->GetState(), psp->GetTics(), playermo->player->ReadyWeapon->GetClass(), nullptr, 0);
RenderFrameModels(smf, psp->GetState(), psp->GetTics(), playermo->player->ReadyWeapon->GetClass(), 0);
EndDrawHUDModel(playermo);
}
void FModelRenderer::RenderFrameModels(const FSpriteModelFrame *smf,
const FState *curState,
const int curTics,
const PClass *ti,
Matrix3x4 *normaltransform,
int translation)
void FModelRenderer::RenderFrameModels(const FSpriteModelFrame *smf, const FState *curState, const int curTics, const PClass *ti, int translation)
{
// [BB] Frame interpolation: Find the FSpriteModelFrame smfNext which follows after smf in the animation
// and the scalar value inter ( element of [0,1) ), both necessary to determine the interpolated frame.
@ -225,14 +220,13 @@ void FModelRenderer::RenderFrameModels(const FSpriteModelFrame *smf,
// [BB] In case the tic counter is frozen we have to leave ticFraction at zero.
if (ConsoleState == c_up && menuactive != MENU_On && !(level.flags2 & LEVEL2_FROZEN))
{
double time = GetTimeFloat();
ticFraction = (time - static_cast<int>(time));
ticFraction = I_GetTimeFrac();
}
inter = static_cast<double>(curState->Tics - curTics - ticFraction) / static_cast<double>(curState->Tics);
inter = static_cast<double>(curState->Tics - curTics + ticFraction) / static_cast<double>(curState->Tics);
// [BB] For some actors (e.g. ZPoisonShroom) spr->actor->tics can be bigger than curState->Tics.
// In this case inter is negative and we need to set it to zero.
if (inter < 0.)
if (curState->Tics < curTics)
inter = 0.;
else
{
@ -253,7 +247,7 @@ void FModelRenderer::RenderFrameModels(const FSpriteModelFrame *smf,
}
}
if (inter != 0.0)
smfNext = gl_FindModelFrame(ti, nextState->sprite, nextState->Frame, false);
smfNext = FindModelFrame(ti, nextState->sprite, nextState->Frame, false);
}
}
}
@ -265,7 +259,7 @@ void FModelRenderer::RenderFrameModels(const FSpriteModelFrame *smf,
FModel * mdl = Models[smf->modelIDs[i]];
FTexture *tex = smf->skinIDs[i].isValid() ? TexMan(smf->skinIDs[i]) : nullptr;
mdl->BuildVertexBuffer(this);
SetVertexBuffer(mdl->mVBuf);
SetVertexBuffer(mdl->GetVertexBuffer(this));
mdl->PushSpriteMDLFrame(smf, i);
@ -279,24 +273,9 @@ void FModelRenderer::RenderFrameModels(const FSpriteModelFrame *smf,
}
}
double FModelRenderer::GetTimeFloat()
{
return (double)I_msTime() * (double)TICRATE / 1000.;
}
/////////////////////////////////////////////////////////////////////////////
void gl_LoadModels()
{
/*
for (int i = Models.Size() - 1; i >= 0; i--)
{
Models[i]->BuildVertexBuffer();
}
*/
}
void gl_FlushModels()
void FlushModels()
{
for (int i = Models.Size() - 1; i >= 0; i--)
{
@ -306,9 +285,24 @@ void gl_FlushModels()
/////////////////////////////////////////////////////////////////////////////
FModel::FModel()
{
for (int i = 0; i < NumModelRendererTypes; i++)
mVBuf[i] = nullptr;
}
FModel::~FModel()
{
if (mVBuf != nullptr) delete mVBuf;
DestroyVertexBuffer();
}
void FModel::DestroyVertexBuffer()
{
for (int i = 0; i < NumModelRendererTypes; i++)
{
delete mVBuf[i];
mVBuf[i] = nullptr;
}
}
static TArray<FSpriteModelFrame> SpriteModelFrames;
@ -475,22 +469,15 @@ static unsigned FindModel(const char * path, const char * modelfile)
//===========================================================================
//
// gl_InitModels
// InitModels
//
//===========================================================================
void gl_InitModels()
static void ParseModelDefLump(int Lump);
void InitModels()
{
int Lump, lastLump;
FString path;
int index, surface;
int i;
FSpriteModelFrame smf;
lastLump = 0;
for(unsigned i=0;i<Models.Size();i++)
for (unsigned i = 0; i < Models.Size(); i++)
{
delete Models[i];
}
@ -508,6 +495,7 @@ void gl_InitModels()
for (unsigned i = 0; i < VoxelDefs.Size(); i++)
{
FVoxelModel *md = (FVoxelModel*)Models[VoxelDefs[i]->Voxel->VoxelIndex];
FSpriteModelFrame smf;
memset(&smf, 0, sizeof(smf));
smf.modelIDs[1] = smf.modelIDs[2] = smf.modelIDs[3] = -1;
smf.modelIDs[0] = VoxelDefs[i]->Voxel->VoxelIndex;
@ -539,302 +527,11 @@ void gl_InitModels()
}
}
memset(&smf, 0, sizeof(smf));
smf.modelIDs[0] = smf.modelIDs[1] = smf.modelIDs[2] = smf.modelIDs[3] = -1;
int Lump;
int lastLump = 0;
while ((Lump = Wads.FindLump("MODELDEF", &lastLump)) != -1)
{
FScanner sc(Lump);
while (sc.GetString())
{
if (sc.Compare("model"))
{
path = "";
sc.MustGetString();
memset(&smf, 0, sizeof(smf));
smf.modelIDs[0] = smf.modelIDs[1] = smf.modelIDs[2] = smf.modelIDs[3] = -1;
smf.xscale=smf.yscale=smf.zscale=1.f;
smf.type = PClass::FindClass(sc.String);
if (!smf.type || smf.type->Defaults == nullptr)
{
sc.ScriptError("MODELDEF: Unknown actor type '%s'\n", sc.String);
}
sc.MustGetStringName("{");
while (!sc.CheckString("}"))
{
sc.MustGetString();
if (sc.Compare("path"))
{
sc.MustGetString();
FixPathSeperator(sc.String);
path = sc.String;
if (path[(int)path.Len()-1]!='/') path+='/';
}
else if (sc.Compare("model"))
{
sc.MustGetNumber();
index = sc.Number;
if (index < 0 || index >= MAX_MODELS_PER_FRAME)
{
sc.ScriptError("Too many models in %s", smf.type->TypeName.GetChars());
}
sc.MustGetString();
FixPathSeperator(sc.String);
smf.modelIDs[index] = FindModel(path.GetChars(), sc.String);
if (smf.modelIDs[index] == -1)
{
Printf("%s: model not found in %s\n", sc.String, path.GetChars());
}
}
else if (sc.Compare("scale"))
{
sc.MustGetFloat();
smf.xscale = sc.Float;
sc.MustGetFloat();
smf.yscale = sc.Float;
sc.MustGetFloat();
smf.zscale = sc.Float;
}
// [BB] Added zoffset reading.
// Now it must be considered deprecated.
else if (sc.Compare("zoffset"))
{
sc.MustGetFloat();
smf.zoffset=sc.Float;
}
// Offset reading.
else if (sc.Compare("offset"))
{
sc.MustGetFloat();
smf.xoffset = sc.Float;
sc.MustGetFloat();
smf.yoffset = sc.Float;
sc.MustGetFloat();
smf.zoffset = sc.Float;
}
// angleoffset, pitchoffset and rolloffset reading.
else if (sc.Compare("angleoffset"))
{
sc.MustGetFloat();
smf.angleoffset = sc.Float;
}
else if (sc.Compare("pitchoffset"))
{
sc.MustGetFloat();
smf.pitchoffset = sc.Float;
}
else if (sc.Compare("rolloffset"))
{
sc.MustGetFloat();
smf.rolloffset = sc.Float;
}
// [BB] Added model flags reading.
else if (sc.Compare("ignoretranslation"))
{
smf.flags |= MDL_IGNORETRANSLATION;
}
else if (sc.Compare("pitchfrommomentum"))
{
smf.flags |= MDL_PITCHFROMMOMENTUM;
}
else if (sc.Compare("inheritactorpitch"))
{
smf.flags |= MDL_USEACTORPITCH | MDL_BADROTATION;
}
else if (sc.Compare("inheritactorroll"))
{
smf.flags |= MDL_USEACTORROLL;
}
else if (sc.Compare("useactorpitch"))
{
smf.flags |= MDL_USEACTORPITCH;
}
else if (sc.Compare("useactorroll"))
{
smf.flags |= MDL_USEACTORROLL;
}
else if (sc.Compare("rotating"))
{
smf.flags |= MDL_ROTATING;
smf.xrotate = 0.;
smf.yrotate = 1.;
smf.zrotate = 0.;
smf.rotationCenterX = 0.;
smf.rotationCenterY = 0.;
smf.rotationCenterZ = 0.;
smf.rotationSpeed = 1.;
}
else if (sc.Compare("rotation-speed"))
{
sc.MustGetFloat();
smf.rotationSpeed = sc.Float;
}
else if (sc.Compare("rotation-vector"))
{
sc.MustGetFloat();
smf.xrotate = sc.Float;
sc.MustGetFloat();
smf.yrotate = sc.Float;
sc.MustGetFloat();
smf.zrotate = sc.Float;
}
else if (sc.Compare("rotation-center"))
{
sc.MustGetFloat();
smf.rotationCenterX = sc.Float;
sc.MustGetFloat();
smf.rotationCenterY = sc.Float;
sc.MustGetFloat();
smf.rotationCenterZ = sc.Float;
}
else if (sc.Compare("interpolatedoubledframes"))
{
smf.flags |= MDL_INTERPOLATEDOUBLEDFRAMES;
}
else if (sc.Compare("nointerpolation"))
{
smf.flags |= MDL_NOINTERPOLATION;
}
else if (sc.Compare("skin"))
{
sc.MustGetNumber();
index=sc.Number;
if (index<0 || index>=MAX_MODELS_PER_FRAME)
{
sc.ScriptError("Too many models in %s", smf.type->TypeName.GetChars());
}
sc.MustGetString();
FixPathSeperator(sc.String);
if (sc.Compare(""))
{
smf.skinIDs[index]=FNullTextureID();
}
else
{
smf.skinIDs[index] = LoadSkin(path.GetChars(), sc.String);
if (!smf.skinIDs[index].isValid())
{
Printf("Skin '%s' not found in '%s'\n",
sc.String, smf.type->TypeName.GetChars());
}
}
}
else if (sc.Compare("surfaceskin"))
{
sc.MustGetNumber();
index = sc.Number;
sc.MustGetNumber();
surface = sc.Number;
if (index<0 || index >= MAX_MODELS_PER_FRAME)
{
sc.ScriptError("Too many models in %s", smf.type->TypeName.GetChars());
}
if (surface<0 || surface >= MD3_MAX_SURFACES)
{
sc.ScriptError("Invalid MD3 Surface %d in %s", MD3_MAX_SURFACES, smf.type->TypeName.GetChars());
}
sc.MustGetString();
FixPathSeperator(sc.String);
if (sc.Compare(""))
{
smf.surfaceskinIDs[index][surface] = FNullTextureID();
}
else
{
smf.surfaceskinIDs[index][surface] = LoadSkin(path.GetChars(), sc.String);
if (!smf.surfaceskinIDs[index][surface].isValid())
{
Printf("Surface Skin '%s' not found in '%s'\n",
sc.String, smf.type->TypeName.GetChars());
}
}
}
else if (sc.Compare("frameindex") || sc.Compare("frame"))
{
bool isframe=!!sc.Compare("frame");
sc.MustGetString();
smf.sprite = -1;
for (i = 0; i < (int)sprites.Size (); ++i)
{
if (strnicmp (sprites[i].name, sc.String, 4) == 0)
{
if (sprites[i].numframes==0)
{
//sc.ScriptError("Sprite %s has no frames", sc.String);
}
smf.sprite = i;
break;
}
}
if (smf.sprite==-1)
{
sc.ScriptError("Unknown sprite %s in model definition for %s", sc.String, smf.type->TypeName.GetChars());
}
sc.MustGetString();
FString framechars = sc.String;
sc.MustGetNumber();
index=sc.Number;
if (index<0 || index>=MAX_MODELS_PER_FRAME)
{
sc.ScriptError("Too many models in %s", smf.type->TypeName.GetChars());
}
if (isframe)
{
sc.MustGetString();
if (smf.modelIDs[index] != -1)
{
FModel *model = Models[smf.modelIDs[index]];
smf.modelframes[index] = model->FindFrame(sc.String);
if (smf.modelframes[index]==-1) sc.ScriptError("Unknown frame '%s' in %s", sc.String, smf.type->TypeName.GetChars());
}
else smf.modelframes[index] = -1;
}
else
{
sc.MustGetNumber();
smf.modelframes[index] = sc.Number;
}
for(i=0; framechars[i]>0; i++)
{
char map[29]={0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0};
int c = toupper(framechars[i])-'A';
if (c<0 || c>=29)
{
sc.ScriptError("Invalid frame character %c found", c+'A');
}
if (map[c]) continue;
smf.frame=c;
SpriteModelFrames.Push(smf);
GetDefaultByType(smf.type)->hasmodel = true;
map[c]=1;
}
}
else if (sc.Compare("dontcullbackfaces"))
{
smf.flags |= MDL_DONTCULLBACKFACES;
}
else if (sc.Compare("userotationcenter"))
{
smf.flags |= MDL_USEROTATIONCENTER;
smf.rotationCenterX = 0.;
smf.rotationCenterY = 0.;
smf.rotationCenterZ = 0.;
}
else
{
sc.ScriptMessage("Unrecognized string \"%s\"", sc.String);
}
}
}
}
ParseModelDefLump(Lump);
}
// create a hash table for quick access
@ -842,7 +539,7 @@ void gl_InitModels()
atterm(DeleteModelHash);
memset(SpriteModelHash, 0xff, SpriteModelFrames.Size () * sizeof(int));
for (i = 0; i < (int)SpriteModelFrames.Size (); i++)
for (unsigned int i = 0; i < SpriteModelFrames.Size (); i++)
{
int j = ModelFrameHash(&SpriteModelFrames[i]) % SpriteModelFrames.Size ();
@ -851,13 +548,323 @@ void gl_InitModels()
}
}
static void ParseModelDefLump(int Lump)
{
FScanner sc(Lump);
while (sc.GetString())
{
if (sc.Compare("model"))
{
int index, surface;
FString path = "";
sc.MustGetString();
FSpriteModelFrame smf;
memset(&smf, 0, sizeof(smf));
smf.modelIDs[0] = smf.modelIDs[1] = smf.modelIDs[2] = smf.modelIDs[3] = -1;
smf.xscale=smf.yscale=smf.zscale=1.f;
smf.type = PClass::FindClass(sc.String);
if (!smf.type || smf.type->Defaults == nullptr)
{
sc.ScriptError("MODELDEF: Unknown actor type '%s'\n", sc.String);
}
sc.MustGetStringName("{");
while (!sc.CheckString("}"))
{
sc.MustGetString();
if (sc.Compare("path"))
{
sc.MustGetString();
FixPathSeperator(sc.String);
path = sc.String;
if (path[(int)path.Len()-1]!='/') path+='/';
}
else if (sc.Compare("model"))
{
sc.MustGetNumber();
index = sc.Number;
if (index < 0 || index >= MAX_MODELS_PER_FRAME)
{
sc.ScriptError("Too many models in %s", smf.type->TypeName.GetChars());
}
sc.MustGetString();
FixPathSeperator(sc.String);
smf.modelIDs[index] = FindModel(path.GetChars(), sc.String);
if (smf.modelIDs[index] == -1)
{
Printf("%s: model not found in %s\n", sc.String, path.GetChars());
}
}
else if (sc.Compare("scale"))
{
sc.MustGetFloat();
smf.xscale = sc.Float;
sc.MustGetFloat();
smf.yscale = sc.Float;
sc.MustGetFloat();
smf.zscale = sc.Float;
}
// [BB] Added zoffset reading.
// Now it must be considered deprecated.
else if (sc.Compare("zoffset"))
{
sc.MustGetFloat();
smf.zoffset=sc.Float;
}
// Offset reading.
else if (sc.Compare("offset"))
{
sc.MustGetFloat();
smf.xoffset = sc.Float;
sc.MustGetFloat();
smf.yoffset = sc.Float;
sc.MustGetFloat();
smf.zoffset = sc.Float;
}
// angleoffset, pitchoffset and rolloffset reading.
else if (sc.Compare("angleoffset"))
{
sc.MustGetFloat();
smf.angleoffset = sc.Float;
}
else if (sc.Compare("pitchoffset"))
{
sc.MustGetFloat();
smf.pitchoffset = sc.Float;
}
else if (sc.Compare("rolloffset"))
{
sc.MustGetFloat();
smf.rolloffset = sc.Float;
}
// [BB] Added model flags reading.
else if (sc.Compare("ignoretranslation"))
{
smf.flags |= MDL_IGNORETRANSLATION;
}
else if (sc.Compare("pitchfrommomentum"))
{
smf.flags |= MDL_PITCHFROMMOMENTUM;
}
else if (sc.Compare("inheritactorpitch"))
{
smf.flags |= MDL_USEACTORPITCH | MDL_BADROTATION;
}
else if (sc.Compare("inheritactorroll"))
{
smf.flags |= MDL_USEACTORROLL;
}
else if (sc.Compare("useactorpitch"))
{
smf.flags |= MDL_USEACTORPITCH;
}
else if (sc.Compare("useactorroll"))
{
smf.flags |= MDL_USEACTORROLL;
}
else if (sc.Compare("rotating"))
{
smf.flags |= MDL_ROTATING;
smf.xrotate = 0.;
smf.yrotate = 1.;
smf.zrotate = 0.;
smf.rotationCenterX = 0.;
smf.rotationCenterY = 0.;
smf.rotationCenterZ = 0.;
smf.rotationSpeed = 1.;
}
else if (sc.Compare("rotation-speed"))
{
sc.MustGetFloat();
smf.rotationSpeed = sc.Float;
}
else if (sc.Compare("rotation-vector"))
{
sc.MustGetFloat();
smf.xrotate = sc.Float;
sc.MustGetFloat();
smf.yrotate = sc.Float;
sc.MustGetFloat();
smf.zrotate = sc.Float;
}
else if (sc.Compare("rotation-center"))
{
sc.MustGetFloat();
smf.rotationCenterX = sc.Float;
sc.MustGetFloat();
smf.rotationCenterY = sc.Float;
sc.MustGetFloat();
smf.rotationCenterZ = sc.Float;
}
else if (sc.Compare("interpolatedoubledframes"))
{
smf.flags |= MDL_INTERPOLATEDOUBLEDFRAMES;
}
else if (sc.Compare("nointerpolation"))
{
smf.flags |= MDL_NOINTERPOLATION;
}
else if (sc.Compare("skin"))
{
sc.MustGetNumber();
index=sc.Number;
if (index<0 || index>=MAX_MODELS_PER_FRAME)
{
sc.ScriptError("Too many models in %s", smf.type->TypeName.GetChars());
}
sc.MustGetString();
FixPathSeperator(sc.String);
if (sc.Compare(""))
{
smf.skinIDs[index]=FNullTextureID();
}
else
{
smf.skinIDs[index] = LoadSkin(path.GetChars(), sc.String);
if (!smf.skinIDs[index].isValid())
{
Printf("Skin '%s' not found in '%s'\n",
sc.String, smf.type->TypeName.GetChars());
}
}
}
else if (sc.Compare("surfaceskin"))
{
sc.MustGetNumber();
index = sc.Number;
sc.MustGetNumber();
surface = sc.Number;
if (index<0 || index >= MAX_MODELS_PER_FRAME)
{
sc.ScriptError("Too many models in %s", smf.type->TypeName.GetChars());
}
if (surface<0 || surface >= MD3_MAX_SURFACES)
{
sc.ScriptError("Invalid MD3 Surface %d in %s", MD3_MAX_SURFACES, smf.type->TypeName.GetChars());
}
sc.MustGetString();
FixPathSeperator(sc.String);
if (sc.Compare(""))
{
smf.surfaceskinIDs[index][surface] = FNullTextureID();
}
else
{
smf.surfaceskinIDs[index][surface] = LoadSkin(path.GetChars(), sc.String);
if (!smf.surfaceskinIDs[index][surface].isValid())
{
Printf("Surface Skin '%s' not found in '%s'\n",
sc.String, smf.type->TypeName.GetChars());
}
}
}
else if (sc.Compare("frameindex") || sc.Compare("frame"))
{
bool isframe=!!sc.Compare("frame");
sc.MustGetString();
smf.sprite = -1;
for (int i = 0; i < (int)sprites.Size (); ++i)
{
if (strnicmp (sprites[i].name, sc.String, 4) == 0)
{
if (sprites[i].numframes==0)
{
//sc.ScriptError("Sprite %s has no frames", sc.String);
}
smf.sprite = i;
break;
}
}
if (smf.sprite==-1)
{
sc.ScriptError("Unknown sprite %s in model definition for %s", sc.String, smf.type->TypeName.GetChars());
}
sc.MustGetString();
FString framechars = sc.String;
sc.MustGetNumber();
index=sc.Number;
if (index<0 || index>=MAX_MODELS_PER_FRAME)
{
sc.ScriptError("Too many models in %s", smf.type->TypeName.GetChars());
}
if (isframe)
{
sc.MustGetString();
if (smf.modelIDs[index] != -1)
{
FModel *model = Models[smf.modelIDs[index]];
smf.modelframes[index] = model->FindFrame(sc.String);
if (smf.modelframes[index]==-1) sc.ScriptError("Unknown frame '%s' in %s", sc.String, smf.type->TypeName.GetChars());
}
else smf.modelframes[index] = -1;
}
else
{
sc.MustGetNumber();
smf.modelframes[index] = sc.Number;
}
for(int i=0; framechars[i]>0; i++)
{
char map[29]={0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0};
int c = toupper(framechars[i])-'A';
if (c<0 || c>=29)
{
sc.ScriptError("Invalid frame character %c found", c+'A');
}
if (map[c]) continue;
smf.frame=c;
SpriteModelFrames.Push(smf);
GetDefaultByType(smf.type)->hasmodel = true;
map[c]=1;
}
}
else if (sc.Compare("dontcullbackfaces"))
{
smf.flags |= MDL_DONTCULLBACKFACES;
}
else if (sc.Compare("userotationcenter"))
{
smf.flags |= MDL_USEROTATIONCENTER;
smf.rotationCenterX = 0.;
smf.rotationCenterY = 0.;
smf.rotationCenterZ = 0.;
}
else
{
sc.ScriptMessage("Unrecognized string \"%s\"", sc.String);
}
}
}
// This code is commented out because Gene Tech has broken include statements that blocks this feature..
/*else if (sc.Compare("#include"))
{
sc.MustGetString();
// This is not using sc.Open because it can print a more useful error message when done here
int includelump = Wads.CheckNumForFullName(sc.String, true);
if (includelump == -1)
sc.ScriptError("Lump '%s' not found", sc.String);
else
ParseModelDefLump(includelump);
}*/
}
}
//===========================================================================
//
// gl_FindModelFrame
// FindModelFrame
//
//===========================================================================
FSpriteModelFrame * gl_FindModelFrame(const PClass * ti, int sprite, int frame, bool dropped)
FSpriteModelFrame * FindModelFrame(const PClass * ti, int sprite, int frame, bool dropped)
{
if (GetDefaultByType(ti)->hasmodel)
{
@ -898,11 +905,11 @@ FSpriteModelFrame * gl_FindModelFrame(const PClass * ti, int sprite, int frame,
//===========================================================================
//
// gl_IsHUDModelForPlayerAvailable
// IsHUDModelForPlayerAvailable
//
//===========================================================================
bool gl_IsHUDModelForPlayerAvailable (player_t * player)
bool IsHUDModelForPlayerAvailable (player_t * player)
{
if (player == nullptr || player->ReadyWeapon == nullptr)
return false;
@ -913,7 +920,7 @@ bool gl_IsHUDModelForPlayerAvailable (player_t * player)
return false;
FState* state = psp->GetState();
FSpriteModelFrame *smf = gl_FindModelFrame(player->ReadyWeapon->GetClass(), state->sprite, state->GetFrame(), false);
FSpriteModelFrame *smf = FindModelFrame(player->ReadyWeapon->GetClass(), state->sprite, state->GetFrame(), false);
return ( smf != nullptr );
}

View File

@ -46,6 +46,14 @@ FTextureID LoadSkin(const char * path, const char * fn);
struct FSpriteModelFrame;
class IModelVertexBuffer;
enum ModelRendererType
{
GLModelRendererType,
SWModelRendererType,
PolyModelRendererType,
NumModelRendererTypes
};
class FModelRenderer
{
public:
@ -54,6 +62,8 @@ public:
void RenderModel(float x, float y, float z, FSpriteModelFrame *modelframe, AActor *actor);
void RenderHUDModel(DPSprite *psp, float ofsx, float ofsy);
virtual ModelRendererType GetType() const = 0;
virtual void BeginDrawModel(AActor *actor, FSpriteModelFrame *smf, const VSMatrix &objectToWorldMatrix) = 0;
virtual void EndDrawModel(AActor *actor, FSpriteModelFrame *smf) = 0;
@ -73,8 +83,7 @@ public:
virtual void DrawElements(int numIndices, size_t offset) = 0;
private:
void RenderFrameModels(const FSpriteModelFrame *smf, const FState *curState, const int curTics, const PClass *ti, Matrix3x4 *normaltransform, int translation);
static double GetTimeFloat();
void RenderFrameModels(const FSpriteModelFrame *smf, const FState *curState, const int curTics, const PClass *ti, int translation);
};
struct FModelVertex
@ -123,11 +132,7 @@ public:
class FModel
{
public:
FModel()
{
mVBuf = NULL;
}
FModel();
virtual ~FModel();
virtual bool Load(const char * fn, int lumpnum, const char * buffer, int length) = 0;
@ -135,19 +140,20 @@ public:
virtual void RenderFrame(FModelRenderer *renderer, FTexture * skin, int frame, int frame2, double inter, int translation=0) = 0;
virtual void BuildVertexBuffer(FModelRenderer *renderer) = 0;
virtual void AddSkins(uint8_t *hitlist) = 0;
void DestroyVertexBuffer()
{
delete mVBuf;
mVBuf = NULL;
}
virtual float getAspectFactor() { return 1.f; }
void SetVertexBuffer(FModelRenderer *renderer, IModelVertexBuffer *buffer) { mVBuf[renderer->GetType()] = buffer; }
IModelVertexBuffer *GetVertexBuffer(FModelRenderer *renderer) const { return mVBuf[renderer->GetType()]; }
void DestroyVertexBuffer();
const FSpriteModelFrame *curSpriteMDLFrame;
int curMDLIndex;
void PushSpriteMDLFrame(const FSpriteModelFrame *smf, int index) { curSpriteMDLFrame = smf; curMDLIndex = index; };
IModelVertexBuffer *mVBuf;
FString mFileName;
private:
IModelVertexBuffer *mVBuf[NumModelRendererTypes];
};
class FDMDModel : public FModel
@ -473,9 +479,9 @@ struct FSpriteModelFrame
float pitchoffset, rolloffset; // I don't want to bother with type transformations, so I made this variables float.
};
FSpriteModelFrame * gl_FindModelFrame(const PClass * ti, int sprite, int frame, bool dropped);
bool gl_IsHUDModelForPlayerAvailable (player_t * player);
FSpriteModelFrame * FindModelFrame(const PClass * ti, int sprite, int frame, bool dropped);
bool IsHUDModelForPlayerAvailable(player_t * player);
void FlushModels();
class DeletingModelArray : public TArray<FModel *>
{

View File

@ -279,15 +279,17 @@ FDMDModel::~FDMDModel()
void FDMDModel::BuildVertexBuffer(FModelRenderer *renderer)
{
if (mVBuf == NULL)
if (!GetVertexBuffer(renderer))
{
LoadGeometry();
int VertexBufferSize = info.numFrames * lodInfo[0].numTriangles * 3;
unsigned int vindex = 0;
mVBuf = renderer->CreateVertexBuffer(false, info.numFrames == 1);
FModelVertex *vertptr = mVBuf->LockVertexBuffer(VertexBufferSize);
auto vbuf = renderer->CreateVertexBuffer(false, info.numFrames == 1);
SetVertexBuffer(renderer, vbuf);
FModelVertex *vertptr = vbuf->LockVertexBuffer(VertexBufferSize);
for (int i = 0; i < info.numFrames; i++)
{
@ -313,7 +315,7 @@ void FDMDModel::BuildVertexBuffer(FModelRenderer *renderer)
tri++;
}
}
mVBuf->UnlockVertexBuffer();
vbuf->UnlockVertexBuffer();
UnloadGeometry();
}
}
@ -368,7 +370,7 @@ void FDMDModel::RenderFrame(FModelRenderer *renderer, FTexture * skin, int frame
renderer->SetInterpolation(inter);
renderer->SetMaterial(skin, false, translation);
mVBuf->SetupFrame(renderer, frames[frameno].vindex, frames[frameno2].vindex, lodInfo[0].numTriangles * 3);
GetVertexBuffer(renderer)->SetupFrame(renderer, frames[frameno].vindex, frames[frameno2].vindex, lodInfo[0].numTriangles * 3);
renderer->DrawArrays(0, lodInfo[0].numTriangles * 3);
renderer->SetInterpolation(0.f);
}

View File

@ -237,7 +237,7 @@ void FMD3Model::LoadGeometry()
void FMD3Model::BuildVertexBuffer(FModelRenderer *renderer)
{
if (mVBuf == nullptr)
if (!GetVertexBuffer(renderer))
{
LoadGeometry();
@ -251,9 +251,11 @@ void FMD3Model::BuildVertexBuffer(FModelRenderer *renderer)
ibufsize += 3 * surf->numTriangles;
}
mVBuf = renderer->CreateVertexBuffer(true, numFrames == 1);
FModelVertex *vertptr = mVBuf->LockVertexBuffer(vbufsize);
unsigned int *indxptr = mVBuf->LockIndexBuffer(ibufsize);
auto vbuf = renderer->CreateVertexBuffer(true, numFrames == 1);
SetVertexBuffer(renderer, vbuf);
FModelVertex *vertptr = vbuf->LockVertexBuffer(vbufsize);
unsigned int *indxptr = vbuf->LockIndexBuffer(ibufsize);
assert(vertptr != nullptr && indxptr != nullptr);
@ -285,8 +287,8 @@ void FMD3Model::BuildVertexBuffer(FModelRenderer *renderer)
}
surf->UnloadGeometry();
}
mVBuf->UnlockVertexBuffer();
mVBuf->UnlockIndexBuffer();
vbuf->UnlockVertexBuffer();
vbuf->UnlockIndexBuffer();
}
}
@ -365,7 +367,7 @@ void FMD3Model::RenderFrame(FModelRenderer *renderer, FTexture * skin, int frame
}
renderer->SetMaterial(surfaceSkin, false, translation);
mVBuf->SetupFrame(renderer, surf->vindex + frameno * surf->numVertices, surf->vindex + frameno2 * surf->numVertices, surf->numVertices);
GetVertexBuffer(renderer)->SetupFrame(renderer, surf->vindex + frameno * surf->numVertices, surf->vindex + frameno2 * surf->numVertices, surf->numVertices);
renderer->DrawElements(surf->numTriangles * 3, surf->iindex * sizeof(unsigned int));
}
renderer->SetInterpolation(0.f);

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@ -198,7 +198,7 @@ void FUE1Model::RenderFrame( FModelRenderer *renderer, FTexture *skin, int frame
}
}
renderer->SetMaterial(sskin,false,translation);
mVBuf->SetupFrame(renderer,vofs+frame*fsize,vofs+frame2*fsize,vsize);
GetVertexBuffer(renderer)->SetupFrame(renderer,vofs+frame*fsize,vofs+frame2*fsize,vsize);
renderer->DrawArrays(0,vsize);
vofs += vsize;
}
@ -207,14 +207,15 @@ void FUE1Model::RenderFrame( FModelRenderer *renderer, FTexture *skin, int frame
void FUE1Model::BuildVertexBuffer( FModelRenderer *renderer )
{
if ( mVBuf != NULL )
if (GetVertexBuffer(renderer))
return;
int vsize = 0;
for ( int i=0; i<numGroups; i++ )
vsize += groups[i].numPolys*3;
vsize *= numFrames;
mVBuf = renderer->CreateVertexBuffer(false,numFrames==1);
FModelVertex *vptr = mVBuf->LockVertexBuffer(vsize);
auto vbuf = renderer->CreateVertexBuffer(false,numFrames==1);
SetVertexBuffer(renderer, vbuf);
FModelVertex *vptr = vbuf->LockVertexBuffer(vsize);
int vidx = 0;
for ( int i=0; i<numFrames; i++ )
{
@ -233,7 +234,7 @@ void FUE1Model::BuildVertexBuffer( FModelRenderer *renderer )
}
}
}
mVBuf->UnlockVertexBuffer();
vbuf->UnlockVertexBuffer();
}
void FUE1Model::AddSkins( uint8_t *hitlist )

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@ -321,19 +321,21 @@ void FVoxelModel::Initialize()
void FVoxelModel::BuildVertexBuffer(FModelRenderer *renderer)
{
if (mVBuf == NULL)
if (!GetVertexBuffer(renderer))
{
Initialize();
mVBuf = renderer->CreateVertexBuffer(true, true);
FModelVertex *vertptr = mVBuf->LockVertexBuffer(mVertices.Size());
unsigned int *indxptr = mVBuf->LockIndexBuffer(mIndices.Size());
auto vbuf = renderer->CreateVertexBuffer(true, true);
SetVertexBuffer(renderer, vbuf);
FModelVertex *vertptr = vbuf->LockVertexBuffer(mVertices.Size());
unsigned int *indxptr = vbuf->LockIndexBuffer(mIndices.Size());
memcpy(vertptr, &mVertices[0], sizeof(FModelVertex)* mVertices.Size());
memcpy(indxptr, &mIndices[0], sizeof(unsigned int)* mIndices.Size());
mVBuf->UnlockVertexBuffer();
mVBuf->UnlockIndexBuffer();
vbuf->UnlockVertexBuffer();
vbuf->UnlockIndexBuffer();
mNumIndices = mIndices.Size();
// delete our temporary buffers
@ -398,7 +400,7 @@ float FVoxelModel::getAspectFactor()
void FVoxelModel::RenderFrame(FModelRenderer *renderer, FTexture * skin, int frame, int frame2, double inter, int translation)
{
renderer->SetMaterial(skin, true, translation);
mVBuf->SetupFrame(renderer, 0, 0, 0);
GetVertexBuffer(renderer)->SetupFrame(renderer, 0, 0, 0);
renderer->DrawElements(mNumIndices, 0);
}

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@ -34,7 +34,7 @@
#include "r_data/voxels.h"
#include "vm.h"
void gl_InitModels();
void InitModels();
// variables used to look up
// and range check thing_t sprites patches
@ -1048,7 +1048,7 @@ void R_InitSprites ()
// [RH] Sort the skins, but leave base as skin 0
//qsort (&skins[PlayerClasses.Size ()], numskins-PlayerClasses.Size (), sizeof(FPlayerSkin), skinsorter);
gl_InitModels();
InitModels();
}

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@ -962,7 +962,7 @@ namespace swrenderer
{
int spritenum = thing->sprite;
bool isPicnumOverride = thing->picnum.isValid();
FSpriteModelFrame *modelframe = isPicnumOverride ? nullptr : gl_FindModelFrame(thing->GetClass(), spritenum, thing->frame, !!(thing->flags & MF_DROPPED));
FSpriteModelFrame *modelframe = isPicnumOverride ? nullptr : FindModelFrame(thing->GetClass(), spritenum, thing->frame, !!(thing->flags & MF_DROPPED));
if (modelframe && (thing->Pos() - Thread->Viewport->viewpoint.Pos).LengthSquared() < model_distance_cull)
{
DVector3 pos = thing->InterpolatedPosition(Thread->Viewport->viewpoint.TicFrac);

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@ -34,9 +34,6 @@
#include "swrenderer/viewport/r_viewport.h"
#include "swrenderer/scene/r_light.h"
void gl_FlushModels();
extern bool polymodelsInUse;
namespace swrenderer
{
void RenderModel::Project(RenderThread *thread, float x, float y, float z, FSpriteModelFrame *smf, AActor *actor)
@ -83,11 +80,6 @@ namespace swrenderer
SWModelRenderer::SWModelRenderer(RenderThread *thread, Fake3DTranslucent clip3DFloor) : Thread(thread), Clip3DFloor(clip3DFloor)
{
if (polymodelsInUse)
{
gl_FlushModels();
polymodelsInUse = false;
}
}
void SWModelRenderer::BeginDrawModel(AActor *actor, FSpriteModelFrame *smf, const VSMatrix &objectToWorldMatrix)

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@ -54,6 +54,8 @@ namespace swrenderer
public:
SWModelRenderer(RenderThread *thread, Fake3DTranslucent clip3DFloor);
ModelRendererType GetType() const override { return SWModelRendererType; }
void BeginDrawModel(AActor *actor, FSpriteModelFrame *smf, const VSMatrix &objectToWorldMatrix) override;
void EndDrawModel(AActor *actor, FSpriteModelFrame *smf) override;
IModelVertexBuffer *CreateVertexBuffer(bool needindex, bool singleframe) override;

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@ -94,7 +94,7 @@ namespace swrenderer
(r_deathcamera && Thread->Viewport->viewpoint.camera->health <= 0))
return;
renderHUDModel = r_models && gl_IsHUDModelForPlayerAvailable(players[consoleplayer].camera->player);
renderHUDModel = r_models && IsHUDModelForPlayerAvailable(players[consoleplayer].camera->player);
FDynamicColormap *basecolormap;
CameraLight *cameraLight = CameraLight::Instance();