mirror of
https://github.com/ZDoom/gzdoom.git
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4e6226fc2d
- add dynlights to softpoly pal mode
259 lines
8.6 KiB
C++
259 lines
8.6 KiB
C++
/*
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** Polygon Doom software renderer
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** Copyright (c) 2016 Magnus Norddahl
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**
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** This software is provided 'as-is', without any express or implied
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** warranty. In no event will the authors be held liable for any damages
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** arising from the use of this software.
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**
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** Permission is granted to anyone to use this software for any purpose,
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** including commercial applications, and to alter it and redistribute it
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** freely, subject to the following restrictions:
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**
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** 1. The origin of this software must not be misrepresented; you must not
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** claim that you wrote the original software. If you use this software
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** in a product, an acknowledgment in the product documentation would be
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** appreciated but is not required.
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** 2. Altered source versions must be plainly marked as such, and must not be
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** misrepresented as being the original software.
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** 3. This notice may not be removed or altered from any source distribution.
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**
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*/
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#include <stdlib.h>
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#include "templates.h"
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#include "doomdef.h"
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#include "sbar.h"
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#include "r_data/r_translate.h"
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#include "poly_model.h"
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#include "polyrenderer/poly_renderer.h"
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#include "polyrenderer/scene/poly_light.h"
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#include "polyrenderer/poly_renderthread.h"
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#include "r_data/r_vanillatrans.h"
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#include "actorinlines.h"
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#include "i_time.h"
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void PolyRenderModel(PolyRenderThread *thread, const Mat4f &worldToClip, uint32_t stencilValue, float x, float y, float z, FSpriteModelFrame *smf, AActor *actor)
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{
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PolyModelRenderer renderer(thread, worldToClip, stencilValue);
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renderer.RenderModel(x, y, z, smf, actor);
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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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}
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/////////////////////////////////////////////////////////////////////////////
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PolyModelRenderer::PolyModelRenderer(PolyRenderThread *thread, const Mat4f &worldToClip, uint32_t stencilValue) : Thread(thread), WorldToClip(worldToClip), StencilValue(stencilValue)
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{
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}
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void PolyModelRenderer::BeginDrawModel(AActor *actor, FSpriteModelFrame *smf, const VSMatrix &objectToWorldMatrix)
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{
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ModelActor = actor;
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const_cast<VSMatrix &>(objectToWorldMatrix).copy(ObjectToWorld.Matrix);
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SetTransform();
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if (actor->RenderStyle == LegacyRenderStyles[STYLE_Normal] || !!(smf->flags & MDL_DONTCULLBACKFACES))
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PolyTriangleDrawer::SetTwoSided(Thread->DrawQueue, true);
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}
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void PolyModelRenderer::EndDrawModel(AActor *actor, FSpriteModelFrame *smf)
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{
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if (actor->RenderStyle == LegacyRenderStyles[STYLE_Normal] || !!(smf->flags & MDL_DONTCULLBACKFACES))
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PolyTriangleDrawer::SetTwoSided(Thread->DrawQueue, false);
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ModelActor = nullptr;
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}
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IModelVertexBuffer *PolyModelRenderer::CreateVertexBuffer(bool needindex, bool singleframe)
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{
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return new PolyModelVertexBuffer(needindex, singleframe);
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}
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void PolyModelRenderer::SetVertexBuffer(IModelVertexBuffer *buffer)
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{
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}
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void PolyModelRenderer::ResetVertexBuffer()
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{
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}
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VSMatrix PolyModelRenderer::GetViewToWorldMatrix()
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{
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Mat4f swapYZ = Mat4f::Null();
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swapYZ.Matrix[0 + 0 * 4] = 1.0f;
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swapYZ.Matrix[1 + 2 * 4] = 1.0f;
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swapYZ.Matrix[2 + 1 * 4] = 1.0f;
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swapYZ.Matrix[3 + 3 * 4] = 1.0f;
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VSMatrix worldToView;
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worldToView.loadMatrix((PolyRenderer::Instance()->Scene.CurrentViewpoint->WorldToView * swapYZ).Matrix);
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VSMatrix objectToWorld;
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worldToView.inverseMatrix(objectToWorld);
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return objectToWorld;
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}
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void PolyModelRenderer::BeginDrawHUDModel(AActor *actor, const VSMatrix &objectToWorldMatrix)
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{
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ModelActor = actor;
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const_cast<VSMatrix &>(objectToWorldMatrix).copy(ObjectToWorld.Matrix);
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SetTransform();
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PolyTriangleDrawer::SetWeaponScene(Thread->DrawQueue, true);
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if (actor->RenderStyle == LegacyRenderStyles[STYLE_Normal])
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PolyTriangleDrawer::SetTwoSided(Thread->DrawQueue, true);
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}
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void PolyModelRenderer::EndDrawHUDModel(AActor *actor)
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{
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ModelActor = nullptr;
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PolyTriangleDrawer::SetWeaponScene(Thread->DrawQueue, false);
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if (actor->RenderStyle == LegacyRenderStyles[STYLE_Normal])
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PolyTriangleDrawer::SetTwoSided(Thread->DrawQueue, false);
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}
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void PolyModelRenderer::SetInterpolation(double interpolation)
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{
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InterpolationFactor = (float)interpolation;
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}
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void PolyModelRenderer::SetMaterial(FTexture *skin, bool clampNoFilter, int translation)
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{
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SkinTexture = skin;
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}
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void PolyModelRenderer::SetTransform()
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{
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Mat4f swapYZ = Mat4f::Null();
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swapYZ.Matrix[0 + 0 * 4] = 1.0f;
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swapYZ.Matrix[1 + 2 * 4] = 1.0f;
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swapYZ.Matrix[2 + 1 * 4] = 1.0f;
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swapYZ.Matrix[3 + 3 * 4] = 1.0f;
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PolyTriangleDrawer::SetTransform(Thread->DrawQueue, Thread->FrameMemory->NewObject<Mat4f>(WorldToClip * swapYZ * ObjectToWorld));
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}
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void PolyModelRenderer::DrawArrays(int start, int count)
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{
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const auto &viewpoint = PolyRenderer::Instance()->Viewpoint;
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bool foggy = false;
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int actualextralight = foggy ? 0 : viewpoint.extralight << 4;
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sector_t *sector = ModelActor->Sector;
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bool fullbrightSprite = ((ModelActor->renderflags & RF_FULLBRIGHT) || (ModelActor->flags5 & MF5_BRIGHT));
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int lightlevel = fullbrightSprite ? 255 : ModelActor->Sector->lightlevel + actualextralight;
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PolyDrawArgs args;
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args.SetLight(GetColorTable(sector->Colormap, sector->SpecialColors[sector_t::sprites], true), lightlevel, PolyRenderer::Instance()->Light.SpriteGlobVis(foggy), fullbrightSprite);
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args.SetStencilTestValue(StencilValue);
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args.SetClipPlane(0, PolyClipPlane());
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args.SetStyle(ModelActor->RenderStyle, ModelActor->Alpha, ModelActor->fillcolor, ModelActor->Translation, SkinTexture, fullbrightSprite);
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args.SetDepthTest(true);
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args.SetWriteDepth(true);
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args.SetWriteStencil(false);
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args.DrawArray(Thread->DrawQueue, VertexBuffer + start, count);
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}
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void PolyModelRenderer::DrawElements(int numIndices, size_t offset)
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{
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const auto &viewpoint = PolyRenderer::Instance()->Viewpoint;
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bool foggy = false;
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int actualextralight = foggy ? 0 : viewpoint.extralight << 4;
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sector_t *sector = ModelActor->Sector;
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bool fullbrightSprite = ((ModelActor->renderflags & RF_FULLBRIGHT) || (ModelActor->flags5 & MF5_BRIGHT));
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int lightlevel = fullbrightSprite ? 255 : ModelActor->Sector->lightlevel + actualextralight;
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PolyDrawArgs args;
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args.SetLight(GetColorTable(sector->Colormap, sector->SpecialColors[sector_t::sprites], true), lightlevel, PolyRenderer::Instance()->Light.SpriteGlobVis(foggy), fullbrightSprite);
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args.SetStencilTestValue(StencilValue);
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args.SetClipPlane(0, PolyClipPlane());
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args.SetStyle(ModelActor->RenderStyle, ModelActor->Alpha, ModelActor->fillcolor, ModelActor->Translation, SkinTexture, fullbrightSprite);
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args.SetDepthTest(true);
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args.SetWriteDepth(true);
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args.SetWriteStencil(false);
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args.DrawElements(Thread->DrawQueue, VertexBuffer, IndexBuffer + offset / sizeof(unsigned int), numIndices);
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}
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/////////////////////////////////////////////////////////////////////////////
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PolyModelVertexBuffer::PolyModelVertexBuffer(bool needindex, bool singleframe)
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{
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}
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PolyModelVertexBuffer::~PolyModelVertexBuffer()
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{
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}
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FModelVertex *PolyModelVertexBuffer::LockVertexBuffer(unsigned int size)
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{
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mVertexBuffer.Resize(size);
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return &mVertexBuffer[0];
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}
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void PolyModelVertexBuffer::UnlockVertexBuffer()
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{
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}
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unsigned int *PolyModelVertexBuffer::LockIndexBuffer(unsigned int size)
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{
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mIndexBuffer.Resize(size);
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return &mIndexBuffer[0];
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}
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void PolyModelVertexBuffer::UnlockIndexBuffer()
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{
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}
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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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}
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