mirror of
https://github.com/ZDoom/qzdoom-gpl.git
synced 2024-12-13 05:30:54 +00:00
Merge branch 'master' of https://github.com/coelckers/gzdoom
This commit is contained in:
commit
ae8bc716b2
21 changed files with 470 additions and 184 deletions
|
@ -126,13 +126,16 @@ void ASkyPicker::PostBeginPlay ()
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else
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{
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int boxindex = P_GetSkyboxPortal(box);
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// Do not override special portal types, only regular skies.
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if (0 == (args[1] & 2))
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{
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Sector->Portals[sector_t::ceiling] = boxindex;
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if (Sector->GetPortalType(sector_t::ceiling) == PORTS_SKYVIEWPOINT)
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Sector->Portals[sector_t::ceiling] = boxindex;
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}
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if (0 == (args[1] & 1))
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{
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Sector->Portals[sector_t::floor] = boxindex;
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if (Sector->GetPortalType(sector_t::floor) == PORTS_SKYVIEWPOINT)
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Sector->Portals[sector_t::floor] = boxindex;
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}
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}
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Destroy ();
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|
|
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@ -49,6 +49,7 @@
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#include "gl/dynlights/gl_dynlight.h"
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#include "gl/utility/gl_geometric.h"
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#include "gl/renderer/gl_renderer.h"
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#include "gl/renderer/gl_lightdata.h"
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#include "gl/system/gl_interface.h"
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#include "gl/system/gl_cvars.h"
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#include "gl/renderer/gl_renderstate.h"
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@ -452,7 +453,7 @@ bool gl_SetupLight(int group, Plane & p, ADynamicLight * light, Vector & nearPt,
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bool gl_SetupLightTexture()
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{
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if (GLRenderer->gllight == NULL) return false;
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if (GLRenderer->gllight == nullptr) return false;
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FMaterial * pat = FMaterial::ValidateTexture(GLRenderer->gllight, false);
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pat->Bind(CLAMP_XY, 0);
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return true;
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@ -464,6 +465,95 @@ bool gl_SetupLightTexture()
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//
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//==========================================================================
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bool GLWall::PutWallCompat(int passflag)
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{
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static int list_indices[2][2] =
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{ { GLLDL_WALLS_PLAIN, GLLDL_WALLS_FOG },{ GLLDL_WALLS_MASKED, GLLDL_WALLS_FOGMASKED } };
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// are lights possible?
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if (gl_fixedcolormap != CM_DEFAULT || !gl_lights || seg->sidedef == nullptr || type == RENDERWALL_M2SNF || !gltexture) return false;
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// multipassing these is problematic.
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if ((flags&GLWF_SKYHACK && type == RENDERWALL_M2S)) return false;
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// Any lights affecting this wall?
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if (!(seg->sidedef->Flags & WALLF_POLYOBJ))
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{
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if (seg->sidedef->lighthead == nullptr) return false;
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}
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else if (sub)
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{
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if (sub->lighthead != nullptr) return false;
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}
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bool foggy = (!gl_isBlack(Colormap.FadeColor) || level.flags&LEVEL_HASFADETABLE);
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bool masked = passflag == 2 && gltexture->isMasked();
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int list = list_indices[masked][foggy];
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if (list == GLLDL_WALLS_PLAIN)
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{
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if (gltexture->tex->gl_info.Brightmap && gl.glslversion >= 0.f) list = GLLDL_WALLS_BRIGHT;
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//if (flags & GLWF_GLOW) list = GLLDL_WALLS_BRIGHT;
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}
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gl_drawinfo->dldrawlists[list].AddWall(this);
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return true;
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}
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//==========================================================================
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//
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// Fog boundary without any shader support
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//
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//==========================================================================
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void GLWall::RenderFogBoundaryCompat()
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{
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// without shaders some approximation is needed. This won't look as good
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// as the shader version but it's an acceptable compromise.
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float fogdensity = gl_GetFogDensity(lightlevel, Colormap.FadeColor);
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float dist1 = Dist2(ViewPos.X, ViewPos.Y, glseg.x1, glseg.y1);
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float dist2 = Dist2(ViewPos.X, ViewPos.Y, glseg.x2, glseg.y2);
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// these values were determined by trial and error and are scale dependent!
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float fogd1 = (0.95f - exp(-fogdensity*dist1 / 62500.f)) * 1.05f;
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float fogd2 = (0.95f - exp(-fogdensity*dist2 / 62500.f)) * 1.05f;
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float fc[4] = { Colormap.FadeColor.r / 255.0f,Colormap.FadeColor.g / 255.0f,Colormap.FadeColor.b / 255.0f,fogd2 };
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gl_RenderState.EnableTexture(false);
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gl_RenderState.EnableFog(false);
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gl_RenderState.AlphaFunc(GL_GEQUAL, 0);
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gl_RenderState.Apply();
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glEnable(GL_POLYGON_OFFSET_FILL);
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glPolygonOffset(-1.0f, -128.0f);
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glDepthFunc(GL_LEQUAL);
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glColor4f(fc[0], fc[1], fc[2], fogd1);
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glBegin(GL_TRIANGLE_FAN);
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glTexCoord2f(lolft.u, lolft.v);
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glVertex3f(glseg.x1, zbottom[0], glseg.y1);
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glTexCoord2f(uplft.u, uplft.v);
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glVertex3f(glseg.x1, ztop[0], glseg.y1);
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glColor4f(fc[0], fc[1], fc[2], fogd2);
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glTexCoord2f(uprgt.u, uprgt.v);
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glVertex3f(glseg.x2, ztop[1], glseg.y2);
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glTexCoord2f(lorgt.u, lorgt.v);
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glVertex3f(glseg.x2, zbottom[1], glseg.y2);
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glEnd();
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glDepthFunc(GL_LESS);
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glPolygonOffset(0.0f, 0.0f);
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glDisable(GL_POLYGON_OFFSET_FILL);
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gl_RenderState.EnableFog(true);
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gl_RenderState.AlphaFunc(GL_GEQUAL, 0.5f);
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gl_RenderState.EnableTexture(true);
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}
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//==========================================================================
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//
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//
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//
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//==========================================================================
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void FGLRenderer::RenderMultipassStuff()
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{
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return;
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|
|
|
@ -197,11 +197,12 @@ struct FModelVertex
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class FModelVertexBuffer : public FVertexBuffer
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{
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int mIndexFrame[2];
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unsigned int ibo_id;
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FModelVertex *vbo_ptr;
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uint32_t ibo_id;
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public:
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FModelVertexBuffer(bool needindex);
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FModelVertexBuffer(bool needindex, bool singleframe);
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~FModelVertexBuffer();
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FModelVertex *LockVertexBuffer(unsigned int size);
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@ -210,7 +211,7 @@ public:
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unsigned int *LockIndexBuffer(unsigned int size);
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void UnlockIndexBuffer();
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unsigned int SetupFrame(unsigned int frame1, unsigned int frame2);
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unsigned int SetupFrame(unsigned int frame1, unsigned int frame2, unsigned int size);
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void BindVBO();
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};
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|
|
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@ -73,32 +73,17 @@ EXTERN_CVAR(Int, gl_fogmode)
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extern TDeletingArray<FVoxel *> Voxels;
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extern TDeletingArray<FVoxelDef *> VoxelDefs;
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class DeletingModelArray : public TArray<FModel *>
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{
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public:
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#if 1
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~DeletingModelArray()
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{
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for(unsigned i=0;i<Size();i++)
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{
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delete (*this)[i];
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}
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}
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#endif
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};
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DeletingModelArray Models;
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void gl_LoadModels()
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{
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/*
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for (int i = Models.Size() - 1; i >= 0; i--)
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{
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Models[i]->BuildVertexBuffer();
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}
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*/
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}
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void gl_FlushModels()
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@ -111,16 +96,22 @@ void gl_FlushModels()
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//===========================================================================
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//
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// Uses a hardware buffer if either single frame (i.e. no interpolation needed)
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// or shading is available (interpolation is done by the vertex shader)
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//
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// If interpolation has to be done on the CPU side this will fall back
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// to CPU-side arrays.
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//
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//===========================================================================
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FModelVertexBuffer::FModelVertexBuffer(bool needindex)
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FModelVertexBuffer::FModelVertexBuffer(bool needindex, bool singleframe)
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: FVertexBuffer(singleframe || gl.glslversion > 0)
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{
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vbo_ptr = nullptr;
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ibo_id = 0;
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if (needindex)
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{
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glGenBuffers(1, &ibo_id);
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glGenBuffers(1, &ibo_id); // The index buffer can always be a real buffer.
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}
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}
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@ -161,6 +152,10 @@ FModelVertexBuffer::~FModelVertexBuffer()
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{
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glDeleteBuffers(1, &ibo_id);
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}
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if (vbo_ptr != nullptr)
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{
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delete[] vbo_ptr;
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}
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}
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//===========================================================================
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|
@ -171,9 +166,19 @@ FModelVertexBuffer::~FModelVertexBuffer()
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FModelVertex *FModelVertexBuffer::LockVertexBuffer(unsigned int size)
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{
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glBindBuffer(GL_ARRAY_BUFFER, vbo_id);
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glBufferData(GL_ARRAY_BUFFER, size * sizeof(FModelVertex), NULL, GL_STATIC_DRAW);
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return (FModelVertex*)glMapBufferRange(GL_ARRAY_BUFFER, 0, size * sizeof(FModelVertex), GL_MAP_WRITE_BIT|GL_MAP_INVALIDATE_BUFFER_BIT);
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if (vbo_id > 0)
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{
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glBindBuffer(GL_ARRAY_BUFFER, vbo_id);
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glBufferData(GL_ARRAY_BUFFER, size * sizeof(FModelVertex), nullptr, GL_STATIC_DRAW);
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return (FModelVertex*)glMapBufferRange(GL_ARRAY_BUFFER, 0, size * sizeof(FModelVertex), GL_MAP_WRITE_BIT | GL_MAP_INVALIDATE_BUFFER_BIT);
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}
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else
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{
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if (vbo_ptr != nullptr) delete[] vbo_ptr;
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vbo_ptr = new FModelVertex[size];
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memset(vbo_ptr, 0, size * sizeof(FModelVertex));
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return vbo_ptr;
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}
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}
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//===========================================================================
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|
@ -184,8 +189,11 @@ FModelVertex *FModelVertexBuffer::LockVertexBuffer(unsigned int size)
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void FModelVertexBuffer::UnlockVertexBuffer()
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{
|
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glBindBuffer(GL_ARRAY_BUFFER, vbo_id);
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glUnmapBuffer(GL_ARRAY_BUFFER);
|
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if (vbo_id > 0)
|
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{
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glBindBuffer(GL_ARRAY_BUFFER, vbo_id);
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glUnmapBuffer(GL_ARRAY_BUFFER);
|
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}
|
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}
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//===========================================================================
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|
@ -204,7 +212,7 @@ unsigned int *FModelVertexBuffer::LockIndexBuffer(unsigned int size)
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}
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else
|
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{
|
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return NULL;
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return nullptr;
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||||
}
|
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}
|
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|
||||
|
@ -216,8 +224,11 @@ unsigned int *FModelVertexBuffer::LockIndexBuffer(unsigned int size)
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|||
|
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void FModelVertexBuffer::UnlockIndexBuffer()
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{
|
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ibo_id);
|
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glUnmapBuffer(GL_ELEMENT_ARRAY_BUFFER);
|
||||
if (ibo_id > 0)
|
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{
|
||||
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ibo_id);
|
||||
glUnmapBuffer(GL_ELEMENT_ARRAY_BUFFER);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
|
@ -227,21 +238,44 @@ void FModelVertexBuffer::UnlockIndexBuffer()
|
|||
// This must be called after gl_RenderState.Apply!
|
||||
//
|
||||
//===========================================================================
|
||||
static TArray<FModelVertex> iBuffer;
|
||||
|
||||
unsigned int FModelVertexBuffer::SetupFrame(unsigned int frame1, unsigned int frame2)
|
||||
unsigned int FModelVertexBuffer::SetupFrame(unsigned int frame1, unsigned int frame2, unsigned int size)
|
||||
{
|
||||
glBindBuffer(GL_ARRAY_BUFFER, vbo_id);
|
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if (gl.glslversion > 0)
|
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if (vbo_id > 0)
|
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{
|
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glVertexAttribPointer(VATTR_VERTEX, 3, GL_FLOAT, false, sizeof(FModelVertex), &VMO[frame1].x);
|
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glVertexAttribPointer(VATTR_TEXCOORD, 2, GL_FLOAT, false, sizeof(FModelVertex), &VMO[frame1].u);
|
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glVertexAttribPointer(VATTR_VERTEX2, 3, GL_FLOAT, false, sizeof(FModelVertex), &VMO[frame2].x);
|
||||
if (gl.glslversion > 0)
|
||||
{
|
||||
glVertexAttribPointer(VATTR_VERTEX, 3, GL_FLOAT, false, sizeof(FModelVertex), &VMO[frame1].x);
|
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glVertexAttribPointer(VATTR_TEXCOORD, 2, GL_FLOAT, false, sizeof(FModelVertex), &VMO[frame1].u);
|
||||
glVertexAttribPointer(VATTR_VERTEX2, 3, GL_FLOAT, false, sizeof(FModelVertex), &VMO[frame2].x);
|
||||
}
|
||||
else
|
||||
{
|
||||
// only used for single frame models so there is no vertex2 here, which has no use without a shader.
|
||||
glVertexPointer(3, GL_FLOAT, sizeof(FModelVertex), &VMO[frame1].x);
|
||||
glTexCoordPointer(2, GL_FLOAT, sizeof(FModelVertex), &VMO[frame1].u);
|
||||
}
|
||||
}
|
||||
else if (frame1 == frame2 || size == 0 || gl_RenderState.GetInterpolationFactor() == 0.f)
|
||||
{
|
||||
glVertexPointer(3, GL_FLOAT, sizeof(FModelVertex), &vbo_ptr[frame1].x);
|
||||
glTexCoordPointer(2, GL_FLOAT, sizeof(FModelVertex), &vbo_ptr[frame1].u);
|
||||
}
|
||||
else
|
||||
{
|
||||
// only used for single frame models so there is no vertex2 here, which has no use without a shader.
|
||||
glVertexPointer(3, GL_FLOAT, sizeof(FModelVertex), &VMO[frame1].x);
|
||||
glTexCoordPointer(2, GL_FLOAT, sizeof(FModelVertex), &VMO[frame1].u);
|
||||
// must interpolate
|
||||
iBuffer.Resize(size);
|
||||
glVertexPointer(3, GL_FLOAT, sizeof(FModelVertex), &iBuffer[0].x);
|
||||
glTexCoordPointer(2, GL_FLOAT, sizeof(FModelVertex), &vbo_ptr[frame1].u);
|
||||
float frac = gl_RenderState.GetInterpolationFactor();
|
||||
for (unsigned i = 0; i < size; i++)
|
||||
{
|
||||
iBuffer[i].x = vbo_ptr[frame1 + i].x * (1.f - frac) + vbo_ptr[frame2 + i].x * frac;
|
||||
iBuffer[i].y = vbo_ptr[frame1 + i].y * (1.f - frac) + vbo_ptr[frame2 + i].y * frac;
|
||||
iBuffer[i].z = vbo_ptr[frame1 + i].z * (1.f - frac) + vbo_ptr[frame2 + i].z * frac;
|
||||
}
|
||||
}
|
||||
return frame1;
|
||||
}
|
||||
|
@ -254,7 +288,7 @@ unsigned int FModelVertexBuffer::SetupFrame(unsigned int frame1, unsigned int fr
|
|||
|
||||
FModel::~FModel()
|
||||
{
|
||||
if (mVBuf != NULL) delete mVBuf;
|
||||
if (mVBuf != nullptr) delete mVBuf;
|
||||
}
|
||||
|
||||
|
||||
|
@ -266,8 +300,8 @@ static int * SpriteModelHash;
|
|||
|
||||
static void DeleteModelHash()
|
||||
{
|
||||
if (SpriteModelHash != NULL) delete [] SpriteModelHash;
|
||||
SpriteModelHash = NULL;
|
||||
if (SpriteModelHash != nullptr) delete [] SpriteModelHash;
|
||||
SpriteModelHash = nullptr;
|
||||
}
|
||||
|
||||
//===========================================================================
|
||||
|
@ -278,12 +312,15 @@ static void DeleteModelHash()
|
|||
|
||||
static int FindGFXFile(FString & fn)
|
||||
{
|
||||
int lump = Wads.CheckNumForFullName(fn); // if we find something that matches the name plus the extension, return it and do not enter the substitution logic below.
|
||||
if (lump != -1) return lump;
|
||||
|
||||
int best = -1;
|
||||
int dot = fn.LastIndexOf('.');
|
||||
int slash = fn.LastIndexOf('/');
|
||||
if (dot > slash) fn.Truncate(dot);
|
||||
|
||||
static const char * extensions[] = { ".png", ".jpg", ".tga", ".pcx", NULL };
|
||||
static const char * extensions[] = { ".png", ".jpg", ".tga", ".pcx", nullptr };
|
||||
|
||||
for (const char ** extp=extensions; *extp; extp++)
|
||||
{
|
||||
|
@ -300,7 +337,7 @@ static int FindGFXFile(FString & fn)
|
|||
//
|
||||
//===========================================================================
|
||||
|
||||
FTexture * LoadSkin(const char * path, const char * fn)
|
||||
FTextureID LoadSkin(const char * path, const char * fn)
|
||||
{
|
||||
FString buffer;
|
||||
|
||||
|
@ -309,11 +346,11 @@ FTexture * LoadSkin(const char * path, const char * fn)
|
|||
int texlump = FindGFXFile(buffer);
|
||||
if (texlump>=0)
|
||||
{
|
||||
return TexMan.FindTexture(Wads.GetLumpFullName(texlump), FTexture::TEX_Any, FTextureManager::TEXMAN_TryAny);
|
||||
return TexMan.CheckForTexture(Wads.GetLumpFullName(texlump), FTexture::TEX_Any, FTextureManager::TEXMAN_TryAny);
|
||||
}
|
||||
else
|
||||
{
|
||||
return NULL;
|
||||
return FNullTextureID();
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -344,9 +381,9 @@ static int ModelFrameHash(FSpriteModelFrame * smf)
|
|||
//
|
||||
//===========================================================================
|
||||
|
||||
static FModel * FindModel(const char * path, const char * modelfile)
|
||||
static unsigned FindModel(const char * path, const char * modelfile)
|
||||
{
|
||||
FModel * model = NULL;
|
||||
FModel * model = nullptr;
|
||||
FString fullname;
|
||||
|
||||
fullname.Format("%s%s", path, modelfile);
|
||||
|
@ -355,12 +392,12 @@ static FModel * FindModel(const char * path, const char * modelfile)
|
|||
if (lump<0)
|
||||
{
|
||||
Printf("FindModel: '%s' not found\n", fullname.GetChars());
|
||||
return NULL;
|
||||
return -1;
|
||||
}
|
||||
|
||||
for(int i = 0; i< (int)Models.Size(); i++)
|
||||
for(unsigned i = 0; i< Models.Size(); i++)
|
||||
{
|
||||
if (!Models[i]->mFileName.CompareNoCase(fullname)) return Models[i];
|
||||
if (!Models[i]->mFileName.CompareNoCase(fullname)) return i;
|
||||
}
|
||||
|
||||
int len = Wads.LumpLength(lump);
|
||||
|
@ -380,32 +417,31 @@ static FModel * FindModel(const char * path, const char * modelfile)
|
|||
model = new FMD3Model;
|
||||
}
|
||||
|
||||
if (model != NULL)
|
||||
if (model != nullptr)
|
||||
{
|
||||
if (!model->Load(path, lump, buffer, len))
|
||||
{
|
||||
delete model;
|
||||
return NULL;
|
||||
return -1;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
// try loading as a voxel
|
||||
FVoxel *voxel = R_LoadKVX(lump);
|
||||
if (voxel != NULL)
|
||||
if (voxel != nullptr)
|
||||
{
|
||||
model = new FVoxelModel(voxel, true);
|
||||
}
|
||||
else
|
||||
{
|
||||
Printf("LoadModel: Unknown model format in '%s'\n", fullname.GetChars());
|
||||
return NULL;
|
||||
return -1;
|
||||
}
|
||||
}
|
||||
// The vertex buffer cannot be initialized here because this gets called before OpenGL is initialized
|
||||
model->mFileName = fullname;
|
||||
Models.Push(model);
|
||||
return model;
|
||||
return Models.Push(model);
|
||||
}
|
||||
|
||||
//===========================================================================
|
||||
|
@ -444,8 +480,9 @@ void gl_InitModels()
|
|||
{
|
||||
FVoxelModel *md = (FVoxelModel*)Models[VoxelDefs[i]->Voxel->VoxelIndex];
|
||||
memset(&smf, 0, sizeof(smf));
|
||||
smf.models[0] = md;
|
||||
smf.skins[0] = md->GetPaletteTexture();
|
||||
smf.modelIDs[1] = smf.modelIDs[2] = smf.modelIDs[3] = -1;
|
||||
smf.modelIDs[0] = VoxelDefs[i]->Voxel->VoxelIndex;
|
||||
smf.skinIDs[0] = md->GetPaletteTexture();
|
||||
smf.xscale = smf.yscale = smf.zscale = VoxelDefs[i]->Scale;
|
||||
smf.angleoffset = VoxelDefs[i]->AngleOffset.Degrees;
|
||||
if (VoxelDefs[i]->PlacedSpin != 0)
|
||||
|
@ -474,6 +511,7 @@ void gl_InitModels()
|
|||
}
|
||||
|
||||
memset(&smf, 0, sizeof(smf));
|
||||
smf.modelIDs[0] = smf.modelIDs[1] = smf.modelIDs[2] = smf.modelIDs[3] = -1;
|
||||
while ((Lump = Wads.FindLump("MODELDEF", &lastLump)) != -1)
|
||||
{
|
||||
FScanner sc(Lump);
|
||||
|
@ -483,10 +521,11 @@ void gl_InitModels()
|
|||
{
|
||||
sc.MustGetString();
|
||||
memset(&smf, 0, sizeof(smf));
|
||||
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 == NULL)
|
||||
if (!smf.type || smf.type->Defaults == nullptr)
|
||||
{
|
||||
sc.ScriptError("MODELDEF: Unknown actor type '%s'\n", sc.String);
|
||||
}
|
||||
|
@ -505,15 +544,15 @@ void gl_InitModels()
|
|||
else if (sc.Compare("model"))
|
||||
{
|
||||
sc.MustGetNumber();
|
||||
index=sc.Number;
|
||||
if (index<0 || index>=MAX_MODELS_PER_FRAME)
|
||||
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.models[index] = FindModel(path.GetChars(), sc.String);
|
||||
if (!smf.models[index])
|
||||
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());
|
||||
}
|
||||
|
@ -521,11 +560,11 @@ void gl_InitModels()
|
|||
else if (sc.Compare("scale"))
|
||||
{
|
||||
sc.MustGetFloat();
|
||||
smf.xscale=sc.Float;
|
||||
smf.xscale = sc.Float;
|
||||
sc.MustGetFloat();
|
||||
smf.yscale=sc.Float;
|
||||
smf.yscale = sc.Float;
|
||||
sc.MustGetFloat();
|
||||
smf.zscale=sc.Float;
|
||||
smf.zscale = sc.Float;
|
||||
}
|
||||
// [BB] Added zoffset reading.
|
||||
// Now it must be considered deprecated.
|
||||
|
@ -631,12 +670,12 @@ void gl_InitModels()
|
|||
FixPathSeperator(sc.String);
|
||||
if (sc.Compare(""))
|
||||
{
|
||||
smf.skins[index]=NULL;
|
||||
smf.skinIDs[index]=FNullTextureID();
|
||||
}
|
||||
else
|
||||
{
|
||||
smf.skins[index]=LoadSkin(path.GetChars(), sc.String);
|
||||
if (smf.skins[index] == NULL)
|
||||
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());
|
||||
|
@ -678,9 +717,10 @@ void gl_InitModels()
|
|||
if (isframe)
|
||||
{
|
||||
sc.MustGetString();
|
||||
if (smf.models[index]!=NULL)
|
||||
if (smf.modelIDs[index] != -1)
|
||||
{
|
||||
smf.modelframes[index] = smf.models[index]->FindFrame(sc.String);
|
||||
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;
|
||||
|
@ -765,7 +805,7 @@ FSpriteModelFrame * gl_FindModelFrame(const PClass * ti, int sprite, int frame,
|
|||
if (frame < sprdef->numframes)
|
||||
{
|
||||
spriteframe_t *sprframe = &SpriteFrames[sprdef->spriteframes + frame];
|
||||
if (sprframe->Voxel != NULL)
|
||||
if (sprframe->Voxel != nullptr)
|
||||
{
|
||||
int index = sprframe->Voxel->VoxeldefIndex;
|
||||
if (dropped && sprframe->Voxel->DroppedSpin !=sprframe->Voxel->PlacedSpin) index++;
|
||||
|
@ -773,7 +813,7 @@ FSpriteModelFrame * gl_FindModelFrame(const PClass * ti, int sprite, int frame,
|
|||
}
|
||||
}
|
||||
}
|
||||
return NULL;
|
||||
return nullptr;
|
||||
}
|
||||
|
||||
|
||||
|
@ -792,7 +832,7 @@ void gl_RenderFrameModels( const FSpriteModelFrame *smf,
|
|||
{
|
||||
// [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.
|
||||
FSpriteModelFrame * smfNext = NULL;
|
||||
FSpriteModelFrame * smfNext = nullptr;
|
||||
double inter = 0.;
|
||||
if( gl_interpolate_model_frames && !(smf->flags & MDL_NOINTERPOLATION) )
|
||||
{
|
||||
|
@ -839,17 +879,17 @@ void gl_RenderFrameModels( const FSpriteModelFrame *smf,
|
|||
|
||||
for(int i=0; i<MAX_MODELS_PER_FRAME; i++)
|
||||
{
|
||||
FModel * mdl = smf->models[i];
|
||||
|
||||
if (mdl!=NULL)
|
||||
if (smf->modelIDs[i] != -1)
|
||||
{
|
||||
FModel * mdl = Models[smf->modelIDs[i]];
|
||||
FTexture *tex = smf->skinIDs[i].isValid()? TexMan(smf->skinIDs[i]) : nullptr;
|
||||
mdl->BuildVertexBuffer();
|
||||
gl_RenderState.SetVertexBuffer(mdl->mVBuf);
|
||||
|
||||
if ( smfNext && smf->modelframes[i] != smfNext->modelframes[i] )
|
||||
mdl->RenderFrame(smf->skins[i], smf->modelframes[i], smfNext->modelframes[i], inter, translation);
|
||||
mdl->RenderFrame(tex, smf->modelframes[i], smfNext->modelframes[i], inter, translation);
|
||||
else
|
||||
mdl->RenderFrame(smf->skins[i], smf->modelframes[i], smf->modelframes[i], 0.f, translation);
|
||||
mdl->RenderFrame(tex, smf->modelframes[i], smf->modelframes[i], 0.f, translation);
|
||||
|
||||
gl_RenderState.SetVertexBuffer(GLRenderer->mVBO);
|
||||
}
|
||||
|
@ -949,12 +989,12 @@ void gl_RenderModel(GLSprite * spr)
|
|||
gl_RenderState.mModelMatrix.rotate(-smf->rolloffset, 1, 0, 0);
|
||||
|
||||
// consider the pixel stretching. For non-voxels this must be factored out here
|
||||
float stretch = (smf->models[0] != NULL ? smf->models[0]->getAspectFactor() : 1.f) / glset.pixelstretch;
|
||||
float stretch = (smf->modelIDs[0] != -1 ? Models[smf->modelIDs[0]]->getAspectFactor() : 1.f) / glset.pixelstretch;
|
||||
gl_RenderState.mModelMatrix.scale(1, stretch, 1);
|
||||
|
||||
|
||||
gl_RenderState.EnableModelMatrix(true);
|
||||
gl_RenderFrameModels( smf, spr->actor->state, spr->actor->tics, spr->actor->GetClass(), NULL, translation );
|
||||
gl_RenderFrameModels( smf, spr->actor->state, spr->actor->tics, spr->actor->GetClass(), nullptr, translation );
|
||||
gl_RenderState.EnableModelMatrix(false);
|
||||
|
||||
glDepthFunc(GL_LESS);
|
||||
|
@ -975,7 +1015,7 @@ void gl_RenderHUDModel(pspdef_t *psp, float ofsX, float ofsY)
|
|||
FSpriteModelFrame *smf = gl_FindModelFrame(playermo->player->ReadyWeapon->GetClass(), psp->state->sprite, psp->state->GetFrame(), false);
|
||||
|
||||
// [BB] No model found for this sprite, so we can't render anything.
|
||||
if ( smf == NULL )
|
||||
if ( smf == nullptr )
|
||||
return;
|
||||
|
||||
glDepthFunc(GL_LEQUAL);
|
||||
|
@ -1012,7 +1052,7 @@ void gl_RenderHUDModel(pspdef_t *psp, float ofsX, float ofsY)
|
|||
gl_RenderState.mViewMatrix.rotate(-smf->rolloffset, 1, 0, 0);
|
||||
gl_RenderState.ApplyMatrices();
|
||||
|
||||
gl_RenderFrameModels( smf, psp->state, psp->tics, playermo->player->ReadyWeapon->GetClass(), NULL, 0 );
|
||||
gl_RenderFrameModels( smf, psp->state, psp->tics, playermo->player->ReadyWeapon->GetClass(), nullptr, 0 );
|
||||
|
||||
glDepthFunc(GL_LESS);
|
||||
if (!( playermo->RenderStyle == LegacyRenderStyles[STYLE_Normal] ))
|
||||
|
@ -1027,11 +1067,11 @@ void gl_RenderHUDModel(pspdef_t *psp, float ofsX, float ofsY)
|
|||
|
||||
bool gl_IsHUDModelForPlayerAvailable (player_t * player)
|
||||
{
|
||||
if ( (player == NULL) || (player->ReadyWeapon == NULL) || (player->psprites[0].state == NULL) )
|
||||
if ( (player == nullptr) || (player->ReadyWeapon == nullptr) || (player->psprites[0].state == nullptr) )
|
||||
return false;
|
||||
|
||||
FState* state = player->psprites[0].state;
|
||||
FSpriteModelFrame *smf = gl_FindModelFrame(player->ReadyWeapon->GetClass(), state->sprite, state->GetFrame(), false);
|
||||
return ( smf != NULL );
|
||||
return ( smf != nullptr );
|
||||
}
|
||||
|
||||
|
|
|
@ -1,6 +1,7 @@
|
|||
#ifndef __GL_MODELS_H_
|
||||
#define __GL_MODELS_H_
|
||||
|
||||
#include "tarray.h"
|
||||
#include "gl/utility/gl_geometric.h"
|
||||
#include "gl/data/gl_vertexbuffer.h"
|
||||
#include "p_pspr.h"
|
||||
|
@ -16,7 +17,7 @@ enum { VX, VZ, VY };
|
|||
#define MD3_MAGIC 0x33504449
|
||||
#define NUMVERTEXNORMALS 162
|
||||
|
||||
FTexture * LoadSkin(const char * path, const char * fn);
|
||||
FTextureID LoadSkin(const char * path, const char * fn);
|
||||
|
||||
|
||||
class FModel
|
||||
|
@ -33,6 +34,7 @@ public:
|
|||
virtual int FindFrame(const char * name) = 0;
|
||||
virtual void RenderFrame(FTexture * skin, int frame, int frame2, double inter, int translation=0) = 0;
|
||||
virtual void BuildVertexBuffer() = 0;
|
||||
virtual void AddSkins(BYTE *hitlist) = 0;
|
||||
void DestroyVertexBuffer()
|
||||
{
|
||||
delete mVBuf;
|
||||
|
@ -124,7 +126,7 @@ protected:
|
|||
int mLumpNum;
|
||||
DMDHeader header;
|
||||
DMDInfo info;
|
||||
FTexture ** skins;
|
||||
FTextureID * skins;
|
||||
ModelFrame * frames;
|
||||
bool allowTexComp; // Allow texture compression with this.
|
||||
|
||||
|
@ -154,6 +156,8 @@ public:
|
|||
virtual int FindFrame(const char * name);
|
||||
virtual void RenderFrame(FTexture * skin, int frame, int frame2, double inter, int translation=0);
|
||||
virtual void LoadGeometry();
|
||||
virtual void AddSkins(BYTE *hitlist);
|
||||
|
||||
void UnloadGeometry();
|
||||
void BuildVertexBuffer();
|
||||
|
||||
|
@ -201,7 +205,7 @@ class FMD3Model : public FModel
|
|||
int numTriangles;
|
||||
int numSkins;
|
||||
|
||||
FTexture ** skins;
|
||||
FTextureID * skins;
|
||||
MD3Triangle * tris;
|
||||
MD3TexCoord * texcoords;
|
||||
MD3Vertex * vertices;
|
||||
|
@ -259,6 +263,7 @@ public:
|
|||
virtual void RenderFrame(FTexture * skin, int frame, int frame2, double inter, int translation=0);
|
||||
void LoadGeometry();
|
||||
void BuildVertexBuffer();
|
||||
virtual void AddSkins(BYTE *hitlist);
|
||||
};
|
||||
|
||||
struct FVoxelVertexHash
|
||||
|
@ -295,7 +300,7 @@ class FVoxelModel : public FModel
|
|||
protected:
|
||||
FVoxel *mVoxel;
|
||||
bool mOwningVoxel; // if created through MODELDEF deleting this object must also delete the voxel object
|
||||
FTexture *mPalette;
|
||||
FTextureID mPalette;
|
||||
unsigned int mNumIndices;
|
||||
TArray<FModelVertex> mVertices;
|
||||
TArray<unsigned int> mIndices;
|
||||
|
@ -311,7 +316,8 @@ public:
|
|||
void Initialize();
|
||||
virtual int FindFrame(const char * name);
|
||||
virtual void RenderFrame(FTexture * skin, int frame, int frame2, double inter, int translation=0);
|
||||
FTexture *GetPaletteTexture() const { return mPalette; }
|
||||
virtual void AddSkins(BYTE *hitlist);
|
||||
FTextureID GetPaletteTexture() const { return mPalette; }
|
||||
void BuildVertexBuffer();
|
||||
float getAspectFactor();
|
||||
};
|
||||
|
@ -338,8 +344,8 @@ enum
|
|||
|
||||
struct FSpriteModelFrame
|
||||
{
|
||||
FModel * models[MAX_MODELS_PER_FRAME];
|
||||
FTexture * skins[MAX_MODELS_PER_FRAME];
|
||||
int modelIDs[MAX_MODELS_PER_FRAME];
|
||||
FTextureID skinIDs[MAX_MODELS_PER_FRAME];
|
||||
int modelframes[MAX_MODELS_PER_FRAME];
|
||||
float xscale, yscale, zscale;
|
||||
// [BB] Added zoffset, rotation parameters and flags.
|
||||
|
@ -368,4 +374,21 @@ void gl_RenderModel(GLSprite * spr);
|
|||
void gl_RenderHUDModel(pspdef_t *psp, float ofsx, float ofsy);
|
||||
bool gl_IsHUDModelForPlayerAvailable (player_t * player);
|
||||
|
||||
|
||||
class DeletingModelArray : public TArray<FModel *>
|
||||
{
|
||||
public:
|
||||
|
||||
~DeletingModelArray()
|
||||
{
|
||||
for (unsigned i = 0; i<Size(); i++)
|
||||
{
|
||||
delete (*this)[i];
|
||||
}
|
||||
|
||||
}
|
||||
};
|
||||
|
||||
extern DeletingModelArray Models;
|
||||
|
||||
#endif
|
||||
|
|
|
@ -159,7 +159,7 @@ bool FDMDModel::Load(const char * path, int lumpnum, const char * buffer, int le
|
|||
}
|
||||
|
||||
// Allocate and load in the data.
|
||||
skins = new FTexture *[info.numSkins];
|
||||
skins = new FTextureID[info.numSkins];
|
||||
|
||||
for (i = 0; i < info.numSkins; i++)
|
||||
{
|
||||
|
@ -304,7 +304,7 @@ void FDMDModel::BuildVertexBuffer()
|
|||
int VertexBufferSize = info.numFrames * lodInfo[0].numTriangles * 3;
|
||||
unsigned int vindex = 0;
|
||||
|
||||
mVBuf = new FModelVertexBuffer(false);
|
||||
mVBuf = new FModelVertexBuffer(false, info.numFrames == 1);
|
||||
FModelVertex *vertptr = mVBuf->LockVertexBuffer(VertexBufferSize);
|
||||
|
||||
for (int i = 0; i < info.numFrames; i++)
|
||||
|
@ -336,7 +336,22 @@ void FDMDModel::BuildVertexBuffer()
|
|||
}
|
||||
}
|
||||
|
||||
//===========================================================================
|
||||
//
|
||||
// for skin precaching
|
||||
//
|
||||
//===========================================================================
|
||||
|
||||
void FDMDModel::AddSkins(BYTE *hitlist)
|
||||
{
|
||||
for (int i = 0; i < info.numSkins; i++)
|
||||
{
|
||||
if (skins[i].isValid())
|
||||
{
|
||||
hitlist[skins[i].GetIndex()] |= FTexture::TEX_Flat;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
//===========================================================================
|
||||
//
|
||||
|
@ -364,8 +379,8 @@ void FDMDModel::RenderFrame(FTexture * skin, int frameno, int frameno2, double i
|
|||
|
||||
if (!skin)
|
||||
{
|
||||
if (info.numSkins == 0) return;
|
||||
skin = skins[0];
|
||||
if (info.numSkins == 0 || !skins[0].isValid()) return;
|
||||
skin = TexMan(skins[0]);
|
||||
if (!skin) return;
|
||||
}
|
||||
|
||||
|
@ -375,7 +390,7 @@ void FDMDModel::RenderFrame(FTexture * skin, int frameno, int frameno2, double i
|
|||
gl_RenderState.SetInterpolationFactor((float)inter);
|
||||
|
||||
gl_RenderState.Apply();
|
||||
mVBuf->SetupFrame(frames[frameno].vindex, frames[frameno2].vindex);
|
||||
mVBuf->SetupFrame(frames[frameno].vindex, frames[frameno2].vindex, lodInfo[0].numTriangles * 3);
|
||||
glDrawArrays(GL_TRIANGLES, 0, lodInfo[0].numTriangles * 3);
|
||||
gl_RenderState.SetInterpolationFactor(0.f);
|
||||
}
|
||||
|
@ -469,7 +484,7 @@ bool FMD2Model::Load(const char * path, int lumpnum, const char * buffer, int le
|
|||
return false;
|
||||
}
|
||||
|
||||
skins = new FTexture *[info.numSkins];
|
||||
skins = new FTextureID[info.numSkins];
|
||||
|
||||
for (i = 0; i < info.numSkins; i++)
|
||||
{
|
||||
|
|
|
@ -179,14 +179,14 @@ bool FMD3Model::Load(const char * path, int lumpnum, const char * buffer, int le
|
|||
|
||||
// copy shaders (skins)
|
||||
md3_shader_t * shader = (md3_shader_t*)(((char*)ss) + LittleLong(ss->Ofs_Shaders));
|
||||
s->skins = new FTexture *[s->numSkins];
|
||||
s->skins = new FTextureID[s->numSkins];
|
||||
|
||||
for (int i = 0; i < s->numSkins; i++)
|
||||
{
|
||||
// [BB] According to the MD3 spec, Name is supposed to include the full path.
|
||||
s->skins[i] = LoadSkin("", shader[i].Name);
|
||||
// [BB] Fall back and check if Name is relative.
|
||||
if (s->skins[i] == NULL)
|
||||
if (!s->skins[i].isValid())
|
||||
s->skins[i] = LoadSkin(path, shader[i].Name);
|
||||
}
|
||||
}
|
||||
|
@ -255,7 +255,7 @@ void FMD3Model::LoadGeometry()
|
|||
|
||||
void FMD3Model::BuildVertexBuffer()
|
||||
{
|
||||
if (mVBuf == NULL)
|
||||
if (mVBuf == nullptr)
|
||||
{
|
||||
LoadGeometry();
|
||||
|
||||
|
@ -269,11 +269,11 @@ void FMD3Model::BuildVertexBuffer()
|
|||
ibufsize += 3 * surf->numTriangles;
|
||||
}
|
||||
|
||||
mVBuf = new FModelVertexBuffer(true);
|
||||
mVBuf = new FModelVertexBuffer(true, numFrames == 1);
|
||||
FModelVertex *vertptr = mVBuf->LockVertexBuffer(vbufsize);
|
||||
unsigned int *indxptr = mVBuf->LockIndexBuffer(ibufsize);
|
||||
|
||||
assert(vertptr != NULL && indxptr != NULL);
|
||||
assert(vertptr != nullptr && indxptr != nullptr);
|
||||
|
||||
unsigned int vindex = 0, iindex = 0;
|
||||
|
||||
|
@ -309,6 +309,27 @@ void FMD3Model::BuildVertexBuffer()
|
|||
}
|
||||
|
||||
|
||||
//===========================================================================
|
||||
//
|
||||
// for skin precaching
|
||||
//
|
||||
//===========================================================================
|
||||
|
||||
void FMD3Model::AddSkins(BYTE *hitlist)
|
||||
{
|
||||
for (int i = 0; i < numSurfaces; i++)
|
||||
{
|
||||
MD3Surface * surf = &surfaces[i];
|
||||
for (int j = 0; j < surf->numSkins; j++)
|
||||
{
|
||||
if (surf->skins[j].isValid())
|
||||
{
|
||||
hitlist[surf->skins[j].GetIndex()] |= FTexture::TEX_Flat;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
//===========================================================================
|
||||
//
|
||||
//
|
||||
|
@ -344,8 +365,8 @@ void FMD3Model::RenderFrame(FTexture * skin, int frameno, int frameno2, double i
|
|||
FTexture *surfaceSkin = skin;
|
||||
if (!surfaceSkin)
|
||||
{
|
||||
if (surf->numSkins==0) return;
|
||||
surfaceSkin = surf->skins[0];
|
||||
if (surf->numSkins==0 || !surf->skins[0].isValid()) return;
|
||||
surfaceSkin = TexMan(surf->skins[0]);
|
||||
if (!surfaceSkin) return;
|
||||
}
|
||||
|
||||
|
@ -354,7 +375,7 @@ void FMD3Model::RenderFrame(FTexture * skin, int frameno, int frameno2, double i
|
|||
gl_RenderState.SetMaterial(tex, CLAMP_NONE, translation, -1, false);
|
||||
|
||||
gl_RenderState.Apply();
|
||||
mVBuf->SetupFrame(surf->vindex + frameno * surf->numVertices, surf->vindex + frameno2 * surf->numVertices);
|
||||
mVBuf->SetupFrame(surf->vindex + frameno * surf->numVertices, surf->vindex + frameno2 * surf->numVertices, surf->numVertices);
|
||||
glDrawElements(GL_TRIANGLES, surf->numTriangles * 3, GL_UNSIGNED_INT, (void*)(intptr_t)(surf->iindex * sizeof(unsigned int)));
|
||||
}
|
||||
gl_RenderState.SetInterpolationFactor(0.f);
|
||||
|
@ -370,6 +391,6 @@ FMD3Model::~FMD3Model()
|
|||
{
|
||||
if (frames) delete [] frames;
|
||||
if (surfaces) delete [] surfaces;
|
||||
frames = NULL;
|
||||
surfaces = NULL;
|
||||
frames = nullptr;
|
||||
surfaces = nullptr;
|
||||
}
|
||||
|
|
|
@ -213,7 +213,7 @@ FVoxelModel::FVoxelModel(FVoxel *voxel, bool owned)
|
|||
{
|
||||
mVoxel = voxel;
|
||||
mOwningVoxel = owned;
|
||||
mPalette = new FVoxelTexture(voxel);
|
||||
mPalette = TexMan.AddTexture(new FVoxelTexture(voxel));
|
||||
}
|
||||
|
||||
//===========================================================================
|
||||
|
@ -224,7 +224,6 @@ FVoxelModel::FVoxelModel(FVoxel *voxel, bool owned)
|
|||
|
||||
FVoxelModel::~FVoxelModel()
|
||||
{
|
||||
delete mPalette;
|
||||
if (mOwningVoxel) delete mVoxel;
|
||||
}
|
||||
|
||||
|
@ -378,7 +377,7 @@ void FVoxelModel::BuildVertexBuffer()
|
|||
{
|
||||
Initialize();
|
||||
|
||||
mVBuf = new FModelVertexBuffer(true);
|
||||
mVBuf = new FModelVertexBuffer(true, true);
|
||||
FModelVertex *vertptr = mVBuf->LockVertexBuffer(mVertices.Size());
|
||||
unsigned int *indxptr = mVBuf->LockIndexBuffer(mIndices.Size());
|
||||
|
||||
|
@ -398,6 +397,17 @@ void FVoxelModel::BuildVertexBuffer()
|
|||
}
|
||||
|
||||
|
||||
//===========================================================================
|
||||
//
|
||||
// for skin precaching
|
||||
//
|
||||
//===========================================================================
|
||||
|
||||
void FVoxelModel::AddSkins(BYTE *hitlist)
|
||||
{
|
||||
hitlist[mPalette.GetIndex()] |= FTexture::TEX_Flat;
|
||||
}
|
||||
|
||||
//===========================================================================
|
||||
//
|
||||
//
|
||||
|
@ -443,7 +453,7 @@ void FVoxelModel::RenderFrame(FTexture * skin, int frame, int frame2, double int
|
|||
gl_RenderState.SetMaterial(tex, CLAMP_NOFILTER, translation, -1, false);
|
||||
|
||||
gl_RenderState.Apply();
|
||||
mVBuf->SetupFrame(0, 0);
|
||||
mVBuf->SetupFrame(0, 0, 0);
|
||||
glDrawElements(GL_TRIANGLES, mNumIndices, GL_UNSIGNED_INT, (void*)(intptr_t)0);
|
||||
}
|
||||
|
||||
|
|
|
@ -439,6 +439,11 @@ public:
|
|||
mInterpolationFactor = fac;
|
||||
}
|
||||
|
||||
float GetInterpolationFactor()
|
||||
{
|
||||
return mInterpolationFactor;
|
||||
}
|
||||
|
||||
// Backwards compatibility crap follows
|
||||
void ApplyFixedFunction();
|
||||
void DrawColormapOverlay();
|
||||
|
|
|
@ -1019,23 +1019,10 @@ bool FGLInterface::UsesColormap() const
|
|||
|
||||
void FGLInterface::PrecacheTexture(FTexture *tex, int cache)
|
||||
{
|
||||
if (tex != NULL)
|
||||
if (cache & (FTextureManager::HIT_Wall | FTextureManager::HIT_Flat | FTextureManager::HIT_Sky))
|
||||
{
|
||||
if (cache)
|
||||
{
|
||||
if (gl_precache)
|
||||
{
|
||||
if (cache & (FTextureManager::HIT_Wall | FTextureManager::HIT_Flat | FTextureManager::HIT_Sky))
|
||||
{
|
||||
FMaterial * gltex = FMaterial::ValidateTexture(tex, false);
|
||||
if (gltex) gltex->Precache();
|
||||
}
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
if (tex->gl_info.Material[0]) tex->gl_info.Material[0]->Clean(true);
|
||||
}
|
||||
FMaterial * gltex = FMaterial::ValidateTexture(tex, false);
|
||||
if (gltex) gltex->Precache();
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -1047,15 +1034,8 @@ void FGLInterface::PrecacheTexture(FTexture *tex, int cache)
|
|||
|
||||
void FGLInterface::PrecacheSprite(FTexture *tex, SpriteHits &hits)
|
||||
{
|
||||
if (hits.CountUsed() == 0)
|
||||
{
|
||||
if (tex->gl_info.Material[1]) tex->gl_info.Material[1]->Clean(true);
|
||||
}
|
||||
else
|
||||
{
|
||||
FMaterial * gltex = FMaterial::ValidateTexture(tex, true);
|
||||
if (gltex) gltex->PrecacheList(hits);
|
||||
}
|
||||
FMaterial * gltex = FMaterial::ValidateTexture(tex, true);
|
||||
if (gltex) gltex->PrecacheList(hits);
|
||||
}
|
||||
|
||||
//==========================================================================
|
||||
|
@ -1070,6 +1050,8 @@ void FGLInterface::Precache(BYTE *texhitlist, TMap<PClassActor*, bool> &actorhit
|
|||
SpriteHits **spritehitlist = new SpriteHits*[TexMan.NumTextures()];
|
||||
TMap<PClassActor*, bool>::Iterator it(actorhitlist);
|
||||
TMap<PClassActor*, bool>::Pair *pair;
|
||||
BYTE *modellist = new BYTE[Models.Size()];
|
||||
memset(modellist, 0, Models.Size());
|
||||
memset(spritehitlist, 0, sizeof(SpriteHits**) * TexMan.NumTextures());
|
||||
|
||||
// this isn't done by the main code so it needs to be done here first:
|
||||
|
@ -1095,6 +1077,9 @@ void FGLInterface::Precache(BYTE *texhitlist, TMap<PClassActor*, bool> &actorhit
|
|||
}
|
||||
}
|
||||
|
||||
// Check all used actors.
|
||||
// 1. mark all sprites associated with its states
|
||||
// 2. mark all model data and skins associated with its states
|
||||
while (it.NextPair(pair))
|
||||
{
|
||||
PClassActor *cls = pair->Key;
|
||||
|
@ -1103,11 +1088,29 @@ void FGLInterface::Precache(BYTE *texhitlist, TMap<PClassActor*, bool> &actorhit
|
|||
for (int i = 0; i < cls->NumOwnedStates; i++)
|
||||
{
|
||||
spritelist[cls->OwnedStates[i].sprite].Insert(gltrans, true);
|
||||
FSpriteModelFrame * smf = gl_FindModelFrame(cls, cls->OwnedStates[i].sprite, cls->OwnedStates[i].Frame, false);
|
||||
if (smf != NULL)
|
||||
{
|
||||
for (int i = 0; i < MAX_MODELS_PER_FRAME; i++)
|
||||
{
|
||||
if (smf->skinIDs[i].isValid())
|
||||
{
|
||||
texhitlist[smf->skinIDs[i].GetIndex()] |= FTexture::TEX_Flat;
|
||||
}
|
||||
else if (smf->modelIDs[i] != -1)
|
||||
{
|
||||
Models[smf->modelIDs[i]]->AddSkins(texhitlist);
|
||||
}
|
||||
if (smf->modelIDs[i] != -1)
|
||||
{
|
||||
modellist[smf->modelIDs[i]] = 1;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Precache textures (and sprites).
|
||||
|
||||
// mark all sprite textures belonging to the marked sprites.
|
||||
for (int i = (int)(sprites.Size() - 1); i >= 0; i--)
|
||||
{
|
||||
if (spritelist[i].CountUsed())
|
||||
|
@ -1129,14 +1132,59 @@ void FGLInterface::Precache(BYTE *texhitlist, TMap<PClassActor*, bool> &actorhit
|
|||
}
|
||||
}
|
||||
|
||||
// delete everything unused before creating any new resources to avoid memory usage peaks.
|
||||
|
||||
// delete unused models
|
||||
for (unsigned i = 0; i < Models.Size(); i++)
|
||||
{
|
||||
if (!modellist[i]) Models[i]->DestroyVertexBuffer();
|
||||
}
|
||||
|
||||
// delete unused textures
|
||||
int cnt = TexMan.NumTextures();
|
||||
for (int i = cnt - 1; i >= 0; i--)
|
||||
{
|
||||
PrecacheTexture(TexMan.ByIndex(i), texhitlist[i]);
|
||||
if (spritehitlist[i] != nullptr) PrecacheSprite(TexMan.ByIndex(i), *spritehitlist[i]);
|
||||
FTexture *tex = TexMan.ByIndex(i);
|
||||
if (tex != nullptr)
|
||||
{
|
||||
if (!texhitlist[i])
|
||||
{
|
||||
if (tex->gl_info.Material[0]) tex->gl_info.Material[0]->Clean(true);
|
||||
}
|
||||
if (spritehitlist[i] == nullptr || (*spritehitlist[i]).CountUsed() == 0)
|
||||
{
|
||||
if (tex->gl_info.Material[1]) tex->gl_info.Material[1]->Clean(true);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if (gl_precache)
|
||||
{
|
||||
// cache all used textures
|
||||
for (int i = cnt - 1; i >= 0; i--)
|
||||
{
|
||||
FTexture *tex = TexMan.ByIndex(i);
|
||||
if (tex != nullptr)
|
||||
{
|
||||
PrecacheTexture(tex, texhitlist[i]);
|
||||
if (spritehitlist[i] != nullptr && (*spritehitlist[i]).CountUsed() > 0)
|
||||
{
|
||||
PrecacheSprite(tex, *spritehitlist[i]);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// cache all used models
|
||||
for (unsigned i = 0; i < Models.Size(); i++)
|
||||
{
|
||||
if (modellist[i])
|
||||
Models[i]->BuildVertexBuffer();
|
||||
}
|
||||
}
|
||||
|
||||
delete[] spritehitlist;
|
||||
delete[] spritelist;
|
||||
delete[] modellist;
|
||||
}
|
||||
|
||||
|
||||
|
|
|
@ -287,8 +287,8 @@ void GLSprite::Draw(int pass)
|
|||
if (drawBillboardFacingCamera) {
|
||||
// [CMB] Rotate relative to camera XY position, not just camera direction,
|
||||
// which is nicer in VR
|
||||
float xrel = xcenter - GLRenderer->mViewActor->X();
|
||||
float yrel = ycenter - GLRenderer->mViewActor->Y();
|
||||
float xrel = xcenter - ViewPos.X;
|
||||
float yrel = ycenter - ViewPos.Y;
|
||||
float absAngleDeg = RAD2DEG(atan2(-yrel, xrel));
|
||||
float counterRotationDeg = 270. - GLRenderer->mAngles.Yaw.Degrees; // counteracts existing sprite rotation
|
||||
float relAngleDeg = counterRotationDeg + absAngleDeg;
|
||||
|
|
|
@ -171,10 +171,13 @@ public:
|
|||
private:
|
||||
|
||||
void CheckGlowing();
|
||||
bool PutWallCompat(int passflag);
|
||||
void PutWall(bool translucent);
|
||||
void PutPortal(int ptype);
|
||||
void CheckTexturePosition();
|
||||
|
||||
void RenderFogBoundaryCompat();
|
||||
|
||||
void Put3DWall(lightlist_t * lightlist, bool translucent);
|
||||
void SplitWallComplex(sector_t * frontsector, bool translucent, float maplightbottomleft, float maplightbottomright);
|
||||
void SplitWall(sector_t * frontsector, bool translucent);
|
||||
|
|
|
@ -139,6 +139,11 @@ void GLWall::PutWall(bool translucent)
|
|||
}
|
||||
else
|
||||
{
|
||||
if (gl.lightmethod == LM_SOFTWARE && !translucent)
|
||||
{
|
||||
// This is not yet ready.
|
||||
//if (PutWallCompat(passflag[type])) return;
|
||||
}
|
||||
|
||||
bool masked;
|
||||
|
||||
|
|
|
@ -228,16 +228,23 @@ void GLWall::RenderFogBoundary()
|
|||
{
|
||||
if (gl_fogmode && gl_fixedcolormap == 0)
|
||||
{
|
||||
int rel = rellight + getExtraLight();
|
||||
gl_SetFog(lightlevel, rel, &Colormap, false);
|
||||
gl_RenderState.SetEffect(EFF_FOGBOUNDARY);
|
||||
gl_RenderState.AlphaFunc(GL_GEQUAL, 0.f);
|
||||
glEnable(GL_POLYGON_OFFSET_FILL);
|
||||
glPolygonOffset(-1.0f, -128.0f);
|
||||
RenderWall(RWF_BLANK);
|
||||
glPolygonOffset(0.0f, 0.0f);
|
||||
glDisable(GL_POLYGON_OFFSET_FILL);
|
||||
gl_RenderState.SetEffect(EFF_NONE);
|
||||
if (gl.glslversion > 0.f)
|
||||
{
|
||||
int rel = rellight + getExtraLight();
|
||||
gl_SetFog(lightlevel, rel, &Colormap, false);
|
||||
gl_RenderState.SetEffect(EFF_FOGBOUNDARY);
|
||||
gl_RenderState.AlphaFunc(GL_GEQUAL, 0.f);
|
||||
glEnable(GL_POLYGON_OFFSET_FILL);
|
||||
glPolygonOffset(-1.0f, -128.0f);
|
||||
RenderWall(RWF_BLANK);
|
||||
glPolygonOffset(0.0f, 0.0f);
|
||||
glDisable(GL_POLYGON_OFFSET_FILL);
|
||||
gl_RenderState.SetEffect(EFF_NONE);
|
||||
}
|
||||
else
|
||||
{
|
||||
RenderFogBoundaryCompat();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -255,12 +262,19 @@ void GLWall::RenderMirrorSurface()
|
|||
Vector v(glseg.y2-glseg.y1, 0 ,-glseg.x2+glseg.x1);
|
||||
v.Normalize();
|
||||
|
||||
// we use texture coordinates and texture matrix to pass the normal stuff to the shader so that the default vertex buffer format can be used as is.
|
||||
lolft.u = lorgt.u = uplft.u = uprgt.u = v.X();
|
||||
lolft.v = lorgt.v = uplft.v = uprgt.v = v.Z();
|
||||
if (gl.glslversion >= 0.f)
|
||||
{
|
||||
// we use texture coordinates and texture matrix to pass the normal stuff to the shader so that the default vertex buffer format can be used as is.
|
||||
lolft.u = lorgt.u = uplft.u = uprgt.u = v.X();
|
||||
lolft.v = lorgt.v = uplft.v = uprgt.v = v.Z();
|
||||
|
||||
gl_RenderState.EnableTextureMatrix(true);
|
||||
gl_RenderState.mTextureMatrix.computeNormalMatrix(gl_RenderState.mViewMatrix);
|
||||
gl_RenderState.EnableTextureMatrix(true);
|
||||
gl_RenderState.mTextureMatrix.computeNormalMatrix(gl_RenderState.mViewMatrix);
|
||||
}
|
||||
else
|
||||
{
|
||||
glNormal3fv(&v[0]);
|
||||
}
|
||||
|
||||
// Use sphere mapping for this
|
||||
gl_RenderState.SetEffect(EFF_SPHEREMAP);
|
||||
|
|
|
@ -168,7 +168,7 @@ void gl_LoadExtensions()
|
|||
gl.vendorstring = (char*)glGetString(GL_VENDOR);
|
||||
gl.lightmethod = LM_SOFTWARE;
|
||||
|
||||
if (gl.version >= 3.3f || CheckExtension("GL_ARB_sampler_objects"))
|
||||
if ((gl.version >= 3.3f || CheckExtension("GL_ARB_sampler_objects")) && !Args->CheckParm("-nosampler"))
|
||||
{
|
||||
gl.flags |= RFL_SAMPLER_OBJECTS;
|
||||
}
|
||||
|
|
|
@ -42,6 +42,8 @@ static void* SunGetProcAddress (const GLubyte* name)
|
|||
#if defined(_WIN32)
|
||||
|
||||
#ifdef _MSC_VER
|
||||
// disable inlining here because it creates an incredible amount of bloat in this file.
|
||||
#pragma inline_depth(0)
|
||||
#pragma warning(disable: 4055)
|
||||
#pragma warning(disable: 4054)
|
||||
#pragma warning(disable: 4996)
|
||||
|
|
|
@ -300,7 +300,7 @@ const FHardwareTexture *FGLTexture::Bind(int texunit, int clampmode, int transla
|
|||
translation = GLTranslationPalette::GetInternalTranslation(translation);
|
||||
}
|
||||
|
||||
bool needmipmap = (clampmode <= CLAMP_XY) || !(gl.flags & RFL_SAMPLER_OBJECTS);
|
||||
bool needmipmap = (clampmode <= CLAMP_XY);
|
||||
|
||||
FHardwareTexture *hwtex = CreateHwTexture();
|
||||
|
||||
|
@ -345,9 +345,9 @@ const FHardwareTexture *FGLTexture::Bind(int texunit, int clampmode, int transla
|
|||
}
|
||||
delete[] buffer;
|
||||
}
|
||||
if (!needmipmap) clampmode = CLAMP_XY_NOMIP;
|
||||
if (tex->bHasCanvas) static_cast<FCanvasTexture*>(tex)->NeedUpdate();
|
||||
if (lastSampler != clampmode || lastTranslation != translation)
|
||||
if (translation != lastTranslation) lastSampler = 254;
|
||||
if (lastSampler != clampmode)
|
||||
lastSampler = GLRenderer->mSamplerManager->Bind(texunit, clampmode, lastSampler);
|
||||
lastTranslation = translation;
|
||||
return hwtex;
|
||||
|
|
|
@ -86,7 +86,6 @@ void FSamplerManager::UnbindAll()
|
|||
{
|
||||
for (int i = 0; i < FHardwareTexture::MAX_TEXTURES; i++)
|
||||
{
|
||||
mLastBound[i] = 0;
|
||||
glBindSampler(i, 0);
|
||||
}
|
||||
}
|
||||
|
@ -97,12 +96,8 @@ BYTE FSamplerManager::Bind(int texunit, int num, int lastval)
|
|||
if (gl.flags & RFL_SAMPLER_OBJECTS)
|
||||
{
|
||||
unsigned int samp = mSamplers[num];
|
||||
//if (samp != mLastBound[texunit])
|
||||
{
|
||||
glBindSampler(texunit, samp);
|
||||
mLastBound[texunit] = samp;
|
||||
return 255;
|
||||
}
|
||||
glBindSampler(texunit, samp);
|
||||
return 255;
|
||||
}
|
||||
else
|
||||
{
|
||||
|
@ -112,7 +107,7 @@ BYTE FSamplerManager::Bind(int texunit, int num, int lastval)
|
|||
case CLAMP_NONE:
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
|
||||
if (lastval > CLAMP_XY_NOMIP)
|
||||
if (lastval >= CLAMP_XY_NOMIP)
|
||||
{
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, TexFilter[gl_texture_filter].minfilter);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, TexFilter[gl_texture_filter].magfilter);
|
||||
|
@ -123,7 +118,7 @@ BYTE FSamplerManager::Bind(int texunit, int num, int lastval)
|
|||
case CLAMP_X:
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
|
||||
if (lastval > CLAMP_XY_NOMIP)
|
||||
if (lastval >= CLAMP_XY_NOMIP)
|
||||
{
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, TexFilter[gl_texture_filter].minfilter);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, TexFilter[gl_texture_filter].magfilter);
|
||||
|
@ -134,7 +129,18 @@ BYTE FSamplerManager::Bind(int texunit, int num, int lastval)
|
|||
case CLAMP_Y:
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
|
||||
if (lastval > CLAMP_XY_NOMIP)
|
||||
if (lastval >= CLAMP_XY_NOMIP)
|
||||
{
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, TexFilter[gl_texture_filter].minfilter);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, TexFilter[gl_texture_filter].magfilter);
|
||||
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAX_ANISOTROPY_EXT, gl_texture_filter_anisotropic);
|
||||
}
|
||||
break;
|
||||
|
||||
case CLAMP_XY:
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
|
||||
if (lastval >= CLAMP_XY_NOMIP)
|
||||
{
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, TexFilter[gl_texture_filter].minfilter);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, TexFilter[gl_texture_filter].magfilter);
|
||||
|
@ -143,15 +149,11 @@ BYTE FSamplerManager::Bind(int texunit, int num, int lastval)
|
|||
break;
|
||||
|
||||
case CLAMP_XY_NOMIP:
|
||||
case CLAMP_XY:
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
|
||||
if (lastval > CLAMP_XY_NOMIP)
|
||||
{
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, TexFilter[gl_texture_filter].minfilter);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, TexFilter[gl_texture_filter].magfilter);
|
||||
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAX_ANISOTROPY_EXT, gl_texture_filter_anisotropic);
|
||||
}
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, TexFilter[gl_texture_filter].magfilter);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, TexFilter[gl_texture_filter].magfilter);
|
||||
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAX_ANISOTROPY_EXT, 1);
|
||||
break;
|
||||
|
||||
case CLAMP_NOFILTER:
|
||||
|
|
|
@ -8,7 +8,6 @@ class FSamplerManager
|
|||
// We need 6 different samplers: 4 for the different clamping modes,
|
||||
// one for 2D-textures and one for voxel textures
|
||||
unsigned int mSamplers[7];
|
||||
unsigned int mLastBound[FHardwareTexture::MAX_TEXTURES];
|
||||
|
||||
void UnbindAll();
|
||||
|
||||
|
|
|
@ -5567,6 +5567,11 @@ doplaysound: if (funcIndex == ACSF_PlayActorSound)
|
|||
if (argCount >= 2)
|
||||
{
|
||||
const char *a, *b;
|
||||
// If the string indicies are the same, then they are the same string.
|
||||
if (args[0] == args[1])
|
||||
{
|
||||
return 0;
|
||||
}
|
||||
a = FBehavior::StaticLookupString(args[0]);
|
||||
b = FBehavior::StaticLookupString(args[1]);
|
||||
|
||||
|
|
|
@ -1132,7 +1132,7 @@ FUNC(LS_Teleport_Line)
|
|||
|
||||
static void ThrustThingHelper(AActor *it, DAngle angle, double force, INTBOOL nolimit)
|
||||
{
|
||||
it->VelFromAngle(angle, force);
|
||||
it->Thrust(angle, force);
|
||||
if (!nolimit)
|
||||
{
|
||||
it->Vel.X = clamp(it->Vel.X, -MAXMOVE, MAXMOVE);
|
||||
|
|
Loading…
Reference in a new issue