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https://github.com/ZDoom/qzdoom.git
synced 2024-11-28 23:12:24 +00:00
- cleaned up MD3 rendering and merged RenderFrame and RenderFrameInterpolated into one function.
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parent
59522f7065
commit
03916d75de
5 changed files with 28 additions and 79 deletions
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@ -675,9 +675,9 @@ void gl_RenderFrameModels( const FSpriteModelFrame *smf,
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if (mdl!=NULL)
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{
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if ( smfNext && smf->modelframes[i] != smfNext->modelframes[i] )
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mdl->RenderFrameInterpolated(smf->skins[i], smf->modelframes[i], smfNext->modelframes[i], inter, translation);
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mdl->RenderFrame(smf->skins[i], smf->modelframes[i], smfNext->modelframes[i], inter, translation);
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else
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mdl->RenderFrame(smf->skins[i], smf->modelframes[i], translation);
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mdl->RenderFrame(smf->skins[i], smf->modelframes[i], NULL, 0.f, translation);
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}
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}
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}
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@ -29,9 +29,7 @@ public:
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virtual bool Load(const char * fn, int lumpnum, const char * buffer, int length) = 0;
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virtual int FindFrame(const char * name) = 0;
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virtual void RenderFrame(FTexture * skin, int frame, int translation=0) = 0;
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// [BB] Added RenderFrameInterpolated
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virtual void RenderFrameInterpolated(FTexture * skin, int frame, int frame2, double inter, int translation=0) = 0;
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virtual void RenderFrame(FTexture * skin, int frame, int frame2, double inter, int translation=0) = 0;
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virtual void MakeGLData() {}
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virtual void CleanGLData() {}
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@ -140,8 +138,7 @@ public:
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virtual bool Load(const char * fn, int lumpnum, const char * buffer, int length);
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virtual int FindFrame(const char * name);
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virtual void RenderFrame(FTexture * skin, int frame, int translation=0);
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virtual void RenderFrameInterpolated(FTexture * skin, int frame, int frame2, double inter, int translation=0);
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virtual void RenderFrame(FTexture * skin, int frame, int frame2, double inter, int translation=0);
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};
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@ -222,7 +219,7 @@ class FMD3Model : public FModel
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MD3Frame * frames;
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MD3Surface * surfaces;
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void RenderTriangles(MD3Surface * surf, MD3Vertex * vert);
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void RenderTriangles(MD3Surface * surf, MD3Vertex * vert, MD3Vertex *vert2, double inter);
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public:
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FMD3Model() { }
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@ -230,8 +227,7 @@ public:
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virtual bool Load(const char * fn, int lumpnum, const char * buffer, int length);
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virtual int FindFrame(const char * name);
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virtual void RenderFrame(FTexture * skin, int frame, int translation=0);
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virtual void RenderFrameInterpolated(FTexture * skin, int frame, int frame2, double inter, int translation=0);
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virtual void RenderFrame(FTexture * skin, int frame, int frame2, double inter, int translation=0);
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};
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class FVoxelVertexBuffer;
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@ -293,8 +289,7 @@ public:
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void MakeGLData();
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void CleanGLData();
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virtual int FindFrame(const char * name);
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virtual void RenderFrame(FTexture * skin, int frame, int translation=0);
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virtual void RenderFrameInterpolated(FTexture * skin, int frame, int frame2, double inter, int translation=0);
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virtual void RenderFrame(FTexture * skin, int frame, int frame2, double inter, int translation=0);
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FTexture *GetPaletteTexture() const { return mPalette; }
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};
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@ -269,7 +269,7 @@ void FDMDModel::RenderGLCommands(void *glCommands, unsigned int numVertices, FMo
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char *pos;
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FGLCommandVertex * v;
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int count;
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const bool interpolate = (vertices2 != NULL && inter != 0.);
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const bool interpolate = (vertices2 != NULL && inter != 0. && vertices != vertices2);
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gl_RenderState.Apply();
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for(pos = (char*)glCommands; *pos;)
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@ -304,7 +304,7 @@ void FDMDModel::RenderGLCommands(void *glCommands, unsigned int numVertices, FMo
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}
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}
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void FDMDModel::RenderFrameInterpolated(FTexture * skin, int frameno, int frameno2, double inter, int translation)
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void FDMDModel::RenderFrame(FTexture * skin, int frameno, int frameno2, double inter, int translation)
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{
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if (frameno >= info.numFrames || frameno2 >= info.numFrames) return;
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@ -323,11 +323,6 @@ void FDMDModel::RenderFrameInterpolated(FTexture * skin, int frameno, int framen
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}
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void FDMDModel::RenderFrame(FTexture * skin, int frameno, int translation)
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{
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RenderFrameInterpolated(skin, frameno, frameno, 0., translation);
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}
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//===========================================================================
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//
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// FMD2Model::Load
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@ -215,8 +215,10 @@ int FMD3Model::FindFrame(const char * name)
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return -1;
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}
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void FMD3Model::RenderTriangles(MD3Surface * surf, MD3Vertex * vert)
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void FMD3Model::RenderTriangles(MD3Surface * surf, MD3Vertex * vert, MD3Vertex *vert2, double inter)
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{
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const bool interpolate = (vert2 != NULL && inter != 0. && vert != vert2);
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gl_RenderState.Apply();
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glBegin(GL_TRIANGLES);
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for(int i=0; i<surf->numTriangles;i++)
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@ -226,44 +228,24 @@ void FMD3Model::RenderTriangles(MD3Surface * surf, MD3Vertex * vert)
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int x = surf->tris[i].VertIndex[j];
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glTexCoord2fv(&surf->texcoords[x].s);
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if (!interpolate)
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{
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glVertex3f(vert[x].x, vert[x].z, vert[x].y);
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}
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else
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{
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float interp[3];
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interp[0] = inter * vert[x].x + (1. - inter) * vert2[x].x;
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interp[1] = inter * vert[x].z + (1. - inter) * vert2[x].z;
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interp[2] = inter * vert[x].y + (1. - inter) * vert2[x].y;
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glVertex3fv(interp);
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}
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}
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}
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glEnd();
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}
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void FMD3Model::RenderFrame(FTexture * skin, int frameno, int translation)
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{
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if (frameno>=numFrames) return;
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MD3Frame * frame = &frames[frameno];
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// I can't confirm correctness of this because no model I have tested uses this information
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// glMatrixMode(GL_MODELVIEW);
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// glTranslatef(frame->origin[0], frame->origin[1], frame->origin[2]);
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for(int i=0;i<numSurfaces;i++)
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{
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MD3Surface * surf = &surfaces[i];
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// [BB] In case no skin is specified via MODELDEF, check if the MD3 has a skin for the current surface.
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// Note: Each surface may have a different skin.
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FTexture *surfaceSkin = skin;
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if (!surfaceSkin)
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{
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if (surf->numSkins==0) return;
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surfaceSkin = surf->skins[0];
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if (!surfaceSkin) return;
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}
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FMaterial * tex = FMaterial::ValidateTexture(surfaceSkin);
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tex->Bind(0, translation);
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RenderTriangles(surf, surf->vertices + frameno * surf->numVertices);
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}
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}
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void FMD3Model::RenderFrameInterpolated(FTexture * skin, int frameno, int frameno2, double inter, int translation)
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void FMD3Model::RenderFrame(FTexture * skin, int frameno, int frameno2, double inter, int translation)
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{
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if (frameno>=numFrames || frameno2>=numFrames) return;
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@ -285,22 +267,10 @@ void FMD3Model::RenderFrameInterpolated(FTexture * skin, int frameno, int framen
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tex->Bind(0, translation);
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MD3Vertex* verticesInterpolated = new MD3Vertex[surfaces[i].numVertices];
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MD3Vertex* vertices1 = surf->vertices + frameno * surf->numVertices;
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MD3Vertex* vertices2 = surf->vertices + frameno2 * surf->numVertices;
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// [BB] Calculate the interpolated vertices by linear interpolation.
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for( int k = 0; k < surf->numVertices; k++ )
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{
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verticesInterpolated[k].x = (1-inter)*vertices1[k].x+ (inter)*vertices2[k].x;
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verticesInterpolated[k].y = (1-inter)*vertices1[k].y+ (inter)*vertices2[k].y;
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verticesInterpolated[k].z = (1-inter)*vertices1[k].z+ (inter)*vertices2[k].z;
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// [BB] Apparently RenderTriangles doesn't use nx, ny, nz, so don't interpolate them.
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}
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RenderTriangles(surf, verticesInterpolated);
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delete[] verticesInterpolated;
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RenderTriangles(surf, vertices1, vertices2, inter);
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}
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}
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@ -498,11 +498,11 @@ int FVoxelModel::FindFrame(const char * name)
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//===========================================================================
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//
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//
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// Voxels never interpolate between frames
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//
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//===========================================================================
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void FVoxelModel::RenderFrame(FTexture * skin, int frame, int translation)
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void FVoxelModel::RenderFrame(FTexture * skin, int frame, int frame2, double inter, int translation)
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{
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FMaterial * tex = FMaterial::ValidateTexture(skin);
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tex->Bind(0, translation);
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@ -529,14 +529,3 @@ void FVoxelModel::RenderFrame(FTexture * skin, int frame, int translation)
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}
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}
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//===========================================================================
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//
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// Voxels never interpolate between frames
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//
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//===========================================================================
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void FVoxelModel::RenderFrameInterpolated(FTexture * skin, int frame, int frame2, double inter, int translation)
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{
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RenderFrame(skin, frame, translation);
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}
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