- avoid reusing the same mVBuf pointer for the different renderers as that causes too many problems when switching between them

- remove gl_ prefix for model functions that are no longer GL specific
This commit is contained in:
Magnus Norddahl 2018-05-21 17:52:03 +02:00
parent cc4a09a3d2
commit 31abe3df7e
20 changed files with 94 additions and 90 deletions

View File

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

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@ -121,9 +121,6 @@ FGLRenderer::FGLRenderer(OpenGLFrameBuffer *fb)
mCustomPostProcessShaders = nullptr;
}
void gl_LoadModels();
void gl_FlushModels();
void FGLRenderer::Initialize(int width, int height)
{
mBuffers = new FGLRenderBuffers();
@ -175,7 +172,6 @@ void FGLRenderer::Initialize(int width, int height)
SetupLevel();
mShaderManager = new FShaderManager;
mSamplerManager = new FSamplerManager;
gl_LoadModels();
GLPortal::Initialize();
}
@ -184,7 +180,7 @@ FGLRenderer::~FGLRenderer()
{
GLPortal::Shutdown();
gl_FlushModels();
FlushModels();
AActor::DeleteAllAttachedLights();
FMaterial::FlushAll();
if (legacyShaders) delete legacyShaders;

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@ -510,7 +510,7 @@ void GLSceneDrawer::EndDrawScene(sector_t * viewsector)
gl_RenderState.EnableFog(false);
// [BB] HUD models need to be rendered here.
const bool renderHUDModel = gl_IsHUDModelForPlayerAvailable( players[consoleplayer].camera->player );
const bool renderHUDModel = IsHUDModelForPlayerAvailable( players[consoleplayer].camera->player );
if ( renderHUDModel )
{
// [BB] The HUD model should be drawn over everything else already drawn.
@ -539,7 +539,7 @@ void GLSceneDrawer::EndDrawScene(sector_t * viewsector)
void GLSceneDrawer::DrawEndScene2D(sector_t * viewsector)
{
const bool renderHUDModel = gl_IsHUDModelForPlayerAvailable(players[consoleplayer].camera->player);
const bool renderHUDModel = IsHUDModelForPlayerAvailable(players[consoleplayer].camera->player);
// This should be removed once all 2D stuff is really done through the 2D interface.
gl_RenderState.mViewMatrix.loadIdentity();

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@ -448,7 +448,7 @@ void GLSprite::Process(HWDrawInfo *di, AActor* thing, sector_t * sector, area_t
// exclude vertically moving objects from this check.
if (!thing->Vel.isZero())
{
if (!gl_FindModelFrame(thing->GetClass(), spritenum, thing->frame, false))
if (!FindModelFrame(thing->GetClass(), spritenum, thing->frame, false))
{
return;
}
@ -509,7 +509,7 @@ void GLSprite::Process(HWDrawInfo *di, AActor* thing, sector_t * sector, area_t
z += fz;
}
modelframe = isPicnumOverride ? nullptr : gl_FindModelFrame(thing->GetClass(), spritenum, thing->frame, !!(thing->flags & MF_DROPPED));
modelframe = isPicnumOverride ? nullptr : FindModelFrame(thing->GetClass(), spritenum, thing->frame, !!(thing->flags & MF_DROPPED));
if (!modelframe)
{
bool mirror;

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@ -425,7 +425,7 @@ void HWDrawInfo::PreparePlayerSprites(sector_t * viewsector, area_t in_area)
bool brightflash = false;
AActor * playermo = players[consoleplayer].camera;
player_t * player = playermo->player;
const bool hudModelStep = gl_IsHUDModelForPlayerAvailable(player);
const bool hudModelStep = IsHUDModelForPlayerAvailable(player);
AActor *camera = r_viewpoint.camera;
@ -448,7 +448,7 @@ void HWDrawInfo::PreparePlayerSprites(sector_t * viewsector, area_t in_area)
for (DPSprite *psp = player->psprites; psp != nullptr && psp->GetID() < PSP_TARGETCENTER; psp = psp->GetNext())
{
if (!psp->GetState()) continue;
FSpriteModelFrame *smf = playermo->player->ReadyWeapon ? gl_FindModelFrame(playermo->player->ReadyWeapon->GetClass(), psp->GetState()->sprite, psp->GetState()->GetFrame(), false) : nullptr;
FSpriteModelFrame *smf = playermo->player->ReadyWeapon ? FindModelFrame(playermo->player->ReadyWeapon->GetClass(), psp->GetState()->sprite, psp->GetState()->GetFrame(), false) : nullptr;
// This is an 'either-or' proposition. This maybe needs some work to allow overlays with weapon models but as originally implemented this just won't work.
if (smf && !hudModelStep) continue;
if (!smf && hudModelStep) continue;

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

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

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

View File

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

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

View File

@ -171,7 +171,7 @@ void FModelRenderer::RenderModel(float x, float y, float z, FSpriteModelFrame *s
void FModelRenderer::RenderHUDModel(DPSprite *psp, float ofsX, float ofsY)
{
AActor * playermo = players[consoleplayer].camera;
FSpriteModelFrame *smf = gl_FindModelFrame(playermo->player->ReadyWeapon->GetClass(), psp->GetState()->sprite, psp->GetState()->GetFrame(), false);
FSpriteModelFrame *smf = FindModelFrame(playermo->player->ReadyWeapon->GetClass(), psp->GetState()->sprite, psp->GetState()->GetFrame(), false);
// [BB] No model found for this sprite, so we can't render anything.
if (smf == nullptr)
@ -247,7 +247,7 @@ void FModelRenderer::RenderFrameModels(const FSpriteModelFrame *smf, const FStat
}
}
if (inter != 0.0)
smfNext = gl_FindModelFrame(ti, nextState->sprite, nextState->Frame, false);
smfNext = FindModelFrame(ti, nextState->sprite, nextState->Frame, false);
}
}
}
@ -259,7 +259,7 @@ void FModelRenderer::RenderFrameModels(const FSpriteModelFrame *smf, const FStat
FModel * mdl = Models[smf->modelIDs[i]];
FTexture *tex = smf->skinIDs[i].isValid() ? TexMan(smf->skinIDs[i]) : nullptr;
mdl->BuildVertexBuffer(this);
SetVertexBuffer(mdl->mVBuf);
SetVertexBuffer(mdl->GetVertexBuffer(this));
mdl->PushSpriteMDLFrame(smf, i);
@ -275,17 +275,7 @@ void FModelRenderer::RenderFrameModels(const FSpriteModelFrame *smf, const FStat
/////////////////////////////////////////////////////////////////////////////
void gl_LoadModels()
{
/*
for (int i = Models.Size() - 1; i >= 0; i--)
{
Models[i]->BuildVertexBuffer();
}
*/
}
void gl_FlushModels()
void FlushModels()
{
for (int i = Models.Size() - 1; i >= 0; i--)
{
@ -295,9 +285,24 @@ void gl_FlushModels()
/////////////////////////////////////////////////////////////////////////////
FModel::FModel()
{
for (int i = 0; i < NumModelRendererTypes; i++)
mVBuf[i] = nullptr;
}
FModel::~FModel()
{
if (mVBuf != nullptr) delete mVBuf;
DestroyVertexBuffer();
}
void FModel::DestroyVertexBuffer()
{
for (int i = 0; i < NumModelRendererTypes; i++)
{
delete mVBuf[i];
mVBuf[i] = nullptr;
}
}
static TArray<FSpriteModelFrame> SpriteModelFrames;
@ -842,11 +847,11 @@ void gl_InitModels()
//===========================================================================
//
// gl_FindModelFrame
// FindModelFrame
//
//===========================================================================
FSpriteModelFrame * gl_FindModelFrame(const PClass * ti, int sprite, int frame, bool dropped)
FSpriteModelFrame * FindModelFrame(const PClass * ti, int sprite, int frame, bool dropped)
{
if (GetDefaultByType(ti)->hasmodel)
{
@ -887,11 +892,11 @@ FSpriteModelFrame * gl_FindModelFrame(const PClass * ti, int sprite, int frame,
//===========================================================================
//
// gl_IsHUDModelForPlayerAvailable
// IsHUDModelForPlayerAvailable
//
//===========================================================================
bool gl_IsHUDModelForPlayerAvailable (player_t * player)
bool IsHUDModelForPlayerAvailable (player_t * player)
{
if (player == nullptr || player->ReadyWeapon == nullptr)
return false;
@ -902,7 +907,7 @@ bool gl_IsHUDModelForPlayerAvailable (player_t * player)
return false;
FState* state = psp->GetState();
FSpriteModelFrame *smf = gl_FindModelFrame(player->ReadyWeapon->GetClass(), state->sprite, state->GetFrame(), false);
FSpriteModelFrame *smf = FindModelFrame(player->ReadyWeapon->GetClass(), state->sprite, state->GetFrame(), false);
return ( smf != nullptr );
}

View File

@ -46,6 +46,14 @@ FTextureID LoadSkin(const char * path, const char * fn);
struct FSpriteModelFrame;
class IModelVertexBuffer;
enum ModelRendererType
{
GLModelRendererType,
SWModelRendererType,
PolyModelRendererType,
NumModelRendererTypes
};
class FModelRenderer
{
public:
@ -54,6 +62,8 @@ public:
void RenderModel(float x, float y, float z, FSpriteModelFrame *modelframe, AActor *actor);
void RenderHUDModel(DPSprite *psp, float ofsx, float ofsy);
virtual ModelRendererType GetType() const = 0;
virtual void BeginDrawModel(AActor *actor, FSpriteModelFrame *smf, const VSMatrix &objectToWorldMatrix) = 0;
virtual void EndDrawModel(AActor *actor, FSpriteModelFrame *smf) = 0;
@ -122,11 +132,7 @@ public:
class FModel
{
public:
FModel()
{
mVBuf = NULL;
}
FModel();
virtual ~FModel();
virtual bool Load(const char * fn, int lumpnum, const char * buffer, int length) = 0;
@ -134,19 +140,20 @@ public:
virtual void RenderFrame(FModelRenderer *renderer, FTexture * skin, int frame, int frame2, double inter, int translation=0) = 0;
virtual void BuildVertexBuffer(FModelRenderer *renderer) = 0;
virtual void AddSkins(uint8_t *hitlist) = 0;
void DestroyVertexBuffer()
{
delete mVBuf;
mVBuf = NULL;
}
virtual float getAspectFactor() { return 1.f; }
void SetVertexBuffer(FModelRenderer *renderer, IModelVertexBuffer *buffer) { mVBuf[renderer->GetType()] = buffer; }
IModelVertexBuffer *GetVertexBuffer(FModelRenderer *renderer) const { return mVBuf[renderer->GetType()]; }
void DestroyVertexBuffer();
const FSpriteModelFrame *curSpriteMDLFrame;
int curMDLIndex;
void PushSpriteMDLFrame(const FSpriteModelFrame *smf, int index) { curSpriteMDLFrame = smf; curMDLIndex = index; };
IModelVertexBuffer *mVBuf;
FString mFileName;
private:
IModelVertexBuffer *mVBuf[NumModelRendererTypes];
};
class FDMDModel : public FModel
@ -472,9 +479,9 @@ struct FSpriteModelFrame
float pitchoffset, rolloffset; // I don't want to bother with type transformations, so I made this variables float.
};
FSpriteModelFrame * gl_FindModelFrame(const PClass * ti, int sprite, int frame, bool dropped);
bool gl_IsHUDModelForPlayerAvailable (player_t * player);
FSpriteModelFrame * FindModelFrame(const PClass * ti, int sprite, int frame, bool dropped);
bool IsHUDModelForPlayerAvailable(player_t * player);
void FlushModels();
class DeletingModelArray : public TArray<FModel *>
{

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

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

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

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

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

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

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

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