- use FGameTexture in the model rendering code.

This commit is contained in:
Christoph Oelckers 2020-04-14 18:02:48 +02:00
parent b9b6a354c7
commit 54f4267597
13 changed files with 28 additions and 27 deletions

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@ -601,6 +601,7 @@ public:
ETextureType GetUseType() const { return wrapped.GetUseType(); } ETextureType GetUseType() const { return wrapped.GetUseType(); }
float GetShaderSpeed() const { return wrapped.GetShaderSpeed(); } float GetShaderSpeed() const { return wrapped.GetShaderSpeed(); }
uint16_t GetRotations() const { return wrapped.GetRotations(); } uint16_t GetRotations() const { return wrapped.GetRotations(); }
void SetRotations(int index) { wrapped.SetRotations(index); }
int GetSkyOffset() const { return wrapped.GetSkyOffset(); } int GetSkyOffset() const { return wrapped.GetSkyOffset(); }
FTextureID GetID() const { return wrapped.GetID(); } FTextureID GetID() const { return wrapped.GetID(); }
ISoftwareTexture* GetSoftwareTexture() { return wrapped.GetSoftwareTexture(); } ISoftwareTexture* GetSoftwareTexture() { return wrapped.GetSoftwareTexture(); }

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@ -269,7 +269,7 @@ void FModelRenderer::RenderFrameModels(FLevelLocals *Level, const FSpriteModelFr
if (smf->modelIDs[i] != -1) if (smf->modelIDs[i] != -1)
{ {
FModel * mdl = Models[smf->modelIDs[i]]; FModel * mdl = Models[smf->modelIDs[i]];
FTexture *tex = smf->skinIDs[i].isValid() ? TexMan.GetTexture(smf->skinIDs[i], true) : nullptr; auto tex = smf->skinIDs[i].isValid() ? TexMan.GetGameTexture(smf->skinIDs[i], true) : nullptr;
mdl->BuildVertexBuffer(this); mdl->BuildVertexBuffer(this);
mdl->PushSpriteMDLFrame(smf, i); mdl->PushSpriteMDLFrame(smf, i);

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@ -77,7 +77,7 @@ public:
virtual void EndDrawHUDModel(AActor *actor) = 0; virtual void EndDrawHUDModel(AActor *actor) = 0;
virtual void SetInterpolation(double interpolation) = 0; virtual void SetInterpolation(double interpolation) = 0;
virtual void SetMaterial(FTexture *skin, bool clampNoFilter, int translation) = 0; virtual void SetMaterial(FGameTexture *skin, bool clampNoFilter, int translation) = 0;
virtual void DrawArrays(int start, int count) = 0; virtual void DrawArrays(int start, int count) = 0;
virtual void DrawElements(int numIndices, size_t offset) = 0; virtual void DrawElements(int numIndices, size_t offset) = 0;
@ -136,7 +136,7 @@ public:
virtual bool Load(const char * fn, int lumpnum, const char * buffer, int length) = 0; virtual bool Load(const char * fn, int lumpnum, const char * buffer, int length) = 0;
virtual int FindFrame(const char * name) = 0; virtual int FindFrame(const char * name) = 0;
virtual void RenderFrame(FModelRenderer *renderer, FTexture * skin, int frame, int frame2, double inter, int translation=0) = 0; virtual void RenderFrame(FModelRenderer *renderer, FGameTexture * skin, int frame, int frame2, double inter, int translation=0) = 0;
virtual void BuildVertexBuffer(FModelRenderer *renderer) = 0; virtual void BuildVertexBuffer(FModelRenderer *renderer) = 0;
virtual void AddSkins(uint8_t *hitlist) = 0; virtual void AddSkins(uint8_t *hitlist) = 0;
virtual float getAspectFactor(FLevelLocals *) { return 1.f; } virtual float getAspectFactor(FLevelLocals *) { return 1.f; }
@ -263,7 +263,7 @@ public:
virtual bool Load(const char * fn, int lumpnum, const char * buffer, int length); virtual bool Load(const char * fn, int lumpnum, const char * buffer, int length);
virtual int FindFrame(const char * name); virtual int FindFrame(const char * name);
virtual void RenderFrame(FModelRenderer *renderer, FTexture * skin, int frame, int frame2, double inter, int translation=0); virtual void RenderFrame(FModelRenderer *renderer, FGameTexture * skin, int frame, int frame2, double inter, int translation=0);
virtual void LoadGeometry(); virtual void LoadGeometry();
virtual void AddSkins(uint8_t *hitlist); virtual void AddSkins(uint8_t *hitlist);
@ -349,7 +349,7 @@ public:
virtual bool Load(const char * fn, int lumpnum, const char * buffer, int length); virtual bool Load(const char * fn, int lumpnum, const char * buffer, int length);
virtual int FindFrame(const char * name); virtual int FindFrame(const char * name);
virtual void RenderFrame(FModelRenderer *renderer, FTexture * skin, int frame, int frame2, double inter, int translation=0); virtual void RenderFrame(FModelRenderer *renderer, FGameTexture * skin, int frame, int frame2, double inter, int translation=0);
void LoadGeometry(); void LoadGeometry();
void BuildVertexBuffer(FModelRenderer *renderer); void BuildVertexBuffer(FModelRenderer *renderer);
virtual void AddSkins(uint8_t *hitlist); virtual void AddSkins(uint8_t *hitlist);
@ -404,7 +404,7 @@ public:
bool Load(const char * fn, int lumpnum, const char * buffer, int length); bool Load(const char * fn, int lumpnum, const char * buffer, int length);
void Initialize(); void Initialize();
virtual int FindFrame(const char * name); virtual int FindFrame(const char * name);
virtual void RenderFrame(FModelRenderer *renderer, FTexture * skin, int frame, int frame2, double inter, int translation=0); virtual void RenderFrame(FModelRenderer *renderer, FGameTexture * skin, int frame, int frame2, double inter, int translation=0);
virtual void AddSkins(uint8_t *hitlist); virtual void AddSkins(uint8_t *hitlist);
FTextureID GetPaletteTexture() const { return mPalette; } FTextureID GetPaletteTexture() const { return mPalette; }
void BuildVertexBuffer(FModelRenderer *renderer); void BuildVertexBuffer(FModelRenderer *renderer);

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@ -358,14 +358,14 @@ int FDMDModel::FindFrame(const char * name)
// //
//=========================================================================== //===========================================================================
void FDMDModel::RenderFrame(FModelRenderer *renderer, FTexture * skin, int frameno, int frameno2, double inter, int translation) void FDMDModel::RenderFrame(FModelRenderer *renderer, FGameTexture * skin, int frameno, int frameno2, double inter, int translation)
{ {
if (frameno >= info.numFrames || frameno2 >= info.numFrames) return; if (frameno >= info.numFrames || frameno2 >= info.numFrames) return;
if (!skin) if (!skin)
{ {
if (info.numSkins == 0 || !skins[0].isValid()) return; if (info.numSkins == 0 || !skins[0].isValid()) return;
skin = TexMan.GetTexture(skins[0], true); skin = TexMan.GetGameTexture(skins[0], true);
if (!skin) return; if (!skin) return;
} }

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@ -342,7 +342,7 @@ int FMD3Model::FindFrame(const char * name)
// //
//=========================================================================== //===========================================================================
void FMD3Model::RenderFrame(FModelRenderer *renderer, FTexture * skin, int frameno, int frameno2, double inter, int translation) void FMD3Model::RenderFrame(FModelRenderer *renderer, FGameTexture * skin, int frameno, int frameno2, double inter, int translation)
{ {
if ((unsigned)frameno >= Frames.Size() || (unsigned)frameno2 >= Frames.Size()) return; if ((unsigned)frameno >= Frames.Size() || (unsigned)frameno2 >= Frames.Size()) return;
@ -353,16 +353,16 @@ void FMD3Model::RenderFrame(FModelRenderer *renderer, FTexture * skin, int frame
// [BB] In case no skin is specified via MODELDEF, check if the MD3 has a skin for the current surface. // [BB] In case no skin is specified via MODELDEF, check if the MD3 has a skin for the current surface.
// Note: Each surface may have a different skin. // Note: Each surface may have a different skin.
FTexture *surfaceSkin = skin; FGameTexture *surfaceSkin = skin;
if (!surfaceSkin) if (!surfaceSkin)
{ {
if (curSpriteMDLFrame->surfaceskinIDs[curMDLIndex][i].isValid()) if (curSpriteMDLFrame->surfaceskinIDs[curMDLIndex][i].isValid())
{ {
surfaceSkin = TexMan.GetTexture(curSpriteMDLFrame->surfaceskinIDs[curMDLIndex][i], true); surfaceSkin = TexMan.GetGameTexture(curSpriteMDLFrame->surfaceskinIDs[curMDLIndex][i], true);
} }
else if (surf->numSkins > 0 && surf->Skins[0].isValid()) else if (surf->numSkins > 0 && surf->Skins[0].isValid())
{ {
surfaceSkin = TexMan.GetTexture(surf->Skins[0], true); surfaceSkin = TexMan.GetGameTexture(surf->Skins[0], true);
} }
if (!surfaceSkin) if (!surfaceSkin)

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@ -626,22 +626,22 @@ int FOBJModel::FindFrame(const char* name)
* @param inter Unused * @param inter Unused
* @param translation The translation for the skin * @param translation The translation for the skin
*/ */
void FOBJModel::RenderFrame(FModelRenderer *renderer, FTexture * skin, int frameno, int frameno2, double inter, int translation) void FOBJModel::RenderFrame(FModelRenderer *renderer, FGameTexture * skin, int frameno, int frameno2, double inter, int translation)
{ {
for (unsigned int i = 0; i < surfaces.Size(); i++) for (unsigned int i = 0; i < surfaces.Size(); i++)
{ {
OBJSurface *surf = &surfaces[i]; OBJSurface *surf = &surfaces[i];
FTexture *userSkin = skin; FGameTexture *userSkin = skin;
if (!userSkin) if (!userSkin)
{ {
if (i < MD3_MAX_SURFACES && curSpriteMDLFrame->surfaceskinIDs[curMDLIndex][i].isValid()) if (i < MD3_MAX_SURFACES && curSpriteMDLFrame->surfaceskinIDs[curMDLIndex][i].isValid())
{ {
userSkin = TexMan.GetTexture(curSpriteMDLFrame->surfaceskinIDs[curMDLIndex][i], true); userSkin = TexMan.GetGameTexture(curSpriteMDLFrame->surfaceskinIDs[curMDLIndex][i], true);
} }
else if (surf->skin.isValid()) else if (surf->skin.isValid())
{ {
userSkin = TexMan.GetTexture(surf->skin, true); userSkin = TexMan.GetGameTexture(surf->skin, true);
} }
} }

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@ -96,7 +96,7 @@ public:
~FOBJModel(); ~FOBJModel();
bool Load(const char* fn, int lumpnum, const char* buffer, int length) override; bool Load(const char* fn, int lumpnum, const char* buffer, int length) override;
int FindFrame(const char* name) override; int FindFrame(const char* name) override;
void RenderFrame(FModelRenderer* renderer, FTexture* skin, int frame, int frame2, double inter, int translation=0) override; void RenderFrame(FModelRenderer* renderer, FGameTexture* skin, int frame, int frame2, double inter, int translation=0) override;
void BuildVertexBuffer(FModelRenderer* renderer) override; void BuildVertexBuffer(FModelRenderer* renderer) override;
void AddSkins(uint8_t* hitlist) override; void AddSkins(uint8_t* hitlist) override;
}; };

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@ -216,7 +216,7 @@ int FUE1Model::FindFrame( const char *name )
return -1; return -1;
} }
void FUE1Model::RenderFrame( FModelRenderer *renderer, FTexture *skin, int frame, int frame2, double inter, int translation ) void FUE1Model::RenderFrame( FModelRenderer *renderer, FGameTexture *skin, int frame, int frame2, double inter, int translation )
{ {
// the moment of magic // the moment of magic
if ( (frame >= numFrames) || (frame2 >= numFrames) ) return; if ( (frame >= numFrames) || (frame2 >= numFrames) ) return;
@ -232,11 +232,11 @@ void FUE1Model::RenderFrame( FModelRenderer *renderer, FTexture *skin, int frame
vofs += vsize; vofs += vsize;
continue; continue;
} }
FTexture *sskin = skin; FGameTexture *sskin = skin;
if ( !sskin ) if ( !sskin )
{ {
if ( curSpriteMDLFrame->surfaceskinIDs[curMDLIndex][groups[i].texNum].isValid() ) if ( curSpriteMDLFrame->surfaceskinIDs[curMDLIndex][groups[i].texNum].isValid() )
sskin = TexMan.GetTexture(curSpriteMDLFrame->surfaceskinIDs[curMDLIndex][groups[i].texNum], true); sskin = TexMan.GetGameTexture(curSpriteMDLFrame->surfaceskinIDs[curMDLIndex][groups[i].texNum], true);
if ( !sskin ) if ( !sskin )
{ {
vofs += vsize; vofs += vsize;

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@ -24,7 +24,7 @@ public:
bool Load(const char * fn, int lumpnum, const char * buffer, int length) override; bool Load(const char * fn, int lumpnum, const char * buffer, int length) override;
int FindFrame(const char * name) override; int FindFrame(const char * name) override;
void RenderFrame(FModelRenderer *renderer, FTexture * skin, int frame, int frame2, double inter, int translation=0) override; void RenderFrame(FModelRenderer *renderer, FGameTexture * skin, int frame, int frame2, double inter, int translation=0) override;
void BuildVertexBuffer(FModelRenderer *renderer) override; void BuildVertexBuffer(FModelRenderer *renderer) override;
void AddSkins(uint8_t *hitlist) override; void AddSkins(uint8_t *hitlist) override;
void LoadGeometry(); void LoadGeometry();

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@ -395,7 +395,7 @@ float FVoxelModel::getAspectFactor(FLevelLocals *Level)
// //
//=========================================================================== //===========================================================================
void FVoxelModel::RenderFrame(FModelRenderer *renderer, FTexture * skin, int frame, int frame2, double inter, int translation) void FVoxelModel::RenderFrame(FModelRenderer *renderer, FGameTexture * skin, int frame, int frame2, double inter, int translation)
{ {
renderer->SetMaterial(skin, true, translation); renderer->SetMaterial(skin, true, translation);
GetVertexBuffer(renderer)->SetupFrame(renderer, 0, 0, 0); GetVertexBuffer(renderer)->SetupFrame(renderer, 0, 0, 0);

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@ -123,7 +123,7 @@ static bool R_InstallSpriteLump (FTextureID lump, unsigned frame, char rot, bool
if (frame >= MAX_SPRITE_FRAMES || rotation > 16) if (frame >= MAX_SPRITE_FRAMES || rotation > 16)
{ {
Printf (TEXTCOLOR_RED "R_InstallSpriteLump: Bad frame characters in lump %s\n", TexMan.GetTexture(lump)->GetName().GetChars()); Printf (TEXTCOLOR_RED "R_InstallSpriteLump: Bad frame characters in lump %s\n", TexMan.GetGameTexture(lump)->GetName().GetChars());
return false; return false;
} }
@ -287,7 +287,7 @@ void R_InstallSprite (int num, spriteframewithrotate *sprtemp, int &maxframe)
{ {
for (int rot = 0; rot < 16; ++rot) for (int rot = 0; rot < 16; ++rot)
{ {
TexMan.GetTexture(sprtemp[frame].Texture[rot])->SetRotations(framestart + frame); TexMan.GetGameTexture(sprtemp[frame].Texture[rot])->SetRotations(framestart + frame);
} }
} }
} }

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@ -112,9 +112,9 @@ void FHWModelRenderer::SetInterpolation(double inter)
state.SetInterpolationFactor((float)inter); state.SetInterpolationFactor((float)inter);
} }
void FHWModelRenderer::SetMaterial(FTexture *skin, bool clampNoFilter, int translation) void FHWModelRenderer::SetMaterial(FGameTexture *skin, bool clampNoFilter, int translation)
{ {
FMaterial * tex = FMaterial::ValidateTexture(skin, false); FMaterial * tex = FMaterial::ValidateTexture(skin->GetTexture(), false);
state.SetMaterial(tex, clampNoFilter ? CLAMP_NOFILTER : CLAMP_NONE, translation, -1); state.SetMaterial(tex, clampNoFilter ? CLAMP_NOFILTER : CLAMP_NONE, translation, -1);
state.SetLightIndex(modellightindex); state.SetLightIndex(modellightindex);
} }

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@ -68,7 +68,7 @@ public:
void BeginDrawHUDModel(AActor *actor, const VSMatrix &objectToWorldMatrix, bool mirrored) override; void BeginDrawHUDModel(AActor *actor, const VSMatrix &objectToWorldMatrix, bool mirrored) override;
void EndDrawHUDModel(AActor *actor) override; void EndDrawHUDModel(AActor *actor) override;
void SetInterpolation(double interpolation) override; void SetInterpolation(double interpolation) override;
void SetMaterial(FTexture *skin, bool clampNoFilter, int translation) override; void SetMaterial(FGameTexture *skin, bool clampNoFilter, int translation) override;
void DrawArrays(int start, int count) override; void DrawArrays(int start, int count) override;
void DrawElements(int numIndices, size_t offset) override; void DrawElements(int numIndices, size_t offset) override;
}; };