Dynamic number of models per frame instead of a hard limit of four. (#1298)

* Changed model-related arrays to TArrays.

* Update models.cpp

Used TArray.Alloc to make TArrays have the correct size depending on the number of models. 
surfaceSkinIDs was two-dimensional and is now a one-dimensional TArray as well, it's size is now (models * MD3_MAX_SURFACES)
surfaceSkinIDs was two-dimensional and is now a one-dimensional TArray as well, elements are accessed via [Row + Column * NumRows], in this case sSurfaceIndex + modelIndex * MD3_MAX_SURFACES]

* Edited skinSurfaceIDs access for one-dimensional TArray

* Edited skinSurfaceIDs access for one-dimensional TArray

* Edited skinSurfaceIDs access for one-dimensional TArray

* Changed model-related arrays to TArrays.

Also removed MAX_MODELS_PER_FRAME.

* Used TArray.Alloc to make TArrays have the correct size depending on the number of models. 

surfaceSkinIDs was two-dimensional and is now a one-dimensional TArray as well, elements are accessed via [Row + Column * NumRows], in this case surfaceIndex + modelIndex * MD3_MAX_SURFACES]

* Used TArray.Alloc to make TArrays have the correct size depending on the number of models. 

surfaceSkinIDs was two-dimensional and is now a one-dimensional TArray as well, elements are accessed via [Row + Column * NumRows], in this case surfaceIndex + modelIndex * MD3_MAX_SURFACES]

* Update models.h

* Edited MAX_MODELS_MD3

* Update models_obj.cpp
This commit is contained in:
Chernoskill 2021-02-24 21:26:47 +01:00 committed by GitHub
parent 4d56754171
commit 769d60a64f
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6 changed files with 77 additions and 31 deletions

View file

@ -15,15 +15,15 @@ void FlushModels();
extern TDeletingArray<FModel*> Models; extern TDeletingArray<FModel*> Models;
extern TArray<FSpriteModelFrame> SpriteModelFrames; extern TArray<FSpriteModelFrame> SpriteModelFrames;
#define MAX_MODELS_PER_FRAME 4
#define MD3_MAX_SURFACES 32 #define MD3_MAX_SURFACES 32
struct FSpriteModelFrame struct FSpriteModelFrame
{ {
int modelIDs[MAX_MODELS_PER_FRAME]; uint8_t modelsAmount = 0;
FTextureID skinIDs[MAX_MODELS_PER_FRAME]; TArray<int> modelIDs;
FTextureID surfaceskinIDs[MAX_MODELS_PER_FRAME][MD3_MAX_SURFACES]; TArray<FTextureID> skinIDs;
int modelframes[MAX_MODELS_PER_FRAME]; TArray<FTextureID> surfaceskinIDs;
TArray<int> modelframes;
float xscale, yscale, zscale; float xscale, yscale, zscale;
// [BB] Added zoffset, rotation parameters and flags. // [BB] Added zoffset, rotation parameters and flags.
// Added xoffset, yoffset // Added xoffset, yoffset

View file

@ -306,9 +306,10 @@ void FMD3Model::AddSkins(uint8_t *hitlist)
{ {
for (unsigned i = 0; i < Surfaces.Size(); i++) for (unsigned i = 0; i < Surfaces.Size(); i++)
{ {
if (curSpriteMDLFrame->surfaceskinIDs[curMDLIndex][i].isValid()) int ssIndex = i + curMDLIndex * MD3_MAX_SURFACES;
if (curSpriteMDLFrame->surfaceskinIDs[ssIndex].isValid())
{ {
hitlist[curSpriteMDLFrame->surfaceskinIDs[curMDLIndex][i].GetIndex()] |= FTextureManager::HIT_Flat; hitlist[curSpriteMDLFrame->surfaceskinIDs[ssIndex].GetIndex()] |= FTextureManager::HIT_Flat;
} }
MD3Surface * surf = &Surfaces[i]; MD3Surface * surf = &Surfaces[i];
@ -357,9 +358,10 @@ void FMD3Model::RenderFrame(FModelRenderer *renderer, FGameTexture * skin, int f
FGameTexture *surfaceSkin = skin; FGameTexture *surfaceSkin = skin;
if (!surfaceSkin) if (!surfaceSkin)
{ {
if (curSpriteMDLFrame->surfaceskinIDs[curMDLIndex][i].isValid()) int ssIndex = i + curMDLIndex * MD3_MAX_SURFACES;
if (curSpriteMDLFrame->surfaceskinIDs[ssIndex].isValid())
{ {
surfaceSkin = TexMan.GetGameTexture(curSpriteMDLFrame->surfaceskinIDs[curMDLIndex][i], true); surfaceSkin = TexMan.GetGameTexture(curSpriteMDLFrame->surfaceskinIDs[ssIndex], true);
} }
else if (surf->numSkins > 0 && surf->Skins[0].isValid()) else if (surf->numSkins > 0 && surf->Skins[0].isValid())
{ {

View file

@ -638,9 +638,10 @@ void FOBJModel::RenderFrame(FModelRenderer *renderer, FGameTexture * skin, int f
FGameTexture *userSkin = skin; FGameTexture *userSkin = skin;
if (!userSkin) if (!userSkin)
{ {
if (i < MD3_MAX_SURFACES && curSpriteMDLFrame->surfaceskinIDs[curMDLIndex][i].isValid()) int ssIndex = i + curMDLIndex * MD3_MAX_SURFACES;
if (i < MD3_MAX_SURFACES && curSpriteMDLFrame->surfaceskinIDs[ssIndex].isValid())
{ {
userSkin = TexMan.GetGameTexture(curSpriteMDLFrame->surfaceskinIDs[curMDLIndex][i], true); userSkin = TexMan.GetGameTexture(curSpriteMDLFrame->surfaceskinIDs[ssIndex], true);
} }
else if (surf->skin.isValid()) else if (surf->skin.isValid())
{ {
@ -669,13 +670,14 @@ void FOBJModel::AddSkins(uint8_t* hitlist)
{ {
for (size_t i = 0; i < surfaces.Size(); i++) for (size_t i = 0; i < surfaces.Size(); i++)
{ {
if (i < MD3_MAX_SURFACES && curSpriteMDLFrame->surfaceskinIDs[curMDLIndex][i].isValid()) size_t ssIndex = i + curMDLIndex * MD3_MAX_SURFACES;
if (i < MD3_MAX_SURFACES && curSpriteMDLFrame->surfaceskinIDs[ssIndex].isValid())
{ {
// Precache skins manually reassigned by the user. // Precache skins manually reassigned by the user.
// On OBJs with lots of skins, such as Doom map OBJs exported from GZDB, // On OBJs with lots of skins, such as Doom map OBJs exported from GZDB,
// there may be too many skins for the user to manually change, unless // there may be too many skins for the user to manually change, unless
// the limit is bumped or surfaceskinIDs is changed to a TArray<FTextureID>. // the limit is bumped or surfaceskinIDs is changed to a TArray<FTextureID>.
hitlist[curSpriteMDLFrame->surfaceskinIDs[curMDLIndex][i].GetIndex()] |= FTextureManager::HIT_Flat; hitlist[curSpriteMDLFrame->surfaceskinIDs[ssIndex].GetIndex()] |= FTextureManager::HIT_Flat;
return; // No need to precache skin that was replaced return; // No need to precache skin that was replaced
} }

View file

@ -242,8 +242,9 @@ void FUE1Model::RenderFrame( FModelRenderer *renderer, FGameTexture *skin, int f
FGameTexture *sskin = skin; FGameTexture *sskin = skin;
if ( !sskin ) if ( !sskin )
{ {
if ( curSpriteMDLFrame->surfaceskinIDs[curMDLIndex][groups[i].texNum].isValid() ) int ssIndex = groups[i].texNum + curMDLIndex * MD3_MAX_SURFACES;
sskin = TexMan.GetGameTexture(curSpriteMDLFrame->surfaceskinIDs[curMDLIndex][groups[i].texNum], true); if (curSpriteMDLFrame->surfaceskinIDs[ssIndex].isValid())
sskin = TexMan.GetGameTexture(curSpriteMDLFrame->surfaceskinIDs[ssIndex], true);
if ( !sskin ) if ( !sskin )
{ {
vofs += vsize; vofs += vsize;
@ -303,8 +304,12 @@ void FUE1Model::BuildVertexBuffer( FModelRenderer *renderer )
void FUE1Model::AddSkins( uint8_t *hitlist ) void FUE1Model::AddSkins( uint8_t *hitlist )
{ {
for (int i = 0; i < numGroups; i++) for (int i = 0; i < numGroups; i++)
if ( curSpriteMDLFrame->surfaceskinIDs[curMDLIndex][groups[i].texNum].isValid() ) {
hitlist[curSpriteMDLFrame->surfaceskinIDs[curMDLIndex][groups[i].texNum].GetIndex()] |= FTextureManager::HIT_Flat; int ssIndex = groups[i].texNum + curMDLIndex * MD3_MAX_SURFACES;
if (curSpriteMDLFrame->surfaceskinIDs[ssIndex].isValid())
hitlist[curSpriteMDLFrame->surfaceskinIDs[ssIndex].GetIndex()] |= FTextureManager::HIT_Flat;
}
} }
FUE1Model::~FUE1Model() FUE1Model::~FUE1Model()

View file

@ -267,8 +267,7 @@ void RenderFrameModels(FModelRenderer *renderer, FLevelLocals *Level, const FSpr
} }
} }
} }
for (int i = 0; i < smf->modelsAmount; i++)
for (int i = 0; i<MAX_MODELS_PER_FRAME; i++)
{ {
if (smf->modelIDs[i] != -1) if (smf->modelIDs[i] != -1)
{ {
@ -317,9 +316,17 @@ void InitModels()
FSpriteModelFrame smf; FSpriteModelFrame smf;
memset(&smf, 0, sizeof(smf)); memset(&smf, 0, sizeof(smf));
smf.isVoxel = true; smf.isVoxel = true;
smf.modelIDs[1] = smf.modelIDs[2] = smf.modelIDs[3] = -1;
smf.modelsAmount = 1;
smf.modelframes.Alloc(1);
smf.modelframes[0] = -1;
smf.modelIDs.Alloc(1);
smf.modelIDs[0] = VoxelDefs[i]->Voxel->VoxelIndex; smf.modelIDs[0] = VoxelDefs[i]->Voxel->VoxelIndex;
smf.skinIDs.Alloc(1);
smf.skinIDs[0] = md->GetPaletteTexture(); smf.skinIDs[0] = md->GetPaletteTexture();
smf.xscale = smf.yscale = smf.zscale = VoxelDefs[i]->Scale; smf.xscale = smf.yscale = smf.zscale = VoxelDefs[i]->Scale;
smf.angleoffset = VoxelDefs[i]->AngleOffset.Degrees; smf.angleoffset = VoxelDefs[i]->AngleOffset.Degrees;
if (VoxelDefs[i]->PlacedSpin != 0) if (VoxelDefs[i]->PlacedSpin != 0)
@ -345,6 +352,7 @@ void InitModels()
} }
SpriteModelFrames.Push(smf); SpriteModelFrames.Push(smf);
} }
} }
int Lump; int Lump;
@ -370,6 +378,7 @@ void InitModels()
static void ParseModelDefLump(int Lump) static void ParseModelDefLump(int Lump)
{ {
FScanner sc(Lump); FScanner sc(Lump);
while (sc.GetString()) while (sc.GetString())
{ {
if (sc.Compare("model")) if (sc.Compare("model"))
@ -380,7 +389,6 @@ static void ParseModelDefLump(int Lump)
FSpriteModelFrame smf; FSpriteModelFrame smf;
memset(&smf, 0, sizeof(smf)); memset(&smf, 0, sizeof(smf));
smf.modelIDs[0] = smf.modelIDs[1] = smf.modelIDs[2] = smf.modelIDs[3] = -1;
smf.xscale=smf.yscale=smf.zscale=1.f; smf.xscale=smf.yscale=smf.zscale=1.f;
auto type = PClass::FindClass(sc.String); auto type = PClass::FindClass(sc.String);
@ -389,6 +397,32 @@ static void ParseModelDefLump(int Lump)
sc.ScriptError("MODELDEF: Unknown actor type '%s'\n", sc.String); sc.ScriptError("MODELDEF: Unknown actor type '%s'\n", sc.String);
} }
smf.type = type; smf.type = type;
FScanner::SavedPos scPos = sc.SavePos();
sc.MustGetStringName("{");
while (!sc.CheckString("}"))
{
sc.MustGetString();
if (sc.Compare("model"))
{
sc.MustGetNumber();
index = sc.Number;
if (index < 0)
{
sc.ScriptError("Too many models in %s", type->TypeName.GetChars());
}
smf.modelsAmount = index + 1;
}
}
smf.modelIDs.Alloc(smf.modelsAmount);
smf.skinIDs.Alloc(smf.modelsAmount);
smf.surfaceskinIDs.Alloc(smf.modelsAmount * MD3_MAX_SURFACES);
smf.modelframes.Alloc(smf.modelsAmount);
sc.RestorePos(scPos);
sc.MustGetStringName("{"); sc.MustGetStringName("{");
while (!sc.CheckString("}")) while (!sc.CheckString("}"))
{ {
@ -404,17 +438,19 @@ static void ParseModelDefLump(int Lump)
{ {
sc.MustGetNumber(); sc.MustGetNumber();
index = sc.Number; index = sc.Number;
if (index < 0 || index >= MAX_MODELS_PER_FRAME) if (index < 0 || index >= smf.modelsAmount)
{ {
sc.ScriptError("Too many models in %s", type->TypeName.GetChars()); sc.ScriptError("Too many models in %s", type->TypeName.GetChars());
} }
sc.MustGetString(); sc.MustGetString();
FixPathSeperator(sc.String); FixPathSeperator(sc.String);
smf.modelIDs[index] = FindModel(path.GetChars(), sc.String); smf.modelIDs[index] = FindModel(path.GetChars(), sc.String);
if (smf.modelIDs[index] == -1) if (smf.modelIDs[index] == -1)
{ {
Printf("%s: model not found in %s\n", sc.String, path.GetChars()); Printf("%s: model not found in %s\n", sc.String, path.GetChars());
} }
} }
else if (sc.Compare("scale")) else if (sc.Compare("scale"))
{ {
@ -529,7 +565,7 @@ static void ParseModelDefLump(int Lump)
{ {
sc.MustGetNumber(); sc.MustGetNumber();
index=sc.Number; index=sc.Number;
if (index<0 || index>=MAX_MODELS_PER_FRAME) if (index<0 || index>= smf.modelsAmount)
{ {
sc.ScriptError("Too many models in %s", type->TypeName.GetChars()); sc.ScriptError("Too many models in %s", type->TypeName.GetChars());
} }
@ -556,7 +592,7 @@ static void ParseModelDefLump(int Lump)
sc.MustGetNumber(); sc.MustGetNumber();
surface = sc.Number; surface = sc.Number;
if (index<0 || index >= MAX_MODELS_PER_FRAME) if (index<0 || index >= smf.modelsAmount)
{ {
sc.ScriptError("Too many models in %s", type->TypeName.GetChars()); sc.ScriptError("Too many models in %s", type->TypeName.GetChars());
} }
@ -568,14 +604,15 @@ static void ParseModelDefLump(int Lump)
sc.MustGetString(); sc.MustGetString();
FixPathSeperator(sc.String); FixPathSeperator(sc.String);
int ssIndex = surface + index * MD3_MAX_SURFACES;
if (sc.Compare("")) if (sc.Compare(""))
{ {
smf.surfaceskinIDs[index][surface] = FNullTextureID(); smf.surfaceskinIDs[ssIndex] = FNullTextureID();
} }
else else
{ {
smf.surfaceskinIDs[index][surface] = LoadSkin(path.GetChars(), sc.String); smf.surfaceskinIDs[ssIndex] = LoadSkin(path.GetChars(), sc.String);
if (!smf.surfaceskinIDs[index][surface].isValid()) if (!smf.surfaceskinIDs[ssIndex].isValid())
{ {
Printf("Surface Skin '%s' not found in '%s'\n", Printf("Surface Skin '%s' not found in '%s'\n",
sc.String, type->TypeName.GetChars()); sc.String, type->TypeName.GetChars());
@ -610,7 +647,7 @@ static void ParseModelDefLump(int Lump)
sc.MustGetNumber(); sc.MustGetNumber();
index=sc.Number; index=sc.Number;
if (index<0 || index>=MAX_MODELS_PER_FRAME) if (index<0 || index>= smf.modelsAmount)
{ {
sc.ScriptError("Too many models in %s", type->TypeName.GetChars()); sc.ScriptError("Too many models in %s", type->TypeName.GetChars());
} }

View file

@ -162,7 +162,7 @@ void hw_PrecacheTexture(uint8_t *texhitlist, TMap<PClassActor*, bool> &actorhitl
FSpriteModelFrame * smf = FindModelFrame(cls, state.sprite, state.Frame, false); FSpriteModelFrame * smf = FindModelFrame(cls, state.sprite, state.Frame, false);
if (smf != NULL) if (smf != NULL)
{ {
for (int i = 0; i < MAX_MODELS_PER_FRAME; i++) for (int i = 0; i < smf->modelsAmount; i++)
{ {
if (smf->skinIDs[i].isValid()) if (smf->skinIDs[i].isValid())
{ {