- fixed destructive logic and memory allocation issues in RenderFrameModels.

This completely avoids modification of the model data, instead using local variables.
This commit is contained in:
Christoph Oelckers 2022-07-23 10:10:15 +02:00
parent 0665a28253
commit 76c8214d67
13 changed files with 66 additions and 57 deletions

View file

@ -61,7 +61,7 @@ public:
virtual bool Load(const char * fn, int lumpnum, const char * buffer, int length) = 0;
virtual int FindFrame(const char * name) = 0;
virtual void RenderFrame(FModelRenderer *renderer, FGameTexture * 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, const TArray<FTextureID>& surfaceskinids) = 0;
virtual void BuildVertexBuffer(FModelRenderer *renderer) = 0;
virtual void AddSkins(uint8_t *hitlist) = 0;
virtual float getAspectFactor(float vscale) { return 1.f; }

View file

@ -59,7 +59,7 @@ public:
bool Load(const char * fn, int lumpnum, const char * buffer, int length) override;
void Initialize();
virtual int FindFrame(const char * name) override;
virtual void RenderFrame(FModelRenderer *renderer, FGameTexture * skin, int frame, int frame2, double inter, int translation=0) override;
virtual void RenderFrame(FModelRenderer *renderer, FGameTexture * skin, int frame, int frame2, double inter, int translation, const TArray<FTextureID>& surfaceskinids) override;
virtual void AddSkins(uint8_t *hitlist) override;
FTextureID GetPaletteTexture() const { return mPalette; }
void BuildVertexBuffer(FModelRenderer *renderer) override;

View file

@ -113,7 +113,7 @@ public:
virtual bool Load(const char * fn, int lumpnum, const char * buffer, int length);
virtual int FindFrame(const char * name);
virtual void RenderFrame(FModelRenderer *renderer, FGameTexture * 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, const TArray<FTextureID>& surfaceskinids);
virtual void LoadGeometry();
virtual void AddSkins(uint8_t *hitlist);

View file

@ -67,7 +67,7 @@ public:
virtual bool Load(const char * fn, int lumpnum, const char * buffer, int length);
virtual int FindFrame(const char * name);
virtual void RenderFrame(FModelRenderer *renderer, FGameTexture * 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, const TArray<FTextureID>& surfaceskinids);
void LoadGeometry();
void BuildVertexBuffer(FModelRenderer *renderer);
virtual void AddSkins(uint8_t *hitlist);

View file

@ -98,7 +98,7 @@ public:
~FOBJModel();
bool Load(const char* fn, int lumpnum, const char* buffer, int length) override;
int FindFrame(const char* name) override;
void RenderFrame(FModelRenderer* renderer, FGameTexture* 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, const TArray<FTextureID>& surfaceskinids) override;
void BuildVertexBuffer(FModelRenderer* renderer) override;
void AddSkins(uint8_t* hitlist) override;
};

View file

@ -26,7 +26,7 @@ public:
bool Load(const char * fn, int lumpnum, const char * buffer, int length) override;
int FindFrame(const char * name) override;
void RenderFrame(FModelRenderer *renderer, FGameTexture * 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, const TArray<FTextureID>& surfaceskinids) override;
void BuildVertexBuffer(FModelRenderer *renderer) override;
void AddSkins(uint8_t *hitlist) override;
void LoadGeometry();

View file

@ -363,7 +363,7 @@ int FDMDModel::FindFrame(const char * name)
//
//===========================================================================
void FDMDModel::RenderFrame(FModelRenderer *renderer, FGameTexture * skin, int frameno, int frameno2, double inter, int translation)
void FDMDModel::RenderFrame(FModelRenderer *renderer, FGameTexture * skin, int frameno, int frameno2, double inter, int translation, const TArray<FTextureID>&)
{
if (frameno >= info.numFrames || frameno2 >= info.numFrames) return;

View file

@ -344,7 +344,7 @@ int FMD3Model::FindFrame(const char * name)
//
//===========================================================================
void FMD3Model::RenderFrame(FModelRenderer *renderer, FGameTexture * skin, int frameno, int frameno2, double inter, int translation)
void FMD3Model::RenderFrame(FModelRenderer *renderer, FGameTexture * skin, int frameno, int frameno2, double inter, int translation, const TArray<FTextureID>& surfaceskinids)
{
if ((unsigned)frameno >= Frames.Size() || (unsigned)frameno2 >= Frames.Size()) return;
@ -358,17 +358,14 @@ void FMD3Model::RenderFrame(FModelRenderer *renderer, FGameTexture * skin, int f
FGameTexture *surfaceSkin = skin;
if (!surfaceSkin)
{
if (curSpriteMDLFrame)
int ssIndex = i + curMDLIndex * MD3_MAX_SURFACES;
if (surfaceskinids[ssIndex].isValid())
{
int ssIndex = i + curMDLIndex * MD3_MAX_SURFACES;
if (curSpriteMDLFrame->surfaceskinIDs[ssIndex].isValid())
{
surfaceSkin = TexMan.GetGameTexture(curSpriteMDLFrame->surfaceskinIDs[ssIndex], true);
}
else if (surf->numSkins > 0 && surf->Skins[0].isValid())
{
surfaceSkin = TexMan.GetGameTexture(surf->Skins[0], true);
}
surfaceSkin = TexMan.GetGameTexture(surfaceskinids[ssIndex], true);
}
else if (surf->numSkins > 0 && surf->Skins[0].isValid())
{
surfaceSkin = TexMan.GetGameTexture(surf->Skins[0], true);
}
if (!surfaceSkin)

View file

@ -628,7 +628,7 @@ int FOBJModel::FindFrame(const char* name)
* @param inter The amount to interpolate the two frames.
* @param translation The translation for the skin
*/
void FOBJModel::RenderFrame(FModelRenderer *renderer, FGameTexture * skin, int frameno, int frameno2, double inter, int translation)
void FOBJModel::RenderFrame(FModelRenderer *renderer, FGameTexture * skin, int frameno, int frameno2, double inter, int translation, const TArray<FTextureID>& surfaceskinids)
{
// Prevent the model from rendering if the frame number is < 0
if (frameno < 0 || frameno2 < 0) return;
@ -638,12 +638,12 @@ void FOBJModel::RenderFrame(FModelRenderer *renderer, FGameTexture * skin, int f
OBJSurface *surf = &surfaces[i];
FGameTexture *userSkin = skin;
if (!userSkin && curSpriteMDLFrame)
if (!userSkin)
{
int ssIndex = i + curMDLIndex * MD3_MAX_SURFACES;
if (i < MD3_MAX_SURFACES && curSpriteMDLFrame->surfaceskinIDs[ssIndex].isValid())
if (i < MD3_MAX_SURFACES && surfaceskinids[ssIndex].isValid())
{
userSkin = TexMan.GetGameTexture(curSpriteMDLFrame->surfaceskinIDs[ssIndex], true);
userSkin = TexMan.GetGameTexture(surfaceskinids[ssIndex], true);
}
else if (surf->skin.isValid())
{

View file

@ -227,7 +227,7 @@ int FUE1Model::FindFrame( const char *name )
return -1;
}
void FUE1Model::RenderFrame( FModelRenderer *renderer, FGameTexture *skin, int frame, int frame2, double inter, int translation )
void FUE1Model::RenderFrame( FModelRenderer *renderer, FGameTexture *skin, int frame, int frame2, double inter, int translation, const TArray<FTextureID>& surfaceskinids)
{
// the moment of magic
if ( (frame >= numFrames) || (frame2 >= numFrames) ) return;
@ -247,8 +247,8 @@ void FUE1Model::RenderFrame( FModelRenderer *renderer, FGameTexture *skin, int f
if ( !sskin )
{
int ssIndex = groups[i].texNum + curMDLIndex * MD3_MAX_SURFACES;
if (curSpriteMDLFrame && curSpriteMDLFrame->surfaceskinIDs[ssIndex].isValid())
sskin = TexMan.GetGameTexture(curSpriteMDLFrame->surfaceskinIDs[ssIndex], true);
if (surfaceskinids[ssIndex].isValid())
sskin = TexMan.GetGameTexture(surfaceskinids[ssIndex], true);
if ( !sskin )
{
vofs += vsize;

View file

@ -400,7 +400,7 @@ float FVoxelModel::getAspectFactor(float stretch)
//
//===========================================================================
void FVoxelModel::RenderFrame(FModelRenderer *renderer, FGameTexture * skin, int frame, int frame2, double inter, int translation)
void FVoxelModel::RenderFrame(FModelRenderer *renderer, FGameTexture * skin, int frame, int frame2, double inter, int translation, const TArray<FTextureID>&)
{
renderer->SetMaterial(skin, true, translation);
renderer->SetupFrame(this, 0, 0, 0);

View file

@ -2121,10 +2121,10 @@ void G_DoLoadGame ()
BackupSaveName = savename;
//Push any added models from A_ChangeModel
for (int i = 0; i < savedModelFiles.Size(); i++)
for (auto& smf : savedModelFiles)
{
FString modelFilePath = savedModelFiles[i].Left(savedModelFiles[i].LastIndexOf("/")+1);
FString modelFileName = savedModelFiles[i].Right(savedModelFiles[i].Len() - savedModelFiles[i].Left(savedModelFiles[i].LastIndexOf("/") + 1).Len());
FString modelFilePath = smf.Left(smf.LastIndexOf("/")+1);
FString modelFileName = smf.Right(smf.Len() - smf.Left(smf.LastIndexOf("/") + 1).Len());
FindModel(modelFilePath, modelFileName);
}

View file

@ -230,13 +230,11 @@ void RenderHUDModel(FModelRenderer *renderer, DPSprite *psp, float ofsX, float o
void RenderFrameModels(FModelRenderer *renderer, FLevelLocals *Level, const FSpriteModelFrame *smf, const FState *curState, const int curTics, const PClass *ti, int translation, AActor* actor)
{
//[SM] - Create a temporary sprite model frame, which prevents data from being overwritten
FSpriteModelFrame* tempsmf = new 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 = nullptr;
double inter = 0.;
if (gl_interpolate_model_frames && !(tempsmf->flags & MDL_NOINTERPOLATION))
if (gl_interpolate_model_frames && !(smf->flags & MDL_NOINTERPOLATION))
{
FState *nextState = curState->GetNextState();
if (curState != nextState && nextState)
@ -258,7 +256,7 @@ void RenderFrameModels(FModelRenderer *renderer, FLevelLocals *Level, const FSpr
{
// [BB] Workaround for actors that use the same frame twice in a row.
// Most of the standard Doom monsters do this in their see state.
if ((tempsmf->flags & MDL_INTERPOLATEDOUBLEDFRAMES))
if ((smf->flags & MDL_INTERPOLATEDOUBLEDFRAMES))
{
const FState *prevState = curState - 1;
if ((curState->sprite == prevState->sprite) && (curState->Frame == prevState->Frame))
@ -278,61 +276,75 @@ void RenderFrameModels(FModelRenderer *renderer, FLevelLocals *Level, const FSpr
}
}
int modelsamount = smf->modelsAmount;
//[SM] - if we added any models for the frame to also render, then we also need to update modelsAmount for this smf
if (actor->modelData != nullptr)
{
if (tempsmf->modelsAmount < actor->modelData->modelIDs.Size())
{
tempsmf->modelsAmount = actor->modelData->modelIDs.Size();
while (tempsmf->modelframes.Size() < actor->modelData->modelIDs.Size()) tempsmf->modelframes.Push(-1);
while (smfNext->modelframes.Size() < actor->modelData->modelIDs.Size()) smfNext->modelframes.Push(-1);
}
modelsamount = actor->modelData->modelIDs.Size();
}
for (int i = 0; i < tempsmf->modelsAmount; i++)
TArray<FTextureID> surfaceskinids;
for (int i = 0; i < modelsamount; i++)
{
int modelid = -1;
int modelframe = -1;
int modelframenext = -1;
FTextureID skinid; skinid.SetInvalid();
surfaceskinids.Clear();
bool surfaceskinsswapped = false;
if (actor->modelData != nullptr)
{
if (i < (int)actor->modelData->modelIDs.Size())
{
if (actor->modelData->modelIDs[i] != -1)
tempsmf->modelIDs[i] = actor->modelData->modelIDs[i];
}
modelid = actor->modelData->modelIDs[i];
if (i < (int)actor->modelData->modelFrameGenerators.Size())
{
//[SM] - We will use this little snippet to allow a modder to specify a model index to clone. It's also pointless to clone something that clones something else in this case. And causes me headaches.
if (actor->modelData->modelFrameGenerators[i] >= 0 && smf->modelframes[i] != -1)
if (actor->modelData->modelFrameGenerators[i] >= 0 && smf->modelframes.Size() < (unsigned)i && smf->modelframes[i] != -1)
{
tempsmf->modelframes[i] = tempsmf->modelframes[actor->modelData->modelFrameGenerators[i]];
if (smfNext) smfNext->modelframes[i] = smfNext->modelframes[actor->modelData->modelFrameGenerators[i]];
modelframe = smf->modelframes[actor->modelData->modelFrameGenerators[i]];
if (smfNext) modelframenext = smfNext->modelframes[actor->modelData->modelFrameGenerators[i]];
}
}
if (i < (int)actor->modelData->skinIDs.Size())
{
if (actor->modelData->skinIDs[i].isValid())
tempsmf->skinIDs[i] = actor->modelData->skinIDs[i];
skinid = actor->modelData->skinIDs[i];
}
for (int surface = i * MD3_MAX_SURFACES; surface < (i + 1) * MD3_MAX_SURFACES; surface++)
{
if (surface < (int)actor->modelData->surfaceSkinIDs.Size())
{
if (actor->modelData->surfaceSkinIDs[surface].isValid())
tempsmf->surfaceskinIDs[surface] = actor->modelData->surfaceSkinIDs[surface];
{
// only make a copy of the surfaceskinIDs array if really needed
if (surfaceskinids.Size() == 0) surfaceskinids = smf->surfaceskinIDs;
surfaceskinids[surface] = actor->modelData->surfaceSkinIDs[surface];
}
}
}
}
if (tempsmf->modelIDs[i] >= 0)
if (i < smf->modelsAmount)
{
FModel * mdl = Models[tempsmf->modelIDs[i]];
auto tex = tempsmf->skinIDs[i].isValid() ? TexMan.GetGameTexture(tempsmf->skinIDs[i], true) : nullptr;
if (modelid == -1) modelid = smf->modelIDs[i];
if (modelframe == -1) modelframe = smf->modelframes[i];
if (modelframenext == -1 && smfNext) modelframenext = smfNext->modelframes[i];
if (!skinid.isValid()) skinid = smf->skinIDs[i];
}
if (modelid >= 0)
{
FModel * mdl = Models[modelid];
auto tex = skinid.isValid() ? TexMan.GetGameTexture(skinid, true) : nullptr;
mdl->BuildVertexBuffer(renderer);
mdl->PushSpriteMDLFrame(tempsmf, i);
mdl->PushSpriteMDLFrame(smf, i);
if (smfNext && tempsmf->modelframes[i] != smfNext->modelframes[i])
mdl->RenderFrame(renderer, tex, tempsmf->modelframes[i], smfNext->modelframes[i], inter, translation);
if (smfNext && modelframe != modelframenext)
mdl->RenderFrame(renderer, tex, modelframe, modelframenext, inter, translation, surfaceskinids.Size() > 0? surfaceskinids : smf->surfaceskinIDs);
else
mdl->RenderFrame(renderer, tex, tempsmf->modelframes[i], tempsmf->modelframes[i], 0.f, translation);
mdl->RenderFrame(renderer, tex, modelframe, modelframe, 0.f, translation, surfaceskinids.Size() > 0 ? surfaceskinids : smf->surfaceskinIDs);
}
}
}