- got rid of the state variables in the model class entirely.

This is *not* the right way to reduce function parameter count. The data in question is far easier evaluated at the calling site and passed as a parameter.
This commit is contained in:
Christoph Oelckers 2022-07-23 10:35:01 +02:00
parent 76c8214d67
commit 9875850c19
13 changed files with 43 additions and 53 deletions

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, const TArray<FTextureID>& surfaceskinids)
void FOBJModel::RenderFrame(FModelRenderer *renderer, FGameTexture * skin, int frameno, int frameno2, double inter, int translation, const FTextureID* surfaceskinids)
{
// Prevent the model from rendering if the frame number is < 0
if (frameno < 0 || frameno2 < 0) return;
@ -640,10 +640,9 @@ void FOBJModel::RenderFrame(FModelRenderer *renderer, FGameTexture * skin, int f
FGameTexture *userSkin = skin;
if (!userSkin)
{
int ssIndex = i + curMDLIndex * MD3_MAX_SURFACES;
if (i < MD3_MAX_SURFACES && surfaceskinids[ssIndex].isValid())
if (surfaceskinids && surfaceskinids[i].isValid())
{
userSkin = TexMan.GetGameTexture(surfaceskinids[ssIndex], true);
userSkin = TexMan.GetGameTexture(surfaceskinids[i], true);
}
else if (surf->skin.isValid())
{
@ -668,18 +667,17 @@ void FOBJModel::RenderFrame(FModelRenderer *renderer, FGameTexture * skin, int f
*
* @param hitlist The list of textures
*/
void FOBJModel::AddSkins(uint8_t* hitlist)
void FOBJModel::AddSkins(uint8_t* hitlist, const FTextureID* surfaceskinids)
{
for (size_t i = 0; i < surfaces.Size(); i++)
{
size_t ssIndex = i + curMDLIndex * MD3_MAX_SURFACES;
if (curSpriteMDLFrame && i < MD3_MAX_SURFACES && curSpriteMDLFrame->surfaceskinIDs[ssIndex].isValid())
if (surfaceskinids && i < MD3_MAX_SURFACES && surfaceskinids[i].isValid())
{
// Precache skins manually reassigned by the user.
// 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
// the limit is bumped or surfaceskinIDs is changed to a TArray<FTextureID>.
hitlist[curSpriteMDLFrame->surfaceskinIDs[ssIndex].GetIndex()] |= FTextureManager::HIT_Flat;
hitlist[surfaceskinids[i].GetIndex()] |= FTextureManager::HIT_Flat;
return; // No need to precache skin that was replaced
}