- Backend update from Raze, mostly maintenance changes without new functionality.

This commit is contained in:
Christoph Oelckers 2022-08-11 22:51:19 +02:00
parent 283c5d688c
commit c89ae6358e
22 changed files with 90 additions and 43 deletions

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@ -796,19 +796,19 @@ void F2DDrawer::AddPoly(FGameTexture *texture, FVector2 *points, int npoints,
// //
//========================================================================== //==========================================================================
void F2DDrawer::AddPoly(FGameTexture* img, FVector4* vt, size_t vtcount, const unsigned int* ind, size_t idxcount, int translation, PalEntry color, FRenderStyle style, int clipx1, int clipy1, int clipx2, int clipy2) void F2DDrawer::AddPoly(FGameTexture* img, FVector4* vt, size_t vtcount, const unsigned int* ind, size_t idxcount, int translation, PalEntry color, FRenderStyle style, const IntRect* clip)
{ {
RenderCommand dg; RenderCommand dg;
if (!img || !img->isValid()) return; if (!img || !img->isValid()) return;
dg.mType = DrawTypeTriangles; dg.mType = DrawTypeTriangles;
if (clipx1 > 0 || clipy1 > 0 || clipx2 < GetWidth() - 1 || clipy2 < GetHeight() - 1) if (clip != nullptr)
{ {
dg.mScissor[0] = clipx1 + int(offset.X); dg.mScissor[0] = clip->Left() + int(offset.X);
dg.mScissor[1] = clipy1 + int(offset.Y); dg.mScissor[1] = clip->Top() + int(offset.Y);
dg.mScissor[2] = clipx2 + 1 + int(offset.X); dg.mScissor[2] = clip->Right() + int(offset.X);
dg.mScissor[3] = clipy2 + 1 + int(offset.Y); dg.mScissor[3] = clip->Bottom() + int(offset.Y);
dg.mFlags |= DTF_Scissor; dg.mFlags |= DTF_Scissor;
} }

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@ -216,7 +216,7 @@ public:
void AddPoly(FGameTexture *texture, FVector2 *points, int npoints, void AddPoly(FGameTexture *texture, FVector2 *points, int npoints,
double originx, double originy, double scalex, double scaley, double originx, double originy, double scalex, double scaley,
DAngle rotation, const FColormap &colormap, PalEntry flatcolor, double lightlevel, uint32_t *indices, size_t indexcount); DAngle rotation, const FColormap &colormap, PalEntry flatcolor, double lightlevel, uint32_t *indices, size_t indexcount);
void AddPoly(FGameTexture* img, FVector4 *vt, size_t vtcount, const unsigned int *ind, size_t idxcount, int translation, PalEntry color, FRenderStyle style, int clipx1, int clipy1, int clipx2, int clipy2); void AddPoly(FGameTexture* img, FVector4 *vt, size_t vtcount, const unsigned int *ind, size_t idxcount, int translation, PalEntry color, FRenderStyle style, const IntRect* clip);
void FillPolygon(int* rx1, int* ry1, int* xb1, int32_t npoints, int picnum, int palette, int shade, int props, const FVector2& xtex, const FVector2& ytex, const FVector2& otex, void FillPolygon(int* rx1, int* ry1, int* xb1, int32_t npoints, int picnum, int palette, int shade, int props, const FVector2& xtex, const FVector2& ytex, const FVector2& otex,
int clipx1, int clipy1, int clipx2, int clipy2); int clipx1, int clipy1, int clipx2, int clipy2);
void AddFlatFill(int left, int top, int right, int bottom, FGameTexture *src, int local_origin = false, double flatscale = 1.0, PalEntry color = 0xffffffff, ERenderStyle rs = STYLE_Normal); void AddFlatFill(int left, int top, int right, int bottom, FGameTexture *src, int local_origin = false, double flatscale = 1.0, PalEntry color = 0xffffffff, ERenderStyle rs = STYLE_Normal);

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@ -57,17 +57,19 @@
// \c becomes just TEXTCOLOR_ESCAPE // \c becomes just TEXTCOLOR_ESCAPE
// $<cvar> is replaced by the contents of <cvar> // $<cvar> is replaced by the contents of <cvar>
static long ParseCommandLine(const char* args, int* argc, char** argv, bool no_escapes) static size_t ParseCommandLine(const char* args, int* argc, char** argv, bool no_escapes)
{ {
int count; int count;
char* buffstart;
char* buffplace; char* buffplace;
count = 0; count = 0;
buffplace = NULL; buffstart = NULL;
if (argv != NULL) if (argv != NULL)
{ {
buffplace = argv[0]; buffstart = argv[0];
} }
buffplace = buffstart;
for (;;) for (;;)
{ {
@ -154,7 +156,7 @@ static long ParseCommandLine(const char* args, int* argc, char** argv, bool no_e
{ {
*argc = count; *argc = count;
} }
return (long)(buffplace - (char*)0); return (buffplace - buffstart);
} }
FCommandLine::FCommandLine (const char *commandline, bool no_escapes) FCommandLine::FCommandLine (const char *commandline, bool no_escapes)

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@ -50,9 +50,9 @@ public:
private: private:
const char *cmd; const char *cmd;
bool noescapes;
int _argc; int _argc;
char **_argv; char **_argv;
long argsize; size_t argsize;
bool noescapes;
}; };

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@ -155,12 +155,13 @@ unsigned FindModel(const char * path, const char * modelfile)
FModel * model = nullptr; FModel * model = nullptr;
FString fullname; FString fullname;
fullname.Format("%s%s", path, modelfile); if (path) fullname.Format("%s%s", path, modelfile);
else fullname = modelfile;
int lump = fileSystem.CheckNumForFullName(fullname); int lump = fileSystem.CheckNumForFullName(fullname);
if (lump<0) if (lump<0)
{ {
Printf("FindModel: '%s' not found\n", fullname.GetChars()); Printf(PRINT_HIGH, "FindModel: '%s' not found\n", fullname.GetChars());
return -1; return -1;
} }
@ -226,7 +227,7 @@ unsigned FindModel(const char * path, const char * modelfile)
} }
else else
{ {
Printf("LoadModel: Unknown model format in '%s'\n", fullname.GetChars()); Printf(PRINT_HIGH, "LoadModel: Unknown model format in '%s'\n", fullname.GetChars());
return -1; return -1;
} }
} }

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@ -53,6 +53,13 @@ enum ModelRendererType
NumModelRendererTypes NumModelRendererTypes
}; };
enum EFrameError
{
FErr_NotFound = -1,
FErr_Voxel = -2,
FErr_Singleframe = -3
};
class FModel class FModel
{ {
public: public:
@ -60,7 +67,7 @@ public:
virtual ~FModel(); virtual ~FModel();
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, bool nodefault = false) = 0;
virtual void RenderFrame(FModelRenderer *renderer, FGameTexture * skin, int frame, int frame2, double inter, int translation, const FTextureID* surfaceskinids) = 0; virtual void RenderFrame(FModelRenderer *renderer, FGameTexture * skin, int frame, int frame2, double inter, int translation, const FTextureID* surfaceskinids) = 0;
virtual void BuildVertexBuffer(FModelRenderer *renderer) = 0; virtual void BuildVertexBuffer(FModelRenderer *renderer) = 0;
virtual void AddSkins(uint8_t *hitlist, const FTextureID* surfaceskinids) = 0; virtual void AddSkins(uint8_t *hitlist, const FTextureID* surfaceskinids) = 0;

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@ -15,9 +15,9 @@ struct FVoxelVertexHash
// Returns the hash value for a key. // Returns the hash value for a key.
hash_t Hash(const FModelVertex &key) hash_t Hash(const FModelVertex &key)
{ {
int ix = xs_RoundToInt(key.x); int ix = int(key.x);
int iy = xs_RoundToInt(key.y); int iy = int(key.y);
int iz = xs_RoundToInt(key.z); int iz = int(key.z);
return (hash_t)(ix + (iy<<9) + (iz<<18)); return (hash_t)(ix + (iy<<9) + (iz<<18));
} }
@ -58,7 +58,7 @@ public:
~FVoxelModel(); ~FVoxelModel();
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;
void Initialize(); void Initialize();
virtual int FindFrame(const char * name) override; virtual int FindFrame(const char * name, bool nodefault) override;
virtual void RenderFrame(FModelRenderer *renderer, FGameTexture * skin, int frame, int frame2, double inter, int translation, const FTextureID* surfaceskinids) override; virtual void RenderFrame(FModelRenderer *renderer, FGameTexture * skin, int frame, int frame2, double inter, int translation, const FTextureID* surfaceskinids) override;
virtual void AddSkins(uint8_t *hitlist, const FTextureID* surfaceskinids) override; virtual void AddSkins(uint8_t *hitlist, const FTextureID* surfaceskinids) override;
FTextureID GetPaletteTexture() const { return mPalette; } FTextureID GetPaletteTexture() const { return mPalette; }

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@ -112,7 +112,7 @@ public:
virtual ~FDMDModel(); virtual ~FDMDModel();
virtual bool Load(const char * fn, int lumpnum, const char * buffer, int length) override; virtual bool Load(const char * fn, int lumpnum, const char * buffer, int length) override;
virtual int FindFrame(const char * name) override; virtual int FindFrame(const char * name, bool nodefault) override;
virtual void RenderFrame(FModelRenderer *renderer, FGameTexture * skin, int frame, int frame2, double inter, int translation, const FTextureID* surfaceskinids) override; virtual void RenderFrame(FModelRenderer *renderer, FGameTexture * skin, int frame, int frame2, double inter, int translation, const FTextureID* surfaceskinids) override;
virtual void LoadGeometry(); virtual void LoadGeometry();
virtual void AddSkins(uint8_t *hitlist, const FTextureID* surfaceskinids) override; virtual void AddSkins(uint8_t *hitlist, const FTextureID* surfaceskinids) override;

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@ -66,7 +66,7 @@ public:
FMD3Model() = default; FMD3Model() = default;
virtual bool Load(const char * fn, int lumpnum, const char * buffer, int length) override; virtual bool Load(const char * fn, int lumpnum, const char * buffer, int length) override;
virtual int FindFrame(const char * name) override; virtual int FindFrame(const char * name, bool nodefault) override;
virtual void RenderFrame(FModelRenderer *renderer, FGameTexture * skin, int frame, int frame2, double inter, int translation, const FTextureID* surfaceskinids) override; virtual void RenderFrame(FModelRenderer *renderer, FGameTexture * skin, int frame, int frame2, double inter, int translation, const FTextureID* surfaceskinids) override;
void LoadGeometry(); void LoadGeometry();
void BuildVertexBuffer(FModelRenderer *renderer); void BuildVertexBuffer(FModelRenderer *renderer);

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@ -97,7 +97,7 @@ public:
FOBJModel(): hasMissingNormals(false), hasSmoothGroups(false), vertFaces(nullptr) {} FOBJModel(): hasMissingNormals(false), hasSmoothGroups(false), vertFaces(nullptr) {}
~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, bool nodefault) override;
void RenderFrame(FModelRenderer* renderer, FGameTexture* skin, int frame, int frame2, double inter, int translation, const FTextureID* surfaceskinids) override; void RenderFrame(FModelRenderer* renderer, FGameTexture* skin, int frame, int frame2, double inter, int translation, const FTextureID* surfaceskinids) override;
void BuildVertexBuffer(FModelRenderer* renderer) override; void BuildVertexBuffer(FModelRenderer* renderer) override;
void AddSkins(uint8_t* hitlist, const FTextureID* surfaceskinids) override; void AddSkins(uint8_t* hitlist, const FTextureID* surfaceskinids) override;

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@ -25,7 +25,7 @@ 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, bool nodefault) override;
void RenderFrame(FModelRenderer *renderer, FGameTexture * skin, int frame, int frame2, double inter, int translation, const FTextureID* surfaceskinids) override; void RenderFrame(FModelRenderer *renderer, FGameTexture * skin, int frame, int frame2, double inter, int translation, const FTextureID* surfaceskinids) override;
void BuildVertexBuffer(FModelRenderer *renderer) override; void BuildVertexBuffer(FModelRenderer *renderer) override;
void AddSkins(uint8_t *hitlist, const FTextureID* surfaceskinids) override; void AddSkins(uint8_t *hitlist, const FTextureID* surfaceskinids) override;

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@ -348,13 +348,13 @@ void FDMDModel::AddSkins(uint8_t *hitlist, const FTextureID*)
// FDMDModel::FindFrame // FDMDModel::FindFrame
// //
//=========================================================================== //===========================================================================
int FDMDModel::FindFrame(const char * name) int FDMDModel::FindFrame(const char * name, bool nodefault)
{ {
for (int i=0;i<info.numFrames;i++) for (int i=0;i<info.numFrames;i++)
{ {
if (!stricmp(name, frames[i].name)) return i; if (!stricmp(name, frames[i].name)) return i;
} }
return -1; return FErr_NotFound;
} }
//=========================================================================== //===========================================================================

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@ -328,13 +328,13 @@ void FMD3Model::AddSkins(uint8_t *hitlist, const FTextureID* surfaceskinids)
// //
//=========================================================================== //===========================================================================
int FMD3Model::FindFrame(const char * name) int FMD3Model::FindFrame(const char * name, bool nodefault)
{ {
for (unsigned i = 0; i < Frames.Size(); i++) for (unsigned i = 0; i < Frames.Size(); i++)
{ {
if (!stricmp(name, Frames[i].Name)) return i; if (!stricmp(name, Frames[i].Name)) return i;
} }
return -1; return FErr_NotFound;
} }
//=========================================================================== //===========================================================================

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@ -613,9 +613,9 @@ FVector3 FOBJModel::CalculateNormalSmooth(unsigned int vidx, unsigned int smooth
* @param name The name of the frame * @param name The name of the frame
* @return The index of the frame * @return The index of the frame
*/ */
int FOBJModel::FindFrame(const char* name) int FOBJModel::FindFrame(const char* name, bool nodefault)
{ {
return 0; // OBJs are not animated. return nodefault? FErr_Singleframe : 0; // OBJs are not animated.
} }
/** /**

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@ -221,10 +221,12 @@ void FUE1Model::UnloadGeometry()
groups.Reset(); groups.Reset();
} }
int FUE1Model::FindFrame( const char *name ) int FUE1Model::FindFrame( const char *name, bool nodefault )
{ {
// unsupported, there are no named frames // there are no named frames, but we need something here to properly interface with it. So just treat the string as an index number.
return -1; auto index = strtol(name, nullptr, 0);
if (index < 0 || index >= numFrames) return FErr_NotFound;
return index;
} }
void FUE1Model::RenderFrame( FModelRenderer *renderer, FGameTexture *skin, int frame, int frame2, double inter, int translation, const FTextureID* surfaceskinids) void FUE1Model::RenderFrame( FModelRenderer *renderer, FGameTexture *skin, int frame, int frame2, double inter, int translation, const FTextureID* surfaceskinids)

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@ -378,9 +378,9 @@ bool FVoxelModel::Load(const char * fn, int lumpnum, const char * buffer, int le
// //
//=========================================================================== //===========================================================================
int FVoxelModel::FindFrame(const char * name) int FVoxelModel::FindFrame(const char * name, bool nodefault)
{ {
return 0; return nodefault? FErr_Voxel : 0; // -2, not -1 because voxels are special.
} }
//=========================================================================== //===========================================================================

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@ -107,6 +107,16 @@ namespace GC
return obj = NULL; return obj = NULL;
} }
// Handles a read barrier for a const pointer. This does not alter the source data, but only returns NULL if the object is destroyed.
template<class T> inline T* ReadBarrier(const T*& obj)
{
if (obj == NULL || !(obj->ObjectFlags & OF_EuthanizeMe))
{
return obj;
}
return NULL;
}
// Check if it's time to collect, and do a collection step if it is. // Check if it's time to collect, and do a collection step if it is.
static inline void CheckGC() static inline void CheckGC()
{ {
@ -214,7 +224,13 @@ public:
return GC::ReadBarrier(pp); return GC::ReadBarrier(pp);
} }
constexpr T ForceGet() noexcept //for situations where the read barrier needs to be skipped. constexpr T Get() const noexcept
{
auto ppp = pp;
return GC::ReadBarrier(ppp);
}
constexpr T ForceGet() const noexcept //for situations where the read barrier needs to be skipped.
{ {
return pp; return pp;
} }

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@ -918,7 +918,7 @@ void PFloat::SetValue(void *addr, double val)
int PFloat::GetValueInt(void *addr) const int PFloat::GetValueInt(void *addr) const
{ {
return xs_ToInt(GetValueFloat(addr)); return int(GetValueFloat(addr));
} }
//========================================================================== //==========================================================================

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@ -54,14 +54,14 @@ extern FFastTrig fasttrig;
#define RAD2BAM(f) ((unsigned)xs_CRoundToInt((f) * (0x80000000/3.14159265358979323846))) #define RAD2BAM(f) ((unsigned)xs_CRoundToInt((f) * (0x80000000/3.14159265358979323846)))
inline double fastcosbam(double v) inline double fastcosbam(unsigned int v)
{ {
return fasttrig.cos(xs_CRoundToUInt(v)); return fasttrig.cos(v);
} }
inline double fastsinbam(double v) inline double fastsinbam(unsigned int v)
{ {
return fasttrig.sin(xs_CRoundToUInt(v)); return fasttrig.sin(v);
} }
inline double fastcosdeg(double v) inline double fastcosdeg(double v)

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@ -100,7 +100,7 @@ inline void fillshort(void* buff, size_t count, uint16_t clear)
} }
} }
template<typename T> inline constexpr T Sgn(const T& val) { return (val > 0) - (val < 0); } template<typename T> inline constexpr int Sgn(const T& val) { return (val > 0) - (val < 0); }
inline int sizeToBits(int w) inline int sizeToBits(int w)

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@ -46,6 +46,16 @@ struct IntRect
return top + height; return top + height;
} }
int Width() const
{
return width;
}
int Height() const
{
return height;
}
}; };

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@ -141,11 +141,13 @@ struct TVector2
} }
// Scalar addition // Scalar addition
#if 0
TVector2 &operator+= (double scalar) TVector2 &operator+= (double scalar)
{ {
X += scalar, Y += scalar; X += scalar, Y += scalar;
return *this; return *this;
} }
#endif
friend TVector2 operator+ (const TVector2 &v, vec_t scalar) friend TVector2 operator+ (const TVector2 &v, vec_t scalar)
{ {
@ -341,6 +343,11 @@ struct TVector3
return X == 0 && Y == 0 && Z == 0; return X == 0 && Y == 0 && Z == 0;
} }
TVector3 plusZ(double z)
{
return { X, Y, Z + z };
}
TVector3 &operator= (const TVector3 &other) = default; TVector3 &operator= (const TVector3 &other) = default;
// Access X and Y and Z as an array // Access X and Y and Z as an array
@ -385,11 +392,13 @@ struct TVector3
} }
// Scalar addition // Scalar addition
#if 0
TVector3 &operator+= (vec_t scalar) TVector3 &operator+= (vec_t scalar)
{ {
X += scalar, Y += scalar, Z += scalar; X += scalar, Y += scalar, Z += scalar;
return *this; return *this;
} }
#endif
friend TVector3 operator+ (const TVector3 &v, vec_t scalar) friend TVector3 operator+ (const TVector3 &v, vec_t scalar)
{ {