mirror of
https://github.com/ZDoom/qzdoom.git
synced 2024-11-25 13:31:07 +00:00
Merge branch 'master' of https://github.com/coelckers/gzdoom
This commit is contained in:
commit
df6a50872d
22 changed files with 500 additions and 479 deletions
|
@ -124,6 +124,23 @@ Note: All <bool> fields default to false unless mentioned otherwise.
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|||
|
||||
transparent = <bool>; // true = line is a Strife transparent line (alpha 0.25)
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automapstyle = <integer>; // Explicit automap style. Possible values can be
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// 0: Automap style is based on line properties (default).
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// 1: One-sided wall.
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// 2: Two-sided wall.
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// 3: Floor levels of front and back sectors are different.
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// 4: Ceiling levels of front and back sectors are different.
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// 5: 3D floor border.
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// 6: Wall with special non-door action.
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// 7: Secret door.
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// 8: Wall not seen yet.
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// 9: Locked door.
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// 10: Intra-level teleporter.
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// 11: Inter-level or game-ending teleporter.
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// 12: Unexplored secret wall.
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// 13: Portal line.
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revealed = <bool>; // true = line is initially visible on automap.
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* Note about arg0str
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For lines with ACS specials (80-86 and 226), if arg0str is present and non-null, it
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@ -430,6 +447,10 @@ sector material colors.
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1.29 04.02.2018
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arg0str in dynamic lights.
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1.30 20.05.2018
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Added automapstyle and revealed linedef properties.
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Replaced tabs with spaces.
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===============================================================================
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EOF
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===============================================================================
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@ -36,6 +36,7 @@ class FGLModelRenderer : public FModelRenderer
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public:
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FGLModelRenderer(int mli) : modellightindex(mli)
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{}
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ModelRendererType GetType() const override { return GLModelRendererType; }
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void BeginDrawModel(AActor *actor, FSpriteModelFrame *smf, const VSMatrix &objectToWorldMatrix) override;
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void EndDrawModel(AActor *actor, FSpriteModelFrame *smf) override;
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IModelVertexBuffer *CreateVertexBuffer(bool needindex, bool singleframe) override;
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@ -120,9 +120,6 @@ FGLRenderer::FGLRenderer(OpenGLFrameBuffer *fb)
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mCustomPostProcessShaders = nullptr;
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}
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void gl_LoadModels();
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void gl_FlushModels();
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void FGLRenderer::Initialize(int width, int height)
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{
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mBuffers = new FGLRenderBuffers();
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@ -174,7 +171,6 @@ void FGLRenderer::Initialize(int width, int height)
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SetupLevel();
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mShaderManager = new FShaderManager;
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mSamplerManager = new FSamplerManager;
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gl_LoadModels();
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GLPortal::Initialize();
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}
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@ -183,7 +179,7 @@ FGLRenderer::~FGLRenderer()
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{
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GLPortal::Shutdown();
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gl_FlushModels();
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FlushModels();
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AActor::DeleteAllAttachedLights();
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FMaterial::FlushAll();
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if (legacyShaders) delete legacyShaders;
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@ -488,7 +488,7 @@ void GLSceneDrawer::EndDrawScene(FDrawInfo *di, sector_t * viewsector)
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gl_RenderState.EnableFog(false);
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// [BB] HUD models need to be rendered here.
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const bool renderHUDModel = gl_IsHUDModelForPlayerAvailable( players[consoleplayer].camera->player );
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const bool renderHUDModel = IsHUDModelForPlayerAvailable( players[consoleplayer].camera->player );
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if ( renderHUDModel )
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{
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// [BB] The HUD model should be drawn over everything else already drawn.
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@ -517,7 +517,7 @@ void GLSceneDrawer::EndDrawScene(FDrawInfo *di, sector_t * viewsector)
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void GLSceneDrawer::DrawEndScene2D(FDrawInfo *di, sector_t * viewsector)
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{
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const bool renderHUDModel = gl_IsHUDModelForPlayerAvailable(players[consoleplayer].camera->player);
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const bool renderHUDModel = IsHUDModelForPlayerAvailable(players[consoleplayer].camera->player);
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|
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// This should be removed once all 2D stuff is really done through the 2D interface.
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gl_RenderState.mViewMatrix.loadIdentity();
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|
|
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@ -449,7 +449,7 @@ void GLSprite::Process(HWDrawInfo *di, AActor* thing, sector_t * sector, area_t
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// exclude vertically moving objects from this check.
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if (!thing->Vel.isZero())
|
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{
|
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if (!gl_FindModelFrame(thing->GetClass(), spritenum, thing->frame, false))
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if (!FindModelFrame(thing->GetClass(), spritenum, thing->frame, false))
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
@ -510,7 +510,7 @@ void GLSprite::Process(HWDrawInfo *di, AActor* thing, sector_t * sector, area_t
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z += fz;
|
||||
}
|
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|
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modelframe = isPicnumOverride ? nullptr : gl_FindModelFrame(thing->GetClass(), spritenum, thing->frame, !!(thing->flags & MF_DROPPED));
|
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modelframe = isPicnumOverride ? nullptr : FindModelFrame(thing->GetClass(), spritenum, thing->frame, !!(thing->flags & MF_DROPPED));
|
||||
if (!modelframe)
|
||||
{
|
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bool mirror;
|
||||
|
|
|
@ -252,14 +252,13 @@ bool HUDSprite::GetWeaponRenderStyle(DPSprite *psp, AActor *playermo, sector_t *
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auto rs = psp->GetRenderStyle(playermo->RenderStyle, playermo->Alpha);
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||||
|
||||
visstyle_t vis;
|
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float trans = 0.f;
|
||||
|
||||
vis.RenderStyle = STYLE_Count;
|
||||
vis.Alpha = rs.second;
|
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vis.Invert = false;
|
||||
playermo->AlterWeaponSprite(&vis);
|
||||
|
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if (!(psp->Flags & PSPF_FORCEALPHA)) trans = vis.Alpha;
|
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alpha = (psp->Flags & PSPF_FORCEALPHA) ? 0.f : vis.Alpha;
|
||||
|
||||
if (vis.RenderStyle != STYLE_Count && !(psp->Flags & PSPF_FORCESTYLE))
|
||||
{
|
||||
|
@ -303,14 +302,10 @@ bool HUDSprite::GetWeaponRenderStyle(DPSprite *psp, AActor *playermo, sector_t *
|
|||
{
|
||||
alpha = 1.f;
|
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}
|
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else if (trans == 0.f)
|
||||
else if (alpha == 0.f)
|
||||
{
|
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alpha = vis.Alpha;
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}
|
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else
|
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{
|
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alpha = trans;
|
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}
|
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if (!RenderStyle.IsVisible(alpha)) return false; // if it isn't visible skip the rest.
|
||||
|
||||
PalEntry ThingColor = (playermo->RenderStyle.Flags & STYLEF_ColorIsFixed) ? playermo->fillcolor : 0xffffff;
|
||||
|
@ -430,7 +425,7 @@ void HWDrawInfo::PreparePlayerSprites(sector_t * viewsector, area_t in_area)
|
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bool brightflash = false;
|
||||
AActor * playermo = players[consoleplayer].camera;
|
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player_t * player = playermo->player;
|
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const bool hudModelStep = gl_IsHUDModelForPlayerAvailable(player);
|
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const bool hudModelStep = IsHUDModelForPlayerAvailable(player);
|
||||
|
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AActor *camera = r_viewpoint.camera;
|
||||
|
||||
|
@ -453,7 +448,7 @@ void HWDrawInfo::PreparePlayerSprites(sector_t * viewsector, area_t in_area)
|
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for (DPSprite *psp = player->psprites; psp != nullptr && psp->GetID() < PSP_TARGETCENTER; psp = psp->GetNext())
|
||||
{
|
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if (!psp->GetState()) continue;
|
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FSpriteModelFrame *smf = playermo->player->ReadyWeapon ? gl_FindModelFrame(playermo->player->ReadyWeapon->GetClass(), psp->GetState()->sprite, psp->GetState()->GetFrame(), false) : nullptr;
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FSpriteModelFrame *smf = playermo->player->ReadyWeapon ? FindModelFrame(playermo->player->ReadyWeapon->GetClass(), psp->GetState()->sprite, psp->GetState()->GetFrame(), false) : nullptr;
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// This is an 'either-or' proposition. This maybe needs some work to allow overlays with weapon models but as originally implemented this just won't work.
|
||||
if (smf && !hudModelStep) continue;
|
||||
if (!smf && hudModelStep) continue;
|
||||
|
|
|
@ -119,7 +119,7 @@ void hw_PrecacheTexture(uint8_t *texhitlist, TMap<PClassActor*, bool> &actorhitl
|
|||
{
|
||||
auto &state = cls->GetStates()[i];
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spritelist[state.sprite].Insert(gltrans, true);
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FSpriteModelFrame * smf = gl_FindModelFrame(cls, state.sprite, state.Frame, false);
|
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FSpriteModelFrame * smf = FindModelFrame(cls, state.sprite, state.Frame, false);
|
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if (smf != NULL)
|
||||
{
|
||||
for (int i = 0; i < MAX_MODELS_PER_FRAME; i++)
|
||||
|
|
|
@ -33,9 +33,6 @@
|
|||
#include "actorinlines.h"
|
||||
#include "i_time.h"
|
||||
|
||||
void gl_FlushModels();
|
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bool polymodelsInUse;
|
||||
|
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void PolyRenderModel(PolyRenderThread *thread, const Mat4f &worldToClip, uint32_t stencilValue, float x, float y, float z, FSpriteModelFrame *smf, AActor *actor)
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{
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PolyModelRenderer renderer(thread, worldToClip, stencilValue);
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|
@ -52,11 +49,6 @@ void PolyRenderHUDModel(PolyRenderThread *thread, const Mat4f &worldToClip, uint
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|
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PolyModelRenderer::PolyModelRenderer(PolyRenderThread *thread, const Mat4f &worldToClip, uint32_t stencilValue) : Thread(thread), WorldToClip(worldToClip), StencilValue(stencilValue)
|
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{
|
||||
if (!polymodelsInUse)
|
||||
{
|
||||
gl_FlushModels();
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polymodelsInUse = true;
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}
|
||||
}
|
||||
|
||||
void PolyModelRenderer::BeginDrawModel(AActor *actor, FSpriteModelFrame *smf, const VSMatrix &objectToWorldMatrix)
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|
|
|
@ -34,6 +34,8 @@ class PolyModelRenderer : public FModelRenderer
|
|||
public:
|
||||
PolyModelRenderer(PolyRenderThread *thread, const Mat4f &worldToClip, uint32_t stencilValue);
|
||||
|
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ModelRendererType GetType() const override { return PolyModelRendererType; }
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|
||||
void BeginDrawModel(AActor *actor, FSpriteModelFrame *smf, const VSMatrix &objectToWorldMatrix) override;
|
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void EndDrawModel(AActor *actor, FSpriteModelFrame *smf) override;
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IModelVertexBuffer *CreateVertexBuffer(bool needindex, bool singleframe) override;
|
||||
|
|
|
@ -60,7 +60,7 @@ void RenderPolyPlayerSprites::Render(PolyRenderThread *thread)
|
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(r_deathcamera && viewpoint.camera->health <= 0))
|
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return;
|
||||
|
||||
renderHUDModel = r_models && gl_IsHUDModelForPlayerAvailable(players[consoleplayer].camera->player);
|
||||
renderHUDModel = r_models && IsHUDModelForPlayerAvailable(players[consoleplayer].camera->player);
|
||||
|
||||
PolyTransferHeights fakeflat(viewpoint.camera->subsector);
|
||||
|
||||
|
|
|
@ -78,7 +78,7 @@ void RenderPolySprite::Render(PolyRenderThread *thread, AActor *thing, subsector
|
|||
{
|
||||
int spritenum = thing->sprite;
|
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bool isPicnumOverride = thing->picnum.isValid();
|
||||
FSpriteModelFrame *modelframe = isPicnumOverride ? nullptr : gl_FindModelFrame(thing->GetClass(), spritenum, thing->frame, !!(thing->flags & MF_DROPPED));
|
||||
FSpriteModelFrame *modelframe = isPicnumOverride ? nullptr : FindModelFrame(thing->GetClass(), spritenum, thing->frame, !!(thing->flags & MF_DROPPED));
|
||||
if (modelframe)
|
||||
{
|
||||
const auto &viewpoint = PolyRenderer::Instance()->Viewpoint;
|
||||
|
|
|
@ -94,8 +94,8 @@ void FModelRenderer::RenderModel(float x, float y, float z, FSpriteModelFrame *s
|
|||
|
||||
if (smf->flags & MDL_ROTATING)
|
||||
{
|
||||
const double time = smf->rotationSpeed*GetTimeFloat() / 200.;
|
||||
rotateOffset = double((time - xs_FloorToInt(time)) *360.);
|
||||
double turns = (I_GetTime() % 200 + I_GetTimeFrac()) / 200.0;
|
||||
rotateOffset = turns * 360.0;
|
||||
}
|
||||
|
||||
// Added MDL_USEACTORPITCH and MDL_USEACTORROLL flags processing.
|
||||
|
@ -164,14 +164,14 @@ void FModelRenderer::RenderModel(float x, float y, float z, FSpriteModelFrame *s
|
|||
objectToWorldMatrix.scale(1, stretch, 1);
|
||||
|
||||
BeginDrawModel(actor, smf, objectToWorldMatrix);
|
||||
RenderFrameModels(smf, actor->state, actor->tics, actor->GetClass(), nullptr, translation);
|
||||
RenderFrameModels(smf, actor->state, actor->tics, actor->GetClass(), translation);
|
||||
EndDrawModel(actor, smf);
|
||||
}
|
||||
|
||||
void FModelRenderer::RenderHUDModel(DPSprite *psp, float ofsX, float ofsY)
|
||||
{
|
||||
AActor * playermo = players[consoleplayer].camera;
|
||||
FSpriteModelFrame *smf = gl_FindModelFrame(playermo->player->ReadyWeapon->GetClass(), psp->GetState()->sprite, psp->GetState()->GetFrame(), false);
|
||||
FSpriteModelFrame *smf = FindModelFrame(playermo->player->ReadyWeapon->GetClass(), psp->GetState()->sprite, psp->GetState()->GetFrame(), false);
|
||||
|
||||
// [BB] No model found for this sprite, so we can't render anything.
|
||||
if (smf == nullptr)
|
||||
|
@ -200,16 +200,11 @@ void FModelRenderer::RenderHUDModel(DPSprite *psp, float ofsX, float ofsY)
|
|||
objectToWorldMatrix.rotate(-smf->rolloffset, 1, 0, 0);
|
||||
|
||||
BeginDrawHUDModel(playermo, objectToWorldMatrix);
|
||||
RenderFrameModels(smf, psp->GetState(), psp->GetTics(), playermo->player->ReadyWeapon->GetClass(), nullptr, 0);
|
||||
RenderFrameModels(smf, psp->GetState(), psp->GetTics(), playermo->player->ReadyWeapon->GetClass(), 0);
|
||||
EndDrawHUDModel(playermo);
|
||||
}
|
||||
|
||||
void FModelRenderer::RenderFrameModels(const FSpriteModelFrame *smf,
|
||||
const FState *curState,
|
||||
const int curTics,
|
||||
const PClass *ti,
|
||||
Matrix3x4 *normaltransform,
|
||||
int translation)
|
||||
void FModelRenderer::RenderFrameModels(const FSpriteModelFrame *smf, const FState *curState, const int curTics, const PClass *ti, int translation)
|
||||
{
|
||||
// [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.
|
||||
|
@ -225,14 +220,13 @@ void FModelRenderer::RenderFrameModels(const FSpriteModelFrame *smf,
|
|||
// [BB] In case the tic counter is frozen we have to leave ticFraction at zero.
|
||||
if (ConsoleState == c_up && menuactive != MENU_On && !(level.flags2 & LEVEL2_FROZEN))
|
||||
{
|
||||
double time = GetTimeFloat();
|
||||
ticFraction = (time - static_cast<int>(time));
|
||||
ticFraction = I_GetTimeFrac();
|
||||
}
|
||||
inter = static_cast<double>(curState->Tics - curTics - ticFraction) / static_cast<double>(curState->Tics);
|
||||
inter = static_cast<double>(curState->Tics - curTics + ticFraction) / static_cast<double>(curState->Tics);
|
||||
|
||||
// [BB] For some actors (e.g. ZPoisonShroom) spr->actor->tics can be bigger than curState->Tics.
|
||||
// In this case inter is negative and we need to set it to zero.
|
||||
if (inter < 0.)
|
||||
if (curState->Tics < curTics)
|
||||
inter = 0.;
|
||||
else
|
||||
{
|
||||
|
@ -253,7 +247,7 @@ void FModelRenderer::RenderFrameModels(const FSpriteModelFrame *smf,
|
|||
}
|
||||
}
|
||||
if (inter != 0.0)
|
||||
smfNext = gl_FindModelFrame(ti, nextState->sprite, nextState->Frame, false);
|
||||
smfNext = FindModelFrame(ti, nextState->sprite, nextState->Frame, false);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -265,7 +259,7 @@ void FModelRenderer::RenderFrameModels(const FSpriteModelFrame *smf,
|
|||
FModel * mdl = Models[smf->modelIDs[i]];
|
||||
FTexture *tex = smf->skinIDs[i].isValid() ? TexMan(smf->skinIDs[i]) : nullptr;
|
||||
mdl->BuildVertexBuffer(this);
|
||||
SetVertexBuffer(mdl->mVBuf);
|
||||
SetVertexBuffer(mdl->GetVertexBuffer(this));
|
||||
|
||||
mdl->PushSpriteMDLFrame(smf, i);
|
||||
|
||||
|
@ -279,24 +273,9 @@ void FModelRenderer::RenderFrameModels(const FSpriteModelFrame *smf,
|
|||
}
|
||||
}
|
||||
|
||||
double FModelRenderer::GetTimeFloat()
|
||||
{
|
||||
return (double)I_msTime() * (double)TICRATE / 1000.;
|
||||
}
|
||||
|
||||
/////////////////////////////////////////////////////////////////////////////
|
||||
|
||||
void gl_LoadModels()
|
||||
{
|
||||
/*
|
||||
for (int i = Models.Size() - 1; i >= 0; i--)
|
||||
{
|
||||
Models[i]->BuildVertexBuffer();
|
||||
}
|
||||
*/
|
||||
}
|
||||
|
||||
void gl_FlushModels()
|
||||
void FlushModels()
|
||||
{
|
||||
for (int i = Models.Size() - 1; i >= 0; i--)
|
||||
{
|
||||
|
@ -306,9 +285,24 @@ void gl_FlushModels()
|
|||
|
||||
/////////////////////////////////////////////////////////////////////////////
|
||||
|
||||
FModel::FModel()
|
||||
{
|
||||
for (int i = 0; i < NumModelRendererTypes; i++)
|
||||
mVBuf[i] = nullptr;
|
||||
}
|
||||
|
||||
FModel::~FModel()
|
||||
{
|
||||
if (mVBuf != nullptr) delete mVBuf;
|
||||
DestroyVertexBuffer();
|
||||
}
|
||||
|
||||
void FModel::DestroyVertexBuffer()
|
||||
{
|
||||
for (int i = 0; i < NumModelRendererTypes; i++)
|
||||
{
|
||||
delete mVBuf[i];
|
||||
mVBuf[i] = nullptr;
|
||||
}
|
||||
}
|
||||
|
||||
static TArray<FSpriteModelFrame> SpriteModelFrames;
|
||||
|
@ -475,21 +469,14 @@ static unsigned FindModel(const char * path, const char * modelfile)
|
|||
|
||||
//===========================================================================
|
||||
//
|
||||
// gl_InitModels
|
||||
// InitModels
|
||||
//
|
||||
//===========================================================================
|
||||
|
||||
void gl_InitModels()
|
||||
static void ParseModelDefLump(int Lump);
|
||||
|
||||
void InitModels()
|
||||
{
|
||||
int Lump, lastLump;
|
||||
FString path;
|
||||
int index, surface;
|
||||
int i;
|
||||
|
||||
FSpriteModelFrame smf;
|
||||
|
||||
lastLump = 0;
|
||||
|
||||
for (unsigned i = 0; i < Models.Size(); i++)
|
||||
{
|
||||
delete Models[i];
|
||||
|
@ -508,6 +495,7 @@ void gl_InitModels()
|
|||
for (unsigned i = 0; i < VoxelDefs.Size(); i++)
|
||||
{
|
||||
FVoxelModel *md = (FVoxelModel*)Models[VoxelDefs[i]->Voxel->VoxelIndex];
|
||||
FSpriteModelFrame smf;
|
||||
memset(&smf, 0, sizeof(smf));
|
||||
smf.modelIDs[1] = smf.modelIDs[2] = smf.modelIDs[3] = -1;
|
||||
smf.modelIDs[0] = VoxelDefs[i]->Voxel->VoxelIndex;
|
||||
|
@ -539,17 +527,39 @@ void gl_InitModels()
|
|||
}
|
||||
}
|
||||
|
||||
memset(&smf, 0, sizeof(smf));
|
||||
smf.modelIDs[0] = smf.modelIDs[1] = smf.modelIDs[2] = smf.modelIDs[3] = -1;
|
||||
int Lump;
|
||||
int lastLump = 0;
|
||||
while ((Lump = Wads.FindLump("MODELDEF", &lastLump)) != -1)
|
||||
{
|
||||
ParseModelDefLump(Lump);
|
||||
}
|
||||
|
||||
// create a hash table for quick access
|
||||
SpriteModelHash = new int[SpriteModelFrames.Size ()];
|
||||
atterm(DeleteModelHash);
|
||||
memset(SpriteModelHash, 0xff, SpriteModelFrames.Size () * sizeof(int));
|
||||
|
||||
for (unsigned int i = 0; i < SpriteModelFrames.Size (); i++)
|
||||
{
|
||||
int j = ModelFrameHash(&SpriteModelFrames[i]) % SpriteModelFrames.Size ();
|
||||
|
||||
SpriteModelFrames[i].hashnext = SpriteModelHash[j];
|
||||
SpriteModelHash[j]=i;
|
||||
}
|
||||
}
|
||||
|
||||
static void ParseModelDefLump(int Lump)
|
||||
{
|
||||
FScanner sc(Lump);
|
||||
while (sc.GetString())
|
||||
{
|
||||
if (sc.Compare("model"))
|
||||
{
|
||||
path = "";
|
||||
int index, surface;
|
||||
FString path = "";
|
||||
sc.MustGetString();
|
||||
|
||||
FSpriteModelFrame 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;
|
||||
|
@ -758,7 +768,7 @@ void gl_InitModels()
|
|||
|
||||
sc.MustGetString();
|
||||
smf.sprite = -1;
|
||||
for (i = 0; i < (int)sprites.Size (); ++i)
|
||||
for (int i = 0; i < (int)sprites.Size (); ++i)
|
||||
{
|
||||
if (strnicmp (sprites[i].name, sc.String, 4) == 0)
|
||||
{
|
||||
|
@ -801,7 +811,7 @@ void gl_InitModels()
|
|||
smf.modelframes[index] = sc.Number;
|
||||
}
|
||||
|
||||
for(i=0; framechars[i]>0; i++)
|
||||
for(int i=0; framechars[i]>0; i++)
|
||||
{
|
||||
char map[29]={0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0};
|
||||
int c = toupper(framechars[i])-'A';
|
||||
|
@ -834,30 +844,27 @@ void gl_InitModels()
|
|||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// create a hash table for quick access
|
||||
SpriteModelHash = new int[SpriteModelFrames.Size ()];
|
||||
atterm(DeleteModelHash);
|
||||
memset(SpriteModelHash, 0xff, SpriteModelFrames.Size () * sizeof(int));
|
||||
|
||||
for (i = 0; i < (int)SpriteModelFrames.Size (); i++)
|
||||
// This code is commented out because Gene Tech has broken include statements that blocks this feature..
|
||||
/*else if (sc.Compare("#include"))
|
||||
{
|
||||
int j = ModelFrameHash(&SpriteModelFrames[i]) % SpriteModelFrames.Size ();
|
||||
|
||||
SpriteModelFrames[i].hashnext = SpriteModelHash[j];
|
||||
SpriteModelHash[j]=i;
|
||||
sc.MustGetString();
|
||||
// This is not using sc.Open because it can print a more useful error message when done here
|
||||
int includelump = Wads.CheckNumForFullName(sc.String, true);
|
||||
if (includelump == -1)
|
||||
sc.ScriptError("Lump '%s' not found", sc.String);
|
||||
else
|
||||
ParseModelDefLump(includelump);
|
||||
}*/
|
||||
}
|
||||
}
|
||||
|
||||
//===========================================================================
|
||||
//
|
||||
// gl_FindModelFrame
|
||||
// FindModelFrame
|
||||
//
|
||||
//===========================================================================
|
||||
|
||||
FSpriteModelFrame * gl_FindModelFrame(const PClass * ti, int sprite, int frame, bool dropped)
|
||||
FSpriteModelFrame * FindModelFrame(const PClass * ti, int sprite, int frame, bool dropped)
|
||||
{
|
||||
if (GetDefaultByType(ti)->hasmodel)
|
||||
{
|
||||
|
@ -898,11 +905,11 @@ FSpriteModelFrame * gl_FindModelFrame(const PClass * ti, int sprite, int frame,
|
|||
|
||||
//===========================================================================
|
||||
//
|
||||
// gl_IsHUDModelForPlayerAvailable
|
||||
// IsHUDModelForPlayerAvailable
|
||||
//
|
||||
//===========================================================================
|
||||
|
||||
bool gl_IsHUDModelForPlayerAvailable (player_t * player)
|
||||
bool IsHUDModelForPlayerAvailable (player_t * player)
|
||||
{
|
||||
if (player == nullptr || player->ReadyWeapon == nullptr)
|
||||
return false;
|
||||
|
@ -913,7 +920,7 @@ bool gl_IsHUDModelForPlayerAvailable (player_t * player)
|
|||
return false;
|
||||
|
||||
FState* state = psp->GetState();
|
||||
FSpriteModelFrame *smf = gl_FindModelFrame(player->ReadyWeapon->GetClass(), state->sprite, state->GetFrame(), false);
|
||||
FSpriteModelFrame *smf = FindModelFrame(player->ReadyWeapon->GetClass(), state->sprite, state->GetFrame(), false);
|
||||
return ( smf != nullptr );
|
||||
}
|
||||
|
||||
|
|
|
@ -46,6 +46,14 @@ FTextureID LoadSkin(const char * path, const char * fn);
|
|||
struct FSpriteModelFrame;
|
||||
class IModelVertexBuffer;
|
||||
|
||||
enum ModelRendererType
|
||||
{
|
||||
GLModelRendererType,
|
||||
SWModelRendererType,
|
||||
PolyModelRendererType,
|
||||
NumModelRendererTypes
|
||||
};
|
||||
|
||||
class FModelRenderer
|
||||
{
|
||||
public:
|
||||
|
@ -54,6 +62,8 @@ public:
|
|||
void RenderModel(float x, float y, float z, FSpriteModelFrame *modelframe, AActor *actor);
|
||||
void RenderHUDModel(DPSprite *psp, float ofsx, float ofsy);
|
||||
|
||||
virtual ModelRendererType GetType() const = 0;
|
||||
|
||||
virtual void BeginDrawModel(AActor *actor, FSpriteModelFrame *smf, const VSMatrix &objectToWorldMatrix) = 0;
|
||||
virtual void EndDrawModel(AActor *actor, FSpriteModelFrame *smf) = 0;
|
||||
|
||||
|
@ -73,8 +83,7 @@ public:
|
|||
virtual void DrawElements(int numIndices, size_t offset) = 0;
|
||||
|
||||
private:
|
||||
void RenderFrameModels(const FSpriteModelFrame *smf, const FState *curState, const int curTics, const PClass *ti, Matrix3x4 *normaltransform, int translation);
|
||||
static double GetTimeFloat();
|
||||
void RenderFrameModels(const FSpriteModelFrame *smf, const FState *curState, const int curTics, const PClass *ti, int translation);
|
||||
};
|
||||
|
||||
struct FModelVertex
|
||||
|
@ -123,11 +132,7 @@ public:
|
|||
class FModel
|
||||
{
|
||||
public:
|
||||
|
||||
FModel()
|
||||
{
|
||||
mVBuf = NULL;
|
||||
}
|
||||
FModel();
|
||||
virtual ~FModel();
|
||||
|
||||
virtual bool Load(const char * fn, int lumpnum, const char * buffer, int length) = 0;
|
||||
|
@ -135,19 +140,20 @@ public:
|
|||
virtual void RenderFrame(FModelRenderer *renderer, FTexture * skin, int frame, int frame2, double inter, int translation=0) = 0;
|
||||
virtual void BuildVertexBuffer(FModelRenderer *renderer) = 0;
|
||||
virtual void AddSkins(uint8_t *hitlist) = 0;
|
||||
void DestroyVertexBuffer()
|
||||
{
|
||||
delete mVBuf;
|
||||
mVBuf = NULL;
|
||||
}
|
||||
virtual float getAspectFactor() { return 1.f; }
|
||||
|
||||
void SetVertexBuffer(FModelRenderer *renderer, IModelVertexBuffer *buffer) { mVBuf[renderer->GetType()] = buffer; }
|
||||
IModelVertexBuffer *GetVertexBuffer(FModelRenderer *renderer) const { return mVBuf[renderer->GetType()]; }
|
||||
void DestroyVertexBuffer();
|
||||
|
||||
const FSpriteModelFrame *curSpriteMDLFrame;
|
||||
int curMDLIndex;
|
||||
void PushSpriteMDLFrame(const FSpriteModelFrame *smf, int index) { curSpriteMDLFrame = smf; curMDLIndex = index; };
|
||||
|
||||
IModelVertexBuffer *mVBuf;
|
||||
FString mFileName;
|
||||
|
||||
private:
|
||||
IModelVertexBuffer *mVBuf[NumModelRendererTypes];
|
||||
};
|
||||
|
||||
class FDMDModel : public FModel
|
||||
|
@ -473,9 +479,9 @@ struct FSpriteModelFrame
|
|||
float pitchoffset, rolloffset; // I don't want to bother with type transformations, so I made this variables float.
|
||||
};
|
||||
|
||||
FSpriteModelFrame * gl_FindModelFrame(const PClass * ti, int sprite, int frame, bool dropped);
|
||||
|
||||
bool gl_IsHUDModelForPlayerAvailable (player_t * player);
|
||||
FSpriteModelFrame * FindModelFrame(const PClass * ti, int sprite, int frame, bool dropped);
|
||||
bool IsHUDModelForPlayerAvailable(player_t * player);
|
||||
void FlushModels();
|
||||
|
||||
class DeletingModelArray : public TArray<FModel *>
|
||||
{
|
||||
|
|
|
@ -279,15 +279,17 @@ FDMDModel::~FDMDModel()
|
|||
|
||||
void FDMDModel::BuildVertexBuffer(FModelRenderer *renderer)
|
||||
{
|
||||
if (mVBuf == NULL)
|
||||
if (!GetVertexBuffer(renderer))
|
||||
{
|
||||
LoadGeometry();
|
||||
|
||||
int VertexBufferSize = info.numFrames * lodInfo[0].numTriangles * 3;
|
||||
unsigned int vindex = 0;
|
||||
|
||||
mVBuf = renderer->CreateVertexBuffer(false, info.numFrames == 1);
|
||||
FModelVertex *vertptr = mVBuf->LockVertexBuffer(VertexBufferSize);
|
||||
auto vbuf = renderer->CreateVertexBuffer(false, info.numFrames == 1);
|
||||
SetVertexBuffer(renderer, vbuf);
|
||||
|
||||
FModelVertex *vertptr = vbuf->LockVertexBuffer(VertexBufferSize);
|
||||
|
||||
for (int i = 0; i < info.numFrames; i++)
|
||||
{
|
||||
|
@ -313,7 +315,7 @@ void FDMDModel::BuildVertexBuffer(FModelRenderer *renderer)
|
|||
tri++;
|
||||
}
|
||||
}
|
||||
mVBuf->UnlockVertexBuffer();
|
||||
vbuf->UnlockVertexBuffer();
|
||||
UnloadGeometry();
|
||||
}
|
||||
}
|
||||
|
@ -368,7 +370,7 @@ void FDMDModel::RenderFrame(FModelRenderer *renderer, FTexture * skin, int frame
|
|||
|
||||
renderer->SetInterpolation(inter);
|
||||
renderer->SetMaterial(skin, false, translation);
|
||||
mVBuf->SetupFrame(renderer, frames[frameno].vindex, frames[frameno2].vindex, lodInfo[0].numTriangles * 3);
|
||||
GetVertexBuffer(renderer)->SetupFrame(renderer, frames[frameno].vindex, frames[frameno2].vindex, lodInfo[0].numTriangles * 3);
|
||||
renderer->DrawArrays(0, lodInfo[0].numTriangles * 3);
|
||||
renderer->SetInterpolation(0.f);
|
||||
}
|
||||
|
|
|
@ -237,7 +237,7 @@ void FMD3Model::LoadGeometry()
|
|||
|
||||
void FMD3Model::BuildVertexBuffer(FModelRenderer *renderer)
|
||||
{
|
||||
if (mVBuf == nullptr)
|
||||
if (!GetVertexBuffer(renderer))
|
||||
{
|
||||
LoadGeometry();
|
||||
|
||||
|
@ -251,9 +251,11 @@ void FMD3Model::BuildVertexBuffer(FModelRenderer *renderer)
|
|||
ibufsize += 3 * surf->numTriangles;
|
||||
}
|
||||
|
||||
mVBuf = renderer->CreateVertexBuffer(true, numFrames == 1);
|
||||
FModelVertex *vertptr = mVBuf->LockVertexBuffer(vbufsize);
|
||||
unsigned int *indxptr = mVBuf->LockIndexBuffer(ibufsize);
|
||||
auto vbuf = renderer->CreateVertexBuffer(true, numFrames == 1);
|
||||
SetVertexBuffer(renderer, vbuf);
|
||||
|
||||
FModelVertex *vertptr = vbuf->LockVertexBuffer(vbufsize);
|
||||
unsigned int *indxptr = vbuf->LockIndexBuffer(ibufsize);
|
||||
|
||||
assert(vertptr != nullptr && indxptr != nullptr);
|
||||
|
||||
|
@ -285,8 +287,8 @@ void FMD3Model::BuildVertexBuffer(FModelRenderer *renderer)
|
|||
}
|
||||
surf->UnloadGeometry();
|
||||
}
|
||||
mVBuf->UnlockVertexBuffer();
|
||||
mVBuf->UnlockIndexBuffer();
|
||||
vbuf->UnlockVertexBuffer();
|
||||
vbuf->UnlockIndexBuffer();
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -365,7 +367,7 @@ void FMD3Model::RenderFrame(FModelRenderer *renderer, FTexture * skin, int frame
|
|||
}
|
||||
|
||||
renderer->SetMaterial(surfaceSkin, false, translation);
|
||||
mVBuf->SetupFrame(renderer, surf->vindex + frameno * surf->numVertices, surf->vindex + frameno2 * surf->numVertices, surf->numVertices);
|
||||
GetVertexBuffer(renderer)->SetupFrame(renderer, surf->vindex + frameno * surf->numVertices, surf->vindex + frameno2 * surf->numVertices, surf->numVertices);
|
||||
renderer->DrawElements(surf->numTriangles * 3, surf->iindex * sizeof(unsigned int));
|
||||
}
|
||||
renderer->SetInterpolation(0.f);
|
||||
|
|
|
@ -198,7 +198,7 @@ void FUE1Model::RenderFrame( FModelRenderer *renderer, FTexture *skin, int frame
|
|||
}
|
||||
}
|
||||
renderer->SetMaterial(sskin,false,translation);
|
||||
mVBuf->SetupFrame(renderer,vofs+frame*fsize,vofs+frame2*fsize,vsize);
|
||||
GetVertexBuffer(renderer)->SetupFrame(renderer,vofs+frame*fsize,vofs+frame2*fsize,vsize);
|
||||
renderer->DrawArrays(0,vsize);
|
||||
vofs += vsize;
|
||||
}
|
||||
|
@ -207,14 +207,15 @@ void FUE1Model::RenderFrame( FModelRenderer *renderer, FTexture *skin, int frame
|
|||
|
||||
void FUE1Model::BuildVertexBuffer( FModelRenderer *renderer )
|
||||
{
|
||||
if ( mVBuf != NULL )
|
||||
if (GetVertexBuffer(renderer))
|
||||
return;
|
||||
int vsize = 0;
|
||||
for ( int i=0; i<numGroups; i++ )
|
||||
vsize += groups[i].numPolys*3;
|
||||
vsize *= numFrames;
|
||||
mVBuf = renderer->CreateVertexBuffer(false,numFrames==1);
|
||||
FModelVertex *vptr = mVBuf->LockVertexBuffer(vsize);
|
||||
auto vbuf = renderer->CreateVertexBuffer(false,numFrames==1);
|
||||
SetVertexBuffer(renderer, vbuf);
|
||||
FModelVertex *vptr = vbuf->LockVertexBuffer(vsize);
|
||||
int vidx = 0;
|
||||
for ( int i=0; i<numFrames; i++ )
|
||||
{
|
||||
|
@ -233,7 +234,7 @@ void FUE1Model::BuildVertexBuffer( FModelRenderer *renderer )
|
|||
}
|
||||
}
|
||||
}
|
||||
mVBuf->UnlockVertexBuffer();
|
||||
vbuf->UnlockVertexBuffer();
|
||||
}
|
||||
|
||||
void FUE1Model::AddSkins( uint8_t *hitlist )
|
||||
|
|
|
@ -321,19 +321,21 @@ void FVoxelModel::Initialize()
|
|||
|
||||
void FVoxelModel::BuildVertexBuffer(FModelRenderer *renderer)
|
||||
{
|
||||
if (mVBuf == NULL)
|
||||
if (!GetVertexBuffer(renderer))
|
||||
{
|
||||
Initialize();
|
||||
|
||||
mVBuf = renderer->CreateVertexBuffer(true, true);
|
||||
FModelVertex *vertptr = mVBuf->LockVertexBuffer(mVertices.Size());
|
||||
unsigned int *indxptr = mVBuf->LockIndexBuffer(mIndices.Size());
|
||||
auto vbuf = renderer->CreateVertexBuffer(true, true);
|
||||
SetVertexBuffer(renderer, vbuf);
|
||||
|
||||
FModelVertex *vertptr = vbuf->LockVertexBuffer(mVertices.Size());
|
||||
unsigned int *indxptr = vbuf->LockIndexBuffer(mIndices.Size());
|
||||
|
||||
memcpy(vertptr, &mVertices[0], sizeof(FModelVertex)* mVertices.Size());
|
||||
memcpy(indxptr, &mIndices[0], sizeof(unsigned int)* mIndices.Size());
|
||||
|
||||
mVBuf->UnlockVertexBuffer();
|
||||
mVBuf->UnlockIndexBuffer();
|
||||
vbuf->UnlockVertexBuffer();
|
||||
vbuf->UnlockIndexBuffer();
|
||||
mNumIndices = mIndices.Size();
|
||||
|
||||
// delete our temporary buffers
|
||||
|
@ -398,7 +400,7 @@ float FVoxelModel::getAspectFactor()
|
|||
void FVoxelModel::RenderFrame(FModelRenderer *renderer, FTexture * skin, int frame, int frame2, double inter, int translation)
|
||||
{
|
||||
renderer->SetMaterial(skin, true, translation);
|
||||
mVBuf->SetupFrame(renderer, 0, 0, 0);
|
||||
GetVertexBuffer(renderer)->SetupFrame(renderer, 0, 0, 0);
|
||||
renderer->DrawElements(mNumIndices, 0);
|
||||
}
|
||||
|
||||
|
|
|
@ -34,7 +34,7 @@
|
|||
#include "r_data/voxels.h"
|
||||
#include "vm.h"
|
||||
|
||||
void gl_InitModels();
|
||||
void InitModels();
|
||||
|
||||
// variables used to look up
|
||||
// and range check thing_t sprites patches
|
||||
|
@ -1048,7 +1048,7 @@ void R_InitSprites ()
|
|||
// [RH] Sort the skins, but leave base as skin 0
|
||||
//qsort (&skins[PlayerClasses.Size ()], numskins-PlayerClasses.Size (), sizeof(FPlayerSkin), skinsorter);
|
||||
|
||||
gl_InitModels();
|
||||
InitModels();
|
||||
}
|
||||
|
||||
|
||||
|
|
|
@ -962,7 +962,7 @@ namespace swrenderer
|
|||
{
|
||||
int spritenum = thing->sprite;
|
||||
bool isPicnumOverride = thing->picnum.isValid();
|
||||
FSpriteModelFrame *modelframe = isPicnumOverride ? nullptr : gl_FindModelFrame(thing->GetClass(), spritenum, thing->frame, !!(thing->flags & MF_DROPPED));
|
||||
FSpriteModelFrame *modelframe = isPicnumOverride ? nullptr : FindModelFrame(thing->GetClass(), spritenum, thing->frame, !!(thing->flags & MF_DROPPED));
|
||||
if (modelframe && (thing->Pos() - Thread->Viewport->viewpoint.Pos).LengthSquared() < model_distance_cull)
|
||||
{
|
||||
DVector3 pos = thing->InterpolatedPosition(Thread->Viewport->viewpoint.TicFrac);
|
||||
|
|
|
@ -34,9 +34,6 @@
|
|||
#include "swrenderer/viewport/r_viewport.h"
|
||||
#include "swrenderer/scene/r_light.h"
|
||||
|
||||
void gl_FlushModels();
|
||||
extern bool polymodelsInUse;
|
||||
|
||||
namespace swrenderer
|
||||
{
|
||||
void RenderModel::Project(RenderThread *thread, float x, float y, float z, FSpriteModelFrame *smf, AActor *actor)
|
||||
|
@ -83,11 +80,6 @@ namespace swrenderer
|
|||
|
||||
SWModelRenderer::SWModelRenderer(RenderThread *thread, Fake3DTranslucent clip3DFloor) : Thread(thread), Clip3DFloor(clip3DFloor)
|
||||
{
|
||||
if (polymodelsInUse)
|
||||
{
|
||||
gl_FlushModels();
|
||||
polymodelsInUse = false;
|
||||
}
|
||||
}
|
||||
|
||||
void SWModelRenderer::BeginDrawModel(AActor *actor, FSpriteModelFrame *smf, const VSMatrix &objectToWorldMatrix)
|
||||
|
|
|
@ -54,6 +54,8 @@ namespace swrenderer
|
|||
public:
|
||||
SWModelRenderer(RenderThread *thread, Fake3DTranslucent clip3DFloor);
|
||||
|
||||
ModelRendererType GetType() const override { return SWModelRendererType; }
|
||||
|
||||
void BeginDrawModel(AActor *actor, FSpriteModelFrame *smf, const VSMatrix &objectToWorldMatrix) override;
|
||||
void EndDrawModel(AActor *actor, FSpriteModelFrame *smf) override;
|
||||
IModelVertexBuffer *CreateVertexBuffer(bool needindex, bool singleframe) override;
|
||||
|
|
|
@ -94,7 +94,7 @@ namespace swrenderer
|
|||
(r_deathcamera && Thread->Viewport->viewpoint.camera->health <= 0))
|
||||
return;
|
||||
|
||||
renderHUDModel = r_models && gl_IsHUDModelForPlayerAvailable(players[consoleplayer].camera->player);
|
||||
renderHUDModel = r_models && IsHUDModelForPlayerAvailable(players[consoleplayer].camera->player);
|
||||
|
||||
FDynamicColormap *basecolormap;
|
||||
CameraLight *cameraLight = CameraLight::Instance();
|
||||
|
|
Loading…
Reference in a new issue