mirror of
https://github.com/ZDoom/qzdoom.git
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- Create model renderer abstraction to share more model drawing between renderers
This commit is contained in:
parent
734f5104dd
commit
f1e7df542f
7 changed files with 436 additions and 312 deletions
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@ -293,8 +293,23 @@ struct FModelVertex
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}
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};
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class FModelRenderer;
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class FModelVertexBuffer : public FVertexBuffer
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class IModelVertexBuffer
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{
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public:
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virtual ~IModelVertexBuffer() { }
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virtual FModelVertex *LockVertexBuffer(unsigned int size) = 0;
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virtual void UnlockVertexBuffer() = 0;
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virtual unsigned int *LockIndexBuffer(unsigned int size) = 0;
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virtual void UnlockIndexBuffer() = 0;
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virtual void SetupFrame(FModelRenderer *renderer, unsigned int frame1, unsigned int frame2, unsigned int size) = 0;
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};
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class FModelVertexBuffer : public FVertexBuffer, public IModelVertexBuffer
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{
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int mIndexFrame[2];
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FModelVertex *vbo_ptr;
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@ -305,14 +320,14 @@ public:
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FModelVertexBuffer(bool needindex, bool singleframe);
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~FModelVertexBuffer();
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FModelVertex *LockVertexBuffer(unsigned int size);
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void UnlockVertexBuffer();
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FModelVertex *LockVertexBuffer(unsigned int size) override;
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void UnlockVertexBuffer() override;
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unsigned int *LockIndexBuffer(unsigned int size);
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void UnlockIndexBuffer();
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unsigned int *LockIndexBuffer(unsigned int size) override;
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void UnlockIndexBuffer() override;
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unsigned int SetupFrame(unsigned int frame1, unsigned int frame2, unsigned int size);
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void BindVBO();
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void SetupFrame(FModelRenderer *renderer, unsigned int frame1, unsigned int frame2, unsigned int size) override;
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void BindVBO() override;
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};
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#define VMO ((FModelVertex*)NULL)
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@ -52,11 +52,6 @@
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#include "gl/renderer/gl_renderstate.h"
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#include "gl/shaders/gl_shader.h"
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static inline float GetTimeFloat()
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{
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return (float)I_MSTime() * (float)TICRATE / 1000.0f;
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}
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CVAR(Bool, gl_interpolate_model_frames, true, CVAR_ARCHIVE)
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CVAR(Bool, gl_light_models, true, CVAR_ARCHIVE)
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EXTERN_CVAR(Int, gl_fogmode)
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@ -66,6 +61,332 @@ extern TDeletingArray<FVoxelDef *> VoxelDefs;
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DeletingModelArray Models;
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void FModelRenderer::RenderModel(float x, float y, float z, FSpriteModelFrame *smf, AActor *actor)
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{
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// Setup transformation.
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int translation = 0;
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if (!(smf->flags & MDL_IGNORETRANSLATION))
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translation = actor->Translation;
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// y scale for a sprite means height, i.e. z in the world!
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float scaleFactorX = actor->Scale.X * smf->xscale;
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float scaleFactorY = actor->Scale.X * smf->yscale;
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float scaleFactorZ = actor->Scale.Y * smf->zscale;
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float pitch = 0;
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float roll = 0;
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float rotateOffset = 0;
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float angle = actor->Angles.Yaw.Degrees;
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// [BB] Workaround for the missing pitch information.
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if ((smf->flags & MDL_PITCHFROMMOMENTUM))
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{
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const double x = actor->Vel.X;
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const double y = actor->Vel.Y;
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const double z = actor->Vel.Z;
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if (actor->Vel.LengthSquared() > EQUAL_EPSILON)
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{
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// [BB] Calculate the pitch using spherical coordinates.
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if (z || x || y) pitch = float(atan(z / sqrt(x*x + y*y)) / M_PI * 180);
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// Correcting pitch if model is moving backwards
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if (fabs(x) > EQUAL_EPSILON || fabs(y) > EQUAL_EPSILON)
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{
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if ((x * cos(angle * M_PI / 180) + y * sin(angle * M_PI / 180)) / sqrt(x * x + y * y) < 0) pitch *= -1;
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}
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else pitch = fabs(pitch);
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}
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}
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if (smf->flags & MDL_ROTATING)
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{
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const float time = smf->rotationSpeed*GetTimeFloat() / 200.f;
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rotateOffset = float((time - xs_FloorToInt(time)) *360.f);
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}
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// Added MDL_USEACTORPITCH and MDL_USEACTORROLL flags processing.
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// If both flags MDL_USEACTORPITCH and MDL_PITCHFROMMOMENTUM are set, the pitch sums up the actor pitch and the velocity vector pitch.
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if (smf->flags & MDL_USEACTORPITCH)
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{
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double d = actor->Angles.Pitch.Degrees;
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if (smf->flags & MDL_BADROTATION) pitch += d;
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else pitch -= d;
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}
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if (smf->flags & MDL_USEACTORROLL) roll += actor->Angles.Roll.Degrees;
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VSMatrix objectToWorldMatrix;
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objectToWorldMatrix.loadIdentity();
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// Model space => World space
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objectToWorldMatrix.translate(x, z, y);
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// [Nash] take SpriteRotation into account
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angle += actor->SpriteRotation.Degrees;
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if (actor->renderflags & RF_INTERPOLATEANGLES)
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{
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// [Nash] use interpolated angles
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DRotator Angles = actor->InterpolatedAngles(r_viewpoint.TicFrac);
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angle = Angles.Yaw.Degrees;
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}
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// Applying model transformations:
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// 1) Applying actor angle, pitch and roll to the model
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objectToWorldMatrix.rotate(-angle, 0, 1, 0);
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objectToWorldMatrix.rotate(pitch, 0, 0, 1);
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objectToWorldMatrix.rotate(-roll, 1, 0, 0);
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// 2) Applying Doomsday like rotation of the weapon pickup models
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// The rotation angle is based on the elapsed time.
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if (smf->flags & MDL_ROTATING)
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{
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objectToWorldMatrix.translate(smf->rotationCenterX, smf->rotationCenterY, smf->rotationCenterZ);
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objectToWorldMatrix.rotate(rotateOffset, smf->xrotate, smf->yrotate, smf->zrotate);
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objectToWorldMatrix.translate(-smf->rotationCenterX, -smf->rotationCenterY, -smf->rotationCenterZ);
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}
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// 3) Scaling model.
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objectToWorldMatrix.scale(scaleFactorX, scaleFactorZ, scaleFactorY);
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// 4) Aplying model offsets (model offsets do not depend on model scalings).
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objectToWorldMatrix.translate(smf->xoffset / smf->xscale, smf->zoffset / smf->zscale, smf->yoffset / smf->yscale);
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// 5) Applying model rotations.
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objectToWorldMatrix.rotate(-smf->angleoffset, 0, 1, 0);
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objectToWorldMatrix.rotate(smf->pitchoffset, 0, 0, 1);
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objectToWorldMatrix.rotate(-smf->rolloffset, 1, 0, 0);
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// consider the pixel stretching. For non-voxels this must be factored out here
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float stretch = (smf->modelIDs[0] != -1 ? Models[smf->modelIDs[0]]->getAspectFactor() : 1.f) / level.info->pixelstretch;
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objectToWorldMatrix.scale(1, stretch, 1);
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BeginDrawModel(actor, smf, objectToWorldMatrix);
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RenderFrameModels(smf, actor->state, actor->tics, actor->GetClass(), nullptr, translation);
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EndDrawModel(actor, smf);
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}
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void FModelRenderer::RenderHUDModel(DPSprite *psp, float ofsX, float ofsY)
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{
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AActor * playermo = players[consoleplayer].camera;
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FSpriteModelFrame *smf = gl_FindModelFrame(playermo->player->ReadyWeapon->GetClass(), psp->GetState()->sprite, psp->GetState()->GetFrame(), false);
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// [BB] No model found for this sprite, so we can't render anything.
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if (smf == nullptr)
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return;
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// The model position and orientation has to be drawn independently from the position of the player,
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// but we need to position it correctly in the world for light to work properly.
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VSMatrix objectToWorldMatrix = GetViewToWorldMatrix();
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// Scaling model (y scale for a sprite means height, i.e. z in the world!).
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objectToWorldMatrix.scale(smf->xscale, smf->zscale, smf->yscale);
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// Aplying model offsets (model offsets do not depend on model scalings).
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objectToWorldMatrix.translate(smf->xoffset / smf->xscale, smf->zoffset / smf->zscale, smf->yoffset / smf->yscale);
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// [BB] Weapon bob, very similar to the normal Doom weapon bob.
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objectToWorldMatrix.rotate(ofsX / 4, 0, 1, 0);
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objectToWorldMatrix.rotate((ofsY - WEAPONTOP) / -4., 1, 0, 0);
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// [BB] For some reason the jDoom models need to be rotated.
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objectToWorldMatrix.rotate(90.f, 0, 1, 0);
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// Applying angleoffset, pitchoffset, rolloffset.
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objectToWorldMatrix.rotate(-smf->angleoffset, 0, 1, 0);
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objectToWorldMatrix.rotate(smf->pitchoffset, 0, 0, 1);
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objectToWorldMatrix.rotate(-smf->rolloffset, 1, 0, 0);
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BeginDrawHUDModel(playermo, objectToWorldMatrix);
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RenderFrameModels(smf, psp->GetState(), psp->GetTics(), playermo->player->ReadyWeapon->GetClass(), nullptr, 0);
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EndDrawHUDModel(playermo);
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}
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void FModelRenderer::RenderFrameModels(const FSpriteModelFrame *smf,
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const FState *curState,
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const int curTics,
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const PClass *ti,
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Matrix3x4 *normaltransform,
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int translation)
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{
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// [BB] Frame interpolation: Find the FSpriteModelFrame smfNext which follows after smf in the animation
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// and the scalar value inter ( element of [0,1) ), both necessary to determine the interpolated frame.
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FSpriteModelFrame * smfNext = nullptr;
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double inter = 0.;
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if (gl_interpolate_model_frames && !(smf->flags & MDL_NOINTERPOLATION))
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{
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FState *nextState = curState->GetNextState();
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if (curState != nextState && nextState)
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{
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// [BB] To interpolate at more than 35 fps we take tic fractions into account.
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float ticFraction = 0.;
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// [BB] In case the tic counter is frozen we have to leave ticFraction at zero.
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if (ConsoleState == c_up && menuactive != MENU_On && !(level.flags2 & LEVEL2_FROZEN))
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{
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float time = GetTimeFloat();
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ticFraction = (time - static_cast<int>(time));
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}
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inter = static_cast<double>(curState->Tics - curTics - ticFraction) / static_cast<double>(curState->Tics);
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// [BB] For some actors (e.g. ZPoisonShroom) spr->actor->tics can be bigger than curState->Tics.
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// In this case inter is negative and we need to set it to zero.
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if (inter < 0.)
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inter = 0.;
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else
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{
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// [BB] Workaround for actors that use the same frame twice in a row.
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// Most of the standard Doom monsters do this in their see state.
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if ((smf->flags & MDL_INTERPOLATEDOUBLEDFRAMES))
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{
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const FState *prevState = curState - 1;
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if ((curState->sprite == prevState->sprite) && (curState->Frame == prevState->Frame))
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{
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inter /= 2.;
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inter += 0.5;
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}
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if ((curState->sprite == nextState->sprite) && (curState->Frame == nextState->Frame))
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{
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inter /= 2.;
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nextState = nextState->GetNextState();
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}
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}
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if (inter != 0.0)
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smfNext = gl_FindModelFrame(ti, nextState->sprite, nextState->Frame, false);
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}
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}
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}
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for (int i = 0; i<MAX_MODELS_PER_FRAME; i++)
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{
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if (smf->modelIDs[i] != -1)
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{
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FModel * mdl = Models[smf->modelIDs[i]];
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FTexture *tex = smf->skinIDs[i].isValid() ? TexMan(smf->skinIDs[i]) : nullptr;
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mdl->BuildVertexBuffer(this);
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SetVertexBuffer(mdl->mVBuf);
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mdl->PushSpriteMDLFrame(smf, i);
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if (smfNext && smf->modelframes[i] != smfNext->modelframes[i])
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mdl->RenderFrame(this, tex, smf->modelframes[i], smfNext->modelframes[i], inter, translation);
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else
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mdl->RenderFrame(this, tex, smf->modelframes[i], smf->modelframes[i], 0.f, translation);
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ResetVertexBuffer();
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}
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}
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}
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/////////////////////////////////////////////////////////////////////////////
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extern int modellightindex;
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VSMatrix FGLModelRenderer::GetViewToWorldMatrix()
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{
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VSMatrix objectToWorldMatrix;
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gl_RenderState.mViewMatrix.inverseMatrix(objectToWorldMatrix);
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return objectToWorldMatrix;
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}
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void FGLModelRenderer::BeginDrawModel(AActor *actor, FSpriteModelFrame *smf, const VSMatrix &objectToWorldMatrix)
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{
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glDepthFunc(GL_LEQUAL);
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gl_RenderState.EnableTexture(true);
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// [BB] In case the model should be rendered translucent, do back face culling.
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// This solves a few of the problems caused by the lack of depth sorting.
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// [Nash] Don't do back face culling if explicitly specified in MODELDEF
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// TO-DO: Implement proper depth sorting.
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if (!(actor->RenderStyle == LegacyRenderStyles[STYLE_Normal]) && !(smf->flags & MDL_DONTCULLBACKFACES))
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{
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glEnable(GL_CULL_FACE);
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glFrontFace(GL_CW);
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}
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gl_RenderState.mModelMatrix = objectToWorldMatrix;
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gl_RenderState.EnableModelMatrix(true);
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}
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void FGLModelRenderer::EndDrawModel(AActor *actor, FSpriteModelFrame *smf)
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{
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gl_RenderState.EnableModelMatrix(false);
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glDepthFunc(GL_LESS);
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if (!(actor->RenderStyle == LegacyRenderStyles[STYLE_Normal]) && !(smf->flags & MDL_DONTCULLBACKFACES))
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glDisable(GL_CULL_FACE);
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}
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void FGLModelRenderer::BeginDrawHUDModel(AActor *actor, const VSMatrix &objectToWorldMatrix)
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{
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glDepthFunc(GL_LEQUAL);
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// [BB] In case the model should be rendered translucent, do back face culling.
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// This solves a few of the problems caused by the lack of depth sorting.
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// TO-DO: Implement proper depth sorting.
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if (!(actor->RenderStyle == LegacyRenderStyles[STYLE_Normal]))
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{
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glEnable(GL_CULL_FACE);
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glFrontFace(GL_CCW);
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}
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gl_RenderState.mModelMatrix = objectToWorldMatrix;
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gl_RenderState.EnableModelMatrix(true);
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}
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void FGLModelRenderer::EndDrawHUDModel(AActor *actor)
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{
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gl_RenderState.EnableModelMatrix(false);
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glDepthFunc(GL_LESS);
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if (!(actor->RenderStyle == LegacyRenderStyles[STYLE_Normal]))
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glDisable(GL_CULL_FACE);
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}
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IModelVertexBuffer *FGLModelRenderer::CreateVertexBuffer(bool needindex, bool singleframe)
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{
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return new FModelVertexBuffer(needindex, singleframe);
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}
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void FGLModelRenderer::SetVertexBuffer(IModelVertexBuffer *buffer)
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{
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gl_RenderState.SetVertexBuffer((FModelVertexBuffer*)buffer);
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}
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void FGLModelRenderer::ResetVertexBuffer()
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{
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gl_RenderState.SetVertexBuffer(GLRenderer->mVBO);
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}
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void FGLModelRenderer::SetInterpolation(double inter)
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{
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gl_RenderState.SetInterpolationFactor((float)inter);
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}
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void FGLModelRenderer::SetMaterial(FTexture *skin, int clampmode, int translation)
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{
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FMaterial * tex = FMaterial::ValidateTexture(skin, false);
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gl_RenderState.SetMaterial(tex, clampmode, translation, -1, false);
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gl_RenderState.Apply();
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if (modellightindex != -1) gl_RenderState.ApplyLightIndex(modellightindex);
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}
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void FGLModelRenderer::DrawArrays(int primitiveType, int start, int count)
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{
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glDrawArrays(primitiveType, start, count);
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}
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void FGLModelRenderer::DrawElements(int primitiveType, int numIndices, int elementType, size_t offset)
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{
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glDrawElements(primitiveType, numIndices, elementType, (void*)(intptr_t)offset);
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}
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float FGLModelRenderer::GetTimeFloat()
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{
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return (float)I_MSTime() * (float)TICRATE / 1000.0f;
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}
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/////////////////////////////////////////////////////////////////////////////
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void gl_LoadModels()
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{
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@ -238,7 +559,7 @@ void FModelVertexBuffer::UnlockIndexBuffer()
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//===========================================================================
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static TArray<FModelVertex> iBuffer;
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unsigned int FModelVertexBuffer::SetupFrame(unsigned int frame1, unsigned int frame2, unsigned int size)
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void FModelVertexBuffer::SetupFrame(FModelRenderer *renderer, unsigned int frame1, unsigned int frame2, unsigned int size)
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{
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glBindBuffer(GL_ARRAY_BUFFER, vbo_id);
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if (vbo_id > 0)
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@ -276,7 +597,6 @@ unsigned int FModelVertexBuffer::SetupFrame(unsigned int frame1, unsigned int fr
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iBuffer[i].z = vbo_ptr[frame1 + i].z * (1.f - frac) + vbo_ptr[frame2 + i].z * frac;
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}
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}
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return frame1;
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}
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//===========================================================================
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@ -868,207 +1188,12 @@ FSpriteModelFrame * gl_FindModelFrame(const PClass * ti, int sprite, int frame,
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//
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//===========================================================================
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void gl_RenderFrameModels( const FSpriteModelFrame *smf,
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const FState *curState,
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const int curTics,
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const PClass *ti,
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Matrix3x4 *normaltransform,
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int translation)
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{
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// [BB] Frame interpolation: Find the FSpriteModelFrame smfNext which follows after smf in the animation
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// and the scalar value inter ( element of [0,1) ), both necessary to determine the interpolated frame.
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FSpriteModelFrame * smfNext = nullptr;
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double inter = 0.;
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if( gl_interpolate_model_frames && !(smf->flags & MDL_NOINTERPOLATION) )
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{
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FState *nextState = curState->GetNextState( );
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if( curState != nextState && nextState )
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{
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// [BB] To interpolate at more than 35 fps we take tic fractions into account.
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float ticFraction = 0.;
|
||||
// [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) )
|
||||
{
|
||||
float time = GetTimeFloat();
|
||||
ticFraction = (time - static_cast<int>(time));
|
||||
}
|
||||
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. )
|
||||
inter = 0.;
|
||||
else
|
||||
{
|
||||
// [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 ( (smf->flags & MDL_INTERPOLATEDOUBLEDFRAMES) )
|
||||
{
|
||||
const FState *prevState = curState - 1;
|
||||
if ( (curState->sprite == prevState->sprite) && ( curState->Frame == prevState->Frame) )
|
||||
{
|
||||
inter /= 2.;
|
||||
inter += 0.5;
|
||||
}
|
||||
if ( (curState->sprite == nextState->sprite) && ( curState->Frame == nextState->Frame) )
|
||||
{
|
||||
inter /= 2.;
|
||||
nextState = nextState->GetNextState( );
|
||||
}
|
||||
}
|
||||
if ( inter != 0.0 )
|
||||
smfNext = gl_FindModelFrame(ti, nextState->sprite, nextState->Frame, false);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
for(int i=0; i<MAX_MODELS_PER_FRAME; i++)
|
||||
{
|
||||
if (smf->modelIDs[i] != -1)
|
||||
{
|
||||
FModel * mdl = Models[smf->modelIDs[i]];
|
||||
FTexture *tex = smf->skinIDs[i].isValid()? TexMan(smf->skinIDs[i]) : nullptr;
|
||||
mdl->BuildVertexBuffer();
|
||||
gl_RenderState.SetVertexBuffer(mdl->mVBuf);
|
||||
|
||||
mdl->PushSpriteMDLFrame(smf, i);
|
||||
|
||||
if ( smfNext && smf->modelframes[i] != smfNext->modelframes[i] )
|
||||
mdl->RenderFrame(tex, smf->modelframes[i], smfNext->modelframes[i], inter, translation);
|
||||
else
|
||||
mdl->RenderFrame(tex, smf->modelframes[i], smf->modelframes[i], 0.f, translation);
|
||||
|
||||
gl_RenderState.SetVertexBuffer(GLRenderer->mVBO);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void gl_RenderModel(GLSprite * spr)
|
||||
{
|
||||
FSpriteModelFrame * smf = spr->modelframe;
|
||||
|
||||
|
||||
// Setup transformation.
|
||||
glDepthFunc(GL_LEQUAL);
|
||||
gl_RenderState.EnableTexture(true);
|
||||
// [BB] In case the model should be rendered translucent, do back face culling.
|
||||
// This solves a few of the problems caused by the lack of depth sorting.
|
||||
// [Nash] Don't do back face culling if explicitly specified in MODELDEF
|
||||
// TO-DO: Implement proper depth sorting.
|
||||
if (!(spr->actor->RenderStyle == LegacyRenderStyles[STYLE_Normal]) && !(smf->flags & MDL_DONTCULLBACKFACES))
|
||||
{
|
||||
glEnable(GL_CULL_FACE);
|
||||
glFrontFace(GL_CW);
|
||||
FGLModelRenderer renderer;
|
||||
renderer.RenderModel(spr->x, spr->y, spr->z, spr->modelframe, spr->actor);
|
||||
}
|
||||
|
||||
int translation = 0;
|
||||
if ( !(smf->flags & MDL_IGNORETRANSLATION) )
|
||||
translation = spr->actor->Translation;
|
||||
|
||||
|
||||
// y scale for a sprite means height, i.e. z in the world!
|
||||
float scaleFactorX = spr->actor->Scale.X * smf->xscale;
|
||||
float scaleFactorY = spr->actor->Scale.X * smf->yscale;
|
||||
float scaleFactorZ = spr->actor->Scale.Y * smf->zscale;
|
||||
float pitch = 0;
|
||||
float roll = 0;
|
||||
float rotateOffset = 0;
|
||||
float angle = spr->actor->Angles.Yaw.Degrees;
|
||||
|
||||
// [BB] Workaround for the missing pitch information.
|
||||
if ( (smf->flags & MDL_PITCHFROMMOMENTUM) )
|
||||
{
|
||||
const double x = spr->actor->Vel.X;
|
||||
const double y = spr->actor->Vel.Y;
|
||||
const double z = spr->actor->Vel.Z;
|
||||
|
||||
if (spr->actor->Vel.LengthSquared() > EQUAL_EPSILON)
|
||||
{
|
||||
// [BB] Calculate the pitch using spherical coordinates.
|
||||
if (z || x || y) pitch = float(atan(z / sqrt(x*x + y*y)) / M_PI * 180);
|
||||
|
||||
// Correcting pitch if model is moving backwards
|
||||
if (fabs(x) > EQUAL_EPSILON || fabs(y) > EQUAL_EPSILON)
|
||||
{
|
||||
if ((x * cos(angle * M_PI / 180) + y * sin(angle * M_PI / 180)) / sqrt(x * x + y * y) < 0) pitch *= -1;
|
||||
}
|
||||
else pitch = fabs(pitch);
|
||||
}
|
||||
}
|
||||
|
||||
if( smf->flags & MDL_ROTATING )
|
||||
{
|
||||
const float time = smf->rotationSpeed*GetTimeFloat()/200.f;
|
||||
rotateOffset = float((time - xs_FloorToInt(time)) *360.f );
|
||||
}
|
||||
|
||||
// Added MDL_USEACTORPITCH and MDL_USEACTORROLL flags processing.
|
||||
// If both flags MDL_USEACTORPITCH and MDL_PITCHFROMMOMENTUM are set, the pitch sums up the actor pitch and the velocity vector pitch.
|
||||
if (smf->flags & MDL_USEACTORPITCH)
|
||||
{
|
||||
double d = spr->actor->Angles.Pitch.Degrees;
|
||||
if (smf->flags & MDL_BADROTATION) pitch += d;
|
||||
else pitch -= d;
|
||||
}
|
||||
if(smf->flags & MDL_USEACTORROLL) roll += spr->actor->Angles.Roll.Degrees;
|
||||
|
||||
gl_RenderState.mModelMatrix.loadIdentity();
|
||||
|
||||
// Model space => World space
|
||||
gl_RenderState.mModelMatrix.translate(spr->x, spr->z, spr->y );
|
||||
|
||||
// [Nash] take SpriteRotation into account
|
||||
angle += spr->actor->SpriteRotation.Degrees;
|
||||
|
||||
if (spr->actor->renderflags & RF_INTERPOLATEANGLES)
|
||||
{
|
||||
// [Nash] use interpolated angles
|
||||
DRotator Angles = spr->actor->InterpolatedAngles(r_viewpoint.TicFrac);
|
||||
angle = Angles.Yaw.Degrees;
|
||||
}
|
||||
|
||||
// Applying model transformations:
|
||||
// 1) Applying actor angle, pitch and roll to the model
|
||||
gl_RenderState.mModelMatrix.rotate(-angle, 0, 1, 0);
|
||||
gl_RenderState.mModelMatrix.rotate(pitch, 0, 0, 1);
|
||||
gl_RenderState.mModelMatrix.rotate(-roll, 1, 0, 0);
|
||||
|
||||
// 2) Applying Doomsday like rotation of the weapon pickup models
|
||||
// The rotation angle is based on the elapsed time.
|
||||
|
||||
if( smf->flags & MDL_ROTATING )
|
||||
{
|
||||
gl_RenderState.mModelMatrix.translate(smf->rotationCenterX, smf->rotationCenterY, smf->rotationCenterZ);
|
||||
gl_RenderState.mModelMatrix.rotate(rotateOffset, smf->xrotate, smf->yrotate, smf->zrotate);
|
||||
gl_RenderState.mModelMatrix.translate(-smf->rotationCenterX, -smf->rotationCenterY, -smf->rotationCenterZ);
|
||||
}
|
||||
|
||||
// 3) Scaling model.
|
||||
gl_RenderState.mModelMatrix.scale(scaleFactorX, scaleFactorZ, scaleFactorY);
|
||||
|
||||
// 4) Aplying model offsets (model offsets do not depend on model scalings).
|
||||
gl_RenderState.mModelMatrix.translate(smf->xoffset / smf->xscale, smf->zoffset / smf->zscale, smf->yoffset / smf->yscale);
|
||||
|
||||
// 5) Applying model rotations.
|
||||
gl_RenderState.mModelMatrix.rotate(-smf->angleoffset, 0, 1, 0);
|
||||
gl_RenderState.mModelMatrix.rotate(smf->pitchoffset, 0, 0, 1);
|
||||
gl_RenderState.mModelMatrix.rotate(-smf->rolloffset, 1, 0, 0);
|
||||
|
||||
// consider the pixel stretching. For non-voxels this must be factored out here
|
||||
float stretch = (smf->modelIDs[0] != -1 ? Models[smf->modelIDs[0]]->getAspectFactor() : 1.f) / level.info->pixelstretch;
|
||||
gl_RenderState.mModelMatrix.scale(1, stretch, 1);
|
||||
|
||||
|
||||
gl_RenderState.EnableModelMatrix(true);
|
||||
gl_RenderFrameModels( smf, spr->actor->state, spr->actor->tics, spr->actor->GetClass(), nullptr, translation );
|
||||
gl_RenderState.EnableModelMatrix(false);
|
||||
|
||||
glDepthFunc(GL_LESS);
|
||||
if (!( spr->actor->RenderStyle == LegacyRenderStyles[STYLE_Normal] ))
|
||||
glDisable(GL_CULL_FACE);
|
||||
}
|
||||
|
||||
|
||||
//===========================================================================
|
||||
//
|
||||
// gl_RenderHUDModel
|
||||
|
@ -1077,55 +1202,8 @@ void gl_RenderModel(GLSprite * spr)
|
|||
|
||||
void gl_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);
|
||||
|
||||
// [BB] No model found for this sprite, so we can't render anything.
|
||||
if ( smf == nullptr )
|
||||
return;
|
||||
|
||||
glDepthFunc(GL_LEQUAL);
|
||||
|
||||
// [BB] In case the model should be rendered translucent, do back face culling.
|
||||
// This solves a few of the problems caused by the lack of depth sorting.
|
||||
// TO-DO: Implement proper depth sorting.
|
||||
if (!( playermo->RenderStyle == LegacyRenderStyles[STYLE_Normal] ))
|
||||
{
|
||||
glEnable(GL_CULL_FACE);
|
||||
glFrontFace(GL_CCW);
|
||||
}
|
||||
|
||||
// The model position and orientation has to be drawn independently from the position of the player,
|
||||
// but we need to position it correctly in the world for light to work properly.
|
||||
VSMatrix objectToWorldMatrix;
|
||||
gl_RenderState.mViewMatrix.inverseMatrix(objectToWorldMatrix);
|
||||
|
||||
// Scaling model (y scale for a sprite means height, i.e. z in the world!).
|
||||
objectToWorldMatrix.scale(smf->xscale, smf->zscale, smf->yscale);
|
||||
|
||||
// Aplying model offsets (model offsets do not depend on model scalings).
|
||||
objectToWorldMatrix.translate(smf->xoffset / smf->xscale, smf->zoffset / smf->zscale, smf->yoffset / smf->yscale);
|
||||
|
||||
// [BB] Weapon bob, very similar to the normal Doom weapon bob.
|
||||
objectToWorldMatrix.rotate(ofsX/4, 0, 1, 0);
|
||||
objectToWorldMatrix.rotate((ofsY-WEAPONTOP)/-4., 1, 0, 0);
|
||||
|
||||
// [BB] For some reason the jDoom models need to be rotated.
|
||||
objectToWorldMatrix.rotate(90.f, 0, 1, 0);
|
||||
|
||||
// Applying angleoffset, pitchoffset, rolloffset.
|
||||
objectToWorldMatrix.rotate(-smf->angleoffset, 0, 1, 0);
|
||||
objectToWorldMatrix.rotate(smf->pitchoffset, 0, 0, 1);
|
||||
objectToWorldMatrix.rotate(-smf->rolloffset, 1, 0, 0);
|
||||
|
||||
gl_RenderState.mModelMatrix = objectToWorldMatrix;
|
||||
gl_RenderState.EnableModelMatrix(true);
|
||||
gl_RenderFrameModels( smf, psp->GetState(), psp->GetTics(), playermo->player->ReadyWeapon->GetClass(), nullptr, 0 );
|
||||
gl_RenderState.EnableModelMatrix(false);
|
||||
|
||||
glDepthFunc(GL_LESS);
|
||||
if (!( playermo->RenderStyle == LegacyRenderStyles[STYLE_Normal] ))
|
||||
glDisable(GL_CULL_FACE);
|
||||
FGLModelRenderer renderer;
|
||||
renderer.RenderHUDModel(psp, ofsX, ofsY);
|
||||
}
|
||||
|
||||
//===========================================================================
|
||||
|
|
|
@ -45,6 +45,56 @@ FTextureID LoadSkin(const char * path, const char * fn);
|
|||
// [JM] Necessary forward declaration
|
||||
typedef struct FSpriteModelFrame FSpriteModelFrame;
|
||||
|
||||
class FModelRenderer
|
||||
{
|
||||
public:
|
||||
virtual ~FModelRenderer() { }
|
||||
|
||||
void RenderModel(float x, float y, float z, FSpriteModelFrame *modelframe, AActor *actor);
|
||||
void RenderHUDModel(DPSprite *psp, float ofsx, float ofsy);
|
||||
|
||||
virtual void BeginDrawModel(AActor *actor, FSpriteModelFrame *smf, const VSMatrix &objectToWorldMatrix) = 0;
|
||||
virtual void EndDrawModel(AActor *actor, FSpriteModelFrame *smf) = 0;
|
||||
|
||||
virtual IModelVertexBuffer *CreateVertexBuffer(bool needindex, bool singleframe) = 0;
|
||||
|
||||
virtual void SetVertexBuffer(IModelVertexBuffer *buffer) = 0;
|
||||
virtual void ResetVertexBuffer() = 0;
|
||||
|
||||
virtual VSMatrix GetViewToWorldMatrix() = 0;
|
||||
|
||||
virtual void BeginDrawHUDModel(AActor *actor, const VSMatrix &objectToWorldMatrix) = 0;
|
||||
virtual void EndDrawHUDModel(AActor *actor) = 0;
|
||||
|
||||
virtual void SetInterpolation(double interpolation) = 0;
|
||||
virtual void SetMaterial(FTexture *skin, int clampmode, int translation) = 0;
|
||||
virtual void DrawArrays(int primitiveType, int start, int count) = 0;
|
||||
virtual void DrawElements(int primitiveType, int numIndices, int elementType, size_t offset) = 0;
|
||||
|
||||
virtual float GetTimeFloat() = 0;
|
||||
|
||||
private:
|
||||
void RenderFrameModels(const FSpriteModelFrame *smf, const FState *curState, const int curTics, const PClass *ti, Matrix3x4 *normaltransform, int translation);
|
||||
};
|
||||
|
||||
class FGLModelRenderer : public FModelRenderer
|
||||
{
|
||||
public:
|
||||
void BeginDrawModel(AActor *actor, FSpriteModelFrame *smf, const VSMatrix &objectToWorldMatrix) override;
|
||||
void EndDrawModel(AActor *actor, FSpriteModelFrame *smf) override;
|
||||
IModelVertexBuffer *CreateVertexBuffer(bool needindex, bool singleframe) override;
|
||||
void SetVertexBuffer(IModelVertexBuffer *buffer) override;
|
||||
void ResetVertexBuffer() override;
|
||||
VSMatrix GetViewToWorldMatrix() override;
|
||||
void BeginDrawHUDModel(AActor *actor, const VSMatrix &objectToWorldMatrix) override;
|
||||
void EndDrawHUDModel(AActor *actor) override;
|
||||
void SetInterpolation(double interpolation) override;
|
||||
void SetMaterial(FTexture *skin, int clampmode, int translation) override;
|
||||
void DrawArrays(int primitiveType, int start, int count) override;
|
||||
void DrawElements(int primitiveType, int numIndices, int elementType, size_t offset) override;
|
||||
float GetTimeFloat() override;
|
||||
};
|
||||
|
||||
class FModel
|
||||
{
|
||||
public:
|
||||
|
@ -57,8 +107,8 @@ 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(FTexture * skin, int frame, int frame2, double inter, int translation=0) = 0;
|
||||
virtual void BuildVertexBuffer() = 0;
|
||||
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()
|
||||
{
|
||||
|
@ -71,7 +121,7 @@ public:
|
|||
int curMDLIndex;
|
||||
void PushSpriteMDLFrame(const FSpriteModelFrame *smf, int index) { curSpriteMDLFrame = smf; curMDLIndex = index; };
|
||||
|
||||
FModelVertexBuffer *mVBuf;
|
||||
IModelVertexBuffer *mVBuf;
|
||||
FString mFileName;
|
||||
};
|
||||
|
||||
|
@ -183,12 +233,12 @@ public:
|
|||
|
||||
virtual bool Load(const char * fn, int lumpnum, const char * buffer, int length);
|
||||
virtual int FindFrame(const char * name);
|
||||
virtual void RenderFrame(FTexture * skin, int frame, int frame2, double inter, int translation=0);
|
||||
virtual void RenderFrame(FModelRenderer *renderer, FTexture * skin, int frame, int frame2, double inter, int translation=0);
|
||||
virtual void LoadGeometry();
|
||||
virtual void AddSkins(uint8_t *hitlist);
|
||||
|
||||
void UnloadGeometry();
|
||||
void BuildVertexBuffer();
|
||||
void BuildVertexBuffer(FModelRenderer *renderer);
|
||||
|
||||
};
|
||||
|
||||
|
@ -289,9 +339,9 @@ public:
|
|||
|
||||
virtual bool Load(const char * fn, int lumpnum, const char * buffer, int length);
|
||||
virtual int FindFrame(const char * name);
|
||||
virtual void RenderFrame(FTexture * skin, int frame, int frame2, double inter, int translation=0);
|
||||
virtual void RenderFrame(FModelRenderer *renderer, FTexture * skin, int frame, int frame2, double inter, int translation=0);
|
||||
void LoadGeometry();
|
||||
void BuildVertexBuffer();
|
||||
void BuildVertexBuffer(FModelRenderer *renderer);
|
||||
virtual void AddSkins(uint8_t *hitlist);
|
||||
};
|
||||
|
||||
|
@ -344,10 +394,10 @@ public:
|
|||
bool Load(const char * fn, int lumpnum, const char * buffer, int length);
|
||||
void Initialize();
|
||||
virtual int FindFrame(const char * name);
|
||||
virtual void RenderFrame(FTexture * skin, int frame, int frame2, double inter, int translation=0);
|
||||
virtual void RenderFrame(FModelRenderer *renderer, FTexture * skin, int frame, int frame2, double inter, int translation=0);
|
||||
virtual void AddSkins(uint8_t *hitlist);
|
||||
FTextureID GetPaletteTexture() const { return mPalette; }
|
||||
void BuildVertexBuffer();
|
||||
void BuildVertexBuffer(FModelRenderer *renderer);
|
||||
float getAspectFactor();
|
||||
};
|
||||
|
||||
|
|
|
@ -40,8 +40,6 @@
|
|||
#include "gl/shaders/gl_shader.h"
|
||||
#include "gl/data/gl_vertexbuffer.h"
|
||||
|
||||
extern int modellightindex;
|
||||
|
||||
static float avertexnormals[NUMVERTEXNORMALS][3] = {
|
||||
#include "tab_anorms.h"
|
||||
};
|
||||
|
@ -286,7 +284,7 @@ FDMDModel::~FDMDModel()
|
|||
//
|
||||
//===========================================================================
|
||||
|
||||
void FDMDModel::BuildVertexBuffer()
|
||||
void FDMDModel::BuildVertexBuffer(FModelRenderer *renderer)
|
||||
{
|
||||
if (mVBuf == NULL)
|
||||
{
|
||||
|
@ -295,7 +293,7 @@ void FDMDModel::BuildVertexBuffer()
|
|||
int VertexBufferSize = info.numFrames * lodInfo[0].numTriangles * 3;
|
||||
unsigned int vindex = 0;
|
||||
|
||||
mVBuf = new FModelVertexBuffer(false, info.numFrames == 1);
|
||||
mVBuf = renderer->CreateVertexBuffer(false, info.numFrames == 1);
|
||||
FModelVertex *vertptr = mVBuf->LockVertexBuffer(VertexBufferSize);
|
||||
|
||||
for (int i = 0; i < info.numFrames; i++)
|
||||
|
@ -364,7 +362,7 @@ int FDMDModel::FindFrame(const char * name)
|
|||
//
|
||||
//===========================================================================
|
||||
|
||||
void FDMDModel::RenderFrame(FTexture * skin, int frameno, int frameno2, double inter, int translation)
|
||||
void FDMDModel::RenderFrame(FModelRenderer *renderer, FTexture * skin, int frameno, int frameno2, double inter, int translation)
|
||||
{
|
||||
if (frameno >= info.numFrames || frameno2 >= info.numFrames) return;
|
||||
|
||||
|
@ -375,16 +373,11 @@ void FDMDModel::RenderFrame(FTexture * skin, int frameno, int frameno2, double i
|
|||
if (!skin) return;
|
||||
}
|
||||
|
||||
FMaterial * tex = FMaterial::ValidateTexture(skin, false);
|
||||
|
||||
gl_RenderState.SetMaterial(tex, CLAMP_NONE, translation, -1, false);
|
||||
gl_RenderState.SetInterpolationFactor((float)inter);
|
||||
|
||||
gl_RenderState.Apply();
|
||||
if (modellightindex != -1) gl_RenderState.ApplyLightIndex(modellightindex);
|
||||
mVBuf->SetupFrame(frames[frameno].vindex, frames[frameno2].vindex, lodInfo[0].numTriangles * 3);
|
||||
glDrawArrays(GL_TRIANGLES, 0, lodInfo[0].numTriangles * 3);
|
||||
gl_RenderState.SetInterpolationFactor(0.f);
|
||||
renderer->SetInterpolation(inter);
|
||||
renderer->SetMaterial(skin, CLAMP_NONE, translation);
|
||||
mVBuf->SetupFrame(renderer, frames[frameno].vindex, frames[frameno2].vindex, lodInfo[0].numTriangles * 3);
|
||||
renderer->DrawArrays(GL_TRIANGLES, 0, lodInfo[0].numTriangles * 3);
|
||||
renderer->SetInterpolation(0.f);
|
||||
}
|
||||
|
||||
|
||||
|
|
|
@ -35,8 +35,6 @@
|
|||
|
||||
#define MAX_QPATH 64
|
||||
|
||||
extern int modellightindex;
|
||||
|
||||
//===========================================================================
|
||||
//
|
||||
// decode the lat/lng normal to a 3 float normal
|
||||
|
@ -240,7 +238,7 @@ void FMD3Model::LoadGeometry()
|
|||
//
|
||||
//===========================================================================
|
||||
|
||||
void FMD3Model::BuildVertexBuffer()
|
||||
void FMD3Model::BuildVertexBuffer(FModelRenderer *renderer)
|
||||
{
|
||||
if (mVBuf == nullptr)
|
||||
{
|
||||
|
@ -256,7 +254,7 @@ void FMD3Model::BuildVertexBuffer()
|
|||
ibufsize += 3 * surf->numTriangles;
|
||||
}
|
||||
|
||||
mVBuf = new FModelVertexBuffer(true, numFrames == 1);
|
||||
mVBuf = renderer->CreateVertexBuffer(true, numFrames == 1);
|
||||
FModelVertex *vertptr = mVBuf->LockVertexBuffer(vbufsize);
|
||||
unsigned int *indxptr = mVBuf->LockIndexBuffer(ibufsize);
|
||||
|
||||
|
@ -343,11 +341,11 @@ int FMD3Model::FindFrame(const char * name)
|
|||
//
|
||||
//===========================================================================
|
||||
|
||||
void FMD3Model::RenderFrame(FTexture * skin, int frameno, int frameno2, double inter, int translation)
|
||||
void FMD3Model::RenderFrame(FModelRenderer *renderer, FTexture * skin, int frameno, int frameno2, double inter, int translation)
|
||||
{
|
||||
if (frameno>=numFrames || frameno2>=numFrames) return;
|
||||
|
||||
gl_RenderState.SetInterpolationFactor((float)inter);
|
||||
renderer->SetInterpolation(inter);
|
||||
for(int i=0;i<numSurfaces;i++)
|
||||
{
|
||||
MD3Surface * surf = &surfaces[i];
|
||||
|
@ -369,16 +367,11 @@ void FMD3Model::RenderFrame(FTexture * skin, int frameno, int frameno2, double i
|
|||
if (!surfaceSkin) return;
|
||||
}
|
||||
|
||||
FMaterial * tex = FMaterial::ValidateTexture(surfaceSkin, false);
|
||||
|
||||
gl_RenderState.SetMaterial(tex, CLAMP_NONE, translation, -1, false);
|
||||
|
||||
gl_RenderState.Apply();
|
||||
if (modellightindex != -1) gl_RenderState.ApplyLightIndex(modellightindex);
|
||||
mVBuf->SetupFrame(surf->vindex + frameno * surf->numVertices, surf->vindex + frameno2 * surf->numVertices, surf->numVertices);
|
||||
glDrawElements(GL_TRIANGLES, surf->numTriangles * 3, GL_UNSIGNED_INT, (void*)(intptr_t)(surf->iindex * sizeof(unsigned int)));
|
||||
renderer->SetMaterial(surfaceSkin, CLAMP_NONE, translation);
|
||||
mVBuf->SetupFrame(renderer, surf->vindex + frameno * surf->numVertices, surf->vindex + frameno2 * surf->numVertices, surf->numVertices);
|
||||
renderer->DrawElements(GL_TRIANGLES, surf->numTriangles * 3, GL_UNSIGNED_INT, surf->iindex * sizeof(unsigned int));
|
||||
}
|
||||
gl_RenderState.SetInterpolationFactor(0.f);
|
||||
renderer->SetInterpolation(0.f);
|
||||
}
|
||||
|
||||
//===========================================================================
|
||||
|
|
|
@ -50,8 +50,6 @@
|
|||
#include "gl/utility/gl_convert.h"
|
||||
#include "gl/renderer/gl_renderstate.h"
|
||||
|
||||
extern int modellightindex;
|
||||
|
||||
//===========================================================================
|
||||
//
|
||||
// Creates a 16x16 texture from the palette so that we can
|
||||
|
@ -364,13 +362,13 @@ void FVoxelModel::Initialize()
|
|||
//
|
||||
//===========================================================================
|
||||
|
||||
void FVoxelModel::BuildVertexBuffer()
|
||||
void FVoxelModel::BuildVertexBuffer(FModelRenderer *renderer)
|
||||
{
|
||||
if (mVBuf == NULL)
|
||||
{
|
||||
Initialize();
|
||||
|
||||
mVBuf = new FModelVertexBuffer(true, true);
|
||||
mVBuf = renderer->CreateVertexBuffer(true, true);
|
||||
FModelVertex *vertptr = mVBuf->LockVertexBuffer(mVertices.Size());
|
||||
unsigned int *indxptr = mVBuf->LockIndexBuffer(mIndices.Size());
|
||||
|
||||
|
@ -440,14 +438,10 @@ float FVoxelModel::getAspectFactor()
|
|||
//
|
||||
//===========================================================================
|
||||
|
||||
void FVoxelModel::RenderFrame(FTexture * skin, int frame, int frame2, double inter, int translation)
|
||||
void FVoxelModel::RenderFrame(FModelRenderer *renderer, FTexture * skin, int frame, int frame2, double inter, int translation)
|
||||
{
|
||||
FMaterial * tex = FMaterial::ValidateTexture(skin, false);
|
||||
gl_RenderState.SetMaterial(tex, CLAMP_NOFILTER, translation, -1, false);
|
||||
|
||||
gl_RenderState.Apply();
|
||||
if (modellightindex != -1) gl_RenderState.ApplyLightIndex(modellightindex);
|
||||
mVBuf->SetupFrame(0, 0, 0);
|
||||
glDrawElements(GL_TRIANGLES, mNumIndices, GL_UNSIGNED_INT, (void*)(intptr_t)0);
|
||||
renderer->SetMaterial(skin, CLAMP_NOFILTER, translation);
|
||||
mVBuf->SetupFrame(renderer, 0, 0, 0);
|
||||
renderer->DrawElements(GL_TRIANGLES, mNumIndices, GL_UNSIGNED_INT, 0);
|
||||
}
|
||||
|
||||
|
|
|
@ -890,10 +890,11 @@ void gl_PrecacheTexture(uint8_t *texhitlist, TMap<PClassActor*, bool> &actorhitl
|
|||
}
|
||||
|
||||
// cache all used models
|
||||
FGLModelRenderer renderer;
|
||||
for (unsigned i = 0; i < Models.Size(); i++)
|
||||
{
|
||||
if (modellist[i])
|
||||
Models[i]->BuildVertexBuffer();
|
||||
Models[i]->BuildVertexBuffer(&renderer);
|
||||
}
|
||||
}
|
||||
|
||||
|
|
Loading…
Reference in a new issue