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5eb9af1e00
IQM model support and a few bugfixes.
119 lines
3.6 KiB
C++
119 lines
3.6 KiB
C++
//
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//---------------------------------------------------------------------------
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//
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// Copyright(C) 2005-2016 Christoph Oelckers
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// All rights reserved.
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//
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU Lesser General Public License as published by
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// the Free Software Foundation, either version 2 of the License, or
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// (at your option) any later version.
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//
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU Lesser General Public License for more details.
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//
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// You should have received a copy of the GNU Lesser General Public License
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// along with this program. If not, see http://www.gnu.org/licenses/
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//
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//--------------------------------------------------------------------------
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//
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/*
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** gl_models.cpp
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**
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** hardware renderer model handling code
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**
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**/
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#include "filesystem.h"
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#include "i_time.h"
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#include "cmdlib.h"
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#include "hw_material.h"
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#include "hwrenderer/data/buffers.h"
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#include "flatvertices.h"
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#include "hw_renderstate.h"
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#include "hw_models.h"
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//CVAR(Bool, gl_light_models, true, CVAR_ARCHIVE)
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VSMatrix FHWModelRenderer::GetViewToWorldMatrix()
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{
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VSMatrix objectToWorldMatrix(0);
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//di->VPUniforms.mViewMatrix.inverseMatrix(objectToWorldMatrix);
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return objectToWorldMatrix;
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}
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void FHWModelRenderer::BeginDrawModel(FRenderStyle style, FSpriteModelFrame *smf, const VSMatrix &objectToWorldMatrix, bool mirrored)
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{
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state.SetDepthFunc(DF_LEqual);
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state.EnableTexture(true);
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state.SetCulling(mirrored ? Cull_CCW : Cull_CW);
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state.mModelMatrix = objectToWorldMatrix;
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state.EnableModelMatrix(true);
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}
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void FHWModelRenderer::EndDrawModel(FRenderStyle style, FSpriteModelFrame *smf)
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{
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state.EnableModelMatrix(false);
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state.SetDepthFunc(DF_Less);
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state.SetCulling(Cull_None);
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}
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void FHWModelRenderer::BeginDrawHUDModel(FRenderStyle style, const VSMatrix &objectToWorldMatrix, bool mirrored)
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{
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state.SetDepthFunc(DF_LEqual);
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state.SetCulling(mirrored ? Cull_CCW : Cull_CW);
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state.mModelMatrix = objectToWorldMatrix;
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state.EnableModelMatrix(true);
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}
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void FHWModelRenderer::EndDrawHUDModel(FRenderStyle style)
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{
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state.EnableModelMatrix(false);
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state.SetDepthFunc(DF_Less);
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state.SetCulling(Cull_None);
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}
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IModelVertexBuffer *FHWModelRenderer::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 FHWModelRenderer::SetInterpolation(double inter)
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{
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state.SetInterpolationFactor((float)inter);
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}
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void FHWModelRenderer::SetMaterial(FGameTexture *skin, bool clampNoFilter, int translation)
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{
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state.SetMaterial(skin, UF_Skin, 0, clampNoFilter ? CLAMP_NOFILTER : CLAMP_NONE, translation, -1);
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state.SetLightIndex(modellightindex);
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}
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void FHWModelRenderer::DrawArrays(int start, int count)
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{
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state.Draw(DT_Triangles, start, count);
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}
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void FHWModelRenderer::DrawElements(int numIndices, size_t offset)
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{
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state.DrawIndexed(DT_Triangles, int(offset / sizeof(unsigned int)), numIndices);
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}
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//===========================================================================
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//
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//
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//
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//===========================================================================
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int FHWModelRenderer::SetupFrame(FModel* model, unsigned int frame1, unsigned int frame2, unsigned int size, const TArray<VSMatrix>& bones, int boneStartIndex)
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{
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auto mdbuff = static_cast<FModelVertexBuffer*>(model->GetVertexBuffer(GetType()));
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state.SetVertexBuffer(mdbuff->vertexBuffer(), frame1, frame2);
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if (mdbuff->indexBuffer()) state.SetIndexBuffer(mdbuff->indexBuffer());
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return 0;
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}
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