- avoid reusing the same mVBuf pointer for the different renderers as that causes too many problems when switching between them
- remove gl_ prefix for model functions that are no longer GL specific
This commit is contained in:
parent
cc4a09a3d2
commit
31abe3df7e
20 changed files with 94 additions and 90 deletions
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@ -171,7 +171,7 @@ void FModelRenderer::RenderModel(float x, float y, float z, FSpriteModelFrame *s
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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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FSpriteModelFrame *smf = 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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@ -247,7 +247,7 @@ void FModelRenderer::RenderFrameModels(const FSpriteModelFrame *smf, const FStat
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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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smfNext = FindModelFrame(ti, nextState->sprite, nextState->Frame, false);
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}
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}
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}
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@ -259,7 +259,7 @@ void FModelRenderer::RenderFrameModels(const FSpriteModelFrame *smf, const FStat
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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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SetVertexBuffer(mdl->GetVertexBuffer(this));
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mdl->PushSpriteMDLFrame(smf, i);
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@ -275,17 +275,7 @@ void FModelRenderer::RenderFrameModels(const FSpriteModelFrame *smf, const FStat
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/////////////////////////////////////////////////////////////////////////////
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void gl_LoadModels()
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{
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/*
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for (int i = Models.Size() - 1; i >= 0; i--)
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{
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Models[i]->BuildVertexBuffer();
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}
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*/
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}
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void gl_FlushModels()
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void FlushModels()
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{
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for (int i = Models.Size() - 1; i >= 0; i--)
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{
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@ -295,9 +285,24 @@ void gl_FlushModels()
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/////////////////////////////////////////////////////////////////////////////
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FModel::FModel()
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{
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for (int i = 0; i < NumModelRendererTypes; i++)
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mVBuf[i] = nullptr;
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}
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FModel::~FModel()
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{
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if (mVBuf != nullptr) delete mVBuf;
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DestroyVertexBuffer();
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}
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void FModel::DestroyVertexBuffer()
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{
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for (int i = 0; i < NumModelRendererTypes; i++)
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{
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delete mVBuf[i];
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mVBuf[i] = nullptr;
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}
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}
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static TArray<FSpriteModelFrame> SpriteModelFrames;
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@ -842,11 +847,11 @@ void gl_InitModels()
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//===========================================================================
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//
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// gl_FindModelFrame
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// FindModelFrame
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//
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//===========================================================================
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FSpriteModelFrame * gl_FindModelFrame(const PClass * ti, int sprite, int frame, bool dropped)
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FSpriteModelFrame * FindModelFrame(const PClass * ti, int sprite, int frame, bool dropped)
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{
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if (GetDefaultByType(ti)->hasmodel)
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{
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@ -887,11 +892,11 @@ FSpriteModelFrame * gl_FindModelFrame(const PClass * ti, int sprite, int frame,
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//===========================================================================
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//
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// gl_IsHUDModelForPlayerAvailable
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// IsHUDModelForPlayerAvailable
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//
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//===========================================================================
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bool gl_IsHUDModelForPlayerAvailable (player_t * player)
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bool IsHUDModelForPlayerAvailable (player_t * player)
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{
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if (player == nullptr || player->ReadyWeapon == nullptr)
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return false;
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@ -902,7 +907,7 @@ bool gl_IsHUDModelForPlayerAvailable (player_t * player)
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return false;
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FState* state = psp->GetState();
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FSpriteModelFrame *smf = gl_FindModelFrame(player->ReadyWeapon->GetClass(), state->sprite, state->GetFrame(), false);
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FSpriteModelFrame *smf = FindModelFrame(player->ReadyWeapon->GetClass(), state->sprite, state->GetFrame(), false);
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return ( smf != nullptr );
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}
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@ -46,6 +46,14 @@ FTextureID LoadSkin(const char * path, const char * fn);
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struct FSpriteModelFrame;
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class IModelVertexBuffer;
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enum ModelRendererType
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{
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GLModelRendererType,
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SWModelRendererType,
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PolyModelRendererType,
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NumModelRendererTypes
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};
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class FModelRenderer
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{
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public:
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@ -54,6 +62,8 @@ public:
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void RenderModel(float x, float y, float z, FSpriteModelFrame *modelframe, AActor *actor);
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void RenderHUDModel(DPSprite *psp, float ofsx, float ofsy);
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virtual ModelRendererType GetType() const = 0;
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virtual void BeginDrawModel(AActor *actor, FSpriteModelFrame *smf, const VSMatrix &objectToWorldMatrix) = 0;
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virtual void EndDrawModel(AActor *actor, FSpriteModelFrame *smf) = 0;
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@ -122,11 +132,7 @@ public:
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class FModel
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{
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public:
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FModel()
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{
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mVBuf = NULL;
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}
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FModel();
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virtual ~FModel();
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virtual bool Load(const char * fn, int lumpnum, const char * buffer, int length) = 0;
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@ -134,19 +140,20 @@ public:
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virtual void RenderFrame(FModelRenderer *renderer, FTexture * skin, int frame, int frame2, double inter, int translation=0) = 0;
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virtual void BuildVertexBuffer(FModelRenderer *renderer) = 0;
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virtual void AddSkins(uint8_t *hitlist) = 0;
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void DestroyVertexBuffer()
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{
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delete mVBuf;
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mVBuf = NULL;
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}
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virtual float getAspectFactor() { return 1.f; }
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void SetVertexBuffer(FModelRenderer *renderer, IModelVertexBuffer *buffer) { mVBuf[renderer->GetType()] = buffer; }
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IModelVertexBuffer *GetVertexBuffer(FModelRenderer *renderer) const { return mVBuf[renderer->GetType()]; }
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void DestroyVertexBuffer();
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const FSpriteModelFrame *curSpriteMDLFrame;
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int curMDLIndex;
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void PushSpriteMDLFrame(const FSpriteModelFrame *smf, int index) { curSpriteMDLFrame = smf; curMDLIndex = index; };
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IModelVertexBuffer *mVBuf;
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FString mFileName;
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private:
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IModelVertexBuffer *mVBuf[NumModelRendererTypes];
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};
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class FDMDModel : public FModel
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@ -472,9 +479,9 @@ struct FSpriteModelFrame
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float pitchoffset, rolloffset; // I don't want to bother with type transformations, so I made this variables float.
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};
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FSpriteModelFrame * gl_FindModelFrame(const PClass * ti, int sprite, int frame, bool dropped);
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bool gl_IsHUDModelForPlayerAvailable (player_t * player);
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FSpriteModelFrame * FindModelFrame(const PClass * ti, int sprite, int frame, bool dropped);
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bool IsHUDModelForPlayerAvailable(player_t * player);
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void FlushModels();
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class DeletingModelArray : public TArray<FModel *>
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{
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@ -279,15 +279,17 @@ FDMDModel::~FDMDModel()
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void FDMDModel::BuildVertexBuffer(FModelRenderer *renderer)
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{
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if (mVBuf == NULL)
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if (!GetVertexBuffer(renderer))
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{
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LoadGeometry();
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int VertexBufferSize = info.numFrames * lodInfo[0].numTriangles * 3;
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unsigned int vindex = 0;
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mVBuf = renderer->CreateVertexBuffer(false, info.numFrames == 1);
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FModelVertex *vertptr = mVBuf->LockVertexBuffer(VertexBufferSize);
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auto vbuf = renderer->CreateVertexBuffer(false, info.numFrames == 1);
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SetVertexBuffer(renderer, vbuf);
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FModelVertex *vertptr = vbuf->LockVertexBuffer(VertexBufferSize);
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for (int i = 0; i < info.numFrames; i++)
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{
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@ -313,7 +315,7 @@ void FDMDModel::BuildVertexBuffer(FModelRenderer *renderer)
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tri++;
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}
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}
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mVBuf->UnlockVertexBuffer();
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vbuf->UnlockVertexBuffer();
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UnloadGeometry();
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}
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}
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@ -368,7 +370,7 @@ void FDMDModel::RenderFrame(FModelRenderer *renderer, FTexture * skin, int frame
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renderer->SetInterpolation(inter);
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renderer->SetMaterial(skin, false, translation);
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mVBuf->SetupFrame(renderer, frames[frameno].vindex, frames[frameno2].vindex, lodInfo[0].numTriangles * 3);
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GetVertexBuffer(renderer)->SetupFrame(renderer, frames[frameno].vindex, frames[frameno2].vindex, lodInfo[0].numTriangles * 3);
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renderer->DrawArrays(0, lodInfo[0].numTriangles * 3);
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renderer->SetInterpolation(0.f);
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}
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@ -237,7 +237,7 @@ void FMD3Model::LoadGeometry()
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void FMD3Model::BuildVertexBuffer(FModelRenderer *renderer)
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{
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if (mVBuf == nullptr)
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if (!GetVertexBuffer(renderer))
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{
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LoadGeometry();
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@ -251,9 +251,11 @@ void FMD3Model::BuildVertexBuffer(FModelRenderer *renderer)
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ibufsize += 3 * surf->numTriangles;
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}
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mVBuf = renderer->CreateVertexBuffer(true, numFrames == 1);
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FModelVertex *vertptr = mVBuf->LockVertexBuffer(vbufsize);
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unsigned int *indxptr = mVBuf->LockIndexBuffer(ibufsize);
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auto vbuf = renderer->CreateVertexBuffer(true, numFrames == 1);
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SetVertexBuffer(renderer, vbuf);
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FModelVertex *vertptr = vbuf->LockVertexBuffer(vbufsize);
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unsigned int *indxptr = vbuf->LockIndexBuffer(ibufsize);
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assert(vertptr != nullptr && indxptr != nullptr);
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@ -285,8 +287,8 @@ void FMD3Model::BuildVertexBuffer(FModelRenderer *renderer)
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}
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surf->UnloadGeometry();
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}
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mVBuf->UnlockVertexBuffer();
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mVBuf->UnlockIndexBuffer();
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vbuf->UnlockVertexBuffer();
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vbuf->UnlockIndexBuffer();
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}
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}
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@ -365,7 +367,7 @@ void FMD3Model::RenderFrame(FModelRenderer *renderer, FTexture * skin, int frame
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}
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renderer->SetMaterial(surfaceSkin, false, translation);
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mVBuf->SetupFrame(renderer, surf->vindex + frameno * surf->numVertices, surf->vindex + frameno2 * surf->numVertices, surf->numVertices);
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GetVertexBuffer(renderer)->SetupFrame(renderer, surf->vindex + frameno * surf->numVertices, surf->vindex + frameno2 * surf->numVertices, surf->numVertices);
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renderer->DrawElements(surf->numTriangles * 3, surf->iindex * sizeof(unsigned int));
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}
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renderer->SetInterpolation(0.f);
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@ -198,7 +198,7 @@ void FUE1Model::RenderFrame( FModelRenderer *renderer, FTexture *skin, int frame
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}
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}
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renderer->SetMaterial(sskin,false,translation);
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mVBuf->SetupFrame(renderer,vofs+frame*fsize,vofs+frame2*fsize,vsize);
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GetVertexBuffer(renderer)->SetupFrame(renderer,vofs+frame*fsize,vofs+frame2*fsize,vsize);
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renderer->DrawArrays(0,vsize);
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vofs += vsize;
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}
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@ -207,14 +207,15 @@ void FUE1Model::RenderFrame( FModelRenderer *renderer, FTexture *skin, int frame
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void FUE1Model::BuildVertexBuffer( FModelRenderer *renderer )
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{
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if ( mVBuf != NULL )
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if (GetVertexBuffer(renderer))
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return;
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int vsize = 0;
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for ( int i=0; i<numGroups; i++ )
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vsize += groups[i].numPolys*3;
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vsize *= numFrames;
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mVBuf = renderer->CreateVertexBuffer(false,numFrames==1);
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FModelVertex *vptr = mVBuf->LockVertexBuffer(vsize);
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auto vbuf = renderer->CreateVertexBuffer(false,numFrames==1);
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SetVertexBuffer(renderer, vbuf);
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FModelVertex *vptr = vbuf->LockVertexBuffer(vsize);
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int vidx = 0;
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for ( int i=0; i<numFrames; i++ )
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{
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@ -233,7 +234,7 @@ void FUE1Model::BuildVertexBuffer( FModelRenderer *renderer )
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}
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}
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}
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mVBuf->UnlockVertexBuffer();
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vbuf->UnlockVertexBuffer();
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}
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void FUE1Model::AddSkins( uint8_t *hitlist )
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@ -321,19 +321,21 @@ void FVoxelModel::Initialize()
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void FVoxelModel::BuildVertexBuffer(FModelRenderer *renderer)
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{
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if (mVBuf == NULL)
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if (!GetVertexBuffer(renderer))
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{
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Initialize();
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mVBuf = renderer->CreateVertexBuffer(true, true);
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FModelVertex *vertptr = mVBuf->LockVertexBuffer(mVertices.Size());
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unsigned int *indxptr = mVBuf->LockIndexBuffer(mIndices.Size());
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auto vbuf = renderer->CreateVertexBuffer(true, true);
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SetVertexBuffer(renderer, vbuf);
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FModelVertex *vertptr = vbuf->LockVertexBuffer(mVertices.Size());
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unsigned int *indxptr = vbuf->LockIndexBuffer(mIndices.Size());
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memcpy(vertptr, &mVertices[0], sizeof(FModelVertex)* mVertices.Size());
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memcpy(indxptr, &mIndices[0], sizeof(unsigned int)* mIndices.Size());
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mVBuf->UnlockVertexBuffer();
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mVBuf->UnlockIndexBuffer();
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vbuf->UnlockVertexBuffer();
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vbuf->UnlockIndexBuffer();
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mNumIndices = mIndices.Size();
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// delete our temporary buffers
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@ -398,7 +400,7 @@ float FVoxelModel::getAspectFactor()
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void FVoxelModel::RenderFrame(FModelRenderer *renderer, FTexture * skin, int frame, int frame2, double inter, int translation)
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{
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renderer->SetMaterial(skin, true, translation);
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mVBuf->SetupFrame(renderer, 0, 0, 0);
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GetVertexBuffer(renderer)->SetupFrame(renderer, 0, 0, 0);
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renderer->DrawElements(mNumIndices, 0);
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}
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