Merge remote-tracking branch 'gzdoom/master'
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commit
3cc38c1d14
21 changed files with 242 additions and 88 deletions
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@ -54,7 +54,7 @@ VSMatrix FHWModelRenderer::GetViewToWorldMatrix()
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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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void FHWModelRenderer::BeginDrawModel(FRenderStyle style, int smf_flags, 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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@ -69,7 +69,7 @@ void FHWModelRenderer::BeginDrawModel(FRenderStyle style, FSpriteModelFrame *smf
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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 ((smf->flags & MDL_FORCECULLBACKFACES) || (!(style == DefaultRenderStyle()) && !(smf->flags & MDL_DONTCULLBACKFACES)))
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if ((smf_flags & MDL_FORCECULLBACKFACES) || (!(style == DefaultRenderStyle()) && !(smf_flags & MDL_DONTCULLBACKFACES)))
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{
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state.SetCulling((mirrored ^ di->drawctx->portalState.isMirrored()) ? Cull_CCW : Cull_CW);
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}
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@ -79,16 +79,16 @@ void FHWModelRenderer::BeginDrawModel(FRenderStyle style, FSpriteModelFrame *smf
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state.SetModelMatrix(objectToWorldMatrix, normalModelMatrix);
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}
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void FHWModelRenderer::EndDrawModel(FRenderStyle style, FSpriteModelFrame *smf)
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void FHWModelRenderer::EndDrawModel(FRenderStyle style, int smf_flags)
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{
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state.SetBoneIndexBase(-1);
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state.SetModelMatrix(VSMatrix::identity(), VSMatrix::identity());
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state.SetDepthFunc(DF_Less);
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if ((smf->flags & MDL_FORCECULLBACKFACES) || (!(style == DefaultRenderStyle()) && !(smf->flags & MDL_DONTCULLBACKFACES)))
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if ((smf_flags & MDL_FORCECULLBACKFACES) || (!(style == DefaultRenderStyle()) && !(smf_flags & MDL_DONTCULLBACKFACES)))
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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, FSpriteModelFrame *smf)
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void FHWModelRenderer::BeginDrawHUDModel(FRenderStyle style, const VSMatrix &objectToWorldMatrix, bool mirrored, int smf_flags)
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{
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state.SetDepthFunc(DF_LEqual);
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state.SetDepthClamp(true);
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@ -104,7 +104,7 @@ void FHWModelRenderer::BeginDrawHUDModel(FRenderStyle style, const VSMatrix &obj
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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 (!(style == DefaultRenderStyle()) || (smf->flags & MDL_FORCECULLBACKFACES))
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if (!(style == DefaultRenderStyle()) || (smf_flags & MDL_FORCECULLBACKFACES))
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{
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state.SetCulling((mirrored ^ di->drawctx->portalState.isMirrored()) ? Cull_CW : Cull_CCW);
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}
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@ -114,13 +114,13 @@ void FHWModelRenderer::BeginDrawHUDModel(FRenderStyle style, const VSMatrix &obj
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state.SetModelMatrix(objectToWorldMatrix, normalModelMatrix);
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}
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void FHWModelRenderer::EndDrawHUDModel(FRenderStyle style, FSpriteModelFrame *smf)
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void FHWModelRenderer::EndDrawHUDModel(FRenderStyle style, int smf_flags)
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{
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state.SetBoneIndexBase(-1);
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state.SetModelMatrix(VSMatrix::identity(), VSMatrix::identity());
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state.SetDepthFunc(DF_Less);
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if (!(style == DefaultRenderStyle()) || (smf->flags & MDL_FORCECULLBACKFACES))
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if (!(style == DefaultRenderStyle()) || (smf_flags & MDL_FORCECULLBACKFACES))
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state.SetCulling(Cull_None);
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}
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@ -46,12 +46,12 @@ public:
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FHWModelRenderer(HWDrawInfo *d, FRenderState &st, int mli) : modellightindex(mli), di(d), state(st)
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{}
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ModelRendererType GetType() const override { return GLModelRendererType; }
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void BeginDrawModel(FRenderStyle style, FSpriteModelFrame *smf, const VSMatrix &objectToWorldMatrix, bool mirrored) override;
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void EndDrawModel(FRenderStyle style, FSpriteModelFrame *smf) override;
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void BeginDrawModel(FRenderStyle style, int smf_flags, const VSMatrix &objectToWorldMatrix, bool mirrored) override;
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void EndDrawModel(FRenderStyle style, int smf_flags) override;
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IModelVertexBuffer *CreateVertexBuffer(bool needindex, bool singleframe) override;
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VSMatrix GetViewToWorldMatrix() override;
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void BeginDrawHUDModel(FRenderStyle style, const VSMatrix &objectToWorldMatrix, bool mirrored, FSpriteModelFrame *smf) override;
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void EndDrawHUDModel(FRenderStyle style, FSpriteModelFrame *smf) override;
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void BeginDrawHUDModel(FRenderStyle style, const VSMatrix &objectToWorldMatrix, bool mirrored, int smf_flags) override;
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void EndDrawHUDModel(FRenderStyle style, int smf_flags) override;
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void SetInterpolation(double interpolation) override;
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void SetMaterial(FGameTexture *skin, bool clampNoFilter, FTranslationID translation) override;
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void DrawArrays(int start, int count) override;
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@ -383,6 +383,7 @@ public:
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PalEntry ThingColor; // thing's own color
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FColormap Colormap;
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FSpriteModelFrame * modelframe;
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int modelframeflags;
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FRenderStyle RenderStyle;
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int OverrideShader;
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@ -478,7 +478,7 @@ bool HWSprite::CalculateVertices(HWDrawInfo *di, FVector3 *v, DVector3 *vp)
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FQuaternion quat = FQuaternion::FromAngles(FAngle::fromDeg(270) - di->Viewpoint.HWAngles.Yaw, di->Viewpoint.HWAngles.Pitch, FAngle::fromDeg(0));
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FVector3 sideVec = quat * FVector3(0, 1, 0);
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FVector3 upVec = quat * FVector3(0, 0, 1);
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FVector3 res = sideVec * -offx + upVec * offy;
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FVector3 res = sideVec * -offx + upVec * -offy;
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mat.Translate(res.X, res.Z, res.Y);
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}
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@ -558,7 +558,7 @@ bool HWSprite::CalculateVertices(HWDrawInfo *di, FVector3 *v, DVector3 *vp)
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inline void HWSprite::PutSprite(HWDrawInfo *di, FRenderState& state, bool translucent)
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{
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// That's a lot of checks...
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if (modelframe && !modelframe->isVoxel && !(modelframe->flags & MDL_NOPERPIXELLIGHTING) && RenderStyle.BlendOp != STYLEOP_Shadow && gl_light_sprites && di->Level->HasDynamicLights && !di->isFullbrightScene() && !fullbright)
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if (modelframe && !modelframe->isVoxel && !(modelframeflags & MDL_NOPERPIXELLIGHTING) && RenderStyle.BlendOp != STYLEOP_Shadow && gl_light_sprites && di->Level->HasDynamicLights && !di->isFullbrightScene() && !fullbright)
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{
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hw_GetDynModelLight(di->drawctx, actor, lightdata);
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dynlightindex = state.UploadLights(lightdata);
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@ -855,6 +855,7 @@ void HWSprite::Process(HWDrawInfo *di, FRenderState& state, AActor* thing, secto
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}
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modelframe = isPicnumOverride ? nullptr : FindModelFrame(thing, spritenum, thing->frame, !!(thing->flags & MF_DROPPED));
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modelframeflags = modelframe ? modelframe->getFlags(thing->modelData) : 0;
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// Too close to the camera. This doesn't look good if it is a sprite.
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if (fabs(thingpos.X - vp.Pos.X) < 2 && fabs(thingpos.Y - vp.Pos.Y) < 2
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