Rewrite changed model rendering code, and change how model skins are handled

This commit is contained in:
Ricardo Luís Vaz Silva 2023-05-27 18:40:04 -03:00 committed by Rachael Alexanderson
commit 61d68eb2d6
5 changed files with 144 additions and 92 deletions

View file

@ -299,12 +299,12 @@ void RenderFrameModels(FModelRenderer *renderer, FLevelLocals *Level, const FSpr
}
}
int modelsamount = smf->modelsAmount;
unsigned modelsamount = smf->modelsAmount;
//[SM] - if we added any models for the frame to also render, then we also need to update modelsAmount for this smf
if (actor->modelData != nullptr)
{
if (actor->modelData->modelIDs.Size() > (unsigned)modelsamount)
modelsamount = actor->modelData->modelIDs.Size();
if (actor->modelData->models.Size() > modelsamount)
modelsamount = actor->modelData->models.Size();
}
TArray<FTextureID> surfaceskinids;
@ -313,81 +313,108 @@ void RenderFrameModels(FModelRenderer *renderer, FLevelLocals *Level, const FSpr
int boneStartingPosition = 0;
bool evaluatedSingle = false;
for (int i = 0; i < modelsamount; i++)
for (unsigned i = 0; i < modelsamount; i++)
{
int modelid = -1;
int animationid = -1;
int modelframe = -1;
int modelframenext = -1;
FTextureID skinid; skinid.SetInvalid();
FTextureID skinid; skinid.SetNull();
surfaceskinids.Clear();
if (actor->modelData != nullptr)
{
if (i < (int)actor->modelData->modelIDs.Size())
modelid = actor->modelData->modelIDs[i];
//modelID
if (actor->modelData->models.Size() > i && actor->modelData->models[i].modelID >= 0)
{
modelid = actor->modelData->models[i].modelID;
}
else if(smf->modelsAmount > i)
{
modelid = smf->modelIDs[i];
}
if (i < (int)actor->modelData->animationIDs.Size())
//animationID
if (actor->modelData->animationIDs.Size() > i && actor->modelData->animationIDs[i] >= 0)
{
animationid = actor->modelData->animationIDs[i];
if (i < (int)actor->modelData->modelFrameGenerators.Size())
{
//[SM] - We will use this little snippet to allow a modder to specify a model index to clone. It's also pointless to clone something that clones something else in this case. And causes me headaches.
if (actor->modelData->modelFrameGenerators[i] >= 0 && actor->modelData->modelFrameGenerators[i] <= modelsamount && smf->modelframes[actor->modelData->modelFrameGenerators[i]] != -1)
{
modelframe = smf->modelframes[actor->modelData->modelFrameGenerators[i]];
if (smfNext) modelframenext = smfNext->modelframes[actor->modelData->modelFrameGenerators[i]];
}
}
if (i < (int)actor->modelData->skinIDs.Size())
else if(smf->modelsAmount > i)
{
if (actor->modelData->skinIDs[i].isValid())
skinid = actor->modelData->skinIDs[i];
animationid = smf->animationIDs[i];
}
unsigned sz1 = smf->surfaceskinIDs.Size();
unsigned sz2 = actor->modelData->surfaceSkinIDs.Size();
unsigned end = (i + 1) * MD3_MAX_SURFACES;
//modelFrame
if (actor->modelData->modelFrameGenerators.Size() > i
&& actor->modelData->modelFrameGenerators[i] >= 0
&& actor->modelData->modelFrameGenerators[i] < modelsamount
&& smf->modelframes[actor->modelData->modelFrameGenerators[i]] >= 0
) {
modelframe = smf->modelframes[actor->modelData->modelFrameGenerators[i]];
if(actor->modelData->surfaceSkinIDs.Size() > 0)
{
long last_ok = -1;
surfaceskinids.Resize(actor->modelData->surfaceSkinIDs.Size());
for (unsigned surface = i * MD3_MAX_SURFACES; surface < end; surface++)
if (smfNext)
{
if (surface >= sz2) break;
if (actor->modelData->surfaceSkinIDs[surface].isValid())
if(smfNext->modelframes[actor->modelData->modelFrameGenerators[i]] >= 0)
{
surfaceskinids[surface] = actor->modelData->surfaceSkinIDs[surface];
last_ok = surface;
}
else if(surface < sz1)
{
surfaceskinids[surface] = smf->surfaceskinIDs[surface];
modelframenext = smfNext->modelframes[actor->modelData->modelFrameGenerators[i]];
}
else
{
surfaceskinids[surface].SetInvalid();
modelframenext = smfNext->modelframes[i];
}
}
if(last_ok >= 0)
}
else if(smf->modelsAmount > i)
{
modelframe = smf->modelframes[i];
if (smfNext) modelframenext = smfNext->modelframes[i];
}
//skinID
if (actor->modelData->skinIDs.Size() > i && actor->modelData->skinIDs[i].isValid())
{
skinid = actor->modelData->skinIDs[i];
}
else if(smf->modelsAmount > i)
{
skinid = smf->skinIDs[i];
}
//surfaceSkinIDs
if(actor->modelData->models.Size() > i && actor->modelData->models[i].surfaceSkinIDs.Size() > 0)
{
unsigned sz1 = smf->surfaceskinIDs.Size();
unsigned sz2 = actor->modelData->models[i].surfaceSkinIDs.Size();
unsigned start = i * MD3_MAX_SURFACES;
surfaceskinids = actor->modelData->models[i].surfaceSkinIDs;
surfaceskinids.Resize(MD3_MAX_SURFACES);
for (unsigned surface = 0; surface < MD3_MAX_SURFACES; surface++)
{
surfaceskinids.Resize(max(last_ok + 1, (long)sz1)); // clear out
}
else
{
surfaceskinids.Clear();
if (sz2 > surface && (actor->modelData->models[i].surfaceSkinIDs[surface].isValid()))
{
continue;
}
if((surface + start) < sz1)
{
surfaceskinids[surface] = smf->surfaceskinIDs[surface + start];
}
else
{
surfaceskinids[surface].SetNull();
}
}
}
}
if (i < smf->modelsAmount)
else
{
if (modelid == -1) modelid = smf->modelIDs[i];
if (animationid == -1) animationid = smf->animationIDs[i];
if (modelframe == -1) modelframe = smf->modelframes[i];
if (modelframenext == -1 && smfNext) modelframenext = smfNext->modelframes[i];
if (!skinid.isValid()) skinid = smf->skinIDs[i];
modelid = smf->modelIDs[i];
animationid = smf->animationIDs[i];
modelframe = smf->modelframes[i];
if (smfNext) modelframenext = smfNext->modelframes[i];
skinid = smf->skinIDs[i];
}
if (modelid >= 0)
@ -396,8 +423,9 @@ void RenderFrameModels(FModelRenderer *renderer, FLevelLocals *Level, const FSpr
auto tex = skinid.isValid() ? TexMan.GetGameTexture(skinid, true) : nullptr;
mdl->BuildVertexBuffer(renderer);
auto& ssids = surfaceskinids.Size() > 0 ? surfaceskinids : smf->surfaceskinIDs;
auto ssidp = (unsigned)(i * MD3_MAX_SURFACES) < ssids.Size() ? &ssids[i * MD3_MAX_SURFACES] : nullptr;
auto ssidp = surfaceskinids.Size() > 0
? surfaceskinids.Data()
: (((i * MD3_MAX_SURFACES) < smf->surfaceskinIDs.Size()) ? &smf->surfaceskinIDs[i * MD3_MAX_SURFACES] : nullptr);
bool nextFrame = smfNext && modelframe != modelframenext;