- started cleanup of model code.
* refactored FBoundingBox so that the game dependent members are global functions now. * changed some methods of the model renderer to take a render style parameter instead of a full actor.
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30 changed files with 179 additions and 168 deletions
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@ -43,6 +43,7 @@
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#include "r_data/models/models_obj.h"
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#include "i_time.h"
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#include "texturemanager.h"
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#include "modelrenderer.h"
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#ifdef _MSC_VER
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#pragma warning(disable:4244) // warning C4244: conversion from 'double' to 'float', possible loss of data
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@ -168,14 +169,14 @@ void FModelRenderer::RenderModel(float x, float y, float z, FSpriteModelFrame *s
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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(actor->Level) : 1.f) / actor->Level->info->pixelstretch;
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float stretch = (smf->modelIDs[0] != -1 ? Models[smf->modelIDs[0]]->getAspectFactor(actor->Level->info->pixelstretch) : 1.f) / actor->Level->info->pixelstretch;
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objectToWorldMatrix.scale(1, stretch, 1);
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float orientation = scaleFactorX * scaleFactorY * scaleFactorZ;
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BeginDrawModel(actor, smf, objectToWorldMatrix, orientation < 0);
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BeginDrawModel(actor->RenderStyle, smf, objectToWorldMatrix, orientation < 0);
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RenderFrameModels(actor->Level, smf, actor->state, actor->tics, actor->GetClass(), translation);
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EndDrawModel(actor, smf);
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EndDrawModel(actor->RenderStyle, smf);
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}
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void FModelRenderer::RenderHUDModel(DPSprite *psp, float ofsX, float ofsY)
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@ -211,9 +212,9 @@ void FModelRenderer::RenderHUDModel(DPSprite *psp, float ofsX, float ofsY)
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float orientation = smf->xscale * smf->yscale * smf->zscale;
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BeginDrawHUDModel(playermo, objectToWorldMatrix, orientation < 0);
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BeginDrawHUDModel(playermo->RenderStyle, objectToWorldMatrix, orientation < 0);
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RenderFrameModels(playermo->Level, smf, psp->GetState(), psp->GetTics(), playermo->player->ReadyWeapon->GetClass(), psp->Flags & PSPF_PLAYERTRANSLATED ? psp->Owner->mo->Translation : 0);
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EndDrawHUDModel(playermo);
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EndDrawHUDModel(playermo->RenderStyle);
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}
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void FModelRenderer::RenderFrameModels(FLevelLocals *Level, const FSpriteModelFrame *smf, const FState *curState, const int curTics, const PClass *ti, int translation)
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