- 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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@ -24,6 +24,7 @@
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#include "cmdlib.h"
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#include "r_data/models/models_ue1.h"
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#include "texturemanager.h"
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#include "modelrenderer.h"
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float unpackuvert( uint32_t n, int c )
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{
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@ -255,7 +256,7 @@ void FUE1Model::RenderFrame( FModelRenderer *renderer, FGameTexture *skin, int f
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void FUE1Model::BuildVertexBuffer( FModelRenderer *renderer )
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{
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if (GetVertexBuffer(renderer))
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if (GetVertexBuffer(renderer->GetType()))
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return;
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if ( !mDataLoaded )
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LoadGeometry();
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@ -264,7 +265,7 @@ void FUE1Model::BuildVertexBuffer( FModelRenderer *renderer )
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vsize += groups[i].numPolys*3;
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vsize *= numFrames;
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auto vbuf = renderer->CreateVertexBuffer(false,numFrames==1);
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SetVertexBuffer(renderer, vbuf);
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SetVertexBuffer(renderer->GetType(), 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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