- took the game dependent model render functions out of the FModelRenderer class.

This makes FModelRenderer game independent - the 3 functions in question may just be global functions instead.
This commit is contained in:
Christoph Oelckers 2020-04-27 00:25:53 +02:00
commit 8ea0a0c5f8
5 changed files with 23 additions and 17 deletions

View file

@ -57,7 +57,10 @@ extern TDeletingArray<FVoxelDef *> VoxelDefs;
TDeletingArray<FModel*> Models;
void FModelRenderer::RenderModel(float x, float y, float z, FSpriteModelFrame *smf, AActor *actor, double ticFrac)
void RenderFrameModels(FModelRenderer* renderer, FLevelLocals* Level, const FSpriteModelFrame* smf, const FState* curState, const int curTics, const PClass* ti, int translation);
void RenderModel(FModelRenderer *renderer, float x, float y, float z, FSpriteModelFrame *smf, AActor *actor, double ticFrac)
{
// Setup transformation.
@ -174,12 +177,12 @@ void FModelRenderer::RenderModel(float x, float y, float z, FSpriteModelFrame *s
float orientation = scaleFactorX * scaleFactorY * scaleFactorZ;
BeginDrawModel(actor->RenderStyle, smf, objectToWorldMatrix, orientation < 0);
RenderFrameModels(actor->Level, smf, actor->state, actor->tics, actor->GetClass(), translation);
EndDrawModel(actor->RenderStyle, smf);
renderer->BeginDrawModel(actor->RenderStyle, smf, objectToWorldMatrix, orientation < 0);
RenderFrameModels(renderer, actor->Level, smf, actor->state, actor->tics, actor->GetClass(), translation);
renderer->EndDrawModel(actor->RenderStyle, smf);
}
void FModelRenderer::RenderHUDModel(DPSprite *psp, float ofsX, float ofsY)
void RenderHUDModel(FModelRenderer *renderer, DPSprite *psp, float ofsX, float ofsY)
{
AActor * playermo = players[consoleplayer].camera;
FSpriteModelFrame *smf = FindModelFrame(playermo->player->ReadyWeapon->GetClass(), psp->GetSprite(), psp->GetFrame(), false);
@ -190,7 +193,7 @@ void FModelRenderer::RenderHUDModel(DPSprite *psp, float ofsX, float ofsY)
// The model position and orientation has to be drawn independently from the position of the player,
// but we need to position it correctly in the world for light to work properly.
VSMatrix objectToWorldMatrix = GetViewToWorldMatrix();
VSMatrix objectToWorldMatrix = renderer->GetViewToWorldMatrix();
// Scaling model (y scale for a sprite means height, i.e. z in the world!).
objectToWorldMatrix.scale(smf->xscale, smf->zscale, smf->yscale);
@ -212,12 +215,12 @@ void FModelRenderer::RenderHUDModel(DPSprite *psp, float ofsX, float ofsY)
float orientation = smf->xscale * smf->yscale * smf->zscale;
BeginDrawHUDModel(playermo->RenderStyle, objectToWorldMatrix, orientation < 0);
RenderFrameModels(playermo->Level, smf, psp->GetState(), psp->GetTics(), playermo->player->ReadyWeapon->GetClass(), psp->Flags & PSPF_PLAYERTRANSLATED ? psp->Owner->mo->Translation : 0);
EndDrawHUDModel(playermo->RenderStyle);
renderer->BeginDrawHUDModel(playermo->RenderStyle, objectToWorldMatrix, orientation < 0);
RenderFrameModels(renderer, playermo->Level, smf, psp->GetState(), psp->GetTics(), playermo->player->ReadyWeapon->GetClass(), psp->Flags & PSPF_PLAYERTRANSLATED ? psp->Owner->mo->Translation : 0);
renderer->EndDrawHUDModel(playermo->RenderStyle);
}
void FModelRenderer::RenderFrameModels(FLevelLocals *Level, const FSpriteModelFrame *smf, const FState *curState, const int curTics, const PClass *ti, int translation)
void RenderFrameModels(FModelRenderer *renderer, FLevelLocals *Level, const FSpriteModelFrame *smf, const FState *curState, const int curTics, const PClass *ti, int translation)
{
// [BB] Frame interpolation: Find the FSpriteModelFrame smfNext which follows after smf in the animation
// and the scalar value inter ( element of [0,1) ), both necessary to determine the interpolated frame.
@ -271,14 +274,14 @@ void FModelRenderer::RenderFrameModels(FLevelLocals *Level, const FSpriteModelFr
{
FModel * mdl = Models[smf->modelIDs[i]];
auto tex = smf->skinIDs[i].isValid() ? TexMan.GetGameTexture(smf->skinIDs[i], true) : nullptr;
mdl->BuildVertexBuffer(this);
mdl->BuildVertexBuffer(renderer);
mdl->PushSpriteMDLFrame(smf, i);
if (smfNext && smf->modelframes[i] != smfNext->modelframes[i])
mdl->RenderFrame(this, tex, smf->modelframes[i], smfNext->modelframes[i], inter, translation);
mdl->RenderFrame(renderer, tex, smf->modelframes[i], smfNext->modelframes[i], inter, translation);
else
mdl->RenderFrame(this, tex, smf->modelframes[i], smf->modelframes[i], 0.f, translation);
mdl->RenderFrame(renderer, tex, smf->modelframes[i], smf->modelframes[i], 0.f, translation);
}
}
}