allow modeldef flags to be overriden

This commit is contained in:
Ricardo Luís Vaz Silva 2024-01-05 09:46:15 -03:00 committed by Rachael Alexanderson
commit 98e6330eaa
11 changed files with 156 additions and 46 deletions

View file

@ -53,7 +53,7 @@ VSMatrix FHWModelRenderer::GetViewToWorldMatrix()
return objectToWorldMatrix;
}
void FHWModelRenderer::BeginDrawModel(FRenderStyle style, FSpriteModelFrame *smf, const VSMatrix &objectToWorldMatrix, bool mirrored)
void FHWModelRenderer::BeginDrawModel(FRenderStyle style, int smf_flags, const VSMatrix &objectToWorldMatrix, bool mirrored)
{
state.SetDepthFunc(DF_LEqual);
state.EnableTexture(true);
@ -61,7 +61,7 @@ void FHWModelRenderer::BeginDrawModel(FRenderStyle style, FSpriteModelFrame *smf
// This solves a few of the problems caused by the lack of depth sorting.
// [Nash] Don't do back face culling if explicitly specified in MODELDEF
// TO-DO: Implement proper depth sorting.
if ((smf->flags & MDL_FORCECULLBACKFACES) || (!(style == DefaultRenderStyle()) && !(smf->flags & MDL_DONTCULLBACKFACES)))
if ((smf_flags & MDL_FORCECULLBACKFACES) || (!(style == DefaultRenderStyle()) && !(smf_flags & MDL_DONTCULLBACKFACES)))
{
state.SetCulling((mirrored ^ portalState.isMirrored()) ? Cull_CCW : Cull_CW);
}
@ -70,16 +70,16 @@ void FHWModelRenderer::BeginDrawModel(FRenderStyle style, FSpriteModelFrame *smf
state.EnableModelMatrix(true);
}
void FHWModelRenderer::EndDrawModel(FRenderStyle style, FSpriteModelFrame *smf)
void FHWModelRenderer::EndDrawModel(FRenderStyle style, int smf_flags)
{
state.SetBoneIndexBase(-1);
state.EnableModelMatrix(false);
state.SetDepthFunc(DF_Less);
if ((smf->flags & MDL_FORCECULLBACKFACES) || (!(style == DefaultRenderStyle()) && !(smf->flags & MDL_DONTCULLBACKFACES)))
if ((smf_flags & MDL_FORCECULLBACKFACES) || (!(style == DefaultRenderStyle()) && !(smf_flags & MDL_DONTCULLBACKFACES)))
state.SetCulling(Cull_None);
}
void FHWModelRenderer::BeginDrawHUDModel(FRenderStyle style, const VSMatrix &objectToWorldMatrix, bool mirrored, FSpriteModelFrame *smf)
void FHWModelRenderer::BeginDrawHUDModel(FRenderStyle style, const VSMatrix &objectToWorldMatrix, bool mirrored, int smf_flags)
{
state.SetDepthFunc(DF_LEqual);
state.SetDepthClamp(true);
@ -87,7 +87,7 @@ void FHWModelRenderer::BeginDrawHUDModel(FRenderStyle style, const VSMatrix &obj
// [BB] In case the model should be rendered translucent, do back face culling.
// This solves a few of the problems caused by the lack of depth sorting.
// TO-DO: Implement proper depth sorting.
if (!(style == DefaultRenderStyle()) || (smf->flags & MDL_FORCECULLBACKFACES))
if (!(style == DefaultRenderStyle()) || (smf_flags & MDL_FORCECULLBACKFACES))
{
state.SetCulling((mirrored ^ portalState.isMirrored()) ? Cull_CW : Cull_CCW);
}
@ -96,13 +96,13 @@ void FHWModelRenderer::BeginDrawHUDModel(FRenderStyle style, const VSMatrix &obj
state.EnableModelMatrix(true);
}
void FHWModelRenderer::EndDrawHUDModel(FRenderStyle style, FSpriteModelFrame *smf)
void FHWModelRenderer::EndDrawHUDModel(FRenderStyle style, int smf_flags)
{
state.SetBoneIndexBase(-1);
state.EnableModelMatrix(false);
state.SetDepthFunc(DF_Less);
if (!(style == DefaultRenderStyle()) || (smf->flags & MDL_FORCECULLBACKFACES))
if (!(style == DefaultRenderStyle()) || (smf_flags & MDL_FORCECULLBACKFACES))
state.SetCulling(Cull_None);
}

View file

@ -46,12 +46,12 @@ public:
FHWModelRenderer(HWDrawInfo *d, FRenderState &st, int mli) : modellightindex(mli), di(d), state(st)
{}
ModelRendererType GetType() const override { return GLModelRendererType; }
void BeginDrawModel(FRenderStyle style, FSpriteModelFrame *smf, const VSMatrix &objectToWorldMatrix, bool mirrored) override;
void EndDrawModel(FRenderStyle style, FSpriteModelFrame *smf) override;
void BeginDrawModel(FRenderStyle style, int smf_flags, const VSMatrix &objectToWorldMatrix, bool mirrored) override;
void EndDrawModel(FRenderStyle style, int smf_flags) override;
IModelVertexBuffer *CreateVertexBuffer(bool needindex, bool singleframe) override;
VSMatrix GetViewToWorldMatrix() override;
void BeginDrawHUDModel(FRenderStyle style, const VSMatrix &objectToWorldMatrix, bool mirrored, FSpriteModelFrame *smf) override;
void EndDrawHUDModel(FRenderStyle style, FSpriteModelFrame *smf) override;
void BeginDrawHUDModel(FRenderStyle style, const VSMatrix &objectToWorldMatrix, bool mirrored, int smf_flags) override;
void EndDrawHUDModel(FRenderStyle style, int smf_flags) override;
void SetInterpolation(double interpolation) override;
void SetMaterial(FGameTexture *skin, bool clampNoFilter, FTranslationID translation) override;
void DrawArrays(int start, int count) override;

View file

@ -365,6 +365,7 @@ public:
PalEntry ThingColor; // thing's own color
FColormap Colormap;
FSpriteModelFrame * modelframe;
int modelframeflags;
FRenderStyle RenderStyle;
int OverrideShader;

View file

@ -507,7 +507,7 @@ bool HWSprite::CalculateVertices(HWDrawInfo *di, FVector3 *v, DVector3 *vp)
inline void HWSprite::PutSprite(HWDrawInfo *di, bool translucent)
{
// That's a lot of checks...
if (modelframe && !modelframe->isVoxel && !(modelframe->flags & MDL_NOPERPIXELLIGHTING) && RenderStyle.BlendOp != STYLEOP_Shadow && gl_light_sprites && di->Level->HasDynamicLights && !di->isFullbrightScene() && !fullbright)
if (modelframe && !modelframe->isVoxel && !(modelframeflags & MDL_NOPERPIXELLIGHTING) && RenderStyle.BlendOp != STYLEOP_Shadow && gl_light_sprites && di->Level->HasDynamicLights && !di->isFullbrightScene() && !fullbright)
{
hw_GetDynModelLight(actor, lightdata);
dynlightindex = screen->mLights->UploadLights(lightdata);
@ -797,6 +797,7 @@ void HWSprite::Process(HWDrawInfo *di, AActor* thing, sector_t * sector, area_t
}
modelframe = isPicnumOverride ? nullptr : FindModelFrame(thing, spritenum, thing->frame, !!(thing->flags & MF_DROPPED));
modelframeflags = modelframe ? modelframe->getFlags(thing->modelData) : 0;
// Too close to the camera. This doesn't look good if it is a sprite.
if (fabs(thingpos.X - vp.Pos.X) < 2 && fabs(thingpos.Y - vp.Pos.Y) < 2