allow modeldef flags to be overriden
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parent
d789676b26
commit
98e6330eaa
11 changed files with 156 additions and 46 deletions
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@ -53,7 +53,7 @@ VSMatrix FHWModelRenderer::GetViewToWorldMatrix()
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return objectToWorldMatrix;
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}
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void FHWModelRenderer::BeginDrawModel(FRenderStyle style, FSpriteModelFrame *smf, const VSMatrix &objectToWorldMatrix, bool mirrored)
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void FHWModelRenderer::BeginDrawModel(FRenderStyle style, int smf_flags, const VSMatrix &objectToWorldMatrix, bool mirrored)
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{
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state.SetDepthFunc(DF_LEqual);
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state.EnableTexture(true);
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@ -61,7 +61,7 @@ void FHWModelRenderer::BeginDrawModel(FRenderStyle style, FSpriteModelFrame *smf
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// This solves a few of the problems caused by the lack of depth sorting.
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// [Nash] Don't do back face culling if explicitly specified in MODELDEF
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// TO-DO: Implement proper depth sorting.
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if ((smf->flags & MDL_FORCECULLBACKFACES) || (!(style == DefaultRenderStyle()) && !(smf->flags & MDL_DONTCULLBACKFACES)))
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if ((smf_flags & MDL_FORCECULLBACKFACES) || (!(style == DefaultRenderStyle()) && !(smf_flags & MDL_DONTCULLBACKFACES)))
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{
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state.SetCulling((mirrored ^ portalState.isMirrored()) ? Cull_CCW : Cull_CW);
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}
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@ -70,16 +70,16 @@ void FHWModelRenderer::BeginDrawModel(FRenderStyle style, FSpriteModelFrame *smf
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state.EnableModelMatrix(true);
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}
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void FHWModelRenderer::EndDrawModel(FRenderStyle style, FSpriteModelFrame *smf)
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void FHWModelRenderer::EndDrawModel(FRenderStyle style, int smf_flags)
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{
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state.SetBoneIndexBase(-1);
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state.EnableModelMatrix(false);
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state.SetDepthFunc(DF_Less);
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if ((smf->flags & MDL_FORCECULLBACKFACES) || (!(style == DefaultRenderStyle()) && !(smf->flags & MDL_DONTCULLBACKFACES)))
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if ((smf_flags & MDL_FORCECULLBACKFACES) || (!(style == DefaultRenderStyle()) && !(smf_flags & MDL_DONTCULLBACKFACES)))
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state.SetCulling(Cull_None);
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}
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void FHWModelRenderer::BeginDrawHUDModel(FRenderStyle style, const VSMatrix &objectToWorldMatrix, bool mirrored, FSpriteModelFrame *smf)
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void FHWModelRenderer::BeginDrawHUDModel(FRenderStyle style, const VSMatrix &objectToWorldMatrix, bool mirrored, int smf_flags)
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{
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state.SetDepthFunc(DF_LEqual);
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state.SetDepthClamp(true);
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@ -87,7 +87,7 @@ void FHWModelRenderer::BeginDrawHUDModel(FRenderStyle style, const VSMatrix &obj
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// [BB] In case the model should be rendered translucent, do back face culling.
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// This solves a few of the problems caused by the lack of depth sorting.
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// TO-DO: Implement proper depth sorting.
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if (!(style == DefaultRenderStyle()) || (smf->flags & MDL_FORCECULLBACKFACES))
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if (!(style == DefaultRenderStyle()) || (smf_flags & MDL_FORCECULLBACKFACES))
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{
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state.SetCulling((mirrored ^ portalState.isMirrored()) ? Cull_CW : Cull_CCW);
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}
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@ -96,13 +96,13 @@ void FHWModelRenderer::BeginDrawHUDModel(FRenderStyle style, const VSMatrix &obj
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state.EnableModelMatrix(true);
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}
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void FHWModelRenderer::EndDrawHUDModel(FRenderStyle style, FSpriteModelFrame *smf)
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void FHWModelRenderer::EndDrawHUDModel(FRenderStyle style, int smf_flags)
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{
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state.SetBoneIndexBase(-1);
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state.EnableModelMatrix(false);
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state.SetDepthFunc(DF_Less);
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if (!(style == DefaultRenderStyle()) || (smf->flags & MDL_FORCECULLBACKFACES))
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if (!(style == DefaultRenderStyle()) || (smf_flags & MDL_FORCECULLBACKFACES))
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state.SetCulling(Cull_None);
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}
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