// //--------------------------------------------------------------------------- // // Copyright(C) 2005-2016 Christoph Oelckers // All rights reserved. // // This program is free software: you can redistribute it and/or modify // it under the terms of the GNU Lesser General Public License as published by // the Free Software Foundation, either version 3 of the License, or // (at your option) any later version. // // This program is distributed in the hope that it will be useful, // but WITHOUT ANY WARRANTY; without even the implied warranty of // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the // GNU Lesser General Public License for more details. // // You should have received a copy of the GNU Lesser General Public License // along with this program. If not, see http://www.gnu.org/licenses/ // //-------------------------------------------------------------------------- // /* ** gl_models.cpp ** ** hardware renderer model handling code ** **/ #include "filesystem.h" #include "g_game.h" #include "doomstat.h" #include "g_level.h" #include "r_state.h" #include "d_player.h" #include "g_levellocals.h" #include "i_time.h" #include "cmdlib.h" #include "hw_material.h" #include "hwrenderer/data/buffers.h" #include "flatvertices.h" #include "hwrenderer/scene/hw_drawinfo.h" #include "hw_renderstate.h" #include "hwrenderer/scene/hw_portal.h" #include "hw_bonebuffer.h" #include "hw_models.h" CVAR(Bool, gl_light_models, true, CVAR_ARCHIVE) VSMatrix FHWModelRenderer::GetViewToWorldMatrix() { VSMatrix objectToWorldMatrix; di->VPUniforms.mViewMatrix.inverseMatrix(objectToWorldMatrix); return objectToWorldMatrix; } void FHWModelRenderer::BeginDrawModel(FRenderStyle style, FSpriteModelFrame *smf, const VSMatrix &objectToWorldMatrix, bool mirrored) { state.SetDepthFunc(DF_LEqual); state.EnableTexture(true); // [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. // [Nash] Don't do back face culling if explicitly specified in MODELDEF // TO-DO: Implement proper depth sorting. if (!(style == DefaultRenderStyle()) && !(smf->flags & MDL_DONTCULLBACKFACES)) { state.SetCulling((mirrored ^ portalState.isMirrored()) ? Cull_CCW : Cull_CW); } state.mModelMatrix = objectToWorldMatrix; state.EnableModelMatrix(true); } void FHWModelRenderer::EndDrawModel(FRenderStyle style, FSpriteModelFrame *smf) { state.SetBoneIndexBase(-1); state.EnableModelMatrix(false); state.SetDepthFunc(DF_Less); if (!(style == DefaultRenderStyle()) && !(smf->flags & MDL_DONTCULLBACKFACES)) state.SetCulling(Cull_None); } void FHWModelRenderer::BeginDrawHUDModel(FRenderStyle style, const VSMatrix &objectToWorldMatrix, bool mirrored) { state.SetDepthFunc(DF_LEqual); state.SetDepthClamp(true); // [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())) { state.SetCulling((mirrored ^ portalState.isMirrored()) ? Cull_CW : Cull_CCW); } state.mModelMatrix = objectToWorldMatrix; state.EnableModelMatrix(true); } void FHWModelRenderer::EndDrawHUDModel(FRenderStyle style) { state.SetBoneIndexBase(-1); state.EnableModelMatrix(false); state.SetDepthFunc(DF_Less); if (!(style == DefaultRenderStyle())) state.SetCulling(Cull_None); } IModelVertexBuffer *FHWModelRenderer::CreateVertexBuffer(bool needindex, bool singleframe) { return new FModelVertexBuffer(needindex, singleframe); } void FHWModelRenderer::SetInterpolation(double inter) { state.SetInterpolationFactor((float)inter); } void FHWModelRenderer::SetMaterial(FGameTexture *skin, bool clampNoFilter, int translation) { state.SetMaterial(skin, UF_Skin, 0, clampNoFilter ? CLAMP_NOFILTER : CLAMP_NONE, translation, -1); state.SetLightIndex(modellightindex); } void FHWModelRenderer::DrawArrays(int start, int count) { state.Draw(DT_Triangles, start, count); } void FHWModelRenderer::DrawElements(int numIndices, size_t offset) { state.DrawIndexed(DT_Triangles, int(offset / sizeof(unsigned int)), numIndices); } //=========================================================================== // // // //=========================================================================== int FHWModelRenderer::SetupFrame(FModel *model, unsigned int frame1, unsigned int frame2, unsigned int size, const TArray& bones, int boneStartIndex) { auto mdbuff = static_cast(model->GetVertexBuffer(GetType())); screen->mBones->Map(); boneIndexBase = boneStartIndex >= 0 ? boneStartIndex : screen->mBones->UploadBones(bones); screen->mBones->Unmap(); state.SetBoneIndexBase(boneIndexBase); if (mdbuff) { state.SetVertexBuffer(mdbuff->vertexBuffer(), frame1, frame2); if (mdbuff->indexBuffer()) state.SetIndexBuffer(mdbuff->indexBuffer()); } return boneIndexBase; }