- Slightly improve how softpoly processes portals - Pass the vertex transform matrix via a command rather than being part of the drawer args - Improve zbuffer drawers in the software renderer - Misc model rendering fixes
84 lines
3.3 KiB
C++
84 lines
3.3 KiB
C++
/*
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** Polygon Doom software renderer
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** Copyright (c) 2016 Magnus Norddahl
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**
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** This software is provided 'as-is', without any express or implied
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** warranty. In no event will the authors be held liable for any damages
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** arising from the use of this software.
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**
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** Permission is granted to anyone to use this software for any purpose,
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** including commercial applications, and to alter it and redistribute it
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** freely, subject to the following restrictions:
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**
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** 1. The origin of this software must not be misrepresented; you must not
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** claim that you wrote the original software. If you use this software
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** in a product, an acknowledgment in the product documentation would be
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** appreciated but is not required.
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** 2. Altered source versions must be plainly marked as such, and must not be
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** misrepresented as being the original software.
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** 3. This notice may not be removed or altered from any source distribution.
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**
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*/
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#pragma once
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#include "polyrenderer/drawers/poly_triangle.h"
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#include "r_data/matrix.h"
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#include "r_data/models/models.h"
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void PolyRenderModel(PolyRenderThread *thread, const Mat4f &worldToClip, const PolyClipPlane &clipPlane, uint32_t stencilValue, float x, float y, float z, FSpriteModelFrame *smf, AActor *actor);
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void PolyRenderHUDModel(PolyRenderThread *thread, const Mat4f &worldToClip, const PolyClipPlane &clipPlane, uint32_t stencilValue, DPSprite *psp, float ofsx, float ofsy);
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class PolyModelRenderer : public FModelRenderer
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{
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public:
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PolyModelRenderer(PolyRenderThread *thread, const Mat4f &worldToClip, const PolyClipPlane &clipPlane, uint32_t stencilValue);
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void BeginDrawModel(AActor *actor, FSpriteModelFrame *smf, const VSMatrix &objectToWorldMatrix) override;
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void EndDrawModel(AActor *actor, FSpriteModelFrame *smf) override;
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IModelVertexBuffer *CreateVertexBuffer(bool needindex, bool singleframe) override;
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void SetVertexBuffer(IModelVertexBuffer *buffer) override;
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void ResetVertexBuffer() override;
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VSMatrix GetViewToWorldMatrix() override;
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void BeginDrawHUDModel(AActor *actor, const VSMatrix &objectToWorldMatrix) override;
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void EndDrawHUDModel(AActor *actor) override;
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void SetInterpolation(double interpolation) override;
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void SetMaterial(FTexture *skin, bool clampNoFilter, int translation) override;
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void DrawArrays(int start, int count) override;
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void DrawElements(int numIndices, size_t offset) override;
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double GetTimeFloat() override;
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void SetTransform();
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PolyRenderThread *Thread = nullptr;
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const Mat4f &WorldToClip;
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const PolyClipPlane &ClipPlane;
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uint32_t StencilValue = 0;
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AActor *ModelActor = nullptr;
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Mat4f ObjectToWorld;
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FTexture *SkinTexture = nullptr;
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unsigned int *IndexBuffer = nullptr;
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TriVertex *VertexBuffer = nullptr;
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float InterpolationFactor = 0.0;
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};
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class PolyModelVertexBuffer : public IModelVertexBuffer
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{
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public:
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PolyModelVertexBuffer(bool needindex, bool singleframe);
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~PolyModelVertexBuffer();
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FModelVertex *LockVertexBuffer(unsigned int size) override;
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void UnlockVertexBuffer() override;
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unsigned int *LockIndexBuffer(unsigned int size) override;
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void UnlockIndexBuffer() override;
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void SetupFrame(FModelRenderer *renderer, unsigned int frame1, unsigned int frame2, unsigned int size) override;
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private:
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int mIndexFrame[2];
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TArray<FModelVertex> mVertexBuffer;
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TArray<unsigned int> mIndexBuffer;
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};
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