vkdoom_m/src/rendering/hwrenderer/hw_models.cpp
2024-01-16 10:27:08 -05:00

155 lines
5 KiB
C++

//
//---------------------------------------------------------------------------
//
// 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, int smf_flags, 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 ((smf_flags & MDL_FORCECULLBACKFACES) || (!(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, int smf_flags)
{
state.SetBoneIndexBase(-1);
state.EnableModelMatrix(false);
state.SetDepthFunc(DF_Less);
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, int smf_flags)
{
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()) || (smf_flags & MDL_FORCECULLBACKFACES))
{
state.SetCulling((mirrored ^ portalState.isMirrored()) ? Cull_CW : Cull_CCW);
}
state.mModelMatrix = objectToWorldMatrix;
state.EnableModelMatrix(true);
}
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))
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, FTranslationID 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<VSMatrix>& bones, int boneStartIndex)
{
auto mdbuff = static_cast<FModelVertexBuffer*>(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;
}