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use FTranslationID in the model code.
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coelckers committed Nov 9, 2023
1 parent c19fd60 commit 752b67c
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Showing 17 changed files with 19 additions and 18 deletions.
3 changes: 2 additions & 1 deletion source/common/models/model.h
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Expand Up @@ -4,6 +4,7 @@
#include "textureid.h"
#include "i_modelvertexbuffer.h"
#include "matrix.h"
#include "palettecontainer.h"
#include "TRS.h"

class DBoneComponents;
Expand Down Expand Up @@ -72,7 +73,7 @@ class FModel

virtual bool Load(const char * fn, int lumpnum, const char * buffer, int length) = 0;
virtual int FindFrame(const char * name, bool nodefault = false) = 0;
virtual void RenderFrame(FModelRenderer *renderer, FGameTexture * skin, int frame, int frame2, double inter, int translation, const FTextureID* surfaceskinids, const TArray<VSMatrix>& boneData, int boneStartPosition) = 0;
virtual void RenderFrame(FModelRenderer *renderer, FGameTexture * skin, int frame, int frame2, double inter, FTranslationID translation, const FTextureID* surfaceskinids, const TArray<VSMatrix>& boneData, int boneStartPosition) = 0;
virtual void BuildVertexBuffer(FModelRenderer *renderer) = 0;
virtual void AddSkins(uint8_t *hitlist, const FTextureID* surfaceskinids) = 0;
virtual float getAspectFactor(float vscale) { return 1.f; }
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2 changes: 1 addition & 1 deletion source/common/models/model_iqm.h
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Expand Up @@ -112,7 +112,7 @@ class IQMModel : public FModel

bool Load(const char* fn, int lumpnum, const char* buffer, int length) override;
int FindFrame(const char* name, bool nodefault) override;
void RenderFrame(FModelRenderer* renderer, FGameTexture* skin, int frame, int frame2, double inter, int translation, const FTextureID* surfaceskinids, const TArray<VSMatrix>& boneData, int boneStartPosition) override;
void RenderFrame(FModelRenderer* renderer, FGameTexture* skin, int frame, int frame2, double inter, FTranslationID translation, const FTextureID* surfaceskinids, const TArray<VSMatrix>& boneData, int boneStartPosition) override;
void BuildVertexBuffer(FModelRenderer* renderer) override;
void AddSkins(uint8_t* hitlist, const FTextureID* surfaceskinids) override;
const TArray<TRS>* AttachAnimationData() override;
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2 changes: 1 addition & 1 deletion source/common/models/model_kvx.h
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Expand Up @@ -59,7 +59,7 @@ class FVoxelModel : public FModel
bool Load(const char * fn, int lumpnum, const char * buffer, int length) override;
void Initialize();
virtual int FindFrame(const char* name, bool nodefault) override;
virtual void RenderFrame(FModelRenderer *renderer, FGameTexture * skin, int frame, int frame2, double inter, int translation, const FTextureID* surfaceskinids, const TArray<VSMatrix>& boneData, int boneStartPosition) override;
virtual void RenderFrame(FModelRenderer *renderer, FGameTexture * skin, int frame, int frame2, double inter, FTranslationID translation, const FTextureID* surfaceskinids, const TArray<VSMatrix>& boneData, int boneStartPosition) override;
virtual void AddSkins(uint8_t *hitlist, const FTextureID* surfaceskinids) override;
FTextureID GetPaletteTexture() const { return mPalette; }
void BuildVertexBuffer(FModelRenderer *renderer) override;
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2 changes: 1 addition & 1 deletion source/common/models/model_md2.h
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Expand Up @@ -113,7 +113,7 @@ class FDMDModel : public FModel

virtual bool Load(const char * fn, int lumpnum, const char * buffer, int length) override;
virtual int FindFrame(const char* name, bool nodefault) override;
virtual void RenderFrame(FModelRenderer *renderer, FGameTexture * skin, int frame, int frame2, double inter, int translation, const FTextureID* surfaceskinids, const TArray<VSMatrix>& boneData, int boneStartPosition) override;
virtual void RenderFrame(FModelRenderer *renderer, FGameTexture * skin, int frame, int frame2, double inter, FTranslationID translation, const FTextureID* surfaceskinids, const TArray<VSMatrix>& boneData, int boneStartPosition) override;
virtual void LoadGeometry();
virtual void AddSkins(uint8_t *hitlist, const FTextureID* surfaceskinids) override;

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2 changes: 1 addition & 1 deletion source/common/models/model_md3.h
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Expand Up @@ -67,7 +67,7 @@ class FMD3Model : public FModel

virtual bool Load(const char * fn, int lumpnum, const char * buffer, int length) override;
virtual int FindFrame(const char* name, bool nodefault) override;
virtual void RenderFrame(FModelRenderer *renderer, FGameTexture * skin, int frame, int frame2, double inter, int translation, const FTextureID* surfaceskinids, const TArray<VSMatrix>& boneData, int boneStartPosition) override;
virtual void RenderFrame(FModelRenderer *renderer, FGameTexture * skin, int frame, int frame2, double inter, FTranslationID translation, const FTextureID* surfaceskinids, const TArray<VSMatrix>& boneData, int boneStartPosition) override;
void LoadGeometry();
void BuildVertexBuffer(FModelRenderer *renderer);
virtual void AddSkins(uint8_t *hitlist, const FTextureID* surfaceskinids) override;
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2 changes: 1 addition & 1 deletion source/common/models/model_obj.h
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Expand Up @@ -98,7 +98,7 @@ class FOBJModel : public FModel
~FOBJModel();
bool Load(const char* fn, int lumpnum, const char* buffer, int length) override;
int FindFrame(const char* name, bool nodefault) override;
void RenderFrame(FModelRenderer* renderer, FGameTexture* skin, int frame, int frame2, double inter, int translation, const FTextureID* surfaceskinids, const TArray<VSMatrix>& boneData, int boneStartPosition) override;
void RenderFrame(FModelRenderer* renderer, FGameTexture* skin, int frame, int frame2, double inter, FTranslationID translation, const FTextureID* surfaceskinids, const TArray<VSMatrix>& boneData, int boneStartPosition) override;
void BuildVertexBuffer(FModelRenderer* renderer) override;
void AddSkins(uint8_t* hitlist, const FTextureID* surfaceskinids) override;
};
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2 changes: 1 addition & 1 deletion source/common/models/model_ue1.h
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Expand Up @@ -26,7 +26,7 @@ class FUE1Model : public FModel

bool Load(const char * fn, int lumpnum, const char * buffer, int length) override;
int FindFrame(const char* name, bool nodefault) override;
void RenderFrame(FModelRenderer *renderer, FGameTexture * skin, int frame, int frame2, double inter, int translation, const FTextureID* surfaceskinids, const TArray<VSMatrix>& boneData, int boneStartPosition) override;
void RenderFrame(FModelRenderer *renderer, FGameTexture * skin, int frame, int frame2, double inter, FTranslationID translation, const FTextureID* surfaceskinids, const TArray<VSMatrix>& boneData, int boneStartPosition) override;
void BuildVertexBuffer(FModelRenderer *renderer) override;
void AddSkins(uint8_t *hitlist, const FTextureID* surfaceskinids) override;
void LoadGeometry();
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2 changes: 1 addition & 1 deletion source/common/models/modelrenderer.h
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Expand Up @@ -21,7 +21,7 @@ class FModelRenderer
virtual void EndDrawHUDModel(FRenderStyle style, FSpriteModelFrame *smf) = 0;

virtual void SetInterpolation(double interpolation) = 0;
virtual void SetMaterial(FGameTexture *skin, bool clampNoFilter, int translation) = 0;
virtual void SetMaterial(FGameTexture *skin, bool clampNoFilter, FTranslationID translation) = 0;
virtual void DrawArrays(int start, int count) = 0;
virtual void DrawElements(int numIndices, size_t offset) = 0;
virtual int SetupFrame(FModel* model, unsigned int frame1, unsigned int frame2, unsigned int size, const TArray<VSMatrix>& bones, int boneStartIndex) { return -1; };
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2 changes: 1 addition & 1 deletion source/common/models/models_iqm.cpp
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Expand Up @@ -445,7 +445,7 @@ int IQMModel::FindFrame(const char* name, bool nodefault)
return FErr_NotFound;
}

void IQMModel::RenderFrame(FModelRenderer* renderer, FGameTexture* skin, int frame1, int frame2, double inter, int translation, const FTextureID* surfaceskinids, const TArray<VSMatrix>& boneData, int boneStartPosition)
void IQMModel::RenderFrame(FModelRenderer* renderer, FGameTexture* skin, int frame1, int frame2, double inter, FTranslationID translation, const FTextureID* surfaceskinids, const TArray<VSMatrix>& boneData, int boneStartPosition)
{
renderer->SetupFrame(this, 0, 0, NumVertices, boneData, boneStartPosition);

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2 changes: 1 addition & 1 deletion source/common/models/models_md2.cpp
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Expand Up @@ -364,7 +364,7 @@ int FDMDModel::FindFrame(const char* name, bool nodefault)
//
//===========================================================================

void FDMDModel::RenderFrame(FModelRenderer *renderer, FGameTexture * skin, int frameno, int frameno2, double inter, int translation, const FTextureID*, const TArray<VSMatrix>& boneData, int boneStartPosition)
void FDMDModel::RenderFrame(FModelRenderer *renderer, FGameTexture * skin, int frameno, int frameno2, double inter, FTranslationID translation, const FTextureID*, const TArray<VSMatrix>& boneData, int boneStartPosition)
{
if (frameno >= info.numFrames || frameno2 >= info.numFrames) return;

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2 changes: 1 addition & 1 deletion source/common/models/models_md3.cpp
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Expand Up @@ -345,7 +345,7 @@ int FMD3Model::FindFrame(const char* name, bool nodefault)
//
//===========================================================================

void FMD3Model::RenderFrame(FModelRenderer *renderer, FGameTexture * skin, int frameno, int frameno2, double inter, int translation, const FTextureID* surfaceskinids, const TArray<VSMatrix>& boneData, int boneStartPosition)
void FMD3Model::RenderFrame(FModelRenderer *renderer, FGameTexture * skin, int frameno, int frameno2, double inter, FTranslationID translation, const FTextureID* surfaceskinids, const TArray<VSMatrix>& boneData, int boneStartPosition)
{
if ((unsigned)frameno >= Frames.Size() || (unsigned)frameno2 >= Frames.Size()) return;

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2 changes: 1 addition & 1 deletion source/common/models/models_obj.cpp
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Expand Up @@ -630,7 +630,7 @@ int FOBJModel::FindFrame(const char* name, bool nodefault)
* @param inter The amount to interpolate the two frames.
* @param translation The translation for the skin
*/
void FOBJModel::RenderFrame(FModelRenderer *renderer, FGameTexture * skin, int frameno, int frameno2, double inter, int translation, const FTextureID* surfaceskinids, const TArray<VSMatrix>& boneData, int boneStartPosition)
void FOBJModel::RenderFrame(FModelRenderer *renderer, FGameTexture * skin, int frameno, int frameno2, double inter, FTranslationID translation, const FTextureID* surfaceskinids, const TArray<VSMatrix>& boneData, int boneStartPosition)
{
// Prevent the model from rendering if the frame number is < 0
if (frameno < 0 || frameno2 < 0) return;
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2 changes: 1 addition & 1 deletion source/common/models/models_ue1.cpp
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Expand Up @@ -232,7 +232,7 @@ int FUE1Model::FindFrame(const char* name, bool nodefault)
return index;
}

void FUE1Model::RenderFrame( FModelRenderer *renderer, FGameTexture *skin, int frame, int frame2, double inter, int translation, const FTextureID* surfaceskinids, const TArray<VSMatrix>& boneData, int boneStartPosition)
void FUE1Model::RenderFrame( FModelRenderer *renderer, FGameTexture *skin, int frame, int frame2, double inter, FTranslationID translation, const FTextureID* surfaceskinids, const TArray<VSMatrix>& boneData, int boneStartPosition)
{
// the moment of magic
if ( (frame < 0) || (frame2 < 0) || (frame >= numFrames) || (frame2 >= numFrames) ) return;
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2 changes: 1 addition & 1 deletion source/common/models/models_voxel.cpp
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Expand Up @@ -400,7 +400,7 @@ float FVoxelModel::getAspectFactor(float stretch)
//
//===========================================================================

void FVoxelModel::RenderFrame(FModelRenderer *renderer, FGameTexture * skin, int frame, int frame2, double inter, int translation, const FTextureID*, const TArray<VSMatrix>& boneData, int boneStartPosition)
void FVoxelModel::RenderFrame(FModelRenderer *renderer, FGameTexture * skin, int frame, int frame2, double inter, FTranslationID translation, const FTextureID*, const TArray<VSMatrix>& boneData, int boneStartPosition)
{
renderer->SetMaterial(skin, true, translation);
renderer->SetupFrame(this, 0, 0, 0, {}, -1);
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4 changes: 2 additions & 2 deletions source/core/rendering/hw_models.cpp
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Expand Up @@ -87,9 +87,9 @@ void FHWModelRenderer::SetInterpolation(double inter)
state.SetInterpolationFactor((float)inter);
}

void FHWModelRenderer::SetMaterial(FGameTexture *skin, bool clampNoFilter, int translation)
void FHWModelRenderer::SetMaterial(FGameTexture *skin, bool clampNoFilter, FTranslationID translation)
{
state.SetMaterial(skin, UF_Skin, 0, clampNoFilter ? CLAMP_NOFILTER : CLAMP_NONE, translation, -1);
state.SetMaterial(skin, UF_Skin, 0, clampNoFilter ? CLAMP_NOFILTER : CLAMP_NONE, translation.index(), -1);
state.SetLightIndex(modellightindex);
}

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2 changes: 1 addition & 1 deletion source/core/rendering/hw_models.h
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Expand Up @@ -49,7 +49,7 @@ class FHWModelRenderer : public FModelRenderer
void BeginDrawHUDModel(FRenderStyle style, const VSMatrix &objectToWorldMatrix, bool mirrored, FSpriteModelFrame* smf) override;
void EndDrawHUDModel(FRenderStyle style, FSpriteModelFrame* smf) override;
void SetInterpolation(double interpolation) override;
void SetMaterial(FGameTexture *skin, bool clampNoFilter, int translation) override;
void SetMaterial(FGameTexture *skin, bool clampNoFilter, FTranslationID translation) override;
void DrawArrays(int start, int count) override;
void DrawElements(int numIndices, size_t offset) override;
int SetupFrame(FModel* model, unsigned int frame1, unsigned int frame2, unsigned int size, const TArray<VSMatrix>& bones, int boneStartIndex) override;
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2 changes: 1 addition & 1 deletion source/core/rendering/scene/hw_sprites.cpp
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Expand Up @@ -157,7 +157,7 @@ void HWSprite::DrawSprite(HWDrawInfo* di, FRenderState& state, bool translucent)
mr.BeginDrawModel(RenderStyle, nullptr, rotmat, mirrored);
TArray<VSMatrix> a;
mr.SetupFrame(model, 0, 0, 0, a, 0);
model->RenderFrame(&mr, TexMan.GetGameTexture(model->GetPaletteTexture()), 0, 0, 0.f, TRANSLATION(Translation_Remap + curbasepal, palette).index(), nullptr, a, 0);
model->RenderFrame(&mr, TexMan.GetGameTexture(model->GetPaletteTexture()), 0, 0, 0.f, TRANSLATION(Translation_Remap + curbasepal, palette), nullptr, a, 0);
mr.EndDrawModel(RenderStyle, nullptr);
state.SetDepthFunc(DF_Less);
state.SetVertexBuffer(screen->mVertexData);
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