Sprite2 support but I'm not a dumbass

This commit is contained in:
Jaime Passos 2019-09-03 18:27:22 -03:00
parent 1e506ef180
commit 1dca3338fd
6 changed files with 141 additions and 26 deletions

View File

@ -810,7 +810,8 @@ static void HWR_GetBlendedTexture(GLPatch_t *gpatch, GLPatch_t *blendgpatch, INT
Z_ChangeTag(newmip->grInfo.data, PU_HWRCACHE_UNLOCKED);
}
#define NORMALFOG 0x00000000
#define FADEFOG 0x19000000
// -----------------+
// HWR_DrawMD2 : Draw MD2
@ -832,28 +833,12 @@ static void HWR_GetBlendedTexture(GLPatch_t *gpatch, GLPatch_t *blendgpatch, INT
run?
*/
static UINT32 HWR_GetModelSprite2(mobj_t *mobj)
{
UINT8 spr2 = 0;
UINT32 frame = 0;
spritedef_t *sprdef;
while (spr2 != mobj->sprite2)
{
sprdef = &((skin_t *)mobj->skin)->sprites[spr2];
frame += sprdef->numframes;
spr2++;
}
return frame;
}
static boolean HWR_CanInterpolateModel(mobj_t *mobj)
{
return (!(mobj->state->nextstate == S_PLAY_WAIT && mobj->state == &states[S_PLAY_STND]))
return (!(mobj->state->nextstate == S_PLAY_WAIT && mobj->state == &states[S_PLAY_STND] && !(mobj->sprite2 & FF_SPR2SUPER)))
&& (mobj->state != &states[S_PLAY_ROLL]);
}
#define NORMALFOG 0x00000000
#define FADEFOG 0x19000000
void HWR_DrawMD2(gr_vissprite_t *spr)
{
FSurfaceInfo Surf;
@ -861,6 +846,7 @@ void HWR_DrawMD2(gr_vissprite_t *spr)
char filename[64];
INT32 frame = 0;
INT32 nextFrame = -1;
UINT8 spr2 = 0;
FTransform p;
md2_t *md2;
UINT8 color[4];
@ -1024,10 +1010,17 @@ void HWR_DrawMD2(gr_vissprite_t *spr)
}
//FIXME: this is not yet correct
frame = (spr->mobj->frame & FF_FRAMEMASK);
if (spr->mobj->sprite2)
frame = HWR_GetModelSprite2(spr->mobj) + frame;
frame %= md2->model->meshes[0].numFrames;
{
spr2 = (spr->mobj->sprite2 & ~FF_SPR2SUPER);
frame = (spr->mobj->frame & FF_FRAMEMASK);
if (spr->mobj->sprite2 & FF_SPR2SUPER)
frame = md2->model->spr2frames[spr2].superframes[frame];
else
frame = md2->model->spr2frames[spr2].frames[frame];
}
else
frame = (spr->mobj->frame & FF_FRAMEMASK);
#ifdef USE_MODEL_NEXTFRAME
if (cv_grmodels.value == 1 && tics <= durs)
@ -1040,8 +1033,10 @@ void HWR_DrawMD2(gr_vissprite_t *spr)
nextFrame = (spr->mobj->frame & FF_FRAMEMASK) + 1;
if (nextFrame >= framecount)
nextFrame = 0;
nextFrame = HWR_GetModelSprite2(spr->mobj) + nextFrame;
nextFrame %= md2->model->meshes[0].numFrames;
if (spr->mobj->sprite2 & FF_SPR2SUPER)
nextFrame = md2->model->spr2frames[spr2].superframes[nextFrame];
else
nextFrame = md2->model->spr2frames[spr2].frames[nextFrame];
}
}
else
@ -1052,7 +1047,6 @@ void HWR_DrawMD2(gr_vissprite_t *spr)
nextFrame = (spr->mobj->frame & FF_FRAMEMASK) + 1;
if (nextFrame >= spr->mobj->state->var1)
nextFrame = (spr->mobj->state->frame & FF_FRAMEMASK);
nextFrame %= md2->model->meshes[0].numFrames;
//next = &md2->model->meshes[0].frames[nextFrame];
}
else
@ -1060,7 +1054,7 @@ void HWR_DrawMD2(gr_vissprite_t *spr)
if (spr->mobj->state->nextstate != S_NULL && states[spr->mobj->state->nextstate].sprite != SPR_NULL
&& !(spr->mobj->player && (spr->mobj->state->nextstate == S_PLAY_WAIT) && spr->mobj->state == &states[S_PLAY_STND]))
{
nextFrame = (states[spr->mobj->state->nextstate].frame & FF_FRAMEMASK) % md2->model->meshes[0].numFrames;
nextFrame = (states[spr->mobj->state->nextstate].frame & FF_FRAMEMASK);
//next = &md2->model->meshes[0].frames[nextFrame];
}
}

View File

@ -252,6 +252,7 @@ model_t *MD2_LoadModel(const char *fileName, int ztag, boolean useFloat)
md2triangle_t *tris;
md2texcoord_t *texcoords;
md2frame_t *frames;
char *fname = NULL;
int t;
@ -326,6 +327,15 @@ model_t *MD2_LoadModel(const char *fileName, int ztag, boolean useFloat)
texcoords = (md2texcoord_t*)&buffer[header->offsetST];
frames = (md2frame_t*)&buffer[header->offsetFrames];
retModel->framenames = (char*)Z_Calloc(header->numFrames*16, ztag, 0);
fname = retModel->framenames;
for (i = 0; i < header->numFrames; i++)
{
memcpy(fname, frames->name, 16);
fname += 16;
frames++;
}
// Read in textures
retModel->numMaterials = header->numSkins;

View File

@ -148,6 +148,8 @@ model_t *MD3_LoadModel(const char *fileName, int ztag, boolean useFloat)
{
const float WUNITS = 1.0f;
model_t *retModel = NULL;
md3Frame *frames = NULL;
char *fname = NULL;
md3modelHeader *mdh;
long fileLen;
long fileReadLen;
@ -227,6 +229,16 @@ model_t *MD3_LoadModel(const char *fileName, int ztag, boolean useFloat)
retModel->meshes = (mesh_t*)Z_Calloc(sizeof(mesh_t)*retModel->numMeshes, ztag, 0);
frames = (md3Frame*)&buffer[mdh->offsetFrames];
retModel->framenames = (char*)Z_Calloc(mdh->numFrames*16, ztag, 0);
fname = retModel->framenames;
for (i = 0; i < mdh->numFrames; i++)
{
memcpy(fname, frames->name, 16);
fname += 16;
frames++;
}
matCount = 0;
for (i = 0, surfEnd = 0; i < mdh->numSurfaces; i++)
{

View File

@ -7,11 +7,14 @@
the licensing is for Sonic Robo Blast 2.
*/
#include "../z_zone.h"
#include "../doomdef.h"
#include "../doomtype.h"
#include "../info.h"
#include "../z_zone.h"
#include "hw_model.h"
#include "hw_md2load.h"
#include "hw_md3load.h"
#include "hw_md2.h"
#include "u_list.h"
#include <string.h>
@ -195,6 +198,7 @@ model_t *LoadModel(const char *filename, int ztag)
Optimize(model);
GeneratePolygonNormals(model, ztag);
LoadModelSprite2(model);
// Default material properties
for (i = 0 ; i < model->numMaterials; i++)
@ -218,6 +222,84 @@ model_t *LoadModel(const char *filename, int ztag)
return model;
}
void HWR_ReloadModels(void)
{
size_t i;
INT32 s;
for (s = 0; s < MAXSKINS; s++)
{
if (md2_playermodels[s].model)
LoadModelSprite2(md2_playermodels[s].model);
}
for (i = 0; i < NUMSPRITES; i++)
{
if (md2_models[i].model)
LoadModelSprite2(md2_models[i].model);
}
}
void LoadModelSprite2(model_t *model)
{
INT32 i;
modelspr2frames_t *spr2frames = NULL;
INT32 numframes = model->meshes[0].numFrames;
char *framename = model->framenames;
if (!framename)
return;
for (i = 0; i < numframes; i++)
{
char prefix[6];
char name[5];
char framechar[3];
UINT8 frame = 0;
UINT8 spr2idx;
memset(&prefix, 0x00, 6);
memset(&name, 0x00, 5);
memset(&framechar, 0x00, 3);
if (strlen(framename) >= 8)
{
char *modelframename = framename;
memcpy(&prefix, modelframename, 5);
modelframename += 5;
memcpy(&name, modelframename, 4);
modelframename += 4;
memcpy(&framechar, modelframename, 2);
frame = atoi(framechar);
if ((!memcmp(prefix, "SPR2_", 5)) || (!memcmp(prefix, "SUPER", 5)))
{
spr2idx = 0;
while (spr2idx < NUMPLAYERSPRITES)
{
if (!memcmp(spr2names[spr2idx], name, 4))
{
if (!spr2frames)
spr2frames = (modelspr2frames_t*)Z_Calloc(sizeof(modelspr2frames_t)*NUMPLAYERSPRITES, PU_STATIC, NULL);
if (!memcmp(prefix, "SUPER", 5))
spr2frames[spr2idx].superframes[frame] = i;
else
spr2frames[spr2idx].frames[frame] = i;
break;
}
spr2idx++;
}
}
}
framename += 16;
}
if (model->spr2frames)
Z_Free(model->spr2frames);
model->spr2frames = spr2frames;
}
//
// GenerateVertexNormals
//

View File

@ -73,6 +73,12 @@ typedef struct tag_s
// matrix_t transform;
} tag_t;
typedef struct
{
INT32 frames[256];
INT32 superframes[256];
} modelspr2frames_t;
typedef struct model_s
{
int maxNumFrames;
@ -86,15 +92,21 @@ typedef struct model_s
char *mdlFilename;
boolean unloaded;
modelspr2frames_t *spr2frames;
char *framenames;
} model_t;
extern int numModels;
extern model_t *modelHead;
void HWR_ReloadModels(void);
tag_t *GetTagByName(model_t *model, char *name, int frame);
model_t *LoadModel(const char *filename, int ztag);
void UnloadModel(model_t *model);
void Optimize(model_t *model);
void LoadModelSprite2(model_t *model);
void GenerateVertexNormals(model_t *model);
void GeneratePolygonNormals(model_t *model, int ztag);
void CreateVBOTiny(mesh_t *mesh, tinyframe_t *frame);

View File

@ -75,6 +75,7 @@
#ifdef HWRENDER
#include "hardware/hw_main.h"
#include "hardware/hw_light.h"
#include "hardware/hw_model.h"
#endif
#ifdef ESLOPE
@ -3479,6 +3480,10 @@ boolean P_AddWadFile(const char *wadfilename)
if (!mapsadded)
CONS_Printf(M_GetText("No maps added\n"));
#ifdef HWRENDER
HWR_ReloadModels();
#endif // HWRENDER
// reload status bar (warning should have valid player!)
if (gamestate == GS_LEVEL)
ST_Start();