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https://github.com/FWGS/xash3d-fwgs
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engine: remove Set/GetCurrentLoadingModel from RefAPI
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f07eea5073
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30d1492b93
@ -98,16 +98,6 @@ static void *pfnMod_Extradata( int type, model_t *m )
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return NULL;
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}
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static model_t *pfnMod_GetCurrentLoadingModel( void )
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{
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return loadmodel;
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}
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static void pfnMod_SetCurrentLoadingModel( model_t *m )
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{
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loadmodel = m;
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}
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static void pfnGetPredictedOrigin( vec3_t v )
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{
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VectorCopy( cl.simorg, v );
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@ -282,8 +272,6 @@ static ref_api_t gEngfuncs =
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Mod_ForName,
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pfnMod_Extradata,
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CL_ModelHandle,
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pfnMod_GetCurrentLoadingModel,
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pfnMod_SetCurrentLoadingModel,
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CL_GetRemapInfoForEntity,
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CL_AllocRemapInfo,
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@ -2505,7 +2505,7 @@ static void Mod_LoadSurfaces( dbspmodel_t *bmod )
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#if !XASH_DEDICATED // TODO: Do we need subdivide on server?
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if( FBitSet( out->flags, SURF_DRAWTURB ) && !Host_IsDedicated() )
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ref.dllFuncs.GL_SubdivideSurface( out ); // cut up polygon for warps
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ref.dllFuncs.GL_SubdivideSurface( loadmodel, out ); // cut up polygon for warps
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#endif
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}
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@ -330,8 +330,6 @@ typedef struct ref_api_s
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model_t *(*Mod_ForName)( const char *name, qboolean crash, qboolean trackCRC );
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void *(*Mod_Extradata)( int type, model_t *model );
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struct model_s *(*pfnGetModelByIndex)( int index ); // CL_ModelHandle
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struct model_s *(*Mod_GetCurrentLoadingModel)( void ); // loadmodel
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void (*Mod_SetCurrentLoadingModel)( struct model_s* ); // loadmodel
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// remap
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struct remap_info_s *(*CL_GetRemapInfoForEntity)( cl_entity_t *e );
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@ -506,7 +504,7 @@ typedef struct ref_interface_s
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// bmodel
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void (*R_InitSkyClouds)( struct mip_s *mt, struct texture_s *tx, qboolean custom_palette );
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void (*GL_SubdivideSurface)( msurface_t *fa );
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void (*GL_SubdivideSurface)( model_t *mod, msurface_t *fa );
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void (*CL_RunLightStyles)( void );
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// sprites
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@ -418,7 +418,6 @@ rgbdata_t *Mod_CreateSkinData( model_t *mod, byte *data, int width, int height )
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static rgbdata_t skin;
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char name[MAX_QPATH];
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int i;
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model_t *loadmodel = gEngfuncs.Mod_GetCurrentLoadingModel();
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skin.width = width;
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skin.height = height;
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@ -443,7 +442,7 @@ rgbdata_t *Mod_CreateSkinData( model_t *mod, byte *data, int width, int height )
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}
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}
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COM_FileBase( loadmodel->name, name, sizeof( name ));
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COM_FileBase( mod->name, name, sizeof( name ));
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// for alias models only player can have remap textures
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if( mod != NULL && !Q_stricmp( name, "player" ))
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@ -476,12 +475,11 @@ rgbdata_t *Mod_CreateSkinData( model_t *mod, byte *data, int width, int height )
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return gEngfuncs.FS_CopyImage( &skin );
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}
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void *Mod_LoadSingleSkin( daliasskintype_t *pskintype, int skinnum, int size )
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void *Mod_LoadSingleSkin( model_t *loadmodel, daliasskintype_t *pskintype, int skinnum, int size )
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{
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string name, lumaname;
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string checkname;
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rgbdata_t *pic;
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model_t *loadmodel = gEngfuncs.Mod_GetCurrentLoadingModel();
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Q_snprintf( name, sizeof( name ), "%s:frame%i", loadmodel->name, skinnum );
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Q_snprintf( lumaname, sizeof( lumaname ), "%s:luma%i", loadmodel->name, skinnum );
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@ -508,14 +506,13 @@ void *Mod_LoadSingleSkin( daliasskintype_t *pskintype, int skinnum, int size )
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return ((byte *)(pskintype + 1) + size);
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}
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void *Mod_LoadGroupSkin( daliasskintype_t *pskintype, int skinnum, int size )
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void *Mod_LoadGroupSkin( model_t *loadmodel, daliasskintype_t *pskintype, int skinnum, int size )
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{
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daliasskininterval_t *pinskinintervals;
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daliasskingroup_t *pinskingroup;
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string name, lumaname;
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rgbdata_t *pic;
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int i, j;
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model_t *loadmodel = gEngfuncs.Mod_GetCurrentLoadingModel();
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// animating skin group. yuck.
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pskintype++;
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@ -555,7 +552,7 @@ void *Mod_LoadGroupSkin( daliasskintype_t *pskintype, int skinnum, int size )
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Mod_LoadAllSkins
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===============
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*/
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void *Mod_LoadAllSkins( int numskins, daliasskintype_t *pskintype )
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void *Mod_LoadAllSkins( model_t *mod, int numskins, daliasskintype_t *pskintype )
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{
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int i, size;
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@ -568,11 +565,11 @@ void *Mod_LoadAllSkins( int numskins, daliasskintype_t *pskintype )
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{
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if( pskintype->type == ALIAS_SKIN_SINGLE )
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{
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pskintype = (daliasskintype_t *)Mod_LoadSingleSkin( pskintype, i, size );
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pskintype = (daliasskintype_t *)Mod_LoadSingleSkin( mod, pskintype, i, size );
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}
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else
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{
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pskintype = (daliasskintype_t *)Mod_LoadGroupSkin( pskintype, i, size );
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pskintype = (daliasskintype_t *)Mod_LoadGroupSkin( mod, pskintype, i, size );
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}
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}
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@ -680,7 +677,7 @@ void Mod_LoadAliasModel( model_t *mod, const void *buffer, qboolean *loaded )
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// load the skins
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pskintype = (daliasskintype_t *)&pinmodel[1];
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pskintype = Mod_LoadAllSkins( m_pAliasHeader->numskins, pskintype );
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pskintype = Mod_LoadAllSkins( mod, m_pAliasHeader->numskins, pskintype );
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// load base s and t vertices
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pinstverts = (stvert_t *)pskintype;
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@ -725,7 +722,7 @@ void Mod_LoadAliasModel( model_t *mod, const void *buffer, qboolean *loaded )
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GL_MakeAliasModelDisplayLists( mod );
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// move the complete, relocatable alias model to the cache
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gEngfuncs.Mod_GetCurrentLoadingModel()->cache.data = m_pAliasHeader;
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mod->cache.data = m_pAliasHeader;
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if( loaded ) *loaded = true; // done
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}
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@ -426,7 +426,7 @@ void R_MarkLeaves( void );
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void R_DrawWorld( void );
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void R_DrawWaterSurfaces( void );
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void R_DrawBrushModel( cl_entity_t *e );
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void GL_SubdivideSurface( msurface_t *fa );
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void GL_SubdivideSurface( model_t *mod, msurface_t *fa );
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void GL_BuildPolygonFromSurface( model_t *mod, msurface_t *fa );
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void DrawGLPoly( glpoly_t *p, float xScale, float yScale );
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texture_t *R_TextureAnimation( msurface_t *s );
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@ -78,7 +78,7 @@ static void BoundPoly( int numverts, float *verts, vec3_t mins, vec3_t maxs )
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}
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}
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static void SubdividePolygon_r( msurface_t *warpface, int numverts, float *verts )
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static void SubdividePolygon_r( model_t *loadmodel, msurface_t *warpface, int numverts, float *verts )
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{
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vec3_t front[SUBDIVIDE_SIZE], back[SUBDIVIDE_SIZE];
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mextrasurf_t *warpinfo = warpface->info;
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@ -88,7 +88,6 @@ static void SubdividePolygon_r( msurface_t *warpface, int numverts, float *verts
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float sample_size;
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vec3_t mins, maxs;
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glpoly_t *poly;
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model_t *loadmodel = gEngfuncs.Mod_GetCurrentLoadingModel();
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if( numverts > ( SUBDIVIDE_SIZE - 4 ))
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gEngfuncs.Host_Error( "Mod_SubdividePolygon: too many vertexes on face ( %i )\n", numverts );
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@ -143,8 +142,8 @@ static void SubdividePolygon_r( msurface_t *warpface, int numverts, float *verts
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}
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}
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SubdividePolygon_r( warpface, f, front[0] );
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SubdividePolygon_r( warpface, b, back[0] );
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SubdividePolygon_r( loadmodel, warpface, f, front[0] );
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SubdividePolygon_r( loadmodel, warpface, b, back[0] );
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return;
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}
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@ -238,13 +237,12 @@ boundaries so that turbulent and sky warps
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can be done reasonably.
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================
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*/
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void GL_SubdivideSurface( msurface_t *fa )
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void GL_SubdivideSurface( model_t *loadmodel, msurface_t *fa )
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{
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vec3_t verts[SUBDIVIDE_SIZE];
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int numverts;
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int i, lindex;
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float *vec;
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model_t *loadmodel = gEngfuncs.Mod_GetCurrentLoadingModel();
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// convert edges back to a normal polygon
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numverts = 0;
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@ -261,7 +259,7 @@ void GL_SubdivideSurface( msurface_t *fa )
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SetBits( fa->flags, SURF_DRAWTURB_QUADS ); // predict state
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// do subdivide
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SubdividePolygon_r( fa, numverts, verts[0] );
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SubdividePolygon_r( loadmodel, fa, numverts, verts[0] );
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}
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/*
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@ -329,7 +329,7 @@ void R_InitSkyClouds(mip_t *mt, texture_t *tx, qboolean custom_palette)
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}
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void GAME_EXPORT GL_SubdivideSurface(msurface_t *fa)
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void GAME_EXPORT GL_SubdivideSurface( model_t *mod, msurface_t *fa )
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{
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}
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