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https://github.com/w23/xash3d-fwgs
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vk: studio: handle first half of entity reuse
Detect whether studio model has changed, and replace it with a new one. It does (as predicted) run into a gpu sync issue if reuse happened while previous frame with the old user is still being drawn.
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@ -44,7 +44,7 @@ void VK_EntityDataSet(const struct cl_entity_s* entity, void *userdata, entity_d
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entry->dtor(entry->userdata);
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entry->userdata = userdata;
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entry->dtor = dtor;
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break;
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return;
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}
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}
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@ -2198,6 +2198,7 @@ static void studioEntityModelDestroy(void *userdata) {
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static r_studio_entity_model_t *studioEntityModelCreate(const cl_entity_t *entity) {
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r_studio_entity_model_t *const entmodel = Mem_Calloc(vk_core.pool, sizeof(r_studio_entity_model_t));
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entmodel->studio_header = m_pStudioHeader;
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entmodel->num_submodels = m_pStudioHeader->numbodyparts; // TODO is this correct number?
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entmodel->submodels = Mem_Calloc(vk_core.pool, sizeof(*entmodel->submodels) * entmodel->num_submodels);
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@ -2211,7 +2212,7 @@ static r_studio_entity_model_t *studioEntityModelCreate(const cl_entity_t *entit
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static r_studio_entity_model_t *studioEntityModelGet(const cl_entity_t* entity) {
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r_studio_entity_model_t *entmodel = (r_studio_entity_model_t*)VK_EntityDataGet(entity);
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if (entmodel)
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if (entmodel && entmodel->studio_header == m_pStudioHeader)
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return entmodel;
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entmodel = studioEntityModelCreate(entity);
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@ -41,6 +41,7 @@ static struct {
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void studioRenderSubmodelDestroy( r_studio_render_submodel_t *submodel ) {
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R_RenderModelDestroy(&submodel->model);
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R_GeometryRangeFree(&submodel->geometry_range);
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if (submodel->geometries)
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Mem_Free(submodel->geometries);
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submodel->geometries = NULL;
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submodel->geometries_count = 0;
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@ -62,19 +62,16 @@ void VK_StudioModelInit(void);
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// Entity model cache/pool
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typedef struct {
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const studiohdr_t *studio_header;
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const r_studio_model_info_t *model_info;
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// ??? probably unnecessary matrix3x4 transform;
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matrix3x4 prev_transform;
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// TODO vec3_t *prev_verts;
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// FIXME this is bodyparts, not submodels. Body parts can theoretically switch submodels used at runtime.
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int num_submodels;
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r_studio_render_submodel_t *submodels;
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// TODO: coalesce submodels into as few allocations as possible
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//vk_render_model_t render_model;
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//r_geometry_range_t geometry_range;
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//vk_render_geometry_t *geometries;
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} r_studio_entity_model_t;
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//r_studio_entity_model_t *studioEntityModelGet(const cl_entity_t *ent);
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@ -83,11 +80,6 @@ typedef struct {
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//void studioEntityModelClear(void);
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// TODO need:
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// 1. studio entity:
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// - transform
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// - tracks visited submodels. clears on next frame / m_pStudioHeader set/entity draw
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void studioRenderSubmodelDestroy( r_studio_render_submodel_t *submodel );
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r_studio_model_info_t *getStudioModelInfo(model_t *model);
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