//========= Copyright (c) 1996-2002, Valve LLC, All rights reserved. ============ // // Purpose: // // $NoKeywords: $ //============================================================================= #include #include "hud.h" #include "cl_util.h" #include "const.h" #include "com_model.h" #include "studio.h" #include "entity_state.h" #include "cl_entity.h" #include "dlight.h" #include "triangleapi.h" //#include "bumpmap.h" #include #include #include #include #include "studio_util.h" #include "r_studioint.h" #include "StudioModelRenderer.h" #include "GameStudioModelRenderer.h" // // Override the StudioModelRender virtual member functions here to implement custom bone // setup, blending, etc. // // Global engine <-> studio model rendering code interface extern engine_studio_api_t IEngineStudio; // The renderer object, created on the stack. CGameStudioModelRenderer g_StudioRenderer; /* ==================== CGameStudioModelRenderer ==================== */ CGameStudioModelRenderer::CGameStudioModelRenderer( void ) { } //////////////////////////////////// // Hooks to class implementation //////////////////////////////////// /* ==================== R_StudioDrawPlayer ==================== */ int R_StudioDrawPlayer( int flags, entity_state_t *pplayer ) { return g_StudioRenderer.StudioDrawPlayer( flags, pplayer ); } /* ==================== R_StudioDrawModel ==================== */ int R_StudioDrawModel( int flags ) { return g_StudioRenderer.StudioDrawModel( flags ); // FGW /*g_BumpmapMgr.RenderStudioModel( true ); int ret = g_StudioRenderer.StudioDrawModel( flags ); g_BumpmapMgr.RenderStudioModel( false ); return ret;*/ } /* ==================== R_StudioInit ==================== */ void R_StudioInit( void ) { g_StudioRenderer.Init(); } // The simple drawing interface we'll pass back to the engine r_studio_interface_t studio = { STUDIO_INTERFACE_VERSION, R_StudioDrawModel, R_StudioDrawPlayer, }; /* ==================== HUD_GetStudioModelInterface Export this function for the engine to use the studio renderer class to render objects. ==================== */ extern "C" int DLLEXPORT HUD_GetStudioModelInterface( int version, struct r_studio_interface_s **ppinterface, struct engine_studio_api_s *pstudio ) { if ( version != STUDIO_INTERFACE_VERSION ) return 0; // Point the engine to our callbacks *ppinterface = &studio; // Copy in engine helper functions memcpy( &IEngineStudio, pstudio, sizeof( IEngineStudio ) ); // Initialize local variables, etc. R_StudioInit(); // Success return 1; }