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1753 lines
45 KiB
1753 lines
45 KiB
//========= Copyright (c) 1996-2002, Valve LLC, All rights reserved. ============ |
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// |
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// Purpose: |
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// |
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// $NoKeywords: $ |
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//============================================================================= |
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// studio_model.cpp |
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// routines for setting up to draw 3DStudio models |
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#include "hud.h" |
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#include "cl_util.h" |
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#include "const.h" |
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#include "com_model.h" |
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#include "studio.h" |
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#include "entity_state.h" |
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#include "cl_entity.h" |
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#include "dlight.h" |
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#include "triangleapi.h" |
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#include <stdio.h> |
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#include <string.h> |
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#include <memory.h> |
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#include <math.h> |
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#include "studio_util.h" |
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#include "r_studioint.h" |
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#include "StudioModelRenderer.h" |
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#include "GameStudioModelRenderer.h" |
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// Global engine <-> studio model rendering code interface |
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engine_studio_api_t IEngineStudio; |
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///////////////////// |
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// Implementation of CStudioModelRenderer.h |
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#define LEGS_BONES_COUNT 8 |
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// enumerate all the bones that used for gait animation |
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const char *legs_bones[] = |
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{ |
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"Bip01", |
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"Bip01 Pelvis", |
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"Bip01 L Leg", |
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"Bip01 L Leg1", |
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"Bip01 L Foot", |
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"Bip01 R Leg", |
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"Bip01 R Leg1", |
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"Bip01 R Foot" |
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}; |
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/* |
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==================== |
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Init |
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==================== |
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*/ |
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void CStudioModelRenderer::Init( void ) |
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{ |
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// Set up some variables shared with engine |
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m_pCvarHiModels = IEngineStudio.GetCvar( "cl_himodels" ); |
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m_pCvarDeveloper = IEngineStudio.GetCvar( "developer" ); |
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m_pCvarDrawEntities = IEngineStudio.GetCvar( "r_drawentities" ); |
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m_pChromeSprite = IEngineStudio.GetChromeSprite(); |
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IEngineStudio.GetModelCounters( &m_pStudioModelCount, &m_pModelsDrawn ); |
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// Get pointers to engine data structures |
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m_pbonetransform = (float (*)[MAXSTUDIOBONES][3][4])IEngineStudio.StudioGetBoneTransform(); |
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m_plighttransform = (float (*)[MAXSTUDIOBONES][3][4])IEngineStudio.StudioGetLightTransform(); |
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m_paliastransform = (float (*)[3][4])IEngineStudio.StudioGetAliasTransform(); |
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m_protationmatrix = (float (*)[3][4])IEngineStudio.StudioGetRotationMatrix(); |
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} |
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/* |
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==================== |
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CStudioModelRenderer |
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==================== |
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*/ |
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CStudioModelRenderer::CStudioModelRenderer( void ) |
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{ |
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m_fDoInterp = 1; |
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m_fGaitEstimation = 1; |
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m_pCurrentEntity = NULL; |
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m_pCvarHiModels = NULL; |
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m_pCvarDeveloper = NULL; |
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m_pCvarDrawEntities = NULL; |
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m_pChromeSprite = NULL; |
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m_pStudioModelCount = NULL; |
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m_pModelsDrawn = NULL; |
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m_protationmatrix = NULL; |
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m_paliastransform = NULL; |
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m_pbonetransform = NULL; |
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m_plighttransform = NULL; |
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m_pStudioHeader = NULL; |
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m_pBodyPart = NULL; |
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m_pSubModel = NULL; |
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m_pPlayerInfo = NULL; |
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m_pRenderModel = NULL; |
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} |
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/* |
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==================== |
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~CStudioModelRenderer |
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==================== |
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*/ |
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CStudioModelRenderer::~CStudioModelRenderer( void ) |
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{ |
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} |
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/* |
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==================== |
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StudioCalcBoneAdj |
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==================== |
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*/ |
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void CStudioModelRenderer::StudioCalcBoneAdj( float dadt, float *adj, const byte *pcontroller1, const byte *pcontroller2, byte mouthopen ) |
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{ |
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int i, j; |
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float value; |
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mstudiobonecontroller_t *pbonecontroller; |
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pbonecontroller = (mstudiobonecontroller_t *)( (byte *)m_pStudioHeader + m_pStudioHeader->bonecontrollerindex ); |
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for( j = 0; j < m_pStudioHeader->numbonecontrollers; j++ ) |
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{ |
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i = pbonecontroller[j].index; |
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if( i <= 3 ) |
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{ |
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// check for 360% wrapping |
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if( pbonecontroller[j].type & STUDIO_RLOOP ) |
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{ |
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if( abs( pcontroller1[i] - pcontroller2[i] ) > 128) |
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{ |
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int a, b; |
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a = ( pcontroller1[j] + 128 ) % 256; |
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b = ( pcontroller2[j] + 128 ) % 256; |
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value = ( ( a * dadt ) + ( b * ( 1 - dadt ) ) - 128 ) * ( 360.0 / 256.0 ) + pbonecontroller[j].start; |
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} |
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else |
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{ |
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value = ( ( pcontroller1[i] * dadt + ( pcontroller2[i] ) * ( 1.0 - dadt ) ) ) * ( 360.0 / 256.0 ) + pbonecontroller[j].start; |
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} |
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} |
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else |
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{ |
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value = ( pcontroller1[i] * dadt + pcontroller2[i] * ( 1.0 - dadt ) ) / 255.0; |
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if( value < 0 ) value = 0; |
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if( value > 1.0 ) value = 1.0; |
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value = ( 1.0 - value ) * pbonecontroller[j].start + value * pbonecontroller[j].end; |
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} |
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// Con_DPrintf( "%d %d %f : %f\n", m_pCurrentEntity->curstate.controller[j], m_pCurrentEntity->latched.prevcontroller[j], value, dadt ); |
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} |
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else |
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{ |
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value = mouthopen / 64.0; |
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if( value > 1.0 ) value = 1.0; |
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value = ( 1.0 - value ) * pbonecontroller[j].start + value * pbonecontroller[j].end; |
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// Con_DPrintf( "%d %f\n", mouthopen, value ); |
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} |
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switch( pbonecontroller[j].type & STUDIO_TYPES ) |
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{ |
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case STUDIO_XR: |
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case STUDIO_YR: |
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case STUDIO_ZR: |
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adj[j] = value * ( M_PI / 180.0 ); |
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break; |
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case STUDIO_X: |
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case STUDIO_Y: |
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case STUDIO_Z: |
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adj[j] = value; |
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break; |
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} |
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} |
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} |
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/* |
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==================== |
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StudioCalcBoneQuaterion |
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==================== |
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*/ |
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void CStudioModelRenderer::StudioCalcBoneQuaterion( int frame, float s, mstudiobone_t *pbone, mstudioanim_t *panim, float *adj, float *q ) |
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{ |
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int j, k; |
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vec4_t q1, q2; |
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vec3_t angle1, angle2; |
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mstudioanimvalue_t *panimvalue; |
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for( j = 0; j < 3; j++ ) |
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{ |
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if( panim->offset[j + 3] == 0 ) |
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{ |
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angle2[j] = angle1[j] = pbone->value[ j + 3]; // default; |
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} |
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else |
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{ |
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panimvalue = (mstudioanimvalue_t *)( (byte *)panim + panim->offset[j + 3] ); |
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k = frame; |
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// DEBUG |
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if( panimvalue->num.total < panimvalue->num.valid ) |
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k = 0; |
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while( panimvalue->num.total <= k ) |
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{ |
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k -= panimvalue->num.total; |
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panimvalue += panimvalue->num.valid + 1; |
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// DEBUG |
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if( panimvalue->num.total < panimvalue->num.valid ) |
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k = 0; |
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} |
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// Bah, missing blend! |
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if( panimvalue->num.valid > k ) |
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{ |
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angle1[j] = panimvalue[k + 1].value; |
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if( panimvalue->num.valid > k + 1 ) |
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{ |
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angle2[j] = panimvalue[k + 2].value; |
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} |
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else |
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{ |
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if( panimvalue->num.total > k + 1 ) |
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angle2[j] = angle1[j]; |
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else |
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angle2[j] = panimvalue[panimvalue->num.valid + 2].value; |
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} |
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} |
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else |
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{ |
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angle1[j] = panimvalue[panimvalue->num.valid].value; |
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if( panimvalue->num.total > k + 1 ) |
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{ |
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angle2[j] = angle1[j]; |
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} |
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else |
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{ |
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angle2[j] = panimvalue[panimvalue->num.valid + 2].value; |
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} |
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} |
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angle1[j] = pbone->value[j+3] + angle1[j] * pbone->scale[j + 3]; |
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angle2[j] = pbone->value[j+3] + angle2[j] * pbone->scale[j + 3]; |
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} |
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if( pbone->bonecontroller[j + 3] != -1 ) |
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{ |
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angle1[j] += adj[pbone->bonecontroller[j + 3]]; |
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angle2[j] += adj[pbone->bonecontroller[j + 3]]; |
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} |
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} |
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if( !VectorCompare( angle1, angle2 ) ) |
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{ |
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AngleQuaternion( angle1, q1 ); |
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AngleQuaternion( angle2, q2 ); |
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QuaternionSlerp( q1, q2, s, q ); |
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} |
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else |
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{ |
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AngleQuaternion( angle1, q ); |
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} |
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} |
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/* |
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==================== |
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StudioCalcBonePosition |
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==================== |
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*/ |
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void CStudioModelRenderer::StudioCalcBonePosition( int frame, float s, mstudiobone_t *pbone, mstudioanim_t *panim, float *adj, float *pos ) |
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{ |
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int j, k; |
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mstudioanimvalue_t *panimvalue; |
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for( j = 0; j < 3; j++ ) |
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{ |
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pos[j] = pbone->value[j]; // default; |
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if( panim->offset[j] != 0 ) |
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{ |
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panimvalue = (mstudioanimvalue_t *)( (byte *)panim + panim->offset[j] ); |
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/* |
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if( i == 0 && j == 0 ) |
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Con_DPrintf( "%d %d:%d %f\n", frame, panimvalue->num.valid, panimvalue->num.total, s ); |
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*/ |
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k = frame; |
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// DEBUG |
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if( panimvalue->num.total < panimvalue->num.valid ) |
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k = 0; |
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// find span of values that includes the frame we want |
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while( panimvalue->num.total <= k ) |
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{ |
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k -= panimvalue->num.total; |
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panimvalue += panimvalue->num.valid + 1; |
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// DEBUG |
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if( panimvalue->num.total < panimvalue->num.valid ) |
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k = 0; |
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} |
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// if we're inside the span |
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if( panimvalue->num.valid > k ) |
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{ |
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// and there's more data in the span |
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if( panimvalue->num.valid > k + 1 ) |
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{ |
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pos[j] += ( panimvalue[k + 1].value * ( 1.0 - s ) + s * panimvalue[k + 2].value ) * pbone->scale[j]; |
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} |
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else |
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{ |
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pos[j] += panimvalue[k + 1].value * pbone->scale[j]; |
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} |
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} |
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else |
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{ |
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// are we at the end of the repeating values section and there's another section with data? |
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if( panimvalue->num.total <= k + 1 ) |
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{ |
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pos[j] += ( panimvalue[panimvalue->num.valid].value * ( 1.0 - s ) + s * panimvalue[panimvalue->num.valid + 2].value ) * pbone->scale[j]; |
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} |
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else |
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{ |
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pos[j] += panimvalue[panimvalue->num.valid].value * pbone->scale[j]; |
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} |
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} |
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} |
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if( pbone->bonecontroller[j] != -1 && adj ) |
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{ |
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pos[j] += adj[pbone->bonecontroller[j]]; |
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} |
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} |
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} |
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/* |
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==================== |
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StudioSlerpBones |
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==================== |
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*/ |
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void CStudioModelRenderer::StudioSlerpBones( vec4_t q1[], float pos1[][3], vec4_t q2[], float pos2[][3], float s ) |
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{ |
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int i; |
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vec4_t q3; |
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float s1; |
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if( s < 0 ) |
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s = 0; |
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else if( s > 1.0 ) |
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s = 1.0; |
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s1 = 1.0 - s; |
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for( i = 0; i < m_pStudioHeader->numbones; i++ ) |
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{ |
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QuaternionSlerp( q1[i], q2[i], s, q3 ); |
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q1[i][0] = q3[0]; |
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q1[i][1] = q3[1]; |
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q1[i][2] = q3[2]; |
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q1[i][3] = q3[3]; |
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pos1[i][0] = pos1[i][0] * s1 + pos2[i][0] * s; |
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pos1[i][1] = pos1[i][1] * s1 + pos2[i][1] * s; |
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pos1[i][2] = pos1[i][2] * s1 + pos2[i][2] * s; |
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} |
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} |
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/* |
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==================== |
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StudioGetAnim |
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==================== |
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*/ |
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mstudioanim_t *CStudioModelRenderer::StudioGetAnim( model_t *m_pSubModel, mstudioseqdesc_t *pseqdesc ) |
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{ |
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mstudioseqgroup_t *pseqgroup; |
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cache_user_t *paSequences; |
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pseqgroup = (mstudioseqgroup_t *)( (byte *)m_pStudioHeader + m_pStudioHeader->seqgroupindex ) + pseqdesc->seqgroup; |
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if( pseqdesc->seqgroup == 0 ) |
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{ |
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return (mstudioanim_t *)( (byte *)m_pStudioHeader + pseqdesc->animindex ); |
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} |
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paSequences = (cache_user_t *)m_pSubModel->submodels; |
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if( paSequences == NULL ) |
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{ |
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paSequences = (cache_user_t *)IEngineStudio.Mem_Calloc( 16, sizeof(cache_user_t) ); // UNDONE: leak! |
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m_pSubModel->submodels = (dmodel_t *)paSequences; |
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} |
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if( !IEngineStudio.Cache_Check( (struct cache_user_s *)&( paSequences[pseqdesc->seqgroup] ) ) ) |
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{ |
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gEngfuncs.Con_DPrintf("loading %s\n", pseqgroup->name ); |
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IEngineStudio.LoadCacheFile( pseqgroup->name, (struct cache_user_s *)&paSequences[pseqdesc->seqgroup] ); |
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} |
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return (mstudioanim_t *)( (byte *)paSequences[pseqdesc->seqgroup].data + pseqdesc->animindex ); |
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} |
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/* |
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==================== |
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StudioPlayerBlend |
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==================== |
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*/ |
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void CStudioModelRenderer::StudioPlayerBlend( mstudioseqdesc_t *pseqdesc, int *pBlend, float *pPitch ) |
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{ |
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// calc up/down pointing |
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*pBlend = ( *pPitch * 3 ); |
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if( *pBlend < pseqdesc->blendstart[0] ) |
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{ |
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*pPitch -= pseqdesc->blendstart[0] / 3.0; |
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*pBlend = 0; |
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} |
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else if( *pBlend > pseqdesc->blendend[0] ) |
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{ |
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*pPitch -= pseqdesc->blendend[0] / 3.0; |
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*pBlend = 255; |
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} |
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else |
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{ |
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if( pseqdesc->blendend[0] - pseqdesc->blendstart[0] < 0.1 ) // catch qc error |
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*pBlend = 127; |
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else |
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*pBlend = 255 * ( *pBlend - pseqdesc->blendstart[0] ) / ( pseqdesc->blendend[0] - pseqdesc->blendstart[0] ); |
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*pPitch = 0; |
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} |
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} |
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/* |
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==================== |
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StudioSetUpTransform |
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==================== |
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*/ |
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void CStudioModelRenderer::StudioSetUpTransform( int trivial_accept ) |
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{ |
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int i; |
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vec3_t angles; |
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vec3_t modelpos; |
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// tweek model origin |
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//for( i = 0; i < 3; i++ ) |
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// modelpos[i] = m_pCurrentEntity->origin[i]; |
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VectorCopy( m_pCurrentEntity->origin, modelpos ); |
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// TODO: should really be stored with the entity instead of being reconstructed |
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// TODO: should use a look-up table |
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// TODO: could cache lazily, stored in the entity |
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angles[ROLL] = m_pCurrentEntity->curstate.angles[ROLL]; |
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angles[PITCH] = m_pCurrentEntity->curstate.angles[PITCH]; |
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angles[YAW] = m_pCurrentEntity->curstate.angles[YAW]; |
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//Adrian - Have the model rotate ( weapon world models, powerups and armor. ) |
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//Yeah, we're too lazy to animate them!. |
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if( strstr( m_pCurrentEntity->model->name, "g_" ) || strstr( m_pCurrentEntity->model->name, "pow_" ) || strstr( m_pCurrentEntity->model->name, "armour" ) ) |
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{ |
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float timemod; |
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timemod = fmod( gEngfuncs.GetClientTime(), 2.0 ); |
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m_pCurrentEntity->angles[0] = 0; |
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m_pCurrentEntity->angles[YAW] = timemod * 180.0 - 90.0; |
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m_pCurrentEntity->angles[2] = 0; |
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VectorCopy( m_pCurrentEntity->angles, m_pCurrentEntity->curstate.angles ); |
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} |
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//Con_DPrintf( "Angles %4.2f prev %4.2f for %i\n", angles[PITCH], m_pCurrentEntity->index ); |
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//Con_DPrintf( "movetype %d %d\n", m_pCurrentEntity->movetype, m_pCurrentEntity->aiment ); |
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if( m_pCurrentEntity->curstate.movetype == MOVETYPE_STEP ) |
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{ |
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float f = 0; |
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float d; |
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// don't do it if the goalstarttime hasn't updated in a while. |
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// NOTE: Because we need to interpolate multiplayer characters, the interpolation time limit |
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// was increased to 1.0 s., which is 2x the max lag we are accounting for. |
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if( ( m_clTime < m_pCurrentEntity->curstate.animtime + 1.0f ) && |
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( m_pCurrentEntity->curstate.animtime != m_pCurrentEntity->latched.prevanimtime ) ) |
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{ |
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f = ( m_clTime - m_pCurrentEntity->curstate.animtime ) / ( m_pCurrentEntity->curstate.animtime - m_pCurrentEntity->latched.prevanimtime ); |
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//Con_DPrintf( "%4.2f %.2f %.2f\n", f, m_pCurrentEntity->curstate.animtime, m_clTime ); |
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} |
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if( m_fDoInterp ) |
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{ |
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// ugly hack to interpolate angle, position. current is reached 0.1 seconds after being set |
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f = f - 1.0; |
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} |
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else |
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{ |
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f = 0; |
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} |
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for( i = 0; i < 3; i++ ) |
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{ |
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modelpos[i] += ( m_pCurrentEntity->origin[i] - m_pCurrentEntity->latched.prevorigin[i] ) * f; |
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} |
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// NOTE: Because multiplayer lag can be relatively large, we don't want to cap |
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// f at 1.5 anymore. |
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//if( f > -1.0 && f < 1.5 ) {} |
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//Con_DPrintf( "%.0f %.0f\n",m_pCurrentEntity->msg_angles[0][YAW], m_pCurrentEntity->msg_angles[1][YAW] ); |
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for( i = 0; i < 3; i++ ) |
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{ |
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float ang1, ang2; |
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ang1 = m_pCurrentEntity->angles[i]; |
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ang2 = m_pCurrentEntity->latched.prevangles[i]; |
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d = ang1 - ang2; |
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if( d > 180 ) |
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{ |
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d -= 360; |
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} |
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else if( d < -180 ) |
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{ |
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d += 360; |
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} |
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angles[i] += d * f; |
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} |
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//Con_DPrintf( "%.3f \n", f ); |
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} |
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else if( m_pCurrentEntity->curstate.movetype != MOVETYPE_NONE ) |
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{ |
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VectorCopy( m_pCurrentEntity->angles, angles ); |
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} |
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//Con_DPrintf( "%.0f %0.f %0.f\n", modelpos[0], modelpos[1], modelpos[2] ); |
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//Con_DPrintf( "%.0f %0.f %0.f\n", angles[0], angles[1], angles[2] ); |
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angles[PITCH] = -angles[PITCH]; |
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AngleMatrix( angles, ( *m_protationmatrix ) ); |
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if( !IEngineStudio.IsHardware() ) |
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{ |
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static float viewmatrix[3][4]; |
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|
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VectorCopy( m_vRight, viewmatrix[0] ); |
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VectorCopy( m_vUp, viewmatrix[1] ); |
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VectorInverse( viewmatrix[1] ); |
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VectorCopy( m_vNormal, viewmatrix[2] ); |
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|
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(*m_protationmatrix)[0][3] = modelpos[0] - m_vRenderOrigin[0]; |
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(*m_protationmatrix)[1][3] = modelpos[1] - m_vRenderOrigin[1]; |
|
(*m_protationmatrix)[2][3] = modelpos[2] - m_vRenderOrigin[2]; |
|
|
|
ConcatTransforms( viewmatrix, (*m_protationmatrix), (*m_paliastransform) ); |
|
|
|
// do the scaling up of x and y to screen coordinates as part of the transform |
|
// for the unclipped case (it would mess up clipping in the clipped case). |
|
// Also scale down z, so 1/z is scaled 31 bits for free, and scale down x and y |
|
// correspondingly so the projected x and y come out right |
|
// FIXME: make this work for clipped case too? |
|
if( trivial_accept ) |
|
{ |
|
for( i = 0; i < 4; i++ ) |
|
{ |
|
(*m_paliastransform)[0][i] *= m_fSoftwareXScale * ( 1.0 / ( ZISCALE * 0x10000 ) ); |
|
(*m_paliastransform)[1][i] *= m_fSoftwareYScale * ( 1.0 / ( ZISCALE * 0x10000 ) ); |
|
(*m_paliastransform)[2][i] *= 1.0 / ( ZISCALE * 0x10000 ); |
|
} |
|
} |
|
} |
|
|
|
(*m_protationmatrix)[0][3] = modelpos[0]; |
|
(*m_protationmatrix)[1][3] = modelpos[1]; |
|
(*m_protationmatrix)[2][3] = modelpos[2]; |
|
} |
|
|
|
/* |
|
==================== |
|
StudioEstimateInterpolant |
|
|
|
==================== |
|
*/ |
|
float CStudioModelRenderer::StudioEstimateInterpolant( void ) |
|
{ |
|
float dadt = 1.0; |
|
|
|
if( m_fDoInterp && ( m_pCurrentEntity->curstate.animtime >= m_pCurrentEntity->latched.prevanimtime + 0.01 ) ) |
|
{ |
|
dadt = ( m_clTime - m_pCurrentEntity->curstate.animtime ) / 0.1; |
|
if( dadt > 2.0 ) |
|
{ |
|
dadt = 2.0; |
|
} |
|
} |
|
return dadt; |
|
} |
|
|
|
/* |
|
==================== |
|
StudioCalcRotations |
|
|
|
==================== |
|
*/ |
|
void CStudioModelRenderer::StudioCalcRotations( float pos[][3], vec4_t *q, mstudioseqdesc_t *pseqdesc, mstudioanim_t *panim, float f ) |
|
{ |
|
int i; |
|
int frame; |
|
mstudiobone_t *pbone; |
|
|
|
float s; |
|
float adj[MAXSTUDIOCONTROLLERS]; |
|
float dadt; |
|
|
|
if( f > pseqdesc->numframes - 1 ) |
|
{ |
|
f = 0; // bah, fix this bug with changing sequences too fast |
|
} |
|
// BUG ( somewhere else ) but this code should validate this data. |
|
// This could cause a crash if the frame # is negative, so we'll go ahead |
|
// and clamp it here |
|
else if( f < -0.01 ) |
|
{ |
|
f = -0.01; |
|
} |
|
|
|
frame = (int)f; |
|
|
|
// Con_DPrintf( "%d %.4f %.4f %.4f %.4f %d\n", m_pCurrentEntity->curstate.sequence, m_clTime, m_pCurrentEntity->animtime, m_pCurrentEntity->frame, f, frame ); |
|
|
|
// Con_DPrintf( "%f %f %f\n", m_pCurrentEntity->angles[ROLL], m_pCurrentEntity->angles[PITCH], m_pCurrentEntity->angles[YAW] ); |
|
|
|
// Con_DPrintf( "frame %d %d\n", frame1, frame2 ); |
|
|
|
dadt = StudioEstimateInterpolant(); |
|
s = ( f - frame ); |
|
|
|
// add in programtic controllers |
|
pbone = (mstudiobone_t *)( (byte *)m_pStudioHeader + m_pStudioHeader->boneindex ); |
|
|
|
StudioCalcBoneAdj( dadt, adj, m_pCurrentEntity->curstate.controller, m_pCurrentEntity->latched.prevcontroller, m_pCurrentEntity->mouth.mouthopen ); |
|
|
|
for( i = 0; i < m_pStudioHeader->numbones; i++, pbone++, panim++ ) |
|
{ |
|
StudioCalcBoneQuaterion( frame, s, pbone, panim, adj, q[i] ); |
|
|
|
StudioCalcBonePosition( frame, s, pbone, panim, adj, pos[i] ); |
|
// if( 0 && i == 0 ) |
|
// Con_DPrintf( "%d %d %d %d\n", m_pCurrentEntity->curstate.sequence, frame, j, k ); |
|
} |
|
|
|
if( pseqdesc->motiontype & STUDIO_X ) |
|
{ |
|
pos[pseqdesc->motionbone][0] = 0.0; |
|
} |
|
if( pseqdesc->motiontype & STUDIO_Y ) |
|
{ |
|
pos[pseqdesc->motionbone][1] = 0.0; |
|
} |
|
if( pseqdesc->motiontype & STUDIO_Z ) |
|
{ |
|
pos[pseqdesc->motionbone][2] = 0.0; |
|
} |
|
|
|
s = 0 * ( ( 1.0 - ( f - (int)( f ) ) ) / ( pseqdesc->numframes ) ) * m_pCurrentEntity->curstate.framerate; |
|
|
|
if( pseqdesc->motiontype & STUDIO_LX ) |
|
{ |
|
pos[pseqdesc->motionbone][0] += s * pseqdesc->linearmovement[0]; |
|
} |
|
if( pseqdesc->motiontype & STUDIO_LY ) |
|
{ |
|
pos[pseqdesc->motionbone][1] += s * pseqdesc->linearmovement[1]; |
|
} |
|
if( pseqdesc->motiontype & STUDIO_LZ ) |
|
{ |
|
pos[pseqdesc->motionbone][2] += s * pseqdesc->linearmovement[2]; |
|
} |
|
} |
|
|
|
/* |
|
==================== |
|
Studio_FxTransform |
|
|
|
==================== |
|
*/ |
|
void CStudioModelRenderer::StudioFxTransform( cl_entity_t *ent, float transform[3][4] ) |
|
{ |
|
switch( ent->curstate.renderfx ) |
|
{ |
|
case kRenderFxDistort: |
|
case kRenderFxHologram: |
|
if( gEngfuncs.pfnRandomLong( 0, 49 ) == 0 ) |
|
{ |
|
int axis = gEngfuncs.pfnRandomLong( 0, 1 ); |
|
if( axis == 1 ) // Choose between x & z |
|
axis = 2; |
|
VectorScale( transform[axis], gEngfuncs.pfnRandomFloat( 1, 1.484 ), transform[axis] ); |
|
} |
|
else if( gEngfuncs.pfnRandomLong( 0, 49 ) == 0 ) |
|
{ |
|
float offset; |
|
int axis = gEngfuncs.pfnRandomLong(0,1); |
|
if( axis == 1 ) // Choose between x & z |
|
axis = 2; |
|
offset = gEngfuncs.pfnRandomFloat( -10, 10 ); |
|
transform[gEngfuncs.pfnRandomLong( 0, 2 )][3] += offset; |
|
} |
|
break; |
|
case kRenderFxExplode: |
|
{ |
|
float scale; |
|
|
|
scale = 1.0 + ( m_clTime - ent->curstate.animtime ) * 10.0; |
|
if( scale > 2 ) // Don't blow up more than 200% |
|
scale = 2; |
|
transform[0][1] *= scale; |
|
transform[1][1] *= scale; |
|
transform[2][1] *= scale; |
|
} |
|
break; |
|
} |
|
} |
|
|
|
/* |
|
==================== |
|
StudioEstimateFrame |
|
|
|
==================== |
|
*/ |
|
float CStudioModelRenderer::StudioEstimateFrame( mstudioseqdesc_t *pseqdesc ) |
|
{ |
|
double dfdt, f; |
|
|
|
if( m_fDoInterp ) |
|
{ |
|
if( m_clTime < m_pCurrentEntity->curstate.animtime ) |
|
{ |
|
dfdt = 0; |
|
} |
|
else |
|
{ |
|
dfdt = ( m_clTime - m_pCurrentEntity->curstate.animtime ) * m_pCurrentEntity->curstate.framerate * pseqdesc->fps; |
|
} |
|
} |
|
else |
|
{ |
|
dfdt = 0; |
|
} |
|
|
|
if( pseqdesc->numframes <= 1 ) |
|
{ |
|
f = 0; |
|
} |
|
else |
|
{ |
|
f = ( m_pCurrentEntity->curstate.frame * ( pseqdesc->numframes - 1 ) ) / 256.0; |
|
} |
|
|
|
f += dfdt; |
|
|
|
if( pseqdesc->flags & STUDIO_LOOPING ) |
|
{ |
|
if( pseqdesc->numframes > 1 ) |
|
{ |
|
f -= (int)( f / ( pseqdesc->numframes - 1 ) ) * ( pseqdesc->numframes - 1 ); |
|
} |
|
if( f < 0 ) |
|
{ |
|
f += ( pseqdesc->numframes - 1 ); |
|
} |
|
} |
|
else |
|
{ |
|
if( f >= pseqdesc->numframes - 1.001 ) |
|
{ |
|
f = pseqdesc->numframes - 1.001; |
|
} |
|
if( f < 0.0 ) |
|
{ |
|
f = 0.0; |
|
} |
|
} |
|
return f; |
|
} |
|
|
|
/* |
|
==================== |
|
StudioSetupBones |
|
|
|
==================== |
|
*/ |
|
void CStudioModelRenderer::StudioSetupBones( void ) |
|
{ |
|
int i, j; |
|
double f; |
|
|
|
mstudiobone_t *pbones; |
|
mstudioseqdesc_t *pseqdesc; |
|
mstudioanim_t *panim; |
|
|
|
static float pos[MAXSTUDIOBONES][3]; |
|
static vec4_t q[MAXSTUDIOBONES]; |
|
float bonematrix[3][4]; |
|
|
|
static float pos2[MAXSTUDIOBONES][3]; |
|
static vec4_t q2[MAXSTUDIOBONES]; |
|
static float pos3[MAXSTUDIOBONES][3]; |
|
static vec4_t q3[MAXSTUDIOBONES]; |
|
static float pos4[MAXSTUDIOBONES][3]; |
|
static vec4_t q4[MAXSTUDIOBONES]; |
|
|
|
if( m_pCurrentEntity->curstate.sequence >= m_pStudioHeader->numseq ) |
|
{ |
|
m_pCurrentEntity->curstate.sequence = 0; |
|
} |
|
|
|
pseqdesc = (mstudioseqdesc_t *)( (byte *)m_pStudioHeader + m_pStudioHeader->seqindex ) + m_pCurrentEntity->curstate.sequence; |
|
|
|
f = StudioEstimateFrame( pseqdesc ); |
|
|
|
if( m_pCurrentEntity->latched.prevframe > f ) |
|
{ |
|
//Con_DPrintf( "%f %f\n", m_pCurrentEntity->prevframe, f ); |
|
} |
|
|
|
panim = StudioGetAnim( m_pRenderModel, pseqdesc ); |
|
StudioCalcRotations( pos, q, pseqdesc, panim, f ); |
|
|
|
if( pseqdesc->numblends > 1 ) |
|
{ |
|
float s; |
|
float dadt; |
|
|
|
panim += m_pStudioHeader->numbones; |
|
StudioCalcRotations( pos2, q2, pseqdesc, panim, f ); |
|
|
|
dadt = StudioEstimateInterpolant(); |
|
s = ( m_pCurrentEntity->curstate.blending[0] * dadt + m_pCurrentEntity->latched.prevblending[0] * ( 1.0 - dadt ) ) / 255.0; |
|
|
|
StudioSlerpBones( q, pos, q2, pos2, s ); |
|
|
|
if( pseqdesc->numblends == 4 ) |
|
{ |
|
panim += m_pStudioHeader->numbones; |
|
StudioCalcRotations( pos3, q3, pseqdesc, panim, f ); |
|
|
|
panim += m_pStudioHeader->numbones; |
|
StudioCalcRotations( pos4, q4, pseqdesc, panim, f ); |
|
|
|
s = ( m_pCurrentEntity->curstate.blending[0] * dadt + m_pCurrentEntity->latched.prevblending[0] * ( 1.0 - dadt ) ) / 255.0; |
|
StudioSlerpBones( q3, pos3, q4, pos4, s ); |
|
|
|
s = ( m_pCurrentEntity->curstate.blending[1] * dadt + m_pCurrentEntity->latched.prevblending[1] * ( 1.0 - dadt ) ) / 255.0; |
|
StudioSlerpBones( q, pos, q3, pos3, s ); |
|
} |
|
} |
|
|
|
if( m_fDoInterp && m_pCurrentEntity->latched.sequencetime && |
|
( m_pCurrentEntity->latched.sequencetime + 0.2 > m_clTime ) && |
|
( m_pCurrentEntity->latched.prevsequence < m_pStudioHeader->numseq ) ) |
|
{ |
|
// blend from last sequence |
|
static float pos1b[MAXSTUDIOBONES][3]; |
|
static vec4_t q1b[MAXSTUDIOBONES]; |
|
float s; |
|
|
|
pseqdesc = (mstudioseqdesc_t *)( (byte *)m_pStudioHeader + m_pStudioHeader->seqindex ) + m_pCurrentEntity->latched.prevsequence; |
|
panim = StudioGetAnim( m_pRenderModel, pseqdesc ); |
|
// clip prevframe |
|
StudioCalcRotations( pos1b, q1b, pseqdesc, panim, m_pCurrentEntity->latched.prevframe ); |
|
|
|
if( pseqdesc->numblends > 1 ) |
|
{ |
|
panim += m_pStudioHeader->numbones; |
|
StudioCalcRotations( pos2, q2, pseqdesc, panim, m_pCurrentEntity->latched.prevframe ); |
|
|
|
s = (m_pCurrentEntity->latched.prevseqblending[0]) / 255.0; |
|
StudioSlerpBones( q1b, pos1b, q2, pos2, s ); |
|
|
|
if( pseqdesc->numblends == 4 ) |
|
{ |
|
panim += m_pStudioHeader->numbones; |
|
StudioCalcRotations( pos3, q3, pseqdesc, panim, m_pCurrentEntity->latched.prevframe ); |
|
|
|
panim += m_pStudioHeader->numbones; |
|
StudioCalcRotations( pos4, q4, pseqdesc, panim, m_pCurrentEntity->latched.prevframe ); |
|
|
|
s = ( m_pCurrentEntity->latched.prevseqblending[0] ) / 255.0; |
|
StudioSlerpBones( q3, pos3, q4, pos4, s ); |
|
|
|
s = ( m_pCurrentEntity->latched.prevseqblending[1] ) / 255.0; |
|
StudioSlerpBones( q1b, pos1b, q3, pos3, s ); |
|
} |
|
} |
|
|
|
s = 1.0 - ( m_clTime - m_pCurrentEntity->latched.sequencetime ) / 0.2; |
|
StudioSlerpBones( q, pos, q1b, pos1b, s ); |
|
} |
|
else |
|
{ |
|
//Con_DPrintf("prevframe = %4.2f\n", f); |
|
m_pCurrentEntity->latched.prevframe = f; |
|
} |
|
|
|
pbones = (mstudiobone_t *)( (byte *)m_pStudioHeader + m_pStudioHeader->boneindex ); |
|
|
|
// calc gait animation |
|
if( m_pPlayerInfo && m_pPlayerInfo->gaitsequence != 0 ) |
|
{ |
|
if( m_pPlayerInfo->gaitsequence >= m_pStudioHeader->numseq ) |
|
{ |
|
m_pPlayerInfo->gaitsequence = 0; |
|
} |
|
|
|
pseqdesc = (mstudioseqdesc_t *)( (byte *)m_pStudioHeader + m_pStudioHeader->seqindex ) + m_pPlayerInfo->gaitsequence; |
|
|
|
panim = StudioGetAnim( m_pRenderModel, pseqdesc ); |
|
StudioCalcRotations( pos2, q2, pseqdesc, panim, m_pPlayerInfo->gaitframe ); |
|
|
|
for( i = 0; i < m_pStudioHeader->numbones; i++ ) |
|
{ |
|
for( j = 0; j < LEGS_BONES_COUNT; j++ ) |
|
{ |
|
if( !strcmp( pbones[i].name, legs_bones[j] ) ) |
|
break; |
|
} |
|
|
|
if( j == LEGS_BONES_COUNT ) |
|
continue; // not used for legs |
|
|
|
memcpy( pos[i], pos2[i], sizeof(pos[i]) ); |
|
memcpy( q[i], q2[i], sizeof(q[i]) ); |
|
} |
|
} |
|
|
|
|
|
for( i = 0; i < m_pStudioHeader->numbones; i++ ) |
|
{ |
|
QuaternionMatrix( q[i], bonematrix ); |
|
|
|
bonematrix[0][3] = pos[i][0]; |
|
bonematrix[1][3] = pos[i][1]; |
|
bonematrix[2][3] = pos[i][2]; |
|
|
|
if( pbones[i].parent == -1 ) |
|
{ |
|
//Adrian - Scale the player's model height down |
|
//NOTE: This is only relative for a few models, |
|
//some other models might need a different number. |
|
if( m_pCurrentEntity->player ) |
|
bonematrix[2][2] *= 0.89; // (2,2) is Z component |
|
|
|
if( IEngineStudio.IsHardware() ) |
|
{ |
|
ConcatTransforms( (*m_protationmatrix), bonematrix, (*m_pbonetransform)[i] ); |
|
|
|
// MatrixCopy should be faster... |
|
//ConcatTransforms( (*m_protationmatrix), bonematrix, (*m_plighttransform)[i] ); |
|
MatrixCopy( (*m_pbonetransform)[i], (*m_plighttransform)[i] ); |
|
} |
|
else |
|
{ |
|
ConcatTransforms( (*m_paliastransform), bonematrix, (*m_pbonetransform)[i] ); |
|
ConcatTransforms( (*m_protationmatrix), bonematrix, (*m_plighttransform)[i] ); |
|
} |
|
|
|
// Apply client-side effects to the transformation matrix |
|
StudioFxTransform( m_pCurrentEntity, (*m_pbonetransform)[i] ); |
|
} |
|
else |
|
{ |
|
ConcatTransforms( (*m_pbonetransform)[pbones[i].parent], bonematrix, (*m_pbonetransform)[i] ); |
|
ConcatTransforms( (*m_plighttransform)[pbones[i].parent], bonematrix, (*m_plighttransform)[i] ); |
|
} |
|
} |
|
} |
|
|
|
/* |
|
==================== |
|
StudioSaveBones |
|
|
|
==================== |
|
*/ |
|
void CStudioModelRenderer::StudioSaveBones( void ) |
|
{ |
|
int i; |
|
|
|
mstudiobone_t *pbones; |
|
pbones = (mstudiobone_t *)( (byte *)m_pStudioHeader + m_pStudioHeader->boneindex ); |
|
|
|
m_nCachedBones = m_pStudioHeader->numbones; |
|
|
|
for( i = 0; i < m_pStudioHeader->numbones; i++ ) |
|
{ |
|
strcpy( m_nCachedBoneNames[i], pbones[i].name ); |
|
MatrixCopy( (*m_pbonetransform)[i], m_rgCachedBoneTransform[i] ); |
|
MatrixCopy( (*m_plighttransform)[i], m_rgCachedLightTransform[i] ); |
|
} |
|
} |
|
|
|
/* |
|
==================== |
|
StudioMergeBones |
|
|
|
==================== |
|
*/ |
|
void CStudioModelRenderer::StudioMergeBones( model_t *m_pSubModel ) |
|
{ |
|
int i, j; |
|
double f; |
|
int do_hunt = true; |
|
|
|
mstudiobone_t *pbones; |
|
mstudioseqdesc_t *pseqdesc; |
|
mstudioanim_t *panim; |
|
|
|
static float pos[MAXSTUDIOBONES][3]; |
|
float bonematrix[3][4]; |
|
static vec4_t q[MAXSTUDIOBONES]; |
|
|
|
if( m_pCurrentEntity->curstate.sequence >= m_pStudioHeader->numseq ) |
|
{ |
|
m_pCurrentEntity->curstate.sequence = 0; |
|
} |
|
|
|
pseqdesc = (mstudioseqdesc_t *)( (byte *)m_pStudioHeader + m_pStudioHeader->seqindex ) + m_pCurrentEntity->curstate.sequence; |
|
|
|
f = StudioEstimateFrame( pseqdesc ); |
|
|
|
if( m_pCurrentEntity->latched.prevframe > f ) |
|
{ |
|
//Con_DPrintf( "%f %f\n", m_pCurrentEntity->prevframe, f ); |
|
} |
|
|
|
panim = StudioGetAnim( m_pSubModel, pseqdesc ); |
|
StudioCalcRotations( pos, q, pseqdesc, panim, f ); |
|
|
|
pbones = (mstudiobone_t *)( (byte *)m_pStudioHeader + m_pStudioHeader->boneindex ); |
|
|
|
for( i = 0; i < m_pStudioHeader->numbones; i++ ) |
|
{ |
|
for( j = 0; j < m_nCachedBones; j++ ) |
|
{ |
|
if( stricmp( pbones[i].name, m_nCachedBoneNames[j] ) == 0 ) |
|
{ |
|
MatrixCopy( m_rgCachedBoneTransform[j], (*m_pbonetransform)[i] ); |
|
MatrixCopy( m_rgCachedLightTransform[j], (*m_plighttransform)[i] ); |
|
break; |
|
} |
|
} |
|
if( j >= m_nCachedBones ) |
|
{ |
|
QuaternionMatrix( q[i], bonematrix ); |
|
|
|
bonematrix[0][3] = pos[i][0]; |
|
bonematrix[1][3] = pos[i][1]; |
|
bonematrix[2][3] = pos[i][2]; |
|
|
|
if( pbones[i].parent == -1 ) |
|
{ |
|
if( IEngineStudio.IsHardware() ) |
|
{ |
|
ConcatTransforms( (*m_protationmatrix), bonematrix, (*m_pbonetransform)[i] ); |
|
|
|
// MatrixCopy should be faster... |
|
//ConcatTransforms( (*m_protationmatrix), bonematrix, (*m_plighttransform)[i] ); |
|
MatrixCopy( (*m_pbonetransform)[i], (*m_plighttransform)[i] ); |
|
} |
|
else |
|
{ |
|
ConcatTransforms( (*m_paliastransform), bonematrix, (*m_pbonetransform)[i] ); |
|
ConcatTransforms( (*m_protationmatrix), bonematrix, (*m_plighttransform)[i] ); |
|
} |
|
|
|
// Apply client-side effects to the transformation matrix |
|
StudioFxTransform( m_pCurrentEntity, (*m_pbonetransform)[i] ); |
|
} |
|
else |
|
{ |
|
ConcatTransforms( (*m_pbonetransform)[pbones[i].parent], bonematrix, (*m_pbonetransform)[i] ); |
|
ConcatTransforms( (*m_plighttransform)[pbones[i].parent], bonematrix, (*m_plighttransform)[i] ); |
|
} |
|
} |
|
} |
|
} |
|
|
|
/* |
|
==================== |
|
StudioDrawModel |
|
|
|
==================== |
|
*/ |
|
int CStudioModelRenderer::StudioDrawModel( int flags ) |
|
{ |
|
alight_t lighting; |
|
vec3_t dir; |
|
|
|
m_pCurrentEntity = IEngineStudio.GetCurrentEntity(); |
|
IEngineStudio.GetTimes( &m_nFrameCount, &m_clTime, &m_clOldTime ); |
|
IEngineStudio.GetViewInfo( m_vRenderOrigin, m_vUp, m_vRight, m_vNormal ); |
|
IEngineStudio.GetAliasScale( &m_fSoftwareXScale, &m_fSoftwareYScale ); |
|
|
|
if( m_pCurrentEntity->curstate.renderfx == kRenderFxDeadPlayer ) |
|
{ |
|
entity_state_t deadplayer; |
|
|
|
int result; |
|
int save_interp; |
|
|
|
if( m_pCurrentEntity->curstate.renderamt <= 0 || m_pCurrentEntity->curstate.renderamt > gEngfuncs.GetMaxClients() ) |
|
return 0; |
|
|
|
// get copy of player |
|
deadplayer = *( IEngineStudio.GetPlayerState( m_pCurrentEntity->curstate.renderamt - 1 ) ); //cl.frames[cl.parsecount & CL_UPDATE_MASK].playerstate[m_pCurrentEntity->curstate.renderamt - 1]; |
|
|
|
// clear weapon, movement state |
|
deadplayer.number = m_pCurrentEntity->curstate.renderamt; |
|
deadplayer.weaponmodel = 0; |
|
deadplayer.gaitsequence = 0; |
|
|
|
deadplayer.movetype = MOVETYPE_NONE; |
|
VectorCopy( m_pCurrentEntity->curstate.angles, deadplayer.angles ); |
|
VectorCopy( m_pCurrentEntity->curstate.origin, deadplayer.origin ); |
|
|
|
save_interp = m_fDoInterp; |
|
m_fDoInterp = 0; |
|
|
|
// draw as though it were a player |
|
result = StudioDrawPlayer( flags, &deadplayer ); |
|
|
|
m_fDoInterp = save_interp; |
|
return result; |
|
} |
|
|
|
m_pRenderModel = m_pCurrentEntity->model; |
|
m_pStudioHeader = (studiohdr_t *)IEngineStudio.Mod_Extradata( m_pRenderModel ); |
|
IEngineStudio.StudioSetHeader( m_pStudioHeader ); |
|
IEngineStudio.SetRenderModel( m_pRenderModel ); |
|
|
|
StudioSetUpTransform( 0 ); |
|
|
|
if( flags & STUDIO_RENDER ) |
|
{ |
|
// see if the bounding box lets us trivially reject, also sets |
|
if( !IEngineStudio.StudioCheckBBox() ) |
|
return 0; |
|
|
|
( *m_pModelsDrawn )++; |
|
( *m_pStudioModelCount )++; // render data cache cookie |
|
|
|
if( m_pStudioHeader->numbodyparts == 0 ) |
|
return 1; |
|
} |
|
|
|
if( m_pCurrentEntity->curstate.movetype == MOVETYPE_FOLLOW ) |
|
{ |
|
StudioMergeBones( m_pRenderModel ); |
|
} |
|
else |
|
{ |
|
StudioSetupBones(); |
|
} |
|
StudioSaveBones(); |
|
|
|
if( flags & STUDIO_EVENTS ) |
|
{ |
|
StudioCalcAttachments(); |
|
IEngineStudio.StudioClientEvents(); |
|
// copy attachments into global entity array |
|
if( m_pCurrentEntity->index > 0 ) |
|
{ |
|
cl_entity_t *ent = gEngfuncs.GetEntityByIndex( m_pCurrentEntity->index ); |
|
|
|
memcpy( ent->attachment, m_pCurrentEntity->attachment, sizeof(vec3_t) * 4 ); |
|
} |
|
} |
|
|
|
if( flags & STUDIO_RENDER ) |
|
{ |
|
lighting.plightvec = dir; |
|
IEngineStudio.StudioDynamicLight( m_pCurrentEntity, &lighting ); |
|
|
|
IEngineStudio.StudioEntityLight( &lighting ); |
|
|
|
//Scale the spike model lighting by a factor of 30 ( H4X!! ) |
|
if( strstr( m_pCurrentEntity->model->name, "spike.mdl" ) ) |
|
lighting.ambientlight *= 30; |
|
|
|
// model and frame independant |
|
IEngineStudio.StudioSetupLighting( &lighting ); |
|
|
|
// get remap colors |
|
m_nTopColor = m_pCurrentEntity->curstate.colormap & 0xFF; |
|
m_nBottomColor = ( m_pCurrentEntity->curstate.colormap & 0xFF00 ) >> 8; |
|
|
|
IEngineStudio.StudioSetRemapColors( m_nTopColor, m_nBottomColor ); |
|
|
|
StudioRenderModel(); |
|
} |
|
|
|
return 1; |
|
} |
|
|
|
/* |
|
==================== |
|
StudioEstimateGait |
|
|
|
==================== |
|
*/ |
|
void CStudioModelRenderer::StudioEstimateGait( entity_state_t *pplayer ) |
|
{ |
|
float dt; |
|
vec3_t est_velocity; |
|
|
|
dt = ( m_clTime - m_clOldTime ); |
|
if( dt < 0 ) |
|
dt = 0; |
|
else if( dt > 1.0 ) |
|
dt = 1; |
|
|
|
if( dt == 0 || m_pPlayerInfo->renderframe == m_nFrameCount ) |
|
{ |
|
m_flGaitMovement = 0; |
|
return; |
|
} |
|
|
|
// VectorAdd( pplayer->velocity, pplayer->prediction_error, est_velocity ); |
|
if( m_fGaitEstimation ) |
|
{ |
|
VectorSubtract( m_pCurrentEntity->origin, m_pPlayerInfo->prevgaitorigin, est_velocity ); |
|
VectorCopy( m_pCurrentEntity->origin, m_pPlayerInfo->prevgaitorigin ); |
|
m_flGaitMovement = Length( est_velocity ); |
|
if( dt <= 0 || m_flGaitMovement / dt < 5 ) |
|
{ |
|
m_flGaitMovement = 0; |
|
est_velocity[0] = 0; |
|
est_velocity[1] = 0; |
|
} |
|
} |
|
else |
|
{ |
|
VectorCopy( pplayer->velocity, est_velocity ); |
|
m_flGaitMovement = Length( est_velocity ) * dt; |
|
} |
|
|
|
if( est_velocity[1] == 0 && est_velocity[0] == 0 ) |
|
{ |
|
float flYawDiff = m_pCurrentEntity->angles[YAW] - m_pPlayerInfo->gaityaw; |
|
flYawDiff = flYawDiff - (int)( flYawDiff / 360 ) * 360; |
|
if( flYawDiff > 180 ) |
|
flYawDiff -= 360; |
|
if( flYawDiff < -180 ) |
|
flYawDiff += 360; |
|
|
|
if( dt < 0.25 ) |
|
flYawDiff *= dt * 4; |
|
else |
|
flYawDiff *= dt; |
|
|
|
m_pPlayerInfo->gaityaw += flYawDiff; |
|
m_pPlayerInfo->gaityaw = m_pPlayerInfo->gaityaw - (int)( m_pPlayerInfo->gaityaw / 360 ) * 360; |
|
|
|
m_flGaitMovement = 0; |
|
} |
|
else |
|
{ |
|
m_pPlayerInfo->gaityaw = ( atan2( est_velocity[1], est_velocity[0] ) * 180 / M_PI ); |
|
if( m_pPlayerInfo->gaityaw > 180 ) |
|
m_pPlayerInfo->gaityaw = 180; |
|
if( m_pPlayerInfo->gaityaw < -180 ) |
|
m_pPlayerInfo->gaityaw = -180; |
|
} |
|
} |
|
|
|
/* |
|
==================== |
|
StudioProcessGait |
|
|
|
==================== |
|
*/ |
|
void CStudioModelRenderer::StudioProcessGait( entity_state_t *pplayer ) |
|
{ |
|
mstudioseqdesc_t *pseqdesc; |
|
float dt; |
|
int iBlend; |
|
float flYaw; // view direction relative to movement |
|
|
|
if( m_pCurrentEntity->curstate.sequence >= m_pStudioHeader->numseq ) |
|
{ |
|
m_pCurrentEntity->curstate.sequence = 0; |
|
} |
|
|
|
pseqdesc = (mstudioseqdesc_t *)( (byte *)m_pStudioHeader + m_pStudioHeader->seqindex ) + m_pCurrentEntity->curstate.sequence; |
|
|
|
StudioPlayerBlend( pseqdesc, &iBlend, &m_pCurrentEntity->angles[PITCH] ); |
|
|
|
m_pCurrentEntity->latched.prevangles[PITCH] = m_pCurrentEntity->angles[PITCH]; |
|
m_pCurrentEntity->curstate.blending[0] = iBlend; |
|
m_pCurrentEntity->latched.prevblending[0] = m_pCurrentEntity->curstate.blending[0]; |
|
m_pCurrentEntity->latched.prevseqblending[0] = m_pCurrentEntity->curstate.blending[0]; |
|
|
|
// Con_DPrintf( "%f %d\n", m_pCurrentEntity->angles[PITCH], m_pCurrentEntity->blending[0] ); |
|
|
|
dt = ( m_clTime - m_clOldTime ); |
|
if( dt < 0 ) |
|
dt = 0; |
|
else if( dt > 1.0 ) |
|
dt = 1; |
|
|
|
StudioEstimateGait( pplayer ); |
|
|
|
// Con_DPrintf( "%f %f\n", m_pCurrentEntity->angles[YAW], m_pPlayerInfo->gaityaw ); |
|
|
|
// calc side to side turning |
|
flYaw = m_pCurrentEntity->angles[YAW] - m_pPlayerInfo->gaityaw; |
|
flYaw = flYaw - (int)( flYaw / 360 ) * 360; |
|
if( flYaw < -180 ) |
|
flYaw = flYaw + 360; |
|
if( flYaw > 180 ) |
|
flYaw = flYaw - 360; |
|
|
|
if( flYaw > 120 ) |
|
{ |
|
m_pPlayerInfo->gaityaw = m_pPlayerInfo->gaityaw - 180; |
|
m_flGaitMovement = -m_flGaitMovement; |
|
flYaw = flYaw - 180; |
|
} |
|
else if( flYaw < -120 ) |
|
{ |
|
m_pPlayerInfo->gaityaw = m_pPlayerInfo->gaityaw + 180; |
|
m_flGaitMovement = -m_flGaitMovement; |
|
flYaw = flYaw + 180; |
|
} |
|
|
|
// adjust torso |
|
m_pCurrentEntity->curstate.controller[0] = ( ( flYaw / 4.0 ) + 30 ) / ( 60.0 / 255.0 ); |
|
m_pCurrentEntity->curstate.controller[1] = ( ( flYaw / 4.0 ) + 30 ) / ( 60.0 / 255.0 ); |
|
m_pCurrentEntity->curstate.controller[2] = ( ( flYaw / 4.0 ) + 30 ) / ( 60.0 / 255.0 ); |
|
m_pCurrentEntity->curstate.controller[3] = ( ( flYaw / 4.0 ) + 30 ) / ( 60.0 / 255.0 ); |
|
m_pCurrentEntity->latched.prevcontroller[0] = m_pCurrentEntity->curstate.controller[0]; |
|
m_pCurrentEntity->latched.prevcontroller[1] = m_pCurrentEntity->curstate.controller[1]; |
|
m_pCurrentEntity->latched.prevcontroller[2] = m_pCurrentEntity->curstate.controller[2]; |
|
m_pCurrentEntity->latched.prevcontroller[3] = m_pCurrentEntity->curstate.controller[3]; |
|
|
|
m_pCurrentEntity->angles[YAW] = m_pPlayerInfo->gaityaw; |
|
if( m_pCurrentEntity->angles[YAW] < -0 ) |
|
m_pCurrentEntity->angles[YAW] += 360; |
|
m_pCurrentEntity->latched.prevangles[YAW] = m_pCurrentEntity->angles[YAW]; |
|
|
|
if( pplayer->gaitsequence >= m_pStudioHeader->numseq ) |
|
{ |
|
pplayer->gaitsequence = 0; |
|
} |
|
|
|
pseqdesc = (mstudioseqdesc_t *)( (byte *)m_pStudioHeader + m_pStudioHeader->seqindex ) + pplayer->gaitsequence; |
|
|
|
// calc gait frame |
|
if( pseqdesc->linearmovement[0] > 0 ) |
|
{ |
|
m_pPlayerInfo->gaitframe += ( m_flGaitMovement / pseqdesc->linearmovement[0] ) * pseqdesc->numframes; |
|
} |
|
else |
|
{ |
|
m_pPlayerInfo->gaitframe += pseqdesc->fps * dt; |
|
} |
|
|
|
// do modulo |
|
m_pPlayerInfo->gaitframe = m_pPlayerInfo->gaitframe - (int)(m_pPlayerInfo->gaitframe / pseqdesc->numframes) * pseqdesc->numframes; |
|
if( m_pPlayerInfo->gaitframe < 0 ) |
|
m_pPlayerInfo->gaitframe += pseqdesc->numframes; |
|
} |
|
|
|
/* |
|
==================== |
|
StudioDrawPlayer |
|
|
|
==================== |
|
*/ |
|
int CStudioModelRenderer::StudioDrawPlayer( int flags, entity_state_t *pplayer ) |
|
{ |
|
alight_t lighting; |
|
vec3_t dir; |
|
|
|
m_pCurrentEntity = IEngineStudio.GetCurrentEntity(); |
|
IEngineStudio.GetTimes( &m_nFrameCount, &m_clTime, &m_clOldTime ); |
|
IEngineStudio.GetViewInfo( m_vRenderOrigin, m_vUp, m_vRight, m_vNormal ); |
|
IEngineStudio.GetAliasScale( &m_fSoftwareXScale, &m_fSoftwareYScale ); |
|
|
|
// Con_DPrintf( "DrawPlayer %d\n", m_pCurrentEntity->blending[0] ); |
|
|
|
// Con_DPrintf( "DrawPlayer %d %d (%d)\n", m_nFrameCount, pplayer->player_index, m_pCurrentEntity->curstate.sequence ); |
|
|
|
// Con_DPrintf("Player %.2f %.2f %.2f\n", pplayer->velocity[0], pplayer->velocity[1], pplayer->velocity[2] ); |
|
|
|
m_nPlayerIndex = pplayer->number - 1; |
|
|
|
if( m_nPlayerIndex < 0 || m_nPlayerIndex >= gEngfuncs.GetMaxClients() ) |
|
return 0; |
|
|
|
m_pRenderModel = IEngineStudio.SetupPlayerModel( m_nPlayerIndex ); |
|
if( m_pRenderModel == NULL ) |
|
return 0; |
|
|
|
m_pStudioHeader = (studiohdr_t *)IEngineStudio.Mod_Extradata( m_pRenderModel ); |
|
IEngineStudio.StudioSetHeader( m_pStudioHeader ); |
|
IEngineStudio.SetRenderModel( m_pRenderModel ); |
|
|
|
if( pplayer->gaitsequence ) |
|
{ |
|
vec3_t orig_angles; |
|
m_pPlayerInfo = IEngineStudio.PlayerInfo( m_nPlayerIndex ); |
|
|
|
VectorCopy( m_pCurrentEntity->angles, orig_angles ); |
|
|
|
StudioProcessGait( pplayer ); |
|
|
|
m_pPlayerInfo->gaitsequence = pplayer->gaitsequence; |
|
m_pPlayerInfo = NULL; |
|
|
|
StudioSetUpTransform( 0 ); |
|
VectorCopy( orig_angles, m_pCurrentEntity->angles ); |
|
} |
|
else |
|
{ |
|
m_pCurrentEntity->curstate.controller[0] = 127; |
|
m_pCurrentEntity->curstate.controller[1] = 127; |
|
m_pCurrentEntity->curstate.controller[2] = 127; |
|
m_pCurrentEntity->curstate.controller[3] = 127; |
|
m_pCurrentEntity->latched.prevcontroller[0] = m_pCurrentEntity->curstate.controller[0]; |
|
m_pCurrentEntity->latched.prevcontroller[1] = m_pCurrentEntity->curstate.controller[1]; |
|
m_pCurrentEntity->latched.prevcontroller[2] = m_pCurrentEntity->curstate.controller[2]; |
|
m_pCurrentEntity->latched.prevcontroller[3] = m_pCurrentEntity->curstate.controller[3]; |
|
|
|
m_pPlayerInfo = IEngineStudio.PlayerInfo( m_nPlayerIndex ); |
|
m_pPlayerInfo->gaitsequence = 0; |
|
|
|
StudioSetUpTransform( 0 ); |
|
} |
|
|
|
if( flags & STUDIO_RENDER ) |
|
{ |
|
// see if the bounding box lets us trivially reject, also sets |
|
if( !IEngineStudio.StudioCheckBBox () ) |
|
return 0; |
|
|
|
( *m_pModelsDrawn )++; |
|
( *m_pStudioModelCount )++; // render data cache cookie |
|
|
|
if( m_pStudioHeader->numbodyparts == 0 ) |
|
return 1; |
|
} |
|
|
|
m_pPlayerInfo = IEngineStudio.PlayerInfo( m_nPlayerIndex ); |
|
StudioSetupBones(); |
|
StudioSaveBones(); |
|
m_pPlayerInfo->renderframe = m_nFrameCount; |
|
|
|
m_pPlayerInfo = NULL; |
|
|
|
if( flags & STUDIO_EVENTS ) |
|
{ |
|
StudioCalcAttachments(); |
|
IEngineStudio.StudioClientEvents(); |
|
// copy attachments into global entity array |
|
if( m_pCurrentEntity->index > 0 ) |
|
{ |
|
cl_entity_t *ent = gEngfuncs.GetEntityByIndex( m_pCurrentEntity->index ); |
|
|
|
memcpy( ent->attachment, m_pCurrentEntity->attachment, sizeof(vec3_t) * 4 ); |
|
} |
|
} |
|
|
|
if( flags & STUDIO_RENDER ) |
|
{ |
|
if( m_pCvarHiModels->value && m_pRenderModel != m_pCurrentEntity->model ) |
|
{ |
|
// show highest resolution multiplayer model |
|
m_pCurrentEntity->curstate.body = 255; |
|
} |
|
|
|
if( !( m_pCvarDeveloper->value == 0 && gEngfuncs.GetMaxClients() == 1 ) && ( m_pRenderModel == m_pCurrentEntity->model ) ) |
|
{ |
|
m_pCurrentEntity->curstate.body = 1; // force helmet |
|
} |
|
|
|
lighting.plightvec = dir; |
|
IEngineStudio.StudioDynamicLight( m_pCurrentEntity, &lighting ); |
|
|
|
IEngineStudio.StudioEntityLight( &lighting ); |
|
|
|
//Scale player model lighting by a factor of 100 ( H4X!! ) |
|
lighting.ambientlight *= 100; |
|
|
|
// model and frame independant |
|
IEngineStudio.StudioSetupLighting( &lighting ); |
|
|
|
m_pPlayerInfo = IEngineStudio.PlayerInfo( m_nPlayerIndex ); |
|
|
|
// get remap colors |
|
m_nTopColor = m_pPlayerInfo->topcolor; |
|
m_nBottomColor = m_pPlayerInfo->bottomcolor; |
|
if( m_nTopColor < 0 ) |
|
m_nTopColor = 0; |
|
if( m_nTopColor > 360 ) |
|
m_nTopColor = 360; |
|
if( m_nBottomColor < 0 ) |
|
m_nBottomColor = 0; |
|
if( m_nBottomColor > 360 ) |
|
m_nBottomColor = 360; |
|
|
|
IEngineStudio.StudioSetRemapColors( m_nTopColor, m_nBottomColor ); |
|
|
|
StudioRenderModel(); |
|
m_pPlayerInfo = NULL; |
|
|
|
if( pplayer->weaponmodel ) |
|
{ |
|
cl_entity_t saveent = *m_pCurrentEntity; |
|
|
|
model_t *pweaponmodel = IEngineStudio.GetModelByIndex( pplayer->weaponmodel ); |
|
|
|
m_pStudioHeader = (studiohdr_t *)IEngineStudio.Mod_Extradata( pweaponmodel ); |
|
IEngineStudio.StudioSetHeader( m_pStudioHeader ); |
|
|
|
//Animate p_ model. |
|
if( strstr( pweaponmodel->name, "p_nail2.mdl" ) ) |
|
{ |
|
if( m_pCurrentEntity->curstate.sequence == 50 ) |
|
m_pCurrentEntity->curstate.sequence = 1; |
|
else |
|
m_pCurrentEntity->curstate.sequence = 0; |
|
|
|
StudioSetupBones(); |
|
} |
|
else if( strstr( pweaponmodel->name, "p_rock.mdl" ) ) |
|
{ |
|
if( m_pCurrentEntity->curstate.sequence == 46 ) |
|
m_pCurrentEntity->curstate.sequence = 1; |
|
else |
|
m_pCurrentEntity->curstate.sequence = 0; |
|
|
|
StudioSetupBones(); |
|
} |
|
|
|
StudioMergeBones( pweaponmodel ); |
|
|
|
IEngineStudio.StudioSetupLighting( &lighting ); |
|
|
|
StudioRenderModel(); |
|
|
|
StudioCalcAttachments(); |
|
|
|
*m_pCurrentEntity = saveent; |
|
} |
|
} |
|
|
|
return 1; |
|
} |
|
|
|
/* |
|
==================== |
|
StudioCalcAttachments |
|
|
|
==================== |
|
*/ |
|
void CStudioModelRenderer::StudioCalcAttachments( void ) |
|
{ |
|
int i; |
|
mstudioattachment_t *pattachment; |
|
|
|
if( m_pStudioHeader->numattachments > 4 ) |
|
{ |
|
gEngfuncs.Con_DPrintf( "Too many attachments on %s\n", m_pCurrentEntity->model->name ); |
|
exit( -1 ); |
|
} |
|
|
|
// calculate attachment points |
|
pattachment = (mstudioattachment_t *)( (byte *)m_pStudioHeader + m_pStudioHeader->attachmentindex ); |
|
for( i = 0; i < m_pStudioHeader->numattachments; i++ ) |
|
{ |
|
VectorTransform( pattachment[i].org, (*m_plighttransform)[pattachment[i].bone], m_pCurrentEntity->attachment[i] ); |
|
} |
|
} |
|
|
|
/* |
|
==================== |
|
StudioRenderModel |
|
|
|
==================== |
|
*/ |
|
void CStudioModelRenderer::StudioRenderModel( void ) |
|
{ |
|
IEngineStudio.SetChromeOrigin(); |
|
IEngineStudio.SetForceFaceFlags( 0 ); |
|
|
|
if( m_pCurrentEntity->curstate.renderfx == kRenderFxGlowShell ) |
|
{ |
|
if( strstr( m_pCurrentEntity->model->name, "v_" ) ) |
|
{ |
|
if( m_pCurrentEntity->curstate.renderamt != 5 ) |
|
{ |
|
m_pCurrentEntity->curstate.renderfx = kRenderFxNone; |
|
StudioRenderFinal(); |
|
} |
|
} |
|
else |
|
{ |
|
if( m_pCurrentEntity->curstate.renderamt != 5 && m_pCurrentEntity->curstate.rendermode != kRenderTransColor ) |
|
{ |
|
m_pCurrentEntity->curstate.renderfx = kRenderFxNone; |
|
StudioRenderFinal(); |
|
} |
|
} |
|
|
|
if( !IEngineStudio.IsHardware() ) |
|
{ |
|
gEngfuncs.pTriAPI->RenderMode( kRenderTransAdd ); |
|
} |
|
|
|
IEngineStudio.SetForceFaceFlags( STUDIO_NF_CHROME ); |
|
|
|
gEngfuncs.pTriAPI->SpriteTexture( m_pChromeSprite, 0 ); |
|
m_pCurrentEntity->curstate.renderfx = kRenderFxGlowShell; |
|
|
|
StudioRenderFinal(); |
|
if( !IEngineStudio.IsHardware() ) |
|
{ |
|
gEngfuncs.pTriAPI->RenderMode( kRenderNormal ); |
|
} |
|
} |
|
else |
|
{ |
|
StudioRenderFinal(); |
|
} |
|
} |
|
|
|
/* |
|
==================== |
|
StudioRenderFinal_Software |
|
|
|
==================== |
|
*/ |
|
void CStudioModelRenderer::StudioRenderFinal_Software( void ) |
|
{ |
|
int i; |
|
|
|
// Note, rendermode set here has effect in SW |
|
IEngineStudio.SetupRenderer( 0 ); |
|
|
|
if( m_pCvarDrawEntities->value == 2 ) |
|
{ |
|
IEngineStudio.StudioDrawBones(); |
|
} |
|
else if( m_pCvarDrawEntities->value == 3 ) |
|
{ |
|
IEngineStudio.StudioDrawHulls(); |
|
} |
|
else |
|
{ |
|
for( i = 0; i < m_pStudioHeader->numbodyparts; i++ ) |
|
{ |
|
IEngineStudio.StudioSetupModel( i, (void **)&m_pBodyPart, (void **)&m_pSubModel ); |
|
IEngineStudio.StudioDrawPoints(); |
|
} |
|
} |
|
|
|
if( m_pCvarDrawEntities->value == 4 ) |
|
{ |
|
gEngfuncs.pTriAPI->RenderMode( kRenderTransAdd ); |
|
IEngineStudio.StudioDrawHulls(); |
|
gEngfuncs.pTriAPI->RenderMode( kRenderNormal ); |
|
} |
|
|
|
if( m_pCvarDrawEntities->value == 5 ) |
|
{ |
|
IEngineStudio.StudioDrawAbsBBox(); |
|
} |
|
|
|
IEngineStudio.RestoreRenderer(); |
|
} |
|
|
|
/* |
|
==================== |
|
StudioRenderFinal_Hardware |
|
|
|
==================== |
|
*/ |
|
void CStudioModelRenderer::StudioRenderFinal_Hardware( void ) |
|
{ |
|
int i; |
|
int rendermode; |
|
|
|
rendermode = IEngineStudio.GetForceFaceFlags() ? kRenderTransAdd : m_pCurrentEntity->curstate.rendermode; |
|
IEngineStudio.SetupRenderer( rendermode ); |
|
|
|
if( m_pCvarDrawEntities->value == 2 ) |
|
{ |
|
IEngineStudio.StudioDrawBones(); |
|
} |
|
else if( m_pCvarDrawEntities->value == 3 ) |
|
{ |
|
IEngineStudio.StudioDrawHulls(); |
|
} |
|
else |
|
{ |
|
for( i = 0; i < m_pStudioHeader->numbodyparts; i++ ) |
|
{ |
|
IEngineStudio.StudioSetupModel( i, (void **)&m_pBodyPart, (void **)&m_pSubModel ); |
|
|
|
if( m_fDoInterp ) |
|
{ |
|
// interpolation messes up bounding boxes. |
|
m_pCurrentEntity->trivial_accept = 0; |
|
} |
|
|
|
IEngineStudio.GL_SetRenderMode( rendermode ); |
|
IEngineStudio.StudioDrawPoints(); |
|
IEngineStudio.GL_StudioDrawShadow(); |
|
} |
|
} |
|
|
|
if( m_pCvarDrawEntities->value == 4 ) |
|
{ |
|
gEngfuncs.pTriAPI->RenderMode( kRenderTransAdd ); |
|
IEngineStudio.StudioDrawHulls(); |
|
gEngfuncs.pTriAPI->RenderMode( kRenderNormal ); |
|
} |
|
|
|
if( m_pCvarDrawEntities->value == 5 ) |
|
{ |
|
IEngineStudio.StudioDrawAbsBBox(); |
|
} |
|
|
|
IEngineStudio.RestoreRenderer(); |
|
} |
|
|
|
/* |
|
==================== |
|
StudioRenderFinal |
|
|
|
==================== |
|
*/ |
|
void CStudioModelRenderer::StudioRenderFinal( void ) |
|
{ |
|
if( IEngineStudio.IsHardware() ) |
|
{ |
|
StudioRenderFinal_Hardware(); |
|
} |
|
else |
|
{ |
|
StudioRenderFinal_Software(); |
|
} |
|
}
|
|
|