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187 lines
5.2 KiB
187 lines
5.2 KiB
//========= Copyright © 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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#pragma once |
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#if !defined ( STUDIOMODELRENDERER_H ) |
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#define STUDIOMODELRENDERER_H |
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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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class CStudioModelRenderer |
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{ |
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public: |
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// Construction/Destruction |
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CStudioModelRenderer( void ); |
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virtual ~CStudioModelRenderer( void ); |
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// Initialization |
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virtual void Init( void ); |
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public: |
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// Public Interfaces |
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virtual int StudioDrawModel( int flags ); |
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virtual int StudioDrawPlayer( int flags, struct entity_state_s *pplayer ); |
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public: |
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// Local interfaces |
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// |
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// Look up animation data for sequence |
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virtual mstudioanim_t *StudioGetAnim( model_t *m_pSubModel, mstudioseqdesc_t *pseqdesc ); |
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// Interpolate model position and angles and set up matrices |
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virtual void StudioSetUpTransform( int trivial_accept ); |
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// Set up model bone positions |
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virtual void StudioSetupBones( void ); |
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// Find final attachment points |
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virtual void StudioCalcAttachments( void ); |
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// Save bone matrices and names |
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virtual void StudioSaveBones( void ); |
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// Merge cached bones with current bones for model |
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virtual void StudioMergeBones( model_t *m_pSubModel ); |
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// Determine interpolation fraction |
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virtual float StudioEstimateInterpolant( void ); |
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// Determine current frame for rendering |
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virtual float StudioEstimateFrame( mstudioseqdesc_t *pseqdesc ); |
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// Apply special effects to transform matrix |
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virtual void StudioFxTransform( cl_entity_t *ent, float transform[3][4] ); |
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// Spherical interpolation of bones |
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virtual void StudioSlerpBones( vec4_t q1[], float pos1[][3], vec4_t q2[], float pos2[][3], float s ); |
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// Compute bone adjustments( bone controllers ) |
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virtual void StudioCalcBoneAdj( float dadt, float *adj, const byte *pcontroller1, const byte *pcontroller2, byte mouthopen ); |
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// Get bone quaternions |
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virtual void StudioCalcBoneQuaterion( int frame, float s, mstudiobone_t *pbone, mstudioanim_t *panim, float *adj, float *q ); |
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// Get bone positions |
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virtual void StudioCalcBonePosition( int frame, float s, mstudiobone_t *pbone, mstudioanim_t *panim, float *adj, float *pos ); |
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// Compute rotations |
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virtual void StudioCalcRotations( float pos[][3], vec4_t *q, mstudioseqdesc_t *pseqdesc, mstudioanim_t *panim, float f ); |
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// Send bones and verts to renderer |
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virtual void StudioRenderModel( void ); |
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// Finalize rendering |
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virtual void StudioRenderFinal( void ); |
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// GL&D3D vs. Software renderer finishing functions |
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virtual void StudioRenderFinal_Software( void ); |
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virtual void StudioRenderFinal_Hardware( void ); |
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// Player specific data |
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// Determine pitch and blending amounts for players |
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virtual void StudioPlayerBlend( mstudioseqdesc_t *pseqdesc, int *pBlend, float *pPitch ); |
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// Estimate gait frame for player |
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virtual void StudioEstimateGait( entity_state_t *pplayer ); |
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// Process movement of player |
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virtual void StudioProcessGait( entity_state_t *pplayer ); |
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public: |
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// Client clock |
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double m_clTime; |
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// Old Client clock |
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double m_clOldTime; |
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// Do interpolation? |
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int m_fDoInterp; |
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// Do gait estimation? |
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int m_fGaitEstimation; |
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// Current render frame # |
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int m_nFrameCount; |
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// Cvars that studio model code needs to reference |
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// |
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// Use high quality models? |
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cvar_t *m_pCvarHiModels; |
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// Developer debug output desired? |
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cvar_t *m_pCvarDeveloper; |
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// Draw entities bone hit boxes, etc? |
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cvar_t *m_pCvarDrawEntities; |
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// The entity which we are currently rendering. |
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cl_entity_t *m_pCurrentEntity; |
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// The model for the entity being rendered |
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model_t *m_pRenderModel; |
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// Player info for current player, if drawing a player |
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player_info_t *m_pPlayerInfo; |
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// The index of the player being drawn |
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int m_nPlayerIndex; |
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// The player's gait movement |
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float m_flGaitMovement; |
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// Pointer to header block for studio model data |
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studiohdr_t *m_pStudioHeader; |
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// Pointers to current body part and submodel |
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mstudiobodyparts_t *m_pBodyPart; |
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mstudiomodel_t *m_pSubModel; |
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// Palette substition for top and bottom of model |
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int m_nTopColor; |
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int m_nBottomColor; |
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// |
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// Sprite model used for drawing studio model chrome |
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model_t *m_pChromeSprite; |
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// Caching |
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// Number of bones in bone cache |
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int m_nCachedBones; |
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// Names of cached bones |
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char m_nCachedBoneNames[MAXSTUDIOBONES][32]; |
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// Cached bone & light transformation matrices |
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float m_rgCachedBoneTransform[MAXSTUDIOBONES][3][4]; |
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float m_rgCachedLightTransform[MAXSTUDIOBONES][3][4]; |
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// Software renderer scale factors |
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float m_fSoftwareXScale, m_fSoftwareYScale; |
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// Current view vectors and render origin |
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float m_vUp[3]; |
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float m_vRight[3]; |
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float m_vNormal[3]; |
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float m_vRenderOrigin[3]; |
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// Model render counters ( from engine ) |
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int *m_pStudioModelCount; |
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int *m_pModelsDrawn; |
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// Matrices |
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// Model to world transformation |
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float (*m_protationmatrix)[3][4]; |
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// Model to view transformation |
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float (*m_paliastransform)[3][4]; |
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// Concatenated bone and light transforms |
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float (*m_pbonetransform)[MAXSTUDIOBONES][3][4]; |
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float (*m_plighttransform)[MAXSTUDIOBONES][3][4]; |
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}; |
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#endif // STUDIOMODELRENDERER_H
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