3711 lines
94 KiB
3711 lines
94 KiB
/* |
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gl_studio.c - studio model renderer |
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Copyright (C) 2010 Uncle Mike |
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This program is free software: you can redistribute it and/or modify |
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it under the terms of the GNU General Public License as published by |
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the Free Software Foundation, either version 3 of the License, or |
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(at your option) any later version. |
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This program is distributed in the hope that it will be useful, |
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but WITHOUT ANY WARRANTY; without even the implied warranty of |
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
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GNU General Public License for more details. |
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*/ |
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#include "common.h" |
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#include "client.h" |
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#include "mathlib.h" |
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#include "const.h" |
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#include "r_studioint.h" |
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#include "triangleapi.h" |
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#include "studio.h" |
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#include "pm_local.h" |
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#include "gl_local.h" |
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#include "cl_tent.h" |
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#define EVENT_CLIENT 5000 // less than this value it's a server-side studio events |
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#define MAX_LOCALLIGHTS 4 |
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CVAR_DEFINE_AUTO( r_glowshellfreq, "2.2", 0, "glowing shell frequency update" ); |
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CVAR_DEFINE_AUTO( r_shadows, "0", 0, "cast shadows from models" ); |
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static vec3_t hullcolor[8] = |
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{ |
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{ 1.0f, 1.0f, 1.0f }, |
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{ 1.0f, 0.5f, 0.5f }, |
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{ 0.5f, 1.0f, 0.5f }, |
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{ 1.0f, 1.0f, 0.5f }, |
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{ 0.5f, 0.5f, 1.0f }, |
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{ 1.0f, 0.5f, 1.0f }, |
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{ 0.5f, 1.0f, 1.0f }, |
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{ 1.0f, 1.0f, 1.0f }, |
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}; |
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typedef struct sortedmesh_s |
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{ |
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mstudiomesh_t *mesh; |
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int flags; // face flags |
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} sortedmesh_t; |
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typedef struct |
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{ |
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double time; |
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double frametime; |
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int framecount; // studio framecount |
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qboolean interpolate; |
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int rendermode; |
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float blend; // blend value |
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// bones |
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matrix3x4 rotationmatrix; |
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matrix3x4 bonestransform[MAXSTUDIOBONES]; |
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matrix3x4 lighttransform[MAXSTUDIOBONES]; |
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// boneweighting stuff |
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matrix3x4 worldtransform[MAXSTUDIOBONES]; |
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// cached bones |
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matrix3x4 cached_bonestransform[MAXSTUDIOBONES]; |
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matrix3x4 cached_lighttransform[MAXSTUDIOBONES]; |
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char cached_bonenames[MAXSTUDIOBONES][32]; |
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int cached_numbones; // number of bones in cache |
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sortedmesh_t meshes[MAXSTUDIOMESHES]; // sorted meshes |
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vec3_t verts[MAXSTUDIOVERTS]; |
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vec3_t norms[MAXSTUDIOVERTS]; |
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// lighting state |
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float ambientlight; |
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float shadelight; |
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vec3_t lightvec; // averaging light direction |
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vec3_t lightspot; // shadow spot |
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vec3_t lightcolor; // averaging lightcolor |
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vec3_t blightvec[MAXSTUDIOBONES]; // bone light vecs |
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vec3_t lightvalues[MAXSTUDIOVERTS]; // precomputed lightvalues per each shared vertex of submodel |
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// chrome stuff |
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vec3_t chrome_origin; |
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vec2_t chrome[MAXSTUDIOVERTS]; // texture coords for surface normals |
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vec3_t chromeright[MAXSTUDIOBONES]; // chrome vector "right" in bone reference frames |
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vec3_t chromeup[MAXSTUDIOBONES]; // chrome vector "up" in bone reference frames |
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int chromeage[MAXSTUDIOBONES]; // last time chrome vectors were updated |
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// glowshell stuff |
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int normaltable[MAXSTUDIOVERTS]; // glowshell uses this |
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// elights cache |
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int numlocallights; |
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int lightage[MAXSTUDIOBONES]; |
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dlight_t *locallight[MAX_LOCALLIGHTS]; |
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color24 locallightcolor[MAX_LOCALLIGHTS]; |
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vec4_t lightpos[MAXSTUDIOVERTS][MAX_LOCALLIGHTS]; |
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vec3_t lightbonepos[MAXSTUDIOBONES][MAX_LOCALLIGHTS]; |
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float locallightR2[MAX_LOCALLIGHTS]; |
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} studio_draw_state_t; |
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// studio-related cvars |
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convar_t *r_studio_sort_textures; |
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convar_t *r_drawviewmodel; |
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convar_t *cl_righthand = NULL; |
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convar_t *cl_himodels; |
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static r_studio_interface_t *pStudioDraw; |
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static studio_draw_state_t g_studio; // global studio state |
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// global variables |
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static qboolean m_fDoRemap; |
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mstudiomodel_t *m_pSubModel; |
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mstudiobodyparts_t *m_pBodyPart; |
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player_info_t *m_pPlayerInfo; |
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studiohdr_t *m_pStudioHeader; |
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float m_flGaitMovement; |
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int g_iBackFaceCull; |
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int g_nTopColor, g_nBottomColor; // remap colors |
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int g_nFaceFlags, g_nForceFaceFlags; |
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/* |
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==================== |
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R_StudioInit |
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==================== |
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*/ |
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void R_StudioInit( void ) |
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{ |
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cl_himodels = Cvar_Get( "cl_himodels", "1", FCVAR_ARCHIVE, "draw high-resolution player models in multiplayer" ); |
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r_studio_sort_textures = Cvar_Get( "r_studio_sort_textures", "0", FCVAR_ARCHIVE, "change draw order for additive meshes" ); |
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r_drawviewmodel = Cvar_Get( "r_drawviewmodel", "1", 0, "draw firstperson weapon model" ); |
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Matrix3x4_LoadIdentity( g_studio.rotationmatrix ); |
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Cvar_RegisterVariable( &r_glowshellfreq ); |
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// g-cont. cvar disabled by Valve |
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// Cvar_RegisterVariable( &r_shadows ); |
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g_studio.interpolate = true; |
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g_studio.framecount = 0; |
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m_fDoRemap = false; |
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} |
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/* |
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================ |
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R_StudioSetupTimings |
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init current time for a given model |
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================ |
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*/ |
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static void R_StudioSetupTimings( void ) |
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{ |
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if( RI.drawWorld ) |
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{ |
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// synchronize with server time |
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g_studio.time = cl.time; |
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g_studio.frametime = cl.time - cl.oldtime; |
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} |
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else |
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{ |
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// menu stuff |
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g_studio.time = host.realtime; |
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g_studio.frametime = host.frametime; |
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} |
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} |
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/* |
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================ |
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R_AllowFlipViewModel |
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should a flip the viewmodel if cl_righthand is set to 1 |
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================ |
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*/ |
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static qboolean R_AllowFlipViewModel( cl_entity_t *e ) |
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{ |
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if( cl_righthand && cl_righthand->value > 0 ) |
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{ |
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if( e == &clgame.viewent ) |
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return true; |
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} |
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return false; |
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} |
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/* |
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================ |
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R_StudioComputeBBox |
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Compute a full bounding box for current sequence |
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================ |
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*/ |
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static qboolean R_StudioComputeBBox( vec3_t bbox[8] ) |
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{ |
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vec3_t studio_mins, studio_maxs; |
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vec3_t mins, maxs, p1, p2; |
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cl_entity_t *e = RI.currententity; |
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mstudioseqdesc_t *pseqdesc; |
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int i; |
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if( !m_pStudioHeader ) |
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return false; |
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// check if we have valid mins\maxs |
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if( !VectorCompare( vec3_origin, RI.currentmodel->mins )) |
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{ |
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// clipping bounding box |
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VectorCopy( RI.currentmodel->mins, mins ); |
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VectorCopy( RI.currentmodel->maxs, maxs ); |
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} |
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else |
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{ |
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ClearBounds( mins, maxs ); |
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} |
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// check sequence range |
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if( e->curstate.sequence < 0 || e->curstate.sequence >= m_pStudioHeader->numseq ) |
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e->curstate.sequence = 0; |
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pseqdesc = (mstudioseqdesc_t *)((byte *)m_pStudioHeader + m_pStudioHeader->seqindex) + e->curstate.sequence; |
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// add sequence box to the model box |
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AddPointToBounds( pseqdesc->bbmin, mins, maxs ); |
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AddPointToBounds( pseqdesc->bbmax, mins, maxs ); |
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ClearBounds( studio_mins, studio_maxs ); |
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// compute a full bounding box |
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for( i = 0; i < 8; i++ ) |
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{ |
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p1[0] = ( i & 1 ) ? mins[0] : maxs[0]; |
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p1[1] = ( i & 2 ) ? mins[1] : maxs[1]; |
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p1[2] = ( i & 4 ) ? mins[2] : maxs[2]; |
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Matrix3x4_VectorTransform( g_studio.rotationmatrix, p1, p2 ); |
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AddPointToBounds( p2, studio_mins, studio_maxs ); |
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if( bbox ) VectorCopy( p2, bbox[i] ); |
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} |
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if( !bbox && R_CullModel( e, studio_mins, studio_maxs )) |
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return false; // model culled |
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return true; // visible |
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} |
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void R_StudioComputeSkinMatrix( mstudioboneweight_t *boneweights, matrix3x4 result ) |
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{ |
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float flWeight0, flWeight1, flWeight2, flWeight3; |
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int i, numbones = 0; |
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float flTotal; |
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for( i = 0; i < MAXSTUDIOBONEWEIGHTS; i++ ) |
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{ |
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if( boneweights->bone[i] != -1 ) |
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numbones++; |
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} |
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if( numbones == 4 ) |
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{ |
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vec4_t *boneMat0 = (vec4_t *)g_studio.worldtransform[boneweights->bone[0]]; |
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vec4_t *boneMat1 = (vec4_t *)g_studio.worldtransform[boneweights->bone[1]]; |
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vec4_t *boneMat2 = (vec4_t *)g_studio.worldtransform[boneweights->bone[2]]; |
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vec4_t *boneMat3 = (vec4_t *)g_studio.worldtransform[boneweights->bone[3]]; |
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flWeight0 = boneweights->weight[0] / 255.0f; |
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flWeight1 = boneweights->weight[1] / 255.0f; |
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flWeight2 = boneweights->weight[2] / 255.0f; |
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flWeight3 = boneweights->weight[3] / 255.0f; |
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flTotal = flWeight0 + flWeight1 + flWeight2 + flWeight3; |
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if( flTotal < 1.0f ) flWeight0 += 1.0f - flTotal; // compensate rounding error |
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result[0][0] = boneMat0[0][0] * flWeight0 + boneMat1[0][0] * flWeight1 + boneMat2[0][0] * flWeight2 + boneMat3[0][0] * flWeight3; |
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result[0][1] = boneMat0[0][1] * flWeight0 + boneMat1[0][1] * flWeight1 + boneMat2[0][1] * flWeight2 + boneMat3[0][1] * flWeight3; |
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result[0][2] = boneMat0[0][2] * flWeight0 + boneMat1[0][2] * flWeight1 + boneMat2[0][2] * flWeight2 + boneMat3[0][2] * flWeight3; |
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result[0][3] = boneMat0[0][3] * flWeight0 + boneMat1[0][3] * flWeight1 + boneMat2[0][3] * flWeight2 + boneMat3[0][3] * flWeight3; |
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result[1][0] = boneMat0[1][0] * flWeight0 + boneMat1[1][0] * flWeight1 + boneMat2[1][0] * flWeight2 + boneMat3[1][0] * flWeight3; |
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result[1][1] = boneMat0[1][1] * flWeight0 + boneMat1[1][1] * flWeight1 + boneMat2[1][1] * flWeight2 + boneMat3[1][1] * flWeight3; |
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result[1][2] = boneMat0[1][2] * flWeight0 + boneMat1[1][2] * flWeight1 + boneMat2[1][2] * flWeight2 + boneMat3[1][2] * flWeight3; |
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result[1][3] = boneMat0[1][3] * flWeight0 + boneMat1[1][3] * flWeight1 + boneMat2[1][3] * flWeight2 + boneMat3[1][3] * flWeight3; |
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result[2][0] = boneMat0[2][0] * flWeight0 + boneMat1[2][0] * flWeight1 + boneMat2[2][0] * flWeight2 + boneMat3[2][0] * flWeight3; |
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result[2][1] = boneMat0[2][1] * flWeight0 + boneMat1[2][1] * flWeight1 + boneMat2[2][1] * flWeight2 + boneMat3[2][1] * flWeight3; |
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result[2][2] = boneMat0[2][2] * flWeight0 + boneMat1[2][2] * flWeight1 + boneMat2[2][2] * flWeight2 + boneMat3[2][2] * flWeight3; |
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result[2][3] = boneMat0[2][3] * flWeight0 + boneMat1[2][3] * flWeight1 + boneMat2[2][3] * flWeight2 + boneMat3[2][3] * flWeight3; |
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} |
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else if( numbones == 3 ) |
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{ |
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vec4_t *boneMat0 = (vec4_t *)g_studio.worldtransform[boneweights->bone[0]]; |
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vec4_t *boneMat1 = (vec4_t *)g_studio.worldtransform[boneweights->bone[1]]; |
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vec4_t *boneMat2 = (vec4_t *)g_studio.worldtransform[boneweights->bone[2]]; |
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flWeight0 = boneweights->weight[0] / 255.0f; |
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flWeight1 = boneweights->weight[1] / 255.0f; |
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flWeight2 = boneweights->weight[2] / 255.0f; |
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flTotal = flWeight0 + flWeight1 + flWeight2; |
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if( flTotal < 1.0f ) flWeight0 += 1.0f - flTotal; // compensate rounding error |
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result[0][0] = boneMat0[0][0] * flWeight0 + boneMat1[0][0] * flWeight1 + boneMat2[0][0] * flWeight2; |
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result[0][1] = boneMat0[0][1] * flWeight0 + boneMat1[0][1] * flWeight1 + boneMat2[0][1] * flWeight2; |
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result[0][2] = boneMat0[0][2] * flWeight0 + boneMat1[0][2] * flWeight1 + boneMat2[0][2] * flWeight2; |
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result[0][3] = boneMat0[0][3] * flWeight0 + boneMat1[0][3] * flWeight1 + boneMat2[0][3] * flWeight2; |
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result[1][0] = boneMat0[1][0] * flWeight0 + boneMat1[1][0] * flWeight1 + boneMat2[1][0] * flWeight2; |
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result[1][1] = boneMat0[1][1] * flWeight0 + boneMat1[1][1] * flWeight1 + boneMat2[1][1] * flWeight2; |
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result[1][2] = boneMat0[1][2] * flWeight0 + boneMat1[1][2] * flWeight1 + boneMat2[1][2] * flWeight2; |
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result[1][3] = boneMat0[1][3] * flWeight0 + boneMat1[1][3] * flWeight1 + boneMat2[1][3] * flWeight2; |
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result[2][0] = boneMat0[2][0] * flWeight0 + boneMat1[2][0] * flWeight1 + boneMat2[2][0] * flWeight2; |
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result[2][1] = boneMat0[2][1] * flWeight0 + boneMat1[2][1] * flWeight1 + boneMat2[2][1] * flWeight2; |
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result[2][2] = boneMat0[2][2] * flWeight0 + boneMat1[2][2] * flWeight1 + boneMat2[2][2] * flWeight2; |
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result[2][3] = boneMat0[2][3] * flWeight0 + boneMat1[2][3] * flWeight1 + boneMat2[2][3] * flWeight2; |
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} |
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else if( numbones == 2 ) |
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{ |
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vec4_t *boneMat0 = (vec4_t *)g_studio.worldtransform[boneweights->bone[0]]; |
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vec4_t *boneMat1 = (vec4_t *)g_studio.worldtransform[boneweights->bone[1]]; |
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flWeight0 = boneweights->weight[0] / 255.0f; |
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flWeight1 = boneweights->weight[1] / 255.0f; |
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flTotal = flWeight0 + flWeight1; |
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if( flTotal < 1.0f ) flWeight0 += 1.0f - flTotal; // compensate rounding error |
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result[0][0] = boneMat0[0][0] * flWeight0 + boneMat1[0][0] * flWeight1; |
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result[0][1] = boneMat0[0][1] * flWeight0 + boneMat1[0][1] * flWeight1; |
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result[0][2] = boneMat0[0][2] * flWeight0 + boneMat1[0][2] * flWeight1; |
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result[0][3] = boneMat0[0][3] * flWeight0 + boneMat1[0][3] * flWeight1; |
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result[1][0] = boneMat0[1][0] * flWeight0 + boneMat1[1][0] * flWeight1; |
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result[1][1] = boneMat0[1][1] * flWeight0 + boneMat1[1][1] * flWeight1; |
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result[1][2] = boneMat0[1][2] * flWeight0 + boneMat1[1][2] * flWeight1; |
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result[1][3] = boneMat0[1][3] * flWeight0 + boneMat1[1][3] * flWeight1; |
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result[2][0] = boneMat0[2][0] * flWeight0 + boneMat1[2][0] * flWeight1; |
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result[2][1] = boneMat0[2][1] * flWeight0 + boneMat1[2][1] * flWeight1; |
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result[2][2] = boneMat0[2][2] * flWeight0 + boneMat1[2][2] * flWeight1; |
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result[2][3] = boneMat0[2][3] * flWeight0 + boneMat1[2][3] * flWeight1; |
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} |
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else |
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{ |
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Matrix3x4_Copy( result, g_studio.worldtransform[boneweights->bone[0]] ); |
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} |
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} |
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/* |
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=============== |
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pfnGetCurrentEntity |
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=============== |
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*/ |
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static cl_entity_t *pfnGetCurrentEntity( void ) |
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{ |
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return RI.currententity; |
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} |
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/* |
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=============== |
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pfnPlayerInfo |
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=============== |
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*/ |
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player_info_t *pfnPlayerInfo( int index ) |
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{ |
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if( !RI.drawWorld ) |
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return &gameui.playerinfo; |
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if( index < 0 || index > cl.maxclients ) |
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return NULL; |
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return &cl.players[index]; |
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} |
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/* |
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=============== |
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pfnMod_ForName |
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=============== |
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*/ |
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static model_t *pfnMod_ForName( const char *model, int crash ) |
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{ |
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return Mod_ForName( model, crash, false ); |
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} |
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/* |
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=============== |
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pfnGetPlayerState |
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=============== |
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*/ |
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entity_state_t *R_StudioGetPlayerState( int index ) |
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{ |
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if( !RI.drawWorld ) |
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return &RI.currententity->curstate; |
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if( index < 0 || index >= cl.maxclients ) |
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return NULL; |
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return &cl.frames[cl.parsecountmod].playerstate[index]; |
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} |
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/* |
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=============== |
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pfnGetViewEntity |
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=============== |
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*/ |
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static cl_entity_t *pfnGetViewEntity( void ) |
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{ |
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return &clgame.viewent; |
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} |
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/* |
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=============== |
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pfnGetEngineTimes |
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=============== |
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*/ |
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static void pfnGetEngineTimes( int *framecount, double *current, double *old ) |
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{ |
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if( framecount ) *framecount = tr.realframecount; |
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if( current ) *current = cl.time; |
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if( old ) *old = cl.oldtime; |
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} |
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/* |
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=============== |
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pfnGetViewInfo |
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=============== |
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*/ |
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static void pfnGetViewInfo( float *origin, float *upv, float *rightv, float *forwardv ) |
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{ |
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if( origin ) VectorCopy( RI.vieworg, origin ); |
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if( forwardv ) VectorCopy( RI.vforward, forwardv ); |
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if( rightv ) VectorCopy( RI.vright, rightv ); |
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if( upv ) VectorCopy( RI.vup, upv ); |
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} |
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/* |
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=============== |
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R_GetChromeSprite |
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=============== |
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*/ |
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static model_t *R_GetChromeSprite( void ) |
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{ |
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return cl_sprite_shell; |
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} |
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/* |
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=============== |
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pfnGetModelCounters |
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=============== |
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*/ |
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static void pfnGetModelCounters( int **s, int **a ) |
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{ |
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*s = &g_studio.framecount; |
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*a = &r_stats.c_studio_models_drawn; |
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} |
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/* |
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=============== |
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pfnGetAliasScale |
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=============== |
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*/ |
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static void pfnGetAliasScale( float *x, float *y ) |
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{ |
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if( x ) *x = 1.0f; |
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if( y ) *y = 1.0f; |
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} |
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/* |
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=============== |
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pfnStudioGetBoneTransform |
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=============== |
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*/ |
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static float ****pfnStudioGetBoneTransform( void ) |
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{ |
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return (float ****)g_studio.bonestransform; |
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} |
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|
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/* |
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=============== |
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pfnStudioGetLightTransform |
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=============== |
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*/ |
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static float ****pfnStudioGetLightTransform( void ) |
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{ |
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return (float ****)g_studio.lighttransform; |
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} |
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|
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/* |
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=============== |
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pfnStudioGetAliasTransform |
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|
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=============== |
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*/ |
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static float ***pfnStudioGetAliasTransform( void ) |
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{ |
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return NULL; |
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} |
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|
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/* |
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=============== |
|
pfnStudioGetRotationMatrix |
|
|
|
=============== |
|
*/ |
|
static float ***pfnStudioGetRotationMatrix( void ) |
|
{ |
|
return (float ***)g_studio.rotationmatrix; |
|
} |
|
|
|
/* |
|
==================== |
|
StudioPlayerBlend |
|
|
|
==================== |
|
*/ |
|
void R_StudioPlayerBlend( mstudioseqdesc_t *pseqdesc, int *pBlend, float *pPitch ) |
|
{ |
|
// calc up/down pointing |
|
*pBlend = (*pPitch * 3.0f); |
|
|
|
if( *pBlend < pseqdesc->blendstart[0] ) |
|
{ |
|
*pPitch -= pseqdesc->blendstart[0] / 3.0f; |
|
*pBlend = 0; |
|
} |
|
else if( *pBlend > pseqdesc->blendend[0] ) |
|
{ |
|
*pPitch -= pseqdesc->blendend[0] / 3.0f; |
|
*pBlend = 255; |
|
} |
|
else |
|
{ |
|
if( pseqdesc->blendend[0] - pseqdesc->blendstart[0] < 0.1f ) // catch qc error |
|
*pBlend = 127; |
|
else *pBlend = 255 * (*pBlend - pseqdesc->blendstart[0]) / (pseqdesc->blendend[0] - pseqdesc->blendstart[0]); |
|
*pPitch = 0.0f; |
|
} |
|
} |
|
|
|
/* |
|
==================== |
|
R_StudioLerpMovement |
|
|
|
==================== |
|
*/ |
|
void R_StudioLerpMovement( cl_entity_t *e, double time, vec3_t origin, vec3_t angles ) |
|
{ |
|
float f = 1.0f; |
|
|
|
// don't do it if the goalstarttime hasn't updated in a while. |
|
// NOTE: Because we need to interpolate multiplayer characters, the interpolation time limit |
|
// was increased to 1.0 s., which is 2x the max lag we are accounting for. |
|
if( g_studio.interpolate && ( time < e->curstate.animtime + 1.0f ) && ( e->curstate.animtime != e->latched.prevanimtime )) |
|
f = ( time - e->curstate.animtime ) / ( e->curstate.animtime - e->latched.prevanimtime ); |
|
|
|
// Con_Printf( "%4.2f %.2f %.2f\n", f, e->curstate.animtime, g_studio.time ); |
|
VectorLerp( e->latched.prevorigin, f, e->curstate.origin, origin ); |
|
|
|
if( !VectorCompareEpsilon( e->curstate.angles, e->latched.prevangles, ON_EPSILON )) |
|
{ |
|
vec4_t q, q1, q2; |
|
|
|
AngleQuaternion( e->curstate.angles, q1, false ); |
|
AngleQuaternion( e->latched.prevangles, q2, false ); |
|
QuaternionSlerp( q2, q1, f, q ); |
|
QuaternionAngle( q, angles ); |
|
} |
|
else VectorCopy( e->curstate.angles, angles ); |
|
} |
|
|
|
/* |
|
==================== |
|
StudioSetUpTransform |
|
|
|
==================== |
|
*/ |
|
void R_StudioSetUpTransform( cl_entity_t *e ) |
|
{ |
|
vec3_t origin, angles; |
|
|
|
VectorCopy( e->origin, origin ); |
|
VectorCopy( e->angles, angles ); |
|
|
|
// interpolate monsters position (moved into UpdateEntityFields by user request) |
|
if( e->curstate.movetype == MOVETYPE_STEP && !FBitSet( host.features, ENGINE_COMPUTE_STUDIO_LERP )) |
|
{ |
|
R_StudioLerpMovement( e, g_studio.time, origin, angles ); |
|
} |
|
|
|
if( !FBitSet( host.features, ENGINE_COMPENSATE_QUAKE_BUG )) |
|
angles[PITCH] = -angles[PITCH]; // stupid quake bug |
|
|
|
// don't rotate clients, only aim |
|
if( e->player ) angles[PITCH] = 0.0f; |
|
|
|
Matrix3x4_CreateFromEntity( g_studio.rotationmatrix, angles, origin, 1.0f ); |
|
|
|
if( tr.fFlipViewModel ) |
|
{ |
|
g_studio.rotationmatrix[0][1] = -g_studio.rotationmatrix[0][1]; |
|
g_studio.rotationmatrix[1][1] = -g_studio.rotationmatrix[1][1]; |
|
g_studio.rotationmatrix[2][1] = -g_studio.rotationmatrix[2][1]; |
|
} |
|
} |
|
|
|
/* |
|
==================== |
|
StudioEstimateFrame |
|
|
|
==================== |
|
*/ |
|
float R_StudioEstimateFrame( cl_entity_t *e, mstudioseqdesc_t *pseqdesc ) |
|
{ |
|
double dfdt, f; |
|
|
|
if( g_studio.interpolate ) |
|
{ |
|
if( g_studio.time < e->curstate.animtime ) dfdt = 0.0; |
|
else dfdt = (g_studio.time - e->curstate.animtime) * e->curstate.framerate * pseqdesc->fps; |
|
} |
|
else dfdt = 0; |
|
|
|
if( pseqdesc->numframes <= 1 ) f = 0.0; |
|
else f = (e->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; |
|
} |
|
|
|
/* |
|
==================== |
|
StudioEstimateInterpolant |
|
|
|
==================== |
|
*/ |
|
float R_StudioEstimateInterpolant( cl_entity_t *e ) |
|
{ |
|
float dadt = 1.0f; |
|
|
|
if( g_studio.interpolate && ( e->curstate.animtime >= e->latched.prevanimtime + 0.01f )) |
|
{ |
|
dadt = ( g_studio.time - e->curstate.animtime ) / 0.1f; |
|
if( dadt > 2.0f ) dadt = 2.0f; |
|
} |
|
|
|
return dadt; |
|
} |
|
|
|
/* |
|
==================== |
|
CL_GetStudioEstimatedFrame |
|
|
|
==================== |
|
*/ |
|
float CL_GetStudioEstimatedFrame( cl_entity_t *ent ) |
|
{ |
|
studiohdr_t *pstudiohdr; |
|
mstudioseqdesc_t *pseqdesc; |
|
int sequence; |
|
|
|
if( ent->model != NULL && ent->model->type == mod_studio ) |
|
{ |
|
pstudiohdr = (studiohdr_t *)Mod_StudioExtradata( ent->model ); |
|
|
|
if( pstudiohdr ) |
|
{ |
|
sequence = bound( 0, ent->curstate.sequence, pstudiohdr->numseq - 1 ); |
|
pseqdesc = (mstudioseqdesc_t *)((byte *)pstudiohdr + pstudiohdr->seqindex) + sequence; |
|
return R_StudioEstimateFrame( ent, pseqdesc ); |
|
} |
|
} |
|
|
|
return 0; |
|
} |
|
|
|
/* |
|
==================== |
|
CL_GetSequenceDuration |
|
|
|
==================== |
|
*/ |
|
float CL_GetSequenceDuration( cl_entity_t *ent, int sequence ) |
|
{ |
|
studiohdr_t *pstudiohdr; |
|
mstudioseqdesc_t *pseqdesc; |
|
|
|
if( ent->model != NULL && ent->model->type == mod_studio ) |
|
{ |
|
pstudiohdr = (studiohdr_t *)Mod_StudioExtradata( ent->model ); |
|
|
|
if( pstudiohdr ) |
|
{ |
|
sequence = bound( 0, sequence, pstudiohdr->numseq - 1 ); |
|
pseqdesc = (mstudioseqdesc_t *)((byte *)pstudiohdr + pstudiohdr->seqindex) + sequence; |
|
|
|
if( pseqdesc->numframes > 1 && pseqdesc->fps > 0 ) |
|
return (float)pseqdesc->numframes / (float)pseqdesc->fps; |
|
} |
|
} |
|
|
|
return 0.1f; |
|
} |
|
|
|
|
|
/* |
|
==================== |
|
StudioFxTransform |
|
|
|
==================== |
|
*/ |
|
void R_StudioFxTransform( cl_entity_t *ent, matrix3x4 transform ) |
|
{ |
|
switch( ent->curstate.renderfx ) |
|
{ |
|
case kRenderFxDistort: |
|
case kRenderFxHologram: |
|
if( !COM_RandomLong( 0, 49 )) |
|
{ |
|
int axis = COM_RandomLong( 0, 1 ); |
|
|
|
if( axis == 1 ) axis = 2; // choose between x & z |
|
VectorScale( transform[axis], COM_RandomFloat( 1.0f, 1.484f ), transform[axis] ); |
|
} |
|
else if( !COM_RandomLong( 0, 49 )) |
|
{ |
|
float offset; |
|
int axis = COM_RandomLong( 0, 1 ); |
|
|
|
if( axis == 1 ) axis = 2; // choose between x & z |
|
offset = COM_RandomFloat( -10.0f, 10.0f ); |
|
transform[COM_RandomLong( 0, 2 )][3] += offset; |
|
} |
|
break; |
|
case kRenderFxExplode: |
|
{ |
|
float scale; |
|
|
|
scale = 1.0f + ( g_studio.time - ent->curstate.animtime ) * 10.0f; |
|
if( scale > 2.0f ) scale = 2.0f; // don't blow up more than 200% |
|
|
|
transform[0][1] *= scale; |
|
transform[1][1] *= scale; |
|
transform[2][1] *= scale; |
|
} |
|
break; |
|
} |
|
} |
|
|
|
/* |
|
==================== |
|
StudioCalcBoneAdj |
|
|
|
==================== |
|
*/ |
|
void R_StudioCalcBoneAdj( float dadt, float *adj, const byte *pcontroller1, const byte *pcontroller2, byte mouthopen ) |
|
{ |
|
mstudiobonecontroller_t *pbonecontroller; |
|
float value = 0.0f; |
|
int i, j; |
|
|
|
pbonecontroller = (mstudiobonecontroller_t *)((byte *)m_pStudioHeader + m_pStudioHeader->bonecontrollerindex); |
|
|
|
for( j = 0; j < m_pStudioHeader->numbonecontrollers; j++ ) |
|
{ |
|
i = pbonecontroller[j].index; |
|
|
|
if( i == STUDIO_MOUTH ) |
|
{ |
|
// mouth hardcoded at controller 4 |
|
value = (float)mouthopen / 64.0f; |
|
value = bound( 0.0f, value, 1.0f ); |
|
value = (1.0f - value) * pbonecontroller[j].start + value * pbonecontroller[j].end; |
|
} |
|
else if( i < 4 ) |
|
{ |
|
// check for 360% wrapping |
|
if( FBitSet( pbonecontroller[j].type, STUDIO_RLOOP )) |
|
{ |
|
if( abs( pcontroller1[i] - pcontroller2[i] ) > 128 ) |
|
{ |
|
int a = (pcontroller1[i] + 128) % 256; |
|
int b = (pcontroller2[i] + 128) % 256; |
|
value = (( a * dadt ) + ( b * ( 1.0f - dadt )) - 128) * (360.0f / 256.0f) + pbonecontroller[j].start; |
|
} |
|
else |
|
{ |
|
value = ((pcontroller1[i] * dadt + (pcontroller2[i]) * (1.0f - dadt))) * (360.0f / 256.0f) + pbonecontroller[j].start; |
|
} |
|
} |
|
else |
|
{ |
|
value = (pcontroller1[i] * dadt + pcontroller2[i] * (1.0f - dadt)) / 255.0f; |
|
value = bound( 0.0f, value, 1.0f ); |
|
value = (1.0f - value) * pbonecontroller[j].start + value * pbonecontroller[j].end; |
|
} |
|
} |
|
|
|
switch( pbonecontroller[j].type & STUDIO_TYPES ) |
|
{ |
|
case STUDIO_XR: |
|
case STUDIO_YR: |
|
case STUDIO_ZR: |
|
adj[j] = DEG2RAD( value ); |
|
break; |
|
case STUDIO_X: |
|
case STUDIO_Y: |
|
case STUDIO_Z: |
|
adj[j] = value; |
|
break; |
|
} |
|
} |
|
} |
|
|
|
/* |
|
==================== |
|
StudioCalcRotations |
|
|
|
==================== |
|
*/ |
|
void R_StudioCalcRotations( cl_entity_t *e, float pos[][3], vec4_t *q, mstudioseqdesc_t *pseqdesc, mstudioanim_t *panim, float f ) |
|
{ |
|
int i, frame; |
|
float adj[MAXSTUDIOCONTROLLERS]; |
|
float s, dadt; |
|
mstudiobone_t *pbone; |
|
|
|
// bah, fix this bug with changing sequences too fast |
|
if( f > pseqdesc->numframes - 1 ) |
|
{ |
|
f = 0.0f; |
|
} |
|
else if( f < -0.01f ) |
|
{ |
|
// 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 |
|
f = -0.01f; |
|
} |
|
|
|
frame = (int)f; |
|
|
|
dadt = R_StudioEstimateInterpolant( e ); |
|
s = (f - frame); |
|
|
|
// add in programtic controllers |
|
pbone = (mstudiobone_t *)((byte *)m_pStudioHeader + m_pStudioHeader->boneindex); |
|
|
|
R_StudioCalcBoneAdj( dadt, adj, e->curstate.controller, e->latched.prevcontroller, e->mouth.mouthopen ); |
|
|
|
for( i = 0; i < m_pStudioHeader->numbones; i++, pbone++, panim++ ) |
|
{ |
|
R_StudioCalcBoneQuaternion( frame, s, pbone, panim, adj, q[i] ); |
|
R_StudioCalcBonePosition( frame, s, pbone, panim, adj, pos[i] ); |
|
} |
|
|
|
if( pseqdesc->motiontype & STUDIO_X ) pos[pseqdesc->motionbone][0] = 0.0f; |
|
if( pseqdesc->motiontype & STUDIO_Y ) pos[pseqdesc->motionbone][1] = 0.0f; |
|
if( pseqdesc->motiontype & STUDIO_Z ) pos[pseqdesc->motionbone][2] = 0.0f; |
|
} |
|
|
|
/* |
|
==================== |
|
StudioMergeBones |
|
|
|
==================== |
|
*/ |
|
void R_StudioMergeBones( cl_entity_t *e, model_t *m_pSubModel ) |
|
{ |
|
int i, j; |
|
mstudiobone_t *pbones; |
|
mstudioseqdesc_t *pseqdesc; |
|
mstudioanim_t *panim; |
|
matrix3x4 bonematrix; |
|
static vec4_t q[MAXSTUDIOBONES]; |
|
static float pos[MAXSTUDIOBONES][3]; |
|
double f; |
|
|
|
if( e->curstate.sequence >= m_pStudioHeader->numseq ) |
|
e->curstate.sequence = 0; |
|
|
|
pseqdesc = (mstudioseqdesc_t *)((byte *)m_pStudioHeader + m_pStudioHeader->seqindex) + e->curstate.sequence; |
|
|
|
f = R_StudioEstimateFrame( e, pseqdesc ); |
|
|
|
panim = R_StudioGetAnim( m_pStudioHeader, m_pSubModel, pseqdesc ); |
|
R_StudioCalcRotations( e, 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 < g_studio.cached_numbones; j++ ) |
|
{ |
|
if( !Q_stricmp( pbones[i].name, g_studio.cached_bonenames[j] )) |
|
{ |
|
Matrix3x4_Copy( g_studio.bonestransform[i], g_studio.cached_bonestransform[j] ); |
|
Matrix3x4_Copy( g_studio.lighttransform[i], g_studio.cached_lighttransform[j] ); |
|
break; |
|
} |
|
} |
|
|
|
if( j >= g_studio.cached_numbones ) |
|
{ |
|
Matrix3x4_FromOriginQuat( bonematrix, q[i], pos[i] ); |
|
if( pbones[i].parent == -1 ) |
|
{ |
|
Matrix3x4_ConcatTransforms( g_studio.bonestransform[i], g_studio.rotationmatrix, bonematrix ); |
|
Matrix3x4_Copy( g_studio.lighttransform[i], g_studio.bonestransform[i] ); |
|
|
|
// apply client-side effects to the transformation matrix |
|
R_StudioFxTransform( e, g_studio.bonestransform[i] ); |
|
} |
|
else |
|
{ |
|
Matrix3x4_ConcatTransforms( g_studio.bonestransform[i], g_studio.bonestransform[pbones[i].parent], bonematrix ); |
|
Matrix3x4_ConcatTransforms( g_studio.lighttransform[i], g_studio.lighttransform[pbones[i].parent], bonematrix ); |
|
} |
|
} |
|
} |
|
} |
|
|
|
/* |
|
==================== |
|
StudioSetupBones |
|
|
|
==================== |
|
*/ |
|
void R_StudioSetupBones( cl_entity_t *e ) |
|
{ |
|
double f; |
|
mstudiobone_t *pbones; |
|
mstudioseqdesc_t *pseqdesc; |
|
mstudioanim_t *panim; |
|
matrix3x4 bonematrix; |
|
static vec3_t pos[MAXSTUDIOBONES]; |
|
static vec4_t q[MAXSTUDIOBONES]; |
|
static vec3_t pos2[MAXSTUDIOBONES]; |
|
static vec4_t q2[MAXSTUDIOBONES]; |
|
static vec3_t pos3[MAXSTUDIOBONES]; |
|
static vec4_t q3[MAXSTUDIOBONES]; |
|
static vec3_t pos4[MAXSTUDIOBONES]; |
|
static vec4_t q4[MAXSTUDIOBONES]; |
|
int i; |
|
|
|
if( e->curstate.sequence >= m_pStudioHeader->numseq ) |
|
e->curstate.sequence = 0; |
|
|
|
pseqdesc = (mstudioseqdesc_t *)((byte *)m_pStudioHeader + m_pStudioHeader->seqindex) + e->curstate.sequence; |
|
|
|
f = R_StudioEstimateFrame( e, pseqdesc ); |
|
|
|
panim = R_StudioGetAnim( m_pStudioHeader, RI.currentmodel, pseqdesc ); |
|
R_StudioCalcRotations( e, pos, q, pseqdesc, panim, f ); |
|
|
|
if( pseqdesc->numblends > 1 ) |
|
{ |
|
float s; |
|
float dadt; |
|
|
|
panim += m_pStudioHeader->numbones; |
|
R_StudioCalcRotations( e, pos2, q2, pseqdesc, panim, f ); |
|
|
|
dadt = R_StudioEstimateInterpolant( e ); |
|
s = (e->curstate.blending[0] * dadt + e->latched.prevblending[0] * (1.0f - dadt)) / 255.0f; |
|
|
|
R_StudioSlerpBones( m_pStudioHeader->numbones, q, pos, q2, pos2, s ); |
|
|
|
if( pseqdesc->numblends == 4 ) |
|
{ |
|
panim += m_pStudioHeader->numbones; |
|
R_StudioCalcRotations( e, pos3, q3, pseqdesc, panim, f ); |
|
|
|
panim += m_pStudioHeader->numbones; |
|
R_StudioCalcRotations( e, pos4, q4, pseqdesc, panim, f ); |
|
|
|
s = (e->curstate.blending[0] * dadt + e->latched.prevblending[0] * (1.0f - dadt)) / 255.0f; |
|
R_StudioSlerpBones( m_pStudioHeader->numbones, q3, pos3, q4, pos4, s ); |
|
|
|
s = (e->curstate.blending[1] * dadt + e->latched.prevblending[1] * (1.0f - dadt)) / 255.0f; |
|
R_StudioSlerpBones( m_pStudioHeader->numbones, q, pos, q3, pos3, s ); |
|
} |
|
} |
|
|
|
if( g_studio.interpolate && e->latched.sequencetime && ( e->latched.sequencetime + 0.2f > g_studio.time ) && ( e->latched.prevsequence < m_pStudioHeader->numseq )) |
|
{ |
|
// blend from last sequence |
|
static vec3_t pos1b[MAXSTUDIOBONES]; |
|
static vec4_t q1b[MAXSTUDIOBONES]; |
|
float s; |
|
|
|
pseqdesc = (mstudioseqdesc_t *)((byte *)m_pStudioHeader + m_pStudioHeader->seqindex) + e->latched.prevsequence; |
|
panim = R_StudioGetAnim( m_pStudioHeader, RI.currentmodel, pseqdesc ); |
|
|
|
// clip prevframe |
|
R_StudioCalcRotations( e, pos1b, q1b, pseqdesc, panim, e->latched.prevframe ); |
|
|
|
if( pseqdesc->numblends > 1 ) |
|
{ |
|
panim += m_pStudioHeader->numbones; |
|
R_StudioCalcRotations( e, pos2, q2, pseqdesc, panim, e->latched.prevframe ); |
|
|
|
s = (e->latched.prevseqblending[0]) / 255.0f; |
|
R_StudioSlerpBones( m_pStudioHeader->numbones, q1b, pos1b, q2, pos2, s ); |
|
|
|
if( pseqdesc->numblends == 4 ) |
|
{ |
|
panim += m_pStudioHeader->numbones; |
|
R_StudioCalcRotations( e, pos3, q3, pseqdesc, panim, e->latched.prevframe ); |
|
|
|
panim += m_pStudioHeader->numbones; |
|
R_StudioCalcRotations( e, pos4, q4, pseqdesc, panim, e->latched.prevframe ); |
|
|
|
s = (e->latched.prevseqblending[0]) / 255.0f; |
|
R_StudioSlerpBones( m_pStudioHeader->numbones, q3, pos3, q4, pos4, s ); |
|
|
|
s = (e->latched.prevseqblending[1]) / 255.0f; |
|
R_StudioSlerpBones( m_pStudioHeader->numbones, q1b, pos1b, q3, pos3, s ); |
|
} |
|
} |
|
|
|
s = 1.0f - ( g_studio.time - e->latched.sequencetime ) / 0.2f; |
|
R_StudioSlerpBones( m_pStudioHeader->numbones, q, pos, q1b, pos1b, s ); |
|
} |
|
else |
|
{ |
|
// store prevframe otherwise |
|
e->latched.prevframe = f; |
|
} |
|
|
|
pbones = (mstudiobone_t *)((byte *)m_pStudioHeader + m_pStudioHeader->boneindex); |
|
|
|
// calc gait animation |
|
if( m_pPlayerInfo && m_pPlayerInfo->gaitsequence != 0 ) |
|
{ |
|
qboolean copy_bones = true; |
|
|
|
if( m_pPlayerInfo->gaitsequence >= m_pStudioHeader->numseq ) |
|
m_pPlayerInfo->gaitsequence = 0; |
|
|
|
pseqdesc = (mstudioseqdesc_t *)((byte *)m_pStudioHeader + m_pStudioHeader->seqindex) + m_pPlayerInfo->gaitsequence; |
|
|
|
panim = R_StudioGetAnim( m_pStudioHeader, RI.currentmodel, pseqdesc ); |
|
R_StudioCalcRotations( e, pos2, q2, pseqdesc, panim, m_pPlayerInfo->gaitframe ); |
|
|
|
for( i = 0; i < m_pStudioHeader->numbones; i++ ) |
|
{ |
|
if( !Q_strcmp( pbones[i].name, "Bip01 Spine" )) |
|
copy_bones = false; |
|
else if( !Q_strcmp( pbones[pbones[i].parent].name, "Bip01 Pelvis" )) |
|
copy_bones = true; |
|
|
|
if( !copy_bones ) continue; |
|
|
|
VectorCopy( pos2[i], pos[i] ); |
|
Vector4Copy( q2[i], q[i] ); |
|
} |
|
} |
|
|
|
for( i = 0; i < m_pStudioHeader->numbones; i++ ) |
|
{ |
|
Matrix3x4_FromOriginQuat( bonematrix, q[i], pos[i] ); |
|
|
|
if( pbones[i].parent == -1 ) |
|
{ |
|
Matrix3x4_ConcatTransforms( g_studio.bonestransform[i], g_studio.rotationmatrix, bonematrix ); |
|
Matrix3x4_Copy( g_studio.lighttransform[i], g_studio.bonestransform[i] ); |
|
|
|
// apply client-side effects to the transformation matrix |
|
R_StudioFxTransform( e, g_studio.bonestransform[i] ); |
|
} |
|
else |
|
{ |
|
Matrix3x4_ConcatTransforms( g_studio.bonestransform[i], g_studio.bonestransform[pbones[i].parent], bonematrix ); |
|
Matrix3x4_ConcatTransforms( g_studio.lighttransform[i], g_studio.lighttransform[pbones[i].parent], bonematrix ); |
|
} |
|
} |
|
} |
|
|
|
/* |
|
==================== |
|
StudioSaveBones |
|
|
|
==================== |
|
*/ |
|
static void R_StudioSaveBones( void ) |
|
{ |
|
mstudiobone_t *pbones; |
|
int i; |
|
|
|
pbones = (mstudiobone_t *)((byte *)m_pStudioHeader + m_pStudioHeader->boneindex); |
|
g_studio.cached_numbones = m_pStudioHeader->numbones; |
|
|
|
for( i = 0; i < m_pStudioHeader->numbones; i++ ) |
|
{ |
|
Matrix3x4_Copy( g_studio.cached_bonestransform[i], g_studio.bonestransform[i] ); |
|
Matrix3x4_Copy( g_studio.cached_lighttransform[i], g_studio.lighttransform[i] ); |
|
Q_strncpy( g_studio.cached_bonenames[i], pbones[i].name, 32 ); |
|
} |
|
} |
|
|
|
/* |
|
==================== |
|
StudioBuildNormalTable |
|
|
|
NOTE: m_pSubModel must be set |
|
==================== |
|
*/ |
|
void R_StudioBuildNormalTable( void ) |
|
{ |
|
cl_entity_t *e = RI.currententity; |
|
mstudiomesh_t *pmesh; |
|
int i, j; |
|
|
|
Assert( m_pSubModel != NULL ); |
|
|
|
// reset chrome cache |
|
for( i = 0; i < m_pStudioHeader->numbones; i++ ) |
|
g_studio.chromeage[i] = 0; |
|
|
|
for( i = 0; i < m_pSubModel->numverts; i++ ) |
|
g_studio.normaltable[i] = -1; |
|
|
|
for( j = 0; j < m_pSubModel->nummesh; j++ ) |
|
{ |
|
short *ptricmds; |
|
|
|
pmesh = (mstudiomesh_t *)((byte *)m_pStudioHeader + m_pSubModel->meshindex) + j; |
|
ptricmds = (short *)((byte *)m_pStudioHeader + pmesh->triindex); |
|
|
|
while( i = *( ptricmds++ )) |
|
{ |
|
if( i < 0 ) i = -i; |
|
|
|
for( ; i > 0; i--, ptricmds += 4 ) |
|
{ |
|
if( g_studio.normaltable[ptricmds[0]] < 0 ) |
|
g_studio.normaltable[ptricmds[0]] = ptricmds[1]; |
|
} |
|
} |
|
} |
|
|
|
g_studio.chrome_origin[0] = cos( r_glowshellfreq.value * g_studio.time ) * 4000.0f; |
|
g_studio.chrome_origin[1] = sin( r_glowshellfreq.value * g_studio.time ) * 4000.0f; |
|
g_studio.chrome_origin[2] = cos( r_glowshellfreq.value * g_studio.time * 0.33f ) * 4000.0f; |
|
|
|
if( e->curstate.rendercolor.r || e->curstate.rendercolor.g || e->curstate.rendercolor.b ) |
|
TriColor4ub( e->curstate.rendercolor.r, e->curstate.rendercolor.g, e->curstate.rendercolor.b, 255 ); |
|
else TriColor4ub( 255, 255, 255, 255 ); |
|
} |
|
|
|
/* |
|
==================== |
|
StudioGenerateNormals |
|
|
|
NOTE: m_pSubModel must be set |
|
g_studio.verts must be computed |
|
==================== |
|
*/ |
|
void R_StudioGenerateNormals( void ) |
|
{ |
|
int v0, v1, v2; |
|
vec3_t e0, e1, norm; |
|
mstudiomesh_t *pmesh; |
|
int i, j; |
|
|
|
Assert( m_pSubModel != NULL ); |
|
|
|
for( i = 0; i < m_pSubModel->numverts; i++ ) |
|
VectorClear( g_studio.norms[i] ); |
|
|
|
for( j = 0; j < m_pSubModel->nummesh; j++ ) |
|
{ |
|
short *ptricmds; |
|
|
|
pmesh = (mstudiomesh_t *)((byte *)m_pStudioHeader + m_pSubModel->meshindex) + j; |
|
ptricmds = (short *)((byte *)m_pStudioHeader + pmesh->triindex); |
|
|
|
while( i = *( ptricmds++ )) |
|
{ |
|
if( i < 0 ) |
|
{ |
|
i = -i; |
|
|
|
if( i > 2 ) |
|
{ |
|
v0 = ptricmds[0]; ptricmds += 4; |
|
v1 = ptricmds[0]; ptricmds += 4; |
|
|
|
for( i -= 2; i > 0; i--, ptricmds += 4 ) |
|
{ |
|
v2 = ptricmds[0]; |
|
|
|
VectorSubtract( g_studio.verts[v1], g_studio.verts[v0], e0 ); |
|
VectorSubtract( g_studio.verts[v2], g_studio.verts[v0], e1 ); |
|
CrossProduct( e1, e0, norm ); |
|
|
|
VectorAdd( g_studio.norms[v0], norm, g_studio.norms[v0] ); |
|
VectorAdd( g_studio.norms[v1], norm, g_studio.norms[v1] ); |
|
VectorAdd( g_studio.norms[v2], norm, g_studio.norms[v2] ); |
|
|
|
v1 = v2; |
|
} |
|
} |
|
else |
|
{ |
|
ptricmds += i; |
|
} |
|
} |
|
else |
|
{ |
|
if( i > 2 ) |
|
{ |
|
qboolean odd = false; |
|
|
|
v0 = ptricmds[0]; ptricmds += 4; |
|
v1 = ptricmds[0]; ptricmds += 4; |
|
|
|
for( i -= 2; i > 0; i--, ptricmds += 4 ) |
|
{ |
|
v2 = ptricmds[0]; |
|
|
|
VectorSubtract( g_studio.verts[v1], g_studio.verts[v0], e0 ); |
|
VectorSubtract( g_studio.verts[v2], g_studio.verts[v0], e1 ); |
|
CrossProduct( e1, e0, norm ); |
|
|
|
VectorAdd( g_studio.norms[v0], norm, g_studio.norms[v0] ); |
|
VectorAdd( g_studio.norms[v1], norm, g_studio.norms[v1] ); |
|
VectorAdd( g_studio.norms[v2], norm, g_studio.norms[v2] ); |
|
|
|
if( odd ) v1 = v2; |
|
else v0 = v2; |
|
|
|
odd = !odd; |
|
} |
|
} |
|
else |
|
{ |
|
ptricmds += i; |
|
} |
|
} |
|
} |
|
} |
|
|
|
for( i = 0; i < m_pSubModel->numverts; i++ ) |
|
VectorNormalize( g_studio.norms[i] ); |
|
} |
|
|
|
/* |
|
==================== |
|
StudioSetupChrome |
|
|
|
==================== |
|
*/ |
|
void R_StudioSetupChrome( float *pchrome, int bone, vec3_t normal ) |
|
{ |
|
float n; |
|
|
|
if( g_studio.chromeage[bone] != g_studio.framecount ) |
|
{ |
|
// calculate vectors from the viewer to the bone. This roughly adjusts for position |
|
vec3_t chromeupvec; // g_studio.chrome t vector in world reference frame |
|
vec3_t chromerightvec; // g_studio.chrome s vector in world reference frame |
|
vec3_t tmp; // vector pointing at bone in world reference frame |
|
|
|
VectorNegate( g_studio.chrome_origin, tmp ); |
|
tmp[0] += g_studio.bonestransform[bone][0][3]; |
|
tmp[1] += g_studio.bonestransform[bone][1][3]; |
|
tmp[2] += g_studio.bonestransform[bone][2][3]; |
|
|
|
VectorNormalize( tmp ); |
|
CrossProduct( tmp, RI.vright, chromeupvec ); |
|
VectorNormalize( chromeupvec ); |
|
CrossProduct( tmp, chromeupvec, chromerightvec ); |
|
VectorNormalize( chromerightvec ); |
|
|
|
Matrix3x4_VectorIRotate( g_studio.bonestransform[bone], chromeupvec, g_studio.chromeup[bone] ); |
|
Matrix3x4_VectorIRotate( g_studio.bonestransform[bone], chromerightvec, g_studio.chromeright[bone] ); |
|
|
|
g_studio.chromeage[bone] = g_studio.framecount; |
|
} |
|
|
|
// calc s coord |
|
n = DotProduct( normal, g_studio.chromeright[bone] ); |
|
pchrome[0] = (n + 1.0f) * 32.0f; |
|
|
|
// calc t coord |
|
n = DotProduct( normal, g_studio.chromeup[bone] ); |
|
pchrome[1] = (n + 1.0f) * 32.0f; |
|
} |
|
|
|
/* |
|
==================== |
|
StudioCalcAttachments |
|
|
|
==================== |
|
*/ |
|
static void R_StudioCalcAttachments( void ) |
|
{ |
|
mstudioattachment_t *pAtt; |
|
vec3_t forward, bonepos; |
|
vec3_t localOrg, localAng; |
|
int i; |
|
|
|
// calculate attachment points |
|
pAtt = (mstudioattachment_t *)((byte *)m_pStudioHeader + m_pStudioHeader->attachmentindex); |
|
|
|
for( i = 0; i < Q_min( MAXSTUDIOATTACHMENTS, m_pStudioHeader->numattachments ); i++ ) |
|
{ |
|
Matrix3x4_VectorTransform( g_studio.lighttransform[pAtt[i].bone], pAtt[i].org, RI.currententity->attachment[i] ); |
|
VectorSubtract( RI.currententity->attachment[i], RI.currententity->origin, localOrg ); |
|
Matrix3x4_OriginFromMatrix( g_studio.lighttransform[pAtt[i].bone], bonepos ); |
|
VectorSubtract( localOrg, bonepos, forward ); // make forward |
|
VectorNormalizeFast( forward ); |
|
VectorAngles( forward, localAng ); |
|
} |
|
} |
|
|
|
/* |
|
=============== |
|
pfnStudioSetupModel |
|
|
|
=============== |
|
*/ |
|
static void R_StudioSetupModel( int bodypart, void **ppbodypart, void **ppsubmodel ) |
|
{ |
|
int index; |
|
|
|
if( bodypart > m_pStudioHeader->numbodyparts ) |
|
bodypart = 0; |
|
|
|
m_pBodyPart = (mstudiobodyparts_t *)((byte *)m_pStudioHeader + m_pStudioHeader->bodypartindex) + bodypart; |
|
|
|
index = RI.currententity->curstate.body / m_pBodyPart->base; |
|
index = index % m_pBodyPart->nummodels; |
|
|
|
m_pSubModel = (mstudiomodel_t *)((byte *)m_pStudioHeader + m_pBodyPart->modelindex) + index; |
|
|
|
if( ppbodypart ) *ppbodypart = m_pBodyPart; |
|
if( ppsubmodel ) *ppsubmodel = m_pSubModel; |
|
} |
|
|
|
/* |
|
=============== |
|
R_StudioCheckBBox |
|
|
|
=============== |
|
*/ |
|
static int R_StudioCheckBBox( void ) |
|
{ |
|
if( !RI.currententity || !RI.currentmodel ) |
|
return false; |
|
|
|
return R_StudioComputeBBox( NULL ); |
|
} |
|
|
|
/* |
|
=============== |
|
R_StudioDynamicLight |
|
|
|
=============== |
|
*/ |
|
void R_StudioDynamicLight( cl_entity_t *ent, alight_t *plight ) |
|
{ |
|
movevars_t *mv = &clgame.movevars; |
|
vec3_t lightDir, vecSrc, vecEnd; |
|
vec3_t origin, dist, finalLight; |
|
float add, radius, total; |
|
colorVec light; |
|
uint lnum; |
|
dlight_t *dl; |
|
|
|
if( !plight || !ent || !ent->model ) |
|
return; |
|
|
|
if( !RI.drawWorld || r_fullbright->value || FBitSet( ent->curstate.effects, EF_FULLBRIGHT )) |
|
{ |
|
plight->shadelight = 0; |
|
plight->ambientlight = 192; |
|
|
|
VectorSet( plight->plightvec, 0.0f, 0.0f, -1.0f ); |
|
VectorSet( plight->color, 1.0f, 1.0f, 1.0f ); |
|
return; |
|
} |
|
|
|
// determine plane to get lightvalues from: ceil or floor |
|
if( FBitSet( ent->curstate.effects, EF_INVLIGHT )) |
|
VectorSet( lightDir, 0.0f, 0.0f, 1.0f ); |
|
else VectorSet( lightDir, 0.0f, 0.0f, -1.0f ); |
|
|
|
VectorCopy( ent->origin, origin ); |
|
|
|
VectorSet( vecSrc, origin[0], origin[1], origin[2] - lightDir[2] * 8.0f ); |
|
light.r = light.g = light.b = light.a = 0; |
|
|
|
if(( mv->skycolor_r + mv->skycolor_g + mv->skycolor_b ) != 0 ) |
|
{ |
|
msurface_t *psurf = NULL; |
|
pmtrace_t trace; |
|
|
|
if( FBitSet( host.features, ENGINE_WRITE_LARGE_COORD )) |
|
{ |
|
vecEnd[0] = origin[0] - mv->skyvec_x * 65536.0f; |
|
vecEnd[1] = origin[1] - mv->skyvec_y * 65536.0f; |
|
vecEnd[2] = origin[2] - mv->skyvec_z * 65536.0f; |
|
} |
|
else |
|
{ |
|
vecEnd[0] = origin[0] - mv->skyvec_x * 8192.0f; |
|
vecEnd[1] = origin[1] - mv->skyvec_y * 8192.0f; |
|
vecEnd[2] = origin[2] - mv->skyvec_z * 8192.0f; |
|
} |
|
|
|
trace = CL_TraceLine( vecSrc, vecEnd, PM_WORLD_ONLY ); |
|
if( trace.ent > 0 ) psurf = PM_TraceSurface( &clgame.pmove->physents[trace.ent], vecSrc, vecEnd ); |
|
else psurf = PM_TraceSurface( clgame.pmove->physents, vecSrc, vecEnd ); |
|
|
|
if( FBitSet( ent->model->flags, STUDIO_FORCE_SKYLIGHT ) || ( psurf && FBitSet( psurf->flags, SURF_DRAWSKY ))) |
|
{ |
|
VectorSet( lightDir, mv->skyvec_x, mv->skyvec_y, mv->skyvec_z ); |
|
|
|
light.r = LightToTexGamma( bound( 0, mv->skycolor_r, 255 )); |
|
light.g = LightToTexGamma( bound( 0, mv->skycolor_g, 255 )); |
|
light.b = LightToTexGamma( bound( 0, mv->skycolor_b, 255 )); |
|
} |
|
} |
|
|
|
if(( light.r + light.g + light.b ) < 16 ) // TESTTEST |
|
{ |
|
colorVec gcolor; |
|
float grad[4]; |
|
|
|
VectorScale( lightDir, 2048.0f, vecEnd ); |
|
VectorAdd( vecEnd, vecSrc, vecEnd ); |
|
|
|
light = R_LightVec( vecSrc, vecEnd, g_studio.lightspot, g_studio.lightvec ); |
|
|
|
if( VectorIsNull( g_studio.lightvec )) |
|
{ |
|
vecSrc[0] -= 16.0f; |
|
vecSrc[1] -= 16.0f; |
|
vecEnd[0] -= 16.0f; |
|
vecEnd[1] -= 16.0f; |
|
|
|
gcolor = R_LightVec( vecSrc, vecEnd, NULL, NULL ); |
|
grad[0] = ( gcolor.r + gcolor.g + gcolor.b ) / 768.0f; |
|
|
|
vecSrc[0] += 32.0f; |
|
vecEnd[0] += 32.0f; |
|
|
|
gcolor = R_LightVec( vecSrc, vecEnd, NULL, NULL ); |
|
grad[1] = ( gcolor.r + gcolor.g + gcolor.b ) / 768.0f; |
|
|
|
vecSrc[1] += 32.0f; |
|
vecEnd[1] += 32.0f; |
|
|
|
gcolor = R_LightVec( vecSrc, vecEnd, NULL, NULL ); |
|
grad[2] = ( gcolor.r + gcolor.g + gcolor.b ) / 768.0f; |
|
|
|
vecSrc[0] -= 32.0f; |
|
vecEnd[0] -= 32.0f; |
|
|
|
gcolor = R_LightVec( vecSrc, vecEnd, NULL, NULL ); |
|
grad[3] = ( gcolor.r + gcolor.g + gcolor.b ) / 768.0f; |
|
|
|
lightDir[0] = grad[0] - grad[1] - grad[2] + grad[3]; |
|
lightDir[1] = grad[1] + grad[0] - grad[2] - grad[3]; |
|
VectorNormalize( lightDir ); |
|
} |
|
else |
|
{ |
|
VectorCopy( g_studio.lightvec, lightDir ); |
|
} |
|
} |
|
|
|
VectorSet( finalLight, light.r, light.g, light.b ); |
|
ent->cvFloorColor = light; |
|
|
|
total = Q_max( Q_max( light.r, light.g ), light.b ); |
|
if( total == 0.0f ) total = 1.0f; |
|
|
|
// scale lightdir by light intentsity |
|
VectorScale( lightDir, total, lightDir ); |
|
|
|
for( lnum = 0, dl = cl_dlights; lnum < MAX_DLIGHTS; lnum++, dl++ ) |
|
{ |
|
if( dl->die < g_studio.time || !r_dynamic->value ) |
|
continue; |
|
|
|
VectorSubtract( ent->origin, dl->origin, dist ); |
|
|
|
radius = VectorLength( dist ); |
|
add = (dl->radius - radius); |
|
|
|
if( add > 0.0f ) |
|
{ |
|
total += add; |
|
|
|
if( radius > 1.0f ) |
|
VectorScale( dist, ( add / radius ), dist ); |
|
else VectorScale( dist, add, dist ); |
|
|
|
VectorAdd( lightDir, dist, lightDir ); |
|
|
|
finalLight[0] += LightToTexGamma( dl->color.r ) * ( add / 256.0f ) * 2.0f; |
|
finalLight[1] += LightToTexGamma( dl->color.g ) * ( add / 256.0f ) * 2.0f; |
|
finalLight[2] += LightToTexGamma( dl->color.b ) * ( add / 256.0f ) * 2.0f; |
|
} |
|
} |
|
|
|
if( FBitSet( ent->model->flags, STUDIO_AMBIENT_LIGHT )) |
|
add = 0.6f; |
|
else add = 0.9f; |
|
|
|
VectorScale( lightDir, add, lightDir ); |
|
|
|
plight->shadelight = VectorLength( lightDir ); |
|
plight->ambientlight = total - plight->shadelight; |
|
|
|
total = Q_max( Q_max( finalLight[0], finalLight[1] ), finalLight[2] ); |
|
|
|
if( total > 0.0f ) |
|
{ |
|
plight->color[0] = finalLight[0] * ( 1.0f / total ); |
|
plight->color[1] = finalLight[1] * ( 1.0f / total ); |
|
plight->color[2] = finalLight[2] * ( 1.0f / total ); |
|
} |
|
else VectorSet( plight->color, 1.0f, 1.0f, 1.0f ); |
|
|
|
if( plight->ambientlight > 128 ) |
|
plight->ambientlight = 128; |
|
|
|
if( plight->ambientlight + plight->shadelight > 255 ) |
|
plight->shadelight = 255 - plight->ambientlight; |
|
|
|
VectorNormalize2( lightDir, plight->plightvec ); |
|
} |
|
|
|
/* |
|
=============== |
|
pfnStudioEntityLight |
|
|
|
=============== |
|
*/ |
|
void R_StudioEntityLight( alight_t *lightinfo ) |
|
{ |
|
int lnum, i, j, k; |
|
float minstrength, dist2, f, r2; |
|
float lstrength[MAX_LOCALLIGHTS]; |
|
cl_entity_t *ent = RI.currententity; |
|
vec3_t mid, origin, pos; |
|
dlight_t *el; |
|
|
|
g_studio.numlocallights = 0; |
|
|
|
if( !ent || !r_dynamic->value ) |
|
return; |
|
|
|
for( i = 0; i < MAX_LOCALLIGHTS; i++ ) |
|
lstrength[i] = 0; |
|
|
|
Matrix3x4_OriginFromMatrix( g_studio.rotationmatrix, origin ); |
|
dist2 = 1000000.0f; |
|
k = 0; |
|
|
|
for( lnum = 0, el = cl_elights; lnum < MAX_ELIGHTS; lnum++, el++ ) |
|
{ |
|
if( el->die < g_studio.time || el->radius <= 0.0f ) |
|
continue; |
|
|
|
if(( el->key & 0xFFF ) == ent->index ) |
|
{ |
|
int att = (el->key >> 12) & 0xF; |
|
|
|
if( att ) VectorCopy( ent->attachment[att], el->origin ); |
|
else VectorCopy( ent->origin, el->origin ); |
|
} |
|
|
|
VectorCopy( el->origin, pos ); |
|
VectorSubtract( origin, el->origin, mid ); |
|
|
|
f = DotProduct( mid, mid ); |
|
r2 = el->radius * el->radius; |
|
|
|
if( f > r2 ) minstrength = r2 / f; |
|
else minstrength = 1.0f; |
|
|
|
if( minstrength > 0.05f ) |
|
{ |
|
if( g_studio.numlocallights >= MAX_LOCALLIGHTS ) |
|
{ |
|
for( j = 0, k = -1; j < g_studio.numlocallights; j++ ) |
|
{ |
|
if( lstrength[j] < dist2 && lstrength[j] < minstrength ) |
|
{ |
|
dist2 = lstrength[j]; |
|
k = j; |
|
} |
|
} |
|
} |
|
else k = g_studio.numlocallights; |
|
|
|
if( k != -1 ) |
|
{ |
|
g_studio.locallightcolor[k].r = LightToTexGamma( el->color.r ); |
|
g_studio.locallightcolor[k].g = LightToTexGamma( el->color.g ); |
|
g_studio.locallightcolor[k].b = LightToTexGamma( el->color.b ); |
|
g_studio.locallightR2[k] = r2; |
|
g_studio.locallight[k] = el; |
|
lstrength[k] = minstrength; |
|
|
|
if( k >= g_studio.numlocallights ) |
|
g_studio.numlocallights = k + 1; |
|
} |
|
} |
|
} |
|
} |
|
|
|
/* |
|
=============== |
|
R_StudioSetupLighting |
|
|
|
=============== |
|
*/ |
|
void R_StudioSetupLighting( alight_t *plight ) |
|
{ |
|
float scale = 1.0f; |
|
int i; |
|
|
|
if( !m_pStudioHeader || !plight ) |
|
return; |
|
|
|
if( RI.currententity != NULL ) |
|
scale = RI.currententity->curstate.scale; |
|
|
|
g_studio.ambientlight = plight->ambientlight; |
|
g_studio.shadelight = plight->shadelight; |
|
VectorCopy( plight->plightvec, g_studio.lightvec ); |
|
|
|
for( i = 0; i < m_pStudioHeader->numbones; i++ ) |
|
{ |
|
Matrix3x4_VectorIRotate( g_studio.lighttransform[i], plight->plightvec, g_studio.blightvec[i] ); |
|
if( scale > 1.0f ) VectorNormalize( g_studio.blightvec[i] ); // in case model may be scaled |
|
} |
|
|
|
VectorCopy( plight->color, g_studio.lightcolor ); |
|
} |
|
|
|
/* |
|
=============== |
|
R_StudioLighting |
|
|
|
=============== |
|
*/ |
|
void R_StudioLighting( float *lv, int bone, int flags, vec3_t normal ) |
|
{ |
|
float illum; |
|
|
|
if( FBitSet( flags, STUDIO_NF_FULLBRIGHT )) |
|
{ |
|
*lv = 1.0f; |
|
return; |
|
} |
|
|
|
illum = g_studio.ambientlight; |
|
|
|
if( FBitSet( flags, STUDIO_NF_FLATSHADE )) |
|
{ |
|
illum += g_studio.shadelight * 0.8f; |
|
} |
|
else |
|
{ |
|
float r, lightcos; |
|
|
|
if( bone != -1 ) lightcos = DotProduct( normal, g_studio.blightvec[bone] ); |
|
else lightcos = DotProduct( normal, g_studio.lightvec ); // -1 colinear, 1 opposite |
|
if( lightcos > 1.0f ) lightcos = 1.0f; |
|
|
|
illum += g_studio.shadelight; |
|
|
|
r = SHADE_LAMBERT; |
|
|
|
// do modified hemispherical lighting |
|
if( r <= 1.0f ) |
|
{ |
|
r += 1.0f; |
|
lightcos = (( r - 1.0f ) - lightcos) / r; |
|
if( lightcos > 0.0f ) |
|
illum += g_studio.shadelight * lightcos; |
|
} |
|
else |
|
{ |
|
lightcos = (lightcos + ( r - 1.0f )) / r; |
|
if( lightcos > 0.0f ) |
|
illum -= g_studio.shadelight * lightcos; |
|
} |
|
|
|
illum = Q_max( illum, 0.0f ); |
|
} |
|
|
|
illum = Q_min( illum, 255.0f ); |
|
*lv = illum * (1.0f / 255.0f); |
|
} |
|
|
|
/* |
|
==================== |
|
R_LightLambert |
|
|
|
==================== |
|
*/ |
|
void R_LightLambert( vec4_t light[MAX_LOCALLIGHTS], vec3_t normal, vec3_t color ) |
|
{ |
|
vec3_t finalLight; |
|
vec3_t localLight; |
|
int i; |
|
|
|
VectorCopy( color, finalLight ); |
|
|
|
for( i = 0; i < g_studio.numlocallights; i++ ) |
|
{ |
|
float r, r2; |
|
|
|
if( tr.fFlipViewModel ) |
|
r = DotProduct( normal, light[i] ); |
|
else r = -DotProduct( normal, light[i] ); |
|
|
|
if( r > 0.0f ) |
|
{ |
|
if( light[i][3] == 0.0f ) |
|
{ |
|
r2 = DotProduct( light[i], light[i] ); |
|
|
|
if( r2 > 0.0f ) |
|
light[i][3] = g_studio.locallightR2[i] / ( r2 * sqrt( r2 )); |
|
else light[i][3] = 0.0001f; |
|
} |
|
|
|
localLight[0] = Q_min( g_studio.locallightcolor[i].r * r * light[i][3], 255.0f ); |
|
localLight[1] = Q_min( g_studio.locallightcolor[i].g * r * light[i][3], 255.0f ); |
|
localLight[2] = Q_min( g_studio.locallightcolor[i].b * r * light[i][3], 255.0f ); |
|
VectorScale( localLight, ( 1.0f / 255.0f ), localLight ); |
|
|
|
finalLight[0] = Q_min( finalLight[0] + localLight[0], 1.0f ); |
|
finalLight[1] = Q_min( finalLight[1] + localLight[1], 1.0f ); |
|
finalLight[2] = Q_min( finalLight[2] + localLight[2], 1.0f ); |
|
} |
|
} |
|
|
|
pglColor4f( finalLight[0], finalLight[1], finalLight[2], tr.blend ); |
|
} |
|
|
|
/* |
|
==================== |
|
R_LightStrength |
|
|
|
==================== |
|
*/ |
|
void R_LightStrength( int bone, vec3_t localpos, vec4_t light[MAX_LOCALLIGHTS] ) |
|
{ |
|
int i; |
|
|
|
if( g_studio.lightage[bone] != g_studio.framecount ) |
|
{ |
|
for( i = 0; i < g_studio.numlocallights; i++ ) |
|
{ |
|
dlight_t *el = g_studio.locallight[i]; |
|
Matrix3x4_VectorITransform( g_studio.lighttransform[bone], el->origin, g_studio.lightbonepos[bone][i] ); |
|
} |
|
|
|
g_studio.lightage[bone] = g_studio.framecount; |
|
} |
|
|
|
for( i = 0; i < g_studio.numlocallights; i++ ) |
|
{ |
|
VectorSubtract( localpos, g_studio.lightbonepos[bone][i], light[i] ); |
|
light[i][3] = 0.0f; |
|
} |
|
} |
|
|
|
/* |
|
=============== |
|
R_StudioSetupSkin |
|
|
|
=============== |
|
*/ |
|
static void R_StudioSetupSkin( studiohdr_t *ptexturehdr, int index ) |
|
{ |
|
mstudiotexture_t *ptexture = NULL; |
|
|
|
if( FBitSet( g_nForceFaceFlags, STUDIO_NF_CHROME )) |
|
return; |
|
|
|
if( ptexturehdr == NULL ) |
|
return; |
|
|
|
// NOTE: user may ignore to call StudioRemapColors and remap_info will be unavailable |
|
if( m_fDoRemap ) ptexture = CL_GetRemapInfoForEntity( RI.currententity )->ptexture; |
|
if( !ptexture ) ptexture = (mstudiotexture_t *)((byte *)ptexturehdr + ptexturehdr->textureindex); // fallback |
|
|
|
if( r_lightmap->value && !r_fullbright->value ) |
|
GL_Bind( XASH_TEXTURE0, tr.whiteTexture ); |
|
else GL_Bind( XASH_TEXTURE0, ptexture[index].index ); |
|
} |
|
|
|
/* |
|
=============== |
|
R_StudioGetTexture |
|
|
|
Doesn't changes studio global state at all |
|
=============== |
|
*/ |
|
mstudiotexture_t *R_StudioGetTexture( cl_entity_t *e ) |
|
{ |
|
mstudiotexture_t *ptexture; |
|
studiohdr_t *phdr, *thdr; |
|
|
|
if(( phdr = Mod_StudioExtradata( e->model )) == NULL ) |
|
return NULL; |
|
|
|
thdr = m_pStudioHeader; |
|
if( !thdr ) return NULL; |
|
|
|
if( m_fDoRemap ) ptexture = CL_GetRemapInfoForEntity( e )->ptexture; |
|
else ptexture = (mstudiotexture_t *)((byte *)thdr + thdr->textureindex); |
|
|
|
return ptexture; |
|
} |
|
|
|
void R_StudioSetRenderamt( int iRenderamt ) |
|
{ |
|
if( !RI.currententity ) return; |
|
|
|
RI.currententity->curstate.renderamt = iRenderamt; |
|
tr.blend = CL_FxBlend( RI.currententity ) / 255.0f; |
|
} |
|
|
|
/* |
|
=============== |
|
R_StudioSetCullState |
|
|
|
sets true for enable backculling (for left-hand viewmodel) |
|
=============== |
|
*/ |
|
void R_StudioSetCullState( int iCull ) |
|
{ |
|
g_iBackFaceCull = iCull; |
|
} |
|
|
|
/* |
|
=============== |
|
R_StudioRenderShadow |
|
|
|
just a prefab for render shadow |
|
=============== |
|
*/ |
|
void R_StudioRenderShadow( int iSprite, float *p1, float *p2, float *p3, float *p4 ) |
|
{ |
|
if( !p1 || !p2 || !p3 || !p4 ) |
|
return; |
|
|
|
if( TriSpriteTexture( CL_ModelHandle( iSprite ), 0 )) |
|
{ |
|
TriRenderMode( kRenderTransAlpha ); |
|
TriColor4f( 0.0f, 0.0f, 0.0f, 1.0f ); |
|
|
|
pglBegin( GL_QUADS ); |
|
pglTexCoord2f( 0.0f, 0.0f ); |
|
pglVertex3fv( p1 ); |
|
pglTexCoord2f( 0.0f, 1.0f ); |
|
pglVertex3fv( p2 ); |
|
pglTexCoord2f( 1.0f, 1.0f ); |
|
pglVertex3fv( p3 ); |
|
pglTexCoord2f( 1.0f, 0.0f ); |
|
pglVertex3fv( p4 ); |
|
pglEnd(); |
|
|
|
TriRenderMode( kRenderNormal ); |
|
} |
|
} |
|
|
|
/* |
|
=============== |
|
R_StudioMeshCompare |
|
|
|
Sorting opaque entities by model type |
|
=============== |
|
*/ |
|
static int R_StudioMeshCompare( const sortedmesh_t *a, const sortedmesh_t *b ) |
|
{ |
|
if( FBitSet( a->flags, STUDIO_NF_ADDITIVE )) |
|
return 1; |
|
|
|
if( FBitSet( a->flags, STUDIO_NF_MASKED )) |
|
return -1; |
|
|
|
return 0; |
|
} |
|
|
|
/* |
|
=============== |
|
R_StudioDrawNormalMesh |
|
|
|
generic path |
|
=============== |
|
*/ |
|
_inline void R_StudioDrawNormalMesh( short *ptricmds, vec3_t *pstudionorms, float s, float t ) |
|
{ |
|
float *lv; |
|
int i; |
|
|
|
while( i = *( ptricmds++ )) |
|
{ |
|
if( i < 0 ) |
|
{ |
|
pglBegin( GL_TRIANGLE_FAN ); |
|
i = -i; |
|
} |
|
else pglBegin( GL_TRIANGLE_STRIP ); |
|
|
|
for( ; i > 0; i--, ptricmds += 4 ) |
|
{ |
|
lv = (float *)g_studio.lightvalues[ptricmds[1]]; |
|
|
|
if( g_studio.numlocallights ) |
|
R_LightLambert( g_studio.lightpos[ptricmds[0]], pstudionorms[ptricmds[1]], lv ); |
|
else pglColor4f( lv[0], lv[1], lv[2], tr.blend ); |
|
pglTexCoord2f( ptricmds[2] * s, ptricmds[3] * t ); |
|
pglVertex3fv( g_studio.verts[ptricmds[0]] ); |
|
} |
|
|
|
pglEnd(); |
|
} |
|
} |
|
|
|
/* |
|
=============== |
|
R_StudioDrawNormalMesh |
|
|
|
generic path |
|
=============== |
|
*/ |
|
_inline void R_StudioDrawFloatMesh( short *ptricmds, vec3_t *pstudionorms ) |
|
{ |
|
float *lv; |
|
int i; |
|
|
|
while( i = *( ptricmds++ )) |
|
{ |
|
if( i < 0 ) |
|
{ |
|
pglBegin( GL_TRIANGLE_FAN ); |
|
i = -i; |
|
} |
|
else pglBegin( GL_TRIANGLE_STRIP ); |
|
|
|
for( ; i > 0; i--, ptricmds += 4 ) |
|
{ |
|
lv = (float *)g_studio.lightvalues[ptricmds[1]]; |
|
if( g_studio.numlocallights ) |
|
R_LightLambert( g_studio.lightpos[ptricmds[0]], pstudionorms[ptricmds[1]], lv ); |
|
else pglColor4f( lv[0], lv[1], lv[2], tr.blend ); |
|
pglTexCoord2f( HalfToFloat( ptricmds[2] ), HalfToFloat( ptricmds[3] )); |
|
pglVertex3fv( g_studio.verts[ptricmds[0]] ); |
|
} |
|
|
|
pglEnd(); |
|
} |
|
} |
|
|
|
/* |
|
=============== |
|
R_StudioDrawNormalMesh |
|
|
|
generic path |
|
=============== |
|
*/ |
|
_inline void R_StudioDrawChromeMesh( short *ptricmds, vec3_t *pstudionorms, float s, float t, float scale ) |
|
{ |
|
float *lv, *av; |
|
int i, idx; |
|
qboolean glowShell = (scale > 0.0f) ? true : false; |
|
vec3_t vert; |
|
|
|
while( i = *( ptricmds++ )) |
|
{ |
|
if( i < 0 ) |
|
{ |
|
pglBegin( GL_TRIANGLE_FAN ); |
|
i = -i; |
|
} |
|
else pglBegin( GL_TRIANGLE_STRIP ); |
|
|
|
for( ; i > 0; i--, ptricmds += 4 ) |
|
{ |
|
if( glowShell ) |
|
{ |
|
idx = g_studio.normaltable[ptricmds[0]]; |
|
av = g_studio.verts[ptricmds[0]]; |
|
lv = g_studio.norms[ptricmds[0]]; |
|
VectorMA( av, scale, lv, vert ); |
|
pglTexCoord2f( g_studio.chrome[idx][0] * s, g_studio.chrome[idx][1] * t ); |
|
pglVertex3fv( vert ); |
|
} |
|
else |
|
{ |
|
idx = ptricmds[1]; |
|
lv = (float *)g_studio.lightvalues[ptricmds[1]]; |
|
if( g_studio.numlocallights ) |
|
R_LightLambert( g_studio.lightpos[ptricmds[0]], pstudionorms[ptricmds[1]], lv ); |
|
else pglColor4f( lv[0], lv[1], lv[2], tr.blend ); |
|
pglTexCoord2f( g_studio.chrome[idx][0] * s, g_studio.chrome[idx][1] * t ); |
|
pglVertex3fv( g_studio.verts[ptricmds[0]] ); |
|
} |
|
} |
|
|
|
pglEnd(); |
|
} |
|
} |
|
|
|
/* |
|
=============== |
|
R_StudioDrawPoints |
|
|
|
=============== |
|
*/ |
|
static void R_StudioDrawPoints( void ) |
|
{ |
|
int i, j, k, m_skinnum; |
|
float shellscale = 0.0f; |
|
qboolean need_sort = false; |
|
byte *pvertbone; |
|
byte *pnormbone; |
|
vec3_t *pstudioverts; |
|
vec3_t *pstudionorms; |
|
mstudiotexture_t *ptexture; |
|
mstudiomesh_t *pmesh; |
|
short *pskinref; |
|
float lv_tmp; |
|
|
|
if( !m_pStudioHeader ) return; |
|
|
|
// safety bounding the skinnum |
|
m_skinnum = bound( 0, RI.currententity->curstate.skin, ( m_pStudioHeader->numskinfamilies - 1 )); |
|
ptexture = (mstudiotexture_t *)((byte *)m_pStudioHeader + m_pStudioHeader->textureindex); |
|
pvertbone = ((byte *)m_pStudioHeader + m_pSubModel->vertinfoindex); |
|
pnormbone = ((byte *)m_pStudioHeader + m_pSubModel->norminfoindex); |
|
|
|
pmesh = (mstudiomesh_t *)((byte *)m_pStudioHeader + m_pSubModel->meshindex); |
|
pstudioverts = (vec3_t *)((byte *)m_pStudioHeader + m_pSubModel->vertindex); |
|
pstudionorms = (vec3_t *)((byte *)m_pStudioHeader + m_pSubModel->normindex); |
|
|
|
pskinref = (short *)((byte *)m_pStudioHeader + m_pStudioHeader->skinindex); |
|
if( m_skinnum != 0 ) pskinref += (m_skinnum * m_pStudioHeader->numskinref); |
|
|
|
if( FBitSet( m_pStudioHeader->flags, STUDIO_HAS_BONEWEIGHTS ) && m_pSubModel->blendvertinfoindex != 0 && m_pSubModel->blendnorminfoindex != 0 ) |
|
{ |
|
mstudioboneweight_t *pvertweight = (mstudioboneweight_t *)((byte *)m_pStudioHeader + m_pSubModel->blendvertinfoindex); |
|
mstudioboneweight_t *pnormweight = (mstudioboneweight_t *)((byte *)m_pStudioHeader + m_pSubModel->blendnorminfoindex); |
|
matrix3x4 skinMat; |
|
|
|
for( i = 0; i < m_pSubModel->numverts; i++ ) |
|
{ |
|
R_StudioComputeSkinMatrix( &pvertweight[i], skinMat ); |
|
Matrix3x4_VectorTransform( skinMat, pstudioverts[i], g_studio.verts[i] ); |
|
R_LightStrength( pvertbone[i], pstudioverts[i], g_studio.lightpos[i] ); |
|
} |
|
|
|
for( i = 0; i < m_pSubModel->numnorms; i++ ) |
|
{ |
|
R_StudioComputeSkinMatrix( &pnormweight[i], skinMat ); |
|
Matrix3x4_VectorRotate( skinMat, pstudionorms[i], g_studio.norms[i] ); |
|
} |
|
} |
|
else |
|
{ |
|
for( i = 0; i < m_pSubModel->numverts; i++ ) |
|
{ |
|
Matrix3x4_VectorTransform( g_studio.bonestransform[pvertbone[i]], pstudioverts[i], g_studio.verts[i] ); |
|
R_LightStrength( pvertbone[i], pstudioverts[i], g_studio.lightpos[i] ); |
|
} |
|
} |
|
|
|
// generate shared normals for properly scaling glowing shell |
|
if( RI.currententity->curstate.renderfx == kRenderFxGlowShell ) |
|
{ |
|
float factor = (1.0f / 128.0f); |
|
shellscale = Q_max( factor, RI.currententity->curstate.renderamt * factor ); |
|
R_StudioBuildNormalTable(); |
|
R_StudioGenerateNormals(); |
|
} |
|
|
|
for( j = k = 0; j < m_pSubModel->nummesh; j++ ) |
|
{ |
|
g_nFaceFlags = ptexture[pskinref[pmesh[j].skinref]].flags | g_nForceFaceFlags; |
|
|
|
// fill in sortedmesh info |
|
g_studio.meshes[j].flags = g_nFaceFlags; |
|
g_studio.meshes[j].mesh = &pmesh[j]; |
|
|
|
if( FBitSet( g_nFaceFlags, STUDIO_NF_MASKED|STUDIO_NF_ADDITIVE )) |
|
need_sort = true; |
|
|
|
if( RI.currententity->curstate.rendermode == kRenderTransAdd ) |
|
{ |
|
for( i = 0; i < pmesh[j].numnorms; i++, k++, pstudionorms++, pnormbone++ ) |
|
{ |
|
if( FBitSet( g_nFaceFlags, STUDIO_NF_CHROME )) |
|
R_StudioSetupChrome( g_studio.chrome[k], *pnormbone, (float *)pstudionorms ); |
|
VectorSet( g_studio.lightvalues[k], tr.blend, tr.blend, tr.blend ); |
|
} |
|
} |
|
else |
|
{ |
|
for( i = 0; i < pmesh[j].numnorms; i++, k++, pstudionorms++, pnormbone++ ) |
|
{ |
|
if( FBitSet( m_pStudioHeader->flags, STUDIO_HAS_BONEWEIGHTS )) |
|
R_StudioLighting( &lv_tmp, -1, g_nFaceFlags, g_studio.norms[k] ); |
|
else R_StudioLighting( &lv_tmp, *pnormbone, g_nFaceFlags, (float *)pstudionorms ); |
|
|
|
if( FBitSet( g_nFaceFlags, STUDIO_NF_CHROME )) |
|
R_StudioSetupChrome( g_studio.chrome[k], *pnormbone, (float *)pstudionorms ); |
|
VectorScale( g_studio.lightcolor, lv_tmp, g_studio.lightvalues[k] ); |
|
} |
|
} |
|
} |
|
|
|
if( r_studio_sort_textures->value && need_sort ) |
|
{ |
|
// resort opaque and translucent meshes draw order |
|
qsort( g_studio.meshes, m_pSubModel->nummesh, sizeof( sortedmesh_t ), R_StudioMeshCompare ); |
|
} |
|
|
|
// NOTE: rewind normals at start |
|
pstudionorms = (vec3_t *)((byte *)m_pStudioHeader + m_pSubModel->normindex); |
|
|
|
for( j = 0; j < m_pSubModel->nummesh; j++ ) |
|
{ |
|
float oldblend = tr.blend; |
|
short *ptricmds; |
|
float s, t; |
|
|
|
pmesh = g_studio.meshes[j].mesh; |
|
ptricmds = (short *)((byte *)m_pStudioHeader + pmesh->triindex); |
|
|
|
g_nFaceFlags = ptexture[pskinref[pmesh->skinref]].flags | g_nForceFaceFlags; |
|
|
|
s = 1.0f / (float)ptexture[pskinref[pmesh->skinref]].width; |
|
t = 1.0f / (float)ptexture[pskinref[pmesh->skinref]].height; |
|
|
|
if( FBitSet( g_nFaceFlags, STUDIO_NF_MASKED )) |
|
{ |
|
pglEnable( GL_ALPHA_TEST ); |
|
pglAlphaFunc( GL_GREATER, 0.5f ); |
|
pglDepthMask( GL_TRUE ); |
|
if( R_ModelOpaque( RI.currententity->curstate.rendermode )) |
|
tr.blend = 1.0f; |
|
} |
|
else if( FBitSet( g_nFaceFlags, STUDIO_NF_ADDITIVE )) |
|
{ |
|
if( R_ModelOpaque( RI.currententity->curstate.rendermode )) |
|
{ |
|
pglBlendFunc( GL_ONE, GL_ONE ); |
|
pglDepthMask( GL_FALSE ); |
|
pglEnable( GL_BLEND ); |
|
R_AllowFog( false ); |
|
} |
|
else pglBlendFunc( GL_SRC_ALPHA, GL_ONE ); |
|
} |
|
|
|
R_StudioSetupSkin( m_pStudioHeader, pskinref[pmesh->skinref] ); |
|
|
|
if( FBitSet( g_nFaceFlags, STUDIO_NF_CHROME )) |
|
R_StudioDrawChromeMesh( ptricmds, pstudionorms, s, t, shellscale ); |
|
else if( FBitSet( g_nFaceFlags, STUDIO_NF_UV_COORDS )) |
|
R_StudioDrawFloatMesh( ptricmds, pstudionorms ); |
|
else R_StudioDrawNormalMesh( ptricmds, pstudionorms, s, t ); |
|
|
|
if( FBitSet( g_nFaceFlags, STUDIO_NF_MASKED )) |
|
{ |
|
pglAlphaFunc( GL_GREATER, DEFAULT_ALPHATEST ); |
|
pglDisable( GL_ALPHA_TEST ); |
|
} |
|
else if( FBitSet( g_nFaceFlags, STUDIO_NF_ADDITIVE ) && R_ModelOpaque( RI.currententity->curstate.rendermode )) |
|
{ |
|
pglDepthMask( GL_TRUE ); |
|
pglDisable( GL_BLEND ); |
|
R_AllowFog( true ); |
|
} |
|
|
|
r_stats.c_studio_polys += pmesh->numtris; |
|
tr.blend = oldblend; |
|
} |
|
} |
|
|
|
/* |
|
=============== |
|
R_StudioDrawHulls |
|
|
|
=============== |
|
*/ |
|
static void R_StudioDrawHulls( void ) |
|
{ |
|
float alpha, lv; |
|
int i, j; |
|
|
|
if( r_drawentities->value == 4 ) |
|
alpha = 0.5f; |
|
else alpha = 1.0f; |
|
|
|
GL_Bind( XASH_TEXTURE0, tr.whiteTexture ); |
|
pglTexEnvf( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE ); |
|
|
|
for( i = 0; i < m_pStudioHeader->numhitboxes; i++ ) |
|
{ |
|
mstudiobbox_t *pbbox = (mstudiobbox_t *)((byte *)m_pStudioHeader + m_pStudioHeader->hitboxindex); |
|
vec3_t tmp, p[8]; |
|
|
|
for( j = 0; j < 8; j++ ) |
|
{ |
|
tmp[0] = (j & 1) ? pbbox[i].bbmin[0] : pbbox[i].bbmax[0]; |
|
tmp[1] = (j & 2) ? pbbox[i].bbmin[1] : pbbox[i].bbmax[1]; |
|
tmp[2] = (j & 4) ? pbbox[i].bbmin[2] : pbbox[i].bbmax[2]; |
|
|
|
Matrix3x4_VectorTransform( g_studio.bonestransform[pbbox[i].bone], tmp, p[j] ); |
|
} |
|
|
|
j = (pbbox[i].group % 8); |
|
|
|
TriBegin( TRI_QUADS ); |
|
TriColor4f( hullcolor[j][0], hullcolor[j][1], hullcolor[j][2], alpha ); |
|
|
|
for( j = 0; j < 6; j++ ) |
|
{ |
|
VectorClear( tmp ); |
|
tmp[j % 3] = (j < 3) ? 1.0f : -1.0f; |
|
R_StudioLighting( &lv, pbbox[i].bone, 0, tmp ); |
|
|
|
TriBrightness( lv ); |
|
TriVertex3fv( p[boxpnt[j][0]] ); |
|
TriVertex3fv( p[boxpnt[j][1]] ); |
|
TriVertex3fv( p[boxpnt[j][2]] ); |
|
TriVertex3fv( p[boxpnt[j][3]] ); |
|
} |
|
TriEnd(); |
|
} |
|
} |
|
|
|
/* |
|
=============== |
|
R_StudioDrawAbsBBox |
|
|
|
=============== |
|
*/ |
|
static void R_StudioDrawAbsBBox( void ) |
|
{ |
|
vec3_t p[8], tmp; |
|
float lv; |
|
int i; |
|
|
|
// looks ugly, skip |
|
if( RI.currententity == &clgame.viewent ) |
|
return; |
|
|
|
if( !R_StudioComputeBBox( p )) |
|
return; |
|
|
|
GL_Bind( XASH_TEXTURE0, tr.whiteTexture ); |
|
TriColor4f( 0.5f, 0.5f, 1.0f, 0.5f ); |
|
TriRenderMode( kRenderTransAdd ); |
|
|
|
TriBegin( TRI_QUADS ); |
|
for( i = 0; i < 6; i++ ) |
|
{ |
|
VectorClear( tmp ); |
|
tmp[i % 3] = (i < 3) ? 1.0f : -1.0f; |
|
R_StudioLighting( &lv, -1, 0, tmp ); |
|
|
|
TriBrightness( lv ); |
|
TriVertex3fv( p[boxpnt[i][0]] ); |
|
TriVertex3fv( p[boxpnt[i][1]] ); |
|
TriVertex3fv( p[boxpnt[i][2]] ); |
|
TriVertex3fv( p[boxpnt[i][3]] ); |
|
} |
|
TriEnd(); |
|
TriRenderMode( kRenderNormal ); |
|
} |
|
|
|
/* |
|
=============== |
|
R_StudioDrawBones |
|
|
|
=============== |
|
*/ |
|
static void R_StudioDrawBones( void ) |
|
{ |
|
mstudiobone_t *pbones = (mstudiobone_t *) ((byte *)m_pStudioHeader + m_pStudioHeader->boneindex); |
|
vec3_t point; |
|
int i; |
|
|
|
pglDisable( GL_TEXTURE_2D ); |
|
|
|
for( i = 0; i < m_pStudioHeader->numbones; i++ ) |
|
{ |
|
if( pbones[i].parent >= 0 ) |
|
{ |
|
pglPointSize( 3.0f ); |
|
pglColor3f( 1, 0.7f, 0 ); |
|
pglBegin( GL_LINES ); |
|
|
|
Matrix3x4_OriginFromMatrix( g_studio.bonestransform[pbones[i].parent], point ); |
|
pglVertex3fv( point ); |
|
Matrix3x4_OriginFromMatrix( g_studio.bonestransform[i], point ); |
|
pglVertex3fv( point ); |
|
|
|
pglEnd(); |
|
|
|
pglColor3f( 0, 0, 0.8f ); |
|
pglBegin( GL_POINTS ); |
|
if( pbones[pbones[i].parent].parent != -1 ) |
|
{ |
|
Matrix3x4_OriginFromMatrix( g_studio.bonestransform[pbones[i].parent], point ); |
|
pglVertex3fv( point ); |
|
} |
|
Matrix3x4_OriginFromMatrix( g_studio.bonestransform[i], point ); |
|
pglVertex3fv( point ); |
|
pglEnd(); |
|
} |
|
else |
|
{ |
|
// draw parent bone node |
|
pglPointSize( 5.0f ); |
|
pglColor3f( 0.8f, 0, 0 ); |
|
pglBegin( GL_POINTS ); |
|
Matrix3x4_OriginFromMatrix( g_studio.bonestransform[i], point ); |
|
pglVertex3fv( point ); |
|
pglEnd(); |
|
} |
|
} |
|
|
|
pglPointSize( 1.0f ); |
|
pglEnable( GL_TEXTURE_2D ); |
|
} |
|
|
|
static void R_StudioDrawAttachments( void ) |
|
{ |
|
int i; |
|
|
|
pglDisable( GL_TEXTURE_2D ); |
|
pglDisable( GL_DEPTH_TEST ); |
|
|
|
for( i = 0; i < m_pStudioHeader->numattachments; i++ ) |
|
{ |
|
mstudioattachment_t *pattachments; |
|
vec3_t v[4]; |
|
|
|
pattachments = (mstudioattachment_t *)((byte *)m_pStudioHeader + m_pStudioHeader->attachmentindex); |
|
Matrix3x4_VectorTransform( g_studio.bonestransform[pattachments[i].bone], pattachments[i].org, v[0] ); |
|
Matrix3x4_VectorTransform( g_studio.bonestransform[pattachments[i].bone], pattachments[i].vectors[0], v[1] ); |
|
Matrix3x4_VectorTransform( g_studio.bonestransform[pattachments[i].bone], pattachments[i].vectors[1], v[2] ); |
|
Matrix3x4_VectorTransform( g_studio.bonestransform[pattachments[i].bone], pattachments[i].vectors[2], v[3] ); |
|
|
|
pglBegin( GL_LINES ); |
|
pglColor3f( 1, 0, 0 ); |
|
pglVertex3fv( v[0] ); |
|
pglColor3f( 1, 1, 1 ); |
|
pglVertex3fv (v[1] ); |
|
pglColor3f( 1, 0, 0 ); |
|
pglVertex3fv (v[0] ); |
|
pglColor3f( 1, 1, 1 ); |
|
pglVertex3fv (v[2] ); |
|
pglColor3f( 1, 0, 0 ); |
|
pglVertex3fv (v[0] ); |
|
pglColor3f( 1, 1, 1 ); |
|
pglVertex3fv( v[3] ); |
|
pglEnd(); |
|
|
|
pglPointSize( 5.0f ); |
|
pglColor3f( 0, 1, 0 ); |
|
pglBegin( GL_POINTS ); |
|
pglVertex3fv( v[0] ); |
|
pglEnd(); |
|
pglPointSize( 1.0f ); |
|
} |
|
|
|
pglEnable( GL_TEXTURE_2D ); |
|
pglEnable( GL_DEPTH_TEST ); |
|
} |
|
|
|
/* |
|
=============== |
|
R_StudioSetRemapColors |
|
|
|
=============== |
|
*/ |
|
void R_StudioSetRemapColors( int newTop, int newBottom ) |
|
{ |
|
CL_AllocRemapInfo( newTop, newBottom ); |
|
|
|
if( CL_GetRemapInfoForEntity( RI.currententity )) |
|
{ |
|
CL_UpdateRemapInfo( newTop, newBottom ); |
|
m_fDoRemap = true; |
|
} |
|
} |
|
|
|
/* |
|
=============== |
|
R_StudioSetupPlayerModel |
|
|
|
=============== |
|
*/ |
|
static model_t *R_StudioSetupPlayerModel( int index ) |
|
{ |
|
player_info_t *info; |
|
player_model_t *state; |
|
|
|
if( !RI.drawWorld ) |
|
{ |
|
// we are in gameui. |
|
info = &gameui.playerinfo; |
|
} |
|
else |
|
{ |
|
if( index < 0 || index >= cl.maxclients ) |
|
return NULL; // bad client ? |
|
info = &cl.players[index]; |
|
} |
|
|
|
state = &cl.player_models[index]; |
|
|
|
// g-cont: force for "dev-mode", non-local games and menu preview |
|
if(( host_developer.value || !Host_IsLocalGame( ) || !RI.drawWorld ) && info->model[0] ) |
|
{ |
|
if( Q_strcmp( state->name, info->model )) |
|
{ |
|
Q_strncpy( state->name, info->model, sizeof( state->name )); |
|
state->name[sizeof( state->name ) - 1] = 0; |
|
|
|
Q_snprintf( state->modelname, sizeof( state->modelname ), "models/player/%s/%s.mdl", info->model, info->model ); |
|
|
|
if( FS_FileExists( state->modelname, false )) |
|
state->model = Mod_ForName( state->modelname, false, true ); |
|
else state->model = NULL; |
|
|
|
if( !state->model ) |
|
state->model = RI.currententity->model; |
|
} |
|
} |
|
else |
|
{ |
|
if( state->model != RI.currententity->model ) |
|
state->model = RI.currententity->model; |
|
state->name[0] = 0; |
|
} |
|
|
|
return state->model; |
|
} |
|
|
|
/* |
|
================ |
|
R_GetEntityRenderMode |
|
|
|
check for texture flags |
|
================ |
|
*/ |
|
int R_GetEntityRenderMode( cl_entity_t *ent ) |
|
{ |
|
int i, opaque, trans; |
|
mstudiotexture_t *ptexture; |
|
cl_entity_t *oldent; |
|
model_t *model; |
|
studiohdr_t *phdr; |
|
|
|
oldent = RI.currententity; |
|
RI.currententity = ent; |
|
|
|
if( ent->player ) // check it for real playermodel |
|
model = R_StudioSetupPlayerModel( ent->curstate.number - 1 ); |
|
else model = ent->model; |
|
|
|
RI.currententity = oldent; |
|
|
|
if(( phdr = Mod_StudioExtradata( model )) == NULL ) |
|
{ |
|
if( R_ModelOpaque( ent->curstate.rendermode )) |
|
{ |
|
// forcing to choose right sorting type |
|
if(( model && model->type == mod_brush ) && FBitSet( model->flags, MODEL_TRANSPARENT )) |
|
return kRenderTransAlpha; |
|
} |
|
return ent->curstate.rendermode; |
|
} |
|
ptexture = (mstudiotexture_t *)((byte *)phdr + phdr->textureindex); |
|
|
|
for( opaque = trans = i = 0; i < phdr->numtextures; i++, ptexture++ ) |
|
{ |
|
// ignore chrome & additive it's just a specular-like effect |
|
if( FBitSet( ptexture->flags, STUDIO_NF_ADDITIVE ) && !FBitSet( ptexture->flags, STUDIO_NF_CHROME )) |
|
trans++; |
|
else opaque++; |
|
} |
|
|
|
// if model is more additive than opaque |
|
if( trans > opaque ) |
|
return kRenderTransAdd; |
|
return ent->curstate.rendermode; |
|
} |
|
|
|
/* |
|
=============== |
|
R_StudioClientEvents |
|
|
|
=============== |
|
*/ |
|
static void R_StudioClientEvents( void ) |
|
{ |
|
mstudioseqdesc_t *pseqdesc; |
|
mstudioevent_t *pevent; |
|
cl_entity_t *e = RI.currententity; |
|
int i, sequence; |
|
float end, start; |
|
|
|
if( g_studio.frametime == 0.0 ) |
|
return; // gamepaused |
|
|
|
// fill attachments with interpolated origin |
|
if( m_pStudioHeader->numattachments <= 0 ) |
|
{ |
|
Matrix3x4_OriginFromMatrix( g_studio.rotationmatrix, e->attachment[0] ); |
|
Matrix3x4_OriginFromMatrix( g_studio.rotationmatrix, e->attachment[1] ); |
|
Matrix3x4_OriginFromMatrix( g_studio.rotationmatrix, e->attachment[2] ); |
|
Matrix3x4_OriginFromMatrix( g_studio.rotationmatrix, e->attachment[3] ); |
|
} |
|
|
|
if( FBitSet( e->curstate.effects, EF_MUZZLEFLASH )) |
|
{ |
|
dlight_t *el = CL_AllocElight( 0 ); |
|
|
|
ClearBits( e->curstate.effects, EF_MUZZLEFLASH ); |
|
VectorCopy( e->attachment[0], el->origin ); |
|
el->die = cl.time + 0.05f; |
|
el->color.r = 255; |
|
el->color.g = 192; |
|
el->color.b = 64; |
|
el->decay = 320; |
|
el->radius = 24; |
|
} |
|
|
|
sequence = bound( 0, e->curstate.sequence, m_pStudioHeader->numseq - 1 ); |
|
pseqdesc = (mstudioseqdesc_t *)((byte *)m_pStudioHeader + m_pStudioHeader->seqindex) + sequence; |
|
|
|
// no events for this animation |
|
if( pseqdesc->numevents == 0 ) |
|
return; |
|
|
|
end = R_StudioEstimateFrame( e, pseqdesc ); |
|
start = end - e->curstate.framerate * host.frametime * pseqdesc->fps; |
|
pevent = (mstudioevent_t *)((byte *)m_pStudioHeader + pseqdesc->eventindex); |
|
|
|
if( e->latched.sequencetime == e->curstate.animtime ) |
|
{ |
|
if( !FBitSet( pseqdesc->flags, STUDIO_LOOPING )) |
|
start = -0.01f; |
|
} |
|
|
|
for( i = 0; i < pseqdesc->numevents; i++ ) |
|
{ |
|
// ignore all non-client-side events |
|
if( pevent[i].event < EVENT_CLIENT ) |
|
continue; |
|
|
|
if( (float)pevent[i].frame > start && pevent[i].frame <= end ) |
|
clgame.dllFuncs.pfnStudioEvent( &pevent[i], e ); |
|
} |
|
} |
|
|
|
/* |
|
=============== |
|
R_StudioGetForceFaceFlags |
|
|
|
=============== |
|
*/ |
|
int R_StudioGetForceFaceFlags( void ) |
|
{ |
|
return g_nForceFaceFlags; |
|
} |
|
|
|
/* |
|
=============== |
|
R_StudioSetForceFaceFlags |
|
|
|
=============== |
|
*/ |
|
void R_StudioSetForceFaceFlags( int flags ) |
|
{ |
|
g_nForceFaceFlags = flags; |
|
} |
|
|
|
/* |
|
=============== |
|
pfnStudioSetHeader |
|
|
|
=============== |
|
*/ |
|
void R_StudioSetHeader( studiohdr_t *pheader ) |
|
{ |
|
m_pStudioHeader = pheader; |
|
m_fDoRemap = false; |
|
} |
|
|
|
/* |
|
=============== |
|
R_StudioSetRenderModel |
|
|
|
=============== |
|
*/ |
|
void R_StudioSetRenderModel( model_t *model ) |
|
{ |
|
RI.currentmodel = model; |
|
} |
|
|
|
/* |
|
=============== |
|
R_StudioSetupRenderer |
|
|
|
=============== |
|
*/ |
|
static void R_StudioSetupRenderer( int rendermode ) |
|
{ |
|
studiohdr_t *phdr = m_pStudioHeader; |
|
int i; |
|
|
|
if( rendermode > kRenderTransAdd ) rendermode = 0; |
|
g_studio.rendermode = bound( 0, rendermode, kRenderTransAdd ); |
|
|
|
pglTexEnvf( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE ); |
|
pglDisable( GL_ALPHA_TEST ); |
|
pglShadeModel( GL_SMOOTH ); |
|
|
|
// a point to setup local to world transform for boneweighted models |
|
if( phdr && FBitSet( phdr->flags, STUDIO_HAS_BONEINFO )) |
|
{ |
|
// NOTE: extended boneinfo goes immediately after bones |
|
mstudioboneinfo_t *boneinfo = (mstudioboneinfo_t *)((byte *)phdr + phdr->boneindex + phdr->numbones * sizeof( mstudiobone_t )); |
|
|
|
for( i = 0; i < phdr->numbones; i++ ) |
|
Matrix3x4_ConcatTransforms( g_studio.worldtransform[i], g_studio.bonestransform[i], boneinfo[i].poseToBone ); |
|
} |
|
} |
|
|
|
/* |
|
=============== |
|
R_StudioRestoreRenderer |
|
|
|
=============== |
|
*/ |
|
static void R_StudioRestoreRenderer( void ) |
|
{ |
|
if( g_studio.rendermode != kRenderNormal ) |
|
pglDisable( GL_BLEND ); |
|
|
|
pglTexEnvf( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE ); |
|
pglShadeModel( GL_FLAT ); |
|
m_fDoRemap = false; |
|
} |
|
|
|
/* |
|
=============== |
|
R_StudioSetChromeOrigin |
|
|
|
=============== |
|
*/ |
|
void R_StudioSetChromeOrigin( void ) |
|
{ |
|
VectorCopy( RI.vieworg, g_studio.chrome_origin ); |
|
} |
|
|
|
/* |
|
=============== |
|
pfnIsHardware |
|
|
|
Xash3D is always works in hardware mode |
|
=============== |
|
*/ |
|
static int pfnIsHardware( void ) |
|
{ |
|
return 1; // 0 is Software, 1 is OpenGL, 2 is Direct3D |
|
} |
|
|
|
/* |
|
=============== |
|
R_StudioDrawPointsShadow |
|
|
|
=============== |
|
*/ |
|
static void R_StudioDrawPointsShadow( void ) |
|
{ |
|
float *av, height; |
|
float vec_x, vec_y; |
|
mstudiomesh_t *pmesh; |
|
vec3_t point; |
|
int i, k; |
|
|
|
if( FBitSet( RI.currententity->curstate.effects, EF_NOSHADOW )) |
|
return; |
|
|
|
if( glState.stencilEnabled ) |
|
pglEnable( GL_STENCIL_TEST ); |
|
|
|
height = g_studio.lightspot[2] + 1.0f; |
|
vec_x = -g_studio.lightvec[0] * 8.0f; |
|
vec_y = -g_studio.lightvec[1] * 8.0f; |
|
|
|
for( k = 0; k < m_pSubModel->nummesh; k++ ) |
|
{ |
|
short *ptricmds; |
|
|
|
pmesh = (mstudiomesh_t *)((byte *)m_pStudioHeader + m_pSubModel->meshindex) + k; |
|
ptricmds = (short *)((byte *)m_pStudioHeader + pmesh->triindex); |
|
|
|
r_stats.c_studio_polys += pmesh->numtris; |
|
|
|
while( i = *( ptricmds++ )) |
|
{ |
|
if( i < 0 ) |
|
{ |
|
pglBegin( GL_TRIANGLE_FAN ); |
|
i = -i; |
|
} |
|
else |
|
{ |
|
pglBegin( GL_TRIANGLE_STRIP ); |
|
} |
|
|
|
|
|
for( ; i > 0; i--, ptricmds += 4 ) |
|
{ |
|
av = g_studio.verts[ptricmds[0]]; |
|
point[0] = av[0] - (vec_x * ( av[2] - g_studio.lightspot[2] )); |
|
point[1] = av[1] - (vec_y * ( av[2] - g_studio.lightspot[2] )); |
|
point[2] = g_studio.lightspot[2] + 1.0f; |
|
|
|
pglVertex3fv( point ); |
|
} |
|
|
|
pglEnd(); |
|
} |
|
} |
|
|
|
if( glState.stencilEnabled ) |
|
pglDisable( GL_STENCIL_TEST ); |
|
} |
|
|
|
/* |
|
=============== |
|
GL_StudioSetRenderMode |
|
|
|
set rendermode for studiomodel |
|
=============== |
|
*/ |
|
void GL_StudioSetRenderMode( int rendermode ) |
|
{ |
|
switch( rendermode ) |
|
{ |
|
case kRenderNormal: |
|
break; |
|
case kRenderTransColor: |
|
pglBlendFunc( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA ); |
|
pglTexEnvi( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE ); |
|
pglEnable( GL_BLEND ); |
|
break; |
|
case kRenderTransAdd: |
|
pglTexEnvf( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE ); |
|
pglColor4f( tr.blend, tr.blend, tr.blend, 1.0f ); |
|
pglBlendFunc( GL_ONE, GL_ONE ); |
|
pglDepthMask( GL_FALSE ); |
|
pglEnable( GL_BLEND ); |
|
break; |
|
default: |
|
pglTexEnvf( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE ); |
|
pglBlendFunc( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA ); |
|
pglColor4f( 1.0f, 1.0f, 1.0f, tr.blend ); |
|
pglDepthMask( GL_TRUE ); |
|
pglEnable( GL_BLEND ); |
|
break; |
|
} |
|
} |
|
|
|
/* |
|
=============== |
|
GL_StudioDrawShadow |
|
|
|
g-cont: don't modify this code it's 100% matched with |
|
original GoldSrc code and used in some mods to enable |
|
studio shadows with some asm tricks |
|
=============== |
|
*/ |
|
static void GL_StudioDrawShadow( void ) |
|
{ |
|
pglDepthMask( GL_TRUE ); |
|
|
|
if( r_shadows.value && g_studio.rendermode != kRenderTransAdd && !FBitSet( RI.currentmodel->flags, STUDIO_AMBIENT_LIGHT )) |
|
{ |
|
float color = 1.0 - (tr.blend * 0.5); |
|
|
|
pglDisable( GL_TEXTURE_2D ); |
|
pglBlendFunc( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA ); |
|
pglEnable( GL_BLEND ); |
|
pglColor4f( 0.0f, 0.0f, 0.0f, 1.0f - color ); |
|
|
|
pglDepthFunc( GL_LESS ); |
|
R_StudioDrawPointsShadow(); |
|
pglDepthFunc( GL_LEQUAL ); |
|
|
|
pglEnable( GL_TEXTURE_2D ); |
|
pglDisable( GL_BLEND ); |
|
pglColor4f( 1.0f, 1.0f, 1.0f, 1.0f ); |
|
pglShadeModel( GL_SMOOTH ); |
|
} |
|
} |
|
|
|
/* |
|
==================== |
|
StudioRenderFinal |
|
|
|
==================== |
|
*/ |
|
void R_StudioRenderFinal( void ) |
|
{ |
|
int i, rendermode; |
|
|
|
rendermode = R_StudioGetForceFaceFlags() ? kRenderTransAdd : RI.currententity->curstate.rendermode; |
|
R_StudioSetupRenderer( rendermode ); |
|
|
|
if( r_drawentities->value == 2 ) |
|
{ |
|
R_StudioDrawBones(); |
|
} |
|
else if( r_drawentities->value == 3 ) |
|
{ |
|
R_StudioDrawHulls(); |
|
} |
|
else |
|
{ |
|
for( i = 0; i < m_pStudioHeader->numbodyparts; i++ ) |
|
{ |
|
R_StudioSetupModel( i, &m_pBodyPart, &m_pSubModel ); |
|
|
|
GL_StudioSetRenderMode( rendermode ); |
|
R_StudioDrawPoints(); |
|
GL_StudioDrawShadow(); |
|
} |
|
} |
|
|
|
if( r_drawentities->value == 4 ) |
|
{ |
|
TriRenderMode( kRenderTransAdd ); |
|
R_StudioDrawHulls( ); |
|
TriRenderMode( kRenderNormal ); |
|
} |
|
|
|
if( r_drawentities->value == 5 ) |
|
{ |
|
R_StudioDrawAbsBBox( ); |
|
} |
|
|
|
if( r_drawentities->value == 6 ) |
|
{ |
|
R_StudioDrawAttachments(); |
|
} |
|
|
|
if( r_drawentities->value == 7 ) |
|
{ |
|
vec3_t origin; |
|
|
|
pglDisable( GL_TEXTURE_2D ); |
|
pglDisable( GL_DEPTH_TEST ); |
|
|
|
Matrix3x4_OriginFromMatrix( g_studio.rotationmatrix, origin ); |
|
|
|
pglBegin( GL_LINES ); |
|
pglColor3f( 1, 0.5, 0 ); |
|
pglVertex3fv( origin ); |
|
pglVertex3fv( g_studio.lightspot ); |
|
pglEnd(); |
|
|
|
pglBegin( GL_LINES ); |
|
pglColor3f( 0, 0.5, 1 ); |
|
VectorMA( g_studio.lightspot, -64.0f, g_studio.lightvec, origin ); |
|
pglVertex3fv( g_studio.lightspot ); |
|
pglVertex3fv( origin ); |
|
pglEnd(); |
|
|
|
pglPointSize( 5.0f ); |
|
pglColor3f( 1, 0, 0 ); |
|
pglBegin( GL_POINTS ); |
|
pglVertex3fv( g_studio.lightspot ); |
|
pglEnd(); |
|
pglPointSize( 1.0f ); |
|
|
|
pglEnable( GL_DEPTH_TEST ); |
|
pglEnable( GL_TEXTURE_2D ); |
|
} |
|
|
|
R_StudioRestoreRenderer(); |
|
} |
|
|
|
/* |
|
==================== |
|
StudioRenderModel |
|
|
|
==================== |
|
*/ |
|
void R_StudioRenderModel( void ) |
|
{ |
|
R_StudioSetChromeOrigin(); |
|
R_StudioSetForceFaceFlags( 0 ); |
|
|
|
if( RI.currententity->curstate.renderfx == kRenderFxGlowShell ) |
|
{ |
|
RI.currententity->curstate.renderfx = kRenderFxNone; |
|
|
|
R_StudioRenderFinal( ); |
|
|
|
R_StudioSetForceFaceFlags( STUDIO_NF_CHROME ); |
|
TriSpriteTexture( R_GetChromeSprite(), 0 ); |
|
RI.currententity->curstate.renderfx = kRenderFxGlowShell; |
|
|
|
R_StudioRenderFinal( ); |
|
} |
|
else |
|
{ |
|
R_StudioRenderFinal( ); |
|
} |
|
} |
|
|
|
/* |
|
==================== |
|
StudioEstimateGait |
|
|
|
==================== |
|
*/ |
|
void R_StudioEstimateGait( entity_state_t *pplayer ) |
|
{ |
|
vec3_t est_velocity; |
|
float dt; |
|
|
|
dt = bound( 0.0f, g_studio.frametime, 1.0f ); |
|
|
|
if( dt == 0.0f || m_pPlayerInfo->renderframe == tr.realframecount ) |
|
{ |
|
m_flGaitMovement = 0; |
|
return; |
|
} |
|
|
|
VectorSubtract( RI.currententity->origin, m_pPlayerInfo->prevgaitorigin, est_velocity ); |
|
VectorCopy( RI.currententity->origin, m_pPlayerInfo->prevgaitorigin ); |
|
m_flGaitMovement = VectorLength( est_velocity ); |
|
|
|
if( dt <= 0.0f || m_flGaitMovement / dt < 5.0f ) |
|
{ |
|
m_flGaitMovement = 0.0f; |
|
est_velocity[0] = 0.0f; |
|
est_velocity[1] = 0.0f; |
|
} |
|
|
|
if( est_velocity[1] == 0.0f && est_velocity[0] == 0.0f ) |
|
{ |
|
float flYawDiff = RI.currententity->angles[YAW] - m_pPlayerInfo->gaityaw; |
|
|
|
flYawDiff = flYawDiff - (int)(flYawDiff / 360) * 360; |
|
if( flYawDiff > 180.0f ) flYawDiff -= 360.0f; |
|
if( flYawDiff < -180.0f ) flYawDiff += 360.0f; |
|
|
|
if( dt < 0.25f ) |
|
flYawDiff *= dt * 4.0f; |
|
else flYawDiff *= dt; |
|
|
|
m_pPlayerInfo->gaityaw += flYawDiff; |
|
m_pPlayerInfo->gaityaw = m_pPlayerInfo->gaityaw - (int)(m_pPlayerInfo->gaityaw / 360) * 360; |
|
|
|
m_flGaitMovement = 0.0f; |
|
} |
|
else |
|
{ |
|
m_pPlayerInfo->gaityaw = ( atan2( est_velocity[1], est_velocity[0] ) * 180 / M_PI ); |
|
if( m_pPlayerInfo->gaityaw > 180.0f ) m_pPlayerInfo->gaityaw = 180.0f; |
|
if( m_pPlayerInfo->gaityaw < -180.0f ) m_pPlayerInfo->gaityaw = -180.0f; |
|
} |
|
|
|
} |
|
|
|
/* |
|
==================== |
|
StudioProcessGait |
|
|
|
==================== |
|
*/ |
|
void R_StudioProcessGait( entity_state_t *pplayer ) |
|
{ |
|
mstudioseqdesc_t *pseqdesc; |
|
int iBlend; |
|
float dt, flYaw; // view direction relative to movement |
|
|
|
if( RI.currententity->curstate.sequence >= m_pStudioHeader->numseq ) |
|
RI.currententity->curstate.sequence = 0; |
|
|
|
dt = bound( 0.0f, g_studio.frametime, 1.0f ); |
|
|
|
pseqdesc = (mstudioseqdesc_t *)((byte *)m_pStudioHeader + m_pStudioHeader->seqindex) + RI.currententity->curstate.sequence; |
|
|
|
R_StudioPlayerBlend( pseqdesc, &iBlend, &RI.currententity->angles[PITCH] ); |
|
|
|
RI.currententity->latched.prevangles[PITCH] = RI.currententity->angles[PITCH]; |
|
RI.currententity->curstate.blending[0] = iBlend; |
|
RI.currententity->latched.prevblending[0] = RI.currententity->curstate.blending[0]; |
|
RI.currententity->latched.prevseqblending[0] = RI.currententity->curstate.blending[0]; |
|
R_StudioEstimateGait( pplayer ); |
|
|
|
// calc side to side turning |
|
flYaw = RI.currententity->angles[YAW] - m_pPlayerInfo->gaityaw; |
|
flYaw = flYaw - (int)(flYaw / 360) * 360; |
|
if( flYaw < -180.0f ) flYaw = flYaw + 360.0f; |
|
if( flYaw > 180.0f ) flYaw = flYaw - 360.0f; |
|
|
|
if( flYaw > 120.0f ) |
|
{ |
|
m_pPlayerInfo->gaityaw = m_pPlayerInfo->gaityaw - 180.0f; |
|
m_flGaitMovement = -m_flGaitMovement; |
|
flYaw = flYaw - 180.0f; |
|
} |
|
else if( flYaw < -120.0f ) |
|
{ |
|
m_pPlayerInfo->gaityaw = m_pPlayerInfo->gaityaw + 180.0f; |
|
m_flGaitMovement = -m_flGaitMovement; |
|
flYaw = flYaw + 180.0f; |
|
} |
|
|
|
// adjust torso |
|
RI.currententity->curstate.controller[0] = ((flYaw / 4.0f) + 30.0f) / (60.0f / 255.0f); |
|
RI.currententity->curstate.controller[1] = ((flYaw / 4.0f) + 30.0f) / (60.0f / 255.0f); |
|
RI.currententity->curstate.controller[2] = ((flYaw / 4.0f) + 30.0f) / (60.0f / 255.0f); |
|
RI.currententity->curstate.controller[3] = ((flYaw / 4.0f) + 30.0f) / (60.0f / 255.0f); |
|
RI.currententity->latched.prevcontroller[0] = RI.currententity->curstate.controller[0]; |
|
RI.currententity->latched.prevcontroller[1] = RI.currententity->curstate.controller[1]; |
|
RI.currententity->latched.prevcontroller[2] = RI.currententity->curstate.controller[2]; |
|
RI.currententity->latched.prevcontroller[3] = RI.currententity->curstate.controller[3]; |
|
|
|
RI.currententity->angles[YAW] = m_pPlayerInfo->gaityaw; |
|
if( RI.currententity->angles[YAW] < -0 ) RI.currententity->angles[YAW] += 360.0f; |
|
RI.currententity->latched.prevangles[YAW] = RI.currententity->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; |
|
} |
|
|
|
/* |
|
=============== |
|
R_StudioDrawPlayer |
|
|
|
=============== |
|
*/ |
|
static int R_StudioDrawPlayer( int flags, entity_state_t *pplayer ) |
|
{ |
|
int m_nPlayerIndex; |
|
alight_t lighting; |
|
vec3_t dir; |
|
|
|
m_nPlayerIndex = pplayer->number - 1; |
|
|
|
if( m_nPlayerIndex < 0 || m_nPlayerIndex >= cl.maxclients ) |
|
return 0; |
|
|
|
RI.currentmodel = R_StudioSetupPlayerModel( m_nPlayerIndex ); |
|
if( RI.currentmodel == NULL ) |
|
return 0; |
|
|
|
R_StudioSetHeader((studiohdr_t *)Mod_StudioExtradata( RI.currentmodel )); |
|
|
|
if( pplayer->gaitsequence ) |
|
{ |
|
vec3_t orig_angles; |
|
|
|
m_pPlayerInfo = pfnPlayerInfo( m_nPlayerIndex ); |
|
VectorCopy( RI.currententity->angles, orig_angles ); |
|
|
|
R_StudioProcessGait( pplayer ); |
|
|
|
m_pPlayerInfo->gaitsequence = pplayer->gaitsequence; |
|
m_pPlayerInfo = NULL; |
|
|
|
R_StudioSetUpTransform( RI.currententity ); |
|
VectorCopy( orig_angles, RI.currententity->angles ); |
|
} |
|
else |
|
{ |
|
RI.currententity->curstate.controller[0] = 127; |
|
RI.currententity->curstate.controller[1] = 127; |
|
RI.currententity->curstate.controller[2] = 127; |
|
RI.currententity->curstate.controller[3] = 127; |
|
RI.currententity->latched.prevcontroller[0] = RI.currententity->curstate.controller[0]; |
|
RI.currententity->latched.prevcontroller[1] = RI.currententity->curstate.controller[1]; |
|
RI.currententity->latched.prevcontroller[2] = RI.currententity->curstate.controller[2]; |
|
RI.currententity->latched.prevcontroller[3] = RI.currententity->curstate.controller[3]; |
|
|
|
m_pPlayerInfo = pfnPlayerInfo( m_nPlayerIndex ); |
|
m_pPlayerInfo->gaitsequence = 0; |
|
|
|
R_StudioSetUpTransform( RI.currententity ); |
|
} |
|
|
|
if( flags & STUDIO_RENDER ) |
|
{ |
|
// see if the bounding box lets us trivially reject, also sets |
|
if( !R_StudioCheckBBox( )) |
|
return 0; |
|
|
|
r_stats.c_studio_models_drawn++; |
|
g_studio.framecount++; // render data cache cookie |
|
|
|
if( m_pStudioHeader->numbodyparts == 0 ) |
|
return 1; |
|
} |
|
|
|
m_pPlayerInfo = pfnPlayerInfo( m_nPlayerIndex ); |
|
R_StudioSetupBones( RI.currententity ); |
|
R_StudioSaveBones( ); |
|
|
|
m_pPlayerInfo->renderframe = tr.realframecount; |
|
m_pPlayerInfo = NULL; |
|
|
|
if( flags & STUDIO_EVENTS ) |
|
{ |
|
R_StudioCalcAttachments( ); |
|
R_StudioClientEvents( ); |
|
|
|
// copy attachments into global entity array |
|
if( RI.currententity->index > 0 ) |
|
{ |
|
cl_entity_t *ent = CL_GetEntityByIndex( RI.currententity->index ); |
|
memcpy( ent->attachment, RI.currententity->attachment, sizeof( vec3_t ) * 4 ); |
|
} |
|
} |
|
|
|
if( flags & STUDIO_RENDER ) |
|
{ |
|
if( cl_himodels->value && RI.currentmodel != RI.currententity->model ) |
|
{ |
|
// show highest resolution multiplayer model |
|
RI.currententity->curstate.body = 255; |
|
} |
|
|
|
if( !( !host_developer.value && cl.maxclients == 1 ) && ( RI.currentmodel == RI.currententity->model )) |
|
RI.currententity->curstate.body = 1; // force helmet |
|
|
|
lighting.plightvec = dir; |
|
R_StudioDynamicLight( RI.currententity, &lighting ); |
|
|
|
R_StudioEntityLight( &lighting ); |
|
|
|
// model and frame independant |
|
R_StudioSetupLighting( &lighting ); |
|
|
|
m_pPlayerInfo = pfnPlayerInfo( m_nPlayerIndex ); |
|
|
|
// get remap colors |
|
g_nTopColor = m_pPlayerInfo->topcolor; |
|
g_nBottomColor = m_pPlayerInfo->bottomcolor; |
|
|
|
if( g_nTopColor < 0 ) g_nTopColor = 0; |
|
if( g_nTopColor > 360 ) g_nTopColor = 360; |
|
if( g_nBottomColor < 0 ) g_nBottomColor = 0; |
|
if( g_nBottomColor > 360 ) g_nBottomColor = 360; |
|
|
|
R_StudioSetRemapColors( g_nTopColor, g_nBottomColor ); |
|
|
|
R_StudioRenderModel( ); |
|
m_pPlayerInfo = NULL; |
|
|
|
if( pplayer->weaponmodel ) |
|
{ |
|
cl_entity_t saveent = *RI.currententity; |
|
model_t *pweaponmodel = CL_ModelHandle( pplayer->weaponmodel ); |
|
|
|
m_pStudioHeader = (studiohdr_t *)Mod_StudioExtradata( pweaponmodel ); |
|
|
|
R_StudioMergeBones( RI.currententity, pweaponmodel ); |
|
R_StudioSetupLighting( &lighting ); |
|
R_StudioRenderModel( ); |
|
R_StudioCalcAttachments( ); |
|
|
|
*RI.currententity = saveent; |
|
} |
|
} |
|
|
|
return 1; |
|
} |
|
|
|
/* |
|
=============== |
|
R_StudioDrawModel |
|
|
|
=============== |
|
*/ |
|
static int R_StudioDrawModel( int flags ) |
|
{ |
|
alight_t lighting; |
|
vec3_t dir; |
|
|
|
if( RI.currententity->curstate.renderfx == kRenderFxDeadPlayer ) |
|
{ |
|
entity_state_t deadplayer; |
|
int result; |
|
|
|
if( RI.currententity->curstate.renderamt <= 0 || RI.currententity->curstate.renderamt > cl.maxclients ) |
|
return 0; |
|
|
|
// get copy of player |
|
deadplayer = *R_StudioGetPlayerState( RI.currententity->curstate.renderamt - 1 ); |
|
|
|
// clear weapon, movement state |
|
deadplayer.number = RI.currententity->curstate.renderamt; |
|
deadplayer.weaponmodel = 0; |
|
deadplayer.gaitsequence = 0; |
|
|
|
deadplayer.movetype = MOVETYPE_NONE; |
|
VectorCopy( RI.currententity->curstate.angles, deadplayer.angles ); |
|
VectorCopy( RI.currententity->curstate.origin, deadplayer.origin ); |
|
|
|
g_studio.interpolate = false; |
|
result = R_StudioDrawPlayer( flags, &deadplayer ); // draw as though it were a player |
|
g_studio.interpolate = true; |
|
|
|
return result; |
|
} |
|
|
|
R_StudioSetHeader((studiohdr_t *)Mod_StudioExtradata( RI.currentmodel )); |
|
|
|
R_StudioSetUpTransform( RI.currententity ); |
|
|
|
if( flags & STUDIO_RENDER ) |
|
{ |
|
// see if the bounding box lets us trivially reject, also sets |
|
if( !R_StudioCheckBBox( )) |
|
return 0; |
|
|
|
r_stats.c_studio_models_drawn++; |
|
g_studio.framecount++; // render data cache cookie |
|
|
|
if( m_pStudioHeader->numbodyparts == 0 ) |
|
return 1; |
|
} |
|
|
|
if( RI.currententity->curstate.movetype == MOVETYPE_FOLLOW ) |
|
R_StudioMergeBones( RI.currententity, RI.currentmodel ); |
|
else R_StudioSetupBones( RI.currententity ); |
|
|
|
R_StudioSaveBones(); |
|
|
|
if( flags & STUDIO_EVENTS ) |
|
{ |
|
R_StudioCalcAttachments( ); |
|
R_StudioClientEvents( ); |
|
|
|
// copy attachments into global entity array |
|
if( RI.currententity->index > 0 ) |
|
{ |
|
cl_entity_t *ent = CL_GetEntityByIndex( RI.currententity->index ); |
|
memcpy( ent->attachment, RI.currententity->attachment, sizeof( vec3_t ) * 4 ); |
|
} |
|
} |
|
|
|
if( flags & STUDIO_RENDER ) |
|
{ |
|
lighting.plightvec = dir; |
|
R_StudioDynamicLight( RI.currententity, &lighting ); |
|
|
|
R_StudioEntityLight( &lighting ); |
|
|
|
// model and frame independant |
|
R_StudioSetupLighting( &lighting ); |
|
|
|
// get remap colors |
|
g_nTopColor = RI.currententity->curstate.colormap & 0xFF; |
|
g_nBottomColor = (RI.currententity->curstate.colormap & 0xFF00) >> 8; |
|
|
|
R_StudioSetRemapColors( g_nTopColor, g_nBottomColor ); |
|
|
|
R_StudioRenderModel(); |
|
} |
|
|
|
return 1; |
|
} |
|
|
|
/* |
|
================= |
|
R_StudioDrawModelInternal |
|
================= |
|
*/ |
|
void R_StudioDrawModelInternal( cl_entity_t *e, int flags ) |
|
{ |
|
if( !RI.drawWorld ) |
|
{ |
|
if( e->player ) |
|
R_StudioDrawPlayer( flags, &e->curstate ); |
|
else R_StudioDrawModel( flags ); |
|
} |
|
else |
|
{ |
|
// select the properly method |
|
if( e->player ) |
|
pStudioDraw->StudioDrawPlayer( flags, R_StudioGetPlayerState( e->index - 1 )); |
|
else pStudioDraw->StudioDrawModel( flags ); |
|
} |
|
} |
|
|
|
/* |
|
================= |
|
R_DrawStudioModel |
|
================= |
|
*/ |
|
void R_DrawStudioModel( cl_entity_t *e ) |
|
{ |
|
if( FBitSet( RI.params, RP_ENVVIEW )) |
|
return; |
|
|
|
R_StudioSetupTimings(); |
|
|
|
if( e->player ) |
|
{ |
|
R_StudioDrawModelInternal( e, STUDIO_RENDER|STUDIO_EVENTS ); |
|
} |
|
else |
|
{ |
|
if( e->curstate.movetype == MOVETYPE_FOLLOW && e->curstate.aiment > 0 ) |
|
{ |
|
cl_entity_t *parent = CL_GetEntityByIndex( e->curstate.aiment ); |
|
|
|
if( parent && parent->model && parent->model->type == mod_studio ) |
|
{ |
|
RI.currententity = parent; |
|
R_StudioDrawModelInternal( RI.currententity, 0 ); |
|
VectorCopy( parent->curstate.origin, e->curstate.origin ); |
|
VectorCopy( parent->origin, e->origin ); |
|
RI.currententity = e; |
|
} |
|
} |
|
|
|
R_StudioDrawModelInternal( e, STUDIO_RENDER|STUDIO_EVENTS ); |
|
} |
|
} |
|
|
|
/* |
|
================= |
|
R_RunViewmodelEvents |
|
================= |
|
*/ |
|
void R_RunViewmodelEvents( void ) |
|
{ |
|
int i; |
|
|
|
if( r_drawviewmodel->value == 0 ) |
|
return; |
|
|
|
if( CL_IsThirdPerson( )) |
|
return; |
|
|
|
// ignore in thirdperson, camera view or client is died |
|
if( !RP_NORMALPASS() || cl.local.health <= 0 || cl.viewentity != ( cl.playernum + 1 )) |
|
return; |
|
|
|
RI.currententity = &clgame.viewent; |
|
|
|
if( !RI.currententity->model || RI.currententity->model->type != mod_studio ) |
|
return; |
|
|
|
R_StudioSetupTimings(); |
|
|
|
for( i = 0; i < 4; i++ ) |
|
VectorCopy( cl.simorg, RI.currententity->attachment[i] ); |
|
RI.currentmodel = RI.currententity->model; |
|
|
|
R_StudioDrawModelInternal( RI.currententity, STUDIO_EVENTS ); |
|
} |
|
|
|
/* |
|
================= |
|
R_GatherPlayerLight |
|
================= |
|
*/ |
|
void R_GatherPlayerLight( void ) |
|
{ |
|
cl_entity_t *view = &clgame.viewent; |
|
colorVec c; |
|
|
|
tr.ignore_lightgamma = true; |
|
c = R_LightPoint( view->origin ); |
|
tr.ignore_lightgamma = false; |
|
cl.local.light_level = (c.r + c.g + c.b) / 3; |
|
} |
|
|
|
/* |
|
================= |
|
R_DrawViewModel |
|
================= |
|
*/ |
|
void R_DrawViewModel( void ) |
|
{ |
|
cl_entity_t *view = &clgame.viewent; |
|
|
|
R_GatherPlayerLight(); |
|
|
|
if( r_drawviewmodel->value == 0 ) |
|
return; |
|
|
|
if( CL_IsThirdPerson( )) |
|
return; |
|
|
|
// ignore in thirdperson, camera view or client is died |
|
if( !RP_NORMALPASS() || cl.local.health <= 0 || cl.viewentity != ( cl.playernum + 1 )) |
|
return; |
|
|
|
tr.blend = CL_FxBlend( view ) / 255.0f; |
|
if( !R_ModelOpaque( view->curstate.rendermode ) && tr.blend <= 0.0f ) |
|
return; // invisible ? |
|
|
|
RI.currententity = view; |
|
|
|
if( !RI.currententity->model ) |
|
return; |
|
|
|
// adjust the depth range to prevent view model from poking into walls |
|
pglDepthRange( gldepthmin, gldepthmin + 0.3f * ( gldepthmax - gldepthmin )); |
|
RI.currentmodel = RI.currententity->model; |
|
|
|
// backface culling for left-handed weapons |
|
if( R_AllowFlipViewModel( RI.currententity ) || g_iBackFaceCull ) |
|
{ |
|
tr.fFlipViewModel = true; |
|
pglFrontFace( GL_CW ); |
|
} |
|
|
|
switch( RI.currententity->model->type ) |
|
{ |
|
case mod_alias: |
|
R_DrawAliasModel( RI.currententity ); |
|
break; |
|
case mod_studio: |
|
R_StudioSetupTimings(); |
|
R_StudioDrawModelInternal( RI.currententity, STUDIO_RENDER ); |
|
break; |
|
} |
|
|
|
// restore depth range |
|
pglDepthRange( gldepthmin, gldepthmax ); |
|
|
|
// backface culling for left-handed weapons |
|
if( R_AllowFlipViewModel( RI.currententity ) || g_iBackFaceCull ) |
|
{ |
|
tr.fFlipViewModel = false; |
|
pglFrontFace( GL_CCW ); |
|
} |
|
} |
|
|
|
/* |
|
==================== |
|
R_StudioLoadTexture |
|
|
|
load model texture with unique name |
|
==================== |
|
*/ |
|
static void R_StudioLoadTexture( model_t *mod, studiohdr_t *phdr, mstudiotexture_t *ptexture ) |
|
{ |
|
size_t size; |
|
int flags = 0; |
|
char texname[128], name[128], mdlname[128]; |
|
texture_t *tx = NULL; |
|
|
|
if( ptexture->flags & STUDIO_NF_NORMALMAP ) |
|
flags |= (TF_NORMALMAP); |
|
|
|
// store some textures for remapping |
|
if( !Q_strnicmp( ptexture->name, "DM_Base", 7 ) || !Q_strnicmp( ptexture->name, "remap", 5 )) |
|
{ |
|
int i, size; |
|
char val[6]; |
|
byte *pixels; |
|
|
|
i = mod->numtextures; |
|
mod->textures = (texture_t **)Mem_Realloc( mod->mempool, mod->textures, ( i + 1 ) * sizeof( texture_t* )); |
|
size = ptexture->width * ptexture->height + 768; |
|
tx = Mem_Calloc( mod->mempool, sizeof( *tx ) + size ); |
|
mod->textures[i] = tx; |
|
|
|
// store ranges into anim_min, anim_max etc |
|
if( !Q_strnicmp( ptexture->name, "DM_Base", 7 )) |
|
{ |
|
Q_strncpy( tx->name, "DM_Base", sizeof( tx->name )); |
|
tx->anim_min = PLATE_HUE_START; // topcolor start |
|
tx->anim_max = PLATE_HUE_END; // topcolor end |
|
// bottomcolor start always equal is (topcolor end + 1) |
|
tx->anim_total = SUIT_HUE_END;// bottomcolor end |
|
} |
|
else |
|
{ |
|
Q_strncpy( tx->name, "DM_User", sizeof( tx->name )); // custom remapped |
|
Q_strncpy( val, ptexture->name + 7, 4 ); |
|
tx->anim_min = bound( 0, Q_atoi( val ), 255 ); // topcolor start |
|
Q_strncpy( val, ptexture->name + 11, 4 ); |
|
tx->anim_max = bound( 0, Q_atoi( val ), 255 ); // topcolor end |
|
// bottomcolor start always equal is (topcolor end + 1) |
|
Q_strncpy( val, ptexture->name + 15, 4 ); |
|
tx->anim_total = bound( 0, Q_atoi( val ), 255 ); // bottomcolor end |
|
} |
|
|
|
tx->width = ptexture->width; |
|
tx->height = ptexture->height; |
|
|
|
// the pixels immediately follow the structures |
|
pixels = (byte *)phdr + ptexture->index; |
|
memcpy( tx+1, pixels, size ); |
|
|
|
ptexture->flags |= STUDIO_NF_COLORMAP; // yes, this is colormap image |
|
flags |= TF_FORCE_COLOR; |
|
|
|
mod->numtextures++; // done |
|
} |
|
|
|
Q_strncpy( mdlname, mod->name, sizeof( mdlname )); |
|
COM_FileBase( ptexture->name, name ); |
|
COM_StripExtension( mdlname ); |
|
|
|
if( FBitSet( ptexture->flags, STUDIO_NF_NOMIPS )) |
|
SetBits( flags, TF_NOMIPMAP ); |
|
|
|
// NOTE: replace index with pointer to start of imagebuffer, ImageLib expected it |
|
//ptexture->index = (int)((byte *)phdr) + ptexture->index; |
|
Image_SetMDLPointer((byte *)phdr + ptexture->index); |
|
size = sizeof( mstudiotexture_t ) + ptexture->width * ptexture->height + 768; |
|
|
|
if( FBitSet( host.features, ENGINE_LOAD_DELUXEDATA ) && FBitSet( ptexture->flags, STUDIO_NF_MASKED )) |
|
flags |= TF_KEEP_SOURCE; // Paranoia2 texture alpha-tracing |
|
|
|
// build the texname |
|
Q_snprintf( texname, sizeof( texname ), "#%s/%s.mdl", mdlname, name ); |
|
ptexture->index = GL_LoadTexture( texname, (byte *)ptexture, size, flags ); |
|
|
|
if( !ptexture->index ) |
|
{ |
|
ptexture->index = tr.defaultTexture; |
|
} |
|
else if( tx ) |
|
{ |
|
// duplicate texnum for easy acess |
|
tx->gl_texturenum = ptexture->index; |
|
} |
|
} |
|
|
|
/* |
|
================= |
|
Mod_StudioLoadTextures |
|
================= |
|
*/ |
|
void Mod_StudioLoadTextures( model_t *mod, void *data ) |
|
{ |
|
studiohdr_t *phdr = (studiohdr_t *)data; |
|
mstudiotexture_t *ptexture; |
|
int i; |
|
|
|
if( !phdr || host.type == HOST_DEDICATED ) |
|
return; |
|
|
|
ptexture = (mstudiotexture_t *)(((byte *)phdr) + phdr->textureindex); |
|
if( phdr->textureindex > 0 && phdr->numtextures <= MAXSTUDIOSKINS ) |
|
{ |
|
for( i = 0; i < phdr->numtextures; i++ ) |
|
R_StudioLoadTexture( mod, phdr, &ptexture[i] ); |
|
} |
|
} |
|
|
|
/* |
|
================= |
|
Mod_StudioLoadTextures |
|
================= |
|
*/ |
|
void Mod_StudioUnloadTextures( void *data ) |
|
{ |
|
studiohdr_t *phdr = (studiohdr_t *)data; |
|
mstudiotexture_t *ptexture; |
|
int i; |
|
|
|
if( !phdr || host.type == HOST_DEDICATED ) |
|
return; |
|
|
|
ptexture = (mstudiotexture_t *)(((byte *)phdr) + phdr->textureindex); |
|
|
|
// release all textures |
|
for( i = 0; i < phdr->numtextures; i++ ) |
|
{ |
|
if( ptexture[i].index == tr.defaultTexture ) |
|
continue; |
|
GL_FreeTexture( ptexture[i].index ); |
|
} |
|
} |
|
|
|
static engine_studio_api_t gStudioAPI = |
|
{ |
|
Mod_Calloc, |
|
Mod_CacheCheck, |
|
Mod_LoadCacheFile, |
|
pfnMod_ForName, |
|
Mod_StudioExtradata, |
|
CL_ModelHandle, |
|
pfnGetCurrentEntity, |
|
pfnPlayerInfo, |
|
R_StudioGetPlayerState, |
|
pfnGetViewEntity, |
|
pfnGetEngineTimes, |
|
pfnCVarGetPointer, |
|
pfnGetViewInfo, |
|
R_GetChromeSprite, |
|
pfnGetModelCounters, |
|
pfnGetAliasScale, |
|
pfnStudioGetBoneTransform, |
|
pfnStudioGetLightTransform, |
|
pfnStudioGetAliasTransform, |
|
pfnStudioGetRotationMatrix, |
|
R_StudioSetupModel, |
|
R_StudioCheckBBox, |
|
R_StudioDynamicLight, |
|
R_StudioEntityLight, |
|
R_StudioSetupLighting, |
|
R_StudioDrawPoints, |
|
R_StudioDrawHulls, |
|
R_StudioDrawAbsBBox, |
|
R_StudioDrawBones, |
|
(void*)R_StudioSetupSkin, |
|
R_StudioSetRemapColors, |
|
R_StudioSetupPlayerModel, |
|
R_StudioClientEvents, |
|
R_StudioGetForceFaceFlags, |
|
R_StudioSetForceFaceFlags, |
|
(void*)R_StudioSetHeader, |
|
R_StudioSetRenderModel, |
|
R_StudioSetupRenderer, |
|
R_StudioRestoreRenderer, |
|
R_StudioSetChromeOrigin, |
|
pfnIsHardware, |
|
GL_StudioDrawShadow, |
|
GL_StudioSetRenderMode, |
|
R_StudioSetRenderamt, |
|
R_StudioSetCullState, |
|
R_StudioRenderShadow, |
|
}; |
|
|
|
static r_studio_interface_t gStudioDraw = |
|
{ |
|
STUDIO_INTERFACE_VERSION, |
|
R_StudioDrawModel, |
|
R_StudioDrawPlayer, |
|
}; |
|
|
|
/* |
|
=============== |
|
CL_InitStudioAPI |
|
|
|
Initialize client studio |
|
=============== |
|
*/ |
|
void CL_InitStudioAPI( void ) |
|
{ |
|
pStudioDraw = &gStudioDraw; |
|
|
|
// Xash will be used internal StudioModelRenderer |
|
if( !clgame.dllFuncs.pfnGetStudioModelInterface ) |
|
return; |
|
|
|
if( clgame.dllFuncs.pfnGetStudioModelInterface( STUDIO_INTERFACE_VERSION, &pStudioDraw, &gStudioAPI )) |
|
return; |
|
|
|
// NOTE: we always return true even if game interface was not correct |
|
// because we need Draw our StudioModels |
|
// just restore pointer to builtin function |
|
pStudioDraw = &gStudioDraw; |
|
}
|
|
|