Xash3D FWGS engine.
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/*
gl_studio.c - studio model renderer
Copyright (C) 2010 Uncle Mike
This program is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
*/
#include "r_local.h"
#include "xash3d_mathlib.h"
#include "const.h"
#include "r_studioint.h"
#include "triangleapi.h"
#include "studio.h"
#include "pm_local.h"
#include "pmtrace.h"
#define EVENT_CLIENT 5000 // less than this value it's a server-side studio events
#define MAX_LOCALLIGHTS 4
typedef struct
{
char name[MAX_OSPATH];
char modelname[MAX_OSPATH];
model_t *model;
} player_model_t;
cvar_t r_shadows = { (char *)"r_shadows", (char *)"0", 0 };
static vec3_t hullcolor[8] =
{
{ 1.0f, 1.0f, 1.0f },
{ 1.0f, 0.5f, 0.5f },
{ 0.5f, 1.0f, 0.5f },
{ 1.0f, 1.0f, 0.5f },
{ 0.5f, 0.5f, 1.0f },
{ 1.0f, 0.5f, 1.0f },
{ 0.5f, 1.0f, 1.0f },
{ 1.0f, 1.0f, 1.0f },
};
typedef struct sortedmesh_s
{
mstudiomesh_t *mesh;
int flags; // face flags
} sortedmesh_t;
#if XASH_LOW_MEMORY
#undef MAXSTUDIOVERTS
#define MAXSTUDIOVERTS 1024
#endif
typedef struct
{
double time;
double frametime;
int framecount; // studio framecount
qboolean interpolate;
int rendermode;
float blend; // blend value
// bones
matrix3x4 rotationmatrix;
matrix3x4 bonestransform[MAXSTUDIOBONES];
matrix3x4 lighttransform[MAXSTUDIOBONES];
// boneweighting stuff
matrix3x4 worldtransform[MAXSTUDIOBONES];
// cached bones
matrix3x4 cached_bonestransform[MAXSTUDIOBONES];
matrix3x4 cached_lighttransform[MAXSTUDIOBONES];
char cached_bonenames[MAXSTUDIOBONES][32];
int cached_numbones; // number of bones in cache
sortedmesh_t meshes[MAXSTUDIOMESHES]; // sorted meshes
vec3_t verts[MAXSTUDIOVERTS];
vec3_t norms[MAXSTUDIOVERTS];
// lighting state
float ambientlight;
float shadelight;
vec3_t lightvec; // averaging light direction
vec3_t lightspot; // shadow spot
vec3_t lightcolor; // averaging lightcolor
vec3_t blightvec[MAXSTUDIOBONES]; // bone light vecs
vec3_t lightvalues[MAXSTUDIOVERTS]; // precomputed lightvalues per each shared vertex of submodel
// chrome stuff
vec3_t chrome_origin;
vec2_t chrome[MAXSTUDIOVERTS]; // texture coords for surface normals
vec3_t chromeright[MAXSTUDIOBONES]; // chrome vector "right" in bone reference frames
vec3_t chromeup[MAXSTUDIOBONES]; // chrome vector "up" in bone reference frames
int chromeage[MAXSTUDIOBONES]; // last time chrome vectors were updated
// glowshell stuff
int normaltable[MAXSTUDIOVERTS]; // glowshell uses this
// elights cache
int numlocallights;
int lightage[MAXSTUDIOBONES];
dlight_t *locallight[MAX_LOCALLIGHTS];
color24 locallightcolor[MAX_LOCALLIGHTS];
vec4_t lightpos[MAXSTUDIOVERTS][MAX_LOCALLIGHTS];
vec3_t lightbonepos[MAXSTUDIOBONES][MAX_LOCALLIGHTS];
float locallightR2[MAX_LOCALLIGHTS];
// playermodels
player_model_t player_models[MAX_CLIENTS];
} studio_draw_state_t;
// studio-related cvars
static cvar_t *r_studio_sort_textures;
static cvar_t *cl_righthand = NULL;
static cvar_t *r_studio_drawelements;
static r_studio_interface_t *pStudioDraw;
static studio_draw_state_t g_studio; // global studio state
// global variables
static qboolean m_fDoRemap;
mstudiomodel_t *m_pSubModel;
mstudiobodyparts_t *m_pBodyPart;
player_info_t *m_pPlayerInfo;
studiohdr_t *m_pStudioHeader;
float m_flGaitMovement;
int g_iBackFaceCull;
int g_nTopColor, g_nBottomColor; // remap colors
int g_nFaceFlags, g_nForceFaceFlags;
/*
====================
R_StudioInit
====================
*/
void R_StudioInit( void )
{
r_studio_sort_textures = gEngfuncs.Cvar_Get( "r_studio_sort_textures", "0", FCVAR_ARCHIVE, "change draw order for additive meshes" );
r_drawviewmodel = gEngfuncs.Cvar_Get( "r_drawviewmodel", "1", 0, "draw firstperson weapon model" );
Matrix3x4_LoadIdentity( g_studio.rotationmatrix );
// g-cont. cvar disabled by Valve
// gEngfuncs.Cvar_RegisterVariable( &r_shadows );
g_studio.interpolate = true;
g_studio.framecount = 0;
m_fDoRemap = false;
}
/*
================
R_StudioSetupTimings
init current time for a given model
================
*/
static void R_StudioSetupTimings( void )
{
if( RI.drawWorld )
{
// synchronize with server time
g_studio.time = gpGlobals->time;
g_studio.frametime = gpGlobals->time - gpGlobals->oldtime;
}
else
{
// menu stuff
g_studio.time = gpGlobals->realtime;
g_studio.frametime = gpGlobals->frametime;
}
}
/*
================
R_AllowFlipViewModel
should a flip the viewmodel if cl_righthand is set to 1
================
*/
static qboolean R_AllowFlipViewModel( cl_entity_t *e )
{
if( cl_righthand && cl_righthand->value > 0 )
{
if( e == gEngfuncs.GetViewModel() )
return true;
}
return false;
}
/*
================
R_StudioComputeBBox
Compute a full bounding box for current sequence
================
*/
static qboolean R_StudioComputeBBox( vec3_t bbox[8] )
{
vec3_t studio_mins, studio_maxs;
vec3_t mins, maxs, p1, p2;
cl_entity_t *e = RI.currententity;
mstudioseqdesc_t *pseqdesc;
int i;
if( !m_pStudioHeader )
return false;
// check if we have valid mins\maxs
if( !VectorCompare( vec3_origin, RI.currentmodel->mins ))
{
// clipping bounding box
VectorCopy( RI.currentmodel->mins, mins );
VectorCopy( RI.currentmodel->maxs, maxs );
}
else
{
ClearBounds( mins, maxs );
}
// check sequence range
if( e->curstate.sequence < 0 || e->curstate.sequence >= m_pStudioHeader->numseq )
e->curstate.sequence = 0;
pseqdesc = (mstudioseqdesc_t *)((byte *)m_pStudioHeader + m_pStudioHeader->seqindex) + e->curstate.sequence;
// add sequence box to the model box
AddPointToBounds( pseqdesc->bbmin, mins, maxs );
AddPointToBounds( pseqdesc->bbmax, mins, maxs );
ClearBounds( studio_mins, studio_maxs );
// compute a full bounding box
for( i = 0; i < 8; i++ )
{
p1[0] = ( i & 1 ) ? mins[0] : maxs[0];
p1[1] = ( i & 2 ) ? mins[1] : maxs[1];
p1[2] = ( i & 4 ) ? mins[2] : maxs[2];
Matrix3x4_VectorTransform( g_studio.rotationmatrix, p1, p2 );
AddPointToBounds( p2, studio_mins, studio_maxs );
if( bbox ) VectorCopy( p2, bbox[i] );
}
if( !bbox && R_CullModel( e, studio_mins, studio_maxs ))
return false; // model culled
return true; // visible
}
void R_StudioComputeSkinMatrix( mstudioboneweight_t *boneweights, matrix3x4 result )
{
float flWeight0, flWeight1, flWeight2, flWeight3;
int i, numbones = 0;
float flTotal;
for( i = 0; i < MAXSTUDIOBONEWEIGHTS; i++ )
{
if( boneweights->bone[i] != -1 )
numbones++;
}
if( numbones == 4 )
{
vec4_t *boneMat0 = (vec4_t *)g_studio.worldtransform[boneweights->bone[0]];
vec4_t *boneMat1 = (vec4_t *)g_studio.worldtransform[boneweights->bone[1]];
vec4_t *boneMat2 = (vec4_t *)g_studio.worldtransform[boneweights->bone[2]];
vec4_t *boneMat3 = (vec4_t *)g_studio.worldtransform[boneweights->bone[3]];
flWeight0 = boneweights->weight[0] / 255.0f;
flWeight1 = boneweights->weight[1] / 255.0f;
flWeight2 = boneweights->weight[2] / 255.0f;
flWeight3 = boneweights->weight[3] / 255.0f;
flTotal = flWeight0 + flWeight1 + flWeight2 + flWeight3;
if( flTotal < 1.0f ) flWeight0 += 1.0f - flTotal; // compensate rounding error
result[0][0] = boneMat0[0][0] * flWeight0 + boneMat1[0][0] * flWeight1 + boneMat2[0][0] * flWeight2 + boneMat3[0][0] * flWeight3;
result[0][1] = boneMat0[0][1] * flWeight0 + boneMat1[0][1] * flWeight1 + boneMat2[0][1] * flWeight2 + boneMat3[0][1] * flWeight3;
result[0][2] = boneMat0[0][2] * flWeight0 + boneMat1[0][2] * flWeight1 + boneMat2[0][2] * flWeight2 + boneMat3[0][2] * flWeight3;
result[0][3] = boneMat0[0][3] * flWeight0 + boneMat1[0][3] * flWeight1 + boneMat2[0][3] * flWeight2 + boneMat3[0][3] * flWeight3;
result[1][0] = boneMat0[1][0] * flWeight0 + boneMat1[1][0] * flWeight1 + boneMat2[1][0] * flWeight2 + boneMat3[1][0] * flWeight3;
result[1][1] = boneMat0[1][1] * flWeight0 + boneMat1[1][1] * flWeight1 + boneMat2[1][1] * flWeight2 + boneMat3[1][1] * flWeight3;
result[1][2] = boneMat0[1][2] * flWeight0 + boneMat1[1][2] * flWeight1 + boneMat2[1][2] * flWeight2 + boneMat3[1][2] * flWeight3;
result[1][3] = boneMat0[1][3] * flWeight0 + boneMat1[1][3] * flWeight1 + boneMat2[1][3] * flWeight2 + boneMat3[1][3] * flWeight3;
result[2][0] = boneMat0[2][0] * flWeight0 + boneMat1[2][0] * flWeight1 + boneMat2[2][0] * flWeight2 + boneMat3[2][0] * flWeight3;
result[2][1] = boneMat0[2][1] * flWeight0 + boneMat1[2][1] * flWeight1 + boneMat2[2][1] * flWeight2 + boneMat3[2][1] * flWeight3;
result[2][2] = boneMat0[2][2] * flWeight0 + boneMat1[2][2] * flWeight1 + boneMat2[2][2] * flWeight2 + boneMat3[2][2] * flWeight3;
result[2][3] = boneMat0[2][3] * flWeight0 + boneMat1[2][3] * flWeight1 + boneMat2[2][3] * flWeight2 + boneMat3[2][3] * flWeight3;
}
else if( numbones == 3 )
{
vec4_t *boneMat0 = (vec4_t *)g_studio.worldtransform[boneweights->bone[0]];
vec4_t *boneMat1 = (vec4_t *)g_studio.worldtransform[boneweights->bone[1]];
vec4_t *boneMat2 = (vec4_t *)g_studio.worldtransform[boneweights->bone[2]];
flWeight0 = boneweights->weight[0] / 255.0f;
flWeight1 = boneweights->weight[1] / 255.0f;
flWeight2 = boneweights->weight[2] / 255.0f;
flTotal = flWeight0 + flWeight1 + flWeight2;
if( flTotal < 1.0f ) flWeight0 += 1.0f - flTotal; // compensate rounding error
result[0][0] = boneMat0[0][0] * flWeight0 + boneMat1[0][0] * flWeight1 + boneMat2[0][0] * flWeight2;
result[0][1] = boneMat0[0][1] * flWeight0 + boneMat1[0][1] * flWeight1 + boneMat2[0][1] * flWeight2;
result[0][2] = boneMat0[0][2] * flWeight0 + boneMat1[0][2] * flWeight1 + boneMat2[0][2] * flWeight2;
result[0][3] = boneMat0[0][3] * flWeight0 + boneMat1[0][3] * flWeight1 + boneMat2[0][3] * flWeight2;
result[1][0] = boneMat0[1][0] * flWeight0 + boneMat1[1][0] * flWeight1 + boneMat2[1][0] * flWeight2;
result[1][1] = boneMat0[1][1] * flWeight0 + boneMat1[1][1] * flWeight1 + boneMat2[1][1] * flWeight2;
result[1][2] = boneMat0[1][2] * flWeight0 + boneMat1[1][2] * flWeight1 + boneMat2[1][2] * flWeight2;
result[1][3] = boneMat0[1][3] * flWeight0 + boneMat1[1][3] * flWeight1 + boneMat2[1][3] * flWeight2;
result[2][0] = boneMat0[2][0] * flWeight0 + boneMat1[2][0] * flWeight1 + boneMat2[2][0] * flWeight2;
result[2][1] = boneMat0[2][1] * flWeight0 + boneMat1[2][1] * flWeight1 + boneMat2[2][1] * flWeight2;
result[2][2] = boneMat0[2][2] * flWeight0 + boneMat1[2][2] * flWeight1 + boneMat2[2][2] * flWeight2;
result[2][3] = boneMat0[2][3] * flWeight0 + boneMat1[2][3] * flWeight1 + boneMat2[2][3] * flWeight2;
}
else if( numbones == 2 )
{
vec4_t *boneMat0 = (vec4_t *)g_studio.worldtransform[boneweights->bone[0]];
vec4_t *boneMat1 = (vec4_t *)g_studio.worldtransform[boneweights->bone[1]];
flWeight0 = boneweights->weight[0] / 255.0f;
flWeight1 = boneweights->weight[1] / 255.0f;
flTotal = flWeight0 + flWeight1;
if( flTotal < 1.0f ) flWeight0 += 1.0f - flTotal; // compensate rounding error
result[0][0] = boneMat0[0][0] * flWeight0 + boneMat1[0][0] * flWeight1;
result[0][1] = boneMat0[0][1] * flWeight0 + boneMat1[0][1] * flWeight1;
result[0][2] = boneMat0[0][2] * flWeight0 + boneMat1[0][2] * flWeight1;
result[0][3] = boneMat0[0][3] * flWeight0 + boneMat1[0][3] * flWeight1;
result[1][0] = boneMat0[1][0] * flWeight0 + boneMat1[1][0] * flWeight1;
result[1][1] = boneMat0[1][1] * flWeight0 + boneMat1[1][1] * flWeight1;
result[1][2] = boneMat0[1][2] * flWeight0 + boneMat1[1][2] * flWeight1;
result[1][3] = boneMat0[1][3] * flWeight0 + boneMat1[1][3] * flWeight1;
result[2][0] = boneMat0[2][0] * flWeight0 + boneMat1[2][0] * flWeight1;
result[2][1] = boneMat0[2][1] * flWeight0 + boneMat1[2][1] * flWeight1;
result[2][2] = boneMat0[2][2] * flWeight0 + boneMat1[2][2] * flWeight1;
result[2][3] = boneMat0[2][3] * flWeight0 + boneMat1[2][3] * flWeight1;
}
else
{
Matrix3x4_Copy( result, g_studio.worldtransform[boneweights->bone[0]] );
}
}
/*
===============
pfnGetCurrentEntity
===============
*/
static cl_entity_t *pfnGetCurrentEntity( void )
{
return RI.currententity;
}
/*
===============
pfnPlayerInfo
===============
*/
player_info_t *pfnPlayerInfo( int index )
{
if( !RI.drawWorld )
index = -1;
return gEngfuncs.pfnPlayerInfo( index );
}
/*
===============
pfnMod_ForName
===============
*/
static model_t *pfnMod_ForName( const char *model, int crash )
{
return gEngfuncs.Mod_ForName( model, crash, false );
}
/*
===============
pfnGetPlayerState
===============
*/
entity_state_t *R_StudioGetPlayerState( int index )
{
if( !RI.drawWorld )
return &RI.currententity->curstate;
return gEngfuncs.pfnGetPlayerState( index );
}
/*
===============
pfnGetViewEntity
===============
*/
static cl_entity_t *pfnGetViewEntity( void )
{
return gEngfuncs.GetViewModel();
}
/*
===============
pfnGetEngineTimes
===============
*/
static void pfnGetEngineTimes( int *framecount, double *current, double *old )
{
if( framecount ) *framecount = tr.realframecount;
if( current ) *current = gpGlobals->time;
if( old ) *old = gpGlobals->oldtime;
}
/*
===============
pfnGetViewInfo
===============
*/
static void pfnGetViewInfo( float *origin, float *upv, float *rightv, float *forwardv )
{
if( origin ) VectorCopy( RI.vieworg, origin );
if( forwardv ) VectorCopy( RI.vforward, forwardv );
if( rightv ) VectorCopy( RI.vright, rightv );
if( upv ) VectorCopy( RI.vup, upv );
}
/*
===============
R_GetChromeSprite
===============
*/
static model_t *R_GetChromeSprite( void )
{
return gEngfuncs.GetDefaultSprite( REF_CHROME_SPRITE );
}
/*
===============
pfnGetModelCounters
===============
*/
static void pfnGetModelCounters( int **s, int **a )
{
*s = &g_studio.framecount;
*a = &r_stats.c_studio_models_drawn;
}
/*
===============
pfnGetAliasScale
===============
*/
static void pfnGetAliasScale( float *x, float *y )
{
if( x ) *x = 1.0f;
if( y ) *y = 1.0f;
}
/*
===============
pfnStudioGetBoneTransform
===============
*/
static float ****pfnStudioGetBoneTransform( void )
{
return (float ****)g_studio.bonestransform;
}
/*
===============
pfnStudioGetLightTransform
===============
*/
static float ****pfnStudioGetLightTransform( void )
{
return (float ****)g_studio.lighttransform;
}
/*
===============
pfnStudioGetAliasTransform
===============
*/
static float ***pfnStudioGetAliasTransform( void )
{
return NULL;
}
/*
===============
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 GAME_EXPORT 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( ENGINE_GET_PARM( PARM_FEATURES ), ENGINE_COMPUTE_STUDIO_LERP ))
{
R_StudioLerpMovement( e, g_studio.time, origin, angles );
}
if( !FBitSet( ENGINE_GET_PARM( PARM_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 GAME_EXPORT R_StudioEstimateFrame( cl_entity_t *e, mstudioseqdesc_t *pseqdesc, double time )
{
double dfdt, f;
if( g_studio.interpolate )
{
if( time < e->curstate.animtime ) dfdt = 0.0;
else dfdt = (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;
}
/*
====================
StudioFxTransform
====================
*/
void R_StudioFxTransform( cl_entity_t *ent, matrix3x4 transform )
{
switch( ent->curstate.renderfx )
{
case kRenderFxDistort:
case kRenderFxHologram:
if( !gEngfuncs.COM_RandomLong( 0, 49 ))
{
int axis = gEngfuncs.COM_RandomLong( 0, 1 );
if( axis == 1 ) axis = 2; // choose between x & z
VectorScale( transform[axis], gEngfuncs.COM_RandomFloat( 1.0f, 1.484f ), transform[axis] );
}
else if( !gEngfuncs.COM_RandomLong( 0, 49 ))
{
float offset;
int axis = gEngfuncs.COM_RandomLong( 0, 1 );
if( axis == 1 ) axis = 2; // choose between x & z
offset = gEngfuncs.COM_RandomFloat( -10.0f, 10.0f );
transform[gEngfuncs.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];
float 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, g_studio.time );
panim = gEngfuncs.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 )
{
float 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, g_studio.time );
panim = gEngfuncs.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 = gEngfuncs.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 = gEngfuncs.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.lighttransform[bone][0][3];
tmp[1] += g_studio.lighttransform[bone][1][3];
tmp[2] += g_studio.lighttransform[bone][2][3];
VectorNormalize( tmp );
CrossProduct( tmp, RI.vright, chromeupvec );
VectorNormalize( chromeupvec );
CrossProduct( chromeupvec, tmp, chromerightvec );
VectorNormalize( chromerightvec );
Matrix3x4_VectorIRotate( g_studio.lighttransform[bone], chromeupvec, g_studio.chromeup[bone] );
Matrix3x4_VectorIRotate( g_studio.lighttransform[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 = gEngfuncs.pfnGetMoveVars();
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( ENGINE_GET_PARM( PARM_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 = gEngfuncs.CL_TraceLine( vecSrc, vecEnd, PM_WORLD_ONLY );
if( trace.ent > 0 ) psurf = gEngfuncs.EV_TraceSurface( trace.ent, vecSrc, vecEnd );
else psurf = gEngfuncs.EV_TraceSurface( 0, 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 = gEngfuncs.LightToTexGamma( bound( 0, mv->skycolor_r, 255 ));
light.g = gEngfuncs.LightToTexGamma( bound( 0, mv->skycolor_g, 255 ));
light.b = gEngfuncs.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; lnum < MAX_DLIGHTS; lnum++ )
{
dl = gEngfuncs.GetDynamicLight( lnum );
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] += gEngfuncs.LightToTexGamma( dl->color.r ) * ( add / 256.0f ) * 2.0f;
finalLight[1] += gEngfuncs.LightToTexGamma( dl->color.g ) * ( add / 256.0f ) * 2.0f;
finalLight[2] += gEngfuncs.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; lnum < MAX_ELIGHTS; lnum++ )
{
el = gEngfuncs.GetEntityLight( lnum );
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 = gEngfuncs.LightToTexGamma( el->color.r );
g_studio.locallightcolor[k].g = gEngfuncs.LightToTexGamma( el->color.g );
g_studio.locallightcolor[k].b = gEngfuncs.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, byte *out )
{
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 );
}
}
out[0] = finalLight[0] * 255;
out[1] = finalLight[1] * 255;
out[2] = finalLight[2] * 255;
}
static void R_StudioSetColorBegin(short *ptricmds, vec3_t *pstudionorms )
{
float *lv = (float *)g_studio.lightvalues[ptricmds[1]];
rgba_t color;
color[3] = tr.blend * 255;
R_LightLambert( g_studio.lightpos[ptricmds[0]], pstudionorms[ptricmds[1]], lv, color );
TriColor4ub( color[0], color[1], color[2], color[3] );
}
/*
====================
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 ))
{
GL_Bind( XASH_TEXTURE0, tr.whiteTexture);
return;
}
if( ptexturehdr == NULL )
return;
// NOTE: user may ignore to call StudioRemapColors and remap_info will be unavailable
if( m_fDoRemap ) ptexture = gEngfuncs.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 * GAME_EXPORT R_StudioGetTexture( cl_entity_t *e )
{
mstudiotexture_t *ptexture;
studiohdr_t *phdr, *thdr;
if(( phdr = gEngfuncs.Mod_Extradata( mod_studio, e->model )) == NULL )
return NULL;
thdr = m_pStudioHeader;
if( !thdr ) return NULL;
if( m_fDoRemap ) ptexture = gEngfuncs.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( gEngfuncs.pfnGetModelByIndex( iSprite ), 0 ))
{
TriRenderMode( kRenderTransAlpha );
_TriColor4f( 0.0f, 0.0f, 0.0f, 1.0f );
TriBegin( TRI_QUADS );
TriTexCoord2f( 0.0f, 0.0f );
TriVertex3fv( p1 );
TriTexCoord2f( 0.0f, 1.0f );
TriVertex3fv( p2 );
TriTexCoord2f( 1.0f, 1.0f );
TriVertex3fv( p3 );
TriTexCoord2f( 1.0f, 0.0f );
TriVertex3fv( p4 );
TriEnd();
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 )
{
TriBegin( TRI_TRIANGLE_FAN );
i = -i;
}
else TriBegin( TRI_TRIANGLE_STRIP );
for( ; i > 0; i--, ptricmds += 4 )
{
R_StudioSetColorBegin( ptricmds, pstudionorms );
TriTexCoord2f( ptricmds[2] * s, ptricmds[3] * t );
TriVertex3fv( g_studio.verts[ptricmds[0]] );
}
TriEnd();
}
}
/*
===============
R_StudioDrawNormalMesh
generic path
===============
*/
_inline void R_StudioDrawFloatMesh( short *ptricmds, vec3_t *pstudionorms )
{
float *lv;
int i;
while(( i = *( ptricmds++ )))
{
if( i < 0 )
{
TriBegin( TRI_TRIANGLE_FAN );
i = -i;
}
else TriBegin( TRI_TRIANGLE_STRIP );
for( ; i > 0; i--, ptricmds += 4 )
{
R_StudioSetColorBegin( ptricmds, pstudionorms );
TriTexCoord2f( HalfToFloat( ptricmds[2] ), HalfToFloat( ptricmds[3] ));
TriVertex3fv( g_studio.verts[ptricmds[0]] );
}
TriEnd();
}
}
/*
===============
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 )
{
TriBegin( TRI_TRIANGLE_FAN );
i = -i;
}
else TriBegin( TRI_TRIANGLE_STRIP );
for( ; i > 0; i--, ptricmds += 4 )
{
if( glowShell )
{
color24 *clr = &RI.currententity->curstate.rendercolor;
idx = g_studio.normaltable[ptricmds[0]];
av = g_studio.verts[ptricmds[0]];
lv = g_studio.norms[ptricmds[0]];
VectorMA( av, scale, lv, vert );
TriColor4ub( clr->r, clr->g, clr->b, 255 );
TriTexCoord2f( g_studio.chrome[idx][0] * s, g_studio.chrome[idx][1] * t );
TriVertex3fv( vert );
}
else
{
idx = ptricmds[1];
lv = (float *)g_studio.lightvalues[ptricmds[1]];
R_StudioSetColorBegin( ptricmds, pstudionorms );
TriTexCoord2f( g_studio.chrome[idx][0] * s, g_studio.chrome[idx][1] * t );
TriVertex3fv( g_studio.verts[ptricmds[0]] );
}
}
TriEnd();
}
}
/*
===============
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 ), (void*)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 )
{
#if 0
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();
}
#endif
}
/*
===============
R_StudioDrawAbsBBox
===============
*/
static void R_StudioDrawAbsBBox( void )
{
vec3_t p[8], tmp;
float lv;
int i;
// looks ugly, skip
if( RI.currententity == gEngfuncs.GetViewModel() )
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;
#if 0
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 );
#endif
}
static void R_StudioDrawAttachments( void )
{
int i;
#if 0
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 );
#endif
}
/*
===============
R_StudioSetRemapColors
===============
*/
static void R_StudioSetRemapColors( int newTop, int newBottom )
{
gEngfuncs.CL_AllocRemapInfo( RI.currententity, RI.currentmodel, newTop, newBottom );
if( gEngfuncs.CL_GetRemapInfoForEntity( RI.currententity ))
{
gEngfuncs.CL_UpdateRemapInfo( RI.currententity, newTop, newBottom );
m_fDoRemap = true;
}
}
void R_StudioResetPlayerModels( void )
{
memset( g_studio.player_models, 0, sizeof( g_studio.player_models ));
}
/*
===============
R_StudioSetupPlayerModel
===============
*/
static model_t *R_StudioSetupPlayerModel( int index )
{
player_info_t *info = gEngfuncs.pfnPlayerInfo( index );
player_model_t *state;
state = &g_studio.player_models[index];
// g-cont: force for "dev-mode", non-local games and menu preview
if(( gpGlobals->developer || !ENGINE_GET_PARM( PARM_LOCAL_GAME ) || !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( gEngfuncs.fsapi->FileExists( state->modelname, false ))
state->model = gEngfuncs.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 = gEngfuncs.Mod_Extradata( mod_studio, 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 = gEngfuncs.CL_AllocElight( 0 );
ClearBits( e->curstate.effects, EF_MUZZLEFLASH );
VectorCopy( e->attachment[0], el->origin );
el->die = gpGlobals->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, g_studio.time );
start = end - e->curstate.framerate * gpGlobals->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 )
gEngfuncs.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 )
{
TriBegin( TRI_TRIANGLE_FAN );
i = -i;
}
else
{
TriBegin( TRI_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;
TriVertex3fv( point );
}
TriEnd();
}
}
//if( glState.stencilEnabled )
//pglDisable( GL_STENCIL_TEST );
}
/*
===============
GL_StudioSetRenderMode
set rendermode for studiomodel
===============
*/
void GL_StudioSetRenderMode( int rendermode )
{
GL_SetRenderMode( rendermode );
#if 0
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;
}
#endif
}
/*
===============
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 )
{
#if 0
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 );
}
#endif
}
/*
====================
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, (void**)&m_pBodyPart, (void**)&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 0
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();
#endif
}
/*
====================
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_F );
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 >= ENGINE_GET_PARM( PARM_MAX_CLIENTS ) )
return 0;
RI.currentmodel = R_StudioSetupPlayerModel( m_nPlayerIndex );
if( RI.currentmodel == NULL )
return 0;
R_StudioSetHeader((studiohdr_t *)gEngfuncs.Mod_Extradata( mod_studio, 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 = gEngfuncs.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( !( !gpGlobals->developer && ENGINE_GET_PARM( PARM_MAX_CLIENTS ) == 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 = gEngfuncs.pfnGetModelByIndex( pplayer->weaponmodel );
m_pStudioHeader = (studiohdr_t *)gEngfuncs.Mod_Extradata( mod_studio, 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 > ENGINE_GET_PARM( PARM_MAX_CLIENTS ) )
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 *)gEngfuncs.Mod_Extradata( mod_studio, 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 = gEngfuncs.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 = gEngfuncs.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;
vec3_t simorg;
if( r_drawviewmodel->value == 0 )
return;
if( ENGINE_GET_PARM( PARM_THIRDPERSON ))
return;
// ignore in thirdperson, camera view or client is died
if( !RP_NORMALPASS() || ENGINE_GET_PARM( PARM_LOCAL_HEALTH ) <= 0 || !CL_IsViewEntityLocalPlayer())
return;
RI.currententity = gEngfuncs.GetViewModel();
if( !RI.currententity->model || RI.currententity->model->type != mod_studio )
return;
R_StudioSetupTimings();
gEngfuncs.GetPredictedOrigin( simorg );
for( i = 0; i < 4; i++ )
VectorCopy( 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 = gEngfuncs.GetViewModel();
colorVec c;
tr.ignore_lightgamma = true;
c = R_LightPoint( view->origin );
tr.ignore_lightgamma = false;
gEngfuncs.SetLocalLightLevel( ( c.r + c.g + c.b ) / 3 );
}
/*
=================
R_DrawViewModel
=================
*/
void R_DrawViewModel( void )
{
cl_entity_t *view = gEngfuncs.GetViewModel();
R_GatherPlayerLight();
if( r_drawviewmodel->value == 0 )
return;
if( ENGINE_GET_PARM( PARM_THIRDPERSON ))
return;
// ignore in thirdperson, camera view or client is died
if( !RP_NORMALPASS() || ENGINE_GET_PARM( PARM_LOCAL_HEALTH ) <= 0 || !CL_IsViewEntityLocalPlayer())
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 ));
s_ziscale = (float)0x8000 * (float)0x10000 * 3.0f;
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 );
s_ziscale = (float)0x8000 * (float)0x10000;
// 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;
gEngfuncs.Image_SetMDLPointer((byte *)phdr + ptexture->index);
size = sizeof( mstudiotexture_t ) + ptexture->width * ptexture->height + 768;
if( FBitSet( ENGINE_GET_PARM( PARM_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 GAME_EXPORT Mod_StudioLoadTextures( model_t *mod, void *data )
{
studiohdr_t *phdr = (studiohdr_t *)data;
mstudiotexture_t *ptexture;
int i;
if( !phdr )
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_StudioUnloadTextures
=================
*/
void Mod_StudioUnloadTextures( void *data )
{
studiohdr_t *phdr = (studiohdr_t *)data;
mstudiotexture_t *ptexture;
int i;
if( !phdr )
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 model_t *pfnModelHandle( int modelindex )
{
return gEngfuncs.pfnGetModelByIndex( modelindex );
}
static void *pfnMod_CacheCheck( struct cache_user_s *c )
{
return gEngfuncs.Mod_CacheCheck( c );
}
static void *pfnMod_StudioExtradata( model_t *mod )
{
return gEngfuncs.Mod_Extradata( mod_studio, mod );
}
static void pfnMod_LoadCacheFile( const char *path, struct cache_user_s *cu )
{
gEngfuncs.Mod_LoadCacheFile( path, cu );
}
static cvar_t *pfnGetCvarPointer( const char *name )
{
return (cvar_t*)gEngfuncs.pfnGetCvarPointer( name, 0 );
}
static void *pfnMod_Calloc( int number, size_t size )
{
return gEngfuncs.Mod_Calloc( number, size );
}
static engine_studio_api_t gStudioAPI =
{
pfnMod_Calloc,
pfnMod_CacheCheck,
pfnMod_LoadCacheFile,
pfnMod_ForName,
pfnMod_StudioExtradata,
pfnModelHandle,
pfnGetCurrentEntity,
pfnPlayerInfo,
R_StudioGetPlayerState,
pfnGetViewEntity,
pfnGetEngineTimes,
pfnGetCvarPointer,
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 GAME_EXPORT CL_InitStudioAPI( void )
{
pStudioDraw = &gStudioDraw;
// trying to grab them from client.dll
cl_righthand = gEngfuncs.pfnGetCvarPointer( "cl_righthand", 0 );
if( cl_righthand == NULL )
cl_righthand = gEngfuncs.Cvar_Get( "cl_righthand", "0", FCVAR_ARCHIVE, "flip viewmodel (left to right)" );
// Xash will be used internal StudioModelRenderer
if( gEngfuncs.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;
}