2372 lines
67 KiB
C
2372 lines
67 KiB
C
//=======================================================================
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// Copyright XashXT Group 2007 ©
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// r_studio.c - render studio models
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//=======================================================================
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#include "r_local.h"
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#include "byteorder.h"
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#include "mathlib.h"
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#include "matrix_lib.h"
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#include "const.h"
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/*
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=============================================================
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STUDIO MODELS
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=============================================================
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*/
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matrix4x4 m_protationmatrix;
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matrix4x4 m_pbonestransform[MAXSTUDIOBONES];
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matrix4x4 m_plighttransform[MAXSTUDIOBONES];
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vec3_t m_plightvec; // light vector
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vec3_t m_plightcolor; // ambient light color
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vec3_t m_plightdiffuse; // diffuse light color
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vec3_t studio_mins, studio_maxs;
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float studio_radius;
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// lighting stuff
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vec3_t *m_pxformverts;
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vec3_t *m_pxformnorms;
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vec3_t *m_pvlightvalues;
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vec3_t g_blightvec[MAXSTUDIOBONES];
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vec3_t g_lightvalues[MAXSTUDIOVERTS];
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vec3_t g_dynlightcolor[MAX_DLIGHTS];
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vec3_t g_bdynlightvec[MAX_DLIGHTS][MAXSTUDIOBONES]; // light vectors in bone reference frames
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vec3_t g_xformverts[MAXSTUDIOMODELS][MAXSTUDIOVERTS]; // cache for current rendering model
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vec3_t g_xformnorms[MAXSTUDIOMODELS][MAXSTUDIOVERTS]; // cache for current rendering model
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bool g_cachestate[MAXSTUDIOMODELS]; // true if vertices already transformed
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char m_nCachedBoneNames[MAXSTUDIOBONES][32];
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matrix4x4 m_rgCachedBonesTransform [MAXSTUDIOBONES];
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matrix4x4 m_rgCachedLightTransform [MAXSTUDIOBONES];
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int g_numDynLights;
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int m_nCachedBones; // number of bones in cache
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// chrome stuff
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float g_chrome[MAXSTUDIOVERTS][2]; // texture coords for surface normals
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int g_chromeage[MAXSTUDIOBONES]; // last time chrome vectors were updated
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vec3_t g_chromeup[MAXSTUDIOBONES]; // chrome vector "up" in bone reference frames
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vec3_t g_chromeright[MAXSTUDIOBONES]; // chrome vector "right" in bone reference frames
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// player gait sequence stuff
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int m_fGaitEstimation;
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float m_flGaitMovement;
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// misc variables
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int m_fDoInterp;
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int m_pStudioModelCount;
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int m_nTopColor; // palette substition for top and bottom of model
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int m_nBottomColor;
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dstudiomodel_t *m_pSubModel;
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dstudiohdr_t *m_pStudioHeader;
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dstudiohdr_t *m_pTextureHeader;
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dstudiobodyparts_t *m_pBodyPart;
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static mesh_t studio_mesh;
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// studio cvars
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cvar_t *r_studio_bonelighting;
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cvar_t *r_studio_lambert;
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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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m_pBodyPart = NULL;
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m_pStudioHeader = NULL;
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m_flGaitMovement = 1;
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m_pStudioModelCount = 0;
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r_studio_bonelighting = Cvar_Get( "r_studio_bonelighting", "0", CVAR_ARCHIVE, "use bonelighting instead of vertex diffuse lighting on studio models" );
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r_studio_lambert = Cvar_Get( "r_studio_lambert", "2", CVAR_ARCHIVE, "bonelighting lambert value" );
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}
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void R_StudioShutdown( void )
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{
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}
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/*
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====================
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MISC STUDIO UTILS
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====================
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*/
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// extract texture filename from modelname
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char *R_ExtName( ref_model_t *mod )
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{
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static string texname;
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com.strncpy( texname, mod->name, MAX_STRING );
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FS_StripExtension( texname );
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com.strncat( texname, "T.mdl", MAX_STRING );
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return texname;
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}
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int R_StudioExtractBbox( dstudiohdr_t *phdr, int sequence, float *mins, float *maxs )
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{
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dstudioseqdesc_t *pseqdesc;
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pseqdesc = (dstudioseqdesc_t *)((byte *)phdr + phdr->seqindex);
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if( sequence == -1 ) return 0;
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VectorCopy( pseqdesc[sequence].bbmin, mins );
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VectorCopy( pseqdesc[sequence].bbmax, maxs );
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return 1;
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}
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void R_StudioModelBBox( ref_entity_t *e, vec3_t mins, vec3_t maxs )
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{
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dstudiohdr_t *hdr;
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if( !e || !e->model || !e->model->extradata )
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return;
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hdr = ((mstudiomodel_t *)e->model->extradata)->phdr;
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if( !hdr ) return;
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R_StudioExtractBbox( hdr, e->sequence, mins, maxs );
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}
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/*
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====================
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Studio model loader
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====================
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*/
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void R_StudioSurfaceParm( dstudiotexture_t *tex )
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{
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if( tex->flags & STUDIO_NF_TRANSPARENT )
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R_ShaderSetRenderMode( kRenderTransAlpha, false );
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else if( tex->flags & STUDIO_NF_ADDITIVE )
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R_ShaderSetRenderMode( kRenderTransAdd, false );
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else if( tex->flags & STUDIO_NF_BLENDED )
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R_ShaderSetRenderMode( kRenderTransTexture, false );
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else R_ShaderSetRenderMode( kRenderNormal, false );
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}
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dstudiohdr_t *R_StudioLoadHeader( ref_model_t *mod, const uint *buffer )
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{
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int i;
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byte *pin;
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dstudiohdr_t *phdr;
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dstudiotexture_t *ptexture;
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string shadername;
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pin = (byte *)buffer;
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phdr = (dstudiohdr_t *)pin;
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if( phdr->version != STUDIO_VERSION )
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{
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Msg("%s has wrong version number (%i should be %i)\n", phdr->name, phdr->version, STUDIO_VERSION);
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return NULL;
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}
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ptexture = (dstudiotexture_t *)(pin + phdr->textureindex);
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if( phdr->textureindex > 0 && phdr->numtextures <= MAXSTUDIOSKINS )
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{
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mod->numshaders = phdr->numtextures;
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mod->shaders = Mod_Malloc( mod, sizeof( shader_t* ) * mod->numshaders );
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for( i = 0; i < phdr->numtextures; i++ )
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{
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if( ptexture[i].flags & (STUDIO_NF_NORMALMAP|STUDIO_NF_BUMPMAP|STUDIO_NF_GLOSSMAP|STUDIO_NF_DECALMAP))
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continue; // doesn't produce dead shaders - this will be handled in other place
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R_StudioSurfaceParm( &ptexture[i] );
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com.snprintf( shadername, MAX_STRING, "%s/%s", mod->name, ptexture[i].name );
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FS_StripExtension( shadername ); // doesn't produce shaders with .ext
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mod->shaders[i] = R_LoadShader( shadername, SHADER_STUDIO, 0, 0, SHADER_INVALID );
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ptexture[i].shader = mod->shaders[i]->shadernum;
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}
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}
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return (dstudiohdr_t *)buffer;
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}
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void Mod_StudioLoadModel( ref_model_t *mod, ref_model_t *parent, const void *buffer )
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{
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dstudiohdr_t *phdr = R_StudioLoadHeader( mod, buffer );
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dstudiohdr_t *thdr = NULL;
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mstudiomodel_t *poutmodel;
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void *texbuf;
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if( !phdr ) return; // there were problems
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mod->extradata = poutmodel = (mstudiomodel_t *)Mod_Malloc( mod, sizeof( mstudiomodel_t ));
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poutmodel->phdr = (dstudiohdr_t *)Mod_Malloc( mod, LittleLong( phdr->length ));
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Mem_Copy( poutmodel->phdr, buffer, LittleLong( phdr->length ));
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if( phdr->numtextures == 0 )
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{
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texbuf = FS_LoadFile( R_ExtName( mod ), NULL ); // use buffer again
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if( texbuf ) thdr = R_StudioLoadHeader( mod, texbuf );
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else MsgDev( D_ERROR, "textures for %s not found!\n", mod->name );
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if( !thdr ) return; // there were problems
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poutmodel->thdr = (dstudiohdr_t *)Mod_Malloc( mod, LittleLong( thdr->length ));
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Mem_Copy( poutmodel->thdr, texbuf, LittleLong( thdr->length ));
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if( texbuf ) Mem_Free( texbuf );
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}
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else poutmodel->thdr = poutmodel->phdr; // just make link
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R_StudioExtractBbox( phdr, 0, mod->mins, mod->maxs );
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mod->radius = RadiusFromBounds( mod->mins, mod->maxs );
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mod->touchFrame = tr.registration_sequence;
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mod->type = mod_studio;
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}
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// extract bbox from animation
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int R_ExtractBbox( int sequence, float *mins, float *maxs )
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{
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return R_StudioExtractBbox( m_pStudioHeader, sequence, mins, maxs );
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}
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void SetBodygroup( int iGroup, int iValue )
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{
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int iCurrent;
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dstudiobodyparts_t *m_pBodyPart;
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if( iGroup > m_pStudioHeader->numbodyparts )
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return;
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m_pBodyPart = (dstudiobodyparts_t *)((byte *)m_pStudioHeader + m_pStudioHeader->bodypartindex) + iGroup;
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if (iValue >= m_pBodyPart->nummodels)
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return;
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iCurrent = (RI.currententity->body / m_pBodyPart->base) % m_pBodyPart->nummodels;
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RI.currententity->body = (RI.currententity->body - (iCurrent * m_pBodyPart->base) + (iValue * m_pBodyPart->base));
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}
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int R_StudioGetBodygroup( int iGroup )
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{
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dstudiobodyparts_t *m_pBodyPart;
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if (iGroup > m_pStudioHeader->numbodyparts)
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return 0;
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m_pBodyPart = (dstudiobodyparts_t *)((byte *)m_pStudioHeader + m_pStudioHeader->bodypartindex) + iGroup;
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if (m_pBodyPart->nummodels <= 1)
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return 0;
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return (RI.currententity->body / m_pBodyPart->base) % m_pBodyPart->nummodels;
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}
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void R_StudioAddEntityToRadar( ref_entity_t *e )
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{
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if( r_minimap->integer < 2 ) return;
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if( numRadarEnts >= MAX_RADAR_ENTS ) return;
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if( e->ent_type == ED_VIEWMODEL ) return;
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if( e->ent_type == ED_MONSTER )
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Vector4Set( RadarEnts[numRadarEnts].color, 255, 0, 128, 255 );
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else Vector4Set( RadarEnts[numRadarEnts].color, 0, 255, 255, 128 );
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VectorCopy( e->origin, RadarEnts[numRadarEnts].origin );
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VectorCopy( e->angles, RadarEnts[numRadarEnts].angles );
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numRadarEnts++;
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}
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/*
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====================
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R_StudioGetSequenceInfo
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used for client animation
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====================
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*/
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float R_StudioSequenceDuration( dstudiohdr_t *hdr, ref_entity_t *ent )
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{
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dstudioseqdesc_t *pseqdesc;
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if( !hdr || ent->sequence >= hdr->numseq )
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return 0.0f;
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pseqdesc = (dstudioseqdesc_t *)((byte *)hdr + hdr->seqindex) + ent->sequence;
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return pseqdesc->numframes / pseqdesc->fps;
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}
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int R_StudioGetSequenceFlags( dstudiohdr_t *hdr, ref_entity_t *ent )
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{
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dstudioseqdesc_t *pseqdesc;
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if( !hdr || ent->sequence >= hdr->numseq )
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return 0;
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pseqdesc = (dstudioseqdesc_t *)((byte *)hdr + hdr->seqindex) + (int)ent->sequence;
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return pseqdesc->flags;
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}
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float R_StudioFrameAdvance( ref_entity_t *ent, float flInterval )
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{
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if( flInterval == 0.0 )
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{
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flInterval = ( RI.refdef.time - ent->animtime );
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if( flInterval <= 0.001 )
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{
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ent->animtime = RI.refdef.time;
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return 0.0;
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}
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}
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if( !ent->animtime ) flInterval = 0.0;
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ent->frame += flInterval * ent->framerate;
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//ent->animtime = RI.refdef.time;
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if( ent->frame < 0.0 || ent->frame >= 256.0 )
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{
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if( ent->m_fSequenceLoops )
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ent->frame -= (int)(ent->frame / 256.0) * 256.0;
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else ent->frame = (ent->frame < 0.0) ? 0 : 255;
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ent->m_fSequenceFinished = true;
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}
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return flInterval;
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}
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void R_StudioResetSequenceInfo( ref_entity_t *ent )
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{
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dstudiohdr_t *hdr;
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if( !ent || !ent->model || !ent->model->extradata )
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return;
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hdr = ((mstudiomodel_t *)ent->model->extradata)->phdr;
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if( !hdr ) return;
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ent->m_fSequenceLoops = ((R_StudioGetSequenceFlags( hdr, ent ) & STUDIO_LOOPING) != 0 );
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// calc anim time
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if( !ent->animtime ) ent->animtime = RI.refdef.time;
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ent->prev.animtime = ent->animtime;
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ent->animtime = RI.refdef.time + R_StudioSequenceDuration( hdr, ent );
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ent->m_fSequenceFinished = FALSE;
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}
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int R_StudioGetEvent( ref_entity_t *e, dstudioevent_t *pcurrent, float flStart, float flEnd, int index )
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{
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dstudioseqdesc_t *pseqdesc;
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dstudioevent_t *pevent;
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int events = 0;
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pseqdesc = (dstudioseqdesc_t *)((byte *)m_pStudioHeader + m_pStudioHeader->seqindex) + e->sequence;
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pevent = (dstudioevent_t *)((byte *)m_pStudioHeader + pseqdesc->eventindex);
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if( pseqdesc->numevents == 0 || index > pseqdesc->numevents )
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return 0;
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if( pseqdesc->numframes == 1 )
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{
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flStart = 0;
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flEnd = 1.0;
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}
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for( ; index < pseqdesc->numevents; index++ )
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{
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// don't send server-side events to the client effects
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if( pevent[index].event < EVENT_CLIENT )
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continue;
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if(( pevent[index].frame >= flStart && pevent[index].frame < flEnd )
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|| ((pseqdesc->flags & STUDIO_LOOPING) && flEnd >= pseqdesc->numframes - 1 && pevent[index].frame < flEnd - pseqdesc->numframes + 1 ))
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{
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Mem_Copy( pcurrent, &pevent[index], sizeof( *pcurrent ));
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return index + 1;
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}
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}
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return 0;
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}
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/*
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====================
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StudioCalcBoneAdj
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====================
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*/
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void R_StudioCalcBoneAdj( float dadt, float *adj, const float *pcontroller1, const float *pcontroller2, byte mouthopen )
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{
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int i, j;
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float value;
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dstudiobonecontroller_t *pbonecontroller;
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pbonecontroller = (dstudiobonecontroller_t *)((byte *)m_pStudioHeader + m_pStudioHeader->bonecontrollerindex);
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for (j = 0; j < m_pStudioHeader->numbonecontrollers; j++)
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{
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i = pbonecontroller[j].index;
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if( i == STUDIO_MOUTH )
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{
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// mouth hardcoded at controller 4
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value = mouthopen / 64.0;
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if (value > 1.0) value = 1.0;
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value = (1.0 - value) * pbonecontroller[j].start + value * pbonecontroller[j].end;
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// Msg("%d %f\n", mouthopen, value );
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}
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else if( i <= MAXSTUDIOCONTROLLERS )
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{
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// check for 360% wrapping
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if( pbonecontroller[j].type & STUDIO_RLOOP )
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{
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if(abs(pcontroller1[i] - pcontroller2[i]) > 128)
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{
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float a, b;
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a = fmod((pcontroller1[j] + 128), 256 );
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b = fmod((pcontroller2[j] + 128), 256 );
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value = ((a * dadt) + (b * (1 - dadt)) - 128) * (360.0/256.0) + pbonecontroller[j].start;
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}
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else
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{
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value = ((pcontroller1[i] * dadt + (pcontroller2[i]) * (1.0 - dadt))) * (360.0/256.0) + pbonecontroller[j].start;
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}
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}
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else
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{
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value = (pcontroller1[i] * dadt + pcontroller2[i] * (1.0 - dadt)) / 255.0;
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if (value < 0) value = 0;
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if (value > 1.0) value = 1.0;
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value = (1.0 - value) * pbonecontroller[j].start + value * pbonecontroller[j].end;
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}
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// Msg("%d %d %f : %f\n", RI.currententity->curstate.controller[j], RI.currententity->latched.prevcontroller[j], value, dadt );
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}
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switch( pbonecontroller[j].type & STUDIO_TYPES )
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{
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case STUDIO_XR:
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case STUDIO_YR:
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case STUDIO_ZR:
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adj[j] = value * (M_PI / 180.0);
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break;
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case STUDIO_X:
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case STUDIO_Y:
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case STUDIO_Z:
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adj[j] = value;
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break;
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}
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}
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}
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/*
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====================
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StudioCalcBoneQuaterion
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====================
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*/
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void R_StudioCalcBoneQuaterion( int frame, float s, dstudiobone_t *pbone, dstudioanim_t *panim, float *adj, float *q )
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{
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int j, k;
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vec4_t q1, q2;
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vec3_t angle1, angle2;
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dstudioanimvalue_t *panimvalue;
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for (j = 0; j < 3; j++)
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{
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if (panim->offset[j+3] == 0)
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{
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angle2[j] = angle1[j] = pbone->value[j+3]; // default;
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}
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else
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{
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panimvalue = (dstudioanimvalue_t *)((byte *)panim + panim->offset[j+3]);
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k = frame;
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// debug
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if (panimvalue->num.total < panimvalue->num.valid) k = 0;
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while (panimvalue->num.total <= k)
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{
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|
k -= panimvalue->num.total;
|
|
panimvalue += panimvalue->num.valid + 1;
|
|
// DEBUG
|
|
if (panimvalue->num.total < panimvalue->num.valid)
|
|
k = 0;
|
|
}
|
|
// Bah, missing blend!
|
|
if (panimvalue->num.valid > k)
|
|
{
|
|
angle1[j] = panimvalue[k+1].value;
|
|
|
|
if (panimvalue->num.valid > k + 1)
|
|
{
|
|
angle2[j] = panimvalue[k+2].value;
|
|
}
|
|
else
|
|
{
|
|
if (panimvalue->num.total > k + 1)
|
|
angle2[j] = angle1[j];
|
|
else
|
|
angle2[j] = panimvalue[panimvalue->num.valid+2].value;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
angle1[j] = panimvalue[panimvalue->num.valid].value;
|
|
if (panimvalue->num.total > k + 1)
|
|
{
|
|
angle2[j] = angle1[j];
|
|
}
|
|
else
|
|
{
|
|
angle2[j] = panimvalue[panimvalue->num.valid + 2].value;
|
|
}
|
|
}
|
|
angle1[j] = pbone->value[j+3] + angle1[j] * pbone->scale[j+3];
|
|
angle2[j] = pbone->value[j+3] + angle2[j] * pbone->scale[j+3];
|
|
}
|
|
|
|
if (pbone->bonecontroller[j+3] != -1)
|
|
{
|
|
angle1[j] += adj[pbone->bonecontroller[j+3]];
|
|
angle2[j] += adj[pbone->bonecontroller[j+3]];
|
|
}
|
|
}
|
|
|
|
if (!VectorCompare( angle1, angle2 ))
|
|
{
|
|
AngleQuaternion( angle1, q1 );
|
|
AngleQuaternion( angle2, q2 );
|
|
QuaternionSlerp( q1, q2, s, q );
|
|
}
|
|
else
|
|
{
|
|
AngleQuaternion( angle1, q );
|
|
}
|
|
}
|
|
|
|
/*
|
|
====================
|
|
StudioCalcBonePosition
|
|
|
|
====================
|
|
*/
|
|
void R_StudioCalcBonePosition( int frame, float s, dstudiobone_t *pbone, dstudioanim_t *panim, float *adj, float *pos )
|
|
{
|
|
int j, k;
|
|
dstudioanimvalue_t *panimvalue;
|
|
|
|
for (j = 0; j < 3; j++)
|
|
{
|
|
pos[j] = pbone->value[j]; // default;
|
|
if (panim->offset[j] != 0)
|
|
{
|
|
panimvalue = (dstudioanimvalue_t *)((byte *)panim + panim->offset[j]);
|
|
|
|
//if (j == 0) Msg("%d %d:%d %f\n", frame, panimvalue->num.valid, panimvalue->num.total, s );
|
|
k = frame;
|
|
|
|
// debug
|
|
if (panimvalue->num.total < panimvalue->num.valid) k = 0;
|
|
// find span of values that includes the frame we want
|
|
while (panimvalue->num.total <= k)
|
|
{
|
|
k -= panimvalue->num.total;
|
|
panimvalue += panimvalue->num.valid + 1;
|
|
// DEBUG
|
|
if (panimvalue->num.total < panimvalue->num.valid)
|
|
k = 0;
|
|
}
|
|
// if we're inside the span
|
|
if (panimvalue->num.valid > k)
|
|
{
|
|
// and there's more data in the span
|
|
if (panimvalue->num.valid > k + 1)
|
|
{
|
|
pos[j] += (panimvalue[k+1].value * (1.0 - s) + s * panimvalue[k+2].value) * pbone->scale[j];
|
|
}
|
|
else
|
|
{
|
|
pos[j] += panimvalue[k+1].value * pbone->scale[j];
|
|
}
|
|
}
|
|
else
|
|
{
|
|
// are we at the end of the repeating values section and there's another section with data?
|
|
if (panimvalue->num.total <= k + 1)
|
|
{
|
|
pos[j] += (panimvalue[panimvalue->num.valid].value * (1.0 - s) + s * panimvalue[panimvalue->num.valid + 2].value) * pbone->scale[j];
|
|
}
|
|
else
|
|
{
|
|
pos[j] += panimvalue[panimvalue->num.valid].value * pbone->scale[j];
|
|
}
|
|
}
|
|
}
|
|
if ( pbone->bonecontroller[j] != -1 && adj )
|
|
{
|
|
pos[j] += adj[pbone->bonecontroller[j]];
|
|
}
|
|
}
|
|
}
|
|
|
|
/*
|
|
====================
|
|
StudioSlerpBones
|
|
|
|
====================
|
|
*/
|
|
void R_StudioSlerpBones( vec4_t q1[], float pos1[][3], vec4_t q2[], float pos2[][3], float s )
|
|
{
|
|
int i;
|
|
vec4_t q3;
|
|
float s1;
|
|
|
|
if( s < 0 ) s = 0;
|
|
else if( s > 1.0 ) s = 1.0;
|
|
|
|
s1 = 1.0 - s;
|
|
|
|
for( i = 0; i < m_pStudioHeader->numbones; i++ )
|
|
{
|
|
QuaternionSlerp( q1[i], q2[i], s, q3 );
|
|
q1[i][0] = q3[0];
|
|
q1[i][1] = q3[1];
|
|
q1[i][2] = q3[2];
|
|
q1[i][3] = q3[3];
|
|
pos1[i][0] = pos1[i][0] * s1 + pos2[i][0] * s;
|
|
pos1[i][1] = pos1[i][1] * s1 + pos2[i][1] * s;
|
|
pos1[i][2] = pos1[i][2] * s1 + pos2[i][2] * s;
|
|
}
|
|
}
|
|
|
|
/*
|
|
====================
|
|
StudioGetAnim
|
|
|
|
====================
|
|
*/
|
|
dstudioanim_t *R_StudioGetAnim( ref_model_t *m_pRefModel, dstudioseqdesc_t *pseqdesc )
|
|
{
|
|
dstudioseqgroup_t *pseqgroup;
|
|
byte *paSequences;
|
|
mstudiomodel_t *m_pSubModel = (mstudiomodel_t *)m_pRefModel->extradata;
|
|
size_t filesize;
|
|
byte *buf;
|
|
|
|
Com_Assert( m_pSubModel == NULL );
|
|
pseqgroup = (dstudioseqgroup_t *)((byte *)m_pStudioHeader + m_pStudioHeader->seqgroupindex) + pseqdesc->seqgroup;
|
|
if( pseqdesc->seqgroup == 0 )
|
|
return (dstudioanim_t *)((byte *)m_pStudioHeader + pseqgroup->data + pseqdesc->animindex);
|
|
paSequences = (void *)m_pSubModel->submodels;
|
|
|
|
if( paSequences == NULL )
|
|
{
|
|
// allocate sequence groups if needs
|
|
paSequences = (byte *)Mod_Malloc( m_pRefModel, sizeof( paSequences ) * MAXSTUDIOGROUPS );
|
|
m_pSubModel->submodels = (void *)paSequences; // just a container
|
|
}
|
|
|
|
if(((mstudiomodel_t *)&(paSequences[pseqdesc->seqgroup])) == NULL )
|
|
{
|
|
dstudioseqgroup_t *pseqhdr;
|
|
|
|
buf = FS_LoadFile( pseqgroup->name, &filesize );
|
|
if( !buf || !filesize || IDSEQGRPHEADER != LittleLong(*(uint *)buf ))
|
|
Host_Error( "R_StudioGetAnim: can't load %s\n", pseqgroup->name );
|
|
|
|
pseqhdr = (dstudioseqgroup_t *)buf;
|
|
MsgDev( D_INFO, "R_StudioGetAnim: loading %s\n", pseqgroup->name );
|
|
|
|
paSequences = (byte *)Mod_Malloc( m_pRefModel, filesize );
|
|
m_pSubModel->submodels = (void *)paSequences; // just a container
|
|
Mem_Copy( &paSequences[pseqdesc->seqgroup], buf, filesize );
|
|
Mem_Free( buf );
|
|
}
|
|
return (dstudioanim_t *)((byte *)paSequences[pseqdesc->seqgroup] + pseqdesc->animindex );
|
|
}
|
|
|
|
/*
|
|
====================
|
|
StudioPlayerBlend
|
|
|
|
====================
|
|
*/
|
|
void R_StudioPlayerBlend( dstudioseqdesc_t *pseqdesc, float *pBlend, float *pPitch )
|
|
{
|
|
// calc up/down pointing
|
|
*pBlend = (*pPitch * 3);
|
|
|
|
if( *pBlend < pseqdesc->blendstart[0] )
|
|
{
|
|
*pPitch -= pseqdesc->blendstart[0] / 3.0f;
|
|
*pBlend = 0.0f;
|
|
}
|
|
else if( *pBlend > pseqdesc->blendend[0] )
|
|
{
|
|
*pPitch -= pseqdesc->blendend[0] / 3.0f;
|
|
*pBlend = 255.0f;
|
|
}
|
|
else
|
|
{
|
|
if( pseqdesc->blendend[0] - pseqdesc->blendstart[0] < 0.1f ) // catch qc error
|
|
*pBlend = 127;
|
|
else *pBlend = 255.0f * (*pBlend - pseqdesc->blendstart[0]) / (pseqdesc->blendend[0] - pseqdesc->blendstart[0]);
|
|
*pPitch = 0;
|
|
}
|
|
}
|
|
|
|
/*
|
|
====================
|
|
StudioSetUpTransform
|
|
|
|
====================
|
|
*/
|
|
void R_StudioSetUpTransform( ref_entity_t *e )
|
|
{
|
|
int i;
|
|
vec3_t angles;
|
|
|
|
VectorCopy( e->angles, angles );
|
|
|
|
// TODO: should really be stored with the entity instead of being reconstructed
|
|
// TODO: should use a look-up table
|
|
// TODO: could cache lazily, stored in the entity
|
|
if( e->movetype == MOVETYPE_STEP )
|
|
{
|
|
float d, f = 0;
|
|
|
|
// 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(( RI.refdef.time < e->animtime + 1.0f ) && ( e->animtime != e->prev.animtime ) )
|
|
{
|
|
f = (RI.refdef.time - e->animtime) / (e->animtime - e->prev.animtime);
|
|
Msg( "%4.2f %.2f %.2f\n", f, e->animtime, RI.refdef.time );
|
|
}
|
|
|
|
// calculate frontlerp value
|
|
if( m_fDoInterp ) f = 1.0 - e->backlerp;
|
|
else f = 0;
|
|
|
|
for( i = 0; i < 3; i++ )
|
|
{
|
|
float ang1, ang2;
|
|
|
|
ang1 = e->angles[i];
|
|
ang2 = e->prev.angles[i];
|
|
|
|
d = ang1 - ang2;
|
|
if( d > 180 ) d -= 360;
|
|
else if( d < -180 ) d += 360;
|
|
angles[i] += d * f;
|
|
}
|
|
}
|
|
else if( e->ent_type == ED_CLIENT )
|
|
{
|
|
// don't rotate player model, only aim
|
|
angles[PITCH] = 0;
|
|
}
|
|
|
|
Matrix4x4_CreateFromEntity( m_protationmatrix, 0.0f, 0.0f, 0.0f, angles[PITCH], angles[YAW], angles[ROLL], e->scale );
|
|
}
|
|
|
|
|
|
/*
|
|
====================
|
|
StudioEstimateInterpolant
|
|
|
|
====================
|
|
*/
|
|
float R_StudioEstimateInterpolant( void )
|
|
{
|
|
float dadt = 1.0;
|
|
|
|
if ( m_fDoInterp && ( RI.currententity->animtime >= RI.currententity->prev.animtime + 0.01 ) )
|
|
{
|
|
dadt = (RI.refdef.time - RI.currententity->animtime) / 0.1;
|
|
if( dadt > 2.0 ) dadt = 2.0;
|
|
}
|
|
return dadt;
|
|
}
|
|
|
|
|
|
/*
|
|
====================
|
|
StudioCalcRotations
|
|
|
|
====================
|
|
*/
|
|
void R_StudioCalcRotations( float pos[][3], vec4_t *q, dstudioseqdesc_t *pseqdesc, dstudioanim_t *panim, float f )
|
|
{
|
|
int i;
|
|
int frame;
|
|
dstudiobone_t *pbone;
|
|
|
|
float s;
|
|
float adj[MAXSTUDIOCONTROLLERS];
|
|
float dadt;
|
|
|
|
if( f > pseqdesc->numframes - 1 ) f = 0; // bah, fix this bug with changing sequences too fast
|
|
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
|
|
MsgDev( D_ERROR, "f = %g\n", f );
|
|
f = -0.01f;
|
|
}
|
|
|
|
frame = (int)f;
|
|
|
|
// Msg("%d %.4f %.4f %.4f %.4f %d\n", RI.currententity->curstate.sequence, m_clTime, RI.currententity->animtime, RI.currententity->frame, f, frame );
|
|
// Msg( "%f %f %f\n", RI.currententity->angles[ROLL], RI.currententity->angles[PITCH], RI.currententity->angles[YAW] );
|
|
// Msg("frame %d %d\n", frame1, frame2 );
|
|
|
|
dadt = R_StudioEstimateInterpolant();
|
|
s = (f - frame);
|
|
|
|
// add in programtic controllers
|
|
pbone = (dstudiobone_t *)((byte *)m_pStudioHeader + m_pStudioHeader->boneindex);
|
|
|
|
R_StudioCalcBoneAdj( dadt, adj, RI.currententity->controller, RI.currententity->prev.controller, RI.currententity->mouth.open );
|
|
|
|
for (i = 0; i < m_pStudioHeader->numbones; i++, pbone++, panim++)
|
|
{
|
|
R_StudioCalcBoneQuaterion( frame, s, pbone, panim, adj, q[i] );
|
|
R_StudioCalcBonePosition( frame, s, pbone, panim, adj, pos[i] );
|
|
// if (0 && i == 0) Msg("%d %d %d %d\n", RI.currententity->sequence, frame, j, k );
|
|
}
|
|
|
|
if (pseqdesc->motiontype & STUDIO_X) pos[pseqdesc->motionbone][0] = 0.0;
|
|
if (pseqdesc->motiontype & STUDIO_Y) pos[pseqdesc->motionbone][1] = 0.0;
|
|
if (pseqdesc->motiontype & STUDIO_Z) pos[pseqdesc->motionbone][2] = 0.0;
|
|
|
|
s = 0 * ((1.0 - (f - (int)(f))) / (pseqdesc->numframes)) * RI.currententity->framerate;
|
|
|
|
if (pseqdesc->motiontype & STUDIO_LX) pos[pseqdesc->motionbone][0] += s * pseqdesc->linearmovement[0];
|
|
if (pseqdesc->motiontype & STUDIO_LY) pos[pseqdesc->motionbone][1] += s * pseqdesc->linearmovement[1];
|
|
if (pseqdesc->motiontype & STUDIO_LZ) pos[pseqdesc->motionbone][2] += s * pseqdesc->linearmovement[2];
|
|
}
|
|
|
|
/*
|
|
====================
|
|
Studio_FxTransform
|
|
|
|
====================
|
|
*/
|
|
void R_StudioFxTransform( ref_entity_t *ent, matrix4x4 transform )
|
|
{
|
|
if( ent->renderfx == 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, 1.484 ), 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, 10 );
|
|
transform[Com_RandomLong( 0, 2 )][3] += offset;
|
|
}
|
|
}
|
|
}
|
|
|
|
/*
|
|
====================
|
|
StudioEstimateFrame
|
|
|
|
====================
|
|
*/
|
|
float R_StudioEstimateFrame( dstudioseqdesc_t *pseqdesc )
|
|
{
|
|
double dfdt, f;
|
|
|
|
if( m_fDoInterp )
|
|
{
|
|
if( RI.refdef.time < RI.currententity->animtime ) dfdt = 0;
|
|
else dfdt = (RI.refdef.time - RI.currententity->animtime) * RI.currententity->framerate * pseqdesc->fps;
|
|
}
|
|
else dfdt = 0;
|
|
|
|
if( pseqdesc->numframes <= 1 ) f = 0;
|
|
else f = (RI.currententity->frame * (pseqdesc->numframes - 1)) / 256.0;
|
|
|
|
f += dfdt;
|
|
|
|
if( pseqdesc->flags & STUDIO_LOOPING )
|
|
{
|
|
if( pseqdesc->numframes > 1 ) f -= (int)(f / (pseqdesc->numframes - 1)) * (pseqdesc->numframes - 1);
|
|
if( f < 0 ) f += (pseqdesc->numframes - 1);
|
|
}
|
|
else
|
|
{
|
|
if( f >= pseqdesc->numframes - 1.001 ) f = pseqdesc->numframes - 1.001;
|
|
if( f < 0.0 ) f = 0.0;
|
|
}
|
|
return f;
|
|
}
|
|
|
|
/*
|
|
====================
|
|
StudioSetupBones
|
|
|
|
====================
|
|
*/
|
|
float R_StudioSetupBones( ref_entity_t *e )
|
|
{
|
|
int i;
|
|
double f;
|
|
|
|
dstudiobone_t *pbones;
|
|
dstudioseqdesc_t *pseqdesc;
|
|
dstudioanim_t *panim;
|
|
|
|
static float pos[MAXSTUDIOBONES][3];
|
|
static vec4_t q[MAXSTUDIOBONES];
|
|
matrix4x4 bonematrix;
|
|
|
|
static float pos2[MAXSTUDIOBONES][3];
|
|
static vec4_t q2[MAXSTUDIOBONES];
|
|
static float pos3[MAXSTUDIOBONES][3];
|
|
static vec4_t q3[MAXSTUDIOBONES];
|
|
static float pos4[MAXSTUDIOBONES][3];
|
|
static vec4_t q4[MAXSTUDIOBONES];
|
|
|
|
if( e->sequence >= m_pStudioHeader->numseq ) e->sequence = 0;
|
|
pseqdesc = (dstudioseqdesc_t *)((byte *)m_pStudioHeader + m_pStudioHeader->seqindex) + e->sequence;
|
|
|
|
f = R_StudioEstimateFrame( pseqdesc );
|
|
|
|
if( e->prev.frame > f )
|
|
{
|
|
// Msg( "%f %f\n", e->prev.frame, f );
|
|
}
|
|
|
|
panim = R_StudioGetAnim( RI.currentmodel, pseqdesc );
|
|
R_StudioCalcRotations( pos, q, pseqdesc, panim, f );
|
|
|
|
if( pseqdesc->numblends > 1 )
|
|
{
|
|
float s;
|
|
float dadt;
|
|
|
|
panim += m_pStudioHeader->numbones;
|
|
R_StudioCalcRotations( pos2, q2, pseqdesc, panim, f );
|
|
|
|
dadt = R_StudioEstimateInterpolant();
|
|
s = (e->blending[0] * dadt + e->prev.blending[0] * (1.0 - dadt)) / 255.0;
|
|
|
|
R_StudioSlerpBones( q, pos, q2, pos2, s );
|
|
|
|
if (pseqdesc->numblends == 4)
|
|
{
|
|
panim += m_pStudioHeader->numbones;
|
|
R_StudioCalcRotations( pos3, q3, pseqdesc, panim, f );
|
|
|
|
panim += m_pStudioHeader->numbones;
|
|
R_StudioCalcRotations( pos4, q4, pseqdesc, panim, f );
|
|
|
|
s = (e->blending[0] * dadt + e->prev.blending[0] * (1.0 - dadt)) / 255.0;
|
|
R_StudioSlerpBones( q3, pos3, q4, pos4, s );
|
|
|
|
s = (e->blending[1] * dadt + e->prev.blending[1] * (1.0 - dadt)) / 255.0;
|
|
R_StudioSlerpBones( q, pos, q3, pos3, s );
|
|
}
|
|
}
|
|
|
|
if( m_fDoInterp && e->prev.sequencetime && ( e->prev.sequencetime + 0.2 > RI.refdef.time) && ( e->prev.sequence < m_pStudioHeader->numseq ))
|
|
{
|
|
// blend from last sequence
|
|
static float pos1b[MAXSTUDIOBONES][3];
|
|
static vec4_t q1b[MAXSTUDIOBONES];
|
|
float s;
|
|
|
|
pseqdesc = (dstudioseqdesc_t *)((byte *)m_pStudioHeader + m_pStudioHeader->seqindex) + e->prev.sequence;
|
|
panim = R_StudioGetAnim( RI.currentmodel, pseqdesc );
|
|
// clip prevframe
|
|
R_StudioCalcRotations( pos1b, q1b, pseqdesc, panim, e->prev.frame );
|
|
|
|
if( pseqdesc->numblends > 1 )
|
|
{
|
|
panim += m_pStudioHeader->numbones;
|
|
R_StudioCalcRotations( pos2, q2, pseqdesc, panim, e->prev.frame );
|
|
|
|
s = (e->prev.seqblending[0]) / 255.0;
|
|
R_StudioSlerpBones( q1b, pos1b, q2, pos2, s );
|
|
|
|
if( pseqdesc->numblends == 4 )
|
|
{
|
|
panim += m_pStudioHeader->numbones;
|
|
R_StudioCalcRotations( pos3, q3, pseqdesc, panim, e->prev.frame );
|
|
|
|
panim += m_pStudioHeader->numbones;
|
|
R_StudioCalcRotations( pos4, q4, pseqdesc, panim, e->prev.frame );
|
|
|
|
s = (e->prev.seqblending[0]) / 255.0;
|
|
R_StudioSlerpBones( q3, pos3, q4, pos4, s );
|
|
|
|
s = (e->prev.seqblending[1]) / 255.0;
|
|
R_StudioSlerpBones( q1b, pos1b, q3, pos3, s );
|
|
}
|
|
}
|
|
|
|
s = 1.0 - (RI.refdef.time - e->prev.sequencetime) / 0.2;
|
|
R_StudioSlerpBones( q, pos, q1b, pos1b, s );
|
|
}
|
|
else
|
|
{
|
|
// MsgDev( D_INFO, "prevframe = %4.2f\n", f );
|
|
e->prev.frame = f;
|
|
}
|
|
|
|
pbones = (dstudiobone_t *)((byte *)m_pStudioHeader + m_pStudioHeader->boneindex);
|
|
|
|
// calc gait animation
|
|
if( e->gaitsequence != 0 )
|
|
{
|
|
if( e->gaitsequence >= m_pStudioHeader->numseq )
|
|
e->gaitsequence = 0;
|
|
|
|
pseqdesc = (dstudioseqdesc_t *)((byte *)m_pStudioHeader + m_pStudioHeader->seqindex) + e->gaitsequence;
|
|
|
|
panim = R_StudioGetAnim( RI.currentmodel, pseqdesc );
|
|
R_StudioCalcRotations( pos2, q2, pseqdesc, panim, e->gaitframe );
|
|
|
|
for( i = 0; i < m_pStudioHeader->numbones; i++ )
|
|
{
|
|
// g-cont. hey, what a hell ?
|
|
if( !com.strcmp( pbones[i].name, "Bip01 Spine" ))
|
|
break;
|
|
Mem_Copy( pos[i], pos2[i], sizeof( pos[i] ));
|
|
Mem_Copy( q[i], q2[i], sizeof( q[i] ));
|
|
}
|
|
}
|
|
|
|
for (i = 0; i < m_pStudioHeader->numbones; i++)
|
|
{
|
|
Matrix4x4_FromOriginQuat( bonematrix, pos[i][0], pos[i][1], pos[i][2], q[i][0], q[i][1], q[i][2], q[i][3] );
|
|
if( pbones[i].parent == -1 )
|
|
{
|
|
Matrix4x4_ConcatTransforms( m_pbonestransform[i], m_protationmatrix, bonematrix );
|
|
Matrix4x4_Copy( m_plighttransform[i], m_pbonestransform[i] );
|
|
|
|
// apply client-side effects to the transformation matrix
|
|
R_StudioFxTransform( RI.currententity, m_pbonestransform[i] );
|
|
}
|
|
else
|
|
{
|
|
Matrix4x4_ConcatTransforms( m_pbonestransform[i], m_pbonestransform[pbones[i].parent], bonematrix );
|
|
Matrix4x4_ConcatTransforms( m_plighttransform[i], m_plighttransform[pbones[i].parent], bonematrix );
|
|
}
|
|
}
|
|
return (float)f;
|
|
}
|
|
|
|
/*
|
|
====================
|
|
StudioSaveBones
|
|
|
|
====================
|
|
*/
|
|
void R_StudioSaveBones( ref_entity_t *e )
|
|
{
|
|
int i;
|
|
dstudiobone_t *pbones = (dstudiobone_t *)((byte *)m_pStudioHeader + m_pStudioHeader->boneindex);
|
|
m_nCachedBones = m_pStudioHeader->numbones;
|
|
|
|
for( i = 0; i < m_pStudioHeader->numbones; i++ )
|
|
{
|
|
com.strncpy( m_nCachedBoneNames[i], pbones[i].name, 32 );
|
|
Matrix4x4_Copy( m_rgCachedBonesTransform[i], m_pbonestransform[i] );
|
|
Matrix4x4_Copy( m_rgCachedLightTransform[i], m_plighttransform[i] );
|
|
}
|
|
}
|
|
|
|
/*
|
|
====================
|
|
StudioMergeBones
|
|
|
|
====================
|
|
*/
|
|
float R_StudioMergeBones ( ref_entity_t *e, ref_model_t *m_pSubModel )
|
|
{
|
|
int i, j;
|
|
double f;
|
|
int do_hunt = true;
|
|
int sequence = e->sequence;
|
|
dstudiobone_t *pbones;
|
|
dstudioseqdesc_t *pseqdesc;
|
|
dstudioanim_t *panim;
|
|
matrix4x4 bonematrix;
|
|
|
|
static vec4_t q[MAXSTUDIOBONES];
|
|
static float pos[MAXSTUDIOBONES][3];
|
|
|
|
// weaponmodel can't change e->sequence!
|
|
if( sequence >= m_pStudioHeader->numseq ) sequence = 0;
|
|
pseqdesc = (dstudioseqdesc_t *)((byte *)m_pStudioHeader + m_pStudioHeader->seqindex) + sequence;
|
|
|
|
f = R_StudioEstimateFrame( pseqdesc );
|
|
|
|
if( e->prev.frame > f )
|
|
{
|
|
// Msg("%f %f\n", e->prev.frame, f );
|
|
}
|
|
|
|
panim = R_StudioGetAnim( m_pSubModel, pseqdesc );
|
|
R_StudioCalcRotations( pos, q, pseqdesc, panim, f );
|
|
pbones = (dstudiobone_t *)((byte *)m_pStudioHeader + m_pStudioHeader->boneindex);
|
|
|
|
for( i = 0; i < m_pStudioHeader->numbones; i++ )
|
|
{
|
|
for( j = 0; j < m_nCachedBones; j++ )
|
|
{
|
|
if( !com.stricmp( pbones[i].name, m_nCachedBoneNames[j] ))
|
|
{
|
|
Matrix4x4_Copy( m_pbonestransform[i], m_rgCachedBonesTransform[j] );
|
|
Matrix4x4_Copy( m_plighttransform[i], m_rgCachedLightTransform[j] );
|
|
break;
|
|
}
|
|
}
|
|
if( j >= m_nCachedBones )
|
|
{
|
|
Matrix4x4_FromOriginQuat( bonematrix, pos[i][0], pos[i][1], pos[i][2], q[i][0], q[i][1], q[i][2], q[i][3] );
|
|
if( pbones[i].parent == -1 )
|
|
{
|
|
Matrix4x4_ConcatTransforms( m_pbonestransform[i], m_protationmatrix, bonematrix );
|
|
Matrix4x4_Copy( m_plighttransform[i], m_pbonestransform[i] );
|
|
|
|
// apply client-side effects to the transformation matrix
|
|
R_StudioFxTransform( RI.currententity, m_pbonestransform[i] );
|
|
}
|
|
else
|
|
{
|
|
Matrix4x4_ConcatTransforms( m_pbonestransform[i], m_pbonestransform[pbones[i].parent], bonematrix );
|
|
Matrix4x4_ConcatTransforms( m_plighttransform[i], m_plighttransform[pbones[i].parent], bonematrix );
|
|
}
|
|
}
|
|
}
|
|
return (float)f;
|
|
}
|
|
|
|
|
|
/*
|
|
====================
|
|
StudioCalcAttachments
|
|
|
|
====================
|
|
*/
|
|
void R_StudioCalcAttachments( ref_entity_t *e )
|
|
{
|
|
int i;
|
|
dstudioattachment_t *pattachment;
|
|
|
|
if( m_pStudioHeader->numattachments > MAXSTUDIOATTACHMENTS )
|
|
{
|
|
MsgDev( D_WARN, "too many attachments on %s\n", e->model->name );
|
|
m_pStudioHeader->numattachments = MAXSTUDIOATTACHMENTS; // reduce it
|
|
}
|
|
|
|
// calculate attachment points
|
|
pattachment = (dstudioattachment_t *)((byte *)m_pStudioHeader + m_pStudioHeader->attachmentindex);
|
|
for( i = 0; i < m_pStudioHeader->numattachments; i++ )
|
|
{
|
|
Matrix4x4_VectorTransform( m_plighttransform[pattachment[i].bone], pattachment[i].org, e->attachment[i] );
|
|
}
|
|
}
|
|
|
|
bool R_StudioComputeBBox( vec3_t bbox[8] )
|
|
{
|
|
vec3_t vectors[3];
|
|
ref_entity_t *e = RI.currententity;
|
|
vec3_t tmp, angles;
|
|
int i, seq = RI.currententity->sequence;
|
|
|
|
if(!R_ExtractBbox( seq, studio_mins, studio_maxs ))
|
|
return false;
|
|
|
|
studio_radius = RadiusFromBounds( studio_mins, studio_maxs );
|
|
|
|
// compute a full bounding box
|
|
for ( i = 0; i < 8; i++ )
|
|
{
|
|
if ( i & 1 ) tmp[0] = studio_mins[0];
|
|
else tmp[0] = studio_maxs[0];
|
|
if ( i & 2 ) tmp[1] = studio_mins[1];
|
|
else tmp[1] = studio_maxs[1];
|
|
if ( i & 4 ) tmp[2] = studio_mins[2];
|
|
else tmp[2] = studio_maxs[2];
|
|
VectorCopy( tmp, bbox[i] );
|
|
}
|
|
|
|
// rotate the bounding box
|
|
VectorScale( e->angles, -1, angles );
|
|
AngleVectorsFLU( angles, vectors[0], vectors[1], vectors[2] );
|
|
|
|
for ( i = 0; i < 8; i++ )
|
|
{
|
|
VectorCopy( bbox[i], tmp );
|
|
bbox[i][0] = DotProduct( vectors[0], tmp );
|
|
bbox[i][1] = DotProduct( vectors[1], tmp );
|
|
bbox[i][2] = DotProduct( vectors[2], tmp );
|
|
VectorAdd( e->origin, bbox[i], bbox[i] );
|
|
}
|
|
return true;
|
|
}
|
|
|
|
static bool R_StudioCheckBBox( void )
|
|
{
|
|
int i, j;
|
|
vec3_t bbox[8];
|
|
|
|
int aggregatemask = ~0;
|
|
|
|
if( RI.currententity->ent_type == ED_VIEWMODEL )
|
|
return true;
|
|
if(!R_StudioComputeBBox( bbox ))
|
|
return false;
|
|
|
|
for ( i = 0; i < 8; i++ )
|
|
{
|
|
int mask = 0;
|
|
for ( j = 0; j < 4; j++ )
|
|
{
|
|
float dp = DotProduct( RI.frustum[j].normal, bbox[i] );
|
|
if ( ( dp - RI.frustum[j].dist ) < 0 ) mask |= ( 1 << j );
|
|
}
|
|
aggregatemask &= mask;
|
|
}
|
|
|
|
if ( aggregatemask )
|
|
return false;
|
|
return true;
|
|
}
|
|
|
|
/*
|
|
====================
|
|
StudioSetupRender
|
|
|
|
====================
|
|
*/
|
|
static void R_StudioSetupRender( ref_entity_t *e, ref_model_t *mod )
|
|
{
|
|
mstudiomodel_t *m_pRefModel = (mstudiomodel_t *)mod->extradata;
|
|
|
|
// set global pointers
|
|
m_pStudioHeader = m_pRefModel->phdr;
|
|
m_pTextureHeader = m_pRefModel->thdr;
|
|
|
|
// set intermediate vertex buffers
|
|
m_pvlightvalues = &g_lightvalues[0];
|
|
|
|
// misc info
|
|
m_fDoInterp = (RI.currententity->flags & EF_NOINTERP) ? false : true;
|
|
}
|
|
|
|
/*
|
|
====================
|
|
StudioSetupModel
|
|
|
|
====================
|
|
*/
|
|
void R_StudioSetupModel( int body, int bodypart )
|
|
{
|
|
int index;
|
|
|
|
if( bodypart > m_pStudioHeader->numbodyparts ) bodypart = 0;
|
|
m_pBodyPart = (dstudiobodyparts_t *)((byte *)m_pStudioHeader + m_pStudioHeader->bodypartindex) + bodypart;
|
|
|
|
index = body / m_pBodyPart->base;
|
|
index = index % m_pBodyPart->nummodels;
|
|
|
|
m_pSubModel = (dstudiomodel_t *)((byte *)m_pStudioHeader + m_pBodyPart->modelindex) + index;
|
|
}
|
|
|
|
void R_StudioSetupLighting( ref_entity_t *e, ref_model_t *mod )
|
|
{
|
|
int i;
|
|
|
|
if( !r_studio_bonelighting->integer ) return;
|
|
|
|
// set radius to 0 because we want handle dynamic lights manually
|
|
R_LightForOrigin( e->lightingOrigin, m_plightvec, m_plightcolor, m_plightdiffuse, 0 );
|
|
R_StudioSetupRender( e, mod );
|
|
|
|
for( i = 0; i < m_pStudioHeader->numbones; i++ )
|
|
Matrix4x4_VectorRotate( m_pbonestransform[i], m_plightvec, g_blightvec[i] );
|
|
|
|
g_numDynLights = 0;
|
|
|
|
// add dynamic lights
|
|
if( r_dynamiclight->integer && r_numDlights )
|
|
{
|
|
uint lnum;
|
|
dlight_t *dl;
|
|
float dist, radius, radius2;
|
|
vec3_t direction;
|
|
|
|
for( lnum = 0, dl = r_dlights; lnum < r_numDlights; lnum++, dl++ )
|
|
{
|
|
if( !BoundsAndSphereIntersect( dl->mins, dl->maxs, e->lightingOrigin, mod->radius ))
|
|
continue;
|
|
|
|
VectorSubtract( dl->origin, e->lightingOrigin, direction );
|
|
dist = VectorLength( direction );
|
|
|
|
if( !dist || dist > dl->intensity + mod->radius )
|
|
continue;
|
|
|
|
radius = RadiusFromBounds( dl->mins, dl->maxs );
|
|
radius2 = radius * radius; // squared radius
|
|
|
|
for( i = 0; i < m_pStudioHeader->numbones; i++ )
|
|
{
|
|
vec3_t vec, org;
|
|
float dist, atten;
|
|
|
|
Matrix4x4_OriginFromMatrix( m_pbonestransform[i], org );
|
|
VectorSubtract( org, dl->origin, vec );
|
|
|
|
dist = DotProduct( vec, vec );
|
|
atten = (dist / radius2 - 1) * -1;
|
|
if( atten < 0 ) atten = 0;
|
|
dist = com.sqrt( dist );
|
|
if( dist )
|
|
{
|
|
dist = 1.0f / dist;
|
|
VectorScale( vec, dist, vec );
|
|
}
|
|
|
|
Matrix4x4_VectorRotate( m_pbonestransform[i], vec, g_bdynlightvec[g_numDynLights][i] );
|
|
VectorScale( g_bdynlightvec[g_numDynLights][i], atten, g_bdynlightvec[g_numDynLights][i] );
|
|
}
|
|
|
|
VectorCopy( dl->color, g_dynlightcolor[g_numDynLights] );
|
|
g_numDynLights++;
|
|
}
|
|
}
|
|
}
|
|
|
|
// light->ambientlight == m_lightcolor
|
|
// light->addlight = m_plightdiffuse
|
|
// light->lightdir = m_plightvec
|
|
|
|
void R_StudioLighting( vec3_t lv, int bone, int flags, vec3_t normal )
|
|
{
|
|
vec3_t illum;
|
|
float lightcos;
|
|
|
|
if( !r_studio_bonelighting->integer ) return;
|
|
VectorCopy( m_plightcolor, illum );
|
|
|
|
if( flags & STUDIO_NF_FLATSHADE )
|
|
{
|
|
VectorMA( illum, 0.8f, m_plightdiffuse, illum );
|
|
}
|
|
else
|
|
{
|
|
float r;
|
|
int i;
|
|
|
|
lightcos = DotProduct( normal, g_blightvec[bone] ); // -1 colinear, 1 opposite
|
|
|
|
if( lightcos > 1.0f ) lightcos = 1;
|
|
VectorAdd( illum, m_plightdiffuse, illum );
|
|
|
|
r = r_studio_lambert->value;
|
|
if( r < 1.0f ) r = 1.0f;
|
|
lightcos = (lightcos + (r - 1.0)) / r; // do modified hemispherical lighting
|
|
if( lightcos > 0.0f ) VectorMA( illum, -lightcos, m_plightdiffuse, illum );
|
|
|
|
if( illum[0] <= 0 ) illum[0] = 0;
|
|
if( illum[1] <= 0 ) illum[1] = 0;
|
|
if( illum[2] <= 0 ) illum[2] = 0;
|
|
|
|
// buz: now add all dynamic lights
|
|
for( i = 0; i < g_numDynLights; i++)
|
|
{
|
|
lightcos = -DotProduct( normal, g_bdynlightvec[i][bone] );
|
|
if( lightcos > 0 ) VectorMA( illum, lightcos, g_dynlightcolor[i], illum );
|
|
}
|
|
}
|
|
|
|
ColorNormalize( illum, illum );
|
|
VectorScale( illum, 255, lv );
|
|
}
|
|
|
|
void R_StudioSetupChrome( float *pchrome, int bone, vec3_t normal )
|
|
{
|
|
float n;
|
|
|
|
if( g_chromeage[bone] != m_pStudioModelCount )
|
|
{
|
|
// calculate vectors from the viewer to the bone. This roughly adjusts for position
|
|
vec3_t chromeupvec; // g_chrome t vector in world reference frame
|
|
vec3_t chromerightvec; // g_chrome s vector in world reference frame
|
|
vec3_t tmp, tmp2; // vector pointing at bone in world reference frame
|
|
|
|
VectorScale( RI.currententity->origin, -1, tmp );
|
|
Matrix4x4_OriginFromMatrix( m_pbonestransform[bone], tmp2 );
|
|
VectorAdd( tmp, tmp2, tmp );
|
|
|
|
VectorNormalize( tmp );
|
|
CrossProduct( tmp, RI.vright, chromeupvec );
|
|
VectorNormalize( chromeupvec );
|
|
CrossProduct( tmp, chromeupvec, chromerightvec );
|
|
VectorNormalize( chromerightvec );
|
|
|
|
Matrix4x4_VectorIRotate( m_pbonestransform[bone], chromeupvec, g_chromeup[bone] );
|
|
Matrix4x4_VectorIRotate( m_pbonestransform[bone], chromerightvec, g_chromeright[bone] );
|
|
g_chromeage[bone] = m_pStudioModelCount;
|
|
}
|
|
|
|
// calc s coord
|
|
n = DotProduct( normal, g_chromeright[bone] );
|
|
pchrome[0] = (n + 1.0) * 32.0f;
|
|
|
|
// calc t coord
|
|
n = DotProduct( normal, g_chromeup[bone] );
|
|
pchrome[1] = (n + 1.0) * 32.0f;
|
|
}
|
|
|
|
void R_StudioDrawMesh( const meshbuffer_t *mb, int meshnum, dstudiotexture_t * ptexture, short *pskinref )
|
|
{
|
|
int i;
|
|
float s, t;
|
|
float *av, *lv;
|
|
short *ptricmds;
|
|
ref_shader_t *shader;
|
|
int flags, features;
|
|
dstudiomesh_t *pmesh;
|
|
|
|
MB_NUM2SHADER( mb->shaderkey, shader );
|
|
features = MF_NONBATCHED | shader->features;
|
|
if( RI.params & RP_SHADOWMAPVIEW )
|
|
{
|
|
features &= ~( MF_COLORS|MF_SVECTORS|MF_ENABLENORMALS );
|
|
if(!( shader->features & MF_DEFORMVS ))
|
|
features &= ~MF_NORMALS;
|
|
}
|
|
else
|
|
{
|
|
if(( features & MF_SVECTORS ) || r_shownormals->integer )
|
|
features |= MF_NORMALS;
|
|
if( RI.currententity->outlineHeight )
|
|
features |= MF_NORMALS|(GL_Support( R_SHADER_GLSL100_EXT ) ? MF_ENABLENORMALS : 0);
|
|
}
|
|
|
|
pmesh = (dstudiomesh_t *)((byte *)m_pStudioHeader + m_pSubModel->meshindex) + meshnum;
|
|
ptricmds = (short *)((byte *)m_pStudioHeader + pmesh->triindex);
|
|
s = 1.0f / (float)ptexture[pskinref[pmesh->skinref]].width;
|
|
t = 1.0f / (float)ptexture[pskinref[pmesh->skinref]].height;
|
|
flags = ptexture[pskinref[pmesh->skinref]].flags;
|
|
|
|
while( i = *(ptricmds++))
|
|
{
|
|
int vertexState = 0;
|
|
bool tri_strip;
|
|
|
|
if( i < 0 )
|
|
{
|
|
i = -i;
|
|
tri_strip = false;
|
|
}
|
|
else tri_strip = true;
|
|
|
|
for( ; i > 0; i--, ptricmds += 4 )
|
|
{
|
|
if( vertexState++ < 3 )
|
|
{
|
|
inElemsArray[r_backacc.numElems++] = r_backacc.numVerts;
|
|
}
|
|
else if( tri_strip )
|
|
{
|
|
// flip triangles between clockwise and counter clockwise
|
|
if( vertexState & 1 )
|
|
{
|
|
// draw triangle [n-2 n-1 n]
|
|
inElemsArray[r_backacc.numElems++] = r_backacc.numVerts - 2;
|
|
inElemsArray[r_backacc.numElems++] = r_backacc.numVerts - 1;
|
|
inElemsArray[r_backacc.numElems++] = r_backacc.numVerts;
|
|
}
|
|
else
|
|
{
|
|
// draw triangle [n-1 n-2 n]
|
|
inElemsArray[r_backacc.numElems++] = r_backacc.numVerts - 1;
|
|
inElemsArray[r_backacc.numElems++] = r_backacc.numVerts - 2;
|
|
inElemsArray[r_backacc.numElems++] = r_backacc.numVerts;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
// draw triangle fan [0 n-1 n]
|
|
inElemsArray[r_backacc.numElems++] = r_backacc.numVerts - ( vertexState - 1 );
|
|
inElemsArray[r_backacc.numElems++] = r_backacc.numVerts - 1;
|
|
inElemsArray[r_backacc.numElems++] = r_backacc.numVerts;
|
|
}
|
|
|
|
if( flags & STUDIO_NF_CHROME )
|
|
Vector2Set( inCoordsArray[r_backacc.numVerts], g_chrome[ptricmds[1]][0] * s, g_chrome[ptricmds[1]][1] * t );
|
|
else Vector2Set( inCoordsArray[r_backacc.numVerts], ptricmds[2] * s, ptricmds[3] * t );
|
|
|
|
if( r_studio_bonelighting->integer )
|
|
{
|
|
lv = m_pvlightvalues[ptricmds[1]];
|
|
Vector4Set( inColorsArray[0][r_backacc.numVerts], lv[0], lv[1], lv[2], 255 );
|
|
}
|
|
av = m_pxformverts[ptricmds[0]]; // verts
|
|
Vector4Set( inVertsArray[r_backacc.numVerts], av[0], av[1], av[2], 1.0f );
|
|
lv = m_pxformnorms[ptricmds[1]]; // verts
|
|
Vector4Set( inNormalsArray[r_backacc.numVerts], lv[0], lv[1], lv[2], 1.0f );
|
|
r_backacc.numVerts++;
|
|
}
|
|
}
|
|
if( features & MF_SVECTORS )
|
|
R_BuildTangentVectors( r_backacc.numVerts, inVertsArray, inNormalsArray, inCoordsArray, r_backacc.numElems / 3, inElemsArray, inSVectorsArray );
|
|
|
|
studio_mesh.elems = inElemsArray;
|
|
studio_mesh.numElems = r_backacc.numElems;
|
|
studio_mesh.numVertexes = r_backacc.numVerts;
|
|
studio_mesh.stArray = inCoordsArray;
|
|
studio_mesh.xyzArray = inVertsArray;
|
|
|
|
R_TranslateForEntity( RI.currententity );
|
|
// FIXME! R_PushMesh( &studio_mesh, features );
|
|
R_RenderMeshBuffer( mb );
|
|
}
|
|
|
|
void R_StudioDrawBones( void )
|
|
{
|
|
|
|
dstudiobone_t *pbones = (dstudiobone_t *) ((byte *)m_pStudioHeader + m_pStudioHeader->boneindex);
|
|
vec3_t point;
|
|
int i;
|
|
|
|
for( i = 0; i < m_pStudioHeader->numbones; i++ )
|
|
{
|
|
if( pbones[i].parent >= 0 )
|
|
{
|
|
pglPointSize( 3.0f );
|
|
pglColor3f( 1, 0.7f, 0 );
|
|
pglBegin( GL_LINES );
|
|
|
|
Matrix4x4_OriginFromMatrix( m_pbonestransform[pbones[i].parent], point );
|
|
pglVertex3fv( point );
|
|
Matrix4x4_OriginFromMatrix( m_pbonestransform[i], point );
|
|
pglVertex3fv( point );
|
|
|
|
pglEnd();
|
|
|
|
pglColor3f( 0, 0, 0.8f );
|
|
pglBegin( GL_POINTS );
|
|
if( pbones[pbones[i].parent].parent != -1 )
|
|
{
|
|
Matrix4x4_OriginFromMatrix( m_pbonestransform[pbones[i].parent], point );
|
|
pglVertex3fv( point );
|
|
}
|
|
Matrix4x4_OriginFromMatrix( m_pbonestransform[i], point );
|
|
pglVertex3fv( point );
|
|
pglEnd();
|
|
}
|
|
else
|
|
{
|
|
// draw parent bone node
|
|
pglPointSize( 5.0f );
|
|
pglColor3f( 0.8f, 0, 0 );
|
|
pglBegin( GL_POINTS );
|
|
Matrix4x4_OriginFromMatrix( m_pbonestransform[i], point );
|
|
pglVertex3fv( point );
|
|
pglEnd();
|
|
}
|
|
}
|
|
pglPointSize( 1.0f );
|
|
}
|
|
|
|
void R_StudioDrawHitboxes( void )
|
|
{
|
|
int i, j;
|
|
|
|
pglColor4f (1, 0, 0, 0.5f);
|
|
pglPolygonMode (GL_FRONT_AND_BACK, GL_LINE);
|
|
|
|
for (i = 0; i < m_pStudioHeader->numhitboxes; i++)
|
|
{
|
|
dstudiobbox_t *pbboxes = (dstudiobbox_t *) ((byte *) m_pStudioHeader + m_pStudioHeader->hitboxindex);
|
|
vec3_t v[8], v2[8], bbmin, bbmax;
|
|
|
|
VectorCopy (pbboxes[i].bbmin, bbmin);
|
|
VectorCopy (pbboxes[i].bbmax, bbmax);
|
|
|
|
v[0][0] = bbmin[0];
|
|
v[0][1] = bbmax[1];
|
|
v[0][2] = bbmin[2];
|
|
|
|
v[1][0] = bbmin[0];
|
|
v[1][1] = bbmin[1];
|
|
v[1][2] = bbmin[2];
|
|
|
|
v[2][0] = bbmax[0];
|
|
v[2][1] = bbmax[1];
|
|
v[2][2] = bbmin[2];
|
|
|
|
v[3][0] = bbmax[0];
|
|
v[3][1] = bbmin[1];
|
|
v[3][2] = bbmin[2];
|
|
|
|
v[4][0] = bbmax[0];
|
|
v[4][1] = bbmax[1];
|
|
v[4][2] = bbmax[2];
|
|
|
|
v[5][0] = bbmax[0];
|
|
v[5][1] = bbmin[1];
|
|
v[5][2] = bbmax[2];
|
|
|
|
v[6][0] = bbmin[0];
|
|
v[6][1] = bbmax[1];
|
|
v[6][2] = bbmax[2];
|
|
|
|
v[7][0] = bbmin[0];
|
|
v[7][1] = bbmin[1];
|
|
v[7][2] = bbmax[2];
|
|
|
|
Matrix4x4_VectorTransform (m_pbonestransform[pbboxes[i].bone], v[0], v2[0]);
|
|
Matrix4x4_VectorTransform (m_pbonestransform[pbboxes[i].bone], v[1], v2[1]);
|
|
Matrix4x4_VectorTransform (m_pbonestransform[pbboxes[i].bone], v[2], v2[2]);
|
|
Matrix4x4_VectorTransform (m_pbonestransform[pbboxes[i].bone], v[3], v2[3]);
|
|
Matrix4x4_VectorTransform (m_pbonestransform[pbboxes[i].bone], v[4], v2[4]);
|
|
Matrix4x4_VectorTransform (m_pbonestransform[pbboxes[i].bone], v[5], v2[5]);
|
|
Matrix4x4_VectorTransform (m_pbonestransform[pbboxes[i].bone], v[6], v2[6]);
|
|
Matrix4x4_VectorTransform (m_pbonestransform[pbboxes[i].bone], v[7], v2[7]);
|
|
|
|
pglBegin( GL_QUAD_STRIP );
|
|
for (j = 0; j < 10; j++) pglVertex3fv (v2[j & 7]);
|
|
pglEnd( );
|
|
|
|
pglBegin( GL_QUAD_STRIP );
|
|
pglVertex3fv (v2[6]);
|
|
pglVertex3fv (v2[0]);
|
|
pglVertex3fv (v2[4]);
|
|
pglVertex3fv (v2[2]);
|
|
pglEnd( );
|
|
|
|
pglBegin( GL_QUAD_STRIP );
|
|
pglVertex3fv (v2[1]);
|
|
pglVertex3fv (v2[7]);
|
|
pglVertex3fv (v2[3]);
|
|
pglVertex3fv (v2[5]);
|
|
pglEnd( );
|
|
}
|
|
|
|
pglPolygonMode (GL_FRONT_AND_BACK, GL_FILL);
|
|
}
|
|
|
|
void R_StudioDrawAttachments( void )
|
|
{
|
|
int i;
|
|
|
|
for (i = 0; i < m_pStudioHeader->numattachments; i++)
|
|
{
|
|
dstudioattachment_t *pattachments = (dstudioattachment_t *) ((byte *)m_pStudioHeader + m_pStudioHeader->attachmentindex);
|
|
vec3_t v[4];
|
|
|
|
Matrix4x4_VectorTransform (m_pbonestransform[pattachments[i].bone], pattachments[i].org, v[0]);
|
|
Matrix4x4_VectorTransform (m_pbonestransform[pattachments[i].bone], pattachments[i].vectors[0], v[1]);
|
|
Matrix4x4_VectorTransform (m_pbonestransform[pattachments[i].bone], pattachments[i].vectors[1], v[2]);
|
|
Matrix4x4_VectorTransform (m_pbonestransform[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);
|
|
}
|
|
}
|
|
|
|
void R_StudioDrawHulls ( void )
|
|
{
|
|
int i;
|
|
vec3_t bbox[8];
|
|
|
|
// we already have code for drawing hulls
|
|
// make this go away
|
|
|
|
if( RI.currententity->ent_type == ED_VIEWMODEL )
|
|
return;
|
|
|
|
if(!R_StudioComputeBBox( bbox )) return;
|
|
|
|
pglColor4f( 1.0f, 1.0f, 1.0f, 1.0f );
|
|
pglBegin( GL_LINES );
|
|
for( i = 0; i < 2; i += 1 )
|
|
{
|
|
pglVertex3fv(bbox[i+0]);
|
|
pglVertex3fv(bbox[i+2]);
|
|
pglVertex3fv(bbox[i+4]);
|
|
pglVertex3fv(bbox[i+6]);
|
|
pglVertex3fv(bbox[i+0]);
|
|
pglVertex3fv(bbox[i+4]);
|
|
pglVertex3fv(bbox[i+2]);
|
|
pglVertex3fv(bbox[i+6]);
|
|
pglVertex3fv(bbox[i*2+0]);
|
|
pglVertex3fv(bbox[i*2+1]);
|
|
pglVertex3fv(bbox[i*2+4]);
|
|
pglVertex3fv(bbox[i*2+5]);
|
|
}
|
|
pglEnd();
|
|
}
|
|
|
|
void R_StudioSetRemapColors( int m_topColor, int m_bottomColor )
|
|
{
|
|
// FIXME: get some code from q1
|
|
}
|
|
|
|
/*
|
|
====================
|
|
StudioRenderModel
|
|
|
|
====================
|
|
*/
|
|
void R_StudioRenderModel( void )
|
|
{
|
|
if( !RI.refdef.onlyClientDraw )
|
|
{
|
|
if( r_drawentities->integer < 2 )
|
|
return;
|
|
|
|
GL_SetState( GLSTATE_NO_DEPTH_TEST );
|
|
|
|
pglDepthRange( 0, 0 );
|
|
switch( r_drawentities->integer )
|
|
{
|
|
case 2: R_StudioDrawBones(); break;
|
|
case 3: R_StudioDrawHitboxes(); break;
|
|
case 4: R_StudioDrawAttachments(); break;
|
|
case 5: R_StudioDrawHulls(); break;
|
|
}
|
|
pglDepthRange( 0, 1 );
|
|
}
|
|
}
|
|
|
|
/*
|
|
====================
|
|
StudioDrawModel
|
|
|
|
====================
|
|
*/
|
|
bool R_StudioDrawModel( ref_entity_t *e, int flags )
|
|
{
|
|
float curframe = 0.0f;
|
|
|
|
if( e->ent_type == ED_VIEWMODEL )
|
|
flags |= STUDIO_EVENTS;
|
|
|
|
R_StudioSetUpTransform ( e );
|
|
|
|
if( flags & STUDIO_RENDER )
|
|
{
|
|
m_pStudioModelCount++; // render data cache cookie
|
|
|
|
// nothing to draw
|
|
if( m_pStudioHeader->numbodyparts == 0 )
|
|
return 1;
|
|
}
|
|
|
|
if( e->movetype == MOVETYPE_FOLLOW )
|
|
curframe = R_StudioMergeBones( e, e->model );
|
|
else curframe = R_StudioSetupBones( e );
|
|
R_StudioSaveBones( e );
|
|
|
|
if( flags & STUDIO_EVENTS )
|
|
{
|
|
edict_t *ent = ri.GetClientEdict( e->index );
|
|
float flStart = curframe + e->framerate;
|
|
float flEnd = flStart + 0.4f;
|
|
int index = 0;
|
|
dstudioevent_t event;
|
|
|
|
R_StudioCalcAttachments( e );
|
|
Mem_Set( &event, 0, sizeof( event ));
|
|
|
|
// copy attachments back to client entity
|
|
Mem_Copy( ent->v.attachment, e->attachment, sizeof( vec3_t ) * MAXSTUDIOATTACHMENTS );
|
|
while(( index = R_StudioGetEvent( e, &event, flStart, flEnd, index )) != 0 )
|
|
ri.StudioEvent( &event, ent );
|
|
}
|
|
return 1;
|
|
}
|
|
|
|
/*
|
|
====================
|
|
StudioEstimateGait
|
|
|
|
====================
|
|
*/
|
|
void R_StudioEstimateGait( ref_entity_t *e, edict_t *pplayer )
|
|
{
|
|
float dt;
|
|
vec3_t est_velocity;
|
|
|
|
dt = ( RI.refdef.time - RI.refdef.oldtime );
|
|
if( dt < 0 ) dt = 0.0f;
|
|
else if ( dt > 1.0 ) dt = 1.0f;
|
|
|
|
if( dt == 0 || e->renderframe == r_framecount )
|
|
{
|
|
m_flGaitMovement = 0;
|
|
return;
|
|
}
|
|
|
|
// VectorAdd( pplayer->v.velocity, pplayer->v.prediction_error, est_velocity );
|
|
if( m_fGaitEstimation )
|
|
{
|
|
VectorSubtract( e->origin, e->prev.gaitorigin, est_velocity );
|
|
VectorCopy( e->origin, e->prev.gaitorigin );
|
|
|
|
m_flGaitMovement = VectorLength( est_velocity );
|
|
if( dt <= 0 || m_flGaitMovement / dt < 5 )
|
|
{
|
|
m_flGaitMovement = 0;
|
|
est_velocity[0] = 0;
|
|
est_velocity[1] = 0;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
VectorCopy( pplayer->v.velocity, est_velocity );
|
|
m_flGaitMovement = VectorLength( est_velocity ) * dt;
|
|
}
|
|
|
|
if( est_velocity[1] == 0 && est_velocity[0] == 0 )
|
|
{
|
|
float flYawDiff = e->angles[YAW] - e->gaityaw;
|
|
|
|
flYawDiff = flYawDiff - (int)(flYawDiff / 360) * 360;
|
|
if( flYawDiff > 180 ) flYawDiff -= 360;
|
|
if( flYawDiff < -180 ) flYawDiff += 360;
|
|
|
|
if( dt < 0.25 ) flYawDiff *= dt * 4;
|
|
else flYawDiff *= dt;
|
|
|
|
e->gaityaw += flYawDiff;
|
|
e->gaityaw = e->gaityaw - (int)(e->gaityaw / 360) * 360;
|
|
m_flGaitMovement = 0;
|
|
}
|
|
else
|
|
{
|
|
e->gaityaw = (atan2(est_velocity[1], est_velocity[0]) * 180 / M_PI);
|
|
if( e->gaityaw > 180 ) e->gaityaw = 180;
|
|
if( e->gaityaw < -180 ) e->gaityaw = -180;
|
|
}
|
|
|
|
}
|
|
|
|
/*
|
|
====================
|
|
StudioProcessGait
|
|
|
|
====================
|
|
*/
|
|
void R_StudioProcessGait( ref_entity_t *e, edict_t *pplayer )
|
|
{
|
|
dstudioseqdesc_t *pseqdesc;
|
|
float dt, flYaw; // view direction relative to movement
|
|
float fBlend;
|
|
|
|
if( e->sequence >= m_pStudioHeader->numseq )
|
|
e->sequence = 0;
|
|
|
|
pseqdesc = (dstudioseqdesc_t *)((byte *)m_pStudioHeader + m_pStudioHeader->seqindex) + e->sequence;
|
|
R_StudioPlayerBlend( pseqdesc, &fBlend, &e->angles[PITCH] );
|
|
|
|
e->prev.angles[PITCH] = e->angles[PITCH];
|
|
e->blending[0] = fBlend;
|
|
e->prev.blending[0] = e->blending[0];
|
|
e->prev.seqblending[0] = e->blending[0];
|
|
|
|
// MsgDev( D_INFO, "%f %d\n", e->angles[PITCH], e->blending[0] );
|
|
|
|
dt = (RI.refdef.time - RI.refdef.oldtime);
|
|
if( dt < 0 ) dt = 0.0f;
|
|
else if( dt > 1.0 ) dt = 1.0f;
|
|
|
|
R_StudioEstimateGait( e, pplayer );
|
|
|
|
// MsgDev( D_INFO, "%f %f\n", e->angles[YAW], m_pPlayerInfo->gaityaw );
|
|
|
|
// calc side to side turning
|
|
flYaw = e->angles[YAW] - e->gaityaw;
|
|
flYaw = flYaw - (int)(flYaw / 360) * 360;
|
|
if( flYaw < -180 ) flYaw = flYaw + 360;
|
|
if( flYaw > 180 ) flYaw = flYaw - 360;
|
|
|
|
if( flYaw > 120 )
|
|
{
|
|
e->gaityaw = e->gaityaw - 180;
|
|
m_flGaitMovement = -m_flGaitMovement;
|
|
flYaw = flYaw - 180;
|
|
}
|
|
else if( flYaw < -120 )
|
|
{
|
|
e->gaityaw = e->gaityaw + 180;
|
|
m_flGaitMovement = -m_flGaitMovement;
|
|
flYaw = flYaw + 180;
|
|
}
|
|
|
|
// adjust torso
|
|
e->controller[0] = ((flYaw / 4.0) + 30) / (60.0 / 255.0);
|
|
e->controller[1] = ((flYaw / 4.0) + 30) / (60.0 / 255.0);
|
|
e->controller[2] = ((flYaw / 4.0) + 30) / (60.0 / 255.0);
|
|
e->controller[3] = ((flYaw / 4.0) + 30) / (60.0 / 255.0);
|
|
e->prev.controller[0] = e->controller[0];
|
|
e->prev.controller[1] = e->controller[1];
|
|
e->prev.controller[2] = e->controller[2];
|
|
e->prev.controller[3] = e->controller[3];
|
|
|
|
e->angles[YAW] = e->gaityaw;
|
|
if( e->angles[YAW] < -0 ) e->angles[YAW] += 360;
|
|
e->prev.angles[YAW] = e->angles[YAW];
|
|
|
|
if( pplayer->v.gaitsequence >= m_pStudioHeader->numseq )
|
|
pplayer->v.gaitsequence = 0;
|
|
|
|
pseqdesc = (dstudioseqdesc_t *)((byte *)m_pStudioHeader + m_pStudioHeader->seqindex) + pplayer->v.gaitsequence;
|
|
|
|
// calc gait frame
|
|
if( pseqdesc->linearmovement[0] > 0 )
|
|
{
|
|
e->gaitframe += (m_flGaitMovement / pseqdesc->linearmovement[0]) * pseqdesc->numframes;
|
|
}
|
|
else
|
|
{
|
|
e->gaitframe += pseqdesc->fps * dt;
|
|
}
|
|
|
|
// do modulo
|
|
e->gaitframe = e->gaitframe - (int)(e->gaitframe / pseqdesc->numframes) * pseqdesc->numframes;
|
|
if( e->gaitframe < 0 ) e->gaitframe += pseqdesc->numframes;
|
|
}
|
|
|
|
/*
|
|
====================
|
|
StudioDrawPlayer
|
|
|
|
====================
|
|
*/
|
|
int R_StudioDrawPlayer( ref_entity_t *e, int flags )
|
|
{
|
|
edict_t *pplayer;
|
|
float curframe;
|
|
|
|
pplayer = ri.GetClientEdict( e->index );
|
|
|
|
// MsgDev( D_INFO, "DrawPlayer %d\n", e->blending[0] );
|
|
// MsgDev( D_INFO, "DrawPlayer %d %d (%d)\n", r_framecount, pplayer->serialnumber, e->sequence );
|
|
// MsgDev( D_INFO, "Player %.2f %.2f %.2f\n", pplayer->v.velocity[0], pplayer->v.velocity[1], pplayer->v.velocity[2] );
|
|
|
|
if( pplayer->serialnumber < 0 || pplayer->serialnumber > ri.GetMaxClients())
|
|
return 0;
|
|
|
|
if( pplayer->v.gaitsequence > 0 )
|
|
{
|
|
vec3_t orig_angles;
|
|
|
|
VectorCopy( e->angles, orig_angles );
|
|
R_StudioProcessGait( e, pplayer );
|
|
|
|
e->gaitsequence = pplayer->v.gaitsequence;
|
|
R_StudioSetUpTransform( e );
|
|
VectorCopy( orig_angles, e->angles );
|
|
}
|
|
else
|
|
{
|
|
e->controller[0] = 127;
|
|
e->controller[1] = 127;
|
|
e->controller[2] = 127;
|
|
e->controller[3] = 127;
|
|
e->prev.controller[0] = e->controller[0];
|
|
e->prev.controller[1] = e->controller[1];
|
|
e->prev.controller[2] = e->controller[2];
|
|
e->prev.controller[3] = e->controller[3];
|
|
e->gaitsequence = 0;
|
|
R_StudioSetUpTransform( e );
|
|
}
|
|
|
|
if( flags & STUDIO_RENDER )
|
|
{
|
|
m_pStudioModelCount++; // render data cache cookie
|
|
|
|
// nothing to draw
|
|
if( m_pStudioHeader->numbodyparts == 0 )
|
|
return 1;
|
|
}
|
|
|
|
curframe = R_StudioSetupBones( e );
|
|
R_StudioSaveBones( e );
|
|
e->renderframe = r_framecount;
|
|
|
|
if( flags & STUDIO_EVENTS )
|
|
{
|
|
edict_t *ent = ri.GetClientEdict( e->index );
|
|
float flStart = curframe + e->framerate;
|
|
float flEnd = flStart + 0.4f;
|
|
int index = 0;
|
|
dstudioevent_t event;
|
|
|
|
R_StudioCalcAttachments( e );
|
|
Mem_Set( &event, 0, sizeof( event ));
|
|
|
|
// copy attachments back to client entity
|
|
Mem_Copy( ent->v.attachment, e->attachment, sizeof( vec3_t ) * MAXSTUDIOATTACHMENTS );
|
|
while(( index = R_StudioGetEvent( e, &event, flStart, flEnd, index )) != 0 )
|
|
ri.StudioEvent( &event, ent );
|
|
}
|
|
return 1;
|
|
}
|
|
|
|
void R_StudioDrawPoints( const meshbuffer_t *mb )
|
|
{
|
|
int i, j, m_skinnum = RI.currententity->skin;
|
|
int modelnum;
|
|
int meshnum;
|
|
int infokey = -mb->infokey - 1;
|
|
byte *pvertbone;
|
|
byte *pnormbone;
|
|
vec3_t *pstudioverts;
|
|
vec3_t *pstudionorms;
|
|
ref_entity_t *e = RI.currententity;
|
|
dstudiotexture_t *ptexture;
|
|
short *pskinref;
|
|
static int old_model;
|
|
static int old_submodel;
|
|
static ref_entity_t *old_entity;
|
|
static int studio_framecount = 0;
|
|
bool doTransform = false;
|
|
bool doBonesSetup = false;
|
|
|
|
modelnum = (infokey & 0xFF);
|
|
meshnum = ((infokey & 0xFF00)>>8);
|
|
|
|
if( studio_framecount != r_framecount )
|
|
{
|
|
// invalidate at new frame to takes update
|
|
old_model = old_submodel = 0;
|
|
old_entity = NULL;
|
|
studio_framecount = r_framecount;
|
|
}
|
|
|
|
R_StudioSetupRender( e, Mod_ForHandle( mb->LODModelHandle ));
|
|
if( m_pStudioHeader->numbodyparts == 0 ) return; // nothing to draw
|
|
|
|
if( mb->LODModelHandle != old_model || old_entity != RI.currententity )
|
|
{
|
|
if( mb->LODModelHandle != old_model )
|
|
Mem_Set( g_cachestate, 0, sizeof( g_cachestate )); // model has changed - clear the cache
|
|
doBonesSetup = doTransform = true;
|
|
}
|
|
|
|
if( modelnum != old_submodel )
|
|
{
|
|
old_submodel = modelnum;
|
|
doTransform = true;
|
|
}
|
|
|
|
if( doBonesSetup )
|
|
{
|
|
// first we need to precalculate all bones for model and place result into entity->extradata
|
|
// also we can pre-calc attachments and events if need
|
|
if( e->weaponmodel && Mod_ForHandle( mb->LODModelHandle ) == e->weaponmodel )
|
|
{
|
|
// Damn! R_SortMeshes insert between model and weaponmodel something else
|
|
if( old_entity != RI.currententity )
|
|
{
|
|
R_StudioSetupRender( e, e->model );
|
|
if( e->ent_type == ED_CLIENT )
|
|
R_StudioDrawPlayer( e, STUDIO_RENDER );
|
|
else R_StudioDrawModel( e, STUDIO_RENDER );
|
|
}
|
|
R_StudioSetupRender( e, Mod_ForHandle( mb->LODModelHandle ));
|
|
R_StudioMergeBones( e, Mod_ForHandle( mb->LODModelHandle ));
|
|
R_StudioCalcAttachments( e );
|
|
}
|
|
else
|
|
{
|
|
R_StudioSetupRender( e, Mod_ForHandle( mb->LODModelHandle ));
|
|
if( e->ent_type == ED_CLIENT )
|
|
R_StudioDrawPlayer( e, STUDIO_RENDER );
|
|
else R_StudioDrawModel( e, STUDIO_RENDER );
|
|
}
|
|
if( mb->LODModelHandle != old_model ) old_model = mb->LODModelHandle;
|
|
if( old_entity != RI.currententity ) old_entity = RI.currententity;
|
|
|
|
R_StudioSetupLighting( e, Mod_ForHandle( mb->LODModelHandle ));
|
|
}
|
|
|
|
R_StudioSetupModel( RI.currententity->body, modelnum );
|
|
if( meshnum > m_pSubModel->nummesh ) return;
|
|
|
|
ptexture = (dstudiotexture_t *)((byte *)m_pTextureHeader + m_pTextureHeader->textureindex);
|
|
pskinref = (short *)((byte *)m_pTextureHeader + m_pTextureHeader->skinindex);
|
|
if( m_skinnum != 0 && m_skinnum < m_pTextureHeader->numskinfamilies )
|
|
pskinref += (m_skinnum * m_pTextureHeader->numskinref);
|
|
|
|
if( doTransform )
|
|
{
|
|
pvertbone = ((byte *)m_pStudioHeader + m_pSubModel->vertinfoindex);
|
|
pnormbone = ((byte *)m_pStudioHeader + m_pSubModel->norminfoindex);
|
|
|
|
pstudioverts = (vec3_t *)((byte *)m_pStudioHeader + m_pSubModel->vertindex);
|
|
pstudionorms = (vec3_t *)((byte *)m_pStudioHeader + m_pSubModel->normindex);
|
|
|
|
m_pxformverts = g_xformverts[modelnum];
|
|
m_pxformnorms = g_xformnorms[modelnum];
|
|
|
|
if( !g_cachestate[modelnum] )
|
|
{
|
|
dstudiomesh_t *pmesh = (dstudiomesh_t *)((byte *)m_pStudioHeader + m_pSubModel->meshindex);
|
|
float *lv = (float *)g_lightvalues;
|
|
|
|
for( i = 0; i < m_pSubModel->numverts; i++ )
|
|
{
|
|
Matrix4x4_VectorTransform( m_pbonestransform[pvertbone[i]], pstudioverts[i], m_pxformverts[i] );
|
|
Matrix4x4_VectorIRotate( m_pbonestransform[pvertbone[i]], pstudionorms[i], m_pxformnorms[i] );
|
|
}
|
|
for( i = 0; i < m_pSubModel->nummesh; i++ )
|
|
{
|
|
int flags = ptexture[pskinref[pmesh[i].skinref]].flags;
|
|
|
|
for( j = 0; j < pmesh[i].numnorms; j++, lv += 3, pstudionorms++, pnormbone++)
|
|
{
|
|
R_StudioLighting( lv, *pnormbone, flags, (float *)pstudionorms );
|
|
|
|
// FIXME: move this check out of the inner loop
|
|
if( flags & STUDIO_NF_CHROME )
|
|
R_StudioSetupChrome( g_chrome[(float (*)[3])lv - g_lightvalues], *pnormbone, (float *)pstudionorms );
|
|
}
|
|
}
|
|
g_cachestate[modelnum] = true;
|
|
}
|
|
}
|
|
R_StudioDrawMesh( mb, meshnum, ptexture, pskinref );
|
|
}
|
|
|
|
void R_DrawStudioModel( const meshbuffer_t *mb )
|
|
{
|
|
ref_entity_t *e = RI.currententity;
|
|
int meshnum = -mb->infokey - 1;
|
|
|
|
if( OCCLUSION_QUERIES_ENABLED( RI ) && OCCLUSION_TEST_ENTITY( e ))
|
|
{
|
|
ref_shader_t *shader;
|
|
|
|
MB_NUM2SHADER( mb->shaderkey, shader );
|
|
if( !R_GetOcclusionQueryResultBool( shader->type == 1 ? OQ_PLANARSHADOW : OQ_ENTITY, e - r_entities, true ))
|
|
return;
|
|
}
|
|
|
|
// hack the depth range to prevent view model from poking into walls
|
|
if( e->ent_type == ED_VIEWMODEL )
|
|
{
|
|
pglDepthRange( gldepthmin, gldepthmin + 0.3 * ( gldepthmax - gldepthmin ) );
|
|
|
|
// backface culling for left-handed weapons
|
|
if( r_lefthand->integer == 1 )
|
|
GL_FrontFace( !glState.frontFace );
|
|
}
|
|
|
|
R_StudioDrawPoints( mb );
|
|
|
|
if( e->ent_type == ED_VIEWMODEL )
|
|
{
|
|
pglDepthRange( gldepthmin, gldepthmax );
|
|
|
|
// backface culling for left-handed weapons
|
|
if( r_lefthand->integer == 1 )
|
|
GL_FrontFace( !glState.frontFace );
|
|
}
|
|
}
|
|
|
|
bool R_CullStudioModel( ref_entity_t *e )
|
|
{
|
|
int i, j, clipped;
|
|
bool frustum, query;
|
|
uint modhandle;
|
|
dstudiotexture_t *ptexture;
|
|
short *pskinref;
|
|
meshbuffer_t *mb;
|
|
|
|
R_StudioSetupRender( e, e->model );
|
|
|
|
if( !e->model->extradata )
|
|
return true;
|
|
|
|
modhandle = Mod_Handle( e->model );
|
|
if(!R_ExtractBbox( e->sequence, studio_mins, studio_maxs ))
|
|
return true; // invalid sequence
|
|
|
|
studio_radius = RadiusFromBounds( studio_mins, studio_maxs );
|
|
clipped = R_CullModel( e, studio_mins, studio_maxs, studio_radius );
|
|
frustum = clipped & 1;
|
|
if( clipped & 2 )
|
|
return true;
|
|
|
|
query = OCCLUSION_QUERIES_ENABLED( RI ) && OCCLUSION_TEST_ENTITY( e ) ? true : false;
|
|
if( !frustum && query ) R_IssueOcclusionQuery( R_GetOcclusionQueryNum( OQ_ENTITY, e - r_entities ), e, studio_mins, studio_maxs );
|
|
|
|
if((RI.refdef.rdflags & RDF_NOWORLDMODEL) || (r_shadows->integer != 1 && !(r_shadows->integer == 2 && (e->flags & EF_PLANARSHADOW))) || R_CullPlanarShadow( e, studio_mins, studio_maxs, query ))
|
|
return frustum; // entity is not in PVS or shadow is culled away by frustum culling
|
|
|
|
// add it
|
|
ptexture = (dstudiotexture_t *)((byte *)m_pTextureHeader + m_pTextureHeader->textureindex);
|
|
for( i = 0; i < m_pStudioHeader->numbodyparts; i++ )
|
|
{
|
|
R_StudioSetupModel( RI.currententity->body, i );
|
|
pskinref = (short *)((byte *)m_pTextureHeader + m_pTextureHeader->skinindex);
|
|
if( e->skin != 0 && e->skin < m_pTextureHeader->numskinfamilies )
|
|
pskinref += (e->skin * m_pTextureHeader->numskinref);
|
|
|
|
for( j = 0; j < m_pSubModel->nummesh; j++ )
|
|
{
|
|
ref_shader_t *shader;
|
|
dstudiomesh_t *pmesh;
|
|
|
|
pmesh = (dstudiomesh_t *)((byte *)m_pStudioHeader + m_pSubModel->meshindex) + j;
|
|
shader = &r_shaders[ptexture[pskinref[pmesh->skinref]].shader];
|
|
|
|
if( shader && ( shader->sort <= SORT_ALPHATEST ))
|
|
{
|
|
mb = R_AddMeshToList( MB_MODEL, NULL, R_PlanarShadowShader(), -(((j<<8)|i)+1 ));
|
|
if( mb ) mb->LODModelHandle = modhandle;
|
|
}
|
|
}
|
|
}
|
|
|
|
if( e->weaponmodel )
|
|
{
|
|
// add weaponmodel
|
|
modhandle = Mod_Handle( e->weaponmodel );
|
|
R_StudioSetupRender( e, e->weaponmodel );
|
|
ptexture = (dstudiotexture_t *)((byte *)m_pTextureHeader + m_pTextureHeader->textureindex);
|
|
for( i = 0; i < m_pStudioHeader->numbodyparts; i++ )
|
|
{
|
|
R_StudioSetupModel( e->body, i );
|
|
pskinref = (short *)((byte *)m_pTextureHeader + m_pTextureHeader->skinindex);
|
|
if( e->skin != 0 && e->skin < m_pTextureHeader->numskinfamilies )
|
|
pskinref += (e->skin * m_pTextureHeader->numskinref);
|
|
|
|
for( j = 0; j < m_pSubModel->nummesh; j++ )
|
|
{
|
|
ref_shader_t *shader;
|
|
dstudiomesh_t *pmesh;
|
|
|
|
pmesh = (dstudiomesh_t *)((byte *)m_pStudioHeader + m_pSubModel->meshindex) + j;
|
|
shader = &r_shaders[ptexture[pskinref[pmesh->skinref]].shader];
|
|
if( shader && ( shader->sort <= SORT_ALPHATEST ))
|
|
{
|
|
mb = R_AddMeshToList( MB_MODEL, NULL, R_PlanarShadowShader(), -(((j<<8)|i)+1 ));
|
|
if( mb ) mb->LODModelHandle = modhandle;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
return frustum;
|
|
}
|
|
|
|
void R_AddStudioModelToList( ref_entity_t *e )
|
|
{
|
|
uint modhandle;
|
|
uint entnum = e - r_entities;
|
|
ref_model_t *mod = e->model;
|
|
mfog_t *fog = NULL;
|
|
dstudiotexture_t *ptexture;
|
|
short *pskinref;
|
|
int i, j;
|
|
|
|
R_StudioSetupRender( e, e->model );
|
|
if( !e->model->extradata ) return;
|
|
|
|
if(!R_ExtractBbox( e->sequence, studio_mins, studio_maxs )) return; // invalid sequence
|
|
studio_radius = RadiusFromBounds( studio_mins, studio_maxs );
|
|
modhandle = Mod_Handle( mod );
|
|
|
|
if( RI.params & RP_SHADOWMAPVIEW )
|
|
{
|
|
if( r_entShadowBits[entnum] & RI.shadowGroup->bit )
|
|
{
|
|
if( !r_shadows_self_shadow->integer )
|
|
r_entShadowBits[entnum] &= ~RI.shadowGroup->bit;
|
|
if( e->ent_type == ED_VIEWMODEL )
|
|
return;
|
|
}
|
|
else
|
|
{
|
|
// R_StudioModelLerpBBox( e, mod );
|
|
if( !R_CullModel( e, studio_mins, studio_maxs, studio_radius ))
|
|
r_entShadowBits[entnum] |= RI.shadowGroup->bit;
|
|
return; // mark as shadowed, proceed with caster otherwise
|
|
}
|
|
}
|
|
else
|
|
{
|
|
fog = R_FogForSphere( e->origin, studio_radius );
|
|
#if 0
|
|
if( !( e->ent_type == ED_VIEWMODEL ) && fog )
|
|
{
|
|
// R_StudioModelLerpBBox( e, mod );
|
|
if( R_CompletelyFogged( fog, e->origin, studio_radius ))
|
|
return;
|
|
}
|
|
#endif
|
|
}
|
|
|
|
// add base model
|
|
ptexture = (dstudiotexture_t *)((byte *)m_pTextureHeader + m_pTextureHeader->textureindex);
|
|
for( i = 0; i < m_pStudioHeader->numbodyparts; i++ )
|
|
{
|
|
R_StudioSetupModel( e->body, i );
|
|
pskinref = (short *)((byte *)m_pTextureHeader + m_pTextureHeader->skinindex);
|
|
if( e->skin != 0 && e->skin < m_pTextureHeader->numskinfamilies )
|
|
pskinref += (e->skin * m_pTextureHeader->numskinref);
|
|
|
|
for( j = 0; j < m_pSubModel->nummesh; j++ )
|
|
{
|
|
ref_shader_t *shader;
|
|
dstudiomesh_t *pmesh;
|
|
|
|
pmesh = (dstudiomesh_t *)((byte *)m_pStudioHeader + m_pSubModel->meshindex) + j;
|
|
shader = &r_shaders[ptexture[pskinref[pmesh->skinref]].shader];
|
|
if( shader ) R_AddModelMeshToList( modhandle, fog, shader, ((j<<8)|i));
|
|
}
|
|
}
|
|
|
|
if( e->weaponmodel )
|
|
{
|
|
// add weaponmodel
|
|
modhandle = Mod_Handle( e->weaponmodel );
|
|
R_StudioSetupRender( e, e->weaponmodel );
|
|
ptexture = (dstudiotexture_t *)((byte *)m_pTextureHeader + m_pTextureHeader->textureindex);
|
|
for( i = 0; i < m_pStudioHeader->numbodyparts; i++ )
|
|
{
|
|
R_StudioSetupModel( e->body, i );
|
|
pskinref = (short *)((byte *)m_pTextureHeader + m_pTextureHeader->skinindex);
|
|
if( e->skin != 0 && e->skin < m_pTextureHeader->numskinfamilies )
|
|
pskinref += (e->skin * m_pTextureHeader->numskinref);
|
|
|
|
for( j = 0; j < m_pSubModel->nummesh; j++ )
|
|
{
|
|
ref_shader_t *shader;
|
|
dstudiomesh_t *pmesh;
|
|
|
|
pmesh = (dstudiomesh_t *)((byte *)m_pStudioHeader + m_pSubModel->meshindex) + j;
|
|
shader = &r_shaders[ptexture[pskinref[pmesh->skinref]].shader];
|
|
if( shader ) R_AddModelMeshToList( modhandle, fog, shader, ((j<<8)|i));
|
|
}
|
|
}
|
|
}
|
|
|
|
R_StudioAddEntityToRadar( e );
|
|
} |