2856 lines
74 KiB
C
2856 lines
74 KiB
C
//=======================================================================
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// Copyright XashXT Group 2010 ©
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// gl_studio.c - studio model renderer
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//=======================================================================
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#include "common.h"
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#include "client.h"
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#include "mathlib.h"
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#include "const.h"
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#include "r_studioint.h"
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#include "studio.h"
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#include "pm_local.h"
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#include "gl_local.h"
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#include "cl_tent.h"
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#define EVENT_CLIENT 5000 // less than this value it's a server-side studio events
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static vec3_t hullcolor[8] =
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{
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{ 1.0f, 1.0f, 1.0f },
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{ 1.0f, 0.5f, 0.5f },
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{ 0.5f, 1.0f, 0.5f },
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{ 1.0f, 1.0f, 0.5f },
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{ 0.5f, 0.5f, 1.0f },
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{ 1.0f, 0.5f, 1.0f },
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{ 0.5f, 1.0f, 1.0f },
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{ 1.0f, 1.0f, 1.0f },
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};
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typedef struct studiolight_s
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{
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vec3_t lightvec; // light vector
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vec3_t lightcolor; // ambient light color
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vec3_t blightvec[MAXSTUDIOBONES]; // ambient lightvectors per bone
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vec3_t dlightvec[MAX_DLIGHTS][MAXSTUDIOBONES];
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vec3_t dlightcolor[MAX_DLIGHTS]; // ambient dynamic light colors
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vec3_t elightvec[MAX_ELIGHTS][MAXSTUDIOBONES];
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vec3_t elightcolor[MAX_ELIGHTS]; // ambient entity light colors
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int numdlights;
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int numelights;
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} studiolight_t;
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convar_t *r_studio_lerping;
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convar_t *r_studio_lambert;
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convar_t *r_drawviewmodel;
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convar_t *cl_himodels;
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char model_name[64];
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static r_studio_interface_t *pStudioDraw;
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static float aliasXscale, aliasYscale; // software renderer scale
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static matrix3x4 g_aliastransform; // software renderer transform
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static matrix3x4 g_rotationmatrix;
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static vec2_t g_chrome[MAXSTUDIOVERTS]; // texture coords for surface normals
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static matrix3x4 g_bonestransform[MAXSTUDIOBONES];
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static matrix3x4 g_lighttransform[MAXSTUDIOBONES];
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static matrix3x4 g_rgCachedBonesTransform[MAXSTUDIOBONES];
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static matrix3x4 g_rgCachedLightTransform[MAXSTUDIOBONES];
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static vec3_t g_chromeright[MAXSTUDIOBONES];// chrome vector "right" in bone reference frames
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static vec3_t g_chromeup[MAXSTUDIOBONES]; // chrome vector "up" in bone reference frames
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static int g_chromeage[MAXSTUDIOBONES]; // last time chrome vectors were updated
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static vec3_t g_xformverts[MAXSTUDIOVERTS];
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static vec3_t g_xformnorms[MAXSTUDIOVERTS];
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static vec3_t g_lightvalues[MAXSTUDIOVERTS];
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static studiolight_t g_studiolight;
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char g_nCachedBoneNames[MAXSTUDIOBONES][32];
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int g_nCachedBones; // number of bones in cache
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int g_nStudioCount; // for chrome update
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int g_iRenderMode; // currentmodel rendermode
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vec3_t studio_mins, studio_maxs;
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float studio_radius;
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// global variables
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qboolean m_fDoInterp;
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mstudiomodel_t *m_pSubModel;
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mstudiobodyparts_t *m_pBodyPart;
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player_info_t *m_pPlayerInfo;
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studiohdr_t *m_pStudioHeader;
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float m_flGaitMovement;
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int g_nTopColor, g_nBottomColor; // remap colors
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int g_nFaceFlags;
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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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float pixelAspect;
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r_studio_lambert = Cvar_Get( "r_studio_lambert", "2", CVAR_ARCHIVE, "bonelighting lambert value" );
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r_studio_lerping = Cvar_Get( "r_studio_lerping", "1", CVAR_ARCHIVE, "enables studio animation lerping" );
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r_drawviewmodel = Cvar_Get( "r_drawviewmodel", "1", 0, "draw firstperson weapon model" );
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cl_himodels = Cvar_Get( "cl_himodels", "1", CVAR_ARCHIVE, "draw high-resolution player models in multiplayer" );
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// recalc software X and Y alias scale (this stuff is used only by HL software renderer but who knews...)
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pixelAspect = ((float)scr_height->integer / (float)scr_width->integer);
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if( scr_width->integer < 640 )
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pixelAspect *= (320.0f / 240.0f);
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else pixelAspect *= (640.0f / 480.0f);
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aliasXscale = (float)scr_width->integer / RI.refdef.fov_y;
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aliasYscale = aliasXscale * pixelAspect;
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Matrix3x4_LoadIdentity( g_aliastransform );
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Matrix3x4_LoadIdentity( g_rotationmatrix );
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g_nStudioCount = 0;
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}
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/*
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===============
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R_StudioTexName
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extract texture filename from modelname
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===============
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*/
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const char *R_StudioTexName( model_t *mod )
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{
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static char texname[64];
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com.strncpy( texname, mod->name, sizeof( texname ));
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FS_StripExtension( texname );
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com.strncat( texname, "T.mdl", sizeof( texname ));
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return texname;
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}
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/*
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================
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R_StudioBodyVariations
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calc studio body variations
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================
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*/
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static int R_StudioBodyVariations( model_t *mod )
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{
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studiohdr_t *pstudiohdr;
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mstudiobodyparts_t *pbodypart;
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int i, count;
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pstudiohdr = (studiohdr_t *)Mod_Extradata( mod );
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if( !pstudiohdr ) return 0;
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count = 1;
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pbodypart = (mstudiobodyparts_t *)((byte *)pstudiohdr + pstudiohdr->bodypartindex);
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// each body part has nummodels variations so there are as many total variations as there
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// are in a matrix of each part by each other part
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for( i = 0; i < pstudiohdr->numbodyparts; i++ )
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count = count * pbodypart[i].nummodels;
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return count;
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}
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/*
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================
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R_StudioExtractBbox
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Extract bbox from current sequence
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================
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*/
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int R_StudioExtractBbox( studiohdr_t *phdr, int sequence, float *mins, float *maxs )
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{
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mstudioseqdesc_t *pseqdesc;
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pseqdesc = (mstudioseqdesc_t *)((byte *)phdr + phdr->seqindex);
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if( sequence == -1 )
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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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/*
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================
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R_StudioComputeBBox
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Compute a full bounding box for current sequence
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================
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*/
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static qboolean R_StudioComputeBBox( cl_entity_t *e, vec3_t bbox[8] )
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{
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vec3_t tmp_mins, tmp_maxs;
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vec3_t vectors[3], angles, p1, p2;
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int i, seq = e->curstate.sequence;
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float scale = 1.0f;
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if( !R_StudioExtractBbox( m_pStudioHeader, seq, tmp_mins, tmp_maxs ))
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return false;
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// copy original bbox
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VectorCopy( m_pStudioHeader->bbmin, studio_mins );
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VectorCopy( m_pStudioHeader->bbmin, studio_mins );
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// rotate the bounding box
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VectorCopy( e->angles, angles );
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if( e->player ) angles[PITCH] = 0; // don't rotate player model, only aim
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AngleVectors( angles, vectors[0], vectors[1], vectors[2] );
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// compute a full bounding box
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for( i = 0; i < 8; i++ )
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{
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p1[0] = ( i & 1 ) ? tmp_mins[0] : tmp_maxs[0];
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p1[1] = ( i & 2 ) ? tmp_mins[1] : tmp_maxs[1];
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p1[2] = ( i & 4 ) ? tmp_mins[2] : tmp_maxs[2];
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p2[0] = DotProduct( p1, vectors[0] );
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p2[1] = DotProduct( p1, vectors[1] );
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p2[2] = DotProduct( p1, vectors[2] );
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if( bbox ) VectorAdd( p2, e->origin, bbox[i] );
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if( p2[0] < studio_mins[0] ) studio_mins[0] = p2[0];
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if( p2[0] > studio_maxs[0] ) studio_maxs[0] = p2[0];
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if( p2[1] < studio_mins[1] ) studio_mins[1] = p2[1];
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if( p2[1] > studio_maxs[1] ) studio_maxs[1] = p2[1];
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if( p2[2] < studio_mins[2] ) studio_mins[2] = p2[2];
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if( p2[2] > studio_maxs[2] ) studio_maxs[2] = p2[2];
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}
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if( e->curstate.scale > 0.0f )
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scale = e->curstate.scale;
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studio_radius = RadiusFromBounds( studio_mins, studio_maxs ) * scale;
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return true;
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}
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/*
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===============
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pfnGetCurrentEntity
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===============
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*/
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static cl_entity_t *pfnGetCurrentEntity( void )
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{
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return RI.currententity;
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}
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/*
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===============
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pfnPlayerInfo
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===============
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*/
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static player_info_t *pfnPlayerInfo( int index )
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{
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if( index < 0 || index > cl.maxclients )
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return NULL;
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return &cl.players[index];
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}
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/*
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===============
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pfnGetPlayerState
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===============
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*/
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entity_state_t *R_StudioGetPlayerState( int index )
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{
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if( index < 0 || index > cl.maxclients )
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return NULL;
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return &cl.frame.playerstate[index];
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}
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/*
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===============
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pfnGetViewEntity
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===============
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*/
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static cl_entity_t *pfnGetViewEntity( void )
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{
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return &clgame.viewent;
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}
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/*
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===============
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pfnGetEngineTimes
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===============
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*/
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static void pfnGetEngineTimes( int *framecount, double *current, double *old )
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{
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if( framecount ) *framecount = tr.framecount;
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if( current ) *current = RI.refdef.time;
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if( old ) *old = cl.oldtime;
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}
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/*
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===============
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pfnGetViewInfo
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===============
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*/
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static void pfnGetViewInfo( float *origin, float *upv, float *rightv, float *forwardv )
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{
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if( origin ) VectorCopy( RI.vieworg, origin );
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if( forwardv ) VectorCopy( RI.vforward, forwardv );
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if( rightv ) VectorCopy( RI.vright, rightv );
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if( upv ) VectorCopy( RI.vup, upv );
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}
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/*
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===============
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R_GetChromeSprite
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===============
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*/
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static model_t *R_GetChromeSprite( void )
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{
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if( cls.hChromeSprite <= 0 || cls.hChromeSprite > ( MAX_IMAGES - 1 ))
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return NULL; // bad sprite
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return &clgame.sprites[cls.hChromeSprite];
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}
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/*
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===============
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pfnGetModelCounters
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===============
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*/
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static void pfnGetModelCounters( int **s, int **a )
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{
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*s = &g_nStudioCount;
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*a = &r_stats.c_studio_models_drawn;
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}
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/*
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===============
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pfnGetAliasScale
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===============
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*/
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static void pfnGetAliasScale( float *x, float *y )
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{
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if( x ) *x = aliasXscale;
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if( y ) *y = aliasYscale;
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}
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/*
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===============
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pfnStudioGetBoneTransform
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===============
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*/
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static float ****pfnStudioGetBoneTransform( void )
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{
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return (float ****)g_bonestransform;
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}
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/*
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===============
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pfnStudioGetLightTransform
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===============
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*/
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static float ****pfnStudioGetLightTransform( void )
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{
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return (float ****)g_lighttransform;
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}
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/*
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===============
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pfnStudioGetAliasTransform
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===============
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*/
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static float ***pfnStudioGetAliasTransform( void )
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{
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return (float ***)g_aliastransform;
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}
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/*
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===============
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pfnStudioGetRotationMatrix
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===============
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*/
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static float ***pfnStudioGetRotationMatrix( void )
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{
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return (float ***)g_rotationmatrix;
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}
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/*
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====================
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CullStudioModel
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====================
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*/
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qboolean R_CullStudioModel( cl_entity_t *e )
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{
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if( !e->model->cache.data )
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return true;
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if( e == &clgame.viewent && r_lefthand->integer >= 2 )
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return true; // hidden
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if( !R_StudioComputeBBox( e, NULL ))
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return true; // invalid sequence
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return R_CullModel( e, studio_mins, studio_maxs, studio_radius );
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}
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/*
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====================
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StudioPlayerBlend
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====================
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*/
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void R_StudioPlayerBlend( mstudioseqdesc_t *pseqdesc, int *pBlend, float *pPitch )
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{
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// calc up/down pointing
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*pBlend = (*pPitch * 3);
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if( *pBlend < pseqdesc->blendstart[0] )
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{
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*pPitch -= pseqdesc->blendstart[0] / 3.0f;
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*pBlend = 0;
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}
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else if( *pBlend > pseqdesc->blendend[0] )
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{
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*pPitch -= pseqdesc->blendend[0] / 3.0f;
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*pBlend = 255;
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}
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else
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{
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if( pseqdesc->blendend[0] - pseqdesc->blendstart[0] < 0.1f ) // catch qc error
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*pBlend = 127;
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else *pBlend = 255.0f * (*pBlend - pseqdesc->blendstart[0]) / (pseqdesc->blendend[0] - pseqdesc->blendstart[0]);
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*pPitch = 0;
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}
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}
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/*
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====================
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StudioSetUpTransform
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====================
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*/
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void R_StudioSetUpTransform( cl_entity_t *e )
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{
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vec3_t origin, angles;
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float scale = 1.0f;
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VectorCopy( e->origin, origin );
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VectorCopy( e->angles, angles );
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// interpolate monsters position
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if( e->curstate.movetype == MOVETYPE_STEP )
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{
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float d, f = 0.0f;
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int i;
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// don't do it if the goalstarttime hasn't updated in a while.
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// NOTE: Because we need to interpolate multiplayer characters, the interpolation time limit
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// was increased to 1.0 s., which is 2x the max lag we are accounting for.
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if( m_fDoInterp && ( RI.refdef.time < e->curstate.animtime + 1.0f ) && ( e->curstate.animtime != e->latched.prevanimtime ))
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{
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f = ( RI.refdef.time - e->curstate.animtime ) / ( e->curstate.animtime - e->latched.prevanimtime );
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// Msg( "%4.2f %.2f %.2f\n", f, e->curstate.animtime, RI.refdef.time );
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}
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if( m_fDoInterp )
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{
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// ugly hack to interpolate angle, position.
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// current is reached 0.1 seconds after being set
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f = f - 1.0f;
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}
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origin[0] += ( e->curstate.origin[0] - e->latched.prevorigin[0] ) * f;
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origin[1] += ( e->curstate.origin[1] - e->latched.prevorigin[1] ) * f;
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origin[2] += ( e->curstate.origin[2] - e->latched.prevorigin[2] ) * f;
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for( i = 0; i < 3; i++ )
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{
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float ang1, ang2;
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ang1 = e->curstate.angles[i];
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ang2 = e->latched.prevangles[i];
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d = ang1 - ang2;
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if( d > 180 ) d -= 360;
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else if( d < -180 ) d += 360;
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angles[i] += d * f;
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}
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}
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// stupid Half-Life bug
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angles[PITCH] = -angles[PITCH];
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// don't rotate clients, only aim
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if( e->player ) angles[PITCH] = 0;
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if( clgame.movevars.studio_scale && e->curstate.scale > 0.0f )
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scale = e->curstate.scale;
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Matrix3x4_CreateFromEntity( g_rotationmatrix, angles, origin, scale );
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if( e == &clgame.viewent && r_lefthand->integer == 1 )
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{
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// inverse the right vector
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g_rotationmatrix[0][1] = -g_rotationmatrix[0][1];
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g_rotationmatrix[1][1] = -g_rotationmatrix[1][1];
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g_rotationmatrix[2][1] = -g_rotationmatrix[2][1];
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}
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}
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/*
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====================
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StudioEstimateFrame
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|
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====================
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*/
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float R_StudioEstimateFrame( cl_entity_t *e, mstudioseqdesc_t *pseqdesc )
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{
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double dfdt, f;
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if( m_fDoInterp )
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{
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if( RI.refdef.time < e->curstate.animtime ) dfdt = 0;
|
|
else dfdt = (RI.refdef.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( m_fDoInterp && ( e->curstate.animtime >= e->latched.prevanimtime + 0.01f ))
|
|
{
|
|
dadt = ( RI.refdef.time - e->curstate.animtime ) / 0.1f;
|
|
if( dadt > 2.0f ) dadt = 2.0f;
|
|
}
|
|
return dadt;
|
|
}
|
|
|
|
/*
|
|
====================
|
|
StudioGetAnim
|
|
|
|
====================
|
|
*/
|
|
mstudioanim_t *R_StudioGetAnim( model_t *m_pSubModel, mstudioseqdesc_t *pseqdesc )
|
|
{
|
|
mstudioseqgroup_t *pseqgroup;
|
|
cache_user_t *paSequences;
|
|
size_t filesize;
|
|
byte *buf;
|
|
|
|
ASSERT( m_pSubModel );
|
|
|
|
pseqgroup = (mstudioseqgroup_t *)((byte *)m_pStudioHeader + m_pStudioHeader->seqgroupindex) + pseqdesc->seqgroup;
|
|
if( pseqdesc->seqgroup == 0 )
|
|
return (mstudioanim_t *)((byte *)m_pStudioHeader + pseqgroup->data + pseqdesc->animindex);
|
|
|
|
paSequences = (cache_user_t *)m_pSubModel->submodels;
|
|
|
|
if( paSequences == NULL )
|
|
{
|
|
paSequences = (cache_user_t *)Mem_Alloc( com_studiocache, MAXSTUDIOGROUPS * sizeof( cache_user_t ));
|
|
m_pSubModel->submodels = (void *)paSequences;
|
|
}
|
|
|
|
// check for already loaded
|
|
if( !Mod_CacheCheck(( cache_user_t *)&( paSequences[pseqdesc->seqgroup] )))
|
|
{
|
|
string filepath, modelname, modelpath;
|
|
|
|
FS_FileBase( m_pSubModel->name, modelname );
|
|
FS_ExtractFilePath( m_pSubModel->name, modelpath );
|
|
com.snprintf( filepath, sizeof( filepath ), "%s/%s%i%i.mdl", modelpath, modelname, pseqdesc->seqgroup / 10, pseqdesc->seqgroup % 10 );
|
|
|
|
buf = FS_LoadFile( filepath, &filesize );
|
|
if( !buf || !filesize ) Host_Error( "StudioGetAnim: can't load %s\n", filepath );
|
|
if( IDSEQGRPHEADER != *(uint *)buf )
|
|
Host_Error( "StudioGetAnim: %s is corrupted\n", filepath );
|
|
|
|
MsgDev( D_INFO, "loading: %s\n", filepath );
|
|
|
|
paSequences[pseqdesc->seqgroup].data = Mem_Alloc( com_studiocache, filesize );
|
|
Mem_Copy( paSequences[pseqdesc->seqgroup].data, buf, filesize );
|
|
Mem_Free( buf );
|
|
}
|
|
return (mstudioanim_t *)((byte *)paSequences[pseqdesc->seqgroup].data + pseqdesc->animindex);
|
|
}
|
|
|
|
/*
|
|
====================
|
|
StudioFxTransform
|
|
|
|
====================
|
|
*/
|
|
void R_StudioFxTransform( cl_entity_t *ent, matrix3x4 transform )
|
|
{
|
|
switch( ent->curstate.renderfx )
|
|
{
|
|
case kRenderFxDistort:
|
|
case kRenderFxHologram:
|
|
if( !Com_RandomLong( 0, 49 ))
|
|
{
|
|
int axis = Com_RandomLong( 0, 1 );
|
|
|
|
if( axis == 1 ) axis = 2; // choose between x & z
|
|
VectorScale( transform[axis], Com_RandomFloat( 1.0f, 1.484f ), transform[axis] );
|
|
}
|
|
else if( !Com_RandomLong( 0, 49 ))
|
|
{
|
|
float offset;
|
|
int axis = Com_RandomLong( 0, 1 );
|
|
if( axis == 1 ) axis = 2; // choose between x & z
|
|
offset = Com_RandomFloat( -10, 10 );
|
|
transform[Com_RandomLong( 0, 2 )][3] += offset;
|
|
}
|
|
break;
|
|
case kRenderFxExplode:
|
|
{
|
|
float scale;
|
|
|
|
scale = 1.0f + ( RI.refdef.time - ent->curstate.animtime ) * 10.0f;
|
|
if( scale > 2 ) scale = 2; // 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 )
|
|
{
|
|
int i, j;
|
|
float value;
|
|
mstudiobonecontroller_t *pbonecontroller;
|
|
|
|
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 = mouthopen / 64.0f;
|
|
if( value > 1.0f ) value = 1.0f;
|
|
value = (1.0f - value) * pbonecontroller[j].start + value * pbonecontroller[j].end;
|
|
}
|
|
else if( i <= MAXSTUDIOCONTROLLERS )
|
|
{
|
|
// check for 360% wrapping
|
|
if( pbonecontroller[j].type & STUDIO_RLOOP )
|
|
{
|
|
if( abs( pcontroller1[i] - pcontroller2[i] ) > 128 )
|
|
{
|
|
float a, b;
|
|
a = fmod(( pcontroller1[j] + 128 ), 256 );
|
|
b = fmod(( pcontroller2[j] + 128 ), 256 );
|
|
value = ((a * dadt) + (b * (1 - 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] = value * (M_PI / 180.0);
|
|
break;
|
|
case STUDIO_X:
|
|
case STUDIO_Y:
|
|
case STUDIO_Z:
|
|
adj[j] = value;
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
/*
|
|
====================
|
|
StudioCalcBoneQuaterion
|
|
|
|
====================
|
|
*/
|
|
void R_StudioCalcBoneQuaterion( int frame, float s, mstudiobone_t *pbone, mstudioanim_t *panim, float *adj, vec4_t q )
|
|
{
|
|
int j, k;
|
|
vec4_t q1, q2;
|
|
vec3_t angle1, angle2;
|
|
mstudioanimvalue_t *panimvalue;
|
|
|
|
for( j = 0; j < 3; j++ )
|
|
{
|
|
if( panim->offset[j+3] == 0 )
|
|
{
|
|
angle2[j] = angle1[j] = pbone->value[j+3]; // default;
|
|
}
|
|
else
|
|
{
|
|
panimvalue = (mstudioanimvalue_t *)((byte *)panim + panim->offset[j+3]);
|
|
k = frame;
|
|
|
|
// debug
|
|
if( panimvalue->num.total < panimvalue->num.valid )
|
|
k = 0;
|
|
|
|
while( panimvalue->num.total <= k )
|
|
{
|
|
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, mstudiobone_t *pbone, mstudioanim_t *panim, vec3_t adj, vec3_t pos )
|
|
{
|
|
mstudioanimvalue_t *panimvalue;
|
|
int j, k;
|
|
|
|
for( j = 0; j < 3; j++ )
|
|
{
|
|
pos[j] = pbone->value[j]; // default;
|
|
|
|
if( panim->offset[j] != 0 )
|
|
{
|
|
panimvalue = (mstudioanimvalue_t *)((byte *)panim + panim->offset[j]);
|
|
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 * (1.0f - 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 * (1.0f - 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;
|
|
|
|
s = bound( 0.0f, s, 1.0f );
|
|
s1 = 1.0f - s; // backlerp
|
|
|
|
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;
|
|
}
|
|
}
|
|
|
|
/*
|
|
====================
|
|
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;
|
|
mstudiobone_t *pbone;
|
|
float adj[MAXSTUDIOCONTROLLERS];
|
|
float s, dadt;
|
|
|
|
if( f > pseqdesc->numframes - 1 )
|
|
{
|
|
f = 0.0f; // bah, fix this bug with changing sequences too fast
|
|
}
|
|
else if( f < -0.01f )
|
|
{
|
|
// BUGBUG ( 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, "StudioCalcRotations: f = %g\n", f );
|
|
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_StudioCalcBoneQuaterion( 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;
|
|
|
|
s = 0 * ((1.0f - (f - (int)(f))) / (pseqdesc->numframes)) * e->curstate.framerate;
|
|
|
|
if( pseqdesc->motiontype & STUDIO_LX ) pos[pseqdesc->motionbone][0] += s * pseqdesc->linearmovement[0];
|
|
if( pseqdesc->motiontype & STUDIO_LY ) pos[pseqdesc->motionbone][1] += s * pseqdesc->linearmovement[1];
|
|
if( pseqdesc->motiontype & STUDIO_LZ ) pos[pseqdesc->motionbone][2] += s * pseqdesc->linearmovement[2];
|
|
}
|
|
|
|
/*
|
|
====================
|
|
StudioMergeBones
|
|
|
|
====================
|
|
*/
|
|
void R_StudioMergeBones( cl_entity_t *e, model_t *m_pSubModel )
|
|
{
|
|
int i, j;
|
|
mstudiobone_t *pbones;
|
|
mstudioseqdesc_t *pseqdesc;
|
|
mstudioanim_t *panim;
|
|
matrix3x4 bonematrix;
|
|
static vec4_t q[MAXSTUDIOBONES];
|
|
static float pos[MAXSTUDIOBONES][3];
|
|
double f;
|
|
|
|
if( e->curstate.sequence >= m_pStudioHeader->numseq )
|
|
e->curstate.sequence = 0;
|
|
|
|
pseqdesc = (mstudioseqdesc_t *)((byte *)m_pStudioHeader + m_pStudioHeader->seqindex) + e->curstate.sequence;
|
|
|
|
f = R_StudioEstimateFrame( e, pseqdesc );
|
|
|
|
panim = R_StudioGetAnim( m_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_nCachedBones; j++ )
|
|
{
|
|
if( !com.stricmp( pbones[i].name, g_nCachedBoneNames[j] ))
|
|
{
|
|
Matrix3x4_Copy( g_bonestransform[i], g_rgCachedBonesTransform[j] );
|
|
Matrix3x4_Copy( g_lighttransform[i], g_rgCachedLightTransform[j] );
|
|
break;
|
|
}
|
|
}
|
|
if( j >= g_nCachedBones )
|
|
{
|
|
Matrix3x4_FromOriginQuat( bonematrix, q[i], pos[i] );
|
|
if( pbones[i].parent == -1 )
|
|
{
|
|
Matrix3x4_ConcatTransforms( g_bonestransform[i], g_rotationmatrix, bonematrix );
|
|
Matrix3x4_Copy( g_lighttransform[i], g_bonestransform[i] );
|
|
|
|
// apply client-side effects to the transformation matrix
|
|
R_StudioFxTransform( e, g_bonestransform[i] );
|
|
}
|
|
else
|
|
{
|
|
Matrix3x4_ConcatTransforms( g_bonestransform[i], g_bonestransform[pbones[i].parent], bonematrix );
|
|
Matrix3x4_ConcatTransforms( g_lighttransform[i], g_lighttransform[pbones[i].parent], bonematrix );
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
/*
|
|
====================
|
|
StudioSetupBones
|
|
|
|
====================
|
|
*/
|
|
void R_StudioSetupBones( cl_entity_t *e )
|
|
{
|
|
double f;
|
|
mstudiobone_t *pbones;
|
|
mstudioseqdesc_t *pseqdesc;
|
|
mstudioanim_t *panim;
|
|
matrix3x4 bonematrix;
|
|
static vec3_t pos[MAXSTUDIOBONES];
|
|
static vec4_t q[MAXSTUDIOBONES];
|
|
static vec3_t pos2[MAXSTUDIOBONES];
|
|
static vec4_t q2[MAXSTUDIOBONES];
|
|
static vec3_t pos3[MAXSTUDIOBONES];
|
|
static vec4_t q3[MAXSTUDIOBONES];
|
|
static vec3_t pos4[MAXSTUDIOBONES];
|
|
static vec4_t q4[MAXSTUDIOBONES];
|
|
int i;
|
|
|
|
if( e->curstate.sequence >= m_pStudioHeader->numseq )
|
|
e->curstate.sequence = 0;
|
|
|
|
pseqdesc = (mstudioseqdesc_t *)((byte *)m_pStudioHeader + m_pStudioHeader->seqindex) + e->curstate.sequence;
|
|
|
|
f = R_StudioEstimateFrame( e, pseqdesc );
|
|
|
|
panim = R_StudioGetAnim( e->model, 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( 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( q3, pos3, q4, pos4, s );
|
|
|
|
s = (e->curstate.blending[1] * dadt + e->latched.prevblending[1] * (1.0f - dadt)) / 255.0f;
|
|
R_StudioSlerpBones( q, pos, q3, pos3, s );
|
|
}
|
|
}
|
|
|
|
if( m_fDoInterp && e->latched.sequencetime && ( e->latched.sequencetime + 0.2f > RI.refdef.time) && ( e->latched.prevsequence < m_pStudioHeader->numseq ))
|
|
{
|
|
// blend from last sequence
|
|
static vec3_t pos1b[MAXSTUDIOBONES];
|
|
static vec4_t q1b[MAXSTUDIOBONES];
|
|
float s;
|
|
|
|
pseqdesc = (mstudioseqdesc_t *)((byte *)m_pStudioHeader + m_pStudioHeader->seqindex) + e->latched.prevsequence;
|
|
panim = R_StudioGetAnim( e->model, 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( 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( q3, pos3, q4, pos4, s );
|
|
|
|
s = (e->latched.prevseqblending[1]) / 255.0f;
|
|
R_StudioSlerpBones( q1b, pos1b, q3, pos3, s );
|
|
}
|
|
}
|
|
|
|
s = 1.0f - ( RI.refdef.time - e->latched.sequencetime ) / 0.2f;
|
|
R_StudioSlerpBones( 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 )
|
|
{
|
|
if( m_pPlayerInfo->gaitsequence >= m_pStudioHeader->numseq )
|
|
m_pPlayerInfo->gaitsequence = 0;
|
|
|
|
pseqdesc = (mstudioseqdesc_t *)((byte *)m_pStudioHeader + m_pStudioHeader->seqindex) + m_pPlayerInfo->gaitsequence;
|
|
|
|
panim = R_StudioGetAnim( e->model, pseqdesc );
|
|
R_StudioCalcRotations( e, pos2, q2, pseqdesc, panim, m_pPlayerInfo->gaitframe );
|
|
|
|
for( i = 0; i < m_pStudioHeader->numbones; i++ )
|
|
{
|
|
if( !com.strcmp( pbones[i].name, "Bip01 Spine" ))
|
|
break;
|
|
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_bonestransform[i], g_rotationmatrix, bonematrix );
|
|
Matrix3x4_Copy( g_lighttransform[i], g_bonestransform[i] );
|
|
|
|
// apply client-side effects to the transformation matrix
|
|
R_StudioFxTransform( e, g_bonestransform[i] );
|
|
}
|
|
else
|
|
{
|
|
Matrix3x4_ConcatTransforms( g_bonestransform[i], g_bonestransform[pbones[i].parent], bonematrix );
|
|
Matrix3x4_ConcatTransforms( g_lighttransform[i], g_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_nCachedBones = m_pStudioHeader->numbones;
|
|
|
|
for( i = 0; i < m_pStudioHeader->numbones; i++ )
|
|
{
|
|
strcpy( g_nCachedBoneNames[i], pbones[i].name );
|
|
Matrix3x4_Copy( g_rgCachedBonesTransform[i], g_bonestransform[i] );
|
|
Matrix3x4_Copy( g_rgCachedLightTransform[i], g_lighttransform[i] );
|
|
}
|
|
}
|
|
|
|
/*
|
|
====================
|
|
StudioSetupChrome
|
|
|
|
====================
|
|
*/
|
|
void R_StudioSetupChrome( float *pchrome, int bone, vec3_t normal )
|
|
{
|
|
float n;
|
|
|
|
if( g_chromeage[bone] != g_nStudioCount )
|
|
{
|
|
// 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; // vector pointing at bone in world reference frame
|
|
|
|
VectorScale( RI.currententity->origin, -1, tmp );
|
|
tmp[0] += g_bonestransform[bone][0][3];
|
|
tmp[1] += g_bonestransform[bone][1][3];
|
|
tmp[2] += g_bonestransform[bone][2][3];
|
|
|
|
VectorNormalize( tmp );
|
|
|
|
if( g_nFaceFlags & STUDIO_NF_CHROME )
|
|
{
|
|
float angle = anglemod( RI.refdef.time * 40 );
|
|
RotatePointAroundVector( chromeupvec, tmp, RI.vright, angle - 180 );
|
|
RotatePointAroundVector( chromerightvec, chromeupvec, RI.vright, 180 + angle );
|
|
}
|
|
else
|
|
{
|
|
CrossProduct( tmp, RI.vright, chromeupvec );
|
|
VectorNormalize( chromeupvec );
|
|
CrossProduct( tmp, chromeupvec, chromerightvec );
|
|
VectorNormalize( chromerightvec );
|
|
}
|
|
|
|
Matrix3x4_VectorIRotate( g_bonestransform[bone], chromeupvec, g_chromeup[bone] );
|
|
Matrix3x4_VectorIRotate( g_bonestransform[bone], chromerightvec, g_chromeright[bone] );
|
|
g_chromeage[bone] = g_nStudioCount;
|
|
}
|
|
|
|
// calc s coord
|
|
n = DotProduct( normal, g_chromeright[bone] );
|
|
pchrome[0] = (n + 1.0f) * 32.0f;
|
|
|
|
// calc t coord
|
|
n = DotProduct( normal, g_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;
|
|
|
|
if( m_pStudioHeader->numattachments <= 0 )
|
|
{
|
|
// clear attachments
|
|
for( i = 0; i < MAXSTUDIOATTACHMENTS; i++ )
|
|
VectorClear( RI.currententity->attachment[i] );
|
|
return;
|
|
}
|
|
else if( m_pStudioHeader->numattachments > MAXSTUDIOATTACHMENTS )
|
|
{
|
|
m_pStudioHeader->numattachments = MAXSTUDIOATTACHMENTS; // reduce it
|
|
MsgDev( D_WARN, "R_StudioCalcAttahments: too many attachments on %s\n", RI.currentmodel->name );
|
|
}
|
|
|
|
// calculate attachment points
|
|
pAtt = (mstudioattachment_t *)((byte *)m_pStudioHeader + m_pStudioHeader->attachmentindex);
|
|
|
|
for( i = 0; i < m_pStudioHeader->numattachments; i++ )
|
|
{
|
|
Matrix3x4_VectorTransform( g_lighttransform[pAtt[i].bone], pAtt[i].org, RI.currententity->attachment[i] );
|
|
VectorSubtract( RI.currententity->attachment[i], RI.currententity->origin, localOrg );
|
|
Matrix3x4_OriginFromMatrix( g_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( R_CullStudioModel( RI.currententity ))
|
|
return false;
|
|
return true;
|
|
}
|
|
|
|
/*
|
|
===============
|
|
R_StudioDynamicLight
|
|
|
|
===============
|
|
*/
|
|
void R_StudioDynamicLight( cl_entity_t *ent, alight_t *lightinfo )
|
|
{
|
|
uint lnum, i;
|
|
studiolight_t *plight;
|
|
float dist, radius2;
|
|
vec3_t direction;
|
|
dlight_t *dl;
|
|
|
|
if( !ent || !ent->model || !r_dynamic->integer )
|
|
return;
|
|
|
|
plight = &g_studiolight;
|
|
plight->numdlights = 0; // clear previous dlights
|
|
|
|
for( lnum = 0, dl = cl_dlights; lnum < MAX_DLIGHTS; lnum++, dl++ )
|
|
{
|
|
if( dl->die < RI.refdef.time || !dl->radius )
|
|
continue;
|
|
|
|
VectorSubtract( dl->origin, ent->origin, direction );
|
|
dist = VectorLength( direction );
|
|
|
|
if( !dist || dist > dl->radius + ent->model->radius )
|
|
continue;
|
|
|
|
radius2 = dl->radius * dl->radius; // squared radius
|
|
|
|
for( i = 0; i < m_pStudioHeader->numbones; i++ )
|
|
{
|
|
vec3_t vec, org;
|
|
float dist, atten;
|
|
|
|
Matrix3x4_OriginFromMatrix( g_lighttransform[i], org );
|
|
VectorSubtract( org, dl->origin, vec );
|
|
|
|
dist = DotProduct( vec, vec );
|
|
atten = (dist / radius2 - 1) * -1;
|
|
if( atten < 0 ) atten = 0;
|
|
dist = sqrt( dist );
|
|
|
|
if( dist )
|
|
{
|
|
dist = 1.0f / dist;
|
|
VectorScale( vec, dist, vec );
|
|
}
|
|
|
|
Matrix3x4_VectorIRotate( g_lighttransform[i], vec, plight->dlightvec[plight->numdlights][i] );
|
|
VectorScale( plight->dlightvec[plight->numdlights][i], atten, plight->dlightvec[plight->numdlights][i] );
|
|
}
|
|
|
|
plight->dlightcolor[plight->numdlights][0] = dl->color.r * (1.0f / 255.0f);
|
|
plight->dlightcolor[plight->numdlights][1] = dl->color.g * (1.0f / 255.0f);
|
|
plight->dlightcolor[plight->numdlights][2] = dl->color.b * (1.0f / 255.0f);
|
|
plight->numdlights++;
|
|
}
|
|
}
|
|
|
|
/*
|
|
===============
|
|
pfnStudioEntityLight
|
|
|
|
===============
|
|
*/
|
|
void R_StudioEntityLight( alight_t *lightinfo )
|
|
{
|
|
uint lnum, i;
|
|
studiolight_t *plight;
|
|
float dist, radius2;
|
|
vec3_t direction;
|
|
cl_entity_t *ent;
|
|
dlight_t *el;
|
|
|
|
ent = RI.currententity;
|
|
|
|
if( !ent || !ent->model || !r_dynamic->integer )
|
|
return;
|
|
|
|
plight = &g_studiolight;
|
|
plight->numelights = 0; // clear previous elights
|
|
|
|
for( lnum = 0, el = cl_elights; lnum < MAX_ELIGHTS; lnum++, el++ )
|
|
{
|
|
if( el->die < RI.refdef.time || !el->radius )
|
|
continue;
|
|
|
|
VectorSubtract( el->origin, ent->origin, direction );
|
|
dist = VectorLength( direction );
|
|
|
|
if( !dist || dist > el->radius + ent->model->radius )
|
|
continue;
|
|
|
|
radius2 = el->radius * el->radius; // squared radius
|
|
|
|
for( i = 0; i < m_pStudioHeader->numbones; i++ )
|
|
{
|
|
vec3_t vec, org;
|
|
float dist, atten;
|
|
|
|
Matrix3x4_OriginFromMatrix( g_lighttransform[i], org );
|
|
VectorSubtract( org, el->origin, vec );
|
|
|
|
dist = DotProduct( vec, vec );
|
|
atten = (dist / radius2 - 1) * -1;
|
|
if( atten < 0 ) atten = 0;
|
|
dist = sqrt( dist );
|
|
|
|
if( dist )
|
|
{
|
|
dist = 1.0f / dist;
|
|
VectorScale( vec, dist, vec );
|
|
}
|
|
|
|
Matrix3x4_VectorIRotate( g_lighttransform[i], vec, plight->elightvec[plight->numelights][i] );
|
|
VectorScale( plight->elightvec[plight->numelights][i], atten, plight->elightvec[plight->numelights][i] );
|
|
}
|
|
|
|
plight->elightcolor[plight->numelights][0] = el->color.r * (1.0f / 255.0f);
|
|
plight->elightcolor[plight->numelights][1] = el->color.g * (1.0f / 255.0f);
|
|
plight->elightcolor[plight->numelights][2] = el->color.b * (1.0f / 255.0f);
|
|
plight->numelights++;
|
|
}
|
|
}
|
|
|
|
/*
|
|
===============
|
|
R_StudioSetupLighting
|
|
|
|
===============
|
|
*/
|
|
void R_StudioSetupLighting( alight_t *lightinfo )
|
|
{
|
|
studiolight_t *plight;
|
|
qboolean invLight;
|
|
color24 ambient;
|
|
cl_entity_t *ent;
|
|
int i;
|
|
|
|
plight = &g_studiolight;
|
|
|
|
ent = RI.currententity;
|
|
if( !ent ) return;
|
|
|
|
// setup ambient lighting
|
|
invLight = (RI.currententity->curstate.effects & EF_INVLIGHT) ? true : false;
|
|
R_LightForPoint( ent->origin, &ambient, invLight, 0.0f ); // we already handle dynamic lights
|
|
|
|
plight->lightcolor[0] = ambient.r * (1.0f / 255.0f);
|
|
plight->lightcolor[1] = ambient.g * (1.0f / 255.0f);
|
|
plight->lightcolor[2] = ambient.b * (1.0f / 255.0f);
|
|
|
|
VectorCopy( plight->lightcolor, lightinfo->color );
|
|
lightinfo->ambientlight = (ambient.r + ambient.g + ambient.b) / 3;
|
|
|
|
// setup light dir
|
|
R_LightDir( ent->origin, plight->lightvec, ent->model->radius );
|
|
VectorCopy( plight->lightvec, lightinfo->plightvec );
|
|
|
|
for( i = 0; i < m_pStudioHeader->numbones; i++ )
|
|
Matrix3x4_VectorIRotate( g_lighttransform[i], plight->lightvec, plight->blightvec[i] );
|
|
}
|
|
|
|
/*
|
|
===============
|
|
R_StudioLighting
|
|
|
|
===============
|
|
*/
|
|
void R_StudioLighting( float *lv, int bone, int flags, vec3_t normal )
|
|
{
|
|
float max;
|
|
float ambient;
|
|
vec3_t illum;
|
|
studiolight_t *plight;
|
|
|
|
if( !RI.drawWorld || RI.currententity->curstate.effects & EF_FULLBRIGHT )
|
|
{
|
|
VectorSet( lv, 1.0f, 1.0f, 1.0f );
|
|
return;
|
|
}
|
|
|
|
plight = &g_studiolight;
|
|
|
|
ambient = max( 0.1f, r_lighting_ambient->value ); // to avoid divison by zero
|
|
VectorScale( plight->lightcolor, ambient, illum );
|
|
|
|
if( flags & STUDIO_NF_FLATSHADE )
|
|
{
|
|
VectorMA( illum, 0.8f, plight->lightcolor, illum );
|
|
}
|
|
else
|
|
{
|
|
float r, lightcos;
|
|
int i;
|
|
|
|
lightcos = DotProduct( normal, plight->blightvec[bone] ); // -1 colinear, 1 opposite
|
|
|
|
if( lightcos > 1.0f ) lightcos = 1;
|
|
VectorAdd( illum, plight->lightcolor, illum );
|
|
|
|
r = r_studio_lambert->value;
|
|
if( r < 1.0f ) r = 1.0f;
|
|
lightcos = (lightcos + ( r - 1.0f )) / r; // do modified hemispherical lighting
|
|
if( lightcos > 0.0f ) VectorMA( illum, -lightcos, plight->lightcolor, illum );
|
|
|
|
if( illum[0] <= 0 ) illum[0] = 0;
|
|
if( illum[1] <= 0 ) illum[1] = 0;
|
|
if( illum[2] <= 0 ) illum[2] = 0;
|
|
|
|
// now add all dynamic lights
|
|
for( i = 0; i < plight->numdlights; i++)
|
|
{
|
|
lightcos = -DotProduct( normal, plight->dlightvec[i][bone] );
|
|
if( lightcos > 0 ) VectorMA( illum, lightcos, plight->dlightcolor[i], illum );
|
|
}
|
|
|
|
// now add all entity lights
|
|
for( i = 0; i < plight->numelights; i++)
|
|
{
|
|
lightcos = -DotProduct( normal, plight->elightvec[i][bone] );
|
|
if( lightcos > 0 ) VectorMA( illum, lightcos, plight->elightcolor[i], illum );
|
|
}
|
|
}
|
|
|
|
max = VectorMax( illum );
|
|
|
|
if( max > 1.0f )
|
|
VectorScale( illum, ( 1.0f / max ), lv );
|
|
else VectorCopy( illum, lv );
|
|
|
|
}
|
|
|
|
/*
|
|
===============
|
|
R_StudioSetupSkin
|
|
|
|
===============
|
|
*/
|
|
static void R_StudioSetupSkin( mstudiotexture_t *ptexture, int index )
|
|
{
|
|
short *pskinref;
|
|
int m_skinnum;
|
|
|
|
m_skinnum = RI.currententity->curstate.skin;
|
|
pskinref = (short *)((byte *)m_pStudioHeader + m_pStudioHeader->skinindex);
|
|
if( m_skinnum != 0 && m_skinnum < m_pStudioHeader->numskinfamilies )
|
|
pskinref += (m_skinnum * m_pStudioHeader->numskinref);
|
|
|
|
GL_Bind( GL_TEXTURE0, ptexture[pskinref[index]].index );
|
|
}
|
|
|
|
/*
|
|
===============
|
|
R_StudioDrawPoints
|
|
|
|
===============
|
|
*/
|
|
static void R_StudioDrawPoints( void )
|
|
{
|
|
int i, j, flags, m_skinnum;
|
|
byte *pvertbone;
|
|
byte *pnormbone;
|
|
vec3_t *pstudioverts;
|
|
vec3_t *pstudionorms;
|
|
mstudiotexture_t *ptexture;
|
|
mstudiomesh_t *pmesh;
|
|
short *pskinref;
|
|
float *av, *lv;
|
|
|
|
if( RI.currententity->curstate.renderfx == kRenderFxGlowShell )
|
|
g_nStudioCount++;
|
|
|
|
m_skinnum = RI.currententity->curstate.skin;
|
|
pvertbone = ((byte *)m_pStudioHeader + m_pSubModel->vertinfoindex);
|
|
pnormbone = ((byte *)m_pStudioHeader + m_pSubModel->norminfoindex);
|
|
ptexture = (mstudiotexture_t *)((byte *)m_pStudioHeader + m_pStudioHeader->textureindex);
|
|
|
|
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 && m_skinnum < m_pStudioHeader->numskinfamilies )
|
|
pskinref += (m_skinnum * m_pStudioHeader->numskinref);
|
|
|
|
for( i = 0; i < m_pSubModel->numverts; i++ )
|
|
Matrix3x4_VectorTransform( g_bonestransform[pvertbone[i]], pstudioverts[i], g_xformverts[i] );
|
|
|
|
// for( i = 0; i < m_pSubModel->numnorms; i++ )
|
|
// Matrix3x4_VectorIRotate( g_bonestransform[pnormbone[i]], pstudionorms[i], g_xformnorms[i] );
|
|
|
|
lv = (float *)g_lightvalues;
|
|
for( j = 0; j < m_pSubModel->nummesh; j++ )
|
|
{
|
|
flags = ptexture[pskinref[pmesh[j].skinref]].flags;
|
|
|
|
for( i = 0; i < pmesh[j].numnorms; i++, lv += 3, pstudionorms++, pnormbone++ )
|
|
{
|
|
R_StudioLighting( lv, *pnormbone, flags, (float *)pstudionorms );
|
|
|
|
if(( flags & STUDIO_NF_CHROME ) || ( g_nFaceFlags & STUDIO_NF_CHROME ))
|
|
R_StudioSetupChrome( g_chrome[(float (*)[3])lv - g_lightvalues], *pnormbone, (float *)pstudionorms );
|
|
}
|
|
}
|
|
|
|
for( j = 0; j < m_pSubModel->nummesh; j++ )
|
|
{
|
|
float s, t, alpha;
|
|
short *ptricmds;
|
|
|
|
pmesh = (mstudiomesh_t *)((byte *)m_pStudioHeader + m_pSubModel->meshindex) + j;
|
|
ptricmds = (short *)((byte *)m_pStudioHeader + pmesh->triindex);
|
|
|
|
flags = ptexture[pskinref[pmesh->skinref]].flags;
|
|
s = 1.0f / (float)ptexture[pskinref[pmesh->skinref]].width;
|
|
t = 1.0f / (float)ptexture[pskinref[pmesh->skinref]].height;
|
|
|
|
if( ptexture[pskinref[pmesh->skinref]].index < 0 || ptexture[pskinref[pmesh->skinref]].index > MAX_TEXTURES )
|
|
ptexture[pskinref[pmesh->skinref]].index = tr.defaultTexture;
|
|
|
|
if( flags & STUDIO_NF_TRANSPARENT )
|
|
{
|
|
GL_SetRenderMode( kRenderTransAlpha );
|
|
pglDepthMask( GL_TRUE );
|
|
alpha = 1.0f;
|
|
}
|
|
else if(( flags & STUDIO_NF_ADDITIVE ) || ( g_nFaceFlags & STUDIO_NF_CHROME ))
|
|
{
|
|
GL_SetRenderMode( kRenderTransAdd );
|
|
pglDepthMask( GL_FALSE );
|
|
alpha = 0.5f;
|
|
|
|
if( g_nFaceFlags & STUDIO_NF_CHROME )
|
|
{
|
|
color24 *clr;
|
|
float scale;
|
|
|
|
clr = &RI.currententity->curstate.rendercolor;
|
|
pglColor4ub( clr->r, clr->g, clr->b, 255 );
|
|
scale = 1.0f + RI.currententity->curstate.renderamt * (1.0f / 255.0f);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
GL_SetRenderMode( g_iRenderMode );
|
|
alpha = RI.currententity->curstate.renderamt * (1.0f / 255.0f);
|
|
if( g_iRenderMode == kRenderNormal )
|
|
pglTexEnvi( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE );
|
|
if( !glState.drawTrans )
|
|
pglDepthMask( GL_TRUE );
|
|
else pglDepthMask( GL_FALSE );
|
|
}
|
|
|
|
if(!( g_nFaceFlags & STUDIO_NF_CHROME ))
|
|
{
|
|
GL_Bind( GL_TEXTURE0, ptexture[pskinref[pmesh->skinref]].index );
|
|
}
|
|
|
|
while( i = *( ptricmds++ ))
|
|
{
|
|
if( i < 0 )
|
|
{
|
|
pglBegin( GL_TRIANGLE_FAN );
|
|
i = -i;
|
|
}
|
|
else
|
|
{
|
|
pglBegin( GL_TRIANGLE_STRIP );
|
|
}
|
|
|
|
for( ; i > 0; i--, ptricmds += 4 )
|
|
{
|
|
if( flags & STUDIO_NF_CHROME || ( g_nFaceFlags & STUDIO_NF_CHROME ))
|
|
pglTexCoord2f( g_chrome[ptricmds[1]][0] * s, g_chrome[ptricmds[1]][1] * t );
|
|
else pglTexCoord2f( ptricmds[2] * s, ptricmds[3] * t );
|
|
|
|
if(!( g_nFaceFlags & STUDIO_NF_CHROME ))
|
|
{
|
|
lv = (float *)g_lightvalues[ptricmds[1]];
|
|
pglColor4f( lv[0], lv[1], lv[2], alpha );
|
|
}
|
|
|
|
av = g_xformverts[ptricmds[0]];
|
|
pglVertex3f( av[0], av[1], av[2] );
|
|
}
|
|
pglEnd();
|
|
}
|
|
}
|
|
}
|
|
|
|
/*
|
|
===============
|
|
R_StudioDrawHulls
|
|
|
|
===============
|
|
*/
|
|
static void R_StudioDrawHulls( void )
|
|
{
|
|
// TODO: implement
|
|
}
|
|
|
|
/*
|
|
===============
|
|
R_StudioDrawAbsBBox
|
|
|
|
===============
|
|
*/
|
|
static void R_StudioDrawAbsBBox( void )
|
|
{
|
|
vec3_t bbox[8];
|
|
int i;
|
|
|
|
// looks ugly, skip
|
|
if( RI.currententity == &clgame.viewent )
|
|
return;
|
|
|
|
if( !R_StudioComputeBBox( RI.currententity, bbox ))
|
|
return;
|
|
|
|
pglDisable( GL_TEXTURE_2D );
|
|
pglDisable( GL_DEPTH_TEST );
|
|
|
|
pglColor4f( 1.0f, 0.0f, 0.0f, 1.0f ); // red bboxes for studiomodels
|
|
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();
|
|
|
|
pglEnable( GL_TEXTURE_2D );
|
|
pglEnable( GL_DEPTH_TEST );
|
|
}
|
|
|
|
/*
|
|
===============
|
|
R_StudioDrawBones
|
|
|
|
===============
|
|
*/
|
|
static void R_StudioDrawBones( void )
|
|
{
|
|
// TODO: implement
|
|
}
|
|
|
|
static void R_StudioDrawAttachments( void )
|
|
{
|
|
int i;
|
|
|
|
pglDisable( GL_TEXTURE_2D );
|
|
pglDisable( GL_DEPTH_TEST );
|
|
|
|
for( i = 0; i < m_pStudioHeader->numattachments; i++ )
|
|
{
|
|
mstudioattachment_t *pattachments;
|
|
vec3_t v[4];
|
|
|
|
pattachments = (mstudioattachment_t *) ((byte *)m_pStudioHeader + m_pStudioHeader->attachmentindex);
|
|
Matrix3x4_VectorTransform( g_bonestransform[pattachments[i].bone], pattachments[i].org, v[0] );
|
|
Matrix3x4_VectorTransform( g_bonestransform[pattachments[i].bone], pattachments[i].vectors[0], v[1] );
|
|
Matrix3x4_VectorTransform( g_bonestransform[pattachments[i].bone], pattachments[i].vectors[1], v[2] );
|
|
Matrix3x4_VectorTransform( g_bonestransform[pattachments[i].bone], pattachments[i].vectors[2], v[3] );
|
|
|
|
pglBegin( GL_LINES );
|
|
pglColor3f( 1, 0, 0 );
|
|
pglVertex3fv( v[0] );
|
|
pglColor3f( 1, 1, 1 );
|
|
pglVertex3fv (v[1] );
|
|
pglColor3f( 1, 0, 0 );
|
|
pglVertex3fv (v[0] );
|
|
pglColor3f( 1, 1, 1 );
|
|
pglVertex3fv (v[2] );
|
|
pglColor3f( 1, 0, 0 );
|
|
pglVertex3fv (v[0] );
|
|
pglColor3f( 1, 1, 1 );
|
|
pglVertex3fv( v[3] );
|
|
pglEnd();
|
|
|
|
pglPointSize( 5.0f );
|
|
pglColor3f( 0, 1, 0 );
|
|
pglBegin( GL_POINTS );
|
|
pglVertex3fv( v[0] );
|
|
pglEnd();
|
|
pglPointSize( 1.0f );
|
|
}
|
|
|
|
pglEnable( GL_TEXTURE_2D );
|
|
pglEnable( GL_DEPTH_TEST );
|
|
}
|
|
|
|
/*
|
|
===============
|
|
R_StudioSetRemapColors
|
|
|
|
===============
|
|
*/
|
|
void R_StudioSetRemapColors( int top, int bottom )
|
|
{
|
|
// TODO: implement
|
|
}
|
|
|
|
/*
|
|
===============
|
|
R_StudioSetupPlayerModel
|
|
|
|
===============
|
|
*/
|
|
static model_t *R_StudioSetupPlayerModel( int index )
|
|
{
|
|
player_info_t *info;
|
|
string modelpath;
|
|
|
|
if( cls.key_dest == key_menu && !index )
|
|
{
|
|
// we are in menu.
|
|
info = &menu.playerinfo;
|
|
}
|
|
else
|
|
{
|
|
if( index < 0 || index > cl.maxclients )
|
|
return NULL; // bad client ?
|
|
info = &cl.players[index];
|
|
}
|
|
|
|
if( !info->model[0] ) return NULL;
|
|
if( !stricmp( info->model, "player" )) com.strncpy( modelpath, "models/player.mdl", sizeof( modelpath ));
|
|
else com.snprintf( modelpath, sizeof( modelpath ), "models/player/%s/%s.mdl", info->model, info->model );
|
|
|
|
return Mod_ForName( modelpath, false );
|
|
}
|
|
|
|
/*
|
|
===============
|
|
R_StudioClientEvents
|
|
|
|
===============
|
|
*/
|
|
static void R_StudioClientEvents( void )
|
|
{
|
|
mstudioseqdesc_t *pseqdesc;
|
|
mstudioevent_t *pevent;
|
|
float flEventFrame;
|
|
qboolean bLooped = false;
|
|
cl_entity_t *e = RI.currententity;
|
|
int i;
|
|
|
|
pseqdesc = (mstudioseqdesc_t *)((byte *)m_pStudioHeader + m_pStudioHeader->seqindex) + e->curstate.sequence;
|
|
pevent = (mstudioevent_t *)((byte *)m_pStudioHeader + pseqdesc->eventindex);
|
|
|
|
// curstate.frame not used for viewmodel animating
|
|
flEventFrame = e->latched.prevframe;
|
|
|
|
if( pseqdesc->numevents == 0 )
|
|
return;
|
|
|
|
if( e->syncbase == -0.01f )
|
|
flEventFrame = 0.0f;
|
|
|
|
// stalled?
|
|
if( flEventFrame == e->syncbase )
|
|
return;
|
|
|
|
//Msg( "(seq %d cycle %.3f ) evframe %.3f prevevframe %.3f (time %.3f)\n", e->curstate.sequence, e->latched.prevframe, flEventFrame, e->syncbase, RI.refdef.time );
|
|
|
|
// check for looping
|
|
if( flEventFrame <= e->syncbase )
|
|
{
|
|
if( e->syncbase - flEventFrame > 0.5f )
|
|
{
|
|
bLooped = true;
|
|
}
|
|
else
|
|
{
|
|
// things have backed up, which is bad since it'll probably result in a hitch in the animation playback
|
|
// but, don't play events again for the same time slice
|
|
return;
|
|
}
|
|
}
|
|
|
|
for( i = 0; i < pseqdesc->numevents; i++ )
|
|
{
|
|
// ignore all non-client-side events
|
|
if( pevent[i].event < EVENT_CLIENT )
|
|
continue;
|
|
|
|
// looped
|
|
if( bLooped )
|
|
{
|
|
if(( pevent[i].frame > e->syncbase || pevent[i].frame <= flEventFrame ))
|
|
clgame.dllFuncs.pfnStudioEvent( &pevent[i], e );
|
|
}
|
|
else
|
|
{
|
|
if(( pevent[i].frame > e->syncbase && pevent[i].frame <= flEventFrame ))
|
|
clgame.dllFuncs.pfnStudioEvent( &pevent[i], e );
|
|
}
|
|
}
|
|
|
|
e->syncbase = flEventFrame;
|
|
}
|
|
|
|
/*
|
|
===============
|
|
R_StudioGetForceFaceFlags
|
|
|
|
===============
|
|
*/
|
|
int R_StudioGetForceFaceFlags( void )
|
|
{
|
|
return g_nFaceFlags;
|
|
}
|
|
|
|
/*
|
|
===============
|
|
R_StudioSetForceFaceFlags
|
|
|
|
===============
|
|
*/
|
|
void R_StudioSetForceFaceFlags( int flags )
|
|
{
|
|
g_nFaceFlags = flags;
|
|
}
|
|
|
|
/*
|
|
===============
|
|
pfnStudioSetHeader
|
|
|
|
===============
|
|
*/
|
|
void R_StudioSetHeader( studiohdr_t *pheader )
|
|
{
|
|
m_pStudioHeader = pheader;
|
|
}
|
|
|
|
/*
|
|
===============
|
|
R_StudioSetRenderModel
|
|
|
|
===============
|
|
*/
|
|
void R_StudioSetRenderModel( model_t *model )
|
|
{
|
|
RI.currentmodel = model;
|
|
}
|
|
|
|
/*
|
|
===============
|
|
R_StudioSetupRenderer
|
|
|
|
===============
|
|
*/
|
|
static void R_StudioSetupRenderer( int rendermode )
|
|
{
|
|
if( RI.currententity == &clgame.viewent )
|
|
{
|
|
// hack the depth range to prevent view model from poking into walls
|
|
pglDepthRange( gldepthmin, gldepthmin + 0.3f * ( gldepthmax - gldepthmin ));
|
|
|
|
// backface culling for left-handed weapons
|
|
if( r_lefthand->integer == 1 ) GL_FrontFace( !glState.frontFace );
|
|
}
|
|
|
|
g_iRenderMode = bound( 0, rendermode, kRenderTransInverse );
|
|
pglShadeModel( GL_SMOOTH ); // enable gouraud shading
|
|
}
|
|
|
|
/*
|
|
===============
|
|
R_StudioRestoreRenderer
|
|
|
|
===============
|
|
*/
|
|
static void R_StudioRestoreRenderer( void )
|
|
{
|
|
if( RI.currententity == &clgame.viewent )
|
|
{
|
|
// restore depth range
|
|
pglDepthRange( gldepthmin, gldepthmax );
|
|
|
|
// backface culling for left-handed weapons
|
|
if( r_lefthand->integer == 1 ) GL_FrontFace( !glState.frontFace );
|
|
}
|
|
|
|
pglTexEnvf( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE );
|
|
pglShadeModel( GL_FLAT );
|
|
|
|
if( !glState.drawTrans )
|
|
pglDepthMask( GL_TRUE );
|
|
else pglDepthMask( GL_FALSE );
|
|
}
|
|
|
|
/*
|
|
===============
|
|
R_StudioSetChromeOrigin
|
|
|
|
===============
|
|
*/
|
|
void R_StudioSetChromeOrigin( void )
|
|
{
|
|
// TODO: implement
|
|
}
|
|
|
|
/*
|
|
===============
|
|
pfnIsHardware
|
|
|
|
Xash3D is always works in hadrware mode
|
|
===============
|
|
*/
|
|
static int pfnIsHardware( void )
|
|
{
|
|
return true;
|
|
}
|
|
|
|
/*
|
|
===============
|
|
GL_StudioDrawShadow
|
|
|
|
===============
|
|
*/
|
|
static void GL_StudioDrawShadow( void )
|
|
{
|
|
// in GoldSrc shadow call is dsiabled with 'return' at start of the function
|
|
// some mods used a hack with calling DrawShadow ahead of 'return'
|
|
// this code is for HL compatibility.
|
|
return;
|
|
|
|
// TODO: implement
|
|
MsgDev( D_INFO, "GL_StudioDrawShadow()\n" ); // just a debug
|
|
}
|
|
|
|
/*
|
|
====================
|
|
StudioRenderFinal
|
|
|
|
====================
|
|
*/
|
|
void R_StudioRenderFinal( void )
|
|
{
|
|
int i, rendermode;
|
|
|
|
rendermode = R_StudioGetForceFaceFlags() ? kRenderTransAdd : RI.currententity->curstate.rendermode;
|
|
R_StudioSetupRenderer( rendermode );
|
|
|
|
if( r_drawentities->integer == 2 )
|
|
{
|
|
R_StudioDrawBones();
|
|
}
|
|
else if( r_drawentities->integer == 3 )
|
|
{
|
|
R_StudioDrawHulls();
|
|
}
|
|
else
|
|
{
|
|
for( i = 0; i < m_pStudioHeader->numbodyparts; i++ )
|
|
{
|
|
R_StudioSetupModel( i, &m_pBodyPart, &m_pSubModel );
|
|
|
|
if( m_fDoInterp )
|
|
{
|
|
// interpolation messes up bounding boxes.
|
|
RI.currententity->trivial_accept = 0;
|
|
}
|
|
|
|
GL_SetRenderMode( rendermode );
|
|
R_StudioDrawPoints();
|
|
GL_StudioDrawShadow();
|
|
}
|
|
}
|
|
|
|
if( r_drawentities->integer == 4 )
|
|
{
|
|
GL_SetRenderMode( kRenderTransAdd );
|
|
R_StudioDrawHulls( );
|
|
GL_SetRenderMode( kRenderNormal );
|
|
}
|
|
|
|
if( r_drawentities->integer == 5 )
|
|
{
|
|
R_StudioDrawAbsBBox( );
|
|
}
|
|
|
|
if( r_drawentities->integer == 6 )
|
|
{
|
|
R_StudioDrawAttachments();
|
|
}
|
|
|
|
R_StudioRestoreRenderer();
|
|
}
|
|
|
|
/*
|
|
====================
|
|
StudioRenderModel
|
|
|
|
====================
|
|
*/
|
|
void R_StudioRenderModel( void )
|
|
{
|
|
R_StudioSetChromeOrigin();
|
|
R_StudioSetForceFaceFlags( 0 );
|
|
|
|
if( RI.currententity->curstate.renderfx == kRenderFxGlowShell )
|
|
{
|
|
RI.currententity->curstate.renderfx = kRenderFxNone;
|
|
|
|
R_StudioRenderFinal( );
|
|
|
|
R_StudioSetForceFaceFlags( STUDIO_NF_CHROME );
|
|
TriSpriteTexture( R_GetChromeSprite(), 0 );
|
|
RI.currententity->curstate.renderfx = kRenderFxGlowShell;
|
|
|
|
R_StudioRenderFinal( );
|
|
}
|
|
else
|
|
{
|
|
R_StudioRenderFinal( );
|
|
}
|
|
}
|
|
|
|
/*
|
|
====================
|
|
StudioEstimateGait
|
|
|
|
====================
|
|
*/
|
|
void R_StudioEstimateGait( entity_state_t *pplayer )
|
|
{
|
|
vec3_t est_velocity;
|
|
float dt;
|
|
|
|
dt = bound( 0.0f, (RI.refdef.time - cl.oldtime), 1.0f );
|
|
|
|
if( dt == 0 || m_pPlayerInfo->renderframe == tr.framecount )
|
|
{
|
|
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 || m_flGaitMovement / dt < 5 )
|
|
{
|
|
m_flGaitMovement = 0;
|
|
est_velocity[0] = 0;
|
|
est_velocity[1] = 0;
|
|
}
|
|
|
|
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 ) flYawDiff -= 360;
|
|
if( flYawDiff < -180 ) flYawDiff += 360;
|
|
|
|
if( dt < 0.25 )
|
|
flYawDiff *= dt * 4;
|
|
else flYawDiff *= dt;
|
|
|
|
m_pPlayerInfo->gaityaw += flYawDiff;
|
|
m_pPlayerInfo->gaityaw = m_pPlayerInfo->gaityaw - (int)(m_pPlayerInfo->gaityaw / 360) * 360;
|
|
|
|
m_flGaitMovement = 0;
|
|
}
|
|
else
|
|
{
|
|
m_pPlayerInfo->gaityaw = ( atan2( est_velocity[1], est_velocity[0] ) * 180 / M_PI );
|
|
if( m_pPlayerInfo->gaityaw > 180 ) m_pPlayerInfo->gaityaw = 180;
|
|
if( m_pPlayerInfo->gaityaw < -180 ) m_pPlayerInfo->gaityaw = -180;
|
|
}
|
|
|
|
}
|
|
|
|
/*
|
|
====================
|
|
StudioProcessGait
|
|
|
|
====================
|
|
*/
|
|
void 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;
|
|
|
|
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];
|
|
|
|
dt = bound( 0.0f, (RI.refdef.time - cl.oldtime), 1.0f );
|
|
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 ) flYaw = flYaw + 360;
|
|
if( flYaw > 180 ) flYaw = flYaw - 360;
|
|
|
|
if( flYaw > 120 )
|
|
{
|
|
m_pPlayerInfo->gaityaw = m_pPlayerInfo->gaityaw - 180;
|
|
m_flGaitMovement = -m_flGaitMovement;
|
|
flYaw = flYaw - 180;
|
|
}
|
|
else if( flYaw < -120 )
|
|
{
|
|
m_pPlayerInfo->gaityaw = m_pPlayerInfo->gaityaw + 180;
|
|
m_flGaitMovement = -m_flGaitMovement;
|
|
flYaw = flYaw + 180;
|
|
}
|
|
|
|
// adjust torso
|
|
RI.currententity->curstate.controller[0] = ((flYaw / 4.0) + 30) / (60.0 / 255.0);
|
|
RI.currententity->curstate.controller[1] = ((flYaw / 4.0) + 30) / (60.0 / 255.0);
|
|
RI.currententity->curstate.controller[2] = ((flYaw / 4.0) + 30) / (60.0 / 255.0);
|
|
RI.currententity->curstate.controller[3] = ((flYaw / 4.0) + 30) / (60.0 / 255.0);
|
|
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;
|
|
RI.currententity->latched.prevangles[YAW] = RI.currententity->angles[YAW];
|
|
|
|
if( pplayer->gaitsequence >= m_pStudioHeader->numseq )
|
|
pplayer->gaitsequence = 0;
|
|
|
|
pseqdesc = (mstudioseqdesc_t *)((byte *)m_pStudioHeader + m_pStudioHeader->seqindex) + pplayer->gaitsequence;
|
|
|
|
// calc gait frame
|
|
if( pseqdesc->linearmovement[0] > 0 )
|
|
m_pPlayerInfo->gaitframe += (m_flGaitMovement / pseqdesc->linearmovement[0]) * pseqdesc->numframes;
|
|
else m_pPlayerInfo->gaitframe += pseqdesc->fps * dt;
|
|
|
|
// do modulo
|
|
m_pPlayerInfo->gaitframe = m_pPlayerInfo->gaitframe - (int)(m_pPlayerInfo->gaitframe / pseqdesc->numframes) * pseqdesc->numframes;
|
|
if( m_pPlayerInfo->gaitframe < 0 ) m_pPlayerInfo->gaitframe += pseqdesc->numframes;
|
|
}
|
|
|
|
/*
|
|
===============
|
|
R_StudioDrawPlayer
|
|
|
|
===============
|
|
*/
|
|
static int R_StudioDrawPlayer( int flags, entity_state_t *pplayer )
|
|
{
|
|
int m_nPlayerIndex;
|
|
alight_t lighting;
|
|
vec3_t dir;
|
|
|
|
m_nPlayerIndex = pplayer->number - 1;
|
|
|
|
if( m_nPlayerIndex < 0 || m_nPlayerIndex >= cl.maxclients )
|
|
return 0;
|
|
|
|
RI.currentmodel = R_StudioSetupPlayerModel( m_nPlayerIndex );
|
|
if( RI.currentmodel == NULL )
|
|
return 0;
|
|
|
|
m_pStudioHeader = (studiohdr_t *)Mod_Extradata( 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_nStudioCount++; // 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.framecount;
|
|
m_pPlayerInfo = NULL;
|
|
|
|
if( flags & STUDIO_EVENTS )
|
|
{
|
|
R_StudioCalcAttachments( );
|
|
R_StudioClientEvents( );
|
|
|
|
// copy attachments into global entity array
|
|
if( RI.currententity->index > 0 )
|
|
{
|
|
cl_entity_t *ent = CL_GetEntityByIndex( RI.currententity->index );
|
|
Mem_Copy( ent->attachment, RI.currententity->attachment, sizeof( vec3_t ) * 4 );
|
|
}
|
|
}
|
|
|
|
if( flags & STUDIO_RENDER )
|
|
{
|
|
if( cl_himodels->integer && RI.currentmodel != RI.currententity->model )
|
|
{
|
|
// show highest resolution multiplayer model
|
|
RI.currententity->curstate.body = 255;
|
|
}
|
|
|
|
if(!( host.developer == 0 && cl.maxclients == 1 ) && ( RI.currentmodel == RI.currententity->model ))
|
|
{
|
|
RI.currententity->curstate.body = 1; // force helmet
|
|
}
|
|
|
|
lighting.plightvec = dir;
|
|
R_StudioDynamicLight( RI.currententity, &lighting );
|
|
|
|
R_StudioEntityLight( &lighting );
|
|
|
|
// model and frame independant
|
|
R_StudioSetupLighting( &lighting );
|
|
|
|
m_pPlayerInfo = pfnPlayerInfo( m_nPlayerIndex );
|
|
|
|
// get remap colors
|
|
g_nTopColor = m_pPlayerInfo->topcolor;
|
|
g_nBottomColor = m_pPlayerInfo->bottomcolor;
|
|
|
|
if( g_nTopColor < 0 ) g_nTopColor = 0;
|
|
if( g_nTopColor > 360 ) g_nTopColor = 360;
|
|
if( g_nBottomColor < 0 ) g_nBottomColor = 0;
|
|
if( g_nBottomColor > 360 ) g_nBottomColor = 360;
|
|
|
|
R_StudioSetRemapColors( g_nTopColor, g_nBottomColor );
|
|
|
|
R_StudioRenderModel( );
|
|
m_pPlayerInfo = NULL;
|
|
|
|
if( pplayer->weaponmodel )
|
|
{
|
|
cl_entity_t saveent = *RI.currententity;
|
|
model_t *pweaponmodel = Mod_Handle( pplayer->weaponmodel );
|
|
|
|
m_pStudioHeader = (studiohdr_t *)Mod_Extradata( 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 save_interp;
|
|
int result;
|
|
|
|
if( RI.currententity->curstate.renderamt <= 0 || RI.currententity->curstate.renderamt > cl.maxclients )
|
|
return 0;
|
|
|
|
// get copy of player
|
|
deadplayer = *R_StudioGetPlayerState( RI.currententity->curstate.renderamt - 1 );
|
|
|
|
// clear weapon, movement state
|
|
deadplayer.number = RI.currententity->curstate.renderamt;
|
|
deadplayer.weaponmodel = 0;
|
|
deadplayer.gaitsequence = 0;
|
|
|
|
deadplayer.movetype = MOVETYPE_NONE;
|
|
VectorCopy( RI.currententity->curstate.angles, deadplayer.angles );
|
|
VectorCopy( RI.currententity->curstate.origin, deadplayer.origin );
|
|
|
|
save_interp = m_fDoInterp;
|
|
m_fDoInterp = 0;
|
|
|
|
// draw as though it were a player
|
|
result = R_StudioDrawPlayer( flags, &deadplayer );
|
|
|
|
m_fDoInterp = save_interp;
|
|
return result;
|
|
}
|
|
|
|
m_pStudioHeader = (studiohdr_t *)Mod_Extradata( 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_nStudioCount++; // render data cache cookie
|
|
|
|
if( m_pStudioHeader->numbodyparts == 0 )
|
|
return 1;
|
|
}
|
|
|
|
if( RI.currententity->curstate.movetype == MOVETYPE_FOLLOW )
|
|
R_StudioMergeBones( RI.currententity, RI.currentmodel );
|
|
else R_StudioSetupBones( RI.currententity );
|
|
|
|
R_StudioSaveBones();
|
|
|
|
if( flags & STUDIO_EVENTS )
|
|
{
|
|
R_StudioCalcAttachments( );
|
|
R_StudioClientEvents( );
|
|
|
|
// copy attachments into global entity array
|
|
if( RI.currententity->index > 0 )
|
|
{
|
|
cl_entity_t *ent = CL_GetEntityByIndex( RI.currententity->index );
|
|
Mem_Copy( 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_DrawStudioModel
|
|
=================
|
|
*/
|
|
void R_DrawStudioModel( cl_entity_t *e )
|
|
{
|
|
int flags, result;
|
|
|
|
ASSERT( pStudioDraw != NULL );
|
|
|
|
if( e == &clgame.viewent )
|
|
flags = STUDIO_RENDER;
|
|
else flags = STUDIO_RENDER|STUDIO_EVENTS;
|
|
|
|
if( e == &clgame.viewent )
|
|
m_fDoInterp = true; // viewmodel can't properly animate without lerping
|
|
else if( r_studio_lerping->integer )
|
|
m_fDoInterp = (e->curstate.effects & EF_NOINTERP) ? false : true;
|
|
else m_fDoInterp = false;
|
|
|
|
// select the properly method
|
|
if( e->player )
|
|
result = pStudioDraw->StudioDrawPlayer( flags, &e->curstate );
|
|
else result = pStudioDraw->StudioDrawModel( flags );
|
|
}
|
|
|
|
/*
|
|
=================
|
|
R_RunViewmodelEvents
|
|
=================
|
|
*/
|
|
void R_RunViewmodelEvents( void )
|
|
{
|
|
if( cl.refdef.nextView || cl.thirdperson )
|
|
return;
|
|
|
|
RI.currententity = &clgame.viewent;
|
|
RI.currentmodel = RI.currententity->model;
|
|
if( !RI.currentmodel ) return;
|
|
|
|
pStudioDraw->StudioDrawModel( STUDIO_EVENTS );
|
|
|
|
RI.currententity = NULL;
|
|
RI.currentmodel = NULL;
|
|
}
|
|
|
|
/*
|
|
=================
|
|
R_DrawViewModel
|
|
=================
|
|
*/
|
|
void R_DrawViewModel( void )
|
|
{
|
|
if( RI.refdef.onlyClientDraw || r_drawviewmodel->integer == 0 )
|
|
return;
|
|
|
|
// ignore in thirdperson, camera view or client is died
|
|
if( cl.thirdperson || cl.refdef.health <= 0 || cl.refdef.viewentity != ( cl.playernum + 1 ))
|
|
return;
|
|
|
|
RI.currententity = &clgame.viewent;
|
|
RI.currentmodel = RI.currententity->model;
|
|
if( !RI.currentmodel ) return;
|
|
|
|
pStudioDraw->StudioDrawModel( STUDIO_RENDER );
|
|
|
|
RI.currententity = NULL;
|
|
RI.currentmodel = NULL;
|
|
}
|
|
|
|
/*
|
|
====================
|
|
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[64], name[64];
|
|
|
|
if( ptexture->flags & STUDIO_NF_TRANSPARENT )
|
|
flags |= (TF_CLAMP|TF_NOMIPMAP);
|
|
|
|
if( ptexture->flags & ( STUDIO_NF_NORMALMAP|STUDIO_NF_HEIGHTMAP ))
|
|
flags |= TF_NORMALMAP;
|
|
|
|
// NOTE: replace index with pointer to start of imagebuffer, ImageLib expected it
|
|
ptexture->index = (int)((byte *)phdr) + ptexture->index;
|
|
size = sizeof( mstudiotexture_t ) + ptexture->width * ptexture->height + 768;
|
|
if( !model_name[0] ) FS_FileBase( mod->name, model_name );
|
|
FS_FileBase( ptexture->name, name );
|
|
|
|
// build the texname
|
|
com.snprintf( texname, sizeof( texname ), "%s/%s.mdl", model_name, name );
|
|
ptexture->index = GL_LoadTexture( texname, (byte *)ptexture, size, flags );
|
|
|
|
if( !ptexture->index )
|
|
{
|
|
MsgDev( D_WARN, "%s has null texture %s\n", mod->name, ptexture->name );
|
|
ptexture->index = tr.defaultTexture;
|
|
}
|
|
else
|
|
{
|
|
GL_SetTextureType( ptexture->index, TEX_STUDIO );
|
|
}
|
|
}
|
|
|
|
/*
|
|
=================
|
|
R_StudioLoadHeader
|
|
=================
|
|
*/
|
|
studiohdr_t *R_StudioLoadHeader( model_t *mod, const void *buffer )
|
|
{
|
|
byte *pin;
|
|
studiohdr_t *phdr;
|
|
mstudiotexture_t *ptexture;
|
|
int i;
|
|
|
|
if( !buffer ) return NULL;
|
|
|
|
pin = (byte *)buffer;
|
|
phdr = (studiohdr_t *)pin;
|
|
i = phdr->version;
|
|
|
|
if( i != STUDIO_VERSION )
|
|
{
|
|
MsgDev( D_ERROR, "%s has wrong version number (%i should be %i)\n", mod->name, i, STUDIO_VERSION );
|
|
return NULL;
|
|
}
|
|
|
|
model_name[0] = '\0';
|
|
|
|
if( host.type != HOST_DEDICATED )
|
|
{
|
|
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] );
|
|
}
|
|
}
|
|
return (studiohdr_t *)buffer;
|
|
}
|
|
|
|
/*
|
|
=================
|
|
Mod_LoadStudioModel
|
|
=================
|
|
*/
|
|
void Mod_LoadStudioModel( model_t *mod, const void *buffer )
|
|
{
|
|
studiohdr_t *phdr;
|
|
|
|
phdr = R_StudioLoadHeader( mod, buffer );
|
|
if( !phdr ) return; // bad model
|
|
|
|
loadmodel->mempool = Mem_AllocPool( va("^2%s^7", loadmodel->name ));
|
|
|
|
if( phdr->numtextures == 0 )
|
|
{
|
|
studiohdr_t *thdr;
|
|
byte *in, *out;
|
|
void *buffer2 = NULL;
|
|
size_t size1, size2;
|
|
|
|
buffer2 = FS_LoadFile( R_StudioTexName( mod ), NULL );
|
|
thdr = R_StudioLoadHeader( mod, buffer2 );
|
|
|
|
if( !thdr )
|
|
{
|
|
MsgDev( D_ERROR, "Mod_LoadStudioModel: %s missing textures file\n", mod->name );
|
|
if( buffer2 ) Mem_Free( buffer2 );
|
|
return; // there were problems
|
|
}
|
|
|
|
// give space for textures and skinrefs
|
|
size1 = thdr->numtextures * sizeof( mstudiotexture_t );
|
|
size2 = thdr->numskinfamilies * thdr->numskinref * sizeof( short );
|
|
mod->cache.data = Mem_Alloc( loadmodel->mempool, phdr->length + size1 + size2 );
|
|
Mem_Copy( loadmodel->cache.data, buffer, phdr->length ); // copy main mdl buffer
|
|
phdr = (studiohdr_t *)loadmodel->cache.data; // get the new pointer on studiohdr
|
|
phdr->numskinfamilies = thdr->numskinfamilies;
|
|
phdr->numtextures = thdr->numtextures;
|
|
phdr->numskinref = thdr->numskinref;
|
|
phdr->textureindex = phdr->length;
|
|
phdr->skinindex = phdr->textureindex + size1;
|
|
|
|
in = (byte *)thdr + thdr->textureindex;
|
|
out = (byte *)phdr + phdr->textureindex;
|
|
Mem_Copy( out, in, size1 + size2 ); // copy textures + skinrefs
|
|
phdr->length += size1 + size2;
|
|
Mem_Free( buffer2 ); // release T.mdl
|
|
}
|
|
else
|
|
{
|
|
// NOTE: we wan't keep raw textures in memory. just cutoff model pointer above texture base
|
|
loadmodel->cache.data = Mem_Alloc( loadmodel->mempool, phdr->texturedataindex );
|
|
Mem_Copy( loadmodel->cache.data, buffer, phdr->texturedataindex );
|
|
phdr->length = phdr->texturedataindex; // update model size
|
|
}
|
|
|
|
// setup bounding box
|
|
VectorCopy( phdr->bbmin, loadmodel->mins );
|
|
VectorCopy( phdr->bbmax, loadmodel->maxs );
|
|
loadmodel->type = mod_studio; // all done
|
|
|
|
loadmodel->numframes = R_StudioBodyVariations( loadmodel );
|
|
loadmodel->radius = RadiusFromBounds( loadmodel->mins, loadmodel->maxs );
|
|
loadmodel->flags = phdr->flags; // copy header flags
|
|
}
|
|
|
|
/*
|
|
=================
|
|
Mod_UnloadStudioModel
|
|
=================
|
|
*/
|
|
void Mod_UnloadStudioModel( model_t *mod )
|
|
{
|
|
studiohdr_t *pstudio;
|
|
mstudiotexture_t *ptexture;
|
|
int i;
|
|
|
|
ASSERT( mod != NULL );
|
|
|
|
if( mod->type != mod_studio )
|
|
return; // not a studio
|
|
|
|
pstudio = mod->cache.data;
|
|
if( !pstudio ) return; // already freed
|
|
|
|
ptexture = (mstudiotexture_t *)(((byte *)pstudio) + pstudio->textureindex);
|
|
|
|
// release all textures
|
|
for( i = 0; i < pstudio->numtextures; i++ )
|
|
{
|
|
if( ptexture[i].index == tr.defaultTexture )
|
|
continue;
|
|
GL_FreeTexture( ptexture[i].index );
|
|
}
|
|
|
|
Mem_FreePool( &mod->mempool );
|
|
Mem_Set( mod, 0, sizeof( *mod ));
|
|
}
|
|
|
|
static engine_studio_api_t gStudioAPI =
|
|
{
|
|
Mod_Calloc,
|
|
Mod_CacheCheck,
|
|
Mod_LoadCacheFile,
|
|
Mod_ForName,
|
|
Mod_Extradata,
|
|
Mod_Handle,
|
|
pfnGetCurrentEntity,
|
|
pfnPlayerInfo,
|
|
R_StudioGetPlayerState,
|
|
pfnGetViewEntity,
|
|
pfnGetEngineTimes,
|
|
pfnCVarGetPointer,
|
|
pfnGetViewInfo,
|
|
R_GetChromeSprite,
|
|
pfnGetModelCounters,
|
|
pfnGetAliasScale,
|
|
pfnStudioGetBoneTransform,
|
|
pfnStudioGetLightTransform,
|
|
pfnStudioGetAliasTransform,
|
|
pfnStudioGetRotationMatrix,
|
|
R_StudioSetupModel,
|
|
R_StudioCheckBBox,
|
|
R_StudioDynamicLight,
|
|
R_StudioEntityLight,
|
|
R_StudioSetupLighting,
|
|
R_StudioDrawPoints,
|
|
R_StudioDrawHulls,
|
|
R_StudioDrawAbsBBox,
|
|
R_StudioDrawBones,
|
|
R_StudioSetupSkin,
|
|
R_StudioSetRemapColors,
|
|
R_StudioSetupPlayerModel,
|
|
R_StudioClientEvents,
|
|
R_StudioGetForceFaceFlags,
|
|
R_StudioSetForceFaceFlags,
|
|
R_StudioSetHeader,
|
|
R_StudioSetRenderModel,
|
|
R_StudioSetupRenderer,
|
|
R_StudioRestoreRenderer,
|
|
R_StudioSetChromeOrigin,
|
|
pfnIsHardware,
|
|
GL_StudioDrawShadow,
|
|
GL_SetRenderMode,
|
|
};
|
|
|
|
static r_studio_interface_t gStudioDraw =
|
|
{
|
|
STUDIO_INTERFACE_VERSION,
|
|
R_StudioDrawModel,
|
|
R_StudioDrawPlayer,
|
|
};
|
|
|
|
/*
|
|
===============
|
|
CL_InitStudioAPI
|
|
|
|
Initialize client studio
|
|
===============
|
|
*/
|
|
qboolean CL_InitStudioAPI( void )
|
|
{
|
|
pStudioDraw = &gStudioDraw;
|
|
|
|
// Xash will be used internal StudioModelRenderer
|
|
if( !clgame.dllFuncs.pfnGetStudioModelInterface )
|
|
return true;
|
|
|
|
if( clgame.dllFuncs.pfnGetStudioModelInterface( STUDIO_INTERFACE_VERSION, &pStudioDraw, &gStudioAPI ))
|
|
return true;
|
|
|
|
// 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;
|
|
|
|
return true;
|
|
} |