4003 lines
105 KiB
C
4003 lines
105 KiB
C
/*
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gl_studio.c - studio model renderer
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Copyright (C) 2010 Uncle Mike
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This program is free software: you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation, either version 3 of the License, or
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(at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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*/
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#include "common.h"
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#include "client.h"
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#include "mathlib.h"
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#include "const.h"
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#include "r_studioint.h"
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#include "triangleapi.h"
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#include "studio.h"
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#include "pm_local.h"
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#include "gl_local.h"
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#include "cl_tent.h"
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#define EVENT_CLIENT 5000 // less than this value it's a server-side studio events
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#define MAX_LOCALLIGHTS 4
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CVAR_DEFINE_AUTO( r_glowshellfreq, "2.2", 0, "glowing shell frequency update" );
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CVAR_DEFINE_AUTO( r_shadows, "0", 0, "enable shadows from studiomodels" );
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static vec3_t hullcolor[8] =
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{
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{ 1.0f, 1.0f, 1.0f },
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{ 1.0f, 0.5f, 0.5f },
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{ 0.5f, 1.0f, 0.5f },
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{ 1.0f, 1.0f, 0.5f },
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{ 0.5f, 0.5f, 1.0f },
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{ 1.0f, 0.5f, 1.0f },
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{ 0.5f, 1.0f, 1.0f },
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{ 1.0f, 1.0f, 1.0f },
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};
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typedef struct sortedmesh_s
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{
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mstudiomesh_t *mesh;
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int flags; // face flags
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} sortedmesh_t;
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typedef struct
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{
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double time;
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double frametime;
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int framecount; // studio framecount
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qboolean interpolate;
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int rendermode;
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float blend; // blend value
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// bones
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matrix3x4 rotationmatrix;
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matrix3x4 bonestransform[MAXSTUDIOBONES];
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matrix3x4 lighttransform[MAXSTUDIOBONES];
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// boneweighting stuff
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matrix3x4 worldtransform[MAXSTUDIOBONES];
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// cached bones
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matrix3x4 cached_bonestransform[MAXSTUDIOBONES];
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matrix3x4 cached_lighttransform[MAXSTUDIOBONES];
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char cached_bonenames[MAXSTUDIOBONES][32];
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int cached_numbones; // number of bones in cache
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sortedmesh_t meshes[MAXSTUDIOMESHES]; // sorted meshes
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vec3_t verts[MAXSTUDIOVERTS];
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vec3_t norms[MAXSTUDIOVERTS];
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// lighting state
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float ambientlight;
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float shadelight;
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vec3_t lightvec; // averaging light direction
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vec3_t lightspot; // shadow spot
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vec3_t lightcolor; // averaging lightcolor
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vec3_t blightvec[MAXSTUDIOBONES]; // bone light vecs
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vec3_t lightvalues[MAXSTUDIOVERTS]; // precomputed lightvalues per each shared vertex of submodel
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// chrome stuff
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vec3_t chrome_origin;
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vec2_t chrome[MAXSTUDIOVERTS]; // texture coords for surface normals
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vec3_t chromeright[MAXSTUDIOBONES]; // chrome vector "right" in bone reference frames
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vec3_t chromeup[MAXSTUDIOBONES]; // chrome vector "up" in bone reference frames
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int chromeage[MAXSTUDIOBONES]; // last time chrome vectors were updated
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// glowshell stuff
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int normaltable[MAXSTUDIOVERTS]; // glowshell uses this
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// elights cache
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int numlocallights;
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int lightage[MAXSTUDIOBONES];
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dlight_t *locallight[MAX_LOCALLIGHTS];
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color24 locallightcolor[MAX_LOCALLIGHTS];
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vec4_t lightpos[MAXSTUDIOVERTS][MAX_LOCALLIGHTS];
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vec3_t lightbonepos[MAXSTUDIOBONES][MAX_LOCALLIGHTS];
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float locallightR2[MAX_LOCALLIGHTS];
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} studio_draw_state_t;
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// studio-related cvars
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convar_t *r_studio_lambert;
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convar_t *r_studio_sort_textures;
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convar_t *r_drawviewmodel;
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convar_t *cl_righthand = NULL;
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convar_t *cl_himodels;
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static r_studio_interface_t *pStudioDraw;
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static studio_draw_state_t g_studio; // global studio state
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// global variables
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qboolean m_fDoRemap;
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mstudiomodel_t *m_pSubModel;
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mstudiobodyparts_t *m_pBodyPart;
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player_info_t *m_pPlayerInfo;
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studiohdr_t *m_pStudioHeader;
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float m_flGaitMovement;
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int g_iBackFaceCull;
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int g_nTopColor, g_nBottomColor; // remap colors
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int g_nFaceFlags, g_nForceFaceFlags;
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/*
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====================
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R_StudioInit
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====================
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*/
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void R_StudioInit( void )
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{
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r_studio_lambert = Cvar_Get( "r_studio_lambert", "1.5", FCVAR_ARCHIVE, "half-lambert value" );
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cl_himodels = Cvar_Get( "cl_himodels", "1", FCVAR_ARCHIVE, "draw high-resolution player models in multiplayer" );
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r_studio_sort_textures = Cvar_Get( "r_studio_sort_textures", "0", FCVAR_ARCHIVE, "change draw order for additive meshes" );
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r_drawviewmodel = Cvar_Get( "r_drawviewmodel", "1", 0, "draw firstperson weapon model" );
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Matrix3x4_LoadIdentity( g_studio.rotationmatrix );
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Cvar_RegisterVariable( &r_glowshellfreq );
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// g-cont. especially not registered
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// Cvar_RegisterVariable( &r_shadows );
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g_studio.interpolate = true;
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g_studio.framecount = 0;
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m_fDoRemap = false;
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}
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/*
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===============
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R_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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Q_strncpy( texname, mod->name, sizeof( texname ));
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FS_StripExtension( texname );
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Q_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 = 1;
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pstudiohdr = (studiohdr_t *)Mod_StudioExtradata( mod );
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if( !pstudiohdr ) return 0;
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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_StudioSetupTimings
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init current time for a given model
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================
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*/
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static void R_StudioSetupTimings( void )
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{
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if( RI.drawWorld )
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{
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// synchronize with server time
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g_studio.time = cl.time;
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g_studio.frametime = cl.time - cl.oldtime;
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}
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else
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{
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// menu stuff
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g_studio.time = host.realtime;
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g_studio.frametime = host.frametime;
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}
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}
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/*
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================
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R_AllowFlipViewModel
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should a flip the viewmodel if cl_righthand is set to 1
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================
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*/
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static qboolean R_AllowFlipViewModel( cl_entity_t *e )
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{
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if( cl_righthand && cl_righthand->value > 0 )
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{
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if( e == &clgame.viewent )
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return true;
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}
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return false;
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}
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/*
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================
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R_StudioComputeBBox
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Compute a full bounding box for current sequence
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================
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*/
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static qboolean R_StudioComputeBBox( vec3_t bbox[8] )
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{
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vec3_t studio_mins, studio_maxs;
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vec3_t mins, maxs, p1, p2;
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cl_entity_t *e = RI.currententity;
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mstudioseqdesc_t *pseqdesc;
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int i;
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if( !m_pStudioHeader )
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return false;
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// check if we have valid mins\maxs
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if( !VectorCompare( vec3_origin, RI.currentmodel->mins ))
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{
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// clipping bounding box
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VectorCopy( RI.currentmodel->mins, mins );
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VectorCopy( RI.currentmodel->maxs, maxs );
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}
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else
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{
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ClearBounds( mins, maxs );
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}
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// check sequence range
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if( e->curstate.sequence < 0 || e->curstate.sequence >= m_pStudioHeader->numseq )
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e->curstate.sequence = 0;
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pseqdesc = (mstudioseqdesc_t *)((byte *)m_pStudioHeader + m_pStudioHeader->seqindex) + e->curstate.sequence;
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// add sequence box to the model box
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AddPointToBounds( pseqdesc->bbmin, mins, maxs );
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AddPointToBounds( pseqdesc->bbmax, mins, maxs );
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ClearBounds( studio_mins, studio_maxs );
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// compute a full bounding box
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for( i = 0; i < 8; i++ )
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{
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p1[0] = ( i & 1 ) ? mins[0] : maxs[0];
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p1[1] = ( i & 2 ) ? mins[1] : maxs[1];
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p1[2] = ( i & 4 ) ? mins[2] : maxs[2];
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Matrix3x4_VectorTransform( g_studio.rotationmatrix, p1, p2 );
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AddPointToBounds( p2, studio_mins, studio_maxs );
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if( bbox ) VectorCopy( p2, bbox[i] );
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}
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if( !bbox && R_CullModel( e, studio_mins, studio_maxs ))
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return false; // model culled
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return true; // visible
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}
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void R_StudioComputeSkinMatrix( mstudioboneweight_t *boneweights, matrix3x4 result )
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{
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float flWeight0, flWeight1, flWeight2, flWeight3;
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int i, numbones = 0;
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float flTotal;
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for( i = 0; i < MAXSTUDIOBONEWEIGHTS; i++ )
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{
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if( boneweights->bone[i] != -1 )
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numbones++;
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}
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if( numbones == 4 )
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{
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vec4_t *boneMat0 = (vec4_t *)g_studio.worldtransform[boneweights->bone[0]];
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vec4_t *boneMat1 = (vec4_t *)g_studio.worldtransform[boneweights->bone[1]];
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vec4_t *boneMat2 = (vec4_t *)g_studio.worldtransform[boneweights->bone[2]];
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vec4_t *boneMat3 = (vec4_t *)g_studio.worldtransform[boneweights->bone[3]];
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flWeight0 = boneweights->weight[0] / 255.0f;
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flWeight1 = boneweights->weight[1] / 255.0f;
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flWeight2 = boneweights->weight[2] / 255.0f;
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flWeight3 = boneweights->weight[3] / 255.0f;
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flTotal = flWeight0 + flWeight1 + flWeight2 + flWeight3;
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if( flTotal < 1.0f ) flWeight0 += 1.0f - flTotal; // compensate rounding error
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result[0][0] = boneMat0[0][0] * flWeight0 + boneMat1[0][0] * flWeight1 + boneMat2[0][0] * flWeight2 + boneMat3[0][0] * flWeight3;
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result[0][1] = boneMat0[0][1] * flWeight0 + boneMat1[0][1] * flWeight1 + boneMat2[0][1] * flWeight2 + boneMat3[0][1] * flWeight3;
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result[0][2] = boneMat0[0][2] * flWeight0 + boneMat1[0][2] * flWeight1 + boneMat2[0][2] * flWeight2 + boneMat3[0][2] * flWeight3;
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result[0][3] = boneMat0[0][3] * flWeight0 + boneMat1[0][3] * flWeight1 + boneMat2[0][3] * flWeight2 + boneMat3[0][3] * flWeight3;
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result[1][0] = boneMat0[1][0] * flWeight0 + boneMat1[1][0] * flWeight1 + boneMat2[1][0] * flWeight2 + boneMat3[1][0] * flWeight3;
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result[1][1] = boneMat0[1][1] * flWeight0 + boneMat1[1][1] * flWeight1 + boneMat2[1][1] * flWeight2 + boneMat3[1][1] * flWeight3;
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result[1][2] = boneMat0[1][2] * flWeight0 + boneMat1[1][2] * flWeight1 + boneMat2[1][2] * flWeight2 + boneMat3[1][2] * flWeight3;
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result[1][3] = boneMat0[1][3] * flWeight0 + boneMat1[1][3] * flWeight1 + boneMat2[1][3] * flWeight2 + boneMat3[1][3] * flWeight3;
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result[2][0] = boneMat0[2][0] * flWeight0 + boneMat1[2][0] * flWeight1 + boneMat2[2][0] * flWeight2 + boneMat3[2][0] * flWeight3;
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result[2][1] = boneMat0[2][1] * flWeight0 + boneMat1[2][1] * flWeight1 + boneMat2[2][1] * flWeight2 + boneMat3[2][1] * flWeight3;
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result[2][2] = boneMat0[2][2] * flWeight0 + boneMat1[2][2] * flWeight1 + boneMat2[2][2] * flWeight2 + boneMat3[2][2] * flWeight3;
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result[2][3] = boneMat0[2][3] * flWeight0 + boneMat1[2][3] * flWeight1 + boneMat2[2][3] * flWeight2 + boneMat3[2][3] * flWeight3;
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}
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else if( numbones == 3 )
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{
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vec4_t *boneMat0 = (vec4_t *)g_studio.worldtransform[boneweights->bone[0]];
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vec4_t *boneMat1 = (vec4_t *)g_studio.worldtransform[boneweights->bone[1]];
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vec4_t *boneMat2 = (vec4_t *)g_studio.worldtransform[boneweights->bone[2]];
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flWeight0 = boneweights->weight[0] / 255.0f;
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flWeight1 = boneweights->weight[1] / 255.0f;
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flWeight2 = boneweights->weight[2] / 255.0f;
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flTotal = flWeight0 + flWeight1 + flWeight2;
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if( flTotal < 1.0f ) flWeight0 += 1.0f - flTotal; // compensate rounding error
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result[0][0] = boneMat0[0][0] * flWeight0 + boneMat1[0][0] * flWeight1 + boneMat2[0][0] * flWeight2;
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result[0][1] = boneMat0[0][1] * flWeight0 + boneMat1[0][1] * flWeight1 + boneMat2[0][1] * flWeight2;
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result[0][2] = boneMat0[0][2] * flWeight0 + boneMat1[0][2] * flWeight1 + boneMat2[0][2] * flWeight2;
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result[0][3] = boneMat0[0][3] * flWeight0 + boneMat1[0][3] * flWeight1 + boneMat2[0][3] * flWeight2;
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result[1][0] = boneMat0[1][0] * flWeight0 + boneMat1[1][0] * flWeight1 + boneMat2[1][0] * flWeight2;
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result[1][1] = boneMat0[1][1] * flWeight0 + boneMat1[1][1] * flWeight1 + boneMat2[1][1] * flWeight2;
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result[1][2] = boneMat0[1][2] * flWeight0 + boneMat1[1][2] * flWeight1 + boneMat2[1][2] * flWeight2;
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result[1][3] = boneMat0[1][3] * flWeight0 + boneMat1[1][3] * flWeight1 + boneMat2[1][3] * flWeight2;
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result[2][0] = boneMat0[2][0] * flWeight0 + boneMat1[2][0] * flWeight1 + boneMat2[2][0] * flWeight2;
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result[2][1] = boneMat0[2][1] * flWeight0 + boneMat1[2][1] * flWeight1 + boneMat2[2][1] * flWeight2;
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result[2][2] = boneMat0[2][2] * flWeight0 + boneMat1[2][2] * flWeight1 + boneMat2[2][2] * flWeight2;
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result[2][3] = boneMat0[2][3] * flWeight0 + boneMat1[2][3] * flWeight1 + boneMat2[2][3] * flWeight2;
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}
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else if( numbones == 2 )
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{
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vec4_t *boneMat0 = (vec4_t *)g_studio.worldtransform[boneweights->bone[0]];
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vec4_t *boneMat1 = (vec4_t *)g_studio.worldtransform[boneweights->bone[1]];
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flWeight0 = boneweights->weight[0] / 255.0f;
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flWeight1 = boneweights->weight[1] / 255.0f;
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flTotal = flWeight0 + flWeight1;
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if( flTotal < 1.0f ) flWeight0 += 1.0f - flTotal; // compensate rounding error
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result[0][0] = boneMat0[0][0] * flWeight0 + boneMat1[0][0] * flWeight1;
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result[0][1] = boneMat0[0][1] * flWeight0 + boneMat1[0][1] * flWeight1;
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result[0][2] = boneMat0[0][2] * flWeight0 + boneMat1[0][2] * flWeight1;
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result[0][3] = boneMat0[0][3] * flWeight0 + boneMat1[0][3] * flWeight1;
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result[1][0] = boneMat0[1][0] * flWeight0 + boneMat1[1][0] * flWeight1;
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result[1][1] = boneMat0[1][1] * flWeight0 + boneMat1[1][1] * flWeight1;
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result[1][2] = boneMat0[1][2] * flWeight0 + boneMat1[1][2] * flWeight1;
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result[1][3] = boneMat0[1][3] * flWeight0 + boneMat1[1][3] * flWeight1;
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result[2][0] = boneMat0[2][0] * flWeight0 + boneMat1[2][0] * flWeight1;
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result[2][1] = boneMat0[2][1] * flWeight0 + boneMat1[2][1] * flWeight1;
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result[2][2] = boneMat0[2][2] * flWeight0 + boneMat1[2][2] * flWeight1;
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result[2][3] = boneMat0[2][3] * flWeight0 + boneMat1[2][3] * flWeight1;
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}
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else
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{
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Matrix3x4_Copy( result, g_studio.worldtransform[boneweights->bone[0]] );
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}
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}
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/*
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===============
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pfnGetCurrentEntity
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===============
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*/
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static cl_entity_t *pfnGetCurrentEntity( void )
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{
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return RI.currententity;
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}
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/*
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===============
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pfnPlayerInfo
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===============
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*/
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static player_info_t *pfnPlayerInfo( int index )
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{
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if( !RI.drawWorld )
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return &gameui.playerinfo;
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if( index < 0 || index > cl.maxclients )
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return NULL;
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return &cl.players[index];
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}
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/*
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===============
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pfnGetPlayerState
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===============
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*/
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entity_state_t *R_StudioGetPlayerState( int index )
|
|
{
|
|
if( !RI.drawWorld )
|
|
return &RI.currententity->curstate;
|
|
|
|
if( index < 0 || index >= cl.maxclients )
|
|
return NULL;
|
|
|
|
return &cl.frames[cl.parsecountmod].playerstate[index];
|
|
}
|
|
|
|
/*
|
|
===============
|
|
pfnGetViewEntity
|
|
|
|
===============
|
|
*/
|
|
static cl_entity_t *pfnGetViewEntity( void )
|
|
{
|
|
return &clgame.viewent;
|
|
}
|
|
|
|
/*
|
|
===============
|
|
pfnGetEngineTimes
|
|
|
|
===============
|
|
*/
|
|
static void pfnGetEngineTimes( int *framecount, double *current, double *old )
|
|
{
|
|
if( framecount ) *framecount = tr.realframecount;
|
|
if( current ) *current = cl.time;
|
|
if( old ) *old = cl.oldtime;
|
|
}
|
|
|
|
/*
|
|
===============
|
|
pfnGetViewInfo
|
|
|
|
===============
|
|
*/
|
|
static void pfnGetViewInfo( float *origin, float *upv, float *rightv, float *forwardv )
|
|
{
|
|
if( origin ) VectorCopy( RI.vieworg, origin );
|
|
if( forwardv ) VectorCopy( RI.vforward, forwardv );
|
|
if( rightv ) VectorCopy( RI.vright, rightv );
|
|
if( upv ) VectorCopy( RI.vup, upv );
|
|
}
|
|
|
|
/*
|
|
===============
|
|
R_GetChromeSprite
|
|
|
|
===============
|
|
*/
|
|
static model_t *R_GetChromeSprite( void )
|
|
{
|
|
return cl_sprite_shell;
|
|
}
|
|
|
|
/*
|
|
===============
|
|
pfnGetModelCounters
|
|
|
|
===============
|
|
*/
|
|
static void pfnGetModelCounters( int **s, int **a )
|
|
{
|
|
*s = &g_studio.framecount;
|
|
*a = &r_stats.c_studio_models_drawn;
|
|
}
|
|
|
|
/*
|
|
===============
|
|
pfnGetAliasScale
|
|
|
|
===============
|
|
*/
|
|
static void pfnGetAliasScale( float *x, float *y )
|
|
{
|
|
if( x ) *x = 1.0f;
|
|
if( y ) *y = 1.0f;
|
|
}
|
|
|
|
/*
|
|
===============
|
|
pfnStudioGetBoneTransform
|
|
|
|
===============
|
|
*/
|
|
static float ****pfnStudioGetBoneTransform( void )
|
|
{
|
|
return (float ****)g_studio.bonestransform;
|
|
}
|
|
|
|
/*
|
|
===============
|
|
pfnStudioGetLightTransform
|
|
|
|
===============
|
|
*/
|
|
static float ****pfnStudioGetLightTransform( void )
|
|
{
|
|
return (float ****)g_studio.lighttransform;
|
|
}
|
|
|
|
/*
|
|
===============
|
|
pfnStudioGetAliasTransform
|
|
|
|
===============
|
|
*/
|
|
static float ***pfnStudioGetAliasTransform( void )
|
|
{
|
|
return NULL;
|
|
}
|
|
|
|
/*
|
|
===============
|
|
pfnStudioGetRotationMatrix
|
|
|
|
===============
|
|
*/
|
|
static float ***pfnStudioGetRotationMatrix( void )
|
|
{
|
|
return (float ***)g_studio.rotationmatrix;
|
|
}
|
|
|
|
/*
|
|
====================
|
|
StudioPlayerBlend
|
|
|
|
====================
|
|
*/
|
|
void R_StudioPlayerBlend( mstudioseqdesc_t *pseqdesc, int *pBlend, float *pPitch )
|
|
{
|
|
// calc up/down pointing
|
|
*pBlend = (*pPitch * 3.0f);
|
|
|
|
if( *pBlend < pseqdesc->blendstart[0] )
|
|
{
|
|
*pPitch -= pseqdesc->blendstart[0] / 3.0f;
|
|
*pBlend = 0;
|
|
}
|
|
else if( *pBlend > pseqdesc->blendend[0] )
|
|
{
|
|
*pPitch -= pseqdesc->blendend[0] / 3.0f;
|
|
*pBlend = 255;
|
|
}
|
|
else
|
|
{
|
|
if( pseqdesc->blendend[0] - pseqdesc->blendstart[0] < 0.1f ) // catch qc error
|
|
*pBlend = 127;
|
|
else *pBlend = 255 * (*pBlend - pseqdesc->blendstart[0]) / (pseqdesc->blendend[0] - pseqdesc->blendstart[0]);
|
|
*pPitch = 0.0f;
|
|
}
|
|
}
|
|
|
|
/*
|
|
====================
|
|
R_StudioLerpMovement
|
|
|
|
====================
|
|
*/
|
|
void R_StudioLerpMovement( cl_entity_t *e, double time, vec3_t origin, vec3_t angles )
|
|
{
|
|
float f = 1.0f;
|
|
|
|
// don't do it if the goalstarttime hasn't updated in a while.
|
|
// NOTE: Because we need to interpolate multiplayer characters, the interpolation time limit
|
|
// was increased to 1.0 s., which is 2x the max lag we are accounting for.
|
|
if( g_studio.interpolate && ( time < e->curstate.animtime + 1.0f ) && ( e->curstate.animtime != e->latched.prevanimtime ))
|
|
f = ( time - e->curstate.animtime ) / ( e->curstate.animtime - e->latched.prevanimtime );
|
|
|
|
// Msg( "%4.2f %.2f %.2f\n", f, e->curstate.animtime, g_studio.time );
|
|
VectorLerp( e->latched.prevorigin, f, e->curstate.origin, origin );
|
|
|
|
if( !VectorCompare( e->curstate.angles, e->latched.prevangles ))
|
|
{
|
|
vec4_t q, q1, q2;
|
|
|
|
AngleQuaternion( e->curstate.angles, q1, false );
|
|
AngleQuaternion( e->latched.prevangles, q2, false );
|
|
QuaternionSlerp( q2, q1, f, q );
|
|
QuaternionAngle( q, angles );
|
|
}
|
|
else VectorCopy( e->curstate.angles, angles );
|
|
}
|
|
|
|
/*
|
|
====================
|
|
StudioSetUpTransform
|
|
|
|
====================
|
|
*/
|
|
void R_StudioSetUpTransform( cl_entity_t *e )
|
|
{
|
|
vec3_t origin, angles;
|
|
|
|
VectorCopy( e->origin, origin );
|
|
VectorCopy( e->angles, angles );
|
|
|
|
// interpolate monsters position (moved into UpdateEntityFields by user request)
|
|
if( e->curstate.movetype == MOVETYPE_STEP && !FBitSet( host.features, ENGINE_COMPUTE_STUDIO_LERP ))
|
|
{
|
|
R_StudioLerpMovement( e, g_studio.time, origin, angles );
|
|
}
|
|
|
|
if( !FBitSet( host.features, ENGINE_COMPENSATE_QUAKE_BUG ))
|
|
angles[PITCH] = -angles[PITCH]; // stupid quake bug
|
|
|
|
// don't rotate clients, only aim
|
|
if( e->player ) angles[PITCH] = 0.0f;
|
|
|
|
Matrix3x4_CreateFromEntity( g_studio.rotationmatrix, angles, origin, 1.0f );
|
|
|
|
if( tr.fFlipViewModel )
|
|
{
|
|
g_studio.rotationmatrix[0][1] = -g_studio.rotationmatrix[0][1];
|
|
g_studio.rotationmatrix[1][1] = -g_studio.rotationmatrix[1][1];
|
|
g_studio.rotationmatrix[2][1] = -g_studio.rotationmatrix[2][1];
|
|
}
|
|
}
|
|
|
|
/*
|
|
====================
|
|
StudioEstimateFrame
|
|
|
|
====================
|
|
*/
|
|
float R_StudioEstimateFrame( cl_entity_t *e, mstudioseqdesc_t *pseqdesc )
|
|
{
|
|
double dfdt, f;
|
|
|
|
if( g_studio.interpolate )
|
|
{
|
|
if( g_studio.time < e->curstate.animtime ) dfdt = 0.0;
|
|
else dfdt = (g_studio.time - e->curstate.animtime) * e->curstate.framerate * pseqdesc->fps;
|
|
}
|
|
else dfdt = 0;
|
|
|
|
if( pseqdesc->numframes <= 1 ) f = 0.0;
|
|
else f = (e->curstate.frame * (pseqdesc->numframes - 1)) / 256.0;
|
|
|
|
f += dfdt;
|
|
|
|
if( pseqdesc->flags & STUDIO_LOOPING )
|
|
{
|
|
if( pseqdesc->numframes > 1 )
|
|
f -= (int)(f / (pseqdesc->numframes - 1)) * (pseqdesc->numframes - 1);
|
|
if( f < 0 ) f += (pseqdesc->numframes - 1);
|
|
}
|
|
else
|
|
{
|
|
if( f >= pseqdesc->numframes - 1.001 )
|
|
f = pseqdesc->numframes - 1.001;
|
|
if( f < 0.0 ) f = 0.0;
|
|
}
|
|
return f;
|
|
}
|
|
|
|
/*
|
|
====================
|
|
StudioEstimateInterpolant
|
|
|
|
====================
|
|
*/
|
|
float R_StudioEstimateInterpolant( cl_entity_t *e )
|
|
{
|
|
float dadt = 1.0f;
|
|
|
|
if( g_studio.interpolate && ( e->curstate.animtime >= e->latched.prevanimtime + 0.01f ))
|
|
{
|
|
dadt = ( g_studio.time - e->curstate.animtime ) / 0.1f;
|
|
if( dadt > 2.0f ) dadt = 2.0f;
|
|
}
|
|
|
|
return dadt;
|
|
}
|
|
|
|
/*
|
|
====================
|
|
CL_GetStudioEstimatedFrame
|
|
|
|
====================
|
|
*/
|
|
float CL_GetStudioEstimatedFrame( cl_entity_t *ent )
|
|
{
|
|
studiohdr_t *pstudiohdr;
|
|
mstudioseqdesc_t *pseqdesc;
|
|
int sequence;
|
|
|
|
if( ent->model != NULL && ent->model->type == mod_studio )
|
|
{
|
|
pstudiohdr = (studiohdr_t *)Mod_StudioExtradata( ent->model );
|
|
|
|
if( pstudiohdr )
|
|
{
|
|
sequence = bound( 0, ent->curstate.sequence, pstudiohdr->numseq - 1 );
|
|
pseqdesc = (mstudioseqdesc_t *)((byte *)pstudiohdr + pstudiohdr->seqindex) + sequence;
|
|
return R_StudioEstimateFrame( ent, pseqdesc );
|
|
}
|
|
}
|
|
|
|
return 0;
|
|
}
|
|
|
|
/*
|
|
====================
|
|
CL_GetSequenceDuration
|
|
|
|
====================
|
|
*/
|
|
float CL_GetSequenceDuration( cl_entity_t *ent, int sequence )
|
|
{
|
|
studiohdr_t *pstudiohdr;
|
|
mstudioseqdesc_t *pseqdesc;
|
|
|
|
if( ent->model != NULL && ent->model->type == mod_studio )
|
|
{
|
|
pstudiohdr = (studiohdr_t *)Mod_StudioExtradata( ent->model );
|
|
|
|
if( pstudiohdr )
|
|
{
|
|
sequence = bound( 0, sequence, pstudiohdr->numseq - 1 );
|
|
pseqdesc = (mstudioseqdesc_t *)((byte *)pstudiohdr + pstudiohdr->seqindex) + sequence;
|
|
|
|
if( pseqdesc->numframes > 1 && pseqdesc->fps > 0 )
|
|
return (float)pseqdesc->numframes / (float)pseqdesc->fps;
|
|
}
|
|
}
|
|
|
|
return 0.1f;
|
|
}
|
|
|
|
/*
|
|
====================
|
|
StudioGetAnim
|
|
|
|
====================
|
|
*/
|
|
void *R_StudioGetAnim( studiohdr_t *m_pStudioHeader, model_t *m_pSubModel, mstudioseqdesc_t *pseqdesc )
|
|
{
|
|
mstudioseqgroup_t *pseqgroup;
|
|
cache_user_t *paSequences;
|
|
size_t filesize;
|
|
byte *buf;
|
|
|
|
pseqgroup = (mstudioseqgroup_t *)((byte *)m_pStudioHeader + m_pStudioHeader->seqgroupindex) + pseqdesc->seqgroup;
|
|
if( pseqdesc->seqgroup == 0 )
|
|
return ((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 );
|
|
|
|
// NOTE: here we build real sub-animation filename because stupid user may rename model without recompile
|
|
Q_snprintf( filepath, sizeof( filepath ), "%s/%s%i%i.mdl", modelpath, modelname, pseqdesc->seqgroup / 10, pseqdesc->seqgroup % 10 );
|
|
|
|
buf = FS_LoadFile( filepath, &filesize, false );
|
|
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 );
|
|
memcpy( paSequences[pseqdesc->seqgroup].data, buf, filesize );
|
|
Mem_Free( buf );
|
|
}
|
|
|
|
return ((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( -10.0f, 10.0f );
|
|
transform[COM_RandomLong( 0, 2 )][3] += offset;
|
|
}
|
|
break;
|
|
case kRenderFxExplode:
|
|
{
|
|
float scale;
|
|
|
|
scale = 1.0f + ( g_studio.time - ent->curstate.animtime ) * 10.0f;
|
|
if( scale > 2.0f ) scale = 2.0f; // don't blow up more than 200%
|
|
|
|
transform[0][1] *= scale;
|
|
transform[1][1] *= scale;
|
|
transform[2][1] *= scale;
|
|
}
|
|
break;
|
|
}
|
|
}
|
|
|
|
/*
|
|
====================
|
|
StudioCalcBoneAdj
|
|
|
|
====================
|
|
*/
|
|
void R_StudioCalcBoneAdj( float dadt, float *adj, const byte *pcontroller1, const byte *pcontroller2, byte mouthopen )
|
|
{
|
|
mstudiobonecontroller_t *pbonecontroller;
|
|
float value = 0.0f;
|
|
int i, j;
|
|
|
|
pbonecontroller = (mstudiobonecontroller_t *)((byte *)m_pStudioHeader + m_pStudioHeader->bonecontrollerindex);
|
|
|
|
for( j = 0; j < m_pStudioHeader->numbonecontrollers; j++ )
|
|
{
|
|
i = pbonecontroller[j].index;
|
|
|
|
if( i == STUDIO_MOUTH )
|
|
{
|
|
// mouth hardcoded at controller 4
|
|
value = (float)mouthopen / 64.0f;
|
|
value = bound( 0.0f, value, 1.0f );
|
|
value = (1.0f - value) * pbonecontroller[j].start + value * pbonecontroller[j].end;
|
|
}
|
|
else if( i < 4 )
|
|
{
|
|
// check for 360% wrapping
|
|
if( FBitSet( pbonecontroller[j].type, STUDIO_RLOOP ))
|
|
{
|
|
if( abs( pcontroller1[i] - pcontroller2[i] ) > 128 )
|
|
{
|
|
int a = (pcontroller1[j] + 128) % 256;
|
|
int b = (pcontroller2[j] + 128) % 256;
|
|
value = (( a * dadt ) + ( b * ( 1.0f - dadt )) - 128) * (360.0f / 256.0f) + pbonecontroller[j].start;
|
|
}
|
|
else
|
|
{
|
|
value = ((pcontroller1[i] * dadt + (pcontroller2[i]) * (1.0f - dadt))) * (360.0f / 256.0f) + pbonecontroller[j].start;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
value = (pcontroller1[i] * dadt + pcontroller2[i] * (1.0f - dadt)) / 255.0f;
|
|
value = bound( 0.0f, value, 1.0f );
|
|
value = (1.0f - value) * pbonecontroller[j].start + value * pbonecontroller[j].end;
|
|
}
|
|
}
|
|
|
|
switch( pbonecontroller[j].type & STUDIO_TYPES )
|
|
{
|
|
case STUDIO_XR:
|
|
case STUDIO_YR:
|
|
case STUDIO_ZR:
|
|
adj[j] = DEG2RAD( value );
|
|
break;
|
|
case STUDIO_X:
|
|
case STUDIO_Y:
|
|
case STUDIO_Z:
|
|
adj[j] = value;
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
/*
|
|
====================
|
|
StudioCalcBoneQuaternion
|
|
|
|
====================
|
|
*/
|
|
void R_StudioCalcBoneQuaternion( int frame, float s, mstudiobone_t *pbone, mstudioanim_t *panim, float *adj, vec4_t q )
|
|
{
|
|
vec3_t angles1;
|
|
vec3_t angles2;
|
|
int j, k;
|
|
|
|
for( j = 0; j < 3; j++ )
|
|
{
|
|
if( !panim || panim->offset[j+3] == 0 )
|
|
{
|
|
angles2[j] = angles1[j] = pbone->value[j+3]; // default;
|
|
}
|
|
else
|
|
{
|
|
mstudioanimvalue_t *panimvalue = (mstudioanimvalue_t *)((byte *)panim + panim->offset[j+3]);
|
|
|
|
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;
|
|
}
|
|
|
|
// bah, missing blend!
|
|
if( panimvalue->num.valid > k )
|
|
{
|
|
angles1[j] = panimvalue[k+1].value;
|
|
|
|
if( panimvalue->num.valid > k + 1 )
|
|
{
|
|
angles2[j] = panimvalue[k+2].value;
|
|
}
|
|
else
|
|
{
|
|
if( panimvalue->num.total > k + 1 )
|
|
angles2[j] = angles1[j];
|
|
else angles2[j] = panimvalue[panimvalue->num.valid+2].value;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
angles1[j] = panimvalue[panimvalue->num.valid].value;
|
|
if( panimvalue->num.total > k + 1 )
|
|
angles2[j] = angles1[j];
|
|
else angles2[j] = panimvalue[panimvalue->num.valid+2].value;
|
|
}
|
|
|
|
angles1[j] = pbone->value[j+3] + angles1[j] * pbone->scale[j+3];
|
|
angles2[j] = pbone->value[j+3] + angles2[j] * pbone->scale[j+3];
|
|
}
|
|
|
|
if( pbone->bonecontroller[j+3] != -1 && adj != NULL )
|
|
{
|
|
angles1[j] += adj[pbone->bonecontroller[j+3]];
|
|
angles2[j] += adj[pbone->bonecontroller[j+3]];
|
|
}
|
|
}
|
|
|
|
if( !VectorCompare( angles1, angles2 ))
|
|
{
|
|
vec4_t q1, q2;
|
|
|
|
AngleQuaternion( angles1, q1, true );
|
|
AngleQuaternion( angles2, q2, true );
|
|
QuaternionSlerp( q1, q2, s, q );
|
|
}
|
|
else
|
|
{
|
|
AngleQuaternion( angles1, q, true );
|
|
}
|
|
}
|
|
|
|
/*
|
|
====================
|
|
StudioCalcBonePosition
|
|
|
|
====================
|
|
*/
|
|
void R_StudioCalcBonePosition( int frame, float s, mstudiobone_t *pbone, mstudioanim_t *panim, float *adj, vec3_t pos )
|
|
{
|
|
vec3_t origin1;
|
|
vec3_t origin2;
|
|
int j, k;
|
|
|
|
for( j = 0; j < 3; j++ )
|
|
{
|
|
if( !panim || panim->offset[j] == 0 )
|
|
{
|
|
origin2[j] = origin1[j] = pbone->value[j]; // default;
|
|
}
|
|
else
|
|
{
|
|
mstudioanimvalue_t *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;
|
|
}
|
|
|
|
// bah, missing blend!
|
|
if( panimvalue->num.valid > k )
|
|
{
|
|
origin1[j] = panimvalue[k+1].value;
|
|
|
|
if( panimvalue->num.valid > k + 1 )
|
|
{
|
|
origin2[j] = panimvalue[k+2].value;
|
|
}
|
|
else
|
|
{
|
|
if( panimvalue->num.total > k + 1 )
|
|
origin2[j] = origin1[j];
|
|
else origin2[j] = panimvalue[panimvalue->num.valid+2].value;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
origin1[j] = panimvalue[panimvalue->num.valid].value;
|
|
if( panimvalue->num.total > k + 1 )
|
|
origin2[j] = origin1[j];
|
|
else origin2[j] = panimvalue[panimvalue->num.valid+2].value;
|
|
}
|
|
|
|
origin1[j] = pbone->value[j] + origin1[j] * pbone->scale[j];
|
|
origin2[j] = pbone->value[j] + origin2[j] * pbone->scale[j];
|
|
}
|
|
|
|
if( pbone->bonecontroller[j] != -1 && adj != NULL )
|
|
{
|
|
origin1[j] += adj[pbone->bonecontroller[j]];
|
|
origin2[j] += adj[pbone->bonecontroller[j]];
|
|
}
|
|
}
|
|
|
|
if( !VectorCompare( origin1, origin2 ))
|
|
{
|
|
VectorLerp( origin1, s, origin2, pos );
|
|
}
|
|
else
|
|
{
|
|
VectorCopy( origin1, pos );
|
|
}
|
|
}
|
|
|
|
/*
|
|
====================
|
|
StudioSlerpBones
|
|
|
|
====================
|
|
*/
|
|
void R_StudioSlerpBones( int numbones, vec4_t q1[], float pos1[][3], vec4_t q2[], float pos2[][3], float s )
|
|
{
|
|
int i;
|
|
|
|
s = bound( 0.0f, s, 1.0f );
|
|
|
|
for( i = 0; i < numbones; i++ )
|
|
{
|
|
QuaternionSlerp( q1[i], q2[i], s, q1[i] );
|
|
VectorLerp( pos1[i], s, pos2[i], pos1[i] );
|
|
}
|
|
}
|
|
|
|
/*
|
|
====================
|
|
StudioCalcRotations
|
|
|
|
====================
|
|
*/
|
|
void R_StudioCalcRotations( cl_entity_t *e, float pos[][3], vec4_t *q, mstudioseqdesc_t *pseqdesc, mstudioanim_t *panim, float f )
|
|
{
|
|
int i, frame;
|
|
float adj[MAXSTUDIOCONTROLLERS];
|
|
float s, dadt;
|
|
mstudiobone_t *pbone;
|
|
|
|
// bah, fix this bug with changing sequences too fast
|
|
if( f > pseqdesc->numframes - 1 )
|
|
{
|
|
f = 0.0f;
|
|
}
|
|
else if( f < -0.01f )
|
|
{
|
|
// BUG ( somewhere else ) but this code should validate this data.
|
|
// This could cause a crash if the frame # is negative, so we'll go ahead
|
|
// and clamp it here
|
|
f = -0.01f;
|
|
}
|
|
|
|
frame = (int)f;
|
|
|
|
dadt = R_StudioEstimateInterpolant( e );
|
|
s = (f - frame);
|
|
|
|
// add in programtic controllers
|
|
pbone = (mstudiobone_t *)((byte *)m_pStudioHeader + m_pStudioHeader->boneindex);
|
|
|
|
R_StudioCalcBoneAdj( dadt, adj, e->curstate.controller, e->latched.prevcontroller, e->mouth.mouthopen );
|
|
|
|
for( i = 0; i < m_pStudioHeader->numbones; i++, pbone++, panim++ )
|
|
{
|
|
R_StudioCalcBoneQuaternion( frame, s, pbone, panim, adj, q[i] );
|
|
R_StudioCalcBonePosition( frame, s, pbone, panim, adj, pos[i] );
|
|
}
|
|
|
|
if( pseqdesc->motiontype & STUDIO_X ) pos[pseqdesc->motionbone][0] = 0.0f;
|
|
if( pseqdesc->motiontype & STUDIO_Y ) pos[pseqdesc->motionbone][1] = 0.0f;
|
|
if( pseqdesc->motiontype & STUDIO_Z ) pos[pseqdesc->motionbone][2] = 0.0f;
|
|
}
|
|
|
|
/*
|
|
====================
|
|
StudioMergeBones
|
|
|
|
====================
|
|
*/
|
|
void R_StudioMergeBones( cl_entity_t *e, model_t *m_pSubModel )
|
|
{
|
|
int i, j;
|
|
mstudiobone_t *pbones;
|
|
mstudioseqdesc_t *pseqdesc;
|
|
mstudioanim_t *panim;
|
|
matrix3x4 bonematrix;
|
|
static vec4_t q[MAXSTUDIOBONES];
|
|
static float pos[MAXSTUDIOBONES][3];
|
|
double f;
|
|
|
|
if( e->curstate.sequence >= m_pStudioHeader->numseq )
|
|
e->curstate.sequence = 0;
|
|
|
|
pseqdesc = (mstudioseqdesc_t *)((byte *)m_pStudioHeader + m_pStudioHeader->seqindex) + e->curstate.sequence;
|
|
|
|
f = R_StudioEstimateFrame( e, pseqdesc );
|
|
|
|
panim = R_StudioGetAnim( m_pStudioHeader, m_pSubModel, pseqdesc );
|
|
R_StudioCalcRotations( e, pos, q, pseqdesc, panim, f );
|
|
pbones = (mstudiobone_t *)((byte *)m_pStudioHeader + m_pStudioHeader->boneindex);
|
|
|
|
for( i = 0; i < m_pStudioHeader->numbones; i++ )
|
|
{
|
|
for( j = 0; j < g_studio.cached_numbones; j++ )
|
|
{
|
|
if( !Q_stricmp( pbones[i].name, g_studio.cached_bonenames[j] ))
|
|
{
|
|
Matrix3x4_Copy( g_studio.bonestransform[i], g_studio.cached_bonestransform[j] );
|
|
Matrix3x4_Copy( g_studio.lighttransform[i], g_studio.cached_lighttransform[j] );
|
|
break;
|
|
}
|
|
}
|
|
|
|
if( j >= g_studio.cached_numbones )
|
|
{
|
|
Matrix3x4_FromOriginQuat( bonematrix, q[i], pos[i] );
|
|
if( pbones[i].parent == -1 )
|
|
{
|
|
Matrix3x4_ConcatTransforms( g_studio.bonestransform[i], g_studio.rotationmatrix, bonematrix );
|
|
Matrix3x4_Copy( g_studio.lighttransform[i], g_studio.bonestransform[i] );
|
|
|
|
// apply client-side effects to the transformation matrix
|
|
R_StudioFxTransform( e, g_studio.bonestransform[i] );
|
|
}
|
|
else
|
|
{
|
|
Matrix3x4_ConcatTransforms( g_studio.bonestransform[i], g_studio.bonestransform[pbones[i].parent], bonematrix );
|
|
Matrix3x4_ConcatTransforms( g_studio.lighttransform[i], g_studio.lighttransform[pbones[i].parent], bonematrix );
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
/*
|
|
====================
|
|
StudioSetupBones
|
|
|
|
====================
|
|
*/
|
|
void R_StudioSetupBones( cl_entity_t *e )
|
|
{
|
|
double f;
|
|
mstudiobone_t *pbones;
|
|
mstudioseqdesc_t *pseqdesc;
|
|
mstudioanim_t *panim;
|
|
matrix3x4 bonematrix;
|
|
static vec3_t pos[MAXSTUDIOBONES];
|
|
static vec4_t q[MAXSTUDIOBONES];
|
|
static vec3_t pos2[MAXSTUDIOBONES];
|
|
static vec4_t q2[MAXSTUDIOBONES];
|
|
static vec3_t pos3[MAXSTUDIOBONES];
|
|
static vec4_t q3[MAXSTUDIOBONES];
|
|
static vec3_t pos4[MAXSTUDIOBONES];
|
|
static vec4_t q4[MAXSTUDIOBONES];
|
|
int i;
|
|
|
|
if( e->curstate.sequence >= m_pStudioHeader->numseq )
|
|
e->curstate.sequence = 0;
|
|
|
|
pseqdesc = (mstudioseqdesc_t *)((byte *)m_pStudioHeader + m_pStudioHeader->seqindex) + e->curstate.sequence;
|
|
|
|
f = R_StudioEstimateFrame( e, pseqdesc );
|
|
|
|
panim = R_StudioGetAnim( m_pStudioHeader, RI.currentmodel, pseqdesc );
|
|
R_StudioCalcRotations( e, pos, q, pseqdesc, panim, f );
|
|
|
|
if( pseqdesc->numblends > 1 )
|
|
{
|
|
float s;
|
|
float dadt;
|
|
|
|
panim += m_pStudioHeader->numbones;
|
|
R_StudioCalcRotations( e, pos2, q2, pseqdesc, panim, f );
|
|
|
|
dadt = R_StudioEstimateInterpolant( e );
|
|
s = (e->curstate.blending[0] * dadt + e->latched.prevblending[0] * (1.0f - dadt)) / 255.0f;
|
|
|
|
R_StudioSlerpBones( m_pStudioHeader->numbones, q, pos, q2, pos2, s );
|
|
|
|
if( pseqdesc->numblends == 4 )
|
|
{
|
|
panim += m_pStudioHeader->numbones;
|
|
R_StudioCalcRotations( e, pos3, q3, pseqdesc, panim, f );
|
|
|
|
panim += m_pStudioHeader->numbones;
|
|
R_StudioCalcRotations( e, pos4, q4, pseqdesc, panim, f );
|
|
|
|
s = (e->curstate.blending[0] * dadt + e->latched.prevblending[0] * (1.0f - dadt)) / 255.0f;
|
|
R_StudioSlerpBones( m_pStudioHeader->numbones, q3, pos3, q4, pos4, s );
|
|
|
|
s = (e->curstate.blending[1] * dadt + e->latched.prevblending[1] * (1.0f - dadt)) / 255.0f;
|
|
R_StudioSlerpBones( m_pStudioHeader->numbones, q, pos, q3, pos3, s );
|
|
}
|
|
}
|
|
|
|
if( g_studio.interpolate && e->latched.sequencetime && ( e->latched.sequencetime + 0.2f > g_studio.time ) && ( e->latched.prevsequence < m_pStudioHeader->numseq ))
|
|
{
|
|
// blend from last sequence
|
|
static vec3_t pos1b[MAXSTUDIOBONES];
|
|
static vec4_t q1b[MAXSTUDIOBONES];
|
|
float s;
|
|
|
|
pseqdesc = (mstudioseqdesc_t *)((byte *)m_pStudioHeader + m_pStudioHeader->seqindex) + e->latched.prevsequence;
|
|
panim = R_StudioGetAnim( m_pStudioHeader, RI.currentmodel, pseqdesc );
|
|
|
|
// clip prevframe
|
|
R_StudioCalcRotations( e, pos1b, q1b, pseqdesc, panim, e->latched.prevframe );
|
|
|
|
if( pseqdesc->numblends > 1 )
|
|
{
|
|
panim += m_pStudioHeader->numbones;
|
|
R_StudioCalcRotations( e, pos2, q2, pseqdesc, panim, e->latched.prevframe );
|
|
|
|
s = (e->latched.prevseqblending[0]) / 255.0f;
|
|
R_StudioSlerpBones( m_pStudioHeader->numbones, q1b, pos1b, q2, pos2, s );
|
|
|
|
if( pseqdesc->numblends == 4 )
|
|
{
|
|
panim += m_pStudioHeader->numbones;
|
|
R_StudioCalcRotations( e, pos3, q3, pseqdesc, panim, e->latched.prevframe );
|
|
|
|
panim += m_pStudioHeader->numbones;
|
|
R_StudioCalcRotations( e, pos4, q4, pseqdesc, panim, e->latched.prevframe );
|
|
|
|
s = (e->latched.prevseqblending[0]) / 255.0f;
|
|
R_StudioSlerpBones( m_pStudioHeader->numbones, q3, pos3, q4, pos4, s );
|
|
|
|
s = (e->latched.prevseqblending[1]) / 255.0f;
|
|
R_StudioSlerpBones( m_pStudioHeader->numbones, q1b, pos1b, q3, pos3, s );
|
|
}
|
|
}
|
|
|
|
s = 1.0f - ( g_studio.time - e->latched.sequencetime ) / 0.2f;
|
|
R_StudioSlerpBones( m_pStudioHeader->numbones, q, pos, q1b, pos1b, s );
|
|
}
|
|
else
|
|
{
|
|
// store prevframe otherwise
|
|
e->latched.prevframe = f;
|
|
}
|
|
|
|
pbones = (mstudiobone_t *)((byte *)m_pStudioHeader + m_pStudioHeader->boneindex);
|
|
|
|
// calc gait animation
|
|
if( m_pPlayerInfo && m_pPlayerInfo->gaitsequence != 0 )
|
|
{
|
|
qboolean copy_bones = true;
|
|
|
|
if( m_pPlayerInfo->gaitsequence >= m_pStudioHeader->numseq )
|
|
m_pPlayerInfo->gaitsequence = 0;
|
|
|
|
pseqdesc = (mstudioseqdesc_t *)((byte *)m_pStudioHeader + m_pStudioHeader->seqindex) + m_pPlayerInfo->gaitsequence;
|
|
|
|
panim = R_StudioGetAnim( m_pStudioHeader, RI.currentmodel, pseqdesc );
|
|
R_StudioCalcRotations( e, pos2, q2, pseqdesc, panim, m_pPlayerInfo->gaitframe );
|
|
|
|
for( i = 0; i < m_pStudioHeader->numbones; i++ )
|
|
{
|
|
if( !Q_strcmp( pbones[i].name, "Bip01 Spine" ))
|
|
copy_bones = false;
|
|
else if( !Q_strcmp( pbones[pbones[i].parent].name, "Bip01 Pelvis" ))
|
|
copy_bones = true;
|
|
|
|
if( !copy_bones ) continue;
|
|
|
|
VectorCopy( pos2[i], pos[i] );
|
|
Vector4Copy( q2[i], q[i] );
|
|
}
|
|
}
|
|
|
|
for( i = 0; i < m_pStudioHeader->numbones; i++ )
|
|
{
|
|
Matrix3x4_FromOriginQuat( bonematrix, q[i], pos[i] );
|
|
|
|
if( pbones[i].parent == -1 )
|
|
{
|
|
Matrix3x4_ConcatTransforms( g_studio.bonestransform[i], g_studio.rotationmatrix, bonematrix );
|
|
Matrix3x4_Copy( g_studio.lighttransform[i], g_studio.bonestransform[i] );
|
|
|
|
// apply client-side effects to the transformation matrix
|
|
R_StudioFxTransform( e, g_studio.bonestransform[i] );
|
|
}
|
|
else
|
|
{
|
|
Matrix3x4_ConcatTransforms( g_studio.bonestransform[i], g_studio.bonestransform[pbones[i].parent], bonematrix );
|
|
Matrix3x4_ConcatTransforms( g_studio.lighttransform[i], g_studio.lighttransform[pbones[i].parent], bonematrix );
|
|
}
|
|
}
|
|
}
|
|
|
|
/*
|
|
====================
|
|
StudioSaveBones
|
|
|
|
====================
|
|
*/
|
|
static void R_StudioSaveBones( void )
|
|
{
|
|
mstudiobone_t *pbones;
|
|
int i;
|
|
|
|
pbones = (mstudiobone_t *)((byte *)m_pStudioHeader + m_pStudioHeader->boneindex);
|
|
g_studio.cached_numbones = m_pStudioHeader->numbones;
|
|
|
|
for( i = 0; i < m_pStudioHeader->numbones; i++ )
|
|
{
|
|
Matrix3x4_Copy( g_studio.cached_bonestransform[i], g_studio.bonestransform[i] );
|
|
Matrix3x4_Copy( g_studio.cached_lighttransform[i], g_studio.lighttransform[i] );
|
|
Q_strncpy( g_studio.cached_bonenames[i], pbones[i].name, 32 );
|
|
}
|
|
}
|
|
|
|
/*
|
|
====================
|
|
StudioBuildNormalTable
|
|
|
|
NOTE: m_pSubModel must be set
|
|
====================
|
|
*/
|
|
void R_StudioBuildNormalTable( void )
|
|
{
|
|
cl_entity_t *e = RI.currententity;
|
|
mstudiomesh_t *pmesh;
|
|
int i, j;
|
|
|
|
ASSERT( m_pSubModel );
|
|
|
|
// reset chrome cache
|
|
for( i = 0; i < m_pStudioHeader->numbones; i++ )
|
|
g_studio.chromeage[i] = 0;
|
|
|
|
for( i = 0; i < m_pSubModel->numverts; i++ )
|
|
g_studio.normaltable[i] = -1;
|
|
|
|
for( j = 0; j < m_pSubModel->nummesh; j++ )
|
|
{
|
|
short *ptricmds;
|
|
|
|
pmesh = (mstudiomesh_t *)((byte *)m_pStudioHeader + m_pSubModel->meshindex) + j;
|
|
ptricmds = (short *)((byte *)m_pStudioHeader + pmesh->triindex);
|
|
|
|
while( i = *( ptricmds++ ))
|
|
{
|
|
if( i < 0 ) i = -i;
|
|
|
|
for( ; i > 0; i--, ptricmds += 4 )
|
|
{
|
|
if( g_studio.normaltable[ptricmds[0]] < 0 )
|
|
g_studio.normaltable[ptricmds[0]] = ptricmds[1];
|
|
}
|
|
}
|
|
}
|
|
|
|
g_studio.chrome_origin[0] = cos( r_glowshellfreq.value * g_studio.time ) * 4000.0f;
|
|
g_studio.chrome_origin[1] = sin( r_glowshellfreq.value * g_studio.time ) * 4000.0f;
|
|
g_studio.chrome_origin[2] = cos( r_glowshellfreq.value * g_studio.time * 0.33f ) * 4000.0f;
|
|
|
|
if( e->curstate.rendercolor.r || e->curstate.rendercolor.g || e->curstate.rendercolor.b )
|
|
TriColor4ub( e->curstate.rendercolor.r, e->curstate.rendercolor.g, e->curstate.rendercolor.b, 255 );
|
|
else TriColor4ub( 255, 255, 255, 255 );
|
|
}
|
|
|
|
/*
|
|
====================
|
|
StudioGenerateNormals
|
|
|
|
NOTE: m_pSubModel must be set
|
|
g_studio.verts must be computed
|
|
====================
|
|
*/
|
|
void R_StudioGenerateNormals( void )
|
|
{
|
|
int v0, v1, v2;
|
|
vec3_t e0, e1, norm;
|
|
mstudiomesh_t *pmesh;
|
|
int i, j;
|
|
|
|
ASSERT( m_pSubModel );
|
|
|
|
for( i = 0; i < m_pSubModel->numverts; i++ )
|
|
VectorClear( g_studio.norms[i] );
|
|
|
|
for( j = 0; j < m_pSubModel->nummesh; j++ )
|
|
{
|
|
short *ptricmds;
|
|
|
|
pmesh = (mstudiomesh_t *)((byte *)m_pStudioHeader + m_pSubModel->meshindex) + j;
|
|
ptricmds = (short *)((byte *)m_pStudioHeader + pmesh->triindex);
|
|
|
|
while( i = *( ptricmds++ ))
|
|
{
|
|
if( i < 0 )
|
|
{
|
|
i = -i;
|
|
|
|
if( i > 2 )
|
|
{
|
|
v0 = ptricmds[0]; ptricmds += 4;
|
|
v1 = ptricmds[0]; ptricmds += 4;
|
|
|
|
for( i -= 2; i > 0; i--, ptricmds += 4 )
|
|
{
|
|
v2 = ptricmds[0];
|
|
|
|
VectorSubtract( g_studio.verts[v1], g_studio.verts[v0], e0 );
|
|
VectorSubtract( g_studio.verts[v2], g_studio.verts[v0], e1 );
|
|
CrossProduct( e1, e0, norm );
|
|
|
|
VectorAdd( g_studio.norms[v0], norm, g_studio.norms[v0] );
|
|
VectorAdd( g_studio.norms[v1], norm, g_studio.norms[v1] );
|
|
VectorAdd( g_studio.norms[v2], norm, g_studio.norms[v2] );
|
|
|
|
v1 = v2;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
ptricmds += i;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if( i > 2 )
|
|
{
|
|
qboolean odd = false;
|
|
|
|
v0 = ptricmds[0]; ptricmds += 4;
|
|
v1 = ptricmds[0]; ptricmds += 4;
|
|
|
|
for( i -= 2; i > 0; i--, ptricmds += 4 )
|
|
{
|
|
v2 = ptricmds[0];
|
|
|
|
VectorSubtract( g_studio.verts[v1], g_studio.verts[v0], e0 );
|
|
VectorSubtract( g_studio.verts[v2], g_studio.verts[v0], e1 );
|
|
CrossProduct( e1, e0, norm );
|
|
|
|
VectorAdd( g_studio.norms[v0], norm, g_studio.norms[v0] );
|
|
VectorAdd( g_studio.norms[v1], norm, g_studio.norms[v1] );
|
|
VectorAdd( g_studio.norms[v2], norm, g_studio.norms[v2] );
|
|
|
|
if( odd ) v1 = v2;
|
|
else v0 = v2;
|
|
|
|
odd = !odd;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
ptricmds += i;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
for( i = 0; i < m_pSubModel->numverts; i++ )
|
|
VectorNormalize( g_studio.norms[i] );
|
|
}
|
|
|
|
/*
|
|
====================
|
|
StudioSetupChrome
|
|
|
|
====================
|
|
*/
|
|
void R_StudioSetupChrome( float *pchrome, int bone, vec3_t normal )
|
|
{
|
|
float n;
|
|
|
|
if( g_studio.chromeage[bone] != g_studio.framecount )
|
|
{
|
|
// calculate vectors from the viewer to the bone. This roughly adjusts for position
|
|
vec3_t chromeupvec; // g_studio.chrome t vector in world reference frame
|
|
vec3_t chromerightvec; // g_studio.chrome s vector in world reference frame
|
|
vec3_t tmp; // vector pointing at bone in world reference frame
|
|
|
|
VectorNegate( g_studio.chrome_origin, tmp );
|
|
tmp[0] += g_studio.bonestransform[bone][0][3];
|
|
tmp[1] += g_studio.bonestransform[bone][1][3];
|
|
tmp[2] += g_studio.bonestransform[bone][2][3];
|
|
|
|
VectorNormalize( tmp );
|
|
CrossProduct( tmp, RI.vright, chromeupvec );
|
|
VectorNormalize( chromeupvec );
|
|
CrossProduct( tmp, chromeupvec, chromerightvec );
|
|
VectorNormalize( chromerightvec );
|
|
|
|
Matrix3x4_VectorIRotate( g_studio.bonestransform[bone], chromeupvec, g_studio.chromeup[bone] );
|
|
Matrix3x4_VectorIRotate( g_studio.bonestransform[bone], chromerightvec, g_studio.chromeright[bone] );
|
|
|
|
g_studio.chromeage[bone] = g_studio.framecount;
|
|
}
|
|
|
|
// calc s coord
|
|
n = DotProduct( normal, g_studio.chromeright[bone] );
|
|
pchrome[0] = (n + 1.0f) * 32.0f;
|
|
|
|
// calc t coord
|
|
n = DotProduct( normal, g_studio.chromeup[bone] );
|
|
pchrome[1] = (n + 1.0f) * 32.0f;
|
|
}
|
|
|
|
/*
|
|
====================
|
|
StudioCalcAttachments
|
|
|
|
====================
|
|
*/
|
|
static void R_StudioCalcAttachments( void )
|
|
{
|
|
mstudioattachment_t *pAtt;
|
|
vec3_t forward, bonepos;
|
|
vec3_t localOrg, localAng;
|
|
int i;
|
|
|
|
// calculate attachment points
|
|
pAtt = (mstudioattachment_t *)((byte *)m_pStudioHeader + m_pStudioHeader->attachmentindex);
|
|
|
|
for( i = 0; i < Q_min( MAXSTUDIOATTACHMENTS, m_pStudioHeader->numattachments ); i++ )
|
|
{
|
|
Matrix3x4_VectorTransform( g_studio.lighttransform[pAtt[i].bone], pAtt[i].org, RI.currententity->attachment[i] );
|
|
VectorSubtract( RI.currententity->attachment[i], RI.currententity->origin, localOrg );
|
|
Matrix3x4_OriginFromMatrix( g_studio.lighttransform[pAtt[i].bone], bonepos );
|
|
VectorSubtract( localOrg, bonepos, forward ); // make forward
|
|
VectorNormalizeFast( forward );
|
|
VectorAngles( forward, localAng );
|
|
}
|
|
}
|
|
|
|
/*
|
|
===============
|
|
pfnStudioSetupModel
|
|
|
|
===============
|
|
*/
|
|
static void R_StudioSetupModel( int bodypart, void **ppbodypart, void **ppsubmodel )
|
|
{
|
|
int index;
|
|
|
|
if( bodypart > m_pStudioHeader->numbodyparts )
|
|
bodypart = 0;
|
|
|
|
m_pBodyPart = (mstudiobodyparts_t *)((byte *)m_pStudioHeader + m_pStudioHeader->bodypartindex) + bodypart;
|
|
|
|
index = RI.currententity->curstate.body / m_pBodyPart->base;
|
|
index = index % m_pBodyPart->nummodels;
|
|
|
|
m_pSubModel = (mstudiomodel_t *)((byte *)m_pStudioHeader + m_pBodyPart->modelindex) + index;
|
|
|
|
if( ppbodypart ) *ppbodypart = m_pBodyPart;
|
|
if( ppsubmodel ) *ppsubmodel = m_pSubModel;
|
|
}
|
|
|
|
/*
|
|
===============
|
|
R_StudioCheckBBox
|
|
|
|
===============
|
|
*/
|
|
static int R_StudioCheckBBox( void )
|
|
{
|
|
if( !RI.currententity || !RI.currentmodel )
|
|
return false;
|
|
|
|
return R_StudioComputeBBox( NULL );
|
|
}
|
|
|
|
/*
|
|
===============
|
|
R_StudioDynamicLight
|
|
|
|
===============
|
|
*/
|
|
void R_StudioDynamicLight( cl_entity_t *ent, alight_t *plight )
|
|
{
|
|
movevars_t *mv = &clgame.movevars;
|
|
vec3_t lightDir, vecSrc, vecEnd;
|
|
vec3_t origin, dist, finalLight;
|
|
float add, radius, total;
|
|
colorVec light;
|
|
uint lnum;
|
|
dlight_t *dl;
|
|
|
|
if( !plight || !ent )
|
|
return;
|
|
|
|
if( !RI.drawWorld || r_fullbright->value || FBitSet( ent->curstate.effects, EF_FULLBRIGHT ))
|
|
{
|
|
plight->shadelight = 0;
|
|
plight->ambientlight = 192;
|
|
|
|
VectorSet( plight->plightvec, 0.0f, 0.0f, -1.0f );
|
|
VectorSet( plight->color, 1.0f, 1.0f, 1.0f );
|
|
return;
|
|
}
|
|
|
|
// determine plane to get lightvalues from: ceil or floor
|
|
if( FBitSet( ent->curstate.effects, EF_INVLIGHT ))
|
|
VectorSet( lightDir, 0.0f, 0.0f, 1.0f );
|
|
else VectorSet( lightDir, 0.0f, 0.0f, -1.0f );
|
|
|
|
if( ent == RI.currententity )
|
|
{
|
|
int sequence = bound( 0, ent->curstate.sequence, m_pStudioHeader->numseq - 1 );
|
|
mstudioseqdesc_t *pseqdesc = (mstudioseqdesc_t *)((byte *)m_pStudioHeader + m_pStudioHeader->seqindex) + sequence;
|
|
|
|
if( FBitSet( pseqdesc->flags, STUDIO_LIGHT_FROM_ROOT ))
|
|
Matrix3x4_OriginFromMatrix( g_studio.lighttransform[0], origin );
|
|
else VectorCopy( ent->origin, origin );
|
|
}
|
|
else VectorCopy( ent->origin, origin );
|
|
|
|
VectorSet( vecSrc, origin[0], origin[1], origin[2] - lightDir[2] * 8.0f );
|
|
light.r = light.g = light.b = light.a = 0;
|
|
|
|
if(( mv->skycolor_r + mv->skycolor_g + mv->skycolor_b ) != 0 )
|
|
{
|
|
msurface_t *psurf = NULL;
|
|
pmtrace_t trace;
|
|
|
|
if( FBitSet( host.features, ENGINE_WRITE_LARGE_COORD ))
|
|
{
|
|
vecEnd[0] = origin[0] - mv->skyvec_x * 65536.0f;
|
|
vecEnd[1] = origin[1] - mv->skyvec_y * 65536.0f;
|
|
vecEnd[2] = origin[2] - mv->skyvec_z * 65536.0f;
|
|
}
|
|
else
|
|
{
|
|
vecEnd[0] = origin[0] - mv->skyvec_x * 8192.0f;
|
|
vecEnd[1] = origin[1] - mv->skyvec_y * 8192.0f;
|
|
vecEnd[2] = origin[2] - mv->skyvec_z * 8192.0f;
|
|
}
|
|
|
|
trace = CL_TraceLine( vecSrc, vecEnd, PM_WORLD_ONLY );
|
|
if( trace.ent > 0 ) psurf = PM_TraceSurface( &clgame.pmove->physents[trace.ent], vecSrc, vecEnd );
|
|
else psurf = PM_TraceSurface( clgame.pmove->physents, vecSrc, vecEnd );
|
|
|
|
if( FBitSet( ent->model->flags, STUDIO_FORCE_SKYLIGHT ) || ( psurf && FBitSet( psurf->flags, SURF_DRAWSKY )))
|
|
{
|
|
VectorSet( lightDir, mv->skyvec_x, mv->skyvec_y, mv->skyvec_z );
|
|
|
|
light.r = LightToTexGamma( bound( 0, mv->skycolor_r, 255 ));
|
|
light.g = LightToTexGamma( bound( 0, mv->skycolor_g, 255 ));
|
|
light.b = LightToTexGamma( bound( 0, mv->skycolor_b, 255 ));
|
|
}
|
|
}
|
|
|
|
if(( light.r + light.g + light.b ) == 0 )
|
|
{
|
|
colorVec gcolor;
|
|
float grad[4];
|
|
|
|
VectorScale( lightDir, 2048.0f, vecEnd );
|
|
VectorAdd( vecEnd, vecSrc, vecEnd );
|
|
|
|
light = R_LightVec( vecSrc, vecEnd, g_studio.lightspot );
|
|
|
|
VectorScale( lightDir, 2048.0f, vecEnd );
|
|
VectorAdd( vecEnd, vecSrc, vecEnd );
|
|
|
|
vecSrc[0] -= 16.0f;
|
|
vecSrc[1] -= 16.0f;
|
|
vecEnd[0] -= 16.0f;
|
|
vecEnd[1] -= 16.0f;
|
|
|
|
gcolor = R_LightVec( vecSrc, vecEnd, NULL );
|
|
grad[0] = ( gcolor.r + gcolor.g + gcolor.b ) / 768.0f;
|
|
|
|
vecSrc[0] += 32.0f;
|
|
vecEnd[0] += 32.0f;
|
|
|
|
gcolor = R_LightVec( vecSrc, vecEnd, NULL );
|
|
grad[1] = ( gcolor.r + gcolor.g + gcolor.b ) / 768.0f;
|
|
|
|
vecSrc[1] += 32.0f;
|
|
vecEnd[1] += 32.0f;
|
|
|
|
gcolor = R_LightVec( vecSrc, vecEnd, NULL );
|
|
grad[2] = ( gcolor.r + gcolor.g + gcolor.b ) / 768.0f;
|
|
|
|
vecSrc[0] -= 32.0f;
|
|
vecEnd[0] -= 32.0f;
|
|
|
|
gcolor = R_LightVec( vecSrc, vecEnd, NULL );
|
|
grad[3] = ( gcolor.r + gcolor.g + gcolor.b ) / 768.0f;
|
|
|
|
lightDir[0] = grad[0] - grad[1] - grad[2] + grad[3];
|
|
lightDir[1] = grad[1] + grad[0] - grad[2] - grad[3];
|
|
VectorNormalize( lightDir );
|
|
}
|
|
|
|
VectorSet( finalLight, light.r, light.g, light.b );
|
|
ent->cvFloorColor = light;
|
|
|
|
total = Q_max( Q_max( light.r, light.g ), light.b );
|
|
if( total == 0.0f ) total = 1.0f;
|
|
|
|
// scale lightdir by light intentsity
|
|
VectorScale( lightDir, total, lightDir );
|
|
|
|
for( lnum = 0, dl = cl_dlights; lnum < MAX_DLIGHTS; lnum++, dl++ )
|
|
{
|
|
if( dl->die < g_studio.time || !r_dynamic->value )
|
|
continue;
|
|
|
|
VectorSubtract( ent->origin, dl->origin, dist );
|
|
|
|
radius = VectorLength( dist );
|
|
add = (dl->radius - radius);
|
|
|
|
if( add > 0.0f )
|
|
{
|
|
total += add;
|
|
|
|
if( radius > 1.0f )
|
|
VectorScale( dist, ( add / radius ), dist );
|
|
else VectorScale( dist, add, dist );
|
|
|
|
VectorAdd( lightDir, dist, lightDir );
|
|
|
|
finalLight[0] += LightToTexGamma( dl->color.r ) * ( add * 512.0f );
|
|
finalLight[1] += LightToTexGamma( dl->color.g ) * ( add * 512.0f );
|
|
finalLight[2] += LightToTexGamma( dl->color.b ) * ( add * 512.0f );
|
|
}
|
|
}
|
|
|
|
if( FBitSet( ent->model->flags, STUDIO_AMBIENT_LIGHT ))
|
|
add = 0.6f;
|
|
else add = 0.9f;
|
|
|
|
VectorScale( lightDir, add, lightDir );
|
|
|
|
plight->shadelight = VectorLength( lightDir );
|
|
plight->ambientlight = total - plight->shadelight;
|
|
|
|
total = Q_max( Q_max( finalLight[0], finalLight[1] ), finalLight[2] );
|
|
|
|
if( total > 0.0f )
|
|
{
|
|
plight->color[0] = finalLight[0] * ( 1.0f / total );
|
|
plight->color[1] = finalLight[1] * ( 1.0f / total );
|
|
plight->color[2] = finalLight[2] * ( 1.0f / total );
|
|
}
|
|
else VectorSet( plight->color, 1.0f, 1.0f, 1.0f );
|
|
|
|
if( plight->ambientlight > 128 )
|
|
plight->ambientlight = 128;
|
|
|
|
if( plight->ambientlight + plight->shadelight > 255 )
|
|
plight->shadelight = 255 - plight->ambientlight;
|
|
|
|
VectorNormalize2( lightDir, plight->plightvec );
|
|
}
|
|
|
|
/*
|
|
===============
|
|
pfnStudioEntityLight
|
|
|
|
===============
|
|
*/
|
|
void R_StudioEntityLight( alight_t *lightinfo )
|
|
{
|
|
int lnum, i, j, k;
|
|
float minstrength, dist2, f, r2;
|
|
float lstrength[MAX_LOCALLIGHTS];
|
|
cl_entity_t *ent = RI.currententity;
|
|
vec3_t mid, origin, pos;
|
|
dlight_t *el;
|
|
|
|
g_studio.numlocallights = 0;
|
|
|
|
if( !ent || !r_dynamic->value )
|
|
return;
|
|
|
|
for( i = 0; i < MAX_LOCALLIGHTS; i++ )
|
|
lstrength[i] = 0;
|
|
|
|
Matrix3x4_OriginFromMatrix( g_studio.rotationmatrix, origin );
|
|
dist2 = 1000000.0f;
|
|
k = 0;
|
|
|
|
for( lnum = 0, el = cl_elights; lnum < MAX_ELIGHTS; lnum++, el++ )
|
|
{
|
|
if( el->die < g_studio.time || el->radius <= 0.0f )
|
|
continue;
|
|
|
|
if(( el->key & 0xFFF ) == ent->index )
|
|
{
|
|
int att = (el->key >> 12) & 0xF;
|
|
|
|
if( att ) VectorCopy( ent->attachment[att], el->origin );
|
|
else VectorCopy( ent->origin, el->origin );
|
|
}
|
|
|
|
VectorCopy( el->origin, pos );
|
|
VectorSubtract( origin, el->origin, mid );
|
|
|
|
f = DotProduct( mid, mid );
|
|
r2 = el->radius * el->radius;
|
|
|
|
if( f > r2 ) minstrength = r2 / f;
|
|
else minstrength = 1.0f;
|
|
|
|
if( minstrength > 0.05f )
|
|
{
|
|
if( g_studio.numlocallights >= MAX_LOCALLIGHTS )
|
|
{
|
|
for( j = 0, k = -1; j < g_studio.numlocallights; j++ )
|
|
{
|
|
if( lstrength[j] < dist2 && lstrength[j] < minstrength )
|
|
{
|
|
dist2 = lstrength[j];
|
|
k = j;
|
|
}
|
|
}
|
|
}
|
|
else k = g_studio.numlocallights;
|
|
|
|
if( k != -1 )
|
|
{
|
|
g_studio.locallightcolor[k].r = LightToTexGamma( el->color.r );
|
|
g_studio.locallightcolor[k].g = LightToTexGamma( el->color.g );
|
|
g_studio.locallightcolor[k].b = LightToTexGamma( el->color.b );
|
|
g_studio.locallightR2[k] = r2;
|
|
g_studio.locallight[k] = el;
|
|
lstrength[k] = minstrength;
|
|
|
|
if( k >= g_studio.numlocallights )
|
|
g_studio.numlocallights = k + 1;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
/*
|
|
===============
|
|
R_StudioSetupLighting
|
|
|
|
===============
|
|
*/
|
|
void R_StudioSetupLighting( alight_t *plight )
|
|
{
|
|
float scale = 1.0f;
|
|
int i;
|
|
|
|
if( !m_pStudioHeader || !plight )
|
|
return;
|
|
|
|
if( RI.currententity != NULL )
|
|
scale = RI.currententity->curstate.scale;
|
|
|
|
g_studio.ambientlight = plight->ambientlight;
|
|
g_studio.shadelight = plight->shadelight;
|
|
VectorCopy( plight->plightvec, g_studio.lightvec );
|
|
|
|
for( i = 0; i < m_pStudioHeader->numbones; i++ )
|
|
{
|
|
Matrix3x4_VectorIRotate( g_studio.lighttransform[i], plight->plightvec, g_studio.blightvec[i] );
|
|
if( scale > 1.0f ) VectorNormalize( g_studio.blightvec[i] ); // in case model may be scaled
|
|
}
|
|
|
|
VectorCopy( plight->color, g_studio.lightcolor );
|
|
}
|
|
|
|
/*
|
|
===============
|
|
R_StudioLighting
|
|
|
|
===============
|
|
*/
|
|
void R_StudioLighting( float *lv, int bone, int flags, vec3_t normal )
|
|
{
|
|
float illum;
|
|
|
|
if( FBitSet( flags, STUDIO_NF_FULLBRIGHT ))
|
|
{
|
|
*lv = 1.0f;
|
|
return;
|
|
}
|
|
|
|
illum = g_studio.ambientlight;
|
|
|
|
if( FBitSet( flags, STUDIO_NF_FLATSHADE ))
|
|
{
|
|
illum += g_studio.shadelight * 0.8f;
|
|
}
|
|
else
|
|
{
|
|
float r, lightcos;
|
|
|
|
if( bone != -1 ) lightcos = DotProduct( normal, g_studio.blightvec[bone] );
|
|
else lightcos = DotProduct( normal, g_studio.lightvec ); // -1 colinear, 1 opposite
|
|
if( lightcos > 1.0f ) lightcos = 1.0f;
|
|
|
|
illum += g_studio.shadelight;
|
|
|
|
r = r_studio_lambert->value;
|
|
|
|
// do modified hemispherical lighting
|
|
if( r <= 1.0f )
|
|
{
|
|
r += 1.0f;
|
|
lightcos = (( r - 1.0f ) - lightcos) / r;
|
|
if( lightcos > 0.0f )
|
|
illum += g_studio.shadelight * lightcos;
|
|
}
|
|
else
|
|
{
|
|
lightcos = (lightcos + ( r - 1.0f )) / r;
|
|
if( lightcos > 0.0f )
|
|
illum -= g_studio.shadelight * lightcos;
|
|
}
|
|
|
|
illum = Q_max( illum, 0.0f );
|
|
}
|
|
|
|
illum = Q_min( illum, 255.0f );
|
|
*lv = illum * (1.0f / 255.0f);
|
|
}
|
|
|
|
/*
|
|
====================
|
|
R_LightLambert
|
|
|
|
====================
|
|
*/
|
|
void R_LightLambert( vec4_t light[MAX_LOCALLIGHTS], vec3_t normal, vec3_t color )
|
|
{
|
|
vec3_t finalLight;
|
|
vec3_t localLight;
|
|
int i;
|
|
|
|
VectorCopy( color, finalLight );
|
|
|
|
for( i = 0; i < g_studio.numlocallights; i++ )
|
|
{
|
|
float r, r2;
|
|
|
|
if( tr.fFlipViewModel )
|
|
r = DotProduct( normal, light[i] );
|
|
else r = -DotProduct( normal, light[i] );
|
|
|
|
if( r > 0.0f )
|
|
{
|
|
if( light[i][3] == 0.0f )
|
|
{
|
|
r2 = DotProduct( light[i], light[i] );
|
|
|
|
if( r2 > 0.0f )
|
|
light[i][3] = g_studio.locallightR2[i] / ( r2 * sqrt( r2 ));
|
|
else light[i][3] = 0.0001f;
|
|
}
|
|
|
|
localLight[0] = Q_min( g_studio.locallightcolor[i].r * r * light[i][3], 255.0f );
|
|
localLight[1] = Q_min( g_studio.locallightcolor[i].g * r * light[i][3], 255.0f );
|
|
localLight[2] = Q_min( g_studio.locallightcolor[i].b * r * light[i][3], 255.0f );
|
|
VectorScale( localLight, ( 1.0f / 255.0f ), localLight );
|
|
|
|
finalLight[0] = Q_min( finalLight[0] + localLight[0], 1.0f );
|
|
finalLight[1] = Q_min( finalLight[1] + localLight[1], 1.0f );
|
|
finalLight[2] = Q_min( finalLight[2] + localLight[2], 1.0f );
|
|
}
|
|
}
|
|
|
|
pglColor4f( finalLight[0], finalLight[1], finalLight[2], tr.blend );
|
|
}
|
|
|
|
/*
|
|
====================
|
|
R_LightStrength
|
|
|
|
====================
|
|
*/
|
|
void R_LightStrength( int bone, vec3_t localpos, vec4_t light[MAX_LOCALLIGHTS] )
|
|
{
|
|
int i;
|
|
|
|
if( g_studio.lightage[bone] != g_studio.framecount )
|
|
{
|
|
for( i = 0; i < g_studio.numlocallights; i++ )
|
|
{
|
|
dlight_t *el = g_studio.locallight[i];
|
|
Matrix3x4_VectorITransform( g_studio.lighttransform[bone], el->origin, g_studio.lightbonepos[bone][i] );
|
|
}
|
|
|
|
g_studio.lightage[bone] = g_studio.framecount;
|
|
}
|
|
|
|
for( i = 0; i < g_studio.numlocallights; i++ )
|
|
{
|
|
VectorSubtract( localpos, g_studio.lightbonepos[bone][i], light[i] );
|
|
light[i][3] = 0.0f;
|
|
}
|
|
}
|
|
|
|
/*
|
|
===============
|
|
R_StudioSetupSkin
|
|
|
|
===============
|
|
*/
|
|
static void R_StudioSetupSkin( studiohdr_t *ptexturehdr, int index )
|
|
{
|
|
mstudiotexture_t *ptexture = NULL;
|
|
|
|
if( FBitSet( g_nForceFaceFlags, STUDIO_NF_CHROME ))
|
|
return;
|
|
|
|
if( ptexturehdr == NULL )
|
|
return;
|
|
|
|
// NOTE: user may ignore to call StudioRemapColors and remap_info will be unavailable
|
|
if( m_fDoRemap ) ptexture = CL_GetRemapInfoForEntity( RI.currententity )->ptexture;
|
|
if( !ptexture ) ptexture = (mstudiotexture_t *)((byte *)ptexturehdr + ptexturehdr->textureindex); // fallback
|
|
|
|
if( r_lightmap->value && !r_fullbright->value )
|
|
GL_Bind( GL_TEXTURE0, tr.whiteTexture );
|
|
else GL_Bind( GL_TEXTURE0, ptexture[index].index );
|
|
}
|
|
|
|
/*
|
|
===============
|
|
R_StudioGetTexture
|
|
|
|
Doesn't changes studio global state at all
|
|
===============
|
|
*/
|
|
mstudiotexture_t *R_StudioGetTexture( cl_entity_t *e )
|
|
{
|
|
mstudiotexture_t *ptexture;
|
|
studiohdr_t *phdr, *thdr;
|
|
|
|
if(( phdr = Mod_StudioExtradata( e->model )) == NULL )
|
|
return NULL;
|
|
|
|
thdr = m_pStudioHeader;
|
|
if( !thdr ) return NULL;
|
|
|
|
if( m_fDoRemap ) ptexture = CL_GetRemapInfoForEntity( e )->ptexture;
|
|
else ptexture = (mstudiotexture_t *)((byte *)thdr + thdr->textureindex);
|
|
|
|
return ptexture;
|
|
}
|
|
|
|
void R_StudioSetRenderamt( int iRenderamt )
|
|
{
|
|
if( !RI.currententity ) return;
|
|
|
|
RI.currententity->curstate.renderamt = iRenderamt;
|
|
tr.blend = CL_FxBlend( RI.currententity ) / 255.0f;
|
|
}
|
|
|
|
/*
|
|
===============
|
|
R_StudioSetCullState
|
|
|
|
sets true for enable backculling (for left-hand viewmodel)
|
|
===============
|
|
*/
|
|
void R_StudioSetCullState( int iCull )
|
|
{
|
|
g_iBackFaceCull = iCull;
|
|
}
|
|
|
|
/*
|
|
===============
|
|
R_StudioRenderShadow
|
|
|
|
just a prefab for render shadow
|
|
===============
|
|
*/
|
|
void R_StudioRenderShadow( int iSprite, float *p1, float *p2, float *p3, float *p4 )
|
|
{
|
|
if( !p1 || !p2 || !p3 || !p4 )
|
|
return;
|
|
|
|
if( TriSpriteTexture( Mod_Handle( iSprite ), 0 ))
|
|
{
|
|
TriRenderMode( kRenderTransAlpha );
|
|
TriColor4f( 0.0f, 0.0f, 0.0f, 1.0f );
|
|
|
|
pglBegin( GL_QUADS );
|
|
pglTexCoord2f( 0.0f, 0.0f );
|
|
pglVertex3fv( p1 );
|
|
pglTexCoord2f( 0.0f, 1.0f );
|
|
pglVertex3fv( p2 );
|
|
pglTexCoord2f( 1.0f, 1.0f );
|
|
pglVertex3fv( p3 );
|
|
pglTexCoord2f( 1.0f, 0.0f );
|
|
pglVertex3fv( p4 );
|
|
pglEnd();
|
|
|
|
TriRenderMode( kRenderNormal );
|
|
}
|
|
}
|
|
|
|
/*
|
|
===============
|
|
R_StudioMeshCompare
|
|
|
|
Sorting opaque entities by model type
|
|
===============
|
|
*/
|
|
static int R_StudioMeshCompare( const sortedmesh_t *a, const sortedmesh_t *b )
|
|
{
|
|
if( FBitSet( a->flags, STUDIO_NF_ADDITIVE ))
|
|
return 1;
|
|
|
|
if( FBitSet( a->flags, STUDIO_NF_MASKED ))
|
|
return -1;
|
|
|
|
return 0;
|
|
}
|
|
|
|
/*
|
|
===============
|
|
R_StudioDrawNormalMesh
|
|
|
|
generic path
|
|
===============
|
|
*/
|
|
static _inline void R_StudioDrawNormalMesh( short *ptricmds, vec3_t *pstudionorms, float s, float t )
|
|
{
|
|
float *lv;
|
|
int i;
|
|
|
|
while( i = *( ptricmds++ ))
|
|
{
|
|
if( i < 0 )
|
|
{
|
|
pglBegin( GL_TRIANGLE_FAN );
|
|
i = -i;
|
|
}
|
|
else pglBegin( GL_TRIANGLE_STRIP );
|
|
|
|
for( ; i > 0; i--, ptricmds += 4 )
|
|
{
|
|
lv = (float *)g_studio.lightvalues[ptricmds[1]];
|
|
|
|
if( g_studio.numlocallights )
|
|
R_LightLambert( g_studio.lightpos[ptricmds[0]], pstudionorms[ptricmds[1]], lv );
|
|
else pglColor4f( lv[0], lv[1], lv[2], tr.blend );
|
|
pglTexCoord2f( ptricmds[2] * s, ptricmds[3] * t );
|
|
pglVertex3fv( g_studio.verts[ptricmds[0]] );
|
|
}
|
|
|
|
pglEnd();
|
|
}
|
|
}
|
|
|
|
/*
|
|
===============
|
|
R_StudioDrawNormalMesh
|
|
|
|
generic path
|
|
===============
|
|
*/
|
|
static _inline void R_StudioDrawFloatMesh( short *ptricmds, vec3_t *pstudionorms )
|
|
{
|
|
float *lv;
|
|
int i;
|
|
|
|
while( i = *( ptricmds++ ))
|
|
{
|
|
if( i < 0 )
|
|
{
|
|
pglBegin( GL_TRIANGLE_FAN );
|
|
i = -i;
|
|
}
|
|
else pglBegin( GL_TRIANGLE_STRIP );
|
|
|
|
for( ; i > 0; i--, ptricmds += 4 )
|
|
{
|
|
lv = (float *)g_studio.lightvalues[ptricmds[1]];
|
|
if( g_studio.numlocallights )
|
|
R_LightLambert( g_studio.lightpos[ptricmds[0]], pstudionorms[ptricmds[1]], lv );
|
|
else pglColor4f( lv[0], lv[1], lv[2], tr.blend );
|
|
pglTexCoord2f( HalfToFloat( ptricmds[2] ), HalfToFloat( ptricmds[3] ));
|
|
pglVertex3fv( g_studio.verts[ptricmds[0]] );
|
|
}
|
|
|
|
pglEnd();
|
|
}
|
|
}
|
|
|
|
/*
|
|
===============
|
|
R_StudioDrawNormalMesh
|
|
|
|
generic path
|
|
===============
|
|
*/
|
|
static _inline void R_StudioDrawChromeMesh( short *ptricmds, vec3_t *pstudionorms, float s, float t, float scale )
|
|
{
|
|
float *lv, *av;
|
|
int i, idx;
|
|
qboolean glowShell = (scale > 0.0f) ? true : false;
|
|
vec3_t vert;
|
|
|
|
while( i = *( ptricmds++ ))
|
|
{
|
|
if( i < 0 )
|
|
{
|
|
pglBegin( GL_TRIANGLE_FAN );
|
|
i = -i;
|
|
}
|
|
else pglBegin( GL_TRIANGLE_STRIP );
|
|
|
|
for( ; i > 0; i--, ptricmds += 4 )
|
|
{
|
|
if( glowShell )
|
|
{
|
|
idx = g_studio.normaltable[ptricmds[0]];
|
|
av = g_studio.verts[ptricmds[0]];
|
|
lv = g_studio.norms[ptricmds[0]];
|
|
VectorMA( av, scale, lv, vert );
|
|
pglTexCoord2f( g_studio.chrome[idx][0] * s, g_studio.chrome[idx][1] * t );
|
|
pglVertex3fv( vert );
|
|
}
|
|
else
|
|
{
|
|
idx = ptricmds[1];
|
|
lv = (float *)g_studio.lightvalues[ptricmds[1]];
|
|
if( g_studio.numlocallights )
|
|
R_LightLambert( g_studio.lightpos[ptricmds[0]], pstudionorms[ptricmds[1]], lv );
|
|
else pglColor4f( lv[0], lv[1], lv[2], tr.blend );
|
|
pglTexCoord2f( g_studio.chrome[idx][0] * s, g_studio.chrome[idx][1] * t );
|
|
pglVertex3fv( g_studio.verts[ptricmds[0]] );
|
|
}
|
|
}
|
|
|
|
pglEnd();
|
|
}
|
|
}
|
|
|
|
/*
|
|
===============
|
|
R_StudioDrawPoints
|
|
|
|
===============
|
|
*/
|
|
static void R_StudioDrawPoints( void )
|
|
{
|
|
int i, j, k, m_skinnum;
|
|
float shellscale = 0.0f;
|
|
qboolean need_sort = false;
|
|
byte *pvertbone;
|
|
byte *pnormbone;
|
|
vec3_t *pstudioverts;
|
|
vec3_t *pstudionorms;
|
|
mstudiotexture_t *ptexture;
|
|
mstudiomesh_t *pmesh;
|
|
short *pskinref;
|
|
float lv_tmp;
|
|
|
|
if( !m_pStudioHeader ) return;
|
|
|
|
// safety bounding the skinnum
|
|
m_skinnum = bound( 0, RI.currententity->curstate.skin, ( m_pStudioHeader->numskinfamilies - 1 ));
|
|
ptexture = (mstudiotexture_t *)((byte *)m_pStudioHeader + m_pStudioHeader->textureindex);
|
|
pvertbone = ((byte *)m_pStudioHeader + m_pSubModel->vertinfoindex);
|
|
pnormbone = ((byte *)m_pStudioHeader + m_pSubModel->norminfoindex);
|
|
|
|
pmesh = (mstudiomesh_t *)((byte *)m_pStudioHeader + m_pSubModel->meshindex);
|
|
pstudioverts = (vec3_t *)((byte *)m_pStudioHeader + m_pSubModel->vertindex);
|
|
pstudionorms = (vec3_t *)((byte *)m_pStudioHeader + m_pSubModel->normindex);
|
|
|
|
pskinref = (short *)((byte *)m_pStudioHeader + m_pStudioHeader->skinindex);
|
|
if( m_skinnum != 0 ) pskinref += (m_skinnum * m_pStudioHeader->numskinref);
|
|
|
|
if( FBitSet( m_pStudioHeader->flags, STUDIO_HAS_BONEWEIGHTS ) && m_pSubModel->blendvertinfoindex != 0 && m_pSubModel->blendnorminfoindex != 0 )
|
|
{
|
|
mstudioboneweight_t *pvertweight = (mstudioboneweight_t *)((byte *)m_pStudioHeader + m_pSubModel->blendvertinfoindex);
|
|
mstudioboneweight_t *pnormweight = (mstudioboneweight_t *)((byte *)m_pStudioHeader + m_pSubModel->blendnorminfoindex);
|
|
matrix3x4 skinMat;
|
|
|
|
for( i = 0; i < m_pSubModel->numverts; i++ )
|
|
{
|
|
R_StudioComputeSkinMatrix( &pvertweight[i], skinMat );
|
|
Matrix3x4_VectorTransform( skinMat, pstudioverts[i], g_studio.verts[i] );
|
|
R_LightStrength( pvertbone[i], pstudioverts[i], g_studio.lightpos[i] );
|
|
}
|
|
|
|
for( i = 0; i < m_pSubModel->numnorms; i++ )
|
|
{
|
|
R_StudioComputeSkinMatrix( &pnormweight[i], skinMat );
|
|
Matrix3x4_VectorRotate( skinMat, pstudionorms[i], g_studio.norms[i] );
|
|
}
|
|
}
|
|
else
|
|
{
|
|
for( i = 0; i < m_pSubModel->numverts; i++ )
|
|
{
|
|
Matrix3x4_VectorTransform( g_studio.bonestransform[pvertbone[i]], pstudioverts[i], g_studio.verts[i] );
|
|
R_LightStrength( pvertbone[i], pstudioverts[i], g_studio.lightpos[i] );
|
|
}
|
|
}
|
|
|
|
// generate shared normals for properly scaling glowing shell
|
|
if( RI.currententity->curstate.renderfx == kRenderFxGlowShell )
|
|
{
|
|
float factor = (1.0f / 128.0f);
|
|
shellscale = Q_max( factor, RI.currententity->curstate.renderamt * factor );
|
|
R_StudioBuildNormalTable();
|
|
R_StudioGenerateNormals();
|
|
}
|
|
|
|
for( j = k = 0; j < m_pSubModel->nummesh; j++ )
|
|
{
|
|
g_nFaceFlags = ptexture[pskinref[pmesh[j].skinref]].flags | g_nForceFaceFlags;
|
|
|
|
// fill in sortedmesh info
|
|
g_studio.meshes[j].flags = g_nFaceFlags;
|
|
g_studio.meshes[j].mesh = &pmesh[j];
|
|
|
|
if( FBitSet( g_nFaceFlags, STUDIO_NF_MASKED|STUDIO_NF_ADDITIVE ))
|
|
need_sort = true;
|
|
|
|
if( RI.currententity->curstate.rendermode == kRenderTransAdd )
|
|
{
|
|
for( i = 0; i < pmesh[j].numnorms; i++, k++, pstudionorms++, pnormbone++ )
|
|
{
|
|
if( FBitSet( g_nFaceFlags, STUDIO_NF_CHROME ))
|
|
R_StudioSetupChrome( g_studio.chrome[k], *pnormbone, (float *)pstudionorms );
|
|
VectorSet( g_studio.lightvalues[k], tr.blend, tr.blend, tr.blend );
|
|
}
|
|
}
|
|
else
|
|
{
|
|
for( i = 0; i < pmesh[j].numnorms; i++, k++, pstudionorms++, pnormbone++ )
|
|
{
|
|
if( FBitSet( m_pStudioHeader->flags, STUDIO_HAS_BONEWEIGHTS ))
|
|
R_StudioLighting( &lv_tmp, -1, g_nFaceFlags, g_studio.norms[k] );
|
|
else R_StudioLighting( &lv_tmp, *pnormbone, g_nFaceFlags, (float *)pstudionorms );
|
|
|
|
if( FBitSet( g_nFaceFlags, STUDIO_NF_CHROME ))
|
|
R_StudioSetupChrome( g_studio.chrome[k], *pnormbone, (float *)pstudionorms );
|
|
VectorScale( g_studio.lightcolor, lv_tmp, g_studio.lightvalues[k] );
|
|
}
|
|
}
|
|
}
|
|
|
|
if( r_studio_sort_textures->value && need_sort )
|
|
{
|
|
// resort opaque and translucent meshes draw order
|
|
qsort( g_studio.meshes, m_pSubModel->nummesh, sizeof( sortedmesh_t ), R_StudioMeshCompare );
|
|
}
|
|
|
|
// NOTE: rewind normals at start
|
|
pstudionorms = (vec3_t *)((byte *)m_pStudioHeader + m_pSubModel->normindex);
|
|
|
|
for( j = 0; j < m_pSubModel->nummesh; j++ )
|
|
{
|
|
float oldblend = tr.blend;
|
|
short *ptricmds;
|
|
float s, t;
|
|
|
|
pmesh = g_studio.meshes[j].mesh;
|
|
ptricmds = (short *)((byte *)m_pStudioHeader + pmesh->triindex);
|
|
|
|
g_nFaceFlags = ptexture[pskinref[pmesh->skinref]].flags | g_nForceFaceFlags;
|
|
|
|
s = 1.0f / (float)ptexture[pskinref[pmesh->skinref]].width;
|
|
t = 1.0f / (float)ptexture[pskinref[pmesh->skinref]].height;
|
|
|
|
if( FBitSet( g_nFaceFlags, STUDIO_NF_MASKED ))
|
|
{
|
|
pglEnable( GL_ALPHA_TEST );
|
|
pglDepthMask( GL_TRUE );
|
|
if( R_ModelOpaque( RI.currententity->curstate.rendermode ))
|
|
tr.blend = 1.0f;
|
|
}
|
|
else if( FBitSet( g_nFaceFlags, STUDIO_NF_ADDITIVE ))
|
|
{
|
|
if( R_ModelOpaque( RI.currententity->curstate.rendermode ))
|
|
{
|
|
pglBlendFunc( GL_ONE, GL_ONE );
|
|
pglDepthMask( GL_FALSE );
|
|
pglEnable( GL_BLEND );
|
|
}
|
|
else pglBlendFunc( GL_SRC_ALPHA, GL_ONE );
|
|
}
|
|
|
|
R_StudioSetupSkin( m_pStudioHeader, pskinref[pmesh->skinref] );
|
|
|
|
if( FBitSet( g_nFaceFlags, STUDIO_NF_CHROME ))
|
|
R_StudioDrawChromeMesh( ptricmds, pstudionorms, s, t, shellscale );
|
|
else if( FBitSet( g_nFaceFlags, STUDIO_NF_UV_COORDS ))
|
|
R_StudioDrawFloatMesh( ptricmds, pstudionorms );
|
|
else R_StudioDrawNormalMesh( ptricmds, pstudionorms, s, t );
|
|
|
|
if( FBitSet( g_nFaceFlags, STUDIO_NF_MASKED ))
|
|
{
|
|
pglDisable( GL_ALPHA_TEST );
|
|
}
|
|
else if( FBitSet( g_nFaceFlags, STUDIO_NF_ADDITIVE ) && R_ModelOpaque( RI.currententity->curstate.rendermode ))
|
|
{
|
|
pglDepthMask( GL_TRUE );
|
|
pglDisable( GL_BLEND );
|
|
}
|
|
|
|
r_stats.c_studio_polys += pmesh->numtris;
|
|
tr.blend = oldblend;
|
|
}
|
|
}
|
|
|
|
/*
|
|
===============
|
|
R_StudioDrawHulls
|
|
|
|
===============
|
|
*/
|
|
static void R_StudioDrawHulls( void )
|
|
{
|
|
float alpha, lv;
|
|
int i, j;
|
|
|
|
if( r_drawentities->value == 4 )
|
|
alpha = 0.5f;
|
|
else alpha = 1.0f;
|
|
|
|
GL_Bind( GL_TEXTURE0, tr.whiteTexture );
|
|
pglTexEnvf( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE );
|
|
|
|
for( i = 0; i < m_pStudioHeader->numhitboxes; i++ )
|
|
{
|
|
mstudiobbox_t *pbbox = (mstudiobbox_t *)((byte *)m_pStudioHeader + m_pStudioHeader->hitboxindex);
|
|
vec3_t tmp, p[8];
|
|
|
|
for( j = 0; j < 8; j++ )
|
|
{
|
|
tmp[0] = (j & 1) ? pbbox[i].bbmin[0] : pbbox[i].bbmax[0];
|
|
tmp[1] = (j & 2) ? pbbox[i].bbmin[1] : pbbox[i].bbmax[1];
|
|
tmp[2] = (j & 4) ? pbbox[i].bbmin[2] : pbbox[i].bbmax[2];
|
|
|
|
Matrix3x4_VectorTransform( g_studio.bonestransform[pbbox[i].bone], tmp, p[j] );
|
|
}
|
|
|
|
j = (pbbox[i].group % 8);
|
|
|
|
TriBegin( TRI_QUADS );
|
|
TriColor4f( hullcolor[j][0], hullcolor[j][1], hullcolor[j][2], alpha );
|
|
|
|
for( j = 0; j < 6; j++ )
|
|
{
|
|
VectorClear( tmp );
|
|
tmp[j % 3] = (j < 3) ? 1.0f : -1.0f;
|
|
R_StudioLighting( &lv, pbbox[i].bone, 0, tmp );
|
|
|
|
TriBrightness( lv );
|
|
TriVertex3fv( p[boxpnt[j][0]] );
|
|
TriVertex3fv( p[boxpnt[j][1]] );
|
|
TriVertex3fv( p[boxpnt[j][2]] );
|
|
TriVertex3fv( p[boxpnt[j][3]] );
|
|
}
|
|
TriEnd();
|
|
}
|
|
}
|
|
|
|
/*
|
|
===============
|
|
R_StudioDrawAbsBBox
|
|
|
|
===============
|
|
*/
|
|
static void R_StudioDrawAbsBBox( void )
|
|
{
|
|
vec3_t p[8], tmp;
|
|
float lv;
|
|
int i;
|
|
|
|
// looks ugly, skip
|
|
if( RI.currententity == &clgame.viewent )
|
|
return;
|
|
|
|
if( !R_StudioComputeBBox( p ))
|
|
return;
|
|
|
|
GL_Bind( GL_TEXTURE0, tr.whiteTexture );
|
|
TriColor4f( 0.5f, 0.5f, 1.0f, 0.5f );
|
|
TriRenderMode( kRenderTransAdd );
|
|
|
|
TriBegin( TRI_QUADS );
|
|
for( i = 0; i < 6; i++ )
|
|
{
|
|
VectorClear( tmp );
|
|
tmp[i % 3] = (i < 3) ? 1.0f : -1.0f;
|
|
R_StudioLighting( &lv, -1, 0, tmp );
|
|
|
|
TriBrightness( lv );
|
|
TriVertex3fv( p[boxpnt[i][0]] );
|
|
TriVertex3fv( p[boxpnt[i][1]] );
|
|
TriVertex3fv( p[boxpnt[i][2]] );
|
|
TriVertex3fv( p[boxpnt[i][3]] );
|
|
}
|
|
TriEnd();
|
|
}
|
|
|
|
/*
|
|
===============
|
|
R_StudioDrawBones
|
|
|
|
===============
|
|
*/
|
|
static void R_StudioDrawBones( void )
|
|
{
|
|
mstudiobone_t *pbones = (mstudiobone_t *) ((byte *)m_pStudioHeader + m_pStudioHeader->boneindex);
|
|
vec3_t point;
|
|
int i;
|
|
|
|
pglDisable( GL_TEXTURE_2D );
|
|
|
|
for( i = 0; i < m_pStudioHeader->numbones; i++ )
|
|
{
|
|
if( pbones[i].parent >= 0 )
|
|
{
|
|
pglPointSize( 3.0f );
|
|
pglColor3f( 1, 0.7f, 0 );
|
|
pglBegin( GL_LINES );
|
|
|
|
Matrix3x4_OriginFromMatrix( g_studio.bonestransform[pbones[i].parent], point );
|
|
pglVertex3fv( point );
|
|
Matrix3x4_OriginFromMatrix( g_studio.bonestransform[i], point );
|
|
pglVertex3fv( point );
|
|
|
|
pglEnd();
|
|
|
|
pglColor3f( 0, 0, 0.8f );
|
|
pglBegin( GL_POINTS );
|
|
if( pbones[pbones[i].parent].parent != -1 )
|
|
{
|
|
Matrix3x4_OriginFromMatrix( g_studio.bonestransform[pbones[i].parent], point );
|
|
pglVertex3fv( point );
|
|
}
|
|
Matrix3x4_OriginFromMatrix( g_studio.bonestransform[i], point );
|
|
pglVertex3fv( point );
|
|
pglEnd();
|
|
}
|
|
else
|
|
{
|
|
// draw parent bone node
|
|
pglPointSize( 5.0f );
|
|
pglColor3f( 0.8f, 0, 0 );
|
|
pglBegin( GL_POINTS );
|
|
Matrix3x4_OriginFromMatrix( g_studio.bonestransform[i], point );
|
|
pglVertex3fv( point );
|
|
pglEnd();
|
|
}
|
|
}
|
|
|
|
pglPointSize( 1.0f );
|
|
pglEnable( GL_TEXTURE_2D );
|
|
}
|
|
|
|
static void R_StudioDrawAttachments( void )
|
|
{
|
|
int i;
|
|
|
|
pglDisable( GL_TEXTURE_2D );
|
|
pglDisable( GL_DEPTH_TEST );
|
|
|
|
for( i = 0; i < m_pStudioHeader->numattachments; i++ )
|
|
{
|
|
mstudioattachment_t *pattachments;
|
|
vec3_t v[4];
|
|
|
|
pattachments = (mstudioattachment_t *)((byte *)m_pStudioHeader + m_pStudioHeader->attachmentindex);
|
|
Matrix3x4_VectorTransform( g_studio.bonestransform[pattachments[i].bone], pattachments[i].org, v[0] );
|
|
Matrix3x4_VectorTransform( g_studio.bonestransform[pattachments[i].bone], pattachments[i].vectors[0], v[1] );
|
|
Matrix3x4_VectorTransform( g_studio.bonestransform[pattachments[i].bone], pattachments[i].vectors[1], v[2] );
|
|
Matrix3x4_VectorTransform( g_studio.bonestransform[pattachments[i].bone], pattachments[i].vectors[2], v[3] );
|
|
|
|
pglBegin( GL_LINES );
|
|
pglColor3f( 1, 0, 0 );
|
|
pglVertex3fv( v[0] );
|
|
pglColor3f( 1, 1, 1 );
|
|
pglVertex3fv (v[1] );
|
|
pglColor3f( 1, 0, 0 );
|
|
pglVertex3fv (v[0] );
|
|
pglColor3f( 1, 1, 1 );
|
|
pglVertex3fv (v[2] );
|
|
pglColor3f( 1, 0, 0 );
|
|
pglVertex3fv (v[0] );
|
|
pglColor3f( 1, 1, 1 );
|
|
pglVertex3fv( v[3] );
|
|
pglEnd();
|
|
|
|
pglPointSize( 5.0f );
|
|
pglColor3f( 0, 1, 0 );
|
|
pglBegin( GL_POINTS );
|
|
pglVertex3fv( v[0] );
|
|
pglEnd();
|
|
pglPointSize( 1.0f );
|
|
}
|
|
|
|
pglEnable( GL_TEXTURE_2D );
|
|
pglEnable( GL_DEPTH_TEST );
|
|
}
|
|
|
|
/*
|
|
===============
|
|
R_StudioSetRemapColors
|
|
|
|
===============
|
|
*/
|
|
void R_StudioSetRemapColors( int newTop, int newBottom )
|
|
{
|
|
CL_AllocRemapInfo( newTop, newBottom );
|
|
|
|
if( CL_GetRemapInfoForEntity( RI.currententity ))
|
|
{
|
|
CL_UpdateRemapInfo( newTop, newBottom );
|
|
m_fDoRemap = true;
|
|
}
|
|
}
|
|
|
|
/*
|
|
===============
|
|
R_StudioSetupPlayerModel
|
|
|
|
===============
|
|
*/
|
|
static model_t *R_StudioSetupPlayerModel( int index )
|
|
{
|
|
player_info_t *info;
|
|
player_model_t *state;
|
|
|
|
if( !RI.drawWorld )
|
|
{
|
|
// we are in gameui.
|
|
info = &gameui.playerinfo;
|
|
}
|
|
else
|
|
{
|
|
if( index < 0 || index >= cl.maxclients )
|
|
return NULL; // bad client ?
|
|
info = &cl.players[index];
|
|
}
|
|
|
|
state = &cl.player_models[index];
|
|
|
|
if(( host.developer || !Host_IsLocalGame( )) && info->model[0] )
|
|
{
|
|
if( Q_strcmp( state->name, info->model ))
|
|
{
|
|
Q_strncpy( state->name, info->model, sizeof( state->name ));
|
|
state->name[sizeof( state->name ) - 1] = 0;
|
|
|
|
Q_snprintf( state->modelname, sizeof( state->modelname ), "models/player/%s/%s.mdl", info->model, info->model );
|
|
|
|
if( FS_FileExists( state->modelname, false ))
|
|
state->model = Mod_ForName( state->modelname, false );
|
|
else state->model = NULL;
|
|
|
|
if( !state->model )
|
|
state->model = RI.currententity->model;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if( state->model != RI.currententity->model )
|
|
state->model = RI.currententity->model;
|
|
state->name[0] = 0;
|
|
}
|
|
|
|
return state->model;
|
|
}
|
|
|
|
/*
|
|
===============
|
|
R_StudioClientEvents
|
|
|
|
===============
|
|
*/
|
|
static void R_StudioClientEvents( void )
|
|
{
|
|
mstudioseqdesc_t *pseqdesc;
|
|
mstudioevent_t *pevent;
|
|
cl_entity_t *e = RI.currententity;
|
|
int i, sequence;
|
|
float end, start;
|
|
|
|
if( g_studio.frametime == 0.0 )
|
|
return; // gamepaused
|
|
|
|
if( FBitSet( e->curstate.effects, EF_MUZZLEFLASH ))
|
|
{
|
|
dlight_t *el = CL_AllocElight( 0 );
|
|
|
|
ClearBits( e->curstate.effects, EF_MUZZLEFLASH );
|
|
VectorCopy( e->attachment[0], el->origin );
|
|
el->die = cl.time + 0.05f;
|
|
el->color.r = 255;
|
|
el->color.g = 192;
|
|
el->color.b = 64;
|
|
el->decay = 320;
|
|
el->radius = 24;
|
|
}
|
|
|
|
sequence = bound( 0, e->curstate.sequence, m_pStudioHeader->numseq - 1 );
|
|
pseqdesc = (mstudioseqdesc_t *)((byte *)m_pStudioHeader + m_pStudioHeader->seqindex) + sequence;
|
|
|
|
// no events for this animation
|
|
if( pseqdesc->numevents == 0 )
|
|
return;
|
|
|
|
end = R_StudioEstimateFrame( e, pseqdesc );
|
|
start = end - e->curstate.framerate * host.frametime * pseqdesc->fps;
|
|
pevent = (mstudioevent_t *)((byte *)m_pStudioHeader + pseqdesc->eventindex);
|
|
|
|
if( e->latched.sequencetime == e->curstate.animtime )
|
|
{
|
|
if( !FBitSet( pseqdesc->flags, STUDIO_LOOPING ))
|
|
start = -0.01f;
|
|
}
|
|
|
|
for( i = 0; i < pseqdesc->numevents; i++ )
|
|
{
|
|
// ignore all non-client-side events
|
|
if( pevent[i].event < EVENT_CLIENT )
|
|
continue;
|
|
|
|
if( (float)pevent[i].frame > start && pevent[i].frame <= end )
|
|
clgame.dllFuncs.pfnStudioEvent( &pevent[i], e );
|
|
}
|
|
}
|
|
|
|
/*
|
|
===============
|
|
R_StudioGetForceFaceFlags
|
|
|
|
===============
|
|
*/
|
|
int R_StudioGetForceFaceFlags( void )
|
|
{
|
|
return g_nForceFaceFlags;
|
|
}
|
|
|
|
/*
|
|
===============
|
|
R_StudioSetForceFaceFlags
|
|
|
|
===============
|
|
*/
|
|
void R_StudioSetForceFaceFlags( int flags )
|
|
{
|
|
g_nForceFaceFlags = flags;
|
|
}
|
|
|
|
/*
|
|
===============
|
|
pfnStudioSetHeader
|
|
|
|
===============
|
|
*/
|
|
void R_StudioSetHeader( studiohdr_t *pheader )
|
|
{
|
|
m_pStudioHeader = pheader;
|
|
m_fDoRemap = false;
|
|
}
|
|
|
|
/*
|
|
===============
|
|
R_StudioSetRenderModel
|
|
|
|
===============
|
|
*/
|
|
void R_StudioSetRenderModel( model_t *model )
|
|
{
|
|
RI.currentmodel = model;
|
|
}
|
|
|
|
/*
|
|
===============
|
|
R_StudioSetupRenderer
|
|
|
|
===============
|
|
*/
|
|
static void R_StudioSetupRenderer( int rendermode )
|
|
{
|
|
studiohdr_t *phdr = m_pStudioHeader;
|
|
int i;
|
|
|
|
if( rendermode > kRenderTransAdd ) rendermode = 0;
|
|
g_studio.rendermode = bound( 0, rendermode, kRenderTransAdd );
|
|
|
|
pglTexEnvf( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE );
|
|
pglDisable( GL_ALPHA_TEST );
|
|
pglShadeModel( GL_SMOOTH );
|
|
|
|
// a point to setup local to world transform for boneweighted models
|
|
if( phdr && FBitSet( phdr->flags, STUDIO_HAS_BONEINFO ))
|
|
{
|
|
// NOTE: extended boneinfo goes immediately after bones
|
|
mstudioboneinfo_t *boneinfo = (mstudioboneinfo_t *)((byte *)phdr + phdr->boneindex + phdr->numbones * sizeof( mstudiobone_t ));
|
|
|
|
for( i = 0; i < phdr->numbones; i++ )
|
|
Matrix3x4_ConcatTransforms( g_studio.worldtransform[i], g_studio.bonestransform[i], boneinfo[i].poseToBone );
|
|
}
|
|
}
|
|
|
|
/*
|
|
===============
|
|
R_StudioRestoreRenderer
|
|
|
|
===============
|
|
*/
|
|
static void R_StudioRestoreRenderer( void )
|
|
{
|
|
if( g_studio.rendermode != kRenderNormal )
|
|
pglDisable( GL_BLEND );
|
|
|
|
pglTexEnvf( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE );
|
|
pglShadeModel( GL_FLAT );
|
|
m_fDoRemap = false;
|
|
}
|
|
|
|
/*
|
|
===============
|
|
R_StudioSetChromeOrigin
|
|
|
|
===============
|
|
*/
|
|
void R_StudioSetChromeOrigin( void )
|
|
{
|
|
VectorCopy( RI.vieworg, g_studio.chrome_origin );
|
|
}
|
|
|
|
/*
|
|
===============
|
|
pfnIsHardware
|
|
|
|
Xash3D is always works in hardware mode
|
|
===============
|
|
*/
|
|
static int pfnIsHardware( void )
|
|
{
|
|
return 1; // 0 is Software, 1 is OpenGL, 2 is Direct3D
|
|
}
|
|
|
|
/*
|
|
===============
|
|
R_StudioDrawPointsShadow
|
|
|
|
===============
|
|
*/
|
|
static void R_StudioDrawPointsShadow( void )
|
|
{
|
|
float *av, height;
|
|
float vec_x, vec_y;
|
|
mstudiomesh_t *pmesh;
|
|
vec3_t point;
|
|
int i, k;
|
|
|
|
if( FBitSet( RI.currententity->curstate.effects, EF_NOSHADOW ))
|
|
return;
|
|
|
|
if( glState.stencilEnabled )
|
|
pglEnable( GL_STENCIL_TEST );
|
|
|
|
height = g_studio.lightspot[2] + 1.0f;
|
|
vec_x = -g_studio.lightvec[0] * 8.0f;
|
|
vec_y = -g_studio.lightvec[1] * 8.0f;
|
|
|
|
for( k = 0; k < m_pSubModel->nummesh; k++ )
|
|
{
|
|
short *ptricmds;
|
|
|
|
pmesh = (mstudiomesh_t *)((byte *)m_pStudioHeader + m_pSubModel->meshindex) + k;
|
|
ptricmds = (short *)((byte *)m_pStudioHeader + pmesh->triindex);
|
|
|
|
r_stats.c_studio_polys += pmesh->numtris;
|
|
|
|
while( i = *( ptricmds++ ))
|
|
{
|
|
if( i < 0 )
|
|
{
|
|
pglBegin( GL_TRIANGLE_FAN );
|
|
i = -i;
|
|
}
|
|
else
|
|
{
|
|
pglBegin( GL_TRIANGLE_STRIP );
|
|
}
|
|
|
|
|
|
for( ; i > 0; i--, ptricmds += 4 )
|
|
{
|
|
av = g_studio.verts[ptricmds[0]];
|
|
point[0] = av[0] - (vec_x * ( av[2] - g_studio.lightspot[2] ));
|
|
point[1] = av[1] - (vec_y * ( av[2] - g_studio.lightspot[2] ));
|
|
point[2] = g_studio.lightspot[2] + 1.0f;
|
|
|
|
pglVertex3fv( point );
|
|
}
|
|
|
|
pglEnd();
|
|
}
|
|
}
|
|
|
|
if( glState.stencilEnabled )
|
|
pglDisable( GL_STENCIL_TEST );
|
|
}
|
|
|
|
/*
|
|
===============
|
|
GL_StudioSetRenderMode
|
|
|
|
set rendermode for studiomodel
|
|
===============
|
|
*/
|
|
void GL_StudioSetRenderMode( int rendermode )
|
|
{
|
|
switch( rendermode )
|
|
{
|
|
case kRenderNormal:
|
|
break;
|
|
case kRenderTransColor:
|
|
pglBlendFunc( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA );
|
|
pglTexEnvi( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_ALPHA );
|
|
pglEnable( GL_BLEND );
|
|
break;
|
|
case kRenderTransAdd:
|
|
pglTexEnvf( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE );
|
|
pglColor4f( tr.blend, tr.blend, tr.blend, 1.0f );
|
|
pglBlendFunc( GL_ONE, GL_ONE );
|
|
pglDepthMask( GL_FALSE );
|
|
pglEnable( GL_BLEND );
|
|
break;
|
|
default:
|
|
pglTexEnvf( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE );
|
|
pglBlendFunc( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA );
|
|
pglColor4f( 1.0f, 1.0f, 1.0f, tr.blend );
|
|
pglDepthMask( GL_TRUE );
|
|
pglEnable( GL_BLEND );
|
|
break;
|
|
}
|
|
}
|
|
|
|
/*
|
|
===============
|
|
GL_StudioDrawShadow
|
|
|
|
NOTE: this code sucessfully working with ShadowHack only in Release build
|
|
===============
|
|
*/
|
|
static void GL_StudioDrawShadow( void )
|
|
{
|
|
pglDepthMask( GL_TRUE );
|
|
|
|
if( r_shadows.value && g_studio.rendermode != kRenderTransAdd && !FBitSet( RI.currentmodel->flags, STUDIO_AMBIENT_LIGHT ))
|
|
{
|
|
float color = 1.0 - (tr.blend * 0.5);
|
|
|
|
pglDisable( GL_TEXTURE_2D );
|
|
pglBlendFunc( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA );
|
|
pglEnable( GL_BLEND );
|
|
pglColor4f( 0.0f, 0.0f, 0.0f, 1.0f - color );
|
|
|
|
pglDepthFunc( GL_LESS );
|
|
R_StudioDrawPointsShadow();
|
|
pglDepthFunc( GL_LEQUAL );
|
|
|
|
pglEnable( GL_TEXTURE_2D );
|
|
pglDisable( GL_BLEND );
|
|
pglColor4f( 1.0f, 1.0f, 1.0f, 1.0f );
|
|
pglShadeModel( GL_SMOOTH );
|
|
}
|
|
}
|
|
|
|
/*
|
|
====================
|
|
StudioRenderFinal
|
|
|
|
====================
|
|
*/
|
|
void R_StudioRenderFinal( void )
|
|
{
|
|
int i, rendermode;
|
|
|
|
rendermode = R_StudioGetForceFaceFlags() ? kRenderTransAdd : RI.currententity->curstate.rendermode;
|
|
R_StudioSetupRenderer( rendermode );
|
|
|
|
if( r_drawentities->value == 2 )
|
|
{
|
|
R_StudioDrawBones();
|
|
}
|
|
else if( r_drawentities->value == 3 )
|
|
{
|
|
R_StudioDrawHulls();
|
|
}
|
|
else
|
|
{
|
|
for( i = 0; i < m_pStudioHeader->numbodyparts; i++ )
|
|
{
|
|
R_StudioSetupModel( i, &m_pBodyPart, &m_pSubModel );
|
|
|
|
GL_StudioSetRenderMode( rendermode );
|
|
R_StudioDrawPoints();
|
|
GL_StudioDrawShadow();
|
|
}
|
|
}
|
|
|
|
if( r_drawentities->value == 4 )
|
|
{
|
|
TriRenderMode( kRenderTransAdd );
|
|
R_StudioDrawHulls( );
|
|
TriRenderMode( kRenderNormal );
|
|
}
|
|
|
|
if( r_drawentities->value == 5 )
|
|
{
|
|
R_StudioDrawAbsBBox( );
|
|
}
|
|
|
|
if( r_drawentities->value == 6 )
|
|
{
|
|
R_StudioDrawAttachments();
|
|
}
|
|
|
|
R_StudioRestoreRenderer();
|
|
}
|
|
|
|
/*
|
|
====================
|
|
StudioRenderModel
|
|
|
|
====================
|
|
*/
|
|
void R_StudioRenderModel( void )
|
|
{
|
|
R_StudioSetChromeOrigin();
|
|
R_StudioSetForceFaceFlags( 0 );
|
|
|
|
if( RI.currententity->curstate.renderfx == kRenderFxGlowShell )
|
|
{
|
|
RI.currententity->curstate.renderfx = kRenderFxNone;
|
|
|
|
R_StudioRenderFinal( );
|
|
|
|
R_StudioSetForceFaceFlags( STUDIO_NF_CHROME );
|
|
TriSpriteTexture( R_GetChromeSprite(), 0 );
|
|
RI.currententity->curstate.renderfx = kRenderFxGlowShell;
|
|
|
|
R_StudioRenderFinal( );
|
|
}
|
|
else
|
|
{
|
|
R_StudioRenderFinal( );
|
|
}
|
|
}
|
|
|
|
/*
|
|
====================
|
|
StudioEstimateGait
|
|
|
|
====================
|
|
*/
|
|
void R_StudioEstimateGait( entity_state_t *pplayer )
|
|
{
|
|
vec3_t est_velocity;
|
|
float dt;
|
|
|
|
dt = bound( 0.0f, g_studio.frametime, 1.0f );
|
|
|
|
if( dt == 0.0f || m_pPlayerInfo->renderframe == tr.realframecount )
|
|
{
|
|
m_flGaitMovement = 0;
|
|
return;
|
|
}
|
|
|
|
VectorSubtract( RI.currententity->origin, m_pPlayerInfo->prevgaitorigin, est_velocity );
|
|
VectorCopy( RI.currententity->origin, m_pPlayerInfo->prevgaitorigin );
|
|
m_flGaitMovement = VectorLength( est_velocity );
|
|
|
|
if( dt <= 0.0f || m_flGaitMovement / dt < 5.0f )
|
|
{
|
|
m_flGaitMovement = 0.0f;
|
|
est_velocity[0] = 0.0f;
|
|
est_velocity[1] = 0.0f;
|
|
}
|
|
|
|
if( est_velocity[1] == 0.0f && est_velocity[0] == 0.0f )
|
|
{
|
|
float flYawDiff = RI.currententity->angles[YAW] - m_pPlayerInfo->gaityaw;
|
|
|
|
flYawDiff = flYawDiff - (int)(flYawDiff / 360) * 360;
|
|
if( flYawDiff > 180.0f ) flYawDiff -= 360.0f;
|
|
if( flYawDiff < -180.0f ) flYawDiff += 360.0f;
|
|
|
|
if( dt < 0.25f )
|
|
flYawDiff *= dt * 4.0f;
|
|
else flYawDiff *= dt;
|
|
|
|
m_pPlayerInfo->gaityaw += flYawDiff;
|
|
m_pPlayerInfo->gaityaw = m_pPlayerInfo->gaityaw - (int)(m_pPlayerInfo->gaityaw / 360) * 360;
|
|
|
|
m_flGaitMovement = 0.0f;
|
|
}
|
|
else
|
|
{
|
|
m_pPlayerInfo->gaityaw = ( atan2( est_velocity[1], est_velocity[0] ) * 180 / M_PI );
|
|
if( m_pPlayerInfo->gaityaw > 180.0f ) m_pPlayerInfo->gaityaw = 180.0f;
|
|
if( m_pPlayerInfo->gaityaw < -180.0f ) m_pPlayerInfo->gaityaw = -180.0f;
|
|
}
|
|
|
|
}
|
|
|
|
/*
|
|
====================
|
|
StudioProcessGait
|
|
|
|
====================
|
|
*/
|
|
void R_StudioProcessGait( entity_state_t *pplayer )
|
|
{
|
|
mstudioseqdesc_t *pseqdesc;
|
|
int iBlend;
|
|
float dt, flYaw; // view direction relative to movement
|
|
|
|
if( RI.currententity->curstate.sequence >= m_pStudioHeader->numseq )
|
|
RI.currententity->curstate.sequence = 0;
|
|
|
|
dt = bound( 0.0f, g_studio.frametime, 1.0f );
|
|
|
|
pseqdesc = (mstudioseqdesc_t *)((byte *)m_pStudioHeader + m_pStudioHeader->seqindex) + RI.currententity->curstate.sequence;
|
|
|
|
R_StudioPlayerBlend( pseqdesc, &iBlend, &RI.currententity->angles[PITCH] );
|
|
|
|
RI.currententity->latched.prevangles[PITCH] = RI.currententity->angles[PITCH];
|
|
RI.currententity->curstate.blending[0] = iBlend;
|
|
RI.currententity->latched.prevblending[0] = RI.currententity->curstate.blending[0];
|
|
RI.currententity->latched.prevseqblending[0] = RI.currententity->curstate.blending[0];
|
|
R_StudioEstimateGait( pplayer );
|
|
|
|
// calc side to side turning
|
|
flYaw = RI.currententity->angles[YAW] - m_pPlayerInfo->gaityaw;
|
|
flYaw = flYaw - (int)(flYaw / 360) * 360;
|
|
if( flYaw < -180.0f ) flYaw = flYaw + 360.0f;
|
|
if( flYaw > 180.0f ) flYaw = flYaw - 360.0f;
|
|
|
|
if( flYaw > 120.0f )
|
|
{
|
|
m_pPlayerInfo->gaityaw = m_pPlayerInfo->gaityaw - 180.0f;
|
|
m_flGaitMovement = -m_flGaitMovement;
|
|
flYaw = flYaw - 180.0f;
|
|
}
|
|
else if( flYaw < -120.0f )
|
|
{
|
|
m_pPlayerInfo->gaityaw = m_pPlayerInfo->gaityaw + 180.0f;
|
|
m_flGaitMovement = -m_flGaitMovement;
|
|
flYaw = flYaw + 180.0f;
|
|
}
|
|
|
|
// adjust torso
|
|
RI.currententity->curstate.controller[0] = ((flYaw / 4.0f) + 30.0f) / (60.0f / 255.0f);
|
|
RI.currententity->curstate.controller[1] = ((flYaw / 4.0f) + 30.0f) / (60.0f / 255.0f);
|
|
RI.currententity->curstate.controller[2] = ((flYaw / 4.0f) + 30.0f) / (60.0f / 255.0f);
|
|
RI.currententity->curstate.controller[3] = ((flYaw / 4.0f) + 30.0f) / (60.0f / 255.0f);
|
|
RI.currententity->latched.prevcontroller[0] = RI.currententity->curstate.controller[0];
|
|
RI.currententity->latched.prevcontroller[1] = RI.currententity->curstate.controller[1];
|
|
RI.currententity->latched.prevcontroller[2] = RI.currententity->curstate.controller[2];
|
|
RI.currententity->latched.prevcontroller[3] = RI.currententity->curstate.controller[3];
|
|
|
|
RI.currententity->angles[YAW] = m_pPlayerInfo->gaityaw;
|
|
if( RI.currententity->angles[YAW] < -0 ) RI.currententity->angles[YAW] += 360.0f;
|
|
RI.currententity->latched.prevangles[YAW] = RI.currententity->angles[YAW];
|
|
|
|
if( pplayer->gaitsequence >= m_pStudioHeader->numseq )
|
|
pplayer->gaitsequence = 0;
|
|
|
|
pseqdesc = (mstudioseqdesc_t *)((byte *)m_pStudioHeader + m_pStudioHeader->seqindex) + pplayer->gaitsequence;
|
|
|
|
// calc gait frame
|
|
if( pseqdesc->linearmovement[0] > 0 )
|
|
m_pPlayerInfo->gaitframe += (m_flGaitMovement / pseqdesc->linearmovement[0]) * pseqdesc->numframes;
|
|
else m_pPlayerInfo->gaitframe += pseqdesc->fps * dt;
|
|
|
|
// do modulo
|
|
m_pPlayerInfo->gaitframe = m_pPlayerInfo->gaitframe - (int)(m_pPlayerInfo->gaitframe / pseqdesc->numframes) * pseqdesc->numframes;
|
|
if( m_pPlayerInfo->gaitframe < 0 ) m_pPlayerInfo->gaitframe += pseqdesc->numframes;
|
|
}
|
|
|
|
/*
|
|
===============
|
|
R_StudioDrawPlayer
|
|
|
|
===============
|
|
*/
|
|
static int R_StudioDrawPlayer( int flags, entity_state_t *pplayer )
|
|
{
|
|
int m_nPlayerIndex;
|
|
alight_t lighting;
|
|
vec3_t dir;
|
|
|
|
m_nPlayerIndex = pplayer->number - 1;
|
|
|
|
if( m_nPlayerIndex < 0 || m_nPlayerIndex >= cl.maxclients )
|
|
return 0;
|
|
|
|
RI.currentmodel = R_StudioSetupPlayerModel( m_nPlayerIndex );
|
|
if( RI.currentmodel == NULL )
|
|
return 0;
|
|
|
|
R_StudioSetHeader((studiohdr_t *)Mod_StudioExtradata( RI.currentmodel ));
|
|
|
|
if( pplayer->gaitsequence )
|
|
{
|
|
vec3_t orig_angles;
|
|
|
|
m_pPlayerInfo = pfnPlayerInfo( m_nPlayerIndex );
|
|
VectorCopy( RI.currententity->angles, orig_angles );
|
|
|
|
R_StudioProcessGait( pplayer );
|
|
|
|
m_pPlayerInfo->gaitsequence = pplayer->gaitsequence;
|
|
m_pPlayerInfo = NULL;
|
|
|
|
R_StudioSetUpTransform( RI.currententity );
|
|
VectorCopy( orig_angles, RI.currententity->angles );
|
|
}
|
|
else
|
|
{
|
|
RI.currententity->curstate.controller[0] = 127;
|
|
RI.currententity->curstate.controller[1] = 127;
|
|
RI.currententity->curstate.controller[2] = 127;
|
|
RI.currententity->curstate.controller[3] = 127;
|
|
RI.currententity->latched.prevcontroller[0] = RI.currententity->curstate.controller[0];
|
|
RI.currententity->latched.prevcontroller[1] = RI.currententity->curstate.controller[1];
|
|
RI.currententity->latched.prevcontroller[2] = RI.currententity->curstate.controller[2];
|
|
RI.currententity->latched.prevcontroller[3] = RI.currententity->curstate.controller[3];
|
|
|
|
m_pPlayerInfo = pfnPlayerInfo( m_nPlayerIndex );
|
|
m_pPlayerInfo->gaitsequence = 0;
|
|
|
|
R_StudioSetUpTransform( RI.currententity );
|
|
}
|
|
|
|
if( flags & STUDIO_RENDER )
|
|
{
|
|
// see if the bounding box lets us trivially reject, also sets
|
|
if( !R_StudioCheckBBox( ))
|
|
return 0;
|
|
|
|
r_stats.c_studio_models_drawn++;
|
|
g_studio.framecount++; // render data cache cookie
|
|
|
|
if( m_pStudioHeader->numbodyparts == 0 )
|
|
return 1;
|
|
}
|
|
|
|
m_pPlayerInfo = pfnPlayerInfo( m_nPlayerIndex );
|
|
R_StudioSetupBones( RI.currententity );
|
|
R_StudioSaveBones( );
|
|
|
|
m_pPlayerInfo->renderframe = tr.realframecount;
|
|
m_pPlayerInfo = NULL;
|
|
|
|
if( flags & STUDIO_EVENTS )
|
|
{
|
|
R_StudioCalcAttachments( );
|
|
R_StudioClientEvents( );
|
|
|
|
// copy attachments into global entity array
|
|
if( RI.currententity->index > 0 )
|
|
{
|
|
cl_entity_t *ent = CL_GetEntityByIndex( RI.currententity->index );
|
|
memcpy( ent->attachment, RI.currententity->attachment, sizeof( vec3_t ) * 4 );
|
|
}
|
|
}
|
|
|
|
if( flags & STUDIO_RENDER )
|
|
{
|
|
if( cl_himodels->value && RI.currentmodel != RI.currententity->model )
|
|
{
|
|
// show highest resolution multiplayer model
|
|
RI.currententity->curstate.body = 255;
|
|
}
|
|
|
|
if(!( host.developer == 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_StudioExtradata( pweaponmodel );
|
|
|
|
R_StudioMergeBones( RI.currententity, pweaponmodel );
|
|
R_StudioSetupLighting( &lighting );
|
|
R_StudioRenderModel( );
|
|
R_StudioCalcAttachments( );
|
|
|
|
*RI.currententity = saveent;
|
|
}
|
|
}
|
|
|
|
return 1;
|
|
}
|
|
|
|
/*
|
|
===============
|
|
R_StudioDrawModel
|
|
|
|
===============
|
|
*/
|
|
static int R_StudioDrawModel( int flags )
|
|
{
|
|
alight_t lighting;
|
|
vec3_t dir;
|
|
|
|
if( RI.currententity->curstate.renderfx == kRenderFxDeadPlayer )
|
|
{
|
|
entity_state_t deadplayer;
|
|
int result;
|
|
|
|
if( RI.currententity->curstate.renderamt <= 0 || RI.currententity->curstate.renderamt > cl.maxclients )
|
|
return 0;
|
|
|
|
// get copy of player
|
|
deadplayer = *R_StudioGetPlayerState( RI.currententity->curstate.renderamt - 1 );
|
|
|
|
// clear weapon, movement state
|
|
deadplayer.number = RI.currententity->curstate.renderamt;
|
|
deadplayer.weaponmodel = 0;
|
|
deadplayer.gaitsequence = 0;
|
|
|
|
deadplayer.movetype = MOVETYPE_NONE;
|
|
VectorCopy( RI.currententity->curstate.angles, deadplayer.angles );
|
|
VectorCopy( RI.currententity->curstate.origin, deadplayer.origin );
|
|
|
|
g_studio.interpolate = false;
|
|
result = R_StudioDrawPlayer( flags, &deadplayer ); // draw as though it were a player
|
|
g_studio.interpolate = true;
|
|
|
|
return result;
|
|
}
|
|
|
|
R_StudioSetHeader((studiohdr_t *)Mod_StudioExtradata( RI.currentmodel ));
|
|
|
|
R_StudioSetUpTransform( RI.currententity );
|
|
|
|
if( flags & STUDIO_RENDER )
|
|
{
|
|
// see if the bounding box lets us trivially reject, also sets
|
|
if( !R_StudioCheckBBox( ))
|
|
return 0;
|
|
|
|
r_stats.c_studio_models_drawn++;
|
|
g_studio.framecount++; // render data cache cookie
|
|
|
|
if( m_pStudioHeader->numbodyparts == 0 )
|
|
return 1;
|
|
}
|
|
|
|
if( RI.currententity->curstate.movetype == MOVETYPE_FOLLOW )
|
|
R_StudioMergeBones( RI.currententity, RI.currentmodel );
|
|
else R_StudioSetupBones( RI.currententity );
|
|
|
|
R_StudioSaveBones();
|
|
|
|
if( flags & STUDIO_EVENTS )
|
|
{
|
|
R_StudioCalcAttachments( );
|
|
R_StudioClientEvents( );
|
|
|
|
// copy attachments into global entity array
|
|
if( RI.currententity->index > 0 )
|
|
{
|
|
cl_entity_t *ent = CL_GetEntityByIndex( RI.currententity->index );
|
|
memcpy( ent->attachment, RI.currententity->attachment, sizeof( vec3_t ) * 4 );
|
|
}
|
|
}
|
|
|
|
if( flags & STUDIO_RENDER )
|
|
{
|
|
lighting.plightvec = dir;
|
|
R_StudioDynamicLight( RI.currententity, &lighting );
|
|
|
|
R_StudioEntityLight( &lighting );
|
|
|
|
// model and frame independant
|
|
R_StudioSetupLighting( &lighting );
|
|
|
|
// get remap colors
|
|
g_nTopColor = RI.currententity->curstate.colormap & 0xFF;
|
|
g_nBottomColor = (RI.currententity->curstate.colormap & 0xFF00) >> 8;
|
|
|
|
R_StudioSetRemapColors( g_nTopColor, g_nBottomColor );
|
|
|
|
R_StudioRenderModel();
|
|
}
|
|
|
|
return 1;
|
|
}
|
|
|
|
/*
|
|
=================
|
|
R_StudioDrawModelInternal
|
|
=================
|
|
*/
|
|
void R_StudioDrawModelInternal( cl_entity_t *e, int flags )
|
|
{
|
|
if( !RI.drawWorld )
|
|
{
|
|
if( e->player )
|
|
R_StudioDrawPlayer( flags, &e->curstate );
|
|
else R_StudioDrawModel( flags );
|
|
}
|
|
else
|
|
{
|
|
// select the properly method
|
|
if( e->player )
|
|
pStudioDraw->StudioDrawPlayer( flags, R_StudioGetPlayerState( e->index - 1 ));
|
|
else pStudioDraw->StudioDrawModel( flags );
|
|
}
|
|
}
|
|
|
|
/*
|
|
=================
|
|
R_DrawStudioModel
|
|
=================
|
|
*/
|
|
void R_DrawStudioModel( cl_entity_t *e )
|
|
{
|
|
if( FBitSet( RI.params, RP_ENVVIEW ))
|
|
return;
|
|
|
|
R_StudioSetupTimings();
|
|
|
|
if( e->player )
|
|
{
|
|
R_StudioDrawModelInternal( e, STUDIO_RENDER|STUDIO_EVENTS );
|
|
}
|
|
else
|
|
{
|
|
if( e->curstate.movetype == MOVETYPE_FOLLOW && e->curstate.aiment > 0 )
|
|
{
|
|
cl_entity_t *parent = CL_GetEntityByIndex( e->curstate.aiment );
|
|
|
|
if( parent && parent->model && parent->model->type == mod_studio )
|
|
{
|
|
RI.currententity = parent;
|
|
R_StudioDrawModelInternal( RI.currententity, 0 );
|
|
RI.currententity = e;
|
|
}
|
|
}
|
|
|
|
R_StudioDrawModelInternal( e, STUDIO_RENDER|STUDIO_EVENTS );
|
|
}
|
|
}
|
|
|
|
/*
|
|
=================
|
|
R_RunViewmodelEvents
|
|
=================
|
|
*/
|
|
void R_RunViewmodelEvents( void )
|
|
{
|
|
int i;
|
|
|
|
if( r_drawviewmodel->value == 0 )
|
|
return;
|
|
|
|
if( CL_IsThirdPerson( ))
|
|
return;
|
|
|
|
// ignore in thirdperson, camera view or client is died
|
|
if( !RP_NORMALPASS() || cl.local.health <= 0 || cl.viewentity != ( cl.playernum + 1 ))
|
|
return;
|
|
|
|
RI.currententity = &clgame.viewent;
|
|
|
|
if( !RI.currententity->model || RI.currententity->model->type != mod_studio )
|
|
return;
|
|
|
|
R_StudioSetupTimings();
|
|
|
|
for( i = 0; i < 4; i++ )
|
|
VectorCopy( cl.simorg, RI.currententity->attachment[i] );
|
|
RI.currentmodel = RI.currententity->model;
|
|
|
|
R_StudioDrawModelInternal( RI.currententity, STUDIO_EVENTS );
|
|
}
|
|
|
|
/*
|
|
=================
|
|
R_DrawViewModel
|
|
=================
|
|
*/
|
|
void R_DrawViewModel( void )
|
|
{
|
|
cl_entity_t *view = &clgame.viewent;
|
|
colorVec c;
|
|
|
|
tr.ignore_lightgamma = true;
|
|
c = R_LightPoint( view->origin );
|
|
tr.ignore_lightgamma = false;
|
|
cl.local.light_level = (c.r + c.g + c.b) / 3;
|
|
|
|
if( r_drawviewmodel->value == 0 )
|
|
return;
|
|
|
|
if( CL_IsThirdPerson( ))
|
|
return;
|
|
|
|
// ignore in thirdperson, camera view or client is died
|
|
if( !RP_NORMALPASS() || cl.local.health <= 0 || cl.viewentity != ( cl.playernum + 1 ))
|
|
return;
|
|
|
|
tr.blend = CL_FxBlend( view ) / 255.0f;
|
|
if( !R_ModelOpaque( view->curstate.rendermode ) && tr.blend <= 0.0f )
|
|
return; // invisible ?
|
|
|
|
RI.currententity = view;
|
|
|
|
if( !RI.currententity->model )
|
|
return;
|
|
|
|
// hack the depth range to prevent view model from poking into walls
|
|
pglDepthRange( gldepthmin, gldepthmin + 0.3f * ( gldepthmax - gldepthmin ));
|
|
RI.currentmodel = RI.currententity->model;
|
|
|
|
// backface culling for left-handed weapons
|
|
if( R_AllowFlipViewModel( RI.currententity ) || g_iBackFaceCull )
|
|
{
|
|
tr.fFlipViewModel = true;
|
|
pglFrontFace( GL_CW );
|
|
}
|
|
|
|
switch( RI.currententity->model->type )
|
|
{
|
|
case mod_alias:
|
|
R_DrawAliasModel( RI.currententity );
|
|
break;
|
|
case mod_studio:
|
|
R_StudioSetupTimings();
|
|
R_StudioDrawModelInternal( RI.currententity, STUDIO_RENDER );
|
|
break;
|
|
}
|
|
|
|
// restore depth range
|
|
pglDepthRange( gldepthmin, gldepthmax );
|
|
|
|
// backface culling for left-handed weapons
|
|
if( R_AllowFlipViewModel( RI.currententity ) || g_iBackFaceCull )
|
|
{
|
|
tr.fFlipViewModel = false;
|
|
pglFrontFace( GL_CCW );
|
|
}
|
|
}
|
|
|
|
/*
|
|
====================
|
|
R_StudioLoadTexture
|
|
|
|
load model texture with unique name
|
|
====================
|
|
*/
|
|
static void R_StudioLoadTexture( model_t *mod, studiohdr_t *phdr, mstudiotexture_t *ptexture )
|
|
{
|
|
size_t size;
|
|
int flags = 0;
|
|
char texname[128], name[128], mdlname[128];
|
|
imgfilter_t *filter = NULL;
|
|
texture_t *tx = NULL;
|
|
|
|
if( ptexture->flags & STUDIO_NF_NORMALMAP )
|
|
flags |= (TF_NORMALMAP);
|
|
|
|
// store some textures for remapping
|
|
if( !Q_strnicmp( ptexture->name, "DM_Base", 7 ) || !Q_strnicmp( ptexture->name, "remap", 5 ))
|
|
{
|
|
int i, size;
|
|
char val[6];
|
|
byte *pixels;
|
|
|
|
i = mod->numtextures;
|
|
mod->textures = (texture_t **)Mem_Realloc( mod->mempool, mod->textures, ( i + 1 ) * sizeof( texture_t* ));
|
|
size = ptexture->width * ptexture->height + 768;
|
|
tx = Mem_Alloc( mod->mempool, sizeof( *tx ) + size );
|
|
mod->textures[i] = tx;
|
|
|
|
// parse ranges and store it
|
|
// HACKHACK: store ranges into anim_min, anim_max etc
|
|
if( !Q_strnicmp( ptexture->name, "DM_Base", 7 ))
|
|
{
|
|
Q_strncpy( tx->name, "DM_Base", sizeof( tx->name ));
|
|
tx->anim_min = PLATE_HUE_START; // topcolor start
|
|
tx->anim_max = PLATE_HUE_END; // topcolor end
|
|
// bottomcolor start always equal is (topcolor end + 1)
|
|
tx->anim_total = SUIT_HUE_END;// bottomcolor end
|
|
}
|
|
else
|
|
{
|
|
Q_strncpy( tx->name, "DM_User", sizeof( tx->name )); // custom remapped
|
|
Q_strncpy( val, ptexture->name + 7, 4 );
|
|
tx->anim_min = bound( 0, Q_atoi( val ), 255 ); // topcolor start
|
|
Q_strncpy( val, ptexture->name + 11, 4 );
|
|
tx->anim_max = bound( 0, Q_atoi( val ), 255 ); // topcolor end
|
|
// bottomcolor start always equal is (topcolor end + 1)
|
|
Q_strncpy( val, ptexture->name + 15, 4 );
|
|
tx->anim_total = bound( 0, Q_atoi( val ), 255 ); // bottomcolor end
|
|
}
|
|
|
|
tx->width = ptexture->width;
|
|
tx->height = ptexture->height;
|
|
|
|
// the pixels immediately follow the structures
|
|
pixels = (byte *)phdr + ptexture->index;
|
|
memcpy( tx+1, pixels, size );
|
|
|
|
ptexture->flags |= STUDIO_NF_COLORMAP; // yes, this is colormap image
|
|
flags |= TF_FORCE_COLOR;
|
|
|
|
mod->numtextures++; // done
|
|
}
|
|
|
|
Q_strncpy( mdlname, mod->name, sizeof( mdlname ));
|
|
FS_FileBase( ptexture->name, name );
|
|
FS_StripExtension( mdlname );
|
|
|
|
// loading texture filter for studiomodel
|
|
if( !FBitSet( ptexture->flags, STUDIO_NF_COLORMAP ))
|
|
filter = R_FindTexFilter( va( "%s.mdl/%s", mdlname, name )); // grab texture filter
|
|
|
|
if( FBitSet( ptexture->flags, STUDIO_NF_NOMIPS ))
|
|
SetBits( flags, TF_NOMIPMAP );
|
|
|
|
// NOTE: replace index with pointer to start of imagebuffer, ImageLib expected it
|
|
ptexture->index = (int)((byte *)phdr) + ptexture->index;
|
|
size = sizeof( mstudiotexture_t ) + ptexture->width * ptexture->height + 768;
|
|
|
|
if( FBitSet( host.features, ENGINE_LOAD_DELUXEDATA ) && FBitSet( ptexture->flags, STUDIO_NF_MASKED ))
|
|
flags |= TF_KEEP_SOURCE; // Paranoia2 texture alpha-tracing
|
|
|
|
// build the texname
|
|
Q_snprintf( texname, sizeof( texname ), "#%s/%s.mdl", mdlname, name );
|
|
ptexture->index = GL_LoadTexture( texname, (byte *)ptexture, size, flags, filter );
|
|
|
|
if( !ptexture->index )
|
|
{
|
|
MsgDev( D_WARN, "%s has null texture %s\n", mod->name, ptexture->name );
|
|
ptexture->index = tr.defaultTexture;
|
|
}
|
|
else
|
|
{
|
|
// duplicate texnum for easy acess
|
|
if( tx ) tx->gl_texturenum = ptexture->index;
|
|
}
|
|
}
|
|
|
|
/*
|
|
=================
|
|
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;
|
|
}
|
|
|
|
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, qboolean *loaded )
|
|
{
|
|
studiohdr_t *phdr;
|
|
|
|
if( loaded ) *loaded = false;
|
|
loadmodel->mempool = Mem_AllocPool( va( "^2%s^7", loadmodel->name ));
|
|
loadmodel->type = mod_studio;
|
|
|
|
phdr = R_StudioLoadHeader( mod, buffer );
|
|
if( !phdr ) return; // bad model
|
|
|
|
if( phdr->numtextures == 0 )
|
|
{
|
|
studiohdr_t *thdr;
|
|
byte *in, *out;
|
|
void *buffer2 = NULL;
|
|
size_t size1, size2;
|
|
|
|
buffer2 = FS_LoadFile( R_StudioTexName( mod ), NULL, false );
|
|
thdr = R_StudioLoadHeader( mod, buffer2 );
|
|
|
|
if( !thdr )
|
|
{
|
|
MsgDev( D_WARN, "Mod_LoadStudioModel: %s missing textures file\n", mod->name );
|
|
if( buffer2 ) Mem_Free( buffer2 );
|
|
}
|
|
else
|
|
{
|
|
// 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 );
|
|
memcpy( 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;
|
|
memcpy( 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 );
|
|
memcpy( loadmodel->cache.data, buffer, phdr->texturedataindex );
|
|
phdr->length = phdr->texturedataindex; // update model size
|
|
}
|
|
|
|
// setup bounding box
|
|
if( !VectorCompare( vec3_origin, phdr->bbmin ))
|
|
{
|
|
// clipping bounding box
|
|
VectorCopy( phdr->bbmin, loadmodel->mins );
|
|
VectorCopy( phdr->bbmax, loadmodel->maxs );
|
|
}
|
|
else if( !VectorCompare( vec3_origin, phdr->min ))
|
|
{
|
|
// movement bounding box
|
|
VectorCopy( phdr->min, loadmodel->mins );
|
|
VectorCopy( phdr->max, loadmodel->maxs );
|
|
}
|
|
else
|
|
{
|
|
// well compute bounds from vertices and round to nearest even values
|
|
Mod_StudioComputeBounds( phdr, loadmodel->mins, loadmodel->maxs, true );
|
|
RoundUpHullSize( loadmodel->mins );
|
|
RoundUpHullSize( loadmodel->maxs );
|
|
}
|
|
|
|
loadmodel->numframes = R_StudioBodyVariations( loadmodel );
|
|
loadmodel->radius = RadiusFromBounds( loadmodel->mins, loadmodel->maxs );
|
|
loadmodel->flags = phdr->flags; // copy header flags
|
|
|
|
if( loaded ) *loaded = true;
|
|
}
|
|
|
|
/*
|
|
=================
|
|
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 );
|
|
memset( mod, 0, sizeof( *mod ));
|
|
}
|
|
|
|
static engine_studio_api_t gStudioAPI =
|
|
{
|
|
Mod_Calloc,
|
|
Mod_CacheCheck,
|
|
Mod_LoadCacheFile,
|
|
Mod_ForName,
|
|
Mod_StudioExtradata,
|
|
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_StudioSetRenderMode,
|
|
R_StudioSetRenderamt,
|
|
R_StudioSetCullState,
|
|
R_StudioRenderShadow,
|
|
};
|
|
|
|
static r_studio_interface_t gStudioDraw =
|
|
{
|
|
STUDIO_INTERFACE_VERSION,
|
|
R_StudioDrawModel,
|
|
R_StudioDrawPlayer,
|
|
};
|
|
|
|
/*
|
|
===============
|
|
CL_InitStudioAPI
|
|
|
|
Initialize client studio
|
|
===============
|
|
*/
|
|
void CL_InitStudioAPI( void )
|
|
{
|
|
pStudioDraw = &gStudioDraw;
|
|
|
|
// Xash will be used internal StudioModelRenderer
|
|
if( !clgame.dllFuncs.pfnGetStudioModelInterface )
|
|
return;
|
|
|
|
MsgDev( D_NOTE, "InitStudioAPI " );
|
|
|
|
if( clgame.dllFuncs.pfnGetStudioModelInterface( STUDIO_INTERFACE_VERSION, &pStudioDraw, &gStudioAPI ))
|
|
{
|
|
MsgDev( D_NOTE, "- ok\n" );
|
|
return;
|
|
}
|
|
|
|
MsgDev( D_NOTE, "- failed\n" );
|
|
|
|
// 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;
|
|
} |