#include "vk_studio.h" #include "vk_common.h" #include "vk_textures.h" #include "vk_render.h" #include "vk_geometry.h" #include "vk_previous_frame.h" #include "vk_renderstate.h" #include "vk_math.h" #include "camera.h" #include "xash3d_mathlib.h" #include "const.h" #include "r_studioint.h" #include "triangleapi.h" #include "studio.h" #include "pm_local.h" #include "pmtrace.h" #include "protocol.h" #include "enginefeatures.h" #include "pm_movevars.h" #include #include #define EVENT_CLIENT 5000 // less than this value it's a server-side studio events #define MAX_LOCALLIGHTS 4 // TODO get rid of this #define ENGINE_GET_PARM_ (*gEngine.EngineGetParm) #define ENGINE_GET_PARM( parm ) ENGINE_GET_PARM_( ( parm ), 0 ) // FIXME VK should not be declared here colorVec R_LightVec( const float *start, const float *end, float *lightspot, float *lightvec ); typedef struct { char name[MAX_OSPATH]; char modelname[MAX_OSPATH]; model_t *model; } player_model_t; cvar_t *r_glowshellfreq; cvar_t r_shadows = { (char*)"r_shadows", (char*)"0", 0 }; typedef struct sortedmesh_s { mstudiomesh_t *mesh; int flags; // face flags } sortedmesh_t; typedef struct { double time; double frametime; int framecount; // studio framecount qboolean interpolate; int rendermode, rendermode2; float blend; // blend value // bones matrix3x4 rotationmatrix; matrix3x4 bonestransform[MAXSTUDIOBONES]; matrix3x4 lighttransform[MAXSTUDIOBONES]; // boneweighting stuff matrix3x4 worldtransform[MAXSTUDIOBONES]; // cached bones matrix3x4 cached_bonestransform[MAXSTUDIOBONES]; matrix3x4 cached_lighttransform[MAXSTUDIOBONES]; char cached_bonenames[MAXSTUDIOBONES][32]; int cached_numbones; // number of bones in cache sortedmesh_t meshes[MAXSTUDIOMESHES]; // sorted meshes vec3_t verts[MAXSTUDIOVERTS]; vec3_t norms[MAXSTUDIOVERTS]; vec3_t tangents[MAXSTUDIOVERTS]; vec3_t prev_verts[MAXSTUDIOVERTS]; // last frame state for motion vectors // lighting state float ambientlight; float shadelight; vec3_t lightvec; // averaging light direction vec3_t lightspot; // shadow spot vec3_t lightcolor; // averaging lightcolor vec3_t blightvec[MAXSTUDIOBONES]; // bone light vecs vec3_t lightvalues[MAXSTUDIOVERTS]; // precomputed lightvalues per each shared vertex of submodel // chrome stuff vec3_t chrome_origin; vec2_t chrome[MAXSTUDIOVERTS]; // texture coords for surface normals vec3_t chromeright[MAXSTUDIOBONES]; // chrome vector "right" in bone reference frames vec3_t chromeup[MAXSTUDIOBONES]; // chrome vector "up" in bone reference frames int chromeage[MAXSTUDIOBONES]; // last time chrome vectors were updated // glowshell stuff int normaltable[MAXSTUDIOVERTS]; // glowshell uses this // elights cache int numlocallights; int lightage[MAXSTUDIOBONES]; dlight_t *locallight[MAX_LOCALLIGHTS]; color24 locallightcolor[MAX_LOCALLIGHTS]; vec4_t lightpos[MAXSTUDIOVERTS][MAX_LOCALLIGHTS]; vec3_t lightbonepos[MAXSTUDIOBONES][MAX_LOCALLIGHTS]; float locallightR2[MAX_LOCALLIGHTS]; // playermodels player_model_t player_models[MAX_CLIENTS]; // drawelements renderer uint numverts; uint numelems; } studio_draw_state_t; // studio-related cvars static cvar_t *r_drawviewmodel; cvar_t *cl_righthand = NULL; static cvar_t *cl_himodels; static r_studio_interface_t *pStudioDraw; static studio_draw_state_t g_studio; // global studio state // global variables static qboolean m_fDoRemap; mstudiomodel_t *m_pSubModel; mstudiobodyparts_t *m_pBodyPart; player_info_t *m_pPlayerInfo; studiohdr_t *m_pStudioHeader; float m_flGaitMovement; int g_iBackFaceCull; int g_nTopColor, g_nBottomColor; // remap colors int g_nFaceFlags, g_nForceFaceFlags; // FIXME VK this should be promoted to somewhere global-ish, and done properly // For now it's just a hack to get studio models to compile basically static struct { qboolean drawWorld; // ignore world for drawing PlayerModel cl_entity_t *currententity; model_t *currentmodel; } RI; void R_StudioInit( void ) { cl_himodels = gEngine.pfnGetCvarPointer( "cl_himodels", 0 ); r_drawviewmodel = gEngine.Cvar_Get( "r_drawviewmodel", "1", 0, "draw firstperson weapon model" ); Matrix3x4_LoadIdentity( g_studio.rotationmatrix ); r_glowshellfreq = gEngine.Cvar_Get( "r_glowshellfreq", "2.2", 0, "glowing shell frequency update" ); // g-cont. cvar disabled by Valve // gEngine.Cvar_RegisterVariable( &r_shadows ); g_studio.interpolate = true; g_studio.framecount = 0; m_fDoRemap = false; } /* ================ R_StudioSetupTimings init current time for a given model ================ */ static void R_StudioSetupTimings( void ) { if( RI.drawWorld ) { // synchronize with server time g_studio.time = gpGlobals->time; g_studio.frametime = gpGlobals->time - gpGlobals->oldtime; } else { // menu stuff g_studio.time = gpGlobals->realtime; g_studio.frametime = gpGlobals->frametime; } } /* ================ R_AllowFlipViewModel should a flip the viewmodel if cl_righthand is set to 1 ================ */ static qboolean R_AllowFlipViewModel( cl_entity_t *e ) { if( cl_righthand && cl_righthand->value > 0 ) { if( e == gEngine.GetViewModel() ) return true; } return false; } /* ================ R_StudioComputeBBox Compute a full bounding box for current sequence ================ */ static qboolean R_StudioComputeBBox( vec3_t bbox[8] ) { vec3_t studio_mins, studio_maxs; vec3_t mins, maxs, p1, p2; cl_entity_t *e = RI.currententity; mstudioseqdesc_t *pseqdesc; int i; if( !m_pStudioHeader ) return false; // check if we have valid mins\maxs if( !VectorCompare( vec3_origin, RI.currentmodel->mins )) { // clipping bounding box VectorCopy( RI.currentmodel->mins, mins ); VectorCopy( RI.currentmodel->maxs, maxs ); } else { ClearBounds( mins, maxs ); } // check sequence range if( e->curstate.sequence < 0 || e->curstate.sequence >= m_pStudioHeader->numseq ) e->curstate.sequence = 0; pseqdesc = (mstudioseqdesc_t *)((byte *)m_pStudioHeader + m_pStudioHeader->seqindex) + e->curstate.sequence; // add sequence box to the model box AddPointToBounds( pseqdesc->bbmin, mins, maxs ); AddPointToBounds( pseqdesc->bbmax, mins, maxs ); ClearBounds( studio_mins, studio_maxs ); // compute a full bounding box for( i = 0; i < 8; i++ ) { p1[0] = ( i & 1 ) ? mins[0] : maxs[0]; p1[1] = ( i & 2 ) ? mins[1] : maxs[1]; p1[2] = ( i & 4 ) ? mins[2] : maxs[2]; Matrix3x4_VectorTransform( g_studio.rotationmatrix, p1, p2 ); AddPointToBounds( p2, studio_mins, studio_maxs ); if( bbox ) VectorCopy( p2, bbox[i] ); } /* VK FIXME NOT IMPLEMENTED */ /* if( !bbox && R_CullModel( e, studio_mins, studio_maxs )) */ /* return false; // model culled */ return true; // visible } void R_StudioComputeSkinMatrix( mstudioboneweight_t *boneweights, matrix3x4 *worldtransform, matrix3x4 result ) { float flWeight0, flWeight1, flWeight2, flWeight3; int i, numbones = 0; float flTotal; for( i = 0; i < MAXSTUDIOBONEWEIGHTS; i++ ) { if( boneweights->bone[i] != -1 ) numbones++; } if( numbones == 4 ) { vec4_t *boneMat0 = (vec4_t *)worldtransform[boneweights->bone[0]]; vec4_t *boneMat1 = (vec4_t *)worldtransform[boneweights->bone[1]]; vec4_t *boneMat2 = (vec4_t *)worldtransform[boneweights->bone[2]]; vec4_t *boneMat3 = (vec4_t *)worldtransform[boneweights->bone[3]]; flWeight0 = boneweights->weight[0] / 255.0f; flWeight1 = boneweights->weight[1] / 255.0f; flWeight2 = boneweights->weight[2] / 255.0f; flWeight3 = boneweights->weight[3] / 255.0f; flTotal = flWeight0 + flWeight1 + flWeight2 + flWeight3; if( flTotal < 1.0f ) flWeight0 += 1.0f - flTotal; // compensate rounding error result[0][0] = boneMat0[0][0] * flWeight0 + boneMat1[0][0] * flWeight1 + boneMat2[0][0] * flWeight2 + boneMat3[0][0] * flWeight3; result[0][1] = boneMat0[0][1] * flWeight0 + boneMat1[0][1] * flWeight1 + boneMat2[0][1] * flWeight2 + boneMat3[0][1] * flWeight3; result[0][2] = boneMat0[0][2] * flWeight0 + boneMat1[0][2] * flWeight1 + boneMat2[0][2] * flWeight2 + boneMat3[0][2] * flWeight3; result[0][3] = boneMat0[0][3] * flWeight0 + boneMat1[0][3] * flWeight1 + boneMat2[0][3] * flWeight2 + boneMat3[0][3] * flWeight3; result[1][0] = boneMat0[1][0] * flWeight0 + boneMat1[1][0] * flWeight1 + boneMat2[1][0] * flWeight2 + boneMat3[1][0] * flWeight3; result[1][1] = boneMat0[1][1] * flWeight0 + boneMat1[1][1] * flWeight1 + boneMat2[1][1] * flWeight2 + boneMat3[1][1] * flWeight3; result[1][2] = boneMat0[1][2] * flWeight0 + boneMat1[1][2] * flWeight1 + boneMat2[1][2] * flWeight2 + boneMat3[1][2] * flWeight3; result[1][3] = boneMat0[1][3] * flWeight0 + boneMat1[1][3] * flWeight1 + boneMat2[1][3] * flWeight2 + boneMat3[1][3] * flWeight3; result[2][0] = boneMat0[2][0] * flWeight0 + boneMat1[2][0] * flWeight1 + boneMat2[2][0] * flWeight2 + boneMat3[2][0] * flWeight3; result[2][1] = boneMat0[2][1] * flWeight0 + boneMat1[2][1] * flWeight1 + boneMat2[2][1] * flWeight2 + boneMat3[2][1] * flWeight3; result[2][2] = boneMat0[2][2] * flWeight0 + boneMat1[2][2] * flWeight1 + boneMat2[2][2] * flWeight2 + boneMat3[2][2] * flWeight3; result[2][3] = boneMat0[2][3] * flWeight0 + boneMat1[2][3] * flWeight1 + boneMat2[2][3] * flWeight2 + boneMat3[2][3] * flWeight3; } else if( numbones == 3 ) { vec4_t *boneMat0 = (vec4_t *)worldtransform[boneweights->bone[0]]; vec4_t *boneMat1 = (vec4_t *)worldtransform[boneweights->bone[1]]; vec4_t *boneMat2 = (vec4_t *)worldtransform[boneweights->bone[2]]; flWeight0 = boneweights->weight[0] / 255.0f; flWeight1 = boneweights->weight[1] / 255.0f; flWeight2 = boneweights->weight[2] / 255.0f; flTotal = flWeight0 + flWeight1 + flWeight2; if( flTotal < 1.0f ) flWeight0 += 1.0f - flTotal; // compensate rounding error result[0][0] = boneMat0[0][0] * flWeight0 + boneMat1[0][0] * flWeight1 + boneMat2[0][0] * flWeight2; result[0][1] = boneMat0[0][1] * flWeight0 + boneMat1[0][1] * flWeight1 + boneMat2[0][1] * flWeight2; result[0][2] = boneMat0[0][2] * flWeight0 + boneMat1[0][2] * flWeight1 + boneMat2[0][2] * flWeight2; result[0][3] = boneMat0[0][3] * flWeight0 + boneMat1[0][3] * flWeight1 + boneMat2[0][3] * flWeight2; result[1][0] = boneMat0[1][0] * flWeight0 + boneMat1[1][0] * flWeight1 + boneMat2[1][0] * flWeight2; result[1][1] = boneMat0[1][1] * flWeight0 + boneMat1[1][1] * flWeight1 + boneMat2[1][1] * flWeight2; result[1][2] = boneMat0[1][2] * flWeight0 + boneMat1[1][2] * flWeight1 + boneMat2[1][2] * flWeight2; result[1][3] = boneMat0[1][3] * flWeight0 + boneMat1[1][3] * flWeight1 + boneMat2[1][3] * flWeight2; result[2][0] = boneMat0[2][0] * flWeight0 + boneMat1[2][0] * flWeight1 + boneMat2[2][0] * flWeight2; result[2][1] = boneMat0[2][1] * flWeight0 + boneMat1[2][1] * flWeight1 + boneMat2[2][1] * flWeight2; result[2][2] = boneMat0[2][2] * flWeight0 + boneMat1[2][2] * flWeight1 + boneMat2[2][2] * flWeight2; result[2][3] = boneMat0[2][3] * flWeight0 + boneMat1[2][3] * flWeight1 + boneMat2[2][3] * flWeight2; } else if( numbones == 2 ) { vec4_t *boneMat0 = (vec4_t *)worldtransform[boneweights->bone[0]]; vec4_t *boneMat1 = (vec4_t *)worldtransform[boneweights->bone[1]]; flWeight0 = boneweights->weight[0] / 255.0f; flWeight1 = boneweights->weight[1] / 255.0f; flTotal = flWeight0 + flWeight1; if( flTotal < 1.0f ) flWeight0 += 1.0f - flTotal; // compensate rounding error result[0][0] = boneMat0[0][0] * flWeight0 + boneMat1[0][0] * flWeight1; result[0][1] = boneMat0[0][1] * flWeight0 + boneMat1[0][1] * flWeight1; result[0][2] = boneMat0[0][2] * flWeight0 + boneMat1[0][2] * flWeight1; result[0][3] = boneMat0[0][3] * flWeight0 + boneMat1[0][3] * flWeight1; result[1][0] = boneMat0[1][0] * flWeight0 + boneMat1[1][0] * flWeight1; result[1][1] = boneMat0[1][1] * flWeight0 + boneMat1[1][1] * flWeight1; result[1][2] = boneMat0[1][2] * flWeight0 + boneMat1[1][2] * flWeight1; result[1][3] = boneMat0[1][3] * flWeight0 + boneMat1[1][3] * flWeight1; result[2][0] = boneMat0[2][0] * flWeight0 + boneMat1[2][0] * flWeight1; result[2][1] = boneMat0[2][1] * flWeight0 + boneMat1[2][1] * flWeight1; result[2][2] = boneMat0[2][2] * flWeight0 + boneMat1[2][2] * flWeight1; result[2][3] = boneMat0[2][3] * flWeight0 + boneMat1[2][3] * flWeight1; } else { Matrix3x4_Copy( result, worldtransform[boneweights->bone[0]] ); } } /* =============== pfnGetCurrentEntity =============== */ static cl_entity_t *pfnGetCurrentEntity( void ) { return RI.currententity; } /* =============== pfnPlayerInfo =============== */ player_info_t *pfnPlayerInfo( int index ) { if( !RI.drawWorld ) index = -1; return gEngine.pfnPlayerInfo( index ); } /* =============== pfnMod_ForName =============== */ static model_t *pfnMod_ForName( const char *model, int crash ) { return gEngine.Mod_ForName( model, crash, false ); } /* =============== pfnGetPlayerState =============== */ entity_state_t *R_StudioGetPlayerState( int index ) { if( !RI.drawWorld ) return &RI.currententity->curstate; return gEngine.pfnGetPlayerState( index ); } /* =============== pfnGetViewEntity =============== */ static cl_entity_t *pfnGetViewEntity( void ) { return gEngine.GetViewModel(); } static void pfnGetEngineTimes( int *framecount, double *current, double *old ) { /* FIXME VK NOT IMPLEMENTED */ /* if( framecount ) *framecount = tr.realframecount; */ if( framecount ) *framecount = 0; if( current ) *current = gpGlobals->time; if( old ) *old = gpGlobals->oldtime; } static void pfnGetViewInfo( float *origin, float *upv, float *rightv, float *forwardv ) { if( origin ) VectorCopy( g_camera.vieworg, origin ); if( forwardv ) VectorCopy( g_camera.vforward, forwardv ); if( rightv ) VectorCopy( g_camera.vright, rightv ); if( upv ) VectorCopy( g_camera.vup, upv ); } static model_t *R_GetChromeSprite( void ) { return gEngine.GetDefaultSprite( REF_CHROME_SPRITE ); } static int fixme_studio_models_drawn; static void pfnGetModelCounters( int **s, int **a ) { *s = &g_studio.framecount; /* FIXME VK NOT IMPLEMENTED */ /* *a = &r_stats.c_studio_models_drawn; */ *a = &fixme_studio_models_drawn; } static void pfnGetAliasScale( float *x, float *y ) { if( x ) *x = 1.0f; if( y ) *y = 1.0f; } 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 ); // Con_Printf( "%4.2f %.2f %.2f\n", f, e->curstate.animtime, g_studio.time ); VectorLerp( e->latched.prevorigin, f, e->curstate.origin, origin ); if( !VectorCompareEpsilon( e->curstate.angles, e->latched.prevangles, ON_EPSILON )) { vec4_t q, q1, q2; AngleQuaternion( e->curstate.angles, q1, false ); AngleQuaternion( e->latched.prevangles, q2, false ); QuaternionSlerp( q2, q1, f, q ); QuaternionAngle( q, angles ); } else VectorCopy( e->curstate.angles, angles ); } /* ==================== StudioSetUpTransform ==================== */ void R_StudioSetUpTransform( cl_entity_t *e ) { vec3_t origin, angles; VectorCopy( e->origin, origin ); VectorCopy( e->angles, angles ); // interpolate monsters position (moved into UpdateEntityFields by user request) if( e->curstate.movetype == MOVETYPE_STEP && !FBitSet( gEngine.EngineGetParm( PARM_FEATURES, 0 ), ENGINE_COMPUTE_STUDIO_LERP )) { R_StudioLerpMovement( e, g_studio.time, origin, angles ); } if( !FBitSet( gEngine.EngineGetParm( PARM_FEATURES, 0 ), 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 ); /* FIXME VK NOT IMPLEMENTED */ /* 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)) / 256.0f; 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_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 *)gEngine.Mod_Extradata( mod_studio, ent->model ); if( pstudiohdr ) { sequence = bound( 0, sequence, pstudiohdr->numseq - 1 ); pseqdesc = (mstudioseqdesc_t *)((byte *)pstudiohdr + pstudiohdr->seqindex) + sequence; if( pseqdesc->numframes > 1 && pseqdesc->fps > 0 ) return (float)pseqdesc->numframes / (float)pseqdesc->fps; } } return 0.1f; } /* ==================== StudioFxTransform ==================== */ void R_StudioFxTransform( cl_entity_t *ent, matrix3x4 transform ) { switch( ent->curstate.renderfx ) { case kRenderFxDistort: case kRenderFxHologram: if( !gEngine.COM_RandomLong( 0, 49 )) { int axis = gEngine.COM_RandomLong( 0, 1 ); if( axis == 1 ) axis = 2; // choose between x & z VectorScale( transform[axis], gEngine.COM_RandomFloat( 1.0f, 1.484f ), transform[axis] ); } else if( !gEngine.COM_RandomLong( 0, 49 )) { float offset; int axis = gEngine.COM_RandomLong( 0, 1 ); if( axis == 1 ) axis = 2; // choose between x & z offset = gEngine.COM_RandomFloat( -10.0f, 10.0f ); transform[gEngine.COM_RandomLong( 0, 2 )][3] += offset; } break; case kRenderFxExplode: { float scale; scale = 1.0f + ( g_studio.time - ent->curstate.animtime ) * 10.0f; if( scale > 2.0f ) scale = 2.0f; // don't blow up more than 200% transform[0][1] *= scale; transform[1][1] *= scale; transform[2][1] *= scale; } break; } } /* ==================== StudioCalcBoneAdj ==================== */ void R_StudioCalcBoneAdj( float dadt, float *adj, const byte *pcontroller1, const byte *pcontroller2, byte mouthopen ) { mstudiobonecontroller_t *pbonecontroller; float value = 0.0f; int i, j; pbonecontroller = (mstudiobonecontroller_t *)((byte *)m_pStudioHeader + m_pStudioHeader->bonecontrollerindex); for( j = 0; j < m_pStudioHeader->numbonecontrollers; j++ ) { i = pbonecontroller[j].index; if( i == STUDIO_MOUTH ) { // mouth hardcoded at controller 4 value = (float)mouthopen / 64.0f; value = bound( 0.0f, value, 1.0f ); value = (1.0f - value) * pbonecontroller[j].start + value * pbonecontroller[j].end; } else if( i < 4 ) { // check for 360% wrapping if( FBitSet( pbonecontroller[j].type, STUDIO_RLOOP )) { if( abs( pcontroller1[i] - pcontroller2[i] ) > 128 ) { int a = (pcontroller1[i] + 128) % 256; int b = (pcontroller2[i] + 128) % 256; value = (( a * dadt ) + ( b * ( 1.0f - dadt )) - 128) * (360.0f / 256.0f) + pbonecontroller[j].start; } else { value = ((pcontroller1[i] * dadt + (pcontroller2[i]) * (1.0f - dadt))) * (360.0f / 256.0f) + pbonecontroller[j].start; } } else { value = (pcontroller1[i] * dadt + pcontroller2[i] * (1.0f - dadt)) / 255.0f; value = bound( 0.0f, value, 1.0f ); value = (1.0f - value) * pbonecontroller[j].start + value * pbonecontroller[j].end; } } switch( pbonecontroller[j].type & STUDIO_TYPES ) { case STUDIO_XR: case STUDIO_YR: case STUDIO_ZR: adj[j] = DEG2RAD( value ); break; case STUDIO_X: case STUDIO_Y: case STUDIO_Z: adj[j] = value; break; } } } /* ==================== StudioCalcRotations ==================== */ void R_StudioCalcRotations( cl_entity_t *e, float pos[][3], vec4_t *q, mstudioseqdesc_t *pseqdesc, mstudioanim_t *panim, float f ) { int i, frame; float adj[MAXSTUDIOCONTROLLERS]; float s, dadt; mstudiobone_t *pbone; // bah, fix this bug with changing sequences too fast if( f > pseqdesc->numframes - 1 ) { f = 0.0f; } else if( f < -0.01f ) { // BUG ( somewhere else ) but this code should validate this data. // This could cause a crash if the frame # is negative, so we'll go ahead // and clamp it here f = -0.01f; } frame = (int)f; dadt = R_StudioEstimateInterpolant( e ); s = (f - frame); // add in programtic controllers pbone = (mstudiobone_t *)((byte *)m_pStudioHeader + m_pStudioHeader->boneindex); R_StudioCalcBoneAdj( dadt, adj, e->curstate.controller, e->latched.prevcontroller, e->mouth.mouthopen ); for( i = 0; i < m_pStudioHeader->numbones; i++, pbone++, panim++ ) { R_StudioCalcBoneQuaternion( frame, s, pbone, panim, adj, q[i] ); R_StudioCalcBonePosition( frame, s, pbone, panim, adj, pos[i] ); } if( pseqdesc->motiontype & STUDIO_X ) pos[pseqdesc->motionbone][0] = 0.0f; if( pseqdesc->motiontype & STUDIO_Y ) pos[pseqdesc->motionbone][1] = 0.0f; if( pseqdesc->motiontype & STUDIO_Z ) pos[pseqdesc->motionbone][2] = 0.0f; } /* ==================== StudioMergeBones ==================== */ void R_StudioMergeBones( cl_entity_t *e, model_t *m_pSubModel ) { int i, j; mstudiobone_t *pbones; mstudioseqdesc_t *pseqdesc; mstudioanim_t *panim; matrix3x4 bonematrix; static vec4_t q[MAXSTUDIOBONES]; static float pos[MAXSTUDIOBONES][3]; float f; if( e->curstate.sequence >= m_pStudioHeader->numseq ) e->curstate.sequence = 0; pseqdesc = (mstudioseqdesc_t *)((byte *)m_pStudioHeader + m_pStudioHeader->seqindex) + e->curstate.sequence; f = R_StudioEstimateFrame( e, pseqdesc ); panim = gEngine.R_StudioGetAnim( m_pStudioHeader, m_pSubModel, pseqdesc ); R_StudioCalcRotations( e, pos, q, pseqdesc, panim, f ); pbones = (mstudiobone_t *)((byte *)m_pStudioHeader + m_pStudioHeader->boneindex); for( i = 0; i < m_pStudioHeader->numbones; i++ ) { for( j = 0; j < g_studio.cached_numbones; j++ ) { if( !Q_stricmp( pbones[i].name, g_studio.cached_bonenames[j] )) { Matrix3x4_Copy( g_studio.bonestransform[i], g_studio.cached_bonestransform[j] ); Matrix3x4_Copy( g_studio.lighttransform[i], g_studio.cached_lighttransform[j] ); break; } } if( j >= g_studio.cached_numbones ) { Matrix3x4_FromOriginQuat( bonematrix, q[i], pos[i] ); if( pbones[i].parent == -1 ) { Matrix3x4_ConcatTransforms( g_studio.bonestransform[i], g_studio.rotationmatrix, bonematrix ); Matrix3x4_Copy( g_studio.lighttransform[i], g_studio.bonestransform[i] ); // apply client-side effects to the transformation matrix R_StudioFxTransform( e, g_studio.bonestransform[i] ); } else { Matrix3x4_ConcatTransforms( g_studio.bonestransform[i], g_studio.bonestransform[pbones[i].parent], bonematrix ); Matrix3x4_ConcatTransforms( g_studio.lighttransform[i], g_studio.lighttransform[pbones[i].parent], bonematrix ); } } } } /* ==================== StudioSetupBones ==================== */ void R_StudioSetupBones( cl_entity_t *e ) { float f; mstudiobone_t *pbones; mstudioseqdesc_t *pseqdesc; mstudioanim_t *panim; matrix3x4 bonematrix; static vec3_t pos[MAXSTUDIOBONES]; static vec4_t q[MAXSTUDIOBONES]; static vec3_t pos2[MAXSTUDIOBONES]; static vec4_t q2[MAXSTUDIOBONES]; static vec3_t pos3[MAXSTUDIOBONES]; static vec4_t q3[MAXSTUDIOBONES]; static vec3_t pos4[MAXSTUDIOBONES]; static vec4_t q4[MAXSTUDIOBONES]; int i; if( e->curstate.sequence >= m_pStudioHeader->numseq ) e->curstate.sequence = 0; pseqdesc = (mstudioseqdesc_t *)((byte *)m_pStudioHeader + m_pStudioHeader->seqindex) + e->curstate.sequence; f = R_StudioEstimateFrame( e, pseqdesc ); panim = gEngine.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 = gEngine.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 = gEngine.R_StudioGetAnim( m_pStudioHeader, RI.currentmodel, pseqdesc ); R_StudioCalcRotations( e, pos2, q2, pseqdesc, panim, m_pPlayerInfo->gaitframe ); for( i = 0; i < m_pStudioHeader->numbones; i++ ) { if( !Q_strcmp( pbones[i].name, "Bip01 Spine" )) copy_bones = false; else if( !Q_strcmp( pbones[pbones[i].parent].name, "Bip01 Pelvis" )) copy_bones = true; if( !copy_bones ) continue; VectorCopy( pos2[i], pos[i] ); Vector4Copy( q2[i], q[i] ); } } for( i = 0; i < m_pStudioHeader->numbones; i++ ) { Matrix3x4_FromOriginQuat( bonematrix, q[i], pos[i] ); if( pbones[i].parent == -1 ) { Matrix3x4_ConcatTransforms( g_studio.bonestransform[i], g_studio.rotationmatrix, bonematrix ); Matrix3x4_Copy( g_studio.lighttransform[i], g_studio.bonestransform[i] ); // apply client-side effects to the transformation matrix R_StudioFxTransform( e, g_studio.bonestransform[i] ); } else { Matrix3x4_ConcatTransforms( g_studio.bonestransform[i], g_studio.bonestransform[pbones[i].parent], bonematrix ); Matrix3x4_ConcatTransforms( g_studio.lighttransform[i], g_studio.lighttransform[pbones[i].parent], bonematrix ); } } } /* ==================== StudioSaveBones ==================== */ static void R_StudioSaveBones( void ) { mstudiobone_t *pbones; int i; pbones = (mstudiobone_t *)((byte *)m_pStudioHeader + m_pStudioHeader->boneindex); g_studio.cached_numbones = m_pStudioHeader->numbones; for( i = 0; i < m_pStudioHeader->numbones; i++ ) { Matrix3x4_Copy( g_studio.cached_bonestransform[i], g_studio.bonestransform[i] ); Matrix3x4_Copy( g_studio.cached_lighttransform[i], g_studio.lighttransform[i] ); Q_strncpy( g_studio.cached_bonenames[i], pbones[i].name, 32 ); } } /* ==================== StudioBuildNormalTable NOTE: m_pSubModel must be set ==================== */ void R_StudioBuildNormalTable( void ) { cl_entity_t *e = RI.currententity; mstudiomesh_t *pmesh; int i, j; ASSERT( m_pSubModel != NULL ); // reset chrome cache for( i = 0; i < m_pStudioHeader->numbones; i++ ) g_studio.chromeage[i] = 0; for( i = 0; i < m_pSubModel->numverts; i++ ) g_studio.normaltable[i] = -1; for( j = 0; j < m_pSubModel->nummesh; j++ ) { short *ptricmds; pmesh = (mstudiomesh_t *)((byte *)m_pStudioHeader + m_pSubModel->meshindex) + j; ptricmds = (short *)((byte *)m_pStudioHeader + pmesh->triindex); while(( i = *( ptricmds++ ))) { if( i < 0 ) i = -i; for( ; i > 0; i--, ptricmds += 4 ) { if( g_studio.normaltable[ptricmds[0]] < 0 ) g_studio.normaltable[ptricmds[0]] = ptricmds[1]; } } } g_studio.chrome_origin[0] = cos( r_glowshellfreq->value * g_studio.time ) * 4000.0f; g_studio.chrome_origin[1] = sin( r_glowshellfreq->value * g_studio.time ) * 4000.0f; g_studio.chrome_origin[2] = cos( r_glowshellfreq->value * g_studio.time * 0.33f ) * 4000.0f; // FIXME VK: pass this to model color 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, tangent; mstudiomesh_t *pmesh; int i, j; ASSERT( m_pSubModel != NULL ); for( i = 0; i < m_pSubModel->numverts; i++ ) { VectorClear( g_studio.norms[i] ); VectorClear( g_studio.tangents[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 ) { // TODO should we get uv (for tangents) for STUDIO_NF_CHROME differently? const vec2_t uv0 = {ptricmds[2], ptricmds[3]}; v0 = ptricmds[0]; ptricmds += 4; vec2_t uv1 = {ptricmds[2], ptricmds[3]}; v1 = ptricmds[0]; ptricmds += 4; for( i -= 2; i > 0; i--, ptricmds += 4 ) { const vec2_t uv2 = {ptricmds[2], ptricmds[3]}; 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] ); computeTangent(tangent, g_studio.verts[v0], g_studio.verts[v1], g_studio.verts[v2], uv0, uv1, uv2); VectorAdd( g_studio.tangents[v0], tangent, g_studio.tangents[v0] ); VectorAdd( g_studio.tangents[v1], tangent, g_studio.tangents[v1] ); VectorAdd( g_studio.tangents[v2], tangent, g_studio.tangents[v2] ); v1 = v2; Vector2Copy(uv2, uv1); } } else { ptricmds += i; } } else { if( i > 2 ) { qboolean odd = false; // TODO should we get uv (for tangents) for STUDIO_NF_CHROME differently? vec2_t uv0 = {ptricmds[2], ptricmds[3]}; v0 = ptricmds[0]; ptricmds += 4; vec2_t uv1 = {ptricmds[2], ptricmds[3]}; v1 = ptricmds[0]; ptricmds += 4; for( i -= 2; i > 0; i--, ptricmds += 4 ) { const vec2_t uv2 = {ptricmds[2], ptricmds[3]}; 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] ); computeTangent(tangent, g_studio.verts[v0], g_studio.verts[v1], g_studio.verts[v2], uv0, uv1, uv2); VectorAdd( g_studio.tangents[v0], tangent, g_studio.tangents[v0] ); VectorAdd( g_studio.tangents[v1], tangent, g_studio.tangents[v1] ); VectorAdd( g_studio.tangents[v2], tangent, g_studio.tangents[v2] ); if( odd ) { v1 = v2; Vector2Copy(uv2, uv1); } else { v0 = v2; Vector2Copy(uv2, uv0); } odd = !odd; } } else { ptricmds += i; } } } } for( i = 0; i < m_pSubModel->numverts; i++ ) { VectorNormalize( g_studio.norms[i] ); VectorNormalize( g_studio.tangents[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, g_camera.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; 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] ); } } /* =============== 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 = gEngine.pfnGetMoveVars(); vec3_t lightDir, vecSrc, vecEnd; vec3_t origin, dist, finalLight; float add, radius, total; colorVec light; uint lnum; dlight_t *dl; if( !plight || !ent || !ent->model ) return; if( !RI.drawWorld /* FIXME VK NOT IMPLEMENTED || r_fullbright->value */ || FBitSet( ent->curstate.effects, EF_FULLBRIGHT )) { plight->shadelight = 0; plight->ambientlight = 192; VectorSet( plight->plightvec, 0.0f, 0.0f, -1.0f ); VectorSet( plight->color, 1.0f, 1.0f, 1.0f ); return; } // determine plane to get lightvalues from: ceil or floor if( FBitSet( ent->curstate.effects, EF_INVLIGHT )) VectorSet( lightDir, 0.0f, 0.0f, 1.0f ); else VectorSet( lightDir, 0.0f, 0.0f, -1.0f ); VectorCopy( ent->origin, origin ); VectorSet( vecSrc, origin[0], origin[1], origin[2] - lightDir[2] * 8.0f ); light.r = light.g = light.b = light.a = 0; if(( mv->skycolor_r + mv->skycolor_g + mv->skycolor_b ) != 0 ) { msurface_t *psurf = NULL; pmtrace_t trace; if( FBitSet( ENGINE_GET_PARM( PARM_FEATURES ), ENGINE_WRITE_LARGE_COORD )) { vecEnd[0] = origin[0] - mv->skyvec_x * 65536.0f; vecEnd[1] = origin[1] - mv->skyvec_y * 65536.0f; vecEnd[2] = origin[2] - mv->skyvec_z * 65536.0f; } else { vecEnd[0] = origin[0] - mv->skyvec_x * 8192.0f; vecEnd[1] = origin[1] - mv->skyvec_y * 8192.0f; vecEnd[2] = origin[2] - mv->skyvec_z * 8192.0f; } trace = gEngine.CL_TraceLine( vecSrc, vecEnd, PM_WORLD_ONLY ); if( trace.ent > 0 ) psurf = gEngine.EV_TraceSurface( trace.ent, vecSrc, vecEnd ); else psurf = gEngine.EV_TraceSurface( 0, vecSrc, vecEnd ); if( FBitSet( ent->model->flags, STUDIO_FORCE_SKYLIGHT ) || ( psurf && FBitSet( psurf->flags, SURF_DRAWSKY ))) { VectorSet( lightDir, mv->skyvec_x, mv->skyvec_y, mv->skyvec_z ); light.r = gEngine.LightToTexGamma( bound( 0, mv->skycolor_r, 255 )); light.g = gEngine.LightToTexGamma( bound( 0, mv->skycolor_g, 255 )); light.b = gEngine.LightToTexGamma( bound( 0, mv->skycolor_b, 255 )); } } if(( light.r + light.g + light.b ) < 16 ) // TESTTEST { colorVec gcolor; float grad[4]; VectorScale( lightDir, 2048.0f, vecEnd ); VectorAdd( vecEnd, vecSrc, vecEnd ); light = R_LightVec( vecSrc, vecEnd, g_studio.lightspot, g_studio.lightvec ); if( VectorIsNull( g_studio.lightvec )) { vecSrc[0] -= 16.0f; vecSrc[1] -= 16.0f; vecEnd[0] -= 16.0f; vecEnd[1] -= 16.0f; gcolor = R_LightVec( vecSrc, vecEnd, NULL, NULL ); grad[0] = ( gcolor.r + gcolor.g + gcolor.b ) / 768.0f; vecSrc[0] += 32.0f; vecEnd[0] += 32.0f; gcolor = R_LightVec( vecSrc, vecEnd, NULL, NULL ); grad[1] = ( gcolor.r + gcolor.g + gcolor.b ) / 768.0f; vecSrc[1] += 32.0f; vecEnd[1] += 32.0f; gcolor = R_LightVec( vecSrc, vecEnd, NULL, NULL ); grad[2] = ( gcolor.r + gcolor.g + gcolor.b ) / 768.0f; vecSrc[0] -= 32.0f; vecEnd[0] -= 32.0f; gcolor = R_LightVec( vecSrc, vecEnd, NULL, NULL ); grad[3] = ( gcolor.r + gcolor.g + gcolor.b ) / 768.0f; lightDir[0] = grad[0] - grad[1] - grad[2] + grad[3]; lightDir[1] = grad[1] + grad[0] - grad[2] - grad[3]; VectorNormalize( lightDir ); } else { VectorCopy( g_studio.lightvec, lightDir ); } } VectorSet( finalLight, light.r, light.g, light.b ); ent->cvFloorColor = light; total = Q_max( Q_max( light.r, light.g ), light.b ); if( total == 0.0f ) total = 1.0f; // scale lightdir by light intentsity VectorScale( lightDir, total, lightDir ); for( lnum = 0; lnum < MAX_DLIGHTS; lnum++ ) { dl = gEngine.GetDynamicLight( lnum ); if( dl->die < g_studio.time) // VK FIXME || !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] += gEngine.LightToTexGamma( dl->color.r ) * ( add / 256.0f ) * 2.0f; finalLight[1] += gEngine.LightToTexGamma( dl->color.g ) * ( add / 256.0f ) * 2.0f; finalLight[2] += gEngine.LightToTexGamma( dl->color.b ) * ( add / 256.0f ) * 2.0f; } } if( FBitSet( ent->model->flags, STUDIO_AMBIENT_LIGHT )) add = 0.6f; else add = 0.9f; VectorScale( lightDir, add, lightDir ); plight->shadelight = VectorLength( lightDir ); plight->ambientlight = total - plight->shadelight; total = Q_max( Q_max( finalLight[0], finalLight[1] ), finalLight[2] ); if( total > 0.0f ) { plight->color[0] = finalLight[0] * ( 1.0f / total ); plight->color[1] = finalLight[1] * ( 1.0f / total ); plight->color[2] = finalLight[2] * ( 1.0f / total ); } else VectorSet( plight->color, 1.0f, 1.0f, 1.0f ); if( plight->ambientlight > 128 ) plight->ambientlight = 128; if( plight->ambientlight + plight->shadelight > 255 ) plight->shadelight = 255 - plight->ambientlight; VectorNormalize2( lightDir, plight->plightvec ); } /* =============== pfnStudioEntityLight =============== */ void R_StudioEntityLight( alight_t *lightinfo ) { int lnum, i, j, k; float minstrength, dist2, f, r2; float lstrength[MAX_LOCALLIGHTS]; cl_entity_t *ent = RI.currententity; vec3_t mid, origin, pos; dlight_t *el; g_studio.numlocallights = 0; if( !ent ) // VK FIXME || !r_dynamic->value ) return; for( i = 0; i < MAX_LOCALLIGHTS; i++ ) lstrength[i] = 0; Matrix3x4_OriginFromMatrix( g_studio.rotationmatrix, origin ); dist2 = 1000000.0f; k = 0; for( lnum = 0; lnum < MAX_ELIGHTS; lnum++ ) { el = gEngine.GetEntityLight( lnum ); if( el->die < g_studio.time || el->radius <= 0.0f ) continue; if(( el->key & 0xFFF ) == ent->index ) { int att = (el->key >> 12) & 0xF; if( att ) VectorCopy( ent->attachment[att], el->origin ); else VectorCopy( ent->origin, el->origin ); } VectorCopy( el->origin, pos ); VectorSubtract( origin, el->origin, mid ); f = DotProduct( mid, mid ); r2 = el->radius * el->radius; if( f > r2 ) minstrength = r2 / f; else minstrength = 1.0f; if( minstrength > 0.05f ) { if( g_studio.numlocallights >= MAX_LOCALLIGHTS ) { for( j = 0, k = -1; j < g_studio.numlocallights; j++ ) { if( lstrength[j] < dist2 && lstrength[j] < minstrength ) { dist2 = lstrength[j]; k = j; } } } else k = g_studio.numlocallights; if( k != -1 ) { g_studio.locallightcolor[k].r = gEngine.LightToTexGamma( el->color.r ); g_studio.locallightcolor[k].g = gEngine.LightToTexGamma( el->color.g ); g_studio.locallightcolor[k].b = gEngine.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; // TODO VK what #define SHADE_LAMBERT 1.495f r = SHADE_LAMBERT; // do modified hemispherical lighting if( r <= 1.0f ) { r += 1.0f; lightcos = (( r - 1.0f ) - lightcos) / r; if( lightcos > 0.0f ) illum += g_studio.shadelight * lightcos; } else { lightcos = (lightcos + ( r - 1.0f )) / r; if( lightcos > 0.0f ) illum -= g_studio.shadelight * lightcos; } illum = Q_max( illum, 0.0f ); } illum = Q_min( illum, 255.0f ); *lv = illum * (1.0f / 255.0f); } void R_LightLambert( vec4_t light[MAX_LOCALLIGHTS], const vec3_t normal, vec3_t color, byte *out ) { vec3_t finalLight; vec3_t localLight; int i; VectorCopy( color, finalLight ); for( i = 0; i < g_studio.numlocallights; i++ ) { float r, r2; /* FIXME VK NOT IMPL if( tr.fFlipViewModel ) r = DotProduct( normal, light[i] ); else */ r = -DotProduct( normal, light[i] ); if( r > 0.0f ) { if( light[i][3] == 0.0f ) { r2 = DotProduct( light[i], light[i] ); if( r2 > 0.0f ) light[i][3] = g_studio.locallightR2[i] / ( r2 * sqrt( r2 )); else light[i][3] = 0.0001f; } localLight[0] = Q_min( g_studio.locallightcolor[i].r * r * light[i][3], 255.0f ); localLight[1] = Q_min( g_studio.locallightcolor[i].g * r * light[i][3], 255.0f ); localLight[2] = Q_min( g_studio.locallightcolor[i].b * r * light[i][3], 255.0f ); VectorScale( localLight, ( 1.0f / 255.0f ), localLight ); finalLight[0] = Q_min( finalLight[0] + localLight[0], 1.0f ); finalLight[1] = Q_min( finalLight[1] + localLight[1], 1.0f ); finalLight[2] = Q_min( finalLight[2] + localLight[2], 1.0f ); } } out[0] = finalLight[0] * 255; out[1] = finalLight[1] * 255; out[2] = finalLight[2] * 255; } static void R_StudioSetColorArray(const short *ptricmds, const vec3_t *pstudionorms, byte *color ) { float *lv = (float *)g_studio.lightvalues[ptricmds[1]]; color[3] = g_studio.blend * 255; R_LightLambert( g_studio.lightpos[ptricmds[0]], pstudionorms[ptricmds[1]], lv, color ); } static void R_StudioSetColorBegin(const short *ptricmds, const vec3_t *pstudionorms, rgba_t out_color ) { R_StudioSetColorArray( ptricmds, pstudionorms, out_color ); } 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; } } static int R_StudioSetupSkin( studiohdr_t *ptexturehdr, int index ) { mstudiotexture_t *ptexture = NULL; if( FBitSet( g_nForceFaceFlags, STUDIO_NF_CHROME )) return -1; if( ptexturehdr == NULL ) return -1; // NOTE: user may ignore to call StudioRemapColors and remap_info will be unavailable if( m_fDoRemap ) ptexture = gEngine.CL_GetRemapInfoForEntity( RI.currententity )->ptexture; if( !ptexture ) ptexture = (mstudiotexture_t *)((byte *)ptexturehdr + ptexturehdr->textureindex); // fallback /* FIXME VK if( r_lightmap->value && !r_fullbright->value ) GL_Bind( XASH_TEXTURE0, tr.whiteTexture ); else GL_Bind( XASH_TEXTURE0, ptexture[index].index ); */ return 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 = gEngine.Mod_Extradata( mod_studio, e->model )) == NULL ) return NULL; thdr = m_pStudioHeader; if( !thdr ) return NULL; if( m_fDoRemap ) ptexture = gEngine.CL_GetRemapInfoForEntity( e )->ptexture; else ptexture = (mstudiotexture_t *)((byte *)thdr + thdr->textureindex); return ptexture; } // TODO where does this need to be declared and defined? currently it's in vk_scene.c extern int CL_FxBlend( cl_entity_t *e ); void R_StudioSetRenderamt( int iRenderamt ) { if( !RI.currententity ) return; RI.currententity->curstate.renderamt = iRenderamt; g_studio.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 ) { PRINT_NOT_IMPLEMENTED(); /* if( !p1 || !p2 || !p3 || !p4 ) return; if( TriSpriteTexture( gEngine.pfnGetModelByIndex( 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 void *a, const void *b ) { if( FBitSet( ((const sortedmesh_t*)a)->flags, STUDIO_NF_ADDITIVE )) return 1; if( FBitSet( ((const sortedmesh_t*)a)->flags, STUDIO_NF_MASKED )) return -1; return 0; } static void R_StudioDrawNormalMesh( short *ptricmds, vec3_t *pstudionorms, float s, float t, int texture ) { float *lv; int i; int num_vertices = 0, num_indices = 0; vk_vertex_t *dst_vtx; uint16_t *dst_idx; uint32_t vertex_offset = 0, index_offset = 0; short* const ptricmds_initial = ptricmds; r_geometry_buffer_lock_t buffer; // Compute counts of vertices and indices while(( i = *( ptricmds++ ))) { enum { FAN, STRIP } mode = i < 0 ? FAN : STRIP; const int vertices = mode == FAN ? -i : i; ASSERT(vertices > 2); num_vertices += vertices; num_indices += (vertices-2) * 3; ptricmds += 4 * vertices; } ASSERT(num_vertices > 0); ASSERT(num_indices > 0); // Get buffer region for vertices and indices if (!R_GeometryBufferAllocAndLock( &buffer, num_vertices, num_indices, LifetimeSingleFrame )) { gEngine.Con_Printf(S_ERROR "Cannot allocate geometry for studio model\n"); return; } dst_vtx = buffer.vertices.ptr; dst_idx = buffer.indices.ptr; // Restore ptricmds and upload vertices ptricmds = ptricmds_initial; while(( i = *( ptricmds++ ))) { enum { FAN, STRIP } mode = i < 0 ? FAN : STRIP; const int vertices = mode == FAN ? -i : i; uint32_t elements = 0; for(int j = 0; j < vertices ; ++j, ++dst_vtx, ptricmds += 4 ) { ASSERT((((vk_vertex_t*)buffer.vertices.ptr) + num_vertices) > dst_vtx); *dst_vtx = (vk_vertex_t){0}; VectorCopy(g_studio.verts[ptricmds[0]], dst_vtx->pos); VectorCopy(g_studio.prev_verts[ptricmds[0]], dst_vtx->prev_pos); VectorCopy(g_studio.norms[ptricmds[0]], dst_vtx->normal); VectorCopy(g_studio.tangents[ptricmds[0]], dst_vtx->tangent); dst_vtx->lm_tc[0] = dst_vtx->lm_tc[1] = 0.f; if (FBitSet( g_nFaceFlags, STUDIO_NF_CHROME )) { // FIXME also support glow mode const int idx = ptricmds[1]; dst_vtx->gl_tc[0] = g_studio.chrome[idx][0] * s; dst_vtx->gl_tc[1] = g_studio.chrome[idx][1] * t; } else { dst_vtx->gl_tc[0] = ptricmds[2] * s; dst_vtx->gl_tc[1] = ptricmds[3] * t; } R_StudioSetColorBegin( ptricmds, pstudionorms, dst_vtx->color ); if (j > 1) { switch (mode) { case FAN: dst_idx[elements++] = vertex_offset + 0; dst_idx[elements++] = vertex_offset + j - 1; dst_idx[elements++] = vertex_offset + j; break; case STRIP: // flip triangles between clockwise and counter clockwise if( j & 1 ) { // draw triangle [n-1 n-2 n] dst_idx[elements++] = vertex_offset + j - 1; dst_idx[elements++] = vertex_offset + j - 2; dst_idx[elements++] = vertex_offset + j; } else { // draw triangle [n-2 n-1 n] dst_idx[elements++] = vertex_offset + j - 2; dst_idx[elements++] = vertex_offset + j - 1; dst_idx[elements++] = vertex_offset + j; } break; } } } ASSERT(elements == (vertices-2)*3); index_offset += elements; vertex_offset += vertices; dst_idx += elements; } ASSERT(vertex_offset < UINT16_MAX); ASSERT(index_offset == num_indices); ASSERT(vertex_offset == num_vertices); R_GeometryBufferUnlock( &buffer ); // Render { const vk_render_geometry_t geometry = { //.lightmap = tglob.whiteTexture, .texture = texture, .material = FBitSet( g_nFaceFlags, STUDIO_NF_CHROME ) ? kXVkMaterialChrome : kXVkMaterialRegular, .vertex_offset = buffer.vertices.unit_offset, .max_vertex = num_vertices, .index_offset = buffer.indices.unit_offset, .element_count = num_indices, .emissive = {0, 0, 0}, }; VK_RenderModelDynamicAddGeometry( &geometry ); } } /* FIXME VK static 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 ) { R_StudioSetColorBegin( ptricmds, pstudionorms ); pglTexCoord2f( HalfToFloat( ptricmds[2] ), HalfToFloat( ptricmds[3] )); pglVertex3fv( g_studio.verts[ptricmds[0]] ); } pglEnd(); } } */ /* FIXME VK _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 ) { color24 *clr = &RI.currententity->curstate.rendercolor; idx = g_studio.normaltable[ptricmds[0]]; av = g_studio.verts[ptricmds[0]]; lv = g_studio.norms[ptricmds[0]]; VectorMA( av, scale, lv, vert ); pglColor4ub( clr->r, clr->g, clr->b, 255 ); 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]]; R_StudioSetColorBegin( ptricmds, pstudionorms ); pglTexCoord2f( g_studio.chrome[idx][0] * s, g_studio.chrome[idx][1] * t ); pglVertex3fv( g_studio.verts[ptricmds[0]] ); } } pglEnd(); } } */ static vk_render_type_e studioRenderModeToRenderType( int render_mode ) { switch (render_mode) { case kRenderNormal: return kVkRenderTypeSolid; case kRenderTransColor: return kVkRenderType_A_1mA_RW; case kRenderTransTexture: return kVkRenderType_A_1mA_RW; case kRenderGlow: return kVkRenderType_A_1mA_RW; case kRenderTransAlpha: return kVkRenderType_A_1mA_RW; case kRenderTransAdd: return kVkRenderType_1_1_R; default: ASSERT(!"Unxpected render_mode"); } return kVkRenderTypeSolid; } 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; vec4_t color = {1, 1, 1, g_studio.blend}; if (g_studio.rendermode2 == kRenderTransAdd) { Vector4Set(color, g_studio.blend, g_studio.blend, g_studio.blend, 1.f); } VK_RenderModelDynamicBegin( studioRenderModeToRenderType(RI.currententity->curstate.rendermode), color, "%s", m_pSubModel->name ); g_studio.numverts = g_studio.numelems = 0; // 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], g_studio.worldtransform, skinMat ); Matrix3x4_VectorTransform( skinMat, pstudioverts[i], g_studio.verts[i] ); R_LightStrength( pvertbone[i], pstudioverts[i], g_studio.lightpos[i] ); } R_PrevFrame_SaveCurrentBoneTransforms( RI.currententity->index, g_studio.worldtransform ); matrix3x4* prev_bones_transforms = R_PrevFrame_BoneTransforms( RI.currententity->index ); for( i = 0; i < m_pSubModel->numverts; i++ ) { R_StudioComputeSkinMatrix( &pvertweight[i], prev_bones_transforms, skinMat ); Matrix3x4_VectorTransform( skinMat, pstudioverts[i], g_studio.prev_verts[i] ); } for( i = 0; i < m_pSubModel->numnorms; i++ ) { R_StudioComputeSkinMatrix( &pnormweight[i], g_studio.worldtransform, skinMat ); Matrix3x4_VectorRotate( skinMat, pstudionorms[i], g_studio.norms[i] ); } } else { R_PrevFrame_SaveCurrentBoneTransforms( RI.currententity->index, g_studio.bonestransform ); matrix3x4* prev_bones_transforms = R_PrevFrame_BoneTransforms( RI.currententity->index ); for( i = 0; i < m_pSubModel->numverts; i++ ) { Matrix3x4_VectorTransform( g_studio.bonestransform[pvertbone[i]], pstudioverts[i], g_studio.verts[i] ); Matrix3x4_VectorTransform( prev_bones_transforms[pvertbone[i]], pstudioverts[i], g_studio.prev_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++ ) { // FIXME VK const struct { float blend; } tr = {1.f}; if( FBitSet( g_nFaceFlags, STUDIO_NF_CHROME )) R_StudioSetupChrome( g_studio.chrome[k], *pnormbone, (float *)pstudionorms ); VectorSet( g_studio.lightvalues[k], g_studio.blend, g_studio.blend, g_studio.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( 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 = g_studio.blend; uint startArrayVerts = g_studio.numverts; uint startArrayElems = g_studio.numelems; short *ptricmds; float s, t; int texture; 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; /* FIXME VK if( FBitSet( g_nFaceFlags, STUDIO_NF_MASKED )) { pglEnable( GL_ALPHA_TEST ); pglAlphaFunc( GL_GREATER, 0.5f ); pglDepthMask( GL_TRUE ); if( R_ModelOpaque( RI.currententity->curstate.rendermode )) g_studio.blend = 1.0f; } else if( FBitSet( g_nFaceFlags, STUDIO_NF_ADDITIVE )) { if( R_ModelOpaque( RI.currententity->curstate.rendermode )) { pglBlendFunc( GL_ONE, GL_ONE ); pglDepthMask( GL_FALSE ); pglEnable( GL_BLEND ); R_AllowFog( false ); } else pglBlendFunc( GL_SRC_ALPHA, GL_ONE ); } */ texture = R_StudioSetupSkin( m_pStudioHeader, pskinref[pmesh->skinref] ); /* FIXME VK 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, texture ); /* FIXME VK if( FBitSet( g_nFaceFlags, STUDIO_NF_MASKED )) { pglAlphaFunc( GL_GREATER, DEFAULT_ALPHATEST ); pglDisable( GL_ALPHA_TEST ); } else if( FBitSet( g_nFaceFlags, STUDIO_NF_ADDITIVE ) && R_ModelOpaque( RI.currententity->curstate.rendermode )) { pglDepthMask( GL_TRUE ); pglDisable( GL_BLEND ); R_AllowFog( true ); } r_stats.c_studio_polys += pmesh->numtris; g_studio.blend = oldblend; */ } VK_RenderModelDynamicCommit(); } static void R_StudioSetRemapColors( int newTop, int newBottom ) { gEngine.CL_AllocRemapInfo( RI.currententity, RI.currentmodel, newTop, newBottom ); if( gEngine.CL_GetRemapInfoForEntity( RI.currententity )) { gEngine.CL_UpdateRemapInfo( RI.currententity, newTop, newBottom ); m_fDoRemap = true; } } void R_StudioResetPlayerModels( void ) { memset( g_studio.player_models, 0, sizeof( g_studio.player_models )); } static model_t *R_StudioSetupPlayerModel( int index ) { player_info_t *info = gEngine.pfnPlayerInfo( index ); player_model_t *state; state = &g_studio.player_models[index]; // g-cont: force for "dev-mode", non-local games and menu preview if(( gpGlobals->developer || !ENGINE_GET_PARM( PARM_LOCAL_GAME ) || !RI.drawWorld ) && info->model[0] ) { if( Q_strcmp( state->name, info->model )) { Q_strncpy( state->name, info->model, sizeof( state->name )); state->name[sizeof( state->name ) - 1] = 0; Q_snprintf( state->modelname, sizeof( state->modelname ), "models/player/%s/%s.mdl", info->model, info->model ); if( gEngine.fsapi->FileExists( state->modelname, false )) state->model = gEngine.Mod_ForName( state->modelname, false, true ); else state->model = NULL; if( !state->model ) state->model = RI.currententity->model; } } else { if( state->model != RI.currententity->model ) state->model = RI.currententity->model; state->name[0] = 0; } return state->model; } /* ================ R_GetEntityRenderMode check for texture flags ================ */ int R_GetEntityRenderMode( cl_entity_t *ent ) { int i, opaque, trans; mstudiotexture_t *ptexture; cl_entity_t *oldent; model_t *model; studiohdr_t *phdr; oldent = RI.currententity; RI.currententity = ent; if( ent->player ) // check it for real playermodel model = R_StudioSetupPlayerModel( ent->curstate.number - 1 ); else model = ent->model; RI.currententity = oldent; if(( phdr = gEngine.Mod_Extradata( mod_studio, model )) == NULL ) { if( ent->curstate.rendermode == kRenderNormal ) { // forcing to choose right sorting type if(( model && model->type == mod_brush ) && FBitSet( model->flags, MODEL_TRANSPARENT )) return kRenderTransAlpha; } return ent->curstate.rendermode; } ptexture = (mstudiotexture_t *)((byte *)phdr + phdr->textureindex); for( opaque = trans = i = 0; i < phdr->numtextures; i++, ptexture++ ) { // ignore chrome & additive it's just a specular-like effect if( FBitSet( ptexture->flags, STUDIO_NF_ADDITIVE ) && !FBitSet( ptexture->flags, STUDIO_NF_CHROME )) trans++; else opaque++; } // if model is more additive than opaque if( trans > opaque ) return kRenderTransAdd; return ent->curstate.rendermode; } /* =============== R_StudioClientEvents =============== */ static void R_StudioClientEvents( void ) { mstudioseqdesc_t *pseqdesc; mstudioevent_t *pevent; cl_entity_t *e = RI.currententity; int i, sequence; float end, start; if( g_studio.frametime == 0.0 ) return; // gamepaused // fill attachments with interpolated origin if( m_pStudioHeader->numattachments <= 0 ) { Matrix3x4_OriginFromMatrix( g_studio.rotationmatrix, e->attachment[0] ); Matrix3x4_OriginFromMatrix( g_studio.rotationmatrix, e->attachment[1] ); Matrix3x4_OriginFromMatrix( g_studio.rotationmatrix, e->attachment[2] ); Matrix3x4_OriginFromMatrix( g_studio.rotationmatrix, e->attachment[3] ); } if( FBitSet( e->curstate.effects, EF_MUZZLEFLASH )) { dlight_t *el = gEngine.CL_AllocElight( 0 ); ClearBits( e->curstate.effects, EF_MUZZLEFLASH ); VectorCopy( e->attachment[0], el->origin ); el->die = gpGlobals->time + 0.05f; el->color.r = 255; el->color.g = 192; el->color.b = 64; el->decay = 320; el->radius = 24; } sequence = bound( 0, e->curstate.sequence, m_pStudioHeader->numseq - 1 ); pseqdesc = (mstudioseqdesc_t *)((byte *)m_pStudioHeader + m_pStudioHeader->seqindex) + sequence; // no events for this animation if( pseqdesc->numevents == 0 ) return; end = R_StudioEstimateFrame( e, pseqdesc ); start = end - e->curstate.framerate * gpGlobals->frametime * pseqdesc->fps; pevent = (mstudioevent_t *)((byte *)m_pStudioHeader + pseqdesc->eventindex); if( e->latched.sequencetime == e->curstate.animtime ) { if( !FBitSet( pseqdesc->flags, STUDIO_LOOPING )) start = -0.01f; } for( i = 0; i < pseqdesc->numevents; i++ ) { // ignore all non-client-side events if( pevent[i].event < EVENT_CLIENT ) continue; if( (float)pevent[i].frame > start && pevent[i].frame <= end ) gEngine.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 ); /* FIXME VK 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 ); } } static void R_StudioRestoreRenderer( void ) { /* FIXME VK if( g_studio.rendermode != kRenderNormal ) pglDisable( GL_BLEND ); pglTexEnvf( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE ); pglShadeModel( GL_FLAT ); */ m_fDoRemap = false; } void R_StudioSetChromeOrigin( void ) { VectorCopy( g_camera.vieworg, g_studio.chrome_origin ); } static int pfnIsHardware( void ) { return 3; // 0 is Software, 1 is OpenGL, 2 is Direct3D, 3 is Vulkan } 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; /* FIXME VK 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); /* FIXME VK 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(); } */ } /* FIXME VK if( glState.stencilEnabled ) pglDisable( GL_STENCIL_TEST ); */ } void GL_StudioSetRenderMode( int rendermode ) { g_studio.rendermode2 = rendermode; } /* =============== GL_StudioDrawShadow g-cont: don't modify this code it's 100% matched with original GoldSrc code and used in some mods to enable studio shadows with some asm tricks =============== */ static void GL_StudioDrawShadow( void ) { /* FIXME VK pglDepthMask( GL_TRUE ); */ if( r_shadows.value && g_studio.rendermode != kRenderTransAdd && !FBitSet( RI.currentmodel->flags, STUDIO_AMBIENT_LIGHT )) { float color = 1.0f - (g_studio.blend * 0.5f); /* FIXME VK 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(); /* FIXME VK pglDepthFunc( GL_LEQUAL ); pglEnable( GL_TEXTURE_2D ); pglDisable( GL_BLEND ); pglColor4f( 1.0f, 1.0f, 1.0f, 1.0f ); pglShadeModel( GL_SMOOTH ); */ } } void R_StudioRenderFinal( void ) { int i, rendermode; rendermode = R_StudioGetForceFaceFlags() ? kRenderTransAdd : RI.currententity->curstate.rendermode; R_StudioSetupRenderer( rendermode ); VK_RenderDebugLabelBegin( RI.currentmodel->name ); for( i = 0; i < m_pStudioHeader->numbodyparts; i++ ) { R_StudioSetupModel( i, (void**)&m_pBodyPart, (void**)&m_pSubModel ); // TODO does literally nothing GL_StudioSetRenderMode( rendermode ); R_StudioDrawPoints(); GL_StudioDrawShadow(); } R_StudioRestoreRenderer(); VK_RenderDebugLabelEnd(); } void R_StudioRenderModel( void ) { R_StudioSetChromeOrigin(); R_StudioSetForceFaceFlags( 0 ); /* FIXME VK 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( ); } } 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) // FIXME VK || m_pPlayerInfo->renderframe == tr.realframecount ) { m_flGaitMovement = 0; return; } VectorSubtract( RI.currententity->origin, m_pPlayerInfo->prevgaitorigin, est_velocity ); VectorCopy( RI.currententity->origin, m_pPlayerInfo->prevgaitorigin ); m_flGaitMovement = VectorLength( est_velocity ); if( dt <= 0.0f || m_flGaitMovement / dt < 5.0f ) { m_flGaitMovement = 0.0f; est_velocity[0] = 0.0f; est_velocity[1] = 0.0f; } if( est_velocity[1] == 0.0f && est_velocity[0] == 0.0f ) { float flYawDiff = RI.currententity->angles[YAW] - m_pPlayerInfo->gaityaw; flYawDiff = flYawDiff - (int)(flYawDiff / 360) * 360; if( flYawDiff > 180.0f ) flYawDiff -= 360.0f; if( flYawDiff < -180.0f ) flYawDiff += 360.0f; if( dt < 0.25f ) flYawDiff *= dt * 4.0f; else flYawDiff *= dt; m_pPlayerInfo->gaityaw += flYawDiff; m_pPlayerInfo->gaityaw = m_pPlayerInfo->gaityaw - (int)(m_pPlayerInfo->gaityaw / 360) * 360; m_flGaitMovement = 0.0f; } else { m_pPlayerInfo->gaityaw = ( atan2( est_velocity[1], est_velocity[0] ) * 180 / M_PI_F ); if( m_pPlayerInfo->gaityaw > 180.0f ) m_pPlayerInfo->gaityaw = 180.0f; if( m_pPlayerInfo->gaityaw < -180.0f ) m_pPlayerInfo->gaityaw = -180.0f; } } 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; } static int R_StudioDrawPlayer( int flags, entity_state_t *pplayer ) { int m_nPlayerIndex; alight_t lighting; vec3_t dir; m_nPlayerIndex = pplayer->number - 1; if( m_nPlayerIndex < 0 || m_nPlayerIndex >= ENGINE_GET_PARM( PARM_MAX_CLIENTS ) ) return 0; RI.currentmodel = R_StudioSetupPlayerModel( m_nPlayerIndex ); if( RI.currentmodel == NULL ) return 0; R_StudioSetHeader((studiohdr_t *)gEngine.Mod_Extradata( mod_studio, RI.currentmodel )); if( pplayer->gaitsequence ) { vec3_t orig_angles; m_pPlayerInfo = pfnPlayerInfo( m_nPlayerIndex ); VectorCopy( RI.currententity->angles, orig_angles ); R_StudioProcessGait( pplayer ); m_pPlayerInfo->gaitsequence = pplayer->gaitsequence; m_pPlayerInfo = NULL; R_StudioSetUpTransform( RI.currententity ); VectorCopy( orig_angles, RI.currententity->angles ); } else { RI.currententity->curstate.controller[0] = 127; RI.currententity->curstate.controller[1] = 127; RI.currententity->curstate.controller[2] = 127; RI.currententity->curstate.controller[3] = 127; RI.currententity->latched.prevcontroller[0] = RI.currententity->curstate.controller[0]; RI.currententity->latched.prevcontroller[1] = RI.currententity->curstate.controller[1]; RI.currententity->latched.prevcontroller[2] = RI.currententity->curstate.controller[2]; RI.currententity->latched.prevcontroller[3] = RI.currententity->curstate.controller[3]; m_pPlayerInfo = pfnPlayerInfo( m_nPlayerIndex ); m_pPlayerInfo->gaitsequence = 0; R_StudioSetUpTransform( RI.currententity ); } if( flags & STUDIO_RENDER ) { // see if the bounding box lets us trivially reject, also sets if( !R_StudioCheckBBox( )) return 0; // FIXME VK 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( ); // FIXME VK 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 = gEngine.GetEntityByIndex( RI.currententity->index ); memcpy( ent->attachment, RI.currententity->attachment, sizeof( vec3_t ) * 4 ); } } if( flags & STUDIO_RENDER ) { if( cl_himodels->value && RI.currentmodel != RI.currententity->model ) { // show highest resolution multiplayer model RI.currententity->curstate.body = 255; } if( !( !gpGlobals->developer && ENGINE_GET_PARM( PARM_MAX_CLIENTS ) == 1 ) && ( RI.currentmodel == RI.currententity->model )) RI.currententity->curstate.body = 1; // force helmet lighting.plightvec = dir; R_StudioDynamicLight( RI.currententity, &lighting ); R_StudioEntityLight( &lighting ); // model and frame independant R_StudioSetupLighting( &lighting ); m_pPlayerInfo = pfnPlayerInfo( m_nPlayerIndex ); // get remap colors g_nTopColor = m_pPlayerInfo->topcolor; g_nBottomColor = m_pPlayerInfo->bottomcolor; if( g_nTopColor < 0 ) g_nTopColor = 0; if( g_nTopColor > 360 ) g_nTopColor = 360; if( g_nBottomColor < 0 ) g_nBottomColor = 0; if( g_nBottomColor > 360 ) g_nBottomColor = 360; R_StudioSetRemapColors( g_nTopColor, g_nBottomColor ); R_StudioRenderModel( ); m_pPlayerInfo = NULL; if( pplayer->weaponmodel ) { cl_entity_t saveent = *RI.currententity; model_t *pweaponmodel = gEngine.pfnGetModelByIndex( pplayer->weaponmodel ); m_pStudioHeader = (studiohdr_t *)gEngine.Mod_Extradata( mod_studio, pweaponmodel ); R_StudioMergeBones( RI.currententity, pweaponmodel ); R_StudioSetupLighting( &lighting ); R_StudioRenderModel( ); R_StudioCalcAttachments( ); *RI.currententity = saveent; } } return 1; } static int R_StudioDrawModel( int flags ) { alight_t lighting; vec3_t dir; if( RI.currententity->curstate.renderfx == kRenderFxDeadPlayer ) { entity_state_t deadplayer; int result; if( RI.currententity->curstate.renderamt <= 0 || RI.currententity->curstate.renderamt > ENGINE_GET_PARM( PARM_MAX_CLIENTS ) ) return 0; // get copy of player deadplayer = *R_StudioGetPlayerState( RI.currententity->curstate.renderamt - 1 ); // clear weapon, movement state deadplayer.number = RI.currententity->curstate.renderamt; deadplayer.weaponmodel = 0; deadplayer.gaitsequence = 0; deadplayer.movetype = MOVETYPE_NONE; VectorCopy( RI.currententity->curstate.angles, deadplayer.angles ); VectorCopy( RI.currententity->curstate.origin, deadplayer.origin ); g_studio.interpolate = false; result = R_StudioDrawPlayer( flags, &deadplayer ); // draw as though it were a player g_studio.interpolate = true; return result; } R_StudioSetHeader((studiohdr_t *)gEngine.Mod_Extradata( mod_studio, RI.currentmodel )); R_StudioSetUpTransform( RI.currententity ); if( flags & STUDIO_RENDER ) { // see if the bounding box lets us trivially reject, also sets if( !R_StudioCheckBBox( )) return 0; // FIXME VK 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 = gEngine.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; } void R_StudioDrawModelInternal( cl_entity_t *e, int flags ) { VK_RenderDebugLabelBegin( e->model->name ); 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 ); } VK_RenderDebugLabelEnd(); } static void R_DrawStudioModel( cl_entity_t *e ) { /* FIXME VK 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 = gEngine.GetEntityByIndex( e->curstate.aiment ); if( parent && parent->model && parent->model->type == mod_studio ) { RI.currententity = parent; R_StudioDrawModelInternal( RI.currententity, 0 ); VectorCopy( parent->curstate.origin, e->curstate.origin ); VectorCopy( parent->origin, e->origin ); RI.currententity = e; } } R_StudioDrawModelInternal( e, STUDIO_RENDER|STUDIO_EVENTS ); } } void R_RunViewmodelEvents( void ) { int i; vec3_t simorg; if( r_drawviewmodel->value == 0 ) return; if( ENGINE_GET_PARM( PARM_THIRDPERSON )) return; /* FIXME VK // ignore in thirdperson, camera view or client is died if( !RP_NORMALPASS() || ENGINE_GET_PARM( PARM_LOCAL_HEALTH ) <= 0 || !CL_IsViewEntityLocalPlayer()) return; */ RI.currententity = gEngine.GetViewModel(); if( !RI.currententity->model || RI.currententity->model->type != mod_studio ) return; R_StudioSetupTimings(); gEngine.GetPredictedOrigin( simorg ); for( i = 0; i < 4; i++ ) VectorCopy( simorg, RI.currententity->attachment[i] ); RI.currentmodel = RI.currententity->model; R_StudioDrawModelInternal( RI.currententity, STUDIO_EVENTS ); } void R_GatherPlayerLight( void ) { cl_entity_t *view = gEngine.GetViewModel(); colorVec c; /* FIXME VK tr.ignore_lightgamma = true; c = R_LightPoint( view->origin ); tr.ignore_lightgamma = false; gEngine.SetLocalLightLevel( ( c.r + c.g + c.b ) / 3 ); */ } void R_DrawViewModel( void ) { cl_entity_t *view = gEngine.GetViewModel(); R_GatherPlayerLight(); if( r_drawviewmodel->value == 0 ) return; if( ENGINE_GET_PARM( PARM_THIRDPERSON )) return; /* FIXME VK // ignore in thirdperson, camera view or client is died if( !RP_NORMALPASS() || ENGINE_GET_PARM( PARM_LOCAL_HEALTH ) <= 0 || !CL_IsViewEntityLocalPlayer()) return; g_studio.blend = CL_FxBlend( view ) / 255.0f; if( !R_ModelOpaque( view->curstate.rendermode ) && g_studio.blend <= 0.0f ) return; // invisible ? */ RI.currententity = view; if( !RI.currententity->model ) return; RI.currentmodel = RI.currententity->model; /* FIXME VK // adjust the depth range to prevent view model from poking into walls pglDepthRange( gldepthmin, gldepthmin + 0.3f * ( gldepthmax - gldepthmin )); // backface culling for left-handed weapons if( R_AllowFlipViewModel( RI.currententity ) || g_iBackFaceCull ) { tr.fFlipViewModel = true; pglFrontFace( GL_CW ); } */ switch( RI.currententity->model->type ) { /* FIXME VK case mod_alias: R_DrawAliasModel( RI.currententity ); break; */ case mod_studio: R_StudioSetupTimings(); R_StudioDrawModelInternal( RI.currententity, STUDIO_RENDER ); break; } RI.currententity = NULL; RI.currentmodel = NULL; /* FIXME VK // restore depth range pglDepthRange( gldepthmin, gldepthmax ); // backface culling for left-handed weapons if( R_AllowFlipViewModel( RI.currententity ) || g_iBackFaceCull ) { tr.fFlipViewModel = false; pglFrontFace( GL_CCW ); } */ } /* ==================== R_StudioLoadTexture load model texture with unique name ==================== */ static void R_StudioLoadTexture( model_t *mod, studiohdr_t *phdr, mstudiotexture_t *ptexture ) { size_t size; int flags = 0; char texname[128], name[128], mdlname[128]; texture_t *tx = NULL; if( ptexture->flags & STUDIO_NF_NORMALMAP ) flags |= (TF_NORMALMAP); // store some textures for remapping if( !Q_strnicmp( ptexture->name, "DM_Base", 7 ) || !Q_strnicmp( ptexture->name, "remap", 5 )) { int i, size; char val[6]; byte *pixels; i = mod->numtextures; mod->textures = (texture_t **)Mem_Realloc( mod->mempool, mod->textures, ( i + 1 ) * sizeof( texture_t* )); size = ptexture->width * ptexture->height + 768; tx = Mem_Calloc( mod->mempool, sizeof( *tx ) + size ); mod->textures[i] = tx; // store ranges into anim_min, anim_max etc if( !Q_strnicmp( ptexture->name, "DM_Base", 7 )) { Q_strncpy( tx->name, "DM_Base", sizeof( tx->name )); tx->anim_min = PLATE_HUE_START; // topcolor start tx->anim_max = PLATE_HUE_END; // topcolor end // bottomcolor start always equal is (topcolor end + 1) tx->anim_total = SUIT_HUE_END;// bottomcolor end } else { Q_strncpy( tx->name, "DM_User", sizeof( tx->name )); // custom remapped Q_strncpy( val, ptexture->name + 7, 4 ); tx->anim_min = bound( 0, Q_atoi( val ), 255 ); // topcolor start Q_strncpy( val, ptexture->name + 11, 4 ); tx->anim_max = bound( 0, Q_atoi( val ), 255 ); // topcolor end // bottomcolor start always equal is (topcolor end + 1) Q_strncpy( val, ptexture->name + 15, 4 ); tx->anim_total = bound( 0, Q_atoi( val ), 255 ); // bottomcolor end } tx->width = ptexture->width; tx->height = ptexture->height; // the pixels immediately follow the structures pixels = (byte *)phdr + ptexture->index; memcpy( tx+1, pixels, size ); ptexture->flags |= STUDIO_NF_COLORMAP; // yes, this is colormap image flags |= TF_FORCE_COLOR; mod->numtextures++; // done } Q_strncpy( mdlname, mod->name, sizeof( mdlname )); COM_FileBase( ptexture->name, name ); COM_StripExtension( mdlname ); if( FBitSet( ptexture->flags, STUDIO_NF_NOMIPS )) SetBits( flags, TF_NOMIPMAP ); // NOTE: replace index with pointer to start of imagebuffer, ImageLib expected it //ptexture->index = (int)((byte *)phdr) + ptexture->index; gEngine.Image_SetMDLPointer((byte *)phdr + ptexture->index); size = sizeof( mstudiotexture_t ) + ptexture->width * ptexture->height + 768; if( FBitSet( ENGINE_GET_PARM( PARM_FEATURES ), ENGINE_IMPROVED_LINETRACE ) && 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 = VK_LoadTexture( texname, (byte *)ptexture, size, flags ); if( !ptexture->index ) { ptexture->index = tglob.defaultTexture; } else if( tx ) { // duplicate texnum for easy acess tx->gl_texturenum = ptexture->index; } } void Mod_StudioLoadTextures( model_t *mod, void *data ) { studiohdr_t *phdr = (studiohdr_t *)data; mstudiotexture_t *ptexture; int i; if( !phdr ) return; ptexture = (mstudiotexture_t *)(((byte *)phdr) + phdr->textureindex); if( phdr->textureindex > 0 && phdr->numtextures <= MAXSTUDIOSKINS ) { for( i = 0; i < phdr->numtextures; i++ ) R_StudioLoadTexture( mod, phdr, &ptexture[i] ); } } void Mod_StudioUnloadTextures( void *data ) { studiohdr_t *phdr = (studiohdr_t *)data; mstudiotexture_t *ptexture; int i; if( !phdr ) return; ptexture = (mstudiotexture_t *)(((byte *)phdr) + phdr->textureindex); // release all textures for( i = 0; i < phdr->numtextures; i++ ) { if( ptexture[i].index == tglob.defaultTexture ) continue; VK_FreeTexture( ptexture[i].index ); } } static model_t *pfnModelHandle( int modelindex ) { return gEngine.pfnGetModelByIndex( modelindex ); } static void *pfnMod_CacheCheck( struct cache_user_s *c ) { return gEngine.Mod_CacheCheck( c ); } static void *pfnMod_StudioExtradata( model_t *mod ) { return gEngine.Mod_Extradata( mod_studio, mod ); } static void pfnMod_LoadCacheFile( const char *path, struct cache_user_s *cu ) { gEngine.Mod_LoadCacheFile( path, cu ); } static cvar_t *pfnGetCvarPointer( const char *name ) { return (cvar_t*)gEngine.pfnGetCvarPointer( name, 0 ); } static void *pfnMod_Calloc( int number, size_t size ) { return gEngine.Mod_Calloc( number, size ); } static void R_StudioDrawHulls( void ) { PRINT_NOT_IMPLEMENTED(); } static void R_StudioDrawAbsBBox( void ) { PRINT_NOT_IMPLEMENTED(); } static void R_StudioDrawBones( void ) { PRINT_NOT_IMPLEMENTED(); } static engine_studio_api_t gStudioAPI = { pfnMod_Calloc, pfnMod_CacheCheck, pfnMod_LoadCacheFile, pfnMod_ForName, pfnMod_StudioExtradata, pfnModelHandle, pfnGetCurrentEntity, pfnPlayerInfo, R_StudioGetPlayerState, pfnGetViewEntity, pfnGetEngineTimes, pfnGetCvarPointer, pfnGetViewInfo, R_GetChromeSprite, pfnGetModelCounters, pfnGetAliasScale, pfnStudioGetBoneTransform, pfnStudioGetLightTransform, pfnStudioGetAliasTransform, pfnStudioGetRotationMatrix, R_StudioSetupModel, R_StudioCheckBBox, R_StudioDynamicLight, R_StudioEntityLight, R_StudioSetupLighting, R_StudioDrawPoints, R_StudioDrawHulls, R_StudioDrawAbsBBox, R_StudioDrawBones, (void*)R_StudioSetupSkin, R_StudioSetRemapColors, R_StudioSetupPlayerModel, R_StudioClientEvents, R_StudioGetForceFaceFlags, R_StudioSetForceFaceFlags, (void*)R_StudioSetHeader, R_StudioSetRenderModel, R_StudioSetupRenderer, R_StudioRestoreRenderer, R_StudioSetChromeOrigin, pfnIsHardware, GL_StudioDrawShadow, GL_StudioSetRenderMode, R_StudioSetRenderamt, R_StudioSetCullState, R_StudioRenderShadow, }; static r_studio_interface_t gStudioDraw = { STUDIO_INTERFACE_VERSION, R_StudioDrawModel, R_StudioDrawPlayer, }; void CL_InitStudioAPI( void ) { pStudioDraw = &gStudioDraw; // trying to grab them from client.dll cl_righthand = gEngine.pfnGetCvarPointer( "cl_righthand", 0 ); if( cl_righthand == NULL ) cl_righthand = gEngine.Cvar_Get( "cl_righthand", "0", FCVAR_ARCHIVE, "flip viewmodel (left to right)" ); // Xash will be used internal StudioModelRenderer if( gEngine.pfnGetStudioModelInterface( STUDIO_INTERFACE_VERSION, &pStudioDraw, &gStudioAPI )) return; // NOTE: we always return true even if game interface was not correct // because we need Draw our StudioModels // just restore pointer to builtin function pStudioDraw = &gStudioDraw; } void VK_StudioInit( void ) { R_StudioInit(); } void VK_StudioShutdown( void ) { } void Mod_LoadStudioModel( model_t *mod, const void *buffer, qboolean *loaded ) { PRINT_NOT_IMPLEMENTED_ARGS("(%s)", mod->name); } void VK_StudioDrawModel( cl_entity_t *ent, int render_mode, float blend ) { RI.currententity = ent; RI.currentmodel = ent->model; RI.drawWorld = true; g_studio.blend = blend; R_DrawStudioModel( ent ); RI.currentmodel = NULL; RI.currententity = NULL; }