Paranoia2_original/cl_dll/render/gl_studio.old

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//========= Copyright © 1996-2002, Valve LLC, All rights reserved. ============
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================
// studio_model.cpp
// routines for setting up to draw 3DStudio models
#include "hud.h"
#include "cl_util.h"
#include "parsemsg.h" // buz
#include "const.h"
#include "com_model.h"
#include "studio.h"
#include "entity_state.h"
#include "cl_entity.h"
#include "dlight.h"
#include "triangleapi.h"
#include "entity_types.h"
#include "stringlib.h"
#include "pm_defs.h"
#include <stdio.h>
#include <string.h>
#include <memory.h>
#include <math.h>
#include "mathlib.h"
#include "vertex_fmt.h"
#include "r_studioint.h"
#include <pm_movevars.h>
#include "gl_local.h"
#include "gl_studio.h"
#include "gl_sprite.h"
#include "event_api.h"
#include "gl_shader.h"
#include "gl_world.h"
// Global engine <-> studio model rendering code interface
engine_studio_api_t IEngineStudio;
// the renderer object, created on the stack.
CStudioModelRenderer g_StudioRenderer;
//================================================================================================
// HUD_GetStudioModelInterface
// Export this function for the engine to use the studio renderer class to render objects.
//================================================================================================
extern "C" int DLLEXPORT HUD_GetStudioModelInterface( int version, struct r_studio_interface_s **ppinterface, struct engine_studio_api_s *pstudio )
{
if( version != STUDIO_INTERFACE_VERSION )
return 0;
// Copy in engine helper functions
memcpy( &IEngineStudio, pstudio, sizeof( IEngineStudio ));
if( g_fRenderInitialized )
{
// Initialize local variables, etc.
g_StudioRenderer.Init();
g_SpriteRenderer.Init();
}
// Success
return 1;
}
//================================================================================================
//
// Implementation of bone setup class
//
//================================================================================================
void CBaseBoneSetup :: debugMsg( char *szFmt, ... )
{
char buffer[2048]; // must support > 1k messages
va_list args;
if( developer_level <= DEV_NONE )
return;
va_start( args, szFmt );
Q_vsnprintf( buffer, 2048, szFmt, args );
va_end( args );
gEngfuncs.Con_Printf( buffer );
}
mstudioanim_t *CBaseBoneSetup :: GetAnimSourceData( mstudioseqdesc_t *pseqdesc )
{
return g_StudioRenderer.StudioGetAnim( RI->currentmodel, pseqdesc );
}
void CBaseBoneSetup :: debugLine( const Vector& origin, const Vector& dest, int r, int g, int b, bool noDepthTest, float duration )
{
if( noDepthTest )
pglDisable( GL_DEPTH_TEST );
pglColor3ub( r, g, b );
pglBegin( GL_LINES );
pglVertex3fv( origin );
pglVertex3fv( dest );
pglEnd();
}
/*
=================
R_SortSolidMeshes
sort by shaders
=================
*/
static int R_SortSolidMeshes( const CSolidEntry *a, const CSolidEntry *b )
{
if( a->m_hProgram > b->m_hProgram )
return -1;
if( a->m_hProgram < b->m_hProgram )
return 1;
return 0;
}
/*
====================
Init
====================
*/
void CStudioModelRenderer :: Init( void )
{
// Set up some variables shared with engine
m_pCvarHiModels = IEngineStudio.GetCvar( "cl_himodels" );
m_pCvarDrawViewModel = IEngineStudio.GetCvar( "r_drawviewmodel" );
m_pCvarHand = CVAR_REGISTER( "cl_righthand", "0", FCVAR_ARCHIVE );
m_pCvarViewmodelFov = CVAR_REGISTER( "cl_viewmodel_fov", "60", FCVAR_ARCHIVE );
m_pCvarHeadShieldFov = CVAR_REGISTER( "cl_headshield_fov", "63", FCVAR_ARCHIVE );
m_pCvarLegsOffset = CVAR_REGISTER( "legs_offset", "16", FCVAR_ARCHIVE );
m_pCvarDrawLegs = CVAR_REGISTER( "r_drawlegs", "1", FCVAR_ARCHIVE );
m_pCvarCompatible = CVAR_REGISTER( "r_studio_compatible", "1", FCVAR_ARCHIVE );
m_pCvarLodScale = CVAR_REGISTER( "cl_lod_scale", "5.0", FCVAR_ARCHIVE );
m_pCvarLodBias = CVAR_REGISTER( "cl_lod_bias", "0", FCVAR_ARCHIVE );
}
/*
====================
Init
====================
*/
void CStudioModelRenderer :: VidInit( void )
{
// tell the engine what models is used
m_pPlayerLegsModel = IEngineStudio.Mod_ForName( "models/player_legs.mdl", false );
}
/*
====================
CStudioModelRenderer
====================
*/
CStudioModelRenderer :: CStudioModelRenderer( void )
{
m_iDrawModelType = DRAWSTUDIO_NORMAL;
m_pCurrentMaterial = NULL;
m_pCvarHiModels = NULL;
m_pCvarDrawViewModel= NULL;
m_pCvarHand = NULL;
m_pStudioHeader = NULL;
m_pVboModel = NULL;
m_pSubModel = NULL;
m_pPlayerInfo = NULL;
m_pModelInstance = NULL;
}
/*
====================
~CStudioModelRenderer
====================
*/
CStudioModelRenderer :: ~CStudioModelRenderer( void )
{
}
/*
====================
Prepare all the pointers for
working with current entity
====================
*/
bool CStudioModelRenderer :: StudioSetEntity( cl_entity_t *pEnt )
{
if( !pEnt || !pEnt->model || pEnt->model->type != mod_studio )
return false;
RI->currententity = pEnt;
SET_CURRENT_ENTITY( RI->currententity );
m_pPlayerInfo = NULL;
if( m_iDrawModelType == DRAWSTUDIO_NORMAL && ( RI->currententity->player || RI->currententity->curstate.renderfx == kRenderFxDeadPlayer ))
{
int iPlayerIndex;
if( RI->currententity->curstate.renderfx == kRenderFxDeadPlayer )
iPlayerIndex = RI->currententity->curstate.renderamt - 1;
else iPlayerIndex = RI->currententity->curstate.number - 1;
if( iPlayerIndex < 0 || iPlayerIndex >= GET_MAX_CLIENTS( ))
return false;
if( RP_NORMALPASS() && RP_LOCALCLIENT( RI->currententity ) && !FBitSet( RI->params, RP_THIRDPERSON ))
{
if( !CVAR_TO_BOOL( m_pCvarDrawLegs ) || !m_pPlayerLegsModel )
return false;
// do simple cull for player legs
if( FBitSet( gHUD.m_iKeyBits, IN_DUCK ) && RI->view.angles[PITCH] <= 30.0f )
return false;
else if( !FBitSet( gHUD.m_iKeyBits, IN_DUCK ) && RI->view.angles[PITCH] <= 50.0f )
return false;
RI->currentmodel = m_pPlayerLegsModel;
}
else
{
RI->currentmodel = IEngineStudio.SetupPlayerModel( iPlayerIndex );
// show highest resolution multiplayer model
if( CVAR_TO_BOOL( m_pCvarHiModels ) && RI->currentmodel != RI->currententity->model )
RI->currententity->curstate.body = 255;
if( !( !developer_level && GET_MAX_CLIENTS() == 1 ) && ( RI->currentmodel == RI->currententity->model ))
RI->currententity->curstate.body = 1; // force helmet
}
// setup the playerinfo
if( RI->currententity->player )
m_pPlayerInfo = IEngineStudio.PlayerInfo( iPlayerIndex );
}
else
{
RI->currentmodel = RI->currententity->model;
}
if( RI->currentmodel == NULL )
return false;
m_pStudioHeader = (studiohdr_t *)IEngineStudio.Mod_Extradata( RI->currentmodel );
// downloading in-progress ?
if( m_pStudioHeader == NULL )
return false;
// tell the engine about model
IEngineStudio.StudioSetHeader( m_pStudioHeader );
IEngineStudio.SetRenderModel( RI->currentmodel );
if( !StudioSetupInstance( ))
{
ALERT( at_error, "Couldn't create instance for entity %d\n", pEnt->index );
return false; // out of memory ?
}
// all done
return true;
}
//-----------------------------------------------------------------------------
// Fast version without data reconstruction or changing
//-----------------------------------------------------------------------------
bool CStudioModelRenderer :: StudioSetEntity( CSolidEntry *entry )
{
studiohdr_t *phdr;
if( !entry || entry->m_bDrawType != DRAWTYPE_MESH )
return false;
if( !entry->m_pParentEntity || !entry->m_pRenderModel )
return false; // bad entry?
if( entry->m_pParentEntity->modelhandle == INVALID_HANDLE )
return false; // not initialized?
if(( phdr = (studiohdr_t *)IEngineStudio.Mod_Extradata( entry->m_pRenderModel )) == NULL )
return false; // no model?
RI->currentmodel = entry->m_pRenderModel;
RI->currententity = entry->m_pParentEntity;
m_pModelInstance = &m_ModelInstances[entry->m_pParentEntity->modelhandle];
m_pStudioHeader = phdr;
m_pPlayerInfo = NULL;
return true;
}
bool CStudioModelRenderer :: StudioSetupInstance( void )
{
// first call ?
if( RI->currententity->modelhandle == INVALID_HANDLE )
{
RI->currententity->modelhandle = m_ModelInstances.AddToTail();
if( RI->currententity->modelhandle == INVALID_HANDLE )
return false; // out of memory ?
m_pModelInstance = &m_ModelInstances[RI->currententity->modelhandle];
ClearInstanceData( true );
}
else
{
m_pModelInstance = &m_ModelInstances[RI->currententity->modelhandle];
// model has been changed or something like
if( !IsModelInstanceValid( m_pModelInstance ))
ClearInstanceData( false );
}
m_boneSetup.SetStudioPointers( m_pStudioHeader, m_pModelInstance->m_poseparameter );
return true;
}
//-----------------------------------------------------------------------------
// It's not valid if the model index changed + we have non-zero instance data
//-----------------------------------------------------------------------------
bool CStudioModelRenderer :: IsModelInstanceValid( ModelInstance_t *inst )
{
const model_t *pModel;
if( m_iDrawModelType == DRAWSTUDIO_NORMAL && ( inst->m_pEntity->player || RI->currententity->curstate.renderfx == kRenderFxDeadPlayer ))
{
if( FBitSet( RI->params, RP_SHADOWVIEW ))
return true; // never change playermodel until shadowview
if( RP_NORMALPASS() && RP_LOCALCLIENT( RI->currententity ) && !FBitSet( RI->params, RP_THIRDPERSON ))
pModel = m_pPlayerLegsModel;
else if( RI->currententity->curstate.renderfx == kRenderFxDeadPlayer )
pModel = IEngineStudio.SetupPlayerModel( inst->m_pEntity->curstate.renderamt - 1 );
else pModel = IEngineStudio.SetupPlayerModel( inst->m_pEntity->curstate.number - 1 );
}
else
{
pModel = inst->m_pEntity->model;
}
return inst->m_pModel == pModel;
}
void CStudioModelRenderer :: DestroyInstance( word handle )
{
if( !m_ModelInstances.IsValidIndex( handle ))
return;
ModelInstance_t *inst = &m_ModelInstances[handle];
inst->m_BodyMesh.FreeMesh();
PurgeDecals( inst );
if( inst->materials != NULL )
Mem_Free( inst->materials );
inst->materials = NULL;
if( inst->m_pJiggleBones != NULL )
delete inst->m_pJiggleBones;
inst->m_pJiggleBones = NULL;
m_ModelInstances.Remove( handle );
}
void CStudioModelRenderer :: UpdateInstanceMaterials( void )
{
ASSERT( m_pStudioHeader != NULL );
ASSERT( m_pModelInstance != NULL );
// model was changed, so we need to realloc materials
if( m_pModelInstance->materials != NULL )
Mem_Free( m_pModelInstance->materials );
// create a local copy of all the model material for cache uber-shaders
m_pModelInstance->materials = (mstudiomaterial_t *)Mem_Alloc( sizeof( mstudiomaterial_t ) * m_pStudioHeader->numtextures );
memcpy( m_pModelInstance->materials, RI->currentmodel->materials, sizeof( mstudiomaterial_t ) * m_pStudioHeader->numtextures );
// invalidate sequences when a new instance was created
for( int i = 0; i < m_pStudioHeader->numtextures; i++ )
{
m_pModelInstance->materials[i].forwardScene.Invalidate();
m_pModelInstance->materials[i].forwardLightSpot.Invalidate();
m_pModelInstance->materials[i].forwardLightOmni.Invalidate();
m_pModelInstance->materials[i].forwardLightProj.Invalidate();
}
}
void CStudioModelRenderer :: ClearInstanceData( bool create )
{
if( create )
{
m_pModelInstance->m_DecalList.Purge();
m_pModelInstance->m_pJiggleBones = NULL;
m_pModelInstance->materials = NULL;
}
else
{
if( m_pModelInstance->m_pJiggleBones != NULL )
delete m_pModelInstance->m_pJiggleBones;
m_pModelInstance->m_pJiggleBones = NULL;
PurgeDecals( m_pModelInstance );
}
m_pModelInstance->m_pEntity = RI->currententity;
m_pModelInstance->m_pModel = RI->currentmodel;
m_pModelInstance->m_VlCache = NULL;
m_pModelInstance->m_DecalCount = 0;
m_pModelInstance->cached_frame = -1;
m_pModelInstance->visframe = -1;
m_pModelInstance->radius = 0.0f;
m_pModelInstance->info_flags = 0;
m_pModelInstance->lerpFactor = 0.0f;
m_pModelInstance->cubemap[0] = &world->defaultCubemap;
m_pModelInstance->cubemap[1] = &world->defaultCubemap;
ClearBounds( m_pModelInstance->absmin, m_pModelInstance->absmax );
memset( &m_pModelInstance->bonecache, 0, sizeof( BoneCache_t ));
memset( m_pModelInstance->m_protationmatrix, 0, sizeof( matrix3x4 ));
memset( m_pModelInstance->m_pbones, 0, sizeof( matrix3x4 ) * MAXSTUDIOBONES );
memset( m_pModelInstance->m_pwpnbones, 0, sizeof( matrix3x4 ) * MAXSTUDIOBONES );
memset( m_pModelInstance->attachment, 0, sizeof( StudioAttachment_t ) * MAXSTUDIOATTACHMENTS );
memset( m_pModelInstance->m_glstudiobones, 0, sizeof( Vector4D ) * MAXSTUDIOBONES * 3 );
memset( m_pModelInstance->m_glweaponbones, 0, sizeof( Vector4D ) * MAXSTUDIOBONES * 3 );
memset( m_pModelInstance->m_studioquat, 0, sizeof( Vector4D ) * MAXSTUDIOBONES );
memset( m_pModelInstance->m_studiopos, 0, sizeof( Vector ) * MAXSTUDIOBONES );
memset( m_pModelInstance->m_weaponquat, 0, sizeof( Vector4D ) * MAXSTUDIOBONES );
memset( m_pModelInstance->m_weaponpos, 0, sizeof( Vector ) * MAXSTUDIOBONES );
memset( &m_pModelInstance->lighting, 0, sizeof( mstudiolight_t ));
memset( &m_pModelInstance->lerp, 0, sizeof( mstudiolerp_t ));
memset( &m_pModelInstance->light, 0, sizeof( lightinfo_t ));
memset( &m_pModelInstance->lights, 255, sizeof( byte[MAXDYNLIGHTS] ));
memset( &m_pModelInstance->m_controller, 0, sizeof( m_pModelInstance->m_controller ));
memset( &m_pModelInstance->m_seqblend, 0, sizeof( m_pModelInstance->m_seqblend ));
m_pModelInstance->lerp.stairoldz = RI->currententity->origin[2];
m_pModelInstance->lerp.stairtime = tr.time;
m_pModelInstance->m_current_seqblend = 0;
m_pModelInstance->numLightPoints = 0;
m_boneSetup.SetStudioPointers( m_pStudioHeader, m_pModelInstance->m_poseparameter );
// set poseparam sliders to their default values
m_boneSetup.CalcDefaultPoseParameters( m_pModelInstance->m_poseparameter );
// refresh the materials list
UpdateInstanceMaterials();
// copy attachments names
mstudioattachment_t *pattachment = (mstudioattachment_t *)((byte *)m_pStudioHeader + m_pStudioHeader->attachmentindex);
StudioAttachment_t *att = m_pModelInstance->attachment;
// setup attachment names
for( int i = 0; i < Q_min( MAXSTUDIOATTACHMENTS, m_pStudioHeader->numattachments ); i++ )
{
Q_strncpy( att[i].name, pattachment[i].name, sizeof( att[0].name ));
att[i].local.Identity();
att[i].local.SetOrigin( pattachment[i].org );
if( !Q_strnicmp( att[i].name, "LightProbe.", 11 ))
SetBits( m_pModelInstance->info_flags, MF_CUSTOM_LIGHTGRID );
}
m_pModelInstance->numattachments = m_pStudioHeader->numattachments;
for( int map = 0; map < MAXLIGHTMAPS; map++ )
m_pModelInstance->styles[map] = 255;
}
void CStudioModelRenderer :: ProcessUserData( model_t *mod, qboolean create, const byte *buffer )
{
// to get something valid here
RI->currententity = GET_ENTITY( 0 );
RI->currentmodel = mod;
if( !( m_pStudioHeader = (studiohdr_t *)IEngineStudio.Mod_Extradata( RI->currentmodel )))
return;
IEngineStudio.StudioSetHeader( m_pStudioHeader );
IEngineStudio.SetRenderModel( RI->currentmodel );
if( create )
{
// compute model CRC to verify vertexlighting data
// NOTE: source buffer is not equal to Mod_Extradata!
studiohdr_t *src = (studiohdr_t *)buffer;
RI->currentmodel->modelCRC = FILE_CRC32( buffer, src->length );
double start = Sys_DoubleTime();
RI->currentmodel->studiocache = CreateMeshCache();
double end = Sys_DoubleTime();
r_buildstats.create_buffer_object += (end - start);
r_buildstats.total_buildtime += (end - start);
}
else
{
DestroyMeshCache();
}
}
bool CStudioModelRenderer :: CheckBoneCache( float f )
{
if( !m_pModelInstance )
return false;
ModelInstance_t *inst = m_pModelInstance;
BoneCache_t *cache = &inst->bonecache;
cl_entity_t *e = RI->currententity;
bool pos_valid = (cache->transform == inst->m_protationmatrix) ? true : false;
// make sure what all cached values are unchanged
if( cache->frame == f && cache->sequence == e->curstate.sequence && pos_valid && !memcmp( cache->blending, e->curstate.blending, 2 )
&& !memcmp( cache->controller, e->curstate.controller, 4 ) && cache->mouthopen == e->mouth.mouthopen )
{
if( m_pPlayerInfo )
{
if( cache->gaitsequence == m_pPlayerInfo->gaitsequence && cache->gaitframe == m_pPlayerInfo->gaitframe )
return true;
}
else
{
// cache are valid
return true;
}
}
// time to check cubemaps
if( !pos_valid )
{
// search for center of bbox
Vector pos = ( inst->absmin + inst->absmax ) * 0.5f;
CL_FindTwoNearestCubeMap( pos, &inst->cubemap[0], &inst->cubemap[1] );
float dist0 = ( inst->cubemap[0]->origin - pos ).Length();
float dist1 = ( inst->cubemap[1]->origin - pos ).Length();
inst->lerpFactor = dist0 / (dist0 + dist1);
}
// save rotationmatrix to GL-style array
inst->m_protationmatrix.CopyToArray( inst->m_glmatrix );
// update bonecache
cache->frame = f;
cache->mouthopen = e->mouth.mouthopen;
cache->sequence = e->curstate.sequence;
cache->transform = inst->m_protationmatrix;
memcpy( cache->blending, e->curstate.blending, 2 );
memcpy( cache->controller, e->curstate.controller, 4 );
if( m_pPlayerInfo )
{
cache->gaitsequence = m_pPlayerInfo->gaitsequence;
cache->gaitframe = m_pPlayerInfo->gaitframe;
}
return false;
}
void CStudioModelRenderer :: LoadLocalMatrix( int bone, mstudioboneinfo_t *boneinfo )
{
mposetobone_t *m = RI->currentmodel->poseToBone;
// transform Valve matrix to Xash matrix
m->posetobone[bone][0][0] = boneinfo->poseToBone[0][0];
m->posetobone[bone][0][1] = boneinfo->poseToBone[1][0];
m->posetobone[bone][0][2] = boneinfo->poseToBone[2][0];
m->posetobone[bone][1][0] = boneinfo->poseToBone[0][1];
m->posetobone[bone][1][1] = boneinfo->poseToBone[1][1];
m->posetobone[bone][1][2] = boneinfo->poseToBone[2][1];
m->posetobone[bone][2][0] = boneinfo->poseToBone[0][2];
m->posetobone[bone][2][1] = boneinfo->poseToBone[1][2];
m->posetobone[bone][2][2] = boneinfo->poseToBone[2][2];
m->posetobone[bone][3][0] = boneinfo->poseToBone[0][3];
m->posetobone[bone][3][1] = boneinfo->poseToBone[1][3];
m->posetobone[bone][3][2] = boneinfo->poseToBone[2][3];
}
void CStudioModelRenderer :: ComputeSkinMatrix( mstudioboneweight_t *boneweights, const matrix3x4 worldtransform[], matrix3x4 &result )
{
float flWeight0, flWeight1, flWeight2, flWeight3;
int numbones = 0;
float flTotal;
for( int i = 0; i < MAXSTUDIOBONEWEIGHTS; i++ )
{
if( boneweights->bone[i] != -1 )
numbones++;
}
if( numbones == 4 )
{
const matrix3x4 &boneMat0 = worldtransform[boneweights->bone[0]];
const matrix3x4 &boneMat1 = worldtransform[boneweights->bone[1]];
const matrix3x4 &boneMat2 = worldtransform[boneweights->bone[2]];
const matrix3x4 &boneMat3 = 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[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[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[3][0] = boneMat0[3][0] * flWeight0 + boneMat1[3][0] * flWeight1 + boneMat2[3][0] * flWeight2 + boneMat3[3][0] * flWeight3;
result[3][1] = boneMat0[3][1] * flWeight0 + boneMat1[3][1] * flWeight1 + boneMat2[3][1] * flWeight2 + boneMat3[3][1] * flWeight3;
result[3][2] = boneMat0[3][2] * flWeight0 + boneMat1[3][2] * flWeight1 + boneMat2[3][2] * flWeight2 + boneMat3[3][2] * flWeight3;
}
else if( numbones == 3 )
{
const matrix3x4 &boneMat0 = worldtransform[boneweights->bone[0]];
const matrix3x4 &boneMat1 = worldtransform[boneweights->bone[1]];
const matrix3x4 &boneMat2 = 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[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[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[3][0] = boneMat0[3][0] * flWeight0 + boneMat1[3][0] * flWeight1 + boneMat2[3][0] * flWeight2;
result[3][1] = boneMat0[3][1] * flWeight0 + boneMat1[3][1] * flWeight1 + boneMat2[3][1] * flWeight2;
result[3][2] = boneMat0[3][2] * flWeight0 + boneMat1[3][2] * flWeight1 + boneMat2[3][2] * flWeight2;
}
else if( numbones == 2 )
{
const matrix3x4 &boneMat0 = worldtransform[boneweights->bone[0]];
const matrix3x4 &boneMat1 = 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
// NOTE: Inlining here seems to make a fair amount of difference
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[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[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[3][0] = boneMat0[3][0] * flWeight0 + boneMat1[3][0] * flWeight1;
result[3][1] = boneMat0[3][1] * flWeight0 + boneMat1[3][1] * flWeight1;
result[3][2] = boneMat0[3][2] * flWeight0 + boneMat1[3][2] * flWeight1;
}
else
{
result = worldtransform[boneweights->bone[0]];
}
}
void CStudioModelRenderer :: ComputeSkinMatrix( svert_t *vertex, const matrix3x4 worldtransform[], matrix3x4 &result )
{
float flWeight0, flWeight1, flWeight2, flWeight3;
int numbones = 0;
float flTotal;
for( int i = 0; i < MAXSTUDIOBONEWEIGHTS; i++ )
{
if( vertex->boneid[i] != -1 )
numbones++;
}
if( numbones == 4 )
{
const matrix3x4 &boneMat0 = worldtransform[vertex->boneid[0]];
const matrix3x4 &boneMat1 = worldtransform[vertex->boneid[1]];
const matrix3x4 &boneMat2 = worldtransform[vertex->boneid[2]];
const matrix3x4 &boneMat3 = worldtransform[vertex->boneid[3]];
flWeight0 = vertex->weight[0] / 255.0f;
flWeight1 = vertex->weight[1] / 255.0f;
flWeight2 = vertex->weight[2] / 255.0f;
flWeight3 = vertex->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[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[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[3][0] = boneMat0[3][0] * flWeight0 + boneMat1[3][0] * flWeight1 + boneMat2[3][0] * flWeight2 + boneMat3[3][0] * flWeight3;
result[3][1] = boneMat0[3][1] * flWeight0 + boneMat1[3][1] * flWeight1 + boneMat2[3][1] * flWeight2 + boneMat3[3][1] * flWeight3;
result[3][2] = boneMat0[3][2] * flWeight0 + boneMat1[3][2] * flWeight1 + boneMat2[3][2] * flWeight2 + boneMat3[3][2] * flWeight3;
}
else if( numbones == 3 )
{
const matrix3x4 &boneMat0 = worldtransform[vertex->boneid[0]];
const matrix3x4 &boneMat1 = worldtransform[vertex->boneid[1]];
const matrix3x4 &boneMat2 = worldtransform[vertex->boneid[2]];
flWeight0 = vertex->weight[0] / 255.0f;
flWeight1 = vertex->weight[1] / 255.0f;
flWeight2 = vertex->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[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[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[3][0] = boneMat0[3][0] * flWeight0 + boneMat1[3][0] * flWeight1 + boneMat2[3][0] * flWeight2;
result[3][1] = boneMat0[3][1] * flWeight0 + boneMat1[3][1] * flWeight1 + boneMat2[3][1] * flWeight2;
result[3][2] = boneMat0[3][2] * flWeight0 + boneMat1[3][2] * flWeight1 + boneMat2[3][2] * flWeight2;
}
else if( numbones == 2 )
{
const matrix3x4 &boneMat0 = worldtransform[vertex->boneid[0]];
const matrix3x4 &boneMat1 = worldtransform[vertex->boneid[1]];
flWeight0 = vertex->weight[0] / 255.0f;
flWeight1 = vertex->weight[1] / 255.0f;
flTotal = flWeight0 + flWeight1;
if( flTotal < 1.0f ) flWeight0 += 1.0f - flTotal; // compensate rounding error
// NOTE: Inlining here seems to make a fair amount of difference
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[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[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[3][0] = boneMat0[3][0] * flWeight0 + boneMat1[3][0] * flWeight1;
result[3][1] = boneMat0[3][1] * flWeight0 + boneMat1[3][1] * flWeight1;
result[3][2] = boneMat0[3][2] * flWeight0 + boneMat1[3][2] * flWeight1;
}
else
{
result = worldtransform[vertex->boneid[0]];
}
}
void CStudioModelRenderer :: MeshCreateBuffer( vbomesh_t *pOut, const mstudiomesh_t *pMesh, const mstudiomodel_t *pSubModel, const matrix3x4 bones[], dmodellight_t *dml )
{
// FIXME: if various skinfamilies has different sizes then our texcoords probably will be invalid for pev->skin != 0
short *pskinref = (short *)((byte *)m_pStudioHeader + m_pStudioHeader->skinindex); // setup skinref for skin == 0
mstudiotexture_t *ptexture = (mstudiotexture_t *)((byte *)m_pStudioHeader + m_pStudioHeader->textureindex);
mstudiomaterial_t *pmaterial = (mstudiomaterial_t *)RI->currentmodel->materials;
ptexture = &ptexture[pskinref[pMesh->skinref]];
pmaterial = &pmaterial[pskinref[pMesh->skinref]];
mstudiobone_t *pbones = (mstudiobone_t *)((byte *)m_pStudioHeader + m_pStudioHeader->boneindex);
short *ptricmds = (short *)((byte *)m_pStudioHeader + pMesh->triindex);
Vector *pstudioverts = (Vector *)((byte *)m_pStudioHeader + pSubModel->vertindex);
Vector *pstudionorms = (Vector *)((byte *)m_pStudioHeader + pSubModel->normindex);
byte *pvertbone = ((byte *)m_pStudioHeader + pSubModel->vertinfoindex);
byte *pnormbone = ((byte *)m_pStudioHeader + pSubModel->norminfoindex);
// if weights was missed their offsets just equal to 0
mstudioboneweight_t *pvertweight = (mstudioboneweight_t *)((byte *)m_pStudioHeader + pSubModel->blendvertinfoindex);
mstudioboneweight_t *pnormweight = (mstudioboneweight_t *)((byte *)m_pStudioHeader + pSubModel->blendnorminfoindex);
bool has_bumpmap = FBitSet( pmaterial->flags, STUDIO_NF_NORMALMAP ) ? true : false;
bool has_boneweights = ( RI->currentmodel->poseToBone != NULL ) ? true : false;
bool has_vertexlight = ( dml != NULL && dml->numverts > 0 ) ? true : false;
static Vector localverts[MAXARRAYVERTS];
static svert_t arrayxvert[MAXARRAYVERTS];
Vector mins, maxs;
matrix3x4 skinMat;
int i;
float s = 1.0f / (float)ptexture->width;
float t = 1.0f / (float)ptexture->height;
pOut->skinref = pMesh->skinref;
pOut->parentbone = 0xFF;
// init temporare arrays
m_nNumArrayVerts = m_nNumArrayElems = 0;
ClearBounds( mins, maxs );
if( RI->currentmodel->poseToBone )
{
// compute weighted vertexes
for( i = 0; i < pSubModel->numverts; i++ )
{
ComputeSkinMatrix( &pvertweight[i], bones, skinMat );
localverts[i] = skinMat.VectorTransform( pstudioverts[i] );
}
}
else
{
// compute unweighted vertexes
for( i = 0; i < pSubModel->numverts; i++ )
localverts[i] = bones[pvertbone[i]].VectorTransform( pstudioverts[i] );
}
// first create trifan array from studiomodel mesh
while( i = *( ptricmds++ ))
{
bool strip = ( i < 0 ) ? false : true;
int vertexState = 0;
if( i < 0 ) i = -i;
for( ; i > 0; i--, ptricmds += 4 )
{
if( vertexState++ < 3 )
{
m_arrayelems[m_nNumArrayElems++] = m_nNumArrayVerts;
}
else if( strip )
{
// flip triangles between clockwise and counter clockwise
if( vertexState & 1 )
{
// draw triangle [n-2 n-1 n]
m_arrayelems[m_nNumArrayElems++] = m_nNumArrayVerts - 2;
m_arrayelems[m_nNumArrayElems++] = m_nNumArrayVerts - 1;
m_arrayelems[m_nNumArrayElems++] = m_nNumArrayVerts;
}
else
{
// draw triangle [n-1 n-2 n]
m_arrayelems[m_nNumArrayElems++] = m_nNumArrayVerts - 1;
m_arrayelems[m_nNumArrayElems++] = m_nNumArrayVerts - 2;
m_arrayelems[m_nNumArrayElems++] = m_nNumArrayVerts;
}
}
else
{
// draw triangle fan [0 n-1 n]
m_arrayelems[m_nNumArrayElems++] = m_nNumArrayVerts - ( vertexState - 1 );
m_arrayelems[m_nNumArrayElems++] = m_nNumArrayVerts - 1;
m_arrayelems[m_nNumArrayElems++] = m_nNumArrayVerts;
}
// don't concat by matrix here - it's should be done on GPU
arrayxvert[m_nNumArrayVerts].vertex = pstudioverts[ptricmds[0]];
arrayxvert[m_nNumArrayVerts].normal = pstudionorms[ptricmds[1]];
// transformed vertices to build TBN
m_arrayverts[m_nNumArrayVerts] = localverts[ptricmds[0]];
if( dml != NULL && dml->numverts > 0 )
{
dvertlight_t *vl = &dml->verts[m_nNumLightVerts++];
// now setup light and deluxe vector
for( int map = 0; map < MAXLIGHTMAPS; map++ )
{
byte r = vl->light[map][0], g = vl->light[map][1], b = vl->light[map][2];
float packDirect = (float)((double)((r << 16) | (g << 8) | b) / (double)(1 << 24));
arrayxvert[m_nNumArrayVerts].light[map] = packDirect;
byte x = vl->deluxe[map][0], y = vl->deluxe[map][1], z = vl->deluxe[map][2];
float packDeluxe = (float)((double)((x << 16) | (y << 8) | z) / (double)(1 << 24));
arrayxvert[m_nNumArrayVerts].deluxe[map] = packDeluxe;
}
}
AddPointToBounds( pstudioverts[ptricmds[0]], mins, maxs );
if( FBitSet( ptexture->flags, STUDIO_NF_CHROME ))
{
// probably always equal 64 (see studiomdl.c for details)
arrayxvert[m_nNumArrayVerts].stcoord[0] = s;
arrayxvert[m_nNumArrayVerts].stcoord[1] = t;
}
else if( FBitSet( ptexture->flags, STUDIO_NF_UV_COORDS ))
{
arrayxvert[m_nNumArrayVerts].stcoord[0] = HalfToFloat( ptricmds[2] );
arrayxvert[m_nNumArrayVerts].stcoord[1] = HalfToFloat( ptricmds[3] );
}
else
{
arrayxvert[m_nNumArrayVerts].stcoord[0] = ptricmds[2] * s;
arrayxvert[m_nNumArrayVerts].stcoord[1] = ptricmds[3] * t;
}
int boneid = pvertbone[ptricmds[0]];
if( pOut->parentbone == 0xFF )
pOut->parentbone = boneid;
// update bone if it was parent of current bone
if( pOut->parentbone != boneid )
{
for( int k = pOut->parentbone; k != -1; k = pbones[k].parent )
{
if( k == boneid )
{
pOut->parentbone = boneid;
break;
}
}
}
if( RI->currentmodel->poseToBone != NULL )
{
mstudioboneweight_t *pCurWeight = &pvertweight[ptricmds[0]];
arrayxvert[m_nNumArrayVerts].boneid[0] = pCurWeight->bone[0];
arrayxvert[m_nNumArrayVerts].boneid[1] = pCurWeight->bone[1];
arrayxvert[m_nNumArrayVerts].boneid[2] = pCurWeight->bone[2];
arrayxvert[m_nNumArrayVerts].boneid[3] = pCurWeight->bone[3];
arrayxvert[m_nNumArrayVerts].weight[0] = pCurWeight->weight[0];
arrayxvert[m_nNumArrayVerts].weight[1] = pCurWeight->weight[1];
arrayxvert[m_nNumArrayVerts].weight[2] = pCurWeight->weight[2];
arrayxvert[m_nNumArrayVerts].weight[3] = pCurWeight->weight[3];
}
else
{
arrayxvert[m_nNumArrayVerts].boneid[0] = pvertbone[ptricmds[0]];
arrayxvert[m_nNumArrayVerts].boneid[1] = -1;
arrayxvert[m_nNumArrayVerts].boneid[2] = -1;
arrayxvert[m_nNumArrayVerts].boneid[3] = -1;
arrayxvert[m_nNumArrayVerts].weight[0] = 255;
arrayxvert[m_nNumArrayVerts].weight[1] = 0;
arrayxvert[m_nNumArrayVerts].weight[2] = 0;
arrayxvert[m_nNumArrayVerts].weight[3] = 0;
}
m_nNumArrayVerts++;
}
}
// SetBits( ptexture->flags, STUDIO_NF_SMOOTH );
#if 0
// TESTTEST: this is only used by fully dynamic deferred lighting
if( has_vertexlight && FBitSet( ptexture->flags, STUDIO_NF_SMOOTH ))
{
Vector *normals = (Vector *)Mem_Alloc( m_nNumArrayVerts * sizeof( Vector ));
// smooth the normals
for( i = 0; i < m_nNumArrayVerts; i++ )
{
svert_t *sv0 = &arrayxvert[i];
for( int j = 0; j < m_nNumArrayVerts; j++ )
{
svert_t *sv1 = &arrayxvert[j];
if( !VectorCompareEpsilon( sv0->vertex, sv1->vertex, ON_EPSILON ))
continue;
if( DotProduct( sv0->normal, sv1->normal ) >= tr.smoothing_threshold )
normals[i] += sv1->normal;
}
}
// copy smoothed normals back
for( i = 0; i < m_nNumArrayVerts; i++ )
arrayxvert[i].normal = normals[i];
Mem_Free( normals );
}
#endif
pOut->mins = mins;
pOut->maxs = maxs;
// compute tangent space
if( FBitSet( pmaterial->flags, STUDIO_NF_NORMALMAP ))
{
// build a map from vertex to a list of triangles that share the vert.
CUtlArray<CIntVector> vertToTriMap;
vertToTriMap.AddMultipleToTail( m_nNumArrayVerts );
int triID;
for( triID = 0; triID < (m_nNumArrayElems / 3); triID++ )
{
vertToTriMap[m_arrayelems[triID*3+0]].AddToTail( triID );
vertToTriMap[m_arrayelems[triID*3+1]].AddToTail( triID );
vertToTriMap[m_arrayelems[triID*3+2]].AddToTail( triID );
}
// calculate the tangent space for each triangle.
CUtlArray<Vector> triSVect, triTVect;
triSVect.AddMultipleToTail( (m_nNumArrayElems / 3) );
triTVect.AddMultipleToTail( (m_nNumArrayElems / 3) );
float *v[3], *tc[3];
for( triID = 0; triID < (m_nNumArrayElems / 3); triID++ )
{
for( int i = 0; i < 3; i++ )
{
v[i] = (float *)&m_arrayverts[m_arrayelems[triID*3+i]]; // transformed to global pose to avoid seams
tc[i] = (float *)&arrayxvert[m_arrayelems[triID*3+i]].stcoord;
}
CalcTBN( v[0], v[1], v[2], tc[0], tc[1], tc[2], triSVect[triID], triTVect[triID] );
}
// calculate an average tangent space for each vertex.
for( int vertID = 0; vertID < m_nNumArrayVerts; vertID++ )
{
svert_t *v = &arrayxvert[vertID];
const Vector &normal = v->normal;
Vector &finalSVect = v->tangent;
Vector &finalTVect = v->binormal;
Vector sVect, tVect;
sVect = tVect = g_vecZero;
for( triID = 0; triID < vertToTriMap[vertID].Size(); triID++ )
{
sVect += triSVect[vertToTriMap[vertID][triID]];
tVect += triTVect[vertToTriMap[vertID][triID]];
}
if( FBitSet( ptexture->flags, STUDIO_NF_SMOOTH ))
{
// smooth TBN
Vector vertPos1 = m_arrayverts[vertID]; // transformed to global pose to avoid seams
for( int vertID2 = 0; vertID2 < m_nNumArrayVerts; vertID2++ )
{
if( vertID2 == vertID )
continue;
Vector vertPos2 = m_arrayverts[vertID2]; // transformed to global pose to avoid seams
if( vertPos1 == vertPos2 )
{
for( int triID2 = 0; triID2 < vertToTriMap[vertID2].Size(); triID2++ )
{
sVect += triSVect[vertToTriMap[vertID2][triID2]];
tVect += triTVect[vertToTriMap[vertID2][triID2]];
}
}
}
}
// rotate tangent and binormal back to bone space
ComputeSkinMatrix( &arrayxvert[vertID], bones, skinMat );
sVect = skinMat.VectorIRotate( sVect );
tVect = skinMat.VectorIRotate( tVect );
if( !FBitSet( ptexture->flags, STUDIO_NF_SMOOTH ))
{
Vector tmpVect = CrossProduct( sVect, tVect );
bool leftHanded = DotProduct( tmpVect, normal ) < 0.0f;
if( !leftHanded )
{
tVect = CrossProduct( normal, sVect );
sVect = CrossProduct( tVect, normal );
}
else
{
tVect = CrossProduct( sVect, normal );
sVect = CrossProduct( normal, tVect );
}
}
finalSVect = sVect.Normalize();
finalTVect = tVect.Normalize();
}
}
pOut->numVerts = m_nNumArrayVerts;
pOut->numElems = m_nNumArrayElems;
GL_CheckVertexArrayBinding();
// determine optimal mesh loader
uint attribs = ComputeAttribFlags( m_pStudioHeader->numbones, has_bumpmap, has_boneweights, has_vertexlight );
uint type = SelectMeshLoader( m_pStudioHeader->numbones, has_bumpmap, has_boneweights, has_vertexlight );
// Msg( "loading %s->%s as %s\n", RI->currentmodel->name, pSubModel->name, m_pfnMeshLoader[type].BufferName );
// move data to video memory
if( glConfig.version < ACTUAL_GL_VERSION )
m_pfnMeshLoaderGL21[type].CreateBuffer( pOut, arrayxvert );
else m_pfnMeshLoaderGL30[type].CreateBuffer( pOut, arrayxvert );
CreateIndexBuffer( pOut, m_arrayelems );
// link it with vertex array object
pglGenVertexArrays( 1, &pOut->vao );
pglBindVertexArray( pOut->vao );
if( glConfig.version < ACTUAL_GL_VERSION )
m_pfnMeshLoaderGL21[type].BindBuffer( pOut, attribs );
else m_pfnMeshLoaderGL30[type].BindBuffer( pOut, attribs );
BindIndexBuffer( pOut );
pglBindVertexArray( GL_FALSE );
// update stats
tr.total_vbo_memory += pOut->cacheSize;
}
mvbocache_t *CStudioModelRenderer :: CreateMeshCache( dmodellight_t *dml )
{
bool unique_model = (dml == NULL); // just for more readable code
float poseparams[MAXSTUDIOPOSEPARAM];
TmpModel_t submodel[MAXSTUDIOMODELS]; // list of unique models
static matrix3x4 bones[MAXSTUDIOBONES];
static Vector pos[MAXSTUDIOBONES];
static Vector4D q[MAXSTUDIOBONES];
int i, j, k, bufSize = 0;
int num_submodels = 0;
byte *buffer, *bufend; // simple bounds check
mvbocache_t *studiocache;
mstudiobodyparts_t *pbodypart;
mstudiomodel_t *psubmodel;
msubmodel_t *pModel;
mstudiobone_t *pbones;
// materials goes first to determine bump
if( unique_model ) LoadStudioMaterials ();
else PrecacheStudioShaders ();
// build default pose to build seamless TBN-space
pbones = (mstudiobone_t *)((byte *)m_pStudioHeader + m_pStudioHeader->boneindex);
m_boneSetup.SetStudioPointers( m_pStudioHeader, poseparams );
// setup local bone matrices
if( unique_model && FBitSet( m_pStudioHeader->flags, STUDIO_HAS_BONEINFO ))
{
// NOTE: extended boneinfo goes immediately after bones
mstudioboneinfo_t *boneinfo = (mstudioboneinfo_t *)((byte *)pbones + m_pStudioHeader->numbones * sizeof( mstudiobone_t ));
// alloc storage for bone array
RI->currentmodel->poseToBone = (mposetobone_t *)Mem_Alloc( sizeof( mposetobone_t ));
for( j = 0; j < m_pStudioHeader->numbones; j++ )
LoadLocalMatrix( j, &boneinfo[j] );
}
// compute default pose with no anim
m_boneSetup.InitPose( pos, q );
for( i = 0; i < m_pStudioHeader->numbones; i++ )
{
if( pbones[i].parent == -1 ) bones[i] = matrix3x4( pos[i], q[i] );
else bones[i] = bones[pbones[i].parent].ConcatTransforms( matrix3x4( pos[i], q[i] ));
}
if( RI->currentmodel->poseToBone != NULL )
{
// convert bones into worldtransform
for( i = 0; i < m_pStudioHeader->numbones; i++ )
bones[i] = bones[i].ConcatTransforms( RI->currentmodel->poseToBone->posetobone[i] );
}
memset( submodel, 0, sizeof( submodel ));
word meshUniqueID = 0;
num_submodels = 0;
// build list of unique submodels (by name)
for( i = 0; i < m_pStudioHeader->numbodyparts; i++ )
{
pbodypart = (mstudiobodyparts_t *)((byte *)m_pStudioHeader + m_pStudioHeader->bodypartindex) + i;
for( j = 0; j < pbodypart->nummodels; j++ )
{
psubmodel = (mstudiomodel_t *)((byte *)m_pStudioHeader + pbodypart->modelindex) + j;
if( !psubmodel->nummesh ) continue; // blank submodel, ignore it
for( k = 0; k < num_submodels; k++ )
{
if( !Q_stricmp( submodel[k].name, psubmodel->name ))
break;
}
// add new one
if( k == num_submodels )
{
Q_strncpy( submodel[k].name, psubmodel->name, sizeof( submodel[k].name ));
submodel[k].pmodel = psubmodel;
num_submodels++;
}
}
}
// compute cache size (include individual meshes)
bufSize = sizeof( mvbocache_t ) + sizeof( mbodypart_t ) * m_pStudioHeader->numbodyparts;
for( i = 0; i < num_submodels; i++ )
bufSize += sizeof( msubmodel_t ) + sizeof( vbomesh_t ) * submodel[i].pmodel->nummesh;
buffer = (byte *)Mem_Alloc( bufSize );
bufend = buffer + bufSize;
// setup pointers
studiocache = (mvbocache_t *)buffer;
buffer += sizeof( mvbocache_t );
studiocache->bodyparts = (mbodypart_t *)buffer;
buffer += sizeof( mbodypart_t ) * m_pStudioHeader->numbodyparts;
studiocache->numbodyparts = m_pStudioHeader->numbodyparts;
// begin to building submodels
for( i = 0; i < num_submodels; i++ )
{
psubmodel = submodel[i].pmodel;
pModel = (msubmodel_t *)buffer;
buffer += sizeof( msubmodel_t );
pModel->nummesh = psubmodel->nummesh;
// setup meshes
pModel->meshes = (vbomesh_t *)buffer;
buffer += sizeof( vbomesh_t ) * psubmodel->nummesh;
// sanity check
if( dml != NULL && dml->numverts > 0 )
{
// search for submodel offset
int offset = (byte *)psubmodel - (byte *)m_pStudioHeader;
for( j = 0; j < MAXSTUDIOMODELS; j++ )
{
if( dml->submodels[j].submodel_offset == offset )
break;
}
ASSERT( j != MAXSTUDIOMODELS );
ASSERT( m_nNumLightVerts == dml->submodels[j].vertex_offset );
}
for( j = 0; j < psubmodel->nummesh; j++ )
{
mstudiomesh_t *pSrc = (mstudiomesh_t *)((byte *)m_pStudioHeader + psubmodel->meshindex) + j;
vbomesh_t *pDst = &pModel->meshes[j];
MeshCreateBuffer( pDst, pSrc, psubmodel, bones, dml );
pDst->uniqueID = meshUniqueID++;
}
submodel[i].pout = pModel; // store unique submodel
}
// and finally setup bodyparts
for( i = 0; i < m_pStudioHeader->numbodyparts; i++ )
{
pbodypart = (mstudiobodyparts_t *)((byte *)m_pStudioHeader + m_pStudioHeader->bodypartindex) + i;
mbodypart_t *pBodyPart = &studiocache->bodyparts[i];
pBodyPart->base = pbodypart->base;
pBodyPart->nummodels = pbodypart->nummodels;
// setup pointers to unique models
for( j = 0; j < pBodyPart->nummodels; j++ )
{
psubmodel = (mstudiomodel_t *)((byte *)m_pStudioHeader + pbodypart->modelindex) + j;
if( !psubmodel->nummesh ) continue; // blank submodel, leave null pointer
// find supposed model
for( k = 0; k < num_submodels; k++ )
{
if( !Q_stricmp( submodel[k].name, psubmodel->name ))
{
pBodyPart->models[j] = submodel[k].pout;
break;
}
}
if( k == num_submodels )
ALERT( at_error, "Couldn't find submodel %s for bodypart %i\n", psubmodel->name, i );
}
}
// bounds checking
if( buffer != bufend )
{
if( buffer > bufend )
ALERT( at_error, "CreateMeshCache: memory buffer overrun\n" );
else ALERT( at_error, "CreateMeshCache: memory buffer underrun\n" );
}
return studiocache;
}
//-----------------------------------------------------------------------------
// all the caches should be build before starting the new map
//-----------------------------------------------------------------------------
void CStudioModelRenderer :: CreateMeshCacheVL( const char *modelname, int cacheID )
{
dvlightlump_t *vl = world->vertex_lighting;
// first we need throw previous mesh
ReleaseVBOCache( &tr.vertex_light_cache[cacheID] );
if( world->vertex_lighting == NULL )
return; // for some reasons we missed this lump
RI->currentmodel = IEngineStudio.Mod_ForName( modelname, false );
m_pStudioHeader = (studiohdr_t *)IEngineStudio.Mod_Extradata( RI->currentmodel );
if( !RI->currentmodel || !m_pStudioHeader )
return; // download in progress?
// first initialization
if( cacheID < vl->nummodels && vl->dataofs[cacheID] != -1 )
{
dmodellight_t *dml = (dmodellight_t *)((byte *)vl + vl->dataofs[cacheID]);
m_nNumLightVerts = 0;
if( RI->currentmodel->modelCRC == dml->modelCRC )
{
// now create mesh per entity with instanced vertex lighting
tr.vertex_light_cache[cacheID] = CreateMeshCache( dml );
}
if( dml->numverts == m_nNumLightVerts )
ALERT( at_aiconsole, "%s vertexlit instance created, model verts %i, total verts %i\n", modelname, dml->numverts, m_nNumLightVerts );
else if( RI->currentmodel->modelCRC != dml->modelCRC )
ALERT( at_error, "%s failed to create vertex lighting: model CRC %p != %p\n", modelname, RI->currentmodel->modelCRC, dml->modelCRC );
else ALERT( at_error, "%s failed to create vertex lighting: model verts %i != total verts %i\n", modelname, dml->numverts, m_nNumLightVerts );
m_nNumLightVerts = 0;
}
}
//-----------------------------------------------------------------------------
// all the caches should be build before starting the new map
//-----------------------------------------------------------------------------
void CStudioModelRenderer :: FreeMeshCacheVL( void )
{
for( int i = 0; i < MAX_LIGHTCACHE; i++ )
ReleaseVBOCache( &tr.vertex_light_cache[i] );
}
void CStudioModelRenderer :: CreateMeshCacheVL( dmodellight_t *dml, int cacheID )
{
if( RI->currentmodel->modelCRC == dml->modelCRC )
{
// get lighting cache
m_pModelInstance->m_VlCache = tr.vertex_light_cache[cacheID];
}
if( m_pModelInstance->m_VlCache != NULL )
{
SetBits( m_pModelInstance->info_flags, MF_VERTEX_LIGHTING );
for( int map = 0; map < MAXLIGHTMAPS; map++ )
m_pModelInstance->styles[map] = dml->styles[map];
for( int i = 0; i < m_pStudioHeader->numtextures; i++ )
{
mstudiomaterial_t *mat = &m_pModelInstance->materials[i];
mat->forwardScene.Invalidate(); // refresh shaders
}
}
else
{
ALERT( at_warning, "failed to create vertex lighting for %s\n", RI->currentmodel->name );
SetBits( m_pModelInstance->info_flags, MF_VL_BAD_CACHE );
}
}
void CStudioModelRenderer :: DeleteVBOMesh( vbomesh_t *pMesh )
{
// purge all GPU data
if( pMesh->vao ) pglDeleteVertexArrays( 1, &pMesh->vao );
if( pMesh->vbo ) pglDeleteBuffersARB( 1, &pMesh->vbo );
if( pMesh->ibo ) pglDeleteBuffersARB( 1, &pMesh->ibo );
tr.total_vbo_memory -= pMesh->cacheSize;
pMesh->cacheSize = 0;
}
void CStudioModelRenderer :: ReleaseVBOCache( mvbocache_t **ppvbocache )
{
ASSERT( ppvbocache != NULL );
mvbocache_t *pvbocache = *ppvbocache;
if( !pvbocache ) return;
for( int i = 0; i < pvbocache->numbodyparts; i++ )
{
mbodypart_t *pBodyPart = &pvbocache->bodyparts[i];
for( int j = 0; j < pBodyPart->nummodels; j++ )
{
msubmodel_t *pSubModel = pBodyPart->models[j];
if( !pSubModel || pSubModel->nummesh <= 0 )
continue; // blank submodel
for( int k = 0; k < pSubModel->nummesh; k++ )
{
vbomesh_t *pMesh = &pSubModel->meshes[k];
DeleteVBOMesh( pMesh );
}
}
}
if( pvbocache != NULL )
Mem_Free( pvbocache );
*ppvbocache = NULL;
}
void CStudioModelRenderer :: DestroyMeshCache( void )
{
FreeStudioMaterials ();
ReleaseVBOCache( &RI->currentmodel->studiocache );
if( RI->currentmodel->poseToBone != NULL )
Mem_Free( RI->currentmodel->poseToBone );
RI->currentmodel->poseToBone = NULL;
}
void CStudioModelRenderer :: PrecacheStudioShaders( void )
{
bool bone_weights = FBitSet( m_pStudioHeader->flags, STUDIO_HAS_BONEWEIGHTS ) ? true : false;
mstudiomaterial_t *pmaterial = (mstudiomaterial_t *)RI->currentmodel->materials;
// this function is called when loading vertexlight cache, so we guessed what vertex light is active
for( int i = 0; i < m_pStudioHeader->numtextures; i++, pmaterial++ )
{
ShaderSceneForward( pmaterial, &tr.vertexLightInfo, true, bone_weights, m_pStudioHeader->numbones );
}
}
void CStudioModelRenderer :: LoadStudioMaterials( void )
{
// first we need alloc copy of all the materials to prevent modify mstudiotexture_t
RI->currentmodel->materials = (mstudiomaterial_t *)Mem_Alloc( sizeof( mstudiomaterial_t ) * m_pStudioHeader->numtextures );
bool bone_weights = FBitSet( m_pStudioHeader->flags, STUDIO_HAS_BONEWEIGHTS ) ? true : false;
mstudiotexture_t *ptexture = (mstudiotexture_t *)((byte *)m_pStudioHeader + m_pStudioHeader->textureindex);
char diffuse[128], bumpmap[128], glossmap[128], glowmap[128], heightmap[128];
mstudiomaterial_t *pmaterial = (mstudiomaterial_t *)RI->currentmodel->materials;
char texname[128], matname[64], mdlname[64];
COM_FileBase( RI->currentmodel->name, mdlname );
// loading studio materials from studio textures
for( int i = 0; i < m_pStudioHeader->numtextures; i++, ptexture++, pmaterial++ )
{
COM_FileBase( ptexture->name, texname );
// build material names
Q_snprintf( matname, sizeof( matname ), "%s/%s", mdlname, texname ); // material description
Q_snprintf( diffuse, sizeof( diffuse ), "textures/%s/%s", mdlname, texname );
Q_snprintf( bumpmap, sizeof( bumpmap ), "textures/%s/%s_norm", mdlname, texname );
Q_snprintf( glossmap, sizeof( glossmap ), "textures/%s/%s_gloss", mdlname, texname );
Q_snprintf( glowmap, sizeof( glowmap ), "textures/%s/%s_luma", mdlname, texname );
Q_snprintf( heightmap, sizeof( heightmap ), "textures/%s/%s_hmap", mdlname, texname );
pmaterial->pSource = ptexture;
pmaterial->flags = ptexture->flags;
if( IMAGE_EXISTS( diffuse ))
{
pmaterial->gl_diffuse_id = LOAD_TEXTURE( diffuse, NULL, 0, 0 );
// semi-transparent textures must have additive flag to invoke renderer insert supposed mesh into translist
if( FBitSet( pmaterial->flags, STUDIO_NF_ADDITIVE ))
{
if( RENDER_GET_PARM( PARM_TEX_FLAGS, pmaterial->gl_diffuse_id ) & TF_HAS_ALPHA )
SetBits( pmaterial->flags, STUDIO_NF_HAS_ALPHA );
}
if( FBitSet( pmaterial->flags, STUDIO_NF_MASKED ))
SetBits( pmaterial->flags, STUDIO_NF_HAS_ALPHA );
}
if( pmaterial->gl_diffuse_id != 0 )
{
// so engine can be draw HQ image for gl_renderer 0
if( ptexture->index != tr.defaultTexture )
FREE_TEXTURE( ptexture->index );
ptexture->index = pmaterial->gl_diffuse_id;
}
else
{
// reuse original texture
pmaterial->gl_diffuse_id = ptexture->index;
}
if( IMAGE_EXISTS( bumpmap ))
{
pmaterial->gl_normalmap_id = LOAD_TEXTURE( bumpmap, NULL, 0, TF_NORMALMAP );
if( pmaterial->gl_normalmap_id > 0 )
SetBits( pmaterial->flags, STUDIO_NF_NORMALMAP );
}
else
{
// try alternate suffix
Q_snprintf( bumpmap, sizeof( bumpmap ), "textures/%s/%s_local", mdlname, texname );
if( IMAGE_EXISTS( bumpmap ))
pmaterial->gl_normalmap_id = LOAD_TEXTURE( bumpmap, NULL, 0, TF_NORMALMAP );
else pmaterial->gl_normalmap_id = tr.normalmapTexture; // blank bumpy
}
if( IMAGE_EXISTS( glossmap ))
{
pmaterial->gl_specular_id = LOAD_TEXTURE( glossmap, NULL, 0, 0 );
}
else
{
// try alternate suffix
Q_snprintf( glossmap, sizeof( glossmap ), "textures/%s/%s_gloss", mdlname, texname );
if( IMAGE_EXISTS( glossmap ))
pmaterial->gl_specular_id = LOAD_TEXTURE( glossmap, NULL, 0, 0 );
else pmaterial->gl_specular_id = tr.blackTexture;
}
if( IMAGE_EXISTS( glowmap ))
pmaterial->gl_glowmap_id = LOAD_TEXTURE( glowmap, NULL, 0, 0 );
else pmaterial->gl_glowmap_id = tr.blackTexture;
if( IMAGE_EXISTS( heightmap ))
{
pmaterial->gl_heightmap_id = LOAD_TEXTURE( heightmap, NULL, 0, 0 );
}
else
{
// try alternate suffix
Q_snprintf( heightmap, sizeof( heightmap ), "textures/%s/%s_bump", mdlname, texname );
if( IMAGE_EXISTS( heightmap ))
pmaterial->gl_heightmap_id = LOAD_TEXTURE( heightmap, NULL, 0, 0 );
else pmaterial->gl_heightmap_id = tr.blackTexture;
}
// current model has bumpmapping effect
if( pmaterial->gl_normalmap_id > 0 && pmaterial->gl_normalmap_id != tr.normalmapTexture )
SetBits( m_pStudioHeader->flags, STUDIO_HAS_BUMP );
if( pmaterial->gl_specular_id != tr.blackTexture )
SetBits( pmaterial->flags, STUDIO_NF_GLOSSMAP );
if( pmaterial->gl_glowmap_id != tr.blackTexture )
SetBits( pmaterial->flags, STUDIO_NF_LUMA );
if( pmaterial->gl_heightmap_id != tr.blackTexture )
SetBits( pmaterial->flags, STUDIO_NF_HEIGHTMAP );
// setup material constants
matdesc_t *desc = CL_FindMaterial( matname );
pmaterial->gl_detailmap_id = desc->dt_texturenum;
pmaterial->smoothness = desc->smoothness;
pmaterial->detailScale[0] = desc->detailScale[0];
pmaterial->detailScale[1] = desc->detailScale[1];
pmaterial->reflectScale = desc->reflectScale;
pmaterial->refractScale = desc->refractScale;
pmaterial->aberrationScale = desc->aberrationScale;
pmaterial->reliefScale = desc->reliefScale;
pmaterial->effects = desc->effects;
if( pmaterial->smoothness <= 0.0f ) // don't waste time
ClearBits( pmaterial->flags, STUDIO_NF_GLOSSMAP );
if( pmaterial->gl_detailmap_id > 0 && pmaterial->gl_detailmap_id != tr.grayTexture )
SetBits( pmaterial->flags, STUDIO_NF_HAS_DETAIL );
// time to precache shaders
ShaderSceneForward( pmaterial, &tr.defaultLightInfo, false, bone_weights, m_pStudioHeader->numbones );
ShaderLightForward( &tr.defaultlightSpot, pmaterial, bone_weights, m_pStudioHeader->numbones );
ShaderLightForward( &tr.defaultlightOmni, pmaterial, bone_weights, m_pStudioHeader->numbones );
ShaderLightForward( &tr.defaultlightProj, pmaterial, bone_weights, m_pStudioHeader->numbones );
pmaterial->forwardScene.Invalidate(); // don't keep shadernum
}
}
void CStudioModelRenderer :: FreeStudioMaterials( void )
{
if( !RI->currentmodel->materials ) return;
mstudiomaterial_t *pmaterial = (mstudiomaterial_t *)RI->currentmodel->materials;
// release textures for current model
for( int i = 0; i < m_pStudioHeader->numtextures; i++, pmaterial++ )
{
if( pmaterial->pSource->index != pmaterial->gl_diffuse_id )
FREE_TEXTURE( pmaterial->gl_diffuse_id );
if( pmaterial->gl_normalmap_id != tr.normalmapTexture )
FREE_TEXTURE( pmaterial->gl_normalmap_id );
if( pmaterial->gl_specular_id != tr.blackTexture )
FREE_TEXTURE( pmaterial->gl_specular_id );
if( pmaterial->gl_glowmap_id != tr.blackTexture )
FREE_TEXTURE( pmaterial->gl_glowmap_id );
}
Mem_Free( RI->currentmodel->materials );
RI->currentmodel->materials = NULL;
}
void CStudioModelRenderer :: DestroyAllModelInstances( void )
{
// if caused by Host_Error during draw the viewmodel or gasmask
m_iDrawModelType = DRAWSTUDIO_NORMAL;
m_fShootDecal = false;
// NOTE: should destroy in reverse-order because it's linked list not array!
for( int i = m_ModelInstances.Count(); --i >= 0; )
DestroyInstance( i );
}
int CStudioModelRenderer :: HeadShieldThink( void )
{
switch( gHUD.m_iHeadShieldState )
{
case SHIELD_ON:
return 1;
case SHIELD_TURNING_ON:
if( tr.time > gHUD.m_flHeadShieldSwitchTime )
{
gHUD.m_iHeadShieldState = SHIELD_ON;
gHUD.m_pHeadShieldEnt->curstate.animtime = tr.time;
gHUD.m_pHeadShieldEnt->curstate.sequence = SHIELDANIM_IDLE;
}
return 1;
case SHIELD_TURNING_OFF:
if( tr.time > gHUD.m_flHeadShieldSwitchTime )
{
gHUD.m_iHeadShieldState = SHIELD_OFF;
return 0;
}
else
{
return 1;
}
case SHIELD_OFF:
default:
return 0;
}
}
/*
================
StudioGetBounds
Get bounds for a current sequence
================
*/
CMeshDesc *CStudioModelRenderer :: StudioGetMeshDesc( cl_entity_t *e )
{
if( !e || e->modelhandle == INVALID_HANDLE )
return NULL;
ModelInstance_t *inst = &m_ModelInstances[e->modelhandle];
return &inst->m_BodyMesh;
}
/*
================
StudioExtractBbox
Extract bbox from current sequence
================
*/
int CStudioModelRenderer :: StudioExtractBbox( studiohdr_t *phdr, int sequence, Vector &mins, Vector &maxs )
{
if( !phdr || sequence < 0 || sequence >= phdr->numseq )
return 0;
mstudioseqdesc_t *pseqdesc = (mstudioseqdesc_t *)((byte *)phdr + phdr->seqindex);
mins = pseqdesc[sequence].bbmin;
maxs = pseqdesc[sequence].bbmax;
return 1;
}
/*
================
StudioComputeBBox
Compute a full bounding box for current sequence
================
*/
int CStudioModelRenderer :: StudioComputeBBox( void )
{
Vector p1, p2, scale = Vector( 1.0f, 1.0f, 1.0f );
Vector origin, mins, maxs;
if( FBitSet( m_pModelInstance->info_flags, MF_STATIC_BOUNDS ))
return true; // bounds already computed
if( !StudioExtractBbox( m_pStudioHeader, RI->currententity->curstate.sequence, mins, maxs ))
return false;
// prevent to compute env_static bounds every frame
if( RI->currententity->curstate.iuser1 & CF_STATIC_ENTITY && RI->currententity->curstate.renderfx != SKYBOX_ENTITY )
SetBits( m_pModelInstance->info_flags, MF_STATIC_BOUNDS );
if( FBitSet( RI->currententity->curstate.iuser1, CF_STATIC_ENTITY ))
{
if( RI->currententity->curstate.vuser1 != g_vecZero )
scale = RI->currententity->curstate.vuser1;
}
else if( RI->currententity->curstate.scale > 0.0f && RI->currententity->curstate.scale <= 16.0f )
{
// apply studiomodel scale (clamp scale to prevent too big sizes on some HL maps)
scale = Vector( RI->currententity->curstate.scale );
}
Vector angles = RI->currententity->angles;
angles[PITCH] = -angles[PITCH]; // stupid quakebug
// don't rotate player model, only aim
if( RI->currententity->player ) angles[PITCH] = 0;
if( RI->currententity->curstate.renderfx == SKYBOX_ENTITY )
{
// calc skybox origin to avoid do it in StudioSetupTransform
Vector trans = GetVieworg() - tr.sky_origin;
if( tr.sky_speed ) trans -= (GetVieworg() - tr.sky_world_origin) / tr.sky_speed;
origin = RI->currententity->origin + trans;
}
else origin = RI->currententity->origin;
matrix3x4 transform = matrix3x4( g_vecZero, angles, scale );
if( FBitSet( RI->currententity->curstate.iuser1, CF_STATIC_ENTITY ) && RI->currententity->curstate.renderfx != SKYBOX_ENTITY )
{
BoundsTest_t lightbox[MAX_LIGHTBOX_TESTS]; // for effectively testing bbox individually per each entity
const float expand_text[MAX_LIGHTBOX_TESTS] = { 0.1f, -0.1f, 1.0f, -1.0f, 4.0f, -4.0f, 8.0f, -8.0f };
matrix3x4 itransform = transform.Transpose();
int i, bestBox = -1, maxValid = 0;
memset( lightbox, 0, sizeof( lightbox ));
for( i = 0; i < MAX_LIGHTBOX_TESTS; i++ )
{
lightbox[i].expand = expand_text[i];
lightbox[i].numValid = StudioComputeLightBBox( mins, maxs, itransform, origin, m_pModelInstance->bbox, lightbox[i].expand );
if( lightbox[i].numValid == 8 ) break; // all the corners are valid
}
// failed case
if( i == MAX_LIGHTBOX_TESTS )
{
// search to state with max valid corners
for( i = 0; i < MAX_LIGHTBOX_TESTS; i++ )
{
if( lightbox[i].numValid > maxValid )
{
maxValid = lightbox[i].numValid;
bestBox = i;
}
}
// select optimal box from the list
StudioComputeLightBBox( mins, maxs, itransform, origin, m_pModelInstance->bbox, lightbox[bestBox].expand );
m_pModelInstance->numLightPoints = lightbox[bestBox].numValid;
}
else m_pModelInstance->numLightPoints = lightbox[i].numValid;
}
// rotate and scale bbox for env_static
TransformAABB( transform, mins, maxs, mins, maxs );
if( m_pModelInstance->origin != origin )
SetBits( m_pModelInstance->info_flags, MF_POSITION_CHANGED );
// compute abs box
m_pModelInstance->absmin = mins + origin;
m_pModelInstance->absmax = maxs + origin;
m_pModelInstance->radius = RadiusFromBounds( mins, maxs );
m_pModelInstance->origin = origin;
return true;
}
/*
================
StudioGetBounds
Get bounds for a current sequence
================
*/
int CStudioModelRenderer :: StudioGetBounds( cl_entity_t *e, Vector bounds[2] )
{
if( !e || e->modelhandle == INVALID_HANDLE )
return 0;
ModelInstance_t *inst = &m_ModelInstances[e->modelhandle];
bounds[0] = inst->absmin;
bounds[1] = inst->absmax;
return 1;
}
int CStudioModelRenderer :: StudioGetBounds( CSolidEntry *entry, Vector bounds[2] )
{
if( !entry || entry->m_bDrawType != DRAWTYPE_MESH )
return 0;
if( !entry->m_pParentEntity || entry->m_pParentEntity->modelhandle == INVALID_HANDLE )
return 0;
vbomesh_t *vbo = entry->m_pMesh;
if( !vbo || vbo->parentbone == 0xFF )
return 0;
ModelInstance_t *inst = &m_ModelInstances[entry->m_pParentEntity->modelhandle];
TransformAABB( inst->m_pbones[vbo->parentbone], vbo->mins, vbo->maxs, bounds[0], bounds[1] );
return 1;
}
void CStudioModelRenderer :: StudioComputeDrawBBox( Vector bbox[8] )
{
ASSERT( m_pModelInstance != NULL && bbox != NULL );
// compute a full bounding box
for( int i = 0; i < 8; i++ )
{
bbox[i][0] = ( i & 1 ) ? m_pModelInstance->absmin[0] : m_pModelInstance->absmax[0];
bbox[i][1] = ( i & 2 ) ? m_pModelInstance->absmin[1] : m_pModelInstance->absmax[1];
bbox[i][2] = ( i & 4 ) ? m_pModelInstance->absmin[2] : m_pModelInstance->absmax[2];
}
}
int CStudioModelRenderer :: StudioComputeLightBBox( const Vector &mins, const Vector &maxs, const matrix3x4 &itransform, const Vector &origin, Vector bbox[8], float expand )
{
Vector lightmins = mins;
Vector lightmaxs = maxs;
int validCorners = 0;
Vector p1, p2;
// adjust bbox size
ExpandBounds( lightmins, lightmaxs, expand );
// if model too small we potentialy give backward min\max
if( BoundsIsCleared( lightmins, lightmaxs ))
return 0;
// compute a full bounding box and transform to world space
for( int i = 0; i < 8; i++ )
{
p1.x = ( i & 1 ) ? lightmins.x : lightmaxs.x;
p1.y = ( i & 2 ) ? lightmins.y : lightmaxs.y;
p1.z = ( i & 4 ) ? lightmins.z : lightmaxs.z;
// rotate & translate bbox
p2.x = DotProduct( p1, itransform[0] ) + origin.x;
p2.y = DotProduct( p1, itransform[1] ) + origin.y;
p2.z = DotProduct( p1, itransform[2] ) + origin.z;
if( !Mod_PointInSolid( p2 )) validCorners++;
bbox[i] = p2;
}
return validCorners;
}
/*
====================
StudioPlayerBlend
====================
*/
void CStudioModelRenderer :: StudioPlayerBlend( mstudioseqdesc_t *pseqdesc, int &pBlend, float &pPitch )
{
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;
}
}
void CStudioModelRenderer :: AddBlendSequence( int oldseq, int newseq, float prevframe, bool gaitseq )
{
mstudioseqdesc_t *poldseqdesc = (mstudioseqdesc_t *)((byte *)m_pStudioHeader + m_pStudioHeader->seqindex) + oldseq;
mstudioseqdesc_t *pnewseqdesc = (mstudioseqdesc_t *)((byte *)m_pStudioHeader + m_pStudioHeader->seqindex) + newseq;
// sequence has changed, hold the previous sequence info
if( oldseq != newseq && !FBitSet( pnewseqdesc->flags, STUDIO_SNAP ))
{
mstudioblendseq_t *pseqblending;
// move current sequence into circular buffer
m_pModelInstance->m_current_seqblend = (m_pModelInstance->m_current_seqblend + 1) & MASK_SEQBLENDS;
pseqblending = &m_pModelInstance->m_seqblend[m_pModelInstance->m_current_seqblend];
pseqblending->blendtime = tr.time;
pseqblending->sequence = oldseq;
pseqblending->cycle = prevframe / m_boneSetup.LocalMaxFrame( oldseq );
pseqblending->gaitseq = gaitseq;
pseqblending->fadeout = Q_min( poldseqdesc->fadeouttime / 100.0f, pnewseqdesc->fadeintime / 100.0f );
if( pseqblending->fadeout <= 0.0f )
pseqblending->fadeout = 0.2f; // force to default
}
}
float CStudioModelRenderer :: CalcStairSmoothValue( float oldz, float newz, float smoothtime, float smoothvalue )
{
if( oldz < newz )
return bound( newz - tr.movevars->stepsize, oldz + smoothtime * smoothvalue, newz );
if( oldz > newz )
return bound( newz, oldz - smoothtime * smoothvalue, newz + tr.movevars->stepsize );
return 0.0f;
}
int CStudioModelRenderer :: StudioCheckLOD( void )
{
mstudiobodyparts_t *m_pBodyPart;
for( int i = 0; i < m_pStudioHeader->numbodyparts; i++ )
{
m_pBodyPart = (mstudiobodyparts_t *)((byte *)m_pStudioHeader + m_pStudioHeader->bodypartindex) + i;
if( !Q_stricmp( m_pBodyPart->name, "studioLOD" ))
return m_pBodyPart->nummodels;
}
return 0; // no lod-levels for this model
}
/*
====================
StudioSetUpTransform
====================
*/
void CStudioModelRenderer :: StudioSetUpTransform( void )
{
cl_entity_t *e = RI->currententity;
bool disable_smooth = false;
float step, smoothtime;
if( !m_fShootDecal && RI->currententity->curstate.renderfx != kRenderFxDeadPlayer )
{
// calculate how much time has passed since the last V_CalcRefdef
smoothtime = bound( 0.0f, tr.time - m_pModelInstance->lerp.stairtime, 0.1f );
m_pModelInstance->lerp.stairtime = tr.time;
if( e->curstate.onground == -1 || FBitSet( e->curstate.effects, EF_NOINTERP ))
disable_smooth = true;
if( e->curstate.movetype != MOVETYPE_STEP && e->curstate.movetype != MOVETYPE_WALK )
disable_smooth = true;
if( !FBitSet( m_pModelInstance->info_flags, MF_INIT_SMOOTHSTAIRS ))
{
SetBits( m_pModelInstance->info_flags, MF_INIT_SMOOTHSTAIRS );
disable_smooth = true;
}
if( disable_smooth )
{
m_pModelInstance->lerp.stairoldz = e->origin[2];
}
else
{
step = CalcStairSmoothValue( m_pModelInstance->lerp.stairoldz, e->origin[2], smoothtime, STAIR_INTERP_TIME );
if( step ) m_pModelInstance->lerp.stairoldz = e->origin[2] = step;
}
}
Vector origin = RI->currententity->origin;
Vector angles = RI->currententity->angles;
Vector scale = Vector( 1.0f, 1.0f, 1.0f );
float lodDist = (origin - RI->view.origin).Length() * RI->view.lodScale;
float radius = Q_max( m_pModelInstance->radius, 1.0f ); // to avoid division by zero
int lodnum = (int)( lodDist / radius );
int numLods;
if( CVAR_TO_BOOL( m_pCvarLodScale ))
lodnum /= (int)fabs( m_pCvarLodScale->value );
if( CVAR_TO_BOOL( m_pCvarLodBias ))
lodnum += (int)fabs( m_pCvarLodBias->value );
// apply lodnum to model
if(( numLods = StudioCheckLOD( )) != 0 )
{
// set derived LOD
e->curstate.body = Q_min( lodnum, numLods - 1 );
}
angles[PITCH] = -angles[PITCH]; // stupid quake bug!
if( m_pPlayerInfo )
{
int iBlend, m_iGaitSequence = 0;
mstudioseqdesc_t *pseqdesc;
if( RI->currententity->curstate.renderfx != kRenderFxDeadPlayer )
m_pPlayerInfo->gaitsequence = IEngineStudio.GetPlayerState( e->index - 1 )->gaitsequence;
else m_pPlayerInfo->gaitsequence = 0;
if( m_iGaitSequence )
{
pseqdesc = (mstudioseqdesc_t *)((byte *)m_pStudioHeader + m_pStudioHeader->seqindex) + e->curstate.sequence;
// calc blend (FXIME: move to the server)
StudioPlayerBlend( pseqdesc, iBlend, angles[PITCH] );
RI->currententity->curstate.blending[0] = iBlend;
RI->currententity->latched.prevblending[0] = iBlend;
}
// don't rotate clients, only aim
angles[PITCH] = 0.0f;
if( m_pPlayerInfo->gaitsequence != m_pModelInstance->lerp.gaitsequence )
{
AddBlendSequence( m_pModelInstance->lerp.gaitsequence, m_pPlayerInfo->gaitsequence, m_pModelInstance->lerp.gaitframe, true );
m_pModelInstance->lerp.gaitsequence = m_pPlayerInfo->gaitsequence;
}
m_pModelInstance->lerp.gaitframe = m_pPlayerInfo->gaitframe;
}
if( FBitSet( RI->currententity->curstate.effects, EF_NOINTERP ) || tr.realframecount < 3 )
{
m_pModelInstance->lerp.sequence = RI->currententity->curstate.sequence;
}
else if( RI->currententity->curstate.sequence != m_pModelInstance->lerp.sequence )
{
AddBlendSequence( m_pModelInstance->lerp.sequence, RI->currententity->curstate.sequence, m_pModelInstance->lerp.frame );
m_pModelInstance->lerp.sequence = RI->currententity->curstate.sequence;
}
// don't blend sequences for a dead player or a viewmodel, faceprotect
if( m_iDrawModelType > DRAWSTUDIO_NORMAL || RI->currententity->curstate.renderfx == kRenderFxDeadPlayer )
memset( &m_pModelInstance->m_seqblend, 0, sizeof( m_pModelInstance->m_seqblend ));
if( RI->currententity->curstate.iuser1 & CF_STATIC_ENTITY )
{
if( RI->currententity->curstate.vuser1 != g_vecZero )
scale = RI->currententity->curstate.vuser1;
}
else if( RI->currententity->curstate.scale > 0.0f && RI->currententity->curstate.scale <= 16.0f )
{
// apply studiomodel scale (clamp scale to prevent too big sizes on some HL maps)
scale = Vector( RI->currententity->curstate.scale, RI->currententity->curstate.scale, RI->currententity->curstate.scale );
}
if( RI->currententity->curstate.renderfx == SKYBOX_ENTITY )
{
// calc skybox origin
Vector trans = GetVieworg() - tr.sky_origin;
if( tr.sky_speed ) trans -= (GetVieworg() - tr.sky_world_origin) / tr.sky_speed;
origin += trans;
}
if( RP_LOCALCLIENT( RI->currententity ) && !FBitSet( RI->params, RP_THIRDPERSON ))
{
// offset only for legs or water reflection
if(( RI->currentmodel == m_pPlayerLegsModel ) || FBitSet( RI->params, RP_SHADOWVIEW|RP_MIRRORVIEW ) || ( GetVForward().z == 1.0f ))
{
Vector ang, forward;
ang = tr.cached_viewangles;
ang[PITCH] = ang[ROLL] = 0; // yaw only
AngleVectors( ang, forward, NULL, NULL );
origin += forward * -m_pCvarLegsOffset->value;
}
}
// build the rotation matrix
m_pModelInstance->m_protationmatrix = matrix3x4( origin, angles, scale );
if( RI->currententity == GET_VIEWMODEL() && CVAR_TO_BOOL( m_pCvarHand ))
{
// inverse the right vector
m_pModelInstance->m_protationmatrix.SetRight( -m_pModelInstance->m_protationmatrix.GetRight() );
}
StudioFxTransform( e, m_pModelInstance->m_protationmatrix );
}
/*
====================
StudioEstimateFrame
====================
*/
float CStudioModelRenderer :: StudioEstimateFrame( mstudioseqdesc_t *pseqdesc )
{
double dfdt = 0, f = 0;
if( !m_fShootDecal && tr.time >= RI->currententity->curstate.animtime )
dfdt = (tr.time - RI->currententity->curstate.animtime) * RI->currententity->curstate.framerate * pseqdesc->fps;
if( pseqdesc->numframes > 1 )
f = (RI->currententity->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 < 0.0 )
{
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;
}
/*
====================
StudioEstimateFrame
====================
*/
float CStudioModelRenderer :: StudioEstimateGaitFrame( mstudioseqdesc_t *pseqdesc )
{
double dfdt = 0, f = 0;
if( !m_fShootDecal && tr.time >= RI->currententity->curstate.animtime )
dfdt = (tr.time - RI->currententity->curstate.animtime) / 0.1f;
if( pseqdesc->numframes > 1 )
f = RI->currententity->curstate.fuser1;
f += dfdt;
if( pseqdesc->flags & STUDIO_LOOPING )
{
if( pseqdesc->numframes > 1 )
{
f -= (int)(f / (pseqdesc->numframes - 1)) * (pseqdesc->numframes - 1);
}
if( f < 0.0 )
{
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 CStudioModelRenderer :: StudioEstimateInterpolant( void )
{
float dadt = 1.0f;
if( !m_fShootDecal && ( RI->currententity->curstate.animtime >= RI->currententity->latched.prevanimtime + 0.01f ))
{
dadt = (tr.time - RI->currententity->curstate.animtime) / 0.1f;
if( dadt > 2.0f )
{
dadt = 2.0f;
}
}
return dadt;
}
/*
====================
StudioInterpolateBlends
====================
*/
void CStudioModelRenderer :: StudioInterpolateBlends( cl_entity_t *e, float dadt )
{
mstudiobonecontroller_t *pbonecontroller = (mstudiobonecontroller_t *)((byte *)m_pStudioHeader + m_pStudioHeader->bonecontrollerindex);
if( !m_boneSetup.CountPoseParameters( ))
{
// interpolate blends
m_pModelInstance->m_poseparameter[0] = (e->curstate.blending[0] * dadt + e->latched.prevblending[0] * (1.0f - dadt)) / 255.0f;
m_pModelInstance->m_poseparameter[1] = (e->curstate.blending[1] * dadt + e->latched.prevblending[1] * (1.0f - dadt)) / 255.0f;
}
else
{
// interpolate pose parameters here...
}
// buz: õàê, ïîçâîëÿþùèé íå èíòåðïîëèðîâàòü êîíòðîëëåðû äëÿ ñòàöèîíàðíîãî ïóëåìåòà
if( RI->currententity->curstate.renderfx == 51 )
dadt = 1.0f;
// interpolate controllers
for( int j = 0; j < m_pStudioHeader->numbonecontrollers; j++ )
{
int i = pbonecontroller[j].index;
float value;
if( i <= 3 )
{
// check for 360% wrapping
if( FBitSet( pbonecontroller[j].type, STUDIO_RLOOP ))
{
if( abs( e->curstate.controller[i] - e->latched.prevcontroller[i] ) > 128 )
{
int a = (e->curstate.controller[j] + 128) % 256;
int b = (e->latched.prevcontroller[j] + 128) % 256;
value = ((a * dadt) + (b * (1.0f - dadt)) - 128);
}
else
{
value = ((e->curstate.controller[i] * dadt + (e->latched.prevcontroller[i]) * (1.0f - dadt)));
}
}
else
{
value = (e->curstate.controller[i] * dadt + e->latched.prevcontroller[i] * (1.0 - dadt));
}
m_pModelInstance->m_controller[i] = bound( 0, Q_rint( value ), 255 );
}
}
}
/*
====================
StudioGetAnim
====================
*/
mstudioanim_t *CStudioModelRenderer :: StudioGetAnim( model_t *m_pSubModel, mstudioseqdesc_t *pseqdesc )
{
mstudioseqgroup_t *pseqgroup;
cache_user_t *paSequences;
pseqgroup = (mstudioseqgroup_t *)((byte *)m_pStudioHeader + m_pStudioHeader->seqgroupindex) + pseqdesc->seqgroup;
if( pseqdesc->seqgroup == 0 )
return (mstudioanim_t *)((byte *)m_pStudioHeader + pseqgroup->data + pseqdesc->animindex);
paSequences = (cache_user_t *)m_pSubModel->submodels;
if( paSequences == NULL )
{
paSequences = (cache_user_t *)IEngineStudio.Mem_Calloc( MAXSTUDIOGROUPS, sizeof( cache_user_t ));
m_pSubModel->submodels = (dmodel_t *)paSequences;
}
// check for already loaded
if( !IEngineStudio.Cache_Check(( struct cache_user_s *)&(paSequences[pseqdesc->seqgroup] )))
{
char filepath[128], modelpath[128], modelname[64];
COM_FileBase( m_pSubModel->name, modelname );
COM_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 );
ALERT( at_console, "loading: %s\n", filepath );
IEngineStudio.LoadCacheFile( filepath, (struct cache_user_s *)&paSequences[pseqdesc->seqgroup] );
}
return (mstudioanim_t *)((byte *)paSequences[pseqdesc->seqgroup].data + pseqdesc->animindex);
}
/*
====================
Studio_FxTransform
====================
*/
void CStudioModelRenderer :: StudioFxTransform( cl_entity_t *ent, matrix3x4 &transform )
{
switch( ent->curstate.renderfx )
{
case kRenderFxDistort:
case kRenderFxHologram:
if( RANDOM_LONG( 0, 49 ) == 0 )
{
// choose between x & z
switch( RANDOM_LONG( 0, 1 ))
{
case 0:
transform.SetForward( transform.GetForward() * RANDOM_FLOAT( 1.0f, 1.484f ));
break;
case 1:
transform.SetUp( transform.GetUp() * RANDOM_FLOAT( 1.0f, 1.484f ));
break;
}
}
else if( RANDOM_LONG( 0, 49 ) == 0 )
{
transform[3][RANDOM_LONG( 0, 2 )] += RANDOM_FLOAT( -10.0f, 10.0f );
}
break;
case kRenderFxExplode:
{
float scale = 1.0f + ( tr.time - ent->curstate.animtime ) * 10.0f;
if( scale > 2 ) scale = 2; // don't blow up more than 200%
transform.SetRight( transform.GetRight() * scale );
}
break;
}
}
void CStudioModelRenderer :: BlendSequence( Vector pos[], Vector4D q[], mstudioblendseq_t *pseqblend )
{
CIKContext *pIK = NULL;
// to prevent division by zero
if( pseqblend->fadeout <= 0.0f )
pseqblend->fadeout = 0.2f;
if( m_boneSetup.GetNumIKChains( ))
pIK = &m_pModelInstance->m_ik;
if( pseqblend->blendtime && ( pseqblend->blendtime + pseqblend->fadeout > tr.time ) && ( pseqblend->sequence < m_pStudioHeader->numseq ))
{
float s = 1.0f - (tr.time - pseqblend->blendtime) / pseqblend->fadeout;
if( s > 0 && s <= 1.0 )
{
// do a nice spline curve
s = 3.0f * s * s - 2.0f * s * s * s;
}
else if( s > 1.0f )
{
// Shouldn't happen, but maybe curtime is behind animtime?
s = 1.0f;
}
if( pseqblend->gaitseq )
{
mstudiobone_t *pbones = (mstudiobone_t *)((byte *)m_pStudioHeader + m_pStudioHeader->boneindex);
float m_flGaitBoneWeights[MAXSTUDIOBONES];
bool copy = true;
for( int i = 0; i < m_pStudioHeader->numbones; i++)
{
if( !Q_strcmp( pbones[i].name, "Bip01 Spine" ))
copy = false;
else if( !Q_strcmp( pbones[pbones[i].parent].name, "Bip01 Pelvis" ))
copy = true;
m_flGaitBoneWeights[i] = (copy) ? 1.0f : 0.0f;
}
m_boneSetup.SetBoneWeights( m_flGaitBoneWeights ); // install weightlist for gait sequence
}
m_boneSetup.AccumulatePose( pIK, pos, q, pseqblend->sequence, pseqblend->cycle, s );
m_boneSetup.SetBoneWeights( NULL ); // back to default rules
}
}
//-----------------------------------------------------------------------------
// Purpose: update latched IK contacts if they're in a moving reference frame.
//-----------------------------------------------------------------------------
void CStudioModelRenderer :: UpdateIKLocks( CIKContext *pIK )
{
if( !pIK ) return;
int targetCount = pIK->m_target.Count();
if( targetCount == 0 )
return;
for( int i = 0; i < targetCount; i++ )
{
CIKTarget *pTarget = &pIK->m_target[i];
if( !pTarget->IsActive( ))
continue;
if( pTarget->GetOwner() != -1 )
{
cl_entity_t *pOwner = GET_ENTITY( pTarget->GetOwner() );
if( pOwner != NULL )
{
pTarget->UpdateOwner( pOwner->index, pOwner->origin, pOwner->angles );
}
}
}
}
//-----------------------------------------------------------------------------
// Purpose: Find the ground or external attachment points needed by IK rules
//-----------------------------------------------------------------------------
void CStudioModelRenderer :: CalculateIKLocks( CIKContext *pIK )
{
if( !pIK ) return;
int targetCount = pIK->m_target.Count();
if( targetCount == 0 )
return;
// FIXME: trace based on gravity or trace based on angles?
Vector up;
AngleVectors( RI->currententity->angles, NULL, NULL, (float *)&up );
// FIXME: check number of slots?
float minHeight = FLT_MAX;
float maxHeight = -FLT_MAX;
for( int i = 0, j = 0; i < targetCount; i++ )
{
pmtrace_t *trace;
CIKTarget *pTarget = &pIK->m_target[i];
float flDist = pTarget->est.radius;
if( !pTarget->IsActive( ))
continue;
switch( pTarget->type )
{
case IK_GROUND:
{
Vector estGround;
Vector p1, p2;
// adjust ground to original ground position
estGround = (pTarget->est.pos - RI->currententity->origin);
estGround = estGround - (estGround * up) * up;
estGround = RI->currententity->origin + estGround + pTarget->est.floor * up;
p1 = estGround + up * pTarget->est.height;
p2 = estGround - up * pTarget->est.height;
float r = Q_max( pTarget->est.radius, 1 );
Vector mins = Vector( -r, -r, 0.0f );
Vector maxs = Vector( r, r, r * 2.0f );
// don't IK to other characters
gEngfuncs.pEventAPI->EV_SetTraceHull( 2 );
gEngfuncs.pEventAPI->EV_PushTraceBounds( 2, mins, maxs );
trace = gEngfuncs.pEventAPI->EV_VisTraceLine( p1, p2, PM_STUDIO_IGNORE );
physent_t *ve = gEngfuncs.pEventAPI->EV_GetVisent( trace->ent );
cl_entity_t *m_pGround = (ve) ? GET_ENTITY( ve->info ) : NULL;
gEngfuncs.pEventAPI->EV_PopTraceBounds();
if( m_pGround != NULL && m_pGround->curstate.movetype == MOVETYPE_PUSH )
{
pTarget->SetOwner( m_pGround->index, m_pGround->origin, m_pGround->angles );
}
else
{
pTarget->ClearOwner();
}
if( trace->startsolid )
{
// trace from back towards hip
Vector tmp = (estGround - pTarget->trace.closest).Normalize();
p1 = estGround - tmp * pTarget->est.height;
p2 = estGround;
mins = Vector( -r, -r, 0.0f );
maxs = Vector( r, r, 1.0f );
gEngfuncs.pEventAPI->EV_SetTraceHull( 2 );
gEngfuncs.pEventAPI->EV_PushTraceBounds( 2, mins, maxs );
trace = gEngfuncs.pEventAPI->EV_VisTraceLine( p1, p2, PM_STUDIO_IGNORE );
ve = gEngfuncs.pEventAPI->EV_GetVisent( trace->ent );
m_pGround = (ve) ? GET_ENTITY( ve->info ) : NULL;
gEngfuncs.pEventAPI->EV_PopTraceBounds();
if( !trace->startsolid )
{
p1 = trace->endpos;
p2 = p1 - up * pTarget->est.height;
gEngfuncs.pEventAPI->EV_SetTraceHull( 2 );
trace = gEngfuncs.pEventAPI->EV_VisTraceLine( p1, p2, PM_STUDIO_IGNORE );
ve = gEngfuncs.pEventAPI->EV_GetVisent( trace->ent );
m_pGround = (ve) ? GET_ENTITY( ve->info ) : NULL;
}
}
if( !trace->startsolid )
{
if( m_pGround == GET_ENTITY( 0 ))
{
// clamp normal to 33 degrees
const float limit = 0.832;
float dot = DotProduct( trace->plane.normal, up );
if( dot < limit )
{
ASSERT( dot >= 0 );
// subtract out up component
Vector diff = trace->plane.normal - up * dot;
// scale remainder such that it and the up vector are a unit vector
float d = sqrt(( 1.0f - limit * limit ) / DotProduct( diff, diff ) );
trace->plane.normal = up * limit + d * diff;
}
// FIXME: this is wrong with respect to contact position and actual ankle offset
pTarget->SetPosWithNormalOffset( trace->endpos, trace->plane.normal );
pTarget->SetNormal( trace->plane.normal );
pTarget->SetOnWorld( true );
// only do this on forward tracking or commited IK ground rules
if( pTarget->est.release < 0.1f )
{
// keep track of ground height
float offset = DotProduct( pTarget->est.pos, up );
if( minHeight > offset )
minHeight = offset;
if( maxHeight < offset )
maxHeight = offset;
}
// FIXME: if we don't drop legs, running down hills looks horrible
/*
if (DotProduct( pTarget->est.pos, up ) < DotProduct( estGround, up ))
{
pTarget->est.pos = estGround;
}
*/
}
else if( m_pGround != NULL )
{
pTarget->SetPos( trace->endpos );
pTarget->SetAngles( RI->currententity->angles );
// only do this on forward tracking or commited IK ground rules
if( pTarget->est.release < 0.1f )
{
float offset = DotProduct( pTarget->est.pos, up );
if( minHeight > offset )
minHeight = offset;
if( maxHeight < offset )
maxHeight = offset;
}
// FIXME: if we don't drop legs, running down hills looks horrible
/*
if (DotProduct( pTarget->est.pos, up ) < DotProduct( estGround, up ))
{
pTarget->est.pos = estGround;
}
*/
}
else
{
pTarget->IKFailed();
}
}
else
{
if( m_pGround != GET_ENTITY( 0 ))
{
pTarget->IKFailed( );
}
else
{
pTarget->SetPos( trace->endpos );
pTarget->SetAngles( RI->currententity->angles );
pTarget->SetOnWorld( true );
}
}
}
break;
case IK_ATTACHMENT:
flDist = pTarget->est.radius;
for( j = 1; j < RENDER_GET_PARM( PARM_MAX_ENTITIES, 0 ); j++ )
{
cl_entity_t *m_pEntity = GET_ENTITY( j );
float flRadius = 4096.0f; // (64.0f * 64.0f)
if( !m_pEntity || m_pEntity->modelhandle == INVALID_HANDLE )
continue; // not a studiomodel or not in PVS
ModelInstance_t *inst = &m_ModelInstances[m_pEntity->modelhandle];
float distSquared = 0.0f, eorg;
for( int k = 0; k < 3 && distSquared <= flRadius; k++ )
{
if( pTarget->est.pos[j] < inst->absmin[j] )
eorg = pTarget->est.pos[j] - inst->absmin[j];
else if( pTarget->est.pos[j] > inst->absmax[j] )
eorg = pTarget->est.pos[j] - inst->absmax[j];
else eorg = 0.0f;
distSquared += eorg * eorg;
}
if( distSquared >= flRadius )
continue; // not in radius
// Extract the bone index from the name
if( pTarget->offset.attachmentIndex >= inst->numattachments )
continue;
// FIXME: how to validate a index?
Vector origin = inst->attachment[pTarget->offset.attachmentIndex].origin;
Vector angles = inst->attachment[pTarget->offset.attachmentIndex].angles;
float d = (pTarget->est.pos - origin).Length();
if( d >= flDist )
continue;
flDist = d;
pTarget->SetPos( origin );
pTarget->SetAngles( angles );
}
if( flDist >= pTarget->est.radius )
{
// no solution, disable ik rule
pTarget->IKFailed( );
}
break;
}
}
}
/*
====================
StudioSetupBones
====================
*/
void CStudioModelRenderer :: StudioSetupBones( void )
{
float adj[MAXSTUDIOCONTROLLERS];
cl_entity_t *e = RI->currententity; // for more readability
CIKContext *pIK = NULL;
mstudioboneinfo_t *pboneinfo;
mstudioseqdesc_t *pseqdesc;
matrix3x4 bonematrix;
mstudiobone_t *pbones;
int i;
static Vector pos[MAXSTUDIOBONES];
static Vector4D q[MAXSTUDIOBONES];
if( e->curstate.sequence < 0 || e->curstate.sequence >= m_pStudioHeader->numseq )
{
int sequence = (short)e->curstate.sequence;
ALERT( at_warning, "StudioSetupBones: sequence %i/%i out of range for model %s\n", sequence, m_pStudioHeader->numseq, RI->currentmodel->name );
e->curstate.sequence = 0;
}
pseqdesc = (mstudioseqdesc_t *)((byte *)m_pStudioHeader + m_pStudioHeader->seqindex) + e->curstate.sequence;
float f = StudioEstimateFrame( pseqdesc );
if( CheckBoneCache( f )) return; // using a cached bones no need transformations
if( m_boneSetup.GetNumIKChains( ))
{
if( FBitSet( e->curstate.effects, EF_NOINTERP ))
m_pModelInstance->m_ik.ClearTargets();
m_pModelInstance->m_ik.Init( &m_boneSetup, e->angles, e->origin, tr.time, tr.realframecount );
pIK = &m_pModelInstance->m_ik;
}
float dadt = StudioEstimateInterpolant();
float cycle = f / m_boneSetup.LocalMaxFrame( e->curstate.sequence );
StudioInterpolateBlends( e, dadt );
m_boneSetup.InitPose( pos, q );
m_boneSetup.UpdateRealTime( tr.time );
if( CVAR_TO_BOOL( m_pCvarCompatible ))
m_boneSetup.CalcBoneAdj( adj, m_pModelInstance->m_controller, e->mouth.mouthopen );
m_boneSetup.AccumulatePose( pIK, pos, q, e->curstate.sequence, cycle, 1.0 );
m_pModelInstance->lerp.frame = f;
pbones = (mstudiobone_t *)((byte *)m_pStudioHeader + m_pStudioHeader->boneindex);
pboneinfo = (mstudioboneinfo_t *)((byte *)m_pStudioHeader + m_pStudioHeader->boneindex + m_pStudioHeader->numbones * sizeof( mstudiobone_t ));
if( m_pPlayerInfo && ( m_pPlayerInfo->gaitsequence < 0 || m_pPlayerInfo->gaitsequence >= m_pStudioHeader->numseq ))
m_pPlayerInfo->gaitsequence = 0;
// calc gait animation
if( m_pPlayerInfo && m_pPlayerInfo->gaitsequence != 0 )
{
float m_flGaitBoneWeights[MAXSTUDIOBONES];
bool copy = true;
for( int i = 0; i < m_pStudioHeader->numbones; i++)
{
if( !Q_strcmp( pbones[i].name, "Bip01 Spine" ))
copy = false;
else if( !Q_strcmp( pbones[pbones[i].parent].name, "Bip01 Pelvis" ))
copy = true;
m_flGaitBoneWeights[i] = (copy) ? 1.0f : 0.0f;
}
pseqdesc = (mstudioseqdesc_t *)((byte *)m_pStudioHeader + m_pStudioHeader->seqindex) + m_pPlayerInfo->gaitsequence;
f = StudioEstimateGaitFrame( pseqdesc );
// convert gaitframe to cycle
cycle = f / m_boneSetup.LocalMaxFrame( m_pPlayerInfo->gaitsequence );
m_boneSetup.SetBoneWeights( m_flGaitBoneWeights ); // install weightlist for gait sequence
m_boneSetup.AccumulatePose( pIK, pos, q, m_pPlayerInfo->gaitsequence, cycle, 1.0 );
m_boneSetup.SetBoneWeights( NULL ); // back to default rules
m_pPlayerInfo->gaitframe = f;
}
// blends from previous sequences
for( i = 0; i < MAX_SEQBLENDS; i++ )
BlendSequence( pos, q, &m_pModelInstance->m_seqblend[i] );
CIKContext auto_ik;
auto_ik.Init( &m_boneSetup, e->angles, e->origin, 0.0f, 0 );
m_boneSetup.CalcAutoplaySequences( &auto_ik, pos, q );
if( !CVAR_TO_BOOL( m_pCvarCompatible ))
m_boneSetup.CalcBoneAdj( pos, q, m_pModelInstance->m_controller, e->mouth.mouthopen );
byte boneComputed[MAXSTUDIOBONES];
memset( boneComputed, 0, sizeof( boneComputed ));
// don't calculate IK on ragdolls
if( pIK != NULL )
{
UpdateIKLocks( pIK );
pIK->UpdateTargets( pos, q, m_pModelInstance->m_pbones, boneComputed );
CalculateIKLocks( pIK );
pIK->SolveDependencies( pos, q, m_pModelInstance->m_pbones, boneComputed );
}
for( i = 0; i < m_pStudioHeader->numbones; i++ )
{
// animate all non-simulated bones
if( CalcProceduralBone( m_pStudioHeader, i, m_pModelInstance->m_pbones ))
continue;
// initialize bonematrix
bonematrix = matrix3x4( pos[i], q[i] );
if( FBitSet( pbones[i].flags, BONE_JIGGLE_PROCEDURAL ) && FBitSet( m_pStudioHeader->flags, STUDIO_HAS_BONEINFO ))
{
// Physics-based "jiggle" bone
// Bone is assumed to be along the Z axis
// Pitch around X, yaw around Y
// compute desired bone orientation
matrix3x4 goalMX;
if( pbones[i].parent == -1 ) goalMX = m_pModelInstance->m_protationmatrix.ConcatTransforms( bonematrix );
else goalMX = m_pModelInstance->m_pbones[pbones[i].parent].ConcatTransforms( bonematrix );
// get jiggle properties from QC data
mstudiojigglebone_t *jiggleInfo = (mstudiojigglebone_t *)((byte *)m_pStudioHeader + pboneinfo[i].procindex);
if( !m_pModelInstance->m_pJiggleBones ) m_pModelInstance->m_pJiggleBones = new CJiggleBones;
// do jiggle physics
if( pboneinfo[i].proctype == STUDIO_PROC_JIGGLE )
m_pModelInstance->m_pJiggleBones->BuildJiggleTransformations( i, tr.time, jiggleInfo, goalMX, m_pModelInstance->m_pbones[i] );
else m_pModelInstance->m_pbones[i] = goalMX; // fallback
}
else
{
if( pbones[i].parent == -1 ) m_pModelInstance->m_pbones[i] = m_pModelInstance->m_protationmatrix.ConcatTransforms( bonematrix );
else m_pModelInstance->m_pbones[i] = m_pModelInstance->m_pbones[pbones[i].parent].ConcatTransforms( bonematrix );
}
}
mposetobone_t *m = m_pModelInstance->m_pModel->poseToBone;
// convert bones into compacted GLSL array
if( m != NULL )
{
for( int i = 0; i < m_pStudioHeader->numbones; i++ )
{
matrix3x4 out = m_pModelInstance->m_pbones[i].ConcatTransforms( m->posetobone[i] );
out.CopyToArray4x3( &m_pModelInstance->m_glstudiobones[i*3] );
m_pModelInstance->m_studioquat[i] = out.GetQuaternion();
m_pModelInstance->m_studiopos[i] = out.GetOrigin();
}
}
else
{
for( int i = 0; i < m_pStudioHeader->numbones; i++ )
{
m_pModelInstance->m_pbones[i].CopyToArray4x3( &m_pModelInstance->m_glstudiobones[i*3] );
m_pModelInstance->m_studioquat[i] = m_pModelInstance->m_pbones[i].GetQuaternion();
m_pModelInstance->m_studiopos[i] = m_pModelInstance->m_pbones[i].GetOrigin();
}
}
}
/*
====================
StudioMergeBones
====================
*/
void CStudioModelRenderer :: StudioMergeBones( matrix3x4 &transform, matrix3x4 bones[], matrix3x4 cached_bones[], model_t *pModel, model_t *pParentModel )
{
matrix3x4 bonematrix;
static Vector pos[MAXSTUDIOBONES];
static Vector4D q[MAXSTUDIOBONES];
float poseparams[MAXSTUDIOPOSEPARAM];
int sequence = RI->currententity->curstate.sequence;
model_t *oldmodel = RI->currentmodel;
studiohdr_t *oldheader = m_pStudioHeader;
ASSERT( pModel != NULL && pModel->type == mod_studio );
ASSERT( pParentModel != NULL && pParentModel->type == mod_studio );
RI->currentmodel = pModel;
m_pStudioHeader = (studiohdr_t *)IEngineStudio.Mod_Extradata( RI->currentmodel );
// tell the bonesetup about current model
m_boneSetup.SetStudioPointers( m_pStudioHeader, poseparams ); // don't touch original parameters
if( sequence < 0 || sequence >= m_pStudioHeader->numseq )
sequence = 0;
mstudioseqdesc_t *pseqdesc = (mstudioseqdesc_t *)((byte *)m_pStudioHeader + m_pStudioHeader->seqindex) + sequence;
float f = StudioEstimateFrame( pseqdesc );
float cycle = f / m_boneSetup.LocalMaxFrame( sequence );
m_boneSetup.InitPose( pos, q );
m_boneSetup.AccumulatePose( NULL, pos, q, sequence, cycle, 1.0 );
studiohdr_t *m_pParentHeader = (studiohdr_t *)IEngineStudio.Mod_Extradata( pParentModel );
ASSERT( m_pParentHeader != NULL );
mstudiobone_t *pchildbones = (mstudiobone_t *)((byte *)m_pStudioHeader + m_pStudioHeader->boneindex);
mstudiobone_t *pparentbones = (mstudiobone_t *)((byte *)m_pParentHeader + m_pParentHeader->boneindex);
for( int i = 0; i < m_pStudioHeader->numbones; i++ )
{
for( int j = 0; j < m_pParentHeader->numbones; j++ )
{
if( !Q_stricmp( pchildbones[i].name, pparentbones[j].name ))
{
bones[i] = cached_bones[j];
break;
}
}
if( j >= m_pParentHeader->numbones )
{
// initialize bonematrix
bonematrix = matrix3x4( pos[i], q[i] );
if( pchildbones[i].parent == -1 ) bones[i] = transform.ConcatTransforms( bonematrix );
else bones[i] = bones[pchildbones[i].parent].ConcatTransforms( bonematrix );
}
}
RI->currentmodel = oldmodel;
m_pStudioHeader = oldheader;
// restore the bonesetup pointers
m_boneSetup.SetStudioPointers( m_pStudioHeader, m_pModelInstance->m_poseparameter );
}
/*
====================
StudioCalcAttachments
====================
*/
void CStudioModelRenderer :: StudioCalcAttachments( matrix3x4 bones[] )
{
if( RI->currententity->modelhandle == INVALID_HANDLE || !m_pModelInstance )
return; // too early ?
if( FBitSet( m_pModelInstance->info_flags, MF_ATTACHMENTS_DONE ))
return; // already computed
StudioAttachment_t *att = m_pModelInstance->attachment;
mstudioattachment_t *pattachment;
cl_entity_t *e = RI->currententity;
// prevent to compute env_static bounds every frame
if( FBitSet( e->curstate.iuser1, CF_STATIC_ENTITY ))
SetBits( m_pModelInstance->info_flags, MF_ATTACHMENTS_DONE );
if( m_pStudioHeader->numattachments <= 0 )
{
// clear attachments
for( int i = 0; i < MAXSTUDIOATTACHMENTS; i++ )
{
if( i < 4 ) e->attachment[i] = e->origin;
att[i].angles = e->angles;
att[i].origin = e->origin;
}
return;
}
else if( m_pStudioHeader->numattachments > MAXSTUDIOATTACHMENTS )
{
m_pStudioHeader->numattachments = MAXSTUDIOATTACHMENTS; // reduce it
ALERT( at_error, "Too many attachments on %s\n", e->model->name );
}
// calculate attachment points
pattachment = (mstudioattachment_t *)((byte *)m_pStudioHeader + m_pStudioHeader->attachmentindex);
for( int i = 0; i < m_pStudioHeader->numattachments; i++ )
{
matrix3x4 world = bones[pattachment[i].bone].ConcatTransforms( att[i].local );
Vector p1 = bones[pattachment[i].bone].GetOrigin();
att[i].origin = world.GetOrigin();
att[i].angles = world.GetAngles();
// merge attachments position for viewmodel
if( m_iDrawModelType == DRAWSTUDIO_VIEWMODEL || m_iDrawModelType == DRAWSTUDIO_RUNEVENTS )
{
StudioFormatAttachment( att[i].origin );
StudioFormatAttachment( p1 );
}
if( i < 4 ) e->attachment[i] = att[i].origin;
att[i].dir = (att[i].origin - p1).Normalize(); // forward vec
}
}
/*
====================
StudioGetAttachment
====================
*/
void CStudioModelRenderer :: StudioGetAttachment( const cl_entity_t *ent, int iAttachment, Vector *pos, Vector *ang, Vector *dir )
{
if( !ent || !ent->model || ( !pos && !ang ))
return;
studiohdr_t *phdr = (studiohdr_t *)IEngineStudio.Mod_Extradata( ent->model );
if( !phdr ) return;
if( ent->modelhandle == INVALID_HANDLE )
return; // too early ?
ModelInstance_t *inst = &m_ModelInstances[ent->modelhandle];
// make sure we not overflow
iAttachment = bound( 0, iAttachment, phdr->numattachments - 1 );
if( pos ) *pos = inst->attachment[iAttachment].origin;
if( ang ) *ang = inst->attachment[iAttachment].angles;
if( dir ) *dir = inst->attachment[iAttachment].dir;
}
/*
====================
StudioSetupModel
used only by decals code
====================
*/
int CStudioModelRenderer :: StudioSetupModel( int bodypart, mstudiomodel_t **ppsubmodel, msubmodel_t **ppvbomodel )
{
mstudiobodyparts_t *pbodypart;
mstudiomodel_t *psubmodel;
mbodypart_t *pCachedParts;
msubmodel_t *pvbomodel;
int index;
if( bodypart > m_pStudioHeader->numbodyparts )
bodypart = 0;
if( m_pModelInstance->m_VlCache != NULL )
pCachedParts = &m_pModelInstance->m_VlCache->bodyparts[bodypart];
else pCachedParts = &RI->currentmodel->studiocache->bodyparts[bodypart];
pbodypart = (mstudiobodyparts_t *)((byte *)m_pStudioHeader + m_pStudioHeader->bodypartindex) + bodypart;
index = RI->currententity->curstate.body / pbodypart->base;
index = index % pbodypart->nummodels;
psubmodel = (mstudiomodel_t *)((byte *)m_pStudioHeader + pbodypart->modelindex) + index;
pvbomodel = pCachedParts->models[index];
*ppsubmodel = psubmodel;
*ppvbomodel = pvbomodel;
return index;
}
/*
===============
StudioLighting
used for lighting decals
===============
*/
void CStudioModelRenderer :: StudioLighting( float *lv, int bone, int flags, const Vector &normal )
{
mstudiolight_t *light = &m_pModelInstance->lighting;
if( FBitSet( flags, STUDIO_NF_FULLBRIGHT ) || FBitSet( RI->currententity->curstate.effects, EF_FULLBRIGHT ) || R_FullBright( ))
{
*lv = 1.0f;
return;
}
float illum = light->ambientlight;
if( FBitSet( flags, STUDIO_NF_FLATSHADE ))
{
illum += light->shadelight * 0.8f;
}
else
{
float lightcos;
if( bone != -1 ) lightcos = DotProduct( normal, m_bonelightvecs[bone] );
else lightcos = DotProduct( normal, light->plightvec ); // -1 colinear, 1 opposite
if( lightcos > 1.0f ) lightcos = 1.0f;
illum += light->shadelight;
// do modified hemispherical lighting
lightcos = (lightcos + ( SHADE_LAMBERT - 1.0f )) / SHADE_LAMBERT;
if( lightcos > 0.0f )
illum -= light->shadelight * lightcos;
illum = Q_max( illum, 0.0f );
}
illum = Q_min( illum, 255.0f );
*lv = illum * (1.0f / 255.0f);
}
/*
===============
CacheVertexLight
===============
*/
void CStudioModelRenderer :: CacheVertexLight( cl_entity_t *ent, lightinfo_t *light )
{
if( FBitSet( ent->curstate.iuser1, CF_STATIC_ENTITY ) && ( ent->curstate.colormap > 0 ) && world->vertex_lighting != NULL )
{
Vector org = m_pModelInstance->m_protationmatrix[3]; // model origin
int cacheID = ent->curstate.colormap - 1;
dvlightlump_t *vl = world->vertex_lighting;
if( FBitSet( m_pModelInstance->info_flags, MF_VERTEX_LIGHTING ))
{
#if 1
Vector fwd = m_pModelInstance->m_protationmatrix[0]; // model facing
// TODO: compute ambient cube here
// solid and non-solid static entities
if( m_pModelInstance->numLightPoints > 5 ) R_LightForOBB( m_pModelInstance->bbox, fwd, org, light );
else R_LightForAABB( m_pModelInstance->absmin, m_pModelInstance->absmax, fwd, org, light );
#endif
}
else if( !FBitSet( m_pModelInstance->info_flags, MF_VL_BAD_CACHE ))
{
// first initialization
if( cacheID < vl->nummodels && vl->dataofs[cacheID] != -1 )
{
dmodellight_t *dml = (dmodellight_t *)((byte *)world->vertex_lighting + vl->dataofs[cacheID]);
byte *vislight = ((byte *)world->vertex_lighting + vl->dataofs[cacheID]);
// we have ID of vertex light cache and cache is present
CreateMeshCacheVL( dml, cacheID );
vislight += sizeof( *dml ) - ( sizeof( dvertlight_t ) * 3 ) + sizeof( dvertlight_t ) * dml->numverts;
Mod_FindStaticLights( vislight, m_pModelInstance->lights, org );
}
}
}
}
/*
===============
StudioStaticLight
===============
*/
void CStudioModelRenderer :: StudioStaticLight( cl_entity_t *ent, lightinfo_t *light )
{
if( !light ) return;
if( m_iDrawModelType == DRAWSTUDIO_VIEWMODEL )
{
static lightinfo_t lightprev, lightcur;
static float lerptime;
cl_entity_t *player = GET_ENTITY( ent->index );
// changelevel issues
if( lerptime > tr.time + 1.0f )
lerptime = tr.time + 0.1f;
if( player->curstate.velocity.Length() != 0.0f )
{
float frac = 1.0f - ((lerptime - tr.time) * 10.0f);
InterpolateOrigin( lightprev.data.diffuse[0], lightcur.data.diffuse[0], light->data.diffuse[0], frac );
InterpolateOrigin( lightprev.data.normal[0], lightcur.data.normal[0], light->data.normal[0], frac );
InterpolateOrigin( lightprev.data.origin[0], lightcur.data.origin[0], light->data.origin[0], frac );
for( int i = 0; i < 6; i++ )
InterpolateOrigin( lightprev.ambient[i], lightcur.ambient[i], light->ambient[i], frac );
if(( lerptime - tr.time ) < 0.0f )
{
lightprev = lightcur; // shuffle states
R_LightForPoint( ent->origin, &lightcur, false );
lerptime = tr.time + 0.1f;
}
}
else
{
R_LightForPoint( ent->origin, light, false );
lightprev = lightcur = *light;
lerptime = tr.time;
}
R_CompressLightSamples( light );
// find worldlights for dynamic lighting
if( FBitSet( m_pModelInstance->info_flags, MF_POSITION_CHANGED ))
{
Vector origin = (m_pModelInstance->absmin + m_pModelInstance->absmax) * 0.5f;
Vector mins = m_pModelInstance->absmin - origin;
Vector maxs = m_pModelInstance->absmax - origin;
// search for worldlights that affected to model bbox
R_FindWorldLights( origin, mins, maxs, m_pModelInstance->lights );
ClearBits( m_pModelInstance->info_flags, MF_POSITION_CHANGED );
}
}
else
{
CacheVertexLight( ent, light );
// model has vertex lighting
if( FBitSet( m_pModelInstance->info_flags, MF_VERTEX_LIGHTING ))
return;
float dynamic = r_dynamic->value;
alight_t lighting;
Vector dir;
lighting.plightvec = dir;
// setup classic Half-Life lighting
r_dynamic->value = 0.0f; // ignore dlights
IEngineStudio.StudioDynamicLight( ent, &lighting );
r_dynamic->value = dynamic;
m_pModelInstance->lighting.ambientlight = lighting.ambientlight;
m_pModelInstance->lighting.shadelight = lighting.shadelight;
m_pModelInstance->lighting.color = lighting.color;
m_pModelInstance->lighting.plightvec = -Vector( lighting.plightvec );
if( ent->curstate.renderfx == SKYBOX_ENTITY )
{
// skyentity always get settings from light_environment entity
light->data.numSamples = 0;
R_LightForSky( ent->origin, light );
return;
}
bool invLight = (ent->curstate.effects & EF_INVLIGHT) ? true : false;
bool skipZCheck = true;
if( ent->curstate.movetype == MOVETYPE_FLY )
invLight = true; // flying entities should get lighting info from the ceiling
if( FBitSet( ent->curstate.iuser1, CF_STATIC_ENTITY ) && ent->curstate.renderfx != SKYBOX_ENTITY )
{
Vector fwd = m_pModelInstance->m_protationmatrix[0]; // model facing
Vector org = m_pModelInstance->m_protationmatrix[3]; // model origin
// initialize custom lightgrid
if( FBitSet( m_pModelInstance->info_flags, MF_CUSTOM_LIGHTGRID ) && light->user.numProbes <= 0 )
{
StudioAttachment_t *att = m_pModelInstance->attachment;
light->user.numProbes = 0;
for( int i = 0; i < Q_min( MAXSTUDIOATTACHMENTS, m_pStudioHeader->numattachments ); i++ )
{
if( !Q_strnicmp( att[i].name, "LightProbe.", 11 ) && light->user.numProbes < LIGHT_PROBES )
{
light->user.probe[light->user.numProbes] = att[i].origin;
light->user.numProbes++;
}
}
}
// solid and non-solid static entities
if( m_pModelInstance->numLightPoints > 5 ) R_LightForOBB( m_pModelInstance->bbox, fwd, org, light );
else R_LightForAABB( m_pModelInstance->absmin, m_pModelInstance->absmax, fwd, org, light );
}
else if( ent->curstate.movetype == MOVETYPE_STEP )
{
// scripted (env_model) and normal NPC's
R_LightForHull( m_pModelInstance->absmin, m_pModelInstance->absmax, light );
skipZCheck = false;
}
else
{
Vector mid = ( m_pModelInstance->absmin + m_pModelInstance->absmax ) * 0.5f;
R_LightForPoint( mid, light, invLight ); // all remaining cases
}
// find worldlights for dynamic lighting
if( FBitSet( m_pModelInstance->info_flags, MF_POSITION_CHANGED ))
{
Vector origin = (m_pModelInstance->absmin + m_pModelInstance->absmax) * 0.5f;
Vector mins = m_pModelInstance->absmin - origin;
Vector maxs = m_pModelInstance->absmax - origin;
// search for worldlights that affected to model bbox
R_FindWorldLights( origin, mins, maxs, m_pModelInstance->lights, skipZCheck );
ClearBits( m_pModelInstance->info_flags, MF_POSITION_CHANGED );
}
// use inverted light vector for head shield (hack)
if( m_iDrawModelType == DRAWSTUDIO_HEADSHIELD )
{
for( int i = 0; i < light->data.numSamples; i++ )
light->data.normal[i] = -light->data.normal[i];
}
}
}
/*
===============
StudioClientEvents
===============
*/
void CStudioModelRenderer :: StudioClientEvents( void )
{
mstudioseqdesc_t *pseqdesc;
mstudioevent_t *pevent;
pseqdesc = (mstudioseqdesc_t *)((byte *)m_pStudioHeader + m_pStudioHeader->seqindex) + RI->currententity->curstate.sequence;
pevent = (mstudioevent_t *)((byte *)m_pStudioHeader + pseqdesc->eventindex);
// no events for this animation or gamepaused
if( pseqdesc->numevents == 0 || tr.time == tr.oldtime )
return;
float f = StudioEstimateFrame( pseqdesc ) + 0.01f; // get start offset
float start = f - RI->currententity->curstate.framerate * (tr.time - tr.oldtime) * pseqdesc->fps;
for( int 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 && f >= (float)pevent[i].frame )
HUD_StudioEvent( &pevent[i], RI->currententity );
}
}
/*
===============
StudioDrawHulls
===============
*/
void CStudioModelRenderer :: StudioDrawHulls( int iHitbox )
{
float alpha, lv;
int i, j;
if( r_drawentities->value == 4 )
alpha = 0.5f;
else alpha = 1.0f;
// setup bone lighting
for( i = 0; i < m_pStudioHeader->numbones; i++ )
m_bonelightvecs[i] = m_pModelInstance->m_pbones[i].VectorIRotate( -m_pModelInstance->lighting.plightvec );
GL_BindTexture( 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];
if( iHitbox >= 0 && iHitbox != i )
continue;
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];
p[j] = m_pModelInstance->m_pbones[pbbox[i].bone].VectorTransform( tmp );
}
j = (pbbox[i].group % ARRAYSIZE( g_hullcolor ));
gEngfuncs.pTriAPI->Begin( TRI_QUADS );
gEngfuncs.pTriAPI->Color4f( g_hullcolor[j][0], g_hullcolor[j][1], g_hullcolor[j][2], alpha );
for( j = 0; j < 6; j++ )
{
tmp = g_vecZero;
tmp[j % 3] = (j < 3) ? 1.0f : -1.0f;
StudioLighting( &lv, pbbox[i].bone, 0, tmp );
gEngfuncs.pTriAPI->Brightness( lv );
gEngfuncs.pTriAPI->Vertex3fv( p[g_boxpnt[j][0]] );
gEngfuncs.pTriAPI->Vertex3fv( p[g_boxpnt[j][1]] );
gEngfuncs.pTriAPI->Vertex3fv( p[g_boxpnt[j][2]] );
gEngfuncs.pTriAPI->Vertex3fv( p[g_boxpnt[j][3]] );
}
gEngfuncs.pTriAPI->End();
}
}
/*
===============
StudioDrawAbsBBox
===============
*/
void CStudioModelRenderer :: StudioDrawAbsBBox( void )
{
Vector p[8], tmp;
float lv;
int i;
// looks ugly, skip
if( RI->currententity == GET_VIEWMODEL( ))
return;
// compute a full bounding box
for( i = 0; i < 8; i++ )
{
p[i][0] = ( i & 1 ) ? m_pModelInstance->absmin[0] : m_pModelInstance->absmax[0];
p[i][1] = ( i & 2 ) ? m_pModelInstance->absmin[1] : m_pModelInstance->absmax[1];
p[i][2] = ( i & 4 ) ? m_pModelInstance->absmin[2] : m_pModelInstance->absmax[2];
}
GL_BindTexture( GL_TEXTURE0, tr.whiteTexture );
gEngfuncs.pTriAPI->Color4f( 0.5f, 0.5f, 1.0f, 0.5f );
gEngfuncs.pTriAPI->RenderMode( kRenderTransAdd );
gEngfuncs.pTriAPI->Begin( TRI_QUADS );
for( i = 0; i < 6; i++ )
{
tmp = g_vecZero;
tmp[i % 3] = (i < 3) ? 1.0f : -1.0f;
StudioLighting( &lv, -1, 0, tmp );
gEngfuncs.pTriAPI->Brightness( lv );
gEngfuncs.pTriAPI->Vertex3fv( p[g_boxpnt[i][0]] );
gEngfuncs.pTriAPI->Vertex3fv( p[g_boxpnt[i][1]] );
gEngfuncs.pTriAPI->Vertex3fv( p[g_boxpnt[i][2]] );
gEngfuncs.pTriAPI->Vertex3fv( p[g_boxpnt[i][3]] );
}
gEngfuncs.pTriAPI->End();
}
/*
===============
StudioDrawBones
===============
*/
void CStudioModelRenderer :: StudioDrawBones( void )
{
mstudiobone_t *pbones = (mstudiobone_t *) ((byte *)m_pStudioHeader + m_pStudioHeader->boneindex);
Vector point;
pglDisable( GL_TEXTURE_2D );
for( int i = 0; i < m_pStudioHeader->numbones; i++ )
{
if( pbones[i].parent >= 0 )
{
pglPointSize( 3.0f );
pglColor3f( 1, 0.7f, 0 );
pglBegin( GL_LINES );
m_pModelInstance->m_pbones[pbones[i].parent].GetOrigin( point );
pglVertex3fv( point );
m_pModelInstance->m_pbones[i].GetOrigin( point );
pglVertex3fv( point );
pglEnd();
pglColor3f( 0, 0, 0.8f );
pglBegin( GL_POINTS );
if( pbones[pbones[i].parent].parent != -1 )
{
m_pModelInstance->m_pbones[pbones[i].parent].GetOrigin( point );
pglVertex3fv( point );
}
m_pModelInstance->m_pbones[i].GetOrigin( point );
pglVertex3fv( point );
pglEnd();
}
else
{
// draw parent bone node
pglPointSize( 5.0f );
pglColor3f( 0.8f, 0, 0 );
pglBegin( GL_POINTS );
m_pModelInstance->m_pbones[i].GetOrigin( point );
pglVertex3fv( point );
pglEnd();
}
}
pglPointSize( 1.0f );
pglEnable( GL_TEXTURE_2D );
}
void CStudioModelRenderer :: StudioDrawAttachments( bool bCustomFov )
{
pglDisable( GL_TEXTURE_2D );
pglDisable( GL_DEPTH_TEST );
for( int i = 0; i < m_pStudioHeader->numattachments; i++ )
{
mstudioattachment_t *pattachments;
Vector v[4];
pattachments = (mstudioattachment_t *) ((byte *)m_pStudioHeader + m_pStudioHeader->attachmentindex);
v[0] = m_pModelInstance->m_pbones[pattachments[i].bone].VectorTransform( pattachments[i].org );
v[1] = m_pModelInstance->m_pbones[pattachments[i].bone].VectorTransform( g_vecZero );
v[2] = m_pModelInstance->m_pbones[pattachments[i].bone].VectorTransform( g_vecZero );
v[3] = m_pModelInstance->m_pbones[pattachments[i].bone].VectorTransform( g_vecZero );
for( int j = 0; j < 4 && bCustomFov; j++ )
StudioFormatAttachment( v[j] );
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 );
}
void CStudioModelRenderer :: StudioDrawLightGrid( void )
{
lightinfo_t *light = &m_pModelInstance->light;
pglDisable( GL_TEXTURE_2D );
pglDisable( GL_DEPTH_TEST );
for( int i = 0; i < light->grid.numProbes; i++ )
{
Vector hit, vec;
VectorLerp( light->grid.p0[i], light->grid.fraction[i], light->grid.p1[i], hit );
vec = light->grid.p0[i] + light->data.normal[i].Normalize() * 4.0f;
pglBegin( GL_LINES );
pglColor3f( 1, 0.5, 0 );
pglVertex3fv( light->grid.p0[i] );
pglColor3f( 1, 0.5, 1 );
pglVertex3fv( hit );
pglColor3f( 0, 1, 0 );
pglVertex3fv( light->grid.p0[i] );
pglColor3f( 0, 1, 0 );
pglVertex3fv( vec );
pglEnd();
pglPointSize( 5.0f );
pglColor3f( 1, 0, 0 );
pglBegin( GL_POINTS );
pglVertex3fv( light->grid.p0[i] );
pglColor3f( 0, 1, 0 );
pglVertex3fv( hit );
pglEnd();
pglPointSize( 1.0f );
}
pglEnable( GL_DEPTH_TEST );
if( light->cubeOrigin != g_vecZero )
{
// also draw the light cube
R_RenderLightProbeInternal( light->cubeOrigin, light->ambient );
}
pglEnable( GL_TEXTURE_2D );
}
void CStudioModelRenderer :: StudioDrawDebug( cl_entity_t *e )
{
matrix4x4 projMatrix, worldViewProjMatrix;
bool bCustomFov = false;
// don't reflect this entity in mirrors
if( e->curstate.effects & EF_NOREFLECT && FBitSet( RI->params, RP_MIRRORVIEW ))
return;
// draw only in mirrors
if( e->curstate.effects & EF_REFLECTONLY && !FBitSet( RI->params, RP_MIRRORVIEW ))
return;
// ignore in thirdperson, camera view or client is died
if( e == GET_VIEWMODEL() || e == gHUD.m_pHeadShieldEnt )
{
if( FBitSet( RI->params, RP_THIRDPERSON ) || CL_IsDead() || !UTIL_IsLocal( RI->view.entity ))
return;
if( !RP_NORMALPASS( ))
return;
bCustomFov = ComputeCustomFov( projMatrix, worldViewProjMatrix );
}
if( !StudioSetEntity( e ))
return;
GL_Blend( GL_FALSE );
GL_AlphaTest( GL_FALSE );
GL_BindShader( NULL );
switch( (int)r_drawentities->value )
{
case 2:
StudioDrawBones();
break;
case 3:
StudioDrawHulls ();
break;
case 4:
gEngfuncs.pTriAPI->RenderMode( kRenderTransAdd );
StudioDrawHulls ();
gEngfuncs.pTriAPI->RenderMode( kRenderNormal );
break;
case 5:
StudioDrawAbsBBox();
break;
case 6:
StudioDrawAttachments( bCustomFov );
break;
case 7:
case 8:
StudioDrawLightGrid();
break;
}
if( bCustomFov ) RestoreNormalFov( projMatrix, worldViewProjMatrix );
}
/*
====================
StudioFormatAttachment
====================
*/
void CStudioModelRenderer :: StudioFormatAttachment( Vector &point )
{
float worldx = tan( (float)RI->view.fov_x * M_PI / 360.0 );
float viewx = tan( m_flViewmodelFov * M_PI / 360.0 );
// BUGBUG: workaround
if( viewx == 0.0f ) viewx = 1.0f;
// aspect ratio cancels out, so only need one factor
// the difference between the screen coordinates of the 2 systems is the ratio
// of the coefficients of the projection matrices (tan (fov/2) is that coefficient)
float factor = worldx / viewx;
// get the coordinates in the viewer's space.
Vector tmp = point - GetVieworg();
Vector vTransformed;
vTransformed.x = DotProduct( GetVLeft(), tmp );
vTransformed.y = DotProduct( GetVUp(), tmp );
vTransformed.z = DotProduct( GetVForward(), tmp );
vTransformed.x *= factor;
vTransformed.y *= factor;
// Transform back to world space.
Vector vOut = (GetVLeft() * vTransformed.x) + (GetVUp() * vTransformed.y) + (GetVForward() * vTransformed.z);
point = GetVieworg() + vOut;
}
/*
===============
ChooseStudioProgram
Select the program for mesh (diffuse\bump\debug)
===============
*/
word CStudioModelRenderer :: ChooseStudioProgram( studiohdr_t *phdr, mstudiomaterial_t *mat, bool lightpass )
{
bool vertex_lighting = FBitSet( m_pModelInstance->info_flags, MF_VERTEX_LIGHTING ) ? true : false;
bool bone_weights = FBitSet( m_pStudioHeader->flags, STUDIO_HAS_BONEWEIGHTS ) ? true : false;
if( FBitSet( RI->params, RP_SHADOWVIEW ))
return ShaderSceneDepth( mat, bone_weights, phdr->numbones );
if( lightpass )
{
return ShaderLightForward( RI->currentlight, mat, bone_weights, phdr->numbones );
}
else
{
if( FBitSet( RI->params, RP_DEFERREDSCENE|RP_DEFERREDLIGHT ))
{
ShaderSceneDeferred( mat, bone_weights, phdr->numbones );
return ShaderLightDeferred( mat, bone_weights, phdr->numbones );
}
return ShaderSceneForward( mat, &m_pModelInstance->light, vertex_lighting, bone_weights, phdr->numbones );
}
}
/*
====================
AddMeshToDrawList
====================
*/
void CStudioModelRenderer :: AddMeshToDrawList( studiohdr_t *phdr, vbomesh_t *mesh, bool lightpass )
{
int m_skinnum = bound( 0, RI->currententity->curstate.skin, phdr->numskinfamilies - 1 );
short *pskinref = (short *)((byte *)phdr + phdr->skinindex);
if( m_skinnum != 0 && m_skinnum < phdr->numskinfamilies )
pskinref += (m_skinnum * phdr->numskinref);
mstudiomaterial_t *mat = NULL;
if( FBitSet( RI->params, RP_SHADOWVIEW ))
mat = &RI->currentmodel->materials[pskinref[mesh->skinref]];
else mat = &m_pModelInstance->materials[pskinref[mesh->skinref]]; // NOTE: use local copy for right cache shadernums
bool solid = ( R_OpaqueEntity( RI->currententity ) && !FBitSet( mat->flags, STUDIO_NF_ADDITIVE )) ? true : false;
// goes into regular arrays
if( FBitSet( RI->params, RP_SHADOWVIEW ))
{
if( FBitSet( mat->flags, STUDIO_NF_ADDITIVE ) && FBitSet( mat->flags, STUDIO_NF_HAS_ALPHA ))
solid = true; // add alpha-glasses to shadowlist
lightpass = false;
}
if( lightpass )
{
if( RI->currententity->curstate.renderfx == SKYBOX_ENTITY )
return; // skybox entities can't lighting by dynlights
if( FBitSet( mat->flags, STUDIO_NF_FULLBRIGHT ))
return; // can't light fullbrights
if( RI->currentlight->type == LIGHT_DIRECTIONAL )
{
if( FBitSet( mat->flags, STUDIO_NF_NOSUNLIGHT ))
return; // shader was failed to compile
}
else
{
if( FBitSet( mat->flags, STUDIO_NF_NODLIGHT ))
return; // shader was failed to compile
}
}
else
{
if( FBitSet( mat->flags, STUDIO_NF_NODRAW ))
return; // shader was failed to compile
}
word hProgram = 0;
if( !( hProgram = ChooseStudioProgram( phdr, mat, lightpass )))
return; // failed to build shader, don't draw this surface
glsl_program_t *shader = &glsl_programs[hProgram];
if( lightpass )
{
CSolidEntry entry;
entry.SetRenderMesh( mesh, hProgram );
RI->frame.light_meshes.AddToTail( entry );
}
else if( solid )
{
CSolidEntry entry;
entry.SetRenderMesh( mesh, hProgram );
RI->frame.solid_meshes.AddToTail( entry );
}
else
{
CTransEntry entry;
entry.SetRenderMesh( mesh, hProgram );
if( ScreenCopyRequired( shader ) && mesh->parentbone != 0xFF )
{
Vector mins, maxs;
TransformAABB( m_pModelInstance->m_pbones[mesh->parentbone], mesh->mins, mesh->maxs, mins, maxs );
// create sentinel border for refractions
ExpandBounds( mins, maxs, 2.0f );
entry.ComputeScissor( mins, maxs );
}
RI->frame.trans_list.AddToTail( entry );
}
}
/*
====================
AddBodyPartToDrawList
====================
*/
void CStudioModelRenderer :: AddBodyPartToDrawList( studiohdr_t *phdr, mbodypart_s *bodyparts, int bodypart, bool lightpass )
{
if( !bodyparts ) bodyparts = RI->currentmodel->studiocache->bodyparts;
if( !bodyparts ) HOST_ERROR( "%s missed cache\n", RI->currententity->model->name );
bodypart = bound( 0, bodypart, phdr->numbodyparts );
mbodypart_t *pBodyPart = &bodyparts[bodypart];
int index = RI->currententity->curstate.body / pBodyPart->base;
index = index % pBodyPart->nummodels;
msubmodel_t *pSubModel = pBodyPart->models[index];
if( !pSubModel ) return; // blank submodel, just ignore
for( int i = 0; i < pSubModel->nummesh; i++ )
AddMeshToDrawList( phdr, &pSubModel->meshes[i], lightpass );
}
/*
=================
AddStudioModelToDrawList
do culling, compute bones, add meshes to list
=================
*/
void CStudioModelRenderer :: AddStudioModelToDrawList( cl_entity_t *e, bool update )
{
// no shadows for skybox ents
if( FBitSet( RI->params, RP_SHADOWVIEW ) && e->curstate.renderfx == SKYBOX_ENTITY )
return;
if( !StudioSetEntity( e ))
return;
if( !StudioComputeBBox( ))
return; // invalid sequence
if( !Mod_CheckBoxVisible( m_pModelInstance->absmin, m_pModelInstance->absmax ))
{
r_stats.c_culled_entities++;
return;
}
if( R_CullModel( RI->currententity, m_pModelInstance->absmin, m_pModelInstance->absmax ))
{
r_stats.c_culled_entities++;
return; // culled
}
m_pModelInstance->visframe = tr.realframecount; // visible
if( m_pModelInstance->cached_frame != tr.realframecount )
{
StudioSetUpTransform( );
if( RI->currententity->curstate.movetype == MOVETYPE_FOLLOW && RI->currententity->curstate.aiment > 0 )
{
cl_entity_t *parent = gEngfuncs.GetEntityByIndex( RI->currententity->curstate.aiment );
if( parent != NULL && parent->modelhandle != INVALID_HANDLE )
{
ModelInstance_t *inst = &m_ModelInstances[parent->modelhandle];
StudioMergeBones( m_pModelInstance->m_protationmatrix, m_pModelInstance->m_pbones, inst->m_pbones, RI->currentmodel, parent->model );
mposetobone_t *m = m_pModelInstance->m_pModel->poseToBone;
// convert bones into compacted GLSL array
if( m != NULL )
{
for( int i = 0; i < m_pStudioHeader->numbones; i++ )
{
matrix3x4 out = m_pModelInstance->m_pbones[i].ConcatTransforms( m->posetobone[i] );
out.CopyToArray4x3( &m_pModelInstance->m_glstudiobones[i*3] );
m_pModelInstance->m_studioquat[i] = out.GetQuaternion();
m_pModelInstance->m_studiopos[i] = out.GetOrigin();
}
}
else
{
for( int i = 0; i < m_pStudioHeader->numbones; i++ )
{
m_pModelInstance->m_pbones[i].CopyToArray4x3( &m_pModelInstance->m_glstudiobones[i*3] );
m_pModelInstance->m_studioquat[i] = m_pModelInstance->m_pbones[i].GetQuaternion();
m_pModelInstance->m_studiopos[i] = m_pModelInstance->m_pbones[i].GetOrigin();
}
}
}
else
{
ALERT( at_error, "FollowEntity: %i with model %s has missed parent!\n",
RI->currententity->index, RI->currentmodel->name );
return;
}
}
else StudioSetupBones( );
// calc attachments only once per frame
StudioCalcAttachments( m_pModelInstance->m_pbones );
StudioClientEvents( );
if( RI->currententity->index > 0 )
{
// because RI->currententity may be not equal his index e.g. for viewmodel
cl_entity_t *ent = GET_ENTITY( RI->currententity->index );
memcpy( ent->attachment, RI->currententity->attachment, sizeof( Vector ) * 4 );
}
m_pPlayerInfo = NULL;
// grab the static lighting from world
StudioStaticLight( RI->currententity, &m_pModelInstance->light );
model_t *pweaponmodel = NULL;
if( RI->currententity->curstate.weaponmodel )
pweaponmodel = IEngineStudio.GetModelByIndex( RI->currententity->curstate.weaponmodel );
// don't draw p_model for firstperson legs
if( pweaponmodel && ( RI->currentmodel != m_pPlayerLegsModel ))
{
m_pStudioHeader = (studiohdr_t *)IEngineStudio.Mod_Extradata( pweaponmodel );
StudioMergeBones( m_pModelInstance->m_protationmatrix, m_pModelInstance->m_pwpnbones, m_pModelInstance->m_pbones, pweaponmodel, RI->currentmodel );
mposetobone_t *m = pweaponmodel->poseToBone;
// convert bones into compacted GLSL array
if( m != NULL )
{
for( int i = 0; i < m_pStudioHeader->numbones; i++ )
{
matrix3x4 out = m_pModelInstance->m_pwpnbones[i].ConcatTransforms( m->posetobone[i] );
out.CopyToArray4x3( &m_pModelInstance->m_glweaponbones[i*3] );
m_pModelInstance->m_weaponquat[i] = out.GetQuaternion();
m_pModelInstance->m_weaponpos[i] = out.GetOrigin();
}
}
else
{
for( int i = 0; i < m_pStudioHeader->numbones; i++ )
{
m_pModelInstance->m_pwpnbones[i].CopyToArray4x3( &m_pModelInstance->m_glweaponbones[i*3] );
m_pModelInstance->m_weaponquat[i] = m_pModelInstance->m_pwpnbones[i].GetQuaternion();
m_pModelInstance->m_weaponpos[i] = m_pModelInstance->m_pwpnbones[i].GetOrigin();
}
}
m_pStudioHeader = (studiohdr_t *)IEngineStudio.Mod_Extradata( RI->currentmodel );
}
// add visible lights to vislight matrix
R_MarkVisibleLights( m_pModelInstance->lights );
// now this frame cached
m_pModelInstance->cached_frame = tr.realframecount;
}
if(( m_iDrawModelType == DRAWSTUDIO_RUNEVENTS ) || r_drawentities->value == 2.0f || r_drawentities->value == 8.0f )
return;
model_t *pweaponmodel = NULL;
mbodypart_t *pbodyparts = NULL;
if( update )
{
if( RI->currententity->curstate.weaponmodel )
pweaponmodel = IEngineStudio.GetModelByIndex( RI->currententity->curstate.weaponmodel );
m_pModelInstance = NULL;
return;
}
// change shared model with instanced model for this entity (it has personal vertex light cache)
if( m_pModelInstance->m_VlCache != NULL )
pbodyparts = m_pModelInstance->m_VlCache->bodyparts;
for( int i = 0 ; i < m_pStudioHeader->numbodyparts; i++ )
AddBodyPartToDrawList( m_pStudioHeader, pbodyparts, i, ( RI->currentlight != NULL ));
if( RI->currententity->curstate.weaponmodel )
pweaponmodel = IEngineStudio.GetModelByIndex( RI->currententity->curstate.weaponmodel );
// don't draw p_model for firstperson legs
if( pweaponmodel && ( RI->currentmodel != m_pPlayerLegsModel ))
{
RI->currentmodel = pweaponmodel;
m_pStudioHeader = (studiohdr_t *)IEngineStudio.Mod_Extradata( RI->currentmodel );
// add weaponmodel parts
for( int i = 0 ; i < m_pStudioHeader->numbodyparts; i++ )
AddBodyPartToDrawList( m_pStudioHeader, NULL, i, ( RI->currentlight != NULL ));
}
m_pModelInstance = NULL;
}
/*
=================
RunViewModelEvents
=================
*/
void CStudioModelRenderer :: RunViewModelEvents( void )
{
if( !CVAR_TO_BOOL( m_pCvarDrawViewModel ))
return;
// ignore in thirdperson, camera view or client is died
if( FBitSet( RI->params, RP_THIRDPERSON ) || CL_IsDead() || !UTIL_IsLocal( RI->view.entity ))
return;
if( !RP_NORMALPASS( )) return;
if( !IEngineStudio.Mod_Extradata( GET_VIEWMODEL()->model ))
return;
RI->currententity = GET_VIEWMODEL();
RI->currentmodel = RI->currententity->model;
if( !RI->currentmodel ) return;
RI->currententity->curstate.renderamt = R_ComputeFxBlend( RI->currententity );
// tell the particle system about visibility
RI->currententity->curstate.messagenum = r_currentMessageNum;
m_iDrawModelType = DRAWSTUDIO_RUNEVENTS;
SET_CURRENT_ENTITY( RI->currententity );
AddStudioModelToDrawList( RI->currententity );
SET_CURRENT_ENTITY( NULL );
m_iDrawModelType = DRAWSTUDIO_NORMAL;
RI->currententity = NULL;
RI->currentmodel = NULL;
}
bool CStudioModelRenderer :: ComputeCustomFov( matrix4x4 &projMatrix, matrix4x4 &worldViewProjMatrix )
{
float flDesiredFOV = 90.0f;
// bound FOV values
if( m_pCvarViewmodelFov->value < 50 )
gEngfuncs.Cvar_SetValue( "cl_viewmodel_fov", 50 );
else if( m_pCvarViewmodelFov->value > 120 )
gEngfuncs.Cvar_SetValue( "cl_viewmodel_fov", 120 );
if( m_pCvarHeadShieldFov->value < 50 )
gEngfuncs.Cvar_SetValue( "cl_headshield_fov", 50 );
else if( m_pCvarHeadShieldFov->value > 120 )
gEngfuncs.Cvar_SetValue( "cl_headshield_fov", 120 );
// Find the offset our current FOV is from the default value
float flFOVOffset = 90.0f - (float)RI->view.fov_x;
switch( m_iDrawModelType )
{
case DRAWSTUDIO_VIEWMODEL:
// Adjust the viewmodel's FOV to move with any FOV offsets on the viewer's end
m_flViewmodelFov = flDesiredFOV = m_pCvarViewmodelFov->value - flFOVOffset;
break;
case DRAWSTUDIO_HEADSHIELD:
// Adjust the headshield's FOV to move with any FOV offsets on the viewer's end
flDesiredFOV = m_pCvarHeadShieldFov->value - flFOVOffset;
break;
default: // failed case, unchanged
flDesiredFOV = RI->view.fov_x;
break;
}
// calc local FOV
float fov_x = flDesiredFOV;
float fov_y = V_CalcFov( fov_x, ScreenWidth, ScreenHeight );
// don't adjust FOV for viewmodel, faceprotect only
if( m_iDrawModelType == DRAWSTUDIO_HEADSHIELD && RENDER_GET_PARM( PARM_WIDESCREEN, 0 ))
V_AdjustFov( fov_x, fov_y, ScreenWidth, ScreenHeight, false );
if( fov_x != RI->view.fov_x )
{
projMatrix = RI->view.projectionMatrix;
worldViewProjMatrix = RI->view.worldProjectionMatrix;
R_SetupProjectionMatrix( fov_x, fov_y, RI->view.projectionMatrix );
RI->view.worldProjectionMatrix = RI->view.projectionMatrix.Concat( RI->view.worldMatrix );
RI->view.worldProjectionMatrix.CopyToArray( RI->glstate.modelviewProjectionMatrix );
RI->view.projectionMatrix.CopyToArray( RI->glstate.projectionMatrix );
pglMatrixMode( GL_PROJECTION );
pglLoadMatrixf( RI->glstate.projectionMatrix );
return true;
}
return false;
}
void CStudioModelRenderer :: RestoreNormalFov( matrix4x4 &projMatrix, matrix4x4 &worldViewProjMatrix )
{
// restore original matrix
RI->view.projectionMatrix = projMatrix;
RI->view.worldProjectionMatrix = worldViewProjMatrix;
RI->view.worldProjectionMatrix.CopyToArray( RI->glstate.modelviewProjectionMatrix );
RI->view.projectionMatrix.CopyToArray( RI->glstate.projectionMatrix );
pglMatrixMode( GL_PROJECTION );
pglLoadMatrixf( RI->glstate.projectionMatrix );
}
/*
=================
DrawViewModel
=================
*/
void CStudioModelRenderer :: DrawViewModel( void )
{
cl_entity_t *view = GET_VIEWMODEL();
if( m_pCvarDrawViewModel->value == 0 )
return;
// ignore in thirdperson, camera view or client is died
if( FBitSet( RI->params, RP_THIRDPERSON ) || CL_IsDead() || !UTIL_IsLocal( RI->view.entity ))
return;
if( !RP_NORMALPASS( )) return;
// tell the particle system about visibility
view->curstate.messagenum = r_currentMessageNum;
// hack the depth range to prevent view model from poking into walls
GL_DepthRange( gldepthmin, gldepthmin + 0.3f * ( gldepthmax - gldepthmin ));
// backface culling for left-handed weapons
if( CVAR_TO_BOOL( m_pCvarHand ))
GL_FrontFace( !glState.frontFace );
m_iDrawModelType = DRAWSTUDIO_VIEWMODEL;
RI->frame.solid_meshes.Purge();
RI->frame.trans_list.Purge();
view->curstate.weaponmodel = 0;
matrix4x4 projMatrix, worldViewProjMatrix;
bool bCustom = ComputeCustomFov( projMatrix, worldViewProjMatrix );
// prevent ugly blinking when weapon is changed
view->model = MOD_HANDLE( gHUD.m_iViewModelIndex );
// copy viewhands modelindx into weaponmodel
if( view->index > 0 )
{
cl_entity_t *ent = GET_ENTITY( view->index );
view->curstate.weaponmodel = ent->curstate.iuser3;
if( ent->curstate.iuser4 == 3 )
view->model = NULL; // Zoom
}
// we can't draw head shield and viewmodel for once call
// because water blur separates them
AddStudioModelToDrawList( view );
RenderSolidStudioList();
R_RenderTransList();
if( bCustom ) RestoreNormalFov( projMatrix, worldViewProjMatrix );
// restore depth range
GL_DepthRange( gldepthmin, gldepthmax );
// backface culling for left-handed weapons
if( CVAR_TO_BOOL( m_pCvarHand ))
GL_FrontFace( !glState.frontFace );
m_iDrawModelType = DRAWSTUDIO_NORMAL;
GL_BindShader( NULL );
}
/*
=================
DrawHeadShield
a some copy and paste
from viewmodel code
=================
*/
void CStudioModelRenderer :: DrawHeadShield( void )
{
// g-cont. head shield must thinking always
if( !HeadShieldThink( )) return;
// ignore in thirdperson, camera view or some special passes
if( FBitSet( RI->params, RP_THIRDPERSON ) || !UTIL_IsLocal( RI->view.entity ))
return;
if( !RP_NORMALPASS( )) return;
// load shield once only
if( !IEngineStudio.Mod_Extradata( gHUD.m_pHeadShieldEnt->model ))
return;
RI->currententity = gHUD.m_pHeadShieldEnt;
RI->currentmodel = gHUD.m_pHeadShieldEnt->model;
if( !RI->currentmodel ) return;
SET_CURRENT_ENTITY( RI->currententity );
RI->currententity->curstate.renderamt = R_ComputeFxBlend( RI->currententity );
// g-cont. current offset for headshield is match with original paranoia code
gHUD.m_pHeadShieldEnt->origin = gHUD.m_pHeadShieldEnt->curstate.origin = GetVieworg() + GetVForward() * gHUD.m_pHeadShieldEnt->curstate.fuser1 + GetVUp() * 1.8f;
gHUD.m_pHeadShieldEnt->angles = gHUD.m_pHeadShieldEnt->curstate.angles = RI->view.angles;
// rotate face to player
gHUD.m_pHeadShieldEnt->angles[PITCH] *= -1;
gHUD.m_pHeadShieldEnt->curstate.angles[PITCH] *= -1;
m_iDrawModelType = DRAWSTUDIO_HEADSHIELD;
RI->frame.solid_meshes.Purge();
RI->frame.trans_list.Purge();
// clearing depth buffer to draw headshield always on a top
// like nextView = 1 in original code
pglClear( GL_DEPTH_BUFFER_BIT );
pglDisable( GL_DEPTH_TEST );
matrix4x4 projMatrix, worldViewProjMatrix;
bool bCustom = ComputeCustomFov( projMatrix, worldViewProjMatrix );
// we can't draw head shield and viewmodel for once call
// because water blur separates them
AddStudioModelToDrawList( RI->currententity );
RenderSolidStudioList();
R_RenderTransList();
if( bCustom ) RestoreNormalFov( projMatrix, worldViewProjMatrix );
m_iDrawModelType = DRAWSTUDIO_NORMAL;
pglEnable( GL_DEPTH_TEST );
SET_CURRENT_ENTITY( NULL );
RI->currententity = NULL;
RI->currentmodel = NULL;
GL_BindShader( NULL );
}
void CStudioModelRenderer :: DrawMeshFromBuffer( const vbomesh_t *mesh )
{
pglBindVertexArray( mesh->vao );
if( GL_Support( R_DRAW_RANGEELEMENTS_EXT ))
pglDrawRangeElementsEXT( GL_TRIANGLES, 0, mesh->numVerts - 1, mesh->numElems, GL_UNSIGNED_INT, 0 );
else pglDrawElements( GL_TRIANGLES, mesh->numElems, GL_UNSIGNED_INT, 0 );
r_stats.c_total_tris += (mesh->numElems / 3);
r_stats.num_flushes++;
}
void CStudioModelRenderer :: BuildMeshListForLight( CDynLight *pl, bool solid )
{
RI->frame.light_meshes.Purge();
Vector bounds[2];
if( solid )
{
// check solid meshes for light intersection
for( int i = 0; i < RI->frame.solid_meshes.Count(); i++ )
{
CSolidEntry *entry = &RI->frame.solid_meshes[i];
StudioGetBounds( entry, bounds );
if( pl->frustum.CullBox( bounds[0], bounds[1] ))
continue; // no interaction
// setup the global pointers
if( !StudioSetEntity( entry ))
continue;
if( RI->currententity->curstate.renderfx == SKYBOX_ENTITY )
continue; // fast reject
if( FBitSet( RI->currententity->curstate.effects, EF_FULLBRIGHT ))
continue;
AddMeshToDrawList( m_pStudioHeader, entry->m_pMesh, true );
}
}
else
{
// check trans meshes for light intersection
for( int i = 0; i < RI->frame.trans_list.Count(); i++ )
{
CTransEntry *entry = &RI->frame.trans_list[i];
if( entry->m_bDrawType != DRAWTYPE_MESH )
continue;
StudioGetBounds( entry, bounds );
if( pl->frustum.CullBox( bounds[0], bounds[1] ))
continue; // no interaction
// setup the global pointers
if( !StudioSetEntity( entry ))
continue;
if( RI->currententity->curstate.renderfx == SKYBOX_ENTITY )
continue; // fast reject
if( FBitSet( RI->currententity->curstate.effects, EF_FULLBRIGHT ))
continue;
AddMeshToDrawList( m_pStudioHeader, entry->m_pMesh, true );
}
}
}
void CStudioModelRenderer :: DrawLightForMeshList( CDynLight *pl )
{
pglBlendFunc( GL_ONE, GL_ONE );
float y2 = (float)RI->view.port[3] - pl->h - pl->y;
pglScissor( pl->x, y2, pl->w, pl->h );
// sorting list to reduce shader switches
if( !CVAR_TO_BOOL( cv_nosort ))
RI->frame.light_meshes.Sort( R_SortSolidMeshes );
pglAlphaFunc( GL_GEQUAL, 0.5f );
RI->currententity = NULL;
RI->currentmodel = NULL;
m_pCurrentMaterial = NULL;
for( int i = 0; i < RI->frame.light_meshes.Count(); i++ )
{
CSolidEntry *entry = &RI->frame.light_meshes[i];
DrawSingleMesh( entry, ( i == 0 ));
}
GL_Cull( GL_FRONT );
}
void CStudioModelRenderer :: RenderDynLightList( bool solid )
{
if( FBitSet( RI->params, RP_ENVVIEW|RP_SKYVIEW ))
return;
if( !FBitSet( RI->params, RP_HASDYNLIGHTS ))
return;
if( R_FullBright( )) return;
GL_Blend( GL_TRUE );
GL_AlphaTest( GL_FALSE );
GL_DepthMask( GL_FALSE );
CDynLight *pl = tr.dlights;
for( int i = 0; i < MAX_DLIGHTS; i++, pl++ )
{
if( pl->Expired( )) continue;
if( pl->type == LIGHT_PROJECTION || pl->type == LIGHT_OMNI )
{
if( !pl->Active( )) continue;
if( !Mod_CheckBoxVisible( pl->absmin, pl->absmax ))
continue;
if( R_CullFrustum( &pl->frustum ))
continue;
pglEnable( GL_SCISSOR_TEST );
}
else
{
// couldn't use scissor for sunlight
pglDisable( GL_SCISSOR_TEST );
}
RI->currentlight = pl;
// draw world from light position
BuildMeshListForLight( pl, solid );
if( !RI->frame.light_meshes.Count( ))
continue; // no interaction with this light?
DrawLightForMeshList( pl );
}
GL_SelectTexture( glConfig.max_texture_units - 1 ); // force to cleanup all the units
pglDisable( GL_SCISSOR_TEST );
GL_CleanUpTextureUnits( 0 );
RI->currentlight = NULL;
}
void CStudioModelRenderer :: RenderDeferredStudioList( void )
{
if( !RI->frame.solid_meshes.Count() )
return;
pglAlphaFunc( GL_GEQUAL, 0.5f );
GL_Blend( GL_FALSE );
GL_AlphaTest( GL_FALSE );
GL_DepthMask( GL_TRUE );
if( GL_Support( R_SEAMLESS_CUBEMAP ))
pglEnable( GL_TEXTURE_CUBE_MAP_SEAMLESS );
// sorting list to reduce shader switches
if( !CVAR_TO_BOOL( cv_nosort ))
RI->frame.solid_meshes.Sort( R_SortSolidMeshes );
RI->currententity = NULL;
RI->currentmodel = NULL;
m_pCurrentMaterial = NULL;
for( int i = 0; i < RI->frame.solid_meshes.Count(); i++ )
{
CSolidEntry *entry = &RI->frame.solid_meshes[i];
if( entry->m_bDrawType != DRAWTYPE_MESH )
continue;
if( m_iDrawModelType == DRAWSTUDIO_NORMAL )
{
if( entry->m_pParentEntity->curstate.renderfx == SKYBOX_ENTITY )
{
GL_DepthRange( 0.8f, 0.9f );
GL_ClipPlane( false );
}
else
{
GL_DepthRange( gldepthmin, gldepthmax );
GL_ClipPlane( true );
}
}
DrawSingleMesh( entry, ( i == 0 ));
}
if( GL_Support( R_SEAMLESS_CUBEMAP ))
pglDisable( GL_TEXTURE_CUBE_MAP_SEAMLESS );
if( m_iDrawModelType == DRAWSTUDIO_NORMAL )
GL_DepthRange( gldepthmin, gldepthmax );
GL_CleanupDrawState();
GL_AlphaTest( GL_FALSE );
GL_ClipPlane( true );
GL_Cull( GL_FRONT );
// now draw studio decals
for( i = 0; i < RI->frame.solid_meshes.Count(); i++ )
{
// DrawDecal( &RI->frame.solid_meshes[i] );
}
}
word CStudioModelRenderer :: ShaderSceneForward( mstudiomaterial_t *mat, lightinfo_t *light, bool vertex_lighting, bool bone_weighting, int numbones )
{
char glname[64];
char options[MAX_OPTIONS_LENGTH];
bool shader_translucent = false;
bool change_rendermode = false;
bool using_screenrect = false;
bool using_cubemaps = false;
if( mat->lastRenderMode != RI->currententity->curstate.rendermode )
change_rendermode = true;
if( mat->forwardScene.IsValid() && mat->lightstatus == light->status && !change_rendermode )
return mat->forwardScene.GetHandle(); // valid
Q_strncpy( glname, "forward/scene_studio", sizeof( glname ));
memset( options, 0, sizeof( options ));
if( numbones == 1 )
GL_AddShaderDirective( options, "MAXSTUDIOBONES 1" );
if( bone_weighting )
GL_AddShaderDirective( options, "APPLY_BONE_WEIGHTING" );
if( FBitSet( mat->flags, STUDIO_NF_CHROME ))
GL_AddShaderDirective( options, "HAS_CHROME" );
GL_CheckTextureAlpha( options, mat->gl_diffuse_id );
if( RI->currententity->curstate.rendermode == kRenderTransAdd || RI->currententity->curstate.rendermode == kRenderGlow )
{
// additive and glow is always fullbright
GL_AddShaderDirective( options, "LIGHTING_FULLBRIGHT" );
if( RI->currententity->curstate.rendermode == kRenderTransAdd )
shader_translucent = true;
}
else if( FBitSet( mat->flags, STUDIO_NF_FULLBRIGHT ) || R_FullBright() || FBitSet( RI->currententity->curstate.effects, EF_FULLBRIGHT ))
{
GL_AddShaderDirective( options, "LIGHTING_FULLBRIGHT" );
}
else
{
if( CVAR_TO_BOOL( cv_brdf ))
GL_AddShaderDirective( options, "APPLY_PBS" );
if( vertex_lighting )
GL_AddShaderDirective( options, "VERTEX_LIGHTING" );
else if( light->data.numSamples > 1 )
GL_AddShaderDirective( options, "LIGHTING_MULTISAMPLE" );
else if( FBitSet( mat->flags, STUDIO_NF_FLATSHADE ))
GL_AddShaderDirective( options, "LIGHTING_FLATSHADE" );
// debug visualization
if( r_lightmap->value > 0.0f && r_lightmap->value <= 2.0f )
{
if( r_lightmap->value == 1.0f && worldmodel->lightdata )
GL_AddShaderDirective( options, "LIGHTMAP_DEBUG" );
else if( r_lightmap->value == 2.0f && FBitSet( world->features, WORLD_HAS_DELUXEMAP ))
GL_AddShaderDirective( options, "LIGHTVEC_DEBUG" );
}
// deluxemap required
if( CVAR_TO_BOOL( cv_bump ) && FBitSet( light->status, LIGHTINFO_DIRECTION ) && FBitSet( mat->flags, STUDIO_NF_NORMALMAP ))
{
GL_AddShaderDirective( options, "HAS_NORMALMAP" );
GL_EncodeNormal( options, mat->gl_normalmap_id );
GL_AddShaderDirective( options, "COMPUTE_TBN" );
}
// deluxemap required
if( CVAR_TO_BOOL( cv_specular ) && FBitSet( light->status, LIGHTINFO_DIRECTION ) && FBitSet( mat->flags, STUDIO_NF_GLOSSMAP ))
GL_AddShaderDirective( options, "HAS_GLOSSMAP" );
if( FBitSet( mat->flags, STUDIO_NF_LUMA ))
GL_AddShaderDirective( options, "HAS_LUMA" );
}
if( mat->aberrationScale > 0.0f && Q_stristr( options, "HAS_NORMALMAP" ))
GL_AddShaderDirective( options, "APPLY_ABERRATION" );
if( mat->refractScale > 0.0f && Q_stristr( options, "HAS_NORMALMAP" ))
GL_AddShaderDirective( options, "APPLY_REFRACTION" );
if(( world->num_cubemaps > 0 ) && CVAR_TO_BOOL( cv_cubemaps ) && (mat->reflectScale > 0.0f) && !FBitSet( RI->params, RP_ENVVIEW ))
{
GL_AddShaderDirective( options, "REFLECTION_CUBEMAP" );
using_cubemaps = true;
}
if( tr.fogEnabled )
GL_AddShaderDirective( options, "APPLY_FOG_EXP" );
// mixed mode: solid & transparent controlled by alpha-channel
if( FBitSet( mat->flags, STUDIO_NF_ADDITIVE ) && RI->currententity->curstate.rendermode != kRenderGlow )
{
if( FBitSet( mat->flags, STUDIO_NF_HAS_ALPHA ))
GL_AddShaderDirective( options, "ALPHA_GLASS" );
shader_translucent = true;
}
if( RI->currententity->curstate.rendermode == kRenderTransColor || RI->currententity->curstate.rendermode == kRenderTransTexture )
shader_translucent = true;
if( shader_translucent )
GL_AddShaderDirective( options, "TRANSLUCENT" );
if( FBitSet( mat->flags, STUDIO_NF_HAS_DETAIL ) && CVAR_TO_BOOL( r_detailtextures ))
GL_AddShaderDirective( options, "HAS_DETAIL" );
word shaderNum = GL_FindUberShader( glname, options );
if( !shaderNum )
{
SetBits( mat->flags, STUDIO_NF_NODRAW );
return 0; // something bad happens
}
if( shader_translucent )
GL_AddShaderFeature( shaderNum, SHADER_TRANSLUCENT|SHADER_USE_SCREENCOPY );
if( using_cubemaps )
GL_AddShaderFeature( shaderNum, SHADER_USE_CUBEMAPS );
// done
mat->lastRenderMode = RI->currententity->curstate.rendermode;
ClearBits( mat->flags, STUDIO_NF_NODRAW );
mat->forwardScene.SetShader( shaderNum );
mat->lightstatus = light->status;
return shaderNum;
}
word CStudioModelRenderer :: ShaderLightForward( CDynLight *dl, mstudiomaterial_t *mat, bool bone_weighting, int numbones )
{
char glname[64];
char options[MAX_OPTIONS_LENGTH];
switch( dl->type )
{
case LIGHT_PROJECTION:
if( mat->forwardLightSpot.IsValid( ))
return mat->forwardLightSpot.GetHandle(); // valid
break;
case LIGHT_OMNI:
if( mat->forwardLightOmni.IsValid( ))
return mat->forwardLightOmni.GetHandle(); // valid
break;
case LIGHT_DIRECTIONAL:
if( mat->forwardLightProj.IsValid( ))
return mat->forwardLightProj.GetHandle(); // valid
break;
}
Q_strncpy( glname, "forward/light_studio", sizeof( glname ));
memset( options, 0, sizeof( options ));
switch( dl->type )
{
case LIGHT_PROJECTION:
GL_AddShaderDirective( options, "LIGHT_SPOT" );
break;
case LIGHT_OMNI:
GL_AddShaderDirective( options, "LIGHT_OMNI" );
break;
case LIGHT_DIRECTIONAL:
GL_AddShaderDirective( options, "LIGHT_PROJ" );
break;
}
if( numbones == 1 )
GL_AddShaderDirective( options, "MAXSTUDIOBONES 1" );
if( bone_weighting )
GL_AddShaderDirective( options, "APPLY_BONE_WEIGHTING" );
if( FBitSet( mat->flags, STUDIO_NF_CHROME ))
GL_AddShaderDirective( options, "HAS_CHROME" );
if( CVAR_TO_BOOL( cv_brdf ))
GL_AddShaderDirective( options, "APPLY_PBS" );
if( FBitSet( mat->flags, STUDIO_NF_HAS_DETAIL ) && CVAR_TO_BOOL( r_detailtextures ))
GL_AddShaderDirective( options, "HAS_DETAIL" );
GL_CheckTextureAlpha( options, mat->gl_diffuse_id );
if( CVAR_TO_BOOL( cv_bump ) && FBitSet( mat->flags, STUDIO_NF_NORMALMAP ) && !FBitSet( dl->flags, DLF_NOBUMP ))
{
GL_AddShaderDirective( options, "HAS_NORMALMAP" );
GL_EncodeNormal( options, mat->gl_normalmap_id );
GL_AddShaderDirective( options, "COMPUTE_TBN" );
}
if( CVAR_TO_BOOL( cv_specular ) && FBitSet( mat->flags, STUDIO_NF_GLOSSMAP ))
GL_AddShaderDirective( options, "HAS_GLOSSMAP" );
if( CVAR_TO_BOOL( r_shadows ) && !FBitSet( dl->flags, DLF_NOSHADOWS ))
{
// shadow cubemaps only support if GL_EXT_gpu_shader4 is support
if( dl->type == LIGHT_DIRECTIONAL && CVAR_TO_BOOL( r_sunshadows ))
{
GL_AddShaderDirective( options, "APPLY_SHADOW" );
}
else if( dl->type == LIGHT_PROJECTION || GL_Support( R_EXT_GPU_SHADER4 ))
{
GL_AddShaderDirective( options, "APPLY_SHADOW" );
if( r_shadows->value == 2.0f )
GL_AddShaderDirective( options, "SHADOW_PCF2X2" );
else if( r_shadows->value >= 3.0f )
GL_AddShaderDirective( options, "SHADOW_PCF3X3" );
}
}
word shaderNum = GL_FindUberShader( glname, options );
if( !shaderNum )
{
if( dl->type == LIGHT_DIRECTIONAL )
SetBits( mat->flags, STUDIO_NF_NOSUNLIGHT );
else SetBits( mat->flags, STUDIO_NF_NODLIGHT );
return 0; // something bad happens
}
// done
switch( dl->type )
{
case LIGHT_PROJECTION:
mat->forwardLightSpot.SetShader( shaderNum );
ClearBits( mat->flags, STUDIO_NF_NODLIGHT );
break;
case LIGHT_OMNI:
mat->forwardLightOmni.SetShader( shaderNum );
ClearBits( mat->flags, STUDIO_NF_NODLIGHT );
break;
case LIGHT_DIRECTIONAL:
mat->forwardLightProj.SetShader( shaderNum );
ClearBits( mat->flags, STUDIO_NF_NOSUNLIGHT );
break;
}
return shaderNum;
}
word CStudioModelRenderer :: ShaderSceneDeferred( mstudiomaterial_t *mat, bool bone_weighting, int numbones )
{
char glname[64];
char options[MAX_OPTIONS_LENGTH];
bool using_cubemaps = false;
if( mat->deferredScene.IsValid( ))
return mat->deferredScene.GetHandle(); // valid
Q_strncpy( glname, "deferred/scene_studio", sizeof( glname ));
memset( options, 0, sizeof( options ));
if( numbones == 1 )
GL_AddShaderDirective( options, "MAXSTUDIOBONES 1" );
if( bone_weighting )
GL_AddShaderDirective( options, "APPLY_BONE_WEIGHTING" );
if( FBitSet( mat->flags, STUDIO_NF_CHROME ))
GL_AddShaderDirective( options, "HAS_CHROME" );
if( FBitSet( mat->flags, STUDIO_NF_FULLBRIGHT ) || R_FullBright( ))
GL_AddShaderDirective( options, "LIGHTING_FULLBRIGHT" );
if( FBitSet( mat->flags, STUDIO_NF_FLATSHADE ))
GL_AddShaderDirective( options, "LIGHTING_FLATSHADE" );
if( FBitSet( mat->flags, STUDIO_NF_LUMA ))
GL_AddShaderDirective( options, "HAS_LUMA" );
if( FBitSet( mat->flags, STUDIO_NF_HAS_DETAIL ) && CVAR_TO_BOOL( r_detailtextures ))
GL_AddShaderDirective( options, "HAS_DETAIL" );
if( FBitSet( mat->flags, STUDIO_NF_NORMALMAP ) && CVAR_TO_BOOL( cv_bump ))
{
GL_AddShaderDirective( options, "HAS_NORMALMAP" );
GL_EncodeNormal( options, mat->gl_normalmap_id );
GL_AddShaderDirective( options, "COMPUTE_TBN" );
}
if( CVAR_TO_BOOL( cv_specular ) && FBitSet( mat->flags, STUDIO_NF_GLOSSMAP ))
GL_AddShaderDirective( options, "HAS_GLOSSMAP" );
if(( world->num_cubemaps > 0 ) && CVAR_TO_BOOL( cv_cubemaps ) && (mat->reflectScale > 0.0f) && !FBitSet( RI->params, RP_ENVVIEW ))
{
GL_AddShaderDirective( options, "REFLECTION_CUBEMAP" );
using_cubemaps = true;
}
word shaderNum = GL_FindUberShader( glname, options );
if( !shaderNum )
{
SetBits( mat->flags, STUDIO_NF_NODRAW );
return 0; // something bad happens
}
if( using_cubemaps )
GL_AddShaderFeature( shaderNum, SHADER_USE_CUBEMAPS );
// done
ClearBits( mat->flags, STUDIO_NF_NODRAW );
mat->deferredScene.SetShader( shaderNum );
return shaderNum;
}
word CStudioModelRenderer :: ShaderLightDeferred( mstudiomaterial_t *mat, bool bone_weighting, int numbones )
{
char glname[64];
char options[MAX_OPTIONS_LENGTH];
if( mat->deferredLight.IsValid( ))
return mat->deferredLight.GetHandle(); // valid
Q_strncpy( glname, "deferred/light_studio", sizeof( glname ));
memset( options, 0, sizeof( options ));
if( numbones == 1 )
GL_AddShaderDirective( options, "MAXSTUDIOBONES 1" );
if( bone_weighting )
GL_AddShaderDirective( options, "APPLY_BONE_WEIGHTING" );
if( FBitSet( mat->flags, STUDIO_NF_FULLBRIGHT ) || R_FullBright( ))
GL_AddShaderDirective( options, "LIGHTING_FULLBRIGHT" );
if( FBitSet( mat->flags, STUDIO_NF_FLATSHADE ))
GL_AddShaderDirective( options, "LIGHTING_FLATSHADE" );
if( FBitSet( mat->flags, STUDIO_NF_LUMA ))
GL_AddShaderDirective( options, "HAS_LUMA" );
word shaderNum = GL_FindUberShader( glname, options );
if( !shaderNum )
{
SetBits( mat->flags, STUDIO_NF_NODRAW );
return 0; // something bad happens
}
// done
ClearBits( mat->flags, STUDIO_NF_NODRAW );
mat->deferredLight.SetShader( shaderNum );
return shaderNum;
}
word CStudioModelRenderer :: ShaderSceneDepth( mstudiomaterial_t *mat, bool bone_weighting, int numbones )
{
char glname[64];
char options[MAX_OPTIONS_LENGTH];
if( mat->forwardDepth.IsValid( ))
return mat->forwardDepth.GetHandle(); // valid
Q_strncpy( glname, "forward/depth_studio", sizeof( glname ));
memset( options, 0, sizeof( options ));
if( numbones == 1 )
GL_AddShaderDirective( options, "MAXSTUDIOBONES 1" );
if( bone_weighting )
GL_AddShaderDirective( options, "APPLY_BONE_WEIGHTING" );
word shaderNum = GL_FindUberShader( glname, options );
if( !shaderNum ) return 0; // something bad happens
mat->forwardDepth.SetShader( shaderNum );
return shaderNum;
}
void CStudioModelRenderer :: DrawSingleMesh( CSolidEntry *entry, bool force )
{
bool cache_has_changed = false;
Vector4D lightstyles, lightdir;
bool weapon_model = false;
float r, g, b, a, *v;
int map;
if( entry->m_bDrawType != DRAWTYPE_MESH )
return;
if( RI->currentmodel != entry->m_pRenderModel )
cache_has_changed = true;
if( RI->currententity != entry->m_pParentEntity )
cache_has_changed = true;
RI->currentmodel = entry->m_pRenderModel;
cl_entity_t *e = RI->currententity = entry->m_pParentEntity;
m_pStudioHeader = (studiohdr_t *)IEngineStudio.Mod_Extradata( RI->currentmodel );
int m_skinnum = bound( 0, RI->currententity->curstate.skin, MAXSTUDIOSKINS - 1 );
ASSERT( RI->currententity->modelhandle != INVALID_HANDLE );
ModelInstance_t *inst = m_pModelInstance = &m_ModelInstances[e->modelhandle];
int num_bones = Q_min( m_pStudioHeader->numbones, glConfig.max_skinning_bones );
vbomesh_t *pMesh = entry->m_pMesh;
mstudiomaterial_t *mat;
short *pskinref = (short *)((byte *)m_pStudioHeader + m_pStudioHeader->skinindex);
if( m_skinnum != 0 && m_skinnum < m_pStudioHeader->numskinfamilies )
pskinref += (m_skinnum * m_pStudioHeader->numskinref);
if( FBitSet( RI->params, RP_SHADOWVIEW ))
mat = &RI->currentmodel->materials[pskinref[pMesh->skinref]];
else mat = &m_pModelInstance->materials[pskinref[pMesh->skinref]]; // NOTE: use local copy for right cache shadernums
lightinfo_t *light = &inst->light;
if( mat != m_pCurrentMaterial )
cache_has_changed = true;
m_pCurrentMaterial = mat;
if( FBitSet( RI->params, RP_DEFERREDLIGHT|RP_DEFERREDSCENE ))
{
if( FBitSet( RI->params, RP_DEFERREDSCENE ))
entry->m_hProgram = mat->deferredScene.GetHandle();
else if( FBitSet( RI->params, RP_DEFERREDLIGHT ))
entry->m_hProgram = mat->deferredLight.GetHandle();
else entry->m_hProgram = 0;
if( !entry->m_hProgram ) return;
}
if( force || ( RI->currentshader != &glsl_programs[entry->m_hProgram] ))
{
// force to bind new shader
GL_BindShader( &glsl_programs[entry->m_hProgram] );
cache_has_changed = true;
}
if( FBitSet( RI->params, RP_SHADOWVIEW|RP_DEFERREDSCENE ))
{
if( FBitSet( mat->flags, STUDIO_NF_MASKED ))
{
pglAlphaFunc( GL_GEQUAL, 0.5f );
GL_AlphaTest( GL_TRUE );
}
else if( FBitSet( mat->flags, STUDIO_NF_HAS_ALPHA ))
{
pglAlphaFunc( GL_GEQUAL, 0.999f );
GL_AlphaTest( GL_TRUE );
}
else GL_AlphaTest( GL_FALSE );
}
else
{
if( FBitSet( mat->flags, STUDIO_NF_MASKED ))
GL_AlphaTest( GL_TRUE );
else GL_AlphaTest( GL_FALSE );
}
if( !FBitSet( RI->params, RP_SHADOWVIEW ))
{
if( FBitSet( mat->flags, STUDIO_NF_TWOSIDE ))
GL_Cull( GL_NONE );
else GL_Cull( GL_FRONT );
}
// each transparent surfaces reqiured an actual screencopy
if( ScreenCopyRequired( RI->currentshader ) && entry->IsTranslucent( ))
{
CTransEntry *trans = (CTransEntry *)entry;
if( trans->m_bScissorReady )
{
trans->RequestScreenColor();
cache_has_changed = true; // force to refresh uniforms
r_stats.c_screen_copy++;
}
}
glsl_program_t *shader = RI->currentshader;
CDynLight *pl = RI->currentlight; // may be NULL
// sometime we can't set the uniforms
if( !cache_has_changed || !shader || !shader->numUniforms || !shader->uniforms )
{
// just draw mesh and out
DrawMeshFromBuffer( pMesh );
return;
}
if( entry->m_pRenderModel == IEngineStudio.GetModelByIndex( e->curstate.weaponmodel ))
weapon_model = true;
// setup specified uniforms (and texture bindings)
for( int i = 0; i < shader->numUniforms; i++ )
{
uniform_t *u = &shader->uniforms[i];
switch( u->type )
{
case UT_COLORMAP:
u->SetValue( mat->gl_diffuse_id );
break;
case UT_NORMALMAP:
u->SetValue( mat->gl_normalmap_id );
break;
case UT_GLOSSMAP:
u->SetValue( mat->gl_specular_id );
break;
case UT_DETAILMAP:
u->SetValue( mat->gl_detailmap_id );
break;
case UT_PROJECTMAP:
if( pl && pl->type == LIGHT_PROJECTION )
u->SetValue( pl->spotlightTexture );
else u->SetValue( tr.whiteTexture );
break;
case UT_SHADOWMAP:
case UT_SHADOWMAP0:
if( pl ) u->SetValue( pl->shadowTexture[0] );
else u->SetValue( tr.depthTexture );
break;
case UT_SHADOWMAP1:
if( pl ) u->SetValue( pl->shadowTexture[1] );
else u->SetValue( tr.depthTexture );
break;
case UT_SHADOWMAP2:
if( pl ) u->SetValue( pl->shadowTexture[2] );
else u->SetValue( tr.depthTexture );
break;
case UT_SHADOWMAP3:
if( pl ) u->SetValue( pl->shadowTexture[3] );
else u->SetValue( tr.depthTexture );
break;
case UT_LIGHTMAP:
case UT_DELUXEMAP:
case UT_DECALMAP:
// unacceptable for studiomodels
u->SetValue( tr.whiteTexture );
break;
case UT_SCREENMAP:
u->SetValue( tr.screen_color );
break;
case UT_DEPTHMAP:
u->SetValue( tr.screen_depth );
break;
case UT_ENVMAP0:
case UT_ENVMAP:
if( inst->cubemap[0] != NULL )
u->SetValue( inst->cubemap[0]->texture );
else u->SetValue( tr.whiteCubeTexture );
break;
case UT_ENVMAP1:
if( inst->cubemap[1] != NULL )
u->SetValue( inst->cubemap[1]->texture );
else u->SetValue( tr.whiteCubeTexture );
break;
case UT_GLOWMAP:
u->SetValue( mat->gl_glowmap_id );
break;
case UT_HEIGHTMAP:
u->SetValue( mat->gl_heightmap_id );
break;
case UT_BSPPLANESMAP:
u->SetValue( tr.packed_planes_texture );
break;
case UT_BSPNODESMAP:
u->SetValue( tr.packed_nodes_texture );
break;
case UT_BSPLIGHTSMAP:
u->SetValue( tr.packed_lights_texture );
break;
case UT_MODELMATRIX:
u->SetValue( &inst->m_glmatrix[0] );
break;
case UT_BONESARRAY:
if( weapon_model )
u->SetValue( &inst->m_glweaponbones[0][0], num_bones * 3 );
else u->SetValue( &inst->m_glstudiobones[0][0], num_bones * 3 );
break;
case UT_BONEQUATERNION:
if( weapon_model )
u->SetValue( &inst->m_weaponquat[0][0], num_bones );
else u->SetValue( &inst->m_studioquat[0][0], num_bones );
break;
case UT_BONEPOSITION:
if( weapon_model )
u->SetValue( &inst->m_weaponpos[0][0], num_bones );
else u->SetValue( &inst->m_studiopos[0][0], num_bones );
break;
case UT_SCREENSIZEINV:
u->SetValue( 1.0f / (float)glState.width, 1.0f / (float)glState.height );
break;
case UT_ZFAR:
u->SetValue( -tr.farclip * 1.74f );
break;
case UT_LIGHTSTYLES:
for( map = 0; map < MAXLIGHTMAPS; map++ )
{
if( inst->styles[map] != 255 )
lightstyles[map] = tr.lightstyle[inst->styles[map]];
else lightstyles[map] = 0.0f;
}
u->SetValue( lightstyles.x, lightstyles.y, lightstyles.z, lightstyles.w );
break;
case UT_REALTIME:
u->SetValue( (float)tr.time );
break;
case UT_DETAILSCALE:
u->SetValue( mat->detailScale[0], mat->detailScale[1] );
break;
case UT_FOGPARAMS:
u->SetValue( tr.fogColor[0], tr.fogColor[1], tr.fogColor[2], tr.fogDensity );
break;
case UT_SHADOWPARMS:
if( pl != NULL )
{
float shadowWidth = 1.0f / (float)RENDER_GET_PARM( PARM_TEX_WIDTH, pl->shadowTexture[0] );
float shadowHeight = 1.0f / (float)RENDER_GET_PARM( PARM_TEX_HEIGHT, pl->shadowTexture[0] );
// depth scale and bias and shadowmap resolution
u->SetValue( shadowWidth, shadowHeight, -pl->projectionMatrix[2][2], pl->projectionMatrix[3][2] );
}
else u->SetValue( 0.0f, 0.0f, 0.0f, 0.0f );
break;
case UT_TEXOFFSET: // FIXME: implement conveyors?
u->SetValue( 0.0f, 0.0f );
break;
case UT_VIEWORIGIN:
u->SetValue( GetVieworg().x, GetVieworg().y, GetVieworg().z );
break;
case UT_VIEWRIGHT:
u->SetValue( GetVRight().x, GetVRight().y, GetVRight().z );
break;
case UT_RENDERCOLOR:
if( e->curstate.rendermode == kRenderNormal )
{
r = g = b = a = 1.0f;
}
else
{
int sum = (e->curstate.rendercolor.r + e->curstate.rendercolor.g + e->curstate.rendercolor.b);
if( sum > 0 )
{
r = e->curstate.rendercolor.r / 255.0f;
g = e->curstate.rendercolor.g / 255.0f;
b = e->curstate.rendercolor.b / 255.0f;
}
else
{
r = g = b = 1.0f;
}
if( e->curstate.rendermode != kRenderTransAlpha )
a = e->curstate.renderamt / 255.0f;
else a = 1.0f;
}
if( FBitSet( mat->flags, STUDIO_NF_ADDITIVE ))
a = 0.65f; // FIXME: 0.5 looks ugly
u->SetValue( r, g, b, a );
break;
case UT_SMOOTHNESS:
u->SetValue( mat->smoothness );
break;
case UT_SHADOWMATRIX:
if( pl ) u->SetValue( &pl->gl_shadowMatrix[0][0], MAX_SHADOWMAPS );
break;
case UT_SHADOWSPLITDIST:
v = RI->view.parallelSplitDistances;
u->SetValue( v[0], v[1], v[2], v[3] );
break;
case UT_TEXELSIZE:
u->SetValue( 1.0f / (float)sunSize[0], 1.0f / (float)sunSize[1], 1.0f / (float)sunSize[2], 1.0f / (float)sunSize[3] );
break;
case UT_GAMMATABLE:
u->SetValue( &tr.gamma_table[0][0], 64 );
break;
case UT_LIGHTDIR:
if( pl )
{
if( pl->type == LIGHT_DIRECTIONAL ) lightdir = -tr.sky_normal;
else lightdir = pl->frustum.GetPlane( FRUSTUM_FAR )->normal;
u->SetValue( lightdir.x, lightdir.y, lightdir.z, pl->fov );
}
else u->SetValue( &light->data.normal[0][0], light->data.numSamples );
break;
case UT_LIGHTDIFFUSE:
if( pl ) u->SetValue( pl->color.x, pl->color.y, pl->color.z );
else u->SetValue( &light->data.diffuse[0][0], light->data.numSamples );
break;
case UT_LIGHTSAMPLES:
u->SetValue( light->data.numSamples );
break;
case UT_LIGHTORIGIN:
if( pl ) u->SetValue( pl->origin.x, pl->origin.y, pl->origin.z, ( 1.0f / pl->radius ));
else u->SetValue( &light->data.origin[0][0], light->data.numSamples );
break;
case UT_LIGHTVIEWPROJMATRIX:
if( pl )
{
GLfloat gl_lightViewProjMatrix[16];
pl->lightviewProjMatrix.CopyToArray( gl_lightViewProjMatrix );
u->SetValue( &gl_lightViewProjMatrix[0] );
}
break;
case UT_DIFFUSEFACTOR:
u->SetValue( tr.diffuseFactor );
break;
case UT_AMBIENTFACTOR:
if( pl && pl->type == LIGHT_DIRECTIONAL )
u->SetValue( tr.sun_ambient );
else u->SetValue( tr.ambientFactor );
break;
case UT_SUNREFRACT:
u->SetValue( tr.sun_refract );
break;
case UT_AMBIENTCUBE:
u->SetValue( &light->ambient[0][0], 6 );
break;
case UT_LERPFACTOR:
u->SetValue( inst->lerpFactor );
break;
case UT_REFRACTSCALE:
u->SetValue( bound( 0.0f, mat->refractScale, 1.0f ));
break;
case UT_REFLECTSCALE:
u->SetValue( bound( 0.0f, mat->reflectScale, 1.0f ));
break;
case UT_ABERRATIONSCALE:
u->SetValue( bound( 0.0f, mat->aberrationScale, 1.0f ));
break;
case UT_BOXMINS:
if( world->num_cubemaps > 0 )
{
Vector mins[2];
mins[0] = inst->cubemap[0]->mins;
mins[1] = inst->cubemap[1]->mins;
u->SetValue( &mins[0][0], 2 );
}
break;
case UT_BOXMAXS:
if( world->num_cubemaps > 0 )
{
Vector maxs[2];
maxs[0] = inst->cubemap[0]->maxs;
maxs[1] = inst->cubemap[1]->maxs;
u->SetValue( &maxs[0][0], 2 );
}
break;
case UT_CUBEORIGIN:
if( world->num_cubemaps > 0 )
{
Vector origin[2];
origin[0] = inst->cubemap[0]->origin;
origin[1] = inst->cubemap[1]->origin;
u->SetValue( &origin[0][0], 2 );
}
break;
case UT_CUBEMIPCOUNT:
if( world->num_cubemaps > 0 )
{
r = Q_max( 1, inst->cubemap[0]->numMips - cv_cube_lod_bias->value );
g = Q_max( 1, inst->cubemap[1]->numMips - cv_cube_lod_bias->value );
u->SetValue( r, g );
}
break;
case UT_LIGHTNUMS0:
u->SetValue( (float)inst->lights[0], (float)inst->lights[1], (float)inst->lights[2], (float)inst->lights[3] );
break;
case UT_LIGHTNUMS1:
u->SetValue( (float)inst->lights[4], (float)inst->lights[5], (float)inst->lights[6], (float)inst->lights[7] );
break;
default:
ALERT( at_error, "%s: unhandled uniform %s\n", RI->currentshader->name, u->name );
break;
}
}
DrawMeshFromBuffer( pMesh );
}
void CStudioModelRenderer :: RenderSolidStudioList( void )
{
if( !RI->frame.solid_meshes.Count() )
return;
pglAlphaFunc( GL_GEQUAL, 0.5f );
GL_Blend( GL_FALSE );
GL_AlphaTest( GL_FALSE );
GL_DepthMask( GL_TRUE );
if( GL_Support( R_SEAMLESS_CUBEMAP ))
pglEnable( GL_TEXTURE_CUBE_MAP_SEAMLESS );
// sorting list to reduce shader switches
if( !CVAR_TO_BOOL( cv_nosort ))
RI->frame.solid_meshes.Sort( R_SortSolidMeshes );
RI->currententity = NULL;
RI->currentmodel = NULL;
m_pCurrentMaterial = NULL;
for( int i = 0; i < RI->frame.solid_meshes.Count(); i++ )
{
CSolidEntry *entry = &RI->frame.solid_meshes[i];
if( entry->m_bDrawType != DRAWTYPE_MESH )
continue;
if( m_iDrawModelType == DRAWSTUDIO_NORMAL )
{
if( entry->m_pParentEntity->curstate.renderfx == SKYBOX_ENTITY )
{
GL_DepthRange( 0.8f, 0.9f );
GL_ClipPlane( false );
}
else
{
GL_DepthRange( gldepthmin, gldepthmax );
GL_ClipPlane( true );
}
}
DrawSingleMesh( entry, ( i == 0 ));
}
if( GL_Support( R_SEAMLESS_CUBEMAP ))
pglDisable( GL_TEXTURE_CUBE_MAP_SEAMLESS );
if( m_iDrawModelType == DRAWSTUDIO_NORMAL )
GL_DepthRange( gldepthmin, gldepthmax );
GL_AlphaTest( GL_FALSE );
GL_ClipPlane( true );
GL_Cull( GL_FRONT );
RenderDynLightList( true );
GL_CleanupDrawState();
// now draw studio decals
for( i = 0; i < RI->frame.solid_meshes.Count(); i++ )
{
DrawDecal( &RI->frame.solid_meshes[i] );
}
}
void CStudioModelRenderer :: RenderTransMesh( CTransEntry *entry )
{
if( entry->m_bDrawType != DRAWTYPE_MESH )
return;
pglAlphaFunc( GL_GEQUAL, 0.5f );
GL_DepthMask( GL_TRUE );
if( m_iDrawModelType == DRAWSTUDIO_NORMAL )
{
if( entry->m_pParentEntity->curstate.renderfx == SKYBOX_ENTITY )
{
GL_DepthRange( 0.8f, 0.9f );
GL_ClipPlane( false );
}
else
{
GL_DepthRange( gldepthmin, gldepthmax );
GL_ClipPlane( true );
}
}
if( entry->m_pParentEntity->curstate.rendermode == kRenderGlow )
{
pglBlendFunc( GL_ONE, GL_ONE );
pglDisable( GL_DEPTH_TEST );
GL_Blend( GL_TRUE );
}
else
{
pglEnable( GL_DEPTH_TEST );
GL_Blend( GL_FALSE );
}
DrawSingleMesh( entry, true );
// trans meshes reqiured draw decals separately
DrawDecal( entry );
pglEnable( GL_DEPTH_TEST );
GL_Blend( GL_FALSE );
GL_ClipPlane( true );
}
void CStudioModelRenderer :: RenderTransStudioList( void )
{
if( !RI->frame.trans_list.Count() )
return;
pglAlphaFunc( GL_GEQUAL, 0.5f );
GL_Blend( GL_FALSE ); // mixing screencopy with diffuse so we don't need blend
GL_AlphaTest( GL_FALSE );
GL_DepthMask( GL_TRUE );
if( GL_Support( R_SEAMLESS_CUBEMAP ))
pglEnable( GL_TEXTURE_CUBE_MAP_SEAMLESS );
RI->currententity = NULL;
RI->currentmodel = NULL;
m_pCurrentMaterial = NULL;
for( int i = 0; i < RI->frame.trans_list.Count(); i++ )
{
CTransEntry *entry = &RI->frame.trans_list[i];
if( entry->m_bDrawType != DRAWTYPE_MESH )
continue;
if( m_iDrawModelType == DRAWSTUDIO_NORMAL )
{
if( entry->m_pParentEntity->curstate.renderfx == SKYBOX_ENTITY )
{
GL_DepthRange( 0.8f, 0.9f );
GL_ClipPlane( false );
}
else
{
GL_DepthRange( gldepthmin, gldepthmax );
GL_ClipPlane( true );
}
}
if( entry->m_pParentEntity->curstate.rendermode == kRenderGlow )
{
pglBlendFunc( GL_ONE, GL_ONE );
pglDisable( GL_DEPTH_TEST );
GL_Blend( GL_TRUE );
}
else
{
pglEnable( GL_DEPTH_TEST );
GL_Blend( GL_FALSE );
}
DrawSingleMesh( entry, ( i == 0 ));
// trans meshes reqiured draw decals separately
DrawDecal( entry );
}
if( GL_Support( R_SEAMLESS_CUBEMAP ))
pglDisable( GL_TEXTURE_CUBE_MAP_SEAMLESS );
if( m_iDrawModelType == DRAWSTUDIO_NORMAL )
GL_DepthRange( gldepthmin, gldepthmax );
GL_Cull( GL_FRONT );
RenderDynLightList( false );
GL_CleanupDrawState();
pglEnable( GL_DEPTH_TEST );
GL_DepthMask( GL_TRUE );
GL_ClipPlane( true );
}
void CStudioModelRenderer :: RenderShadowStudioList( void )
{
if( !RI->frame.solid_meshes.Count() )
return;
RI->currententity = NULL;
RI->currentmodel = NULL;
m_pCurrentMaterial = NULL;
for( int i = 0; i < RI->frame.solid_meshes.Count(); i++ )
{
CSolidEntry *entry = &RI->frame.solid_meshes[i];
DrawSingleMesh( entry, ( i == 0 ));
}
GL_AlphaTest( GL_FALSE );
GL_CleanupDrawState();
}
void CStudioModelRenderer :: RenderDebugStudioList( bool bViewModel )
{
int i;
if( r_drawentities->value <= 1.0f ) return;
if( FBitSet( RI->params, RP_SHADOWVIEW|RP_ENVVIEW|RP_SKYVIEW ))
return;
if( bViewModel )
{
StudioDrawDebug( GET_VIEWMODEL( ));
StudioDrawDebug( gHUD.m_pHeadShieldEnt );
}
else
{
// render debug lines
for( i = 0; i < tr.num_draw_entities; i++ )
StudioDrawDebug( tr.draw_entities[i] );
}
}
void CStudioModelRenderer :: ClearLightCache( void )
{
// force to recalc static light again
for( int i = m_ModelInstances.Count(); --i >= 0; )
{
ModelInstance_t *inst = &m_ModelInstances[i];
inst->light.status &= ~LIGHTINFO_STATIC;
inst->light.status &= ~LIGHTINFO_GRID_INIT;
inst->light.center = g_vecZero;
}
}