3885 lines
116 KiB
C++
3885 lines
116 KiB
C++
/*
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gl_studio_draw.cpp - rendering studio models
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Copyright (C) 2019 Uncle Mike
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This program is free software: you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation, either version 3 of the License, or
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(at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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*/
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#include "hud.h"
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#include "cl_util.h"
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#include "gl_local.h"
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#include "com_model.h"
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#include "r_studioint.h"
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#include "pm_movevars.h"
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#include "gl_studio.h"
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#include "gl_sprite.h"
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#include "event_api.h"
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#include <mathlib.h>
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#include "pm_defs.h"
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#include "stringlib.h"
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#include "triangleapi.h"
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#include "entity_types.h"
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#include "gl_shader.h"
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#include "gl_world.h"
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#define LIGHT_INTERP_UPDATE 0.1f
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#define LIGHT_INTERP_FACTOR (1.0f / LIGHT_INTERP_UPDATE)
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/*
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=================
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SortSolidMeshes
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sort by shaders to reduce state switches
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=================
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*/
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int CStudioModelRenderer :: SortSolidMeshes( const CSolidEntry *a, const CSolidEntry *b )
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{
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if( a->m_hProgram > b->m_hProgram )
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return -1;
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if( a->m_hProgram < b->m_hProgram )
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return 1;
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return 0;
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}
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/*
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================
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HeadShieldThink
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process client-side animations
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================
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*/
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int CStudioModelRenderer :: HeadShieldThink( void )
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{
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switch( gHUD.m_iHeadShieldState )
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{
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case SHIELD_ON:
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return 1;
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case SHIELD_TURNING_ON:
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if( tr.time > gHUD.m_flHeadShieldSwitchTime )
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{
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gHUD.m_iHeadShieldState = SHIELD_ON;
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gHUD.m_pHeadShieldEnt->curstate.animtime = tr.time;
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gHUD.m_pHeadShieldEnt->curstate.sequence = SHIELDANIM_IDLE;
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}
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return 1;
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case SHIELD_TURNING_OFF:
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if( tr.time > gHUD.m_flHeadShieldSwitchTime )
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{
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gHUD.m_iHeadShieldState = SHIELD_OFF;
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return 0;
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}
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else
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{
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return 1;
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}
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case SHIELD_OFF:
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return 0;
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default:
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ALERT( at_error, "HeadShield: invalid state %d\n", gHUD.m_iHeadShieldState );
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return 0;
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}
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}
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/*
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================
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StudioExtractBbox
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Extract bbox from current sequence
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================
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*/
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int CStudioModelRenderer :: StudioExtractBbox( studiohdr_t *phdr, int sequence, Vector &mins, Vector &maxs )
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{
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if( !phdr || sequence < 0 || sequence >= phdr->numseq )
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return 0;
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mstudioseqdesc_t *pseqdesc = (mstudioseqdesc_t *)((byte *)phdr + phdr->seqindex) + sequence;
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mins = pseqdesc->bbmin;
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maxs = pseqdesc->bbmax;
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return 1;
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}
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/*
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================
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StudioGetBounds
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Get bounds for a current sequence
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================
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*/
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int CStudioModelRenderer :: StudioGetBounds( cl_entity_t *e, Vector bounds[2] )
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{
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if( !e || e->modelhandle == INVALID_HANDLE )
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return 0;
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ModelInstance_t *inst = &m_ModelInstances[e->modelhandle];
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bounds[0] = inst->absmin;
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bounds[1] = inst->absmax;
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return 1;
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}
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/*
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================
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StudioGetBounds
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Get bounds for a given mesh
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================
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*/
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int CStudioModelRenderer :: StudioGetBounds( CSolidEntry *entry, Vector bounds[2] )
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{
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if( !entry || entry->m_bDrawType != DRAWTYPE_MESH )
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return 0;
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if( !entry->m_pParentEntity || entry->m_pParentEntity->modelhandle == INVALID_HANDLE )
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return 0;
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vbomesh_t *vbo = entry->m_pMesh;
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if( !vbo || vbo->parentbone == 0xFF )
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return 0;
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ModelInstance_t *inst = &m_ModelInstances[entry->m_pParentEntity->modelhandle];
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TransformAABB( inst->m_pbones[vbo->parentbone], vbo->mins, vbo->maxs, bounds[0], bounds[1] );
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return 1;
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}
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/*
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================
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UpdateLatchedVars
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lerp custom values
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================
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*/
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void CStudioModelRenderer :: UpdateLatchedVars( cl_entity_t *e, qboolean reset )
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{
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if( !g_fRenderInitialized ) return;
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if( !StudioSetEntity( e )) return;
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// store old values to right lerping from
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m_pModelInstance->m_oldposeparams[0] = e->prevstate.vuser1[0];
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m_pModelInstance->m_oldposeparams[1] = e->prevstate.vuser1[1];
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m_pModelInstance->m_oldposeparams[2] = e->prevstate.vuser1[2];
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m_pModelInstance->m_oldposeparams[3] = e->prevstate.vuser2[0];
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m_pModelInstance->m_oldposeparams[4] = e->prevstate.vuser2[1];
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m_pModelInstance->m_oldposeparams[5] = e->prevstate.vuser2[2];
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m_pModelInstance->m_oldposeparams[6] = e->prevstate.vuser3[0];
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m_pModelInstance->m_oldposeparams[7] = e->prevstate.vuser3[1];
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m_pModelInstance->m_oldposeparams[8] = e->prevstate.vuser3[2];
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m_pModelInstance->m_oldposeparams[ 9] = e->prevstate.vuser4[0];
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m_pModelInstance->m_oldposeparams[10] = e->prevstate.vuser4[1];
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m_pModelInstance->m_oldposeparams[11] = e->prevstate.vuser4[2];
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}
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/*
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================
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StudioComputeBBox
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Compute a full bounding box for current sequence
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================
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*/
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int CStudioModelRenderer :: StudioComputeBBox( void )
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{
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Vector p1, p2, scale = Vector( 1.0f, 1.0f, 1.0f );
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int sequence = RI->currententity->curstate.sequence;
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Vector origin, mins, maxs;
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if( FBitSet( m_pModelInstance->info_flags, MF_STATIC_BOUNDS ))
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return true; // bounds already computed
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if( !StudioExtractBbox( m_pStudioHeader, sequence, mins, maxs ))
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return false;
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// FIXME: some problems in studiomdl compiler?
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if( BoundsIsCleared( mins, maxs ) || BoundsIsNull( mins, maxs ))
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{
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mstudioseqdesc_t *pseqdesc = (mstudioseqdesc_t *)((byte *)m_pStudioHeader + m_pStudioHeader->seqindex) + sequence;
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ALERT( at_aiconsole, "%s: sequence: %s has invalid bbox\n", RI->currentmodel->name, pseqdesc->label );
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// some seqeunces can have invalid bbox size, so we need to start from default size
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AddPointToBounds( RI->currentmodel->mins, mins, maxs );
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AddPointToBounds( RI->currentmodel->maxs, mins, maxs );
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}
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// prevent to compute env_static bounds every frame
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if( FBitSet( RI->currententity->curstate.iuser1, CF_STATIC_ENTITY ) && RI->currententity->curstate.renderfx != SKYBOX_ENTITY )
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SetBits( m_pModelInstance->info_flags, MF_STATIC_BOUNDS );
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if( FBitSet( RI->currententity->curstate.iuser1, CF_STATIC_ENTITY ))
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{
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if( RI->currententity->curstate.startpos != g_vecZero )
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scale = RI->currententity->curstate.startpos;
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}
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else if( RI->currententity->curstate.scale > 0.0f && RI->currententity->curstate.scale <= 16.0f )
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{
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// apply studiomodel scale (clamp scale to prevent too big sizes on some HL maps)
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scale = Vector( RI->currententity->curstate.scale );
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}
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Vector angles = RI->currententity->angles;
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angles[PITCH] = -angles[PITCH]; // stupid quakebug
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// don't rotate player model, only aim
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if( RI->currententity->player ) angles[PITCH] = 0;
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origin = StudioGetOrigin();
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matrix3x4 transform = matrix3x4( g_vecZero, angles, scale );
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// rotate and scale bbox for env_static
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TransformAABB( transform, mins, maxs, mins, maxs );
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if( m_pModelInstance->origin != origin )
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SetBits( m_pModelInstance->info_flags, MF_POSITION_CHANGED );
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// compute abs box
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m_pModelInstance->absmin = mins + origin;
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m_pModelInstance->absmax = maxs + origin;
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m_pModelInstance->radius = RadiusFromBounds( mins, maxs );
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m_pModelInstance->origin = origin;
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return true;
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}
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/*
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====================
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AddBlendSequence
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multiple blends
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====================
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*/
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void CStudioModelRenderer :: AddBlendSequence( int oldseq, int newseq, float prevframe, bool gaitseq )
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{
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mstudioseqdesc_t *poldseqdesc = (mstudioseqdesc_t *)((byte *)m_pStudioHeader + m_pStudioHeader->seqindex) + oldseq;
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mstudioseqdesc_t *pnewseqdesc = (mstudioseqdesc_t *)((byte *)m_pStudioHeader + m_pStudioHeader->seqindex) + newseq;
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// sequence has changed, hold the previous sequence info
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if( oldseq != newseq && !FBitSet( pnewseqdesc->flags, STUDIO_SNAP ))
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{
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mstudioblendseq_t *pseqblending;
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// move current sequence into circular buffer
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m_pModelInstance->m_current_seqblend = (m_pModelInstance->m_current_seqblend + 1) & MASK_SEQBLENDS;
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pseqblending = &m_pModelInstance->m_seqblend[m_pModelInstance->m_current_seqblend];
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pseqblending->blendtime = tr.time;
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pseqblending->sequence = oldseq;
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pseqblending->cycle = prevframe / m_boneSetup.LocalMaxFrame( oldseq );
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pseqblending->gaitseq = gaitseq;
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pseqblending->fadeout = Q_min( poldseqdesc->fadeouttime / 100.0f, pnewseqdesc->fadeintime / 100.0f );
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if( pseqblending->fadeout <= 0.0f )
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pseqblending->fadeout = 0.2f; // force to default
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}
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}
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/*
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====================
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CalcStairSmoothValue
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smoothing stepsize height
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====================
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*/
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float CStudioModelRenderer :: CalcStairSmoothValue( float oldz, float newz, float smoothtime, float smoothvalue )
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{
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if( oldz < newz )
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return bound( newz - tr.movevars->stepsize, oldz + smoothtime * smoothvalue, newz );
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if( oldz > newz )
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return bound( newz, oldz - smoothtime * smoothvalue, newz + tr.movevars->stepsize );
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return 0.0f;
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}
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/*
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====================
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StudioCheckLOD
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check special bodygroup
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====================
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*/
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int CStudioModelRenderer :: StudioCheckLOD( void )
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{
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mstudiobodyparts_t *m_pBodyPart;
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for( int i = 0; i < m_pStudioHeader->numbodyparts; i++ )
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{
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m_pBodyPart = (mstudiobodyparts_t *)((byte *)m_pStudioHeader + m_pStudioHeader->bodypartindex) + i;
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if( !Q_stricmp( m_pBodyPart->name, "studioLOD" ))
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return m_pBodyPart->nummodels;
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}
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return 0; // no lod-levels for this model
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}
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const Vector CStudioModelRenderer :: StudioGetOrigin( void )
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{
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Vector origin = RI->currententity->origin;
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if( RI->currententity->curstate.renderfx == SKYBOX_ENTITY )
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{
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// calc skybox origin
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Vector trans = GetVieworg() - tr.sky_origin;
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if( tr.sky_speed ) trans -= (GetVieworg() - tr.sky_world_origin) / tr.sky_speed;
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origin += trans;
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}
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return origin;
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}
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/*
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====================
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StudioSetUpTransform
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====================
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*/
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void CStudioModelRenderer :: StudioSetUpTransform( void )
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{
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cl_entity_t *e = RI->currententity;
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bool disable_smooth = false;
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float step, smoothtime;
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int numLods;
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if( !m_fShootDecal && RI->currententity->curstate.renderfx != kRenderFxDeadPlayer )
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{
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if( m_iDrawModelType == DRAWSTUDIO_HEADSHIELD || m_iDrawModelType == DRAWSTUDIO_RUNEVENTS )
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e = gEngfuncs.GetLocalPlayer();
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// calculate how much time has passed since the last V_CalcRefdef
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smoothtime = bound( 0.0f, tr.time - m_pModelInstance->lerp.stairtime, 0.1f );
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m_pModelInstance->lerp.stairtime = tr.time;
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if( e->curstate.onground == -1 || FBitSet( e->curstate.effects, EF_NOINTERP ))
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disable_smooth = true;
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if( e->curstate.movetype != MOVETYPE_STEP && e->curstate.movetype != MOVETYPE_WALK )
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disable_smooth = true;
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if( !FBitSet( m_pModelInstance->info_flags, MF_INIT_SMOOTHSTAIRS ))
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{
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SetBits( m_pModelInstance->info_flags, MF_INIT_SMOOTHSTAIRS );
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disable_smooth = true;
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}
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if( disable_smooth )
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{
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m_pModelInstance->lerp.stairoldz = e->origin[2];
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}
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else
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{
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step = CalcStairSmoothValue( m_pModelInstance->lerp.stairoldz, e->origin[2], smoothtime, STAIR_INTERP_TIME );
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if( step ) m_pModelInstance->lerp.stairoldz = e->origin[2] = step;
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}
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e = RI->currententity;
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}
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Vector origin = StudioGetOrigin();
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Vector angles = RI->currententity->angles;
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Vector scale = Vector( 1.0f, 1.0f, 1.0f );
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// apply lodnum to model
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if(( numLods = StudioCheckLOD( )) != 0 )
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{
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float radius = Q_max( m_pModelInstance->radius, 1.0f ); // to avoid division by zero
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#if 1
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float screenSize = ComputePixelWidthOfSphere( origin, 0.5f );
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float lodMetric = screenSize != 0.0f ? (100.0f / screenSize) : 0.0f;
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int lodnum = (int)( lodMetric / radius * 2.0f );
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#else
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float lodDist = (origin - RI->view.origin).Length() * RI->view.lodScale;
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int lodnum = (int)( lodDist / radius );
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if( CVAR_TO_BOOL( m_pCvarLodScale ))
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lodnum /= (int)fabs( m_pCvarLodScale->value );
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#endif
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if( CVAR_TO_BOOL( m_pCvarLodBias ))
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lodnum += (int)fabs( m_pCvarLodBias->value );
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// set derived LOD
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e->curstate.body = Q_min( lodnum, numLods - 1 );
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}
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angles[PITCH] = -angles[PITCH]; // stupid quake bug!
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if( e->curstate.renderfx != kRenderFxDeadPlayer )
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{
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int gaitsequence = 0;
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// don't rotate clients, only aim
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if( e->player ) angles[PITCH] = 0.0f;
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if( e->curstate.gaitsequence != m_pModelInstance->lerp.gaitsequence )
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{
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AddBlendSequence( m_pModelInstance->lerp.gaitsequence, e->curstate.gaitsequence, m_pModelInstance->lerp.gaitframe, true );
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m_pModelInstance->lerp.gaitsequence = e->curstate.gaitsequence;
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}
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}
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if( FBitSet( RI->currententity->curstate.effects, EF_NOINTERP ) || ( tr.realframecount - m_pModelInstance->cached_frame ) > 1 )
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{
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m_pModelInstance->lerp.sequence = RI->currententity->curstate.sequence;
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}
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else if( RI->currententity->curstate.sequence != m_pModelInstance->lerp.sequence )
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{
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AddBlendSequence( m_pModelInstance->lerp.sequence, RI->currententity->curstate.sequence, m_pModelInstance->lerp.frame );
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m_pModelInstance->lerp.sequence = RI->currententity->curstate.sequence;
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}
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// store prevseqblending manually, engine doesn't it
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e->latched.prevseqblending[0] = e->curstate.blending[0];
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e->latched.prevseqblending[1] = e->curstate.blending[1];
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// don't blend sequences for a dead player or a viewmodel, faceprotect
|
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if( m_iDrawModelType > DRAWSTUDIO_NORMAL || RI->currententity->curstate.renderfx == kRenderFxDeadPlayer )
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memset( &m_pModelInstance->m_seqblend, 0, sizeof( m_pModelInstance->m_seqblend ));
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|
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if( RI->currententity->curstate.iuser1 & CF_STATIC_ENTITY )
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{
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if( RI->currententity->curstate.startpos != g_vecZero )
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scale = RI->currententity->curstate.startpos;
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}
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else if( RI->currententity->curstate.scale > 0.0f && RI->currententity->curstate.scale <= 16.0f )
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{
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// apply studiomodel scale (clamp scale to prevent too big sizes on some HL maps)
|
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scale = Vector( RI->currententity->curstate.scale, RI->currententity->curstate.scale, RI->currententity->curstate.scale );
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}
|
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if( RP_LOCALCLIENT( RI->currententity ) && !FBitSet( RI->params, RP_THIRDPERSON ))
|
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{
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||
// offset only for legs or water reflection
|
||
if(( RI->currentmodel == m_pPlayerLegsModel ) || FBitSet( RI->params, RP_SHADOWVIEW|RP_MIRRORVIEW ) || ( GetVForward().z == 1.0f ))
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||
{
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Vector ang, forward;
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ang = tr.cached_viewangles;
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ang[PITCH] = ang[ROLL] = 0; // yaw only
|
||
AngleVectors( ang, forward, NULL, NULL );
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||
origin += forward * -m_pCvarLegsOffset->value;
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||
}
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||
}
|
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|
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// build the rotation matrix
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||
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 )
|
||
{
|
||
int numframes = m_boneSetup.LocalMaxFrame( RI->currententity->curstate.sequence );
|
||
double fps = m_boneSetup.LocalFPS( RI->currententity->curstate.sequence );
|
||
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 * fps;
|
||
|
||
if( numframes > 1 )
|
||
f = (RI->currententity->curstate.frame * numframes) / 256.0;
|
||
|
||
f += dfdt;
|
||
|
||
if( pseqdesc->flags & STUDIO_LOOPING )
|
||
{
|
||
if( numframes > 1 )
|
||
{
|
||
f -= (int)(f / numframes) * numframes;
|
||
}
|
||
|
||
if( f < 0.0 )
|
||
{
|
||
f += numframes;
|
||
}
|
||
}
|
||
else
|
||
{
|
||
if( f >= numframes )
|
||
{
|
||
f = numframes;
|
||
}
|
||
|
||
if( f < 0.0 )
|
||
{
|
||
f = 0.0;
|
||
}
|
||
}
|
||
|
||
return f;
|
||
}
|
||
|
||
/*
|
||
====================
|
||
StudioEstimateFrame
|
||
|
||
====================
|
||
*/
|
||
float CStudioModelRenderer :: StudioEstimateGaitFrame( mstudioseqdesc_t *pseqdesc )
|
||
{
|
||
cl_entity_t *e = RI->currententity;
|
||
int numframes = m_boneSetup.LocalMaxFrame( e->curstate.gaitsequence );
|
||
double dfdt = 0, f = 0;
|
||
|
||
// FIXME: gaitinterp is broken
|
||
if( !m_fShootDecal && tr.time >= RI->currententity->curstate.animtime )
|
||
dfdt = (tr.time - RI->currententity->curstate.animtime) * tr.frametime;
|
||
|
||
if( numframes > 1 )
|
||
f = RI->currententity->curstate.fuser1;
|
||
f += dfdt;
|
||
|
||
if( pseqdesc->flags & STUDIO_LOOPING )
|
||
{
|
||
if( numframes > 1 )
|
||
{
|
||
f -= (int)(f / numframes) * numframes;
|
||
}
|
||
|
||
if( f < 0.0 )
|
||
{
|
||
f += numframes;
|
||
}
|
||
}
|
||
else
|
||
{
|
||
if( f >= numframes - 1.001 )
|
||
{
|
||
f = numframes - 1.001;
|
||
}
|
||
|
||
if( f < 0.0 )
|
||
{
|
||
f = 0.0;
|
||
}
|
||
}
|
||
|
||
return f;
|
||
}
|
||
|
||
/*
|
||
====================
|
||
StudioEstimateInterpolant
|
||
|
||
====================
|
||
*/
|
||
float CStudioModelRenderer :: StudioEstimateInterpolant( void )
|
||
{
|
||
cl_entity_t *e = RI->currententity;
|
||
double rate = 0.1; // monster think
|
||
float dadt = 1.0f;
|
||
|
||
if( e->player )
|
||
{
|
||
rate = atof( gEngfuncs.PlayerInfo_ValueForKey( e->index, "cl_updaterate" ));
|
||
if( rate != 0.0 ) rate = 1.0 / rate;
|
||
if( gEngfuncs.GetMaxClients() == 1 )
|
||
rate = 1.0f; // it's single player and has unlimited update rate
|
||
}
|
||
|
||
if( !m_fShootDecal && ( e->curstate.animtime >= e->latched.prevanimtime + 0.01f ))
|
||
{
|
||
dadt = (tr.time - e->curstate.animtime) / (e->player) ? 0.01f : 0.1f; // think interval
|
||
if( dadt > 1.0f ) dadt = 1.0f;
|
||
}
|
||
|
||
return dadt;
|
||
}
|
||
|
||
/*
|
||
====================
|
||
StudioInterpolatePoseParams
|
||
|
||
====================
|
||
*/
|
||
void CStudioModelRenderer :: StudioInterpolatePoseParams( cl_entity_t *e, float dadt )
|
||
{
|
||
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
|
||
{
|
||
m_pModelInstance->m_poseparameter[0] = (e->curstate.vuser1[0] * dadt + m_pModelInstance->m_oldposeparams[0] * (1.0f - dadt));
|
||
m_pModelInstance->m_poseparameter[1] = (e->curstate.vuser1[1] * dadt + m_pModelInstance->m_oldposeparams[1] * (1.0f - dadt));
|
||
m_pModelInstance->m_poseparameter[2] = (e->curstate.vuser1[2] * dadt + m_pModelInstance->m_oldposeparams[2] * (1.0f - dadt));
|
||
|
||
m_pModelInstance->m_poseparameter[3] = (e->curstate.vuser2[0] * dadt + m_pModelInstance->m_oldposeparams[3] * (1.0f - dadt));
|
||
m_pModelInstance->m_poseparameter[4] = (e->curstate.vuser2[1] * dadt + m_pModelInstance->m_oldposeparams[4] * (1.0f - dadt));
|
||
m_pModelInstance->m_poseparameter[5] = (e->curstate.vuser2[2] * dadt + m_pModelInstance->m_oldposeparams[5] * (1.0f - dadt));
|
||
|
||
m_pModelInstance->m_poseparameter[6] = (e->curstate.vuser3[0] * dadt + m_pModelInstance->m_oldposeparams[6] * (1.0f - dadt));
|
||
m_pModelInstance->m_poseparameter[7] = (e->curstate.vuser3[1] * dadt + m_pModelInstance->m_oldposeparams[7] * (1.0f - dadt));
|
||
m_pModelInstance->m_poseparameter[8] = (e->curstate.vuser3[2] * dadt + m_pModelInstance->m_oldposeparams[8] * (1.0f - dadt));
|
||
|
||
m_pModelInstance->m_poseparameter[ 9] = (e->curstate.vuser4[0] * dadt + m_pModelInstance->m_oldposeparams[ 9] * (1.0f - dadt));
|
||
m_pModelInstance->m_poseparameter[10] = (e->curstate.vuser4[1] * dadt + m_pModelInstance->m_oldposeparams[10] * (1.0f - dadt));
|
||
m_pModelInstance->m_poseparameter[11] = (e->curstate.vuser4[2] * dadt + m_pModelInstance->m_oldposeparams[11] * (1.0f - dadt));
|
||
}
|
||
}
|
||
|
||
/*
|
||
====================
|
||
StudioInterpolateControllers
|
||
|
||
====================
|
||
*/
|
||
void CStudioModelRenderer :: StudioInterpolateControllers( cl_entity_t *e, float dadt )
|
||
{
|
||
// buz: <20><><EFBFBD>, <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
|
||
if( RI->currententity->curstate.renderfx == 51 )
|
||
dadt = 1.0f;
|
||
|
||
mstudiobonecontroller_t *pbonecontroller = (mstudiobonecontroller_t *)((byte *)m_pStudioHeader + m_pStudioHeader->bonecontrollerindex);
|
||
|
||
// 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 *pModel, 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 *)pModel->submodels;
|
||
|
||
if( paSequences == NULL )
|
||
{
|
||
paSequences = (cache_user_t *)IEngineStudio.Mem_Calloc( MAXSTUDIOGROUPS, sizeof( cache_user_t ));
|
||
pModel->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( pModel->name, modelname );
|
||
COM_ExtractFilePath( pModel->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 )
|
||
{
|
||
float m_flGaitBoneWeights[MAXSTUDIOBONES];
|
||
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);
|
||
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;
|
||
|
||
Vector up = Vector( 0.0f, 0.0f, 1.0f );
|
||
// 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;
|
||
}
|
||
}
|
||
}
|
||
|
||
/*
|
||
================
|
||
CheckBoneCache
|
||
|
||
validate cache
|
||
================
|
||
*/
|
||
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;
|
||
|
||
if(( tr.time - m_pModelInstance->lighttimecheck ) > LIGHT_INTERP_UPDATE )
|
||
{
|
||
// shuffle states
|
||
m_pModelInstance->oldlight = m_pModelInstance->newlight;
|
||
m_pModelInstance->lighttimecheck = tr.time;
|
||
m_pModelInstance->light_update = true;
|
||
}
|
||
|
||
// no cache for local player
|
||
if( RP_LOCALCLIENT( RI->currententity ) && !FBitSet( RI->params, RP_THIRDPERSON ))
|
||
return false;
|
||
|
||
bool pos_valid = (cache->transform == inst->m_protationmatrix) ? true : false;
|
||
bool param_valid = !memcmp( cache->poseparam, m_pModelInstance->m_poseparameter, sizeof( float ) * MAXSTUDIOPOSEPARAM );
|
||
|
||
// 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 && param_valid )
|
||
{
|
||
if( cache->gaitsequence == e->curstate.gaitsequence && cache->gaitframe == e->curstate.fuser1 )
|
||
return true;
|
||
}
|
||
|
||
// time to check cubemaps
|
||
if( cache->transform.GetOrigin() != inst->m_protationmatrix.GetOrigin() )
|
||
{
|
||
// 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 );
|
||
memcpy( cache->poseparam, m_pModelInstance->m_poseparameter, sizeof( float ) * MAXSTUDIOPOSEPARAM );
|
||
cache->gaitsequence = e->curstate.gaitsequence;
|
||
cache->gaitframe = e->curstate.fuser1;
|
||
|
||
return false;
|
||
}
|
||
|
||
/*
|
||
====================
|
||
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_aiconsole, "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 );
|
||
float dadt = StudioEstimateInterpolant();
|
||
|
||
StudioInterpolatePoseParams( e, dadt );
|
||
|
||
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 cycle = f / m_boneSetup.LocalMaxFrame( e->curstate.sequence );
|
||
StudioInterpolateControllers( 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( e->curstate.gaitsequence < 0 || e->curstate.gaitsequence >= m_pStudioHeader->numseq )
|
||
e->curstate.gaitsequence = 0;
|
||
|
||
// calc gait animation
|
||
if( e->curstate.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) + e->curstate.gaitsequence;
|
||
f = StudioEstimateGaitFrame( pseqdesc );
|
||
|
||
// convert gaitframe to cycle
|
||
cycle = f / m_boneSetup.LocalMaxFrame( e->curstate.gaitsequence );
|
||
|
||
m_boneSetup.SetBoneWeights( m_flGaitBoneWeights ); // install weightlist for gait sequence
|
||
m_boneSetup.AccumulatePose( pIK, pos, q, e->curstate.gaitsequence, cycle, 1.0 );
|
||
m_boneSetup.SetBoneWeights( NULL ); // back to default rules
|
||
m_pModelInstance->lerp.gaitframe = f;
|
||
}
|
||
|
||
// run 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;
|
||
bool weapon_model = false;
|
||
|
||
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
|
||
m_boneSetup.CalcDefaultPoseParameters( poseparams ); // just to have something valid here
|
||
|
||
if( pModel == IEngineStudio.GetModelByIndex( RI->currententity->curstate.weaponmodel ))
|
||
weapon_model = true;
|
||
|
||
// FIXME: how to specify custom sequence for p_model?
|
||
if( weapon_model ) 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->light;
|
||
|
||
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->normal ); // -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 )
|
||
{
|
||
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 ))
|
||
{
|
||
// does nothing
|
||
}
|
||
else if( !FBitSet( m_pModelInstance->info_flags, MF_VL_BAD_CACHE ))
|
||
{
|
||
// first initialization
|
||
if( cacheID < vl->nummodels && vl->dataofs[cacheID] != -1 )
|
||
{
|
||
dmodelvertlight_t *dml = (dmodelvertlight_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
|
||
CreateStudioCacheVL( dml, cacheID );
|
||
|
||
vislight += sizeof( *dml ) - ( sizeof( dvertlight_t ) * 3 ) + sizeof( dvertlight_t ) * dml->numverts;
|
||
Mod_FindStaticLights( vislight, m_pModelInstance->lights, org );
|
||
}
|
||
}
|
||
}
|
||
}
|
||
|
||
/*
|
||
===============
|
||
CacheSurfaceLight
|
||
|
||
===============
|
||
*/
|
||
void CStudioModelRenderer :: CacheSurfaceLight( cl_entity_t *ent )
|
||
{
|
||
if( FBitSet( ent->curstate.iuser1, CF_STATIC_ENTITY ) && ( ent->curstate.colormap > 0 ) && world->surface_lighting != NULL )
|
||
{
|
||
Vector org = m_pModelInstance->m_protationmatrix[3]; // model origin
|
||
int cacheID = ent->curstate.colormap - 1;
|
||
dvlightlump_t *vl = world->surface_lighting;
|
||
|
||
if( FBitSet( m_pModelInstance->info_flags, MF_SURFACE_LIGHTING ))
|
||
{
|
||
if( m_pModelInstance->m_FlCache && m_pModelInstance->m_FlCache->update_light )
|
||
{
|
||
for( int j = 0; j < m_pModelInstance->m_FlCache->numsurfaces; j++ )
|
||
{
|
||
mstudiosurface_t *surf = &m_pModelInstance->m_FlCache->surfaces[j];
|
||
R_UpdateSurfaceParams( surf );
|
||
}
|
||
m_pModelInstance->m_FlCache->update_light = false;
|
||
}
|
||
}
|
||
else if( !FBitSet( m_pModelInstance->info_flags, MF_VL_BAD_CACHE ))
|
||
{
|
||
// first initialization
|
||
if( cacheID < vl->nummodels && vl->dataofs[cacheID] != -1 )
|
||
{
|
||
dmodelfacelight_t *dml = (dmodelfacelight_t *)((byte *)world->surface_lighting + vl->dataofs[cacheID]);
|
||
byte *vislight = ((byte *)world->surface_lighting + vl->dataofs[cacheID]);
|
||
|
||
// we have ID of vertex light cache and cache is present
|
||
CreateStudioCacheFL( dml, cacheID );
|
||
|
||
vislight += sizeof( *dml ) - ( sizeof( dfacelight_t ) * 3 ) + sizeof( dfacelight_t ) * dml->numfaces;
|
||
Mod_FindStaticLights( vislight, m_pModelInstance->lights, org );
|
||
}
|
||
}
|
||
}
|
||
}
|
||
|
||
/*
|
||
===============
|
||
StudioStaticLight
|
||
|
||
===============
|
||
*/
|
||
void CStudioModelRenderer :: StudioStaticLight( cl_entity_t *ent, mstudiolight_t *light )
|
||
{
|
||
bool ambient_light = false;
|
||
bool skipZCheck = true;
|
||
|
||
if( FBitSet( ent->model->flags, STUDIO_AMBIENT_LIGHT ))
|
||
ambient_light = true;
|
||
#if 0
|
||
if( ent->curstate.movetype == MOVETYPE_STEP )
|
||
skipZCheck = false;
|
||
#endif
|
||
|
||
if( FBitSet( ent->curstate.iuser1, CF_STATIC_LIGHTMAPPED ))
|
||
CacheSurfaceLight( ent );
|
||
else CacheVertexLight( ent );
|
||
|
||
if( m_pModelInstance->oldlight.nointerp )
|
||
{
|
||
m_pModelInstance->light_update = true;
|
||
m_pModelInstance->lighttimecheck = 0.0f;
|
||
}
|
||
|
||
// refresh lighting every 0.1 secs
|
||
if( m_pModelInstance->light_update )
|
||
{
|
||
if( ent->curstate.renderfx == SKYBOX_ENTITY )
|
||
{
|
||
R_LightForSky( ent->origin, &m_pModelInstance->newlight );
|
||
}
|
||
else if( FBitSet( ent->curstate.iuser1, CF_STATIC_ENTITY ) && FBitSet( m_pModelInstance->info_flags, MF_VL_BAD_CACHE ))
|
||
{
|
||
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->newlight.ambientlight = lighting.ambientlight;
|
||
m_pModelInstance->newlight.shadelight = lighting.shadelight;
|
||
m_pModelInstance->newlight.diffuse = lighting.color;
|
||
m_pModelInstance->newlight.normal = -Vector( lighting.plightvec );
|
||
R_PointAmbientFromLeaf( ent->origin, &m_pModelInstance->newlight );
|
||
}
|
||
else
|
||
{
|
||
R_LightForStudio( ent->origin, &m_pModelInstance->newlight, ambient_light );
|
||
}
|
||
m_pModelInstance->light_update = false;
|
||
|
||
// init state if was not in frustum
|
||
if( abs( m_pModelInstance->cached_frame - tr.realframecount ) > 2 )
|
||
m_pModelInstance->oldlight = m_pModelInstance->newlight;
|
||
}
|
||
|
||
float frac = (tr.time - m_pModelInstance->lighttimecheck) * LIGHT_INTERP_FACTOR;
|
||
frac = bound( 0.0f, frac, 1.0f );
|
||
|
||
memset( light, 0, sizeof( *light ));
|
||
InterpolateOrigin( m_pModelInstance->oldlight.diffuse, m_pModelInstance->newlight.diffuse, light->diffuse, frac );
|
||
InterpolateOrigin( m_pModelInstance->oldlight.normal, m_pModelInstance->newlight.normal, light->normal, frac );
|
||
light->ambientlight = Lerp( frac, m_pModelInstance->oldlight.ambientlight, m_pModelInstance->newlight.ambientlight );
|
||
light->shadelight = Lerp( frac, m_pModelInstance->oldlight.shadelight, m_pModelInstance->newlight.shadelight );
|
||
|
||
for( int i = 0; i < 6; i++ )
|
||
InterpolateOrigin( m_pModelInstance->oldlight.ambient[i], m_pModelInstance->newlight.ambient[i], light->ambient[i], frac );
|
||
|
||
// find worldlights for dynamic lighting
|
||
if( FBitSet( m_pModelInstance->info_flags, MF_POSITION_CHANGED ) && !FBitSet( ent->curstate.iuser1, CF_STATIC_ENTITY ))
|
||
{
|
||
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 )
|
||
light->normal = -light->normal;
|
||
}
|
||
|
||
/*
|
||
===============
|
||
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.frametime == 0 )
|
||
return;
|
||
|
||
// don't playing events from thirdperson model
|
||
if( RP_LOCALCLIENT( RI->currententity ) && !FBitSet( RI->params, RP_THIRDPERSON ))
|
||
return;
|
||
|
||
float frame = StudioEstimateFrame( pseqdesc ); // get start offset
|
||
float start = frame - RI->currententity->curstate.framerate * tr.frametime * pseqdesc->fps;
|
||
float end = frame;
|
||
|
||
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 && (float)pevent[i].frame <= end )
|
||
HUD_StudioEvent( &pevent[i], RI->currententity );
|
||
}
|
||
}
|
||
|
||
/*
|
||
===============
|
||
StudioDrawBones
|
||
|
||
===============
|
||
*/
|
||
void CStudioModelRenderer :: StudioDrawBones( void )
|
||
{
|
||
mstudiobone_t *pbones = (mstudiobone_t *) ((byte *)m_pStudioHeader + m_pStudioHeader->boneindex);
|
||
Vector point;
|
||
|
||
GL_BindTexture( GL_TEXTURE0, tr.whiteTexture );
|
||
pglTexEnvf( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE );
|
||
|
||
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 );
|
||
}
|
||
|
||
/*
|
||
===============
|
||
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->light.normal );
|
||
|
||
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( Q_max( lv, tr.ambientFactor ));
|
||
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( Q_max( lv, tr.ambientFactor ));
|
||
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();
|
||
}
|
||
|
||
void CStudioModelRenderer :: StudioDrawAttachments( bool bCustomFov )
|
||
{
|
||
GL_BindTexture( GL_TEXTURE0, tr.whiteTexture );
|
||
pglTexEnvf( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE );
|
||
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_DEPTH_TEST );
|
||
}
|
||
|
||
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;
|
||
}
|
||
|
||
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 bone_weights = FBitSet( m_pStudioHeader->flags, STUDIO_HAS_BONEWEIGHTS ) ? true : false;
|
||
int lightmode = LIGHTSTATIC_NONE;
|
||
|
||
if( FBitSet( m_pModelInstance->info_flags, MF_SURFACE_LIGHTING ))
|
||
lightmode = LIGHTSTATIC_SURFACE;
|
||
else if( FBitSet( m_pModelInstance->info_flags, MF_VERTEX_LIGHTING ))
|
||
lightmode = LIGHTSTATIC_VERTEX;
|
||
|
||
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, lightmode, bone_weights, phdr->numbones );
|
||
}
|
||
}
|
||
|
||
/*
|
||
====================
|
||
AddMeshToDrawList
|
||
|
||
====================
|
||
*/
|
||
void CStudioModelRenderer :: AddMeshToDrawList( studiohdr_t *phdr, vbomesh_t *mesh, bool lightpass )
|
||
{
|
||
// static entities allows to cull each part individually
|
||
if( FBitSet( RI->currententity->curstate.iuser1, CF_STATIC_ENTITY ) && RI->currententity->curstate.renderfx != SKYBOX_ENTITY )
|
||
{
|
||
Vector absmin, absmax;
|
||
|
||
TransformAABB( m_pModelInstance->m_pbones[mesh->parentbone], mesh->mins, mesh->maxs, absmin, absmax );
|
||
|
||
if( !Mod_CheckBoxVisible( absmin, absmax ))
|
||
return; // occulded
|
||
|
||
if( R_CullBox( absmin, absmax ))
|
||
return; // culled
|
||
}
|
||
|
||
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;
|
||
bool cache_from_model = false;
|
||
|
||
if( RI->currentmodel == m_pPlayerLegsModel )
|
||
cache_from_model = true;
|
||
if( RI->currentmodel == IEngineStudio.GetModelByIndex( RI->currententity->curstate.weaponmodel ))
|
||
cache_from_model = true;
|
||
|
||
if( cache_from_model )
|
||
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, 0.5f );
|
||
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
|
||
}
|
||
|
||
// no cache for local player in firstperson
|
||
if( RP_LOCALCLIENT( RI->currententity ) && !FBitSet( RI->params, RP_THIRDPERSON ))
|
||
m_pModelInstance->cached_frame = -1;
|
||
|
||
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 );
|
||
}
|
||
|
||
// 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 )
|
||
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_FlCache != NULL )
|
||
pbodyparts = m_pModelInstance->m_FlCache->bodyparts;
|
||
else 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( !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( ) || g_iGunMode == 3 )
|
||
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 = MODEL_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;
|
||
}
|
||
|
||
// we can't draw head shield and viewmodel for once call
|
||
// because water blur separates them
|
||
AddStudioModelToDrawList( view );
|
||
|
||
if( FBitSet( RI->params, RP_DEFERREDSCENE|RP_DEFERREDLIGHT ))
|
||
{
|
||
RenderDeferredStudioList();
|
||
}
|
||
else
|
||
{
|
||
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.fuser2 + 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;
|
||
|
||
// don't affect headshield by any dynamic lights!
|
||
ClearBits( RI->view.flags, RF_HASDYNLIGHTS );
|
||
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 );
|
||
|
||
if( FBitSet( RI->params, RP_DEFERREDSCENE|RP_DEFERREDLIGHT ))
|
||
{
|
||
RenderDeferredStudioList();
|
||
}
|
||
else
|
||
{
|
||
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( 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->view.flags, RF_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_SPOT || 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( 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, int lightmode, bool bone_weighting, int numbones )
|
||
{
|
||
char glname[64];
|
||
char options[MAX_OPTIONS_LENGTH];
|
||
bool shader_translucent = false;
|
||
bool using_screenrect = false;
|
||
bool using_cubemaps = false;
|
||
|
||
if( mat->forwardScene.IsValid() && mat->lastRenderMode == RI->currententity->curstate.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( lightmode == LIGHTSTATIC_VERTEX )
|
||
GL_AddShaderDirective( options, "VERTEX_LIGHTING" );
|
||
else if( lightmode == LIGHTSTATIC_SURFACE )
|
||
GL_AddShaderDirective( options, "SURFACE_LIGHTING" );
|
||
else if( FBitSet( mat->flags, STUDIO_NF_FLATSHADE ))
|
||
GL_AddShaderDirective( options, "LIGHTING_FLATSHADE" );
|
||
|
||
if( lightmode == LIGHTSTATIC_SURFACE )
|
||
{
|
||
// process lightstyles
|
||
for( int i = 0; i < MAXLIGHTMAPS && m_pModelInstance->styles[i] != LS_NONE; i++ )
|
||
{
|
||
if( tr.sun_light_enabled && m_pModelInstance->styles[i] == LS_SKY )
|
||
continue; // skip the sunlight due realtime sun is enabled
|
||
GL_AddShaderDirective( options, va( "APPLY_STYLE%i", i ));
|
||
}
|
||
|
||
if( FBitSet( world->features, WORLD_HAS_DELUXEMAP ))
|
||
GL_AddShaderDirective( options, "HAS_DELUXEMAP" );
|
||
}
|
||
|
||
// 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( !RP_CUBEPASS() && ( CVAR_TO_BOOL( cv_bump ) && FBitSet( world->features, WORLD_HAS_DELUXEMAP ) && 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( !RP_CUBEPASS() && ( CVAR_TO_BOOL( cv_specular ) && FBitSet( world->features, WORLD_HAS_DELUXEMAP ) && 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) && !RP_CUBEPASS( ))
|
||
{
|
||
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 );
|
||
|
||
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_SPOT:
|
||
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_SPOT:
|
||
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_SPOT || 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_SPOT:
|
||
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 ) && glConfig.max_varying_floats > 48 )
|
||
GL_AddShaderDirective( options, "HAS_DETAIL" );
|
||
|
||
if( !RP_CUBEPASS() && ( 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( !RP_CUBEPASS() && ( 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) && !RP_CUBEPASS( ))
|
||
{
|
||
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;
|
||
static int cached_lightmap = -1;
|
||
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;
|
||
|
||
if( pMesh->lightmapnum != cached_lightmap )
|
||
{
|
||
cached_lightmap = pMesh->lightmapnum;
|
||
cache_has_changed = true;
|
||
}
|
||
|
||
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( entry->m_pRenderModel == IEngineStudio.GetModelByIndex( e->curstate.weaponmodel ))
|
||
weapon_model = true;
|
||
|
||
if( weapon_model || RI->currentmodel == m_pPlayerLegsModel )
|
||
mat = &entry->m_pRenderModel->materials[pskinref[pMesh->skinref]];
|
||
else mat = &m_pModelInstance->materials[pskinref[pMesh->skinref]]; // NOTE: use local copy for right cache shadernums
|
||
mstudiolight_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;
|
||
}
|
||
|
||
// 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_SPOT )
|
||
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:
|
||
if( pMesh->lightmapnum != -1 )
|
||
u->SetValue( tr.lightmaps[pMesh->lightmapnum].lightmap );
|
||
else u->SetValue( tr.whiteTexture );
|
||
break;
|
||
case UT_DELUXEMAP:
|
||
if( pMesh->lightmapnum != -1 )
|
||
u->SetValue( tr.lightmaps[pMesh->lightmapnum].deluxmap );
|
||
else u->SetValue( tr.whiteTexture );
|
||
break;
|
||
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_FITNORMALMAP:
|
||
u->SetValue( tr.normalsFitting );
|
||
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_LIGHTSTYLEVALUES:
|
||
u->SetValue( &tr.lightstyle[0], MAX_LIGHTSTYLES );
|
||
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:
|
||
if( e->curstate.renderfx == SKYBOX_ENTITY )
|
||
u->SetValue( tr.fogColor[0], tr.fogColor[1], tr.fogColor[2], tr.fogSkyDensity );
|
||
else 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->normal.x, light->normal.y, light->normal.z );
|
||
break;
|
||
case UT_LIGHTDIFFUSE:
|
||
if( pl ) u->SetValue( pl->color.x, pl->color.y, pl->color.z );
|
||
else u->SetValue( light->diffuse.x, light->diffuse.y, light->diffuse.z );
|
||
break;
|
||
case UT_LIGHTSHADE:
|
||
u->SetValue( (float)light->ambientlight / 255.0f, (float)light->shadelight / 255.0f );
|
||
break;
|
||
case UT_LIGHTORIGIN:
|
||
if( pl ) u->SetValue( pl->origin.x, pl->origin.y, pl->origin.z, ( 1.0f / pl->radius ));
|
||
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;
|
||
case UT_LIGHTGAMMA:
|
||
u->SetValue( tr.light_gamma );
|
||
break;
|
||
case UT_LIGHTSCALE:
|
||
u->SetValue( tr.direct_scale );
|
||
break;
|
||
case UT_LIGHTTHRESHOLD:
|
||
u->SetValue( tr.light_threshold );
|
||
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( 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 (unsorted)
|
||
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 );
|
||
if( FBitSet( entry->m_pParentEntity->curstate.effects, EF_NODEPTHTEST ))
|
||
pglDisable( GL_DEPTH_TEST );
|
||
GL_Blend( GL_TRUE );
|
||
}
|
||
else
|
||
{
|
||
pglEnable( GL_DEPTH_TEST );
|
||
GL_Blend( GL_FALSE );
|
||
}
|
||
|
||
// draw decals behind the glass
|
||
DrawDecal( entry, GL_BACK );
|
||
|
||
DrawSingleMesh( entry, true );
|
||
|
||
// draw decals that lies on glass
|
||
DrawDecal( entry, GL_FRONT );
|
||
|
||
pglEnable( GL_DEPTH_TEST );
|
||
GL_Blend( GL_FALSE );
|
||
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;
|
||
|
||
GL_CleanupDrawState();
|
||
|
||
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 )
|
||
{
|
||
for( int i = 0; i < MAX_LIGHTCACHE; i++ )
|
||
{
|
||
mstudiocache_t *cache = tr.surface_light_cache[i];
|
||
|
||
if( !cache || cache->numsurfaces <= 0 )
|
||
continue;
|
||
|
||
for( int j = 0; j < cache->numsurfaces; j++ )
|
||
{
|
||
mstudiosurface_t *surf = &cache->surfaces[j];
|
||
SetBits( surf->flags, SURF_LM_UPDATE|SURF_GRASS_UPDATE );
|
||
}
|
||
cache->update_light = true;
|
||
}
|
||
} |