forked from FWGS/Paranoia2
1704 lines
44 KiB
C++
1704 lines
44 KiB
C++
/***
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*
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* Copyright (c) 1998, Valve LLC. All rights reserved.
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*
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* This product contains software technology licensed from Id
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* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
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* All Rights Reserved.
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*
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****/
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// studio_render.cpp: routines for drawing Half-Life 3DStudio models
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// updates:
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// 1-4-99 fixed AdvanceFrame wraping bug
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#include <gl.h>
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#include <GL/glu.h>
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#include <mxMessageBox.h>
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#include "StudioModel.h"
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#include "ViewerSettings.h"
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#include "ControlPanel.h"
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#include "GlWindow.h"
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typedef struct sortedmesh_s
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{
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mstudiomesh_t *mesh;
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int flags; // face flags
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} sortedmesh_t;
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////////////////////////////////////////////////////////////////////////
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Vector g_xformverts[MAXSTUDIOVERTS]; // transformed vertices
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Vector g_xformnorms[MAXSTUDIOVERTS]; // transformed vertices
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Vector g_lightvalues[MAXSTUDIOVERTS]; // light surface normals
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Vector *g_pxformverts;
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Vector *g_pxformnorms;
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Vector *g_pvlightvalues;
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Vector g_lightvec; // light vector in model reference frame
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Vector g_blightvec[MAXSTUDIOBONES]; // light vectors in bone reference frames
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int g_ambientlight; // ambient world light
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float g_shadelight; // direct world light
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Vector g_lightcolor;
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int g_smodels_total; // cookie
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sortedmesh_t g_sorted_meshes[1024]; // sorted meshes
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matrix3x4 m_protationmatrix;
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Vector2D g_chrome[MAXSTUDIOVERTS]; // texture coords for surface normals
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int g_chromeage[MAXSTUDIOBONES]; // last time chrome vectors were updated
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Vector g_chromeup[MAXSTUDIOBONES]; // chrome vector "up" in bone reference frames
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Vector g_chromeright[MAXSTUDIOBONES]; // chrome vector "right" in bone reference frames
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bool bUseWeaponOrigin = false;
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bool bUseWeaponLeftHand = false;
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bool bUseParanoiaFOV = false;
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extern bool g_bStopPlaying;
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CBaseBoneSetup g_boneSetup; // new blender implementation with IK :-)
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static float hullcolor[8][3] =
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{
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{ 1.0f, 1.0f, 1.0f },
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{ 1.0f, 0.5f, 0.5f },
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{ 0.5f, 1.0f, 0.5f },
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{ 1.0f, 1.0f, 0.5f },
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{ 0.5f, 0.5f, 1.0f },
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{ 1.0f, 0.5f, 1.0f },
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{ 0.5f, 1.0f, 1.0f },
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{ 1.0f, 1.0f, 1.0f },
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};
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//-----------------------------------------------------------------------------
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// Purpose: Keeps a global clock to autoplay sequences to run from
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// Also deals with speedScale changes
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//-----------------------------------------------------------------------------
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float GetAutoPlayTime( void )
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{
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static int g_prevTicks;
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static float g_time;
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int ticks = GetTickCount();
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// limit delta so that float time doesn't overflow
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if (g_prevTicks == 0)
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g_prevTicks = ticks;
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g_time += ( (ticks - g_prevTicks) / 1000.0f ) * g_viewerSettings.speedScale;
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g_prevTicks = ticks;
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return g_time;
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}
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//-----------------------------------------------------------------------------
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// Purpose: Keeps a global clock for "realtime" overlays to run from
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//-----------------------------------------------------------------------------
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float GetRealtimeTime( void )
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{
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// renamed static's so debugger doesn't get confused and show the wrong one
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static int g_prevTicksRT;
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static float g_timeRT;
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int ticks = GetTickCount();
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// limit delta so that float time doesn't overflow
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if (g_prevTicksRT == 0)
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g_prevTicksRT = ticks;
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g_timeRT += ( (ticks - g_prevTicksRT) / 1000.0f );
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g_prevTicksRT = ticks;
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return g_timeRT;
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}
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/*
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===============
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MeshCompare
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Sorting opaque entities by model type
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===============
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*/
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static int MeshCompare( const void *s1, const void *s2 )
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{
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sortedmesh_t *a = (sortedmesh_t *)s1;
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sortedmesh_t *b = (sortedmesh_t *)s2;
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if( FBitSet( a->flags, STUDIO_NF_ADDITIVE ))
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return 1;
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if( FBitSet( a->flags, STUDIO_NF_MASKED ))
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return -1;
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return 0;
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}
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////////////////////////////////////////////////////////////////////////
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void StudioModel :: centerView( bool reset )
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{
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Vector min, max;
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ExtractBbox( min, max );
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float dx = max[0] - min[0];
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float dy = max[1] - min[1];
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float dz = max[2] - min[2];
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float d = max( dx, max( dy, dz ));
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if( reset )
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{
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g_viewerSettings.trans[0] = 0;
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g_viewerSettings.trans[1] = 0;
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g_viewerSettings.trans[2] = 0;
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}
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else
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{
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g_viewerSettings.trans[0] = 0;
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g_viewerSettings.trans[1] = min[2] + dz / 2.0f;
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g_viewerSettings.trans[2] = d * 1.0f;
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}
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g_viewerSettings.rot[0] = -90.0f;
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g_viewerSettings.rot[1] = -90.0f;
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g_viewerSettings.rot[2] = 0.0f;
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g_viewerSettings.movementScale = Q_max( 1.0f, d * 0.01f );
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}
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bool StudioModel :: AdvanceFrame( float dt )
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{
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if( !m_pstudiohdr ) return false;
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mstudioseqdesc_t *pseqdesc = (mstudioseqdesc_t *)((byte *)m_pstudiohdr + m_pstudiohdr->seqindex) + m_sequence;
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if( dt > 0.1f )
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dt = 0.1f;
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m_dt = dt;
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float t = GetDuration( );
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if( t > 0.0f )
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{
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if( dt > 0.0f )
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{
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m_cycle += (dt / t);
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if( pseqdesc->flags & STUDIO_LOOPING || g_viewerSettings.sequence_autoplay )
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m_cycle -= (int)(m_cycle);
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else m_cycle = bound( 0.0f, m_cycle, 1.0f );
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}
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}
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else
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{
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m_cycle = 0;
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}
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return true;
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}
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float StudioModel::GetInterval( void )
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{
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return m_dt;
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}
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float StudioModel::GetCycle( void )
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{
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return m_cycle;
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}
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float StudioModel::GetFrame( void )
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{
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return GetCycle() * GetMaxFrame();
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}
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int StudioModel::GetMaxFrame( void )
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{
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return g_boneSetup.LocalMaxFrame( m_sequence );
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}
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int StudioModel :: SetFrame( int frame )
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{
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if( frame == -1 )
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return GetFrame();
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if ( frame <= 0 )
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frame = 0;
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int maxFrame = GetMaxFrame();
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if ( frame >= maxFrame )
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{
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frame = maxFrame;
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m_cycle = 0.99999;
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return frame;
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}
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m_cycle = frame / (float)maxFrame;
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return frame;
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}
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void StudioModel :: SetupTransform( bool bMirror )
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{
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Vector origin, angles;
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float scale = 1.0f;
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origin = angles = g_vecZero;
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if( !bUseWeaponOrigin && FBitSet( m_pstudiohdr->flags, STUDIO_ROTATE ))
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angles[1] = anglemod( 100.0f * m_flTime );
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if( g_viewerSettings.editMode == EDIT_SOURCE )
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origin = m_editfields[0].origin;
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// build the rotation matrix
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m_protationmatrix = matrix3x4( origin, angles, scale );
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if( bMirror )
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{
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m_protationmatrix.SetUp( -m_protationmatrix.GetUp() );
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}
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if( bUseWeaponOrigin && bUseWeaponLeftHand )
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{
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// inverse the right vector
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m_protationmatrix.SetRight( -m_protationmatrix.GetRight() );
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}
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}
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void StudioModel :: BlendSequence( Vector pos[], Vector4D q[], blend_sequence_t *seqblend )
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{
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static Vector pos1b[MAXSTUDIOBONES];
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static Vector4D q1b[MAXSTUDIOBONES];
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float s;
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if( seqblend->blendtime != 0.0f && ( seqblend->blendtime + seqblend->fadeout > m_flTime ) && ( seqblend->sequence < m_pstudiohdr->numseq ))
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{
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s = 1.0f - (m_flTime - seqblend->blendtime) / seqblend->fadeout;
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if( s > 0 && s <= 1.0 )
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{
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// do a nice spline curve
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s = 3 * s * s - 2 * s * s * s;
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}
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else if( s > 1.0f )
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{
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// Shouldn't happen, but maybe curtime is behind animtime?
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s = 1.0f;
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}
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g_boneSetup.AccumulatePose( &m_ik, pos, q, seqblend->sequence, seqblend->cycle, s );
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}
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}
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void StudioModel :: SetUpBones( bool bMirror )
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{
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int i;
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mstudiobone_t *pbones;
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mstudioboneinfo_t *pboneinfo;
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CIKContext *pIK = NULL;
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float adj[MAXSTUDIOCONTROLLERS];
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static Vector pos[MAXSTUDIOBONES];
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static Vector4D q[MAXSTUDIOBONES];
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matrix3x4 bonematrix;
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if( m_sequence >= m_pstudiohdr->numseq )
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m_sequence = 0;
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Vector a1 = m_protationmatrix.GetAngles();
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Vector p1 = m_protationmatrix.GetOrigin();
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m_ik.Init( &g_boneSetup, a1, p1, GetRealtimeTime(), m_iFramecounter );
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pIK = NULL;
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if( g_viewerSettings.enableIK && !bMirror )
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{
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pIK = &m_ik;
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}
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g_boneSetup.InitPose( pos, q );
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g_boneSetup.UpdateRealTime( GetRealtimeTime() );
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g_boneSetup.CalcBoneAdj( adj, m_controller, m_mouth );
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g_boneSetup.AccumulatePose( pIK, pos, q, m_sequence, m_cycle, 1.0 );
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// blends from previous sequences
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for( i = 0; i < MAX_SEQBLENDS; i++ )
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BlendSequence( pos, q, &m_seqblend[i] );
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CIKContext auto_ik;
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auto_ik.Init( &g_boneSetup, a1, p1, 0.0f, 0 );
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g_boneSetup.UpdateRealTime( GetAutoPlayTime() );
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g_boneSetup.CalcAutoplaySequences( &auto_ik, pos, q );
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// g_boneSetup.CalcBoneAdj( pos, q, m_controller, m_mouth );
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if( pIK )
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{
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Vector deltaPos;
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Vector deltaAngles;
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GetMovement( m_prevcycle, deltaPos, deltaAngles );
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deltaPos = m_protationmatrix.VectorRotate( deltaPos );
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pIK->UpdateTargets( pos, q, m_pbonetransform );
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glDisable (GL_TEXTURE_2D);
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glDisable (GL_CULL_FACE);
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if (g_viewerSettings.transparency < 1.0f)
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glDisable (GL_DEPTH_TEST);
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else
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glEnable (GL_DEPTH_TEST);
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glPolygonMode (GL_FRONT_AND_BACK, GL_LINE);
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glEnable (GL_BLEND);
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glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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// FIXME: check number of slots?
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for( int i = 0; i < pIK->m_target.Count(); i++ )
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{
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CIKTarget *pTarget = &pIK->m_target[i];
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switch( pTarget->type )
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{
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case IK_GROUND:
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{
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// g_boneSetup.debugLine( pTarget->est.pos, pTarget->est.pos + pTarget->offset.pos, 0, 255, 0 );
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// hack in movement
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pTarget->est.pos -= deltaPos;
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Vector tmp = m_protationmatrix.VectorITransform( pTarget->est.pos );
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tmp.z = pTarget->est.floor;
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pTarget->est.pos = m_protationmatrix.VectorTransform( tmp );
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pTarget->est.q = m_protationmatrix.GetQuaternion();
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float color[4] = { 1.0f, 1.0f, 0.0f, 1.0f };
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if( pTarget->est.latched > 0.0f )
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color[1] = 1.0 - Q_min( pTarget->est.flWeight, 1.0 );
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else color[0] = 1.0 - Q_min( pTarget->est.flWeight, 1.0 );
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float r = Q_max( pTarget->est.radius, 1.0f );
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Vector p0 = tmp + Vector( -r, -r, 0.1f );
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Vector p2 = tmp + Vector( r, r, 0.1f );
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drawTransparentBox( p0, p2, m_protationmatrix, color );
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}
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break;
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case IK_ATTACHMENT:
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{
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matrix3x4 m = matrix3x4( pTarget->est.pos, pTarget->est.q );
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drawTransform( m, 4 );
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}
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break;
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}
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// g_boneSetup.drawLine( pTarget->est.pos, pTarget->latched.pos, 255, 0, 0 );
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}
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pIK->SolveDependencies( pos, q, m_pbonetransform );
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g_GlWindow->setupRenderMode(); // restore right rendermode
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}
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pbones = (mstudiobone_t *)((byte *)m_pstudiohdr + m_pstudiohdr->boneindex);
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pboneinfo = (mstudioboneinfo_t *)((byte *)pbones + m_pstudiohdr->numbones * sizeof( mstudiobone_t ));
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for( i = 0; i < m_pstudiohdr->numbones; i++ )
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{
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m_pbonecolor[i] = Vector( 0.0f, 0.0f, 1.0f ); // animated bone is blue (guess)
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// animate all non-simulated bones
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if( CalcProceduralBone( m_pstudiohdr, i, m_pbonetransform ))
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{
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m_pbonecolor[i] = Vector( 0.0f, 1.0f, 0.0f ); // procedural bone is green
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continue;
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}
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// initialize bonematrix
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bonematrix = matrix3x4( pos[i], q[i] );
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if( FBitSet( pbones[i].flags, BONE_JIGGLE_PROCEDURAL ) && FBitSet( m_pstudiohdr->flags, STUDIO_HAS_BONEINFO ))
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{
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// Physics-based "jiggle" bone
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// Bone is assumed to be along the Z axis
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// Pitch around X, yaw around Y
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// compute desired bone orientation
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matrix3x4 goalMX;
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if( pbones[i].parent == -1 ) goalMX = m_protationmatrix.ConcatTransforms( bonematrix );
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else goalMX = m_pbonetransform[pbones[i].parent].ConcatTransforms( bonematrix );
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// get jiggle properties from QC data
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mstudiojigglebone_t *jiggleInfo = (mstudiojigglebone_t *)((byte *)m_pstudiohdr + pboneinfo[i].procindex);
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if( !m_pJiggleBones ) m_pJiggleBones = new CJiggleBones;
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// do jiggle physics
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if( pboneinfo[i].proctype == STUDIO_PROC_JIGGLE )
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{
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m_pJiggleBones->BuildJiggleTransformations( i, m_flTime, jiggleInfo, goalMX, m_pbonetransform[i] );
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m_pbonecolor[i] = Vector( 1.0f, 0.5f, 0.0f ); // jiggle bone is orange
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}
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else m_pbonetransform[i] = goalMX; // fallback
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}
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else if( pbones[i].parent == -1 )
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{
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m_pbonetransform[i] = m_protationmatrix.ConcatTransforms( bonematrix );
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}
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else
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{
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m_pbonetransform[i] = m_pbonetransform[pbones[i].parent].ConcatTransforms( bonematrix );
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}
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}
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for( i = 0; i < m_pstudiohdr->numbones; i++ )
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{
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m_pworldtransform[i] = m_pbonetransform[i].ConcatTransforms( m_plocaltransform[i] );
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}
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}
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/*
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================
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StudioModel::TransformFinalVert
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================
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*/
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void StudioModel :: Lighting( Vector &lv, int bone, int flags, const Vector &normal )
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{
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float illum;
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float lightcos;
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illum = g_ambientlight;
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if (flags & STUDIO_NF_FULLBRIGHT)
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{
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lv = Vector( 1.0f );
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return;
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}
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if (flags & STUDIO_NF_FLATSHADE)
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{
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illum += g_shadelight * 0.8;
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}
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else
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{
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float r;
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if( bone != -1 ) lightcos = DotProduct (normal, g_blightvec[bone]);
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else lightcos = DotProduct (normal, g_lightvec);
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if (lightcos > 1.0f) lightcos = 1.0f; // -1 colinear, 1 opposite
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illum += g_shadelight;
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r = 1.5f; // lambert
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// do modified hemispherical lighting
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if( r <= 1.0f )
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{
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r += 1.0f;
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lightcos = (( r - 1.0f ) - lightcos) / r;
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if( lightcos > 0.0f )
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illum += g_shadelight * lightcos;
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}
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else
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{
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lightcos = (lightcos + ( r - 1.0f )) / r;
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if( lightcos > 0.0f )
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illum -= g_shadelight * lightcos;
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}
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if (illum <= 0)
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illum = 0;
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}
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if (illum > 255)
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illum = 255;
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lv = g_lightcolor * Vector( illum / 255.0 ); // Light from 0 to 1.0
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}
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|
|
void StudioModel :: Chrome( Vector2D &chrome, int bone, const Vector &normal )
|
|
{
|
|
float n;
|
|
|
|
if (g_chromeage[bone] != g_smodels_total)
|
|
{
|
|
// calculate vectors from the viewer to the bone. This roughly adjusts for position
|
|
Vector chromeupvec; // g_chrome t vector in world reference frame
|
|
Vector chromerightvec; // g_chrome s vector in world reference frame
|
|
Vector tmp, v_left; // vector pointing at bone in world reference frame
|
|
|
|
tmp = -m_protationmatrix.GetOrigin();
|
|
tmp += m_pbonetransform[bone].GetOrigin();
|
|
tmp = tmp.Normalize();
|
|
v_left = Vector( 0.0f, -1.0f, 0.0f );
|
|
|
|
chromeupvec = CrossProduct( tmp, v_left ).Normalize();
|
|
chromerightvec = CrossProduct( tmp, chromeupvec ).Normalize();
|
|
chromeupvec = -chromeupvec; // GoldSrc rules
|
|
|
|
g_chromeup[bone] = m_pbonetransform[bone].VectorIRotate( chromeupvec );
|
|
g_chromeright[bone] = m_pbonetransform[bone].VectorIRotate( chromerightvec );
|
|
g_chromeage[bone] = g_smodels_total;
|
|
}
|
|
|
|
// calc s coord
|
|
n = DotProduct( normal, g_chromeright[bone] );
|
|
chrome.x = (n + 1.0f) * 32.0f;
|
|
|
|
// calc t coord
|
|
n = DotProduct( normal, g_chromeup[bone] );
|
|
chrome.y = (n + 1.0f) * 32.0f;
|
|
}
|
|
|
|
void StudioModel :: DrawSpriteQuad( const Vector &org, const Vector &right, const Vector &up, float scale )
|
|
{
|
|
Vector point;
|
|
|
|
glBegin( GL_QUADS );
|
|
glTexCoord2f( 0.0f, 1.0f );
|
|
point = org + up * (-32.0f * scale);
|
|
point = point + right * (-32.0f * scale);
|
|
glVertex3fv( point );
|
|
glTexCoord2f( 0.0f, 0.0f );
|
|
point = org + up * (32.0f * scale);
|
|
point = point + right * (-32.0f * scale);
|
|
glVertex3fv( point );
|
|
glTexCoord2f( 1.0f, 0.0f );
|
|
point = org + up * (32.0f * scale);
|
|
point = point + right * (32.0f * scale);
|
|
glVertex3fv( point );
|
|
glTexCoord2f( 1.0f, 1.0f );
|
|
point = org + up * (-32.0f * scale);
|
|
point = point + right * (32.0f * scale);
|
|
glVertex3fv( point );
|
|
glEnd();
|
|
}
|
|
|
|
void StudioModel::RenderMuzzleFlash( muzzleflash_t *muzzle )
|
|
{
|
|
Vector v_right, v_up;
|
|
float sr, cr;
|
|
|
|
if( muzzle->time < m_flTime )
|
|
{
|
|
memset( muzzle, 0, sizeof( muzzleflash_t ));
|
|
return; // expired
|
|
}
|
|
|
|
SinCos( DEG2RAD( muzzle->rotate ), &sr, &cr );
|
|
for( int i = 0; i < 3; i++ )
|
|
{
|
|
v_right[i] = (g_GlWindow->vectors[1][i] * cr + g_GlWindow->vectors[0][i] * sr);
|
|
v_up[i] = g_GlWindow->vectors[1][i] * -sr + g_GlWindow->vectors[0][i] * cr;
|
|
}
|
|
|
|
if( bUseWeaponOrigin && bUseWeaponLeftHand )
|
|
v_right = -v_right;
|
|
|
|
glEnable( GL_BLEND );
|
|
glDepthMask( GL_FALSE );
|
|
glBlendFunc( GL_SRC_ALPHA, GL_ONE );
|
|
glColor4f( 1.0f, 1.0f, 1.0f, 1.0f );
|
|
glBindTexture( GL_TEXTURE_2D, TEXTURE_MUZZLEFLASH1 + muzzle->texture );
|
|
DrawSpriteQuad( muzzle->origin, v_right, v_up, muzzle->scale );
|
|
glDisable( GL_BLEND );
|
|
glDepthMask( GL_TRUE );
|
|
}
|
|
|
|
void StudioModel::MuzzleFlash( int attachment, int type )
|
|
{
|
|
if( attachment >= m_pstudiohdr->numattachments )
|
|
return; // bad attachment
|
|
|
|
muzzleflash_t *muzzle;
|
|
|
|
// move current sequence into circular buffer
|
|
m_current_muzzle = (m_current_muzzle + 1) & MASK_MUZZLEFLASHES;
|
|
|
|
muzzle = &m_muzzleflash[m_current_muzzle];
|
|
|
|
muzzle->texture = ( type % 10 ) % 3;
|
|
muzzle->scale = ( type / 10 ) * 0.1f;
|
|
if( muzzle->scale == 0.0f )
|
|
muzzle->scale = 0.5f;
|
|
|
|
// don't rotate on paused
|
|
if( !g_viewerSettings.pause && !g_bStopPlaying )
|
|
{
|
|
if( muzzle->texture == 0 )
|
|
muzzle->rotate = RANDOM_LONG( 0, 20 ); // rifle flash
|
|
else muzzle->rotate = RANDOM_LONG( 0, 359 );
|
|
}
|
|
|
|
bool isInEditMode = (g_ControlPanel->getTableIndex() == TAB_MODELEDITOR) ? true : false;
|
|
bool isEditSource = (g_viewerSettings.editMode == EDIT_SOURCE) ? true : false;
|
|
|
|
if( isInEditMode && isEditSource )
|
|
{
|
|
for( int i = 0; i < m_numeditfields; i++ )
|
|
{
|
|
edit_field_t *ed = &m_editfields[i];
|
|
|
|
if( ed->type != TYPE_ATTACHMENT || ed->id != attachment )
|
|
continue;
|
|
|
|
muzzle->origin = m_pbonetransform[ed->bone].VectorTransform( ed->origin );
|
|
break;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
mstudioattachment_t *pattachment = (mstudioattachment_t *) ((byte *) m_pstudiohdr + m_pstudiohdr->attachmentindex) + attachment;
|
|
muzzle->origin = m_pbonetransform[pattachment->bone].VectorTransform( pattachment->org );
|
|
}
|
|
|
|
if( !g_viewerSettings.pause && !g_bStopPlaying )
|
|
muzzle->time = m_flTime + 0.015f;
|
|
else muzzle->time = m_flTime + 0.0099f;
|
|
}
|
|
|
|
void StudioModel::ClientEvents( void )
|
|
{
|
|
mstudioseqdesc_t *pseqdesc;
|
|
mstudioevent_t *pevent;
|
|
float end, start;
|
|
|
|
pseqdesc = (mstudioseqdesc_t *)((byte *)m_pstudiohdr + m_pstudiohdr->seqindex) + m_sequence;
|
|
|
|
// no events for this animation
|
|
if( pseqdesc->numevents == 0 )
|
|
return;
|
|
|
|
start = GetFrame() - g_viewerSettings.speedScale * m_flFrameTime * pseqdesc->fps;
|
|
end = GetFrame();
|
|
|
|
if( sequence_reset )
|
|
{
|
|
if( !FBitSet( pseqdesc->flags, STUDIO_LOOPING ))
|
|
start = -0.01f;
|
|
sequence_reset = false;
|
|
}
|
|
|
|
pevent = (mstudioevent_t *)((byte *)m_pstudiohdr + pseqdesc->eventindex);
|
|
|
|
for( int i = 0; i < pseqdesc->numevents; i++ )
|
|
{
|
|
if( (float)pevent[i].frame > start && pevent[i].frame <= end )
|
|
{
|
|
switch( pevent[i].event )
|
|
{
|
|
case 5001:
|
|
MuzzleFlash( 0, atoi( pevent[i].options ));
|
|
break;
|
|
case 5011:
|
|
MuzzleFlash( 1, atoi( pevent[i].options ));
|
|
break;
|
|
case 5021:
|
|
MuzzleFlash( 2, atoi( pevent[i].options ));
|
|
break;
|
|
case 5031:
|
|
MuzzleFlash( 3, atoi( pevent[i].options ));
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
/*
|
|
================
|
|
StudioModel::SetupLighting
|
|
set some global variables based on entity position
|
|
inputs:
|
|
outputs:
|
|
g_ambientlight
|
|
g_shadelight
|
|
================
|
|
*/
|
|
void StudioModel::SetupLighting ( )
|
|
{
|
|
g_ambientlight = 95;
|
|
g_shadelight = 160;
|
|
|
|
g_lightvec[0] = g_viewerSettings.gLightVec[0];
|
|
g_lightvec[1] = g_viewerSettings.gLightVec[1];
|
|
g_lightvec[2] = g_viewerSettings.gLightVec[2];
|
|
|
|
g_lightcolor[0] = g_viewerSettings.lColor[0];
|
|
g_lightcolor[1] = g_viewerSettings.lColor[1];
|
|
g_lightcolor[2] = g_viewerSettings.lColor[2];
|
|
|
|
g_lightvec = g_lightvec.Normalize();
|
|
|
|
// TODO: only do it for bones that actually have textures
|
|
for( int i = 0; i < m_pstudiohdr->numbones; i++ )
|
|
g_blightvec[i] = m_pbonetransform[i].VectorIRotate( g_lightvec ).Normalize();
|
|
}
|
|
|
|
|
|
/*
|
|
=================
|
|
StudioModel::SetupModel
|
|
based on the body part, figure out which mesh it should be using.
|
|
inputs:
|
|
currententity
|
|
outputs:
|
|
pstudiomesh
|
|
pmdl
|
|
=================
|
|
*/
|
|
|
|
void StudioModel::SetupModel ( int bodypart )
|
|
{
|
|
int index;
|
|
|
|
if (bodypart > m_pstudiohdr->numbodyparts)
|
|
{
|
|
// Con_DPrintf ("StudioModel::SetupModel: no such bodypart %d\n", bodypart);
|
|
bodypart = 0;
|
|
}
|
|
|
|
mstudiobodyparts_t *pbodypart = (mstudiobodyparts_t *)((byte *)m_pstudiohdr + m_pstudiohdr->bodypartindex) + bodypart;
|
|
|
|
index = m_bodynum / pbodypart->base;
|
|
index = index % pbodypart->nummodels;
|
|
|
|
m_pmodel = (mstudiomodel_t *)((byte *)m_pstudiohdr + pbodypart->modelindex) + index;
|
|
}
|
|
|
|
|
|
void drawBox (Vector *v, float const * color = NULL)
|
|
{
|
|
if( color ) glColor4fv( color );
|
|
|
|
glBegin (GL_QUAD_STRIP);
|
|
for (int i = 0; i < 10; i++)
|
|
glVertex3fv (v[i & 7]);
|
|
glEnd ();
|
|
|
|
glBegin (GL_QUAD_STRIP);
|
|
glVertex3fv (v[6]);
|
|
glVertex3fv (v[0]);
|
|
glVertex3fv (v[4]);
|
|
glVertex3fv (v[2]);
|
|
glEnd ();
|
|
|
|
glBegin (GL_QUAD_STRIP);
|
|
glVertex3fv (v[1]);
|
|
glVertex3fv (v[7]);
|
|
glVertex3fv (v[3]);
|
|
glVertex3fv (v[5]);
|
|
glEnd ();
|
|
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Draws the position and axies of a transformation matrix, x=red,y=green,z=blue
|
|
//-----------------------------------------------------------------------------
|
|
void StudioModel :: drawTransform( matrix3x4 &m, float flLength )
|
|
{
|
|
glBegin( GL_LINES );
|
|
for( int k = 0; k < 3; k++ )
|
|
{
|
|
glColor3f( 1, 0, 0 );
|
|
glVertex3fv( m.GetOrigin() );
|
|
glColor3f( 1, 1, 1 );
|
|
glVertex3fv( m.GetOrigin() + m.GetRow( k ) * 4.0f );
|
|
}
|
|
glEnd();
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Draws a transparent box with a wireframe outline
|
|
//-----------------------------------------------------------------------------
|
|
void StudioModel :: drawTransparentBox( Vector const &bbmin, Vector const &bbmax, const matrix3x4 &m, float const *color )
|
|
{
|
|
Vector v[8], v2[8];
|
|
|
|
v[0][0] = bbmin[0];
|
|
v[0][1] = bbmax[1];
|
|
v[0][2] = bbmin[2];
|
|
|
|
v[1][0] = bbmin[0];
|
|
v[1][1] = bbmin[1];
|
|
v[1][2] = bbmin[2];
|
|
|
|
v[2][0] = bbmax[0];
|
|
v[2][1] = bbmax[1];
|
|
v[2][2] = bbmin[2];
|
|
|
|
v[3][0] = bbmax[0];
|
|
v[3][1] = bbmin[1];
|
|
v[3][2] = bbmin[2];
|
|
|
|
v[4][0] = bbmax[0];
|
|
v[4][1] = bbmax[1];
|
|
v[4][2] = bbmax[2];
|
|
|
|
v[5][0] = bbmax[0];
|
|
v[5][1] = bbmin[1];
|
|
v[5][2] = bbmax[2];
|
|
|
|
v[6][0] = bbmin[0];
|
|
v[6][1] = bbmax[1];
|
|
v[6][2] = bbmax[2];
|
|
|
|
v[7][0] = bbmin[0];
|
|
v[7][1] = bbmin[1];
|
|
v[7][2] = bbmax[2];
|
|
|
|
v2[0] = m.VectorTransform( v[0] );
|
|
v2[1] = m.VectorTransform( v[1] );
|
|
v2[2] = m.VectorTransform( v[2] );
|
|
v2[3] = m.VectorTransform( v[3] );
|
|
v2[4] = m.VectorTransform( v[4] );
|
|
v2[5] = m.VectorTransform( v[5] );
|
|
v2[6] = m.VectorTransform( v[6] );
|
|
v2[7] = m.VectorTransform( v[7] );
|
|
|
|
drawBox (v2, color);
|
|
}
|
|
|
|
/*
|
|
================
|
|
StudioModel::DrawModel
|
|
inputs:
|
|
currententity
|
|
r_entorigin
|
|
================
|
|
*/
|
|
void StudioModel :: DrawModel( bool bMirror )
|
|
{
|
|
int i;
|
|
|
|
if( !m_pstudiohdr ) return;
|
|
|
|
g_smodels_total++; // render data cache cookie
|
|
|
|
g_pxformverts = &g_xformverts[0];
|
|
g_pxformnorms = &g_xformnorms[0];
|
|
g_pvlightvalues = &g_lightvalues[0];
|
|
|
|
if( m_pstudiohdr->numbodyparts == 0 )
|
|
return;
|
|
|
|
bool isInEditMode = (g_ControlPanel->getTableIndex() == TAB_MODELEDITOR) ? true : false;
|
|
bool drawEyePos = g_viewerSettings.showAttachments;
|
|
bool drawAttachments = g_viewerSettings.showAttachments;
|
|
bool drawHitboxes = g_viewerSettings.showHitBoxes;
|
|
bool drawAbsBox = false;
|
|
int drawIndex = -1; // draw all
|
|
int colorIndex = -1;
|
|
|
|
if( isInEditMode && m_pedit )
|
|
{
|
|
drawEyePos = (m_pedit->type == TYPE_EYEPOSITION) ? true : false;
|
|
drawAttachments = (m_pedit->type == TYPE_ATTACHMENT) ? true : false;
|
|
drawHitboxes = (m_pedit->type == TYPE_HITBOX) ? true : false;
|
|
drawAbsBox = (m_pedit->type == TYPE_BBOX || m_pedit->type == TYPE_CBOX) ? true : false;
|
|
drawIndex = m_pedit->id;
|
|
|
|
if(m_pedit->type == TYPE_HITBOX)
|
|
{
|
|
mstudiobbox_t *phitbox = (mstudiobbox_t *) ((byte *) m_pstudiohdr + m_pstudiohdr->hitboxindex) + m_pedit->id;
|
|
|
|
if( g_viewerSettings.editMode == EDIT_MODEL )
|
|
colorIndex = (phitbox->group % 8);
|
|
else colorIndex = (m_pedit->hitgroup % 8);
|
|
}
|
|
}
|
|
|
|
SetupTransform( bMirror );
|
|
|
|
SetUpBones( bMirror );
|
|
|
|
if( !bMirror )
|
|
{
|
|
updateModel();
|
|
}
|
|
|
|
SetupLighting( );
|
|
ClientEvents( );
|
|
|
|
for( i = 0; i < m_pstudiohdr->numbodyparts; i++ )
|
|
{
|
|
SetupModel( i );
|
|
|
|
if( g_viewerSettings.transparency > 0.0f )
|
|
DrawPoints();
|
|
|
|
if( g_viewerSettings.showWireframeOverlay && g_viewerSettings.renderMode != RM_WIREFRAME )
|
|
DrawPoints( true );
|
|
}
|
|
|
|
glDisable( GL_MULTISAMPLE );
|
|
|
|
for( i = 0; i < MAX_MUZZLEFLASHES; i++ )
|
|
{
|
|
if( m_muzzleflash[i].time == 0.0f )
|
|
continue;
|
|
RenderMuzzleFlash ( &m_muzzleflash[i] );
|
|
}
|
|
|
|
if( drawEyePos )
|
|
{
|
|
glDisable( GL_TEXTURE_2D );
|
|
glDisable( GL_DEPTH_TEST );
|
|
glDisable( GL_BLEND );
|
|
|
|
glPointSize( 7.0f );
|
|
glColor3f( 1.0f, 0.5f, 1.0f );
|
|
|
|
glBegin( GL_POINTS );
|
|
if( isInEditMode && m_pedit && g_viewerSettings.editMode == EDIT_SOURCE )
|
|
glVertex3fv( m_protationmatrix.VectorTransform( m_pedit->origin ));
|
|
else glVertex3fv( m_protationmatrix.VectorTransform( m_pstudiohdr->eyeposition ));
|
|
glEnd();
|
|
|
|
glPointSize( 1.0f );
|
|
}
|
|
|
|
// draw abs box
|
|
if( drawAbsBox )
|
|
{
|
|
vec3_t tmp, bbox[8];
|
|
|
|
glDisable( GL_MULTISAMPLE );
|
|
glDisable (GL_TEXTURE_2D);
|
|
glDisable (GL_CULL_FACE);
|
|
glDisable( GL_BLEND );
|
|
|
|
if (g_viewerSettings.transparency < 1.0f)
|
|
glDisable (GL_DEPTH_TEST);
|
|
else
|
|
glEnable (GL_DEPTH_TEST);
|
|
|
|
if( m_pedit && m_pedit->type == TYPE_BBOX )
|
|
glColor4f (1, 0, 0, 1.0f);
|
|
else glColor4f (1, 0.5, 0, 1.0f);
|
|
glEnable (GL_BLEND);
|
|
glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
|
|
|
|
if( g_ControlPanel->getTableIndex() == TAB_SEQUENCES )
|
|
{
|
|
mstudioseqdesc_t *pseqdesc = (mstudioseqdesc_t *)((byte *)m_pstudiohdr + m_pstudiohdr->seqindex) + (int)m_sequence;
|
|
|
|
for( int j = 0; j < 8; j++ )
|
|
{
|
|
tmp[0] = (j & 1) ? pseqdesc->bbmin[0] : pseqdesc->bbmax[0];
|
|
tmp[1] = (j & 2) ? pseqdesc->bbmin[1] : pseqdesc->bbmax[1];
|
|
tmp[2] = (j & 4) ? pseqdesc->bbmin[2] : pseqdesc->bbmax[2];
|
|
bbox[j] = tmp;
|
|
}
|
|
}
|
|
else if( g_viewerSettings.editMode == EDIT_MODEL )
|
|
{
|
|
if( m_pedit->type == TYPE_BBOX )
|
|
{
|
|
for( int j = 0; j < 8; j++ )
|
|
{
|
|
tmp[0] = (j & 1) ? m_pstudiohdr->min[0] : m_pstudiohdr->max[0];
|
|
tmp[1] = (j & 2) ? m_pstudiohdr->min[1] : m_pstudiohdr->max[1];
|
|
tmp[2] = (j & 4) ? m_pstudiohdr->min[2] : m_pstudiohdr->max[2];
|
|
bbox[j] = tmp;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
for( int j = 0; j < 8; j++ )
|
|
{
|
|
tmp[0] = (j & 1) ? m_pstudiohdr->bbmin[0] : m_pstudiohdr->bbmax[0];
|
|
tmp[1] = (j & 2) ? m_pstudiohdr->bbmin[1] : m_pstudiohdr->bbmax[1];
|
|
tmp[2] = (j & 4) ? m_pstudiohdr->bbmin[2] : m_pstudiohdr->bbmax[2];
|
|
bbox[j] = tmp;
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
for( int j = 0; j < 8; j++ )
|
|
{
|
|
tmp[0] = (j & 1) ? m_pedit->mins[0] : m_pedit->maxs[0];
|
|
tmp[1] = (j & 2) ? m_pedit->mins[1] : m_pedit->maxs[1];
|
|
tmp[2] = (j & 4) ? m_pedit->mins[2] : m_pedit->maxs[2];
|
|
bbox[j] = tmp;
|
|
}
|
|
}
|
|
|
|
glBegin( GL_LINES );
|
|
for( int i = 0; i < 2; i += 1 )
|
|
{
|
|
glVertex3fv( bbox[i+0] );
|
|
glVertex3fv( bbox[i+2] );
|
|
glVertex3fv( bbox[i+4] );
|
|
glVertex3fv( bbox[i+6] );
|
|
glVertex3fv( bbox[i+0] );
|
|
glVertex3fv( bbox[i+4] );
|
|
glVertex3fv( bbox[i+2] );
|
|
glVertex3fv( bbox[i+6] );
|
|
glVertex3fv( bbox[i*2+0] );
|
|
glVertex3fv( bbox[i*2+1] );
|
|
glVertex3fv( bbox[i*2+4] );
|
|
glVertex3fv( bbox[i*2+5] );
|
|
}
|
|
glEnd();
|
|
}
|
|
|
|
// draw bones
|
|
if( g_viewerSettings.showBones )
|
|
{
|
|
mstudiobone_t *pbones = (mstudiobone_t *)((byte *) m_pstudiohdr + m_pstudiohdr->boneindex);
|
|
glDisable( GL_MULTISAMPLE );
|
|
glDisable( GL_TEXTURE_2D );
|
|
glDisable( GL_DEPTH_TEST );
|
|
glDisable( GL_BLEND );
|
|
|
|
for( i = 0; i < m_pstudiohdr->numbones; i++ )
|
|
{
|
|
if( pbones[i].parent >= 0 )
|
|
{
|
|
glPointSize( 4.0f );
|
|
glColor3f( 1.0f, 0.7f, 0.0f );
|
|
glBegin( GL_LINES );
|
|
glVertex3fv( m_pbonetransform[pbones[i].parent].GetOrigin());
|
|
glVertex3fv( m_pbonetransform[i].GetOrigin());
|
|
glEnd();
|
|
|
|
glBegin( GL_POINTS );
|
|
if( pbones[pbones[i].parent].parent != -1 )
|
|
{
|
|
glColor3fv( m_pbonecolor[pbones[i].parent] );
|
|
glVertex3fv( m_pbonetransform[pbones[i].parent].GetOrigin());
|
|
}
|
|
glColor3fv( m_pbonecolor[i] );
|
|
glVertex3fv( m_pbonetransform[i].GetOrigin());
|
|
glEnd ();
|
|
}
|
|
else
|
|
{
|
|
// draw parent bone node
|
|
glPointSize( 6.0f );
|
|
glColor3f( 0.8f, 0, 0 );
|
|
|
|
glBegin( GL_POINTS );
|
|
glVertex3fv( m_pbonetransform[i].GetOrigin() );
|
|
glEnd ();
|
|
}
|
|
}
|
|
|
|
glPointSize( 1.0f );
|
|
}
|
|
|
|
if( drawAttachments )
|
|
{
|
|
glDisable( GL_MULTISAMPLE );
|
|
glDisable( GL_TEXTURE_2D );
|
|
glDisable( GL_CULL_FACE );
|
|
glDisable( GL_DEPTH_TEST );
|
|
glDisable( GL_BLEND );
|
|
|
|
for (i = 0; i < m_pstudiohdr->numattachments; i++)
|
|
{
|
|
matrix3x4 local, world;
|
|
|
|
if( drawIndex != -1 && i != drawIndex )
|
|
continue;
|
|
|
|
mstudioattachment_t *pattachments = (mstudioattachment_t *)((byte *) m_pstudiohdr + m_pstudiohdr->attachmentindex);
|
|
|
|
local.SetForward( pattachments[i].vectors[0] );
|
|
local.SetRight( pattachments[i].vectors[1] );
|
|
local.SetUp( pattachments[i].vectors[2] );
|
|
|
|
if( drawIndex != -1 && g_viewerSettings.editMode == EDIT_SOURCE )
|
|
local.SetOrigin( m_pedit->origin );
|
|
else local.SetOrigin( pattachments[i].org );
|
|
|
|
world = m_pbonetransform[pattachments[i].bone].ConcatTransforms( local );
|
|
|
|
// draw the vector from bone to attachment
|
|
glBegin( GL_LINES );
|
|
glColor3f( 1, 0, 0 );
|
|
glVertex3fv( world.GetOrigin() );
|
|
glColor3f( 1, 1, 1 );
|
|
glVertex3fv( m_pbonetransform[pattachments[i].bone].GetOrigin() );
|
|
glEnd();
|
|
|
|
// draw the matrix axes
|
|
if( FBitSet( pattachments[i].flags, STUDIO_ATTACHMENT_LOCAL ))
|
|
drawTransform( world );
|
|
|
|
glPointSize( 5 );
|
|
glColor3f( 0, 1, 0 );
|
|
|
|
glBegin( GL_POINTS );
|
|
glVertex3fv( world.GetOrigin() );
|
|
glEnd();
|
|
|
|
glPointSize (1);
|
|
}
|
|
}
|
|
|
|
if( drawHitboxes )
|
|
{
|
|
glDisable( GL_MULTISAMPLE );
|
|
glDisable (GL_TEXTURE_2D);
|
|
glDisable (GL_CULL_FACE);
|
|
glDisable( GL_BLEND );
|
|
|
|
if (g_viewerSettings.transparency < 1.0f)
|
|
glDisable (GL_DEPTH_TEST);
|
|
else
|
|
glEnable (GL_DEPTH_TEST);
|
|
|
|
if( colorIndex == -1 )
|
|
glColor4f (1, 0, 0, 0.5f);
|
|
else glColor4f( hullcolor[colorIndex][0], hullcolor[colorIndex][1], hullcolor[colorIndex][2], 1.0f );
|
|
|
|
glPolygonMode (GL_FRONT_AND_BACK, GL_LINE);
|
|
glEnable (GL_BLEND);
|
|
glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
|
|
|
|
for (i = 0; i < m_pstudiohdr->numhitboxes; i++)
|
|
{
|
|
int bone;
|
|
|
|
if( g_viewerSettings.showHitBoxes && isInEditMode )
|
|
{
|
|
if( i != drawIndex )
|
|
glColor4f( 1.0f, 0.0f, 0.0f, 1.0f );
|
|
else glColor4f( 0.0f, 1.0f, 0.0f, 1.0f );
|
|
}
|
|
else
|
|
{
|
|
if( drawIndex != -1 && i != drawIndex )
|
|
continue;
|
|
}
|
|
|
|
mstudiobbox_t *pbboxes = (mstudiobbox_t *) ((byte *) m_pstudiohdr + m_pstudiohdr->hitboxindex);
|
|
Vector v[8], v2[8], bbmin, bbmax;
|
|
|
|
if( g_viewerSettings.showHitBoxes && isInEditMode && g_viewerSettings.editMode == EDIT_SOURCE )
|
|
{
|
|
for( int j = 0; j < m_numeditfields; j++ )
|
|
{
|
|
edit_field_t *ed = &m_editfields[j];
|
|
|
|
if( ed->type != TYPE_HITBOX || ed->id != i )
|
|
continue;
|
|
|
|
bbmin = ed->mins;
|
|
bbmax = ed->maxs;
|
|
bone = ed->bone;
|
|
break;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if( drawIndex != -1 && g_viewerSettings.editMode == EDIT_SOURCE )
|
|
{
|
|
bbmin = m_pedit->mins;
|
|
bbmax = m_pedit->maxs;
|
|
bone = m_pedit->bone;
|
|
}
|
|
else
|
|
{
|
|
bbmin = pbboxes[i].bbmin;
|
|
bbmax = pbboxes[i].bbmax;
|
|
bone = pbboxes[i].bone;
|
|
}
|
|
}
|
|
|
|
drawTransparentBox( bbmin, bbmax, m_pbonetransform[bone] );
|
|
}
|
|
}
|
|
}
|
|
|
|
/*
|
|
================
|
|
|
|
================
|
|
*/
|
|
void StudioModel::DrawPoints ( bool bWireframe )
|
|
{
|
|
int i, j, k;
|
|
mstudiomesh_t *pmesh;
|
|
byte *pvertbone;
|
|
byte *pnormbone;
|
|
Vector *pstudioverts;
|
|
Vector *pstudionorms;
|
|
mstudioboneweight_t *pvertweight;
|
|
mstudioboneweight_t *pnormweight;
|
|
mstudiotexture_t *ptexture;
|
|
bool texEnabled;
|
|
bool need_sort;
|
|
matrix3x4 skinMat;
|
|
float *av, *nv;
|
|
Vector *lv;
|
|
Vector lv_tmp;
|
|
short *pskinref;
|
|
|
|
pvertbone = ((byte *)m_pstudiohdr + m_pmodel->vertinfoindex);
|
|
pnormbone = ((byte *)m_pstudiohdr + m_pmodel->norminfoindex);
|
|
ptexture = (mstudiotexture_t *)((byte *)m_ptexturehdr + m_ptexturehdr->textureindex);
|
|
|
|
pmesh = (mstudiomesh_t *)((byte *)m_pstudiohdr + m_pmodel->meshindex);
|
|
|
|
pstudioverts = (Vector *)((byte *)m_pstudiohdr + m_pmodel->vertindex);
|
|
pstudionorms = (Vector *)((byte *)m_pstudiohdr + m_pmodel->normindex);
|
|
|
|
pskinref = (short *)((byte *)m_ptexturehdr + m_ptexturehdr->skinindex);
|
|
if (m_skinnum != 0 && m_skinnum < m_ptexturehdr->numskinfamilies)
|
|
pskinref += (m_skinnum * m_ptexturehdr->numskinref);
|
|
|
|
if( FBitSet( m_pstudiohdr->flags, STUDIO_HAS_BONEWEIGHTS ) && m_pmodel->blendvertinfoindex != 0 && m_pmodel->blendnorminfoindex != 0 )
|
|
{
|
|
pvertweight = (mstudioboneweight_t *)((byte *)m_pstudiohdr + m_pmodel->blendvertinfoindex);
|
|
pnormweight = (mstudioboneweight_t *)((byte *)m_pstudiohdr + m_pmodel->blendnorminfoindex);
|
|
|
|
for (i = 0; i < m_pmodel->numverts; i++)
|
|
{
|
|
ComputeSkinMatrix( &pvertweight[i], skinMat );
|
|
g_pxformverts[i] = skinMat.VectorTransform( pstudioverts[i] );
|
|
}
|
|
|
|
for (i = 0; i < m_pmodel->numnorms; i++)
|
|
{
|
|
ComputeSkinMatrix( &pnormweight[i], skinMat );
|
|
g_pxformnorms[i] = skinMat.VectorRotate( pstudionorms[i] );
|
|
|
|
if( g_viewerSettings.renderMode == RM_BONEWEIGHTS )
|
|
ComputeWeightColor( &pnormweight[i], g_pvlightvalues[i] );
|
|
}
|
|
}
|
|
else
|
|
{
|
|
for( i = 0; i < m_pmodel->numverts; i++ )
|
|
{
|
|
g_pxformverts[i] = m_pbonetransform[pvertbone[i]].VectorTransform( pstudioverts[i] );
|
|
}
|
|
|
|
for( i = 0; i < m_pmodel->numnorms; i++ )
|
|
{
|
|
g_pxformnorms[i] = m_pbonetransform[pnormbone[i]].VectorRotate( pstudionorms[i] );
|
|
}
|
|
|
|
if( g_viewerSettings.renderMode == RM_BONEWEIGHTS )
|
|
{
|
|
for( i = 0; i < m_pmodel->numnorms; i++ )
|
|
g_pvlightvalues[i] = Vector( 0.0f, 1.0f, 0.0f );
|
|
}
|
|
}
|
|
|
|
texEnabled = glIsEnabled( GL_TEXTURE_2D ) ? true : false;
|
|
|
|
if( bWireframe )
|
|
{
|
|
glEnable( GL_BLEND );
|
|
glBlendFunc( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA );
|
|
glPolygonMode( GL_FRONT_AND_BACK, GL_LINE );
|
|
glDisable( GL_TEXTURE_2D );
|
|
glColor4f( 1.0f, 0.0f, 0.0f, 0.99f );
|
|
|
|
glEnable( GL_LINE_SMOOTH );
|
|
glEnable( GL_POLYGON_SMOOTH );
|
|
glHint( GL_LINE_SMOOTH_HINT, GL_NICEST );
|
|
glHint( GL_POLYGON_SMOOTH_HINT, GL_NICEST );
|
|
}
|
|
else if (g_viewerSettings.transparency < 1.0f)
|
|
{
|
|
glEnable (GL_BLEND);
|
|
glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
|
|
glDepthMask( GL_TRUE );
|
|
}
|
|
|
|
if( bWireframe == false )
|
|
glEnable( GL_MULTISAMPLE );
|
|
//
|
|
// clip and draw all triangles
|
|
//
|
|
|
|
lv = g_pvlightvalues;
|
|
need_sort = false;
|
|
|
|
for( j = k = 0; j < m_pmodel->nummesh; j++ )
|
|
{
|
|
int flags = ptexture[pskinref[pmesh[j].skinref]].flags;
|
|
|
|
// fill in sortedmesh info
|
|
g_sorted_meshes[j].mesh = &pmesh[j];
|
|
g_sorted_meshes[j].flags = flags;
|
|
|
|
if( FBitSet( flags, STUDIO_NF_MASKED|STUDIO_NF_ADDITIVE ))
|
|
need_sort = true;
|
|
|
|
for( i = 0; i < pmesh[j].numnorms; i++, k++, lv++, pstudionorms++, pnormbone++ )
|
|
{
|
|
if( g_viewerSettings.renderMode != RM_BONEWEIGHTS )
|
|
{
|
|
if( FBitSet( m_pstudiohdr->flags, STUDIO_HAS_BONEWEIGHTS ))
|
|
Lighting ( *lv, -1, flags, g_pxformnorms[k] );
|
|
else Lighting ( *lv, *pnormbone, flags, *pstudionorms );
|
|
}
|
|
|
|
// FIX: move this check out of the inner loop
|
|
if (flags & STUDIO_NF_CHROME)
|
|
Chrome( g_chrome[k], *pnormbone, *pstudionorms );
|
|
}
|
|
}
|
|
|
|
if( need_sort )
|
|
{
|
|
// resort opaque and translucent meshes draw order
|
|
qsort( g_sorted_meshes, m_pmodel->nummesh, sizeof( sortedmesh_t ), MeshCompare );
|
|
}
|
|
|
|
for (j = 0; j < m_pmodel->nummesh; j++)
|
|
{
|
|
float s, t;
|
|
float transparency = g_viewerSettings.transparency;
|
|
short *ptricmds;
|
|
|
|
pmesh = (mstudiomesh_t *)((byte *)m_pstudiohdr + m_pmodel->meshindex) + j;
|
|
pmesh = g_sorted_meshes[j].mesh;
|
|
|
|
ptricmds = (short *)((byte *)m_pstudiohdr + pmesh->triindex);
|
|
|
|
s = 1.0/(float)ptexture[pskinref[pmesh->skinref]].width;
|
|
t = 1.0/(float)ptexture[pskinref[pmesh->skinref]].height;
|
|
|
|
if( bWireframe == false )
|
|
{
|
|
//glBindTexture( GL_TEXTURE_2D, ptexture[pskinref[pmesh->skinref]].index );
|
|
glBindTexture( GL_TEXTURE_2D, TEXTURE_COUNT + pskinref[pmesh->skinref] );
|
|
|
|
if (ptexture[pskinref[pmesh->skinref]].flags & STUDIO_NF_TWOSIDE)
|
|
glDisable( GL_CULL_FACE );
|
|
else glEnable( GL_CULL_FACE );
|
|
|
|
if (ptexture[pskinref[pmesh->skinref]].flags & STUDIO_NF_MASKED)
|
|
{
|
|
glEnable( GL_ALPHA_TEST );
|
|
glAlphaFunc( GL_GREATER, 0.5f );
|
|
}
|
|
else glDisable( GL_ALPHA_TEST );
|
|
|
|
if (ptexture[pskinref[pmesh->skinref]].flags & STUDIO_NF_ADDITIVE)
|
|
{
|
|
glEnable( GL_BLEND );
|
|
glBlendFunc( GL_ONE, GL_ONE );
|
|
// glDepthMask( GL_FALSE );
|
|
}
|
|
else if (g_viewerSettings.transparency < 1.0f)
|
|
{
|
|
glEnable( GL_BLEND );
|
|
glBlendFunc( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA );
|
|
// glDepthMask( GL_FALSE );
|
|
}
|
|
}
|
|
|
|
if (ptexture[pskinref[pmesh->skinref]].flags & STUDIO_NF_CHROME)
|
|
{
|
|
while (i = *(ptricmds++))
|
|
{
|
|
if (i < 0)
|
|
{
|
|
glBegin( GL_TRIANGLE_FAN );
|
|
i = -i;
|
|
}
|
|
else
|
|
{
|
|
glBegin( GL_TRIANGLE_STRIP );
|
|
}
|
|
|
|
if( bWireframe == false )
|
|
g_viewerSettings.drawn_polys += (i - 2);
|
|
|
|
for( ; i > 0; i--, ptricmds += 4)
|
|
{
|
|
if( bWireframe == false )
|
|
{
|
|
// FIX: put these in as integer coords, not floats
|
|
glTexCoord2f(g_chrome[ptricmds[1]].x * s, g_chrome[ptricmds[1]].y * t);
|
|
|
|
lv = &g_pvlightvalues[ptricmds[1]];
|
|
glColor4f( lv->x, lv->y, lv->z, transparency);
|
|
}
|
|
|
|
av = g_pxformverts[ptricmds[0]];
|
|
glVertex3f(av[0], av[1], av[2]);
|
|
}
|
|
glEnd( );
|
|
}
|
|
}
|
|
else
|
|
{
|
|
while (i = *(ptricmds++))
|
|
{
|
|
if (i < 0)
|
|
{
|
|
glBegin( GL_TRIANGLE_FAN );
|
|
i = -i;
|
|
}
|
|
else
|
|
{
|
|
glBegin( GL_TRIANGLE_STRIP );
|
|
}
|
|
|
|
if( bWireframe == false )
|
|
g_viewerSettings.drawn_polys += (i - 2);
|
|
|
|
for( ; i > 0; i--, ptricmds += 4)
|
|
{
|
|
if( bWireframe == false )
|
|
{
|
|
if( ptexture[pskinref[pmesh->skinref]].flags & STUDIO_NF_UV_COORDS )
|
|
{
|
|
glTexCoord2f( HalfToFloat( ptricmds[2] ), HalfToFloat( ptricmds[3] ));
|
|
}
|
|
else
|
|
{
|
|
// FIX: put these in as integer coords, not floats
|
|
glTexCoord2f(ptricmds[2]*s, ptricmds[3]*t);
|
|
}
|
|
|
|
lv = &g_pvlightvalues[ptricmds[1]];
|
|
glColor4f( lv->x, lv->y, lv->z, transparency);
|
|
}
|
|
|
|
av = g_pxformverts[ptricmds[0]];
|
|
glVertex3f(av[0], av[1], av[2]);
|
|
}
|
|
glEnd( );
|
|
}
|
|
}
|
|
|
|
if( bWireframe == false )
|
|
{
|
|
if (ptexture[pskinref[pmesh->skinref]].flags & STUDIO_NF_MASKED)
|
|
glDisable( GL_ALPHA_TEST );
|
|
|
|
if (ptexture[pskinref[pmesh->skinref]].flags & STUDIO_NF_ADDITIVE || g_viewerSettings.transparency < 1.0f)
|
|
{
|
|
glDepthMask( GL_TRUE );
|
|
glDisable( GL_BLEND );
|
|
}
|
|
}
|
|
}
|
|
|
|
if( bWireframe )
|
|
{
|
|
glPolygonMode( GL_FRONT_AND_BACK, GL_FILL );
|
|
if( texEnabled ) glEnable( GL_TEXTURE_2D );
|
|
glDisable( GL_BLEND );
|
|
glDisable( GL_LINE_SMOOTH );
|
|
glDisable(GL_POLYGON_SMOOTH);
|
|
}
|
|
else
|
|
{
|
|
glDisable( GL_MULTISAMPLE );
|
|
}
|
|
|
|
if( g_viewerSettings.showNormals )
|
|
{
|
|
if( texEnabled ) glDisable( GL_TEXTURE_2D );
|
|
glColor4f( 0.3f, 0.4f, 0.5f, 0.99f );
|
|
glBegin( GL_LINES );
|
|
for (j = 0; j < m_pmodel->nummesh; j++)
|
|
{
|
|
short *ptricmds;
|
|
|
|
pmesh = (mstudiomesh_t *)((byte *)m_pstudiohdr + m_pmodel->meshindex) + j;
|
|
ptricmds = (short *)((byte *)m_pstudiohdr + pmesh->triindex);
|
|
|
|
while( i = *(ptricmds++))
|
|
{
|
|
for( i = abs( i ); i > 0; i--, ptricmds += 4 )
|
|
{
|
|
av = g_pxformverts[ptricmds[0]];
|
|
nv = g_pxformnorms[ptricmds[1]];
|
|
glVertex3f( av[0], av[1], av[2] );
|
|
glVertex3f( av[0] + nv[0] * 2.0f, av[1] + nv[1] * 2.0f, av[2] + nv[2] * 2.0f );
|
|
}
|
|
}
|
|
}
|
|
glEnd();
|
|
if( texEnabled ) glEnable( GL_TEXTURE_2D );
|
|
}
|
|
|
|
}
|
|
|
|
/*
|
|
================
|
|
|
|
================
|
|
*/
|
|
void StudioModel::DrawUVMapPoints()
|
|
{
|
|
int i, j, k;
|
|
mstudiomesh_t *pmesh;
|
|
byte *pvertbone;
|
|
byte *pnormbone;
|
|
Vector *pstudioverts;
|
|
Vector *pstudionorms;
|
|
mstudiotexture_t *ptexture;
|
|
short *pskinref_src;
|
|
short *pskinref;
|
|
|
|
pvertbone = ((byte *)m_pstudiohdr + m_pmodel->vertinfoindex);
|
|
pnormbone = ((byte *)m_pstudiohdr + m_pmodel->norminfoindex);
|
|
ptexture = (mstudiotexture_t *)((byte *)m_ptexturehdr + m_ptexturehdr->textureindex);
|
|
|
|
pmesh = (mstudiomesh_t *)((byte *)m_pstudiohdr + m_pmodel->meshindex);
|
|
|
|
pstudioverts = (Vector *)((byte *)m_pstudiohdr + m_pmodel->vertindex);
|
|
pstudionorms = (Vector *)((byte *)m_pstudiohdr + m_pmodel->normindex);
|
|
|
|
pskinref_src = (short *)((byte *)m_ptexturehdr + m_ptexturehdr->skinindex);
|
|
|
|
glEnable( GL_BLEND );
|
|
glBlendFunc( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA );
|
|
glPolygonMode( GL_FRONT_AND_BACK, GL_LINE );
|
|
glDisable( GL_TEXTURE_2D );
|
|
glColor4f( 1.0f, 1.0f, 1.0f, 0.99f );
|
|
//
|
|
// clip and draw all triangles
|
|
//
|
|
for (k = 0; k < m_ptexturehdr->numskinfamilies; k++ )
|
|
{
|
|
// try all the skinfamilies
|
|
pskinref = pskinref_src + (k * m_ptexturehdr->numskinref);
|
|
|
|
for (j = 0; j < m_pmodel->nummesh; j++)
|
|
{
|
|
float s, t, x, y;
|
|
float tex_w, tex_h;
|
|
short *ptricmds;
|
|
|
|
pmesh = (mstudiomesh_t *)((byte *)m_pstudiohdr + m_pmodel->meshindex) + j;
|
|
ptricmds = (short *)((byte *)m_pstudiohdr + pmesh->triindex);
|
|
|
|
if( pskinref[pmesh->skinref] != g_viewerSettings.texture )
|
|
continue;
|
|
|
|
tex_w = (float)ptexture[pskinref[pmesh->skinref]].width;
|
|
tex_h = (float)ptexture[pskinref[pmesh->skinref]].height;
|
|
s = 1.0 / tex_w;
|
|
t = 1.0 / tex_h;
|
|
|
|
glBindTexture( GL_TEXTURE_2D, TEXTURE_COUNT + pskinref[pmesh->skinref] );
|
|
|
|
while (i = *(ptricmds++))
|
|
{
|
|
if (i < 0)
|
|
{
|
|
glBegin( GL_TRIANGLE_FAN );
|
|
i = -i;
|
|
}
|
|
else
|
|
{
|
|
glBegin( GL_TRIANGLE_STRIP );
|
|
}
|
|
|
|
for( ; i > 0; i--, ptricmds += 4)
|
|
{
|
|
if( ptexture[pskinref[pmesh->skinref]].flags & STUDIO_NF_UV_COORDS )
|
|
{
|
|
x = HalfToFloat( ptricmds[2] ) * tex_w;
|
|
y = HalfToFloat( ptricmds[3] ) * tex_h;
|
|
if( y < 0.0f ) y += tex_h; // OpenGL issues
|
|
|
|
if(( x < 0.0f || x > tex_w ) || ( y < 0.0f || y > tex_h ))
|
|
glColor3f( 1.0f, 0.0f, 0.0f );
|
|
else glColor3f( 1.0f, 1.0f, 1.0f );
|
|
|
|
x = max( 0.0f, min( x, tex_w ));
|
|
y = max( 0.0f, min( y, tex_h ));
|
|
}
|
|
else
|
|
{
|
|
x = (float)ptricmds[2];
|
|
y = (float)ptricmds[3];
|
|
}
|
|
|
|
x *= g_viewerSettings.textureScale;
|
|
y *= g_viewerSettings.textureScale;
|
|
|
|
glVertex2f( offset_x + x, offset_y + y );
|
|
}
|
|
|
|
glEnd( );
|
|
}
|
|
}
|
|
}
|
|
|
|
glPolygonMode( GL_FRONT_AND_BACK, GL_FILL );
|
|
glEnable( GL_TEXTURE_2D );
|
|
glDisable( GL_BLEND );
|
|
}
|
|
|
|
void StudioModel :: DrawModelUVMap( void )
|
|
{
|
|
if( !m_pstudiohdr ) return;
|
|
|
|
// draw UV from all the bodyparts and skinfamilies
|
|
for( int i = 0; i < m_pstudiohdr->numbodyparts; i++ )
|
|
{
|
|
mstudiobodyparts_t *pbodypart = (mstudiobodyparts_t *)((byte *)m_pstudiohdr + m_pstudiohdr->bodypartindex) + i;
|
|
|
|
for( int j = 0; j < pbodypart->nummodels; j++ )
|
|
{
|
|
int index = j / pbodypart->base;
|
|
index = index % pbodypart->nummodels;
|
|
|
|
m_pmodel = (mstudiomodel_t *)((byte *)m_pstudiohdr + pbodypart->modelindex) + index;
|
|
DrawUVMapPoints();
|
|
}
|
|
}
|
|
}
|
|
|
|
void StudioModel :: ConvertTexCoords( void )
|
|
{
|
|
if( !m_pstudiohdr ) return;
|
|
|
|
// draw UV from all the bodyparts and skinfamilies
|
|
for( int i = 0; i < m_pstudiohdr->numbodyparts; i++ )
|
|
{
|
|
mstudiobodyparts_t *pbodypart = (mstudiobodyparts_t *)((byte *)m_pstudiohdr + m_pstudiohdr->bodypartindex) + i;
|
|
|
|
for( int j = 0; j < pbodypart->nummodels; j++ )
|
|
{
|
|
int index = j / pbodypart->base;
|
|
index = index % pbodypart->nummodels;
|
|
|
|
m_pmodel = (mstudiomodel_t *)((byte *)m_pstudiohdr + pbodypart->modelindex) + index;
|
|
mstudiotexture_t *ptexture = (mstudiotexture_t *)((byte *)m_ptexturehdr + m_ptexturehdr->textureindex);
|
|
mstudiomesh_t *pmesh = (mstudiomesh_t *)((byte *)m_pstudiohdr + m_pmodel->meshindex);
|
|
short *pskinref_src = (short *)((byte *)m_ptexturehdr + m_ptexturehdr->skinindex);
|
|
|
|
for( int k = 0; k < m_ptexturehdr->numskinfamilies; k++ )
|
|
{
|
|
// try all the skinfamilies
|
|
short *pskinref = pskinref_src + (k * m_ptexturehdr->numskinref);
|
|
|
|
for( int m = 0; m < m_pmodel->nummesh; m++ )
|
|
{
|
|
short *ptricmds;
|
|
|
|
pmesh = (mstudiomesh_t *)((byte *)m_pstudiohdr + m_pmodel->meshindex) + m;
|
|
ptricmds = (short *)((byte *)m_pstudiohdr + pmesh->triindex);
|
|
|
|
while( int l = *( ptricmds++ ))
|
|
{
|
|
for( l = abs( l ); l > 0; l--, ptricmds += 4 )
|
|
{
|
|
if( ptexture[pskinref[pmesh->skinref]].flags & STUDIO_NF_UV_COORDS )
|
|
{
|
|
ptricmds[2] = FloatToHalf((float)ptricmds[2] * (1.0f / 32768.0f));
|
|
ptricmds[3] = FloatToHalf((float)ptricmds[3] * (1.0f / 32768.0f));
|
|
g_viewerSettings.numModelChanges++;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
} |