forked from FWGS/Paranoia2
744 lines
25 KiB
C++
744 lines
25 KiB
C++
/*
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gl_studio.h - studio model rendering
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this code written for Paranoia 2: Savior modification
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Copyright (C) 2014 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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#ifndef GL_STUDIO_H
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#define GL_STUDIO_H
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#include "pmtrace.h"
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#include "studio.h"
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#include <utllinkedlist.h>
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#include <utlarray.h>
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#include <stringlib.h>
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#include "gl_decals.h"
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#include "gl_studiodecal.h"
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#include "trace.h"
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#include "bs_defs.h"
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#include "ikcontext.h"
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#include "jigglebones.h"
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#include "tbnfile.h"
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#define EVENT_CLIENT 5000 // less than this value it's a server-side studio events
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#define MAX_MODEL_MESHES (MAXSTUDIOBODYPARTS * MAXSTUDIOMODELS)
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#define SHADE_LAMBERT 1.495f
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#define MAXARRAYVERTS 65536 // max vertices per studio submodel
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#define MAX_SEQBLENDS 8 // must be power of two
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#define MASK_SEQBLENDS (MAX_SEQBLENDS - 1)
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#define MF_STATIC_BOUNDS BIT( 0 ) // this model is a env_static. don't recalc bounds every frame
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#define MF_CUSTOM_LIGHTGRID BIT( 1 ) // model has special attahaments that was accepted as light probe start points
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#define MF_VERTEX_LIGHTING BIT( 2 ) // model has the custom vertex lighting (loading from level)
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#define MF_SURFACE_LIGHTING BIT( 3 ) // model has the custom surface lighting (loading from level)
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#define MF_VL_BAD_CACHE BIT( 4 ) // for some reasons this model can't be instanced with a vertex lighting (bad crc, mismatch vertexcount etc)
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#define MF_INIT_SMOOTHSTAIRS BIT( 5 )
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#define MF_ATTACHMENTS_DONE BIT( 6 )
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#define MF_POSITION_CHANGED BIT( 7 )
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// studiorenderer modes
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#define DRAWSTUDIO_NORMAL 0 // as default
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#define DRAWSTUDIO_VIEWMODEL 1 // rendeging viewmodel
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#define DRAWSTUDIO_HEADSHIELD 2 // headshield or gasmask
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#define DRAWSTUDIO_RUNEVENTS 3 // run events of studiomodel
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#define LIGHTSTATIC_NONE 0
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#define LIGHTSTATIC_VERTEX 1
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#define LIGHTSTATIC_SURFACE 2
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#define TBNSTATE_INACTIVE 0
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#define TBNSTATE_LOADING 1
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#define TBNSTATE_GENERATE 2
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// holds temporary data
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typedef struct
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{
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int firstvertex;
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int numvertices;
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int firstindex;
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int numindices;
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int lightmapnum;
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} StudioMesh_t;
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// new blending sequence system
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typedef struct
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{
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float blendtime; // time to blend between current and previous sequence
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int sequence; // previous sequence number
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float cycle; // cycle where sequence was changed
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float fadeout;
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bool gaitseq;
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} mstudioblendseq_t;
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typedef struct
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{
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float frame;
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int sequence;
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float gaitframe;
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int gaitsequence;
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// for smooth stair climbing
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float stairtime;
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float stairoldz;
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} mstudiolerp_t;
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// source vertex data (106 bytes here)
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typedef struct xvert_s
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{
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Vector vertex; // position
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Vector normal; // normal
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Vector tangent; // tangent
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Vector binormal; // binormal
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float stcoord[4]; // ST texture coords
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float lmcoord0[4]; // LM texture coords
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float lmcoord1[4]; // LM texture coords
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char boneid[4]; // control bones
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byte weight[4]; // boneweights
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float light[MAXLIGHTMAPS]; // packed color
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float deluxe[MAXLIGHTMAPS]; // packed lightdir
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byte styles[MAXLIGHTMAPS]; // lightstyles
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word m_MeshVertexIndex; // index into the mesh's vertex list (decals only)
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} svert_t;
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typedef void (*pfnCreateStudioBuffer)( vbomesh_t *pOut, svert_t *arrayxvert );
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typedef void (*pfnBindStudioBuffer)( vbomesh_t *pOut, int attrFlags );
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typedef struct
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{
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pfnCreateStudioBuffer CreateBuffer;
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pfnBindStudioBuffer BindBuffer;
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const char* BufferName; // debug
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} mesh_loader_t;
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class CBaseBoneSetup : public CStudioBoneSetup
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{
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public:
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virtual void debugMsg( char *szFmt, ... );
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virtual mstudioanim_t *GetAnimSourceData( mstudioseqdesc_t *pseqdesc );
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virtual void debugLine( const Vector& origin, const Vector& dest, int r, int g, int b, bool noDepthTest = false, float duration = 0.0f );
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};
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/*
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====================
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CStudioModelRenderer
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====================
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*/
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class CStudioModelRenderer
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{
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public:
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// Construction/Destruction
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CStudioModelRenderer( void );
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virtual ~CStudioModelRenderer( void );
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// Initialization
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void Init( void );
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void VidInit( void );
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// Look up animation data for sequence
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mstudioanim_t *StudioGetAnim ( model_t *pModel, mstudioseqdesc_t *pseqdesc );
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// precache vertexlit mesh
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void CreateStudioCacheVL( const char *modelname, int cacheID );
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// precache lightmapped mesh
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void CreateStudioCacheFL( const char *modelname, int cacheID );
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// throw all the meshes when the engine is shutting down
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void FreeStudioCacheVL( void );
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void FreeStudioCacheFL( void );
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private:
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// Local interfaces
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// Extract bbox from current sequence
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int StudioExtractBbox ( studiohdr_t *phdr, int sequence, Vector &mins, Vector &maxs );
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// Compute a full bounding box for current sequence
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int StudioComputeBBox ( void );
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float CalcStairSmoothValue( float oldz, float newz, float smoothtime, float smoothvalue );
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const Vector StudioGetOrigin( void );
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// Interpolate model position and angles and set up matrices
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void StudioSetUpTransform( void );
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// Set up model bone positions
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void StudioSetupBones( void );
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// Find final attachment points
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void StudioCalcAttachments( matrix3x4 bones[] );
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void AddBlendSequence( int oldseq, int newseq, float prevframe, bool gaitseq = false );
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void BlendSequence( Vector pos[], Vector4D q[], mstudioblendseq_t *pseqblend );
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void UpdateIKLocks( CIKContext *pIK );
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void CalculateIKLocks( CIKContext *pIK );
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// Merge cached bones with current bones for model
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void StudioMergeBones( matrix3x4 &transform, matrix3x4 bones[], matrix3x4 cached_bones[], model_t *pModel, model_t *pParentModel );
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// Determine interpolation fraction
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float StudioEstimateInterpolant( void );
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// Determine current gaitframe for rendering
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float StudioEstimateGaitFrame ( mstudioseqdesc_t *pseqdesc );
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// Determine current frame for rendering
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float StudioEstimateFrame ( mstudioseqdesc_t *pseqdesc );
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void StudioInterpolateControllers( cl_entity_t *e, float dadt );
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void StudioInterpolatePoseParams( cl_entity_t *e, float dadt );
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// Apply special effects to transform matrix
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void StudioFxTransform( cl_entity_t *ent, matrix3x4 &transform );
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void ComputeSkinMatrix( mstudioboneweight_t *boneweights, const matrix3x4 worldtransform[], matrix3x4 &result );
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void ComputeSkinMatrix( svert_t *vertex, const matrix3x4 worldtransform[], matrix3x4 &result );
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int StudioCheckLOD( void );
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//calc bodies and get pointers to him
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int StudioSetupModel ( int bodypart, mstudiomodel_t **ppsubmodel, msubmodel_t **ppvbomodel );
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void DrawMeshFromBuffer( const vbomesh_t *mesh );
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void DeleteVBOMesh( vbomesh_t *mesh );
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// Process studio client events
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void StudioClientEvents( void );
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void StudioLighting( float *lv, int bone, int flags, const Vector &normal );
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void StudioStaticLight( cl_entity_t *ent, mstudiolight_t *light );
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void CacheVertexLight( cl_entity_t *ent );
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void CacheSurfaceLight( cl_entity_t *ent );
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void StudioFormatAttachment( Vector &point );
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word ChooseStudioProgram( studiohdr_t *phdr, mstudiomaterial_t *mat, bool lightpass );
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void AddMeshToDrawList( studiohdr_t *phdr, vbomesh_t *mesh, bool lightpass );
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void AddBodyPartToDrawList( studiohdr_t *phdr, mbodypart_t *bodyparts, int bodypart, bool lightpass );
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bool CheckBoneCache( float f );
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word ShaderSceneForward( mstudiomaterial_t *mat, int lightmode, bool bone_weighting, int numbones );
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word ShaderLightForward( CDynLight *dl, mstudiomaterial_t *mat, bool bone_weighting, int numbones );
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word ShaderSceneDeferred( mstudiomaterial_t *mat, bool bone_weighting, int numbones );
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word ShaderLightDeferred( mstudiomaterial_t *mat, bool bone_weighting, int numbones );
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word ShaderSceneDepth( mstudiomaterial_t *mat, bool bone_weighting, int numbones );
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word ShaderDecalForward( studiodecal_t *pDecal, bool has_vertexlight );
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// Debug drawing
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void StudioDrawDebug( cl_entity_t *e );
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void StudioDrawHulls( int iHitbox = -1 );
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void StudioDrawAbsBBox( void );
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void StudioDrawBones( void );
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void StudioDrawAttachments( bool bCustomFov );
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int HeadShieldThink( void );
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// intermediate structure. Used only for build unique submodels
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struct TmpModel_t
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{
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char name[64];
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mstudiomodel_t *pmodel;
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msubmodel_t *pout;
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};
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struct BoneCache_t
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{
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float frame; // product of StudioEstimateFrame, not a curstate.frame!
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short sequence;
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byte blending[2];
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byte controller[4];
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byte mouthopen;
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matrix3x4 transform; // cached transform because ent->angles\ent->origin doesn't contains interpolation info
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float poseparam[MAXSTUDIOPOSEPARAM];
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// special fields for player
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short gaitsequence;
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float gaitframe;
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};
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struct StudioAttachment_t
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{
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char name[MAXSTUDIONAME];
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matrix3x4 local; // local position
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Vector origin; // attachment pos
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Vector angles; // VectorAngles
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Vector dir; // old method
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};
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typedef struct
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{
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int m_VertCount; // Number of used vertices
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int m_Indices[2][7]; // Indices into the clip verts array of the used vertices
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bool m_Pass; // Helps us avoid copying the m_Indices array by using double-buffering
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int m_ClipVertCount; // Add vertices we've started with and had to generate due to clipping
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svert_t m_ClipVerts[16];
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int m_ClipFlags[16]; // Union of the decal triangle clip flags above for each vert
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} DecalClipState_t;
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typedef CUtlArray<studiodecal_t> StudioDecalList_t;
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typedef CUtlArray<int> CIntVector;
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enum
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{
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MESHLOADER_BASE = 0,
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MESHLOADER_BASEBUMP,
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MESHLOADER_VLIGHT,
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MESHLOADER_VLIGHTBUMP,
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MESHLOADER_WEIGHT,
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MESHLOADER_WEIGHTBUMP,
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MESHLOADER_LIGHTMAP,
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MESHLOADER_LIGHTMAPBUMP,
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MESHLOADER_GENERIC,
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MESHLOADER_COUNT,
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};
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struct ModelInstance_t
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{
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cl_entity_t *m_pEntity;
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// Need to store off the model. When it changes, we lose all instance data..
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model_t *m_pModel;
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StudioDecalList_t m_DecalList; // new decal list for each instance
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int m_DecalCount; // just used as timestamp for calculate decal depth
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int info_flags;
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// NOTE: each decal applied while model has some pose
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// keep it in this array for each model and dump into
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// savefile to properly restored decal positions
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CUtlArray<modelstate_t> pose_stamps;
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mstudiocache_t *m_VlCache; // valid only for env_statics that have vertexlight data
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mstudiocache_t *m_FlCache; // valid only for env_statics that have surfacelight data
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byte styles[MAXLIGHTMAPS];// actual only if MF_VERTEX_LIGHTING|MF_SURFACE_LIGHTING bit is set
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// bounds info
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Vector absmin;
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Vector absmax;
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float radius;
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Vector origin; // transformed origin
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BoneCache_t bonecache; // just compare to avoid recalc bones every frame
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// attachments
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StudioAttachment_t attachment[MAXSTUDIOATTACHMENTS];
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int numattachments;
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byte m_controller[MAXSTUDIOCONTROLLERS];
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float m_poseparameter[MAXSTUDIOPOSEPARAM]; // blends for traditional studio models
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float m_oldposeparams[MAXSTUDIOPOSEPARAM]; // latched values
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mstudioblendseq_t m_seqblend[MAX_SEQBLENDS];
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int m_current_seqblend;
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// sequence blends stuff
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mstudiolerp_t lerp;
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CJiggleBones *m_pJiggleBones;
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CIKContext m_ik;
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// attached cubemaps
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mcubemap_t *cubemap[2];
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float lerpFactor;
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mstudiomaterial_t *materials; // shaders cache
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// light interpolation
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mstudiolight_t oldlight;
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mstudiolight_t newlight;
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mstudiolight_t light; // cached light values
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float lighttimecheck;
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bool light_update;
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byte lights[MAXDYNLIGHTS]; // dynamic lights cache
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matrix3x4 m_protationmatrix;
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matrix3x4 m_pbones[MAXSTUDIOBONES]; // bone to pose
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matrix3x4 m_pwpnbones[MAXSTUDIOBONES];
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Vector4D m_glstudiobones[MAXSTUDIOBONES*3]; // GLSL-friendly compacted matrix4x3
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Vector4D m_glweaponbones[MAXSTUDIOBONES*3]; // GLSL-friendly compacted matrix4x3
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// GLSL cached arrays
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Vector4D m_studioquat[MAXSTUDIOBONES];
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Vector m_studiopos[MAXSTUDIOBONES];
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Vector4D m_weaponquat[MAXSTUDIOBONES];
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Vector m_weaponpos[MAXSTUDIOBONES];
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GLfloat m_glmatrix[16];
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unsigned int cached_frame; // to avoid compute bones more than once per frame
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unsigned int visframe; // model is visible this frame
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};
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struct DecalBuildInfo_t
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{
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// this part is constant all time while decal is build
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const DecalGroupEntry* m_pTexInfo;
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modelstate_t* modelState;
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dmodelvertlight_t* modelLight;
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Vector vecLocalNormal;
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Vector vecLocalEnd;
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Vector2D vecDecalScale;
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bool m_UseClipVert;
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int decalDepth;
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byte decalFlags;
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int poseState;
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studiodecal_t *current;
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float m_Radius;
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// this part is changed for each mesh
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vbomesh_t* m_pModelMesh;
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StudioMesh_t* m_pDecalMesh;
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dvertlight_t* m_pVertexLight;
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DecalVertexInfo_t* m_pVertexInfo;
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CUtlArray<svert_t> m_Vertices;
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CUtlArray<unsigned int> m_Indices;
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};
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// keep model instances for each entity
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CUtlLinkedList< ModelInstance_t, word > m_ModelInstances;
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// decal stuff
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bool ComputePoseToDecal( const Vector &vecStart, const Vector &vecEnd );
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void AddDecalToModel( DecalBuildInfo_t& buildInfo );
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void AddDecalToMesh( DecalBuildInfo_t& buildInfo );
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void AllocDecalForMesh( DecalBuildInfo_t& build );
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void ProjectDecalOntoMesh( DecalBuildInfo_t& build );
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bool IsFrontFacing( const svert_t *vert );
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void DecalCreateBuffer( DecalBuildInfo_t& build, studiodecal_t *pDecal );
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bool TransformToDecalSpace( DecalBuildInfo_t& build, const svert_t *vert, Vector2D& uv );
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matrix3x3 GetDecalRotateTransform( byte vertexBone );
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void AddTriangleToDecal( DecalBuildInfo_t& build, int i1, int i2, int i3 );
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int ComputeClipFlags( Vector2D const& uv );
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bool ClipDecal( DecalBuildInfo_t& build, int i1, int i2, int i3, int *pClipFlags );
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void ConvertMeshVertexToDecalVertex( DecalBuildInfo_t& build, int vertIndex, svert_t *out );
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void ClipTriangleAgainstPlane( DecalClipState_t& state, int normalInd, int flag, float val );
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int IntersectPlane( DecalClipState_t& state, int start, int end, int normalInd, float val );
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word AddVertexToDecal( DecalBuildInfo_t& build, int vertIndex );
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word AddVertexToDecal( DecalBuildInfo_t& build, svert_t *vert );
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void AddClippedDecalToTriangle( DecalBuildInfo_t& build, DecalClipState_t& clipState );
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void ComputeDecalTBN( DecalBuildInfo_t& build );
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void PurgeDecals( ModelInstance_t *inst );
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void PurgeDecals( cl_entity_t *pEnt );
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bool StudioSetEntity( cl_entity_t *pEnt );
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bool StudioSetEntity( CSolidEntry *entry );
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bool IsModelInstanceValid( ModelInstance_t *inst );
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bool StudioSetupInstance( void );
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void DestroyInstance( word handle );
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void SetDecalUniforms( studiodecal_t *pDecal );
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void DrawDecal( CSolidEntry *entry, GLenum cull = GL_FRONT );
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mstudiocache_t *CreateStudioCache( void *dml = NULL, int lightmode = LIGHTSTATIC_NONE );
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void DeleteStudioCache( mstudiocache_t **ppcache );
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void DestroyMeshCache( void );
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void CreateStudioCacheVL( dmodelvertlight_t *dml, int cacheID );
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void CreateStudioCacheFL( dmodelfacelight_t *dml, int cacheID );
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void PrecacheStudioShaders( void );
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void LoadStudioMaterials( void );
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void FreeStudioMaterials( void );
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void UpdateInstanceMaterials( void );
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void ClearInstanceData( bool create );
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// set uniforms data for specified shader
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void DrawSingleMesh( CSolidEntry *mesh, bool force );
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void SetupSubmodelVerts( const mstudiomodel_t *pSubModel, const matrix3x4 bones[], void *dml, int lightmode );
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void MeshCreateBuffer( vbomesh_t *pDst, const mstudiomesh_t *pSrc, const StudioMesh_t *pMeshInfo, int lightmode );
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void AllocLightmapsForMesh( StudioMesh_t *pCurMesh, const dmodelfacelight_t *dfl );
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bool CalcLightmapAxis( mstudiosurface_t *surf, const dfacelight_t *fl, const dmodelfacelight_t *dfl );
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static void CreateBufferBaseGL21( vbomesh_t *pOut, svert_t *arrayxvert );
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static void CreateBufferBaseGL30( vbomesh_t *pOut, svert_t *arrayxvert );
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static void CreateBufferBaseBumpGL21( vbomesh_t *pOut, svert_t *arrayxvert );
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static void CreateBufferBaseBumpGL30( vbomesh_t *pOut, svert_t *arrayxvert );
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static void CreateBufferVLightGL21( vbomesh_t *pOut, svert_t *arrayxvert );
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static void CreateBufferVLightGL30( vbomesh_t *pOut, svert_t *arrayxvert );
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static void CreateBufferVLightBumpGL21( vbomesh_t *pOut, svert_t *arrayxvert );
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static void CreateBufferVLightBumpGL30( vbomesh_t *pOut, svert_t *arrayxvert );
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static void CreateBufferWeightGL21( vbomesh_t *pOut, svert_t *arrayxvert );
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static void CreateBufferWeightGL30( vbomesh_t *pOut, svert_t *arrayxvert );
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static void CreateBufferWeightBumpGL21( vbomesh_t *pOut, svert_t *arrayxvert );
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static void CreateBufferWeightBumpGL30( vbomesh_t *pOut, svert_t *arrayxvert );
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static void CreateBufferLightMapGL21( vbomesh_t *pOut, svert_t *arrayxvert );
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static void CreateBufferLightMapGL30( vbomesh_t *pOut, svert_t *arrayxvert );
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static void CreateBufferLightMapBumpGL21( vbomesh_t *pOut, svert_t *arrayxvert );
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static void CreateBufferLightMapBumpGL30( vbomesh_t *pOut, svert_t *arrayxvert );
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static void CreateBufferGenericGL21( vbomesh_t *pOut, svert_t *arrayxvert );
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static void CreateBufferGenericGL30( vbomesh_t *pOut, svert_t *arrayxvert );
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static void BindBufferBaseGL21( vbomesh_t *pOut, int attrFlags );
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static void BindBufferBaseGL30( vbomesh_t *pOut, int attrFlags );
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static void BindBufferBaseBumpGL21( vbomesh_t *pOut, int attrFlags );
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static void BindBufferBaseBumpGL30( vbomesh_t *pOut, int attrFlags );
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static void BindBufferVLightGL21( vbomesh_t *pOut, int attrFlags );
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static void BindBufferVLightGL30( vbomesh_t *pOut, int attrFlags );
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static void BindBufferVLightBumpGL21( vbomesh_t *pOut, int attrFlags );
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static void BindBufferVLightBumpGL30( vbomesh_t *pOut, int attrFlags );
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static void BindBufferWeightGL21( vbomesh_t *pOut, int attrFlags );
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static void BindBufferWeightGL30( vbomesh_t *pOut, int attrFlags );
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static void BindBufferWeightBumpGL21( vbomesh_t *pOut, int attrFlags );
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static void BindBufferWeightBumpGL30( vbomesh_t *pOut, int attrFlags );
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static void BindBufferLightMapGL21( vbomesh_t *pOut, int attrFlags );
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static void BindBufferLightMapGL30( vbomesh_t *pOut, int attrFlags );
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static void BindBufferLightMapBumpGL21( vbomesh_t *pOut, int attrFlags );
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static void BindBufferLightMapBumpGL30( vbomesh_t *pOut, int attrFlags );
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static void BindBufferGenericGL21( vbomesh_t *pOut, int attrFlags );
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static void BindBufferGenericGL30( vbomesh_t *pOut, int attrFlags );
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static void CreateIndexBuffer( vbomesh_t *pOut, unsigned int *arrayelems );
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static void BindIndexBuffer( vbomesh_t *pOut );
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static int SortSolidMeshes( const CSolidEntry *a, const CSolidEntry *b );
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unsigned int ComputeAttribFlags( int numbones, bool has_bumpmap, bool has_boneweights, bool has_vertexlight, bool has_lightmap );
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unsigned int SelectMeshLoader( int numbones, bool has_bumpmap, bool has_boneweights, bool has_vertexlight, bool has_lightmap );
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static mesh_loader_t m_pfnMeshLoaderGL21[MESHLOADER_COUNT];
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static mesh_loader_t m_pfnMeshLoaderGL30[MESHLOADER_COUNT];
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bool m_fShootDecal; // disable all interpolations and bonecache
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float m_flViewmodelFov; // custom fov for viewmodel
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int m_iDrawModelType; // various modes of rendering
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// Cvars that studio model code needs to reference
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cvar_t *m_pCvarHiModels; // Use high quality models?
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cvar_t *m_pCvarDrawViewModel;
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cvar_t *m_pCvarHand; // handness
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cvar_t *m_pCvarViewmodelFov;
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cvar_t *m_pCvarHeadShieldFov;
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cvar_t *m_pCvarLegsOffset;
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cvar_t *m_pCvarDrawLegs;
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cvar_t *m_pCvarCompatible;
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cvar_t *m_pCvarLodScale;
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cvar_t *m_pCvarLodBias;
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CBaseBoneSetup m_boneSetup;
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// current mesh material
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mstudiomaterial_t *m_pCurrentMaterial;
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ModelInstance_t *m_pModelInstance;
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// Pointer to header block for studio model data
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studiohdr_t *m_pStudioHeader;
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mstudiocache_t *m_pStudioCache; // only valid while mesh is build
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msubmodel_t *m_pVboModel;
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mstudiomodel_t *m_pSubModel;
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StudioMesh_t m_pTempMesh[MAXSTUDIOSKINS]; // temp structure
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// used by PushEntity\PopEntity
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entity_state_t m_savestate;
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Vector m_saveorigin;
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Vector m_saveangles;
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Vector m_bonelightvecs[MAXSTUDIOBONES]; // debug used this
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Vector m_arrayverts[MAXARRAYVERTS];
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svert_t m_arrayxvert[MAXARRAYVERTS];
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dmodeltbn_t *m_tbnverts; // variable sized
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unsigned int m_arrayelems[MAXARRAYVERTS*3];
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unsigned int m_nNumArrayVerts;
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|
unsigned int m_nNumArrayElems;
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|
unsigned int m_nNumLightVerts;
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|
unsigned int m_nNumLightFaces;
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|
unsigned int m_nNumTBNVerts;
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|
unsigned int m_nNumTempVerts; // used to conversion to fan sequence
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// decal building stuff
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|
matrix3x4 m_pdecaltransform[MAXSTUDIOBONES]; // decal->world
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|
matrix3x4 m_pworldtransform[MAXSTUDIOBONES]; // world->decal
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|
|
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// firstperson legs stuff
|
|
model_t *m_pPlayerLegsModel;
|
|
int m_iTBNState;
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public:
|
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void DestroyAllModelInstances( void );
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|
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int StudioGetBounds( cl_entity_t *e, Vector bounds[2] );
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int StudioGetBounds( CSolidEntry *entry, Vector bounds[2] );
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bool StudioLoadTBN( void );
|
|
bool StudioSaveTBN( void );
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|
|
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void PushEntityState( cl_entity_t *ent );
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|
void PopEntityState( cl_entity_t *ent );
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|
void EntityToModelState( modelstate_t *state, const cl_entity_t *ent );
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|
void ModelStateToEntity( cl_entity_t *ent, const modelstate_t *state );
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void StudioDecalShoot( const Vector &vecNorm, const Vector &vecEnd, const char *name, cl_entity_t *ent, int flags, modelstate_t *state );
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void StudioDecalShoot( struct pmtrace_s *tr, const char *name, bool visent = false );
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|
int StudioDecalList( decallist_t *pList, int count );
|
|
void StudioClearDecals( void );
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|
void RemoveAllDecals( int entityIndex );
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|
|
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void UpdateLatchedVars( cl_entity_t *e, qboolean reset );
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|
|
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void ProcessUserData( model_t *mod, qboolean create, const byte *buffer );
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|
|
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void LoadLocalMatrix( int bone, mstudioboneinfo_t *boneinfo );
|
|
|
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void AddStudioModelToDrawList( cl_entity_t *e, bool update = false );
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|
|
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void StudioGetAttachment( const cl_entity_t *ent, int iAttachment, Vector *pos, Vector *ang, Vector *dir );
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|
|
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// Process viewmodel events (at start the frame so muzzleflashes will be correct added)
|
|
void RunViewModelEvents( void );
|
|
|
|
bool ComputeCustomFov( matrix4x4 &projMatrix, matrix4x4 &worldViewProjMatrix );
|
|
|
|
void RestoreNormalFov( matrix4x4 &projMatrix, matrix4x4 &worldViewProjMatrix );
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|
|
|
// Draw view model (at end the frame)
|
|
void DrawViewModel( void );
|
|
|
|
// draw head shield (after viewmodel)
|
|
void DrawHeadShield( void );
|
|
|
|
void RenderDeferredStudioList( void );
|
|
|
|
void RenderSolidStudioList( void );
|
|
|
|
void RenderShadowStudioList( void );
|
|
|
|
void RenderDebugStudioList( bool bViewModel );
|
|
|
|
void RenderDynLightList( bool solid );
|
|
|
|
void RenderTransMesh( CTransEntry *entry );
|
|
|
|
void BuildMeshListForLight( CDynLight *pl, bool solid );
|
|
|
|
void DrawLightForMeshList( CDynLight *pl );
|
|
|
|
int CacheCount( void ) { return m_ModelInstances.Count(); }
|
|
|
|
void ClearLightCache( void );
|
|
};
|
|
|
|
extern CStudioModelRenderer g_StudioRenderer;
|
|
|
|
// implementation of drawing funcs
|
|
inline void R_RunViewmodelEvents( void ) { g_StudioRenderer.RunViewModelEvents(); }
|
|
inline void R_DrawViewModel( void ) { g_StudioRenderer.DrawViewModel(); }
|
|
inline void R_DrawHeadShield( void ) { g_StudioRenderer.DrawHeadShield(); }
|
|
inline void R_ProcessStudioData( model_t *mod, qboolean create, const byte *buffer )
|
|
{
|
|
if( mod->type == mod_studio )
|
|
g_StudioRenderer.ProcessUserData( mod, create, buffer );
|
|
}
|
|
|
|
inline int R_CreateStudioDecalList( decallist_t *pList, int count )
|
|
{
|
|
return g_StudioRenderer.StudioDecalList( pList, count );
|
|
}
|
|
|
|
inline void R_ClearStudioDecals( void )
|
|
{
|
|
g_StudioRenderer.StudioClearDecals();
|
|
}
|
|
|
|
inline int R_StudioGetBounds( cl_entity_t *e, Vector bounds[2] )
|
|
{
|
|
return g_StudioRenderer.StudioGetBounds( e, bounds );
|
|
}
|
|
|
|
inline int R_StudioGetBounds( CSolidEntry *entry, Vector bounds[2] )
|
|
{
|
|
return g_StudioRenderer.StudioGetBounds( entry, bounds );
|
|
}
|
|
|
|
inline void R_RenderDeferredStudioList( void )
|
|
{
|
|
g_StudioRenderer.RenderDeferredStudioList();
|
|
}
|
|
|
|
inline void R_RenderSolidStudioList( void )
|
|
{
|
|
g_StudioRenderer.RenderSolidStudioList();
|
|
}
|
|
|
|
inline void R_RenderTransMesh( CTransEntry *entry )
|
|
{
|
|
g_StudioRenderer.RenderTransMesh( entry );
|
|
}
|
|
|
|
inline void R_RenderLightForTransMeshes( void )
|
|
{
|
|
g_StudioRenderer.RenderDynLightList( false );
|
|
}
|
|
|
|
inline void R_RenderShadowStudioList( void )
|
|
{
|
|
g_StudioRenderer.RenderShadowStudioList();
|
|
}
|
|
|
|
inline void R_RenderDebugStudioList( bool bViewModel )
|
|
{
|
|
g_StudioRenderer.RenderDebugStudioList( bViewModel );
|
|
}
|
|
|
|
inline void R_AddStudioToDrawList( cl_entity_t *e, bool update = false )
|
|
{
|
|
g_StudioRenderer.AddStudioModelToDrawList( e, update );
|
|
}
|
|
|
|
inline void R_StudioClearLightCache( void )
|
|
{
|
|
g_StudioRenderer.ClearLightCache();
|
|
}
|
|
|
|
inline void R_StudioAttachmentPosAng( const cl_entity_t *ent, int num, Vector *pos, Vector *ang )
|
|
{
|
|
g_StudioRenderer.StudioGetAttachment( ent, num, pos, ang, NULL );
|
|
}
|
|
|
|
inline void R_StudioAttachmentPosDir( const cl_entity_t *ent, int num, Vector *pos, Vector *dir )
|
|
{
|
|
g_StudioRenderer.StudioGetAttachment( ent, num, pos, NULL, dir );
|
|
}
|
|
|
|
inline Vector R_StudioAttachmentPos( const cl_entity_t *ent, int num )
|
|
{
|
|
Vector pos = g_vecZero;
|
|
|
|
g_StudioRenderer.StudioGetAttachment( ent, num, &pos, NULL, NULL );
|
|
|
|
return pos;
|
|
}
|
|
|
|
inline Vector R_StudioAttachmentAng( const cl_entity_t *ent, int num )
|
|
{
|
|
Vector ang = g_vecZero;
|
|
|
|
g_StudioRenderer.StudioGetAttachment( ent, num, NULL, &ang, NULL );
|
|
|
|
return ang;
|
|
}
|
|
|
|
inline void R_UpdateLatchedVars( cl_entity_t *e, qboolean reset )
|
|
{
|
|
g_StudioRenderer.UpdateLatchedVars( e, reset );
|
|
}
|
|
|
|
#endif// GL_STUDIO_H
|