NS/releases/3.1.4/source/cl_dll/StudioModelRenderer.cpp

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// studio_model.cpp
// routines for setting up to draw 3DStudio models
#include "hud.h"
#include "cl_util.h"
#include "common/const.h"
#include "common/com_model.h"
#include "engine/studio.h"
#include "common/entity_state.h"
#include "common/cl_entity.h"
#include "common/dlight.h"
#include "common/triangleapi.h"
#include <stdio.h>
#include <string.h>
#include <memory.h>
#include <math.h>
#include "studio_util.h"
#include "r_studioint.h"
#include "StudioModelRenderer.h"
#include "GameStudioModelRenderer.h"
#include "util/MathUtil.h"
// Global engine <-> studio model rendering code interface
engine_studio_api_t IEngineStudio;
#include "mod/AvHSpecials.h"
int GetRenderModeForModelName(int inRenderMode, char* inName)
{
int theRenderMode = inRenderMode;
// if(!strncmp("tcol", inName, 4))
// {
// theRenderMode = kRenderTransColor;
// }
if(!strncmp("ttex", inName, 4))
{
theRenderMode = kRenderTransTexture;
}
else if(!strncmp("glow", inName, 4))
{
theRenderMode = kRenderGlow;
}
else if(!strncmp("talp", inName, 4))
{
theRenderMode = kRenderTransAlpha;
}
else if(!strncmp("tadd", inName, 4))
{
theRenderMode = kRenderTransAdd;
}
return theRenderMode;
}
/////////////////////
// Implementation of CStudioModelRenderer.h
/*
====================
Init
====================
*/
void CStudioModelRenderer::Init( void )
{
// Set up some variables shared with engine
m_pCvarHiModels = IEngineStudio.GetCvar( "cl_himodels" );
m_pCvarDeveloper = IEngineStudio.GetCvar( "developer" );
m_pCvarDrawEntities = IEngineStudio.GetCvar( "r_drawentities" );
m_pChromeSprite = IEngineStudio.GetChromeSprite();
IEngineStudio.GetModelCounters( &m_pStudioModelCount, &m_pModelsDrawn );
// Get pointers to engine data structures
m_pbonetransform = (float (*)[MAXSTUDIOBONES][3][4])IEngineStudio.StudioGetBoneTransform();
m_plighttransform = (float (*)[MAXSTUDIOBONES][3][4])IEngineStudio.StudioGetLightTransform();
m_paliastransform = (float (*)[3][4])IEngineStudio.StudioGetAliasTransform();
m_protationmatrix = (float (*)[3][4])IEngineStudio.StudioGetRotationMatrix();
}
/*
====================
CStudioModelRenderer
====================
*/
CStudioModelRenderer::CStudioModelRenderer( void )
{
m_fDoInterp = 1;
m_fGaitEstimation = 1;
m_pCurrentEntity = NULL;
m_pCvarHiModels = NULL;
m_pCvarDeveloper = NULL;
m_pCvarDrawEntities = NULL;
m_pChromeSprite = NULL;
m_pStudioModelCount = NULL;
m_pModelsDrawn = NULL;
m_protationmatrix = NULL;
m_paliastransform = NULL;
m_pbonetransform = NULL;
m_plighttransform = NULL;
m_pStudioHeader = NULL;
m_pBodyPart = NULL;
m_pSubModel = NULL;
m_pPlayerInfo = NULL;
m_pRenderModel = NULL;
}
/*
====================
~CStudioModelRenderer
====================
*/
CStudioModelRenderer::~CStudioModelRenderer( void )
{
}
/*
====================
StudioCalcBoneAdj
====================
*/
void CStudioModelRenderer::StudioCalcBoneAdj( float dadt, float *adj, const byte *pcontroller1, const byte *pcontroller2, byte mouthopen )
{
int i, j;
float value;
mstudiobonecontroller_t *pbonecontroller;
pbonecontroller = (mstudiobonecontroller_t *)((byte *)m_pStudioHeader + m_pStudioHeader->bonecontrollerindex);
for (j = 0; j < m_pStudioHeader->numbonecontrollers; j++)
{
i = pbonecontroller[j].index;
if (i <= 3)
{
// check for 360% wrapping
if (pbonecontroller[j].type & STUDIO_RLOOP)
{
if (abs(pcontroller1[i] - pcontroller2[i]) > 128)
{
int a, b;
a = (pcontroller1[j] + 128) % 256;
b = (pcontroller2[j] + 128) % 256;
value = ((a * dadt) + (b * (1 - dadt)) - 128) * (360.0/256.0) + pbonecontroller[j].start;
}
else
{
value = ((pcontroller1[i] * dadt + (pcontroller2[i]) * (1.0 - dadt))) * (360.0/256.0) + pbonecontroller[j].start;
}
}
else
{
value = (pcontroller1[i] * dadt + pcontroller2[i] * (1.0 - dadt)) / 255.0;
if (value < 0) value = 0;
if (value > 1.0) value = 1.0;
value = (1.0 - value) * pbonecontroller[j].start + value * pbonecontroller[j].end;
}
// Con_DPrintf( "%d %d %f : %f\n", m_pCurrentEntity->curstate.controller[j], m_pCurrentEntity->latched.prevcontroller[j], value, dadt );
}
else
{
value = mouthopen / 64.0;
if (value > 1.0) value = 1.0;
value = (1.0 - value) * pbonecontroller[j].start + value * pbonecontroller[j].end;
// Con_DPrintf("%d %f\n", mouthopen, value );
}
switch(pbonecontroller[j].type & STUDIO_TYPES)
{
case STUDIO_XR:
case STUDIO_YR:
case STUDIO_ZR:
adj[j] = value * (M_PI / 180.0);
break;
case STUDIO_X:
case STUDIO_Y:
case STUDIO_Z:
adj[j] = value;
break;
}
}
}
/*
====================
StudioCalcBoneQuaterion
====================
*/
void CStudioModelRenderer::StudioCalcBoneQuaterion( int frame, float s, mstudiobone_t *pbone, mstudioanim_t *panim, float *adj, float *q )
{
int j, k;
vec4_t q1, q2;
vec3_t angle1, angle2;
mstudioanimvalue_t *panimvalue;
for (j = 0; j < 3; j++)
{
if (panim->offset[j+3] == 0)
{
angle2[j] = angle1[j] = pbone->value[j+3]; // default;
}
else
{
panimvalue = (mstudioanimvalue_t *)((byte *)panim + panim->offset[j+3]);
k = frame;
// DEBUG
if (panimvalue->num.total < panimvalue->num.valid)
k = 0;
while (panimvalue->num.total <= k)
{
k -= panimvalue->num.total;
panimvalue += panimvalue->num.valid + 1;
// DEBUG
if (panimvalue->num.total < panimvalue->num.valid)
k = 0;
}
// Bah, missing blend!
if (panimvalue->num.valid > k)
{
angle1[j] = panimvalue[k+1].value;
if (panimvalue->num.valid > k + 1)
{
angle2[j] = panimvalue[k+2].value;
}
else
{
if (panimvalue->num.total > k + 1)
angle2[j] = angle1[j];
else
angle2[j] = panimvalue[panimvalue->num.valid+2].value;
}
}
else
{
angle1[j] = panimvalue[panimvalue->num.valid].value;
if (panimvalue->num.total > k + 1)
{
angle2[j] = angle1[j];
}
else
{
angle2[j] = panimvalue[panimvalue->num.valid + 2].value;
}
}
angle1[j] = pbone->value[j+3] + angle1[j] * pbone->scale[j+3];
angle2[j] = pbone->value[j+3] + angle2[j] * pbone->scale[j+3];
}
if (pbone->bonecontroller[j+3] != -1)
{
angle1[j] += adj[pbone->bonecontroller[j+3]];
angle2[j] += adj[pbone->bonecontroller[j+3]];
}
}
if (!VectorCompare( angle1, angle2 ))
{
AngleQuaternion( angle1, q1 );
AngleQuaternion( angle2, q2 );
QuaternionSlerp( q1, q2, s, q );
}
else
{
AngleQuaternion( angle1, q );
}
}
/*
====================
StudioCalcBonePosition
====================
*/
void CStudioModelRenderer::StudioCalcBonePosition( int frame, float s, mstudiobone_t *pbone, mstudioanim_t *panim, float *adj, float *pos )
{
int j, k;
mstudioanimvalue_t *panimvalue;
for (j = 0; j < 3; j++)
{
pos[j] = pbone->value[j]; // default;
if (panim->offset[j] != 0)
{
panimvalue = (mstudioanimvalue_t *)((byte *)panim + panim->offset[j]);
/*
if (i == 0 && j == 0)
Con_DPrintf("%d %d:%d %f\n", frame, panimvalue->num.valid, panimvalue->num.total, s );
*/
k = frame;
// DEBUG
if (panimvalue->num.total < panimvalue->num.valid)
k = 0;
// find span of values that includes the frame we want
while (panimvalue->num.total <= k)
{
k -= panimvalue->num.total;
panimvalue += panimvalue->num.valid + 1;
// DEBUG
if (panimvalue->num.total < panimvalue->num.valid)
k = 0;
}
// if we're inside the span
if (panimvalue->num.valid > k)
{
// and there's more data in the span
if (panimvalue->num.valid > k + 1)
{
pos[j] += (panimvalue[k+1].value * (1.0 - s) + s * panimvalue[k+2].value) * pbone->scale[j];
}
else
{
pos[j] += panimvalue[k+1].value * pbone->scale[j];
}
}
else
{
// are we at the end of the repeating values section and there's another section with data?
if (panimvalue->num.total <= k + 1)
{
pos[j] += (panimvalue[panimvalue->num.valid].value * (1.0 - s) + s * panimvalue[panimvalue->num.valid + 2].value) * pbone->scale[j];
}
else
{
pos[j] += panimvalue[panimvalue->num.valid].value * pbone->scale[j];
}
}
}
if ( pbone->bonecontroller[j] != -1 && adj )
{
pos[j] += adj[pbone->bonecontroller[j]];
}
}
}
/*
====================
StudioSlerpBones
====================
*/
void CStudioModelRenderer::StudioSlerpBones( vec4_t q1[], float pos1[][3], vec4_t q2[], float pos2[][3], float s )
{
int i;
vec4_t q3;
float s1;
if (s < 0) s = 0;
else if (s > 1.0) s = 1.0;
s1 = 1.0 - s;
for (i = 0; i < m_pStudioHeader->numbones; i++)
{
QuaternionSlerp( q1[i], q2[i], s, q3 );
q1[i][0] = q3[0];
q1[i][1] = q3[1];
q1[i][2] = q3[2];
q1[i][3] = q3[3];
pos1[i][0] = pos1[i][0] * s1 + pos2[i][0] * s;
pos1[i][1] = pos1[i][1] * s1 + pos2[i][1] * s;
pos1[i][2] = pos1[i][2] * s1 + pos2[i][2] * s;
}
}
/*
====================
StudioGetAnim
====================
*/
mstudioanim_t *CStudioModelRenderer::StudioGetAnim( model_t *m_pSubModel, mstudioseqdesc_t *pseqdesc )
{
mstudioseqgroup_t *pseqgroup;
cache_user_t *paSequences;
pseqgroup = (mstudioseqgroup_t *)((byte *)m_pStudioHeader + m_pStudioHeader->seqgroupindex) + pseqdesc->seqgroup;
if (pseqdesc->seqgroup == 0)
{
return (mstudioanim_t *)((byte *)m_pStudioHeader + pseqgroup->data + pseqdesc->animindex);
}
paSequences = (cache_user_t *)m_pSubModel->submodels;
if (paSequences == NULL)
{
paSequences = (cache_user_t *)IEngineStudio.Mem_Calloc( 16, sizeof( cache_user_t ) ); // UNDONE: leak!
m_pSubModel->submodels = (dmodel_t *)paSequences;
}
if (!IEngineStudio.Cache_Check( (struct cache_user_s *)&(paSequences[pseqdesc->seqgroup])))
{
gEngfuncs.Con_DPrintf("loading %s\n", pseqgroup->name );
IEngineStudio.LoadCacheFile( pseqgroup->name, (struct cache_user_s *)&paSequences[pseqdesc->seqgroup] );
}
return (mstudioanim_t *)((byte *)paSequences[pseqdesc->seqgroup].data + pseqdesc->animindex);
}
/*
====================
StudioPlayerBlend
====================
*/
void CStudioModelRenderer::StudioPlayerBlend( mstudioseqdesc_t *pseqdesc, int *pBlend, float *pPitch )
{
// calc up/down pointing
*pBlend = (*pPitch * 3);
if (*pBlend < pseqdesc->blendstart[0])
{
*pPitch -= pseqdesc->blendstart[0] / 3.0;
*pBlend = 0;
}
else if (*pBlend > pseqdesc->blendend[0])
{
*pPitch -= pseqdesc->blendend[0] / 3.0;
*pBlend = 255;
}
else
{
if (pseqdesc->blendend[0] - pseqdesc->blendstart[0] < 0.1) // catch qc error
*pBlend = 127;
else
*pBlend = 255 * (*pBlend - pseqdesc->blendstart[0]) / (pseqdesc->blendend[0] - pseqdesc->blendstart[0]);
*pPitch = 0;
}
}
/*
====================
StudioSetUpTransform
====================
*/
void CStudioModelRenderer::StudioSetUpTransform (int trivial_accept)
{
int i;
vec3_t angles;
vec3_t modelpos;
// tweek model origin
//for (i = 0; i < 3; i++)
// modelpos[i] = m_pCurrentEntity->origin[i];
VectorCopy( m_pCurrentEntity->origin, modelpos );
// TODO: should really be stored with the entity instead of being reconstructed
// TODO: should use a look-up table
// TODO: could cache lazily, stored in the entity
angles[ROLL] = m_pCurrentEntity->curstate.angles[ROLL];
angles[PITCH] = m_pCurrentEntity->curstate.angles[PITCH];
angles[YAW] = m_pCurrentEntity->curstate.angles[YAW];
//Con_DPrintf("Angles %4.2f prev %4.2f for %i\n", angles[PITCH], m_pCurrentEntity->index);
//Con_DPrintf("movetype %d %d\n", m_pCurrentEntity->movetype, m_pCurrentEntity->aiment );
if (m_pCurrentEntity->curstate.movetype == MOVETYPE_STEP)
{
float f = 0;
float d;
// don't do it if the goalstarttime hasn't updated in a while.
// NOTE: Because we need to interpolate multiplayer characters, the interpolation time limit
// was increased to 1.0 s., which is 2x the max lag we are accounting for.
if ( ( m_clTime < m_pCurrentEntity->curstate.animtime + 1.0f ) &&
( m_pCurrentEntity->curstate.animtime != m_pCurrentEntity->latched.prevanimtime ) )
{
f = (m_clTime - m_pCurrentEntity->curstate.animtime) / (m_pCurrentEntity->curstate.animtime - m_pCurrentEntity->latched.prevanimtime);
//Con_DPrintf("%4.2f %.2f %.2f\n", f, m_pCurrentEntity->curstate.animtime, m_clTime);
}
if (m_fDoInterp)
{
// ugly hack to interpolate angle, position. current is reached 0.1 seconds after being set
f = f - 1.0;
}
else
{
f = 0;
}
for (i = 0; i < 3; i++)
{
modelpos[i] += (m_pCurrentEntity->origin[i] - m_pCurrentEntity->latched.prevorigin[i]) * f;
}
// NOTE: Because multiplayer lag can be relatively large, we don't want to cap
// f at 1.5 anymore.
//if (f > -1.0 && f < 1.5) {}
// Con_DPrintf("%.0f %.0f\n",m_pCurrentEntity->msg_angles[0][YAW], m_pCurrentEntity->msg_angles[1][YAW] );
for (i = 0; i < 3; i++)
{
float ang1, ang2;
ang1 = m_pCurrentEntity->angles[i];
ang2 = m_pCurrentEntity->latched.prevangles[i];
d = ang1 - ang2;
if (d > 180)
{
d -= 360;
}
else if (d < -180)
{
d += 360;
}
angles[i] += d * f;
}
//Con_DPrintf("%.3f \n", f );
}
else if ( m_pCurrentEntity->curstate.movetype != MOVETYPE_NONE )
{
VectorCopy( m_pCurrentEntity->angles, angles );
}
// Added by mmcguire.
if (m_pCurrentEntity->curstate.iuser3 == AVH_USER3_ALIEN_PLAYER1)
{
// Override the orientation with the values stored in vuser1.
VectorCopy(m_pCurrentEntity->curstate.vuser1, angles);
// The code that sets up the transformation negates the pitch
// for some reason, so compensate for that here.
angles[PITCH] = -angles[PITCH];
}
// bool theIsWallSticking = GetHasUpgrade(m_pCurrentEntity->curstate.iuser4, MASK_WALLSTICKING);
// if(theIsWallSticking)
// {
// //RotateFloatValuesByVector(angles[ROLL], angles[YAW], angles[PITCH], m_pCurrentEntity->curstate.vuser1);
// //VectorCopy(m_pCurrentEntity->curstate.vuser1, angles);
//
// // Surface normal is in vuser1. Transform current forward to new forward
// vec3_t theCurrentForward;
// vec3_t theCurrentRight;
// vec3_t theCurrentUp;
// gEngfuncs.pfnAngleVectors(angles, theCurrentForward, theCurrentRight, theCurrentUp);
//
// vec3_t theWallUp = m_pCurrentEntity->curstate.vuser1;
//
// vec3_t theWallSide;
// CrossProduct(theWallUp, theCurrentForward, theWallSide);
//
// vec3_t theWallForward;
// //CrossProduct(theWallUp, theWallSide, theWallForward);
// VectorCopy(theCurrentForward, theWallForward);
//
// // Build matrix to transform current frame of reference to that of sticking to wall
// float theViewToWallMatrix[3][4];
// theViewToWallMatrix[0][0] = theWallForward.x;
// theViewToWallMatrix[0][1] = theWallForward.y;
// theViewToWallMatrix[0][2] = theWallForward.z;
//
// theViewToWallMatrix[1][0] = theWallSide.x;
// theViewToWallMatrix[1][1] = theWallSide.y;
// theViewToWallMatrix[1][2] = theWallSide.z;
//
// theViewToWallMatrix[2][0] = theWallUp.x;
// theViewToWallMatrix[2][1] = theWallUp.y;
// theViewToWallMatrix[2][2] = theWallUp.z;
//
// vec3_t theNewForward;
// VectorTransform(theCurrentForward, theViewToWallMatrix, theNewForward);
//
// // Transform new forward to angles
// VectorAngles(theNewForward, angles);
// }
//Con_DPrintf("%.0f %0.f %0.f\n", modelpos[0], modelpos[1], modelpos[2] );
//Con_DPrintf("%.0f %0.f %0.f\n", angles[0], angles[1], angles[2] );
angles[PITCH] = -angles[PITCH];
AngleMatrix (angles, (*m_protationmatrix));
if ( !IEngineStudio.IsHardware() )
{
static float viewmatrix[3][4];
VectorCopy (m_vRight, viewmatrix[0]);
VectorCopy (m_vUp, viewmatrix[1]);
VectorInverse (viewmatrix[1]);
VectorCopy (m_vNormal, viewmatrix[2]);
(*m_protationmatrix)[0][3] = modelpos[0] - m_vRenderOrigin[0];
(*m_protationmatrix)[1][3] = modelpos[1] - m_vRenderOrigin[1];
(*m_protationmatrix)[2][3] = modelpos[2] - m_vRenderOrigin[2];
ConcatTransforms (viewmatrix, (*m_protationmatrix), (*m_paliastransform));
// do the scaling up of x and y to screen coordinates as part of the transform
// for the unclipped case (it would mess up clipping in the clipped case).
// Also scale down z, so 1/z is scaled 31 bits for free, and scale down x and y
// correspondingly so the projected x and y come out right
// FIXME: make this work for clipped case too?
if (trivial_accept)
{
for (i=0 ; i<4 ; i++)
{
(*m_paliastransform)[0][i] *= m_fSoftwareXScale *
(1.0 / (ZISCALE * 0x10000));
(*m_paliastransform)[1][i] *= m_fSoftwareYScale *
(1.0 / (ZISCALE * 0x10000));
(*m_paliastransform)[2][i] *= 1.0 / (ZISCALE * 0x10000);
}
}
}
(*m_protationmatrix)[0][3] = modelpos[0];
(*m_protationmatrix)[1][3] = modelpos[1];
(*m_protationmatrix)[2][3] = modelpos[2];
}
/*
====================
StudioEstimateInterpolant
====================
*/
float CStudioModelRenderer::StudioEstimateInterpolant( void )
{
float dadt = 1.0;
if ( m_fDoInterp && ( m_pCurrentEntity->curstate.animtime >= m_pCurrentEntity->latched.prevanimtime + 0.01 ) )
{
dadt = (m_clTime - m_pCurrentEntity->curstate.animtime) / 0.1;
if (dadt > 2.0)
{
dadt = 2.0;
}
}
return dadt;
}
/*
====================
StudioCalcRotations
====================
*/
void CStudioModelRenderer::StudioCalcRotations ( float pos[][3], vec4_t *q, mstudioseqdesc_t *pseqdesc, mstudioanim_t *panim, float f )
{
int i;
int frame;
mstudiobone_t *pbone;
float s;
float adj[MAXSTUDIOCONTROLLERS];
float dadt;
if (f > pseqdesc->numframes - 1)
{
f = 0; // bah, fix this bug with changing sequences too fast
}
// BUG ( somewhere else ) but this code should validate this data.
// This could cause a crash if the frame # is negative, so we'll go ahead
// and clamp it here
else if ( f < -0.01 )
{
f = -0.01;
}
frame = (int)f;
//gEngfuncs.Con_DPrintf("%d %.4f %.4f %.4f %.4f %d\n", m_pCurrentEntity->curstate.sequence, m_clTime, m_pCurrentEntity->animtime, m_pCurrentEntity->frame, f, frame );
// gEngfuncs.Con_DPrintf( "%f %f %f\n", m_pCurrentEntity->angles[ROLL], m_pCurrentEntity->angles[PITCH], m_pCurrentEntity->angles[YAW] );
//gEngfuncs.Con_DPrintf("frame %d %d\n", frame1, frame2 );
dadt = StudioEstimateInterpolant( );
s = (f - frame);
// add in programtic controllers
pbone = (mstudiobone_t *)((byte *)m_pStudioHeader + m_pStudioHeader->boneindex);
StudioCalcBoneAdj( dadt, adj, m_pCurrentEntity->curstate.controller, m_pCurrentEntity->latched.prevcontroller, m_pCurrentEntity->mouth.mouthopen );
for (i = 0; i < m_pStudioHeader->numbones; i++, pbone++, panim++)
{
StudioCalcBoneQuaterion( frame, s, pbone, panim, adj, q[i] );
StudioCalcBonePosition( frame, s, pbone, panim, adj, pos[i] );
// if (0 && i == 0)
// Con_DPrintf("%d %d %d %d\n", m_pCurrentEntity->curstate.sequence, frame, j, k );
}
if (pseqdesc->motiontype & STUDIO_X)
{
pos[pseqdesc->motionbone][0] = 0.0;
}
if (pseqdesc->motiontype & STUDIO_Y)
{
pos[pseqdesc->motionbone][1] = 0.0;
}
if (pseqdesc->motiontype & STUDIO_Z)
{
pos[pseqdesc->motionbone][2] = 0.0;
}
//gEngfuncs.Con_Printf("framerate %f\n", m_pCurrentEntity->curstate.framerate);
s = 0 * ((1.0 - (f - (int)(f))) / (pseqdesc->numframes)) * m_pCurrentEntity->curstate.framerate;
if (pseqdesc->motiontype & STUDIO_LX)
{
pos[pseqdesc->motionbone][0] += s * pseqdesc->linearmovement[0];
}
if (pseqdesc->motiontype & STUDIO_LY)
{
pos[pseqdesc->motionbone][1] += s * pseqdesc->linearmovement[1];
}
if (pseqdesc->motiontype & STUDIO_LZ)
{
pos[pseqdesc->motionbone][2] += s * pseqdesc->linearmovement[2];
}
}
/*
====================
Studio_FxTransform
====================
*/
void CStudioModelRenderer::StudioFxTransform( cl_entity_t *ent, float transform[3][4] )
{
switch( ent->curstate.renderfx )
{
case kRenderFxDistort:
case kRenderFxHologram:
if ( gEngfuncs.pfnRandomLong(0,49) == 0 )
{
int axis = gEngfuncs.pfnRandomLong(0,1);
if ( axis == 1 ) // Choose between x & z
axis = 2;
VectorScale( transform[axis], gEngfuncs.pfnRandomFloat(1,1.484), transform[axis] );
}
else if ( gEngfuncs.pfnRandomLong(0,49) == 0 )
{
float offset;
int axis = gEngfuncs.pfnRandomLong(0,1);
if ( axis == 1 ) // Choose between x & z
axis = 2;
offset = gEngfuncs.pfnRandomFloat(-10,10);
transform[gEngfuncs.pfnRandomLong(0,2)][3] += offset;
}
break;
case kRenderFxExplode:
{
float scale;
scale = 1.0 + ( m_clTime - ent->curstate.animtime) * 10.0;
if ( scale > 2 ) // Don't blow up more than 200%
scale = 2;
transform[0][1] *= scale;
transform[1][1] *= scale;
transform[2][1] *= scale;
}
break;
}
}
/*
====================
StudioEstimateFrame
====================
*/
float CStudioModelRenderer::StudioEstimateFrame( mstudioseqdesc_t *pseqdesc )
{
double dfdt, f;
if ( m_fDoInterp )
{
if ( m_clTime < m_pCurrentEntity->curstate.animtime )
{
dfdt = 0;
}
else
{
dfdt = (m_clTime - m_pCurrentEntity->curstate.animtime) * m_pCurrentEntity->curstate.framerate * pseqdesc->fps;
}
}
else
{
dfdt = 0;
}
if (pseqdesc->numframes <= 1)
{
f = 0;
}
else
{
f = (m_pCurrentEntity->curstate.frame * (pseqdesc->numframes - 1)) / 256.0;
}
f += dfdt;
if (pseqdesc->flags & STUDIO_LOOPING)
{
if (pseqdesc->numframes > 1)
{
f -= (int)(f / (pseqdesc->numframes - 1)) * (pseqdesc->numframes - 1);
}
if (f < 0)
{
f += (pseqdesc->numframes - 1);
}
}
else
{
if (f >= pseqdesc->numframes - 1.001)
{
f = pseqdesc->numframes - 1.001;
}
if (f < 0.0)
{
f = 0.0;
}
}
return f;
}
bool GetDoesBoneHaveParent(int inMaybeBeneathBone, int inParentBone, mstudiobone_t* inBones)
{
bool theSuccess = false;
ASSERT(inMaybeBeneathBone < MAXSTUDIOBONES);
ASSERT(inParentBone < MAXSTUDIOBONES);
int theCurrentParent = inBones[inMaybeBeneathBone].parent;
if(theCurrentParent == inParentBone)
{
theSuccess = true;
}
else if(theCurrentParent != -1)
{
theSuccess = GetDoesBoneHaveParent(theCurrentParent, inParentBone, inBones);
}
return theSuccess;
}
/*
====================
StudioSetupBones
====================
*/
void CStudioModelRenderer::StudioSetupBones ( void )
{
int i;
double f;
mstudiobone_t *pbones;
mstudioseqdesc_t *pseqdesc;
mstudioanim_t *panim;
static float pos[MAXSTUDIOBONES][3];
static vec4_t q[MAXSTUDIOBONES];
float bonematrix[3][4];
static float pos2[MAXSTUDIOBONES][3];
static vec4_t q2[MAXSTUDIOBONES];
static float pos3[MAXSTUDIOBONES][3];
static vec4_t q3[MAXSTUDIOBONES];
static float pos4[MAXSTUDIOBONES][3];
static vec4_t q4[MAXSTUDIOBONES];
if (m_pCurrentEntity->curstate.sequence >= m_pStudioHeader->numseq)
{
m_pCurrentEntity->curstate.sequence = 0;
}
else if (m_pCurrentEntity->curstate.sequence < 0)
{
m_pCurrentEntity->curstate.sequence = 0;
}
pseqdesc = (mstudioseqdesc_t *)((byte *)m_pStudioHeader + m_pStudioHeader->seqindex) + m_pCurrentEntity->curstate.sequence;
f = StudioEstimateFrame( pseqdesc );
if (m_pCurrentEntity->latched.prevframe > f)
{
//Con_DPrintf("%f %f\n", m_pCurrentEntity->prevframe, f );
}
panim = StudioGetAnim( m_pRenderModel, pseqdesc );
StudioCalcRotations( pos, q, pseqdesc, panim, f );
if (pseqdesc->numblends > 1)
{
float s;
float dadt;
panim += m_pStudioHeader->numbones;
StudioCalcRotations( pos2, q2, pseqdesc, panim, f );
dadt = StudioEstimateInterpolant();
s = (m_pCurrentEntity->curstate.blending[0] * dadt + m_pCurrentEntity->latched.prevblending[0] * (1.0 - dadt)) / 255.0;
StudioSlerpBones( q, pos, q2, pos2, s );
if (pseqdesc->numblends == 4)
{
panim += m_pStudioHeader->numbones;
StudioCalcRotations( pos3, q3, pseqdesc, panim, f );
panim += m_pStudioHeader->numbones;
StudioCalcRotations( pos4, q4, pseqdesc, panim, f );
s = (m_pCurrentEntity->curstate.blending[0] * dadt + m_pCurrentEntity->latched.prevblending[0] * (1.0 - dadt)) / 255.0;
StudioSlerpBones( q3, pos3, q4, pos4, s );
s = (m_pCurrentEntity->curstate.blending[1] * dadt + m_pCurrentEntity->latched.prevblending[1] * (1.0 - dadt)) / 255.0;
StudioSlerpBones( q, pos, q3, pos3, s );
}
}
if (m_fDoInterp &&
m_pCurrentEntity->latched.sequencetime &&
( m_pCurrentEntity->latched.sequencetime + 0.2 > m_clTime ) &&
( m_pCurrentEntity->latched.prevsequence < m_pStudioHeader->numseq ))
{
// blend from last sequence
static float pos1b[MAXSTUDIOBONES][3];
static vec4_t q1b[MAXSTUDIOBONES];
float s;
pseqdesc = (mstudioseqdesc_t *)((byte *)m_pStudioHeader + m_pStudioHeader->seqindex) + m_pCurrentEntity->latched.prevsequence;
panim = StudioGetAnim( m_pRenderModel, pseqdesc );
// clip prevframe
StudioCalcRotations( pos1b, q1b, pseqdesc, panim, m_pCurrentEntity->latched.prevframe );
if (pseqdesc->numblends > 1)
{
panim += m_pStudioHeader->numbones;
StudioCalcRotations( pos2, q2, pseqdesc, panim, m_pCurrentEntity->latched.prevframe );
s = (m_pCurrentEntity->latched.prevseqblending[0]) / 255.0;
StudioSlerpBones( q1b, pos1b, q2, pos2, s );
if (pseqdesc->numblends == 4)
{
panim += m_pStudioHeader->numbones;
StudioCalcRotations( pos3, q3, pseqdesc, panim, m_pCurrentEntity->latched.prevframe );
panim += m_pStudioHeader->numbones;
StudioCalcRotations( pos4, q4, pseqdesc, panim, m_pCurrentEntity->latched.prevframe );
s = (m_pCurrentEntity->latched.prevseqblending[0]) / 255.0;
StudioSlerpBones( q3, pos3, q4, pos4, s );
s = (m_pCurrentEntity->latched.prevseqblending[1]) / 255.0;
StudioSlerpBones( q1b, pos1b, q3, pos3, s );
}
}
s = 1.0 - (m_clTime - m_pCurrentEntity->latched.sequencetime) / 0.2;
StudioSlerpBones( q, pos, q1b, pos1b, s );
}
else
{
//Con_DPrintf("prevframe = %4.2f\n", f);
m_pCurrentEntity->latched.prevframe = f;
}
pbones = (mstudiobone_t *)((byte *)m_pStudioHeader + m_pStudioHeader->boneindex);
// calc gait animation
if (m_pPlayerInfo && (m_pPlayerInfo->gaitsequence != 0) && (m_pPlayerInfo->gaitsequence != 255))
{
m_pPlayerInfo->gaitsequence = max(min(m_pPlayerInfo->gaitsequence, m_pStudioHeader->numseq-1), 0);
// // Trim sequences within range (not sure why this is out of range though)
// int theIndex = min(max(0, m_pStudioHeader->seqindex), m_pStudioHeader->numseq - 1);
// if(theIndex != m_pStudioHeader->seqindex)
// {
// m_pStudioHeader->seqindex = theIndex;
// m_pPlayerInfo->gaitsequence = 0;
// }
pseqdesc = (mstudioseqdesc_t *)((byte *)m_pStudioHeader + m_pStudioHeader->seqindex) + m_pPlayerInfo->gaitsequence;
panim = StudioGetAnim( m_pRenderModel, pseqdesc );
StudioCalcRotations( pos2, q2, pseqdesc, panim, m_pPlayerInfo->gaitframe );
// Valve way
// for (i = 0; i < m_pStudioHeader->numbones; i++)
// {
// if (strcmp( pbones[i].name, "Bip01 Spine") == 0)
// break;
// memcpy( pos[i], pos2[i], sizeof( pos[i] ));
// memcpy( q[i], q2[i], sizeof( q[i] ));
// }
// NS way
// Look up parent bone that defines the boundary for gaitsequence
int theNumParents = 0;
int theParents[MAXSTUDIOBONES];
memset(theParents, -1, sizeof(int)*MAXSTUDIOBONES);
for (i = 0; i < m_pStudioHeader->numbones; i++)
{
// Must contain "Thigh"
if(strstr(pbones[i].name, "Thigh"))
{
theParents[theNumParents++] = i;
}
}
// If this is firing, it means a model has a gaitsequence set but doesn't have a bone that defines which bones are used for that gaitsequence
//ASSERT(theNumParents > 0);
// If there aren't any thighs, assume that the old HL way was used
if(theNumParents > 0)
{
int theNumBonesWithThisParent = 0;
int theBonesWithParent[MAXSTUDIOBONES];
// For each bone
for(i = 0; i < m_pStudioHeader->numbones; i++)
{
for(int j = 0; j < theNumParents; j++)
{
// Does bone have this parent bone?
int theParent = theParents[j];
//if(/*(i == theParent) ||*/ GetDoesBoneHaveParent(i, theParent, pbones))
char* theBoneName = pbones[i].name;
if(!strcmp(theBoneName, "Bip01") || (!strcmp(theBoneName, "Bip01 Pelvis")) || (i == theParent) || GetDoesBoneHaveParent(i, theParent, pbones))
{
// If so, add it to the list and increment num bones
theBonesWithParent[theNumBonesWithThisParent++] = i;
break;
}
}
}
for(int j = 0; j < theNumBonesWithThisParent; j++)
{
int i = theBonesWithParent[j];
// If the bone is in this list, use that bones data (gaitsequence) instead of the existing data (sequence)
memcpy( pos[i], pos2[i], sizeof( pos[i] ));
memcpy( q[i], q2[i], sizeof( q[i] ));
}
}
else
{
for (i = 0; i < m_pStudioHeader->numbones; i++)
{
if (strcmp( pbones[i].name, "Bip01 Spine") == 0)
break;
memcpy( pos[i], pos2[i], sizeof( pos[i] ));
memcpy( q[i], q2[i], sizeof( q[i] ));
}
}
//gEngfuncs.Con_Printf("gait: %d, frame: %f\n", m_pPlayerInfo->gaitsequence, m_pPlayerInfo->gaitframe);
}
for (i = 0; i < m_pStudioHeader->numbones; i++)
{
QuaternionMatrix( q[i], bonematrix );
bonematrix[0][3] = pos[i][0];
bonematrix[1][3] = pos[i][1];
bonematrix[2][3] = pos[i][2];
if (pbones[i].parent == -1)
{
if ( IEngineStudio.IsHardware() )
{
ConcatTransforms ((*m_protationmatrix), bonematrix, (*m_pbonetransform)[i]);
// MatrixCopy should be faster...
//ConcatTransforms ((*m_protationmatrix), bonematrix, (*m_plighttransform)[i]);
MatrixCopy( (*m_pbonetransform)[i], (*m_plighttransform)[i] );
}
else
{
ConcatTransforms ((*m_paliastransform), bonematrix, (*m_pbonetransform)[i]);
ConcatTransforms ((*m_protationmatrix), bonematrix, (*m_plighttransform)[i]);
}
// Apply client-side effects to the transformation matrix
StudioFxTransform( m_pCurrentEntity, (*m_pbonetransform)[i] );
}
else
{
ConcatTransforms ((*m_pbonetransform)[pbones[i].parent], bonematrix, (*m_pbonetransform)[i]);
ConcatTransforms ((*m_plighttransform)[pbones[i].parent], bonematrix, (*m_plighttransform)[i]);
}
}
}
/*
====================
StudioSaveBones
====================
*/
void CStudioModelRenderer::StudioSaveBones( void )
{
int i;
mstudiobone_t *pbones;
pbones = (mstudiobone_t *)((byte *)m_pStudioHeader + m_pStudioHeader->boneindex);
m_nCachedBones = m_pStudioHeader->numbones;
for (i = 0; i < m_pStudioHeader->numbones; i++)
{
strcpy( m_nCachedBoneNames[i], pbones[i].name );
MatrixCopy( (*m_pbonetransform)[i], m_rgCachedBoneTransform[i] );
MatrixCopy( (*m_plighttransform)[i], m_rgCachedLightTransform[i] );
}
}
/*
====================
StudioMergeBones
====================
*/
void CStudioModelRenderer::StudioMergeBones ( model_t *m_pSubModel )
{
int i, j;
double f;
int do_hunt = true;
mstudiobone_t *pbones;
mstudioseqdesc_t *pseqdesc;
mstudioanim_t *panim;
static float pos[MAXSTUDIOBONES][3];
float bonematrix[3][4];
static vec4_t q[MAXSTUDIOBONES];
if (m_pCurrentEntity->curstate.sequence >= m_pStudioHeader->numseq)
{
m_pCurrentEntity->curstate.sequence = 0;
}
pseqdesc = (mstudioseqdesc_t *)((byte *)m_pStudioHeader + m_pStudioHeader->seqindex) + m_pCurrentEntity->curstate.sequence;
f = StudioEstimateFrame( pseqdesc );
if (m_pCurrentEntity->latched.prevframe > f)
{
//Con_DPrintf("%f %f\n", m_pCurrentEntity->prevframe, f );
}
panim = StudioGetAnim( m_pSubModel, pseqdesc );
StudioCalcRotations( pos, q, pseqdesc, panim, f );
pbones = (mstudiobone_t *)((byte *)m_pStudioHeader + m_pStudioHeader->boneindex);
for (i = 0; i < m_pStudioHeader->numbones; i++)
{
for (j = 0; j < m_nCachedBones; j++)
{
if (stricmp(pbones[i].name, m_nCachedBoneNames[j]) == 0)
{
MatrixCopy( m_rgCachedBoneTransform[j], (*m_pbonetransform)[i] );
MatrixCopy( m_rgCachedLightTransform[j], (*m_plighttransform)[i] );
break;
}
}
if (j >= m_nCachedBones)
{
QuaternionMatrix( q[i], bonematrix );
bonematrix[0][3] = pos[i][0];
bonematrix[1][3] = pos[i][1];
bonematrix[2][3] = pos[i][2];
if (pbones[i].parent == -1)
{
if ( IEngineStudio.IsHardware() )
{
ConcatTransforms ((*m_protationmatrix), bonematrix, (*m_pbonetransform)[i]);
// MatrixCopy should be faster...
//ConcatTransforms ((*m_protationmatrix), bonematrix, (*m_plighttransform)[i]);
MatrixCopy( (*m_pbonetransform)[i], (*m_plighttransform)[i] );
}
else
{
ConcatTransforms ((*m_paliastransform), bonematrix, (*m_pbonetransform)[i]);
ConcatTransforms ((*m_protationmatrix), bonematrix, (*m_plighttransform)[i]);
}
// Apply client-side effects to the transformation matrix
StudioFxTransform( m_pCurrentEntity, (*m_pbonetransform)[i] );
}
else
{
ConcatTransforms ((*m_pbonetransform)[pbones[i].parent], bonematrix, (*m_pbonetransform)[i]);
ConcatTransforms ((*m_plighttransform)[pbones[i].parent], bonematrix, (*m_plighttransform)[i]);
}
}
}
}
/*
====================
StudioDrawModel
====================
*/
int CStudioModelRenderer::StudioDrawModel( int flags )
{
alight_t lighting;
vec3_t dir;
m_pCurrentEntity = IEngineStudio.GetCurrentEntity();
IEngineStudio.GetTimes( &m_nFrameCount, &m_clTime, &m_clOldTime );
IEngineStudio.GetViewInfo( m_vRenderOrigin, m_vUp, m_vRight, m_vNormal );
IEngineStudio.GetAliasScale( &m_fSoftwareXScale, &m_fSoftwareYScale );
// Horrible hack for preventing visual artifacts while being digested
if(gHUD.GetIsBeingDigested())
{
return 0;
}
/*
// Now render eyebeam if model is marine //
// If player is a marine
if(m_pCurrentEntity->curstate.iuser3 == AVH_USER3_MARINE_PLAYER)
{
// Get eyepiece attachment
vec3_t theEyepieceOrigin;
VectorCopy(m_pCurrentEntity->attachment[2], theEyepieceOrigin);
// Build this line
// Run a traceline along this line until it hits
// Get endpoint
// Draw red additive light along this line
//gEngfuncs.pEfxAPI->R_RocketTrail();
}
*/
if (m_pCurrentEntity->curstate.renderfx == kRenderFxDeadPlayer)
{
entity_state_t deadplayer;
int result;
int save_interp;
if (m_pCurrentEntity->curstate.renderamt <= 0 || m_pCurrentEntity->curstate.renderamt > gEngfuncs.GetMaxClients() )
return 0;
// get copy of player
deadplayer = *(IEngineStudio.GetPlayerState( m_pCurrentEntity->curstate.renderamt - 1 )); //cl.frames[cl.parsecount & CL_UPDATE_MASK].playerstate[m_pCurrentEntity->curstate.renderamt-1];
// clear weapon, movement state
deadplayer.number = m_pCurrentEntity->curstate.renderamt;
deadplayer.weaponmodel = 0;
deadplayer.gaitsequence = 0;
deadplayer.movetype = MOVETYPE_NONE;
VectorCopy( m_pCurrentEntity->curstate.angles, deadplayer.angles );
VectorCopy( m_pCurrentEntity->curstate.origin, deadplayer.origin );
save_interp = m_fDoInterp;
m_fDoInterp = 0;
// draw as though it were a player
result = StudioDrawPlayer( flags, &deadplayer );
m_fDoInterp = save_interp;
return result;
}
m_pRenderModel = m_pCurrentEntity->model;
m_pStudioHeader = (studiohdr_t *)IEngineStudio.Mod_Extradata (m_pRenderModel);
IEngineStudio.StudioSetHeader( m_pStudioHeader );
IEngineStudio.SetRenderModel( m_pRenderModel );
StudioSetUpTransform( 0 );
if (flags & STUDIO_RENDER)
{
// see if the bounding box lets us trivially reject, also sets
if (!IEngineStudio.StudioCheckBBox ())
return 0;
(*m_pModelsDrawn)++;
(*m_pStudioModelCount)++; // render data cache cookie
if (m_pStudioHeader->numbodyparts == 0)
return 1;
}
if (m_pCurrentEntity->curstate.movetype == MOVETYPE_FOLLOW)
{
StudioMergeBones( m_pRenderModel );
}
else
{
StudioSetupBones( );
}
StudioSaveBones( );
if (flags & STUDIO_EVENTS)
{
StudioCalcAttachments( );
IEngineStudio.StudioClientEvents( );
// copy attachments into global entity array
if ( m_pCurrentEntity->index > 0 )
{
cl_entity_t *ent = gEngfuncs.GetEntityByIndex( m_pCurrentEntity->index );
memcpy( ent->attachment, m_pCurrentEntity->attachment, sizeof( vec3_t ) * 4 );
}
}
if (flags & STUDIO_RENDER)
{
lighting.plightvec = dir;
IEngineStudio.StudioDynamicLight(m_pCurrentEntity, &lighting );
IEngineStudio.StudioEntityLight( &lighting );
// model and frame independant
IEngineStudio.StudioSetupLighting (&lighting);
// get remap colors
m_nTopColor = m_pCurrentEntity->curstate.colormap & 0xFF;
m_nBottomColor = (m_pCurrentEntity->curstate.colormap & 0xFF00) >> 8;
IEngineStudio.StudioSetRemapColors( m_nTopColor, m_nBottomColor );
StudioRenderModel();
// If this is the local player's view model, hook into HUD
char theModelName[MAX_MODEL_NAME];
strcpy(theModelName, this->m_pCurrentEntity->model->name);
gHUD.PostModelRender(theModelName);
}
return 1;
}
/*
====================
StudioEstimateGait
====================
*/
void CStudioModelRenderer::StudioEstimateGait( entity_state_t *pplayer )
{
float dt;
vec3_t est_velocity;
dt = (m_clTime - m_clOldTime);
if (dt < 0)
dt = 0;
else if (dt > 1.0)
dt = 1;
if (dt == 0 || m_pPlayerInfo->renderframe == m_nFrameCount)
{
m_flGaitMovement = 0;
return;
}
// VectorAdd( pplayer->velocity, pplayer->prediction_error, est_velocity );
if ( m_fGaitEstimation )
{
VectorSubtract( m_pCurrentEntity->origin, m_pPlayerInfo->prevgaitorigin, est_velocity );
VectorCopy( m_pCurrentEntity->origin, m_pPlayerInfo->prevgaitorigin );
m_flGaitMovement = Length( est_velocity );
if (dt <= 0 || m_flGaitMovement / dt < 5)
{
m_flGaitMovement = 0;
est_velocity[0] = 0;
est_velocity[1] = 0;
}
}
else
{
VectorCopy( pplayer->velocity, est_velocity );
m_flGaitMovement = Length( est_velocity ) * dt;
}
if (est_velocity[1] == 0 && est_velocity[0] == 0)
{
float flYawDiff = m_pCurrentEntity->angles[YAW] - m_pPlayerInfo->gaityaw;
flYawDiff = flYawDiff - (int)(flYawDiff / 360) * 360;
if (flYawDiff > 180)
flYawDiff -= 360;
if (flYawDiff < -180)
flYawDiff += 360;
if (dt < 0.25)
flYawDiff *= dt * 4;
else
flYawDiff *= dt;
m_pPlayerInfo->gaityaw += flYawDiff;
m_pPlayerInfo->gaityaw = m_pPlayerInfo->gaityaw - (int)(m_pPlayerInfo->gaityaw / 360) * 360;
m_flGaitMovement = 0;
}
else
{
m_pPlayerInfo->gaityaw = (atan2(est_velocity[1], est_velocity[0]) * 180 / M_PI);
if (m_pPlayerInfo->gaityaw > 180)
m_pPlayerInfo->gaityaw = 180;
if (m_pPlayerInfo->gaityaw < -180)
m_pPlayerInfo->gaityaw = -180;
}
}
/*
====================
StudioProcessGait
====================
*/
void CStudioModelRenderer::StudioProcessGait( entity_state_t *pplayer )
{
mstudioseqdesc_t *pseqdesc;
float dt;
int iBlend;
float flYaw; // view direction relative to movement
m_pCurrentEntity->curstate.sequence = max(min(m_pCurrentEntity->curstate.sequence, m_pStudioHeader->numseq-1), 0);
pseqdesc = (mstudioseqdesc_t *)((byte *)m_pStudioHeader + m_pStudioHeader->seqindex) + m_pCurrentEntity->curstate.sequence;
StudioPlayerBlend( pseqdesc, &iBlend, &m_pCurrentEntity->angles[PITCH] );
m_pCurrentEntity->latched.prevangles[PITCH] = m_pCurrentEntity->angles[PITCH];
m_pCurrentEntity->curstate.blending[0] = iBlend;
m_pCurrentEntity->latched.prevblending[0] = m_pCurrentEntity->curstate.blending[0];
m_pCurrentEntity->latched.prevseqblending[0] = m_pCurrentEntity->curstate.blending[0];
// Con_DPrintf("%f %d\n", m_pCurrentEntity->angles[PITCH], m_pCurrentEntity->blending[0] );
dt = (m_clTime - m_clOldTime);
if (dt < 0)
dt = 0;
else if (dt > 1.0)
dt = 1;
StudioEstimateGait( pplayer );
// Con_DPrintf("%f %f\n", m_pCurrentEntity->angles[YAW], m_pPlayerInfo->gaityaw );
// calc side to side turning
flYaw = m_pCurrentEntity->angles[YAW] - m_pPlayerInfo->gaityaw;
flYaw = flYaw - (int)(flYaw / 360) * 360;
if (flYaw < -180)
flYaw = flYaw + 360;
if (flYaw > 180)
flYaw = flYaw - 360;
if (flYaw > 120)
{
m_pPlayerInfo->gaityaw = m_pPlayerInfo->gaityaw - 180;
m_flGaitMovement = -m_flGaitMovement;
flYaw = flYaw - 180;
}
else if (flYaw < -120)
{
m_pPlayerInfo->gaityaw = m_pPlayerInfo->gaityaw + 180;
m_flGaitMovement = -m_flGaitMovement;
flYaw = flYaw + 180;
}
// adjust torso
m_pCurrentEntity->curstate.controller[0] = ((flYaw / 4.0) + 30) / (60.0 / 255.0);
m_pCurrentEntity->curstate.controller[1] = ((flYaw / 4.0) + 30) / (60.0 / 255.0);
m_pCurrentEntity->curstate.controller[2] = ((flYaw / 4.0) + 30) / (60.0 / 255.0);
m_pCurrentEntity->curstate.controller[3] = ((flYaw / 4.0) + 30) / (60.0 / 255.0);
m_pCurrentEntity->latched.prevcontroller[0] = m_pCurrentEntity->curstate.controller[0];
m_pCurrentEntity->latched.prevcontroller[1] = m_pCurrentEntity->curstate.controller[1];
m_pCurrentEntity->latched.prevcontroller[2] = m_pCurrentEntity->curstate.controller[2];
m_pCurrentEntity->latched.prevcontroller[3] = m_pCurrentEntity->curstate.controller[3];
m_pCurrentEntity->angles[YAW] = m_pPlayerInfo->gaityaw;
if (m_pCurrentEntity->angles[YAW] < -0)
m_pCurrentEntity->angles[YAW] += 360;
m_pCurrentEntity->latched.prevangles[YAW] = m_pCurrentEntity->angles[YAW];
pplayer->gaitsequence = max(min(pplayer->gaitsequence, m_pStudioHeader->numseq-1), 0);
pseqdesc = (mstudioseqdesc_t *)((byte *)m_pStudioHeader + m_pStudioHeader->seqindex) + pplayer->gaitsequence;
// calc gait frame
if (pseqdesc->linearmovement[0] > 0)
{
m_pPlayerInfo->gaitframe += (m_flGaitMovement / pseqdesc->linearmovement[0]) * pseqdesc->numframes;
}
else
{
m_pPlayerInfo->gaitframe += pseqdesc->fps * dt;
}
// do modulo
m_pPlayerInfo->gaitframe = m_pPlayerInfo->gaitframe - (int)(m_pPlayerInfo->gaitframe / pseqdesc->numframes) * pseqdesc->numframes;
if (m_pPlayerInfo->gaitframe < 0)
m_pPlayerInfo->gaitframe += pseqdesc->numframes;
}
/*
====================
StudioDrawPlayer
====================
*/
int CStudioModelRenderer::StudioDrawPlayer( int flags, entity_state_t *pplayer )
{
alight_t lighting;
vec3_t dir;
m_pCurrentEntity = IEngineStudio.GetCurrentEntity();
IEngineStudio.GetTimes( &m_nFrameCount, &m_clTime, &m_clOldTime );
IEngineStudio.GetViewInfo( m_vRenderOrigin, m_vUp, m_vRight, m_vNormal );
IEngineStudio.GetAliasScale( &m_fSoftwareXScale, &m_fSoftwareYScale );
// Horrible hack for preventing visual artifacts while being digested
if(gHUD.GetIsBeingDigested())
{
return 0;
}
// Con_DPrintf("DrawPlayer %d\n", m_pCurrentEntity->blending[0] );
// Con_DPrintf("DrawPlayer %d %d (%d)\n", m_nFrameCount, pplayer->player_index, m_pCurrentEntity->curstate.sequence );
// Con_DPrintf("Player %.2f %.2f %.2f\n", pplayer->velocity[0], pplayer->velocity[1], pplayer->velocity[2] );
m_nPlayerIndex = pplayer->number - 1;
if (m_nPlayerIndex < 0 || m_nPlayerIndex >= gEngfuncs.GetMaxClients())
return 0;
//m_pRenderModel = IEngineStudio.SetupPlayerModel( m_nPlayerIndex );
m_pRenderModel = m_pCurrentEntity->model;
if (m_pRenderModel == NULL)
return 0;
m_pStudioHeader = (studiohdr_t *)IEngineStudio.Mod_Extradata (m_pRenderModel);
IEngineStudio.StudioSetHeader( m_pStudioHeader );
IEngineStudio.SetRenderModel( m_pRenderModel );
if (pplayer->gaitsequence)
{
vec3_t orig_angles;
m_pPlayerInfo = IEngineStudio.PlayerInfo( m_nPlayerIndex );
VectorCopy( m_pCurrentEntity->angles, orig_angles );
StudioProcessGait( pplayer );
m_pPlayerInfo->gaitsequence = pplayer->gaitsequence;
m_pPlayerInfo = NULL;
StudioSetUpTransform( 0 );
VectorCopy( orig_angles, m_pCurrentEntity->angles );
}
else
{
m_pCurrentEntity->curstate.controller[0] = 127;
m_pCurrentEntity->curstate.controller[1] = 127;
m_pCurrentEntity->curstate.controller[2] = 127;
m_pCurrentEntity->curstate.controller[3] = 127;
m_pCurrentEntity->latched.prevcontroller[0] = m_pCurrentEntity->curstate.controller[0];
m_pCurrentEntity->latched.prevcontroller[1] = m_pCurrentEntity->curstate.controller[1];
m_pCurrentEntity->latched.prevcontroller[2] = m_pCurrentEntity->curstate.controller[2];
m_pCurrentEntity->latched.prevcontroller[3] = m_pCurrentEntity->curstate.controller[3];
m_pPlayerInfo = IEngineStudio.PlayerInfo( m_nPlayerIndex );
m_pPlayerInfo->gaitsequence = 0;
StudioSetUpTransform( 0 );
}
if (flags & STUDIO_RENDER)
{
// see if the bounding box lets us trivially reject, also sets
if (!IEngineStudio.StudioCheckBBox ())
return 0;
(*m_pModelsDrawn)++;
(*m_pStudioModelCount)++; // render data cache cookie
if (m_pStudioHeader->numbodyparts == 0)
return 1;
}
m_pPlayerInfo = IEngineStudio.PlayerInfo( m_nPlayerIndex );
StudioSetupBones( );
StudioSaveBones( );
m_pPlayerInfo->renderframe = m_nFrameCount;
m_pPlayerInfo = NULL;
if (flags & STUDIO_EVENTS)
{
StudioCalcAttachments( );
IEngineStudio.StudioClientEvents( );
// copy attachments into global entity array
if ( m_pCurrentEntity->index > 0 )
{
cl_entity_t *ent = gEngfuncs.GetEntityByIndex( m_pCurrentEntity->index );
memcpy( ent->attachment, m_pCurrentEntity->attachment, sizeof( vec3_t ) * 4 );
}
}
if (flags & STUDIO_RENDER)
{
/*
if (m_pCvarHiModels->value && m_pRenderModel != m_pCurrentEntity->model )
{
// show highest resolution multiplayer model
m_pCurrentEntity->curstate.body = 255;
}
*/
lighting.plightvec = dir;
IEngineStudio.StudioDynamicLight(m_pCurrentEntity, &lighting );
IEngineStudio.StudioEntityLight( &lighting );
// model and frame independant
IEngineStudio.StudioSetupLighting (&lighting);
m_pPlayerInfo = IEngineStudio.PlayerInfo( m_nPlayerIndex );
// get remap colors
m_nTopColor = m_pPlayerInfo->topcolor;
m_nBottomColor = m_pPlayerInfo->bottomcolor;
if (m_nTopColor < 0)
m_nTopColor = 0;
if (m_nTopColor > 360)
m_nTopColor = 360;
if (m_nBottomColor < 0)
m_nBottomColor = 0;
if (m_nBottomColor > 360)
m_nBottomColor = 360;
IEngineStudio.StudioSetRemapColors( m_nTopColor, m_nBottomColor );
StudioRenderModel( );
m_pPlayerInfo = NULL;
if (pplayer->weaponmodel)
{
cl_entity_t saveent = *m_pCurrentEntity;
model_t *pweaponmodel = IEngineStudio.GetModelByIndex( pplayer->weaponmodel );
m_pStudioHeader = (studiohdr_t *)IEngineStudio.Mod_Extradata (pweaponmodel);
IEngineStudio.StudioSetHeader( m_pStudioHeader );
StudioMergeBones( pweaponmodel);
IEngineStudio.StudioSetupLighting (&lighting);
StudioRenderModel( );
StudioCalcAttachments( );
*m_pCurrentEntity = saveent;
}
}
return 1;
}
/*
====================
StudioCalcAttachments
====================
*/
void CStudioModelRenderer::StudioCalcAttachments( void )
{
int i;
mstudioattachment_t *pattachment;
if ( m_pStudioHeader->numattachments > 4 )
{
gEngfuncs.Con_DPrintf( "Too many attachments on %s\n", m_pCurrentEntity->model->name );
exit( -1 );
}
// calculate attachment points
pattachment = (mstudioattachment_t *)((byte *)m_pStudioHeader + m_pStudioHeader->attachmentindex);
for (i = 0; i < m_pStudioHeader->numattachments; i++)
{
VectorTransform( pattachment[i].org, (*m_plighttransform)[pattachment[i].bone], m_pCurrentEntity->attachment[i] );
}
}
/*
====================
StudioRenderModel
====================
*/
void CStudioModelRenderer::StudioRenderModel( void )
{
IEngineStudio.SetChromeOrigin();
IEngineStudio.SetForceFaceFlags( 0 );
if ( m_pCurrentEntity->curstate.renderfx == kRenderFxGlowShell )
{
m_pCurrentEntity->curstate.renderfx = kRenderFxNone;
StudioRenderFinal( );
if ( !IEngineStudio.IsHardware() )
{
gEngfuncs.pTriAPI->RenderMode( kRenderTransAdd );
}
IEngineStudio.SetForceFaceFlags( STUDIO_NF_CHROME );
gEngfuncs.pTriAPI->SpriteTexture( m_pChromeSprite, 0 );
m_pCurrentEntity->curstate.renderfx = kRenderFxGlowShell;
StudioRenderFinal( );
if ( !IEngineStudio.IsHardware() )
{
gEngfuncs.pTriAPI->RenderMode( kRenderNormal );
}
}
else
{
StudioRenderFinal( );
}
}
/*
====================
StudioRenderFinal_Software
====================
*/
void CStudioModelRenderer::StudioRenderFinal_Software( void )
{
int i;
// Note, rendermode set here has effect in SW
IEngineStudio.SetupRenderer( 0 );
// Put this in here?
//int theRenderMode = GetRenderModeForModelName(rendermode, m_pSubModel[i].name);
if (m_pCvarDrawEntities->value == 2)
{
IEngineStudio.StudioDrawBones( );
}
else if (m_pCvarDrawEntities->value == 3)
{
IEngineStudio.StudioDrawHulls( );
}
else
{
for (i=0 ; i < m_pStudioHeader->numbodyparts ; i++)
{
IEngineStudio.StudioSetupModel( i, (void **)&m_pBodyPart, (void **)&m_pSubModel );
IEngineStudio.StudioDrawPoints( );
}
}
if (m_pCvarDrawEntities->value == 4)
{
gEngfuncs.pTriAPI->RenderMode( kRenderTransAdd );
IEngineStudio.StudioDrawHulls( );
gEngfuncs.pTriAPI->RenderMode( kRenderNormal );
}
if (m_pCvarDrawEntities->value == 5)
{
IEngineStudio.StudioDrawAbsBBox( );
}
IEngineStudio.RestoreRenderer();
}
/*
====================
StudioRenderFinal_Hardware
====================
*/
void CStudioModelRenderer::StudioRenderFinal_Hardware( void )
{
int i;
int rendermode;
rendermode = IEngineStudio.GetForceFaceFlags() ? kRenderTransAdd : m_pCurrentEntity->curstate.rendermode;
IEngineStudio.SetupRenderer( rendermode );
if (m_pCvarDrawEntities->value == 2)
{
IEngineStudio.StudioDrawBones();
}
else if (m_pCvarDrawEntities->value == 3)
{
IEngineStudio.StudioDrawHulls();
}
else
{
for (i=0 ; i < m_pStudioHeader->numbodyparts ; i++)
{
IEngineStudio.StudioSetupModel( i, (void **)&m_pBodyPart, (void **)&m_pSubModel );
if (m_fDoInterp)
{
// interpolation messes up bounding boxes.
m_pCurrentEntity->trivial_accept = 0;
}
IEngineStudio.GL_SetRenderMode(rendermode);
// mstudiobodyparts_t* pbodypart = (mstudiobodyparts_t *)((byte *)m_pStudioHeader + m_pStudioHeader->bodypartindex) + i;
//
// //int index = m_bodynum / pbodypart->base;
// //index = index % pbodypart->nummodels;
//
// mstudiomodel_t* theModel = (mstudiomodel_t *)((byte *)m_pStudioHeader + pbodypart->modelindex);// + index;
// ASSERT(theModel);
//
// int theModelRenderMode = rendermode;//GetRenderModeForModelName(rendermode, theModel->name);
//
// // This could be dangerous...how to find out?
// //IEngineStudio.SetupRenderer( theModelRenderMode );
//
// IEngineStudio.GL_SetRenderMode( theModelRenderMode );
IEngineStudio.StudioDrawPoints();
IEngineStudio.GL_StudioDrawShadow();
}
}
if ( m_pCvarDrawEntities->value == 4 )
{
gEngfuncs.pTriAPI->RenderMode( kRenderTransAdd );
IEngineStudio.StudioDrawHulls( );
gEngfuncs.pTriAPI->RenderMode( kRenderNormal );
}
if (m_pCvarDrawEntities->value == 5)
{
IEngineStudio.StudioDrawAbsBBox( );
}
IEngineStudio.RestoreRenderer();
}
/*
====================
StudioRenderFinal
====================
*/
void CStudioModelRenderer::StudioRenderFinal(void)
{
if ( IEngineStudio.IsHardware() )
{
StudioRenderFinal_Hardware();
}
else
{
StudioRenderFinal_Software();
}
}