// 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 #include #include #include #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(); } }