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fteqw/engine/gl/gl_hlmdl.c

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#include "quakedef.h"
#ifdef HALFLIFEMODELS
#include "shader.h"
/*
+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
Half-Life Model Renderer (Experimental) Copyright (C) 2001 James 'Ender' Brown [ender@quakesrc.org] This program is
free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as
published by the Free Software Foundation; either version 2 of the License, or (at your option) any later version.
This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied
warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more
details. You should have received a copy of the GNU General Public License along with this program; if not, write
to the Free Software Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. fromquake.h -
render.c - apart from calculations (mostly range checking or value conversion code is a mix of standard Quake 1
meshing, and vertex deforms. The rendering loop uses standard Quake 1 drawing, after SetupBones deforms the vertex.
+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
Also, please note that it won't do all hl models....
Nor will it work 100%
*/
#include "model_hl.h"
void QuaternionGLMatrix(float x, float y, float z, float w, vec4_t *GLM)
{
GLM[0][0] = 1 - 2 * y * y - 2 * z * z;
GLM[1][0] = 2 * x * y + 2 * w * z;
GLM[2][0] = 2 * x * z - 2 * w * y;
GLM[0][1] = 2 * x * y - 2 * w * z;
GLM[1][1] = 1 - 2 * x * x - 2 * z * z;
GLM[2][1] = 2 * y * z + 2 * w * x;
GLM[0][2] = 2 * x * z + 2 * w * y;
GLM[1][2] = 2 * y * z - 2 * w * x;
GLM[2][2] = 1 - 2 * x * x - 2 * y * y;
}
/*
=======================================================================================================================
QuaternionGLAngle - Convert a GL angle to a quaternion matrix
=======================================================================================================================
*/
void QuaternionGLAngle(const vec3_t angles, vec4_t quaternion)
{
/*~~~~~~~~~~~~~~~~~~~~~~~~~~~~*/
float yaw = angles[2] * 0.5;
float pitch = angles[1] * 0.5;
float roll = angles[0] * 0.5;
float siny = sin(yaw);
float cosy = cos(yaw);
float sinp = sin(pitch);
float cosp = cos(pitch);
float sinr = sin(roll);
float cosr = cos(roll);
/*~~~~~~~~~~~~~~~~~~~~~~~~~~~~*/
quaternion[0] = sinr * cosp * cosy - cosr * sinp * siny;
quaternion[1] = cosr * sinp * cosy + sinr * cosp * siny;
quaternion[2] = cosr * cosp * siny - sinr * sinp * cosy;
quaternion[3] = cosr * cosp * cosy + sinr * sinp * siny;
}
matrix3x4 transform_matrix[MAX_BONES]; /* Vertex transformation matrix */
void GL_Draw_HL_AliasFrame(short *order, vec3_t *transformed, float tex_w, float tex_h);
/*
=======================================================================================================================
Mod_LoadHLModel - read in the model's constituent parts
=======================================================================================================================
*/
extern char loadname[];
rewrote ban code, merging bans+nonbans+cuffs+mute+cripple+deaf+lagged+vip. added timeouts. new penalties have no dedicated command. use the addip command for it. maplist command now generates links. implemented skin objects for q3. added a csqc builtin for it. also supports compositing skins. playing demos inside zips/pk3s/paks should now work. bumped default rate cvar. added cl_transfer to attempt to connect to a new server without disconnecting first. rewrote fog command. alpha and mindist arguments are now supported. fog change also happens over a short time period. added new args to the showpic console command. can now create clickable items for touchscreen/absmouse users. fixed menus to properly support right-aligned text. this finally fixes variable-width fonts. rewrote console tab completion suggestions display. now clickable links. strings obtained from qc are now marked as const. this has required quite a few added consts all over the place. probably crappy attempt at adding joypad support to the sdl port. no idea if it works. changed key bind event code. buttons now track which event they should trigger when released, instead of being the same one the whole time. this allows +forward etc clickable buttons on screen. Also simplified modifier keys - they no longer trigger random events when pressing the modifier key itself. Right modifiers can now be bound separately from left modifiers. Right will use left's binding if not otherwise bound. Bind assumes left if there's no prefix. multiplayer->setup->network menu no longer crashes. added rgb colours to the translation view (but not to the colour-changing keys). added modelviewer command to view models. added menu_mods menu to switch mods in a more friendly way. will be shown by default if multiple manifests exist in the binarydir. clamped classic tracer density. scrag particles no longer look quite so buggy. added ifdefs to facilitate a potential winrt port. the engine should now have no extra dependencies, but still needs system code+audio drivers to be written. if it can't set a renderer, it'll now try to use *every* renderer until it finds one that works. added experimental mapcluster server mode (that console command). New maps will be started up as required. rewrote skeletal blending code a bit. added cylinder geomtypes. fix cfg_save writing to the wrong path bug. VFS_CLOSE now returns a boolean. false means there was some sort of fatal error (either crc when reading was bad, or the write got corrupted or something). Typically ignorable, depends how robust you want to be. win32 tls code now supports running as a server. added connect tls://address support, as well as equivalent sv_addport support. exposed basic model loading api to plugins. d3d11 backend now optionally supports tessellation hlsl. no suitable hlsl provided by default. !!tess to enable. attempted to add gamma ramp support for d3d11. added support for shader blobs to speed up load times. r_shaderblobs 1 to enable. almost vital for d3d11. added vid_srgb cvar. shadowless lights are no longer disabled if shadows are not supported. attempt to add support for touchscreens in win7/8. Wrote gimmicky lua support, using lua instead of ssqc. define VM_LUA to enable. updated saved game code. can again load saved games from vanilla-like engines. changed scale clamping. 0.0001 should no longer appear as 1. changed default mintic from 0.03 to 0.013 to match vanilla qw. I don't know why it was at 0.03. probably a typo. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4623 fc73d0e0-1445-4013-8a0c-d673dee63da5
2014-03-30 08:55:06 +00:00
qboolean QDECL Mod_LoadHLModel (model_t *mod, void *buffer, size_t fsize)
{
/*~~*/
int i;
hlmodelcache_t *model;
hlmdl_header_t *header;
hlmdl_header_t *texheader;
hlmdl_tex_t *tex;
hlmdl_bone_t *bones;
hlmdl_bonecontroller_t *bonectls;
shader_t **shaders;
void *texmem = NULL;
/*~~*/
//checksum the model
if (mod->engineflags & MDLF_DOCRC)
{
unsigned short crc;
qbyte *p;
int len;
char st[40];
QCRC_Init(&crc);
for (len = com_filesize, p = buffer; len; len--, p++)
QCRC_ProcessByte(&crc, *p);
sprintf(st, "%d", (int) crc);
Info_SetValueForKey (cls.userinfo[0],
(mod->engineflags & MDLF_PLAYER) ? pmodel_name : emodel_name,
st, sizeof(cls.userinfo[0]));
if (cls.state >= ca_connected)
{
CL_SendClientCommand(true, "setinfo %s %d",
(mod->engineflags & MDLF_PLAYER) ? pmodel_name : emodel_name,
(int)crc);
}
}
//load the model into hunk
model = ZG_Malloc(&mod->memgroup, sizeof(hlmodelcache_t));
header = ZG_Malloc(&mod->memgroup, com_filesize);
memcpy(header, buffer, com_filesize);
#if defined(HLSERVER) && (defined(__powerpc__) || defined(__ppc__))
//this is to let bigfoot know when he comes to port it all... And I'm lazy.
#ifdef warningmsg
#pragma warningmsg("-----------------------------------------")
#pragma warningmsg("FIXME: No byteswapping on halflife models")
#pragma warningmsg("-----------------------------------------")
#endif
#endif
if (header->version != 10)
{
Con_Printf(CON_ERROR "Cannot load model %s - unknown version %i\n", mod->name, header->version);
return false;
}
if (header->numcontrollers > MAX_BONE_CONTROLLERS)
{
Con_Printf(CON_ERROR "Cannot load model %s - too many controllers %i\n", mod->name, header->numcontrollers);
return false;
}
if (header->numbones > MAX_BONES)
{
Con_Printf(CON_ERROR "Cannot load model %s - too many bones %i\n", mod->name, header->numbones);
return false;
}
texheader = NULL;
if (!header->numtextures)
{
char texmodelname[MAX_QPATH];
COM_StripExtension(mod->name, texmodelname, sizeof(texmodelname));
//no textures? eesh. They must be stored externally.
texheader = texmem = (hlmdl_header_t*)FS_LoadMallocFile(va("%st.mdl", texmodelname));
if (texheader)
{
if (texheader->version != 10)
texheader = NULL;
}
}
if (!texheader)
texheader = header;
else
header->numtextures = texheader->numtextures;
tex = (hlmdl_tex_t *) ((qbyte *) texheader + texheader->textures);
bones = (hlmdl_bone_t *) ((qbyte *) header + header->boneindex);
bonectls = (hlmdl_bonecontroller_t *) ((qbyte *) header + header->controllerindex);
/* won't work - doesn't know exact sizes.
header = Hunk_Alloc(sizeof(hlmdl_header_t));
memcpy(header, (hlmdl_header_t *) buffer, sizeof(hlmdl_header_t));
tex = Hunk_Alloc(sizeof(hlmdl_tex_t)*header->numtextures);
memcpy(tex, (hlmdl_tex_t *) buffer, sizeof(hlmdl_tex_t)*header->numtextures);
bones = Hunk_Alloc(sizeof(hlmdl_bone_t)*header->numtextures);
memcpy(bones, (hlmdl_bone_t *) buffer, sizeof(hlmdl_bone_t)*header->numbones);
bonectls = Hunk_Alloc(sizeof(hlmdl_bonecontroller_t)*header->numcontrollers);
memcpy(bonectls, (hlmdl_bonecontroller_t *) buffer, sizeof(hlmdl_bonecontroller_t)*header->numcontrollers);
*/
model->header = (char *)header - (char *)model;
model->texheader = (char *)texheader - (char *)model;
model->textures = (char *)tex - (char *)model;
model->bones = (char *)bones - (char *)model;
model->bonectls = (char *)bonectls - (char *)model;
shaders = ZG_Malloc(&mod->memgroup, texheader->numtextures*sizeof(shader_t));
model->shaders = (char *)shaders - (char *)model;
for(i = 0; i < texheader->numtextures; i++)
{
shaders[i] = R_RegisterSkin(va("%s_%i.tga", mod->name, i), mod->name);
shaders[i]->defaulttextures.base = R_LoadTexture8Pal24("", tex[i].w, tex[i].h, (qbyte *) texheader + tex[i].offset, (qbyte *) texheader + tex[i].w * tex[i].h + tex[i].offset, IF_NOALPHA|IF_NOGAMMA);
}
model->numskins = texheader->numtextures;
model->skins = ZG_Malloc(&mod->memgroup, model->numskins*sizeof(*model->skins));
memcpy(model->skins, (short *) ((qbyte *) texheader + texheader->skins), model->numskins*sizeof(*model->skins));
if (texmem)
Z_Free(texmem);
mod->type = mod_halflife;
mod->meshinfo = model;
return true;
}
#ifdef HLSERVER
void *Mod_GetHalfLifeModelData(model_t *mod)
{
hlmodelcache_t *mc;
if (!mod || mod->type != mod_halflife)
return NULL; //halflife models only, please
mc = Mod_Extradata(mod);
return (void*)((char*)mc + mc->header);
}
#endif
rewrote ban code, merging bans+nonbans+cuffs+mute+cripple+deaf+lagged+vip. added timeouts. new penalties have no dedicated command. use the addip command for it. maplist command now generates links. implemented skin objects for q3. added a csqc builtin for it. also supports compositing skins. playing demos inside zips/pk3s/paks should now work. bumped default rate cvar. added cl_transfer to attempt to connect to a new server without disconnecting first. rewrote fog command. alpha and mindist arguments are now supported. fog change also happens over a short time period. added new args to the showpic console command. can now create clickable items for touchscreen/absmouse users. fixed menus to properly support right-aligned text. this finally fixes variable-width fonts. rewrote console tab completion suggestions display. now clickable links. strings obtained from qc are now marked as const. this has required quite a few added consts all over the place. probably crappy attempt at adding joypad support to the sdl port. no idea if it works. changed key bind event code. buttons now track which event they should trigger when released, instead of being the same one the whole time. this allows +forward etc clickable buttons on screen. Also simplified modifier keys - they no longer trigger random events when pressing the modifier key itself. Right modifiers can now be bound separately from left modifiers. Right will use left's binding if not otherwise bound. Bind assumes left if there's no prefix. multiplayer->setup->network menu no longer crashes. added rgb colours to the translation view (but not to the colour-changing keys). added modelviewer command to view models. added menu_mods menu to switch mods in a more friendly way. will be shown by default if multiple manifests exist in the binarydir. clamped classic tracer density. scrag particles no longer look quite so buggy. added ifdefs to facilitate a potential winrt port. the engine should now have no extra dependencies, but still needs system code+audio drivers to be written. if it can't set a renderer, it'll now try to use *every* renderer until it finds one that works. added experimental mapcluster server mode (that console command). New maps will be started up as required. rewrote skeletal blending code a bit. added cylinder geomtypes. fix cfg_save writing to the wrong path bug. VFS_CLOSE now returns a boolean. false means there was some sort of fatal error (either crc when reading was bad, or the write got corrupted or something). Typically ignorable, depends how robust you want to be. win32 tls code now supports running as a server. added connect tls://address support, as well as equivalent sv_addport support. exposed basic model loading api to plugins. d3d11 backend now optionally supports tessellation hlsl. no suitable hlsl provided by default. !!tess to enable. attempted to add gamma ramp support for d3d11. added support for shader blobs to speed up load times. r_shaderblobs 1 to enable. almost vital for d3d11. added vid_srgb cvar. shadowless lights are no longer disabled if shadows are not supported. attempt to add support for touchscreens in win7/8. Wrote gimmicky lua support, using lua instead of ssqc. define VM_LUA to enable. updated saved game code. can again load saved games from vanilla-like engines. changed scale clamping. 0.0001 should no longer appear as 1. changed default mintic from 0.03 to 0.013 to match vanilla qw. I don't know why it was at 0.03. probably a typo. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4623 fc73d0e0-1445-4013-8a0c-d673dee63da5
2014-03-30 08:55:06 +00:00
int HLMod_FrameForName(model_t *mod, const char *name)
{
int i;
hlmdl_header_t *h;
hlmdl_sequencelist_t *seqs;
hlmodelcache_t *mc;
if (!mod || mod->type != mod_halflife)
return -1; //halflife models only, please
mc = Mod_Extradata(mod);
h = (hlmdl_header_t *)((char *)mc + mc->header);
seqs = (hlmdl_sequencelist_t*)((char*)h+h->seqindex);
for (i = 0; i < h->numseq; i++)
{
if (!strcmp(seqs[i].name, name))
return i;
}
return -1;
}
int HLMod_BoneForName(model_t *mod, char *name)
{
int i;
hlmdl_header_t *h;
hlmdl_bone_t *bones;
hlmodelcache_t *mc;
if (!mod || mod->type != mod_halflife)
return -1; //halflife models only, please
mc = Mod_Extradata(mod);
h = (hlmdl_header_t *)((char *)mc + mc->header);
bones = (hlmdl_bone_t*)((char*)h+h->boneindex);
for (i = 0; i < h->numbones; i++)
{
if (!strcmp(bones[i].name, name))
return i+1;
}
return 0;
}
/*
=======================================================================================================================
HL_CalculateBones - calculate bone positions - quaternion+vector in one function
=======================================================================================================================
note, while ender may be proud of this function, it lacks the fact that interpolating eular angles is not as acurate as interpolating quaternions.
it is faster though.
*/
void HL_CalculateBones
(
int offset,
int frame,
float lerpfrac,
vec4_t adjust,
hlmdl_bone_t *bone,
hlmdl_anim_t *animation,
float *destination
)
{
/*~~~~~~~~~~*/
int i;
vec3_t angle;
float lerpifrac = 1-lerpfrac;
float t;
/*~~~~~~~~~~*/
/* For each vector */
for(i = 0; i < 3; i++)
{
/*~~~~~~~~~~~~~~~*/
int o = i + offset; /* Take the value offset - allows quaternion & vector in one function */
/*~~~~~~~~~~~~~~~*/
angle[i] = bone->value[o]; /* Take the bone value */
if(animation->offset[o] != 0)
{
/*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~*/
int tempframe = frame;
hlmdl_animvalue_t *animvalue = (hlmdl_animvalue_t *) ((qbyte *) animation + animation->offset[o]);
/*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~*/
/* find values including the required frame */
while(animvalue->num.total <= tempframe)
{
tempframe -= animvalue->num.total;
animvalue += animvalue->num.valid + 1;
}
if(animvalue->num.valid > tempframe)
{
if(animvalue->num.valid > (tempframe + 1))
{
//we can lerp that
t = animvalue[tempframe + 1].value * lerpifrac + lerpfrac * animvalue[tempframe + 2].value;
}
else
t = animvalue[animvalue->num.valid].value;
angle[i] = bone->value[o] + t * bone->scale[o];
}
else
{
if(animvalue->num.total < tempframe + 1)
{
angle[i] +=
(animvalue[animvalue->num.valid].value * lerpifrac +
lerpfrac * animvalue[animvalue->num.valid + 2].value) *
bone->scale[o];
}
else
{
angle[i] += animvalue[animvalue->num.valid].value * bone->scale[o];
}
}
}
if(bone->bonecontroller[o] != -1)
{ /* Add the programmable offset. */
angle[i] += adjust[bone->bonecontroller[o]];
}
}
if(offset < 3)
{
VectorCopy(angle, destination); /* Just a standard vector */
}
else
{
QuaternionGLAngle(angle, destination); /* A quaternion */
}
}
/*
=======================================================================================================================
HL_CalcBoneAdj - Calculate the adjustment values for the programmable controllers
=======================================================================================================================
*/
void HL_CalcBoneAdj(hlmodel_t *model)
{
/*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~*/
int i;
float value;
hlmdl_bonecontroller_t *control = (hlmdl_bonecontroller_t *)
((qbyte *) model->header + model->header->controllerindex);
/*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~*/
for(i = 0; i < model->header->numcontrollers; i++)
{
/*~~~~~~~~~~~~~~~~~~~~~*/
int j = control[i].index;
/*~~~~~~~~~~~~~~~~~~~~~*/
if(control[i].type & 0x8000)
{
value = model->controller[j] + control[i].start;
}
else
{
value = (model->controller[j]+1)*0.5; //shifted to give a valid range between -1 and 1, with 0 being mid-range.
if(value < 0)
value = 0;
else if(value > 1.0)
value = 1.0;
value = (1.0 - value) * control[i].start + value * control[i].end;
}
/* Rotational controllers need their values converted */
if(control[i].type >= 0x0008 && control[i].type <= 0x0020)
model->adjust[i] = M_PI * value / 180;
else
model->adjust[i] = value;
}
}
/*
=======================================================================================================================
HL_SetupBones - determine where vertex should be using bone movements
=======================================================================================================================
*/
void QuaternionSlerp( const vec4_t p, vec4_t q, float t, vec4_t qt );
void HL_SetupBones(hlmodel_t *model, int seqnum, int firstbone, int lastbone, float subblendfrac, float frametime)
{
/*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~*/
int i;
float matrix[3][4];
static vec3_t positions[2];
static vec4_t quaternions[2], blended;
int frame;
hlmdl_sequencelist_t *sequence = (hlmdl_sequencelist_t *) ((qbyte *) model->header + model->header->seqindex) +
((unsigned int)seqnum>=model->header->numseq?0:seqnum);
hlmdl_sequencedata_t *sequencedata = (hlmdl_sequencedata_t *)
((qbyte *) model->header + model->header->seqgroups) +
sequence->seqindex;
hlmdl_anim_t *animation = (hlmdl_anim_t *)
((qbyte *) model->header + sequencedata->data + sequence->index);
/*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~*/
frametime *= sequence->timing;
if (frametime < 0)
frametime = 0;
frame = (int)frametime;
frametime -= frame;
if (!sequence->numframes)
return;
if(frame >= sequence->numframes)
{
if (sequence->loop)
frame %= sequence->numframes;
else
frame = sequence->numframes-1;
}
if (lastbone > model->header->numbones)
lastbone = model->header->numbones;
HL_CalcBoneAdj(model); /* Deal with programmable controllers */
/*FIXME:this is useless*/
/*
if(sequence->motiontype & 0x0001)
positions[sequence->motionbone][0] = 0.0;
if(sequence->motiontype & 0x0002)
positions[sequence->motionbone][1] = 0.0;
if(sequence->motiontype & 0x0004)
positions[sequence->motionbone][2] = 0.0;
*/
/*
this is hellish.
a hl model blends:
4 controllers (on a player, it seems each one of them twists a separate bone in the chest)
a mouth (not used on players)
its a sequence (to be smooth we need to blend between two frames in the sequence)
up to four source animations (ironically used to pitch up/down)
alternate sequence (walking+firing)
frame2 (quake expectations.)
this is madness, quite frankly.
luckily...
controllers and mouth control the entire thing. they should be interpolated outside, and have no affect on blending here
alternate sequences replace. we can just call this function twice (so long as bone ranges are incremental).
autoanimating sequence is handled inside HL_CalculateBones (sequences are weird and it has to be handled there anyway)
this means we only have sources and alternate frames left to cope with.
FIXME: we don't handle frame2.
*/
if (sequence->hasblendseq>1)
{
if (subblendfrac < 0)
subblendfrac = 0;
if (subblendfrac > 1)
subblendfrac = 1;
for(i = firstbone; i < lastbone; i++)
{
HL_CalculateBones(0, frame, frametime, model->adjust, model->bones + i, animation + i, positions[0]);
HL_CalculateBones(3, frame, frametime, model->adjust, model->bones + i, animation + i, quaternions[0]);
HL_CalculateBones(3, frame, frametime, model->adjust, model->bones + i, animation + i + model->header->numbones, quaternions[1]);
QuaternionSlerp(quaternions[0], quaternions[1], subblendfrac, blended);
QuaternionGLMatrix(blended[0], blended[1], blended[2], blended[3], matrix);
matrix[0][3] = positions[0][0];
matrix[1][3] = positions[0][1];
matrix[2][3] = positions[0][2];
/* If we have a parent, take the addition. Otherwise just copy the values */
if(model->bones[i].parent>=0)
{
R_ConcatTransforms(transform_matrix[model->bones[i].parent], matrix, transform_matrix[i]);
}
else
{
memcpy(transform_matrix[i], matrix, 12 * sizeof(float));
}
}
}
else
{
for(i = firstbone; i < lastbone; i++)
{
/*
* There are two vector offsets in the structure. The first seems to be the
* positions of the bones, the second the quats of the bone matrix itself. We
* convert it inside the routine - Inconsistant, but hey.. so's the whole model
* format.
*/
HL_CalculateBones(0, frame, frametime, model->adjust, model->bones + i, animation + i, positions[0]);
HL_CalculateBones(3, frame, frametime, model->adjust, model->bones + i, animation + i, quaternions[0]);
QuaternionGLMatrix(quaternions[0][0], quaternions[0][1], quaternions[0][2], quaternions[0][3], matrix);
matrix[0][3] = positions[0][0];
matrix[1][3] = positions[0][1];
matrix[2][3] = positions[0][2];
/* If we have a parent, take the addition. Otherwise just copy the values */
if(model->bones[i].parent>=0)
{
R_ConcatTransforms(transform_matrix[model->bones[i].parent], matrix, transform_matrix[i]);
}
else
{
memcpy(transform_matrix[i], matrix, 12 * sizeof(float));
}
}
}
}
void R_HL_BuildFrame(hlmodel_t *model, hlmdl_model_t *amodel, entity_t *curent, short *order, float tex_s, float tex_t, mesh_t *mesh)
{
static vecV_t xyz[2048];
static vec3_t norm[2048];
static vec2_t st[2048];
static index_t index[4096];
int count;
int b;
int cbone;
int bgroup;
int lastbone;
int v, i;
vec3_t *verts;
qbyte *bone;
vec3_t transformed[2048];
int idx = 0;
int vert = 0;
mesh->xyz_array = xyz;
mesh->st_array = st;
mesh->normals_array = norm; //for lighting algos to not crash
mesh->snormals_array = norm; //for rtlighting
mesh->tnormals_array = norm; //for rtlighting
mesh->indexes = index;
for (b = 0; b < MAX_BONE_CONTROLLERS; b++)
model->controller[b] = curent->framestate.bonecontrols[b];
// Con_Printf("%s %i\n", sequence->name, sequence->unknown1[0]);
cbone = 0;
for (bgroup = 0; bgroup < FS_COUNT; bgroup++)
{
lastbone = curent->framestate.g[bgroup].endbone;
if (bgroup == FS_COUNT-1)
lastbone = model->header->numbones;
if (cbone >= lastbone)
continue;
HL_SetupBones(model, curent->framestate.g[bgroup].frame[0], cbone, lastbone, (curent->framestate.g[bgroup].subblendfrac+1)*0.5, curent->framestate.g[bgroup].frametime[0]); /* Setup the bones */
cbone = lastbone;
}
verts = (vec3_t *) ((qbyte *) model->header + amodel->vertindex);
bone = ((qbyte *) model->header + amodel->vertinfoindex);
for(v = 0; v < amodel->numverts; v++)
{
VectorTransform(verts[v], (void *)transform_matrix[bone[v]], transformed[v]);
}
for(;;)
{
count = *order++; /* get the vertex count and primitive type */
if(!count) break; /* done */
if(count < 0)
{
count = -count;
//emit (count-2)*3 indicies as a fan
for (i = 0; i < count-2; i++)
{
index[idx++] = vert + 0;
index[idx++] = vert + i+1;
index[idx++] = vert + i+2;
}
}
else
{
//emit (count-2)*3 indicies as a strip
for (i = 0; ; )
{
if (i == count-2)
break;
index[idx++] = vert + i;
index[idx++] = vert + i+1;
index[idx++] = vert + i+2;
i++;
if (i == count-2)
break;
index[idx++] = vert + i;
index[idx++] = vert + i+2;
index[idx++] = vert + i+1;
i++;
}
}
do
{
VectorCopy(transformed[order[0]], xyz[vert]);
//FIXME: what's order[1]?
/* texture coordinates come from the draw list */
st[vert][0] = order[2] * tex_s;
st[vert][1] = order[3] * tex_t;
norm[vert][1] = 1;
order += 4;
vert++;
} while(--count);
}
mesh->numindexes = idx;
mesh->numvertexes = vert;
}
void R_HalfLife_WalkMeshes(entity_t *rent, batch_t *b, batch_t **batches);
void R_HL_BuildMesh(struct batch_s *b)
{
R_HalfLife_WalkMeshes(b->ent, b, NULL);
}
void R_HalfLife_WalkMeshes(entity_t *rent, batch_t *b, batch_t **batches)
{
hlmodelcache_t *modelc = Mod_Extradata(rent->model);
hlmodel_t model;
int body, m;
int batchid = 0;
static mesh_t bmesh, *mptr = &bmesh;
//general model
model.header = (hlmdl_header_t *) ((char *)modelc + modelc->header);
// model.texheader = (hlmdl_header_t *) ((char *)modelc + modelc->texheader);
model.textures = (hlmdl_tex_t *) ((char *)modelc + modelc->textures);
model.bones = (hlmdl_bone_t *) ((char *)modelc + modelc->bones);
model.bonectls = (hlmdl_bonecontroller_t *) ((char *)modelc + modelc->bonectls);
model.shaders = (shader_t **) ((char *)modelc + modelc->shaders);
for (body = 0; body < model.header->numbodyparts; body++)
{
/*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~*/
hlmdl_bodypart_t *bodypart = (hlmdl_bodypart_t *) ((qbyte *) model.header + model.header->bodypartindex) + body;
int bodyindex = (0 / bodypart->base) % bodypart->nummodels;
hlmdl_model_t *amodel = (hlmdl_model_t *) ((qbyte *) model.header + bodypart->modelindex) + bodyindex;
/*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~*/
/* Draw each mesh */
for(m = 0; m < amodel->nummesh; m++)
{
/*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~*/
hlmdl_mesh_t *mesh = (hlmdl_mesh_t *) ((qbyte *) model.header + amodel->meshindex) + m;
float tex_w;
float tex_h;
/*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~*/
if (mesh->skinindex >= modelc->numskins)
continue;
if (batches)
{
shader_t *shader;
int sort;
b = BE_GetTempBatch();
if (!b)
return;
shader = model.shaders[modelc->skins[mesh->skinindex]];
b->buildmeshes = R_HL_BuildMesh;
b->ent = rent;
b->mesh = NULL;
b->firstmesh = 0;
b->meshes = 1;
b->skin = &shader->defaulttextures;
b->texture = NULL;
b->shader = shader;
b->lightmap[0] = -1;
b->lightmap[1] = -1;
b->lightmap[2] = -1;
b->lightmap[3] = -1;
b->surf_first = batchid;
b->flags = 0;
sort = shader->sort;
//fixme: we probably need to force some blend modes based on the surface flags.
if (rent->flags & RF_FORCECOLOURMOD)
b->flags |= BEF_FORCECOLOURMOD;
if (rent->flags & RF_ADDITIVE)
{
b->flags |= BEF_FORCEADDITIVE;
if (sort < SHADER_SORT_ADDITIVE)
sort = SHADER_SORT_ADDITIVE;
}
if (rent->flags & RF_TRANSLUCENT)
{
b->flags |= BEF_FORCETRANSPARENT;
if (SHADER_SORT_PORTAL < sort && sort < SHADER_SORT_BLEND)
sort = SHADER_SORT_BLEND;
}
if (rent->flags & RF_NODEPTHTEST)
{
b->flags |= BEF_FORCENODEPTH;
if (sort < SHADER_SORT_NEAREST)
sort = SHADER_SORT_NEAREST;
}
if (rent->flags & RF_NOSHADOW)
b->flags |= BEF_NOSHADOWS;
b->vbo = NULL;
b->next = batches[sort];
batches[sort] = b;
}
else
{
if (batchid == b->surf_first)
{
tex_w = 1.0f / model.textures[modelc->skins[mesh->skinindex]].w;
tex_h = 1.0f / model.textures[modelc->skins[mesh->skinindex]].h;
b->mesh = &mptr;
R_HL_BuildFrame(&model, amodel, b->ent, (short *) ((qbyte *) model.header + mesh->index), tex_w, tex_h, b->mesh[0]);
return;
}
}
batchid++;
}
}
}
qboolean R_CalcModelLighting(entity_t *e, model_t *clmodel);
void R_HalfLife_GenerateBatches(entity_t *e, batch_t **batches)
{
R_CalcModelLighting(e, e->model);
R_HalfLife_WalkMeshes(e, NULL, batches);
}
#endif