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# include "quakedef.h"
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# ifdef HALFLIFEMODELS
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# include "shader.h"
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# include "com_mesh.h"
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/*
+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
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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 -
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render . c - apart from calculations ( mostly range checking or value conversion code is a mix of standard Quake 1
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meshing , and vertex deforms . The rendering loop uses standard Quake 1 drawing , after SetupBones deforms the vertex .
+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
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Note : this code has since been greatly modified to fix skin , submodels , hitboxes , attachments , etc .
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Also , please note that it won ' t do all hl models . . . .
Nor will it work 100 %
*/
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qboolean HLMDL_Trace ( struct model_s * model , int hulloverride , framestate_t * framestate , vec3_t axis [ 3 ] , vec3_t p1 , vec3_t p2 , vec3_t mins , vec3_t maxs , qboolean capsule , unsigned int against , struct trace_s * trace ) ;
unsigned int HLMDL_Contents ( struct model_s * model , int hulloverride , framestate_t * framestate , vec3_t axis [ 3 ] , vec3_t p , vec3_t mins , vec3_t maxs ) ;
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void QuaternionGLMatrix ( float x , float y , float z , float w , vec4_t * GLM )
{
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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 ;
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}
/*
= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
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QuaternionGLAngle - Convert a GL angle to a quaternion matrix
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= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
*/
void QuaternionGLAngle ( const vec3_t angles , vec4_t quaternion )
{
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/*~~~~~~~~~~~~~~~~~~~~~~~~~~~~*/
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 ;
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}
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matrix3x4 transform_matrix [ MAX_BONES ] ; /* Vertex transformation matrix */
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# ifndef SERVERONLY
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void GL_Draw_HL_AliasFrame ( short * order , vec3_t * transformed , float tex_w , float tex_h ) ;
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struct hlvremaps
{
unsigned short vertidx ;
unsigned short normalidx ;
unsigned short scoord ;
unsigned short tcoord ;
} ;
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static index_t HLMDL_DeDupe ( unsigned short * order , struct hlvremaps * rem , size_t * count , size_t max )
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{
size_t i ;
for ( i = * count ; i - - > 0 ; )
{
if ( rem [ i ] . vertidx = = order [ 0 ] & & rem [ i ] . normalidx = = order [ 1 ] & & rem [ i ] . scoord = = order [ 2 ] & & rem [ i ] . tcoord = = order [ 3 ] )
return i ;
}
i = * count ;
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if ( i < max )
{
rem [ i ] . vertidx = order [ 0 ] ;
rem [ i ] . normalidx = order [ 1 ] ;
rem [ i ] . scoord = order [ 2 ] ;
rem [ i ] . tcoord = order [ 3 ] ;
}
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* count + = 1 ;
return i ;
}
//parse the vertex info, pull out what we can
static void HLMDL_PrepareVerticies ( hlmodel_t * model , hlmdl_submodel_t * amodel , struct hlalternative_s * submodel )
{
struct hlvremaps * uvert ;
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size_t uvertcount , uvertstart ;
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unsigned short count ;
int i ;
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size_t idx = 0 , v , m , maxidx = 65536 * 3 ;
size_t maxverts = 65536 ;
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mesh_t * mesh = & submodel - > mesh ;
index_t * index ;
vec3_t * verts = ( vec3_t * ) ( ( qbyte * ) model - > header + amodel - > vertindex ) ;
qbyte * bone = ( ( qbyte * ) model - > header + amodel - > vertinfoindex ) ;
vec3_t * norms = ( vec3_t * ) ( ( qbyte * ) model - > header + amodel - > normindex ) ;
uvertcount = 0 ;
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uvert = malloc ( sizeof ( * uvert ) * maxverts ) ;
index = malloc ( sizeof ( * mesh - > colors4b_array ) * maxidx ) ;
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for ( m = 0 ; m < amodel - > nummesh ; m + + )
{
hlmdl_mesh_t * inmesh = ( hlmdl_mesh_t * ) ( ( qbyte * ) model - > header + amodel - > meshindex ) + m ;
unsigned short * order = ( unsigned short * ) ( ( qbyte * ) model - > header + inmesh - > index ) ;
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uvertstart = uvertcount ;
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submodel - > submesh [ m ] . firstindex = mesh - > numindexes ;
submodel - > submesh [ m ] . numindexes = 0 ;
for ( ; ; )
{
count = * order + + ; /* get the vertex count and primitive type */
if ( ! count ) break ; /* done */
if ( count & 0x8000 )
{ //fan
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int first = HLMDL_DeDupe ( order + 0 * 4 , uvert , & uvertcount , maxverts ) ;
int prev = HLMDL_DeDupe ( order + 1 * 4 , uvert , & uvertcount , maxverts ) ;
count = ( unsigned short ) - ( short ) count ;
if ( idx + ( count - 2 ) * 3 > maxidx )
break ; //would overflow. fixme: extend
for ( i = min ( 2 , count ) ; i < count ; i + + )
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{
index [ idx + + ] = first ;
index [ idx + + ] = prev ;
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index [ idx + + ] = prev = HLMDL_DeDupe ( order + i * 4 , uvert , & uvertcount , maxverts ) ;
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}
}
else
{
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int v0 = HLMDL_DeDupe ( order + 0 * 4 , uvert , & uvertcount , maxverts ) ;
int v1 = HLMDL_DeDupe ( order + 1 * 4 , uvert , & uvertcount , maxverts ) ;
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//emit (count-2)*3 indicies as a strip
//012 213, etc
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if ( idx + ( count - 2 ) * 3 > maxidx )
break ; //would overflow. fixme: extend
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for ( i = min ( 2 , count ) ; i < count ; i + + )
{
if ( i & 1 )
{
index [ idx + + ] = v1 ;
index [ idx + + ] = v0 ;
}
else
{
index [ idx + + ] = v0 ;
index [ idx + + ] = v1 ;
}
v0 = v1 ;
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index [ idx + + ] = v1 = HLMDL_DeDupe ( order + i * 4 , uvert , & uvertcount , maxverts ) ;
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}
}
order + = i * 4 ;
}
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if ( uvertcount > = maxverts )
{
//if we're overflowing our verts, rewind, as we cannot generate this mesh. we'll just end up with a 0-index mesh, with no extra verts either
uvertcount = uvertstart ;
idx = submodel - > submesh [ m ] . firstindex ;
}
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submodel - > submesh [ m ] . numindexes = idx - submodel - > submesh [ m ] . firstindex ;
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}
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mesh - > numindexes = idx ;
mesh - > numvertexes = uvertcount ;
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mesh - > indexes = ZG_Malloc ( model - > memgroup , sizeof ( * mesh - > indexes ) * idx ) ;
memcpy ( mesh - > indexes , index , sizeof ( * mesh - > indexes ) * idx ) ;
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mesh - > colors4b_array = ZG_Malloc ( model - > memgroup , sizeof ( * mesh - > colors4b_array ) * uvertcount ) ;
mesh - > st_array = ZG_Malloc ( model - > memgroup , sizeof ( * mesh - > st_array ) * uvertcount ) ;
mesh - > lmst_array [ 0 ] = ZG_Malloc ( model - > memgroup , sizeof ( * mesh - > lmst_array [ 0 ] ) * uvertcount ) ;
mesh - > xyz_array = ZG_Malloc ( model - > memgroup , sizeof ( * mesh - > xyz_array ) * uvertcount ) ;
mesh - > normals_array = ZG_Malloc ( model - > memgroup , sizeof ( * mesh - > normals_array ) * uvertcount ) ;
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# if defined(RTLIGHTS)
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mesh - > snormals_array = ZG_Malloc ( model - > memgroup , sizeof ( * mesh - > snormals_array ) * uvertcount ) ;
mesh - > tnormals_array = ZG_Malloc ( model - > memgroup , sizeof ( * mesh - > tnormals_array ) * uvertcount ) ;
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# endif
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mesh - > bonenums = ZG_Malloc ( model - > memgroup , sizeof ( * mesh - > bonenums ) * uvertcount ) ;
mesh - > boneweights = ZG_Malloc ( model - > memgroup , sizeof ( * mesh - > boneweights ) * uvertcount ) ;
//prepare the verticies now that we have the mappings
for ( v = 0 ; v < uvertcount ; v + + )
{
mesh - > bonenums [ v ] [ 0 ] = mesh - > bonenums [ v ] [ 1 ] = mesh - > bonenums [ v ] [ 2 ] = mesh - > bonenums [ v ] [ 3 ] = bone [ uvert [ v ] . vertidx ] ;
Vector4Set ( mesh - > boneweights [ v ] , 1 , 0 , 0 , 0 ) ;
Vector4Set ( mesh - > colors4b_array [ v ] , 255 , 255 , 255 , 255 ) ; //why bytes? why not?
mesh - > lmst_array [ 0 ] [ v ] [ 0 ] = uvert [ v ] . scoord ;
mesh - > lmst_array [ 0 ] [ v ] [ 1 ] = uvert [ v ] . tcoord ;
VectorCopy ( verts [ uvert [ v ] . vertidx ] , mesh - > xyz_array [ v ] ) ;
//Warning: these models use different tables for vertex and normals.
//this means they might be transformed by different bones. we ignore that and just assume that the normals will want the same bone.
VectorCopy ( norms [ uvert [ v ] . normalidx ] , mesh - > normals_array [ v ] ) ;
}
//don't need that mapping any more
free ( uvert ) ;
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free ( index ) ;
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# if defined(RTLIGHTS)
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//treat this as the base pose, and calculate the sdir+tdir for bumpmaps.
R_Generate_Mesh_ST_Vectors ( mesh ) ;
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# endif
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}
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# endif
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/*
= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
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Mod_LoadHLModel - read in the model ' s constituent parts
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= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
*/
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qboolean QDECL Mod_LoadHLModel ( model_t * mod , void * buffer , size_t fsize )
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{
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# ifndef SERVERONLY
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int i ;
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int body ;
struct hlmodelshaders_s * shaders ;
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hlmdl_tex_t * tex ;
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# endif
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hlmodel_t * model ;
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hlmdl_header_t * header ;
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hlmdl_header_t * texheader ;
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hlmdl_bone_t * bones ;
hlmdl_bonecontroller_t * bonectls ;
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void * texmem = NULL ;
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//load the model into hunk
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model = ZG_Malloc ( & mod - > memgroup , sizeof ( hlmodel_t ) ) ;
model - > memgroup = & mod - > memgroup ;
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header = ZG_Malloc ( & mod - > memgroup , fsize ) ;
memcpy ( header , buffer , fsize ) ;
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# if defined(HLSERVER) && (defined(__powerpc__) || defined(__ppc__))
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//this is to let anyone who tries porting it know that there is a serious issue. And I'm lazy.
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# ifdef warningmsg
# pragma warningmsg("-----------------------------------------")
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# pragma warningmsg("FIXME: No byteswapping on halflife models") //hah, yeah, good luck with that, you'll need it.
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# pragma warningmsg("-----------------------------------------")
# endif
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# endif
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if ( header - > version ! = 10 )
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{
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Con_Printf ( CON_ERROR " Cannot load model %s - unknown version %i \n " , mod - > name , header - > version ) ;
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return false ;
}
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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 ;
}
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if ( header - > numbones > MAX_BONES )
{
Con_Printf ( CON_ERROR " Cannot load model %s - too many bones %i \n " , mod - > name , header - > numbones ) ;
return false ;
}
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texheader = NULL ;
if ( ! header - > numtextures )
{
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size_t fz ;
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char texmodelname [ MAX_QPATH ] ;
COM_StripExtension ( mod - > name , texmodelname , sizeof ( texmodelname ) ) ;
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Q_strncatz ( texmodelname , " t.mdl " , sizeof ( texmodelname ) ) ;
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//no textures? eesh. They must be stored externally.
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texheader = texmem = ( hlmdl_header_t * ) FS_LoadMallocFile ( texmodelname , & fz ) ;
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if ( texheader )
{
if ( texheader - > version ! = 10 )
texheader = NULL ;
}
}
if ( ! texheader )
texheader = header ;
else
header - > numtextures = texheader - > numtextures ;
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bones = ( hlmdl_bone_t * ) ( ( qbyte * ) header + header - > boneindex ) ;
bonectls = ( hlmdl_bonecontroller_t * ) ( ( qbyte * ) header + header - > controllerindex ) ;
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model - > header = header ;
model - > bones = bones ;
model - > bonectls = bonectls ;
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# ifndef SERVERONLY
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tex = ( hlmdl_tex_t * ) ( ( qbyte * ) texheader + texheader - > textures ) ;
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shaders = ZG_Malloc ( & mod - > memgroup , texheader - > numtextures * sizeof ( shader_t ) ) ;
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model - > shaders = shaders ;
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for ( i = 0 ; i < texheader - > numtextures ; i + + )
{
Q_snprintfz ( shaders [ i ] . name , sizeof ( shaders [ i ] . name ) , " %s/%s " , mod - > name , COM_SkipPath ( tex [ i ] . name ) ) ;
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memset ( & shaders [ i ] . defaulttex , 0 , sizeof ( shaders [ i ] . defaulttex ) ) ;
shaders [ i ] . defaulttex . base = Image_GetTexture ( shaders [ i ] . name , " " , IF_NOALPHA , ( qbyte * ) texheader + tex [ i ] . offset , ( qbyte * ) texheader + tex [ i ] . w * tex [ i ] . h + tex [ i ] . offset , tex [ i ] . w , tex [ i ] . h , TF_8PAL24 ) ;
shaders [ i ] . w = tex [ i ] . w ;
shaders [ i ] . h = tex [ i ] . h ;
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}
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model - > numskinrefs = texheader - > skinrefs ;
model - > numskingroups = texheader - > skingroups ;
model - > skinref = ZG_Malloc ( & mod - > memgroup , model - > numskinrefs * model - > numskingroups * sizeof ( * model - > skinref ) ) ;
memcpy ( model - > skinref , ( short * ) ( ( qbyte * ) texheader + texheader - > skins ) , model - > numskinrefs * model - > numskingroups * sizeof ( * model - > skinref ) ) ;
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# endif
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if ( texmem )
Z_Free ( texmem ) ;
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mod - > funcs . NativeContents = HLMDL_Contents ;
mod - > funcs . NativeTrace = HLMDL_Trace ;
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mod - > type = mod_halflife ;
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mod - > numframes = model - > header - > numseq ;
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mod - > meshinfo = model ;
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# ifndef SERVERONLY
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model - > numgeomsets = model - > header - > numbodyparts ;
model - > geomset = ZG_Malloc ( & mod - > memgroup , sizeof ( * model - > geomset ) * model - > numgeomsets ) ;
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for ( body = 0 ; body < model - > numgeomsets ; body + + )
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{
hlmdl_bodypart_t * bodypart = ( hlmdl_bodypart_t * ) ( ( qbyte * ) model - > header + model - > header - > bodypartindex ) + body ;
int bodyindex ;
model - > geomset [ body ] . numalternatives = bodypart - > nummodels ;
model - > geomset [ body ] . alternatives = ZG_Malloc ( & mod - > memgroup , sizeof ( * model - > geomset [ body ] . alternatives ) * bodypart - > nummodels ) ;
for ( bodyindex = 0 ; bodyindex < bodypart - > nummodels ; bodyindex + + )
{
hlmdl_submodel_t * amodel = ( hlmdl_submodel_t * ) ( ( qbyte * ) model - > header + bodypart - > modelindex ) + bodyindex ;
model - > geomset [ body ] . alternatives [ bodyindex ] . numsubmeshes = amodel - > nummesh ;
model - > geomset [ body ] . alternatives [ bodyindex ] . submesh = ZG_Malloc ( & mod - > memgroup , sizeof ( * model - > geomset [ body ] . alternatives [ bodyindex ] . submesh ) * amodel - > nummesh ) ;
HLMDL_PrepareVerticies ( model , amodel , & model - > geomset [ body ] . alternatives [ bodyindex ] ) ;
}
}
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//FIXME: No VBOs used.
# endif
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return true ;
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}
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# 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 ) ;
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return ( void * ) mc - > header ;
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}
# endif
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int HLMDL_FrameForName ( model_t * mod , const char * name )
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{
int i ;
hlmdl_header_t * h ;
hlmdl_sequencelist_t * seqs ;
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hlmodel_t * mc ;
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if ( ! mod | | mod - > type ! = mod_halflife )
return - 1 ; //halflife models only, please
mc = Mod_Extradata ( mod ) ;
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h = mc - > header ;
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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 ;
}
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qboolean HLMDL_GetModelEvent ( model_t * model , int animation , int eventidx , float * timestamp , int * eventcode , char * * eventdata )
{
hlmodel_t * mc = Mod_Extradata ( model ) ;
hlmdl_header_t * h = mc - > header ;
hlmdl_event_t * ev ;
hlmdl_sequencelist_t * seq = animation + ( hlmdl_sequencelist_t * ) ( ( char * ) h + h - > seqindex ) ;
if ( animation < 0 | | animation > = h - > numseq | | eventidx < 0 | | eventidx > = seq - > num_events )
return false ;
ev = eventidx + ( hlmdl_event_t * ) ( ( char * ) h + seq - > ofs_events ) ;
* timestamp = ev - > pose / seq - > timing ;
* eventcode = ev - > code ;
* eventdata = ev - > data ;
return true ;
}
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int HLMDL_BoneForName ( model_t * mod , const char * name )
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{
int i ;
hlmdl_header_t * h ;
hlmdl_bone_t * bones ;
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hlmodel_t * mc ;
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if ( ! mod | | mod - > type ! = mod_halflife )
return - 1 ; //halflife models only, please
mc = Mod_Extradata ( mod ) ;
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h = mc - > header ;
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bones = ( hlmdl_bone_t * ) ( ( char * ) h + h - > boneindex ) ;
for ( i = 0 ; i < h - > numbones ; i + + )
{
if ( ! strcmp ( bones [ i ] . name , name ) )
return i + 1 ;
}
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//FIXME: hlmdl has tags as well as bones.
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return 0 ;
}
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/*
= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
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HL_CalculateBones - calculate bone positions - quaternion + vector in one function
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= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
*/
void HL_CalculateBones
(
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int frame ,
vec4_t adjust ,
hlmdl_bone_t * bone ,
hlmdl_anim_t * animation ,
float * organg
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)
{
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int i ;
/* For each vector */
for ( i = 0 ; i < 6 ; i + + )
{
organg [ i ] = bone - > value [ i ] ; /* Take the bone value */
if ( animation - > offset [ i ] ! = 0 )
{
/*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~*/
int tempframe ;
hlmdl_animvalue_t * animvalue = ( hlmdl_animvalue_t * ) ( ( qbyte * ) animation + animation - > offset [ i ] ) ;
/*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~*/
/* find values including the required frame */
tempframe = frame ;
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while ( animvalue - > num . total < = tempframe )
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{
tempframe - = animvalue - > num . total ;
animvalue + = animvalue - > num . valid + 1 ;
}
if ( tempframe > = animvalue - > num . valid )
tempframe = animvalue - > num . valid ;
else
tempframe + = 1 ;
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organg [ i ] + = animvalue [ tempframe ] . value * bone - > scale [ i ] ;
}
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if ( bone - > bonecontroller [ i ] ! = - 1 )
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{ /* Add the programmable offset. */
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organg [ i ] + = adjust [ bone - > bonecontroller [ i ] ] ;
}
}
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}
/*
= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
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HL_CalcBoneAdj - Calculate the adjustment values for the programmable controllers
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= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
*/
void HL_CalcBoneAdj ( hlmodel_t * model )
{
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/*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~*/
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 )
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{ //wraps normally
value = model - > controller [ j ] ; // + control[i].start;
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}
else
{
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// 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;
value = model - > controller [ j ] ;
if ( value < control [ i ] . start )
value = control [ i ] . start ;
if ( value > control [ i ] . end )
value = control [ i ] . end ;
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}
/* 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 ;
}
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}
/*
= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
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HL_SetupBones - determine where vertex should be using bone movements
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= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
*/
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void QuaternionSlerp ( const vec4_t p , vec4_t q , float t , vec4_t qt ) ;
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void HL_SetupBones ( hlmodel_t * model , int seqnum , int firstbone , int lastbone , float subblendfrac , float frametime , float * matrix )
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{
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/*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~*/
int i ;
vec3_t organg1 [ 2 ] ;
vec3_t organg2 [ 2 ] ;
vec3_t organgb [ 2 ] ;
vec4_t quat1 , quat2 , quatb ;
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int frame1 , frame2 ;
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hlmdl_sequencelist_t * sequence = ( hlmdl_sequencelist_t * ) ( ( qbyte * ) model - > header + model - > header - > seqindex ) +
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( ( unsigned int ) seqnum > = model - > header - > numseq ? 0 : seqnum ) ;
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hlmdl_sequencedata_t * sequencedata = ( hlmdl_sequencedata_t * )
( ( qbyte * ) model - > header + model - > header - > seqgroups ) +
sequence - > seqindex ;
hlmdl_anim_t * animation ;
/*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~*/
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matrix + = firstbone * 12 ;
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if ( sequencedata - > name [ 32 ] )
{
size_t fz ;
if ( sequence - > seqindex > = MAX_ANIM_GROUPS )
{
Sys_Error ( " Too many animation sequence cache groups \n " ) ;
return ;
}
if ( ! model - > animcache [ sequence - > seqindex ] )
model - > animcache [ sequence - > seqindex ] = FS_LoadMallocGroupFile ( model - > memgroup , sequencedata - > name + 32 , & fz ) ;
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if ( ! model - > animcache [ sequence - > seqindex ] | | model - > animcache [ sequence - > seqindex ] - > magic ! = ( ( ' I ' < < 0 ) | ( ' D ' < < 8 ) | ( ' S ' < < 16 ) | ( ' Q ' < < 24 ) ) | | model - > animcache [ sequence - > seqindex ] - > version ! = 10 )
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{
Sys_Error ( " Unable to load %s \n " , sequencedata - > name + 32 ) ;
return ;
}
animation = ( hlmdl_anim_t * ) ( ( qbyte * ) model - > animcache [ sequence - > seqindex ] + sequence - > index ) ;
}
else
animation = ( hlmdl_anim_t * ) ( ( qbyte * ) model - > header + sequencedata - > data + sequence - > index ) ;
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frametime * = sequence - > timing ;
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if ( frametime < 0 )
frametime = 0 ;
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frame1 = ( int ) frametime ;
frametime - = frame1 ;
frame2 = frame1 + 1 ;
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if ( ! sequence - > numframes )
return ;
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//halflife seems to dupe the last frame in looping animations, so don't use it.
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if ( frame1 > = sequence - > numframes )
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{
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if ( sequence - > loop )
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frame1 % = sequence - > numframes - 1 ;
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else
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frame1 = sequence - > numframes - 1 ;
}
if ( frame2 > = sequence - > numframes )
{
if ( sequence - > loop )
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frame2 % = sequence - > numframes - 1 ;
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else
frame2 = sequence - > numframes - 1 ;
}
if ( frame2 < frame1 )
{
i = frame2 ;
frame2 = frame1 ;
frame1 = i ;
frametime = 1 - frametime ;
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}
if ( lastbone > model - > header - > numbones )
lastbone = model - > header - > numbones ;
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HL_CalcBoneAdj ( model ) ; /* Deal with programmable controllers */
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/*FIXME:this is useless*/
/*
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if ( sequence - > motiontype & 0x0001 )
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positions [ sequence - > motionbone ] [ 0 ] = 0.0 ;
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if ( sequence - > motiontype & 0x0002 )
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positions [ sequence - > motionbone ] [ 1 ] = 0.0 ;
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if ( sequence - > motiontype & 0x0004 )
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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 .
*/
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if ( sequence - > hasblendseq > 1 & & sequence - > hasblendseq < 9 )
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{
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//I have no idea how to deal with > 1.
//some CS models seem to have 9 here, but some look like they're fucked.
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if ( subblendfrac < 0 )
subblendfrac = 0 ;
if ( subblendfrac > 1 )
subblendfrac = 1 ;
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for ( i = firstbone ; i < lastbone ; i + + , matrix + = 12 )
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{
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//calc first blend (writes organgb+quatb)
HL_CalculateBones ( frame1 , model - > adjust , model - > bones + i , animation + i , organgb [ 0 ] ) ;
QuaternionGLAngle ( organgb [ 1 ] , quatb ) ; /* A quaternion */
if ( frame1 ! = frame2 )
{
HL_CalculateBones ( frame2 , model - > adjust , model - > bones + i , animation + i , organg2 [ 0 ] ) ;
QuaternionGLAngle ( organg2 [ 1 ] , quat2 ) ; /* A quaternion */
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QuaternionSlerp ( quatb , quat2 , frametime , quatb ) ;
VectorInterpolate ( organgb [ 0 ] , frametime , organg2 [ 0 ] , organgb [ 0 ] ) ;
}
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//calc first blend (writes organg1+quat1)
HL_CalculateBones ( frame1 , model - > adjust , model - > bones + i , animation + i + model - > header - > numbones , organg1 [ 0 ] ) ;
QuaternionGLAngle ( organg1 [ 1 ] , quat1 ) ; /* A quaternion */
if ( frame1 ! = frame2 )
{
HL_CalculateBones ( frame2 , model - > adjust , model - > bones + i , animation + i + model - > header - > numbones , organg2 [ 0 ] ) ;
QuaternionGLAngle ( organg2 [ 1 ] , quat2 ) ; /* A quaternion */
QuaternionSlerp ( quat1 , quat2 , frametime , quat1 ) ;
VectorInterpolate ( organg1 [ 0 ] , frametime , organg2 [ 0 ] , organg1 [ 0 ] ) ;
}
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//blend the two, figure out a matrix.
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QuaternionSlerp ( quatb , quat1 , subblendfrac , quat1 ) ;
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QuaternionGLMatrix ( quat1 [ 0 ] , quat1 [ 1 ] , quat1 [ 2 ] , quat1 [ 3 ] , ( vec4_t * ) matrix ) ;
FloatInterpolate ( organgb [ 0 ] [ 0 ] , subblendfrac , organg1 [ 0 ] [ 0 ] , matrix [ 0 * 4 + 3 ] ) ;
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FloatInterpolate ( organgb [ 0 ] [ 1 ] , subblendfrac , organg1 [ 0 ] [ 1 ] , matrix [ 1 * 4 + 3 ] ) ;
FloatInterpolate ( organgb [ 0 ] [ 2 ] , subblendfrac , organg1 [ 0 ] [ 2 ] , matrix [ 2 * 4 + 3 ] ) ;
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}
}
else
{
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//FIXME: disgusting hack to get CS player models not looking like total idiots. but merely regular ones instead.
if ( sequence - > hasblendseq = = 9 )
animation + = 4 * model - > header - > numbones ;
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for ( i = firstbone ; i < lastbone ; i + + , matrix + = 12 )
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{
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HL_CalculateBones ( frame1 , model - > adjust , model - > bones + i , animation + i , organg1 [ 0 ] ) ;
QuaternionGLAngle ( organg1 [ 1 ] , quat1 ) ; /* A quaternion */
if ( frame1 ! = frame2 )
{
HL_CalculateBones ( frame2 , model - > adjust , model - > bones + i , animation + i , organg2 [ 0 ] ) ;
QuaternionGLAngle ( organg2 [ 1 ] , quat2 ) ; /* A quaternion */
//lerp the quats properly rather than poorly lerping eular angles.
QuaternionSlerp ( quat1 , quat2 , frametime , quat1 ) ;
VectorInterpolate ( organg1 [ 0 ] , frametime , organg2 [ 0 ] , organg1 [ 0 ] ) ;
}
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//figure out the relative bone matrix.
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//we probably ought to keep them as quats or something.
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QuaternionGLMatrix ( quat1 [ 0 ] , quat1 [ 1 ] , quat1 [ 2 ] , quat1 [ 3 ] , ( vec4_t * ) matrix ) ;
matrix [ 0 * 4 + 3 ] = organg1 [ 0 ] [ 0 ] ;
matrix [ 1 * 4 + 3 ] = organg1 [ 0 ] [ 1 ] ;
matrix [ 2 * 4 + 3 ] = organg1 [ 0 ] [ 2 ] ;
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}
}
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}
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int HLMDL_GetNumBones ( model_t * mod , qboolean tags )
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{
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hlmodel_t * mc ;
if ( ! mod | | mod - > type ! = mod_halflife )
return - 1 ; //halflife models only, please
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mc = Mod_Extradata ( mod ) ;
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if ( tags )
return mc - > header - > numbones + mc - > header - > num_attachments ;
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return mc - > header - > numbones ;
}
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int HLMDL_GetBoneParent ( model_t * mod , int bonenum )
{
hlmodel_t * model = Mod_Extradata ( mod ) ;
if ( bonenum > = 0 & & bonenum < model - > header - > numbones )
return model - > bones [ bonenum ] . parent ;
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bonenum - = model - > header - > numbones ;
if ( bonenum > = 0 & & bonenum < model - > header - > num_attachments )
{
hlmdl_attachment_t * attachments = bonenum + ( hlmdl_attachment_t * ) ( ( char * ) model - > header + model - > header - > ofs_attachments ) ;
return attachments - > bone ;
}
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return - 1 ;
}
const char * HLMDL_GetBoneName ( model_t * mod , int bonenum )
{
hlmodel_t * model = Mod_Extradata ( mod ) ;
if ( bonenum > = 0 & & bonenum < model - > header - > numbones )
return model - > bones [ bonenum ] . name ;
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bonenum - = model - > header - > numbones ;
if ( bonenum > = 0 & & bonenum < model - > header - > num_attachments )
{
hlmdl_attachment_t * attachments = bonenum + ( hlmdl_attachment_t * ) ( ( char * ) model - > header + model - > header - > ofs_attachments ) ;
if ( * attachments - > name )
return attachments - > name ;
return " Unnamed Attachment " ;
}
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return NULL ;
}
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int HLMDL_GetAttachment ( model_t * mod , int tagnum , float * resultmatrix )
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{
hlmodel_t * model = Mod_Extradata ( mod ) ;
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if ( tagnum > = 0 & & tagnum < model - > header - > num_attachments )
{
hlmdl_attachment_t * attachments = tagnum + ( hlmdl_attachment_t * ) ( ( char * ) model - > header + model - > header - > ofs_attachments ) ;
resultmatrix [ 3 ] = attachments - > org [ 0 ] ;
resultmatrix [ 7 ] = attachments - > org [ 1 ] ;
resultmatrix [ 11 ] = attachments - > org [ 2 ] ;
return attachments - > bone ;
}
return - 1 ;
}
static int HLMDL_GetBoneData_Internal ( hlmodel_t * model , int firstbone , int lastbone , framestate_t * fstate , float * result )
{
int b , cbone , bgroup ;
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for ( b = 0 ; b < MAX_BONE_CONTROLLERS ; b + + )
model - > controller [ b ] = fstate - > bonecontrols [ b ] ;
for ( cbone = 0 , bgroup = 0 ; bgroup < FS_COUNT ; bgroup + + )
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{
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lastbone = fstate - > g [ bgroup ] . endbone ;
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if ( bgroup = = FS_COUNT - 1 )
lastbone = model - > header - > numbones ;
if ( cbone > = lastbone )
continue ;
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HL_SetupBones ( model , fstate - > g [ bgroup ] . frame [ 0 ] , cbone , lastbone , ( fstate - > g [ bgroup ] . subblendfrac + 1 ) * 0.5 , fstate - > g [ bgroup ] . frametime [ 0 ] , result ) ; /* Setup the bones */
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cbone = lastbone ;
}
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return cbone ;
}
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int HLMDL_GetBoneData ( model_t * mod , int firstbone , int lastbone , framestate_t * fstate , float * result )
{
return HLMDL_GetBoneData_Internal ( Mod_Extradata ( mod ) , firstbone , lastbone , fstate , result ) ;
}
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const char * HLMDL_FrameNameForNum ( model_t * mod , int surfaceidx , int seqnum )
{
hlmodel_t * model = Mod_Extradata ( mod ) ;
hlmdl_sequencelist_t * sequence = ( hlmdl_sequencelist_t * ) ( ( qbyte * ) model - > header + model - > header - > seqindex ) +
( ( unsigned int ) seqnum > = model - > header - > numseq ? 0 : seqnum ) ;
return sequence - > name ;
}
qboolean HLMDL_FrameInfoForNum ( model_t * mod , int surfaceidx , int seqnum , char * * name , int * numframes , float * duration , qboolean * loop )
{
hlmodel_t * model = Mod_Extradata ( mod ) ;
hlmdl_sequencelist_t * sequence = ( hlmdl_sequencelist_t * ) ( ( qbyte * ) model - > header + model - > header - > seqindex ) +
( ( unsigned int ) seqnum > = model - > header - > numseq ? 0 : seqnum ) ;
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* name = sequence - > name ;
* numframes = sequence - > numframes ;
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* duration = ( sequence - > numframes - 1 ) / sequence - > timing ;
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* loop = sequence - > loop ;
return true ;
}
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qboolean HLMDL_Trace ( model_t * model , int hulloverride , framestate_t * framestate , vec3_t axis [ 3 ] , vec3_t p1 , vec3_t p2 , vec3_t mins , vec3_t maxs , qboolean capsule , unsigned int against , struct trace_s * trace )
{
hlmodel_t * hm = Mod_Extradata ( model ) ;
float * relbones ;
float calcrelbones [ MAX_BONES * 12 ] ;
int bonecount ;
int b , i ;
vec3_t norm , p1l , p2l ;
float inverse [ 12 ] ;
hlmdl_hitbox_t * hitbox = ( hlmdl_hitbox_t * ) ( ( char * ) hm - > header + hm - > header - > ofs_hitboxes ) ;
float dist , d1 , d2 , f , enterfrac , enterdist , exitfrac ;
qboolean startout , endout ;
int enterplane ;
memset ( trace , 0 , sizeof ( trace_t ) ) ;
trace - > fraction = trace - > truefraction = 1 ;
if ( ! ( against & FTECONTENTS_BODY ) )
return false ;
if ( framestate - > bonestate & & framestate - > skeltype = = SKEL_ABSOLUTE )
{
relbones = framestate - > bonestate ;
bonecount = framestate - > bonecount ;
if ( axis )
{
for ( b = 0 ; b < bonecount ; b + + )
R_ConcatTransformsAxis ( axis , ( void * ) ( relbones + b * 12 ) , transform_matrix [ b ] ) ;
}
else
memcpy ( transform_matrix , relbones , bonecount * 12 * sizeof ( float ) ) ;
}
else
{
//get relative bones from th emodel.
if ( framestate - > bonestate )
{
relbones = framestate - > bonestate ;
bonecount = framestate - > bonecount ;
}
else
{
relbones = calcrelbones ;
bonecount = HLMDL_GetBoneData ( model , 0 , MAX_BONES , framestate , calcrelbones ) ;
}
//convert relative to absolutes
for ( b = 0 ; b < bonecount ; b + + )
{
/* If we have a parent, take the addition. Otherwise just copy the values */
if ( hm - > bones [ b ] . parent > = 0 )
R_ConcatTransforms ( transform_matrix [ hm - > bones [ b ] . parent ] , ( void * ) ( relbones + b * 12 ) , transform_matrix [ b ] ) ;
else if ( axis )
R_ConcatTransformsAxis ( axis , ( void * ) ( relbones + b * 12 ) , transform_matrix [ b ] ) ;
else
memcpy ( transform_matrix [ b ] , relbones + b * 12 , 12 * sizeof ( float ) ) ;
}
}
for ( b = 0 ; b < hm - > header - > num_hitboxes ; b + + , hitbox + + )
{
startout = false ;
endout = false ;
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enterplane = 0 ;
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enterfrac = - 1 ;
exitfrac = 10 ;
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enterdist = 0 ;
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//fixme: would be nice to check if there's a possible collision a bit faster, without needing to do lots of excess maths.
//transform start+end into the bbox, so everything is axial and simple.
Matrix3x4_Invert_Simple ( ( void * ) transform_matrix [ hitbox - > bone ] , inverse ) ;
Matrix3x4_RM_Transform3 ( inverse , p1 , p1l ) ;
Matrix3x4_RM_Transform3 ( inverse , p2 , p2l ) ;
//fixme: would it be faster to just generate the plane and transform that, colliding non-axially? would probably be better for sized impactors.
//clip against the 6 axial faces
for ( i = 0 ; i < 6 ; i + + )
{
if ( i < 3 )
{ //normal>0
dist = hitbox - > maxs [ i ] - mins [ i ] ;
d1 = p1l [ i ] - dist ;
d2 = p2l [ i ] - dist ;
}
else
{ //normal<0
dist = maxs [ i - 3 ] - hitbox - > mins [ i - 3 ] ;
d1 = - p1l [ i - 3 ] - dist ;
d2 = - p2l [ i - 3 ] - dist ;
}
//FIXME: if the trace has size, we should insert 6 extra planes for the shape of the impactor
//FIXME: capsules
if ( d1 > = 0 )
startout = true ;
if ( d2 > 0 )
endout = true ;
//if we're fully outside any plane, then we cannot possibly enter the brush, skip to the next one
if ( d1 > 0 & & d2 > = 0 )
goto nextbrush ;
//if we're fully inside the plane, then whatever is happening is not relevent for this plane
if ( d1 < 0 & & d2 < = 0 )
continue ;
f = d1 / ( d1 - d2 ) ;
if ( d1 > d2 )
{
//entered the brush. favour the furthest fraction to avoid extended edges (yay for convex shapes)
if ( enterfrac < f )
{
enterfrac = f ;
enterplane = i ;
enterdist = dist ;
}
}
else
{
//left the brush, favour the nearest plane (smallest frac)
if ( exitfrac > f )
{
exitfrac = f ;
}
}
}
if ( ! startout )
{
trace - > startsolid = true ;
if ( ! endout )
trace - > allsolid = true ;
trace - > contents = FTECONTENTS_BODY ;
trace - > brush_face = 0 ;
trace - > bone_id = hitbox - > bone + 1 ;
trace - > brush_id = b + 1 ;
trace - > surface_id = hitbox - > body ;
break ;
}
if ( enterfrac ! = - 1 & & enterfrac < exitfrac )
{
//impact!
if ( enterfrac < trace - > fraction )
{
trace - > fraction = trace - > truefraction = enterfrac ;
trace - > plane . dist = enterdist ;
trace - > contents = FTECONTENTS_BODY ;
trace - > brush_face = enterplane + 1 ;
trace - > bone_id = hitbox - > bone + 1 ;
trace - > brush_id = b + 1 ;
trace - > surface_id = hitbox - > body ;
}
}
nextbrush :
;
}
if ( trace - > brush_face )
{
VectorClear ( norm ) ;
if ( trace - > brush_face < 4 )
norm [ trace - > brush_face - 1 ] = 1 ;
else
norm [ trace - > brush_face - 4 ] = - 1 ;
Matrix3x4_RM_Transform3x3 ( ( void * ) transform_matrix [ trace - > bone_id - 1 ] , norm , trace - > plane . normal ) ;
}
else
VectorClear ( trace - > plane . normal ) ;
VectorInterpolate ( p1 , trace - > fraction , p2 , trace - > endpos ) ;
return trace - > truefraction ! = 1 ;
}
unsigned int HLMDL_Contents ( model_t * model , int hulloverride , framestate_t * framestate , vec3_t axis [ 3 ] , vec3_t p , vec3_t mins , vec3_t maxs )
{
trace_t tr ;
HLMDL_Trace ( model , hulloverride , framestate , axis , p , p , mins , maxs , false , ~ 0 , & tr ) ;
return tr . contents ;
}
# ifndef SERVERONLY
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void R_HL_BuildFrame ( hlmodel_t * model , hlmdl_submodel_t * amodel , entity_t * curent , int bodypart , int bodyidx , int meshidx , float tex_s , float tex_t , mesh_t * mesh , qboolean gpubones )
{
int b ;
int cbone ;
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// int bgroup;
// int lastbone;
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int v ;
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* mesh = model - > geomset [ bodypart ] . alternatives [ bodyidx ] . mesh ;
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//FIXME: cache this!
if ( curent - > framestate . bonecount > = model - > header - > numbones )
{
if ( curent - > framestate . skeltype = = SKEL_RELATIVE )
{
mesh - > numbones = model - > header - > numbones ;
for ( b = 0 ; b < mesh - > numbones ; b + + )
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{
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/* If we have a parent, take the addition. Otherwise just copy the values */
if ( model - > bones [ b ] . parent > = 0 )
{
R_ConcatTransforms ( transform_matrix [ model - > bones [ b ] . parent ] , ( void * ) ( curent - > framestate . bonestate + b * 12 ) , transform_matrix [ b ] ) ;
}
else
{
memcpy ( transform_matrix [ b ] , curent - > framestate . bonestate + b * 12 , 12 * sizeof ( float ) ) ;
}
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}
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mesh - > bones = transform_matrix [ 0 ] [ 0 ] ;
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}
else
{
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mesh - > bones = curent - > framestate . bonestate ;
mesh - > numbones = curent - > framestate . bonecount ;
}
}
else
{
float relatives [ 12 * MAX_BONES ] ;
mesh - > bones = transform_matrix [ 0 ] [ 0 ] ;
mesh - > numbones = model - > header - > numbones ;
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/* //FIXME: needs caching.
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for ( b = 0 ; b < MAX_BONE_CONTROLLERS ; b + + )
model - > controller [ b ] = curent - > framestate . bonecontrols [ b ] ;
for ( cbone = 0 , 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 ;
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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 ] , relatives ) ; // Setup the bones
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cbone = lastbone ;
}
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*/
cbone = HLMDL_GetBoneData_Internal ( model , 0 , model - > header - > numbones , & curent - > framestate , relatives ) ;
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//convert relative to absolutes
for ( b = 0 ; b < cbone ; b + + )
{
/* If we have a parent, take the addition. Otherwise just copy the values */
if ( model - > bones [ b ] . parent > = 0 )
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{
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R_ConcatTransforms ( transform_matrix [ model - > bones [ b ] . parent ] , ( void * ) ( relatives + b * 12 ) , transform_matrix [ b ] ) ;
}
else
{
memcpy ( transform_matrix [ b ] , relatives + b * 12 , 12 * sizeof ( float ) ) ;
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}
}
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}
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mesh - > indexes + = model - > geomset [ bodypart ] . alternatives [ bodyidx ] . submesh [ meshidx ] . firstindex ;
mesh - > numindexes = model - > geomset [ bodypart ] . alternatives [ bodyidx ] . submesh [ meshidx ] . numindexes ;
if ( gpubones )
{ //get the backend to do the skeletal stuff (read: glsl)
for ( v = 0 ; v < mesh - > numvertexes ; v + + )
{ //should really come up with a better way to deal with this, like rect textures.
mesh - > st_array [ v ] [ 0 ] = mesh - > lmst_array [ 0 ] [ v ] [ 0 ] * tex_s ;
mesh - > st_array [ v ] [ 1 ] = mesh - > lmst_array [ 0 ] [ v ] [ 1 ] * tex_t ;
}
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}
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else
{ //backend can't handle it, apparently. do it in software.
static vecV_t nxyz [ 2048 ] ;
static vec3_t nnorm [ 2048 ] ;
for ( v = 0 ; v < mesh - > numvertexes ; v + + )
{ //should really come up with a better way to deal with this, like rect textures.
mesh - > st_array [ v ] [ 0 ] = mesh - > lmst_array [ 0 ] [ v ] [ 0 ] * tex_s ;
mesh - > st_array [ v ] [ 1 ] = mesh - > lmst_array [ 0 ] [ v ] [ 1 ] * tex_t ;
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VectorTransform ( mesh - > xyz_array [ v ] , ( void * ) transform_matrix [ mesh - > bonenums [ v ] [ 0 ] ] , nxyz [ v ] ) ;
nnorm [ v ] [ 0 ] = DotProduct ( mesh - > normals_array [ v ] , transform_matrix [ mesh - > bonenums [ v ] [ 0 ] ] [ 0 ] ) ;
nnorm [ v ] [ 1 ] = DotProduct ( mesh - > normals_array [ v ] , transform_matrix [ mesh - > bonenums [ v ] [ 0 ] ] [ 1 ] ) ;
nnorm [ v ] [ 2 ] = DotProduct ( mesh - > normals_array [ v ] , transform_matrix [ mesh - > bonenums [ v ] [ 0 ] ] [ 2 ] ) ;
//FIXME: svector, tvector!
}
mesh - > xyz_array = nxyz ;
mesh - > normals_array = nnorm ;
mesh - > bonenums = NULL ;
mesh - > boneweights = NULL ;
mesh - > bones = NULL ;
mesh - > numbones = 0 ;
}
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}
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static void R_HalfLife_WalkMeshes ( entity_t * rent , batch_t * b , batch_t * * batches ) ;
static void R_HL_BuildMesh ( struct batch_s * b )
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{
R_HalfLife_WalkMeshes ( b - > ent , b , NULL ) ;
}
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static void R_HalfLife_WalkMeshes ( entity_t * rent , batch_t * b , batch_t * * batches )
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{
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hlmodel_t * model = Mod_Extradata ( rent - > model ) ;
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int body , m ;
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int batchid = 0 ;
static mesh_t bmesh , * mptr = & bmesh ;
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skinfile_t * sk = NULL ;
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unsigned int entity_body = 0 ;
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if ( rent - > customskin )
sk = Mod_LookupSkin ( rent - > customskin ) ;
//entity_body = rent->body; //hey, if its there, lets use it.
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for ( body = 0 ; body < model - > numgeomsets ; body + + )
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{
/*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~*/
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hlmdl_bodypart_t * bodypart = ( hlmdl_bodypart_t * ) ( ( qbyte * ) model - > header + model - > header - > bodypartindex ) + body ;
int bodyindex = ( ( sk & & body < MAX_GEOMSETS & & sk - > geomset [ body ] > = 1 ) ? sk - > geomset [ body ] - 1 : ( entity_body / bodypart - > base ) ) % bodypart - > nummodels ;
hlmdl_submodel_t * amodel = ( hlmdl_submodel_t * ) ( ( qbyte * ) model - > header + bodypart - > modelindex ) + bodyindex ;
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/*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~*/
/* Draw each mesh */
for ( m = 0 ; m < amodel - > nummesh ; m + + )
{
/*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~*/
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hlmdl_mesh_t * mesh = ( hlmdl_mesh_t * ) ( ( qbyte * ) model - > header + amodel - > meshindex ) + m ;
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float tex_w ;
float tex_h ;
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struct hlmodelshaders_s * s ;
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int skinidx = mesh - > skinindex ;
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/*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~*/
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if ( skinidx > = model - > numskinrefs )
continue ; //can happen from bad mesh/skin mixing
if ( rent - > skinnum < model - > numskingroups )
skinidx + = rent - > skinnum * model - > numskinrefs ;
s = & model - > shaders [ model - > skinref [ skinidx ] ] ;
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if ( batches )
{
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int sort , j ;
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b = BE_GetTempBatch ( ) ;
if ( ! b )
return ;
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if ( ! s - > shader )
{
s - > shader = R_RegisterSkin ( s - > name , rent - > model - > name ) ;
R_BuildDefaultTexnums ( & s - > defaulttex , s - > shader ) ;
}
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b - > skin = NULL ;
b - > shader = s - > shader ;
if ( sk )
{
int i ;
for ( i = 0 ; i < sk - > nummappings ; i + + )
{
if ( ! strcmp ( sk - > mappings [ i ] . surface , s - > name ) )
{
b - > skin = & sk - > mappings [ i ] . texnums ;
b - > shader = sk - > mappings [ i ] . shader ;
break ;
}
}
}
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if ( rent - > forcedshader ) {
b - > shader = rent - > forcedshader ;
}
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b - > buildmeshes = R_HL_BuildMesh ;
b - > ent = rent ;
b - > mesh = NULL ;
b - > firstmesh = 0 ;
b - > meshes = 1 ;
b - > texture = NULL ;
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for ( j = 0 ; j < MAXRLIGHTMAPS ; j + + )
b - > lightmap [ j ] = - 1 ;
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b - > surf_first = batchid ;
b - > flags = 0 ;
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sort = b - > shader - > sort ;
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//fixme: we probably need to force some blend modes based on the surface flags.
if ( rent - > flags & RF_FORCECOLOURMOD )
b - > flags | = BEF_FORCECOLOURMOD ;
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if ( rent - > flags & RF_ADDITIVE )
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{
b - > flags | = BEF_FORCEADDITIVE ;
if ( sort < SHADER_SORT_ADDITIVE )
sort = SHADER_SORT_ADDITIVE ;
}
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if ( rent - > flags & RF_TRANSLUCENT )
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{
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 ;
}
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else
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{
if ( batchid = = b - > surf_first )
{
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tex_w = 1.0f / s - > w ;
tex_h = 1.0f / s - > h ;
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b - > mesh = & mptr ;
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R_HL_BuildFrame ( model , amodel , b - > ent , body , bodyindex , m , tex_w , tex_h , b - > mesh [ 0 ] , b - > shader - > prog & & ( b - > shader - > prog - > supportedpermutations & PERMUTATION_SKELETAL ) ) ;
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return ;
}
}
batchid + + ;
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}
}
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}
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 ) ;
}
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void HLMDL_DrawHitBoxes ( entity_t * rent )
{
hlmodel_t * model = Mod_Extradata ( rent - > model ) ;
hlmdl_hitbox_t * hitbox = ( hlmdl_hitbox_t * ) ( ( char * ) model - > header + model - > header - > ofs_hitboxes ) ;
matrix3x4 entitymatrix ;
shader_t * shader = R_RegisterShader ( " hitbox_nodepth " , SUF_NONE ,
" { \n "
" polygonoffset \n "
" { \n "
" map $whiteimage \n "
" blendfunc gl_src_alpha gl_one \n "
" rgbgen vertex \n "
" alphagen vertex \n "
" nodepthtest \n "
" } \n "
" } \n " ) ;
float relbones [ MAX_BONES * 12 ] ;
int bonecount = HLMDL_GetBoneData ( rent - > model , 0 , MAX_BONES , & rent - > framestate , relbones ) ;
int b ;
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entitymatrix [ 0 ] [ 0 ] = rent - > axis [ 0 ] [ 0 ] ;
entitymatrix [ 0 ] [ 1 ] = rent - > axis [ 1 ] [ 0 ] ;
entitymatrix [ 0 ] [ 2 ] = rent - > axis [ 2 ] [ 0 ] ;
entitymatrix [ 1 ] [ 0 ] = rent - > axis [ 0 ] [ 1 ] ;
entitymatrix [ 1 ] [ 1 ] = rent - > axis [ 1 ] [ 1 ] ;
entitymatrix [ 1 ] [ 2 ] = rent - > axis [ 2 ] [ 1 ] ;
entitymatrix [ 2 ] [ 0 ] = rent - > axis [ 0 ] [ 2 ] ;
entitymatrix [ 2 ] [ 1 ] = rent - > axis [ 1 ] [ 2 ] ;
entitymatrix [ 2 ] [ 2 ] = rent - > axis [ 2 ] [ 2 ] ;
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entitymatrix [ 0 ] [ 3 ] = rent - > origin [ 0 ] ;
entitymatrix [ 1 ] [ 3 ] = rent - > origin [ 1 ] ;
entitymatrix [ 2 ] [ 3 ] = rent - > origin [ 2 ] ;
//convert relative to absolutes
for ( b = 0 ; b < bonecount ; b + + )
{
//If we have a parent, take the addition. Otherwise just copy the values
if ( model - > bones [ b ] . parent > = 0 )
R_ConcatTransforms ( transform_matrix [ model - > bones [ b ] . parent ] , ( void * ) ( relbones + b * 12 ) , transform_matrix [ b ] ) ;
else
R_ConcatTransforms ( entitymatrix , ( void * ) ( relbones + b * 12 ) , transform_matrix [ b ] ) ;
}
for ( b = 0 ; b < model - > header - > num_hitboxes ; b + + , hitbox + + )
CLQ1_AddOrientedCube ( shader , hitbox - > mins , hitbox - > maxs , transform_matrix [ hitbox - > bone ] [ 0 ] , 1 , 1 , 1 , 0.2 ) ;
}
# endif
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# endif