#include "quakedef.h" #ifdef HALFLIFEMODELS #include "glquake.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 VectorTransform (const vec3_t in1, const float in2[3][4], vec3_t out); 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; } float transform_matrix[128][3][4]; /* 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[]; void Mod_LoadHLModel (model_t *mod, void *buffer) { /*~~*/ int i; hlmodelcache_t *model; hlmdl_header_t *header; hlmdl_tex_t *tex; hlmdl_bone_t *bones; hlmdl_bonecontroller_t *bonectls; int start, end, total; /*~~*/ //checksum the model if (!strcmp(mod->name, "progs/player.mdl") || !strcmp(mod->name, "progs/eyes.mdl")) { 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, !strcmp(mod->name, "progs/player.mdl") ? pmodel_name : emodel_name, st, MAX_INFO_STRING); if (cls.state >= ca_connected) { CL_SendClientCommand(true, "setinfo %s %d", !strcmp(mod->name, "progs/player.mdl") ? pmodel_name : emodel_name, (int)crc); } } start = Hunk_LowMark (); //load the model into hunk model = Hunk_Alloc(sizeof(hlmodelcache_t)); header = Hunk_Alloc(com_filesize); memcpy(header, buffer, com_filesize); if (header->version != 10) Host_EndGame("Cannot load model %s - unknown version %i\n", mod->name, header->version); tex = (hlmdl_tex_t *) ((qbyte *) header + header->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->textures = (char *)tex - (char *)model; model->bones = (char *)bones - (char *)model; model->bonectls = (char *)bonectls - (char *)model; for(i = 0; i < header->numtextures; i++) { tex[i].i = GL_LoadTexture8Pal24("", tex[i].w, tex[i].h, (qbyte *) header + tex[i].i, (qbyte *) header + tex[i].w * tex[i].h + tex[i].i, true, false); } // // move the complete, relocatable alias model to the cache // end = Hunk_LowMark (); total = end - start; mod->type = mod_halflife; Cache_Alloc (&mod->cache, total, loadname); if (!mod->cache.data) return; memcpy (mod->cache.data, model, total); Hunk_FreeToLowMark (start); } /* ======================================================================================================================= HL_CurSequence - return the current sequence ======================================================================================================================= */ int HL_CurSequence(hlmodel_t model) { return model.sequence; } /* ======================================================================================================================= HL_NewSequence - animation control (just some range checking really) ======================================================================================================================= */ int HL_NewSequence(hlmodel_t *model, int _inew) { if(_inew < 0) _inew = model->header->numseq - 1; else if(_inew >= model->header->numseq) _inew = 0; model->sequence = _inew; model->frame = 0; { /*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~*/ hlmdl_sequencelist_t *pseqdesc; /*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~*/ if(_inew == 0) { pseqdesc = (hlmdl_sequencelist_t *) ((qbyte *) model->header + model->header->seqindex) + model->sequence; } else { pseqdesc = (hlmdl_sequencelist_t *) ((qbyte *) model->header + model->header->seqindex) + model->sequence; } Sys_Printf("Current Sequence: %s\n", pseqdesc->name); } return model->sequence; } /* ======================================================================================================================= HL_SetController - control where the model is facing (upper body usually) ======================================================================================================================= */ void HL_SetController(hlmodel_t *model, int num, float value) { /*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~*/ int real, limit; hlmdl_bonecontroller_t *control = (hlmdl_bonecontroller_t *) ((qbyte *) model->header + model->header->controllerindex); /*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~*/ if(num >= model->header->numcontrollers) return; if(num == 4) { limit = 64; } else { limit = 255; } if(control->type & (0x0008 | 0x0010 | 0x0020)) { if(control->end < control->start) value = -value; if(control->start + 359.0 >= control->end) { if(value > ((control->start + control->end) / 2.0) + 180) value = value - 360; if(value < ((control->start + control->end) / 2.0) - 180) value = value + 360; } else { if(value > 360) value = value - (int) (value / 360.0) * 360.0; else if(value < 0) value = value + (int) ((value / -360.0) + 1) * 360.0; } } real = limit * (value - control[num].start) / (control[num].end - control[num].start); if(real < 0) real = 0; if(real > limit) real = limit; model->controller[num] = real; } /* ======================================================================================================================= HL_CalculateBones - calculate bone positions - quaternion+vector in one function ======================================================================================================================= */ void HL_CalculateBones ( int offset, int frame, vec4_t adjust, hlmdl_bone_t *bone, hlmdl_anim_t *animation, float *destination ) { /*~~~~~~~~~~*/ int i; vec3_t angle; /*~~~~~~~~~~*/ /* 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)) angle[i] += animvalue[tempframe + 1].value * 1; // + 0 * animvalue[tempframe + 2].value * bone->scale[o]; else angle[i] = animvalue[animvalue->num.valid].value; angle[i] = bone->value[o] + angle[i] * bone->scale[o]; } else { if(animvalue->num.total <= tempframe + 1) { angle[i] += (animvalue[animvalue->num.valid].value * 1 + 0 * 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]; 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 HL_SetupBones(hlmodel_t *model) { /*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~*/ int i; float matrix[3][4]; static vec3_t positions[128]; static vec4_t quaternions[128]; hlmdl_sequencelist_t *sequence = (hlmdl_sequencelist_t *) ((qbyte *) model->header + model->header->seqindex) + model->sequence; 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); /*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~*/ HL_CalcBoneAdj(model); /* Deal with programmable controllers */ 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; /* Sys_Printf("Frame: %i\n", model->frame); */ for(i = 0; i < model->header->numbones; 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, model->frame, model->adjust, model->bones + i, animation + i, positions[i]); HL_CalculateBones(3, model->frame, model->adjust, model->bones + i, animation + i, quaternions[i]); /* FIXME: Blend the bones and make them cry :) */ QuaternionGLMatrix(quaternions[i][0], quaternions[i][1], quaternions[i][2], quaternions[i][3], matrix); matrix[0][3] = positions[i][0]; matrix[1][3] = positions[i][1]; matrix[2][3] = positions[i][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)); } } } /* ======================================================================================================================= R_Draw_HL_AliasModel - main drawing function ======================================================================================================================= */ void R_DrawHLModel(entity_t *curent) { /*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~*/ hlmodelcache_t *modelc = Mod_Extradata(curent->model); hlmodel_t model; int b, m, v; short *skins; hlmdl_sequencelist_t *sequence; /*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~*/ //general model model.header = (hlmdl_header_t *) ((char *)modelc + modelc->header); 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); //specific to entity model.sequence = curent->frame; model.frame = 0; model.frametime = 0; HL_NewSequence(&model, curent->frame); skins = (short *) ((qbyte *) model.header + model.header->skins); sequence = (hlmdl_sequencelist_t *) ((qbyte *) model.header + model.header->seqindex) + model.sequence; model.controller[0] = curent->bonecontrols[0]; model.controller[1] = curent->bonecontrols[1]; model.controller[2] = curent->bonecontrols[2]; model.controller[3] = curent->bonecontrols[3]; model.controller[4] = 0;//sin(cl.time)*127+127; model.frametime += (cl.time - cl.lerpents[curent->keynum].framechange)*sequence->timing; if (model.frametime>=1) { model.frame += (int) model.frametime; model.frametime -= (int)model.frametime; } if (!sequence->numframes) return; if(model.frame >= sequence->numframes) model.frame %= sequence->numframes; if (sequence->motiontype) model.frame = sequence->numframes-1; GL_TexEnv(GL_MODULATE); if (curent->shaderRGBAf[3]<1) { qglEnable(GL_BLEND); } else { qglDisable(GL_BLEND); } qglBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); // Con_Printf("%s %i\n", sequence->name, sequence->unknown1[0]); qglPushMatrix(); { vec3_t difuse, ambient, ldir; cl.worldmodel->funcs.LightPointValues(curent->origin, difuse, ambient, ldir); qglColor4f(difuse[0]/255+ambient[0]/255, difuse[1]/255+ambient[1]/255, difuse[2]/255+ambient[2]/255, curent->shaderRGBAf[3]); } R_RotateForEntity (curent); HL_SetupBones(&model); /* Setup the bones */ /* Manipulate each mesh directly */ for(b = 0; b < model.header->numbodyparts; b++) { /*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~*/ hlmdl_bodypart_t *bodypart = (hlmdl_bodypart_t *) ((qbyte *) model.header + model.header->bodypartindex) + b; int bodyindex = (0 / bodypart->base) % bodypart->nummodels; hlmdl_model_t *amodel = (hlmdl_model_t *) ((qbyte *) model.header + bodypart->modelindex) + bodyindex; qbyte *bone = ((qbyte *) model.header + amodel->vertinfoindex); vec3_t *verts = (vec3_t *) ((qbyte *) model.header + amodel->vertindex); vec3_t transformed[2048]; // vec3_t *norms = (vec3_t *) ((qbyte *) model.header + amodel->unknown3[2]); // vec3_t transformednorms[2048]; /*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~*/ for(v = 0; v < amodel->numverts; v++) // Transform per the matrix { VectorTransform(verts[v], transform_matrix[bone[v]], transformed[v]); // glVertex3fv(verts[v]); // glVertex3f( verts[v][0]+10*verts[v][0], // verts[v][1]+10*verts[v][1], // verts[v][2]+10*verts[v][2]); } //Need to work out what we have! //raw data appears to be unit vectors //transformed gives some points on the skeleton. //what's also weird is that the meshes use these up! /* glDisable(GL_TEXTURE_2D); glBegin(GL_LINES); for(v = 0; v < amodel->unknown3[0]; v++) // Transform per the matrix { VectorTransform(norms[v], transform_matrix[bone[v]], transformednorms[v]); glVertex3fv(transformednorms[v]); glVertex3f( transformednorms[v][0]+10*transformednorms[v][0], transformednorms[v][1]+10*transformednorms[v][1], transformednorms[v][2]+10*transformednorms[v][2]); } glEnd(); glEnable(GL_TEXTURE_2D); */ /* 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 = 1.0f / model.textures[skins[mesh->skinindex]].w; float tex_h = 1.0f / model.textures[skins[mesh->skinindex]].h; /*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~*/ GL_Bind(model.textures[skins[mesh->skinindex]].i); GL_Draw_HL_AliasFrame((short *) ((qbyte *) model.header + mesh->index), transformed, tex_w, tex_h); } } qglPopMatrix(); GL_TexEnv(GL_REPLACE); } /* ======================================================================================================================= GL_Draw_HL_AliasFrame - clip and draw all triangles ======================================================================================================================= */ void GL_Draw_HL_AliasFrame(short *order, vec3_t *transformed, float tex_w, float tex_h) { /*~~~~~~~~~~*/ int count = 0; /*~~~~~~~~~~*/ // int c_tris=0; // int c_verts=0; // int c_chains=0; for(;;) { count = *order++; /* get the vertex count and primitive type */ if(!count) break; /* done */ if(count < 0) { count = -count; qglBegin(GL_TRIANGLE_FAN); } else { qglBegin(GL_TRIANGLE_STRIP); } // c_tris += count-2; // c_chains++; do { /*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~*/ float *verts = transformed[order[0]]; /*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~*/ /* texture coordinates come from the draw list */ qglTexCoord2f(order[2] * tex_w, order[3] * tex_h); order += 4; qglVertex3fv(verts); // c_verts++; } while(--count); qglEnd(); } } #endif