7f6c2054d9
unified image loading code a little between renderers. support switching worldmodel in csqc. also associated bugfixes. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4758 fc73d0e0-1445-4013-8a0c-d673dee63da5
782 lines
24 KiB
C
782 lines
24 KiB
C
#include "quakedef.h"
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#ifdef HALFLIFEMODELS
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#include "shader.h"
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/*
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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
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free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as
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published by the Free Software Foundation; either version 2 of the License, or (at your option) any later version.
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This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied
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warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more
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details. You should have received a copy of the GNU General Public License along with this program; if not, write
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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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+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
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Also, please note that it won't do all hl models....
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Nor will it work 100%
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*/
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#include "model_hl.h"
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void QuaternionGLMatrix(float x, float y, float z, float w, vec4_t *GLM)
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{
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GLM[0][0] = 1 - 2 * y * y - 2 * z * z;
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GLM[1][0] = 2 * x * y + 2 * w * z;
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GLM[2][0] = 2 * x * z - 2 * w * y;
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GLM[0][1] = 2 * x * y - 2 * w * z;
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GLM[1][1] = 1 - 2 * x * x - 2 * z * z;
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GLM[2][1] = 2 * y * z + 2 * w * x;
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GLM[0][2] = 2 * x * z + 2 * w * y;
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GLM[1][2] = 2 * y * z - 2 * w * x;
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GLM[2][2] = 1 - 2 * x * x - 2 * y * y;
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}
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/*
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=======================================================================================================================
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QuaternionGLAngle - Convert a GL angle to a quaternion matrix
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=======================================================================================================================
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*/
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void QuaternionGLAngle(const vec3_t angles, vec4_t quaternion)
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{
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/*~~~~~~~~~~~~~~~~~~~~~~~~~~~~*/
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float yaw = angles[2] * 0.5;
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float pitch = angles[1] * 0.5;
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float roll = angles[0] * 0.5;
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float siny = sin(yaw);
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float cosy = cos(yaw);
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float sinp = sin(pitch);
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float cosp = cos(pitch);
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float sinr = sin(roll);
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float cosr = cos(roll);
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/*~~~~~~~~~~~~~~~~~~~~~~~~~~~~*/
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quaternion[0] = sinr * cosp * cosy - cosr * sinp * siny;
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quaternion[1] = cosr * sinp * cosy + sinr * cosp * siny;
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quaternion[2] = cosr * cosp * siny - sinr * sinp * cosy;
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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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void GL_Draw_HL_AliasFrame(short *order, vec3_t *transformed, float tex_w, float tex_h);
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/*
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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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*/
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qboolean QDECL Mod_LoadHLModel (model_t *mod, void *buffer, size_t fsize)
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{
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/*~~*/
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int i;
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hlmodelcache_t *model;
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hlmdl_header_t *header;
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hlmdl_header_t *texheader;
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hlmdl_tex_t *tex;
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hlmdl_bone_t *bones;
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hlmdl_bonecontroller_t *bonectls;
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shader_t **shaders;
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void *texmem = NULL;
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/*~~*/
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//checksum the model
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if (mod->engineflags & MDLF_DOCRC)
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{
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unsigned short crc;
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qbyte *p;
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int len;
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char st[40];
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QCRC_Init(&crc);
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for (len = com_filesize, p = buffer; len; len--, p++)
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QCRC_ProcessByte(&crc, *p);
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sprintf(st, "%d", (int) crc);
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Info_SetValueForKey (cls.userinfo[0],
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(mod->engineflags & MDLF_PLAYER) ? pmodel_name : emodel_name,
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st, sizeof(cls.userinfo[0]));
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if (cls.state >= ca_connected)
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{
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CL_SendClientCommand(true, "setinfo %s %d",
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(mod->engineflags & MDLF_PLAYER) ? pmodel_name : emodel_name,
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(int)crc);
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}
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}
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//load the model into hunk
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model = ZG_Malloc(&mod->memgroup, sizeof(hlmodelcache_t));
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header = ZG_Malloc(&mod->memgroup, com_filesize);
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memcpy(header, buffer, com_filesize);
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#if defined(HLSERVER) && (defined(__powerpc__) || defined(__ppc__))
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//this is to let bigfoot know when he comes to port it all... And I'm lazy.
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#ifdef warningmsg
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#pragma warningmsg("-----------------------------------------")
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#pragma warningmsg("FIXME: No byteswapping on halflife models")
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#pragma warningmsg("-----------------------------------------")
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#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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}
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if (header->numcontrollers > MAX_BONE_CONTROLLERS)
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{
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Con_Printf(CON_ERROR "Cannot load model %s - too many controllers %i\n", mod->name, header->numcontrollers);
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return false;
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}
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if (header->numbones > MAX_BONES)
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{
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Con_Printf(CON_ERROR "Cannot load model %s - too many bones %i\n", mod->name, header->numbones);
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return false;
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}
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texheader = NULL;
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if (!header->numtextures)
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{
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char texmodelname[MAX_QPATH];
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COM_StripExtension(mod->name, texmodelname, 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(va("%st.mdl", texmodelname));
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if (texheader)
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{
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if (texheader->version != 10)
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texheader = NULL;
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}
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}
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if (!texheader)
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texheader = header;
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else
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header->numtextures = texheader->numtextures;
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tex = (hlmdl_tex_t *) ((qbyte *) texheader + texheader->textures);
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bones = (hlmdl_bone_t *) ((qbyte *) header + header->boneindex);
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bonectls = (hlmdl_bonecontroller_t *) ((qbyte *) header + header->controllerindex);
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/* won't work - doesn't know exact sizes.
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header = Hunk_Alloc(sizeof(hlmdl_header_t));
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memcpy(header, (hlmdl_header_t *) buffer, sizeof(hlmdl_header_t));
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tex = Hunk_Alloc(sizeof(hlmdl_tex_t)*header->numtextures);
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memcpy(tex, (hlmdl_tex_t *) buffer, sizeof(hlmdl_tex_t)*header->numtextures);
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bones = Hunk_Alloc(sizeof(hlmdl_bone_t)*header->numtextures);
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memcpy(bones, (hlmdl_bone_t *) buffer, sizeof(hlmdl_bone_t)*header->numbones);
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bonectls = Hunk_Alloc(sizeof(hlmdl_bonecontroller_t)*header->numcontrollers);
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memcpy(bonectls, (hlmdl_bonecontroller_t *) buffer, sizeof(hlmdl_bonecontroller_t)*header->numcontrollers);
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*/
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model->header = (char *)header - (char *)model;
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model->texheader = (char *)texheader - (char *)model;
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model->textures = (char *)tex - (char *)model;
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model->bones = (char *)bones - (char *)model;
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model->bonectls = (char *)bonectls - (char *)model;
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shaders = ZG_Malloc(&mod->memgroup, texheader->numtextures*sizeof(shader_t));
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model->shaders = (char *)shaders - (char *)model;
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for(i = 0; i < texheader->numtextures; i++)
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{
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shaders[i] = R_RegisterSkin(va("%s_%i.tga", mod->name, i), mod->name);
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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);
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}
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model->numskins = texheader->numtextures;
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model->skins = ZG_Malloc(&mod->memgroup, model->numskins*sizeof(*model->skins));
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memcpy(model->skins, (short *) ((qbyte *) texheader + texheader->skins), model->numskins*sizeof(*model->skins));
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if (texmem)
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Z_Free(texmem);
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mod->type = mod_halflife;
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mod->meshinfo = model;
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return true;
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}
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#ifdef HLSERVER
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void *Mod_GetHalfLifeModelData(model_t *mod)
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{
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hlmodelcache_t *mc;
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if (!mod || mod->type != mod_halflife)
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return NULL; //halflife models only, please
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mc = Mod_Extradata(mod);
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return (void*)((char*)mc + mc->header);
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}
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#endif
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int HLMod_FrameForName(model_t *mod, const char *name)
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{
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int i;
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hlmdl_header_t *h;
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hlmdl_sequencelist_t *seqs;
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hlmodelcache_t *mc;
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if (!mod || mod->type != mod_halflife)
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return -1; //halflife models only, please
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mc = Mod_Extradata(mod);
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h = (hlmdl_header_t *)((char *)mc + mc->header);
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seqs = (hlmdl_sequencelist_t*)((char*)h+h->seqindex);
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for (i = 0; i < h->numseq; i++)
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{
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if (!strcmp(seqs[i].name, name))
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return i;
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}
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return -1;
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}
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int HLMod_BoneForName(model_t *mod, char *name)
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{
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int i;
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hlmdl_header_t *h;
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hlmdl_bone_t *bones;
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hlmodelcache_t *mc;
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if (!mod || mod->type != mod_halflife)
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return -1; //halflife models only, please
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mc = Mod_Extradata(mod);
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h = (hlmdl_header_t *)((char *)mc + mc->header);
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bones = (hlmdl_bone_t*)((char*)h+h->boneindex);
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for (i = 0; i < h->numbones; i++)
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{
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if (!strcmp(bones[i].name, name))
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return i+1;
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}
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return 0;
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}
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/*
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=======================================================================================================================
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HL_CalculateBones - calculate bone positions - quaternion+vector in one function
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=======================================================================================================================
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note, while ender may be proud of this function, it lacks the fact that interpolating eular angles is not as acurate as interpolating quaternions.
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it is faster though.
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*/
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void HL_CalculateBones
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(
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int offset,
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int frame,
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float lerpfrac,
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vec4_t adjust,
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hlmdl_bone_t *bone,
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hlmdl_anim_t *animation,
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float *destination
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)
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{
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/*~~~~~~~~~~*/
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int i;
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vec3_t angle;
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float lerpifrac = 1-lerpfrac;
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float t;
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/*~~~~~~~~~~*/
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/* For each vector */
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for(i = 0; i < 3; i++)
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{
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/*~~~~~~~~~~~~~~~*/
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int o = i + offset; /* Take the value offset - allows quaternion & vector in one function */
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/*~~~~~~~~~~~~~~~*/
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angle[i] = bone->value[o]; /* Take the bone value */
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if(animation->offset[o] != 0)
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{
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/*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~*/
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int tempframe = frame;
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hlmdl_animvalue_t *animvalue = (hlmdl_animvalue_t *) ((qbyte *) animation + animation->offset[o]);
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/*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~*/
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/* find values including the required frame */
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while(animvalue->num.total <= tempframe)
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{
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tempframe -= animvalue->num.total;
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animvalue += animvalue->num.valid + 1;
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}
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if(animvalue->num.valid > tempframe)
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{
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if(animvalue->num.valid > (tempframe + 1))
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{
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//we can lerp that
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t = animvalue[tempframe + 1].value * lerpifrac + lerpfrac * animvalue[tempframe + 2].value;
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}
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else
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t = animvalue[animvalue->num.valid].value;
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angle[i] = bone->value[o] + t * bone->scale[o];
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}
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else
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{
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if(animvalue->num.total < tempframe + 1)
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{
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angle[i] +=
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(animvalue[animvalue->num.valid].value * lerpifrac +
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lerpfrac * animvalue[animvalue->num.valid + 2].value) *
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bone->scale[o];
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}
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else
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{
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angle[i] += animvalue[animvalue->num.valid].value * bone->scale[o];
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}
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}
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}
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if(bone->bonecontroller[o] != -1)
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{ /* Add the programmable offset. */
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angle[i] += adjust[bone->bonecontroller[o]];
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}
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}
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if(offset < 3)
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{
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VectorCopy(angle, destination); /* Just a standard vector */
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}
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else
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{
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QuaternionGLAngle(angle, destination); /* A quaternion */
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}
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}
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/*
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=======================================================================================================================
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HL_CalcBoneAdj - Calculate the adjustment values for the programmable controllers
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=======================================================================================================================
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*/
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void HL_CalcBoneAdj(hlmodel_t *model)
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{
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/*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~*/
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int i;
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float value;
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hlmdl_bonecontroller_t *control = (hlmdl_bonecontroller_t *)
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((qbyte *) model->header + model->header->controllerindex);
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/*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~*/
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for(i = 0; i < model->header->numcontrollers; i++)
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{
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/*~~~~~~~~~~~~~~~~~~~~~*/
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int j = control[i].index;
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/*~~~~~~~~~~~~~~~~~~~~~*/
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if(control[i].type & 0x8000)
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{
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value = model->controller[j] + control[i].start;
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}
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else
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{
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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.
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if(value < 0)
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value = 0;
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else if(value > 1.0)
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value = 1.0;
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value = (1.0 - value) * control[i].start + value * control[i].end;
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}
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/* Rotational controllers need their values converted */
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if(control[i].type >= 0x0008 && control[i].type <= 0x0020)
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model->adjust[i] = M_PI * value / 180;
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else
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model->adjust[i] = value;
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}
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}
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/*
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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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*/
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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)
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{
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/*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~*/
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int i;
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float matrix[3][4];
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static vec3_t positions[2];
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static vec4_t quaternions[2], blended;
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int frame;
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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 *)
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((qbyte *) model->header + model->header->seqgroups) +
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sequence->seqindex;
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hlmdl_anim_t *animation = (hlmdl_anim_t *)
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((qbyte *) model->header + sequencedata->data + sequence->index);
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/*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~*/
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frametime *= sequence->timing;
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if (frametime < 0)
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frametime = 0;
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frame = (int)frametime;
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frametime -= frame;
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if (!sequence->numframes)
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return;
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if(frame >= sequence->numframes)
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{
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if (sequence->loop)
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frame %= sequence->numframes;
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else
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frame = sequence->numframes-1;
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}
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if (lastbone > model->header->numbones)
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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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/*
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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;
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*/
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/*
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this is hellish.
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a hl model blends:
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4 controllers (on a player, it seems each one of them twists a separate bone in the chest)
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a mouth (not used on players)
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its a sequence (to be smooth we need to blend between two frames in the sequence)
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up to four source animations (ironically used to pitch up/down)
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alternate sequence (walking+firing)
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frame2 (quake expectations.)
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this is madness, quite frankly.
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luckily...
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controllers and mouth control the entire thing. they should be interpolated outside, and have no affect on blending here
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alternate sequences replace. we can just call this function twice (so long as bone ranges are incremental).
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autoanimating sequence is handled inside HL_CalculateBones (sequences are weird and it has to be handled there anyway)
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this means we only have sources and alternate frames left to cope with.
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FIXME: we don't handle frame2.
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*/
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if (sequence->hasblendseq>1)
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{
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if (subblendfrac < 0)
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subblendfrac = 0;
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if (subblendfrac > 1)
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subblendfrac = 1;
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|
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
|