mirror of
https://github.com/nzp-team/dquakeplus.git
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909 lines
30 KiB
C++
909 lines
30 KiB
C++
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extern"C"
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{
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#include "../quakedef.h"
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}
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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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modify by Crow_bar 2009
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10.08.09
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++++++++++++++++++++++++++
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*/
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#include "video_hardware_hlmdl.h"
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#include <pspgu.h>
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#include <pspgum.h>
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#include <list>
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using namespace std;
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extern list<int> mapTextureNameList;
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extern model_t *loadmodel;
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extern vec3_t lightcolor; // LordHavoc: .lit support
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extern entity_t *currententity;
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extern float *shadedots;
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extern vec3_t shadevector;
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extern float shadelight, ambientlight;
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#define NUMVERTEXNORMALS 162
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extern float r_avertexnormals[NUMVERTEXNORMALS][3];
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#define SHADEDOT_QUANT 16
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extern float r_avertexnormal_dots[SHADEDOT_QUANT][256];
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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[128]; /* Vertex transformation matrix */
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int g_chrome[MAXSTUDIOVERTS][2]; // texture coords for surface normals
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int g_chromeage[MAXSTUDIOBONES]; // last time chrome vectors were updated
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vec3_t g_chromeup[MAXSTUDIOBONES]; // chrome vector "up" in bone reference frames
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vec3_t g_chromeright[MAXSTUDIOBONES]; // chrome vector "right" in bone reference frames
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vec3_t g_vright = { 50, 50, 0 };
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vec3_t *g_pvlightvalues;
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vec3_t g_blightvec[MAXSTUDIOBONES]; // light vectors in bone reference frames
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vec3_t g_lightvalues[MAXSTUDIOVERTS]; // light surface normals
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vec3_t g_lightvec; // light vector in model reference frame
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vec3_t g_lightcolor;
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int g_smodels_total; // cookie
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vec3_t m_angles;
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void GL_Draw_HL_AliasFrame(short *order, vec3_t *transformed, float tex_w, float tex_h, float *lv);
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void GL_Draw_HL_AliasChrome(short *order, vec3_t *transformed, float tex_w, float tex_h, float *lv);
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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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extern char loadname[];
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extern int nonetexture;
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qboolean Mod_LoadHLModel (model_t *mod, void *buffer)
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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_tex_t *tex;
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hlmdl_bone_t *bones;
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hlmdl_bonecontroller_t *bonectls;
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int start, end, total;
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/*~~*/
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start = Hunk_LowMark ();
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//load the model into hunk
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model = static_cast<hlmodelcache_t*>(Hunk_Alloc(sizeof(hlmodelcache_t)));
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header = static_cast<hlmdl_header_t*>(Hunk_Alloc(com_filesize));
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memcpy_vfpu(header, buffer, com_filesize);
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if (header->version != 10)
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{
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Con_Printf("Cannot load model %s - unknown version %i\n", mod->name, header->version);
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Hunk_FreeToLowMark(start);
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return qfalse;
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}
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tex = (hlmdl_tex_t *) ((byte *) header + header->textures);
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bones = (hlmdl_bone_t *) ((byte *) header + header->boneindex);
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bonectls = (hlmdl_bonecontroller_t *) ((byte *) header + header->controllerindex);
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model->header = (char *)header - (char *)model;
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Con_Printf("HLMDL Load: header");
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model->textures = (char *)tex - (char *)model;
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Con_Printf(", tex");
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model->bones = (char *)bones - (char *)model;
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Con_Printf(", bones");
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model->bonectls = (char *)bonectls - (char *)model;
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Con_Printf(", bonectls\n");
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for(i = 0; i < header->numtextures; i++)
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{
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tex[i].i = GL_LoadPalTex (tex[i].name, tex[i].w, tex[i].h, (byte *) header + tex[i].i, qtrue, GU_LINEAR, 0, (byte *) header + tex[i].w * tex[i].h + tex[i].i, PAL_RGB);
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mapTextureNameList.push_back(tex[i].i); // for unload textures
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}
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//
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// move the complete, relocatable alias model to the cache
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//
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end = Hunk_LowMark ();
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total = end - start;
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mod->type = mod_halflife;
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Cache_Alloc (&mod->cache, total, loadname);
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if (!mod->cache.data)
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return qfalse;
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memcpy_vfpu(mod->cache.data, model, total);
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Hunk_FreeToLowMark (start);
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return qtrue;
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}
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/*
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======================================================================================================================
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HL_CurSequence - return the current sequence
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======================================================================================================================
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*/
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int HL_CurSequence(hlmodel_t model)
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{
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return model.sequence;
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}
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/*
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=======================================================================================================================
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HL_NewSequence - animation control (just some range checking really)
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=======================================================================================================================
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*/
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int HL_NewSequence(hlmodel_t *model, int _inew)
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{
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if(_inew < 0)
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_inew = model->header->numseq - 1;
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else if(_inew >= model->header->numseq)
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_inew = 0;
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model->sequence = _inew;
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model->frame = 0;
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{
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/*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~*/
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hlmdl_sequencelist_t *pseqdesc;
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/*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~*/
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if(_inew == 0)
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{
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pseqdesc = (hlmdl_sequencelist_t *) ((byte *) model->header + model->header->seqindex) + model->sequence;
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}
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else
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{
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pseqdesc = (hlmdl_sequencelist_t *) ((byte *) model->header + model->header->seqindex) + model->sequence;
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}
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Sys_Printf("Current Sequence: %s\n", pseqdesc->name);
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}
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return model->sequence;
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}
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/*
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=======================================================================================================================
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HL_SetController - control where the model is facing (upper body usually)
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=======================================================================================================================
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*/
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void HL_SetController(hlmodel_t *model, int num, float value)
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{
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/*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~*/
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int real, limit;
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hlmdl_bonecontroller_t *control = (hlmdl_bonecontroller_t *)
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((byte *) model->header + model->header->controllerindex);
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/*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~*/
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if(num >= model->header->numcontrollers) return;
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if(num == 4)
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{
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limit = 64;
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}
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else
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{
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limit = 255;
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}
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if(control->type & (0x0008 | 0x0010 | 0x0020))
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{
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if(control->end < control->start) value = -value;
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if(control->start + 359.0 >= control->end)
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{
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if(value > ((control->start + control->end) / 2.0) + 180) value = value - 360;
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if(value < ((control->start + control->end) / 2.0) - 180) value = value + 360;
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}
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else
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{
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if(value > 360)
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value = value - (int) (value / 360.0) * 360.0;
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else if(value < 0)
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value = value + (int) ((value / -360.0) + 1) * 360.0;
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}
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}
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real = limit * (value - control[num].start) / (control[num].end - control[num].start);
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if(real < 0) real = 0;
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if(real > limit) real = limit;
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model->controller[num] = real;
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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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*/
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void HL_CalculateBones(int offset, int frame, vec4_t adjust, hlmdl_bone_t *bone, hlmdl_anim_t *animation, float *destination)
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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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/*~~~~~~~~~~*/
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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 *) ((byte *) 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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angle[i] += animvalue[tempframe + 1].value * 1; // + 0 * animvalue[tempframe + 2].value * bone->scale[o];
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else
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angle[i] = animvalue[animvalue->num.valid].value;
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angle[i] = bone->value[o] + angle[i] * 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 * 1 +
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0 * 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) { /* 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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((byte *) 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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/*
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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];
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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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*/
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if (j <= 3)
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{
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// check for 360% wrapping
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if (control[i].type & STUDIO_RLOOP)
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{
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value = model->controller[j] * (360.0/256.0) + control[i].start;
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}
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else
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{
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value = model->controller[j] / 255.0;
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if (value < 0)
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value = 0;
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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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// Con_DPrintf( "%d %d %f : %f\n", m_controller[i], m_prevcontroller[i], value, dadt );
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}
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else
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{
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value = /*model->mouth*/1 / 64.0;
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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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// Con_DPrintf("%d %f\n", mouthopen, value );
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}
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/* Rotational controllers need their values converted */
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switch(control[i].type & STUDIO_TYPES)
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{
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case STUDIO_XR:
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case STUDIO_YR:
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case STUDIO_ZR:
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model->adjust[i] = value * (M_PI / 180.0);
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break;
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case STUDIO_X:
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case STUDIO_Y:
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case STUDIO_Z:
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model->adjust[i] = value;
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break;
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}
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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 HL_SetupBones(hlmodel_t *model)
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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[128];
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static vec4_t quaternions[128];
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hlmdl_sequencelist_t *sequence = (hlmdl_sequencelist_t *) ((byte *) model->header + model->header->seqindex) +
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model->sequence;
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hlmdl_sequencedata_t *sequencedata = (hlmdl_sequencedata_t *)
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((byte *) 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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((byte *) model->header + sequencedata->data + sequence->index);
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/*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~*/
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HL_CalcBoneAdj(model); /* Deal with programmable controllers */
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if(sequence->motiontype & STUDIO_X)
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positions[sequence->motionbone][0] = 0.0;
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if(sequence->motiontype & STUDIO_Y)
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positions[sequence->motionbone][1] = 0.0;
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if(sequence->motiontype & STUDIO_Z)
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positions[sequence->motionbone][2] = 0.0;
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/* Sys_Printf("Frame: %i\n", model->frame); */
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for(i = 0; i < model->header->numbones; i++)
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{
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/*
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* There are two vector offsets in the structure. The first seems to be the
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* positions of the bones, the second the quats of the bone matrix itself. We
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* convert it inside the routine - Inconsistant, but hey.. so's the whole model
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* format.
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*/
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HL_CalculateBones(0, model->frame, model->adjust, model->bones + i, animation + i, positions[i]);
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HL_CalculateBones(3, model->frame, model->adjust, model->bones + i, animation + i, quaternions[i]);
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/* FIXME: Blend the bones and make them cry :) */
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QuaternionGLMatrix(quaternions[i][0], quaternions[i][1], quaternions[i][2], quaternions[i][3], matrix);
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matrix[0][3] = positions[i][0];
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matrix[1][3] = positions[i][1];
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matrix[2][3] = positions[i][2];
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/* If we have a parent, take the addition. Otherwise just copy the values */
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if(model->bones[i].parent>=0)
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{
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R_ConcatTransforms(transform_matrix[model->bones[i].parent], matrix, transform_matrix[i]);
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}
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else
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{
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memcpy_vfpu(transform_matrix[i], matrix, 12 * sizeof(float));
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}
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}
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}
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/*
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=======================================================================================================================
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Chrome
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=======================================================================================================================
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*/
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/*
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================
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TransformFinalVert
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================
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*/
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void Lighting (float *lv, int bone, int flags, vec3_t normal)
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{
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float illum;
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float lightcos;
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illum = ambientlight;
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if (flags & STUDIO_NF_FLATSHADE)
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{
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illum += shadelight * 0.8;
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}
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else
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{
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float r;
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lightcos = DotProduct (normal, g_blightvec[bone]); // -1 colinear, 1 opposite
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if (lightcos > 1.0)
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lightcos = 1;
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illum += shadelight;
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//r = g_lambert;
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//if (r <= 1.0)
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r = 1.0;
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lightcos = (lightcos + (r - 1.0)) / r; // do modified hemispherical lighting
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if (lightcos > 0.0)
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{
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illum -= shadelight * lightcos;
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}
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if (illum <= 0)
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illum = 0;
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}
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if (illum > 255)
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illum = 255;
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*lv = illum / 255.0; // Light from 0 to 1.0
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}
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void VectorIRotate (const vec3_t in1, const float in2[3][4], vec3_t out)
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{
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out[0] = in1[0]*in2[0][0] + in1[1]*in2[1][0] + in1[2]*in2[2][0];
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out[1] = in1[0]*in2[0][1] + in1[1]*in2[1][1] + in1[2]*in2[2][1];
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out[2] = in1[0]*in2[0][2] + in1[1]*in2[1][2] + in1[2]*in2[2][2];
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}
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void SetupLighting ( hlmodel_t *model )
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{ // dr_mabuse1981: edited abit to make halflife model NOT look ughly and for Shpulds model brightness cvar
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int i;
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if(r_model_brightness.value)
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ambientlight = 256;
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else
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ambientlight = 128;
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shadelight = 33;
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g_lightvec[0] = shadevector[0];
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g_lightvec[1] = shadevector[1];
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g_lightvec[2] = shadevector[2];
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g_lightcolor[0] = lightcolor[0];
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g_lightcolor[1] = lightcolor[1];
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g_lightcolor[2] = lightcolor[2];
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// TODO: only do it for bones that actually have textures
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for (i = 0; i < model->header->numbones; i++)
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{
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VectorIRotate( g_lightvec, transform_matrix[i], g_blightvec[i] );
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}
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}
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void Chrome (int *pchrome, int bone, vec3_t normal)
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{
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float n;
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if (g_chromeage[bone] != g_smodels_total)
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{
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// calculate vectors from the viewer to the bone. This roughly adjusts for position
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vec3_t chromeupvec; // g_chrome t vector in world reference frame
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vec3_t chromerightvec; // g_chrome s vector in world reference frame
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vec3_t tmp; // vector pointing at bone in world reference frame
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VectorScale( m_angles, -1, tmp );
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tmp[0] += transform_matrix[bone][0][3];
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tmp[1] += transform_matrix[bone][1][3];
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tmp[2] += transform_matrix[bone][2][3];
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VectorNormalize( tmp );
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CrossProduct( tmp, g_vright, chromeupvec );
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VectorNormalize( chromeupvec );
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CrossProduct( tmp, chromeupvec, chromerightvec );
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VectorNormalize( chromerightvec );
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VectorIRotate( chromeupvec, transform_matrix[bone], g_chromeup[bone] );
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VectorIRotate( chromerightvec, transform_matrix[bone], g_chromeright[bone] );
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g_chromeage[bone] = g_smodels_total;
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}
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// calc s coord
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n = DotProduct( normal, g_chromeright[bone] );
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pchrome[0] = (n + 1.0) * 32; // FIX: make this a float
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// calc t coord
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n = DotProduct( normal, g_chromeup[bone] );
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pchrome[1] = (n + 1.0) * 32; // FIX: make this a float
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}
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/*
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=======================================================================================================================
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R_Draw_HL_AliasModel - main drawing function
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=======================================================================================================================
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*/
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void R_DrawHLModel(entity_t *curent)
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{
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/*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~*/
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hlmodelcache_t *modelc = static_cast<hlmodelcache_t*>(Mod_Extradata(curent->model));
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hlmodel_t model;
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int b, m, v;
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short *skins;
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hlmdl_sequencelist_t *sequence;
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float *lv;
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float lv_tmp;
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int lnum;
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vec3_t dist;
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float add;
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/*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~*/
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//general model
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model.header = (hlmdl_header_t *) ((char *)modelc + modelc->header);
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model.textures = (hlmdl_tex_t *) ((char *)modelc + modelc->textures);
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model.bones = (hlmdl_bone_t *) ((char *)modelc + modelc->bones);
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model.bonectls = (hlmdl_bonecontroller_t *) ((char *)modelc + modelc->bonectls);
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//specific to entity
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model.sequence = curent->frame;
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model.frame = 0;
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model.frametime = 0;
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HL_NewSequence(&model, curent->frame);
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skins = (short *) ((byte *) model.header + model.header->skins);
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sequence = (hlmdl_sequencelist_t *) ((byte *) model.header + model.header->seqindex) +
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model.sequence;
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model.controller[0] = curent->bonecontrols[0];
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model.controller[1] = curent->bonecontrols[1];
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model.controller[2] = curent->bonecontrols[2];
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model.controller[3] = curent->bonecontrols[3];
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model.frametime += (cl.time /* - cl.lerpents[curent->keynum].framechange*/)*sequence->timing;
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if (model.frametime>=1)
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{
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model.frame += (int) model.frametime;
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model.frametime -= (int)model.frametime;
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}
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if (!sequence->numframes)
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return;
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/*
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if(model.frame >= sequence->numframes)
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model.frame %= sequence->numframes;
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*/
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model.frame = curent->frame; // dr_mabuse1981: This makes your Halflife model frame based (only for sequence 0 atm but better than the old shit.)
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if (sequence->motiontype)
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model.frame = sequence->numframes-1;
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sceGuTexFunc(GU_TFX_MODULATE, GU_TCC_RGBA);
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sceGuShadeModel(GU_SMOOTH);
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Con_Printf("%s %i\n", sequence->name, sequence->unknown1[0]);
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sceGumPushMatrix();
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for(int i = 0; i < 3; i++) m_angles[i] = currententity->angles[i];
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R_LightPoint(curent->origin); // LordHavoc: lightcolor is all that matters from this
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for (lnum=0 ; lnum<MAX_DLIGHTS ; lnum++)
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{
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if (cl_dlights[lnum].die >= cl.time)
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{
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VectorSubtract (currententity->origin,
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cl_dlights[lnum].origin,
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dist);
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add = cl_dlights[lnum].radius - Length(dist);
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// LordHavoc: .lit support begin
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if (add > 0)
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{
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lightcolor[0] += add * cl_dlights[lnum].color[0];
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lightcolor[1] += add * cl_dlights[lnum].color[1];
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lightcolor[2] += add * cl_dlights[lnum].color[2];
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}
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// LordHavoc: .lit support end
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}
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}
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VectorScale(lightcolor, 1.0f / 200.0f, lightcolor);
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float an;
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an = curent->angles[1]/180*M_PI;
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shadevector[0] = cosf(-an);
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shadevector[1] = sinf(-an);
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shadevector[2] = 1;
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VectorNormalize (shadevector);
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R_BlendedRotateForEntity(curent, 0);
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HL_SetupBones(&model); /* Setup the bones */
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SetupLighting(&model); /* Setup the light */
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g_smodels_total++; // render data cache cookie
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g_pvlightvalues = &g_lightvalues[0];
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/* Manipulate each mesh directly */
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for(b = 0; b < model.header->numbodyparts; b++)
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{
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/*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~*/
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hlmdl_bodypart_t *bodypart = (hlmdl_bodypart_t *) ((byte *) model.header + model.header->bodypartindex) +
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b;
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int bodyindex = (0 / bodypart->base) % bodypart->nummodels;
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hlmdl_model_t *amodel = (hlmdl_model_t *) ((byte *) model.header + bodypart->modelindex) + bodyindex;
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byte *bone = ((byte *) model.header + amodel->vertinfoindex);
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byte *nbone = ((byte *) model.header + amodel->norminfoindex);
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vec3_t *verts = (vec3_t *) ((byte *) model.header + amodel->vertindex);
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vec3_t *norms = (vec3_t *) ((byte *) model.header + amodel->normindex);
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vec3_t transformed[2048];
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/*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~*/
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for(v = 0; v < amodel->numverts; v++) // Transform per the matrix
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{
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VectorTransform(verts[v], transform_matrix[bone[v]], transformed[v]);
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}
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lv = (float *)g_pvlightvalues;
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for(m = 0; m < amodel->nummesh; m++)
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{
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/*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~*/
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hlmdl_mesh_t *mesh = (hlmdl_mesh_t *) ((byte *) model.header + amodel->meshindex) + m;
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float tex_w = 1.0f / model.textures[skins[mesh->skinindex]].w;
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float tex_h = 1.0f / model.textures[skins[mesh->skinindex]].h;
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int flags = model.textures[skins[mesh->skinindex]].flags;
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/*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~*/
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for (int c = 0; c < mesh->numnorms; c++, lv += 3, norms++, nbone++)
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{
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Lighting (&lv_tmp, *nbone, flags, (float *)norms);
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// FIX: move this check out of the inner loop
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if (flags & STUDIO_NF_CHROME)
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Chrome(g_chrome[(float (*)[3])lv - g_pvlightvalues], *nbone, (float *)norms );
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lv[0] = lv_tmp * g_lightcolor[0];
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lv[1] = lv_tmp * g_lightcolor[1];
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lv[2] = lv_tmp * g_lightcolor[2];
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}
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if (model.textures[skins[mesh->skinindex]].flags & STUDIO_NF_CHROME)
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{
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GL_Bind(model.textures[skins[mesh->skinindex]].i);
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GL_Draw_HL_AliasChrome((short *) ((byte *) model.header + mesh->index), transformed, tex_w, tex_h, lv);
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}
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else
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{
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GL_Bind(model.textures[skins[mesh->skinindex]].i);
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GL_Draw_HL_AliasFrame((short *) ((byte *) model.header + mesh->index), transformed, tex_w, tex_h, lv);
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}
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}
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}
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sceGuShadeModel(GU_FLAT);
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sceGumPopMatrix();
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sceGumUpdateMatrix();
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sceGuTexFunc(GU_TFX_REPLACE, GU_TCC_RGBA);
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}
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|
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/*
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=======================================================================================================================
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GL_Draw_HL_AliasFrame - clip and draw all triangles
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=======================================================================================================================
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*/
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void GL_Draw_HL_AliasFrame(short *order, vec3_t *transformed, float tex_w, float tex_h, float *lv)
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{
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int count = 0;
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while (1)
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{
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count = *order++;
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if (!count)
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break; // done
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int prim;
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if(count < 0)
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{
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count = -count;
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prim = GU_TRIANGLE_FAN;
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}
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else
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{
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prim = GU_TRIANGLE_STRIP;
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}
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// Allocate the vertices.
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struct vertex
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{
|
|
float u, v;
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unsigned int color;
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float x, y, z;
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};
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vertex* const out = static_cast<vertex*>(sceGuGetMemory(sizeof(vertex) * count));
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for (int vertex_index = 0; vertex_index < count; ++vertex_index)
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{
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float *verts = transformed[order[0]];
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out[vertex_index].u = order[2] * tex_w;
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out[vertex_index].v = order[3] * tex_h;
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order += 4;
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lv = g_pvlightvalues[order[1]];
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//color clamp
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for(int i = 0; i < 3; i++)
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{
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if(lv[i] > 1)
|
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lv[i] = 1;
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if(lv[i] < 0)
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lv[i] = 0;
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}
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out[vertex_index].x = verts[0];
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out[vertex_index].y = verts[1];
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out[vertex_index].z = verts[2];
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out[vertex_index].color = GU_COLOR(lv[0], lv[1], lv[2], 1.0f);
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}
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if(r_showtris.value)
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{
|
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sceGuDisable(GU_TEXTURE_2D);
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}
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sceGuDrawArray(r_showtris.value ? GU_LINE_STRIP : prim, GU_TEXTURE_32BITF | GU_VERTEX_32BITF | GU_COLOR_8888, count, 0, out);
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if(r_showtris.value)
|
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{
|
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sceGuEnable(GU_TEXTURE_2D);
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}
|
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}
|
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}
|
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|
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void GL_Draw_HL_AliasChrome(short *order, vec3_t *transformed, float tex_w, float tex_h, float *lv)
|
|
{
|
|
int count = 0;
|
|
while (1)
|
|
{
|
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count = *order++;
|
|
|
|
if (!count)
|
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break; // done
|
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|
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int prim;
|
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|
|
if(count < 0)
|
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{
|
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count = -count;
|
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prim = GU_TRIANGLE_FAN;
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}
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else
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{
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prim = GU_TRIANGLE_STRIP;
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}
|
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|
|
// Allocate the vertices.
|
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struct vertex
|
|
{
|
|
float u, v;
|
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unsigned int color;
|
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float x, y, z;
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};
|
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|
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vertex* const out = static_cast<vertex*>(sceGuGetMemory(sizeof(vertex) * count));
|
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|
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for (int vertex_index = 0; vertex_index < count; ++vertex_index)
|
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{
|
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float *verts = transformed[order[0]];
|
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|
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out[vertex_index].u = g_chrome[order[1]][0] * tex_w;
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out[vertex_index].v = g_chrome[order[1]][1] * tex_h;
|
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order += 4;
|
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|
|
lv = g_pvlightvalues[order[1]];
|
|
//color clamp
|
|
for(int i = 0; i < 3; i++)
|
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{
|
|
if(lv[i] > 1)
|
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lv[i] = 1;
|
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|
|
if(lv[i] < 0)
|
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lv[i] = 0;
|
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}
|
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out[vertex_index].x = verts[0];
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out[vertex_index].y = verts[1];
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out[vertex_index].z = verts[2];
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out[vertex_index].color = GU_COLOR(lv[0], lv[1], lv[2], 1.0f);
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|
}
|
|
if(r_showtris.value)
|
|
{
|
|
sceGuDisable(GU_TEXTURE_2D);
|
|
}
|
|
sceGuDrawArray(r_showtris.value ? GU_LINE_STRIP : prim, GU_TEXTURE_32BITF | GU_VERTEX_32BITF | GU_COLOR_8888, count, 0, out);
|
|
if(r_showtris.value)
|
|
{
|
|
sceGuEnable(GU_TEXTURE_2D);
|
|
}
|
|
}
|
|
}
|
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|