halflife-photomode/cl_dll/StudioModelRenderer.cpp

1739 lines
44 KiB
C++

// studio_model.cpp
// routines for setting up to draw 3DStudio models
#include "hud.h"
#include "cl_util.h"
#include "const.h"
#include "com_model.h"
#include "studio.h"
#include "entity_state.h"
#include "cl_entity.h"
#include "dlight.h"
#include "triangleapi.h"
#include <stdio.h>
#include <string.h>
#include <memory.h>
#include "studio_util.h"
#include "r_studioint.h"
#include "StudioModelRenderer.h"
#include "GameStudioModelRenderer.h"
extern cvar_t* tfc_newmodels;
extern extra_player_info_t g_PlayerExtraInfo[MAX_PLAYERS_HUD + 1];
// team colors for old TFC models
#define TEAM1_COLOR 150
#define TEAM2_COLOR 250
#define TEAM3_COLOR 45
#define TEAM4_COLOR 100
int m_nPlayerGaitSequences[MAX_PLAYERS];
// Global engine <-> studio model rendering code interface
engine_studio_api_t IEngineStudio;
/////////////////////
// Implementation of CStudioModelRenderer.h
/*
====================
Init
====================
*/
void CStudioModelRenderer::Init()
{
// Set up some variables shared with engine
m_pCvarHiModels = IEngineStudio.GetCvar("cl_himodels");
m_pCvarDeveloper = IEngineStudio.GetCvar("developer");
m_pCvarDrawEntities = IEngineStudio.GetCvar("r_drawentities");
m_pChromeSprite = IEngineStudio.GetChromeSprite();
IEngineStudio.GetModelCounters(&m_pStudioModelCount, &m_pModelsDrawn);
// Get pointers to engine data structures
m_pbonetransform = (float(*)[MAXSTUDIOBONES][3][4])IEngineStudio.StudioGetBoneTransform();
m_plighttransform = (float(*)[MAXSTUDIOBONES][3][4])IEngineStudio.StudioGetLightTransform();
m_paliastransform = (float(*)[3][4])IEngineStudio.StudioGetAliasTransform();
m_protationmatrix = (float(*)[3][4])IEngineStudio.StudioGetRotationMatrix();
}
/*
====================
CStudioModelRenderer
====================
*/
CStudioModelRenderer::CStudioModelRenderer()
{
m_fDoInterp = true;
m_fGaitEstimation = true;
m_pCurrentEntity = NULL;
m_pCvarHiModels = NULL;
m_pCvarDeveloper = NULL;
m_pCvarDrawEntities = NULL;
m_pChromeSprite = NULL;
m_pStudioModelCount = NULL;
m_pModelsDrawn = NULL;
m_protationmatrix = NULL;
m_paliastransform = NULL;
m_pbonetransform = NULL;
m_plighttransform = NULL;
m_pStudioHeader = NULL;
m_pBodyPart = NULL;
m_pSubModel = NULL;
m_pPlayerInfo = NULL;
m_pRenderModel = NULL;
}
/*
====================
~CStudioModelRenderer
====================
*/
CStudioModelRenderer::~CStudioModelRenderer()
{
}
/*
====================
StudioCalcBoneAdj
====================
*/
void CStudioModelRenderer::StudioCalcBoneAdj(float dadt, float* adj, const byte* pcontroller1, const byte* pcontroller2, byte mouthopen)
{
int i, j;
float value;
mstudiobonecontroller_t* pbonecontroller;
pbonecontroller = (mstudiobonecontroller_t*)((byte*)m_pStudioHeader + m_pStudioHeader->bonecontrollerindex);
for (j = 0; j < m_pStudioHeader->numbonecontrollers; j++)
{
i = pbonecontroller[j].index;
if (i <= 3)
{
// check for 360% wrapping
if ((pbonecontroller[j].type & STUDIO_RLOOP) != 0)
{
if (abs(pcontroller1[i] - pcontroller2[i]) > 128)
{
int a, b;
a = (pcontroller1[j] + 128) % 256;
b = (pcontroller2[j] + 128) % 256;
value = ((a * dadt) + (b * (1 - dadt)) - 128) * (360.0 / 256.0) + pbonecontroller[j].start;
}
else
{
value = ((pcontroller1[i] * dadt + (pcontroller2[i]) * (1.0 - dadt))) * (360.0 / 256.0) + pbonecontroller[j].start;
}
}
else
{
value = (pcontroller1[i] * dadt + pcontroller2[i] * (1.0 - dadt)) / 255.0;
if (value < 0)
value = 0;
if (value > 1.0)
value = 1.0;
value = (1.0 - value) * pbonecontroller[j].start + value * pbonecontroller[j].end;
}
// Con_DPrintf( "%d %d %f : %f\n", m_pCurrentEntity->curstate.controller[j], m_pCurrentEntity->latched.prevcontroller[j], value, dadt );
}
else
{
value = mouthopen / 64.0;
if (value > 1.0)
value = 1.0;
value = (1.0 - value) * pbonecontroller[j].start + value * pbonecontroller[j].end;
// Con_DPrintf("%d %f\n", mouthopen, value );
}
switch (pbonecontroller[j].type & STUDIO_TYPES)
{
case STUDIO_XR:
case STUDIO_YR:
case STUDIO_ZR:
adj[j] = value * (M_PI / 180.0);
break;
case STUDIO_X:
case STUDIO_Y:
case STUDIO_Z:
adj[j] = value;
break;
}
}
}
/*
====================
StudioCalcBoneQuaterion
====================
*/
void CStudioModelRenderer::StudioCalcBoneQuaterion(int frame, float s, mstudiobone_t* pbone, mstudioanim_t* panim, float* adj, float* q)
{
int j, k;
vec4_t q1, q2;
Vector angle1, angle2;
mstudioanimvalue_t* panimvalue;
for (j = 0; j < 3; j++)
{
if (panim->offset[j + 3] == 0)
{
angle2[j] = angle1[j] = pbone->value[j + 3]; // default;
}
else
{
panimvalue = (mstudioanimvalue_t*)((byte*)panim + panim->offset[j + 3]);
k = frame;
// DEBUG
if (panimvalue->num.total < panimvalue->num.valid)
k = 0;
while (panimvalue->num.total <= k)
{
k -= panimvalue->num.total;
panimvalue += panimvalue->num.valid + 1;
// DEBUG
if (panimvalue->num.total < panimvalue->num.valid)
k = 0;
}
// Bah, missing blend!
if (panimvalue->num.valid > k)
{
angle1[j] = panimvalue[k + 1].value;
if (panimvalue->num.valid > k + 1)
{
angle2[j] = panimvalue[k + 2].value;
}
else
{
if (panimvalue->num.total > k + 1)
angle2[j] = angle1[j];
else
angle2[j] = panimvalue[panimvalue->num.valid + 2].value;
}
}
else
{
angle1[j] = panimvalue[panimvalue->num.valid].value;
if (panimvalue->num.total > k + 1)
{
angle2[j] = angle1[j];
}
else
{
angle2[j] = panimvalue[panimvalue->num.valid + 2].value;
}
}
angle1[j] = pbone->value[j + 3] + angle1[j] * pbone->scale[j + 3];
angle2[j] = pbone->value[j + 3] + angle2[j] * pbone->scale[j + 3];
}
if (pbone->bonecontroller[j + 3] != -1)
{
angle1[j] += adj[pbone->bonecontroller[j + 3]];
angle2[j] += adj[pbone->bonecontroller[j + 3]];
}
}
if (!VectorCompare(angle1, angle2))
{
AngleQuaternion(angle1, q1);
AngleQuaternion(angle2, q2);
QuaternionSlerp(q1, q2, s, q);
}
else
{
AngleQuaternion(angle1, q);
}
}
/*
====================
StudioCalcBonePosition
====================
*/
void CStudioModelRenderer::StudioCalcBonePosition(int frame, float s, mstudiobone_t* pbone, mstudioanim_t* panim, float* adj, float* pos)
{
int j, k;
mstudioanimvalue_t* panimvalue;
for (j = 0; j < 3; j++)
{
pos[j] = pbone->value[j]; // default;
if (panim->offset[j] != 0)
{
panimvalue = (mstudioanimvalue_t*)((byte*)panim + panim->offset[j]);
/*
if (i == 0 && j == 0)
Con_DPrintf("%d %d:%d %f\n", frame, panimvalue->num.valid, panimvalue->num.total, s );
*/
k = frame;
// DEBUG
if (panimvalue->num.total < panimvalue->num.valid)
k = 0;
// find span of values that includes the frame we want
while (panimvalue->num.total <= k)
{
k -= panimvalue->num.total;
panimvalue += panimvalue->num.valid + 1;
// DEBUG
if (panimvalue->num.total < panimvalue->num.valid)
k = 0;
}
// if we're inside the span
if (panimvalue->num.valid > k)
{
// and there's more data in the span
if (panimvalue->num.valid > k + 1)
{
pos[j] += (panimvalue[k + 1].value * (1.0 - s) + s * panimvalue[k + 2].value) * pbone->scale[j];
}
else
{
pos[j] += panimvalue[k + 1].value * pbone->scale[j];
}
}
else
{
// are we at the end of the repeating values section and there's another section with data?
if (panimvalue->num.total <= k + 1)
{
pos[j] += (panimvalue[panimvalue->num.valid].value * (1.0 - s) + s * panimvalue[panimvalue->num.valid + 2].value) * pbone->scale[j];
}
else
{
pos[j] += panimvalue[panimvalue->num.valid].value * pbone->scale[j];
}
}
}
if (pbone->bonecontroller[j] != -1 && adj)
{
pos[j] += adj[pbone->bonecontroller[j]];
}
}
}
/*
====================
StudioSlerpBones
====================
*/
void CStudioModelRenderer::StudioSlerpBones(vec4_t q1[], float pos1[][3], vec4_t q2[], float pos2[][3], float s)
{
int i;
vec4_t q3;
float s1;
if (s < 0)
s = 0;
else if (s > 1.0)
s = 1.0;
s1 = 1.0 - s;
for (i = 0; i < m_pStudioHeader->numbones; i++)
{
QuaternionSlerp(q1[i], q2[i], s, q3);
q1[i][0] = q3[0];
q1[i][1] = q3[1];
q1[i][2] = q3[2];
q1[i][3] = q3[3];
pos1[i][0] = pos1[i][0] * s1 + pos2[i][0] * s;
pos1[i][1] = pos1[i][1] * s1 + pos2[i][1] * s;
pos1[i][2] = pos1[i][2] * s1 + pos2[i][2] * s;
}
}
/*
====================
StudioGetAnim
====================
*/
mstudioanim_t* CStudioModelRenderer::StudioGetAnim(model_t* m_pSubModel, mstudioseqdesc_t* pseqdesc)
{
mstudioseqgroup_t* pseqgroup;
cache_user_t* paSequences;
pseqgroup = (mstudioseqgroup_t*)((byte*)m_pStudioHeader + m_pStudioHeader->seqgroupindex) + pseqdesc->seqgroup;
if (pseqdesc->seqgroup == 0)
{
return (mstudioanim_t*)((byte*)m_pStudioHeader + pseqdesc->animindex);
}
paSequences = (cache_user_t*)m_pSubModel->submodels;
if (paSequences == NULL)
{
paSequences = (cache_user_t*)IEngineStudio.Mem_Calloc(16, sizeof(cache_user_t)); // UNDONE: leak!
m_pSubModel->submodels = (dmodel_t*)paSequences;
}
if (!IEngineStudio.Cache_Check((struct cache_user_s*)&(paSequences[pseqdesc->seqgroup])))
{
gEngfuncs.Con_DPrintf("loading %s\n", pseqgroup->name);
IEngineStudio.LoadCacheFile(pseqgroup->name, (struct cache_user_s*)&paSequences[pseqdesc->seqgroup]);
}
return (mstudioanim_t*)((byte*)paSequences[pseqdesc->seqgroup].data + pseqdesc->animindex);
}
/*
====================
StudioPlayerBlend
====================
*/
void CStudioModelRenderer::StudioPlayerBlend(mstudioseqdesc_t* pseqdesc, int* pBlend, float* pPitch)
{
// calc up/down pointing
*pBlend = (*pPitch * 3);
if (*pBlend < pseqdesc->blendstart[0])
{
*pPitch -= pseqdesc->blendstart[0] / 3.0;
*pBlend = 0;
}
else if (*pBlend > pseqdesc->blendend[0])
{
*pPitch -= pseqdesc->blendend[0] / 3.0;
*pBlend = 255;
}
else
{
if (pseqdesc->blendend[0] - pseqdesc->blendstart[0] < 0.1) // catch qc error
*pBlend = 127;
else
*pBlend = 255 * (*pBlend - pseqdesc->blendstart[0]) / (pseqdesc->blendend[0] - pseqdesc->blendstart[0]);
*pPitch = 0;
}
}
/*
====================
StudioSetUpTransform
====================
*/
void CStudioModelRenderer::StudioSetUpTransform(bool trivial_accept)
{
int i;
Vector angles;
Vector modelpos;
// tweek model origin
//for (i = 0; i < 3; i++)
// modelpos[i] = m_pCurrentEntity->origin[i];
VectorCopy(m_pCurrentEntity->origin, modelpos);
// TODO: should really be stored with the entity instead of being reconstructed
// TODO: should use a look-up table
// TODO: could cache lazily, stored in the entity
angles[ROLL] = m_pCurrentEntity->curstate.angles[ROLL];
angles[PITCH] = m_pCurrentEntity->curstate.angles[PITCH];
angles[YAW] = m_pCurrentEntity->curstate.angles[YAW];
//Con_DPrintf("Angles %4.2f prev %4.2f for %i\n", angles[PITCH], m_pCurrentEntity->index);
//Con_DPrintf("movetype %d %d\n", m_pCurrentEntity->movetype, m_pCurrentEntity->aiment );
if (m_pCurrentEntity->curstate.movetype == MOVETYPE_STEP)
{
float f = 0;
float d;
// don't do it if the goalstarttime hasn't updated in a while.
// NOTE: Because we need to interpolate multiplayer characters, the interpolation time limit
// was increased to 1.0 s., which is 2x the max lag we are accounting for.
if ((m_clTime < m_pCurrentEntity->curstate.animtime + 1.0f) &&
(m_pCurrentEntity->curstate.animtime != m_pCurrentEntity->latched.prevanimtime))
{
f = (m_clTime - m_pCurrentEntity->curstate.animtime) / (m_pCurrentEntity->curstate.animtime - m_pCurrentEntity->latched.prevanimtime);
//Con_DPrintf("%4.2f %.2f %.2f\n", f, m_pCurrentEntity->curstate.animtime, m_clTime);
}
if (m_fDoInterp)
{
// ugly hack to interpolate angle, position. current is reached 0.1 seconds after being set
f = f - 1.0;
}
else
{
f = 0;
}
const auto pseqdesc = (mstudioseqdesc_t*)((byte*)m_pStudioHeader + m_pStudioHeader->seqindex) + m_pCurrentEntity->curstate.sequence;
if ((pseqdesc->motiontype & STUDIO_LX) != 0 || (m_pCurrentEntity->curstate.eflags & EFLAG_SLERP) != 0)
{
for (i = 0; i < 3; i++)
{
modelpos[i] += (m_pCurrentEntity->origin[i] - m_pCurrentEntity->latched.prevorigin[i]) * f;
}
}
// NOTE: Because multiplayer lag can be relatively large, we don't want to cap
// f at 1.5 anymore.
//if (f > -1.0 && f < 1.5) {}
// Con_DPrintf("%.0f %.0f\n",m_pCurrentEntity->msg_angles[0][YAW], m_pCurrentEntity->msg_angles[1][YAW] );
for (i = 0; i < 3; i++)
{
float ang1, ang2;
ang1 = m_pCurrentEntity->angles[i];
ang2 = m_pCurrentEntity->latched.prevangles[i];
d = ang1 - ang2;
if (d > 180)
{
d -= 360;
}
else if (d < -180)
{
d += 360;
}
angles[i] += d * f;
}
//Con_DPrintf("%.3f \n", f );
}
else if (m_pCurrentEntity->curstate.movetype != MOVETYPE_NONE)
{
VectorCopy(m_pCurrentEntity->angles, angles);
}
//Con_DPrintf("%.0f %0.f %0.f\n", modelpos[0], modelpos[1], modelpos[2] );
//Con_DPrintf("%.0f %0.f %0.f\n", angles[0], angles[1], angles[2] );
angles[PITCH] = -angles[PITCH];
AngleMatrix(angles, (*m_protationmatrix));
if (0 == IEngineStudio.IsHardware())
{
static float viewmatrix[3][4];
VectorCopy(m_vRight, viewmatrix[0]);
VectorCopy(m_vUp, viewmatrix[1]);
VectorInverse(viewmatrix[1]);
VectorCopy(m_vNormal, viewmatrix[2]);
(*m_protationmatrix)[0][3] = modelpos[0] - m_vRenderOrigin[0];
(*m_protationmatrix)[1][3] = modelpos[1] - m_vRenderOrigin[1];
(*m_protationmatrix)[2][3] = modelpos[2] - m_vRenderOrigin[2];
ConcatTransforms(viewmatrix, (*m_protationmatrix), (*m_paliastransform));
// do the scaling up of x and y to screen coordinates as part of the transform
// for the unclipped case (it would mess up clipping in the clipped case).
// Also scale down z, so 1/z is scaled 31 bits for free, and scale down x and y
// correspondingly so the projected x and y come out right
// FIXME: make this work for clipped case too?
if (trivial_accept)
{
for (i = 0; i < 4; i++)
{
(*m_paliastransform)[0][i] *= m_fSoftwareXScale *
(1.0 / (ZISCALE * 0x10000));
(*m_paliastransform)[1][i] *= m_fSoftwareYScale *
(1.0 / (ZISCALE * 0x10000));
(*m_paliastransform)[2][i] *= 1.0 / (ZISCALE * 0x10000);
}
}
}
(*m_protationmatrix)[0][3] = modelpos[0];
(*m_protationmatrix)[1][3] = modelpos[1];
(*m_protationmatrix)[2][3] = modelpos[2];
}
/*
====================
StudioEstimateInterpolant
====================
*/
float CStudioModelRenderer::StudioEstimateInterpolant()
{
float dadt = 1.0;
if (m_fDoInterp && (m_pCurrentEntity->curstate.animtime >= m_pCurrentEntity->latched.prevanimtime + 0.01))
{
dadt = (m_clTime - m_pCurrentEntity->curstate.animtime) / 0.1;
if (dadt > 2.0)
{
dadt = 2.0;
}
}
return dadt;
}
/*
====================
StudioCalcRotations
====================
*/
void CStudioModelRenderer::StudioCalcRotations(float pos[][3], vec4_t* q, mstudioseqdesc_t* pseqdesc, mstudioanim_t* panim, float f)
{
int i;
int frame;
mstudiobone_t* pbone;
float s;
float adj[MAXSTUDIOCONTROLLERS];
float dadt;
if (f > pseqdesc->numframes - 1)
{
f = 0; // bah, fix this bug with changing sequences too fast
}
// BUG ( somewhere else ) but this code should validate this data.
// This could cause a crash if the frame # is negative, so we'll go ahead
// and clamp it here
else if (f < -0.01)
{
f = -0.01;
}
frame = (int)f;
// Con_DPrintf("%d %.4f %.4f %.4f %.4f %d\n", m_pCurrentEntity->curstate.sequence, m_clTime, m_pCurrentEntity->animtime, m_pCurrentEntity->frame, f, frame );
// Con_DPrintf( "%f %f %f\n", m_pCurrentEntity->angles[ROLL], m_pCurrentEntity->angles[PITCH], m_pCurrentEntity->angles[YAW] );
// Con_DPrintf("frame %d %d\n", frame1, frame2 );
dadt = StudioEstimateInterpolant();
s = (f - frame);
// add in programtic controllers
pbone = (mstudiobone_t*)((byte*)m_pStudioHeader + m_pStudioHeader->boneindex);
StudioCalcBoneAdj(dadt, adj, m_pCurrentEntity->curstate.controller, m_pCurrentEntity->latched.prevcontroller, m_pCurrentEntity->mouth.mouthopen);
for (i = 0; i < m_pStudioHeader->numbones; i++, pbone++, panim++)
{
StudioCalcBoneQuaterion(frame, s, pbone, panim, adj, q[i]);
StudioCalcBonePosition(frame, s, pbone, panim, adj, pos[i]);
// if (0 && i == 0)
// Con_DPrintf("%d %d %d %d\n", m_pCurrentEntity->curstate.sequence, frame, j, k );
}
if ((pseqdesc->motiontype & STUDIO_X) != 0)
{
pos[pseqdesc->motionbone][0] = 0.0;
}
if ((pseqdesc->motiontype & STUDIO_Y) != 0)
{
pos[pseqdesc->motionbone][1] = 0.0;
}
if ((pseqdesc->motiontype & STUDIO_Z) != 0)
{
pos[pseqdesc->motionbone][2] = 0.0;
}
s = 0 * ((1.0 - (f - (int)(f))) / (pseqdesc->numframes)) * m_pCurrentEntity->curstate.framerate;
if ((pseqdesc->motiontype & STUDIO_LX) != 0)
{
pos[pseqdesc->motionbone][0] += s * pseqdesc->linearmovement[0];
}
if ((pseqdesc->motiontype & STUDIO_LY) != 0)
{
pos[pseqdesc->motionbone][1] += s * pseqdesc->linearmovement[1];
}
if ((pseqdesc->motiontype & STUDIO_LZ) != 0)
{
pos[pseqdesc->motionbone][2] += s * pseqdesc->linearmovement[2];
}
}
/*
====================
Studio_FxTransform
====================
*/
void CStudioModelRenderer::StudioFxTransform(cl_entity_t* ent, float transform[3][4])
{
switch (ent->curstate.renderfx)
{
case kRenderFxDistort:
case kRenderFxHologram:
if (gEngfuncs.pfnRandomLong(0, 49) == 0)
{
int axis = gEngfuncs.pfnRandomLong(0, 1);
if (axis == 1) // Choose between x & z
axis = 2;
VectorScale(transform[axis], gEngfuncs.pfnRandomFloat(1, 1.484), transform[axis]);
}
else if (gEngfuncs.pfnRandomLong(0, 49) == 0)
{
float offset;
int axis = gEngfuncs.pfnRandomLong(0, 1);
if (axis == 1) // Choose between x & z
axis = 2;
offset = gEngfuncs.pfnRandomFloat(-10, 10);
transform[gEngfuncs.pfnRandomLong(0, 2)][3] += offset;
}
break;
case kRenderFxExplode:
{
float scale;
scale = 1.0 + (m_clTime - ent->curstate.animtime) * 10.0;
if (scale > 2) // Don't blow up more than 200%
scale = 2;
transform[0][1] *= scale;
transform[1][1] *= scale;
transform[2][1] *= scale;
}
break;
}
}
/*
====================
StudioEstimateFrame
====================
*/
float CStudioModelRenderer::StudioEstimateFrame(mstudioseqdesc_t* pseqdesc)
{
double dfdt, f;
if (m_fDoInterp)
{
if (m_clTime < m_pCurrentEntity->curstate.animtime)
{
dfdt = 0;
}
else
{
dfdt = (m_clTime - m_pCurrentEntity->curstate.animtime) * m_pCurrentEntity->curstate.framerate * pseqdesc->fps;
}
}
else
{
dfdt = 0;
}
if (pseqdesc->numframes <= 1)
{
f = 0;
}
else
{
f = (m_pCurrentEntity->curstate.frame * (pseqdesc->numframes - 1)) / 256.0;
}
f += dfdt;
if ((pseqdesc->flags & STUDIO_LOOPING) != 0)
{
if (pseqdesc->numframes > 1)
{
f -= (int)(f / (pseqdesc->numframes - 1)) * (pseqdesc->numframes - 1);
}
if (f < 0)
{
f += (pseqdesc->numframes - 1);
}
}
else
{
if (f >= pseqdesc->numframes - 1.001)
{
f = pseqdesc->numframes - 1.001;
}
if (f < 0.0)
{
f = 0.0;
}
}
return f;
}
/*
====================
StudioSetupBones
====================
*/
void CStudioModelRenderer::StudioSetupBones()
{
int i;
double f;
mstudiobone_t* pbones;
mstudioseqdesc_t* pseqdesc;
mstudioanim_t* panim;
static float pos[MAXSTUDIOBONES][3];
static vec4_t q[MAXSTUDIOBONES];
float bonematrix[3][4];
static float pos2[MAXSTUDIOBONES][3];
static vec4_t q2[MAXSTUDIOBONES];
static float pos3[MAXSTUDIOBONES][3];
static vec4_t q3[MAXSTUDIOBONES];
static float pos4[MAXSTUDIOBONES][3];
static vec4_t q4[MAXSTUDIOBONES];
if (m_pCurrentEntity->curstate.sequence >= m_pStudioHeader->numseq)
{
m_pCurrentEntity->curstate.sequence = 0;
}
pseqdesc = (mstudioseqdesc_t*)((byte*)m_pStudioHeader + m_pStudioHeader->seqindex) + m_pCurrentEntity->curstate.sequence;
// always want new gait sequences to start on frame zero
/* if ( m_pPlayerInfo )
{
int playerNum = m_pCurrentEntity->index - 1;
// new jump gaitsequence? start from frame zero
if ( m_nPlayerGaitSequences[ playerNum ] != m_pPlayerInfo->gaitsequence )
{
// m_pPlayerInfo->gaitframe = 0.0;
gEngfuncs.Con_Printf( "Setting gaitframe to 0\n" );
}
m_nPlayerGaitSequences[ playerNum ] = m_pPlayerInfo->gaitsequence;
// gEngfuncs.Con_Printf( "index: %d gaitsequence: %d\n",playerNum, m_pPlayerInfo->gaitsequence);
}
*/
f = StudioEstimateFrame(pseqdesc);
if (m_pCurrentEntity->latched.prevframe > f)
{
//Con_DPrintf("%f %f\n", m_pCurrentEntity->prevframe, f );
}
panim = StudioGetAnim(m_pRenderModel, pseqdesc);
StudioCalcRotations(pos, q, pseqdesc, panim, f);
if (pseqdesc->numblends > 1)
{
float s;
float dadt;
panim += m_pStudioHeader->numbones;
StudioCalcRotations(pos2, q2, pseqdesc, panim, f);
dadt = StudioEstimateInterpolant();
s = (m_pCurrentEntity->curstate.blending[0] * dadt + m_pCurrentEntity->latched.prevblending[0] * (1.0 - dadt)) / 255.0;
StudioSlerpBones(q, pos, q2, pos2, s);
if (pseqdesc->numblends == 4)
{
panim += m_pStudioHeader->numbones;
StudioCalcRotations(pos3, q3, pseqdesc, panim, f);
panim += m_pStudioHeader->numbones;
StudioCalcRotations(pos4, q4, pseqdesc, panim, f);
s = (m_pCurrentEntity->curstate.blending[0] * dadt + m_pCurrentEntity->latched.prevblending[0] * (1.0 - dadt)) / 255.0;
StudioSlerpBones(q3, pos3, q4, pos4, s);
s = (m_pCurrentEntity->curstate.blending[1] * dadt + m_pCurrentEntity->latched.prevblending[1] * (1.0 - dadt)) / 255.0;
StudioSlerpBones(q, pos, q3, pos3, s);
}
}
if (m_fDoInterp &&
0 != m_pCurrentEntity->latched.sequencetime &&
(m_pCurrentEntity->latched.sequencetime + 0.2 > m_clTime) &&
(m_pCurrentEntity->latched.prevsequence < m_pStudioHeader->numseq))
{
// blend from last sequence
static float pos1b[MAXSTUDIOBONES][3];
static vec4_t q1b[MAXSTUDIOBONES];
float s;
if (m_pCurrentEntity->latched.prevsequence >= m_pStudioHeader->numseq)
{
m_pCurrentEntity->latched.prevsequence = 0;
}
pseqdesc = (mstudioseqdesc_t*)((byte*)m_pStudioHeader + m_pStudioHeader->seqindex) + m_pCurrentEntity->latched.prevsequence;
panim = StudioGetAnim(m_pRenderModel, pseqdesc);
// clip prevframe
StudioCalcRotations(pos1b, q1b, pseqdesc, panim, m_pCurrentEntity->latched.prevframe);
if (pseqdesc->numblends > 1)
{
panim += m_pStudioHeader->numbones;
StudioCalcRotations(pos2, q2, pseqdesc, panim, m_pCurrentEntity->latched.prevframe);
s = (m_pCurrentEntity->latched.prevseqblending[0]) / 255.0;
StudioSlerpBones(q1b, pos1b, q2, pos2, s);
if (pseqdesc->numblends == 4)
{
panim += m_pStudioHeader->numbones;
StudioCalcRotations(pos3, q3, pseqdesc, panim, m_pCurrentEntity->latched.prevframe);
panim += m_pStudioHeader->numbones;
StudioCalcRotations(pos4, q4, pseqdesc, panim, m_pCurrentEntity->latched.prevframe);
s = (m_pCurrentEntity->latched.prevseqblending[0]) / 255.0;
StudioSlerpBones(q3, pos3, q4, pos4, s);
s = (m_pCurrentEntity->latched.prevseqblending[1]) / 255.0;
StudioSlerpBones(q1b, pos1b, q3, pos3, s);
}
}
s = 1.0 - (m_clTime - m_pCurrentEntity->latched.sequencetime) / 0.2;
StudioSlerpBones(q, pos, q1b, pos1b, s);
}
else
{
//Con_DPrintf("prevframe = %4.2f\n", f);
m_pCurrentEntity->latched.prevframe = f;
}
pbones = (mstudiobone_t*)((byte*)m_pStudioHeader + m_pStudioHeader->boneindex);
// bounds checking
if (m_pPlayerInfo)
{
if (m_pPlayerInfo->gaitsequence >= m_pStudioHeader->numseq)
{
m_pPlayerInfo->gaitsequence = 0;
}
}
// calc gait animation
if (m_pPlayerInfo && m_pPlayerInfo->gaitsequence != 0)
{
if (m_pPlayerInfo->gaitsequence >= m_pStudioHeader->numseq)
{
m_pPlayerInfo->gaitsequence = 0;
}
bool copy = true;
pseqdesc = (mstudioseqdesc_t*)((byte*)m_pStudioHeader + m_pStudioHeader->seqindex) + m_pPlayerInfo->gaitsequence;
panim = StudioGetAnim(m_pRenderModel, pseqdesc);
StudioCalcRotations(pos2, q2, pseqdesc, panim, m_pPlayerInfo->gaitframe);
for (i = 0; i < m_pStudioHeader->numbones; i++)
{
auto bone = &pbones[i];
if (0 == strcmp(bone->name, "Bip01 Spine"))
{
copy = false;
}
else if (bone->parent >= 0 &&
bone->parent < m_pStudioHeader->numbones &&
0 == strcmp(pbones[bone->parent].name, "Bip01 Pelvis"))
{
copy = true;
}
if (copy)
{
memcpy(pos[i], pos2[i], sizeof(pos[i]));
memcpy(q[i], q2[i], sizeof(q[i]));
}
}
}
for (i = 0; i < m_pStudioHeader->numbones; i++)
{
const int parent = pbones[i].parent;
QuaternionMatrix(q[i], bonematrix);
bonematrix[0][3] = pos[i][0];
bonematrix[1][3] = pos[i][1];
bonematrix[2][3] = pos[i][2];
if (parent == -1)
{
if (0 != IEngineStudio.IsHardware())
{
ConcatTransforms((*m_protationmatrix), bonematrix, (*m_pbonetransform)[i]);
// MatrixCopy should be faster...
//ConcatTransforms ((*m_protationmatrix), bonematrix, (*m_plighttransform)[i]);
MatrixCopy((*m_pbonetransform)[i], (*m_plighttransform)[i]);
}
else
{
ConcatTransforms((*m_paliastransform), bonematrix, (*m_pbonetransform)[i]);
ConcatTransforms((*m_protationmatrix), bonematrix, (*m_plighttransform)[i]);
}
// Apply client-side effects to the transformation matrix
StudioFxTransform(m_pCurrentEntity, (*m_pbonetransform)[i]);
}
else if (parent >= 0 && parent < m_pStudioHeader->numbones)
{
ConcatTransforms((*m_pbonetransform)[parent], bonematrix, (*m_pbonetransform)[i]);
ConcatTransforms((*m_plighttransform)[parent], bonematrix, (*m_plighttransform)[i]);
}
}
}
/*
====================
StudioSaveBones
====================
*/
void CStudioModelRenderer::StudioSaveBones()
{
int i;
mstudiobone_t* pbones;
pbones = (mstudiobone_t*)((byte*)m_pStudioHeader + m_pStudioHeader->boneindex);
m_nCachedBones = m_pStudioHeader->numbones;
for (i = 0; i < m_pStudioHeader->numbones; i++)
{
strcpy(m_nCachedBoneNames[i], pbones[i].name);
MatrixCopy((*m_pbonetransform)[i], m_rgCachedBoneTransform[i]);
MatrixCopy((*m_plighttransform)[i], m_rgCachedLightTransform[i]);
}
}
/*
====================
StudioMergeBones
====================
*/
void CStudioModelRenderer::StudioMergeBones(model_t* m_pSubModel)
{
int i, j;
double f;
mstudiobone_t* pbones;
mstudioseqdesc_t* pseqdesc;
mstudioanim_t* panim;
static float pos[MAXSTUDIOBONES][3];
float bonematrix[3][4];
static vec4_t q[MAXSTUDIOBONES];
if (m_pCurrentEntity->curstate.sequence >= m_pStudioHeader->numseq)
{
m_pCurrentEntity->curstate.sequence = 0;
}
pseqdesc = (mstudioseqdesc_t*)((byte*)m_pStudioHeader + m_pStudioHeader->seqindex) + m_pCurrentEntity->curstate.sequence;
f = StudioEstimateFrame(pseqdesc);
if (m_pCurrentEntity->latched.prevframe > f)
{
//Con_DPrintf("%f %f\n", m_pCurrentEntity->prevframe, f );
}
panim = StudioGetAnim(m_pSubModel, pseqdesc);
StudioCalcRotations(pos, q, pseqdesc, panim, f);
pbones = (mstudiobone_t*)((byte*)m_pStudioHeader + m_pStudioHeader->boneindex);
for (i = 0; i < m_pStudioHeader->numbones; i++)
{
for (j = 0; j < m_nCachedBones; j++)
{
if (stricmp(pbones[i].name, m_nCachedBoneNames[j]) == 0)
{
MatrixCopy(m_rgCachedBoneTransform[j], (*m_pbonetransform)[i]);
MatrixCopy(m_rgCachedLightTransform[j], (*m_plighttransform)[i]);
break;
}
}
if (j >= m_nCachedBones)
{
QuaternionMatrix(q[i], bonematrix);
bonematrix[0][3] = pos[i][0];
bonematrix[1][3] = pos[i][1];
bonematrix[2][3] = pos[i][2];
if (pbones[i].parent == -1)
{
if (0 != IEngineStudio.IsHardware())
{
ConcatTransforms((*m_protationmatrix), bonematrix, (*m_pbonetransform)[i]);
// MatrixCopy should be faster...
//ConcatTransforms ((*m_protationmatrix), bonematrix, (*m_plighttransform)[i]);
MatrixCopy((*m_pbonetransform)[i], (*m_plighttransform)[i]);
}
else
{
ConcatTransforms((*m_paliastransform), bonematrix, (*m_pbonetransform)[i]);
ConcatTransforms((*m_protationmatrix), bonematrix, (*m_plighttransform)[i]);
}
// Apply client-side effects to the transformation matrix
StudioFxTransform(m_pCurrentEntity, (*m_pbonetransform)[i]);
}
else
{
ConcatTransforms((*m_pbonetransform)[pbones[i].parent], bonematrix, (*m_pbonetransform)[i]);
ConcatTransforms((*m_plighttransform)[pbones[i].parent], bonematrix, (*m_plighttransform)[i]);
}
}
}
}
/*
====================
StudioDrawModel
====================
*/
bool CStudioModelRenderer::StudioDrawModel(int flags)
{
alight_t lighting;
Vector dir;
m_pCurrentEntity = IEngineStudio.GetCurrentEntity();
IEngineStudio.GetTimes(&m_nFrameCount, &m_clTime, &m_clOldTime);
IEngineStudio.GetViewInfo(m_vRenderOrigin, m_vUp, m_vRight, m_vNormal);
IEngineStudio.GetAliasScale(&m_fSoftwareXScale, &m_fSoftwareYScale);
if (m_pCurrentEntity->curstate.renderfx == kRenderFxDeadPlayer)
{
entity_state_t deadplayer;
bool result;
bool save_interp;
if (m_pCurrentEntity->curstate.renderamt <= 0 || m_pCurrentEntity->curstate.renderamt > gEngfuncs.GetMaxClients())
return false;
// get copy of player
deadplayer = *(IEngineStudio.GetPlayerState(m_pCurrentEntity->curstate.renderamt - 1)); //cl.frames[cl.parsecount & CL_UPDATE_MASK].playerstate[m_pCurrentEntity->curstate.renderamt-1];
// clear weapon, movement state
deadplayer.number = m_pCurrentEntity->curstate.renderamt;
deadplayer.weaponmodel = 0;
deadplayer.gaitsequence = 0;
deadplayer.movetype = MOVETYPE_NONE;
VectorCopy(m_pCurrentEntity->curstate.angles, deadplayer.angles);
VectorCopy(m_pCurrentEntity->curstate.origin, deadplayer.origin);
save_interp = m_fDoInterp;
m_fDoInterp = false;
// draw as though it were a player
result = StudioDrawPlayer(flags, &deadplayer);
m_fDoInterp = save_interp;
return result;
}
m_pRenderModel = m_pCurrentEntity->model;
m_pStudioHeader = (studiohdr_t*)IEngineStudio.Mod_Extradata(m_pRenderModel);
IEngineStudio.StudioSetHeader(m_pStudioHeader);
IEngineStudio.SetRenderModel(m_pRenderModel);
StudioSetUpTransform(false);
if ((flags & STUDIO_RENDER) != 0)
{
// see if the bounding box lets us trivially reject, also sets
if (0 == IEngineStudio.StudioCheckBBox())
return false;
(*m_pModelsDrawn)++;
(*m_pStudioModelCount)++; // render data cache cookie
if (m_pStudioHeader->numbodyparts == 0)
return true;
}
if (m_pCurrentEntity->curstate.movetype == MOVETYPE_FOLLOW)
{
StudioMergeBones(m_pRenderModel);
}
else
{
StudioSetupBones();
}
StudioSaveBones();
if ((flags & STUDIO_EVENTS) != 0)
{
StudioCalcAttachments();
IEngineStudio.StudioClientEvents();
// copy attachments into global entity array
if (m_pCurrentEntity->index > 0)
{
cl_entity_t* ent = gEngfuncs.GetEntityByIndex(m_pCurrentEntity->index);
memcpy(ent->attachment, m_pCurrentEntity->attachment, sizeof(Vector) * 4);
}
}
if ((flags & STUDIO_RENDER) != 0)
{
lighting.plightvec = dir;
IEngineStudio.StudioDynamicLight(m_pCurrentEntity, &lighting);
IEngineStudio.StudioEntityLight(&lighting);
// model and frame independant
IEngineStudio.StudioSetupLighting(&lighting);
// get remap colors
m_nTopColor = m_pCurrentEntity->curstate.colormap & 0xFF;
m_nBottomColor = (m_pCurrentEntity->curstate.colormap & 0xFF00) >> 8;
IEngineStudio.StudioSetRemapColors(m_nTopColor, m_nBottomColor);
StudioRenderModel();
}
return true;
}
/*
====================
StudioEstimateGait
====================
*/
void CStudioModelRenderer::StudioEstimateGait(entity_state_t* pplayer)
{
float dt;
Vector est_velocity;
dt = (m_clTime - m_clOldTime);
if (dt < 0)
dt = 0;
else if (dt > 1.0)
dt = 1;
if (dt == 0 || m_pPlayerInfo->renderframe == m_nFrameCount)
{
m_flGaitMovement = 0;
return;
}
// VectorAdd( pplayer->velocity, pplayer->prediction_error, est_velocity );
if (m_fGaitEstimation)
{
VectorSubtract(m_pCurrentEntity->origin, m_pPlayerInfo->prevgaitorigin, est_velocity);
VectorCopy(m_pCurrentEntity->origin, m_pPlayerInfo->prevgaitorigin);
m_flGaitMovement = Length(est_velocity);
if (dt <= 0 || m_flGaitMovement / dt < 5)
{
m_flGaitMovement = 0;
est_velocity[0] = 0;
est_velocity[1] = 0;
}
}
else
{
VectorCopy(pplayer->velocity, est_velocity);
m_flGaitMovement = Length(est_velocity) * dt;
}
if (est_velocity[1] == 0 && est_velocity[0] == 0)
{
float flYawDiff = m_pCurrentEntity->angles[YAW] - m_pPlayerInfo->gaityaw;
flYawDiff = flYawDiff - (int)(flYawDiff / 360) * 360;
if (flYawDiff > 180)
flYawDiff -= 360;
if (flYawDiff < -180)
flYawDiff += 360;
if (dt < 0.25)
flYawDiff *= dt * 4;
else
flYawDiff *= dt;
m_pPlayerInfo->gaityaw += flYawDiff;
m_pPlayerInfo->gaityaw = m_pPlayerInfo->gaityaw - (int)(m_pPlayerInfo->gaityaw / 360) * 360;
m_flGaitMovement = 0;
}
else
{
m_pPlayerInfo->gaityaw = (atan2(est_velocity[1], est_velocity[0]) * 180 / M_PI);
if (m_pPlayerInfo->gaityaw > 180)
m_pPlayerInfo->gaityaw = 180;
if (m_pPlayerInfo->gaityaw < -180)
m_pPlayerInfo->gaityaw = -180;
}
}
/*
====================
StudioProcessGait
====================
*/
void CStudioModelRenderer::StudioProcessGait(entity_state_t* pplayer)
{
mstudioseqdesc_t* pseqdesc;
float dt;
int iBlend;
float flYaw; // view direction relative to movement
if (m_pCurrentEntity->curstate.sequence >= m_pStudioHeader->numseq)
{
m_pCurrentEntity->curstate.sequence = 0;
}
pseqdesc = (mstudioseqdesc_t*)((byte*)m_pStudioHeader + m_pStudioHeader->seqindex) + m_pCurrentEntity->curstate.sequence;
StudioPlayerBlend(pseqdesc, &iBlend, &m_pCurrentEntity->angles[PITCH]);
m_pCurrentEntity->latched.prevangles[PITCH] = m_pCurrentEntity->angles[PITCH];
m_pCurrentEntity->curstate.blending[0] = iBlend;
m_pCurrentEntity->latched.prevblending[0] = m_pCurrentEntity->curstate.blending[0];
m_pCurrentEntity->latched.prevseqblending[0] = m_pCurrentEntity->curstate.blending[0];
// Con_DPrintf("%f %d\n", m_pCurrentEntity->angles[PITCH], m_pCurrentEntity->blending[0] );
dt = (m_clTime - m_clOldTime);
if (dt < 0)
dt = 0;
else if (dt > 1.0)
dt = 1;
StudioEstimateGait(pplayer);
// Con_DPrintf("%f %f\n", m_pCurrentEntity->angles[YAW], m_pPlayerInfo->gaityaw );
// calc side to side turning
flYaw = m_pCurrentEntity->angles[YAW] - m_pPlayerInfo->gaityaw;
flYaw = flYaw - (int)(flYaw / 360) * 360;
if (flYaw < -180)
flYaw = flYaw + 360;
if (flYaw > 180)
flYaw = flYaw - 360;
if (flYaw > 120)
{
m_pPlayerInfo->gaityaw = m_pPlayerInfo->gaityaw - 180;
m_flGaitMovement = -m_flGaitMovement;
flYaw = flYaw - 180;
}
else if (flYaw < -120)
{
m_pPlayerInfo->gaityaw = m_pPlayerInfo->gaityaw + 180;
m_flGaitMovement = -m_flGaitMovement;
flYaw = flYaw + 180;
}
// adjust torso
m_pCurrentEntity->curstate.controller[0] = ((flYaw / 4.0) + 30) / (60.0 / 255.0);
m_pCurrentEntity->curstate.controller[1] = ((flYaw / 4.0) + 30) / (60.0 / 255.0);
m_pCurrentEntity->curstate.controller[2] = ((flYaw / 4.0) + 30) / (60.0 / 255.0);
m_pCurrentEntity->curstate.controller[3] = ((flYaw / 4.0) + 30) / (60.0 / 255.0);
m_pCurrentEntity->latched.prevcontroller[0] = m_pCurrentEntity->curstate.controller[0];
m_pCurrentEntity->latched.prevcontroller[1] = m_pCurrentEntity->curstate.controller[1];
m_pCurrentEntity->latched.prevcontroller[2] = m_pCurrentEntity->curstate.controller[2];
m_pCurrentEntity->latched.prevcontroller[3] = m_pCurrentEntity->curstate.controller[3];
m_pCurrentEntity->angles[YAW] = m_pPlayerInfo->gaityaw;
if (m_pCurrentEntity->angles[YAW] < -0)
m_pCurrentEntity->angles[YAW] += 360;
m_pCurrentEntity->latched.prevangles[YAW] = m_pCurrentEntity->angles[YAW];
if (pplayer->gaitsequence >= m_pStudioHeader->numseq)
{
pplayer->gaitsequence = 0;
}
pseqdesc = (mstudioseqdesc_t*)((byte*)m_pStudioHeader + m_pStudioHeader->seqindex) + pplayer->gaitsequence;
// calc gait frame
if (pseqdesc->linearmovement[0] > 0)
{
m_pPlayerInfo->gaitframe += (m_flGaitMovement / pseqdesc->linearmovement[0]) * pseqdesc->numframes;
}
else
{
m_pPlayerInfo->gaitframe += pseqdesc->fps * dt;
}
// do modulo
m_pPlayerInfo->gaitframe = m_pPlayerInfo->gaitframe - (int)(m_pPlayerInfo->gaitframe / pseqdesc->numframes) * pseqdesc->numframes;
if (m_pPlayerInfo->gaitframe < 0)
m_pPlayerInfo->gaitframe += pseqdesc->numframes;
}
/*
====================
StudioDrawPlayer
====================
*/
bool CStudioModelRenderer::StudioDrawPlayer(int flags, entity_state_t* pplayer)
{
alight_t lighting;
Vector dir;
m_pCurrentEntity = IEngineStudio.GetCurrentEntity();
IEngineStudio.GetTimes(&m_nFrameCount, &m_clTime, &m_clOldTime);
IEngineStudio.GetViewInfo(m_vRenderOrigin, m_vUp, m_vRight, m_vNormal);
IEngineStudio.GetAliasScale(&m_fSoftwareXScale, &m_fSoftwareYScale);
m_nPlayerIndex = pplayer->number - 1;
if (m_nPlayerIndex < 0 || m_nPlayerIndex >= gEngfuncs.GetMaxClients())
return false;
m_pRenderModel = IEngineStudio.SetupPlayerModel(m_nPlayerIndex);
if (m_pRenderModel == NULL)
return false;
m_pStudioHeader = (studiohdr_t*)IEngineStudio.Mod_Extradata(m_pRenderModel);
IEngineStudio.StudioSetHeader(m_pStudioHeader);
IEngineStudio.SetRenderModel(m_pRenderModel);
if (0 != pplayer->gaitsequence)
{
Vector orig_angles;
m_pPlayerInfo = IEngineStudio.PlayerInfo(m_nPlayerIndex);
VectorCopy(m_pCurrentEntity->angles, orig_angles);
StudioProcessGait(pplayer);
m_pPlayerInfo->gaitsequence = pplayer->gaitsequence;
m_pPlayerInfo = NULL;
StudioSetUpTransform(false);
VectorCopy(orig_angles, m_pCurrentEntity->angles);
}
else
{
m_pCurrentEntity->curstate.controller[0] = 127;
m_pCurrentEntity->curstate.controller[1] = 127;
m_pCurrentEntity->curstate.controller[2] = 127;
m_pCurrentEntity->curstate.controller[3] = 127;
m_pCurrentEntity->latched.prevcontroller[0] = m_pCurrentEntity->curstate.controller[0];
m_pCurrentEntity->latched.prevcontroller[1] = m_pCurrentEntity->curstate.controller[1];
m_pCurrentEntity->latched.prevcontroller[2] = m_pCurrentEntity->curstate.controller[2];
m_pCurrentEntity->latched.prevcontroller[3] = m_pCurrentEntity->curstate.controller[3];
m_pPlayerInfo = IEngineStudio.PlayerInfo(m_nPlayerIndex);
m_pPlayerInfo->gaitsequence = 0;
StudioSetUpTransform(false);
}
if ((flags & STUDIO_RENDER) != 0)
{
// see if the bounding box lets us trivially reject, also sets
if (0 == IEngineStudio.StudioCheckBBox())
return false;
(*m_pModelsDrawn)++;
(*m_pStudioModelCount)++; // render data cache cookie
if (m_pStudioHeader->numbodyparts == 0)
return true;
}
m_pPlayerInfo = IEngineStudio.PlayerInfo(m_nPlayerIndex);
StudioSetupBones();
StudioSaveBones();
m_pPlayerInfo->renderframe = m_nFrameCount;
m_pPlayerInfo = NULL;
if ((flags & STUDIO_EVENTS) != 0)
{
StudioCalcAttachments();
IEngineStudio.StudioClientEvents();
// copy attachments into global entity array
if (m_pCurrentEntity->index > 0)
{
cl_entity_t* ent = gEngfuncs.GetEntityByIndex(m_pCurrentEntity->index);
memcpy(ent->attachment, m_pCurrentEntity->attachment, sizeof(Vector) * 4);
}
}
if ((flags & STUDIO_RENDER) != 0)
{
if (0 != m_pCvarHiModels->value && m_pRenderModel != m_pCurrentEntity->model)
{
// show highest resolution multiplayer model
m_pCurrentEntity->curstate.body = 255;
}
if (!(m_pCvarDeveloper->value == 0 && gEngfuncs.GetMaxClients() == 1) && (m_pRenderModel == m_pCurrentEntity->model))
{
m_pCurrentEntity->curstate.body = 1; // force helmet
}
lighting.plightvec = dir;
IEngineStudio.StudioDynamicLight(m_pCurrentEntity, &lighting);
IEngineStudio.StudioEntityLight(&lighting);
// model and frame independant
IEngineStudio.StudioSetupLighting(&lighting);
m_pPlayerInfo = IEngineStudio.PlayerInfo(m_nPlayerIndex);
// get remap colors
m_nTopColor = m_pPlayerInfo->topcolor;
m_nBottomColor = m_pPlayerInfo->bottomcolor;
// bounds check
if (m_nTopColor < 0)
m_nTopColor = 0;
if (m_nTopColor > 360)
m_nTopColor = 360;
if (m_nBottomColor < 0)
m_nBottomColor = 0;
if (m_nBottomColor > 360)
m_nBottomColor = 360;
IEngineStudio.StudioSetRemapColors(m_nTopColor, m_nBottomColor);
StudioRenderModel();
m_pPlayerInfo = NULL;
if (0 != pplayer->weaponmodel)
{
cl_entity_t saveent = *m_pCurrentEntity;
model_t* pweaponmodel = IEngineStudio.GetModelByIndex(pplayer->weaponmodel);
m_pStudioHeader = (studiohdr_t*)IEngineStudio.Mod_Extradata(pweaponmodel);
IEngineStudio.StudioSetHeader(m_pStudioHeader);
StudioMergeBones(pweaponmodel);
IEngineStudio.StudioSetupLighting(&lighting);
StudioRenderModel();
StudioCalcAttachments();
*m_pCurrentEntity = saveent;
}
}
return true;
}
/*
====================
StudioCalcAttachments
====================
*/
void CStudioModelRenderer::StudioCalcAttachments()
{
int i;
mstudioattachment_t* pattachment;
if (m_pStudioHeader->numattachments > 4)
{
gEngfuncs.Con_DPrintf("Too many attachments on %s\n", m_pCurrentEntity->model->name);
exit(-1);
}
// calculate attachment points
pattachment = (mstudioattachment_t*)((byte*)m_pStudioHeader + m_pStudioHeader->attachmentindex);
for (i = 0; i < m_pStudioHeader->numattachments; i++)
{
VectorTransform(pattachment[i].org, (*m_plighttransform)[pattachment[i].bone], m_pCurrentEntity->attachment[i]);
}
}
/*
====================
StudioRenderModel
====================
*/
void CStudioModelRenderer::StudioRenderModel()
{
IEngineStudio.SetChromeOrigin();
IEngineStudio.SetForceFaceFlags(0);
if (m_pCurrentEntity->curstate.renderfx == kRenderFxGlowShell)
{
m_pCurrentEntity->curstate.renderfx = kRenderFxNone;
StudioRenderFinal();
if (0 == IEngineStudio.IsHardware())
{
gEngfuncs.pTriAPI->RenderMode(kRenderTransAdd);
}
IEngineStudio.SetForceFaceFlags(STUDIO_NF_CHROME);
gEngfuncs.pTriAPI->SpriteTexture(m_pChromeSprite, 0);
m_pCurrentEntity->curstate.renderfx = kRenderFxGlowShell;
StudioRenderFinal();
if (0 == IEngineStudio.IsHardware())
{
gEngfuncs.pTriAPI->RenderMode(kRenderNormal);
}
}
else
{
StudioRenderFinal();
}
}
/*
====================
StudioRenderFinal_Software
====================
*/
void CStudioModelRenderer::StudioRenderFinal_Software()
{
int i;
// Note, rendermode set here has effect in SW
IEngineStudio.SetupRenderer(0);
if (m_pCvarDrawEntities->value == 2)
{
IEngineStudio.StudioDrawBones();
}
else if (m_pCvarDrawEntities->value == 3)
{
IEngineStudio.StudioDrawHulls();
}
else
{
for (i = 0; i < m_pStudioHeader->numbodyparts; i++)
{
IEngineStudio.StudioSetupModel(i, (void**)&m_pBodyPart, (void**)&m_pSubModel);
IEngineStudio.StudioDrawPoints();
}
}
if (m_pCvarDrawEntities->value == 4)
{
gEngfuncs.pTriAPI->RenderMode(kRenderTransAdd);
IEngineStudio.StudioDrawHulls();
gEngfuncs.pTriAPI->RenderMode(kRenderNormal);
}
if (m_pCvarDrawEntities->value == 5)
{
IEngineStudio.StudioDrawAbsBBox();
}
IEngineStudio.RestoreRenderer();
}
/*
====================
StudioRenderFinal_Hardware
====================
*/
void CStudioModelRenderer::StudioRenderFinal_Hardware()
{
int i;
int rendermode;
rendermode = 0 != IEngineStudio.GetForceFaceFlags() ? kRenderTransAdd : m_pCurrentEntity->curstate.rendermode;
IEngineStudio.SetupRenderer(rendermode);
if (m_pCvarDrawEntities->value == 2)
{
IEngineStudio.StudioDrawBones();
}
else if (m_pCvarDrawEntities->value == 3)
{
IEngineStudio.StudioDrawHulls();
}
else
{
for (i = 0; i < m_pStudioHeader->numbodyparts; i++)
{
IEngineStudio.StudioSetupModel(i, (void**)&m_pBodyPart, (void**)&m_pSubModel);
if (m_fDoInterp)
{
// interpolation messes up bounding boxes.
m_pCurrentEntity->trivial_accept = 0;
}
IEngineStudio.GL_SetRenderMode(rendermode);
IEngineStudio.StudioDrawPoints();
IEngineStudio.GL_StudioDrawShadow();
}
}
if (m_pCvarDrawEntities->value == 4)
{
gEngfuncs.pTriAPI->RenderMode(kRenderTransAdd);
IEngineStudio.StudioDrawHulls();
gEngfuncs.pTriAPI->RenderMode(kRenderNormal);
}
IEngineStudio.RestoreRenderer();
}
/*
====================
StudioRenderFinal
====================
*/
void CStudioModelRenderer::StudioRenderFinal()
{
if (0 != IEngineStudio.IsHardware())
{
StudioRenderFinal_Hardware();
}
else
{
StudioRenderFinal_Software();
}
}