HLua/utils/mdlviewer/studio_render.cpp

729 lines
17 KiB
C++

/***
*
* Copyright (c) 1996-2002, Valve LLC. All rights reserved.
*
* This product contains software technology licensed from Id
* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
* All Rights Reserved.
*
****/
// studio_render.cpp: routines for drawing Half-Life 3DStudio models
// updates:
// 1-4-99 fixed AdvanceFrame wraping bug
#include <windows.h>
#include <gl\gl.h>
#include <gl\glu.h>
#pragma warning( disable : 4244 ) // double to float
////////////////////////////////////////////////////////////////////////
#include "mathlib.h"
#include "../../public/steam/steamtypes.h" // defines int32, required by studio.h
#include "..\..\engine\studio.h"
#include "mdlviewer.h"
////////////////////////////////////////////////////////////////////////
vec3_t g_xformverts[MAXSTUDIOVERTS]; // transformed vertices
vec3_t g_lightvalues[MAXSTUDIOVERTS]; // light surface normals
vec3_t *g_pxformverts;
vec3_t *g_pvlightvalues;
vec3_t g_lightvec; // light vector in model reference frame
vec3_t g_blightvec[MAXSTUDIOBONES]; // light vectors in bone reference frames
int g_ambientlight; // ambient world light
float g_shadelight; // direct world light
vec3_t g_lightcolor;
int g_smodels_total; // cookie
float g_bonetransform[MAXSTUDIOBONES][3][4]; // bone transformation matrix
int g_chrome[MAXSTUDIOVERTS][2]; // texture coords for surface normals
int g_chromeage[MAXSTUDIOBONES]; // last time chrome vectors were updated
vec3_t g_chromeup[MAXSTUDIOBONES]; // chrome vector "up" in bone reference frames
vec3_t g_chromeright[MAXSTUDIOBONES]; // chrome vector "right" in bone reference frames
////////////////////////////////////////////////////////////////////////
void StudioModel::CalcBoneAdj( )
{
int i, j;
float value;
mstudiobonecontroller_t *pbonecontroller;
pbonecontroller = (mstudiobonecontroller_t *)((byte *)m_pstudiohdr + m_pstudiohdr->bonecontrollerindex);
for (j = 0; j < m_pstudiohdr->numbonecontrollers; j++)
{
i = pbonecontroller[j].index;
if (i <= 3)
{
// check for 360% wrapping
if (pbonecontroller[j].type & STUDIO_RLOOP)
{
value = m_controller[i] * (360.0/256.0) + pbonecontroller[j].start;
}
else
{
value = m_controller[i] / 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_controller[j], m_prevcontroller[j], value, dadt );
}
else
{
value = m_mouth / 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:
m_adj[j] = value * (Q_PI / 180.0);
break;
case STUDIO_X:
case STUDIO_Y:
case STUDIO_Z:
m_adj[j] = value;
break;
}
}
}
void StudioModel::CalcBoneQuaternion( int frame, float s, mstudiobone_t *pbone, mstudioanim_t *panim, float *q )
{
int j, k;
vec4_t q1, q2;
vec3_t 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;
while (panimvalue->num.total <= k)
{
k -= panimvalue->num.total;
panimvalue += panimvalue->num.valid + 1;
}
// 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] += m_adj[pbone->bonecontroller[j+3]];
angle2[j] += m_adj[pbone->bonecontroller[j+3]];
}
}
if (!VectorCompare( angle1, angle2 ))
{
AngleQuaternion( angle1, q1 );
AngleQuaternion( angle2, q2 );
QuaternionSlerp( q1, q2, s, q );
}
else
{
AngleQuaternion( angle1, q );
}
}
void StudioModel::CalcBonePosition( int frame, float s, mstudiobone_t *pbone, mstudioanim_t *panim, 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]);
k = frame;
// find span of values that includes the frame we want
while (panimvalue->num.total <= k)
{
k -= panimvalue->num.total;
panimvalue += panimvalue->num.valid + 1;
}
// 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)
{
pos[j] += m_adj[pbone->bonecontroller[j]];
}
}
}
void StudioModel::CalcRotations ( vec3_t *pos, vec4_t *q, mstudioseqdesc_t *pseqdesc, mstudioanim_t *panim, float f )
{
int i;
int frame;
mstudiobone_t *pbone;
float s;
frame = (int)f;
s = (f - frame);
// add in programatic controllers
CalcBoneAdj( );
pbone = (mstudiobone_t *)((byte *)m_pstudiohdr + m_pstudiohdr->boneindex);
for (i = 0; i < m_pstudiohdr->numbones; i++, pbone++, panim++)
{
CalcBoneQuaternion( frame, s, pbone, panim, q[i] );
CalcBonePosition( frame, s, pbone, panim, pos[i] );
}
if (pseqdesc->motiontype & STUDIO_X)
pos[pseqdesc->motionbone][0] = 0.0;
if (pseqdesc->motiontype & STUDIO_Y)
pos[pseqdesc->motionbone][1] = 0.0;
if (pseqdesc->motiontype & STUDIO_Z)
pos[pseqdesc->motionbone][2] = 0.0;
}
mstudioanim_t * StudioModel::GetAnim( mstudioseqdesc_t *pseqdesc )
{
mstudioseqgroup_t *pseqgroup;
pseqgroup = (mstudioseqgroup_t *)((byte *)m_pstudiohdr + m_pstudiohdr->seqgroupindex) + pseqdesc->seqgroup;
if (pseqdesc->seqgroup == 0)
{
return (mstudioanim_t *)((byte *)m_pstudiohdr + pseqgroup->unused2 /* was pseqgroup->data, will be almost always be 0 */ + pseqdesc->animindex);
}
return (mstudioanim_t *)((byte *)m_panimhdr[pseqdesc->seqgroup] + pseqdesc->animindex);
}
void StudioModel::SlerpBones( vec4_t q1[], vec3_t pos1[], vec4_t q2[], vec3_t pos2[], 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_pstudiohdr->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;
}
}
void StudioModel::AdvanceFrame( float dt )
{
mstudioseqdesc_t *pseqdesc;
pseqdesc = (mstudioseqdesc_t *)((byte *)m_pstudiohdr + m_pstudiohdr->seqindex) + m_sequence;
if (dt > 0.1)
dt = (float)0.1;
m_frame += dt * pseqdesc->fps;
if (pseqdesc->numframes <= 1)
{
m_frame = 0;
}
else
{
// wrap
m_frame -= (int)(m_frame / (pseqdesc->numframes - 1)) * (pseqdesc->numframes - 1);
}
}
void StudioModel::SetUpBones ( void )
{
int i;
mstudiobone_t *pbones;
mstudioseqdesc_t *pseqdesc;
mstudioanim_t *panim;
static vec3_t pos[MAXSTUDIOBONES];
float bonematrix[3][4];
static vec4_t q[MAXSTUDIOBONES];
static vec3_t pos2[MAXSTUDIOBONES];
static vec4_t q2[MAXSTUDIOBONES];
static vec3_t pos3[MAXSTUDIOBONES];
static vec4_t q3[MAXSTUDIOBONES];
static vec3_t pos4[MAXSTUDIOBONES];
static vec4_t q4[MAXSTUDIOBONES];
if (m_sequence >= m_pstudiohdr->numseq) {
m_sequence = 0;
}
pseqdesc = (mstudioseqdesc_t *)((byte *)m_pstudiohdr + m_pstudiohdr->seqindex) + m_sequence;
panim = GetAnim( pseqdesc );
CalcRotations( pos, q, pseqdesc, panim, m_frame );
if (pseqdesc->numblends > 1)
{
float s;
panim += m_pstudiohdr->numbones;
CalcRotations( pos2, q2, pseqdesc, panim, m_frame );
s = m_blending[0] / 255.0;
SlerpBones( q, pos, q2, pos2, s );
if (pseqdesc->numblends == 4)
{
panim += m_pstudiohdr->numbones;
CalcRotations( pos3, q3, pseqdesc, panim, m_frame );
panim += m_pstudiohdr->numbones;
CalcRotations( pos4, q4, pseqdesc, panim, m_frame );
s = m_blending[0] / 255.0;
SlerpBones( q3, pos3, q4, pos4, s );
s = m_blending[1] / 255.0;
SlerpBones( q, pos, q3, pos3, s );
}
}
pbones = (mstudiobone_t *)((byte *)m_pstudiohdr + m_pstudiohdr->boneindex);
for (i = 0; i < m_pstudiohdr->numbones; i++) {
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) {
memcpy(g_bonetransform[i], bonematrix, sizeof(float) * 12);
}
else {
R_ConcatTransforms (g_bonetransform[pbones[i].parent], bonematrix, g_bonetransform[i]);
}
}
}
/*
================
StudioModel::TransformFinalVert
================
*/
void StudioModel::Lighting (float *lv, int bone, int flags, vec3_t normal)
{
float illum;
float lightcos;
illum = g_ambientlight;
if (flags & STUDIO_NF_FLATSHADE)
{
illum += g_shadelight * 0.8;
}
else
{
float r;
lightcos = DotProduct (normal, g_blightvec[bone]); // -1 colinear, 1 opposite
if (lightcos > 1.0)
lightcos = 1;
illum += g_shadelight;
r = g_lambert;
if (r <= 1.0) r = 1.0;
lightcos = (lightcos + (r - 1.0)) / r; // do modified hemispherical lighting
if (lightcos > 0.0)
{
illum -= g_shadelight * lightcos;
}
if (illum <= 0)
illum = 0;
}
if (illum > 255)
illum = 255;
*lv = illum / 255.0; // Light from 0 to 1.0
}
void StudioModel::Chrome (int *pchrome, int bone, vec3_t normal)
{
float n;
if (g_chromeage[bone] != g_smodels_total)
{
// calculate vectors from the viewer to the bone. This roughly adjusts for position
vec3_t chromeupvec; // g_chrome t vector in world reference frame
vec3_t chromerightvec; // g_chrome s vector in world reference frame
vec3_t tmp; // vector pointing at bone in world reference frame
VectorScale( m_origin, -1, tmp );
tmp[0] += g_bonetransform[bone][0][3];
tmp[1] += g_bonetransform[bone][1][3];
tmp[2] += g_bonetransform[bone][2][3];
VectorNormalize( tmp );
CrossProduct( tmp, g_vright, chromeupvec );
VectorNormalize( chromeupvec );
CrossProduct( tmp, chromeupvec, chromerightvec );
VectorNormalize( chromerightvec );
VectorIRotate( chromeupvec, g_bonetransform[bone], g_chromeup[bone] );
VectorIRotate( chromerightvec, g_bonetransform[bone], g_chromeright[bone] );
g_chromeage[bone] = g_smodels_total;
}
// calc s coord
n = DotProduct( normal, g_chromeright[bone] );
pchrome[0] = (n + 1.0) * 32; // FIX: make this a float
// calc t coord
n = DotProduct( normal, g_chromeup[bone] );
pchrome[1] = (n + 1.0) * 32; // FIX: make this a float
}
/*
================
StudioModel::SetupLighting
set some global variables based on entity position
inputs:
outputs:
g_ambientlight
g_shadelight
================
*/
void StudioModel::SetupLighting ( )
{
int i;
g_ambientlight = 32;
g_shadelight = 192;
g_lightvec[0] = 0;
g_lightvec[1] = 0;
g_lightvec[2] = -1.0;
g_lightcolor[0] = 1.0;
g_lightcolor[1] = 1.0;
g_lightcolor[2] = 1.0;
// TODO: only do it for bones that actually have textures
for (i = 0; i < m_pstudiohdr->numbones; i++)
{
VectorIRotate( g_lightvec, g_bonetransform[i], g_blightvec[i] );
}
}
/*
=================
StudioModel::SetupModel
based on the body part, figure out which mesh it should be using.
inputs:
currententity
outputs:
pstudiomesh
pmdl
=================
*/
void StudioModel::SetupModel ( int bodypart )
{
int index;
if (bodypart > m_pstudiohdr->numbodyparts)
{
// Con_DPrintf ("StudioModel::SetupModel: no such bodypart %d\n", bodypart);
bodypart = 0;
}
mstudiobodyparts_t *pbodypart = (mstudiobodyparts_t *)((byte *)m_pstudiohdr + m_pstudiohdr->bodypartindex) + bodypart;
index = m_bodynum / pbodypart->base;
index = index % pbodypart->nummodels;
m_pmodel = (mstudiomodel_t *)((byte *)m_pstudiohdr + pbodypart->modelindex) + index;
}
/*
================
StudioModel::DrawModel
inputs:
currententity
r_entorigin
================
*/
void StudioModel::DrawModel( )
{
int i;
g_smodels_total++; // render data cache cookie
g_pxformverts = &g_xformverts[0];
g_pvlightvalues = &g_lightvalues[0];
if (m_pstudiohdr->numbodyparts == 0)
return;
glPushMatrix ();
glTranslatef (m_origin[0], m_origin[1], m_origin[2]);
glRotatef (m_angles[1], 0, 0, 1);
glRotatef (m_angles[0], 0, 1, 0);
glRotatef (m_angles[2], 1, 0, 0);
// glShadeModel (GL_SMOOTH);
glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
// glHint (GL_PERSPECTIVE_CORRECTION_HINT, GL_FASTEST);
SetUpBones ( );
SetupLighting( );
for (i=0 ; i < m_pstudiohdr->numbodyparts ; i++)
{
SetupModel( i );
DrawPoints( );
}
glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
// glShadeModel (GL_FLAT);
// glHint (GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);
glPopMatrix ();
}
/*
================
================
*/
void StudioModel::DrawPoints ( )
{
int i, j;
mstudiomesh_t *pmesh;
byte *pvertbone;
byte *pnormbone;
vec3_t *pstudioverts;
vec3_t *pstudionorms;
mstudiotexture_t *ptexture;
float *av;
float *lv;
float lv_tmp;
short *pskinref;
pvertbone = ((byte *)m_pstudiohdr + m_pmodel->vertinfoindex);
pnormbone = ((byte *)m_pstudiohdr + m_pmodel->norminfoindex);
ptexture = (mstudiotexture_t *)((byte *)m_ptexturehdr + m_ptexturehdr->textureindex);
pmesh = (mstudiomesh_t *)((byte *)m_pstudiohdr + m_pmodel->meshindex);
pstudioverts = (vec3_t *)((byte *)m_pstudiohdr + m_pmodel->vertindex);
pstudionorms = (vec3_t *)((byte *)m_pstudiohdr + m_pmodel->normindex);
pskinref = (short *)((byte *)m_ptexturehdr + m_ptexturehdr->skinindex);
if (m_skinnum != 0 && m_skinnum < m_ptexturehdr->numskinfamilies)
pskinref += (m_skinnum * m_ptexturehdr->numskinref);
for (i = 0; i < m_pmodel->numverts; i++)
{
VectorTransform (pstudioverts[i], g_bonetransform[pvertbone[i]], g_pxformverts[i]);
}
//
// clip and draw all triangles
//
lv = (float *)g_pvlightvalues;
for (j = 0; j < m_pmodel->nummesh; j++)
{
int flags;
flags = ptexture[pskinref[pmesh[j].skinref]].flags;
for (i = 0; i < pmesh[j].numnorms; i++, lv += 3, pstudionorms++, pnormbone++)
{
Lighting (&lv_tmp, *pnormbone, flags, (float *)pstudionorms);
// FIX: move this check out of the inner loop
if (flags & STUDIO_NF_CHROME)
Chrome( g_chrome[(float (*)[3])lv - g_pvlightvalues], *pnormbone, (float *)pstudionorms );
lv[0] = lv_tmp * g_lightcolor[0];
lv[1] = lv_tmp * g_lightcolor[1];
lv[2] = lv_tmp * g_lightcolor[2];
}
}
glCullFace(GL_FRONT);
for (j = 0; j < m_pmodel->nummesh; j++)
{
float s, t;
short *ptricmds;
pmesh = (mstudiomesh_t *)((byte *)m_pstudiohdr + m_pmodel->meshindex) + j;
ptricmds = (short *)((byte *)m_pstudiohdr + pmesh->triindex);
s = 1.0/(float)ptexture[pskinref[pmesh->skinref]].width;
t = 1.0/(float)ptexture[pskinref[pmesh->skinref]].height;
glBindTexture( GL_TEXTURE_2D, ptexture[pskinref[pmesh->skinref]].index );
if (ptexture[pskinref[pmesh->skinref]].flags & STUDIO_NF_CHROME)
{
while (i = *(ptricmds++))
{
if (i < 0)
{
glBegin( GL_TRIANGLE_FAN );
i = -i;
}
else
{
glBegin( GL_TRIANGLE_STRIP );
}
for( ; i > 0; i--, ptricmds += 4)
{
// FIX: put these in as integer coords, not floats
glTexCoord2f(g_chrome[ptricmds[1]][0]*s, g_chrome[ptricmds[1]][1]*t);
lv = g_pvlightvalues[ptricmds[1]];
glColor4f( lv[0], lv[1], lv[2], 1.0 );
av = g_pxformverts[ptricmds[0]];
glVertex3f(av[0], av[1], av[2]);
}
glEnd( );
}
}
else
{
while (i = *(ptricmds++))
{
if (i < 0)
{
glBegin( GL_TRIANGLE_FAN );
i = -i;
}
else
{
glBegin( GL_TRIANGLE_STRIP );
}
for( ; i > 0; i--, ptricmds += 4)
{
// FIX: put these in as integer coords, not floats
glTexCoord2f(ptricmds[2]*s, ptricmds[3]*t);
lv = g_pvlightvalues[ptricmds[1]];
glColor4f( lv[0], lv[1], lv[2], 1.0 );
av = g_pxformverts[ptricmds[0]];
glVertex3f(av[0], av[1], av[2]);
}
glEnd( );
}
}
}
}