mirror of
https://github.com/alliedmodders/hl2sdk.git
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142 lines
3.4 KiB
C++
142 lines
3.4 KiB
C++
//========= Copyright © 1996-2005, Valve Corporation, All rights reserved. ============//
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//
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// Purpose:
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//
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// $NoKeywords: $
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//
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//=============================================================================//
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#include <string.h>
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#include <assert.h>
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#include "ViewerSettings.h"
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#include "StudioModel.h"
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#include "bitmap/TGALoader.h"
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#include "materialsystem/imaterial.h"
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#include "materialsystem/imaterialvar.h"
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#include "materialsystem/ITexture.h"
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#include "matsyswin.h"
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#include "istudiorender.h"
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#include "studio_render.h"
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Vector g_viewtarget( 0, 0, 0 );
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float g_flexdescweight[MAXSTUDIOFLEXDESC];
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float g_flexdescweight2[MAXSTUDIOFLEXDESC];
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Vector vright( 1, 0, 0 );
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Vector vup( 0, 1, 0 );
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Vector r_origin( 0, 0, 0 );
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// hack! Should probably use the gamma stuff in mathlib since we already linking it.
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int LocalLinearToTexture( float v )
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{
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return pow( v, 1.0f / 2.2f ) * 255;
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}
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// hack! Should probably use the gamma stuff in mathlib since we already linking it.
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float LocalTextureToLinear( int c )
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{
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return pow( c / 255.0, 2.2 );
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}
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#define sign( a ) (((a) < 0) ? -1 : (((a) > 0) ? 1 : 0 ))
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void StudioModel::RunFlexRules( )
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{
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int i;
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CStudioHdr *pStudioHdr = GetStudioHdr();
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float src[MAXSTUDIOFLEXCTRL*4];
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for (i = 0; i < pStudioHdr->numflexcontrollers(); i++)
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{
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mstudioflexcontroller_t *pflex = pStudioHdr->pFlexcontroller( i );
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int j = pStudioHdr->pFlexcontroller( i )->link;
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// remap m_flexweights to full dynamic range, global flexcontroller indexes
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src[j] = m_flexweight[i] * (pflex->max - pflex->min) + pflex->min;
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}
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pStudioHdr->RunFlexRules( src, g_flexdescweight );
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return;
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}
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int StudioModel::FlexVerts( mstudiomesh_t *pmesh )
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{
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// Gotta start at one here, since g_flexages defaults to 0
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static int flextag = 1;
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mstudioflex_t *pflex = pmesh->pFlex( 0 );
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// apply flex weights
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int i, j, n;
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// manadatory to access correct verts
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SetCurrentModel();
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const mstudio_meshvertexdata_t *vertData = pmesh->GetVertexData();
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for (i = 0; i < pmesh->numflexes; i++)
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{
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float w = g_flexdescweight[pflex[i].flexdesc];
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if (w <= pflex[i].target0 || w >= pflex[i].target3)
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{
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// value outside of range
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continue;
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}
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else if (w < pflex[i].target1)
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{
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// 0 to 1 ramp
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w = (w - pflex[i].target0) / (pflex[i].target1 - pflex[i].target0);
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}
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else if (w > pflex[i].target2)
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{
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// 1 to 0 ramp
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w = (pflex[i].target3 - w) / (pflex[i].target3 - pflex[i].target2);
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}
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else
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{
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// plateau
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w = 1.0;
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}
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if (w > -0.001 && w < 0.001)
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continue;
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mstudiovertanim_t *pvanim = pflex[i].pVertanim( 0 );
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// JasonM TODO: fix this so there's a float path?
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// If we have a separate stream for flexes, use fixed point
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for (j = 0; j < pflex[i].numverts; j++)
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{
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n = pvanim[j].index;
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// only flex the indicies that are (still) part of this mesh
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if (n < (int)pmesh->numvertices)
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{
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if (g_flexages[n] < flextag)
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{
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g_flexages[n] = flextag;
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VectorCopy( *vertData->Position(n), g_flexedverts[n] );
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VectorCopy( *vertData->Normal(n), g_flexednorms[n] );
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}
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VectorMA( g_flexedverts[n], w, pvanim[j].GetDeltaFixed(), g_flexedverts[n] );
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VectorMA( g_flexednorms[n], w, pvanim[j].GetNDeltaFixed(), g_flexednorms[n] );
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}
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else
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{
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n = 0;
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}
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}
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}
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return flextag++;
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// Con_DPrintf("\n" );
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}
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