#include "pch.h" #include "cube.h" VARP(animationinterpolationtime, 0, 150, 1000); model *loadingmodel = NULL; #include "tristrip.h" #include "modelcache.h" #include "vertmodel.h" #include "md2.h" #include "md3.h" #define checkmdl if(!loadingmodel) { conoutf("not loading a model"); return; } void mdlcullface(int cullface) { checkmdl; loadingmodel->cullface = cullface!=0; } COMMAND(mdlcullface, ARG_1INT); void mdlvertexlight(int vertexlight) { checkmdl; loadingmodel->vertexlight = vertexlight!=0; } COMMAND(mdlvertexlight, ARG_1INT); void mdltranslucent(int translucency) { checkmdl; loadingmodel->translucency = translucency/100.0f; } COMMAND(mdltranslucent, ARG_1INT); void mdlalphatest(int alphatest) { checkmdl; loadingmodel->alphatest = alphatest/100.0f; } COMMAND(mdlalphatest, ARG_1INT); void mdlscale(int percent) { checkmdl; float scale = 0.3f; if(percent>0) scale = percent/100.0f; else if(percent<0) scale = 0.0f; loadingmodel->scale = scale; } COMMAND(mdlscale, ARG_1INT); void mdltrans(char *x, char *y, char *z) { checkmdl; loadingmodel->translate = vec(atof(x), atof(y), atof(z)); } COMMAND(mdltrans, ARG_3STR); void mdlshadowdist(int dist) { checkmdl; loadingmodel->shadowdist = dist; } COMMAND(mdlshadowdist, ARG_1INT); void mdlcachelimit(int limit) { checkmdl; loadingmodel->cachelimit = limit; } COMMAND(mdlcachelimit, ARG_1INT); vector mapmodels; void mapmodel(char *rad, char *h, char *zoff, char *snap, char *name) { mapmodelinfo &mmi = mapmodels.add(); mmi.rad = atoi(rad); mmi.h = atoi(h); mmi.zoff = atoi(zoff); s_sprintf(mmi.name)("mapmodels/%s", name); } void mapmodelreset() { if(execcontext==IEXC_MAPCFG) mapmodels.setsize(0); } mapmodelinfo &getmminfo(int i) { return mapmodels.inrange(i) ? mapmodels[i] : *(mapmodelinfo *)0; } COMMAND(mapmodel, ARG_5STR); COMMAND(mapmodelreset, ARG_NONE); hashtable mdllookup; model *loadmodel(const char *name, int i) { if(!name) { if(!mapmodels.inrange(i)) return NULL; mapmodelinfo &mmi = mapmodels[i]; if(mmi.m) return mmi.m; name = mmi.name; } model **mm = mdllookup.access(name); model *m; if(mm) m = *mm; else { m = new md2(name); loadingmodel = m; if(!m->load()) { delete m; m = new md3(name); loadingmodel = m; if(!m->load()) { delete m; loadingmodel = NULL; return NULL; } } loadingmodel = NULL; mdllookup.access(m->name(), m); } if(mapmodels.inrange(i) && !mapmodels[i].m) mapmodels[i].m = m; return m; } void cleanupmodels() { enumerate(mdllookup, model *, m, m->cleanup()); } VARP(dynshadow, 0, 40, 100); VARP(dynshadowdecay, 0, 1000, 3000); struct batchedmodel { vec o; int anim, varseed, tex; float yaw, pitch, speed; int basetime; playerent *d; int attached; float scale; }; struct modelbatch { model *m; vector batched; }; static vector batches; static vector modelattached; static int numbatches = -1; void startmodelbatches() { numbatches = 0; modelattached.setsizenodelete(0); } batchedmodel &addbatchedmodel(model *m) { modelbatch *b = NULL; if(m->batch>=0 && m->batchbatch]->m==m) b = batches[m->batch]; else { if(numbatchesbatched.setsizenodelete(0); } else b = batches.add(new modelbatch); b->m = m; m->batch = numbatches++; } return b->batched.add(); } void renderbatchedmodel(model *m, batchedmodel &b) { modelattach *a = NULL; if(b.attached>=0) a = &modelattached[b.attached]; if(stenciling) { m->render(b.anim|ANIM_NOSKIN, b.varseed, b.speed, b.basetime, b.o, b.yaw, b.pitch, b.d, a, b.scale); return; } int x = (int)b.o.x, y = (int)b.o.y; if(!OUTBORD(x, y)) { sqr *s = S(x, y); glColor3ub(s->r, s->g, s->b); } else glColor3f(1, 1, 1); m->setskin(b.tex); if(b.anim&ANIM_TRANSLUCENT) { glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE); m->render(b.anim|ANIM_NOSKIN, b.varseed, b.speed, b.basetime, b.o, b.yaw, b.pitch, b.d, a, b.scale); glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE); glDepthFunc(GL_LEQUAL); glEnable(GL_BLEND); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); GLfloat color[4]; glGetFloatv(GL_CURRENT_COLOR, color); glColor4f(color[0], color[1], color[2], m->translucency); } m->render(b.anim, b.varseed, b.speed, b.basetime, b.o, b.yaw, b.pitch, b.d, a, b.scale); if(b.anim&ANIM_TRANSLUCENT) { glDepthFunc(GL_LESS); glDisable(GL_BLEND); } } void renderbatchedmodelshadow(model *m, batchedmodel &b) { int x = (int)b.o.x, y = (int)b.o.y; if(OUTBORD(x, y)) return; sqr *s = S(x, y); vec center(b.o.x, b.o.y, s->floor); if(s->type==FHF) center.z -= s->vdelta/4.0f; if(dynshadowquad && center.z-0.1f>b.o.z) return; center.z += 0.1f; modelattach *a = NULL; if(b.attached>=0) a = &modelattached[b.attached]; float intensity = dynshadow/100.0f; if(dynshadowdecay) switch(b.anim&ANIM_INDEX) { case ANIM_DECAY: case ANIM_LYING_DEAD: intensity *= max(1.0f - float(lastmillis - b.basetime)/dynshadowdecay, 0.0f); break; } glColor4f(0, 0, 0, intensity); m->rendershadow(b.anim, b.varseed, b.speed, b.basetime, dynshadowquad ? center : b.o, b.yaw, a); } static int sortbatchedmodels(const batchedmodel *x, const batchedmodel *y) { if(x->tex < y->tex) return -1; if(x->tex > y->tex) return 1; return 0; } struct translucentmodel { model *m; batchedmodel *batched; float dist; }; static int sorttranslucentmodels(const translucentmodel *x, const translucentmodel *y) { if(x->dist > y->dist) return -1; if(x->dist < y->dist) return 1; return 0; } void clearmodelbatches() { numbatches = -1; } void endmodelbatches(bool flush) { vector translucent; loopi(numbatches) { modelbatch &b = *batches[i]; if(b.batched.empty()) continue; loopvj(b.batched) if(b.batched[j].tex) { b.batched.sort(sortbatchedmodels); break; } b.m->startrender(); loopvj(b.batched) { batchedmodel &bm = b.batched[j]; if(bm.anim&ANIM_TRANSLUCENT) { translucentmodel &tm = translucent.add(); tm.m = b.m; tm.batched = &bm; tm.dist = camera1->o.dist(bm.o); continue; } renderbatchedmodel(b.m, bm); } if(dynshadow && b.m->hasshadows() && (!reflecting || refracting) && (!stencilshadow || !hasstencil || stencilbits < 8)) { loopvj(b.batched) { batchedmodel &bm = b.batched[j]; if(bm.anim&ANIM_TRANSLUCENT) continue; renderbatchedmodelshadow(b.m, bm); } } b.m->endrender(); } if(translucent.length()) { translucent.sort(sorttranslucentmodels); model *lastmodel = NULL; loopv(translucent) { translucentmodel &tm = translucent[i]; if(lastmodel!=tm.m) { if(lastmodel) lastmodel->endrender(); (lastmodel = tm.m)->startrender(); } renderbatchedmodel(tm.m, *tm.batched); } if(lastmodel) lastmodel->endrender(); } if(flush) clearmodelbatches(); } VAR(dbgmbatch, 0, 0, 1); void rendermodel(const char *mdl, int anim, int tex, float rad, const vec &o, float yaw, float pitch, float speed, int basetime, playerent *d, modelattach *a, float scale) { model *m = loadmodel(mdl); if(!m || (stenciling && (m->shadowdist <= 0 || anim&ANIM_TRANSLUCENT))) return; if(rad >= 0) { if(!rad) rad = m->radius; if(isoccluded(camera1->o.x, camera1->o.y, o.x-rad, o.y-rad, rad*2)) return; } if(stenciling && d && !raycubelos(camera1->o, o, d->radius)) { vec target(o); target.z += d->eyeheight; if(!raycubelos(camera1->o, target, d->radius)) return; } int varseed = 0; if(d) switch(anim&ANIM_INDEX) { case ANIM_DEATH: case ANIM_LYING_DEAD: varseed = (int)(size_t)d + d->lastpain; break; default: varseed = (int)(size_t)d + d->lastaction; break; } if(a) for(int i = 0; a[i].tag; i++) { if(a[i].name) a[i].m = loadmodel(a[i].name); //if(a[i].m && a[i].m->type()!=m->type()) a[i].m = NULL; } if(numbatches>=0 && !dbgmbatch) { batchedmodel &b = addbatchedmodel(m); b.o = o; b.anim = anim; b.varseed = varseed; b.tex = tex; b.yaw = yaw; b.pitch = pitch; b.speed = speed; b.basetime = basetime; b.d = d; b.attached = a ? modelattached.length() : -1; if(a) for(int i = 0;; i++) { modelattached.add(a[i]); if(!a[i].tag) break; } b.scale = scale; return; } if(stenciling) { m->startrender(); m->render(anim|ANIM_NOSKIN, varseed, speed, basetime, o, yaw, pitch, d, a, scale); m->endrender(); return; } m->startrender(); int x = (int)o.x, y = (int)o.y; if(!OUTBORD(x, y)) { sqr *s = S(x, y); if(!(anim&ANIM_TRANSLUCENT) && dynshadow && m->hasshadows() && (!reflecting || refracting) && (!stencilshadow || !hasstencil || stencilbits < 8)) { vec center(o.x, o.y, s->floor); if(s->type==FHF) center.z -= s->vdelta/4.0f; if(!dynshadowquad || center.z-0.1f<=o.z) { center.z += 0.1f; float intensity = dynshadow/100.0f; if(dynshadowdecay) switch(anim&ANIM_INDEX) { case ANIM_DECAY: case ANIM_LYING_DEAD: intensity *= max(1.0f - float(lastmillis - basetime)/dynshadowdecay, 0.0f); break; } glColor4f(0, 0, 0, intensity); m->rendershadow(anim, varseed, speed, basetime, dynshadowquad ? center : o, yaw, a); } } glColor3ub(s->r, s->g, s->b); } else glColor3f(1, 1, 1); m->setskin(tex); if(anim&ANIM_TRANSLUCENT) { glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE); m->render(anim|ANIM_NOSKIN, varseed, speed, basetime, o, yaw, pitch, d, a, scale); glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE); glDepthFunc(GL_LEQUAL); glEnable(GL_BLEND); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); GLfloat color[4]; glGetFloatv(GL_CURRENT_COLOR, color); glColor4f(color[0], color[1], color[2], m->translucency); } m->render(anim, varseed, speed, basetime, o, yaw, pitch, d, a, scale); if(anim&ANIM_TRANSLUCENT) { glDepthFunc(GL_LESS); glDisable(GL_BLEND); } m->endrender(); } int findanim(const char *name) { const char *names[] = { "idle", "run", "attack", "pain", "jump", "land", "flipoff", "salute", "taunt", "wave", "point", "crouch idle", "crouch walk", "crouch attack", "crouch pain", "crouch death", "death", "lying dead", "flag", "gun idle", "gun shoot", "gun reload", "gun throw", "mapmodel", "trigger", "decay", "all" }; loopi(sizeof(names)/sizeof(names[0])) if(!strcmp(name, names[i])) return i; return -1; } void loadskin(const char *dir, const char *altdir, Texture *&skin) // model skin sharing { #define ifnoload if((skin = textureload(path))==notexture) s_sprintfd(path)("packages/models/%s/skin.jpg", dir); ifnoload { strcpy(path+strlen(path)-3, "png"); ifnoload { s_sprintf(path)("packages/models/%s/skin.jpg", altdir); ifnoload { strcpy(path+strlen(path)-3, "png"); ifnoload return; } } } } void preload_playermodels() { model *playermdl = loadmodel("playermodels"); if(dynshadow && playermdl) playermdl->genshadows(8.0f, 4.0f); loopi(NUMGUNS) { s_sprintfd(vwep)("weapons/%s/world", guns[i].modelname); model *vwepmdl = loadmodel(vwep); if(dynshadow && vwepmdl) vwepmdl->genshadows(8.0f, 4.0f); } } void preload_entmodels() { extern const char *entmdlnames[]; loopi(I_AKIMBO-I_CLIPS+1) { model *mdl = loadmodel(entmdlnames[i]); if(dynshadow && mdl) mdl->genshadows(8.0f, 2.0f); } static const char *bouncemdlnames[] = { "misc/gib01", "misc/gib02", "misc/gib03", "weapons/grenade/static" }; loopi(sizeof(bouncemdlnames)/sizeof(bouncemdlnames[0])) { model *mdl = loadmodel(bouncemdlnames[i]); if(dynshadow && mdl) mdl->genshadows(8.0f, 2.0f); } } void preload_mapmodels() { loopv(ents) { entity &e = ents[i]; if(e.type!=MAPMODEL || !mapmodels.inrange(e.attr2)) continue; if(!loadmodel(NULL, e.attr2)) continue; if(e.attr4) lookuptexture(e.attr4); } } VAR(dbghbox, 0, 0, 1); void renderhbox(playerent *d) { glDisable(GL_TEXTURE_2D); glColor3f(1, 1, 1); float y = d->yaw*RAD, p = (d->pitch/4+90)*RAD, c = cosf(p); vec bottom(d->o), up(sinf(y)*c, -cosf(y)*c, sinf(p)), top(up); bottom.z -= d->eyeheight; top.mul(d->eyeheight + d->aboveeye).add(bottom); if(d->state==CS_ALIVE && d->head.x >= 0) { glBegin(GL_LINE_LOOP); loopi(8) { vec pos(camright); pos.rotate(2*M_PI*i/8.0f, camdir).mul(HEADSIZE).add(d->head); glVertex3fv(pos.v); } glEnd(); glBegin(GL_LINES); glVertex3fv(bottom.v); glVertex3fv(d->head.v); glEnd(); } vec spoke; spoke.orthogonal(up); spoke.normalize().mul(d->radius); glBegin(GL_LINE_LOOP); loopi(8) { vec pos(spoke); pos.rotate(2*M_PI*i/8.0f, up).add(top); glVertex3fv(pos.v); } glEnd(); glBegin(GL_LINE_LOOP); loopi(8) { vec pos(spoke); pos.rotate(2*M_PI*i/8.0f, up).add(bottom); glVertex3fv(pos.v); } glEnd(); glBegin(GL_LINES); loopi(8) { vec pos(spoke); pos.rotate(2*M_PI*i/8.0f, up).add(bottom); glVertex3fv(pos.v); pos.sub(bottom).add(top); glVertex3fv(pos.v); } glEnd(); glEnable(GL_TEXTURE_2D); } void renderclient(playerent *d, const char *mdlname, const char *vwepname, int tex) { int varseed = (int)(size_t)d; int anim = ANIM_IDLE|ANIM_LOOP; float speed = 0.0; vec o(d->o); o.z -= d->eyeheight; int basetime = -((int)(size_t)d&0xFFF); if(d->state==CS_DEAD) { if(d==player1 && d->allowmove()) return; loopv(bounceents) if(bounceents[i]->bouncetype==BT_GIB && bounceents[i]->owner==d) return; d->pitch = 0.1f; anim = ANIM_DEATH; varseed += d->lastpain; basetime = d->lastpain; int t = lastmillis-d->lastpain; if(t<0 || t>20000) return; if(t>2000) { anim = ANIM_LYING_DEAD|ANIM_NOINTERP|ANIM_LOOP; basetime += 2000; t -= 2000; o.z -= t*t/10000000000.0f*t; } } else if(d->state==CS_EDITING) { anim = ANIM_JUMP|ANIM_END; } else if(d->state==CS_LAGGED) { anim = ANIM_SALUTE|ANIM_LOOP|ANIM_TRANSLUCENT; } else if(lastmillis-d->lastpain<300) { anim = d->crouching ? ANIM_CROUCH_PAIN : ANIM_PAIN; speed = 300.0f/4; varseed += d->lastpain; basetime = d->lastpain; } else if(!d->onfloor && d->timeinair>50) { anim = ANIM_JUMP|ANIM_END; } else if(d->weaponsel==d->lastattackweapon && lastmillis-d->lastaction<300 && d->lastpain < d->lastaction) { anim = d->crouching ? ANIM_CROUCH_ATTACK : ANIM_ATTACK; speed = 300.0f/8; basetime = d->lastaction; } else if(!d->move && !d->strafe) { anim = (d->crouching ? ANIM_CROUCH_IDLE : ANIM_IDLE)|ANIM_LOOP; } else { anim = (d->crouching ? ANIM_CROUCH_WALK : ANIM_RUN)|ANIM_LOOP; speed = 1860/d->maxspeed; } modelattach a[3]; int numattach = 0; if(vwepname) { a[numattach].name = vwepname; a[numattach].tag = "tag_weapon"; numattach++; } if(!stenciling && !reflecting && !refracting) { if(d->weaponsel==d->lastattackweapon && lastmillis-d->lastaction < d->weaponsel->flashtime()) anim |= ANIM_PARTICLE; if(d != player1 && d->state==CS_ALIVE) { d->head = vec(-1, -1, -1); a[numattach].tag = "tag_head"; a[numattach].pos = &d->head; numattach++; } } // FIXME: while networked my state as spectator seems to stay CS_DEAD, not CS_SPECTATE // flowtron: I fixed this for following at least (see followplayer()) if(player1->isspectating() && d->clientnum == player1->followplayercn && player1->spectatemode == SM_FOLLOW3RD_TRANSPARENT) { anim |= ANIM_TRANSLUCENT; // see through followed player if(stenciling) return; } rendermodel(mdlname, anim|ANIM_DYNALLOC, tex, 1.5f, o, d->yaw+90, d->pitch/4, speed, basetime, d, a); if(!stenciling && !reflecting && !refracting) { if(isteam(player1->team, d->team)) renderaboveheadicon(d); if(dbghbox) renderhbox(d); } } VARP(teamdisplaymode, 0, 1, 2); #define SKINBASE "packages/models/playermodels" VARP(hidecustomskins, 0, 0, 2); static cvector playerskinlist; const char *getclientskin(const char *name, const char *suf) { static string tmp; int suflen = (int)strlen(suf), namelen = (int)strlen(name); const char *s, *r = NULL; loopv(playerskinlist) { s = playerskinlist[i]; int sl = (int)strlen(s) - suflen; if(sl > 0 && !strcmp(s + sl, suf)) { if(namelen == sl && !strncmp(name, s, namelen)) return s; // exact match if(s[sl - 1] == '_') { s_strcpy(tmp, s); tmp[sl - 1] = '\0'; if(strstr(name, tmp)) r = s; // partial match } } } return r; } void updateclientname(playerent *d) { static bool gotlist = false; if(!gotlist) listfiles(SKINBASE "/custom", "jpg", playerskinlist); gotlist = true; if(!d || !playerskinlist.length()) return; d->skin_noteam = getclientskin(d->name, "_ffa"); d->skin_cla = getclientskin(d->name, "_cla"); d->skin_rvsf = getclientskin(d->name, "_rvsf"); } void renderclient(playerent *d) { if(!d) return; int team = team_base(d->team); const char *cs = NULL, *skinbase = SKINBASE, *teamname = team_basestring(team); int skinid = 1 + max(0, min(d->skin, (team==TEAM_CLA ? 3 : 5))); string skin; if(hidecustomskins == 0 || (hidecustomskins == 1 && !m_teammode)) { cs = team ? d->skin_rvsf : d->skin_cla; if(!m_teammode && d->skin_noteam) cs = d->skin_noteam; } if(cs) s_sprintf(skin)("%s/custom/%s.jpg", skinbase, cs); else { if(!m_teammode || !teamdisplaymode) s_sprintf(skin)("%s/%s/%02i.jpg", skinbase, teamname, skinid); else switch(teamdisplaymode) { case 1: s_sprintf(skin)("%s/%s/%02i_%svest.jpg", skinbase, teamname, skinid, team ? "blue" : "red"); break; case 2: default: s_sprintf(skin)("%s/%s/%s.jpg", skinbase, teamname, team ? "blue" : "red"); break; } } string vwep; if(d->weaponsel) s_sprintf(vwep)("weapons/%s/world", d->weaponsel->info.modelname); else vwep[0] = 0; renderclient(d, "playermodels", vwep[0] ? vwep : NULL, -(int)textureload(skin)->id); } void renderclients() { playerent *d; loopv(players) if((d = players[i]) && d->state!=CS_SPAWNING && (!player1->isspectating() || player1->spectatemode != SM_FOLLOW1ST || player1->followplayercn != i)) renderclient(d); if(player1->state==CS_DEAD || (reflecting && !refracting)) renderclient(player1); }