Files
assaultcube-/source/src/rendermodel.cpp
T
Lee Salzman 220bcccd58 *** empty log message ***
git-svn-id: svn://svn.code.sf.net/p/actiongame/code/trunk/ac@926 e016b1c5-ed68-44aa-a2f7-31cac88cffde
2007-04-05 22:16:15 +00:00

262 lines
7.8 KiB
C++

#include "cube.h"
VARP(animationinterpolationtime, 0, 150, 1000);
model *loadingmodel = NULL;
#include "tristrip.h"
#include "vertmodel.h"
#include "md2.h"
#include "md3.h"
#define checkmdl if(!loadingmodel) { conoutf("not loading a model"); return; }
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);
vector<mapmodelinfo> 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() { mapmodels.setsize(0); }
mapmodelinfo &getmminfo(int i) { return mapmodels.inrange(i) ? mapmodels[i] : *(mapmodelinfo *)0; }
COMMAND(mapmodel, ARG_5STR);
COMMAND(mapmodelreset, ARG_NONE);
hashtable<const char *, model *> 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;
}
VARP(dynshadow, 0, 40, 100);
void rendermodel(char *mdl, int anim, int tex, float rad, float x, float y, float z, float yaw, float pitch, float speed, int basetime, playerent *d, char *vwepmdl, float scale)
{
model *m = loadmodel(mdl);
if(!m) return;
if(rad > 0 && isoccluded(camera1->o.x, camera1->o.y, x-rad, z-rad, rad*2)) return;
int ix = (int)x;
int iy = (int)z;
vec light(1, 1, 1);
int varseed = (int)(size_t)d + (d ? d->lastaction : 0);
model *vwep = NULL;
if(vwepmdl)
{
vwep = loadmodel(vwepmdl);
if(vwep->type()!=m->type()) vwep = NULL;
}
if(!OUTBORD(ix, iy))
{
sqr *s = S(ix, iy);
float ll = 256.0f; // 0.96f;
float of = 0.0f; // 0.1f;
light.x = s->r/ll+of;
light.y = s->g/ll+of;
light.z = s->b/ll+of;
if(dynshadow && m->hasshadows() && (!d || (anim&ANIM_INDEX)!=ANIM_LYING_DEAD))
{
vec center(x, z, s->floor);
if(s->type==FHF) center.z -= s->vdelta/4.0f;
center.z += 0.1f;
glColor4f(1, 1, 1, dynshadow/100.0f);
m->rendershadow(anim, varseed, speed, basetime, center, yaw, vwep);
}
}
glColor3fv(&light.x);
m->setskin(tex);
if(anim&ANIM_MIRROR) glCullFace(GL_BACK);
m->render(anim, varseed, speed, basetime, x, y, z, yaw, pitch, d, vwep, scale);
if(anim&ANIM_MIRROR) glCullFace(GL_FRONT);
}
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", "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 *m) // model skin sharing
{
#define ifnoload if((skin = textureload(path))==crosshair)
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", hudgunnames[i]);
model *vwepmdl = loadmodel(vwep);
if(dynshadow && vwepmdl) vwepmdl->genshadows(8.0f, 4.0f);
}
}
void preload_entmodels()
{
extern char *entmdlnames[];
loopi(I_AKIMBO-I_CLIPS+1)
{
model *mdl = loadmodel(entmdlnames[i]);
if(dynshadow && mdl) mdl->genshadows(8.0f, 2.0f);
}
static 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()
{
int xs, ys;
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, xs, ys);
}
}
void renderclient(playerent *d, char *mdlname, char *vwepname, int tex)
{
int varseed = (int)(size_t)d;
int anim = ANIM_IDLE|ANIM_LOOP;
float speed = 100.0f;
float mz = d->o.z-d->eyeheight;
int basetime = -((int)(size_t)d&0xFFF);
if(d->state==CS_DEAD)
{
loopv(bounceents) if(bounceents[i]->bouncestate==GIB && bounceents[i]->owner==d) return;
d->pitch = 0.1f;
int r = 6;
anim = ANIM_DEATH;
varseed += d->lastaction;
basetime = d->lastaction;
int t = lastmillis-d->lastaction;
if(t<0 || t>20000) return;
if(t>(r-1)*100-50)
{
anim = ANIM_LYING_DEAD|ANIM_NOINTERP|ANIM_LOOP;
if(t>(r+10)*100)
{
t -= (r+10)*100;
mz -= t*t/10000000000.0f*t;
}
}
//if(mz<-1000) return;
}
else if(d->state==CS_EDITING) { anim = ANIM_JUMP|ANIM_END; }
else if(d->state==CS_LAGGED) { anim = ANIM_SALUTE|ANIM_LOOP; }
else if(lastmillis-d->lastpain<300) { anim = 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->gunselect==d->lastattackgun && lastmillis-d->lastaction<300)
{ anim = ANIM_ATTACK; speed = 300.0f/8; basetime = d->lastaction; }
else if(!d->move && !d->strafe) { anim = ANIM_IDLE|ANIM_LOOP; }
else { anim = ANIM_RUN|ANIM_LOOP; speed = 1860/d->maxspeed; }
rendermodel(mdlname, anim, tex, 1.5f, d->o.x, mz, d->o.y, d->yaw+90, d->pitch/4, speed, basetime, d, vwepname);
}
extern int democlientnum;
void renderclient(playerent *d)
{
if(!d) return;
int team = team_int(d->team);
s_sprintfd(skin)("packages/models/playermodels/%s/0%i.jpg", team_string(team), 1 + max(0, min(d->skin, (team==TEAM_CLA ? 3 : 5))));
string vwep;
if(d->gunselect>=0 && d->gunselect<NUMGUNS) s_sprintf(vwep)("weapons/%s/world", hudgunnames[d->gunselect]);
else vwep[0] = 0;
renderclient(d, "playermodels", vwep[0] ? vwep : NULL, -textureload(skin)->id);
}
void renderclients()
{
playerent *d;
loopv(players) if((d = players[i]) && (!demoplayback || i!=democlientnum)) renderclient(d);
if(player1->state==CS_DEAD) renderclient(player1);
}