git-svn-id: svn://svn.code.sf.net/p/actiongame/code/trunk/ac@4719 e016b1c5-ed68-44aa-a2f7-31cac88cffde
1307 lines
42 KiB
C
1307 lines
42 KiB
C
VARP(dynshadowsize, 4, 5, 8);
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VARP(aadynshadow, 0, 2, 3);
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VARP(saveshadows, 0, 1, 1);
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VARP(dynshadowquad, 0, 0, 1);
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VAR(shadowyaw, 0, 45, 360);
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vec shadowdir(0, 0, -1), shadowpos(0, 0, 0);
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VAR(dbgstenc, 0, 0, 2);
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VAR(dbgvlight, 0, 0, 1);
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VARP(mdldlist, 0, 1, 1);
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vec modelpos;
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float modelyaw, modelpitch;
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struct vertmodel : model
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{
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struct anpos
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{
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int fr1, fr2;
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float t;
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void setframes(const animstate &as)
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{
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int time = lastmillis-as.basetime;
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fr1 = (int)(time/as.speed); // round to full frames
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t = (time-fr1*as.speed)/as.speed; // progress of the frame, value from 0.0f to 1.0f
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ASSERT(t >= 0.0f);
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if(as.anim&ANIM_LOOP)
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{
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fr1 = fr1%as.range+as.frame;
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fr2 = fr1+1;
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if(fr2>=as.frame+as.range) fr2 = as.frame;
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}
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else
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{
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fr1 = min(fr1, as.range-1)+as.frame;
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fr2 = min(fr1+1, as.frame+as.range-1);
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}
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if(as.anim&ANIM_REVERSE)
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{
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fr1 = (as.frame+as.range-1)-(fr1-as.frame);
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fr2 = (as.frame+as.range-1)-(fr2-as.frame);
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}
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}
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bool operator==(const anpos &a) const { return fr1==a.fr1 && fr2==a.fr2 && (fr1==fr2 || t==a.t); }
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bool operator!=(const anpos &a) const { return fr1!=a.fr1 || fr2!=a.fr2 || (fr1!=fr2 && t!=a.t); }
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};
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struct bb
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{
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vec low, high;
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void addlow(const vec &v)
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{
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low.x = min(low.x, v.x);
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low.y = min(low.y, v.y);
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low.z = min(low.z, v.z);
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}
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void addhigh(const vec &v)
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{
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high.x = max(high.x, v.x);
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high.y = max(high.y, v.y);
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high.z = max(high.z, v.z);
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}
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void add(const vec &v)
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{
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addlow(v);
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addhigh(v);
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}
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void add(const bb &b)
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{
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addlow(b.low);
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addhigh(b.high);
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}
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};
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struct tcvert { float u, v; };
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struct lightvert { uchar r, g, b, a; };
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struct tri { ushort vert[3]; ushort neighbor[3]; };
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struct part;
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typedef tristrip::drawcall drawcall;
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struct dyncacheentry : modelcacheentry<dyncacheentry>
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{
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anpos cur, prev;
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float t;
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vec *verts() { return (vec *)getdata(); }
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int numverts() { return int((size - sizeof(dyncacheentry)) / sizeof(vec)); }
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};
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struct shadowcacheentry : modelcacheentry<shadowcacheentry>
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{
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anpos cur, prev;
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float t;
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vec dir;
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ushort *idxs() { return (ushort *)getdata(); }
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int numidxs() { return int((size - sizeof(shadowcacheentry)) / sizeof(ushort)); }
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};
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struct lightcacheentry : modelcacheentry<lightcacheentry>
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{
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anpos cur, prev;
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float t;
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int lastcalclight;
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vec pos;
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float yaw, pitch;
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lightvert *verts() { return (lightvert *)getdata(); }
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int numverts() { return int((size - sizeof(lightcacheentry)) / sizeof(lightvert)); }
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};
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struct mesh
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{
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char *name;
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part *owner;
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vec *verts;
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tcvert *tcverts;
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bb *bbs;
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ushort *shareverts;
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tri *tris;
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int numverts, numtris;
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Texture *skin;
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int tex;
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modelcachelist<dyncacheentry> dyncache;
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modelcachelist<shadowcacheentry> shadowcache;
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modelcachelist<lightcacheentry> lightcache;
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ushort *dynidx;
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int dynlen;
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drawcall *dyndraws;
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int numdyndraws;
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GLuint statlist;
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int statlen;
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mesh() : name(0), owner(0), verts(0), tcverts(0), bbs(0), shareverts(0), tris(0), skin(notexture), tex(0), dynidx(0), dyndraws(0), statlist(0)
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{
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}
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~mesh()
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{
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DELETEA(name);
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DELETEA(verts);
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DELETEA(tcverts);
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DELETEA(bbs);
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DELETEA(shareverts);
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DELETEA(tris);
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if(statlist) glDeleteLists(statlist, 1);
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DELETEA(dynidx);
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DELETEA(dyndraws);
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}
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void genstrips()
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{
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tristrip ts;
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ts.addtriangles(tris, numtris);
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vector<ushort> idxs;
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vector<drawcall> draws;
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ts.buildstrips(idxs, draws);
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dynidx = new ushort[idxs.length()];
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memcpy(dynidx, idxs.getbuf(), idxs.length()*sizeof(ushort));
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dynlen = idxs.length();
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dyndraws = new drawcall[draws.length()];
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memcpy(dyndraws, draws.getbuf(), draws.length()*sizeof(drawcall));
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numdyndraws = draws.length();
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}
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dyncacheentry *gendynverts(animstate &as, anpos &cur, anpos *prev, float ai_t)
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{
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dyncacheentry *d = dyncache.start();
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int cachelen = 0;
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for(; d != dyncache.end(); d = d->next, cachelen++)
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{
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if(d->cur != cur) continue;
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if(prev)
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{
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if(d->prev == *prev && d->t == ai_t) return d;
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}
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else if(d->prev.fr1 < 0) return d;
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}
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d = dynalloc.allocate<dyncacheentry>((numverts + 1)*sizeof(vec));
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if(!d) return NULL;
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if(cachelen >= owner->model->cachelimit) dyncache.removelast();
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dyncache.addfirst(d);
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vec *buf = d->verts(),
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*vert1 = &verts[cur.fr1 * numverts],
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*vert2 = &verts[cur.fr2 * numverts],
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*pvert1 = NULL, *pvert2 = NULL;
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d->cur = cur;
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d->t = ai_t;
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if(prev)
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{
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d->prev = *prev;
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pvert1 = &verts[prev->fr1 * numverts];
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pvert2 = &verts[prev->fr2 * numverts];
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}
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else d->prev.fr1 = -1;
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#define iploop(body) \
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loopi(numverts) \
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{ \
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vec &v = buf[i]; \
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body; \
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}
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#define ip(p1, p2, t) (p1+t*(p2-p1))
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#define ip_v(p, c, t) ip(p##1[i].c, p##2[i].c, t)
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#define ip_v_ai(c) ip(ip_v(pvert, c, prev->t), ip_v(vert, c, cur.t), ai_t)
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if(prev) iploop(v = vec(ip_v_ai(x), ip_v_ai(y), ip_v_ai(z)))
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else iploop(v = vec(ip_v(vert, x, cur.t), ip_v(vert, y, cur.t), ip_v(vert, z, cur.t)))
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#undef ip
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#undef ip_v
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#undef ip_v_ai
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if(d->verts() == lastvertexarray) lastvertexarray = (void *)-1;
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return d;
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}
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void weldverts()
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{
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hashtable<vec, int> idxs;
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shareverts = new ushort[numverts];
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loopi(numverts) shareverts[i] = (ushort)idxs.access(verts[i], i);
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for(int i = 1; i < owner->numframes; i++)
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{
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const vec *frame = &verts[i*numverts];
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loopj(numverts)
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{
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if(frame[j] != frame[shareverts[j]]) shareverts[j] = (ushort)j;
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}
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}
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}
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void findneighbors()
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{
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hashtable<uint, uint> edges;
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loopi(numtris)
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{
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const tri &t = tris[i];
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loopj(3)
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{
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uint e1 = shareverts[t.vert[j]], e2 = shareverts[t.vert[(j+1)%3]], shift = 0;
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if(e1 > e2) { swap(e1, e2); shift = 16; }
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uint &edge = edges.access(e1 | (e2<<16), ~0U);
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if(((edge>>shift)&0xFFFF) != 0xFFFF) edge = 0;
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else
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{
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edge &= 0xFFFF<<(16-shift);
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edge |= i<<shift;
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}
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}
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}
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loopi(numtris)
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{
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tri &t = tris[i];
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loopj(3)
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{
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uint e1 = shareverts[t.vert[j]], e2 = shareverts[t.vert[(j+1)%3]], shift = 0;
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if(e1 > e2) { swap(e1, e2); shift = 16; }
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uint edge = edges[e1 | (e2<<16)];
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if(!edge || int((edge>>shift)&0xFFFF)!=i) t.neighbor[j] = 0xFFFF;
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else t.neighbor[j] = (edge>>(16-shift))&0xFFFF;
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}
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}
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}
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void cleanup()
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{
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if(statlist)
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{
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glDeleteLists(1, statlist);
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statlist = 0;
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}
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}
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shadowcacheentry *genshadowvolume(animstate &as, anpos &cur, anpos *prev, float ai_t, vec *buf)
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{
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if(!shareverts) return NULL;
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shadowcacheentry *d = shadowcache.start();
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int cachelen = 0;
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for(; d != shadowcache.end(); d = d->next, cachelen++)
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{
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if(d->dir != shadowpos || d->cur != cur) continue;
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if(prev)
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{
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if(d->prev == *prev && d->t == ai_t) return d;
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}
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else if(d->prev.fr1 < 0) return d;
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}
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d = (owner->numframes > 1 || as.anim&ANIM_DYNALLOC ? dynalloc : statalloc).allocate<shadowcacheentry>(9*numtris*sizeof(ushort));
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if(!d) return NULL;
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if(cachelen >= owner->model->cachelimit) shadowcache.removelast();
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shadowcache.addfirst(d);
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d->dir = shadowpos;
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d->cur = cur;
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d->t = ai_t;
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if(prev) d->prev = *prev;
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else d->prev.fr1 = -1;
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static vector<uchar> side;
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side.setsizenodelete(0);
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loopi(numtris)
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{
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const tri &t = tris[i];
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const vec &a = buf[t.vert[0]], &b = buf[t.vert[1]], &c = buf[t.vert[2]];
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side.add(vec().cross(vec(b).sub(a), vec(c).sub(a)).dot(shadowdir) <= 0 ? 1 : 0);
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}
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ushort *idx = d->idxs();
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loopi(numtris) if(side[i])
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{
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const tri &t = tris[i];
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loopj(3)
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{
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ushort n = t.neighbor[j];
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if(n==0xFFFF || !side[n])
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{
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ushort e1 = shareverts[t.vert[j]], e2 = shareverts[t.vert[(j+1)%3]];
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*idx++ = e2;
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*idx++ = e1;
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*idx++ = numverts;
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}
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}
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}
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if(dbgstenc >= (owner->numframes > 1 || as.anim&ANIM_DYNALLOC ? 2 : 1)) conoutf("%s: %d tris", owner->filename, (idx - d->idxs())/3);
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d->size = (uchar *)idx - (uchar *)d;
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return d;
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}
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lightcacheentry *lightvertexes(animstate &as, anpos &cur, anpos *prev, float ai_t, vec *buf)
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{
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if(dbgvlight) return NULL;
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lightcacheentry *d = lightcache.start();
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int cachelen = 0;
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for(; d != lightcache.end(); d = d->next, cachelen++)
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{
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if(d->lastcalclight != lastcalclight || d->pos != modelpos || d->yaw != modelyaw || d->pitch != modelpitch || d->cur != cur) continue;
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if(prev)
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{
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if(d->prev == *prev && d->t == ai_t) return d;
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}
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else if(d->prev.fr1 < 0) return d;
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}
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bb curbb;
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getcurbb(curbb, as, cur, prev, ai_t);
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float dist = max(curbb.low.magnitude(), curbb.high.magnitude());
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if(OUTBORDRAD(modelpos.x, modelpos.y, dist)) return NULL;
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d = (owner->numframes > 1 || as.anim&ANIM_DYNALLOC ? dynalloc : statalloc).allocate<lightcacheentry>(numverts*sizeof(lightvert));
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if(!d) return NULL;
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if(cachelen >= owner->model->cachelimit) lightcache.removelast();
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lightcache.addfirst(d);
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d->lastcalclight = lastcalclight;
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d->pos = modelpos;
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d->yaw = modelyaw;
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d->pitch = modelpitch;
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d->cur = cur;
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d->t = ai_t;
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if(prev) d->prev = *prev;
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else d->prev.fr1 = -1;
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const glmatrixf &m = matrixstack[matrixpos];
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lightvert *v = d->verts();
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loopi(numverts)
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{
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int x = (int)m.transformx(*buf), y = (int)m.transformy(*buf);
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const sqr *s = S(x, y);
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v->r = s->r;
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v->g = s->g;
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v->b = s->b;
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v->a = 255;
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v++;
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buf++;
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}
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if(d->verts() == lastcolorarray) lastcolorarray = (void *)-1;
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return d;
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}
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void getcurbb(bb &b, animstate &as, anpos &cur, anpos *prev, float ai_t)
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{
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b = bbs[cur.fr1];
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b.add(bbs[cur.fr2]);
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if(prev)
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{
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b.add(bbs[prev->fr1]);
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b.add(bbs[prev->fr2]);
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}
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}
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void render(animstate &as, anpos &cur, anpos *prev, float ai_t)
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{
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if(!(as.anim&ANIM_NOSKIN))
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{
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GLuint id = tex < 0 ? -tex : skin->id;
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if(tex > 0) id = lookuptexture(tex)->id;
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if(id != lasttex)
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{
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glBindTexture(GL_TEXTURE_2D, id);
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lasttex = id;
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}
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if(enablealphablend) { glDisable(GL_BLEND); enablealphablend = false; }
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if(skin->bpp == 32 && owner->model->alphatest > 0)
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{
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if(!enablealphatest) { glEnable(GL_ALPHA_TEST); enablealphatest = true; }
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if(lastalphatest != owner->model->alphatest)
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{
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glAlphaFunc(GL_GREATER, owner->model->alphatest);
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lastalphatest = owner->model->alphatest;
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}
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}
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else if(enablealphatest) { glDisable(GL_ALPHA_TEST); enablealphatest = false; }
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if(!enabledepthmask) { glDepthMask(GL_TRUE); enabledepthmask = true; }
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}
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if(enableoffset)
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{
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disablepolygonoffset(GL_POLYGON_OFFSET_FILL);
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enableoffset = false;
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}
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bool isstat = as.frame==0 && as.range==1;
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if(isstat && statlist && !stenciling)
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{
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glCallList(statlist);
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xtraverts += statlen;
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return;
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}
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else if(stenciling==1)
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{
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bb curbb;
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getcurbb(curbb, as, cur, prev, ai_t);
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glmatrixf mat;
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mat.mul(mvpmatrix, matrixstack[matrixpos]);
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if(!addshadowbox(curbb.low, curbb.high, shadowpos, mat)) return;
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}
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vec *buf = verts;
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dyncacheentry *d = NULL;
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if(!isstat)
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{
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d = gendynverts(as, cur, prev, ai_t);
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if(!d) return;
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buf = d->verts();
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}
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if(lastvertexarray != buf)
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{
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if(!lastvertexarray) glEnableClientState(GL_VERTEX_ARRAY);
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glVertexPointer(3, GL_FLOAT, sizeof(vec), buf);
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lastvertexarray = buf;
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}
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lightvert *vlight = NULL;
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if(as.anim&ANIM_NOSKIN && (!isstat || stenciling))
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{
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if(lasttexcoordarray)
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{
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glDisableClientState(GL_TEXTURE_COORD_ARRAY);
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lasttexcoordarray = NULL;
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}
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}
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else
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{
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if(lasttexcoordarray != tcverts)
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{
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if(!lasttexcoordarray) glEnableClientState(GL_TEXTURE_COORD_ARRAY);
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glTexCoordPointer(2, GL_FLOAT, sizeof(tcvert), tcverts);
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lasttexcoordarray = tcverts;
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}
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if(owner->model->vertexlight)
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{
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if(d) d->locked = true;
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lightcacheentry *l = lightvertexes(as, cur, isstat ? NULL : prev, ai_t, buf);
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if(d) d->locked = false;
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if(l) vlight = l->verts();
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}
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}
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if(lastcolorarray != vlight)
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{
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if(vlight)
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{
|
|
if(!lastcolorarray) glEnableClientState(GL_COLOR_ARRAY);
|
|
glColorPointer(4, GL_UNSIGNED_BYTE, sizeof(lightvert), vlight);
|
|
}
|
|
else glDisableClientState(GL_COLOR_ARRAY);
|
|
lastcolorarray = vlight;
|
|
}
|
|
if(stenciling)
|
|
{
|
|
if(d) d->locked = true;
|
|
shadowcacheentry *s = genshadowvolume(as, cur, isstat ? NULL : prev, ai_t, buf);
|
|
if(d) d->locked = false;
|
|
if(!s) return;
|
|
buf[numverts] = s->dir;
|
|
glDrawElements(GL_TRIANGLES, s->numidxs(), GL_UNSIGNED_SHORT, s->idxs());
|
|
xtraverts += s->numidxs();
|
|
return;
|
|
}
|
|
|
|
bool builddlist = isstat && !owner->model->vertexlight && mdldlist;
|
|
if(builddlist) glNewList(statlist = glGenLists(1), GL_COMPILE);
|
|
loopi(numdyndraws)
|
|
{
|
|
const drawcall &d = dyndraws[i];
|
|
if(hasDRE && !builddlist) glDrawRangeElements_(d.type, d.minvert, d.maxvert, d.count, GL_UNSIGNED_SHORT, &dynidx[d.start]);
|
|
else glDrawElements(d.type, d.count, GL_UNSIGNED_SHORT, &dynidx[d.start]);
|
|
}
|
|
if(builddlist)
|
|
{
|
|
glEndList();
|
|
glCallList(statlist);
|
|
statlen = dynlen;
|
|
}
|
|
xtraverts += dynlen;
|
|
}
|
|
|
|
int findvert(int axis, int dir)
|
|
{
|
|
if(axis<0 || axis>2) return -1;
|
|
int vert = -1;
|
|
float bestval = -1e16f;
|
|
loopi(numverts)
|
|
{
|
|
float val = verts[i][axis]*dir;
|
|
if(val > bestval)
|
|
{
|
|
vert = i;
|
|
bestval = val;
|
|
}
|
|
}
|
|
return vert;
|
|
}
|
|
|
|
float calcradius()
|
|
{
|
|
float rad = 0;
|
|
loopi(numverts) rad = max(rad, verts[i].magnitudexy());
|
|
return rad;
|
|
}
|
|
|
|
void calcneighbors()
|
|
{
|
|
if(!shareverts)
|
|
{
|
|
weldverts();
|
|
findneighbors();
|
|
}
|
|
}
|
|
|
|
void calcbbs()
|
|
{
|
|
if(bbs) return;
|
|
bbs = new bb[owner->numframes];
|
|
loopi(owner->numframes)
|
|
{
|
|
bb &b = bbs[i];
|
|
b.low = vec(1e16f, 1e16f, 1e16f);
|
|
b.high = vec(-1e16f, -1e16f, -1e16f);
|
|
const vec *frame = &verts[numverts*i];
|
|
loopj(numverts) b.add(frame[j]);
|
|
}
|
|
}
|
|
};
|
|
|
|
struct animinfo
|
|
{
|
|
int frame, range;
|
|
float speed;
|
|
};
|
|
|
|
struct particleemitter
|
|
{
|
|
int type, args[2], seed, lastemit;
|
|
|
|
particleemitter() : type(-1), seed(-1), lastemit(-1)
|
|
{
|
|
memset(args, 0, sizeof(args));
|
|
}
|
|
};
|
|
|
|
struct tag
|
|
{
|
|
char *name;
|
|
vec pos;
|
|
float transform[3][3];
|
|
|
|
tag() : name(NULL) {}
|
|
~tag() { DELETEA(name); }
|
|
|
|
void identity()
|
|
{
|
|
transform[0][0] = 1;
|
|
transform[0][1] = 0;
|
|
transform[0][2] = 0;
|
|
|
|
transform[1][0] = 0;
|
|
transform[1][1] = 1;
|
|
transform[1][2] = 0;
|
|
|
|
transform[2][0] = 0;
|
|
transform[2][1] = 0;
|
|
transform[2][2] = 1;
|
|
}
|
|
};
|
|
|
|
struct linkedpart
|
|
{
|
|
part *p;
|
|
particleemitter *emitter;
|
|
vec *pos;
|
|
|
|
linkedpart() : p(NULL), emitter(NULL), pos(NULL) {}
|
|
~linkedpart() { DELETEP(emitter); }
|
|
};
|
|
|
|
struct part
|
|
{
|
|
char *filename;
|
|
vertmodel *model;
|
|
int index, numframes;
|
|
vector<mesh *> meshes;
|
|
vector<animinfo> *anims;
|
|
linkedpart *links;
|
|
tag *tags;
|
|
int numtags;
|
|
GLuint *shadows;
|
|
float shadowrad;
|
|
|
|
part() : filename(NULL), anims(NULL), links(NULL), tags(NULL), numtags(0), shadows(NULL), shadowrad(0) {}
|
|
virtual ~part()
|
|
{
|
|
DELETEA(filename);
|
|
meshes.deletecontentsp();
|
|
DELETEA(anims);
|
|
DELETEA(links);
|
|
DELETEA(tags);
|
|
if(shadows) glDeleteTextures(numframes, shadows);
|
|
DELETEA(shadows);
|
|
}
|
|
|
|
void cleanup()
|
|
{
|
|
loopv(meshes) meshes[i]->cleanup();
|
|
if(shadows)
|
|
{
|
|
glDeleteTextures(numframes, shadows);
|
|
DELETEA(shadows);
|
|
}
|
|
}
|
|
|
|
bool link(part *link, const char *tag, vec *pos = NULL)
|
|
{
|
|
loopi(numtags) if(!strcmp(tags[i].name, tag))
|
|
{
|
|
links[i].p = link;
|
|
links[i].pos = pos;
|
|
return true;
|
|
}
|
|
return false;
|
|
}
|
|
|
|
bool gentag(const char *name, int *verts, int numverts, mesh *m = NULL)
|
|
{
|
|
if(!m)
|
|
{
|
|
if(meshes.empty()) return false;
|
|
m = meshes[0];
|
|
}
|
|
if(numverts < 1) return false;
|
|
loopi(numverts) if(verts[i] < 0 || verts[i] > m->numverts) return false;
|
|
|
|
tag *ntags = new tag[(numtags + 1)*numframes];
|
|
ntags[numtags].name = newstring(name);
|
|
loopi(numframes)
|
|
{
|
|
memcpy(&ntags[(numtags + 1)*i], &tags[numtags*i], numtags*sizeof(tag));
|
|
|
|
tag *t = &ntags[(numtags + 1)*i + numtags];
|
|
t->pos = m->verts[m->numverts*i + verts[0]];
|
|
if(numverts > 1)
|
|
{
|
|
for(int j = 1; j < numverts; j++) t->pos.add(m->verts[m->numverts*i + verts[j]]);
|
|
t->pos.div(numverts);
|
|
}
|
|
t->identity();
|
|
}
|
|
loopi(numtags) tags[i].name = NULL;
|
|
|
|
DELETEA(tags);
|
|
tags = ntags;
|
|
numtags++;
|
|
|
|
linkedpart *nlinks = new linkedpart[numtags];
|
|
loopi(numtags-1) swap(links[i].emitter, nlinks[i].emitter);
|
|
DELETEA(links);
|
|
links = nlinks;
|
|
return true;
|
|
}
|
|
|
|
bool addemitter(const char *tag, int type, int arg1 = 0, int arg2 = 0)
|
|
{
|
|
loopi(numtags) if(!strcmp(tags[i].name, tag))
|
|
{
|
|
if(!links[i].emitter) links[i].emitter = new particleemitter;
|
|
particleemitter &p = *links[i].emitter;
|
|
p.type = type;
|
|
p.args[0] = arg1;
|
|
p.args[1] = arg2;
|
|
return true;
|
|
}
|
|
return false;
|
|
}
|
|
|
|
void scaleverts(const float scale, const vec &translate)
|
|
{
|
|
loopv(meshes)
|
|
{
|
|
mesh &m = *meshes[i];
|
|
loopj(numframes*m.numverts)
|
|
{
|
|
vec &v = m.verts[j];
|
|
if(!index) v.add(translate);
|
|
v.mul(scale);
|
|
}
|
|
}
|
|
loopi(numframes*numtags)
|
|
{
|
|
vec &v = tags[i].pos;
|
|
if(!index) v.add(translate);
|
|
v.mul(scale);
|
|
}
|
|
}
|
|
|
|
void genstrips()
|
|
{
|
|
loopv(meshes) meshes[i]->genstrips();
|
|
}
|
|
|
|
virtual void getdefaultanim(animstate &as, int anim, int varseed)
|
|
{
|
|
as.frame = 0;
|
|
as.range = 1;
|
|
}
|
|
|
|
void gentagmatrix(anpos &cur, anpos *prev, float ai_t, int i, GLfloat *matrix)
|
|
{
|
|
tag *tag1 = &tags[cur.fr1*numtags+i];
|
|
tag *tag2 = &tags[cur.fr2*numtags+i];
|
|
#define ip(p1, p2, t) (p1+t*(p2-p1))
|
|
#define ip_ai_tag(c) ip( ip( tag1p->c, tag2p->c, prev->t), ip( tag1->c, tag2->c, cur.t), ai_t)
|
|
if(prev)
|
|
{
|
|
tag *tag1p = &tags[prev->fr1 * numtags + i];
|
|
tag *tag2p = &tags[prev->fr2 * numtags + i];
|
|
loopj(3) matrix[j] = ip_ai_tag(transform[0][j]); // transform
|
|
loopj(3) matrix[4 + j] = ip_ai_tag(transform[1][j]);
|
|
loopj(3) matrix[8 + j] = ip_ai_tag(transform[2][j]);
|
|
loopj(3) matrix[12 + j] = ip_ai_tag(pos[j]); // position
|
|
}
|
|
else
|
|
{
|
|
loopj(3) matrix[j] = ip(tag1->transform[0][j], tag2->transform[0][j], cur.t); // transform
|
|
loopj(3) matrix[4 + j] = ip(tag1->transform[1][j], tag2->transform[1][j], cur.t);
|
|
loopj(3) matrix[8 + j] = ip(tag1->transform[2][j], tag2->transform[2][j], cur.t);
|
|
loopj(3) matrix[12 + j] = ip(tag1->pos[j], tag2->pos[j], cur.t); // position
|
|
}
|
|
#undef ip_ai_tag
|
|
#undef ip
|
|
matrix[3] = matrix[7] = matrix[11] = 0.0f;
|
|
matrix[15] = 1.0f;
|
|
}
|
|
|
|
bool calcanimstate(int anim, int varseed, float speed, int basetime, dynent *d, animstate &as)
|
|
{
|
|
as.anim = anim;
|
|
as.speed = speed<=0 ? 100.0f : speed;
|
|
as.basetime = basetime;
|
|
if((anim&ANIM_INDEX)==ANIM_ALL)
|
|
{
|
|
as.frame = 0;
|
|
as.range = numframes;
|
|
}
|
|
else if(anims)
|
|
{
|
|
vector<animinfo> &ais = anims[anim&ANIM_INDEX];
|
|
if(ais.length())
|
|
{
|
|
animinfo &ai = ais[uint(varseed)%ais.length()];
|
|
as.frame = ai.frame;
|
|
as.range = ai.range;
|
|
if(ai.speed>0) as.speed = 1000.0f/ai.speed;
|
|
}
|
|
else getdefaultanim(as, anim&ANIM_INDEX, varseed);
|
|
}
|
|
else getdefaultanim(as, anim&ANIM_INDEX, varseed);
|
|
if(anim&(ANIM_START|ANIM_END))
|
|
{
|
|
if(anim&ANIM_END) as.frame += as.range-1;
|
|
as.range = 1;
|
|
}
|
|
|
|
if(as.frame+as.range>numframes)
|
|
{
|
|
if(as.frame>=numframes) return false;
|
|
as.range = numframes-as.frame;
|
|
}
|
|
|
|
if(d && index<2)
|
|
{
|
|
if(d->lastmodel[index]!=this || d->lastanimswitchtime[index]==-1 || lastmillis-d->lastrendered>animationinterpolationtime)
|
|
{
|
|
d->current[index] = as;
|
|
d->lastanimswitchtime[index] = lastmillis-animationinterpolationtime*2;
|
|
}
|
|
else if(d->current[index] != as)
|
|
{
|
|
if(lastmillis-d->lastanimswitchtime[index]>animationinterpolationtime/2) d->prev[index] = d->current[index];
|
|
d->current[index] = as;
|
|
d->lastanimswitchtime[index] = lastmillis;
|
|
}
|
|
d->lastmodel[index] = this;
|
|
}
|
|
return true;
|
|
}
|
|
|
|
void render(int anim, int varseed, float speed, int basetime, dynent *d)
|
|
{
|
|
if(meshes.empty()) return;
|
|
animstate as;
|
|
if(!calcanimstate(anim, varseed, speed, basetime, d, as)) return;
|
|
|
|
if(!meshes[0]->dynidx) genstrips();
|
|
|
|
anpos prev, cur;
|
|
cur.setframes(d && index<2 ? d->current[index] : as);
|
|
|
|
float ai_t = 0;
|
|
bool doai = !(anim&ANIM_NOINTERP) && d && index<2 && lastmillis-d->lastanimswitchtime[index]<animationinterpolationtime && d->prev[index].range>0;
|
|
if(doai)
|
|
{
|
|
prev.setframes(d->prev[index]);
|
|
ai_t = (lastmillis-d->lastanimswitchtime[index])/(float)animationinterpolationtime;
|
|
}
|
|
|
|
glPushMatrix();
|
|
glMultMatrixf(matrixstack[matrixpos].v);
|
|
loopv(meshes) meshes[i]->render(as, cur, doai ? &prev : NULL, ai_t);
|
|
glPopMatrix();
|
|
|
|
loopi(numtags)
|
|
{
|
|
linkedpart &link = links[i];
|
|
if(!(link.p || link.pos || (anim&ANIM_PARTICLE && link.emitter))) continue;
|
|
|
|
// render the linked models - interpolate rotation and position of the 'link-tags'
|
|
glmatrixf linkmat;
|
|
gentagmatrix(cur, doai ? &prev : NULL, ai_t, i, linkmat.v);
|
|
|
|
matrixpos++;
|
|
matrixstack[matrixpos].mul(matrixstack[matrixpos-1], linkmat);
|
|
|
|
if(link.pos) *link.pos = matrixstack[matrixpos].gettranslation();
|
|
|
|
if(link.p)
|
|
{
|
|
vec oldshadowdir, oldshadowpos;
|
|
|
|
if(stenciling)
|
|
{
|
|
oldshadowdir = shadowdir;
|
|
oldshadowpos = shadowpos;
|
|
linkmat.invertnormal(shadowdir);
|
|
linkmat.invertvertex(shadowpos);
|
|
}
|
|
|
|
link.p->render(anim, varseed, speed, basetime, d);
|
|
|
|
if(stenciling)
|
|
{
|
|
shadowdir = oldshadowdir;
|
|
shadowpos = oldshadowpos;
|
|
}
|
|
}
|
|
|
|
if(anim&ANIM_PARTICLE && link.emitter)
|
|
{
|
|
particleemitter &p = *link.emitter;
|
|
|
|
if(p.lastemit!=basetime)
|
|
{
|
|
p.seed = rnd(0x1000000);
|
|
p.lastemit = basetime;
|
|
}
|
|
|
|
particle_emit(p.type, p.args, basetime, p.seed, matrixstack[matrixpos].gettranslation());
|
|
}
|
|
|
|
matrixpos--;
|
|
}
|
|
}
|
|
|
|
void setanim(int num, int frame, int range, float speed)
|
|
{
|
|
if(frame<0 || frame>=numframes || range<=0 || frame+range>numframes)
|
|
{
|
|
conoutf("invalid frame %d, range %d in model %s", frame, range, model->loadname);
|
|
return;
|
|
}
|
|
if(!anims) anims = new vector<animinfo>[NUMANIMS];
|
|
animinfo &ai = anims[num].add();
|
|
ai.frame = frame;
|
|
ai.range = range;
|
|
ai.speed = speed;
|
|
}
|
|
|
|
virtual void begingenshadow()
|
|
{
|
|
}
|
|
|
|
virtual void endgenshadow()
|
|
{
|
|
}
|
|
|
|
void blurshadow(const uchar *in, uchar *out, uint size)
|
|
{
|
|
static const uint filter3x3[9] =
|
|
{
|
|
1, 2, 1,
|
|
2, 4, 2,
|
|
1, 2, 1
|
|
};
|
|
static const uint filter3x3sum = 16;
|
|
const uchar *src = in, *prev = in - size, *next = in + size;
|
|
uchar *dst = out;
|
|
|
|
#define FILTER(c0, c1, c2, c3, c4, c5, c6, c7, c8) \
|
|
{ \
|
|
uint c = *src, \
|
|
val = (filter3x3[0]*(c0) + filter3x3[1]*(c1) + filter3x3[2]*(c2) + \
|
|
filter3x3[3]*(c3) + filter3x3[4]*(c4) + filter3x3[5]*(c5) + \
|
|
filter3x3[6]*(c6) + filter3x3[7]*(c7) + filter3x3[8]*(c8)); \
|
|
*dst++ = val/filter3x3sum; \
|
|
src++; \
|
|
prev++; \
|
|
next++; \
|
|
}
|
|
|
|
FILTER(c, c, c, c, c, src[1], c, next[0], next[1]);
|
|
for(uint x = 1; x < size-1; x++) FILTER(c, c, c, src[-1], c, src[1], next[-1], next[0], next[1]);
|
|
FILTER(c, c, c, src[-1], c, c, next[-1], next[0], c);
|
|
|
|
for(uint y = 1; y < size-1; y++)
|
|
{
|
|
FILTER(c, prev[0], prev[1], c, c, src[1], c, next[0], next[1]);
|
|
for(uint x = 1; x < size-1; x++) FILTER(prev[-1], prev[0], prev[1], src[-1], c, src[1], next[-1], next[0], next[1]);
|
|
FILTER(prev[-1], prev[0], c, src[-1], c, c, next[-1], next[0], c);
|
|
}
|
|
|
|
FILTER(c, prev[0], prev[1], c, c, src[1], c, c, c);
|
|
for(uint x = 1; x < size-1; x++) FILTER(prev[-1], prev[0], prev[1], src[-1], c, src[1], c, c, c);
|
|
FILTER(prev[-1], prev[0], c, src[-1], c, c, c, c, c);
|
|
|
|
#undef FILTER
|
|
}
|
|
|
|
void genshadow(int aasize, int frame, stream *f)
|
|
{
|
|
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
|
|
|
model->startrender();
|
|
render(ANIM_ALL|ANIM_NOINTERP|ANIM_NOSKIN, 0, 1, lastmillis-frame, NULL);
|
|
model->endrender();
|
|
|
|
uchar *pixels = new uchar[2*aasize*aasize];
|
|
glPixelStorei(GL_PACK_ALIGNMENT, 1);
|
|
glReadPixels(0, 0, aasize, aasize, GL_RED, GL_UNSIGNED_BYTE, pixels);
|
|
#if 0
|
|
SDL_Surface *img = SDL_CreateRGBSurface(SDL_SWSURFACE, aasize, aasize, 24, 0x0000FF, 0x00FF00, 0xFF0000, 0);
|
|
loopi(aasize*aasize) memset((uchar *)img->pixels + 3*i, pixels[i], 3);
|
|
defformatstring(imgname)("%s_%d.bmp", model->loadname, frame);
|
|
for(char *s; (s = strchr(imgname, '/'));) *s = '_';
|
|
SDL_SaveBMP(img, imgname);
|
|
SDL_FreeSurface(img);
|
|
#endif
|
|
if(aasize > 1<<dynshadowsize)
|
|
scaletexture(pixels, aasize, aasize, 1, pixels, 1<<dynshadowsize, 1<<dynshadowsize);
|
|
|
|
int texsize = min(aasize, 1<<dynshadowsize);
|
|
blurshadow(pixels, &pixels[texsize*texsize], texsize);
|
|
if(f) f->write(&pixels[texsize*texsize], texsize*texsize);
|
|
createtexture(shadows[frame], texsize, texsize, &pixels[texsize*texsize], 3, true, false, GL_ALPHA);
|
|
|
|
delete[] pixels;
|
|
}
|
|
|
|
struct shadowheader
|
|
{
|
|
ushort size, frames;
|
|
float height, rad;
|
|
};
|
|
|
|
void genshadows(float height, float rad)
|
|
{
|
|
if(shadows) return;
|
|
|
|
char *filename = shadowfile();
|
|
if(filename && loadshadows(filename)) return;
|
|
|
|
shadowrad = rad;
|
|
shadows = new GLuint[numframes];
|
|
glGenTextures(numframes, shadows);
|
|
|
|
extern SDL_Surface *screen;
|
|
int aasize = 1<<(dynshadowsize + aadynshadow);
|
|
while(aasize > screen->w || aasize > screen->h) aasize /= 2;
|
|
|
|
stream *f = filename ? opengzfile(filename, "wb9") : NULL;
|
|
if(f)
|
|
{
|
|
shadowheader hdr;
|
|
hdr.size = min(aasize, 1<<dynshadowsize);
|
|
hdr.frames = numframes;
|
|
hdr.height = height;
|
|
hdr.rad = rad;
|
|
f->putlil(hdr.size);
|
|
f->putlil(hdr.frames);
|
|
f->putlil(hdr.height);
|
|
f->putlil(hdr.rad);
|
|
}
|
|
|
|
glViewport(0, 0, aasize, aasize);
|
|
glClearColor(0, 0, 0, 1);
|
|
glDisable(GL_FOG);
|
|
glColor3f(1, 1, 1);
|
|
|
|
glMatrixMode(GL_PROJECTION);
|
|
glLoadIdentity();
|
|
glOrtho(-rad, rad, -rad, rad, 0.15f, height);
|
|
|
|
glMatrixMode(GL_MODELVIEW);
|
|
glLoadIdentity();
|
|
glScalef(1, -1, 1);
|
|
|
|
glTranslatef(0, 0, -height);
|
|
begingenshadow();
|
|
loopi(numframes) genshadow(aasize, i, f);
|
|
endgenshadow();
|
|
|
|
glEnable(GL_FOG);
|
|
glViewport(0, 0, screen->w, screen->h);
|
|
|
|
if(f) delete f;
|
|
}
|
|
|
|
bool loadshadows(const char *filename)
|
|
{
|
|
stream *f = opengzfile(filename, "rb");
|
|
if(!f) return false;
|
|
shadowheader hdr;
|
|
if(f->read(&hdr, sizeof(shadowheader))!=sizeof(shadowheader)) { delete f; return false; }
|
|
lilswap(&hdr.size, 1);
|
|
lilswap(&hdr.frames, 1);
|
|
if(hdr.size!=(1<<dynshadowsize) || hdr.frames!=numframes) { delete f; return false; }
|
|
lilswap(&hdr.height, 1);
|
|
lilswap(&hdr.rad, 1);
|
|
|
|
uchar *buf = new uchar[hdr.size*hdr.size*hdr.frames];
|
|
if(f->read(buf, hdr.size*hdr.size*hdr.frames)!=hdr.size*hdr.size*hdr.frames) { delete f; return false; }
|
|
|
|
shadowrad = hdr.rad;
|
|
shadows = new GLuint[hdr.frames];
|
|
glGenTextures(hdr.frames, shadows);
|
|
|
|
loopi(hdr.frames) createtexture(shadows[i], hdr.size, hdr.size, &buf[i*hdr.size*hdr.size], 3, true, false, GL_ALPHA);
|
|
|
|
delete[] buf;
|
|
delete f;
|
|
|
|
return true;
|
|
}
|
|
|
|
void rendershadow(int anim, int varseed, float speed, int basetime, const vec &o, float yaw)
|
|
{
|
|
if(!shadows) return;
|
|
animstate as;
|
|
if(!calcanimstate(anim, varseed, speed, basetime, NULL, as)) return;
|
|
anpos cur;
|
|
cur.setframes(as);
|
|
|
|
GLuint id = shadows[cur.fr1];
|
|
if(id!=lasttex)
|
|
{
|
|
glBindTexture(GL_TEXTURE_2D, id);
|
|
lasttex = id;
|
|
}
|
|
|
|
if(enabledepthmask) { glDepthMask(GL_FALSE); enabledepthmask = false; }
|
|
if(enablealphatest) { glDisable(GL_ALPHA_TEST); enablealphatest = false; }
|
|
if(!enablealphablend)
|
|
{
|
|
glEnable(GL_BLEND);
|
|
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
|
|
enablealphablend = true;
|
|
}
|
|
|
|
yaw *= RAD;
|
|
float c = cosf(yaw), s = sinf(yaw);
|
|
float x1 = -shadowrad, x2 = shadowrad;
|
|
float y1 = -shadowrad, y2 = shadowrad;
|
|
|
|
if(dynshadowquad)
|
|
{
|
|
glBegin(GL_QUADS);
|
|
glTexCoord2f(0, 1); glVertex3f(x1*c - y1*s + o.x, y1*c + x1*s + o.y, o.z);
|
|
glTexCoord2f(1, 1); glVertex3f(x2*c - y1*s + o.x, y1*c + x2*s + o.y, o.z);
|
|
glTexCoord2f(1, 0); glVertex3f(x2*c - y2*s + o.x, y2*c + x2*s + o.y, o.z);
|
|
glTexCoord2f(0, 0); glVertex3f(x1*c - y2*s + o.x, y2*c + x1*s + o.y, o.z);
|
|
glEnd();
|
|
xtraverts += 4;
|
|
return;
|
|
}
|
|
|
|
if(!enableoffset)
|
|
{
|
|
enablepolygonoffset(GL_POLYGON_OFFSET_FILL);
|
|
enableoffset = true;
|
|
}
|
|
if(lastvertexarray)
|
|
{
|
|
glDisableClientState(GL_VERTEX_ARRAY);
|
|
lastvertexarray = NULL;
|
|
}
|
|
if(lasttexcoordarray)
|
|
{
|
|
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
|
|
lasttexcoordarray = NULL;
|
|
}
|
|
|
|
vec texgenS, texgenT;
|
|
texgenS.x = c / (2*shadowrad);
|
|
texgenS.y = s / (2*shadowrad);
|
|
texgenS.z = -(x1*c - y2*s + o.x)*texgenS.x - (y2*c + x1*s + o.y)*texgenS.y;
|
|
|
|
texgenT.x = s / (2*shadowrad);
|
|
texgenT.y = -c / (2*shadowrad);
|
|
texgenT.z = -(x1*c - y2*s + o.x)*texgenT.x - (y2*c + x1*s + o.y)*texgenT.y;
|
|
|
|
::rendershadow(int(floor(o.x-shadowrad)), int(floor(o.y-shadowrad)), int(ceil(o.x+shadowrad)), int(ceil(o.y+shadowrad)), texgenS, texgenT);
|
|
}
|
|
|
|
char *shadowfile()
|
|
{
|
|
if(!saveshadows || !filename) return NULL;
|
|
|
|
static string s;
|
|
char *dir = strrchr(filename, PATHDIV);
|
|
if(!dir) s[0] = '\0';
|
|
else copystring(s, filename, dir-filename+2);
|
|
concatstring(s, "shadows.dat");
|
|
return s;
|
|
}
|
|
|
|
float calcradius()
|
|
{
|
|
float rad = 0;
|
|
loopv(meshes) rad = max(rad, meshes[i]->calcradius());
|
|
return rad;
|
|
}
|
|
|
|
void calcneighbors()
|
|
{
|
|
loopv(meshes) meshes[i]->calcneighbors();
|
|
}
|
|
|
|
void calcbbs()
|
|
{
|
|
loopv(meshes) meshes[i]->calcbbs();
|
|
}
|
|
};
|
|
|
|
bool loaded;
|
|
char *loadname;
|
|
vector<part *> parts;
|
|
|
|
vertmodel(const char *name) : loaded(false)
|
|
{
|
|
loadname = newstring(name);
|
|
}
|
|
|
|
~vertmodel()
|
|
{
|
|
delete[] loadname;
|
|
parts.deletecontentsp();
|
|
}
|
|
|
|
char *name() { return loadname; }
|
|
|
|
void cleanup()
|
|
{
|
|
loopv(parts) parts[i]->cleanup();
|
|
}
|
|
|
|
bool link(part *link, const char *tag, vec *pos = NULL)
|
|
{
|
|
loopv(parts) if(parts[i]->link(link, tag, pos)) return true;
|
|
return false;
|
|
}
|
|
|
|
void setskin(int tex = 0)
|
|
{
|
|
if(parts.length()!=1 || parts[0]->meshes.length()!=1) return;
|
|
mesh &m = *parts[0]->meshes[0];
|
|
m.tex = tex;
|
|
}
|
|
|
|
void genshadows(float height, float rad)
|
|
{
|
|
if(parts.length()>1) return;
|
|
parts[0]->genshadows(height, rad);
|
|
}
|
|
|
|
bool hasshadows()
|
|
{
|
|
return parts.length()==1 && parts[0]->shadows;
|
|
}
|
|
|
|
float calcradius()
|
|
{
|
|
return parts.empty() ? 0.0f : parts[0]->calcradius();
|
|
}
|
|
|
|
void calcneighbors()
|
|
{
|
|
loopv(parts) parts[i]->calcneighbors();
|
|
}
|
|
|
|
void calcbbs()
|
|
{
|
|
loopv(parts) parts[i]->calcbbs();
|
|
}
|
|
|
|
static bool enablealphablend, enablealphatest, enabledepthmask, enableoffset;
|
|
static GLuint lasttex;
|
|
static float lastalphatest;
|
|
static void *lastvertexarray, *lasttexcoordarray, *lastcolorarray;
|
|
static glmatrixf matrixstack[32];
|
|
static int matrixpos;
|
|
|
|
void startrender()
|
|
{
|
|
enablealphablend = enablealphatest = enableoffset = false;
|
|
enabledepthmask = true;
|
|
lasttex = 0;
|
|
lastalphatest = -1;
|
|
lastvertexarray = lasttexcoordarray = lastcolorarray = NULL;
|
|
}
|
|
|
|
void endrender()
|
|
{
|
|
if(enablealphablend) glDisable(GL_BLEND);
|
|
if(enablealphatest) glDisable(GL_ALPHA_TEST);
|
|
if(!enabledepthmask) glDepthMask(GL_TRUE);
|
|
if(lastvertexarray) glDisableClientState(GL_VERTEX_ARRAY);
|
|
if(lasttexcoordarray) glDisableClientState(GL_TEXTURE_COORD_ARRAY);
|
|
if(lastcolorarray) glDisableClientState(GL_COLOR_ARRAY);
|
|
if(enableoffset) disablepolygonoffset(GL_POLYGON_OFFSET_FILL);
|
|
}
|
|
|
|
static modelcache dynalloc, statalloc;
|
|
};
|
|
|
|
bool vertmodel::enablealphablend = false, vertmodel::enablealphatest = false, vertmodel::enabledepthmask = true, vertmodel::enableoffset = false;
|
|
GLuint vertmodel::lasttex = 0;
|
|
float vertmodel::lastalphatest = -1;
|
|
void *vertmodel::lastvertexarray = NULL, *vertmodel::lasttexcoordarray = NULL, *vertmodel::lastcolorarray = NULL;
|
|
glmatrixf vertmodel::matrixstack[32];
|
|
int vertmodel::matrixpos = 0;
|
|
|
|
VARF(mdldyncache, 1, 2, 32, vertmodel::dynalloc.resize(mdldyncache<<20));
|
|
VARF(mdlstatcache, 1, 1, 32, vertmodel::statalloc.resize(mdlstatcache<<20));
|
|
|
|
modelcache vertmodel::dynalloc(mdldyncache<<20), vertmodel::statalloc(mdlstatcache<<20);
|
|
|