git-svn-id: svn://svn.code.sf.net/p/actiongame/code/trunk/ac@1352 e016b1c5-ed68-44aa-a2f7-31cac88cffde
615 lines
20 KiB
C
615 lines
20 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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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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};
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struct tcvert { float u, v; ushort index; };
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struct tri { ushort vert[3]; };
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struct mesh
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{
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char *name;
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vec *verts;
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tcvert *tcverts;
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tri *tris;
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int numverts, numtcverts, numtris;
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Texture *skin;
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int tex;
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vec *dynbuf;
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ushort *dynidx;
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int dynlen;
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anpos dyncur, dynprev;
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float dynt;
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GLuint statlist;
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int statlen;
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mesh() : name(0), verts(0), tcverts(0), tris(0), skin(notexture), tex(0), dynbuf(0), dynidx(0), statlist(0)
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{
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dyncur.fr1 = dynprev.fr1 = -1;
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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(tris);
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if(statlist) glDeleteLists(statlist, 1);
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DELETEA(dynidx);
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DELETEA(dynbuf);
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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->vert, numtris);
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vector<ushort> idxs;
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ts.buildstrips(idxs);
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dynbuf = new vec[numverts];
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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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}
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void gendynverts(anpos &cur, anpos *prev, float ai_t)
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{
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vec *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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if(prev)
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{
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if(dynprev==*prev && dyncur==cur && dynt==ai_t) return;
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dynprev = *prev;
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dynt = ai_t;
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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
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{
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if(dynprev.fr1<0 && dyncur==cur) return;
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dynprev.fr1 = -1;
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}
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dyncur = cur;
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#define iploop(body) \
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loopi(numverts) \
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{ \
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vec &v = dynbuf[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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}
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void render(animstate &as, anpos &cur, anpos *prev, float ai_t)
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{
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if(!dynbuf) return;
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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(!enabledepthmask) { glDepthMask(GL_TRUE); enabledepthmask = true; }
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}
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bool isstat = as.frame==0 && as.range==1;
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if(isstat && statlist)
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{
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glCallList(statlist);
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xtraverts += statlen;
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}
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else
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{
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if(isstat) glNewList(statlist = glGenLists(1), GL_COMPILE);
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gendynverts(cur, prev, ai_t);
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loopj(dynlen)
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{
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ushort index = dynidx[j];
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if(index>=tristrip::RESTART || !j)
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{
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if(j) glEnd();
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glBegin(index==tristrip::LIST ? GL_TRIANGLES : GL_TRIANGLE_STRIP);
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if(index>=tristrip::RESTART) continue;
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}
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tcvert &tc = tcverts[index];
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if(isstat || !(as.anim&ANIM_NOSKIN)) glTexCoord2f(tc.u, tc.v);
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glVertex3fv(&dynbuf[tc.index].x);
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}
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glEnd();
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if(isstat)
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{
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glEndList();
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glCallList(statlist);
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statlen = dynlen;
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}
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xtraverts += dynlen;
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}
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}
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};
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struct animinfo
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{
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int frame, range;
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float speed;
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};
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struct tag
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{
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char *name;
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vec pos;
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float transform[3][3];
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tag() : name(NULL) {}
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~tag() { DELETEA(name); }
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};
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struct part
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{
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char *filename;
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vertmodel *model;
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int index, numframes;
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vector<mesh *> meshes;
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vector<animinfo> *anims;
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part **links;
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tag *tags;
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int numtags;
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GLuint *shadows;
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float shadowrad;
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part() : filename(NULL), anims(NULL), links(NULL), tags(NULL), numtags(0), shadows(NULL), shadowrad(0) {}
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virtual ~part()
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{
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DELETEA(filename);
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meshes.deletecontentsp();
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DELETEA(anims);
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DELETEA(links);
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DELETEA(tags);
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if(shadows) glDeleteTextures(numframes, shadows);
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DELETEA(shadows);
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}
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bool link(part *link, const char *tag)
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{
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loopi(numtags) if(!strcmp(tags[i].name, tag))
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{
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links[i] = link;
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return true;
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}
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return false;
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}
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void scaleverts(const float scale, const vec &translate)
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{
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loopv(meshes)
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{
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mesh &m = *meshes[i];
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loopj(numframes*m.numverts)
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{
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vec &v = m.verts[j];
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if(!index) v.add(translate);
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v.mul(scale);
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}
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}
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loopi(numframes*numtags)
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{
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vec &v = tags[i].pos;
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if(!index) v.add(translate);
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v.mul(scale);
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}
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}
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void genstrips()
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{
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loopv(meshes) meshes[i]->genstrips();
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}
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virtual void getdefaultanim(animstate &as, int anim, int varseed)
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{
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as.frame = 0;
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as.range = 1;
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}
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bool calcanimstate(int anim, int varseed, float speed, int basetime, dynent *d, animstate &as)
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{
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as.anim = anim;
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as.speed = speed<=0 ? 100.0f : speed;
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as.basetime = basetime;
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if((anim&ANIM_INDEX)==ANIM_ALL)
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{
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as.frame = 0;
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as.range = numframes;
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}
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else if(anims)
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{
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vector<animinfo> &ais = anims[anim&ANIM_INDEX];
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if(ais.length())
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{
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animinfo &ai = ais[uint(varseed)%ais.length()];
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as.frame = ai.frame;
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as.range = ai.range;
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if(ai.speed>0) as.speed = 1000.0f/ai.speed;
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}
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else getdefaultanim(as, anim&ANIM_INDEX, varseed);
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}
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else getdefaultanim(as, anim&ANIM_INDEX, varseed);
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if(anim&(ANIM_START|ANIM_END))
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{
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if(anim&ANIM_END) as.frame += as.range-1;
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as.range = 1;
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}
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if(as.frame+as.range>numframes)
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{
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if(as.frame>=numframes) return false;
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as.range = numframes-as.frame;
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}
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if(d && index<2)
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{
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if(d->lastmodel[index]!=this || d->lastanimswitchtime[index]==-1 || lastmillis-d->lastrendered>animationinterpolationtime)
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{
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d->current[index] = as;
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d->lastanimswitchtime[index] = lastmillis-animationinterpolationtime*2;
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}
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else if(d->current[index] != as)
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{
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if(lastmillis-d->lastanimswitchtime[index]>animationinterpolationtime/2) d->prev[index] = d->current[index];
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d->current[index] = as;
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d->lastanimswitchtime[index] = lastmillis;
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}
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d->lastmodel[index] = this;
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}
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return true;
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}
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void render(int anim, int varseed, float speed, int basetime, dynent *d)
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{
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if(meshes.empty()) return;
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animstate as;
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if(!calcanimstate(anim, varseed, speed, basetime, d, as)) return;
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if(!meshes[0]->dynidx) genstrips();
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anpos prev, cur;
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cur.setframes(d && index<2 ? d->current[index] : as);
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float ai_t = 0;
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bool doai = !(anim&ANIM_NOINTERP) && d && index<2 && lastmillis-d->lastanimswitchtime[index]<animationinterpolationtime && d->prev[index].range>0;
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if(doai)
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{
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prev.setframes(d->prev[index]);
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ai_t = (lastmillis-d->lastanimswitchtime[index])/(float)animationinterpolationtime;
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}
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loopv(meshes) meshes[i]->render(as, cur, doai ? &prev : NULL, ai_t);
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loopi(numtags) if(links[i]) // render the linked models - interpolate rotation and position of the 'link-tags'
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{
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part *link = links[i];
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GLfloat matrix[16];
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tag *tag1 = &tags[cur.fr1*numtags+i];
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tag *tag2 = &tags[cur.fr2*numtags+i];
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#define ip(p1, p2, t) (p1+t*(p2-p1))
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#define ip_ai_tag(c) ip( ip( tag1p->c, tag2p->c, prev.t), ip( tag1->c, tag2->c, cur.t), ai_t)
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if(doai)
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{
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tag *tag1p = &tags[prev.fr1 * numtags + i];
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tag *tag2p = &tags[prev.fr2 * numtags + i];
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loopj(3) matrix[j] = ip_ai_tag(transform[0][j]); // transform
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loopj(3) matrix[4 + j] = ip_ai_tag(transform[1][j]);
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loopj(3) matrix[8 + j] = ip_ai_tag(transform[2][j]);
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loopj(3) matrix[12 + j] = ip_ai_tag(pos[j]); // position
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}
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else
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{
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loopj(3) matrix[j] = ip(tag1->transform[0][j], tag2->transform[0][j], cur.t); // transform
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loopj(3) matrix[4 + j] = ip(tag1->transform[1][j], tag2->transform[1][j], cur.t);
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loopj(3) matrix[8 + j] = ip(tag1->transform[2][j], tag2->transform[2][j], cur.t);
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loopj(3) matrix[12 + j] = ip(tag1->pos[j], tag2->pos[j], cur.t); // position
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}
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#undef ip_ai_tag
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#undef ip
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matrix[3] = matrix[7] = matrix[11] = 0.0f;
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matrix[15] = 1.0f;
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glPushMatrix();
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glMultMatrixf(matrix);
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link->render(anim, varseed, speed, basetime, d);
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glPopMatrix();
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}
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}
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void setanim(int num, int frame, int range, float speed)
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{
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if(frame<0 || frame>=numframes || range<=0 || frame+range>numframes)
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{
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conoutf("invalid frame %d, range %d in model %s", frame, range, model->loadname);
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return;
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}
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if(!anims) anims = new vector<animinfo>[NUMANIMS];
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animinfo &ai = anims[num].add();
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ai.frame = frame;
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ai.range = range;
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ai.speed = speed;
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}
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virtual void begingenshadow()
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{
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}
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virtual void endgenshadow()
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{
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}
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void genshadow(int aasize, int frame, gzFile f)
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{
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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model->startrender();
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render(ANIM_ALL|ANIM_NOINTERP|ANIM_NOSKIN, 0, 1, lastmillis-frame, NULL);
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model->endrender();
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uchar *pixels = new uchar[aasize*aasize];
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glPixelStorei(GL_PACK_ALIGNMENT, 1);
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glReadPixels(0, 0, aasize, aasize, GL_RED, GL_UNSIGNED_BYTE, pixels);
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#if 0
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SDL_Surface *img = SDL_CreateRGBSurface(SDL_SWSURFACE, aasize, aasize, 24, 0x0000FF, 0x00FF00, 0xFF0000, 0);
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loopi(aasize*aasize) memset((uchar *)img->pixels + 3*i, pixels[i], 3);
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s_sprintfd(imgname)("%s_%d.bmp", model->loadname, frame);
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for(char *s; (s = strchr(imgname, '/'));) *s = '_';
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SDL_SaveBMP(img, imgname);
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SDL_FreeSurface(img);
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#endif
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if(aasize > 1<<dynshadowsize)
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gluScaleImage(GL_ALPHA, aasize, aasize, GL_UNSIGNED_BYTE, pixels, 1<<dynshadowsize, 1<<dynshadowsize, GL_UNSIGNED_BYTE, pixels);
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int texsize = min(aasize, 1<<dynshadowsize);
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if(f) gzwrite(f, pixels, texsize*texsize);
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createtexture(shadows[frame], texsize, texsize, pixels, 3, true, GL_ALPHA);
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}
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struct shadowheader
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{
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ushort size, frames;
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float height, rad;
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};
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void genshadows(float height, float rad)
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{
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if(shadows) return;
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char *filename = shadowfile();
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if(filename && loadshadows(filename)) return;
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shadowrad = rad;
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shadows = new GLuint[numframes];
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glGenTextures(numframes, shadows);
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extern SDL_Surface *screen;
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int aasize = 1<<(dynshadowsize + aadynshadow);
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while(aasize > screen->w || aasize > screen->h) aasize /= 2;
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gzFile f = filename ? opengzfile(filename, "wb9") : NULL;
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if(f)
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{
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shadowheader hdr;
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hdr.size = min(aasize, 1<<dynshadowsize);
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hdr.frames = numframes;
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hdr.height = height;
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hdr.rad = rad;
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endianswap(&hdr.size, sizeof(ushort), 1);
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endianswap(&hdr.frames, sizeof(ushort), 1);
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endianswap(&hdr.height, sizeof(float), 1);
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endianswap(&hdr.rad, sizeof(float), 1);
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gzwrite(f, &hdr, sizeof(shadowheader));
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}
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glViewport(0, 0, aasize, aasize);
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glClearColor(0, 0, 0, 1);
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glDisable(GL_FOG);
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glColor3f(1, 1, 1);
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glMatrixMode(GL_PROJECTION);
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glLoadIdentity();
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glOrtho(-rad, rad, -rad, rad, 0.15f, height);
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glMatrixMode(GL_MODELVIEW);
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glLoadIdentity();
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glScalef(1, -1, 1);
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glTranslatef(0, 0, -height);
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begingenshadow();
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loopi(numframes) genshadow(aasize, i, f);
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endgenshadow();
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glEnable(GL_FOG);
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glViewport(0, 0, screen->w, screen->h);
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if(f) gzclose(f);
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}
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bool loadshadows(const char *filename)
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{
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gzFile f = opengzfile(filename, "rb9");
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if(!f) return false;
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shadowheader hdr;
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if(gzread(f, &hdr, sizeof(shadowheader))!=sizeof(shadowheader)) { gzclose(f); return false; }
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endianswap(&hdr.size, sizeof(ushort), 1);
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endianswap(&hdr.frames, sizeof(ushort), 1);
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if(hdr.size!=(1<<dynshadowsize) || hdr.frames!=numframes) { gzclose(f); return false; }
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endianswap(&hdr.height, sizeof(float), 1);
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endianswap(&hdr.rad, sizeof(float), 1);
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uchar *buf = new uchar[hdr.size*hdr.size*hdr.frames];
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if(gzread(f, buf, hdr.size*hdr.size*hdr.frames)!=hdr.size*hdr.size*hdr.frames) { gzclose(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, GL_ALPHA);
|
|
|
|
delete[] buf;
|
|
|
|
gzclose(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(!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;
|
|
|
|
glBegin(GL_POLYGON);
|
|
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();
|
|
}
|
|
|
|
char *shadowfile()
|
|
{
|
|
if(!saveshadows || !filename) return NULL;
|
|
|
|
static string s;
|
|
char *dir = strrchr(filename, PATHDIV);
|
|
if(!dir) s[0] = '\0';
|
|
else s_strncpy(s, filename, dir-filename+2);
|
|
s_strcat(s, "shadows.dat");
|
|
return s;
|
|
}
|
|
};
|
|
|
|
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; }
|
|
|
|
bool link(part *link, const char *tag)
|
|
{
|
|
loopv(parts) if(parts[i]->link(link, tag)) return true;
|
|
return false;
|
|
}
|
|
|
|
void setskin(int tex)
|
|
{
|
|
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;
|
|
}
|
|
|
|
static bool enablealphablend, enabledepthmask;
|
|
static GLuint lasttex;
|
|
|
|
void startrender()
|
|
{
|
|
enablealphablend = false;
|
|
enabledepthmask = true;
|
|
lasttex = 0;
|
|
}
|
|
|
|
void endrender()
|
|
{
|
|
if(enablealphablend) glDisable(GL_BLEND);
|
|
if(!enabledepthmask) glDepthMask(GL_TRUE);
|
|
}
|
|
};
|
|
|
|
bool vertmodel::enablealphablend = false, vertmodel::enabledepthmask = true;
|
|
GLuint vertmodel::lasttex = 0;
|
|
|