/* Copyright (c) 2002-2012 Croteam Ltd. This program is free software; you can redistribute it and/or modify it under the terms of version 2 of the GNU General Public License as published by the Free Software Foundation This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with this program; if not, write to the Free Software Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA. */ #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include static CAnyProjection3D _aprProjection; static CDrawPort *_pdp = NULL; static enum FPUPrecisionType _fpuOldPrecision; static INDEX _iRenderingType = 0; // 0=none, 1=view, 2=mask static FLOAT3D _vLightDir; // Light direction static FLOAT3D _vLightDirInView; // Light direction transformed in view space static COLOR _colAmbient; // Ambient color static COLOR _colLight; // Light color static FLOAT _fDistanceFactor; // Distance to object from viewer static Matrix12 _mObjectToAbs; // object to absolute static Matrix12 _mAbsToViewer; // absolute to viewer static Matrix12 _mObjToView; // object to viewer static Matrix12 _mObjToViewStretch; // object to viewer, stretch by root model instance stretch factor ULONG _ulFlags = RMF_SHOWTEXTURE; static ULONG _ulRenFlags = 0; static FLOAT _fCustomMlodDistance=-1; // custom distance for mesh lods static FLOAT _fCustomSlodDistance=-1; // custom distance for skeleton lods extern FLOAT ska_fLODMul; extern FLOAT ska_fLODAdd; // mask shader (for rendering models' shadows to shadowmaps) static CShader _shMaskShader; // temporary rendering structures static CStaticStackArray _aRenModels; static CStaticStackArray _aRenBones; static CStaticStackArray _aRenMesh; static CStaticStackArray _aRenMorph; static CStaticStackArray _aRenWeights; static CStaticStackArray _aMorphedVtxs; static CStaticStackArray _aMorphedNormals; static CStaticStackArray _aFinalVtxs; static CStaticStackArray _aFinalNormals; static CStaticStackArray _aMeshColors; static CStaticStackArray _aTexMipFogy; static CStaticStackArray _aTexMipHazey; static MeshVertex *_pavFinalVertices = NULL; // pointer to final arrays static MeshNormal *_panFinalNormals = NULL; // pointer to final normals static INDEX _ctFinalVertices; // final vertices count BOOL _bTransformBonelessModelToViewSpace = TRUE; // are boneless models transformed to view space // Pointers for bone adjustment function static void (*_pAdjustBonesCallback)(void *pData) = NULL; static void *_pAdjustBonesData = NULL; // Pointers for shader params adjustment function static void (*_pAdjustShaderParams)(void *pData, INDEX iSurfaceID, CShader *pShader,ShaderParams &shParams) = NULL; static void *_pAdjustShaderData = NULL; static BOOL FindRenBone(RenModel &rm,int iBoneID,INDEX *piBoneIndex); static void PrepareMeshForRendering(RenMesh &rmsh, INDEX iSkeletonlod); static void CalculateRenderingData(CModelInstance &mi); static void ClearRenArrays(); // load our 3x4 matrix from old-fashioned matrix+vector combination inline void MatrixVectorToMatrix12(Matrix12 &m12,const FLOATmatrix3D &m, const FLOAT3D &v) { m12[ 0] = m(1,1); m12[ 1] = m(1,2); m12[ 2] = m(1,3); m12[ 3] = v(1); m12[ 4] = m(2,1); m12[ 5] = m(2,2); m12[ 6] = m(2,3); m12[ 7] = v(2); m12[ 8] = m(3,1); m12[ 9] = m(3,2); m12[10] = m(3,3); m12[11] = v(3); } // convert matrix12 to old matrix 3x3 and vector inline void Matrix12ToMatrixVector(FLOATmatrix3D &c, FLOAT3D &v, const Matrix12 &m12) { c(1,1) = m12[ 0]; c(1,2) = m12[ 1]; c(1,3) = m12[ 2]; v(1) = m12[ 3]; c(2,1) = m12[ 4]; c(2,2) = m12[ 5]; c(2,3) = m12[ 6]; v(2) = m12[ 7]; c(3,1) = m12[ 8]; c(3,2) = m12[ 9]; c(3,3) = m12[10]; v(3) = m12[11]; } // create matrix from vector without rotations inline static void MakeStretchMatrix(Matrix12 &c, const FLOAT3D &v) { c[ 0] = v(1); c[ 1] = 0.0f; c[ 2] = 0.0f; c[ 3] = 0.0f; c[ 4] = 0.0f; c[ 5] = v(2); c[ 6] = 0.0f; c[ 7] = 0.0f; c[ 8] = 0.0f; c[ 9] = 0.0f; c[10] = v(3); c[11] = 0.0f; } // Remove rotation from matrix (make it front face) inline static void RemoveRotationFromMatrix(Matrix12 &mat) { mat[ 0] = 1; mat[ 1] = 0; mat[ 2] = 0; mat[ 4] = 0; mat[ 5] = 1; mat[ 6] = 0; mat[ 8] = 0; mat[ 9] = 0; mat[10] = 1; } // set given matrix as identity matrix inline static void MakeIdentityMatrix(Matrix12 &mat) { memset(&mat,0,sizeof(mat)); mat[0] = 1; mat[5] = 1; mat[10] = 1; } // transform vector with given matrix inline static void TransformVector(FLOAT3 &v, const Matrix12 &m) { float x = v[0]; float y = v[1]; float z = v[2]; v[0] = m[0]*x + m[1]*y + m[ 2]*z + m[ 3]; v[1] = m[4]*x + m[5]*y + m[ 6]*z + m[ 7]; v[2] = m[8]*x + m[9]*y + m[10]*z + m[11]; } inline void TransformVertex(GFXVertex &v, const Matrix12 &m) { float x = v.x; float y = v.y; float z = v.z; v.x = m[0]*x + m[1]*y + m[ 2]*z + m[ 3]; v.y = m[4]*x + m[5]*y + m[ 6]*z + m[ 7]; v.z = m[8]*x + m[9]*y + m[10]*z + m[11]; } // rotate vector with given matrix ( does not translate vector ) inline void RotateVector(FLOAT3 &v, const Matrix12 &m) { float x = v[0]; float y = v[1]; float z = v[2]; v[0] = m[0]*x + m[1]*y + m[ 2]*z; v[1] = m[4]*x + m[5]*y + m[ 6]*z; v[2] = m[8]*x + m[9]*y + m[10]*z; } // copy one matrix12 to another inline void MatrixCopy(Matrix12 &c, const Matrix12 &m) { memcpy(&c,&m,sizeof(c)); } // convert 3x4 matrix to QVect inline void Matrix12ToQVect(QVect &qv,const Matrix12 &m12) { FLOATmatrix3D m; m(1,1) = m12[ 0]; m(1,2) = m12[ 1]; m(1,3) = m12[ 2]; m(2,1) = m12[ 4]; m(2,2) = m12[ 5]; m(2,3) = m12[ 6]; m(3,1) = m12[ 8]; m(3,2) = m12[ 9]; m(3,3) = m12[10]; qv.qRot.FromMatrix(m); qv.vPos(1) = m12[3]; qv.vPos(2) = m12[7]; qv.vPos(3) = m12[11]; } // covert QVect to matrix 3x4 inline void QVectToMatrix12(Matrix12 &m12, const QVect &qv) { FLOATmatrix3D m; qv.qRot.ToMatrix(m); MatrixVectorToMatrix12(m12,m,qv.vPos); } // concatenate two 3x4 matrices C=(MxN) inline void MatrixMultiply(Matrix12 &c,const Matrix12 &m, const Matrix12 &n) { c[0] = m[0]*n[0] + m[1]*n[4] + m[2]*n[8]; c[1] = m[0]*n[1] + m[1]*n[5] + m[2]*n[9]; c[2] = m[0]*n[2] + m[1]*n[6] + m[2]*n[10]; c[3] = m[0]*n[3] + m[1]*n[7] + m[2]*n[11] + m[3]; c[4] = m[4]*n[0] + m[5]*n[4] + m[6]*n[8]; c[5] = m[4]*n[1] + m[5]*n[5] + m[6]*n[9]; c[6] = m[4]*n[2] + m[5]*n[6] + m[6]*n[10]; c[7] = m[4]*n[3] + m[5]*n[7] + m[6]*n[11] + m[7]; c[8] = m[8]*n[0] + m[9]*n[4] + m[10]*n[8]; c[9] = m[8]*n[1] + m[9]*n[5] + m[10]*n[9]; c[10] = m[8]*n[2] + m[9]*n[6] + m[10]*n[10]; c[11] = m[8]*n[3] + m[9]*n[7] + m[10]*n[11] + m[11]; } // multiply two matrices into first one void MatrixMultiplyCP(Matrix12 &c,const Matrix12 &m, const Matrix12 &n) { Matrix12 mTemp; MatrixMultiply(mTemp,m,n); MatrixCopy(c,mTemp); } // make transpose matrix inline void MatrixTranspose(Matrix12 &r, const Matrix12 &m) { r[ 0] = m[ 0]; r[ 5] = m[ 5]; r[10] = m[10]; r[ 3] = m[ 3]; r[ 7] = m[ 7]; r[11] = m[11]; r[1] = m[4]; r[2] = m[8]; r[4] = m[1]; r[8] = m[2]; r[6] = m[9]; r[9] = m[6]; r[ 3] = -r[0]*m[3] - r[1]*m[7] - r[ 2]*m[11]; r[ 7] = -r[4]*m[3] - r[5]*m[7] - r[ 6]*m[11]; r[11] = -r[8]*m[3] - r[9]*m[7] - r[10]*m[11]; } // viewer absolute and object space projection static FLOAT3D _vViewer; static FLOAT3D _vViewerObj; static FLOAT3D _vLightObj; // returns haze/fog value in vertex static FLOAT3D _vZDirView, _vHDirView; static FLOAT _fFogAddZ, _fFogAddH; static FLOAT _fHazeAdd; // check vertex against fog static void GetFogMapInVertex( GFXVertex4 &vtx, GFXTexCoord &tex) { const FLOAT fD = vtx.x*_vZDirView(1) + vtx.y*_vZDirView(2) + vtx.z*_vZDirView(3); const FLOAT fH = vtx.x*_vHDirView(1) + vtx.y*_vHDirView(2) + vtx.z*_vHDirView(3); tex.st.s = (fD+_fFogAddZ) * _fog_fMulZ; // tex.st.s = (vtx.z) * _fog_fMulZ; tex.st.t = (fH+_fFogAddH) * _fog_fMulH; } // check vertex against haze static void GetHazeMapInVertex( GFXVertex4 &vtx, FLOAT &tx1) { const FLOAT fD = vtx.x*_vViewerObj(1) + vtx.y*_vViewerObj(2) + vtx.z*_vViewerObj(3); tx1 = (fD+_fHazeAdd) * _haze_fMul; } #if 0 // DG: unused // check model's bounding box against fog static BOOL IsModelInFog( FLOAT3D &vMin, FLOAT3D &vMax) { GFXTexCoord tex; GFXVertex4 vtx; vtx.x=vMin(1); vtx.y=vMin(2); vtx.z=vMin(3); GetFogMapInVertex(vtx,tex); if(InFog(tex.st.t)) return TRUE; vtx.x=vMin(1); vtx.y=vMin(2); vtx.z=vMax(3); GetFogMapInVertex(vtx,tex); if(InFog(tex.st.t)) return TRUE; vtx.x=vMin(1); vtx.y=vMax(2); vtx.z=vMin(3); GetFogMapInVertex(vtx,tex); if(InFog(tex.st.t)) return TRUE; vtx.x=vMin(1); vtx.y=vMax(2); vtx.z=vMax(3); GetFogMapInVertex(vtx,tex); if(InFog(tex.st.t)) return TRUE; vtx.x=vMax(1); vtx.y=vMin(2); vtx.z=vMin(3); GetFogMapInVertex(vtx,tex); if(InFog(tex.st.t)) return TRUE; vtx.x=vMax(1); vtx.y=vMin(2); vtx.z=vMax(3); GetFogMapInVertex(vtx,tex); if(InFog(tex.st.t)) return TRUE; vtx.x=vMax(1); vtx.y=vMax(2); vtx.z=vMin(3); GetFogMapInVertex(vtx,tex); if(InFog(tex.st.t)) return TRUE; vtx.x=vMax(1); vtx.y=vMax(2); vtx.z=vMax(3); GetFogMapInVertex(vtx,tex); if(InFog(tex.st.t)) return TRUE; return FALSE; } // check model's bounding box against haze static BOOL IsModelInHaze( FLOAT3D &vMin, FLOAT3D &vMax) { FLOAT fS; GFXVertex4 vtx; vtx.x=vMin(1); vtx.y=vMin(2); vtx.z=vMin(3); GetHazeMapInVertex(vtx,fS); if(InHaze(fS)) return TRUE; vtx.x=vMin(1); vtx.y=vMin(2); vtx.z=vMax(3); GetHazeMapInVertex(vtx,fS); if(InHaze(fS)) return TRUE; vtx.x=vMin(1); vtx.y=vMax(2); vtx.z=vMin(3); GetHazeMapInVertex(vtx,fS); if(InHaze(fS)) return TRUE; vtx.x=vMin(1); vtx.y=vMax(2); vtx.z=vMax(3); GetHazeMapInVertex(vtx,fS); if(InHaze(fS)) return TRUE; vtx.x=vMax(1); vtx.y=vMin(2); vtx.z=vMin(3); GetHazeMapInVertex(vtx,fS); if(InHaze(fS)) return TRUE; vtx.x=vMax(1); vtx.y=vMin(2); vtx.z=vMax(3); GetHazeMapInVertex(vtx,fS); if(InHaze(fS)) return TRUE; vtx.x=vMax(1); vtx.y=vMax(2); vtx.z=vMin(3); GetHazeMapInVertex(vtx,fS); if(InHaze(fS)) return TRUE; vtx.x=vMax(1); vtx.y=vMax(2); vtx.z=vMax(3); GetHazeMapInVertex(vtx,fS); if(InHaze(fS)) return TRUE; return FALSE; } #endif // 0 (unused) BOOL PrepareHaze(void) { ULONG &ulRenFlags = RM_GetRenderFlags(); if( ulRenFlags & SRMF_HAZE) { _fHazeAdd = _haze_hp.hp_fNear; _fHazeAdd += -_mObjToView[11]; /* // get viewer -z in viewer space _vZDirView = FLOAT3D(0,0,-1); // get fog direction in viewer space // _vHDirView = _fog_vHDirAbs; // RotateVector(_vHDirView.vector, _mAbsToViewer); _vHDirView = _fog_vHDirView; // get viewer offset // _fFogAddZ = _vViewer % (rm.rm_vObjectPosition - _aprProjection->pr_vViewerPosition); // BUG in compiler !!!! _fFogAddZ = -_mObjToView[11]; // get fog offset _fFogAddH = _fog_fAddH; // ( _vHDirView(1)*_mObjToView[3] + _vHDirView(2)*_mObjToView[7] + _vHDirView(3)*_mObjToView[11]) + _fog_fp.fp_fH3; CPrintF("hdir:%g,%g,%g addz:%g addh:%g\n", _vHDirView(1), _vHDirView(2), _vHDirView(3), _fFogAddZ, _fFogAddH); */ return TRUE; } return FALSE; } BOOL PrepareFog(void) { ULONG &ulRenFlags = RM_GetRenderFlags(); if( ulRenFlags & SRMF_FOG) { // get viewer -z in viewer space _vZDirView = FLOAT3D(0,0,-1); // get fog direction in viewer space // _vHDirView = _fog_vHDirAbs; // RotateVector(_vHDirView.vector, _mAbsToViewer); _vHDirView = _fog_vHDirView; // get viewer offset // _fFogAddZ = _vViewer % (rm.rm_vObjectPosition - _aprProjection->pr_vViewerPosition); // BUG in compiler !!!! _fFogAddZ = -_mObjToView[11]; // get fog offset _fFogAddH = _fog_fAddH;/*( _vHDirView(1)*_mObjToView[3] + _vHDirView(2)*_mObjToView[7] + _vHDirView(3)*_mObjToView[11]) + _fog_fp.fp_fH3; CPrintF("hdir:%g,%g,%g addz:%g addh:%g\n", _vHDirView(1), _vHDirView(2), _vHDirView(3), _fFogAddZ, _fFogAddH);*/ return TRUE; } return FALSE; } // Update model for fog and haze void RM_DoFogAndHaze(BOOL bOpaqueSurface) { // get current surface vertex array GFXVertex4 *paVertices; GFXColor *paColors; GFXColor *paHazeColors; INDEX ctVertices = shaGetVertexCount(); paVertices = shaGetVertexArray(); paColors = shaGetColorArray(); paHazeColors = shaGetNewColorArray(); // if this is opaque surface if(bOpaqueSurface) { // if(PrepareFog()) { _aTexMipFogy.PopAll(); _aTexMipFogy.Push(ctVertices); // setup tex coords only for( INDEX ivtx=0; ivtx &avVertices, FLOATmatrix3D &mRotation, FLOAT3D &vPosition, FLOAT fNormalOffset, FLOAT fDistance) { // Transform all vertices in view space BOOL bTemp = _bTransformBonelessModelToViewSpace; _bTransformBonelessModelToViewSpace = TRUE; // only root model instances ASSERT(mi.mi_iParentBoneID==-1); // remember parent bone ID INDEX iOldParentBoneID = mi.mi_iParentBoneID; // set parent bone ID as -1 mi.mi_iParentBoneID = -1; // Reset abs to viewer matrix MakeIdentityMatrix(_mAbsToViewer); RM_SetCurrentDistance(fDistance); CalculateRenderingData(mi); // for each ren model INDEX ctrmsh = _aRenModels.Count(); for(int irmsh=1;irmsh> Fix this") FLOAT3D vVtx = FLOAT3D(_pavFinalVertices[ivtx].x,_pavFinalVertices[ivtx].y,_pavFinalVertices[ivtx].z); FLOAT3D vNor = FLOAT3D(_panFinalNormals[ivtx].nx,_panFinalNormals[ivtx].ny,_panFinalNormals[ivtx].nz); // add vertex to given vertex array avVertices[ivtx+ctvtxGiven] = vVtx+(vNor*fNormalOffset); } } } // restore old bone parent ID mi.mi_iParentBoneID = iOldParentBoneID; ClearRenArrays(); _bTransformBonelessModelToViewSpace = bTemp; } FLOAT RM_TestRayCastHit( CModelInstance &mi, FLOATmatrix3D &mRotation, FLOAT3D &vPosition,const FLOAT3D &vOrigin, const FLOAT3D &vTarget,FLOAT fOldDistance,INDEX *piBoneID) { FLOAT fDistance = 1E6f; static int i=0; i++; BOOL bTemp = _bTransformBonelessModelToViewSpace; _bTransformBonelessModelToViewSpace = TRUE; // ASSERT((CProjection3D *)_aprProjection!=NULL); RM_SetObjectPlacement(mRotation,vPosition); // Reset abs to viewer matrix MakeIdentityMatrix(_mAbsToViewer); // allways use the first LOD RM_SetCurrentDistance(0); CalculateRenderingData(mi); // for each ren model INDEX ctrmsh = _aRenModels.Count(); for(int irmsh=1;irmshmi_pMesh->msh_aMeshLODs[rmsh.rmsh_iMeshLODIndex]; INDEX ctsurf = mshlod.mlod_aSurfaces.Count(); for(int isurf=0;isurf vVertex0(_pavFinalVertices[mshsurf.msrf_aTriangles[itri].iVertex[0]].x, _pavFinalVertices[mshsurf.msrf_aTriangles[itri].iVertex[0]].y, _pavFinalVertices[mshsurf.msrf_aTriangles[itri].iVertex[0]].z); Vector vVertex1(_pavFinalVertices[mshsurf.msrf_aTriangles[itri].iVertex[1]].x, _pavFinalVertices[mshsurf.msrf_aTriangles[itri].iVertex[1]].y, _pavFinalVertices[mshsurf.msrf_aTriangles[itri].iVertex[1]].z); Vector vVertex2(_pavFinalVertices[mshsurf.msrf_aTriangles[itri].iVertex[2]].x, _pavFinalVertices[mshsurf.msrf_aTriangles[itri].iVertex[2]].y, _pavFinalVertices[mshsurf.msrf_aTriangles[itri].iVertex[2]].z); Plane plTriPlane(vVertex0,vVertex1,vVertex2); FLOAT fDistance0 = plTriPlane.PointDistance(vOrigin); FLOAT fDistance1 = plTriPlane.PointDistance(vTarget); // if the ray hits the polygon plane if (fDistance0>=0 && fDistance0>=fDistance1) { // calculate fraction of line before intersection FLOAT fFraction = fDistance0/(fDistance0-fDistance1); // calculate intersection coordinate FLOAT3D vHitPoint = vOrigin+(vTarget-vOrigin)*fFraction; // calculate intersection distance FLOAT fHitDistance = (vHitPoint-vOrigin).Length(); // if the hit point can not be new closest candidate if (fHitDistance>fOldDistance) { // skip this triangle continue; } // find major axes of the polygon plane INDEX iMajorAxis1, iMajorAxis2; GetMajorAxesForPlane(plTriPlane, iMajorAxis1, iMajorAxis2); // create an intersector CIntersector isIntersector(vHitPoint(iMajorAxis1), vHitPoint(iMajorAxis2)); // check intersections for all three edges of the polygon isIntersector.AddEdge( vVertex0(iMajorAxis1), vVertex0(iMajorAxis2), vVertex1(iMajorAxis1), vVertex1(iMajorAxis2)); isIntersector.AddEdge( vVertex1(iMajorAxis1), vVertex1(iMajorAxis2), vVertex2(iMajorAxis1), vVertex2(iMajorAxis2)); isIntersector.AddEdge( vVertex2(iMajorAxis1), vVertex2(iMajorAxis2), vVertex0(iMajorAxis1), vVertex0(iMajorAxis2)); // if the polygon is intersected by the ray, and it is the closest intersection so far if (isIntersector.IsIntersecting() && (fHitDistance < fDistance)) { // remember hit coordinates fDistance = fHitDistance; // do we neet to find the bone hit by the ray? if (piBoneID != NULL) { INDEX iClosestVertex; // find the vertex closest to the intersection FLOAT fDist0 = (vHitPoint - vVertex0).Length(); FLOAT fDist1 = (vHitPoint - vVertex1).Length(); FLOAT fDist2 = (vHitPoint - vVertex2).Length(); if (fDist0 < fDist1) { if (fDist0 < fDist2) { iClosestVertex = mshsurf.msrf_aTriangles[itri].iVertex[0]; } else { iClosestVertex = mshsurf.msrf_aTriangles[itri].iVertex[2]; } } else { if (fDist1 < fDist2) { iClosestVertex = mshsurf.msrf_aTriangles[itri].iVertex[1]; } else { iClosestVertex = mshsurf.msrf_aTriangles[itri].iVertex[2]; } } // now find the weightmap with the largest weight for this vertex INDEX ctwmaps = mshlod.mlod_aWeightMaps.Count(); FLOAT fMaxVertexWeight = 0.0f; INDEX iMaxWeightMap = -1; for (int iwmap=0;iwmap fMaxVertexWeight)) { fMaxVertexWeight = wtmap.mwm_aVertexWeight[ivtx].mww_fWeight; iMaxWeightMap = wtmap.mwm_iID; break; } } } *piBoneID = iMaxWeightMap; } } } } } } } ClearRenArrays(); _bTransformBonelessModelToViewSpace = bTemp; return fDistance; } // add simple model shadow void RM_AddSimpleShadow_View(CModelInstance &mi, const FLOAT fIntensity, const FLOATplane3D &plShadowPlane) { // _pfModelProfile.StartTimer( CModelProfile::PTI_VIEW_RENDERSIMPLESHADOW); // _pfModelProfile.IncrementTimerAveragingCounter( CModelProfile::PTI_VIEW_RENDERSIMPLESHADOW); // get viewer in absolute space FLOAT3D vViewerAbs = _aprProjection->ViewerPlacementR().pl_PositionVector; // if shadow destination plane is not visible, don't cast shadows if( plShadowPlane.PointDistance(vViewerAbs)<0.01f) { // _pfModelProfile.StopTimer( CModelProfile::PTI_VIEW_RENDERSIMPLESHADOW); return; } // _pfModelProfile.StartTimer( CModelProfile::PTI_VIEW_SIMP_CALC); // _pfModelProfile.IncrementTimerAveragingCounter( CModelProfile::PTI_VIEW_SIMP_CALC); // get shadow plane in object space FLOATmatrix3D mAbsToObj; FLOAT3D vAbsToObj; // Fix this Matrix12ToMatrixVector(mAbsToObj,vAbsToObj,_mObjectToAbs); FLOATplane3D plShadowPlaneObj = (plShadowPlane-vAbsToObj) * !mAbsToObj; // project object handle so we can calc how it is far away from viewer FLOAT3D vRef = plShadowPlaneObj.ProjectPoint(FLOAT3D(0,0,0)); TransformVector(vRef.vector,_mObjToViewStretch); plShadowPlaneObj.pl_distance += ClampDn( -vRef(3)*0.001f, 0.01f); // move plane towards the viewer a bit to avoid z-fighting FLOATaabbox3D box; mi.GetCurrentColisionBox( box); // find points on plane nearest to bounding box edges FLOAT3D vMin = box.Min() * 1.25f; FLOAT3D vMax = box.Max() * 1.25f; if( _ulRenFlags & SRMF_SPECTATOR) { vMin*=2; vMax*=2; } // enlarge shadow for 1st person view FLOAT3D v00 = plShadowPlaneObj.ProjectPoint(FLOAT3D(vMin(1),vMin(2),vMin(3))); FLOAT3D v01 = plShadowPlaneObj.ProjectPoint(FLOAT3D(vMin(1),vMin(2),vMax(3))); FLOAT3D v10 = plShadowPlaneObj.ProjectPoint(FLOAT3D(vMax(1),vMin(2),vMin(3))); FLOAT3D v11 = plShadowPlaneObj.ProjectPoint(FLOAT3D(vMax(1),vMin(2),vMax(3))); TransformVector(v00.vector,_mObjToViewStretch); TransformVector(v01.vector,_mObjToViewStretch); TransformVector(v10.vector,_mObjToViewStretch); TransformVector(v11.vector,_mObjToViewStretch); // calc done // _pfModelProfile.StopTimer( CModelProfile::PTI_VIEW_SIMP_CALC); // _pfModelProfile.StartTimer( CModelProfile::PTI_VIEW_SIMP_COPY); // _pfModelProfile.IncrementTimerAveragingCounter( CModelProfile::PTI_VIEW_SIMP_COPY); // prepare color ASSERT( fIntensity>=0 && fIntensity<=1); ULONG ulAAAA = NormFloatToByte(fIntensity); ulAAAA |= (ulAAAA<<8) | (ulAAAA<<16); // alpha isn't needed // add to vertex arrays GFXVertex *pvtx = _avtxCommon.Push(4); GFXTexCoord *ptex = _atexCommon.Push(4); GFXColor *pcol = _acolCommon.Push(4); // vertices pvtx[0].x = v00(1); pvtx[0].y = v00(2); pvtx[0].z = v00(3); pvtx[2].x = v11(1); pvtx[2].y = v11(2); pvtx[2].z = v11(3); if( _ulRenFlags & SRMF_INVERTED) { // must re-adjust order for mirrored projection pvtx[1].x = v10(1); pvtx[1].y = v10(2); pvtx[1].z = v10(3); pvtx[3].x = v01(1); pvtx[3].y = v01(2); pvtx[3].z = v01(3); } else { pvtx[1].x = v01(1); pvtx[1].y = v01(2); pvtx[1].z = v01(3); pvtx[3].x = v10(1); pvtx[3].y = v10(2); pvtx[3].z = v10(3); } // texture coords ptex[0].st.s = 0; ptex[0].st.t = 0; ptex[1].st.s = 0; ptex[1].st.t = 1; ptex[2].st.s = 1; ptex[2].st.t = 1; ptex[3].st.s = 1; ptex[3].st.t = 0; // colors pcol[0].ul.abgr = ulAAAA; pcol[1].ul.abgr = ulAAAA; pcol[2].ul.abgr = ulAAAA; pcol[3].ul.abgr = ulAAAA; // if this model has fog if( _ulRenFlags & SRMF_FOG) { // for each vertex in shadow quad GFXTexCoord tex; for( INDEX i=0; i<4; i++) { GFXVertex &vtx = pvtx[i]; // get distance along viewer axis and fog axis and map to texture and attenuate shadow color const FLOAT fH = vtx.x*_fog_vHDirView(1) + vtx.y*_fog_vHDirView(2) + vtx.z*_fog_vHDirView(3); tex.st.s = -vtx.z *_fog_fMulZ; tex.st.t = (fH+_fog_fAddH) *_fog_fMulH; pcol[i].AttenuateRGB(GetFogAlpha(tex)^255); } } // if this model has haze if( _ulRenFlags & SRMF_HAZE) { // for each vertex in shadow quad for( INDEX i=0; i<4; i++) { // get distance along viewer axis map to texture and attenuate shadow color const FLOAT fS = (_haze_fAdd-pvtx[i].z) *_haze_fMul; pcol[i].AttenuateRGB(GetHazeAlpha(fS)^255); } } // one simple shadow added to rendering queue // _pfModelProfile.StopTimer( CModelProfile::PTI_VIEW_SIMP_COPY); // _pfModelProfile.StopTimer( CModelProfile::PTI_VIEW_RENDERSIMPLESHADOW); } // set callback function for bone adjustment void RM_SetBoneAdjustCallback(void (*pAdjustBones)(void *pData), void *pData) { _pAdjustBonesCallback = pAdjustBones; _pAdjustBonesData = pData; } void RM_SetShaderParamsAdjustCallback(void (*pAdjustShaderParams)(void *pData, INDEX iSurfaceID,CShader *pShader,ShaderParams &spParams),void *pData) { _pAdjustShaderParams = pAdjustShaderParams; _pAdjustShaderData = pData; } // show gound for ska studio void RM_RenderGround(CTextureObject &to) { gfxSetConstantColor(0xFFFFFFFF); gfxEnableDepthTest(); gfxEnableDepthWrite(); gfxDisableAlphaTest(); gfxDisableBlend(); gfxCullFace(GFX_NONE); CTextureData *ptd = (CTextureData *)to.GetData(); ptd->SetAsCurrent(); FLOAT3D vVtx = FLOAT3D(45,0,45); GFXVertex vBoxVtxs[4]; GFXTexCoord tcBoxTex[4]; INDEX_T aiIndices[6] = {0, 2, 1, 0 ,3 ,2}; // set ground vertices vBoxVtxs[0].x = vVtx(1); vBoxVtxs[0].y = vVtx(2); vBoxVtxs[0].z = -vVtx(3); vBoxVtxs[1].x = -vVtx(1); vBoxVtxs[1].y = vVtx(2); vBoxVtxs[1].z = -vVtx(3); vBoxVtxs[2].x = -vVtx(1); vBoxVtxs[2].y = vVtx(2); vBoxVtxs[2].z = vVtx(3); vBoxVtxs[3].x = vVtx(1); vBoxVtxs[3].y = vVtx(2); vBoxVtxs[3].z = vVtx(3); // set ground texcoords tcBoxTex[0].uv.u = vVtx(1); tcBoxTex[0].uv.v = 0; tcBoxTex[1].uv.u = 0; tcBoxTex[1].uv.v = 0; tcBoxTex[2].uv.u = 0; tcBoxTex[2].uv.v = vVtx(3); tcBoxTex[3].uv.u = vVtx(1); tcBoxTex[3].uv.v = vVtx(3); for(INDEX ivx=0;ivx<4;ivx++) { TransformVertex(vBoxVtxs[ivx],_mAbsToViewer); } /*aiIndices[0] = 0; aiIndices[1] = 2; aiIndices[2] = 1; aiIndices[3] = 0; aiIndices[4] = 3; aiIndices[5] = 2;*/ gfxSetVertexArray(vBoxVtxs,4); gfxSetTexCoordArray(tcBoxTex, FALSE); gfxDrawElements(6,aiIndices); } // render wirerame bounding box static void RenderWireframeBox(FLOAT3D vMinVtx, FLOAT3D vMaxVtx, COLOR col) { // prepare wireframe settings gfxDisableTexture(); // fill vertex array so it represents bounding box FLOAT3D vBoxVtxs[8]; vBoxVtxs[0] = FLOAT3D( vMinVtx(1), vMinVtx(2), vMinVtx(3)); vBoxVtxs[1] = FLOAT3D( vMaxVtx(1), vMinVtx(2), vMinVtx(3)); vBoxVtxs[2] = FLOAT3D( vMaxVtx(1), vMinVtx(2), vMaxVtx(3)); vBoxVtxs[3] = FLOAT3D( vMinVtx(1), vMinVtx(2), vMaxVtx(3)); vBoxVtxs[4] = FLOAT3D( vMinVtx(1), vMaxVtx(2), vMinVtx(3)); vBoxVtxs[5] = FLOAT3D( vMaxVtx(1), vMaxVtx(2), vMinVtx(3)); vBoxVtxs[6] = FLOAT3D( vMaxVtx(1), vMaxVtx(2), vMaxVtx(3)); vBoxVtxs[7] = FLOAT3D( vMinVtx(1), vMaxVtx(2), vMaxVtx(3)); for(INDEX iwx=0;iwx<8;iwx++) TransformVector(vBoxVtxs[iwx].vector,_mObjToViewStretch); // connect vertices into lines of bounding box INDEX iBoxLines[12][2]; iBoxLines[ 0][0] = 0; iBoxLines[ 0][1] = 1; iBoxLines[ 1][0] = 1; iBoxLines[ 1][1] = 2; iBoxLines[ 2][0] = 2; iBoxLines[ 2][1] = 3; iBoxLines[ 3][0] = 3; iBoxLines[ 3][1] = 0; iBoxLines[ 4][0] = 0; iBoxLines[ 4][1] = 4; iBoxLines[ 5][0] = 1; iBoxLines[ 5][1] = 5; iBoxLines[ 6][0] = 2; iBoxLines[ 6][1] = 6; iBoxLines[ 7][0] = 3; iBoxLines[ 7][1] = 7; iBoxLines[ 8][0] = 4; iBoxLines[ 8][1] = 5; iBoxLines[ 9][0] = 5; iBoxLines[ 9][1] = 6; iBoxLines[10][0] = 6; iBoxLines[10][1] = 7; iBoxLines[11][0] = 7; iBoxLines[11][1] = 4; // for all vertices in bounding box for( INDEX i=0; i<12; i++) { // get starting and ending vertices of one line FLOAT3D &v0 = vBoxVtxs[iBoxLines[i][0]]; FLOAT3D &v1 = vBoxVtxs[iBoxLines[i][1]]; _pdp->DrawLine3D(v0,v1,col); } } // render bounding box static void RenderBox(FLOAT3D vMinVtx, FLOAT3D vMaxVtx, COLOR col) { // prepare settings gfxDisableTexture(); gfxEnableBlend(); gfxBlendFunc(GFX_SRC_ALPHA, GFX_INV_SRC_ALPHA); gfxCullFace(GFX_NONE); gfxDisableDepthWrite(); gfxSetConstantColor(col); // fill vertex array so it represents bounding box GFXVertex vBoxVtxs[8]; vBoxVtxs[0].x = vMinVtx(1); vBoxVtxs[0].y = vMaxVtx(2); vBoxVtxs[0].z = vMinVtx(3); vBoxVtxs[1].x = vMinVtx(1); vBoxVtxs[1].y = vMaxVtx(2); vBoxVtxs[1].z = vMaxVtx(3); vBoxVtxs[2].x = vMaxVtx(1); vBoxVtxs[2].y = vMaxVtx(2); vBoxVtxs[2].z = vMinVtx(3); vBoxVtxs[3].x = vMaxVtx(1); vBoxVtxs[3].y = vMaxVtx(2); vBoxVtxs[3].z = vMaxVtx(3); vBoxVtxs[4].x = vMinVtx(1); vBoxVtxs[4].y = vMinVtx(2); vBoxVtxs[4].z = vMinVtx(3); vBoxVtxs[5].x = vMinVtx(1); vBoxVtxs[5].y = vMinVtx(2); vBoxVtxs[5].z = vMaxVtx(3); vBoxVtxs[6].x = vMaxVtx(1); vBoxVtxs[6].y = vMinVtx(2); vBoxVtxs[6].z = vMinVtx(3); vBoxVtxs[7].x = vMaxVtx(1); vBoxVtxs[7].y = vMinVtx(2); vBoxVtxs[7].z = vMaxVtx(3); for(INDEX iwx=0;iwx<8;iwx++) { TransformVertex(vBoxVtxs[iwx],_mObjToViewStretch); } INDEX_T aiIndices[36] = { 0, 3, 1, 0, 2, 3, 5, 1, 3, 7, 5, 3, 2, 7, 3, 6, 7, 2, 4, 2, 0, 4, 6, 2, 5, 0, 1, 5, 4, 0, 4, 5, 7, 6, 4, 7 }; /*aiIndices[ 0] = 0; aiIndices[ 1] = 3; aiIndices[ 2] = 1; aiIndices[ 3] = 0; aiIndices[ 4] = 2; aiIndices[ 5] = 3; aiIndices[ 6] = 5; aiIndices[ 7] = 1; aiIndices[ 8] = 3; aiIndices[ 9] = 7; aiIndices[10] = 5; aiIndices[11] = 3; aiIndices[12] = 2; aiIndices[13] = 7; aiIndices[14] = 3; aiIndices[15] = 6; aiIndices[16] = 7; aiIndices[17] = 2; aiIndices[18] = 4; aiIndices[19] = 2; aiIndices[20] = 0; aiIndices[21] = 4; aiIndices[22] = 6; aiIndices[23] = 2; aiIndices[24] = 5; aiIndices[25] = 0; aiIndices[26] = 1; aiIndices[27] = 5; aiIndices[28] = 4; aiIndices[29] = 0; aiIndices[30] = 4; aiIndices[31] = 5; aiIndices[32] = 7; aiIndices[33] = 6; aiIndices[34] = 4; aiIndices[35] = 7;*/ gfxSetVertexArray(vBoxVtxs,8); gfxDrawElements(36,aiIndices); gfxDisableBlend(); gfxEnableDepthTest(); RenderWireframeBox(vMinVtx,vMaxVtx,C_BLACK|CT_OPAQUE); gfxEnableDepthWrite(); gfxDisableDepthBias(); } // render bounding box on screen void RM_RenderColisionBox(CModelInstance &mi,ColisionBox &cb, COLOR col) { //ColisionBox &cb = mi.GetColisionBox(icb); gfxSetViewMatrix(NULL); if(RM_GetFlags() & RMF_WIREFRAME) { RenderWireframeBox(cb.Min(),cb.Max(),col|CT_OPAQUE); } else { gfxEnableBlend(); gfxBlendFunc(GFX_SRC_ALPHA, GFX_INV_SRC_ALPHA); RenderBox(cb.Min(),cb.Max(),col|0x7F); gfxDisableBlend(); } } // draw wireframe mesh on screen static void RenderMeshWireframe(RenMesh &rmsh) { MeshLOD &mlod = rmsh.rmsh_pMeshInst->mi_pMesh->msh_aMeshLODs[rmsh.rmsh_iMeshLODIndex]; // count surfaces in mesh INDEX ctsrf = mlod.mlod_aSurfaces.Count(); // for each surface for(INDEX isrf=0; isrfDrawLine3D(vVtx1,vVtx2,0xFFFFFFFF); } } // render one renbone static void RenderBone(RenBone &rb, COLOR col) { FLOAT fSize = rb.rb_psbBone->sb_fBoneLength / 20; FLOAT3D vBoneStart = FLOAT3D(rb.rb_mBonePlacement[3],rb.rb_mBonePlacement[7],rb.rb_mBonePlacement[11]); FLOAT3D vBoneEnd = FLOAT3D(0,0,-rb.rb_psbBone->sb_fBoneLength); FLOAT3D vRingPt[4]; vRingPt[0] = FLOAT3D(-fSize,-fSize,-fSize*2); vRingPt[1] = FLOAT3D( fSize,-fSize,-fSize*2); vRingPt[2] = FLOAT3D( fSize, fSize,-fSize*2); vRingPt[3] = FLOAT3D(-fSize, fSize,-fSize*2); TransformVector(vBoneEnd.vector,rb.rb_mBonePlacement); TransformVector(vRingPt[0].vector,rb.rb_mBonePlacement); TransformVector(vRingPt[1].vector,rb.rb_mBonePlacement); TransformVector(vRingPt[2].vector,rb.rb_mBonePlacement); TransformVector(vRingPt[3].vector,rb.rb_mBonePlacement); // connect start point of bone with end point INDEX il; for(il=0;il<4;il++) { _pdp->DrawLine3D(vBoneStart,vRingPt[il],col); _pdp->DrawLine3D(vBoneEnd,vRingPt[il],col); } // draw ring for(il=0;il<3;il++) { _pdp->DrawLine3D(vRingPt[il],vRingPt[il+1],col); } _pdp->DrawLine3D(vRingPt[0],vRingPt[3],col); } // render one bone in model instance void RM_RenderBone(CModelInstance &mi,INDEX iBoneID) { UBYTE ubFillColor = 127; CStaticStackArray aiRenModelIndices; CStaticStackArray aiRenMeshIndices; CalculateRenderingData(mi); gfxEnableBlend(); gfxEnableDepthTest(); INDEX iBoneIndex = -1; // index of selected bone in renbone array INDEX iWeightIndex = -1; // index of weight that have same id as bone // find all renmeshes that uses this bone weightmap INDEX ctrm = _aRenModels.Count(); // for each renmodel for(INDEX irm=1;irmmwm_iID == iBoneID) { INDEX &irmi = aiRenModelIndices.Push(); INDEX &irmshi = aiRenMeshIndices.Push(); // rememeber this weight map irmi = irm; irmshi = imsh; iWeightIndex = iwm; } } } } } // if weightmap is found if(iWeightIndex>=0) { // show wertex weights for each mesh that uses this bones weightmap INDEX ctmshi=aiRenMeshIndices.Count(); for(INDEX imshi=0;imshimi_pMesh->msh_aMeshLODs[rmsh.rmsh_iMeshLODIndex]; // Create array of color INDEX ctVertices = mlod.mlod_aVertices.Count(); _aMeshColors.PopAll(); _aMeshColors.Push(ctVertices); memset(&_aMeshColors[0],ubFillColor,sizeof(_aMeshColors[0])*ctVertices); // prepare this mesh for rendering PrepareMeshForRendering(rmsh,rm.rm_iSkeletonLODIndex); // all vertices by default are not visible ( have alpha set to 0 ) for(INDEX ivx=0;ivxmwm_aVertexWeight.Count(); // for each vertex in this veight for(int ivw=0; ivwmwm_aVertexWeight[ivw]; INDEX ivx = vw.mww_iVertex; _aMeshColors[ivx].ub.r = 255; _aMeshColors[ivx].ub.g = 127; _aMeshColors[ivx].ub.b = 0; _aMeshColors[ivx].ub.a += (UBYTE) (vw.mww_fWeight*255); // _aMeshColors[ivx].ub.a = 255; } } // count surfaces in mesh INDEX ctsrf = mlod.mlod_aSurfaces.Count(); // for each surface for(INDEX isrf=0; isrf=0) { gfxSetViewMatrix(NULL); gfxDisableDepthTest(); // show bone in yellow color RenderBone(_aRenBones[iBoneIndex],0xFFFF00FF); } gfxDisableBlend(); aiRenModelIndices.Clear(); aiRenMeshIndices.Clear(); ClearRenArrays(); } // render skeleton hierarchy static void RenderSkeleton(void) { gfxSetViewMatrix(NULL); // for each bone, except the dummy one for(int irb=1; irb<_aRenBones.Count(); irb++) { RenBone &rb = _aRenBones[irb]; RenderBone(rb,0x5A5ADCFF); // render in blue color } } static void RenderActiveBones(RenModel &rm) { CModelInstance *pmi = rm.rm_pmiModel; if(pmi==NULL) return; // count animlists INDEX ctal = pmi->mi_aqAnims.aq_Lists.Count(); // find newes animlist that has fully faded in INDEX iFirstAnimList = 0; // loop from newer to older INDEX ial; for(ial=ctal-1;ial>=0;ial--) { AnimList &alList = pmi->mi_aqAnims.aq_Lists[ial]; // calculate fade factor FLOAT fFadeFactor = CalculateFadeFactor(alList); if(fFadeFactor >= 1.0f) { iFirstAnimList = ial; break; } } // for each anim list after iFirstAnimList for(ial=iFirstAnimList;ialmi_aqAnims.aq_Lists[ial]; INDEX ctpa = alList.al_PlayedAnims.Count(); // for each played anim for(INDEX ipa=0;ipaFindAnimationByID(pa.pa_iAnimID,&iAnimSet,&iAnimIndex); CAnimSet &as = pmi->mi_aAnimSet[iAnimSet]; Animation &an = as.as_Anims[iAnimIndex]; INDEX ctbe = an.an_abeBones.Count(); // for each bone envelope for(INDEX ibe=0;ibe iFind)) return iMid; else iLow = iMid; } } // Find renbone in given renmodel static BOOL FindRenBone(RenModel &rm,int iBoneID,INDEX *piBoneIndex) { int ctb = rm.rm_iFirstBone + rm.rm_ctBones; // for each renbone in this ren model for(int ib=rm.rm_iFirstBone;ibsb_iID) { // return index of this renbone *piBoneIndex = ib; return TRUE; } } return FALSE; } // Find renbone in whole array on renbones RenBone *RM_FindRenBone(INDEX iBoneID) { INDEX ctrb=_aRenBones.Count(); // for each renbone for(INDEX irb=1;irbsb_iID == iBoneID) { // return this renbone return &rb; } } return NULL; } // Return array of renbones RenBone *RM_GetRenBoneArray(INDEX &ctrb) { ctrb = _aRenBones.Count(); if(ctrb>0) { return &_aRenBones[0]; } else { return NULL; } } // find renmoph in given renmodel static BOOL FindRenMorph(RenModel &rm,int iMorphID,INDEX *piMorphIndex) { // for each renmesh in given renmodel INDEX ctmsh = rm.rm_iFirstMesh + rm.rm_ctMeshes; for(INDEX irmsh=rm.rm_iFirstMesh;irmshmmp_iID) { // return this renmorph *piMorphIndex = imm; return TRUE; } } } // renmorph was not found return FALSE; } // Find bone by ID (bone index must be set!) static BOOL FindBone(int iBoneID, INDEX *piBoneIndex, CModelInstance *pmi,INDEX iSkeletonLod) { // if model instance does not have skeleton if(pmi->mi_psklSkeleton == NULL) return FALSE; // if current skeleton lod is invalid if(iSkeletonLod < 0) return FALSE; INDEX ctslods = pmi->mi_psklSkeleton->skl_aSkeletonLODs.Count(); // if skeleton lods count is invalid if(ctslods<1) return FALSE; // if skeleton lod is larger than lod count if(iSkeletonLod >= ctslods) { // use skeleton finest skeleton lod #pragma message(">> Check if this is ok") iSkeletonLod = 0; ASSERT(FALSE); } SkeletonLOD &slod = pmi->mi_psklSkeleton->skl_aSkeletonLODs[iSkeletonLod]; // for each bone in skeleton lod for(int i=0;imi_cmiChildren.Count(); for(INDEX imich =0;imichmi_cmiChildren[imich],iSkeletonLod)) return TRUE; } // bone was not found return FALSE; } // decompres axis for quaternion if animations are optimized static void DecompressAxis(FLOAT3D &vNormal, UWORD ubH, UWORD ubP) { ANGLE h = (ubH/65535.0f)*360.0f-180.0f; ANGLE p = (ubP/65535.0f)*360.0f-180.0f; FLOAT &x = vNormal(1); FLOAT &y = vNormal(2); FLOAT &z = vNormal(3); x = -Sin(h)*Cos(p); y = Sin(p); z = -Cos(h)*Cos(p); } // initialize batch model rendering void RM_BeginRenderingView(CAnyProjection3D &apr, CDrawPort *pdp) { // remember parameters _iRenderingType = 1; _pdp = pdp; // prepare and set the projection apr->ObjectPlacementL() = CPlacement3D(FLOAT3D(0,0,0), ANGLE3D(0,0,0)); apr->Prepare(); // in case of mirror projection, move mirror clip plane a bit father from the mirrored models, // so we have less clipping (for instance, player feet) if( apr->pr_bMirror) apr->pr_plMirrorView.pl_distance -= 0.06f; // -0.06 is because entire projection is offseted by +0.05 _aprProjection = apr; _pdp->SetProjection( _aprProjection); // remember the abs to viewer transformation MatrixVectorToMatrix12(_mAbsToViewer, _aprProjection->pr_ViewerRotationMatrix, -_aprProjection->pr_vViewerPosition*_aprProjection->pr_ViewerRotationMatrix); // make FPU precision low _fpuOldPrecision = GetFPUPrecision(); SetFPUPrecision(FPT_24BIT); } // cleanup after batch model rendering void RM_EndRenderingView( BOOL bRestoreOrtho/*=TRUE*/) { ASSERT( _iRenderingType==1 && _pdp!=NULL); // assure that FPU precision was low all the model rendering time, then revert to old FPU precision ASSERT( GetFPUPrecision()==FPT_24BIT); SetFPUPrecision(_fpuOldPrecision); // back to 2D projection? if( bRestoreOrtho) _pdp->SetOrtho(); _pdp->SetOrtho(); _iRenderingType = 0; _pdp = NULL; } // for mark renderer extern CAnyProjection3D _aprProjection; extern UBYTE *_pubMask; extern SLONG _slMaskWidth; extern SLONG _slMaskHeight; // begin/end model rendering to shadow mask void RM_BeginModelRenderingMask( CAnyProjection3D &prProjection, UBYTE *pubMask, SLONG slMaskWidth, SLONG slMaskHeight) { ASSERT( _iRenderingType==0); _iRenderingType = 2; _aprProjection = prProjection; _pubMask = pubMask; _slMaskWidth = slMaskWidth; _slMaskHeight = slMaskHeight; // prepare and set the projection _aprProjection->ObjectPlacementL() = CPlacement3D(FLOAT3D(0,0,0), ANGLE3D(0,0,0)); _aprProjection->Prepare(); // remember the abs to viewer transformation MatrixVectorToMatrix12(_mAbsToViewer, _aprProjection->pr_ViewerRotationMatrix, -_aprProjection->pr_vViewerPosition*_aprProjection->pr_ViewerRotationMatrix); // set mask shader extern void InternalShader_Mask(void); extern void InternalShaderDesc_Mask(ShaderDesc &shDesc); _shMaskShader.ShaderFunc = InternalShader_Mask; _shMaskShader.GetShaderDesc = InternalShaderDesc_Mask; } void RM_EndModelRenderingMask(void) { ASSERT( _iRenderingType==2); _iRenderingType = 0; } // setup light parameters void RM_SetLightColor(COLOR colAmbient, COLOR colLight) { _colAmbient = colAmbient; _colLight = colLight; } void RM_SetLightDirection(FLOAT3D &vLightDir) { _vLightDir = vLightDir * (-1); } // calculate object matrices for givem model instance void RM_SetObjectMatrices(CModelInstance &mi) { ULONG ulFlags = RM_GetRenderFlags(); // adjust clipping to frustum if( ulFlags & SRMF_INSIDE) gfxDisableClipping(); else gfxEnableClipping(); // adjust clipping to mirror-plane (if any) extern INDEX gap_iOptimizeClipping; if((CProjection3D *)_aprProjection != NULL) { if( gap_iOptimizeClipping>0 && (_aprProjection->pr_bMirror || _aprProjection->pr_bWarp)) { if( ulFlags & SRMF_INMIRROR) { gfxDisableClipPlane(); gfxFrontFace( GFX_CCW); } else { gfxEnableClipPlane(); gfxFrontFace( GFX_CW); } } } MatrixMultiply(_mObjToView,_mAbsToViewer, _mObjectToAbs); Matrix12 mStretch; MakeStretchMatrix(mStretch, mi.mi_vStretch); MatrixMultiply(_mObjToViewStretch,_mObjToView,mStretch); } // setup object position void RM_SetObjectPlacement(const CPlacement3D &pl) { FLOATmatrix3D m; MakeRotationMatrixFast( m, pl.pl_OrientationAngle); MatrixVectorToMatrix12(_mObjectToAbs,m, pl.pl_PositionVector); } void RM_SetObjectPlacement(const FLOATmatrix3D &m, const FLOAT3D &v) { MatrixVectorToMatrix12(_mObjectToAbs,m, v); } // sets custom mesh lod void RM_SetCustomMeshLodDistance(FLOAT fMeshLod) { _fCustomMlodDistance = fMeshLod; } // sets custom skeleton lod void RM_SetCustomSkeletonLodDistance(FLOAT fSkeletonLod) { _fCustomSlodDistance = fSkeletonLod; } // Returns index of skeleton lod at given distance INDEX GetSkeletonLOD(CSkeleton &sk, FLOAT fDistance) { FLOAT fMinDistance = 1000000.0f; INDEX iSkeletonLod = -1; // if custom lod distance is set if(_fCustomSlodDistance!=-1) { // set object distance as custom distance fDistance = _fCustomSlodDistance; } // for each lod in skeleton INDEX ctslods = sk.skl_aSkeletonLODs.Count(); for(INDEX islod=0;islodmi_iParentBoneID == (-1)) { // set is parent bone index as 0 rm.rm_iParentBoneIndex = rmParent.rm_iFirstBone; // model instance is attached to another model's bone } else { INDEX iParentBoneIndex = -1; // does parent model insntance has a skeleton if(rmParent.rm_pmiModel->mi_psklSkeleton != NULL && rmParent.rm_iSkeletonLODIndex>=0) { // get index of parent bone iParentBoneIndex = rmParent.rm_pmiModel->mi_psklSkeleton->FindBoneInLOD(pmiModel->mi_iParentBoneID,rmParent.rm_iSkeletonLODIndex); // model instance does not have skeleton } else { // do not draw this model _aRenModels.Pop(); return -1; } // if parent bone index was not found ( not visible in current lod) if(iParentBoneIndex == (-1)) { // do not draw this model _aRenModels.Pop(); return -1; // parent bone exists and its visible } else { // set this model parent bone index in array of renbones rm.rm_iParentBoneIndex = iParentBoneIndex + rmParent.rm_iFirstBone; } } // if this model instance has skeleton if(pmiModel->mi_psklSkeleton!=NULL) { // adjust mip factor in case of dynamic stretch factor FLOAT fDistFactor = _fDistanceFactor; FLOAT3D &vStretch = pmiModel->mi_vStretch; // if model is stretched if( vStretch != FLOAT3D(1,1,1)) { // calculate new distance factor fDistFactor = fDistFactor / Max(vStretch(1),Max(vStretch(2),vStretch(3))); } // calulate its current skeleton lod rm.rm_iSkeletonLODIndex = GetSkeletonLOD(*pmiModel->mi_psklSkeleton,fDistFactor); // if current skeleton lod is valid and visible if(rm.rm_iSkeletonLODIndex > -1) { // count all bones in this skeleton INDEX ctsb = pmiModel->mi_psklSkeleton->skl_aSkeletonLODs[rm.rm_iSkeletonLODIndex].slod_aBones.Count(); // for each bone in skeleton for(INDEX irb=0;irbmi_psklSkeleton->skl_aSkeletonLODs[rm.rm_iSkeletonLODIndex].slod_aBones[irb]; // add one renbone RenBone &rb = _aRenBones.Push(); rb.rb_psbBone = pSkeletonBone; rb.rb_iRenModelIndex = ctrm; rm.rm_ctBones++; // add default bone position (used if no animations) rb.rb_apPos.ap_vPos = pSkeletonBone->sb_qvRelPlacement.vPos; rb.rb_arRot.ar_qRot = pSkeletonBone->sb_qvRelPlacement.qRot; // if this is root bone for this model instance if(pSkeletonBone->sb_iParentID == (-1)) { // set its parent bone index to be parent bone of this model instance rb.rb_iParentIndex = rm.rm_iParentBoneIndex; // this is child bone } else { // get parent index in array of renbones INDEX rb_iParentIndex = pmiModel->mi_psklSkeleton->FindBoneInLOD(pSkeletonBone->sb_iParentID,rm.rm_iSkeletonLODIndex); rb.rb_iParentIndex = rb_iParentIndex + rm.rm_iFirstBone; } } } } rm.rm_iFirstMesh = _aRenMesh.Count(); rm.rm_ctMeshes = 0; INDEX ctm = pmiModel->mi_aMeshInst.Count(); // for each mesh instance in this model instance for(INDEX im=0;immi_vStretch; // if model is stretched if( vStretch != FLOAT3D(1,1,1)) { // calculate new distance factor fDistFactor = fDistFactor / Max(vStretch(1),Max(vStretch(2),vStretch(3)));// Log2( Max(vStretch(1),Max(vStretch(2),vStretch(3)))); } // calculate current mesh lod INDEX iMeshLodIndex = GetMeshLOD(*pmiModel->mi_aMeshInst[im].mi_pMesh,fDistFactor); // if mesh lod is visible if(iMeshLodIndex > -1) { // add one ren mesh RenMesh &rmsh = _aRenMesh.Push(); rm.rm_ctMeshes++; rmsh.rmsh_iRenModelIndex = ctrm; rmsh.rmsh_pMeshInst = &pmiModel->mi_aMeshInst[im]; rmsh.rmsh_iFirstMorph = _aRenMorph.Count(); rmsh.rmsh_iFirstWeight = _aRenWeights.Count(); rmsh.rmsh_ctMorphs = 0; rmsh.rmsh_ctWeights = 0; rmsh.rmsh_bTransToViewSpace = FALSE; // set mesh lod index for this ren mesh rmsh.rmsh_iMeshLODIndex = iMeshLodIndex; // for each morph map in this mesh lod INDEX ctmm = rmsh.rmsh_pMeshInst->mi_pMesh->msh_aMeshLODs[rmsh.rmsh_iMeshLODIndex].mlod_aMorphMaps.Count(); for(INDEX imm=0;immmi_pMesh->msh_aMeshLODs[rmsh.rmsh_iMeshLODIndex].mlod_aMorphMaps[imm]; rm.rmp_fFactor = 0; } // for each weight map in this mesh lod INDEX ctw = rmsh.rmsh_pMeshInst->mi_pMesh->msh_aMeshLODs[rmsh.rmsh_iMeshLODIndex].mlod_aWeightMaps.Count(); for(INDEX iw=0;iwmi_pMesh->msh_aMeshLODs[rmsh.rmsh_iMeshLODIndex].mlod_aWeightMaps[iw]; rw.rw_pwmWeightMap = &mwm; rmsh.rmsh_ctWeights++; rw.rw_iBoneIndex = rm.rm_iFirstBone; // find bone of this weight in current skeleton lod and get its index for this renweight if(!FindBone(mwm.mwm_iID,&rw.rw_iBoneIndex,pmiModel,rm.rm_iSkeletonLODIndex)) { // if bone not found, set boneindex in renweight to -1 rw.rw_iBoneIndex = -1; } } } } rm.rm_iFirstChildModel = -1; // for each child in this model instance INDEX ctmich = pmiModel->mi_cmiChildren.Count(); for(int imich=0;imichmi_cmiChildren[imich],ctrm); // if child is visible if(irmChildIndex != (-1)) { // set model sibling _aRenModels[irmChildIndex].rm_iNextSiblingModel = rm.rm_iFirstChildModel; rm.rm_iFirstChildModel = irmChildIndex; } } return ctrm; } // calculate transformations for all bones on already built hierarchy static void CalculateBoneTransforms() { // put basic transformation in first dummy bone MatrixCopy(_aRenBones[0].rb_mTransform, _mObjToView); MatrixCopy(_aRenBones[0].rb_mStrTransform, _aRenBones[0].rb_mTransform); // if callback function was specified if(_pAdjustBonesCallback!=NULL) { // Call callback function _pAdjustBonesCallback(_pAdjustBonesData); } Matrix12 mStretch; // for each renbone after first dummy one int irb; for(irb=1; irb<_aRenBones.Count(); irb++) { Matrix12 mRelPlacement; Matrix12 mOffset; RenBone &rb = _aRenBones[irb]; RenBone &rbParent = _aRenBones[rb.rb_iParentIndex]; // Convert QVect of placement to matrix12 QVect qv; qv.vPos = rb.rb_apPos.ap_vPos; qv.qRot = rb.rb_arRot.ar_qRot; QVectToMatrix12(mRelPlacement,qv); // if this is root bone if(rb.rb_psbBone->sb_iParentID == (-1)) { // stretch root bone RenModel &rm= _aRenModels[rb.rb_iRenModelIndex]; MakeStretchMatrix(mStretch, rm.rm_pmiModel->mi_vStretch); RenModel &rmParent = _aRenModels[rb.rb_iRenModelIndex]; QVectToMatrix12(mOffset,rmParent.rm_pmiModel->mi_qvOffset); // add offset to root bone MatrixMultiplyCP(mRelPlacement,mOffset,mRelPlacement); Matrix12 mStrParentBoneTrans; // Create stretch matrix with parent bone transformations MatrixMultiplyCP(mStrParentBoneTrans, rbParent.rb_mStrTransform,mStretch); // transform bone using stretch parent's transform, relative placement MatrixMultiply(rb.rb_mStrTransform, mStrParentBoneTrans, mRelPlacement); MatrixMultiply(rb.rb_mTransform,rbParent.rb_mTransform, mRelPlacement); } else { // transform bone using parent's transform and relative placement MatrixMultiply(rb.rb_mStrTransform, rbParent.rb_mStrTransform, mRelPlacement); MatrixMultiply(rb.rb_mTransform,rbParent.rb_mTransform,mRelPlacement); } // remember tranform matrix of bone placement for bone rendering MatrixCopy(rb.rb_mBonePlacement,rb.rb_mStrTransform); } // for each renmodel after first dummy one for(int irm=1; irm<_aRenModels.Count(); irm++) { // remember transforms for bone-less models for every renmodel, except the dummy one Matrix12 mOffset; Matrix12 mStretch; RenModel &rm = _aRenModels[irm]; QVectToMatrix12(mOffset,rm.rm_pmiModel->mi_qvOffset); MakeStretchMatrix(mStretch,rm.rm_pmiModel->mi_vStretch); MatrixMultiply(rm.rm_mTransform,_aRenBones[rm.rm_iParentBoneIndex].rb_mTransform,mOffset); MatrixMultiply(rm.rm_mStrTransform,_aRenBones[rm.rm_iParentBoneIndex].rb_mStrTransform,mOffset); MatrixMultiplyCP(rm.rm_mStrTransform,rm.rm_mStrTransform,mStretch); } Matrix12 mInvert; // for each renbone for(irb=1; irb<_aRenBones.Count(); irb++) { RenBone &rb = _aRenBones[irb]; // multiply every transform with invert matrix of bone abs placement MatrixTranspose(mInvert,rb.rb_psbBone->sb_mAbsPlacement); // create two versions of transform matrices, stretch and normal for vertices and normals MatrixMultiplyCP(_aRenBones[irb].rb_mStrTransform,_aRenBones[irb].rb_mStrTransform,mInvert); MatrixMultiplyCP(_aRenBones[irb].rb_mTransform,_aRenBones[irb].rb_mTransform,mInvert); } } // Match animations in anim queue for bones static void MatchAnims(RenModel &rm) { const FLOAT fLerpedTick = _pTimer->GetLerpedCurrentTick(); // return if no animsets INDEX ctas = rm.rm_pmiModel->mi_aAnimSet.Count(); if(ctas == 0) return; // count animlists INDEX ctal = rm.rm_pmiModel->mi_aqAnims.aq_Lists.Count(); // find newes animlist that has fully faded in INDEX iFirstAnimList = 0; // loop from newer to older INDEX ial; for(ial=ctal-1;ial>=0;ial--) { AnimList &alList = rm.rm_pmiModel->mi_aqAnims.aq_Lists[ial]; // calculate fade factor FLOAT fFadeFactor = CalculateFadeFactor(alList); if(fFadeFactor >= 1.0f) { iFirstAnimList = ial; break; } } // for each anim list after iFirstAnimList for(ial=iFirstAnimList;ialmi_aqAnims.aq_Lists[ial]; AnimList *palListNext=NULL; if(ial+1mi_aqAnims.aq_Lists[ial+1]; // calculate fade factor FLOAT fFadeFactor = CalculateFadeFactor(alList); INDEX ctpa = alList.al_PlayedAnims.Count(); // for each played anim in played anim list for(int ipa=0;ipaFindAnimationByID(pa.pa_iAnimID,&iAnimSetIndex,&iAnimIndex)) { // if found, animate bones Animation &an = rm.rm_pmiModel->mi_aAnimSet[iAnimSetIndex].as_Anims[iAnimIndex]; // calculate end time for this animation list FLOAT fFadeInEndTime = alList.al_fStartTime + alList.al_fFadeTime; // if there is a newer anmimation list if(palListNext!=NULL) { // freeze time of this one to never overlap with the newer list fTime = ClampUp(fTime, palListNext->al_fStartTime); } // calculate time passed since the animation started FLOAT fTimeOffset = fTime - pa.pa_fStartTime; // if this animation list is fading in if (fLerpedTick < fFadeInEndTime) { // offset the time so that it is paused at the end of fadein interval fTimeOffset += fFadeInEndTime - fLerpedTick; } FLOAT f = fTimeOffset / (an.an_fSecPerFrame*pa.pa_fSpeedMul); INDEX iCurentFrame; INDEX iAnimFrame,iNextAnimFrame; if(bAnimLooping) { f = fmod(f,an.an_iFrames); iCurentFrame = INDEX(f); iAnimFrame = iCurentFrame % an.an_iFrames; iNextAnimFrame = (iCurentFrame+1) % an.an_iFrames; } else { if(f>an.an_iFrames) f = an.an_iFrames-1; iCurentFrame = INDEX(f); iAnimFrame = ClampUp(iCurentFrame,an.an_iFrames-1); iNextAnimFrame = ClampUp(iCurentFrame+1,an.an_iFrames-1); } // for each bone envelope INDEX ctbe = an.an_abeBones.Count(); for(int ibe=0;ibe 0) && (rb.rb_psbBone->sb_fOffSetLen > 0)) { // size bone to fit bone envelope vBonePosCurrent *= (rb.rb_psbBone->sb_fOffSetLen / be.be_OffSetLen); vBonePosNext *= (rb.rb_psbBone->sb_fOffSetLen / be.be_OffSetLen); } // calculate position for bone beetwen current and next frame in animation vPos = Lerp(vBonePosCurrent,vBonePosNext,fLerpFactor); // and currently playing animation rb.rb_apPos.ap_vPos = Lerp(rb.rb_apPos.ap_vPos,vPos,fFadeFactor * pa.pa_Strength); } } // for each morphmap for(INDEX im=0;im _patoTextures; static CStaticStackArray _paTexCoords; // draw mesh on screen static void RenderMesh(RenMesh &rmsh,RenModel &rm) { ASSERT(_pavFinalVertices!=NULL); ASSERT(_panFinalNormals!=NULL); MeshLOD &mlod = rmsh.rmsh_pMeshInst->mi_pMesh->msh_aMeshLODs[rmsh.rmsh_iMeshLODIndex]; // Count surfaces in mesh INDEX ctsrf = mlod.mlod_aSurfaces.Count(); // for each surface for(INDEX isrf=0; isrfsp_aiTextureIDs.Count(); //INDEX cttxMax = rmsh.rmsh_pMeshInst->mi_tiTextures.Count(); // cttx = ClampUp(cttx,cttxMax); _patoTextures.PopAll(); if(cttx>0)_patoTextures.Push(cttx); // for each texture ID for(INDEX itx=0;itxsp_aiTextureIDs[itx], *rmsh.rmsh_pMeshInst); } // count uvmaps INDEX ctuvm = pShaderParams->sp_aiTexCoordsIndex.Count(); // ctuvm = ClampUp(ctuvm,mlod.mlod_aUVMaps.Count()); _paTexCoords.PopAll(); if(ctuvm>0)_paTexCoords.Push(ctuvm); // for each uvamp for( INDEX iuvm=0; iuvmsp_aiTexCoordsIndex[iuvm]; // if mesh lod has this uv map if(iuvmIndexsp_acolColors.Count(); INDEX ctFloats = pShaderParams->sp_afFloats.Count(); // begin model rendering const BOOL bModelSetupTimer = _sfStats.CheckTimer(CStatForm::STI_MODELSETUP); if( bModelSetupTimer) _sfStats.StopTimer(CStatForm::STI_MODELSETUP); _sfStats.StartTimer(CStatForm::STI_MODELRENDERING); shaBegin( _aprProjection, pShader); shaSetVertexArray((GFXVertex4*)&_pavFinalVertices[msrf.msrf_iFirstVertex],msrf.msrf_ctVertices); shaSetNormalArray((GFXNormal*)&_panFinalNormals[msrf.msrf_iFirstVertex]); shaSetIndices(&msrf.msrf_aTriangles[0].iVertex[0],msrf.msrf_aTriangles.Count()*3); shaSetFlags(msrf.msrf_ShadingParams.sp_ulFlags); // if mesh is transformed to view space if(rmsh.rmsh_bTransToViewSpace) { #pragma message(">> FIX THIS !!!") // no ObjToView matrix is needed in shader so set empty matrix Matrix12 mIdentity; MakeIdentityMatrix(mIdentity); shaSetObjToViewMatrix(mIdentity); Matrix12 mInvObjToAbs; MatrixTranspose(mInvObjToAbs,_mAbsToViewer); shaSetObjToAbsMatrix(mInvObjToAbs); } else { // give shader current ObjToView matrix shaSetObjToViewMatrix(_mObjToView); shaSetObjToAbsMatrix(_mObjectToAbs); } // Set light parametars shaSetLightColor(_colAmbient,_colLight); shaSetLightDirection(_vLightDirInView); // Set model color shaSetModelColor(rm.rm_pmiModel->mi_colModelColor); if(ctTextures>0) shaSetTextureArray(&_patoTextures[0],ctTextures); if(ctTexCoords>0) shaSetUVMapsArray(&_paTexCoords[0],ctTexCoords); if(ctColors>0) shaSetColorArray(&pShaderParams->sp_acolColors[0],ctColors); if(ctFloats>0) shaSetFloatArray(&pShaderParams->sp_afFloats[0],ctFloats); shaEnd(); _sfStats.StopTimer(CStatForm::STI_MODELRENDERING); if( bModelSetupTimer) _sfStats.StartTimer(CStatForm::STI_MODELSETUP); } // surface has no shader or textures are turned off else { COLOR colErrColor = 0xCDCDCDFF; // surface has no shader, just show vertices using custom simple shader shaSetVertexArray((GFXVertex4*)&_pavFinalVertices[msrf.msrf_iFirstVertex],msrf.msrf_ctVertices); shaSetNormalArray((GFXNormal*)&_panFinalNormals[msrf.msrf_iFirstVertex]); shaSetIndices(&msrf.msrf_aTriangles[0].iVertex[0],msrf.msrf_aTriangles.Count()*3); shaSetTexture(-1); shaSetColorArray(&colErrColor,1); shaSetLightColor(_colAmbient,_colLight); shaSetLightDirection(_vLightDirInView); shaSetModelColor(rm.rm_pmiModel->mi_colModelColor); shaDisableBlend(); shaEnableDepthTest(); shaEnableDepthWrite(); shaSetColor(0); shaCalculateLight(); shaRender(); shaClean(); } } } // Prepare ren mesh for rendering static void PrepareMeshForRendering(RenMesh &rmsh, INDEX iSkeletonlod) { // set curent mesh lod MeshLOD &mlod = rmsh.rmsh_pMeshInst->mi_pMesh->msh_aMeshLODs[rmsh.rmsh_iMeshLODIndex]; // clear vertices array _aMorphedVtxs.PopAll(); _aMorphedNormals.PopAll(); _aFinalVtxs.PopAll(); _aFinalNormals.PopAll(); _pavFinalVertices = NULL; _panFinalNormals = NULL; // Reset light direction _vLightDirInView = _vLightDir; // Get vertices count INDEX ctVertices = mlod.mlod_aVertices.Count(); // Allocate memory for vertices _aMorphedVtxs.Push(ctVertices); _aMorphedNormals.Push(ctVertices); _aFinalVtxs.Push(ctVertices); _aFinalNormals.Push(ctVertices); // Remember final vertex count _ctFinalVertices = ctVertices; // Copy original vertices and normals to _aMorphedVtxs memcpy(&_aMorphedVtxs[0],&mlod.mlod_aVertices[0],sizeof(mlod.mlod_aVertices[0]) * ctVertices); memcpy(&_aMorphedNormals[0],&mlod.mlod_aNormals[0],sizeof(mlod.mlod_aNormals[0]) * ctVertices); // Set final vertices and normals to 0 memset(&_aFinalVtxs[0],0,sizeof(_aFinalVtxs[0])*ctVertices); memset(&_aFinalNormals[0],0,sizeof(_aFinalNormals[0])*ctVertices); INDEX ctmm = rmsh.rmsh_iFirstMorph + rmsh.rmsh_ctMorphs; // blend vertices and normals for each RenMorph for(int irm=rmsh.rmsh_iFirstMorph;irm 0 if(rm.rmp_fFactor > 0.0f) { // for each vertex and normal in morphmap for(int ivx=0;ivxmmp_aMorphMap.Count();ivx++) { // blend vertices and normals if(rm.rmp_pmmmMorphMap->mmp_bRelative) { // blend relative (new = cur + f*(dst-src)) INDEX vtx = rm.rmp_pmmmMorphMap->mmp_aMorphMap[ivx].mwm_iVxIndex; MeshVertex &mvSrc = mlod.mlod_aVertices[vtx]; MeshNormal &mnSrc = mlod.mlod_aNormals[vtx]; MeshVertexMorph &mvmDst = rm.rmp_pmmmMorphMap->mmp_aMorphMap[ivx]; // blend vertices _aMorphedVtxs[vtx].x += rm.rmp_fFactor*(mvmDst.mwm_x - mvSrc.x); _aMorphedVtxs[vtx].y += rm.rmp_fFactor*(mvmDst.mwm_y - mvSrc.y); _aMorphedVtxs[vtx].z += rm.rmp_fFactor*(mvmDst.mwm_z - mvSrc.z); // blend normals _aMorphedNormals[vtx].nx += rm.rmp_fFactor*(mvmDst.mwm_nx - mnSrc.nx); _aMorphedNormals[vtx].ny += rm.rmp_fFactor*(mvmDst.mwm_ny - mnSrc.ny); _aMorphedNormals[vtx].nz += rm.rmp_fFactor*(mvmDst.mwm_nz - mnSrc.nz); } else { // blend absolute (1-f)*cur + f*dst INDEX vtx = rm.rmp_pmmmMorphMap->mmp_aMorphMap[ivx].mwm_iVxIndex; //MeshVertex &mvSrc = mlod.mlod_aVertices[vtx]; MeshVertexMorph &mvmDst = rm.rmp_pmmmMorphMap->mmp_aMorphMap[ivx]; // blend vertices _aMorphedVtxs[vtx].x = (1.0f-rm.rmp_fFactor) * _aMorphedVtxs[vtx].x + rm.rmp_fFactor*mvmDst.mwm_x; _aMorphedVtxs[vtx].y = (1.0f-rm.rmp_fFactor) * _aMorphedVtxs[vtx].y + rm.rmp_fFactor*mvmDst.mwm_y; _aMorphedVtxs[vtx].z = (1.0f-rm.rmp_fFactor) * _aMorphedVtxs[vtx].z + rm.rmp_fFactor*mvmDst.mwm_z; // blend normals _aMorphedNormals[vtx].nx = (1.0f-rm.rmp_fFactor) * _aMorphedNormals[vtx].nx + rm.rmp_fFactor*mvmDst.mwm_nx; _aMorphedNormals[vtx].ny = (1.0f-rm.rmp_fFactor) * _aMorphedNormals[vtx].ny + rm.rmp_fFactor*mvmDst.mwm_ny; _aMorphedNormals[vtx].nz = (1.0f-rm.rmp_fFactor) * _aMorphedNormals[vtx].nz + rm.rmp_fFactor*mvmDst.mwm_nz; } } } } INDEX ctrw = rmsh.rmsh_iFirstWeight + rmsh.rmsh_ctWeights; INDEX ctbones = 0; CSkeleton *pskl = _aRenModels[rmsh.rmsh_iRenModelIndex].rm_pmiModel->mi_psklSkeleton; // if skeleton for this model exists and its currently visible if((pskl!=NULL) && (iSkeletonlod > -1)) { // count bones in skeleton ctbones = pskl->skl_aSkeletonLODs[iSkeletonlod].slod_aBones.Count(); } // if there is skeleton attached to this mesh transfrom all vertices if(ctbones > 0 && ctrw>0) { // for each renweight for(int irw=rmsh.rmsh_iFirstWeight; irwmwm_aVertexWeight.Count(); for(int ivw=0; ivwmwm_aVertexWeight[ivw]; INDEX ivx = vw.mww_iVertex; MeshVertex mv = _aMorphedVtxs[ivx]; MeshNormal mn = _aMorphedNormals[ivx]; // transform vertex and normal with this weight transform matrix TransformVector((FLOAT3&)mv,mStrTransform); RotateVector((FLOAT3&)mn,mTransform); // Don't stretch normals // Add new values to final vertices _aFinalVtxs[ivx].x += mv.x * vw.mww_fWeight; _aFinalVtxs[ivx].y += mv.y * vw.mww_fWeight; _aFinalVtxs[ivx].z += mv.z * vw.mww_fWeight; _aFinalNormals[ivx].nx += mn.nx * vw.mww_fWeight; _aFinalNormals[ivx].ny += mn.ny * vw.mww_fWeight; _aFinalNormals[ivx].nz += mn.nz * vw.mww_fWeight; } } _pavFinalVertices = &_aFinalVtxs[0]; _panFinalNormals = &_aFinalNormals[0]; // mesh is in view space so transform light to view space RotateVector(_vLightDirInView.vector,_mObjToView); // set flag that mesh is in view space rmsh.rmsh_bTransToViewSpace = TRUE; // reset view matrix bacause model is allready transformed in view space gfxSetViewMatrix(NULL); // if no skeleton } else { // if flag is set to transform all vertices to view space if(_bTransformBonelessModelToViewSpace) { // transform every vertex using default model transform matrix (for boneless models) Matrix12 mTransform; Matrix12 mStrTransform; MatrixCopy(mTransform, _aRenModels[rmsh.rmsh_iRenModelIndex].rm_mTransform); MatrixCopy(mStrTransform, _aRenModels[rmsh.rmsh_iRenModelIndex].rm_mStrTransform); // if this is front face mesh remove rotation from transfrom matrix if(mlod.mlod_ulFlags & ML_FULL_FACE_FORWARD) { RemoveRotationFromMatrix(mStrTransform); } // for each vertex for(int ivx=0;ivx> Fix face forward meshes, when objects are left in object space") // set view matrix to gfx gfxm[ 0] = m12[ 0]; gfxm[ 1] = m12[ 4]; gfxm[ 2] = m12[ 8]; gfxm[ 3] = 0; gfxm[ 4] = m12[ 1]; gfxm[ 5] = m12[ 5]; gfxm[ 6] = m12[ 9]; gfxm[ 7] = 0; gfxm[ 8] = m12[ 2]; gfxm[ 9] = m12[ 6]; gfxm[10] = m12[10]; gfxm[11] = 0; gfxm[12] = m12[ 3]; gfxm[13] = m12[ 7]; gfxm[14] = m12[11]; gfxm[15] = 1; gfxSetViewMatrix(gfxm); RenModel &rm = _aRenModels[rmsh.rmsh_iRenModelIndex]; RenBone &rb = _aRenBones[rm.rm_iParentBoneIndex]; RotateVector(_vLightDirInView.vector,rb.rb_mBonePlacement); _pavFinalVertices = &mlod.mlod_aVertices[0]; _panFinalNormals = &mlod.mlod_aNormals[0]; // mark this mesh as in object space rmsh.rmsh_bTransToViewSpace = FALSE; } } } // render one ren model static void RenderModel_View(RenModel &rm) { ASSERT( _iRenderingType==1); const BOOL bShowNormals = RM_GetFlags() & RMF_SHOWNORMALS; // for each mesh in renmodel INDEX ctmsh = rm.rm_iFirstMesh + rm.rm_ctMeshes; for( int imsh=rm.rm_iFirstMesh;imshsb_iID == iBoneID) { rb = rbone; ClearRenArrays(); return TRUE; } } // Clear ren arrays ClearRenArrays(); return FALSE; } // Returns true if bone exists and sets two given vectors as start and end point of specified bone BOOL RM_GetBoneAbsPosition(CModelInstance &mi,INDEX iBoneID, FLOAT3D &vStartPoint, FLOAT3D &vEndPoint) { // do not transform to view space MakeIdentityMatrix(_mAbsToViewer); // use higher lod for bone finding RM_SetCurrentDistance(0); CalculateRenderingData(mi); INDEX ctrb = _aRenBones.Count(); // for each render bone after dummy one for(INDEX irb=1;irbsb_iID == iBoneID) { vStartPoint = FLOAT3D(0,0,0); vEndPoint = FLOAT3D(0,0,rb.rb_psbBone->sb_fBoneLength); TransformVector(vStartPoint.vector,rb.rb_mBonePlacement); TransformVector(vEndPoint.vector,rb.rb_mBonePlacement); ClearRenArrays(); return TRUE; } } // Clear ren arrays ClearRenArrays(); return FALSE; } // Calculate complete rendering data for model instance static void CalculateRenderingData(CModelInstance &mi) { RM_SetObjectMatrices(mi); // distance to model is z param in objtoview matrix _fDistanceFactor = -_mObjToView[11]; // create first dummy model that serves as parent for the entire hierarchy MakeRootModel(); // build entire hierarchy with children BuildHierarchy(&mi, 0); INDEX ctrm = _aRenModels.Count(); // for each renmodel for(int irm=1;irm> Add ska_bShowActiveBones") if(/*ska_bShowActiveBones || */ RM_GetFlags() & RMF_SHOWACTIVEBONES) { gfxDisableTexture(); gfxDisableDepthTest(); // render only active bones RenderActiveBones(); gfxEnableDepthTest(); } // show root model instance colision box if(ska_bShowColision) { RM_SetObjectMatrices(mi); if (mi.mi_cbAABox.Count()>0) { ColisionBox &cb = mi.GetCurrentColisionBox(); RM_RenderColisionBox(mi,cb,C_mlGREEN); } } // reset arrays ClearRenArrays(); } // clear all ren arrays static void ClearRenArrays() { _pAdjustBonesCallback = NULL; _pAdjustBonesData = NULL; _pAdjustShaderParams = NULL; _pAdjustShaderData = NULL; // clear all arrays _aRenModels.PopAll(); _aRenBones.PopAll(); _aRenMesh.PopAll(); _aRenWeights.PopAll(); _aRenMorph.PopAll(); _fCustomMlodDistance = -1; _fCustomSlodDistance = -1; }