/*
====================
StudioDrawModel

====================
*/
int CStudioModelRenderer::StudioDrawModel( int flags )
{
	alight_t lighting;
	vec3_t dir;

	m_pCurrentEntity = IEngineStudio.GetCurrentEntity();
	IEngineStudio.GetTimes( &m_nFrameCount, &m_clTime, &m_clOldTime );
	IEngineStudio.GetViewInfo( m_vRenderOrigin, m_vUp, m_vRight, m_vNormal );
	IEngineStudio.GetAliasScale( &m_fSoftwareXScale, &m_fSoftwareYScale );

	if (m_pCurrentEntity->curstate.renderfx == kRenderFxDeadPlayer)
	{
		entity_state_t deadplayer;

		int result;
		int save_interp;

		if (m_pCurrentEntity->curstate.renderamt <= 0 || m_pCurrentEntity->curstate.renderamt > gEngfuncs.GetMaxClients() )
			return 0;

		// get copy of player
		deadplayer = *(IEngineStudio.GetPlayerState( m_pCurrentEntity->curstate.renderamt - 1 )); //cl.frames[cl.parsecount & CL_UPDATE_MASK].playerstate[m_pCurrentEntity->curstate.renderamt-1];

		// clear weapon, movement state
		deadplayer.number = m_pCurrentEntity->curstate.renderamt;
		deadplayer.weaponmodel = 0;
		deadplayer.gaitsequence = 0;

		deadplayer.movetype = MOVETYPE_NONE;
		VectorCopy( m_pCurrentEntity->curstate.angles, deadplayer.angles );
		VectorCopy( m_pCurrentEntity->curstate.origin, deadplayer.origin );

		save_interp = m_fDoInterp;
		m_fDoInterp = 0;
		
		// draw as though it were a player
		result = StudioDrawPlayer( flags, &deadplayer );
		
		m_fDoInterp = save_interp;
		return result;
	}

	m_pRenderModel = m_pCurrentEntity->model;
	m_pStudioHeader = (studiohdr_t *)IEngineStudio.Mod_Extradata (m_pRenderModel);
	IEngineStudio.StudioSetHeader( m_pStudioHeader );
	IEngineStudio.SetRenderModel( m_pRenderModel );

	StudioSetUpTransform( 0 );

	if (flags & STUDIO_RENDER)
	{
		// see if the bounding box lets us trivially reject, also sets
		if (!IEngineStudio.StudioCheckBBox ())
			return 0;

		(*m_pModelsDrawn)++;
		(*m_pStudioModelCount)++; // render data cache cookie

		if (m_pStudioHeader->numbodyparts == 0)
			return 1;
	}

	if (m_pCurrentEntity->curstate.movetype == MOVETYPE_FOLLOW)
	{
		StudioMergeBones( m_pRenderModel );
	}
	else
	{
		StudioSetupBones( );
	}
	StudioSaveBones( );

	if (flags & STUDIO_EVENTS)
	{
		StudioCalcAttachments( );
		IEngineStudio.StudioClientEvents( );
		// copy attachments into global entity array
		if ( m_pCurrentEntity->index > 0 )
		{
			cl_entity_t *ent = gEngfuncs.GetEntityByIndex( m_pCurrentEntity->index );

			memcpy( ent->attachment, m_pCurrentEntity->attachment, sizeof( vec3_t ) * 4 );
		}
	}

	if (flags & STUDIO_RENDER)
	{
		lighting.plightvec = dir;
		IEngineStudio.StudioDynamicLight(m_pCurrentEntity, &lighting );

		IEngineStudio.StudioEntityLight( &lighting );

		// model and frame independant
		IEngineStudio.StudioSetupLighting (&lighting);

		// get remap colors
		m_nTopColor = m_pCurrentEntity->curstate.colormap & 0xFF;
		m_nBottomColor = (m_pCurrentEntity->curstate.colormap & 0xFF00) >> 8;

		IEngineStudio.StudioSetRemapColors( m_nTopColor, m_nBottomColor );

		StudioRenderModel( );
	}
Ejemplo n.º 2
0
int CStudioModelRenderer::StudioDrawModel(int flags)
{
	m_pCurrentEntity = IEngineStudio.GetCurrentEntity();

	IEngineStudio.GetTimes(&m_nFrameCount, &m_clTime, &m_clOldTime);
	IEngineStudio.GetViewInfo(m_vRenderOrigin, m_vUp, m_vRight, m_vNormal);
	IEngineStudio.GetAliasScale(&m_fSoftwareXScale, &m_fSoftwareYScale);

	if (m_pCurrentEntity->curstate.renderfx == kRenderFxDeadPlayer)
	{
		entity_state_t deadplayer;

		int result;
		int save_interp;

		if (m_pCurrentEntity->curstate.renderamt <= 0 || m_pCurrentEntity->curstate.renderamt > gEngfuncs.GetMaxClients())
			return 0;

		deadplayer = *(IEngineStudio.GetPlayerState(m_pCurrentEntity->curstate.renderamt - 1));

		deadplayer.number = m_pCurrentEntity->curstate.renderamt;
		deadplayer.weaponmodel = 0;
		deadplayer.gaitsequence = 0;

		deadplayer.movetype = MOVETYPE_NONE;
		VectorCopy(m_pCurrentEntity->curstate.angles, deadplayer.angles);
		VectorCopy(m_pCurrentEntity->curstate.origin, deadplayer.origin);

		save_interp = m_fDoInterp;
		m_fDoInterp = 0;

		result = StudioDrawPlayer(flags, &deadplayer);

		m_fDoInterp = save_interp;
		return result;
	}

	m_pRenderModel = m_pCurrentEntity->model;
	m_pStudioHeader = (studiohdr_t *)IEngineStudio.Mod_Extradata(m_pRenderModel);

	IEngineStudio.StudioSetHeader(m_pStudioHeader);
	IEngineStudio.SetRenderModel(m_pRenderModel);

	StudioSetUpTransform(0);

	if(m_pCurrentEntity == gEngfuncs.GetViewModel() && (gHUD.cl_righthand->value))
	{
		(*m_protationmatrix)[0][1] *= -1;
		(*m_protationmatrix)[1][1] *= -1;
		(*m_protationmatrix)[2][1] *= -1;

		//IEngineStudio.StudioSetCullState(true);
	}

	if (flags & STUDIO_RENDER)
	{
		if (!IEngineStudio.StudioCheckBBox())
			return 0;

		(*m_pModelsDrawn)++;
		(*m_pStudioModelCount)++;

		if (m_pStudioHeader->numbodyparts == 0)
			return 1;
	}

	if (m_pCurrentEntity->curstate.movetype == MOVETYPE_FOLLOW)
		StudioMergeBones(m_pRenderModel);
	else
		StudioSetupBones();

	StudioSaveBones();

	if (flags & STUDIO_EVENTS)
	{
		StudioCalcAttachments();
		IEngineStudio.StudioClientEvents();

		if (m_pCurrentEntity->index > 0)
		{
			cl_entity_t *ent = gEngfuncs.GetEntityByIndex(m_pCurrentEntity->index);
			memcpy(ent->attachment, m_pCurrentEntity->attachment, sizeof(vec3_t) * 4);
		}
	}

	if (flags & STUDIO_RENDER)
	{
		alight_t lighting;
		vec3_t dir;
		lighting.plightvec = dir;

		IEngineStudio.StudioDynamicLight(m_pCurrentEntity, &lighting);

		IEngineStudio.StudioEntityLight(&lighting);
		IEngineStudio.StudioSetupLighting(&lighting);

		m_nTopColor = m_pCurrentEntity->curstate.colormap & 0xFF;
		m_nBottomColor = (m_pCurrentEntity->curstate.colormap & 0xFF00) >> 8;

		IEngineStudio.StudioSetRemapColors(m_nTopColor, m_nBottomColor);

		StudioRenderModel(dir);
	}