VARP(dynshadowsize, 4, 5, 8);
VARP(aadynshadow, 0, 2, 3);
VARP(saveshadows, 0, 1, 1);
VARP(dynshadowquad, 0, 0, 1);
VAR(shadowyaw, 0, 45, 360);
vec shadowdir(0, 0, -1), shadowpos(0, 0, 0);
VAR(dbgstenc, 0, 0, 0/*2*/);
VAR(dbgvlight, 0, 0, 0/*1*/);
VARP(mdldlist, 0, 1, 1);
vec modelpos;
float modelyaw, modelpitch;
struct vertmodel : model
{
struct anpos
{
int fr1, fr2;
float t;
void setframes(const animstate &as)
{
int time = lastmillis-as.basetime;
fr1 = (int)(time/as.speed); // round to full frames
t = (time-fr1*as.speed)/as.speed; // progress of the frame, value from 0.0f to 1.0f
ASSERT(t >= 0.0f);
if(as.anim&ANIM_LOOP)
{
fr1 = fr1%as.range+as.frame;
fr2 = fr1+1;
if(fr2>=as.frame+as.range) fr2 = as.frame;
}
else
{
fr1 = min(fr1, as.range-1)+as.frame;
fr2 = min(fr1+1, as.frame+as.range-1);
}
if(as.anim&ANIM_REVERSE)
{
fr1 = (as.frame+as.range-1)-(fr1-as.frame);
fr2 = (as.frame+as.range-1)-(fr2-as.frame);
}
}
bool operator==(const anpos &a) const { return fr1==a.fr1 && fr2==a.fr2 && (fr1==fr2 || t==a.t); }
bool operator!=(const anpos &a) const { return fr1!=a.fr1 || fr2!=a.fr2 || (fr1!=fr2 && t!=a.t); }
};
struct bb
{
vec low, high;
void addlow(const vec &v)
{
low.x = min(low.x, v.x);
low.y = min(low.y, v.y);
low.z = min(low.z, v.z);
}
void addhigh(const vec &v)
{
high.x = max(high.x, v.x);
high.y = max(high.y, v.y);
high.z = max(high.z, v.z);
}
void add(const vec &v)
{
addlow(v);
addhigh(v);
}
void add(const bb &b)
{
addlow(b.low);
addhigh(b.high);
}
};
struct tcvert { float u, v; };
struct lightvert { uchar r, g, b, a; };
struct tri { ushort vert[3]; ushort neighbor[3]; };
struct part;
typedef tristrip::drawcall drawcall;
struct dyncacheentry : modelcacheentry<dyncacheentry>
{
anpos cur, prev;
float t;
vec *verts() { return (vec *)getdata(); }
int numverts() { return int((size - sizeof(dyncacheentry)) / sizeof(vec)); }
};
struct shadowcacheentry : modelcacheentry<shadowcacheentry>
{
anpos cur, prev;
float t;
vec dir;
ushort *idxs() { return (ushort *)getdata(); }
int numidxs() { return int((size - sizeof(shadowcacheentry)) / sizeof(ushort)); }
};
struct lightcacheentry : modelcacheentry<lightcacheentry>
{
anpos cur, prev;
float t;
int lastcalclight;
vec pos;
float yaw, pitch;
lightvert *verts() { return (lightvert *)getdata(); }
int numverts() { return int((size - sizeof(lightcacheentry)) / sizeof(lightvert)); }
};
struct mesh
{
char *name;
part *owner;
vec *verts;
tcvert *tcverts;
bb *bbs;
ushort *shareverts;
tri *tris;
int numverts, numtris;
Texture *skin;
int tex;
modelcachelist<dyncacheentry> dyncache;
modelcachelist<shadowcacheentry> shadowcache;
modelcachelist<lightcacheentry> lightcache;
ushort *dynidx;
int dynlen;
drawcall *dyndraws;
int numdyndraws;
GLuint statlist;
int statlen;
mesh() : name(0), owner(0), verts(0), tcverts(0), bbs(0), shareverts(0), tris(0), skin(notexture), tex(0), dynidx(0), dyndraws(0), statlist(0)
{
}
~mesh()
{
DELETEA(name);
DELETEA(verts);
DELETEA(tcverts);
DELETEA(bbs);
DELETEA(shareverts);
DELETEA(tris);
if(statlist) glDeleteLists(statlist, 1);
DELETEA(dynidx);
DELETEA(dyndraws);
}
void genstrips()
{
tristrip ts;
ts.addtriangles(tris, numtris);
vector<ushort> idxs;
vector<drawcall> draws;
ts.buildstrips(idxs, draws);
dynidx = new ushort[idxs.length()];
memcpy(dynidx, idxs.getbuf(), idxs.length()*sizeof(ushort));
dynlen = idxs.length();
dyndraws = new drawcall[draws.length()];
memcpy(dyndraws, draws.getbuf(), draws.length()*sizeof(drawcall));
numdyndraws = draws.length();
}
dyncacheentry *gendynverts(animstate &as, anpos &cur, anpos *prev, float ai_t)
{
dyncacheentry *d = dyncache.start();
int cachelen = 0;
for(; d != dyncache.end(); d = d->next, cachelen++)
{
if(d->cur != cur) continue;
if(prev)
{
if(d->prev == *prev && d->t == ai_t) return d;
}
else if(d->prev.fr1 < 0) return d;
}
d = dynalloc.allocate<dyncacheentry>((numverts + 1)*sizeof(vec));
if(!d) return NULL;
if(cachelen >= owner->model->cachelimit) dyncache.removelast();
dyncache.addfirst(d);
vec *buf = d->verts(),
*vert1 = &verts[cur.fr1 * numverts],
*vert2 = &verts[cur.fr2 * numverts],
*pvert1 = NULL, *pvert2 = NULL;
d->cur = cur;
d->t = ai_t;
if(prev)
{
d->prev = *prev;
pvert1 = &verts[prev->fr1 * numverts];
pvert2 = &verts[prev->fr2 * numverts];
}
else d->prev.fr1 = -1;
#define iploop(body) \
loopi(numverts) \
{ \
vec &v = buf[i]; \
body; \
}
#define ip(p1, p2, t) (p1+t*(p2-p1))
#define ip_v(p, c, t) ip(p##1[i].c, p##2[i].c, t)
#define ip_v_ai(c) ip(ip_v(pvert, c, prev->t), ip_v(vert, c, cur.t), ai_t)
if(prev) iploop(v = vec(ip_v_ai(x), ip_v_ai(y), ip_v_ai(z)))
else iploop(v = vec(ip_v(vert, x, cur.t), ip_v(vert, y, cur.t), ip_v(vert, z, cur.t)))
#undef ip
#undef ip_v
#undef ip_v_ai
if(d->verts() == lastvertexarray) lastvertexarray = (void *)-1;
return d;
}
void weldverts()
{
hashtable<vec, int> idxs;
shareverts = new ushort[numverts];
loopi(numverts) shareverts[i] = (ushort)idxs.access(verts[i], i);
for(int i = 1; i < owner->numframes; i++)
{
const vec *frame = &verts[i*numverts];
loopj(numverts)
{
if(frame[j] != frame[shareverts[j]]) shareverts[j] = (ushort)j;
}
}
}
void findneighbors()
{
hashtable<uint, uint> edges;
loopi(numtris)
{
const tri &t = tris[i];
loopj(3)
{
uint e1 = shareverts[t.vert[j]], e2 = shareverts[t.vert[(j+1)%3]], shift = 0;
if(e1 > e2) { swap(e1, e2); shift = 16; }
uint &edge = edges.access(e1 | (e2<<16), ~0U);
if(((edge>>shift)&0xFFFF) != 0xFFFF) edge = 0;
else
{
edge &= 0xFFFF<<(16-shift);
edge |= i<<shift;
}
}
}
loopi(numtris)
{
tri &t = tris[i];
loopj(3)
{
uint e1 = shareverts[t.vert[j]], e2 = shareverts[t.vert[(j+1)%3]], shift = 0;
if(e1 > e2) { swap(e1, e2); shift = 16; }
uint edge = edges[e1 | (e2<<16)];
if(!edge || int((edge>>shift)&0xFFFF)!=i) t.neighbor[j] = 0xFFFF;
else t.neighbor[j] = (edge>>(16-shift))&0xFFFF;
}
}
}
void cleanup()
{
if(statlist)
{
glDeleteLists(1, statlist);
statlist = 0;
}
}
shadowcacheentry *genshadowvolume(animstate &as, anpos &cur, anpos *prev, float ai_t, vec *buf)
{
if(!shareverts) return NULL;
shadowcacheentry *d = shadowcache.start();
int cachelen = 0;
for(; d != shadowcache.end(); d = d->next, cachelen++)
{
if(d->dir != shadowpos || d->cur != cur) continue;
if(prev)
{
if(d->prev == *prev && d->t == ai_t) return d;
}
else if(d->prev.fr1 < 0) return d;
}
d = (owner->numframes > 1 || as.anim&ANIM_DYNALLOC ? dynalloc : statalloc).allocate<shadowcacheentry>(9*numtris*sizeof(ushort));
if(!d) return NULL;
if(cachelen >= owner->model->cachelimit) shadowcache.removelast();
shadowcache.addfirst(d);
d->dir = shadowpos;
d->cur = cur;
d->t = ai_t;
if(prev) d->prev = *prev;
else d->prev.fr1 = -1;
static vector<uchar> side;
side.setsize(0);
loopi(numtris)
{
const tri &t = tris[i];
const vec &a = buf[t.vert[0]], &b = buf[t.vert[1]], &c = buf[t.vert[2]];
side.add(vec().cross(vec(b).sub(a), vec(c).sub(a)).dot(shadowdir) <= 0 ? 1 : 0);
}
ushort *idx = d->idxs();
loopi(numtris) if(side[i])
{
const tri &t = tris[i];
loopj(3)
{
ushort n = t.neighbor[j];
if(n==0xFFFF || !side[n])
{
ushort e1 = shareverts[t.vert[j]], e2 = shareverts[t.vert[(j+1)%3]];
*idx++ = e2;
*idx++ = e1;
*idx++ = numverts;
}
}
}
if(dbgstenc >= (owner->numframes > 1 || as.anim&ANIM_DYNALLOC ? 2 : 1)) conoutf("%s: %d tris", owner->filename, (idx - d->idxs())/3);
d->size = (uchar *)idx - (uchar *)d;
return d;
}
lightcacheentry *lightvertexes(animstate &as, anpos &cur, anpos *prev, float ai_t, vec *buf)
{
if(dbgvlight) return NULL;
lightcacheentry *d = lightcache.start();
int cachelen = 0;
for(; d != lightcache.end(); d = d->next, cachelen++)
{
if(d->lastcalclight != lastcalclight || d->pos != modelpos || d->yaw != modelyaw || d->pitch != modelpitch || d->cur != cur) continue;
if(prev)
{
if(d->prev == *prev && d->t == ai_t) return d;
}
else if(d->prev.fr1 < 0) return d;
}
bb curbb;
getcurbb(curbb, as, cur, prev, ai_t);
float dist = max(curbb.low.magnitude(), curbb.high.magnitude());
if(OUTBORDRAD(modelpos.x, modelpos.y, dist)) return NULL;
d = (owner->numframes > 1 || as.anim&ANIM_DYNALLOC ? dynalloc : statalloc).allocate<lightcacheentry>(numverts*sizeof(lightvert));
if(!d) return NULL;
if(cachelen >= owner->model->cachelimit) lightcache.removelast();
lightcache.addfirst(d);
d->lastcalclight = lastcalclight;
d->pos = modelpos;
d->yaw = modelyaw;
d->pitch = modelpitch;
d->cur = cur;
d->t = ai_t;
if(prev) d->prev = *prev;
else d->prev.fr1 = -1;
const glmatrixf &m = matrixstack[matrixpos];
lightvert *v = d->verts();
loopi(numverts)
{
int x = (int)m.transformx(*buf), y = (int)m.transformy(*buf);
const sqr *s = S(x, y);
v->r = s->r;
v->g = s->g;
v->b = s->b;
v->a = 255;
v++;
buf++;
}
if(d->verts() == lastcolorarray) lastcolorarray = (void *)-1;
return d;
}
void getcurbb(bb &b, animstate &as, anpos &cur, anpos *prev, float ai_t)
{
b = bbs[cur.fr1];
b.add(bbs[cur.fr2]);
if(prev)
{
b.add(bbs[prev->fr1]);
b.add(bbs[prev->fr2]);
}
}
void render(animstate &as, anpos &cur, anpos *prev, float ai_t)
{
if(!(as.anim&ANIM_NOSKIN))
{
GLuint id = tex < 0 ? -tex : skin->id;
if(tex > 0) id = lookuptexture(tex)->id;
if(id != lasttex)
{
glBindTexture(GL_TEXTURE_2D, id);
lasttex = id;
}
if(enablealphablend) { glDisable(GL_BLEND); enablealphablend = false; }
if(skin->bpp == 32 && owner->model->alphatest > 0)
{
if(!enablealphatest) { glEnable(GL_ALPHA_TEST); enablealphatest = true; }
if(lastalphatest != owner->model->alphatest)
{
glAlphaFunc(GL_GREATER, owner->model->alphatest);
lastalphatest = owner->model->alphatest;
}
}
else if(enablealphatest) { glDisable(GL_ALPHA_TEST); enablealphatest = false; }
if(!enabledepthmask) { glDepthMask(GL_TRUE); enabledepthmask = true; }
}
if(enableoffset)
{
disablepolygonoffset(GL_POLYGON_OFFSET_FILL);
enableoffset = false;
}
bool isstat = as.frame==0 && as.range==1;
if(isstat && statlist && !stenciling)
{
glCallList(statlist);
xtraverts += statlen;
return;
}
else if(stenciling==1)
{
bb curbb;
getcurbb(curbb, as, cur, prev, ai_t);
glmatrixf mat;
mat.mul(mvpmatrix, matrixstack[matrixpos]);
if(!addshadowbox(curbb.low, curbb.high, shadowpos, mat)) return;
}
vec *buf = verts;
dyncacheentry *d = NULL;
if(!isstat)
{
d = gendynverts(as, cur, prev, ai_t);
if(!d) return;
buf = d->verts();
}
if(lastvertexarray != buf)
{
if(!lastvertexarray) glEnableClientState(GL_VERTEX_ARRAY);
glVertexPointer(3, GL_FLOAT, sizeof(vec), buf);
lastvertexarray = buf;
}
lightvert *vlight = NULL;
if(as.anim&ANIM_NOSKIN && (!isstat || stenciling))
{
if(lasttexcoordarray)
{
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
lasttexcoordarray = NULL;
}
}
else
{
if(lasttexcoordarray != tcverts)
{
if(!lasttexcoordarray) glEnableClientState(GL_TEXTURE_COORD_ARRAY);
glTexCoordPointer(2, GL_FLOAT, sizeof(tcvert), tcverts);
lasttexcoordarray = tcverts;
}
if(owner->model->vertexlight)
{
if(d) d->locked = true;
lightcacheentry *l = lightvertexes(as, cur, isstat ? NULL : prev, ai_t, buf);
if(d) d->locked = false;
if(l) vlight = l->verts();
}
}
if(lastcolorarray != vlight)
{
if(vlight)
{
if(!lastcolorarray) glEnableClientState(GL_COLOR_ARRAY);
glColorPointer(4, GL_UNSIGNED_BYTE, sizeof(lightvert), vlight);
}
else glDisableClientState(GL_COLOR_ARRAY);
lastcolorarray = vlight;
}
if(stenciling)
{
if(d) d->locked = true;
shadowcacheentry *s = genshadowvolume(as, cur, isstat ? NULL : prev, ai_t, buf);
if(d) d->locked = false;
if(!s) return;
buf[numverts] = s->dir;
glDrawElements(GL_TRIANGLES, s->numidxs(), GL_UNSIGNED_SHORT, s->idxs());
xtraverts += s->numidxs();
return;
}
bool builddlist = isstat && !owner->model->vertexlight && mdldlist;
if(builddlist) glNewList(statlist = glGenLists(1), GL_COMPILE);
loopi(numdyndraws)
{
const drawcall &d = dyndraws[i];
if(hasDRE && !builddlist) glDrawRangeElements_(d.type, d.minvert, d.maxvert, d.count, GL_UNSIGNED_SHORT, &dynidx[d.start]);
else glDrawElements(d.type, d.count, GL_UNSIGNED_SHORT, &dynidx[d.start]);
}
if(builddlist)
{
glEndList();
glCallList(statlist);
statlen = dynlen;
}
xtraverts += dynlen;
}
int findvert(int axis, int dir)
{
if(axis<0 || axis>2) return -1;
int vert = -1;
float bestval = -1e16f;
loopi(numverts)
{
float val = verts[i][axis]*dir;
if(val > bestval)
{
vert = i;
bestval = val;
}
}
return vert;
}
float calcradius()
{
float rad = 0;
loopi(numverts) rad = max(rad, verts[i].magnitudexy());
return rad;
}
void calcneighbors()
{
if(!shareverts)
{
weldverts();
findneighbors();
}
}
void calcbbs()
{
if(bbs) return;
bbs = new bb[owner->numframes];
loopi(owner->numframes)
{
bb &b = bbs[i];
b.low = vec(1e16f, 1e16f, 1e16f);
b.high = vec(-1e16f, -1e16f, -1e16f);
const vec *frame = &verts[numverts*i];
loopj(numverts) b.add(frame[j]);
}
}
};
struct animinfo
{
int frame, range;
float speed;
};
struct particleemitter
{
int type, args[2], seed, lastemit;
particleemitter() : type(-1), seed(-1), lastemit(-1)
{
memset(args, 0, sizeof(args));
}
};
struct tag
{
char *name;
vec pos;
float transform[3][3];
tag() : name(NULL) {}
~tag() { DELETEA(name); }
void identity()
{
transform[0][0] = 1;
transform[0][1] = 0;
transform[0][2] = 0;
transform[1][0] = 0;
transform[1][1] = 1;
transform[1][2] = 0;
transform[2][0] = 0;
transform[2][1] = 0;
transform[2][2] = 1;
}
};
struct linkedpart
{
part *p;
particleemitter *emitter;
vec *pos;
linkedpart() : p(NULL), emitter(NULL), pos(NULL) {}
~linkedpart() { DELETEP(emitter); }
};
struct part
{
char *filename;
vertmodel *model;
int index, numframes;
vector<mesh *> meshes;
vector<animinfo> *anims;
linkedpart *links;
tag *tags;
int numtags;
GLuint *shadows;
float shadowrad;
part() : filename(NULL), anims(NULL), links(NULL), tags(NULL), numtags(0), shadows(NULL), shadowrad(0) {}
virtual ~part()
{
DELETEA(filename);
meshes.deletecontents();
DELETEA(anims);
DELETEA(links);
DELETEA(tags);
if(shadows) glDeleteTextures(numframes, shadows);
DELETEA(shadows);
}
void cleanup()
{
loopv(meshes) meshes[i]->cleanup();
if(shadows)
{
glDeleteTextures(numframes, shadows);
DELETEA(shadows);
}
}
bool link(part *link, const char *tag, vec *pos = NULL)
{
loopi(numtags) if(!strcmp(tags[i].name, tag))
{
links[i].p = link;
links[i].pos = pos;
return true;
}
return false;
}
bool gentag(const char *name, int *verts, int numverts, mesh *m = NULL)
{
if(!m)
{
if(meshes.empty()) return false;
m = meshes[0];
}
if(numverts < 1) return false;
loopi(numverts) if(verts[i] < 0 || verts[i] > m->numverts) return false;
tag *ntags = new tag[(numtags + 1)*numframes];
ntags[numtags].name = newstring(name);
loopi(numframes)
{
memcpy(&ntags[(numtags + 1)*i], &tags[numtags*i], numtags*sizeof(tag));
tag *t = &ntags[(numtags + 1)*i + numtags];
t->pos = m->verts[m->numverts*i + verts[0]];
if(numverts > 1)
{
for(int j = 1; j < numverts; j++) t->pos.add(m->verts[m->numverts*i + verts[j]]);
t->pos.div(numverts);
}
t->identity();
}
loopi(numtags) tags[i].name = NULL;
DELETEA(tags);
tags = ntags;
numtags++;
linkedpart *nlinks = new linkedpart[numtags];
loopi(numtags-1) swap(links[i].emitter, nlinks[i].emitter);
DELETEA(links);
links = nlinks;
return true;
}
bool addemitter(const char *tag, int type, int arg1 = 0, int arg2 = 0)
{
loopi(numtags) if(!strcmp(tags[i].name, tag))
{
if(!links[i].emitter) links[i].emitter = new particleemitter;
particleemitter &p = *links[i].emitter;
p.type = type;
p.args[0] = arg1;
p.args[1] = arg2;
return true;
}
return false;
}
void scaleverts(const float scale, const vec &translate)
{
loopv(meshes)
{
mesh &m = *meshes[i];
loopj(numframes*m.numverts)
{
vec &v = m.verts[j];
if(!index) v.add(translate);
v.mul(scale);
}
}
loopi(numframes*numtags)
{
vec &v = tags[i].pos;
if(!index) v.add(translate);
v.mul(scale);
}
}
void genstrips()
{
loopv(meshes) meshes[i]->genstrips();
}
virtual void getdefaultanim(animstate &as, int anim, int varseed)
{
as.frame = 0;
as.range = 1;
}
void gentagmatrix(anpos &cur, anpos *prev, float ai_t, int i, GLfloat *matrix)
{
tag *tag1 = &tags[cur.fr1*numtags+i];
tag *tag2 = &tags[cur.fr2*numtags+i];
#define ip(p1, p2, t) (p1+t*(p2-p1))
#define ip_ai_tag(c) ip( ip( tag1p->c, tag2p->c, prev->t), ip( tag1->c, tag2->c, cur.t), ai_t)
if(prev)
{
tag *tag1p = &tags[prev->fr1 * numtags + i];
tag *tag2p = &tags[prev->fr2 * numtags + i];
loopj(3) matrix[j] = ip_ai_tag(transform[0][j]); // transform
loopj(3) matrix[4 + j] = ip_ai_tag(transform[1][j]);
loopj(3) matrix[8 + j] = ip_ai_tag(transform[2][j]);
loopj(3) matrix[12 + j] = ip_ai_tag(pos[j]); // position
}
else
{
loopj(3) matrix[j] = ip(tag1->transform[0][j], tag2->transform[0][j], cur.t); // transform
loopj(3) matrix[4 + j] = ip(tag1->transform[1][j], tag2->transform[1][j], cur.t);
loopj(3) matrix[8 + j] = ip(tag1->transform[2][j], tag2->transform[2][j], cur.t);
loopj(3) matrix[12 + j] = ip(tag1->pos[j], tag2->pos[j], cur.t); // position
}
#undef ip_ai_tag
#undef ip
matrix[3] = matrix[7] = matrix[11] = 0.0f;
matrix[15] = 1.0f;
}
bool calcanimstate(int anim, int varseed, float speed, int basetime, dynent *d, animstate &as)
{
as.anim = anim;
as.speed = speed<=0 ? 100.0f : speed;
as.basetime = basetime;
if((anim&ANIM_INDEX)==ANIM_ALL)
{
as.frame = 0;
as.range = numframes;
}
else if(anims)
{
vector<animinfo> &ais = anims[anim&ANIM_INDEX];
if(ais.length())
{
animinfo &ai = ais[uint(varseed)%ais.length()];
as.frame = ai.frame;
as.range = ai.range;
if(ai.speed>0) as.speed = 1000.0f/ai.speed;
}
else getdefaultanim(as, anim&ANIM_INDEX, varseed);
}
else getdefaultanim(as, anim&ANIM_INDEX, varseed);
if(anim&(ANIM_START|ANIM_END))
{
if(anim&ANIM_END) as.frame += as.range-1;
as.range = 1;
}
if(as.frame+as.range>numframes)
{
if(as.frame>=numframes) return false;
as.range = numframes-as.frame;
}
if(d && index<2)
{
if(d->lastmodel[index]!=this || d->lastanimswitchtime[index]==-1 || lastmillis-d->lastrendered>animationinterpolationtime)
{
d->current[index] = as;
d->lastanimswitchtime[index] = lastmillis-animationinterpolationtime*2;
}
else if(d->current[index] != as)
{
if(lastmillis-d->lastanimswitchtime[index]>animationinterpolationtime/2) d->prev[index] = d->current[index];
d->current[index] = as;
d->lastanimswitchtime[index] = lastmillis;
}
d->lastmodel[index] = this;
}
return true;
}
void render(int anim, int varseed, float speed, int basetime, dynent *d, float zoomed)
{
if(meshes.empty()) return;
animstate as;
if(!calcanimstate(anim, varseed, speed, basetime, d, as)) return;
if(!meshes[0]->dynidx) genstrips();
anpos prev, cur;
cur.setframes(d && index<2 ? d->current[index] : as);
float ai_t = 0;
bool doai = !(anim&ANIM_NOINTERP) && d && index<2 && lastmillis-d->lastanimswitchtime[index]<animationinterpolationtime && d->prev[index].range>0;
if(doai)
{
prev.setframes(d->prev[index]);
ai_t = (lastmillis-d->lastanimswitchtime[index])/(float)animationinterpolationtime;
}
if(zoomed)
loopi(numtags)
{
if (strcmp(tags[i].name, "tag_zoom")) continue;
glmatrixf linkmat;
gentagmatrix(cur, doai ? &prev : NULL, ai_t, i, linkmat.v);
vec trans = matrixstack[matrixpos].gettranslation();
vec4 trans_new;
matrixstack[matrixpos].transform(linkmat.gettranslation(), trans_new);
trans.sub(trans_new.v).mul(zoomed);
matrixstack[matrixpos].translate(trans);
break;
}
glPushMatrix();
glMultMatrixf(matrixstack[matrixpos].v);
loopv(meshes) meshes[i]->render(as, cur, doai ? &prev : NULL, ai_t);
glPopMatrix();
loopi(numtags)
{
linkedpart &link = links[i];
if(!(link.p || link.pos || (anim&ANIM_PARTICLE && link.emitter))) continue;
// render the linked models - interpolate rotation and position of the 'link-tags'
glmatrixf linkmat;
gentagmatrix(cur, doai ? &prev : NULL, ai_t, i, linkmat.v);
matrixpos++;
matrixstack[matrixpos].mul(matrixstack[matrixpos-1], linkmat);
if(link.pos) *link.pos = matrixstack[matrixpos].gettranslation();
if(link.p)
{
vec oldshadowdir, oldshadowpos;
if(stenciling)
{
oldshadowdir = shadowdir;
oldshadowpos = shadowpos;
linkmat.invertnormal(shadowdir);
linkmat.invertvertex(shadowpos);
}
link.p->render(anim, varseed, speed, basetime, d, zoomed);
if(stenciling)
{
shadowdir = oldshadowdir;
shadowpos = oldshadowpos;
}
}
if(anim&ANIM_PARTICLE && link.emitter)
{
particleemitter &p = *link.emitter;
if(p.lastemit!=basetime)
{
p.seed = rnd(0x1000000);
p.lastemit = basetime;
}
particle_emit(p.type, p.args, basetime, p.seed, matrixstack[matrixpos].gettranslation());
}
matrixpos--;
}
}
void setanim(int num, int frame, int range, float speed)
{
if(frame<0 || frame>=numframes || range<=0 || frame+range>numframes)
{
conoutf("invalid frame %d, range %d in model %s", frame, range, model->loadname);
return;
}
if(!anims) anims = new vector<animinfo>[NUMANIMS];
animinfo &ai = anims[num].add();
ai.frame = frame;
ai.range = range;
ai.speed = speed;
}
virtual void begingenshadow()
{
}
virtual void endgenshadow()
{
}
void blurshadow(const uchar *in, uchar *out, uint size)
{
static const uint filter3x3[9] =
{
1, 2, 1,
2, 4, 2,
1, 2, 1
};
static const uint filter3x3sum = 16;
const uchar *src = in, *prev = in - size, *next = in + size;
uchar *dst = out;
#define FILTER(c0, c1, c2, c3, c4, c5, c6, c7, c8) \
{ \
uint c = *src, \
val = (filter3x3[0]*(c0) + filter3x3[1]*(c1) + filter3x3[2]*(c2) + \
filter3x3[3]*(c3) + filter3x3[4]*(c4) + filter3x3[5]*(c5) + \
filter3x3[6]*(c6) + filter3x3[7]*(c7) + filter3x3[8]*(c8)); \
*dst++ = val/filter3x3sum; \
src++; \
prev++; \
next++; \
}
FILTER(c, c, c, c, c, src[1], c, next[0], next[1]);
for(uint x = 1; x < size-1; x++) FILTER(c, c, c, src[-1], c, src[1], next[-1], next[0], next[1]);
FILTER(c, c, c, src[-1], c, c, next[-1], next[0], c);
for(uint y = 1; y < size-1; y++)
{
FILTER(c, prev[0], prev[1], c, c, src[1], c, next[0], next[1]);
for(uint x = 1; x < size-1; x++) FILTER(prev[-1], prev[0], prev[1], src[-1], c, src[1], next[-1], next[0], next[1]);
FILTER(prev[-1], prev[0], c, src[-1], c, c, next[-1], next[0], c);
}
FILTER(c, prev[0], prev[1], c, c, src[1], c, c, c);
for(uint x = 1; x < size-1; x++) FILTER(prev[-1], prev[0], prev[1], src[-1], c, src[1], c, c, c);
FILTER(prev[-1], prev[0], c, src[-1], c, c, c, c, c);
#undef FILTER
}
void genshadow(int aasize, int frame, stream *f)
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
model->startrender();
render(ANIM_ALL|ANIM_NOINTERP|ANIM_NOSKIN, 0, 1, lastmillis-frame, NULL, 0);
model->endrender();
uchar *pixels = new uchar[2*aasize*aasize];
glPixelStorei(GL_PACK_ALIGNMENT, 1);
glReadPixels(0, 0, aasize, aasize, GL_RED, GL_UNSIGNED_BYTE, pixels);
#if 0
SDL_Surface *img = SDL_CreateRGBSurface(SDL_SWSURFACE, aasize, aasize, 24, 0x0000FF, 0x00FF00, 0xFF0000, 0);
loopi(aasize*aasize) memset((uchar *)img->pixels + 3*i, pixels[i], 3);
defformatstring(imgname)("%s_%d.bmp", model->loadname, frame);
for(char *s; (s = strchr(imgname, '/'));) *s = '_';
SDL_SaveBMP(img, imgname);
SDL_FreeSurface(img);
#endif
if(aasize > 1<<dynshadowsize)
scaletexture(pixels, aasize, aasize, 1, pixels, 1<<dynshadowsize, 1<<dynshadowsize);
int texsize = min(aasize, 1<<dynshadowsize);
blurshadow(pixels, &pixels[texsize*texsize], texsize);
if(f) f->write(&pixels[texsize*texsize], texsize*texsize);
createtexture(shadows[frame], texsize, texsize, &pixels[texsize*texsize], 3, true, false, GL_ALPHA);
delete[] pixels;
}
struct shadowheader
{
ushort size, frames;
float height, rad;
};
void genshadows(float height, float rad)
{
if(shadows) return;
char *filename = shadowfile();
if(filename && loadshadows(filename)) return;
shadowrad = rad;
shadows = new GLuint[numframes];
glGenTextures(numframes, shadows);
extern SDL_Surface *screen;
int aasize = 1<<(dynshadowsize + aadynshadow);
while(aasize > screen->w || aasize > screen->h) aasize /= 2;
stream *f = filename ? opengzfile(filename, "wb") : NULL;
if(f)
{
shadowheader hdr;
hdr.size = min(aasize, 1<<dynshadowsize);
hdr.frames = numframes;
hdr.height = height;
hdr.rad = rad;
f->putlil(hdr.size);
f->putlil(hdr.frames);
f->putlil(hdr.height);
f->putlil(hdr.rad);
}
glViewport(0, 0, aasize, aasize);
glClearColor(0, 0, 0, 1);
glDisable(GL_FOG);
glColor3f(1, 1, 1);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glOrtho(-rad, rad, -rad, rad, 0.15f, height);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
glScalef(1, -1, 1);
glTranslatef(0, 0, -height);
begingenshadow();
loopi(numframes) genshadow(aasize, i, f);
endgenshadow();
glEnable(GL_FOG);
glViewport(0, 0, screen->w, screen->h);
if(f) delete f;
}
bool loadshadows(const char *filename)
{
stream *f = opengzfile(filename, "rb");
if(!f) return false;
shadowheader hdr;
if(f->read(&hdr, sizeof(shadowheader))!=sizeof(shadowheader)) { delete f; return false; }
lilswap(&hdr.size, 1);
lilswap(&hdr.frames, 1);
if(hdr.size!=(1<<dynshadowsize) || hdr.frames!=numframes) { delete f; return false; }
lilswap(&hdr.height, 1);
lilswap(&hdr.rad, 1);
uchar *buf = new uchar[hdr.size*hdr.size*hdr.frames];
if(f->read(buf, hdr.size*hdr.size*hdr.frames)!=hdr.size*hdr.size*hdr.frames) { delete f; delete[] buf; return false; }
shadowrad = hdr.rad;
shadows = new GLuint[hdr.frames];
glGenTextures(hdr.frames, shadows);
loopi(hdr.frames) createtexture(shadows[i], hdr.size, hdr.size, &buf[i*hdr.size*hdr.size], 3, true, false, GL_ALPHA);
delete[] buf;
delete f;
return true;
}
void rendershadow(int anim, int varseed, float speed, int basetime, const vec &o, float yaw)
{
if(!shadows) return;
animstate as;
if(!calcanimstate(anim, varseed, speed, basetime, NULL, as)) return;
anpos cur;
cur.setframes(as);
GLuint id = shadows[cur.fr1];
if(id!=lasttex)
{
glBindTexture(GL_TEXTURE_2D, id);
lasttex = id;
}
if(enabledepthmask) { glDepthMask(GL_FALSE); enabledepthmask = false; }
if(enablealphatest) { glDisable(GL_ALPHA_TEST); enablealphatest = false; }
if(!enablealphablend)
{
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
enablealphablend = true;
}
yaw *= RAD;
float c = cosf(yaw), s = sinf(yaw);
float x1 = -shadowrad, x2 = shadowrad;
float y1 = -shadowrad, y2 = shadowrad;
if(dynshadowquad)
{
glBegin(GL_QUADS);
glTexCoord2f(0, 1); glVertex3f(x1*c - y1*s + o.x, y1*c + x1*s + o.y, o.z);
glTexCoord2f(1, 1); glVertex3f(x2*c - y1*s + o.x, y1*c + x2*s + o.y, o.z);
glTexCoord2f(1, 0); glVertex3f(x2*c - y2*s + o.x, y2*c + x2*s + o.y, o.z);
glTexCoord2f(0, 0); glVertex3f(x1*c - y2*s + o.x, y2*c + x1*s + o.y, o.z);
glEnd();
xtraverts += 4;
return;
}
if(!enableoffset)
{
enablepolygonoffset(GL_POLYGON_OFFSET_FILL);
enableoffset = true;
}
if(lastvertexarray)
{
glDisableClientState(GL_VERTEX_ARRAY);
lastvertexarray = NULL;
}
if(lasttexcoordarray)
{
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
lasttexcoordarray = NULL;
}
vec texgenS, texgenT;
texgenS.x = c / (2*shadowrad);
texgenS.y = s / (2*shadowrad);
texgenS.z = -(x1*c - y2*s + o.x)*texgenS.x - (y2*c + x1*s + o.y)*texgenS.y;
texgenT.x = s / (2*shadowrad);
texgenT.y = -c / (2*shadowrad);
texgenT.z = -(x1*c - y2*s + o.x)*texgenT.x - (y2*c + x1*s + o.y)*texgenT.y;
::rendershadow(int(floor(o.x-shadowrad)), int(floor(o.y-shadowrad)), int(ceil(o.x+shadowrad)), int(ceil(o.y+shadowrad)), texgenS, texgenT);
}
char *shadowfile()
{
if(!saveshadows || !filename) return NULL;
static string s;
char *dir = strrchr(filename, PATHDIV);
if(!dir) s[0] = '\0';
else copystring(s, filename, dir-filename+2);
concatstring(s, "shadows.dat");
return s;
}
float calcradius()
{
float rad = 0;
loopv(meshes) rad = max(rad, meshes[i]->calcradius());
return rad;
}
void calcneighbors()
{
loopv(meshes) meshes[i]->calcneighbors();
}
void calcbbs()
{
loopv(meshes) meshes[i]->calcbbs();
}
};
bool loaded;
char *loadname;
vector<part *> parts;
vertmodel(const char *name) : loaded(false)
{
loadname = newstring(name);
}
~vertmodel()
{
delete[] loadname;
parts.deletecontents();
}
char *name() { return loadname; }
void cleanup()
{
loopv(parts) parts[i]->cleanup();
}
bool link(part *link, const char *tag, vec *pos = NULL)
{
loopv(parts) if(parts[i]->link(link, tag, pos)) return true;
return false;
}
void setskin(int tex = 0)
{
//if(parts.length()!=1 || parts[0]->meshes.length()!=1) return;
if(parts.length() < 1 || parts[0]->meshes.length() < 1) return;
mesh &m = *parts[0]->meshes[0];
m.tex = tex;
}
void genshadows(float height, float rad)
{
if(parts.length()>1) return;
parts[0]->genshadows(height, rad);
}
bool hasshadows()
{
return parts.length()==1 && parts[0]->shadows;
}
float calcradius()
{
return parts.empty() ? 0.0f : parts[0]->calcradius();
}
void calcneighbors()
{
loopv(parts) parts[i]->calcneighbors();
}
void calcbbs()
{
loopv(parts) parts[i]->calcbbs();
}
static bool enablealphablend, enablealphatest, enabledepthmask, enableoffset;
static GLuint lasttex;
static float lastalphatest;
static void *lastvertexarray, *lasttexcoordarray, *lastcolorarray;
static glmatrixf matrixstack[32];
static int matrixpos;
void startrender()
{
enablealphablend = enablealphatest = enableoffset = false;
enabledepthmask = true;
lasttex = 0;
lastalphatest = -1;
lastvertexarray = lasttexcoordarray = lastcolorarray = NULL;
}
void endrender()
{
if(enablealphablend) glDisable(GL_BLEND);
if(enablealphatest) glDisable(GL_ALPHA_TEST);
if(!enabledepthmask) glDepthMask(GL_TRUE);
if(lastvertexarray) glDisableClientState(GL_VERTEX_ARRAY);
if(lasttexcoordarray) glDisableClientState(GL_TEXTURE_COORD_ARRAY);
if(lastcolorarray) glDisableClientState(GL_COLOR_ARRAY);
if(enableoffset) disablepolygonoffset(GL_POLYGON_OFFSET_FILL);
}
static modelcache dynalloc, statalloc;
};
bool vertmodel::enablealphablend = false, vertmodel::enablealphatest = false, vertmodel::enabledepthmask = true, vertmodel::enableoffset = false;
GLuint vertmodel::lasttex = 0;
float vertmodel::lastalphatest = -1;
void *vertmodel::lastvertexarray = NULL, *vertmodel::lasttexcoordarray = NULL, *vertmodel::lastcolorarray = NULL;
glmatrixf vertmodel::matrixstack[32];
int vertmodel::matrixpos = 0;
VARF(mdldyncache, 1, 2, 32, vertmodel::dynalloc.resize(mdldyncache<<20));
VARF(mdlstatcache, 1, 1, 32, vertmodel::statalloc.resize(mdlstatcache<<20));
modelcache vertmodel::dynalloc(mdldyncache<<20), vertmodel::statalloc(mdlstatcache<<20);
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