Counter Strike : Global Offensive Source Code
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//========= Copyright � 1996-2005, Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//
//=============================================================================//
#include <string.h>
#include <assert.h>
#include "ViewerSettings.h"
#include "StudioModel.h"
#include "bitmap/TGALoader.h"
#include "materialsystem/imaterial.h"
#include "materialsystem/imaterialvar.h"
#include "materialsystem/ITexture.h"
#include "matsyswin.h"
#include "istudiorender.h"
#include "studio_render.h"
Vector g_viewtarget( 0, 0, 0 ); float g_flexdescweight[MAXSTUDIOFLEXDESC]; float g_flexdescweight2[MAXSTUDIOFLEXDESC]; Vector vright( 1, 0, 0 ); Vector vup( 0, 1, 0 ); Vector r_origin( 0, 0, 0 );
// hack! Should probably use the gamma stuff in mathlib since we already linking it.
int LocalLinearToTexture( float v ) { return pow( v, 1.0f / 2.2f ) * 255; }
// hack! Should probably use the gamma stuff in mathlib since we already linking it.
float LocalTextureToLinear( int c ) { return pow( c / 255.0, 2.2 ); }
#define sign( a ) (((a) < 0) ? -1 : (((a) > 0) ? 1 : 0 ))
void StudioModel::RunFlexRules( ) { CStudioHdr *pStudioHdr = GetStudioHdr();
float src[MAXSTUDIOFLEXCTRL*4];
for (LocalFlexController_t i = LocalFlexController_t(0); i < pStudioHdr->numflexcontrollers(); i++) { mstudioflexcontroller_t *pflex = pStudioHdr->pFlexcontroller( i ); int j = pStudioHdr->pFlexcontroller( i )->localToGlobal; // remap m_flexweights to full dynamic range, global flexcontroller indexes
if (j >= 0 && j < MAXSTUDIOFLEXCTRL*4) { src[j] = m_flexweight[i] * (pflex->max - pflex->min) + pflex->min; } } pStudioHdr->RunFlexRules( src, g_flexdescweight ); }
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