Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright 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( )
{
StudioModel *pSrcModel = g_pStudioModel;
// only the root model has control over flex rules
CStudioHdr *pSrcStudioHdr = pSrcModel->GetStudioHdr();
CStudioHdr *pDstStudioHdr = GetStudioHdr();
if ( !pSrcStudioHdr )
{
pSrcModel = this;
pSrcStudioHdr = GetStudioHdr();
}
float src[MAXSTUDIOFLEXCTRL*4];
for (LocalFlexController_t i = LocalFlexController_t(0); i < pSrcStudioHdr->numflexcontrollers(); i++)
{
mstudioflexcontroller_t *pflex = pSrcStudioHdr->pFlexcontroller( i );
int j = pSrcStudioHdr->pFlexcontroller( i )->localToGlobal;
// remap m_flexweights to full dynamic range, global flexcontroller indexes
if (j >= 0 && j < MAXSTUDIOFLEXCTRL*4)
{
src[j] = pSrcModel->m_flexweight[i] * (pflex->max - pflex->min) + pflex->min;
}
}
pDstStudioHdr->RunFlexRules( src, g_flexdescweight );
}