Class: Quake::Renderer::GLAliasModel
- Inherits:
-
Object
- Object
- Quake::Renderer::GLAliasModel
- Defined in:
- lib/quake/renderer/gl_alias_model.rb
Overview
Renders Quake MDL (alias) models with texture mapping and frame animation.
Constant Summary collapse
- SHADEDOT_QUANT =
16- TOP_RANGE =
16- BOTTOM_RANGE =
96- ANORMS =
[ [-0.525731, 0.000000, 0.850651], [-0.442863, 0.238856, 0.864188], [-0.295242, 0.000000, 0.955423], [-0.309017, 0.500000, 0.809017], [-0.162460, 0.262866, 0.951056], [0.000000, 0.000000, 1.000000], [0.000000, 0.850651, 0.525731], [-0.147621, 0.716567, 0.681718], [0.147621, 0.716567, 0.681718], [0.000000, 0.525731, 0.850651], [0.309017, 0.500000, 0.809017], [0.525731, 0.000000, 0.850651], [0.295242, 0.000000, 0.955423], [0.442863, 0.238856, 0.864188], [0.162460, 0.262866, 0.951056], [-0.681718, 0.147621, 0.716567], [-0.809017, 0.309017, 0.500000], [-0.587785, 0.425325, 0.688191], [-0.850651, 0.525731, 0.000000], [-0.864188, 0.442863, 0.238856], [-0.716567, 0.681718, 0.147621], [-0.688191, 0.587785, 0.425325], [-0.500000, 0.809017, 0.309017], [-0.238856, 0.864188, 0.442863], [-0.425325, 0.688191, 0.587785], [-0.716567, 0.681718, -0.147621], [-0.500000, 0.809017, -0.309017], [-0.525731, 0.850651, 0.000000], [0.000000, 0.850651, -0.525731], [-0.238856, 0.864188, -0.442863], [0.000000, 0.955423, -0.295242], [-0.262866, 0.951056, -0.162460], [0.000000, 1.000000, 0.000000], [0.000000, 0.955423, 0.295242], [-0.262866, 0.951056, 0.162460], [0.238856, 0.864188, 0.442863], [0.262866, 0.951056, 0.162460], [0.500000, 0.809017, 0.309017], [0.238856, 0.864188, -0.442863], [0.262866, 0.951056, -0.162460], [0.500000, 0.809017, -0.309017], [0.850651, 0.525731, 0.000000], [0.716567, 0.681718, 0.147621], [0.716567, 0.681718, -0.147621], [0.525731, 0.850651, 0.000000], [0.425325, 0.688191, 0.587785], [0.864188, 0.442863, 0.238856], [0.688191, 0.587785, 0.425325], [0.809017, 0.309017, 0.500000], [0.681718, 0.147621, 0.716567], [0.587785, 0.425325, 0.688191], [0.955423, 0.295242, 0.000000], [1.000000, 0.000000, 0.000000], [0.951056, 0.162460, 0.262866], [0.850651, -0.525731, 0.000000], [0.955423, -0.295242, 0.000000], [0.864188, -0.442863, 0.238856], [0.951056, -0.162460, 0.262866], [0.809017, -0.309017, 0.500000], [0.681718, -0.147621, 0.716567], [0.850651, 0.000000, 0.525731], [0.864188, 0.442863, -0.238856], [0.809017, 0.309017, -0.500000], [0.951056, 0.162460, -0.262866], [0.525731, 0.000000, -0.850651], [0.681718, 0.147621, -0.716567], [0.681718, -0.147621, -0.716567], [0.850651, 0.000000, -0.525731], [0.809017, -0.309017, -0.500000], [0.864188, -0.442863, -0.238856], [0.951056, -0.162460, -0.262866], [0.147621, 0.716567, -0.681718], [0.309017, 0.500000, -0.809017], [0.425325, 0.688191, -0.587785], [0.442863, 0.238856, -0.864188], [0.587785, 0.425325, -0.688191], [0.688191, 0.587785, -0.425325], [-0.147621, 0.716567, -0.681718], [-0.309017, 0.500000, -0.809017], [0.000000, 0.525731, -0.850651], [-0.525731, 0.000000, -0.850651], [-0.442863, 0.238856, -0.864188], [-0.295242, 0.000000, -0.955423], [-0.162460, 0.262866, -0.951056], [0.000000, 0.000000, -1.000000], [0.295242, 0.000000, -0.955423], [0.162460, 0.262866, -0.951056], [-0.442863, -0.238856, -0.864188], [-0.309017, -0.500000, -0.809017], [-0.162460, -0.262866, -0.951056], [0.000000, -0.850651, -0.525731], [-0.147621, -0.716567, -0.681718], [0.147621, -0.716567, -0.681718], [0.000000, -0.525731, -0.850651], [0.309017, -0.500000, -0.809017], [0.442863, -0.238856, -0.864188], [0.162460, -0.262866, -0.951056], [0.238856, -0.864188, -0.442863], [0.500000, -0.809017, -0.309017], [0.425325, -0.688191, -0.587785], [0.716567, -0.681718, -0.147621], [0.688191, -0.587785, -0.425325], [0.587785, -0.425325, -0.688191], [0.000000, -0.955423, -0.295242], [0.000000, -1.000000, 0.000000], [0.262866, -0.951056, -0.162460], [0.000000, -0.850651, 0.525731], [0.000000, -0.955423, 0.295242], [0.238856, -0.864188, 0.442863], [0.262866, -0.951056, 0.162460], [0.500000, -0.809017, 0.309017], [0.716567, -0.681718, 0.147621], [0.525731, -0.850651, 0.000000], [-0.238856, -0.864188, -0.442863], [-0.500000, -0.809017, -0.309017], [-0.262866, -0.951056, -0.162460], [-0.850651, -0.525731, 0.000000], [-0.716567, -0.681718, -0.147621], [-0.716567, -0.681718, 0.147621], [-0.525731, -0.850651, 0.000000], [-0.500000, -0.809017, 0.309017], [-0.238856, -0.864188, 0.442863], [-0.262866, -0.951056, 0.162460], [-0.864188, -0.442863, 0.238856], [-0.809017, -0.309017, 0.500000], [-0.688191, -0.587785, 0.425325], [-0.681718, -0.147621, 0.716567], [-0.442863, -0.238856, 0.864188], [-0.587785, -0.425325, 0.688191], [-0.309017, -0.500000, 0.809017], [-0.147621, -0.716567, 0.681718], [-0.425325, -0.688191, 0.587785], [-0.162460, -0.262866, 0.951056], [0.442863, -0.238856, 0.864188], [0.162460, -0.262866, 0.951056], [0.309017, -0.500000, 0.809017], [0.147621, -0.716567, 0.681718], [0.000000, -0.525731, 0.850651], [0.425325, -0.688191, 0.587785], [0.587785, -0.425325, 0.688191], [0.688191, -0.587785, 0.425325], [-0.955423, 0.295242, 0.000000], [-0.951056, 0.162460, 0.262866], [-1.000000, 0.000000, 0.000000], [-0.850651, 0.000000, 0.525731], [-0.955423, -0.295242, 0.000000], [-0.951056, -0.162460, 0.262866], [-0.864188, 0.442863, -0.238856], [-0.951056, 0.162460, -0.262866], [-0.809017, 0.309017, -0.500000], [-0.864188, -0.442863, -0.238856], [-0.951056, -0.162460, -0.262866], [-0.809017, -0.309017, -0.500000], [-0.681718, 0.147621, -0.716567], [-0.681718, -0.147621, -0.716567], [-0.850651, 0.000000, -0.525731], [-0.688191, 0.587785, -0.425325], [-0.587785, 0.425325, -0.688191], [-0.425325, 0.688191, -0.587785], [-0.425325, -0.688191, -0.587785], [-0.587785, -0.425325, -0.688191], [-0.688191, -0.587785, -0.425325] ].freeze
- ST_RAND =
sync_type: entities get a random animation phase
1
Class Method Summary collapse
- .alias_shade_color(vertex, shade_scale:, shadedot: 1.0) ⇒ Object
- .alias_shadedot(yaw:, normal_index:) ⇒ Object
- .alias_texcoord(stvert, triangle, skin_width:, skin_height:) ⇒ Object
- .alias_vertex_position(model, vertex, model_name: nil) ⇒ Object
- .apply_alias_transform(position:, yaw:, pitch:, roll: 0.0) ⇒ Object
-
.find_interval_index(intervals, time) ⇒ Object
Mod_FindInterval: intervals are cumulative timestamps, so groups may hold poses for different durations.
- .quake_alias_lighting(ambient_light:, shade_light:, model_name: nil, view_model: false, client_index: nil) ⇒ Object
- .resolve_frame_entry(entry, time: 0.0) ⇒ Object
- .resolve_frame_index(num_frames, frame_index) ⇒ Object
- .resolve_skin_index(num_skins, skin_index) ⇒ Object
- .resolve_skin_variant_index(variant_count, time: 0.0, intervals: nil) ⇒ Object
- .translate_player_skin(pixels, colors:) ⇒ Object
Instance Method Summary collapse
- #frame_count ⇒ Object
-
#initialize(model, palette, model_name: nil) ⇒ GLAliasModel
constructor
A new instance of GLAliasModel.
-
#pose_mesh(frame) ⇒ Object
Flat per-pose mesh [s, t, normal_index, x, y, z] per emitted vertex, precomputed once: texcoords and scale/scale_origin baking don't change between frames.
- #random_sync? ⇒ Boolean
-
#render(frame_index:, lerp: 0.0, position: Math::Vec3::ORIGIN, yaw: 0.0, pitch: 0.0, roll: 0.0, scale: 1.0, skin_index: 0, time: 0.0, ambient_light: 200.0, shade_light: 200.0, view_model: false, client_index: nil, player_colors: nil) ⇒ Object
Render the model at a given frame (interpolation between two frames).
Constructor Details
#initialize(model, palette, model_name: nil) ⇒ GLAliasModel
Returns a new instance of GLAliasModel.
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# File 'lib/quake/renderer/gl_alias_model.rb', line 181 def initialize(model, palette, model_name: nil) @model = model @palette = palette @model_name = model_name @skin_textures = [] @translated_skin_textures = {} upload_skins end |
Class Method Details
.alias_shade_color(vertex, shade_scale:, shadedot: 1.0) ⇒ Object
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# File 'lib/quake/renderer/gl_alias_model.rb', line 291 def self.alias_shade_color(vertex, shade_scale:, shadedot: 1.0) light = shadedot.to_f * shade_scale.to_f [light, light, light] end |
.alias_shadedot(yaw:, normal_index:) ⇒ Object
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# File 'lib/quake/renderer/gl_alias_model.rb', line 296 def self.alias_shadedot(yaw:, normal_index:) quantized = ((yaw.to_f * (SHADEDOT_QUANT / 360.0)).to_i) & (SHADEDOT_QUANT - 1) ANORM_DOTS[quantized].fetch(normal_index.to_i, 1.0) end |
.alias_texcoord(stvert, triangle, skin_width:, skin_height:) ⇒ Object
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# File 'lib/quake/renderer/gl_alias_model.rb', line 194 def self.alias_texcoord(stvert, triangle, skin_width:, skin_height:) s = stvert.s.to_f t = stvert.t.to_f s += skin_width * 0.5 if stvert.on_seam != 0 && triangle.faces_front == 0 [(s + 0.5) / skin_width, (t + 0.5) / skin_height] end |
.alias_vertex_position(model, vertex, model_name: nil) ⇒ Object
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# File 'lib/quake/renderer/gl_alias_model.rb', line 301 def self.alias_vertex_position(model, vertex, model_name: nil) if model_name == "progs/eyes.mdl" return [ vertex.x * model.scale.x * 2.0 + model.scale_origin.x, vertex.y * model.scale.y * 2.0 + model.scale_origin.y, vertex.z * model.scale.z * 2.0 + model.scale_origin.z - 30.0 ] end [ vertex.x * model.scale.x + model.scale_origin.x, vertex.y * model.scale.y + model.scale_origin.y, vertex.z * model.scale.z + model.scale_origin.z ] end |
.apply_alias_transform(position:, yaw:, pitch:, roll: 0.0) ⇒ Object
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# File 'lib/quake/renderer/gl_alias_model.rb', line 264 def self.apply_alias_transform(position:, yaw:, pitch:, roll: 0.0) GL.Translatef(position.x, position.y, position.z) GL.Rotatef(yaw, 0.0, 0.0, 1.0) GL.Rotatef(pitch, 0.0, 1.0, 0.0) GL.Rotatef(roll, 1.0, 0.0, 0.0) end |
.find_interval_index(intervals, time) ⇒ Object
Mod_FindInterval: intervals are cumulative timestamps, so groups may hold poses for different durations.
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# File 'lib/quake/renderer/gl_alias_model.rb', line 214 def self.find_interval_index(intervals, time) return 0 if intervals.nil? || intervals.empty? full = intervals.last.to_f return 0 if full <= 0.0 target = time.to_f % full intervals.each_with_index do |value, i| return i if value.to_f > target end intervals.size - 1 end |
.quake_alias_lighting(ambient_light:, shade_light:, model_name: nil, view_model: false, client_index: nil) ⇒ Object
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# File 'lib/quake/renderer/gl_alias_model.rb', line 271 def self.quake_alias_lighting(ambient_light:, shade_light:, model_name: nil, view_model: false, client_index: nil) ambient = ambient_light.to_f shade = shade_light.to_f ambient = shade = 24.0 if view_model && ambient < 24.0 ambient = 128.0 if ambient > 128.0 shade = 192.0 - ambient if ambient + shade > 192.0 if client_index && client_index.between?(1, 32) && ambient < 8.0 ambient = shade = 8.0 end if %w[progs/flame2.mdl progs/flame.mdl].include?(model_name) ambient = shade = 256.0 end [ambient, shade / 200.0] end |
.resolve_frame_entry(entry, time: 0.0) ⇒ Object
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# File 'lib/quake/renderer/gl_alias_model.rb', line 203 def self.resolve_frame_entry(entry, time: 0.0) case entry when Mdl::Frame entry when Mdl::FrameGroup entry.frames[find_interval_index(entry.intervals, time)] end end |
.resolve_frame_index(num_frames, frame_index) ⇒ Object
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# File 'lib/quake/renderer/gl_alias_model.rb', line 227 def self.resolve_frame_index(num_frames, frame_index) index = frame_index.to_i return 0 if index.negative? || index >= num_frames index end |
.resolve_skin_index(num_skins, skin_index) ⇒ Object
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# File 'lib/quake/renderer/gl_alias_model.rb', line 244 def self.resolve_skin_index(num_skins, skin_index) index = skin_index.to_i return 0 if index.negative? || index >= num_skins index end |
.resolve_skin_variant_index(variant_count, time: 0.0, intervals: nil) ⇒ Object
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# File 'lib/quake/renderer/gl_alias_model.rb', line 234 def self.resolve_skin_variant_index(variant_count, time: 0.0, intervals: nil) return 0 if variant_count <= 1 if intervals && !intervals.empty? find_interval_index(intervals, time).clamp(0, variant_count - 1) else ((time.to_f * 10.0).to_i & 3) % variant_count end end |
.translate_player_skin(pixels, colors:) ⇒ Object
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# File 'lib/quake/renderer/gl_alias_model.rb', line 251 def self.translate_player_skin(pixels, colors:) top = colors.to_i & 0xf0 bottom = (colors.to_i & 15) << 4 translate = (0..255).to_a 16.times do |i| translate[TOP_RANGE + i] = top < 128 ? top + i : top + 15 - i translate[BOTTOM_RANGE + i] = bottom < 128 ? bottom + i : bottom + 15 - i end pixels.each_byte.map { |idx| translate[idx] }.pack("C*") end |
Instance Method Details
#frame_count ⇒ Object
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# File 'lib/quake/renderer/gl_alias_model.rb', line 381 def frame_count @model.frames.size end |
#pose_mesh(frame) ⇒ Object
Flat per-pose mesh [s, t, normal_index, x, y, z] per emitted vertex, precomputed once: texcoords and scale/scale_origin baking don't change between frames.
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# File 'lib/quake/renderer/gl_alias_model.rb', line 388 def pose_mesh(frame) @pose_meshes ||= {} @pose_meshes[frame.object_id] ||= build_pose_mesh(frame) end |
#random_sync? ⇒ Boolean
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# File 'lib/quake/renderer/gl_alias_model.rb', line 190 def random_sync? @model.sync_type == ST_RAND end |
#render(frame_index:, lerp: 0.0, position: Math::Vec3::ORIGIN, yaw: 0.0, pitch: 0.0, roll: 0.0, scale: 1.0, skin_index: 0, time: 0.0, ambient_light: 200.0, shade_light: 200.0, view_model: false, client_index: nil, player_colors: nil) ⇒ Object
Render the model at a given frame (interpolation between two frames). frame_index: current frame number lerp: 0.0-1.0 interpolation factor to next frame position: Vec3 world position yaw: rotation angle in degrees
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# File 'lib/quake/renderer/gl_alias_model.rb', line 322 def render(frame_index:, lerp: 0.0, position: Math::Vec3::ORIGIN, yaw: 0.0, pitch: 0.0, roll: 0.0, scale: 1.0, skin_index: 0, time: 0.0, ambient_light: 200.0, shade_light: 200.0, view_model: false, client_index: nil, player_colors: nil) frame = resolve_frame(frame_index, time: time) next_frame = resolve_frame(frame_index + 1, time: time) _ambient, shade_scale = self.class.quake_alias_lighting( ambient_light: ambient_light, shade_light: shade_light, model_name: @model_name, view_model: view_model, client_index: client_index ) GL.PushMatrix self.class.apply_alias_transform(position: position, yaw: yaw, pitch: pitch, roll: roll) GL.Enable(GL::TEXTURE_2D) resolved_skin_index = self.class.resolve_skin_index(@skin_textures.size, skin_index) skin_textures = @skin_textures[resolved_skin_index] variant = self.class.resolve_skin_variant_index( skin_textures.size, time: time, intervals: @model.skin_intervals[resolved_skin_index] ) skin_texture = if player_colors translated_player_skin_texture(resolved_skin_index, variant, player_colors) else skin_textures&.fetch(variant, skin_textures&.first) end GL.BindTexture(GL::TEXTURE_2D, skin_texture) if skin_texture GL.ShadeModel(GL::SMOOTH) GL.TexEnvi(GL::TEXTURE_ENV, GL::TEXTURE_ENV_MODE, GL::MODULATE) quantized = ((yaw.to_f * (SHADEDOT_QUANT / 360.0)).to_i) & (SHADEDOT_QUANT - 1) dots = ANORM_DOTS[quantized] mesh = pose_mesh(frame) next_mesh = pose_mesh(next_frame) if lerp > 0.0 && next_frame GL.Begin(GL::TRIANGLES) i = 0 size = mesh.size while i < size GL.TexCoord2f(mesh[i], mesh[i + 1]) light = dots[mesh[i + 2]] * shade_scale GL.Color3f(light, light, light) if next_mesh GL.Vertex3f((mesh[i + 3] + (next_mesh[i + 3] - mesh[i + 3]) * lerp) * scale, (mesh[i + 4] + (next_mesh[i + 4] - mesh[i + 4]) * lerp) * scale, (mesh[i + 5] + (next_mesh[i + 5] - mesh[i + 5]) * lerp) * scale) else GL.Vertex3f(mesh[i + 3] * scale, mesh[i + 4] * scale, mesh[i + 5] * scale) end i += 6 end GL.End GL.TexEnvi(GL::TEXTURE_ENV, GL::TEXTURE_ENV_MODE, GL::REPLACE) GL.ShadeModel(GL::FLAT) GL.PopMatrix end |