//========= Copyright Valve Corporation, All rights reserved. ============// // // Purpose: // // $NoKeywords: $ // //=============================================================================// #include #include #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 ); }