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