2 Copyright (C) 1996-1997 Id Software, Inc.
4 This program is free software; you can redistribute it and/or
5 modify it under the terms of the GNU General Public License
6 as published by the Free Software Foundation; either version 2
7 of the License, or (at your option) any later version.
9 This program is distributed in the hope that it will be useful,
10 but WITHOUT ANY WARRANTY; without even the implied warranty of
11 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
13 See the GNU General Public License for more details.
15 You should have received a copy of the GNU General Public License
16 along with this program; if not, write to the Free Software
17 Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
21 #ifndef MODEL_SHARED_H
22 #define MODEL_SHARED_H
24 typedef enum {ST_SYNC=0, ST_RAND } synctype_t;
28 d*_t structures are on-disk representations
29 m*_t structures are in-memory
33 typedef enum {mod_invalid, mod_brushq1, mod_sprite, mod_alias, mod_brushq2, mod_brushq3} modtype_t;
35 typedef struct animscene_s
37 char name[32]; // for viewthing support
40 int loop; // true or false
45 typedef struct skinframe_s
47 rtexture_t *stain; // inverse modulate with background (used for decals and such)
48 rtexture_t *merged; // original texture without glow
49 rtexture_t *base; // original texture without pants/shirt/glow
50 rtexture_t *pants; // pants only (in greyscale)
51 rtexture_t *shirt; // shirt only (in greyscale)
52 rtexture_t *nmap; // normalmap (bumpmap for dot3)
53 rtexture_t *gloss; // glossmap (for dot3)
54 rtexture_t *glow; // glow only (fullbrights)
55 rtexture_t *fog; // alpha of the base texture (if not opaque)
61 typedef struct overridetagname_s
67 // a replacement set of tag names, per skin
68 typedef struct overridetagnameset_s
70 int num_overridetagnames;
71 overridetagname_t *data_overridetagnames;
75 typedef struct surfmeshvertexboneweight_s
77 unsigned int vertexindex;
78 unsigned int boneindex;
82 surfmeshvertexboneweight_t;
84 // used for mesh lists in q1bsp/q3bsp map models
85 // (the surfaces reference portions of these meshes)
86 typedef struct surfmesh_s
88 int num_triangles; // number of triangles in the mesh
89 int *data_element3i; // int[tris*3] triangles of the mesh, 3 indices into vertex arrays for each
90 int *data_neighbor3i; // int[tris*3] neighboring triangle on each edge (-1 if none)
91 int num_vertices; // number of vertices in the mesh
92 float *data_vertex3f; // float[verts*3] vertex locations
93 float *data_svector3f; // float[verts*3] direction of 'S' (right) texture axis for each vertex
94 float *data_tvector3f; // float[verts*3] direction of 'T' (down) texture axis for each vertex
95 float *data_normal3f; // float[verts*3] direction of 'R' (out) texture axis for each vertex
96 float *data_texcoordtexture2f; // float[verts*2] texcoords for surface texture
97 float *data_texcoordlightmap2f; // float[verts*2] texcoords for lightmap texture
98 float *data_lightmapcolor4f;
99 int *data_lightmapoffsets; // index into surface's lightmap samples for vertex lighting
100 // morph blending, these are zero if model is skeletal or static
102 float *data_morphvertex3f;
103 // skeletal blending, these are zero if model is morph or static
104 int num_vertexboneweights;
105 surfmeshvertexboneweight_t *data_vertexboneweights;
109 #define SHADOWMESHVERTEXHASH 1024
110 typedef struct shadowmeshvertexhash_s
112 struct shadowmeshvertexhash_s *next;
114 shadowmeshvertexhash_t;
116 typedef struct shadowmesh_s
118 // next mesh in chain
119 struct shadowmesh_s *next;
120 // used for light mesh (NULL on shadow mesh)
121 rtexture_t *map_diffuse;
122 rtexture_t *map_specular;
123 rtexture_t *map_normal;
125 int numverts, maxverts;
126 int numtriangles, maxtriangles;
129 // used for light mesh (NULL on shadow mesh)
136 // used for shadow mesh (NULL on light mesh)
138 // these are NULL after Mod_ShadowMesh_Finish is performed, only used
139 // while building meshes
140 shadowmeshvertexhash_t **vertexhashtable, *vertexhashentries;
144 typedef struct texture_s
150 unsigned int width, height;
152 //unsigned int flags;
154 // base material flags
155 int basematerialflags;
156 // current material flags (updated each bmodel render)
157 int currentmaterialflags;
159 // loaded the same as model skins
162 // total frames in sequence and alternate sequence
164 // direct pointers to each of the frames in the sequences
165 // (indexed as [alternate][frame])
166 struct texture_s *anim_frames[2][10];
167 // set if animated or there is an alternate frame set
168 // (this is an optimization in the renderer)
171 // the current texture frame in animation
172 struct texture_s *currentframe;
173 // current alpha of the texture
175 // current texture transform matrix (used for water scrolling)
176 matrix4x4_t currenttexmatrix;
180 char firstpasstexturename[64]; // used only during loading
198 typedef struct msurface_lightmapinfo_s
200 // texture mapping properties used by this surface
201 mtexinfo_t *texinfo; // q1bsp
202 // index into d_lightstylevalue array, 255 means not used (black)
203 qbyte styles[MAXLIGHTMAPS]; // q1bsp
204 // RGB lighting data [numstyles][height][width][3]
205 qbyte *samples; // q1bsp
206 // stain to apply on lightmap (soot/dirt/blood/whatever)
207 qbyte *stainsamples; // q1bsp
208 // the stride when building lightmaps to comply with fragment update
209 int lightmaptexturestride; // q1bsp
210 int texturemins[2]; // q1bsp
211 int extents[2]; // q1bsp
213 msurface_lightmapinfo_t;
216 typedef struct msurface_s
218 // bounding box for onscreen checks
221 // the texture to use on the surface
223 // the lightmap texture fragment to use on the rendering mesh
224 rtexture_t *lightmaptexture;
226 // this surface is part of this mesh
227 surfmesh_t *groupmesh;
228 int num_triangles; // number of triangles in the mesh
229 int num_firsttriangle; // first triangle in the mesh (index into groupmesh)
230 int num_vertices; // number of vertices in the mesh
231 int num_firstvertex; // first vertex in the mesh (index into groupmesh)
233 // shadow volume building information
234 int num_firstshadowmeshtriangle; // index into model->brush.shadowmesh
236 // lightmaptexture rebuild information not used in q3bsp
237 int cached_dlight; // q1bsp // forces rebuild of lightmaptexture
238 msurface_lightmapinfo_t *lightmapinfo; // q1bsp
240 // mesh information for collisions (only used by q3bsp curves)
241 int num_collisiontriangles; // q3bsp
242 int *data_collisionelement3i; // q3bsp
243 int num_collisionvertices; // q3bsp
244 float *data_collisionvertex3f; // q3bsp
245 struct q3deffect_s *effect; // q3bsp
246 // FIXME: collisionmarkframe should be kept in a separate array
247 int collisionmarkframe; // q3bsp // don't collide twice in one trace
251 #include "matrixlib.h"
253 #include "model_brush.h"
254 #include "model_sprite.h"
255 #include "model_alias.h"
257 typedef struct model_sprite_s
260 mspriteframe_t *sprdata_frames;
266 typedef struct model_brush_s
268 // true if this model is a HalfLife .bsp file
270 // true if this model is a Martial Concert .bsp file
272 // string of entity definitions (.map format)
275 // if non-zero this is a submodel
276 // (this is the number of the submodel, an index into submodels)
279 // number of submodels in this map (just used by server to know how many
280 // submodels to load)
282 // pointers to each of the submodels if .isworldmodel is true
283 struct model_s **submodels;
286 mplane_t *data_planes;
291 // visible leafs, not counting 0 (solid)
293 // number of actual leafs (including 0 which is solid)
298 int *data_leafbrushes;
300 int num_leafsurfaces;
301 int *data_leafsurfaces;
304 mportal_t *data_portals;
306 int num_portalpoints;
307 mvertex_t *data_portalpoints;
310 q3mbrush_t *data_brushes;
313 q3mbrushside_t *data_brushsides;
317 int num_pvsclusterbytes;
318 unsigned char *data_pvsclusters;
320 //pvschain = model->brush.data_pvsclusters + mycluster * model->brush.num_pvsclusterbytes;
321 //if (pvschain[thatcluster >> 3] & (1 << (thatcluster & 7)))
323 // a mesh containing all shadow casting geometry for the whole model (including submodels), portions of this are referenced by each surface's num_firstshadowmeshtriangle
324 shadowmesh_t *shadowmesh;
327 int (*SuperContentsFromNativeContents)(struct model_s *model, int nativecontents);
328 int (*NativeContentsFromSuperContents)(struct model_s *model, int supercontents);
329 qbyte *(*GetPVS)(struct model_s *model, const vec3_t p);
330 int (*FatPVS)(struct model_s *model, const vec3_t org, vec_t radius, qbyte *pvsbuffer, int pvsbufferlength);
331 int (*BoxTouchingPVS)(struct model_s *model, const qbyte *pvs, const vec3_t mins, const vec3_t maxs);
332 int (*BoxTouchingLeafPVS)(struct model_s *model, const qbyte *pvs, const vec3_t mins, const vec3_t maxs);
333 int (*BoxTouchingVisibleLeafs)(struct model_s *model, const qbyte *visibleleafs, const vec3_t mins, const vec3_t maxs);
334 void (*LightPoint)(struct model_s *model, const vec3_t p, vec3_t ambientcolor, vec3_t diffusecolor, vec3_t diffusenormal);
335 void (*FindNonSolidLocation)(struct model_s *model, const vec3_t in, vec3_t out, vec_t radius);
336 mleaf_t *(*PointInLeaf)(struct model_s *model, const float *p);
337 // these are actually only found on brushq1, but NULL is handled gracefully
338 void (*AmbientSoundLevelsForPoint)(struct model_s *model, const vec3_t p, qbyte *out, int outsize);
339 void (*RoundUpToHullSize)(struct model_s *cmodel, const vec3_t inmins, const vec3_t inmaxs, vec3_t outmins, vec3_t outmaxs);
343 rtexture_t *solidskytexture;
344 rtexture_t *alphaskytexture;
348 typedef struct model_brushq1_s
350 // lightmap format, set to r_lightmaprgba when model is loaded
368 dclipnode_t *clipnodes;
370 hull_t hulls[MAX_MAP_HULLS];
372 int num_compressedpvs;
373 qbyte *data_compressedpvs;
381 // lightmap update chains for light styles
384 int *light_stylevalue;
385 msurface_t ***light_styleupdatechains;
386 msurface_t **light_styleupdatechainsbuffer;
390 /* MSVC can't compile empty structs, so this is commented out for now
391 typedef struct model_brushq2_s
397 typedef struct model_brushq3_s
400 q3dmodel_t *data_models;
402 // freed after loading!
404 float *data_vertex3f;
405 float *data_texcoordtexture2f;
406 float *data_texcoordlightmap2f;
409 // freed after loading!
414 q3deffect_t *data_effects;
418 rtexture_t **data_lightmaps;
420 // voxel light data with directional shading
422 q3dlightgrid_t *data_lightgrid;
423 // size of each cell (may vary by map, typically 64 64 128)
424 float num_lightgrid_cellsize[3];
425 // 1.0 / num_lightgrid_cellsize
426 float num_lightgrid_scale[3];
427 // dimensions of the world model in lightgrid cells
428 int num_lightgrid_imins[3];
429 int num_lightgrid_imaxs[3];
430 int num_lightgrid_isize[3];
432 int num_lightgrid_dimensions[3];
433 // transform modelspace coordinates to lightgrid index
434 matrix4x4_t num_lightgrid_indexfromworld;
438 typedef struct model_s
440 // name and path of model, for example "progs/player.mdl"
441 char name[MAX_QPATH];
442 // model needs to be loaded if this is false
444 // set if the model is used in current map, models which are not, are purged
446 // true if this is the world model (I.E. defines what sky to use, and may contain submodels)
447 qboolean isworldmodel;
448 // CRC of the file this model was loaded from, to reload if changed
450 // mod_brush, mod_alias, mod_sprite
452 // memory pool for allocations
454 // all models use textures...
455 rtexturepool_t *texturepool;
456 // flags from the model file
458 // engine calculated flags, ones that can not be set in the file
460 // number of QC accessible frame(group)s in the model
462 // number of QC accessible skin(group)s in the model
464 // whether to randomize animated framegroups
466 // bounding box at angles '0 0 0'
467 vec3_t normalmins, normalmaxs;
468 // bounding box if yaw angle is not 0, but pitch and roll are
469 vec3_t yawmins, yawmaxs;
470 // bounding box if pitch or roll are used
471 vec3_t rotatedmins, rotatedmaxs;
472 // sphere radius, usable at any angles
474 // squared sphere radius for easier comparisons
476 // skin animation info
477 animscene_t *skinscenes; // [numskins]
478 // skin animation info
479 animscene_t *animscenes; // [numframes]
480 // range of surface numbers in this (sub)model
481 int firstmodelsurface;
482 int nummodelsurfaces;
483 // range of collision brush numbers in this (sub)model
486 // list of surface numbers in this (sub)model
491 aliastag_t *data_tags;
492 // for skeletal models
494 aliasbone_t *data_bones;
497 // textures of this model
499 texture_t *data_textures;
500 // surfaces of this model
502 msurface_t *data_surfaces;
503 // optional lightmapinfo data for surface lightmap updates
504 msurface_lightmapinfo_t *data_surfaces_lightmapinfo;
505 // surface meshes are merged to a smaller set of meshes to allow reduced
506 // vertex array switching, the meshes are limited to 65536 vertices each
507 // to play nice with Geforce1 hardware
509 surfmesh_t **meshlist;
510 // draw the model's sky polygons (only used by brush models)
511 void(*DrawSky)(struct entity_render_s *ent);
512 // draw the model using lightmap/dlight shading
513 void(*Draw)(struct entity_render_s *ent);
514 // gathers info on which clusters and surfaces are lit by light, as well as calculating a bounding box
515 void(*GetLightInfo)(struct entity_render_s *ent, vec3_t relativelightorigin, float lightradius, vec3_t outmins, vec3_t outmaxs, int *outleaflist, qbyte *outleafpvs, int *outnumleafspointer, int *outsurfacelist, qbyte *outsurfacepvs, int *outnumsurfacespointer);
516 // compile a shadow volume for the model based on light source
517 void(*CompileShadowVolume)(struct entity_render_s *ent, vec3_t relativelightorigin, float lightradius, int numsurfaces, const int *surfacelist);
518 // draw a shadow volume for the model based on light source
519 void(*DrawShadowVolume)(struct entity_render_s *ent, vec3_t relativelightorigin, float lightradius, int numsurfaces, const int *surfacelist, const vec3_t lightmins, const vec3_t lightmaxs);
520 // draw the lighting on a model (through stencil)
521 void(*DrawLight)(struct entity_render_s *ent, float *lightcolor, int numsurfaces, const int *surfacelist);
522 // trace a box against this model
523 void (*TraceBox)(struct model_s *model, int frame, struct trace_s *trace, const vec3_t boxstartmins, const vec3_t boxstartmaxs, const vec3_t boxendmins, const vec3_t boxendmaxs, int hitsupercontentsmask);
524 // fields belonging to some types of model
525 model_sprite_t sprite;
527 model_brushq1_t brushq1;
528 /* MSVC can't handle an empty struct, so this is commented out for now
529 model_brushq2_t brushq2;
531 model_brushq3_t brushq3;
532 // skin files can have different tags for each skin
533 overridetagnameset_t *data_overridetagnamesforskin;
534 // flags this model for offseting sounds to the model center (used by brush models)
539 //============================================================================
542 extern model_t *loadmodel;
543 extern qbyte *mod_base;
544 // sky/water subdivision
545 //extern cvar_t gl_subdivide_size;
546 // texture fullbrights
547 extern cvar_t r_fullbrights;
549 void Mod_Init (void);
550 #define Mod_CheckLoaded(mod) (mod ? (mod->loaded ? (mod->used = true) : (Mod_LoadModel(mod, true, true, mod->isworldmodel), true)) : false)
551 model_t *Mod_LoadModel(model_t *mod, qboolean crash, qboolean checkdisk, qboolean isworldmodel);
552 void Mod_ClearAll (void);
553 model_t *Mod_FindName (const char *name);
554 model_t *Mod_ForName (const char *name, qboolean crash, qboolean checkdisk, qboolean isworldmodel);
555 void Mod_UnloadModel (model_t *mod);
557 void Mod_ClearUsed(void);
558 void Mod_PurgeUnused(void);
559 void Mod_RemoveStaleWorldModels(model_t *skip); // only used during loading!
560 void Mod_LoadModels(void);
562 extern model_t *loadmodel;
563 extern char loadname[32]; // for hunk tags
565 int Mod_BuildVertexRemapTableFromElements(int numelements, const int *elements, int numvertices, int *remapvertices);
566 void Mod_BuildTriangleNeighbors(int *neighbors, const int *elements, int numtriangles);
567 void Mod_ValidateElements(int *elements, int numtriangles, int numverts, const char *filename, int fileline);
568 void Mod_BuildNormals(int firstvertex, int numvertices, int numtriangles, const float *vertex3f, const int *elements, float *normal3f, qboolean areaweighting);
569 void Mod_BuildTextureVectorsAndNormals(int firstvertex, int numvertices, int numtriangles, const float *vertex, const float *texcoord, const int *elements, float *svectors, float *tvectors, float *normals, qboolean areaweighting);
571 surfmesh_t *Mod_AllocSurfMesh(mempool_t *mempool, int numvertices, int numtriangles, qboolean lightmapoffsets, qboolean vertexcolors, qboolean neighbors);
573 shadowmesh_t *Mod_ShadowMesh_Alloc(mempool_t *mempool, int maxverts, int maxtriangles, rtexture_t *map_diffuse, rtexture_t *map_specular, rtexture_t *map_normal, int light, int neighbors, int expandable);
574 shadowmesh_t *Mod_ShadowMesh_ReAlloc(mempool_t *mempool, shadowmesh_t *oldmesh, int light, int neighbors);
575 int Mod_ShadowMesh_AddVertex(shadowmesh_t *mesh, float *vertex14f);
576 void Mod_ShadowMesh_AddTriangle(mempool_t *mempool, shadowmesh_t *mesh, rtexture_t *map_diffuse, rtexture_t *map_specular, rtexture_t *map_normal, float *vertex14f);
577 void Mod_ShadowMesh_AddMesh(mempool_t *mempool, shadowmesh_t *mesh, rtexture_t *map_diffuse, rtexture_t *map_specular, rtexture_t *map_normal, const float *vertex3f, const float *svector3f, const float *tvector3f, const float *normal3f, const float *texcoord2f, int numtris, const int *element3i);
578 shadowmesh_t *Mod_ShadowMesh_Begin(mempool_t *mempool, int maxverts, int maxtriangles, rtexture_t *map_diffuse, rtexture_t *map_specular, rtexture_t *map_normal, int light, int neighbors, int expandable);
579 shadowmesh_t *Mod_ShadowMesh_Finish(mempool_t *mempool, shadowmesh_t *firstmesh, int light, int neighbors);
580 void Mod_ShadowMesh_CalcBBox(shadowmesh_t *firstmesh, vec3_t mins, vec3_t maxs, vec3_t center, float *radius);
581 void Mod_ShadowMesh_Free(shadowmesh_t *mesh);
583 int Mod_LoadSkinFrame(skinframe_t *skinframe, char *basename, int textureflags, int loadpantsandshirt, int loadglowtexture);
584 int Mod_LoadSkinFrame_Internal(skinframe_t *skinframe, char *basename, int textureflags, int loadpantsandshirt, int loadglowtexture, qbyte *skindata, int width, int height);
586 extern cvar_t r_mipskins;
588 typedef struct skinfileitem_s
590 struct skinfileitem_s *next;
591 char name[MAX_QPATH];
592 char replacement[MAX_QPATH];
596 typedef struct skinfile_s
598 struct skinfile_s *next;
599 skinfileitem_t *items;
603 skinfile_t *Mod_LoadSkinFiles(void);
604 void Mod_FreeSkinFiles(skinfile_t *skinfile);
605 int Mod_CountSkinFiles(skinfile_t *skinfile);
607 void Mod_SnapVertices(int numcomponents, int numvertices, float *vertices, float snap);
608 int Mod_RemoveDegenerateTriangles(int numtriangles, const int *inelement3i, int *outelement3i, const float *vertex3f);
611 void Mod_BrushInit(void);
612 // used for talking to the QuakeC mainly
613 int Mod_Q1BSP_NativeContentsFromSuperContents(struct model_s *model, int supercontents);
614 int Mod_Q1BSP_SuperContentsFromNativeContents(struct model_s *model, int nativecontents);
616 // a lot of model formats use the Q1BSP code, so here are the prototypes...
617 struct entity_render_s;
618 void R_Q1BSP_DrawSky(struct entity_render_s *ent);
619 void R_Q1BSP_Draw(struct entity_render_s *ent);
620 void R_Q1BSP_GetLightInfo(struct entity_render_s *ent, vec3_t relativelightorigin, float lightradius, vec3_t outmins, vec3_t outmaxs, int *outleaflist, qbyte *outleafpvs, int *outnumleafspointer, int *outsurfacelist, qbyte *outsurfacepvs, int *outnumsurfacespointer);
621 void R_Q1BSP_CompileShadowVolume(struct entity_render_s *ent, vec3_t relativelightorigin, float lightradius, int numsurfaces, const int *surfacelist);
622 void R_Q1BSP_DrawShadowVolume(struct entity_render_s *ent, vec3_t relativelightorigin, float lightradius, int numsurfaces, const int *surfacelist, const vec3_t lightmins, const vec3_t lightmaxs);
623 void R_Q1BSP_DrawLight(struct entity_render_s *ent, float *lightcolor, int numsurfaces, const int *surfacelist);
627 void Mod_AliasInit(void);
628 void Mod_Alias_GetMesh_Vertex3f(const model_t *model, const struct frameblend_s *frameblend, const struct surfmesh_s *mesh, float *out3f);
629 int Mod_Alias_GetTagMatrix(const model_t *model, int poseframe, int tagindex, matrix4x4_t *outmatrix);
630 int Mod_Alias_GetTagIndexForName(const model_t *model, unsigned int skin, const char *tagname);
633 void Mod_SpriteInit(void);
636 void Mod_Q1BSP_Load(model_t *mod, void *buffer, void *bufferend);
637 void Mod_IBSP_Load(model_t *mod, void *buffer, void *bufferend);
638 void Mod_MAP_Load(model_t *mod, void *buffer, void *bufferend);
639 void Mod_IDP0_Load(model_t *mod, void *buffer, void *bufferend);
640 void Mod_IDP2_Load(model_t *mod, void *buffer, void *bufferend);
641 void Mod_IDP3_Load(model_t *mod, void *buffer, void *bufferend);
642 void Mod_ZYMOTICMODEL_Load(model_t *mod, void *buffer, void *bufferend);
643 void Mod_DARKPLACESMODEL_Load(model_t *mod, void *buffer, void *bufferend);
644 void Mod_PSKMODEL_Load(model_t *mod, void *buffer, void *bufferend);
645 void Mod_IDSP_Load(model_t *mod, void *buffer, void *bufferend);
646 void Mod_IDS2_Load(model_t *mod, void *buffer, void *bufferend);
648 #endif // MODEL_SHARED_H