*/
-#ifndef __MODEL__
-#define __MODEL__
+#ifndef MODEL_SHARED_H
+#define MODEL_SHARED_H
-#ifndef SYNCTYPE_T
-#define SYNCTYPE_T
typedef enum {ST_SYNC=0, ST_RAND } synctype_t;
-#endif
/*
*/
-typedef enum {mod_invalid, mod_brush, mod_sprite, mod_alias, mod_brushq2, mod_brushq3} modtype_t;
+typedef enum {mod_invalid, mod_brushq1, mod_sprite, mod_alias, mod_brushq2, mod_brushq3} modtype_t;
typedef struct animscene_s
{
typedef struct skinframe_s
{
+ rtexture_t *stain; // inverse modulate with background (used for decals and such)
+ rtexture_t *merged; // original texture without glow
rtexture_t *base; // original texture without pants/shirt/glow
rtexture_t *pants; // pants only (in greyscale)
rtexture_t *shirt; // shirt only (in greyscale)
- rtexture_t *glow; // glow only (fullbrights)
- rtexture_t *merged; // original texture without glow
- rtexture_t *fog; // alpha of the base texture (if not opaque)
rtexture_t *nmap; // normalmap (bumpmap for dot3)
rtexture_t *gloss; // glossmap (for dot3)
rtexture_t *detail; // detail texture (silly bumps for non-dot3)
+ rtexture_t *glow; // glow only (fullbrights)
+ rtexture_t *fog; // alpha of the base texture (if not opaque)
}
skinframe_t;
}
overridetagnameset_t;
+// LordHavoc: replaces glpoly, triangle mesh
+typedef struct surfmesh_s
+{
+ int num_vertices; // number of vertices in the mesh
+ int num_triangles; // number of triangles in the mesh
+ float *data_vertex3f; // float[verts*3] vertex locations
+ float *data_svector3f; // float[verts*3] direction of 'S' (right) texture axis for each vertex
+ float *data_tvector3f; // float[verts*3] direction of 'T' (down) texture axis for each vertex
+ float *data_normal3f; // float[verts*3] direction of 'R' (out) texture axis for each vertex
+ int *data_lightmapoffsets; // index into surface's lightmap samples for vertex lighting
+ float *data_texcoordtexture2f; // float[verts*2] texcoords for surface texture
+ float *data_texcoordlightmap2f; // float[verts*2] texcoords for lightmap texture
+ float *data_texcoorddetail2f; // float[verts*2] texcoords for detail texture
+ float *data_lightmapcolor4f;
+ int *data_element3i; // int[tris*3] triangles of the mesh, 3 indices into vertex arrays for each
+ int *data_neighbor3i; // int[tris*3] neighboring triangle on each edge (-1 if none)
+
+ int num_collisionvertices;
+ int num_collisiontriangles;
+ float *data_collisionvertex3f;
+ int *data_collisionelement3i;
+}
+surfmesh_t;
+
#define SHADOWMESHVERTEXHASH 1024
typedef struct shadowmeshvertexhash_s
{
typedef struct shadowmesh_s
{
+ // next mesh in chain
struct shadowmesh_s *next;
+ // used for light mesh (NULL on shadow mesh)
+ rtexture_t *map_diffuse;
+ rtexture_t *map_specular;
+ rtexture_t *map_normal;
+ // buffer sizes
int numverts, maxverts;
int numtriangles, maxtriangles;
+ // used always
float *vertex3f;
+ // used for light mesh (NULL on shadow mesh)
+ float *svector3f;
+ float *tvector3f;
+ float *normal3f;
+ float *texcoord2f;
+ // used always
int *element3i;
+ // used for shadow mesh (NULL on light mesh)
int *neighbor3i;
// these are NULL after Mod_ShadowMesh_Finish is performed, only used
// while building meshes
typedef struct model_alias_s
{
- // LordHavoc: Q2/ZYM model support
- int aliastype;
+ // mdl/md2/md3/zym model formats are treated the same after loading
- // mdl/md2/md3 models are the same after loading
+ // the shader meshes comprising this model
int aliasnum_meshes;
aliasmesh_t *aliasdata_meshes;
+ // for md3 models
int aliasnum_tags;
int aliasnum_tagframes;
aliastag_t *aliasdata_tags;
- // for Zymotic models
- int zymnum_verts;
- int zymnum_tris;
- int zymnum_shaders;
- int zymnum_bones;
- int zymnum_scenes;
- float *zymdata_texcoords;
- rtexture_t **zymdata_textures;
- qbyte *zymdata_trizone;
- zymbone_t *zymdata_bones;
- unsigned int *zymdata_vertbonecounts;
- zymvertex_t *zymdata_verts;
- unsigned int *zymdata_renderlist;
- float *zymdata_poses;
+ // for skeletal models
+ int aliasnum_bones;
+ aliasbone_t *aliasdata_bones;
+ int aliasnum_poses;
+ float *aliasdata_poses;
}
model_alias_t;
// number of submodels in this map (just used by server to know how many
// submodels to load)
int numsubmodels;
+ // pointers to each of the submodels if .isworldmodel is true
+ struct model_s **submodels;
+
+ // pvs
+ int num_pvsclusters;
+ int num_pvsclusterbytes;
+ unsigned char *data_pvsclusters;
+ // example
+ //pvschain = model->brush.data_pvsclusters + mycluster * model->brush.num_pvsclusterbytes;
+ //if (pvschain[thatcluster >> 3] & (1 << (thatcluster & 7)))
+
+ // a mesh containing all shadow casting geometry for the whole model (including submodels), portions of this are referenced by each surface's num_firstshadowmeshtriangle
+ shadowmesh_t *shadowmesh;
+
// common functions
int (*SuperContentsFromNativeContents)(struct model_s *model, int nativecontents);
int (*NativeContentsFromSuperContents)(struct model_s *model, int supercontents);
int (*BoxTouchingPVS)(struct model_s *model, const qbyte *pvs, const vec3_t mins, const vec3_t maxs);
void (*LightPoint)(struct model_s *model, const vec3_t p, vec3_t ambientcolor, vec3_t diffusecolor, vec3_t diffusenormal);
void (*FindNonSolidLocation)(struct model_s *model, const vec3_t in, vec3_t out, vec_t radius);
- void (*TraceBox)(struct model_s *model, struct trace_s *trace, const vec3_t boxstartmins, const vec3_t boxstartmaxs, const vec3_t boxendmins, const vec3_t boxendmaxs, int hitsupercontentsmask);
// these are actually only found on brushq1, but NULL is handled gracefully
void (*AmbientSoundLevelsForPoint)(struct model_s *model, const vec3_t p, qbyte *out, int outsize);
void (*RoundUpToHullSize)(struct model_s *cmodel, const vec3_t inmins, const vec3_t inmaxs, vec3_t outmins, vec3_t outmaxs);
+
+ char skybox[64];
+
+ rtexture_t *solidskytexture;
+ rtexture_t *alphaskytexture;
}
model_brush_t;
typedef struct model_brushq1_s
{
- int firstmodelsurface, nummodelsurfaces;
-
// lightmap format, set to r_lightmaprgba when model is loaded
int lightmaprgba;
mplane_t *planes;
// number of actual leafs (including 0 which is solid)
- int numleafs;
+ int num_leafs;
// visible leafs, not counting 0 (solid)
- int visleafs;
- mleaf_t *leafs;
+ int num_visleafs;
+ mleaf_t *data_leafs;
int numvertexes;
mvertex_t *vertexes;
int numsurfaces;
msurface_t *surfaces;
- int *surfacevisframes;
- int *surfacepvsframes;
msurface_t *surfacepvsnext;
- surfmesh_t *entiremesh;
- surfmesh_t *surfmeshes;
int numsurfedges;
int *surfedges;
int num_compressedpvs;
qbyte *data_compressedpvs;
- qbyte *data_decompressedpvs;
int num_lightdata;
qbyte *lightdata;
int numlights;
mlight_t *lights;
- // pvs visibility marking
- mleaf_t *pvsviewleaf;
- int pvsviewleafnovis;
- int pvsframecount;
- mleaf_t *pvsleafchain;
- int *pvssurflist;
- int pvssurflistlength;
- // these get rebuilt as the player moves around if this is the world,
- // otherwise they are left alone (no pvs for bmodels)
- msurface_t ***pvstexturechains;
- msurface_t **pvstexturechainsbuffer;
- int *pvstexturechainslength;
-
// lightmap update chains for light styles
int light_styles;
qbyte *light_style;
int *light_stylevalue;
msurface_t ***light_styleupdatechains;
msurface_t **light_styleupdatechainsbuffer;
- int light_scalebit;
- float light_ambient;
mleaf_t *(*PointInLeaf)(struct model_s *model, const float *p);
- void (*BuildPVSTextureChains)(struct model_s *model);
}
model_brushq1_t;
model_brushq2_t;
*/
-#define Q3MTEXTURERENDERFLAGS_NODRAW 1
-
-typedef struct q3mtexture_s
-{
- char name[Q3PATHLENGTH];
- int surfaceflags;
- int nativecontents;
- int supercontents;
- int renderflags;
-
- int number;
- skinframe_t skin;
-}
-q3mtexture_t;
-
-typedef struct q3mnode_s
-{
- //this part shared between node and leaf
- int isnode; // true
- struct q3mnode_s *parent;
- vec3_t mins;
- vec3_t maxs;
- // this part unique to nodes
- struct mplane_s *plane;
- struct q3mnode_s *children[2];
-}
-q3mnode_t;
-
-typedef struct q3mleaf_s
-{
- //this part shared between node and leaf
- int isnode; // false
- struct q3mnode_s *parent;
- vec3_t mins;
- vec3_t maxs;
- // this part unique to leafs
- int clusterindex;
- int areaindex;
- int numleaffaces;
- struct q3mface_s **firstleafface;
- int numleafbrushes;
- struct q3mbrush_s **firstleafbrush;
-}
-q3mleaf_t;
-
-typedef struct q3mmodel_s
-{
- vec3_t mins;
- vec3_t maxs;
- int numfaces;
- struct q3mface_s *firstface;
- int numbrushes;
- struct q3mbrush_s *firstbrush;
-}
-q3mmodel_t;
-
-typedef struct q3mbrush_s
-{
- struct colbrushf_s *colbrushf;
- int numbrushsides;
- struct q3mbrushside_s *firstbrushside;
- struct q3mtexture_s *texture;
-}
-q3mbrush_t;
-
-typedef struct q3mbrushside_s
-{
- struct mplane_s *plane;
- struct q3mtexture_s *texture;
-}
-q3mbrushside_t;
-
-typedef struct q3meffect_s
-{
- char shadername[Q3PATHLENGTH];
- struct q3mbrush_s *brush;
- int unknown; // 5 or -1
-}
-q3meffect_t;
-
-typedef struct q3mface_s
-{
- struct q3mtexture_s *texture;
- struct q3meffect_s *effect;
- rtexture_t *lightmaptexture;
- int type;
- int firstvertex;
- int numvertices;
- int firstelement;
- int numelements;
- int patchsize[2];
- int markframe;
-
- float *data_vertex3f;
- float *data_texcoordtexture2f;
- float *data_texcoordlightmap2f;
- float *data_svector3f;
- float *data_tvector3f;
- float *data_normal3f;
- float *data_color4f;
- int numtriangles;
- int *data_element3i;
- int *data_neighbor3i;
-}
-q3mface_t;
-
typedef struct model_brushq3_s
{
// if non-zero this is a submodel
int num_textures;
q3mtexture_t *data_textures;
+ q3msurface_t **data_texturefaces;
+ int *data_texturefacenums;
int num_planes;
mplane_t *data_planes;
q3mleaf_t *data_leafs;
int num_leafbrushes;
- q3mbrush_t **data_leafbrushes;
+ int *data_leafbrushes;
int num_leaffaces;
- q3mface_t **data_leaffaces;
+ int *data_leaffaces;
int num_models;
q3mmodel_t *data_models;
q3meffect_t *data_effects;
int num_faces;
- q3mface_t *data_faces;
+ q3msurface_t *data_faces;
// lightmap textures
int num_lightmaps;
int num_lightgrid_dimensions[3];
// transform modelspace coordinates to lightgrid index
matrix4x4_t num_lightgrid_indexfromworld;
-
- // pvs
- int num_pvsclusters;
- int num_pvschainlength;
- unsigned char *data_pvschains;
- // example
- //pvschain = model->brushq3.data_pvschains + mycluster * model->brushq3.num_pvschainlength;
- //if (pvschain[thatcluster >> 3] & (1 << (thatcluster & 7)))
}
model_brushq3_t;
{
// name and path of model, for example "progs/player.mdl"
char name[MAX_QPATH];
- // model needs to be loaded if this is true
- qboolean needload;
+ // model needs to be loaded if this is false
+ qboolean loaded;
// set if the model is used in current map, models which are not, are purged
qboolean used;
// true if this is the world model (I.E. defines what sky to use, and may contain submodels)
int flags;
// engine calculated flags, ones that can not be set in the file
int flags2;
- // LordHavoc: if true (normally only for sprites) the model/sprite/bmodel is always rendered fullbright
- int fullbright;
// number of QC accessible frame(group)s in the model
int numframes;
// number of QC accessible skin(group)s in the model
animscene_t *skinscenes; // [numskins]
// skin animation info
animscene_t *animscenes; // [numframes]
+ // range of surface numbers in this (sub)model
+ int firstmodelsurface;
+ int nummodelsurfaces;
+ // list of surface numbers in this (sub)model
+ int *surfacelist;
+ // surface meshes are merged to a smaller set of meshes to allow reduced
+ // vertex array switching, the meshes are limited to 65536 vertices each
+ // to play nice with Geforce1 hardware
+ int nummeshes;
+ surfmesh_t **meshlist;
// draw the model's sky polygons (only used by brush models)
void(*DrawSky)(struct entity_render_s *ent);
// draw the model using lightmap/dlight shading
void(*Draw)(struct entity_render_s *ent);
- // draw a fake shadow for the model
- void(*DrawFakeShadow)(struct entity_render_s *ent);
+ // gathers info on which clusters and surfaces are lit by light, as well as calculating a bounding box
+ void(*GetLightInfo)(struct entity_render_s *ent, vec3_t relativelightorigin, float lightradius, vec3_t outmins, vec3_t outmaxs, int *outclusterlist, qbyte *outclusterpvs, int *outnumclusterspointer, int *outsurfacelist, qbyte *outsurfacepvs, int *outnumsurfacespointer);
// draw a shadow volume for the model based on light source
- void(*DrawShadowVolume)(struct entity_render_s *ent, vec3_t relativelightorigin, float lightradius);
+ void(*DrawShadowVolume)(struct entity_render_s *ent, vec3_t relativelightorigin, float lightradius, int numsurfaces, const int *surfacelist);
// draw the lighting on a model (through stencil)
- void(*DrawLight)(struct entity_render_s *ent, vec3_t relativelightorigin, vec3_t relativeeyeorigin, float lightradius, float *lightcolor, const matrix4x4_t *matrix_modeltofilter, const matrix4x4_t *matrix_modeltoattenuationxyz, const matrix4x4_t *matrix_modeltoattenuationz);
+ void(*DrawLight)(struct entity_render_s *ent, vec3_t relativelightorigin, vec3_t relativeeyeorigin, float lightradius, float *lightcolor, const matrix4x4_t *matrix_modeltolight, const matrix4x4_t *matrix_modeltoattenuationxyz, const matrix4x4_t *matrix_modeltoattenuationz, rtexture_t *lightcubemap, vec_t ambientscale, vec_t diffusescale, vec_t specularscale, int numsurfaces, const int *surfacelist);
+ // trace a box against this model
+ 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);
// fields belonging to each type of model
model_alias_t alias;
model_sprite_t sprite;
model_brushq3_t brushq3;
// skin files can have different tags for each skin
overridetagnameset_t *data_overridetagnamesforskin;
+ // flags this model for offseting sounds to the model center (used by brush models)
+ int soundfromcenter;
}
model_t;
// every texture must be in a pool...
extern rtexturepool_t *mod_shared_texturepool;
+extern rtexture_t *mod_shared_distorttexture[64];
+
// model loading
extern model_t *loadmodel;
extern qbyte *mod_base;
void Mod_ClearAll (void);
model_t *Mod_FindName (const char *name);
model_t *Mod_ForName (const char *name, qboolean crash, qboolean checkdisk, qboolean isworldmodel);
-void Mod_TouchModel (const char *name);
void Mod_UnloadModel (model_t *mod);
void Mod_ClearUsed(void);
extern model_t *loadmodel;
extern char loadname[32]; // for hunk tags
-int Mod_FindTriangleWithEdge(const int *elements, int numtriangles, int start, int end, int ignore);
+int Mod_BuildVertexRemapTableFromElements(int numelements, const int *elements, int numvertices, int *remapvertices);
void Mod_BuildTriangleNeighbors(int *neighbors, const int *elements, int numtriangles);
void Mod_ValidateElements(const int *elements, int numtriangles, int numverts, const char *filename, int fileline);
+void Mod_BuildNormals(int numverts, int numtriangles, const float *vertex3f, const int *elements, float *normal3f);
void Mod_BuildTextureVectorsAndNormals(int numverts, int numtriangles, const float *vertex, const float *texcoord, const int *elements, float *svectors, float *tvectors, float *normals);
-shadowmesh_t *Mod_ShadowMesh_Alloc(mempool_t *mempool, int maxverts);
-shadowmesh_t *Mod_ShadowMesh_ReAlloc(mempool_t *mempool, shadowmesh_t *oldmesh);
-int Mod_ShadowMesh_AddVertex(shadowmesh_t *mesh, float *v);
-void Mod_ShadowMesh_AddTriangle(mempool_t *mempool, shadowmesh_t *mesh, float *vert0, float *vert1, float *vert2);
-void Mod_ShadowMesh_AddPolygon(mempool_t *mempool, shadowmesh_t *mesh, int numverts, float *verts);
-void Mod_ShadowMesh_AddMesh(mempool_t *mempool, shadowmesh_t *mesh, float *verts, int numtris, int *elements);
-shadowmesh_t *Mod_ShadowMesh_Begin(mempool_t *mempool, int initialnumtriangles);
-shadowmesh_t *Mod_ShadowMesh_Finish(mempool_t *mempool, shadowmesh_t *firstmesh);
+surfmesh_t *Mod_AllocSurfMesh(mempool_t *mempool, int numvertices, int numtriangles, int numcollisionvertices, int numcollisiontriangles, qboolean detailtexcoords, qboolean lightmapoffsets, qboolean vertexcolors);
+
+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);
+shadowmesh_t *Mod_ShadowMesh_ReAlloc(mempool_t *mempool, shadowmesh_t *oldmesh, int light, int neighbors);
+int Mod_ShadowMesh_AddVertex(shadowmesh_t *mesh, float *vertex14f);
+void Mod_ShadowMesh_AddTriangle(mempool_t *mempool, shadowmesh_t *mesh, rtexture_t *map_diffuse, rtexture_t *map_specular, rtexture_t *map_normal, float *vertex14f);
+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);
+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);
+shadowmesh_t *Mod_ShadowMesh_Finish(mempool_t *mempool, shadowmesh_t *firstmesh, int light, int neighbors);
void Mod_ShadowMesh_CalcBBox(shadowmesh_t *firstmesh, vec3_t mins, vec3_t maxs, vec3_t center, float *radius);
void Mod_ShadowMesh_Free(shadowmesh_t *mesh);
void Mod_FreeSkinFiles(skinfile_t *skinfile);
int Mod_CountSkinFiles(skinfile_t *skinfile);
-#endif // __MODEL__
+void Mod_SnapVertices(int numcomponents, int numvertices, float *vertices, float snap);
+int Mod_RemoveDegenerateTriangles(int numtriangles, const int *inelement3i, int *outelement3i, const float *vertex3f);
+
+#endif // MODEL_SHARED_H