*/
-#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} 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 *base; // original texture minus pants/shirt/glow
+ 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
- rtexture_t *merged; // original texture minus glow
- rtexture_t *fog; // white texture with alpha of the base texture, NULL if not transparent
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;
#define MAX_SKINS 256
+typedef struct overridetagname_s
+{
+ char name[MAX_QPATH];
+}
+overridetagname_t;
+
+// a replacement set of tag names, per skin
+typedef struct overridetagnameset_s
+{
+ int num_overridetagnames;
+ overridetagname_t *data_overridetagnames;
+}
+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
+{
+ struct shadowmeshvertexhash_s *next;
+}
+shadowmeshvertexhash_t;
+
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;
- float *verts;
- int *elements;
- int *neighbors;
+ // 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
+ shadowmeshvertexhash_t **vertexhashtable, *vertexhashentries;
}
shadowmesh_t;
+#include "matrixlib.h"
+
#include "model_brush.h"
#include "model_sprite.h"
#include "model_alias.h"
-typedef struct model_s
+typedef struct model_alias_s
{
- char name[MAX_QPATH];
- // model needs to be loaded if this is true
- qboolean needload;
- // set if the model is used in current map, models which are not, are purged
- qboolean used;
- // CRC of the file this model was loaded from, to reload if changed
- qboolean crc;
- // true if this is the world model (I.E. defines what sky to use, and may contain submodels)
- qboolean isworldmodel;
- // true if this model is a HalfLife .bsp file
- qboolean ishlbsp;
-
- // mod_brush, mod_alias, mod_sprite
- modtype_t type;
- // LordHavoc: Q2/ZYM model support
- int aliastype;
- // LordHavoc: if true (normally only for sprites) the model/sprite/bmodel is always rendered fullbright
- int fullbright;
- // number of QC accessable frame(group)s in the model
- int numframes;
- // whether to randomize animated framegroups
- synctype_t synctype;
-
- // used for sprites and models
- int numtris;
- // used for models
- int numskins;
- // used by models
- int numverts;
-
- // flags from the model file
- int flags;
- // engine calculated flags, ones that can not be set in the file
- int flags2;
+ // mdl/md2/md3/zym model formats are treated 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 skeletal models
+ int aliasnum_bones;
+ aliasbone_t *aliasdata_bones;
+ int aliasnum_poses;
+ float *aliasdata_poses;
+}
+model_alias_t;
- // all models use textures...
- rtexturepool_t *texturepool;
+typedef struct model_sprite_s
+{
+ int sprnum_type;
+ mspriteframe_t *sprdata_frames;
+}
+model_sprite_t;
- // volume occupied by the model
- // bounding box at angles '0 0 0'
- vec3_t normalmins, normalmaxs;
- // bounding box if yaw angle is not 0, but pitch and roll are
- vec3_t yawmins, yawmaxs;
- // bounding box if pitch or roll are used
- vec3_t rotatedmins, rotatedmaxs;
- // sphere radius, usable at any angles
- float radius;
- // squared sphere radius for easier comparisons
- float radius2;
+struct trace_s;
- // brush model specific
- int firstmodelsurface, nummodelsurfaces;
+typedef struct model_brush_s
+{
+ // true if this model is a HalfLife .bsp file
+ qboolean ishlbsp;
+ // string of entity definitions (.map format)
+ char *entities;
+ // 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);
+ qbyte *(*GetPVS)(struct model_s *model, const vec3_t p);
+ int (*FatPVS)(struct model_s *model, const vec3_t org, vec_t radius, qbyte *pvsbuffer, int pvsbufferlength);
+ 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);
+ // 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
+{
// lightmap format, set to r_lightmaprgba when model is loaded
int lightmaprgba;
- int numsubmodels;
dmodel_t *submodels;
int numplanes;
mplane_t *planes;
- // number of visible leafs, not counting 0 (solid)
- int numleafs;
- mleaf_t *leafs;
+ // number of actual leafs (including 0 which is solid)
+ int num_leafs;
+ // visible leafs, not counting 0 (solid)
+ int num_visleafs;
+ mleaf_t *data_leafs;
int numvertexes;
mvertex_t *vertexes;
int numsurfaces;
msurface_t *surfaces;
- int *surfacevisframes;
- int *surfacepvsframes;
msurface_t *surfacepvsnext;
int numsurfedges;
int numtextures;
texture_t *textures;
- msurface_t **texturesurfacechains;
+ int num_compressedpvs;
+ qbyte *data_compressedpvs;
- qbyte *visdata;
+ int num_lightdata;
qbyte *lightdata;
- char *entities;
int numportals;
mportal_t *portals;
int numlights;
mlight_t *lights;
- // used only for casting dynamic shadow volumes
- shadowmesh_t *shadowmesh;
- vec3_t shadowmesh_mins, shadowmesh_maxs, shadowmesh_center;
- float shadowmesh_radius;
+ // lightmap update chains for light styles
+ int light_styles;
+ qbyte *light_style;
+ int *light_stylevalue;
+ msurface_t ***light_styleupdatechains;
+ msurface_t **light_styleupdatechainsbuffer;
- // pvs visibility marking
- mleaf_t *pvsviewleaf;
- int pvsviewleafnovis;
- int pvsframecount;
- mleaf_t *pvsleafchain;
- int *pvssurflist;
- int pvssurflistlength;
+ mleaf_t *(*PointInLeaf)(struct model_s *model, const float *p);
+}
+model_brushq1_t;
+/* MSVC can't compile empty structs, so this is commented out for now
+typedef struct model_brushq2_s
+{
+}
+model_brushq2_t;
+*/
+
+typedef struct model_brushq3_s
+{
+ // if non-zero this is a submodel
+ // (this is the number of the submodel, an index into data_models)
+ int submodel;
+
+ int num_textures;
+ q3mtexture_t *data_textures;
+ q3msurface_t **data_texturefaces;
+ int *data_texturefacenums;
+
+ int num_planes;
+ mplane_t *data_planes;
+
+ int num_nodes;
+ q3mnode_t *data_nodes;
+
+ int num_leafs;
+ q3mleaf_t *data_leafs;
+
+ int num_leafbrushes;
+ int *data_leafbrushes;
+
+ int num_leaffaces;
+ int *data_leaffaces;
+
+ int num_models;
+ q3mmodel_t *data_models;
+ // each submodel gets its own model struct so this is different for each.
+ q3mmodel_t *data_thismodel;
+
+ int num_brushes;
+ q3mbrush_t *data_brushes;
+
+ int num_brushsides;
+ q3mbrushside_t *data_brushsides;
+
+ int num_vertices;
+ float *data_vertex3f;
+ float *data_texcoordtexture2f;
+ float *data_texcoordlightmap2f;
+ float *data_svector3f;
+ float *data_tvector3f;
+ float *data_normal3f;
+ float *data_color4f;
+
+ int num_triangles;
+ int *data_element3i;
+ int *data_neighbor3i;
+
+ int num_effects;
+ q3meffect_t *data_effects;
+
+ int num_faces;
+ q3msurface_t *data_faces;
+
+ // lightmap textures
+ int num_lightmaps;
+ rtexture_t **data_lightmaps;
+
+ // voxel light data with directional shading
+ int num_lightgrid;
+ q3dlightgrid_t *data_lightgrid;
+ // size of each cell (may vary by map, typically 64 64 128)
+ float num_lightgrid_cellsize[3];
+ // 1.0 / num_lightgrid_cellsize
+ float num_lightgrid_scale[3];
+ // dimensions of the world model in lightgrid cells
+ int num_lightgrid_imins[3];
+ int num_lightgrid_imaxs[3];
+ int num_lightgrid_isize[3];
+ // indexing/clamping
+ int num_lightgrid_dimensions[3];
+ // transform modelspace coordinates to lightgrid index
+ matrix4x4_t num_lightgrid_indexfromworld;
+}
+model_brushq3_t;
+
+typedef struct model_s
+{
+ // name and path of model, for example "progs/player.mdl"
+ char name[MAX_QPATH];
+ // 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)
+ qboolean isworldmodel;
+ // CRC of the file this model was loaded from, to reload if changed
+ unsigned int crc;
+ // mod_brush, mod_alias, mod_sprite
+ modtype_t type;
+ // memory pool for allocations
+ mempool_t *mempool;
+ // all models use textures...
+ rtexturepool_t *texturepool;
+ // flags from the model file
+ int flags;
+ // engine calculated flags, ones that can not be set in the file
+ int flags2;
+ // number of QC accessible frame(group)s in the model
+ int numframes;
+ // number of QC accessible skin(group)s in the model
+ int numskins;
+ // whether to randomize animated framegroups
+ synctype_t synctype;
+ // bounding box at angles '0 0 0'
+ vec3_t normalmins, normalmaxs;
+ // bounding box if yaw angle is not 0, but pitch and roll are
+ vec3_t yawmins, yawmaxs;
+ // bounding box if pitch or roll are used
+ vec3_t rotatedmins, rotatedmaxs;
+ // sphere radius, usable at any angles
+ float radius;
+ // squared sphere radius for easier comparisons
+ float radius2;
// skin animation info
animscene_t *skinscenes; // [numskins]
- // skin frame info
- skinframe_t *skinframes;
-
+ // skin animation info
animscene_t *animscenes; // [numframes]
-
- // Q1 and Q2 models are the same after loading
- int *mdlmd2data_indices;
- float *mdlmd2data_texcoords;
- md2frame_t *mdlmd2data_frames;
- trivertx_t *mdlmd2data_pose;
- int *mdlmd2data_triangleneighbors;
-
- // 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;
-
- int sprnum_type;
- mspriteframe_t *sprdata_frames;
-
-
- // functions used in both rendering modes
+ // 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);
-
- // functions used only in normal rendering mode
- // draw the model
+ // 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);
-
- // functions used only in shadow volume rendering mode
+ // 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 lightdistbias, float lightsubtract, float *lightcolor);
-
- // memory pool for allocations
- mempool_t *mempool;
+ 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_brush_t brush;
+ model_brushq1_t brushq1;
+ /* MSVC can't handle an empty struct, so this is commented out for now
+ model_brushq2_t brushq2;
+ */
+ 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;
// this can be used for anything without a valid texture
extern rtexture_t *r_notexture;
+#define NUM_DETAILTEXTURES 1
+extern rtexture_t *mod_shared_detailtextures[NUM_DETAILTEXTURES];
// every texture must be in a pool...
-extern rtexturepool_t *r_notexturepool;
+extern rtexturepool_t *mod_shared_texturepool;
+
+extern rtexture_t *mod_shared_distorttexture[64];
// model loading
extern model_t *loadmodel;
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 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_AddPolygon(mempool_t *mempool, shadowmesh_t *mesh, int numverts, float *verts);
-shadowmesh_t *Mod_ShadowMesh_Begin(mempool_t *mempool);
-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);
-#endif // __MODEL__
+int Mod_LoadSkinFrame(skinframe_t *skinframe, char *basename, int textureflags, int loadpantsandshirt, int usedetailtexture, int loadglowtexture);
+int Mod_LoadSkinFrame_Internal(skinframe_t *skinframe, char *basename, int textureflags, int loadpantsandshirt, int usedetailtexture, int loadglowtexture, qbyte *skindata, int width, int height);
+
+// used for talking to the QuakeC mainly
+int Mod_Q1BSP_NativeContentsFromSuperContents(struct model_s *model, int supercontents);
+int Mod_Q1BSP_SuperContentsFromNativeContents(struct model_s *model, int nativecontents);
+
+extern cvar_t r_mipskins;
+
+typedef struct skinfileitem_s
+{
+ struct skinfileitem_s *next;
+ char name[MAX_QPATH];
+ char replacement[MAX_QPATH];
+}
+skinfileitem_t;
+
+typedef struct skinfile_s
+{
+ struct skinfile_s *next;
+ skinfileitem_t *items;
+}
+skinfile_t;
+
+skinfile_t *Mod_LoadSkinFiles(void);
+void Mod_FreeSkinFiles(skinfile_t *skinfile);
+int Mod_CountSkinFiles(skinfile_t *skinfile);
+
+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