X-Git-Url: http://git.xonotic.org/?a=blobdiff_plain;f=model_shared.h;h=1e0c7794d35920a136cbb90fe525b6cc0354df57;hb=aabde35b19947b4cb10b1fe716a9a603031b2809;hp=3d14ec913210464e033bf44fb555c9227775a929;hpb=1b22fcde9020388846613bf64bd9bab6eac25b27;p=xonotic%2Fdarkplaces.git diff --git a/model_shared.h b/model_shared.h index 3d14ec91..1e0c7794 100644 --- a/model_shared.h +++ b/model_shared.h @@ -30,7 +30,7 @@ m*_t structures are in-memory */ -typedef enum modtype_e {mod_invalid, mod_brushq1, mod_sprite, mod_alias, mod_brushq2, mod_brushq3, mod_null} modtype_t; +typedef enum modtype_e {mod_invalid, mod_brushq1, mod_sprite, mod_alias, mod_brushq2, mod_brushq3, mod_obj, mod_null} modtype_t; typedef struct animscene_s { @@ -53,6 +53,7 @@ typedef struct skinframe_s rtexture_t *gloss; // glossmap (for dot3) rtexture_t *glow; // glow only (fullbrights) rtexture_t *fog; // alpha of the base texture (if not opaque) + rtexture_t *reflect; // colored mask for cubemap reflections // accounting data for hash searches: // the compare variables are used to identify internal skins from certain // model formats @@ -68,10 +69,19 @@ typedef struct skinframe_s // on each level change for the used skinframes, if some are not used they // are freed int loadsequence; - // on 32bit systems this makes the struct 128 bytes long - int padding; + // indicates whether this texture has transparent pixels + qboolean hasalpha; // average texture color, if applicable float avgcolor[4]; + // for mdl skins, we actually only upload on first use (many are never used, and they are almost never used in both base+pants+shirt and merged modes) + unsigned char *qpixels; + int qwidth; + int qheight; + qboolean qhascolormapping; + qboolean qgeneratebase; + qboolean qgeneratemerged; + qboolean qgeneratenmap; + qboolean qgenerateglow; } skinframe_t; @@ -374,6 +384,9 @@ typedef struct q3shaderinfo_s qboolean dpshadow; qboolean dpnoshadow; + // fake reflection + char dpreflectcube[Q3PATHLENGTH]; + // reflection float reflectmin; // when refraction is used, minimum amount of reflection (when looking straight down) float reflectmax; // when refraction is used, maximum amount of reflection (when looking parallel to water) @@ -399,16 +412,6 @@ typedef enum texturelayertype_e } texturelayertype_t; -typedef enum texturelayerflag_e -{ - // indicates that the pass should apply fog darkening; used on - // transparent surfaces where simply blending an alpha fog as a final - // pass would not behave properly, so all the surfaces must be darkened, - // and the fog color added as a separate pass - TEXTURELAYERFLAG_FOGDARKEN = 1, -} -texturelayerflag_t; - typedef struct texturelayer_s { texturelayertype_t type; @@ -418,7 +421,6 @@ typedef struct texturelayer_s rtexture_t *texture; matrix4x4_t texmatrix; vec4_t color; - int flags; } texturelayer_t; @@ -482,10 +484,19 @@ typedef struct texture_s q3shaderinfo_deform_t deforms[Q3MAXDEFORMS]; qboolean colormapping; - rtexture_t *basetexture; - rtexture_t *glosstexture; - rtexture_t *backgroundbasetexture; - rtexture_t *backgroundglosstexture; + rtexture_t *basetexture; // original texture without pants/shirt/glow + rtexture_t *pantstexture; // pants only (in greyscale) + rtexture_t *shirttexture; // shirt only (in greyscale) + rtexture_t *nmaptexture; // normalmap (bumpmap for dot3) + rtexture_t *glosstexture; // glossmap (for dot3) + rtexture_t *glowtexture; // glow only (fullbrights) + rtexture_t *fogtexture; // alpha of the base texture (if not opaque) + rtexture_t *reflectmasktexture; // mask for fake reflections + rtexture_t *reflectcubetexture; // fake reflections cubemap + rtexture_t *backgroundbasetexture; // original texture without pants/shirt/glow + rtexture_t *backgroundnmaptexture; // normalmap (bumpmap for dot3) + rtexture_t *backgroundglosstexture; // glossmap (for dot3) + rtexture_t *backgroundglowtexture; // glow only (fullbrights) float specularscale; float specularpower; // color tint (colormod * currentalpha) used for rtlighting this material @@ -561,6 +572,15 @@ typedef struct msurface_s rtexture_t *lightmaptexture; // the lighting direction texture fragment to use on the rendering mesh rtexture_t *deluxemaptexture; + // lightmaptexture rebuild information not used in q3bsp + msurface_lightmapinfo_t *lightmapinfo; // q1bsp + // fog volume info in q3bsp + struct q3deffect_s *effect; // q3bsp + // mesh information for collisions (only used by q3bsp curves) + int *data_collisionelement3i; // q3bsp + float *data_collisionvertex3f; // q3bsp + float *data_collisionbbox6f; // collision optimization - contains combined bboxes of every data_collisionstride triangles + float *data_bbox6f; // collision optimization - contains combined bboxes of every data_collisionstride triangles // surfaces own ranges of vertices and triangles in the model->surfmesh int num_triangles; // number of triangles @@ -571,23 +591,13 @@ typedef struct msurface_s // shadow volume building information int num_firstshadowmeshtriangle; // index into model->brush.shadowmesh - // lightmaptexture rebuild information not used in q3bsp - msurface_lightmapinfo_t *lightmapinfo; // q1bsp - // mesh information for collisions (only used by q3bsp curves) int num_collisiontriangles; // q3bsp - int *data_collisionelement3i; // q3bsp int num_collisionvertices; // q3bsp - float *data_collisionvertex3f; // q3bsp - struct q3deffect_s *effect; // q3bsp - // FIXME: collisionmarkframe should be kept in a separate array - int collisionmarkframe; // q3bsp // don't collide twice in one trace - - // optimization... - float *data_collisionbbox6f; // collision optimization - contains combined bboxes of every data_collisionstride triangles int num_collisionbboxstride; - float *data_bbox6f; // collision optimization - contains combined bboxes of every data_collisionstride triangles int num_bboxstride; + // FIXME: collisionmarkframe should be kept in a separate array + int collisionmarkframe; // q3bsp // don't collide twice in one trace } msurface_t; @@ -742,6 +752,7 @@ typedef struct model_brushq1_s // this contains bytes that are 1 if a surface needs its lightmap rebuilt unsigned char *lightmapupdateflags; + qboolean firstrender; // causes all surface lightmaps to be loaded in first frame } model_brushq1_t; @@ -862,8 +873,10 @@ typedef struct model_s // for skeletal models int num_bones; aliasbone_t *data_bones; + float num_posescale; // scaling factor from origin in poses6s format (includes divide by 32767) + float num_poseinvscale; // scaling factor to origin in poses6s format (includes multiply by 32767) int num_poses; - float *data_poses; + short *data_poses6s; // origin xyz, quat xyz, w implied negative, unit length, values normalized to +/-32767 range float *data_baseboneposeinverse; // textures of this model int num_textures; @@ -890,12 +903,14 @@ typedef struct model_s void(*DrawDepth)(struct entity_render_s *ent); // draw any enabled debugging effects on this model (such as showing triangles, normals, collision brushes...) void(*DrawDebug)(struct entity_render_s *ent); + // draw geometry textures for deferred rendering + void(*DrawPrepass)(struct entity_render_s *ent); // compile an optimized shadowmap mesh for the model based on light source void(*CompileShadowMap)(struct entity_render_s *ent, vec3_t relativelightorigin, vec3_t relativelightdirection, float lightradius, int numsurfaces, const int *surfacelist); // draw depth into a shadowmap void(*DrawShadowMap)(int side, struct entity_render_s *ent, const vec3_t relativelightorigin, const vec3_t relativelightdirection, float lightradius, int numsurfaces, const int *surfacelist, const unsigned char *surfacesides, const vec3_t lightmins, const vec3_t lightmaxs); // 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 *outleaflist, unsigned char *outleafpvs, int *outnumleafspointer, int *outsurfacelist, unsigned char *outsurfacepvs, int *outnumsurfacespointer, unsigned char *outshadowtrispvs, unsigned char *outlighttrispvs, unsigned char *visitingleafpvs); + void(*GetLightInfo)(struct entity_render_s *ent, vec3_t relativelightorigin, float lightradius, vec3_t outmins, vec3_t outmaxs, int *outleaflist, unsigned char *outleafpvs, int *outnumleafspointer, int *outsurfacelist, unsigned char *outsurfacepvs, int *outnumsurfacespointer, unsigned char *outshadowtrispvs, unsigned char *outlighttrispvs, unsigned char *visitingleafpvs, int numfrustumplanes, const mplane_t *frustumplanes); // compile a shadow volume for the model based on light source void(*CompileShadowVolume)(struct entity_render_s *ent, vec3_t relativelightorigin, vec3_t relativelightdirection, float lightradius, int numsurfaces, const int *surfacelist); // draw a shadow volume for the model based on light source @@ -956,6 +971,10 @@ void Mod_BuildTextureVectorsFromNormals(int firstvertex, int numvertices, int nu void Mod_AllocSurfMesh(mempool_t *mempool, int numvertices, int numtriangles, qboolean lightmapoffsets, qboolean vertexcolors, qboolean neighbors); void Mod_MakeSortedSurfaces(dp_model_t *mod); +// called specially by brush model loaders before generating submodels +// automatically called after model loader returns +void Mod_BuildVBOs(void); + 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); @@ -1000,6 +1019,7 @@ skinfile_t; skinfile_t *Mod_LoadSkinFiles(void); void Mod_FreeSkinFiles(skinfile_t *skinfile); int Mod_CountSkinFiles(skinfile_t *skinfile); +void Mod_BuildAliasSkinsFromSkinFiles(texture_t *skin, skinfile_t *skinfile, const char *meshname, const char *shadername); void Mod_SnapVertices(int numcomponents, int numvertices, float *vertices, float snap); int Mod_RemoveDegenerateTriangles(int numtriangles, const int *inelement3i, int *outelement3i, const float *vertex3f); @@ -1039,7 +1059,8 @@ void R_Q1BSP_DrawSky(struct entity_render_s *ent); void R_Q1BSP_Draw(struct entity_render_s *ent); void R_Q1BSP_DrawDepth(struct entity_render_s *ent); void R_Q1BSP_DrawDebug(struct entity_render_s *ent); -void R_Q1BSP_GetLightInfo(struct entity_render_s *ent, vec3_t relativelightorigin, float lightradius, vec3_t outmins, vec3_t outmaxs, int *outleaflist, unsigned char *outleafpvs, int *outnumleafspointer, int *outsurfacelist, unsigned char *outsurfacepvs, int *outnumsurfacespointer, unsigned char *outshadowtrispvs, unsigned char *outlighttrispvs, unsigned char *visitingleafpvs); +void R_Q1BSP_DrawPrepass(struct entity_render_s *ent); +void R_Q1BSP_GetLightInfo(struct entity_render_s *ent, vec3_t relativelightorigin, float lightradius, vec3_t outmins, vec3_t outmaxs, int *outleaflist, unsigned char *outleafpvs, int *outnumleafspointer, int *outsurfacelist, unsigned char *outsurfacepvs, int *outnumsurfacespointer, unsigned char *outshadowtrispvs, unsigned char *outlighttrispvs, unsigned char *visitingleafpvs, int numfrustumplanes, const mplane_t *frustumplanes); void R_Q1BSP_CompileShadowMap(struct entity_render_s *ent, vec3_t relativelightorigin, vec3_t relativelightdirection, float lightradius, int numsurfaces, const int *surfacelist); void R_Q1BSP_DrawShadowMap(int side, struct entity_render_s *ent, const vec3_t relativelightorigin, const vec3_t relativelightdirection, float lightradius, int modelnumsurfaces, const int *modelsurfacelist, const unsigned char *surfacesides, const vec3_t lightmins, const vec3_t lightmaxs); void R_Q1BSP_CompileShadowVolume(struct entity_render_s *ent, vec3_t relativelightorigin, vec3_t relativelightdirection, float lightradius, int numsurfaces, const int *surfacelist);