X-Git-Url: http://git.xonotic.org/?a=blobdiff_plain;f=model_shared.h;h=fb9bc566b40c90a54b970fa15cfd51bec7ed2ada;hb=25e6965735b10f67db3c27652a084fba3b8d740f;hp=c80f495133c91096b27d867586104f8e59caa9f7;hpb=2dbb3966a2791390e57a081d68238788cbeb4a3c;p=xonotic%2Fdarkplaces.git diff --git a/model_shared.h b/model_shared.h index c80f4951..fb9bc566 100644 --- a/model_shared.h +++ b/model_shared.h @@ -53,11 +53,20 @@ typedef struct skinframe_s 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) } skinframe_t; #define MAX_SKINS 256 +#define SHADOWMESHVERTEXHASH 1024 +typedef struct shadowmeshvertexhash_s +{ + struct shadowmeshvertexhash_s *next; +} +shadowmeshvertexhash_t; + typedef struct shadowmesh_s { struct shadowmesh_s *next; @@ -66,6 +75,9 @@ typedef struct shadowmesh_s float *verts; int *elements; int *neighbors; + // these are NULL after Mod_ShadowMesh_Finish is performed, only used + // while building meshes + shadowmeshvertexhash_t **vertexhashtable, *vertexhashentries; } shadowmesh_t; @@ -87,6 +99,8 @@ typedef struct model_s qboolean isworldmodel; // true if this model is a HalfLife .bsp file qboolean ishlbsp; + // true if this model was not successfully loaded and should be purged + qboolean error; // mod_brush, mod_alias, mod_sprite modtype_t type; @@ -187,10 +201,27 @@ typedef struct model_s 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; + // 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; // skin animation info animscene_t *skinscenes; // [numskins] @@ -199,15 +230,24 @@ typedef struct model_s 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; + // mdl/md2/md3 models are the same after loading + int aliasnum_meshes; + aliasmesh_t *aliasdata_meshes; // for Zymotic models - void *zymdata_header; + 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; @@ -224,13 +264,10 @@ typedef struct model_s void(*DrawFakeShadow)(struct entity_render_s *ent); // functions used only in shadow volume rendering mode - void(*DrawDepth)(struct entity_render_s *ent); // draw a shadow volume for the model based on light source - void(*DrawShadowVolume)(struct entity_render_s *ent, vec3_t relativelightorigin, float lightradius, int visiblevolume); + void(*DrawShadowVolume)(struct entity_render_s *ent, vec3_t relativelightorigin, float lightradius); // draw the lighting on a model (through stencil) - void(*DrawLight)(struct entity_render_s *ent, vec3_t relativelightorigin, float lightradius, float lightdistbias, float lightsubtract, float *lightcolor); - // draw the model with lighting already in framebuffer - void(*DrawOntoLight)(struct entity_render_s *ent); + void(*DrawLight)(struct entity_render_s *ent, vec3_t relativelightorigin, vec3_t relativeeyeorigin, float lightradius, float *lightcolor); // memory pool for allocations mempool_t *mempool; @@ -255,6 +292,7 @@ extern cvar_t r_fullbrights; void Mod_Init (void); void Mod_CheckLoaded (model_t *mod); void Mod_ClearAll (void); +void Mod_ClearErrorModels (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); @@ -267,14 +305,18 @@ void Mod_LoadModels(void); extern model_t *loadmodel; extern char loadname[32]; // for hunk tags -int Mod_FindTriangleWithEdge(int *elements, int numtriangles, int start, int end); -void Mod_BuildTriangleNeighbors(int *neighbors, int *elements, int numtriangles); +int Mod_FindTriangleWithEdge(const int *elements, int numtriangles, int start, int end, int ignore); +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_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); -shadowmesh_t *Mod_ShadowMesh_Begin(mempool_t *mempool); +void Mod_ShadowMesh_AddMesh(mempool_t *mempool, shadowmesh_t *mesh, int numverts, 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); 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);