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 *detail; // detail texture (silly bumps for non-dot3)
55 rtexture_t *glow; // glow only (fullbrights)
56 rtexture_t *fog; // alpha of the base texture (if not opaque)
62 typedef struct overridetagname_s
68 // a replacement set of tag names, per skin
69 typedef struct overridetagnameset_s
71 int num_overridetagnames;
72 overridetagname_t *data_overridetagnames;
76 typedef struct surfmeshvertexboneweight_s
78 unsigned int vertexindex;
79 unsigned int boneindex;
83 surfmeshvertexboneweight_t;
85 // used for mesh lists in q1bsp/q3bsp map models
86 // (the surfaces reference portions of these meshes)
87 typedef struct surfmesh_s
89 int num_triangles; // number of triangles in the mesh
90 int *data_element3i; // int[tris*3] triangles of the mesh, 3 indices into vertex arrays for each
91 int *data_neighbor3i; // int[tris*3] neighboring triangle on each edge (-1 if none)
92 int num_vertices; // number of vertices in the mesh
93 float *data_vertex3f; // float[verts*3] vertex locations
94 float *data_svector3f; // float[verts*3] direction of 'S' (right) texture axis for each vertex
95 float *data_tvector3f; // float[verts*3] direction of 'T' (down) texture axis for each vertex
96 float *data_normal3f; // float[verts*3] direction of 'R' (out) texture axis for each vertex
97 float *data_texcoordtexture2f; // float[verts*2] texcoords for surface texture
98 float *data_texcoordlightmap2f; // float[verts*2] texcoords for lightmap texture
99 float *data_texcoorddetail2f; // float[verts*2] texcoords for detail texture
100 float *data_lightmapcolor4f;
101 int *data_lightmapoffsets; // index into surface's lightmap samples for vertex lighting
102 // morph blending, these are zero if model is skeletal or static
104 float *data_morphvertex3f;
105 // skeletal blending, these are zero if model is morph or static
106 int num_vertexboneweights;
107 surfmeshvertexboneweight_t *data_vertexboneweights;
111 #define SHADOWMESHVERTEXHASH 1024
112 typedef struct shadowmeshvertexhash_s
114 struct shadowmeshvertexhash_s *next;
116 shadowmeshvertexhash_t;
118 typedef struct shadowmesh_s
120 // next mesh in chain
121 struct shadowmesh_s *next;
122 // used for light mesh (NULL on shadow mesh)
123 rtexture_t *map_diffuse;
124 rtexture_t *map_specular;
125 rtexture_t *map_normal;
127 int numverts, maxverts;
128 int numtriangles, maxtriangles;
131 // used for light mesh (NULL on shadow mesh)
138 // used for shadow mesh (NULL on light mesh)
140 // these are NULL after Mod_ShadowMesh_Finish is performed, only used
141 // while building meshes
142 shadowmeshvertexhash_t **vertexhashtable, *vertexhashentries;
146 typedef struct texture_s
152 unsigned int width, height;
154 //unsigned int flags;
156 // base material flags
157 int basematerialflags;
158 // current material flags (updated each bmodel render)
159 int currentmaterialflags;
161 // loaded the same as model skins
164 // total frames in sequence and alternate sequence
166 // direct pointers to each of the frames in the sequences
167 // (indexed as [alternate][frame])
168 struct texture_s *anim_frames[2][10];
169 // set if animated or there is an alternate frame set
170 // (this is an optimization in the renderer)
172 // the current texture frame in animation
173 struct texture_s *currentframe;
174 // current alpha of the texture
179 char firstpasstexturename[64]; // used only during loading
197 typedef struct msurface_lightmapinfo_s
199 // texture mapping properties used by this surface
200 mtexinfo_t *texinfo; // q1bsp
201 // index into d_lightstylevalue array, 255 means not used (black)
202 qbyte styles[MAXLIGHTMAPS]; // q1bsp
203 // RGB lighting data [numstyles][height][width][3]
204 qbyte *samples; // q1bsp
205 // stain to apply on lightmap (soot/dirt/blood/whatever)
206 qbyte *stainsamples; // q1bsp
207 // the stride when building lightmaps to comply with fragment update
208 int lightmaptexturestride; // q1bsp
209 int texturemins[2]; // q1bsp
210 int extents[2]; // q1bsp
212 msurface_lightmapinfo_t;
215 typedef struct msurface_s
217 // bounding box for onscreen checks
220 // the texture to use on the surface
222 // the lightmap texture fragment to use on the rendering mesh
223 rtexture_t *lightmaptexture;
225 // this surface is part of this mesh
226 surfmesh_t *groupmesh;
227 int num_triangles; // number of triangles in the mesh
228 int num_firsttriangle; // first triangle in the mesh (index into groupmesh)
229 int num_vertices; // number of vertices in the mesh
230 int num_firstvertex; // first vertex in the mesh (index into groupmesh)
232 // shadow volume building information
233 int num_firstshadowmeshtriangle; // index into model->brush.shadowmesh
235 // lightmaptexture rebuild information not used in q3bsp
236 int cached_dlight; // q1bsp // forces rebuild of lightmaptexture
237 msurface_lightmapinfo_t *lightmapinfo; // q1bsp
239 // mesh information for collisions (only used by q3bsp curves)
240 int num_collisiontriangles; // q3bsp
241 int *data_collisionelement3i; // q3bsp
242 int num_collisionvertices; // q3bsp
243 float *data_collisionvertex3f; // q3bsp
244 struct q3deffect_s *effect; // q3bsp
245 // FIXME: collisionmarkframe should be kept in a separate array
246 int collisionmarkframe; // q3bsp // don't collide twice in one trace
250 #include "matrixlib.h"
252 #include "model_brush.h"
253 #include "model_sprite.h"
254 #include "model_alias.h"
256 typedef struct model_sprite_s
259 mspriteframe_t *sprdata_frames;
265 typedef struct model_brush_s
267 // true if this model is a HalfLife .bsp file
269 // true if this model is a Martial Concert .bsp file
271 // string of entity definitions (.map format)
274 // if non-zero this is a submodel
275 // (this is the number of the submodel, an index into submodels)
278 // number of submodels in this map (just used by server to know how many
279 // submodels to load)
281 // pointers to each of the submodels if .isworldmodel is true
282 struct model_s **submodels;
285 mplane_t *data_planes;
290 // visible leafs, not counting 0 (solid)
292 // number of actual leafs (including 0 which is solid)
297 int *data_leafbrushes;
299 int num_leafsurfaces;
300 int *data_leafsurfaces;
303 mportal_t *data_portals;
305 int num_portalpoints;
306 mvertex_t *data_portalpoints;
309 q3mbrush_t *data_brushes;
312 q3mbrushside_t *data_brushsides;
316 int num_pvsclusterbytes;
317 unsigned char *data_pvsclusters;
319 //pvschain = model->brush.data_pvsclusters + mycluster * model->brush.num_pvsclusterbytes;
320 //if (pvschain[thatcluster >> 3] & (1 << (thatcluster & 7)))
322 // a mesh containing all shadow casting geometry for the whole model (including submodels), portions of this are referenced by each surface's num_firstshadowmeshtriangle
323 shadowmesh_t *shadowmesh;
326 int (*SuperContentsFromNativeContents)(struct model_s *model, int nativecontents);
327 int (*NativeContentsFromSuperContents)(struct model_s *model, int supercontents);
328 qbyte *(*GetPVS)(struct model_s *model, const vec3_t p);
329 int (*FatPVS)(struct model_s *model, const vec3_t org, vec_t radius, qbyte *pvsbuffer, int pvsbufferlength);
330 int (*BoxTouchingPVS)(struct model_s *model, const qbyte *pvs, const vec3_t mins, const vec3_t maxs);
331 int (*BoxTouchingLeafPVS)(struct model_s *model, const qbyte *pvs, const vec3_t mins, const vec3_t maxs);
332 int (*BoxTouchingVisibleLeafs)(struct model_s *model, const qbyte *visibleleafs, const vec3_t mins, const vec3_t maxs);
333 void (*LightPoint)(struct model_s *model, const vec3_t p, vec3_t ambientcolor, vec3_t diffusecolor, vec3_t diffusenormal);
334 void (*FindNonSolidLocation)(struct model_s *model, const vec3_t in, vec3_t out, vec_t radius);
335 mleaf_t *(*PointInLeaf)(struct model_s *model, const float *p);
336 // these are actually only found on brushq1, but NULL is handled gracefully
337 void (*AmbientSoundLevelsForPoint)(struct model_s *model, const vec3_t p, qbyte *out, int outsize);
338 void (*RoundUpToHullSize)(struct model_s *cmodel, const vec3_t inmins, const vec3_t inmaxs, vec3_t outmins, vec3_t outmaxs);
342 rtexture_t *solidskytexture;
343 rtexture_t *alphaskytexture;
347 typedef struct model_brushq1_s
349 // lightmap format, set to r_lightmaprgba when model is loaded
367 dclipnode_t *clipnodes;
369 hull_t hulls[MAX_MAP_HULLS];
371 int num_compressedpvs;
372 qbyte *data_compressedpvs;
380 // lightmap update chains for light styles
383 int *light_stylevalue;
384 msurface_t ***light_styleupdatechains;
385 msurface_t **light_styleupdatechainsbuffer;
389 /* MSVC can't compile empty structs, so this is commented out for now
390 typedef struct model_brushq2_s
396 typedef struct model_brushq3_s
399 q3dmodel_t *data_models;
401 // freed after loading!
403 float *data_vertex3f;
404 float *data_texcoordtexture2f;
405 float *data_texcoordlightmap2f;
408 // freed after loading!
413 q3deffect_t *data_effects;
417 rtexture_t **data_lightmaps;
419 // voxel light data with directional shading
421 q3dlightgrid_t *data_lightgrid;
422 // size of each cell (may vary by map, typically 64 64 128)
423 float num_lightgrid_cellsize[3];
424 // 1.0 / num_lightgrid_cellsize
425 float num_lightgrid_scale[3];
426 // dimensions of the world model in lightgrid cells
427 int num_lightgrid_imins[3];
428 int num_lightgrid_imaxs[3];
429 int num_lightgrid_isize[3];
431 int num_lightgrid_dimensions[3];
432 // transform modelspace coordinates to lightgrid index
433 matrix4x4_t num_lightgrid_indexfromworld;
437 typedef struct model_s
439 // name and path of model, for example "progs/player.mdl"
440 char name[MAX_QPATH];
441 // model needs to be loaded if this is false
443 // set if the model is used in current map, models which are not, are purged
445 // true if this is the world model (I.E. defines what sky to use, and may contain submodels)
446 qboolean isworldmodel;
447 // CRC of the file this model was loaded from, to reload if changed
449 // mod_brush, mod_alias, mod_sprite
451 // memory pool for allocations
453 // all models use textures...
454 rtexturepool_t *texturepool;
455 // flags from the model file
457 // engine calculated flags, ones that can not be set in the file
459 // number of QC accessible frame(group)s in the model
461 // number of QC accessible skin(group)s in the model
463 // whether to randomize animated framegroups
465 // bounding box at angles '0 0 0'
466 vec3_t normalmins, normalmaxs;
467 // bounding box if yaw angle is not 0, but pitch and roll are
468 vec3_t yawmins, yawmaxs;
469 // bounding box if pitch or roll are used
470 vec3_t rotatedmins, rotatedmaxs;
471 // sphere radius, usable at any angles
473 // squared sphere radius for easier comparisons
475 // skin animation info
476 animscene_t *skinscenes; // [numskins]
477 // skin animation info
478 animscene_t *animscenes; // [numframes]
479 // range of surface numbers in this (sub)model
480 int firstmodelsurface;
481 int nummodelsurfaces;
482 // range of collision brush numbers in this (sub)model
485 // list of surface numbers in this (sub)model
490 aliastag_t *data_tags;
491 // for skeletal models
493 aliasbone_t *data_bones;
496 // textures of this model
498 texture_t *data_textures;
499 // surfaces of this model
501 msurface_t *data_surfaces;
502 // optional lightmapinfo data for surface lightmap updates
503 msurface_lightmapinfo_t *data_surfaces_lightmapinfo;
504 // surface meshes are merged to a smaller set of meshes to allow reduced
505 // vertex array switching, the meshes are limited to 65536 vertices each
506 // to play nice with Geforce1 hardware
508 surfmesh_t **meshlist;
509 // draw the model's sky polygons (only used by brush models)
510 void(*DrawSky)(struct entity_render_s *ent);
511 // draw the model using lightmap/dlight shading
512 void(*Draw)(struct entity_render_s *ent);
513 // gathers info on which clusters and surfaces are lit by light, as well as calculating a bounding box
514 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);
515 // compile a shadow volume for the model based on light source
516 void(*CompileShadowVolume)(struct entity_render_s *ent, vec3_t relativelightorigin, float lightradius, int numsurfaces, const int *surfacelist);
517 // draw a shadow volume for the model based on light source
518 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);
519 // draw the lighting on a model (through stencil)
520 void(*DrawLight)(struct entity_render_s *ent, float *lightcolor, int numsurfaces, const int *surfacelist);
521 // trace a box against this model
522 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);
523 // fields belonging to some types of model
524 model_sprite_t sprite;
526 model_brushq1_t brushq1;
527 /* MSVC can't handle an empty struct, so this is commented out for now
528 model_brushq2_t brushq2;
530 model_brushq3_t brushq3;
531 // skin files can have different tags for each skin
532 overridetagnameset_t *data_overridetagnamesforskin;
533 // flags this model for offseting sounds to the model center (used by brush models)
538 //============================================================================
541 extern model_t *loadmodel;
542 extern qbyte *mod_base;
543 // sky/water subdivision
544 //extern cvar_t gl_subdivide_size;
545 // texture fullbrights
546 extern cvar_t r_fullbrights;
548 void Mod_Init (void);
549 #define Mod_CheckLoaded(mod) (mod ? (mod->loaded ? (mod->used = true) : (Mod_LoadModel(mod, true, true, mod->isworldmodel), true)) : false)
550 model_t *Mod_LoadModel(model_t *mod, qboolean crash, qboolean checkdisk, qboolean isworldmodel);
551 void Mod_ClearAll (void);
552 model_t *Mod_FindName (const char *name);
553 model_t *Mod_ForName (const char *name, qboolean crash, qboolean checkdisk, qboolean isworldmodel);
554 void Mod_UnloadModel (model_t *mod);
556 void Mod_ClearUsed(void);
557 void Mod_PurgeUnused(void);
558 void Mod_RemoveStaleWorldModels(model_t *skip); // only used during loading!
559 void Mod_LoadModels(void);
561 extern model_t *loadmodel;
562 extern char loadname[32]; // for hunk tags
564 int Mod_BuildVertexRemapTableFromElements(int numelements, const int *elements, int numvertices, int *remapvertices);
565 void Mod_BuildTriangleNeighbors(int *neighbors, const int *elements, int numtriangles);
566 void Mod_ValidateElements(int *elements, int numtriangles, int numverts, const char *filename, int fileline);
567 void Mod_BuildNormals(int firstvertex, int numvertices, int numtriangles, const float *vertex3f, const int *elements, float *normal3f, qboolean areaweighting);
568 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);
570 surfmesh_t *Mod_AllocSurfMesh(mempool_t *mempool, int numvertices, int numtriangles, qboolean detailtexcoords, qboolean lightmapoffsets, qboolean vertexcolors, qboolean neighbors);
572 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);
573 shadowmesh_t *Mod_ShadowMesh_ReAlloc(mempool_t *mempool, shadowmesh_t *oldmesh, int light, int neighbors);
574 int Mod_ShadowMesh_AddVertex(shadowmesh_t *mesh, float *vertex14f);
575 void Mod_ShadowMesh_AddTriangle(mempool_t *mempool, shadowmesh_t *mesh, rtexture_t *map_diffuse, rtexture_t *map_specular, rtexture_t *map_normal, float *vertex14f);
576 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);
577 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);
578 shadowmesh_t *Mod_ShadowMesh_Finish(mempool_t *mempool, shadowmesh_t *firstmesh, int light, int neighbors);
579 void Mod_ShadowMesh_CalcBBox(shadowmesh_t *firstmesh, vec3_t mins, vec3_t maxs, vec3_t center, float *radius);
580 void Mod_ShadowMesh_Free(shadowmesh_t *mesh);
582 int Mod_LoadSkinFrame(skinframe_t *skinframe, char *basename, int textureflags, int loadpantsandshirt, int usedetailtexture, int loadglowtexture);
583 int Mod_LoadSkinFrame_Internal(skinframe_t *skinframe, char *basename, int textureflags, int loadpantsandshirt, int usedetailtexture, int loadglowtexture, qbyte *skindata, int width, int height);
585 extern cvar_t r_mipskins;
587 typedef struct skinfileitem_s
589 struct skinfileitem_s *next;
590 char name[MAX_QPATH];
591 char replacement[MAX_QPATH];
595 typedef struct skinfile_s
597 struct skinfile_s *next;
598 skinfileitem_t *items;
602 skinfile_t *Mod_LoadSkinFiles(void);
603 void Mod_FreeSkinFiles(skinfile_t *skinfile);
604 int Mod_CountSkinFiles(skinfile_t *skinfile);
606 void Mod_SnapVertices(int numcomponents, int numvertices, float *vertices, float snap);
607 int Mod_RemoveDegenerateTriangles(int numtriangles, const int *inelement3i, int *outelement3i, const float *vertex3f);
610 void Mod_BrushInit(void);
611 // used for talking to the QuakeC mainly
612 int Mod_Q1BSP_NativeContentsFromSuperContents(struct model_s *model, int supercontents);
613 int Mod_Q1BSP_SuperContentsFromNativeContents(struct model_s *model, int nativecontents);
615 // a lot of model formats use the Q1BSP code, so here are the prototypes...
616 struct entity_render_s;
617 void R_Q1BSP_DrawSky(struct entity_render_s *ent);
618 void R_Q1BSP_Draw(struct entity_render_s *ent);
619 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);
620 void R_Q1BSP_CompileShadowVolume(struct entity_render_s *ent, vec3_t relativelightorigin, float lightradius, int numsurfaces, const int *surfacelist);
621 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);
622 void R_Q1BSP_DrawLight(struct entity_render_s *ent, float *lightcolor, int numsurfaces, const int *surfacelist);
626 void Mod_AliasInit(void);
627 void Mod_Alias_GetMesh_Vertex3f(const model_t *model, const struct frameblend_s *frameblend, const struct surfmesh_s *mesh, float *out3f);
628 int Mod_Alias_GetTagMatrix(const model_t *model, int poseframe, int tagindex, matrix4x4_t *outmatrix);
629 int Mod_Alias_GetTagIndexForName(const model_t *model, unsigned int skin, const char *tagname);
632 void Mod_SpriteInit(void);
635 void Mod_Q1BSP_Load(model_t *mod, void *buffer, void *bufferend);
636 void Mod_IBSP_Load(model_t *mod, void *buffer, void *bufferend);
637 void Mod_MAP_Load(model_t *mod, void *buffer, void *bufferend);
638 void Mod_IDP0_Load(model_t *mod, void *buffer, void *bufferend);
639 void Mod_IDP2_Load(model_t *mod, void *buffer, void *bufferend);
640 void Mod_IDP3_Load(model_t *mod, void *buffer, void *bufferend);
641 void Mod_ZYMOTICMODEL_Load(model_t *mod, void *buffer, void *bufferend);
642 void Mod_DARKPLACESMODEL_Load(model_t *mod, void *buffer, void *bufferend);
643 void Mod_PSKMODEL_Load(model_t *mod, void *buffer, void *bufferend);
644 void Mod_IDSP_Load(model_t *mod, void *buffer, void *bufferend);
645 void Mod_IDS2_Load(model_t *mod, void *buffer, void *bufferend);
647 #endif // MODEL_SHARED_H