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)
173 // the current texture frame in animation
174 struct texture_s *currentframe;
175 // current alpha of the texture
177 // current texture transform matrix (used for water scrolling)
178 matrix4x4_t currenttexmatrix;
182 char firstpasstexturename[64]; // used only during loading
200 typedef struct msurface_lightmapinfo_s
202 // texture mapping properties used by this surface
203 mtexinfo_t *texinfo; // q1bsp
204 // index into d_lightstylevalue array, 255 means not used (black)
205 qbyte styles[MAXLIGHTMAPS]; // q1bsp
206 // RGB lighting data [numstyles][height][width][3]
207 qbyte *samples; // q1bsp
208 // stain to apply on lightmap (soot/dirt/blood/whatever)
209 qbyte *stainsamples; // q1bsp
210 // the stride when building lightmaps to comply with fragment update
211 int lightmaptexturestride; // q1bsp
212 int texturemins[2]; // q1bsp
213 int extents[2]; // q1bsp
215 msurface_lightmapinfo_t;
218 typedef struct msurface_s
220 // bounding box for onscreen checks
223 // the texture to use on the surface
225 // the lightmap texture fragment to use on the rendering mesh
226 rtexture_t *lightmaptexture;
228 // this surface is part of this mesh
229 surfmesh_t *groupmesh;
230 int num_triangles; // number of triangles in the mesh
231 int num_firsttriangle; // first triangle in the mesh (index into groupmesh)
232 int num_vertices; // number of vertices in the mesh
233 int num_firstvertex; // first vertex in the mesh (index into groupmesh)
235 // shadow volume building information
236 int num_firstshadowmeshtriangle; // index into model->brush.shadowmesh
238 // lightmaptexture rebuild information not used in q3bsp
239 int cached_dlight; // q1bsp // forces rebuild of lightmaptexture
240 msurface_lightmapinfo_t *lightmapinfo; // q1bsp
242 // mesh information for collisions (only used by q3bsp curves)
243 int num_collisiontriangles; // q3bsp
244 int *data_collisionelement3i; // q3bsp
245 int num_collisionvertices; // q3bsp
246 float *data_collisionvertex3f; // q3bsp
247 struct q3deffect_s *effect; // q3bsp
248 // FIXME: collisionmarkframe should be kept in a separate array
249 int collisionmarkframe; // q3bsp // don't collide twice in one trace
253 #include "matrixlib.h"
255 #include "model_brush.h"
256 #include "model_sprite.h"
257 #include "model_alias.h"
259 typedef struct model_sprite_s
262 mspriteframe_t *sprdata_frames;
268 typedef struct model_brush_s
270 // true if this model is a HalfLife .bsp file
272 // true if this model is a Martial Concert .bsp file
274 // string of entity definitions (.map format)
277 // if non-zero this is a submodel
278 // (this is the number of the submodel, an index into submodels)
281 // number of submodels in this map (just used by server to know how many
282 // submodels to load)
284 // pointers to each of the submodels if .isworldmodel is true
285 struct model_s **submodels;
288 mplane_t *data_planes;
293 // visible leafs, not counting 0 (solid)
295 // number of actual leafs (including 0 which is solid)
300 int *data_leafbrushes;
302 int num_leafsurfaces;
303 int *data_leafsurfaces;
306 mportal_t *data_portals;
308 int num_portalpoints;
309 mvertex_t *data_portalpoints;
312 q3mbrush_t *data_brushes;
315 q3mbrushside_t *data_brushsides;
319 int num_pvsclusterbytes;
320 unsigned char *data_pvsclusters;
322 //pvschain = model->brush.data_pvsclusters + mycluster * model->brush.num_pvsclusterbytes;
323 //if (pvschain[thatcluster >> 3] & (1 << (thatcluster & 7)))
325 // a mesh containing all shadow casting geometry for the whole model (including submodels), portions of this are referenced by each surface's num_firstshadowmeshtriangle
326 shadowmesh_t *shadowmesh;
329 int (*SuperContentsFromNativeContents)(struct model_s *model, int nativecontents);
330 int (*NativeContentsFromSuperContents)(struct model_s *model, int supercontents);
331 qbyte *(*GetPVS)(struct model_s *model, const vec3_t p);
332 int (*FatPVS)(struct model_s *model, const vec3_t org, vec_t radius, qbyte *pvsbuffer, int pvsbufferlength);
333 int (*BoxTouchingPVS)(struct model_s *model, const qbyte *pvs, const vec3_t mins, const vec3_t maxs);
334 int (*BoxTouchingLeafPVS)(struct model_s *model, const qbyte *pvs, const vec3_t mins, const vec3_t maxs);
335 int (*BoxTouchingVisibleLeafs)(struct model_s *model, const qbyte *visibleleafs, const vec3_t mins, const vec3_t maxs);
336 void (*LightPoint)(struct model_s *model, const vec3_t p, vec3_t ambientcolor, vec3_t diffusecolor, vec3_t diffusenormal);
337 void (*FindNonSolidLocation)(struct model_s *model, const vec3_t in, vec3_t out, vec_t radius);
338 mleaf_t *(*PointInLeaf)(struct model_s *model, const float *p);
339 // these are actually only found on brushq1, but NULL is handled gracefully
340 void (*AmbientSoundLevelsForPoint)(struct model_s *model, const vec3_t p, qbyte *out, int outsize);
341 void (*RoundUpToHullSize)(struct model_s *cmodel, const vec3_t inmins, const vec3_t inmaxs, vec3_t outmins, vec3_t outmaxs);
345 rtexture_t *solidskytexture;
346 rtexture_t *alphaskytexture;
350 typedef struct model_brushq1_s
352 // lightmap format, set to r_lightmaprgba when model is loaded
370 dclipnode_t *clipnodes;
372 hull_t hulls[MAX_MAP_HULLS];
374 int num_compressedpvs;
375 qbyte *data_compressedpvs;
383 // lightmap update chains for light styles
386 int *light_stylevalue;
387 msurface_t ***light_styleupdatechains;
388 msurface_t **light_styleupdatechainsbuffer;
392 /* MSVC can't compile empty structs, so this is commented out for now
393 typedef struct model_brushq2_s
399 typedef struct model_brushq3_s
402 q3dmodel_t *data_models;
404 // freed after loading!
406 float *data_vertex3f;
407 float *data_texcoordtexture2f;
408 float *data_texcoordlightmap2f;
411 // freed after loading!
416 q3deffect_t *data_effects;
420 rtexture_t **data_lightmaps;
422 // voxel light data with directional shading
424 q3dlightgrid_t *data_lightgrid;
425 // size of each cell (may vary by map, typically 64 64 128)
426 float num_lightgrid_cellsize[3];
427 // 1.0 / num_lightgrid_cellsize
428 float num_lightgrid_scale[3];
429 // dimensions of the world model in lightgrid cells
430 int num_lightgrid_imins[3];
431 int num_lightgrid_imaxs[3];
432 int num_lightgrid_isize[3];
434 int num_lightgrid_dimensions[3];
435 // transform modelspace coordinates to lightgrid index
436 matrix4x4_t num_lightgrid_indexfromworld;
440 typedef struct model_s
442 // name and path of model, for example "progs/player.mdl"
443 char name[MAX_QPATH];
444 // model needs to be loaded if this is false
446 // set if the model is used in current map, models which are not, are purged
448 // true if this is the world model (I.E. defines what sky to use, and may contain submodels)
449 qboolean isworldmodel;
450 // CRC of the file this model was loaded from, to reload if changed
452 // mod_brush, mod_alias, mod_sprite
454 // memory pool for allocations
456 // all models use textures...
457 rtexturepool_t *texturepool;
458 // flags from the model file
460 // engine calculated flags, ones that can not be set in the file
462 // number of QC accessible frame(group)s in the model
464 // number of QC accessible skin(group)s in the model
466 // whether to randomize animated framegroups
468 // bounding box at angles '0 0 0'
469 vec3_t normalmins, normalmaxs;
470 // bounding box if yaw angle is not 0, but pitch and roll are
471 vec3_t yawmins, yawmaxs;
472 // bounding box if pitch or roll are used
473 vec3_t rotatedmins, rotatedmaxs;
474 // sphere radius, usable at any angles
476 // squared sphere radius for easier comparisons
478 // skin animation info
479 animscene_t *skinscenes; // [numskins]
480 // skin animation info
481 animscene_t *animscenes; // [numframes]
482 // range of surface numbers in this (sub)model
483 int firstmodelsurface;
484 int nummodelsurfaces;
485 // range of collision brush numbers in this (sub)model
488 // list of surface numbers in this (sub)model
493 aliastag_t *data_tags;
494 // for skeletal models
496 aliasbone_t *data_bones;
499 // textures of this model
501 texture_t *data_textures;
502 // surfaces of this model
504 msurface_t *data_surfaces;
505 // optional lightmapinfo data for surface lightmap updates
506 msurface_lightmapinfo_t *data_surfaces_lightmapinfo;
507 // surface meshes are merged to a smaller set of meshes to allow reduced
508 // vertex array switching, the meshes are limited to 65536 vertices each
509 // to play nice with Geforce1 hardware
511 surfmesh_t **meshlist;
512 // draw the model's sky polygons (only used by brush models)
513 void(*DrawSky)(struct entity_render_s *ent);
514 // draw the model using lightmap/dlight shading
515 void(*Draw)(struct entity_render_s *ent);
516 // gathers info on which clusters and surfaces are lit by light, as well as calculating a bounding box
517 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);
518 // compile a shadow volume for the model based on light source
519 void(*CompileShadowVolume)(struct entity_render_s *ent, vec3_t relativelightorigin, float lightradius, int numsurfaces, const int *surfacelist);
520 // draw a shadow volume for the model based on light source
521 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);
522 // draw the lighting on a model (through stencil)
523 void(*DrawLight)(struct entity_render_s *ent, float *lightcolor, int numsurfaces, const int *surfacelist);
524 // trace a box against this model
525 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);
526 // fields belonging to some types of model
527 model_sprite_t sprite;
529 model_brushq1_t brushq1;
530 /* MSVC can't handle an empty struct, so this is commented out for now
531 model_brushq2_t brushq2;
533 model_brushq3_t brushq3;
534 // skin files can have different tags for each skin
535 overridetagnameset_t *data_overridetagnamesforskin;
536 // flags this model for offseting sounds to the model center (used by brush models)
541 //============================================================================
544 extern model_t *loadmodel;
545 extern qbyte *mod_base;
546 // sky/water subdivision
547 //extern cvar_t gl_subdivide_size;
548 // texture fullbrights
549 extern cvar_t r_fullbrights;
551 void Mod_Init (void);
552 #define Mod_CheckLoaded(mod) (mod ? (mod->loaded ? (mod->used = true) : (Mod_LoadModel(mod, true, true, mod->isworldmodel), true)) : false)
553 model_t *Mod_LoadModel(model_t *mod, qboolean crash, qboolean checkdisk, qboolean isworldmodel);
554 void Mod_ClearAll (void);
555 model_t *Mod_FindName (const char *name);
556 model_t *Mod_ForName (const char *name, qboolean crash, qboolean checkdisk, qboolean isworldmodel);
557 void Mod_UnloadModel (model_t *mod);
559 void Mod_ClearUsed(void);
560 void Mod_PurgeUnused(void);
561 void Mod_RemoveStaleWorldModels(model_t *skip); // only used during loading!
562 void Mod_LoadModels(void);
564 extern model_t *loadmodel;
565 extern char loadname[32]; // for hunk tags
567 int Mod_BuildVertexRemapTableFromElements(int numelements, const int *elements, int numvertices, int *remapvertices);
568 void Mod_BuildTriangleNeighbors(int *neighbors, const int *elements, int numtriangles);
569 void Mod_ValidateElements(int *elements, int numtriangles, int numverts, const char *filename, int fileline);
570 void Mod_BuildNormals(int firstvertex, int numvertices, int numtriangles, const float *vertex3f, const int *elements, float *normal3f, qboolean areaweighting);
571 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);
573 surfmesh_t *Mod_AllocSurfMesh(mempool_t *mempool, int numvertices, int numtriangles, qboolean detailtexcoords, qboolean lightmapoffsets, qboolean vertexcolors, qboolean neighbors);
575 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);
576 shadowmesh_t *Mod_ShadowMesh_ReAlloc(mempool_t *mempool, shadowmesh_t *oldmesh, int light, int neighbors);
577 int Mod_ShadowMesh_AddVertex(shadowmesh_t *mesh, float *vertex14f);
578 void Mod_ShadowMesh_AddTriangle(mempool_t *mempool, shadowmesh_t *mesh, rtexture_t *map_diffuse, rtexture_t *map_specular, rtexture_t *map_normal, float *vertex14f);
579 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);
580 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);
581 shadowmesh_t *Mod_ShadowMesh_Finish(mempool_t *mempool, shadowmesh_t *firstmesh, int light, int neighbors);
582 void Mod_ShadowMesh_CalcBBox(shadowmesh_t *firstmesh, vec3_t mins, vec3_t maxs, vec3_t center, float *radius);
583 void Mod_ShadowMesh_Free(shadowmesh_t *mesh);
585 int Mod_LoadSkinFrame(skinframe_t *skinframe, char *basename, int textureflags, int loadpantsandshirt, int usedetailtexture, int loadglowtexture);
586 int Mod_LoadSkinFrame_Internal(skinframe_t *skinframe, char *basename, int textureflags, int loadpantsandshirt, int usedetailtexture, int loadglowtexture, qbyte *skindata, int width, int height);
588 extern cvar_t r_mipskins;
590 typedef struct skinfileitem_s
592 struct skinfileitem_s *next;
593 char name[MAX_QPATH];
594 char replacement[MAX_QPATH];
598 typedef struct skinfile_s
600 struct skinfile_s *next;
601 skinfileitem_t *items;
605 skinfile_t *Mod_LoadSkinFiles(void);
606 void Mod_FreeSkinFiles(skinfile_t *skinfile);
607 int Mod_CountSkinFiles(skinfile_t *skinfile);
609 void Mod_SnapVertices(int numcomponents, int numvertices, float *vertices, float snap);
610 int Mod_RemoveDegenerateTriangles(int numtriangles, const int *inelement3i, int *outelement3i, const float *vertex3f);
613 void Mod_BrushInit(void);
614 // used for talking to the QuakeC mainly
615 int Mod_Q1BSP_NativeContentsFromSuperContents(struct model_s *model, int supercontents);
616 int Mod_Q1BSP_SuperContentsFromNativeContents(struct model_s *model, int nativecontents);
618 // a lot of model formats use the Q1BSP code, so here are the prototypes...
619 struct entity_render_s;
620 void R_Q1BSP_DrawSky(struct entity_render_s *ent);
621 void R_Q1BSP_Draw(struct entity_render_s *ent);
622 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);
623 void R_Q1BSP_CompileShadowVolume(struct entity_render_s *ent, vec3_t relativelightorigin, float lightradius, int numsurfaces, const int *surfacelist);
624 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);
625 void R_Q1BSP_DrawLight(struct entity_render_s *ent, float *lightcolor, int numsurfaces, const int *surfacelist);
629 void Mod_AliasInit(void);
630 void Mod_Alias_GetMesh_Vertex3f(const model_t *model, const struct frameblend_s *frameblend, const struct surfmesh_s *mesh, float *out3f);
631 int Mod_Alias_GetTagMatrix(const model_t *model, int poseframe, int tagindex, matrix4x4_t *outmatrix);
632 int Mod_Alias_GetTagIndexForName(const model_t *model, unsigned int skin, const char *tagname);
635 void Mod_SpriteInit(void);
638 void Mod_Q1BSP_Load(model_t *mod, void *buffer, void *bufferend);
639 void Mod_IBSP_Load(model_t *mod, void *buffer, void *bufferend);
640 void Mod_MAP_Load(model_t *mod, void *buffer, void *bufferend);
641 void Mod_IDP0_Load(model_t *mod, void *buffer, void *bufferend);
642 void Mod_IDP2_Load(model_t *mod, void *buffer, void *bufferend);
643 void Mod_IDP3_Load(model_t *mod, void *buffer, void *bufferend);
644 void Mod_ZYMOTICMODEL_Load(model_t *mod, void *buffer, void *bufferend);
645 void Mod_DARKPLACESMODEL_Load(model_t *mod, void *buffer, void *bufferend);
646 void Mod_PSKMODEL_Load(model_t *mod, void *buffer, void *bufferend);
647 void Mod_IDSP_Load(model_t *mod, void *buffer, void *bufferend);
648 void Mod_IDS2_Load(model_t *mod, void *buffer, void *bufferend);
650 #endif // MODEL_SHARED_H