/* Copyright (C) 1996-1997 Id Software, Inc. This program is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation; either version 2 of the License, or (at your option) any later version. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with this program; if not, write to the Free Software Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. */ #ifndef MODEL_SHARED_H #define MODEL_SHARED_H typedef enum synctype_e {ST_SYNC=0, ST_RAND } synctype_t; /* d*_t structures are on-disk representations m*_t structures are in-memory */ typedef enum modtype_e {mod_invalid, mod_brushq1, mod_sprite, mod_alias, mod_brushq2, mod_brushq3} modtype_t; typedef struct animscene_s { char name[32]; // for viewthing support int firstframe; int framecount; int loop; // true or false float framerate; } animscene_t; typedef struct skinframe_s { 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 *nmap; // normalmap (bumpmap for dot3) rtexture_t *gloss; // glossmap (for 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; typedef struct surfmeshvertexboneweight_s { unsigned int vertexindex; unsigned int boneindex; float origin[3]; float weight; } surfmeshvertexboneweight_t; // used for mesh lists in q1bsp/q3bsp map models // (the surfaces reference portions of these meshes) typedef struct surfmesh_s { int num_triangles; // number of triangles in the mesh 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_vertices; // number of vertices 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 float *data_texcoordtexture2f; // float[verts*2] texcoords for surface texture float *data_texcoordlightmap2f; // float[verts*2] texcoords for lightmap texture float *data_lightmapcolor4f; int *data_lightmapoffsets; // index into surface's lightmap samples for vertex lighting // morph blending, these are zero if model is skeletal or static int num_morphframes; float *data_morphvertex3f; // skeletal blending, these are zero if model is morph or static int num_vertexboneweights; surfmeshvertexboneweight_t *data_vertexboneweights; } 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; // 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; typedef enum texturelayertype_e { TEXTURELAYERTYPE_INVALID, TEXTURELAYERTYPE_LITTEXTURE_COMBINE, TEXTURELAYERTYPE_LITTEXTURE_MULTIPASS, TEXTURELAYERTYPE_LITTEXTURE_VERTEX, TEXTURELAYERTYPE_TEXTURE, TEXTURELAYERTYPE_FOG, } 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; qboolean depthmask; int blendfunc1; int blendfunc2; rtexture_t *texture; matrix4x4_t texmatrix; vec4_t color; int flags; } texturelayer_t; typedef struct texture_s { // q1bsp // name //char name[16]; // size unsigned int width, height; // SURF_ flags //unsigned int flags; // base material flags int basematerialflags; // current material flags (updated each bmodel render) int currentmaterialflags; // loaded the same as model skins skinframe_t skin; // total frames in sequence and alternate sequence int anim_total[2]; // direct pointers to each of the frames in the sequences // (indexed as [alternate][frame]) struct texture_s *anim_frames[2][10]; // set if animated or there is an alternate frame set // (this is an optimization in the renderer) int animated; // the current alpha of this texture (may be affected by r_wateralpha) float currentalpha; // the current texture frame in animation struct texture_s *currentframe; // current texture transform matrix (used for water scrolling) matrix4x4_t currenttexmatrix; qboolean colormapping; rtexture_t *basetexture; rtexture_t *glosstexture; float specularscale; float specularpower; int currentnumlayers; texturelayer_t currentlayers[16]; // q3bsp char name[64]; char firstpasstexturename[64]; // used only during loading int surfaceflags; int supercontents; int surfaceparms; int textureflags; //skinframe_t skin; } texture_t; typedef struct mtexinfo_s { float vecs[2][4]; texture_t *texture; int flags; } mtexinfo_t; typedef struct msurface_lightmapinfo_s { // texture mapping properties used by this surface mtexinfo_t *texinfo; // q1bsp // index into r_refdef.lightstylevalue array, 255 means not used (black) unsigned char styles[MAXLIGHTMAPS]; // q1bsp // RGB lighting data [numstyles][height][width][3] unsigned char *samples; // q1bsp // stain to apply on lightmap (soot/dirt/blood/whatever) unsigned char *stainsamples; // q1bsp // the stride when building lightmaps to comply with fragment update int lightmaptexturestride; // q1bsp int texturemins[2]; // q1bsp int extents[2]; // q1bsp } msurface_lightmapinfo_t; struct q3deffect_s; typedef struct msurface_s { // bounding box for onscreen checks vec3_t mins; vec3_t maxs; // the texture to use on the surface texture_t *texture; // the lightmap texture fragment to use on the rendering mesh rtexture_t *lightmaptexture; // this surface is part of this mesh surfmesh_t *groupmesh; int num_triangles; // number of triangles in the mesh int num_firsttriangle; // first triangle in the mesh (index into groupmesh) int num_vertices; // number of vertices in the mesh int num_firstvertex; // first vertex in the mesh (index into groupmesh) // shadow volume building information int num_firstshadowmeshtriangle; // index into model->brush.shadowmesh // lightmaptexture rebuild information not used in q3bsp int cached_dlight; // q1bsp // forces rebuild of lightmaptexture 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 } msurface_t; #include "matrixlib.h" #include "model_brush.h" #include "model_sprite.h" #include "model_alias.h" typedef struct model_sprite_s { int sprnum_type; mspriteframe_t *sprdata_frames; } model_sprite_t; struct trace_s; typedef struct model_brush_s { // true if this model is a HalfLife .bsp file qboolean ishlbsp; // true if this model is a Martial Concert .bsp file qboolean ismcbsp; // string of entity definitions (.map format) char *entities; // if non-zero this is a submodel // (this is the number of the submodel, an index into submodels) int submodel; // 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; int num_planes; mplane_t *data_planes; int num_nodes; mnode_t *data_nodes; // visible leafs, not counting 0 (solid) int num_visleafs; // number of actual leafs (including 0 which is solid) int num_leafs; mleaf_t *data_leafs; int num_leafbrushes; int *data_leafbrushes; int num_leafsurfaces; int *data_leafsurfaces; int num_portals; mportal_t *data_portals; int num_portalpoints; mvertex_t *data_portalpoints; int num_brushes; q3mbrush_t *data_brushes; int num_brushsides; q3mbrushside_t *data_brushsides; // 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); unsigned char *(*GetPVS)(struct model_s *model, const vec3_t p); int (*FatPVS)(struct model_s *model, const vec3_t org, vec_t radius, unsigned char *pvsbuffer, int pvsbufferlength); int (*BoxTouchingPVS)(struct model_s *model, const unsigned char *pvs, const vec3_t mins, const vec3_t maxs); int (*BoxTouchingLeafPVS)(struct model_s *model, const unsigned char *pvs, const vec3_t mins, const vec3_t maxs); int (*BoxTouchingVisibleLeafs)(struct model_s *model, const unsigned char *visibleleafs, const vec3_t mins, const vec3_t maxs); int (*FindBoxClusters)(struct model_s *model, const vec3_t mins, const vec3_t maxs, int maxclusters, int *clusterlist); 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); mleaf_t *(*PointInLeaf)(struct model_s *model, const float *p); // these are actually only found on brushq1, but NULL is handled gracefully void (*AmbientSoundLevelsForPoint)(struct model_s *model, const vec3_t p, unsigned char *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[MAX_QPATH]; rtexture_t *solidskytexture; rtexture_t *alphaskytexture; // QuakeWorld int qw_md4sum; int qw_md4sum2; } model_brush_t; typedef struct model_brushq1_s { // lightmap format, set to r_lightmaprgba when model is loaded int lightmaprgba; dmodel_t *submodels; int numvertexes; mvertex_t *vertexes; int numedges; medge_t *edges; int numtexinfo; mtexinfo_t *texinfo; int numsurfedges; int *surfedges; int numclipnodes; dclipnode_t *clipnodes; hull_t hulls[MAX_MAP_HULLS]; int num_compressedpvs; unsigned char *data_compressedpvs; int num_lightdata; unsigned char *lightdata; // lightmap update chains for light styles int light_styles; unsigned char *light_style; int *light_stylevalue; msurface_t ***light_styleupdatechains; msurface_t **light_styleupdatechainsbuffer; } 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 { int num_models; q3dmodel_t *data_models; // freed after loading! int num_vertices; float *data_vertex3f; float *data_texcoordtexture2f; float *data_texcoordlightmap2f; float *data_color4f; // freed after loading! int num_triangles; int *data_element3i; int num_effects; q3deffect_t *data_effects; // 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 animation info animscene_t *animscenes; // [numframes] // range of surface numbers in this (sub)model int firstmodelsurface; int nummodelsurfaces; // range of collision brush numbers in this (sub)model int firstmodelbrush; int nummodelbrushes; // list of surface numbers in this (sub)model int *surfacelist; // for md3 models int num_tags; int num_tagframes; aliastag_t *data_tags; // for skeletal models int num_bones; aliasbone_t *data_bones; int num_poses; float *data_poses; // textures of this model int num_textures; texture_t *data_textures; // surfaces of this model int num_surfaces; msurface_t *data_surfaces; // optional lightmapinfo data for surface lightmap updates msurface_lightmapinfo_t *data_surfaces_lightmapinfo; // 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); // draw the model using lightmap/dlight shading void(*Draw)(struct entity_render_s *ent); // 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); // compile a shadow volume for the model based on light source void(*CompileShadowVolume)(struct entity_render_s *ent, vec3_t relativelightorigin, float lightradius, int numsurfaces, const int *surfacelist); // draw a shadow volume for the model based on light source 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); // draw the lighting on a model (through stencil) void(*DrawLight)(struct entity_render_s *ent, 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 start, const vec3_t boxmins, const vec3_t boxmaxs, const vec3_t end, int hitsupercontentsmask); // fields belonging to some types of model 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; //============================================================================ // model loading extern model_t *loadmodel; extern unsigned char *mod_base; // sky/water subdivision //extern cvar_t gl_subdivide_size; // texture fullbrights extern cvar_t r_fullbrights; void Mod_Init (void); model_t *Mod_LoadModel(model_t *mod, qboolean crash, qboolean checkdisk, qboolean isworldmodel); 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_UnloadModel (model_t *mod); void Mod_ClearUsed(void); void Mod_PurgeUnused(void); void Mod_RemoveStaleWorldModels(model_t *skip); // only used during loading! extern model_t *loadmodel; extern char loadname[32]; // for hunk tags 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(int *elements, int numtriangles, int numverts, const char *filename, int fileline); void Mod_BuildNormals(int firstvertex, int numvertices, int numtriangles, const float *vertex3f, const int *elements, float *normal3f, qboolean areaweighting); 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); surfmesh_t *Mod_AllocSurfMesh(mempool_t *mempool, int numvertices, int numtriangles, qboolean lightmapoffsets, qboolean vertexcolors, qboolean neighbors); 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); int Mod_LoadSkinFrame(skinframe_t *skinframe, const char *basename, int textureflags, int loadpantsandshirt, int loadglowtexture); int Mod_LoadSkinFrame_Internal(skinframe_t *skinframe, const char *basename, int textureflags, int loadpantsandshirt, int loadglowtexture, const unsigned char *skindata, int width, int height, int bitsperpixel, const unsigned int *palette, const unsigned int *alphapalette); 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); // bsp models void Mod_BrushInit(void); // 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); // a lot of model formats use the Q1BSP code, so here are the prototypes... struct entity_render_s; void R_Q1BSP_DrawSky(struct entity_render_s *ent); void R_Q1BSP_Draw(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); void R_Q1BSP_CompileShadowVolume(struct entity_render_s *ent, vec3_t relativelightorigin, float lightradius, int numsurfaces, const int *surfacelist); 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); void R_Q1BSP_DrawLight(struct entity_render_s *ent, int numsurfaces, const int *surfacelist); // alias models struct frameblend_s; void Mod_AliasInit(void); void Mod_Alias_GetMesh_Vertex3f(const model_t *model, const struct frameblend_s *frameblend, const struct surfmesh_s *mesh, float *out3f); int Mod_Alias_GetTagMatrix(const model_t *model, int poseframe, int tagindex, matrix4x4_t *outmatrix); int Mod_Alias_GetTagIndexForName(const model_t *model, unsigned int skin, const char *tagname); // sprite models void Mod_SpriteInit(void); // loaders void Mod_Q1BSP_Load(model_t *mod, void *buffer, void *bufferend); void Mod_IBSP_Load(model_t *mod, void *buffer, void *bufferend); void Mod_MAP_Load(model_t *mod, void *buffer, void *bufferend); void Mod_IDP0_Load(model_t *mod, void *buffer, void *bufferend); void Mod_IDP2_Load(model_t *mod, void *buffer, void *bufferend); void Mod_IDP3_Load(model_t *mod, void *buffer, void *bufferend); void Mod_ZYMOTICMODEL_Load(model_t *mod, void *buffer, void *bufferend); void Mod_DARKPLACESMODEL_Load(model_t *mod, void *buffer, void *bufferend); void Mod_PSKMODEL_Load(model_t *mod, void *buffer, void *bufferend); void Mod_IDSP_Load(model_t *mod, void *buffer, void *bufferend); void Mod_IDS2_Load(model_t *mod, void *buffer, void *bufferend); #endif // MODEL_SHARED_H