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.
26 typedef enum {ST_SYNC=0, ST_RAND } synctype_t;
31 d*_t structures are on-disk representations
32 m*_t structures are in-memory
36 typedef enum {mod_invalid, mod_brush, mod_sprite, mod_alias, mod_brushq2, mod_brushq3} modtype_t;
38 typedef struct animscene_s
40 char name[32]; // for viewthing support
43 int loop; // true or false
48 typedef struct skinframe_s
50 rtexture_t *base; // original texture without pants/shirt/glow
51 rtexture_t *pants; // pants only (in greyscale)
52 rtexture_t *shirt; // shirt only (in greyscale)
53 rtexture_t *glow; // glow only (fullbrights)
54 rtexture_t *merged; // original texture without glow
55 rtexture_t *fog; // alpha of the base texture (if not opaque)
56 rtexture_t *nmap; // normalmap (bumpmap for dot3)
57 rtexture_t *gloss; // glossmap (for dot3)
58 rtexture_t *detail; // detail texture (silly bumps for non-dot3)
64 typedef struct overridetagname_s
70 // a replacement set of tag names, per skin
71 typedef struct overridetagnameset_s
73 int num_overridetagnames;
74 overridetagname_t *data_overridetagnames;
78 #define SHADOWMESHVERTEXHASH 1024
79 typedef struct shadowmeshvertexhash_s
81 struct shadowmeshvertexhash_s *next;
83 shadowmeshvertexhash_t;
85 typedef struct shadowmesh_s
87 struct shadowmesh_s *next;
88 int numverts, maxverts;
89 int numtriangles, maxtriangles;
93 // these are NULL after Mod_ShadowMesh_Finish is performed, only used
94 // while building meshes
95 shadowmeshvertexhash_t **vertexhashtable, *vertexhashentries;
100 #include "matrixlib.h"
102 #include "model_brush.h"
103 #include "model_sprite.h"
104 #include "model_alias.h"
106 typedef struct model_alias_s
108 // LordHavoc: Q2/ZYM model support
111 // mdl/md2/md3 models are the same after loading
113 aliasmesh_t *aliasdata_meshes;
116 int aliasnum_tagframes;
117 aliastag_t *aliasdata_tags;
119 // for Zymotic models
125 float *zymdata_texcoords;
126 rtexture_t **zymdata_textures;
127 qbyte *zymdata_trizone;
128 zymbone_t *zymdata_bones;
129 unsigned int *zymdata_vertbonecounts;
130 zymvertex_t *zymdata_verts;
131 unsigned int *zymdata_renderlist;
132 float *zymdata_poses;
136 typedef struct model_sprite_s
139 mspriteframe_t *sprdata_frames;
145 typedef struct model_brush_s
147 // true if this model is a HalfLife .bsp file
149 // string of entity definitions (.map format)
151 // number of submodels in this map (just used by server to know how many
152 // submodels to load)
155 void (*AmbientSoundLevelsForPoint)(struct model_s *model, const vec3_t p, qbyte *out, int outsize);
156 int (*FatPVS)(struct model_s *model, const vec3_t org, vec_t radius, qbyte *pvsbuffer, int pvsbufferlength);
157 int (*BoxTouchingPVS)(struct model_s *model, const qbyte *pvs, const vec3_t mins, const vec3_t maxs);
158 void (*LightPoint)(struct model_s *model, const vec3_t p, vec3_t ambientcolor, vec3_t diffusecolor, vec3_t diffusenormal);
159 void (*FindNonSolidLocation)(struct model_s *model, const vec3_t in, vec3_t out, vec_t radius);
160 void (*TraceBox)(struct model_s *model, struct trace_s *trace, const vec3_t boxstartmins, const vec3_t boxstartmaxs, const vec3_t boxendmins, const vec3_t boxendmaxs);
161 // this is actually only found on brushq1, but NULL is handled gracefully
162 void (*RoundUpToHullSize)(struct model_s *cmodel, const vec3_t inmins, const vec3_t inmaxs, vec3_t outmins, vec3_t outmaxs);
166 typedef struct model_brushq1_s
168 int firstmodelsurface, nummodelsurfaces;
170 // lightmap format, set to r_lightmaprgba when model is loaded
178 // number of actual leafs (including 0 which is solid)
180 // visible leafs, not counting 0 (solid)
197 msurface_t *surfaces;
198 int *surfacevisframes;
199 int *surfacepvsframes;
200 msurface_t *surfacepvsnext;
201 surfmesh_t *entiremesh;
202 surfmesh_t *surfmeshes;
208 dclipnode_t *clipnodes;
213 hull_t hulls[MAX_MAP_HULLS];
218 int num_compressedpvs;
219 qbyte *data_compressedpvs;
220 qbyte *data_decompressedpvs;
229 mvertex_t *portalpoints;
234 // pvs visibility marking
235 mleaf_t *pvsviewleaf;
236 int pvsviewleafnovis;
238 mleaf_t *pvsleafchain;
240 int pvssurflistlength;
241 // these get rebuilt as the player moves around if this is the world,
242 // otherwise they are left alone (no pvs for bmodels)
243 msurface_t ***pvstexturechains;
244 msurface_t **pvstexturechainsbuffer;
245 int *pvstexturechainslength;
247 // lightmap update chains for light styles
250 int *light_stylevalue;
251 msurface_t ***light_styleupdatechains;
252 msurface_t **light_styleupdatechainsbuffer;
256 mleaf_t *(*PointInLeaf)(struct model_s *model, const float *p);
257 void (*BuildPVSTextureChains)(struct model_s *model);
261 /* MSVC can't compile empty structs, so this is commented out for now
262 typedef struct model_brushq2_s
268 typedef struct q3mtexture_s
270 char name[Q3PATHLENGTH];
279 typedef struct q3mnode_s
282 struct q3mnode_s *parent;
283 struct mplane_s *plane;
284 struct q3mnode_s *children[2];
288 typedef struct q3mleaf_s
291 struct q3mnode_s *parent;
295 struct q3mface_s **firstleafface;
297 struct q3mbrush_s **firstleafbrush;
303 typedef struct q3mmodel_s
308 struct q3mface_s *firstface;
310 struct q3mbrush_s *firstbrush;
314 typedef struct q3mbrush_s
316 struct colbrushf_s *colbrushf;
318 struct q3mbrushside_s *firstbrushside;
319 struct q3mtexture_s *texture;
323 typedef struct q3mbrushside_s
325 struct mplane_s *plane;
326 struct q3mtexture_s *texture;
330 typedef struct q3meffect_s
332 char shadername[Q3PATHLENGTH];
333 struct q3mbrush_s *brush;
334 int unknown; // 5 or -1
338 typedef struct q3mface_s
340 struct q3mtexture_s *texture;
341 struct q3meffect_s *effect;
342 rtexture_t *lightmaptexture;
350 float *data_vertex3f;
351 float *data_texcoordtexture2f;
352 float *data_texcoordlightmap2f;
353 float *data_svector3f;
354 float *data_tvector3f;
355 float *data_normal3f;
359 int *data_neighbor3i;
363 typedef struct model_brushq3_s
366 q3mtexture_t *data_textures;
369 mplane_t *data_planes;
372 q3mnode_t *data_nodes;
375 q3mleaf_t *data_leafs;
378 q3mbrush_t **data_leafbrushes;
381 q3mface_t **data_leaffaces;
384 q3mmodel_t *data_models;
385 // each submodel gets its own model struct so this is different for each.
386 q3mmodel_t *data_thismodel;
389 q3mbrush_t *data_brushes;
392 q3mbrushside_t *data_brushsides;
395 float *data_vertex3f;
396 float *data_texcoordtexture2f;
397 float *data_texcoordlightmap2f;
398 float *data_svector3f;
399 float *data_tvector3f;
400 float *data_normal3f;
405 int *data_neighbor3i;
408 q3meffect_t *data_effects;
411 q3mface_t *data_faces;
415 rtexture_t **data_lightmaps;
417 // voxel light data with directional shading
419 q3dlightgrid_t *data_lightgrid;
420 // size of each cell (may vary by map, typically 64 64 128)
421 float num_lightgrid_cellsize[3];
422 // 1.0 / num_lightgrid_cellsize
423 float num_lightgrid_scale[3];
424 // dimensions of the world model in lightgrid cells
425 int num_lightgrid_imins[3];
426 int num_lightgrid_imaxs[3];
427 int num_lightgrid_isize[3];
429 int num_lightgrid_dimensions[3];
430 // transform modelspace coordinates to lightgrid index
431 matrix4x4_t num_lightgrid_indexfromworld;
435 int num_pvschainlength;
436 unsigned char *data_pvschains;
438 //pvschain = model->brushq3.data_pvschains + mycluster * model->brushq3.num_pvschainlength;
439 //if (pvschain[thatcluster >> 3] & (1 << (thatcluster & 7)))
443 typedef struct model_s
445 // name and path of model, for example "progs/player.mdl"
446 char name[MAX_QPATH];
447 // model needs to be loaded if this is true
449 // set if the model is used in current map, models which are not, are purged
451 // true if this is the world model (I.E. defines what sky to use, and may contain submodels)
452 qboolean isworldmodel;
453 // CRC of the file this model was loaded from, to reload if changed
455 // mod_brush, mod_alias, mod_sprite
457 // memory pool for allocations
459 // all models use textures...
460 rtexturepool_t *texturepool;
461 // flags from the model file
463 // engine calculated flags, ones that can not be set in the file
465 // LordHavoc: if true (normally only for sprites) the model/sprite/bmodel is always rendered fullbright
467 // number of QC accessible frame(group)s in the model
469 // number of QC accessible skin(group)s in the model
471 // whether to randomize animated framegroups
473 // bounding box at angles '0 0 0'
474 vec3_t normalmins, normalmaxs;
475 // bounding box if yaw angle is not 0, but pitch and roll are
476 vec3_t yawmins, yawmaxs;
477 // bounding box if pitch or roll are used
478 vec3_t rotatedmins, rotatedmaxs;
479 // sphere radius, usable at any angles
481 // squared sphere radius for easier comparisons
483 // skin animation info
484 animscene_t *skinscenes; // [numskins]
485 // skin animation info
486 animscene_t *animscenes; // [numframes]
487 // draw the model's sky polygons (only used by brush models)
488 void(*DrawSky)(struct entity_render_s *ent);
489 // draw the model using lightmap/dlight shading
490 void(*Draw)(struct entity_render_s *ent);
491 // draw a fake shadow for the model
492 void(*DrawFakeShadow)(struct entity_render_s *ent);
493 // draw a shadow volume for the model based on light source
494 void(*DrawShadowVolume)(struct entity_render_s *ent, vec3_t relativelightorigin, float lightradius);
495 // draw the lighting on a model (through stencil)
496 void(*DrawLight)(struct entity_render_s *ent, vec3_t relativelightorigin, vec3_t relativeeyeorigin, float lightradius, float *lightcolor, const matrix4x4_t *matrix_modeltofilter, const matrix4x4_t *matrix_modeltoattenuationxyz, const matrix4x4_t *matrix_modeltoattenuationz);
497 // fields belonging to each type of model
499 model_sprite_t sprite;
501 model_brushq1_t brushq1;
502 /* MSVC can't handle an empty struct, so this is commented out for now
503 model_brushq2_t brushq2;
505 model_brushq3_t brushq3;
506 // skin files can have different tags for each skin
507 overridetagnameset_t *data_overridetagnamesforskin;
511 //============================================================================
513 // this can be used for anything without a valid texture
514 extern rtexture_t *r_notexture;
515 #define NUM_DETAILTEXTURES 1
516 extern rtexture_t *mod_shared_detailtextures[NUM_DETAILTEXTURES];
517 // every texture must be in a pool...
518 extern rtexturepool_t *mod_shared_texturepool;
521 extern model_t *loadmodel;
522 extern qbyte *mod_base;
523 // sky/water subdivision
524 //extern cvar_t gl_subdivide_size;
525 // texture fullbrights
526 extern cvar_t r_fullbrights;
528 void Mod_Init (void);
529 void Mod_CheckLoaded (model_t *mod);
530 void Mod_ClearAll (void);
531 model_t *Mod_FindName (const char *name);
532 model_t *Mod_ForName (const char *name, qboolean crash, qboolean checkdisk, qboolean isworldmodel);
533 void Mod_TouchModel (const char *name);
534 void Mod_UnloadModel (model_t *mod);
536 void Mod_ClearUsed(void);
537 void Mod_PurgeUnused(void);
538 void Mod_LoadModels(void);
540 extern model_t *loadmodel;
541 extern char loadname[32]; // for hunk tags
543 int Mod_FindTriangleWithEdge(const int *elements, int numtriangles, int start, int end, int ignore);
544 void Mod_BuildTriangleNeighbors(int *neighbors, const int *elements, int numtriangles);
545 void Mod_ValidateElements(const int *elements, int numtriangles, int numverts, const char *filename, int fileline);
546 void Mod_BuildTextureVectorsAndNormals(int numverts, int numtriangles, const float *vertex, const float *texcoord, const int *elements, float *svectors, float *tvectors, float *normals);
548 shadowmesh_t *Mod_ShadowMesh_Alloc(mempool_t *mempool, int maxverts);
549 shadowmesh_t *Mod_ShadowMesh_ReAlloc(mempool_t *mempool, shadowmesh_t *oldmesh);
550 int Mod_ShadowMesh_AddVertex(shadowmesh_t *mesh, float *v);
551 void Mod_ShadowMesh_AddTriangle(mempool_t *mempool, shadowmesh_t *mesh, float *vert0, float *vert1, float *vert2);
552 void Mod_ShadowMesh_AddPolygon(mempool_t *mempool, shadowmesh_t *mesh, int numverts, float *verts);
553 void Mod_ShadowMesh_AddMesh(mempool_t *mempool, shadowmesh_t *mesh, float *verts, int numtris, int *elements);
554 shadowmesh_t *Mod_ShadowMesh_Begin(mempool_t *mempool, int initialnumtriangles);
555 shadowmesh_t *Mod_ShadowMesh_Finish(mempool_t *mempool, shadowmesh_t *firstmesh);
556 void Mod_ShadowMesh_CalcBBox(shadowmesh_t *firstmesh, vec3_t mins, vec3_t maxs, vec3_t center, float *radius);
557 void Mod_ShadowMesh_Free(shadowmesh_t *mesh);
559 int Mod_LoadSkinFrame(skinframe_t *skinframe, char *basename, int textureflags, int loadpantsandshirt, int usedetailtexture, int loadglowtexture);
560 int Mod_LoadSkinFrame_Internal(skinframe_t *skinframe, char *basename, int textureflags, int loadpantsandshirt, int usedetailtexture, int loadglowtexture, qbyte *skindata, int width, int height);
562 extern cvar_t r_mipskins;
564 typedef struct skinfileitem_s
566 struct skinfileitem_s *next;
567 char name[MAX_QPATH];
568 char replacement[MAX_QPATH];
572 typedef struct skinfile_s
574 struct skinfile_s *next;
575 skinfileitem_t *items;
579 skinfile_t *Mod_LoadSkinFiles(void);
580 void Mod_FreeSkinFiles(skinfile_t *skinfile);
581 int Mod_CountSkinFiles(skinfile_t *skinfile);