*/
-#ifndef __MODEL__
-#define __MODEL__
+#ifndef MODEL_SHARED_H
+#define MODEL_SHARED_H
-#ifndef SYNCTYPE_T
-#define SYNCTYPE_T
typedef enum {ST_SYNC=0, ST_RAND } synctype_t;
-#endif
/*
*/
-typedef enum {mod_invalid, mod_brush, mod_sprite, mod_alias, mod_brushq2, mod_brushq3} modtype_t;
+typedef enum {mod_invalid, mod_brushq1, mod_sprite, mod_alias, mod_brushq2, mod_brushq3} modtype_t;
typedef struct animscene_s
{
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 *glow; // glow only (fullbrights)
- rtexture_t *merged; // original texture without glow
- rtexture_t *fog; // alpha of the base texture (if not opaque)
rtexture_t *nmap; // normalmap (bumpmap for dot3)
rtexture_t *gloss; // glossmap (for dot3)
rtexture_t *detail; // detail texture (silly bumps for non-dot3)
+ rtexture_t *glow; // glow only (fullbrights)
+ rtexture_t *fog; // alpha of the base texture (if not opaque)
}
skinframe_t;
typedef struct model_alias_s
{
- // LordHavoc: Q2/ZYM model support
- int aliastype;
+ // mdl/md2/md3/zym model formats are treated the same after loading
- // mdl/md2/md3 models are the same after loading
+ // the shader meshes comprising this model
int aliasnum_meshes;
aliasmesh_t *aliasdata_meshes;
+ // for md3 models
int aliasnum_tags;
int aliasnum_tagframes;
aliastag_t *aliasdata_tags;
- // for Zymotic models
- 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;
+ // for skeletal models
+ int aliasnum_bones;
+ aliasbone_t *aliasdata_bones;
+ int aliasnum_poses;
+ float *aliasdata_poses;
}
model_alias_t;
// number of submodels in this map (just used by server to know how many
// submodels to load)
int numsubmodels;
+
+ // 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);
// these are actually only found on brushq1, but NULL is handled gracefully
void (*AmbientSoundLevelsForPoint)(struct model_s *model, const vec3_t p, qbyte *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[64];
}
model_brush_t;
typedef struct model_brushq1_s
{
- int firstmodelsurface, nummodelsurfaces;
-
// lightmap format, set to r_lightmaprgba when model is loaded
int lightmaprgba;
mplane_t *planes;
// number of actual leafs (including 0 which is solid)
- int numleafs;
+ int num_leafs;
// visible leafs, not counting 0 (solid)
- int visleafs;
- mleaf_t *leafs;
+ int num_visleafs;
+ mleaf_t *data_leafs;
int numvertexes;
mvertex_t *vertexes;
int num_compressedpvs;
qbyte *data_compressedpvs;
- qbyte *data_decompressedpvs;
int num_lightdata;
qbyte *lightdata;
int *light_stylevalue;
msurface_t ***light_styleupdatechains;
msurface_t **light_styleupdatechainsbuffer;
- float light_ambient;
mleaf_t *(*PointInLeaf)(struct model_s *model, const float *p);
void (*BuildPVSTextureChains)(struct model_s *model);
model_brushq2_t;
*/
-#define Q3MTEXTURERENDERFLAGS_NODRAW 1
-#define Q3MTEXTURERENDERFLAGS_SKY 2
-#define Q3MTEXTURERENDERFLAGS_TRANSPARENT 4
-
+// surfaceflags from bsp
+#define Q3SURFACEFLAG_NODAMAGE 1
+#define Q3SURFACEFLAG_SLICK 2
+#define Q3SURFACEFLAG_SKY 4
+#define Q3SURFACEFLAG_LADDER 8
+#define Q3SURFACEFLAG_NOIMPACT 16
+#define Q3SURFACEFLAG_NOMARKS 32
+#define Q3SURFACEFLAG_FLESH 64
+#define Q3SURFACEFLAG_NODRAW 128
+#define Q3SURFACEFLAG_HINT 256
+#define Q3SURFACEFLAG_SKIP 512
+#define Q3SURFACEFLAG_NOLIGHTMAP 1024
+#define Q3SURFACEFLAG_POINTLIGHT 2048
+#define Q3SURFACEFLAG_METALSTEPS 4096
+#define Q3SURFACEFLAG_NOSTEPS 8192
+#define Q3SURFACEFLAG_NONSOLID 16384
+#define Q3SURFACEFLAG_LIGHTFILTER 32768
+#define Q3SURFACEFLAG_ALPHASHADOW 65536
+#define Q3SURFACEFLAG_NODLIGHT 131072
+#define Q3SURFACEFLAG_DUST 262144
+
+// surfaceparms from shaders
+#define Q3SURFACEPARM_ALPHASHADOW 1
+#define Q3SURFACEPARM_AREAPORTAL 2
+#define Q3SURFACEPARM_CLUSTERPORTAL 4
+#define Q3SURFACEPARM_DETAIL 8
+#define Q3SURFACEPARM_DONOTENTER 16
+#define Q3SURFACEPARM_FOG 32
+#define Q3SURFACEPARM_LAVA 64
+#define Q3SURFACEPARM_LIGHTFILTER 128
+#define Q3SURFACEPARM_METALSTEPS 256
+#define Q3SURFACEPARM_NODAMAGE 512
+#define Q3SURFACEPARM_NODLIGHT 1024
+#define Q3SURFACEPARM_NODRAW 2048
+#define Q3SURFACEPARM_NODROP 4096
+#define Q3SURFACEPARM_NOIMPACT 8192
+#define Q3SURFACEPARM_NOLIGHTMAP 16384
+#define Q3SURFACEPARM_NOMARKS 32768
+#define Q3SURFACEPARM_NOMIPMAPS 65536
+#define Q3SURFACEPARM_NONSOLID 131072
+#define Q3SURFACEPARM_ORIGIN 262144
+#define Q3SURFACEPARM_PLAYERCLIP 524288
+#define Q3SURFACEPARM_SKY 1048576
+#define Q3SURFACEPARM_SLICK 2197152
+#define Q3SURFACEPARM_SLIME 4194304
+#define Q3SURFACEPARM_STRUCTURAL 8388608
+#define Q3SURFACEPARM_TRANS 16777216
+#define Q3SURFACEPARM_WATER 33554432
+
+struct q3msurface_s;
typedef struct q3mtexture_s
{
char name[Q3PATHLENGTH];
int surfaceflags;
int nativecontents;
int supercontents;
- int renderflags;
+ int surfaceparms;
int number;
skinframe_t skin;
+
+ int numfaces;
+ struct q3msurface_s **facelist;
+ int *facenumlist;
}
q3mtexture_t;
typedef struct q3mnode_s
{
//this part shared between node and leaf
- int isnode; // true
+ struct mplane_s *plane; // != NULL
struct q3mnode_s *parent;
vec3_t mins;
vec3_t maxs;
// this part unique to nodes
- struct mplane_s *plane;
struct q3mnode_s *children[2];
}
q3mnode_t;
typedef struct q3mleaf_s
{
//this part shared between node and leaf
- int isnode; // false
+ struct mplane_s *plane; // == NULL
struct q3mnode_s *parent;
vec3_t mins;
vec3_t maxs;
int clusterindex;
int areaindex;
int numleaffaces;
- struct q3mface_s **firstleafface;
+ struct q3msurface_s **firstleafface;
+ int *firstleaffacenum;
int numleafbrushes;
struct q3mbrush_s **firstleafbrush;
}
vec3_t mins;
vec3_t maxs;
int numfaces;
- struct q3mface_s *firstface;
+ struct q3msurface_s *firstface;
int numbrushes;
struct q3mbrush_s *firstbrush;
}
}
q3meffect_t;
-typedef struct q3mface_s
+typedef struct q3msurface_s
{
+ // FIXME: collisionmarkframe should be kept in a separate array
+ // FIXME: visframe should be kept in a separate array
+ // FIXME: shadowmark should be kept in a separate array
+
struct q3mtexture_s *texture;
struct q3meffect_s *effect;
rtexture_t *lightmaptexture;
- int collisions; // performs per triangle collisions on this surface
int collisionmarkframe; // don't collide twice in one trace
- int type;
- int firstvertex;
- int firstelement;
- int patchsize[2];
- // used for processing
- int markframe;
- // (world only) visframe == r_framecount means it is visible this frame
- int visframe;
+ int visframe; // visframe == r_framecount means it is visible this frame
// bounding box for culling
float mins[3];
float maxs[3];
int *data_element3i;
int *data_neighbor3i;
- // temporary use by light processing
- int lighttemp_castshadow;
+ int num_collisionvertices;
+ int num_collisiontriangles;
+ float *data_collisionvertex3f;
+ int *data_collisionelement3i;
+
+ // index into model->brush.shadowmesh
+ int num_firstshadowmeshtriangle;
+
+ // used for shadow volume generation
+ int shadowmark;
}
-q3mface_t;
+q3msurface_t;
typedef struct model_brushq3_s
{
int num_textures;
q3mtexture_t *data_textures;
+ q3msurface_t **data_texturefaces;
+ int *data_texturefacenums;
int num_planes;
mplane_t *data_planes;
q3mbrush_t **data_leafbrushes;
int num_leaffaces;
- q3mface_t **data_leaffaces;
+ q3msurface_t **data_leaffaces;
+ int *data_leaffacenums;
int num_models;
q3mmodel_t *data_models;
q3meffect_t *data_effects;
int num_faces;
- q3mface_t *data_faces;
+ q3msurface_t *data_faces;
// lightmap textures
int num_lightmaps;
int num_lightgrid_dimensions[3];
// transform modelspace coordinates to lightgrid index
matrix4x4_t num_lightgrid_indexfromworld;
-
- // pvs
- int num_pvsclusters;
- int num_pvschainlength;
- unsigned char *data_pvschains;
- // example
- //pvschain = model->brushq3.data_pvschains + mycluster * model->brushq3.num_pvschainlength;
- //if (pvschain[thatcluster >> 3] & (1 << (thatcluster & 7)))
}
model_brushq3_t;
int flags;
// engine calculated flags, ones that can not be set in the file
int flags2;
- // LordHavoc: if true (normally only for sprites) the model/sprite/bmodel is always rendered fullbright
- int fullbright;
// number of QC accessible frame(group)s in the model
int numframes;
// number of QC accessible skin(group)s in the model
animscene_t *skinscenes; // [numskins]
// skin animation info
animscene_t *animscenes; // [numframes]
+ // range of surface numbers in this (sub)model
+ int firstmodelsurface;
+ int nummodelsurfaces;
+ // list of surface numbers in this (sub)model
+ int *surfacelist;
// 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 *outclusterlist, qbyte *outclusterpvs, int *outnumclusterspointer, int *outsurfacelist, qbyte *outsurfacepvs, int *outnumsurfacespointer);
// draw a shadow volume for the model based on light source
- void(*DrawShadowVolume)(struct entity_render_s *ent, vec3_t relativelightorigin, float lightradius);
+ void(*DrawShadowVolume)(struct entity_render_s *ent, vec3_t relativelightorigin, float lightradius, int numsurfaces, const int *surfacelist);
// draw the lighting on a model (through stencil)
- 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);
+ void(*DrawLight)(struct entity_render_s *ent, vec3_t relativelightorigin, vec3_t relativeeyeorigin, float lightradius, float *lightcolor, const matrix4x4_t *matrix_modeltolight, const matrix4x4_t *matrix_modeltoattenuationxyz, const matrix4x4_t *matrix_modeltoattenuationz, rtexture_t *lightcubemap, 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 boxstartmins, const vec3_t boxstartmaxs, const vec3_t boxendmins, const vec3_t boxendmaxs, int hitsupercontentsmask);
// fields belonging to each type of model
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(const int *elements, int numtriangles, int numverts, const char *filename, int fileline);
+void Mod_BuildNormals(int numverts, int numtriangles, const float *vertex3f, const int *elements, float *normal3f);
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, 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, float *vertex3f, float *svector3f, float *tvector3f, float *normal3f, float *texcoord2f, int numtris, int *element3i);
+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);
int Mod_RemoveDegenerateTriangles(int numtriangles, const int *inelement3i, int *outelement3i, const float *vertex3f);
-#endif // __MODEL__
+#endif // MODEL_SHARED_H