X-Git-Url: http://de.git.xonotic.org/?a=blobdiff_plain;f=model_shared.h;h=859357924baacf9366a0bbd5f90f6aa0658c6064;hb=efd89dee09ac8a3c6b31dd71d61dd5bca54ca6eb;hp=998e02844cfe82036806bd2eab785638f0527fbf;hpb=64a368a5aabc3826fa374e35cd5e55909c8fa344;p=xonotic%2Fdarkplaces.git diff --git a/model_shared.h b/model_shared.h index 998e0284..85935792 100644 --- a/model_shared.h +++ b/model_shared.h @@ -33,7 +33,7 @@ m*_t structures are in-memory */ -typedef enum {mod_invalid, mod_brush, mod_sprite, mod_alias} modtype_t; +typedef enum {mod_invalid, mod_brush, mod_sprite, mod_alias, mod_brushq2, mod_brushq3} modtype_t; typedef struct animscene_s { @@ -47,25 +47,38 @@ animscene_t; typedef struct skinframe_s { - rtexture_t *base; // original texture minus pants/shirt/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 - rtexture_t *merged; // original texture minus glow - rtexture_t *fog; // white texture with alpha of the base texture, NULL if not transparent + 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) } skinframe_t; #define MAX_SKINS 256 +#define SHADOWMESHVERTEXHASH 1024 +typedef struct shadowmeshvertexhash_s +{ + struct shadowmeshvertexhash_s *next; +} +shadowmeshvertexhash_t; + typedef struct shadowmesh_s { struct shadowmesh_s *next; int numverts, maxverts; int numtriangles, maxtriangles; - float *verts; - int *elements; - int *neighbors; + float *vertex3f; + int *element3i; + int *neighbor3i; + // these are NULL after Mod_ShadowMesh_Finish is performed, only used + // while building meshes + shadowmeshvertexhash_t **vertexhashtable, *vertexhashentries; } shadowmesh_t; @@ -74,6 +87,8 @@ shadowmesh_t; #include "model_sprite.h" #include "model_alias.h" +#include "matrixlib.h" + typedef struct model_s { char name[MAX_QPATH]; @@ -94,17 +109,13 @@ typedef struct model_s int aliastype; // LordHavoc: if true (normally only for sprites) the model/sprite/bmodel is always rendered fullbright int fullbright; - // number of QC accessable frame(group)s in the model + // 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; - // used for sprites and models - int numtris; - // used for models - int numskins; - // used by models - int numverts; // flags from the model file int flags; @@ -159,6 +170,8 @@ typedef struct model_s int *surfacevisframes; int *surfacepvsframes; msurface_t *surfacepvsnext; + surfmesh_t *entiremesh; + surfmesh_t *surfmeshes; int numsurfedges; int *surfedges; @@ -187,10 +200,27 @@ typedef struct model_s int numlights; mlight_t *lights; - // used only for casting dynamic shadow volumes - shadowmesh_t *shadowmesh; - vec3_t shadowmesh_mins, shadowmesh_maxs, shadowmesh_center; - float shadowmesh_radius; + // pvs visibility marking + mleaf_t *pvsviewleaf; + int pvsviewleafnovis; + int pvsframecount; + mleaf_t *pvsleafchain; + int *pvssurflist; + int pvssurflistlength; + // these get rebuilt as the player moves around if this is the world, + // otherwise they are left alone (no pvs for bmodels) + msurface_t ***pvstexturechains; + msurface_t **pvstexturechainsbuffer; + int *pvstexturechainslength; + + // lightmap update chains for light styles + int light_styles; + qbyte *light_style; + int *light_stylevalue; + msurface_t ***light_styleupdatechains; + msurface_t **light_styleupdatechainsbuffer; + int light_scalebit; + float light_ambient; // skin animation info animscene_t *skinscenes; // [numskins] @@ -199,27 +229,50 @@ typedef struct model_s animscene_t *animscenes; // [numframes] - // Q1 and Q2 models are the same after loading - int *mdlmd2data_indices; - float *mdlmd2data_texcoords; - md2frame_t *mdlmd2data_frames; - trivertx_t *mdlmd2data_pose; - int *mdlmd2data_triangleneighbors; + // mdl/md2/md3 models are the same after loading + int aliasnum_meshes; + aliasmesh_t *aliasdata_meshes; // for Zymotic models - void *zymdata_header; + 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; int sprnum_type; mspriteframe_t *sprdata_frames; - // draw the model - void(*Draw)(struct entity_render_s *ent); + + // functions used in both rendering modes // draw the model's sky polygons (only used by brush models) void(*DrawSky)(struct entity_render_s *ent); + + // functions used only in normal rendering mode + // draw the model + void(*Draw)(struct entity_render_s *ent); // draw a fake shadow for the model void(*DrawFakeShadow)(struct entity_render_s *ent); + + // functions used only in shadow volume rendering mode // draw a shadow volume for the model based on light source - void(*DrawShadowVolume)(struct entity_render_s *ent, vec3_t relativelightorigin, float lightradius, int visiblevolume); + void(*DrawShadowVolume)(struct entity_render_s *ent, vec3_t relativelightorigin, float lightradius); + // 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 (*FindNonSolidLocation)(struct model_s *model, vec3_t in, vec3_t out, vec_t radius); + mleaf_t *(*PointInLeaf)(struct model_s *model, const float *p); + int (*PointContents)(struct model_s *model, const float *p); + qbyte *(*LeafPVS)(struct model_s *model, mleaf_t *leaf); + void (*BuildPVSTextureChains)(struct model_s *model); // memory pool for allocations mempool_t *mempool; @@ -230,8 +283,10 @@ model_t; // this can be used for anything without a valid texture extern rtexture_t *r_notexture; +#define NUM_DETAILTEXTURES 1 +extern rtexture_t *mod_shared_detailtextures[NUM_DETAILTEXTURES]; // every texture must be in a pool... -extern rtexturepool_t *r_notexturepool; +extern rtexturepool_t *mod_shared_texturepool; // model loading extern model_t *loadmodel; @@ -256,17 +311,24 @@ void Mod_LoadModels(void); extern model_t *loadmodel; extern char loadname[32]; // for hunk tags -int Mod_FindTriangleWithEdge(int *elements, int numtriangles, int start, int end); -void Mod_BuildTriangleNeighbors(int *neighbors, int *elements, int numtriangles); +int Mod_FindTriangleWithEdge(const int *elements, int numtriangles, int start, int end, int ignore); +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_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); shadowmesh_t *Mod_ShadowMesh_ReAlloc(mempool_t *mempool, shadowmesh_t *oldmesh); int Mod_ShadowMesh_AddVertex(shadowmesh_t *mesh, float *v); +void Mod_ShadowMesh_AddTriangle(mempool_t *mempool, shadowmesh_t *mesh, float *vert0, float *vert1, float *vert2); void Mod_ShadowMesh_AddPolygon(mempool_t *mempool, shadowmesh_t *mesh, int numverts, float *verts); -shadowmesh_t *Mod_ShadowMesh_Begin(mempool_t *mempool); +void Mod_ShadowMesh_AddMesh(mempool_t *mempool, shadowmesh_t *mesh, float *verts, int numtris, int *elements); +shadowmesh_t *Mod_ShadowMesh_Begin(mempool_t *mempool, int initialnumtriangles); shadowmesh_t *Mod_ShadowMesh_Finish(mempool_t *mempool, shadowmesh_t *firstmesh); 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, char *basename, int textureflags, int loadpantsandshirt, int usedetailtexture, int loadglowtexture); +int Mod_LoadSkinFrame_Internal(skinframe_t *skinframe, char *basename, int textureflags, int loadpantsandshirt, int usedetailtexture, int loadglowtexture, qbyte *skindata, int width, int height); + #endif // __MODEL__