/* 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 {ST_SYNC=0, ST_RAND } synctype_t; /* d*_t structures are on-disk representations m*_t structures are in-memory */ typedef enum {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 *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; #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; // 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_texcoordtexture2f; // float[verts*2] texcoords for surface texture float *data_texcoordlightmap2f; // float[verts*2] texcoords for lightmap texture float *data_lightmapcolor4f; 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_texcoorddetail2f; // float[verts*2] texcoords for detail texture int *data_lightmapoffsets; // index into surface's lightmap samples for vertex lighting } 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; #include "matrixlib.h" #include "model_brush.h" #include "model_sprite.h" #include "model_alias.h" typedef struct model_alias_s { // mdl/md2/md3/zym model formats are treated 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 skeletal models int aliasnum_bones; aliasbone_t *aliasdata_bones; int aliasnum_poses; float *aliasdata_poses; } model_alias_t; 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; // 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_textures; texture_t *data_textures; int num_surfaces; msurface_t *data_surfaces; msurface_lightmapinfo_t *data_surfaces_lightmapinfo; 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); qbyte *(*GetPVS)(struct model_s *model, const vec3_t p); int (*FatPVS)(struct model_s *model, const vec3_t org, vec_t radius, qbyte *pvsbuffer, int pvsbufferlength); int (*BoxTouchingPVS)(struct model_s *model, const qbyte *pvs, const vec3_t mins, const vec3_t maxs); int (*BoxTouchingVisibleLeafs)(struct model_s *model, const qbyte *visibleleafs, const vec3_t mins, const vec3_t maxs); 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); // 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]; rtexture_t *solidskytexture; rtexture_t *alphaskytexture; } 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; qbyte *data_compressedpvs; int num_lightdata; qbyte *lightdata; int numlights; mlight_t *lights; // lightmap update chains for light styles int light_styles; qbyte *light_style; int *light_stylevalue; msurface_t ***light_styleupdatechains; msurface_t **light_styleupdatechainsbuffer; mleaf_t *(*PointInLeaf)(struct model_s *model, const float *p); } 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; // 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 *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, 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, 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, vec_t ambientscale, vec_t diffusescale, vec_t specularscale, 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 model_alias_t alias; 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; //============================================================================ // this can be used for anything without a valid texture extern rtexture_t *r_texture_notexture; #define NUM_DETAILTEXTURES 1 extern rtexture_t *mod_shared_detailtextures[NUM_DETAILTEXTURES]; // every texture must be in a pool... extern rtexturepool_t *mod_shared_texturepool; extern rtexture_t *mod_shared_distorttexture[64]; // model loading extern model_t *loadmodel; extern qbyte *mod_base; // sky/water subdivision //extern cvar_t gl_subdivide_size; // texture fullbrights extern cvar_t r_fullbrights; void Mod_Init (void); void Mod_CheckLoaded (model_t *mod); 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! void Mod_LoadModels(void); 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); surfmesh_t *Mod_AllocSurfMesh(mempool_t *mempool, int numvertices, int numtriangles, qboolean detailtexcoords, 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, 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); // 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); 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); #endif // MODEL_SHARED_H