X-Git-Url: http://de.git.xonotic.org/?p=xonotic%2Fdarkplaces.git;a=blobdiff_plain;f=model_shared.h;h=035cfe4bcac7414a98cded731d4619cf6f71ed4a;hp=58f15c821fb127b4c1e493b9e951c3d2602473c1;hb=cc3473e216fce052672ec4600896124584866e52;hpb=50099d9c0934fe93646fa2792fa7a9657422333b diff --git a/model_shared.h b/model_shared.h index 58f15c82..035cfe4b 100644 --- a/model_shared.h +++ b/model_shared.h @@ -75,22 +75,14 @@ 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 +struct md3vertex_s; +struct trivertx_s; +typedef struct texvecvertex_s { - int num_overridetagnames; - overridetagname_t *data_overridetagnames; + signed char svec[3]; + signed char tvec[3]; } -overridetagnameset_t; - -struct md3vertex_s; -struct trivertex_s; +texvecvertex_t; // used for mesh lists in q1bsp/q3bsp map models // (the surfaces reference portions of these meshes) @@ -99,9 +91,11 @@ typedef struct surfmesh_s // triangle data in system memory 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 + unsigned short *data_element3s; // unsigned short[tris*3] triangles of the mesh in unsigned short format (NULL if num_vertices > 65536) int *data_neighbor3i; // int[tris*3] neighboring triangle on each edge (-1 if none) // element buffer object (stores triangles in video memory) - int ebo; + int ebo3i; // unsigned int format (only allocated if num_vertices > 65536) + int ebo3s; // unsigned short format (only allocated if num_vertices <= 65536) // vertex data in system memory int num_vertices; // number of vertices in the mesh float *data_vertex3f; // float[verts*3] vertex locations @@ -125,6 +119,7 @@ typedef struct surfmesh_s int num_morphframes; struct md3vertex_s *data_morphmd3vertex; struct trivertx_s *data_morphmdlvertex; + struct texvecvertex_s *data_morphtexvecvertex; float *data_morphmd2framesize6f; float num_morphmdlframescale[3]; float num_morphmdlframetranslate[3]; @@ -163,6 +158,7 @@ typedef struct shadowmesh_s float *texcoord2f; // used always int *element3i; + unsigned short *element3s; // used for shadow mesh (NULL on light mesh) int *neighbor3i; // these are NULL after Mod_ShadowMesh_Finish is performed, only used @@ -170,7 +166,8 @@ typedef struct shadowmesh_s shadowmeshvertexhash_t **vertexhashtable, *vertexhashentries; // element buffer object (stores triangles in video memory) // (created by Mod_ShadowMesh_Finish if possible) - int ebo; + int ebo3i; + int ebo3s; // vertex buffer object (stores vertices in video memory) // (created by Mod_ShadowMesh_Finish if possible) int vbo; @@ -186,17 +183,21 @@ shadowmesh_t; // TODO: support these features more directly #define Q3TEXTUREFLAG_TWOSIDED 1 #define Q3TEXTUREFLAG_NOPICMIP 16 +#define Q3TEXTUREFLAG_POLYGONOFFSET 32 +#define Q3TEXTUREFLAG_REFRACTION 256 +#define Q3TEXTUREFLAG_REFLECTION 512 +#define Q3TEXTUREFLAG_WATERSHADER 1024 #define Q3PATHLENGTH 64 #define TEXTURE_MAXFRAMES 64 #define Q3WAVEPARMS 4 #define Q3DEFORM_MAXPARMS 3 -#define Q3SHADER_MAXLAYERS 8 +#define Q3SHADER_MAXLAYERS 2 // FIXME support more than that (currently only two are used, so why keep more in RAM?) #define Q3RGBGEN_MAXPARMS 3 #define Q3ALPHAGEN_MAXPARMS 1 #define Q3TCGEN_MAXPARMS 6 #define Q3TCMOD_MAXPARMS 6 -#define Q3MAXTCMODS 4 +#define Q3MAXTCMODS 8 #define Q3MAXDEFORMS 4 typedef enum q3wavefunc_e @@ -330,7 +331,8 @@ typedef struct q3shaderinfo_layer_s int clampmap; float framerate; int numframes; - char texturename[TEXTURE_MAXFRAMES][Q3PATHLENGTH]; + int texflags; + char** texturename; int blendfunc[2]; q3shaderinfo_layer_rgbgen_t rgbgen; q3shaderinfo_layer_alphagen_t alphagen; @@ -357,10 +359,19 @@ typedef struct q3shaderinfo_s qboolean lighting; qboolean vertexalpha; qboolean textureblendalpha; - q3shaderinfo_layer_t *primarylayer, *backgroundlayer; + int primarylayer, backgroundlayer; q3shaderinfo_layer_t layers[Q3SHADER_MAXLAYERS]; char skyboxname[Q3PATHLENGTH]; q3shaderinfo_deform_t deforms[Q3MAXDEFORMS]; + + // reflection + float reflectmin; // when refraction is used, minimum amount of reflection (when looking straight down) + float reflectmax; // when refraction is used, maximum amount of reflection (when looking parallel to water) + float refractfactor; // amount of refraction distort (1.0 = like the cvar specifies) + vec4_t refractcolor4f; // color tint of refraction (including alpha factor) + float reflectfactor; // amount of reflection distort (1.0 = like the cvar specifies) + vec4_t reflectcolor4f; // color tint of reflection (including alpha factor) + float r_water_wateralpha; // additional wateralpha to apply when r_water is active } q3shaderinfo_t; @@ -411,9 +422,10 @@ typedef struct texture_s // current material flags (updated each bmodel render) int currentmaterialflags; - // current PolygonOffset values for rendering this material - float currentpolygonfactor; - float currentpolygonoffset; + // PolygonOffset values for rendering this material + // (these are added to the r_refdef values and submodel values) + float biaspolygonfactor; + float biaspolygonoffset; // textures to use when rendering this material skinframe_t *currentskinframe; @@ -458,6 +470,10 @@ typedef struct texture_s float specularpower; // color tint (colormod * currentalpha) used for rtlighting this material float dlightcolor[3]; + // color tint (colormod * 2) used for lightmapped lighting on this material + // includes alpha as 4th component + // replaces role of gl_Color in GLSL shader + float lightmapcolor[4]; // from q3 shaders int customblendfunc[2]; @@ -471,6 +487,15 @@ typedef struct texture_s int supercontents; int surfaceparms; int textureflags; + + // reflection + float reflectmin; // when refraction is used, minimum amount of reflection (when looking straight down) + float reflectmax; // when refraction is used, maximum amount of reflection (when looking parallel to water) + float refractfactor; // amount of refraction distort (1.0 = like the cvar specifies) + vec4_t refractcolor4f; // color tint of refraction (including alpha factor) + float reflectfactor; // amount of reflection distort (1.0 = like the cvar specifies) + vec4_t reflectcolor4f; // color tint of reflection (including alpha factor) + float r_water_wateralpha; // additional wateralpha to apply when r_water is active } texture_t; @@ -486,7 +511,7 @@ 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) + // index into r_refdef.scene.lightstylevalue array, 255 means not used (black) unsigned char styles[MAXLIGHTMAPS]; // q1bsp // RGB lighting data [numstyles][height][width][3] unsigned char *samples; // q1bsp @@ -552,12 +577,19 @@ model_sprite_t; struct trace_s; +typedef struct model_brush_lightstyleinfo_s +{ + int style; + int value; + int numsurfaces; + int *surfacelist; +} +model_brush_lightstyleinfo_t; + 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; @@ -616,7 +648,7 @@ typedef struct model_brush_s 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 (*FatPVS)(struct model_s *model, const vec3_t org, vec_t radius, unsigned char *pvsbuffer, int pvsbufferlength, qboolean merge); 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); @@ -645,9 +677,6 @@ 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; @@ -663,7 +692,7 @@ typedef struct model_brushq1_s int *surfedges; int numclipnodes; - dclipnode_t *clipnodes; + mclipnode_t *clipnodes; hull_t hulls[MAX_MAP_HULLS]; @@ -675,11 +704,8 @@ typedef struct model_brushq1_s unsigned char *nmaplightdata; // deluxemap file // lightmap update chains for light styles - int light_styles; - unsigned char *light_style; - int *light_stylevalue; - msurface_t ***light_styleupdatechains; - msurface_t **light_styleupdatechainsbuffer; + int num_lightstyles; + model_brush_lightstyleinfo_t *data_lightstyleinfo; } model_brushq1_t; @@ -744,6 +770,8 @@ typedef struct model_brushq3_s } model_brushq3_t; +struct frameblend_s; + typedef struct model_s { // name and path of model, for example "progs/player.mdl" @@ -813,22 +841,32 @@ typedef struct model_s msurface_lightmapinfo_t *data_surfaces_lightmapinfo; // all surfaces belong to this mesh surfmesh_t surfmesh; + // data type of model + const char *modeldatatypestring; + // generates vertex data for a given frameblend + void(*AnimateVertices)(const struct model_s *model, const struct frameblend_s *frameblend, float *vertex3f, float *normal3f, float *svector3f, float *tvector3f); // draw the model's sky polygons (only used by brush models) void(*DrawSky)(struct entity_render_s *ent); + // draw refraction/reflection textures for the model's water polygons (only used by brush models) + void(*DrawAddWaterPlanes)(struct entity_render_s *ent); // draw the model using lightmap/dlight shading void(*Draw)(struct entity_render_s *ent); // draw the model to the depth buffer (no color rendering at all) void(*DrawDepth)(struct entity_render_s *ent); + // draw any enabled debugging effects on this model (such as showing triangles, normals, collision brushes...) + void(*DrawDebug)(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, unsigned char *outshadowtrispvs, unsigned char *outlighttrispvs); // compile a shadow volume for the model based on light source void(*CompileShadowVolume)(struct entity_render_s *ent, vec3_t relativelightorigin, vec3_t relativelightdirection, 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, vec3_t relativelightdirection, float lightradius, int numsurfaces, const int *surfacelist, const vec3_t lightmins, const vec3_t lightmaxs); + void(*DrawShadowVolume)(struct entity_render_s *ent, const vec3_t relativelightorigin, const vec3_t relativelightdirection, 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, const unsigned char *trispvs); // 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); + // find the supercontents value at a point in this model + int (*PointSuperContents)(struct model_s *model, int frame, const vec3_t point); // fields belonging to some types of model model_sprite_t sprite; model_brush_t brush; @@ -837,17 +875,15 @@ typedef struct model_s 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; +dp_model_t; //============================================================================ // model loading -extern model_t *loadmodel; +extern dp_model_t *loadmodel; extern unsigned char *mod_base; // sky/water subdivision //extern cvar_t gl_subdivide_size; @@ -856,16 +892,16 @@ extern cvar_t r_fullbrights; void Mod_Init (void); void Mod_Reload (void); -model_t *Mod_LoadModel(model_t *mod, qboolean crash, qboolean checkdisk, qboolean isworldmodel); -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); +dp_model_t *Mod_LoadModel(dp_model_t *mod, qboolean crash, qboolean checkdisk, qboolean isworldmodel); +dp_model_t *Mod_FindName (const char *name); +dp_model_t *Mod_ForName (const char *name, qboolean crash, qboolean checkdisk, qboolean isworldmodel); +void Mod_UnloadModel (dp_model_t *mod); void Mod_ClearUsed(void); void Mod_PurgeUnused(void); -void Mod_RemoveStaleWorldModels(model_t *skip); // only used during loading! +void Mod_RemoveStaleWorldModels(dp_model_t *skip); // only used during loading! -extern model_t *loadmodel; +extern dp_model_t *loadmodel; extern char loadname[32]; // for hunk tags int Mod_BuildVertexRemapTableFromElements(int numelements, const int *elements, int numvertices, int *remapvertices); @@ -888,7 +924,7 @@ void Mod_ShadowMesh_Free(shadowmesh_t *mesh); void Mod_LoadQ3Shaders(void); q3shaderinfo_t *Mod_LookupQ3Shader(const char *name); -qboolean Mod_LoadTextureFromQ3Shader(texture_t *texture, const char *name, qboolean q1bsp, qboolean q3bsp, qboolean md3); +qboolean Mod_LoadTextureFromQ3Shader(texture_t *texture, const char *name, qboolean warnmissing, qboolean fallback, int defaulttexflags); extern cvar_t r_mipskins; @@ -923,39 +959,40 @@ int Mod_Q1BSP_SuperContentsFromNativeContents(struct model_s *model, int nativec // a lot of model formats use the Q1BSP code, so here are the prototypes... struct entity_render_s; +void R_Q1BSP_DrawAddWaterPlanes(struct entity_render_s *ent); void R_Q1BSP_DrawSky(struct entity_render_s *ent); void R_Q1BSP_Draw(struct entity_render_s *ent); void R_Q1BSP_DrawDepth(struct entity_render_s *ent); +void R_Q1BSP_DrawDebug(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, unsigned char *outshadowtrispvs, unsigned char *outlighttrispvs); void R_Q1BSP_CompileShadowVolume(struct entity_render_s *ent, vec3_t relativelightorigin, vec3_t relativelightdirection, float lightradius, int numsurfaces, const int *surfacelist); -void R_Q1BSP_DrawShadowVolume(struct entity_render_s *ent, vec3_t relativelightorigin, vec3_t relativelightdirection, float lightradius, int numsurfaces, const int *surfacelist, const vec3_t lightmins, const vec3_t lightmaxs); +void R_Q1BSP_DrawShadowVolume(struct entity_render_s *ent, const vec3_t relativelightorigin, const vec3_t relativelightdirection, 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, const unsigned char *trispvs); // alias models struct frameblend_s; void Mod_AliasInit(void); -void Mod_Alias_GetMesh_Vertices(const model_t *model, const struct frameblend_s *frameblend, float *vertex3f, float *normal3f, float *svector3f, float *tvector3f); -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); +int Mod_Alias_GetTagMatrix(const dp_model_t *model, int poseframe, int tagindex, matrix4x4_t *outmatrix); +int Mod_Alias_GetTagIndexForName(const dp_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); +void Mod_Q1BSP_Load(dp_model_t *mod, void *buffer, void *bufferend); +void Mod_IBSP_Load(dp_model_t *mod, void *buffer, void *bufferend); +void Mod_MAP_Load(dp_model_t *mod, void *buffer, void *bufferend); +void Mod_IDP0_Load(dp_model_t *mod, void *buffer, void *bufferend); +void Mod_IDP2_Load(dp_model_t *mod, void *buffer, void *bufferend); +void Mod_IDP3_Load(dp_model_t *mod, void *buffer, void *bufferend); +void Mod_ZYMOTICMODEL_Load(dp_model_t *mod, void *buffer, void *bufferend); +void Mod_DARKPLACESMODEL_Load(dp_model_t *mod, void *buffer, void *bufferend); +void Mod_PSKMODEL_Load(dp_model_t *mod, void *buffer, void *bufferend); +void Mod_IDSP_Load(dp_model_t *mod, void *buffer, void *bufferend); +void Mod_IDS2_Load(dp_model_t *mod, void *buffer, void *bufferend); // utility -qboolean Mod_CanSeeBox_Trace(int numsamples, float t, model_t *model, vec3_t eye, vec3_t minsX, vec3_t maxsX); +qboolean Mod_CanSeeBox_Trace(int numsamples, float t, dp_model_t *model, vec3_t eye, vec3_t minsX, vec3_t maxsX); #endif // MODEL_SHARED_H