X-Git-Url: http://de.git.xonotic.org/?p=xonotic%2Fdarkplaces.git;a=blobdiff_plain;f=model_shared.h;h=0c6578d1e3c6fccac3f76405562acd7cdca8c155;hp=d970b84f07e4813da1b138f9b63c2b3230ee8397;hb=ec327370c5506f6f31adbca2eff03e0e2de467cb;hpb=dbce962f09403fd5888d0bd858ceefc90bc3ea2b diff --git a/model_shared.h b/model_shared.h index d970b84f..0c6578d1 100644 --- a/model_shared.h +++ b/model_shared.h @@ -47,17 +47,41 @@ 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; + // these are NULL after Mod_ShadowMesh_Finish is performed, only used + // while building meshes + shadowmeshvertexhash_t **vertexhashtable, *vertexhashentries; +} +shadowmesh_t; + #include "model_brush.h" #include "model_sprite.h" @@ -76,6 +100,8 @@ typedef struct model_s qboolean isworldmodel; // true if this model is a HalfLife .bsp file qboolean ishlbsp; + // true if this model was not successfully loaded and should be purged + qboolean error; // mod_brush, mod_alias, mod_sprite modtype_t type; @@ -83,17 +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; @@ -110,13 +132,13 @@ typedef struct model_s vec3_t yawmins, yawmaxs; // bounding box if pitch or roll are used vec3_t rotatedmins, rotatedmaxs; - // usable at any angles -// float modelradius; + // sphere radius, usable at any angles + float radius; + // squared sphere radius for easier comparisons + float radius2; // brush model specific int firstmodelsurface, nummodelsurfaces; - // LordHavoc: sorted surface pointer array, sorted by shader type and then by texture - msurface_t **modelsortedsurfaces; // [nummodelsurfaces] // lightmap format, set to r_lightmaprgba when model is loaded int lightmaprgba; @@ -145,6 +167,9 @@ typedef struct model_s int numsurfaces; msurface_t *surfaces; + int *surfacevisframes; + int *surfacepvsframes; + msurface_t *surfacepvsnext; int numsurfedges; int *surfedges; @@ -153,12 +178,12 @@ typedef struct model_s dclipnode_t *clipnodes; int nummarksurfaces; - msurface_t **marksurfaces; + int *marksurfaces; hull_t hulls[MAX_MAP_HULLS]; int numtextures; - texture_t **textures; + texture_t *textures; qbyte *visdata; qbyte *lightdata; @@ -173,6 +198,28 @@ typedef struct model_s int numlights; mlight_t *lights; + // 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] // skin frame info @@ -180,24 +227,44 @@ 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; + // 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); - // draw the model's shadows - void(*DrawShadow)(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); + // 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); // memory pool for allocations mempool_t *mempool; @@ -208,8 +275,10 @@ 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; @@ -222,17 +291,37 @@ extern cvar_t r_fullbrights; void Mod_Init (void); void Mod_CheckLoaded (model_t *mod); void Mod_ClearAll (void); -model_t *Mod_ForName (char *name, qboolean crash, qboolean checkdisk, qboolean isworldmodel); -void Mod_TouchModel (char *name); +void Mod_ClearErrorModels (void); +model_t *Mod_FindName (const char *name); +model_t *Mod_ForName (const char *name, qboolean crash, qboolean checkdisk, qboolean isworldmodel); +void Mod_TouchModel (const char *name); void Mod_UnloadModel (model_t *mod); void Mod_ClearUsed(void); void Mod_PurgeUnused(void); +void Mod_LoadModels(void); extern model_t *loadmodel; extern char loadname[32]; // for hunk tags -extern model_t *Mod_FindName (char *name); +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); +void Mod_ShadowMesh_AddMesh(mempool_t *mempool, shadowmesh_t *mesh, int numverts, 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__