X-Git-Url: http://de.git.xonotic.org/?p=xonotic%2Fdarkplaces.git;a=blobdiff_plain;f=model_shared.h;h=0d22a5010dc5a4455824126b3b0f6c44ed967e76;hp=d0280aa50086c37ee258f098bc28a93f41d9ffc0;hb=ef35a088cb3ab1900acdbd5285465cd845368e79;hpb=35acf042fb74302fcede8e3792d880f2f2732c37 diff --git a/model_shared.h b/model_shared.h index d0280aa5..0d22a501 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 { @@ -47,73 +47,114 @@ 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 +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; + +#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 *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; + + +#include "matrixlib.h" #include "model_brush.h" #include "model_sprite.h" #include "model_alias.h" -typedef struct model_s +typedef struct model_alias_s { - char name[MAX_QPATH]; - // model needs to be loaded if this is true - qboolean needload; - // set if the model is used in current map, models which are not, are purged - qboolean used; - // CRC of the file this model was loaded from, to reload if changed - qboolean crc; - // true if this is the world model (I.E. defines what sky to use, and may contain submodels) - qboolean isworldmodel; - // true if this model is a HalfLife .bsp file - qboolean ishlbsp; - - // mod_brush, mod_alias, mod_sprite - modtype_t type; // LordHavoc: Q2/ZYM model support 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 - int numframes; - // 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; + // mdl/md2/md3 models are the same after loading + int aliasnum_meshes; + aliasmesh_t *aliasdata_meshes; - // flags from the model file - int flags; - // engine calculated flags, ones that can not be set in the file - int flags2; + int aliasnum_tags; + int aliasnum_tagframes; + aliastag_t *aliasdata_tags; - // all models use textures... - rtexturepool_t *texturepool; + // 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; +} +model_alias_t; - // volume occupied by the model - // 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; - // usable at any angles -// float modelradius; +typedef struct model_sprite_s +{ + int sprnum_type; + mspriteframe_t *sprdata_frames; +} +model_sprite_t; + +struct trace_s; + +typedef struct model_brush_s +{ + char *entities; + void (*FindNonSolidLocation)(struct model_s *model, const vec3_t in, vec3_t out, vec_t radius); + void (*TraceBox)(struct model_s *model, struct trace_s *trace, const vec3_t boxstartmins, const vec3_t boxstartmaxs, const vec3_t boxendmins, const vec3_t boxendmaxs); +} +model_brush_t; + +typedef struct model_brushq1_s +{ + // true if this model is a HalfLife .bsp file + qboolean ishlbsp; - // brush model specific int firstmodelsurface, nummodelsurfaces; // lightmap format, set to r_lightmaprgba when model is loaded @@ -143,6 +184,11 @@ typedef struct model_s int numsurfaces; msurface_t *surfaces; + int *surfacevisframes; + int *surfacepvsframes; + msurface_t *surfacepvsnext; + surfmesh_t *entiremesh; + surfmesh_t *surfmeshes; int numsurfedges; int *surfedges; @@ -151,7 +197,7 @@ typedef struct model_s dclipnode_t *clipnodes; int nummarksurfaces; - msurface_t **marksurfaces; + int *marksurfaces; hull_t hulls[MAX_MAP_HULLS]; @@ -160,7 +206,6 @@ typedef struct model_s qbyte *visdata; qbyte *lightdata; - char *entities; int numportals; mportal_t *portals; @@ -171,34 +216,280 @@ typedef struct model_s int numlights; mlight_t *lights; - // skin animation info - animscene_t *skinscenes; // [numskins] - // skin frame info - skinframe_t *skinframes; + // 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; + + mleaf_t *(*PointInLeaf)(struct model_s *model, const float *p); + qbyte *(*LeafPVS)(struct model_s *model, mleaf_t *leaf); + void (*BuildPVSTextureChains)(struct model_s *model); +} +model_brushq1_t; - animscene_t *animscenes; // [numframes] +/* MSVC can't compile empty structs, so this is commented out for now +typedef struct model_brushq2_s +{ +} +model_brushq2_t; +*/ - // Q1 and Q2 models are the same after loading - int *mdlmd2data_indices; - float *mdlmd2data_texcoords; - md2frame_t *mdlmd2data_frames; - trivertx_t *mdlmd2data_pose; +typedef struct q3mtexture_s +{ + char name[Q3PATHLENGTH]; + int surfaceflags; + int contents; - // for Zymotic models - void *zymdata_header; + int number; + skinframe_t skin; +} +q3mtexture_t; - int sprnum_type; - mspriteframe_t *sprdata_frames; +typedef struct q3mnode_s +{ + int isnode; // true + struct q3mnode_s *parent; + struct mplane_s *plane; + struct q3mnode_s *children[2]; +} +q3mnode_t; - // draw the model - void(*Draw)(struct entity_render_s *ent); - // 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); +typedef struct q3mleaf_s +{ + int isnode; // false + struct q3mnode_s *parent; + int clusterindex; + int areaindex; + int numleaffaces; + struct q3mface_s **firstleafface; + int numleafbrushes; + struct q3mbrush_s **firstleafbrush; + vec3_t mins; + vec3_t maxs; +} +q3mleaf_t; + +typedef struct q3mmodel_s +{ + vec3_t mins; + vec3_t maxs; + int numfaces; + struct q3mface_s *firstface; + int numbrushes; + struct q3mbrush_s *firstbrush; +} +q3mmodel_t; + +typedef struct q3mbrush_s +{ + int numbrushsides; + struct q3mbrushside_s *firstbrushside; + struct q3mtexture_s *texture; +} +q3mbrush_t; + +typedef struct q3mbrushside_s +{ + struct mplane_s *plane; + struct q3mtexture_s *texture; +} +q3mbrushside_t; + +typedef struct q3meffect_s +{ + char shadername[Q3PATHLENGTH]; + struct q3mbrush_s *brush; + int unknown; // 5 or -1 +} +q3meffect_t; +typedef struct q3mface_s +{ + struct q3mtexture_s *texture; + struct q3meffect_s *effect; + rtexture_t *lightmaptexture; + int type; + int firstvertex; + int numvertices; + int firstelement; + int numelements; + int patchsize[2]; + + float *data_vertex3f; + float *data_texturetexcoord2f; + float *data_lightmaptexcoord2f; + float *data_svector3f; + float *data_tvector3f; + float *data_normal3f; + float *data_color4f; + int numtriangles; + int *data_element3i; + int *data_neighbor3i; +} +q3mface_t; + +typedef struct model_brushq3_s +{ + int num_textures; + q3mtexture_t *data_textures; + + int num_planes; + mplane_t *data_planes; + + int num_nodes; + q3mnode_t *data_nodes; + + int num_leafs; + q3mleaf_t *data_leafs; + + int num_leafbrushes; + q3mbrush_t **data_leafbrushes; + + int num_leaffaces; + q3mface_t **data_leaffaces; + + int num_models; + q3mmodel_t *data_models; + // each submodel gets its own model struct so this is different for each. + q3mmodel_t data_thismodel; + + int num_brushes; + q3mbrush_t *data_brushes; + + int num_brushsides; + q3mbrushside_t *data_brushsides; + + int num_vertices; + float *data_vertex3f; + float *data_texturetexcoord2f; + float *data_lightmaptexcoord2f; + float *data_svector3f; + float *data_tvector3f; + float *data_normal3f; + float *data_color4f; + + int num_triangles; + int *data_element3i; + int *data_neighbor3i; + + int num_effects; + q3meffect_t *data_effects; + + int num_faces; + q3mface_t *data_faces; + + // 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; + + // 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; + +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 true + qboolean needload; + // 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; + // 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 + 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] + // 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); + // draw a fake shadow for the model + void(*DrawFakeShadow)(struct entity_render_s *ent); + // 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, const matrix4x4_t *matrix_modeltofilter, const matrix4x4_t *matrix_modeltoattenuationxyz, const matrix4x4_t *matrix_modeltoattenuationz); + // 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; } model_t; @@ -206,8 +497,10 @@ 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; @@ -220,17 +513,57 @@ 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); +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, 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); + +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); #endif // __MODEL__