X-Git-Url: http://de.git.xonotic.org/?p=xonotic%2Fdarkplaces.git;a=blobdiff_plain;f=model_shared.h;h=776b1af54cc0a8a34408aa59995ec1bb84d6d293;hp=d970b84f07e4813da1b138f9b63c2b3230ee8397;hb=fabdca42b48cc4acf214c06adda9814e5cce8577;hpb=dbce962f09403fd5888d0bd858ceefc90bc3ea2b diff --git a/model_shared.h b/model_shared.h index d970b84f..776b1af5 100644 --- a/model_shared.h +++ b/model_shared.h @@ -53,11 +53,24 @@ typedef struct skinframe_s 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 *nmap; // normalmap (bumpmap for dot3) + rtexture_t *gloss; // glossmap (for dot3) } skinframe_t; #define MAX_SKINS 256 +typedef struct shadowmesh_s +{ + struct shadowmesh_s *next; + int numverts, maxverts; + int numtriangles, maxtriangles; + float *verts; + int *elements; + int *neighbors; +} +shadowmesh_t; + #include "model_brush.h" #include "model_sprite.h" @@ -110,13 +123,13 @@ 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 +158,9 @@ typedef struct model_s int numsurfaces; msurface_t *surfaces; + int *surfacevisframes; + int *surfacepvsframes; + msurface_t *surfacepvsnext; int numsurfedges; int *surfedges; @@ -153,12 +169,14 @@ 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; + + msurface_t **texturesurfacechains; qbyte *visdata; qbyte *lightdata; @@ -173,6 +191,16 @@ 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; + // skin animation info animscene_t *skinscenes; // [numskins] // skin frame info @@ -185,19 +213,42 @@ typedef struct model_s float *mdlmd2data_texcoords; md2frame_t *mdlmd2data_frames; trivertx_t *mdlmd2data_pose; + int *mdlmd2data_triangleneighbors; // 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 lightdistbias, float lightsubtract, float *lightcolor); // memory pool for allocations mempool_t *mempool; @@ -222,17 +273,30 @@ 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); +void Mod_BuildTriangleNeighbors(int *neighbors, const int *elements, int numtriangles); +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_AddPolygon(mempool_t *mempool, shadowmesh_t *mesh, int numverts, float *verts); +shadowmesh_t *Mod_ShadowMesh_Begin(mempool_t *mempool); +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); #endif // __MODEL__