X-Git-Url: http://de.git.xonotic.org/?p=xonotic%2Fdarkplaces.git;a=blobdiff_plain;f=model_shared.h;h=834ac4d2906d39ceadb07dc586979ea1cf9d18dd;hp=84fba405900608931071226dd5033afe2a5ce77b;hb=28f64beb60928fdcf2a8932a4971ce547fd98062;hpb=dca2be00eb17f4c160d83b754d7739fd8082b4cd diff --git a/model_shared.h b/model_shared.h index 84fba405..834ac4d2 100644 --- a/model_shared.h +++ b/model_shared.h @@ -68,7 +68,7 @@ typedef struct skinframe_s // mark and sweep garbage collection, this value is updated to a new value // on each level change for the used skinframes, if some are not used they // are freed - int loadsequence; + unsigned int loadsequence; // indicates whether this texture has transparent pixels qboolean hasalpha; // average texture color, if applicable @@ -112,7 +112,7 @@ r_vertexgeneric_t; typedef struct r_vertexmesh_s { - // 80 bytes + // 88 bytes float vertex3f[3]; float color4f[4]; float texcoordtexture2f[2]; @@ -120,6 +120,8 @@ typedef struct r_vertexmesh_s float svector3f[3]; float tvector3f[3]; float normal3f[3]; + unsigned char skeletalindex4ub[4]; + unsigned char skeletalweight4ub[4]; } r_vertexmesh_t; @@ -129,6 +131,7 @@ typedef struct r_meshbuffer_s void *devicebuffer; // Direct3D size_t size; qboolean isindexbuffer; + qboolean isuniformbuffer; qboolean isdynamic; qboolean isindex16; char name[MAX_QPATH]; @@ -143,10 +146,10 @@ 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 r_meshbuffer_t *data_element3i_indexbuffer; - size_t data_element3i_bufferoffset; + int data_element3i_bufferoffset; unsigned short *data_element3s; // unsigned short[tris*3] triangles of the mesh in unsigned short format (NULL if num_vertices > 65536) r_meshbuffer_t *data_element3s_indexbuffer; - size_t data_element3s_bufferoffset; + int data_element3s_bufferoffset; int *data_neighbor3i; // int[tris*3] neighboring triangle on each edge (-1 if none) // vertex data in system memory int num_vertices; // number of vertices in the mesh @@ -157,16 +160,22 @@ typedef struct surfmesh_s float *data_texcoordtexture2f; // float[verts*2] texcoords for surface texture float *data_texcoordlightmap2f; // float[verts*2] texcoords for lightmap texture float *data_lightmapcolor4f; + unsigned char *data_skeletalindex4ub; + unsigned char *data_skeletalweight4ub; int *data_lightmapoffsets; // index into surface's lightmap samples for vertex lighting + r_vertexmesh_t *data_vertexmesh; // interleaved arrays for D3D // vertex buffer object (stores geometry in video memory) r_meshbuffer_t *vbo_vertexbuffer; - size_t vbooffset_vertex3f; - size_t vbooffset_svector3f; - size_t vbooffset_tvector3f; - size_t vbooffset_normal3f; - size_t vbooffset_texcoordtexture2f; - size_t vbooffset_texcoordlightmap2f; - size_t vbooffset_lightmapcolor4f; + int vbooffset_vertex3f; + int vbooffset_svector3f; + int vbooffset_tvector3f; + int vbooffset_normal3f; + int vbooffset_texcoordtexture2f; + int vbooffset_texcoordlightmap2f; + int vbooffset_lightmapcolor4f; + int vbooffset_skeletalindex4ub; + int vbooffset_skeletalweight4ub; + int vbooffset_vertexmesh; // morph blending, these are zero if model is skeletal or static int num_morphframes; struct md3vertex_s *data_morphmd3vertex; @@ -183,9 +192,7 @@ typedef struct surfmesh_s qboolean isanimated; // vertex and index buffers for rendering - r_vertexmesh_t *vertexmesh; - r_meshbuffer_t *vertex3fbuffer; - r_meshbuffer_t *vertexmeshbuffer; + r_meshbuffer_t *vertexmesh_vertexbuffer; } surfmesh_t; @@ -217,10 +224,13 @@ typedef struct shadowmesh_s // used always int *element3i; r_meshbuffer_t *element3i_indexbuffer; - size_t element3i_bufferoffset; + int element3i_bufferoffset; unsigned short *element3s; r_meshbuffer_t *element3s_indexbuffer; - size_t element3s_bufferoffset; + int element3s_bufferoffset; + // vertex/index buffers for rendering + // (created by Mod_ShadowMesh_Finish if possible) + r_vertexmesh_t *vertexmesh; // usually NULL // used for shadow mapping cubemap side partitioning int sideoffsets[6], sidetotals[6]; // used for shadow mesh (NULL on light mesh) @@ -229,16 +239,12 @@ typedef struct shadowmesh_s // while building meshes shadowmeshvertexhash_t **vertexhashtable, *vertexhashentries; r_meshbuffer_t *vbo_vertexbuffer; - size_t vbooffset_vertex3f; - size_t vbooffset_svector3f; - size_t vbooffset_tvector3f; - size_t vbooffset_normal3f; - size_t vbooffset_texcoord2f; - // vertex/index buffers for rendering - // (created by Mod_ShadowMesh_Finish if possible) - r_vertexmesh_t *vertexmesh; // usually NULL - r_meshbuffer_t *vertex3fbuffer; - r_meshbuffer_t *vertexmeshbuffer; // usually NULL + int vbooffset_vertex3f; + int vbooffset_svector3f; + int vbooffset_tvector3f; + int vbooffset_normal3f; + int vbooffset_texcoord2f; + int vbooffset_vertexmesh; } shadowmesh_t; @@ -257,7 +263,7 @@ shadowmesh_t; #define TEXTURE_MAXFRAMES 64 #define Q3WAVEPARMS 4 #define Q3DEFORM_MAXPARMS 3 -#define Q3SHADER_MAXLAYERS 2 // FIXME support more than that (currently only two are used, so why keep more in RAM?) +#define Q3SHADER_MAXLAYERS 8 #define Q3RGBGEN_MAXPARMS 3 #define Q3ALPHAGEN_MAXPARMS 1 #define Q3TCGEN_MAXPARMS 6 @@ -445,7 +451,6 @@ typedef struct q3shaderinfo_s qboolean lighting; qboolean vertexalpha; qboolean textureblendalpha; - int primarylayer, backgroundlayer; q3shaderinfo_layer_t layers[Q3SHADER_MAXLAYERS]; char skyboxname[Q3PATHLENGTH]; q3shaderinfo_deform_t deforms[Q3MAXDEFORMS]; @@ -497,6 +502,20 @@ typedef struct q3shaderinfo_s } q3shaderinfo_t; +typedef struct texture_shaderpass_s +{ + qboolean alphatest; // FIXME: handle alphafunc properly + float framerate; + int numframes; + skinframe_t *skinframes[TEXTURE_MAXFRAMES]; + int blendfunc[2]; + q3shaderinfo_layer_rgbgen_t rgbgen; + q3shaderinfo_layer_alphagen_t alphagen; + q3shaderinfo_layer_tcgen_t tcgen; + q3shaderinfo_layer_tcmod_t tcmods[Q3MAXTCMODS]; +} +texture_shaderpass_t; + typedef enum texturelayertype_e { TEXTURELAYERTYPE_INVALID, @@ -532,36 +551,32 @@ typedef struct texture_s int basematerialflags; // current material flags (updated each bmodel render) int currentmaterialflags; + // base material alpha (used for Q2 materials) + float basealpha; // 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 + // textures to use when rendering this material (derived from materialshaderpass) skinframe_t *currentskinframe; - int numskinframes; - float skinframerate; - skinframe_t *skinframes[TEXTURE_MAXFRAMES]; - // background layer (for terrain texture blending) + // textures to use for terrain texture blending (derived from backgroundshaderpass) skinframe_t *backgroundcurrentskinframe; - int backgroundnumskinframes; - float backgroundskinframerate; - skinframe_t *backgroundskinframes[TEXTURE_MAXFRAMES]; // total frames in sequence and alternate sequence int anim_total[2]; // direct pointers to each of the frames in the sequences // (indexed as [alternate][frame]) struct texture_s *anim_frames[2][10]; - // set if animated or there is an alternate frame set - // (this is an optimization in the renderer) + // 1 = q1bsp animation with anim_total[0] >= 2 (animated) or anim_total[1] >= 1 (alternate frame set) + // 2 = q2bsp animation with anim_total[0] >= 2 (uses self.frame) int animated; // renderer checks if this texture needs updating... int update_lastrenderframe; void *update_lastrenderentity; - // the current alpha of this texture (may be affected by r_wateralpha) + // the current alpha of this texture (may be affected by r_wateralpha, also basealpha, and ent->alpha) float currentalpha; // the current texture frame in animation struct texture_s *currentframe; @@ -570,12 +585,14 @@ typedef struct texture_s matrix4x4_t currentbackgroundtexmatrix; // various q3 shader features - q3shaderinfo_layer_rgbgen_t rgbgen; - q3shaderinfo_layer_alphagen_t alphagen; - q3shaderinfo_layer_tcgen_t tcgen; - q3shaderinfo_layer_tcmod_t tcmods[Q3MAXTCMODS]; - q3shaderinfo_layer_tcmod_t backgroundtcmods[Q3MAXTCMODS]; q3shaderinfo_deform_t deforms[Q3MAXDEFORMS]; + texture_shaderpass_t *shaderpasses[Q3SHADER_MAXLAYERS]; // all shader passes in one array + texture_shaderpass_t *materialshaderpass; // equal to one of shaderpasses[] or NULL + texture_shaderpass_t *backgroundshaderpass; // equal to one of shaderpasses[] or NULL + unsigned char startpreshaderpass; // range within shaderpasses[] + unsigned char endpreshaderpass; // number of preshaderpasses + unsigned char startpostshaderpass; // range within shaderpasses[] + unsigned char endpostshaderpass; // number of postshaderpasses qboolean colormapping; rtexture_t *basetexture; // original texture without pants/shirt/glow @@ -612,6 +629,13 @@ typedef struct texture_s int supercontents; int textureflags; + // q2bsp + // we have to load the texture multiple times when Q2SURF_ flags differ, + // though it still shares the skinframe + int q2flags; + int q2value; + int q2contents; + // 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) @@ -642,9 +666,13 @@ typedef struct texture_s typedef struct mtexinfo_s { - float vecs[2][4]; - texture_t *texture; - int flags; + float vecs[2][4]; // [s/t][xyz offset] + int textureindex; + int q1flags; + int q2flags; // miptex flags + overrides + int q2value; // light emission, etc + char q2texture[32]; // texture name (textures/*.wal) + int q2nexttexinfo; // for animations, -1 = end of chain } mtexinfo_t; @@ -737,8 +765,16 @@ typedef struct model_brush_s { // true if this model is a HalfLife .bsp file qboolean ishlbsp; - // true if this model is a BSP2 .bsp file (expanded 32bit bsp format for DarkPlaces, RMQ, others?) + // true if this model is a BSP2rmqe .bsp file (expanded 32bit bsp format for rmqe) + qboolean isbsp2rmqe; + // true if this model is a BSP2 .bsp file (expanded 32bit bsp format for DarkPlaces, others?) qboolean isbsp2; + // true if this model is a Quake2 .bsp file (IBSP38) + qboolean isq2bsp; + // true if this model is a Quake3 .bsp file (IBSP46) + qboolean isq3bsp; + // true if this model is a Quake1/Quake2 .bsp file where skymasking capability exists + qboolean skymasking; // string of entity definitions (.map format) char *entities; @@ -872,12 +908,11 @@ typedef struct model_brushq1_s } model_brushq1_t; -/* MSVC can't compile empty structs, so this is commented out for now typedef struct model_brushq2_s { + int dummy; // MSVC can't handle an empty struct } model_brushq2_t; -*/ typedef struct model_brushq3_s { @@ -1055,9 +1090,7 @@ typedef struct model_s 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; // flags this model for offseting sounds to the model center (used by brush models) int soundfromcenter; @@ -1122,6 +1155,8 @@ void Mod_FreeQ3Shaders(void); void Mod_LoadQ3Shaders(void); q3shaderinfo_t *Mod_LookupQ3Shader(const char *name); qboolean Mod_LoadTextureFromQ3Shader(texture_t *texture, const char *name, qboolean warnmissing, qboolean fallback, int defaulttexflags); +texture_shaderpass_t *Mod_CreateShaderPass(skinframe_t *skinframe); +texture_shaderpass_t *Mod_CreateShaderPassFromQ3ShaderLayer(q3shaderinfo_layer_t *layer, int layerindex, int texflags, const char *texturename); extern cvar_t r_mipskins; extern cvar_t r_mipnormalmaps; @@ -1166,7 +1201,7 @@ typedef struct mod_alloclightmap_state_s } mod_alloclightmap_state_t; -void Mod_AllocLightmap_Init(mod_alloclightmap_state_t *state, int width, int height); +void Mod_AllocLightmap_Init(mod_alloclightmap_state_t *state, mempool_t *mempool, int width, int height); void Mod_AllocLightmap_Free(mod_alloclightmap_state_t *state); void Mod_AllocLightmap_Reset(mod_alloclightmap_state_t *state); qboolean Mod_AllocLightmap_Block(mod_alloclightmap_state_t *state, int blockwidth, int blockheight, int *outx, int *outy); @@ -1176,6 +1211,9 @@ void Mod_BrushInit(void); // 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); +// used for loading wal files in Mod_LoadTextureFromQ3Shader +int Mod_Q2BSP_SuperContentsFromNativeContents(dp_model_t *model, int nativecontents); +int Mod_Q2BSP_NativeContentsFromSuperContents(dp_model_t *model, int supercontents); // a lot of model formats use the Q1BSP code, so here are the prototypes... struct entity_render_s; @@ -1198,6 +1236,8 @@ void Mod_CollisionBIH_TraceLine(dp_model_t *model, const struct frameblend_s *fr void Mod_CollisionBIH_TraceBox(dp_model_t *model, const struct frameblend_s *frameblend, const skeleton_t *skeleton, struct trace_s *trace, const vec3_t start, const vec3_t boxmins, const vec3_t boxmaxs, const vec3_t end, int hitsupercontentsmask); void Mod_CollisionBIH_TraceBrush(dp_model_t *model, const struct frameblend_s *frameblend, const skeleton_t *skeleton, struct trace_s *trace, struct colbrushf_s *start, struct colbrushf_s *end, int hitsupercontentsmask); void Mod_CollisionBIH_TracePoint_Mesh(dp_model_t *model, const struct frameblend_s *frameblend, const skeleton_t *skeleton, struct trace_s *trace, const vec3_t start, int hitsupercontentsmask); +qboolean Mod_CollisionBIH_TraceLineOfSight(struct model_s *model, const vec3_t start, const vec3_t end); +int Mod_CollisionBIH_PointSuperContents(struct model_s *model, int frame, const vec3_t point); int Mod_CollisionBIH_PointSuperContents_Mesh(struct model_s *model, int frame, const vec3_t point); bih_t *Mod_MakeCollisionBIH(dp_model_t *model, qboolean userendersurfaces, bih_t *out);