X-Git-Url: http://de.git.xonotic.org/?p=xonotic%2Fdarkplaces.git;a=blobdiff_plain;f=model_shared.h;h=d1d11e2355fdecfd21cf07625b2b046a0dde1bcc;hp=cebb49d9f6b1fc843973db46ce76f5808e84ab62;hb=c52671284173a371278559b3475010f233d8e2c9;hpb=ef94579586d37fab4d379781c10da8f10648186d diff --git a/model_shared.h b/model_shared.h index cebb49d9..d1d11e23 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 { @@ -47,101 +47,141 @@ 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 *verts; - int *elements; - int *neighbors; + 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; - // sphere radius, usable at any angles - float radius; - // squared sphere radius for easier comparisons - float radius2; +typedef struct model_sprite_s +{ + int sprnum_type; + mspriteframe_t *sprdata_frames; +} +model_sprite_t; - // brush model specific +struct trace_s; + +typedef struct model_brush_s +{ + // true if this model is a HalfLife .bsp file + qboolean ishlbsp; + // string of entity definitions (.map format) + char *entities; + // number of submodels in this map (just used by server to know how many + // submodels to load) + int numsubmodels; + // common functions + int (*SuperContentsFromNativeContents)(struct model_s *model, int nativecontents); + int (*NativeContentsFromSuperContents)(struct model_s *model, int supercontents); + qbyte *(*GetPVS)(struct model_s *model, const vec3_t p); + int (*FatPVS)(struct model_s *model, const vec3_t org, vec_t radius, qbyte *pvsbuffer, int pvsbufferlength); + int (*BoxTouchingPVS)(struct model_s *model, const qbyte *pvs, const vec3_t mins, const vec3_t maxs); + void (*LightPoint)(struct model_s *model, const vec3_t p, vec3_t ambientcolor, vec3_t diffusecolor, vec3_t diffusenormal); + 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, int hitsupercontentsmask); + // these are actually only found on brushq1, but NULL is handled gracefully + void (*AmbientSoundLevelsForPoint)(struct model_s *model, const vec3_t p, qbyte *out, int outsize); + void (*RoundUpToHullSize)(struct model_s *cmodel, const vec3_t inmins, const vec3_t inmaxs, vec3_t outmins, vec3_t outmaxs); +} +model_brush_t; + +typedef struct model_brushq1_s +{ int firstmodelsurface, nummodelsurfaces; // lightmap format, set to r_lightmaprgba when model is loaded int lightmaprgba; - int numsubmodels; dmodel_t *submodels; int numplanes; mplane_t *planes; - // number of visible leafs, not counting 0 (solid) + // number of actual leafs (including 0 which is solid) int numleafs; + // visible leafs, not counting 0 (solid) + int visleafs; mleaf_t *leafs; int numvertexes; @@ -161,6 +201,7 @@ typedef struct model_s int *surfacevisframes; int *surfacepvsframes; msurface_t *surfacepvsnext; + surfmesh_t *entiremesh; int numsurfedges; int *surfedges; @@ -176,11 +217,12 @@ typedef struct model_s int numtextures; texture_t *textures; - msurface_t **texturesurfacechains; + int num_compressedpvs; + qbyte *data_compressedpvs; + qbyte *data_decompressedpvs; - qbyte *visdata; + int num_lightdata; qbyte *lightdata; - char *entities; int numportals; mportal_t *portals; @@ -191,11 +233,6 @@ 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; @@ -203,58 +240,294 @@ typedef struct model_s 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); + void (*BuildPVSTextureChains)(struct model_s *model); +} +model_brushq1_t; - // skin animation info - animscene_t *skinscenes; // [numskins] - // skin frame info - skinframe_t *skinframes; +/* MSVC can't compile empty structs, so this is commented out for now +typedef struct model_brushq2_s +{ +} +model_brushq2_t; +*/ - animscene_t *animscenes; // [numframes] +#define Q3MTEXTURERENDERFLAGS_NODRAW 1 +#define Q3MTEXTURERENDERFLAGS_SKY 2 - // Q1 and Q2 models are the same after loading - int *mdlmd2data_indices; - float *mdlmd2data_texcoords; - md2frame_t *mdlmd2data_frames; - trivertx_t *mdlmd2data_pose; - int *mdlmd2data_triangleneighbors; +typedef struct q3mtexture_s +{ + char name[Q3PATHLENGTH]; + int surfaceflags; + int nativecontents; + int supercontents; + int renderflags; + + int number; + skinframe_t skin; +} +q3mtexture_t; - // 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; +typedef struct q3mnode_s +{ + //this part shared between node and leaf + int isnode; // true + struct q3mnode_s *parent; + vec3_t mins; + vec3_t maxs; + // this part unique to nodes + struct mplane_s *plane; + struct q3mnode_s *children[2]; +} +q3mnode_t; - int sprnum_type; - mspriteframe_t *sprdata_frames; +typedef struct q3mleaf_s +{ + //this part shared between node and leaf + int isnode; // false + struct q3mnode_s *parent; + vec3_t mins; + vec3_t maxs; + // this part unique to leafs + int clusterindex; + int areaindex; + int numleaffaces; + struct q3mface_s **firstleafface; + int numleafbrushes; + struct q3mbrush_s **firstleafbrush; +} +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 +{ + struct colbrushf_s *colbrushf; + 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 collisions; // performs per triangle collisions on this surface + int collisionmarkframe; // don't collide twice in one trace + int type; + int firstvertex; + int firstelement; + int patchsize[2]; + // used for processing + int markframe; + // (world only) visframe == r_framecount means it is visible this frame + int visframe; + // bounding box for culling + float mins[3]; + float maxs[3]; + + int num_vertices; + int num_triangles; + float *data_vertex3f; + float *data_texcoordtexture2f; + float *data_texcoordlightmap2f; + float *data_svector3f; + float *data_tvector3f; + float *data_normal3f; + float *data_color4f; + int *data_element3i; + int *data_neighbor3i; +} +q3mface_t; - // functions used in both rendering modes +typedef struct model_brushq3_s +{ + // if non-zero this is a submodel + // (this is the number of the submodel, an index into data_models) + int submodel; + + 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_texcoordtexture2f; + float *data_texcoordlightmap2f; + 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); - - // functions used only in normal rendering mode - // draw the model + // 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); - - // 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; + 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; @@ -262,8 +535,12 @@ 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; + +extern rtexture_t *mod_shared_distorttexture[64]; // model loading extern model_t *loadmodel; @@ -288,7 +565,7 @@ void Mod_LoadModels(void); extern model_t *loadmodel; extern char loadname[32]; // for hunk tags -int Mod_FindTriangleWithEdge(const int *elements, int numtriangles, int start, int end); +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); @@ -298,11 +575,41 @@ 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); +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); + +// 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); + +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); + +int Mod_RemoveDegenerateTriangles(int numtriangles, const int *inelement3i, int *outelement3i, const float *vertex3f); + #endif // __MODEL__