2 Copyright (C) 1996-1997 Id Software, Inc.
4 This program is free software; you can redistribute it and/or
5 modify it under the terms of the GNU General Public License
6 as published by the Free Software Foundation; either version 2
7 of the License, or (at your option) any later version.
9 This program is distributed in the hope that it will be useful,
10 but WITHOUT ANY WARRANTY; without even the implied warranty of
11 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
13 See the GNU General Public License for more details.
15 You should have received a copy of the GNU General Public License
16 along with this program; if not, write to the Free Software
17 Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
21 #ifndef MODEL_SHARED_H
22 #define MODEL_SHARED_H
24 typedef enum synctype_e {ST_SYNC=0, ST_RAND } synctype_t;
28 d*_t structures are on-disk representations
29 m*_t structures are in-memory
33 typedef enum modtype_e {mod_invalid, mod_brushq1, mod_sprite, mod_alias, mod_brushq2, mod_brushq3} modtype_t;
35 typedef struct animscene_s
37 char name[32]; // for viewthing support
40 int loop; // true or false
45 typedef struct skinframe_s
47 rtexture_t *stain; // inverse modulate with background (used for decals and such)
48 rtexture_t *merged; // original texture without glow
49 rtexture_t *base; // original texture without pants/shirt/glow
50 rtexture_t *pants; // pants only (in greyscale)
51 rtexture_t *shirt; // shirt only (in greyscale)
52 rtexture_t *nmap; // normalmap (bumpmap for dot3)
53 rtexture_t *gloss; // glossmap (for dot3)
54 rtexture_t *glow; // glow only (fullbrights)
55 rtexture_t *fog; // alpha of the base texture (if not opaque)
61 typedef struct overridetagname_s
67 // a replacement set of tag names, per skin
68 typedef struct overridetagnameset_s
70 int num_overridetagnames;
71 overridetagname_t *data_overridetagnames;
75 typedef struct surfmeshvertexboneweight_s
77 unsigned int vertexindex;
78 unsigned int boneindex;
82 surfmeshvertexboneweight_t;
84 // used for mesh lists in q1bsp/q3bsp map models
85 // (the surfaces reference portions of these meshes)
86 typedef struct surfmesh_s
88 int num_triangles; // number of triangles in the mesh
89 int *data_element3i; // int[tris*3] triangles of the mesh, 3 indices into vertex arrays for each
90 int *data_neighbor3i; // int[tris*3] neighboring triangle on each edge (-1 if none)
91 int num_vertices; // number of vertices in the mesh
92 float *data_vertex3f; // float[verts*3] vertex locations
93 float *data_svector3f; // float[verts*3] direction of 'S' (right) texture axis for each vertex
94 float *data_tvector3f; // float[verts*3] direction of 'T' (down) texture axis for each vertex
95 float *data_normal3f; // float[verts*3] direction of 'R' (out) texture axis for each vertex
96 float *data_texcoordtexture2f; // float[verts*2] texcoords for surface texture
97 float *data_texcoordlightmap2f; // float[verts*2] texcoords for lightmap texture
98 float *data_lightmapcolor4f;
99 int *data_lightmapoffsets; // index into surface's lightmap samples for vertex lighting
100 // morph blending, these are zero if model is skeletal or static
102 float *data_morphvertex3f;
103 // skeletal blending, these are zero if model is morph or static
104 int num_vertexboneweights;
105 surfmeshvertexboneweight_t *data_vertexboneweights;
109 #define SHADOWMESHVERTEXHASH 1024
110 typedef struct shadowmeshvertexhash_s
112 struct shadowmeshvertexhash_s *next;
114 shadowmeshvertexhash_t;
116 typedef struct shadowmesh_s
118 // next mesh in chain
119 struct shadowmesh_s *next;
120 // used for light mesh (NULL on shadow mesh)
121 rtexture_t *map_diffuse;
122 rtexture_t *map_specular;
123 rtexture_t *map_normal;
125 int numverts, maxverts;
126 int numtriangles, maxtriangles;
129 // used for light mesh (NULL on shadow mesh)
136 // used for shadow mesh (NULL on light mesh)
138 // these are NULL after Mod_ShadowMesh_Finish is performed, only used
139 // while building meshes
140 shadowmeshvertexhash_t **vertexhashtable, *vertexhashentries;
144 typedef enum texturelayertype_e
146 TEXTURELAYERTYPE_INVALID,
147 TEXTURELAYERTYPE_SKY,
148 TEXTURELAYERTYPE_LITTEXTURE_COMBINE,
149 TEXTURELAYERTYPE_LITTEXTURE_MULTIPASS,
150 TEXTURELAYERTYPE_LITTEXTURE_VERTEX,
151 TEXTURELAYERTYPE_TEXTURE,
152 TEXTURELAYERTYPE_FOG,
156 typedef enum texturelayerflag_e
158 // indicates that the pass should apply fog darkening; used on
159 // transparent surfaces where simply blending an alpha fog as a final
160 // pass would not behave properly, so all the surfaces must be darkened,
161 // and the fog color added as a separate pass
162 TEXTURELAYERFLAG_FOGDARKEN = 1,
166 typedef struct texturelayer_s
168 texturelayertype_t type;
173 matrix4x4_t texmatrix;
179 typedef struct texture_s
185 unsigned int width, height;
187 //unsigned int flags;
189 // base material flags
190 int basematerialflags;
191 // current material flags (updated each bmodel render)
192 int currentmaterialflags;
194 // loaded the same as model skins
197 // total frames in sequence and alternate sequence
199 // direct pointers to each of the frames in the sequences
200 // (indexed as [alternate][frame])
201 struct texture_s *anim_frames[2][10];
202 // set if animated or there is an alternate frame set
203 // (this is an optimization in the renderer)
206 // the current alpha of this texture (may be affected by r_wateralpha)
208 // the current texture frame in animation
209 struct texture_s *currentframe;
210 // current texture transform matrix (used for water scrolling)
211 matrix4x4_t currenttexmatrix;
213 int currentnumlayers;
214 texturelayer_t currentlayers[16];
218 char firstpasstexturename[64]; // used only during loading
228 typedef struct mtexinfo_s
236 typedef struct msurface_lightmapinfo_s
238 // texture mapping properties used by this surface
239 mtexinfo_t *texinfo; // q1bsp
240 // index into r_refdef.lightstylevalue array, 255 means not used (black)
241 unsigned char styles[MAXLIGHTMAPS]; // q1bsp
242 // RGB lighting data [numstyles][height][width][3]
243 unsigned char *samples; // q1bsp
244 // stain to apply on lightmap (soot/dirt/blood/whatever)
245 unsigned char *stainsamples; // q1bsp
246 // the stride when building lightmaps to comply with fragment update
247 int lightmaptexturestride; // q1bsp
248 int texturemins[2]; // q1bsp
249 int extents[2]; // q1bsp
251 msurface_lightmapinfo_t;
254 typedef struct msurface_s
256 // bounding box for onscreen checks
259 // the texture to use on the surface
261 // the lightmap texture fragment to use on the rendering mesh
262 rtexture_t *lightmaptexture;
264 // this surface is part of this mesh
265 surfmesh_t *groupmesh;
266 int num_triangles; // number of triangles in the mesh
267 int num_firsttriangle; // first triangle in the mesh (index into groupmesh)
268 int num_vertices; // number of vertices in the mesh
269 int num_firstvertex; // first vertex in the mesh (index into groupmesh)
271 // shadow volume building information
272 int num_firstshadowmeshtriangle; // index into model->brush.shadowmesh
274 // lightmaptexture rebuild information not used in q3bsp
275 int cached_dlight; // q1bsp // forces rebuild of lightmaptexture
276 msurface_lightmapinfo_t *lightmapinfo; // q1bsp
278 // mesh information for collisions (only used by q3bsp curves)
279 int num_collisiontriangles; // q3bsp
280 int *data_collisionelement3i; // q3bsp
281 int num_collisionvertices; // q3bsp
282 float *data_collisionvertex3f; // q3bsp
283 struct q3deffect_s *effect; // q3bsp
284 // FIXME: collisionmarkframe should be kept in a separate array
285 int collisionmarkframe; // q3bsp // don't collide twice in one trace
289 #include "matrixlib.h"
291 #include "model_brush.h"
292 #include "model_sprite.h"
293 #include "model_alias.h"
295 typedef struct model_sprite_s
298 mspriteframe_t *sprdata_frames;
304 typedef struct model_brush_s
306 // true if this model is a HalfLife .bsp file
308 // true if this model is a Martial Concert .bsp file
310 // string of entity definitions (.map format)
313 // if non-zero this is a submodel
314 // (this is the number of the submodel, an index into submodels)
317 // number of submodels in this map (just used by server to know how many
318 // submodels to load)
320 // pointers to each of the submodels if .isworldmodel is true
321 struct model_s **submodels;
324 mplane_t *data_planes;
329 // visible leafs, not counting 0 (solid)
331 // number of actual leafs (including 0 which is solid)
336 int *data_leafbrushes;
338 int num_leafsurfaces;
339 int *data_leafsurfaces;
342 mportal_t *data_portals;
344 int num_portalpoints;
345 mvertex_t *data_portalpoints;
348 q3mbrush_t *data_brushes;
351 q3mbrushside_t *data_brushsides;
355 int num_pvsclusterbytes;
356 unsigned char *data_pvsclusters;
358 //pvschain = model->brush.data_pvsclusters + mycluster * model->brush.num_pvsclusterbytes;
359 //if (pvschain[thatcluster >> 3] & (1 << (thatcluster & 7)))
361 // a mesh containing all shadow casting geometry for the whole model (including submodels), portions of this are referenced by each surface's num_firstshadowmeshtriangle
362 shadowmesh_t *shadowmesh;
365 int (*SuperContentsFromNativeContents)(struct model_s *model, int nativecontents);
366 int (*NativeContentsFromSuperContents)(struct model_s *model, int supercontents);
367 unsigned char *(*GetPVS)(struct model_s *model, const vec3_t p);
368 int (*FatPVS)(struct model_s *model, const vec3_t org, vec_t radius, unsigned char *pvsbuffer, int pvsbufferlength);
369 int (*BoxTouchingPVS)(struct model_s *model, const unsigned char *pvs, const vec3_t mins, const vec3_t maxs);
370 int (*BoxTouchingLeafPVS)(struct model_s *model, const unsigned char *pvs, const vec3_t mins, const vec3_t maxs);
371 int (*BoxTouchingVisibleLeafs)(struct model_s *model, const unsigned char *visibleleafs, const vec3_t mins, const vec3_t maxs);
372 int (*FindBoxClusters)(struct model_s *model, const vec3_t mins, const vec3_t maxs, int maxclusters, int *clusterlist);
373 void (*LightPoint)(struct model_s *model, const vec3_t p, vec3_t ambientcolor, vec3_t diffusecolor, vec3_t diffusenormal);
374 void (*FindNonSolidLocation)(struct model_s *model, const vec3_t in, vec3_t out, vec_t radius);
375 mleaf_t *(*PointInLeaf)(struct model_s *model, const float *p);
376 // these are actually only found on brushq1, but NULL is handled gracefully
377 void (*AmbientSoundLevelsForPoint)(struct model_s *model, const vec3_t p, unsigned char *out, int outsize);
378 void (*RoundUpToHullSize)(struct model_s *cmodel, const vec3_t inmins, const vec3_t inmaxs, vec3_t outmins, vec3_t outmaxs);
382 rtexture_t *solidskytexture;
383 rtexture_t *alphaskytexture;
387 typedef struct model_brushq1_s
389 // lightmap format, set to r_lightmaprgba when model is loaded
407 dclipnode_t *clipnodes;
409 hull_t hulls[MAX_MAP_HULLS];
411 int num_compressedpvs;
412 unsigned char *data_compressedpvs;
415 unsigned char *lightdata;
420 // lightmap update chains for light styles
422 unsigned char *light_style;
423 int *light_stylevalue;
424 msurface_t ***light_styleupdatechains;
425 msurface_t **light_styleupdatechainsbuffer;
429 /* MSVC can't compile empty structs, so this is commented out for now
430 typedef struct model_brushq2_s
436 typedef struct model_brushq3_s
439 q3dmodel_t *data_models;
441 // freed after loading!
443 float *data_vertex3f;
444 float *data_texcoordtexture2f;
445 float *data_texcoordlightmap2f;
448 // freed after loading!
453 q3deffect_t *data_effects;
457 rtexture_t **data_lightmaps;
459 // voxel light data with directional shading
461 q3dlightgrid_t *data_lightgrid;
462 // size of each cell (may vary by map, typically 64 64 128)
463 float num_lightgrid_cellsize[3];
464 // 1.0 / num_lightgrid_cellsize
465 float num_lightgrid_scale[3];
466 // dimensions of the world model in lightgrid cells
467 int num_lightgrid_imins[3];
468 int num_lightgrid_imaxs[3];
469 int num_lightgrid_isize[3];
471 int num_lightgrid_dimensions[3];
472 // transform modelspace coordinates to lightgrid index
473 matrix4x4_t num_lightgrid_indexfromworld;
477 typedef struct model_s
479 // name and path of model, for example "progs/player.mdl"
480 char name[MAX_QPATH];
481 // model needs to be loaded if this is false
483 // set if the model is used in current map, models which are not, are purged
485 // true if this is the world model (I.E. defines what sky to use, and may contain submodels)
486 qboolean isworldmodel;
487 // CRC of the file this model was loaded from, to reload if changed
489 // mod_brush, mod_alias, mod_sprite
491 // memory pool for allocations
493 // all models use textures...
494 rtexturepool_t *texturepool;
495 // flags from the model file
497 // engine calculated flags, ones that can not be set in the file
499 // number of QC accessible frame(group)s in the model
501 // number of QC accessible skin(group)s in the model
503 // whether to randomize animated framegroups
505 // bounding box at angles '0 0 0'
506 vec3_t normalmins, normalmaxs;
507 // bounding box if yaw angle is not 0, but pitch and roll are
508 vec3_t yawmins, yawmaxs;
509 // bounding box if pitch or roll are used
510 vec3_t rotatedmins, rotatedmaxs;
511 // sphere radius, usable at any angles
513 // squared sphere radius for easier comparisons
515 // skin animation info
516 animscene_t *skinscenes; // [numskins]
517 // skin animation info
518 animscene_t *animscenes; // [numframes]
519 // range of surface numbers in this (sub)model
520 int firstmodelsurface;
521 int nummodelsurfaces;
522 // range of collision brush numbers in this (sub)model
525 // list of surface numbers in this (sub)model
530 aliastag_t *data_tags;
531 // for skeletal models
533 aliasbone_t *data_bones;
536 // textures of this model
538 texture_t *data_textures;
539 // surfaces of this model
541 msurface_t *data_surfaces;
542 // optional lightmapinfo data for surface lightmap updates
543 msurface_lightmapinfo_t *data_surfaces_lightmapinfo;
544 // surface meshes are merged to a smaller set of meshes to allow reduced
545 // vertex array switching, the meshes are limited to 65536 vertices each
546 // to play nice with Geforce1 hardware
548 surfmesh_t **meshlist;
549 // draw the model's sky polygons (only used by brush models)
550 void(*DrawSky)(struct entity_render_s *ent);
551 // draw the model using lightmap/dlight shading
552 void(*Draw)(struct entity_render_s *ent);
553 // gathers info on which clusters and surfaces are lit by light, as well as calculating a bounding box
554 void(*GetLightInfo)(struct entity_render_s *ent, vec3_t relativelightorigin, float lightradius, vec3_t outmins, vec3_t outmaxs, int *outleaflist, unsigned char *outleafpvs, int *outnumleafspointer, int *outsurfacelist, unsigned char *outsurfacepvs, int *outnumsurfacespointer);
555 // compile a shadow volume for the model based on light source
556 void(*CompileShadowVolume)(struct entity_render_s *ent, vec3_t relativelightorigin, float lightradius, int numsurfaces, const int *surfacelist);
557 // draw a shadow volume for the model based on light source
558 void(*DrawShadowVolume)(struct entity_render_s *ent, vec3_t relativelightorigin, float lightradius, int numsurfaces, const int *surfacelist, const vec3_t lightmins, const vec3_t lightmaxs);
559 // draw the lighting on a model (through stencil)
560 void(*DrawLight)(struct entity_render_s *ent, int numsurfaces, const int *surfacelist);
561 // trace a box against this model
562 void (*TraceBox)(struct model_s *model, int frame, struct trace_s *trace, const vec3_t boxstartmins, const vec3_t boxstartmaxs, const vec3_t boxendmins, const vec3_t boxendmaxs, int hitsupercontentsmask);
563 // fields belonging to some types of model
564 model_sprite_t sprite;
566 model_brushq1_t brushq1;
567 /* MSVC can't handle an empty struct, so this is commented out for now
568 model_brushq2_t brushq2;
570 model_brushq3_t brushq3;
571 // skin files can have different tags for each skin
572 overridetagnameset_t *data_overridetagnamesforskin;
573 // flags this model for offseting sounds to the model center (used by brush models)
578 //============================================================================
581 extern model_t *loadmodel;
582 extern unsigned char *mod_base;
583 // sky/water subdivision
584 //extern cvar_t gl_subdivide_size;
585 // texture fullbrights
586 extern cvar_t r_fullbrights;
588 void Mod_Init (void);
589 model_t *Mod_LoadModel(model_t *mod, qboolean crash, qboolean checkdisk, qboolean isworldmodel);
590 void Mod_ClearAll (void);
591 model_t *Mod_FindName (const char *name);
592 model_t *Mod_ForName (const char *name, qboolean crash, qboolean checkdisk, qboolean isworldmodel);
593 void Mod_UnloadModel (model_t *mod);
595 void Mod_ClearUsed(void);
596 void Mod_PurgeUnused(void);
597 void Mod_RemoveStaleWorldModels(model_t *skip); // only used during loading!
599 extern model_t *loadmodel;
600 extern char loadname[32]; // for hunk tags
602 int Mod_BuildVertexRemapTableFromElements(int numelements, const int *elements, int numvertices, int *remapvertices);
603 void Mod_BuildTriangleNeighbors(int *neighbors, const int *elements, int numtriangles);
604 void Mod_ValidateElements(int *elements, int numtriangles, int numverts, const char *filename, int fileline);
605 void Mod_BuildNormals(int firstvertex, int numvertices, int numtriangles, const float *vertex3f, const int *elements, float *normal3f, qboolean areaweighting);
606 void Mod_BuildTextureVectorsAndNormals(int firstvertex, int numvertices, int numtriangles, const float *vertex, const float *texcoord, const int *elements, float *svectors, float *tvectors, float *normals, qboolean areaweighting);
608 surfmesh_t *Mod_AllocSurfMesh(mempool_t *mempool, int numvertices, int numtriangles, qboolean lightmapoffsets, qboolean vertexcolors, qboolean neighbors);
610 shadowmesh_t *Mod_ShadowMesh_Alloc(mempool_t *mempool, int maxverts, int maxtriangles, rtexture_t *map_diffuse, rtexture_t *map_specular, rtexture_t *map_normal, int light, int neighbors, int expandable);
611 shadowmesh_t *Mod_ShadowMesh_ReAlloc(mempool_t *mempool, shadowmesh_t *oldmesh, int light, int neighbors);
612 int Mod_ShadowMesh_AddVertex(shadowmesh_t *mesh, float *vertex14f);
613 void Mod_ShadowMesh_AddTriangle(mempool_t *mempool, shadowmesh_t *mesh, rtexture_t *map_diffuse, rtexture_t *map_specular, rtexture_t *map_normal, float *vertex14f);
614 void Mod_ShadowMesh_AddMesh(mempool_t *mempool, shadowmesh_t *mesh, rtexture_t *map_diffuse, rtexture_t *map_specular, rtexture_t *map_normal, const float *vertex3f, const float *svector3f, const float *tvector3f, const float *normal3f, const float *texcoord2f, int numtris, const int *element3i);
615 shadowmesh_t *Mod_ShadowMesh_Begin(mempool_t *mempool, int maxverts, int maxtriangles, rtexture_t *map_diffuse, rtexture_t *map_specular, rtexture_t *map_normal, int light, int neighbors, int expandable);
616 shadowmesh_t *Mod_ShadowMesh_Finish(mempool_t *mempool, shadowmesh_t *firstmesh, int light, int neighbors);
617 void Mod_ShadowMesh_CalcBBox(shadowmesh_t *firstmesh, vec3_t mins, vec3_t maxs, vec3_t center, float *radius);
618 void Mod_ShadowMesh_Free(shadowmesh_t *mesh);
620 int Mod_LoadSkinFrame(skinframe_t *skinframe, const char *basename, int textureflags, int loadpantsandshirt, int loadglowtexture);
621 int Mod_LoadSkinFrame_Internal(skinframe_t *skinframe, const char *basename, int textureflags, int loadpantsandshirt, int loadglowtexture, const unsigned char *skindata, int width, int height, int bitsperpixel, const unsigned int *palette, const unsigned int *alphapalette);
623 extern cvar_t r_mipskins;
625 typedef struct skinfileitem_s
627 struct skinfileitem_s *next;
628 char name[MAX_QPATH];
629 char replacement[MAX_QPATH];
633 typedef struct skinfile_s
635 struct skinfile_s *next;
636 skinfileitem_t *items;
640 skinfile_t *Mod_LoadSkinFiles(void);
641 void Mod_FreeSkinFiles(skinfile_t *skinfile);
642 int Mod_CountSkinFiles(skinfile_t *skinfile);
644 void Mod_SnapVertices(int numcomponents, int numvertices, float *vertices, float snap);
645 int Mod_RemoveDegenerateTriangles(int numtriangles, const int *inelement3i, int *outelement3i, const float *vertex3f);
648 void Mod_BrushInit(void);
649 // used for talking to the QuakeC mainly
650 int Mod_Q1BSP_NativeContentsFromSuperContents(struct model_s *model, int supercontents);
651 int Mod_Q1BSP_SuperContentsFromNativeContents(struct model_s *model, int nativecontents);
653 // a lot of model formats use the Q1BSP code, so here are the prototypes...
654 struct entity_render_s;
655 void R_Q1BSP_DrawSky(struct entity_render_s *ent);
656 void R_Q1BSP_Draw(struct entity_render_s *ent);
657 void R_Q1BSP_GetLightInfo(struct entity_render_s *ent, vec3_t relativelightorigin, float lightradius, vec3_t outmins, vec3_t outmaxs, int *outleaflist, unsigned char *outleafpvs, int *outnumleafspointer, int *outsurfacelist, unsigned char *outsurfacepvs, int *outnumsurfacespointer);
658 void R_Q1BSP_CompileShadowVolume(struct entity_render_s *ent, vec3_t relativelightorigin, float lightradius, int numsurfaces, const int *surfacelist);
659 void R_Q1BSP_DrawShadowVolume(struct entity_render_s *ent, vec3_t relativelightorigin, float lightradius, int numsurfaces, const int *surfacelist, const vec3_t lightmins, const vec3_t lightmaxs);
660 void R_Q1BSP_DrawLight(struct entity_render_s *ent, int numsurfaces, const int *surfacelist);
664 void Mod_AliasInit(void);
665 void Mod_Alias_GetMesh_Vertex3f(const model_t *model, const struct frameblend_s *frameblend, const struct surfmesh_s *mesh, float *out3f);
666 int Mod_Alias_GetTagMatrix(const model_t *model, int poseframe, int tagindex, matrix4x4_t *outmatrix);
667 int Mod_Alias_GetTagIndexForName(const model_t *model, unsigned int skin, const char *tagname);
670 void Mod_SpriteInit(void);
673 void Mod_Q1BSP_Load(model_t *mod, void *buffer, void *bufferend);
674 void Mod_IBSP_Load(model_t *mod, void *buffer, void *bufferend);
675 void Mod_MAP_Load(model_t *mod, void *buffer, void *bufferend);
676 void Mod_IDP0_Load(model_t *mod, void *buffer, void *bufferend);
677 void Mod_IDP2_Load(model_t *mod, void *buffer, void *bufferend);
678 void Mod_IDP3_Load(model_t *mod, void *buffer, void *bufferend);
679 void Mod_ZYMOTICMODEL_Load(model_t *mod, void *buffer, void *bufferend);
680 void Mod_DARKPLACESMODEL_Load(model_t *mod, void *buffer, void *bufferend);
681 void Mod_PSKMODEL_Load(model_t *mod, void *buffer, void *bufferend);
682 void Mod_IDSP_Load(model_t *mod, void *buffer, void *bufferend);
683 void Mod_IDS2_Load(model_t *mod, void *buffer, void *bufferend);
685 #endif // MODEL_SHARED_H