quadrilateralcowboy/renderer/Model.h

315 lines
12 KiB
C++

/*
===========================================================================
Doom 3 GPL Source Code
Copyright (C) 1999-2011 id Software LLC, a ZeniMax Media company.
This file is part of the Doom 3 GPL Source Code (?Doom 3 Source Code?).
Doom 3 Source Code is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
Doom 3 Source Code is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with Doom 3 Source Code. If not, see <http://www.gnu.org/licenses/>.
In addition, the Doom 3 Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the Doom 3 Source Code. If not, please request a copy in writing from id Software at the address below.
If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA.
===========================================================================
*/
#ifndef __MODEL_H__
#define __MODEL_H__
/*
===============================================================================
Render Model
===============================================================================
*/
// shared between the renderer, game, and Maya export DLL
#define MD5_VERSION_STRING "MD5Version"
#define MD5_MESH_EXT "md5mesh"
#define MD5_ANIM_EXT "md5anim"
#define MD5_CAMERA_EXT "md5camera"
#define MD5_VERSION 10
// using shorts for triangle indexes can save a significant amount of traffic, but
// to support the large models that renderBump loads, they need to be 32 bits
#if 1
#define GL_INDEX_TYPE GL_UNSIGNED_INT
typedef int glIndex_t;
#else
#define GL_INDEX_TYPE GL_UNSIGNED_SHORT
typedef short glIndex_t;
#endif
typedef struct {
// NOTE: making this a glIndex is dubious, as there can be 2x the faces as verts
glIndex_t p1, p2; // planes defining the edge
glIndex_t v1, v2; // verts defining the edge
} silEdge_t;
// this is used for calculating unsmoothed normals and tangents for deformed models
typedef struct dominantTri_s {
glIndex_t v2, v3;
float normalizationScale[3];
} dominantTri_t;
typedef struct lightingCache_s {
idVec3 localLightVector; // this is the statically computed vector to the light
// in texture space for cards without vertex programs
} lightingCache_t;
typedef struct shadowCache_s {
idVec4 xyz; // we use homogenous coordinate tricks
} shadowCache_t;
const int SHADOW_CAP_INFINITE = 64;
// our only drawing geometry type
typedef struct srfTriangles_s {
idBounds bounds; // for culling
int ambientViewCount; // if == tr.viewCount, it is visible this view
bool generateNormals; // create normals from geometry, instead of using explicit ones
bool tangentsCalculated; // set when the vertex tangents have been calculated
bool facePlanesCalculated; // set when the face planes have been calculated
bool perfectHull; // true if there aren't any dangling edges
bool deformedSurface; // if true, indexes, silIndexes, mirrorVerts, and silEdges are
// pointers into the original surface, and should not be freed
int numVerts; // number of vertices
idDrawVert * verts; // vertices, allocated with special allocator
int numIndexes; // for shadows, this has both front and rear end caps and silhouette planes
glIndex_t * indexes; // indexes, allocated with special allocator
glIndex_t * silIndexes; // indexes changed to be the first vertex with same XYZ, ignoring normal and texcoords
int numMirroredVerts; // this many verts at the end of the vert list are tangent mirrors
int * mirroredVerts; // tri->mirroredVerts[0] is the mirror of tri->numVerts - tri->numMirroredVerts + 0
int numDupVerts; // number of duplicate vertexes
int * dupVerts; // pairs of the number of the first vertex and the number of the duplicate vertex
int numSilEdges; // number of silhouette edges
silEdge_t * silEdges; // silhouette edges
idPlane * facePlanes; // [numIndexes/3] plane equations
dominantTri_t * dominantTris; // [numVerts] for deformed surface fast tangent calculation
int numShadowIndexesNoFrontCaps; // shadow volumes with front caps omitted
int numShadowIndexesNoCaps; // shadow volumes with the front and rear caps omitted
int shadowCapPlaneBits; // bits 0-5 are set when that plane of the interacting light has triangles
// projected on it, which means that if the view is on the outside of that
// plane, we need to draw the rear caps of the shadow volume
// turboShadows will have SHADOW_CAP_INFINITE
shadowCache_t * shadowVertexes; // these will be copied to shadowCache when it is going to be drawn.
// these are NULL when vertex programs are available
struct srfTriangles_s * ambientSurface; // for light interactions, point back at the original surface that generated
// the interaction, which we will get the ambientCache from
struct srfTriangles_s * nextDeferredFree; // chain of tris to free next frame
// data in vertex object space, not directly readable by the CPU
struct vertCache_s * indexCache; // int
struct vertCache_s * ambientCache; // idDrawVert
struct vertCache_s * lightingCache; // lightingCache_t
struct vertCache_s * shadowCache; // shadowCache_t
} srfTriangles_t;
typedef idList<srfTriangles_t *> idTriList;
typedef struct modelSurface_s {
int id;
const idMaterial * shader;
srfTriangles_t * geometry;
} modelSurface_t;
typedef enum {
DM_STATIC, // never creates a dynamic model
DM_CACHED, // once created, stays constant until the entity is updated (animating characters)
DM_CONTINUOUS // must be recreated for every single view (time dependent things like particles)
} dynamicModel_t;
typedef enum {
INVALID_JOINT = -1
} jointHandle_t;
class idMD5Joint {
public:
idMD5Joint() { parent = NULL; }
idStr name;
const idMD5Joint * parent;
};
// the init methods may be called again on an already created model when
// a reloadModels is issued
class idRenderModel {
public:
virtual ~idRenderModel() {};
// Loads static models only, dynamic models must be loaded by the modelManager
virtual void InitFromFile( const char *fileName ) = 0;
// renderBump uses this to load the very high poly count models, skipping the
// shadow and tangent generation, along with some surface cleanup to make it load faster
virtual void PartialInitFromFile( const char *fileName ) = 0;
// this is used for dynamically created surfaces, which are assumed to not be reloadable.
// It can be called again to clear out the surfaces of a dynamic model for regeneration.
virtual void InitEmpty( const char *name ) = 0;
// dynamic model instantiations will be created with this
// the geometry data will be owned by the model, and freed when it is freed
// the geoemtry should be raw triangles, with no extra processing
virtual void AddSurface( modelSurface_t surface ) = 0;
// cleans all the geometry and performs cross-surface processing
// like shadow hulls
// Creates the duplicated back side geometry for two sided, alpha tested, lit materials
// This does not need to be called if none of the surfaces added with AddSurface require
// light interaction, and all the triangles are already well formed.
virtual void FinishSurfaces() = 0;
// frees all the data, but leaves the class around for dangling references,
// which can regenerate the data with LoadModel()
virtual void PurgeModel() = 0;
// resets any model information that needs to be reset on a same level load etc..
// currently only implemented for liquids
virtual void Reset() = 0;
// used for initial loads, reloadModel, and reloading the data of purged models
// Upon exit, the model will absolutely be valid, but possibly as a default model
virtual void LoadModel() = 0;
// internal use
virtual bool IsLoaded() = 0;
virtual void SetLevelLoadReferenced( bool referenced ) = 0;
virtual bool IsLevelLoadReferenced() = 0;
// models that are already loaded at level start time
// will still touch their data to make sure they
// are kept loaded
virtual void TouchData() = 0;
// dump any ambient caches on the model surfaces
virtual void FreeVertexCache() = 0;
// returns the name of the model
virtual const char * Name() const = 0;
// prints a detailed report on the model for printModel
virtual void Print() const = 0;
// prints a single line report for listModels
virtual void List() const = 0;
// reports the amount of memory (roughly) consumed by the model
virtual int Memory() const = 0;
// for reloadModels
virtual ID_TIME_T Timestamp() const = 0;
// returns the number of surfaces
virtual int NumSurfaces() const = 0;
// NumBaseSurfaces will not count any overlays added to dynamic models
virtual int NumBaseSurfaces() const = 0;
// get a pointer to a surface
virtual const modelSurface_t *Surface( int surfaceNum ) const = 0;
// Allocates surface triangles.
// Allocates memory for srfTriangles_t::verts and srfTriangles_t::indexes
// The allocated memory is not initialized.
// srfTriangles_t::numVerts and srfTriangles_t::numIndexes are set to zero.
virtual srfTriangles_t * AllocSurfaceTriangles( int numVerts, int numIndexes ) const = 0;
// Frees surfaces triangles.
virtual void FreeSurfaceTriangles( srfTriangles_t *tris ) const = 0;
// created at load time by stitching together all surfaces and sharing
// the maximum number of edges. This may be incorrect if a skin file
// remaps surfaces between shadow casting and non-shadow casting, or
// if some surfaces are noSelfShadow and others aren't
virtual srfTriangles_t * ShadowHull() const = 0;
// models of the form "_area*" may have a prelight shadow model associated with it
virtual bool IsStaticWorldModel() const = 0;
// models parsed from inside map files or dynamically created cannot be reloaded by
// reloadmodels
virtual bool IsReloadable() const = 0;
// md3, md5, particles, etc
virtual dynamicModel_t IsDynamicModel() const = 0;
// if the load failed for any reason, this will return true
virtual bool IsDefaultModel() const = 0;
// dynamic models should return a fast, conservative approximation
// static models should usually return the exact value
virtual idBounds Bounds( const struct renderEntity_s *ent = NULL ) const = 0;
// returns value != 0.0f if the model requires the depth hack
virtual float DepthHack() const = 0;
// returns a static model based on the definition and view
// currently, this will be regenerated for every view, even though
// some models, like character meshes, could be used for multiple (mirror)
// views in a frame, or may stay static for multiple frames (corpses)
// The renderer will delete the returned dynamic model the next view
// This isn't const, because it may need to reload a purged model if it
// wasn't precached correctly.
virtual idRenderModel * InstantiateDynamicModel( const struct renderEntity_s *ent, const struct viewDef_s *view, idRenderModel *cachedModel ) = 0;
// Returns the number of joints or 0 if the model is not an MD5
virtual int NumJoints( void ) const = 0;
// Returns the MD5 joints or NULL if the model is not an MD5
virtual const idMD5Joint * GetJoints( void ) const = 0;
// Returns the handle for the joint with the given name.
virtual jointHandle_t GetJointHandle( const char *name ) const = 0;
// Returns the name for the joint with the given handle.
virtual const char * GetJointName( jointHandle_t handle ) const = 0;
// Returns the default animation pose or NULL if the model is not an MD5.
virtual const idJointQuat * GetDefaultPose( void ) const = 0;
// Returns number of the joint nearest to the given triangle.
virtual int NearestJoint( int surfaceNum, int a, int c, int b ) const = 0;
// Writing to and reading from a demo file.
virtual void ReadFromDemoFile( class idDemoFile *f ) = 0;
virtual void WriteToDemoFile( class idDemoFile *f ) = 0;
};
#endif /* !__MODEL_H__ */