/* =========================================================================== 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 . 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__ #include "idlib/bv/Bounds.h" #include "renderer/Material.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 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() const = 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__ */