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736ec20d4d
Don't include the lazy precompiled.h everywhere, only what's required for the compilation unit. platform.h needs to be included instead to provide all essential defines and types. All includes use the relative path to the neo or the game specific root. Move all idlib related includes from idlib/Lib.h to precompiled.h. precompiled.h still exists for the MFC stuff in tools/. Add some missing header guards.
317 lines
13 KiB
C++
317 lines
13 KiB
C++
/*
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===========================================================================
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Doom 3 GPL Source Code
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Copyright (C) 1999-2011 id Software LLC, a ZeniMax Media company.
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This file is part of the Doom 3 GPL Source Code ("Doom 3 Source Code").
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Doom 3 Source Code is free software: you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation, either version 3 of the License, or
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(at your option) any later version.
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Doom 3 Source Code is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with Doom 3 Source Code. If not, see <http://www.gnu.org/licenses/>.
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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.
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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.
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===========================================================================
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*/
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#ifndef __MODEL_H__
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#define __MODEL_H__
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#include "idlib/bv/Bounds.h"
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#include "renderer/Material.h"
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/*
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===============================================================================
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Render Model
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===============================================================================
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*/
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// shared between the renderer, game, and Maya export DLL
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#define MD5_VERSION_STRING "MD5Version"
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#define MD5_MESH_EXT "md5mesh"
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#define MD5_ANIM_EXT "md5anim"
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#define MD5_CAMERA_EXT "md5camera"
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#define MD5_VERSION 10
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// using shorts for triangle indexes can save a significant amount of traffic, but
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// to support the large models that renderBump loads, they need to be 32 bits
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#if 1
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#define GL_INDEX_TYPE GL_UNSIGNED_INT
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typedef int glIndex_t;
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#else
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#define GL_INDEX_TYPE GL_UNSIGNED_SHORT
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typedef short glIndex_t;
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#endif
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typedef struct {
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// NOTE: making this a glIndex is dubious, as there can be 2x the faces as verts
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glIndex_t p1, p2; // planes defining the edge
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glIndex_t v1, v2; // verts defining the edge
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} silEdge_t;
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// this is used for calculating unsmoothed normals and tangents for deformed models
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typedef struct dominantTri_s {
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glIndex_t v2, v3;
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float normalizationScale[3];
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} dominantTri_t;
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typedef struct lightingCache_s {
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idVec3 localLightVector; // this is the statically computed vector to the light
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// in texture space for cards without vertex programs
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} lightingCache_t;
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typedef struct shadowCache_s {
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idVec4 xyz; // we use homogenous coordinate tricks
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} shadowCache_t;
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const int SHADOW_CAP_INFINITE = 64;
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// our only drawing geometry type
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typedef struct srfTriangles_s {
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idBounds bounds; // for culling
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int ambientViewCount; // if == tr.viewCount, it is visible this view
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bool generateNormals; // create normals from geometry, instead of using explicit ones
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bool tangentsCalculated; // set when the vertex tangents have been calculated
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bool facePlanesCalculated; // set when the face planes have been calculated
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bool perfectHull; // true if there aren't any dangling edges
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bool deformedSurface; // if true, indexes, silIndexes, mirrorVerts, and silEdges are
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// pointers into the original surface, and should not be freed
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int numVerts; // number of vertices
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idDrawVert * verts; // vertices, allocated with special allocator
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int numIndexes; // for shadows, this has both front and rear end caps and silhouette planes
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glIndex_t * indexes; // indexes, allocated with special allocator
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glIndex_t * silIndexes; // indexes changed to be the first vertex with same XYZ, ignoring normal and texcoords
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int numMirroredVerts; // this many verts at the end of the vert list are tangent mirrors
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int * mirroredVerts; // tri->mirroredVerts[0] is the mirror of tri->numVerts - tri->numMirroredVerts + 0
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int numDupVerts; // number of duplicate vertexes
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int * dupVerts; // pairs of the number of the first vertex and the number of the duplicate vertex
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int numSilEdges; // number of silhouette edges
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silEdge_t * silEdges; // silhouette edges
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idPlane * facePlanes; // [numIndexes/3] plane equations
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dominantTri_t * dominantTris; // [numVerts] for deformed surface fast tangent calculation
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int numShadowIndexesNoFrontCaps; // shadow volumes with front caps omitted
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int numShadowIndexesNoCaps; // shadow volumes with the front and rear caps omitted
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int shadowCapPlaneBits; // bits 0-5 are set when that plane of the interacting light has triangles
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// projected on it, which means that if the view is on the outside of that
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// plane, we need to draw the rear caps of the shadow volume
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// turboShadows will have SHADOW_CAP_INFINITE
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shadowCache_t * shadowVertexes; // these will be copied to shadowCache when it is going to be drawn.
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// these are NULL when vertex programs are available
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struct srfTriangles_s * ambientSurface; // for light interactions, point back at the original surface that generated
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// the interaction, which we will get the ambientCache from
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struct srfTriangles_s * nextDeferredFree; // chain of tris to free next frame
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// data in vertex object space, not directly readable by the CPU
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struct vertCache_s * indexCache; // int
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struct vertCache_s * ambientCache; // idDrawVert
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struct vertCache_s * lightingCache; // lightingCache_t
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struct vertCache_s * shadowCache; // shadowCache_t
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} srfTriangles_t;
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typedef idList<srfTriangles_t *> idTriList;
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typedef struct modelSurface_s {
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int id;
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const idMaterial * shader;
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srfTriangles_t * geometry;
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} modelSurface_t;
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typedef enum {
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DM_STATIC, // never creates a dynamic model
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DM_CACHED, // once created, stays constant until the entity is updated (animating characters)
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DM_CONTINUOUS // must be recreated for every single view (time dependent things like particles)
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} dynamicModel_t;
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typedef enum {
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INVALID_JOINT = -1
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} jointHandle_t;
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class idMD5Joint {
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public:
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idMD5Joint() { parent = NULL; }
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idStr name;
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const idMD5Joint * parent;
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};
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// the init methods may be called again on an already created model when
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// a reloadModels is issued
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class idRenderModel {
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public:
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virtual ~idRenderModel() {};
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// Loads static models only, dynamic models must be loaded by the modelManager
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virtual void InitFromFile( const char *fileName ) = 0;
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// renderBump uses this to load the very high poly count models, skipping the
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// shadow and tangent generation, along with some surface cleanup to make it load faster
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virtual void PartialInitFromFile( const char *fileName ) = 0;
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// this is used for dynamically created surfaces, which are assumed to not be reloadable.
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// It can be called again to clear out the surfaces of a dynamic model for regeneration.
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virtual void InitEmpty( const char *name ) = 0;
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// dynamic model instantiations will be created with this
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// the geometry data will be owned by the model, and freed when it is freed
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// the geoemtry should be raw triangles, with no extra processing
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virtual void AddSurface( modelSurface_t surface ) = 0;
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// cleans all the geometry and performs cross-surface processing
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// like shadow hulls
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// Creates the duplicated back side geometry for two sided, alpha tested, lit materials
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// This does not need to be called if none of the surfaces added with AddSurface require
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// light interaction, and all the triangles are already well formed.
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virtual void FinishSurfaces() = 0;
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// frees all the data, but leaves the class around for dangling references,
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// which can regenerate the data with LoadModel()
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virtual void PurgeModel() = 0;
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// resets any model information that needs to be reset on a same level load etc..
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// currently only implemented for liquids
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virtual void Reset() = 0;
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// used for initial loads, reloadModel, and reloading the data of purged models
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// Upon exit, the model will absolutely be valid, but possibly as a default model
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virtual void LoadModel() = 0;
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// internal use
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virtual bool IsLoaded() const = 0;
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virtual void SetLevelLoadReferenced( bool referenced ) = 0;
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virtual bool IsLevelLoadReferenced() = 0;
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// models that are already loaded at level start time
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// will still touch their data to make sure they
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// are kept loaded
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virtual void TouchData() = 0;
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// dump any ambient caches on the model surfaces
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virtual void FreeVertexCache() = 0;
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// returns the name of the model
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virtual const char * Name() const = 0;
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// prints a detailed report on the model for printModel
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virtual void Print() const = 0;
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// prints a single line report for listModels
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virtual void List() const = 0;
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// reports the amount of memory (roughly) consumed by the model
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virtual int Memory() const = 0;
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// for reloadModels
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virtual ID_TIME_T Timestamp() const = 0;
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// returns the number of surfaces
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virtual int NumSurfaces() const = 0;
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// NumBaseSurfaces will not count any overlays added to dynamic models
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virtual int NumBaseSurfaces() const = 0;
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// get a pointer to a surface
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virtual const modelSurface_t *Surface( int surfaceNum ) const = 0;
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// Allocates surface triangles.
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// Allocates memory for srfTriangles_t::verts and srfTriangles_t::indexes
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// The allocated memory is not initialized.
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// srfTriangles_t::numVerts and srfTriangles_t::numIndexes are set to zero.
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virtual srfTriangles_t * AllocSurfaceTriangles( int numVerts, int numIndexes ) const = 0;
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// Frees surfaces triangles.
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virtual void FreeSurfaceTriangles( srfTriangles_t *tris ) const = 0;
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// created at load time by stitching together all surfaces and sharing
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// the maximum number of edges. This may be incorrect if a skin file
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// remaps surfaces between shadow casting and non-shadow casting, or
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// if some surfaces are noSelfShadow and others aren't
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virtual srfTriangles_t * ShadowHull() const = 0;
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// models of the form "_area*" may have a prelight shadow model associated with it
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virtual bool IsStaticWorldModel() const = 0;
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// models parsed from inside map files or dynamically created cannot be reloaded by
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// reloadmodels
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virtual bool IsReloadable() const = 0;
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// md3, md5, particles, etc
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virtual dynamicModel_t IsDynamicModel() const = 0;
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// if the load failed for any reason, this will return true
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virtual bool IsDefaultModel() const = 0;
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// dynamic models should return a fast, conservative approximation
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// static models should usually return the exact value
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virtual idBounds Bounds( const struct renderEntity_s *ent = NULL ) const = 0;
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// returns value != 0.0f if the model requires the depth hack
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virtual float DepthHack() const = 0;
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// returns a static model based on the definition and view
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// currently, this will be regenerated for every view, even though
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// some models, like character meshes, could be used for multiple (mirror)
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// views in a frame, or may stay static for multiple frames (corpses)
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// The renderer will delete the returned dynamic model the next view
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// This isn't const, because it may need to reload a purged model if it
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// wasn't precached correctly.
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virtual idRenderModel * InstantiateDynamicModel( const struct renderEntity_s *ent, const struct viewDef_s *view, idRenderModel *cachedModel ) = 0;
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// Returns the number of joints or 0 if the model is not an MD5
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virtual int NumJoints( void ) const = 0;
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// Returns the MD5 joints or NULL if the model is not an MD5
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virtual const idMD5Joint * GetJoints( void ) const = 0;
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// Returns the handle for the joint with the given name.
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virtual jointHandle_t GetJointHandle( const char *name ) const = 0;
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// Returns the name for the joint with the given handle.
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virtual const char * GetJointName( jointHandle_t handle ) const = 0;
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// Returns the default animation pose or NULL if the model is not an MD5.
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virtual const idJointQuat * GetDefaultPose( void ) const = 0;
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// Returns number of the joint nearest to the given triangle.
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virtual int NearestJoint( int surfaceNum, int a, int c, int b ) const = 0;
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// Writing to and reading from a demo file.
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virtual void ReadFromDemoFile( class idDemoFile *f ) = 0;
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virtual void WriteToDemoFile( class idDemoFile *f ) = 0;
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};
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#endif /* !__MODEL_H__ */
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