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fteqw/engine/gl/gl_model.h
Spoike 95948b35ec Rewrote FTE's NQ-compatable networking code. The nqnet functions have gone, as we support both udp and ipx through the qw code.
cl_netfps has also had some work.
Added polling of http-based master servers (gameaholic).
Lots of darkplaces compatability things added, for nexuiz.


git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@1054 fc73d0e0-1445-4013-8a0c-d673dee63da5
2005-05-26 12:55:34 +00:00

865 lines
19 KiB
C

/*
Copyright (C) 1996-1997 Id Software, Inc.
This program 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 2
of the License, or (at your option) any later version.
This program 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 this program; if not, write to the Free Software
Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*/
#ifndef __MODEL__
#define __MODEL__
#include "modelgen.h"
#include "spritegn.h"
struct hull_s;
struct trace_s;
struct edict_s;
typedef struct {
qboolean (*RecursiveHullCheck) (struct hull_s *hull, int num, float p1f, float p2f, vec3_t p1, vec3_t p2, struct trace_s *trace);
int (*HullPointContents) (struct hull_s *hull, vec3_t p); //return FTE contents
} hullfuncs_t;
typedef struct {
void (*FatPVS) (vec3_t org, qboolean add);
qboolean (*EdictInFatPVS) (struct edict_s *edict);
void (*FindTouchedLeafs_Q1) (struct edict_s *ent); //edict system as opposed to q2 game dll system.
void (*LightPointValues) (vec3_t point, vec3_t res_diffuse, vec3_t res_ambient, vec3_t res_dir);
void (*StainNode) (struct mnode_s *node, float *parms);
void (*MarkLights) (struct dlight_s *light, int bit, struct mnode_s *node);
qbyte *(*LeafPVS) (int num, struct model_s *model, qbyte *buffer);
int (*LeafForPoint) (vec3_t point, struct model_s *model);
} bspfuncs_t;
typedef int index_t;
typedef struct mesh_s
{
int numvertexes;
vec3_t *xyz_array;
vec3_t *normals_array;
vec2_t *st_array;
vec2_t *lmst_array;
byte_vec4_t *colors_array;
int numindexes;
index_t *indexes;
int *trneighbors;
vec3_t *trnormals;
vec3_t mins, maxs;
float radius;
vec3_t lightaxis[3];
unsigned int patchWidth;
unsigned int patchHeight;
} mesh_t;
struct meshbuffer_s;
void R_PushMesh ( mesh_t *mesh, int features );
void R_RenderMeshBuffer ( struct meshbuffer_s *mb, qboolean shadowpass );
qboolean R_MeshWillExceed(mesh_t *mesh);
extern int gl_canbumpmap;
/*
d*_t structures are on-disk representations
m*_t structures are in-memory
*/
// entity effects
#define EF_BRIGHTFIELD 1
#define EF_MUZZLEFLASH 2
#define EF_BRIGHTLIGHT 4
#define EF_DIMLIGHT 8
#define QWEF_FLAG1 16 //only applies to player entities
#define NQEF_NODRAW 16 //so packet entities are free to get this instead
#define QWEF_FLAG2 32 //only applies to player entities
#define NQEF_ADDATIVE 32 //so packet entities are free to get this instead
#define EF_BLUE 64
#define EF_RED 128
#define H2EF_NODRAW 0x80 //this is going to get complicated...
/*
==============================================================================
BRUSH MODELS
==============================================================================
*/
//
// in memory representation
//
// !!! if this is changed, it must be changed in asm_draw.h too !!!
typedef struct
{
vec3_t position;
} mvertex_t;
#define SIDE_FRONT 0
#define SIDE_BACK 1
#define SIDE_ON 2
// plane_t structure
// !!! if this is changed, it must be changed in asm_i386.h too !!!
typedef struct mplane_s
{
vec3_t normal;
float dist;
qbyte type; // for texture axis selection and fast side tests
qbyte signbits; // signx + signy<<1 + signz<<1
qbyte pad[2];
} mplane_t;
typedef struct texture_s
{
char name[64];
unsigned width, height;
qbyte pixbytes;
qbyte alphaed; //gl_blend needed on this surface.
int parttype;
int gl_texturenum;
int gl_texturenumfb;
int gl_texturenumbumpmap;
int gl_texturenumspec;
struct shader_s *shader;
struct msurface_s *texturechain; // for gl_texsort drawing
int anim_total; // total tenths in sequence ( 0 = no)
int anim_min, anim_max; // time for this frame min <=time< max
struct texture_s *anim_next; // in the animation sequence
struct texture_s *alternate_anims; // bmodels in frmae 1 use these
unsigned offsets[MIPLEVELS]; // four mip maps stored
} texture_t;
#define SURF_DRAWSKYBOX 1
#define SURF_PLANEBACK 2
#define SURF_DRAWSKY 4
#define SURF_DRAWSPRITE 8
#define SURF_DRAWTURB 0x10
#define SURF_DRAWTILED 0x20
#define SURF_DRAWBACKGROUND 0x40
#define SURF_UNDERWATER 0x80
#define SURF_DONTWARP 0x100
#define SURF_BULLETEN 0x200
#define SURF_DRAWALPHA 0x10000
// !!! if this is changed, it must be changed in asm_draw.h too !!!
typedef struct
{
unsigned short v[2];
unsigned int cachededgeoffset;
} medge_t;
typedef struct mtexinfo_s
{
float vecs[2][4];
float mipadjust;
texture_t *texture;
int flags;
//it's a q2 thing.
int numframes;
struct mtexinfo_s *next;
} mtexinfo_t;
#define SPECULAR
#ifdef SPECULAR
#define VERTEXSIZE 10
#else
#define VERTEXSIZE 7
#endif
typedef struct glpoly_s
{
struct glpoly_s *next;
int numverts;
#ifdef SHADERS
float texcenter[2]; //center of texture made by adveraging the tex coords
#endif
float verts[4][VERTEXSIZE]; // variable sized (xyz s1t1 s2t2 (ldir_xyz)
} glpoly_t;
#ifdef Q3SHADERS
typedef struct mfog_s
{
struct shader_s *shader;
mplane_t *visibleplane;
int numplanes;
mplane_t **planes;
} mfog_t;
#endif
typedef struct decal_s {
int xpos, ypos;
struct msurface_s *owner;
struct decal_s *next;
struct decal_s *prev;
} decal_t;
typedef struct msurface_s
{
int visframe; // should be drawn when node is crossed
int shadowframe;
mplane_t *plane;
int flags;
int firstedge; // look up in model->surfedges[], negative numbers
int numedges; // are backwards edges
#ifdef SWQUAKE
struct surfcache_s *cachespots[MIPLEVELS];
#endif
struct msurface_s *nextalphasurface;
short texturemins[2];
short extents[2];
int light_s, light_t; // gl lightmap coordinates
#ifdef Q3SHADERS
mfog_t *fog;
#endif
mesh_t *mesh;
entity_t *ownerent;
struct msurface_s *texturechain;
vec3_t normal;
mtexinfo_t *texinfo;
// lighting info
int dlightframe;
int dlightbits;
int lightmaptexturenum;
qbyte styles[MAXLIGHTMAPS];
int cached_light[MAXLIGHTMAPS]; // values currently used in lightmap
qboolean cached_dlight; // true if dynamic light in cache
#ifdef PEXT_LIGHTSTYLECOL
qbyte cached_colour[MAXLIGHTMAPS];
#endif
#ifndef NOSTAINS
qboolean stained;
#endif
qbyte *samples; // [numstyles*surfsize]
decal_t *decal;
} msurface_t;
typedef struct mnode_s
{
// common with leaf
int contents; // 0, to differentiate from leafs
int visframe; // node needs to be traversed if current
int shadowframe;
float minmaxs[6]; // for bounding box culling
struct mnode_s *parent;
// node specific
mplane_t *plane;
struct mnode_s *children[2];
#ifdef Q2BSPS
int childnum[2];
#endif
unsigned short firstsurface;
unsigned short numsurfaces;
} mnode_t;
typedef struct mleaf_s
{
// common with node
int contents; // wil be a negative contents number
int visframe; // node needs to be traversed if current
int shadowframe;
float minmaxs[6]; // for bounding box culling
struct mnode_s *parent;
// leaf specific
qbyte *compressed_vis;
struct efrag_s *efrags;
msurface_t **firstmarksurface;
int nummarksurfaces;
int key; // BSP sequence number for leaf's contents
qbyte ambient_sound_level[NUM_AMBIENTS];
#ifdef Q2BSPS
//it's a q2 thing
int cluster;
int area;
unsigned short firstleafbrush;
unsigned short numleafbrushes;
unsigned short firstleafface; //q3 addititions
unsigned short numleaffaces;
unsigned short numleafpatches;
unsigned short firstleafpatch;
struct mleaf_s *vischain;
#endif
} mleaf_t;
typedef struct
{
float mins[3], maxs[3];
float origin[3];
int headnode[MAX_MAP_HULLSM];
int visleafs; // not including the solid leaf 0
int firstface, numfaces;
qboolean hullavailable[MAX_MAP_HULLSM];
} mmodel_t;
// !!! if this is changed, it must be changed in asm_i386.h too !!!
typedef struct hull_s
{
dclipnode_t *clipnodes;
mplane_t *planes;
int firstclipnode;
int lastclipnode;
vec3_t clip_mins;
vec3_t clip_maxs;
int available;
hullfuncs_t funcs;
} hull_t;
void Q1BSP_SetHullFuncs(hull_t *hull);
/*
==============================================================================
SPRITE MODELS
==============================================================================
*/
// FIXME: shorten these?
typedef struct mspriteframe_s
{
int width;
int height;
float up, down, left, right;
int gl_texturenum;
#ifdef SWQUAKE
qbyte pixels[4];
#endif
} mspriteframe_t;
typedef struct
{
int numframes;
float *intervals;
mspriteframe_t *frames[1];
} mspritegroup_t;
typedef struct
{
spriteframetype_t type;
mspriteframe_t *frameptr;
} mspriteframedesc_t;
typedef struct
{
int type;
int maxwidth;
int maxheight;
int numframes;
float beamlength; // remove?
void *cachespot; // remove?
mspriteframedesc_t frames[1];
} msprite_t;
/*
==============================================================================
ALIAS MODELS
Alias models are position independent, so the cache manager can move them.
==============================================================================
*/
typedef struct {
int s;
int t;
} mstvert_t;
typedef struct
{
#ifdef SWQUAKE
aliasframetype_t type;
#endif
int firstpose;
int numposes;
float interval;
dtrivertx_t bboxmin;
dtrivertx_t bboxmax;
vec3_t scale;
vec3_t scale_origin;
int frame;
char name[16];
} maliasframedesc_t;
typedef struct
{
dtrivertx_t bboxmin;
dtrivertx_t bboxmax;
int frame;
} maliasgroupframedesc_t;
typedef struct
{
int numframes;
int intervals;
maliasgroupframedesc_t frames[1];
} maliasgroup_t;
// !!! if this is changed, it must be changed in asm_draw.h too !!!
typedef struct mtriangle_s {
int xyz_index[3];
int st_index[3];
int pad[2];
} mtriangle_t;
#define MAX_SKINS 32
typedef struct {
int ident;
int version;
vec3_t scale;
vec3_t scale_origin;
float boundingradius;
vec3_t eyeposition;
int numskins;
int skinwidth;
int skinheight;
int numverts;
int numtris;
int numframes;
synctype_t synctype;
int flags;
float size;
#ifdef SWQUAKE
int model;
int stverts;
int skindesc;
#endif
int numposes;
int poseverts;
int posedata; // numposes*poseverts trivert_t
int baseposedata; //original verts for triangles to reference
int triangles; //we need tri data for shadow volumes
int commands; // gl command list with embedded s/t
int gl_texturenum[MAX_SKINS][4];
int texels[MAX_SKINS];
maliasframedesc_t frames[1]; // variable sized
} aliashdr_t;
#define MAXALIASVERTS 2048
#define ALIAS_Z_CLIP_PLANE 5
#define MAXALIASFRAMES 256
#define MAXALIASTRIS 2048
extern aliashdr_t *pheader;
extern mstvert_t stverts[MAXALIASVERTS*2];
extern mtriangle_t triangles[MAXALIASTRIS];
extern dtrivertx_t *poseverts[MAXALIASFRAMES];
/*
========================================================================
.MD2 triangle model file format
========================================================================
*/
// LordHavoc: grabbed this from the Q2 utility source,
// renamed a things to avoid conflicts
#define MD2IDALIASHEADER (('2'<<24)+('P'<<16)+('D'<<8)+'I')
#define MD2ALIAS_VERSION 8
#define MD2MAX_TRIANGLES 4096
#define MD2MAX_VERTS 2048
#define MD2MAX_FRAMES 512
#define MD2MAX_SKINS 32
#define MD2MAX_SKINNAME 64
// sanity checking size
#define MD2MAX_SIZE (1024*4200)
typedef struct
{
short s;
short t;
} md2stvert_t;
typedef struct
{
short index_xyz[3];
short index_st[3];
} md2triangle_t;
typedef struct
{
qbyte v[3]; // scaled qbyte to fit in frame mins/maxs
qbyte lightnormalindex;
} md2trivertx_t;
#define MD2TRIVERTX_V0 0
#define MD2TRIVERTX_V1 1
#define MD2TRIVERTX_V2 2
#define MD2TRIVERTX_LNI 3
#define MD2TRIVERTX_SIZE 4
typedef struct
{
float scale[3]; // multiply qbyte verts by this
float translate[3]; // then add this
char name[16]; // frame name from grabbing
md2trivertx_t verts[1]; // variable sized
} md2frame_t;
// the glcmd format:
// a positive integer starts a tristrip command, followed by that many
// vertex structures.
// a negative integer starts a trifan command, followed by -x vertexes
// a zero indicates the end of the command list.
// a vertex consists of a floating point s, a floating point t,
// and an integer vertex index.
typedef struct
{
int ident;
int version;
int skinwidth;
int skinheight;
int framesize; // qbyte size of each frame
int num_skins;
int num_xyz;
int num_st; // greater than num_xyz for seams
int num_tris;
int num_glcmds; // dwords in strip/fan command list
int num_frames;
int ofs_skins; // each skin is a MAX_SKINNAME string
int ofs_st; // qbyte offset from start for stverts
int ofs_tris; // offset for dtriangles
int ofs_frames; // offset for first frame
int ofs_glcmds;
int ofs_end; // end of file
int gl_texturenum[MAX_SKINS];
} md2_t;
#define ALIASTYPE_MDL 1
#define ALIASTYPE_MD2 2
//===================================================================
typedef struct
{
qbyte ambient[3];
qbyte diffuse[3];
qbyte direction[2];
} dq3gridlight_t;
typedef struct
{
unsigned char ambient[4][3];
unsigned char diffuse[4][3];
unsigned char styles[4];
unsigned char direction[2];
} rbspgridlight_t;
//q3 based
typedef struct {
int gridBounds[4]; //3 = 0*1
vec3_t gridMins;
vec3_t gridSize;
int numlightgridelems;
//rbsp specific
rbspgridlight_t *rbspelements;
unsigned short *rbspindexes;
//non-rbsp specific
dq3gridlight_t *lightgrid;
//the reason rbsp is seperate from the non-rbsp is because it allows better memory compression.
//I chose not to expand at loadtime because q3 would suffer from greater cache misses.
} q3lightgridinfo_t;
//
// Whole model
//
typedef enum {mod_brush, mod_sprite, mod_alias, mod_dummy, mod_halflife} modtype_t;
typedef enum {fg_quake, fg_quake2, fg_quake3, fg_halflife, fg_new, fg_doom} fromgame_t; //useful when we have very similar model types. (eg quake/halflife bsps)
#define EF_ROCKET 1 // leave a trail
#define EF_GRENADE 2 // leave a trail
#define EF_GIB 4 // leave a trail
#define EF_ROTATE 8 // rotate (bonus items)
#define EF_TRACER 16 // green split trail
#define EF_ZOMGIB 32 // small blood trail
#define EF_TRACER2 64 // orange split trail + rotate
#define EF_TRACER3 128 // purple trail
//hexen2.
#define EF_FIREBALL 256 // Yellow transparent trail in all directions
#define EF_ICE 512 // Blue-white transparent trail, with gravity
#define EF_MIP_MAP 1024 // This model has mip-maps
#define EF_SPIT 2048 // Black transparent trail with negative light
#define EF_TRANSPARENT 4096 // Transparent sprite
#define EF_SPELL 8192 // Vertical spray of particles
#define EF_HOLEY 16384 // Solid model with color 0
#define EF_SPECIAL_TRANS 32768 // Translucency through the particle table
#define EF_FACE_VIEW 65536 // Poly Model always faces you
#define EF_VORP_MISSILE 131072 // leave a trail at top and bottom of model
#define EF_SET_STAFF 262144 // slowly move up and left/right
#define EF_MAGICMISSILE 524288 // a trickle of blue/white particles with gravity
#define EF_BONESHARD 1048576 // a trickle of brown particles with gravity
#define EF_SCARAB 2097152 // white transparent particles with little gravity
#define EF_ACIDBALL 4194304 // Green drippy acid shit
#define EF_BLOODSHOT 8388608 // Blood rain shot trail
typedef union {
struct {
int numlinedefs;
int numsidedefs;
int numsectors;
} doom;
} specificmodeltype_t;
typedef struct model_s
{
char name[MAX_QPATH];
qboolean needload; // bmodels and sprites don't cache normally
modtype_t type;
fromgame_t fromgame;
int numframes;
synctype_t synctype;
int flags;
int particleeffect;
qboolean particleengulphs;
int particletrail;
qboolean nodefaulttrail;
qboolean rgblighting; //.lit, halflife.
//
// volume occupied by the model graphics
//
vec3_t mins, maxs;
float radius;
//
// solid volume for clipping
//
qboolean clipbox;
vec3_t clipmins, clipmaxs;
//
// brush model
//
int firstmodelsurface, nummodelsurfaces;
int numsubmodels;
mmodel_t *submodels;
int numplanes;
mplane_t *planes;
int numleafs; // number of visible leafs, not counting 0
mleaf_t *leafs;
int numvertexes;
mvertex_t *vertexes;
int numedges;
medge_t *edges;
int numnodes;
mnode_t *nodes;
int numtexinfo;
mtexinfo_t *texinfo;
int numsurfaces;
msurface_t *surfaces;
int numsurfedges;
int *surfedges;
int numclipnodes;
dclipnode_t *clipnodes;
int nummarksurfaces;
msurface_t **marksurfaces;
hull_t hulls[MAX_MAP_HULLSM];
int numtextures;
texture_t **textures;
qbyte *visdata;
void *vis;
qbyte *lightdata;
qbyte *deluxdata;
q3lightgridinfo_t *lightgrid;
char *entities;
struct terrain_s *terrain;
unsigned checksum;
unsigned checksum2;
bspfuncs_t funcs;
//
// additional model data
//
cache_user_t cache; // only access through Mod_Extradata
} model_t;
//============================================================================
/*
void Mod_Init (void);
void Mod_ClearAll (void);
model_t *Mod_ForName (char *name, qboolean crash);
model_t *Mod_FindName (char *name);
void *Mod_Extradata (model_t *mod); // handles caching
void Mod_TouchModel (char *name);
mleaf_t *Mod_PointInLeaf (float *p, model_t *model);
qbyte *Mod_LeafPVS (mleaf_t *leaf, model_t *model);
*/
#endif // __MODEL__
#ifdef Q2BSPS
#ifdef __cplusplus
//#pragma message (" c++ stinks")
#else
void CM_Init(void);
qboolean CM_SetAreaPortalState (int portalnum, qboolean open);
qboolean CM_HeadnodeVisible (int nodenum, qbyte *visbits);
qboolean VARGS CM_AreasConnected (int area1, int area2);
int CM_NumClusters (void);
int CM_ClusterSize (void);
int CM_LeafContents (int leafnum);
int CM_LeafCluster (int leafnum);
int CM_LeafArea (int leafnum);
int CM_WriteAreaBits (qbyte *buffer, int area);
int CM_PointLeafnum (vec3_t p);
qbyte *CM_ClusterPVS (int cluster, qbyte *buffer);
qbyte *CM_ClusterPHS (int cluster);
int CM_BoxLeafnums (vec3_t mins, vec3_t maxs, int *list, int listsize, int *topnode);
int CM_PointContents (vec3_t p, int headnode);
struct trace_s CM_BoxTrace (vec3_t start, vec3_t end, vec3_t mins, vec3_t maxs, int headnode, int brushmask);
int CM_HeadnodeForBox (vec3_t mins, vec3_t maxs);
struct trace_s CM_TransformedBoxTrace (vec3_t start, vec3_t end, vec3_t mins, vec3_t maxs, int headnode, int brushmask, vec3_t origin, vec3_t angles);
struct model_s *CM_TempBoxModel(vec3_t mins, vec3_t maxs);
void Mod_ParseInfoFromEntityLump(const char *data);
void VARGS CMQ2_SetAreaPortalState (int portalnum, qboolean open);
#endif
#endif //Q2BSPS
typedef struct
{
aliasskintype_t type;
void *pcachespot;
int skin;
} maliasskindesc_t;
typedef struct
{
int numskins;
int intervals;
maliasskindesc_t skindescs[1];
} maliasskingroup_t;