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/*
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 ;
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struct wedict_s ;
struct model_s ;
struct world_s ;
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typedef enum {
SHADER_SORT_NONE ,
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SHADER_SORT_PRELIGHT ,
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SHADER_SORT_PORTAL ,
SHADER_SORT_SKY ,
SHADER_SORT_OPAQUE ,
SHADER_SORT_DECAL ,
SHADER_SORT_SEETHROUGH ,
SHADER_SORT_BANNER ,
SHADER_SORT_UNDERWATER ,
SHADER_SORT_BLEND ,
SHADER_SORT_ADDITIVE ,
SHADER_SORT_NEAREST ,
SHADER_SORT_COUNT
} shadersort_t ;
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# define MAX_BONES 128
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typedef struct mesh_s
{
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int numvertexes ;
int numindexes ;
/*position within its vbo*/
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unsigned int vbofirstvert ;
unsigned int vbofirstelement ;
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/*arrays used for rendering*/
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vecV_t * xyz_array ;
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vec3_t * normals_array ; /*required for lighting*/
vec3_t * snormals_array ; /*required for rtlighting*/
vec3_t * tnormals_array ; /*required for rtlighting*/
vec2_t * st_array ; /*texture coords*/
vec2_t * lmst_array ; /*second texturecoord set (merely dubbed lightmap)*/
avec4_t * colors4f_array ; /*floating point colours array*/
byte_vec4_t * colors4b_array ; /*byte colours array*/
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index_t * indexes ;
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//required for shadow volumes
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int * trneighbors ;
vec3_t * trnormals ;
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qboolean istrifan ; /*if its a fan/poly/single quad (permits optimisations)*/
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float * bones ;
int numbones ;
byte_vec4_t * bonenums ;
vec4_t * boneweights ;
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} mesh_t ;
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extern mesh_t nullmesh ;
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extern int gl_canbumpmap ;
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/*
batches are generated for each shader / ent as required .
once a batch is known to the backend for that frame , its shader , vbo , ent , lightmap , textures may not be changed until the frame has finished rendering . This is to potentially permit caching .
*/
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typedef struct batch_s
{
mesh_t * * mesh ; /*list must be long enough for all surfaces that will form part of this batch times two, for mirrors/portals*/
unsigned int firstmesh ;
unsigned int meshes ;
struct batch_s * next ;
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shader_t * shader ;
struct vbo_s * vbo ;
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int lightmap ; /*used for shader lightmap textures*/
entity_t * ent ; /*used for shader properties*/
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struct texture_s * texture ; /*is this used by the backend?*/
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struct texnums_s * skin ;
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unsigned int maxmeshes ; /*not used by backend*/
unsigned int flags ; /*backend flags (force transparency etc)*/
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void ( * buildmeshes ) ( struct batch_s * b ) ;
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/*caller-use, not interpreted by backend*/
union
{
struct
{
unsigned int surf_first ;
unsigned int surf_count ;
} ;
vec3_t normal ; /*used only at load (for portal surfaces, so multiple planes are not part of the same batch)*/
} ;
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} batch_t ;
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/*
d * _t structures are on - disk representations
m * _t structures are in - memory
*/
// entity effects
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# define EF_BRIGHTFIELD (1<<0)
# define EF_MUZZLEFLASH (1<<1)
# define EF_BRIGHTLIGHT (1<<2)
# define EF_DIMLIGHT (1<<3)
# define QWEF_FLAG1 (1<<4) //only applies to qw player entities
# define NQEF_NODRAW (1<<4) //so packet entities are free to get this instead
# define QWEF_FLAG2 (1<<5) //only applies to qw player entities
# define NQEF_ADDITIVE (1<<5) //so packet entities are free to get this instead
# define EF_BLUE (1<<6)
# define EF_RED (1<<7)
# define H2EF_NODRAW (1<<7) //this is going to get complicated... emulated server side.
# define _DPEF_NOGUNBOB (1<<8) //viewmodel attachment does not bob
# define EF_FULLBRIGHT (1<<9) //abslight=1
# define _DPEF_FLAME (1<<10) //'onfire'
# define _DPEF_STARDUST (1<<11) //'showering sparks'
# define DPEF_NOSHADOW (1<<12) //doesn't cast a shadow
# define EF_NODEPTHTEST (1<<13) //shows through walls.
# define _DPEF_SELECTABLE (1<<14) //highlights when prydoncursored
# define _DPEF_DOUBLESIDED (1<<15) //disables culling
# define _DPEF_NOSELFSHADOW (1<<16) //doesn't cast shadows on any noselfshadow entities.
# define EF_UNUSED17 (1<<17)
# define EF_UNUSED18 (1<<18)
# define EF_UNUSED19 (1<<19)
# define _DPEF_RESTARTANIM_BIT (1<<20) //exact semantics seems odd
# define _DPEF_TELEPORT_BIT (1<<21) //disable lerping while set
# define DPEF_LOWPRECISION (1<<22) //part of the protocol/server, not the client itself.
# define _DPEF_NOMODELFLAGS (1<<23)
# define EF_MF_ROCKET (1<<24)
# define EF_MF_GRENADE (1<<25)
# define EF_MF_GIB (1<<26)
# define EF_MF_ROTATE (1<<27)
# define EF_MF_TRACER (1<<28)
# define EF_MF_ZOMGIB (1u<<29)
# define EF_MF_TRACER2 (1u<<30)
# define EF_MF_TRACER3 (1u<<31)
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/*
= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
BRUSH MODELS
= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
*/
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typedef struct {
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//model is being purged from memory.
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void ( * PurgeModel ) ( struct model_s * mod ) ;
unsigned int ( * PointContents ) ( struct model_s * model , vec3_t axis [ 3 ] , vec3_t p ) ;
unsigned int ( * BoxContents ) ( struct model_s * model , int hulloverride , int frame , vec3_t axis [ 3 ] , vec3_t p , vec3_t mins , vec3_t maxs ) ;
//deals with whatever is native for the bsp (gamecode is expected to distinguish this).
qboolean ( * NativeTrace ) ( struct model_s * model , int hulloverride , int frame , vec3_t axis [ 3 ] , vec3_t p1 , vec3_t p2 , vec3_t mins , vec3_t maxs , unsigned int against , struct trace_s * trace ) ;
unsigned int ( * NativeContents ) ( struct model_s * model , int hulloverride , int frame , vec3_t axis [ 3 ] , vec3_t p , vec3_t mins , vec3_t maxs ) ;
unsigned int ( * FatPVS ) ( struct model_s * model , vec3_t org , qbyte * pvsbuffer , unsigned int buffersize , qboolean merge ) ;
qboolean ( * EdictInFatPVS ) ( struct model_s * model , struct pvscache_s * edict , qbyte * pvsbuffer ) ;
void ( * FindTouchedLeafs ) ( struct model_s * model , struct pvscache_s * ent , vec3_t cullmins , vec3_t cullmaxs ) ; //edict system as opposed to q2 game dll system.
void ( * LightPointValues ) ( struct model_s * model , 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 ) ( struct model_s * model , int num , qbyte * buffer , unsigned int buffersize ) ;
int ( * LeafnumForPoint ) ( struct model_s * model , vec3_t point ) ;
} modelfuncs_t ;
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//
// 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 ;
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typedef struct texnums_s {
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texid_t base ;
texid_t bump ;
texid_t upperoverlay ;
texid_t loweroverlay ;
texid_t specular ;
texid_t fullbright ;
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} texnums_t ;
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typedef struct vboarray_s
{
union
{
int dummy ;
# ifdef GLQUAKE
struct
{
int vbo ;
void * addr ;
} gl ;
# endif
# ifdef D3DQUAKE
struct
{
void * buff ;
unsigned int offs ;
} d3d ;
# endif
} ;
} vboarray_t ;
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typedef struct vbo_s
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{
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unsigned int numvisible ;
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struct msurface_s * * vislist ;
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unsigned int indexcount ;
unsigned int vertcount ;
unsigned int meshcount ;
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struct msurface_s * * meshlist ;
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vboarray_t indicies ;
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void * vertdata ; /*internal use*/
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vboarray_t coord ;
vboarray_t texcoord ;
vboarray_t lmcoord ;
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vboarray_t normals ;
vboarray_t svector ;
vboarray_t tvector ;
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vboarray_t colours ;
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vboarray_t bonenums ;
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vboarray_t boneweights ;
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unsigned int vbobones ;
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float * bones ;
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unsigned int numbones ;
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} vbo_t ;
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void GL_SelectVBO ( int vbo ) ;
void GL_SelectEBO ( int vbo ) ;
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typedef struct texture_s
{
char name [ 64 ] ;
unsigned width , height ;
qbyte pixbytes ;
qbyte alphaed ; //gl_blend needed on this surface.
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struct shader_s * shader ;
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int wtexno ;
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vbo_t vbo ;
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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 ;
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/*
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typedef struct
{
float coord [ 3 ] ;
float texcoord [ 2 ] ;
float lmcoord [ 2 ] ;
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float normals [ 3 ] ;
float svector [ 3 ] ;
float tvector [ 3 ] ;
} vbovertex_t ;
*/
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# define SURF_DRAWSKYBOX 0x00001
# define SURF_PLANEBACK 0x00002
# define SURF_DRAWSKY 0x00004
# define SURF_DRAWSPRITE 0x00008
# define SURF_DRAWTURB 0x00010
# define SURF_DRAWTILED 0x00020
# define SURF_DRAWBACKGROUND 0x00040
# define SURF_UNDERWATER 0x00080
# define SURF_DONTWARP 0x00100
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//#define SURF_BULLETEN 0x00200
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# define SURF_NOFLAT 0x08000
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# define SURF_DRAWALPHA 0x10000
// !!! if this is changed, it must be changed in asm_draw.h too !!!
typedef struct
{
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unsigned int v [ 2 ] ;
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} 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 ;
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# define SPECULAR
# ifdef SPECULAR
# define VERTEXSIZE 10
# else
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# define VERTEXSIZE 7
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# endif
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typedef struct mfog_s
{
struct shader_s * shader ;
mplane_t * visibleplane ;
int numplanes ;
mplane_t * * planes ;
} mfog_t ;
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# if MAX_SWDECALS
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typedef struct decal_s {
int xpos , ypos ;
struct msurface_s * owner ;
struct decal_s * next ;
struct decal_s * prev ;
} decal_t ;
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# endif
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typedef struct msurface_s
{
mplane_t * plane ;
int flags ;
int firstedge ; // look up in model->surfedges[], negative numbers
int numedges ; // are backwards edges
short texturemins [ 2 ] ;
short extents [ 2 ] ;
int light_s , light_t ; // gl lightmap coordinates
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mfog_t * fog ;
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mesh_t * mesh ;
entity_t * ownerent ;
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batch_t * sbatch ;
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mtexinfo_t * texinfo ;
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struct msurface_s * * mark ;
int visframe ; // should be drawn when node is crossed
int shadowframe ;
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// 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
qbyte cached_colour [ MAXLIGHTMAPS ] ;
# ifndef NOSTAINS
qboolean stained ;
# endif
qbyte * samples ; // [numstyles*surfsize]
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# ifdef MAX_SWDECALS
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decal_t * decal ;
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# endif
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} msurface_t ;
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typedef struct mbrush_s
{
struct mbrush_s * next ;
unsigned int contents ;
int numplanes ;
struct mbrushplane_s
{
vec3_t normal ;
float dist ;
} planes [ 1 ] ;
} mbrush_t ;
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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 ;
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struct mbrush_s * brushes ;
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// node specific
mplane_t * plane ;
struct mnode_s * children [ 2 ] ;
# ifdef Q2BSPS
int childnum [ 2 ] ;
# endif
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unsigned int firstsurface ;
unsigned int numsurfaces ;
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} 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 ;
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struct mbrush_s * brushes ;
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// leaf specific
qbyte * compressed_vis ;
msurface_t * * firstmarksurface ;
int nummarksurfaces ;
int key ; // BSP sequence number for leaf's contents
qbyte ambient_sound_level [ NUM_AMBIENTS ] ;
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# if defined(Q2BSPS) || defined(Q3BSPS)
int cluster ;
struct mleaf_s * vischain ;
# endif
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# ifdef Q2BSPS
//it's a q2 thing
int area ;
unsigned short firstleafbrush ;
unsigned short numleafbrushes ;
unsigned short firstleafface ; //q3 addititions
unsigned short numleaffaces ;
unsigned short numleafpatches ;
unsigned short firstleafpatch ;
# 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
{
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mclipnode_t * clipnodes ;
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mplane_t * planes ;
int firstclipnode ;
int lastclipnode ;
vec3_t clip_mins ;
vec3_t clip_maxs ;
int available ;
} hull_t ;
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void Q1BSP_CheckHullNodes ( hull_t * hull ) ;
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void Q1BSP_SetModelFuncs ( struct model_s * mod ) ;
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void Q1BSP_LoadBrushes ( struct model_s * model ) ;
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void Q1BSP_Init ( void ) ;
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void * Q1BSPX_FindLump ( char * lumpname , int * lumpsize ) ;
void Q1BSPX_Setup ( struct model_s * mod , char * filebase , unsigned int filelen , lump_t * lumps , int numlumps ) ;
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int Q1BSP_ClipDecal ( vec3_t center , vec3_t normal , vec3_t tangent1 , vec3_t tangent2 , float size , float * * out ) ;
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void Q1BSP_MarkLights ( dlight_t * light , int bit , mnode_t * node ) ;
void GLQ1BSP_LightPointValues ( struct model_s * model , vec3_t point , vec3_t res_diffuse , vec3_t res_ambient , vec3_t res_dir ) ;
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qboolean Q1BSP_Trace ( struct model_s * model , int forcehullnum , int frame , vec3_t axis [ 3 ] , vec3_t start , vec3_t end , vec3_t mins , vec3_t maxs , unsigned int hitcontentsmask , struct trace_s * trace ) ;
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qboolean Q1BSP_RecursiveHullCheck ( hull_t * hull , int num , float p1f , float p2f , vec3_t p1 , vec3_t p2 , struct trace_s * trace ) ;
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unsigned int Q1BSP_FatPVS ( struct model_s * mod , vec3_t org , qbyte * pvsbuffer , unsigned int buffersize , qboolean add ) ;
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qboolean Q1BSP_EdictInFatPVS ( struct model_s * mod , struct pvscache_s * ent , qbyte * pvs ) ;
void Q1BSP_FindTouchedLeafs ( struct model_s * mod , struct pvscache_s * ent , float * mins , float * maxs ) ;
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qbyte * Q1BSP_LeafPVS ( struct model_s * model , mleaf_t * leaf , qbyte * buffer , unsigned int buffersize ) ;
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/*
= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
SPRITE MODELS
= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
*/
// FIXME: shorten these?
typedef struct mspriteframe_s
{
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float up , down , left , right ;
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shader_t * shader ;
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} mspriteframe_t ;
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mspriteframe_t * R_GetSpriteFrame ( entity_t * currententity ) ;
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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?
mspriteframedesc_t frames [ 1 ] ;
} msprite_t ;
/*
= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
ALIAS MODELS
Alias models are position independent , so the cache manager can move them .
= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
*/
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#if 0
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typedef struct {
int s ;
int t ;
} mstvert_t ;
typedef struct
{
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 ] ;
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int pad [ 2 ] ;
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} 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 ;
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 ] ;
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# endif
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/*
= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
. 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
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# define MD2MAX_SKINNAME 64 //part of the format
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/*
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# define MD2MAX_TRIANGLES 4096
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# define MD2MAX_FRAMES 512
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# define MD2MAX_VERTS 2048
# define MD2MAX_SKINS 32
// sanity checking size
# define MD2MAX_SIZE (1024*4200)
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*/
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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 ;
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/*
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# define MD2TRIVERTX_V0 0
# define MD2TRIVERTX_V1 1
# define MD2TRIVERTX_V2 2
# define MD2TRIVERTX_LNI 3
# define MD2TRIVERTX_SIZE 4
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*/
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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
} md2_t ;
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//#define ALIASTYPE_MDL 1
//#define ALIASTYPE_MD2 2
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//===================================================================
typedef struct
{
qbyte ambient [ 3 ] ;
qbyte diffuse [ 3 ] ;
qbyte direction [ 2 ] ;
} dq3gridlight_t ;
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typedef struct
{
unsigned char ambient [ 4 ] [ 3 ] ;
unsigned char diffuse [ 4 ] [ 3 ] ;
unsigned char styles [ 4 ] ;
unsigned char direction [ 2 ] ;
} rbspgridlight_t ;
//q3 based
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typedef struct {
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int gridBounds [ 4 ] ; //3 = 0*1
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vec3_t gridMins ;
vec3_t gridSize ;
int numlightgridelems ;
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//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.
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} q3lightgridinfo_t ;
//
// Whole model
//
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typedef enum { mod_brush , mod_sprite , mod_alias , mod_dummy , mod_halflife , mod_heightmap } modtype_t ;
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typedef enum { fg_quake , fg_quake2 , fg_quake3 , fg_halflife , fg_new , fg_doom , fg_doom3 } fromgame_t ; //useful when we have very similar model types. (eg quake/halflife bsps)
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# define MF_ROCKET 1 // leave a trail
# define MF_GRENADE 2 // leave a trail
# define MF_GIB 4 // leave a trail
# define MF_ROTATE 8 // rotate (bonus items)
# define MF_TRACER 16 // green split trail
# define MF_ZOMGIB 32 // small blood trail
# define MF_TRACER2 64 // orange split trail + rotate
# define MF_TRACER3 128 // purple trail
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//hexen2 support.
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# define MFH2_FIREBALL 256 // Yellow transparent trail in all directions
# define MFH2_ICE 512 // Blue-white transparent trail, with gravity
# define MFH2_MIP_MAP 1024 // This model has mip-maps
# define MFH2_SPIT 2048 // Black transparent trail with negative light
# define MFH2_TRANSPARENT 4096 // Transparent sprite
# define MFH2_SPELL 8192 // Vertical spray of particles
# define MFH2_HOLEY 16384 // Solid model with color 0
# define MFH2_SPECIAL_TRANS 32768 // Translucency through the particle table
# define MFH2_FACE_VIEW 65536 // Poly Model always faces you
# define MFH2_VORP_MISSILE 131072 // leave a trail at top and bottom of model
# define MFH2_SET_STAFF 262144 // slowly move up and left/right
# define MFH2_MAGICMISSILE 524288 // a trickle of blue/white particles with gravity
# define MFH2_BONESHARD 1048576 // a trickle of brown particles with gravity
# define MFH2_SCARAB 2097152 // white transparent particles with little gravity
# define MFH2_ACIDBALL 4194304 // Green drippy acid shit
# define MFH2_BLOODSHOT 8388608 // Blood rain shot trail
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typedef union {
struct {
int numlinedefs ;
int numsidedefs ;
int numsectors ;
} doom ;
} specificmodeltype_t ;
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typedef struct
{
int walkno ;
int area [ 2 ] ;
vec3_t plane ;
float dist ;
vec3_t min ;
vec3_t max ;
int numpoints ;
vec4_t * points ;
} portal_t ;
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typedef struct model_s
{
char name [ MAX_QPATH ] ;
qboolean needload ; // bmodels and sprites don't cache normally
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qboolean tainted ;
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qboolean pushdepth ; // bsp submodels have this flag set so you don't get z fighting on co-planar surfaces.
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modtype_t type ;
fromgame_t fromgame ;
int numframes ;
synctype_t synctype ;
int flags ;
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int engineflags ;
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int particleeffect ;
int particletrail ;
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int traildefaultindex ;
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//
// volume occupied by the model graphics
//
vec3_t mins , maxs ;
float radius ;
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float clampscale ;
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//
// 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 ;
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void * cnodes ;
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int numtexinfo ;
mtexinfo_t * texinfo ;
int numsurfaces ;
msurface_t * surfaces ;
int numsurfedges ;
int * surfedges ;
int numclipnodes ;
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mclipnode_t * clipnodes ;
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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 ;
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void * terrain ;
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batch_t * batches [ SHADER_SORT_COUNT ] ;
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unsigned checksum ;
unsigned checksum2 ;
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portal_t * portal ;
unsigned int numportals ;
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modelfuncs_t funcs ;
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//
// additional model data
//
cache_user_t cache ; // only access through Mod_Extradata
} model_t ;
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# define MDLF_ENGULPHS 0x001 // particle effect engulphs model (don't draw)
# define MDLF_NODEFAULTTRAIL 0x002
# define MDLF_RGBLIGHTING 0x004
# define MDLF_PLAYER 0x008 // players have specific lighting values
# define MDLF_FLAME 0x010 // can be excluded with r_drawflame, fullbright render hack
# define MDLF_DOCRC 0x020 // model needs CRC built
# define MDLF_NEEDOVERBRIGHT 0x040 // only overbright these models with gl_overbright_all set
# define MDLF_BOLT 0x080 // doesn't produce shadows
# define MDLF_NOTREPLACEMENTS 0x100 // can be considered a cheat, disable texture replacements
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# define MDLF_EZQUAKEFBCHEAT 0x200 // this is a blatent cheat, one that can disadvantage us fairly significantly if we don't support it.
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# define MDLF_HASBRUSHES 0x400 // q1bsp has brush info for more precise traceboxes
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//============================================================================
/*
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__
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qboolean Heightmap_Edit ( model_t * mod , int action , float * pos , float radius , float quant ) ;
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# ifdef Q2BSPS
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void CM_InitBoxHull ( void ) ;
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# ifdef __cplusplus
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//#pragma warningmsg (" c++ stinks")
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# else
void CM_Init ( void ) ;
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qboolean CM_SetAreaPortalState ( struct model_s * mod , int portalnum , qboolean open ) ;
qboolean CM_HeadnodeVisible ( struct model_s * mod , int nodenum , qbyte * visbits ) ;
qboolean VARGS CM_AreasConnected ( struct model_s * mod , int area1 , int area2 ) ;
int CM_NumClusters ( struct model_s * mod ) ;
int CM_ClusterSize ( struct model_s * mod ) ;
int CM_LeafContents ( struct model_s * mod , int leafnum ) ;
int CM_LeafCluster ( struct model_s * mod , int leafnum ) ;
int CM_LeafArea ( struct model_s * mod , int leafnum ) ;
int CM_WriteAreaBits ( struct model_s * mod , qbyte * buffer , int area ) ;
int CM_PointLeafnum ( struct model_s * mod , vec3_t p ) ;
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qbyte * CM_ClusterPVS ( struct model_s * mod , int cluster , qbyte * buffer , unsigned int buffersize ) ;
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qbyte * CM_ClusterPHS ( struct model_s * mod , int cluster ) ;
int CM_BoxLeafnums ( struct model_s * mod , vec3_t mins , vec3_t maxs , int * list , int listsize , int * topnode ) ;
int CM_PointContents ( struct model_s * mod , vec3_t p ) ;
int CM_TransformedPointContents ( struct model_s * mod , vec3_t p , int headnode , vec3_t origin , vec3_t angles ) ;
struct trace_s CM_BoxTrace ( struct model_s * mod , vec3_t start , vec3_t end , vec3_t mins , vec3_t maxs , int brushmask ) ;
int CM_HeadnodeForBox ( struct model_s * mod , vec3_t mins , vec3_t maxs ) ;
struct trace_s CM_TransformedBoxTrace ( struct model_s * mod , vec3_t start , vec3_t end , vec3_t mins , vec3_t maxs , int brushmask , vec3_t origin , vec3_t angles ) ;
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struct model_s * CM_TempBoxModel ( vec3_t mins , vec3_t maxs ) ;
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void VARGS CMQ2_SetAreaPortalState ( int portalnum , qboolean open ) ;
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void CMQ3_SetAreaPortalState ( int area1 , int area2 , qboolean open ) ;
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# endif
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# endif //Q2BSPS
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typedef struct
{
aliasskintype_t type ;
void * pcachespot ;
int skin ;
} maliasskindesc_t ;
typedef struct
{
int numskins ;
int intervals ;
maliasskindesc_t skindescs [ 1 ] ;
} maliasskingroup_t ;