fteqw/engine/common/com_mesh.h
Spoike 3c5518afa8 Optimised the textures of defaultwall with fast preset.
Fix simpleitems transparency in gles2.
Fix a couple of GL errors in gles2 (including some fixed function stuff that could result in segfaults).
Dynamically adjust MTU values with legacy qw clients too.
Added some small sleeps while waiting for downloads (this fixes insanely slow valgrind startups but might make non-valgrind start a smidge slower).
Fix title metadata in the updates system.
Clean up some issues for when WEBCLIENT is not defined.
HAVE_HTTPSV also disables websocket connections, to completely avoid any http strings anywhere, in the hope that it reduces virus scanner false positives.
Fix presets initial option, again.
Writing files to FS_GAMEONLY no longer purges the entire fscache, which should give a speedup in certain situations.
Added some new cvars to control heightmap lightmap generation.



git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@5461 fc73d0e0-1445-4013-8a0c-d673dee63da5
2019-05-23 15:11:32 +00:00

274 lines
No EOL
8.3 KiB
C

#ifdef __cplusplus
extern "C" {
#endif
#include "hash.h"
#include "shader.h"
#ifdef SKELETALMODELS
#include <stdlib.h>
#endif
#ifdef HALFLIFEMODELS
#include "model_hl.h"
#endif
#ifdef NONSKELETALMODELS
//a single pose within an animation (note: always refered to via a framegroup, even if there's only one frame in that group).
typedef struct
{
vecV_t *ofsverts;
#ifndef SERVERONLY
vec3_t *ofsnormals;
vec3_t *ofstvector;
vec3_t *ofssvector;
vboarray_t vboverts;
vboarray_t vbonormals;
vboarray_t vbosvector;
vboarray_t vbotvector;
#endif
vec3_t scale;
vec3_t scale_origin;
} galiaspose_t;
#endif
typedef struct galiasevent_s
{
struct galiasevent_s *next;
float timestamp;
int code;
char *data;
} galiasevent_t;
//a frame group (aka: animation)
typedef struct
{
#ifdef SKELETALMODELS
skeltype_t skeltype; //for models with transforms, states that bones need to be transformed from their parent.
//this is actually bad, and can result in bones shortening as they interpolate.
float *boneofs; //numposes*12*numbones
#endif
qboolean loop;
int numposes;
//float *poseendtime; //first starts at 0, anim duration is poseendtime[numposes-1]
float rate; //average framerate of animation.
#ifdef NONSKELETALMODELS
galiaspose_t *poseofs;
#endif
galiasevent_t *events;
char name[64];
} galiasanimation_t;
typedef struct galiasbone_s galiasbone_t;
#ifdef SKELETALMODELS
struct galiasbone_s
{
char name[32];
int parent;
// float radius;
float inverse[12];
};
typedef struct
{
//should be load-time only
//use of this prevents the use of glsl acceleration. the framerate loss is of the order of 90%
//skeletal poses refer to this.
int vertexindex;
int boneindex;
vec4_t org;
#ifndef SERVERONLY
vec3_t normal;
#endif
} galisskeletaltransforms_t;
#endif
//we can't be bothered with animating skins.
//We'll load up to four of them but after that you're on your own
#ifndef SERVERONLY
typedef struct
{
shader_t *shader;
qbyte *texels; //this is 8bit for frame 0 only. only valid in q1 models without replacement textures, used for colourising player skins.
const char *defaultshader;
char shadername[MAX_QPATH];
texnums_t texnums;
} skinframe_t;
typedef struct
{
int skinwidth;
int skinheight;
float skinspeed;
int numframes;
skinframe_t *frame;
char name[MAX_QPATH];
} galiasskin_t;
typedef struct
{
char name[MAX_QPATH];
texnums_t texnum;
unsigned int tcolour;
unsigned int bcolour;
unsigned int pclass;
int skinnum;
unsigned int subframe;
bucket_t bucket;
} galiascolourmapped_t;
#else
typedef void galiasskin_t;
#endif
typedef struct
{
char name[64];
vec3_t org;
float ang[3][3];
} md3tag_t;
typedef struct galiasinfo_s
{
char surfacename[MAX_QPATH];
unsigned short geomset;
unsigned short geomid;
index_t *ofs_indexes;
int numindexes;
//for hitmodel
unsigned int contents; //default CONTENTS_BODY
q2csurface_t csurface; //flags, and also collision name, if useful...
unsigned int surfaceid; //the body reported to qc via trace_surface
float mindist;
float maxdist;
int *ofs_trineighbours;
float lerpcutoff; //hack. should probably be part of the entity structure, but I really don't want new models (and thus code) to have access to this ugly inefficient hack. make your models properly in the first place.
int numskins;
//#ifndef SERVERONLY
galiasskin_t *ofsskins;
//#endif
int shares_verts; //used with models with two shaders using the same vertex. set to the surface number to inherit from (or itself).
int shares_bones; //use last mesh's bones. set to the surface number to inherit from (or itself).
int numverts;
//#ifndef SERVERONLY
vec2_t *ofs_st_array;
vec2_t *ofs_lmst_array;
vec4_t *ofs_rgbaf;
byte_vec4_t *ofs_rgbaub;
//#endif
int numanimations;
galiasanimation_t *ofsanimations;
struct galiasinfo_s *nextsurf;
#ifdef SKELETALMODELS
boneidx_t *bonemap; //filled in automatically if our mesh has more gpu bones than we can support
unsigned int mappedbones;
float *baseframeofs; /*non-heirachical*/
int numbones;
galiasbone_t *ofsbones;
vecV_t *ofs_skel_xyz;
vec3_t *ofs_skel_norm;
vec3_t *ofs_skel_svect;
vec3_t *ofs_skel_tvect;
bone_vec4_t *ofs_skel_idx;
vec4_t *ofs_skel_weight;
vboarray_t vbo_skel_verts;
vboarray_t vbo_skel_normals;
vboarray_t vbo_skel_svector;
vboarray_t vbo_skel_tvector;
vboarray_t vbo_skel_bonenum;
vboarray_t vbo_skel_bweight;
#endif
vboarray_t vboindicies;
vboarray_t vbotexcoords;
vboarray_t vborgba; //yeah, just you try reading THAT as an actual word.
void *vbomem;
void *ebomem;
//these exist only in the root mesh.
#ifdef MD3MODELS
int numtagframes;
int numtags;
md3tag_t *ofstags;
#else
FTE_DEPRECATED int numtagframes;
FTE_DEPRECATED int numtags;
FTE_DEPRECATED md3tag_t *ofstags;
#endif
unsigned int warned; //passed around at load time, so we don't spam warnings
} galiasinfo_t;
struct terrainfuncs_s;
typedef struct modplugfuncs_s
{
int version;
int (QDECL *RegisterModelFormatText)(const char *formatname, char *magictext, qboolean (QDECL *load) (struct model_s *mod, void *buffer, size_t fsize));
int (QDECL *RegisterModelFormatMagic)(const char *formatname, unsigned int magic, qboolean (QDECL *load) (struct model_s *mod, void *buffer, size_t fsize));
void (QDECL *UnRegisterModelFormat)(int idx);
void (QDECL *UnRegisterAllModelFormats)(void);
void *(QDECL *ZG_Malloc)(zonegroup_t *ctx, size_t size); //ctx=&mod->memgroup and the data will be freed when the model is freed.
void (QDECL *ConcatTransforms) (const float in1[3][4], const float in2[3][4], float out[3][4]);
void (QDECL *M3x4_Invert) (const float *in1, float *out);
void (QDECL *VectorAngles)(float *forward, float *up, float *result, qboolean meshpitch);
void (QDECL *AngleVectors)(const vec3_t angles, vec3_t forward, vec3_t right, vec3_t up);
void (QDECL *GenMatrixPosQuat4Scale)(const vec3_t pos, const vec4_t quat, const vec3_t scale, float result[12]);
void (QDECL *StripExtension) (const char *in, char *out, int outlen);
void (QDECL *ForceConvertBoneData)(skeltype_t sourcetype, const float *sourcedata, size_t bonecount, galiasbone_t *bones, skeltype_t desttype, float *destbuffer, size_t destbonecount);
struct terrainfuncs_s *(QDECL *GetTerrainFuncs)(void);
void *reserved2;
image_t *(QDECL *GetTexture)(const char *identifier, const char *subpath, unsigned int flags, void *fallbackdata, void *fallbackpalette, int fallbackwidth, int fallbackheight, uploadfmt_t fallbackfmt);
vfsfile_t *(QDECL *OpenVFS)(const char *filename, const char *mode, enum fs_relative relativeto);
void (QDECL *AccumulateTextureVectors)(vecV_t *const vc, vec2_t *const tc, vec3_t *nv, vec3_t *sv, vec3_t *tv, const index_t *idx, int numidx, qboolean calcnorms);
void (QDECL *NormaliseTextureVectors)(vec3_t *n, vec3_t *s, vec3_t *t, int v, qboolean calcnorms);
void *unused5;
void *unused6;
void *unused7;
void *unused8;
void *unused9;
void *unused10;
} modplugfuncs_t;
#define MODPLUGFUNCS_VERSION 2
#ifdef SKELETALMODELS
void Alias_TransformVerticies(float *bonepose, galisskeletaltransforms_t *weights, int numweights, vecV_t *xyzout, vec3_t *normout);
void QDECL Alias_ForceConvertBoneData(skeltype_t sourcetype, const float *sourcedata, size_t bonecount, galiasbone_t *bones, skeltype_t desttype, float *destbuffer, size_t destbonecount);
#endif
qboolean Alias_GAliasBuildMesh(mesh_t *mesh, vbo_t **vbop, galiasinfo_t *inf, int surfnum, entity_t *e, qboolean allowskel);
void Mod_DestroyMesh(galiasinfo_t *galias);
void Alias_FlushCache(void);
void Alias_Shutdown(void);
void Alias_Register(void);
shader_t *Mod_ShaderForSkin(model_t *model, int surfaceidx, int num);
const char *Mod_SkinNameForNum(model_t *model, int surfaceidx, int num);
const char *Mod_SurfaceNameForNum(model_t *model, int num);
const char *Mod_FrameNameForNum(model_t *model, int surfaceidx, int num);
const char *Mod_SkinNameForNum(model_t *model, int surfaceidx, int num);
qboolean Mod_FrameInfoForNum(model_t *model, int surfaceidx, int num, char **name, int *numframes, float *duration, qboolean *loop);
void Mod_DoCRC(model_t *mod, char *buffer, int buffersize);
void QDECL Mod_AccumulateTextureVectors(vecV_t *const vc, vec2_t *const tc, vec3_t *nv, vec3_t *sv, vec3_t *tv, const index_t *idx, int numidx, qboolean calcnorms);
void Mod_AccumulateMeshTextureVectors(mesh_t *mesh);
void QDECL Mod_NormaliseTextureVectors(vec3_t *n, vec3_t *s, vec3_t *t, int v, qboolean calcnorms);
void R_Generate_Mesh_ST_Vectors(mesh_t *mesh);
#ifdef __cplusplus
};
#endif