fteqw/engine/common/com_mesh.h
Spoike fb86222fc7 made max_clients more dynamic on the server to attempt to reduce bss usage. hopefully this will help the webgl port without resulting in extra crashes.
tweaked shadowmaps. now seems faster than stencil shadows. cubemap orientation should now match other engines.
tweaked terrain. rtlights work. added pvs tests for embedded terrain. sections are now saved in chunks instead, which should mean windows doesn't have a panic attack at 16 million files in a single directory. hurrah.
first pass at realigning menu options to cope with variable-width fonts. still need to do pure-text items.

git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4514 fc73d0e0-1445-4013-8a0c-d673dee63da5
2013-10-29 17:38:22 +00:00

175 lines
4.3 KiB
C

#include "hash.h"
#include "shader.h"
#ifdef SKELETALMODELS
#include <stdlib.h>
#endif
int HLMod_BoneForName(model_t *mod, char *name);
int HLMod_FrameForName(model_t *mod, char *name);
//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;
//a frame group (aka: animation)
typedef struct
{
#ifdef SKELETALMODELS
qboolean isheirachical; //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.
#endif
qboolean loop;
int numposes;
float rate;
galiaspose_t *poseofs;
float *boneofs; //numposes*12*numbones
char name[64];
} galiasgroup_t;
typedef struct galiasbone_s galiasbone_t;
#ifdef SKELETALMODELS
struct galiasbone_s
{
char name[32];
int parent;
float inverse[12];
};
typedef struct
{
//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
{
int skinwidth;
int skinheight;
qbyte **ofstexels; //this is 8bit for frame 0 only. only valid in q1 models without replacement textures, used for colourising player skins.
float skinspeed;
int numshaders;
shader_t **ofsshaders;
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;
#endif
typedef struct
{
char name[64];
vec3_t org;
float ang[3][3];
} md3tag_t;
typedef struct galiasinfo_s
{
index_t *ofs_indexes;
int numindexes;
int *ofs_trineighbours;
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;
#endif
int groups;
galiasgroup_t *groupofs;
struct galiasinfo_s *nextsurf;
#ifdef SKELETALMODELS
float *baseframeofs; /*non-heirachical*/
int numbones;
galiasbone_t *ofsbones;
int numswtransforms;
galisskeletaltransforms_t *ofsswtransforms;
vecV_t *ofs_skel_xyz;
vec3_t *ofs_skel_norm;
vec3_t *ofs_skel_svect;
vec3_t *ofs_skel_tvect;
byte_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;
//these exist only in the root mesh.
int numtagframes;
int numtags;
md3tag_t *ofstags;
} galiasinfo_t;
float *Alias_GetBonePositions(galiasinfo_t *inf, framestate_t *fstate, float *buffer, int buffersize, qboolean renderable);
#ifdef SKELETALMODELS
void Alias_TransformVerticies(float *bonepose, galisskeletaltransforms_t *weights, int numweights, vecV_t *xyzout, vec3_t *normout);
#endif
qboolean Alias_GAliasBuildMesh(mesh_t *mesh, vbo_t **vbop, galiasinfo_t *inf, int surfnum, entity_t *e, qboolean allowskel);
void Alias_FlushCache(void);
void Alias_Shutdown(void);
void Alias_Register(void);
void Mod_DoCRC(model_t *mod, char *buffer, int buffersize);
qboolean QDECL Mod_LoadHLModel (model_t *mod, void *buffer);
#ifdef MAP_PROC
qboolean Mod_LoadMap_Proc(model_t *mode, void *buffer);
#endif
void Mod_AccumulateTextureVectors(vecV_t *vc, vec2_t *tc, vec3_t *nv, vec3_t *sv, vec3_t *tv, index_t *idx, int numidx);
void Mod_AccumulateMeshTextureVectors(mesh_t *mesh);
void Mod_NormaliseTextureVectors(vec3_t *n, vec3_t *s, vec3_t *t, int v);