/* Copyright (C) 1996-2001 Id Software, Inc. Copyright (C) 2002-2009 John Fitzgibbons and others Copyright (C) 2010-2014 QuakeSpasm developers 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 GL_MODEL_H #define GL_MODEL_H #include "modelgen.h" #include "spritegn.h" /* d*_t structures are on-disk representations m*_t structures are in-memory */ /* ============================================================================== 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; byte type; // for texture axis selection and fast side tests byte signbits; // signx + signy<<1 + signz<<1 byte pad[2]; } mplane_t; // ericw -- each texture has two chains, so we can clear the model chains // without affecting the world typedef enum { chain_world = 0, chain_model = 1 } texchain_t; typedef struct texture_s { char name[16]; unsigned width, height; unsigned shift; // Q64 struct gltexture_s *gltexture; //johnfitz -- pointer to gltexture struct gltexture_s *fullbright; //johnfitz -- fullbright mask texture struct msurface_s *texturechains[2]; // for texture chains 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 } texture_t; #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_NOTEXTURE 0x100 //johnfitz #define SURF_DRAWFENCE 0x200 #define SURF_DRAWLAVA 0x400 #define SURF_DRAWSLIME 0x800 #define SURF_DRAWTELE 0x1000 #define SURF_DRAWWATER 0x2000 // !!! if this is changed, it must be changed in asm_draw.h too !!! typedef struct { unsigned int v[2]; unsigned int cachededgeoffset; } medge_t; typedef struct { float vecs[2][4]; texture_t *texture; int flags; int materialidx; } mtexinfo_t; #define VERTEXSIZE 7 typedef struct glpoly_s { struct glpoly_s *next; struct glpoly_s *chain; int numverts; float verts[4][VERTEXSIZE]; // variable sized (xyz s1t1 s2t2) } glpoly_t; typedef struct msurface_s { int visframe; // should be drawn when node is crossed float mins[3]; // johnfitz -- for frustum culling float maxs[3]; // johnfitz -- for frustum culling mplane_t *plane; int flags; int firstedge; // look up in model->surfedges[], negative numbers int numedges; // are backwards edges short extents[2]; vec4_t lmvecs[2]; float lmvecscale[2]; //so dlights spread the correct distance despite texture scaling. int light_s, light_t; // gl lightmap coordinates glpoly_t *polys; // multiple if warped struct msurface_s *texturechain; mtexinfo_t *texinfo; int vbo_firstvert; // index of this surface's first vert in the VBO // lighting info int dlightframe; unsigned int dlightbits[(MAX_DLIGHTS + 31) >> 5]; // int is 32 bits, need an array for MAX_DLIGHTS > 32 int lightmaptexturenum; unsigned short styles[MAXLIGHTMAPS]; int cached_light[MAXLIGHTMAPS]; // values currently used in lightmap qboolean cached_dlight; // true if dynamic light in cache void *samples; // [numstyles*surfsize] } 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 float minmaxs[6]; // for bounding box culling // node specific mplane_t *plane; struct mnode_s *children[2]; unsigned int firstsurface; unsigned int 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 float minmaxs[6]; // for bounding box culling struct mnode_s *parent; // leaf specific byte *compressed_vis; efrag_t *efrags; msurface_t **firstmarksurface; int nummarksurfaces; int key; // BSP sequence number for leaf's contents byte ambient_sound_level[NUM_AMBIENTS]; } mleaf_t; //johnfitz -- for clipnodes>32k typedef struct mclipnode_s { int planenum; int children[2]; // negative numbers are contents } mclipnode_t; //johnfitz // !!! if this is changed, it must be changed in asm_i386.h too !!! typedef struct { mclipnode_t *clipnodes; //johnfitz -- was dclipnode_t mplane_t *planes; int firstclipnode; int lastclipnode; vec3_t clip_mins; vec3_t clip_maxs; } hull_t; /* ============================================================================== SPRITE MODELS ============================================================================== */ // FIXME: shorten these? typedef struct mspriteframe_s { int width, height; float up, down, left, right; float smax, tmax; //johnfitz -- image might be padded struct gltexture_s *gltexture; } 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. ============================================================================== */ //-- from RMQEngine // split out to keep vertex sizes down typedef struct aliasmesh_s { float st[2]; unsigned short vertindex; } aliasmesh_t; typedef struct meshxyz_mdl_s { byte xyz[4]; signed char normal[4]; } meshxyz_mdl_t; typedef struct meshxyz_mdl16_s { unsigned short xyz[4]; signed char normal[4]; } meshxyz_mdl16_t; typedef struct meshxyz_md3_s { signed short xyz[4]; signed char normal[4]; } meshxyz_md3_t; typedef struct meshst_s { float st[2]; } meshst_t; //-- typedef struct { int firstpose; int numposes; float interval; trivertx_t bboxmin; trivertx_t bboxmax; // int frame; //spike - this was redundant. char name[16]; } maliasframedesc_t; typedef struct { trivertx_t bboxmin; trivertx_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 facesfront; int vertindex[3]; } 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; //ericw -- used to populate vbo int numverts_vbo; // number of verts with unique x,y,z,s,t intptr_t meshdesc; // offset into extradata: numverts_vbo aliasmesh_t int numindexes; intptr_t indexes; // offset into extradata: numindexes unsigned shorts intptr_t vertexes; // offset into extradata: numposes*vertsperframe trivertx_t intptr_t vbovertofs; intptr_t vbostofs; intptr_t eboofs; //ericw -- intptr_t nextsurface; //spike int nummorphposes; //spike -- renamed from numposes int numboneposes; //spike -- for iqm int numbones; //spike -- for iqm intptr_t boneinfo; //spike -- for iqm, boneinfo_t[numbones] intptr_t boneposedata; //spike -- for iqm, bonepose_t[numboneposes*numbones] enum { PV_QUAKE1 = 1, //trivertx_t PV_QUAKE3 = 2, //md3XyzNormal_t PV_QUAKEFORGE, //trivertx16_t PV_IQM, //iqmvert_t } poseverttype; //spike struct skintextures_s { struct gltexture_s *base; struct gltexture_s *luma; struct gltexture_s *upper; struct gltexture_s *lower; } textures[MAX_SKINS][4]; //spike intptr_t texels[MAX_SKINS]; // only for player skins maliasframedesc_t frames[1]; // variable sized } aliashdr_t; typedef struct { short xyz[3]; byte latlong[2]; } md3XyzNormal_t; typedef struct { float xyz[3]; float norm[3]; float st[2]; //these are separate for consistency float rgba[4]; //because we can. float weight[4]; byte idx[4]; } iqmvert_t; typedef struct { float mat[12]; } bonepose_t; //pose data for a single bone. typedef struct { int parent; //-1 for a root bone char name[32]; bonepose_t inverse; } boneinfo_t; #define VANILLA_MAXALIASVERTS 1024 #define MAXALIASVERTS 65536 // spike -- was 2000 //johnfitz -- was 1024 #define MAXALIASFRAMES 1024 //spike -- was 256 extern stvert_t stverts[MAXALIASVERTS]; extern mtriangle_t *triangles; extern trivertx_t *poseverts_mdl[MAXALIASFRAMES]; //=================================================================== // // Whole model // typedef enum {mod_brush, mod_sprite, mod_alias, mod_ext_invalid} modtype_t; //Spike -- these are misnamed/ambiguous. #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 #define MF_HOLEY (1u<<14) // MarkV/QSS -- make index 255 transparent on mdl's //johnfitz -- extra flags for rendering #define MOD_NOLERP 256 //don't lerp when animating #define MOD_NOSHADOW 512 //don't cast a shadow #define MOD_FBRIGHTHACK 1024 //when fullbrights are disabled, use a hack to render this model brighter //johnfitz //spike -- added this for particle stuff #define MOD_EMITREPLACE 2048 //particle effect completely replaces the model (for flames or whatever). #define MOD_EMITFORWARDS 4096 //particle effect is emitted forwards, rather than downwards. why down? good question. //spike #define MOD_HDRLIGHTING (1u<<13) //spike -- light samples are in e5bgr9 format. int aligned. typedef struct qmodel_s { char name[MAX_QPATH]; unsigned int path_id; // path id of the game directory // that this model came from qboolean needload; // bmodels and sprites don't cache normally modtype_t type; int numframes; synctype_t synctype; int flags; #ifdef PSET_SCRIPT int emiteffect; //spike -- this effect is emitted per-frame by entities with this model int traileffect; //spike -- this effect is used when entities move struct skytris_s *skytris; //spike -- surface-based particle emission for this model struct skytriblock_s *skytrimem; //spike -- surface-based particle emission for this model (for better cache performance+less allocs) double skytime; //doesn't really cope with multiples. oh well... #endif // // volume occupied by the model graphics // vec3_t mins, maxs; vec3_t ymins, ymaxs; //johnfitz -- bounds for entities with nonzero yaw vec3_t rmins, rmaxs; //johnfitz -- bounds for entities with nonzero pitch or roll //johnfitz -- removed float radius; // // solid volume for clipping // qboolean clipbox; vec3_t clipmins, clipmaxs; // // brush model // int firstmodelsurface, nummodelsurfaces; int numsubmodels; mmodel_t *submodels; struct qmodel_s *submodelof; unsigned submodelidx; 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; mclipnode_t *clipnodes; //johnfitz -- was dclipnode_t int nummarksurfaces; msurface_t **marksurfaces; hull_t hulls[MAX_MAP_HULLS]; int numtextures; texture_t **textures; byte *visdata; void *lightgrid; byte *lightdata; size_t lightdatasamples; char *entities; qboolean viswarn; // for Mod_DecompressVis() int bspversion; int contentstransparent; //spike -- added this so we can disable glitchy wateralpha where its not supported. // // alias model // GLuint meshvbo; byte *meshvboptr; //for non-vbo fallback. GLuint meshindexesvbo; byte *meshindexesvboptr; //for non-ebo fallback. // // additional model data // cache_user_t cache; // only access through Mod_Extradata } qmodel_t; //============================================================================ void Mod_Init (void); void Mod_ClearAll (void); void Mod_ResetAll (void); // for gamedir changes (Host_Game_f) qmodel_t *Mod_ForName (const char *name, qboolean crash); void Mod_ForEachModel(void(*callback)(qmodel_t *mod)); void *Mod_Extradata (qmodel_t *mod); // handles caching void Mod_TouchModel (const char *name); mleaf_t *Mod_PointInLeaf (vec3_t p, qmodel_t *model); byte *Mod_LeafPVS (mleaf_t *leaf, qmodel_t *model); byte *Mod_NoVisPVS (qmodel_t *model); void Mod_SetExtraFlags (qmodel_t *mod); void BSPX_LightGridLoad(qmodel_t *model, void *lgdata, size_t lgsize); #endif /* GL_MODEL_H */