/*
===========================================================================
Doom 3 BFG Edition GPL Source Code
Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company.
This file is part of the Doom 3 BFG Edition GPL Source Code ("Doom 3 BFG Edition Source Code").
Doom 3 BFG Edition Source Code 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 3 of the License, or
(at your option) any later version.
Doom 3 BFG Edition Source Code 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 Doom 3 BFG Edition Source Code. If not, see .
In addition, the Doom 3 BFG Edition Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the Doom 3 BFG Edition Source Code. If not, please request a copy in writing from id Software at the address below.
If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA.
===========================================================================
*/
#ifndef __MODEL_H__
#define __MODEL_H__
/*
===============================================================================
Render Model
===============================================================================
*/
// shared between the renderer, game, and Maya export DLL
#define MD5_VERSION_STRING "MD5Version"
#define MD5_MESH_EXT "md5mesh"
#define MD5_ANIM_EXT "md5anim"
#define MD5_CAMERA_EXT "md5camera"
#define MD5_VERSION 10
#include "jobs/ShadowShared.h"
#include "jobs/prelightshadowvolume/PreLightShadowVolume.h"
#include "jobs/staticshadowvolume/StaticShadowVolume.h"
#include "jobs/dynamicshadowvolume/DynamicShadowVolume.h"
// this is used for calculating unsmoothed normals and tangents for deformed models
struct dominantTri_t
{
triIndex_t v2, v3;
float normalizationScale[3];
};
const int SHADOW_CAP_INFINITE = 64;
class idRenderModelStatic;
struct viewDef_t;
// our only drawing geometry type
struct srfTriangles_t
{
srfTriangles_t() {}
idBounds bounds; // for culling
bool generateNormals; // create normals from geometry, instead of using explicit ones
bool tangentsCalculated; // set when the vertex tangents have been calculated
bool perfectHull; // true if there aren't any dangling edges
bool referencedVerts; // if true the 'verts' are referenced and should not be freed
bool referencedIndexes; // if true, indexes, silIndexes, mirrorVerts, and silEdges are
// pointers into the original surface, and should not be freed
int numVerts; // number of vertices
idDrawVert* verts; // vertices, allocated with special allocator
int numIndexes; // for shadows, this has both front and rear end caps and silhouette planes
triIndex_t* indexes; // indexes, allocated with special allocator
triIndex_t* silIndexes; // indexes changed to be the first vertex with same XYZ, ignoring normal and texcoords
int numMirroredVerts; // this many verts at the end of the vert list are tangent mirrors
int* mirroredVerts; // tri->mirroredVerts[0] is the mirror of tri->numVerts - tri->numMirroredVerts + 0
int numDupVerts; // number of duplicate vertexes
int* dupVerts; // pairs of the number of the first vertex and the number of the duplicate vertex
int numSilEdges; // number of silhouette edges
silEdge_t* silEdges; // silhouette edges
dominantTri_t* dominantTris; // [numVerts] for deformed surface fast tangent calculation
int numShadowIndexesNoFrontCaps; // shadow volumes with front caps omitted
int numShadowIndexesNoCaps; // shadow volumes with the front and rear caps omitted
int shadowCapPlaneBits; // bits 0-5 are set when that plane of the interacting light has triangles
// projected on it, which means that if the view is on the outside of that
// plane, we need to draw the rear caps of the shadow volume
// dynamic shadows will have SHADOW_CAP_INFINITE
idShadowVert* preLightShadowVertexes; // shadow vertices in CPU memory for pre-light shadow volumes
idShadowVert* staticShadowVertexes; // shadow vertices in CPU memory for static shadow volumes
srfTriangles_t* ambientSurface; // for light interactions, point back at the original surface that generated
// the interaction, which we will get the ambientCache from
srfTriangles_t* nextDeferredFree; // chain of tris to free next frame
// for deferred normal / tangent transformations by joints
// the jointsInverted list / buffer object on md5WithJoints may be
// shared by multiple srfTriangles_t
idRenderModelStatic* staticModelWithJoints;
// data in vertex object space, not directly readable by the CPU
vertCacheHandle_t indexCache; // GL_INDEX_TYPE
vertCacheHandle_t ambientCache; // idDrawVert
vertCacheHandle_t shadowCache; // idVec4
DISALLOW_COPY_AND_ASSIGN( srfTriangles_t );
};
typedef idList idTriList;
struct modelSurface_t
{
int id;
const idMaterial* shader;
srfTriangles_t* geometry;
};
enum dynamicModel_t
{
DM_STATIC, // never creates a dynamic model
DM_CACHED, // once created, stays constant until the entity is updated (animating characters)
DM_CONTINUOUS // must be recreated for every single view (time dependent things like particles)
};
enum jointHandle_t
{
INVALID_JOINT = -1
};
class idMD5Joint
{
public:
idMD5Joint()
{
parent = NULL;
}
idStr name;
const idMD5Joint* parent;
};
// the init methods may be called again on an already created model when
// a reloadModels is issued
class idRenderModel
{
public:
virtual ~idRenderModel() {};
// Loads static models only, dynamic models must be loaded by the modelManager
virtual void InitFromFile( const char* fileName ) = 0;
// Supports reading/writing binary file formats
virtual bool LoadBinaryModel( idFile* file, const ID_TIME_T sourceTimeStamp ) = 0;
virtual void WriteBinaryModel( idFile* file, ID_TIME_T* _timeStamp = NULL ) const = 0;
virtual bool SupportsBinaryModel() = 0;
// renderBump uses this to load the very high poly count models, skipping the
// shadow and tangent generation, along with some surface cleanup to make it load faster
virtual void PartialInitFromFile( const char* fileName ) = 0;
// this is used for dynamically created surfaces, which are assumed to not be reloadable.
// It can be called again to clear out the surfaces of a dynamic model for regeneration.
virtual void InitEmpty( const char* name ) = 0;
// dynamic model instantiations will be created with this
// the geometry data will be owned by the model, and freed when it is freed
// the geoemtry should be raw triangles, with no extra processing
virtual void AddSurface( modelSurface_t surface ) = 0;
// cleans all the geometry and performs cross-surface processing
// like shadow hulls
// Creates the duplicated back side geometry for two sided, alpha tested, lit materials
// This does not need to be called if none of the surfaces added with AddSurface require
// light interaction, and all the triangles are already well formed.
virtual void FinishSurfaces() = 0;
// frees all the data, but leaves the class around for dangling references,
// which can regenerate the data with LoadModel()
virtual void PurgeModel() = 0;
// resets any model information that needs to be reset on a same level load etc..
// currently only implemented for liquids
virtual void Reset() = 0;
// used for initial loads, reloadModel, and reloading the data of purged models
// Upon exit, the model will absolutely be valid, but possibly as a default model
virtual void LoadModel() = 0;
// internal use
virtual bool IsLoaded() = 0;
virtual void SetLevelLoadReferenced( bool referenced ) = 0;
virtual bool IsLevelLoadReferenced() = 0;
// models that are already loaded at level start time
// will still touch their data to make sure they
// are kept loaded
virtual void TouchData() = 0;
// dump any ambient caches on the model surfaces
virtual void FreeVertexCache() = 0;
// returns the name of the model
virtual const char* Name() const = 0;
// prints a detailed report on the model for printModel
virtual void Print() const = 0;
// prints a single line report for listModels
virtual void List() const = 0;
// reports the amount of memory (roughly) consumed by the model
virtual int Memory() const = 0;
// for reloadModels
virtual ID_TIME_T Timestamp() const = 0;
// returns the number of surfaces
virtual int NumSurfaces() const = 0;
// NumBaseSurfaces will not count any overlays added to dynamic models
virtual int NumBaseSurfaces() const = 0;
// get a pointer to a surface
virtual const modelSurface_t* Surface( int surfaceNum ) const = 0;
// Allocates surface triangles.
// Allocates memory for srfTriangles_t::verts and srfTriangles_t::indexes
// The allocated memory is not initialized.
// srfTriangles_t::numVerts and srfTriangles_t::numIndexes are set to zero.
virtual srfTriangles_t* AllocSurfaceTriangles( int numVerts, int numIndexes ) const = 0;
// Frees surfaces triangles.
virtual void FreeSurfaceTriangles( srfTriangles_t* tris ) const = 0;
// models of the form "_area*" may have a prelight shadow model associated with it
virtual bool IsStaticWorldModel() const = 0;
// models parsed from inside map files or dynamically created cannot be reloaded by
// reloadmodels
virtual bool IsReloadable() const = 0;
// md3, md5, particles, etc
virtual dynamicModel_t IsDynamicModel() const = 0;
// if the load failed for any reason, this will return true
virtual bool IsDefaultModel() const = 0;
// dynamic models should return a fast, conservative approximation
// static models should usually return the exact value
virtual idBounds Bounds( const struct renderEntity_s* ent = NULL ) const = 0;
// returns value != 0.0f if the model requires the depth hack
virtual float DepthHack() const = 0;
// returns a static model based on the definition and view
// currently, this will be regenerated for every view, even though
// some models, like character meshes, could be used for multiple (mirror)
// views in a frame, or may stay static for multiple frames (corpses)
// The renderer will delete the returned dynamic model the next view
// This isn't const, because it may need to reload a purged model if it
// wasn't precached correctly.
virtual idRenderModel* InstantiateDynamicModel( const struct renderEntity_s* ent, const viewDef_t* view, idRenderModel* cachedModel ) = 0;
// Returns the number of joints or 0 if the model is not an MD5
virtual int NumJoints() const = 0;
// Returns the MD5 joints or NULL if the model is not an MD5
virtual const idMD5Joint* GetJoints() const = 0;
// Returns the handle for the joint with the given name.
virtual jointHandle_t GetJointHandle( const char* name ) const = 0;
// Returns the name for the joint with the given handle.
virtual const char* GetJointName( jointHandle_t handle ) const = 0;
// Returns the default animation pose or NULL if the model is not an MD5.
virtual const idJointQuat* GetDefaultPose() const = 0;
// Returns number of the joint nearest to the given triangle.
virtual int NearestJoint( int surfaceNum, int a, int c, int b ) const = 0;
// Writing to and reading from a demo file.
virtual void ReadFromDemoFile( class idDemoFile* f ) = 0;
virtual void WriteToDemoFile( class idDemoFile* f ) = 0;
// if false, the model doesn't need to be linked into the world, because it
// can't contribute visually -- triggers, etc
virtual bool ModelHasDrawingSurfaces() const
{
return true;
};
// if false, the model doesn't generate interactions with lights
virtual bool ModelHasInteractingSurfaces() const
{
return true;
};
// if false, the model doesn't need to be added to the view unless it is
// directly visible, because it can't cast shadows into the view
virtual bool ModelHasShadowCastingSurfaces() const
{
return true;
};
};
#endif /* !__MODEL_H__ */