doom3-bfg/neo/renderer/Model_local.h
2012-11-26 12:58:24 -06:00

440 lines
17 KiB
C++

/*
===========================================================================
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 <http://www.gnu.org/licenses/>.
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_LOCAL_H__
#define __MODEL_LOCAL_H__
/*
===============================================================================
Static model
===============================================================================
*/
class idJointMat;
struct deformInfo_t;
class idRenderModelStatic : public idRenderModel {
public:
// the inherited public interface
static idRenderModel * Alloc();
idRenderModelStatic();
virtual ~idRenderModelStatic();
virtual void InitFromFile( const char *fileName );
virtual bool LoadBinaryModel( idFile * file, const ID_TIME_T sourceTimeStamp );
virtual void WriteBinaryModel( idFile * file, ID_TIME_T *_timeStamp = NULL ) const;
virtual bool SupportsBinaryModel() { return true; }
virtual void PartialInitFromFile( const char *fileName );
virtual void PurgeModel();
virtual void Reset() {};
virtual void LoadModel();
virtual bool IsLoaded();
virtual void SetLevelLoadReferenced( bool referenced );
virtual bool IsLevelLoadReferenced();
virtual void TouchData();
virtual void InitEmpty( const char *name );
virtual void AddSurface( modelSurface_t surface );
virtual void FinishSurfaces();
virtual void FreeVertexCache();
virtual const char * Name() const;
virtual void Print() const;
virtual void List() const;
virtual int Memory() const;
virtual ID_TIME_T Timestamp() const;
virtual int NumSurfaces() const;
virtual int NumBaseSurfaces() const;
virtual const modelSurface_t *Surface( int surfaceNum ) const;
virtual srfTriangles_t * AllocSurfaceTriangles( int numVerts, int numIndexes ) const;
virtual void FreeSurfaceTriangles( srfTriangles_t *tris ) const;
virtual bool IsStaticWorldModel() const;
virtual dynamicModel_t IsDynamicModel() const;
virtual bool IsDefaultModel() const;
virtual bool IsReloadable() const;
virtual idRenderModel * InstantiateDynamicModel( const struct renderEntity_s *ent, const viewDef_t *view, idRenderModel *cachedModel );
virtual int NumJoints() const;
virtual const idMD5Joint * GetJoints() const;
virtual jointHandle_t GetJointHandle( const char *name ) const;
virtual const char * GetJointName( jointHandle_t handle ) const;
virtual const idJointQuat * GetDefaultPose() const;
virtual int NearestJoint( int surfaceNum, int a, int b, int c ) const;
virtual idBounds Bounds( const struct renderEntity_s *ent ) const;
virtual void ReadFromDemoFile( class idDemoFile *f );
virtual void WriteToDemoFile( class idDemoFile *f );
virtual float DepthHack() const;
virtual bool ModelHasDrawingSurfaces() const { return hasDrawingSurfaces; };
virtual bool ModelHasInteractingSurfaces() const { return hasInteractingSurfaces; };
virtual bool ModelHasShadowCastingSurfaces() const { return hasShadowCastingSurfaces; };
void MakeDefaultModel();
bool LoadASE( const char *fileName );
bool LoadLWO( const char *fileName );
bool LoadMA( const char *filename );
bool ConvertASEToModelSurfaces( const struct aseModel_s *ase );
bool ConvertLWOToModelSurfaces( const struct st_lwObject *lwo );
bool ConvertMAToModelSurfaces (const struct maModel_s *ma );
struct aseModel_s * ConvertLWOToASE( const struct st_lwObject *obj, const char *fileName );
bool DeleteSurfaceWithId( int id );
void DeleteSurfacesWithNegativeId();
bool FindSurfaceWithId( int id, int &surfaceNum ) const;
public:
idList<modelSurface_t, TAG_MODEL> surfaces;
idBounds bounds;
int overlaysAdded;
// when an md5 is instantiated, the inverted joints array is stored to allow GPU skinning
int numInvertedJoints;
idJointMat * jointsInverted;
vertCacheHandle_t jointsInvertedBuffer;
protected:
int lastModifiedFrame;
int lastArchivedFrame;
idStr name;
bool isStaticWorldModel;
bool defaulted;
bool purged; // eventually we will have dynamic reloading
bool fastLoad; // don't generate tangents and shadow data
bool reloadable; // if not, reloadModels won't check timestamp
bool levelLoadReferenced; // for determining if it needs to be freed
bool hasDrawingSurfaces;
bool hasInteractingSurfaces;
bool hasShadowCastingSurfaces;
ID_TIME_T timeStamp;
static idCVar r_mergeModelSurfaces; // combine model surfaces with the same material
static idCVar r_slopVertex; // merge xyz coordinates this far apart
static idCVar r_slopTexCoord; // merge texture coordinates this far apart
static idCVar r_slopNormal; // merge normals that dot less than this
};
/*
===============================================================================
MD5 animated model
===============================================================================
*/
class idMD5Mesh {
friend class idRenderModelMD5;
public:
idMD5Mesh();
~idMD5Mesh();
void ParseMesh( idLexer &parser, int numJoints, const idJointMat *joints );
int NumVerts() const { return numVerts; }
int NumTris() const { return numTris; }
void UpdateSurface( const struct renderEntity_s *ent, const idJointMat *joints,
const idJointMat *entJointsInverted, modelSurface_t *surf );
void CalculateBounds( const idJointMat * entJoints, idBounds & bounds ) const;
int NearestJoint( int a, int b, int c ) const;
private:
const idMaterial * shader; // material applied to mesh
int numVerts; // number of vertices
int numTris; // number of triangles
byte * meshJoints; // the joints used by this mesh
int numMeshJoints; // number of mesh joints
float maxJointVertDist; // maximum distance a vertex is separated from a joint
deformInfo_t * deformInfo; // used to create srfTriangles_t from base frames and new vertexes
int surfaceNum; // number of the static surface created for this mesh
};
class idRenderModelMD5 : public idRenderModelStatic {
public:
virtual void InitFromFile( const char *fileName );
virtual bool LoadBinaryModel( idFile * file, const ID_TIME_T sourceTimeStamp );
virtual void WriteBinaryModel( idFile * file, ID_TIME_T *_timeStamp = NULL ) const;
virtual dynamicModel_t IsDynamicModel() const;
virtual idBounds Bounds( const struct renderEntity_s *ent ) const;
virtual void Print() const;
virtual void List() const;
virtual void TouchData();
virtual void PurgeModel();
virtual void LoadModel();
virtual int Memory() const;
virtual idRenderModel * InstantiateDynamicModel( const struct renderEntity_s *ent, const viewDef_t *view, idRenderModel *cachedModel );
virtual int NumJoints() const;
virtual const idMD5Joint * GetJoints() const;
virtual jointHandle_t GetJointHandle( const char *name ) const;
virtual const char * GetJointName( jointHandle_t handle ) const;
virtual const idJointQuat * GetDefaultPose() const;
virtual int NearestJoint( int surfaceNum, int a, int b, int c ) const;
virtual bool SupportsBinaryModel() { return true; }
private:
idList<idMD5Joint, TAG_MODEL> joints;
idList<idJointQuat, TAG_MODEL> defaultPose;
idList<idJointMat, TAG_MODEL> invertedDefaultPose;
idList<idMD5Mesh, TAG_MODEL> meshes;
void DrawJoints( const renderEntity_t *ent, const viewDef_t *view ) const;
void ParseJoint( idLexer &parser, idMD5Joint *joint, idJointQuat *defaultPose );
};
/*
===============================================================================
MD3 animated model
===============================================================================
*/
struct md3Header_s;
struct md3Surface_s;
class idRenderModelMD3 : public idRenderModelStatic {
public:
virtual void InitFromFile( const char *fileName );
virtual bool SupportsBinaryModel() { return false; }
virtual dynamicModel_t IsDynamicModel() const;
virtual idRenderModel * InstantiateDynamicModel( const struct renderEntity_s *ent, const viewDef_t *view, idRenderModel *cachedModel );
virtual idBounds Bounds( const struct renderEntity_s *ent ) const;
private:
int index; // model = tr.models[model->index]
int dataSize; // just for listing purposes
struct md3Header_s * md3; // only if type == MOD_MESH
int numLods;
void LerpMeshVertexes( srfTriangles_t *tri, const struct md3Surface_s *surf, const float backlerp, const int frame, const int oldframe ) const;
};
/*
===============================================================================
Liquid model
===============================================================================
*/
class idRenderModelLiquid : public idRenderModelStatic {
public:
idRenderModelLiquid();
virtual void InitFromFile( const char *fileName );
virtual bool SupportsBinaryModel() { return false; }
virtual dynamicModel_t IsDynamicModel() const;
virtual idRenderModel * InstantiateDynamicModel( const struct renderEntity_s *ent, const viewDef_t *view, idRenderModel *cachedModel );
virtual idBounds Bounds( const struct renderEntity_s *ent ) const;
virtual void Reset();
void IntersectBounds( const idBounds &bounds, float displacement );
private:
modelSurface_t GenerateSurface( float lerp );
void WaterDrop( int x, int y, float *page );
void Update();
int verts_x;
int verts_y;
float scale_x;
float scale_y;
int time;
int liquid_type;
int update_tics;
int seed;
idRandom random;
const idMaterial * shader;
deformInfo_t * deformInfo; // used to create srfTriangles_t from base frames
// and new vertexes
float density;
float drop_height;
int drop_radius;
float drop_delay;
idList<float, TAG_MODEL> pages;
float * page1;
float * page2;
idList<idDrawVert, TAG_MODEL> verts;
int nextDropTime;
};
/*
===============================================================================
PRT model
===============================================================================
*/
class idRenderModelPrt : public idRenderModelStatic {
public:
idRenderModelPrt();
virtual void InitFromFile( const char *fileName );
virtual bool SupportsBinaryModel() { return false; }
virtual void TouchData();
virtual dynamicModel_t IsDynamicModel() const;
virtual idRenderModel * InstantiateDynamicModel( const struct renderEntity_s *ent, const viewDef_t *view, idRenderModel *cachedModel );
virtual idBounds Bounds( const struct renderEntity_s *ent ) const;
virtual float DepthHack() const;
virtual int Memory() const;
// with the addModels2 arrangement we could have light accepting and
// shadowing dynamic models, but the original game never did
virtual bool ModelHasDrawingSurfaces() const { return true; };
virtual bool ModelHasInteractingSurfaces() const { return false; };
virtual bool ModelHasShadowCastingSurfaces() const { return false; };
private:
const idDeclParticle * particleSystem;
};
/*
===============================================================================
Beam model
===============================================================================
*/
class idRenderModelBeam : public idRenderModelStatic {
public:
virtual dynamicModel_t IsDynamicModel() const;
virtual bool SupportsBinaryModel() { return false; }
virtual bool IsLoaded() const;
virtual idRenderModel * InstantiateDynamicModel( const struct renderEntity_s *ent, const viewDef_t *view, idRenderModel *cachedModel );
virtual idBounds Bounds( const struct renderEntity_s *ent ) const;
// with the addModels2 arrangement we could have light accepting and
// shadowing dynamic models, but the original game never did
virtual bool ModelHasDrawingSurfaces() const { return true; };
virtual bool ModelHasInteractingSurfaces() const { return false; };
virtual bool ModelHasShadowCastingSurfaces() const { return false; };
};
/*
===============================================================================
Beam model
===============================================================================
*/
#define MAX_TRAIL_PTS 20
struct Trail_t {
int lastUpdateTime;
int duration;
idVec3 pts[MAX_TRAIL_PTS];
int numPoints;
};
class idRenderModelTrail : public idRenderModelStatic {
idList<Trail_t, TAG_MODEL> trails;
int numActive;
idBounds trailBounds;
public:
idRenderModelTrail();
virtual dynamicModel_t IsDynamicModel() const;
virtual bool SupportsBinaryModel() { return false; }
virtual bool IsLoaded() const;
virtual idRenderModel * InstantiateDynamicModel( const struct renderEntity_s *ent, const viewDef_t *view, idRenderModel *cachedModel );
virtual idBounds Bounds( const struct renderEntity_s *ent ) const;
// with the addModels2 arrangement we could have light accepting and
// shadowing dynamic models, but the original game never did
virtual bool ModelHasDrawingSurfaces() const { return true; };
virtual bool ModelHasInteractingSurfaces() const { return false; };
virtual bool ModelHasShadowCastingSurfaces() const { return false; };
int NewTrail( idVec3 pt, int duration );
void UpdateTrail( int index, idVec3 pt );
void DrawTrail( int index, const struct renderEntity_s *ent, srfTriangles_t *tri, float globalAlpha );
};
/*
===============================================================================
Lightning model
===============================================================================
*/
class idRenderModelLightning : public idRenderModelStatic {
public:
virtual dynamicModel_t IsDynamicModel() const;
virtual bool SupportsBinaryModel() { return false; }
virtual bool IsLoaded() const;
virtual idRenderModel * InstantiateDynamicModel( const struct renderEntity_s *ent, const viewDef_t *view, idRenderModel *cachedModel );
virtual idBounds Bounds( const struct renderEntity_s *ent ) const;
// with the addModels2 arrangement we could have light accepting and
// shadowing dynamic models, but the original game never did
virtual bool ModelHasDrawingSurfaces() const { return true; };
virtual bool ModelHasInteractingSurfaces() const { return false; };
virtual bool ModelHasShadowCastingSurfaces() const { return false; };
};
/*
================================================================================
idRenderModelSprite
================================================================================
*/
class idRenderModelSprite : public idRenderModelStatic {
public:
virtual dynamicModel_t IsDynamicModel() const;
virtual bool SupportsBinaryModel() { return false; }
virtual bool IsLoaded() const;
virtual idRenderModel * InstantiateDynamicModel( const struct renderEntity_s *ent, const viewDef_t *view, idRenderModel *cachedModel );
virtual idBounds Bounds( const struct renderEntity_s *ent ) const;
// with the addModels2 arrangement we could have light accepting and
// shadowing dynamic models, but the original game never did
virtual bool ModelHasDrawingSurfaces() const { return true; };
virtual bool ModelHasInteractingSurfaces() const { return false; };
virtual bool ModelHasShadowCastingSurfaces() const { return false; };
};
#endif /* !__MODEL_LOCAL_H__ */