mirror of
https://github.com/id-Software/DOOM-3-BFG.git
synced 2024-12-11 05:01:25 +00:00
538 lines
17 KiB
C++
538 lines
17 KiB
C++
/*
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===========================================================================
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Doom 3 BFG Edition GPL Source Code
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Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company.
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This file is part of the Doom 3 BFG Edition GPL Source Code ("Doom 3 BFG Edition Source Code").
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Doom 3 BFG Edition Source Code is free software: you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation, either version 3 of the License, or
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(at your option) any later version.
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Doom 3 BFG Edition Source Code is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with Doom 3 BFG Edition Source Code. If not, see <http://www.gnu.org/licenses/>.
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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.
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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.
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===========================================================================
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*/
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#ifndef __MODEL_LOCAL_H__
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#define __MODEL_LOCAL_H__
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/*
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===============================================================================
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Static model
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===============================================================================
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*/
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class idJointMat;
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struct deformInfo_t;
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class idRenderModelStatic : public idRenderModel
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{
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public:
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// the inherited public interface
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static idRenderModel* Alloc();
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idRenderModelStatic();
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virtual ~idRenderModelStatic();
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virtual void InitFromFile( const char* fileName );
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virtual bool LoadBinaryModel( idFile* file, const ID_TIME_T sourceTimeStamp );
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virtual void WriteBinaryModel( idFile* file, ID_TIME_T* _timeStamp = NULL ) const;
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virtual bool SupportsBinaryModel()
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{
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return true;
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}
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virtual void PartialInitFromFile( const char* fileName );
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virtual void PurgeModel();
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virtual void Reset() {};
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virtual void LoadModel();
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virtual bool IsLoaded();
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virtual void SetLevelLoadReferenced( bool referenced );
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virtual bool IsLevelLoadReferenced();
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virtual void TouchData();
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virtual void InitEmpty( const char* name );
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virtual void AddSurface( modelSurface_t surface );
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virtual void FinishSurfaces();
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virtual void FreeVertexCache();
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virtual const char* Name() const;
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virtual void Print() const;
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virtual void List() const;
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virtual int Memory() const;
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virtual ID_TIME_T Timestamp() const;
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virtual int NumSurfaces() const;
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virtual int NumBaseSurfaces() const;
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virtual const modelSurface_t* Surface( int surfaceNum ) const;
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virtual srfTriangles_t* AllocSurfaceTriangles( int numVerts, int numIndexes ) const;
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virtual void FreeSurfaceTriangles( srfTriangles_t* tris ) const;
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virtual bool IsStaticWorldModel() const;
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virtual dynamicModel_t IsDynamicModel() const;
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virtual bool IsDefaultModel() const;
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virtual bool IsReloadable() const;
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virtual idRenderModel* InstantiateDynamicModel( const struct renderEntity_s* ent, const viewDef_t* view, idRenderModel* cachedModel );
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virtual int NumJoints() const;
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virtual const idMD5Joint* GetJoints() const;
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virtual jointHandle_t GetJointHandle( const char* name ) const;
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virtual const char* GetJointName( jointHandle_t handle ) const;
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virtual const idJointQuat* GetDefaultPose() const;
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virtual int NearestJoint( int surfaceNum, int a, int b, int c ) const;
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virtual idBounds Bounds( const struct renderEntity_s* ent ) const;
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virtual void ReadFromDemoFile( class idDemoFile* f );
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virtual void WriteToDemoFile( class idDemoFile* f );
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virtual float DepthHack() const;
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virtual bool ModelHasDrawingSurfaces() const
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{
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return hasDrawingSurfaces;
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};
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virtual bool ModelHasInteractingSurfaces() const
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{
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return hasInteractingSurfaces;
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};
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virtual bool ModelHasShadowCastingSurfaces() const
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{
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return hasShadowCastingSurfaces;
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};
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void MakeDefaultModel();
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bool LoadASE( const char* fileName );
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bool LoadLWO( const char* fileName );
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bool LoadMA( const char* filename );
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bool ConvertASEToModelSurfaces( const struct aseModel_s* ase );
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bool ConvertLWOToModelSurfaces( const struct st_lwObject* lwo );
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bool ConvertMAToModelSurfaces( const struct maModel_s* ma );
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struct aseModel_s* ConvertLWOToASE( const struct st_lwObject* obj, const char* fileName );
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bool DeleteSurfaceWithId( int id );
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void DeleteSurfacesWithNegativeId();
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bool FindSurfaceWithId( int id, int& surfaceNum ) const;
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public:
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idList<modelSurface_t, TAG_MODEL> surfaces;
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idBounds bounds;
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int overlaysAdded;
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// when an md5 is instantiated, the inverted joints array is stored to allow GPU skinning
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int numInvertedJoints;
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idJointMat* jointsInverted;
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vertCacheHandle_t jointsInvertedBuffer;
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protected:
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int lastModifiedFrame;
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int lastArchivedFrame;
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idStr name;
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bool isStaticWorldModel;
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bool defaulted;
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bool purged; // eventually we will have dynamic reloading
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bool fastLoad; // don't generate tangents and shadow data
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bool reloadable; // if not, reloadModels won't check timestamp
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bool levelLoadReferenced; // for determining if it needs to be freed
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bool hasDrawingSurfaces;
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bool hasInteractingSurfaces;
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bool hasShadowCastingSurfaces;
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ID_TIME_T timeStamp;
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static idCVar r_mergeModelSurfaces; // combine model surfaces with the same material
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static idCVar r_slopVertex; // merge xyz coordinates this far apart
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static idCVar r_slopTexCoord; // merge texture coordinates this far apart
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static idCVar r_slopNormal; // merge normals that dot less than this
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};
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/*
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===============================================================================
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MD5 animated model
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===============================================================================
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*/
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class idMD5Mesh
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{
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friend class idRenderModelMD5;
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public:
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idMD5Mesh();
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~idMD5Mesh();
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void ParseMesh( idLexer& parser, int numJoints, const idJointMat* joints );
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int NumVerts() const
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{
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return numVerts;
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}
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int NumTris() const
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{
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return numTris;
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}
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void UpdateSurface( const struct renderEntity_s* ent, const idJointMat* joints,
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const idJointMat* entJointsInverted, modelSurface_t* surf );
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void CalculateBounds( const idJointMat* entJoints, idBounds& bounds ) const;
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int NearestJoint( int a, int b, int c ) const;
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private:
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const idMaterial* shader; // material applied to mesh
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int numVerts; // number of vertices
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int numTris; // number of triangles
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byte* meshJoints; // the joints used by this mesh
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int numMeshJoints; // number of mesh joints
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float maxJointVertDist; // maximum distance a vertex is separated from a joint
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deformInfo_t* deformInfo; // used to create srfTriangles_t from base frames and new vertexes
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int surfaceNum; // number of the static surface created for this mesh
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};
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class idRenderModelMD5 : public idRenderModelStatic
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{
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public:
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virtual void InitFromFile( const char* fileName );
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virtual bool LoadBinaryModel( idFile* file, const ID_TIME_T sourceTimeStamp );
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virtual void WriteBinaryModel( idFile* file, ID_TIME_T* _timeStamp = NULL ) const;
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virtual dynamicModel_t IsDynamicModel() const;
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virtual idBounds Bounds( const struct renderEntity_s* ent ) const;
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virtual void Print() const;
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virtual void List() const;
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virtual void TouchData();
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virtual void PurgeModel();
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virtual void LoadModel();
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virtual int Memory() const;
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virtual idRenderModel* InstantiateDynamicModel( const struct renderEntity_s* ent, const viewDef_t* view, idRenderModel* cachedModel );
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virtual int NumJoints() const;
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virtual const idMD5Joint* GetJoints() const;
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virtual jointHandle_t GetJointHandle( const char* name ) const;
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virtual const char* GetJointName( jointHandle_t handle ) const;
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virtual const idJointQuat* GetDefaultPose() const;
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virtual int NearestJoint( int surfaceNum, int a, int b, int c ) const;
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virtual bool SupportsBinaryModel()
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{
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return true;
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}
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private:
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idList<idMD5Joint, TAG_MODEL> joints;
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idList<idJointQuat, TAG_MODEL> defaultPose;
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idList<idJointMat, TAG_MODEL> invertedDefaultPose;
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idList<idMD5Mesh, TAG_MODEL> meshes;
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void DrawJoints( const renderEntity_t* ent, const viewDef_t* view ) const;
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void ParseJoint( idLexer& parser, idMD5Joint* joint, idJointQuat* defaultPose );
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};
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/*
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===============================================================================
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MD3 animated model
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===============================================================================
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*/
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struct md3Header_s;
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struct md3Surface_s;
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class idRenderModelMD3 : public idRenderModelStatic
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{
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public:
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virtual void InitFromFile( const char* fileName );
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virtual bool SupportsBinaryModel()
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{
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return false;
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}
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virtual dynamicModel_t IsDynamicModel() const;
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virtual idRenderModel* InstantiateDynamicModel( const struct renderEntity_s* ent, const viewDef_t* view, idRenderModel* cachedModel );
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virtual idBounds Bounds( const struct renderEntity_s* ent ) const;
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private:
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int index; // model = tr.models[model->index]
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int dataSize; // just for listing purposes
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struct md3Header_s* md3; // only if type == MOD_MESH
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int numLods;
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void LerpMeshVertexes( srfTriangles_t* tri, const struct md3Surface_s* surf, const float backlerp, const int frame, const int oldframe ) const;
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};
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/*
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===============================================================================
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Liquid model
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===============================================================================
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*/
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class idRenderModelLiquid : public idRenderModelStatic
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{
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public:
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idRenderModelLiquid();
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virtual void InitFromFile( const char* fileName );
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virtual bool SupportsBinaryModel()
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{
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return false;
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}
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virtual dynamicModel_t IsDynamicModel() const;
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virtual idRenderModel* InstantiateDynamicModel( const struct renderEntity_s* ent, const viewDef_t* view, idRenderModel* cachedModel );
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virtual idBounds Bounds( const struct renderEntity_s* ent ) const;
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virtual void Reset();
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void IntersectBounds( const idBounds& bounds, float displacement );
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private:
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modelSurface_t GenerateSurface( float lerp );
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void WaterDrop( int x, int y, float* page );
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void Update();
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int verts_x;
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int verts_y;
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float scale_x;
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float scale_y;
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int time;
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int liquid_type;
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int update_tics;
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int seed;
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idRandom random;
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const idMaterial* shader;
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deformInfo_t* deformInfo; // used to create srfTriangles_t from base frames
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// and new vertexes
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float density;
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float drop_height;
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int drop_radius;
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float drop_delay;
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idList<float, TAG_MODEL> pages;
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float* page1;
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float* page2;
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idList<idDrawVert, TAG_MODEL> verts;
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int nextDropTime;
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};
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/*
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===============================================================================
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PRT model
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===============================================================================
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*/
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class idRenderModelPrt : public idRenderModelStatic
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{
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public:
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idRenderModelPrt();
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virtual void InitFromFile( const char* fileName );
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virtual bool SupportsBinaryModel()
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{
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return false;
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}
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virtual void TouchData();
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virtual dynamicModel_t IsDynamicModel() const;
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virtual idRenderModel* InstantiateDynamicModel( const struct renderEntity_s* ent, const viewDef_t* view, idRenderModel* cachedModel );
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virtual idBounds Bounds( const struct renderEntity_s* ent ) const;
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virtual float DepthHack() const;
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virtual int Memory() const;
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// with the addModels2 arrangement we could have light accepting and
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// shadowing dynamic models, but the original game never did
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virtual bool ModelHasDrawingSurfaces() const
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{
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return true;
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};
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virtual bool ModelHasInteractingSurfaces() const
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{
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return false;
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};
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virtual bool ModelHasShadowCastingSurfaces() const
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{
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return false;
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};
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private:
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const idDeclParticle* particleSystem;
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};
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/*
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===============================================================================
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Beam model
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===============================================================================
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*/
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class idRenderModelBeam : public idRenderModelStatic
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{
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public:
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virtual dynamicModel_t IsDynamicModel() const;
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virtual bool SupportsBinaryModel()
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{
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return false;
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}
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virtual bool IsLoaded() const;
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virtual idRenderModel* InstantiateDynamicModel( const struct renderEntity_s* ent, const viewDef_t* view, idRenderModel* cachedModel );
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virtual idBounds Bounds( const struct renderEntity_s* ent ) const;
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// with the addModels2 arrangement we could have light accepting and
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// shadowing dynamic models, but the original game never did
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virtual bool ModelHasDrawingSurfaces() const
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{
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return true;
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};
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virtual bool ModelHasInteractingSurfaces() const
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{
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return false;
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};
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virtual bool ModelHasShadowCastingSurfaces() const
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{
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return false;
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};
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};
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/*
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===============================================================================
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Beam model
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===============================================================================
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*/
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#define MAX_TRAIL_PTS 20
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struct Trail_t
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{
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int lastUpdateTime;
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int duration;
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idVec3 pts[MAX_TRAIL_PTS];
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int numPoints;
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};
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class idRenderModelTrail : public idRenderModelStatic
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{
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idList<Trail_t, TAG_MODEL> trails;
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int numActive;
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idBounds trailBounds;
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public:
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idRenderModelTrail();
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virtual dynamicModel_t IsDynamicModel() const;
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virtual bool SupportsBinaryModel()
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{
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return false;
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}
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virtual bool IsLoaded() const;
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virtual idRenderModel* InstantiateDynamicModel( const struct renderEntity_s* ent, const viewDef_t* view, idRenderModel* cachedModel );
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virtual idBounds Bounds( const struct renderEntity_s* ent ) const;
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// with the addModels2 arrangement we could have light accepting and
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// shadowing dynamic models, but the original game never did
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virtual bool ModelHasDrawingSurfaces() const
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{
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return true;
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};
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virtual bool ModelHasInteractingSurfaces() const
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{
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return false;
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};
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virtual bool ModelHasShadowCastingSurfaces() const
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{
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return false;
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};
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int NewTrail( idVec3 pt, int duration );
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void UpdateTrail( int index, idVec3 pt );
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void DrawTrail( int index, const struct renderEntity_s* ent, srfTriangles_t* tri, float globalAlpha );
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};
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/*
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===============================================================================
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Lightning model
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===============================================================================
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*/
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class idRenderModelLightning : public idRenderModelStatic
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{
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public:
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virtual dynamicModel_t IsDynamicModel() const;
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virtual bool SupportsBinaryModel()
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{
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return false;
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}
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virtual bool IsLoaded() const;
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virtual idRenderModel* InstantiateDynamicModel( const struct renderEntity_s* ent, const viewDef_t* view, idRenderModel* cachedModel );
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virtual idBounds Bounds( const struct renderEntity_s* ent ) const;
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// with the addModels2 arrangement we could have light accepting and
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// shadowing dynamic models, but the original game never did
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virtual bool ModelHasDrawingSurfaces() const
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{
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return true;
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};
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virtual bool ModelHasInteractingSurfaces() const
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{
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return false;
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};
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virtual bool ModelHasShadowCastingSurfaces() const
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{
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return false;
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};
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};
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/*
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================================================================================
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idRenderModelSprite
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================================================================================
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*/
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class idRenderModelSprite : public idRenderModelStatic
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{
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public:
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virtual dynamicModel_t IsDynamicModel() const;
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virtual bool SupportsBinaryModel()
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{
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return false;
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}
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virtual bool IsLoaded() const;
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virtual idRenderModel* InstantiateDynamicModel( const struct renderEntity_s* ent, const viewDef_t* view, idRenderModel* cachedModel );
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virtual idBounds Bounds( const struct renderEntity_s* ent ) const;
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// with the addModels2 arrangement we could have light accepting and
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// shadowing dynamic models, but the original game never did
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virtual bool ModelHasDrawingSurfaces() const
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{
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return true;
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};
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virtual bool ModelHasInteractingSurfaces() const
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{
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return false;
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};
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virtual bool ModelHasShadowCastingSurfaces() const
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{
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return false;
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};
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};
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#endif /* !__MODEL_LOCAL_H__ */
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