dquakeplus/source/psp/video_hardware_model.h

799 lines
17 KiB
C

/*
Copyright (C) 1996-1997 Id Software, Inc.
Copyright (C) 2007 Peter Mackay and Chris Swindle.
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 __MODEL__
#define __MODEL__
#include "../modelgen.h"
#include "../spritegn.h"
#ifdef PSP_VFPU
#include <pspmath.h>
#endif
/*
d*_t structures are on-disk representations
m*_t structures are in-memory
*/
// entity effects
#define EF_BLUELIGHT 1
#define EF_MUZZLEFLASH 2
#define EF_BRIGHTLIGHT 4
#define EF_REDLIGHT 8
#define EF_ORANGELIGHT 16
#define EF_GREENLIGHT 32
#define EF_PINKLIGHT 64 // formerly EF_LIGHT
#define EF_NODRAW 128
#define EF_LIMELIGHT 256 // formerly EF_BRIGHTFIELD
#define EF_FULLBRIGHT 512
#define EF_CYANLIGHT 1024 // formerly EF_DARKLIGHT
#define EF_YELLOWLIGHT 2048 // formerly EF_DARKFIELD
#define EF_PURPLELIGHT 4096
#define EF_RAYRED 8196 // red trail for porter x2
#define EF_RAYGREEN 16384 // green trail for ray gun
/*
==============================================================================
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;
typedef struct texture_s
{
char name[16];
unsigned width, height;
int gl_texturenum;
int dt_texturenum;
#ifdef FULLBRIGHT
int fullbright;
#endif
struct msurface_s *texturechain; // for gl_texsort drawing
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
unsigned offsets[MIPLEVELS]; // four mip maps stored
} texture_t;
#define SURF_PLANEBACK 2
#define SURF_DRAWSKY 4
#define SURF_DRAWSPRITE 8
#define SURF_DRAWTURB 0x10 // 16
#define SURF_DRAWTILED 0x20 // 32
#define SURF_DRAWBACKGROUND 0x40 // 64
#define SURF_UNDERWATER 0x80 // 128
#define TEXFLAG_NODRAW 256
#define TEXFLAG_REFLECT 512
#define TEXFLAG_NORMAL 1024
// !!! if this is changed, it must be changed in asm_draw.h too !!!
typedef struct
{
unsigned short v[2];
unsigned int cachededgeoffset;
} medge_t;
typedef struct
{
float vecs[2][4];
float mipadjust;
texture_t *texture;
int flags;
} mtexinfo_t;
//typedef vec_t vec2_t[2];
typedef struct glvert_s
{
vec2_t st;
vec3_t xyz;
} glvert_t;
typedef struct glpoly_s
{
struct glpoly_s *next;
struct glpoly_s *chain;
int numverts;
int flags; // for SURF_UNDERWATER
struct glpoly_s *detail_chain; // next detail poly in chain
struct glpoly_s *caustics_chain; // next caustic poly in chain
vec3_t midpoint;//MHQuake
float fxofs; //MHQuake
// This is a variable sized array, and hence must be the last element in
// this structure.
//
// The array is (numverts * 2) in size. The first half are regular
// vertices, and the second half have copies of the first half's XYZs but
// keep the light map texture coordinates. This makes the vertices easier
// to render on the PSP.
// naievil -- changed from verts[1] to verts[2] in order to not have possible out of bounds error during compilation
// and create some sort of condition that causes the verts to not be assigned!
glvert_t verts[2];
} glpoly_t;
typedef struct msurface_s
{
int visframe; // should be drawn when node is crossed
mplane_t *plane;
int flags;
int firstedge; // look up in model->surfedges[], negative numbers
int numedges; // are backwards edges
short texturemins[2];
short extents[2];
int light_s, light_t; // gl lightmap coordinates
glpoly_t *polys; // multiple if warped
struct msurface_s *texturechain;
mtexinfo_t *texinfo;
int draw_this_frame;
// lighting info
int dlightframe;
int dlightbits;
int lightmaptexturenum;
byte styles[MAXLIGHTMAPS];
int cached_light[MAXLIGHTMAPS]; // values currently used in lightmap
qboolean cached_dlight; // true if dynamic light in cache
byte *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
struct mnode_s *parent;
// node specific
mplane_t *plane;
struct mnode_s *children[2];
unsigned short firstsurface;
unsigned short 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;
// !!! if this is changed, it must be changed in asm_i386.h too !!!
typedef struct
{
dclipnode_t *clipnodes;
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;
int height;
float up, down, left, right;
int gl_texturenum;
} 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? no! and it!
void *cachespot; // remove? no! and it!
mspriteframedesc_t frames[1];
} msprite_t;
/*
==============================================================================
ALIAS MODELS
Alias models are position independent, so the cache manager can move them.
==============================================================================
*/
typedef struct
{
int firstpose;
int numposes;
float interval;
trivertx_t bboxmin;
trivertx_t bboxmax;
int frame;
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;
typedef struct mh2triangle_s
{
int facesfront;
unsigned short vertindex[3];
unsigned short stindex[3];
} mh2triangle_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;
int numposes;
int poseverts;
int posedata; // numposes*poseverts trivert_t
int commands; // gl command list with embedded s/t
int gl_texturenum[MAX_SKINS][4];
int texels[MAX_SKINS]; // only for player skins
maliasframedesc_t frames[1]; // variable sized
} aliashdr_t;
// MOTO - ADQuake has MAXALIASVERTS set to 5120.. why?
#define MAXALIASVERTS 2048
#define MAXALIASFRAMES 256
#define MAXALIASTRIS 2048
extern aliashdr_t *pheader;
extern stvert_t stverts[MAXALIASVERTS];
extern mtriangle_t triangles[MAXALIASTRIS];
extern mh2triangle_t h2triangles[MAXALIASTRIS];
extern trivertx_t *poseverts[MAXALIASFRAMES];
//===================================================================
//
// Whole model
//
typedef enum
{
mod_brush,
mod_sprite,
mod_alias,
mod_halflife,
mod_md3
}
modtype_t;
#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 EF_Q3TRANS 256 // Q3 model containing transparent surface(s)
/*
========================================================================
.MD2 triangle model file format
========================================================================
*/
// LordHavoc: grabbed this from the Q2 utility source,
// renamed a things to avoid conflicts
#define MD2IDALIASHEADER (('2'<<24)+('P'<<16)+('D'<<8)+'I')
#define MD2ALIAS_VERSION 8
#define MD2MAX_TRIANGLES 4096
#define MD2MAX_VERTS 2048
#define MD2MAX_FRAMES 512
#define MD2MAX_SKINS 32
#define MD2MAX_SKINNAME 64
// sanity checking size
#define MD2MAX_SIZE (1024*4200)
typedef struct
{
short s;
short t;
} md2stvert_t;
typedef struct
{
short index_xyz[3];
short index_st[3];
} md2triangle_t;
typedef struct
{
byte v[3]; // scaled byte to fit in frame mins/maxs
byte lightnormalindex;
} md2trivertx_t;
#define MD2TRIVERTX_V0 0
#define MD2TRIVERTX_V1 1
#define MD2TRIVERTX_V2 2
#define MD2TRIVERTX_LNI 3
#define MD2TRIVERTX_SIZE 4
typedef struct
{
float scale[3]; // multiply byte verts by this
float translate[3]; // then add this
char name[16]; // frame name from grabbing
md2trivertx_t verts[1]; // variable sized
} md2frame_t;
// the glcmd format:
// a positive integer starts a tristrip command, followed by that many
// vertex structures.
// a negative integer starts a trifan command, followed by -x vertexes
// a zero indicates the end of the command list.
// a vertex consists of a floating point s, a floating point t,
// and an integer vertex index.
typedef struct
{
int ident;
int version;
int skinwidth;
int skinheight;
int framesize; // byte size of each frame
int num_skins;
int num_xyz;
int num_st; // greater than num_xyz for seams
int num_tris;
int num_glcmds; // dwords in strip/fan command list
int num_frames;
int ofs_skins; // each skin is a MAX_SKINNAME string
int ofs_st; // byte offset from start for stverts
int ofs_tris; // offset for dtriangles
int ofs_frames; // offset for first frame
int ofs_glcmds;
int ofs_end; // end of file
int gl_texturenum[MAX_SKINS];
} md2_t;
#define ALIASTYPE_MDL 1
#define ALIASTYPE_MD2 2
//==============================================================================
//===================================Q3 Models==================================
//==============================================================================
#define MD3IDHEADER (('3'<<24)+('P'<<16)+('D'<<8)+'I')
#define MD3_VERSION 15
typedef struct
{
int ident;
int version;
char name[MAX_QPATH];
int flags;
int numframes;
int numtags;
int numsurfs;
int numskins;
int ofsframes;
int ofstags;
int ofssurfs;
int ofsend;
} md3header_t;
typedef struct
{
vec3_t mins, maxs;
vec3_t pos;
float radius;
char name[16];
} md3frame_t;
typedef struct
{
char name[MAX_QPATH];
vec3_t pos;
vec3_t rot[3];
} md3tag_t;
typedef struct
{
int ident;
char name[MAX_QPATH];
int flags;
int numframes;
int numshaders;
int numverts;
int numtris;
int ofstris;
int ofsshaders;
int ofstc;
int ofsverts;
int ofsend;
} md3surface_t;
typedef struct
{
char name[MAX_QPATH];
int index;
} md3shader_t;
typedef struct
{
char name[MAX_QPATH];
int index;
int gl_texnum, fb_texnum;
} md3shader_mem_t;
typedef struct
{
int indexes[3];
} md3triangle_t;
typedef struct
{
float s, t;
} md3tc_t;
typedef struct
{
short vec[3];
unsigned short normal;
} md3vert_t;
typedef struct
{
vec3_t vec;
vec3_t normal;
byte anorm_pitch, anorm_yaw;
unsigned short oldnormal; // needed for normal lighting
} md3vert_mem_t;
#define MD3_XYZ_SCALE (1.0 / 64)
#define MAXMD3FRAMES 1024
#define MAXMD3TAGS 16
#define MAXMD3SURFS 32
#define MAXMD3SHADERS 256
#define MAXMD3VERTS 4096
#define MAXMD3TRIS 8192
typedef struct animdata_s
{
int offset;
int num_frames;
int loop_frames;
float interval;
} animdata_t;
typedef enum animtype_s
{
both_death1, both_death2, both_death3, both_dead1, both_dead2, both_dead3,
torso_attack, torso_attack2, torso_stand, torso_stand2,
legs_walk,legs_run, legs_idle,
NUM_ANIMTYPES
} animtype_t;
extern animdata_t anims[NUM_ANIMTYPES];
//==============================================================================
// some models are special
typedef enum
{
MOD_NORMAL,
MOD_PLAYER,
MOD_EYES,
MOD_FLAME,
MOD_THUNDERBOLT,
MOD_WEAPON,
MOD_LAVABALL,
MOD_SPIKE,
MOD_SHAMBLER,
MOD_SPR,
MOD_SPR32,
// MOD_GKEY,
// MOD_SKEY,
} modhint_t;
typedef struct model_s
{
char name[MAX_QPATH];
qboolean needload; // bmodels and sprites don't cache normally
modhint_t modhint;
modtype_t type;
int aliastype; // LordHavoc: Q2 model support
int numframes;
synctype_t synctype;
int flags;
//
// volume occupied by the model graphics
//
vec3_t mins, maxs;
float radius;
//
// solid volume for clipping
//
qboolean clipbox;
vec3_t clipmins, clipmaxs;
//
// brush model
//
int firstmodelsurface, nummodelsurfaces;
int numsubmodels;
dmodel_t *submodels;
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;
dclipnode_t *clipnodes;
int nummarksurfaces;
msurface_t **marksurfaces;
hull_t hulls[MAX_MAP_HULLS];
int numtextures;
texture_t **textures;
byte *visdata;
byte *lightdata;
char *entities;
int bspversion;
qboolean isworldmodel;
//
// additional model data
//
cache_user_t cache; // only access through Mod_Extradata
} model_t;
/*
==============================================================================
.BSP Q2 file format
==============================================================================
*/
#define kIDBSPHEADER (('P'<<24)+('S'<<16)+('B'<<8)+'I')
// little-endian "IBSP"
#define Q2_BSPVERSION 38
// upper design bounds
// leaffaces, leafbrushes, planes, and verts are still bounded by
// 16 bit short limits
#define Q2_MAX_MAP_MODELS 1024
#define Q2_MAX_MAP_BRUSHES 8192
#define Q2_MAX_MAP_ENTITIES 2048
#define Q2_MAX_MAP_ENTSTRING 0x40000
#define Q2_MAX_MAP_TEXINFO 8192
#define Q2_MAX_MAP_AREAS 256
#define Q2_MAX_MAP_AREAPORTALS 1024
#define Q2_MAX_MAP_PLANES 65536
#define Q2_MAX_MAP_NODES 65536
#define Q2_MAX_MAP_BRUSHSIDES 65536
#define Q2_MAX_MAP_LEAFS 65536
#define Q2_MAX_MAP_VERTS 65536
#define Q2_MAX_MAP_FACES 65536
#define Q2_MAX_MAP_LEAFFACES 65536
#define Q2_MAX_MAP_LEAFBRUSHES 65536
#define Q2_MAX_MAP_PORTALS 65536
#define Q2_MAX_MAP_EDGES 128000
#define Q2_MAX_MAP_SURFEDGES 256000
#define Q2_MAX_MAP_LIGHTING 0x200000
#define Q2_MAX_MAP_VISIBILITY 0x100000
// key / value pair sizes
#define Q2_MAX_KEY 32
#define Q2_MAX_VALUE 1024
#define Q2_LUMP_ENTITIES 0
#define Q2_LUMP_PLANES 1
#define Q2_LUMP_VERTEXES 2
#define Q2_LUMP_VISIBILITY 3
#define Q2_LUMP_NODES 4
#define Q2_LUMP_TEXINFO 5
#define Q2_LUMP_FACES 6
#define Q2_LUMP_LIGHTING 7
#define Q2_LUMP_LEAFS 8
#define Q2_LUMP_LEAFFACES 9
#define Q2_LUMP_LEAFBRUSHES 10
#define Q2_LUMP_EDGES 11
#define Q2_LUMP_SURFEDGES 12
#define Q2_LUMP_MODELS 13
#define Q2_LUMP_BRUSHES 14
#define Q2_LUMP_BRUSHSIDES 15
#define Q2_LUMP_POP 16
#define Q2_LUMP_AREAS 17
#define Q2_LUMP_AREAPORTALS 18
#define Q2_HEADER_LUMPS 19
//=============================================================================
//============================================================================
void Mod_Init (void);
void Mod_ClearAll (void);
model_t *Mod_ForName (char *name, qboolean crash);
void *Mod_Extradata (model_t *mod); // handles caching
void Mod_TouchModel (char *name);
mleaf_t *Mod_PointInLeaf (float *p, model_t *model);
byte *Mod_LeafPVS (mleaf_t *leaf, model_t *model);
void CL_AddDecal (vec3_t n, vec3_t pt, int type);
#endif // __MODEL__