/* Copyright (C) 1996-1997 Id Software, Inc. 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 "../client/modelgen.h" #include "../client/spritegn.h" struct hull_s; struct trace_s; struct wedict_s; struct model_s; struct world_s; struct dlight_s; typedef struct builddata_s builddata_t; typedef struct bspx_header_s bspx_header_t; typedef enum { SHADER_SORT_NONE, SHADER_SORT_RIPPLE, SHADER_SORT_DEFERREDLIGHT, SHADER_SORT_PORTAL, SHADER_SORT_SKY, SHADER_SORT_OPAQUE, //fixme: occlusion tests SHADER_SORT_DECAL, SHADER_SORT_SEETHROUGH, //then rtlights are drawn SHADER_SORT_UNLITDECAL, SHADER_SORT_BANNER, SHADER_SORT_UNDERWATER, SHADER_SORT_BLEND, SHADER_SORT_ADDITIVE, SHADER_SORT_NEAREST, SHADER_SORT_COUNT } shadersort_t; #ifdef FTE_TARGET_WEB #define MAX_BONES 256 #elif defined(IQMTOOL) #define MAX_BONES 8192 #else #define MAX_BONES 256 //Note: there's lots of bone data allocated on the stack, so don't bump recklessly. #endif #if MAX_BONES>65536 #define GL_BONE_INDEX_TYPE GL_UNSIGNED_INT typedef unsigned int boneidx_t; #elif MAX_BONES>256 #define GL_BONE_INDEX_TYPE GL_UNSIGNED_SHORT typedef unsigned short boneidx_t; #else #define GL_BONE_INDEX_TYPE GL_UNSIGNED_BYTE typedef unsigned char boneidx_t; #endif typedef boneidx_t bone_vec4_t[4]; struct doll_s; void rag_uninstanciateall(void); void rag_flushdolls(qboolean force); void rag_freedoll(struct doll_s *doll); struct doll_s *rag_createdollfromstring(struct model_s *mod, const char *fname, int numbones, const char *file); struct world_s; void rag_doallanimations(struct world_s *world); void rag_removedeltaent(lerpents_t *le); void rag_updatedeltaent(struct world_s *w, entity_t *ent, lerpents_t *le); void rag_lerpdeltaent(lerpents_t *le, unsigned int bonecount, short *newstate, float frac, short *oldstate); void skel_reset(struct world_s *world); typedef struct mesh_s { int numvertexes; int numindexes; /*position within its vbo*/ unsigned int vbofirstvert; unsigned int vbofirstelement; /* FIXME: move most of this stuff out into a vbo struct */ float xyz_blendw[2]; /*arrays used for rendering*/ vecV_t *xyz_array; vecV_t *xyz2_array; vec3_t *normals_array; /*required for lighting*/ vec3_t *snormals_array;/*required for rtlighting*/ vec3_t *tnormals_array;/*required for rtlighting*/ vec2_t *st_array; /*texture coords*/ vec2_t *lmst_array[MAXRLIGHTMAPS]; /*second texturecoord set (merely dubbed lightmap, one for each potential lightstyle)*/ avec4_t *colors4f_array[MAXRLIGHTMAPS];/*floating point colours array*/ byte_vec4_t *colors4b_array;/*byte colours array*/ index_t *indexes; //required for shadow volumes int *trneighbors; vec3_t *trnormals; qboolean istrifan; /*if its a fan/poly/single quad (permits optimisations)*/ const float *bones; int numbones; bone_vec4_t *bonenums; vec4_t *boneweights; } mesh_t; /* batches are generated for each shader/ent as required. once a batch is known to the backend for that frame, its shader, vbo, ent, lightmap, textures may not be changed until the frame has finished rendering. This is to potentially permit caching. */ typedef struct batch_s { mesh_t **mesh; /*list must be long enough for all surfaces that will form part of this batch times two, for mirrors/portals*/ struct batch_s *next; unsigned int meshes; unsigned int firstmesh; shader_t *shader; struct vbo_s *vbo; entity_t *ent; /*used for shader properties*/ struct mfog_s *fog; image_t *envmap; short lightmap[MAXRLIGHTMAPS]; /*used for shader lightmap textures*/ lightstyleindex_t lmlightstyle[MAXRLIGHTMAPS]; unsigned char vtlightstyle[MAXRLIGHTMAPS]; unsigned int maxmeshes; /*not used by backend*/ unsigned int flags; /*backend flags (force transparency etc)*/ struct texture_s *texture; /*is this used by the backend?*/ struct texnums_s *skin; void (*buildmeshes)(struct batch_s *b); #if R_MAX_RECURSE > 2 unsigned int recursefirst[R_MAX_RECURSE-2]; //fixme: should thih, firstmesh, and meshes be made ushorts? #endif /*caller-use, not interpreted by backend*/ union { struct { unsigned int ebobatch; //temporal scene cache stuff, basically just a simple index so we don't have to deal with shader sort values when generating new index lists. unsigned int shadowbatch; //a unique index to accelerate shadowmesh generation (dlights, yay!) // } bmodel; // struct // { vec4_t plane; /*used only at load (for portal surfaces, so multiple planes are not part of the same batch)*/ } bmodel; //bmodel surfaces. struct { unsigned int lightidx; unsigned int lightmode; } dlight; //deferred light batches struct { unsigned short surfrefs[sizeof(mesh_t)/sizeof(unsigned short)]; //for hlmdl batching... } alias; struct { unsigned int surface; } poly; /* struct { unsigned int first; unsigned int count; } surf;*/ struct { unsigned int ebobatch; //temporal scene cache stuff, basically just a simple index so we don't have to deal with shader sort values when generating new index lists. mesh_t meshbuf; mesh_t *meshptr; }; } user; } batch_t; /* d*_t structures are on-disk representations m*_t structures are in-memory */ // entity effects #define EF_BRIGHTFIELD (1<<0) #define EF_MUZZLEFLASH (1<<1) #define EF_BRIGHTLIGHT (1<<2) #define EF_DIMLIGHT (1<<3) #define QWEF_FLAG1 (1<<4) //only applies to qw player entities #define NQEF_NODRAW (1<<4) //so packet entities are free to get this instead #define REEF_QUADLIGHT (1<<4) #define QWEF_FLAG2 (1<<5) //only applies to qw player entities #define NQEF_ADDITIVE (1<<5) //so packet entities are free to get this instead #define REEF_PENTLIGHT (1<<5) #define EF_BLUE (1<<6) #define REEF_CANDLELIGHT (1<<6) #define EF_RED (1<<7) #define H2EF_NODRAW (1<<7) //this is going to get complicated... emulated server side. #define DPEF_NOGUNBOB (1<<8) //viewmodel attachment does not bob. only applies to viewmodelforclient/RF_WEAPONMODEL #define EF_FULLBRIGHT (1<<9) //abslight=1 #define DPEF_FLAME (1<<10) //'onfire' #define DPEF_STARDUST (1<<11) //'showering sparks' #define EF_NOSHADOW (1<<12) //doesn't cast a shadow #define EF_NODEPTHTEST (1<<13) //shows through walls. #define DPEF_SELECTABLE_ (1<<14) //highlights when prydoncursored #define DPEF_DOUBLESIDED_ (1<<15) //disables culling #define DPEF_NOSELFSHADOW_ (1<<16) //doesn't cast shadows on any noselfshadow entities. #define DPEF_DYNAMICMODELLIGHT_ (1<<17) //forces dynamic lights... I have no idea what this is actually needed for. #define EF_GREEN (1<<18) #define EF_UNUSED19 (1<<19) #define EF_RESTARTANIM_BIT (1<<20) //restarts the anim when toggled between states #define EF_TELEPORT_BIT (1<<21) //disable lerping when toggled between states #define DPEF_LOWPRECISION (1<<22) //part of the protocol/server, not the client itself. #define EF_NOMODELFLAGS (1<<23) #define EF_MF_ROCKET (1<<24) #define EF_MF_GRENADE (1<<25) #define EF_MF_GIB (1<<26) #define EF_MF_ROTATE (1<<27) #define EF_MF_TRACER (1<<28) #define EF_MF_ZOMGIB (1u<<29) #define EF_MF_TRACER2 (1u<<30) #define EF_MF_TRACER3 (1u<<31) #define EF_HASPARTICLETRAIL (0xff800000 | EF_BRIGHTFIELD|DPEF_FLAME|DPEF_STARDUST) /* ============================================================================== BRUSH MODELS ============================================================================== */ struct mnode_s; typedef struct { qbyte *buffer; //reallocated if needed. size_t buffersize; } pvsbuffer_t; typedef enum { PVM_FAST, PVM_MERGE, //merge the pvs bits into the provided buffer PVM_REPLACE,//return value is guarenteed to be the provided buffer. } pvsmerge_t; typedef struct { //model is being purged from memory. void (*PurgeModel) (struct model_s *mod); unsigned int (*PointContents) (struct model_s *model, const vec3_t axis[3], const vec3_t p); // unsigned int (*BoxContents) (struct model_s *model, int hulloverride, const framestate_t *framestate, const vec3_t axis[3], const vec3_t p, const vec3_t mins, const vec3_t maxs); //deals with whatever is native for the bsp (gamecode is expected to distinguish this). qboolean (*NativeTrace) (struct model_s *model, int hulloverride, const framestate_t *framestate, const vec3_t axis[3], const vec3_t p1, const vec3_t p2, const vec3_t mins, const vec3_t maxs, qboolean capsule, unsigned int against, struct trace_s *trace); unsigned int (*NativeContents)(struct model_s *model, int hulloverride, const framestate_t *framestate, const vec3_t axis[3], const vec3_t p, const vec3_t mins, const vec3_t maxs); unsigned int (*FatPVS) (struct model_s *model, const vec3_t org, pvsbuffer_t *pvsbuffer, qboolean merge); qboolean (*EdictInFatPVS) (struct model_s *model, const struct pvscache_s *edict, const qbyte *pvs, const int *areas); //areas[0] is the count of accepted areas, if valid. void (*FindTouchedLeafs) (struct model_s *model, struct pvscache_s *ent, const vec3_t cullmins, const vec3_t cullmaxs); //edict system as opposed to q2 game dll system. void (*LightPointValues) (struct model_s *model, const vec3_t point, vec3_t res_diffuse, vec3_t res_ambient, vec3_t res_dir); void (*StainNode) (struct mnode_s *node, float *parms); void (*MarkLights) (struct dlight_s *light, dlightbitmask_t bit, struct mnode_s *node); int (*ClusterForPoint) (struct model_s *model, const vec3_t point, int *areaout); //pvs index (leaf-1 for q1bsp). may be negative (ie: no pvs). qbyte *(*ClusterPVS) (struct model_s *model, int cluster, pvsbuffer_t *pvsbuffer, pvsmerge_t merge); qbyte *(*ClustersInSphere) (struct model_s *model, const vec3_t point, float radius, pvsbuffer_t *pvsbuffer, const qbyte *fte_restrict unionwith); } modelfuncs_t; // // 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 typedef struct vbo_s { unsigned int numvisible; struct msurface_s **vislist; unsigned int indexcount; unsigned int vertcount; unsigned int meshcount; struct msurface_s **meshlist; vboarray_t indicies; void *vertdata; /*internal use*/ int vao; unsigned int vaodynamic; /*mask of the attributes that are dynamic*/ unsigned int vaoenabled; /*mask of the attributes *currently* enabled. renderer may change this */ vboarray_t coord; vboarray_t coord2; vboarray_t texcoord; vboarray_t lmcoord[MAXRLIGHTMAPS]; vboarray_t normals; vboarray_t svector; vboarray_t tvector; qboolean colours_bytes; vboarray_t colours[MAXRLIGHTMAPS]; vboarray_t bonenums; vboarray_t boneweights; void *vbomem; void *ebomem; unsigned int vbobones; const float *bones; unsigned int numbones; struct vbo_s *next; } vbo_t; void GL_SelectVBO(int vbo); void GL_SelectEBO(int vbo); void GL_DeselectVAO(void); typedef struct texture_s { char name[64]; unsigned vwidth, vheight; //used for lightmap coord generation struct shader_s *shader; char *partname; //parsed from the worldspawn entity unsigned int anim_total; // total tenths in sequence ( 0 = no) unsigned 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 uploadfmt_t srcfmt; unsigned int srcwidth, srcheight; //actual size (updated miptex format) qbyte *srcdata; //the different mipmap levels. qbyte *palette; //host_basepal or halflife per-texture palette (or null) } texture_t; /* typedef struct { float coord[3]; float texcoord[2]; float lmcoord[2]; float normals[3]; float svector[3]; float tvector[3]; } vbovertex_t; */ #define SURF_DRAWSKYBOX 0x00001 #define SURF_PLANEBACK 0x00002 #define SURF_DRAWSKY 0x00004 #define SURF_DRAWSPRITE 0x00008 #define SURF_DRAWTURB 0x00010 //water warp effect #define SURF_DRAWTILED 0x00020 //no need for a sw surface cache... (read: no lightmap) #define SURF_DRAWBACKGROUND 0x00040 #define SURF_UNDERWATER 0x00080 #define SURF_DONTWARP 0x00100 //#define SURF_BULLETEN 0x00200 #define SURF_NOFLAT 0x08000 #define SURF_DRAWALPHA 0x10000 #define SURF_NODRAW 0x20000 //set on non-vertical halflife water submodel surfaces // !!! if this is changed, it must be changed in asm_draw.h too !!! typedef struct { unsigned int v[2]; } medge_t; typedef struct mtexinfo_s { float vecs[2][4]; float vecscale[2]; texture_t *texture; int flags; //it's a q2 thing. int numframes; struct mtexinfo_s *next; } mtexinfo_t; #define SPECULAR #ifdef SPECULAR #define VERTEXSIZE 10 #else #define VERTEXSIZE 7 #endif typedef struct mfog_s { char shadername[MAX_QPATH]; struct shader_s *shader; mplane_t *visibleplane; int numplanes; mplane_t **planes; } mfog_t; typedef struct { vec3_t origin; int cubesize; //pixels } denvmap_t; typedef struct { vec3_t origin; int cubesize; //pixels texid_t image; } menvmap_t; #define LMSHIFT_DEFAULT 4 typedef struct msurface_s { mplane_t *plane; int flags; int firstedge; // look up in model->surfedges[], negative numbers unsigned short numedges; // are backwards edges unsigned short lmshift; //texels>>lmshift = lightmap samples. int texturemins[2]; short extents[2]; unsigned short light_s[MAXRLIGHTMAPS], light_t[MAXRLIGHTMAPS]; // gl lightmap coordinates image_t *envmap; mfog_t *fog; mesh_t *mesh; batch_t *sbatch; mtexinfo_t *texinfo; int visframe; // should be drawn when node is crossed #ifdef RTLIGHTS int shadowframe; #endif // int clipcount; // legacy lighting info dlightbitmask_t dlightbits; int dlightframe; qboolean cached_dlight; // true if dynamic light in cache //static lighting int lightmaptexturenums[MAXRLIGHTMAPS]; //rbsp+fbsp formats have multiple lightmaps lightstyleindex_t styles[MAXCPULIGHTMAPS]; qbyte vlstyles[MAXRLIGHTMAPS]; int cached_light[MAXCPULIGHTMAPS]; // values currently used in lightmap int cached_colour[MAXCPULIGHTMAPS]; // values currently used in lightmap #ifndef NOSTAINS qboolean stained; #endif qbyte *samples; // [numstyles*surfsize] } msurface_t; /*typedef struct mbrush_s { struct mbrush_s *next; unsigned int contents; int numplanes; struct mbrushplane_s { vec3_t normal; float dist; } planes[1]; } mbrush_t;*/ typedef struct mnode_s { // common with leaf int contents; // 0, to differentiate from leafs int visframe; // node needs to be traversed if current int shadowframe; float minmaxs[6]; // for bounding box culling struct mnode_s *parent; // struct mbrush_s *brushes; // node specific mplane_t *plane; struct mnode_s *children[2]; #if defined(Q2BSPS) || defined(Q3BSPS) || defined(MAP_PROC) int childnum[2]; #endif 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 int shadowframe; float minmaxs[6]; // for bounding box culling struct mnode_s *parent; // leaf specific qbyte *compressed_vis; msurface_t **firstmarksurface; int nummarksurfaces; qbyte ambient_sound_level[NUM_AMBIENTS]; #if defined(Q2BSPS) || defined(Q3BSPS) int cluster; int area; unsigned int firstleafbrush; unsigned int numleafbrushes; #endif #ifdef Q3BSPS unsigned int firstleafcmesh; unsigned int numleafcmeshes; unsigned int firstleafpatch; unsigned int numleafpatches; #endif } mleaf_t; typedef struct { float mins[3], maxs[3]; float origin[3]; unsigned int headnode[MAX_MAP_HULLSM]; unsigned int visleafs; // not including the solid leaf 0 unsigned int firstface, numfaces; qboolean hullavailable[MAX_MAP_HULLSM]; struct q2cbrush_s *brushes; unsigned int numbrushes; } mmodel_t; // !!! if this is changed, it must be changed in asm_i386.h too !!! typedef struct hull_s { mclipnode_t *clipnodes; mplane_t *planes; int firstclipnode; int lastclipnode; vec3_t clip_mins; vec3_t clip_maxs; int available; } hull_t; void Q1BSP_CheckHullNodes(hull_t *hull); void Q1BSP_SetModelFuncs(struct model_s *mod); void Q1BSP_LoadBrushes(struct model_s *model, bspx_header_t *bspx, void *mod_base); void Q1BSP_Init(void); void BSPX_LoadEnvmaps(struct model_s *mod, bspx_header_t *bspx, void *mod_base); void *BSPX_FindLump(bspx_header_t *bspxheader, void *mod_base, char *lumpname, int *lumpsize); bspx_header_t *BSPX_Setup(struct model_s *mod, char *filebase, size_t filelen, lump_t *lumps, size_t numlumps); typedef struct fragmentdecal_s fragmentdecal_t; void Fragment_ClipPoly(fragmentdecal_t *dec, int numverts, float *inverts, shader_t *surfshader); size_t Fragment_ClipPlaneToBrush(vecV_t *points, size_t maxpoints, void *planes, size_t planestride, size_t numplanes, vec4_t face); void Mod_ClipDecal(struct model_s *mod, vec3_t center, vec3_t normal, vec3_t tangent1, vec3_t tangent2, float size, unsigned int surfflagmask, unsigned int surflagmatch, void (*callback)(void *ctx, vec3_t *fte_restrict points, size_t numpoints, shader_t *shader), void *ctx); void Q1BSP_MarkLights (dlight_t *light, dlightbitmask_t bit, mnode_t *node); void GLQ1BSP_LightPointValues(struct model_s *model, const vec3_t point, vec3_t res_diffuse, vec3_t res_ambient, vec3_t res_dir); qboolean Q1BSP_RecursiveHullCheck (hull_t *hull, int num, const vec3_t p1, const vec3_t p2, unsigned int hitcontents, struct trace_s *trace); /* ============================================================================== SPRITE MODELS ============================================================================== */ // FIXME: shorten these? typedef struct mspriteframe_s { float up, down, left, right; qboolean xmirror; shader_t *shader; image_t *image; } mspriteframe_t; mspriteframe_t *R_GetSpriteFrame (entity_t *currententity); 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? mspriteframedesc_t frames[1]; } msprite_t; /* ============================================================================== ALIAS MODELS Alias models are position independent, so the cache manager can move them. ============================================================================== */ #if 0 typedef struct { int s; int t; } mstvert_t; typedef struct { int firstpose; int numposes; float interval; dtrivertx_t bboxmin; dtrivertx_t bboxmax; vec3_t scale; vec3_t scale_origin; int frame; char name[16]; } maliasframedesc_t; typedef struct { dtrivertx_t bboxmin; dtrivertx_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 xyz_index[3]; int st_index[3]; int pad[2]; } 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; int numposes; int poseverts; int posedata; // numposes*poseverts trivert_t int baseposedata; //original verts for triangles to reference int triangles; //we need tri data for shadow volumes int commands; // gl command list with embedded s/t int gl_texturenum[MAX_SKINS][4]; int texels[MAX_SKINS]; maliasframedesc_t frames[1]; // variable sized } aliashdr_t; #define MAXALIASVERTS 2048 #define ALIAS_Z_CLIP_PLANE 5 #define MAXALIASFRAMES 256 #define MAXALIASTRIS 2048 extern aliashdr_t *pheader; extern mstvert_t stverts[MAXALIASVERTS*2]; extern mtriangle_t triangles[MAXALIASTRIS]; extern dtrivertx_t *poseverts[MAXALIASFRAMES]; #endif /* ======================================================================== .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_SKINNAME 64 //part of the format /* #define MD2MAX_TRIANGLES 4096 #define MD2MAX_FRAMES 512 #define MD2MAX_VERTS 2048 #define MD2MAX_SKINS 32 // 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 { qbyte v[3]; // scaled qbyte to fit in frame mins/maxs qbyte 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 qbyte 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; // qbyte 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; // qbyte 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 } md2_t; //#define ALIASTYPE_MDL 1 //#define ALIASTYPE_MD2 2 //=================================================================== typedef struct { qbyte ambient[3]; qbyte diffuse[3]; qbyte direction[2]; } dq3gridlight_t; typedef struct { unsigned char ambient[4][3]; unsigned char diffuse[4][3]; unsigned char styles[4]; unsigned char direction[2]; } rbspgridlight_t; //q3 based typedef struct { int gridBounds[4]; //3 = 0*1 vec3_t gridMins; vec3_t gridSize; int numlightgridelems; //rbsp specific rbspgridlight_t *rbspelements; unsigned short *rbspindexes; //non-rbsp specific dq3gridlight_t *lightgrid; //the reason rbsp is seperate from the non-rbsp is because it allows better memory compression. //I chose not to expand at loadtime because q3 would suffer from greater cache misses. } q3lightgridinfo_t; // // Whole model // typedef enum {mod_brush, mod_sprite, mod_alias, mod_dummy, mod_halflife, mod_heightmap} modtype_t; typedef enum {fg_quake, fg_quake2, fg_quake3, fg_halflife, fg_new, fg_doom, fg_doom3} fromgame_t; //useful when we have very similar model types. (eg quake/halflife bsps) typedef enum {sb_none, sb_quake64, sb_long1, sb_long2} subbsp_t; // used to denote bsp specifics for load processing only (no runtime changes) #define MF_ROCKET (1u<<0) // leave a trail #define MF_GRENADE (1u<<1) // leave a trail #define MF_GIB (1u<<2) // leave a trail #define MF_ROTATE (1u<<3) // rotate (bonus items) #define MF_TRACER (1u<<4) // green split trail #define MF_ZOMGIB (1u<<5) // small blood trail #define MF_TRACER2 (1u<<6) // orange split trail + rotate #define MF_TRACER3 (1u<<7) // purple trail //hexen2 support. #define MFH2_FIREBALL (1u<<8) // Yellow transparent trail in all directions #define MFH2_ICE (1u<<9) // Blue-white transparent trail, with gravity #define MFH2_MIP_MAP (1u<<10) // This model has mip-maps #define MFH2_SPIT (1u<<11) // Black transparent trail with negative light #define MFH2_TRANSPARENT (1u<<12) // Transparent sprite #define MFH2_SPELL (1u<<13) // Vertical spray of particles #define MFH2_HOLEY (1u<<14) // Solid model with color 0 #define MFH2_SPECIAL_TRANS (1u<<15) // Translucency through the particle table #define MFH2_FACE_VIEW (1u<<16) // Poly Model always faces you #define MFH2_VORP_MISSILE (1u<<17) // leave a trail at top and bottom of model #define MFH2_SET_STAFF (1u<<18) // slowly move up and left/right #define MFH2_MAGICMISSILE (1u<<19) // a trickle of blue/white particles with gravity #define MFH2_BONESHARD (1u<<20) // a trickle of brown particles with gravity #define MFH2_SCARAB (1u<<21) // white transparent particles with little gravity #define MFH2_ACIDBALL (1u<<22) // Green drippy acid shit #define MFH2_BLOODSHOT (1u<<23) // Blood rain shot trail #define MFH2_SPIDERBLOOD (1u<<31) // spider blood (remapped from MF_ROCKET, to avoid dlight issues) typedef union { struct { int numlinedefs; int numsidedefs; int numsectors; } doom; } specificmodeltype_t; typedef struct { int walkno; int area[2]; vec3_t plane; float dist; vec3_t min; vec3_t max; int numpoints; vec4_t *points; } portal_t; enum { MLS_NOTLOADED, MLS_LOADING, MLS_LOADED, MLS_FAILED }; typedef struct model_s { char name[MAX_QPATH]; //actual name on disk char publicname[MAX_QPATH]; //name that the gamecode etc sees int datasequence; //if it gets old enough, we can purge it. int loadstate; //MLS_ qboolean tainted; // differs from the server's version. this model will be invisible as a result, to avoid spiked models. qboolean pushdepth; // bsp submodels have this flag set so you don't get z fighting on co-planar surfaces. time_t mtime; // modification time. so we can flush models if they're changed on disk. or at least worldmodels. struct model_s *submodelof; // shares memory allocations with this model. modtype_t type; fromgame_t fromgame; int numframes; synctype_t synctype; int flags; int engineflags; int particleeffect; int particletrail; int traildefaultindex; // // volume occupied by the model graphics // vec3_t mins, maxs; float radius; float clampscale; float maxlod; // // solid volume for clipping // qboolean clipbox; vec3_t clipmins, clipmaxs; void *cnodes; //BIH tree // // brush model // int firstmodelsurface, nummodelsurfaces; int numsubmodels; mmodel_t *submodels; int numplanes; mplane_t *planes; size_t pvsbytes; //total bytes for the per-leaf pvs/phs data. rounded up to sizeof(int). int numclusters; //number of bits in the pvs data. int numleafs; // number of visible leafs, not counting 0 mleaf_t *leafs; int numvertexes; mvertex_t *vertexes; vec3_t *normals; int numedges; medge_t *edges; int numnodes; mnode_t *nodes; mnode_t *rootnode; int numtexinfo; mtexinfo_t *texinfo; int numsurfaces; msurface_t *surfaces; int numsurfedges; int *surfedges; int numclipnodes; mclipnode_t *clipnodes; int nummarksurfaces; msurface_t **marksurfaces; hull_t hulls[MAX_MAP_HULLSM]; int numtextures; texture_t **textures; qbyte *pvs, *phs; // fully expanded and decompressed qbyte *visdata; void *vis; qbyte *lightdata; qbyte *deluxdata; unsigned lightdatasize; q3lightgridinfo_t *lightgrid; mfog_t *fogs; int numfogs; menvmap_t *envmaps; unsigned numenvmaps; struct skytris_s *skytris; //for surface emittance float skytime; //for surface emittance struct skytriblock_s *skytrimem; struct {unsigned int id; char *keyvals;} *entityinfo; size_t numentityinfo; const char *entities_raw; int entitiescrc; struct doll_s *dollinfo; //ragdoll info int camerabone; //the 1-based bone index that the camera should be attached to (for gltf rather than anything else) shader_t *simpleskin[4]; //simpleitems cache struct { texture_t *tex; vbo_t *vbo; } *shadowbatches; int numshadowbatches; vbo_t *vbos; void *terrain; batch_t *batches[SHADER_SORT_COUNT]; unsigned int numbatches; struct { int first; //once built... int count; //num lightmaps int mergew; //merge this many source lightmaps together. woo. int mergeh; //merge this many source lightmaps together. woo. int width; //x size of lightmaps int height; //y size of lightmaps int surfstyles; //numbers of style per surface. int maxstyle; //highest (valid) style used (cl_max_lightstyles must be 1+ higher). enum { //vanilla used byte values, with 255 being a value of about 2. //float/hdr formats use 1 to mean 1, however. //internally, we still use integers for lighting, with .7 bits of extra precision. LM_L8, LM_RGB8, LM_E5BGR9 } fmt; qboolean deluxemapping; //lightmaps are interleaved with deluxemap data (lightmap indicies should only be even values) qboolean deluxemapping_modelspace; //deluxemaps are in modelspace - we need different glsl. } lightmaps; unsigned checksum; unsigned checksum2; portal_t *portal; unsigned int numportals; modelfuncs_t funcs; // // additional model data // void *meshinfo; //data allocated within the memgroup allocations, will be nulled out when the model is flushed searchpathfuncs_t *archive; //some bsp formats have an embedded zip... zonegroup_t memgroup; } model_t; #define MDLF_EMITREPLACE 0x0001 // particle effect engulphs model (don't draw) #define MDLF_EMITFORWARDS 0x0002 #define MDLF_NODEFAULTTRAIL 0x0004 //#define MDLF_RGBLIGHTING 0x0008 #define MDLF_PLAYER 0x0010 // players have specific lighting values #define MDLF_FLAME 0x0020 // can be excluded with r_drawflame, fullbright render hack #define MDLF_DOCRC 0x0040 // model needs CRC built #define MDLF_NEEDOVERBRIGHT 0x0080 // only overbright these models with gl_overbright_all set #define MDLF_BOLT 0x0100 // doesn't produce shadows #define MDLF_NOTREPLACEMENTS 0x0200 // can be considered a cheat, disable texture replacements #define MDLF_EZQUAKEFBCHEAT 0x0400 // this is a blatent cheat, one that can disadvantage us fairly significantly if we don't support it. #define MDLF_NOSHADOWS 0x0800 // do not cast shadows from this entity, ever. #define MDLF_RECALCULATERAIN 0x1000 // particles changed, recalculate any sky polys //============================================================================ #endif // __MODEL__ typedef struct { unsigned int *offsets; unsigned short *extents; unsigned char *styles8; unsigned short *styles16; unsigned int stylesperface; unsigned char *shifts; unsigned char defaultshift; } lightmapoverrides_t; void Mod_LoadLighting (struct model_s *loadmodel, bspx_header_t *bspx, qbyte *mod_base, lump_t *l, qboolean interleaveddeluxe, lightmapoverrides_t *overrides, subbsp_t subbsp); float RadiusFromBounds (const vec3_t mins, const vec3_t maxs); // // gl_heightmap.c // #ifdef TERRAIN void Terr_Init(void); struct plugterrainfuncs_s; struct plugterrainfuncs_s *Terr_GetTerrainFuncs(size_t structsize); void Terr_DrawTerrainModel (batch_t **batch, entity_t *e); void Terr_FreeModel(model_t *mod); void Terr_FinishTerrain(model_t *model); void Terr_PurgeTerrainModel(model_t *hm, qboolean lightmapsonly, qboolean lightmapreusable); void *Mod_LoadTerrainInfo(model_t *mod, char *loadname, qboolean force); //call this after loading a bsp qboolean Terrain_LocateSection(const char *name, flocation_t *loc); //used on servers to generate sections for download. qboolean Heightmap_Trace(model_t *model, int forcehullnum, const framestate_t *framestate, const vec3_t axis[3], const vec3_t start, const vec3_t end, const vec3_t mins, const vec3_t maxs, qboolean capsule, unsigned int contentmask, struct trace_s *trace); unsigned int Heightmap_PointContents(model_t *model, const vec3_t axis[3], const vec3_t org); struct fragmentdecal_s; void Terrain_ClipDecal(struct fragmentdecal_s *dec, float *center, float radius, model_t *model); qboolean Terr_DownloadedSection(char *fname); void CL_Parse_BrushEdit(void); qboolean SV_Parse_BrushEdit(void); qboolean SV_Prespawn_Brushes(sizebuf_t *msg, unsigned int *modelindex, unsigned int *lastid); #endif qboolean Heightmap_Edit(model_t *mod, int action, float *pos, float radius, float quant); #if defined(Q2BSPS) || defined(Q3BSPS) void CM_InitBoxHull (void); #ifdef __cplusplus //#pragma warningmsg (" c++ stinks") #else void CM_Init(void); qboolean CM_SetAreaPortalState (struct model_s *mod, int portalnum, qboolean open); qboolean CM_HeadnodeVisible (struct model_s *mod, int nodenum, const qbyte *visbits); qboolean VARGS CM_AreasConnected (struct model_s *mod, unsigned int area1, unsigned int area2); int CM_ClusterBytes (struct model_s *mod); int CM_LeafContents (struct model_s *mod, int leafnum); int CM_LeafCluster (struct model_s *mod, int leafnum); int CM_LeafArea (struct model_s *mod, int leafnum); int CM_WriteAreaBits (struct model_s *mod, qbyte *buffer, int area, qboolean merge); int CM_PointLeafnum (struct model_s *mod, const vec3_t p); qbyte *CM_ClusterPVS (struct model_s *mod, int cluster, pvsbuffer_t *buffer, pvsmerge_t merge); qbyte *CM_ClusterPHS (struct model_s *mod, int cluster, pvsbuffer_t *buffer); int CM_BoxLeafnums (struct model_s *mod, const vec3_t mins, const vec3_t maxs, int *list, int listsize, int *topnode); int CM_PointContents (struct model_s *mod, const vec3_t p); int CM_TransformedPointContents (struct model_s *mod, const vec3_t p, int headnode, const vec3_t origin, const vec3_t angles); int CM_HeadnodeForBox (struct model_s *mod, const vec3_t mins, const vec3_t maxs); //struct trace_s CM_TransformedBoxTrace (struct model_s *mod, vec3_t start, vec3_t end, vec3_t mins, vec3_t maxs, int brushmask, vec3_t origin, vec3_t angles); struct model_s *CM_TempBoxModel(const vec3_t mins, const vec3_t maxs); //for gamecode to control portals/areas void CMQ2_SetAreaPortalState (model_t *mod, unsigned int portalnum, qboolean open); void CMQ3_SetAreaPortalState (model_t *mod, unsigned int area1, unsigned int area2, qboolean open); //for saved games to write the raw state. size_t CM_WritePortalState (model_t *mod, void **data); qofs_t CM_ReadPortalState (model_t *mod, qbyte *ptr, qofs_t ptrsize); #endif #endif //Q2BSPS void CategorizePlane ( mplane_t *plane ); void CalcSurfaceExtents (model_t *mod, msurface_t *s);