fteqw/engine/common/com_mesh.h
Spoike bae63427a5 Desperate attempt to boost framerates with webgl.
Models now use static vbos, because we ought to. Yeah yeah, extra memory usage etc.
Reduced size of streamed ebo by reallocating on each mesh. Hopefully the browser won't scan so much memory now.
Reordered attribute indicies in an attempt to comply with possible absurd gl behaviour that emscripten warns about.
Fixed an issue with if statements in shaders.

git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4289 fc73d0e0-1445-4013-8a0c-d673dee63da5
2013-04-06 03:36:00 +00:00

184 lines
4.5 KiB
C

#include "hash.h"
#include "shader.h"
#ifdef SKELETALMODELS
#include <stdlib.h>
#endif
int HLMod_BoneForName(model_t *mod, char *name);
int HLMod_FrameForName(model_t *mod, char *name);
typedef struct {
int ofs_indexes;
int numindexes;
int ofs_trineighbours;
int numskins;
#ifndef SERVERONLY
int ofsskins;
#endif
int shares_verts; //used with models with two shaders using the same vertex. set to the surface number to inherit from (or itself).
int shares_bones; //use last mesh's bones. set to the surface number to inherit from (or itself).
int numverts;
#ifndef SERVERONLY
int ofs_st_array;
#endif
int groups;
int groupofs;
int baseframeofs; /*non-heirachical*/
int nextsurf;
#ifdef SKELETALMODELS
int numbones;
int ofsbones;
int numswtransforms;
int ofsswtransforms;
int ofs_skel_xyz;
int ofs_skel_norm;
int ofs_skel_svect;
int ofs_skel_tvect;
int ofs_skel_idx;
int ofs_skel_weight;
vboarray_t vboindicies;
vboarray_t vbotexcoords;
vboarray_t vbo_skel_verts;
vboarray_t vbo_skel_normals;
vboarray_t vbo_skel_svector;
vboarray_t vbo_skel_tvector;
vboarray_t vbo_skel_bonenum;
vboarray_t vbo_skel_bweight;
#endif
//these exist only in the root mesh.
int numtagframes;
int numtags;
int ofstags;
} galiasinfo_t;
//frame is an index into this
typedef struct
{
#ifdef SKELETALMODELS
qboolean isheirachical; //for models with transforms, states that bones need to be transformed from their parent.
//this is actually bad, and can result in bones shortening as they interpolate.
#endif
qboolean loop;
int numposes;
float rate;
int poseofs;
char name[64];
} galiasgroup_t;
typedef struct
{
int ofsverts;
#ifndef SERVERONLY
int ofsnormals;
int ofstvector;
int ofssvector;
vboarray_t vboverts;
vboarray_t vbonormals;
vboarray_t vbosvector;
vboarray_t vbotvector;
#endif
vec3_t scale;
vec3_t scale_origin;
} galiaspose_t;
typedef struct galiasbone_s galiasbone_t;
#ifdef SKELETALMODELS
struct galiasbone_s
{
char name[32];
int parent;
float inverse[12];
};
typedef struct
{
//skeletal poses refer to this.
int vertexindex;
int boneindex;
vec4_t org;
#ifndef SERVERONLY
vec3_t normal;
#endif
} galisskeletaltransforms_t;
#endif
//we can't be bothered with animating skins.
//We'll load up to four of them but after that you're on your own
#ifndef SERVERONLY
typedef struct {
int skinwidth;
int skinheight;
int ofstexels; //this is 8bit for frame 0 only. only valid in q1 models without replacement textures, used for colourising player skins.
float skinspeed;
int numshaders;
int ofsshaders;
char name [MAX_QPATH];
} galiasskin_t;
typedef struct {
char name[MAX_QPATH];
texnums_t texnum;
unsigned int tcolour;
unsigned int bcolour;
unsigned int pclass;
int skinnum;
unsigned int subframe;
bucket_t bucket;
} galiascolourmapped_t;
#endif
float *Alias_GetBonePositions(galiasinfo_t *inf, framestate_t *fstate, float *buffer, int buffersize, qboolean renderable);
#ifdef SKELETALMODELS
void Alias_TransformVerticies(float *bonepose, galisskeletaltransforms_t *weights, int numweights, vecV_t *xyzout, vec3_t *normout);
#endif
qboolean Alias_GAliasBuildMesh(mesh_t *mesh, vbo_t **vbop, galiasinfo_t *inf, int surfnum, entity_t *e, qboolean allowskel);
void Alias_FlushCache(void);
void Alias_Shutdown(void);
void Mod_DoCRC(model_t *mod, char *buffer, int buffersize);
qboolean Mod_LoadQ1Model (model_t *mod, void *buffer);
#ifdef MD2MODELS
qboolean Mod_LoadQ2Model (model_t *mod, void *buffer);
#endif
#ifdef MD3MODELS
qboolean Mod_LoadQ3Model(model_t *mod, void *buffer);
#endif
#ifdef ZYMOTICMODELS
qboolean Mod_LoadZymoticModel(model_t *mod, void *buffer);
#endif
#ifdef DPMMODELS
qboolean Mod_LoadDarkPlacesModel(model_t *mod, void *buffer);
#endif
#ifdef PSKMODELS
qboolean Mod_LoadPSKModel(model_t *mod, void *buffer);
#endif
#ifdef INTERQUAKEMODELS
qboolean Mod_LoadInterQuakeModel(model_t *mod, void *buffer);
#endif
#ifdef MD5MODELS
qboolean Mod_LoadMD5MeshModel(model_t *mod, void *buffer);
qboolean Mod_LoadCompositeAnim(model_t *mod, void *buffer);
#endif
#ifdef MAP_PROC
qboolean Mod_LoadMap_Proc(model_t *mode, void *buffer);
#endif
void Mod_AccumulateTextureVectors(vecV_t *vc, vec2_t *tc, vec3_t *nv, vec3_t *sv, vec3_t *tv, index_t *idx, int numidx);
void Mod_AccumulateMeshTextureVectors(mesh_t *mesh);
void Mod_NormaliseTextureVectors(vec3_t *n, vec3_t *s, vec3_t *t, int v);