mirror of
https://git.code.sf.net/p/quake/quakeforge
synced 2024-11-17 18:30:58 +00:00
3669e3aa2e
For now, only the glsl loader disables caching, but it stores the frame vertices in GL memory, so its hunk usage is relatively lower (and will be lower still when I get skins sorted out).
480 lines
12 KiB
C
480 lines
12 KiB
C
/*
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model.h
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(description)
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Copyright (C) 1996-1997 Id Software, Inc.
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This program is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License
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as published by the Free Software Foundation; either version 2
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of the License, or (at your option) any later version.
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This program 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.
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See the 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 this program; if not, write to:
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Free Software Foundation, Inc.
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59 Temple Place - Suite 330
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Boston, MA 02111-1307, USA
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$Id$
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*/
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#ifndef _MODEL_H
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#define _MODEL_H
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#include "QF/qtypes.h"
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#include "QF/bspfile.h"
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#include "QF/spritegn.h"
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#include "QF/modelgen.h"
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#include "QF/zone.h"
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/*
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d*_t structures are on-disk representations
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m*_t structures are in-memory
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*/
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// entity effects =============================================================
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#define EF_BRIGHTFIELD 1
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#define EF_MUZZLEFLASH 2
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#define EF_BRIGHTLIGHT 4
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#define EF_DIMLIGHT 8
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#define EF_FLAG1 16
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#define EF_FLAG2 32
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#define EF_BLUE 64
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#define EF_RED 128
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// BRUSH MODELS ===============================================================
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typedef struct efrag_s {
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struct mleaf_s *leaf;
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struct efrag_s *leafnext;
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struct entity_s *entity;
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struct efrag_s *entnext;
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} efrag_t;
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// in memory representation ===================================================
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// !!! if this is changed, it must be changed in asm_draw.h too !!!
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typedef struct {
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vec3_t position;
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} mvertex_t;
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/** Instanced surface data.
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There will be one of these for each surface in the world model. This
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covers the sub-models in the world model. These instanced surfaces will
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be allocated in one block at map load time and then never freed until
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the next map load.
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However, for instanced brush models (ammo boxes, health boxes, etc), an
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instanced surface will be allocated for each surface for each model
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once per frame. These instanced surfaces will be mass-freed each frame.
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*/
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typedef struct instsurf_s {
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struct instsurf_s *_next; ///< next in free/alloc list
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struct instsurf_s *tex_chain; ///< next in texture chain
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struct instsurf_s *lm_chain; ///< next in lightmap chain
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struct msurface_s *surface; ///< surface to render
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vec_t *transform;
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float *color;
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} instsurf_t;
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typedef struct texture_s {
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char name[16];
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unsigned int width, height;
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int gl_texturenum;
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int gl_fb_texturenum;
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int sky_tex[2];
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instsurf_t *tex_chain; // for gl_texsort drawing
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instsurf_t **tex_chain_tail;
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struct elechain_s *elechain;
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struct elechain_s **elechain_tail;
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int anim_total; // total tenths in sequence ( 0 = no)
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int anim_min, anim_max; // time for this frame min <=time< max
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struct texture_s *anim_next; // in the animation sequence
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struct texture_s *alternate_anims; // bmodels in frmae 1 use these
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unsigned int offsets[MIPLEVELS]; // four mip maps stored
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} texture_t;
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#define SURF_PLANEBACK 2
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#define SURF_DRAWSKY 4
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#define SURF_DRAWSPRITE 8
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#define SURF_DRAWTURB 0x10
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#define SURF_DRAWTILED 0x20
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#define SURF_DRAWBACKGROUND 0x40
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#define SURF_UNDERWATER 0x80
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#define SURF_DONTWARP 0x100
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#define SURF_DRAWNOALPHA 0x200
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#define SURF_DRAWFULLBRIGHT 0x400
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#define SURF_LIGHTBOTHSIDES 0x800
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// !!! if this is changed, it must be changed in asm_draw.h too !!!
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typedef struct {
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unsigned short v[2];
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unsigned int cachededgeoffset;
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} medge_t;
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typedef struct {
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float vecs[2][4];
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float mipadjust;
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texture_t *texture;
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int flags;
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} mtexinfo_t;
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#define VERTEXSIZE 7
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typedef struct glpoly_s {
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struct glpoly_s *next;
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int numverts;
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int flags; // for SURF_UNDERWATER
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float verts[4][VERTEXSIZE]; // variable sized (xyz s1t1 s2t2)
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} glpoly_t;
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typedef struct msurface_s {
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int visframe; // should be drawn when node is crossed
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plane_t *plane;
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int flags;
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int firstedge; // look up in model->surfedges[], negative numbers
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int numedges; // are backwards edges
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struct surfcache_s *cachespots[MIPLEVELS];
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short texturemins[2];
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unsigned short extents[2];
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int light_s, light_t; // gl lightmap coordinates
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glpoly_t *polys; // multiple if warped
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instsurf_t *instsurf; ///< null if not part of world model/sub-model
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instsurf_t *tinst; ///< for instance models
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mtexinfo_t *texinfo;
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int ec_index;
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byte *base;
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// lighting info
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struct subpic_s *lightpic; ///< light map texture ref (glsl)
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int dlightframe;
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int dlightbits;
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int lightmaptexturenum;
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byte styles[MAXLIGHTMAPS];
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int cached_light[MAXLIGHTMAPS]; // values currently used in lightmap
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qboolean cached_dlight; // true if dynamic light in cache
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byte *samples; // [numstyles*surfsize]
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} msurface_t;
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typedef struct mnode_s {
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// common with leaf
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int contents; // 0, to differentiate from leafs
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int visframe; // node needs to be traversed if current
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float minmaxs[6]; // for bounding box culling
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struct mnode_s *parent;
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// node specific
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plane_t *plane;
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struct mnode_s *children[2];
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unsigned short firstsurface;
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unsigned short numsurfaces;
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} mnode_t;
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typedef struct mleaf_s {
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// common with node
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int contents; // wil be a negative contents number
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int visframe; // node needs to be traversed if current
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// for bounding box culling
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float mins[3];
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float maxs[3];
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struct mnode_s *parent;
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// leaf specific
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byte *compressed_vis;
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efrag_t *efrags;
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msurface_t **firstmarksurface;
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int nummarksurfaces;
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int key; // BSP sequence number for leaf's contents
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byte ambient_sound_level[NUM_AMBIENTS];
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} mleaf_t;
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typedef struct mclipnode_s {
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int planenum;
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int children[2];
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} mclipnode_t;
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typedef struct hull_s {
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mclipnode_t *clipnodes;
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plane_t *planes;
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int firstclipnode;
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int lastclipnode;
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vec3_t clip_mins;
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vec3_t clip_maxs;
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struct nodeleaf_s *nodeleafs;
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} hull_t;
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// SPRITE MODELS ==============================================================
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// FIXME: shorten these?
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typedef struct mspriteframe_s {
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int width;
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int height;
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float up, down, left, right;
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byte pixels[4];
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int gl_texturenum;
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} mspriteframe_t;
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typedef struct {
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int numframes;
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float *intervals;
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mspriteframe_t *frames[1];
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} mspritegroup_t;
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typedef struct {
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spriteframetype_t type;
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mspriteframe_t *frameptr;
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} mspriteframedesc_t;
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typedef struct {
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int type;
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int maxwidth;
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int maxheight;
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int numframes;
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float beamlength; // remove?
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void *cachespot; // remove?
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mspriteframedesc_t frames[1];
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} msprite_t;
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// ALIAS MODELS ===============================================================
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// Alias models are position independent, so the cache manager can move them.
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// NOTE: the first three lines must match maliasgroupframedesc_t
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typedef struct {
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trivertx_t bboxmin;
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trivertx_t bboxmax;
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int frame;
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aliasframetype_t type;
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int firstpose;
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int numposes;
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float interval;
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char name[16];
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} maliasframedesc_t;
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typedef struct {
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aliasskintype_t type;
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int skin;
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int texnum;
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int fb_texnum;
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} maliasskindesc_t;
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typedef struct {
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int numframes;
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int intervals;
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maliasframedesc_t frames[1];
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} maliasgroup_t;
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typedef struct {
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int numskins;
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int intervals;
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maliasskindesc_t skindescs[1];
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} maliasskingroup_t;
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// !!! if this is changed, it must be changed in asm_draw.h too !!!
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typedef struct mtriangle_s {
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int facesfront;
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int vertindex[3];
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} mtriangle_t;
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#define MAX_SKINS 32
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typedef struct {
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int model;
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int stverts;
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int skindesc;
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int triangles;
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mdl_t mdl;
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int tex_coord;
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int numposes;
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int poseverts;
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int posedata; // numposes * poseverts trivert_t
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int commands; // gl command list with embedded s/t
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unsigned short crc;
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maliasframedesc_t frames[1];
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} aliashdr_t;
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#define MAXALIASFRAMES 256
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extern aliashdr_t *pheader;
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extern stvert_t *stverts;
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extern mtriangle_t *triangles;
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extern trivertx_t *poseverts[MAXALIASFRAMES];
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extern int aliasbboxmins[3];
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extern int aliasbboxmaxs[3];
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// Whole model ================================================================
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typedef enum {mod_brush, mod_sprite, mod_alias} modtype_t;
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#define EF_ROCKET 1 // leave a trail
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#define EF_GRENADE 2 // leave a trail
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#define EF_GIB 4 // leave a trail
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#define EF_ROTATE 8 // rotate (bonus items)
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#define EF_TRACER 16 // green split trail
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#define EF_ZOMGIB 32 // small blood trail
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#define EF_TRACER2 64 // orange split trail + rotate
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#define EF_TRACER3 128 // purple trail
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#define EF_GLOWTRAIL 4096 // glowcolor particle trail
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typedef struct model_s {
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char name[MAX_QPATH];
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qboolean needload; // bmodels and sprites don't cache normally
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aliashdr_t *aliashdr; // if not null, alias model is not cached
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qboolean hasfullbrights;
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modtype_t type;
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int numframes;
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synctype_t synctype;
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int flags;
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// lighting info
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float min_light;
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byte shadow_alpha; // 255 = 1.0
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byte fullbright;
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// coarse cull, for fine culling, axis-aligned bbox isn't good enough
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float radius;
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// FIXME: bbox cruft has to stay until sw rendering gets updated
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vec3_t mins, maxs;
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// solid volume for clipping
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qboolean clipbox;
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vec3_t clipmins, clipmaxs;
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// brush model
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int firstmodelsurface, nummodelsurfaces;
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int numsubmodels;
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dmodel_t *submodels;
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int numplanes;
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plane_t *planes;
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int numleafs; // number of visible leafs, not counting 0
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mleaf_t *leafs;
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int numvertexes;
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mvertex_t *vertexes;
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int numedges;
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medge_t *edges;
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int numnodes;
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mnode_t *nodes;
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int numtexinfo;
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mtexinfo_t *texinfo;
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int numsurfaces;
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msurface_t *surfaces;
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int numsurfedges;
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int *surfedges;
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int numclipnodes;
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mclipnode_t *clipnodes;
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int nummarksurfaces;
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msurface_t **marksurfaces;
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hull_t hulls[MAX_MAP_HULLS];
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hull_t *hull_list[MAX_MAP_HULLS];
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int numtextures;
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texture_t **textures;
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texture_t *skytexture;
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byte *visdata;
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byte *lightdata;
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char *entities;
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unsigned int checksum;
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unsigned int checksum2;
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// additional model data
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cache_user_t cache;
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} model_t;
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// ============================================================================
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extern float RadiusFromBounds (const vec3_t mins, const vec3_t maxs);
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void Mod_Init (void);
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void Mod_Init_Cvars (void);
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void Mod_ClearAll (void);
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model_t *Mod_ForName (const char *name, qboolean crash);
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void *Mod_Extradata (model_t *mod); // handles caching
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void Mod_TouchModel (const char *name);
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mleaf_t *Mod_PointInLeaf (const vec3_t p, model_t *model);
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byte *Mod_LeafPVS (mleaf_t *leaf, model_t *model);
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model_t *Mod_FindName (const char *name);
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void Mod_ProcessTexture(texture_t *tx);
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void Mod_LoadExternalSkins (model_t * mod);
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void Mod_LoadExternalTextures (model_t * mod);
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void Mod_LoadLighting (bsp_t *bsp);
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int Mod_CalcFullbright (byte *in, byte *out, int pixels);
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int Mod_Fullbright (byte * skin, int width, int height, char *name);
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void *Mod_LoadAliasFrame (void *pin, int *posenum, maliasframedesc_t *frame,
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int extra);
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void *Mod_LoadAliasGroup (void *pin, int *posenum, maliasframedesc_t *frame,
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int extra);
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void *Mod_LoadSkin (byte *skin, int skinsize, int snum, int gnum,
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qboolean group, maliasskindesc_t *skindesc);
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void Mod_MakeAliasModelDisplayLists (model_t *m, aliashdr_t *hdr, void *_m,
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int _s, int extra);
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void Mod_FinalizeAliasModel (model_t *m, aliashdr_t *hdr);
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void Mod_SpriteLoadTexture (mspriteframe_t *pspriteframe, int framenum);
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void Mod_LoadBrushModel (model_t *mod, void *buffer);
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void Mod_LoadAliasModel (model_t *mod, void *buffer,
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cache_allocator_t allocator);
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void Mod_LoadAlias2Model (model_t *mod, void *buffer,
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cache_allocator_t allocator);
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void Mod_LoadSpriteModel (model_t *mod, void *buffer);
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void Mod_LoadSprite2Model (model_t *mod, void *buffer);
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void Mod_SubdivideSurface (msurface_t *fa);
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void Mod_FloodFillSkin (byte * skin, int skinwidth, int skinheight);
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void Mod_Print (void);
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extern struct cvar_s *gl_mesh_cache;
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extern struct cvar_s *gl_subdivide_size;
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extern struct cvar_s *gl_alias_render_tri;
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extern struct cvar_s *gl_textures_external;
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extern model_t *loadmodel;
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extern char *loadname;
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extern byte *mod_base;
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extern byte mod_novis[MAX_MAP_LEAFS / 8];
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extern int mod_lightmap_bytes;
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#endif // _MODEL_H
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