mirror of
https://git.code.sf.net/p/quake/quakeforge
synced 2024-11-11 07:42:18 +00:00
ae6970a005
While I doubt the difference is all that significant, this should speed up entity rendering because it cuts out a lot of branching, and eliminates scanning the same list multiple times only to not do anything for large chunks of the list.
458 lines
11 KiB
C
458 lines
11 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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*/
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#ifndef __QF_model_h
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#define __QF_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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extern struct vid_model_funcs_s *mod_funcs;
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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;
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unsigned width, height;
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void *render; // renderer specific data
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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 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 int 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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#define MAX_DLIGHTS 128
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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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mtexinfo_t *texinfo;
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int model_index; ///< < 0: instance, 0 main, > 0: sub
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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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uint32_t dlightbits[(MAX_DLIGHTS + 31) >> 5];
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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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// node specific
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plane_t *plane;
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struct mnode_s *children[2];
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unsigned int firstsurface;
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unsigned int 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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// 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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unsigned 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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int depth; ///< maximum depth of the tree
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} hull_t;
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typedef struct mod_brush_s {
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unsigned firstmodelsurface, nummodelsurfaces;
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unsigned numsubmodels;
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dmodel_t *submodels;
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unsigned numplanes;
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plane_t *planes;
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unsigned modleafs; ///< number of leafs in model, including 0
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unsigned visleafs; ///< number of visible leafs, not counting 0
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mleaf_t *leafs;
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unsigned numvertexes;
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mvertex_t *vertexes;
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unsigned numedges;
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medge_t *edges;
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unsigned numnodes;
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mnode_t *nodes;
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int depth; ///< maximum depth of the tree
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unsigned numtexinfo;
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mtexinfo_t *texinfo;
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unsigned numsurfaces;
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msurface_t *surfaces;
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unsigned numsurfedges;
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int *surfedges;
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unsigned numclipnodes;
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mclipnode_t *clipnodes;
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unsigned 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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unsigned 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; //FIXME should not be here
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mnode_t **node_parents;
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mnode_t **leaf_parents;
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int *leaf_flags; // union of surf flags for surfs in leaf
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unsigned int checksum;
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unsigned int checksum2;
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} mod_brush_t;
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// SPRITE MODELS ==============================================================
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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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union {
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mspriteframe_t *frame;
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mspritegroup_t *group;
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};
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} mspriteframedesc_t;
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typedef struct {
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int type;
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float beamlength;
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int numframes;
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int data;
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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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// Whole model ================================================================
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typedef enum {
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mod_brush,
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mod_sprite,
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mod_alias,
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mod_iqm,
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mod_num_types
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} 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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//FIXME use pointers. needs care in bsp submodel loading
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char path[MAX_QPATH];
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char name[MAX_QPATH];
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const struct vpath_s *vpath;// virtual path where this model was found
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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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//FIXME should be a pointer (submodels make things tricky)
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mod_brush_t brush;
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// additional model data
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cache_user_t cache;
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void (*clear) (struct model_s *m, void *data);
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void *data;
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} model_t;
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// ============================================================================
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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_TouchModel (const char *name);
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// brush specific
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mleaf_t *Mod_PointInLeaf (const vec3_t p, model_t *model) __attribute__((pure));
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struct set_s *Mod_LeafPVS (const mleaf_t *leaf, const model_t *model);
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void Mod_LeafPVS_set (const mleaf_t *leaf, const model_t *model, byte defvis,
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struct set_s *pvs);
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void Mod_LeafPVS_mix (const mleaf_t *leaf, const model_t *model, byte defvis,
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struct set_s *pvs);
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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 int mod_lightmap_bytes;
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#endif//__QF_model_h
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