quakeforge/include/QF/model.h
Bill Currie 72e3a8d507 Merge sw and sw32 alias frame selection.
I'm leaving GL for later because lerping complicates things. I'll sort it
out when I implement lerping in GLSL.
2012-01-02 17:47:22 +09:00

473 lines
12 KiB
C

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