mirror of
https://git.code.sf.net/p/quake/quakeforge
synced 2024-11-14 08:50:58 +00:00
12c84046f3
This is an extremely extensive patch as it hits every cvar, and every usage of the cvars. Cvars no longer store the value they control, instead, they use a cexpr value object to reference the value and specify the value's type (currently, a null type is used for strings). Non-string cvars are passed through cexpr, allowing expressions in the cvars' settings. Also, cvars have returned to an enhanced version of the original (id quake) registration scheme. As a minor benefit, relevant code having direct access to the cvar-controlled variables is probably a slight optimization as it removed a pointer dereference, and the variables can be located for data locality. The static cvar descriptors are made private as an additional safety layer, though there's nothing stopping external modification via Cvar_FindVar (which is needed for adding listeners). While not used yet (partly due to working out the design), cvars can have a validation function. Registering a cvar allows a primary listener (and its data) to be specified: it will always be called first when the cvar is modified. The combination of proper listeners and direct access to the controlled variable greatly simplifies the more complex cvar interactions as much less null checking is required, and there's no need for one cvar's callback to call another's. nq-x11 is known to work at least well enough for the demos. More testing will come.
459 lines
11 KiB
C
459 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 int gl_mesh_cache;
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extern float gl_subdivide_size;
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extern int gl_alias_render_tri;
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extern int gl_textures_external;
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extern int mod_sky_divide;
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extern int mod_lightmap_bytes;
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#endif//__QF_model_h
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