quakeforge/include/QF/model.h
Bill Currie 0a5981878b [sprite] Clean up field names and casting
No wonder I hated the sprite code: I couldn't see the code for all the
casts (and hungarian warts).
2021-12-24 06:45:13 +09:00

453 lines
11 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
*/
#ifndef __QF_model_h
#define __QF_model_h
#include "QF/qtypes.h"
#include "QF/bspfile.h"
#include "QF/spritegn.h"
#include "QF/modelgen.h"
#include "QF/zone.h"
extern struct vid_model_funcs_s *mod_funcs;
/*
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;
unsigned width, height;
void *render; // renderer specific data
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 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 int 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;
#define MAX_DLIGHTS 128
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
mtexinfo_t *texinfo;
int model_index; ///< < 0: instance, 0 main, > 0: sub
byte *base;
// lighting info
struct subpic_s *lightpic; ///< light map texture ref (glsl)
int dlightframe;
uint32_t dlightbits[(MAX_DLIGHTS + 31) >> 5];
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
// node specific
plane_t *plane;
struct mnode_s *children[2];
unsigned int firstsurface;
unsigned int 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];
// 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 {
unsigned 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;
int depth; ///< maximum depth of the tree
} hull_t;
typedef struct mod_brush_s {
unsigned firstmodelsurface, nummodelsurfaces;
unsigned numsubmodels;
dmodel_t *submodels;
unsigned numplanes;
plane_t *planes;
unsigned modleafs; ///< number of leafs in model, including 0
unsigned visleafs; ///< number of visible leafs, not counting 0
mleaf_t *leafs;
unsigned numvertexes;
mvertex_t *vertexes;
unsigned numedges;
medge_t *edges;
unsigned numnodes;
mnode_t *nodes;
int depth; ///< maximum depth of the tree
unsigned numtexinfo;
mtexinfo_t *texinfo;
unsigned numsurfaces;
msurface_t *surfaces;
unsigned numsurfedges;
int *surfedges;
unsigned numclipnodes;
mclipnode_t *clipnodes;
unsigned nummarksurfaces;
msurface_t **marksurfaces;
hull_t hulls[MAX_MAP_HULLS];
hull_t *hull_list[MAX_MAP_HULLS];
unsigned numtextures;
texture_t **textures;
texture_t *skytexture;
byte *visdata;
byte *lightdata;
char *entities; //FIXME should not be here
mnode_t **node_parents;
mnode_t **leaf_parents;
int *leaf_flags; // union of surf flags for surfs in leaf
unsigned int checksum;
unsigned int checksum2;
} mod_brush_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;
union {
mspriteframe_t *frame;
mspritegroup_t *group;
};
} mspriteframedesc_t;
typedef struct {
int type;
int maxwidth;
int maxheight;
float beamlength;
int numframes;
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;
// Whole model ================================================================
typedef enum {mod_brush, mod_sprite, mod_alias, mod_iqm} 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 {
//FIXME use pointers. needs care in bsp submodel loading
char path[MAX_QPATH];
char name[MAX_QPATH];
const struct vpath_s *vpath;// virtual path where this model was found
qboolean needload; // bmodels and sprites don't cache normally
aliashdr_t *aliashdr; // if not null, alias model is not cached
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
//FIXME should be a pointer (submodels make things tricky)
mod_brush_t brush;
// additional model data
cache_user_t cache;
void (*clear) (struct model_s *m, void *data);
void *data;
} model_t;
// ============================================================================
void Mod_Init (void);
void Mod_Init_Cvars (void);
void Mod_ClearAll (void);
model_t *Mod_ForName (const char *name, qboolean crash);
void Mod_TouchModel (const char *name);
// brush specific
mleaf_t *Mod_PointInLeaf (const vec3_t p, model_t *model) __attribute__((pure));
struct set_s *Mod_LeafPVS (const mleaf_t *leaf, const model_t *model);
void Mod_LeafPVS_set (const mleaf_t *leaf, const model_t *model, byte defvis,
struct set_s *pvs);
void Mod_LeafPVS_mix (const mleaf_t *leaf, const model_t *model, byte defvis,
struct set_s *pvs);
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 int mod_lightmap_bytes;
#endif//__QF_model_h