#ifndef __MODEL__ #define __MODEL__ /* * $Header: /H2 Mission Pack/MODEL.H 7 3/12/98 1:12p Jmonroe $ */ #include "genmodel.h" #include "spritegn.h" /* d*_t structures are on-disk representations m*_t structures are in-memory */ /* ============================================================================== BRUSH MODELS ============================================================================== */ // // in memory representation // // !!! if this is changed, it must be changed in asm_draw.h too !!! typedef struct { vec3_t position; } mvertex_t; #define SIDE_FRONT 0 #define SIDE_BACK 1 #define SIDE_ON 2 // plane_t structure // !!! if this is changed, it must be changed in asm_i386.h too !!! typedef struct mplane_s { vec3_t normal; float dist; byte type; // for texture axis selection and fast side tests byte signbits; // signx + signy<<1 + signz<<1 byte pad[2]; } mplane_t; typedef struct texture_s { char name[16]; unsigned width, height; 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_TRANSLUCENT 0x80 #define SURF_DRAWBLACK 0x200 // !!! 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; typedef struct msurface_s { int visframe; // should be drawn when node is crossed int dlightframe; int dlightbits; mplane_t *plane; int flags; int firstedge; // look up in model->surfedges[], negative numbers int numedges; // are backwards edges // surface generation data struct surfcache_s *cachespots[MIPLEVELS]; short texturemins[2]; short extents[2]; mtexinfo_t *texinfo; // lighting info byte styles[MAXLIGHTMAPS]; 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 short minmaxs[6]; // for bounding box culling struct mnode_s *parent; // node specific mplane_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 short minmaxs[6]; // for bounding box culling 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; // !!! if this is changed, it must be changed in asm_i386.h too !!! typedef struct { dclipnode_t *clipnodes; mplane_t *planes; int firstclipnode; int lastclipnode; vec3_t clip_mins; vec3_t clip_maxs; } hull_t; /* ============================================================================== SPRITE MODELS ============================================================================== */ // FIXME: shorten these? typedef struct mspriteframe_s { short width; short height; //void *pcachespot; // remove? float up, down, left, right; byte pixels[4]; } mspriteframe_t; typedef struct { short numframes; float *intervals; mspriteframe_t *frames[1]; } mspritegroup_t; typedef struct { spriteframetype_t type; mspriteframe_t *frameptr; } mspriteframedesc_t; typedef struct { short type; short maxwidth; short maxheight; short 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. ============================================================================== */ typedef struct { aliasframetype_t type; trivertx_t bboxmin; trivertx_t bboxmax; int frame; char name[16]; } maliasframedesc_t; typedef struct { aliasskintype_t type; void *pcachespot; int skin; } maliasskindesc_t; typedef struct { trivertx_t bboxmin; trivertx_t bboxmax; int frame; } maliasgroupframedesc_t; typedef struct { int numframes; int intervals; maliasgroupframedesc_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; unsigned short vertindex[3]; unsigned short stindex[3]; } mtriangle_t; typedef struct { int model; int stverts; int skindesc; int triangles; maliasframedesc_t frames[1]; } aliashdr_t; //=================================================================== // // Whole model // typedef enum {mod_brush, mod_sprite, mod_alias} modtype_t; // EF_ changes must also be made in gl_model.h #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_FIREBALL 256 // Yellow transparent trail in all directions #define EF_ICE 512 // Blue-white transparent trail, with gravity #define EF_MIP_MAP 1024 // This model has mip-maps #define EF_SPIT 2048 // Black transparent trail with negative light #define EF_TRANSPARENT 4096 // Transparent sprite #define EF_SPELL 8192 // Vertical spray of particles #define EF_HOLEY 16384 // Solid model with color 0 #define EF_SPECIAL_TRANS 32768 // Translucency through the particle table #define EF_FACE_VIEW 65536 // Poly Model always faces you #define EF_VORP_MISSILE 131072 // leave a trail at top and bottom of model #define EF_SET_STAFF 262144 // slowly move up and left/right #define EF_MAGICMISSILE 524288 // a trickle of blue/white particles with gravity #define EF_BONESHARD 1048576 // a trickle of brown particles with gravity #define EF_SCARAB 2097152 // white transparent particles with little gravity #define EF_ACIDBALL 4194304 // Green drippy acid shit #define EF_BLOODSHOT 8388608 // Blood rain shot trail #define EF_MIP_MAP_FAR 0x1000000 // Set per frame, this model will use the far mip map typedef struct model_s { char name[MAX_QPATH]; qboolean needload; // bmodels and sprites don't cache normally modtype_t type; int numframes; synctype_t synctype; int flags; // // volume occupied by the model // vec3_t mins, maxs; float radius; // // brush model // int firstmodelsurface, nummodelsurfaces; int numsubmodels; dmodel_t *submodels; int numplanes; mplane_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; dclipnode_t *clipnodes; int nummarksurfaces; msurface_t **marksurfaces; hull_t hulls[MAX_MAP_HULLS]; int numtextures; texture_t **textures; byte *visdata; byte *lightdata; char *entities; // // additional model data // cache_user_t cache; // only access through Mod_Extradata } model_t; //============================================================================ void Mod_Init (void); void Mod_ClearAll (void); model_t *Mod_ForName (char *name, qboolean crash); void *Mod_Extradata (model_t *mod); // handles caching void Mod_TouchModel (char *name); mleaf_t *Mod_PointInLeaf (float *p, model_t *model); byte *Mod_LeafPVS (mleaf_t *leaf, model_t *model); /* * $Log: /H2 Mission Pack/MODEL.H $ * * 7 3/12/98 1:12p Jmonroe * removed strcmp from render code * * 6 3/10/98 6:42p Jmonroe * first pass of new model fmt, fully in view render needs work * * 5 2/26/98 9:19p Jmonroe * shortened memory struct for sprites, added sprite orientation code in * gl (need to test) * * 4 2/20/98 12:18p Jmonroe * changed modelgen.h to genmodel.h * * 20 9/18/97 2:34p Rlove * * 19 9/17/97 1:27p Rlove * * 18 9/17/97 11:11a Rlove * * 17 7/15/97 4:09p Rjohnson * New particle effect * * 16 6/12/97 6:42a Rlove * Smoke entities are being deleted (before they weren't) * * 15 5/28/97 3:54p Rjohnson * Effect to make a model always face you * * 14 5/22/97 5:56p Rjohnson * New translucency effect * * 13 4/03/97 10:40a Rjohnson * Added a translucent flag for surfaces * * 12 3/28/97 5:28p Rjohnson * Updates to the transparency for the models * * 11 3/07/97 1:50p Rjohnson * Id Updates * * 10 3/07/97 12:06p Rjohnson * Added new spell particle effect * * 9 2/20/97 12:13p Rjohnson * Code fixes for id update * * 8 2/11/97 1:15p Rjohnson * Added transparent sprites * * 7 1/02/97 11:16a Rjohnson * Christmas work - added adaptive time, game delays, negative light, * particle effects, etc * * 6 12/12/96 12:09p Rjohnson * Removed model distance define * * 5 12/12/96 9:42a Ggribb * added mip mapped monsters * * 4 12/11/96 3:54p Rjohnson * Negated mean of mip map flag * * 3 12/11/96 10:44a Rjohnson * Added the ice and no mip-mapping defines * * 2 12/06/96 2:00p Rjohnson * New particle type for the fireball */ #endif // __MODEL__