etqw-sdk/source/renderer/Model.h

418 lines
15 KiB
C++

// Copyright (C) 2007 Id Software, Inc.
//
#ifndef __MODEL_H__
#define __MODEL_H__
#include "Model_public.h"
#include "RenderWorld.h"
/*
===============================================================================
Render Model
===============================================================================
*/
class idMaterial;
const int SHADOW_CAP_INFINITE = 64;
enum primitiveModes_e {
PM_TRIANGLE = 0,
PM_POINTSPRITE
};
typedef enum {
TRIPARM_DISTANCESCALE,
TRIPARM_MAX
} srfTriParams_t;
typedef struct srfIndexTree_s
{
idBounds bb;
unsigned short range[4];
int kids[2];
} srfIndexTree_t;
typedef struct srfInteractionRef_s {
srfTriangles_t *tri;
struct srfInteractionRef_s *next;
} srfInteractionRef_t;
// our only drawing geometry type
struct srfTriangles_t {
idBounds bounds; // for culling
int ambientViewCount; // if == tr.viewCount, it is visible this view
bool generateNormals; // create normals from geometry, instead of using explicit ones
bool tangentsCalculated; // set when the vertex tangents have been calculated
bool facePlanesCalculated; // set when the face planes have been calculated
bool perfectHull; // true if there aren't any dangling edges
bool deformedSurface; // if true, indexes, silIndexes, mirrorVerts, and silEdges are
// pointers into the original surface, and should not be freed
bool deformedSurfaceInstance;// like deformedSurface, but indexes, silIndexes and silEdges are
// unique and should be freed
bool hardwareSkinnedSurface; // if true, ambientSurface is a pointer into the original surface,
// and should not be freed
bool sharedSurface; // if true, verts are shared between instances and ambientSurface is
// a pointer into the original surface and should not be freed
//BEGIN RAVEN
int numAllocedVerts;
int numAllocedIndices;
bool frameAlloced;
//END RAVEN
int numVerts; // number of vertices
idDrawVert * verts; // vertices, allocated with special allocator
int numIndexes; // for shadows, this has both front and rear end caps and silhouette planes
glIndex_t * indexes; // indexes, allocated with special allocator
glIndex_t * silIndexes; // indexes changed to be the first vertex with same XYZ, ignoring normal and texcoords
int numMirroredVerts; // this many verts at the end of the vert list are tangent mirrors
int * mirroredVerts; // tri->mirroredVerts[0] is the mirror of tri->numVerts - tri->numMirroredVerts + 0
int numSilEdges; // number of silhouette edges
silEdge_t * silEdges; // silhouette edges
int numAllocatedFacePlanes;
idPlane * facePlanes; // [numIndexes/3] plane equations
#if SD_SUPPORT_UNSMOOTHEDTANGENTS
dominantTri_t * dominantTris; // [numVerts] for deformed surface fast tangent calculation
#endif // SD_SUPPORT_UNSMOOTHEDTANGENTS
int numShadowIndexesNoFrontCaps; // shadow volumes with front caps omitted
int numShadowIndexesNoCaps; // shadow volumes with the front and rear caps omitted
int shadowCapPlaneBits; // bits 0-5 are set when that plane of the interacting light has triangles
// projected on it, which means that if the view is on the outside of that
// plane, we need to draw the rear caps of the shadow volume
// turboShadows will have SHADOW_CAP_INFINITE
shadowCache_t * shadowVertexes; // these will be copied to shadowCache when it is going to be drawn.
// these are NULL when vertex programs are available
struct srfTriangles_t * ambientSurface; // for light interactions, point back at the original surface that generated
// the interaction, which we will get the ambientCache from
struct srfTriangles_t * nextDeferredFree; // chain of tris to free next frame
int mode; // what primitive time to render is GL_TRIANGLES by default
int dsFlags;
// data in vertex object space, not directly readable by the CPU
struct vertCache_s * indexCache; // int
struct vertCache_s * ambientCache; // idDrawVert
struct vertCache_s * shadowCache; // shadowCache_t
struct vertCache_s * weightCache; // vertWeight_t
int numJoints;
idJointMat * joints;
int numIndexTree;
srfIndexTree_t * indexTree;
float params[TRIPARM_MAX];
srfInteractionRef_t *interactions;
float texCoordScale;
#ifdef SD_DEBUG_TRISURFMEMORY
const char* indexesAllocFileName;
int indexesAllocLineNumber;
const char* deferredFreeFileName;
int deferredFreeLineNumber;
const char* triAllocFileName;
int triAllocLineNumber;
const char* origAllocFileName;
int origAllocLineNumber;
const char* ambCacheFreeFileName;
int ambCacheFreeLineNumber;
int ambCacheFreeViewCount;
int vertsID;
int indexID;
int ID;
#endif
};
typedef idList<srfTriangles_t *> idTriList;
typedef struct modelSurface_s {
int id;
const idMaterial * material;
srfTriangles_t * geometry;
} modelSurface_t;
typedef enum {
DM_STATIC, // never creates a dynamic model
DM_CACHED, // once created, stays constant until the entity is updated (animating characters)
DM_CONTINUOUS // must be recreated for every single view (time dependent things like particles)
} dynamicModel_t;
typedef enum {
INVALID_JOINT = -1
} jointHandle_t;
#define COLLISION_JOINT_HANDLE( id ) ( ( id ) >= 0 ? INVALID_JOINT : ((jointHandle_t) ( -1 - id )) )
#define JOINTHANDLE_FOR_TRACE( trace ) ( trace ? COLLISION_JOINT_HANDLE( trace->c.id ) : INVALID_JOINT )
// deformable meshes precalculate as much as possible from a base frame, then generate
// complete srfTriangles_t from just a new set of vertexes
typedef struct deformInfo_s {
int numSourceVerts;
// numOutputVerts may be smaller if the input had duplicated or degenerate triangles
// it will often be larger if the input had mirrored texture seams that needed
// to be busted for proper tangent spaces
int numOutputVerts;
int numMirroredVerts;
int * mirroredVerts;
int numIndexes;
glIndex_t * indexes;
glIndex_t * silIndexes;
int numSilEdges;
silEdge_t * silEdges;
#if SD_SUPPORT_UNSMOOTHEDTANGENTS
dominantTri_t * dominantTris;
#endif // SD_SUPPORT_UNSMOOTHEDTANGENTS
} deformInfo_t;
struct imageuseinfo {
int numpolys;
int usecount;
float surfacearea;
int alphamat;
};
class idMD5Joint {
public:
idMD5Joint() { parent = NULL; }
idStr name;
const idMD5Joint * parent;
};
const int MAX_GUISURFACE_POINTS = 16;
const int MAX_GUISURFACE_INDICES = ( MAX_GUISURFACE_POINTS - 2 ) * 3;
const int MAX_GUISURFACE_TRIANGLES = MAX_GUISURFACE_INDICES / 3;
struct guiSurface_t {
int guiNum;
idBounds bounds;
idVec3 origin;
idMat3 axis;
jointHandle_t joint;
// geometry data used for tracing and culling
idPlane plane;
idPlane edgePlanes[ MAX_GUISURFACE_TRIANGLES ][ 2 ];
int numTris;
};
// the init methods may be called again on an already created model when
// a reloadModels is issued
class idRenderModel {
public:
idRenderModel() { };
virtual ~idRenderModel() {};
// Loads static models only, dynamic models must be loaded by the modelManager
virtual void InitFromFile( const char *fileName ) = 0;
// renderBump uses this to load the very high poly count models, skipping the
// shadow and tangent generation, along with some surface cleanup to make it load faster
virtual void PartialInitFromFile( const char *fileName ) = 0;
// this is used for dynamically created surfaces, which are assumed to not be reloadable.
// It can be called again to clear out the surfaces of a dynamic model for regeneration.
virtual void InitEmpty( const char *name ) = 0;
// dynamic model instantiations will be created with this
// the geometry data will be owned by the model, and freed when it is freed
// the geometry should be raw triangles, with no extra processing
virtual void AddSurface( modelSurface_t surface ) = 0;
// cleans all the geometry and performs cross-surface processing
// like shadow hulls
// Creates the duplicated back side geometry for two sided, alpha tested, lit materials
// This does not need to be called if none of the surfaces added with AddSurface require
// light interaction, and all the triangles are already well formed.
virtual void FinishSurfaces( bool duplicateGeometry = true, bool cleanupGeometry = true, bool concatDupeGeom = false ) = 0;
// Does consistency checks that would cause excessive spammage...
virtual bool Validate( void ) const = 0;
// frees all the data, but leaves the class around for dangling references,
// which can regenerate the data with LoadModel()
virtual void PurgeModel() = 0;
// resets any model information that needs to be reset on a same level load etc..
// currently only implemented for liquids
virtual void Reset() = 0;
// used for initial loads, reloadModel, and reloading the data of purged models
// Upon exit, the model will absolutely be valid, but possibly as a default model
virtual void LoadModel() = 0;
// internal use
virtual bool IsLoaded() const = 0;
virtual void SetReferencedOutsideLevelLoad( bool referenced ) = 0;
virtual bool IsReferencedOutsideLevelLoad() const = 0;
virtual void SetLevelLoadReferenced( bool referenced ) = 0;
virtual bool IsLevelLoadReferenced() const = 0;
// models that are already loaded at level start time
// will still touch their data to make sure they
// are kept loaded
virtual void TouchData() = 0;
// dump any ambient caches on the model surfaces
virtual void FreeVertexCache() = 0;
virtual void DirtyVertexAmbientCache() = 0;
// returns the name of the model
virtual const char * Name() const = 0;
// prints a detailed report on the model for printModel
virtual void Print() const = 0;
// prints a single line report for listModels
virtual void List( bool csv ) const = 0;
// prints a single line report for listTexUsage
virtual void TexUsage() const = 0;
//
virtual void Media( idFile *reportfile, sdHashMapGeneric< const idImage*, imageuseinfo > &texref ) const = 0;
// reports the amount of memory (roughly) consumed by the model
virtual int Memory() const = 0;
// for reloadModels
virtual unsigned Timestamp() const = 0;
// returns the number of surfaces
virtual int NumSurfaces() const = 0;
// NumBaseSurfaces will not count any overlays added to dynamic models
virtual int NumBaseSurfaces() const = 0;
// get a pointer to a surface
virtual const modelSurface_t *Surface( int surfaceNum ) const = 0;
// Allocates surface triangles.
// Allocates memory for srfTriangles_t::verts and srfTriangles_t::indexes
// The allocated memory is not initialized.
// srfTriangles_t::numVerts and srfTriangles_t::numIndexes are set to zero.
virtual srfTriangles_t * AllocSurfaceTriangles( int numVerts, int numIndexes ) const = 0;
// Frees surfaces triangles.
virtual void FreeSurfaceTriangles( srfTriangles_t *tris ) const = 0;
// models of the form "_area*" may have a prelight shadow model associated with it
virtual bool IsStaticWorldModel() const = 0;
// models parsed from inside map files or dynamically created cannot be reloaded by
// reloadmodels
virtual bool IsReloadable() const = 0;
// md3, md5, particles, etc
virtual dynamicModel_t IsDynamicModel() const = 0;
// if the load failed for any reason, this will return true
virtual bool IsDefaultModel() const = 0;
// dynamic models should return a fast, conservative approximation
// static models should usually return the exact value
virtual idBounds Bounds( const renderEntity_t *ent = NULL ) const = 0;
// returns value != 0.0f if the model requires the depth hack
virtual float DepthHack() const = 0;
// returns a static model based on the definition and view
// currently, this will be regenerated for every view, even though
// some models, like character meshes, could be used for multiple (mirror)
// views in a frame, or may stay static for multiple frames (corpses)
// The renderer will delete the returned dynamic model the next view
// This isn't const, because it may need to reload a purged model if it
// wasn't precached correctly.
virtual void InstantiateDynamicModel( class idRenderEntityLocal *ent, const struct viewDef_s *view, int lod = 0 ) = 0;
virtual void UpdateDeferredSurface( class idRenderEntityLocal *def, modelSurface_t *surf ) = 0;
// Returns the number of joints or 0 if the model is not an MD5
virtual int NumJoints( void ) const = 0;
// Returns the MD5 joints or NULL if the model is not an MD5
virtual const idMD5Joint * GetJoints( void ) const = 0;
// Returns the handle for the joint with the given name.
virtual jointHandle_t GetJointHandle( const char *name ) const = 0;
// Returns the name for the joint with the given handle.
virtual const char * GetJointName( jointHandle_t handle ) const = 0;
// Returns the default animation pose or NULL if the model is not an MD5.
virtual const idJointQuat * GetDefaultPose( void ) const = 0;
// Returns number of the joint nearest to the given triangle.
virtual int NearestJoint( int surfaceNum, int a, int c, int b ) const = 0;
// Returns the number of GUI surfaces
virtual int NumGUISurfaces( void ) const = 0;
// Returns the GUI surfaces
virtual const guiSurface_t* GetGUISurface( int guiSurfaceNum ) const = 0;
// Writing to and reading from a demo file.
virtual void ReadFromDemoFile( class idDemoFile *f ) = 0;
virtual void WriteToDemoFile( class idDemoFile *f ) = 0;
// Current lod
virtual int GetCurrentLod( void ) const = 0;
virtual void SetCurrentLod( const int lod ) = 0;
// Update current lod
virtual bool UpdateLod( const struct renderEntity_t *ent, const struct viewDef_s *view, idRenderModel *cachedModel, int& newLod ) const = 0;
// Returns true if the dynamic cached model needs purging and reinstatiating
virtual bool NeedsReinstantiating( class idRenderEntityLocal *def, const struct viewDef_s *view, int lod = 0 ) const = 0;
// Returns the id of the surface with the given name (-1 if not supported or not found)
virtual int FindSurfaceId( const char *surfaceName ) = 0;
virtual void SetBounds( idBounds const &bb ) = 0;
// Purges any partial loadable images referenced by this model
virtual void PurgePartialLoadableImages( void ) = 0;
// Schedules loading of any partial loadable images referenced by this model
virtual void LoadPartialLoadableImages( bool blocking = false ) = 0;
// All surfaces have finished any pending partial image loads
virtual bool IsFinishedPartialLoading( void ) const = 0;
virtual idList<int>* GetFixedAreas( void ) = 0;
virtual void SetFixedAreas( idList<int> const &a ) = 0;
virtual int NumMeshes( const int lod = 0 ) const = 0;
virtual idBounds CalcMeshBounds( int meshIndex, const idJointMat *joints, const idVec3 &offset, const idMat3 &axis, bool useDefaultAnim ) = 0;
};
#endif /* !__MODEL_H__ */