tenebrae2/gl_model.h

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/*
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 the Free Software
Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*/
#ifndef __MODEL__
#define __MODEL__
#include "modelgen.h"
#include "spritegn.h"
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#include "render.h"
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/*
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_BLUE 64
#define EF_RED 128
#define EF_GREEN 32
#define EF_FULLDYNAMIC 16
//PENTA: moved here, we needed it
typedef struct plane_s
{
vec3_t normal;
float dist;
} plane_t;
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/*
==============================================================================
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;
//PENTA: "modern" vertices
//WARNING: if you change the size of this also change VERTEXSIZE
typedef struct
{
vec3_t position;
float texture[2];
float lightmap[2];
byte color[4];
} mmvertex_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;
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//Textures
#define TEXTURE_RGB 1
#define TEXTURE_NORMAL 2
#define TEXTURE_CUBEMAP 3
typedef struct
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{
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int texnum;
char identifier[MAX_OSPATH*2+1];
int width, height;
qboolean mipmap;
int loadtype;
int gltype;
void *dynamic; //if this is set we have a texture with changing pixels (currently only roq's)
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} gltexture_t;
#define SHADER_MAX_NAME 128
#define SHADER_MAX_STAGES 8
#define SHADER_MAX_BUMP_STAGES 4
#define SHADER_MAX_TCMOD 8
#define SHADER_MAX_STATUSES 8
typedef enum {STAGE_SIMPLE, STAGE_COLOR, STAGE_BUMP, STAGE_GLOSS, STAGE_GRAYGLOSS} stagetype_t;
typedef enum {TCMOD_ROTATE, TCMOD_SCROLL, TCMOD_SCALE, TCMOD_STRETCH} tcmodtype_t;
#define STAGE_CUBEMAP 1
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typedef struct tcmod_s {
float params[7];
tcmodtype_t type;
} tcmod_t;
/**
* A single stage in the shader,
* a stage is one block { } in a shader definition
* this corresponds to a single pass for simple shaders
* or a single texture definition for bumpmapping.
*/
typedef struct stage_s {
stagetype_t type;
int numtcmods;
tcmod_t tcmods[SHADER_MAX_TCMOD];
int numtextures;
gltexture_t *texture[8]; //animations
int src_blend, dst_blend; //have special values for bumpmap passes
int alphatresh;
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char filename[MAX_QPATH*3+2];
int flags;
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} stage_t;
#define SURF_NOSHADOW 0x40000 //don't cast stencil shadows
#define SURF_BUMP 0x80000 //do diffuse bumpmapping and gloss if gloss is enabled too
#define SURF_GLOSS 0x100000//do gloss
#define SURF_PPLIGHT 0x200000//do per pixel lighting...
//if bump is unset it uses a flat bumpmap and no gloss
//if bump is set and gloss unet it does only diffuse bumps
#define SURF_TRANSLUCENT 0x400000//surface is translucent
/**
* A shader, holds the stages and the general info for that shader.
*/
typedef struct shader_s {
char name[SHADER_MAX_NAME];
int flags;
int contents;
int numstages;
stage_t stages[SHADER_MAX_STAGES];
int numcolorstages;
stage_t colorstages[SHADER_MAX_BUMP_STAGES];//these ase a bit special, so separate them
int numbumpstages;
stage_t bumpstages[SHADER_MAX_BUMP_STAGES];
int numglossstages;
stage_t glossstages[SHADER_MAX_BUMP_STAGES];
vec3_t fog_color;
float fog_dist;
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float displaceScale;
float displaceBias;
char displacementname[MAX_QPATH];
gltexture_t *displacement;
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int numstatus;
struct shader_s *status[SHADER_MAX_STATUSES]; //if the object the shader is on it's status is > 0 this shader will be used insead of the base shader...
struct shader_s *next; //in the shader linked list
qboolean mipmap;
qboolean cull;
qboolean texturesAreLoaded; //The textures of the different shader stages are loaded
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} shader_t;
//2048 triangles for shader
#define MAX_SHADER_INCECIES 6144
typedef struct mapshader_s
{
shader_t *shader;
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struct msurface_s *texturechain; // for gl_texsort drawing
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struct mesh_s *meshchain;
int numindecies;
int indecies[MAX_SHADER_INCECIES];
} mapshader_t;
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#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
//PENTA: Mirror surface
#define SURF_MIRROR 0x100
#define SURF_GLASS 0x200
#define SURF_CAULK 0x400
// !!! if this is changed, it must be changed in asm_draw.h too !!!
typedef struct
{
unsigned short v[2];
unsigned int cachededgeoffset;
} medge_t;
//size in floats...
#define VERTEXSIZE 8
//Penta
//I changed this the poly only stores the first index for the vertex in the global vertex list...
typedef struct glpoly_s
{
struct glpoly_s *next;
struct glpoly_s *chain;
int numverts;
int flags; // for SURF_UNDERWATER
int lightTimestamp; //PENTA: timestamp of last light that
//this polygon was visible to
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struct mneighbour_s *neighbours;
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int firstvertex;
int numindecies; //number of polygons indexes
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int numneighbours;
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int indecies[1]; //polygon indexes... variable sized
} glpoly_t;
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typedef struct mneighbour_s {
int p1, p2;
glpoly_t *n;
} mneighbour_t;
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typedef struct msurface_s
{
int visframe; // should be drawn when node is crossed
mplane_t *plane;
int flags;
int firstedge; // look up in model->surfedges[], negative numbers
int numedges; // are backwards edges
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//short texturemins[2];
//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
struct msurface_s *texturechain;
struct msurface_s *shadowchain;
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struct msurface_s *lightmapchain;
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mapshader_t *shader;
vec3_t tangent;
vec3_t binormal;
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int lightmaptexturenum;
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//used still?
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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;
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//FIXME: use a matrix instead??
typedef struct {
vec3_t angles;
vec3_t origin;
vec3_t scale;
} transform_t;
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typedef struct {
int segment; //segment 0 is the system memory, higher segments are driver mem
long offset; //offset into segment, maximum size of offset varies
} DriverPtr;
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typedef struct mesh_s
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{
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vec3_t mins; //axis aligned bounding box
vec3_t maxs;
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//User space: For shadow volumes and decail generation
vec3_t *userVerts; //Vertices in user memory
plane_t *triplanes; //per triangle plane eq's (for shadow volumes)
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//Driver space: For render passes
DriverPtr vertices;
DriverPtr tangents;
DriverPtr binormals;
DriverPtr normals;
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int numvertices;
int *indecies;
int numindecies;
int numtriangles;
int *neighbours; //numtriangles*3 neighbour triangle indexes
int *unexplodedIndecies; //only during load time an when isExploded == true
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transform_t trans;
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int visframe;
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int lightTimestamp;
mapshader_t *shader;
int lightmapIndex;
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qboolean isExploded; //Every triangle has unique vertices, no shared ones
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struct mesh_s *next; //for the texture chains
struct mesh_s *shadowchain;
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} mesh_t;
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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
mplane_t *plane;
struct mnode_s *children[2];
//PFIX: Remove these 2
unsigned short firstsurface;
unsigned short numsurfaces;
int ichildren[2]; //children as indexes into the array instead of pointers...
} 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
float minmaxs[6]; // for bounding box culling
struct mnode_s *parent;
// leaf specific
byte *compressed_vis;
efrag_t *efrags;
msurface_t **firstmarksurface;
int nummarksurfaces;
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int firstmesh;
int nummeshes;
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int firstbrush;
int numbrushes;
int area;
int cluster;
int key; // BSP sequence number for leaf's contents
int index;
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;
typedef struct
{
mplane_t *plane;
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mapshader_t *shader;
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} mbrushside_t;
typedef struct
{
int contents;
int numsides;
int firstbrushside;
int checkcount; // to avoid repeated testings
} mbrush_t;
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typedef struct
{
int numareaportals[MAX_MAP_AREAS];
} marea_t;
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/*
==============================================================================
SPRITE MODELS
==============================================================================
*/
typedef struct mspriteframe_s
{
int width;
int height;
float up, down, left, right;
shader_t *shader;
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} mspriteframe_t;
typedef struct
{
int maxwidth;
int maxheight;
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int numframes;
mspriteframe_t frames[1];
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} msprite_t;
/*
==============================================================================
ALIAS MODELS
Alias models are position independent, so the cache manager can move them.
==============================================================================
*/
typedef struct
{
int firstpose;
int numposes;
float interval;
trivertx_t bboxmin;
trivertx_t bboxmax;
int frame;
char name[16];
} maliasframedesc_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;
// !!! if this is changed, it must be changed in asm_draw.h too !!!
//PENTA: no it's not we only modify opengl
typedef struct mtriangle_s {
int facesfront;
int vertindex[3];
int neighbours[3];
} mtriangle_t;
#define MAX_SKINS 32
typedef struct {
int ident;
int version;
vec3_t scale;
vec3_t scale_origin;
float boundingradius;
vec3_t eyeposition;
int numskins;
int skinwidth;
int skinheight;
int numverts;
int numtris;
int numframes;
synctype_t synctype;
int flags;
float size;
vec3_t mins,maxs; // bounding box
int numposes;
int poseverts;
int posedata; // numposes*poseverts trivert_t
int commands; // gl command list with embedded s/t
int triangles; //PENTA: We need tris for shadow volumes
int planes; //PENTA: Plane eq's for every triangle for every frame
int tangents; //PENTA: Tangent for every vertex for every frame
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int binormals; //PENTA: Tangent for every vertex for every frame
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int texcoords; //PENTA: For every triangle the 3 texture coords
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int indecies; //PENTA: indecies for gl vertex arrays
shader_t *shader;
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int texels[MAX_SKINS]; // only for player skins
maliasframedesc_t frames[1]; // variable sized
} aliashdr_t;
#define MAXALIASVERTS 2048
#define MAXALIASFRAMES 256
#define MAXALIASTRIS 2048
extern aliashdr_t *pheader;
extern stvert_t stverts[MAXALIASVERTS];
extern mtriangle_t triangles[MAXALIASTRIS];
extern trivertx_t *poseverts[MAXALIASFRAMES];
//===================================================================
//
// Whole model
//
typedef enum {mod_brush, mod_sprite, mod_alias, mod_alias3} 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_FASTVOLUME 256 // PENTA: fast shadow volume generation
#define EF_FULLBRIGHT 512 // PENTA: draw model fullbright (lavaballs, torches, ...)
#define EF_NOSHADOW 1024 //PENTA: don't draw any shadow
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 graphics
//
vec3_t mins, maxs;
float radius;
//
// solid volume for clipping
//
qboolean clipbox;
vec3_t clipmins, clipmaxs;
//
// brush model
//
int firstmodelsurface, nummodelsurfaces;
int firstmodelbrush, nummodelbrushes; //added for q3
int numsubmodels;
dmodel_t *submodels;
int numplanes;
mplane_t *planes;
int numleafs; // number of visible leafs, not counting 0
mleaf_t *leafs;
int numvertexes;
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vec3_t *userVerts; //Vertex positions (the rest is stored in the graphics driver)
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int numedges;
medge_t *edges;
int numnodes;
mnode_t *nodes;
int numsurfaces;
msurface_t *surfaces;
int numsurfedges;
int *surfedges;
int numclipnodes;
dclipnode_t *clipnodes;
int nummarksurfaces;
msurface_t **marksurfaces;
int numbrushes;
mbrush_t *brushes;
int numbrushsides;
mbrushside_t *brushsides;
int numleafbrushes;
int *leafbrushes;
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int numleafmeshes;
int *leafmeshes;
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int numareas;
marea_t *areas;
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int nummeshes;
mesh_t *meshes;
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hull_t hulls[MAX_MAP_HULLS];
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int nummapshaders;
mapshader_t *mapshaders;
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int numclusters;
int clusterlen;
byte *visdata;
byte *lightdata;
int numlightmaps;
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);
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float Mod_RadiusFromBounds (vec3_t mins, vec3_t maxs);
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mleaf_t *Mod_PointInLeaf (float *p, model_t *model);
byte *Mod_LeafPVS (mleaf_t *leaf, model_t *model);
#define MAX_MOD_KNOWN 512
model_t mod_known[MAX_MOD_KNOWN];
int mod_numknown;
model_t *Mod_FindName (char *name);
#endif // __MODEL__