/* 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" /* 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; /* ============================================================================== 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; //Textures #define TEXTURE_RGB 1 #define TEXTURE_NORMAL 2 #define TEXTURE_CUBEMAP 3 typedef struct { int texnum; char identifier[MAX_OSPATH*2+1]; int width, height; qboolean mipmap; int type; void *dynamic; //if this is set we have a texture with changing pixels (currently only roq's) } 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; 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; char filename[MAX_QPATH*2+1]; } 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; 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; } shader_t; //2048 triangles for shader #define MAX_SHADER_INCECIES 6144 typedef struct mapshader_s { shader_t *shader; struct msurface_s *texturechain; // for gl_texsort drawing struct mesh_s *meshchain; int numindecies; int indecies[MAX_SHADER_INCECIES]; } mapshader_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 //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 struct mneighbour_s *neighbours; int firstvertex; int numindecies; //number of polygons indexes int numneighbours; int indecies[1]; //polygon indexes... variable sized } glpoly_t; typedef struct mneighbour_s { int p1, p2; glpoly_t *n; } mneighbour_t; 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 //short texturemins[2]; //short extents[2]; //int light_s, light_t; // gl lightmap coordinates glpoly_t *polys; // multiple if warped struct msurface_s *texturechain; struct msurface_s *shadowchain; mapshader_t *shader; vec3_t tangent; vec3_t binormal; int lightmaptexturenum; //used still? 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; //FIXME: use a matrix instead?? typedef struct { vec3_t angles; vec3_t origin; vec3_t scale; } transform_t; typedef struct mesh_s { int firstvertex; //in world vertex list vec3_t *tangents; vec3_t *binormals; vec3_t *normals; plane_t *triplanes; //per triangle plane eq's (for shadow volumes) 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 transform_t trans; int visframe; int lightTimestamp; mapshader_t *shader; int lightmapIndex; qboolean isExploded; //Every triangle has unique vertices, no shared ones struct mesh_s *next; //for the texture chains struct mesh_s *shadowchain; } mesh_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 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; int firstmesh; int nummeshes; 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; mapshader_t *shader; } mbrushside_t; typedef struct { int contents; int numsides; int firstbrushside; int checkcount; // to avoid repeated testings } mbrush_t; typedef struct { int numareaportals[MAX_MAP_AREAS]; } marea_t; /* ============================================================================== SPRITE MODELS ============================================================================== */ // FIXME: shorten these? typedef struct mspriteframe_s { int width; int height; float up, down, left, right; int gl_texturenum; } mspriteframe_t; typedef struct { int numframes; float *intervals; mspriteframe_t *frames[1]; } mspritegroup_t; typedef struct { spriteframetype_t type; mspriteframe_t *frameptr; } mspriteframedesc_t; typedef struct { int type; int maxwidth; int maxheight; int 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 { 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 int texcoords; //PENTA: For every triangle the 3 texture coords int indecies; //PENTA: indecies for gl vertex arrays shader_t *shader; 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; mvertex_t *vertexes; 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; int numleafmeshes; int *leafmeshes; int numareas; marea_t *areas; int nummeshes; mesh_t *meshes; hull_t hulls[MAX_MAP_HULLS]; int nummapshaders; mapshader_t *mapshaders; 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); 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__