/* 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 /* ============================================================================== BRUSH MODELS ============================================================================== */ // // in memory representation // typedef struct { vec3_t position; } mvertex_t; #define SIDE_FRONT 0 #define SIDE_BACK 1 #define SIDE_ON 2 // plane_t structure 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 gl_texturenum; 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 int fullbrights; // Tomaz - Fullbrights int transparent; // Tomaz - HL Bsp's int rs; // Tomaz - Rscripts } texture_t; #define SURF_PLANEBACK 2 #define SURF_DRAWSKY 4 #define SURF_DRAWSPRITE 8 #define SURF_DRAWTURB 16 #define SURF_DRAWTILED 32 #define SURF_DRAWBACKGROUND 64 #define SURF_UNDERWATER 128 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; #define VERTEXSIZE 7 typedef struct glpoly_s { struct glpoly_s *next; struct glpoly_s *chain; int numverts; int flags; // for SURF_UNDERWATER float verts[4][VERTEXSIZE]; // variable sized (xyz s1t1 s2t2) } glpoly_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; mtexinfo_t *texinfo; // lighting info int dlightframe, lightframe; int dlightbits; 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 vec3_t mins; // for bounding box culling vec3_t maxs; // 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 vec3_t mins; // for bounding box culling vec3_t maxs; // 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; 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? /* ============================================================================== 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; typedef struct mtriangle_s { int facesfront; int vertindex[3]; } mtriangle_t; #define MAX_SKINS 1024 typedef struct { int transparent; 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; int numposes; int poseverts; int posedata; // numposes*poseverts trivert_t int commands; // gl command list with embedded s/t int gl_texturenum[MAX_SKINS][4]; int fb_texturenum[MAX_SKINS][4]; int texels[MAX_SKINS]; // only for player skins maliasframedesc_t frames[1]; // variable sized } aliashdr_t; #define MAXALIASVERTS 4096 #define MAXALIASFRAMES 2048 #define MAXALIASTRIS 8192 extern aliashdr_t *pheader; extern stvert_t stverts[MAXALIASVERTS]; extern mtriangle_t triangles[MAXALIASTRIS]; extern trivertx_t *poseverts[MAXALIASFRAMES]; // Tomaz - Quake2 Models Begin /* ======================================================================== .MD2 triangle model file format ======================================================================== */ #define MD2IDALIASHEADER (('2'<<24)+('P'<<16)+('D'<<8)+'I') #define MD2ALIAS_VERSION 8 #define MD2MAX_TRIANGLES 4096 #define MD2MAX_VERTS 2048 #define MD2MAX_FRAMES 1024 #define MD2MAX_SKINS 32 #define MD2MAX_SKINNAME 64 // sanity checking size #define MD2MAX_SIZE (1024*4200) typedef struct { short s; short t; } md2stvert_t; typedef struct { short index_xyz[3]; short index_st[3]; } md2triangle_t; typedef struct { byte v[3]; // scaled byte to fit in frame mins/maxs byte lightnormalindex; } md2trivertx_t; #define MD2TRIVERTX_V0 0 #define MD2TRIVERTX_V1 1 #define MD2TRIVERTX_V2 2 #define MD2TRIVERTX_LNI 3 #define MD2TRIVERTX_SIZE 4 typedef struct { float scale[3]; // multiply byte verts by this float translate[3]; // then add this char name[16]; // frame name from grabbing md2trivertx_t verts[1]; // variable sized } md2frame_t; // the glcmd format: // a positive integer starts a tristrip command, followed by that many // vertex structures. // a negative integer starts a trifan command, followed by -x vertexes // a zero indicates the end of the command list. // a vertex consists of a floating point s, a floating point t, // and an integer vertex index. typedef struct { int ident; int version; int skinwidth; int skinheight; int framesize; // byte size of each frame int num_skins; int num_xyz; int num_st; // greater than num_xyz for seams int num_tris; int num_glcmds; // dwords in strip/fan command list int num_frames; int ofs_skins; // each skin is a MAX_SKINNAME string int ofs_st; // byte offset from start for stverts int ofs_tris; // offset for dtriangles int ofs_frames; // offset for first frame int ofs_glcmds; int ofs_end; // end of file int gl_texturenum[MAX_SKINS]; // int fb_texturenum[MAX_SKINS]; } md2_t; #define ALIASTYPE_MDL 1 #define ALIASTYPE_MD2 2 // Tomaz - Quake2 Models End //=================================================================== // // Whole model // typedef enum {mod_brush, mod_sprite, mod_alias} 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 typedef struct model_s { char name[MAX_QPATH]; qboolean needload; // bmodels and sprites don't cache normally modtype_t type; int aliastype; // Tomaz - Quake2 Models int numframes; synctype_t synctype; float glow_radius; vec3_t glow_color; qboolean noshadow; qboolean fullbright; 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 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); qboolean Has_Fullbrights (byte *data, int size); qboolean Has_Fullbrights2 (byte *data, int size); #endif // __MODEL__