2 Copyright (C) 1996-1997 Id Software, Inc.
4 This program is free software; you can redistribute it and/or
5 modify it under the terms of the GNU General Public License
6 as published by the Free Software Foundation; either version 2
7 of the License, or (at your option) any later version.
9 This program is distributed in the hope that it will be useful,
10 but WITHOUT ANY WARRANTY; without even the implied warranty of
11 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
13 See the GNU General Public License for more details.
15 You should have received a copy of the GNU General Public License
16 along with this program; if not, write to the Free Software
17 Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
21 #ifndef MODEL_SHARED_H
22 #define MODEL_SHARED_H
24 typedef enum {ST_SYNC=0, ST_RAND } synctype_t;
28 d*_t structures are on-disk representations
29 m*_t structures are in-memory
33 typedef enum {mod_invalid, mod_brushq1, mod_sprite, mod_alias, mod_brushq2, mod_brushq3} modtype_t;
35 typedef struct animscene_s
37 char name[32]; // for viewthing support
40 int loop; // true or false
45 typedef struct skinframe_s
47 rtexture_t *stain; // inverse modulate with background (used for decals and such)
48 rtexture_t *merged; // original texture without glow
49 rtexture_t *base; // original texture without pants/shirt/glow
50 rtexture_t *pants; // pants only (in greyscale)
51 rtexture_t *shirt; // shirt only (in greyscale)
52 rtexture_t *nmap; // normalmap (bumpmap for dot3)
53 rtexture_t *gloss; // glossmap (for dot3)
54 rtexture_t *detail; // detail texture (silly bumps for non-dot3)
55 rtexture_t *glow; // glow only (fullbrights)
56 rtexture_t *fog; // alpha of the base texture (if not opaque)
62 typedef struct overridetagname_s
68 // a replacement set of tag names, per skin
69 typedef struct overridetagnameset_s
71 int num_overridetagnames;
72 overridetagname_t *data_overridetagnames;
76 // LordHavoc: replaces glpoly, triangle mesh
77 typedef struct surfmesh_s
79 int num_vertices; // number of vertices in the mesh
80 int num_triangles; // number of triangles in the mesh
81 float *data_vertex3f; // float[verts*3] vertex locations
82 float *data_svector3f; // float[verts*3] direction of 'S' (right) texture axis for each vertex
83 float *data_tvector3f; // float[verts*3] direction of 'T' (down) texture axis for each vertex
84 float *data_normal3f; // float[verts*3] direction of 'R' (out) texture axis for each vertex
85 int *data_lightmapoffsets; // index into surface's lightmap samples for vertex lighting
86 float *data_texcoordtexture2f; // float[verts*2] texcoords for surface texture
87 float *data_texcoordlightmap2f; // float[verts*2] texcoords for lightmap texture
88 float *data_texcoorddetail2f; // float[verts*2] texcoords for detail texture
89 float *data_lightmapcolor4f;
90 int *data_element3i; // int[tris*3] triangles of the mesh, 3 indices into vertex arrays for each
91 int *data_neighbor3i; // int[tris*3] neighboring triangle on each edge (-1 if none)
93 int num_collisionvertices;
94 int num_collisiontriangles;
95 float *data_collisionvertex3f;
96 int *data_collisionelement3i;
100 #define SHADOWMESHVERTEXHASH 1024
101 typedef struct shadowmeshvertexhash_s
103 struct shadowmeshvertexhash_s *next;
105 shadowmeshvertexhash_t;
107 typedef struct shadowmesh_s
109 // next mesh in chain
110 struct shadowmesh_s *next;
111 // used for light mesh (NULL on shadow mesh)
112 rtexture_t *map_diffuse;
113 rtexture_t *map_specular;
114 rtexture_t *map_normal;
116 int numverts, maxverts;
117 int numtriangles, maxtriangles;
120 // used for light mesh (NULL on shadow mesh)
127 // used for shadow mesh (NULL on light mesh)
129 // these are NULL after Mod_ShadowMesh_Finish is performed, only used
130 // while building meshes
131 shadowmeshvertexhash_t **vertexhashtable, *vertexhashentries;
136 #include "matrixlib.h"
138 #include "model_brush.h"
139 #include "model_sprite.h"
140 #include "model_alias.h"
142 typedef struct model_alias_s
144 // mdl/md2/md3/zym model formats are treated the same after loading
146 // the shader meshes comprising this model
148 aliasmesh_t *aliasdata_meshes;
152 int aliasnum_tagframes;
153 aliastag_t *aliasdata_tags;
155 // for skeletal models
157 aliasbone_t *aliasdata_bones;
159 float *aliasdata_poses;
163 typedef struct model_sprite_s
166 mspriteframe_t *sprdata_frames;
172 typedef struct model_brush_s
174 // true if this model is a HalfLife .bsp file
176 // string of entity definitions (.map format)
179 // if non-zero this is a submodel
180 // (this is the number of the submodel, an index into submodels)
183 // number of submodels in this map (just used by server to know how many
184 // submodels to load)
186 // pointers to each of the submodels if .isworldmodel is true
187 struct model_s **submodels;
190 mplane_t *data_planes;
195 // visible leafs, not counting 0 (solid)
197 // number of actual leafs (including 0 which is solid)
202 int *data_leafbrushes;
204 int num_leafsurfaces;
205 int *data_leafsurfaces;
208 mportal_t *data_portals;
210 int num_portalpoints;
211 mvertex_t *data_portalpoints;
214 texture_t *data_textures;
217 msurface_t *data_surfaces;
221 int num_pvsclusterbytes;
222 unsigned char *data_pvsclusters;
224 //pvschain = model->brush.data_pvsclusters + mycluster * model->brush.num_pvsclusterbytes;
225 //if (pvschain[thatcluster >> 3] & (1 << (thatcluster & 7)))
227 // a mesh containing all shadow casting geometry for the whole model (including submodels), portions of this are referenced by each surface's num_firstshadowmeshtriangle
228 shadowmesh_t *shadowmesh;
231 int (*SuperContentsFromNativeContents)(struct model_s *model, int nativecontents);
232 int (*NativeContentsFromSuperContents)(struct model_s *model, int supercontents);
233 qbyte *(*GetPVS)(struct model_s *model, const vec3_t p);
234 int (*FatPVS)(struct model_s *model, const vec3_t org, vec_t radius, qbyte *pvsbuffer, int pvsbufferlength);
235 int (*BoxTouchingPVS)(struct model_s *model, const qbyte *pvs, const vec3_t mins, const vec3_t maxs);
236 void (*LightPoint)(struct model_s *model, const vec3_t p, vec3_t ambientcolor, vec3_t diffusecolor, vec3_t diffusenormal);
237 void (*FindNonSolidLocation)(struct model_s *model, const vec3_t in, vec3_t out, vec_t radius);
238 // these are actually only found on brushq1, but NULL is handled gracefully
239 void (*AmbientSoundLevelsForPoint)(struct model_s *model, const vec3_t p, qbyte *out, int outsize);
240 void (*RoundUpToHullSize)(struct model_s *cmodel, const vec3_t inmins, const vec3_t inmaxs, vec3_t outmins, vec3_t outmaxs);
244 rtexture_t *solidskytexture;
245 rtexture_t *alphaskytexture;
249 typedef struct model_brushq1_s
251 // lightmap format, set to r_lightmaprgba when model is loaded
269 dclipnode_t *clipnodes;
271 hull_t hulls[MAX_MAP_HULLS];
273 int num_compressedpvs;
274 qbyte *data_compressedpvs;
282 // lightmap update chains for light styles
285 int *light_stylevalue;
286 msurface_t ***light_styleupdatechains;
287 msurface_t **light_styleupdatechainsbuffer;
289 mleaf_t *(*PointInLeaf)(struct model_s *model, const float *p);
293 /* MSVC can't compile empty structs, so this is commented out for now
294 typedef struct model_brushq2_s
300 typedef struct model_brushq3_s
303 q3mmodel_t *data_models;
306 q3mbrush_t *data_brushes;
309 q3mbrushside_t *data_brushsides;
311 // freed after loading!
313 float *data_vertex3f;
314 float *data_texcoordtexture2f;
315 float *data_texcoordlightmap2f;
318 // freed after loading!
323 q3meffect_t *data_effects;
327 rtexture_t **data_lightmaps;
329 // voxel light data with directional shading
331 q3dlightgrid_t *data_lightgrid;
332 // size of each cell (may vary by map, typically 64 64 128)
333 float num_lightgrid_cellsize[3];
334 // 1.0 / num_lightgrid_cellsize
335 float num_lightgrid_scale[3];
336 // dimensions of the world model in lightgrid cells
337 int num_lightgrid_imins[3];
338 int num_lightgrid_imaxs[3];
339 int num_lightgrid_isize[3];
341 int num_lightgrid_dimensions[3];
342 // transform modelspace coordinates to lightgrid index
343 matrix4x4_t num_lightgrid_indexfromworld;
347 typedef struct model_s
349 // name and path of model, for example "progs/player.mdl"
350 char name[MAX_QPATH];
351 // model needs to be loaded if this is false
353 // set if the model is used in current map, models which are not, are purged
355 // true if this is the world model (I.E. defines what sky to use, and may contain submodels)
356 qboolean isworldmodel;
357 // CRC of the file this model was loaded from, to reload if changed
359 // mod_brush, mod_alias, mod_sprite
361 // memory pool for allocations
363 // all models use textures...
364 rtexturepool_t *texturepool;
365 // flags from the model file
367 // engine calculated flags, ones that can not be set in the file
369 // number of QC accessible frame(group)s in the model
371 // number of QC accessible skin(group)s in the model
373 // whether to randomize animated framegroups
375 // bounding box at angles '0 0 0'
376 vec3_t normalmins, normalmaxs;
377 // bounding box if yaw angle is not 0, but pitch and roll are
378 vec3_t yawmins, yawmaxs;
379 // bounding box if pitch or roll are used
380 vec3_t rotatedmins, rotatedmaxs;
381 // sphere radius, usable at any angles
383 // squared sphere radius for easier comparisons
385 // skin animation info
386 animscene_t *skinscenes; // [numskins]
387 // skin animation info
388 animscene_t *animscenes; // [numframes]
389 // range of surface numbers in this (sub)model
390 int firstmodelsurface;
391 int nummodelsurfaces;
392 // list of surface numbers in this (sub)model
394 // surface meshes are merged to a smaller set of meshes to allow reduced
395 // vertex array switching, the meshes are limited to 65536 vertices each
396 // to play nice with Geforce1 hardware
398 surfmesh_t **meshlist;
399 // draw the model's sky polygons (only used by brush models)
400 void(*DrawSky)(struct entity_render_s *ent);
401 // draw the model using lightmap/dlight shading
402 void(*Draw)(struct entity_render_s *ent);
403 // gathers info on which clusters and surfaces are lit by light, as well as calculating a bounding box
404 void(*GetLightInfo)(struct entity_render_s *ent, vec3_t relativelightorigin, float lightradius, vec3_t outmins, vec3_t outmaxs, int *outclusterlist, qbyte *outclusterpvs, int *outnumclusterspointer, int *outsurfacelist, qbyte *outsurfacepvs, int *outnumsurfacespointer);
405 // draw a shadow volume for the model based on light source
406 void(*DrawShadowVolume)(struct entity_render_s *ent, vec3_t relativelightorigin, float lightradius, int numsurfaces, const int *surfacelist);
407 // draw the lighting on a model (through stencil)
408 void(*DrawLight)(struct entity_render_s *ent, vec3_t relativelightorigin, vec3_t relativeeyeorigin, float lightradius, float *lightcolor, const matrix4x4_t *matrix_modeltolight, const matrix4x4_t *matrix_modeltoattenuationxyz, const matrix4x4_t *matrix_modeltoattenuationz, rtexture_t *lightcubemap, vec_t ambientscale, vec_t diffusescale, vec_t specularscale, int numsurfaces, const int *surfacelist);
409 // trace a box against this model
410 void (*TraceBox)(struct model_s *model, int frame, struct trace_s *trace, const vec3_t boxstartmins, const vec3_t boxstartmaxs, const vec3_t boxendmins, const vec3_t boxendmaxs, int hitsupercontentsmask);
411 // fields belonging to each type of model
413 model_sprite_t sprite;
415 model_brushq1_t brushq1;
416 /* MSVC can't handle an empty struct, so this is commented out for now
417 model_brushq2_t brushq2;
419 model_brushq3_t brushq3;
420 // skin files can have different tags for each skin
421 overridetagnameset_t *data_overridetagnamesforskin;
422 // flags this model for offseting sounds to the model center (used by brush models)
427 //============================================================================
429 // this can be used for anything without a valid texture
430 extern rtexture_t *r_notexture;
431 #define NUM_DETAILTEXTURES 1
432 extern rtexture_t *mod_shared_detailtextures[NUM_DETAILTEXTURES];
433 // every texture must be in a pool...
434 extern rtexturepool_t *mod_shared_texturepool;
436 extern rtexture_t *mod_shared_distorttexture[64];
439 extern model_t *loadmodel;
440 extern qbyte *mod_base;
441 // sky/water subdivision
442 //extern cvar_t gl_subdivide_size;
443 // texture fullbrights
444 extern cvar_t r_fullbrights;
446 void Mod_Init (void);
447 void Mod_CheckLoaded (model_t *mod);
448 void Mod_ClearAll (void);
449 model_t *Mod_FindName (const char *name);
450 model_t *Mod_ForName (const char *name, qboolean crash, qboolean checkdisk, qboolean isworldmodel);
451 void Mod_UnloadModel (model_t *mod);
453 void Mod_ClearUsed(void);
454 void Mod_PurgeUnused(void);
455 void Mod_LoadModels(void);
457 extern model_t *loadmodel;
458 extern char loadname[32]; // for hunk tags
460 int Mod_BuildVertexRemapTableFromElements(int numelements, const int *elements, int numvertices, int *remapvertices);
461 void Mod_BuildTriangleNeighbors(int *neighbors, const int *elements, int numtriangles);
462 void Mod_ValidateElements(const int *elements, int numtriangles, int numverts, const char *filename, int fileline);
463 void Mod_BuildNormals(int numverts, int numtriangles, const float *vertex3f, const int *elements, float *normal3f);
464 void Mod_BuildTextureVectorsAndNormals(int numverts, int numtriangles, const float *vertex, const float *texcoord, const int *elements, float *svectors, float *tvectors, float *normals);
466 surfmesh_t *Mod_AllocSurfMesh(mempool_t *mempool, int numvertices, int numtriangles, int numcollisionvertices, int numcollisiontriangles, qboolean detailtexcoords, qboolean lightmapoffsets, qboolean vertexcolors);
468 shadowmesh_t *Mod_ShadowMesh_Alloc(mempool_t *mempool, int maxverts, int maxtriangles, rtexture_t *map_diffuse, rtexture_t *map_specular, rtexture_t *map_normal, int light, int neighbors, int expandable);
469 shadowmesh_t *Mod_ShadowMesh_ReAlloc(mempool_t *mempool, shadowmesh_t *oldmesh, int light, int neighbors);
470 int Mod_ShadowMesh_AddVertex(shadowmesh_t *mesh, float *vertex14f);
471 void Mod_ShadowMesh_AddTriangle(mempool_t *mempool, shadowmesh_t *mesh, rtexture_t *map_diffuse, rtexture_t *map_specular, rtexture_t *map_normal, float *vertex14f);
472 void Mod_ShadowMesh_AddMesh(mempool_t *mempool, shadowmesh_t *mesh, rtexture_t *map_diffuse, rtexture_t *map_specular, rtexture_t *map_normal, const float *vertex3f, const float *svector3f, const float *tvector3f, const float *normal3f, const float *texcoord2f, int numtris, const int *element3i);
473 shadowmesh_t *Mod_ShadowMesh_Begin(mempool_t *mempool, int maxverts, int maxtriangles, rtexture_t *map_diffuse, rtexture_t *map_specular, rtexture_t *map_normal, int light, int neighbors, int expandable);
474 shadowmesh_t *Mod_ShadowMesh_Finish(mempool_t *mempool, shadowmesh_t *firstmesh, int light, int neighbors);
475 void Mod_ShadowMesh_CalcBBox(shadowmesh_t *firstmesh, vec3_t mins, vec3_t maxs, vec3_t center, float *radius);
476 void Mod_ShadowMesh_Free(shadowmesh_t *mesh);
478 int Mod_LoadSkinFrame(skinframe_t *skinframe, char *basename, int textureflags, int loadpantsandshirt, int usedetailtexture, int loadglowtexture);
479 int Mod_LoadSkinFrame_Internal(skinframe_t *skinframe, char *basename, int textureflags, int loadpantsandshirt, int usedetailtexture, int loadglowtexture, qbyte *skindata, int width, int height);
481 // used for talking to the QuakeC mainly
482 int Mod_Q1BSP_NativeContentsFromSuperContents(struct model_s *model, int supercontents);
483 int Mod_Q1BSP_SuperContentsFromNativeContents(struct model_s *model, int nativecontents);
485 extern cvar_t r_mipskins;
487 typedef struct skinfileitem_s
489 struct skinfileitem_s *next;
490 char name[MAX_QPATH];
491 char replacement[MAX_QPATH];
495 typedef struct skinfile_s
497 struct skinfile_s *next;
498 skinfileitem_t *items;
502 skinfile_t *Mod_LoadSkinFiles(void);
503 void Mod_FreeSkinFiles(skinfile_t *skinfile);
504 int Mod_CountSkinFiles(skinfile_t *skinfile);
506 void Mod_SnapVertices(int numcomponents, int numvertices, float *vertices, float snap);
507 int Mod_RemoveDegenerateTriangles(int numtriangles, const int *inelement3i, int *outelement3i, const float *vertex3f);
509 #endif // MODEL_SHARED_H