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 *glow; // glow only (fullbrights)
55 rtexture_t *fog; // alpha of the base texture (if not opaque)
61 typedef struct overridetagname_s
67 // a replacement set of tag names, per skin
68 typedef struct overridetagnameset_s
70 int num_overridetagnames;
71 overridetagname_t *data_overridetagnames;
75 typedef struct surfmeshvertexboneweight_s
77 unsigned int vertexindex;
78 unsigned int boneindex;
82 surfmeshvertexboneweight_t;
84 // used for mesh lists in q1bsp/q3bsp map models
85 // (the surfaces reference portions of these meshes)
86 typedef struct surfmesh_s
88 int num_triangles; // number of triangles in the mesh
89 int *data_element3i; // int[tris*3] triangles of the mesh, 3 indices into vertex arrays for each
90 int *data_neighbor3i; // int[tris*3] neighboring triangle on each edge (-1 if none)
91 int num_vertices; // number of vertices in the mesh
92 float *data_vertex3f; // float[verts*3] vertex locations
93 float *data_svector3f; // float[verts*3] direction of 'S' (right) texture axis for each vertex
94 float *data_tvector3f; // float[verts*3] direction of 'T' (down) texture axis for each vertex
95 float *data_normal3f; // float[verts*3] direction of 'R' (out) texture axis for each vertex
96 float *data_texcoordtexture2f; // float[verts*2] texcoords for surface texture
97 float *data_texcoordlightmap2f; // float[verts*2] texcoords for lightmap texture
98 float *data_lightmapcolor4f;
99 int *data_lightmapoffsets; // index into surface's lightmap samples for vertex lighting
100 // morph blending, these are zero if model is skeletal or static
102 float *data_morphvertex3f;
103 // skeletal blending, these are zero if model is morph or static
104 int num_vertexboneweights;
105 surfmeshvertexboneweight_t *data_vertexboneweights;
109 #define SHADOWMESHVERTEXHASH 1024
110 typedef struct shadowmeshvertexhash_s
112 struct shadowmeshvertexhash_s *next;
114 shadowmeshvertexhash_t;
116 typedef struct shadowmesh_s
118 // next mesh in chain
119 struct shadowmesh_s *next;
120 // used for light mesh (NULL on shadow mesh)
121 rtexture_t *map_diffuse;
122 rtexture_t *map_specular;
123 rtexture_t *map_normal;
125 int numverts, maxverts;
126 int numtriangles, maxtriangles;
129 // used for light mesh (NULL on shadow mesh)
136 // used for shadow mesh (NULL on light mesh)
138 // these are NULL after Mod_ShadowMesh_Finish is performed, only used
139 // while building meshes
140 shadowmeshvertexhash_t **vertexhashtable, *vertexhashentries;
144 typedef enum texturelayertype_e
146 TEXTURELAYERTYPE_INVALID,
147 TEXTURELAYERTYPE_SKY,
148 TEXTURELAYERTYPE_LIGHTMAP_DOUBLEMODULATE_TEXTURE,
149 TEXTURELAYERTYPE_LIGHTMAP,
150 TEXTURELAYERTYPE_TEXTURE,
151 TEXTURELAYERTYPE_VERTEXTEXTURE,
152 TEXTURELAYERTYPE_FOG,
156 typedef enum texturelayerflag_e
158 // indicates that the pass should apply fog darkening; used on
159 // transparent surfaces where simply blending an alpha fog as a final
160 // pass would not behave properly, so all the surfaces must be darkened,
161 // and the fog color added as a separate pass
162 TEXTURELAYERFLAG_FOGDARKEN = 1,
166 typedef struct texturelayer_s
168 texturelayertype_t type;
173 matrix4x4_t texmatrix;
180 typedef struct texture_s
186 unsigned int width, height;
188 //unsigned int flags;
190 // base material flags
191 int basematerialflags;
192 // current material flags (updated each bmodel render)
193 int currentmaterialflags;
195 // loaded the same as model skins
198 // total frames in sequence and alternate sequence
200 // direct pointers to each of the frames in the sequences
201 // (indexed as [alternate][frame])
202 struct texture_s *anim_frames[2][10];
203 // set if animated or there is an alternate frame set
204 // (this is an optimization in the renderer)
207 // the current texture frame in animation
208 struct texture_s *currentframe;
209 // current texture transform matrix (used for water scrolling)
210 matrix4x4_t currenttexmatrix;
212 int currentnumlayers;
213 texturelayer_t currentlayers[16];
217 char firstpasstexturename[64]; // used only during loading
235 typedef struct msurface_lightmapinfo_s
237 // texture mapping properties used by this surface
238 mtexinfo_t *texinfo; // q1bsp
239 // index into d_lightstylevalue array, 255 means not used (black)
240 qbyte styles[MAXLIGHTMAPS]; // q1bsp
241 // RGB lighting data [numstyles][height][width][3]
242 qbyte *samples; // q1bsp
243 // stain to apply on lightmap (soot/dirt/blood/whatever)
244 qbyte *stainsamples; // q1bsp
245 // the stride when building lightmaps to comply with fragment update
246 int lightmaptexturestride; // q1bsp
247 int texturemins[2]; // q1bsp
248 int extents[2]; // q1bsp
250 msurface_lightmapinfo_t;
253 typedef struct msurface_s
255 // bounding box for onscreen checks
258 // the texture to use on the surface
260 // the lightmap texture fragment to use on the rendering mesh
261 rtexture_t *lightmaptexture;
263 // this surface is part of this mesh
264 surfmesh_t *groupmesh;
265 int num_triangles; // number of triangles in the mesh
266 int num_firsttriangle; // first triangle in the mesh (index into groupmesh)
267 int num_vertices; // number of vertices in the mesh
268 int num_firstvertex; // first vertex in the mesh (index into groupmesh)
270 // shadow volume building information
271 int num_firstshadowmeshtriangle; // index into model->brush.shadowmesh
273 // lightmaptexture rebuild information not used in q3bsp
274 int cached_dlight; // q1bsp // forces rebuild of lightmaptexture
275 msurface_lightmapinfo_t *lightmapinfo; // q1bsp
277 // mesh information for collisions (only used by q3bsp curves)
278 int num_collisiontriangles; // q3bsp
279 int *data_collisionelement3i; // q3bsp
280 int num_collisionvertices; // q3bsp
281 float *data_collisionvertex3f; // q3bsp
282 struct q3deffect_s *effect; // q3bsp
283 // FIXME: collisionmarkframe should be kept in a separate array
284 int collisionmarkframe; // q3bsp // don't collide twice in one trace
288 #include "matrixlib.h"
290 #include "model_brush.h"
291 #include "model_sprite.h"
292 #include "model_alias.h"
294 typedef struct model_sprite_s
297 mspriteframe_t *sprdata_frames;
303 typedef struct model_brush_s
305 // true if this model is a HalfLife .bsp file
307 // true if this model is a Martial Concert .bsp file
309 // string of entity definitions (.map format)
312 // if non-zero this is a submodel
313 // (this is the number of the submodel, an index into submodels)
316 // number of submodels in this map (just used by server to know how many
317 // submodels to load)
319 // pointers to each of the submodels if .isworldmodel is true
320 struct model_s **submodels;
323 mplane_t *data_planes;
328 // visible leafs, not counting 0 (solid)
330 // number of actual leafs (including 0 which is solid)
335 int *data_leafbrushes;
337 int num_leafsurfaces;
338 int *data_leafsurfaces;
341 mportal_t *data_portals;
343 int num_portalpoints;
344 mvertex_t *data_portalpoints;
347 q3mbrush_t *data_brushes;
350 q3mbrushside_t *data_brushsides;
354 int num_pvsclusterbytes;
355 unsigned char *data_pvsclusters;
357 //pvschain = model->brush.data_pvsclusters + mycluster * model->brush.num_pvsclusterbytes;
358 //if (pvschain[thatcluster >> 3] & (1 << (thatcluster & 7)))
360 // a mesh containing all shadow casting geometry for the whole model (including submodels), portions of this are referenced by each surface's num_firstshadowmeshtriangle
361 shadowmesh_t *shadowmesh;
364 int (*SuperContentsFromNativeContents)(struct model_s *model, int nativecontents);
365 int (*NativeContentsFromSuperContents)(struct model_s *model, int supercontents);
366 qbyte *(*GetPVS)(struct model_s *model, const vec3_t p);
367 int (*FatPVS)(struct model_s *model, const vec3_t org, vec_t radius, qbyte *pvsbuffer, int pvsbufferlength);
368 int (*BoxTouchingPVS)(struct model_s *model, const qbyte *pvs, const vec3_t mins, const vec3_t maxs);
369 int (*BoxTouchingLeafPVS)(struct model_s *model, const qbyte *pvs, const vec3_t mins, const vec3_t maxs);
370 int (*BoxTouchingVisibleLeafs)(struct model_s *model, const qbyte *visibleleafs, const vec3_t mins, const vec3_t maxs);
371 void (*LightPoint)(struct model_s *model, const vec3_t p, vec3_t ambientcolor, vec3_t diffusecolor, vec3_t diffusenormal);
372 void (*FindNonSolidLocation)(struct model_s *model, const vec3_t in, vec3_t out, vec_t radius);
373 mleaf_t *(*PointInLeaf)(struct model_s *model, const float *p);
374 // these are actually only found on brushq1, but NULL is handled gracefully
375 void (*AmbientSoundLevelsForPoint)(struct model_s *model, const vec3_t p, qbyte *out, int outsize);
376 void (*RoundUpToHullSize)(struct model_s *cmodel, const vec3_t inmins, const vec3_t inmaxs, vec3_t outmins, vec3_t outmaxs);
380 rtexture_t *solidskytexture;
381 rtexture_t *alphaskytexture;
385 typedef struct model_brushq1_s
387 // lightmap format, set to r_lightmaprgba when model is loaded
405 dclipnode_t *clipnodes;
407 hull_t hulls[MAX_MAP_HULLS];
409 int num_compressedpvs;
410 qbyte *data_compressedpvs;
418 // lightmap update chains for light styles
421 int *light_stylevalue;
422 msurface_t ***light_styleupdatechains;
423 msurface_t **light_styleupdatechainsbuffer;
427 /* MSVC can't compile empty structs, so this is commented out for now
428 typedef struct model_brushq2_s
434 typedef struct model_brushq3_s
437 q3dmodel_t *data_models;
439 // freed after loading!
441 float *data_vertex3f;
442 float *data_texcoordtexture2f;
443 float *data_texcoordlightmap2f;
446 // freed after loading!
451 q3deffect_t *data_effects;
455 rtexture_t **data_lightmaps;
457 // voxel light data with directional shading
459 q3dlightgrid_t *data_lightgrid;
460 // size of each cell (may vary by map, typically 64 64 128)
461 float num_lightgrid_cellsize[3];
462 // 1.0 / num_lightgrid_cellsize
463 float num_lightgrid_scale[3];
464 // dimensions of the world model in lightgrid cells
465 int num_lightgrid_imins[3];
466 int num_lightgrid_imaxs[3];
467 int num_lightgrid_isize[3];
469 int num_lightgrid_dimensions[3];
470 // transform modelspace coordinates to lightgrid index
471 matrix4x4_t num_lightgrid_indexfromworld;
475 typedef struct model_s
477 // name and path of model, for example "progs/player.mdl"
478 char name[MAX_QPATH];
479 // model needs to be loaded if this is false
481 // set if the model is used in current map, models which are not, are purged
483 // true if this is the world model (I.E. defines what sky to use, and may contain submodels)
484 qboolean isworldmodel;
485 // CRC of the file this model was loaded from, to reload if changed
487 // mod_brush, mod_alias, mod_sprite
489 // memory pool for allocations
491 // all models use textures...
492 rtexturepool_t *texturepool;
493 // flags from the model file
495 // engine calculated flags, ones that can not be set in the file
497 // number of QC accessible frame(group)s in the model
499 // number of QC accessible skin(group)s in the model
501 // whether to randomize animated framegroups
503 // bounding box at angles '0 0 0'
504 vec3_t normalmins, normalmaxs;
505 // bounding box if yaw angle is not 0, but pitch and roll are
506 vec3_t yawmins, yawmaxs;
507 // bounding box if pitch or roll are used
508 vec3_t rotatedmins, rotatedmaxs;
509 // sphere radius, usable at any angles
511 // squared sphere radius for easier comparisons
513 // skin animation info
514 animscene_t *skinscenes; // [numskins]
515 // skin animation info
516 animscene_t *animscenes; // [numframes]
517 // range of surface numbers in this (sub)model
518 int firstmodelsurface;
519 int nummodelsurfaces;
520 // range of collision brush numbers in this (sub)model
523 // list of surface numbers in this (sub)model
528 aliastag_t *data_tags;
529 // for skeletal models
531 aliasbone_t *data_bones;
534 // textures of this model
536 texture_t *data_textures;
537 // surfaces of this model
539 msurface_t *data_surfaces;
540 // optional lightmapinfo data for surface lightmap updates
541 msurface_lightmapinfo_t *data_surfaces_lightmapinfo;
542 // surface meshes are merged to a smaller set of meshes to allow reduced
543 // vertex array switching, the meshes are limited to 65536 vertices each
544 // to play nice with Geforce1 hardware
546 surfmesh_t **meshlist;
547 // draw the model's sky polygons (only used by brush models)
548 void(*DrawSky)(struct entity_render_s *ent);
549 // draw the model using lightmap/dlight shading
550 void(*Draw)(struct entity_render_s *ent);
551 // gathers info on which clusters and surfaces are lit by light, as well as calculating a bounding box
552 void(*GetLightInfo)(struct entity_render_s *ent, vec3_t relativelightorigin, float lightradius, vec3_t outmins, vec3_t outmaxs, int *outleaflist, qbyte *outleafpvs, int *outnumleafspointer, int *outsurfacelist, qbyte *outsurfacepvs, int *outnumsurfacespointer);
553 // compile a shadow volume for the model based on light source
554 void(*CompileShadowVolume)(struct entity_render_s *ent, vec3_t relativelightorigin, float lightradius, int numsurfaces, const int *surfacelist);
555 // draw a shadow volume for the model based on light source
556 void(*DrawShadowVolume)(struct entity_render_s *ent, vec3_t relativelightorigin, float lightradius, int numsurfaces, const int *surfacelist, const vec3_t lightmins, const vec3_t lightmaxs);
557 // draw the lighting on a model (through stencil)
558 void(*DrawLight)(struct entity_render_s *ent, float *lightcolor, int numsurfaces, const int *surfacelist);
559 // trace a box against this model
560 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);
561 // fields belonging to some types of model
562 model_sprite_t sprite;
564 model_brushq1_t brushq1;
565 /* MSVC can't handle an empty struct, so this is commented out for now
566 model_brushq2_t brushq2;
568 model_brushq3_t brushq3;
569 // skin files can have different tags for each skin
570 overridetagnameset_t *data_overridetagnamesforskin;
571 // flags this model for offseting sounds to the model center (used by brush models)
576 //============================================================================
579 extern model_t *loadmodel;
580 extern qbyte *mod_base;
581 // sky/water subdivision
582 //extern cvar_t gl_subdivide_size;
583 // texture fullbrights
584 extern cvar_t r_fullbrights;
586 void Mod_Init (void);
587 #define Mod_CheckLoaded(mod) (mod ? (mod->loaded ? (mod->used = true) : (Mod_LoadModel(mod, true, true, mod->isworldmodel), true)) : false)
588 model_t *Mod_LoadModel(model_t *mod, qboolean crash, qboolean checkdisk, qboolean isworldmodel);
589 void Mod_ClearAll (void);
590 model_t *Mod_FindName (const char *name);
591 model_t *Mod_ForName (const char *name, qboolean crash, qboolean checkdisk, qboolean isworldmodel);
592 void Mod_UnloadModel (model_t *mod);
594 void Mod_ClearUsed(void);
595 void Mod_PurgeUnused(void);
596 void Mod_RemoveStaleWorldModels(model_t *skip); // only used during loading!
597 void Mod_LoadModels(void);
599 extern model_t *loadmodel;
600 extern char loadname[32]; // for hunk tags
602 int Mod_BuildVertexRemapTableFromElements(int numelements, const int *elements, int numvertices, int *remapvertices);
603 void Mod_BuildTriangleNeighbors(int *neighbors, const int *elements, int numtriangles);
604 void Mod_ValidateElements(int *elements, int numtriangles, int numverts, const char *filename, int fileline);
605 void Mod_BuildNormals(int firstvertex, int numvertices, int numtriangles, const float *vertex3f, const int *elements, float *normal3f, qboolean areaweighting);
606 void Mod_BuildTextureVectorsAndNormals(int firstvertex, int numvertices, int numtriangles, const float *vertex, const float *texcoord, const int *elements, float *svectors, float *tvectors, float *normals, qboolean areaweighting);
608 surfmesh_t *Mod_AllocSurfMesh(mempool_t *mempool, int numvertices, int numtriangles, qboolean lightmapoffsets, qboolean vertexcolors, qboolean neighbors);
610 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);
611 shadowmesh_t *Mod_ShadowMesh_ReAlloc(mempool_t *mempool, shadowmesh_t *oldmesh, int light, int neighbors);
612 int Mod_ShadowMesh_AddVertex(shadowmesh_t *mesh, float *vertex14f);
613 void Mod_ShadowMesh_AddTriangle(mempool_t *mempool, shadowmesh_t *mesh, rtexture_t *map_diffuse, rtexture_t *map_specular, rtexture_t *map_normal, float *vertex14f);
614 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);
615 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);
616 shadowmesh_t *Mod_ShadowMesh_Finish(mempool_t *mempool, shadowmesh_t *firstmesh, int light, int neighbors);
617 void Mod_ShadowMesh_CalcBBox(shadowmesh_t *firstmesh, vec3_t mins, vec3_t maxs, vec3_t center, float *radius);
618 void Mod_ShadowMesh_Free(shadowmesh_t *mesh);
620 int Mod_LoadSkinFrame(skinframe_t *skinframe, char *basename, int textureflags, int loadpantsandshirt, int loadglowtexture);
621 int Mod_LoadSkinFrame_Internal(skinframe_t *skinframe, char *basename, int textureflags, int loadpantsandshirt, int loadglowtexture, qbyte *skindata, int width, int height);
623 extern cvar_t r_mipskins;
625 typedef struct skinfileitem_s
627 struct skinfileitem_s *next;
628 char name[MAX_QPATH];
629 char replacement[MAX_QPATH];
633 typedef struct skinfile_s
635 struct skinfile_s *next;
636 skinfileitem_t *items;
640 skinfile_t *Mod_LoadSkinFiles(void);
641 void Mod_FreeSkinFiles(skinfile_t *skinfile);
642 int Mod_CountSkinFiles(skinfile_t *skinfile);
644 void Mod_SnapVertices(int numcomponents, int numvertices, float *vertices, float snap);
645 int Mod_RemoveDegenerateTriangles(int numtriangles, const int *inelement3i, int *outelement3i, const float *vertex3f);
648 void Mod_BrushInit(void);
649 // used for talking to the QuakeC mainly
650 int Mod_Q1BSP_NativeContentsFromSuperContents(struct model_s *model, int supercontents);
651 int Mod_Q1BSP_SuperContentsFromNativeContents(struct model_s *model, int nativecontents);
653 // a lot of model formats use the Q1BSP code, so here are the prototypes...
654 struct entity_render_s;
655 void R_Q1BSP_DrawSky(struct entity_render_s *ent);
656 void R_Q1BSP_Draw(struct entity_render_s *ent);
657 void R_Q1BSP_GetLightInfo(struct entity_render_s *ent, vec3_t relativelightorigin, float lightradius, vec3_t outmins, vec3_t outmaxs, int *outleaflist, qbyte *outleafpvs, int *outnumleafspointer, int *outsurfacelist, qbyte *outsurfacepvs, int *outnumsurfacespointer);
658 void R_Q1BSP_CompileShadowVolume(struct entity_render_s *ent, vec3_t relativelightorigin, float lightradius, int numsurfaces, const int *surfacelist);
659 void R_Q1BSP_DrawShadowVolume(struct entity_render_s *ent, vec3_t relativelightorigin, float lightradius, int numsurfaces, const int *surfacelist, const vec3_t lightmins, const vec3_t lightmaxs);
660 void R_Q1BSP_DrawLight(struct entity_render_s *ent, float *lightcolor, int numsurfaces, const int *surfacelist);
664 void Mod_AliasInit(void);
665 void Mod_Alias_GetMesh_Vertex3f(const model_t *model, const struct frameblend_s *frameblend, const struct surfmesh_s *mesh, float *out3f);
666 int Mod_Alias_GetTagMatrix(const model_t *model, int poseframe, int tagindex, matrix4x4_t *outmatrix);
667 int Mod_Alias_GetTagIndexForName(const model_t *model, unsigned int skin, const char *tagname);
670 void Mod_SpriteInit(void);
673 void Mod_Q1BSP_Load(model_t *mod, void *buffer, void *bufferend);
674 void Mod_IBSP_Load(model_t *mod, void *buffer, void *bufferend);
675 void Mod_MAP_Load(model_t *mod, void *buffer, void *bufferend);
676 void Mod_IDP0_Load(model_t *mod, void *buffer, void *bufferend);
677 void Mod_IDP2_Load(model_t *mod, void *buffer, void *bufferend);
678 void Mod_IDP3_Load(model_t *mod, void *buffer, void *bufferend);
679 void Mod_ZYMOTICMODEL_Load(model_t *mod, void *buffer, void *bufferend);
680 void Mod_DARKPLACESMODEL_Load(model_t *mod, void *buffer, void *bufferend);
681 void Mod_PSKMODEL_Load(model_t *mod, void *buffer, void *bufferend);
682 void Mod_IDSP_Load(model_t *mod, void *buffer, void *bufferend);
683 void Mod_IDS2_Load(model_t *mod, void *buffer, void *bufferend);
685 #endif // MODEL_SHARED_H