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.
26 typedef enum {ST_SYNC=0, ST_RAND } synctype_t;
31 d*_t structures are on-disk representations
32 m*_t structures are in-memory
36 typedef enum {mod_invalid, mod_brush, mod_sprite, mod_alias, mod_brushq2, mod_brushq3} modtype_t;
38 typedef struct animscene_s
40 char name[32]; // for viewthing support
43 int loop; // true or false
48 typedef struct skinframe_s
50 rtexture_t *base; // original texture without pants/shirt/glow
51 rtexture_t *pants; // pants only (in greyscale)
52 rtexture_t *shirt; // shirt only (in greyscale)
53 rtexture_t *glow; // glow only (fullbrights)
54 rtexture_t *merged; // original texture without glow
55 rtexture_t *fog; // alpha of the base texture (if not opaque)
56 rtexture_t *nmap; // normalmap (bumpmap for dot3)
57 rtexture_t *gloss; // glossmap (for dot3)
58 rtexture_t *detail; // detail texture (silly bumps for non-dot3)
64 #define SHADOWMESHVERTEXHASH 1024
65 typedef struct shadowmeshvertexhash_s
67 struct shadowmeshvertexhash_s *next;
69 shadowmeshvertexhash_t;
71 typedef struct shadowmesh_s
73 struct shadowmesh_s *next;
74 int numverts, maxverts;
75 int numtriangles, maxtriangles;
79 // these are NULL after Mod_ShadowMesh_Finish is performed, only used
80 // while building meshes
81 shadowmeshvertexhash_t **vertexhashtable, *vertexhashentries;
86 #include "model_brush.h"
87 #include "model_sprite.h"
88 #include "model_alias.h"
90 #include "matrixlib.h"
92 typedef struct model_alias_s
94 // LordHavoc: Q2/ZYM model support
97 // mdl/md2/md3 models are the same after loading
99 aliasmesh_t *aliasdata_meshes;
101 // for Zymotic models
107 float *zymdata_texcoords;
108 rtexture_t **zymdata_textures;
109 qbyte *zymdata_trizone;
110 zymbone_t *zymdata_bones;
111 unsigned int *zymdata_vertbonecounts;
112 zymvertex_t *zymdata_verts;
113 unsigned int *zymdata_renderlist;
114 float *zymdata_poses;
118 typedef struct model_sprite_s
121 mspriteframe_t *sprdata_frames;
127 typedef struct model_brush_s
130 void (*FindNonSolidLocation)(struct model_s *model, const vec3_t in, vec3_t out, vec_t radius);
131 void (*TraceBox)(struct model_s *model, struct trace_s *trace, const vec3_t boxstartmins, const vec3_t boxstartmaxs, const vec3_t boxendmins, const vec3_t boxendmaxs);
135 typedef struct model_brushq1_s
137 // true if this model is a HalfLife .bsp file
140 int firstmodelsurface, nummodelsurfaces;
142 // lightmap format, set to r_lightmaprgba when model is loaded
151 // number of visible leafs, not counting 0 (solid)
168 msurface_t *surfaces;
169 int *surfacevisframes;
170 int *surfacepvsframes;
171 msurface_t *surfacepvsnext;
172 surfmesh_t *entiremesh;
173 surfmesh_t *surfmeshes;
179 dclipnode_t *clipnodes;
184 hull_t hulls[MAX_MAP_HULLS];
196 mvertex_t *portalpoints;
201 // pvs visibility marking
202 mleaf_t *pvsviewleaf;
203 int pvsviewleafnovis;
205 mleaf_t *pvsleafchain;
207 int pvssurflistlength;
208 // these get rebuilt as the player moves around if this is the world,
209 // otherwise they are left alone (no pvs for bmodels)
210 msurface_t ***pvstexturechains;
211 msurface_t **pvstexturechainsbuffer;
212 int *pvstexturechainslength;
214 // lightmap update chains for light styles
217 int *light_stylevalue;
218 msurface_t ***light_styleupdatechains;
219 msurface_t **light_styleupdatechainsbuffer;
223 mleaf_t *(*PointInLeaf)(struct model_s *model, const float *p);
224 qbyte *(*LeafPVS)(struct model_s *model, mleaf_t *leaf);
225 void (*BuildPVSTextureChains)(struct model_s *model);
229 /* MSVC can't compile empty structs, so this is commented out for now
230 typedef struct model_brushq2_s
236 typedef struct q3mtexture_s
238 char name[Q3PATHLENGTH];
247 typedef struct q3mnode_s
250 struct q3mnode_s *parent;
251 struct mplane_s *plane;
252 struct q3mnode_s *children[2];
256 typedef struct q3mleaf_s
259 struct q3mnode_s *parent;
263 struct q3mface_s **firstleafface;
265 struct q3mbrush_s **firstleafbrush;
271 typedef struct q3mmodel_s
276 struct q3mface_s *firstface;
278 struct q3mbrush_s *firstbrush;
282 typedef struct q3mbrush_s
285 struct q3mbrushside_s *firstbrushside;
286 struct q3mtexture_s *texture;
290 typedef struct q3mbrushside_s
292 struct mplane_s *plane;
293 struct q3mtexture_s *texture;
297 typedef struct q3meffect_s
299 char shadername[Q3PATHLENGTH];
300 struct q3mbrush_s *brush;
301 int unknown; // 5 or -1
305 typedef struct q3mface_s
307 struct q3mtexture_s *texture;
308 struct q3meffect_s *effect;
309 rtexture_t *lightmaptexture;
317 float *data_vertex3f;
318 float *data_texturetexcoord2f;
319 float *data_lightmaptexcoord2f;
320 float *data_svector3f;
321 float *data_tvector3f;
322 float *data_normal3f;
326 int *data_neighbor3i;
330 typedef struct model_brushq3_s
333 q3mtexture_t *data_textures;
336 mplane_t *data_planes;
339 q3mnode_t *data_nodes;
342 q3mleaf_t *data_leafs;
345 q3mbrush_t **data_leafbrushes;
348 q3mface_t **data_leaffaces;
351 q3mmodel_t *data_models;
352 // each submodel gets its own model struct so this is different for each.
353 q3mmodel_t data_thismodel;
356 q3mbrush_t *data_brushes;
359 q3mbrushside_t *data_brushsides;
362 float *data_vertex3f;
363 float *data_texturetexcoord2f;
364 float *data_lightmaptexcoord2f;
365 float *data_svector3f;
366 float *data_tvector3f;
367 float *data_normal3f;
372 int *data_neighbor3i;
375 q3meffect_t *data_effects;
378 q3mface_t *data_faces;
382 rtexture_t **data_lightmaps;
384 // voxel light data with directional shading
386 q3dlightgrid_t *data_lightgrid;
387 // size of each cell (may vary by map, typically 64 64 128)
388 float num_lightgrid_cellsize[3];
389 // 1.0 / num_lightgrid_cellsize
390 float num_lightgrid_scale[3];
391 // dimensions of the world model in lightgrid cells
392 int num_lightgrid_imins[3];
393 int num_lightgrid_imaxs[3];
394 int num_lightgrid_isize[3];
396 int num_lightgrid_dimensions[3];
397 // transform modelspace coordinates to lightgrid index
398 matrix4x4_t num_lightgrid_indexfromworld;
402 int num_pvschainlength;
403 unsigned char *data_pvschains;
405 //pvschain = model->brushq3.data_pvschains + mycluster * model->brushq3.num_pvschainlength;
406 //if (pvschain[thatcluster >> 3] & (1 << (thatcluster & 7)))
410 typedef struct model_s
412 // name and path of model, for example "progs/player.mdl"
413 char name[MAX_QPATH];
414 // model needs to be loaded if this is true
416 // set if the model is used in current map, models which are not, are purged
418 // true if this is the world model (I.E. defines what sky to use, and may contain submodels)
419 qboolean isworldmodel;
420 // CRC of the file this model was loaded from, to reload if changed
422 // mod_brush, mod_alias, mod_sprite
424 // memory pool for allocations
426 // all models use textures...
427 rtexturepool_t *texturepool;
428 // flags from the model file
430 // engine calculated flags, ones that can not be set in the file
432 // LordHavoc: if true (normally only for sprites) the model/sprite/bmodel is always rendered fullbright
434 // number of QC accessible frame(group)s in the model
436 // number of QC accessible skin(group)s in the model
438 // whether to randomize animated framegroups
440 // bounding box at angles '0 0 0'
441 vec3_t normalmins, normalmaxs;
442 // bounding box if yaw angle is not 0, but pitch and roll are
443 vec3_t yawmins, yawmaxs;
444 // bounding box if pitch or roll are used
445 vec3_t rotatedmins, rotatedmaxs;
446 // sphere radius, usable at any angles
448 // squared sphere radius for easier comparisons
450 // skin animation info
451 animscene_t *skinscenes; // [numskins]
453 skinframe_t *skinframes;
454 // skin animation info
455 animscene_t *animscenes; // [numframes]
456 // draw the model's sky polygons (only used by brush models)
457 void(*DrawSky)(struct entity_render_s *ent);
458 // draw the model using lightmap/dlight shading
459 void(*Draw)(struct entity_render_s *ent);
460 // draw a fake shadow for the model
461 void(*DrawFakeShadow)(struct entity_render_s *ent);
462 // draw a shadow volume for the model based on light source
463 void(*DrawShadowVolume)(struct entity_render_s *ent, vec3_t relativelightorigin, float lightradius);
464 // draw the lighting on a model (through stencil)
465 void(*DrawLight)(struct entity_render_s *ent, vec3_t relativelightorigin, vec3_t relativeeyeorigin, float lightradius, float *lightcolor, const matrix4x4_t *matrix_modeltofilter, const matrix4x4_t *matrix_modeltoattenuationxyz, const matrix4x4_t *matrix_modeltoattenuationz);
466 // fields belonging to each type of model
468 model_sprite_t sprite;
470 model_brushq1_t brushq1;
471 /* MSVC can't handle an empty struct, so this is commented out for now
472 model_brushq2_t brushq2;
474 model_brushq3_t brushq3;
478 //============================================================================
480 // this can be used for anything without a valid texture
481 extern rtexture_t *r_notexture;
482 #define NUM_DETAILTEXTURES 1
483 extern rtexture_t *mod_shared_detailtextures[NUM_DETAILTEXTURES];
484 // every texture must be in a pool...
485 extern rtexturepool_t *mod_shared_texturepool;
488 extern model_t *loadmodel;
489 extern qbyte *mod_base;
490 // sky/water subdivision
491 //extern cvar_t gl_subdivide_size;
492 // texture fullbrights
493 extern cvar_t r_fullbrights;
495 void Mod_Init (void);
496 void Mod_CheckLoaded (model_t *mod);
497 void Mod_ClearAll (void);
498 model_t *Mod_FindName (const char *name);
499 model_t *Mod_ForName (const char *name, qboolean crash, qboolean checkdisk, qboolean isworldmodel);
500 void Mod_TouchModel (const char *name);
501 void Mod_UnloadModel (model_t *mod);
503 void Mod_ClearUsed(void);
504 void Mod_PurgeUnused(void);
505 void Mod_LoadModels(void);
507 extern model_t *loadmodel;
508 extern char loadname[32]; // for hunk tags
510 int Mod_FindTriangleWithEdge(const int *elements, int numtriangles, int start, int end, int ignore);
511 void Mod_BuildTriangleNeighbors(int *neighbors, const int *elements, int numtriangles);
512 void Mod_ValidateElements(const int *elements, int numtriangles, int numverts, const char *filename, int fileline);
513 void Mod_BuildTextureVectorsAndNormals(int numverts, int numtriangles, const float *vertex, const float *texcoord, const int *elements, float *svectors, float *tvectors, float *normals);
515 shadowmesh_t *Mod_ShadowMesh_Alloc(mempool_t *mempool, int maxverts);
516 shadowmesh_t *Mod_ShadowMesh_ReAlloc(mempool_t *mempool, shadowmesh_t *oldmesh);
517 int Mod_ShadowMesh_AddVertex(shadowmesh_t *mesh, float *v);
518 void Mod_ShadowMesh_AddTriangle(mempool_t *mempool, shadowmesh_t *mesh, float *vert0, float *vert1, float *vert2);
519 void Mod_ShadowMesh_AddPolygon(mempool_t *mempool, shadowmesh_t *mesh, int numverts, float *verts);
520 void Mod_ShadowMesh_AddMesh(mempool_t *mempool, shadowmesh_t *mesh, float *verts, int numtris, int *elements);
521 shadowmesh_t *Mod_ShadowMesh_Begin(mempool_t *mempool, int initialnumtriangles);
522 shadowmesh_t *Mod_ShadowMesh_Finish(mempool_t *mempool, shadowmesh_t *firstmesh);
523 void Mod_ShadowMesh_CalcBBox(shadowmesh_t *firstmesh, vec3_t mins, vec3_t maxs, vec3_t center, float *radius);
524 void Mod_ShadowMesh_Free(shadowmesh_t *mesh);
526 int Mod_LoadSkinFrame(skinframe_t *skinframe, char *basename, int textureflags, int loadpantsandshirt, int usedetailtexture, int loadglowtexture);
527 int Mod_LoadSkinFrame_Internal(skinframe_t *skinframe, char *basename, int textureflags, int loadpantsandshirt, int usedetailtexture, int loadglowtexture, qbyte *skindata, int width, int height);