/* com_model.h - cient model structures Copyright (C) 2010 Uncle Mike 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 3 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. */ #ifndef COM_MODEL_H #define COM_MODEL_H #include "bspfile.h" // we need some declarations from it #include "shader.h" /* ============================================================================== ENGINE MODEL FORMAT ============================================================================== */ #define STUDIO_RENDER 1 #define STUDIO_EVENTS 2 #define ZISCALE ((float)0x8000) #define MIPLEVELS 4 #define VERTEXSIZE 7 #define NUM_AMBIENTS 4 // automatic ambient sounds // model types typedef enum { mod_bad = -1, mod_brush, mod_sprite, mod_alias, mod_studio } modtype_t; // brush model flags (stored in model_t->flags) #define MODEL_CONVEYOR (1<<0) #define MODEL_HAS_ORIGIN (1<<1) #define MODEL_WORLD BIT( 29 ) // it's a worldmodel class CMeshDesc; typedef struct mplane_s { vec3_t normal; float dist; byte type; // for fast side tests byte signbits; // signx + (signy<<1) + (signz<<1) byte pad[2]; } mplane_t; typedef struct { vec3_t position; } mvertex_t; typedef struct { unsigned short v[2]; unsigned int cachededgeoffset; } medge_t; // brush material flags #define BRUSH_TRANSPARENT 0x0001 // alpha-transparent #define BRUSH_FULLBRIGHT 0x0002 // ignore lightmap for this surface (probably water) #define BRUSH_HAS_DETAIL 0x0004 // has detail texture #define BRUSH_HAS_BUMP 0x0008 // has normalmap #define BRUSH_HAS_SPECULAR 0x0010 // has specular #define BRUSH_TWOSIDE 0x0020 // some types of water #define BRUSH_CONVEYOR 0x0040 // scrolled texture #define BRUSH_GLOSSPOWER 0x0080 // gloss power stored in alphachannel of gloss map #define BRUSH_REFLECT 0x0100 // reflect surface #define BRUSH_UNDERWATER 0x0200 // ugly hack to tell GLSL about camera inside water volume #define BRUSH_HAS_LUMA 0x0400 // self-illuminate parts #define BRUSH_HAS_ALPHA 0x0800 // diffuse texture has alpha-cahhnel #define BRUSH_LIQUID 0x1000 // reflective & refractive water #define BRUSH_MULTI_LAYERS 0x2000 // this face has multiply layers (random-tiling or landscape) #define BRUSH_HAS_HEIGHTMAP 0x4000 // have heightmap // each texture_t has a material typedef struct material_s { // this part is shared with matdesc_t float smoothness; // smoothness factor float detailScale[2]; // detail texture scales x, y float reflectScale; // reflection scale for translucent water float refractScale; // refraction scale for mirrors, windows, water float aberrationScale; // chromatic abberation float reliefScale; // relief-mapping struct matdef_s *effects; // hit, impact, particle effects etc // this part is world-specific params struct texture_s *pSource; // pointer to original texture unsigned short gl_diffuse_id; // diffuse texture unsigned short gl_detailmap_id; // detail texture unsigned short gl_normalmap_id; // normalmap unsigned short gl_specular_id; // specular unsigned short gl_glowmap_id; // self-illuminate parts unsigned short gl_heightmap_id; // parallax bumpmap int flags; // brush material flags } material_t; typedef struct texture_s { char name[16]; unsigned int width, height; int gl_texturenum; struct msurface_s *texturechain; // for gl_texsort drawing 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 frame 1 use these unsigned short fb_texturenum; // auto-luma texturenum unsigned short dt_texturenum; // detail-texture binding material_t *material; // pointer to texture material struct matdef_s *effects; // hit, impact, particle effects etc unsigned int unused; // reserved } texture_t; typedef struct { char landname[16]; // name of decsription in mapname_land.txt unsigned short texture_step; // default is 16, pixels\luxels ratio unsigned short max_extent; // default is 16, subdivision step ((texture_step * max_extent) - texture_step) short groupid; // to determine equal landscapes from various groups, -1 - no group vec3_t mins, maxs; // effects per-layers for playing sounds etc struct matdef_s *effects[MAX_LANDSCAPE_LAYERS]; // hit, impact, particle effects etc byte *heightmap; // terrain heightmap raw data unsigned short heightmap_width; unsigned short heightmap_height; struct terrain_s *terrain; // valid only for client-side or local game int reserved[13]; // just for future expansions or mod-makers } mfaceinfo_t; typedef struct { mplane_t *edges; int numedges; vec3_t origin; float radius; // for culling tests int contents; // sky or solid } mfacebevel_t; typedef struct { float vecs[2][4]; // [s/t] unit vectors in world space. // [i][3] is the s/t offset relative to the origin. // s or t = dot( 3Dpoint, vecs[i] ) + vecs[i][3] mfaceinfo_t *faceinfo; // pointer to landscape info and lightmap resolution (may be NULL) texture_t *texture; int flags; // sky or slime, no lightmap or 256 subdivision } mtexinfo_t; 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 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]; unsigned short firstsurface; unsigned short numsurfaces; } mnode_t; typedef struct msurface_s msurface_t; typedef struct decal_s decal_t; // JAY: Compress this as much as possible struct decal_s { decal_t *pnext; // linked list for each surface msurface_t *psurface; // Surface id for persistence / unlinking float dx; // local texture coordinates float dy; // float scale; // Pixel scale short texture; // Decal texture byte flags; // Decal flags FDECAL_* short entityIndex; // Entity this is attached to // Xash3D added vec3_t position; // location of the decal center in world space. glpoly_t *polys; // precomputed decal vertices }; typedef struct mleaf_s { // common with node int contents; 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; struct efrag_s *efrags; msurface_t **firstmarksurface; int nummarksurfaces; int cluster; // helper to acess to uncompressed visdata byte ambient_sound_level[NUM_AMBIENTS]; } mleaf_t; typedef struct mcubemap_s { char name[64]; // for envshots int texture; // gl texturenum vec3_t mins, maxs; bool valid; // don't need to rebuild vec3_t origin; short size; // cubemap size byte numMips; // cubemap mipcount } mcubemap_t; #define SURF_TWOSIDE (1<<0) // two-sided polygon (e.g. 'water4b') #define SURF_PLANEBACK (1<<1) // plane should be negated #define SURF_DRAWSKY (1<<2) // sky surface #define SURF_WATERCSG (1<<3) // culled by csg (was SURF_DRAWSPRITE) #define SURF_DRAWTURB (1<<4) // warp surface #define SURF_DRAWTILED (1<<5) // face without lighmap #define SURF_CONVEYOR (1<<6) // scrolled texture (was SURF_DRAWBACKGROUND) #define SURF_UNDERWATER (1<<7) // caustics #define SURF_TRANSPARENT (1<<8) // it's a transparent texture (was SURF_DONTWARP) #define SURF_HAS_DECALS (1<<9) // this surface has decals #define SURF_LANDSCAPE (1<<10) // this is multi-layered texture surface #define SURF_MOVIE (1<<11) // screen movie #define SURF_GRASS_UPDATE BIT( 12 ) // gamma has changed, need to update grass #define SURF_NODRAW (1<<13) // failed to create shader for this surface #define SURF_OCCLUDED (1<<14) // occlusion query result #define SURF_QUEUED (1<<15) // add to queue for occlusion #define SURF_NODLIGHT (1<<16) // failed to create dlight shader for this surface #define SURF_NOSUNLIGHT (1<<17) // failed to create sun light shader for this surface #define SURF_FULLBRIGHT BIT( 25 ) // completely ignore lighting on this brush #define SURF_OF_SUBMODEL BIT( 26 ) // this face is owned by submodel (to differentiate from world faces) #define SURF_LOCAL_SPACE BIT( 27 ) // if bmodel has origin this surf is in local space (used for sorting) #define SURF_LM_UPDATE BIT( 28 ) // lightmap was changed, need to reload #define SURF_DM_UPDATE BIT( 29 ) // deluxmap was changed, need to reload #define SURF_REFLECT_PUDDLE BIT( 30 ) // special reflected surface (puddle reflection) #define SURF_REFLECT BIT( 31 ) // reflect surface (mirror) // surface extradata typedef struct mextrasurf_s { vec3_t mins, maxs; vec3_t origin; // surface origin struct msurface_s *surf; // upcast to surface // extended light info int dlight_s, dlight_t; // gl lightmap coordinates for dynamic lightmaps short lightmapmins[2]; short lightextents[2]; float lmvecs[2][4]; color24 *normals; // note: this is the actual deluxemap data for this surface byte *shadows; // note: occlusion map for this surface // begin userdata struct msurface_s *lightmapchain; // lightmapped polys struct mextrasurf_s *detailchain; // for detail textures drawing mfacebevel_t *bevel; // for exact face traceline struct mextrasurf_s *lumachain; // draw fullbrights struct cl_entity_s *parent; // upcast to owner entity // was mirrortexturenum, mirrormatrix (17 * sizeof( int )) unsigned short light_s[MAXLIGHTMAPS]; unsigned short light_t[MAXLIGHTMAPS]; byte lights[MAXDYNLIGHTS];// static lights that affected this face (255 = no lights) float texofs[2]; // conveyor offsets mcubemap_t *cubemap[2]; // for environment reflective bump-mapping float lerpFactor; short subtexture[8]; // MAX_REF_STACK word cintexturenum; // cinematic handle word lightmaptexturenum; // custom lightmap number word lastRenderMode; // for catch change render modes word checkcount; // used for cin textures // again matched with engine declaration struct grasshdr_s *grass; // grass that linked by this surface unsigned short grasscount; // number of bushes per polygon (used to determine total VBO size) unsigned short numverts; // world->vertexes[] int firstvertex; // fisrt look up in tr.tbn_vectors[], then acess to world->vertexes[] // reserved fields (32 * sizeof( int )) unsigned int query; // test surface for occluding (active if query != 0) // shader cache shader_t forwardScene[2]; // two for mirrors shader_t forwardLightSpot; shader_t forwardLightOmni; shader_t forwardLightProj; shader_t deferredScene; shader_t deferredLight; shader_t forwardDepth; struct brushdecal_s *pdecals; // linked decals int reserved[22]; // just for future expansions or mod-makers } mextrasurf_t; typedef struct msurface_s { int visframe; // should be drawn when node is crossed mplane_t *plane; // pointer to shared plane int flags; // see SURF_ #defines 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; // last frame the surface was checked by an animated light int dlightbits; // dynamically generated. Indicates if the surface illumination // is modified by an animated light. int lightmaptexturenum; byte styles[MAXLIGHTMAPS]; int cached_light[MAXLIGHTMAPS]; // values currently used in lightmap mextrasurf_t *info; // pointer to surface extradata (was cached_dlight) color24 *samples; // note: this is the actual lightmap data for this surface decal_t *pdecals; } msurface_t; typedef struct hull_s { dclipnode_t *clipnodes; mplane_t *planes; int firstclipnode; int lastclipnode; vec3_t clip_mins; vec3_t clip_maxs; } hull_t; #ifndef CACHE_USER #define CACHE_USER typedef struct cache_user_s { void *data; // extradata } cache_user_t; #endif typedef struct model_s { char name[64]; // model name qboolean needload; // bmodels and sprites don't cache normally // shared modelinfo modtype_t type; // model type int numframes; // sprite's framecount byte *mempool; // private mempool (was synctype) int flags; // hl compatibility // // volume occupied by the model // vec3_t mins, maxs; // bounding box at angles '0 0 0' float radius; // brush model union { int firstmodelsurface; unsigned long modelCRC; }; int nummodelsurfaces; int numsubmodels; dmodel_t *submodels; // or studio animations int numplanes; mplane_t *planes; // bsp or studio collision 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; union { int *surfedges; CMeshDesc *bodymesh; // collision mesh for studiomodel }; int numclipnodes; dclipnode_t *clipnodes; int nummarksurfaces; msurface_t **marksurfaces; hull_t hulls[MAX_MAP_HULLS]; int numtextures; texture_t **textures; // BSP textures or remap textures union { byte *visdata; struct mposebone_s *poseToBone; }; union { color24 *lightdata; struct mvbocache_s *studiocache; // pointer to VBO-prepared model (only for mod_studio) }; union { char *entities; struct mstudiomat_s *materials; // studio materials (only for mod_studio) }; // // additional model data // cache_user_t cache; // only access through Mod_Extradata } model_t; typedef struct alight_s { int ambientlight; // clip at 128 int shadelight; // clip at 192 - ambientlight vec3_t color; float *plightvec; } alight_t; typedef struct auxvert_s { float fv[3]; // viewspace x, y } auxvert_t; #define MAX_SCOREBOARDNAME 32 #define MAX_INFO_STRING 256 #include "custom.h" typedef struct player_info_s { int userid; // User id on server char userinfo[MAX_INFO_STRING]; // User info string char name[MAX_SCOREBOARDNAME]; // Name (extracted from userinfo) int spectator; // Spectator or not, unused int ping; int packet_loss; // skin information char model[64]; int topcolor; int bottomcolor; // last frame rendered int renderframe; // Gait frame estimation int gaitsequence; float gaitframe; float gaityaw; vec3_t prevgaitorigin; customization_t customdata; } player_info_t; // // sprite representation in memory // typedef enum { SPR_SINGLE = 0, SPR_GROUP, SPR_ANGLED } spriteframetype_t; 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 { short type; short texFormat; int maxwidth; int maxheight; int numframes; int radius; int facecull; int synctype; mspriteframedesc_t frames[1]; } msprite_t; #endif//COM_MODEL_H