forked from a1batross/Paranoia2_original
557 lines
16 KiB
C++
557 lines
16 KiB
C++
/*
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com_model.h - cient model structures
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Copyright (C) 2010 Uncle Mike
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This program is free software: you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation, either version 3 of the License, or
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(at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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*/
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#ifndef COM_MODEL_H
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#define COM_MODEL_H
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#include "bspfile.h" // we need some declarations from it
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#include "shader.h"
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/*
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==============================================================================
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ENGINE MODEL FORMAT
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==============================================================================
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*/
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#define STUDIO_RENDER 1
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#define STUDIO_EVENTS 2
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#define ZISCALE ((float)0x8000)
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#define MIPLEVELS 4
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#define VERTEXSIZE 7
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#define NUM_AMBIENTS 4 // automatic ambient sounds
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// model types
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typedef enum
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{
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mod_bad = -1,
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mod_brush,
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mod_sprite,
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mod_alias,
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mod_studio
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} modtype_t;
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// brush model flags (stored in model_t->flags)
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#define MODEL_CONVEYOR (1<<0)
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#define MODEL_HAS_ORIGIN (1<<1)
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#define MODEL_WORLD BIT( 29 ) // it's a worldmodel
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class CMeshDesc;
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typedef struct mplane_s
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{
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vec3_t normal;
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float dist;
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byte type; // for fast side tests
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byte signbits; // signx + (signy<<1) + (signz<<1)
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byte pad[2];
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} mplane_t;
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typedef struct
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{
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vec3_t position;
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} mvertex_t;
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typedef struct
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{
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unsigned short v[2];
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unsigned int cachededgeoffset;
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} medge_t;
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// brush material flags
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#define BRUSH_TRANSPARENT 0x0001 // alpha-transparent
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#define BRUSH_FULLBRIGHT 0x0002 // ignore lightmap for this surface (probably water)
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#define BRUSH_HAS_DETAIL 0x0004 // has detail texture
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#define BRUSH_HAS_BUMP 0x0008 // has normalmap
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#define BRUSH_HAS_SPECULAR 0x0010 // has specular
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#define BRUSH_TWOSIDE 0x0020 // some types of water
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#define BRUSH_CONVEYOR 0x0040 // scrolled texture
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#define BRUSH_GLOSSPOWER 0x0080 // gloss power stored in alphachannel of gloss map
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#define BRUSH_REFLECT 0x0100 // reflect surface
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#define BRUSH_UNDERWATER 0x0200 // ugly hack to tell GLSL about camera inside water volume
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#define BRUSH_HAS_LUMA 0x0400 // self-illuminate parts
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#define BRUSH_HAS_ALPHA 0x0800 // diffuse texture has alpha-cahhnel
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#define BRUSH_LIQUID 0x1000 // reflective & refractive water
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#define BRUSH_MULTI_LAYERS 0x2000 // this face has multiply layers (random-tiling or landscape)
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#define BRUSH_HAS_HEIGHTMAP 0x4000 // have heightmap
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// each texture_t has a material
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typedef struct material_s
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{
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// this part is shared with matdesc_t
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float smoothness; // smoothness factor
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float detailScale[2]; // detail texture scales x, y
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float reflectScale; // reflection scale for translucent water
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float refractScale; // refraction scale for mirrors, windows, water
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float aberrationScale; // chromatic abberation
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float reliefScale; // relief-mapping
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struct matdef_s *effects; // hit, impact, particle effects etc
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// this part is world-specific params
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struct texture_s *pSource; // pointer to original texture
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unsigned short gl_diffuse_id; // diffuse texture
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unsigned short gl_detailmap_id; // detail texture
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unsigned short gl_normalmap_id; // normalmap
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unsigned short gl_specular_id; // specular
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unsigned short gl_glowmap_id; // self-illuminate parts
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unsigned short gl_heightmap_id; // parallax bumpmap
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int flags; // brush material flags
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} material_t;
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typedef struct texture_s
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{
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char name[16];
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unsigned int width, height;
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int gl_texturenum;
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struct msurface_s *texturechain; // for gl_texsort drawing
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int anim_total; // total tenths in sequence ( 0 = no)
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int anim_min, anim_max; // time for this frame min <=time< max
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struct texture_s *anim_next; // in the animation sequence
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struct texture_s *alternate_anims; // bmodels in frame 1 use these
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unsigned short fb_texturenum; // auto-luma texturenum
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unsigned short dt_texturenum; // detail-texture binding
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material_t *material; // pointer to texture material
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struct matdef_s *effects; // hit, impact, particle effects etc
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unsigned int unused; // reserved
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} texture_t;
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typedef struct
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{
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char landname[16]; // name of decsription in mapname_land.txt
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unsigned short texture_step; // default is 16, pixels\luxels ratio
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unsigned short max_extent; // default is 16, subdivision step ((texture_step * max_extent) - texture_step)
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short groupid; // to determine equal landscapes from various groups, -1 - no group
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vec3_t mins, maxs;
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// effects per-layers for playing sounds etc
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struct matdef_s *effects[MAX_LANDSCAPE_LAYERS]; // hit, impact, particle effects etc
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byte *heightmap; // terrain heightmap raw data
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unsigned short heightmap_width;
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unsigned short heightmap_height;
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struct terrain_s *terrain; // valid only for client-side or local game
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int reserved[13]; // just for future expansions or mod-makers
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} mfaceinfo_t;
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typedef struct
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{
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mplane_t *edges;
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int numedges;
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vec3_t origin;
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float radius; // for culling tests
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int contents; // sky or solid
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} mfacebevel_t;
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typedef struct
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{
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float vecs[2][4]; // [s/t] unit vectors in world space.
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// [i][3] is the s/t offset relative to the origin.
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// s or t = dot( 3Dpoint, vecs[i] ) + vecs[i][3]
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mfaceinfo_t *faceinfo; // pointer to landscape info and lightmap resolution (may be NULL)
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texture_t *texture;
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int flags; // sky or slime, no lightmap or 256 subdivision
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} mtexinfo_t;
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typedef struct glpoly_s
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{
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struct glpoly_s *next;
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struct glpoly_s *chain;
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int numverts;
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int flags; // for SURF_UNDERWATER
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float verts[4][VERTEXSIZE]; // variable sized (xyz s1t1 s2t2)
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} glpoly_t;
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typedef struct mnode_s
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{
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// common with leaf
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int contents; // 0, to differentiate from leafs
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int visframe; // node needs to be traversed if current
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float minmaxs[6]; // for bounding box culling
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struct mnode_s *parent;
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// node specific
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mplane_t *plane;
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struct mnode_s *children[2];
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unsigned short firstsurface;
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unsigned short numsurfaces;
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} mnode_t;
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typedef struct msurface_s msurface_t;
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typedef struct decal_s decal_t;
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// JAY: Compress this as much as possible
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struct decal_s
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{
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decal_t *pnext; // linked list for each surface
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msurface_t *psurface; // Surface id for persistence / unlinking
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float dx; // local texture coordinates
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float dy; //
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float scale; // Pixel scale
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short texture; // Decal texture
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byte flags; // Decal flags FDECAL_*
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short entityIndex; // Entity this is attached to
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// Xash3D added
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vec3_t position; // location of the decal center in world space.
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glpoly_t *polys; // precomputed decal vertices
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};
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typedef struct mleaf_s
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{
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// common with node
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int contents;
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int visframe; // node needs to be traversed if current
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float minmaxs[6]; // for bounding box culling
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struct mnode_s *parent;
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// leaf specific
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byte *compressed_vis;
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struct efrag_s *efrags;
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msurface_t **firstmarksurface;
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int nummarksurfaces;
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int cluster; // helper to acess to uncompressed visdata
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byte ambient_sound_level[NUM_AMBIENTS];
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} mleaf_t;
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typedef struct mcubemap_s
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{
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char name[64]; // for envshots
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int texture; // gl texturenum
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vec3_t mins, maxs;
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bool valid; // don't need to rebuild
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vec3_t origin;
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short size; // cubemap size
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byte numMips; // cubemap mipcount
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} mcubemap_t;
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#define SURF_TWOSIDE (1<<0) // two-sided polygon (e.g. 'water4b')
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#define SURF_PLANEBACK (1<<1) // plane should be negated
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#define SURF_DRAWSKY (1<<2) // sky surface
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#define SURF_WATERCSG (1<<3) // culled by csg (was SURF_DRAWSPRITE)
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#define SURF_DRAWTURB (1<<4) // warp surface
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#define SURF_DRAWTILED (1<<5) // face without lighmap
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#define SURF_CONVEYOR (1<<6) // scrolled texture (was SURF_DRAWBACKGROUND)
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#define SURF_UNDERWATER (1<<7) // caustics
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#define SURF_TRANSPARENT (1<<8) // it's a transparent texture (was SURF_DONTWARP)
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#define SURF_HAS_DECALS (1<<9) // this surface has decals
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#define SURF_LANDSCAPE (1<<10) // this is multi-layered texture surface
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#define SURF_MOVIE (1<<11) // screen movie
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#define SURF_GRASS_UPDATE BIT( 12 ) // gamma has changed, need to update grass
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#define SURF_NODRAW (1<<13) // failed to create shader for this surface
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#define SURF_OCCLUDED (1<<14) // occlusion query result
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#define SURF_QUEUED (1<<15) // add to queue for occlusion
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#define SURF_NODLIGHT (1<<16) // failed to create dlight shader for this surface
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#define SURF_NOSUNLIGHT (1<<17) // failed to create sun light shader for this surface
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#define SURF_FULLBRIGHT BIT( 25 ) // completely ignore lighting on this brush
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#define SURF_OF_SUBMODEL BIT( 26 ) // this face is owned by submodel (to differentiate from world faces)
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#define SURF_LOCAL_SPACE BIT( 27 ) // if bmodel has origin this surf is in local space (used for sorting)
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#define SURF_LM_UPDATE BIT( 28 ) // lightmap was changed, need to reload
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#define SURF_DM_UPDATE BIT( 29 ) // deluxmap was changed, need to reload
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#define SURF_REFLECT_PUDDLE BIT( 30 ) // special reflected surface (puddle reflection)
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#define SURF_REFLECT BIT( 31 ) // reflect surface (mirror)
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// surface extradata
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typedef struct mextrasurf_s
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{
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vec3_t mins, maxs;
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vec3_t origin; // surface origin
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struct msurface_s *surf; // upcast to surface
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// extended light info
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int dlight_s, dlight_t; // gl lightmap coordinates for dynamic lightmaps
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short lightmapmins[2];
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short lightextents[2];
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float lmvecs[2][4];
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color24 *normals; // note: this is the actual deluxemap data for this surface
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byte *shadows; // note: occlusion map for this surface
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// begin userdata
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struct msurface_s *lightmapchain; // lightmapped polys
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struct mextrasurf_s *detailchain; // for detail textures drawing
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mfacebevel_t *bevel; // for exact face traceline
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struct mextrasurf_s *lumachain; // draw fullbrights
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struct cl_entity_s *parent; // upcast to owner entity
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// was mirrortexturenum, mirrormatrix (17 * sizeof( int ))
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unsigned short light_s[MAXLIGHTMAPS];
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unsigned short light_t[MAXLIGHTMAPS];
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byte lights[MAXDYNLIGHTS];// static lights that affected this face (255 = no lights)
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float texofs[2]; // conveyor offsets
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mcubemap_t *cubemap[2]; // for environment reflective bump-mapping
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float lerpFactor;
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short subtexture[8]; // MAX_REF_STACK
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word cintexturenum; // cinematic handle
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word lightmaptexturenum; // custom lightmap number
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word lastRenderMode; // for catch change render modes
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word checkcount; // used for cin textures
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// again matched with engine declaration
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struct grasshdr_s *grass; // grass that linked by this surface
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unsigned short grasscount; // number of bushes per polygon (used to determine total VBO size)
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unsigned short numverts; // world->vertexes[]
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int firstvertex; // fisrt look up in tr.tbn_vectors[], then acess to world->vertexes[]
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// reserved fields (32 * sizeof( int ))
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unsigned int query; // test surface for occluding (active if query != 0)
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// shader cache
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shader_t forwardScene[2]; // two for mirrors
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shader_t forwardLightSpot;
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shader_t forwardLightOmni;
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shader_t forwardLightProj;
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shader_t deferredScene;
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shader_t deferredLight;
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shader_t forwardDepth;
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struct brushdecal_s *pdecals; // linked decals
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int reserved[22]; // just for future expansions or mod-makers
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} mextrasurf_t;
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typedef struct msurface_s
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{
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int visframe; // should be drawn when node is crossed
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mplane_t *plane; // pointer to shared plane
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int flags; // see SURF_ #defines
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int firstedge; // look up in model->surfedges[], negative numbers
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int numedges; // are backwards edges
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short texturemins[2];
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short extents[2];
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int light_s, light_t; // gl lightmap coordinates
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glpoly_t *polys; // multiple if warped
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struct msurface_s *texturechain;
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mtexinfo_t *texinfo;
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// lighting info
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int dlightframe; // last frame the surface was checked by an animated light
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int dlightbits; // dynamically generated. Indicates if the surface illumination
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// is modified by an animated light.
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int lightmaptexturenum;
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byte styles[MAXLIGHTMAPS];
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int cached_light[MAXLIGHTMAPS]; // values currently used in lightmap
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mextrasurf_t *info; // pointer to surface extradata (was cached_dlight)
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color24 *samples; // note: this is the actual lightmap data for this surface
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decal_t *pdecals;
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} msurface_t;
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typedef struct hull_s
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{
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dclipnode_t *clipnodes;
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mplane_t *planes;
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int firstclipnode;
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int lastclipnode;
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vec3_t clip_mins;
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vec3_t clip_maxs;
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} hull_t;
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#ifndef CACHE_USER
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#define CACHE_USER
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typedef struct cache_user_s
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{
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void *data; // extradata
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} cache_user_t;
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#endif
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typedef struct model_s
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{
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char name[64]; // model name
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qboolean needload; // bmodels and sprites don't cache normally
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// shared modelinfo
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modtype_t type; // model type
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int numframes; // sprite's framecount
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byte *mempool; // private mempool (was synctype)
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int flags; // hl compatibility
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//
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// volume occupied by the model
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//
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vec3_t mins, maxs; // bounding box at angles '0 0 0'
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float radius;
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// brush model
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union
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{
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int firstmodelsurface;
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unsigned long modelCRC;
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};
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int nummodelsurfaces;
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int numsubmodels;
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dmodel_t *submodels; // or studio animations
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int numplanes;
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mplane_t *planes; // bsp or studio collision planes
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int numleafs; // number of visible leafs, not counting 0
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mleaf_t *leafs;
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int numvertexes;
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mvertex_t *vertexes;
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int numedges;
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medge_t *edges;
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int numnodes;
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mnode_t *nodes;
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int numtexinfo;
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mtexinfo_t *texinfo;
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int numsurfaces;
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msurface_t *surfaces;
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int numsurfedges;
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union
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{
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int *surfedges;
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CMeshDesc *bodymesh; // collision mesh for studiomodel
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};
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int numclipnodes;
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dclipnode_t *clipnodes;
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int nummarksurfaces;
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msurface_t **marksurfaces;
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hull_t hulls[MAX_MAP_HULLS];
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int numtextures;
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texture_t **textures; // BSP textures or remap textures
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union
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{
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byte *visdata;
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struct mposebone_s *poseToBone;
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};
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union
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{
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color24 *lightdata;
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struct mvbocache_s *studiocache; // pointer to VBO-prepared model (only for mod_studio)
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};
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union
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{
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char *entities;
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struct mstudiomat_s *materials; // studio materials (only for mod_studio)
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};
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//
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// additional model data
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//
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cache_user_t cache; // only access through Mod_Extradata
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} model_t;
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typedef struct alight_s
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{
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int ambientlight; // clip at 128
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int shadelight; // clip at 192 - ambientlight
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vec3_t color;
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float *plightvec;
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} alight_t;
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typedef struct auxvert_s
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{
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float fv[3]; // viewspace x, y
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} auxvert_t;
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#define MAX_SCOREBOARDNAME 32
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#define MAX_INFO_STRING 256
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#include "custom.h"
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typedef struct player_info_s
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{
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int userid; // User id on server
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char userinfo[MAX_INFO_STRING]; // User info string
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char name[MAX_SCOREBOARDNAME]; // Name (extracted from userinfo)
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int spectator; // Spectator or not, unused
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int ping;
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int packet_loss;
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// skin information
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char model[64];
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int topcolor;
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int bottomcolor;
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// last frame rendered
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int renderframe;
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// Gait frame estimation
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int gaitsequence;
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float gaitframe;
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float gaityaw;
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vec3_t prevgaitorigin;
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customization_t customdata;
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} player_info_t;
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//
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// sprite representation in memory
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//
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typedef enum { SPR_SINGLE = 0, SPR_GROUP, SPR_ANGLED } spriteframetype_t;
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typedef struct mspriteframe_s
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{
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int width;
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int height;
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float up, down, left, right;
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int gl_texturenum;
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} mspriteframe_t;
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typedef struct
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{
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int numframes;
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float *intervals;
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mspriteframe_t *frames[1];
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} mspritegroup_t;
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typedef struct
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{
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spriteframetype_t type;
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mspriteframe_t *frameptr;
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} mspriteframedesc_t;
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typedef struct
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{
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short type;
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short texFormat;
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int maxwidth;
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int maxheight;
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int numframes;
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int radius;
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int facecull;
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int synctype;
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mspriteframedesc_t frames[1];
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} msprite_t;
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#endif//COM_MODEL_H
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