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https://github.com/FWGS/xash3d-fwgs
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551 lines
13 KiB
C
551 lines
13 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 "xash3d_types.h"
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#include "bspfile.h" // we need some declarations from it
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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 MAXLIGHTMAPS 4 // max light styles per face
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#define MAXDYNLIGHTS 8 // maximum dynamic lights per one pixel
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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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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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int planenum;
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#ifdef SUPPORT_BSP2_FORMAT
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int children[2]; // negative numbers are contents
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#else
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short children[2]; // negative numbers are contents
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#endif
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} mclipnode_t;
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// size is matched but representation is not
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typedef struct
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{
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#ifdef SUPPORT_BSP2_FORMAT
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unsigned int v[2];
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#else
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unsigned short v[2];
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unsigned int cachededgeoffset;
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#endif
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} medge_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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unsigned int unused[3]; // 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; // terrain bounds (fill by user)
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intptr_t reserved[32]; // 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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vec_t 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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// a1ba: changed size to avoid undefined behavior. Check your allocations if you take this header!
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// For example:
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// before: malloc( sizeof( glpoly_t ) + ( numverts - 4 ) * VERTEXSIZE * sizeof( float ))
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// after (C): malloc( sizeof( glpoly_t ) + numverts * VERTEXSIZE * sizeof( float ))
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// after (C++): malloc( sizeof( glpoly_t ) + ( numverts - 1 ) * VERTEXSIZE * sizeof( float ))
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typedef struct glpoly2_s
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{
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struct glpoly2_s *next;
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struct glpoly2_s *chain;
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int numverts;
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int flags; // for SURF_UNDERWATER
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#ifdef __cplusplus
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float verts[1][VERTEXSIZE]; // variable sized (xyz s1t1 s2t2)
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#else
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float verts[][VERTEXSIZE]; // variable sized (xyz s1t1 s2t2)
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#endif
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} glpoly2_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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#ifdef SUPPORT_BSP2_FORMAT
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int firstsurface;
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int numsurfaces;
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#else
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unsigned short firstsurface;
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unsigned short numsurfaces;
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#endif
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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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short flags; // Decal flags FDECAL_*
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short entityIndex; // Entity this is attached to
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// Xash3D specific
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vec3_t position; // location of the decal center in world space.
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glpoly2_t *polys; // precomputed decal vertices
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intptr_t reserved[4]; // just for future expansions or mod-makers
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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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// 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]; // lightmatrix
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short lightextents[2];
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float lmvecs[2][4];
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color24 *deluxemap; // note: this is the actual deluxemap data for this surface
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byte *shadowmap; // 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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int mirrortexturenum; // gl texnum
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float mirrormatrix[4][4];
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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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intptr_t reserved[32]; // just for future expansions or mod-makers
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} mextrasurf_t;
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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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glpoly2_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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};
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typedef struct hull_s
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{
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mclipnode_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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poolhandle_t 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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int firstmodelsurface;
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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;
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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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int *surfedges;
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int numclipnodes;
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mclipnode_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;
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byte *visdata;
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color24 *lightdata;
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char *entities;
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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 (frags for quake demo playback)
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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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// hashed cd key
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char hashedcdkey[16];
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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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/*
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==============================================================================
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ALIAS MODELS
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Alias models are position independent, so the cache manager can move them.
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==============================================================================
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*/
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#define MAXALIASVERTS 2048
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#define MAXALIASFRAMES 256
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#define MAXALIASTRIS 4096
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#define MAX_SKINS 32
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// This mirrors trivert_t in trilib.h, is present so Quake knows how to
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// load this data
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typedef struct
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{
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byte v[3];
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byte lightnormalindex;
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} trivertex_t;
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typedef struct
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{
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int firstpose;
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int numposes;
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trivertex_t bboxmin;
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trivertex_t bboxmax;
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float interval;
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char name[16];
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} maliasframedesc_t;
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typedef struct
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{
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int ident;
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int version;
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vec3_t scale;
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vec3_t scale_origin;
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float boundingradius;
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vec3_t eyeposition;
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int numskins;
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int skinwidth;
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int skinheight;
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int numverts;
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int numtris;
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int numframes;
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int synctype;
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int flags;
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float size;
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const trivertex_t **pposeverts; // only valid during loading, used to build GL mesh
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intptr_t reserved[7]; // VBO offsets
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int numposes;
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int poseverts;
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trivertex_t *posedata; // numposes * poseverts trivert_t
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int *commands; // gl command list with embedded s/t
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unsigned short gl_texturenum[MAX_SKINS][4];
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unsigned short fb_texturenum[MAX_SKINS][4];
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unsigned short gl_reserved0[MAX_SKINS][4]; // detail tex
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unsigned short gl_reserved1[MAX_SKINS][4]; // normalmap
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unsigned short gl_reserved2[MAX_SKINS][4]; // glossmap
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maliasframedesc_t frames[1]; // variable sized
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} aliashdr_t;
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// remapping info
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#define SUIT_HUE_START 192
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#define SUIT_HUE_END 223
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#define PLATE_HUE_START 160
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#define PLATE_HUE_END 191
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#define SHIRT_HUE_START 16
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#define SHIRT_HUE_END 32
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#define PANTS_HUE_START 96
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#define PANTS_HUE_END 112
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// 1/32 epsilon to keep floating point happy
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#define DIST_EPSILON (1.0f / 32.0f)
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#define FRAC_EPSILON (1.0f / 1024.0f)
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#define BACKFACE_EPSILON 0.01f
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#define MAX_BOX_LEAFS 256
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#define ANIM_CYCLE 2
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#define MOD_FRAMES 20
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#define MAX_DEMOS 32
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#define MAX_MOVIES 8
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#define MAX_CDTRACKS 32
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#define MAX_CLIENT_SPRITES 512 // SpriteTextures (0-256 hud, 256-512 client)
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#define MAX_REQUESTS 64
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STATIC_CHECK_SIZEOF( mextrasurf_t, 324, 496 );
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STATIC_CHECK_SIZEOF( decal_t, 60, 88 );
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STATIC_CHECK_SIZEOF( mfaceinfo_t, 176, 304 );
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#endif//COM_MODEL_H
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