Portable Half-Life SDK. GoldSource and Xash3D. Crossplatform.
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/*
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.
*/
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#pragma once
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#ifndef COM_MODEL_H
#define COM_MODEL_H
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#include "bspfile.h" // we need some declarations from it
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typedef vec_t vec2_t[2];
typedef vec_t vec4_t[4];
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/*
==============================================================================
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ENGINE MODEL FORMAT
==============================================================================
*/
#define STUDIO_RENDER 1
#define STUDIO_EVENTS 2
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#define ZISCALE ((float)0x8000)
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#define MIPLEVELS 4
#define VERTEXSIZE 7
#define MAXLIGHTMAPS 4
#define NUM_AMBIENTS 4 // automatic ambient sounds
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// model types
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typedef enum
{
mod_bad = -1,
mod_brush,
mod_sprite,
mod_alias,
mod_studio
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} modtype_t;
typedef struct mplane_s
{
vec3_t normal;
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float dist;
byte type; // for fast side tests
byte signbits; // signx + (signy<<1) + (signz<<1)
byte pad[2];
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} mplane_t;
typedef struct
{
vec3_t position;
} mvertex_t;
typedef struct
{
unsigned short v[2];
unsigned int cachededgeoffset;
} medge_t;
typedef struct texture_s
{
char name[16];
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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
unsigned int unused[3]; // reserved
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} texture_t;
typedef struct
{
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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]
float mipadjust; // mipmap limits for very small surfaces
texture_t *texture;
int flags; // sky or slime, no lightmap or 256 subdivision
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} mtexinfo_t;
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// 73 bytes per VBO vertex
// FIXME: align to 32 bytes
typedef struct glvert_s
{
vec3_t vertex; // position
vec3_t normal; // normal
vec2_t stcoord; // ST texture coords
vec2_t lmcoord; // ST lightmap coords
vec2_t sccoord; // ST scissor coords (decals only) - for normalmap coords migration
vec3_t tangent; // tangent
vec3_t binormal; // binormal
byte color[4]; // colors per vertex
} glvert_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;
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typedef struct mnode_s
{
// common with leaf
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int contents; // 0, to differentiate from leafs
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;
// 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;
unsigned short numsurfaces;
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} mnode_t;
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
struct decal_s
{
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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
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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
vec3_t position; // location of the decal center in world space.
vec3_t saxis; // direction of the s axis in world space
struct msurfmesh_s *mesh; // decal mesh in local space
int reserved[4]; // for future expansions
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};
typedef struct mleaf_s
{
// common with node
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int contents;
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;
// leaf specific
byte *compressed_vis;
struct efrag_s *efrags;
msurface_t **firstmarksurface;
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int nummarksurfaces;
byte *compressed_pas;
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byte ambient_sound_level[NUM_AMBIENTS];
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} mleaf_t;
struct msurface_s
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{
int visframe; // should be drawn when node is crossed
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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.
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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;
int lightmaptexturenum;
byte styles[MAXLIGHTMAPS];
int cached_light[MAXLIGHTMAPS]; // values currently used in lightmap
struct msurface_s *lightmapchain; // for new dlights rendering (was cached_dlight)
color24 *samples; // note: this is the actual lightmap data for this surface
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decal_t *pdecals;
};
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typedef struct msurfmesh_s
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{
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unsigned short numVerts;
unsigned short numElems; // ~ 20 000 vertex per one surface. Should be enough
unsigned int startVert; // user-variable. may be used for construct world single-VBO
unsigned int startElem; // user-variable. may be used for construct world single-VBO
glvert_t *verts; // vertexes array
unsigned short *elems; // indices
struct msurface_s *surf; // pointer to parent surface. Just for consistency
struct msurfmesh_s *next; // temporary chain of subdivided surfaces
} msurfmesh_t;
// surface extradata stored in cache.data for all brushmodels
typedef struct mextrasurf_s
{
vec3_t mins, maxs;
vec3_t origin; // surface origin
msurfmesh_t *mesh; // VBO\VA ready surface mesh. Not used by engine but can be used by mod-makers
int dlight_s, dlight_t; // gl lightmap coordinates for dynamic lightmaps
int mirrortexturenum; // gl texnum
float mirrormatrix[4][4];
struct mextrasurf_s *mirrorchain; // for gl_texsort drawing
struct mextrasurf_s *detailchain; // for detail textures drawing
color24 *deluxemap; // note: this is the actual deluxemap data for this surface
int reserved[32]; // just for future expansions or mod-makers
} mextrasurf_t;
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typedef struct hull_s
{
dclipnode_t *clipnodes;
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mplane_t *planes;
int firstclipnode;
int lastclipnode;
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vec3_t clip_mins;
vec3_t clip_maxs;
} hull_t;
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#ifndef CACHE_USER
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#define CACHE_USER
typedef struct cache_user_s
{
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void *data; // extradata
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} cache_user_t;
#endif
typedef struct model_s
{
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char name[64]; // model name
qboolean needload; // bmodels and sprites don't cache normally
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// shared modelinfo
modtype_t type; // model type
int numframes; // sprite's framecount
byte *mempool; // private mempool (was synctype)
int flags; // hl compatibility
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//
// volume occupied by the model
//
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vec3_t mins, maxs; // bounding box at angles '0 0 0'
float radius;
// brush model
int firstmodelsurface;
int nummodelsurfaces;
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int numsubmodels;
dmodel_t *submodels; // or studio animations
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int numplanes;
mplane_t *planes;
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int numleafs; // number of visible leafs, not counting 0
mleaf_t *leafs;
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int numvertexes;
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;
int *surfedges;
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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;
hull_t hulls[MAX_MAP_HULLS];
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int numtextures;
texture_t **textures;
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byte *visdata;
color24 *lightdata;
char *entities;
//
// additional model data
//
cache_user_t cache; // only access through Mod_Extradata
} model_t;
typedef struct alight_s
{
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int ambientlight; // clip at 128
int shadelight; // clip at 192 - ambientlight
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vec3_t color;
float *plightvec;
} alight_t;
typedef struct auxvert_s
{
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float fv[3]; // viewspace x, y
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} auxvert_t;
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#define MAX_SCOREBOARDNAME 32
#define MAX_INFO_STRING 256
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#include "custom.h"
typedef struct player_info_s
{
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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
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int ping;
int packet_loss;
// skin information
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char model[64];
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int topcolor;
int bottomcolor;
// last frame rendered
int renderframe;
// Gait frame estimation
int gaitsequence;
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float gaitframe;
float gaityaw;
vec3_t prevgaitorigin;
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customization_t customdata;
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} player_info_t;
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//
// 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