fteqw/engine/common/com_mesh.h

287 lines
8.8 KiB
C

#ifndef COM_MESH_H
#define COM_MESH_H
#include "quakedef.h"
#ifdef __cplusplus
extern "C" {
#endif
#include "hash.h"
#include "shader.h"
#ifdef SKELETALMODELS
#include <stdlib.h>
#endif
#ifdef HALFLIFEMODELS
#include "model_hl.h"
#endif
struct galiasinfo_s; //per-surface info.
#ifdef NONSKELETALMODELS
//a single pose within an animation (note: always refered to via a framegroup, even if there's only one frame in that group).
typedef struct
{
vecV_t *ofsverts;
#ifndef SERVERONLY
vec3_t *ofsnormals;
vec3_t *ofstvector;
vec3_t *ofssvector;
vboarray_t vboverts;
vboarray_t vbonormals;
vboarray_t vbosvector;
vboarray_t vbotvector;
#endif
vec3_t scale;
vec3_t scale_origin;
} galiaspose_t;
#endif
typedef struct galiasevent_s
{
struct galiasevent_s *next;
float timestamp;
int code;
char *data;
} galiasevent_t;
//a frame group (aka: animation)
typedef struct galiasanimation_s
{
#ifdef SKELETALMODELS
skeltype_t skeltype; //for models with transforms, states that bones need to be transformed from their parent.
//this is actually bad, and can result in bones shortening as they interpolate.
float *(QDECL *GetRawBones)(const struct galiasinfo_s *mesh, const struct galiasanimation_s *a, float time, float *bonematrixstorage, int numbones);
void *boneofs; //numposes*12*numbones
#endif
qboolean loop;
int numposes;
//float *poseendtime; //first starts at 0, anim duration is poseendtime[numposes-1]
float rate; //average framerate of animation.
#ifdef NONSKELETALMODELS
galiaspose_t *poseofs;
#endif
galiasevent_t *events;
char name[64];
} galiasanimation_t;
typedef struct galiasbone_s galiasbone_t;
#ifdef SKELETALMODELS
struct galiasbone_s
{
char name[32];
int parent;
// float radius;
float inverse[12];
};
typedef struct
{
//should be load-time only
//use of this prevents the use of glsl acceleration. the framerate loss is of the order of 90%
//skeletal poses refer to this.
int vertexindex;
int boneindex;
vec4_t org;
#ifndef SERVERONLY
vec3_t normal;
#endif
} galisskeletaltransforms_t;
#endif
//we can't be bothered with animating skins.
//We'll load up to four of them but after that you're on your own
#ifndef SERVERONLY
typedef struct
{
shader_t *shader;
qbyte *texels; //this is 8bit for frame 0 only. only valid in q1 models without replacement textures, used for colourising player skins.
const char *defaultshader;
char shadername[MAX_QPATH];
texnums_t texnums;
} skinframe_t;
struct galiasskin_s
{
int skinwidth;
int skinheight;
float skinspeed;
int numframes;
skinframe_t *frame;
char name[MAX_QPATH];
};
typedef struct
{
char name[MAX_QPATH];
texnums_t texnum;
unsigned int tcolour;
unsigned int bcolour;
unsigned int pclass;
int skinnum;
unsigned int subframe;
bucket_t bucket;
} galiascolourmapped_t;
#endif
typedef struct galiasskin_s galiasskin_t;
typedef struct
{
char name[64];
vec3_t org;
float ang[3][3];
} md3tag_t;
typedef struct galiasinfo_s
{
char surfacename[MAX_QPATH];
unsigned short geomset;
unsigned short geomid;
index_t *ofs_indexes;
int numindexes;
//for hitmodel
unsigned int contents; //default CONTENTS_BODY
q2csurface_t csurface; //flags, and also collision name, if useful...
unsigned int surfaceid; //the body reported to qc via trace_surface
float mindist;
float maxdist;
int *ofs_trineighbours;
float lerpcutoff; //hack. should probably be part of the entity structure, but I really don't want new models (and thus code) to have access to this ugly inefficient hack. make your models properly in the first place.
int numskins;
//#ifndef SERVERONLY
galiasskin_t *ofsskins;
//#endif
int shares_verts; //used with models with two shaders using the same vertex. set to the surface number to inherit from (or itself).
int shares_bones; //use last mesh's bones. set to the surface number to inherit from (or itself).
int numverts;
//#ifndef SERVERONLY
vec2_t *ofs_st_array;
vec2_t *ofs_lmst_array;
vec4_t *ofs_rgbaf;
byte_vec4_t *ofs_rgbaub;
//#endif
int numanimations;
galiasanimation_t *ofsanimations;
struct galiasinfo_s *nextsurf;
#ifdef SKELETALMODELS
boneidx_t *bonemap; //filled in automatically if our mesh has more gpu bones than we can support
unsigned int mappedbones;
unsigned int nummorphs; //extra data after the xyz/norm/stvect arrays
const float *(QDECL *AnimateMorphs)(const struct galiasinfo_s *surf, const framestate_t *framestate);
int meshrootbone;
float *baseframeofs; /*non-heirachical*/
int numbones;
galiasbone_t *ofsbones;
vecV_t *ofs_skel_xyz;
vec3_t *ofs_skel_norm;
vec3_t *ofs_skel_svect;
vec3_t *ofs_skel_tvect;
bone_vec4_t *ofs_skel_idx;
vec4_t *ofs_skel_weight;
vboarray_t vbo_skel_verts;
vboarray_t vbo_skel_normals;
vboarray_t vbo_skel_svector;
vboarray_t vbo_skel_tvector;
vboarray_t vbo_skel_bonenum;
vboarray_t vbo_skel_bweight;
#endif
vboarray_t vboindicies;
vboarray_t vbotexcoords;
vboarray_t vborgba; //yeah, just you try reading THAT as an actual word.
void *vbomem;
void *ebomem;
//these exist only in the root mesh.
#ifdef MD3MODELS
int numtagframes;
int numtags;
md3tag_t *ofstags;
#else
FTE_DEPRECATED int numtagframes;
FTE_DEPRECATED int numtags;
FTE_DEPRECATED md3tag_t *ofstags;
#endif
void *ctx; //loader-specific stuff. must be ZG_Malloced if it lasts beyond the loader.
unsigned int warned; //passed around at load time, so we don't spam warnings
} galiasinfo_t;
struct terrainfuncs_s;
typedef struct modplugfuncs_s
{
int version;
//format handling
int (QDECL *RegisterModelFormatText)(const char *formatname, char *magictext, qboolean (QDECL *load) (struct model_s *mod, void *buffer, size_t fsize));
int (QDECL *RegisterModelFormatMagic)(const char *formatname, unsigned int magic, qboolean (QDECL *load) (struct model_s *mod, void *buffer, size_t fsize));
void (QDECL *UnRegisterModelFormat)(int idx);
void (QDECL *UnRegisterAllModelFormats)(void);
//util
void *(QDECL *ZG_Malloc)(zonegroup_t *ctx, size_t size); //ctx=&mod->memgroup and the data will be freed when the model is freed.
void (QDECL *StripExtension) (const char *in, char *out, int outlen);
//matrix maths
void (QDECL *ConcatTransforms) (const float in1[3][4], const float in2[3][4], float out[3][4]);
void (QDECL *M3x4_Invert) (const float *in1, float *out);
void (QDECL *VectorAngles)(const float *forward, const float *up, float *result, qboolean meshpitch);
void (QDECL *AngleVectors)(const vec3_t angles, vec3_t forward, vec3_t right, vec3_t up);
void (QDECL *GenMatrixPosQuat4Scale)(const vec3_t pos, const vec4_t quat, const vec3_t scale, float result[12]);
//bone stuff
void (QDECL *ForceConvertBoneData)(skeltype_t sourcetype, const float *sourcedata, size_t bonecount, galiasbone_t *bones, skeltype_t desttype, float *destbuffer, size_t destbonecount);
//texturing
image_t *(QDECL *GetTexture)(const char *identifier, const char *subpath, unsigned int flags, void *fallbackdata, void *fallbackpalette, int fallbackwidth, int fallbackheight, uploadfmt_t fallbackfmt);
void (QDECL *AccumulateTextureVectors)(vecV_t *const vc, vec2_t *const tc, vec3_t *nv, vec3_t *sv, vec3_t *tv, const index_t *idx, int numidx, qboolean calcnorms);
void (QDECL *NormaliseTextureVectors)(vec3_t *n, vec3_t *s, vec3_t *t, int v, qboolean calcnorms);
model_t *(QDECL *GetModel)(const char *identifier, enum mlverbosity_e verbosity);
#define plugmodfuncs_name "Models"
} plugmodfuncs_t;
#define MODPLUGFUNCS_VERSION 1
#ifdef SKELETALMODELS
void Alias_TransformVerticies(float *bonepose, galisskeletaltransforms_t *weights, int numweights, vecV_t *xyzout, vec3_t *normout);
void QDECL Alias_ForceConvertBoneData(skeltype_t sourcetype, const float *sourcedata, size_t bonecount, galiasbone_t *bones, skeltype_t desttype, float *destbuffer, size_t destbonecount);
#endif
qboolean Alias_GAliasBuildMesh(mesh_t *mesh, vbo_t **vbop, galiasinfo_t *inf, int surfnum, entity_t *e, qboolean allowskel);
void Mod_DestroyMesh(galiasinfo_t *galias);
void Alias_FlushCache(void);
void Alias_Shutdown(void);
void Alias_Register(void);
shader_t *Mod_ShaderForSkin(model_t *model, int surfaceidx, int num);
const char *Mod_SkinNameForNum(model_t *model, int surfaceidx, int num);
const char *Mod_SurfaceNameForNum(model_t *model, int num);
const char *Mod_FrameNameForNum(model_t *model, int surfaceidx, int num);
const char *Mod_SkinNameForNum(model_t *model, int surfaceidx, int num);
qboolean Mod_FrameInfoForNum(model_t *model, int surfaceidx, int num, char **name, int *numframes, float *duration, qboolean *loop);
qboolean Mod_DoCRC(model_t *mod, char *buffer, int buffersize);
void QDECL Mod_AccumulateTextureVectors(vecV_t *const vc, vec2_t *const tc, vec3_t *nv, vec3_t *sv, vec3_t *tv, const index_t *idx, int numidx, qboolean calcnorms);
void Mod_AccumulateMeshTextureVectors(mesh_t *mesh);
void QDECL Mod_NormaliseTextureVectors(vec3_t *n, vec3_t *s, vec3_t *t, int v, qboolean calcnorms);
void R_Generate_Mesh_ST_Vectors(mesh_t *mesh);
#ifdef __cplusplus
};
#endif
#endif //COM_MESH_H