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- /*
- ===========================================================================
- Doom 3 BFG Edition GPL Source Code
- Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company.
- This file is part of the Doom 3 BFG Edition GPL Source Code ("Doom 3 BFG Edition Source Code").
- Doom 3 BFG Edition Source Code 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.
- Doom 3 BFG Edition Source Code 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.
- You should have received a copy of the GNU General Public License
- along with Doom 3 BFG Edition Source Code. If not, see <http://www.gnu.org/licenses/>.
- In addition, the Doom 3 BFG Edition Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the Doom 3 BFG Edition Source Code. If not, please request a copy in writing from id Software at the address below.
- If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA.
- ===========================================================================
- */
- #ifndef __MODEL_LOCAL_H__
- #define __MODEL_LOCAL_H__
- /*
- ===============================================================================
- Static model
- ===============================================================================
- */
- class idJointMat;
- struct deformInfo_t;
- class idRenderModelStatic : public idRenderModel {
- public:
- // the inherited public interface
- static idRenderModel * Alloc();
- idRenderModelStatic();
- virtual ~idRenderModelStatic();
- virtual void InitFromFile( const char *fileName );
- virtual bool LoadBinaryModel( idFile * file, const ID_TIME_T sourceTimeStamp );
- virtual void WriteBinaryModel( idFile * file, ID_TIME_T *_timeStamp = NULL ) const;
- virtual bool SupportsBinaryModel() { return true; }
- virtual void PartialInitFromFile( const char *fileName );
- virtual void PurgeModel();
- virtual void Reset() {};
- virtual void LoadModel();
- virtual bool IsLoaded();
- virtual void SetLevelLoadReferenced( bool referenced );
- virtual bool IsLevelLoadReferenced();
- virtual void TouchData();
- virtual void InitEmpty( const char *name );
- virtual void AddSurface( modelSurface_t surface );
- virtual void FinishSurfaces();
- virtual void FreeVertexCache();
- virtual const char * Name() const;
- virtual void Print() const;
- virtual void List() const;
- virtual int Memory() const;
- virtual ID_TIME_T Timestamp() const;
- virtual int NumSurfaces() const;
- virtual int NumBaseSurfaces() const;
- virtual const modelSurface_t *Surface( int surfaceNum ) const;
- virtual srfTriangles_t * AllocSurfaceTriangles( int numVerts, int numIndexes ) const;
- virtual void FreeSurfaceTriangles( srfTriangles_t *tris ) const;
- virtual bool IsStaticWorldModel() const;
- virtual dynamicModel_t IsDynamicModel() const;
- virtual bool IsDefaultModel() const;
- virtual bool IsReloadable() const;
- virtual idRenderModel * InstantiateDynamicModel( const struct renderEntity_s *ent, const viewDef_t *view, idRenderModel *cachedModel );
- virtual int NumJoints() const;
- virtual const idMD5Joint * GetJoints() const;
- virtual jointHandle_t GetJointHandle( const char *name ) const;
- virtual const char * GetJointName( jointHandle_t handle ) const;
- virtual const idJointQuat * GetDefaultPose() const;
- virtual int NearestJoint( int surfaceNum, int a, int b, int c ) const;
- virtual idBounds Bounds( const struct renderEntity_s *ent ) const;
- virtual void ReadFromDemoFile( class idDemoFile *f );
- virtual void WriteToDemoFile( class idDemoFile *f );
- virtual float DepthHack() const;
- virtual bool ModelHasDrawingSurfaces() const { return hasDrawingSurfaces; };
- virtual bool ModelHasInteractingSurfaces() const { return hasInteractingSurfaces; };
- virtual bool ModelHasShadowCastingSurfaces() const { return hasShadowCastingSurfaces; };
- void MakeDefaultModel();
-
- bool LoadASE( const char *fileName );
- bool LoadLWO( const char *fileName );
- bool LoadMA( const char *filename );
- bool ConvertASEToModelSurfaces( const struct aseModel_s *ase );
- bool ConvertLWOToModelSurfaces( const struct st_lwObject *lwo );
- bool ConvertMAToModelSurfaces (const struct maModel_s *ma );
- struct aseModel_s * ConvertLWOToASE( const struct st_lwObject *obj, const char *fileName );
- bool DeleteSurfaceWithId( int id );
- void DeleteSurfacesWithNegativeId();
- bool FindSurfaceWithId( int id, int &surfaceNum ) const;
- public:
- idList<modelSurface_t, TAG_MODEL> surfaces;
- idBounds bounds;
- int overlaysAdded;
- // when an md5 is instantiated, the inverted joints array is stored to allow GPU skinning
- int numInvertedJoints;
- idJointMat * jointsInverted;
- vertCacheHandle_t jointsInvertedBuffer;
- protected:
- int lastModifiedFrame;
- int lastArchivedFrame;
- idStr name;
- bool isStaticWorldModel;
- bool defaulted;
- bool purged; // eventually we will have dynamic reloading
- bool fastLoad; // don't generate tangents and shadow data
- bool reloadable; // if not, reloadModels won't check timestamp
- bool levelLoadReferenced; // for determining if it needs to be freed
- bool hasDrawingSurfaces;
- bool hasInteractingSurfaces;
- bool hasShadowCastingSurfaces;
- ID_TIME_T timeStamp;
- static idCVar r_mergeModelSurfaces; // combine model surfaces with the same material
- static idCVar r_slopVertex; // merge xyz coordinates this far apart
- static idCVar r_slopTexCoord; // merge texture coordinates this far apart
- static idCVar r_slopNormal; // merge normals that dot less than this
- };
- /*
- ===============================================================================
- MD5 animated model
- ===============================================================================
- */
- class idMD5Mesh {
- friend class idRenderModelMD5;
- public:
- idMD5Mesh();
- ~idMD5Mesh();
- void ParseMesh( idLexer &parser, int numJoints, const idJointMat *joints );
- int NumVerts() const { return numVerts; }
- int NumTris() const { return numTris; }
- void UpdateSurface( const struct renderEntity_s *ent, const idJointMat *joints,
- const idJointMat *entJointsInverted, modelSurface_t *surf );
- void CalculateBounds( const idJointMat * entJoints, idBounds & bounds ) const;
- int NearestJoint( int a, int b, int c ) const;
- private:
- const idMaterial * shader; // material applied to mesh
- int numVerts; // number of vertices
- int numTris; // number of triangles
- byte * meshJoints; // the joints used by this mesh
- int numMeshJoints; // number of mesh joints
- float maxJointVertDist; // maximum distance a vertex is separated from a joint
- deformInfo_t * deformInfo; // used to create srfTriangles_t from base frames and new vertexes
- int surfaceNum; // number of the static surface created for this mesh
- };
- class idRenderModelMD5 : public idRenderModelStatic {
- public:
- virtual void InitFromFile( const char *fileName );
- virtual bool LoadBinaryModel( idFile * file, const ID_TIME_T sourceTimeStamp );
- virtual void WriteBinaryModel( idFile * file, ID_TIME_T *_timeStamp = NULL ) const;
- virtual dynamicModel_t IsDynamicModel() const;
- virtual idBounds Bounds( const struct renderEntity_s *ent ) const;
- virtual void Print() const;
- virtual void List() const;
- virtual void TouchData();
- virtual void PurgeModel();
- virtual void LoadModel();
- virtual int Memory() const;
- virtual idRenderModel * InstantiateDynamicModel( const struct renderEntity_s *ent, const viewDef_t *view, idRenderModel *cachedModel );
- virtual int NumJoints() const;
- virtual const idMD5Joint * GetJoints() const;
- virtual jointHandle_t GetJointHandle( const char *name ) const;
- virtual const char * GetJointName( jointHandle_t handle ) const;
- virtual const idJointQuat * GetDefaultPose() const;
- virtual int NearestJoint( int surfaceNum, int a, int b, int c ) const;
- virtual bool SupportsBinaryModel() { return true; }
- private:
- idList<idMD5Joint, TAG_MODEL> joints;
- idList<idJointQuat, TAG_MODEL> defaultPose;
- idList<idJointMat, TAG_MODEL> invertedDefaultPose;
- idList<idMD5Mesh, TAG_MODEL> meshes;
- void DrawJoints( const renderEntity_t *ent, const viewDef_t *view ) const;
- void ParseJoint( idLexer &parser, idMD5Joint *joint, idJointQuat *defaultPose );
- };
- /*
- ===============================================================================
- MD3 animated model
- ===============================================================================
- */
- struct md3Header_s;
- struct md3Surface_s;
- class idRenderModelMD3 : public idRenderModelStatic {
- public:
- virtual void InitFromFile( const char *fileName );
- virtual bool SupportsBinaryModel() { return false; }
- virtual dynamicModel_t IsDynamicModel() const;
- virtual idRenderModel * InstantiateDynamicModel( const struct renderEntity_s *ent, const viewDef_t *view, idRenderModel *cachedModel );
- virtual idBounds Bounds( const struct renderEntity_s *ent ) const;
- private:
- int index; // model = tr.models[model->index]
- int dataSize; // just for listing purposes
- struct md3Header_s * md3; // only if type == MOD_MESH
- int numLods;
- void LerpMeshVertexes( srfTriangles_t *tri, const struct md3Surface_s *surf, const float backlerp, const int frame, const int oldframe ) const;
- };
- /*
- ===============================================================================
- Liquid model
- ===============================================================================
- */
- class idRenderModelLiquid : public idRenderModelStatic {
- public:
- idRenderModelLiquid();
- virtual void InitFromFile( const char *fileName );
- virtual bool SupportsBinaryModel() { return false; }
- virtual dynamicModel_t IsDynamicModel() const;
- virtual idRenderModel * InstantiateDynamicModel( const struct renderEntity_s *ent, const viewDef_t *view, idRenderModel *cachedModel );
- virtual idBounds Bounds( const struct renderEntity_s *ent ) const;
- virtual void Reset();
- void IntersectBounds( const idBounds &bounds, float displacement );
- private:
- modelSurface_t GenerateSurface( float lerp );
- void WaterDrop( int x, int y, float *page );
- void Update();
-
- int verts_x;
- int verts_y;
- float scale_x;
- float scale_y;
- int time;
- int liquid_type;
- int update_tics;
- int seed;
- idRandom random;
-
- const idMaterial * shader;
- deformInfo_t * deformInfo; // used to create srfTriangles_t from base frames
- // and new vertexes
-
- float density;
- float drop_height;
- int drop_radius;
- float drop_delay;
- idList<float, TAG_MODEL> pages;
- float * page1;
- float * page2;
- idList<idDrawVert, TAG_MODEL> verts;
- int nextDropTime;
- };
- /*
- ===============================================================================
- PRT model
- ===============================================================================
- */
- class idRenderModelPrt : public idRenderModelStatic {
- public:
- idRenderModelPrt();
- virtual void InitFromFile( const char *fileName );
- virtual bool SupportsBinaryModel() { return false; }
- virtual void TouchData();
- virtual dynamicModel_t IsDynamicModel() const;
- virtual idRenderModel * InstantiateDynamicModel( const struct renderEntity_s *ent, const viewDef_t *view, idRenderModel *cachedModel );
- virtual idBounds Bounds( const struct renderEntity_s *ent ) const;
- virtual float DepthHack() const;
- virtual int Memory() const;
- // with the addModels2 arrangement we could have light accepting and
- // shadowing dynamic models, but the original game never did
- virtual bool ModelHasDrawingSurfaces() const { return true; };
- virtual bool ModelHasInteractingSurfaces() const { return false; };
- virtual bool ModelHasShadowCastingSurfaces() const { return false; };
- private:
- const idDeclParticle * particleSystem;
- };
- /*
- ===============================================================================
- Beam model
- ===============================================================================
- */
- class idRenderModelBeam : public idRenderModelStatic {
- public:
- virtual dynamicModel_t IsDynamicModel() const;
- virtual bool SupportsBinaryModel() { return false; }
- virtual bool IsLoaded() const;
- virtual idRenderModel * InstantiateDynamicModel( const struct renderEntity_s *ent, const viewDef_t *view, idRenderModel *cachedModel );
- virtual idBounds Bounds( const struct renderEntity_s *ent ) const;
- // with the addModels2 arrangement we could have light accepting and
- // shadowing dynamic models, but the original game never did
- virtual bool ModelHasDrawingSurfaces() const { return true; };
- virtual bool ModelHasInteractingSurfaces() const { return false; };
- virtual bool ModelHasShadowCastingSurfaces() const { return false; };
- };
- /*
- ===============================================================================
- Beam model
- ===============================================================================
- */
- #define MAX_TRAIL_PTS 20
- struct Trail_t {
- int lastUpdateTime;
- int duration;
- idVec3 pts[MAX_TRAIL_PTS];
- int numPoints;
- };
- class idRenderModelTrail : public idRenderModelStatic {
- idList<Trail_t, TAG_MODEL> trails;
- int numActive;
- idBounds trailBounds;
- public:
- idRenderModelTrail();
- virtual dynamicModel_t IsDynamicModel() const;
- virtual bool SupportsBinaryModel() { return false; }
- virtual bool IsLoaded() const;
- virtual idRenderModel * InstantiateDynamicModel( const struct renderEntity_s *ent, const viewDef_t *view, idRenderModel *cachedModel );
- virtual idBounds Bounds( const struct renderEntity_s *ent ) const;
- // with the addModels2 arrangement we could have light accepting and
- // shadowing dynamic models, but the original game never did
- virtual bool ModelHasDrawingSurfaces() const { return true; };
- virtual bool ModelHasInteractingSurfaces() const { return false; };
- virtual bool ModelHasShadowCastingSurfaces() const { return false; };
- int NewTrail( idVec3 pt, int duration );
- void UpdateTrail( int index, idVec3 pt );
- void DrawTrail( int index, const struct renderEntity_s *ent, srfTriangles_t *tri, float globalAlpha );
- };
- /*
- ===============================================================================
- Lightning model
- ===============================================================================
- */
- class idRenderModelLightning : public idRenderModelStatic {
- public:
- virtual dynamicModel_t IsDynamicModel() const;
- virtual bool SupportsBinaryModel() { return false; }
- virtual bool IsLoaded() const;
- virtual idRenderModel * InstantiateDynamicModel( const struct renderEntity_s *ent, const viewDef_t *view, idRenderModel *cachedModel );
- virtual idBounds Bounds( const struct renderEntity_s *ent ) const;
- // with the addModels2 arrangement we could have light accepting and
- // shadowing dynamic models, but the original game never did
- virtual bool ModelHasDrawingSurfaces() const { return true; };
- virtual bool ModelHasInteractingSurfaces() const { return false; };
- virtual bool ModelHasShadowCastingSurfaces() const { return false; };
- };
- /*
- ================================================================================
- idRenderModelSprite
- ================================================================================
- */
- class idRenderModelSprite : public idRenderModelStatic {
- public:
- virtual dynamicModel_t IsDynamicModel() const;
- virtual bool SupportsBinaryModel() { return false; }
- virtual bool IsLoaded() const;
- virtual idRenderModel * InstantiateDynamicModel( const struct renderEntity_s *ent, const viewDef_t *view, idRenderModel *cachedModel );
- virtual idBounds Bounds( const struct renderEntity_s *ent ) const;
- // with the addModels2 arrangement we could have light accepting and
- // shadowing dynamic models, but the original game never did
- virtual bool ModelHasDrawingSurfaces() const { return true; };
- virtual bool ModelHasInteractingSurfaces() const { return false; };
- virtual bool ModelHasShadowCastingSurfaces() const { return false; };
- };
- #endif /* !__MODEL_LOCAL_H__ */
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