#ifndef ENGINE_RENDERMODEL_HH #define ENGINE_RENDERMODEL_HH #include #include #include "bih.hh" #include "renderlights.hh" enum { MDL_CULL_VFC = 1<<0, MDL_CULL_DIST = 1<<1, MDL_CULL_OCCLUDED = 1<<2, MDL_CULL_QUERY = 1<<3, MDL_FULLBRIGHT = 1<<4, MDL_NORENDER = 1<<5, MDL_MAPMODEL = 1<<6, MDL_NOBATCH = 1<<7, MDL_ONLYSHADOW = 1<<8, MDL_NOSHADOW = 1<<9, MDL_FORCESHADOW = 1<<10, MDL_FORCETRANSPARENT = 1<<11 }; extern float transmdlsx1, transmdlsy1, transmdlsx2, transmdlsy2; extern uint transmdltiles[LIGHTTILE_MAXH]; enum { MDL_MD2 = 0, MDL_MD3, MDL_MD5, MDL_OBJ, MDL_SMD, MDL_IQM, NUMMODELTYPES }; struct Texture; struct Shader; struct dynent; struct modelattach; // FIXME #define COLLIDE_OBB 2 struct model { char *name; float spinyaw, spinpitch, spinroll, offsetyaw, offsetpitch, offsetroll; bool shadow, alphashadow, depthoffset; float scale; vec translate; BIH *bih; vec bbcenter, bbradius, bbextend, collidecenter, collideradius; float rejectradius, eyeheight, collidexyradius, collideheight; char *collidemodel; int collide, batch; model(const char *name) : name(name ? newstring(name) : nullptr), spinyaw(0), spinpitch(0), spinroll(0), offsetyaw(0), offsetpitch(0), offsetroll(0), shadow(true), alphashadow(true), depthoffset(false), scale(1.0f), translate(0, 0, 0), bih(0), bbcenter(0, 0, 0), bbradius(-1, -1, -1), bbextend(0, 0, 0), collidecenter(0, 0, 0), collideradius(-1, -1, -1), rejectradius(-1), eyeheight(0.9f), collidexyradius(0), collideheight(0), collidemodel(nullptr), collide(COLLIDE_OBB), batch(-1) {} virtual ~model() { DELETEA(name); DELETEP(bih); } virtual void calcbb(vec ¢er, vec &radius) = 0; virtual void calctransform(matrix4x3 &m) = 0; virtual int intersect(int anim, int basetime, int basetime2, const vec &pos, float yaw, float pitch, float roll, dynent *d, modelattach *a, float size, const vec &o, const vec &ray, float &dist, int mode) = 0; virtual void render(int anim, int basetime, int basetime2, const vec &o, float yaw, float pitch, float roll, dynent *d, modelattach *a = nullptr, float size = 1, const vec4 &color = vec4(1, 1, 1, 1)) = 0; virtual bool load() = 0; virtual int type() const = 0; virtual BIH *setBIH() { return nullptr; } virtual bool envmapped() const { return false; } virtual bool skeletal() const { return false; } virtual bool animated() const { return false; } virtual bool pitched() const { return true; } virtual bool alphatested() const { return false; } virtual void setshader(Shader *shader) {} virtual void setenvmap(float envmapmin, float envmapmax, Texture *envmap) {} virtual void setspec(float spec) {} virtual void setgloss(int gloss) {} virtual void setglow(float glow, float glowdelta, float glowpulse) {} virtual void setalphatest(float alpha) {} virtual void setdither(bool dither) {} virtual void setfullbright(float fullbright) {} virtual void setcullface(int cullface) {} virtual void setcolor(const vec &color) {} virtual void genshadowmesh(vector &tris, const matrix4x3 &orient) {} virtual void preloadBIH() { if(!bih) setBIH(); } virtual void preloadshaders() {} virtual void preloadmeshes() {} virtual void cleanup() {} virtual void startrender() {} virtual void endrender() {} void boundbox(vec ¢er, vec &radius) { if(bbradius.x < 0) { calcbb(bbcenter, bbradius); bbradius.add(bbextend); } center = bbcenter; radius = bbradius; } float collisionbox(vec ¢er, vec &radius) { if(collideradius.x < 0) { boundbox(collidecenter, collideradius); if(collidexyradius) { collidecenter.x = collidecenter.y = 0; collideradius.x = collideradius.y = collidexyradius; } if(collideheight) { collidecenter.z = collideradius.z = collideheight/2; } rejectradius = vec(collidecenter).abs().add(collideradius).magnitude(); } center = collidecenter; radius = collideradius; return rejectradius; } float boundsphere(vec ¢er) { vec radius; boundbox(center, radius); return radius.magnitude(); } float above() { vec center, radius; boundbox(center, radius); return center.z+radius.z; } }; // FIXME #undef COLLIDE_OBB struct occludequery; struct mapmodelinfo { string name; model *m, *collide; }; extern vector mapmodels; void resetmodelbatches(); void startmodelquery(occludequery *query); void endmodelquery(); void rendershadowmodelbatches(bool dynmodel = true); void shadowmaskbatchedmodels(bool dynshadow = true); void rendermapmodelbatches(); void rendermodelbatches(); void rendertransparentmodelbatches(int stencil = 0); void rendermapmodel(int idx, int anim, const vec &o, float yaw = 0, float pitch = 0, float roll = 0, int flags = MDL_CULL_VFC | MDL_CULL_DIST, int basetime = 0, float size = 1); void clearbatchedmapmodels(); void preloadusedmapmodels(bool msg = false, bool bih = false); int batcheddynamicmodels(); int batcheddynamicmodelbounds(int mask, vec &bbmin, vec &bbmax); void cleanupmodels(); model *loadmodel(const char *name, int i = -1, bool msg = false); static inline model *loadmapmodel(int n) { if(mapmodels.inrange(n)) { model *m = mapmodels[n].m; return m ? m : loadmodel(nullptr, n); } return nullptr; } static inline mapmodelinfo *getmminfo(int n) { return mapmodels.inrange(n) ? &mapmodels[n] : nullptr; } void flushpreloadedmodels(bool msg = true); /* unused for now */ struct modelattach { const char *tag, *name; int anim, basetime; vec *pos; model *m; modelattach() : tag(nullptr), name(nullptr), anim(-1), basetime(0), pos(nullptr), m(nullptr) {} modelattach(const char *tag, const char *name, int anim = -1, int basetime = 0) : tag(tag), name(name), anim(anim), basetime(basetime), pos(nullptr), m(nullptr) {} modelattach(const char *tag, vec *pos) : tag(tag), name(nullptr), anim(-1), basetime(0), pos(pos), m(nullptr) {} }; void rendermodel(const char *mdl, int anim, const vec &o, float yaw = 0, float pitch = 0, float roll = 0, int cull = MDL_CULL_VFC | MDL_CULL_DIST | MDL_CULL_OCCLUDED, dynent *d = nullptr, modelattach *a = nullptr, int basetime = 0, int basetime2 = 0, float size = 1, const vec4 &color = vec4(1, 1, 1, 1)); int intersectmodel(const char *mdl, int anim, const vec &pos, float yaw, float pitch, float roll, const vec &o, const vec &ray, float &dist, int mode = 0, dynent *d = nullptr, modelattach *a = nullptr, int basetime = 0, int basetime2 = 0, float size = 1); void abovemodel(vec &o, const char *mdl); void setbbfrommodel(dynent *d, const char *mdl); void preloadmodel(const char *name); bool matchanim(const char *name, const char *pattern); void moveragdoll(dynent *d); void cleanragdoll(dynent *d); #endif