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