OctaCore/src/engine/rendermodel.hh

185 lines
7 KiB
C++

#ifndef ENGINE_RENDERMODEL_HH
#define ENGINE_RENDERMODEL_HH
#include <shared/tools.hh>
#include <shared/geom.hh>
#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 &center, 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<triangle> &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 &center, vec &radius)
{
if(bbradius.x < 0)
{
calcbb(bbcenter, bbradius);
bbradius.add(bbextend);
}
center = bbcenter;
radius = bbradius;
}
float collisionbox(vec &center, 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 &center)
{
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<mapmodelinfo> 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