2 Copyright (C) 1996-1997 Id Software, Inc.
4 This program is free software; you can redistribute it and/or
5 modify it under the terms of the GNU General Public License
6 as published by the Free Software Foundation; either version 2
7 of the License, or (at your option) any later version.
9 This program is distributed in the hope that it will be useful,
10 but WITHOUT ANY WARRANTY; without even the implied warranty of
11 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
13 See the GNU General Public License for more details.
15 You should have received a copy of the GNU General Public License
16 along with this program; if not, write to the Free Software
17 Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
21 #ifndef MODEL_SHARED_H
22 #define MODEL_SHARED_H
24 typedef enum synctype_e {ST_SYNC=0, ST_RAND } synctype_t;
28 d*_t structures are on-disk representations
29 m*_t structures are in-memory
33 typedef enum modtype_e {mod_invalid, mod_brushq1, mod_sprite, mod_alias, mod_brushq2, mod_brushq3} modtype_t;
35 typedef struct animscene_s
37 char name[32]; // for viewthing support
40 int loop; // true or false
45 typedef struct skinframe_s
47 rtexture_t *stain; // inverse modulate with background (used for decals and such)
48 rtexture_t *merged; // original texture without glow
49 rtexture_t *base; // original texture without pants/shirt/glow
50 rtexture_t *pants; // pants only (in greyscale)
51 rtexture_t *shirt; // shirt only (in greyscale)
52 rtexture_t *nmap; // normalmap (bumpmap for dot3)
53 rtexture_t *gloss; // glossmap (for dot3)
54 rtexture_t *glow; // glow only (fullbrights)
55 rtexture_t *fog; // alpha of the base texture (if not opaque)
56 // accounting data for hash searches:
57 // the compare variables are used to identify internal skins from certain
59 // (so that two q1bsp maps with the same texture name for different
60 // textures do not have any conflicts)
61 struct skinframe_s *next; // next on hash chain
62 char basename[MAX_QPATH]; // name of this
63 int textureflags; // texture flags to use
67 // mark and sweep garbage collection, this value is updated to a new value
68 // on each level change for the used skinframes, if some are not used they
71 // on 32bit systems this makes the struct 128 bytes long
80 typedef struct texvecvertex_s
87 // used for mesh lists in q1bsp/q3bsp map models
88 // (the surfaces reference portions of these meshes)
89 typedef struct surfmesh_s
91 // triangle data in system memory
92 int num_triangles; // number of triangles in the mesh
93 int *data_element3i; // int[tris*3] triangles of the mesh, 3 indices into vertex arrays for each
94 unsigned short *data_element3s; // unsigned short[tris*3] triangles of the mesh in unsigned short format (NULL if num_vertices > 65536)
95 int *data_neighbor3i; // int[tris*3] neighboring triangle on each edge (-1 if none)
96 // element buffer object (stores triangles in video memory)
97 int ebo3i; // unsigned int format (only allocated if num_vertices > 65536)
98 int ebo3s; // unsigned short format (only allocated if num_vertices <= 65536)
99 // vertex data in system memory
100 int num_vertices; // number of vertices in the mesh
101 float *data_vertex3f; // float[verts*3] vertex locations
102 float *data_svector3f; // float[verts*3] direction of 'S' (right) texture axis for each vertex
103 float *data_tvector3f; // float[verts*3] direction of 'T' (down) texture axis for each vertex
104 float *data_normal3f; // float[verts*3] direction of 'R' (out) texture axis for each vertex
105 float *data_texcoordtexture2f; // float[verts*2] texcoords for surface texture
106 float *data_texcoordlightmap2f; // float[verts*2] texcoords for lightmap texture
107 float *data_lightmapcolor4f;
108 int *data_lightmapoffsets; // index into surface's lightmap samples for vertex lighting
109 // vertex buffer object (stores geometry in video memory)
111 size_t vbooffset_vertex3f;
112 size_t vbooffset_svector3f;
113 size_t vbooffset_tvector3f;
114 size_t vbooffset_normal3f;
115 size_t vbooffset_texcoordtexture2f;
116 size_t vbooffset_texcoordlightmap2f;
117 size_t vbooffset_lightmapcolor4f;
118 // morph blending, these are zero if model is skeletal or static
120 struct md3vertex_s *data_morphmd3vertex;
121 struct trivertx_s *data_morphmdlvertex;
122 struct texvecvertex_s *data_morphtexvecvertex;
123 float *data_morphmd2framesize6f;
124 float num_morphmdlframescale[3];
125 float num_morphmdlframetranslate[3];
126 // skeletal blending, these are NULL if model is morph or static
127 int *data_vertexweightindex4i;
128 float *data_vertexweightinfluence4f;
129 // set if there is some kind of animation on this model
134 #define SHADOWMESHVERTEXHASH 1024
135 typedef struct shadowmeshvertexhash_s
137 struct shadowmeshvertexhash_s *next;
139 shadowmeshvertexhash_t;
141 typedef struct shadowmesh_s
143 // next mesh in chain
144 struct shadowmesh_s *next;
145 // used for light mesh (NULL on shadow mesh)
146 rtexture_t *map_diffuse;
147 rtexture_t *map_specular;
148 rtexture_t *map_normal;
150 int numverts, maxverts;
151 int numtriangles, maxtriangles;
154 // used for light mesh (NULL on shadow mesh)
161 unsigned short *element3s;
162 // used for shadow mesh (NULL on light mesh)
164 // these are NULL after Mod_ShadowMesh_Finish is performed, only used
165 // while building meshes
166 shadowmeshvertexhash_t **vertexhashtable, *vertexhashentries;
167 // element buffer object (stores triangles in video memory)
168 // (created by Mod_ShadowMesh_Finish if possible)
171 // vertex buffer object (stores vertices in video memory)
172 // (created by Mod_ShadowMesh_Finish if possible)
174 size_t vbooffset_vertex3f;
175 size_t vbooffset_svector3f;
176 size_t vbooffset_tvector3f;
177 size_t vbooffset_normal3f;
178 size_t vbooffset_texcoord2f;
182 // various flags from shaders, used for special effects not otherwise classified
183 // TODO: support these features more directly
184 #define Q3TEXTUREFLAG_TWOSIDED 1
185 #define Q3TEXTUREFLAG_NOPICMIP 16
186 #define Q3TEXTUREFLAG_POLYGONOFFSET 32
187 #define Q3TEXTUREFLAG_REFRACTION 256
188 #define Q3TEXTUREFLAG_REFLECTION 512
189 #define Q3TEXTUREFLAG_WATERSHADER 1024
191 #define Q3PATHLENGTH 64
192 #define TEXTURE_MAXFRAMES 64
193 #define Q3WAVEPARMS 4
194 #define Q3DEFORM_MAXPARMS 3
195 #define Q3SHADER_MAXLAYERS 2 // FIXME support more than that (currently only two are used, so why keep more in RAM?)
196 #define Q3RGBGEN_MAXPARMS 3
197 #define Q3ALPHAGEN_MAXPARMS 1
198 #define Q3TCGEN_MAXPARMS 6
199 #define Q3TCMOD_MAXPARMS 6
200 #define Q3MAXTCMODS 8
201 #define Q3MAXDEFORMS 4
203 typedef enum q3wavefunc_e
206 Q3WAVEFUNC_INVERSESAWTOOTH,
216 typedef enum q3deform_e
219 Q3DEFORM_PROJECTIONSHADOW,
221 Q3DEFORM_AUTOSPRITE2,
238 typedef enum q3rgbgen_e
243 Q3RGBGEN_EXACTVERTEX,
244 Q3RGBGEN_IDENTITYLIGHTING,
245 Q3RGBGEN_LIGHTINGDIFFUSE,
246 Q3RGBGEN_ONEMINUSENTITY,
247 Q3RGBGEN_ONEMINUSVERTEX,
254 typedef enum q3alphagen_e
259 Q3ALPHAGEN_LIGHTINGSPECULAR,
260 Q3ALPHAGEN_ONEMINUSENTITY,
261 Q3ALPHAGEN_ONEMINUSVERTEX,
269 typedef enum q3tcgen_e
272 Q3TCGEN_TEXTURE, // very common
273 Q3TCGEN_ENVIRONMENT, // common
280 typedef enum q3tcmod_e
283 Q3TCMOD_ENTITYTRANSLATE,
294 typedef struct q3shaderinfo_layer_rgbgen_s
297 float parms[Q3RGBGEN_MAXPARMS];
298 q3wavefunc_t wavefunc;
299 float waveparms[Q3WAVEPARMS];
301 q3shaderinfo_layer_rgbgen_t;
303 typedef struct q3shaderinfo_layer_alphagen_s
305 q3alphagen_t alphagen;
306 float parms[Q3ALPHAGEN_MAXPARMS];
307 q3wavefunc_t wavefunc;
308 float waveparms[Q3WAVEPARMS];
310 q3shaderinfo_layer_alphagen_t;
312 typedef struct q3shaderinfo_layer_tcgen_s
315 float parms[Q3TCGEN_MAXPARMS];
317 q3shaderinfo_layer_tcgen_t;
319 typedef struct q3shaderinfo_layer_tcmod_s
322 float parms[Q3TCMOD_MAXPARMS];
323 q3wavefunc_t wavefunc;
324 float waveparms[Q3WAVEPARMS];
326 q3shaderinfo_layer_tcmod_t;
328 typedef struct q3shaderinfo_layer_s
337 q3shaderinfo_layer_rgbgen_t rgbgen;
338 q3shaderinfo_layer_alphagen_t alphagen;
339 q3shaderinfo_layer_tcgen_t tcgen;
340 q3shaderinfo_layer_tcmod_t tcmods[Q3MAXTCMODS];
342 q3shaderinfo_layer_t;
344 typedef struct q3shaderinfo_deform_s
347 float parms[Q3DEFORM_MAXPARMS];
348 q3wavefunc_t wavefunc;
349 float waveparms[Q3WAVEPARMS];
351 q3shaderinfo_deform_t;
353 typedef struct q3shaderinfo_s
355 char name[Q3PATHLENGTH];
360 qboolean vertexalpha;
361 qboolean textureblendalpha;
362 int primarylayer, backgroundlayer;
363 q3shaderinfo_layer_t layers[Q3SHADER_MAXLAYERS];
364 char skyboxname[Q3PATHLENGTH];
365 q3shaderinfo_deform_t deforms[Q3MAXDEFORMS];
368 float reflectmin; // when refraction is used, minimum amount of reflection (when looking straight down)
369 float reflectmax; // when refraction is used, maximum amount of reflection (when looking parallel to water)
370 float refractfactor; // amount of refraction distort (1.0 = like the cvar specifies)
371 vec4_t refractcolor4f; // color tint of refraction (including alpha factor)
372 float reflectfactor; // amount of reflection distort (1.0 = like the cvar specifies)
373 vec4_t reflectcolor4f; // color tint of reflection (including alpha factor)
374 float r_water_wateralpha; // additional wateralpha to apply when r_water is active
378 typedef enum texturelayertype_e
380 TEXTURELAYERTYPE_INVALID,
381 TEXTURELAYERTYPE_LITTEXTURE,
382 TEXTURELAYERTYPE_TEXTURE,
383 TEXTURELAYERTYPE_FOG,
387 typedef enum texturelayerflag_e
389 // indicates that the pass should apply fog darkening; used on
390 // transparent surfaces where simply blending an alpha fog as a final
391 // pass would not behave properly, so all the surfaces must be darkened,
392 // and the fog color added as a separate pass
393 TEXTURELAYERFLAG_FOGDARKEN = 1,
397 typedef struct texturelayer_s
399 texturelayertype_t type;
404 matrix4x4_t texmatrix;
410 typedef struct texture_s
416 unsigned int width, height;
418 //unsigned int flags;
420 // base material flags
421 int basematerialflags;
422 // current material flags (updated each bmodel render)
423 int currentmaterialflags;
425 // PolygonOffset values for rendering this material
426 // (these are added to the r_refdef values and submodel values)
427 float biaspolygonfactor;
428 float biaspolygonoffset;
430 // textures to use when rendering this material
431 skinframe_t *currentskinframe;
434 skinframe_t *skinframes[TEXTURE_MAXFRAMES];
435 // background layer (for terrain texture blending)
436 skinframe_t *backgroundcurrentskinframe;
437 int backgroundnumskinframes;
438 float backgroundskinframerate;
439 skinframe_t *backgroundskinframes[TEXTURE_MAXFRAMES];
441 // total frames in sequence and alternate sequence
443 // direct pointers to each of the frames in the sequences
444 // (indexed as [alternate][frame])
445 struct texture_s *anim_frames[2][10];
446 // set if animated or there is an alternate frame set
447 // (this is an optimization in the renderer)
450 // the current alpha of this texture (may be affected by r_wateralpha)
452 // the current texture frame in animation
453 struct texture_s *currentframe;
454 // current texture transform matrix (used for water scrolling)
455 matrix4x4_t currenttexmatrix;
457 // various q3 shader features
458 q3shaderinfo_layer_rgbgen_t rgbgen;
459 q3shaderinfo_layer_alphagen_t alphagen;
460 q3shaderinfo_layer_tcgen_t tcgen;
461 q3shaderinfo_layer_tcmod_t tcmods[Q3MAXTCMODS];
462 q3shaderinfo_deform_t deforms[Q3MAXDEFORMS];
464 qboolean colormapping;
465 rtexture_t *basetexture;
466 rtexture_t *glosstexture;
467 rtexture_t *backgroundbasetexture;
468 rtexture_t *backgroundglosstexture;
471 // color tint (colormod * currentalpha) used for rtlighting this material
472 float dlightcolor[3];
473 // color tint (colormod * 2) used for lightmapped lighting on this material
474 // includes alpha as 4th component
475 // replaces role of gl_Color in GLSL shader
476 float lightmapcolor[4];
479 int customblendfunc[2];
481 int currentnumlayers;
482 texturelayer_t currentlayers[16];
492 float reflectmin; // when refraction is used, minimum amount of reflection (when looking straight down)
493 float reflectmax; // when refraction is used, maximum amount of reflection (when looking parallel to water)
494 float refractfactor; // amount of refraction distort (1.0 = like the cvar specifies)
495 vec4_t refractcolor4f; // color tint of refraction (including alpha factor)
496 float reflectfactor; // amount of reflection distort (1.0 = like the cvar specifies)
497 vec4_t reflectcolor4f; // color tint of reflection (including alpha factor)
498 float r_water_wateralpha; // additional wateralpha to apply when r_water is active
502 typedef struct mtexinfo_s
510 typedef struct msurface_lightmapinfo_s
512 // texture mapping properties used by this surface
513 mtexinfo_t *texinfo; // q1bsp
514 // index into r_refdef.scene.lightstylevalue array, 255 means not used (black)
515 unsigned char styles[MAXLIGHTMAPS]; // q1bsp
516 // RGB lighting data [numstyles][height][width][3]
517 unsigned char *samples; // q1bsp
518 // RGB normalmap data [numstyles][height][width][3]
519 unsigned char *nmapsamples; // q1bsp
520 // stain to apply on lightmap (soot/dirt/blood/whatever)
521 unsigned char *stainsamples; // q1bsp
522 int texturemins[2]; // q1bsp
523 int extents[2]; // q1bsp
524 int lightmaporigin[2]; // q1bsp
526 msurface_lightmapinfo_t;
529 typedef struct msurface_s
531 // bounding box for onscreen checks
534 // the texture to use on the surface
536 // the lightmap texture fragment to use on the rendering mesh
537 rtexture_t *lightmaptexture;
538 // the lighting direction texture fragment to use on the rendering mesh
539 rtexture_t *deluxemaptexture;
541 // surfaces own ranges of vertices and triangles in the model->surfmesh
542 int num_triangles; // number of triangles
543 int num_firsttriangle; // first triangle
544 int num_vertices; // number of vertices
545 int num_firstvertex; // first vertex
547 // shadow volume building information
548 int num_firstshadowmeshtriangle; // index into model->brush.shadowmesh
550 // lightmaptexture rebuild information not used in q3bsp
551 msurface_lightmapinfo_t *lightmapinfo; // q1bsp
553 // mesh information for collisions (only used by q3bsp curves)
554 int num_collisiontriangles; // q3bsp
555 int *data_collisionelement3i; // q3bsp
556 int num_collisionvertices; // q3bsp
557 float *data_collisionvertex3f; // q3bsp
558 struct q3deffect_s *effect; // q3bsp
559 // FIXME: collisionmarkframe should be kept in a separate array
560 int collisionmarkframe; // q3bsp // don't collide twice in one trace
564 #include "matrixlib.h"
566 #include "model_brush.h"
567 #include "model_sprite.h"
568 #include "model_alias.h"
570 typedef struct model_sprite_s
573 mspriteframe_t *sprdata_frames;
579 typedef struct model_brush_lightstyleinfo_s
586 model_brush_lightstyleinfo_t;
588 typedef struct model_brush_s
590 // true if this model is a HalfLife .bsp file
592 // string of entity definitions (.map format)
595 // if non-zero this is a submodel
596 // (this is the number of the submodel, an index into submodels)
599 // number of submodels in this map (just used by server to know how many
600 // submodels to load)
602 // pointers to each of the submodels if .isworldmodel is true
603 struct model_s **submodels;
606 mplane_t *data_planes;
611 // visible leafs, not counting 0 (solid)
613 // number of actual leafs (including 0 which is solid)
618 int *data_leafbrushes;
620 int num_leafsurfaces;
621 int *data_leafsurfaces;
624 mportal_t *data_portals;
626 int num_portalpoints;
627 mvertex_t *data_portalpoints;
630 q3mbrush_t *data_brushes;
633 q3mbrushside_t *data_brushsides;
637 int num_pvsclusterbytes;
638 unsigned char *data_pvsclusters;
640 //pvschain = model->brush.data_pvsclusters + mycluster * model->brush.num_pvsclusterbytes;
641 //if (pvschain[thatcluster >> 3] & (1 << (thatcluster & 7)))
643 // a mesh containing all shadow casting geometry for the whole model (including submodels), portions of this are referenced by each surface's num_firstshadowmeshtriangle
644 shadowmesh_t *shadowmesh;
647 int (*SuperContentsFromNativeContents)(struct model_s *model, int nativecontents);
648 int (*NativeContentsFromSuperContents)(struct model_s *model, int supercontents);
649 unsigned char *(*GetPVS)(struct model_s *model, const vec3_t p);
650 int (*FatPVS)(struct model_s *model, const vec3_t org, vec_t radius, unsigned char *pvsbuffer, int pvsbufferlength, qboolean merge);
651 int (*BoxTouchingPVS)(struct model_s *model, const unsigned char *pvs, const vec3_t mins, const vec3_t maxs);
652 int (*BoxTouchingLeafPVS)(struct model_s *model, const unsigned char *pvs, const vec3_t mins, const vec3_t maxs);
653 int (*BoxTouchingVisibleLeafs)(struct model_s *model, const unsigned char *visibleleafs, const vec3_t mins, const vec3_t maxs);
654 int (*FindBoxClusters)(struct model_s *model, const vec3_t mins, const vec3_t maxs, int maxclusters, int *clusterlist);
655 void (*LightPoint)(struct model_s *model, const vec3_t p, vec3_t ambientcolor, vec3_t diffusecolor, vec3_t diffusenormal);
656 void (*FindNonSolidLocation)(struct model_s *model, const vec3_t in, vec3_t out, vec_t radius);
657 mleaf_t *(*PointInLeaf)(struct model_s *model, const float *p);
658 // these are actually only found on brushq1, but NULL is handled gracefully
659 void (*AmbientSoundLevelsForPoint)(struct model_s *model, const vec3_t p, unsigned char *out, int outsize);
660 void (*RoundUpToHullSize)(struct model_s *cmodel, const vec3_t inmins, const vec3_t inmaxs, vec3_t outmins, vec3_t outmaxs);
661 // trace a line of sight through this model (returns false if the line if sight is definitely blocked)
662 qboolean (*TraceLineOfSight)(struct model_s *model, const vec3_t start, const vec3_t end);
664 char skybox[MAX_QPATH];
666 rtexture_t *solidskytexture;
667 rtexture_t *alphaskytexture;
669 qboolean supportwateralpha;
677 typedef struct model_brushq1_s
694 mclipnode_t *clipnodes;
696 hull_t hulls[MAX_MAP_HULLS];
698 int num_compressedpvs;
699 unsigned char *data_compressedpvs;
702 unsigned char *lightdata;
703 unsigned char *nmaplightdata; // deluxemap file
705 // lightmap update chains for light styles
707 model_brush_lightstyleinfo_t *data_lightstyleinfo;
709 // this contains bytes that are 1 if a surface needs its lightmap rebuilt
710 unsigned char *lightmapupdateflags;
714 /* MSVC can't compile empty structs, so this is commented out for now
715 typedef struct model_brushq2_s
721 typedef struct model_brushq3_s
724 q3dmodel_t *data_models;
726 // used only during loading - freed after loading!
728 float *data_vertex3f;
729 float *data_normal3f;
730 float *data_texcoordtexture2f;
731 float *data_texcoordlightmap2f;
734 // freed after loading!
739 q3deffect_t *data_effects;
742 int num_originallightmaps;
743 int num_mergedlightmaps;
744 int num_lightmapmergepower;
745 int num_lightmapmerge;
746 rtexture_t **data_lightmaps;
747 rtexture_t **data_deluxemaps;
749 // voxel light data with directional shading
751 q3dlightgrid_t *data_lightgrid;
752 // size of each cell (may vary by map, typically 64 64 128)
753 float num_lightgrid_cellsize[3];
754 // 1.0 / num_lightgrid_cellsize
755 float num_lightgrid_scale[3];
756 // dimensions of the world model in lightgrid cells
757 int num_lightgrid_imins[3];
758 int num_lightgrid_imaxs[3];
759 int num_lightgrid_isize[3];
761 int num_lightgrid_dimensions[3];
762 // transform modelspace coordinates to lightgrid index
763 matrix4x4_t num_lightgrid_indexfromworld;
765 // true if this q3bsp file has been detected as using deluxemapping
766 // (lightmap texture pairs, every odd one is never directly refernced,
767 // and contains lighting normals, not colors)
768 qboolean deluxemapping;
769 // true if the detected deluxemaps are the modelspace kind, rather than
770 // the faster tangentspace kind
771 qboolean deluxemapping_modelspace;
777 typedef struct model_s
779 // name and path of model, for example "progs/player.mdl"
780 char name[MAX_QPATH];
781 // model needs to be loaded if this is false
783 // set if the model is used in current map, models which are not, are purged
785 // true if this is the world model (I.E. defines what sky to use, and may contain submodels)
786 qboolean isworldmodel;
787 // CRC of the file this model was loaded from, to reload if changed
789 // mod_brush, mod_alias, mod_sprite
791 // memory pool for allocations
793 // all models use textures...
794 rtexturepool_t *texturepool;
795 // EF_* flags (translated from the model file's different flags layout)
797 // number of QC accessible frame(group)s in the model
799 // number of QC accessible skin(group)s in the model
801 // whether to randomize animated framegroups
803 // bounding box at angles '0 0 0'
804 vec3_t normalmins, normalmaxs;
805 // bounding box if yaw angle is not 0, but pitch and roll are
806 vec3_t yawmins, yawmaxs;
807 // bounding box if pitch or roll are used
808 vec3_t rotatedmins, rotatedmaxs;
809 // sphere radius, usable at any angles
811 // squared sphere radius for easier comparisons
813 // skin animation info
814 animscene_t *skinscenes; // [numskins]
815 // skin animation info
816 animscene_t *animscenes; // [numframes]
817 // range of surface numbers in this (sub)model
818 int firstmodelsurface;
819 int nummodelsurfaces;
820 // range of collision brush numbers in this (sub)model
823 // list of surface numbers in this (sub)model
828 aliastag_t *data_tags;
829 // for skeletal models
831 aliasbone_t *data_bones;
834 float *data_baseboneposeinverse;
835 // textures of this model
837 int num_texturesperskin;
838 texture_t *data_textures;
839 // surfaces of this model
841 msurface_t *data_surfaces;
842 // optional lightmapinfo data for surface lightmap updates
843 msurface_lightmapinfo_t *data_surfaces_lightmapinfo;
844 // all surfaces belong to this mesh
846 // data type of model
847 const char *modeldatatypestring;
848 // generates vertex data for a given frameblend
849 void(*AnimateVertices)(const struct model_s *model, const struct frameblend_s *frameblend, float *vertex3f, float *normal3f, float *svector3f, float *tvector3f);
850 // draw the model's sky polygons (only used by brush models)
851 void(*DrawSky)(struct entity_render_s *ent);
852 // draw refraction/reflection textures for the model's water polygons (only used by brush models)
853 void(*DrawAddWaterPlanes)(struct entity_render_s *ent);
854 // draw the model using lightmap/dlight shading
855 void(*Draw)(struct entity_render_s *ent);
856 // draw the model to the depth buffer (no color rendering at all)
857 void(*DrawDepth)(struct entity_render_s *ent);
858 // draw any enabled debugging effects on this model (such as showing triangles, normals, collision brushes...)
859 void(*DrawDebug)(struct entity_render_s *ent);
860 // gathers info on which clusters and surfaces are lit by light, as well as calculating a bounding box
861 void(*GetLightInfo)(struct entity_render_s *ent, vec3_t relativelightorigin, float lightradius, vec3_t outmins, vec3_t outmaxs, int *outleaflist, unsigned char *outleafpvs, int *outnumleafspointer, int *outsurfacelist, unsigned char *outsurfacepvs, int *outnumsurfacespointer, unsigned char *outshadowtrispvs, unsigned char *outlighttrispvs);
862 // compile a shadow volume for the model based on light source
863 void(*CompileShadowVolume)(struct entity_render_s *ent, vec3_t relativelightorigin, vec3_t relativelightdirection, float lightradius, int numsurfaces, const int *surfacelist);
864 // draw a shadow volume for the model based on light source
865 void(*DrawShadowVolume)(struct entity_render_s *ent, const vec3_t relativelightorigin, const vec3_t relativelightdirection, float lightradius, int numsurfaces, const int *surfacelist, const vec3_t lightmins, const vec3_t lightmaxs);
866 // draw the lighting on a model (through stencil)
867 void(*DrawLight)(struct entity_render_s *ent, int numsurfaces, const int *surfacelist, const unsigned char *trispvs);
868 // trace a box against this model
869 void (*TraceBox)(struct model_s *model, int frame, struct trace_s *trace, const vec3_t start, const vec3_t boxmins, const vec3_t boxmaxs, const vec3_t end, int hitsupercontentsmask);
870 // find the supercontents value at a point in this model
871 int (*PointSuperContents)(struct model_s *model, int frame, const vec3_t point);
872 // fields belonging to some types of model
873 model_sprite_t sprite;
875 model_brushq1_t brushq1;
876 /* MSVC can't handle an empty struct, so this is commented out for now
877 model_brushq2_t brushq2;
879 model_brushq3_t brushq3;
880 // flags this model for offseting sounds to the model center (used by brush models)
885 //============================================================================
888 extern dp_model_t *loadmodel;
889 extern unsigned char *mod_base;
890 // sky/water subdivision
891 //extern cvar_t gl_subdivide_size;
892 // texture fullbrights
893 extern cvar_t r_fullbrights;
895 void Mod_Init (void);
896 void Mod_Reload (void);
897 dp_model_t *Mod_LoadModel(dp_model_t *mod, qboolean crash, qboolean checkdisk, qboolean isworldmodel);
898 dp_model_t *Mod_FindName (const char *name);
899 dp_model_t *Mod_ForName (const char *name, qboolean crash, qboolean checkdisk, qboolean isworldmodel);
900 void Mod_UnloadModel (dp_model_t *mod);
902 void Mod_ClearUsed(void);
903 void Mod_PurgeUnused(void);
904 void Mod_RemoveStaleWorldModels(dp_model_t *skip); // only used during loading!
906 extern dp_model_t *loadmodel;
907 extern char loadname[32]; // for hunk tags
909 int Mod_BuildVertexRemapTableFromElements(int numelements, const int *elements, int numvertices, int *remapvertices);
910 void Mod_BuildTriangleNeighbors(int *neighbors, const int *elements, int numtriangles);
911 void Mod_ValidateElements(int *elements, int numtriangles, int firstvertex, int numverts, const char *filename, int fileline);
912 void Mod_BuildNormals(int firstvertex, int numvertices, int numtriangles, const float *vertex3f, const int *elements, float *normal3f, qboolean areaweighting);
913 void Mod_BuildTextureVectorsFromNormals(int firstvertex, int numvertices, int numtriangles, const float *vertex3f, const float *texcoord2f, const float *normal3f, const int *elements, float *svector3f, float *tvector3f, qboolean areaweighting);
915 void Mod_AllocSurfMesh(mempool_t *mempool, int numvertices, int numtriangles, qboolean lightmapoffsets, qboolean vertexcolors, qboolean neighbors);
917 shadowmesh_t *Mod_ShadowMesh_Alloc(mempool_t *mempool, int maxverts, int maxtriangles, rtexture_t *map_diffuse, rtexture_t *map_specular, rtexture_t *map_normal, int light, int neighbors, int expandable);
918 shadowmesh_t *Mod_ShadowMesh_ReAlloc(mempool_t *mempool, shadowmesh_t *oldmesh, int light, int neighbors);
919 int Mod_ShadowMesh_AddVertex(shadowmesh_t *mesh, float *vertex14f);
920 void Mod_ShadowMesh_AddTriangle(mempool_t *mempool, shadowmesh_t *mesh, rtexture_t *map_diffuse, rtexture_t *map_specular, rtexture_t *map_normal, float *vertex14f);
921 void Mod_ShadowMesh_AddMesh(mempool_t *mempool, shadowmesh_t *mesh, rtexture_t *map_diffuse, rtexture_t *map_specular, rtexture_t *map_normal, const float *vertex3f, const float *svector3f, const float *tvector3f, const float *normal3f, const float *texcoord2f, int numtris, const int *element3i);
922 shadowmesh_t *Mod_ShadowMesh_Begin(mempool_t *mempool, int maxverts, int maxtriangles, rtexture_t *map_diffuse, rtexture_t *map_specular, rtexture_t *map_normal, int light, int neighbors, int expandable);
923 shadowmesh_t *Mod_ShadowMesh_Finish(mempool_t *mempool, shadowmesh_t *firstmesh, qboolean light, qboolean neighbors, qboolean createvbo);
924 void Mod_ShadowMesh_CalcBBox(shadowmesh_t *firstmesh, vec3_t mins, vec3_t maxs, vec3_t center, float *radius);
925 void Mod_ShadowMesh_Free(shadowmesh_t *mesh);
927 void Mod_LoadQ3Shaders(void);
928 q3shaderinfo_t *Mod_LookupQ3Shader(const char *name);
929 qboolean Mod_LoadTextureFromQ3Shader(texture_t *texture, const char *name, qboolean warnmissing, qboolean fallback, int defaulttexflags);
931 extern cvar_t r_mipskins;
933 typedef struct skinfileitem_s
935 struct skinfileitem_s *next;
936 char name[MAX_QPATH];
937 char replacement[MAX_QPATH];
941 typedef struct skinfile_s
943 struct skinfile_s *next;
944 skinfileitem_t *items;
948 skinfile_t *Mod_LoadSkinFiles(void);
949 void Mod_FreeSkinFiles(skinfile_t *skinfile);
950 int Mod_CountSkinFiles(skinfile_t *skinfile);
952 void Mod_SnapVertices(int numcomponents, int numvertices, float *vertices, float snap);
953 int Mod_RemoveDegenerateTriangles(int numtriangles, const int *inelement3i, int *outelement3i, const float *vertex3f);
954 void Mod_VertexRangeFromElements(int numelements, const int *elements, int *firstvertexpointer, int *lastvertexpointer);
957 void Mod_BrushInit(void);
958 // used for talking to the QuakeC mainly
959 int Mod_Q1BSP_NativeContentsFromSuperContents(struct model_s *model, int supercontents);
960 int Mod_Q1BSP_SuperContentsFromNativeContents(struct model_s *model, int nativecontents);
962 // a lot of model formats use the Q1BSP code, so here are the prototypes...
963 struct entity_render_s;
964 void R_Q1BSP_DrawAddWaterPlanes(struct entity_render_s *ent);
965 void R_Q1BSP_DrawSky(struct entity_render_s *ent);
966 void R_Q1BSP_Draw(struct entity_render_s *ent);
967 void R_Q1BSP_DrawDepth(struct entity_render_s *ent);
968 void R_Q1BSP_DrawDebug(struct entity_render_s *ent);
969 void R_Q1BSP_GetLightInfo(struct entity_render_s *ent, vec3_t relativelightorigin, float lightradius, vec3_t outmins, vec3_t outmaxs, int *outleaflist, unsigned char *outleafpvs, int *outnumleafspointer, int *outsurfacelist, unsigned char *outsurfacepvs, int *outnumsurfacespointer, unsigned char *outshadowtrispvs, unsigned char *outlighttrispvs);
970 void R_Q1BSP_CompileShadowVolume(struct entity_render_s *ent, vec3_t relativelightorigin, vec3_t relativelightdirection, float lightradius, int numsurfaces, const int *surfacelist);
971 void R_Q1BSP_DrawShadowVolume(struct entity_render_s *ent, const vec3_t relativelightorigin, const vec3_t relativelightdirection, float lightradius, int numsurfaces, const int *surfacelist, const vec3_t lightmins, const vec3_t lightmaxs);
972 void R_Q1BSP_DrawLight(struct entity_render_s *ent, int numsurfaces, const int *surfacelist, const unsigned char *trispvs);
976 void Mod_AliasInit(void);
977 int Mod_Alias_GetTagMatrix(const dp_model_t *model, int poseframe, int tagindex, matrix4x4_t *outmatrix);
978 int Mod_Alias_GetTagIndexForName(const dp_model_t *model, unsigned int skin, const char *tagname);
981 void Mod_SpriteInit(void);
984 void Mod_Q1BSP_Load(dp_model_t *mod, void *buffer, void *bufferend);
985 void Mod_IBSP_Load(dp_model_t *mod, void *buffer, void *bufferend);
986 void Mod_MAP_Load(dp_model_t *mod, void *buffer, void *bufferend);
987 void Mod_IDP0_Load(dp_model_t *mod, void *buffer, void *bufferend);
988 void Mod_IDP2_Load(dp_model_t *mod, void *buffer, void *bufferend);
989 void Mod_IDP3_Load(dp_model_t *mod, void *buffer, void *bufferend);
990 void Mod_ZYMOTICMODEL_Load(dp_model_t *mod, void *buffer, void *bufferend);
991 void Mod_DARKPLACESMODEL_Load(dp_model_t *mod, void *buffer, void *bufferend);
992 void Mod_PSKMODEL_Load(dp_model_t *mod, void *buffer, void *bufferend);
993 void Mod_IDSP_Load(dp_model_t *mod, void *buffer, void *bufferend);
994 void Mod_IDS2_Load(dp_model_t *mod, void *buffer, void *bufferend);
997 qboolean Mod_CanSeeBox_Trace(int numsamples, float t, dp_model_t *model, vec3_t eye, vec3_t minsX, vec3_t maxsX);
999 #endif // MODEL_SHARED_H