-typedef enum modtype_e {mod_invalid, mod_brushq1, mod_sprite, mod_alias, mod_brushq2, mod_brushq3} modtype_t;
+typedef enum modtype_e {mod_invalid, mod_brushq1, mod_sprite, mod_alias, mod_brushq2, mod_brushq3, mod_null} modtype_t;
float reflectfactor; // amount of reflection distort (1.0 = like the cvar specifies)
vec4_t reflectcolor4f; // color tint of reflection (including alpha factor)
float r_water_wateralpha; // additional wateralpha to apply when r_water is active
float reflectfactor; // amount of reflection distort (1.0 = like the cvar specifies)
vec4_t reflectcolor4f; // color tint of reflection (including alpha factor)
float r_water_wateralpha; // additional wateralpha to apply when r_water is active
// the current alpha of this texture (may be affected by r_wateralpha)
float currentalpha;
// the current texture frame in animation
struct texture_s *currentframe;
// current texture transform matrix (used for water scrolling)
matrix4x4_t currenttexmatrix;
// the current alpha of this texture (may be affected by r_wateralpha)
float currentalpha;
// the current texture frame in animation
struct texture_s *currentframe;
// current texture transform matrix (used for water scrolling)
matrix4x4_t currenttexmatrix;
// various q3 shader features
q3shaderinfo_layer_rgbgen_t rgbgen;
q3shaderinfo_layer_alphagen_t alphagen;
q3shaderinfo_layer_tcgen_t tcgen;
q3shaderinfo_layer_tcmod_t tcmods[Q3MAXTCMODS];
// various q3 shader features
q3shaderinfo_layer_rgbgen_t rgbgen;
q3shaderinfo_layer_alphagen_t alphagen;
q3shaderinfo_layer_tcgen_t tcgen;
q3shaderinfo_layer_tcmod_t tcmods[Q3MAXTCMODS];
struct q3deffect_s *effect; // q3bsp
// FIXME: collisionmarkframe should be kept in a separate array
int collisionmarkframe; // q3bsp // don't collide twice in one trace
struct q3deffect_s *effect; // q3bsp
// FIXME: collisionmarkframe should be kept in a separate array
int collisionmarkframe; // q3bsp // don't collide twice in one trace
// (this is the number of the submodel, an index into submodels)
int submodel;
// number of submodels in this map (just used by server to know how many
// submodels to load)
int numsubmodels;
// (this is the number of the submodel, an index into submodels)
int submodel;
// number of submodels in this map (just used by server to know how many
// submodels to load)
int numsubmodels;
int num_lightgrid_imins[3];
int num_lightgrid_imaxs[3];
int num_lightgrid_isize[3];
int num_lightgrid_imins[3];
int num_lightgrid_imaxs[3];
int num_lightgrid_isize[3];
// CRC of the file this model was loaded from, to reload if changed
unsigned int crc;
// mod_brush, mod_alias, mod_sprite
// CRC of the file this model was loaded from, to reload if changed
unsigned int crc;
// mod_brush, mod_alias, mod_sprite
void(*DrawDepth)(struct entity_render_s *ent);
// draw any enabled debugging effects on this model (such as showing triangles, normals, collision brushes...)
void(*DrawDebug)(struct entity_render_s *ent);
void(*DrawDepth)(struct entity_render_s *ent);
// draw any enabled debugging effects on this model (such as showing triangles, normals, collision brushes...)
void(*DrawDebug)(struct entity_render_s *ent);
+ // draw depth into a shadowmap
+ void(*DrawShadowMap)(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);
// gathers info on which clusters and surfaces are lit by light, as well as calculating a bounding box
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, unsigned char *visitingleafpvs);
// compile a shadow volume for the model based on light source
// gathers info on which clusters and surfaces are lit by light, as well as calculating a bounding box
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, unsigned char *visitingleafpvs);
// compile a shadow volume for the model based on light source
-dp_model_t *Mod_LoadModel(dp_model_t *mod, qboolean crash, qboolean checkdisk, qboolean isworldmodel);
-dp_model_t *Mod_FindName (const char *name);
-dp_model_t *Mod_ForName (const char *name, qboolean crash, qboolean checkdisk, qboolean isworldmodel);
+dp_model_t *Mod_LoadModel(dp_model_t *mod, qboolean crash, qboolean checkdisk);
+dp_model_t *Mod_FindName (const char *name, const char *parentname);
+dp_model_t *Mod_ForName (const char *name, qboolean crash, qboolean checkdisk, const char *parentname);
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);
void Mod_AllocSurfMesh(mempool_t *mempool, int numvertices, int numtriangles, qboolean lightmapoffsets, qboolean vertexcolors, qboolean neighbors);
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);
void Mod_AllocSurfMesh(mempool_t *mempool, int numvertices, int numtriangles, qboolean lightmapoffsets, qboolean vertexcolors, qboolean neighbors);
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);
shadowmesh_t *Mod_ShadowMesh_ReAlloc(mempool_t *mempool, shadowmesh_t *oldmesh, int light, int neighbors);
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);
shadowmesh_t *Mod_ShadowMesh_ReAlloc(mempool_t *mempool, shadowmesh_t *oldmesh, int light, int neighbors);
void Mod_ShadowMesh_CalcBBox(shadowmesh_t *firstmesh, vec3_t mins, vec3_t maxs, vec3_t center, float *radius);
void Mod_ShadowMesh_Free(shadowmesh_t *mesh);
void Mod_ShadowMesh_CalcBBox(shadowmesh_t *firstmesh, vec3_t mins, vec3_t maxs, vec3_t center, float *radius);
void Mod_ShadowMesh_Free(shadowmesh_t *mesh);
void Mod_LoadQ3Shaders(void);
q3shaderinfo_t *Mod_LookupQ3Shader(const char *name);
qboolean Mod_LoadTextureFromQ3Shader(texture_t *texture, const char *name, qboolean warnmissing, qboolean fallback, int defaulttexflags);
void Mod_LoadQ3Shaders(void);
q3shaderinfo_t *Mod_LookupQ3Shader(const char *name);
qboolean Mod_LoadTextureFromQ3Shader(texture_t *texture, const char *name, qboolean warnmissing, qboolean fallback, int defaulttexflags);
void R_Q1BSP_DrawDepth(struct entity_render_s *ent);
void R_Q1BSP_DrawDebug(struct entity_render_s *ent);
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, unsigned char *visitingleafpvs);
void R_Q1BSP_DrawDepth(struct entity_render_s *ent);
void R_Q1BSP_DrawDebug(struct entity_render_s *ent);
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, unsigned char *visitingleafpvs);
+void R_Q1BSP_DrawShadowMap(struct entity_render_s *ent, const vec3_t relativelightorigin, const vec3_t relativelightdirection, float lightradius, int modelnumsurfaces, const int *modelsurfacelist, const vec3_t lightmins, const vec3_t lightmaxs);
void R_Q1BSP_CompileShadowVolume(struct entity_render_s *ent, vec3_t relativelightorigin, vec3_t relativelightdirection, float lightradius, int numsurfaces, const int *surfacelist);
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);
void R_Q1BSP_DrawLight(struct entity_render_s *ent, int numsurfaces, const int *surfacelist, const unsigned char *trispvs);
void R_Q1BSP_CompileShadowVolume(struct entity_render_s *ent, vec3_t relativelightorigin, vec3_t relativelightdirection, float lightradius, int numsurfaces, const int *surfacelist);
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);
void R_Q1BSP_DrawLight(struct entity_render_s *ent, int numsurfaces, const int *surfacelist, const unsigned char *trispvs);
void Mod_AliasInit(void);
int Mod_Alias_GetTagMatrix(const dp_model_t *model, int poseframe, int tagindex, matrix4x4_t *outmatrix);
int Mod_Alias_GetTagIndexForName(const dp_model_t *model, unsigned int skin, const char *tagname);
void Mod_AliasInit(void);
int Mod_Alias_GetTagMatrix(const dp_model_t *model, int poseframe, int tagindex, matrix4x4_t *outmatrix);
int Mod_Alias_GetTagIndexForName(const dp_model_t *model, unsigned int skin, const char *tagname);
void Mod_Q1BSP_Load(dp_model_t *mod, void *buffer, void *bufferend);
void Mod_IBSP_Load(dp_model_t *mod, void *buffer, void *bufferend);
void Mod_MAP_Load(dp_model_t *mod, void *buffer, void *bufferend);
void Mod_Q1BSP_Load(dp_model_t *mod, void *buffer, void *bufferend);
void Mod_IBSP_Load(dp_model_t *mod, void *buffer, void *bufferend);
void Mod_MAP_Load(dp_model_t *mod, void *buffer, void *bufferend);
void Mod_IDP0_Load(dp_model_t *mod, void *buffer, void *bufferend);
void Mod_IDP2_Load(dp_model_t *mod, void *buffer, void *bufferend);
void Mod_IDP3_Load(dp_model_t *mod, void *buffer, void *bufferend);
void Mod_IDP0_Load(dp_model_t *mod, void *buffer, void *bufferend);
void Mod_IDP2_Load(dp_model_t *mod, void *buffer, void *bufferend);
void Mod_IDP3_Load(dp_model_t *mod, void *buffer, void *bufferend);