}
blendweights_t;
-typedef struct r_vertexgeneric_s
-{
- // 36 bytes
- float vertex3f[3];
- float color4f[4];
- float texcoord2f[2];
-}
-r_vertexgeneric_t;
-
-typedef struct r_vertexmesh_s
-{
- // 88 bytes
- float vertex3f[3];
- float color4f[4];
- float texcoordtexture2f[2];
- float texcoordlightmap2f[2];
- float svector3f[3];
- float tvector3f[3];
- float normal3f[3];
- unsigned char skeletalindex4ub[4];
- unsigned char skeletalweight4ub[4];
-}
-r_vertexmesh_t;
-
typedef struct r_meshbuffer_s
{
int bufferobject; // OpenGL
// triangle data in system memory
int num_triangles; // number of triangles in the mesh
int *data_element3i; // int[tris*3] triangles of the mesh, 3 indices into vertex arrays for each
- r_meshbuffer_t *data_element3i_indexbuffer;
- int data_element3i_bufferoffset;
- unsigned short *data_element3s; // unsigned short[tris*3] triangles of the mesh in unsigned short format (NULL if num_vertices > 65536)
- r_meshbuffer_t *data_element3s_indexbuffer;
- int data_element3s_bufferoffset;
- int *data_neighbor3i; // int[tris*3] neighboring triangle on each edge (-1 if none)
+
// vertex data in system memory
int num_vertices; // number of vertices in the mesh
float *data_vertex3f; // float[verts*3] vertex locations
unsigned char *data_skeletalindex4ub;
unsigned char *data_skeletalweight4ub;
int *data_lightmapoffsets; // index into surface's lightmap samples for vertex lighting
- r_vertexmesh_t *data_vertexmesh; // interleaved arrays for D3D
- // vertex buffer object (stores geometry in video memory)
- r_meshbuffer_t *vbo_vertexbuffer;
- int vbooffset_vertex3f;
- int vbooffset_svector3f;
- int vbooffset_tvector3f;
- int vbooffset_normal3f;
- int vbooffset_texcoordtexture2f;
- int vbooffset_texcoordlightmap2f;
- int vbooffset_lightmapcolor4f;
- int vbooffset_skeletalindex4ub;
- int vbooffset_skeletalweight4ub;
- int vbooffset_vertexmesh;
+ // index buffer - only one of these will be non-NULL
+ r_meshbuffer_t *data_element3i_indexbuffer;
+ int data_element3i_bufferoffset;
+ unsigned short *data_element3s; // unsigned short[tris*3] triangles of the mesh in unsigned short format (NULL if num_vertices > 65536)
+ r_meshbuffer_t *data_element3s_indexbuffer;
+ int data_element3s_bufferoffset;
+ // vertex buffers
+ r_meshbuffer_t *data_vertex3f_vertexbuffer;
+ int data_vertex3f_bufferoffset;
+ r_meshbuffer_t *data_svector3f_vertexbuffer;
+ int data_svector3f_bufferoffset;
+ r_meshbuffer_t *data_tvector3f_vertexbuffer;
+ int data_tvector3f_bufferoffset;
+ r_meshbuffer_t *data_normal3f_vertexbuffer;
+ int data_normal3f_bufferoffset;
+ r_meshbuffer_t *data_texcoordtexture2f_vertexbuffer;
+ int data_texcoordtexture2f_bufferoffset;
+ r_meshbuffer_t *data_texcoordlightmap2f_vertexbuffer;
+ int data_texcoordlightmap2f_bufferoffset;
+ r_meshbuffer_t *data_lightmapcolor4f_vertexbuffer;
+ int data_lightmapcolor4f_bufferoffset;
+ r_meshbuffer_t *data_skeletalindex4ub_vertexbuffer;
+ int data_skeletalindex4ub_bufferoffset;
+ r_meshbuffer_t *data_skeletalweight4ub_vertexbuffer;
+ int data_skeletalweight4ub_bufferoffset;
// morph blending, these are zero if model is skeletal or static
int num_morphframes;
struct md3vertex_s *data_morphmd3vertex;
// set if there is some kind of animation on this model
qboolean isanimated;
- // vertex and index buffers for rendering
- r_meshbuffer_t *vertexmesh_vertexbuffer;
+ // dynamic mesh building support (Mod_Mesh_*)
+ int num_vertexhashsize; // always pow2 for simple masking
+ int *data_vertexhash; // hash table - wrapping buffer for storing index of similar vertex with -1 as terminator
+ int max_vertices; // preallocated size of data_vertex3f and friends (always >= num_vertices)
+ int max_triangles; // preallocated size of data_element3i
}
surfmesh_t;
typedef struct shadowmesh_s
{
- // next mesh in chain
- struct shadowmesh_s *next;
- // used for light mesh (NULL on shadow mesh)
- rtexture_t *map_diffuse;
- rtexture_t *map_specular;
- rtexture_t *map_normal;
- // buffer sizes
- int numverts, maxverts;
- int numtriangles, maxtriangles;
- // used always
+ mempool_t *mempool;
+
+ int numverts;
+ int maxverts;
float *vertex3f;
- // used for light mesh (NULL on shadow mesh)
- float *svector3f;
- float *tvector3f;
- float *normal3f;
- float *texcoord2f;
- // used always
+ r_meshbuffer_t *vbo_vertexbuffer;
+ int vbooffset_vertex3f;
+
+ int numtriangles;
+ int maxtriangles;
int *element3i;
r_meshbuffer_t *element3i_indexbuffer;
int element3i_bufferoffset;
unsigned short *element3s;
r_meshbuffer_t *element3s_indexbuffer;
int element3s_bufferoffset;
- // vertex/index buffers for rendering
- // (created by Mod_ShadowMesh_Finish if possible)
- r_vertexmesh_t *vertexmesh; // usually NULL
+
// used for shadow mapping cubemap side partitioning
int sideoffsets[6], sidetotals[6];
- // used for shadow mesh (NULL on light mesh)
- int *neighbor3i;
+
// these are NULL after Mod_ShadowMesh_Finish is performed, only used
// while building meshes
shadowmeshvertexhash_t **vertexhashtable, *vertexhashentries;
- r_meshbuffer_t *vbo_vertexbuffer;
- int vbooffset_vertex3f;
- int vbooffset_svector3f;
- int vbooffset_tvector3f;
- int vbooffset_normal3f;
- int vbooffset_texcoord2f;
- int vbooffset_vertexmesh;
}
shadowmesh_t;
#define TEXTURE_MAXFRAMES 64
#define Q3WAVEPARMS 4
#define Q3DEFORM_MAXPARMS 3
-#define Q3SHADER_MAXLAYERS 2 // FIXME support more than that (currently only two are used, so why keep more in RAM?)
+#define Q3SHADER_MAXLAYERS 8
#define Q3RGBGEN_MAXPARMS 3
#define Q3ALPHAGEN_MAXPARMS 1
#define Q3TCGEN_MAXPARMS 6
int clampmap;
float framerate;
int numframes;
- int texflags;
+ int dptexflags;
char** texturename;
int blendfunc[2];
q3shaderinfo_layer_rgbgen_t rgbgen;
qboolean lighting;
qboolean vertexalpha;
qboolean textureblendalpha;
- int primarylayer, backgroundlayer;
q3shaderinfo_layer_t layers[Q3SHADER_MAXLAYERS];
char skyboxname[Q3PATHLENGTH];
q3shaderinfo_deform_t deforms[Q3MAXDEFORMS];
}
q3shaderinfo_t;
-typedef enum texturelayertype_e
-{
- TEXTURELAYERTYPE_INVALID,
- TEXTURELAYERTYPE_LITTEXTURE,
- TEXTURELAYERTYPE_TEXTURE,
- TEXTURELAYERTYPE_FOG
-}
-texturelayertype_t;
-
-typedef struct texturelayer_s
+typedef struct texture_shaderpass_s
{
- texturelayertype_t type;
- qboolean depthmask;
- int blendfunc1;
- int blendfunc2;
- rtexture_t *texture;
- matrix4x4_t texmatrix;
- vec4_t color;
+ qboolean alphatest; // FIXME: handle alphafunc properly
+ float framerate;
+ int numframes;
+ skinframe_t *skinframes[TEXTURE_MAXFRAMES];
+ int blendfunc[2];
+ q3shaderinfo_layer_rgbgen_t rgbgen;
+ q3shaderinfo_layer_alphagen_t alphagen;
+ q3shaderinfo_layer_tcgen_t tcgen;
+ q3shaderinfo_layer_tcmod_t tcmods[Q3MAXTCMODS];
}
-texturelayer_t;
+texture_shaderpass_t;
typedef struct texture_s
{
- // q1bsp
// name
- //char name[16];
+ char name[64];
+
+ // q1bsp
// size
unsigned int width, height;
// SURF_ flags
float biaspolygonfactor;
float biaspolygonoffset;
- // textures to use when rendering this material
+ // textures to use when rendering this material (derived from materialshaderpass)
skinframe_t *currentskinframe;
- int numskinframes;
- float skinframerate;
- skinframe_t *skinframes[TEXTURE_MAXFRAMES];
- // background layer (for terrain texture blending)
+ // textures to use for terrain texture blending (derived from backgroundshaderpass)
skinframe_t *backgroundcurrentskinframe;
- int backgroundnumskinframes;
- float backgroundskinframerate;
- skinframe_t *backgroundskinframes[TEXTURE_MAXFRAMES];
// total frames in sequence and alternate sequence
int anim_total[2];
void *update_lastrenderentity;
// the current alpha of this texture (may be affected by r_wateralpha, also basealpha, and ent->alpha)
float currentalpha;
+ // current value of blendfunc - one of:
+ // {GL_SRC_ALPHA, GL_ONE}
+ // {GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA}
+ // {customblendfunc[0], customblendfunc[1]}
+ // {GL_ONE, GL_ZERO}
+ int currentblendfunc[2];
// the current texture frame in animation
struct texture_s *currentframe;
// current texture transform matrix (used for water scrolling)
matrix4x4_t currentbackgroundtexmatrix;
// 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];
- q3shaderinfo_layer_tcmod_t backgroundtcmods[Q3MAXTCMODS];
q3shaderinfo_deform_t deforms[Q3MAXDEFORMS];
+ texture_shaderpass_t *shaderpasses[Q3SHADER_MAXLAYERS]; // all shader passes in one array
+ texture_shaderpass_t *materialshaderpass; // equal to one of shaderpasses[] or NULL
+ texture_shaderpass_t *backgroundshaderpass; // equal to one of shaderpasses[] or NULL
+ unsigned char startpreshaderpass; // range within shaderpasses[]
+ unsigned char endpreshaderpass; // number of preshaderpasses
+ unsigned char startpostshaderpass; // range within shaderpasses[]
+ unsigned char endpostshaderpass; // number of postshaderpasses
qboolean colormapping;
rtexture_t *basetexture; // original texture without pants/shirt/glow
rtexture_t *backgroundnmaptexture; // normalmap (bumpmap for dot3)
rtexture_t *backgroundglosstexture; // glossmap (for dot3)
rtexture_t *backgroundglowtexture; // glow only (fullbrights)
- float specularscale;
float specularpower;
- // color tint (colormod * currentalpha) used for rtlighting this material
- float dlightcolor[3];
- // color tint (colormod * 2) used for lightmapped lighting on this material
- // includes alpha as 4th component
- // replaces role of gl_Color in GLSL shader
- float lightmapcolor[4];
+
+ // rendering parameters - updated by R_GetCurrentTexture using rsurface.render_* fields
+ // (almost) all map textures are lightmap (no MATERIALFLAG_MODELLIGHT set),
+ // (almost) all model textures are MATERIALFLAG_MODELLIGHT,
+ // MATERIALFLAG_FULLBRIGHT is rendered as a forced MATERIALFLAG_MODELLIGHT with rtlights disabled
+ float render_glowmod[3];
+ // MATERIALFLAG_MODELLIGHT uses these parameters
+ float render_modellight_ambient[3];
+ float render_modellight_diffuse[3];
+ float render_modellight_lightdir[3];
+ float render_modellight_specular[3];
+ // lightmap rendering (not MATERIALFLAG_MODELLIGHT)
+ float render_lightmap_ambient[3];
+ float render_lightmap_diffuse[3];
+ float render_lightmap_specular[3];
+ // rtlights use these colors for the materials on this entity
+ float render_rtlight_diffuse[3];
+ float render_rtlight_specular[3];
+ // tint applied on top of render_*_diffuse for pants layer
+ float render_colormap_pants[3];
+ // tint applied on top of render_*_diffuse for shirt layer
+ float render_colormap_shirt[3];
// from q3 shaders
int customblendfunc[2];
- int currentnumlayers;
- texturelayer_t currentlayers[16];
-
// q3bsp
- char name[64];
int surfaceflags;
int supercontents;
- int textureflags;
// q2bsp
// we have to load the texture multiple times when Q2SURF_ flags differ,
int q2value;
int q2contents;
+ // q1qsp
+ /// this points to a variant of the sky texture that has MATERIALFLAG_NOSHADOW, for the e1m5 logo shadow trick.
+ struct texture_s *skynoshadowtexture;
+
// reflection
float reflectmin; // when refraction is used, minimum amount of reflection (when looking straight down)
float reflectmax; // when refraction is used, maximum amount of reflection (when looking parallel to water)
vec4_t reflectcolor4f; // color tint of reflection (including alpha factor)
float r_water_wateralpha; // additional wateralpha to apply when r_water is active
float r_water_waterscroll[2]; // scale and speed
+ float refractive_index; // used by r_shadow_bouncegrid for bending photons for refracted light
int camera_entity; // entity number for use by cameras
// offsetmapping
// diffuse and ambient
float rtlightambient;
+
+ // used by Mod_Mesh_GetTexture for drawflag and materialflag overrides, to disambiguate the same texture with different hints
+ int mesh_drawflag;
+ int mesh_defaulttexflags;
+ int mesh_defaultmaterialflags;
}
texture_t;
struct q3deffect_s *effect; // q3bsp
// mesh information for collisions (only used by q3bsp curves)
int num_firstcollisiontriangle;
- int *deprecatedq3data_collisionelement3i; // q3bsp
- float *deprecatedq3data_collisionvertex3f; // q3bsp
- float *deprecatedq3data_collisionbbox6f; // collision optimization - contains combined bboxes of every data_collisionstride triangles
- float *deprecatedq3data_bbox6f; // collision optimization - contains combined bboxes of every data_collisionstride triangles
// surfaces own ranges of vertices and triangles in the model->surfmesh
int num_triangles; // number of triangles
int num_vertices; // number of vertices
int num_firstvertex; // first vertex
- // shadow volume building information
- int num_firstshadowmeshtriangle; // index into model->brush.shadowmesh
-
// mesh information for collisions (only used by q3bsp curves)
int num_collisiontriangles; // q3bsp
int num_collisionvertices; // q3bsp
- int deprecatedq3num_collisionbboxstride;
- int deprecatedq3num_bboxstride;
- // FIXME: collisionmarkframe should be kept in a separate array
- int deprecatedq3collisionmarkframe; // q3bsp // don't collide twice in one trace
+
+ // used by Mod_Mesh_Finalize when building sortedmodelsurfaces
+ qboolean included;
}
msurface_t;
shadowmesh_t *collisionmesh;
// common functions
- int (*SuperContentsFromNativeContents)(struct model_s *model, int nativecontents);
- int (*NativeContentsFromSuperContents)(struct model_s *model, int supercontents);
+ int (*SuperContentsFromNativeContents)(int nativecontents);
+ int (*NativeContentsFromSuperContents)(int supercontents);
unsigned char *(*GetPVS)(struct model_s *model, const vec3_t p);
int (*FatPVS)(struct model_s *model, const vec3_t org, vec_t radius, unsigned char *pvsbuffer, int pvsbufferlength, qboolean merge);
int (*BoxTouchingPVS)(struct model_s *model, const unsigned char *pvs, const vec3_t mins, const vec3_t maxs);
void (*AmbientSoundLevelsForPoint)(struct model_s *model, const vec3_t p, unsigned char *out, int outsize);
void (*RoundUpToHullSize)(struct model_s *cmodel, const vec3_t inmins, const vec3_t inmaxs, vec3_t outmins, vec3_t outmaxs);
// trace a line of sight through this model (returns false if the line if sight is definitely blocked)
- qboolean (*TraceLineOfSight)(struct model_s *model, const vec3_t start, const vec3_t end);
+ qboolean (*TraceLineOfSight)(struct model_s *model, const vec3_t start, const vec3_t end, const vec3_t acceptmins, const vec3_t acceptmaxs);
char skybox[MAX_QPATH];
}
model_brushq1_t;
-typedef struct model_brushq2_s
-{
- int dummy; // MSVC can't handle an empty struct
-}
-model_brushq2_t;
-
typedef struct model_brushq3_s
{
int num_models;
rtexture_t **data_lightmaps;
rtexture_t **data_deluxemaps;
- // voxel light data with directional shading
+ // voxel light data with directional shading - data for cpu sampling of it...
int num_lightgrid;
q3dlightgrid_t *data_lightgrid;
// size of each cell (may vary by map, typically 64 64 128)
int num_lightgrid_isize[3];
// transform modelspace coordinates to lightgrid index
matrix4x4_t num_lightgrid_indexfromworld;
+ // parameters for fragment shader to sample the texture version of it:
+ int lightgridtexturesize[3]; // 3 layers tall (ambient, lightcolor, lightdir)
+ matrix4x4_t lightgridworldtotexturematrix;
+ rtexture_t *lightgridtexture;
// true if this q3bsp file has been detected as using deluxemapping
// (lightmap texture pairs, every odd one is never directly refernced,
float *data_baseboneposeinverse;
// textures of this model
int num_textures;
+ int max_textures; // preallocated for expansion (Mod_Mesh_*)
int num_texturesperskin;
texture_t *data_textures;
qboolean wantnormals;
qboolean wanttangents;
// surfaces of this model
int num_surfaces;
+ int max_surfaces; // preallocated for expansion (Mod_Mesh_*)
msurface_t *data_surfaces;
// optional lightmapinfo data for surface lightmap updates
msurface_lightmapinfo_t *data_surfaces_lightmapinfo;
// draw depth into a shadowmap
void(*DrawShadowMap)(int side, struct entity_render_s *ent, const vec3_t relativelightorigin, const vec3_t relativelightdirection, float lightradius, int numsurfaces, const int *surfacelist, const unsigned char *surfacesides, 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, int numfrustumplanes, const mplane_t *frustumplanes);
- // compile a shadow volume for the model based on light source
- void(*CompileShadowVolume)(struct entity_render_s *ent, vec3_t relativelightorigin, vec3_t relativelightdirection, float lightradius, int numsurfaces, const int *surfacelist);
- // draw a shadow volume for the model based on light source
- 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);
+ 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, int numfrustumplanes, const mplane_t *frustumplanes, qboolean noocclusion);
// draw the lighting on a model (through stencil)
void(*DrawLight)(struct entity_render_s *ent, int numsurfaces, const int *surfacelist, const unsigned char *trispvs);
// trace a box against this model
- void (*TraceBox)(struct model_s *model, const struct frameblend_s *frameblend, const struct skeleton_s *skeleton, struct trace_s *trace, const vec3_t start, const vec3_t boxmins, const vec3_t boxmaxs, const vec3_t end, int hitsupercontentsmask);
- void (*TraceBrush)(struct model_s *model, const struct frameblend_s *frameblend, const struct skeleton_s *skeleton, struct trace_s *trace, struct colbrushf_s *start, struct colbrushf_s *end, int hitsupercontentsmask);
+ void (*TraceBox)(struct model_s *model, const struct frameblend_s *frameblend, const struct skeleton_s *skeleton, struct trace_s *trace, const vec3_t start, const vec3_t boxmins, const vec3_t boxmaxs, const vec3_t end, int hitsupercontentsmask, int skipsupercontentsmask, int skipmaterialflagsmask);
+ void (*TraceBrush)(struct model_s *model, const struct frameblend_s *frameblend, const struct skeleton_s *skeleton, struct trace_s *trace, struct colbrushf_s *start, struct colbrushf_s *end, int hitsupercontentsmask, int skipsupercontentsmask, int skipmaterialflagsmask);
// trace a box against this model
- void (*TraceLine)(struct model_s *model, const struct frameblend_s *frameblend, const struct skeleton_s *skeleton, struct trace_s *trace, const vec3_t start, const vec3_t end, int hitsupercontentsmask);
+ void (*TraceLine)(struct model_s *model, const struct frameblend_s *frameblend, const struct skeleton_s *skeleton, struct trace_s *trace, const vec3_t start, const vec3_t end, int hitsupercontentsmask, int skipsupercontentsmask, int skipmaterialflagsmask);
// trace a point against this model (like PointSuperContents)
- void (*TracePoint)(struct model_s *model, const struct frameblend_s *frameblend, const struct skeleton_s *skeleton, struct trace_s *trace, const vec3_t start, int hitsupercontentsmask);
+ void (*TracePoint)(struct model_s *model, const struct frameblend_s *frameblend, const struct skeleton_s *skeleton, struct trace_s *trace, const vec3_t start, int hitsupercontentsmask, int skipsupercontentsmask, int skipmaterialflagsmask);
// find the supercontents value at a point in this model
int (*PointSuperContents)(struct model_s *model, int frame, const vec3_t point);
// trace a line against geometry in this model and report correct texture (used by r_shadow_bouncegrid)
- void (*TraceLineAgainstSurfaces)(struct model_s *model, const struct frameblend_s *frameblend, const struct skeleton_s *skeleton, struct trace_s *trace, const vec3_t start, const vec3_t end, int hitsupercontentsmask);
+ void (*TraceLineAgainstSurfaces)(struct model_s *model, const struct frameblend_s *frameblend, const struct skeleton_s *skeleton, struct trace_s *trace, const vec3_t start, const vec3_t end, int hitsupercontentsmask, int skipsupercontentsmask, int skipmaterialflagsmask);
// fields belonging to some types of model
model_sprite_t sprite;
model_brush_t brush;
model_brushq1_t brushq1;
- model_brushq2_t brushq2;
model_brushq3_t brushq3;
// flags this model for offseting sounds to the model center (used by brush models)
int soundfromcenter;
//extern cvar_t gl_subdivide_size;
// texture fullbrights
extern cvar_t r_fullbrights;
-extern cvar_t r_enableshadowvolumes;
+
+extern cvar_t mod_noshader_default_offsetmapping;
+extern cvar_t mod_q3shader_default_offsetmapping;
+extern cvar_t mod_q3shader_default_offsetmapping_scale;
+extern cvar_t mod_q3shader_default_offsetmapping_bias;
+extern cvar_t mod_q3shader_default_polygonoffset;
+extern cvar_t mod_q3shader_default_polygonfactor;
+extern cvar_t mod_q3shader_default_refractive_index;
+extern cvar_t mod_q3shader_force_addalpha;
+extern cvar_t mod_q3shader_force_terrain_alphaflag;
+extern cvar_t mod_q3bsp_lightgrid_texture;
+extern cvar_t mod_q3bsp_lightgrid_world_surfaces;
+extern cvar_t mod_q3bsp_lightgrid_bsp_surfaces;
void Mod_Init (void);
void Mod_Reload (void);
extern char loadname[32]; // for hunk tags
int Mod_BuildVertexRemapTableFromElements(int numelements, const int *elements, int numvertices, int *remapvertices);
-void Mod_BuildTriangleNeighbors(int *neighbors, const int *elements, int numtriangles);
-void Mod_ValidateElements(int *elements, int numtriangles, int firstvertex, int numverts, const char *filename, int fileline);
void Mod_BuildNormals(int firstvertex, int numvertices, int numtriangles, const float *vertex3f, const int *elements, float *normal3f, qboolean areaweighting);
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);
+qboolean Mod_ValidateElements(int *element3i, unsigned short *element3s, int numtriangles, int firstvertex, int numvertices, const char *filename, int fileline);
+void Mod_AllocSurfMesh(mempool_t *mempool, int numvertices, int numtriangles, qboolean lightmapoffsets, qboolean vertexcolors);
void Mod_MakeSortedSurfaces(dp_model_t *mod);
// called specially by brush model loaders before generating submodels
// automatically called after model loader returns
void Mod_BuildVBOs(void);
-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);
-int Mod_ShadowMesh_AddVertex(shadowmesh_t *mesh, float *vertex14f);
-void Mod_ShadowMesh_AddTriangle(mempool_t *mempool, shadowmesh_t *mesh, rtexture_t *map_diffuse, rtexture_t *map_specular, rtexture_t *map_normal, float *vertex14f);
-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);
-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);
-shadowmesh_t *Mod_ShadowMesh_Finish(mempool_t *mempool, shadowmesh_t *firstmesh, qboolean light, qboolean neighbors, qboolean createvbo);
+shadowmesh_t *Mod_ShadowMesh_Alloc(mempool_t *mempool, int maxverts, int maxtriangles);
+int Mod_ShadowMesh_AddVertex(shadowmesh_t *mesh, const float *vertex3f);
+void Mod_ShadowMesh_AddMesh(shadowmesh_t *mesh, const float *vertex3f, int numtris, const int *element3i);
+shadowmesh_t *Mod_ShadowMesh_Begin(mempool_t *mempool, int maxverts, int maxtriangles);
+shadowmesh_t *Mod_ShadowMesh_Finish(shadowmesh_t *firstmesh, qboolean createvbo);
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_FreeQ3Shaders(void);
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);
+qboolean Mod_LoadTextureFromQ3Shader(mempool_t *mempool, const char *modelname, texture_t *texture, const char *name, qboolean warnmissing, qboolean fallback, int defaulttexflags, int defaultmaterialflags);
+texture_shaderpass_t *Mod_CreateShaderPass(mempool_t *mempool, skinframe_t *skinframe);
+texture_shaderpass_t *Mod_CreateShaderPassFromQ3ShaderLayer(mempool_t *mempool, const char *modelname, q3shaderinfo_layer_t *layer, int layerindex, int texflags, const char *texturename);
+/// Sets up a material to render the provided skinframe. See also R_SkinFrame_LoadInternalBGRA.
+void Mod_LoadCustomMaterial(mempool_t *mempool, texture_t *texture, const char *name, int supercontents, int materialflags, skinframe_t *skinframe);
+/// Removes all shaderpasses from material, and optionally deletes the textures in the skinframes.
+void Mod_UnloadCustomMaterial(texture_t *texture, qboolean purgeskins);
extern cvar_t r_mipskins;
extern cvar_t r_mipnormalmaps;
}
mod_alloclightmap_state_t;
-void Mod_AllocLightmap_Init(mod_alloclightmap_state_t *state, int width, int height);
+void Mod_AllocLightmap_Init(mod_alloclightmap_state_t *state, mempool_t *mempool, int width, int height);
void Mod_AllocLightmap_Free(mod_alloclightmap_state_t *state);
void Mod_AllocLightmap_Reset(mod_alloclightmap_state_t *state);
qboolean Mod_AllocLightmap_Block(mod_alloclightmap_state_t *state, int blockwidth, int blockheight, int *outx, int *outy);
// bsp models
void Mod_BrushInit(void);
// used for talking to the QuakeC mainly
-int Mod_Q1BSP_NativeContentsFromSuperContents(struct model_s *model, int supercontents);
-int Mod_Q1BSP_SuperContentsFromNativeContents(struct model_s *model, int nativecontents);
+int Mod_Q1BSP_NativeContentsFromSuperContents(int supercontents);
+int Mod_Q1BSP_SuperContentsFromNativeContents(int nativecontents);
// used for loading wal files in Mod_LoadTextureFromQ3Shader
-int Mod_Q2BSP_SuperContentsFromNativeContents(dp_model_t *model, int nativecontents);
-int Mod_Q2BSP_NativeContentsFromSuperContents(dp_model_t *model, int supercontents);
+int Mod_Q2BSP_SuperContentsFromNativeContents(int nativecontents);
+int Mod_Q2BSP_NativeContentsFromSuperContents(int supercontents);
// a lot of model formats use the Q1BSP code, so here are the prototypes...
struct entity_render_s;
void R_Q1BSP_DrawDepth(struct entity_render_s *ent);
void R_Q1BSP_DrawDebug(struct entity_render_s *ent);
void R_Q1BSP_DrawPrepass(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, int numfrustumplanes, const mplane_t *frustumplanes);
+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, int numfrustumplanes, const mplane_t *frustumplanes, qboolean noocclusion);
void R_Q1BSP_CompileShadowMap(struct entity_render_s *ent, vec3_t relativelightorigin, vec3_t relativelightdirection, float lightradius, int numsurfaces, const int *surfacelist);
void R_Q1BSP_DrawShadowMap(int side, struct entity_render_s *ent, const vec3_t relativelightorigin, const vec3_t relativelightdirection, float lightradius, int modelnumsurfaces, const int *modelsurfacelist, const unsigned char *surfacesides, 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);
+// dynamic mesh building (every frame) for debugging and other uses
+void Mod_Mesh_Create(dp_model_t *mod, const char *name);
+void Mod_Mesh_Destroy(dp_model_t *mod);
+void Mod_Mesh_Reset(dp_model_t *mod);
+texture_t *Mod_Mesh_GetTexture(dp_model_t *mod, const char *name, int defaultdrawflags, int defaulttexflags, int defaultmaterialflags);
+msurface_t *Mod_Mesh_AddSurface(dp_model_t *mod, texture_t *tex, qboolean batchwithprevioussurface);
+int Mod_Mesh_IndexForVertex(dp_model_t *mod, msurface_t *surf, float x, float y, float z, float nx, float ny, float nz, float s, float t, float u, float v, float r, float g, float b, float a);
+void Mod_Mesh_AddTriangle(dp_model_t *mod, msurface_t *surf, int e0, int e1, int e2);
+void Mod_Mesh_Validate(dp_model_t *mod);
+void Mod_Mesh_Finalize(dp_model_t *mod);
+
// Collision optimization using Bounding Interval Hierarchy
-void Mod_CollisionBIH_TracePoint(dp_model_t *model, const struct frameblend_s *frameblend, const skeleton_t *skeleton, struct trace_s *trace, const vec3_t start, int hitsupercontentsmask);
-void Mod_CollisionBIH_TraceLine(dp_model_t *model, const struct frameblend_s *frameblend, const skeleton_t *skeleton, struct trace_s *trace, const vec3_t start, const vec3_t end, int hitsupercontentsmask);
-void Mod_CollisionBIH_TraceBox(dp_model_t *model, const struct frameblend_s *frameblend, const skeleton_t *skeleton, struct trace_s *trace, const vec3_t start, const vec3_t boxmins, const vec3_t boxmaxs, const vec3_t end, int hitsupercontentsmask);
-void Mod_CollisionBIH_TraceBrush(dp_model_t *model, const struct frameblend_s *frameblend, const skeleton_t *skeleton, struct trace_s *trace, struct colbrushf_s *start, struct colbrushf_s *end, int hitsupercontentsmask);
-void Mod_CollisionBIH_TracePoint_Mesh(dp_model_t *model, const struct frameblend_s *frameblend, const skeleton_t *skeleton, struct trace_s *trace, const vec3_t start, int hitsupercontentsmask);
-qboolean Mod_CollisionBIH_TraceLineOfSight(struct model_s *model, const vec3_t start, const vec3_t end);
+void Mod_CollisionBIH_TracePoint(dp_model_t *model, const struct frameblend_s *frameblend, const skeleton_t *skeleton, struct trace_s *trace, const vec3_t start, int hitsupercontentsmask, int skipsupercontentsmask, int skipmaterialflagsmask);
+void Mod_CollisionBIH_TraceLine(dp_model_t *model, const struct frameblend_s *frameblend, const skeleton_t *skeleton, struct trace_s *trace, const vec3_t start, const vec3_t end, int hitsupercontentsmask, int skipsupercontentsmask, int skipmaterialflagsmask);
+void Mod_CollisionBIH_TraceBox(dp_model_t *model, const struct frameblend_s *frameblend, const skeleton_t *skeleton, struct trace_s *trace, const vec3_t start, const vec3_t boxmins, const vec3_t boxmaxs, const vec3_t end, int hitsupercontentsmask, int skipsupercontentsmask, int skipmaterialflagsmask);
+void Mod_CollisionBIH_TraceBrush(dp_model_t *model, const struct frameblend_s *frameblend, const skeleton_t *skeleton, struct trace_s *trace, struct colbrushf_s *start, struct colbrushf_s *end, int hitsupercontentsmask, int skipsupercontentsmask, int skipmaterialflagsmask);
+void Mod_CollisionBIH_TracePoint_Mesh(dp_model_t *model, const struct frameblend_s *frameblend, const skeleton_t *skeleton, struct trace_s *trace, const vec3_t start, int hitsupercontentsmask, int skipsupercontentsmask, int skipmaterialflagsmask);
+qboolean Mod_CollisionBIH_TraceLineOfSight(struct model_s *model, const vec3_t start, const vec3_t end, const vec3_t acceptmins, const vec3_t acceptmaxs);
int Mod_CollisionBIH_PointSuperContents(struct model_s *model, int frame, const vec3_t point);
int Mod_CollisionBIH_PointSuperContents_Mesh(struct model_s *model, int frame, const vec3_t point);
bih_t *Mod_MakeCollisionBIH(dp_model_t *model, qboolean userendersurfaces, bih_t *out);