*/
-typedef enum modtype_e {mod_invalid, mod_brushq1, mod_sprite, mod_alias, mod_brushq2, mod_brushq3, mod_null} modtype_t;
+typedef enum modtype_e {mod_invalid, mod_brushq1, mod_sprite, mod_alias, mod_brushq2, mod_brushq3, mod_obj, mod_null} modtype_t;
typedef struct animscene_s
{
rtexture_t *gloss; // glossmap (for dot3)
rtexture_t *glow; // glow only (fullbrights)
rtexture_t *fog; // alpha of the base texture (if not opaque)
+ rtexture_t *reflect; // colored mask for cubemap reflections
// accounting data for hash searches:
// the compare variables are used to identify internal skins from certain
// model formats
// on each level change for the used skinframes, if some are not used they
// are freed
int loadsequence;
- // on 32bit systems this makes the struct 128 bytes long
- int padding;
+ // indicates whether this texture has transparent pixels
+ qboolean hasalpha;
// average texture color, if applicable
float avgcolor[4];
+ // for mdl skins, we actually only upload on first use (many are never used, and they are almost never used in both base+pants+shirt and merged modes)
+ unsigned char *qpixels;
+ int qwidth;
+ int qheight;
+ qboolean qhascolormapping;
+ qboolean qgeneratebase;
+ qboolean qgeneratemerged;
+ qboolean qgeneratenmap;
+ qboolean qgenerateglow;
}
skinframe_t;
-#define MAX_SKINS 256
-
struct md3vertex_s;
struct trivertx_s;
typedef struct texvecvertex_s
qboolean dpshadow;
qboolean dpnoshadow;
+ // fake reflection
+ char dpreflectcube[Q3PATHLENGTH];
+
// 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)
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
-#define Q3SHADERINFO_COMPARE_END r_water_wateralpha
+
+ // gloss
+ float specularscalemod;
+ float specularpowermod;
+#define Q3SHADERINFO_COMPARE_END specularpowermod
}
q3shaderinfo_t;
}
texturelayertype_t;
-typedef enum texturelayerflag_e
-{
- // indicates that the pass should apply fog darkening; used on
- // transparent surfaces where simply blending an alpha fog as a final
- // pass would not behave properly, so all the surfaces must be darkened,
- // and the fog color added as a separate pass
- TEXTURELAYERFLAG_FOGDARKEN = 1,
-}
-texturelayerflag_t;
-
typedef struct texturelayer_s
{
texturelayertype_t type;
rtexture_t *texture;
matrix4x4_t texmatrix;
vec4_t color;
- int flags;
}
texturelayer_t;
q3shaderinfo_deform_t deforms[Q3MAXDEFORMS];
qboolean colormapping;
- rtexture_t *basetexture;
- rtexture_t *glosstexture;
- rtexture_t *backgroundbasetexture;
- rtexture_t *backgroundglosstexture;
+ rtexture_t *basetexture; // original texture without pants/shirt/glow
+ rtexture_t *pantstexture; // pants only (in greyscale)
+ rtexture_t *shirttexture; // shirt only (in greyscale)
+ rtexture_t *nmaptexture; // normalmap (bumpmap for dot3)
+ rtexture_t *glosstexture; // glossmap (for dot3)
+ rtexture_t *glowtexture; // glow only (fullbrights)
+ rtexture_t *fogtexture; // alpha of the base texture (if not opaque)
+ rtexture_t *reflectmasktexture; // mask for fake reflections
+ rtexture_t *reflectcubetexture; // fake reflections cubemap
+ rtexture_t *backgroundbasetexture; // 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 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
+
+ // gloss
+ float specularscalemod;
+ float specularpowermod;
}
texture_t;
rtexture_t *lightmaptexture;
// the lighting direction texture fragment to use on the rendering mesh
rtexture_t *deluxemaptexture;
+ // lightmaptexture rebuild information not used in q3bsp
+ msurface_lightmapinfo_t *lightmapinfo; // q1bsp
+ // fog volume info in q3bsp
+ struct q3deffect_s *effect; // q3bsp
+ // mesh information for collisions (only used by q3bsp curves)
+ int *data_collisionelement3i; // q3bsp
+ float *data_collisionvertex3f; // q3bsp
+ float *data_collisionbbox6f; // collision optimization - contains combined bboxes of every data_collisionstride triangles
+ float *data_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
// shadow volume building information
int num_firstshadowmeshtriangle; // index into model->brush.shadowmesh
- // lightmaptexture rebuild information not used in q3bsp
- msurface_lightmapinfo_t *lightmapinfo; // q1bsp
-
// mesh information for collisions (only used by q3bsp curves)
int num_collisiontriangles; // q3bsp
- int *data_collisionelement3i; // q3bsp
int num_collisionvertices; // q3bsp
- float *data_collisionvertex3f; // q3bsp
- struct q3deffect_s *effect; // q3bsp
- // FIXME: collisionmarkframe should be kept in a separate array
- int collisionmarkframe; // q3bsp // don't collide twice in one trace
-
- // optimization...
- float *data_collisionbbox6f; // collision optimization - contains combined bboxes of every data_collisionstride triangles
int num_collisionbboxstride;
- float *data_bbox6f; // collision optimization - contains combined bboxes of every data_collisionstride triangles
int num_bboxstride;
+ // FIXME: collisionmarkframe should be kept in a separate array
+ int collisionmarkframe; // q3bsp // don't collide twice in one trace
}
msurface_t;
// a mesh containing all shadow casting geometry for the whole model (including submodels), portions of this are referenced by each surface's num_firstshadowmeshtriangle
shadowmesh_t *shadowmesh;
+ // a mesh containing all SUPERCONTENTS_SOLID surfaces for this model or submodel, for physics engines to use
+ shadowmesh_t *collisionmesh;
+
// common functions
int (*SuperContentsFromNativeContents)(struct model_s *model, int nativecontents);
int (*NativeContentsFromSuperContents)(struct model_s *model, int supercontents);
char skybox[MAX_QPATH];
- rtexture_t *solidskytexture;
- rtexture_t *alphaskytexture;
+ skinframe_t *solidskyskinframe;
+ skinframe_t *alphaskyskinframe;
qboolean supportwateralpha;
// this contains bytes that are 1 if a surface needs its lightmap rebuilt
unsigned char *lightmapupdateflags;
+ qboolean firstrender; // causes all surface lightmaps to be loaded in first frame
}
model_brushq1_t;
model_brushq3_t;
struct frameblend_s;
+struct skeleton_s;
typedef struct model_s
{
// range of collision brush numbers in this (sub)model
int firstmodelbrush;
int nummodelbrushes;
- // list of surface numbers in this (sub)model
- int *surfacelist;
// for md3 models
int num_tags;
int num_tagframes;
// for skeletal models
int num_bones;
aliasbone_t *data_bones;
+ float num_posescale; // scaling factor from origin in poses6s format (includes divide by 32767)
+ float num_poseinvscale; // scaling factor to origin in poses6s format (includes multiply by 32767)
int num_poses;
- float *data_poses;
+ short *data_poses6s; // origin xyz, quat xyz, w implied negative, unit length, values normalized to +/-32767 range
float *data_baseboneposeinverse;
// textures of this model
int num_textures;
// data type of model
const char *modeldatatypestring;
// generates vertex data for a given frameblend
- void(*AnimateVertices)(const struct model_s *model, const struct frameblend_s *frameblend, float *vertex3f, float *normal3f, float *svector3f, float *tvector3f);
+ void(*AnimateVertices)(const struct model_s *model, const struct frameblend_s *frameblend, const struct skeleton_s *skeleton, float *vertex3f, float *normal3f, float *svector3f, float *tvector3f);
// draw the model's sky polygons (only used by brush models)
void(*DrawSky)(struct entity_render_s *ent);
// draw refraction/reflection textures for the model's water polygons (only used by brush models)
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 geometry textures for deferred rendering
+ void(*DrawPrepass)(struct entity_render_s *ent);
// compile an optimized shadowmap mesh for the model based on light source
void(*CompileShadowMap)(struct entity_render_s *ent, vec3_t relativelightorigin, vec3_t relativelightdirection, float lightradius, int numsurfaces, const int *surfacelist);
// 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 vec3_t lightmins, const vec3_t lightmaxs);
+ 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);
+ 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
// 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, int frame, struct trace_s *trace, const vec3_t start, const vec3_t boxmins, const vec3_t boxmaxs, const vec3_t 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);
+ // 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);
+ // 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);
// find the supercontents value at a point in this model
int (*PointSuperContents)(struct model_s *model, int frame, const vec3_t point);
// fields belonging to some types of model
void Mod_AllocSurfMesh(mempool_t *mempool, int numvertices, int numtriangles, qboolean lightmapoffsets, qboolean vertexcolors, qboolean neighbors);
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_CalcBBox(shadowmesh_t *firstmesh, vec3_t mins, vec3_t maxs, vec3_t center, float *radius);
void Mod_ShadowMesh_Free(shadowmesh_t *mesh);
+void Mod_CreateCollisionMesh(dp_model_t *mod);
+
void Mod_FreeQ3Shaders(void);
void Mod_LoadQ3Shaders(void);
q3shaderinfo_t *Mod_LookupQ3Shader(const char *name);
extern cvar_t r_mipskins;
+typedef struct skeleton_s
+{
+ const dp_model_t *model;
+ matrix4x4_t *relativetransforms;
+}
+skeleton_t;
+
typedef struct skinfileitem_s
{
struct skinfileitem_s *next;
skinfile_t *Mod_LoadSkinFiles(void);
void Mod_FreeSkinFiles(skinfile_t *skinfile);
int Mod_CountSkinFiles(skinfile_t *skinfile);
+void Mod_BuildAliasSkinsFromSkinFiles(texture_t *skin, skinfile_t *skinfile, const char *meshname, const char *shadername);
void Mod_SnapVertices(int numcomponents, int numvertices, float *vertices, float snap);
int Mod_RemoveDegenerateTriangles(int numtriangles, const int *inelement3i, int *outelement3i, const float *vertex3f);
void Mod_VertexRangeFromElements(int numelements, const int *elements, int *firstvertexpointer, int *lastvertexpointer);
+typedef struct mod_alloclightmap_row_s
+{
+ int rowY;
+ int currentX;
+}
+mod_alloclightmap_row_t;
+
+typedef struct mod_alloclightmap_state_s
+{
+ int width;
+ int height;
+ int currentY;
+ mod_alloclightmap_row_t *rows;
+}
+mod_alloclightmap_state_t;
+
+void Mod_AllocLightmap_Init(mod_alloclightmap_state_t *state, 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
void R_Q1BSP_Draw(struct entity_render_s *ent);
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_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_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 vec3_t lightmins, const vec3_t lightmaxs);
+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);
// alias models
struct frameblend_s;
+struct skeleton_s;
void Mod_AliasInit(void);
-int Mod_Alias_GetTagMatrix(const dp_model_t *model, int poseframe, int tagindex, matrix4x4_t *outmatrix);
+int Mod_Alias_GetTagMatrix(const dp_model_t *model, const struct frameblend_s *frameblend, const struct skeleton_s *skeleton, int tagindex, matrix4x4_t *outmatrix);
int Mod_Alias_GetTagIndexForName(const dp_model_t *model, unsigned int skin, const char *tagname);
-int Mod_Alias_GetExtendedTagInfoForIndex(const dp_model_t *model, unsigned int skin, int poseframe, int tagindex, int *parentindex, const char **tagname, matrix4x4_t *tag_localmatrix);
+int Mod_Alias_GetExtendedTagInfoForIndex(const dp_model_t *model, unsigned int skin, const struct frameblend_s *frameblend, const struct skeleton_s *skeleton, int tagindex, int *parentindex, const char **tagname, matrix4x4_t *tag_localmatrix);
// sprite models
void Mod_SpriteInit(void);
void Mod_IDSP_Load(dp_model_t *mod, void *buffer, void *bufferend);
void Mod_IDS2_Load(dp_model_t *mod, void *buffer, void *bufferend);
-// utility
-qboolean Mod_CanSeeBox_Trace(int numsamples, float t, dp_model_t *model, vec3_t eye, vec3_t minsX, vec3_t maxsX);
-
#endif // MODEL_SHARED_H