rtexture_t *glow; // glow only
rtexture_t *merged; // original texture minus glow
rtexture_t *fog; // white texture with alpha of the base texture, NULL if not transparent
+ rtexture_t *nmap; // normalmap (bumpmap for dot3)
+ rtexture_t *gloss; // glossmap (for dot3)
}
skinframe_t;
#define MAX_SKINS 256
+#define SHADOWMESHVERTEXHASH 1024
+typedef struct shadowmeshvertexhash_s
+{
+ struct shadowmeshvertexhash_s *next;
+}
+shadowmeshvertexhash_t;
+
+typedef struct shadowmesh_s
+{
+ struct shadowmesh_s *next;
+ int numverts, maxverts;
+ int numtriangles, maxtriangles;
+ float *verts;
+ int *elements;
+ int *neighbors;
+ // these are NULL after Mod_ShadowMesh_Finish is performed, only used
+ // while building meshes
+ shadowmeshvertexhash_t **vertexhashtable, *vertexhashentries;
+}
+shadowmesh_t;
+
#include "model_brush.h"
#include "model_sprite.h"
vec3_t yawmins, yawmaxs;
// bounding box if pitch or roll are used
vec3_t rotatedmins, rotatedmaxs;
- // usable at any angles
-// float modelradius;
+ // sphere radius, usable at any angles
+ float radius;
+ // squared sphere radius for easier comparisons
+ float radius2;
// brush model specific
int firstmodelsurface, nummodelsurfaces;
- // LordHavoc: sorted surface pointer array, sorted by shader type and then by texture
- msurface_t **modelsortedsurfaces; // [nummodelsurfaces]
-
- // used for surfaces without a valid texture
- texture_t notexture;
// lightmap format, set to r_lightmaprgba when model is loaded
int lightmaprgba;
int numsurfaces;
msurface_t *surfaces;
+ int *surfacevisframes;
+ int *surfacepvsframes;
+ msurface_t *surfacepvsnext;
int numsurfedges;
int *surfedges;
dclipnode_t *clipnodes;
int nummarksurfaces;
- msurface_t **marksurfaces;
+ int *marksurfaces;
hull_t hulls[MAX_MAP_HULLS];
int numtextures;
- texture_t **textures;
+ texture_t *textures;
+
+ msurface_t **texturesurfacechains;
qbyte *visdata;
qbyte *lightdata;
int numportalpoints;
mvertex_t *portalpoints;
+ int numlights;
+ mlight_t *lights;
+
+ // used only for casting dynamic shadow volumes
+ shadowmesh_t *shadowmesh;
+ vec3_t shadowmesh_mins, shadowmesh_maxs, shadowmesh_center;
+ float shadowmesh_radius;
+
+ // pvs visibility marking
+ mleaf_t *pvsviewleaf;
+ int pvsviewleafnovis;
+ int pvsframecount;
+ mleaf_t *pvsleafchain;
+ int *pvssurflist;
+ int pvssurflistlength;
+
// skin animation info
animscene_t *skinscenes; // [numskins]
// skin frame info
float *mdlmd2data_texcoords;
md2frame_t *mdlmd2data_frames;
trivertx_t *mdlmd2data_pose;
+ int *mdlmd2data_triangleneighbors;
// for Zymotic models
- void *zymdata_header;
+ int zymnum_verts;
+ int zymnum_tris;
+ int zymnum_shaders;
+ int zymnum_bones;
+ int zymnum_scenes;
+ float *zymdata_texcoords;
+ rtexture_t **zymdata_textures;
+ qbyte *zymdata_trizone;
+ zymbone_t *zymdata_bones;
+ unsigned int *zymdata_vertbonecounts;
+ zymvertex_t *zymdata_verts;
+ unsigned int *zymdata_renderlist;
+ float *zymdata_poses;
int sprnum_type;
mspriteframe_t *sprdata_frames;
- // adds a box (or individual polygons) to the clipping engine,
- // which will mark the entity visible if seen
- void(*SERAddEntity)(void);
- // draw the model
- void(*Draw)(void);
+
+ // functions used in both rendering modes
// draw the model's sky polygons (only used by brush models)
- void(*DrawSky)(void);
- // draw the model's shadows
- void(*DrawShadow)(void);
+ void(*DrawSky)(struct entity_render_s *ent);
+
+ // functions used only in normal rendering mode
+ // draw the model
+ void(*Draw)(struct entity_render_s *ent);
+ // draw a fake shadow for the model
+ void(*DrawFakeShadow)(struct entity_render_s *ent);
+
+ // functions used only in shadow volume rendering mode
+ // draw a shadow volume for the model based on light source
+ void(*DrawShadowVolume)(struct entity_render_s *ent, vec3_t relativelightorigin, float lightradius);
+ // draw the lighting on a model (through stencil)
+ void(*DrawLight)(struct entity_render_s *ent, vec3_t relativelightorigin, vec3_t relativeeyeorigin, float lightradius, float *lightcolor);
// memory pool for allocations
mempool_t *mempool;
//============================================================================
+// this can be used for anything without a valid texture
+extern rtexture_t *r_notexture;
+// every texture must be in a pool...
+extern rtexturepool_t *r_notexturepool;
+
// model loading
extern model_t *loadmodel;
extern qbyte *mod_base;
// sky/water subdivision
-extern cvar_t gl_subdivide_size;
+//extern cvar_t gl_subdivide_size;
// texture fullbrights
extern cvar_t r_fullbrights;
void Mod_Init (void);
void Mod_CheckLoaded (model_t *mod);
void Mod_ClearAll (void);
-model_t *Mod_ForName (char *name, qboolean crash, qboolean checkdisk, qboolean isworldmodel);
-void Mod_TouchModel (char *name);
+model_t *Mod_FindName (const char *name);
+model_t *Mod_ForName (const char *name, qboolean crash, qboolean checkdisk, qboolean isworldmodel);
+void Mod_TouchModel (const char *name);
void Mod_UnloadModel (model_t *mod);
-mleaf_t *Mod_PointInLeaf (float *p, model_t *model);
-qbyte *Mod_LeafPVS (mleaf_t *leaf, model_t *model);
-
void Mod_ClearUsed(void);
void Mod_PurgeUnused(void);
+void Mod_LoadModels(void);
extern model_t *loadmodel;
extern char loadname[32]; // for hunk tags
-//extern model_t *Mod_LoadModel (model_t *mod, qboolean crash);
-
-//extern float RadiusFromBounds (vec3_t mins, vec3_t maxs);
-extern model_t *Mod_FindName (char *name);
+int Mod_FindTriangleWithEdge(const int *elements, int numtriangles, int start, int end);
+void Mod_BuildTriangleNeighbors(int *neighbors, const int *elements, int numtriangles);
+void Mod_ValidateElements(const int *elements, int numtriangles, int numverts, const char *filename, int fileline);
+void Mod_BuildTextureVectorsAndNormals(int numverts, int numtriangles, const float *vertex, const float *texcoord, const int *elements, float *svectors, float *tvectors, float *normals);
+
+shadowmesh_t *Mod_ShadowMesh_Alloc(mempool_t *mempool, int maxverts);
+shadowmesh_t *Mod_ShadowMesh_ReAlloc(mempool_t *mempool, shadowmesh_t *oldmesh);
+int Mod_ShadowMesh_AddVertex(shadowmesh_t *mesh, float *v);
+void Mod_ShadowMesh_AddTriangle(mempool_t *mempool, shadowmesh_t *mesh, float *vert0, float *vert1, float *vert2);
+void Mod_ShadowMesh_AddPolygon(mempool_t *mempool, shadowmesh_t *mesh, int numverts, float *verts);
+void Mod_ShadowMesh_AddMesh(mempool_t *mempool, shadowmesh_t *mesh, int numverts, float *verts, int numtris, int *elements);
+shadowmesh_t *Mod_ShadowMesh_Begin(mempool_t *mempool, int initialnumtriangles);
+shadowmesh_t *Mod_ShadowMesh_Finish(mempool_t *mempool, shadowmesh_t *firstmesh);
+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);
#endif // __MODEL__
+