#ifndef MODEL_SHARED_H
#define MODEL_SHARED_H
-typedef enum {ST_SYNC=0, ST_RAND } synctype_t;
+typedef enum synctype_e {ST_SYNC=0, ST_RAND } synctype_t;
/*
*/
-typedef enum {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} modtype_t;
typedef struct animscene_s
{
rtexture_t *shirt; // shirt only (in greyscale)
rtexture_t *nmap; // normalmap (bumpmap for dot3)
rtexture_t *gloss; // glossmap (for dot3)
- rtexture_t *detail; // detail texture (silly bumps for non-dot3)
rtexture_t *glow; // glow only (fullbrights)
rtexture_t *fog; // alpha of the base texture (if not opaque)
}
}
overridetagnameset_t;
-typedef struct surfmeshvertexboneweight_s
-{
- unsigned int vertexindex;
- unsigned int boneindex;
- float origin[3];
- float weight;
-}
-surfmeshvertexboneweight_t;
+struct md3vertex_s;
+struct trivertex_s;
// used for mesh lists in q1bsp/q3bsp map models
// (the surfaces reference portions of these meshes)
float *data_normal3f; // float[verts*3] direction of 'R' (out) texture axis for each vertex
float *data_texcoordtexture2f; // float[verts*2] texcoords for surface texture
float *data_texcoordlightmap2f; // float[verts*2] texcoords for lightmap texture
- float *data_texcoorddetail2f; // float[verts*2] texcoords for detail texture
float *data_lightmapcolor4f;
int *data_lightmapoffsets; // index into surface's lightmap samples for vertex lighting
- // if a model these will be a skin list to choose from
- int num_skins;
- struct texture_s *data_skins;
// morph blending, these are zero if model is skeletal or static
int num_morphframes;
- float *data_morphvertex3f;
- // skeletal blending, these are zero if model is morph or static
- int num_vertexboneweights;
- surfmeshvertexboneweight_t *data_vertexboneweights;
+ struct md3vertex_s *data_morphmd3vertex;
+ struct trivertx_s *data_morphmdlvertex;
+ float *data_morphmd2framesize6f;
+ float num_morphmdlframescale[3];
+ float num_morphmdlframetranslate[3];
+ // skeletal blending, these are NULL if model is morph or static
+ int *data_vertexweightindex4i;
+ float *data_vertexweightinfluence4f;
+ // set if there is some kind of animation on this model
+ qboolean isanimated;
}
surfmesh_t;
}
shadowmesh_t;
+#define TEXTURE_MAXFRAMES 64
+
+typedef enum texturelayertype_e
+{
+ TEXTURELAYERTYPE_INVALID,
+ TEXTURELAYERTYPE_LITTEXTURE,
+ TEXTURELAYERTYPE_TEXTURE,
+ TEXTURELAYERTYPE_FOG,
+}
+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;
+ qboolean depthmask;
+ int blendfunc1;
+ int blendfunc2;
+ rtexture_t *texture;
+ matrix4x4_t texmatrix;
+ vec4_t color;
+ int flags;
+}
+texturelayer_t;
+
typedef struct texture_s
{
// q1bsp
// current material flags (updated each bmodel render)
int currentmaterialflags;
- // loaded the same as model skins
- skinframe_t skin;
+ // textures to use when rendering this material
+ skinframe_t *currentskinframe;
+ int numskinframes;
+ float skinframerate;
+ skinframe_t skinframes[TEXTURE_MAXFRAMES];
+ // background layer (for terrain texture blending)
+ skinframe_t *backgroundcurrentskinframe;
+ int backgroundnumskinframes;
+ float backgroundskinframerate;
+ skinframe_t backgroundskinframes[TEXTURE_MAXFRAMES];
// total frames in sequence and alternate sequence
int anim_total[2];
// set if animated or there is an alternate frame set
// (this is an optimization in the renderer)
int animated;
+
+ // 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 alpha of the texture
- float currentalpha;
+ // current texture transform matrix (used for water scrolling)
+ matrix4x4_t currenttexmatrix;
+
+ qboolean colormapping;
+ rtexture_t *basetexture;
+ rtexture_t *glosstexture;
+ rtexture_t *backgroundbasetexture;
+ rtexture_t *backgroundglosstexture;
+ float specularscale;
+ float specularpower;
+
+ // from q3 shaders
+ int customblendfunc[2];
+
+ int currentnumlayers;
+ texturelayer_t currentlayers[16];
// q3bsp
char name[64];
- char firstpasstexturename[64]; // used only during loading
int surfaceflags;
int supercontents;
int surfaceparms;
}
texture_t;
-typedef struct
+typedef struct mtexinfo_s
{
float vecs[2][4];
texture_t *texture;
{
// texture mapping properties used by this surface
mtexinfo_t *texinfo; // q1bsp
- // index into d_lightstylevalue array, 255 means not used (black)
- qbyte styles[MAXLIGHTMAPS]; // q1bsp
+ // index into r_refdef.lightstylevalue array, 255 means not used (black)
+ unsigned char styles[MAXLIGHTMAPS]; // q1bsp
// RGB lighting data [numstyles][height][width][3]
- qbyte *samples; // q1bsp
+ unsigned char *samples; // q1bsp
+ // RGB normalmap data [numstyles][height][width][3]
+ unsigned char *nmapsamples; // q1bsp
// stain to apply on lightmap (soot/dirt/blood/whatever)
- qbyte *stainsamples; // q1bsp
- // the stride when building lightmaps to comply with fragment update
- int lightmaptexturestride; // q1bsp
+ unsigned char *stainsamples; // q1bsp
int texturemins[2]; // q1bsp
int extents[2]; // q1bsp
+ int lightmaporigin[2]; // q1bsp
}
msurface_lightmapinfo_t;
texture_t *texture;
// the lightmap texture fragment to use on the rendering mesh
rtexture_t *lightmaptexture;
+ // the lighting direction texture fragment to use on the rendering mesh
+ rtexture_t *deluxemaptexture;
- // this surface is part of this mesh
- surfmesh_t *groupmesh;
- int num_triangles; // number of triangles in the mesh
- int num_firsttriangle; // first triangle in the mesh (index into groupmesh)
- int num_vertices; // number of vertices in the mesh
- int num_firstvertex; // first vertex in the mesh (index into groupmesh)
+ // surfaces own ranges of vertices and triangles in the model->surfmesh
+ int num_triangles; // number of triangles
+ int num_firsttriangle; // first triangle
+ int num_vertices; // number of vertices
+ int num_firstvertex; // first vertex
// shadow volume building information
int num_firstshadowmeshtriangle; // index into model->brush.shadowmesh
{
// true if this model is a HalfLife .bsp file
qboolean ishlbsp;
+ // true if this model is a Martial Concert .bsp file
+ qboolean ismcbsp;
// string of entity definitions (.map format)
char *entities;
// common functions
int (*SuperContentsFromNativeContents)(struct model_s *model, int nativecontents);
int (*NativeContentsFromSuperContents)(struct model_s *model, int supercontents);
- qbyte *(*GetPVS)(struct model_s *model, const vec3_t p);
- int (*FatPVS)(struct model_s *model, const vec3_t org, vec_t radius, qbyte *pvsbuffer, int pvsbufferlength);
- int (*BoxTouchingPVS)(struct model_s *model, const qbyte *pvs, const vec3_t mins, const vec3_t maxs);
- int (*BoxTouchingLeafPVS)(struct model_s *model, const qbyte *pvs, const vec3_t mins, const vec3_t maxs);
- int (*BoxTouchingVisibleLeafs)(struct model_s *model, const qbyte *visibleleafs, const vec3_t mins, const vec3_t maxs);
+ 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);
+ int (*BoxTouchingPVS)(struct model_s *model, const unsigned char *pvs, const vec3_t mins, const vec3_t maxs);
+ int (*BoxTouchingLeafPVS)(struct model_s *model, const unsigned char *pvs, const vec3_t mins, const vec3_t maxs);
+ int (*BoxTouchingVisibleLeafs)(struct model_s *model, const unsigned char *visibleleafs, const vec3_t mins, const vec3_t maxs);
+ int (*FindBoxClusters)(struct model_s *model, const vec3_t mins, const vec3_t maxs, int maxclusters, int *clusterlist);
void (*LightPoint)(struct model_s *model, const vec3_t p, vec3_t ambientcolor, vec3_t diffusecolor, vec3_t diffusenormal);
void (*FindNonSolidLocation)(struct model_s *model, const vec3_t in, vec3_t out, vec_t radius);
mleaf_t *(*PointInLeaf)(struct model_s *model, const float *p);
// these are actually only found on brushq1, but NULL is handled gracefully
- void (*AmbientSoundLevelsForPoint)(struct model_s *model, const vec3_t p, qbyte *out, int outsize);
+ 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);
- char skybox[64];
+ char skybox[MAX_QPATH];
rtexture_t *solidskytexture;
rtexture_t *alphaskytexture;
+
+ qboolean supportwateralpha;
+
+ // QuakeWorld
+ int qw_md4sum;
+ int qw_md4sum2;
}
model_brush_t;
hull_t hulls[MAX_MAP_HULLS];
int num_compressedpvs;
- qbyte *data_compressedpvs;
+ unsigned char *data_compressedpvs;
int num_lightdata;
- qbyte *lightdata;
-
- int numlights;
- mlight_t *lights;
+ unsigned char *lightdata;
+ unsigned char *nmaplightdata; // deluxemap file
// lightmap update chains for light styles
int light_styles;
- qbyte *light_style;
+ unsigned char *light_style;
int *light_stylevalue;
msurface_t ***light_styleupdatechains;
msurface_t **light_styleupdatechainsbuffer;
int num_models;
q3dmodel_t *data_models;
- // freed after loading!
+ // used only during loading - freed after loading!
int num_vertices;
float *data_vertex3f;
+ float *data_normal3f;
float *data_texcoordtexture2f;
float *data_texcoordlightmap2f;
float *data_color4f;
int num_lightgrid_dimensions[3];
// transform modelspace coordinates to lightgrid index
matrix4x4_t num_lightgrid_indexfromworld;
+
+ // true if this q3bsp file has been detected as using deluxemapping
+ // (lightmap texture pairs, every odd one is never directly refernced,
+ // and contains lighting normals, not colors)
+ qboolean deluxemapping;
+ // true if the detected deluxemaps are the modelspace kind, rather than
+ // the faster tangentspace kind
+ qboolean deluxemapping_modelspace;
}
model_brushq3_t;
aliasbone_t *data_bones;
int num_poses;
float *data_poses;
+ float *data_basebonepose;
+ float *data_baseboneposeinverse;
// textures of this model
int num_textures;
texture_t *data_textures;
msurface_t *data_surfaces;
// optional lightmapinfo data for surface lightmap updates
msurface_lightmapinfo_t *data_surfaces_lightmapinfo;
- // surface meshes are merged to a smaller set of meshes to allow reduced
- // vertex array switching, the meshes are limited to 65536 vertices each
- // to play nice with Geforce1 hardware
- int nummeshes;
- surfmesh_t **meshlist;
+ // all surfaces belong to this mesh
+ surfmesh_t surfmesh;
// draw the model's sky polygons (only used by brush models)
void(*DrawSky)(struct entity_render_s *ent);
// draw the model using lightmap/dlight shading
void(*Draw)(struct entity_render_s *ent);
// 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, qbyte *outleafpvs, int *outnumleafspointer, int *outsurfacelist, qbyte *outsurfacepvs, int *outnumsurfacespointer);
+ 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);
+ // 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, vec3_t relativelightorigin, float lightradius, int numsurfaces, const int *surfacelist, const vec3_t lightmins, const vec3_t lightmaxs);
+ void(*DrawShadowVolume)(struct entity_render_s *ent, vec3_t relativelightorigin, vec3_t relativelightdirection, float lightradius, int numsurfaces, const int *surfacelist, const vec3_t lightmins, const vec3_t lightmaxs);
// draw the lighting on a model (through stencil)
- void(*DrawLight)(struct entity_render_s *ent, float *lightcolor, int numsurfaces, const int *surfacelist);
+ void(*DrawLight)(struct entity_render_s *ent, int numsurfaces, const int *surfacelist);
// trace a box against this model
- void (*TraceBox)(struct model_s *model, int frame, struct trace_s *trace, const vec3_t boxstartmins, const vec3_t boxstartmaxs, const vec3_t boxendmins, const vec3_t boxendmaxs, int hitsupercontentsmask);
+ 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);
// fields belonging to some types of model
model_sprite_t sprite;
model_brush_t brush;
// model loading
extern model_t *loadmodel;
-extern qbyte *mod_base;
+extern unsigned char *mod_base;
// sky/water subdivision
//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);
+void Mod_Reload (void);
+model_t *Mod_LoadModel(model_t *mod, qboolean crash, qboolean checkdisk, qboolean isworldmodel);
model_t *Mod_FindName (const char *name);
model_t *Mod_ForName (const char *name, qboolean crash, qboolean checkdisk, qboolean isworldmodel);
void Mod_UnloadModel (model_t *mod);
void Mod_ClearUsed(void);
void Mod_PurgeUnused(void);
void Mod_RemoveStaleWorldModels(model_t *skip); // only used during loading!
-void Mod_LoadModels(void);
extern model_t *loadmodel;
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(const int *elements, int numtriangles, int numverts, const char *filename, int fileline);
-void Mod_BuildNormals(int firstvertex, int numvertices, int numtriangles, const float *vertex3f, const int *elements, float *normal3f);
-void Mod_BuildTextureVectorsAndNormals(int firstvertex, int numvertices, int numtriangles, const float *vertex, const float *texcoord, const int *elements, float *svectors, float *tvectors, float *normals);
+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);
-surfmesh_t *Mod_AllocSurfMesh(mempool_t *mempool, int numvertices, int numtriangles, qboolean detailtexcoords, qboolean lightmapoffsets, qboolean vertexcolors, qboolean neighbors);
+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);
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);
-int Mod_LoadSkinFrame(skinframe_t *skinframe, char *basename, int textureflags, int loadpantsandshirt, int usedetailtexture, int loadglowtexture);
-int Mod_LoadSkinFrame_Internal(skinframe_t *skinframe, char *basename, int textureflags, int loadpantsandshirt, int usedetailtexture, int loadglowtexture, qbyte *skindata, int width, int height);
-
-// 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_LoadSkinFrame(skinframe_t *skinframe, const char *basename, int textureflags, int loadpantsandshirt, int loadglowtexture);
+int Mod_LoadSkinFrame_Internal(skinframe_t *skinframe, const char *basename, int textureflags, int loadpantsandshirt, int loadglowtexture, const unsigned char *skindata, int width, int height, int bitsperpixel, const unsigned int *palette, const unsigned int *alphapalette);
extern cvar_t r_mipskins;
void Mod_SnapVertices(int numcomponents, int numvertices, float *vertices, float snap);
int Mod_RemoveDegenerateTriangles(int numtriangles, const int *inelement3i, int *outelement3i, const float *vertex3f);
+// 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);
+
+// a lot of model formats use the Q1BSP code, so here are the prototypes...
+struct entity_render_s;
+void R_Q1BSP_DrawSky(struct entity_render_s *ent);
+void R_Q1BSP_Draw(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);
+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, vec3_t relativelightorigin, 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);
+
+// alias models
+struct frameblend_s;
+void Mod_AliasInit(void);
+void Mod_Alias_GetMesh_Vertices(const model_t *model, const struct frameblend_s *frameblend, float *vertex3f, float *normal3f, float *svector3f, float *tvector3f);
+int Mod_Alias_GetTagMatrix(const model_t *model, int poseframe, int tagindex, matrix4x4_t *outmatrix);
+int Mod_Alias_GetTagIndexForName(const model_t *model, unsigned int skin, const char *tagname);
+
+// sprite models
+void Mod_SpriteInit(void);
+
+// loaders
+void Mod_Q1BSP_Load(model_t *mod, void *buffer, void *bufferend);
+void Mod_IBSP_Load(model_t *mod, void *buffer, void *bufferend);
+void Mod_MAP_Load(model_t *mod, void *buffer, void *bufferend);
+void Mod_IDP0_Load(model_t *mod, void *buffer, void *bufferend);
+void Mod_IDP2_Load(model_t *mod, void *buffer, void *bufferend);
+void Mod_IDP3_Load(model_t *mod, void *buffer, void *bufferend);
+void Mod_ZYMOTICMODEL_Load(model_t *mod, void *buffer, void *bufferend);
+void Mod_DARKPLACESMODEL_Load(model_t *mod, void *buffer, void *bufferend);
+void Mod_PSKMODEL_Load(model_t *mod, void *buffer, void *bufferend);
+void Mod_IDSP_Load(model_t *mod, void *buffer, void *bufferend);
+void Mod_IDS2_Load(model_t *mod, void *buffer, void *bufferend);
+
#endif // MODEL_SHARED_H