*/
-#ifndef __MODEL__
-#define __MODEL__
+#ifndef MODEL_SHARED_H
+#define MODEL_SHARED_H
-#ifndef SYNCTYPE_T
-#define SYNCTYPE_T
-typedef enum {ST_SYNC=0, ST_RAND } synctype_t;
-#endif
+typedef enum synctype_e {ST_SYNC=0, ST_RAND } synctype_t;
/*
*/
-typedef enum {mod_invalid, mod_brush, mod_sprite, mod_alias} 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
{
typedef struct skinframe_s
{
- rtexture_t *base; // original texture minus pants/shirt/glow
+ rtexture_t *stain; // inverse modulate with background (used for decals and such)
+ rtexture_t *merged; // original texture without glow
+ rtexture_t *base; // original texture without pants/shirt/glow
rtexture_t *pants; // pants only (in greyscale)
rtexture_t *shirt; // shirt only (in greyscale)
- 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)
+ 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
+ // (so that two q1bsp maps with the same texture name for different
+ // textures do not have any conflicts)
+ struct skinframe_s *next; // next on hash chain
+ char basename[MAX_QPATH]; // name of this
+ int textureflags; // texture flags to use
+ int comparewidth;
+ int compareheight;
+ int comparecrc;
+ // mark and sweep garbage collection, this value is updated to a new value
+ // on each level change for the used skinframes, if some are not used they
+ // are freed
+ int loadsequence;
+ // 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
+{
+ signed char svec[3];
+ signed char tvec[3];
+}
+texvecvertex_t;
+
+typedef struct blendweights_s
+{
+ unsigned char index[4];
+ unsigned char influence[4];
+}
+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
+{
+ // 80 bytes
+ float vertex3f[3];
+ float color4f[4];
+ float texcoordtexture2f[2];
+ float texcoordlightmap2f[2];
+ float svector3f[3];
+ float tvector3f[3];
+ float normal3f[3];
+}
+r_vertexmesh_t;
+
+typedef struct r_meshbuffer_s
+{
+ int bufferobject; // OpenGL
+ void *devicebuffer; // Direct3D
+ size_t size;
+ qboolean isindexbuffer;
+ qboolean isdynamic;
+ qboolean isindex16;
+ char name[MAX_QPATH];
+}
+r_meshbuffer_t;
+
+// used for mesh lists in q1bsp/q3bsp map models
+// (the surfaces reference portions of these meshes)
+typedef struct surfmesh_s
+{
+ // 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;
+ size_t 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;
+ size_t 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
+ float *data_svector3f; // float[verts*3] direction of 'S' (right) texture axis for each vertex
+ float *data_tvector3f; // float[verts*3] direction of 'T' (down) texture axis for each vertex
+ 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_lightmapcolor4f;
+ int *data_lightmapoffsets; // index into surface's lightmap samples for vertex lighting
+ // vertex buffer object (stores geometry in video memory)
+ r_meshbuffer_t *vbo_vertexbuffer;
+ size_t vbooffset_vertex3f;
+ size_t vbooffset_svector3f;
+ size_t vbooffset_tvector3f;
+ size_t vbooffset_normal3f;
+ size_t vbooffset_texcoordtexture2f;
+ size_t vbooffset_texcoordlightmap2f;
+ size_t vbooffset_lightmapcolor4f;
+ // morph blending, these are zero if model is skeletal or static
+ int num_morphframes;
+ struct md3vertex_s *data_morphmd3vertex;
+ struct trivertx_s *data_morphmdlvertex;
+ struct texvecvertex_s *data_morphtexvecvertex;
+ float *data_morphmd2framesize6f;
+ float num_morphmdlframescale[3];
+ float num_morphmdlframetranslate[3];
+ // skeletal blending, these are NULL if model is morph or static
+ struct blendweights_s *data_blendweights;
+ int num_blends;
+ unsigned short *blends;
+ // set if there is some kind of animation on this model
+ qboolean isanimated;
+
+ // vertex and index buffers for rendering
+ r_vertexmesh_t *vertexmesh;
+ r_meshbuffer_t *vertex3fbuffer;
+ r_meshbuffer_t *vertexmeshbuffer;
+}
+surfmesh_t;
#define SHADOWMESHVERTEXHASH 1024
typedef struct shadowmeshvertexhash_s
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;
- float *verts;
- int *elements;
- int *neighbors;
+ // used always
+ float *vertex3f;
+ // used for light mesh (NULL on shadow mesh)
+ float *svector3f;
+ float *tvector3f;
+ float *normal3f;
+ float *texcoord2f;
+ // used always
+ int *element3i;
+ r_meshbuffer_t *element3i_indexbuffer;
+ size_t element3i_bufferoffset;
+ unsigned short *element3s;
+ r_meshbuffer_t *element3s_indexbuffer;
+ size_t element3s_bufferoffset;
+ // 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;
+ size_t vbooffset_vertex3f;
+ size_t vbooffset_svector3f;
+ size_t vbooffset_tvector3f;
+ size_t vbooffset_normal3f;
+ size_t vbooffset_texcoord2f;
+ // vertex/index buffers for rendering
+ // (created by Mod_ShadowMesh_Finish if possible)
+ r_vertexmesh_t *vertexmesh; // usually NULL
+ r_meshbuffer_t *vertex3fbuffer;
+ r_meshbuffer_t *vertexmeshbuffer; // usually NULL
}
shadowmesh_t;
+// various flags from shaders, used for special effects not otherwise classified
+// TODO: support these features more directly
+#define Q3TEXTUREFLAG_TWOSIDED 1
+#define Q3TEXTUREFLAG_NOPICMIP 16
+#define Q3TEXTUREFLAG_POLYGONOFFSET 32
+#define Q3TEXTUREFLAG_REFRACTION 256
+#define Q3TEXTUREFLAG_REFLECTION 512
+#define Q3TEXTUREFLAG_WATERSHADER 1024
+#define Q3TEXTUREFLAG_CAMERA 2048
+
+#define Q3PATHLENGTH 64
+#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 Q3RGBGEN_MAXPARMS 3
+#define Q3ALPHAGEN_MAXPARMS 1
+#define Q3TCGEN_MAXPARMS 6
+#define Q3TCMOD_MAXPARMS 6
+#define Q3MAXTCMODS 8
+#define Q3MAXDEFORMS 4
+
+typedef enum q3wavefunc_e
+{
+ Q3WAVEFUNC_NONE,
+ Q3WAVEFUNC_INVERSESAWTOOTH,
+ Q3WAVEFUNC_NOISE,
+ Q3WAVEFUNC_SAWTOOTH,
+ Q3WAVEFUNC_SIN,
+ Q3WAVEFUNC_SQUARE,
+ Q3WAVEFUNC_TRIANGLE,
+ Q3WAVEFUNC_COUNT
+}
+q3wavefunc_e;
+typedef int q3wavefunc_t;
+#define Q3WAVEFUNC_USER_COUNT 4
+#define Q3WAVEFUNC_USER_SHIFT 8 // use 8 bits for wave func type
-#include "model_brush.h"
-#include "model_sprite.h"
-#include "model_alias.h"
+typedef enum q3deform_e
+{
+ Q3DEFORM_NONE,
+ Q3DEFORM_PROJECTIONSHADOW,
+ Q3DEFORM_AUTOSPRITE,
+ Q3DEFORM_AUTOSPRITE2,
+ Q3DEFORM_TEXT0,
+ Q3DEFORM_TEXT1,
+ Q3DEFORM_TEXT2,
+ Q3DEFORM_TEXT3,
+ Q3DEFORM_TEXT4,
+ Q3DEFORM_TEXT5,
+ Q3DEFORM_TEXT6,
+ Q3DEFORM_TEXT7,
+ Q3DEFORM_BULGE,
+ Q3DEFORM_WAVE,
+ Q3DEFORM_NORMAL,
+ Q3DEFORM_MOVE,
+ Q3DEFORM_COUNT
+}
+q3deform_t;
-typedef struct model_s
+typedef enum q3rgbgen_e
{
- char name[MAX_QPATH];
- // model needs to be loaded if this is true
- qboolean needload;
- // set if the model is used in current map, models which are not, are purged
- qboolean used;
- // CRC of the file this model was loaded from, to reload if changed
- qboolean crc;
- // true if this is the world model (I.E. defines what sky to use, and may contain submodels)
- qboolean isworldmodel;
- // true if this model is a HalfLife .bsp file
- qboolean ishlbsp;
- // true if this model was not successfully loaded and should be purged
- qboolean error;
+ Q3RGBGEN_IDENTITY,
+ Q3RGBGEN_CONST,
+ Q3RGBGEN_ENTITY,
+ Q3RGBGEN_EXACTVERTEX,
+ Q3RGBGEN_IDENTITYLIGHTING,
+ Q3RGBGEN_LIGHTINGDIFFUSE,
+ Q3RGBGEN_ONEMINUSENTITY,
+ Q3RGBGEN_ONEMINUSVERTEX,
+ Q3RGBGEN_VERTEX,
+ Q3RGBGEN_WAVE,
+ Q3RGBGEN_COUNT
+}
+q3rgbgen_t;
- // mod_brush, mod_alias, mod_sprite
- modtype_t type;
- // LordHavoc: Q2/ZYM model support
- int aliastype;
- // LordHavoc: if true (normally only for sprites) the model/sprite/bmodel is always rendered fullbright
- int fullbright;
- // number of QC accessable frame(group)s in the model
- int numframes;
- // whether to randomize animated framegroups
- synctype_t synctype;
+typedef enum q3alphagen_e
+{
+ Q3ALPHAGEN_IDENTITY,
+ Q3ALPHAGEN_CONST,
+ Q3ALPHAGEN_ENTITY,
+ Q3ALPHAGEN_LIGHTINGSPECULAR,
+ Q3ALPHAGEN_ONEMINUSENTITY,
+ Q3ALPHAGEN_ONEMINUSVERTEX,
+ Q3ALPHAGEN_PORTAL,
+ Q3ALPHAGEN_VERTEX,
+ Q3ALPHAGEN_WAVE,
+ Q3ALPHAGEN_COUNT
+}
+q3alphagen_t;
- // used for sprites and models
- int numtris;
- // used for models
- int numskins;
- // used by models
- int numverts;
+typedef enum q3tcgen_e
+{
+ Q3TCGEN_NONE,
+ Q3TCGEN_TEXTURE, // very common
+ Q3TCGEN_ENVIRONMENT, // common
+ Q3TCGEN_LIGHTMAP,
+ Q3TCGEN_VECTOR,
+ Q3TCGEN_COUNT
+}
+q3tcgen_t;
- // flags from the model file
- int flags;
- // engine calculated flags, ones that can not be set in the file
- int flags2;
+typedef enum q3tcmod_e
+{
+ Q3TCMOD_NONE,
+ Q3TCMOD_ENTITYTRANSLATE,
+ Q3TCMOD_ROTATE,
+ Q3TCMOD_SCALE,
+ Q3TCMOD_SCROLL,
+ Q3TCMOD_STRETCH,
+ Q3TCMOD_TRANSFORM,
+ Q3TCMOD_TURBULENT,
+ Q3TCMOD_PAGE,
+ Q3TCMOD_COUNT
+}
+q3tcmod_t;
- // all models use textures...
- rtexturepool_t *texturepool;
+typedef struct q3shaderinfo_layer_rgbgen_s
+{
+ q3rgbgen_t rgbgen;
+ float parms[Q3RGBGEN_MAXPARMS];
+ q3wavefunc_t wavefunc;
+ float waveparms[Q3WAVEPARMS];
+}
+q3shaderinfo_layer_rgbgen_t;
- // volume occupied by the model
- // bounding box at angles '0 0 0'
- vec3_t normalmins, normalmaxs;
- // bounding box if yaw angle is not 0, but pitch and roll are
- vec3_t yawmins, yawmaxs;
- // bounding box if pitch or roll are used
- vec3_t rotatedmins, rotatedmaxs;
- // sphere radius, usable at any angles
- float radius;
- // squared sphere radius for easier comparisons
- float radius2;
+typedef struct q3shaderinfo_layer_alphagen_s
+{
+ q3alphagen_t alphagen;
+ float parms[Q3ALPHAGEN_MAXPARMS];
+ q3wavefunc_t wavefunc;
+ float waveparms[Q3WAVEPARMS];
+}
+q3shaderinfo_layer_alphagen_t;
- // brush model specific
- int firstmodelsurface, nummodelsurfaces;
+typedef struct q3shaderinfo_layer_tcgen_s
+{
+ q3tcgen_t tcgen;
+ float parms[Q3TCGEN_MAXPARMS];
+}
+q3shaderinfo_layer_tcgen_t;
- // lightmap format, set to r_lightmaprgba when model is loaded
- int lightmaprgba;
+typedef struct q3shaderinfo_layer_tcmod_s
+{
+ q3tcmod_t tcmod;
+ float parms[Q3TCMOD_MAXPARMS];
+ q3wavefunc_t wavefunc;
+ float waveparms[Q3WAVEPARMS];
+}
+q3shaderinfo_layer_tcmod_t;
- int numsubmodels;
- dmodel_t *submodels;
+typedef struct q3shaderinfo_layer_s
+{
+ int alphatest;
+ int clampmap;
+ float framerate;
+ int numframes;
+ int texflags;
+ char** texturename;
+ int blendfunc[2];
+ q3shaderinfo_layer_rgbgen_t rgbgen;
+ q3shaderinfo_layer_alphagen_t alphagen;
+ q3shaderinfo_layer_tcgen_t tcgen;
+ q3shaderinfo_layer_tcmod_t tcmods[Q3MAXTCMODS];
+}
+q3shaderinfo_layer_t;
+
+typedef struct q3shaderinfo_deform_s
+{
+ q3deform_t deform;
+ float parms[Q3DEFORM_MAXPARMS];
+ q3wavefunc_t wavefunc;
+ float waveparms[Q3WAVEPARMS];
+}
+q3shaderinfo_deform_t;
+
+typedef enum dpoffsetmapping_technique_s
+{
+ OFFSETMAPPING_OFF, // none
+ OFFSETMAPPING_DEFAULT, // cvar-set
+ OFFSETMAPPING_LINEAR, // linear
+ OFFSETMAPPING_RELIEF // relief
+}dpoffsetmapping_technique_t;
+
+
+typedef struct q3shaderinfo_s
+{
+ char name[Q3PATHLENGTH];
+#define Q3SHADERINFO_COMPARE_START surfaceparms
+ int surfaceparms;
+ int textureflags;
+ int numlayers;
+ qboolean lighting;
+ qboolean vertexalpha;
+ qboolean textureblendalpha;
+ int primarylayer, backgroundlayer;
+ q3shaderinfo_layer_t layers[Q3SHADER_MAXLAYERS];
+ char skyboxname[Q3PATHLENGTH];
+ q3shaderinfo_deform_t deforms[Q3MAXDEFORMS];
+
+ // dp-specific additions:
+
+ // shadow control
+ qboolean dpnortlight;
+ qboolean dpshadow;
+ qboolean dpnoshadow;
+
+ // add collisions to all triangles of the surface
+ qboolean dpmeshcollisions;
+
+ // 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 refractfactor; // amount of refraction distort (1.0 = like the cvar specifies)
+ vec4_t refractcolor4f; // color tint of refraction (including alpha factor)
+ 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 r_water_waterscroll[2]; // water normalmapscrollblend - scale and speed
+
+ // offsetmapping
+ dpoffsetmapping_technique_t offsetmapping;
+ float offsetscale;
+
+ // polygonoffset (only used if Q3TEXTUREFLAG_POLYGONOFFSET)
+ float biaspolygonoffset, biaspolygonfactor;
+
+ // gloss
+ float specularscalemod;
+ float specularpowermod;
+
+ // rtlightning ambient addition
+ float rtlightambient;
+#define Q3SHADERINFO_COMPARE_END specularpowermod
+}
+q3shaderinfo_t;
+
+typedef enum texturelayertype_e
+{
+ TEXTURELAYERTYPE_INVALID,
+ TEXTURELAYERTYPE_LITTEXTURE,
+ TEXTURELAYERTYPE_TEXTURE,
+ TEXTURELAYERTYPE_FOG
+}
+texturelayertype_t;
+
+typedef struct texturelayer_s
+{
+ texturelayertype_t type;
+ qboolean depthmask;
+ int blendfunc1;
+ int blendfunc2;
+ rtexture_t *texture;
+ matrix4x4_t texmatrix;
+ vec4_t color;
+}
+texturelayer_t;
+
+typedef struct texture_s
+{
+ // q1bsp
+ // name
+ //char name[16];
+ // size
+ unsigned int width, height;
+ // SURF_ flags
+ //unsigned int flags;
+
+ // base material flags
+ int basematerialflags;
+ // current material flags (updated each bmodel render)
+ int currentmaterialflags;
+
+ // PolygonOffset values for rendering this material
+ // (these are added to the r_refdef values and submodel values)
+ float biaspolygonfactor;
+ float biaspolygonoffset;
+
+ // 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];
+ // direct pointers to each of the frames in the sequences
+ // (indexed as [alternate][frame])
+ struct texture_s *anim_frames[2][10];
+ // set if animated or there is an alternate frame set
+ // (this is an optimization in the renderer)
+ int animated;
+
+ // renderer checks if this texture needs updating...
+ int update_lastrenderframe;
+ void *update_lastrenderentity;
+ // 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;
+ 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];
+
+ qboolean colormapping;
+ 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 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];
+
+ // from q3 shaders
+ int customblendfunc[2];
+
+ int currentnumlayers;
+ texturelayer_t currentlayers[16];
+
+ // q3bsp
+ char name[64];
+ int surfaceflags;
+ int supercontents;
+ int surfaceparms;
+ int textureflags;
+
+ // 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 refractfactor; // amount of refraction distort (1.0 = like the cvar specifies)
+ vec4_t refractcolor4f; // color tint of refraction (including alpha factor)
+ 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 r_water_waterscroll[2]; // scale and speed
+ int camera_entity; // entity number for use by cameras
+
+ // offsetmapping
+ dpoffsetmapping_technique_t offsetmapping;
+ float offsetscale;
+
+ // gloss
+ float specularscalemod;
+ float specularpowermod;
+
+ // diffuse and ambient
+ float rtlightambient;
+}
+ texture_t;
+
+typedef struct mtexinfo_s
+{
+ float vecs[2][4];
+ texture_t *texture;
+ int flags;
+}
+mtexinfo_t;
+
+typedef struct msurface_lightmapinfo_s
+{
+ // texture mapping properties used by this surface
+ mtexinfo_t *texinfo; // q1bsp
+ // index into r_refdef.scene.lightstylevalue array, 255 means not used (black)
+ unsigned char styles[MAXLIGHTMAPS]; // q1bsp
+ // RGB lighting data [numstyles][height][width][3]
+ unsigned char *samples; // q1bsp
+ // RGB normalmap data [numstyles][height][width][3]
+ unsigned char *nmapsamples; // q1bsp
+ // stain to apply on lightmap (soot/dirt/blood/whatever)
+ unsigned char *stainsamples; // q1bsp
+ int texturemins[2]; // q1bsp
+ int extents[2]; // q1bsp
+ int lightmaporigin[2]; // q1bsp
+}
+msurface_lightmapinfo_t;
+
+struct q3deffect_s;
+typedef struct msurface_s
+{
+ // bounding box for onscreen checks
+ vec3_t mins;
+ vec3_t maxs;
+ // the texture to use on the surface
+ 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;
+ // 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 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_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
+
+ // 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
+}
+msurface_t;
+
+#include "matrixlib.h"
+#include "bih.h"
- int numplanes;
- mplane_t *planes;
+#include "model_brush.h"
+#include "model_sprite.h"
+#include "model_alias.h"
- // number of visible leafs, not counting 0 (solid)
- int numleafs;
- mleaf_t *leafs;
+typedef struct model_sprite_s
+{
+ int sprnum_type;
+ mspriteframe_t *sprdata_frames;
+}
+model_sprite_t;
+
+struct trace_s;
+
+typedef struct model_brush_lightstyleinfo_s
+{
+ int style;
+ int value;
+ int numsurfaces;
+ int *surfacelist;
+}
+model_brush_lightstyleinfo_t;
+
+typedef struct model_brush_s
+{
+ // true if this model is a HalfLife .bsp file
+ qboolean ishlbsp;
+ // string of entity definitions (.map format)
+ char *entities;
+
+ // if not NULL this is a submodel
+ struct model_s *parentmodel;
+ // (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;
+ // pointers to each of the submodels
+ struct model_s **submodels;
+
+ int num_planes;
+ mplane_t *data_planes;
+
+ int num_nodes;
+ mnode_t *data_nodes;
+
+ // visible leafs, not counting 0 (solid)
+ int num_visleafs;
+ // number of actual leafs (including 0 which is solid)
+ int num_leafs;
+ mleaf_t *data_leafs;
+
+ int num_leafbrushes;
+ int *data_leafbrushes;
+
+ int num_leafsurfaces;
+ int *data_leafsurfaces;
+
+ int num_portals;
+ mportal_t *data_portals;
+
+ int num_portalpoints;
+ mvertex_t *data_portalpoints;
+
+ int num_brushes;
+ q3mbrush_t *data_brushes;
+
+ int num_brushsides;
+ q3mbrushside_t *data_brushsides;
+
+ // pvs
+ int num_pvsclusters;
+ int num_pvsclusterbytes;
+ unsigned char *data_pvsclusters;
+ // example
+ //pvschain = model->brush.data_pvsclusters + mycluster * model->brush.num_pvsclusterbytes;
+ //if (pvschain[thatcluster >> 3] & (1 << (thatcluster & 7)))
+
+ // collision geometry for q3 curves
+ int num_collisionvertices;
+ int num_collisiontriangles;
+ float *data_collisionvertex3f;
+ int *data_collisionelement3i;
+
+ // 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);
+ 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);
+ 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, 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);
+
+ char skybox[MAX_QPATH];
+
+ skinframe_t *solidskyskinframe;
+ skinframe_t *alphaskyskinframe;
+
+ qboolean supportwateralpha;
+
+ // QuakeWorld
+ int qw_md4sum;
+ int qw_md4sum2;
+}
+model_brush_t;
+
+typedef struct model_brushq1_s
+{
+ dmodel_t *submodels;
int numvertexes;
mvertex_t *vertexes;
int numedges;
medge_t *edges;
- int numnodes;
- mnode_t *nodes;
-
int numtexinfo;
mtexinfo_t *texinfo;
- int numsurfaces;
- msurface_t *surfaces;
- int *surfacevisframes;
- int *surfacepvsframes;
- msurface_t *surfacepvsnext;
-
int numsurfedges;
int *surfedges;
int numclipnodes;
- dclipnode_t *clipnodes;
-
- int nummarksurfaces;
- int *marksurfaces;
+ mclipnode_t *clipnodes;
hull_t hulls[MAX_MAP_HULLS];
- int numtextures;
- texture_t *textures;
+ int num_compressedpvs;
+ unsigned char *data_compressedpvs;
- qbyte *visdata;
- qbyte *lightdata;
- char *entities;
+ int num_lightdata;
+ unsigned char *lightdata;
+ unsigned char *nmaplightdata; // deluxemap file
- int numportals;
- mportal_t *portals;
+ // lightmap update chains for light styles
+ int num_lightstyles;
+ model_brush_lightstyleinfo_t *data_lightstyleinfo;
- int numportalpoints;
- mvertex_t *portalpoints;
+ // 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;
- int numlights;
- mlight_t *lights;
+/* MSVC can't compile empty structs, so this is commented out for now
+typedef struct model_brushq2_s
+{
+}
+model_brushq2_t;
+*/
- // pvs visibility marking
- mleaf_t *pvsviewleaf;
- int pvsviewleafnovis;
- int pvsframecount;
- mleaf_t *pvsleafchain;
- int *pvssurflist;
- int pvssurflistlength;
- // these get rebuilt as the player moves around if this is the world,
- // otherwise they are left alone (no pvs for bmodels)
- msurface_t ***pvstexturechains;
- msurface_t **pvstexturechainsbuffer;
- int *pvstexturechainslength;
+typedef struct model_brushq3_s
+{
+ int num_models;
+ q3dmodel_t *data_models;
+
+ // 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;
+
+ // freed after loading!
+ int num_triangles;
+ int *data_element3i;
+
+ int num_effects;
+ q3deffect_t *data_effects;
+
+ // lightmap textures
+ int num_originallightmaps;
+ int num_mergedlightmaps;
+ int num_lightmapmergedwidthpower;
+ int num_lightmapmergedheightpower;
+ int num_lightmapmergedwidthheightdeluxepower;
+ int num_lightmapmerge;
+ rtexture_t **data_lightmaps;
+ rtexture_t **data_deluxemaps;
+
+ // voxel light data with directional shading
+ int num_lightgrid;
+ q3dlightgrid_t *data_lightgrid;
+ // size of each cell (may vary by map, typically 64 64 128)
+ float num_lightgrid_cellsize[3];
+ // 1.0 / num_lightgrid_cellsize
+ float num_lightgrid_scale[3];
+ // dimensions of the world model in lightgrid cells
+ int num_lightgrid_imins[3];
+ int num_lightgrid_imaxs[3];
+ int num_lightgrid_isize[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;
+ // size of lightmaps (128 by default, but may be another poweroftwo if
+ // external lightmaps are used (q3map2 -lightmapsize)
+ int lightmapsize;
+}
+model_brushq3_t;
- // lightmap update chains for light styles
- int light_styles;
- qbyte *light_style;
- int *light_stylevalue;
- msurface_t ***light_styleupdatechains;
- msurface_t **light_styleupdatechainsbuffer;
- int light_scalebit;
- float light_ambient;
+struct frameblend_s;
+struct skeleton_s;
+typedef struct model_s
+{
+ // name and path of model, for example "progs/player.mdl"
+ char name[MAX_QPATH];
+ // model needs to be loaded if this is false
+ qboolean loaded;
+ // set if the model is used in current map, models which are not, are purged
+ qboolean used;
+ // CRC of the file this model was loaded from, to reload if changed
+ unsigned int crc;
+ // mod_brush, mod_alias, mod_sprite
+ modtype_t type;
+ // memory pool for allocations
+ mempool_t *mempool;
+ // all models use textures...
+ rtexturepool_t *texturepool;
+ // EF_* flags (translated from the model file's different flags layout)
+ int effects;
+ // number of QC accessible frame(group)s in the model
+ int numframes;
+ // number of QC accessible skin(group)s in the model
+ int numskins;
+ // whether to randomize animated framegroups
+ synctype_t synctype;
+ // bounding box at angles '0 0 0'
+ vec3_t normalmins, normalmaxs;
+ // bounding box if yaw angle is not 0, but pitch and roll are
+ vec3_t yawmins, yawmaxs;
+ // bounding box if pitch or roll are used
+ vec3_t rotatedmins, rotatedmaxs;
+ // sphere radius, usable at any angles
+ float radius;
+ // squared sphere radius for easier comparisons
+ float radius2;
// skin animation info
animscene_t *skinscenes; // [numskins]
- // skin frame info
- skinframe_t *skinframes;
-
+ // skin animation info
animscene_t *animscenes; // [numframes]
-
- // Q1 and Q2 models are the same after loading
- int *mdlmd2data_indices;
- float *mdlmd2data_texcoords;
- md2frame_t *mdlmd2data_frames;
- aliasvertex_t *mdlmd2data_pose;
- int *mdlmd2data_triangleneighbors;
-
- // for Zymotic models
- 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;
-
-
- // functions used in both rendering modes
+ // range of surface numbers in this (sub)model
+ int firstmodelsurface;
+ int nummodelsurfaces;
+ int *sortedmodelsurfaces;
+ // range of collision brush numbers in this (sub)model
+ int firstmodelbrush;
+ int nummodelbrushes;
+ // BIH (Bounding Interval Hierarchy) for this (sub)model
+ bih_t collision_bih;
+ bih_t render_bih; // if not set, use collision_bih instead for rendering purposes too
+ // for md3 models
+ int num_tags;
+ int num_tagframes;
+ aliastag_t *data_tags;
+ // 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;
+ 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;
+ int num_texturesperskin;
+ texture_t *data_textures;
+ qboolean wantnormals;
+ qboolean wanttangents;
+ // surfaces of this model
+ int num_surfaces;
+ msurface_t *data_surfaces;
+ // optional lightmapinfo data for surface lightmap updates
+ msurface_lightmapinfo_t *data_surfaces_lightmapinfo;
+ // all surfaces belong to this mesh
+ surfmesh_t surfmesh;
+ // data type of model
+ const char *modeldatatypestring;
+ // generates vertex data for a given frameblend
+ void(*AnimateVertices)(const struct model_s * RESTRICT model, const struct frameblend_s * RESTRICT frameblend, const struct skeleton_s *skeleton, float * RESTRICT vertex3f, float * RESTRICT normal3f, float * RESTRICT svector3f, float * RESTRICT tvector3f);
// draw the model's sky polygons (only used by brush models)
void(*DrawSky)(struct entity_render_s *ent);
-
- // functions used only in normal rendering mode
- // draw the model
+ // draw refraction/reflection textures for the model's water polygons (only used by brush models)
+ void(*DrawAddWaterPlanes)(struct entity_render_s *ent);
+ // draw the model using lightmap/dlight shading
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 the model to the depth buffer (no color rendering at all)
+ 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 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, vec3_t relativelightorigin, float lightradius);
+ 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);
// 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;
+ 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);
+ // 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);
+ // 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);
+ // fields belonging to some types of model
+ model_sprite_t sprite;
+ model_brush_t brush;
+ model_brushq1_t brushq1;
+ /* MSVC can't handle an empty struct, so this is commented out for now
+ model_brushq2_t brushq2;
+ */
+ model_brushq3_t brushq3;
+ // flags this model for offseting sounds to the model center (used by brush models)
+ int soundfromcenter;
+
+ // if set, the model contains light information (lightmap, or vertexlight)
+ qboolean lit;
}
-model_t;
+dp_model_t;
//============================================================================
-// 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;
+extern dp_model_t *loadmodel;
+extern unsigned char *mod_base;
// sky/water subdivision
//extern cvar_t gl_subdivide_size;
// texture fullbrights
extern cvar_t r_fullbrights;
+extern cvar_t r_enableshadowvolumes;
void Mod_Init (void);
-void Mod_CheckLoaded (model_t *mod);
-void Mod_ClearAll (void);
-void Mod_ClearErrorModels (void);
-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);
+void Mod_Reload (void);
+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_UnloadModel (dp_model_t *mod);
void Mod_ClearUsed(void);
void Mod_PurgeUnused(void);
-void Mod_LoadModels(void);
+void Mod_RemoveStaleWorldModels(dp_model_t *skip); // only used during loading!
-extern model_t *loadmodel;
+extern dp_model_t *loadmodel;
extern char loadname[32]; // for hunk tags
-int Mod_FindTriangleWithEdge(const int *elements, int numtriangles, int start, int end, int ignore);
+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_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_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);
+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);
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__
+void Mod_CreateCollisionMesh(dp_model_t *mod);
+
+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);
+
+extern cvar_t r_mipskins;
+extern cvar_t r_mipnormalmaps;
+
+typedef struct skinfileitem_s
+{
+ struct skinfileitem_s *next;
+ char name[MAX_QPATH];
+ char replacement[MAX_QPATH];
+}
+skinfileitem_t;
+
+typedef struct skinfile_s
+{
+ struct skinfile_s *next;
+ skinfileitem_t *items;
+}
+skinfile_t;
+
+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
+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_DrawAddWaterPlanes(struct entity_render_s *ent);
+void R_Q1BSP_DrawSky(struct entity_render_s *ent);
+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_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 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);
+
+// 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);
+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);
+
+// alias models
+struct frameblend_s;
+struct skeleton_s;
+void Mod_AliasInit(void);
+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, const struct frameblend_s *frameblend, const struct skeleton_s *skeleton, int tagindex, int *parentindex, const char **tagname, matrix4x4_t *tag_localmatrix);
+
+void Mod_Skeletal_FreeBuffers(void);
+
+// sprite models
+void Mod_SpriteInit(void);
+
+// loaders
+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_OBJ_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_ZYMOTICMODEL_Load(dp_model_t *mod, void *buffer, void *bufferend);
+void Mod_DARKPLACESMODEL_Load(dp_model_t *mod, void *buffer, void *bufferend);
+void Mod_PSKMODEL_Load(dp_model_t *mod, void *buffer, void *bufferend);
+void Mod_IDSP_Load(dp_model_t *mod, void *buffer, void *bufferend);
+void Mod_IDS2_Load(dp_model_t *mod, void *buffer, void *bufferend);
+void Mod_INTERQUAKEMODEL_Load(dp_model_t *mod, void *buffer, void *bufferend);
+
+#endif // MODEL_SHARED_H