#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)
+ // 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;
+ // on 32bit systems this makes the struct 128 bytes long
+ int padding;
}
skinframe_t;
}
overridetagnameset_t;
-// LordHavoc: replaces glpoly, triangle mesh
+struct md3vertex_s;
+struct trivertex_s;
+
+// used for mesh lists in q1bsp/q3bsp map models
+// (the surfaces reference portions of these meshes)
typedef struct surfmesh_s
{
- int num_vertices; // number of vertices in the mesh
+ // 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
+ int *data_neighbor3i; // int[tris*3] neighboring triangle on each edge (-1 if none)
+ // element buffer object (stores triangles in video memory)
+ int ebo;
+ // 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
- int *data_lightmapoffsets; // index into surface's lightmap samples for vertex lighting
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_element3i; // int[tris*3] triangles of the mesh, 3 indices into vertex arrays for each
- int *data_neighbor3i; // int[tris*3] neighboring triangle on each edge (-1 if none)
-
- int num_collisionvertices;
- int num_collisiontriangles;
- float *data_collisionvertex3f;
- int *data_collisionelement3i;
+ int *data_lightmapoffsets; // index into surface's lightmap samples for vertex lighting
+ // vertex buffer object (stores geometry in video memory)
+ int vbo;
+ 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;
+ 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;
// these are NULL after Mod_ShadowMesh_Finish is performed, only used
// while building meshes
shadowmeshvertexhash_t **vertexhashtable, *vertexhashentries;
+ // element buffer object (stores triangles in video memory)
+ // (created by Mod_ShadowMesh_Finish if possible)
+ int ebo;
+ // vertex buffer object (stores vertices in video memory)
+ // (created by Mod_ShadowMesh_Finish if possible)
+ int vbo;
+ size_t vbooffset_vertex3f;
+ size_t vbooffset_svector3f;
+ size_t vbooffset_tvector3f;
+ size_t vbooffset_normal3f;
+ size_t vbooffset_texcoord2f;
}
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_REFLECTION 256
+#define Q3TEXTUREFLAG_WATERSHADER 512
+
+#define Q3PATHLENGTH 64
+#define TEXTURE_MAXFRAMES 64
+#define Q3WAVEPARMS 4
+#define Q3DEFORM_MAXPARMS 3
+#define Q3SHADER_MAXLAYERS 8
+#define Q3RGBGEN_MAXPARMS 3
+#define Q3ALPHAGEN_MAXPARMS 1
+#define Q3TCGEN_MAXPARMS 6
+#define Q3TCMOD_MAXPARMS 6
+#define Q3MAXTCMODS 4
+#define Q3MAXDEFORMS 4
+
+typedef enum q3wavefunc_e
+{
+ Q3WAVEFUNC_NONE,
+ Q3WAVEFUNC_INVERSESAWTOOTH,
+ Q3WAVEFUNC_NOISE,
+ Q3WAVEFUNC_SAWTOOTH,
+ Q3WAVEFUNC_SIN,
+ Q3WAVEFUNC_SQUARE,
+ Q3WAVEFUNC_TRIANGLE,
+ Q3WAVEFUNC_COUNT
+}
+q3wavefunc_t;
-#include "matrixlib.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;
-#include "model_brush.h"
-#include "model_sprite.h"
-#include "model_alias.h"
+typedef enum q3rgbgen_e
+{
+ Q3RGBGEN_IDENTITY,
+ Q3RGBGEN_CONST,
+ Q3RGBGEN_ENTITY,
+ Q3RGBGEN_EXACTVERTEX,
+ Q3RGBGEN_IDENTITYLIGHTING,
+ Q3RGBGEN_LIGHTINGDIFFUSE,
+ Q3RGBGEN_ONEMINUSENTITY,
+ Q3RGBGEN_ONEMINUSVERTEX,
+ Q3RGBGEN_VERTEX,
+ Q3RGBGEN_WAVE,
+ Q3RGBGEN_COUNT
+}
+q3rgbgen_t;
-typedef struct model_alias_s
+typedef enum q3alphagen_e
{
- // mdl/md2/md3/zym model formats are treated the same after loading
+ Q3ALPHAGEN_IDENTITY,
+ Q3ALPHAGEN_CONST,
+ Q3ALPHAGEN_ENTITY,
+ Q3ALPHAGEN_LIGHTINGSPECULAR,
+ Q3ALPHAGEN_ONEMINUSENTITY,
+ Q3ALPHAGEN_ONEMINUSVERTEX,
+ Q3ALPHAGEN_PORTAL,
+ Q3ALPHAGEN_VERTEX,
+ Q3ALPHAGEN_WAVE,
+ Q3ALPHAGEN_COUNT
+}
+q3alphagen_t;
- // the shader meshes comprising this model
- int aliasnum_meshes;
- aliasmesh_t *aliasdata_meshes;
+typedef enum q3tcgen_e
+{
+ Q3TCGEN_NONE,
+ Q3TCGEN_TEXTURE, // very common
+ Q3TCGEN_ENVIRONMENT, // common
+ Q3TCGEN_LIGHTMAP,
+ Q3TCGEN_VECTOR,
+ Q3TCGEN_COUNT
+}
+q3tcgen_t;
- // for md3 models
- int aliasnum_tags;
- int aliasnum_tagframes;
- aliastag_t *aliasdata_tags;
+typedef enum q3tcmod_e
+{
+ Q3TCMOD_NONE,
+ Q3TCMOD_ENTITYTRANSLATE,
+ Q3TCMOD_ROTATE,
+ Q3TCMOD_SCALE,
+ Q3TCMOD_SCROLL,
+ Q3TCMOD_STRETCH,
+ Q3TCMOD_TRANSFORM,
+ Q3TCMOD_TURBULENT,
+ Q3TCMOD_COUNT
+}
+q3tcmod_t;
- // for skeletal models
- int aliasnum_bones;
- aliasbone_t *aliasdata_bones;
- int aliasnum_poses;
- float *aliasdata_poses;
+typedef struct q3shaderinfo_layer_rgbgen_s
+{
+ q3rgbgen_t rgbgen;
+ float parms[Q3RGBGEN_MAXPARMS];
+ q3wavefunc_t wavefunc;
+ float waveparms[Q3WAVEPARMS];
+}
+q3shaderinfo_layer_rgbgen_t;
+
+typedef struct q3shaderinfo_layer_alphagen_s
+{
+ q3alphagen_t alphagen;
+ float parms[Q3ALPHAGEN_MAXPARMS];
+ q3wavefunc_t wavefunc;
+ float waveparms[Q3WAVEPARMS];
+}
+q3shaderinfo_layer_alphagen_t;
+
+typedef struct q3shaderinfo_layer_tcgen_s
+{
+ q3tcgen_t tcgen;
+ float parms[Q3TCGEN_MAXPARMS];
+}
+q3shaderinfo_layer_tcgen_t;
+
+typedef struct q3shaderinfo_layer_tcmod_s
+{
+ q3tcmod_t tcmod;
+ float parms[Q3TCMOD_MAXPARMS];
+ q3wavefunc_t wavefunc;
+ float waveparms[Q3WAVEPARMS];
}
-model_alias_t;
+q3shaderinfo_layer_tcmod_t;
+
+typedef struct q3shaderinfo_layer_s
+{
+ int alphatest;
+ int clampmap;
+ float framerate;
+ int numframes;
+ char texturename[TEXTURE_MAXFRAMES][Q3PATHLENGTH];
+ 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 struct q3shaderinfo_s
+{
+ char name[Q3PATHLENGTH];
+ int surfaceparms;
+ int textureflags;
+ int numlayers;
+ qboolean lighting;
+ qboolean vertexalpha;
+ qboolean textureblendalpha;
+ q3shaderinfo_layer_t *primarylayer, *backgroundlayer;
+ q3shaderinfo_layer_t layers[Q3SHADER_MAXLAYERS];
+ char skyboxname[Q3PATHLENGTH];
+ q3shaderinfo_deform_t deforms[Q3MAXDEFORMS];
+
+ vec3_t reflectcolor, refractcolor;
+ float reflectfactor; // amount of reflection (1.0 = full, can't be larger)
+ float refractfactor; // amount of refraction distort (1.0 = like the cvar specifies; note that reflection distort is not configurable because that's what the bumpmap should do)
+}
+q3shaderinfo_t;
+
+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
+ // 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;
+
+ // current PolygonOffset values for rendering this material
+ float currentpolygonfactor;
+ float currentpolygonoffset;
+ float basepolygonfactor;
+ float basepolygonoffset;
+
+ // 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;
+
+ // 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;
+
+ // 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_deform_t deforms[Q3MAXDEFORMS];
+
+ qboolean colormapping;
+ rtexture_t *basetexture;
+ rtexture_t *glosstexture;
+ rtexture_t *backgroundbasetexture;
+ rtexture_t *backgroundglosstexture;
+ float specularscale;
+ float specularpower;
+ // color tint (colormod * currentalpha) used for rtlighting this material
+ float dlightcolor[3];
+
+ // 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
+ vec3_t reflectcolor, refractcolor;
+ float reflectfactor; // amount of reflection (1.0 = full, can't be larger)
+ float refractfactor; // amount of refraction distort (1.0 = like the cvar specifies; note that reflection distort is not configurable because that's what the bumpmap should do)
+}
+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.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;
+
+ // 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
+
+ // lightmaptexture rebuild information not used in q3bsp
+ int cached_dlight; // q1bsp // forces rebuild of lightmaptexture
+ 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
+}
+msurface_t;
+
+#include "matrixlib.h"
+
+#include "model_brush.h"
+#include "model_sprite.h"
+#include "model_alias.h"
typedef struct model_sprite_s
{
{
// 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;
int num_portalpoints;
mvertex_t *data_portalpoints;
- int num_textures;
- texture_t *data_textures;
-
- int num_surfaces;
- msurface_t *data_surfaces;
-
int num_brushes;
q3mbrush_t *data_brushes;
// 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);
+ 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, 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);
+ // 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[64];
+ char skybox[MAX_QPATH];
rtexture_t *solidskytexture;
rtexture_t *alphaskytexture;
+
+ qboolean supportwateralpha;
+
+ // QuakeWorld
+ int qw_md4sum;
+ int qw_md4sum2;
}
model_brush_t;
int *surfedges;
int numclipnodes;
- dclipnode_t *clipnodes;
+ mclipnode_t *clipnodes;
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;
-
- mleaf_t *(*PointInLeaf)(struct model_s *model, const float *p);
}
model_brushq1_t;
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;
q3deffect_t *data_effects;
// lightmap textures
- int num_lightmaps;
+ int num_originallightmaps;
+ int num_mergedlightmaps;
+ int num_lightmapmergepower;
+ int num_lightmapmerge;
rtexture_t **data_lightmaps;
+ rtexture_t **data_deluxemaps;
// voxel light data with directional shading
int num_lightgrid;
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;
mempool_t *mempool;
// all models use textures...
rtexturepool_t *texturepool;
- // flags from the model file
- int flags;
- // engine calculated flags, ones that can not be set in the file
- int flags2;
+ // 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 nummodelbrushes;
// list of surface numbers in this (sub)model
int *surfacelist;
- // 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;
+ // for md3 models
+ int num_tags;
+ int num_tagframes;
+ aliastag_t *data_tags;
+ // for skeletal models
+ int num_bones;
+ aliasbone_t *data_bones;
+ int num_poses;
+ float *data_poses;
+ float *data_baseboneposeinverse;
+ // textures of this model
+ int num_textures;
+ int num_texturesperskin;
+ texture_t *data_textures;
+ // 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;
// 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(*DrawAddWaterPlanes)(struct entity_render_s *ent);
// draw the model using lightmap/dlight shading
void(*Draw)(struct entity_render_s *ent);
+ // 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);
// 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 *outclusterlist, qbyte *outclusterpvs, int *outnumclusterspointer, 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, unsigned char *outshadowtrispvs, unsigned char *outlighttrispvs);
+ // 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);
+ 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, vec3_t relativelightorigin, vec3_t relativeeyeorigin, float lightradius, float *lightcolor, const matrix4x4_t *matrix_modeltolight, const matrix4x4_t *matrix_modeltoattenuationxyz, const matrix4x4_t *matrix_modeltoattenuationz, rtexture_t *lightcubemap, vec_t ambientscale, vec_t diffusescale, vec_t specularscale, int numsurfaces, const int *surfacelist);
+ 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 boxstartmins, const vec3_t boxstartmaxs, const vec3_t boxendmins, const vec3_t boxendmaxs, int hitsupercontentsmask);
- // fields belonging to each type of model
- model_alias_t alias;
+ 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_brushq1_t brushq1;
//============================================================================
-// this can be used for anything without a valid texture
-extern rtexture_t *r_notexture;
-#define NUM_DETAILTEXTURES 1
-extern rtexture_t *mod_shared_detailtextures[NUM_DETAILTEXTURES];
-// every texture must be in a pool...
-extern rtexturepool_t *mod_shared_texturepool;
-
-extern rtexture_t *mod_shared_distorttexture[64];
-
// 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_LoadModels(void);
+void Mod_RemoveStaleWorldModels(model_t *skip); // only used during loading!
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 numverts, int numtriangles, const float *vertex3f, const int *elements, float *normal3f);
-void Mod_BuildTextureVectorsAndNormals(int numverts, 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, int numcollisionvertices, int numcollisiontriangles, qboolean detailtexcoords, qboolean lightmapoffsets, qboolean vertexcolors);
+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_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, int light, int neighbors);
+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);
-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);
+void Mod_LoadQ3Shaders(void);
+q3shaderinfo_t *Mod_LookupQ3Shader(const char *name);
+qboolean Mod_LoadTextureFromQ3Shader(texture_t *texture, const char *name, qboolean q1bsp, qboolean q3bsp, qboolean md3);
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);
+void Mod_VertexRangeFromElements(int numelements, const int *elements, int *firstvertexpointer, int *lastvertexpointer);
+
+// 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_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);
+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, const unsigned char *trispvs);
+
+// 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);
+
+// utility
+qboolean Mod_CanSeeBox_Trace(int numsamples, float t, model_t *model, vec3_t eye, vec3_t minsX, vec3_t maxsX);
#endif // MODEL_SHARED_H