struct rtexture_s;
struct mempool_s;
struct skeleton_s;
+struct skinframe_s;
+
typedef enum synctype_e {ST_SYNC=0, ST_RAND } synctype_t;
/*
*/
-typedef enum modtype_e {mod_invalid, mod_brushq1, mod_sprite, mod_alias, mod_brushq2, mod_brushq3, mod_obj, mod_null} modtype_t;
+typedef enum modtype_e {mod_invalid, mod_brushq1, mod_sprite, mod_alias, mod_brushq2, mod_brushq3, mod_brushhl2, mod_obj, mod_null} modtype_t;
typedef struct animscene_s
{
}
animscene_t;
-typedef struct skinframe_s
-{
- struct rtexture_s *stain; // inverse modulate with background (used for decals and such)
- struct rtexture_s *merged; // original texture without glow
- struct rtexture_s *base; // original texture without pants/shirt/glow
- struct rtexture_s *pants; // pants only (in greyscale)
- struct rtexture_s *shirt; // shirt only (in greyscale)
- struct rtexture_s *nmap; // normalmap (bumpmap for dot3)
- struct rtexture_s *gloss; // glossmap (for dot3)
- struct rtexture_s *glow; // glow only (fullbrights)
- struct rtexture_s *fog; // alpha of the base texture (if not opaque)
- struct rtexture_s *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
- unsigned int loadsequence;
- // indicates whether this texture has transparent pixels
- qbool 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;
- qbool qhascolormapping;
- qbool qgeneratebase;
- qbool qgeneratemerged;
- qbool qgeneratenmap;
- qbool qgenerateglow;
-}
-skinframe_t;
-
struct md3vertex_s;
struct trivertx_s;
typedef struct texvecvertex_s
float biaspolygonoffset;
// textures to use when rendering this material (derived from materialshaderpass)
- skinframe_t *currentskinframe;
+ struct skinframe_s *currentskinframe;
// textures to use for terrain texture blending (derived from backgroundshaderpass)
- skinframe_t *backgroundcurrentskinframe;
+ struct skinframe_s *backgroundcurrentskinframe;
// total frames in sequence and alternate sequence
int anim_total[2];
msurface_lightmapinfo_t;
struct q3deffect_s;
+
+/// <summary>
+/// describes the textures to use on a range of triangles in the model, and mins/maxs (AABB) for culling.
+/// </summary>
typedef struct msurface_s
{
- // bounding box for onscreen checks
- vec3_t mins;
- vec3_t maxs;
- // the texture to use on the surface
+ /// range of triangles and vertices in model->surfmesh
+ int num_triangles; // triangles
+ int num_firsttriangle; // first element is this *3
+ int num_vertices; // length of the range referenced by elements
+ int num_firstvertex; // min vertex referenced by elements
+
+ /// the texture to use on the surface
texture_t *texture;
- // the lightmap texture fragment to use on the rendering mesh
+ /// the lightmap texture fragment to use on the rendering mesh
struct rtexture_s *lightmaptexture;
- // the lighting direction texture fragment to use on the rendering mesh
+ /// the lighting direction texture fragment to use on the rendering mesh
struct rtexture_s *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;
-
- // 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
-
- // mesh information for collisions (only used by q3bsp curves)
- int num_collisiontriangles; // q3bsp
- int num_collisionvertices; // q3bsp
+
+ // the following fields are used situationally and are not part of rendering in typical usage
+
+ /// bounding box for onscreen checks
+ vec3_t mins;
+ vec3_t maxs;
+
+ /// 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; // q3bsp only
+ int num_collisiontriangles; // number of triangles (if surface has collisions enabled)
+ int num_collisionvertices; // number of vertices referenced by collision triangles (if surface has collisions enabled)
// used by Mod_Mesh_Finalize when building sortedmodelsurfaces
qbool included;
#include "model_q1bsp.h"
#include "model_q2bsp.h"
#include "model_q3bsp.h"
+#include "model_vbsp.h"
#include "model_sprite.h"
#include "model_alias.h"
animscene_t *skinscenes; // [numskins]
// skin animation info
animscene_t *animscenes; // [numframes]
- // range of surface numbers in this (sub)model
- int firstmodelsurface;
- int nummodelsurfaces;
- int *sortedmodelsurfaces;
+ // range of surface numbers in this model
+ int submodelsurfaces_start;
+ int submodelsurfaces_end;
+ /// surface indices of model in an optimal draw order (submodelindex -> texture -> lightmap -> index)
+ int *modelsurfaces_sorted; // same size as num_surfaces
// range of collision brush numbers in this (sub)model
int firstmodelbrush;
int nummodelbrushes;
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)
+ // draw the model's sky polygons
void(*DrawSky)(struct entity_render_s *ent);
- // draw refraction/reflection textures for the model's water polygons (only used by brush models)
+ // draw refraction/reflection textures for the model's water polygons
void(*DrawAddWaterPlanes)(struct entity_render_s *ent);
// draw the model using lightmap/dlight shading
void(*Draw)(struct entity_render_s *ent);
qbool nolerp;
}
-dp_model_t;
+model_t;
//============================================================================
// model loading
-extern dp_model_t *loadmodel;
+extern model_t *loadmodel;
extern unsigned char *mod_base;
typedef struct modloader_s
const char *extension;
const char *header;
size_t headersize; // The header might not be NULL terminated
- void (*Load)(dp_model_t *, void *, void *);
+ void (*Load)(model_t *, void *, void *);
} modloader_t;
// sky/water subdivision
void Mod_Init (void);
void Mod_Reload (void);
-dp_model_t *Mod_LoadModel(dp_model_t *mod, qbool crash, qbool checkdisk);
-dp_model_t *Mod_FindName (const char *name, const char *parentname);
-dp_model_t *Mod_ForName (const char *name, qbool crash, qbool checkdisk, const char *parentname);
-void Mod_UnloadModel (dp_model_t *mod);
+model_t *Mod_LoadModel(model_t *mod, qbool crash, qbool checkdisk);
+model_t *Mod_FindName (const char *name, const char *parentname);
+model_t *Mod_ForName (const char *name, qbool crash, qbool checkdisk, const char *parentname);
+void Mod_UnloadModel (model_t *mod);
void Mod_ClearUsed(void);
void Mod_PurgeUnused(void);
-void Mod_RemoveStaleWorldModels(dp_model_t *skip); // only used during loading!
+void Mod_RemoveStaleWorldModels(model_t *skip); // only used during loading!
-extern dp_model_t *loadmodel;
+extern model_t *loadmodel;
extern char loadname[32]; // for hunk tags
int Mod_BuildVertexRemapTableFromElements(int numelements, const int *elements, int numvertices, int *remapvertices);
qbool Mod_ValidateElements(int *element3i, unsigned short *element3s, int numtriangles, int firstvertex, int numvertices, const char *filename, int fileline);
void Mod_AllocSurfMesh(struct mempool_s *mempool, int numvertices, int numtriangles, qbool lightmapoffsets, qbool vertexcolors);
-void Mod_MakeSortedSurfaces(dp_model_t *mod);
+void Mod_MakeSortedSurfaces(model_t *mod);
// called specially by brush model loaders before generating submodels
// automatically called after model loader returns
void Mod_BuildVBOs(void);
+/// Sets the mod->DrawSky and mod->DrawAddWaterPlanes pointers conditionally based on whether surfaces in this submodel use these features
+/// called specifically by brush model loaders when generating submodels
+/// automatically called after model loader returns
+void Mod_SetDrawSkyAndWater(model_t* mod);
+
shadowmesh_t *Mod_ShadowMesh_Alloc(struct mempool_s *mempool, int maxverts, int maxtriangles);
int Mod_ShadowMesh_AddVertex(shadowmesh_t *mesh, const float *vertex3f);
void Mod_ShadowMesh_AddMesh(shadowmesh_t *mesh, const float *vertex3f, int numtris, const int *element3i);
void Mod_ShadowMesh_CalcBBox(shadowmesh_t *firstmesh, vec3_t mins, vec3_t maxs, vec3_t center, float *radius);
void Mod_ShadowMesh_Free(shadowmesh_t *mesh);
-void Mod_CreateCollisionMesh(dp_model_t *mod);
+void Mod_CreateCollisionMesh(model_t *mod);
void Mod_FreeQ3Shaders(void);
void Mod_LoadQ3Shaders(void);
shader_t *Mod_LookupQ3Shader(const char *name);
qbool Mod_LoadTextureFromQ3Shader(struct mempool_s *mempool, const char *modelname, texture_t *texture, const char *name, qbool warnmissing, qbool fallback, int defaulttexflags, int defaultmaterialflags);
-texture_shaderpass_t *Mod_CreateShaderPass(struct mempool_s *mempool, skinframe_t *skinframe);
+texture_shaderpass_t *Mod_CreateShaderPass(struct mempool_s *mempool, struct skinframe_s *skinframe);
texture_shaderpass_t *Mod_CreateShaderPassFromQ3ShaderLayer(struct mempool_s *mempool, const char *modelname, q3shaderinfo_layer_t *layer, int layerindex, int texflags, const char *texturename);
/// Sets up a material to render the provided skinframe. See also R_SkinFrame_LoadInternalBGRA.
-void Mod_LoadCustomMaterial(struct mempool_s *mempool, texture_t *texture, const char *name, int supercontents, int materialflags, skinframe_t *skinframe);
+void Mod_LoadCustomMaterial(struct mempool_s *mempool, texture_t *texture, const char *name, int supercontents, int materialflags, struct skinframe_s *skinframe);
/// Removes all shaderpasses from material, and optionally deletes the textures in the skinframes.
void Mod_UnloadCustomMaterial(texture_t *texture, qbool purgeskins);
void R_Mod_DrawLight(struct entity_render_s *ent, int numsurfaces, const int *surfacelist, const unsigned char *trispvs);
// dynamic mesh building (every frame) for debugging and other uses
-void Mod_Mesh_Create(dp_model_t *mod, const char *name);
-void Mod_Mesh_Destroy(dp_model_t *mod);
-void Mod_Mesh_Reset(dp_model_t *mod);
-texture_t *Mod_Mesh_GetTexture(dp_model_t *mod, const char *name, int defaultdrawflags, int defaulttexflags, int defaultmaterialflags);
-msurface_t *Mod_Mesh_AddSurface(dp_model_t *mod, texture_t *tex, qbool batchwithprevioussurface);
-int Mod_Mesh_IndexForVertex(dp_model_t *mod, msurface_t *surf, float x, float y, float z, float nx, float ny, float nz, float s, float t, float u, float v, float r, float g, float b, float a);
-void Mod_Mesh_AddTriangle(dp_model_t *mod, msurface_t *surf, int e0, int e1, int e2);
-void Mod_Mesh_Validate(dp_model_t *mod);
-void Mod_Mesh_Finalize(dp_model_t *mod);
+void Mod_Mesh_Create(model_t *mod, const char *name);
+void Mod_Mesh_Destroy(model_t *mod);
+void Mod_Mesh_Reset(model_t *mod);
+texture_t *Mod_Mesh_GetTexture(model_t *mod, const char *name, int defaultdrawflags, int defaulttexflags, int defaultmaterialflags);
+msurface_t *Mod_Mesh_AddSurface(model_t *mod, texture_t *tex, qbool batchwithprevioussurface);
+int Mod_Mesh_IndexForVertex(model_t *mod, msurface_t *surf, float x, float y, float z, float nx, float ny, float nz, float s, float t, float u, float v, float r, float g, float b, float a);
+void Mod_Mesh_AddTriangle(model_t *mod, msurface_t *surf, int e0, int e1, int e2);
+void Mod_Mesh_Validate(model_t *mod);
+void Mod_Mesh_Finalize(model_t *mod);
// Collision optimization using Bounding Interval Hierarchy
-void Mod_CollisionBIH_TracePoint(dp_model_t *model, const struct frameblend_s *frameblend, const struct skeleton_s *skeleton, struct trace_s *trace, const vec3_t start, int hitsupercontentsmask, int skipsupercontentsmask, int skipmaterialflagsmask);
-void Mod_CollisionBIH_TraceLine(dp_model_t *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, int skipsupercontentsmask, int skipmaterialflagsmask);
-void Mod_CollisionBIH_TraceBox(dp_model_t *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, int skipsupercontentsmask, int skipmaterialflagsmask);
-void Mod_CollisionBIH_TraceBrush(dp_model_t *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, int skipsupercontentsmask, int skipmaterialflagsmask);
-void Mod_CollisionBIH_TracePoint_Mesh(dp_model_t *model, const struct frameblend_s *frameblend, const struct skeleton_s *skeleton, struct trace_s *trace, const vec3_t start, int hitsupercontentsmask, int skipsupercontentsmask, int skipmaterialflagsmask);
+void Mod_CollisionBIH_TracePoint(model_t *model, const struct frameblend_s *frameblend, const struct skeleton_s *skeleton, struct trace_s *trace, const vec3_t start, int hitsupercontentsmask, int skipsupercontentsmask, int skipmaterialflagsmask);
+void Mod_CollisionBIH_TraceLine(model_t *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, int skipsupercontentsmask, int skipmaterialflagsmask);
+void Mod_CollisionBIH_TraceBox(model_t *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, int skipsupercontentsmask, int skipmaterialflagsmask);
+void Mod_CollisionBIH_TraceBrush(model_t *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, int skipsupercontentsmask, int skipmaterialflagsmask);
+void Mod_CollisionBIH_TracePoint_Mesh(model_t *model, const struct frameblend_s *frameblend, const struct skeleton_s *skeleton, struct trace_s *trace, const vec3_t start, int hitsupercontentsmask, int skipsupercontentsmask, int skipmaterialflagsmask);
qbool Mod_CollisionBIH_TraceLineOfSight(struct model_s *model, const vec3_t start, const vec3_t end, const vec3_t acceptmins, const vec3_t acceptmaxs);
int Mod_CollisionBIH_PointSuperContents(struct model_s *model, int frame, const vec3_t point);
int Mod_CollisionBIH_PointSuperContents_Mesh(struct model_s *model, int frame, const vec3_t point);
-bih_t *Mod_MakeCollisionBIH(dp_model_t *model, qbool userendersurfaces, bih_t *out);
+bih_t *Mod_MakeCollisionBIH(model_t *model, qbool 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);
+int Mod_Alias_GetTagMatrix(const model_t *model, const struct frameblend_s *frameblend, const struct skeleton_s *skeleton, int tagindex, matrix4x4_t *outmatrix);
+int Mod_Alias_GetTagIndexForName(const model_t *model, unsigned int skin, const char *tagname);
+int Mod_Alias_GetExtendedTagInfoForIndex(const 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);
void Mod_SpriteInit(void);
// loaders
-void Mod_2PSB_Load(dp_model_t *mod, void *buffer, void *bufferend);
-void Mod_BSP2_Load(dp_model_t *mod, void *buffer, void *bufferend);
-void Mod_HLBSP_Load(dp_model_t *mod, void *buffer, void *bufferend);
-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);
+void Mod_2PSB_Load(model_t *mod, void *buffer, void *bufferend);
+void Mod_BSP2_Load(model_t *mod, void *buffer, void *bufferend);
+void Mod_HLBSP_Load(model_t *mod, void *buffer, void *bufferend);
+void Mod_Q1BSP_Load(model_t *mod, void *buffer, void *bufferend);
+void Mod_IBSP_Load(model_t *mod, void *buffer, void *bufferend);
+void Mod_VBSP_Load(model_t *mod, void *buffer, void *bufferend);
+void Mod_MAP_Load(model_t *mod, void *buffer, void *bufferend);
+void Mod_OBJ_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);
+void Mod_INTERQUAKEMODEL_Load(model_t *mod, void *buffer, void *bufferend);
#endif // MODEL_SHARED_H