#ifndef MODEL_SHARED_H
#define MODEL_SHARED_H
+#include <stddef.h>
+#include "qdefs.h"
+#include "bspfile.h"
+#include "r_qshader.h"
+#include "matrixlib.h"
+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
-{
- 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 *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
- unsigned 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;
-
struct md3vertex_s;
struct trivertx_s;
typedef struct texvecvertex_s
int bufferobject; // OpenGL
void *devicebuffer; // Direct3D
size_t size;
- qboolean isindexbuffer;
- qboolean isuniformbuffer;
- qboolean isdynamic;
- qboolean isindex16;
+ qbool isindexbuffer;
+ qbool isuniformbuffer;
+ qbool isdynamic;
+ qbool isindex16;
char name[MAX_QPATH];
}
r_meshbuffer_t;
int num_blends;
unsigned short *blends;
// set if there is some kind of animation on this model
- qboolean isanimated;
+ qbool isanimated;
// dynamic mesh building support (Mod_Mesh_*)
int num_vertexhashsize; // always pow2 for simple masking
typedef struct shadowmesh_s
{
- mempool_t *mempool;
+ struct mempool_s *mempool;
int numverts;
int maxverts;
}
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 Q3TEXTUREFLAG_TRANSPARENTSORT 4096
-
-#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 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
-
-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 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 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;
-
-typedef enum q3tcgen_e
-{
- Q3TCGEN_NONE,
- Q3TCGEN_TEXTURE, // very common
- Q3TCGEN_ENVIRONMENT, // common
- Q3TCGEN_LIGHTMAP,
- Q3TCGEN_VECTOR,
- Q3TCGEN_COUNT
-}
-q3tcgen_t;
-
-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;
-
-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];
-}
-q3shaderinfo_layer_tcmod_t;
-
-typedef struct q3shaderinfo_layer_s
-{
- int alphatest;
- int clampmap;
- float framerate;
- int numframes;
- int dptexflags;
- 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 enum dptransparentsort_category_e
-{
- TRANSPARENTSORT_SKY,
- TRANSPARENTSORT_DISTANCE,
- TRANSPARENTSORT_HUD,
-}dptransparentsortcategory_t;
-
-typedef struct q3shaderinfo_s
-{
- char name[Q3PATHLENGTH];
-#define Q3SHADERINFO_COMPARE_START surfaceparms
- int surfaceparms;
- int surfaceflags;
- int textureflags;
- int numlayers;
- qboolean lighting;
- qboolean vertexalpha;
- qboolean textureblendalpha;
- 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;
-
- // kill shader based on cvar checks
- qboolean dpshaderkill;
-
- // 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;
- float offsetbias; // 0 is normal, 1 leads to alpha 0 being neutral and alpha 1 pushing "out"
-
- // polygonoffset (only used if Q3TEXTUREFLAG_POLYGONOFFSET)
- float biaspolygonoffset, biaspolygonfactor;
-
- // transparent sort category
- dptransparentsortcategory_t transparentsort;
-
- // gloss
- float specularscalemod;
- float specularpowermod;
-
- // rtlighting ambient addition
- float rtlightambient;
-#define Q3SHADERINFO_COMPARE_END rtlightambient
-}
-q3shaderinfo_t;
-
-typedef struct texture_shaderpass_s
-{
- qboolean alphatest; // FIXME: handle alphafunc properly
- float framerate;
- int numframes;
- skinframe_t *skinframes[TEXTURE_MAXFRAMES];
- int blendfunc[2];
- q3shaderinfo_layer_rgbgen_t rgbgen;
- q3shaderinfo_layer_alphagen_t alphagen;
- q3shaderinfo_layer_tcgen_t tcgen;
- q3shaderinfo_layer_tcmod_t tcmods[Q3MAXTCMODS];
-}
-texture_shaderpass_t;
-
typedef struct texture_s
{
- // q1bsp
// name
- //char name[16];
+ char name[64];
+
+ // q1bsp
// size
unsigned int width, height;
// SURF_ flags
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];
unsigned char startpostshaderpass; // range within shaderpasses[]
unsigned char endpostshaderpass; // number of postshaderpasses
- 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)
+ qbool colormapping;
+ struct rtexture_s *basetexture; // original texture without pants/shirt/glow
+ struct rtexture_s *pantstexture; // pants only (in greyscale)
+ struct rtexture_s *shirttexture; // shirt only (in greyscale)
+ struct rtexture_s *nmaptexture; // normalmap (bumpmap for dot3)
+ struct rtexture_s *glosstexture; // glossmap (for dot3)
+ struct rtexture_s *glowtexture; // glow only (fullbrights)
+ struct rtexture_s *fogtexture; // alpha of the base texture (if not opaque)
+ struct rtexture_s *reflectmasktexture; // mask for fake reflections
+ struct rtexture_s *reflectcubetexture; // fake reflections cubemap
+ struct rtexture_s *backgroundbasetexture; // original texture without pants/shirt/glow
+ struct rtexture_s *backgroundnmaptexture; // normalmap (bumpmap for dot3)
+ struct rtexture_s *backgroundglosstexture; // glossmap (for dot3)
+ struct rtexture_s *backgroundglowtexture; // glow only (fullbrights)
float specularpower;
// rendering parameters - updated by R_GetCurrentTexture using rsurface.render_* fields
// MATERIALFLAG_MODELLIGHT uses these parameters
float render_modellight_ambient[3];
float render_modellight_diffuse[3];
- float render_modellight_lightdir[3];
+ float render_modellight_lightdir_world[3];
+ float render_modellight_lightdir_local[3];
float render_modellight_specular[3];
// lightmap rendering (not MATERIALFLAG_MODELLIGHT)
float render_lightmap_ambient[3];
int customblendfunc[2];
// q3bsp
- char name[64];
int surfaceflags;
int supercontents;
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
+ /// 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
+ struct rtexture_s *lightmaptexture;
+ /// the lighting direction texture fragment to use on the rendering mesh
+ struct rtexture_s *deluxemaptexture;
+
+ // 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;
- // 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
-
- // 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
+
+ /// 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
- qboolean included;
+ qbool included;
}
msurface_t;
-#include "matrixlib.h"
#include "bih.h"
#include "model_brush.h"
+#include "model_q1bsp.h"
+#include "model_q2bsp.h"
+#include "model_q3bsp.h"
+#include "model_vbsp.h"
#include "model_sprite.h"
#include "model_alias.h"
-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;
- // true if this model is a BSP2rmqe .bsp file (expanded 32bit bsp format for rmqe)
- qboolean isbsp2rmqe;
- // true if this model is a BSP2 .bsp file (expanded 32bit bsp format for DarkPlaces, others?)
- qboolean isbsp2;
- // true if this model is a Quake2 .bsp file (IBSP38)
- qboolean isq2bsp;
- // true if this model is a Quake3 .bsp file (IBSP46)
- qboolean isq3bsp;
- // true if this model is a Quake1/Quake2 .bsp file where skymasking capability exists
- qboolean skymasking;
- // 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)(int nativecontents);
- int (*NativeContentsFromSuperContents)(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 vec3_t 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, const vec3_t acceptmins, const vec3_t acceptmaxs);
-
- 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
-{
- mmodel_t *submodels;
-
- int numvertexes;
- mvertex_t *vertexes;
-
- int numedges;
- medge_t *edges;
-
- int numtexinfo;
- mtexinfo_t *texinfo;
-
- int numsurfedges;
- int *surfedges;
-
- int numclipnodes;
- mclipnode_t *clipnodes;
-
- hull_t hulls[MAX_MAP_HULLS];
-
- int num_compressedpvs;
- unsigned char *data_compressedpvs;
-
- int num_lightdata;
- unsigned char *lightdata;
- unsigned char *nmaplightdata; // deluxemap file
-
- // lightmap update chains for light styles
- int num_lightstyles;
- model_brush_lightstyleinfo_t *data_lightstyleinfo;
-
- // 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;
-
-typedef struct model_brushq2_s
-{
- int dummy; // MSVC can't handle an empty struct
-}
-model_brushq2_t;
-
-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;
-
struct frameblend_s;
struct skeleton_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;
+ qbool loaded;
// set if the model is used in current map, models which are not, are purged
- qboolean used;
+ qbool 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;
+ struct mempool_s *mempool;
// all models use textures...
rtexturepool_t *texturepool;
// EF_* flags (translated from the model file's different flags layout)
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;
int max_textures; // preallocated for expansion (Mod_Mesh_*)
int num_texturesperskin;
texture_t *data_textures;
- qboolean wantnormals;
- qboolean wanttangents;
+ qbool wantnormals;
+ qbool wanttangents;
// surfaces of this model
int num_surfaces;
int max_surfaces; // preallocated for expansion (Mod_Mesh_*)
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);
// 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, qboolean noocclusion);
+ 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, qbool noocclusion);
// draw the lighting on a model (through stencil)
void(*DrawLight)(struct entity_render_s *ent, int numsurfaces, const int *surfacelist, const unsigned char *trispvs);
// trace a box against this model
model_sprite_t sprite;
model_brush_t brush;
model_brushq1_t brushq1;
- 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;
+ qbool lit;
float lightmapscale;
+
+ 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)(model_t *, void *, void *);
+} modloader_t;
+
// sky/water subdivision
-//extern cvar_t gl_subdivide_size;
+//extern struct cvar_s gl_subdivide_size;
// texture fullbrights
-extern cvar_t r_fullbrights;
-
-extern cvar_t mod_noshader_default_offsetmapping;
-extern cvar_t mod_q3shader_default_offsetmapping;
-extern cvar_t mod_q3shader_default_offsetmapping_scale;
-extern cvar_t mod_q3shader_default_offsetmapping_bias;
-extern cvar_t mod_q3shader_default_polygonoffset;
-extern cvar_t mod_q3shader_default_polygonfactor;
-extern cvar_t mod_q3shader_default_refractive_index;
-extern cvar_t mod_q3shader_force_addalpha;
-extern cvar_t mod_q3shader_force_terrain_alphaflag;
+extern struct cvar_s r_fullbrights;
+
+extern struct cvar_s mod_noshader_default_offsetmapping;
+extern struct cvar_s mod_q3shader_default_offsetmapping;
+extern struct cvar_s mod_q3shader_default_offsetmapping_scale;
+extern struct cvar_s mod_q3shader_default_offsetmapping_bias;
+extern struct cvar_s mod_q3shader_default_polygonoffset;
+extern struct cvar_s mod_q3shader_default_polygonfactor;
+extern struct cvar_s mod_q3shader_default_refractive_index;
+extern struct cvar_s mod_q3shader_force_addalpha;
+extern struct cvar_s mod_q3shader_force_terrain_alphaflag;
+extern struct cvar_s mod_q3bsp_lightgrid_texture;
+extern struct cvar_s mod_q3bsp_lightgrid_world_surfaces;
+extern struct cvar_s mod_q3bsp_lightgrid_bsp_surfaces;
void Mod_Init (void);
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);
+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);
-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_BuildNormals(int firstvertex, int numvertices, int numtriangles, const float *vertex3f, const int *elements, float *normal3f, qbool 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, qbool areaweighting);
-qboolean Mod_ValidateElements(int *element3i, unsigned short *element3s, int numtriangles, int firstvertex, int numvertices, const char *filename, int fileline);
-void Mod_AllocSurfMesh(mempool_t *mempool, int numvertices, int numtriangles, qboolean lightmapoffsets, qboolean vertexcolors);
-void Mod_MakeSortedSurfaces(dp_model_t *mod);
+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(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);
+/// 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);
-shadowmesh_t *Mod_ShadowMesh_Begin(mempool_t *mempool, int maxverts, int maxtriangles);
-shadowmesh_t *Mod_ShadowMesh_Finish(shadowmesh_t *firstmesh, qboolean createvbo);
+shadowmesh_t *Mod_ShadowMesh_Begin(struct mempool_s *mempool, int maxverts, int maxtriangles);
+shadowmesh_t *Mod_ShadowMesh_Finish(shadowmesh_t *firstmesh, qbool 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);
-void Mod_CreateCollisionMesh(dp_model_t *mod);
+void Mod_CreateCollisionMesh(model_t *mod);
void Mod_FreeQ3Shaders(void);
void Mod_LoadQ3Shaders(void);
-q3shaderinfo_t *Mod_LookupQ3Shader(const char *name);
-qboolean Mod_LoadTextureFromQ3Shader(mempool_t *mempool, const char *modelname, texture_t *texture, const char *name, qboolean warnmissing, qboolean fallback, int defaulttexflags, int defaultmaterialflags);
-texture_shaderpass_t *Mod_CreateShaderPass(mempool_t *mempool, skinframe_t *skinframe);
-texture_shaderpass_t *Mod_CreateShaderPassFromQ3ShaderLayer(mempool_t *mempool, const char *modelname, q3shaderinfo_layer_t *layer, int layerindex, int texflags, const char *texturename);
+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, 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(mempool_t *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, qboolean purgeskins);
+void Mod_UnloadCustomMaterial(texture_t *texture, qbool purgeskins);
-extern cvar_t r_mipskins;
-extern cvar_t r_mipnormalmaps;
+extern struct cvar_s r_mipskins;
+extern struct cvar_s r_mipnormalmaps;
typedef struct skinfileitem_s
{
}
mod_alloclightmap_state_t;
-void Mod_AllocLightmap_Init(mod_alloclightmap_state_t *state, mempool_t *mempool, int width, int height);
+void Mod_AllocLightmap_Init(mod_alloclightmap_state_t *state, struct mempool_s *mempool, 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);
+qbool Mod_AllocLightmap_Block(mod_alloclightmap_state_t *state, int blockwidth, int blockheight, int *outx, int *outy);
// bsp models
void Mod_BrushInit(void);
// 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, qboolean noocclusion);
-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_DrawLight(struct entity_render_s *ent, int numsurfaces, const int *surfacelist, const unsigned char *trispvs);
+void R_Mod_DrawAddWaterPlanes(struct entity_render_s *ent);
+void R_Mod_DrawSky(struct entity_render_s *ent);
+void R_Mod_Draw(struct entity_render_s *ent);
+void R_Mod_DrawDepth(struct entity_render_s *ent);
+void R_Mod_DrawDebug(struct entity_render_s *ent);
+void R_Mod_DrawPrepass(struct entity_render_s *ent);
+void R_Mod_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, qbool noocclusion);
+void R_Mod_CompileShadowMap(struct entity_render_s *ent, vec3_t relativelightorigin, vec3_t relativelightdirection, float lightradius, int numsurfaces, const int *surfacelist);
+void R_Mod_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_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, qboolean 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 skeleton_t *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 skeleton_t *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 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, int skipsupercontentsmask, int skipmaterialflagsmask);
-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, int skipsupercontentsmask, int skipmaterialflagsmask);
-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 skipsupercontentsmask, int skipmaterialflagsmask);
-qboolean Mod_CollisionBIH_TraceLineOfSight(struct model_s *model, const vec3_t start, const vec3_t end, const vec3_t acceptmins, const vec3_t acceptmaxs);
+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, qboolean 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_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