#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} 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 md3vertex_s;
+struct trivertx_s;
+typedef struct texvecvertex_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)
+ signed char svec[3];
+ signed char tvec[3];
}
-skinframe_t;
+texvecvertex_t;
-#define MAX_SKINS 256
-
-typedef struct overridetagname_s
+typedef struct blendweights_s
{
- char name[MAX_QPATH];
+ unsigned char index[4];
+ unsigned char influence[4];
}
-overridetagname_t;
+blendweights_t;
-// a replacement set of tag names, per skin
-typedef struct overridetagnameset_s
+typedef struct r_meshbuffer_s
{
- int num_overridetagnames;
- overridetagname_t *data_overridetagnames;
+ int bufferobject; // OpenGL
+ void *devicebuffer; // Direct3D
+ size_t size;
+ qbool isindexbuffer;
+ qbool isuniformbuffer;
+ qbool isdynamic;
+ qbool isindex16;
+ char name[MAX_QPATH];
}
-overridetagnameset_t;
-
-struct md3vertex_s;
-struct trivertex_s;
+r_meshbuffer_t;
// used for mesh lists in q1bsp/q3bsp map models
// (the surfaces reference portions of these meshes)
typedef struct surfmesh_s
{
+ // triangle data in system memory
int num_triangles; // number of triangles in the mesh
int *data_element3i; // int[tris*3] triangles of the mesh, 3 indices into vertex arrays for each
- int *data_neighbor3i; // int[tris*3] neighboring triangle on each edge (-1 if none)
+
+ // vertex data in system memory
int num_vertices; // number of vertices in the mesh
float *data_vertex3f; // float[verts*3] vertex locations
float *data_svector3f; // float[verts*3] direction of 'S' (right) texture axis for each vertex
float *data_texcoordtexture2f; // float[verts*2] texcoords for surface texture
float *data_texcoordlightmap2f; // float[verts*2] texcoords for lightmap texture
float *data_lightmapcolor4f;
+ unsigned char *data_skeletalindex4ub;
+ unsigned char *data_skeletalweight4ub;
int *data_lightmapoffsets; // index into surface's lightmap samples for vertex lighting
+ // index buffer - only one of these will be non-NULL
+ r_meshbuffer_t *data_element3i_indexbuffer;
+ int data_element3i_bufferoffset;
+ unsigned short *data_element3s; // unsigned short[tris*3] triangles of the mesh in unsigned short format (NULL if num_vertices > 65536)
+ r_meshbuffer_t *data_element3s_indexbuffer;
+ int data_element3s_bufferoffset;
+ // vertex buffers
+ r_meshbuffer_t *data_vertex3f_vertexbuffer;
+ int data_vertex3f_bufferoffset;
+ r_meshbuffer_t *data_svector3f_vertexbuffer;
+ int data_svector3f_bufferoffset;
+ r_meshbuffer_t *data_tvector3f_vertexbuffer;
+ int data_tvector3f_bufferoffset;
+ r_meshbuffer_t *data_normal3f_vertexbuffer;
+ int data_normal3f_bufferoffset;
+ r_meshbuffer_t *data_texcoordtexture2f_vertexbuffer;
+ int data_texcoordtexture2f_bufferoffset;
+ r_meshbuffer_t *data_texcoordlightmap2f_vertexbuffer;
+ int data_texcoordlightmap2f_bufferoffset;
+ r_meshbuffer_t *data_lightmapcolor4f_vertexbuffer;
+ int data_lightmapcolor4f_bufferoffset;
+ r_meshbuffer_t *data_skeletalindex4ub_vertexbuffer;
+ int data_skeletalindex4ub_bufferoffset;
+ r_meshbuffer_t *data_skeletalweight4ub_vertexbuffer;
+ int data_skeletalweight4ub_bufferoffset;
// morph blending, these are zero if model is skeletal or static
int num_morphframes;
struct md3vertex_s *data_morphmd3vertex;
struct trivertx_s *data_morphmdlvertex;
+ struct texvecvertex_s *data_morphtexvecvertex;
float *data_morphmd2framesize6f;
float num_morphmdlframescale[3];
float num_morphmdlframetranslate[3];
// skeletal blending, these are NULL if model is morph or static
- int *data_vertexweightindex4i;
- float *data_vertexweightinfluence4f;
+ struct blendweights_s *data_blendweights;
+ 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
+ int *data_vertexhash; // hash table - wrapping buffer for storing index of similar vertex with -1 as terminator
+ int max_vertices; // preallocated size of data_vertex3f and friends (always >= num_vertices)
+ int max_triangles; // preallocated size of data_element3i
}
surfmesh_t;
typedef struct shadowmesh_s
{
- // next mesh in chain
- struct shadowmesh_s *next;
- // used for light mesh (NULL on shadow mesh)
- rtexture_t *map_diffuse;
- rtexture_t *map_specular;
- rtexture_t *map_normal;
- // buffer sizes
- int numverts, maxverts;
- int numtriangles, maxtriangles;
- // used always
+ struct mempool_s *mempool;
+
+ int numverts;
+ int maxverts;
float *vertex3f;
- // used for light mesh (NULL on shadow mesh)
- float *svector3f;
- float *tvector3f;
- float *normal3f;
- float *texcoord2f;
- // used always
+ r_meshbuffer_t *vbo_vertexbuffer;
+ int vbooffset_vertex3f;
+
+ int numtriangles;
+ int maxtriangles;
int *element3i;
- // used for shadow mesh (NULL on light mesh)
- int *neighbor3i;
+ r_meshbuffer_t *element3i_indexbuffer;
+ int element3i_bufferoffset;
+ unsigned short *element3s;
+ r_meshbuffer_t *element3s_indexbuffer;
+ int element3s_bufferoffset;
+
+ // used for shadow mapping cubemap side partitioning
+ int sideoffsets[6], sidetotals[6];
+
// these are NULL after Mod_ShadowMesh_Finish is performed, only used
// while building meshes
shadowmeshvertexhash_t **vertexhashtable, *vertexhashentries;
}
shadowmesh_t;
-#define TEXTURE_MAXFRAMES 64
-
-typedef enum texturelayertype_e
-{
- TEXTURELAYERTYPE_INVALID,
- TEXTURELAYERTYPE_LITTEXTURE,
- TEXTURELAYERTYPE_TEXTURE,
- TEXTURELAYERTYPE_FOG,
-}
-texturelayertype_t;
-
-typedef enum texturelayerflag_e
-{
- // indicates that the pass should apply fog darkening; used on
- // transparent surfaces where simply blending an alpha fog as a final
- // pass would not behave properly, so all the surfaces must be darkened,
- // and the fog color added as a separate pass
- TEXTURELAYERFLAG_FOGDARKEN = 1,
-}
-texturelayerflag_t;
-
-typedef struct texturelayer_s
-{
- texturelayertype_t type;
- qboolean depthmask;
- int blendfunc1;
- int blendfunc2;
- rtexture_t *texture;
- matrix4x4_t texmatrix;
- vec4_t color;
- int flags;
-}
-texturelayer_t;
-
typedef struct texture_s
{
- // q1bsp
// name
- //char name[16];
+ char name[64];
+
+ // q1bsp
// size
unsigned int width, height;
// SURF_ flags
int basematerialflags;
// current material flags (updated each bmodel render)
int currentmaterialflags;
+ // base material alpha (used for Q2 materials)
+ float basealpha;
- // textures to use when rendering this material
- skinframe_t *currentskinframe;
- int numskinframes;
- float skinframerate;
- skinframe_t skinframes[TEXTURE_MAXFRAMES];
+ // PolygonOffset values for rendering this material
+ // (these are added to the r_refdef values and submodel values)
+ float biaspolygonfactor;
+ float biaspolygonoffset;
+
+ // textures to use when rendering this material (derived from materialshaderpass)
+ struct skinframe_s *currentskinframe;
+ // textures to use for terrain texture blending (derived from backgroundshaderpass)
+ struct skinframe_s *backgroundcurrentskinframe;
// 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)
+ // 1 = q1bsp animation with anim_total[0] >= 2 (animated) or anim_total[1] >= 1 (alternate frame set)
+ // 2 = q2bsp animation with anim_total[0] >= 2 (uses self.frame)
int animated;
- // the current alpha of this texture (may be affected by r_wateralpha)
+ // renderer checks if this texture needs updating...
+ int update_lastrenderframe;
+ void *update_lastrenderentity;
+ // the current alpha of this texture (may be affected by r_wateralpha, also basealpha, and ent->alpha)
float currentalpha;
+ // current value of blendfunc - one of:
+ // {GL_SRC_ALPHA, GL_ONE}
+ // {GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA}
+ // {customblendfunc[0], customblendfunc[1]}
+ // {GL_ONE, GL_ZERO}
+ int currentblendfunc[2];
// the current texture frame in animation
struct texture_s *currentframe;
// current texture transform matrix (used for water scrolling)
matrix4x4_t currenttexmatrix;
-
- qboolean colormapping;
- rtexture_t *basetexture;
- rtexture_t *glosstexture;
- float specularscale;
+ matrix4x4_t currentbackgroundtexmatrix;
+
+ // various q3 shader features
+ q3shaderinfo_deform_t deforms[Q3MAXDEFORMS];
+ texture_shaderpass_t *shaderpasses[Q3SHADER_MAXLAYERS]; // all shader passes in one array
+ texture_shaderpass_t *materialshaderpass; // equal to one of shaderpasses[] or NULL
+ texture_shaderpass_t *backgroundshaderpass; // equal to one of shaderpasses[] or NULL
+ unsigned char startpreshaderpass; // range within shaderpasses[]
+ unsigned char endpreshaderpass; // number of preshaderpasses
+ unsigned char startpostshaderpass; // range within shaderpasses[]
+ unsigned char endpostshaderpass; // number of postshaderpasses
+
+ 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
+ // (almost) all map textures are lightmap (no MATERIALFLAG_MODELLIGHT set),
+ // (almost) all model textures are MATERIALFLAG_MODELLIGHT,
+ // MATERIALFLAG_FULLBRIGHT is rendered as a forced MATERIALFLAG_MODELLIGHT with rtlights disabled
+ float render_glowmod[3];
+ // MATERIALFLAG_MODELLIGHT uses these parameters
+ float render_modellight_ambient[3];
+ float render_modellight_diffuse[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];
+ float render_lightmap_diffuse[3];
+ float render_lightmap_specular[3];
+ // rtlights use these colors for the materials on this entity
+ float render_rtlight_diffuse[3];
+ float render_rtlight_specular[3];
+ // tint applied on top of render_*_diffuse for pants layer
+ float render_colormap_pants[3];
+ // tint applied on top of render_*_diffuse for shirt layer
+ float render_colormap_shirt[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;
- //skinframe_t skin;
+ // q2bsp
+ // we have to load the texture multiple times when Q2SURF_ flags differ,
+ // though it still shares the skinframe
+ int q2flags;
+ int q2value;
+ int q2contents;
+
+ // q1qsp
+ /// this points to a variant of the sky texture that has MATERIALFLAG_NOSHADOW, for the e1m5 logo shadow trick.
+ struct texture_s *skynoshadowtexture;
+
+ // reflection
+ float reflectmin; // when refraction is used, minimum amount of reflection (when looking straight down)
+ float reflectmax; // when refraction is used, maximum amount of reflection (when looking parallel to water)
+ float refractfactor; // amount of refraction distort (1.0 = like the cvar specifies)
+ vec4_t refractcolor4f; // color tint of refraction (including alpha factor)
+ float reflectfactor; // amount of reflection distort (1.0 = like the cvar specifies)
+ vec4_t reflectcolor4f; // color tint of reflection (including alpha factor)
+ float r_water_wateralpha; // additional wateralpha to apply when r_water is active
+ float r_water_waterscroll[2]; // scale and speed
+ float refractive_index; // used by r_shadow_bouncegrid for bending photons for refracted light
+ int camera_entity; // entity number for use by cameras
+
+ // offsetmapping
+ dpoffsetmapping_technique_t offsetmapping;
+ float offsetscale;
+ float offsetbias;
+
+ // transparent sort category
+ dptransparentsortcategory_t transparentsort;
+
+ // gloss
+ float specularscalemod;
+ float specularpowermod;
+
+ // diffuse and ambient
+ float rtlightambient;
+
+ // used by Mod_Mesh_GetTexture for drawflag and materialflag overrides, to disambiguate the same texture with different hints
+ int mesh_drawflag;
+ int mesh_defaulttexflags;
+ int mesh_defaultmaterialflags;
}
-texture_t;
+ texture_t;
typedef struct mtexinfo_s
{
- float vecs[2][4];
- texture_t *texture;
- int flags;
+ float vecs[2][4]; // [s/t][xyz offset]
+ int textureindex;
+ int q1flags;
+ int q2flags; // miptex flags + overrides
+ int q2value; // light emission, etc
+ char q2texture[32]; // texture name (textures/*.wal)
+ int q2nexttexinfo; // for animations, -1 = end of chain
}
mtexinfo_t;
{
// texture mapping properties used by this surface
mtexinfo_t *texinfo; // q1bsp
- // index into r_refdef.lightstylevalue array, 255 means not used (black)
+ // index into r_refdef.scene.lightstylevalue array, 255 means not used (black)
unsigned char styles[MAXLIGHTMAPS]; // q1bsp
// RGB lighting data [numstyles][height][width][3]
unsigned char *samples; // q1bsp
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;
-
- // 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
+
+ /// 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;
}
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_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;
-
- // if non-zero this is a submodel
- // (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 if .isworldmodel is true
- 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)))
-
- // 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;
-
- // common functions
- int (*SuperContentsFromNativeContents)(struct model_s *model, int nativecontents);
- int (*NativeContentsFromSuperContents)(struct model_s *model, int supercontents);
- unsigned char *(*GetPVS)(struct model_s *model, const vec3_t p);
- int (*FatPVS)(struct model_s *model, const vec3_t org, vec_t radius, unsigned char *pvsbuffer, int pvsbufferlength);
- int (*BoxTouchingPVS)(struct model_s *model, const unsigned char *pvs, const vec3_t mins, const vec3_t maxs);
- int (*BoxTouchingLeafPVS)(struct model_s *model, const unsigned char *pvs, const vec3_t mins, const vec3_t maxs);
- int (*BoxTouchingVisibleLeafs)(struct model_s *model, const unsigned char *visibleleafs, const vec3_t mins, const vec3_t maxs);
- int (*FindBoxClusters)(struct model_s *model, const vec3_t mins, const vec3_t maxs, int maxclusters, int *clusterlist);
- void (*LightPoint)(struct model_s *model, const vec3_t p, vec3_t ambientcolor, vec3_t diffusecolor, vec3_t diffusenormal);
- void (*FindNonSolidLocation)(struct model_s *model, const vec3_t in, vec3_t out, vec_t radius);
- mleaf_t *(*PointInLeaf)(struct model_s *model, const float *p);
- // these are actually only found on brushq1, but NULL is handled gracefully
- void (*AmbientSoundLevelsForPoint)(struct model_s *model, const vec3_t p, unsigned char *out, int outsize);
- void (*RoundUpToHullSize)(struct model_s *cmodel, const vec3_t inmins, const vec3_t inmaxs, vec3_t outmins, vec3_t outmaxs);
-
- char skybox[MAX_QPATH];
-
- rtexture_t *solidskytexture;
- rtexture_t *alphaskytexture;
-
- qboolean supportwateralpha;
-
- // QuakeWorld
- int qw_md4sum;
- int qw_md4sum2;
-}
-model_brush_t;
-
-typedef struct model_brushq1_s
-{
- // lightmap format, set to r_lightmaprgba when model is loaded
- int lightmaprgba;
-
- dmodel_t *submodels;
-
- int numvertexes;
- mvertex_t *vertexes;
-
- int numedges;
- medge_t *edges;
-
- int numtexinfo;
- mtexinfo_t *texinfo;
-
- int numsurfedges;
- int *surfedges;
-
- int numclipnodes;
- dclipnode_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 light_styles;
- unsigned char *light_style;
- int *light_stylevalue;
- msurface_t ***light_styleupdatechains;
- msurface_t **light_styleupdatechainsbuffer;
-}
-model_brushq1_t;
-
-/* MSVC can't compile empty structs, so this is commented out for now
-typedef struct model_brushq2_s
-{
-}
-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_lightmaps;
- rtexture_t **data_lightmaps;
-
- // 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];
- // indexing/clamping
- 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;
+struct frameblend_s;
+struct skeleton_s;
typedef struct model_s
{
// name and path of model, for example "progs/player.mdl"
char name[MAX_QPATH];
// model needs to be loaded if this is false
- qboolean loaded;
+ qbool loaded;
// set if the model is used in current map, models which are not, are purged
- qboolean used;
- // true if this is the world model (I.E. defines what sky to use, and may contain submodels)
- qboolean isworldmodel;
+ 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;
- // 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
animscene_t *skinscenes; // [numskins]
// skin animation info
animscene_t *animscenes; // [numframes]
- // range of surface numbers in this (sub)model
- int firstmodelsurface;
- int nummodelsurfaces;
+ // 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;
- // list of surface numbers in this (sub)model
- int *surfacelist;
+ // BIH (Bounding Interval Hierarchy) for this (sub)model
+ bih_t collision_bih;
+ bih_t render_bih; // if not set, use collision_bih instead for rendering purposes too
// for md3 models
int num_tags;
int num_tagframes;
// for skeletal models
int num_bones;
aliasbone_t *data_bones;
+ float num_posescale; // scaling factor from origin in poses7s format (includes divide by 32767)
+ float num_poseinvscale; // scaling factor to origin in poses7s format (includes multiply by 32767)
int num_poses;
- float *data_poses;
- float *data_basebonepose;
+ short *data_poses7s; // origin xyz, quat xyzw, unit length, values normalized to +/-32767 range
float *data_baseboneposeinverse;
// textures of this model
int num_textures;
+ int max_textures; // preallocated for expansion (Mod_Mesh_*)
+ int num_texturesperskin;
texture_t *data_textures;
+ qbool wantnormals;
+ qbool wanttangents;
// surfaces of this model
int num_surfaces;
+ int max_surfaces; // preallocated for expansion (Mod_Mesh_*)
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;
- // draw the model's sky polygons (only used by brush models)
+ // data type of model
+ const char *modeldatatypestring;
+ // generates vertex data for a given frameblend
+ void(*AnimateVertices)(const struct model_s * RESTRICT model, const struct frameblend_s * RESTRICT frameblend, const struct skeleton_s *skeleton, float * RESTRICT vertex3f, float * RESTRICT normal3f, float * RESTRICT svector3f, float * RESTRICT tvector3f);
+ // draw the model's sky polygons
void(*DrawSky)(struct entity_render_s *ent);
+ // 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 the model to the depth buffer (no color rendering at all)
+ void(*DrawDepth)(struct entity_render_s *ent);
+ // draw any enabled debugging effects on this model (such as showing triangles, normals, collision brushes...)
+ void(*DrawDebug)(struct entity_render_s *ent);
+ // draw geometry textures for deferred rendering
+ void(*DrawPrepass)(struct entity_render_s *ent);
+ // compile an optimized shadowmap mesh for the model based on light source
+ void(*CompileShadowMap)(struct entity_render_s *ent, vec3_t relativelightorigin, vec3_t relativelightdirection, float lightradius, int numsurfaces, const int *surfacelist);
+ // draw depth into a shadowmap
+ void(*DrawShadowMap)(int side, struct entity_render_s *ent, const vec3_t relativelightorigin, const vec3_t relativelightdirection, float lightradius, int numsurfaces, const int *surfacelist, const unsigned char *surfacesides, const vec3_t lightmins, const vec3_t lightmaxs);
// gathers info on which clusters and surfaces are lit by light, as well as calculating a bounding box
- void(*GetLightInfo)(struct entity_render_s *ent, vec3_t relativelightorigin, float lightradius, vec3_t outmins, vec3_t outmaxs, int *outleaflist, unsigned char *outleafpvs, int *outnumleafspointer, int *outsurfacelist, unsigned char *outsurfacepvs, int *outnumsurfacespointer);
- // 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, vec3_t relativelightdirection, float lightradius, int numsurfaces, const int *surfacelist, const vec3_t lightmins, const vec3_t lightmaxs);
+ 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);
+ 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 start, const vec3_t boxmins, const vec3_t boxmaxs, const vec3_t end, int hitsupercontentsmask);
+ void (*TraceBox)(struct model_s *model, const struct frameblend_s *frameblend, const struct skeleton_s *skeleton, struct trace_s *trace, const vec3_t start, const vec3_t boxmins, const vec3_t boxmaxs, const vec3_t end, int hitsupercontentsmask, int skipsupercontentsmask, int skipmaterialflagsmask);
+ void (*TraceBrush)(struct model_s *model, const struct frameblend_s *frameblend, const struct skeleton_s *skeleton, struct trace_s *trace, struct colbrushf_s *start, struct colbrushf_s *end, int hitsupercontentsmask, int skipsupercontentsmask, int skipmaterialflagsmask);
+ // trace a box against this model
+ void (*TraceLine)(struct model_s *model, const struct frameblend_s *frameblend, const struct skeleton_s *skeleton, struct trace_s *trace, const vec3_t start, const vec3_t end, int hitsupercontentsmask, int skipsupercontentsmask, int skipmaterialflagsmask);
+ // trace a point against this model (like PointSuperContents)
+ void (*TracePoint)(struct model_s *model, const struct frameblend_s *frameblend, const struct skeleton_s *skeleton, struct trace_s *trace, const vec3_t start, int hitsupercontentsmask, int skipsupercontentsmask, int skipmaterialflagsmask);
+ // find the supercontents value at a point in this model
+ int (*PointSuperContents)(struct model_s *model, int frame, const vec3_t point);
+ // trace a line against geometry in this model and report correct texture (used by r_shadow_bouncegrid)
+ void (*TraceLineAgainstSurfaces)(struct model_s *model, const struct frameblend_s *frameblend, const struct skeleton_s *skeleton, struct trace_s *trace, const vec3_t start, const vec3_t end, int hitsupercontentsmask, int skipsupercontentsmask, int skipmaterialflagsmask);
// fields belonging to some types of model
model_sprite_t sprite;
model_brush_t brush;
model_brushq1_t brushq1;
- /* MSVC can't handle an empty struct, so this is commented out for now
- model_brushq2_t brushq2;
- */
model_brushq3_t brushq3;
- // skin files can have different tags for each skin
- overridetagnameset_t *data_overridetagnamesforskin;
// 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)
+ qbool lit;
+ float lightmapscale;
+
+ qbool nolerp;
}
model_t;
// model loading
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 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);
-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);
+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);
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(int *elements, int numtriangles, int firstvertex, int numverts, const char *filename, int fileline);
-void Mod_BuildNormals(int firstvertex, int numvertices, int numtriangles, const float *vertex3f, const int *elements, float *normal3f, qboolean areaweighting);
-void Mod_BuildTextureVectorsFromNormals(int firstvertex, int numvertices, int numtriangles, const float *vertex3f, const float *texcoord2f, const float *normal3f, const int *elements, float *svector3f, float *tvector3f, qboolean areaweighting);
-
-void Mod_AllocSurfMesh(mempool_t *mempool, int numvertices, int numtriangles, qboolean lightmapoffsets, qboolean vertexcolors, qboolean neighbors);
-
-shadowmesh_t *Mod_ShadowMesh_Alloc(mempool_t *mempool, int maxverts, int maxtriangles, rtexture_t *map_diffuse, rtexture_t *map_specular, rtexture_t *map_normal, int light, int neighbors, int expandable);
-shadowmesh_t *Mod_ShadowMesh_ReAlloc(mempool_t *mempool, shadowmesh_t *oldmesh, int light, int neighbors);
-int Mod_ShadowMesh_AddVertex(shadowmesh_t *mesh, float *vertex14f);
-void Mod_ShadowMesh_AddTriangle(mempool_t *mempool, shadowmesh_t *mesh, rtexture_t *map_diffuse, rtexture_t *map_specular, rtexture_t *map_normal, float *vertex14f);
-void Mod_ShadowMesh_AddMesh(mempool_t *mempool, shadowmesh_t *mesh, rtexture_t *map_diffuse, rtexture_t *map_specular, rtexture_t *map_normal, const float *vertex3f, const float *svector3f, const float *tvector3f, const float *normal3f, const float *texcoord2f, int numtris, const int *element3i);
-shadowmesh_t *Mod_ShadowMesh_Begin(mempool_t *mempool, int maxverts, int maxtriangles, rtexture_t *map_diffuse, rtexture_t *map_specular, rtexture_t *map_normal, int light, int neighbors, int expandable);
-shadowmesh_t *Mod_ShadowMesh_Finish(mempool_t *mempool, shadowmesh_t *firstmesh, int light, int neighbors);
+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);
+
+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);
+
+/// 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(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);
-int Mod_LoadSkinFrame(skinframe_t *skinframe, const char *basename, int textureflags, int loadpantsandshirt, int loadglowtexture);
-int Mod_LoadSkinFrame_Internal(skinframe_t *skinframe, const char *basename, int textureflags, int loadpantsandshirt, int loadglowtexture, const unsigned char *skindata, int width, int height, int bitsperpixel, const unsigned int *palette, const unsigned int *alphapalette);
+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, 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, 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);
-extern cvar_t r_mipskins;
+extern struct cvar_s r_mipskins;
+extern struct cvar_s r_mipnormalmaps;
typedef struct skinfileitem_s
{
skinfile_t *Mod_LoadSkinFiles(void);
void Mod_FreeSkinFiles(skinfile_t *skinfile);
int Mod_CountSkinFiles(skinfile_t *skinfile);
+void Mod_BuildAliasSkinsFromSkinFiles(texture_t *skin, skinfile_t *skinfile, const char *meshname, const char *shadername);
void Mod_SnapVertices(int numcomponents, int numvertices, float *vertices, float snap);
int Mod_RemoveDegenerateTriangles(int numtriangles, const int *inelement3i, int *outelement3i, const float *vertex3f);
+void Mod_VertexRangeFromElements(int numelements, const int *elements, int *firstvertexpointer, int *lastvertexpointer);
+
+typedef struct mod_alloclightmap_row_s
+{
+ int rowY;
+ int currentX;
+}
+mod_alloclightmap_row_t;
+
+typedef struct mod_alloclightmap_state_s
+{
+ int width;
+ int height;
+ int currentY;
+ mod_alloclightmap_row_t *rows;
+}
+mod_alloclightmap_state_t;
+
+void Mod_AllocLightmap_Init(mod_alloclightmap_state_t *state, 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);
+qbool Mod_AllocLightmap_Block(mod_alloclightmap_state_t *state, int blockwidth, int blockheight, int *outx, int *outy);
// bsp models
void Mod_BrushInit(void);
// used for talking to the QuakeC mainly
-int Mod_Q1BSP_NativeContentsFromSuperContents(struct model_s *model, int supercontents);
-int Mod_Q1BSP_SuperContentsFromNativeContents(struct model_s *model, int nativecontents);
+int Mod_Q1BSP_NativeContentsFromSuperContents(int supercontents);
+int Mod_Q1BSP_SuperContentsFromNativeContents(int nativecontents);
+// used for loading wal files in Mod_LoadTextureFromQ3Shader
+int Mod_Q2BSP_SuperContentsFromNativeContents(int nativecontents);
+int Mod_Q2BSP_NativeContentsFromSuperContents(int supercontents);
// a lot of model formats use the Q1BSP code, so here are the prototypes...
struct entity_render_s;
-void R_Q1BSP_DrawSky(struct entity_render_s *ent);
-void R_Q1BSP_Draw(struct entity_render_s *ent);
-void R_Q1BSP_GetLightInfo(struct entity_render_s *ent, vec3_t relativelightorigin, float lightradius, vec3_t outmins, vec3_t outmaxs, int *outleaflist, unsigned char *outleafpvs, int *outnumleafspointer, int *outsurfacelist, unsigned char *outsurfacepvs, int *outnumsurfacespointer);
-void R_Q1BSP_CompileShadowVolume(struct entity_render_s *ent, vec3_t relativelightorigin, vec3_t relativelightdirection, float lightradius, int numsurfaces, const int *surfacelist);
-void R_Q1BSP_DrawShadowVolume(struct entity_render_s *ent, vec3_t relativelightorigin, vec3_t relativelightdirection, float lightradius, int numsurfaces, const int *surfacelist, const vec3_t lightmins, const vec3_t lightmaxs);
-void R_Q1BSP_DrawLight(struct entity_render_s *ent, int numsurfaces, const int *surfacelist);
+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(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(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(model_t *model, qbool userendersurfaces, bih_t *out);
// alias models
struct frameblend_s;
+struct skeleton_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_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);
// sprite models
void Mod_SpriteInit(void);
// loaders
+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_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