#ifndef MODEL_SHARED_H
#define MODEL_SHARED_H
+#include "bspfile.h"
+
typedef enum synctype_e {ST_SYNC=0, ST_RAND } synctype_t;
/*
// are freed
unsigned int loadsequence;
// indicates whether this texture has transparent pixels
- qboolean hasalpha;
+ qbool hasalpha;
// average texture color, if applicable
float avgcolor[4];
// for mdl skins, we actually only upload on first use (many are never used, and they are almost never used in both base+pants+shirt and merged modes)
unsigned char *qpixels;
int qwidth;
int qheight;
- qboolean qhascolormapping;
- qboolean qgeneratebase;
- qboolean qgeneratemerged;
- qboolean qgeneratenmap;
- qboolean qgenerateglow;
+ qbool qhascolormapping;
+ qbool qgeneratebase;
+ qbool qgeneratemerged;
+ qbool qgeneratenmap;
+ qbool qgenerateglow;
}
skinframe_t;
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
int surfaceflags;
int textureflags;
int numlayers;
- qboolean lighting;
- qboolean vertexalpha;
- qboolean textureblendalpha;
+ qbool lighting;
+ qbool vertexalpha;
+ qbool 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;
+ qbool dpnortlight;
+ qbool dpshadow;
+ qbool dpnoshadow;
// add collisions to all triangles of the surface
- qboolean dpmeshcollisions;
+ qbool dpmeshcollisions;
// kill shader based on cvar checks
- qboolean dpshaderkill;
+ qbool dpshaderkill;
// fake reflection
char dpreflectcube[Q3PATHLENGTH];
typedef struct texture_shaderpass_s
{
- qboolean alphatest; // FIXME: handle alphafunc properly
+ qbool alphatest; // FIXME: handle alphafunc properly
float framerate;
int numframes;
skinframe_t *skinframes[TEXTURE_MAXFRAMES];
unsigned char startpostshaderpass; // range within shaderpasses[]
unsigned char endpostshaderpass; // number of postshaderpasses
- qboolean colormapping;
+ qbool colormapping;
rtexture_t *basetexture; // original texture without pants/shirt/glow
rtexture_t *pantstexture; // pants only (in greyscale)
rtexture_t *shirttexture; // shirt only (in greyscale)
int num_collisionvertices; // q3bsp
// used by Mod_Mesh_Finalize when building sortedmodelsurfaces
- qboolean included;
+ qbool included;
}
msurface_t;
typedef struct model_brush_s
{
// true if this model is a HalfLife .bsp file
- qboolean ishlbsp;
+ qbool ishlbsp;
// true if this model is a BSP2rmqe .bsp file (expanded 32bit bsp format for rmqe)
- qboolean isbsp2rmqe;
+ qbool isbsp2rmqe;
// true if this model is a BSP2 .bsp file (expanded 32bit bsp format for DarkPlaces, others?)
- qboolean isbsp2;
+ qbool isbsp2;
// true if this model is a Quake2 .bsp file (IBSP38)
- qboolean isq2bsp;
+ qbool isq2bsp;
// true if this model is a Quake3 .bsp file (IBSP46)
- qboolean isq3bsp;
+ qbool isq3bsp;
// true if this model is a Quake1/Quake2 .bsp file where skymasking capability exists
- qboolean skymasking;
+ qbool skymasking;
// string of entity definitions (.map format)
char *entities;
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 (*FatPVS)(struct model_s *model, const vec3_t org, vec_t radius, unsigned char *pvsbuffer, int pvsbufferlength, qbool 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);
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);
+ qbool (*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;
+ qbool supportwateralpha;
// QuakeWorld
int qw_md4sum;
// 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
+ qbool firstrender; // causes all surface lightmaps to be loaded in first frame
}
model_brushq1_t;
// 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;
+ qbool deluxemapping;
// true if the detected deluxemaps are the modelspace kind, rather than
// the faster tangentspace kind
- qboolean deluxemapping_modelspace;
+ qbool deluxemapping_modelspace;
// size of lightmaps (128 by default, but may be another poweroftwo if
// external lightmaps are used (q3map2 -lightmapsize)
int lightmapsize;
// 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
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_*)
// 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
int soundfromcenter;
// if set, the model contains light information (lightmap, or vertexlight)
- qboolean lit;
+ qbool lit;
float lightmapscale;
- qboolean nolerp;
+ qbool nolerp;
}
dp_model_t;
// model loading
extern dp_model_t *loadmodel;
extern unsigned char *mod_base;
+
+typedef struct modloader_s
+{
+ const char *extension;
+ const char *header;
+ size_t headersize; // The header might not be NULL terminated
+ void (*Load)(dp_model_t *, void *, void *);
+} modloader_t;
+
// sky/water subdivision
//extern cvar_t gl_subdivide_size;
// texture fullbrights
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_LoadModel(dp_model_t *mod, qbool crash, qbool checkdisk);
dp_model_t *Mod_FindName (const char *name, const char *parentname);
-dp_model_t *Mod_ForName (const char *name, qboolean crash, qboolean checkdisk, const char *parentname);
+dp_model_t *Mod_ForName (const char *name, qbool crash, qbool checkdisk, const char *parentname);
void Mod_UnloadModel (dp_model_t *mod);
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_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);
+qbool 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, qbool lightmapoffsets, qbool vertexcolors);
void Mod_MakeSortedSurfaces(dp_model_t *mod);
// called specially by brush model loaders before generating submodels
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_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_FreeQ3Shaders(void);
void Mod_LoadQ3Shaders(void);
shader_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);
+qbool Mod_LoadTextureFromQ3Shader(mempool_t *mempool, const char *modelname, texture_t *texture, const char *name, qbool warnmissing, qbool 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);
/// 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);
/// 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;
void Mod_AllocLightmap_Init(mod_alloclightmap_state_t *state, mempool_t *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);
+msurface_t *Mod_Mesh_AddSurface(dp_model_t *mod, texture_t *tex, qbool batchwithprevioussurface);
int Mod_Mesh_IndexForVertex(dp_model_t *mod, msurface_t *surf, float x, float y, float z, float nx, float ny, float nz, float s, float t, float u, float v, float r, float g, float b, float a);
void Mod_Mesh_AddTriangle(dp_model_t *mod, msurface_t *surf, int e0, int e1, int e2);
void Mod_Mesh_Validate(dp_model_t *mod);
void Mod_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);
+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(dp_model_t *model, qbool userendersurfaces, bih_t *out);
// alias models
struct frameblend_s;
void Mod_SpriteInit(void);
// loaders
+void Mod_2PSB_Load(dp_model_t *mod, void *buffer, void *bufferend);
+void Mod_BSP2_Load(dp_model_t *mod, void *buffer, void *bufferend);
+void Mod_HLBSP_Load(dp_model_t *mod, void *buffer, void *bufferend);
void Mod_Q1BSP_Load(dp_model_t *mod, void *buffer, void *bufferend);
void Mod_IBSP_Load(dp_model_t *mod, void *buffer, void *bufferend);
void Mod_MAP_Load(dp_model_t *mod, void *buffer, void *bufferend);