2 Copyright (C) 1996-1997 Id Software, Inc.
4 This program is free software; you can redistribute it and/or
5 modify it under the terms of the GNU General Public License
6 as published by the Free Software Foundation; either version 2
7 of the License, or (at your option) any later version.
9 This program is distributed in the hope that it will be useful,
10 but WITHOUT ANY WARRANTY; without even the implied warranty of
11 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
13 See the GNU General Public License for more details.
15 You should have received a copy of the GNU General Public License
16 along with this program; if not, write to the Free Software
17 Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
21 #ifndef MODEL_SHARED_H
22 #define MODEL_SHARED_H
24 typedef enum synctype_e {ST_SYNC=0, ST_RAND } synctype_t;
28 d*_t structures are on-disk representations
29 m*_t structures are in-memory
33 typedef enum modtype_e {mod_invalid, mod_brushq1, mod_sprite, mod_alias, mod_brushq2, mod_brushq3, mod_null} modtype_t;
35 typedef struct animscene_s
37 char name[32]; // for viewthing support
40 int loop; // true or false
45 typedef struct skinframe_s
47 rtexture_t *stain; // inverse modulate with background (used for decals and such)
48 rtexture_t *merged; // original texture without glow
49 rtexture_t *base; // original texture without pants/shirt/glow
50 rtexture_t *pants; // pants only (in greyscale)
51 rtexture_t *shirt; // shirt only (in greyscale)
52 rtexture_t *nmap; // normalmap (bumpmap for dot3)
53 rtexture_t *gloss; // glossmap (for dot3)
54 rtexture_t *glow; // glow only (fullbrights)
55 rtexture_t *fog; // alpha of the base texture (if not opaque)
56 // accounting data for hash searches:
57 // the compare variables are used to identify internal skins from certain
59 // (so that two q1bsp maps with the same texture name for different
60 // textures do not have any conflicts)
61 struct skinframe_s *next; // next on hash chain
62 char basename[MAX_QPATH]; // name of this
63 int textureflags; // texture flags to use
67 // mark and sweep garbage collection, this value is updated to a new value
68 // on each level change for the used skinframes, if some are not used they
71 // on 32bit systems this makes the struct 128 bytes long
73 // average texture color, if applicable
82 typedef struct texvecvertex_s
89 // used for mesh lists in q1bsp/q3bsp map models
90 // (the surfaces reference portions of these meshes)
91 typedef struct surfmesh_s
93 // triangle data in system memory
94 int num_triangles; // number of triangles in the mesh
95 int *data_element3i; // int[tris*3] triangles of the mesh, 3 indices into vertex arrays for each
96 unsigned short *data_element3s; // unsigned short[tris*3] triangles of the mesh in unsigned short format (NULL if num_vertices > 65536)
97 int *data_neighbor3i; // int[tris*3] neighboring triangle on each edge (-1 if none)
98 // element buffer object (stores triangles in video memory)
99 int ebo3i; // unsigned int format (only allocated if num_vertices > 65536)
100 int ebo3s; // unsigned short format (only allocated if num_vertices <= 65536)
101 // vertex data in system memory
102 int num_vertices; // number of vertices in the mesh
103 float *data_vertex3f; // float[verts*3] vertex locations
104 float *data_svector3f; // float[verts*3] direction of 'S' (right) texture axis for each vertex
105 float *data_tvector3f; // float[verts*3] direction of 'T' (down) texture axis for each vertex
106 float *data_normal3f; // float[verts*3] direction of 'R' (out) texture axis for each vertex
107 float *data_texcoordtexture2f; // float[verts*2] texcoords for surface texture
108 float *data_texcoordlightmap2f; // float[verts*2] texcoords for lightmap texture
109 float *data_lightmapcolor4f;
110 int *data_lightmapoffsets; // index into surface's lightmap samples for vertex lighting
111 // vertex buffer object (stores geometry in video memory)
113 size_t vbooffset_vertex3f;
114 size_t vbooffset_svector3f;
115 size_t vbooffset_tvector3f;
116 size_t vbooffset_normal3f;
117 size_t vbooffset_texcoordtexture2f;
118 size_t vbooffset_texcoordlightmap2f;
119 size_t vbooffset_lightmapcolor4f;
120 // morph blending, these are zero if model is skeletal or static
122 struct md3vertex_s *data_morphmd3vertex;
123 struct trivertx_s *data_morphmdlvertex;
124 struct texvecvertex_s *data_morphtexvecvertex;
125 float *data_morphmd2framesize6f;
126 float num_morphmdlframescale[3];
127 float num_morphmdlframetranslate[3];
128 // skeletal blending, these are NULL if model is morph or static
129 int *data_vertexweightindex4i;
130 float *data_vertexweightinfluence4f;
131 // set if there is some kind of animation on this model
136 #define SHADOWMESHVERTEXHASH 1024
137 typedef struct shadowmeshvertexhash_s
139 struct shadowmeshvertexhash_s *next;
141 shadowmeshvertexhash_t;
143 typedef struct shadowmesh_s
145 // next mesh in chain
146 struct shadowmesh_s *next;
147 // used for light mesh (NULL on shadow mesh)
148 rtexture_t *map_diffuse;
149 rtexture_t *map_specular;
150 rtexture_t *map_normal;
152 int numverts, maxverts;
153 int numtriangles, maxtriangles;
156 // used for light mesh (NULL on shadow mesh)
163 unsigned short *element3s;
164 // used for shadow mesh (NULL on light mesh)
166 // these are NULL after Mod_ShadowMesh_Finish is performed, only used
167 // while building meshes
168 shadowmeshvertexhash_t **vertexhashtable, *vertexhashentries;
169 // element buffer object (stores triangles in video memory)
170 // (created by Mod_ShadowMesh_Finish if possible)
173 // vertex buffer object (stores vertices in video memory)
174 // (created by Mod_ShadowMesh_Finish if possible)
176 size_t vbooffset_vertex3f;
177 size_t vbooffset_svector3f;
178 size_t vbooffset_tvector3f;
179 size_t vbooffset_normal3f;
180 size_t vbooffset_texcoord2f;
184 // various flags from shaders, used for special effects not otherwise classified
185 // TODO: support these features more directly
186 #define Q3TEXTUREFLAG_TWOSIDED 1
187 #define Q3TEXTUREFLAG_NOPICMIP 16
188 #define Q3TEXTUREFLAG_POLYGONOFFSET 32
189 #define Q3TEXTUREFLAG_REFRACTION 256
190 #define Q3TEXTUREFLAG_REFLECTION 512
191 #define Q3TEXTUREFLAG_WATERSHADER 1024
193 #define Q3PATHLENGTH 64
194 #define TEXTURE_MAXFRAMES 64
195 #define Q3WAVEPARMS 4
196 #define Q3DEFORM_MAXPARMS 3
197 #define Q3SHADER_MAXLAYERS 2 // FIXME support more than that (currently only two are used, so why keep more in RAM?)
198 #define Q3RGBGEN_MAXPARMS 3
199 #define Q3ALPHAGEN_MAXPARMS 1
200 #define Q3TCGEN_MAXPARMS 6
201 #define Q3TCMOD_MAXPARMS 6
202 #define Q3MAXTCMODS 8
203 #define Q3MAXDEFORMS 4
205 typedef enum q3wavefunc_e
208 Q3WAVEFUNC_INVERSESAWTOOTH,
218 typedef enum q3deform_e
221 Q3DEFORM_PROJECTIONSHADOW,
223 Q3DEFORM_AUTOSPRITE2,
240 typedef enum q3rgbgen_e
245 Q3RGBGEN_EXACTVERTEX,
246 Q3RGBGEN_IDENTITYLIGHTING,
247 Q3RGBGEN_LIGHTINGDIFFUSE,
248 Q3RGBGEN_ONEMINUSENTITY,
249 Q3RGBGEN_ONEMINUSVERTEX,
256 typedef enum q3alphagen_e
261 Q3ALPHAGEN_LIGHTINGSPECULAR,
262 Q3ALPHAGEN_ONEMINUSENTITY,
263 Q3ALPHAGEN_ONEMINUSVERTEX,
271 typedef enum q3tcgen_e
274 Q3TCGEN_TEXTURE, // very common
275 Q3TCGEN_ENVIRONMENT, // common
282 typedef enum q3tcmod_e
285 Q3TCMOD_ENTITYTRANSLATE,
297 typedef struct q3shaderinfo_layer_rgbgen_s
300 float parms[Q3RGBGEN_MAXPARMS];
301 q3wavefunc_t wavefunc;
302 float waveparms[Q3WAVEPARMS];
304 q3shaderinfo_layer_rgbgen_t;
306 typedef struct q3shaderinfo_layer_alphagen_s
308 q3alphagen_t alphagen;
309 float parms[Q3ALPHAGEN_MAXPARMS];
310 q3wavefunc_t wavefunc;
311 float waveparms[Q3WAVEPARMS];
313 q3shaderinfo_layer_alphagen_t;
315 typedef struct q3shaderinfo_layer_tcgen_s
318 float parms[Q3TCGEN_MAXPARMS];
320 q3shaderinfo_layer_tcgen_t;
322 typedef struct q3shaderinfo_layer_tcmod_s
325 float parms[Q3TCMOD_MAXPARMS];
326 q3wavefunc_t wavefunc;
327 float waveparms[Q3WAVEPARMS];
329 q3shaderinfo_layer_tcmod_t;
331 typedef struct q3shaderinfo_layer_s
340 q3shaderinfo_layer_rgbgen_t rgbgen;
341 q3shaderinfo_layer_alphagen_t alphagen;
342 q3shaderinfo_layer_tcgen_t tcgen;
343 q3shaderinfo_layer_tcmod_t tcmods[Q3MAXTCMODS];
345 q3shaderinfo_layer_t;
347 typedef struct q3shaderinfo_deform_s
350 float parms[Q3DEFORM_MAXPARMS];
351 q3wavefunc_t wavefunc;
352 float waveparms[Q3WAVEPARMS];
354 q3shaderinfo_deform_t;
356 typedef struct q3shaderinfo_s
358 char name[Q3PATHLENGTH];
359 #define Q3SHADERINFO_COMPARE_START surfaceparms
364 qboolean vertexalpha;
365 qboolean textureblendalpha;
366 int primarylayer, backgroundlayer;
367 q3shaderinfo_layer_t layers[Q3SHADER_MAXLAYERS];
368 char skyboxname[Q3PATHLENGTH];
369 q3shaderinfo_deform_t deforms[Q3MAXDEFORMS];
371 // dp-specific additions:
378 float reflectmin; // when refraction is used, minimum amount of reflection (when looking straight down)
379 float reflectmax; // when refraction is used, maximum amount of reflection (when looking parallel to water)
380 float refractfactor; // amount of refraction distort (1.0 = like the cvar specifies)
381 vec4_t refractcolor4f; // color tint of refraction (including alpha factor)
382 float reflectfactor; // amount of reflection distort (1.0 = like the cvar specifies)
383 vec4_t reflectcolor4f; // color tint of reflection (including alpha factor)
384 float r_water_wateralpha; // additional wateralpha to apply when r_water is active
385 #define Q3SHADERINFO_COMPARE_END r_water_wateralpha
389 typedef enum texturelayertype_e
391 TEXTURELAYERTYPE_INVALID,
392 TEXTURELAYERTYPE_LITTEXTURE,
393 TEXTURELAYERTYPE_TEXTURE,
394 TEXTURELAYERTYPE_FOG,
398 typedef enum texturelayerflag_e
400 // indicates that the pass should apply fog darkening; used on
401 // transparent surfaces where simply blending an alpha fog as a final
402 // pass would not behave properly, so all the surfaces must be darkened,
403 // and the fog color added as a separate pass
404 TEXTURELAYERFLAG_FOGDARKEN = 1,
408 typedef struct texturelayer_s
410 texturelayertype_t type;
415 matrix4x4_t texmatrix;
421 typedef struct texture_s
427 unsigned int width, height;
429 //unsigned int flags;
431 // base material flags
432 int basematerialflags;
433 // current material flags (updated each bmodel render)
434 int currentmaterialflags;
436 // PolygonOffset values for rendering this material
437 // (these are added to the r_refdef values and submodel values)
438 float biaspolygonfactor;
439 float biaspolygonoffset;
441 // textures to use when rendering this material
442 skinframe_t *currentskinframe;
445 skinframe_t *skinframes[TEXTURE_MAXFRAMES];
446 // background layer (for terrain texture blending)
447 skinframe_t *backgroundcurrentskinframe;
448 int backgroundnumskinframes;
449 float backgroundskinframerate;
450 skinframe_t *backgroundskinframes[TEXTURE_MAXFRAMES];
452 // total frames in sequence and alternate sequence
454 // direct pointers to each of the frames in the sequences
455 // (indexed as [alternate][frame])
456 struct texture_s *anim_frames[2][10];
457 // set if animated or there is an alternate frame set
458 // (this is an optimization in the renderer)
461 // renderer checks if this texture needs updating...
462 int update_lastrenderframe;
463 void *update_lastrenderentity;
464 // the current alpha of this texture (may be affected by r_wateralpha)
466 // the current texture frame in animation
467 struct texture_s *currentframe;
468 // current texture transform matrix (used for water scrolling)
469 matrix4x4_t currenttexmatrix;
470 matrix4x4_t currentbackgroundtexmatrix;
472 // various q3 shader features
473 q3shaderinfo_layer_rgbgen_t rgbgen;
474 q3shaderinfo_layer_alphagen_t alphagen;
475 q3shaderinfo_layer_tcgen_t tcgen;
476 q3shaderinfo_layer_tcmod_t tcmods[Q3MAXTCMODS];
477 q3shaderinfo_layer_tcmod_t backgroundtcmods[Q3MAXTCMODS];
478 q3shaderinfo_deform_t deforms[Q3MAXDEFORMS];
480 qboolean colormapping;
481 rtexture_t *basetexture;
482 rtexture_t *glosstexture;
483 rtexture_t *backgroundbasetexture;
484 rtexture_t *backgroundglosstexture;
487 // color tint (colormod * currentalpha) used for rtlighting this material
488 float dlightcolor[3];
489 // color tint (colormod * 2) used for lightmapped lighting on this material
490 // includes alpha as 4th component
491 // replaces role of gl_Color in GLSL shader
492 float lightmapcolor[4];
495 int customblendfunc[2];
497 int currentnumlayers;
498 texturelayer_t currentlayers[16];
508 float reflectmin; // when refraction is used, minimum amount of reflection (when looking straight down)
509 float reflectmax; // when refraction is used, maximum amount of reflection (when looking parallel to water)
510 float refractfactor; // amount of refraction distort (1.0 = like the cvar specifies)
511 vec4_t refractcolor4f; // color tint of refraction (including alpha factor)
512 float reflectfactor; // amount of reflection distort (1.0 = like the cvar specifies)
513 vec4_t reflectcolor4f; // color tint of reflection (including alpha factor)
514 float r_water_wateralpha; // additional wateralpha to apply when r_water is active
518 typedef struct mtexinfo_s
526 typedef struct msurface_lightmapinfo_s
528 // texture mapping properties used by this surface
529 mtexinfo_t *texinfo; // q1bsp
530 // index into r_refdef.scene.lightstylevalue array, 255 means not used (black)
531 unsigned char styles[MAXLIGHTMAPS]; // q1bsp
532 // RGB lighting data [numstyles][height][width][3]
533 unsigned char *samples; // q1bsp
534 // RGB normalmap data [numstyles][height][width][3]
535 unsigned char *nmapsamples; // q1bsp
536 // stain to apply on lightmap (soot/dirt/blood/whatever)
537 unsigned char *stainsamples; // q1bsp
538 int texturemins[2]; // q1bsp
539 int extents[2]; // q1bsp
540 int lightmaporigin[2]; // q1bsp
542 msurface_lightmapinfo_t;
545 typedef struct msurface_s
547 // bounding box for onscreen checks
550 // the texture to use on the surface
552 // the lightmap texture fragment to use on the rendering mesh
553 rtexture_t *lightmaptexture;
554 // the lighting direction texture fragment to use on the rendering mesh
555 rtexture_t *deluxemaptexture;
557 // surfaces own ranges of vertices and triangles in the model->surfmesh
558 int num_triangles; // number of triangles
559 int num_firsttriangle; // first triangle
560 int num_vertices; // number of vertices
561 int num_firstvertex; // first vertex
563 // shadow volume building information
564 int num_firstshadowmeshtriangle; // index into model->brush.shadowmesh
566 // lightmaptexture rebuild information not used in q3bsp
567 msurface_lightmapinfo_t *lightmapinfo; // q1bsp
569 // mesh information for collisions (only used by q3bsp curves)
570 int num_collisiontriangles; // q3bsp
571 int *data_collisionelement3i; // q3bsp
572 int num_collisionvertices; // q3bsp
573 float *data_collisionvertex3f; // q3bsp
574 struct q3deffect_s *effect; // q3bsp
575 // FIXME: collisionmarkframe should be kept in a separate array
576 int collisionmarkframe; // q3bsp // don't collide twice in one trace
579 float *data_collisionbbox6f; // collision optimization - contains combined bboxes of every data_collisionstride triangles
580 int num_collisionbboxstride;
581 float *data_bbox6f; // collision optimization - contains combined bboxes of every data_collisionstride triangles
586 #include "matrixlib.h"
588 #include "model_brush.h"
589 #include "model_sprite.h"
590 #include "model_alias.h"
592 typedef struct model_sprite_s
595 mspriteframe_t *sprdata_frames;
601 typedef struct model_brush_lightstyleinfo_s
608 model_brush_lightstyleinfo_t;
610 typedef struct model_brush_s
612 // true if this model is a HalfLife .bsp file
614 // string of entity definitions (.map format)
617 // if not NULL this is a submodel
618 struct model_s *parentmodel;
619 // (this is the number of the submodel, an index into submodels)
622 // number of submodels in this map (just used by server to know how many
623 // submodels to load)
625 // pointers to each of the submodels
626 struct model_s **submodels;
629 mplane_t *data_planes;
634 // visible leafs, not counting 0 (solid)
636 // number of actual leafs (including 0 which is solid)
641 int *data_leafbrushes;
643 int num_leafsurfaces;
644 int *data_leafsurfaces;
647 mportal_t *data_portals;
649 int num_portalpoints;
650 mvertex_t *data_portalpoints;
653 q3mbrush_t *data_brushes;
656 q3mbrushside_t *data_brushsides;
660 int num_pvsclusterbytes;
661 unsigned char *data_pvsclusters;
663 //pvschain = model->brush.data_pvsclusters + mycluster * model->brush.num_pvsclusterbytes;
664 //if (pvschain[thatcluster >> 3] & (1 << (thatcluster & 7)))
666 // a mesh containing all shadow casting geometry for the whole model (including submodels), portions of this are referenced by each surface's num_firstshadowmeshtriangle
667 shadowmesh_t *shadowmesh;
670 int (*SuperContentsFromNativeContents)(struct model_s *model, int nativecontents);
671 int (*NativeContentsFromSuperContents)(struct model_s *model, int supercontents);
672 unsigned char *(*GetPVS)(struct model_s *model, const vec3_t p);
673 int (*FatPVS)(struct model_s *model, const vec3_t org, vec_t radius, unsigned char *pvsbuffer, int pvsbufferlength, qboolean merge);
674 int (*BoxTouchingPVS)(struct model_s *model, const unsigned char *pvs, const vec3_t mins, const vec3_t maxs);
675 int (*BoxTouchingLeafPVS)(struct model_s *model, const unsigned char *pvs, const vec3_t mins, const vec3_t maxs);
676 int (*BoxTouchingVisibleLeafs)(struct model_s *model, const unsigned char *visibleleafs, const vec3_t mins, const vec3_t maxs);
677 int (*FindBoxClusters)(struct model_s *model, const vec3_t mins, const vec3_t maxs, int maxclusters, int *clusterlist);
678 void (*LightPoint)(struct model_s *model, const vec3_t p, vec3_t ambientcolor, vec3_t diffusecolor, vec3_t diffusenormal);
679 void (*FindNonSolidLocation)(struct model_s *model, const vec3_t in, vec3_t out, vec_t radius);
680 mleaf_t *(*PointInLeaf)(struct model_s *model, const float *p);
681 // these are actually only found on brushq1, but NULL is handled gracefully
682 void (*AmbientSoundLevelsForPoint)(struct model_s *model, const vec3_t p, unsigned char *out, int outsize);
683 void (*RoundUpToHullSize)(struct model_s *cmodel, const vec3_t inmins, const vec3_t inmaxs, vec3_t outmins, vec3_t outmaxs);
684 // trace a line of sight through this model (returns false if the line if sight is definitely blocked)
685 qboolean (*TraceLineOfSight)(struct model_s *model, const vec3_t start, const vec3_t end);
687 char skybox[MAX_QPATH];
689 rtexture_t *solidskytexture;
690 rtexture_t *alphaskytexture;
692 qboolean supportwateralpha;
700 typedef struct model_brushq1_s
717 mclipnode_t *clipnodes;
719 hull_t hulls[MAX_MAP_HULLS];
721 int num_compressedpvs;
722 unsigned char *data_compressedpvs;
725 unsigned char *lightdata;
726 unsigned char *nmaplightdata; // deluxemap file
728 // lightmap update chains for light styles
730 model_brush_lightstyleinfo_t *data_lightstyleinfo;
732 // this contains bytes that are 1 if a surface needs its lightmap rebuilt
733 unsigned char *lightmapupdateflags;
737 /* MSVC can't compile empty structs, so this is commented out for now
738 typedef struct model_brushq2_s
744 typedef struct model_brushq3_s
747 q3dmodel_t *data_models;
749 // used only during loading - freed after loading!
751 float *data_vertex3f;
752 float *data_normal3f;
753 float *data_texcoordtexture2f;
754 float *data_texcoordlightmap2f;
757 // freed after loading!
762 q3deffect_t *data_effects;
765 int num_originallightmaps;
766 int num_mergedlightmaps;
767 int num_lightmapmergepower;
768 int num_lightmapmerge;
769 rtexture_t **data_lightmaps;
770 rtexture_t **data_deluxemaps;
772 // voxel light data with directional shading
774 q3dlightgrid_t *data_lightgrid;
775 // size of each cell (may vary by map, typically 64 64 128)
776 float num_lightgrid_cellsize[3];
777 // 1.0 / num_lightgrid_cellsize
778 float num_lightgrid_scale[3];
779 // dimensions of the world model in lightgrid cells
780 int num_lightgrid_imins[3];
781 int num_lightgrid_imaxs[3];
782 int num_lightgrid_isize[3];
783 // transform modelspace coordinates to lightgrid index
784 matrix4x4_t num_lightgrid_indexfromworld;
786 // true if this q3bsp file has been detected as using deluxemapping
787 // (lightmap texture pairs, every odd one is never directly refernced,
788 // and contains lighting normals, not colors)
789 qboolean deluxemapping;
790 // true if the detected deluxemaps are the modelspace kind, rather than
791 // the faster tangentspace kind
792 qboolean deluxemapping_modelspace;
793 // size of lightmaps (128 by default, but may be another poweroftwo if
794 // external lightmaps are used (q3map2 -lightmapsize)
801 typedef struct model_s
803 // name and path of model, for example "progs/player.mdl"
804 char name[MAX_QPATH];
805 // model needs to be loaded if this is false
807 // set if the model is used in current map, models which are not, are purged
809 // CRC of the file this model was loaded from, to reload if changed
811 // mod_brush, mod_alias, mod_sprite
813 // memory pool for allocations
815 // all models use textures...
816 rtexturepool_t *texturepool;
817 // EF_* flags (translated from the model file's different flags layout)
819 // number of QC accessible frame(group)s in the model
821 // number of QC accessible skin(group)s in the model
823 // whether to randomize animated framegroups
825 // bounding box at angles '0 0 0'
826 vec3_t normalmins, normalmaxs;
827 // bounding box if yaw angle is not 0, but pitch and roll are
828 vec3_t yawmins, yawmaxs;
829 // bounding box if pitch or roll are used
830 vec3_t rotatedmins, rotatedmaxs;
831 // sphere radius, usable at any angles
833 // squared sphere radius for easier comparisons
835 // skin animation info
836 animscene_t *skinscenes; // [numskins]
837 // skin animation info
838 animscene_t *animscenes; // [numframes]
839 // range of surface numbers in this (sub)model
840 int firstmodelsurface;
841 int nummodelsurfaces;
842 int *sortedmodelsurfaces;
843 // range of collision brush numbers in this (sub)model
846 // list of surface numbers in this (sub)model
851 aliastag_t *data_tags;
852 // for skeletal models
854 aliasbone_t *data_bones;
857 float *data_baseboneposeinverse;
858 // textures of this model
860 int num_texturesperskin;
861 texture_t *data_textures;
862 // surfaces of this model
864 msurface_t *data_surfaces;
865 // optional lightmapinfo data for surface lightmap updates
866 msurface_lightmapinfo_t *data_surfaces_lightmapinfo;
867 // all surfaces belong to this mesh
869 // data type of model
870 const char *modeldatatypestring;
871 // generates vertex data for a given frameblend
872 void(*AnimateVertices)(const struct model_s *model, const struct frameblend_s *frameblend, float *vertex3f, float *normal3f, float *svector3f, float *tvector3f);
873 // draw the model's sky polygons (only used by brush models)
874 void(*DrawSky)(struct entity_render_s *ent);
875 // draw refraction/reflection textures for the model's water polygons (only used by brush models)
876 void(*DrawAddWaterPlanes)(struct entity_render_s *ent);
877 // draw the model using lightmap/dlight shading
878 void(*Draw)(struct entity_render_s *ent);
879 // draw the model to the depth buffer (no color rendering at all)
880 void(*DrawDepth)(struct entity_render_s *ent);
881 // draw any enabled debugging effects on this model (such as showing triangles, normals, collision brushes...)
882 void(*DrawDebug)(struct entity_render_s *ent);
883 // gathers info on which clusters and surfaces are lit by light, as well as calculating a bounding box
884 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);
885 // compile a shadow volume for the model based on light source
886 void(*CompileShadowVolume)(struct entity_render_s *ent, vec3_t relativelightorigin, vec3_t relativelightdirection, float lightradius, int numsurfaces, const int *surfacelist);
887 // draw a shadow volume for the model based on light source
888 void(*DrawShadowVolume)(struct entity_render_s *ent, const vec3_t relativelightorigin, const vec3_t relativelightdirection, float lightradius, int numsurfaces, const int *surfacelist, const vec3_t lightmins, const vec3_t lightmaxs);
889 // draw the lighting on a model (through stencil)
890 void(*DrawLight)(struct entity_render_s *ent, int numsurfaces, const int *surfacelist, const unsigned char *trispvs);
891 // trace a box against this model
892 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);
893 // find the supercontents value at a point in this model
894 int (*PointSuperContents)(struct model_s *model, int frame, const vec3_t point);
895 // fields belonging to some types of model
896 model_sprite_t sprite;
898 model_brushq1_t brushq1;
899 /* MSVC can't handle an empty struct, so this is commented out for now
900 model_brushq2_t brushq2;
902 model_brushq3_t brushq3;
903 // flags this model for offseting sounds to the model center (used by brush models)
908 //============================================================================
911 extern dp_model_t *loadmodel;
912 extern unsigned char *mod_base;
913 // sky/water subdivision
914 //extern cvar_t gl_subdivide_size;
915 // texture fullbrights
916 extern cvar_t r_fullbrights;
918 void Mod_Init (void);
919 void Mod_Reload (void);
920 dp_model_t *Mod_LoadModel(dp_model_t *mod, qboolean crash, qboolean checkdisk);
921 dp_model_t *Mod_FindName (const char *name, const char *parentname);
922 dp_model_t *Mod_ForName (const char *name, qboolean crash, qboolean checkdisk, const char *parentname);
923 void Mod_UnloadModel (dp_model_t *mod);
925 void Mod_ClearUsed(void);
926 void Mod_PurgeUnused(void);
927 void Mod_RemoveStaleWorldModels(dp_model_t *skip); // only used during loading!
929 extern dp_model_t *loadmodel;
930 extern char loadname[32]; // for hunk tags
932 int Mod_BuildVertexRemapTableFromElements(int numelements, const int *elements, int numvertices, int *remapvertices);
933 void Mod_BuildTriangleNeighbors(int *neighbors, const int *elements, int numtriangles);
934 void Mod_ValidateElements(int *elements, int numtriangles, int firstvertex, int numverts, const char *filename, int fileline);
935 void Mod_BuildNormals(int firstvertex, int numvertices, int numtriangles, const float *vertex3f, const int *elements, float *normal3f, qboolean areaweighting);
936 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);
938 void Mod_AllocSurfMesh(mempool_t *mempool, int numvertices, int numtriangles, qboolean lightmapoffsets, qboolean vertexcolors, qboolean neighbors);
939 void Mod_MakeSortedSurfaces(dp_model_t *mod);
941 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);
942 shadowmesh_t *Mod_ShadowMesh_ReAlloc(mempool_t *mempool, shadowmesh_t *oldmesh, int light, int neighbors);
943 int Mod_ShadowMesh_AddVertex(shadowmesh_t *mesh, float *vertex14f);
944 void Mod_ShadowMesh_AddTriangle(mempool_t *mempool, shadowmesh_t *mesh, rtexture_t *map_diffuse, rtexture_t *map_specular, rtexture_t *map_normal, float *vertex14f);
945 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);
946 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);
947 shadowmesh_t *Mod_ShadowMesh_Finish(mempool_t *mempool, shadowmesh_t *firstmesh, qboolean light, qboolean neighbors, qboolean createvbo);
948 void Mod_ShadowMesh_CalcBBox(shadowmesh_t *firstmesh, vec3_t mins, vec3_t maxs, vec3_t center, float *radius);
949 void Mod_ShadowMesh_Free(shadowmesh_t *mesh);
951 void Mod_FreeQ3Shaders(void);
952 void Mod_LoadQ3Shaders(void);
953 q3shaderinfo_t *Mod_LookupQ3Shader(const char *name);
954 qboolean Mod_LoadTextureFromQ3Shader(texture_t *texture, const char *name, qboolean warnmissing, qboolean fallback, int defaulttexflags);
956 extern cvar_t r_mipskins;
958 typedef struct skinfileitem_s
960 struct skinfileitem_s *next;
961 char name[MAX_QPATH];
962 char replacement[MAX_QPATH];
966 typedef struct skinfile_s
968 struct skinfile_s *next;
969 skinfileitem_t *items;
973 skinfile_t *Mod_LoadSkinFiles(void);
974 void Mod_FreeSkinFiles(skinfile_t *skinfile);
975 int Mod_CountSkinFiles(skinfile_t *skinfile);
977 void Mod_SnapVertices(int numcomponents, int numvertices, float *vertices, float snap);
978 int Mod_RemoveDegenerateTriangles(int numtriangles, const int *inelement3i, int *outelement3i, const float *vertex3f);
979 void Mod_VertexRangeFromElements(int numelements, const int *elements, int *firstvertexpointer, int *lastvertexpointer);
982 void Mod_BrushInit(void);
983 // used for talking to the QuakeC mainly
984 int Mod_Q1BSP_NativeContentsFromSuperContents(struct model_s *model, int supercontents);
985 int Mod_Q1BSP_SuperContentsFromNativeContents(struct model_s *model, int nativecontents);
987 // a lot of model formats use the Q1BSP code, so here are the prototypes...
988 struct entity_render_s;
989 void R_Q1BSP_DrawAddWaterPlanes(struct entity_render_s *ent);
990 void R_Q1BSP_DrawSky(struct entity_render_s *ent);
991 void R_Q1BSP_Draw(struct entity_render_s *ent);
992 void R_Q1BSP_DrawDepth(struct entity_render_s *ent);
993 void R_Q1BSP_DrawDebug(struct entity_render_s *ent);
994 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);
995 void R_Q1BSP_CompileShadowVolume(struct entity_render_s *ent, vec3_t relativelightorigin, vec3_t relativelightdirection, float lightradius, int numsurfaces, const int *surfacelist);
996 void R_Q1BSP_DrawShadowVolume(struct entity_render_s *ent, const vec3_t relativelightorigin, const vec3_t relativelightdirection, float lightradius, int numsurfaces, const int *surfacelist, const vec3_t lightmins, const vec3_t lightmaxs);
997 void R_Q1BSP_DrawLight(struct entity_render_s *ent, int numsurfaces, const int *surfacelist, const unsigned char *trispvs);
1000 struct frameblend_s;
1001 void Mod_AliasInit(void);
1002 int Mod_Alias_GetTagMatrix(const dp_model_t *model, int poseframe, int tagindex, matrix4x4_t *outmatrix);
1003 int Mod_Alias_GetTagIndexForName(const dp_model_t *model, unsigned int skin, const char *tagname);
1004 int Mod_Alias_GetExtendedTagInfoForIndex(const dp_model_t *model, unsigned int skin, int poseframe, int tagindex, int *parentindex, const char **tagname, matrix4x4_t *tag_localmatrix);
1007 void Mod_SpriteInit(void);
1010 void Mod_Q1BSP_Load(dp_model_t *mod, void *buffer, void *bufferend);
1011 void Mod_IBSP_Load(dp_model_t *mod, void *buffer, void *bufferend);
1012 void Mod_MAP_Load(dp_model_t *mod, void *buffer, void *bufferend);
1013 void Mod_OBJ_Load(dp_model_t *mod, void *buffer, void *bufferend);
1014 void Mod_IDP0_Load(dp_model_t *mod, void *buffer, void *bufferend);
1015 void Mod_IDP2_Load(dp_model_t *mod, void *buffer, void *bufferend);
1016 void Mod_IDP3_Load(dp_model_t *mod, void *buffer, void *bufferend);
1017 void Mod_ZYMOTICMODEL_Load(dp_model_t *mod, void *buffer, void *bufferend);
1018 void Mod_DARKPLACESMODEL_Load(dp_model_t *mod, void *buffer, void *bufferend);
1019 void Mod_PSKMODEL_Load(dp_model_t *mod, void *buffer, void *bufferend);
1020 void Mod_IDSP_Load(dp_model_t *mod, void *buffer, void *bufferend);
1021 void Mod_IDS2_Load(dp_model_t *mod, void *buffer, void *bufferend);
1024 qboolean Mod_CanSeeBox_Trace(int numsamples, float t, dp_model_t *model, vec3_t eye, vec3_t minsX, vec3_t maxsX);
1026 #endif // MODEL_SHARED_H