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
80 typedef struct texvecvertex_s
87 // used for mesh lists in q1bsp/q3bsp map models
88 // (the surfaces reference portions of these meshes)
89 typedef struct surfmesh_s
91 // triangle data in system memory
92 int num_triangles; // number of triangles in the mesh
93 int *data_element3i; // int[tris*3] triangles of the mesh, 3 indices into vertex arrays for each
94 unsigned short *data_element3s; // unsigned short[tris*3] triangles of the mesh in unsigned short format (NULL if num_vertices > 65536)
95 int *data_neighbor3i; // int[tris*3] neighboring triangle on each edge (-1 if none)
96 // element buffer object (stores triangles in video memory)
97 int ebo3i; // unsigned int format (only allocated if num_vertices > 65536)
98 int ebo3s; // unsigned short format (only allocated if num_vertices <= 65536)
99 // vertex data in system memory
100 int num_vertices; // number of vertices in the mesh
101 float *data_vertex3f; // float[verts*3] vertex locations
102 float *data_svector3f; // float[verts*3] direction of 'S' (right) texture axis for each vertex
103 float *data_tvector3f; // float[verts*3] direction of 'T' (down) texture axis for each vertex
104 float *data_normal3f; // float[verts*3] direction of 'R' (out) texture axis for each vertex
105 float *data_texcoordtexture2f; // float[verts*2] texcoords for surface texture
106 float *data_texcoordlightmap2f; // float[verts*2] texcoords for lightmap texture
107 float *data_lightmapcolor4f;
108 int *data_lightmapoffsets; // index into surface's lightmap samples for vertex lighting
109 // vertex buffer object (stores geometry in video memory)
111 size_t vbooffset_vertex3f;
112 size_t vbooffset_svector3f;
113 size_t vbooffset_tvector3f;
114 size_t vbooffset_normal3f;
115 size_t vbooffset_texcoordtexture2f;
116 size_t vbooffset_texcoordlightmap2f;
117 size_t vbooffset_lightmapcolor4f;
118 // morph blending, these are zero if model is skeletal or static
120 struct md3vertex_s *data_morphmd3vertex;
121 struct trivertx_s *data_morphmdlvertex;
122 struct texvecvertex_s *data_morphtexvecvertex;
123 float *data_morphmd2framesize6f;
124 float num_morphmdlframescale[3];
125 float num_morphmdlframetranslate[3];
126 // skeletal blending, these are NULL if model is morph or static
127 int *data_vertexweightindex4i;
128 float *data_vertexweightinfluence4f;
129 // set if there is some kind of animation on this model
134 #define SHADOWMESHVERTEXHASH 1024
135 typedef struct shadowmeshvertexhash_s
137 struct shadowmeshvertexhash_s *next;
139 shadowmeshvertexhash_t;
141 typedef struct shadowmesh_s
143 // next mesh in chain
144 struct shadowmesh_s *next;
145 // used for light mesh (NULL on shadow mesh)
146 rtexture_t *map_diffuse;
147 rtexture_t *map_specular;
148 rtexture_t *map_normal;
150 int numverts, maxverts;
151 int numtriangles, maxtriangles;
154 // used for light mesh (NULL on shadow mesh)
161 unsigned short *element3s;
162 // used for shadow mapping cubemap side partitioning
163 int sideoffsets[6], sidetotals[6];
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
387 float specularscalemod;
388 float specularpowermod;
389 #define Q3SHADERINFO_COMPARE_END specularpowermod
393 typedef enum texturelayertype_e
395 TEXTURELAYERTYPE_INVALID,
396 TEXTURELAYERTYPE_LITTEXTURE,
397 TEXTURELAYERTYPE_TEXTURE,
398 TEXTURELAYERTYPE_FOG,
402 typedef enum texturelayerflag_e
404 // indicates that the pass should apply fog darkening; used on
405 // transparent surfaces where simply blending an alpha fog as a final
406 // pass would not behave properly, so all the surfaces must be darkened,
407 // and the fog color added as a separate pass
408 TEXTURELAYERFLAG_FOGDARKEN = 1,
412 typedef struct texturelayer_s
414 texturelayertype_t type;
419 matrix4x4_t texmatrix;
425 typedef struct texture_s
431 unsigned int width, height;
433 //unsigned int flags;
435 // base material flags
436 int basematerialflags;
437 // current material flags (updated each bmodel render)
438 int currentmaterialflags;
440 // PolygonOffset values for rendering this material
441 // (these are added to the r_refdef values and submodel values)
442 float biaspolygonfactor;
443 float biaspolygonoffset;
445 // textures to use when rendering this material
446 skinframe_t *currentskinframe;
449 skinframe_t *skinframes[TEXTURE_MAXFRAMES];
450 // background layer (for terrain texture blending)
451 skinframe_t *backgroundcurrentskinframe;
452 int backgroundnumskinframes;
453 float backgroundskinframerate;
454 skinframe_t *backgroundskinframes[TEXTURE_MAXFRAMES];
456 // total frames in sequence and alternate sequence
458 // direct pointers to each of the frames in the sequences
459 // (indexed as [alternate][frame])
460 struct texture_s *anim_frames[2][10];
461 // set if animated or there is an alternate frame set
462 // (this is an optimization in the renderer)
465 // renderer checks if this texture needs updating...
466 int update_lastrenderframe;
467 void *update_lastrenderentity;
468 // the current alpha of this texture (may be affected by r_wateralpha)
470 // the current texture frame in animation
471 struct texture_s *currentframe;
472 // current texture transform matrix (used for water scrolling)
473 matrix4x4_t currenttexmatrix;
474 matrix4x4_t currentbackgroundtexmatrix;
476 // various q3 shader features
477 q3shaderinfo_layer_rgbgen_t rgbgen;
478 q3shaderinfo_layer_alphagen_t alphagen;
479 q3shaderinfo_layer_tcgen_t tcgen;
480 q3shaderinfo_layer_tcmod_t tcmods[Q3MAXTCMODS];
481 q3shaderinfo_layer_tcmod_t backgroundtcmods[Q3MAXTCMODS];
482 q3shaderinfo_deform_t deforms[Q3MAXDEFORMS];
484 qboolean colormapping;
485 rtexture_t *basetexture;
486 rtexture_t *glosstexture;
487 rtexture_t *backgroundbasetexture;
488 rtexture_t *backgroundglosstexture;
491 // color tint (colormod * currentalpha) used for rtlighting this material
492 float dlightcolor[3];
493 // color tint (colormod * 2) used for lightmapped lighting on this material
494 // includes alpha as 4th component
495 // replaces role of gl_Color in GLSL shader
496 float lightmapcolor[4];
499 int customblendfunc[2];
501 int currentnumlayers;
502 texturelayer_t currentlayers[16];
512 float reflectmin; // when refraction is used, minimum amount of reflection (when looking straight down)
513 float reflectmax; // when refraction is used, maximum amount of reflection (when looking parallel to water)
514 float refractfactor; // amount of refraction distort (1.0 = like the cvar specifies)
515 vec4_t refractcolor4f; // color tint of refraction (including alpha factor)
516 float reflectfactor; // amount of reflection distort (1.0 = like the cvar specifies)
517 vec4_t reflectcolor4f; // color tint of reflection (including alpha factor)
518 float r_water_wateralpha; // additional wateralpha to apply when r_water is active
521 float specularscalemod;
522 float specularpowermod;
526 typedef struct mtexinfo_s
534 typedef struct msurface_lightmapinfo_s
536 // texture mapping properties used by this surface
537 mtexinfo_t *texinfo; // q1bsp
538 // index into r_refdef.scene.lightstylevalue array, 255 means not used (black)
539 unsigned char styles[MAXLIGHTMAPS]; // q1bsp
540 // RGB lighting data [numstyles][height][width][3]
541 unsigned char *samples; // q1bsp
542 // RGB normalmap data [numstyles][height][width][3]
543 unsigned char *nmapsamples; // q1bsp
544 // stain to apply on lightmap (soot/dirt/blood/whatever)
545 unsigned char *stainsamples; // q1bsp
546 int texturemins[2]; // q1bsp
547 int extents[2]; // q1bsp
548 int lightmaporigin[2]; // q1bsp
550 msurface_lightmapinfo_t;
553 typedef struct msurface_s
555 // bounding box for onscreen checks
558 // the texture to use on the surface
560 // the lightmap texture fragment to use on the rendering mesh
561 rtexture_t *lightmaptexture;
562 // the lighting direction texture fragment to use on the rendering mesh
563 rtexture_t *deluxemaptexture;
565 // surfaces own ranges of vertices and triangles in the model->surfmesh
566 int num_triangles; // number of triangles
567 int num_firsttriangle; // first triangle
568 int num_vertices; // number of vertices
569 int num_firstvertex; // first vertex
571 // shadow volume building information
572 int num_firstshadowmeshtriangle; // index into model->brush.shadowmesh
574 // lightmaptexture rebuild information not used in q3bsp
575 msurface_lightmapinfo_t *lightmapinfo; // q1bsp
577 // mesh information for collisions (only used by q3bsp curves)
578 int num_collisiontriangles; // q3bsp
579 int *data_collisionelement3i; // q3bsp
580 int num_collisionvertices; // q3bsp
581 float *data_collisionvertex3f; // q3bsp
582 struct q3deffect_s *effect; // q3bsp
583 // FIXME: collisionmarkframe should be kept in a separate array
584 int collisionmarkframe; // q3bsp // don't collide twice in one trace
587 float *data_collisionbbox6f; // collision optimization - contains combined bboxes of every data_collisionstride triangles
588 int num_collisionbboxstride;
589 float *data_bbox6f; // collision optimization - contains combined bboxes of every data_collisionstride triangles
594 #include "matrixlib.h"
596 #include "model_brush.h"
597 #include "model_sprite.h"
598 #include "model_alias.h"
600 typedef struct model_sprite_s
603 mspriteframe_t *sprdata_frames;
609 typedef struct model_brush_lightstyleinfo_s
616 model_brush_lightstyleinfo_t;
618 typedef struct model_brush_s
620 // true if this model is a HalfLife .bsp file
622 // string of entity definitions (.map format)
625 // if not NULL this is a submodel
626 struct model_s *parentmodel;
627 // (this is the number of the submodel, an index into submodels)
630 // number of submodels in this map (just used by server to know how many
631 // submodels to load)
633 // pointers to each of the submodels
634 struct model_s **submodels;
637 mplane_t *data_planes;
642 // visible leafs, not counting 0 (solid)
644 // number of actual leafs (including 0 which is solid)
649 int *data_leafbrushes;
651 int num_leafsurfaces;
652 int *data_leafsurfaces;
655 mportal_t *data_portals;
657 int num_portalpoints;
658 mvertex_t *data_portalpoints;
661 q3mbrush_t *data_brushes;
664 q3mbrushside_t *data_brushsides;
668 int num_pvsclusterbytes;
669 unsigned char *data_pvsclusters;
671 //pvschain = model->brush.data_pvsclusters + mycluster * model->brush.num_pvsclusterbytes;
672 //if (pvschain[thatcluster >> 3] & (1 << (thatcluster & 7)))
674 // a mesh containing all shadow casting geometry for the whole model (including submodels), portions of this are referenced by each surface's num_firstshadowmeshtriangle
675 shadowmesh_t *shadowmesh;
677 // a mesh containing all SUPERCONTENTS_SOLID surfaces for this model or submodel, for physics engines to use
678 shadowmesh_t *collisionmesh;
681 int (*SuperContentsFromNativeContents)(struct model_s *model, int nativecontents);
682 int (*NativeContentsFromSuperContents)(struct model_s *model, int supercontents);
683 unsigned char *(*GetPVS)(struct model_s *model, const vec3_t p);
684 int (*FatPVS)(struct model_s *model, const vec3_t org, vec_t radius, unsigned char *pvsbuffer, int pvsbufferlength, qboolean merge);
685 int (*BoxTouchingPVS)(struct model_s *model, const unsigned char *pvs, const vec3_t mins, const vec3_t maxs);
686 int (*BoxTouchingLeafPVS)(struct model_s *model, const unsigned char *pvs, const vec3_t mins, const vec3_t maxs);
687 int (*BoxTouchingVisibleLeafs)(struct model_s *model, const unsigned char *visibleleafs, const vec3_t mins, const vec3_t maxs);
688 int (*FindBoxClusters)(struct model_s *model, const vec3_t mins, const vec3_t maxs, int maxclusters, int *clusterlist);
689 void (*LightPoint)(struct model_s *model, const vec3_t p, vec3_t ambientcolor, vec3_t diffusecolor, vec3_t diffusenormal);
690 void (*FindNonSolidLocation)(struct model_s *model, const vec3_t in, vec3_t out, vec_t radius);
691 mleaf_t *(*PointInLeaf)(struct model_s *model, const float *p);
692 // these are actually only found on brushq1, but NULL is handled gracefully
693 void (*AmbientSoundLevelsForPoint)(struct model_s *model, const vec3_t p, unsigned char *out, int outsize);
694 void (*RoundUpToHullSize)(struct model_s *cmodel, const vec3_t inmins, const vec3_t inmaxs, vec3_t outmins, vec3_t outmaxs);
695 // trace a line of sight through this model (returns false if the line if sight is definitely blocked)
696 qboolean (*TraceLineOfSight)(struct model_s *model, const vec3_t start, const vec3_t end);
698 char skybox[MAX_QPATH];
700 skinframe_t *solidskyskinframe;
701 skinframe_t *alphaskyskinframe;
703 qboolean supportwateralpha;
711 typedef struct model_brushq1_s
728 mclipnode_t *clipnodes;
730 hull_t hulls[MAX_MAP_HULLS];
732 int num_compressedpvs;
733 unsigned char *data_compressedpvs;
736 unsigned char *lightdata;
737 unsigned char *nmaplightdata; // deluxemap file
739 // lightmap update chains for light styles
741 model_brush_lightstyleinfo_t *data_lightstyleinfo;
743 // this contains bytes that are 1 if a surface needs its lightmap rebuilt
744 unsigned char *lightmapupdateflags;
748 /* MSVC can't compile empty structs, so this is commented out for now
749 typedef struct model_brushq2_s
755 typedef struct model_brushq3_s
758 q3dmodel_t *data_models;
760 // used only during loading - freed after loading!
762 float *data_vertex3f;
763 float *data_normal3f;
764 float *data_texcoordtexture2f;
765 float *data_texcoordlightmap2f;
768 // freed after loading!
773 q3deffect_t *data_effects;
776 int num_originallightmaps;
777 int num_mergedlightmaps;
778 int num_lightmapmergepower;
779 int num_lightmapmerge;
780 rtexture_t **data_lightmaps;
781 rtexture_t **data_deluxemaps;
783 // voxel light data with directional shading
785 q3dlightgrid_t *data_lightgrid;
786 // size of each cell (may vary by map, typically 64 64 128)
787 float num_lightgrid_cellsize[3];
788 // 1.0 / num_lightgrid_cellsize
789 float num_lightgrid_scale[3];
790 // dimensions of the world model in lightgrid cells
791 int num_lightgrid_imins[3];
792 int num_lightgrid_imaxs[3];
793 int num_lightgrid_isize[3];
794 // transform modelspace coordinates to lightgrid index
795 matrix4x4_t num_lightgrid_indexfromworld;
797 // true if this q3bsp file has been detected as using deluxemapping
798 // (lightmap texture pairs, every odd one is never directly refernced,
799 // and contains lighting normals, not colors)
800 qboolean deluxemapping;
801 // true if the detected deluxemaps are the modelspace kind, rather than
802 // the faster tangentspace kind
803 qboolean deluxemapping_modelspace;
804 // size of lightmaps (128 by default, but may be another poweroftwo if
805 // external lightmaps are used (q3map2 -lightmapsize)
812 typedef struct model_s
814 // name and path of model, for example "progs/player.mdl"
815 char name[MAX_QPATH];
816 // model needs to be loaded if this is false
818 // set if the model is used in current map, models which are not, are purged
820 // CRC of the file this model was loaded from, to reload if changed
822 // mod_brush, mod_alias, mod_sprite
824 // memory pool for allocations
826 // all models use textures...
827 rtexturepool_t *texturepool;
828 // EF_* flags (translated from the model file's different flags layout)
830 // number of QC accessible frame(group)s in the model
832 // number of QC accessible skin(group)s in the model
834 // whether to randomize animated framegroups
836 // bounding box at angles '0 0 0'
837 vec3_t normalmins, normalmaxs;
838 // bounding box if yaw angle is not 0, but pitch and roll are
839 vec3_t yawmins, yawmaxs;
840 // bounding box if pitch or roll are used
841 vec3_t rotatedmins, rotatedmaxs;
842 // sphere radius, usable at any angles
844 // squared sphere radius for easier comparisons
846 // skin animation info
847 animscene_t *skinscenes; // [numskins]
848 // skin animation info
849 animscene_t *animscenes; // [numframes]
850 // range of surface numbers in this (sub)model
851 int firstmodelsurface;
852 int nummodelsurfaces;
853 int *sortedmodelsurfaces;
854 // range of collision brush numbers in this (sub)model
860 aliastag_t *data_tags;
861 // for skeletal models
863 aliasbone_t *data_bones;
866 float *data_baseboneposeinverse;
867 // textures of this model
869 int num_texturesperskin;
870 texture_t *data_textures;
871 // surfaces of this model
873 msurface_t *data_surfaces;
874 // optional lightmapinfo data for surface lightmap updates
875 msurface_lightmapinfo_t *data_surfaces_lightmapinfo;
876 // all surfaces belong to this mesh
878 // data type of model
879 const char *modeldatatypestring;
880 // generates vertex data for a given frameblend
881 void(*AnimateVertices)(const struct model_s *model, const struct frameblend_s *frameblend, float *vertex3f, float *normal3f, float *svector3f, float *tvector3f);
882 // draw the model's sky polygons (only used by brush models)
883 void(*DrawSky)(struct entity_render_s *ent);
884 // draw refraction/reflection textures for the model's water polygons (only used by brush models)
885 void(*DrawAddWaterPlanes)(struct entity_render_s *ent);
886 // draw the model using lightmap/dlight shading
887 void(*Draw)(struct entity_render_s *ent);
888 // draw the model to the depth buffer (no color rendering at all)
889 void(*DrawDepth)(struct entity_render_s *ent);
890 // draw any enabled debugging effects on this model (such as showing triangles, normals, collision brushes...)
891 void(*DrawDebug)(struct entity_render_s *ent);
892 // compile an optimized shadowmap mesh for the model based on light source
893 void(*CompileShadowMap)(struct entity_render_s *ent, vec3_t relativelightorigin, vec3_t relativelightdirection, float lightradius, int numsurfaces, const int *surfacelist);
894 // draw depth into a shadowmap
895 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);
896 // gathers info on which clusters and surfaces are lit by light, as well as calculating a bounding box
897 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);
898 // compile a shadow volume for the model based on light source
899 void(*CompileShadowVolume)(struct entity_render_s *ent, vec3_t relativelightorigin, vec3_t relativelightdirection, float lightradius, int numsurfaces, const int *surfacelist);
900 // draw a shadow volume for the model based on light source
901 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);
902 // draw the lighting on a model (through stencil)
903 void(*DrawLight)(struct entity_render_s *ent, int numsurfaces, const int *surfacelist, const unsigned char *trispvs);
904 // trace a box against this model
905 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);
906 // trace a box against this model
907 void (*TraceLine)(struct model_s *model, int frame, struct trace_s *trace, const vec3_t start, const vec3_t end, int hitsupercontentsmask);
908 // trace a point against this model (like PointSuperContents)
909 void (*TracePoint)(struct model_s *model, int frame, struct trace_s *trace, const vec3_t start, int hitsupercontentsmask);
910 // find the supercontents value at a point in this model
911 int (*PointSuperContents)(struct model_s *model, int frame, const vec3_t point);
912 // fields belonging to some types of model
913 model_sprite_t sprite;
915 model_brushq1_t brushq1;
916 /* MSVC can't handle an empty struct, so this is commented out for now
917 model_brushq2_t brushq2;
919 model_brushq3_t brushq3;
920 // flags this model for offseting sounds to the model center (used by brush models)
925 //============================================================================
928 extern dp_model_t *loadmodel;
929 extern unsigned char *mod_base;
930 // sky/water subdivision
931 //extern cvar_t gl_subdivide_size;
932 // texture fullbrights
933 extern cvar_t r_fullbrights;
935 void Mod_Init (void);
936 void Mod_Reload (void);
937 dp_model_t *Mod_LoadModel(dp_model_t *mod, qboolean crash, qboolean checkdisk);
938 dp_model_t *Mod_FindName (const char *name, const char *parentname);
939 dp_model_t *Mod_ForName (const char *name, qboolean crash, qboolean checkdisk, const char *parentname);
940 void Mod_UnloadModel (dp_model_t *mod);
942 void Mod_ClearUsed(void);
943 void Mod_PurgeUnused(void);
944 void Mod_RemoveStaleWorldModels(dp_model_t *skip); // only used during loading!
946 extern dp_model_t *loadmodel;
947 extern char loadname[32]; // for hunk tags
949 int Mod_BuildVertexRemapTableFromElements(int numelements, const int *elements, int numvertices, int *remapvertices);
950 void Mod_BuildTriangleNeighbors(int *neighbors, const int *elements, int numtriangles);
951 void Mod_ValidateElements(int *elements, int numtriangles, int firstvertex, int numverts, const char *filename, int fileline);
952 void Mod_BuildNormals(int firstvertex, int numvertices, int numtriangles, const float *vertex3f, const int *elements, float *normal3f, qboolean areaweighting);
953 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);
955 void Mod_AllocSurfMesh(mempool_t *mempool, int numvertices, int numtriangles, qboolean lightmapoffsets, qboolean vertexcolors, qboolean neighbors);
956 void Mod_MakeSortedSurfaces(dp_model_t *mod);
958 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);
959 shadowmesh_t *Mod_ShadowMesh_ReAlloc(mempool_t *mempool, shadowmesh_t *oldmesh, int light, int neighbors);
960 int Mod_ShadowMesh_AddVertex(shadowmesh_t *mesh, float *vertex14f);
961 void Mod_ShadowMesh_AddTriangle(mempool_t *mempool, shadowmesh_t *mesh, rtexture_t *map_diffuse, rtexture_t *map_specular, rtexture_t *map_normal, float *vertex14f);
962 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);
963 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);
964 shadowmesh_t *Mod_ShadowMesh_Finish(mempool_t *mempool, shadowmesh_t *firstmesh, qboolean light, qboolean neighbors, qboolean createvbo);
965 void Mod_ShadowMesh_CalcBBox(shadowmesh_t *firstmesh, vec3_t mins, vec3_t maxs, vec3_t center, float *radius);
966 void Mod_ShadowMesh_Free(shadowmesh_t *mesh);
968 void Mod_CreateCollisionMesh(dp_model_t *mod);
970 void Mod_FreeQ3Shaders(void);
971 void Mod_LoadQ3Shaders(void);
972 q3shaderinfo_t *Mod_LookupQ3Shader(const char *name);
973 qboolean Mod_LoadTextureFromQ3Shader(texture_t *texture, const char *name, qboolean warnmissing, qboolean fallback, int defaulttexflags);
975 extern cvar_t r_mipskins;
977 typedef struct skinfileitem_s
979 struct skinfileitem_s *next;
980 char name[MAX_QPATH];
981 char replacement[MAX_QPATH];
985 typedef struct skinfile_s
987 struct skinfile_s *next;
988 skinfileitem_t *items;
992 skinfile_t *Mod_LoadSkinFiles(void);
993 void Mod_FreeSkinFiles(skinfile_t *skinfile);
994 int Mod_CountSkinFiles(skinfile_t *skinfile);
996 void Mod_SnapVertices(int numcomponents, int numvertices, float *vertices, float snap);
997 int Mod_RemoveDegenerateTriangles(int numtriangles, const int *inelement3i, int *outelement3i, const float *vertex3f);
998 void Mod_VertexRangeFromElements(int numelements, const int *elements, int *firstvertexpointer, int *lastvertexpointer);
1001 void Mod_BrushInit(void);
1002 // used for talking to the QuakeC mainly
1003 int Mod_Q1BSP_NativeContentsFromSuperContents(struct model_s *model, int supercontents);
1004 int Mod_Q1BSP_SuperContentsFromNativeContents(struct model_s *model, int nativecontents);
1006 // a lot of model formats use the Q1BSP code, so here are the prototypes...
1007 struct entity_render_s;
1008 void R_Q1BSP_DrawAddWaterPlanes(struct entity_render_s *ent);
1009 void R_Q1BSP_DrawSky(struct entity_render_s *ent);
1010 void R_Q1BSP_Draw(struct entity_render_s *ent);
1011 void R_Q1BSP_DrawDepth(struct entity_render_s *ent);
1012 void R_Q1BSP_DrawDebug(struct entity_render_s *ent);
1013 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);
1014 void R_Q1BSP_CompileShadowMap(struct entity_render_s *ent, vec3_t relativelightorigin, vec3_t relativelightdirection, float lightradius, int numsurfaces, const int *surfacelist);
1015 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);
1016 void R_Q1BSP_CompileShadowVolume(struct entity_render_s *ent, vec3_t relativelightorigin, vec3_t relativelightdirection, float lightradius, int numsurfaces, const int *surfacelist);
1017 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);
1018 void R_Q1BSP_DrawLight(struct entity_render_s *ent, int numsurfaces, const int *surfacelist, const unsigned char *trispvs);
1021 struct frameblend_s;
1022 void Mod_AliasInit(void);
1023 int Mod_Alias_GetTagMatrix(const dp_model_t *model, int poseframe, int tagindex, matrix4x4_t *outmatrix);
1024 int Mod_Alias_GetTagIndexForName(const dp_model_t *model, unsigned int skin, const char *tagname);
1025 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);
1028 void Mod_SpriteInit(void);
1031 void Mod_Q1BSP_Load(dp_model_t *mod, void *buffer, void *bufferend);
1032 void Mod_IBSP_Load(dp_model_t *mod, void *buffer, void *bufferend);
1033 void Mod_MAP_Load(dp_model_t *mod, void *buffer, void *bufferend);
1034 void Mod_OBJ_Load(dp_model_t *mod, void *buffer, void *bufferend);
1035 void Mod_IDP0_Load(dp_model_t *mod, void *buffer, void *bufferend);
1036 void Mod_IDP2_Load(dp_model_t *mod, void *buffer, void *bufferend);
1037 void Mod_IDP3_Load(dp_model_t *mod, void *buffer, void *bufferend);
1038 void Mod_ZYMOTICMODEL_Load(dp_model_t *mod, void *buffer, void *bufferend);
1039 void Mod_DARKPLACESMODEL_Load(dp_model_t *mod, void *buffer, void *bufferend);
1040 void Mod_PSKMODEL_Load(dp_model_t *mod, void *buffer, void *bufferend);
1041 void Mod_IDSP_Load(dp_model_t *mod, void *buffer, void *bufferend);
1042 void Mod_IDS2_Load(dp_model_t *mod, void *buffer, void *bufferend);
1044 #endif // MODEL_SHARED_H