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} 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
78 typedef struct overridetagname_s
84 // a replacement set of tag names, per skin
85 typedef struct overridetagnameset_s
87 int num_overridetagnames;
88 overridetagname_t *data_overridetagnames;
95 // used for mesh lists in q1bsp/q3bsp map models
96 // (the surfaces reference portions of these meshes)
97 typedef struct surfmesh_s
99 // triangle data in system memory
100 int num_triangles; // number of triangles in the mesh
101 int *data_element3i; // int[tris*3] triangles of the mesh, 3 indices into vertex arrays for each
102 int *data_neighbor3i; // int[tris*3] neighboring triangle on each edge (-1 if none)
103 // element buffer object (stores triangles in video memory)
105 // vertex data in system memory
106 int num_vertices; // number of vertices in the mesh
107 float *data_vertex3f; // float[verts*3] vertex locations
108 float *data_svector3f; // float[verts*3] direction of 'S' (right) texture axis for each vertex
109 float *data_tvector3f; // float[verts*3] direction of 'T' (down) texture axis for each vertex
110 float *data_normal3f; // float[verts*3] direction of 'R' (out) texture axis for each vertex
111 float *data_texcoordtexture2f; // float[verts*2] texcoords for surface texture
112 float *data_texcoordlightmap2f; // float[verts*2] texcoords for lightmap texture
113 float *data_lightmapcolor4f;
114 int *data_lightmapoffsets; // index into surface's lightmap samples for vertex lighting
115 // vertex buffer object (stores geometry in video memory)
117 size_t vbooffset_vertex3f;
118 size_t vbooffset_svector3f;
119 size_t vbooffset_tvector3f;
120 size_t vbooffset_normal3f;
121 size_t vbooffset_texcoordtexture2f;
122 size_t vbooffset_texcoordlightmap2f;
123 size_t vbooffset_lightmapcolor4f;
124 // morph blending, these are zero if model is skeletal or static
126 struct md3vertex_s *data_morphmd3vertex;
127 struct trivertx_s *data_morphmdlvertex;
128 float *data_morphmd2framesize6f;
129 float num_morphmdlframescale[3];
130 float num_morphmdlframetranslate[3];
131 // skeletal blending, these are NULL if model is morph or static
132 int *data_vertexweightindex4i;
133 float *data_vertexweightinfluence4f;
134 // set if there is some kind of animation on this model
139 #define SHADOWMESHVERTEXHASH 1024
140 typedef struct shadowmeshvertexhash_s
142 struct shadowmeshvertexhash_s *next;
144 shadowmeshvertexhash_t;
146 typedef struct shadowmesh_s
148 // next mesh in chain
149 struct shadowmesh_s *next;
150 // used for light mesh (NULL on shadow mesh)
151 rtexture_t *map_diffuse;
152 rtexture_t *map_specular;
153 rtexture_t *map_normal;
155 int numverts, maxverts;
156 int numtriangles, maxtriangles;
159 // used for light mesh (NULL on shadow mesh)
166 // used for shadow mesh (NULL on light mesh)
168 // these are NULL after Mod_ShadowMesh_Finish is performed, only used
169 // while building meshes
170 shadowmeshvertexhash_t **vertexhashtable, *vertexhashentries;
171 // element buffer object (stores triangles in video memory)
172 // (created by Mod_ShadowMesh_Finish if possible)
174 // vertex buffer object (stores vertices in video memory)
175 // (created by Mod_ShadowMesh_Finish if possible)
177 size_t vbooffset_vertex3f;
178 size_t vbooffset_svector3f;
179 size_t vbooffset_tvector3f;
180 size_t vbooffset_normal3f;
181 size_t vbooffset_texcoord2f;
185 // various flags from shaders, used for special effects not otherwise classified
186 // TODO: support these features more directly
187 #define Q3TEXTUREFLAG_TWOSIDED 1
188 #define Q3TEXTUREFLAG_NOPICMIP 16
189 #define Q3TEXTUREFLAG_POLYGONOFFSET 32
190 #define Q3TEXTUREFLAG_REFLECTION 256
191 #define Q3TEXTUREFLAG_WATERSHADER 512
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,
296 typedef struct q3shaderinfo_layer_rgbgen_s
299 float parms[Q3RGBGEN_MAXPARMS];
300 q3wavefunc_t wavefunc;
301 float waveparms[Q3WAVEPARMS];
303 q3shaderinfo_layer_rgbgen_t;
305 typedef struct q3shaderinfo_layer_alphagen_s
307 q3alphagen_t alphagen;
308 float parms[Q3ALPHAGEN_MAXPARMS];
309 q3wavefunc_t wavefunc;
310 float waveparms[Q3WAVEPARMS];
312 q3shaderinfo_layer_alphagen_t;
314 typedef struct q3shaderinfo_layer_tcgen_s
317 float parms[Q3TCGEN_MAXPARMS];
319 q3shaderinfo_layer_tcgen_t;
321 typedef struct q3shaderinfo_layer_tcmod_s
324 float parms[Q3TCMOD_MAXPARMS];
325 q3wavefunc_t wavefunc;
326 float waveparms[Q3WAVEPARMS];
328 q3shaderinfo_layer_tcmod_t;
330 typedef struct q3shaderinfo_layer_s
336 char texturename[TEXTURE_MAXFRAMES][Q3PATHLENGTH];
338 q3shaderinfo_layer_rgbgen_t rgbgen;
339 q3shaderinfo_layer_alphagen_t alphagen;
340 q3shaderinfo_layer_tcgen_t tcgen;
341 q3shaderinfo_layer_tcmod_t tcmods[Q3MAXTCMODS];
343 q3shaderinfo_layer_t;
345 typedef struct q3shaderinfo_deform_s
348 float parms[Q3DEFORM_MAXPARMS];
349 q3wavefunc_t wavefunc;
350 float waveparms[Q3WAVEPARMS];
352 q3shaderinfo_deform_t;
354 typedef struct q3shaderinfo_s
356 char name[Q3PATHLENGTH];
361 qboolean vertexalpha;
362 qboolean textureblendalpha;
363 q3shaderinfo_layer_t *primarylayer, *backgroundlayer;
364 q3shaderinfo_layer_t layers[Q3SHADER_MAXLAYERS];
365 char skyboxname[Q3PATHLENGTH];
366 q3shaderinfo_deform_t deforms[Q3MAXDEFORMS];
368 vec3_t reflectcolor, refractcolor;
369 float refractmin; // when refraction is used, minimum amount of reflection (when looking straight down)
370 float refractmax; // when refraction is used, maximum amount of reflection (when looking parallel to water)
371 float refractfactor; // amount of refraction distort (1.0 = like the cvar specifies; note that reflection distort is not configurable because that's what the bumpmap should do)
375 typedef enum texturelayertype_e
377 TEXTURELAYERTYPE_INVALID,
378 TEXTURELAYERTYPE_LITTEXTURE,
379 TEXTURELAYERTYPE_TEXTURE,
380 TEXTURELAYERTYPE_FOG,
384 typedef enum texturelayerflag_e
386 // indicates that the pass should apply fog darkening; used on
387 // transparent surfaces where simply blending an alpha fog as a final
388 // pass would not behave properly, so all the surfaces must be darkened,
389 // and the fog color added as a separate pass
390 TEXTURELAYERFLAG_FOGDARKEN = 1,
394 typedef struct texturelayer_s
396 texturelayertype_t type;
401 matrix4x4_t texmatrix;
407 typedef struct texture_s
413 unsigned int width, height;
415 //unsigned int flags;
417 // base material flags
418 int basematerialflags;
419 // current material flags (updated each bmodel render)
420 int currentmaterialflags;
422 // current PolygonOffset values for rendering this material
423 float currentpolygonfactor;
424 float currentpolygonoffset;
425 float basepolygonfactor;
426 float basepolygonoffset;
428 // textures to use when rendering this material
429 skinframe_t *currentskinframe;
432 skinframe_t *skinframes[TEXTURE_MAXFRAMES];
433 // background layer (for terrain texture blending)
434 skinframe_t *backgroundcurrentskinframe;
435 int backgroundnumskinframes;
436 float backgroundskinframerate;
437 skinframe_t *backgroundskinframes[TEXTURE_MAXFRAMES];
439 // total frames in sequence and alternate sequence
441 // direct pointers to each of the frames in the sequences
442 // (indexed as [alternate][frame])
443 struct texture_s *anim_frames[2][10];
444 // set if animated or there is an alternate frame set
445 // (this is an optimization in the renderer)
448 // the current alpha of this texture (may be affected by r_wateralpha)
450 // the current texture frame in animation
451 struct texture_s *currentframe;
452 // current texture transform matrix (used for water scrolling)
453 matrix4x4_t currenttexmatrix;
455 // various q3 shader features
456 q3shaderinfo_layer_rgbgen_t rgbgen;
457 q3shaderinfo_layer_alphagen_t alphagen;
458 q3shaderinfo_layer_tcgen_t tcgen;
459 q3shaderinfo_layer_tcmod_t tcmods[Q3MAXTCMODS];
460 q3shaderinfo_deform_t deforms[Q3MAXDEFORMS];
462 qboolean colormapping;
463 rtexture_t *basetexture;
464 rtexture_t *glosstexture;
465 rtexture_t *backgroundbasetexture;
466 rtexture_t *backgroundglosstexture;
469 // color tint (colormod * currentalpha) used for rtlighting this material
470 float dlightcolor[3];
473 int customblendfunc[2];
475 int currentnumlayers;
476 texturelayer_t currentlayers[16];
486 vec3_t reflectcolor, refractcolor;
487 float refractmin; // when refraction is used, minimum amount of reflection (when looking straight down)
488 float refractmax; // when refraction is used, maximum amount of reflection (when looking parallel to water)
489 float refractfactor; // amount of refraction distort (1.0 = like the cvar specifies; note that reflection distort is not configurable because that's what the bumpmap should do)
493 typedef struct mtexinfo_s
501 typedef struct msurface_lightmapinfo_s
503 // texture mapping properties used by this surface
504 mtexinfo_t *texinfo; // q1bsp
505 // index into r_refdef.lightstylevalue array, 255 means not used (black)
506 unsigned char styles[MAXLIGHTMAPS]; // q1bsp
507 // RGB lighting data [numstyles][height][width][3]
508 unsigned char *samples; // q1bsp
509 // RGB normalmap data [numstyles][height][width][3]
510 unsigned char *nmapsamples; // q1bsp
511 // stain to apply on lightmap (soot/dirt/blood/whatever)
512 unsigned char *stainsamples; // q1bsp
513 int texturemins[2]; // q1bsp
514 int extents[2]; // q1bsp
515 int lightmaporigin[2]; // q1bsp
517 msurface_lightmapinfo_t;
520 typedef struct msurface_s
522 // bounding box for onscreen checks
525 // the texture to use on the surface
527 // the lightmap texture fragment to use on the rendering mesh
528 rtexture_t *lightmaptexture;
529 // the lighting direction texture fragment to use on the rendering mesh
530 rtexture_t *deluxemaptexture;
532 // surfaces own ranges of vertices and triangles in the model->surfmesh
533 int num_triangles; // number of triangles
534 int num_firsttriangle; // first triangle
535 int num_vertices; // number of vertices
536 int num_firstvertex; // first vertex
538 // shadow volume building information
539 int num_firstshadowmeshtriangle; // index into model->brush.shadowmesh
541 // lightmaptexture rebuild information not used in q3bsp
542 int cached_dlight; // q1bsp // forces rebuild of lightmaptexture
543 msurface_lightmapinfo_t *lightmapinfo; // q1bsp
545 // mesh information for collisions (only used by q3bsp curves)
546 int num_collisiontriangles; // q3bsp
547 int *data_collisionelement3i; // q3bsp
548 int num_collisionvertices; // q3bsp
549 float *data_collisionvertex3f; // q3bsp
550 struct q3deffect_s *effect; // q3bsp
551 // FIXME: collisionmarkframe should be kept in a separate array
552 int collisionmarkframe; // q3bsp // don't collide twice in one trace
556 #include "matrixlib.h"
558 #include "model_brush.h"
559 #include "model_sprite.h"
560 #include "model_alias.h"
562 typedef struct model_sprite_s
565 mspriteframe_t *sprdata_frames;
571 typedef struct model_brush_s
573 // true if this model is a HalfLife .bsp file
575 // true if this model is a Martial Concert .bsp file
577 // string of entity definitions (.map format)
580 // if non-zero this is a submodel
581 // (this is the number of the submodel, an index into submodels)
584 // number of submodels in this map (just used by server to know how many
585 // submodels to load)
587 // pointers to each of the submodels if .isworldmodel is true
588 struct model_s **submodels;
591 mplane_t *data_planes;
596 // visible leafs, not counting 0 (solid)
598 // number of actual leafs (including 0 which is solid)
603 int *data_leafbrushes;
605 int num_leafsurfaces;
606 int *data_leafsurfaces;
609 mportal_t *data_portals;
611 int num_portalpoints;
612 mvertex_t *data_portalpoints;
615 q3mbrush_t *data_brushes;
618 q3mbrushside_t *data_brushsides;
622 int num_pvsclusterbytes;
623 unsigned char *data_pvsclusters;
625 //pvschain = model->brush.data_pvsclusters + mycluster * model->brush.num_pvsclusterbytes;
626 //if (pvschain[thatcluster >> 3] & (1 << (thatcluster & 7)))
628 // a mesh containing all shadow casting geometry for the whole model (including submodels), portions of this are referenced by each surface's num_firstshadowmeshtriangle
629 shadowmesh_t *shadowmesh;
632 int (*SuperContentsFromNativeContents)(struct model_s *model, int nativecontents);
633 int (*NativeContentsFromSuperContents)(struct model_s *model, int supercontents);
634 unsigned char *(*GetPVS)(struct model_s *model, const vec3_t p);
635 int (*FatPVS)(struct model_s *model, const vec3_t org, vec_t radius, unsigned char *pvsbuffer, int pvsbufferlength, qboolean merge);
636 int (*BoxTouchingPVS)(struct model_s *model, const unsigned char *pvs, const vec3_t mins, const vec3_t maxs);
637 int (*BoxTouchingLeafPVS)(struct model_s *model, const unsigned char *pvs, const vec3_t mins, const vec3_t maxs);
638 int (*BoxTouchingVisibleLeafs)(struct model_s *model, const unsigned char *visibleleafs, const vec3_t mins, const vec3_t maxs);
639 int (*FindBoxClusters)(struct model_s *model, const vec3_t mins, const vec3_t maxs, int maxclusters, int *clusterlist);
640 void (*LightPoint)(struct model_s *model, const vec3_t p, vec3_t ambientcolor, vec3_t diffusecolor, vec3_t diffusenormal);
641 void (*FindNonSolidLocation)(struct model_s *model, const vec3_t in, vec3_t out, vec_t radius);
642 mleaf_t *(*PointInLeaf)(struct model_s *model, const float *p);
643 // these are actually only found on brushq1, but NULL is handled gracefully
644 void (*AmbientSoundLevelsForPoint)(struct model_s *model, const vec3_t p, unsigned char *out, int outsize);
645 void (*RoundUpToHullSize)(struct model_s *cmodel, const vec3_t inmins, const vec3_t inmaxs, vec3_t outmins, vec3_t outmaxs);
646 // trace a line of sight through this model (returns false if the line if sight is definitely blocked)
647 qboolean (*TraceLineOfSight)(struct model_s *model, const vec3_t start, const vec3_t end);
649 char skybox[MAX_QPATH];
651 rtexture_t *solidskytexture;
652 rtexture_t *alphaskytexture;
654 qboolean supportwateralpha;
662 typedef struct model_brushq1_s
664 // lightmap format, set to r_lightmaprgba when model is loaded
682 mclipnode_t *clipnodes;
684 int numhulls; // this variable is only used by MCBSP, other formats know it intuitively
685 hull_t hulls[MAX_MAP_HULLS];
687 int num_compressedpvs;
688 unsigned char *data_compressedpvs;
691 unsigned char *lightdata;
692 unsigned char *nmaplightdata; // deluxemap file
694 // lightmap update chains for light styles
696 unsigned char *light_style;
697 int *light_stylevalue;
698 msurface_t ***light_styleupdatechains;
699 msurface_t **light_styleupdatechainsbuffer;
703 /* MSVC can't compile empty structs, so this is commented out for now
704 typedef struct model_brushq2_s
710 typedef struct model_brushq3_s
713 q3dmodel_t *data_models;
715 // used only during loading - freed after loading!
717 float *data_vertex3f;
718 float *data_normal3f;
719 float *data_texcoordtexture2f;
720 float *data_texcoordlightmap2f;
723 // freed after loading!
728 q3deffect_t *data_effects;
731 int num_originallightmaps;
732 int num_mergedlightmaps;
733 int num_lightmapmergepower;
734 int num_lightmapmerge;
735 rtexture_t **data_lightmaps;
736 rtexture_t **data_deluxemaps;
738 // voxel light data with directional shading
740 q3dlightgrid_t *data_lightgrid;
741 // size of each cell (may vary by map, typically 64 64 128)
742 float num_lightgrid_cellsize[3];
743 // 1.0 / num_lightgrid_cellsize
744 float num_lightgrid_scale[3];
745 // dimensions of the world model in lightgrid cells
746 int num_lightgrid_imins[3];
747 int num_lightgrid_imaxs[3];
748 int num_lightgrid_isize[3];
750 int num_lightgrid_dimensions[3];
751 // transform modelspace coordinates to lightgrid index
752 matrix4x4_t num_lightgrid_indexfromworld;
754 // true if this q3bsp file has been detected as using deluxemapping
755 // (lightmap texture pairs, every odd one is never directly refernced,
756 // and contains lighting normals, not colors)
757 qboolean deluxemapping;
758 // true if the detected deluxemaps are the modelspace kind, rather than
759 // the faster tangentspace kind
760 qboolean deluxemapping_modelspace;
764 typedef struct model_s
766 // name and path of model, for example "progs/player.mdl"
767 char name[MAX_QPATH];
768 // model needs to be loaded if this is false
770 // set if the model is used in current map, models which are not, are purged
772 // true if this is the world model (I.E. defines what sky to use, and may contain submodels)
773 qboolean isworldmodel;
774 // CRC of the file this model was loaded from, to reload if changed
776 // mod_brush, mod_alias, mod_sprite
778 // memory pool for allocations
780 // all models use textures...
781 rtexturepool_t *texturepool;
782 // EF_* flags (translated from the model file's different flags layout)
784 // number of QC accessible frame(group)s in the model
786 // number of QC accessible skin(group)s in the model
788 // whether to randomize animated framegroups
790 // bounding box at angles '0 0 0'
791 vec3_t normalmins, normalmaxs;
792 // bounding box if yaw angle is not 0, but pitch and roll are
793 vec3_t yawmins, yawmaxs;
794 // bounding box if pitch or roll are used
795 vec3_t rotatedmins, rotatedmaxs;
796 // sphere radius, usable at any angles
798 // squared sphere radius for easier comparisons
800 // skin animation info
801 animscene_t *skinscenes; // [numskins]
802 // skin animation info
803 animscene_t *animscenes; // [numframes]
804 // range of surface numbers in this (sub)model
805 int firstmodelsurface;
806 int nummodelsurfaces;
807 // range of collision brush numbers in this (sub)model
810 // list of surface numbers in this (sub)model
815 aliastag_t *data_tags;
816 // for skeletal models
818 aliasbone_t *data_bones;
821 float *data_baseboneposeinverse;
822 // textures of this model
824 int num_texturesperskin;
825 texture_t *data_textures;
826 // surfaces of this model
828 msurface_t *data_surfaces;
829 // optional lightmapinfo data for surface lightmap updates
830 msurface_lightmapinfo_t *data_surfaces_lightmapinfo;
831 // all surfaces belong to this mesh
833 // data type of model
834 const char *modeldatatypestring;
835 // draw the model's sky polygons (only used by brush models)
836 void(*DrawSky)(struct entity_render_s *ent);
837 // draw refraction/reflection textures for the model's water polygons (only used by brush models)
838 void(*DrawAddWaterPlanes)(struct entity_render_s *ent);
839 // draw the model using lightmap/dlight shading
840 void(*Draw)(struct entity_render_s *ent);
841 // draw the model to the depth buffer (no color rendering at all)
842 void(*DrawDepth)(struct entity_render_s *ent);
843 // draw any enabled debugging effects on this model (such as showing triangles, normals, collision brushes...)
844 void(*DrawDebug)(struct entity_render_s *ent);
845 // gathers info on which clusters and surfaces are lit by light, as well as calculating a bounding box
846 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);
847 // compile a shadow volume for the model based on light source
848 void(*CompileShadowVolume)(struct entity_render_s *ent, vec3_t relativelightorigin, vec3_t relativelightdirection, float lightradius, int numsurfaces, const int *surfacelist);
849 // draw a shadow volume for the model based on light source
850 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);
851 // draw the lighting on a model (through stencil)
852 void(*DrawLight)(struct entity_render_s *ent, int numsurfaces, const int *surfacelist, const unsigned char *trispvs);
853 // trace a box against this model
854 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);
855 // fields belonging to some types of model
856 model_sprite_t sprite;
858 model_brushq1_t brushq1;
859 /* MSVC can't handle an empty struct, so this is commented out for now
860 model_brushq2_t brushq2;
862 model_brushq3_t brushq3;
863 // skin files can have different tags for each skin
864 overridetagnameset_t *data_overridetagnamesforskin;
865 // flags this model for offseting sounds to the model center (used by brush models)
870 //============================================================================
873 extern model_t *loadmodel;
874 extern unsigned char *mod_base;
875 // sky/water subdivision
876 //extern cvar_t gl_subdivide_size;
877 // texture fullbrights
878 extern cvar_t r_fullbrights;
880 void Mod_Init (void);
881 void Mod_Reload (void);
882 model_t *Mod_LoadModel(model_t *mod, qboolean crash, qboolean checkdisk, qboolean isworldmodel);
883 model_t *Mod_FindName (const char *name);
884 model_t *Mod_ForName (const char *name, qboolean crash, qboolean checkdisk, qboolean isworldmodel);
885 void Mod_UnloadModel (model_t *mod);
887 void Mod_ClearUsed(void);
888 void Mod_PurgeUnused(void);
889 void Mod_RemoveStaleWorldModels(model_t *skip); // only used during loading!
891 extern model_t *loadmodel;
892 extern char loadname[32]; // for hunk tags
894 int Mod_BuildVertexRemapTableFromElements(int numelements, const int *elements, int numvertices, int *remapvertices);
895 void Mod_BuildTriangleNeighbors(int *neighbors, const int *elements, int numtriangles);
896 void Mod_ValidateElements(int *elements, int numtriangles, int firstvertex, int numverts, const char *filename, int fileline);
897 void Mod_BuildNormals(int firstvertex, int numvertices, int numtriangles, const float *vertex3f, const int *elements, float *normal3f, qboolean areaweighting);
898 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);
900 void Mod_AllocSurfMesh(mempool_t *mempool, int numvertices, int numtriangles, qboolean lightmapoffsets, qboolean vertexcolors, qboolean neighbors);
902 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);
903 shadowmesh_t *Mod_ShadowMesh_ReAlloc(mempool_t *mempool, shadowmesh_t *oldmesh, int light, int neighbors);
904 int Mod_ShadowMesh_AddVertex(shadowmesh_t *mesh, float *vertex14f);
905 void Mod_ShadowMesh_AddTriangle(mempool_t *mempool, shadowmesh_t *mesh, rtexture_t *map_diffuse, rtexture_t *map_specular, rtexture_t *map_normal, float *vertex14f);
906 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);
907 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);
908 shadowmesh_t *Mod_ShadowMesh_Finish(mempool_t *mempool, shadowmesh_t *firstmesh, qboolean light, qboolean neighbors, qboolean createvbo);
909 void Mod_ShadowMesh_CalcBBox(shadowmesh_t *firstmesh, vec3_t mins, vec3_t maxs, vec3_t center, float *radius);
910 void Mod_ShadowMesh_Free(shadowmesh_t *mesh);
912 void Mod_LoadQ3Shaders(void);
913 q3shaderinfo_t *Mod_LookupQ3Shader(const char *name);
914 qboolean Mod_LoadTextureFromQ3Shader(texture_t *texture, const char *name, qboolean q1bsp, qboolean q3bsp, qboolean md3);
916 extern cvar_t r_mipskins;
918 typedef struct skinfileitem_s
920 struct skinfileitem_s *next;
921 char name[MAX_QPATH];
922 char replacement[MAX_QPATH];
926 typedef struct skinfile_s
928 struct skinfile_s *next;
929 skinfileitem_t *items;
933 skinfile_t *Mod_LoadSkinFiles(void);
934 void Mod_FreeSkinFiles(skinfile_t *skinfile);
935 int Mod_CountSkinFiles(skinfile_t *skinfile);
937 void Mod_SnapVertices(int numcomponents, int numvertices, float *vertices, float snap);
938 int Mod_RemoveDegenerateTriangles(int numtriangles, const int *inelement3i, int *outelement3i, const float *vertex3f);
939 void Mod_VertexRangeFromElements(int numelements, const int *elements, int *firstvertexpointer, int *lastvertexpointer);
942 void Mod_BrushInit(void);
943 // used for talking to the QuakeC mainly
944 int Mod_Q1BSP_NativeContentsFromSuperContents(struct model_s *model, int supercontents);
945 int Mod_Q1BSP_SuperContentsFromNativeContents(struct model_s *model, int nativecontents);
947 // a lot of model formats use the Q1BSP code, so here are the prototypes...
948 struct entity_render_s;
949 void R_Q1BSP_DrawAddWaterPlanes(struct entity_render_s *ent);
950 void R_Q1BSP_DrawSky(struct entity_render_s *ent);
951 void R_Q1BSP_Draw(struct entity_render_s *ent);
952 void R_Q1BSP_DrawDepth(struct entity_render_s *ent);
953 void R_Q1BSP_DrawDebug(struct entity_render_s *ent);
954 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);
955 void R_Q1BSP_CompileShadowVolume(struct entity_render_s *ent, vec3_t relativelightorigin, vec3_t relativelightdirection, float lightradius, int numsurfaces, const int *surfacelist);
956 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);
957 void R_Q1BSP_DrawLight(struct entity_render_s *ent, int numsurfaces, const int *surfacelist, const unsigned char *trispvs);
961 void Mod_AliasInit(void);
962 void Mod_Alias_GetMesh_Vertices(const model_t *model, const struct frameblend_s *frameblend, float *vertex3f, float *normal3f, float *svector3f, float *tvector3f);
963 int Mod_Alias_GetTagMatrix(const model_t *model, int poseframe, int tagindex, matrix4x4_t *outmatrix);
964 int Mod_Alias_GetTagIndexForName(const model_t *model, unsigned int skin, const char *tagname);
967 void Mod_SpriteInit(void);
970 void Mod_Q1BSP_Load(model_t *mod, void *buffer, void *bufferend);
971 void Mod_IBSP_Load(model_t *mod, void *buffer, void *bufferend);
972 void Mod_MAP_Load(model_t *mod, void *buffer, void *bufferend);
973 void Mod_IDP0_Load(model_t *mod, void *buffer, void *bufferend);
974 void Mod_IDP2_Load(model_t *mod, void *buffer, void *bufferend);
975 void Mod_IDP3_Load(model_t *mod, void *buffer, void *bufferend);
976 void Mod_ZYMOTICMODEL_Load(model_t *mod, void *buffer, void *bufferend);
977 void Mod_DARKPLACESMODEL_Load(model_t *mod, void *buffer, void *bufferend);
978 void Mod_PSKMODEL_Load(model_t *mod, void *buffer, void *bufferend);
979 void Mod_IDSP_Load(model_t *mod, void *buffer, void *bufferend);
980 void Mod_IDS2_Load(model_t *mod, void *buffer, void *bufferend);
983 qboolean Mod_CanSeeBox_Trace(int numsamples, float t, model_t *model, vec3_t eye, vec3_t minsX, vec3_t maxsX);
985 #endif // MODEL_SHARED_H