rtexture_t *gloss; // glossmap (for dot3)
rtexture_t *glow; // glow only (fullbrights)
rtexture_t *fog; // alpha of the base texture (if not opaque)
+ rtexture_t *reflect; // colored mask for cubemap reflections
// accounting data for hash searches:
// the compare variables are used to identify internal skins from certain
// model formats
}
texvecvertex_t;
+typedef struct blendweights_s
+{
+ unsigned char index[4];
+ unsigned char influence[4];
+}
+blendweights_t;
+
+typedef struct r_vertexgeneric_s
+{
+ // 36 bytes
+ float vertex3f[3];
+ float color4f[4];
+ float texcoord2f[2];
+}
+r_vertexgeneric_t;
+
+typedef struct r_vertexmesh_s
+{
+ // 80 bytes
+ float vertex3f[3];
+ float color4f[4];
+ float texcoordtexture2f[2];
+ float texcoordlightmap2f[2];
+ float svector3f[3];
+ float tvector3f[3];
+ float normal3f[3];
+}
+r_vertexmesh_t;
+
+typedef struct r_meshbuffer_s
+{
+ int bufferobject; // OpenGL
+ void *devicebuffer; // Direct3D
+ size_t size;
+ qboolean isindexbuffer;
+ qboolean isdynamic;
+ qboolean isindex16;
+ char name[MAX_QPATH];
+}
+r_meshbuffer_t;
+
// used for mesh lists in q1bsp/q3bsp map models
// (the surfaces reference portions of these meshes)
typedef struct surfmesh_s
// triangle data in system memory
int num_triangles; // number of triangles in the mesh
int *data_element3i; // int[tris*3] triangles of the mesh, 3 indices into vertex arrays for each
+ r_meshbuffer_t *data_element3i_indexbuffer;
+ size_t data_element3i_bufferoffset;
unsigned short *data_element3s; // unsigned short[tris*3] triangles of the mesh in unsigned short format (NULL if num_vertices > 65536)
+ r_meshbuffer_t *data_element3s_indexbuffer;
+ size_t data_element3s_bufferoffset;
int *data_neighbor3i; // int[tris*3] neighboring triangle on each edge (-1 if none)
- // element buffer object (stores triangles in video memory)
- int ebo3i; // unsigned int format (only allocated if num_vertices > 65536)
- int ebo3s; // unsigned short format (only allocated if num_vertices <= 65536)
// vertex data in system memory
int num_vertices; // number of vertices in the mesh
float *data_vertex3f; // float[verts*3] vertex locations
float *data_lightmapcolor4f;
int *data_lightmapoffsets; // index into surface's lightmap samples for vertex lighting
// vertex buffer object (stores geometry in video memory)
- int vbo;
+ r_meshbuffer_t *vbo_vertexbuffer;
size_t vbooffset_vertex3f;
size_t vbooffset_svector3f;
size_t vbooffset_tvector3f;
float num_morphmdlframescale[3];
float num_morphmdlframetranslate[3];
// skeletal blending, these are NULL if model is morph or static
- int *data_vertexweightindex4i;
- float *data_vertexweightinfluence4f;
+ struct blendweights_s *data_blendweights;
+ int num_blends;
+ unsigned short *blends;
// set if there is some kind of animation on this model
qboolean isanimated;
+
+ // vertex and index buffers for rendering
+ r_vertexmesh_t *vertexmesh;
+ r_meshbuffer_t *vertex3fbuffer;
+ r_meshbuffer_t *vertexmeshbuffer;
}
surfmesh_t;
float *texcoord2f;
// used always
int *element3i;
+ r_meshbuffer_t *element3i_indexbuffer;
+ size_t element3i_bufferoffset;
unsigned short *element3s;
+ r_meshbuffer_t *element3s_indexbuffer;
+ size_t element3s_bufferoffset;
// used for shadow mapping cubemap side partitioning
int sideoffsets[6], sidetotals[6];
// used for shadow mesh (NULL on light mesh)
// these are NULL after Mod_ShadowMesh_Finish is performed, only used
// while building meshes
shadowmeshvertexhash_t **vertexhashtable, *vertexhashentries;
- // element buffer object (stores triangles in video memory)
- // (created by Mod_ShadowMesh_Finish if possible)
- int ebo3i;
- int ebo3s;
- // vertex buffer object (stores vertices in video memory)
- // (created by Mod_ShadowMesh_Finish if possible)
- int vbo;
+ r_meshbuffer_t *vbo_vertexbuffer;
size_t vbooffset_vertex3f;
size_t vbooffset_svector3f;
size_t vbooffset_tvector3f;
size_t vbooffset_normal3f;
size_t vbooffset_texcoord2f;
+ // vertex/index buffers for rendering
+ // (created by Mod_ShadowMesh_Finish if possible)
+ r_vertexmesh_t *vertexmesh; // usually NULL
+ r_meshbuffer_t *vertex3fbuffer;
+ r_meshbuffer_t *vertexmeshbuffer; // usually NULL
}
shadowmesh_t;
#define Q3TEXTUREFLAG_REFRACTION 256
#define Q3TEXTUREFLAG_REFLECTION 512
#define Q3TEXTUREFLAG_WATERSHADER 1024
+#define Q3TEXTUREFLAG_CAMERA 2048
#define Q3PATHLENGTH 64
#define TEXTURE_MAXFRAMES 64
Q3WAVEFUNC_TRIANGLE,
Q3WAVEFUNC_COUNT
}
-q3wavefunc_t;
+q3wavefunc_e;
+typedef int q3wavefunc_t;
+#define Q3WAVEFUNC_USER_COUNT 4
+#define Q3WAVEFUNC_USER_SHIFT 8 // use 8 bits for wave func type
typedef enum q3deform_e
{
}
q3shaderinfo_deform_t;
+typedef enum dpoffsetmapping_technique_s
+{
+ OFFSETMAPPING_OFF, // none
+ OFFSETMAPPING_DEFAULT, // cvar-set
+ OFFSETMAPPING_LINEAR, // linear
+ OFFSETMAPPING_RELIEF // relief
+}dpoffsetmapping_technique_t;
+
+
typedef struct q3shaderinfo_s
{
char name[Q3PATHLENGTH];
// dp-specific additions:
// shadow control
+ qboolean dpnortlight;
qboolean dpshadow;
qboolean dpnoshadow;
+ // add collisions to all triangles of the surface
+ qboolean dpmeshcollisions;
+
+ // kill shader based on cvar checks
+ qboolean dpshaderkill;
+
+ // fake reflection
+ char dpreflectcube[Q3PATHLENGTH];
+
// reflection
float reflectmin; // when refraction is used, minimum amount of reflection (when looking straight down)
float reflectmax; // when refraction is used, maximum amount of reflection (when looking parallel to water)
float reflectfactor; // amount of reflection distort (1.0 = like the cvar specifies)
vec4_t reflectcolor4f; // color tint of reflection (including alpha factor)
float r_water_wateralpha; // additional wateralpha to apply when r_water is active
+ float r_water_waterscroll[2]; // water normalmapscrollblend - scale and speed
+
+ // offsetmapping
+ dpoffsetmapping_technique_t offsetmapping;
+ float offsetscale;
+ float offsetbias; // 0 is normal, 1 leads to alpha 0 being neutral and alpha 1 pushing "out"
+
+ // polygonoffset (only used if Q3TEXTUREFLAG_POLYGONOFFSET)
+ float biaspolygonoffset, biaspolygonfactor;
// gloss
float specularscalemod;
float specularpowermod;
-#define Q3SHADERINFO_COMPARE_END specularpowermod
+
+ // rtlightning ambient addition
+ float rtlightambient;
+#define Q3SHADERINFO_COMPARE_END rtlightambient
}
q3shaderinfo_t;
TEXTURELAYERTYPE_INVALID,
TEXTURELAYERTYPE_LITTEXTURE,
TEXTURELAYERTYPE_TEXTURE,
- TEXTURELAYERTYPE_FOG,
+ TEXTURELAYERTYPE_FOG
}
texturelayertype_t;
rtexture_t *glosstexture; // glossmap (for dot3)
rtexture_t *glowtexture; // glow only (fullbrights)
rtexture_t *fogtexture; // alpha of the base texture (if not opaque)
+ rtexture_t *reflectmasktexture; // mask for fake reflections
+ rtexture_t *reflectcubetexture; // fake reflections cubemap
rtexture_t *backgroundbasetexture; // original texture without pants/shirt/glow
rtexture_t *backgroundnmaptexture; // normalmap (bumpmap for dot3)
rtexture_t *backgroundglosstexture; // glossmap (for dot3)
float reflectfactor; // amount of reflection distort (1.0 = like the cvar specifies)
vec4_t reflectcolor4f; // color tint of reflection (including alpha factor)
float r_water_wateralpha; // additional wateralpha to apply when r_water is active
+ float r_water_waterscroll[2]; // scale and speed
+ int camera_entity; // entity number for use by cameras
+
+ // offsetmapping
+ dpoffsetmapping_technique_t offsetmapping;
+ float offsetscale;
+ float offsetbias;
// gloss
float specularscalemod;
float specularpowermod;
+
+ // diffuse and ambient
+ float rtlightambient;
}
-texture_t;
+ texture_t;
typedef struct mtexinfo_s
{
rtexture_t *lightmaptexture;
// the lighting direction texture fragment to use on the rendering mesh
rtexture_t *deluxemaptexture;
+ // lightmaptexture rebuild information not used in q3bsp
+ msurface_lightmapinfo_t *lightmapinfo; // q1bsp
+ // fog volume info in q3bsp
+ struct q3deffect_s *effect; // q3bsp
+ // mesh information for collisions (only used by q3bsp curves)
+ int num_firstcollisiontriangle;
+ int *deprecatedq3data_collisionelement3i; // q3bsp
+ float *deprecatedq3data_collisionvertex3f; // q3bsp
+ float *deprecatedq3data_collisionbbox6f; // collision optimization - contains combined bboxes of every data_collisionstride triangles
+ float *deprecatedq3data_bbox6f; // collision optimization - contains combined bboxes of every data_collisionstride triangles
// surfaces own ranges of vertices and triangles in the model->surfmesh
int num_triangles; // number of triangles
// shadow volume building information
int num_firstshadowmeshtriangle; // index into model->brush.shadowmesh
- // lightmaptexture rebuild information not used in q3bsp
- msurface_lightmapinfo_t *lightmapinfo; // q1bsp
-
// mesh information for collisions (only used by q3bsp curves)
int num_collisiontriangles; // q3bsp
- int *data_collisionelement3i; // q3bsp
int num_collisionvertices; // q3bsp
- float *data_collisionvertex3f; // q3bsp
- struct q3deffect_s *effect; // q3bsp
+ int deprecatedq3num_collisionbboxstride;
+ int deprecatedq3num_bboxstride;
// FIXME: collisionmarkframe should be kept in a separate array
- int collisionmarkframe; // q3bsp // don't collide twice in one trace
-
- // optimization...
- float *data_collisionbbox6f; // collision optimization - contains combined bboxes of every data_collisionstride triangles
- int num_collisionbboxstride;
- float *data_bbox6f; // collision optimization - contains combined bboxes of every data_collisionstride triangles
- int num_bboxstride;
+ int deprecatedq3collisionmarkframe; // q3bsp // don't collide twice in one trace
}
msurface_t;
#include "matrixlib.h"
+#include "bih.h"
#include "model_brush.h"
#include "model_sprite.h"
//pvschain = model->brush.data_pvsclusters + mycluster * model->brush.num_pvsclusterbytes;
//if (pvschain[thatcluster >> 3] & (1 << (thatcluster & 7)))
+ // collision geometry for q3 curves
+ int num_collisionvertices;
+ int num_collisiontriangles;
+ float *data_collisionvertex3f;
+ int *data_collisionelement3i;
+
// a mesh containing all shadow casting geometry for the whole model (including submodels), portions of this are referenced by each surface's num_firstshadowmeshtriangle
shadowmesh_t *shadowmesh;
// lightmap textures
int num_originallightmaps;
int num_mergedlightmaps;
- int num_lightmapmergepower;
+ int num_lightmapmergedwidthpower;
+ int num_lightmapmergedheightpower;
+ int num_lightmapmergedwidthheightdeluxepower;
int num_lightmapmerge;
rtexture_t **data_lightmaps;
rtexture_t **data_deluxemaps;
// range of collision brush numbers in this (sub)model
int firstmodelbrush;
int nummodelbrushes;
+ // BIH (Bounding Interval Hierarchy) for this (sub)model
+ bih_t collision_bih;
+ bih_t render_bih; // if not set, use collision_bih instead for rendering purposes too
// for md3 models
int num_tags;
int num_tagframes;
int num_textures;
int num_texturesperskin;
texture_t *data_textures;
+ qboolean wantnormals;
+ qboolean wanttangents;
// surfaces of this model
int num_surfaces;
msurface_t *data_surfaces;
// data type of model
const char *modeldatatypestring;
// generates vertex data for a given frameblend
- void(*AnimateVertices)(const struct model_s *model, const struct frameblend_s *frameblend, const struct skeleton_s *skeleton, float *vertex3f, float *normal3f, float *svector3f, float *tvector3f);
+ void(*AnimateVertices)(const struct model_s * RESTRICT model, const struct frameblend_s * RESTRICT frameblend, const struct skeleton_s *skeleton, float * RESTRICT vertex3f, float * RESTRICT normal3f, float * RESTRICT svector3f, float * RESTRICT tvector3f);
// draw the model's sky polygons (only used by brush models)
void(*DrawSky)(struct entity_render_s *ent);
// draw refraction/reflection textures for the model's water polygons (only used by brush models)
void(*DrawLight)(struct entity_render_s *ent, int numsurfaces, const int *surfacelist, const unsigned char *trispvs);
// trace a box against this model
void (*TraceBox)(struct model_s *model, const struct frameblend_s *frameblend, const struct skeleton_s *skeleton, struct trace_s *trace, const vec3_t start, const vec3_t boxmins, const vec3_t boxmaxs, const vec3_t end, int hitsupercontentsmask);
+ void (*TraceBrush)(struct model_s *model, const struct frameblend_s *frameblend, const struct skeleton_s *skeleton, struct trace_s *trace, struct colbrushf_s *start, struct colbrushf_s *end, int hitsupercontentsmask);
// trace a box against this model
void (*TraceLine)(struct model_s *model, const struct frameblend_s *frameblend, const struct skeleton_s *skeleton, struct trace_s *trace, const vec3_t start, const vec3_t end, int hitsupercontentsmask);
// trace a point against this model (like PointSuperContents)
void (*TracePoint)(struct model_s *model, const struct frameblend_s *frameblend, const struct skeleton_s *skeleton, struct trace_s *trace, const vec3_t start, int hitsupercontentsmask);
// find the supercontents value at a point in this model
int (*PointSuperContents)(struct model_s *model, int frame, const vec3_t point);
+ // trace a line against geometry in this model and report correct texture (used by r_shadow_bouncegrid)
+ void (*TraceLineAgainstSurfaces)(struct model_s *model, const struct frameblend_s *frameblend, const struct skeleton_s *skeleton, struct trace_s *trace, const vec3_t start, const vec3_t end, int hitsupercontentsmask);
// fields belonging to some types of model
model_sprite_t sprite;
model_brush_t brush;
model_brushq3_t brushq3;
// flags this model for offseting sounds to the model center (used by brush models)
int soundfromcenter;
+
+ // if set, the model contains light information (lightmap, or vertexlight)
+ qboolean lit;
}
dp_model_t;
//extern cvar_t gl_subdivide_size;
// texture fullbrights
extern cvar_t r_fullbrights;
+extern cvar_t r_enableshadowvolumes;
void Mod_Init (void);
void Mod_Reload (void);
void Mod_AllocSurfMesh(mempool_t *mempool, int numvertices, int numtriangles, qboolean lightmapoffsets, qboolean vertexcolors, qboolean neighbors);
void Mod_MakeSortedSurfaces(dp_model_t *mod);
+// called specially by brush model loaders before generating submodels
+// automatically called after model loader returns
+void Mod_BuildVBOs(void);
+
shadowmesh_t *Mod_ShadowMesh_Alloc(mempool_t *mempool, int maxverts, int maxtriangles, rtexture_t *map_diffuse, rtexture_t *map_specular, rtexture_t *map_normal, int light, int neighbors, int expandable);
shadowmesh_t *Mod_ShadowMesh_ReAlloc(mempool_t *mempool, shadowmesh_t *oldmesh, int light, int neighbors);
int Mod_ShadowMesh_AddVertex(shadowmesh_t *mesh, float *vertex14f);
qboolean Mod_LoadTextureFromQ3Shader(texture_t *texture, const char *name, qboolean warnmissing, qboolean fallback, int defaulttexflags);
extern cvar_t r_mipskins;
-
-typedef struct skeleton_s
-{
- const dp_model_t *model;
- matrix4x4_t *relativetransforms;
-}
-skeleton_t;
+extern cvar_t r_mipnormalmaps;
typedef struct skinfileitem_s
{
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);
void R_Q1BSP_DrawLight(struct entity_render_s *ent, int numsurfaces, const int *surfacelist, const unsigned char *trispvs);
+// Collision optimization using Bounding Interval Hierarchy
+void Mod_CollisionBIH_TracePoint(dp_model_t *model, const struct frameblend_s *frameblend, const skeleton_t *skeleton, struct trace_s *trace, const vec3_t start, int hitsupercontentsmask);
+void Mod_CollisionBIH_TraceLine(dp_model_t *model, const struct frameblend_s *frameblend, const skeleton_t *skeleton, struct trace_s *trace, const vec3_t start, const vec3_t end, int hitsupercontentsmask);
+void Mod_CollisionBIH_TraceBox(dp_model_t *model, const struct frameblend_s *frameblend, const skeleton_t *skeleton, struct trace_s *trace, const vec3_t start, const vec3_t boxmins, const vec3_t boxmaxs, const vec3_t end, int hitsupercontentsmask);
+void Mod_CollisionBIH_TraceBrush(dp_model_t *model, const struct frameblend_s *frameblend, const skeleton_t *skeleton, struct trace_s *trace, struct colbrushf_s *start, struct colbrushf_s *end, int hitsupercontentsmask);
+void Mod_CollisionBIH_TracePoint_Mesh(dp_model_t *model, const struct frameblend_s *frameblend, const skeleton_t *skeleton, struct trace_s *trace, const vec3_t start, int hitsupercontentsmask);
+int Mod_CollisionBIH_PointSuperContents_Mesh(struct model_s *model, int frame, const vec3_t point);
+bih_t *Mod_MakeCollisionBIH(dp_model_t *model, qboolean userendersurfaces, bih_t *out);
+
// alias models
struct frameblend_s;
struct skeleton_s;
int Mod_Alias_GetTagIndexForName(const dp_model_t *model, unsigned int skin, const char *tagname);
int Mod_Alias_GetExtendedTagInfoForIndex(const dp_model_t *model, unsigned int skin, const struct frameblend_s *frameblend, const struct skeleton_s *skeleton, int tagindex, int *parentindex, const char **tagname, matrix4x4_t *tag_localmatrix);
+void Mod_Skeletal_FreeBuffers(void);
+
// sprite models
void Mod_SpriteInit(void);
void Mod_PSKMODEL_Load(dp_model_t *mod, void *buffer, void *bufferend);
void Mod_IDSP_Load(dp_model_t *mod, void *buffer, void *bufferend);
void Mod_IDS2_Load(dp_model_t *mod, void *buffer, void *bufferend);
+void Mod_INTERQUAKEMODEL_Load(dp_model_t *mod, void *buffer, void *bufferend);
#endif // MODEL_SHARED_H