*/
-typedef enum modtype_e {mod_invalid, mod_brushq1, mod_sprite, mod_alias, mod_brushq2, mod_brushq3} modtype_t;
+typedef enum modtype_e {mod_invalid, mod_brushq1, mod_sprite, mod_alias, mod_brushq2, mod_brushq3, mod_null} modtype_t;
typedef struct animscene_s
{
rtexture_t *gloss; // glossmap (for dot3)
rtexture_t *glow; // glow only (fullbrights)
rtexture_t *fog; // alpha of the base texture (if not opaque)
+ // accounting data for hash searches:
+ // the compare variables are used to identify internal skins from certain
+ // model formats
+ // (so that two q1bsp maps with the same texture name for different
+ // textures do not have any conflicts)
+ struct skinframe_s *next; // next on hash chain
+ char basename[MAX_QPATH]; // name of this
+ int textureflags; // texture flags to use
+ int comparewidth;
+ int compareheight;
+ int comparecrc;
+ // mark and sweep garbage collection, this value is updated to a new value
+ // on each level change for the used skinframes, if some are not used they
+ // are freed
+ int loadsequence;
+ // on 32bit systems this makes the struct 128 bytes long
+ int padding;
+ // average texture color, if applicable
+ float avgcolor[4];
}
skinframe_t;
#define MAX_SKINS 256
-typedef struct overridetagname_s
+struct md3vertex_s;
+struct trivertx_s;
+typedef struct texvecvertex_s
{
- char name[MAX_QPATH];
-}
-overridetagname_t;
-
-// a replacement set of tag names, per skin
-typedef struct overridetagnameset_s
-{
- int num_overridetagnames;
- overridetagname_t *data_overridetagnames;
+ signed char svec[3];
+ signed char tvec[3];
}
-overridetagnameset_t;
-
-typedef struct surfmeshvertexboneweight_s
-{
- unsigned int vertexindex;
- unsigned int boneindex;
- float origin[3];
- float weight;
-}
-surfmeshvertexboneweight_t;
+texvecvertex_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
+ unsigned short *data_element3s; // unsigned short[tris*3] triangles of the mesh in unsigned short format (NULL if num_vertices > 65536)
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_svector3f; // float[verts*3] direction of 'S' (right) texture axis for each vertex
float *data_texcoordlightmap2f; // float[verts*2] texcoords for lightmap texture
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;
+ size_t vbooffset_vertex3f;
+ size_t vbooffset_svector3f;
+ size_t vbooffset_tvector3f;
+ size_t vbooffset_normal3f;
+ size_t vbooffset_texcoordtexture2f;
+ size_t vbooffset_texcoordlightmap2f;
+ size_t vbooffset_lightmapcolor4f;
// morph blending, these are zero if model is skeletal or static
int num_morphframes;
- float *data_morphvertex3f;
- // skeletal blending, these are zero if model is morph or static
- int num_vertexboneweights;
- surfmeshvertexboneweight_t *data_vertexboneweights;
+ struct md3vertex_s *data_morphmd3vertex;
+ struct trivertx_s *data_morphmdlvertex;
+ struct texvecvertex_s *data_morphtexvecvertex;
+ float *data_morphmd2framesize6f;
+ 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;
+ // set if there is some kind of animation on this model
+ qboolean isanimated;
}
surfmesh_t;
float *texcoord2f;
// used always
int *element3i;
+ unsigned short *element3s;
// used for shadow mesh (NULL on light mesh)
int *neighbor3i;
// 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;
+ size_t vbooffset_vertex3f;
+ size_t vbooffset_svector3f;
+ size_t vbooffset_tvector3f;
+ size_t vbooffset_normal3f;
+ size_t vbooffset_texcoord2f;
}
shadowmesh_t;
+// various flags from shaders, used for special effects not otherwise classified
+// TODO: support these features more directly
+#define Q3TEXTUREFLAG_TWOSIDED 1
+#define Q3TEXTUREFLAG_NOPICMIP 16
+#define Q3TEXTUREFLAG_POLYGONOFFSET 32
+#define Q3TEXTUREFLAG_REFRACTION 256
+#define Q3TEXTUREFLAG_REFLECTION 512
+#define Q3TEXTUREFLAG_WATERSHADER 1024
+
+#define Q3PATHLENGTH 64
+#define TEXTURE_MAXFRAMES 64
+#define Q3WAVEPARMS 4
+#define Q3DEFORM_MAXPARMS 3
+#define Q3SHADER_MAXLAYERS 2 // FIXME support more than that (currently only two are used, so why keep more in RAM?)
+#define Q3RGBGEN_MAXPARMS 3
+#define Q3ALPHAGEN_MAXPARMS 1
+#define Q3TCGEN_MAXPARMS 6
+#define Q3TCMOD_MAXPARMS 6
+#define Q3MAXTCMODS 8
+#define Q3MAXDEFORMS 4
+
+typedef enum q3wavefunc_e
+{
+ Q3WAVEFUNC_NONE,
+ Q3WAVEFUNC_INVERSESAWTOOTH,
+ Q3WAVEFUNC_NOISE,
+ Q3WAVEFUNC_SAWTOOTH,
+ Q3WAVEFUNC_SIN,
+ Q3WAVEFUNC_SQUARE,
+ Q3WAVEFUNC_TRIANGLE,
+ Q3WAVEFUNC_COUNT
+}
+q3wavefunc_t;
+
+typedef enum q3deform_e
+{
+ Q3DEFORM_NONE,
+ Q3DEFORM_PROJECTIONSHADOW,
+ Q3DEFORM_AUTOSPRITE,
+ Q3DEFORM_AUTOSPRITE2,
+ Q3DEFORM_TEXT0,
+ Q3DEFORM_TEXT1,
+ Q3DEFORM_TEXT2,
+ Q3DEFORM_TEXT3,
+ Q3DEFORM_TEXT4,
+ Q3DEFORM_TEXT5,
+ Q3DEFORM_TEXT6,
+ Q3DEFORM_TEXT7,
+ Q3DEFORM_BULGE,
+ Q3DEFORM_WAVE,
+ Q3DEFORM_NORMAL,
+ Q3DEFORM_MOVE,
+ Q3DEFORM_COUNT
+}
+q3deform_t;
+
+typedef enum q3rgbgen_e
+{
+ Q3RGBGEN_IDENTITY,
+ Q3RGBGEN_CONST,
+ Q3RGBGEN_ENTITY,
+ Q3RGBGEN_EXACTVERTEX,
+ Q3RGBGEN_IDENTITYLIGHTING,
+ Q3RGBGEN_LIGHTINGDIFFUSE,
+ Q3RGBGEN_ONEMINUSENTITY,
+ Q3RGBGEN_ONEMINUSVERTEX,
+ Q3RGBGEN_VERTEX,
+ Q3RGBGEN_WAVE,
+ Q3RGBGEN_COUNT
+}
+q3rgbgen_t;
+
+typedef enum q3alphagen_e
+{
+ Q3ALPHAGEN_IDENTITY,
+ Q3ALPHAGEN_CONST,
+ Q3ALPHAGEN_ENTITY,
+ Q3ALPHAGEN_LIGHTINGSPECULAR,
+ Q3ALPHAGEN_ONEMINUSENTITY,
+ Q3ALPHAGEN_ONEMINUSVERTEX,
+ Q3ALPHAGEN_PORTAL,
+ Q3ALPHAGEN_VERTEX,
+ Q3ALPHAGEN_WAVE,
+ Q3ALPHAGEN_COUNT
+}
+q3alphagen_t;
+
+typedef enum q3tcgen_e
+{
+ Q3TCGEN_NONE,
+ Q3TCGEN_TEXTURE, // very common
+ Q3TCGEN_ENVIRONMENT, // common
+ Q3TCGEN_LIGHTMAP,
+ Q3TCGEN_VECTOR,
+ Q3TCGEN_COUNT
+}
+q3tcgen_t;
+
+typedef enum q3tcmod_e
+{
+ Q3TCMOD_NONE,
+ Q3TCMOD_ENTITYTRANSLATE,
+ Q3TCMOD_ROTATE,
+ Q3TCMOD_SCALE,
+ Q3TCMOD_SCROLL,
+ Q3TCMOD_STRETCH,
+ Q3TCMOD_TRANSFORM,
+ Q3TCMOD_TURBULENT,
+ Q3TCMOD_PAGE,
+ Q3TCMOD_COUNT
+}
+q3tcmod_t;
+
+typedef struct q3shaderinfo_layer_rgbgen_s
+{
+ q3rgbgen_t rgbgen;
+ float parms[Q3RGBGEN_MAXPARMS];
+ q3wavefunc_t wavefunc;
+ float waveparms[Q3WAVEPARMS];
+}
+q3shaderinfo_layer_rgbgen_t;
+
+typedef struct q3shaderinfo_layer_alphagen_s
+{
+ q3alphagen_t alphagen;
+ float parms[Q3ALPHAGEN_MAXPARMS];
+ q3wavefunc_t wavefunc;
+ float waveparms[Q3WAVEPARMS];
+}
+q3shaderinfo_layer_alphagen_t;
+
+typedef struct q3shaderinfo_layer_tcgen_s
+{
+ q3tcgen_t tcgen;
+ float parms[Q3TCGEN_MAXPARMS];
+}
+q3shaderinfo_layer_tcgen_t;
+
+typedef struct q3shaderinfo_layer_tcmod_s
+{
+ q3tcmod_t tcmod;
+ float parms[Q3TCMOD_MAXPARMS];
+ q3wavefunc_t wavefunc;
+ float waveparms[Q3WAVEPARMS];
+}
+q3shaderinfo_layer_tcmod_t;
+
+typedef struct q3shaderinfo_layer_s
+{
+ int alphatest;
+ int clampmap;
+ float framerate;
+ int numframes;
+ int texflags;
+ char** texturename;
+ int blendfunc[2];
+ q3shaderinfo_layer_rgbgen_t rgbgen;
+ q3shaderinfo_layer_alphagen_t alphagen;
+ q3shaderinfo_layer_tcgen_t tcgen;
+ q3shaderinfo_layer_tcmod_t tcmods[Q3MAXTCMODS];
+}
+q3shaderinfo_layer_t;
+
+typedef struct q3shaderinfo_deform_s
+{
+ q3deform_t deform;
+ float parms[Q3DEFORM_MAXPARMS];
+ q3wavefunc_t wavefunc;
+ float waveparms[Q3WAVEPARMS];
+}
+q3shaderinfo_deform_t;
+
+typedef struct q3shaderinfo_s
+{
+ char name[Q3PATHLENGTH];
+ int surfaceparms;
+ int textureflags;
+ int numlayers;
+ qboolean lighting;
+ qboolean vertexalpha;
+ qboolean textureblendalpha;
+ int primarylayer, backgroundlayer;
+ q3shaderinfo_layer_t layers[Q3SHADER_MAXLAYERS];
+ char skyboxname[Q3PATHLENGTH];
+ q3shaderinfo_deform_t deforms[Q3MAXDEFORMS];
+
+ // dp-specific additions:
+
+ // shadow control
+ qboolean dpshadow;
+ qboolean dpnoshadow;
+
+ // 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 refractfactor; // amount of refraction distort (1.0 = like the cvar specifies)
+ vec4_t refractcolor4f; // color tint of refraction (including alpha factor)
+ 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
+}
+q3shaderinfo_t;
+
typedef enum texturelayertype_e
{
TEXTURELAYERTYPE_INVALID,
- TEXTURELAYERTYPE_SKY,
- TEXTURELAYERTYPE_LITTEXTURE_COMBINE,
- TEXTURELAYERTYPE_LITTEXTURE_MULTIPASS,
- TEXTURELAYERTYPE_LITTEXTURE_VERTEX,
+ TEXTURELAYERTYPE_LITTEXTURE,
TEXTURELAYERTYPE_TEXTURE,
TEXTURELAYERTYPE_FOG,
}
// current material flags (updated each bmodel render)
int currentmaterialflags;
- // loaded the same as model skins
- skinframe_t skin;
+ // PolygonOffset values for rendering this material
+ // (these are added to the r_refdef values and submodel values)
+ float biaspolygonfactor;
+ float biaspolygonoffset;
+
+ // textures to use when rendering this material
+ skinframe_t *currentskinframe;
+ int numskinframes;
+ float skinframerate;
+ skinframe_t *skinframes[TEXTURE_MAXFRAMES];
+ // background layer (for terrain texture blending)
+ skinframe_t *backgroundcurrentskinframe;
+ int backgroundnumskinframes;
+ float backgroundskinframerate;
+ skinframe_t *backgroundskinframes[TEXTURE_MAXFRAMES];
// total frames in sequence and alternate sequence
int anim_total[2];
// (this is an optimization in the renderer)
int animated;
+ // renderer checks if this texture needs updating...
+ int update_lastrenderframe;
+ void *update_lastrenderentity;
+ // the current alpha of this texture (may be affected by r_wateralpha)
+ float currentalpha;
// the current texture frame in animation
struct texture_s *currentframe;
// current texture transform matrix (used for water scrolling)
matrix4x4_t currenttexmatrix;
+ // various q3 shader features
+ q3shaderinfo_layer_rgbgen_t rgbgen;
+ q3shaderinfo_layer_alphagen_t alphagen;
+ q3shaderinfo_layer_tcgen_t tcgen;
+ q3shaderinfo_layer_tcmod_t tcmods[Q3MAXTCMODS];
+ q3shaderinfo_deform_t deforms[Q3MAXDEFORMS];
+
+ qboolean colormapping;
+ rtexture_t *basetexture;
+ rtexture_t *glosstexture;
+ rtexture_t *backgroundbasetexture;
+ rtexture_t *backgroundglosstexture;
+ float specularscale;
+ float specularpower;
+ // color tint (colormod * currentalpha) used for rtlighting this material
+ float dlightcolor[3];
+ // color tint (colormod * 2) used for lightmapped lighting on this material
+ // includes alpha as 4th component
+ // replaces role of gl_Color in GLSL shader
+ float lightmapcolor[4];
+
+ // from q3 shaders
+ int customblendfunc[2];
+
int currentnumlayers;
texturelayer_t currentlayers[16];
// q3bsp
char name[64];
- char firstpasstexturename[64]; // used only during loading
int surfaceflags;
int supercontents;
int surfaceparms;
int textureflags;
- //skinframe_t skin;
+ // 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 refractfactor; // amount of refraction distort (1.0 = like the cvar specifies)
+ vec4_t refractcolor4f; // color tint of refraction (including alpha factor)
+ 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
}
texture_t;
{
// texture mapping properties used by this surface
mtexinfo_t *texinfo; // q1bsp
- // index into d_lightstylevalue array, 255 means not used (black)
- qbyte styles[MAXLIGHTMAPS]; // q1bsp
+ // index into r_refdef.scene.lightstylevalue array, 255 means not used (black)
+ unsigned char styles[MAXLIGHTMAPS]; // q1bsp
// RGB lighting data [numstyles][height][width][3]
- qbyte *samples; // q1bsp
+ unsigned char *samples; // q1bsp
+ // RGB normalmap data [numstyles][height][width][3]
+ unsigned char *nmapsamples; // q1bsp
// stain to apply on lightmap (soot/dirt/blood/whatever)
- qbyte *stainsamples; // q1bsp
- // the stride when building lightmaps to comply with fragment update
- int lightmaptexturestride; // q1bsp
+ unsigned char *stainsamples; // q1bsp
int texturemins[2]; // q1bsp
int extents[2]; // q1bsp
+ int lightmaporigin[2]; // q1bsp
}
msurface_lightmapinfo_t;
texture_t *texture;
// the lightmap texture fragment to use on the rendering mesh
rtexture_t *lightmaptexture;
+ // the lighting direction texture fragment to use on the rendering mesh
+ rtexture_t *deluxemaptexture;
- // this surface is part of this mesh
- surfmesh_t *groupmesh;
- int num_triangles; // number of triangles in the mesh
- int num_firsttriangle; // first triangle in the mesh (index into groupmesh)
- int num_vertices; // number of vertices in the mesh
- int num_firstvertex; // first vertex in the mesh (index into groupmesh)
+ // surfaces own ranges of vertices and triangles in the model->surfmesh
+ int num_triangles; // number of triangles
+ int num_firsttriangle; // first triangle
+ int num_vertices; // number of vertices
+ int num_firstvertex; // first vertex
// shadow volume building information
int num_firstshadowmeshtriangle; // index into model->brush.shadowmesh
// lightmaptexture rebuild information not used in q3bsp
- int cached_dlight; // q1bsp // forces rebuild of lightmaptexture
msurface_lightmapinfo_t *lightmapinfo; // q1bsp
// mesh information for collisions (only used by q3bsp curves)
struct trace_s;
+typedef struct model_brush_lightstyleinfo_s
+{
+ int style;
+ int value;
+ int numsurfaces;
+ int *surfacelist;
+}
+model_brush_lightstyleinfo_t;
+
typedef struct model_brush_s
{
// true if this model is a HalfLife .bsp file
qboolean ishlbsp;
- // true if this model is a Martial Concert .bsp file
- qboolean ismcbsp;
// string of entity definitions (.map format)
char *entities;
- // if non-zero this is a submodel
+ // if not NULL this is a submodel
+ struct model_s *parentmodel;
// (this is the number of the submodel, an index into submodels)
int submodel;
// number of submodels in this map (just used by server to know how many
// submodels to load)
int numsubmodels;
- // pointers to each of the submodels if .isworldmodel is true
+ // pointers to each of the submodels
struct model_s **submodels;
int num_planes;
// common functions
int (*SuperContentsFromNativeContents)(struct model_s *model, int nativecontents);
int (*NativeContentsFromSuperContents)(struct model_s *model, int supercontents);
- qbyte *(*GetPVS)(struct model_s *model, const vec3_t p);
- int (*FatPVS)(struct model_s *model, const vec3_t org, vec_t radius, qbyte *pvsbuffer, int pvsbufferlength);
- int (*BoxTouchingPVS)(struct model_s *model, const qbyte *pvs, const vec3_t mins, const vec3_t maxs);
- int (*BoxTouchingLeafPVS)(struct model_s *model, const qbyte *pvs, const vec3_t mins, const vec3_t maxs);
- int (*BoxTouchingVisibleLeafs)(struct model_s *model, const qbyte *visibleleafs, const vec3_t mins, const vec3_t maxs);
+ unsigned char *(*GetPVS)(struct model_s *model, const vec3_t p);
+ int (*FatPVS)(struct model_s *model, const vec3_t org, vec_t radius, unsigned char *pvsbuffer, int pvsbufferlength, qboolean merge);
+ int (*BoxTouchingPVS)(struct model_s *model, const unsigned char *pvs, const vec3_t mins, const vec3_t maxs);
+ int (*BoxTouchingLeafPVS)(struct model_s *model, const unsigned char *pvs, const vec3_t mins, const vec3_t maxs);
+ int (*BoxTouchingVisibleLeafs)(struct model_s *model, const unsigned char *visibleleafs, const vec3_t mins, const vec3_t maxs);
+ int (*FindBoxClusters)(struct model_s *model, const vec3_t mins, const vec3_t maxs, int maxclusters, int *clusterlist);
void (*LightPoint)(struct model_s *model, const vec3_t p, vec3_t ambientcolor, vec3_t diffusecolor, vec3_t diffusenormal);
void (*FindNonSolidLocation)(struct model_s *model, const vec3_t in, vec3_t out, vec_t radius);
mleaf_t *(*PointInLeaf)(struct model_s *model, const float *p);
// these are actually only found on brushq1, but NULL is handled gracefully
- void (*AmbientSoundLevelsForPoint)(struct model_s *model, const vec3_t p, qbyte *out, int outsize);
+ void (*AmbientSoundLevelsForPoint)(struct model_s *model, const vec3_t p, unsigned char *out, int outsize);
void (*RoundUpToHullSize)(struct model_s *cmodel, const vec3_t inmins, const vec3_t inmaxs, vec3_t outmins, vec3_t outmaxs);
+ // trace a line of sight through this model (returns false if the line if sight is definitely blocked)
+ qboolean (*TraceLineOfSight)(struct model_s *model, const vec3_t start, const vec3_t end);
- char skybox[64];
+ char skybox[MAX_QPATH];
rtexture_t *solidskytexture;
rtexture_t *alphaskytexture;
+
+ qboolean supportwateralpha;
+
+ // QuakeWorld
+ int qw_md4sum;
+ int qw_md4sum2;
}
model_brush_t;
typedef struct model_brushq1_s
{
- // lightmap format, set to r_lightmaprgba when model is loaded
- int lightmaprgba;
-
dmodel_t *submodels;
int numvertexes;
int *surfedges;
int numclipnodes;
- dclipnode_t *clipnodes;
+ mclipnode_t *clipnodes;
hull_t hulls[MAX_MAP_HULLS];
int num_compressedpvs;
- qbyte *data_compressedpvs;
+ unsigned char *data_compressedpvs;
int num_lightdata;
- qbyte *lightdata;
-
- int numlights;
- mlight_t *lights;
+ unsigned char *lightdata;
+ unsigned char *nmaplightdata; // deluxemap file
// lightmap update chains for light styles
- int light_styles;
- qbyte *light_style;
- int *light_stylevalue;
- msurface_t ***light_styleupdatechains;
- msurface_t **light_styleupdatechainsbuffer;
+ int num_lightstyles;
+ model_brush_lightstyleinfo_t *data_lightstyleinfo;
+
+ // this contains bytes that are 1 if a surface needs its lightmap rebuilt
+ unsigned char *lightmapupdateflags;
}
model_brushq1_t;
int num_models;
q3dmodel_t *data_models;
- // freed after loading!
+ // used only during loading - freed after loading!
int num_vertices;
float *data_vertex3f;
+ float *data_normal3f;
float *data_texcoordtexture2f;
float *data_texcoordlightmap2f;
float *data_color4f;
q3deffect_t *data_effects;
// lightmap textures
- int num_lightmaps;
+ int num_originallightmaps;
+ int num_mergedlightmaps;
+ int num_lightmapmergepower;
+ int num_lightmapmerge;
rtexture_t **data_lightmaps;
+ rtexture_t **data_deluxemaps;
// voxel light data with directional shading
int num_lightgrid;
int num_lightgrid_dimensions[3];
// transform modelspace coordinates to lightgrid index
matrix4x4_t num_lightgrid_indexfromworld;
+
+ // true if this q3bsp file has been detected as using deluxemapping
+ // (lightmap texture pairs, every odd one is never directly refernced,
+ // and contains lighting normals, not colors)
+ qboolean deluxemapping;
+ // true if the detected deluxemaps are the modelspace kind, rather than
+ // the faster tangentspace kind
+ qboolean deluxemapping_modelspace;
+ // size of lightmaps (128 by default, but may be another poweroftwo if
+ // external lightmaps are used (q3map2 -lightmapsize)
+ int lightmapsize;
}
model_brushq3_t;
+struct frameblend_s;
+
typedef struct model_s
{
// name and path of model, for example "progs/player.mdl"
qboolean loaded;
// set if the model is used in current map, models which are not, are purged
qboolean used;
- // true if this is the world model (I.E. defines what sky to use, and may contain submodels)
- qboolean isworldmodel;
// CRC of the file this model was loaded from, to reload if changed
unsigned int crc;
// mod_brush, mod_alias, mod_sprite
mempool_t *mempool;
// all models use textures...
rtexturepool_t *texturepool;
- // flags from the model file
- int flags;
- // engine calculated flags, ones that can not be set in the file
- int flags2;
+ // EF_* flags (translated from the model file's different flags layout)
+ int effects;
// number of QC accessible frame(group)s in the model
int numframes;
// number of QC accessible skin(group)s in the model
// range of surface numbers in this (sub)model
int firstmodelsurface;
int nummodelsurfaces;
+ int *sortedmodelsurfaces;
// range of collision brush numbers in this (sub)model
int firstmodelbrush;
int nummodelbrushes;
aliasbone_t *data_bones;
int num_poses;
float *data_poses;
+ float *data_baseboneposeinverse;
// textures of this model
int num_textures;
+ int num_texturesperskin;
texture_t *data_textures;
// surfaces of this model
int num_surfaces;
msurface_t *data_surfaces;
// optional lightmapinfo data for surface lightmap updates
msurface_lightmapinfo_t *data_surfaces_lightmapinfo;
- // surface meshes are merged to a smaller set of meshes to allow reduced
- // vertex array switching, the meshes are limited to 65536 vertices each
- // to play nice with Geforce1 hardware
- int nummeshes;
- surfmesh_t **meshlist;
+ // all surfaces belong to this mesh
+ surfmesh_t surfmesh;
+ // 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, float *vertex3f, float *normal3f, float *svector3f, float *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(*DrawAddWaterPlanes)(struct entity_render_s *ent);
// draw the model using lightmap/dlight shading
void(*Draw)(struct entity_render_s *ent);
+ // draw the model to the depth buffer (no color rendering at all)
+ void(*DrawDepth)(struct entity_render_s *ent);
+ // draw any enabled debugging effects on this model (such as showing triangles, normals, collision brushes...)
+ void(*DrawDebug)(struct entity_render_s *ent);
// gathers info on which clusters and surfaces are lit by light, as well as calculating a bounding box
- void(*GetLightInfo)(struct entity_render_s *ent, vec3_t relativelightorigin, float lightradius, vec3_t outmins, vec3_t outmaxs, int *outleaflist, qbyte *outleafpvs, int *outnumleafspointer, int *outsurfacelist, qbyte *outsurfacepvs, int *outnumsurfacespointer);
+ 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);
// compile a shadow volume for the model based on light source
- void(*CompileShadowVolume)(struct entity_render_s *ent, vec3_t relativelightorigin, float lightradius, int numsurfaces, const int *surfacelist);
+ void(*CompileShadowVolume)(struct entity_render_s *ent, vec3_t relativelightorigin, vec3_t relativelightdirection, float lightradius, int numsurfaces, const int *surfacelist);
// draw a shadow volume for the model based on light source
- void(*DrawShadowVolume)(struct entity_render_s *ent, vec3_t relativelightorigin, float lightradius, int numsurfaces, const int *surfacelist, const vec3_t lightmins, const vec3_t lightmaxs);
+ 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);
// draw the lighting on a model (through stencil)
- void(*DrawLight)(struct entity_render_s *ent, vec3_t lightcolorbase, vec3_t lightcolorpants, vec3_t lightcolorshirt, int numsurfaces, const int *surfacelist);
+ 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, int frame, struct trace_s *trace, const vec3_t boxstartmins, const vec3_t boxstartmaxs, const vec3_t boxendmins, const vec3_t boxendmaxs, int hitsupercontentsmask);
+ 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);
+ // find the supercontents value at a point in this model
+ int (*PointSuperContents)(struct model_s *model, int frame, const vec3_t point);
// fields belonging to some types of model
model_sprite_t sprite;
model_brush_t brush;
model_brushq2_t brushq2;
*/
model_brushq3_t brushq3;
- // skin files can have different tags for each skin
- overridetagnameset_t *data_overridetagnamesforskin;
// flags this model for offseting sounds to the model center (used by brush models)
int soundfromcenter;
}
-model_t;
+dp_model_t;
//============================================================================
// model loading
-extern model_t *loadmodel;
-extern qbyte *mod_base;
+extern dp_model_t *loadmodel;
+extern unsigned char *mod_base;
// sky/water subdivision
//extern cvar_t gl_subdivide_size;
// texture fullbrights
extern cvar_t r_fullbrights;
void Mod_Init (void);
-#define Mod_CheckLoaded(mod) (mod ? (mod->loaded ? (mod->used = true) : (Mod_LoadModel(mod, true, true, mod->isworldmodel), true)) : false)
-model_t *Mod_LoadModel(model_t *mod, qboolean crash, qboolean checkdisk, qboolean isworldmodel);
-void Mod_ClearAll (void);
-model_t *Mod_FindName (const char *name);
-model_t *Mod_ForName (const char *name, qboolean crash, qboolean checkdisk, qboolean isworldmodel);
-void Mod_UnloadModel (model_t *mod);
+void Mod_Reload (void);
+dp_model_t *Mod_LoadModel(dp_model_t *mod, qboolean crash, qboolean checkdisk);
+dp_model_t *Mod_FindName (const char *name, const char *parentname);
+dp_model_t *Mod_ForName (const char *name, qboolean crash, qboolean checkdisk, const char *parentname);
+void Mod_UnloadModel (dp_model_t *mod);
void Mod_ClearUsed(void);
void Mod_PurgeUnused(void);
-void Mod_RemoveStaleWorldModels(model_t *skip); // only used during loading!
-void Mod_LoadModels(void);
+void Mod_RemoveStaleWorldModels(dp_model_t *skip); // only used during loading!
-extern model_t *loadmodel;
+extern dp_model_t *loadmodel;
extern char loadname[32]; // for hunk tags
int Mod_BuildVertexRemapTableFromElements(int numelements, const int *elements, int numvertices, int *remapvertices);
void Mod_BuildTriangleNeighbors(int *neighbors, const int *elements, int numtriangles);
-void Mod_ValidateElements(int *elements, int numtriangles, int numverts, const char *filename, int fileline);
+void Mod_ValidateElements(int *elements, int numtriangles, int firstvertex, int numverts, const char *filename, int fileline);
void Mod_BuildNormals(int firstvertex, int numvertices, int numtriangles, const float *vertex3f, const int *elements, float *normal3f, qboolean areaweighting);
-void Mod_BuildTextureVectorsAndNormals(int firstvertex, int numvertices, int numtriangles, const float *vertex, const float *texcoord, const int *elements, float *svectors, float *tvectors, float *normals, qboolean areaweighting);
+void Mod_BuildTextureVectorsFromNormals(int firstvertex, int numvertices, int numtriangles, const float *vertex3f, const float *texcoord2f, const float *normal3f, const int *elements, float *svector3f, float *tvector3f, qboolean areaweighting);
-surfmesh_t *Mod_AllocSurfMesh(mempool_t *mempool, int numvertices, int numtriangles, qboolean lightmapoffsets, qboolean vertexcolors, qboolean neighbors);
+void Mod_AllocSurfMesh(mempool_t *mempool, int numvertices, int numtriangles, qboolean lightmapoffsets, qboolean vertexcolors, qboolean neighbors);
+void Mod_MakeSortedSurfaces(dp_model_t *mod);
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);
void Mod_ShadowMesh_AddTriangle(mempool_t *mempool, shadowmesh_t *mesh, rtexture_t *map_diffuse, rtexture_t *map_specular, rtexture_t *map_normal, float *vertex14f);
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);
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);
-shadowmesh_t *Mod_ShadowMesh_Finish(mempool_t *mempool, shadowmesh_t *firstmesh, int light, int neighbors);
+shadowmesh_t *Mod_ShadowMesh_Finish(mempool_t *mempool, shadowmesh_t *firstmesh, qboolean light, qboolean neighbors, qboolean createvbo);
void Mod_ShadowMesh_CalcBBox(shadowmesh_t *firstmesh, vec3_t mins, vec3_t maxs, vec3_t center, float *radius);
void Mod_ShadowMesh_Free(shadowmesh_t *mesh);
-int Mod_LoadSkinFrame(skinframe_t *skinframe, char *basename, int textureflags, int loadpantsandshirt, int loadglowtexture);
-int Mod_LoadSkinFrame_Internal(skinframe_t *skinframe, char *basename, int textureflags, int loadpantsandshirt, int loadglowtexture, qbyte *skindata, int width, int height);
+void Mod_FreeQ3Shaders(void);
+void Mod_LoadQ3Shaders(void);
+q3shaderinfo_t *Mod_LookupQ3Shader(const char *name);
+qboolean Mod_LoadTextureFromQ3Shader(texture_t *texture, const char *name, qboolean warnmissing, qboolean fallback, int defaulttexflags);
extern cvar_t r_mipskins;
void Mod_SnapVertices(int numcomponents, int numvertices, float *vertices, float snap);
int Mod_RemoveDegenerateTriangles(int numtriangles, const int *inelement3i, int *outelement3i, const float *vertex3f);
+void Mod_VertexRangeFromElements(int numelements, const int *elements, int *firstvertexpointer, int *lastvertexpointer);
// bsp models
void Mod_BrushInit(void);
// a lot of model formats use the Q1BSP code, so here are the prototypes...
struct entity_render_s;
+void R_Q1BSP_DrawAddWaterPlanes(struct entity_render_s *ent);
void R_Q1BSP_DrawSky(struct entity_render_s *ent);
void R_Q1BSP_Draw(struct entity_render_s *ent);
-void R_Q1BSP_GetLightInfo(struct entity_render_s *ent, vec3_t relativelightorigin, float lightradius, vec3_t outmins, vec3_t outmaxs, int *outleaflist, qbyte *outleafpvs, int *outnumleafspointer, int *outsurfacelist, qbyte *outsurfacepvs, int *outnumsurfacespointer);
-void R_Q1BSP_CompileShadowVolume(struct entity_render_s *ent, vec3_t relativelightorigin, float lightradius, int numsurfaces, const int *surfacelist);
-void R_Q1BSP_DrawShadowVolume(struct entity_render_s *ent, vec3_t relativelightorigin, float lightradius, int numsurfaces, const int *surfacelist, const vec3_t lightmins, const vec3_t lightmaxs);
-void R_Q1BSP_DrawLight(struct entity_render_s *ent, vec3_t lightcolorbase, vec3_t lightcolorpants, vec3_t lightcolorshirt, int numsurfaces, const int *surfacelist);
+void R_Q1BSP_DrawDepth(struct entity_render_s *ent);
+void R_Q1BSP_DrawDebug(struct entity_render_s *ent);
+void R_Q1BSP_GetLightInfo(struct entity_render_s *ent, vec3_t relativelightorigin, float lightradius, vec3_t outmins, vec3_t outmaxs, int *outleaflist, unsigned char *outleafpvs, int *outnumleafspointer, int *outsurfacelist, unsigned char *outsurfacepvs, int *outnumsurfacespointer, unsigned char *outshadowtrispvs, unsigned char *outlighttrispvs, unsigned char *visitingleafpvs);
+void R_Q1BSP_CompileShadowVolume(struct entity_render_s *ent, vec3_t relativelightorigin, vec3_t relativelightdirection, float lightradius, int numsurfaces, const int *surfacelist);
+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);
// alias models
struct frameblend_s;
void Mod_AliasInit(void);
-void Mod_Alias_GetMesh_Vertex3f(const model_t *model, const struct frameblend_s *frameblend, const struct surfmesh_s *mesh, float *out3f);
-int Mod_Alias_GetTagMatrix(const model_t *model, int poseframe, int tagindex, matrix4x4_t *outmatrix);
-int Mod_Alias_GetTagIndexForName(const model_t *model, unsigned int skin, const char *tagname);
+int Mod_Alias_GetTagMatrix(const dp_model_t *model, int poseframe, int tagindex, matrix4x4_t *outmatrix);
+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, int poseframe, int tagindex, int *parentindex, const char **tagname, matrix4x4_t *tag_localmatrix);
// sprite models
void Mod_SpriteInit(void);
// loaders
-void Mod_Q1BSP_Load(model_t *mod, void *buffer, void *bufferend);
-void Mod_IBSP_Load(model_t *mod, void *buffer, void *bufferend);
-void Mod_MAP_Load(model_t *mod, void *buffer, void *bufferend);
-void Mod_IDP0_Load(model_t *mod, void *buffer, void *bufferend);
-void Mod_IDP2_Load(model_t *mod, void *buffer, void *bufferend);
-void Mod_IDP3_Load(model_t *mod, void *buffer, void *bufferend);
-void Mod_ZYMOTICMODEL_Load(model_t *mod, void *buffer, void *bufferend);
-void Mod_DARKPLACESMODEL_Load(model_t *mod, void *buffer, void *bufferend);
-void Mod_PSKMODEL_Load(model_t *mod, void *buffer, void *bufferend);
-void Mod_IDSP_Load(model_t *mod, void *buffer, void *bufferend);
-void Mod_IDS2_Load(model_t *mod, void *buffer, void *bufferend);
+void Mod_Q1BSP_Load(dp_model_t *mod, void *buffer, void *bufferend);
+void Mod_IBSP_Load(dp_model_t *mod, void *buffer, void *bufferend);
+void Mod_MAP_Load(dp_model_t *mod, void *buffer, void *bufferend);
+void Mod_OBJ_Load(dp_model_t *mod, void *buffer, void *bufferend);
+void Mod_IDP0_Load(dp_model_t *mod, void *buffer, void *bufferend);
+void Mod_IDP2_Load(dp_model_t *mod, void *buffer, void *bufferend);
+void Mod_IDP3_Load(dp_model_t *mod, void *buffer, void *bufferend);
+void Mod_ZYMOTICMODEL_Load(dp_model_t *mod, void *buffer, void *bufferend);
+void Mod_DARKPLACESMODEL_Load(dp_model_t *mod, void *buffer, void *bufferend);
+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);
+
+// utility
+qboolean Mod_CanSeeBox_Trace(int numsamples, float t, dp_model_t *model, vec3_t eye, vec3_t minsX, vec3_t maxsX);
#endif // MODEL_SHARED_H