This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
-MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
+MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
See the GNU General Public License for more details.
*/
-typedef enum {mod_brush, mod_sprite, mod_alias} modtype_t;
+typedef enum {mod_invalid, mod_brush, mod_sprite, mod_alias, mod_brushq2, mod_brushq3} modtype_t;
-#include "model_brush.h"
-#include "model_sprite.h"
-#include "model_alias.h"
-
-typedef struct model_s
+typedef struct animscene_s
{
- char name[MAX_QPATH];
- qboolean needload; // bmodels and sprites don't cache normally
-
- modtype_t type;
- int aliastype; // LordHavoc: Q2 model support
- int fullbright; // LordHavoc: if true (normally only for sprites) the model/sprite/bmodel is always rendered fullbright
- int numframes;
- synctype_t synctype;
-
- int flags;
-
-// volume occupied by the model graphics
- vec3_t mins, maxs;
- float radius;
-
-// solid volume for clipping
- qboolean clipbox;
- vec3_t clipmins, clipmaxs;
-
-// brush model
- int firstmodelsurface, nummodelsurfaces;
-
- int numsubmodels;
- dmodel_t *submodels;
-
- int numplanes;
- mplane_t *planes;
-
- int numleafs; // number of visible leafs, not counting 0
- mleaf_t *leafs;
-
- int numvertexes;
- mvertex_t *vertexes;
-
- int numedges;
- medge_t *edges;
-
- int numnodes;
- mnode_t *nodes;
-
- int numtexinfo;
- mtexinfo_t *texinfo;
-
- int numsurfaces;
- msurface_t *surfaces;
-
- int numsurfedges;
- int *surfedges;
-
- int numclipnodes;
- dclipnode_t *clipnodes;
-
- int nummarksurfaces;
- msurface_t **marksurfaces;
-
- hull_t hulls[MAX_MAP_HULLS];
+ char name[32]; // for viewthing support
+ int firstframe;
+ int framecount;
+ int loop; // true or false
+ float framerate;
+}
+animscene_t;
+
+typedef struct skinframe_s
+{
+ rtexture_t *base; // original texture without pants/shirt/glow
+ rtexture_t *pants; // pants only (in greyscale)
+ rtexture_t *shirt; // shirt only (in greyscale)
+ rtexture_t *glow; // glow only (fullbrights)
+ rtexture_t *merged; // original texture without glow
+ rtexture_t *fog; // alpha of the base texture (if not opaque)
+ rtexture_t *nmap; // normalmap (bumpmap for dot3)
+ rtexture_t *gloss; // glossmap (for dot3)
+ rtexture_t *detail; // detail texture (silly bumps for non-dot3)
+}
+skinframe_t;
+
+#define MAX_SKINS 256
+
+#define SHADOWMESHVERTEXHASH 1024
+typedef struct shadowmeshvertexhash_s
+{
+ struct shadowmeshvertexhash_s *next;
+}
+shadowmeshvertexhash_t;
- int numtextures;
- texture_t **textures;
+typedef struct shadowmesh_s
+{
+ struct shadowmesh_s *next;
+ int numverts, maxverts;
+ int numtriangles, maxtriangles;
+ float *vertex3f;
+ int *element3i;
+ int *neighbor3i;
+ // these are NULL after Mod_ShadowMesh_Finish is performed, only used
+ // while building meshes
+ shadowmeshvertexhash_t **vertexhashtable, *vertexhashentries;
+}
+shadowmesh_t;
- byte *visdata;
- byte *lightdata;
- char *entities;
- // LordHavoc: useful for sprites and models
- int numtris;
- int numskins;
- int skinanimrange[1024]; // array of start and length pairs, note: offset from ->cache.data
- int skinanim[1024*5]; // texture numbers for each frame (indexed by animrange), note: offset from ->cache.data, second note: normal pants shirt glow body (normal contains no shirt/pants/glow colors and body is normal + pants + shirt, but not glow)
+#include "model_brush.h"
+#include "model_sprite.h"
+#include "model_alias.h"
-// additional model data
- cache_user_t cache; // only access through Mod_Extradata
+#include "matrixlib.h"
-} model_t;
+typedef struct model_s
+{
+ char name[MAX_QPATH];
+ // model needs to be loaded if this is true
+ qboolean needload;
+ // set if the model is used in current map, models which are not, are purged
+ qboolean used;
+ // CRC of the file this model was loaded from, to reload if changed
+ qboolean crc;
+ // true if this is the world model (I.E. defines what sky to use, and may contain submodels)
+ qboolean isworldmodel;
+ // true if this model is a HalfLife .bsp file
+ qboolean ishlbsp;
+
+ // mod_brush, mod_alias, mod_sprite
+ modtype_t type;
+ // LordHavoc: Q2/ZYM model support
+ int aliastype;
+ // LordHavoc: if true (normally only for sprites) the model/sprite/bmodel is always rendered fullbright
+ int fullbright;
+ // number of QC accessible frame(group)s in the model
+ int numframes;
+ // number of QC accessible skin(group)s in the model
+ int numskins;
+ // whether to randomize animated framegroups
+ synctype_t synctype;
+
+
+ // flags from the model file
+ int flags;
+ // engine calculated flags, ones that can not be set in the file
+ int flags2;
+
+ // all models use textures...
+ rtexturepool_t *texturepool;
+
+ // volume occupied by the model
+ // bounding box at angles '0 0 0'
+ vec3_t normalmins, normalmaxs;
+ // bounding box if yaw angle is not 0, but pitch and roll are
+ vec3_t yawmins, yawmaxs;
+ // bounding box if pitch or roll are used
+ vec3_t rotatedmins, rotatedmaxs;
+ // sphere radius, usable at any angles
+ float radius;
+ // squared sphere radius for easier comparisons
+ float radius2;
+
+ // brush model specific
+ int firstmodelsurface, nummodelsurfaces;
+
+ // lightmap format, set to r_lightmaprgba when model is loaded
+ int lightmaprgba;
+
+ int numsubmodels;
+ dmodel_t *submodels;
+
+ int numplanes;
+ mplane_t *planes;
+
+ // number of visible leafs, not counting 0 (solid)
+ int numleafs;
+ mleaf_t *leafs;
+
+ int numvertexes;
+ mvertex_t *vertexes;
+
+ int numedges;
+ medge_t *edges;
+
+ int numnodes;
+ mnode_t *nodes;
+
+ int numtexinfo;
+ mtexinfo_t *texinfo;
+
+ int numsurfaces;
+ msurface_t *surfaces;
+ int *surfacevisframes;
+ int *surfacepvsframes;
+ msurface_t *surfacepvsnext;
+ surfmesh_t *entiremesh;
+ surfmesh_t *surfmeshes;
+
+ int numsurfedges;
+ int *surfedges;
+
+ int numclipnodes;
+ dclipnode_t *clipnodes;
+
+ int nummarksurfaces;
+ int *marksurfaces;
+
+ hull_t hulls[MAX_MAP_HULLS];
+
+ int numtextures;
+ texture_t *textures;
+
+ qbyte *visdata;
+ qbyte *lightdata;
+ char *entities;
+
+ int numportals;
+ mportal_t *portals;
+
+ int numportalpoints;
+ mvertex_t *portalpoints;
+
+ int numlights;
+ mlight_t *lights;
+
+ // pvs visibility marking
+ mleaf_t *pvsviewleaf;
+ int pvsviewleafnovis;
+ int pvsframecount;
+ mleaf_t *pvsleafchain;
+ int *pvssurflist;
+ int pvssurflistlength;
+ // these get rebuilt as the player moves around if this is the world,
+ // otherwise they are left alone (no pvs for bmodels)
+ msurface_t ***pvstexturechains;
+ msurface_t **pvstexturechainsbuffer;
+ int *pvstexturechainslength;
+
+ // lightmap update chains for light styles
+ int light_styles;
+ qbyte *light_style;
+ int *light_stylevalue;
+ msurface_t ***light_styleupdatechains;
+ msurface_t **light_styleupdatechainsbuffer;
+ int light_scalebit;
+ float light_ambient;
+
+ // skin animation info
+ animscene_t *skinscenes; // [numskins]
+ // skin frame info
+ skinframe_t *skinframes;
+
+ animscene_t *animscenes; // [numframes]
+
+ // mdl/md2/md3 models are the same after loading
+ int aliasnum_meshes;
+ aliasmesh_t *aliasdata_meshes;
+
+ // for Zymotic models
+ int zymnum_verts;
+ int zymnum_tris;
+ int zymnum_shaders;
+ int zymnum_bones;
+ int zymnum_scenes;
+ float *zymdata_texcoords;
+ rtexture_t **zymdata_textures;
+ qbyte *zymdata_trizone;
+ zymbone_t *zymdata_bones;
+ unsigned int *zymdata_vertbonecounts;
+ zymvertex_t *zymdata_verts;
+ unsigned int *zymdata_renderlist;
+ float *zymdata_poses;
+
+ int sprnum_type;
+ mspriteframe_t *sprdata_frames;
+
+
+ // functions used in both rendering modes
+ // draw the model's sky polygons (only used by brush models)
+ void(*DrawSky)(struct entity_render_s *ent);
+
+ // functions used only in normal rendering mode
+ // draw the model
+ void(*Draw)(struct entity_render_s *ent);
+ // draw a fake shadow for the model
+ void(*DrawFakeShadow)(struct entity_render_s *ent);
+
+ // functions used only in shadow volume rendering mode
+ // draw a shadow volume for the model based on light source
+ void(*DrawShadowVolume)(struct entity_render_s *ent, vec3_t relativelightorigin, float lightradius);
+ // draw the lighting on a model (through stencil)
+ void(*DrawLight)(struct entity_render_s *ent, vec3_t relativelightorigin, vec3_t relativeeyeorigin, float lightradius, float *lightcolor, const matrix4x4_t *matrix_modeltofilter, const matrix4x4_t *matrix_modeltoattenuationxyz, const matrix4x4_t *matrix_modeltoattenuationz);
+
+ void (*FindNonSolidLocation)(struct model_s *model, vec3_t in, vec3_t out, vec_t radius);
+ mleaf_t *(*PointInLeaf)(struct model_s *model, const float *p);
+ int (*PointContents)(struct model_s *model, const float *p);
+ qbyte *(*LeafPVS)(struct model_s *model, mleaf_t *leaf);
+ void (*BuildPVSTextureChains)(struct model_s *model);
+
+ // memory pool for allocations
+ mempool_t *mempool;
+}
+model_t;
//============================================================================
-void Mod_Init (void);
-void Mod_ClearAll (void);
-model_t *Mod_ForName (char *name, qboolean crash);
-void *Mod_Extradata (model_t *mod); // handles caching
-void Mod_TouchModel (char *name);
+// this can be used for anything without a valid texture
+extern rtexture_t *r_notexture;
+#define NUM_DETAILTEXTURES 1
+extern rtexture_t *mod_shared_detailtextures[NUM_DETAILTEXTURES];
+// every texture must be in a pool...
+extern rtexturepool_t *mod_shared_texturepool;
+
+// model loading
+extern model_t *loadmodel;
+extern qbyte *mod_base;
+// sky/water subdivision
+//extern cvar_t gl_subdivide_size;
+// texture fullbrights
+extern cvar_t r_fullbrights;
+
+void Mod_Init (void);
+void Mod_CheckLoaded (model_t *mod);
+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_TouchModel (const char *name);
+void Mod_UnloadModel (model_t *mod);
+
+void Mod_ClearUsed(void);
+void Mod_PurgeUnused(void);
+void Mod_LoadModels(void);
+
+extern model_t *loadmodel;
+extern char loadname[32]; // for hunk tags
+
+int Mod_FindTriangleWithEdge(const int *elements, int numtriangles, int start, int end, int ignore);
+void Mod_BuildTriangleNeighbors(int *neighbors, const int *elements, int numtriangles);
+void Mod_ValidateElements(const int *elements, int numtriangles, int numverts, const char *filename, int fileline);
+void Mod_BuildTextureVectorsAndNormals(int numverts, int numtriangles, const float *vertex, const float *texcoord, const int *elements, float *svectors, float *tvectors, float *normals);
+
+shadowmesh_t *Mod_ShadowMesh_Alloc(mempool_t *mempool, int maxverts);
+shadowmesh_t *Mod_ShadowMesh_ReAlloc(mempool_t *mempool, shadowmesh_t *oldmesh);
+int Mod_ShadowMesh_AddVertex(shadowmesh_t *mesh, float *v);
+void Mod_ShadowMesh_AddTriangle(mempool_t *mempool, shadowmesh_t *mesh, float *vert0, float *vert1, float *vert2);
+void Mod_ShadowMesh_AddPolygon(mempool_t *mempool, shadowmesh_t *mesh, int numverts, float *verts);
+void Mod_ShadowMesh_AddMesh(mempool_t *mempool, shadowmesh_t *mesh, float *verts, int numtris, int *elements);
+shadowmesh_t *Mod_ShadowMesh_Begin(mempool_t *mempool, int initialnumtriangles);
+shadowmesh_t *Mod_ShadowMesh_Finish(mempool_t *mempool, shadowmesh_t *firstmesh);
+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 usedetailtexture, int loadglowtexture);
+int Mod_LoadSkinFrame_Internal(skinframe_t *skinframe, char *basename, int textureflags, int loadpantsandshirt, int usedetailtexture, int loadglowtexture, qbyte *skindata, int width, int height);
-mleaf_t *Mod_PointInLeaf (float *p, model_t *model);
-byte *Mod_LeafPVS (mleaf_t *leaf, model_t *model);
-
-extern model_t *loadmodel;
-extern char loadname[32]; // for hunk tags
-
-extern model_t *Mod_LoadModel (model_t *mod, qboolean crash);
-
-extern float RadiusFromBounds (vec3_t mins, vec3_t maxs);
-extern model_t *Mod_FindName (char *name);
#endif // __MODEL__
+