// 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;
+ unsigned int loadsequence;
// indicates whether this texture has transparent pixels
qboolean hasalpha;
// average texture color, if applicable
}
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
+{
+ // 88 bytes
+ float vertex3f[3];
+ float color4f[4];
+ float texcoordtexture2f[2];
+ float texcoordlightmap2f[2];
+ float svector3f[3];
+ float tvector3f[3];
+ float normal3f[3];
+ unsigned char skeletalindex4ub[4];
+ unsigned char skeletalweight4ub[4];
+}
+r_vertexmesh_t;
+
+typedef struct r_meshbuffer_s
+{
+ int bufferobject; // OpenGL
+ void *devicebuffer; // Direct3D
+ size_t size;
+ qboolean isindexbuffer;
+ qboolean isuniformbuffer;
+ 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;
+ int 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;
+ int 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_texcoordtexture2f; // float[verts*2] texcoords for surface texture
float *data_texcoordlightmap2f; // float[verts*2] texcoords for lightmap texture
float *data_lightmapcolor4f;
+ unsigned char *data_skeletalindex4ub;
+ unsigned char *data_skeletalweight4ub;
int *data_lightmapoffsets; // index into surface's lightmap samples for vertex lighting
+ r_vertexmesh_t *data_vertexmesh; // interleaved arrays for D3D
// 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;
+ r_meshbuffer_t *vbo_vertexbuffer;
+ int vbooffset_vertex3f;
+ int vbooffset_svector3f;
+ int vbooffset_tvector3f;
+ int vbooffset_normal3f;
+ int vbooffset_texcoordtexture2f;
+ int vbooffset_texcoordlightmap2f;
+ int vbooffset_lightmapcolor4f;
+ int vbooffset_skeletalindex4ub;
+ int vbooffset_skeletalweight4ub;
+ int vbooffset_vertexmesh;
// morph blending, these are zero if model is skeletal or static
int num_morphframes;
struct md3vertex_s *data_morphmd3vertex;
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_meshbuffer_t *vertexmesh_vertexbuffer;
}
surfmesh_t;
float *texcoord2f;
// used always
int *element3i;
+ r_meshbuffer_t *element3i_indexbuffer;
+ int element3i_bufferoffset;
unsigned short *element3s;
+ r_meshbuffer_t *element3s_indexbuffer;
+ int element3s_bufferoffset;
+ // vertex/index buffers for rendering
+ // (created by Mod_ShadowMesh_Finish if possible)
+ r_vertexmesh_t *vertexmesh; // usually NULL
// 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;
- size_t vbooffset_vertex3f;
- size_t vbooffset_svector3f;
- size_t vbooffset_tvector3f;
- size_t vbooffset_normal3f;
- size_t vbooffset_texcoord2f;
+ r_meshbuffer_t *vbo_vertexbuffer;
+ int vbooffset_vertex3f;
+ int vbooffset_svector3f;
+ int vbooffset_tvector3f;
+ int vbooffset_normal3f;
+ int vbooffset_texcoord2f;
+ int vbooffset_vertexmesh;
}
shadowmesh_t;
#define Q3TEXTUREFLAG_REFRACTION 256
#define Q3TEXTUREFLAG_REFLECTION 512
#define Q3TEXTUREFLAG_WATERSHADER 1024
+#define Q3TEXTUREFLAG_CAMERA 2048
+#define Q3TEXTUREFLAG_TRANSPARENTSORT 4096
#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 Q3SHADER_MAXLAYERS 8
#define Q3RGBGEN_MAXPARMS 3
#define Q3ALPHAGEN_MAXPARMS 1
#define Q3TCGEN_MAXPARMS 6
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 enum dptransparentsort_category_e
+{
+ TRANSPARENTSORT_SKY,
+ TRANSPARENTSORT_DISTANCE,
+ TRANSPARENTSORT_HUD,
+}dptransparentsortcategory_t;
+
typedef struct q3shaderinfo_s
{
char name[Q3PATHLENGTH];
#define Q3SHADERINFO_COMPARE_START surfaceparms
int surfaceparms;
+ int surfaceflags;
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 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];
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;
+
+ // transparent sort category
+ dptransparentsortcategory_t transparentsort;
// gloss
float specularscalemod;
float specularpowermod;
-#define Q3SHADERINFO_COMPARE_END specularpowermod
+
+ // rtlighting ambient addition
+ float rtlightambient;
+#define Q3SHADERINFO_COMPARE_END rtlightambient
}
q3shaderinfo_t;
+typedef struct texture_shaderpass_s
+{
+ qboolean alphatest; // FIXME: handle alphafunc properly
+ float framerate;
+ int numframes;
+ skinframe_t *skinframes[TEXTURE_MAXFRAMES];
+ int blendfunc[2];
+ q3shaderinfo_layer_rgbgen_t rgbgen;
+ q3shaderinfo_layer_alphagen_t alphagen;
+ q3shaderinfo_layer_tcgen_t tcgen;
+ q3shaderinfo_layer_tcmod_t tcmods[Q3MAXTCMODS];
+}
+texture_shaderpass_t;
+
typedef enum texturelayertype_e
{
TEXTURELAYERTYPE_INVALID,
TEXTURELAYERTYPE_LITTEXTURE,
TEXTURELAYERTYPE_TEXTURE,
- TEXTURELAYERTYPE_FOG,
+ TEXTURELAYERTYPE_FOG
}
texturelayertype_t;
int basematerialflags;
// current material flags (updated each bmodel render)
int currentmaterialflags;
+ // base material alpha (used for Q2 materials)
+ float basealpha;
// 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
+ // textures to use when rendering this material (derived from materialshaderpass)
skinframe_t *currentskinframe;
- int numskinframes;
- float skinframerate;
- skinframe_t *skinframes[TEXTURE_MAXFRAMES];
- // background layer (for terrain texture blending)
+ // textures to use for terrain texture blending (derived from backgroundshaderpass)
skinframe_t *backgroundcurrentskinframe;
- int backgroundnumskinframes;
- float backgroundskinframerate;
- skinframe_t *backgroundskinframes[TEXTURE_MAXFRAMES];
// total frames in sequence and alternate sequence
int anim_total[2];
// direct pointers to each of the frames in the sequences
// (indexed as [alternate][frame])
struct texture_s *anim_frames[2][10];
- // set if animated or there is an alternate frame set
- // (this is an optimization in the renderer)
+ // 1 = q1bsp animation with anim_total[0] >= 2 (animated) or anim_total[1] >= 1 (alternate frame set)
+ // 2 = q2bsp animation with anim_total[0] >= 2 (uses self.frame)
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)
+ // the current alpha of this texture (may be affected by r_wateralpha, also basealpha, and ent->alpha)
float currentalpha;
// the current texture frame in animation
struct texture_s *currentframe;
matrix4x4_t currentbackgroundtexmatrix;
// 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_layer_tcmod_t backgroundtcmods[Q3MAXTCMODS];
q3shaderinfo_deform_t deforms[Q3MAXDEFORMS];
+ texture_shaderpass_t *shaderpasses[Q3SHADER_MAXLAYERS]; // all shader passes in one array
+ texture_shaderpass_t *materialshaderpass; // equal to one of shaderpasses[] or NULL
+ texture_shaderpass_t *backgroundshaderpass; // equal to one of shaderpasses[] or NULL
+ unsigned char startpreshaderpass; // range within shaderpasses[]
+ unsigned char endpreshaderpass; // number of preshaderpasses
+ unsigned char startpostshaderpass; // range within shaderpasses[]
+ unsigned char endpostshaderpass; // number of postshaderpasses
qboolean colormapping;
rtexture_t *basetexture; // original texture without pants/shirt/glow
char name[64];
int surfaceflags;
int supercontents;
- int surfaceparms;
int textureflags;
+ // q2bsp
+ // we have to load the texture multiple times when Q2SURF_ flags differ,
+ // though it still shares the skinframe
+ int q2flags;
+ int q2value;
+ int q2contents;
+
+ // q1qsp
+ /// this points to a variant of the sky texture that has MATERIALFLAG_NOSHADOW, for the e1m5 logo shadow trick.
+ struct texture_s *skynoshadowtexture;
+
// 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]; // scale and speed
+ int camera_entity; // entity number for use by cameras
+
+ // offsetmapping
+ dpoffsetmapping_technique_t offsetmapping;
+ float offsetscale;
+ float offsetbias;
+
+ // transparent sort category
+ dptransparentsortcategory_t transparentsort;
// gloss
float specularscalemod;
float specularpowermod;
+
+ // diffuse and ambient
+ float rtlightambient;
}
-texture_t;
+ texture_t;
typedef struct mtexinfo_s
{
- float vecs[2][4];
- texture_t *texture;
- int flags;
+ float vecs[2][4]; // [s/t][xyz offset]
+ int textureindex;
+ int q1flags;
+ int q2flags; // miptex flags + overrides
+ int q2value; // light emission, etc
+ char q2texture[32]; // texture name (textures/*.wal)
+ int q2nexttexinfo; // for animations, -1 = end of chain
}
mtexinfo_t;
// fog volume info in q3bsp
struct q3deffect_s *effect; // q3bsp
// mesh information for collisions (only used by q3bsp curves)
- int *data_collisionelement3i; // q3bsp
- float *data_collisionvertex3f; // q3bsp
- float *data_collisionbbox6f; // collision optimization - contains combined bboxes of every data_collisionstride triangles
- float *data_bbox6f; // collision optimization - contains combined bboxes of every data_collisionstride triangles
+ 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
// mesh information for collisions (only used by q3bsp curves)
int num_collisiontriangles; // q3bsp
int num_collisionvertices; // q3bsp
- int num_collisionbboxstride;
- int num_bboxstride;
+ 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
+ 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"
{
// true if this model is a HalfLife .bsp file
qboolean ishlbsp;
+ // true if this model is a BSP2rmqe .bsp file (expanded 32bit bsp format for rmqe)
+ qboolean isbsp2rmqe;
+ // true if this model is a BSP2 .bsp file (expanded 32bit bsp format for DarkPlaces, others?)
+ qboolean isbsp2;
+ // true if this model is a Quake2 .bsp file (IBSP38)
+ qboolean isq2bsp;
+ // true if this model is a Quake3 .bsp file (IBSP46)
+ qboolean isq3bsp;
+ // true if this model is a Quake1/Quake2 .bsp file where skymasking capability exists
+ qboolean skymasking;
// string of entity definitions (.map format)
char *entities;
//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;
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);
+ mleaf_t *(*PointInLeaf)(struct model_s *model, const vec3_t p);
// these are actually only found on brushq1, but NULL is handled gracefully
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);
typedef struct model_brushq1_s
{
- dmodel_t *submodels;
+ mmodel_t *submodels;
int numvertexes;
mvertex_t *vertexes;
}
model_brushq1_t;
-/* MSVC can't compile empty structs, so this is commented out for now
typedef struct model_brushq2_s
{
+ int dummy; // MSVC can't handle an empty struct
}
model_brushq2_t;
-*/
typedef struct model_brushq3_s
{
// 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;
// for skeletal models
int num_bones;
aliasbone_t *data_bones;
- float num_posescale; // scaling factor from origin in poses6s format (includes divide by 32767)
- float num_poseinvscale; // scaling factor to origin in poses6s format (includes multiply by 32767)
+ float num_posescale; // scaling factor from origin in poses7s format (includes divide by 32767)
+ float num_poseinvscale; // scaling factor to origin in poses7s format (includes multiply by 32767)
int num_poses;
- short *data_poses6s; // origin xyz, quat xyz, w implied negative, unit length, values normalized to +/-32767 range
+ short *data_poses7s; // origin xyz, quat xyzw, unit length, values normalized to +/-32767 range
float *data_baseboneposeinverse;
// textures of this model
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)
// draw depth into a shadowmap
void(*DrawShadowMap)(int side, struct entity_render_s *ent, const vec3_t relativelightorigin, const vec3_t relativelightdirection, float lightradius, int numsurfaces, const int *surfacelist, const unsigned char *surfacesides, const vec3_t lightmins, const vec3_t lightmaxs);
// 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, unsigned char *outleafpvs, int *outnumleafspointer, int *outsurfacelist, unsigned char *outsurfacepvs, int *outnumsurfacespointer, unsigned char *outshadowtrispvs, unsigned char *outlighttrispvs, unsigned char *visitingleafpvs, int numfrustumplanes, const mplane_t *frustumplanes);
+ 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, int numfrustumplanes, const mplane_t *frustumplanes, qboolean noocclusion);
// compile a shadow volume for the model based on light source
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
// draw the lighting on a model (through stencil)
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 (*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, int skipsupercontentsmask);
+ 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, int skipsupercontentsmask);
// 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);
+ 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, int skipsupercontentsmask);
// 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);
+ 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, int skipsupercontentsmask);
// 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, int skipsupercontentsmask);
// fields belonging to some types of model
model_sprite_t sprite;
model_brush_t brush;
model_brushq1_t brushq1;
- /* MSVC can't handle an empty struct, so this is commented out for now
model_brushq2_t brushq2;
- */
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;
+ float lightmapscale;
}
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_LoadQ3Shaders(void);
q3shaderinfo_t *Mod_LookupQ3Shader(const char *name);
qboolean Mod_LoadTextureFromQ3Shader(texture_t *texture, const char *name, qboolean warnmissing, qboolean fallback, int defaulttexflags);
+texture_shaderpass_t *Mod_CreateShaderPass(skinframe_t *skinframe);
+texture_shaderpass_t *Mod_CreateShaderPassFromQ3ShaderLayer(q3shaderinfo_layer_t *layer, int layerindex, int texflags, const char *texturename);
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
{
}
mod_alloclightmap_state_t;
-void Mod_AllocLightmap_Init(mod_alloclightmap_state_t *state, int width, int height);
+void Mod_AllocLightmap_Init(mod_alloclightmap_state_t *state, mempool_t *mempool, int width, int height);
void Mod_AllocLightmap_Free(mod_alloclightmap_state_t *state);
void Mod_AllocLightmap_Reset(mod_alloclightmap_state_t *state);
qboolean Mod_AllocLightmap_Block(mod_alloclightmap_state_t *state, int blockwidth, int blockheight, int *outx, int *outy);
// used for talking to the QuakeC mainly
int Mod_Q1BSP_NativeContentsFromSuperContents(struct model_s *model, int supercontents);
int Mod_Q1BSP_SuperContentsFromNativeContents(struct model_s *model, int nativecontents);
+// used for loading wal files in Mod_LoadTextureFromQ3Shader
+int Mod_Q2BSP_SuperContentsFromNativeContents(dp_model_t *model, int nativecontents);
+int Mod_Q2BSP_NativeContentsFromSuperContents(dp_model_t *model, int supercontents);
// a lot of model formats use the Q1BSP code, so here are the prototypes...
struct entity_render_s;
void R_Q1BSP_DrawDepth(struct entity_render_s *ent);
void R_Q1BSP_DrawDebug(struct entity_render_s *ent);
void R_Q1BSP_DrawPrepass(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, int numfrustumplanes, const mplane_t *frustumplanes);
+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, int numfrustumplanes, const mplane_t *frustumplanes, qboolean noocclusion);
void R_Q1BSP_CompileShadowMap(struct entity_render_s *ent, vec3_t relativelightorigin, vec3_t relativelightdirection, float lightradius, int numsurfaces, const int *surfacelist);
void R_Q1BSP_DrawShadowMap(int side, struct entity_render_s *ent, const vec3_t relativelightorigin, const vec3_t relativelightdirection, float lightradius, int modelnumsurfaces, const int *modelsurfacelist, const unsigned char *surfacesides, const vec3_t lightmins, const vec3_t lightmaxs);
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);
+// 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, int skipsupercontentsmask);
+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, int skipsupercontentsmask);
+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, int skipsupercontentsmask);
+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, int skipsupercontentsmask);
+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 skipsupercontentsmask);
+qboolean Mod_CollisionBIH_TraceLineOfSight(struct model_s *model, const vec3_t start, const vec3_t end);
+int Mod_CollisionBIH_PointSuperContents(struct model_s *model, int frame, const vec3_t point);
+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