2 Copyright (C) 1996-1997 Id Software, Inc.
4 This program is free software; you can redistribute it and/or
5 modify it under the terms of the GNU General Public License
6 as published by the Free Software Foundation; either version 2
7 of the License, or (at your option) any later version.
9 This program is distributed in the hope that it will be useful,
10 but WITHOUT ANY WARRANTY; without even the implied warranty of
11 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
13 See the GNU General Public License for more details.
15 You should have received a copy of the GNU General Public License
16 along with this program; if not, write to the Free Software
17 Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
26 typedef enum {ST_SYNC=0, ST_RAND } synctype_t;
31 d*_t structures are on-disk representations
32 m*_t structures are in-memory
36 typedef enum {mod_invalid, mod_brush, mod_sprite, mod_alias} modtype_t;
38 typedef struct animscene_s
40 char name[32]; // for viewthing support
43 int loop; // true or false
48 typedef struct skinframe_s
50 rtexture_t *base; // original texture minus pants/shirt/glow
51 rtexture_t *pants; // pants only (in greyscale)
52 rtexture_t *shirt; // shirt only (in greyscale)
53 rtexture_t *glow; // glow only
54 rtexture_t *merged; // original texture minus glow
55 rtexture_t *fog; // white texture with alpha of the base texture, NULL if not transparent
56 rtexture_t *nmap; // normalmap (bumpmap for dot3)
57 rtexture_t *gloss; // glossmap (for dot3)
63 typedef struct shadowmesh_s
65 struct shadowmesh_s *next;
66 int numverts, maxverts;
67 int numtriangles, maxtriangles;
75 #include "model_brush.h"
76 #include "model_sprite.h"
77 #include "model_alias.h"
79 typedef struct model_s
82 // model needs to be loaded if this is true
84 // set if the model is used in current map, models which are not, are purged
86 // CRC of the file this model was loaded from, to reload if changed
88 // true if this is the world model (I.E. defines what sky to use, and may contain submodels)
89 qboolean isworldmodel;
90 // true if this model is a HalfLife .bsp file
93 // mod_brush, mod_alias, mod_sprite
95 // LordHavoc: Q2/ZYM model support
97 // LordHavoc: if true (normally only for sprites) the model/sprite/bmodel is always rendered fullbright
99 // number of QC accessable frame(group)s in the model
101 // whether to randomize animated framegroups
104 // used for sprites and models
111 // flags from the model file
113 // engine calculated flags, ones that can not be set in the file
116 // all models use textures...
117 rtexturepool_t *texturepool;
119 // volume occupied by the model
120 // bounding box at angles '0 0 0'
121 vec3_t normalmins, normalmaxs;
122 // bounding box if yaw angle is not 0, but pitch and roll are
123 vec3_t yawmins, yawmaxs;
124 // bounding box if pitch or roll are used
125 vec3_t rotatedmins, rotatedmaxs;
126 // sphere radius, usable at any angles
128 // squared sphere radius for easier comparisons
131 // brush model specific
132 int firstmodelsurface, nummodelsurfaces;
134 // lightmap format, set to r_lightmaprgba when model is loaded
143 // number of visible leafs, not counting 0 (solid)
160 msurface_t *surfaces;
161 int *surfacevisframes;
162 int *surfacepvsframes;
163 msurface_t *surfacepvsnext;
169 dclipnode_t *clipnodes;
174 hull_t hulls[MAX_MAP_HULLS];
179 msurface_t **texturesurfacechains;
189 mvertex_t *portalpoints;
194 // used only for casting dynamic shadow volumes
195 shadowmesh_t *shadowmesh;
196 vec3_t shadowmesh_mins, shadowmesh_maxs, shadowmesh_center;
197 float shadowmesh_radius;
199 // pvs visibility marking
200 mleaf_t *pvsviewleaf;
201 int pvsviewleafnovis;
203 mleaf_t *pvsleafchain;
205 int pvssurflistlength;
207 // skin animation info
208 animscene_t *skinscenes; // [numskins]
210 skinframe_t *skinframes;
212 animscene_t *animscenes; // [numframes]
214 // Q1 and Q2 models are the same after loading
215 int *mdlmd2data_indices;
216 float *mdlmd2data_texcoords;
217 md2frame_t *mdlmd2data_frames;
218 trivertx_t *mdlmd2data_pose;
219 int *mdlmd2data_triangleneighbors;
221 // for Zymotic models
227 float *zymdata_texcoords;
228 rtexture_t **zymdata_textures;
229 qbyte *zymdata_trizone;
230 zymbone_t *zymdata_bones;
231 unsigned int *zymdata_vertbonecounts;
232 zymvertex_t *zymdata_verts;
233 unsigned int *zymdata_renderlist;
234 float *zymdata_poses;
237 mspriteframe_t *sprdata_frames;
240 // functions used in both rendering modes
241 // draw the model's sky polygons (only used by brush models)
242 void(*DrawSky)(struct entity_render_s *ent);
244 // functions used only in normal rendering mode
246 void(*Draw)(struct entity_render_s *ent);
247 // draw a fake shadow for the model
248 void(*DrawFakeShadow)(struct entity_render_s *ent);
250 // functions used only in shadow volume rendering mode
251 // draw a shadow volume for the model based on light source
252 void(*DrawShadowVolume)(struct entity_render_s *ent, vec3_t relativelightorigin, float lightradius);
253 // draw the lighting on a model (through stencil)
254 void(*DrawLight)(struct entity_render_s *ent, vec3_t relativelightorigin, vec3_t relativeeyeorigin, float lightradius, float *lightcolor);
256 // memory pool for allocations
261 //============================================================================
263 // this can be used for anything without a valid texture
264 extern rtexture_t *r_notexture;
265 // every texture must be in a pool...
266 extern rtexturepool_t *r_notexturepool;
269 extern model_t *loadmodel;
270 extern qbyte *mod_base;
271 // sky/water subdivision
272 //extern cvar_t gl_subdivide_size;
273 // texture fullbrights
274 extern cvar_t r_fullbrights;
276 void Mod_Init (void);
277 void Mod_CheckLoaded (model_t *mod);
278 void Mod_ClearAll (void);
279 model_t *Mod_FindName (const char *name);
280 model_t *Mod_ForName (const char *name, qboolean crash, qboolean checkdisk, qboolean isworldmodel);
281 void Mod_TouchModel (const char *name);
282 void Mod_UnloadModel (model_t *mod);
284 void Mod_ClearUsed(void);
285 void Mod_PurgeUnused(void);
286 void Mod_LoadModels(void);
288 extern model_t *loadmodel;
289 extern char loadname[32]; // for hunk tags
291 int Mod_FindTriangleWithEdge(const int *elements, int numtriangles, int start, int end);
292 void Mod_BuildTriangleNeighbors(int *neighbors, const int *elements, int numtriangles);
293 void Mod_ValidateElements(const int *elements, int numtriangles, int numverts, const char *filename, int fileline);
294 void Mod_BuildTextureVectorsAndNormals(int numverts, int numtriangles, const float *vertex, const float *texcoord, const int *elements, float *svectors, float *tvectors, float *normals);
296 shadowmesh_t *Mod_ShadowMesh_Alloc(mempool_t *mempool, int maxverts);
297 shadowmesh_t *Mod_ShadowMesh_ReAlloc(mempool_t *mempool, shadowmesh_t *oldmesh);
298 int Mod_ShadowMesh_AddVertex(shadowmesh_t *mesh, float *v);
299 void Mod_ShadowMesh_AddTriangle(mempool_t *mempool, shadowmesh_t *mesh, float *vert0, float *vert1, float *vert2);
300 void Mod_ShadowMesh_AddPolygon(mempool_t *mempool, shadowmesh_t *mesh, int numverts, float *verts);
301 void Mod_ShadowMesh_AddMesh(mempool_t *mempool, shadowmesh_t *mesh, int numverts, float *verts, int numtris, int *elements);
302 shadowmesh_t *Mod_ShadowMesh_Begin(mempool_t *mempool, int initialnumtriangles);
303 shadowmesh_t *Mod_ShadowMesh_Finish(mempool_t *mempool, shadowmesh_t *firstmesh);
304 void Mod_ShadowMesh_CalcBBox(shadowmesh_t *firstmesh, vec3_t mins, vec3_t maxs, vec3_t center, float *radius);
305 void Mod_ShadowMesh_Free(shadowmesh_t *mesh);