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
61 typedef struct shadowmesh_s
63 struct shadowmesh_s *next;
64 int numverts, maxverts;
65 int numtriangles, maxtriangles;
73 #include "model_brush.h"
74 #include "model_sprite.h"
75 #include "model_alias.h"
77 typedef struct model_s
80 // model needs to be loaded if this is true
82 // set if the model is used in current map, models which are not, are purged
84 // CRC of the file this model was loaded from, to reload if changed
86 // true if this is the world model (I.E. defines what sky to use, and may contain submodels)
87 qboolean isworldmodel;
88 // true if this model is a HalfLife .bsp file
91 // mod_brush, mod_alias, mod_sprite
93 // LordHavoc: Q2/ZYM model support
95 // LordHavoc: if true (normally only for sprites) the model/sprite/bmodel is always rendered fullbright
97 // number of QC accessable frame(group)s in the model
99 // whether to randomize animated framegroups
102 // used for sprites and models
109 // flags from the model file
111 // engine calculated flags, ones that can not be set in the file
114 // all models use textures...
115 rtexturepool_t *texturepool;
117 // volume occupied by the model
118 // bounding box at angles '0 0 0'
119 vec3_t normalmins, normalmaxs;
120 // bounding box if yaw angle is not 0, but pitch and roll are
121 vec3_t yawmins, yawmaxs;
122 // bounding box if pitch or roll are used
123 vec3_t rotatedmins, rotatedmaxs;
124 // sphere radius, usable at any angles
126 // squared sphere radius for easier comparisons
129 // brush model specific
130 int firstmodelsurface, nummodelsurfaces;
132 // lightmap format, set to r_lightmaprgba when model is loaded
141 // number of visible leafs, not counting 0 (solid)
158 msurface_t *surfaces;
159 int *surfacevisframes;
160 int *surfacepvsframes;
161 msurface_t *surfacepvsnext;
167 dclipnode_t *clipnodes;
172 hull_t hulls[MAX_MAP_HULLS];
185 mvertex_t *portalpoints;
190 // used only for casting dynamic shadow volumes
191 shadowmesh_t *shadowmesh;
192 vec3_t shadowmesh_mins, shadowmesh_maxs, shadowmesh_center;
193 float shadowmesh_radius;
195 // skin animation info
196 animscene_t *skinscenes; // [numskins]
198 skinframe_t *skinframes;
200 animscene_t *animscenes; // [numframes]
202 // Q1 and Q2 models are the same after loading
203 int *mdlmd2data_indices;
204 float *mdlmd2data_texcoords;
205 md2frame_t *mdlmd2data_frames;
206 trivertx_t *mdlmd2data_pose;
207 int *mdlmd2data_triangleneighbors;
209 // for Zymotic models
210 void *zymdata_header;
213 mspriteframe_t *sprdata_frames;
216 void(*Draw)(struct entity_render_s *ent);
217 // draw the model's sky polygons (only used by brush models)
218 void(*DrawSky)(struct entity_render_s *ent);
219 // draw a fake shadow for the model
220 void(*DrawFakeShadow)(struct entity_render_s *ent);
221 // draw a shadow volume for the model based on light source
222 void(*DrawShadowVolume)(struct entity_render_s *ent, vec3_t relativelightorigin, float lightradius, int visiblevolume);
224 // memory pool for allocations
229 //============================================================================
231 // this can be used for anything without a valid texture
232 extern rtexture_t *r_notexture;
233 // every texture must be in a pool...
234 extern rtexturepool_t *r_notexturepool;
237 extern model_t *loadmodel;
238 extern qbyte *mod_base;
239 // sky/water subdivision
240 //extern cvar_t gl_subdivide_size;
241 // texture fullbrights
242 extern cvar_t r_fullbrights;
244 void Mod_Init (void);
245 void Mod_CheckLoaded (model_t *mod);
246 void Mod_ClearAll (void);
247 model_t *Mod_FindName (const char *name);
248 model_t *Mod_ForName (const char *name, qboolean crash, qboolean checkdisk, qboolean isworldmodel);
249 void Mod_TouchModel (const char *name);
250 void Mod_UnloadModel (model_t *mod);
252 void Mod_ClearUsed(void);
253 void Mod_PurgeUnused(void);
254 void Mod_LoadModels(void);
256 extern model_t *loadmodel;
257 extern char loadname[32]; // for hunk tags
259 int Mod_FindTriangleWithEdge(int *elements, int numtriangles, int start, int end);
260 void Mod_BuildTriangleNeighbors(int *neighbors, int *elements, int numtriangles);
262 shadowmesh_t *Mod_ShadowMesh_Alloc(mempool_t *mempool, int maxverts);
263 shadowmesh_t *Mod_ShadowMesh_ReAlloc(mempool_t *mempool, shadowmesh_t *oldmesh);
264 int Mod_ShadowMesh_AddVertex(shadowmesh_t *mesh, float *v);
265 void Mod_ShadowMesh_AddPolygon(mempool_t *mempool, shadowmesh_t *mesh, int numverts, float *verts);
266 shadowmesh_t *Mod_ShadowMesh_Begin(mempool_t *mempool);
267 shadowmesh_t *Mod_ShadowMesh_Finish(mempool_t *mempool, shadowmesh_t *firstmesh);
268 void Mod_ShadowMesh_CalcBBox(shadowmesh_t *firstmesh, vec3_t mins, vec3_t maxs, vec3_t center, float *radius);
269 void Mod_ShadowMesh_Free(shadowmesh_t *mesh);