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.
21 #ifndef MODEL_SHARED_H
22 #define MODEL_SHARED_H
24 typedef enum synctype_e {ST_SYNC=0, ST_RAND } synctype_t;
28 d*_t structures are on-disk representations
29 m*_t structures are in-memory
33 typedef enum modtype_e {mod_invalid, mod_brushq1, mod_sprite, mod_alias, mod_brushq2, mod_brushq3} modtype_t;
35 typedef struct animscene_s
37 char name[32]; // for viewthing support
40 int loop; // true or false
45 typedef struct skinframe_s
47 rtexture_t *stain; // inverse modulate with background (used for decals and such)
48 rtexture_t *merged; // original texture without glow
49 rtexture_t *base; // original texture without pants/shirt/glow
50 rtexture_t *pants; // pants only (in greyscale)
51 rtexture_t *shirt; // shirt only (in greyscale)
52 rtexture_t *nmap; // normalmap (bumpmap for dot3)
53 rtexture_t *gloss; // glossmap (for dot3)
54 rtexture_t *glow; // glow only (fullbrights)
55 rtexture_t *fog; // alpha of the base texture (if not opaque)
61 typedef struct overridetagname_s
67 // a replacement set of tag names, per skin
68 typedef struct overridetagnameset_s
70 int num_overridetagnames;
71 overridetagname_t *data_overridetagnames;
78 // used for mesh lists in q1bsp/q3bsp map models
79 // (the surfaces reference portions of these meshes)
80 typedef struct surfmesh_s
82 int num_triangles; // number of triangles in the mesh
83 int *data_element3i; // int[tris*3] triangles of the mesh, 3 indices into vertex arrays for each
84 int *data_neighbor3i; // int[tris*3] neighboring triangle on each edge (-1 if none)
85 int num_vertices; // number of vertices in the mesh
86 float *data_vertex3f; // float[verts*3] vertex locations
87 float *data_svector3f; // float[verts*3] direction of 'S' (right) texture axis for each vertex
88 float *data_tvector3f; // float[verts*3] direction of 'T' (down) texture axis for each vertex
89 float *data_normal3f; // float[verts*3] direction of 'R' (out) texture axis for each vertex
90 float *data_texcoordtexture2f; // float[verts*2] texcoords for surface texture
91 float *data_texcoordlightmap2f; // float[verts*2] texcoords for lightmap texture
92 float *data_lightmapcolor4f;
93 int *data_lightmapoffsets; // index into surface's lightmap samples for vertex lighting
94 // morph blending, these are zero if model is skeletal or static
96 struct md3vertex_s *data_morphmd3vertex;
97 struct trivertx_s *data_morphmdlvertex;
98 float *data_morphmd2framesize6f;
99 float num_morphmdlframescale[3];
100 float num_morphmdlframetranslate[3];
101 // skeletal blending, these are NULL if model is morph or static
102 int *data_vertexweightindex4i;
103 float *data_vertexweightinfluence4f;
104 // set if there is some kind of animation on this model
109 #define SHADOWMESHVERTEXHASH 1024
110 typedef struct shadowmeshvertexhash_s
112 struct shadowmeshvertexhash_s *next;
114 shadowmeshvertexhash_t;
116 typedef struct shadowmesh_s
118 // next mesh in chain
119 struct shadowmesh_s *next;
120 // used for light mesh (NULL on shadow mesh)
121 rtexture_t *map_diffuse;
122 rtexture_t *map_specular;
123 rtexture_t *map_normal;
125 int numverts, maxverts;
126 int numtriangles, maxtriangles;
129 // used for light mesh (NULL on shadow mesh)
136 // used for shadow mesh (NULL on light mesh)
138 // these are NULL after Mod_ShadowMesh_Finish is performed, only used
139 // while building meshes
140 shadowmeshvertexhash_t **vertexhashtable, *vertexhashentries;
144 #define TEXTURE_MAXFRAMES 64
146 typedef enum texturelayertype_e
148 TEXTURELAYERTYPE_INVALID,
149 TEXTURELAYERTYPE_LITTEXTURE,
150 TEXTURELAYERTYPE_TEXTURE,
151 TEXTURELAYERTYPE_FOG,
155 typedef enum texturelayerflag_e
157 // indicates that the pass should apply fog darkening; used on
158 // transparent surfaces where simply blending an alpha fog as a final
159 // pass would not behave properly, so all the surfaces must be darkened,
160 // and the fog color added as a separate pass
161 TEXTURELAYERFLAG_FOGDARKEN = 1,
165 typedef struct texturelayer_s
167 texturelayertype_t type;
172 matrix4x4_t texmatrix;
178 typedef struct texture_s
184 unsigned int width, height;
186 //unsigned int flags;
188 // base material flags
189 int basematerialflags;
190 // current material flags (updated each bmodel render)
191 int currentmaterialflags;
193 // textures to use when rendering this material
194 skinframe_t *currentskinframe;
197 skinframe_t skinframes[TEXTURE_MAXFRAMES];
198 // background layer (for terrain texture blending)
199 skinframe_t *backgroundcurrentskinframe;
200 int backgroundnumskinframes;
201 float backgroundskinframerate;
202 skinframe_t backgroundskinframes[TEXTURE_MAXFRAMES];
204 // total frames in sequence and alternate sequence
206 // direct pointers to each of the frames in the sequences
207 // (indexed as [alternate][frame])
208 struct texture_s *anim_frames[2][10];
209 // set if animated or there is an alternate frame set
210 // (this is an optimization in the renderer)
213 // the current alpha of this texture (may be affected by r_wateralpha)
215 // the current texture frame in animation
216 struct texture_s *currentframe;
217 // current texture transform matrix (used for water scrolling)
218 matrix4x4_t currenttexmatrix;
220 qboolean colormapping;
221 rtexture_t *basetexture;
222 rtexture_t *glosstexture;
223 rtexture_t *backgroundbasetexture;
224 rtexture_t *backgroundglosstexture;
229 int customblendfunc[2];
231 int currentnumlayers;
232 texturelayer_t currentlayers[16];
245 typedef struct mtexinfo_s
253 typedef struct msurface_lightmapinfo_s
255 // texture mapping properties used by this surface
256 mtexinfo_t *texinfo; // q1bsp
257 // index into r_refdef.lightstylevalue array, 255 means not used (black)
258 unsigned char styles[MAXLIGHTMAPS]; // q1bsp
259 // RGB lighting data [numstyles][height][width][3]
260 unsigned char *samples; // q1bsp
261 // RGB normalmap data [numstyles][height][width][3]
262 unsigned char *nmapsamples; // q1bsp
263 // stain to apply on lightmap (soot/dirt/blood/whatever)
264 unsigned char *stainsamples; // q1bsp
265 int texturemins[2]; // q1bsp
266 int extents[2]; // q1bsp
267 int lightmaporigin[2]; // q1bsp
269 msurface_lightmapinfo_t;
272 typedef struct msurface_s
274 // bounding box for onscreen checks
277 // the texture to use on the surface
279 // the lightmap texture fragment to use on the rendering mesh
280 rtexture_t *lightmaptexture;
281 // the lighting direction texture fragment to use on the rendering mesh
282 rtexture_t *deluxemaptexture;
284 // surfaces own ranges of vertices and triangles in the model->surfmesh
285 int num_triangles; // number of triangles
286 int num_firsttriangle; // first triangle
287 int num_vertices; // number of vertices
288 int num_firstvertex; // first vertex
290 // shadow volume building information
291 int num_firstshadowmeshtriangle; // index into model->brush.shadowmesh
293 // lightmaptexture rebuild information not used in q3bsp
294 int cached_dlight; // q1bsp // forces rebuild of lightmaptexture
295 msurface_lightmapinfo_t *lightmapinfo; // q1bsp
297 // mesh information for collisions (only used by q3bsp curves)
298 int num_collisiontriangles; // q3bsp
299 int *data_collisionelement3i; // q3bsp
300 int num_collisionvertices; // q3bsp
301 float *data_collisionvertex3f; // q3bsp
302 struct q3deffect_s *effect; // q3bsp
303 // FIXME: collisionmarkframe should be kept in a separate array
304 int collisionmarkframe; // q3bsp // don't collide twice in one trace
308 #include "matrixlib.h"
310 #include "model_brush.h"
311 #include "model_sprite.h"
312 #include "model_alias.h"
314 typedef struct model_sprite_s
317 mspriteframe_t *sprdata_frames;
323 typedef struct model_brush_s
325 // true if this model is a HalfLife .bsp file
327 // true if this model is a Martial Concert .bsp file
329 // string of entity definitions (.map format)
332 // if non-zero this is a submodel
333 // (this is the number of the submodel, an index into submodels)
336 // number of submodels in this map (just used by server to know how many
337 // submodels to load)
339 // pointers to each of the submodels if .isworldmodel is true
340 struct model_s **submodels;
343 mplane_t *data_planes;
348 // visible leafs, not counting 0 (solid)
350 // number of actual leafs (including 0 which is solid)
355 int *data_leafbrushes;
357 int num_leafsurfaces;
358 int *data_leafsurfaces;
361 mportal_t *data_portals;
363 int num_portalpoints;
364 mvertex_t *data_portalpoints;
367 q3mbrush_t *data_brushes;
370 q3mbrushside_t *data_brushsides;
374 int num_pvsclusterbytes;
375 unsigned char *data_pvsclusters;
377 //pvschain = model->brush.data_pvsclusters + mycluster * model->brush.num_pvsclusterbytes;
378 //if (pvschain[thatcluster >> 3] & (1 << (thatcluster & 7)))
380 // a mesh containing all shadow casting geometry for the whole model (including submodels), portions of this are referenced by each surface's num_firstshadowmeshtriangle
381 shadowmesh_t *shadowmesh;
384 int (*SuperContentsFromNativeContents)(struct model_s *model, int nativecontents);
385 int (*NativeContentsFromSuperContents)(struct model_s *model, int supercontents);
386 unsigned char *(*GetPVS)(struct model_s *model, const vec3_t p);
387 int (*FatPVS)(struct model_s *model, const vec3_t org, vec_t radius, unsigned char *pvsbuffer, int pvsbufferlength);
388 int (*BoxTouchingPVS)(struct model_s *model, const unsigned char *pvs, const vec3_t mins, const vec3_t maxs);
389 int (*BoxTouchingLeafPVS)(struct model_s *model, const unsigned char *pvs, const vec3_t mins, const vec3_t maxs);
390 int (*BoxTouchingVisibleLeafs)(struct model_s *model, const unsigned char *visibleleafs, const vec3_t mins, const vec3_t maxs);
391 int (*FindBoxClusters)(struct model_s *model, const vec3_t mins, const vec3_t maxs, int maxclusters, int *clusterlist);
392 void (*LightPoint)(struct model_s *model, const vec3_t p, vec3_t ambientcolor, vec3_t diffusecolor, vec3_t diffusenormal);
393 void (*FindNonSolidLocation)(struct model_s *model, const vec3_t in, vec3_t out, vec_t radius);
394 mleaf_t *(*PointInLeaf)(struct model_s *model, const float *p);
395 // these are actually only found on brushq1, but NULL is handled gracefully
396 void (*AmbientSoundLevelsForPoint)(struct model_s *model, const vec3_t p, unsigned char *out, int outsize);
397 void (*RoundUpToHullSize)(struct model_s *cmodel, const vec3_t inmins, const vec3_t inmaxs, vec3_t outmins, vec3_t outmaxs);
398 // trace a line of sight through this model (returns false if the line if sight is definitely blocked)
399 qboolean (*TraceLineOfSight)(struct model_s *model, const vec3_t start, const vec3_t end);
401 char skybox[MAX_QPATH];
403 rtexture_t *solidskytexture;
404 rtexture_t *alphaskytexture;
406 qboolean supportwateralpha;
414 typedef struct model_brushq1_s
416 // lightmap format, set to r_lightmaprgba when model is loaded
434 dclipnode_t *clipnodes;
436 hull_t hulls[MAX_MAP_HULLS];
438 int num_compressedpvs;
439 unsigned char *data_compressedpvs;
442 unsigned char *lightdata;
443 unsigned char *nmaplightdata; // deluxemap file
445 // lightmap update chains for light styles
447 unsigned char *light_style;
448 int *light_stylevalue;
449 msurface_t ***light_styleupdatechains;
450 msurface_t **light_styleupdatechainsbuffer;
454 /* MSVC can't compile empty structs, so this is commented out for now
455 typedef struct model_brushq2_s
461 typedef struct model_brushq3_s
464 q3dmodel_t *data_models;
466 // used only during loading - freed after loading!
468 float *data_vertex3f;
469 float *data_normal3f;
470 float *data_texcoordtexture2f;
471 float *data_texcoordlightmap2f;
474 // freed after loading!
479 q3deffect_t *data_effects;
482 int num_originallightmaps;
483 int num_mergedlightmaps;
484 int num_lightmapmergepower;
485 int num_lightmapmerge;
486 rtexture_t **data_lightmaps;
487 rtexture_t **data_deluxemaps;
489 // voxel light data with directional shading
491 q3dlightgrid_t *data_lightgrid;
492 // size of each cell (may vary by map, typically 64 64 128)
493 float num_lightgrid_cellsize[3];
494 // 1.0 / num_lightgrid_cellsize
495 float num_lightgrid_scale[3];
496 // dimensions of the world model in lightgrid cells
497 int num_lightgrid_imins[3];
498 int num_lightgrid_imaxs[3];
499 int num_lightgrid_isize[3];
501 int num_lightgrid_dimensions[3];
502 // transform modelspace coordinates to lightgrid index
503 matrix4x4_t num_lightgrid_indexfromworld;
505 // true if this q3bsp file has been detected as using deluxemapping
506 // (lightmap texture pairs, every odd one is never directly refernced,
507 // and contains lighting normals, not colors)
508 qboolean deluxemapping;
509 // true if the detected deluxemaps are the modelspace kind, rather than
510 // the faster tangentspace kind
511 qboolean deluxemapping_modelspace;
515 typedef struct model_s
517 // name and path of model, for example "progs/player.mdl"
518 char name[MAX_QPATH];
519 // model needs to be loaded if this is false
521 // set if the model is used in current map, models which are not, are purged
523 // true if this is the world model (I.E. defines what sky to use, and may contain submodels)
524 qboolean isworldmodel;
525 // CRC of the file this model was loaded from, to reload if changed
527 // mod_brush, mod_alias, mod_sprite
529 // memory pool for allocations
531 // all models use textures...
532 rtexturepool_t *texturepool;
533 // flags from the model file
535 // engine calculated flags, ones that can not be set in the file
537 // number of QC accessible frame(group)s in the model
539 // number of QC accessible skin(group)s in the model
541 // whether to randomize animated framegroups
543 // bounding box at angles '0 0 0'
544 vec3_t normalmins, normalmaxs;
545 // bounding box if yaw angle is not 0, but pitch and roll are
546 vec3_t yawmins, yawmaxs;
547 // bounding box if pitch or roll are used
548 vec3_t rotatedmins, rotatedmaxs;
549 // sphere radius, usable at any angles
551 // squared sphere radius for easier comparisons
553 // skin animation info
554 animscene_t *skinscenes; // [numskins]
555 // skin animation info
556 animscene_t *animscenes; // [numframes]
557 // range of surface numbers in this (sub)model
558 int firstmodelsurface;
559 int nummodelsurfaces;
560 // range of collision brush numbers in this (sub)model
563 // list of surface numbers in this (sub)model
568 aliastag_t *data_tags;
569 // for skeletal models
571 aliasbone_t *data_bones;
574 float *data_basebonepose;
575 float *data_baseboneposeinverse;
576 // textures of this model
578 texture_t *data_textures;
579 // surfaces of this model
581 msurface_t *data_surfaces;
582 // optional lightmapinfo data for surface lightmap updates
583 msurface_lightmapinfo_t *data_surfaces_lightmapinfo;
584 // all surfaces belong to this mesh
586 // draw the model's sky polygons (only used by brush models)
587 void(*DrawSky)(struct entity_render_s *ent);
588 // draw the model using lightmap/dlight shading
589 void(*Draw)(struct entity_render_s *ent);
590 // gathers info on which clusters and surfaces are lit by light, as well as calculating a bounding box
591 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);
592 // compile a shadow volume for the model based on light source
593 void(*CompileShadowVolume)(struct entity_render_s *ent, vec3_t relativelightorigin, vec3_t relativelightdirection, float lightradius, int numsurfaces, const int *surfacelist);
594 // draw a shadow volume for the model based on light source
595 void(*DrawShadowVolume)(struct entity_render_s *ent, vec3_t relativelightorigin, vec3_t relativelightdirection, float lightradius, int numsurfaces, const int *surfacelist, const vec3_t lightmins, const vec3_t lightmaxs);
596 // draw the lighting on a model (through stencil)
597 void(*DrawLight)(struct entity_render_s *ent, int numsurfaces, const int *surfacelist, const unsigned char *trispvs);
598 // trace a box against this model
599 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);
600 // fields belonging to some types of model
601 model_sprite_t sprite;
603 model_brushq1_t brushq1;
604 /* MSVC can't handle an empty struct, so this is commented out for now
605 model_brushq2_t brushq2;
607 model_brushq3_t brushq3;
608 // skin files can have different tags for each skin
609 overridetagnameset_t *data_overridetagnamesforskin;
610 // flags this model for offseting sounds to the model center (used by brush models)
615 //============================================================================
618 extern model_t *loadmodel;
619 extern unsigned char *mod_base;
620 // sky/water subdivision
621 //extern cvar_t gl_subdivide_size;
622 // texture fullbrights
623 extern cvar_t r_fullbrights;
625 void Mod_Init (void);
626 void Mod_Reload (void);
627 model_t *Mod_LoadModel(model_t *mod, qboolean crash, qboolean checkdisk, qboolean isworldmodel);
628 model_t *Mod_FindName (const char *name);
629 model_t *Mod_ForName (const char *name, qboolean crash, qboolean checkdisk, qboolean isworldmodel);
630 void Mod_UnloadModel (model_t *mod);
632 void Mod_ClearUsed(void);
633 void Mod_PurgeUnused(void);
634 void Mod_RemoveStaleWorldModels(model_t *skip); // only used during loading!
636 extern model_t *loadmodel;
637 extern char loadname[32]; // for hunk tags
639 int Mod_BuildVertexRemapTableFromElements(int numelements, const int *elements, int numvertices, int *remapvertices);
640 void Mod_BuildTriangleNeighbors(int *neighbors, const int *elements, int numtriangles);
641 void Mod_ValidateElements(int *elements, int numtriangles, int firstvertex, int numverts, const char *filename, int fileline);
642 void Mod_BuildNormals(int firstvertex, int numvertices, int numtriangles, const float *vertex3f, const int *elements, float *normal3f, qboolean areaweighting);
643 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);
645 void Mod_AllocSurfMesh(mempool_t *mempool, int numvertices, int numtriangles, qboolean lightmapoffsets, qboolean vertexcolors, qboolean neighbors);
647 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);
648 shadowmesh_t *Mod_ShadowMesh_ReAlloc(mempool_t *mempool, shadowmesh_t *oldmesh, int light, int neighbors);
649 int Mod_ShadowMesh_AddVertex(shadowmesh_t *mesh, float *vertex14f);
650 void Mod_ShadowMesh_AddTriangle(mempool_t *mempool, shadowmesh_t *mesh, rtexture_t *map_diffuse, rtexture_t *map_specular, rtexture_t *map_normal, float *vertex14f);
651 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);
652 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);
653 shadowmesh_t *Mod_ShadowMesh_Finish(mempool_t *mempool, shadowmesh_t *firstmesh, int light, int neighbors);
654 void Mod_ShadowMesh_CalcBBox(shadowmesh_t *firstmesh, vec3_t mins, vec3_t maxs, vec3_t center, float *radius);
655 void Mod_ShadowMesh_Free(shadowmesh_t *mesh);
657 int Mod_LoadSkinFrame(skinframe_t *skinframe, const char *basename, int textureflags, int loadpantsandshirt, int loadglowtexture);
658 int Mod_LoadSkinFrame_Internal(skinframe_t *skinframe, const char *basename, int textureflags, int loadpantsandshirt, int loadglowtexture, const unsigned char *skindata, int width, int height, int bitsperpixel, const unsigned int *palette, const unsigned int *alphapalette);
660 extern cvar_t r_mipskins;
662 typedef struct skinfileitem_s
664 struct skinfileitem_s *next;
665 char name[MAX_QPATH];
666 char replacement[MAX_QPATH];
670 typedef struct skinfile_s
672 struct skinfile_s *next;
673 skinfileitem_t *items;
677 skinfile_t *Mod_LoadSkinFiles(void);
678 void Mod_FreeSkinFiles(skinfile_t *skinfile);
679 int Mod_CountSkinFiles(skinfile_t *skinfile);
681 void Mod_SnapVertices(int numcomponents, int numvertices, float *vertices, float snap);
682 int Mod_RemoveDegenerateTriangles(int numtriangles, const int *inelement3i, int *outelement3i, const float *vertex3f);
683 void Mod_VertexRangeFromElements(int numelements, const int *elements, int *firstvertexpointer, int *lastvertexpointer);
686 void Mod_BrushInit(void);
687 // used for talking to the QuakeC mainly
688 int Mod_Q1BSP_NativeContentsFromSuperContents(struct model_s *model, int supercontents);
689 int Mod_Q1BSP_SuperContentsFromNativeContents(struct model_s *model, int nativecontents);
691 // a lot of model formats use the Q1BSP code, so here are the prototypes...
692 struct entity_render_s;
693 void R_Q1BSP_DrawSky(struct entity_render_s *ent);
694 void R_Q1BSP_Draw(struct entity_render_s *ent);
695 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);
696 void R_Q1BSP_CompileShadowVolume(struct entity_render_s *ent, vec3_t relativelightorigin, vec3_t relativelightdirection, float lightradius, int numsurfaces, const int *surfacelist);
697 void R_Q1BSP_DrawShadowVolume(struct entity_render_s *ent, vec3_t relativelightorigin, vec3_t relativelightdirection, float lightradius, int numsurfaces, const int *surfacelist, const vec3_t lightmins, const vec3_t lightmaxs);
698 void R_Q1BSP_DrawLight(struct entity_render_s *ent, int numsurfaces, const int *surfacelist, const unsigned char *trispvs);
702 void Mod_AliasInit(void);
703 void Mod_Alias_GetMesh_Vertices(const model_t *model, const struct frameblend_s *frameblend, float *vertex3f, float *normal3f, float *svector3f, float *tvector3f);
704 int Mod_Alias_GetTagMatrix(const model_t *model, int poseframe, int tagindex, matrix4x4_t *outmatrix);
705 int Mod_Alias_GetTagIndexForName(const model_t *model, unsigned int skin, const char *tagname);
708 void Mod_SpriteInit(void);
711 void Mod_Q1BSP_Load(model_t *mod, void *buffer, void *bufferend);
712 void Mod_IBSP_Load(model_t *mod, void *buffer, void *bufferend);
713 void Mod_MAP_Load(model_t *mod, void *buffer, void *bufferend);
714 void Mod_IDP0_Load(model_t *mod, void *buffer, void *bufferend);
715 void Mod_IDP2_Load(model_t *mod, void *buffer, void *bufferend);
716 void Mod_IDP3_Load(model_t *mod, void *buffer, void *bufferend);
717 void Mod_ZYMOTICMODEL_Load(model_t *mod, void *buffer, void *bufferend);
718 void Mod_DARKPLACESMODEL_Load(model_t *mod, void *buffer, void *bufferend);
719 void Mod_PSKMODEL_Load(model_t *mod, void *buffer, void *bufferend);
720 void Mod_IDSP_Load(model_t *mod, void *buffer, void *bufferend);
721 void Mod_IDS2_Load(model_t *mod, void *buffer, void *bufferend);
724 qboolean Mod_CanSeeBox_Trace(int numsamples, float t, model_t *model, vec3_t eye, vec3_t minsX, vec3_t maxsX);
726 #endif // MODEL_SHARED_H