*/
-typedef enum {mod_invalid, mod_brush, mod_sprite, mod_alias} modtype_t;
+typedef enum {mod_invalid, mod_brush, mod_sprite, mod_alias, mod_brushq2, mod_brushq3} modtype_t;
typedef struct animscene_s
{
typedef struct skinframe_s
{
- rtexture_t *base; // original texture minus pants/shirt/glow
+ 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
- rtexture_t *merged; // original texture minus glow
- rtexture_t *fog; // white texture with alpha of the base texture, NULL if not transparent
+ 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;
+
+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;
+
+
+#include "matrixlib.h"
#include "model_brush.h"
#include "model_sprite.h"
#include "model_alias.h"
-typedef struct model_s
+typedef struct model_alias_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 accessable frame(group)s in the model
- int numframes;
- // whether to randomize animated framegroups
- synctype_t synctype;
- // used for sprites and models
- int numtris;
- // used for models
- int numskins;
- // used by models
- int numverts;
+ // mdl/md2/md3 models are the same after loading
+ int aliasnum_meshes;
+ aliasmesh_t *aliasdata_meshes;
- // flags from the model file
- int flags;
- // engine calculated flags, ones that can not be set in the file
- int flags2;
+ int aliasnum_tags;
+ int aliasnum_tagframes;
+ aliastag_t *aliasdata_tags;
- // all models use textures...
- rtexturepool_t *texturepool;
+ // 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;
+}
+model_alias_t;
- // 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;
- // usable at any angles
-// float modelradius;
+typedef struct model_sprite_s
+{
+ int sprnum_type;
+ mspriteframe_t *sprdata_frames;
+}
+model_sprite_t;
+
+struct trace_s;
+
+typedef struct model_brush_s
+{
+ char *entities;
+ void (*FindNonSolidLocation)(struct model_s *model, const vec3_t in, vec3_t out, vec_t radius);
+ void (*TraceBox)(struct model_s *model, struct trace_s *trace, const vec3_t boxstartmins, const vec3_t boxstartmaxs, const vec3_t boxendmins, const vec3_t boxendmaxs);
+}
+model_brush_t;
+
+typedef struct model_brushq1_s
+{
+ // true if this model is a HalfLife .bsp file
+ qboolean ishlbsp;
- // brush model specific
int firstmodelsurface, nummodelsurfaces;
- // LordHavoc: sorted surface pointer array, sorted by shader type and then by texture
- msurface_t **modelsortedsurfaces; // [nummodelsurfaces]
// lightmap format, set to r_lightmaprgba when model is loaded
int lightmaprgba;
int numsurfaces;
msurface_t *surfaces;
+ int *surfacevisframes;
+ int *surfacepvsframes;
+ msurface_t *surfacepvsnext;
+ surfmesh_t *entiremesh;
+ surfmesh_t *surfmeshes;
int numsurfedges;
int *surfedges;
dclipnode_t *clipnodes;
int nummarksurfaces;
- msurface_t **marksurfaces;
+ int *marksurfaces;
hull_t hulls[MAX_MAP_HULLS];
int numtextures;
- texture_t **textures;
+ texture_t *textures;
qbyte *visdata;
qbyte *lightdata;
- char *entities;
int numportals;
mportal_t *portals;
int numlights;
mlight_t *lights;
- // skin animation info
- animscene_t *skinscenes; // [numskins]
- // skin frame info
- skinframe_t *skinframes;
+ // 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;
+
+ mleaf_t *(*PointInLeaf)(struct model_s *model, const float *p);
+ qbyte *(*LeafPVS)(struct model_s *model, mleaf_t *leaf);
+ void (*BuildPVSTextureChains)(struct model_s *model);
+}
+model_brushq1_t;
- animscene_t *animscenes; // [numframes]
+/* MSVC can't compile empty structs, so this is commented out for now
+typedef struct model_brushq2_s
+{
+}
+model_brushq2_t;
+*/
- // Q1 and Q2 models are the same after loading
- int *mdlmd2data_indices;
- float *mdlmd2data_texcoords;
- md2frame_t *mdlmd2data_frames;
- trivertx_t *mdlmd2data_pose;
+typedef struct q3mtexture_s
+{
+ char name[Q3PATHLENGTH];
+ int surfaceflags;
+ int contents;
- // for Zymotic models
- void *zymdata_header;
+ int number;
+ skinframe_t skin;
+}
+q3mtexture_t;
- int sprnum_type;
- mspriteframe_t *sprdata_frames;
+typedef struct q3mnode_s
+{
+ int isnode; // true
+ struct q3mnode_s *parent;
+ struct mplane_s *plane;
+ struct q3mnode_s *children[2];
+}
+q3mnode_t;
- // draw the model
- void(*Draw)(void);
- // draw the model's sky polygons (only used by brush models)
- void(*DrawSky)(void);
- // draw the model's shadows
- void(*DrawShadow)(void);
+typedef struct q3mleaf_s
+{
+ int isnode; // false
+ struct q3mnode_s *parent;
+ int clusterindex;
+ int areaindex;
+ int numleaffaces;
+ struct q3mface_s **firstleafface;
+ int numleafbrushes;
+ struct q3mbrush_s **firstleafbrush;
+ vec3_t mins;
+ vec3_t maxs;
+}
+q3mleaf_t;
+
+typedef struct q3mmodel_s
+{
+ vec3_t mins;
+ vec3_t maxs;
+ int numfaces;
+ struct q3mface_s *firstface;
+ int numbrushes;
+ struct q3mbrush_s *firstbrush;
+}
+q3mmodel_t;
+
+typedef struct q3mbrush_s
+{
+ int numbrushsides;
+ struct q3mbrushside_s *firstbrushside;
+ struct q3mtexture_s *texture;
+}
+q3mbrush_t;
+
+typedef struct q3mbrushside_s
+{
+ struct mplane_s *plane;
+ struct q3mtexture_s *texture;
+}
+q3mbrushside_t;
+
+typedef struct q3meffect_s
+{
+ char shadername[Q3PATHLENGTH];
+ struct q3mbrush_s *brush;
+ int unknown; // 5 or -1
+}
+q3meffect_t;
+
+typedef struct q3mface_s
+{
+ struct q3mtexture_s *texture;
+ struct q3meffect_s *effect;
+ rtexture_t *lightmaptexture;
+ int type;
+ int firstvertex;
+ int numvertices;
+ int firstelement;
+ int numelements;
+ int patchsize[2];
+
+ float *data_vertex3f;
+ float *data_texturetexcoord2f;
+ float *data_lightmaptexcoord2f;
+ float *data_svector3f;
+ float *data_tvector3f;
+ float *data_normal3f;
+ float *data_color4f;
+ int numtriangles;
+ int *data_element3i;
+ int *data_neighbor3i;
+}
+q3mface_t;
+
+typedef struct model_brushq3_s
+{
+ int num_textures;
+ q3mtexture_t *data_textures;
+
+ int num_planes;
+ mplane_t *data_planes;
+
+ int num_nodes;
+ q3mnode_t *data_nodes;
+
+ int num_leafs;
+ q3mleaf_t *data_leafs;
+
+ int num_leafbrushes;
+ q3mbrush_t **data_leafbrushes;
+
+ int num_leaffaces;
+ q3mface_t **data_leaffaces;
+
+ int num_models;
+ q3mmodel_t *data_models;
+ // each submodel gets its own model struct so this is different for each.
+ q3mmodel_t data_thismodel;
+
+ int num_brushes;
+ q3mbrush_t *data_brushes;
+
+ int num_brushsides;
+ q3mbrushside_t *data_brushsides;
+
+ int num_vertices;
+ float *data_vertex3f;
+ float *data_texturetexcoord2f;
+ float *data_lightmaptexcoord2f;
+ float *data_svector3f;
+ float *data_tvector3f;
+ float *data_normal3f;
+ float *data_color4f;
+
+ int num_triangles;
+ int *data_element3i;
+ int *data_neighbor3i;
+
+ int num_effects;
+ q3meffect_t *data_effects;
+
+ int num_faces;
+ q3mface_t *data_faces;
+
+ // lightmap textures
+ int num_lightmaps;
+ rtexture_t **data_lightmaps;
+
+ // voxel light data with directional shading
+ int num_lightgrid;
+ q3dlightgrid_t *data_lightgrid;
+ // size of each cell (may vary by map, typically 64 64 128)
+ float num_lightgrid_cellsize[3];
+ // 1.0 / num_lightgrid_cellsize
+ float num_lightgrid_scale[3];
+ // dimensions of the world model in lightgrid cells
+ int num_lightgrid_imins[3];
+ int num_lightgrid_imaxs[3];
+ int num_lightgrid_isize[3];
+ // indexing/clamping
+ int num_lightgrid_dimensions[3];
+ // transform modelspace coordinates to lightgrid index
+ matrix4x4_t num_lightgrid_indexfromworld;
+
+ // pvs
+ int num_pvsclusters;
+ int num_pvschainlength;
+ unsigned char *data_pvschains;
+ // example
+ //pvschain = model->brushq3.data_pvschains + mycluster * model->brushq3.num_pvschainlength;
+ //if (pvschain[thatcluster >> 3] & (1 << (thatcluster & 7)))
+}
+model_brushq3_t;
+typedef struct model_s
+{
+ // name and path of model, for example "progs/player.mdl"
+ 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;
+ // true if this is the world model (I.E. defines what sky to use, and may contain submodels)
+ qboolean isworldmodel;
+ // CRC of the file this model was loaded from, to reload if changed
+ unsigned int crc;
+ // mod_brush, mod_alias, mod_sprite
+ modtype_t type;
// memory pool for allocations
mempool_t *mempool;
+ // all models use textures...
+ rtexturepool_t *texturepool;
+ // flags from the model file
+ int flags;
+ // engine calculated flags, ones that can not be set in the file
+ int flags2;
+ // 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;
+ // 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;
+ // skin animation info
+ animscene_t *skinscenes; // [numskins]
+ // skin frame info
+ skinframe_t *skinframes;
+ // skin animation info
+ animscene_t *animscenes; // [numframes]
+ // draw the model's sky polygons (only used by brush models)
+ void(*DrawSky)(struct entity_render_s *ent);
+ // draw the model using lightmap/dlight shading
+ void(*Draw)(struct entity_render_s *ent);
+ // draw a fake shadow for the model
+ void(*DrawFakeShadow)(struct entity_render_s *ent);
+ // 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);
+ // fields belonging to each type of model
+ model_alias_t alias;
+ 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;
}
model_t;
// 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 *r_notexturepool;
+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;
+//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_ForName (char *name, qboolean crash, qboolean checkdisk, qboolean isworldmodel);
-void Mod_TouchModel (char *name);
+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);
-mleaf_t *Mod_PointInLeaf (float *p, model_t *model);
-qbyte *Mod_LeafPVS (mleaf_t *leaf, model_t *model);
-
void Mod_ClearUsed(void);
void Mod_PurgeUnused(void);
+void Mod_LoadModels(void);
extern model_t *loadmodel;
extern char loadname[32]; // for hunk tags
-extern model_t *Mod_FindName (char *name);
+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);
#endif // __MODEL__