*/
-typedef enum modtype_e {mod_invalid, mod_brushq1, mod_sprite, mod_alias, mod_brushq2, mod_brushq3} modtype_t;
+typedef enum modtype_e {mod_invalid, mod_brushq1, mod_sprite, mod_alias, mod_brushq2, mod_brushq3, mod_obj, mod_null} modtype_t;
typedef struct animscene_s
{
rtexture_t *gloss; // glossmap (for dot3)
rtexture_t *glow; // glow only (fullbrights)
rtexture_t *fog; // alpha of the base texture (if not opaque)
+ rtexture_t *reflect; // colored mask for cubemap reflections
// accounting data for hash searches:
// the compare variables are used to identify internal skins from certain
// model formats
// on each level change for the used skinframes, if some are not used they
// are freed
int loadsequence;
- // on 32bit systems this makes the struct 128 bytes long
- int padding;
+ // indicates whether this texture has transparent pixels
+ qboolean hasalpha;
+ // average texture color, if applicable
+ float avgcolor[4];
+ // for mdl skins, we actually only upload on first use (many are never used, and they are almost never used in both base+pants+shirt and merged modes)
+ unsigned char *qpixels;
+ int qwidth;
+ int qheight;
+ qboolean qhascolormapping;
+ qboolean qgeneratebase;
+ qboolean qgeneratemerged;
+ qboolean qgeneratenmap;
+ qboolean qgenerateglow;
}
skinframe_t;
-#define MAX_SKINS 256
+struct md3vertex_s;
+struct trivertx_s;
+typedef struct texvecvertex_s
+{
+ signed char svec[3];
+ signed char tvec[3];
+}
+texvecvertex_t;
-typedef struct overridetagname_s
+typedef struct blendweights_s
{
- char name[MAX_QPATH];
+ unsigned char index[4];
+ unsigned char influence[4];
}
-overridetagname_t;
+blendweights_t;
-// a replacement set of tag names, per skin
-typedef struct overridetagnameset_s
+typedef struct r_vertexgeneric_s
{
- int num_overridetagnames;
- overridetagname_t *data_overridetagnames;
+ // 24 bytes
+ float vertex3f[3];
+ unsigned char color4ub[4];
+ float texcoord2f[2];
}
-overridetagnameset_t;
+r_vertexgeneric_t;
-struct md3vertex_s;
-struct trivertx_s;
-typedef struct texvecvertex_s
+typedef struct r_vertexmesh_s
{
- signed char svec[3];
- signed char tvec[3];
+ // 68 bytes
+ float vertex3f[3];
+ unsigned char color4ub[4];
+ float texcoordtexture2f[2];
+ float texcoordlightmap2f[2];
+ float svector3f[3];
+ float tvector3f[3];
+ float normal3f[3];
}
-texvecvertex_t;
+r_vertexmesh_t;
+
+typedef struct r_meshbuffer_s
+{
+ int bufferobject; // OpenGL
+ void *devicebuffer; // Direct3D
+ size_t size;
+ qboolean isindexbuffer;
+ 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)
// 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;
+ size_t 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;
+ size_t 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 ebo;
// vertex data in system memory
int num_vertices; // number of vertices in the mesh
float *data_vertex3f; // float[verts*3] vertex locations
float *data_lightmapcolor4f;
int *data_lightmapoffsets; // index into surface's lightmap samples for vertex lighting
// vertex buffer object (stores geometry in video memory)
- int vbo;
+ r_meshbuffer_t *vbo_vertexbuffer;
size_t vbooffset_vertex3f;
size_t vbooffset_svector3f;
size_t vbooffset_tvector3f;
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_vertexmesh_t *vertexmesh;
+ r_meshbuffer_t *vertex3fbuffer;
+ r_meshbuffer_t *vertexmeshbuffer;
}
surfmesh_t;
float *texcoord2f;
// used always
int *element3i;
+ r_meshbuffer_t *element3i_indexbuffer;
+ size_t element3i_bufferoffset;
+ unsigned short *element3s;
+ r_meshbuffer_t *element3s_indexbuffer;
+ size_t element3s_bufferoffset;
+ // used for shadow mapping cubemap side partitioning
+ int sideoffsets[6], sidetotals[6];
// used for shadow mesh (NULL on light mesh)
int *neighbor3i;
// 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 ebo;
- // vertex buffer object (stores vertices in video memory)
- // (created by Mod_ShadowMesh_Finish if possible)
- int vbo;
+ r_meshbuffer_t *vbo_vertexbuffer;
size_t vbooffset_vertex3f;
size_t vbooffset_svector3f;
size_t vbooffset_tvector3f;
size_t vbooffset_normal3f;
size_t vbooffset_texcoord2f;
+ // vertex/index buffers for rendering
+ // (created by Mod_ShadowMesh_Finish if possible)
+ r_vertexmesh_t *vertexmesh; // usually NULL
+ r_meshbuffer_t *vertex3fbuffer;
+ r_meshbuffer_t *vertexmeshbuffer; // usually NULL
}
shadowmesh_t;
#define Q3TEXTUREFLAG_REFRACTION 256
#define Q3TEXTUREFLAG_REFLECTION 512
#define Q3TEXTUREFLAG_WATERSHADER 1024
+#define Q3TEXTUREFLAG_CAMERA 2048
#define Q3PATHLENGTH 64
#define TEXTURE_MAXFRAMES 64
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
{
Q3TCMOD_STRETCH,
Q3TCMOD_TRANSFORM,
Q3TCMOD_TURBULENT,
+ Q3TCMOD_PAGE,
Q3TCMOD_COUNT
}
q3tcmod_t;
int clampmap;
float framerate;
int numframes;
+ int texflags;
char** texturename;
int blendfunc[2];
q3shaderinfo_layer_rgbgen_t rgbgen;
}
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 struct q3shaderinfo_s
{
char name[Q3PATHLENGTH];
+#define Q3SHADERINFO_COMPARE_START surfaceparms
int surfaceparms;
int textureflags;
int numlayers;
char skyboxname[Q3PATHLENGTH];
q3shaderinfo_deform_t deforms[Q3MAXDEFORMS];
+ // dp-specific additions:
+
+ // shadow control
+ qboolean dpshadow;
+ qboolean dpnoshadow;
+
+ // add collisions to all triangles of the surface
+ qboolean dpmeshcollisions;
+
+ // fake reflection
+ char dpreflectcube[Q3PATHLENGTH];
+
+ // 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 refractfactor; // amount of refraction distort (1.0 = like the cvar specifies)
vec4_t refractcolor4f; // color tint of refraction (including alpha factor)
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;
+
+ // polygonoffset (only used if Q3TEXTUREFLAG_POLYGONOFFSET)
+ float biaspolygonoffset, biaspolygonfactor;
+
+ // gloss
+ float specularscalemod;
+ float specularpowermod;
+#define Q3SHADERINFO_COMPARE_END specularpowermod
}
q3shaderinfo_t;
TEXTURELAYERTYPE_INVALID,
TEXTURELAYERTYPE_LITTEXTURE,
TEXTURELAYERTYPE_TEXTURE,
- TEXTURELAYERTYPE_FOG,
+ TEXTURELAYERTYPE_FOG
}
texturelayertype_t;
-typedef enum texturelayerflag_e
-{
- // indicates that the pass should apply fog darkening; used on
- // transparent surfaces where simply blending an alpha fog as a final
- // pass would not behave properly, so all the surfaces must be darkened,
- // and the fog color added as a separate pass
- TEXTURELAYERFLAG_FOGDARKEN = 1,
-}
-texturelayerflag_t;
-
typedef struct texturelayer_s
{
texturelayertype_t type;
rtexture_t *texture;
matrix4x4_t texmatrix;
vec4_t color;
- int flags;
}
texturelayer_t;
// current material flags (updated each bmodel render)
int currentmaterialflags;
- // current PolygonOffset values for rendering this material
- float currentpolygonfactor;
- float currentpolygonoffset;
- float basepolygonfactor;
- float basepolygonoffset;
+ // 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
skinframe_t *currentskinframe;
// (this is an optimization in the renderer)
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)
float currentalpha;
// the current texture frame in animation
struct texture_s *currentframe;
// current texture transform matrix (used for water scrolling)
matrix4x4_t currenttexmatrix;
+ 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];
qboolean colormapping;
- rtexture_t *basetexture;
- rtexture_t *glosstexture;
- rtexture_t *backgroundbasetexture;
- rtexture_t *backgroundglosstexture;
+ rtexture_t *basetexture; // original texture without pants/shirt/glow
+ rtexture_t *pantstexture; // pants only (in greyscale)
+ rtexture_t *shirttexture; // shirt only (in greyscale)
+ rtexture_t *nmaptexture; // normalmap (bumpmap for dot3)
+ rtexture_t *glosstexture; // glossmap (for dot3)
+ rtexture_t *glowtexture; // glow only (fullbrights)
+ rtexture_t *fogtexture; // alpha of the base texture (if not opaque)
+ rtexture_t *reflectmasktexture; // mask for fake reflections
+ rtexture_t *reflectcubetexture; // fake reflections cubemap
+ rtexture_t *backgroundbasetexture; // original texture without pants/shirt/glow
+ rtexture_t *backgroundnmaptexture; // normalmap (bumpmap for dot3)
+ rtexture_t *backgroundglosstexture; // glossmap (for dot3)
+ rtexture_t *backgroundglowtexture; // glow only (fullbrights)
float specularscale;
float specularpower;
// color tint (colormod * currentalpha) used for rtlighting this material
float dlightcolor[3];
+ // color tint (colormod * 2) used for lightmapped lighting on this material
+ // includes alpha as 4th component
+ // replaces role of gl_Color in GLSL shader
+ float lightmapcolor[4];
// from q3 shaders
int customblendfunc[2];
vec4_t refractcolor4f; // color tint of refraction (including alpha factor)
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;
+
+ // gloss
+ float specularscalemod;
+ float specularpowermod;
}
-texture_t;
+ texture_t;
typedef struct mtexinfo_s
{
{
// texture mapping properties used by this surface
mtexinfo_t *texinfo; // q1bsp
- // index into r_refdef.lightstylevalue array, 255 means not used (black)
+ // index into r_refdef.scene.lightstylevalue array, 255 means not used (black)
unsigned char styles[MAXLIGHTMAPS]; // q1bsp
// RGB lighting data [numstyles][height][width][3]
unsigned char *samples; // q1bsp
rtexture_t *lightmaptexture;
// the lighting direction texture fragment to use on the rendering mesh
rtexture_t *deluxemaptexture;
+ // lightmaptexture rebuild information not used in q3bsp
+ msurface_lightmapinfo_t *lightmapinfo; // q1bsp
+ // fog volume info in q3bsp
+ struct q3deffect_s *effect; // q3bsp
+ // mesh information for collisions (only used by q3bsp curves)
+ 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
// shadow volume building information
int num_firstshadowmeshtriangle; // index into model->brush.shadowmesh
- // lightmaptexture rebuild information not used in q3bsp
- int cached_dlight; // q1bsp // forces rebuild of lightmaptexture
- msurface_lightmapinfo_t *lightmapinfo; // q1bsp
-
// mesh information for collisions (only used by q3bsp curves)
int num_collisiontriangles; // q3bsp
- int *data_collisionelement3i; // q3bsp
int num_collisionvertices; // q3bsp
- float *data_collisionvertex3f; // q3bsp
- struct q3deffect_s *effect; // q3bsp
+ 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 Martial Concert .bsp file
- qboolean ismcbsp;
// string of entity definitions (.map format)
char *entities;
- // if non-zero this is a submodel
+ // if not NULL this is a submodel
+ struct model_s *parentmodel;
// (this is the number of the submodel, an index into submodels)
int submodel;
// number of submodels in this map (just used by server to know how many
// submodels to load)
int numsubmodels;
- // pointers to each of the submodels if .isworldmodel is true
+ // pointers to each of the submodels
struct model_s **submodels;
int num_planes;
//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;
+ // a mesh containing all SUPERCONTENTS_SOLID surfaces for this model or submodel, for physics engines to use
+ shadowmesh_t *collisionmesh;
+
// common functions
int (*SuperContentsFromNativeContents)(struct model_s *model, int nativecontents);
int (*NativeContentsFromSuperContents)(struct model_s *model, int supercontents);
char skybox[MAX_QPATH];
- rtexture_t *solidskytexture;
- rtexture_t *alphaskytexture;
+ skinframe_t *solidskyskinframe;
+ skinframe_t *alphaskyskinframe;
qboolean supportwateralpha;
int numclipnodes;
mclipnode_t *clipnodes;
- int numhulls; // this variable is only used by MCBSP, other formats know it intuitively
hull_t hulls[MAX_MAP_HULLS];
int num_compressedpvs;
// lightmap update chains for light styles
int num_lightstyles;
model_brush_lightstyleinfo_t *data_lightstyleinfo;
+
+ // this contains bytes that are 1 if a surface needs its lightmap rebuilt
+ unsigned char *lightmapupdateflags;
+ qboolean firstrender; // causes all surface lightmaps to be loaded in first frame
}
model_brushq1_t;
// 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;
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;
// true if the detected deluxemaps are the modelspace kind, rather than
// the faster tangentspace kind
qboolean deluxemapping_modelspace;
+ // size of lightmaps (128 by default, but may be another poweroftwo if
+ // external lightmaps are used (q3map2 -lightmapsize)
+ int lightmapsize;
}
model_brushq3_t;
+struct frameblend_s;
+struct skeleton_s;
+
typedef struct model_s
{
// name and path of model, for example "progs/player.mdl"
qboolean loaded;
// 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
// range of surface numbers in this (sub)model
int firstmodelsurface;
int nummodelsurfaces;
+ int *sortedmodelsurfaces;
// range of collision brush numbers in this (sub)model
int firstmodelbrush;
int nummodelbrushes;
- // list of surface numbers in this (sub)model
- int *surfacelist;
+ // 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)
int num_poses;
- float *data_poses;
+ short *data_poses6s; // origin xyz, quat xyz, w implied negative, 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;
surfmesh_t surfmesh;
// data type of model
const char *modeldatatypestring;
+ // generates vertex data for a given frameblend
+ 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)
void(*DrawDepth)(struct entity_render_s *ent);
// draw any enabled debugging effects on this model (such as showing triangles, normals, collision brushes...)
void(*DrawDebug)(struct entity_render_s *ent);
+ // draw geometry textures for deferred rendering
+ void(*DrawPrepass)(struct entity_render_s *ent);
+ // compile an optimized shadowmap mesh for the model based on light source
+ void(*CompileShadowMap)(struct entity_render_s *ent, vec3_t relativelightorigin, vec3_t relativelightdirection, float lightradius, int numsurfaces, const int *surfacelist);
+ // 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);
+ 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);
// 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
- 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);
+ void(*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);
// 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, int frame, 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);
+ 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);
+ // 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);
+ // 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);
+ // find the supercontents value at a point in this model
+ int (*PointSuperContents)(struct model_s *model, int frame, const vec3_t point);
// fields belonging to some types of model
model_sprite_t sprite;
model_brush_t brush;
model_brushq2_t brushq2;
*/
model_brushq3_t brushq3;
- // skin files can have different tags for each skin
- overridetagnameset_t *data_overridetagnamesforskin;
// 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;
}
-model_t;
+dp_model_t;
//============================================================================
// model loading
-extern model_t *loadmodel;
+extern dp_model_t *loadmodel;
extern unsigned char *mod_base;
// sky/water subdivision
//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);
-model_t *Mod_LoadModel(model_t *mod, qboolean crash, qboolean checkdisk, qboolean isworldmodel);
-model_t *Mod_FindName (const char *name);
-model_t *Mod_ForName (const char *name, qboolean crash, qboolean checkdisk, qboolean isworldmodel);
-void Mod_UnloadModel (model_t *mod);
+dp_model_t *Mod_LoadModel(dp_model_t *mod, qboolean crash, qboolean checkdisk);
+dp_model_t *Mod_FindName (const char *name, const char *parentname);
+dp_model_t *Mod_ForName (const char *name, qboolean crash, qboolean checkdisk, const char *parentname);
+void Mod_UnloadModel (dp_model_t *mod);
void Mod_ClearUsed(void);
void Mod_PurgeUnused(void);
-void Mod_RemoveStaleWorldModels(model_t *skip); // only used during loading!
+void Mod_RemoveStaleWorldModels(dp_model_t *skip); // only used during loading!
-extern model_t *loadmodel;
+extern dp_model_t *loadmodel;
extern char loadname[32]; // for hunk tags
int Mod_BuildVertexRemapTableFromElements(int numelements, const int *elements, int numvertices, int *remapvertices);
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);
void Mod_AllocSurfMesh(mempool_t *mempool, int numvertices, int numtriangles, qboolean lightmapoffsets, qboolean vertexcolors, qboolean neighbors);
+void Mod_MakeSortedSurfaces(dp_model_t *mod);
+
+// called specially by brush model loaders before generating submodels
+// automatically called after model loader returns
+void Mod_BuildVBOs(void);
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);
shadowmesh_t *Mod_ShadowMesh_ReAlloc(mempool_t *mempool, shadowmesh_t *oldmesh, int light, int neighbors);
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);
+void Mod_CreateCollisionMesh(dp_model_t *mod);
+
+void Mod_FreeQ3Shaders(void);
void Mod_LoadQ3Shaders(void);
q3shaderinfo_t *Mod_LookupQ3Shader(const char *name);
-qboolean Mod_LoadTextureFromQ3Shader(texture_t *texture, const char *name, qboolean q1bsp, qboolean q3bsp, qboolean md3);
+qboolean Mod_LoadTextureFromQ3Shader(texture_t *texture, const char *name, qboolean warnmissing, qboolean fallback, int defaulttexflags);
extern cvar_t r_mipskins;
+extern cvar_t r_mipnormalmaps;
+
+typedef struct skeleton_s
+{
+ const dp_model_t *model;
+ matrix4x4_t *relativetransforms;
+}
+skeleton_t;
typedef struct skinfileitem_s
{
skinfile_t *Mod_LoadSkinFiles(void);
void Mod_FreeSkinFiles(skinfile_t *skinfile);
int Mod_CountSkinFiles(skinfile_t *skinfile);
+void Mod_BuildAliasSkinsFromSkinFiles(texture_t *skin, skinfile_t *skinfile, const char *meshname, const char *shadername);
void Mod_SnapVertices(int numcomponents, int numvertices, float *vertices, float snap);
int Mod_RemoveDegenerateTriangles(int numtriangles, const int *inelement3i, int *outelement3i, const float *vertex3f);
void Mod_VertexRangeFromElements(int numelements, const int *elements, int *firstvertexpointer, int *lastvertexpointer);
+typedef struct mod_alloclightmap_row_s
+{
+ int rowY;
+ int currentX;
+}
+mod_alloclightmap_row_t;
+
+typedef struct mod_alloclightmap_state_s
+{
+ int width;
+ int height;
+ int currentY;
+ mod_alloclightmap_row_t *rows;
+}
+mod_alloclightmap_state_t;
+
+void Mod_AllocLightmap_Init(mod_alloclightmap_state_t *state, 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);
+
// bsp models
void Mod_BrushInit(void);
// used for talking to the QuakeC mainly
void R_Q1BSP_Draw(struct entity_render_s *ent);
void R_Q1BSP_DrawDepth(struct entity_render_s *ent);
void R_Q1BSP_DrawDebug(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);
+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_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, vec3_t relativelightorigin, vec3_t relativelightdirection, float lightradius, int numsurfaces, const int *surfacelist, const vec3_t lightmins, const vec3_t lightmaxs);
+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);
+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);
+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);
+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);
+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 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;
void Mod_AliasInit(void);
-void Mod_Alias_GetMesh_Vertices(const model_t *model, const struct frameblend_s *frameblend, float *vertex3f, float *normal3f, float *svector3f, float *tvector3f);
-int Mod_Alias_GetTagMatrix(const model_t *model, int poseframe, int tagindex, matrix4x4_t *outmatrix);
-int Mod_Alias_GetTagIndexForName(const model_t *model, unsigned int skin, const char *tagname);
+int Mod_Alias_GetTagMatrix(const dp_model_t *model, const struct frameblend_s *frameblend, const struct skeleton_s *skeleton, int tagindex, matrix4x4_t *outmatrix);
+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);
// loaders
-void Mod_Q1BSP_Load(model_t *mod, void *buffer, void *bufferend);
-void Mod_IBSP_Load(model_t *mod, void *buffer, void *bufferend);
-void Mod_MAP_Load(model_t *mod, void *buffer, void *bufferend);
-void Mod_IDP0_Load(model_t *mod, void *buffer, void *bufferend);
-void Mod_IDP2_Load(model_t *mod, void *buffer, void *bufferend);
-void Mod_IDP3_Load(model_t *mod, void *buffer, void *bufferend);
-void Mod_ZYMOTICMODEL_Load(model_t *mod, void *buffer, void *bufferend);
-void Mod_DARKPLACESMODEL_Load(model_t *mod, void *buffer, void *bufferend);
-void Mod_PSKMODEL_Load(model_t *mod, void *buffer, void *bufferend);
-void Mod_IDSP_Load(model_t *mod, void *buffer, void *bufferend);
-void Mod_IDS2_Load(model_t *mod, void *buffer, void *bufferend);
-
-// utility
-qboolean Mod_CanSeeBox_Trace(int numsamples, float t, model_t *model, vec3_t eye, vec3_t minsX, vec3_t maxsX);
+void Mod_Q1BSP_Load(dp_model_t *mod, void *buffer, void *bufferend);
+void Mod_IBSP_Load(dp_model_t *mod, void *buffer, void *bufferend);
+void Mod_MAP_Load(dp_model_t *mod, void *buffer, void *bufferend);
+void Mod_OBJ_Load(dp_model_t *mod, void *buffer, void *bufferend);
+void Mod_IDP0_Load(dp_model_t *mod, void *buffer, void *bufferend);
+void Mod_IDP2_Load(dp_model_t *mod, void *buffer, void *bufferend);
+void Mod_IDP3_Load(dp_model_t *mod, void *buffer, void *bufferend);
+void Mod_ZYMOTICMODEL_Load(dp_model_t *mod, void *buffer, void *bufferend);
+void Mod_DARKPLACESMODEL_Load(dp_model_t *mod, void *buffer, void *bufferend);
+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