*/
-typedef enum {mod_brush, mod_sprite, mod_alias} modtype_t;
+typedef enum {mod_invalid, mod_brush, mod_sprite, mod_alias} modtype_t;
typedef struct animscene_s
{
}
animscene_t;
+typedef struct skinframe_s
+{
+ rtexture_t *base; // original texture minus 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
+}
+skinframe_t;
+
#define MAX_SKINS 256
#include "model_sprite.h"
#include "model_alias.h"
-#define MODF_TRANSPARENT 1
-
typedef struct model_s
{
- char name[MAX_QPATH];
- qboolean needload; // bmodels don't cache normally
-
- modtype_t type;
- int aliastype; // LordHavoc: Q2 model support
- int fullbright; // LordHavoc: if true (normally only for sprites) the model/sprite/bmodel is always rendered fullbright
- int numframes;
- synctype_t synctype;
-
- int flags;
- int flags2; // engine calculated flags, ones that can not be set in the file
-
-// volume occupied by the model graphics
- vec3_t normalmins, normalmaxs; // bounding box at angles '0 0 0'
- vec3_t yawmins, yawmaxs; // bounding box if yaw angle is not 0, but pitch and roll are
- vec3_t rotatedmins, rotatedmaxs; // bounding box if pitch or roll are used
-// float modelradius; // usable at any angles
-
-// solid volume for clipping
- qboolean clipbox;
- vec3_t clipmins, clipmaxs;
-
-// brush model
- int firstmodelsurface, nummodelsurfaces;
-
- int numsubmodels;
- dmodel_t *submodels;
-
- int numplanes;
- mplane_t *planes;
-
- int numleafs; // number of visible leafs, not counting 0
- mleaf_t *leafs;
-
- int numvertexes;
- mvertex_t *vertexes;
-
- int numedges;
- medge_t *edges;
-
- int numnodes;
- mnode_t *nodes;
+ 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;
+
+ // flags from the model file
+ int flags;
+ // engine calculated flags, ones that can not be set in the file
+ int flags2;
+
+ // all models use textures...
+ rtexturepool_t *texturepool;
+
+ // 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;
+
+ // brush model specific
+ int firstmodelsurface, nummodelsurfaces;
+ // LordHavoc: sorted surface pointer array, sorted by shader type and then by texture
+ msurface_t **modelsortedsurfaces; // [nummodelsurfaces]
+
+ // used for surfaces without a valid texture
+ texture_t notexture;
+
+ // lightmap format, set to r_lightmaprgba when model is loaded
+ int lightmaprgba;
+
+ int numsubmodels;
+ dmodel_t *submodels;
+
+ int numplanes;
+ mplane_t *planes;
+
+ // number of visible leafs, not counting 0 (solid)
+ int numleafs;
+ mleaf_t *leafs;
+
+ int numvertexes;
+ mvertex_t *vertexes;
+
+ int numedges;
+ medge_t *edges;
+
+ int numnodes;
+ mnode_t *nodes;
+
+ int numtexinfo;
+ mtexinfo_t *texinfo;
+
+ int numsurfaces;
+ msurface_t *surfaces;
+
+ int numsurfedges;
+ int *surfedges;
+
+ int numclipnodes;
+ dclipnode_t *clipnodes;
+
+ int nummarksurfaces;
+ msurface_t **marksurfaces;
+
+ hull_t hulls[MAX_MAP_HULLS];
+
+ int numtextures;
+ texture_t **textures;
+
+ byte *visdata;
+ byte *lightdata;
+ char *entities;
+
+ int numportals;
+ mportal_t *portals;
+
+ int numportalpoints;
+ mvertex_t *portalpoints;
+
+ // skin animation info
+ animscene_t *skinscenes; // [numskins]
+ // skin frame info
+ skinframe_t *skinframes;
+
+ animscene_t *animscenes; // [numframes]
+
+ // Q1 and Q2 models are the same after loading
+ int *mdlmd2data_indices;
+ float *mdlmd2data_texcoords;
+ md2frame_t *mdlmd2data_frames;
+ trivertx_t *mdlmd2data_pose;
- int numtexinfo;
- mtexinfo_t *texinfo;
+ // for Zymotic models
+ void *zymdata_header;
- int numsurfaces;
- msurface_t *surfaces;
+ int sprnum_type;
+ mspriteframe_t *sprdata_frames;
- int numsurfedges;
- int *surfedges;
+ // adds a box (or individual polygons) to the clipping engine,
+ // which will mark the entity visible if seen
+ void(*SERAddEntity)(void);
+ // 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);
- int numclipnodes;
- dclipnode_t *clipnodes;
-
- int nummarksurfaces;
- msurface_t **marksurfaces;
-
- hull_t hulls[MAX_MAP_HULLS];
-
- int numtextures;
- texture_t **textures;
-
- byte *visdata;
- byte *lightdata;
- char *entities;
-
- int numportals;
- mportal_t *portals;
-
- int numportalpoints;
- mvertex_t *portalpoints;
-
- // LordHavoc: useful for sprites and models
- int numtris;
- int numskins;
-
- int skinanimrange[MAX_SKINS*2]; // array of start and length pairs
- rtexture_t *skinanim[MAX_SKINS*5]; // texture numbers for each frame (indexed by animrange), note: normal pants shirt glow body (normal contains no shirt/pants/glow colors and body is normal + pants + shirt, but not glow)
-
- int ofs_scenes; // offset from Mod_ExtraData(model) memory to array of animscene_t structs
- // these are used simply to simplify model/sprite/whatever processing and are specific to each type
- int ofs_frames; // offset from Mod_ExtraData(model) memory to array of model specific frame structs
- int framesize; // size of model specific frame structs
-
- void (*SERAddEntity)(void);
- void (*DrawEarly)(void);
- void (*DrawLate)(void);
- void (*DrawShadow)(void);
-
-// additional model data
- cache_user_t cache; // only access through Mod_Extradata
- int cachesize; // size of cached data (zero if not cached)
-
-} model_t;
+ // memory pool for allocations
+ mempool_t *mempool;
+}
+model_t;
//============================================================================
-// used to avoid setting up submodels in non-world bmodels
-extern qboolean isworldmodel;
// model loading
extern model_t *loadmodel;
extern byte *mod_base;
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);
-void *Mod_Extradata (model_t *mod); // handles caching
+model_t *Mod_ForName (char *name, qboolean crash, qboolean checkdisk, qboolean isworldmodel);
void Mod_TouchModel (char *name);
+void Mod_UnloadModel (model_t *mod);
mleaf_t *Mod_PointInLeaf (float *p, model_t *model);
byte *Mod_LeafPVS (mleaf_t *leaf, model_t *model);
+void Mod_ClearUsed(void);
+void Mod_PurgeUnused(void);
+
extern model_t *loadmodel;
extern char loadname[32]; // for hunk tags
-extern model_t *Mod_LoadModel (model_t *mod, qboolean crash);
+//extern model_t *Mod_LoadModel (model_t *mod, qboolean crash);
-extern float RadiusFromBounds (vec3_t mins, vec3_t maxs);
+//extern float RadiusFromBounds (vec3_t mins, vec3_t maxs);
extern model_t *Mod_FindName (char *name);
#endif // __MODEL__