}
overridetagnameset_t;
-// LordHavoc: replaces glpoly, triangle mesh
+// used for mesh lists in q1bsp/q3bsp map models
+// (the surfaces reference portions of these meshes)
typedef struct surfmesh_s
{
- int num_vertices; // number of vertices in the mesh
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
+ int *data_neighbor3i; // int[tris*3] neighboring triangle on each edge (-1 if none)
+ int num_vertices; // number of vertices in the mesh
float *data_vertex3f; // float[verts*3] vertex locations
+ float *data_texcoordtexture2f; // float[verts*2] texcoords for surface texture
+ float *data_texcoordlightmap2f; // float[verts*2] texcoords for lightmap texture
+ float *data_lightmapcolor4f;
float *data_svector3f; // float[verts*3] direction of 'S' (right) texture axis for each vertex
float *data_tvector3f; // float[verts*3] direction of 'T' (down) texture axis for each vertex
float *data_normal3f; // float[verts*3] direction of 'R' (out) texture axis for each vertex
- int *data_lightmapoffsets; // index into surface's lightmap samples for vertex lighting
- float *data_texcoordtexture2f; // float[verts*2] texcoords for surface texture
- float *data_texcoordlightmap2f; // float[verts*2] texcoords for lightmap texture
float *data_texcoorddetail2f; // float[verts*2] texcoords for detail texture
- float *data_lightmapcolor4f;
- int *data_element3i; // int[tris*3] triangles of the mesh, 3 indices into vertex arrays for each
- int *data_neighbor3i; // int[tris*3] neighboring triangle on each edge (-1 if none)
-
- int num_collisionvertices;
- int num_collisiontriangles;
- float *data_collisionvertex3f;
- int *data_collisionelement3i;
+ int *data_lightmapoffsets; // index into surface's lightmap samples for vertex lighting
}
surfmesh_t;
int num_surfaces;
msurface_t *data_surfaces;
+ msurface_lightmapinfo_t *data_surfaces_lightmapinfo;
int num_brushes;
q3mbrush_t *data_brushes;
qbyte *(*GetPVS)(struct model_s *model, const vec3_t p);
int (*FatPVS)(struct model_s *model, const vec3_t org, vec_t radius, qbyte *pvsbuffer, int pvsbufferlength);
int (*BoxTouchingPVS)(struct model_s *model, const qbyte *pvs, const vec3_t mins, const vec3_t maxs);
+ int (*BoxTouchingVisibleLeafs)(struct model_s *model, const qbyte *visibleleafs, const vec3_t mins, const vec3_t maxs);
void (*LightPoint)(struct model_s *model, const vec3_t p, vec3_t ambientcolor, vec3_t diffusecolor, vec3_t diffusenormal);
void (*FindNonSolidLocation)(struct model_s *model, const vec3_t in, vec3_t out, vec_t radius);
// these are actually only found on brushq1, but NULL is handled gracefully
int *data_element3i;
int num_effects;
- q3meffect_t *data_effects;
+ q3deffect_t *data_effects;
// lightmap textures
int num_lightmaps;
// 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 *outclusterlist, qbyte *outclusterpvs, int *outnumclusterspointer, int *outsurfacelist, qbyte *outsurfacepvs, int *outnumsurfacespointer);
// draw a shadow volume for the model based on light source
- void(*DrawShadowVolume)(struct entity_render_s *ent, vec3_t relativelightorigin, float lightradius, int numsurfaces, const int *surfacelist);
+ void(*DrawShadowVolume)(struct entity_render_s *ent, vec3_t relativelightorigin, 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, vec3_t relativelightorigin, vec3_t relativeeyeorigin, float lightradius, float *lightcolor, const matrix4x4_t *matrix_modeltolight, const matrix4x4_t *matrix_modeltoattenuationxyz, const matrix4x4_t *matrix_modeltoattenuationz, rtexture_t *lightcubemap, vec_t ambientscale, vec_t diffusescale, vec_t specularscale, int numsurfaces, const int *surfacelist);
// trace a box against this model
//============================================================================
// this can be used for anything without a valid texture
-extern rtexture_t *r_notexture;
+extern rtexture_t *r_texture_notexture;
#define NUM_DETAILTEXTURES 1
extern rtexture_t *mod_shared_detailtextures[NUM_DETAILTEXTURES];
// every texture must be in a pool...
void Mod_ClearUsed(void);
void Mod_PurgeUnused(void);
+void Mod_RemoveStaleWorldModels(model_t *skip); // only used during loading!
void Mod_LoadModels(void);
extern model_t *loadmodel;
int Mod_BuildVertexRemapTableFromElements(int numelements, const int *elements, int numvertices, int *remapvertices);
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_BuildNormals(int numverts, int numtriangles, const float *vertex3f, const int *elements, float *normal3f);
-void Mod_BuildTextureVectorsAndNormals(int numverts, int numtriangles, const float *vertex, const float *texcoord, const int *elements, float *svectors, float *tvectors, float *normals);
+void Mod_BuildNormals(int firstvertex, int numvertices, int numtriangles, const float *vertex3f, const int *elements, float *normal3f);
+void Mod_BuildTextureVectorsAndNormals(int firstvertex, int numvertices, int numtriangles, const float *vertex, const float *texcoord, const int *elements, float *svectors, float *tvectors, float *normals);
-surfmesh_t *Mod_AllocSurfMesh(mempool_t *mempool, int numvertices, int numtriangles, int numcollisionvertices, int numcollisiontriangles, qboolean detailtexcoords, qboolean lightmapoffsets, qboolean vertexcolors);
+surfmesh_t *Mod_AllocSurfMesh(mempool_t *mempool, int numvertices, int numtriangles, qboolean detailtexcoords, qboolean lightmapoffsets, qboolean vertexcolors, qboolean neighbors);
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);