X-Git-Url: http://de.git.xonotic.org/?a=blobdiff_plain;f=model_shared.h;h=b79c1330fe0999c77808a46531ca390b5a137e25;hb=ed00313dfa39854a97b84dca5826a5b86973f52d;hp=422b3c4cdbcc369e575c69dfd9220663024c5d7a;hpb=1a476882427593a562b624379f137bf8821db951;p=xonotic%2Fdarkplaces.git diff --git a/model_shared.h b/model_shared.h index 422b3c4c..b79c1330 100644 --- a/model_shared.h +++ b/model_shared.h @@ -30,7 +30,7 @@ m*_t structures are in-memory */ -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 { @@ -53,41 +53,102 @@ typedef struct skinframe_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 + // (so that two q1bsp maps with the same texture name for different + // textures do not have any conflicts) + struct skinframe_s *next; // next on hash chain + char basename[MAX_QPATH]; // name of this + int textureflags; // texture flags to use + int comparewidth; + int compareheight; + int comparecrc; + // mark and sweep garbage collection, this value is updated to a new value + // on each level change for the used skinframes, if some are not used they + // are freed + int loadsequence; + // 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]; +} +blendweights_t; + +typedef struct r_vertexgeneric_s +{ + // 36 bytes + float vertex3f[3]; + float color4f[4]; + float texcoord2f[2]; } -overridetagname_t; +r_vertexgeneric_t; -// a replacement set of tag names, per skin -typedef struct overridetagnameset_s +typedef struct r_vertexmesh_s { - int num_overridetagnames; - overridetagname_t *data_overridetagnames; + // 80 bytes + float vertex3f[3]; + float color4f[4]; + float texcoordtexture2f[2]; + float texcoordlightmap2f[2]; + float svector3f[3]; + float tvector3f[3]; + float normal3f[3]; } -overridetagnameset_t; +r_vertexmesh_t; -typedef struct surfmeshvertexboneweight_s +typedef struct r_meshbuffer_s { - unsigned int vertexindex; - unsigned int boneindex; - float origin[3]; - float weight; + int bufferobject; // OpenGL + void *devicebuffer; // Direct3D + size_t size; + qboolean isindexbuffer; + qboolean isdynamic; + qboolean isindex16; + char name[MAX_QPATH]; } -surfmeshvertexboneweight_t; +r_meshbuffer_t; // used for mesh lists in q1bsp/q3bsp map models // (the surfaces reference portions of these meshes) typedef struct surfmesh_s { + // 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) + // vertex data in system memory int num_vertices; // number of vertices in the mesh float *data_vertex3f; // float[verts*3] vertex locations float *data_svector3f; // float[verts*3] direction of 'S' (right) texture axis for each vertex @@ -97,12 +158,34 @@ typedef struct surfmesh_s float *data_texcoordlightmap2f; // float[verts*2] texcoords for lightmap texture float *data_lightmapcolor4f; int *data_lightmapoffsets; // index into surface's lightmap samples for vertex lighting + // vertex buffer object (stores geometry in video memory) + r_meshbuffer_t *vbo_vertexbuffer; + size_t vbooffset_vertex3f; + size_t vbooffset_svector3f; + size_t vbooffset_tvector3f; + size_t vbooffset_normal3f; + size_t vbooffset_texcoordtexture2f; + size_t vbooffset_texcoordlightmap2f; + size_t vbooffset_lightmapcolor4f; // morph blending, these are zero if model is skeletal or static int num_morphframes; - float *data_morphvertex3f; - // skeletal blending, these are zero if model is morph or static - int num_vertexboneweights; - surfmeshvertexboneweight_t *data_vertexboneweights; + struct md3vertex_s *data_morphmd3vertex; + struct trivertx_s *data_morphmdlvertex; + struct texvecvertex_s *data_morphtexvecvertex; + float *data_morphmd2framesize6f; + float num_morphmdlframescale[3]; + float num_morphmdlframetranslate[3]; + // skeletal blending, these are NULL if model is morph or static + 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; @@ -133,35 +216,277 @@ typedef struct shadowmesh_s 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; + 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; +// various flags from shaders, used for special effects not otherwise classified +// TODO: support these features more directly +#define Q3TEXTUREFLAG_TWOSIDED 1 +#define Q3TEXTUREFLAG_NOPICMIP 16 +#define Q3TEXTUREFLAG_POLYGONOFFSET 32 +#define Q3TEXTUREFLAG_REFRACTION 256 +#define Q3TEXTUREFLAG_REFLECTION 512 +#define Q3TEXTUREFLAG_WATERSHADER 1024 +#define Q3TEXTUREFLAG_CAMERA 2048 + +#define Q3PATHLENGTH 64 +#define TEXTURE_MAXFRAMES 64 +#define Q3WAVEPARMS 4 +#define Q3DEFORM_MAXPARMS 3 +#define Q3SHADER_MAXLAYERS 2 // FIXME support more than that (currently only two are used, so why keep more in RAM?) +#define Q3RGBGEN_MAXPARMS 3 +#define Q3ALPHAGEN_MAXPARMS 1 +#define Q3TCGEN_MAXPARMS 6 +#define Q3TCMOD_MAXPARMS 6 +#define Q3MAXTCMODS 8 +#define Q3MAXDEFORMS 4 + +typedef enum q3wavefunc_e +{ + Q3WAVEFUNC_NONE, + Q3WAVEFUNC_INVERSESAWTOOTH, + Q3WAVEFUNC_NOISE, + Q3WAVEFUNC_SAWTOOTH, + Q3WAVEFUNC_SIN, + Q3WAVEFUNC_SQUARE, + Q3WAVEFUNC_TRIANGLE, + Q3WAVEFUNC_COUNT +} +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 +{ + Q3DEFORM_NONE, + Q3DEFORM_PROJECTIONSHADOW, + Q3DEFORM_AUTOSPRITE, + Q3DEFORM_AUTOSPRITE2, + Q3DEFORM_TEXT0, + Q3DEFORM_TEXT1, + Q3DEFORM_TEXT2, + Q3DEFORM_TEXT3, + Q3DEFORM_TEXT4, + Q3DEFORM_TEXT5, + Q3DEFORM_TEXT6, + Q3DEFORM_TEXT7, + Q3DEFORM_BULGE, + Q3DEFORM_WAVE, + Q3DEFORM_NORMAL, + Q3DEFORM_MOVE, + Q3DEFORM_COUNT +} +q3deform_t; + +typedef enum q3rgbgen_e +{ + Q3RGBGEN_IDENTITY, + Q3RGBGEN_CONST, + Q3RGBGEN_ENTITY, + Q3RGBGEN_EXACTVERTEX, + Q3RGBGEN_IDENTITYLIGHTING, + Q3RGBGEN_LIGHTINGDIFFUSE, + Q3RGBGEN_ONEMINUSENTITY, + Q3RGBGEN_ONEMINUSVERTEX, + Q3RGBGEN_VERTEX, + Q3RGBGEN_WAVE, + Q3RGBGEN_COUNT +} +q3rgbgen_t; + +typedef enum q3alphagen_e +{ + Q3ALPHAGEN_IDENTITY, + Q3ALPHAGEN_CONST, + Q3ALPHAGEN_ENTITY, + Q3ALPHAGEN_LIGHTINGSPECULAR, + Q3ALPHAGEN_ONEMINUSENTITY, + Q3ALPHAGEN_ONEMINUSVERTEX, + Q3ALPHAGEN_PORTAL, + Q3ALPHAGEN_VERTEX, + Q3ALPHAGEN_WAVE, + Q3ALPHAGEN_COUNT +} +q3alphagen_t; + +typedef enum q3tcgen_e +{ + Q3TCGEN_NONE, + Q3TCGEN_TEXTURE, // very common + Q3TCGEN_ENVIRONMENT, // common + Q3TCGEN_LIGHTMAP, + Q3TCGEN_VECTOR, + Q3TCGEN_COUNT +} +q3tcgen_t; + +typedef enum q3tcmod_e +{ + Q3TCMOD_NONE, + Q3TCMOD_ENTITYTRANSLATE, + Q3TCMOD_ROTATE, + Q3TCMOD_SCALE, + Q3TCMOD_SCROLL, + Q3TCMOD_STRETCH, + Q3TCMOD_TRANSFORM, + Q3TCMOD_TURBULENT, + Q3TCMOD_PAGE, + Q3TCMOD_COUNT +} +q3tcmod_t; + +typedef struct q3shaderinfo_layer_rgbgen_s +{ + q3rgbgen_t rgbgen; + float parms[Q3RGBGEN_MAXPARMS]; + q3wavefunc_t wavefunc; + float waveparms[Q3WAVEPARMS]; +} +q3shaderinfo_layer_rgbgen_t; + +typedef struct q3shaderinfo_layer_alphagen_s +{ + q3alphagen_t alphagen; + float parms[Q3ALPHAGEN_MAXPARMS]; + q3wavefunc_t wavefunc; + float waveparms[Q3WAVEPARMS]; +} +q3shaderinfo_layer_alphagen_t; + +typedef struct q3shaderinfo_layer_tcgen_s +{ + q3tcgen_t tcgen; + float parms[Q3TCGEN_MAXPARMS]; +} +q3shaderinfo_layer_tcgen_t; + +typedef struct q3shaderinfo_layer_tcmod_s +{ + q3tcmod_t tcmod; + float parms[Q3TCMOD_MAXPARMS]; + q3wavefunc_t wavefunc; + float waveparms[Q3WAVEPARMS]; +} +q3shaderinfo_layer_tcmod_t; + +typedef struct q3shaderinfo_layer_s +{ + int alphatest; + int clampmap; + float framerate; + int numframes; + int texflags; + char** texturename; + int blendfunc[2]; + q3shaderinfo_layer_rgbgen_t rgbgen; + q3shaderinfo_layer_alphagen_t alphagen; + q3shaderinfo_layer_tcgen_t tcgen; + q3shaderinfo_layer_tcmod_t tcmods[Q3MAXTCMODS]; +} +q3shaderinfo_layer_t; + +typedef struct q3shaderinfo_deform_s +{ + q3deform_t deform; + float parms[Q3DEFORM_MAXPARMS]; + q3wavefunc_t wavefunc; + float waveparms[Q3WAVEPARMS]; +} +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; + qboolean lighting; + qboolean vertexalpha; + qboolean textureblendalpha; + int primarylayer, backgroundlayer; + q3shaderinfo_layer_t layers[Q3SHADER_MAXLAYERS]; + 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; + typedef enum texturelayertype_e { TEXTURELAYERTYPE_INVALID, - TEXTURELAYERTYPE_LITTEXTURE_COMBINE, - TEXTURELAYERTYPE_LITTEXTURE_MULTIPASS, - TEXTURELAYERTYPE_LITTEXTURE_VERTEX, + 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; @@ -171,7 +496,6 @@ typedef struct texturelayer_s rtexture_t *texture; matrix4x4_t texmatrix; vec4_t color; - int flags; } texturelayer_t; @@ -190,8 +514,21 @@ typedef struct texture_s // current material flags (updated each bmodel render) int currentmaterialflags; - // loaded the same as model skins - skinframe_t skin; + // 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; + int numskinframes; + float skinframerate; + skinframe_t *skinframes[TEXTURE_MAXFRAMES]; + // background layer (for terrain texture blending) + skinframe_t *backgroundcurrentskinframe; + int backgroundnumskinframes; + float backgroundskinframerate; + skinframe_t *backgroundskinframes[TEXTURE_MAXFRAMES]; // total frames in sequence and alternate sequence int anim_total[2]; @@ -202,33 +539,81 @@ typedef struct texture_s // (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 *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]; int currentnumlayers; texturelayer_t currentlayers[16]; // q3bsp char name[64]; - char firstpasstexturename[64]; // used only during loading int surfaceflags; int supercontents; int surfaceparms; int textureflags; - //skinframe_t skin; + // 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]; // 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 { @@ -242,16 +627,17 @@ typedef struct msurface_lightmapinfo_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 + // RGB normalmap data [numstyles][height][width][3] + unsigned char *nmapsamples; // q1bsp // stain to apply on lightmap (soot/dirt/blood/whatever) unsigned char *stainsamples; // q1bsp - // the stride when building lightmaps to comply with fragment update - int lightmaptexturestride; // q1bsp int texturemins[2]; // q1bsp int extents[2]; // q1bsp + int lightmaporigin[2]; // q1bsp } msurface_lightmapinfo_t; @@ -265,33 +651,40 @@ typedef struct msurface_s texture_t *texture; // the lightmap texture fragment to use on the rendering mesh rtexture_t *lightmaptexture; - - // this surface is part of this mesh - surfmesh_t *groupmesh; - int num_triangles; // number of triangles in the mesh - int num_firsttriangle; // first triangle in the mesh (index into groupmesh) - int num_vertices; // number of vertices in the mesh - int num_firstvertex; // first vertex in the mesh (index into groupmesh) + // 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 + int num_firsttriangle; // first triangle + int num_vertices; // number of vertices + int num_firstvertex; // first vertex // 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" @@ -306,23 +699,31 @@ model_sprite_t; struct trace_s; +typedef struct model_brush_lightstyleinfo_s +{ + int style; + int value; + int numsurfaces; + int *surfacelist; +} +model_brush_lightstyleinfo_t; + typedef struct model_brush_s { // 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; @@ -363,14 +764,23 @@ typedef struct model_brush_s //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); unsigned char *(*GetPVS)(struct model_s *model, const vec3_t p); - int (*FatPVS)(struct model_s *model, const vec3_t org, vec_t radius, unsigned char *pvsbuffer, int pvsbufferlength); + int (*FatPVS)(struct model_s *model, const vec3_t org, vec_t radius, unsigned char *pvsbuffer, int pvsbufferlength, qboolean merge); int (*BoxTouchingPVS)(struct model_s *model, const unsigned char *pvs, const vec3_t mins, const vec3_t maxs); int (*BoxTouchingLeafPVS)(struct model_s *model, const unsigned char *pvs, const vec3_t mins, const vec3_t maxs); int (*BoxTouchingVisibleLeafs)(struct model_s *model, const unsigned char *visibleleafs, const vec3_t mins, const vec3_t maxs); @@ -381,11 +791,15 @@ typedef struct model_brush_s // these are actually only found on brushq1, but NULL is handled gracefully void (*AmbientSoundLevelsForPoint)(struct model_s *model, const vec3_t p, unsigned char *out, int outsize); void (*RoundUpToHullSize)(struct model_s *cmodel, const vec3_t inmins, const vec3_t inmaxs, vec3_t outmins, vec3_t outmaxs); + // trace a line of sight through this model (returns false if the line if sight is definitely blocked) + qboolean (*TraceLineOfSight)(struct model_s *model, const vec3_t start, const vec3_t end); char skybox[MAX_QPATH]; - rtexture_t *solidskytexture; - rtexture_t *alphaskytexture; + skinframe_t *solidskyskinframe; + skinframe_t *alphaskyskinframe; + + qboolean supportwateralpha; // QuakeWorld int qw_md4sum; @@ -395,9 +809,6 @@ model_brush_t; typedef struct model_brushq1_s { - // lightmap format, set to r_lightmaprgba when model is loaded - int lightmaprgba; - dmodel_t *submodels; int numvertexes; @@ -413,7 +824,7 @@ typedef struct model_brushq1_s int *surfedges; int numclipnodes; - dclipnode_t *clipnodes; + mclipnode_t *clipnodes; hull_t hulls[MAX_MAP_HULLS]; @@ -422,13 +833,15 @@ typedef struct model_brushq1_s int num_lightdata; unsigned char *lightdata; + unsigned char *nmaplightdata; // deluxemap file // lightmap update chains for light styles - int light_styles; - unsigned char *light_style; - int *light_stylevalue; - msurface_t ***light_styleupdatechains; - msurface_t **light_styleupdatechainsbuffer; + 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; @@ -444,9 +857,10 @@ typedef struct model_brushq3_s int num_models; q3dmodel_t *data_models; - // freed after loading! + // used only during loading - freed after loading! int num_vertices; float *data_vertex3f; + float *data_normal3f; float *data_texcoordtexture2f; float *data_texcoordlightmap2f; float *data_color4f; @@ -459,8 +873,14 @@ typedef struct model_brushq3_s q3deffect_t *data_effects; // lightmap textures - int num_lightmaps; + int num_originallightmaps; + int num_mergedlightmaps; + int num_lightmapmergedwidthpower; + int num_lightmapmergedheightpower; + int num_lightmapmergedwidthheightdeluxepower; + int num_lightmapmerge; rtexture_t **data_lightmaps; + rtexture_t **data_deluxemaps; // voxel light data with directional shading int num_lightgrid; @@ -473,13 +893,25 @@ typedef struct model_brushq3_s 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 this q3bsp file has been detected as using deluxemapping + // (lightmap texture pairs, every odd one is never directly refernced, + // and contains lighting normals, not colors) + qboolean deluxemapping; + // 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" @@ -488,8 +920,6 @@ typedef struct model_s 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 @@ -498,10 +928,8 @@ typedef struct model_s 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; + // EF_* flags (translated from the model file's different flags layout) + int effects; // number of QC accessible frame(group)s in the model int numframes; // number of QC accessible skin(group)s in the model @@ -525,11 +953,13 @@ typedef struct model_s // 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; @@ -537,35 +967,63 @@ typedef struct model_s // 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; // optional lightmapinfo data for surface lightmap updates msurface_lightmapinfo_t *data_surfaces_lightmapinfo; - // surface meshes are merged to a smaller set of meshes to allow reduced - // vertex array switching, the meshes are limited to 65536 vertices each - // to play nice with Geforce1 hardware - int nummeshes; - surfmesh_t **meshlist; + // all surfaces belong to this mesh + 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(*DrawAddWaterPlanes)(struct entity_render_s *ent); // draw the model using lightmap/dlight shading void(*Draw)(struct entity_render_s *ent); + // draw the model to the depth buffer (no color rendering at all) + 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); + 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, float lightradius, int numsurfaces, const int *surfacelist); + 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, 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); + 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); + // trace a line against geometry in this model and report correct texture (used by r_shadow_bouncegrid) + void (*TraceLineAgainstSurfaces)(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); // fields belonging to some types of model model_sprite_t sprite; model_brush_t brush; @@ -574,44 +1032,51 @@ typedef struct model_s 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); -model_t *Mod_LoadModel(model_t *mod, qboolean crash, qboolean checkdisk, qboolean isworldmodel); -void Mod_ClearAll (void); -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); +void Mod_Reload (void); +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_BuildTriangleNeighbors(int *neighbors, const int *elements, int numtriangles); -void Mod_ValidateElements(int *elements, int numtriangles, int numverts, const char *filename, int fileline); +void Mod_ValidateElements(int *elements, int numtriangles, int firstvertex, int numverts, const char *filename, int fileline); void Mod_BuildNormals(int firstvertex, int numvertices, int numtriangles, const float *vertex3f, const int *elements, float *normal3f, qboolean areaweighting); -void Mod_BuildTextureVectorsAndNormals(int firstvertex, int numvertices, int numtriangles, const float *vertex, const float *texcoord, const int *elements, float *svectors, float *tvectors, float *normals, qboolean areaweighting); +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); -surfmesh_t *Mod_AllocSurfMesh(mempool_t *mempool, int numvertices, int numtriangles, qboolean lightmapoffsets, qboolean vertexcolors, qboolean neighbors); +// 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); @@ -619,14 +1084,26 @@ int Mod_ShadowMesh_AddVertex(shadowmesh_t *mesh, float *vertex14f); void Mod_ShadowMesh_AddTriangle(mempool_t *mempool, shadowmesh_t *mesh, rtexture_t *map_diffuse, rtexture_t *map_specular, rtexture_t *map_normal, float *vertex14f); 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); 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); -shadowmesh_t *Mod_ShadowMesh_Finish(mempool_t *mempool, shadowmesh_t *firstmesh, int light, int neighbors); +shadowmesh_t *Mod_ShadowMesh_Finish(mempool_t *mempool, shadowmesh_t *firstmesh, qboolean light, qboolean neighbors, qboolean createvbo); 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, const char *basename, int textureflags, int loadpantsandshirt, int loadglowtexture); -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); +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 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 { @@ -646,9 +1123,32 @@ skinfile_t; 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); @@ -658,35 +1158,55 @@ int Mod_Q1BSP_SuperContentsFromNativeContents(struct model_s *model, int nativec // a lot of model formats use the Q1BSP code, so here are the prototypes... struct entity_render_s; +void R_Q1BSP_DrawAddWaterPlanes(struct entity_render_s *ent); void R_Q1BSP_DrawSky(struct entity_render_s *ent); void R_Q1BSP_Draw(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); -void R_Q1BSP_CompileShadowVolume(struct entity_render_s *ent, vec3_t relativelightorigin, float lightradius, int numsurfaces, const int *surfacelist); -void R_Q1BSP_DrawShadowVolume(struct entity_render_s *ent, vec3_t relativelightorigin, 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); +void R_Q1BSP_DrawDepth(struct entity_render_s *ent); +void R_Q1BSP_DrawDebug(struct entity_render_s *ent); +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, 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_Vertex3f(const model_t *model, const struct frameblend_s *frameblend, const struct surfmesh_s *mesh, float *out3f); -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); +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