/* Copyright (C) 1996-1997 Id Software, Inc. This program is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation; either version 2 of the License, or (at your option) any later version. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with this program; if not, write to the Free Software Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. */ #ifndef MODEL_SHARED_H #define MODEL_SHARED_H typedef enum synctype_e {ST_SYNC=0, ST_RAND } synctype_t; /* d*_t structures are on-disk representations m*_t structures are in-memory */ 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 { char name[32]; // for viewthing support int firstframe; int framecount; int loop; // true or false float framerate; } animscene_t; typedef struct skinframe_s { rtexture_t *stain; // inverse modulate with background (used for decals and such) rtexture_t *merged; // original texture without glow rtexture_t *base; // original texture without pants/shirt/glow rtexture_t *pants; // pants only (in greyscale) rtexture_t *shirt; // shirt only (in greyscale) rtexture_t *nmap; // normalmap (bumpmap for dot3) 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 unsigned 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; struct md3vertex_s; struct trivertx_s; typedef struct texvecvertex_s { signed char svec[3]; signed char tvec[3]; } texvecvertex_t; typedef struct blendweights_s { 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]; } r_vertexgeneric_t; typedef struct r_vertexmesh_s { // 88 bytes float vertex3f[3]; float color4f[4]; float texcoordtexture2f[2]; float texcoordlightmap2f[2]; float svector3f[3]; float tvector3f[3]; float normal3f[3]; unsigned char skeletalindex4ub[4]; unsigned char skeletalweight4ub[4]; } r_vertexmesh_t; typedef struct r_meshbuffer_s { int bufferobject; // OpenGL void *devicebuffer; // Direct3D size_t size; qboolean isindexbuffer; qboolean isuniformbuffer; 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) 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; int 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; int 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 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 float *data_texcoordtexture2f; // float[verts*2] texcoords for surface texture float *data_texcoordlightmap2f; // float[verts*2] texcoords for lightmap texture float *data_lightmapcolor4f; unsigned char *data_skeletalindex4ub; unsigned char *data_skeletalweight4ub; int *data_lightmapoffsets; // index into surface's lightmap samples for vertex lighting r_vertexmesh_t *data_vertexmesh; // interleaved arrays for D3D // vertex buffer object (stores geometry in video memory) r_meshbuffer_t *vbo_vertexbuffer; int vbooffset_vertex3f; int vbooffset_svector3f; int vbooffset_tvector3f; int vbooffset_normal3f; int vbooffset_texcoordtexture2f; int vbooffset_texcoordlightmap2f; int vbooffset_lightmapcolor4f; int vbooffset_skeletalindex4ub; int vbooffset_skeletalweight4ub; int vbooffset_vertexmesh; // morph blending, these are zero if model is skeletal or static int num_morphframes; 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_meshbuffer_t *vertexmesh_vertexbuffer; } surfmesh_t; #define SHADOWMESHVERTEXHASH 1024 typedef struct shadowmeshvertexhash_s { struct shadowmeshvertexhash_s *next; } shadowmeshvertexhash_t; typedef struct shadowmesh_s { // next mesh in chain struct shadowmesh_s *next; // used for light mesh (NULL on shadow mesh) rtexture_t *map_diffuse; rtexture_t *map_specular; rtexture_t *map_normal; // buffer sizes int numverts, maxverts; int numtriangles, maxtriangles; // used always float *vertex3f; // used for light mesh (NULL on shadow mesh) float *svector3f; float *tvector3f; float *normal3f; float *texcoord2f; // used always int *element3i; r_meshbuffer_t *element3i_indexbuffer; int element3i_bufferoffset; unsigned short *element3s; r_meshbuffer_t *element3s_indexbuffer; int element3s_bufferoffset; // vertex/index buffers for rendering // (created by Mod_ShadowMesh_Finish if possible) r_vertexmesh_t *vertexmesh; // usually NULL // 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; int vbooffset_vertex3f; int vbooffset_svector3f; int vbooffset_tvector3f; int vbooffset_normal3f; int vbooffset_texcoord2f; int vbooffset_vertexmesh; } 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 Q3TEXTUREFLAG_TRANSPARENTSORT 4096 #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 enum dptransparentsort_category_e { TRANSPARENTSORT_SKY, TRANSPARENTSORT_DISTANCE, TRANSPARENTSORT_HUD, }dptransparentsortcategory_t; typedef struct q3shaderinfo_s { char name[Q3PATHLENGTH]; #define Q3SHADERINFO_COMPARE_START surfaceparms int surfaceparms; int surfaceflags; 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 dpnortlight; qboolean dpshadow; qboolean dpnoshadow; // add collisions to all triangles of the surface qboolean dpmeshcollisions; // kill shader based on cvar checks qboolean dpshaderkill; // 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; float offsetbias; // 0 is normal, 1 leads to alpha 0 being neutral and alpha 1 pushing "out" // polygonoffset (only used if Q3TEXTUREFLAG_POLYGONOFFSET) float biaspolygonoffset, biaspolygonfactor; // transparent sort category dptransparentsortcategory_t transparentsort; // gloss float specularscalemod; float specularpowermod; // rtlighting ambient addition float rtlightambient; #define Q3SHADERINFO_COMPARE_END rtlightambient } q3shaderinfo_t; typedef enum texturelayertype_e { TEXTURELAYERTYPE_INVALID, TEXTURELAYERTYPE_LITTEXTURE, TEXTURELAYERTYPE_TEXTURE, TEXTURELAYERTYPE_FOG } texturelayertype_t; typedef struct texturelayer_s { texturelayertype_t type; qboolean depthmask; int blendfunc1; int blendfunc2; rtexture_t *texture; matrix4x4_t texmatrix; vec4_t color; } texturelayer_t; typedef struct texture_s { // q1bsp // name //char name[16]; // size unsigned int width, height; // SURF_ flags //unsigned int flags; // base material flags int basematerialflags; // current material flags (updated each bmodel render) int currentmaterialflags; // base material alpha (used for Q2 materials) float basealpha; // 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]; // direct pointers to each of the frames in the sequences // (indexed as [alternate][frame]) struct texture_s *anim_frames[2][10]; // 1 = q1bsp animation with anim_total[0] >= 2 (animated) or anim_total[1] >= 1 (alternate frame set) // 2 = q2bsp animation with anim_total[0] >= 2 (uses self.frame) 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, also basealpha, and ent->alpha) 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; // 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]; int surfaceflags; int supercontents; int textureflags; // q2bsp // we have to load the texture multiple times when Q2SURF_ flags differ, // though it still shares the skinframe int q2flags; int q2value; int q2contents; // 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; float offsetbias; // transparent sort category dptransparentsortcategory_t transparentsort; // gloss float specularscalemod; float specularpowermod; // diffuse and ambient float rtlightambient; } texture_t; typedef struct mtexinfo_s { float vecs[2][4]; // [s/t][xyz offset] int textureindex; int q1flags; int q2flags; // miptex flags + overrides int q2value; // light emission, etc char q2texture[32]; // texture name (textures/*.wal) int q2nexttexinfo; // for animations, -1 = end of chain } mtexinfo_t; typedef struct msurface_lightmapinfo_s { // texture mapping properties used by this surface mtexinfo_t *texinfo; // q1bsp // 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 int texturemins[2]; // q1bsp int extents[2]; // q1bsp int lightmaporigin[2]; // q1bsp } msurface_lightmapinfo_t; struct q3deffect_s; typedef struct msurface_s { // bounding box for onscreen checks vec3_t mins; vec3_t maxs; // the texture to use on the surface texture_t *texture; // the lightmap texture fragment to use on the rendering mesh 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 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 // mesh information for collisions (only used by q3bsp curves) int num_collisiontriangles; // q3bsp int num_collisionvertices; // q3bsp int deprecatedq3num_collisionbboxstride; int deprecatedq3num_bboxstride; // FIXME: collisionmarkframe should be kept in a separate array 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" #include "model_alias.h" typedef struct model_sprite_s { int sprnum_type; mspriteframe_t *sprdata_frames; } 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 BSP2rmqe .bsp file (expanded 32bit bsp format for rmqe) qboolean isbsp2rmqe; // true if this model is a BSP2 .bsp file (expanded 32bit bsp format for DarkPlaces, others?) qboolean isbsp2; // true if this model is a Quake2 .bsp file (IBSP38) qboolean isq2bsp; // true if this model is a Quake3 .bsp file (IBSP46) qboolean isq3bsp; // true if this model is a Quake1/Quake2 .bsp file where skymasking capability exists qboolean skymasking; // string of entity definitions (.map format) char *entities; // 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 struct model_s **submodels; int num_planes; mplane_t *data_planes; int num_nodes; mnode_t *data_nodes; // visible leafs, not counting 0 (solid) int num_visleafs; // number of actual leafs (including 0 which is solid) int num_leafs; mleaf_t *data_leafs; int num_leafbrushes; int *data_leafbrushes; int num_leafsurfaces; int *data_leafsurfaces; int num_portals; mportal_t *data_portals; int num_portalpoints; mvertex_t *data_portalpoints; int num_brushes; q3mbrush_t *data_brushes; int num_brushsides; q3mbrushside_t *data_brushsides; // pvs int num_pvsclusters; int num_pvsclusterbytes; unsigned char *data_pvsclusters; // example //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, 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); int (*FindBoxClusters)(struct model_s *model, const vec3_t mins, const vec3_t maxs, int maxclusters, int *clusterlist); 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); mleaf_t *(*PointInLeaf)(struct model_s *model, const vec3_t p); // 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]; skinframe_t *solidskyskinframe; skinframe_t *alphaskyskinframe; qboolean supportwateralpha; // QuakeWorld int qw_md4sum; int qw_md4sum2; } model_brush_t; typedef struct model_brushq1_s { mmodel_t *submodels; int numvertexes; mvertex_t *vertexes; int numedges; medge_t *edges; int numtexinfo; mtexinfo_t *texinfo; int numsurfedges; int *surfedges; int numclipnodes; mclipnode_t *clipnodes; hull_t hulls[MAX_MAP_HULLS]; int num_compressedpvs; unsigned char *data_compressedpvs; int num_lightdata; unsigned char *lightdata; unsigned char *nmaplightdata; // deluxemap file // 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; typedef struct model_brushq2_s { int dummy; // MSVC can't handle an empty struct } model_brushq2_t; typedef struct model_brushq3_s { int num_models; q3dmodel_t *data_models; // 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; // freed after loading! int num_triangles; int *data_element3i; int num_effects; q3deffect_t *data_effects; // lightmap textures 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; q3dlightgrid_t *data_lightgrid; // size of each cell (may vary by map, typically 64 64 128) float num_lightgrid_cellsize[3]; // 1.0 / num_lightgrid_cellsize float num_lightgrid_scale[3]; // dimensions of the world model in lightgrid cells int num_lightgrid_imins[3]; int num_lightgrid_imaxs[3]; int num_lightgrid_isize[3]; // 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" char name[MAX_QPATH]; // model needs to be loaded if this is false qboolean loaded; // 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 unsigned int crc; // mod_brush, mod_alias, mod_sprite modtype_t type; // memory pool for allocations mempool_t *mempool; // all models use textures... rtexturepool_t *texturepool; // 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 int numskins; // whether to randomize animated framegroups synctype_t synctype; // bounding box at angles '0 0 0' vec3_t normalmins, normalmaxs; // bounding box if yaw angle is not 0, but pitch and roll are vec3_t yawmins, yawmaxs; // bounding box if pitch or roll are used vec3_t rotatedmins, rotatedmaxs; // sphere radius, usable at any angles float radius; // squared sphere radius for easier comparisons float radius2; // skin animation info animscene_t *skinscenes; // [numskins] // skin animation info animscene_t *animscenes; // [numframes] // 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; // 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; aliastag_t *data_tags; // for skeletal models int num_bones; aliasbone_t *data_bones; float num_posescale; // scaling factor from origin in poses7s format (includes divide by 32767) float num_poseinvscale; // scaling factor to origin in poses7s format (includes multiply by 32767) int num_poses; short *data_poses7s; // origin xyz, quat xyzw, 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; // 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, 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, 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, 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; model_brushq1_t brushq1; model_brushq2_t brushq2; model_brushq3_t brushq3; // 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; float lightmapscale; } dp_model_t; //============================================================================ // model loading 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); 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(dp_model_t *skip); // only used during loading! 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 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_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); 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, 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); 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 skinfileitem_s { struct skinfileitem_s *next; char name[MAX_QPATH]; char replacement[MAX_QPATH]; } skinfileitem_t; typedef struct skinfile_s { struct skinfile_s *next; skinfileitem_t *items; } 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); // used for talking to the QuakeC mainly int Mod_Q1BSP_NativeContentsFromSuperContents(struct model_s *model, int supercontents); int Mod_Q1BSP_SuperContentsFromNativeContents(struct model_s *model, int nativecontents); // used for loading wal files in Mod_LoadTextureFromQ3Shader int Mod_Q2BSP_SuperContentsFromNativeContents(dp_model_t *model, int nativecontents); int Mod_Q2BSP_NativeContentsFromSuperContents(dp_model_t *model, int supercontents); // 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_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); qboolean Mod_CollisionBIH_TraceLineOfSight(struct model_s *model, const vec3_t start, const vec3_t end); int Mod_CollisionBIH_PointSuperContents(struct model_s *model, int frame, const vec3_t point); 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); 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(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