rtexture_t *glow; // glow only
rtexture_t *merged; // original texture minus glow
rtexture_t *fog; // white texture with alpha of the base texture, NULL if not transparent
+ rtexture_t *nmap; // normalmap (bumpmap for dot3)
+ rtexture_t *gloss; // glossmap (for dot3)
}
skinframe_t;
int numtextures;
texture_t *textures;
+ msurface_t **texturesurfacechains;
+
qbyte *visdata;
qbyte *lightdata;
char *entities;
vec3_t shadowmesh_mins, shadowmesh_maxs, shadowmesh_center;
float shadowmesh_radius;
+ // pvs visibility marking
+ mleaf_t *pvsviewleaf;
+ int pvsviewleafnovis;
+ int pvsframecount;
+
// skin animation info
animscene_t *skinscenes; // [numskins]
// skin frame info
int *mdlmd2data_triangleneighbors;
// for Zymotic models
- void *zymdata_header;
+ int zymnum_verts;
+ int zymnum_tris;
+ int zymnum_shaders;
+ int zymnum_bones;
+ int zymnum_scenes;
+ float *zymdata_texcoords;
+ rtexture_t **zymdata_textures;
+ qbyte *zymdata_trizone;
+ zymbone_t *zymdata_bones;
+ unsigned int *zymdata_vertbonecounts;
+ zymvertex_t *zymdata_verts;
+ unsigned int *zymdata_renderlist;
+ float *zymdata_poses;
int sprnum_type;
mspriteframe_t *sprdata_frames;
- // draw the model
- void(*Draw)(struct entity_render_s *ent);
+
+ // functions used in both rendering modes
// draw the model's sky polygons (only used by brush models)
void(*DrawSky)(struct entity_render_s *ent);
+
+ // functions used only in normal rendering mode
+ // draw the model
+ void(*Draw)(struct entity_render_s *ent);
// draw a fake shadow for the model
void(*DrawFakeShadow)(struct entity_render_s *ent);
+
+ // functions used only in shadow volume rendering mode
// draw a shadow volume for the model based on light source
- void(*DrawShadowVolume)(struct entity_render_s *ent, vec3_t relativelightorigin, float lightradius, int visiblevolume);
+ void(*DrawShadowVolume)(struct entity_render_s *ent, vec3_t relativelightorigin, float lightradius);
+ // draw the lighting on a model (through stencil)
+ void(*DrawLight)(struct entity_render_s *ent, vec3_t relativelightorigin, vec3_t relativeeyeorigin, float lightradius, float lightdistbias, float lightsubtract, float *lightcolor);
// memory pool for allocations
mempool_t *mempool;
extern model_t *loadmodel;
extern char loadname[32]; // for hunk tags
-int Mod_FindTriangleWithEdge(int *elements, int numtriangles, int start, int end);
-void Mod_BuildTriangleNeighbors(int *neighbors, int *elements, int numtriangles);
+int Mod_FindTriangleWithEdge(const int *elements, int numtriangles, int start, int end);
+void Mod_BuildTriangleNeighbors(int *neighbors, const int *elements, int numtriangles);
+void Mod_BuildTextureVectorsAndNormals(int numverts, int numtriangles, const float *vertex, const float *texcoord, const int *elements, float *svectors, float *tvectors, float *normals);
shadowmesh_t *Mod_ShadowMesh_Alloc(mempool_t *mempool, int maxverts);
shadowmesh_t *Mod_ShadowMesh_ReAlloc(mempool_t *mempool, shadowmesh_t *oldmesh);