X-Git-Url: http://de.git.xonotic.org/?p=xonotic%2Fdarkplaces.git;a=blobdiff_plain;f=model_shared.h;h=5bea523ecb238e1421146863e94d48c4193cf684;hp=f7b2445c5246736bb8ac2fb61ace85aff022b321;hb=4d1f179f3ee23adbcc112e4b0e20d093b5c7060b;hpb=a563a5248b0ec2278c6ffd1d7f6d39d4c6b7a15c diff --git a/model_shared.h b/model_shared.h index f7b2445c..5bea523e 100644 --- a/model_shared.h +++ b/model_shared.h @@ -53,6 +53,23 @@ 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) + // 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; + // on 32bit systems this makes the struct 128 bytes long + int padding; } skinframe_t; @@ -72,13 +89,26 @@ typedef struct overridetagnameset_s } overridetagnameset_t; +struct md3vertex_s; +struct trivertx_s; +typedef struct texvecvertex_s +{ + signed char svec[3]; + signed char tvec[3]; +} +texvecvertex_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 int *data_neighbor3i; // int[tris*3] neighboring triangle on each edge (-1 if none) + // element buffer object (stores triangles in video memory) + int ebo; + // 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 @@ -88,12 +118,28 @@ 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) + int vbo; + 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; + 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 int *data_vertexweightindex4i; float *data_vertexweightinfluence4f; + // set if there is some kind of animation on this model + qboolean isanimated; } surfmesh_t; @@ -129,9 +175,213 @@ typedef struct shadowmesh_s // these are NULL after Mod_ShadowMesh_Finish is performed, only used // while building meshes shadowmeshvertexhash_t **vertexhashtable, *vertexhashentries; + // element buffer object (stores triangles in video memory) + // (created by Mod_ShadowMesh_Finish if possible) + int ebo; + // vertex buffer object (stores vertices in video memory) + // (created by Mod_ShadowMesh_Finish if possible) + int vbo; + size_t vbooffset_vertex3f; + size_t vbooffset_svector3f; + size_t vbooffset_tvector3f; + size_t vbooffset_normal3f; + size_t vbooffset_texcoord2f; } 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 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_t; + +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_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; + 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 struct q3shaderinfo_s +{ + char name[Q3PATHLENGTH]; + 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]; + + 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) +} +q3shaderinfo_t; + typedef enum texturelayertype_e { TEXTURELAYERTYPE_INVALID, @@ -179,8 +429,21 @@ 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]; @@ -198,11 +461,26 @@ typedef struct texture_s // current texture transform matrix (used for water scrolling) matrix4x4_t currenttexmatrix; + // 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_deform_t deforms[Q3MAXDEFORMS]; + qboolean colormapping; rtexture_t *basetexture; rtexture_t *glosstexture; + rtexture_t *backgroundbasetexture; + rtexture_t *backgroundglosstexture; 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]; @@ -217,7 +495,13 @@ typedef struct texture_s 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) } texture_t; @@ -299,6 +583,15 @@ 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 @@ -363,7 +656,7 @@ typedef struct model_brush_s 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); @@ -374,12 +667,16 @@ 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; + qboolean supportwateralpha; + // QuakeWorld int qw_md4sum; int qw_md4sum2; @@ -388,9 +685,6 @@ 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; @@ -406,8 +700,9 @@ typedef struct model_brushq1_s int *surfedges; int numclipnodes; - dclipnode_t *clipnodes; + mclipnode_t *clipnodes; + int numhulls; // this variable is only used by MCBSP, other formats know it intuitively hull_t hulls[MAX_MAP_HULLS]; int num_compressedpvs; @@ -418,11 +713,8 @@ typedef struct model_brushq1_s 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; } model_brushq1_t; @@ -454,8 +746,12 @@ typedef struct model_brushq3_s q3deffect_t *data_effects; // lightmap textures - int num_lightmaps; + int num_originallightmaps; + int num_mergedlightmaps; + int num_lightmapmergepower; + int num_lightmapmerge; rtexture_t **data_lightmaps; + rtexture_t **data_deluxemaps; // voxel light data with directional shading int num_lightgrid; @@ -501,10 +797,8 @@ 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 @@ -542,10 +836,10 @@ typedef struct model_s aliasbone_t *data_bones; int num_poses; float *data_poses; - float *data_basebonepose; float *data_baseboneposeinverse; // textures of this model int num_textures; + int num_texturesperskin; texture_t *data_textures; // surfaces of this model int num_surfaces; @@ -554,20 +848,30 @@ typedef struct model_s msurface_lightmapinfo_t *data_surfaces_lightmapinfo; // all surfaces belong to this mesh surfmesh_t surfmesh; + // data type of model + const char *modeldatatypestring; // 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); // 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); // 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, vec3_t relativelightorigin, 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); + // find the supercontents value at a point in this model + int (*PointSuperContents)(struct model_s *model, int frame, const vec3_t point); // fields belonging to some types of model model_sprite_t sprite; model_brush_t brush; @@ -594,6 +898,7 @@ extern unsigned char *mod_base; extern cvar_t r_fullbrights; void Mod_Init (void); +void Mod_Reload (void); model_t *Mod_LoadModel(model_t *mod, qboolean crash, qboolean checkdisk, qboolean isworldmodel); model_t *Mod_FindName (const char *name); model_t *Mod_ForName (const char *name, qboolean crash, qboolean checkdisk, qboolean isworldmodel); @@ -620,12 +925,13 @@ 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_LoadQ3Shaders(void); +q3shaderinfo_t *Mod_LookupQ3Shader(const char *name); +qboolean Mod_LoadTextureFromQ3Shader(texture_t *texture, const char *name, qboolean q1bsp, qboolean q3bsp, qboolean md3); extern cvar_t r_mipskins; @@ -650,6 +956,7 @@ int Mod_CountSkinFiles(skinfile_t *skinfile); 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); // bsp models void Mod_BrushInit(void); @@ -659,12 +966,15 @@ 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_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); +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, vec3_t relativelightorigin, 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); // alias models struct frameblend_s; @@ -689,5 +999,8 @@ 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); +// utility +qboolean Mod_CanSeeBox_Trace(int numsamples, float t, model_t *model, vec3_t eye, vec3_t minsX, vec3_t maxsX); + #endif // MODEL_SHARED_H