X-Git-Url: http://de.git.xonotic.org/?p=xonotic%2Fdarkplaces.git;a=blobdiff_plain;f=model_shared.h;h=779da1f64bb18a9c8fcefd7429dc360b8c9b0ca3;hp=865ef39eb362a8c13f49c003813d41d61993be87;hb=0e6ee75ea28c1f0f9027b698779d945c71e65213;hpb=8dcce44300385b12c46d494c06aadcfa35a8bc14 diff --git a/model_shared.h b/model_shared.h index 865ef39e..779da1f6 100644 --- a/model_shared.h +++ b/model_shared.h @@ -8,7 +8,7 @@ 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. +MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. @@ -18,13 +18,10 @@ Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. */ -#ifndef __MODEL__ -#define __MODEL__ +#ifndef MODEL_SHARED_H +#define MODEL_SHARED_H -#ifndef SYNCTYPE_T -#define SYNCTYPE_T typedef enum {ST_SYNC=0, ST_RAND } synctype_t; -#endif /* @@ -33,99 +30,658 @@ m*_t structures are in-memory */ -typedef enum {mod_brush, mod_sprite, mod_alias} modtype_t; +typedef enum {mod_invalid, mod_brushq1, mod_sprite, mod_alias, mod_brushq2, mod_brushq3} 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 *detail; // detail texture (silly bumps for non-dot3) + rtexture_t *glow; // glow only (fullbrights) + rtexture_t *fog; // alpha of the base texture (if not opaque) +} +skinframe_t; + +#define MAX_SKINS 256 + +typedef struct overridetagname_s +{ + char name[MAX_QPATH]; +} +overridetagname_t; + +// a replacement set of tag names, per skin +typedef struct overridetagnameset_s +{ + int num_overridetagnames; + overridetagname_t *data_overridetagnames; +} +overridetagnameset_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; + // 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; +} +shadowmesh_t; + + +#include "matrixlib.h" #include "model_brush.h" #include "model_sprite.h" #include "model_alias.h" -typedef struct model_s +typedef struct model_alias_s { - char name[MAX_QPATH]; - qboolean needload; // bmodels and sprites don't cache normally + // mdl/md2/md3/zym model formats are treated the same after loading + + // the shader meshes comprising this model + int aliasnum_meshes; + aliasmesh_t *aliasdata_meshes; + + // for md3 models + int aliasnum_tags; + int aliasnum_tagframes; + aliastag_t *aliasdata_tags; + + // for skeletal models + int aliasnum_bones; + aliasbone_t *aliasdata_bones; + int aliasnum_poses; + float *aliasdata_poses; +} +model_alias_t; + +typedef struct model_sprite_s +{ + int sprnum_type; + mspriteframe_t *sprdata_frames; +} +model_sprite_t; - modtype_t type; - int aliastype; // LordHavoc: Q2 model support - int fullbright; // LordHavoc: if true (normally only for sprites) the model/sprite/bmodel is always rendered fullbright - int numframes; - synctype_t synctype; - - int flags; +struct trace_s; + +typedef struct model_brush_s +{ + // true if this model is a HalfLife .bsp file + qboolean ishlbsp; + // string of entity definitions (.map format) + char *entities; + // number of submodels in this map (just used by server to know how many + // submodels to load) + int numsubmodels; + + // 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))) + + // 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; + + // common functions + int (*SuperContentsFromNativeContents)(struct model_s *model, int nativecontents); + int (*NativeContentsFromSuperContents)(struct model_s *model, int supercontents); + qbyte *(*GetPVS)(struct model_s *model, const vec3_t p); + int (*FatPVS)(struct model_s *model, const vec3_t org, vec_t radius, qbyte *pvsbuffer, int pvsbufferlength); + int (*BoxTouchingPVS)(struct model_s *model, const qbyte *pvs, const vec3_t mins, const vec3_t maxs); + void (*LightPoint)(struct model_s *model, const vec3_t p, vec3_t ambientcolor, vec3_t diffusecolor, vec3_t diffusenormal); + void (*FindNonSolidLocation)(struct model_s *model, const vec3_t in, vec3_t out, vec_t radius); + // these are actually only found on brushq1, but NULL is handled gracefully + void (*AmbientSoundLevelsForPoint)(struct model_s *model, const vec3_t p, qbyte *out, int outsize); + void (*RoundUpToHullSize)(struct model_s *cmodel, const vec3_t inmins, const vec3_t inmaxs, vec3_t outmins, vec3_t outmaxs); + + char skybox[64]; +} +model_brush_t; + +typedef struct model_brushq1_s +{ + // lightmap format, set to r_lightmaprgba when model is loaded + int lightmaprgba; + + dmodel_t *submodels; + + int numplanes; + mplane_t *planes; + + // number of actual leafs (including 0 which is solid) + int num_leafs; + // visible leafs, not counting 0 (solid) + int num_visleafs; + mleaf_t *data_leafs; + + int numvertexes; + mvertex_t *vertexes; + + int numedges; + medge_t *edges; -// volume occupied by the model graphics - vec3_t mins, maxs; - float radius; + int numnodes; + mnode_t *nodes; -// solid volume for clipping - qboolean clipbox; - vec3_t clipmins, clipmaxs; + int numtexinfo; + mtexinfo_t *texinfo; -// brush model - int firstmodelsurface, nummodelsurfaces; + int numsurfaces; + msurface_t *surfaces; + int *surfacevisframes; + int *surfacepvsframes; + msurface_t *surfacepvsnext; + surfmesh_t *entiremesh; - int numsubmodels; - dmodel_t *submodels; + int numsurfedges; + int *surfedges; - int numplanes; - mplane_t *planes; + int numclipnodes; + dclipnode_t *clipnodes; - int numleafs; // number of visible leafs, not counting 0 - mleaf_t *leafs; + int nummarksurfaces; + int *marksurfaces; - int numvertexes; - mvertex_t *vertexes; + hull_t hulls[MAX_MAP_HULLS]; - int numedges; - medge_t *edges; + int numtextures; + texture_t *textures; - int numnodes; - mnode_t *nodes; + int num_compressedpvs; + qbyte *data_compressedpvs; - int numtexinfo; - mtexinfo_t *texinfo; + int num_lightdata; + qbyte *lightdata; - int numsurfaces; - msurface_t *surfaces; + int numportals; + mportal_t *portals; - int numsurfedges; - int *surfedges; + int numportalpoints; + mvertex_t *portalpoints; - int numclipnodes; - dclipnode_t *clipnodes; + int numlights; + mlight_t *lights; - int nummarksurfaces; - msurface_t **marksurfaces; + // pvs visibility marking + mleaf_t *pvsviewleaf; + int pvsviewleafnovis; + int pvsframecount; + mleaf_t *pvsleafchain; + int *pvssurflist; + int pvssurflistlength; + // these get rebuilt as the player moves around if this is the world, + // otherwise they are left alone (no pvs for bmodels) + msurface_t ***pvstexturechains; + msurface_t **pvstexturechainsbuffer; + int *pvstexturechainslength; - hull_t hulls[MAX_MAP_HULLS]; + // lightmap update chains for light styles + int light_styles; + qbyte *light_style; + int *light_stylevalue; + msurface_t ***light_styleupdatechains; + msurface_t **light_styleupdatechainsbuffer; - int numtextures; - texture_t **textures; + mleaf_t *(*PointInLeaf)(struct model_s *model, const float *p); + void (*BuildPVSTextureChains)(struct model_s *model); +} +model_brushq1_t; - byte *visdata; - byte *lightdata; - char *entities; +/* MSVC can't compile empty structs, so this is commented out for now +typedef struct model_brushq2_s +{ +} +model_brushq2_t; +*/ -// additional model data - cache_user_t cache; // only access through Mod_Extradata +// surfaceflags from bsp +#define Q3SURFACEFLAG_NODAMAGE 1 +#define Q3SURFACEFLAG_SLICK 2 +#define Q3SURFACEFLAG_SKY 4 +#define Q3SURFACEFLAG_LADDER 8 +#define Q3SURFACEFLAG_NOIMPACT 16 +#define Q3SURFACEFLAG_NOMARKS 32 +#define Q3SURFACEFLAG_FLESH 64 +#define Q3SURFACEFLAG_NODRAW 128 +#define Q3SURFACEFLAG_HINT 256 +#define Q3SURFACEFLAG_SKIP 512 +#define Q3SURFACEFLAG_NOLIGHTMAP 1024 +#define Q3SURFACEFLAG_POINTLIGHT 2048 +#define Q3SURFACEFLAG_METALSTEPS 4096 +#define Q3SURFACEFLAG_NOSTEPS 8192 +#define Q3SURFACEFLAG_NONSOLID 16384 +#define Q3SURFACEFLAG_LIGHTFILTER 32768 +#define Q3SURFACEFLAG_ALPHASHADOW 65536 +#define Q3SURFACEFLAG_NODLIGHT 131072 +#define Q3SURFACEFLAG_DUST 262144 + +// surfaceparms from shaders +#define Q3SURFACEPARM_ALPHASHADOW 1 +#define Q3SURFACEPARM_AREAPORTAL 2 +#define Q3SURFACEPARM_CLUSTERPORTAL 4 +#define Q3SURFACEPARM_DETAIL 8 +#define Q3SURFACEPARM_DONOTENTER 16 +#define Q3SURFACEPARM_FOG 32 +#define Q3SURFACEPARM_LAVA 64 +#define Q3SURFACEPARM_LIGHTFILTER 128 +#define Q3SURFACEPARM_METALSTEPS 256 +#define Q3SURFACEPARM_NODAMAGE 512 +#define Q3SURFACEPARM_NODLIGHT 1024 +#define Q3SURFACEPARM_NODRAW 2048 +#define Q3SURFACEPARM_NODROP 4096 +#define Q3SURFACEPARM_NOIMPACT 8192 +#define Q3SURFACEPARM_NOLIGHTMAP 16384 +#define Q3SURFACEPARM_NOMARKS 32768 +#define Q3SURFACEPARM_NOMIPMAPS 65536 +#define Q3SURFACEPARM_NONSOLID 131072 +#define Q3SURFACEPARM_ORIGIN 262144 +#define Q3SURFACEPARM_PLAYERCLIP 524288 +#define Q3SURFACEPARM_SKY 1048576 +#define Q3SURFACEPARM_SLICK 2197152 +#define Q3SURFACEPARM_SLIME 4194304 +#define Q3SURFACEPARM_STRUCTURAL 8388608 +#define Q3SURFACEPARM_TRANS 16777216 +#define Q3SURFACEPARM_WATER 33554432 + +typedef struct q3mtexture_s +{ + char name[Q3PATHLENGTH]; + int surfaceflags; + int nativecontents; + int supercontents; + int surfaceparms; + + int number; + skinframe_t skin; +} +q3mtexture_t; + +typedef struct q3mnode_s +{ + //this part shared between node and leaf + struct mplane_s *plane; // != NULL + struct q3mnode_s *parent; + vec3_t mins; + vec3_t maxs; + // this part unique to nodes + struct q3mnode_s *children[2]; +} +q3mnode_t; + +typedef struct q3mleaf_s +{ + //this part shared between node and leaf + struct mplane_s *plane; // == NULL + struct q3mnode_s *parent; + vec3_t mins; + vec3_t maxs; + // this part unique to leafs + int clusterindex; + int areaindex; + int numleaffaces; + struct q3mface_s **firstleafface; + int numleafbrushes; + struct q3mbrush_s **firstleafbrush; +} +q3mleaf_t; + +typedef struct q3mmodel_s +{ + vec3_t mins; + vec3_t maxs; + int numfaces; + struct q3mface_s *firstface; + int numbrushes; + struct q3mbrush_s *firstbrush; +} +q3mmodel_t; + +typedef struct q3mbrush_s +{ + struct colbrushf_s *colbrushf; + int numbrushsides; + struct q3mbrushside_s *firstbrushside; + struct q3mtexture_s *texture; +} +q3mbrush_t; + +typedef struct q3mbrushside_s +{ + struct mplane_s *plane; + struct q3mtexture_s *texture; +} +q3mbrushside_t; -} model_t; +typedef struct q3meffect_s +{ + char shadername[Q3PATHLENGTH]; + struct q3mbrush_s *brush; + int unknown; // 5 or -1 +} +q3meffect_t; + +typedef struct q3mface_s +{ + struct q3mtexture_s *texture; + struct q3meffect_s *effect; + rtexture_t *lightmaptexture; + int collisions; // performs per triangle collisions on this surface + int collisionmarkframe; // don't collide twice in one trace + int type; + int firstvertex; + int firstelement; + int patchsize[2]; + // used for processing + int markframe; + // (world only) visframe == r_framecount means it is visible this frame + int visframe; + // bounding box for culling + float mins[3]; + float maxs[3]; + + int num_vertices; + int num_triangles; + float *data_vertex3f; + float *data_texcoordtexture2f; + float *data_texcoordlightmap2f; + float *data_svector3f; + float *data_tvector3f; + float *data_normal3f; + float *data_color4f; + int *data_element3i; + int *data_neighbor3i; + + int num_collisionvertices; + int num_collisiontriangles; + float *data_collisionvertex3f; + int *data_collisionelement3i; + + // index into model->brush.shadowmesh + int num_firstshadowmeshtriangle; + + // used for shadow volume generation + int shadowmark; + + // temporary use by light processing + int lighttemp_castshadow; +} +q3msurface_t; + +typedef struct model_brushq3_s +{ + // if non-zero this is a submodel + // (this is the number of the submodel, an index into data_models) + int submodel; + + int num_textures; + q3mtexture_t *data_textures; + + int num_planes; + mplane_t *data_planes; + + int num_nodes; + q3mnode_t *data_nodes; + + int num_leafs; + q3mleaf_t *data_leafs; + + int num_leafbrushes; + q3mbrush_t **data_leafbrushes; + + int num_leaffaces; + q3msurface_t **data_leaffaces; + + int num_models; + q3mmodel_t *data_models; + // each submodel gets its own model struct so this is different for each. + q3mmodel_t *data_thismodel; + + int num_brushes; + q3mbrush_t *data_brushes; + + int num_brushsides; + q3mbrushside_t *data_brushsides; + + int num_vertices; + float *data_vertex3f; + float *data_texcoordtexture2f; + float *data_texcoordlightmap2f; + float *data_svector3f; + float *data_tvector3f; + float *data_normal3f; + float *data_color4f; + + int num_triangles; + int *data_element3i; + int *data_neighbor3i; + + int num_effects; + q3meffect_t *data_effects; + + int num_faces; + q3msurface_t *data_faces; + + // lightmap textures + int num_lightmaps; + rtexture_t **data_lightmaps; + + // 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]; + // indexing/clamping + int num_lightgrid_dimensions[3]; + // transform modelspace coordinates to lightgrid index + matrix4x4_t num_lightgrid_indexfromworld; +} +model_brushq3_t; + +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 true + qboolean needload; + // 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 + modtype_t type; + // memory pool for allocations + 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; + // LordHavoc: if true (normally only for sprites) the model/sprite/bmodel is always rendered fullbright + int fullbright; + // 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; + // list of surface numbers in this (sub)model + int *surfacelist; + // draw the model's sky polygons (only used by brush models) + void(*DrawSky)(struct entity_render_s *ent); + // draw the model using lightmap/dlight shading + void(*Draw)(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 *outclusterlist, qbyte *outclusterpvs, int *outnumclusterspointer, int *outsurfacelist, qbyte *outsurfacepvs, int *outnumsurfacespointer); + // draw a shadow volume for the model based on light source + void(*DrawShadowVolume)(struct entity_render_s *ent, vec3_t relativelightorigin, float lightradius, int numsurfaces, const int *surfacelist); + // draw the lighting on a model (through stencil) + void(*DrawLight)(struct entity_render_s *ent, vec3_t relativelightorigin, vec3_t relativeeyeorigin, float lightradius, float *lightcolor, const matrix4x4_t *matrix_modeltolight, const matrix4x4_t *matrix_modeltoattenuationxyz, const matrix4x4_t *matrix_modeltoattenuationz, rtexture_t *lightcubemap, int numsurfaces, const int *surfacelist); + // trace a box against this model + void (*TraceBox)(struct model_s *model, int frame, struct trace_s *trace, const vec3_t boxstartmins, const vec3_t boxstartmaxs, const vec3_t boxendmins, const vec3_t boxendmaxs, int hitsupercontentsmask); + // fields belonging to each type of model + model_alias_t alias; + model_sprite_t sprite; + model_brush_t brush; + model_brushq1_t brushq1; + /* MSVC can't handle an empty struct, so this is commented out for now + 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; +} +model_t; //============================================================================ -void Mod_Init (void); -void Mod_ClearAll (void); -model_t *Mod_ForName (char *name, qboolean crash); -void *Mod_Extradata (model_t *mod); // handles caching -void Mod_TouchModel (char *name); +// this can be used for anything without a valid texture +extern rtexture_t *r_notexture; +#define NUM_DETAILTEXTURES 1 +extern rtexture_t *mod_shared_detailtextures[NUM_DETAILTEXTURES]; +// every texture must be in a pool... +extern rtexturepool_t *mod_shared_texturepool; + +extern rtexture_t *mod_shared_distorttexture[64]; + +// model loading +extern model_t *loadmodel; +extern qbyte *mod_base; +// sky/water subdivision +//extern cvar_t gl_subdivide_size; +// texture fullbrights +extern cvar_t r_fullbrights; + +void Mod_Init (void); +void Mod_CheckLoaded (model_t *mod); +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_TouchModel (const char *name); +void Mod_UnloadModel (model_t *mod); + +void Mod_ClearUsed(void); +void Mod_PurgeUnused(void); +void Mod_LoadModels(void); + +extern 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(const int *elements, int numtriangles, int numverts, const char *filename, int fileline); +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, 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, int light, int neighbors); +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, char *basename, int textureflags, int loadpantsandshirt, int usedetailtexture, int loadglowtexture); +int Mod_LoadSkinFrame_Internal(skinframe_t *skinframe, char *basename, int textureflags, int loadpantsandshirt, int usedetailtexture, int loadglowtexture, qbyte *skindata, int width, int height); + +// 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); + +extern cvar_t r_mipskins; + +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; -mleaf_t *Mod_PointInLeaf (float *p, model_t *model); -byte *Mod_LeafPVS (mleaf_t *leaf, model_t *model); +skinfile_t *Mod_LoadSkinFiles(void); +void Mod_FreeSkinFiles(skinfile_t *skinfile); +int Mod_CountSkinFiles(skinfile_t *skinfile); -extern model_t *loadmodel; -extern char loadname[32]; // for hunk tags +int Mod_RemoveDegenerateTriangles(int numtriangles, const int *inelement3i, int *outelement3i, const float *vertex3f); -extern model_t *Mod_LoadModel (model_t *mod, qboolean crash); +#endif // MODEL_SHARED_H -extern float RadiusFromBounds (vec3_t mins, vec3_t maxs); -extern model_t *Mod_FindName (char *name); -#endif // __MODEL__