X-Git-Url: http://de.git.xonotic.org/?p=xonotic%2Fdarkplaces.git;a=blobdiff_plain;f=model_shared.h;h=9b5bf7b3d13add2ed52fe64d535a6bdbcf38ad71;hp=f4e2e3c5aef4e6926d3ca9c5be649575f32dd587;hb=35a210359bf175b1798c62e196116a19b7181006;hpb=add1a1b0abc10b8e720d74aeac52ad8276ee9fe0 diff --git a/model_shared.h b/model_shared.h index f4e2e3c5..9b5bf7b3 100644 --- a/model_shared.h +++ b/model_shared.h @@ -68,7 +68,7 @@ typedef struct skinframe_s // 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; + unsigned int loadsequence; // indicates whether this texture has transparent pixels qboolean hasalpha; // average texture color, if applicable @@ -112,7 +112,7 @@ r_vertexgeneric_t; typedef struct r_vertexmesh_s { - // 80 bytes + // 88 bytes float vertex3f[3]; float color4f[4]; float texcoordtexture2f[2]; @@ -120,6 +120,8 @@ typedef struct r_vertexmesh_s float svector3f[3]; float tvector3f[3]; float normal3f[3]; + unsigned char skeletalindex4ub[4]; + unsigned char skeletalweight4ub[4]; } r_vertexmesh_t; @@ -129,6 +131,7 @@ typedef struct r_meshbuffer_s void *devicebuffer; // Direct3D size_t size; qboolean isindexbuffer; + qboolean isuniformbuffer; qboolean isdynamic; qboolean isindex16; char name[MAX_QPATH]; @@ -143,10 +146,10 @@ typedef struct surfmesh_s int num_triangles; // number of triangles in the mesh int *data_element3i; // int[tris*3] triangles of the mesh, 3 indices into vertex arrays for each r_meshbuffer_t *data_element3i_indexbuffer; - size_t data_element3i_bufferoffset; + 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; - size_t data_element3s_bufferoffset; + 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 @@ -157,16 +160,22 @@ typedef struct surfmesh_s 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; - 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; + 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; @@ -183,9 +192,13 @@ typedef struct surfmesh_s qboolean isanimated; // vertex and index buffers for rendering - r_vertexmesh_t *vertexmesh; - r_meshbuffer_t *vertex3fbuffer; - r_meshbuffer_t *vertexmeshbuffer; + r_meshbuffer_t *vertexmesh_vertexbuffer; + + // dynamic mesh building support (Mod_Mesh_*) + int num_vertexhashsize; // always pow2 for simple masking + int *data_vertexhash; // hash table - wrapping buffer for storing index of similar vertex with -1 as terminator + int max_vertices; // preallocated size of data_vertex3f and friends (always >= num_vertices) + int max_triangles; // preallocated size of data_element3i } surfmesh_t; @@ -217,10 +230,13 @@ typedef struct shadowmesh_s // used always int *element3i; r_meshbuffer_t *element3i_indexbuffer; - size_t element3i_bufferoffset; + int element3i_bufferoffset; unsigned short *element3s; r_meshbuffer_t *element3s_indexbuffer; - size_t element3s_bufferoffset; + 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) @@ -229,16 +245,12 @@ typedef struct shadowmesh_s // while building meshes shadowmeshvertexhash_t **vertexhashtable, *vertexhashentries; r_meshbuffer_t *vbo_vertexbuffer; - size_t vbooffset_vertex3f; - size_t vbooffset_svector3f; - size_t vbooffset_tvector3f; - size_t vbooffset_normal3f; - size_t vbooffset_texcoord2f; - // vertex/index buffers for rendering - // (created by Mod_ShadowMesh_Finish if possible) - r_vertexmesh_t *vertexmesh; // usually NULL - r_meshbuffer_t *vertex3fbuffer; - r_meshbuffer_t *vertexmeshbuffer; // usually NULL + int vbooffset_vertex3f; + int vbooffset_svector3f; + int vbooffset_tvector3f; + int vbooffset_normal3f; + int vbooffset_texcoord2f; + int vbooffset_vertexmesh; } shadowmesh_t; @@ -251,12 +263,13 @@ shadowmesh_t; #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 Q3SHADER_MAXLAYERS 8 #define Q3RGBGEN_MAXPARMS 3 #define Q3ALPHAGEN_MAXPARMS 1 #define Q3TCGEN_MAXPARMS 6 @@ -399,7 +412,7 @@ typedef struct q3shaderinfo_layer_s int clampmap; float framerate; int numframes; - int texflags; + int dptexflags; char** texturename; int blendfunc[2]; q3shaderinfo_layer_rgbgen_t rgbgen; @@ -426,6 +439,12 @@ typedef enum dpoffsetmapping_technique_s OFFSETMAPPING_RELIEF // relief }dpoffsetmapping_technique_t; +typedef enum dptransparentsort_category_e +{ + TRANSPARENTSORT_SKY, + TRANSPARENTSORT_DISTANCE, + TRANSPARENTSORT_HUD, +}dptransparentsortcategory_t; typedef struct q3shaderinfo_s { @@ -438,7 +457,6 @@ typedef struct q3shaderinfo_s qboolean lighting; qboolean vertexalpha; qboolean textureblendalpha; - int primarylayer, backgroundlayer; q3shaderinfo_layer_t layers[Q3SHADER_MAXLAYERS]; char skyboxname[Q3PATHLENGTH]; q3shaderinfo_deform_t deforms[Q3MAXDEFORMS]; @@ -477,16 +495,33 @@ typedef struct q3shaderinfo_s // polygonoffset (only used if Q3TEXTUREFLAG_POLYGONOFFSET) float biaspolygonoffset, biaspolygonfactor; + // transparent sort category + dptransparentsortcategory_t transparentsort; + // gloss float specularscalemod; float specularpowermod; - // rtlightning ambient addition + // rtlighting ambient addition float rtlightambient; #define Q3SHADERINFO_COMPARE_END rtlightambient } q3shaderinfo_t; +typedef struct texture_shaderpass_s +{ + qboolean alphatest; // FIXME: handle alphafunc properly + float framerate; + int numframes; + skinframe_t *skinframes[TEXTURE_MAXFRAMES]; + int blendfunc[2]; + q3shaderinfo_layer_rgbgen_t rgbgen; + q3shaderinfo_layer_alphagen_t alphagen; + q3shaderinfo_layer_tcgen_t tcgen; + q3shaderinfo_layer_tcmod_t tcmods[Q3MAXTCMODS]; +} +texture_shaderpass_t; + typedef enum texturelayertype_e { TEXTURELAYERTYPE_INVALID, @@ -522,36 +557,32 @@ typedef struct texture_s 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 + // textures to use when rendering this material (derived from materialshaderpass) skinframe_t *currentskinframe; - int numskinframes; - float skinframerate; - skinframe_t *skinframes[TEXTURE_MAXFRAMES]; - // background layer (for terrain texture blending) + // textures to use for terrain texture blending (derived from backgroundshaderpass) 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]; - // set if animated or there is an alternate frame set - // (this is an optimization in the renderer) + // 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) + // 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; @@ -560,12 +591,14 @@ typedef struct texture_s 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]; + texture_shaderpass_t *shaderpasses[Q3SHADER_MAXLAYERS]; // all shader passes in one array + texture_shaderpass_t *materialshaderpass; // equal to one of shaderpasses[] or NULL + texture_shaderpass_t *backgroundshaderpass; // equal to one of shaderpasses[] or NULL + unsigned char startpreshaderpass; // range within shaderpasses[] + unsigned char endpreshaderpass; // number of preshaderpasses + unsigned char startpostshaderpass; // range within shaderpasses[] + unsigned char endpostshaderpass; // number of postshaderpasses qboolean colormapping; rtexture_t *basetexture; // original texture without pants/shirt/glow @@ -581,14 +614,29 @@ typedef struct texture_s 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]; + + // rendering parameters - updated by R_GetCurrentTexture using rsurface.render_* fields + // (almost) all map textures are lightmap (no MATERIALFLAG_MODELLIGHT set), + // (almost) all model textures are MATERIALFLAG_MODELLIGHT, + // MATERIALFLAG_FULLBRIGHT is rendered as a forced MATERIALFLAG_MODELLIGHT with rtlights disabled + float render_glowmod[3]; + // MATERIALFLAG_MODELLIGHT uses these parameters + float render_modellight_ambient[3]; + float render_modellight_diffuse[3]; + float render_modellight_lightdir[3]; + float render_modellight_specular[3]; + // lightmap rendering (not MATERIALFLAG_MODELLIGHT) + float render_lightmap_ambient[3]; + float render_lightmap_diffuse[3]; + float render_lightmap_specular[3]; + // rtlights use these colors for the materials on this entity + float render_rtlight_diffuse[3]; + float render_rtlight_specular[3]; + // tint applied on top of render_*_diffuse for pants layer + float render_colormap_pants[3]; + // tint applied on top of render_*_diffuse for shirt layer + float render_colormap_shirt[3]; // from q3 shaders int customblendfunc[2]; @@ -600,7 +648,17 @@ typedef struct texture_s 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; + + // q1qsp + /// this points to a variant of the sky texture that has MATERIALFLAG_NOSHADOW, for the e1m5 logo shadow trick. + struct texture_s *skynoshadowtexture; // reflection float reflectmin; // when refraction is used, minimum amount of reflection (when looking straight down) @@ -618,6 +676,9 @@ typedef struct texture_s float offsetscale; float offsetbias; + // transparent sort category + dptransparentsortcategory_t transparentsort; + // gloss float specularscalemod; float specularpowermod; @@ -629,9 +690,13 @@ typedef struct texture_s typedef struct mtexinfo_s { - float vecs[2][4]; - texture_t *texture; - int flags; + 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; @@ -692,6 +757,9 @@ typedef struct msurface_s int deprecatedq3num_bboxstride; // FIXME: collisionmarkframe should be kept in a separate array int deprecatedq3collisionmarkframe; // q3bsp // don't collide twice in one trace + + // used by Mod_Mesh_Finalize when building sortedmodelsurfaces + qboolean included; } msurface_t; @@ -724,8 +792,16 @@ typedef struct model_brush_s { // true if this model is a HalfLife .bsp file qboolean ishlbsp; - // true if this model is a BSP2 .bsp file (expanded 32bit bsp format for DarkPlaces, RMQ, others?) + // 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; @@ -791,8 +867,8 @@ typedef struct model_brush_s shadowmesh_t *collisionmesh; // common functions - int (*SuperContentsFromNativeContents)(struct model_s *model, int nativecontents); - int (*NativeContentsFromSuperContents)(struct model_s *model, int supercontents); + int (*SuperContentsFromNativeContents)(int nativecontents); + int (*NativeContentsFromSuperContents)(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); @@ -806,7 +882,7 @@ typedef struct model_brush_s 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); + qboolean (*TraceLineOfSight)(struct model_s *model, const vec3_t start, const vec3_t end, const vec3_t acceptmins, const vec3_t acceptmaxs); char skybox[MAX_QPATH]; @@ -859,12 +935,11 @@ typedef struct model_brushq1_s } model_brushq1_t; -/* MSVC can't compile empty structs, so this is commented out for now typedef struct model_brushq2_s { + int dummy; // MSVC can't handle an empty struct } model_brushq2_t; -*/ typedef struct model_brushq3_s { @@ -988,12 +1063,14 @@ typedef struct model_s float *data_baseboneposeinverse; // textures of this model int num_textures; + int max_textures; // preallocated for expansion (Mod_Mesh_*) int num_texturesperskin; texture_t *data_textures; qboolean wantnormals; qboolean wanttangents; // surfaces of this model int num_surfaces; + int max_surfaces; // preallocated for expansion (Mod_Mesh_*) msurface_t *data_surfaces; // optional lightmapinfo data for surface lightmap updates msurface_lightmapinfo_t *data_surfaces_lightmapinfo; @@ -1020,7 +1097,7 @@ typedef struct model_s // 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); + 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, qboolean noocclusion); // 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 @@ -1028,23 +1105,21 @@ typedef struct model_s // 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); + 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, int skipsupercontentsmask, int skipmaterialflagsmask); + 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, int skipsupercontentsmask, int skipmaterialflagsmask); // 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); + 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, int skipsupercontentsmask, int skipmaterialflagsmask); // 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); + 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, int skipsupercontentsmask, int skipmaterialflagsmask); // 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); + 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, int skipsupercontentsmask, int skipmaterialflagsmask); // fields belonging to some types of model 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; // flags this model for offseting sounds to the model center (used by brush models) int soundfromcenter; @@ -1108,7 +1183,13 @@ 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); +qboolean Mod_LoadTextureFromQ3Shader(mempool_t *mempool, const char *modelname, texture_t *texture, const char *name, qboolean warnmissing, qboolean fallback, int defaulttexflags, int defaultmaterialflags); +texture_shaderpass_t *Mod_CreateShaderPass(mempool_t *mempool, skinframe_t *skinframe); +texture_shaderpass_t *Mod_CreateShaderPassFromQ3ShaderLayer(mempool_t *mempool, const char *modelname, q3shaderinfo_layer_t *layer, int layerindex, int texflags, const char *texturename); +/// Sets up a material to render the provided skinframe. See also R_SkinFrame_LoadInternalBGRA. +void Mod_LoadCustomMaterial(mempool_t *mempool, texture_t *texture, const char *name, int supercontents, int materialflags, skinframe_t *skinframe); +/// Removes all shaderpasses from material, and optionally deletes the textures in the skinframes. +void Mod_UnloadCustomMaterial(texture_t *texture, qboolean purgeskins); extern cvar_t r_mipskins; extern cvar_t r_mipnormalmaps; @@ -1153,7 +1234,7 @@ typedef struct mod_alloclightmap_state_s } mod_alloclightmap_state_t; -void Mod_AllocLightmap_Init(mod_alloclightmap_state_t *state, int width, int height); +void Mod_AllocLightmap_Init(mod_alloclightmap_state_t *state, mempool_t *mempool, 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); @@ -1161,8 +1242,11 @@ qboolean Mod_AllocLightmap_Block(mod_alloclightmap_state_t *state, int blockwidt // 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); +int Mod_Q1BSP_NativeContentsFromSuperContents(int supercontents); +int Mod_Q1BSP_SuperContentsFromNativeContents(int nativecontents); +// used for loading wal files in Mod_LoadTextureFromQ3Shader +int Mod_Q2BSP_SuperContentsFromNativeContents(int nativecontents); +int Mod_Q2BSP_NativeContentsFromSuperContents(int supercontents); // a lot of model formats use the Q1BSP code, so here are the prototypes... struct entity_render_s; @@ -1172,19 +1256,31 @@ 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_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, qboolean noocclusion); 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); +// dynamic mesh building (every frame) for debugging and other uses +void Mod_Mesh_Create(dp_model_t *mod, const char *name); +void Mod_Mesh_Destroy(dp_model_t *mod); +void Mod_Mesh_Reset(dp_model_t *mod); +texture_t *Mod_Mesh_GetTexture(dp_model_t *mod, const char *name, int defaultdrawflags, int defaulttexflags, int addmaterialflags); +msurface_t *Mod_Mesh_AddSurface(dp_model_t *mod, texture_t *tex, qboolean batchwithprevioussurface); +int Mod_Mesh_IndexForVertex(dp_model_t *mod, msurface_t *surf, float x, float y, float z, float nx, float ny, float nz, float s, float t, float u, float v, float r, float g, float b, float a); +void Mod_Mesh_AddTriangle(dp_model_t *mod, msurface_t *surf, int e0, int e1, int e2); +void Mod_Mesh_Finalize(dp_model_t *mod); + // 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); +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, int skipsupercontentsmask, int skipmaterialflagsmask); +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, int skipsupercontentsmask, int skipmaterialflagsmask); +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, int skipsupercontentsmask, int skipmaterialflagsmask); +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, int skipsupercontentsmask, int skipmaterialflagsmask); +void Mod_CollisionBIH_TracePoint_Mesh(dp_model_t *model, const struct frameblend_s *frameblend, const skeleton_t *skeleton, struct trace_s *trace, const vec3_t start, int hitsupercontentsmask, int skipsupercontentsmask, int skipmaterialflagsmask); +qboolean Mod_CollisionBIH_TraceLineOfSight(struct model_s *model, const vec3_t start, const vec3_t end, const vec3_t acceptmins, const vec3_t acceptmaxs); +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);