X-Git-Url: http://de.git.xonotic.org/?p=xonotic%2Fdarkplaces.git;a=blobdiff_plain;f=model_shared.h;h=cf8aaf3adf3ea4ab7b2a993a69466b0c3e3b371b;hp=fd989b5ca72a80b262f2856f62df2f1af9d4ca3a;hb=d2bd1e5d4f77bd32c204c8a7f4696b00a015b655;hpb=d3135507efcf1249b03e440b62bd07b0f935ca39 diff --git a/model_shared.h b/model_shared.h index fd989b5c..cf8aaf3a 100644 --- a/model_shared.h +++ b/model_shared.h @@ -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 /* @@ -33,7 +30,7 @@ m*_t structures are in-memory */ -typedef enum {mod_invalid, mod_brush, mod_sprite, mod_alias, mod_brushq2, mod_brushq3} modtype_t; +typedef enum {mod_invalid, mod_brushq1, mod_sprite, mod_alias, mod_brushq2, mod_brushq3} modtype_t; typedef struct animscene_s { @@ -47,15 +44,16 @@ 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 *glow; // glow only (fullbrights) - rtexture_t *merged; // original texture without glow - rtexture_t *fog; // alpha of the base texture (if not opaque) 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; @@ -75,6 +73,26 @@ typedef struct overridetagnameset_s } overridetagnameset_t; +// used for mesh lists in q1bsp/q3bsp map models +// (the surfaces reference portions of these meshes) +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 + int *data_neighbor3i; // int[tris*3] neighboring triangle on each edge (-1 if none) + int num_vertices; // number of vertices in the mesh + float *data_vertex3f; // float[verts*3] vertex locations + float *data_texcoordtexture2f; // float[verts*2] texcoords for surface texture + float *data_texcoordlightmap2f; // float[verts*2] texcoords for lightmap texture + float *data_lightmapcolor4f; + 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_texcoorddetail2f; // float[verts*2] texcoords for detail texture + int *data_lightmapoffsets; // index into surface's lightmap samples for vertex lighting +} +surfmesh_t; + #define SHADOWMESHVERTEXHASH 1024 typedef struct shadowmeshvertexhash_s { @@ -84,11 +102,25 @@ 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 @@ -105,31 +137,22 @@ shadowmesh_t; typedef struct model_alias_s { - // LordHavoc: Q2/ZYM model support - int aliastype; + // mdl/md2/md3/zym model formats are treated the same after loading - // mdl/md2/md3 models are 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 Zymotic models - 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; + // for skeletal models + int aliasnum_bones; + aliasbone_t *aliasdata_bones; + int aliasnum_poses; + float *aliasdata_poses; } model_alias_t; @@ -144,103 +167,129 @@ 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; + + // if non-zero this is a submodel + // (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 if .isworldmodel is true + 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_textures; + texture_t *data_textures; + + int num_surfaces; + msurface_t *data_surfaces; + msurface_lightmapinfo_t *data_surfaces_lightmapinfo; + + 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))) + + // 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); + int (*BoxTouchingVisibleLeafs)(struct model_s *model, const qbyte *visibleleafs, 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); - void (*TraceBox)(struct model_s *model, struct trace_s *trace, const vec3_t boxstartmins, const vec3_t boxstartmaxs, const vec3_t boxendmins, const vec3_t boxendmaxs); + mleaf_t *(*PointInLeaf)(struct model_s *model, const float *p); + // 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]; + + rtexture_t *solidskytexture; + rtexture_t *alphaskytexture; } model_brush_t; typedef struct model_brushq1_s { - // true if this model is a HalfLife .bsp file - qboolean ishlbsp; - - int firstmodelsurface, nummodelsurfaces; - // lightmap format, set to r_lightmaprgba when model is loaded int lightmaprgba; - int numsubmodels; dmodel_t *submodels; - int numplanes; - mplane_t *planes; - - // number of visible leafs, not counting 0 (solid) - int numleafs; - mleaf_t *leafs; - int numvertexes; mvertex_t *vertexes; int numedges; medge_t *edges; - int numnodes; - mnode_t *nodes; - int numtexinfo; mtexinfo_t *texinfo; - int numsurfaces; - msurface_t *surfaces; - int *surfacevisframes; - int *surfacepvsframes; - msurface_t *surfacepvsnext; - surfmesh_t *entiremesh; - surfmesh_t *surfmeshes; - int numsurfedges; int *surfedges; int numclipnodes; dclipnode_t *clipnodes; - int nummarksurfaces; - int *marksurfaces; - hull_t hulls[MAX_MAP_HULLS]; - int numtextures; - texture_t *textures; + int num_compressedpvs; + qbyte *data_compressedpvs; - qbyte *visdata; + int num_lightdata; qbyte *lightdata; - int numportals; - mportal_t *portals; - - int numportalpoints; - mvertex_t *portalpoints; - int numlights; mlight_t *lights; - // 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; - // lightmap update chains for light styles int light_styles; qbyte *light_style; int *light_stylevalue; msurface_t ***light_styleupdatechains; msurface_t **light_styleupdatechainsbuffer; - int light_scalebit; - float light_ambient; - - mleaf_t *(*PointInLeaf)(struct model_s *model, const float *p); - qbyte *(*LeafPVS)(struct model_s *model, mleaf_t *leaf); - void (*BuildPVSTextureChains)(struct model_s *model); } model_brushq1_t; @@ -251,150 +300,24 @@ typedef struct model_brushq2_s model_brushq2_t; */ -typedef struct q3mtexture_s -{ - char name[Q3PATHLENGTH]; - int surfaceflags; - int contents; - - int number; - skinframe_t skin; -} -q3mtexture_t; - -typedef struct q3mnode_s -{ - int isnode; // true - struct q3mnode_s *parent; - struct mplane_s *plane; - struct q3mnode_s *children[2]; -} -q3mnode_t; - -typedef struct q3mleaf_s -{ - int isnode; // false - struct q3mnode_s *parent; - int clusterindex; - int areaindex; - int numleaffaces; - struct q3mface_s **firstleafface; - int numleafbrushes; - struct q3mbrush_s **firstleafbrush; - vec3_t mins; - vec3_t maxs; -} -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; - -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 type; - int firstvertex; - int numvertices; - int firstelement; - int numelements; - int patchsize[2]; - - float *data_vertex3f; - float *data_texturetexcoord2f; - float *data_lightmaptexcoord2f; - float *data_svector3f; - float *data_tvector3f; - float *data_normal3f; - float *data_color4f; - int numtriangles; - int *data_element3i; - int *data_neighbor3i; -} -q3mface_t; - typedef struct model_brushq3_s { - 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; - q3mface_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; + q3dmodel_t *data_models; + // freed after loading! int num_vertices; float *data_vertex3f; - float *data_texturetexcoord2f; - float *data_lightmaptexcoord2f; - float *data_svector3f; - float *data_tvector3f; - float *data_normal3f; + float *data_texcoordtexture2f; + float *data_texcoordlightmap2f; float *data_color4f; + // freed after loading! int num_triangles; int *data_element3i; - int *data_neighbor3i; int num_effects; - q3meffect_t *data_effects; - - int num_faces; - q3mface_t *data_faces; + q3deffect_t *data_effects; // lightmap textures int num_lightmaps; @@ -415,14 +338,6 @@ typedef struct model_brushq3_s int num_lightgrid_dimensions[3]; // transform modelspace coordinates to lightgrid index matrix4x4_t num_lightgrid_indexfromworld; - - // pvs - int num_pvsclusters; - int num_pvschainlength; - unsigned char *data_pvschains; - // example - //pvschain = model->brushq3.data_pvschains + mycluster * model->brushq3.num_pvschainlength; - //if (pvschain[thatcluster >> 3] & (1 << (thatcluster & 7))) } model_brushq3_t; @@ -430,8 +345,8 @@ 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; + // 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; // true if this is the world model (I.E. defines what sky to use, and may contain submodels) @@ -448,8 +363,6 @@ typedef struct model_s 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 @@ -470,16 +383,31 @@ typedef struct model_s animscene_t *skinscenes; // [numskins] // skin animation info animscene_t *animscenes; // [numframes] + // range of surface numbers in this (sub)model + int firstmodelsurface; + int nummodelsurfaces; + // range of collision brush numbers in this (sub)model + int firstmodelbrush; + int nummodelbrushes; + // list of surface numbers in this (sub)model + int *surfacelist; + // surface meshes are merged to a smaller set of meshes to allow reduced + // vertex array switching, the meshes are limited to 65536 vertices each + // to play nice with Geforce1 hardware + int nummeshes; + surfmesh_t **meshlist; // 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); - // draw a fake shadow for the model - void(*DrawFakeShadow)(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); + 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); // 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_modeltofilter, const matrix4x4_t *matrix_modeltoattenuationxyz, const matrix4x4_t *matrix_modeltoattenuationz); + 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, vec_t ambientscale, vec_t diffusescale, vec_t specularscale, int numsurfaces, const int *surfacelist, int visiblelighting); + // 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; @@ -491,18 +419,22 @@ typedef struct model_s 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; //============================================================================ // this can be used for anything without a valid texture -extern rtexture_t *r_notexture; +extern rtexture_t *r_texture_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; @@ -516,35 +448,41 @@ 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_RemoveStaleWorldModels(model_t *skip); // only used during loading! void Mod_LoadModels(void); extern model_t *loadmodel; extern char loadname[32]; // for hunk tags -int Mod_FindTriangleWithEdge(const int *elements, int numtriangles, int start, int end, int ignore); +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); -shadowmesh_t *Mod_ShadowMesh_ReAlloc(mempool_t *mempool, shadowmesh_t *oldmesh); -int Mod_ShadowMesh_AddVertex(shadowmesh_t *mesh, float *v); -void Mod_ShadowMesh_AddTriangle(mempool_t *mempool, shadowmesh_t *mesh, float *vert0, float *vert1, float *vert2); -void Mod_ShadowMesh_AddPolygon(mempool_t *mempool, shadowmesh_t *mesh, int numverts, float *verts); -void Mod_ShadowMesh_AddMesh(mempool_t *mempool, shadowmesh_t *mesh, float *verts, int numtris, int *elements); -shadowmesh_t *Mod_ShadowMesh_Begin(mempool_t *mempool, int initialnumtriangles); -shadowmesh_t *Mod_ShadowMesh_Finish(mempool_t *mempool, shadowmesh_t *firstmesh); +void Mod_BuildNormals(int firstvertex, int numvertices, int numtriangles, const float *vertex3f, const int *elements, float *normal3f); +void Mod_BuildTextureVectorsAndNormals(int firstvertex, int numvertices, int numtriangles, const float *vertex, const float *texcoord, const int *elements, float *svectors, float *tvectors, float *normals); + +surfmesh_t *Mod_AllocSurfMesh(mempool_t *mempool, int numvertices, int numtriangles, qboolean detailtexcoords, qboolean lightmapoffsets, qboolean vertexcolors, qboolean neighbors); + +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 @@ -566,5 +504,8 @@ skinfile_t *Mod_LoadSkinFiles(void); void Mod_FreeSkinFiles(skinfile_t *skinfile); int Mod_CountSkinFiles(skinfile_t *skinfile); -#endif // __MODEL__ +void Mod_SnapVertices(int numcomponents, int numvertices, float *vertices, float snap); +int Mod_RemoveDegenerateTriangles(int numtriangles, const int *inelement3i, int *outelement3i, const float *vertex3f); + +#endif // MODEL_SHARED_H