X-Git-Url: http://de.git.xonotic.org/?p=xonotic%2Fdarkplaces.git;a=blobdiff_plain;f=model_shared.h;h=ea5e58770a921f689e0770013ab498f23580c3d5;hp=4d47eecd65f484a30bafc03269d81d0979d0697f;hb=15c442ea999fd0159430991b3a13aa92311f142f;hpb=69a9f6bb4ea7d2a62b22238da58fe99d0ebd41d8 diff --git a/model_shared.h b/model_shared.h index 4d47eecd..ea5e5877 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; @@ -72,22 +89,20 @@ typedef struct overridetagnameset_s } overridetagnameset_t; -typedef struct surfmeshvertexboneweight_s -{ - unsigned int vertexindex; - unsigned int boneindex; - float origin[3]; - float weight; -} -surfmeshvertexboneweight_t; +struct md3vertex_s; +struct trivertex_s; // 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 @@ -97,12 +112,27 @@ 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; - // skeletal blending, these are zero if model is morph or static - int num_vertexboneweights; - surfmeshvertexboneweight_t *data_vertexboneweights; + struct md3vertex_s *data_morphmd3vertex; + struct trivertx_s *data_morphmdlvertex; + 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; @@ -138,15 +168,207 @@ 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 Q3PATHLENGTH 64 +#define TEXTURE_MAXFRAMES 64 +#define Q3WAVEPARMS 4 +#define Q3DEFORM_MAXPARMS 3 +#define Q3SHADER_MAXLAYERS 8 +#define Q3RGBGEN_MAXPARMS 3 +#define Q3ALPHAGEN_MAXPARMS 1 +#define Q3TCGEN_MAXPARMS 6 +#define Q3TCMOD_MAXPARMS 6 +#define Q3MAXTCMODS 4 +#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[TEXTURE_MAXFRAMES][Q3PATHLENGTH]; + 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; + q3shaderinfo_layer_t *primarylayer, *backgroundlayer; + q3shaderinfo_layer_t layers[Q3SHADER_MAXLAYERS]; + char skyboxname[Q3PATHLENGTH]; + q3shaderinfo_deform_t deforms[Q3MAXDEFORMS]; +} +q3shaderinfo_t; + typedef enum texturelayertype_e { TEXTURELAYERTYPE_INVALID, - TEXTURELAYERTYPE_LITTEXTURE_COMBINE, - TEXTURELAYERTYPE_LITTEXTURE_MULTIPASS, - TEXTURELAYERTYPE_LITTEXTURE_VERTEX, + TEXTURELAYERTYPE_LITTEXTURE, TEXTURELAYERTYPE_TEXTURE, TEXTURELAYERTYPE_FOG, } @@ -190,8 +412,22 @@ typedef struct texture_s // current material flags (updated each bmodel render) int currentmaterialflags; - // loaded the same as model skins - skinframe_t skin; + // current PolygonOffset values for rendering this material + float currentpolygonfactor; + float currentpolygonoffset; + float basepolygonfactor; + float basepolygonoffset; + + // 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]; @@ -209,24 +445,35 @@ 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]; + + // from q3 shaders + int customblendfunc[2]; int currentnumlayers; texturelayer_t currentlayers[16]; // q3bsp char name[64]; - char firstpasstexturename[64]; // used only during loading int surfaceflags; int supercontents; int surfaceparms; int textureflags; - - //skinframe_t skin; } texture_t; @@ -246,12 +493,13 @@ typedef struct msurface_lightmapinfo_s unsigned char styles[MAXLIGHTMAPS]; // q1bsp // RGB lighting data [numstyles][height][width][3] unsigned char *samples; // q1bsp + // RGB normalmap data [numstyles][height][width][3] + unsigned char *nmapsamples; // q1bsp // stain to apply on lightmap (soot/dirt/blood/whatever) unsigned char *stainsamples; // q1bsp - // the stride when building lightmaps to comply with fragment update - int lightmaptexturestride; // q1bsp int texturemins[2]; // q1bsp int extents[2]; // q1bsp + int lightmaporigin[2]; // q1bsp } msurface_lightmapinfo_t; @@ -268,12 +516,11 @@ typedef struct msurface_s // the lighting direction texture fragment to use on the rendering mesh rtexture_t *deluxemaptexture; - // this surface is part of this mesh - surfmesh_t *groupmesh; - int num_triangles; // number of triangles in the mesh - int num_firsttriangle; // first triangle in the mesh (index into groupmesh) - int num_vertices; // number of vertices in the mesh - int num_firstvertex; // first vertex in the mesh (index into groupmesh) + // surfaces own ranges of vertices and triangles in the model->surfmesh + int num_triangles; // number of triangles + int num_firsttriangle; // first triangle + int num_vertices; // number of vertices + int num_firstvertex; // first vertex // shadow volume building information int num_firstshadowmeshtriangle; // index into model->brush.shadowmesh @@ -372,7 +619,7 @@ 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); @@ -383,12 +630,16 @@ 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; @@ -424,6 +675,7 @@ typedef struct model_brushq1_s int num_lightdata; unsigned char *lightdata; + unsigned char *nmaplightdata; // deluxemap file // lightmap update chains for light styles int light_styles; @@ -446,9 +698,10 @@ typedef struct model_brushq3_s int num_models; q3dmodel_t *data_models; - // freed after loading! + // used only during loading - freed after loading! int num_vertices; float *data_vertex3f; + float *data_normal3f; float *data_texcoordtexture2f; float *data_texcoordlightmap2f; float *data_color4f; @@ -461,8 +714,12 @@ 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; @@ -508,10 +765,8 @@ 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 @@ -549,31 +804,38 @@ typedef struct model_s aliasbone_t *data_bones; int num_poses; float *data_poses; + float *data_baseboneposeinverse; // textures of this model int num_textures; + int num_texturesperskin; texture_t *data_textures; // surfaces of this model int num_surfaces; msurface_t *data_surfaces; // optional lightmapinfo data for surface lightmap updates msurface_lightmapinfo_t *data_surfaces_lightmapinfo; - // 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; + // 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); // fields belonging to some types of model @@ -602,6 +864,7 @@ 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); @@ -616,11 +879,11 @@ 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(int *elements, int numtriangles, int numverts, const char *filename, int fileline); +void Mod_ValidateElements(int *elements, int numtriangles, int firstvertex, int numverts, const char *filename, int fileline); void Mod_BuildNormals(int firstvertex, int numvertices, int numtriangles, const float *vertex3f, const int *elements, float *normal3f, qboolean areaweighting); -void Mod_BuildTextureVectorsAndNormals(int firstvertex, int numvertices, int numtriangles, const float *vertex, const float *texcoord, const int *elements, float *svectors, float *tvectors, float *normals, qboolean areaweighting); +void Mod_BuildTextureVectorsFromNormals(int firstvertex, int numvertices, int numtriangles, const float *vertex3f, const float *texcoord2f, const float *normal3f, const int *elements, float *svector3f, float *tvector3f, qboolean areaweighting); -surfmesh_t *Mod_AllocSurfMesh(mempool_t *mempool, int numvertices, int numtriangles, qboolean lightmapoffsets, qboolean vertexcolors, qboolean neighbors); +void Mod_AllocSurfMesh(mempool_t *mempool, int numvertices, int numtriangles, 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); @@ -628,12 +891,13 @@ 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; @@ -658,6 +922,7 @@ 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); @@ -667,17 +932,20 @@ 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; void Mod_AliasInit(void); -void Mod_Alias_GetMesh_Vertex3f(const model_t *model, const struct frameblend_s *frameblend, const struct surfmesh_s *mesh, float *out3f); +void Mod_Alias_GetMesh_Vertices(const model_t *model, const struct frameblend_s *frameblend, float *vertex3f, float *normal3f, float *svector3f, float *tvector3f); int Mod_Alias_GetTagMatrix(const model_t *model, int poseframe, int tagindex, matrix4x4_t *outmatrix); int Mod_Alias_GetTagIndexForName(const model_t *model, unsigned int skin, const char *tagname); @@ -697,5 +965,8 @@ 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