X-Git-Url: http://de.git.xonotic.org/?p=xonotic%2Fdarkplaces.git;a=blobdiff_plain;f=model_shared.h;h=eaed415f089ec45ad2344adf354b321e92926f6c;hp=e9027c9ed844b906343b426f31bd3d2ff0d46020;hb=44e0afe0554386593f659f4043f5d0b2ed2f9579;hpb=b2c6992a06f2c837b2da24ebe16685101954533e diff --git a/model_shared.h b/model_shared.h index e9027c9e..eaed415f 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 { @@ -47,20 +44,70 @@ 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; #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; + +typedef struct surfmeshvertexboneweight_s +{ + unsigned int vertexindex; + unsigned int boneindex; + float origin[3]; + float weight; +} +surfmeshvertexboneweight_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_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_texcoordtexture2f; // float[verts*2] texcoords for surface texture + float *data_texcoordlightmap2f; // float[verts*2] texcoords for lightmap texture + float *data_texcoorddetail2f; // float[verts*2] texcoords for detail texture + float *data_lightmapcolor4f; + int *data_lightmapoffsets; // index into surface's lightmap samples for vertex lighting + // 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; +} +surfmesh_t; + #define SHADOWMESHVERTEXHASH 1024 typedef struct shadowmeshvertexhash_s { @@ -70,11 +117,25 @@ 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 @@ -82,38 +143,115 @@ typedef struct shadowmesh_s } shadowmesh_t; +typedef struct texture_s +{ + // q1bsp + // name + //char name[16]; + // size + unsigned int width, height; + // SURF_ flags + //unsigned int flags; + + // base material flags + int basematerialflags; + // current material flags (updated each bmodel render) + int currentmaterialflags; + + // loaded the same as model skins + skinframe_t skin; + + // 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) + int animated; + // the current texture frame in animation + struct texture_s *currentframe; + // current alpha of the texture + float currentalpha; + + // q3bsp + char name[64]; + char firstpasstexturename[64]; // used only during loading + int surfaceflags; + int supercontents; + int surfaceparms; + int textureflags; -#include "model_brush.h" -#include "model_sprite.h" -#include "model_alias.h" + //skinframe_t skin; +} +texture_t; -#include "matrixlib.h" +typedef struct +{ + float vecs[2][4]; + texture_t *texture; + int flags; +} +mtexinfo_t; + +typedef struct msurface_lightmapinfo_s +{ + // texture mapping properties used by this surface + mtexinfo_t *texinfo; // q1bsp + // index into d_lightstylevalue array, 255 means not used (black) + qbyte styles[MAXLIGHTMAPS]; // q1bsp + // RGB lighting data [numstyles][height][width][3] + qbyte *samples; // q1bsp + // stain to apply on lightmap (soot/dirt/blood/whatever) + qbyte *stainsamples; // q1bsp + // the stride when building lightmaps to comply with fragment update + int lightmaptexturestride; // q1bsp + int texturemins[2]; // q1bsp + int extents[2]; // q1bsp +} +msurface_lightmapinfo_t; -typedef struct model_alias_s +struct q3deffect_s; +typedef struct msurface_s { - // LordHavoc: Q2/ZYM model support - int aliastype; - - // mdl/md2/md3 models are the same after loading - int aliasnum_meshes; - aliasmesh_t *aliasdata_meshes; - - // 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; + // bounding box for onscreen checks + vec3_t mins; + vec3_t maxs; + // the texture to use on the surface + texture_t *texture; + // the lightmap texture fragment to use on the rendering mesh + rtexture_t *lightmaptexture; + + // 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) + + // shadow volume building information + int num_firstshadowmeshtriangle; // index into model->brush.shadowmesh + + // lightmaptexture rebuild information not used in q3bsp + int cached_dlight; // q1bsp // forces rebuild of lightmaptexture + msurface_lightmapinfo_t *lightmapinfo; // q1bsp + + // mesh information for collisions (only used by q3bsp curves) + int num_collisiontriangles; // q3bsp + int *data_collisionelement3i; // q3bsp + int num_collisionvertices; // q3bsp + float *data_collisionvertex3f; // q3bsp + struct q3deffect_s *effect; // q3bsp + // FIXME: collisionmarkframe should be kept in a separate array + int collisionmarkframe; // q3bsp // don't collide twice in one trace } -model_alias_t; +msurface_t; + +#include "matrixlib.h" + +#include "model_brush.h" +#include "model_sprite.h" +#include "model_alias.h" typedef struct model_sprite_s { @@ -122,256 +260,155 @@ typedef struct model_sprite_s } model_sprite_t; +struct trace_s; + typedef struct model_brush_s { - char *entities; + // 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_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 (*BoxTouchingLeafPVS)(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); + 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; - - void (*FindNonSolidLocation)(struct model_s *model, const vec3_t in, vec3_t out, vec_t radius); - mleaf_t *(*PointInLeaf)(struct model_s *model, const float *p); - int (*PointContents)(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; +/* MSVC can't compile empty structs, so this is commented out for now 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 -{ - 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; @@ -392,14 +429,6 @@ 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; @@ -407,8 +436,8 @@ 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) @@ -425,8 +454,6 @@ 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 @@ -445,39 +472,67 @@ typedef struct model_s float radius2; // skin animation info animscene_t *skinscenes; // [numskins] - // skin frame info - skinframe_t *skinframes; // 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; + // for md3 models + int num_tags; + int num_tagframes; + aliastag_t *data_tags; + // for skeletal models + int num_bones; + aliasbone_t *data_bones; + int num_poses; + float *data_poses; + // textures of this model + int num_textures; + 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; // 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 *outleaflist, qbyte *outleafpvs, int *outnumleafspointer, 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); - // fields belonging to each type of model - model_alias_t alias; + void(*DrawLight)(struct entity_render_s *ent, float *lightcolor, 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 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; + // 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; -#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; - // model loading extern model_t *loadmodel; extern qbyte *mod_base; @@ -487,38 +542,69 @@ extern qbyte *mod_base; extern cvar_t r_fullbrights; void Mod_Init (void); -void Mod_CheckLoaded (model_t *mod); +#define Mod_CheckLoaded(mod) (mod ? (mod->loaded ? (mod->used = true) : (Mod_LoadModel(mod, true, true, mod->isworldmodel), true)) : false) +model_t *Mod_LoadModel(model_t *mod, qboolean crash, qboolean checkdisk, qboolean isworldmodel); 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, 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); + +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); -#endif // __MODEL__ +// 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; + +skinfile_t *Mod_LoadSkinFiles(void); +void Mod_FreeSkinFiles(skinfile_t *skinfile); +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); + +#endif // MODEL_SHARED_H