2 Copyright (C) 1996-1997 Id Software, Inc.
4 This program is free software; you can redistribute it and/or
5 modify it under the terms of the GNU General Public License
6 as published by the Free Software Foundation; either version 2
7 of the License, or (at your option) any later version.
9 This program is distributed in the hope that it will be useful,
10 but WITHOUT ANY WARRANTY; without even the implied warranty of
11 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
13 See the GNU General Public License for more details.
15 You should have received a copy of the GNU General Public License
16 along with this program; if not, write to the Free Software
17 Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
21 #ifndef MODEL_SHARED_H
22 #define MODEL_SHARED_H
24 typedef enum synctype_e {ST_SYNC=0, ST_RAND } synctype_t;
28 d*_t structures are on-disk representations
29 m*_t structures are in-memory
33 typedef enum modtype_e {mod_invalid, mod_brushq1, mod_sprite, mod_alias, mod_brushq2, mod_brushq3, mod_null} modtype_t;
35 typedef struct animscene_s
37 char name[32]; // for viewthing support
40 int loop; // true or false
45 typedef struct skinframe_s
47 rtexture_t *stain; // inverse modulate with background (used for decals and such)
48 rtexture_t *merged; // original texture without glow
49 rtexture_t *base; // original texture without pants/shirt/glow
50 rtexture_t *pants; // pants only (in greyscale)
51 rtexture_t *shirt; // shirt only (in greyscale)
52 rtexture_t *nmap; // normalmap (bumpmap for dot3)
53 rtexture_t *gloss; // glossmap (for dot3)
54 rtexture_t *glow; // glow only (fullbrights)
55 rtexture_t *fog; // alpha of the base texture (if not opaque)
56 // accounting data for hash searches:
57 // the compare variables are used to identify internal skins from certain
59 // (so that two q1bsp maps with the same texture name for different
60 // textures do not have any conflicts)
61 struct skinframe_s *next; // next on hash chain
62 char basename[MAX_QPATH]; // name of this
63 int textureflags; // texture flags to use
67 // mark and sweep garbage collection, this value is updated to a new value
68 // on each level change for the used skinframes, if some are not used they
71 // on 32bit systems this makes the struct 128 bytes long
73 // average texture color, if applicable
82 typedef struct texvecvertex_s
89 // used for mesh lists in q1bsp/q3bsp map models
90 // (the surfaces reference portions of these meshes)
91 typedef struct surfmesh_s
93 // triangle data in system memory
94 int num_triangles; // number of triangles in the mesh
95 int *data_element3i; // int[tris*3] triangles of the mesh, 3 indices into vertex arrays for each
96 unsigned short *data_element3s; // unsigned short[tris*3] triangles of the mesh in unsigned short format (NULL if num_vertices > 65536)
97 int *data_neighbor3i; // int[tris*3] neighboring triangle on each edge (-1 if none)
98 // element buffer object (stores triangles in video memory)
99 int ebo3i; // unsigned int format (only allocated if num_vertices > 65536)
100 int ebo3s; // unsigned short format (only allocated if num_vertices <= 65536)
101 // vertex data in system memory
102 int num_vertices; // number of vertices in the mesh
103 float *data_vertex3f; // float[verts*3] vertex locations
104 float *data_svector3f; // float[verts*3] direction of 'S' (right) texture axis for each vertex
105 float *data_tvector3f; // float[verts*3] direction of 'T' (down) texture axis for each vertex
106 float *data_normal3f; // float[verts*3] direction of 'R' (out) texture axis for each vertex
107 float *data_texcoordtexture2f; // float[verts*2] texcoords for surface texture
108 float *data_texcoordlightmap2f; // float[verts*2] texcoords for lightmap texture
109 float *data_lightmapcolor4f;
110 int *data_lightmapoffsets; // index into surface's lightmap samples for vertex lighting
111 // vertex buffer object (stores geometry in video memory)
113 size_t vbooffset_vertex3f;
114 size_t vbooffset_svector3f;
115 size_t vbooffset_tvector3f;
116 size_t vbooffset_normal3f;
117 size_t vbooffset_texcoordtexture2f;
118 size_t vbooffset_texcoordlightmap2f;
119 size_t vbooffset_lightmapcolor4f;
120 // morph blending, these are zero if model is skeletal or static
122 struct md3vertex_s *data_morphmd3vertex;
123 struct trivertx_s *data_morphmdlvertex;
124 struct texvecvertex_s *data_morphtexvecvertex;
125 float *data_morphmd2framesize6f;
126 float num_morphmdlframescale[3];
127 float num_morphmdlframetranslate[3];
128 // skeletal blending, these are NULL if model is morph or static
129 int *data_vertexweightindex4i;
130 float *data_vertexweightinfluence4f;
131 // set if there is some kind of animation on this model
136 #define SHADOWMESHVERTEXHASH 1024
137 typedef struct shadowmeshvertexhash_s
139 struct shadowmeshvertexhash_s *next;
141 shadowmeshvertexhash_t;
143 typedef struct shadowmesh_s
145 // next mesh in chain
146 struct shadowmesh_s *next;
147 // used for light mesh (NULL on shadow mesh)
148 rtexture_t *map_diffuse;
149 rtexture_t *map_specular;
150 rtexture_t *map_normal;
152 int numverts, maxverts;
153 int numtriangles, maxtriangles;
156 // used for light mesh (NULL on shadow mesh)
163 unsigned short *element3s;
164 // used for shadow mapping cubemap side partitioning
165 int sideoffsets[6], sidetotals[6];
166 // used for shadow mesh (NULL on light mesh)
168 // these are NULL after Mod_ShadowMesh_Finish is performed, only used
169 // while building meshes
170 shadowmeshvertexhash_t **vertexhashtable, *vertexhashentries;
171 // element buffer object (stores triangles in video memory)
172 // (created by Mod_ShadowMesh_Finish if possible)
175 // vertex buffer object (stores vertices in video memory)
176 // (created by Mod_ShadowMesh_Finish if possible)
178 size_t vbooffset_vertex3f;
179 size_t vbooffset_svector3f;
180 size_t vbooffset_tvector3f;
181 size_t vbooffset_normal3f;
182 size_t vbooffset_texcoord2f;
186 // various flags from shaders, used for special effects not otherwise classified
187 // TODO: support these features more directly
188 #define Q3TEXTUREFLAG_TWOSIDED 1
189 #define Q3TEXTUREFLAG_NOPICMIP 16
190 #define Q3TEXTUREFLAG_POLYGONOFFSET 32
191 #define Q3TEXTUREFLAG_REFRACTION 256
192 #define Q3TEXTUREFLAG_REFLECTION 512
193 #define Q3TEXTUREFLAG_WATERSHADER 1024
195 #define Q3PATHLENGTH 64
196 #define TEXTURE_MAXFRAMES 64
197 #define Q3WAVEPARMS 4
198 #define Q3DEFORM_MAXPARMS 3
199 #define Q3SHADER_MAXLAYERS 2 // FIXME support more than that (currently only two are used, so why keep more in RAM?)
200 #define Q3RGBGEN_MAXPARMS 3
201 #define Q3ALPHAGEN_MAXPARMS 1
202 #define Q3TCGEN_MAXPARMS 6
203 #define Q3TCMOD_MAXPARMS 6
204 #define Q3MAXTCMODS 8
205 #define Q3MAXDEFORMS 4
207 typedef enum q3wavefunc_e
210 Q3WAVEFUNC_INVERSESAWTOOTH,
220 typedef enum q3deform_e
223 Q3DEFORM_PROJECTIONSHADOW,
225 Q3DEFORM_AUTOSPRITE2,
242 typedef enum q3rgbgen_e
247 Q3RGBGEN_EXACTVERTEX,
248 Q3RGBGEN_IDENTITYLIGHTING,
249 Q3RGBGEN_LIGHTINGDIFFUSE,
250 Q3RGBGEN_ONEMINUSENTITY,
251 Q3RGBGEN_ONEMINUSVERTEX,
258 typedef enum q3alphagen_e
263 Q3ALPHAGEN_LIGHTINGSPECULAR,
264 Q3ALPHAGEN_ONEMINUSENTITY,
265 Q3ALPHAGEN_ONEMINUSVERTEX,
273 typedef enum q3tcgen_e
276 Q3TCGEN_TEXTURE, // very common
277 Q3TCGEN_ENVIRONMENT, // common
284 typedef enum q3tcmod_e
287 Q3TCMOD_ENTITYTRANSLATE,
299 typedef struct q3shaderinfo_layer_rgbgen_s
302 float parms[Q3RGBGEN_MAXPARMS];
303 q3wavefunc_t wavefunc;
304 float waveparms[Q3WAVEPARMS];
306 q3shaderinfo_layer_rgbgen_t;
308 typedef struct q3shaderinfo_layer_alphagen_s
310 q3alphagen_t alphagen;
311 float parms[Q3ALPHAGEN_MAXPARMS];
312 q3wavefunc_t wavefunc;
313 float waveparms[Q3WAVEPARMS];
315 q3shaderinfo_layer_alphagen_t;
317 typedef struct q3shaderinfo_layer_tcgen_s
320 float parms[Q3TCGEN_MAXPARMS];
322 q3shaderinfo_layer_tcgen_t;
324 typedef struct q3shaderinfo_layer_tcmod_s
327 float parms[Q3TCMOD_MAXPARMS];
328 q3wavefunc_t wavefunc;
329 float waveparms[Q3WAVEPARMS];
331 q3shaderinfo_layer_tcmod_t;
333 typedef struct q3shaderinfo_layer_s
342 q3shaderinfo_layer_rgbgen_t rgbgen;
343 q3shaderinfo_layer_alphagen_t alphagen;
344 q3shaderinfo_layer_tcgen_t tcgen;
345 q3shaderinfo_layer_tcmod_t tcmods[Q3MAXTCMODS];
347 q3shaderinfo_layer_t;
349 typedef struct q3shaderinfo_deform_s
352 float parms[Q3DEFORM_MAXPARMS];
353 q3wavefunc_t wavefunc;
354 float waveparms[Q3WAVEPARMS];
356 q3shaderinfo_deform_t;
358 typedef struct q3shaderinfo_s
360 char name[Q3PATHLENGTH];
361 #define Q3SHADERINFO_COMPARE_START surfaceparms
366 qboolean vertexalpha;
367 qboolean textureblendalpha;
368 int primarylayer, backgroundlayer;
369 q3shaderinfo_layer_t layers[Q3SHADER_MAXLAYERS];
370 char skyboxname[Q3PATHLENGTH];
371 q3shaderinfo_deform_t deforms[Q3MAXDEFORMS];
373 // dp-specific additions:
380 float reflectmin; // when refraction is used, minimum amount of reflection (when looking straight down)
381 float reflectmax; // when refraction is used, maximum amount of reflection (when looking parallel to water)
382 float refractfactor; // amount of refraction distort (1.0 = like the cvar specifies)
383 vec4_t refractcolor4f; // color tint of refraction (including alpha factor)
384 float reflectfactor; // amount of reflection distort (1.0 = like the cvar specifies)
385 vec4_t reflectcolor4f; // color tint of reflection (including alpha factor)
386 float r_water_wateralpha; // additional wateralpha to apply when r_water is active
389 float specularscalemod;
390 float specularpowermod;
391 #define Q3SHADERINFO_COMPARE_END specularpowermod
395 typedef enum texturelayertype_e
397 TEXTURELAYERTYPE_INVALID,
398 TEXTURELAYERTYPE_LITTEXTURE,
399 TEXTURELAYERTYPE_TEXTURE,
400 TEXTURELAYERTYPE_FOG,
404 typedef enum texturelayerflag_e
406 // indicates that the pass should apply fog darkening; used on
407 // transparent surfaces where simply blending an alpha fog as a final
408 // pass would not behave properly, so all the surfaces must be darkened,
409 // and the fog color added as a separate pass
410 TEXTURELAYERFLAG_FOGDARKEN = 1,
414 typedef struct texturelayer_s
416 texturelayertype_t type;
421 matrix4x4_t texmatrix;
427 typedef struct texture_s
433 unsigned int width, height;
435 //unsigned int flags;
437 // base material flags
438 int basematerialflags;
439 // current material flags (updated each bmodel render)
440 int currentmaterialflags;
442 // PolygonOffset values for rendering this material
443 // (these are added to the r_refdef values and submodel values)
444 float biaspolygonfactor;
445 float biaspolygonoffset;
447 // textures to use when rendering this material
448 skinframe_t *currentskinframe;
451 skinframe_t *skinframes[TEXTURE_MAXFRAMES];
452 // background layer (for terrain texture blending)
453 skinframe_t *backgroundcurrentskinframe;
454 int backgroundnumskinframes;
455 float backgroundskinframerate;
456 skinframe_t *backgroundskinframes[TEXTURE_MAXFRAMES];
458 // total frames in sequence and alternate sequence
460 // direct pointers to each of the frames in the sequences
461 // (indexed as [alternate][frame])
462 struct texture_s *anim_frames[2][10];
463 // set if animated or there is an alternate frame set
464 // (this is an optimization in the renderer)
467 // renderer checks if this texture needs updating...
468 int update_lastrenderframe;
469 void *update_lastrenderentity;
470 // the current alpha of this texture (may be affected by r_wateralpha)
472 // the current texture frame in animation
473 struct texture_s *currentframe;
474 // current texture transform matrix (used for water scrolling)
475 matrix4x4_t currenttexmatrix;
476 matrix4x4_t currentbackgroundtexmatrix;
478 // various q3 shader features
479 q3shaderinfo_layer_rgbgen_t rgbgen;
480 q3shaderinfo_layer_alphagen_t alphagen;
481 q3shaderinfo_layer_tcgen_t tcgen;
482 q3shaderinfo_layer_tcmod_t tcmods[Q3MAXTCMODS];
483 q3shaderinfo_layer_tcmod_t backgroundtcmods[Q3MAXTCMODS];
484 q3shaderinfo_deform_t deforms[Q3MAXDEFORMS];
486 qboolean colormapping;
487 rtexture_t *basetexture;
488 rtexture_t *glosstexture;
489 rtexture_t *backgroundbasetexture;
490 rtexture_t *backgroundglosstexture;
493 // color tint (colormod * currentalpha) used for rtlighting this material
494 float dlightcolor[3];
495 // color tint (colormod * 2) used for lightmapped lighting on this material
496 // includes alpha as 4th component
497 // replaces role of gl_Color in GLSL shader
498 float lightmapcolor[4];
501 int customblendfunc[2];
503 int currentnumlayers;
504 texturelayer_t currentlayers[16];
514 float reflectmin; // when refraction is used, minimum amount of reflection (when looking straight down)
515 float reflectmax; // when refraction is used, maximum amount of reflection (when looking parallel to water)
516 float refractfactor; // amount of refraction distort (1.0 = like the cvar specifies)
517 vec4_t refractcolor4f; // color tint of refraction (including alpha factor)
518 float reflectfactor; // amount of reflection distort (1.0 = like the cvar specifies)
519 vec4_t reflectcolor4f; // color tint of reflection (including alpha factor)
520 float r_water_wateralpha; // additional wateralpha to apply when r_water is active
523 float specularscalemod;
524 float specularpowermod;
528 typedef struct mtexinfo_s
536 typedef struct msurface_lightmapinfo_s
538 // texture mapping properties used by this surface
539 mtexinfo_t *texinfo; // q1bsp
540 // index into r_refdef.scene.lightstylevalue array, 255 means not used (black)
541 unsigned char styles[MAXLIGHTMAPS]; // q1bsp
542 // RGB lighting data [numstyles][height][width][3]
543 unsigned char *samples; // q1bsp
544 // RGB normalmap data [numstyles][height][width][3]
545 unsigned char *nmapsamples; // q1bsp
546 // stain to apply on lightmap (soot/dirt/blood/whatever)
547 unsigned char *stainsamples; // q1bsp
548 int texturemins[2]; // q1bsp
549 int extents[2]; // q1bsp
550 int lightmaporigin[2]; // q1bsp
552 msurface_lightmapinfo_t;
555 typedef struct msurface_s
557 // bounding box for onscreen checks
560 // the texture to use on the surface
562 // the lightmap texture fragment to use on the rendering mesh
563 rtexture_t *lightmaptexture;
564 // the lighting direction texture fragment to use on the rendering mesh
565 rtexture_t *deluxemaptexture;
567 // surfaces own ranges of vertices and triangles in the model->surfmesh
568 int num_triangles; // number of triangles
569 int num_firsttriangle; // first triangle
570 int num_vertices; // number of vertices
571 int num_firstvertex; // first vertex
573 // shadow volume building information
574 int num_firstshadowmeshtriangle; // index into model->brush.shadowmesh
576 // lightmaptexture rebuild information not used in q3bsp
577 msurface_lightmapinfo_t *lightmapinfo; // q1bsp
579 // mesh information for collisions (only used by q3bsp curves)
580 int num_collisiontriangles; // q3bsp
581 int *data_collisionelement3i; // q3bsp
582 int num_collisionvertices; // q3bsp
583 float *data_collisionvertex3f; // q3bsp
584 struct q3deffect_s *effect; // q3bsp
585 // FIXME: collisionmarkframe should be kept in a separate array
586 int collisionmarkframe; // q3bsp // don't collide twice in one trace
589 float *data_collisionbbox6f; // collision optimization - contains combined bboxes of every data_collisionstride triangles
590 int num_collisionbboxstride;
591 float *data_bbox6f; // collision optimization - contains combined bboxes of every data_collisionstride triangles
596 #include "matrixlib.h"
598 #include "model_brush.h"
599 #include "model_sprite.h"
600 #include "model_alias.h"
602 typedef struct model_sprite_s
605 mspriteframe_t *sprdata_frames;
611 typedef struct model_brush_lightstyleinfo_s
618 model_brush_lightstyleinfo_t;
620 typedef struct model_brush_s
622 // true if this model is a HalfLife .bsp file
624 // string of entity definitions (.map format)
627 // if not NULL this is a submodel
628 struct model_s *parentmodel;
629 // (this is the number of the submodel, an index into submodels)
632 // number of submodels in this map (just used by server to know how many
633 // submodels to load)
635 // pointers to each of the submodels
636 struct model_s **submodels;
639 mplane_t *data_planes;
644 // visible leafs, not counting 0 (solid)
646 // number of actual leafs (including 0 which is solid)
651 int *data_leafbrushes;
653 int num_leafsurfaces;
654 int *data_leafsurfaces;
657 mportal_t *data_portals;
659 int num_portalpoints;
660 mvertex_t *data_portalpoints;
663 q3mbrush_t *data_brushes;
666 q3mbrushside_t *data_brushsides;
670 int num_pvsclusterbytes;
671 unsigned char *data_pvsclusters;
673 //pvschain = model->brush.data_pvsclusters + mycluster * model->brush.num_pvsclusterbytes;
674 //if (pvschain[thatcluster >> 3] & (1 << (thatcluster & 7)))
676 // a mesh containing all shadow casting geometry for the whole model (including submodels), portions of this are referenced by each surface's num_firstshadowmeshtriangle
677 shadowmesh_t *shadowmesh;
679 // a mesh containing all SUPERCONTENTS_SOLID surfaces for this model or submodel, for physics engines to use
680 shadowmesh_t *collisionmesh;
683 int (*SuperContentsFromNativeContents)(struct model_s *model, int nativecontents);
684 int (*NativeContentsFromSuperContents)(struct model_s *model, int supercontents);
685 unsigned char *(*GetPVS)(struct model_s *model, const vec3_t p);
686 int (*FatPVS)(struct model_s *model, const vec3_t org, vec_t radius, unsigned char *pvsbuffer, int pvsbufferlength, qboolean merge);
687 int (*BoxTouchingPVS)(struct model_s *model, const unsigned char *pvs, const vec3_t mins, const vec3_t maxs);
688 int (*BoxTouchingLeafPVS)(struct model_s *model, const unsigned char *pvs, const vec3_t mins, const vec3_t maxs);
689 int (*BoxTouchingVisibleLeafs)(struct model_s *model, const unsigned char *visibleleafs, const vec3_t mins, const vec3_t maxs);
690 int (*FindBoxClusters)(struct model_s *model, const vec3_t mins, const vec3_t maxs, int maxclusters, int *clusterlist);
691 void (*LightPoint)(struct model_s *model, const vec3_t p, vec3_t ambientcolor, vec3_t diffusecolor, vec3_t diffusenormal);
692 void (*FindNonSolidLocation)(struct model_s *model, const vec3_t in, vec3_t out, vec_t radius);
693 mleaf_t *(*PointInLeaf)(struct model_s *model, const float *p);
694 // these are actually only found on brushq1, but NULL is handled gracefully
695 void (*AmbientSoundLevelsForPoint)(struct model_s *model, const vec3_t p, unsigned char *out, int outsize);
696 void (*RoundUpToHullSize)(struct model_s *cmodel, const vec3_t inmins, const vec3_t inmaxs, vec3_t outmins, vec3_t outmaxs);
697 // trace a line of sight through this model (returns false if the line if sight is definitely blocked)
698 qboolean (*TraceLineOfSight)(struct model_s *model, const vec3_t start, const vec3_t end);
700 char skybox[MAX_QPATH];
702 rtexture_t *solidskytexture;
703 rtexture_t *alphaskytexture;
705 qboolean supportwateralpha;
713 typedef struct model_brushq1_s
730 mclipnode_t *clipnodes;
732 hull_t hulls[MAX_MAP_HULLS];
734 int num_compressedpvs;
735 unsigned char *data_compressedpvs;
738 unsigned char *lightdata;
739 unsigned char *nmaplightdata; // deluxemap file
741 // lightmap update chains for light styles
743 model_brush_lightstyleinfo_t *data_lightstyleinfo;
745 // this contains bytes that are 1 if a surface needs its lightmap rebuilt
746 unsigned char *lightmapupdateflags;
750 /* MSVC can't compile empty structs, so this is commented out for now
751 typedef struct model_brushq2_s
757 typedef struct model_brushq3_s
760 q3dmodel_t *data_models;
762 // used only during loading - freed after loading!
764 float *data_vertex3f;
765 float *data_normal3f;
766 float *data_texcoordtexture2f;
767 float *data_texcoordlightmap2f;
770 // freed after loading!
775 q3deffect_t *data_effects;
778 int num_originallightmaps;
779 int num_mergedlightmaps;
780 int num_lightmapmergepower;
781 int num_lightmapmerge;
782 rtexture_t **data_lightmaps;
783 rtexture_t **data_deluxemaps;
785 // voxel light data with directional shading
787 q3dlightgrid_t *data_lightgrid;
788 // size of each cell (may vary by map, typically 64 64 128)
789 float num_lightgrid_cellsize[3];
790 // 1.0 / num_lightgrid_cellsize
791 float num_lightgrid_scale[3];
792 // dimensions of the world model in lightgrid cells
793 int num_lightgrid_imins[3];
794 int num_lightgrid_imaxs[3];
795 int num_lightgrid_isize[3];
796 // transform modelspace coordinates to lightgrid index
797 matrix4x4_t num_lightgrid_indexfromworld;
799 // true if this q3bsp file has been detected as using deluxemapping
800 // (lightmap texture pairs, every odd one is never directly refernced,
801 // and contains lighting normals, not colors)
802 qboolean deluxemapping;
803 // true if the detected deluxemaps are the modelspace kind, rather than
804 // the faster tangentspace kind
805 qboolean deluxemapping_modelspace;
806 // size of lightmaps (128 by default, but may be another poweroftwo if
807 // external lightmaps are used (q3map2 -lightmapsize)
814 typedef struct model_s
816 // name and path of model, for example "progs/player.mdl"
817 char name[MAX_QPATH];
818 // model needs to be loaded if this is false
820 // set if the model is used in current map, models which are not, are purged
822 // CRC of the file this model was loaded from, to reload if changed
824 // mod_brush, mod_alias, mod_sprite
826 // memory pool for allocations
828 // all models use textures...
829 rtexturepool_t *texturepool;
830 // EF_* flags (translated from the model file's different flags layout)
832 // number of QC accessible frame(group)s in the model
834 // number of QC accessible skin(group)s in the model
836 // whether to randomize animated framegroups
838 // bounding box at angles '0 0 0'
839 vec3_t normalmins, normalmaxs;
840 // bounding box if yaw angle is not 0, but pitch and roll are
841 vec3_t yawmins, yawmaxs;
842 // bounding box if pitch or roll are used
843 vec3_t rotatedmins, rotatedmaxs;
844 // sphere radius, usable at any angles
846 // squared sphere radius for easier comparisons
848 // skin animation info
849 animscene_t *skinscenes; // [numskins]
850 // skin animation info
851 animscene_t *animscenes; // [numframes]
852 // range of surface numbers in this (sub)model
853 int firstmodelsurface;
854 int nummodelsurfaces;
855 int *sortedmodelsurfaces;
856 // range of collision brush numbers in this (sub)model
859 // list of surface numbers in this (sub)model
864 aliastag_t *data_tags;
865 // for skeletal models
867 aliasbone_t *data_bones;
870 float *data_baseboneposeinverse;
871 // textures of this model
873 int num_texturesperskin;
874 texture_t *data_textures;
875 // surfaces of this model
877 msurface_t *data_surfaces;
878 // optional lightmapinfo data for surface lightmap updates
879 msurface_lightmapinfo_t *data_surfaces_lightmapinfo;
880 // all surfaces belong to this mesh
882 // data type of model
883 const char *modeldatatypestring;
884 // generates vertex data for a given frameblend
885 void(*AnimateVertices)(const struct model_s *model, const struct frameblend_s *frameblend, float *vertex3f, float *normal3f, float *svector3f, float *tvector3f);
886 // draw the model's sky polygons (only used by brush models)
887 void(*DrawSky)(struct entity_render_s *ent);
888 // draw refraction/reflection textures for the model's water polygons (only used by brush models)
889 void(*DrawAddWaterPlanes)(struct entity_render_s *ent);
890 // draw the model using lightmap/dlight shading
891 void(*Draw)(struct entity_render_s *ent);
892 // draw the model to the depth buffer (no color rendering at all)
893 void(*DrawDepth)(struct entity_render_s *ent);
894 // draw any enabled debugging effects on this model (such as showing triangles, normals, collision brushes...)
895 void(*DrawDebug)(struct entity_render_s *ent);
896 // compile an optimized shadowmap mesh for the model based on light source
897 void(*CompileShadowMap)(struct entity_render_s *ent, vec3_t relativelightorigin, vec3_t relativelightdirection, float lightradius, int numsurfaces, const int *surfacelist);
898 // draw depth into a shadowmap
899 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);
900 // gathers info on which clusters and surfaces are lit by light, as well as calculating a bounding box
901 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);
902 // compile a shadow volume for the model based on light source
903 void(*CompileShadowVolume)(struct entity_render_s *ent, vec3_t relativelightorigin, vec3_t relativelightdirection, float lightradius, int numsurfaces, const int *surfacelist);
904 // draw a shadow volume for the model based on light source
905 void(*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);
906 // draw the lighting on a model (through stencil)
907 void(*DrawLight)(struct entity_render_s *ent, int numsurfaces, const int *surfacelist, const unsigned char *trispvs);
908 // trace a box against this model
909 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);
910 // trace a box against this model
911 void (*TraceLine)(struct model_s *model, int frame, struct trace_s *trace, const vec3_t start, const vec3_t end, int hitsupercontentsmask);
912 // trace a point against this model (like PointSuperContents)
913 void (*TracePoint)(struct model_s *model, int frame, struct trace_s *trace, const vec3_t start, int hitsupercontentsmask);
914 // find the supercontents value at a point in this model
915 int (*PointSuperContents)(struct model_s *model, int frame, const vec3_t point);
916 // fields belonging to some types of model
917 model_sprite_t sprite;
919 model_brushq1_t brushq1;
920 /* MSVC can't handle an empty struct, so this is commented out for now
921 model_brushq2_t brushq2;
923 model_brushq3_t brushq3;
924 // flags this model for offseting sounds to the model center (used by brush models)
929 //============================================================================
932 extern dp_model_t *loadmodel;
933 extern unsigned char *mod_base;
934 // sky/water subdivision
935 //extern cvar_t gl_subdivide_size;
936 // texture fullbrights
937 extern cvar_t r_fullbrights;
939 void Mod_Init (void);
940 void Mod_Reload (void);
941 dp_model_t *Mod_LoadModel(dp_model_t *mod, qboolean crash, qboolean checkdisk);
942 dp_model_t *Mod_FindName (const char *name, const char *parentname);
943 dp_model_t *Mod_ForName (const char *name, qboolean crash, qboolean checkdisk, const char *parentname);
944 void Mod_UnloadModel (dp_model_t *mod);
946 void Mod_ClearUsed(void);
947 void Mod_PurgeUnused(void);
948 void Mod_RemoveStaleWorldModels(dp_model_t *skip); // only used during loading!
950 extern dp_model_t *loadmodel;
951 extern char loadname[32]; // for hunk tags
953 int Mod_BuildVertexRemapTableFromElements(int numelements, const int *elements, int numvertices, int *remapvertices);
954 void Mod_BuildTriangleNeighbors(int *neighbors, const int *elements, int numtriangles);
955 void Mod_ValidateElements(int *elements, int numtriangles, int firstvertex, int numverts, const char *filename, int fileline);
956 void Mod_BuildNormals(int firstvertex, int numvertices, int numtriangles, const float *vertex3f, const int *elements, float *normal3f, qboolean areaweighting);
957 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);
959 void Mod_AllocSurfMesh(mempool_t *mempool, int numvertices, int numtriangles, qboolean lightmapoffsets, qboolean vertexcolors, qboolean neighbors);
960 void Mod_MakeSortedSurfaces(dp_model_t *mod);
962 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);
963 shadowmesh_t *Mod_ShadowMesh_ReAlloc(mempool_t *mempool, shadowmesh_t *oldmesh, int light, int neighbors);
964 int Mod_ShadowMesh_AddVertex(shadowmesh_t *mesh, float *vertex14f);
965 void Mod_ShadowMesh_AddTriangle(mempool_t *mempool, shadowmesh_t *mesh, rtexture_t *map_diffuse, rtexture_t *map_specular, rtexture_t *map_normal, float *vertex14f);
966 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);
967 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);
968 shadowmesh_t *Mod_ShadowMesh_Finish(mempool_t *mempool, shadowmesh_t *firstmesh, qboolean light, qboolean neighbors, qboolean createvbo);
969 void Mod_ShadowMesh_CalcBBox(shadowmesh_t *firstmesh, vec3_t mins, vec3_t maxs, vec3_t center, float *radius);
970 void Mod_ShadowMesh_Free(shadowmesh_t *mesh);
972 void Mod_CreateCollisionMesh(dp_model_t *mod);
974 void Mod_FreeQ3Shaders(void);
975 void Mod_LoadQ3Shaders(void);
976 q3shaderinfo_t *Mod_LookupQ3Shader(const char *name);
977 qboolean Mod_LoadTextureFromQ3Shader(texture_t *texture, const char *name, qboolean warnmissing, qboolean fallback, int defaulttexflags);
979 extern cvar_t r_mipskins;
981 typedef struct skinfileitem_s
983 struct skinfileitem_s *next;
984 char name[MAX_QPATH];
985 char replacement[MAX_QPATH];
989 typedef struct skinfile_s
991 struct skinfile_s *next;
992 skinfileitem_t *items;
996 skinfile_t *Mod_LoadSkinFiles(void);
997 void Mod_FreeSkinFiles(skinfile_t *skinfile);
998 int Mod_CountSkinFiles(skinfile_t *skinfile);
1000 void Mod_SnapVertices(int numcomponents, int numvertices, float *vertices, float snap);
1001 int Mod_RemoveDegenerateTriangles(int numtriangles, const int *inelement3i, int *outelement3i, const float *vertex3f);
1002 void Mod_VertexRangeFromElements(int numelements, const int *elements, int *firstvertexpointer, int *lastvertexpointer);
1005 void Mod_BrushInit(void);
1006 // used for talking to the QuakeC mainly
1007 int Mod_Q1BSP_NativeContentsFromSuperContents(struct model_s *model, int supercontents);
1008 int Mod_Q1BSP_SuperContentsFromNativeContents(struct model_s *model, int nativecontents);
1010 // a lot of model formats use the Q1BSP code, so here are the prototypes...
1011 struct entity_render_s;
1012 void R_Q1BSP_DrawAddWaterPlanes(struct entity_render_s *ent);
1013 void R_Q1BSP_DrawSky(struct entity_render_s *ent);
1014 void R_Q1BSP_Draw(struct entity_render_s *ent);
1015 void R_Q1BSP_DrawDepth(struct entity_render_s *ent);
1016 void R_Q1BSP_DrawDebug(struct entity_render_s *ent);
1017 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);
1018 void R_Q1BSP_CompileShadowMap(struct entity_render_s *ent, vec3_t relativelightorigin, vec3_t relativelightdirection, float lightradius, int numsurfaces, const int *surfacelist);
1019 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);
1020 void R_Q1BSP_CompileShadowVolume(struct entity_render_s *ent, vec3_t relativelightorigin, vec3_t relativelightdirection, float lightradius, int numsurfaces, const int *surfacelist);
1021 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);
1022 void R_Q1BSP_DrawLight(struct entity_render_s *ent, int numsurfaces, const int *surfacelist, const unsigned char *trispvs);
1025 struct frameblend_s;
1026 void Mod_AliasInit(void);
1027 int Mod_Alias_GetTagMatrix(const dp_model_t *model, int poseframe, int tagindex, matrix4x4_t *outmatrix);
1028 int Mod_Alias_GetTagIndexForName(const dp_model_t *model, unsigned int skin, const char *tagname);
1029 int Mod_Alias_GetExtendedTagInfoForIndex(const dp_model_t *model, unsigned int skin, int poseframe, int tagindex, int *parentindex, const char **tagname, matrix4x4_t *tag_localmatrix);
1032 void Mod_SpriteInit(void);
1035 void Mod_Q1BSP_Load(dp_model_t *mod, void *buffer, void *bufferend);
1036 void Mod_IBSP_Load(dp_model_t *mod, void *buffer, void *bufferend);
1037 void Mod_MAP_Load(dp_model_t *mod, void *buffer, void *bufferend);
1038 void Mod_OBJ_Load(dp_model_t *mod, void *buffer, void *bufferend);
1039 void Mod_IDP0_Load(dp_model_t *mod, void *buffer, void *bufferend);
1040 void Mod_IDP2_Load(dp_model_t *mod, void *buffer, void *bufferend);
1041 void Mod_IDP3_Load(dp_model_t *mod, void *buffer, void *bufferend);
1042 void Mod_ZYMOTICMODEL_Load(dp_model_t *mod, void *buffer, void *bufferend);
1043 void Mod_DARKPLACESMODEL_Load(dp_model_t *mod, void *buffer, void *bufferend);
1044 void Mod_PSKMODEL_Load(dp_model_t *mod, void *buffer, void *bufferend);
1045 void Mod_IDSP_Load(dp_model_t *mod, void *buffer, void *bufferend);
1046 void Mod_IDS2_Load(dp_model_t *mod, void *buffer, void *bufferend);
1048 #endif // MODEL_SHARED_H