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_obj, 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 rtexture_t *reflect; // colored mask for cubemap reflections
57 // accounting data for hash searches:
58 // the compare variables are used to identify internal skins from certain
60 // (so that two q1bsp maps with the same texture name for different
61 // textures do not have any conflicts)
62 struct skinframe_s *next; // next on hash chain
63 char basename[MAX_QPATH]; // name of this
64 int textureflags; // texture flags to use
68 // mark and sweep garbage collection, this value is updated to a new value
69 // on each level change for the used skinframes, if some are not used they
72 // indicates whether this texture has transparent pixels
74 // average texture color, if applicable
76 // for mdl skins, we actually only upload on first use (many are never used, and they are almost never used in both base+pants+shirt and merged modes)
77 unsigned char *qpixels;
80 qboolean qhascolormapping;
81 qboolean qgeneratebase;
82 qboolean qgeneratemerged;
83 qboolean qgeneratenmap;
84 qboolean qgenerateglow;
90 typedef struct texvecvertex_s
97 typedef struct blendweights_s
99 unsigned char index[4];
100 unsigned char influence[4];
104 typedef struct r_vertexgeneric_s
113 typedef struct r_vertexmesh_s
118 float texcoordtexture2f[2];
119 float texcoordlightmap2f[2];
123 unsigned char skeletalindex4ub[4];
124 unsigned char skeletalweight4ub[4];
128 typedef struct r_meshbuffer_s
130 int bufferobject; // OpenGL
131 void *devicebuffer; // Direct3D
133 qboolean isindexbuffer;
134 qboolean isuniformbuffer;
137 char name[MAX_QPATH];
141 // used for mesh lists in q1bsp/q3bsp map models
142 // (the surfaces reference portions of these meshes)
143 typedef struct surfmesh_s
145 // triangle data in system memory
146 int num_triangles; // number of triangles in the mesh
147 int *data_element3i; // int[tris*3] triangles of the mesh, 3 indices into vertex arrays for each
148 r_meshbuffer_t *data_element3i_indexbuffer;
149 int data_element3i_bufferoffset;
150 unsigned short *data_element3s; // unsigned short[tris*3] triangles of the mesh in unsigned short format (NULL if num_vertices > 65536)
151 r_meshbuffer_t *data_element3s_indexbuffer;
152 int data_element3s_bufferoffset;
153 int *data_neighbor3i; // int[tris*3] neighboring triangle on each edge (-1 if none)
154 // vertex data in system memory
155 int num_vertices; // number of vertices in the mesh
156 float *data_vertex3f; // float[verts*3] vertex locations
157 float *data_svector3f; // float[verts*3] direction of 'S' (right) texture axis for each vertex
158 float *data_tvector3f; // float[verts*3] direction of 'T' (down) texture axis for each vertex
159 float *data_normal3f; // float[verts*3] direction of 'R' (out) texture axis for each vertex
160 float *data_texcoordtexture2f; // float[verts*2] texcoords for surface texture
161 float *data_texcoordlightmap2f; // float[verts*2] texcoords for lightmap texture
162 float *data_lightmapcolor4f;
163 unsigned char *data_skeletalindex4ub;
164 unsigned char *data_skeletalweight4ub;
165 int *data_lightmapoffsets; // index into surface's lightmap samples for vertex lighting
166 r_vertexmesh_t *data_vertexmesh; // interleaved arrays for D3D
167 // vertex buffer object (stores geometry in video memory)
168 r_meshbuffer_t *vbo_vertexbuffer;
169 int vbooffset_vertex3f;
170 int vbooffset_svector3f;
171 int vbooffset_tvector3f;
172 int vbooffset_normal3f;
173 int vbooffset_texcoordtexture2f;
174 int vbooffset_texcoordlightmap2f;
175 int vbooffset_lightmapcolor4f;
176 int vbooffset_skeletalindex4ub;
177 int vbooffset_skeletalweight4ub;
178 int vbooffset_vertexmesh;
179 // morph blending, these are zero if model is skeletal or static
181 struct md3vertex_s *data_morphmd3vertex;
182 struct trivertx_s *data_morphmdlvertex;
183 struct texvecvertex_s *data_morphtexvecvertex;
184 float *data_morphmd2framesize6f;
185 float num_morphmdlframescale[3];
186 float num_morphmdlframetranslate[3];
187 // skeletal blending, these are NULL if model is morph or static
188 struct blendweights_s *data_blendweights;
190 unsigned short *blends;
191 // set if there is some kind of animation on this model
194 // vertex and index buffers for rendering
195 r_meshbuffer_t *vertexmesh_vertexbuffer;
199 #define SHADOWMESHVERTEXHASH 1024
200 typedef struct shadowmeshvertexhash_s
202 struct shadowmeshvertexhash_s *next;
204 shadowmeshvertexhash_t;
206 typedef struct shadowmesh_s
208 // next mesh in chain
209 struct shadowmesh_s *next;
210 // used for light mesh (NULL on shadow mesh)
211 rtexture_t *map_diffuse;
212 rtexture_t *map_specular;
213 rtexture_t *map_normal;
215 int numverts, maxverts;
216 int numtriangles, maxtriangles;
219 // used for light mesh (NULL on shadow mesh)
226 r_meshbuffer_t *element3i_indexbuffer;
227 int element3i_bufferoffset;
228 unsigned short *element3s;
229 r_meshbuffer_t *element3s_indexbuffer;
230 int element3s_bufferoffset;
231 // vertex/index buffers for rendering
232 // (created by Mod_ShadowMesh_Finish if possible)
233 r_vertexmesh_t *vertexmesh; // usually NULL
234 // used for shadow mapping cubemap side partitioning
235 int sideoffsets[6], sidetotals[6];
236 // used for shadow mesh (NULL on light mesh)
238 // these are NULL after Mod_ShadowMesh_Finish is performed, only used
239 // while building meshes
240 shadowmeshvertexhash_t **vertexhashtable, *vertexhashentries;
241 r_meshbuffer_t *vbo_vertexbuffer;
242 int vbooffset_vertex3f;
243 int vbooffset_svector3f;
244 int vbooffset_tvector3f;
245 int vbooffset_normal3f;
246 int vbooffset_texcoord2f;
247 int vbooffset_vertexmesh;
251 // various flags from shaders, used for special effects not otherwise classified
252 // TODO: support these features more directly
253 #define Q3TEXTUREFLAG_TWOSIDED 1
254 #define Q3TEXTUREFLAG_NOPICMIP 16
255 #define Q3TEXTUREFLAG_POLYGONOFFSET 32
256 #define Q3TEXTUREFLAG_REFRACTION 256
257 #define Q3TEXTUREFLAG_REFLECTION 512
258 #define Q3TEXTUREFLAG_WATERSHADER 1024
259 #define Q3TEXTUREFLAG_CAMERA 2048
260 #define Q3TEXTUREFLAG_TRANSPARENTSORT 4096
262 #define Q3PATHLENGTH 64
263 #define TEXTURE_MAXFRAMES 64
264 #define Q3WAVEPARMS 4
265 #define Q3DEFORM_MAXPARMS 3
266 #define Q3SHADER_MAXLAYERS 2 // FIXME support more than that (currently only two are used, so why keep more in RAM?)
267 #define Q3RGBGEN_MAXPARMS 3
268 #define Q3ALPHAGEN_MAXPARMS 1
269 #define Q3TCGEN_MAXPARMS 6
270 #define Q3TCMOD_MAXPARMS 6
271 #define Q3MAXTCMODS 8
272 #define Q3MAXDEFORMS 4
274 typedef enum q3wavefunc_e
277 Q3WAVEFUNC_INVERSESAWTOOTH,
286 typedef int q3wavefunc_t;
287 #define Q3WAVEFUNC_USER_COUNT 4
288 #define Q3WAVEFUNC_USER_SHIFT 8 // use 8 bits for wave func type
290 typedef enum q3deform_e
293 Q3DEFORM_PROJECTIONSHADOW,
295 Q3DEFORM_AUTOSPRITE2,
312 typedef enum q3rgbgen_e
317 Q3RGBGEN_EXACTVERTEX,
318 Q3RGBGEN_IDENTITYLIGHTING,
319 Q3RGBGEN_LIGHTINGDIFFUSE,
320 Q3RGBGEN_ONEMINUSENTITY,
321 Q3RGBGEN_ONEMINUSVERTEX,
328 typedef enum q3alphagen_e
333 Q3ALPHAGEN_LIGHTINGSPECULAR,
334 Q3ALPHAGEN_ONEMINUSENTITY,
335 Q3ALPHAGEN_ONEMINUSVERTEX,
343 typedef enum q3tcgen_e
346 Q3TCGEN_TEXTURE, // very common
347 Q3TCGEN_ENVIRONMENT, // common
354 typedef enum q3tcmod_e
357 Q3TCMOD_ENTITYTRANSLATE,
369 typedef struct q3shaderinfo_layer_rgbgen_s
372 float parms[Q3RGBGEN_MAXPARMS];
373 q3wavefunc_t wavefunc;
374 float waveparms[Q3WAVEPARMS];
376 q3shaderinfo_layer_rgbgen_t;
378 typedef struct q3shaderinfo_layer_alphagen_s
380 q3alphagen_t alphagen;
381 float parms[Q3ALPHAGEN_MAXPARMS];
382 q3wavefunc_t wavefunc;
383 float waveparms[Q3WAVEPARMS];
385 q3shaderinfo_layer_alphagen_t;
387 typedef struct q3shaderinfo_layer_tcgen_s
390 float parms[Q3TCGEN_MAXPARMS];
392 q3shaderinfo_layer_tcgen_t;
394 typedef struct q3shaderinfo_layer_tcmod_s
397 float parms[Q3TCMOD_MAXPARMS];
398 q3wavefunc_t wavefunc;
399 float waveparms[Q3WAVEPARMS];
401 q3shaderinfo_layer_tcmod_t;
403 typedef struct q3shaderinfo_layer_s
412 q3shaderinfo_layer_rgbgen_t rgbgen;
413 q3shaderinfo_layer_alphagen_t alphagen;
414 q3shaderinfo_layer_tcgen_t tcgen;
415 q3shaderinfo_layer_tcmod_t tcmods[Q3MAXTCMODS];
417 q3shaderinfo_layer_t;
419 typedef struct q3shaderinfo_deform_s
422 float parms[Q3DEFORM_MAXPARMS];
423 q3wavefunc_t wavefunc;
424 float waveparms[Q3WAVEPARMS];
426 q3shaderinfo_deform_t;
428 typedef enum dpoffsetmapping_technique_s
430 OFFSETMAPPING_OFF, // none
431 OFFSETMAPPING_DEFAULT, // cvar-set
432 OFFSETMAPPING_LINEAR, // linear
433 OFFSETMAPPING_RELIEF // relief
434 }dpoffsetmapping_technique_t;
436 typedef enum dptransparentsort_category_e
439 TRANSPARENTSORT_DISTANCE,
441 }dptransparentsortcategory_t;
443 typedef struct q3shaderinfo_s
445 char name[Q3PATHLENGTH];
446 #define Q3SHADERINFO_COMPARE_START surfaceparms
452 qboolean vertexalpha;
453 qboolean textureblendalpha;
454 int primarylayer, backgroundlayer;
455 q3shaderinfo_layer_t layers[Q3SHADER_MAXLAYERS];
456 char skyboxname[Q3PATHLENGTH];
457 q3shaderinfo_deform_t deforms[Q3MAXDEFORMS];
459 // dp-specific additions:
462 qboolean dpnortlight;
466 // add collisions to all triangles of the surface
467 qboolean dpmeshcollisions;
469 // kill shader based on cvar checks
470 qboolean dpshaderkill;
473 char dpreflectcube[Q3PATHLENGTH];
476 float reflectmin; // when refraction is used, minimum amount of reflection (when looking straight down)
477 float reflectmax; // when refraction is used, maximum amount of reflection (when looking parallel to water)
478 float refractfactor; // amount of refraction distort (1.0 = like the cvar specifies)
479 vec4_t refractcolor4f; // color tint of refraction (including alpha factor)
480 float reflectfactor; // amount of reflection distort (1.0 = like the cvar specifies)
481 vec4_t reflectcolor4f; // color tint of reflection (including alpha factor)
482 float r_water_wateralpha; // additional wateralpha to apply when r_water is active
483 float r_water_waterscroll[2]; // water normalmapscrollblend - scale and speed
486 dpoffsetmapping_technique_t offsetmapping;
488 float offsetbias; // 0 is normal, 1 leads to alpha 0 being neutral and alpha 1 pushing "out"
490 // polygonoffset (only used if Q3TEXTUREFLAG_POLYGONOFFSET)
491 float biaspolygonoffset, biaspolygonfactor;
493 // transparent sort category
494 dptransparentsortcategory_t transparentsort;
497 float specularscalemod;
498 float specularpowermod;
500 // rtlighting ambient addition
501 float rtlightambient;
502 #define Q3SHADERINFO_COMPARE_END rtlightambient
506 typedef enum texturelayertype_e
508 TEXTURELAYERTYPE_INVALID,
509 TEXTURELAYERTYPE_LITTEXTURE,
510 TEXTURELAYERTYPE_TEXTURE,
515 typedef struct texturelayer_s
517 texturelayertype_t type;
522 matrix4x4_t texmatrix;
527 typedef struct texture_s
533 unsigned int width, height;
535 //unsigned int flags;
537 // base material flags
538 int basematerialflags;
539 // current material flags (updated each bmodel render)
540 int currentmaterialflags;
542 // PolygonOffset values for rendering this material
543 // (these are added to the r_refdef values and submodel values)
544 float biaspolygonfactor;
545 float biaspolygonoffset;
547 // textures to use when rendering this material
548 skinframe_t *currentskinframe;
551 skinframe_t *skinframes[TEXTURE_MAXFRAMES];
552 // background layer (for terrain texture blending)
553 skinframe_t *backgroundcurrentskinframe;
554 int backgroundnumskinframes;
555 float backgroundskinframerate;
556 skinframe_t *backgroundskinframes[TEXTURE_MAXFRAMES];
558 // total frames in sequence and alternate sequence
560 // direct pointers to each of the frames in the sequences
561 // (indexed as [alternate][frame])
562 struct texture_s *anim_frames[2][10];
563 // set if animated or there is an alternate frame set
564 // (this is an optimization in the renderer)
567 // renderer checks if this texture needs updating...
568 int update_lastrenderframe;
569 void *update_lastrenderentity;
570 // the current alpha of this texture (may be affected by r_wateralpha)
572 // the current texture frame in animation
573 struct texture_s *currentframe;
574 // current texture transform matrix (used for water scrolling)
575 matrix4x4_t currenttexmatrix;
576 matrix4x4_t currentbackgroundtexmatrix;
578 // various q3 shader features
579 q3shaderinfo_layer_rgbgen_t rgbgen;
580 q3shaderinfo_layer_alphagen_t alphagen;
581 q3shaderinfo_layer_tcgen_t tcgen;
582 q3shaderinfo_layer_tcmod_t tcmods[Q3MAXTCMODS];
583 q3shaderinfo_layer_tcmod_t backgroundtcmods[Q3MAXTCMODS];
584 q3shaderinfo_deform_t deforms[Q3MAXDEFORMS];
586 qboolean colormapping;
587 rtexture_t *basetexture; // original texture without pants/shirt/glow
588 rtexture_t *pantstexture; // pants only (in greyscale)
589 rtexture_t *shirttexture; // shirt only (in greyscale)
590 rtexture_t *nmaptexture; // normalmap (bumpmap for dot3)
591 rtexture_t *glosstexture; // glossmap (for dot3)
592 rtexture_t *glowtexture; // glow only (fullbrights)
593 rtexture_t *fogtexture; // alpha of the base texture (if not opaque)
594 rtexture_t *reflectmasktexture; // mask for fake reflections
595 rtexture_t *reflectcubetexture; // fake reflections cubemap
596 rtexture_t *backgroundbasetexture; // original texture without pants/shirt/glow
597 rtexture_t *backgroundnmaptexture; // normalmap (bumpmap for dot3)
598 rtexture_t *backgroundglosstexture; // glossmap (for dot3)
599 rtexture_t *backgroundglowtexture; // glow only (fullbrights)
602 // color tint (colormod * currentalpha) used for rtlighting this material
603 float dlightcolor[3];
604 // color tint (colormod * 2) used for lightmapped lighting on this material
605 // includes alpha as 4th component
606 // replaces role of gl_Color in GLSL shader
607 float lightmapcolor[4];
610 int customblendfunc[2];
612 int currentnumlayers;
613 texturelayer_t currentlayers[16];
622 float reflectmin; // when refraction is used, minimum amount of reflection (when looking straight down)
623 float reflectmax; // when refraction is used, maximum amount of reflection (when looking parallel to water)
624 float refractfactor; // amount of refraction distort (1.0 = like the cvar specifies)
625 vec4_t refractcolor4f; // color tint of refraction (including alpha factor)
626 float reflectfactor; // amount of reflection distort (1.0 = like the cvar specifies)
627 vec4_t reflectcolor4f; // color tint of reflection (including alpha factor)
628 float r_water_wateralpha; // additional wateralpha to apply when r_water is active
629 float r_water_waterscroll[2]; // scale and speed
630 int camera_entity; // entity number for use by cameras
633 dpoffsetmapping_technique_t offsetmapping;
637 // transparent sort category
638 dptransparentsortcategory_t transparentsort;
641 float specularscalemod;
642 float specularpowermod;
644 // diffuse and ambient
645 float rtlightambient;
649 typedef struct mtexinfo_s
657 typedef struct msurface_lightmapinfo_s
659 // texture mapping properties used by this surface
660 mtexinfo_t *texinfo; // q1bsp
661 // index into r_refdef.scene.lightstylevalue array, 255 means not used (black)
662 unsigned char styles[MAXLIGHTMAPS]; // q1bsp
663 // RGB lighting data [numstyles][height][width][3]
664 unsigned char *samples; // q1bsp
665 // RGB normalmap data [numstyles][height][width][3]
666 unsigned char *nmapsamples; // q1bsp
667 // stain to apply on lightmap (soot/dirt/blood/whatever)
668 unsigned char *stainsamples; // q1bsp
669 int texturemins[2]; // q1bsp
670 int extents[2]; // q1bsp
671 int lightmaporigin[2]; // q1bsp
673 msurface_lightmapinfo_t;
676 typedef struct msurface_s
678 // bounding box for onscreen checks
681 // the texture to use on the surface
683 // the lightmap texture fragment to use on the rendering mesh
684 rtexture_t *lightmaptexture;
685 // the lighting direction texture fragment to use on the rendering mesh
686 rtexture_t *deluxemaptexture;
687 // lightmaptexture rebuild information not used in q3bsp
688 msurface_lightmapinfo_t *lightmapinfo; // q1bsp
689 // fog volume info in q3bsp
690 struct q3deffect_s *effect; // q3bsp
691 // mesh information for collisions (only used by q3bsp curves)
692 int num_firstcollisiontriangle;
693 int *deprecatedq3data_collisionelement3i; // q3bsp
694 float *deprecatedq3data_collisionvertex3f; // q3bsp
695 float *deprecatedq3data_collisionbbox6f; // collision optimization - contains combined bboxes of every data_collisionstride triangles
696 float *deprecatedq3data_bbox6f; // collision optimization - contains combined bboxes of every data_collisionstride triangles
698 // surfaces own ranges of vertices and triangles in the model->surfmesh
699 int num_triangles; // number of triangles
700 int num_firsttriangle; // first triangle
701 int num_vertices; // number of vertices
702 int num_firstvertex; // first vertex
704 // shadow volume building information
705 int num_firstshadowmeshtriangle; // index into model->brush.shadowmesh
707 // mesh information for collisions (only used by q3bsp curves)
708 int num_collisiontriangles; // q3bsp
709 int num_collisionvertices; // q3bsp
710 int deprecatedq3num_collisionbboxstride;
711 int deprecatedq3num_bboxstride;
712 // FIXME: collisionmarkframe should be kept in a separate array
713 int deprecatedq3collisionmarkframe; // q3bsp // don't collide twice in one trace
717 #include "matrixlib.h"
720 #include "model_brush.h"
721 #include "model_sprite.h"
722 #include "model_alias.h"
724 typedef struct model_sprite_s
727 mspriteframe_t *sprdata_frames;
733 typedef struct model_brush_lightstyleinfo_s
740 model_brush_lightstyleinfo_t;
742 typedef struct model_brush_s
744 // true if this model is a HalfLife .bsp file
746 // true if this model is a BSP2rmqe .bsp file (expanded 32bit bsp format for rmqe)
748 // true if this model is a BSP2 .bsp file (expanded 32bit bsp format for DarkPlaces, others?)
750 // string of entity definitions (.map format)
753 // if not NULL this is a submodel
754 struct model_s *parentmodel;
755 // (this is the number of the submodel, an index into submodels)
758 // number of submodels in this map (just used by server to know how many
759 // submodels to load)
761 // pointers to each of the submodels
762 struct model_s **submodels;
765 mplane_t *data_planes;
770 // visible leafs, not counting 0 (solid)
772 // number of actual leafs (including 0 which is solid)
777 int *data_leafbrushes;
779 int num_leafsurfaces;
780 int *data_leafsurfaces;
783 mportal_t *data_portals;
785 int num_portalpoints;
786 mvertex_t *data_portalpoints;
789 q3mbrush_t *data_brushes;
792 q3mbrushside_t *data_brushsides;
796 int num_pvsclusterbytes;
797 unsigned char *data_pvsclusters;
799 //pvschain = model->brush.data_pvsclusters + mycluster * model->brush.num_pvsclusterbytes;
800 //if (pvschain[thatcluster >> 3] & (1 << (thatcluster & 7)))
802 // collision geometry for q3 curves
803 int num_collisionvertices;
804 int num_collisiontriangles;
805 float *data_collisionvertex3f;
806 int *data_collisionelement3i;
808 // a mesh containing all shadow casting geometry for the whole model (including submodels), portions of this are referenced by each surface's num_firstshadowmeshtriangle
809 shadowmesh_t *shadowmesh;
811 // a mesh containing all SUPERCONTENTS_SOLID surfaces for this model or submodel, for physics engines to use
812 shadowmesh_t *collisionmesh;
815 int (*SuperContentsFromNativeContents)(struct model_s *model, int nativecontents);
816 int (*NativeContentsFromSuperContents)(struct model_s *model, int supercontents);
817 unsigned char *(*GetPVS)(struct model_s *model, const vec3_t p);
818 int (*FatPVS)(struct model_s *model, const vec3_t org, vec_t radius, unsigned char *pvsbuffer, int pvsbufferlength, qboolean merge);
819 int (*BoxTouchingPVS)(struct model_s *model, const unsigned char *pvs, const vec3_t mins, const vec3_t maxs);
820 int (*BoxTouchingLeafPVS)(struct model_s *model, const unsigned char *pvs, const vec3_t mins, const vec3_t maxs);
821 int (*BoxTouchingVisibleLeafs)(struct model_s *model, const unsigned char *visibleleafs, const vec3_t mins, const vec3_t maxs);
822 int (*FindBoxClusters)(struct model_s *model, const vec3_t mins, const vec3_t maxs, int maxclusters, int *clusterlist);
823 void (*LightPoint)(struct model_s *model, const vec3_t p, vec3_t ambientcolor, vec3_t diffusecolor, vec3_t diffusenormal);
824 void (*FindNonSolidLocation)(struct model_s *model, const vec3_t in, vec3_t out, vec_t radius);
825 mleaf_t *(*PointInLeaf)(struct model_s *model, const vec3_t p);
826 // these are actually only found on brushq1, but NULL is handled gracefully
827 void (*AmbientSoundLevelsForPoint)(struct model_s *model, const vec3_t p, unsigned char *out, int outsize);
828 void (*RoundUpToHullSize)(struct model_s *cmodel, const vec3_t inmins, const vec3_t inmaxs, vec3_t outmins, vec3_t outmaxs);
829 // trace a line of sight through this model (returns false if the line if sight is definitely blocked)
830 qboolean (*TraceLineOfSight)(struct model_s *model, const vec3_t start, const vec3_t end);
832 char skybox[MAX_QPATH];
834 skinframe_t *solidskyskinframe;
835 skinframe_t *alphaskyskinframe;
837 qboolean supportwateralpha;
845 typedef struct model_brushq1_s
862 mclipnode_t *clipnodes;
864 hull_t hulls[MAX_MAP_HULLS];
866 int num_compressedpvs;
867 unsigned char *data_compressedpvs;
870 unsigned char *lightdata;
871 unsigned char *nmaplightdata; // deluxemap file
873 // lightmap update chains for light styles
875 model_brush_lightstyleinfo_t *data_lightstyleinfo;
877 // this contains bytes that are 1 if a surface needs its lightmap rebuilt
878 unsigned char *lightmapupdateflags;
879 qboolean firstrender; // causes all surface lightmaps to be loaded in first frame
883 /* MSVC can't compile empty structs, so this is commented out for now
884 typedef struct model_brushq2_s
890 typedef struct model_brushq3_s
893 q3dmodel_t *data_models;
895 // used only during loading - freed after loading!
897 float *data_vertex3f;
898 float *data_normal3f;
899 float *data_texcoordtexture2f;
900 float *data_texcoordlightmap2f;
903 // freed after loading!
908 q3deffect_t *data_effects;
911 int num_originallightmaps;
912 int num_mergedlightmaps;
913 int num_lightmapmergedwidthpower;
914 int num_lightmapmergedheightpower;
915 int num_lightmapmergedwidthheightdeluxepower;
916 int num_lightmapmerge;
917 rtexture_t **data_lightmaps;
918 rtexture_t **data_deluxemaps;
920 // voxel light data with directional shading
922 q3dlightgrid_t *data_lightgrid;
923 // size of each cell (may vary by map, typically 64 64 128)
924 float num_lightgrid_cellsize[3];
925 // 1.0 / num_lightgrid_cellsize
926 float num_lightgrid_scale[3];
927 // dimensions of the world model in lightgrid cells
928 int num_lightgrid_imins[3];
929 int num_lightgrid_imaxs[3];
930 int num_lightgrid_isize[3];
931 // transform modelspace coordinates to lightgrid index
932 matrix4x4_t num_lightgrid_indexfromworld;
934 // true if this q3bsp file has been detected as using deluxemapping
935 // (lightmap texture pairs, every odd one is never directly refernced,
936 // and contains lighting normals, not colors)
937 qboolean deluxemapping;
938 // true if the detected deluxemaps are the modelspace kind, rather than
939 // the faster tangentspace kind
940 qboolean deluxemapping_modelspace;
941 // size of lightmaps (128 by default, but may be another poweroftwo if
942 // external lightmaps are used (q3map2 -lightmapsize)
950 typedef struct model_s
952 // name and path of model, for example "progs/player.mdl"
953 char name[MAX_QPATH];
954 // model needs to be loaded if this is false
956 // set if the model is used in current map, models which are not, are purged
958 // CRC of the file this model was loaded from, to reload if changed
960 // mod_brush, mod_alias, mod_sprite
962 // memory pool for allocations
964 // all models use textures...
965 rtexturepool_t *texturepool;
966 // EF_* flags (translated from the model file's different flags layout)
968 // number of QC accessible frame(group)s in the model
970 // number of QC accessible skin(group)s in the model
972 // whether to randomize animated framegroups
974 // bounding box at angles '0 0 0'
975 vec3_t normalmins, normalmaxs;
976 // bounding box if yaw angle is not 0, but pitch and roll are
977 vec3_t yawmins, yawmaxs;
978 // bounding box if pitch or roll are used
979 vec3_t rotatedmins, rotatedmaxs;
980 // sphere radius, usable at any angles
982 // squared sphere radius for easier comparisons
984 // skin animation info
985 animscene_t *skinscenes; // [numskins]
986 // skin animation info
987 animscene_t *animscenes; // [numframes]
988 // range of surface numbers in this (sub)model
989 int firstmodelsurface;
990 int nummodelsurfaces;
991 int *sortedmodelsurfaces;
992 // range of collision brush numbers in this (sub)model
995 // BIH (Bounding Interval Hierarchy) for this (sub)model
997 bih_t render_bih; // if not set, use collision_bih instead for rendering purposes too
1001 aliastag_t *data_tags;
1002 // for skeletal models
1004 aliasbone_t *data_bones;
1005 float num_posescale; // scaling factor from origin in poses7s format (includes divide by 32767)
1006 float num_poseinvscale; // scaling factor to origin in poses7s format (includes multiply by 32767)
1008 short *data_poses7s; // origin xyz, quat xyzw, unit length, values normalized to +/-32767 range
1009 float *data_baseboneposeinverse;
1010 // textures of this model
1012 int num_texturesperskin;
1013 texture_t *data_textures;
1014 qboolean wantnormals;
1015 qboolean wanttangents;
1016 // surfaces of this model
1018 msurface_t *data_surfaces;
1019 // optional lightmapinfo data for surface lightmap updates
1020 msurface_lightmapinfo_t *data_surfaces_lightmapinfo;
1021 // all surfaces belong to this mesh
1022 surfmesh_t surfmesh;
1023 // data type of model
1024 const char *modeldatatypestring;
1025 // generates vertex data for a given frameblend
1026 void(*AnimateVertices)(const struct model_s * RESTRICT model, const struct frameblend_s * RESTRICT frameblend, const struct skeleton_s *skeleton, float * RESTRICT vertex3f, float * RESTRICT normal3f, float * RESTRICT svector3f, float * RESTRICT tvector3f);
1027 // draw the model's sky polygons (only used by brush models)
1028 void(*DrawSky)(struct entity_render_s *ent);
1029 // draw refraction/reflection textures for the model's water polygons (only used by brush models)
1030 void(*DrawAddWaterPlanes)(struct entity_render_s *ent);
1031 // draw the model using lightmap/dlight shading
1032 void(*Draw)(struct entity_render_s *ent);
1033 // draw the model to the depth buffer (no color rendering at all)
1034 void(*DrawDepth)(struct entity_render_s *ent);
1035 // draw any enabled debugging effects on this model (such as showing triangles, normals, collision brushes...)
1036 void(*DrawDebug)(struct entity_render_s *ent);
1037 // draw geometry textures for deferred rendering
1038 void(*DrawPrepass)(struct entity_render_s *ent);
1039 // compile an optimized shadowmap mesh for the model based on light source
1040 void(*CompileShadowMap)(struct entity_render_s *ent, vec3_t relativelightorigin, vec3_t relativelightdirection, float lightradius, int numsurfaces, const int *surfacelist);
1041 // draw depth into a shadowmap
1042 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);
1043 // gathers info on which clusters and surfaces are lit by light, as well as calculating a bounding box
1044 void(*GetLightInfo)(struct entity_render_s *ent, vec3_t relativelightorigin, float lightradius, vec3_t outmins, vec3_t outmaxs, int *outleaflist, unsigned char *outleafpvs, int *outnumleafspointer, int *outsurfacelist, unsigned char *outsurfacepvs, int *outnumsurfacespointer, unsigned char *outshadowtrispvs, unsigned char *outlighttrispvs, unsigned char *visitingleafpvs, int numfrustumplanes, const mplane_t *frustumplanes);
1045 // compile a shadow volume for the model based on light source
1046 void(*CompileShadowVolume)(struct entity_render_s *ent, vec3_t relativelightorigin, vec3_t relativelightdirection, float lightradius, int numsurfaces, const int *surfacelist);
1047 // draw a shadow volume for the model based on light source
1048 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);
1049 // draw the lighting on a model (through stencil)
1050 void(*DrawLight)(struct entity_render_s *ent, int numsurfaces, const int *surfacelist, const unsigned char *trispvs);
1051 // trace a box against this model
1052 void (*TraceBox)(struct model_s *model, const struct frameblend_s *frameblend, const struct skeleton_s *skeleton, struct trace_s *trace, const vec3_t start, const vec3_t boxmins, const vec3_t boxmaxs, const vec3_t end, int hitsupercontentsmask);
1053 void (*TraceBrush)(struct model_s *model, const struct frameblend_s *frameblend, const struct skeleton_s *skeleton, struct trace_s *trace, struct colbrushf_s *start, struct colbrushf_s *end, int hitsupercontentsmask);
1054 // trace a box against this model
1055 void (*TraceLine)(struct model_s *model, const struct frameblend_s *frameblend, const struct skeleton_s *skeleton, struct trace_s *trace, const vec3_t start, const vec3_t end, int hitsupercontentsmask);
1056 // trace a point against this model (like PointSuperContents)
1057 void (*TracePoint)(struct model_s *model, const struct frameblend_s *frameblend, const struct skeleton_s *skeleton, struct trace_s *trace, const vec3_t start, int hitsupercontentsmask);
1058 // find the supercontents value at a point in this model
1059 int (*PointSuperContents)(struct model_s *model, int frame, const vec3_t point);
1060 // trace a line against geometry in this model and report correct texture (used by r_shadow_bouncegrid)
1061 void (*TraceLineAgainstSurfaces)(struct model_s *model, const struct frameblend_s *frameblend, const struct skeleton_s *skeleton, struct trace_s *trace, const vec3_t start, const vec3_t end, int hitsupercontentsmask);
1062 // fields belonging to some types of model
1063 model_sprite_t sprite;
1064 model_brush_t brush;
1065 model_brushq1_t brushq1;
1066 /* MSVC can't handle an empty struct, so this is commented out for now
1067 model_brushq2_t brushq2;
1069 model_brushq3_t brushq3;
1070 // flags this model for offseting sounds to the model center (used by brush models)
1071 int soundfromcenter;
1073 // if set, the model contains light information (lightmap, or vertexlight)
1075 float lightmapscale;
1079 //============================================================================
1082 extern dp_model_t *loadmodel;
1083 extern unsigned char *mod_base;
1084 // sky/water subdivision
1085 //extern cvar_t gl_subdivide_size;
1086 // texture fullbrights
1087 extern cvar_t r_fullbrights;
1088 extern cvar_t r_enableshadowvolumes;
1090 void Mod_Init (void);
1091 void Mod_Reload (void);
1092 dp_model_t *Mod_LoadModel(dp_model_t *mod, qboolean crash, qboolean checkdisk);
1093 dp_model_t *Mod_FindName (const char *name, const char *parentname);
1094 dp_model_t *Mod_ForName (const char *name, qboolean crash, qboolean checkdisk, const char *parentname);
1095 void Mod_UnloadModel (dp_model_t *mod);
1097 void Mod_ClearUsed(void);
1098 void Mod_PurgeUnused(void);
1099 void Mod_RemoveStaleWorldModels(dp_model_t *skip); // only used during loading!
1101 extern dp_model_t *loadmodel;
1102 extern char loadname[32]; // for hunk tags
1104 int Mod_BuildVertexRemapTableFromElements(int numelements, const int *elements, int numvertices, int *remapvertices);
1105 void Mod_BuildTriangleNeighbors(int *neighbors, const int *elements, int numtriangles);
1106 void Mod_ValidateElements(int *elements, int numtriangles, int firstvertex, int numverts, const char *filename, int fileline);
1107 void Mod_BuildNormals(int firstvertex, int numvertices, int numtriangles, const float *vertex3f, const int *elements, float *normal3f, qboolean areaweighting);
1108 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);
1110 void Mod_AllocSurfMesh(mempool_t *mempool, int numvertices, int numtriangles, qboolean lightmapoffsets, qboolean vertexcolors, qboolean neighbors);
1111 void Mod_MakeSortedSurfaces(dp_model_t *mod);
1113 // called specially by brush model loaders before generating submodels
1114 // automatically called after model loader returns
1115 void Mod_BuildVBOs(void);
1117 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);
1118 shadowmesh_t *Mod_ShadowMesh_ReAlloc(mempool_t *mempool, shadowmesh_t *oldmesh, int light, int neighbors);
1119 int Mod_ShadowMesh_AddVertex(shadowmesh_t *mesh, float *vertex14f);
1120 void Mod_ShadowMesh_AddTriangle(mempool_t *mempool, shadowmesh_t *mesh, rtexture_t *map_diffuse, rtexture_t *map_specular, rtexture_t *map_normal, float *vertex14f);
1121 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);
1122 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);
1123 shadowmesh_t *Mod_ShadowMesh_Finish(mempool_t *mempool, shadowmesh_t *firstmesh, qboolean light, qboolean neighbors, qboolean createvbo);
1124 void Mod_ShadowMesh_CalcBBox(shadowmesh_t *firstmesh, vec3_t mins, vec3_t maxs, vec3_t center, float *radius);
1125 void Mod_ShadowMesh_Free(shadowmesh_t *mesh);
1127 void Mod_CreateCollisionMesh(dp_model_t *mod);
1129 void Mod_FreeQ3Shaders(void);
1130 void Mod_LoadQ3Shaders(void);
1131 q3shaderinfo_t *Mod_LookupQ3Shader(const char *name);
1132 qboolean Mod_LoadTextureFromQ3Shader(texture_t *texture, const char *name, qboolean warnmissing, qboolean fallback, int defaulttexflags);
1134 extern cvar_t r_mipskins;
1135 extern cvar_t r_mipnormalmaps;
1137 typedef struct skinfileitem_s
1139 struct skinfileitem_s *next;
1140 char name[MAX_QPATH];
1141 char replacement[MAX_QPATH];
1145 typedef struct skinfile_s
1147 struct skinfile_s *next;
1148 skinfileitem_t *items;
1152 skinfile_t *Mod_LoadSkinFiles(void);
1153 void Mod_FreeSkinFiles(skinfile_t *skinfile);
1154 int Mod_CountSkinFiles(skinfile_t *skinfile);
1155 void Mod_BuildAliasSkinsFromSkinFiles(texture_t *skin, skinfile_t *skinfile, const char *meshname, const char *shadername);
1157 void Mod_SnapVertices(int numcomponents, int numvertices, float *vertices, float snap);
1158 int Mod_RemoveDegenerateTriangles(int numtriangles, const int *inelement3i, int *outelement3i, const float *vertex3f);
1159 void Mod_VertexRangeFromElements(int numelements, const int *elements, int *firstvertexpointer, int *lastvertexpointer);
1161 typedef struct mod_alloclightmap_row_s
1166 mod_alloclightmap_row_t;
1168 typedef struct mod_alloclightmap_state_s
1173 mod_alloclightmap_row_t *rows;
1175 mod_alloclightmap_state_t;
1177 void Mod_AllocLightmap_Init(mod_alloclightmap_state_t *state, int width, int height);
1178 void Mod_AllocLightmap_Free(mod_alloclightmap_state_t *state);
1179 void Mod_AllocLightmap_Reset(mod_alloclightmap_state_t *state);
1180 qboolean Mod_AllocLightmap_Block(mod_alloclightmap_state_t *state, int blockwidth, int blockheight, int *outx, int *outy);
1183 void Mod_BrushInit(void);
1184 // used for talking to the QuakeC mainly
1185 int Mod_Q1BSP_NativeContentsFromSuperContents(struct model_s *model, int supercontents);
1186 int Mod_Q1BSP_SuperContentsFromNativeContents(struct model_s *model, int nativecontents);
1188 // a lot of model formats use the Q1BSP code, so here are the prototypes...
1189 struct entity_render_s;
1190 void R_Q1BSP_DrawAddWaterPlanes(struct entity_render_s *ent);
1191 void R_Q1BSP_DrawSky(struct entity_render_s *ent);
1192 void R_Q1BSP_Draw(struct entity_render_s *ent);
1193 void R_Q1BSP_DrawDepth(struct entity_render_s *ent);
1194 void R_Q1BSP_DrawDebug(struct entity_render_s *ent);
1195 void R_Q1BSP_DrawPrepass(struct entity_render_s *ent);
1196 void R_Q1BSP_GetLightInfo(struct entity_render_s *ent, vec3_t relativelightorigin, float lightradius, vec3_t outmins, vec3_t outmaxs, int *outleaflist, unsigned char *outleafpvs, int *outnumleafspointer, int *outsurfacelist, unsigned char *outsurfacepvs, int *outnumsurfacespointer, unsigned char *outshadowtrispvs, unsigned char *outlighttrispvs, unsigned char *visitingleafpvs, int numfrustumplanes, const mplane_t *frustumplanes);
1197 void R_Q1BSP_CompileShadowMap(struct entity_render_s *ent, vec3_t relativelightorigin, vec3_t relativelightdirection, float lightradius, int numsurfaces, const int *surfacelist);
1198 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);
1199 void R_Q1BSP_CompileShadowVolume(struct entity_render_s *ent, vec3_t relativelightorigin, vec3_t relativelightdirection, float lightradius, int numsurfaces, const int *surfacelist);
1200 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);
1201 void R_Q1BSP_DrawLight(struct entity_render_s *ent, int numsurfaces, const int *surfacelist, const unsigned char *trispvs);
1203 // Collision optimization using Bounding Interval Hierarchy
1204 void Mod_CollisionBIH_TracePoint(dp_model_t *model, const struct frameblend_s *frameblend, const skeleton_t *skeleton, struct trace_s *trace, const vec3_t start, int hitsupercontentsmask);
1205 void Mod_CollisionBIH_TraceLine(dp_model_t *model, const struct frameblend_s *frameblend, const skeleton_t *skeleton, struct trace_s *trace, const vec3_t start, const vec3_t end, int hitsupercontentsmask);
1206 void Mod_CollisionBIH_TraceBox(dp_model_t *model, const struct frameblend_s *frameblend, const skeleton_t *skeleton, struct trace_s *trace, const vec3_t start, const vec3_t boxmins, const vec3_t boxmaxs, const vec3_t end, int hitsupercontentsmask);
1207 void Mod_CollisionBIH_TraceBrush(dp_model_t *model, const struct frameblend_s *frameblend, const skeleton_t *skeleton, struct trace_s *trace, struct colbrushf_s *start, struct colbrushf_s *end, int hitsupercontentsmask);
1208 void Mod_CollisionBIH_TracePoint_Mesh(dp_model_t *model, const struct frameblend_s *frameblend, const skeleton_t *skeleton, struct trace_s *trace, const vec3_t start, int hitsupercontentsmask);
1209 int Mod_CollisionBIH_PointSuperContents_Mesh(struct model_s *model, int frame, const vec3_t point);
1210 bih_t *Mod_MakeCollisionBIH(dp_model_t *model, qboolean userendersurfaces, bih_t *out);
1213 struct frameblend_s;
1215 void Mod_AliasInit(void);
1216 int Mod_Alias_GetTagMatrix(const dp_model_t *model, const struct frameblend_s *frameblend, const struct skeleton_s *skeleton, int tagindex, matrix4x4_t *outmatrix);
1217 int Mod_Alias_GetTagIndexForName(const dp_model_t *model, unsigned int skin, const char *tagname);
1218 int Mod_Alias_GetExtendedTagInfoForIndex(const dp_model_t *model, unsigned int skin, const struct frameblend_s *frameblend, const struct skeleton_s *skeleton, int tagindex, int *parentindex, const char **tagname, matrix4x4_t *tag_localmatrix);
1220 void Mod_Skeletal_FreeBuffers(void);
1223 void Mod_SpriteInit(void);
1226 void Mod_Q1BSP_Load(dp_model_t *mod, void *buffer, void *bufferend);
1227 void Mod_IBSP_Load(dp_model_t *mod, void *buffer, void *bufferend);
1228 void Mod_MAP_Load(dp_model_t *mod, void *buffer, void *bufferend);
1229 void Mod_OBJ_Load(dp_model_t *mod, void *buffer, void *bufferend);
1230 void Mod_IDP0_Load(dp_model_t *mod, void *buffer, void *bufferend);
1231 void Mod_IDP2_Load(dp_model_t *mod, void *buffer, void *bufferend);
1232 void Mod_IDP3_Load(dp_model_t *mod, void *buffer, void *bufferend);
1233 void Mod_ZYMOTICMODEL_Load(dp_model_t *mod, void *buffer, void *bufferend);
1234 void Mod_DARKPLACESMODEL_Load(dp_model_t *mod, void *buffer, void *bufferend);
1235 void Mod_PSKMODEL_Load(dp_model_t *mod, void *buffer, void *bufferend);
1236 void Mod_IDSP_Load(dp_model_t *mod, void *buffer, void *bufferend);
1237 void Mod_IDS2_Load(dp_model_t *mod, void *buffer, void *bufferend);
1238 void Mod_INTERQUAKEMODEL_Load(dp_model_t *mod, void *buffer, void *bufferend);
1240 #endif // MODEL_SHARED_H