typedef struct skinframe_s
{
- rtexture_t *base; // original texture minus pants/shirt/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
- rtexture_t *merged; // original texture minus glow
- rtexture_t *fog; // white texture with alpha of the base texture, NULL if not transparent
+ 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)
}
skinframe_t;
#define MAX_SKINS 256
+#define SHADOWMESHVERTEXHASH 1024
+typedef struct shadowmeshvertexhash_s
+{
+ struct shadowmeshvertexhash_s *next;
+}
+shadowmeshvertexhash_t;
+
typedef struct shadowmesh_s
{
struct shadowmesh_s *next;
float *verts;
int *elements;
int *neighbors;
+ // these are NULL after Mod_ShadowMesh_Finish is performed, only used
+ // while building meshes
+ shadowmeshvertexhash_t **vertexhashtable, *vertexhashentries;
}
shadowmesh_t;
qboolean isworldmodel;
// true if this model is a HalfLife .bsp file
qboolean ishlbsp;
+ // true if this model was not successfully loaded and should be purged
+ qboolean error;
// mod_brush, mod_alias, mod_sprite
modtype_t type;
int aliastype;
// LordHavoc: if true (normally only for sprites) the model/sprite/bmodel is always rendered fullbright
int fullbright;
- // number of QC accessable frame(group)s in the model
+ // number of QC accessible frame(group)s in the model
int numframes;
+ // number of QC accessible skin(group)s in the model
+ int numskins;
// whether to randomize animated framegroups
synctype_t synctype;
- // used for sprites and models
- int numtris;
- // used for models
- int numskins;
- // used by models
- int numverts;
// flags from the model file
int flags;
int numtextures;
texture_t *textures;
- msurface_t **texturesurfacechains;
-
qbyte *visdata;
qbyte *lightdata;
char *entities;
int numlights;
mlight_t *lights;
- // used only for casting dynamic shadow volumes
- shadowmesh_t *shadowmesh;
- vec3_t shadowmesh_mins, shadowmesh_maxs, shadowmesh_center;
- float shadowmesh_radius;
-
// pvs visibility marking
mleaf_t *pvsviewleaf;
int pvsviewleafnovis;
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;
// skin animation info
animscene_t *skinscenes; // [numskins]
animscene_t *animscenes; // [numframes]
- // Q1 and Q2 models are the same after loading
- int *mdlmd2data_indices;
- float *mdlmd2data_texcoords;
- md2frame_t *mdlmd2data_frames;
- trivertx_t *mdlmd2data_pose;
- int *mdlmd2data_triangleneighbors;
+ // mdl/md2/md3 models are the same after loading
+ int aliasnum_meshes;
+ aliasmesh_t *aliasdata_meshes;
// for Zymotic models
int zymnum_verts;
// draw a shadow volume for the model based on light source
void(*DrawShadowVolume)(struct entity_render_s *ent, vec3_t relativelightorigin, float lightradius);
// draw the lighting on a model (through stencil)
- void(*DrawLight)(struct entity_render_s *ent, vec3_t relativelightorigin, vec3_t relativeeyeorigin, float lightradius, float lightdistbias, float lightsubtract, float *lightcolor);
+ void(*DrawLight)(struct entity_render_s *ent, vec3_t relativelightorigin, vec3_t relativeeyeorigin, float lightradius, float *lightcolor);
// memory pool for allocations
mempool_t *mempool;
// 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 *r_notexturepool;
+extern rtexturepool_t *mod_shared_texturepool;
// model loading
extern model_t *loadmodel;
void Mod_Init (void);
void Mod_CheckLoaded (model_t *mod);
void Mod_ClearAll (void);
+void Mod_ClearErrorModels (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);
extern model_t *loadmodel;
extern char loadname[32]; // for hunk tags
-int Mod_FindTriangleWithEdge(const int *elements, int numtriangles, int start, int end);
+int Mod_FindTriangleWithEdge(const int *elements, int numtriangles, int start, int end, int ignore);
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);
-shadowmesh_t *Mod_ShadowMesh_Begin(mempool_t *mempool);
+void Mod_ShadowMesh_AddMesh(mempool_t *mempool, shadowmesh_t *mesh, int numverts, 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_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__