}
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 *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_texcoordtexture2f; // float[verts*2] texcoords for surface texture
- float *data_texcoordlightmap2f; // float[verts*2] texcoords for lightmap texture
- float *data_lightmapcolor4f;
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;
}
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;
+
+ //skinframe_t skin;
+}
+texture_t;
-#include "matrixlib.h"
-
-#include "model_brush.h"
-#include "model_sprite.h"
-#include "model_alias.h"
+typedef struct
+{
+ float vecs[2][4];
+ texture_t *texture;
+ int flags;
+}
+mtexinfo_t;
-typedef struct model_alias_s
+typedef struct msurface_lightmapinfo_s
{
- // mdl/md2/md3/zym model formats are treated the same after loading
+ // 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;
- // the shader meshes comprising this model
- int aliasnum_meshes;
- aliasmesh_t *aliasdata_meshes;
+struct q3deffect_s;
+typedef struct msurface_s
+{
+ // 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
+}
+msurface_t;
- // for md3 models
- int aliasnum_tags;
- int aliasnum_tagframes;
- aliastag_t *aliasdata_tags;
+#include "matrixlib.h"
- // for skeletal models
- int aliasnum_bones;
- aliasbone_t *aliasdata_bones;
- int aliasnum_poses;
- float *aliasdata_poses;
-}
-model_alias_t;
+#include "model_brush.h"
+#include "model_sprite.h"
+#include "model_alias.h"
typedef struct model_sprite_s
{
int num_portalpoints;
mvertex_t *data_portalpoints;
- int num_textures;
- texture_t *data_textures;
-
- int num_surfaces;
- msurface_t *data_surfaces;
- msurface_lightmapinfo_t *data_surfaces_lightmapinfo;
-
int num_brushes;
q3mbrush_t *data_brushes;
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);
int *light_stylevalue;
msurface_t ***light_styleupdatechains;
msurface_t **light_styleupdatechainsbuffer;
-
- mleaf_t *(*PointInLeaf)(struct model_s *model, const float *p);
}
model_brushq1_t;
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
// draw the model using lightmap/dlight shading
void(*Draw)(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 *outclusterlist, qbyte *outclusterpvs, int *outnumclusterspointer, int *outsurfacelist, qbyte *outsurfacepvs, int *outnumsurfacespointer);
+ 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, 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_modeltolight, const matrix4x4_t *matrix_modeltoattenuationxyz, const matrix4x4_t *matrix_modeltoattenuationz, rtexture_t *lightcubemap, vec_t ambientscale, vec_t diffusescale, vec_t specularscale, int numsurfaces, const int *surfacelist);
+ 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 each type of model
- model_alias_t alias;
+ // fields belonging to some types of model
model_sprite_t sprite;
model_brush_t brush;
model_brushq1_t brushq1;
//============================================================================
-// this can be used for anything without a valid texture
-extern rtexture_t *r_texture_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;
-
-extern rtexture_t *mod_shared_distorttexture[64];
-
// model loading
extern model_t *loadmodel;
extern qbyte *mod_base;
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_BuildNormals(int numverts, int numtriangles, const float *vertex3f, const int *elements, float *normal3f);
-void Mod_BuildTextureVectorsAndNormals(int numverts, int numtriangles, const float *vertex, const float *texcoord, const int *elements, float *svectors, float *tvectors, float *normals);
+void Mod_BuildNormals(int firstvertex, int numvertices, int numtriangles, const float *vertex3f, const int *elements, float *normal3f);
+void Mod_BuildTextureVectorsAndNormals(int firstvertex, int numvertices, int numtriangles, const float *vertex, const float *texcoord, const int *elements, float *svectors, float *tvectors, float *normals);
-surfmesh_t *Mod_AllocSurfMesh(mempool_t *mempool, int numvertices, int numtriangles, qboolean detailtexcoords, qboolean lightmapoffsets, qboolean vertexcolors);
+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);