rtexture_t *gloss; // glossmap (for dot3)
rtexture_t *glow; // glow only (fullbrights)
rtexture_t *fog; // alpha of the base texture (if not opaque)
+ // accounting data for hash searches:
+ // the compare variables are used to identify internal skins from certain
+ // model formats
+ // (so that two q1bsp maps with the same texture name for different
+ // textures do not have any conflicts)
+ struct skinframe_s *next; // next on hash chain
+ char basename[MAX_QPATH]; // name of this
+ int textureflags; // texture flags to use
+ int comparewidth;
+ int compareheight;
+ int comparecrc;
+ // mark and sweep garbage collection, this value is updated to a new value
+ // on each level change for the used skinframes, if some are not used they
+ // are freed
+ int loadsequence;
+ // on 32bit systems this makes the struct 128 bytes long
+ int padding;
}
skinframe_t;
// (the surfaces reference portions of these meshes)
typedef struct surfmesh_s
{
+ // triangle data in system memory
int num_triangles; // number of triangles in the mesh
int *data_element3i; // int[tris*3] triangles of the mesh, 3 indices into vertex arrays for each
int *data_neighbor3i; // int[tris*3] neighboring triangle on each edge (-1 if none)
+ // element buffer object (stores triangles in video memory)
+ int ebo;
+ // vertex data in system memory
int num_vertices; // number of vertices in the mesh
float *data_vertex3f; // float[verts*3] vertex locations
float *data_svector3f; // float[verts*3] direction of 'S' (right) texture axis for each vertex
float *data_texcoordlightmap2f; // float[verts*2] texcoords for lightmap texture
float *data_lightmapcolor4f;
int *data_lightmapoffsets; // index into surface's lightmap samples for vertex lighting
+ // vertex buffer object (stores geometry in video memory)
+ int vbo;
+ size_t vbooffset_vertex3f;
+ size_t vbooffset_svector3f;
+ size_t vbooffset_tvector3f;
+ size_t vbooffset_normal3f;
+ size_t vbooffset_texcoordtexture2f;
+ size_t vbooffset_texcoordlightmap2f;
+ size_t vbooffset_lightmapcolor4f;
// morph blending, these are zero if model is skeletal or static
int num_morphframes;
struct md3vertex_s *data_morphmd3vertex;
// these are NULL after Mod_ShadowMesh_Finish is performed, only used
// while building meshes
shadowmeshvertexhash_t **vertexhashtable, *vertexhashentries;
+ // element buffer object (stores triangles in video memory)
+ // (created by Mod_ShadowMesh_Finish if possible)
+ int ebo;
+ // vertex buffer object (stores vertices in video memory)
+ // (created by Mod_ShadowMesh_Finish if possible)
+ int vbo;
+ size_t vbooffset_vertex3f;
+ size_t vbooffset_svector3f;
+ size_t vbooffset_tvector3f;
+ size_t vbooffset_normal3f;
+ size_t vbooffset_texcoord2f;
}
shadowmesh_t;
skinframe_t *currentskinframe;
int numskinframes;
float skinframerate;
- skinframe_t skinframes[TEXTURE_MAXFRAMES];
+ skinframe_t *skinframes[TEXTURE_MAXFRAMES];
// background layer (for terrain texture blending)
skinframe_t *backgroundcurrentskinframe;
int backgroundnumskinframes;
float backgroundskinframerate;
- skinframe_t backgroundskinframes[TEXTURE_MAXFRAMES];
+ skinframe_t *backgroundskinframes[TEXTURE_MAXFRAMES];
// total frames in sequence and alternate sequence
int anim_total[2];
int supercontents;
int surfaceparms;
int textureflags;
-
- //skinframe_t skin;
}
texture_t;
// these are actually only found on brushq1, but NULL is handled gracefully
void (*AmbientSoundLevelsForPoint)(struct model_s *model, const vec3_t p, unsigned char *out, int outsize);
void (*RoundUpToHullSize)(struct model_s *cmodel, const vec3_t inmins, const vec3_t inmaxs, vec3_t outmins, vec3_t outmaxs);
+ // trace a line of sight through this model (returns false if the line if sight is definitely blocked)
+ qboolean (*TraceLineOfSight)(struct model_s *model, const vec3_t start, const vec3_t end);
char skybox[MAX_QPATH];
q3deffect_t *data_effects;
// lightmap textures
- int num_lightmaps;
+ int num_originallightmaps;
+ int num_mergedlightmaps;
+ int num_lightmapmergepower;
+ int num_lightmapmerge;
rtexture_t **data_lightmaps;
+ rtexture_t **data_deluxemaps;
// voxel light data with directional shading
int num_lightgrid;
mempool_t *mempool;
// all models use textures...
rtexturepool_t *texturepool;
- // flags from the model file
- int flags;
- // engine calculated flags, ones that can not be set in the file
- int flags2;
+ // EF_* flags (translated from the model file's different flags layout)
+ int effects;
// number of QC accessible frame(group)s in the model
int numframes;
// number of QC accessible skin(group)s in the model
aliasbone_t *data_bones;
int num_poses;
float *data_poses;
- float *data_basebonepose;
float *data_baseboneposeinverse;
// textures of this model
int num_textures;
+ int num_texturesperskin;
texture_t *data_textures;
// surfaces of this model
int num_surfaces;
void(*DrawSky)(struct entity_render_s *ent);
// draw the model using lightmap/dlight shading
void(*Draw)(struct entity_render_s *ent);
+ // draw the model to the depth buffer (no color rendering at all)
+ void(*DrawDepth)(struct entity_render_s *ent);
// gathers info on which clusters and surfaces are lit by light, as well as calculating a bounding box
- void(*GetLightInfo)(struct entity_render_s *ent, vec3_t relativelightorigin, float lightradius, vec3_t outmins, vec3_t outmaxs, int *outleaflist, unsigned char *outleafpvs, int *outnumleafspointer, int *outsurfacelist, unsigned char *outsurfacepvs, int *outnumsurfacespointer);
+ 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);
// compile a shadow volume for the model based on light source
void(*CompileShadowVolume)(struct entity_render_s *ent, vec3_t relativelightorigin, vec3_t relativelightdirection, float lightradius, int numsurfaces, const int *surfacelist);
// draw a shadow volume for the model based on light source
void(*DrawShadowVolume)(struct entity_render_s *ent, vec3_t relativelightorigin, vec3_t relativelightdirection, 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, int numsurfaces, const int *surfacelist);
+ void(*DrawLight)(struct entity_render_s *ent, int numsurfaces, const int *surfacelist, const unsigned char *trispvs);
// trace a box against this model
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);
// fields belonging to some types of model
void Mod_ShadowMesh_AddTriangle(mempool_t *mempool, shadowmesh_t *mesh, rtexture_t *map_diffuse, rtexture_t *map_specular, rtexture_t *map_normal, float *vertex14f);
void Mod_ShadowMesh_AddMesh(mempool_t *mempool, shadowmesh_t *mesh, rtexture_t *map_diffuse, rtexture_t *map_specular, rtexture_t *map_normal, const float *vertex3f, const float *svector3f, const float *tvector3f, const float *normal3f, const float *texcoord2f, int numtris, const int *element3i);
shadowmesh_t *Mod_ShadowMesh_Begin(mempool_t *mempool, int maxverts, int maxtriangles, rtexture_t *map_diffuse, rtexture_t *map_specular, rtexture_t *map_normal, int light, int neighbors, int expandable);
-shadowmesh_t *Mod_ShadowMesh_Finish(mempool_t *mempool, shadowmesh_t *firstmesh, int light, int neighbors);
+shadowmesh_t *Mod_ShadowMesh_Finish(mempool_t *mempool, shadowmesh_t *firstmesh, qboolean light, qboolean neighbors, qboolean createvbo);
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, const char *basename, int textureflags, int loadpantsandshirt, int loadglowtexture);
-int Mod_LoadSkinFrame_Internal(skinframe_t *skinframe, const char *basename, int textureflags, int loadpantsandshirt, int loadglowtexture, const unsigned char *skindata, int width, int height, int bitsperpixel, const unsigned int *palette, const unsigned int *alphapalette);
-
extern cvar_t r_mipskins;
typedef struct skinfileitem_s
void Mod_SnapVertices(int numcomponents, int numvertices, float *vertices, float snap);
int Mod_RemoveDegenerateTriangles(int numtriangles, const int *inelement3i, int *outelement3i, const float *vertex3f);
+void Mod_VertexRangeFromElements(int numelements, const int *elements, int *firstvertexpointer, int *lastvertexpointer);
// bsp models
void Mod_BrushInit(void);
struct entity_render_s;
void R_Q1BSP_DrawSky(struct entity_render_s *ent);
void R_Q1BSP_Draw(struct entity_render_s *ent);
-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);
+void R_Q1BSP_DrawDepth(struct entity_render_s *ent);
+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);
void R_Q1BSP_CompileShadowVolume(struct entity_render_s *ent, vec3_t relativelightorigin, vec3_t relativelightdirection, float lightradius, int numsurfaces, const int *surfacelist);
void R_Q1BSP_DrawShadowVolume(struct entity_render_s *ent, vec3_t relativelightorigin, vec3_t relativelightdirection, float lightradius, int numsurfaces, const int *surfacelist, const vec3_t lightmins, const vec3_t lightmaxs);
-void R_Q1BSP_DrawLight(struct entity_render_s *ent, int numsurfaces, const int *surfacelist);
+void R_Q1BSP_DrawLight(struct entity_render_s *ent, int numsurfaces, const int *surfacelist, const unsigned char *trispvs);
// alias models
struct frameblend_s;
void Mod_IDSP_Load(model_t *mod, void *buffer, void *bufferend);
void Mod_IDS2_Load(model_t *mod, void *buffer, void *bufferend);
+// utility
+qboolean Mod_CanSeeBox_Trace(int numsamples, float t, model_t *model, vec3_t eye, vec3_t minsX, vec3_t maxsX);
+
#endif // MODEL_SHARED_H