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;
}
shadowmesh_t;
+// various flags from shaders, used for special effects not otherwise classified
+// TODO: support these features more directly
+#define Q3TEXTUREFLAG_TWOSIDED 1
+#define Q3TEXTUREFLAG_NOPICMIP 16
+#define Q3TEXTUREFLAG_POLYGONOFFSET 32
+
+#define Q3PATHLENGTH 64
#define TEXTURE_MAXFRAMES 64
+#define Q3WAVEPARMS 4
+#define Q3DEFORM_MAXPARMS 3
+#define Q3SHADER_MAXLAYERS 8
+#define Q3RGBGEN_MAXPARMS 3
+#define Q3ALPHAGEN_MAXPARMS 1
+#define Q3TCGEN_MAXPARMS 6
+#define Q3TCMOD_MAXPARMS 6
+#define Q3MAXTCMODS 4
+#define Q3MAXDEFORMS 4
+
+typedef enum q3wavefunc_e
+{
+ Q3WAVEFUNC_NONE,
+ Q3WAVEFUNC_INVERSESAWTOOTH,
+ Q3WAVEFUNC_NOISE,
+ Q3WAVEFUNC_SAWTOOTH,
+ Q3WAVEFUNC_SIN,
+ Q3WAVEFUNC_SQUARE,
+ Q3WAVEFUNC_TRIANGLE,
+ Q3WAVEFUNC_COUNT
+}
+q3wavefunc_t;
+
+typedef enum q3deform_e
+{
+ Q3DEFORM_NONE,
+ Q3DEFORM_PROJECTIONSHADOW,
+ Q3DEFORM_AUTOSPRITE,
+ Q3DEFORM_AUTOSPRITE2,
+ Q3DEFORM_TEXT0,
+ Q3DEFORM_TEXT1,
+ Q3DEFORM_TEXT2,
+ Q3DEFORM_TEXT3,
+ Q3DEFORM_TEXT4,
+ Q3DEFORM_TEXT5,
+ Q3DEFORM_TEXT6,
+ Q3DEFORM_TEXT7,
+ Q3DEFORM_BULGE,
+ Q3DEFORM_WAVE,
+ Q3DEFORM_NORMAL,
+ Q3DEFORM_MOVE,
+ Q3DEFORM_COUNT
+}
+q3deform_t;
+
+typedef enum q3rgbgen_e
+{
+ Q3RGBGEN_IDENTITY,
+ Q3RGBGEN_CONST,
+ Q3RGBGEN_ENTITY,
+ Q3RGBGEN_EXACTVERTEX,
+ Q3RGBGEN_IDENTITYLIGHTING,
+ Q3RGBGEN_LIGHTINGDIFFUSE,
+ Q3RGBGEN_ONEMINUSENTITY,
+ Q3RGBGEN_ONEMINUSVERTEX,
+ Q3RGBGEN_VERTEX,
+ Q3RGBGEN_WAVE,
+ Q3RGBGEN_COUNT
+}
+q3rgbgen_t;
+
+typedef enum q3alphagen_e
+{
+ Q3ALPHAGEN_IDENTITY,
+ Q3ALPHAGEN_CONST,
+ Q3ALPHAGEN_ENTITY,
+ Q3ALPHAGEN_LIGHTINGSPECULAR,
+ Q3ALPHAGEN_ONEMINUSENTITY,
+ Q3ALPHAGEN_ONEMINUSVERTEX,
+ Q3ALPHAGEN_PORTAL,
+ Q3ALPHAGEN_VERTEX,
+ Q3ALPHAGEN_WAVE,
+ Q3ALPHAGEN_COUNT
+}
+q3alphagen_t;
+
+typedef enum q3tcgen_e
+{
+ Q3TCGEN_NONE,
+ Q3TCGEN_TEXTURE, // very common
+ Q3TCGEN_ENVIRONMENT, // common
+ Q3TCGEN_LIGHTMAP,
+ Q3TCGEN_VECTOR,
+ Q3TCGEN_COUNT
+}
+q3tcgen_t;
+
+typedef enum q3tcmod_e
+{
+ Q3TCMOD_NONE,
+ Q3TCMOD_ENTITYTRANSLATE,
+ Q3TCMOD_ROTATE,
+ Q3TCMOD_SCALE,
+ Q3TCMOD_SCROLL,
+ Q3TCMOD_STRETCH,
+ Q3TCMOD_TRANSFORM,
+ Q3TCMOD_TURBULENT,
+ Q3TCMOD_COUNT
+}
+q3tcmod_t;
+
+typedef struct q3shaderinfo_layer_rgbgen_s
+{
+ q3rgbgen_t rgbgen;
+ float parms[Q3RGBGEN_MAXPARMS];
+ q3wavefunc_t wavefunc;
+ float waveparms[Q3WAVEPARMS];
+}
+q3shaderinfo_layer_rgbgen_t;
+
+typedef struct q3shaderinfo_layer_alphagen_s
+{
+ q3alphagen_t alphagen;
+ float parms[Q3ALPHAGEN_MAXPARMS];
+ q3wavefunc_t wavefunc;
+ float waveparms[Q3WAVEPARMS];
+}
+q3shaderinfo_layer_alphagen_t;
+
+typedef struct q3shaderinfo_layer_tcgen_s
+{
+ q3tcgen_t tcgen;
+ float parms[Q3TCGEN_MAXPARMS];
+}
+q3shaderinfo_layer_tcgen_t;
+
+typedef struct q3shaderinfo_layer_tcmod_s
+{
+ q3tcmod_t tcmod;
+ float parms[Q3TCMOD_MAXPARMS];
+ q3wavefunc_t wavefunc;
+ float waveparms[Q3WAVEPARMS];
+}
+q3shaderinfo_layer_tcmod_t;
+
+typedef struct q3shaderinfo_layer_s
+{
+ int alphatest;
+ int clampmap;
+ float framerate;
+ int numframes;
+ char texturename[TEXTURE_MAXFRAMES][Q3PATHLENGTH];
+ int blendfunc[2];
+ q3shaderinfo_layer_rgbgen_t rgbgen;
+ q3shaderinfo_layer_alphagen_t alphagen;
+ q3shaderinfo_layer_tcgen_t tcgen;
+ q3shaderinfo_layer_tcmod_t tcmods[Q3MAXTCMODS];
+}
+q3shaderinfo_layer_t;
+
+typedef struct q3shaderinfo_deform_s
+{
+ q3deform_t deform;
+ float parms[Q3DEFORM_MAXPARMS];
+ q3wavefunc_t wavefunc;
+ float waveparms[Q3WAVEPARMS];
+}
+q3shaderinfo_deform_t;
+
+typedef struct q3shaderinfo_s
+{
+ char name[Q3PATHLENGTH];
+ int surfaceparms;
+ int textureflags;
+ int numlayers;
+ qboolean lighting;
+ qboolean vertexalpha;
+ qboolean textureblendalpha;
+ q3shaderinfo_layer_t *primarylayer, *backgroundlayer;
+ q3shaderinfo_layer_t layers[Q3SHADER_MAXLAYERS];
+ char skyboxname[Q3PATHLENGTH];
+ q3shaderinfo_deform_t deforms[Q3MAXDEFORMS];
+}
+q3shaderinfo_t;
typedef enum texturelayertype_e
{
// current material flags (updated each bmodel render)
int currentmaterialflags;
+ // current PolygonOffset values for rendering this material
+ float currentpolygonfactor;
+ float currentpolygonoffset;
+ float basepolygonfactor;
+ float basepolygonoffset;
+
// textures to use when rendering this material
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];
// current texture transform matrix (used for water scrolling)
matrix4x4_t currenttexmatrix;
+ // various q3 shader features
+ q3shaderinfo_layer_rgbgen_t rgbgen;
+ q3shaderinfo_layer_alphagen_t alphagen;
+ q3shaderinfo_layer_tcgen_t tcgen;
+ q3shaderinfo_layer_tcmod_t tcmods[Q3MAXTCMODS];
+ q3shaderinfo_deform_t deforms[Q3MAXDEFORMS];
+
qboolean colormapping;
rtexture_t *basetexture;
rtexture_t *glosstexture;
rtexture_t *backgroundglosstexture;
float specularscale;
float specularpower;
+ // color tint (colormod * currentalpha) used for rtlighting this material
+ float dlightcolor[3];
// from q3 shaders
int customblendfunc[2];
int supercontents;
int surfaceparms;
int textureflags;
-
- //skinframe_t skin;
}
texture_t;
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
float *data_baseboneposeinverse;
// textures of this model
int num_textures;
+ int num_texturesperskin;
texture_t *data_textures;
// surfaces of this model
int num_surfaces;
msurface_lightmapinfo_t *data_surfaces_lightmapinfo;
// all surfaces belong to this mesh
surfmesh_t surfmesh;
+ // data type of model
+ const char *modeldatatypestring;
// draw the model's sky polygons (only used by brush models)
void(*DrawSky)(struct entity_render_s *ent);
+ // draw refraction/reflection textures for the model's water polygons (only used by brush models)
+ void(*DrawAddWaterPlanes)(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, unsigned char *outshadowtrispvs, unsigned char *outlighttrispvs);
// compile a shadow volume for the model based on light source
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, qboolean loadpantsandshirt, qboolean 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);
+void Mod_LoadQ3Shaders(void);
+q3shaderinfo_t *Mod_LookupQ3Shader(const char *name);
+qboolean Mod_LoadTextureFromQ3Shader(texture_t *texture, const char *name, qboolean q1bsp, qboolean q3bsp, qboolean md3);
extern cvar_t r_mipskins;
// a lot of model formats use the Q1BSP code, so here are the prototypes...
struct entity_render_s;
+void R_Q1BSP_DrawAddWaterPlanes(struct entity_render_s *ent);
void R_Q1BSP_DrawSky(struct entity_render_s *ent);
void R_Q1BSP_Draw(struct entity_render_s *ent);
+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);