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_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 // accounting data for hash searches:
57 // the compare variables are used to identify internal skins from certain
59 // (so that two q1bsp maps with the same texture name for different
60 // textures do not have any conflicts)
61 struct skinframe_s *next; // next on hash chain
62 char basename[MAX_QPATH]; // name of this
63 int textureflags; // texture flags to use
67 // mark and sweep garbage collection, this value is updated to a new value
68 // on each level change for the used skinframes, if some are not used they
71 // on 32bit systems this makes the struct 128 bytes long
73 // average texture color, if applicable
82 typedef struct texvecvertex_s
89 // used for mesh lists in q1bsp/q3bsp map models
90 // (the surfaces reference portions of these meshes)
91 typedef struct surfmesh_s
93 // triangle data in system memory
94 int num_triangles; // number of triangles in the mesh
95 int *data_element3i; // int[tris*3] triangles of the mesh, 3 indices into vertex arrays for each
96 unsigned short *data_element3s; // unsigned short[tris*3] triangles of the mesh in unsigned short format (NULL if num_vertices > 65536)
97 int *data_neighbor3i; // int[tris*3] neighboring triangle on each edge (-1 if none)
98 // element buffer object (stores triangles in video memory)
99 int ebo3i; // unsigned int format (only allocated if num_vertices > 65536)
100 int ebo3s; // unsigned short format (only allocated if num_vertices <= 65536)
101 // vertex data in system memory
102 int num_vertices; // number of vertices in the mesh
103 float *data_vertex3f; // float[verts*3] vertex locations
104 float *data_svector3f; // float[verts*3] direction of 'S' (right) texture axis for each vertex
105 float *data_tvector3f; // float[verts*3] direction of 'T' (down) texture axis for each vertex
106 float *data_normal3f; // float[verts*3] direction of 'R' (out) texture axis for each vertex
107 float *data_texcoordtexture2f; // float[verts*2] texcoords for surface texture
108 float *data_texcoordlightmap2f; // float[verts*2] texcoords for lightmap texture
109 float *data_lightmapcolor4f;
110 int *data_lightmapoffsets; // index into surface's lightmap samples for vertex lighting
111 // vertex buffer object (stores geometry in video memory)
113 size_t vbooffset_vertex3f;
114 size_t vbooffset_svector3f;
115 size_t vbooffset_tvector3f;
116 size_t vbooffset_normal3f;
117 size_t vbooffset_texcoordtexture2f;
118 size_t vbooffset_texcoordlightmap2f;
119 size_t vbooffset_lightmapcolor4f;
120 // morph blending, these are zero if model is skeletal or static
122 struct md3vertex_s *data_morphmd3vertex;
123 struct trivertx_s *data_morphmdlvertex;
124 struct texvecvertex_s *data_morphtexvecvertex;
125 float *data_morphmd2framesize6f;
126 float num_morphmdlframescale[3];
127 float num_morphmdlframetranslate[3];
128 // skeletal blending, these are NULL if model is morph or static
129 int *data_vertexweightindex4i;
130 float *data_vertexweightinfluence4f;
131 // set if there is some kind of animation on this model
136 #define SHADOWMESHVERTEXHASH 1024
137 typedef struct shadowmeshvertexhash_s
139 struct shadowmeshvertexhash_s *next;
141 shadowmeshvertexhash_t;
143 typedef struct shadowmesh_s
145 // next mesh in chain
146 struct shadowmesh_s *next;
147 // used for light mesh (NULL on shadow mesh)
148 rtexture_t *map_diffuse;
149 rtexture_t *map_specular;
150 rtexture_t *map_normal;
152 int numverts, maxverts;
153 int numtriangles, maxtriangles;
156 // used for light mesh (NULL on shadow mesh)
163 unsigned short *element3s;
164 // used for shadow mesh (NULL on light mesh)
166 // these are NULL after Mod_ShadowMesh_Finish is performed, only used
167 // while building meshes
168 shadowmeshvertexhash_t **vertexhashtable, *vertexhashentries;
169 // element buffer object (stores triangles in video memory)
170 // (created by Mod_ShadowMesh_Finish if possible)
173 // vertex buffer object (stores vertices in video memory)
174 // (created by Mod_ShadowMesh_Finish if possible)
176 size_t vbooffset_vertex3f;
177 size_t vbooffset_svector3f;
178 size_t vbooffset_tvector3f;
179 size_t vbooffset_normal3f;
180 size_t vbooffset_texcoord2f;
184 // various flags from shaders, used for special effects not otherwise classified
185 // TODO: support these features more directly
186 #define Q3TEXTUREFLAG_TWOSIDED 1
187 #define Q3TEXTUREFLAG_NOPICMIP 16
188 #define Q3TEXTUREFLAG_POLYGONOFFSET 32
189 #define Q3TEXTUREFLAG_REFRACTION 256
190 #define Q3TEXTUREFLAG_REFLECTION 512
191 #define Q3TEXTUREFLAG_WATERSHADER 1024
193 #define Q3PATHLENGTH 64
194 #define TEXTURE_MAXFRAMES 64
195 #define Q3WAVEPARMS 4
196 #define Q3DEFORM_MAXPARMS 3
197 #define Q3SHADER_MAXLAYERS 2 // FIXME support more than that (currently only two are used, so why keep more in RAM?)
198 #define Q3RGBGEN_MAXPARMS 3
199 #define Q3ALPHAGEN_MAXPARMS 1
200 #define Q3TCGEN_MAXPARMS 6
201 #define Q3TCMOD_MAXPARMS 6
202 #define Q3MAXTCMODS 8
203 #define Q3MAXDEFORMS 4
205 typedef enum q3wavefunc_e
208 Q3WAVEFUNC_INVERSESAWTOOTH,
218 typedef enum q3deform_e
221 Q3DEFORM_PROJECTIONSHADOW,
223 Q3DEFORM_AUTOSPRITE2,
240 typedef enum q3rgbgen_e
245 Q3RGBGEN_EXACTVERTEX,
246 Q3RGBGEN_IDENTITYLIGHTING,
247 Q3RGBGEN_LIGHTINGDIFFUSE,
248 Q3RGBGEN_ONEMINUSENTITY,
249 Q3RGBGEN_ONEMINUSVERTEX,
256 typedef enum q3alphagen_e
261 Q3ALPHAGEN_LIGHTINGSPECULAR,
262 Q3ALPHAGEN_ONEMINUSENTITY,
263 Q3ALPHAGEN_ONEMINUSVERTEX,
271 typedef enum q3tcgen_e
274 Q3TCGEN_TEXTURE, // very common
275 Q3TCGEN_ENVIRONMENT, // common
282 typedef enum q3tcmod_e
285 Q3TCMOD_ENTITYTRANSLATE,
297 typedef struct q3shaderinfo_layer_rgbgen_s
300 float parms[Q3RGBGEN_MAXPARMS];
301 q3wavefunc_t wavefunc;
302 float waveparms[Q3WAVEPARMS];
304 q3shaderinfo_layer_rgbgen_t;
306 typedef struct q3shaderinfo_layer_alphagen_s
308 q3alphagen_t alphagen;
309 float parms[Q3ALPHAGEN_MAXPARMS];
310 q3wavefunc_t wavefunc;
311 float waveparms[Q3WAVEPARMS];
313 q3shaderinfo_layer_alphagen_t;
315 typedef struct q3shaderinfo_layer_tcgen_s
318 float parms[Q3TCGEN_MAXPARMS];
320 q3shaderinfo_layer_tcgen_t;
322 typedef struct q3shaderinfo_layer_tcmod_s
325 float parms[Q3TCMOD_MAXPARMS];
326 q3wavefunc_t wavefunc;
327 float waveparms[Q3WAVEPARMS];
329 q3shaderinfo_layer_tcmod_t;
331 typedef struct q3shaderinfo_layer_s
340 q3shaderinfo_layer_rgbgen_t rgbgen;
341 q3shaderinfo_layer_alphagen_t alphagen;
342 q3shaderinfo_layer_tcgen_t tcgen;
343 q3shaderinfo_layer_tcmod_t tcmods[Q3MAXTCMODS];
345 q3shaderinfo_layer_t;
347 typedef struct q3shaderinfo_deform_s
350 float parms[Q3DEFORM_MAXPARMS];
351 q3wavefunc_t wavefunc;
352 float waveparms[Q3WAVEPARMS];
354 q3shaderinfo_deform_t;
356 typedef struct q3shaderinfo_s
358 char name[Q3PATHLENGTH];
359 #define Q3SHADERINFO_COMPARE_START surfaceparms
364 qboolean vertexalpha;
365 qboolean textureblendalpha;
366 int primarylayer, backgroundlayer;
367 q3shaderinfo_layer_t layers[Q3SHADER_MAXLAYERS];
368 char skyboxname[Q3PATHLENGTH];
369 q3shaderinfo_deform_t deforms[Q3MAXDEFORMS];
371 // dp-specific additions:
378 float reflectmin; // when refraction is used, minimum amount of reflection (when looking straight down)
379 float reflectmax; // when refraction is used, maximum amount of reflection (when looking parallel to water)
380 float refractfactor; // amount of refraction distort (1.0 = like the cvar specifies)
381 vec4_t refractcolor4f; // color tint of refraction (including alpha factor)
382 float reflectfactor; // amount of reflection distort (1.0 = like the cvar specifies)
383 vec4_t reflectcolor4f; // color tint of reflection (including alpha factor)
384 float r_water_wateralpha; // additional wateralpha to apply when r_water is active
385 #define Q3SHADERINFO_COMPARE_END r_water_wateralpha
389 typedef enum texturelayertype_e
391 TEXTURELAYERTYPE_INVALID,
392 TEXTURELAYERTYPE_LITTEXTURE,
393 TEXTURELAYERTYPE_TEXTURE,
394 TEXTURELAYERTYPE_FOG,
398 typedef enum texturelayerflag_e
400 // indicates that the pass should apply fog darkening; used on
401 // transparent surfaces where simply blending an alpha fog as a final
402 // pass would not behave properly, so all the surfaces must be darkened,
403 // and the fog color added as a separate pass
404 TEXTURELAYERFLAG_FOGDARKEN = 1,
408 typedef struct texturelayer_s
410 texturelayertype_t type;
415 matrix4x4_t texmatrix;
421 typedef struct texture_s
427 unsigned int width, height;
429 //unsigned int flags;
431 // base material flags
432 int basematerialflags;
433 // current material flags (updated each bmodel render)
434 int currentmaterialflags;
436 // PolygonOffset values for rendering this material
437 // (these are added to the r_refdef values and submodel values)
438 float biaspolygonfactor;
439 float biaspolygonoffset;
441 // textures to use when rendering this material
442 skinframe_t *currentskinframe;
445 skinframe_t *skinframes[TEXTURE_MAXFRAMES];
446 // background layer (for terrain texture blending)
447 skinframe_t *backgroundcurrentskinframe;
448 int backgroundnumskinframes;
449 float backgroundskinframerate;
450 skinframe_t *backgroundskinframes[TEXTURE_MAXFRAMES];
452 // total frames in sequence and alternate sequence
454 // direct pointers to each of the frames in the sequences
455 // (indexed as [alternate][frame])
456 struct texture_s *anim_frames[2][10];
457 // set if animated or there is an alternate frame set
458 // (this is an optimization in the renderer)
461 // renderer checks if this texture needs updating...
462 int update_lastrenderframe;
463 void *update_lastrenderentity;
464 // the current alpha of this texture (may be affected by r_wateralpha)
466 // the current texture frame in animation
467 struct texture_s *currentframe;
468 // current texture transform matrix (used for water scrolling)
469 matrix4x4_t currenttexmatrix;
470 matrix4x4_t currentbackgroundtexmatrix;
472 // various q3 shader features
473 q3shaderinfo_layer_rgbgen_t rgbgen;
474 q3shaderinfo_layer_alphagen_t alphagen;
475 q3shaderinfo_layer_tcgen_t tcgen;
476 q3shaderinfo_layer_tcmod_t tcmods[Q3MAXTCMODS];
477 q3shaderinfo_layer_tcmod_t backgroundtcmods[Q3MAXTCMODS];
478 q3shaderinfo_deform_t deforms[Q3MAXDEFORMS];
480 qboolean colormapping;
481 rtexture_t *basetexture;
482 rtexture_t *glosstexture;
483 rtexture_t *backgroundbasetexture;
484 rtexture_t *backgroundglosstexture;
487 // color tint (colormod * currentalpha) used for rtlighting this material
488 float dlightcolor[3];
489 // color tint (colormod * 2) used for lightmapped lighting on this material
490 // includes alpha as 4th component
491 // replaces role of gl_Color in GLSL shader
492 float lightmapcolor[4];
495 int customblendfunc[2];
497 int currentnumlayers;
498 texturelayer_t currentlayers[16];
508 float reflectmin; // when refraction is used, minimum amount of reflection (when looking straight down)
509 float reflectmax; // when refraction is used, maximum amount of reflection (when looking parallel to water)
510 float refractfactor; // amount of refraction distort (1.0 = like the cvar specifies)
511 vec4_t refractcolor4f; // color tint of refraction (including alpha factor)
512 float reflectfactor; // amount of reflection distort (1.0 = like the cvar specifies)
513 vec4_t reflectcolor4f; // color tint of reflection (including alpha factor)
514 float r_water_wateralpha; // additional wateralpha to apply when r_water is active
518 typedef struct mtexinfo_s
526 typedef struct msurface_lightmapinfo_s
528 // texture mapping properties used by this surface
529 mtexinfo_t *texinfo; // q1bsp
530 // index into r_refdef.scene.lightstylevalue array, 255 means not used (black)
531 unsigned char styles[MAXLIGHTMAPS]; // q1bsp
532 // RGB lighting data [numstyles][height][width][3]
533 unsigned char *samples; // q1bsp
534 // RGB normalmap data [numstyles][height][width][3]
535 unsigned char *nmapsamples; // q1bsp
536 // stain to apply on lightmap (soot/dirt/blood/whatever)
537 unsigned char *stainsamples; // q1bsp
538 int texturemins[2]; // q1bsp
539 int extents[2]; // q1bsp
540 int lightmaporigin[2]; // q1bsp
542 msurface_lightmapinfo_t;
545 typedef struct msurface_s
547 // bounding box for onscreen checks
550 // the texture to use on the surface
552 // the lightmap texture fragment to use on the rendering mesh
553 rtexture_t *lightmaptexture;
554 // the lighting direction texture fragment to use on the rendering mesh
555 rtexture_t *deluxemaptexture;
557 // surfaces own ranges of vertices and triangles in the model->surfmesh
558 int num_triangles; // number of triangles
559 int num_firsttriangle; // first triangle
560 int num_vertices; // number of vertices
561 int num_firstvertex; // first vertex
563 // shadow volume building information
564 int num_firstshadowmeshtriangle; // index into model->brush.shadowmesh
566 // lightmaptexture rebuild information not used in q3bsp
567 msurface_lightmapinfo_t *lightmapinfo; // q1bsp
569 // mesh information for collisions (only used by q3bsp curves)
570 int num_collisiontriangles; // q3bsp
571 int *data_collisionelement3i; // q3bsp
572 int num_collisionvertices; // q3bsp
573 float *data_collisionvertex3f; // q3bsp
574 struct q3deffect_s *effect; // q3bsp
575 // FIXME: collisionmarkframe should be kept in a separate array
576 int collisionmarkframe; // q3bsp // don't collide twice in one trace
580 #include "matrixlib.h"
582 #include "model_brush.h"
583 #include "model_sprite.h"
584 #include "model_alias.h"
586 typedef struct model_sprite_s
589 mspriteframe_t *sprdata_frames;
595 typedef struct model_brush_lightstyleinfo_s
602 model_brush_lightstyleinfo_t;
604 typedef struct model_brush_s
606 // true if this model is a HalfLife .bsp file
608 // string of entity definitions (.map format)
611 // if not NULL this is a submodel
612 struct model_s *parentmodel;
613 // (this is the number of the submodel, an index into submodels)
616 // number of submodels in this map (just used by server to know how many
617 // submodels to load)
619 // pointers to each of the submodels
620 struct model_s **submodels;
623 mplane_t *data_planes;
628 // visible leafs, not counting 0 (solid)
630 // number of actual leafs (including 0 which is solid)
635 int *data_leafbrushes;
637 int num_leafsurfaces;
638 int *data_leafsurfaces;
641 mportal_t *data_portals;
643 int num_portalpoints;
644 mvertex_t *data_portalpoints;
647 q3mbrush_t *data_brushes;
650 q3mbrushside_t *data_brushsides;
654 int num_pvsclusterbytes;
655 unsigned char *data_pvsclusters;
657 //pvschain = model->brush.data_pvsclusters + mycluster * model->brush.num_pvsclusterbytes;
658 //if (pvschain[thatcluster >> 3] & (1 << (thatcluster & 7)))
660 // a mesh containing all shadow casting geometry for the whole model (including submodels), portions of this are referenced by each surface's num_firstshadowmeshtriangle
661 shadowmesh_t *shadowmesh;
664 int (*SuperContentsFromNativeContents)(struct model_s *model, int nativecontents);
665 int (*NativeContentsFromSuperContents)(struct model_s *model, int supercontents);
666 unsigned char *(*GetPVS)(struct model_s *model, const vec3_t p);
667 int (*FatPVS)(struct model_s *model, const vec3_t org, vec_t radius, unsigned char *pvsbuffer, int pvsbufferlength, qboolean merge);
668 int (*BoxTouchingPVS)(struct model_s *model, const unsigned char *pvs, const vec3_t mins, const vec3_t maxs);
669 int (*BoxTouchingLeafPVS)(struct model_s *model, const unsigned char *pvs, const vec3_t mins, const vec3_t maxs);
670 int (*BoxTouchingVisibleLeafs)(struct model_s *model, const unsigned char *visibleleafs, const vec3_t mins, const vec3_t maxs);
671 int (*FindBoxClusters)(struct model_s *model, const vec3_t mins, const vec3_t maxs, int maxclusters, int *clusterlist);
672 void (*LightPoint)(struct model_s *model, const vec3_t p, vec3_t ambientcolor, vec3_t diffusecolor, vec3_t diffusenormal);
673 void (*FindNonSolidLocation)(struct model_s *model, const vec3_t in, vec3_t out, vec_t radius);
674 mleaf_t *(*PointInLeaf)(struct model_s *model, const float *p);
675 // these are actually only found on brushq1, but NULL is handled gracefully
676 void (*AmbientSoundLevelsForPoint)(struct model_s *model, const vec3_t p, unsigned char *out, int outsize);
677 void (*RoundUpToHullSize)(struct model_s *cmodel, const vec3_t inmins, const vec3_t inmaxs, vec3_t outmins, vec3_t outmaxs);
678 // trace a line of sight through this model (returns false if the line if sight is definitely blocked)
679 qboolean (*TraceLineOfSight)(struct model_s *model, const vec3_t start, const vec3_t end);
681 char skybox[MAX_QPATH];
683 rtexture_t *solidskytexture;
684 rtexture_t *alphaskytexture;
686 qboolean supportwateralpha;
694 typedef struct model_brushq1_s
711 mclipnode_t *clipnodes;
713 hull_t hulls[MAX_MAP_HULLS];
715 int num_compressedpvs;
716 unsigned char *data_compressedpvs;
719 unsigned char *lightdata;
720 unsigned char *nmaplightdata; // deluxemap file
722 // lightmap update chains for light styles
724 model_brush_lightstyleinfo_t *data_lightstyleinfo;
726 // this contains bytes that are 1 if a surface needs its lightmap rebuilt
727 unsigned char *lightmapupdateflags;
731 /* MSVC can't compile empty structs, so this is commented out for now
732 typedef struct model_brushq2_s
738 typedef struct model_brushq3_s
741 q3dmodel_t *data_models;
743 // used only during loading - freed after loading!
745 float *data_vertex3f;
746 float *data_normal3f;
747 float *data_texcoordtexture2f;
748 float *data_texcoordlightmap2f;
751 // freed after loading!
756 q3deffect_t *data_effects;
759 int num_originallightmaps;
760 int num_mergedlightmaps;
761 int num_lightmapmergepower;
762 int num_lightmapmerge;
763 rtexture_t **data_lightmaps;
764 rtexture_t **data_deluxemaps;
766 // voxel light data with directional shading
768 q3dlightgrid_t *data_lightgrid;
769 // size of each cell (may vary by map, typically 64 64 128)
770 float num_lightgrid_cellsize[3];
771 // 1.0 / num_lightgrid_cellsize
772 float num_lightgrid_scale[3];
773 // dimensions of the world model in lightgrid cells
774 int num_lightgrid_imins[3];
775 int num_lightgrid_imaxs[3];
776 int num_lightgrid_isize[3];
777 // transform modelspace coordinates to lightgrid index
778 matrix4x4_t num_lightgrid_indexfromworld;
780 // true if this q3bsp file has been detected as using deluxemapping
781 // (lightmap texture pairs, every odd one is never directly refernced,
782 // and contains lighting normals, not colors)
783 qboolean deluxemapping;
784 // true if the detected deluxemaps are the modelspace kind, rather than
785 // the faster tangentspace kind
786 qboolean deluxemapping_modelspace;
787 // size of lightmaps (128 by default, but may be another poweroftwo if
788 // external lightmaps are used (q3map2 -lightmapsize)
795 typedef struct model_s
797 // name and path of model, for example "progs/player.mdl"
798 char name[MAX_QPATH];
799 // model needs to be loaded if this is false
801 // set if the model is used in current map, models which are not, are purged
803 // CRC of the file this model was loaded from, to reload if changed
805 // mod_brush, mod_alias, mod_sprite
807 // memory pool for allocations
809 // all models use textures...
810 rtexturepool_t *texturepool;
811 // EF_* flags (translated from the model file's different flags layout)
813 // number of QC accessible frame(group)s in the model
815 // number of QC accessible skin(group)s in the model
817 // whether to randomize animated framegroups
819 // bounding box at angles '0 0 0'
820 vec3_t normalmins, normalmaxs;
821 // bounding box if yaw angle is not 0, but pitch and roll are
822 vec3_t yawmins, yawmaxs;
823 // bounding box if pitch or roll are used
824 vec3_t rotatedmins, rotatedmaxs;
825 // sphere radius, usable at any angles
827 // squared sphere radius for easier comparisons
829 // skin animation info
830 animscene_t *skinscenes; // [numskins]
831 // skin animation info
832 animscene_t *animscenes; // [numframes]
833 // range of surface numbers in this (sub)model
834 int firstmodelsurface;
835 int nummodelsurfaces;
836 int *sortedmodelsurfaces;
837 // range of collision brush numbers in this (sub)model
840 // list of surface numbers in this (sub)model
845 aliastag_t *data_tags;
846 // for skeletal models
848 aliasbone_t *data_bones;
851 float *data_baseboneposeinverse;
852 // textures of this model
854 int num_texturesperskin;
855 texture_t *data_textures;
856 // surfaces of this model
858 msurface_t *data_surfaces;
859 // optional lightmapinfo data for surface lightmap updates
860 msurface_lightmapinfo_t *data_surfaces_lightmapinfo;
861 // all surfaces belong to this mesh
863 // data type of model
864 const char *modeldatatypestring;
865 // generates vertex data for a given frameblend
866 void(*AnimateVertices)(const struct model_s *model, const struct frameblend_s *frameblend, float *vertex3f, float *normal3f, float *svector3f, float *tvector3f);
867 // draw the model's sky polygons (only used by brush models)
868 void(*DrawSky)(struct entity_render_s *ent);
869 // draw refraction/reflection textures for the model's water polygons (only used by brush models)
870 void(*DrawAddWaterPlanes)(struct entity_render_s *ent);
871 // draw the model using lightmap/dlight shading
872 void(*Draw)(struct entity_render_s *ent);
873 // draw the model to the depth buffer (no color rendering at all)
874 void(*DrawDepth)(struct entity_render_s *ent);
875 // draw any enabled debugging effects on this model (such as showing triangles, normals, collision brushes...)
876 void(*DrawDebug)(struct entity_render_s *ent);
877 // gathers info on which clusters and surfaces are lit by light, as well as calculating a bounding box
878 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);
879 // compile a shadow volume for the model based on light source
880 void(*CompileShadowVolume)(struct entity_render_s *ent, vec3_t relativelightorigin, vec3_t relativelightdirection, float lightradius, int numsurfaces, const int *surfacelist);
881 // draw a shadow volume for the model based on light source
882 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);
883 // draw the lighting on a model (through stencil)
884 void(*DrawLight)(struct entity_render_s *ent, int numsurfaces, const int *surfacelist, const unsigned char *trispvs);
885 // trace a box against this model
886 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);
887 // find the supercontents value at a point in this model
888 int (*PointSuperContents)(struct model_s *model, int frame, const vec3_t point);
889 // fields belonging to some types of model
890 model_sprite_t sprite;
892 model_brushq1_t brushq1;
893 /* MSVC can't handle an empty struct, so this is commented out for now
894 model_brushq2_t brushq2;
896 model_brushq3_t brushq3;
897 // flags this model for offseting sounds to the model center (used by brush models)
902 //============================================================================
905 extern dp_model_t *loadmodel;
906 extern unsigned char *mod_base;
907 // sky/water subdivision
908 //extern cvar_t gl_subdivide_size;
909 // texture fullbrights
910 extern cvar_t r_fullbrights;
912 void Mod_Init (void);
913 void Mod_Reload (void);
914 dp_model_t *Mod_LoadModel(dp_model_t *mod, qboolean crash, qboolean checkdisk);
915 dp_model_t *Mod_FindName (const char *name, const char *parentname);
916 dp_model_t *Mod_ForName (const char *name, qboolean crash, qboolean checkdisk, const char *parentname);
917 void Mod_UnloadModel (dp_model_t *mod);
919 void Mod_ClearUsed(void);
920 void Mod_PurgeUnused(void);
921 void Mod_RemoveStaleWorldModels(dp_model_t *skip); // only used during loading!
923 extern dp_model_t *loadmodel;
924 extern char loadname[32]; // for hunk tags
926 int Mod_BuildVertexRemapTableFromElements(int numelements, const int *elements, int numvertices, int *remapvertices);
927 void Mod_BuildTriangleNeighbors(int *neighbors, const int *elements, int numtriangles);
928 void Mod_ValidateElements(int *elements, int numtriangles, int firstvertex, int numverts, const char *filename, int fileline);
929 void Mod_BuildNormals(int firstvertex, int numvertices, int numtriangles, const float *vertex3f, const int *elements, float *normal3f, qboolean areaweighting);
930 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);
932 void Mod_AllocSurfMesh(mempool_t *mempool, int numvertices, int numtriangles, qboolean lightmapoffsets, qboolean vertexcolors, qboolean neighbors);
933 void Mod_MakeSortedSurfaces(dp_model_t *mod);
935 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);
936 shadowmesh_t *Mod_ShadowMesh_ReAlloc(mempool_t *mempool, shadowmesh_t *oldmesh, int light, int neighbors);
937 int Mod_ShadowMesh_AddVertex(shadowmesh_t *mesh, float *vertex14f);
938 void Mod_ShadowMesh_AddTriangle(mempool_t *mempool, shadowmesh_t *mesh, rtexture_t *map_diffuse, rtexture_t *map_specular, rtexture_t *map_normal, float *vertex14f);
939 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);
940 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);
941 shadowmesh_t *Mod_ShadowMesh_Finish(mempool_t *mempool, shadowmesh_t *firstmesh, qboolean light, qboolean neighbors, qboolean createvbo);
942 void Mod_ShadowMesh_CalcBBox(shadowmesh_t *firstmesh, vec3_t mins, vec3_t maxs, vec3_t center, float *radius);
943 void Mod_ShadowMesh_Free(shadowmesh_t *mesh);
945 void Mod_FreeQ3Shaders(void);
946 void Mod_LoadQ3Shaders(void);
947 q3shaderinfo_t *Mod_LookupQ3Shader(const char *name);
948 qboolean Mod_LoadTextureFromQ3Shader(texture_t *texture, const char *name, qboolean warnmissing, qboolean fallback, int defaulttexflags);
950 extern cvar_t r_mipskins;
952 typedef struct skinfileitem_s
954 struct skinfileitem_s *next;
955 char name[MAX_QPATH];
956 char replacement[MAX_QPATH];
960 typedef struct skinfile_s
962 struct skinfile_s *next;
963 skinfileitem_t *items;
967 skinfile_t *Mod_LoadSkinFiles(void);
968 void Mod_FreeSkinFiles(skinfile_t *skinfile);
969 int Mod_CountSkinFiles(skinfile_t *skinfile);
971 void Mod_SnapVertices(int numcomponents, int numvertices, float *vertices, float snap);
972 int Mod_RemoveDegenerateTriangles(int numtriangles, const int *inelement3i, int *outelement3i, const float *vertex3f);
973 void Mod_VertexRangeFromElements(int numelements, const int *elements, int *firstvertexpointer, int *lastvertexpointer);
976 void Mod_BrushInit(void);
977 // used for talking to the QuakeC mainly
978 int Mod_Q1BSP_NativeContentsFromSuperContents(struct model_s *model, int supercontents);
979 int Mod_Q1BSP_SuperContentsFromNativeContents(struct model_s *model, int nativecontents);
981 // a lot of model formats use the Q1BSP code, so here are the prototypes...
982 struct entity_render_s;
983 void R_Q1BSP_DrawAddWaterPlanes(struct entity_render_s *ent);
984 void R_Q1BSP_DrawSky(struct entity_render_s *ent);
985 void R_Q1BSP_Draw(struct entity_render_s *ent);
986 void R_Q1BSP_DrawDepth(struct entity_render_s *ent);
987 void R_Q1BSP_DrawDebug(struct entity_render_s *ent);
988 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);
989 void R_Q1BSP_CompileShadowVolume(struct entity_render_s *ent, vec3_t relativelightorigin, vec3_t relativelightdirection, float lightradius, int numsurfaces, const int *surfacelist);
990 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);
991 void R_Q1BSP_DrawLight(struct entity_render_s *ent, int numsurfaces, const int *surfacelist, const unsigned char *trispvs);
995 void Mod_AliasInit(void);
996 int Mod_Alias_GetTagMatrix(const dp_model_t *model, int poseframe, int tagindex, matrix4x4_t *outmatrix);
997 int Mod_Alias_GetTagIndexForName(const dp_model_t *model, unsigned int skin, const char *tagname);
998 int Mod_Alias_GetExtendedTagInfoForIndex(const dp_model_t *model, unsigned int skin, int poseframe, int tagindex, int *parentindex, const char **tagname, matrix4x4_t *tag_localmatrix);
1001 void Mod_SpriteInit(void);
1004 void Mod_Q1BSP_Load(dp_model_t *mod, void *buffer, void *bufferend);
1005 void Mod_IBSP_Load(dp_model_t *mod, void *buffer, void *bufferend);
1006 void Mod_MAP_Load(dp_model_t *mod, void *buffer, void *bufferend);
1007 void Mod_OBJ_Load(dp_model_t *mod, void *buffer, void *bufferend);
1008 void Mod_IDP0_Load(dp_model_t *mod, void *buffer, void *bufferend);
1009 void Mod_IDP2_Load(dp_model_t *mod, void *buffer, void *bufferend);
1010 void Mod_IDP3_Load(dp_model_t *mod, void *buffer, void *bufferend);
1011 void Mod_ZYMOTICMODEL_Load(dp_model_t *mod, void *buffer, void *bufferend);
1012 void Mod_DARKPLACESMODEL_Load(dp_model_t *mod, void *buffer, void *bufferend);
1013 void Mod_PSKMODEL_Load(dp_model_t *mod, void *buffer, void *bufferend);
1014 void Mod_IDSP_Load(dp_model_t *mod, void *buffer, void *bufferend);
1015 void Mod_IDS2_Load(dp_model_t *mod, void *buffer, void *bufferend);
1018 qboolean Mod_CanSeeBox_Trace(int numsamples, float t, dp_model_t *model, vec3_t eye, vec3_t minsX, vec3_t maxsX);
1020 #endif // MODEL_SHARED_H