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 // indicates whether this texture has transparent pixels
73 // average texture color, if applicable
75 // for mdl skins, we actually only upload on first use (many are never used, and they are almost never used in both base+pants+shirt and merged modes)
76 unsigned char *qpixels;
79 qboolean qhascolormapping;
80 qboolean qgeneratebase;
81 qboolean qgeneratemerged;
82 qboolean qgeneratenmap;
83 qboolean qgenerateglow;
89 typedef struct texvecvertex_s
96 // used for mesh lists in q1bsp/q3bsp map models
97 // (the surfaces reference portions of these meshes)
98 typedef struct surfmesh_s
100 // triangle data in system memory
101 int num_triangles; // number of triangles in the mesh
102 int *data_element3i; // int[tris*3] triangles of the mesh, 3 indices into vertex arrays for each
103 unsigned short *data_element3s; // unsigned short[tris*3] triangles of the mesh in unsigned short format (NULL if num_vertices > 65536)
104 int *data_neighbor3i; // int[tris*3] neighboring triangle on each edge (-1 if none)
105 // element buffer object (stores triangles in video memory)
106 int ebo3i; // unsigned int format (only allocated if num_vertices > 65536)
107 int ebo3s; // unsigned short format (only allocated if num_vertices <= 65536)
108 // vertex data in system memory
109 int num_vertices; // number of vertices in the mesh
110 float *data_vertex3f; // float[verts*3] vertex locations
111 float *data_svector3f; // float[verts*3] direction of 'S' (right) texture axis for each vertex
112 float *data_tvector3f; // float[verts*3] direction of 'T' (down) texture axis for each vertex
113 float *data_normal3f; // float[verts*3] direction of 'R' (out) texture axis for each vertex
114 float *data_texcoordtexture2f; // float[verts*2] texcoords for surface texture
115 float *data_texcoordlightmap2f; // float[verts*2] texcoords for lightmap texture
116 float *data_lightmapcolor4f;
117 int *data_lightmapoffsets; // index into surface's lightmap samples for vertex lighting
118 // vertex buffer object (stores geometry in video memory)
120 size_t vbooffset_vertex3f;
121 size_t vbooffset_svector3f;
122 size_t vbooffset_tvector3f;
123 size_t vbooffset_normal3f;
124 size_t vbooffset_texcoordtexture2f;
125 size_t vbooffset_texcoordlightmap2f;
126 size_t vbooffset_lightmapcolor4f;
127 // morph blending, these are zero if model is skeletal or static
129 struct md3vertex_s *data_morphmd3vertex;
130 struct trivertx_s *data_morphmdlvertex;
131 struct texvecvertex_s *data_morphtexvecvertex;
132 float *data_morphmd2framesize6f;
133 float num_morphmdlframescale[3];
134 float num_morphmdlframetranslate[3];
135 // skeletal blending, these are NULL if model is morph or static
136 int *data_vertexweightindex4i;
137 float *data_vertexweightinfluence4f;
138 // set if there is some kind of animation on this model
143 #define SHADOWMESHVERTEXHASH 1024
144 typedef struct shadowmeshvertexhash_s
146 struct shadowmeshvertexhash_s *next;
148 shadowmeshvertexhash_t;
150 typedef struct shadowmesh_s
152 // next mesh in chain
153 struct shadowmesh_s *next;
154 // used for light mesh (NULL on shadow mesh)
155 rtexture_t *map_diffuse;
156 rtexture_t *map_specular;
157 rtexture_t *map_normal;
159 int numverts, maxverts;
160 int numtriangles, maxtriangles;
163 // used for light mesh (NULL on shadow mesh)
170 unsigned short *element3s;
171 // used for shadow mapping cubemap side partitioning
172 int sideoffsets[6], sidetotals[6];
173 // used for shadow mesh (NULL on light mesh)
175 // these are NULL after Mod_ShadowMesh_Finish is performed, only used
176 // while building meshes
177 shadowmeshvertexhash_t **vertexhashtable, *vertexhashentries;
178 // element buffer object (stores triangles in video memory)
179 // (created by Mod_ShadowMesh_Finish if possible)
182 // vertex buffer object (stores vertices in video memory)
183 // (created by Mod_ShadowMesh_Finish if possible)
185 size_t vbooffset_vertex3f;
186 size_t vbooffset_svector3f;
187 size_t vbooffset_tvector3f;
188 size_t vbooffset_normal3f;
189 size_t vbooffset_texcoord2f;
193 // various flags from shaders, used for special effects not otherwise classified
194 // TODO: support these features more directly
195 #define Q3TEXTUREFLAG_TWOSIDED 1
196 #define Q3TEXTUREFLAG_NOPICMIP 16
197 #define Q3TEXTUREFLAG_POLYGONOFFSET 32
198 #define Q3TEXTUREFLAG_REFRACTION 256
199 #define Q3TEXTUREFLAG_REFLECTION 512
200 #define Q3TEXTUREFLAG_WATERSHADER 1024
202 #define Q3PATHLENGTH 64
203 #define TEXTURE_MAXFRAMES 64
204 #define Q3WAVEPARMS 4
205 #define Q3DEFORM_MAXPARMS 3
206 #define Q3SHADER_MAXLAYERS 2 // FIXME support more than that (currently only two are used, so why keep more in RAM?)
207 #define Q3RGBGEN_MAXPARMS 3
208 #define Q3ALPHAGEN_MAXPARMS 1
209 #define Q3TCGEN_MAXPARMS 6
210 #define Q3TCMOD_MAXPARMS 6
211 #define Q3MAXTCMODS 8
212 #define Q3MAXDEFORMS 4
214 typedef enum q3wavefunc_e
217 Q3WAVEFUNC_INVERSESAWTOOTH,
227 typedef enum q3deform_e
230 Q3DEFORM_PROJECTIONSHADOW,
232 Q3DEFORM_AUTOSPRITE2,
249 typedef enum q3rgbgen_e
254 Q3RGBGEN_EXACTVERTEX,
255 Q3RGBGEN_IDENTITYLIGHTING,
256 Q3RGBGEN_LIGHTINGDIFFUSE,
257 Q3RGBGEN_ONEMINUSENTITY,
258 Q3RGBGEN_ONEMINUSVERTEX,
265 typedef enum q3alphagen_e
270 Q3ALPHAGEN_LIGHTINGSPECULAR,
271 Q3ALPHAGEN_ONEMINUSENTITY,
272 Q3ALPHAGEN_ONEMINUSVERTEX,
280 typedef enum q3tcgen_e
283 Q3TCGEN_TEXTURE, // very common
284 Q3TCGEN_ENVIRONMENT, // common
291 typedef enum q3tcmod_e
294 Q3TCMOD_ENTITYTRANSLATE,
306 typedef struct q3shaderinfo_layer_rgbgen_s
309 float parms[Q3RGBGEN_MAXPARMS];
310 q3wavefunc_t wavefunc;
311 float waveparms[Q3WAVEPARMS];
313 q3shaderinfo_layer_rgbgen_t;
315 typedef struct q3shaderinfo_layer_alphagen_s
317 q3alphagen_t alphagen;
318 float parms[Q3ALPHAGEN_MAXPARMS];
319 q3wavefunc_t wavefunc;
320 float waveparms[Q3WAVEPARMS];
322 q3shaderinfo_layer_alphagen_t;
324 typedef struct q3shaderinfo_layer_tcgen_s
327 float parms[Q3TCGEN_MAXPARMS];
329 q3shaderinfo_layer_tcgen_t;
331 typedef struct q3shaderinfo_layer_tcmod_s
334 float parms[Q3TCMOD_MAXPARMS];
335 q3wavefunc_t wavefunc;
336 float waveparms[Q3WAVEPARMS];
338 q3shaderinfo_layer_tcmod_t;
340 typedef struct q3shaderinfo_layer_s
349 q3shaderinfo_layer_rgbgen_t rgbgen;
350 q3shaderinfo_layer_alphagen_t alphagen;
351 q3shaderinfo_layer_tcgen_t tcgen;
352 q3shaderinfo_layer_tcmod_t tcmods[Q3MAXTCMODS];
354 q3shaderinfo_layer_t;
356 typedef struct q3shaderinfo_deform_s
359 float parms[Q3DEFORM_MAXPARMS];
360 q3wavefunc_t wavefunc;
361 float waveparms[Q3WAVEPARMS];
363 q3shaderinfo_deform_t;
365 typedef struct q3shaderinfo_s
367 char name[Q3PATHLENGTH];
368 #define Q3SHADERINFO_COMPARE_START surfaceparms
373 qboolean vertexalpha;
374 qboolean textureblendalpha;
375 int primarylayer, backgroundlayer;
376 q3shaderinfo_layer_t layers[Q3SHADER_MAXLAYERS];
377 char skyboxname[Q3PATHLENGTH];
378 q3shaderinfo_deform_t deforms[Q3MAXDEFORMS];
380 // dp-specific additions:
387 float reflectmin; // when refraction is used, minimum amount of reflection (when looking straight down)
388 float reflectmax; // when refraction is used, maximum amount of reflection (when looking parallel to water)
389 float refractfactor; // amount of refraction distort (1.0 = like the cvar specifies)
390 vec4_t refractcolor4f; // color tint of refraction (including alpha factor)
391 float reflectfactor; // amount of reflection distort (1.0 = like the cvar specifies)
392 vec4_t reflectcolor4f; // color tint of reflection (including alpha factor)
393 float r_water_wateralpha; // additional wateralpha to apply when r_water is active
396 float specularscalemod;
397 float specularpowermod;
398 #define Q3SHADERINFO_COMPARE_END specularpowermod
402 typedef enum texturelayertype_e
404 TEXTURELAYERTYPE_INVALID,
405 TEXTURELAYERTYPE_LITTEXTURE,
406 TEXTURELAYERTYPE_TEXTURE,
407 TEXTURELAYERTYPE_FOG,
411 typedef enum texturelayerflag_e
413 // indicates that the pass should apply fog darkening; used on
414 // transparent surfaces where simply blending an alpha fog as a final
415 // pass would not behave properly, so all the surfaces must be darkened,
416 // and the fog color added as a separate pass
417 TEXTURELAYERFLAG_FOGDARKEN = 1,
421 typedef struct texturelayer_s
423 texturelayertype_t type;
428 matrix4x4_t texmatrix;
434 typedef struct texture_s
440 unsigned int width, height;
442 //unsigned int flags;
444 // base material flags
445 int basematerialflags;
446 // current material flags (updated each bmodel render)
447 int currentmaterialflags;
449 // PolygonOffset values for rendering this material
450 // (these are added to the r_refdef values and submodel values)
451 float biaspolygonfactor;
452 float biaspolygonoffset;
454 // textures to use when rendering this material
455 skinframe_t *currentskinframe;
458 skinframe_t *skinframes[TEXTURE_MAXFRAMES];
459 // background layer (for terrain texture blending)
460 skinframe_t *backgroundcurrentskinframe;
461 int backgroundnumskinframes;
462 float backgroundskinframerate;
463 skinframe_t *backgroundskinframes[TEXTURE_MAXFRAMES];
465 // total frames in sequence and alternate sequence
467 // direct pointers to each of the frames in the sequences
468 // (indexed as [alternate][frame])
469 struct texture_s *anim_frames[2][10];
470 // set if animated or there is an alternate frame set
471 // (this is an optimization in the renderer)
474 // renderer checks if this texture needs updating...
475 int update_lastrenderframe;
476 void *update_lastrenderentity;
477 // the current alpha of this texture (may be affected by r_wateralpha)
479 // the current texture frame in animation
480 struct texture_s *currentframe;
481 // current texture transform matrix (used for water scrolling)
482 matrix4x4_t currenttexmatrix;
483 matrix4x4_t currentbackgroundtexmatrix;
485 // various q3 shader features
486 q3shaderinfo_layer_rgbgen_t rgbgen;
487 q3shaderinfo_layer_alphagen_t alphagen;
488 q3shaderinfo_layer_tcgen_t tcgen;
489 q3shaderinfo_layer_tcmod_t tcmods[Q3MAXTCMODS];
490 q3shaderinfo_layer_tcmod_t backgroundtcmods[Q3MAXTCMODS];
491 q3shaderinfo_deform_t deforms[Q3MAXDEFORMS];
493 qboolean colormapping;
494 rtexture_t *basetexture;
495 rtexture_t *glosstexture;
496 rtexture_t *backgroundbasetexture;
497 rtexture_t *backgroundglosstexture;
500 // color tint (colormod * currentalpha) used for rtlighting this material
501 float dlightcolor[3];
502 // color tint (colormod * 2) used for lightmapped lighting on this material
503 // includes alpha as 4th component
504 // replaces role of gl_Color in GLSL shader
505 float lightmapcolor[4];
508 int customblendfunc[2];
510 int currentnumlayers;
511 texturelayer_t currentlayers[16];
521 float reflectmin; // when refraction is used, minimum amount of reflection (when looking straight down)
522 float reflectmax; // when refraction is used, maximum amount of reflection (when looking parallel to water)
523 float refractfactor; // amount of refraction distort (1.0 = like the cvar specifies)
524 vec4_t refractcolor4f; // color tint of refraction (including alpha factor)
525 float reflectfactor; // amount of reflection distort (1.0 = like the cvar specifies)
526 vec4_t reflectcolor4f; // color tint of reflection (including alpha factor)
527 float r_water_wateralpha; // additional wateralpha to apply when r_water is active
530 float specularscalemod;
531 float specularpowermod;
535 typedef struct mtexinfo_s
543 typedef struct msurface_lightmapinfo_s
545 // texture mapping properties used by this surface
546 mtexinfo_t *texinfo; // q1bsp
547 // index into r_refdef.scene.lightstylevalue array, 255 means not used (black)
548 unsigned char styles[MAXLIGHTMAPS]; // q1bsp
549 // RGB lighting data [numstyles][height][width][3]
550 unsigned char *samples; // q1bsp
551 // RGB normalmap data [numstyles][height][width][3]
552 unsigned char *nmapsamples; // q1bsp
553 // stain to apply on lightmap (soot/dirt/blood/whatever)
554 unsigned char *stainsamples; // q1bsp
555 int texturemins[2]; // q1bsp
556 int extents[2]; // q1bsp
557 int lightmaporigin[2]; // q1bsp
559 msurface_lightmapinfo_t;
562 typedef struct msurface_s
564 // bounding box for onscreen checks
567 // the texture to use on the surface
569 // the lightmap texture fragment to use on the rendering mesh
570 rtexture_t *lightmaptexture;
571 // the lighting direction texture fragment to use on the rendering mesh
572 rtexture_t *deluxemaptexture;
574 // surfaces own ranges of vertices and triangles in the model->surfmesh
575 int num_triangles; // number of triangles
576 int num_firsttriangle; // first triangle
577 int num_vertices; // number of vertices
578 int num_firstvertex; // first vertex
580 // shadow volume building information
581 int num_firstshadowmeshtriangle; // index into model->brush.shadowmesh
583 // lightmaptexture rebuild information not used in q3bsp
584 msurface_lightmapinfo_t *lightmapinfo; // q1bsp
586 // mesh information for collisions (only used by q3bsp curves)
587 int num_collisiontriangles; // q3bsp
588 int *data_collisionelement3i; // q3bsp
589 int num_collisionvertices; // q3bsp
590 float *data_collisionvertex3f; // q3bsp
591 struct q3deffect_s *effect; // q3bsp
592 // FIXME: collisionmarkframe should be kept in a separate array
593 int collisionmarkframe; // q3bsp // don't collide twice in one trace
596 float *data_collisionbbox6f; // collision optimization - contains combined bboxes of every data_collisionstride triangles
597 int num_collisionbboxstride;
598 float *data_bbox6f; // collision optimization - contains combined bboxes of every data_collisionstride triangles
603 #include "matrixlib.h"
605 #include "model_brush.h"
606 #include "model_sprite.h"
607 #include "model_alias.h"
609 typedef struct model_sprite_s
612 mspriteframe_t *sprdata_frames;
618 typedef struct model_brush_lightstyleinfo_s
625 model_brush_lightstyleinfo_t;
627 typedef struct model_brush_s
629 // true if this model is a HalfLife .bsp file
631 // string of entity definitions (.map format)
634 // if not NULL this is a submodel
635 struct model_s *parentmodel;
636 // (this is the number of the submodel, an index into submodels)
639 // number of submodels in this map (just used by server to know how many
640 // submodels to load)
642 // pointers to each of the submodels
643 struct model_s **submodels;
646 mplane_t *data_planes;
651 // visible leafs, not counting 0 (solid)
653 // number of actual leafs (including 0 which is solid)
658 int *data_leafbrushes;
660 int num_leafsurfaces;
661 int *data_leafsurfaces;
664 mportal_t *data_portals;
666 int num_portalpoints;
667 mvertex_t *data_portalpoints;
670 q3mbrush_t *data_brushes;
673 q3mbrushside_t *data_brushsides;
677 int num_pvsclusterbytes;
678 unsigned char *data_pvsclusters;
680 //pvschain = model->brush.data_pvsclusters + mycluster * model->brush.num_pvsclusterbytes;
681 //if (pvschain[thatcluster >> 3] & (1 << (thatcluster & 7)))
683 // a mesh containing all shadow casting geometry for the whole model (including submodels), portions of this are referenced by each surface's num_firstshadowmeshtriangle
684 shadowmesh_t *shadowmesh;
686 // a mesh containing all SUPERCONTENTS_SOLID surfaces for this model or submodel, for physics engines to use
687 shadowmesh_t *collisionmesh;
690 int (*SuperContentsFromNativeContents)(struct model_s *model, int nativecontents);
691 int (*NativeContentsFromSuperContents)(struct model_s *model, int supercontents);
692 unsigned char *(*GetPVS)(struct model_s *model, const vec3_t p);
693 int (*FatPVS)(struct model_s *model, const vec3_t org, vec_t radius, unsigned char *pvsbuffer, int pvsbufferlength, qboolean merge);
694 int (*BoxTouchingPVS)(struct model_s *model, const unsigned char *pvs, const vec3_t mins, const vec3_t maxs);
695 int (*BoxTouchingLeafPVS)(struct model_s *model, const unsigned char *pvs, const vec3_t mins, const vec3_t maxs);
696 int (*BoxTouchingVisibleLeafs)(struct model_s *model, const unsigned char *visibleleafs, const vec3_t mins, const vec3_t maxs);
697 int (*FindBoxClusters)(struct model_s *model, const vec3_t mins, const vec3_t maxs, int maxclusters, int *clusterlist);
698 void (*LightPoint)(struct model_s *model, const vec3_t p, vec3_t ambientcolor, vec3_t diffusecolor, vec3_t diffusenormal);
699 void (*FindNonSolidLocation)(struct model_s *model, const vec3_t in, vec3_t out, vec_t radius);
700 mleaf_t *(*PointInLeaf)(struct model_s *model, const float *p);
701 // these are actually only found on brushq1, but NULL is handled gracefully
702 void (*AmbientSoundLevelsForPoint)(struct model_s *model, const vec3_t p, unsigned char *out, int outsize);
703 void (*RoundUpToHullSize)(struct model_s *cmodel, const vec3_t inmins, const vec3_t inmaxs, vec3_t outmins, vec3_t outmaxs);
704 // trace a line of sight through this model (returns false if the line if sight is definitely blocked)
705 qboolean (*TraceLineOfSight)(struct model_s *model, const vec3_t start, const vec3_t end);
707 char skybox[MAX_QPATH];
709 skinframe_t *solidskyskinframe;
710 skinframe_t *alphaskyskinframe;
712 qboolean supportwateralpha;
720 typedef struct model_brushq1_s
737 mclipnode_t *clipnodes;
739 hull_t hulls[MAX_MAP_HULLS];
741 int num_compressedpvs;
742 unsigned char *data_compressedpvs;
745 unsigned char *lightdata;
746 unsigned char *nmaplightdata; // deluxemap file
748 // lightmap update chains for light styles
750 model_brush_lightstyleinfo_t *data_lightstyleinfo;
752 // this contains bytes that are 1 if a surface needs its lightmap rebuilt
753 unsigned char *lightmapupdateflags;
757 /* MSVC can't compile empty structs, so this is commented out for now
758 typedef struct model_brushq2_s
764 typedef struct model_brushq3_s
767 q3dmodel_t *data_models;
769 // used only during loading - freed after loading!
771 float *data_vertex3f;
772 float *data_normal3f;
773 float *data_texcoordtexture2f;
774 float *data_texcoordlightmap2f;
777 // freed after loading!
782 q3deffect_t *data_effects;
785 int num_originallightmaps;
786 int num_mergedlightmaps;
787 int num_lightmapmergepower;
788 int num_lightmapmerge;
789 rtexture_t **data_lightmaps;
790 rtexture_t **data_deluxemaps;
792 // voxel light data with directional shading
794 q3dlightgrid_t *data_lightgrid;
795 // size of each cell (may vary by map, typically 64 64 128)
796 float num_lightgrid_cellsize[3];
797 // 1.0 / num_lightgrid_cellsize
798 float num_lightgrid_scale[3];
799 // dimensions of the world model in lightgrid cells
800 int num_lightgrid_imins[3];
801 int num_lightgrid_imaxs[3];
802 int num_lightgrid_isize[3];
803 // transform modelspace coordinates to lightgrid index
804 matrix4x4_t num_lightgrid_indexfromworld;
806 // true if this q3bsp file has been detected as using deluxemapping
807 // (lightmap texture pairs, every odd one is never directly refernced,
808 // and contains lighting normals, not colors)
809 qboolean deluxemapping;
810 // true if the detected deluxemaps are the modelspace kind, rather than
811 // the faster tangentspace kind
812 qboolean deluxemapping_modelspace;
813 // size of lightmaps (128 by default, but may be another poweroftwo if
814 // external lightmaps are used (q3map2 -lightmapsize)
822 typedef struct model_s
824 // name and path of model, for example "progs/player.mdl"
825 char name[MAX_QPATH];
826 // model needs to be loaded if this is false
828 // set if the model is used in current map, models which are not, are purged
830 // CRC of the file this model was loaded from, to reload if changed
832 // mod_brush, mod_alias, mod_sprite
834 // memory pool for allocations
836 // all models use textures...
837 rtexturepool_t *texturepool;
838 // EF_* flags (translated from the model file's different flags layout)
840 // number of QC accessible frame(group)s in the model
842 // number of QC accessible skin(group)s in the model
844 // whether to randomize animated framegroups
846 // bounding box at angles '0 0 0'
847 vec3_t normalmins, normalmaxs;
848 // bounding box if yaw angle is not 0, but pitch and roll are
849 vec3_t yawmins, yawmaxs;
850 // bounding box if pitch or roll are used
851 vec3_t rotatedmins, rotatedmaxs;
852 // sphere radius, usable at any angles
854 // squared sphere radius for easier comparisons
856 // skin animation info
857 animscene_t *skinscenes; // [numskins]
858 // skin animation info
859 animscene_t *animscenes; // [numframes]
860 // range of surface numbers in this (sub)model
861 int firstmodelsurface;
862 int nummodelsurfaces;
863 int *sortedmodelsurfaces;
864 // range of collision brush numbers in this (sub)model
870 aliastag_t *data_tags;
871 // for skeletal models
873 aliasbone_t *data_bones;
876 float *data_baseboneposeinverse;
877 // textures of this model
879 int num_texturesperskin;
880 texture_t *data_textures;
881 // surfaces of this model
883 msurface_t *data_surfaces;
884 // optional lightmapinfo data for surface lightmap updates
885 msurface_lightmapinfo_t *data_surfaces_lightmapinfo;
886 // all surfaces belong to this mesh
888 // data type of model
889 const char *modeldatatypestring;
890 // generates vertex data for a given frameblend
891 void(*AnimateVertices)(const struct model_s *model, const struct frameblend_s *frameblend, const struct skeleton_s *skeleton, float *vertex3f, float *normal3f, float *svector3f, float *tvector3f);
892 // draw the model's sky polygons (only used by brush models)
893 void(*DrawSky)(struct entity_render_s *ent);
894 // draw refraction/reflection textures for the model's water polygons (only used by brush models)
895 void(*DrawAddWaterPlanes)(struct entity_render_s *ent);
896 // draw the model using lightmap/dlight shading
897 void(*Draw)(struct entity_render_s *ent);
898 // draw the model to the depth buffer (no color rendering at all)
899 void(*DrawDepth)(struct entity_render_s *ent);
900 // draw any enabled debugging effects on this model (such as showing triangles, normals, collision brushes...)
901 void(*DrawDebug)(struct entity_render_s *ent);
902 // draw geometry textures for deferred rendering
903 void(*DrawPrepass)(struct entity_render_s *ent);
904 // compile an optimized shadowmap mesh for the model based on light source
905 void(*CompileShadowMap)(struct entity_render_s *ent, vec3_t relativelightorigin, vec3_t relativelightdirection, float lightradius, int numsurfaces, const int *surfacelist);
906 // draw depth into a shadowmap
907 void(*DrawShadowMap)(int side, struct entity_render_s *ent, const vec3_t relativelightorigin, const vec3_t relativelightdirection, float lightradius, int numsurfaces, const int *surfacelist, const unsigned char *surfacesides, const vec3_t lightmins, const vec3_t lightmaxs);
908 // gathers info on which clusters and surfaces are lit by light, as well as calculating a bounding box
909 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, int numfrustumplanes, const mplane_t *frustumplanes);
910 // compile a shadow volume for the model based on light source
911 void(*CompileShadowVolume)(struct entity_render_s *ent, vec3_t relativelightorigin, vec3_t relativelightdirection, float lightradius, int numsurfaces, const int *surfacelist);
912 // draw a shadow volume for the model based on light source
913 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);
914 // draw the lighting on a model (through stencil)
915 void(*DrawLight)(struct entity_render_s *ent, int numsurfaces, const int *surfacelist, const unsigned char *trispvs);
916 // trace a box against this model
917 void (*TraceBox)(struct model_s *model, const struct frameblend_s *frameblend, const struct skeleton_s *skeleton, struct trace_s *trace, const vec3_t start, const vec3_t boxmins, const vec3_t boxmaxs, const vec3_t end, int hitsupercontentsmask);
918 // trace a box against this model
919 void (*TraceLine)(struct model_s *model, const struct frameblend_s *frameblend, const struct skeleton_s *skeleton, struct trace_s *trace, const vec3_t start, const vec3_t end, int hitsupercontentsmask);
920 // trace a point against this model (like PointSuperContents)
921 void (*TracePoint)(struct model_s *model, const struct frameblend_s *frameblend, const struct skeleton_s *skeleton, struct trace_s *trace, const vec3_t start, int hitsupercontentsmask);
922 // find the supercontents value at a point in this model
923 int (*PointSuperContents)(struct model_s *model, int frame, const vec3_t point);
924 // fields belonging to some types of model
925 model_sprite_t sprite;
927 model_brushq1_t brushq1;
928 /* MSVC can't handle an empty struct, so this is commented out for now
929 model_brushq2_t brushq2;
931 model_brushq3_t brushq3;
932 // flags this model for offseting sounds to the model center (used by brush models)
937 //============================================================================
940 extern dp_model_t *loadmodel;
941 extern unsigned char *mod_base;
942 // sky/water subdivision
943 //extern cvar_t gl_subdivide_size;
944 // texture fullbrights
945 extern cvar_t r_fullbrights;
947 void Mod_Init (void);
948 void Mod_Reload (void);
949 dp_model_t *Mod_LoadModel(dp_model_t *mod, qboolean crash, qboolean checkdisk);
950 dp_model_t *Mod_FindName (const char *name, const char *parentname);
951 dp_model_t *Mod_ForName (const char *name, qboolean crash, qboolean checkdisk, const char *parentname);
952 void Mod_UnloadModel (dp_model_t *mod);
954 void Mod_ClearUsed(void);
955 void Mod_PurgeUnused(void);
956 void Mod_RemoveStaleWorldModels(dp_model_t *skip); // only used during loading!
958 extern dp_model_t *loadmodel;
959 extern char loadname[32]; // for hunk tags
961 int Mod_BuildVertexRemapTableFromElements(int numelements, const int *elements, int numvertices, int *remapvertices);
962 void Mod_BuildTriangleNeighbors(int *neighbors, const int *elements, int numtriangles);
963 void Mod_ValidateElements(int *elements, int numtriangles, int firstvertex, int numverts, const char *filename, int fileline);
964 void Mod_BuildNormals(int firstvertex, int numvertices, int numtriangles, const float *vertex3f, const int *elements, float *normal3f, qboolean areaweighting);
965 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);
967 void Mod_AllocSurfMesh(mempool_t *mempool, int numvertices, int numtriangles, qboolean lightmapoffsets, qboolean vertexcolors, qboolean neighbors);
968 void Mod_MakeSortedSurfaces(dp_model_t *mod);
970 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);
971 shadowmesh_t *Mod_ShadowMesh_ReAlloc(mempool_t *mempool, shadowmesh_t *oldmesh, int light, int neighbors);
972 int Mod_ShadowMesh_AddVertex(shadowmesh_t *mesh, float *vertex14f);
973 void Mod_ShadowMesh_AddTriangle(mempool_t *mempool, shadowmesh_t *mesh, rtexture_t *map_diffuse, rtexture_t *map_specular, rtexture_t *map_normal, float *vertex14f);
974 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);
975 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);
976 shadowmesh_t *Mod_ShadowMesh_Finish(mempool_t *mempool, shadowmesh_t *firstmesh, qboolean light, qboolean neighbors, qboolean createvbo);
977 void Mod_ShadowMesh_CalcBBox(shadowmesh_t *firstmesh, vec3_t mins, vec3_t maxs, vec3_t center, float *radius);
978 void Mod_ShadowMesh_Free(shadowmesh_t *mesh);
980 void Mod_CreateCollisionMesh(dp_model_t *mod);
982 void Mod_FreeQ3Shaders(void);
983 void Mod_LoadQ3Shaders(void);
984 q3shaderinfo_t *Mod_LookupQ3Shader(const char *name);
985 qboolean Mod_LoadTextureFromQ3Shader(texture_t *texture, const char *name, qboolean warnmissing, qboolean fallback, int defaulttexflags);
987 extern cvar_t r_mipskins;
989 typedef struct skeleton_s
991 const dp_model_t *model;
992 matrix4x4_t *relativetransforms;
996 typedef struct skinfileitem_s
998 struct skinfileitem_s *next;
999 char name[MAX_QPATH];
1000 char replacement[MAX_QPATH];
1004 typedef struct skinfile_s
1006 struct skinfile_s *next;
1007 skinfileitem_t *items;
1011 skinfile_t *Mod_LoadSkinFiles(void);
1012 void Mod_FreeSkinFiles(skinfile_t *skinfile);
1013 int Mod_CountSkinFiles(skinfile_t *skinfile);
1015 void Mod_SnapVertices(int numcomponents, int numvertices, float *vertices, float snap);
1016 int Mod_RemoveDegenerateTriangles(int numtriangles, const int *inelement3i, int *outelement3i, const float *vertex3f);
1017 void Mod_VertexRangeFromElements(int numelements, const int *elements, int *firstvertexpointer, int *lastvertexpointer);
1019 typedef struct mod_alloclightmap_row_s
1024 mod_alloclightmap_row_t;
1026 typedef struct mod_alloclightmap_state_s
1031 mod_alloclightmap_row_t *rows;
1033 mod_alloclightmap_state_t;
1035 void Mod_AllocLightmap_Init(mod_alloclightmap_state_t *state, int width, int height);
1036 void Mod_AllocLightmap_Free(mod_alloclightmap_state_t *state);
1037 void Mod_AllocLightmap_Reset(mod_alloclightmap_state_t *state);
1038 qboolean Mod_AllocLightmap_Block(mod_alloclightmap_state_t *state, int blockwidth, int blockheight, int *outx, int *outy);
1041 void Mod_BrushInit(void);
1042 // used for talking to the QuakeC mainly
1043 int Mod_Q1BSP_NativeContentsFromSuperContents(struct model_s *model, int supercontents);
1044 int Mod_Q1BSP_SuperContentsFromNativeContents(struct model_s *model, int nativecontents);
1046 // a lot of model formats use the Q1BSP code, so here are the prototypes...
1047 struct entity_render_s;
1048 void R_Q1BSP_DrawAddWaterPlanes(struct entity_render_s *ent);
1049 void R_Q1BSP_DrawSky(struct entity_render_s *ent);
1050 void R_Q1BSP_Draw(struct entity_render_s *ent);
1051 void R_Q1BSP_DrawDepth(struct entity_render_s *ent);
1052 void R_Q1BSP_DrawDebug(struct entity_render_s *ent);
1053 void R_Q1BSP_DrawPrepass(struct entity_render_s *ent);
1054 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, int numfrustumplanes, const mplane_t *frustumplanes);
1055 void R_Q1BSP_CompileShadowMap(struct entity_render_s *ent, vec3_t relativelightorigin, vec3_t relativelightdirection, float lightradius, int numsurfaces, const int *surfacelist);
1056 void R_Q1BSP_DrawShadowMap(int side, struct entity_render_s *ent, const vec3_t relativelightorigin, const vec3_t relativelightdirection, float lightradius, int modelnumsurfaces, const int *modelsurfacelist, const unsigned char *surfacesides, const vec3_t lightmins, const vec3_t lightmaxs);
1057 void R_Q1BSP_CompileShadowVolume(struct entity_render_s *ent, vec3_t relativelightorigin, vec3_t relativelightdirection, float lightradius, int numsurfaces, const int *surfacelist);
1058 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);
1059 void R_Q1BSP_DrawLight(struct entity_render_s *ent, int numsurfaces, const int *surfacelist, const unsigned char *trispvs);
1062 struct frameblend_s;
1064 void Mod_AliasInit(void);
1065 int Mod_Alias_GetTagMatrix(const dp_model_t *model, const struct frameblend_s *frameblend, const struct skeleton_s *skeleton, int tagindex, matrix4x4_t *outmatrix);
1066 int Mod_Alias_GetTagIndexForName(const dp_model_t *model, unsigned int skin, const char *tagname);
1067 int Mod_Alias_GetExtendedTagInfoForIndex(const dp_model_t *model, unsigned int skin, const struct frameblend_s *frameblend, const struct skeleton_s *skeleton, int tagindex, int *parentindex, const char **tagname, matrix4x4_t *tag_localmatrix);
1070 void Mod_SpriteInit(void);
1073 void Mod_Q1BSP_Load(dp_model_t *mod, void *buffer, void *bufferend);
1074 void Mod_IBSP_Load(dp_model_t *mod, void *buffer, void *bufferend);
1075 void Mod_MAP_Load(dp_model_t *mod, void *buffer, void *bufferend);
1076 void Mod_OBJ_Load(dp_model_t *mod, void *buffer, void *bufferend);
1077 void Mod_IDP0_Load(dp_model_t *mod, void *buffer, void *bufferend);
1078 void Mod_IDP2_Load(dp_model_t *mod, void *buffer, void *bufferend);
1079 void Mod_IDP3_Load(dp_model_t *mod, void *buffer, void *bufferend);
1080 void Mod_ZYMOTICMODEL_Load(dp_model_t *mod, void *buffer, void *bufferend);
1081 void Mod_DARKPLACESMODEL_Load(dp_model_t *mod, void *buffer, void *bufferend);
1082 void Mod_PSKMODEL_Load(dp_model_t *mod, void *buffer, void *bufferend);
1083 void Mod_IDSP_Load(dp_model_t *mod, void *buffer, void *bufferend);
1084 void Mod_IDS2_Load(dp_model_t *mod, void *buffer, void *bufferend);
1086 #endif // MODEL_SHARED_H