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} 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
78 typedef struct overridetagname_s
84 // a replacement set of tag names, per skin
85 typedef struct overridetagnameset_s
87 int num_overridetagnames;
88 overridetagname_t *data_overridetagnames;
95 // used for mesh lists in q1bsp/q3bsp map models
96 // (the surfaces reference portions of these meshes)
97 typedef struct surfmesh_s
99 // triangle data in system memory
100 int num_triangles; // number of triangles in the mesh
101 int *data_element3i; // int[tris*3] triangles of the mesh, 3 indices into vertex arrays for each
102 int *data_neighbor3i; // int[tris*3] neighboring triangle on each edge (-1 if none)
103 // element buffer object (stores triangles in video memory)
105 // vertex data in system memory
106 int num_vertices; // number of vertices in the mesh
107 float *data_vertex3f; // float[verts*3] vertex locations
108 float *data_svector3f; // float[verts*3] direction of 'S' (right) texture axis for each vertex
109 float *data_tvector3f; // float[verts*3] direction of 'T' (down) texture axis for each vertex
110 float *data_normal3f; // float[verts*3] direction of 'R' (out) texture axis for each vertex
111 float *data_texcoordtexture2f; // float[verts*2] texcoords for surface texture
112 float *data_texcoordlightmap2f; // float[verts*2] texcoords for lightmap texture
113 float *data_lightmapcolor4f;
114 int *data_lightmapoffsets; // index into surface's lightmap samples for vertex lighting
115 // vertex buffer object (stores geometry in video memory)
117 size_t vbooffset_vertex3f;
118 size_t vbooffset_svector3f;
119 size_t vbooffset_tvector3f;
120 size_t vbooffset_normal3f;
121 size_t vbooffset_texcoordtexture2f;
122 size_t vbooffset_texcoordlightmap2f;
123 size_t vbooffset_lightmapcolor4f;
124 // morph blending, these are zero if model is skeletal or static
126 struct md3vertex_s *data_morphmd3vertex;
127 struct trivertx_s *data_morphmdlvertex;
128 float *data_morphmd2framesize6f;
129 float num_morphmdlframescale[3];
130 float num_morphmdlframetranslate[3];
131 // skeletal blending, these are NULL if model is morph or static
132 int *data_vertexweightindex4i;
133 float *data_vertexweightinfluence4f;
134 // set if there is some kind of animation on this model
139 #define SHADOWMESHVERTEXHASH 1024
140 typedef struct shadowmeshvertexhash_s
142 struct shadowmeshvertexhash_s *next;
144 shadowmeshvertexhash_t;
146 typedef struct shadowmesh_s
148 // next mesh in chain
149 struct shadowmesh_s *next;
150 // used for light mesh (NULL on shadow mesh)
151 rtexture_t *map_diffuse;
152 rtexture_t *map_specular;
153 rtexture_t *map_normal;
155 int numverts, maxverts;
156 int numtriangles, maxtriangles;
159 // used for light mesh (NULL on shadow mesh)
166 // used for shadow mesh (NULL on light mesh)
168 // these are NULL after Mod_ShadowMesh_Finish is performed, only used
169 // while building meshes
170 shadowmeshvertexhash_t **vertexhashtable, *vertexhashentries;
171 // element buffer object (stores triangles in video memory)
172 // (created by Mod_ShadowMesh_Finish if possible)
174 // vertex buffer object (stores vertices in video memory)
175 // (created by Mod_ShadowMesh_Finish if possible)
177 size_t vbooffset_vertex3f;
178 size_t vbooffset_svector3f;
179 size_t vbooffset_tvector3f;
180 size_t vbooffset_normal3f;
181 size_t vbooffset_texcoord2f;
185 // various flags from shaders, used for special effects not otherwise classified
186 // TODO: support these features more directly
187 #define Q3TEXTUREFLAG_TWOSIDED 1
188 #define Q3TEXTUREFLAG_NOPICMIP 16
190 #define Q3PATHLENGTH 64
191 #define TEXTURE_MAXFRAMES 64
192 #define Q3WAVEPARMS 4
193 #define Q3DEFORM_MAXPARMS 3
194 #define Q3SHADER_MAXLAYERS 8
195 #define Q3RGBGEN_MAXPARMS 3
196 #define Q3ALPHAGEN_MAXPARMS 1
197 #define Q3TCGEN_MAXPARMS 6
198 #define Q3TCMOD_MAXPARMS 6
199 #define Q3MAXTCMODS 4
200 #define Q3MAXDEFORMS 4
202 typedef enum q3wavefunc_e
205 Q3WAVEFUNC_INVERSESAWTOOTH,
215 typedef enum q3deform_e
218 Q3DEFORM_PROJECTIONSHADOW,
220 Q3DEFORM_AUTOSPRITE2,
237 typedef enum q3rgbgen_e
242 Q3RGBGEN_EXACTVERTEX,
243 Q3RGBGEN_IDENTITYLIGHTING,
244 Q3RGBGEN_LIGHTINGDIFFUSE,
245 Q3RGBGEN_ONEMINUSENTITY,
246 Q3RGBGEN_ONEMINUSVERTEX,
253 typedef enum q3alphagen_e
258 Q3ALPHAGEN_LIGHTINGSPECULAR,
259 Q3ALPHAGEN_ONEMINUSENTITY,
260 Q3ALPHAGEN_ONEMINUSVERTEX,
268 typedef enum q3tcgen_e
271 Q3TCGEN_TEXTURE, // very common
272 Q3TCGEN_ENVIRONMENT, // common
279 typedef enum q3tcmod_e
282 Q3TCMOD_ENTITYTRANSLATE,
293 typedef struct q3shaderinfo_layer_s
299 char texturename[TEXTURE_MAXFRAMES][Q3PATHLENGTH];
302 float rgbgen_parms[Q3RGBGEN_MAXPARMS];
303 q3wavefunc_t rgbgen_wavefunc;
304 float rgbgen_waveparms[Q3WAVEPARMS];
305 q3alphagen_t alphagen;
306 float alphagen_parms[Q3ALPHAGEN_MAXPARMS];
307 q3wavefunc_t alphagen_wavefunc;
308 float alphagen_waveparms[Q3WAVEPARMS];
310 float tcgen_parms[Q3TCGEN_MAXPARMS];
311 q3tcmod_t tcmod[Q3MAXTCMODS];
312 float tcmod_parms[Q3MAXTCMODS][Q3TCMOD_MAXPARMS];
313 q3wavefunc_t tcmod_wavefunc[Q3MAXTCMODS];
314 float tcmod_waveparms[Q3MAXTCMODS][Q3WAVEPARMS];
316 q3shaderinfo_layer_t;
318 typedef struct q3shaderinfo_deform_s
321 float deform_parms[Q3DEFORM_MAXPARMS];
322 q3wavefunc_t deform_wavefunc;
323 float deform_waveparms[Q3WAVEPARMS];
325 q3shaderinfo_deform_t;
327 typedef struct q3shaderinfo_s
329 char name[Q3PATHLENGTH];
334 qboolean vertexalpha;
335 qboolean textureblendalpha;
336 q3shaderinfo_layer_t *primarylayer, *backgroundlayer;
337 q3shaderinfo_layer_t layers[Q3SHADER_MAXLAYERS];
338 char skyboxname[Q3PATHLENGTH];
339 q3shaderinfo_deform_t deforms[Q3MAXDEFORMS];
343 typedef enum texturelayertype_e
345 TEXTURELAYERTYPE_INVALID,
346 TEXTURELAYERTYPE_LITTEXTURE,
347 TEXTURELAYERTYPE_TEXTURE,
348 TEXTURELAYERTYPE_FOG,
352 typedef enum texturelayerflag_e
354 // indicates that the pass should apply fog darkening; used on
355 // transparent surfaces where simply blending an alpha fog as a final
356 // pass would not behave properly, so all the surfaces must be darkened,
357 // and the fog color added as a separate pass
358 TEXTURELAYERFLAG_FOGDARKEN = 1,
362 typedef struct texturelayer_s
364 texturelayertype_t type;
369 matrix4x4_t texmatrix;
375 typedef struct texture_s
381 unsigned int width, height;
383 //unsigned int flags;
385 // base material flags
386 int basematerialflags;
387 // current material flags (updated each bmodel render)
388 int currentmaterialflags;
390 // textures to use when rendering this material
391 skinframe_t *currentskinframe;
394 skinframe_t *skinframes[TEXTURE_MAXFRAMES];
395 // background layer (for terrain texture blending)
396 skinframe_t *backgroundcurrentskinframe;
397 int backgroundnumskinframes;
398 float backgroundskinframerate;
399 skinframe_t *backgroundskinframes[TEXTURE_MAXFRAMES];
401 // total frames in sequence and alternate sequence
403 // direct pointers to each of the frames in the sequences
404 // (indexed as [alternate][frame])
405 struct texture_s *anim_frames[2][10];
406 // set if animated or there is an alternate frame set
407 // (this is an optimization in the renderer)
410 // the current alpha of this texture (may be affected by r_wateralpha)
412 // the current texture frame in animation
413 struct texture_s *currentframe;
414 // current texture transform matrix (used for water scrolling)
415 matrix4x4_t currenttexmatrix;
417 // various q3 shader features
418 q3shaderinfo_deform_t deforms[Q3MAXDEFORMS];
420 float deform_parms[Q3DEFORM_MAXPARMS];
421 q3wavefunc_t deform_wavefunc;
422 float deform_waveparms[Q3WAVEPARMS];
424 float rgbgen_parms[Q3RGBGEN_MAXPARMS];
425 q3wavefunc_t rgbgen_wavefunc;
426 float rgbgen_waveparms[Q3WAVEPARMS];
427 q3alphagen_t alphagen;
428 float alphagen_parms[Q3ALPHAGEN_MAXPARMS];
429 q3wavefunc_t alphagen_wavefunc;
430 float alphagen_waveparms[Q3WAVEPARMS];
432 float tcgen_parms[Q3TCGEN_MAXPARMS];
433 q3tcmod_t tcmod[Q3MAXTCMODS];
434 float tcmod_parms[Q3MAXTCMODS][Q3TCMOD_MAXPARMS];
435 q3wavefunc_t tcmod_wavefunc[Q3MAXTCMODS];
436 float tcmod_waveparms[Q3MAXTCMODS][Q3WAVEPARMS];
438 qboolean colormapping;
439 rtexture_t *basetexture;
440 rtexture_t *glosstexture;
441 rtexture_t *backgroundbasetexture;
442 rtexture_t *backgroundglosstexture;
447 int customblendfunc[2];
449 int currentnumlayers;
450 texturelayer_t currentlayers[16];
461 typedef struct mtexinfo_s
469 typedef struct msurface_lightmapinfo_s
471 // texture mapping properties used by this surface
472 mtexinfo_t *texinfo; // q1bsp
473 // index into r_refdef.lightstylevalue array, 255 means not used (black)
474 unsigned char styles[MAXLIGHTMAPS]; // q1bsp
475 // RGB lighting data [numstyles][height][width][3]
476 unsigned char *samples; // q1bsp
477 // RGB normalmap data [numstyles][height][width][3]
478 unsigned char *nmapsamples; // q1bsp
479 // stain to apply on lightmap (soot/dirt/blood/whatever)
480 unsigned char *stainsamples; // q1bsp
481 int texturemins[2]; // q1bsp
482 int extents[2]; // q1bsp
483 int lightmaporigin[2]; // q1bsp
485 msurface_lightmapinfo_t;
488 typedef struct msurface_s
490 // bounding box for onscreen checks
493 // the texture to use on the surface
495 // the lightmap texture fragment to use on the rendering mesh
496 rtexture_t *lightmaptexture;
497 // the lighting direction texture fragment to use on the rendering mesh
498 rtexture_t *deluxemaptexture;
500 // surfaces own ranges of vertices and triangles in the model->surfmesh
501 int num_triangles; // number of triangles
502 int num_firsttriangle; // first triangle
503 int num_vertices; // number of vertices
504 int num_firstvertex; // first vertex
506 // shadow volume building information
507 int num_firstshadowmeshtriangle; // index into model->brush.shadowmesh
509 // lightmaptexture rebuild information not used in q3bsp
510 int cached_dlight; // q1bsp // forces rebuild of lightmaptexture
511 msurface_lightmapinfo_t *lightmapinfo; // q1bsp
513 // mesh information for collisions (only used by q3bsp curves)
514 int num_collisiontriangles; // q3bsp
515 int *data_collisionelement3i; // q3bsp
516 int num_collisionvertices; // q3bsp
517 float *data_collisionvertex3f; // q3bsp
518 struct q3deffect_s *effect; // q3bsp
519 // FIXME: collisionmarkframe should be kept in a separate array
520 int collisionmarkframe; // q3bsp // don't collide twice in one trace
524 #include "matrixlib.h"
526 #include "model_brush.h"
527 #include "model_sprite.h"
528 #include "model_alias.h"
530 typedef struct model_sprite_s
533 mspriteframe_t *sprdata_frames;
539 typedef struct model_brush_s
541 // true if this model is a HalfLife .bsp file
543 // true if this model is a Martial Concert .bsp file
545 // string of entity definitions (.map format)
548 // if non-zero this is a submodel
549 // (this is the number of the submodel, an index into submodels)
552 // number of submodels in this map (just used by server to know how many
553 // submodels to load)
555 // pointers to each of the submodels if .isworldmodel is true
556 struct model_s **submodels;
559 mplane_t *data_planes;
564 // visible leafs, not counting 0 (solid)
566 // number of actual leafs (including 0 which is solid)
571 int *data_leafbrushes;
573 int num_leafsurfaces;
574 int *data_leafsurfaces;
577 mportal_t *data_portals;
579 int num_portalpoints;
580 mvertex_t *data_portalpoints;
583 q3mbrush_t *data_brushes;
586 q3mbrushside_t *data_brushsides;
590 int num_pvsclusterbytes;
591 unsigned char *data_pvsclusters;
593 //pvschain = model->brush.data_pvsclusters + mycluster * model->brush.num_pvsclusterbytes;
594 //if (pvschain[thatcluster >> 3] & (1 << (thatcluster & 7)))
596 // a mesh containing all shadow casting geometry for the whole model (including submodels), portions of this are referenced by each surface's num_firstshadowmeshtriangle
597 shadowmesh_t *shadowmesh;
600 int (*SuperContentsFromNativeContents)(struct model_s *model, int nativecontents);
601 int (*NativeContentsFromSuperContents)(struct model_s *model, int supercontents);
602 unsigned char *(*GetPVS)(struct model_s *model, const vec3_t p);
603 int (*FatPVS)(struct model_s *model, const vec3_t org, vec_t radius, unsigned char *pvsbuffer, int pvsbufferlength);
604 int (*BoxTouchingPVS)(struct model_s *model, const unsigned char *pvs, const vec3_t mins, const vec3_t maxs);
605 int (*BoxTouchingLeafPVS)(struct model_s *model, const unsigned char *pvs, const vec3_t mins, const vec3_t maxs);
606 int (*BoxTouchingVisibleLeafs)(struct model_s *model, const unsigned char *visibleleafs, const vec3_t mins, const vec3_t maxs);
607 int (*FindBoxClusters)(struct model_s *model, const vec3_t mins, const vec3_t maxs, int maxclusters, int *clusterlist);
608 void (*LightPoint)(struct model_s *model, const vec3_t p, vec3_t ambientcolor, vec3_t diffusecolor, vec3_t diffusenormal);
609 void (*FindNonSolidLocation)(struct model_s *model, const vec3_t in, vec3_t out, vec_t radius);
610 mleaf_t *(*PointInLeaf)(struct model_s *model, const float *p);
611 // these are actually only found on brushq1, but NULL is handled gracefully
612 void (*AmbientSoundLevelsForPoint)(struct model_s *model, const vec3_t p, unsigned char *out, int outsize);
613 void (*RoundUpToHullSize)(struct model_s *cmodel, const vec3_t inmins, const vec3_t inmaxs, vec3_t outmins, vec3_t outmaxs);
614 // trace a line of sight through this model (returns false if the line if sight is definitely blocked)
615 qboolean (*TraceLineOfSight)(struct model_s *model, const vec3_t start, const vec3_t end);
617 char skybox[MAX_QPATH];
619 rtexture_t *solidskytexture;
620 rtexture_t *alphaskytexture;
622 qboolean supportwateralpha;
630 typedef struct model_brushq1_s
632 // lightmap format, set to r_lightmaprgba when model is loaded
650 dclipnode_t *clipnodes;
652 hull_t hulls[MAX_MAP_HULLS];
654 int num_compressedpvs;
655 unsigned char *data_compressedpvs;
658 unsigned char *lightdata;
659 unsigned char *nmaplightdata; // deluxemap file
661 // lightmap update chains for light styles
663 unsigned char *light_style;
664 int *light_stylevalue;
665 msurface_t ***light_styleupdatechains;
666 msurface_t **light_styleupdatechainsbuffer;
670 /* MSVC can't compile empty structs, so this is commented out for now
671 typedef struct model_brushq2_s
677 typedef struct model_brushq3_s
680 q3dmodel_t *data_models;
682 // used only during loading - freed after loading!
684 float *data_vertex3f;
685 float *data_normal3f;
686 float *data_texcoordtexture2f;
687 float *data_texcoordlightmap2f;
690 // freed after loading!
695 q3deffect_t *data_effects;
698 int num_originallightmaps;
699 int num_mergedlightmaps;
700 int num_lightmapmergepower;
701 int num_lightmapmerge;
702 rtexture_t **data_lightmaps;
703 rtexture_t **data_deluxemaps;
705 // voxel light data with directional shading
707 q3dlightgrid_t *data_lightgrid;
708 // size of each cell (may vary by map, typically 64 64 128)
709 float num_lightgrid_cellsize[3];
710 // 1.0 / num_lightgrid_cellsize
711 float num_lightgrid_scale[3];
712 // dimensions of the world model in lightgrid cells
713 int num_lightgrid_imins[3];
714 int num_lightgrid_imaxs[3];
715 int num_lightgrid_isize[3];
717 int num_lightgrid_dimensions[3];
718 // transform modelspace coordinates to lightgrid index
719 matrix4x4_t num_lightgrid_indexfromworld;
721 // true if this q3bsp file has been detected as using deluxemapping
722 // (lightmap texture pairs, every odd one is never directly refernced,
723 // and contains lighting normals, not colors)
724 qboolean deluxemapping;
725 // true if the detected deluxemaps are the modelspace kind, rather than
726 // the faster tangentspace kind
727 qboolean deluxemapping_modelspace;
731 typedef struct model_s
733 // name and path of model, for example "progs/player.mdl"
734 char name[MAX_QPATH];
735 // model needs to be loaded if this is false
737 // set if the model is used in current map, models which are not, are purged
739 // true if this is the world model (I.E. defines what sky to use, and may contain submodels)
740 qboolean isworldmodel;
741 // CRC of the file this model was loaded from, to reload if changed
743 // mod_brush, mod_alias, mod_sprite
745 // memory pool for allocations
747 // all models use textures...
748 rtexturepool_t *texturepool;
749 // EF_* flags (translated from the model file's different flags layout)
751 // number of QC accessible frame(group)s in the model
753 // number of QC accessible skin(group)s in the model
755 // whether to randomize animated framegroups
757 // bounding box at angles '0 0 0'
758 vec3_t normalmins, normalmaxs;
759 // bounding box if yaw angle is not 0, but pitch and roll are
760 vec3_t yawmins, yawmaxs;
761 // bounding box if pitch or roll are used
762 vec3_t rotatedmins, rotatedmaxs;
763 // sphere radius, usable at any angles
765 // squared sphere radius for easier comparisons
767 // skin animation info
768 animscene_t *skinscenes; // [numskins]
769 // skin animation info
770 animscene_t *animscenes; // [numframes]
771 // range of surface numbers in this (sub)model
772 int firstmodelsurface;
773 int nummodelsurfaces;
774 // range of collision brush numbers in this (sub)model
777 // list of surface numbers in this (sub)model
782 aliastag_t *data_tags;
783 // for skeletal models
785 aliasbone_t *data_bones;
788 float *data_baseboneposeinverse;
789 // textures of this model
791 int num_texturesperskin;
792 texture_t *data_textures;
793 // surfaces of this model
795 msurface_t *data_surfaces;
796 // optional lightmapinfo data for surface lightmap updates
797 msurface_lightmapinfo_t *data_surfaces_lightmapinfo;
798 // all surfaces belong to this mesh
800 // draw the model's sky polygons (only used by brush models)
801 void(*DrawSky)(struct entity_render_s *ent);
802 // draw the model using lightmap/dlight shading
803 void(*Draw)(struct entity_render_s *ent);
804 // draw the model to the depth buffer (no color rendering at all)
805 void(*DrawDepth)(struct entity_render_s *ent);
806 // gathers info on which clusters and surfaces are lit by light, as well as calculating a bounding box
807 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);
808 // compile a shadow volume for the model based on light source
809 void(*CompileShadowVolume)(struct entity_render_s *ent, vec3_t relativelightorigin, vec3_t relativelightdirection, float lightradius, int numsurfaces, const int *surfacelist);
810 // draw a shadow volume for the model based on light source
811 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);
812 // draw the lighting on a model (through stencil)
813 void(*DrawLight)(struct entity_render_s *ent, int numsurfaces, const int *surfacelist, const unsigned char *trispvs);
814 // trace a box against this model
815 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);
816 // fields belonging to some types of model
817 model_sprite_t sprite;
819 model_brushq1_t brushq1;
820 /* MSVC can't handle an empty struct, so this is commented out for now
821 model_brushq2_t brushq2;
823 model_brushq3_t brushq3;
824 // skin files can have different tags for each skin
825 overridetagnameset_t *data_overridetagnamesforskin;
826 // flags this model for offseting sounds to the model center (used by brush models)
831 //============================================================================
834 extern model_t *loadmodel;
835 extern unsigned char *mod_base;
836 // sky/water subdivision
837 //extern cvar_t gl_subdivide_size;
838 // texture fullbrights
839 extern cvar_t r_fullbrights;
841 void Mod_Init (void);
842 void Mod_Reload (void);
843 model_t *Mod_LoadModel(model_t *mod, qboolean crash, qboolean checkdisk, qboolean isworldmodel);
844 model_t *Mod_FindName (const char *name);
845 model_t *Mod_ForName (const char *name, qboolean crash, qboolean checkdisk, qboolean isworldmodel);
846 void Mod_UnloadModel (model_t *mod);
848 void Mod_ClearUsed(void);
849 void Mod_PurgeUnused(void);
850 void Mod_RemoveStaleWorldModels(model_t *skip); // only used during loading!
852 extern model_t *loadmodel;
853 extern char loadname[32]; // for hunk tags
855 int Mod_BuildVertexRemapTableFromElements(int numelements, const int *elements, int numvertices, int *remapvertices);
856 void Mod_BuildTriangleNeighbors(int *neighbors, const int *elements, int numtriangles);
857 void Mod_ValidateElements(int *elements, int numtriangles, int firstvertex, int numverts, const char *filename, int fileline);
858 void Mod_BuildNormals(int firstvertex, int numvertices, int numtriangles, const float *vertex3f, const int *elements, float *normal3f, qboolean areaweighting);
859 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);
861 void Mod_AllocSurfMesh(mempool_t *mempool, int numvertices, int numtriangles, qboolean lightmapoffsets, qboolean vertexcolors, qboolean neighbors);
863 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);
864 shadowmesh_t *Mod_ShadowMesh_ReAlloc(mempool_t *mempool, shadowmesh_t *oldmesh, int light, int neighbors);
865 int Mod_ShadowMesh_AddVertex(shadowmesh_t *mesh, float *vertex14f);
866 void Mod_ShadowMesh_AddTriangle(mempool_t *mempool, shadowmesh_t *mesh, rtexture_t *map_diffuse, rtexture_t *map_specular, rtexture_t *map_normal, float *vertex14f);
867 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);
868 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);
869 shadowmesh_t *Mod_ShadowMesh_Finish(mempool_t *mempool, shadowmesh_t *firstmesh, qboolean light, qboolean neighbors, qboolean createvbo);
870 void Mod_ShadowMesh_CalcBBox(shadowmesh_t *firstmesh, vec3_t mins, vec3_t maxs, vec3_t center, float *radius);
871 void Mod_ShadowMesh_Free(shadowmesh_t *mesh);
873 void Mod_LoadQ3Shaders(void);
874 q3shaderinfo_t *Mod_LookupQ3Shader(const char *name);
875 qboolean Mod_LoadTextureFromQ3Shader(texture_t *texture, const char *name, qboolean q1bsp, qboolean q3bsp, qboolean md3);
877 extern cvar_t r_mipskins;
879 typedef struct skinfileitem_s
881 struct skinfileitem_s *next;
882 char name[MAX_QPATH];
883 char replacement[MAX_QPATH];
887 typedef struct skinfile_s
889 struct skinfile_s *next;
890 skinfileitem_t *items;
894 skinfile_t *Mod_LoadSkinFiles(void);
895 void Mod_FreeSkinFiles(skinfile_t *skinfile);
896 int Mod_CountSkinFiles(skinfile_t *skinfile);
898 void Mod_SnapVertices(int numcomponents, int numvertices, float *vertices, float snap);
899 int Mod_RemoveDegenerateTriangles(int numtriangles, const int *inelement3i, int *outelement3i, const float *vertex3f);
900 void Mod_VertexRangeFromElements(int numelements, const int *elements, int *firstvertexpointer, int *lastvertexpointer);
903 void Mod_BrushInit(void);
904 // used for talking to the QuakeC mainly
905 int Mod_Q1BSP_NativeContentsFromSuperContents(struct model_s *model, int supercontents);
906 int Mod_Q1BSP_SuperContentsFromNativeContents(struct model_s *model, int nativecontents);
908 // a lot of model formats use the Q1BSP code, so here are the prototypes...
909 struct entity_render_s;
910 void R_Q1BSP_DrawSky(struct entity_render_s *ent);
911 void R_Q1BSP_Draw(struct entity_render_s *ent);
912 void R_Q1BSP_DrawDepth(struct entity_render_s *ent);
913 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);
914 void R_Q1BSP_CompileShadowVolume(struct entity_render_s *ent, vec3_t relativelightorigin, vec3_t relativelightdirection, float lightradius, int numsurfaces, const int *surfacelist);
915 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);
916 void R_Q1BSP_DrawLight(struct entity_render_s *ent, int numsurfaces, const int *surfacelist, const unsigned char *trispvs);
920 void Mod_AliasInit(void);
921 void Mod_Alias_GetMesh_Vertices(const model_t *model, const struct frameblend_s *frameblend, float *vertex3f, float *normal3f, float *svector3f, float *tvector3f);
922 int Mod_Alias_GetTagMatrix(const model_t *model, int poseframe, int tagindex, matrix4x4_t *outmatrix);
923 int Mod_Alias_GetTagIndexForName(const model_t *model, unsigned int skin, const char *tagname);
926 void Mod_SpriteInit(void);
929 void Mod_Q1BSP_Load(model_t *mod, void *buffer, void *bufferend);
930 void Mod_IBSP_Load(model_t *mod, void *buffer, void *bufferend);
931 void Mod_MAP_Load(model_t *mod, void *buffer, void *bufferend);
932 void Mod_IDP0_Load(model_t *mod, void *buffer, void *bufferend);
933 void Mod_IDP2_Load(model_t *mod, void *buffer, void *bufferend);
934 void Mod_IDP3_Load(model_t *mod, void *buffer, void *bufferend);
935 void Mod_ZYMOTICMODEL_Load(model_t *mod, void *buffer, void *bufferend);
936 void Mod_DARKPLACESMODEL_Load(model_t *mod, void *buffer, void *bufferend);
937 void Mod_PSKMODEL_Load(model_t *mod, void *buffer, void *bufferend);
938 void Mod_IDSP_Load(model_t *mod, void *buffer, void *bufferend);
939 void Mod_IDS2_Load(model_t *mod, void *buffer, void *bufferend);
942 qboolean Mod_CanSeeBox_Trace(int numsamples, float t, model_t *model, vec3_t eye, vec3_t minsX, vec3_t maxsX);
944 #endif // MODEL_SHARED_H