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
189 #define Q3TEXTUREFLAG_POLYGONOFFSET 32
190 #define Q3TEXTUREFLAG_REFRACTION 256
191 #define Q3TEXTUREFLAG_REFLECTION 512
192 #define Q3TEXTUREFLAG_WATERSHADER 1024
194 #define Q3PATHLENGTH 64
195 #define TEXTURE_MAXFRAMES 64
196 #define Q3WAVEPARMS 4
197 #define Q3DEFORM_MAXPARMS 3
198 #define Q3SHADER_MAXLAYERS 2 // FIXME support more than that (currently only two are used, so why keep more in RAM?)
199 #define Q3RGBGEN_MAXPARMS 3
200 #define Q3ALPHAGEN_MAXPARMS 1
201 #define Q3TCGEN_MAXPARMS 6
202 #define Q3TCMOD_MAXPARMS 6
203 #define Q3MAXTCMODS 8
204 #define Q3MAXDEFORMS 4
206 typedef enum q3wavefunc_e
209 Q3WAVEFUNC_INVERSESAWTOOTH,
219 typedef enum q3deform_e
222 Q3DEFORM_PROJECTIONSHADOW,
224 Q3DEFORM_AUTOSPRITE2,
241 typedef enum q3rgbgen_e
246 Q3RGBGEN_EXACTVERTEX,
247 Q3RGBGEN_IDENTITYLIGHTING,
248 Q3RGBGEN_LIGHTINGDIFFUSE,
249 Q3RGBGEN_ONEMINUSENTITY,
250 Q3RGBGEN_ONEMINUSVERTEX,
257 typedef enum q3alphagen_e
262 Q3ALPHAGEN_LIGHTINGSPECULAR,
263 Q3ALPHAGEN_ONEMINUSENTITY,
264 Q3ALPHAGEN_ONEMINUSVERTEX,
272 typedef enum q3tcgen_e
275 Q3TCGEN_TEXTURE, // very common
276 Q3TCGEN_ENVIRONMENT, // common
283 typedef enum q3tcmod_e
286 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
337 char texturename[TEXTURE_MAXFRAMES][Q3PATHLENGTH];
339 q3shaderinfo_layer_rgbgen_t rgbgen;
340 q3shaderinfo_layer_alphagen_t alphagen;
341 q3shaderinfo_layer_tcgen_t tcgen;
342 q3shaderinfo_layer_tcmod_t tcmods[Q3MAXTCMODS];
344 q3shaderinfo_layer_t;
346 typedef struct q3shaderinfo_deform_s
349 float parms[Q3DEFORM_MAXPARMS];
350 q3wavefunc_t wavefunc;
351 float waveparms[Q3WAVEPARMS];
353 q3shaderinfo_deform_t;
355 typedef struct q3shaderinfo_s
357 char name[Q3PATHLENGTH];
362 qboolean vertexalpha;
363 qboolean textureblendalpha;
364 q3shaderinfo_layer_t *primarylayer, *backgroundlayer;
365 q3shaderinfo_layer_t layers[Q3SHADER_MAXLAYERS];
366 char skyboxname[Q3PATHLENGTH];
367 q3shaderinfo_deform_t deforms[Q3MAXDEFORMS];
369 float reflectmin; // when refraction is used, minimum amount of reflection (when looking straight down)
370 float reflectmax; // when refraction is used, maximum amount of reflection (when looking parallel to water)
371 float refractfactor; // amount of refraction distort (1.0 = like the cvar specifies)
372 vec4_t refractcolor4f; // color tint of refraction (including alpha factor)
373 float reflectfactor; // amount of reflection distort (1.0 = like the cvar specifies)
374 vec4_t reflectcolor4f; // color tint of reflection (including alpha factor)
378 typedef enum texturelayertype_e
380 TEXTURELAYERTYPE_INVALID,
381 TEXTURELAYERTYPE_LITTEXTURE,
382 TEXTURELAYERTYPE_TEXTURE,
383 TEXTURELAYERTYPE_FOG,
387 typedef enum texturelayerflag_e
389 // indicates that the pass should apply fog darkening; used on
390 // transparent surfaces where simply blending an alpha fog as a final
391 // pass would not behave properly, so all the surfaces must be darkened,
392 // and the fog color added as a separate pass
393 TEXTURELAYERFLAG_FOGDARKEN = 1,
397 typedef struct texturelayer_s
399 texturelayertype_t type;
404 matrix4x4_t texmatrix;
410 typedef struct texture_s
416 unsigned int width, height;
418 //unsigned int flags;
420 // base material flags
421 int basematerialflags;
422 // current material flags (updated each bmodel render)
423 int currentmaterialflags;
425 // current PolygonOffset values for rendering this material
426 float currentpolygonfactor;
427 float currentpolygonoffset;
428 float basepolygonfactor;
429 float basepolygonoffset;
431 // textures to use when rendering this material
432 skinframe_t *currentskinframe;
435 skinframe_t *skinframes[TEXTURE_MAXFRAMES];
436 // background layer (for terrain texture blending)
437 skinframe_t *backgroundcurrentskinframe;
438 int backgroundnumskinframes;
439 float backgroundskinframerate;
440 skinframe_t *backgroundskinframes[TEXTURE_MAXFRAMES];
442 // total frames in sequence and alternate sequence
444 // direct pointers to each of the frames in the sequences
445 // (indexed as [alternate][frame])
446 struct texture_s *anim_frames[2][10];
447 // set if animated or there is an alternate frame set
448 // (this is an optimization in the renderer)
451 // the current alpha of this texture (may be affected by r_wateralpha)
453 // the current texture frame in animation
454 struct texture_s *currentframe;
455 // current texture transform matrix (used for water scrolling)
456 matrix4x4_t currenttexmatrix;
458 // various q3 shader features
459 q3shaderinfo_layer_rgbgen_t rgbgen;
460 q3shaderinfo_layer_alphagen_t alphagen;
461 q3shaderinfo_layer_tcgen_t tcgen;
462 q3shaderinfo_layer_tcmod_t tcmods[Q3MAXTCMODS];
463 q3shaderinfo_deform_t deforms[Q3MAXDEFORMS];
465 qboolean colormapping;
466 rtexture_t *basetexture;
467 rtexture_t *glosstexture;
468 rtexture_t *backgroundbasetexture;
469 rtexture_t *backgroundglosstexture;
472 // color tint (colormod * currentalpha) used for rtlighting this material
473 float dlightcolor[3];
476 int customblendfunc[2];
478 int currentnumlayers;
479 texturelayer_t currentlayers[16];
489 float reflectmin; // when refraction is used, minimum amount of reflection (when looking straight down)
490 float reflectmax; // when refraction is used, maximum amount of reflection (when looking parallel to water)
491 float refractfactor; // amount of refraction distort (1.0 = like the cvar specifies)
492 vec4_t refractcolor4f; // color tint of refraction (including alpha factor)
493 float reflectfactor; // amount of reflection distort (1.0 = like the cvar specifies)
494 vec4_t reflectcolor4f; // color tint of reflection (including alpha factor)
498 typedef struct mtexinfo_s
506 typedef struct msurface_lightmapinfo_s
508 // texture mapping properties used by this surface
509 mtexinfo_t *texinfo; // q1bsp
510 // index into r_refdef.lightstylevalue array, 255 means not used (black)
511 unsigned char styles[MAXLIGHTMAPS]; // q1bsp
512 // RGB lighting data [numstyles][height][width][3]
513 unsigned char *samples; // q1bsp
514 // RGB normalmap data [numstyles][height][width][3]
515 unsigned char *nmapsamples; // q1bsp
516 // stain to apply on lightmap (soot/dirt/blood/whatever)
517 unsigned char *stainsamples; // q1bsp
518 int texturemins[2]; // q1bsp
519 int extents[2]; // q1bsp
520 int lightmaporigin[2]; // q1bsp
522 msurface_lightmapinfo_t;
525 typedef struct msurface_s
527 // bounding box for onscreen checks
530 // the texture to use on the surface
532 // the lightmap texture fragment to use on the rendering mesh
533 rtexture_t *lightmaptexture;
534 // the lighting direction texture fragment to use on the rendering mesh
535 rtexture_t *deluxemaptexture;
537 // surfaces own ranges of vertices and triangles in the model->surfmesh
538 int num_triangles; // number of triangles
539 int num_firsttriangle; // first triangle
540 int num_vertices; // number of vertices
541 int num_firstvertex; // first vertex
543 // shadow volume building information
544 int num_firstshadowmeshtriangle; // index into model->brush.shadowmesh
546 // lightmaptexture rebuild information not used in q3bsp
547 int cached_dlight; // q1bsp // forces rebuild of lightmaptexture
548 msurface_lightmapinfo_t *lightmapinfo; // q1bsp
550 // mesh information for collisions (only used by q3bsp curves)
551 int num_collisiontriangles; // q3bsp
552 int *data_collisionelement3i; // q3bsp
553 int num_collisionvertices; // q3bsp
554 float *data_collisionvertex3f; // q3bsp
555 struct q3deffect_s *effect; // q3bsp
556 // FIXME: collisionmarkframe should be kept in a separate array
557 int collisionmarkframe; // q3bsp // don't collide twice in one trace
561 #include "matrixlib.h"
563 #include "model_brush.h"
564 #include "model_sprite.h"
565 #include "model_alias.h"
567 typedef struct model_sprite_s
570 mspriteframe_t *sprdata_frames;
576 typedef struct model_brush_s
578 // true if this model is a HalfLife .bsp file
580 // true if this model is a Martial Concert .bsp file
582 // string of entity definitions (.map format)
585 // if non-zero this is a submodel
586 // (this is the number of the submodel, an index into submodels)
589 // number of submodels in this map (just used by server to know how many
590 // submodels to load)
592 // pointers to each of the submodels if .isworldmodel is true
593 struct model_s **submodels;
596 mplane_t *data_planes;
601 // visible leafs, not counting 0 (solid)
603 // number of actual leafs (including 0 which is solid)
608 int *data_leafbrushes;
610 int num_leafsurfaces;
611 int *data_leafsurfaces;
614 mportal_t *data_portals;
616 int num_portalpoints;
617 mvertex_t *data_portalpoints;
620 q3mbrush_t *data_brushes;
623 q3mbrushside_t *data_brushsides;
627 int num_pvsclusterbytes;
628 unsigned char *data_pvsclusters;
630 //pvschain = model->brush.data_pvsclusters + mycluster * model->brush.num_pvsclusterbytes;
631 //if (pvschain[thatcluster >> 3] & (1 << (thatcluster & 7)))
633 // a mesh containing all shadow casting geometry for the whole model (including submodels), portions of this are referenced by each surface's num_firstshadowmeshtriangle
634 shadowmesh_t *shadowmesh;
637 int (*SuperContentsFromNativeContents)(struct model_s *model, int nativecontents);
638 int (*NativeContentsFromSuperContents)(struct model_s *model, int supercontents);
639 unsigned char *(*GetPVS)(struct model_s *model, const vec3_t p);
640 int (*FatPVS)(struct model_s *model, const vec3_t org, vec_t radius, unsigned char *pvsbuffer, int pvsbufferlength, qboolean merge);
641 int (*BoxTouchingPVS)(struct model_s *model, const unsigned char *pvs, const vec3_t mins, const vec3_t maxs);
642 int (*BoxTouchingLeafPVS)(struct model_s *model, const unsigned char *pvs, const vec3_t mins, const vec3_t maxs);
643 int (*BoxTouchingVisibleLeafs)(struct model_s *model, const unsigned char *visibleleafs, const vec3_t mins, const vec3_t maxs);
644 int (*FindBoxClusters)(struct model_s *model, const vec3_t mins, const vec3_t maxs, int maxclusters, int *clusterlist);
645 void (*LightPoint)(struct model_s *model, const vec3_t p, vec3_t ambientcolor, vec3_t diffusecolor, vec3_t diffusenormal);
646 void (*FindNonSolidLocation)(struct model_s *model, const vec3_t in, vec3_t out, vec_t radius);
647 mleaf_t *(*PointInLeaf)(struct model_s *model, const float *p);
648 // these are actually only found on brushq1, but NULL is handled gracefully
649 void (*AmbientSoundLevelsForPoint)(struct model_s *model, const vec3_t p, unsigned char *out, int outsize);
650 void (*RoundUpToHullSize)(struct model_s *cmodel, const vec3_t inmins, const vec3_t inmaxs, vec3_t outmins, vec3_t outmaxs);
651 // trace a line of sight through this model (returns false if the line if sight is definitely blocked)
652 qboolean (*TraceLineOfSight)(struct model_s *model, const vec3_t start, const vec3_t end);
654 char skybox[MAX_QPATH];
656 rtexture_t *solidskytexture;
657 rtexture_t *alphaskytexture;
659 qboolean supportwateralpha;
667 typedef struct model_brushq1_s
669 // lightmap format, set to r_lightmaprgba when model is loaded
687 mclipnode_t *clipnodes;
689 int numhulls; // this variable is only used by MCBSP, other formats know it intuitively
690 hull_t hulls[MAX_MAP_HULLS];
692 int num_compressedpvs;
693 unsigned char *data_compressedpvs;
696 unsigned char *lightdata;
697 unsigned char *nmaplightdata; // deluxemap file
699 // lightmap update chains for light styles
701 unsigned char *light_style;
702 int *light_stylevalue;
703 msurface_t ***light_styleupdatechains;
704 msurface_t **light_styleupdatechainsbuffer;
708 /* MSVC can't compile empty structs, so this is commented out for now
709 typedef struct model_brushq2_s
715 typedef struct model_brushq3_s
718 q3dmodel_t *data_models;
720 // used only during loading - freed after loading!
722 float *data_vertex3f;
723 float *data_normal3f;
724 float *data_texcoordtexture2f;
725 float *data_texcoordlightmap2f;
728 // freed after loading!
733 q3deffect_t *data_effects;
736 int num_originallightmaps;
737 int num_mergedlightmaps;
738 int num_lightmapmergepower;
739 int num_lightmapmerge;
740 rtexture_t **data_lightmaps;
741 rtexture_t **data_deluxemaps;
743 // voxel light data with directional shading
745 q3dlightgrid_t *data_lightgrid;
746 // size of each cell (may vary by map, typically 64 64 128)
747 float num_lightgrid_cellsize[3];
748 // 1.0 / num_lightgrid_cellsize
749 float num_lightgrid_scale[3];
750 // dimensions of the world model in lightgrid cells
751 int num_lightgrid_imins[3];
752 int num_lightgrid_imaxs[3];
753 int num_lightgrid_isize[3];
755 int num_lightgrid_dimensions[3];
756 // transform modelspace coordinates to lightgrid index
757 matrix4x4_t num_lightgrid_indexfromworld;
759 // true if this q3bsp file has been detected as using deluxemapping
760 // (lightmap texture pairs, every odd one is never directly refernced,
761 // and contains lighting normals, not colors)
762 qboolean deluxemapping;
763 // true if the detected deluxemaps are the modelspace kind, rather than
764 // the faster tangentspace kind
765 qboolean deluxemapping_modelspace;
769 typedef struct model_s
771 // name and path of model, for example "progs/player.mdl"
772 char name[MAX_QPATH];
773 // model needs to be loaded if this is false
775 // set if the model is used in current map, models which are not, are purged
777 // true if this is the world model (I.E. defines what sky to use, and may contain submodels)
778 qboolean isworldmodel;
779 // CRC of the file this model was loaded from, to reload if changed
781 // mod_brush, mod_alias, mod_sprite
783 // memory pool for allocations
785 // all models use textures...
786 rtexturepool_t *texturepool;
787 // EF_* flags (translated from the model file's different flags layout)
789 // number of QC accessible frame(group)s in the model
791 // number of QC accessible skin(group)s in the model
793 // whether to randomize animated framegroups
795 // bounding box at angles '0 0 0'
796 vec3_t normalmins, normalmaxs;
797 // bounding box if yaw angle is not 0, but pitch and roll are
798 vec3_t yawmins, yawmaxs;
799 // bounding box if pitch or roll are used
800 vec3_t rotatedmins, rotatedmaxs;
801 // sphere radius, usable at any angles
803 // squared sphere radius for easier comparisons
805 // skin animation info
806 animscene_t *skinscenes; // [numskins]
807 // skin animation info
808 animscene_t *animscenes; // [numframes]
809 // range of surface numbers in this (sub)model
810 int firstmodelsurface;
811 int nummodelsurfaces;
812 // range of collision brush numbers in this (sub)model
815 // list of surface numbers in this (sub)model
820 aliastag_t *data_tags;
821 // for skeletal models
823 aliasbone_t *data_bones;
826 float *data_baseboneposeinverse;
827 // textures of this model
829 int num_texturesperskin;
830 texture_t *data_textures;
831 // surfaces of this model
833 msurface_t *data_surfaces;
834 // optional lightmapinfo data for surface lightmap updates
835 msurface_lightmapinfo_t *data_surfaces_lightmapinfo;
836 // all surfaces belong to this mesh
838 // data type of model
839 const char *modeldatatypestring;
840 // draw the model's sky polygons (only used by brush models)
841 void(*DrawSky)(struct entity_render_s *ent);
842 // draw refraction/reflection textures for the model's water polygons (only used by brush models)
843 void(*DrawAddWaterPlanes)(struct entity_render_s *ent);
844 // draw the model using lightmap/dlight shading
845 void(*Draw)(struct entity_render_s *ent);
846 // draw the model to the depth buffer (no color rendering at all)
847 void(*DrawDepth)(struct entity_render_s *ent);
848 // draw any enabled debugging effects on this model (such as showing triangles, normals, collision brushes...)
849 void(*DrawDebug)(struct entity_render_s *ent);
850 // gathers info on which clusters and surfaces are lit by light, as well as calculating a bounding box
851 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);
852 // compile a shadow volume for the model based on light source
853 void(*CompileShadowVolume)(struct entity_render_s *ent, vec3_t relativelightorigin, vec3_t relativelightdirection, float lightradius, int numsurfaces, const int *surfacelist);
854 // draw a shadow volume for the model based on light source
855 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);
856 // draw the lighting on a model (through stencil)
857 void(*DrawLight)(struct entity_render_s *ent, int numsurfaces, const int *surfacelist, const unsigned char *trispvs);
858 // trace a box against this model
859 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);
860 // fields belonging to some types of model
861 model_sprite_t sprite;
863 model_brushq1_t brushq1;
864 /* MSVC can't handle an empty struct, so this is commented out for now
865 model_brushq2_t brushq2;
867 model_brushq3_t brushq3;
868 // skin files can have different tags for each skin
869 overridetagnameset_t *data_overridetagnamesforskin;
870 // flags this model for offseting sounds to the model center (used by brush models)
875 //============================================================================
878 extern model_t *loadmodel;
879 extern unsigned char *mod_base;
880 // sky/water subdivision
881 //extern cvar_t gl_subdivide_size;
882 // texture fullbrights
883 extern cvar_t r_fullbrights;
885 void Mod_Init (void);
886 void Mod_Reload (void);
887 model_t *Mod_LoadModel(model_t *mod, qboolean crash, qboolean checkdisk, qboolean isworldmodel);
888 model_t *Mod_FindName (const char *name);
889 model_t *Mod_ForName (const char *name, qboolean crash, qboolean checkdisk, qboolean isworldmodel);
890 void Mod_UnloadModel (model_t *mod);
892 void Mod_ClearUsed(void);
893 void Mod_PurgeUnused(void);
894 void Mod_RemoveStaleWorldModels(model_t *skip); // only used during loading!
896 extern model_t *loadmodel;
897 extern char loadname[32]; // for hunk tags
899 int Mod_BuildVertexRemapTableFromElements(int numelements, const int *elements, int numvertices, int *remapvertices);
900 void Mod_BuildTriangleNeighbors(int *neighbors, const int *elements, int numtriangles);
901 void Mod_ValidateElements(int *elements, int numtriangles, int firstvertex, int numverts, const char *filename, int fileline);
902 void Mod_BuildNormals(int firstvertex, int numvertices, int numtriangles, const float *vertex3f, const int *elements, float *normal3f, qboolean areaweighting);
903 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);
905 void Mod_AllocSurfMesh(mempool_t *mempool, int numvertices, int numtriangles, qboolean lightmapoffsets, qboolean vertexcolors, qboolean neighbors);
907 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);
908 shadowmesh_t *Mod_ShadowMesh_ReAlloc(mempool_t *mempool, shadowmesh_t *oldmesh, int light, int neighbors);
909 int Mod_ShadowMesh_AddVertex(shadowmesh_t *mesh, float *vertex14f);
910 void Mod_ShadowMesh_AddTriangle(mempool_t *mempool, shadowmesh_t *mesh, rtexture_t *map_diffuse, rtexture_t *map_specular, rtexture_t *map_normal, float *vertex14f);
911 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);
912 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);
913 shadowmesh_t *Mod_ShadowMesh_Finish(mempool_t *mempool, shadowmesh_t *firstmesh, qboolean light, qboolean neighbors, qboolean createvbo);
914 void Mod_ShadowMesh_CalcBBox(shadowmesh_t *firstmesh, vec3_t mins, vec3_t maxs, vec3_t center, float *radius);
915 void Mod_ShadowMesh_Free(shadowmesh_t *mesh);
917 void Mod_LoadQ3Shaders(void);
918 q3shaderinfo_t *Mod_LookupQ3Shader(const char *name);
919 qboolean Mod_LoadTextureFromQ3Shader(texture_t *texture, const char *name, qboolean q1bsp, qboolean q3bsp, qboolean md3);
921 extern cvar_t r_mipskins;
923 typedef struct skinfileitem_s
925 struct skinfileitem_s *next;
926 char name[MAX_QPATH];
927 char replacement[MAX_QPATH];
931 typedef struct skinfile_s
933 struct skinfile_s *next;
934 skinfileitem_t *items;
938 skinfile_t *Mod_LoadSkinFiles(void);
939 void Mod_FreeSkinFiles(skinfile_t *skinfile);
940 int Mod_CountSkinFiles(skinfile_t *skinfile);
942 void Mod_SnapVertices(int numcomponents, int numvertices, float *vertices, float snap);
943 int Mod_RemoveDegenerateTriangles(int numtriangles, const int *inelement3i, int *outelement3i, const float *vertex3f);
944 void Mod_VertexRangeFromElements(int numelements, const int *elements, int *firstvertexpointer, int *lastvertexpointer);
947 void Mod_BrushInit(void);
948 // used for talking to the QuakeC mainly
949 int Mod_Q1BSP_NativeContentsFromSuperContents(struct model_s *model, int supercontents);
950 int Mod_Q1BSP_SuperContentsFromNativeContents(struct model_s *model, int nativecontents);
952 // a lot of model formats use the Q1BSP code, so here are the prototypes...
953 struct entity_render_s;
954 void R_Q1BSP_DrawAddWaterPlanes(struct entity_render_s *ent);
955 void R_Q1BSP_DrawSky(struct entity_render_s *ent);
956 void R_Q1BSP_Draw(struct entity_render_s *ent);
957 void R_Q1BSP_DrawDepth(struct entity_render_s *ent);
958 void R_Q1BSP_DrawDebug(struct entity_render_s *ent);
959 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);
960 void R_Q1BSP_CompileShadowVolume(struct entity_render_s *ent, vec3_t relativelightorigin, vec3_t relativelightdirection, float lightradius, int numsurfaces, const int *surfacelist);
961 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);
962 void R_Q1BSP_DrawLight(struct entity_render_s *ent, int numsurfaces, const int *surfacelist, const unsigned char *trispvs);
966 void Mod_AliasInit(void);
967 void Mod_Alias_GetMesh_Vertices(const model_t *model, const struct frameblend_s *frameblend, float *vertex3f, float *normal3f, float *svector3f, float *tvector3f);
968 int Mod_Alias_GetTagMatrix(const model_t *model, int poseframe, int tagindex, matrix4x4_t *outmatrix);
969 int Mod_Alias_GetTagIndexForName(const model_t *model, unsigned int skin, const char *tagname);
972 void Mod_SpriteInit(void);
975 void Mod_Q1BSP_Load(model_t *mod, void *buffer, void *bufferend);
976 void Mod_IBSP_Load(model_t *mod, void *buffer, void *bufferend);
977 void Mod_MAP_Load(model_t *mod, void *buffer, void *bufferend);
978 void Mod_IDP0_Load(model_t *mod, void *buffer, void *bufferend);
979 void Mod_IDP2_Load(model_t *mod, void *buffer, void *bufferend);
980 void Mod_IDP3_Load(model_t *mod, void *buffer, void *bufferend);
981 void Mod_ZYMOTICMODEL_Load(model_t *mod, void *buffer, void *bufferend);
982 void Mod_DARKPLACESMODEL_Load(model_t *mod, void *buffer, void *bufferend);
983 void Mod_PSKMODEL_Load(model_t *mod, void *buffer, void *bufferend);
984 void Mod_IDSP_Load(model_t *mod, void *buffer, void *bufferend);
985 void Mod_IDS2_Load(model_t *mod, void *buffer, void *bufferend);
988 qboolean Mod_CanSeeBox_Trace(int numsamples, float t, model_t *model, vec3_t eye, vec3_t minsX, vec3_t maxsX);
990 #endif // MODEL_SHARED_H