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.
26 typedef enum {ST_SYNC=0, ST_RAND } synctype_t;
31 d*_t structures are on-disk representations
32 m*_t structures are in-memory
36 typedef enum {mod_invalid, mod_brush, mod_sprite, mod_alias} modtype_t;
38 typedef struct animscene_s
40 char name[32]; // for viewthing support
43 int loop; // true or false
48 typedef struct skinframe_s
50 rtexture_t *base; // original texture minus pants/shirt/glow
51 rtexture_t *pants; // pants only (in greyscale)
52 rtexture_t *shirt; // shirt only (in greyscale)
53 rtexture_t *glow; // glow only
54 rtexture_t *merged; // original texture minus glow
55 rtexture_t *fog; // white texture with alpha of the base texture, NULL if not transparent
56 rtexture_t *nmap; // normalmap (bumpmap for dot3)
57 rtexture_t *gloss; // glossmap (for dot3)
63 #define SHADOWMESHVERTEXHASH 1024
64 typedef struct shadowmeshvertexhash_s
66 struct shadowmeshvertexhash_s *next;
68 shadowmeshvertexhash_t;
70 typedef struct shadowmesh_s
72 struct shadowmesh_s *next;
73 int numverts, maxverts;
74 int numtriangles, maxtriangles;
78 // these are NULL after Mod_ShadowMesh_Finish is performed, only used
79 // while building meshes
80 shadowmeshvertexhash_t **vertexhashtable, *vertexhashentries;
85 #include "model_brush.h"
86 #include "model_sprite.h"
87 #include "model_alias.h"
89 typedef struct model_s
92 // model needs to be loaded if this is true
94 // set if the model is used in current map, models which are not, are purged
96 // CRC of the file this model was loaded from, to reload if changed
98 // true if this is the world model (I.E. defines what sky to use, and may contain submodels)
99 qboolean isworldmodel;
100 // true if this model is a HalfLife .bsp file
103 // mod_brush, mod_alias, mod_sprite
105 // LordHavoc: Q2/ZYM model support
107 // LordHavoc: if true (normally only for sprites) the model/sprite/bmodel is always rendered fullbright
109 // number of QC accessable frame(group)s in the model
111 // whether to randomize animated framegroups
114 // used for sprites and models
121 // flags from the model file
123 // engine calculated flags, ones that can not be set in the file
126 // all models use textures...
127 rtexturepool_t *texturepool;
129 // volume occupied by the model
130 // bounding box at angles '0 0 0'
131 vec3_t normalmins, normalmaxs;
132 // bounding box if yaw angle is not 0, but pitch and roll are
133 vec3_t yawmins, yawmaxs;
134 // bounding box if pitch or roll are used
135 vec3_t rotatedmins, rotatedmaxs;
136 // sphere radius, usable at any angles
138 // squared sphere radius for easier comparisons
141 // brush model specific
142 int firstmodelsurface, nummodelsurfaces;
144 // lightmap format, set to r_lightmaprgba when model is loaded
153 // number of visible leafs, not counting 0 (solid)
170 msurface_t *surfaces;
171 int *surfacevisframes;
172 int *surfacepvsframes;
173 msurface_t *surfacepvsnext;
179 dclipnode_t *clipnodes;
184 hull_t hulls[MAX_MAP_HULLS];
189 msurface_t **texturesurfacechains;
199 mvertex_t *portalpoints;
204 // used only for casting dynamic shadow volumes
205 shadowmesh_t *shadowmesh;
206 vec3_t shadowmesh_mins, shadowmesh_maxs, shadowmesh_center;
207 float shadowmesh_radius;
209 // pvs visibility marking
210 mleaf_t *pvsviewleaf;
211 int pvsviewleafnovis;
213 mleaf_t *pvsleafchain;
215 int pvssurflistlength;
217 // skin animation info
218 animscene_t *skinscenes; // [numskins]
220 skinframe_t *skinframes;
222 animscene_t *animscenes; // [numframes]
224 // Q1 and Q2 models are the same after loading
225 int *mdlmd2data_indices;
226 float *mdlmd2data_texcoords;
227 md2frame_t *mdlmd2data_frames;
228 trivertx_t *mdlmd2data_pose;
229 int *mdlmd2data_triangleneighbors;
231 // for Zymotic models
237 float *zymdata_texcoords;
238 rtexture_t **zymdata_textures;
239 qbyte *zymdata_trizone;
240 zymbone_t *zymdata_bones;
241 unsigned int *zymdata_vertbonecounts;
242 zymvertex_t *zymdata_verts;
243 unsigned int *zymdata_renderlist;
244 float *zymdata_poses;
247 mspriteframe_t *sprdata_frames;
250 // functions used in both rendering modes
251 // draw the model's sky polygons (only used by brush models)
252 void(*DrawSky)(struct entity_render_s *ent);
254 // functions used only in normal rendering mode
256 void(*Draw)(struct entity_render_s *ent);
257 // draw a fake shadow for the model
258 void(*DrawFakeShadow)(struct entity_render_s *ent);
260 // functions used only in shadow volume rendering mode
261 // draw a shadow volume for the model based on light source
262 void(*DrawShadowVolume)(struct entity_render_s *ent, vec3_t relativelightorigin, float lightradius);
263 // draw the lighting on a model (through stencil)
264 void(*DrawLight)(struct entity_render_s *ent, vec3_t relativelightorigin, vec3_t relativeeyeorigin, float lightradius, float *lightcolor);
266 // memory pool for allocations
271 //============================================================================
273 // this can be used for anything without a valid texture
274 extern rtexture_t *r_notexture;
275 // every texture must be in a pool...
276 extern rtexturepool_t *r_notexturepool;
279 extern model_t *loadmodel;
280 extern qbyte *mod_base;
281 // sky/water subdivision
282 //extern cvar_t gl_subdivide_size;
283 // texture fullbrights
284 extern cvar_t r_fullbrights;
286 void Mod_Init (void);
287 void Mod_CheckLoaded (model_t *mod);
288 void Mod_ClearAll (void);
289 model_t *Mod_FindName (const char *name);
290 model_t *Mod_ForName (const char *name, qboolean crash, qboolean checkdisk, qboolean isworldmodel);
291 void Mod_TouchModel (const char *name);
292 void Mod_UnloadModel (model_t *mod);
294 void Mod_ClearUsed(void);
295 void Mod_PurgeUnused(void);
296 void Mod_LoadModels(void);
298 extern model_t *loadmodel;
299 extern char loadname[32]; // for hunk tags
301 int Mod_FindTriangleWithEdge(const int *elements, int numtriangles, int start, int end);
302 void Mod_BuildTriangleNeighbors(int *neighbors, const int *elements, int numtriangles);
303 void Mod_ValidateElements(const int *elements, int numtriangles, int numverts, const char *filename, int fileline);
304 void Mod_BuildTextureVectorsAndNormals(int numverts, int numtriangles, const float *vertex, const float *texcoord, const int *elements, float *svectors, float *tvectors, float *normals);
306 shadowmesh_t *Mod_ShadowMesh_Alloc(mempool_t *mempool, int maxverts);
307 shadowmesh_t *Mod_ShadowMesh_ReAlloc(mempool_t *mempool, shadowmesh_t *oldmesh);
308 int Mod_ShadowMesh_AddVertex(shadowmesh_t *mesh, float *v);
309 void Mod_ShadowMesh_AddTriangle(mempool_t *mempool, shadowmesh_t *mesh, float *vert0, float *vert1, float *vert2);
310 void Mod_ShadowMesh_AddPolygon(mempool_t *mempool, shadowmesh_t *mesh, int numverts, float *verts);
311 void Mod_ShadowMesh_AddMesh(mempool_t *mempool, shadowmesh_t *mesh, int numverts, float *verts, int numtris, int *elements);
312 shadowmesh_t *Mod_ShadowMesh_Begin(mempool_t *mempool, int initialnumtriangles);
313 shadowmesh_t *Mod_ShadowMesh_Finish(mempool_t *mempool, shadowmesh_t *firstmesh);
314 void Mod_ShadowMesh_CalcBBox(shadowmesh_t *firstmesh, vec3_t mins, vec3_t maxs, vec3_t center, float *radius);
315 void Mod_ShadowMesh_Free(shadowmesh_t *mesh);