mirror of
https://github.com/nzp-team/fteqw.git
synced 2024-11-13 07:47:45 +00:00
4b48999fdc
Q3 needs retesting. With regard to lightmaps. It currently uses only the first lightmap on the surface, and doesn't yet respond to lightstyles. This can result in some fairly patchy edges, and is a bit darker in those areas. I need to rewrite a few other areas to get the rest to work properly (like how lightmaps are drawn...). Everything else should work fine (this doesn't include working gamecode of course). git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@974 fc73d0e0-1445-4013-8a0c-d673dee63da5
865 lines
19 KiB
C
865 lines
19 KiB
C
/*
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Copyright (C) 1996-1997 Id Software, Inc.
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This program is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License
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as published by the Free Software Foundation; either version 2
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of the License, or (at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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See the GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to the Free Software
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Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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*/
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#ifndef __MODEL__
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#define __MODEL__
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#include "modelgen.h"
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#include "spritegn.h"
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struct hull_s;
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struct trace_s;
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struct edict_s;
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typedef struct {
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qboolean (*RecursiveHullCheck) (struct hull_s *hull, int num, float p1f, float p2f, vec3_t p1, vec3_t p2, struct trace_s *trace);
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int (*HullPointContents) (struct hull_s *hull, vec3_t p); //return FTE contents
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} hullfuncs_t;
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typedef struct {
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void (*FatPVS) (vec3_t org, qboolean add);
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qboolean (*EdictInFatPVS) (struct edict_s *edict);
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void (*FindTouchedLeafs_Q1) (struct edict_s *ent); //edict system as opposed to q2 game dll system.
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void (*LightPointValues) (vec3_t point, vec3_t res_diffuse, vec3_t res_ambient, vec3_t res_dir);
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void (*StainNode) (struct mnode_s *node, float *parms);
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void (*MarkLights) (struct dlight_s *light, int bit, struct mnode_s *node);
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qbyte *(*LeafPVS) (int num, struct model_s *model, qbyte *buffer);
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int (*LeafForPoint) (vec3_t point, struct model_s *model);
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} bspfuncs_t;
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typedef int index_t;
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typedef struct mesh_s
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{
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int numvertexes;
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vec4_t *xyz_array;
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vec3_t *normals_array;
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vec2_t *st_array;
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vec2_t *lmst_array;
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byte_vec4_t *colors_array;
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int numindexes;
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index_t *indexes;
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int *trneighbors;
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vec3_t *trnormals;
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vec3_t mins, maxs;
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float radius;
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vec3_t lightaxis[3];
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unsigned int patchWidth;
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unsigned int patchHeight;
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} mesh_t;
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struct meshbuffer_s;
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void R_PushMesh ( mesh_t *mesh, int features );
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void R_RenderMeshBuffer ( struct meshbuffer_s *mb, qboolean shadowpass );
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extern int gl_canbumpmap;
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/*
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d*_t structures are on-disk representations
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m*_t structures are in-memory
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*/
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// entity effects
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#define EF_BRIGHTFIELD 1
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#define EF_MUZZLEFLASH 2
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#define EF_BRIGHTLIGHT 4
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#define EF_DIMLIGHT 8
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#define QWEF_FLAG1 16 //only applies to player entities
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#define NQEF_NODRAW 16 //so packet entities are free to get this instead
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#define QWEF_FLAG2 32 //only applies to player entities
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#define NQEF_ADDATIVE 32 //so packet entities are free to get this instead
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#define EF_BLUE 64
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#define EF_RED 128
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#define H2EF_NODRAW 0x80 //this is going to get complicated...
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/*
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==============================================================================
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BRUSH MODELS
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==============================================================================
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*/
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//
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// in memory representation
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//
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// !!! if this is changed, it must be changed in asm_draw.h too !!!
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typedef struct
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{
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vec3_t position;
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} mvertex_t;
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#define SIDE_FRONT 0
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#define SIDE_BACK 1
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#define SIDE_ON 2
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// plane_t structure
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// !!! if this is changed, it must be changed in asm_i386.h too !!!
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typedef struct mplane_s
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{
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vec3_t normal;
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float dist;
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qbyte type; // for texture axis selection and fast side tests
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qbyte signbits; // signx + signy<<1 + signz<<1
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qbyte pad[2];
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} mplane_t;
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typedef struct texture_s
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{
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char name[64];
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unsigned width, height;
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qbyte pixbytes;
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qbyte alphaed; //gl_blend needed on this surface.
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int parttype;
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int gl_texturenum;
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int gl_texturenumfb;
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int gl_texturenumbumpmap;
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int gl_texturenumspec;
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struct shader_s *shader;
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struct msurface_s *texturechain; // for gl_texsort drawing
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int anim_total; // total tenths in sequence ( 0 = no)
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int anim_min, anim_max; // time for this frame min <=time< max
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struct texture_s *anim_next; // in the animation sequence
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struct texture_s *alternate_anims; // bmodels in frmae 1 use these
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unsigned offsets[MIPLEVELS]; // four mip maps stored
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} texture_t;
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#define SURF_DRAWSKYBOX 1
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#define SURF_PLANEBACK 2
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#define SURF_DRAWSKY 4
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#define SURF_DRAWSPRITE 8
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#define SURF_DRAWTURB 0x10
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#define SURF_DRAWTILED 0x20
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#define SURF_DRAWBACKGROUND 0x40
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#define SURF_UNDERWATER 0x80
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#define SURF_DONTWARP 0x100
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#define SURF_BULLETEN 0x200
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#define SURF_DRAWALPHA 0x10000
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// !!! if this is changed, it must be changed in asm_draw.h too !!!
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typedef struct
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{
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unsigned short v[2];
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unsigned int cachededgeoffset;
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} medge_t;
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typedef struct mtexinfo_s
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{
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float vecs[2][4];
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float mipadjust;
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texture_t *texture;
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int flags;
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//it's a q2 thing.
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int numframes;
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struct mtexinfo_s *next;
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} mtexinfo_t;
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#define SPECULAR
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#ifdef SPECULAR
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#define VERTEXSIZE 10
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#else
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#define VERTEXSIZE 7
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#endif
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typedef struct glpoly_s
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{
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struct glpoly_s *next;
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int numverts;
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#ifdef SHADERS
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float texcenter[2]; //center of texture made by adveraging the tex coords
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#endif
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float verts[4][VERTEXSIZE]; // variable sized (xyz s1t1 s2t2 (ldir_xyz)
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} glpoly_t;
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#ifdef Q3SHADERS
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typedef struct mfog_s
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{
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struct shader_s *shader;
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mplane_t *visibleplane;
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int numplanes;
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mplane_t **planes;
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} mfog_t;
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#endif
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typedef struct decal_s {
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int xpos, ypos;
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struct msurface_s *owner;
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struct decal_s *next;
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struct decal_s *prev;
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} decal_t;
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typedef struct msurface_s
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{
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int visframe; // should be drawn when node is crossed
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int shadowframe;
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mplane_t *plane;
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int flags;
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int firstedge; // look up in model->surfedges[], negative numbers
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int numedges; // are backwards edges
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#ifdef SWQUAKE
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struct surfcache_s *cachespots[MIPLEVELS];
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#endif
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struct msurface_s *nextalphasurface;
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short texturemins[2];
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short extents[2];
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int light_s, light_t; // gl lightmap coordinates
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#ifdef Q3SHADERS
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mfog_t *fog;
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#endif
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mesh_t *mesh;
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entity_t *ownerent;
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struct msurface_s *texturechain;
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vec3_t normal;
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mtexinfo_t *texinfo;
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// lighting info
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int dlightframe;
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int dlightbits;
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int lightmaptexturenum;
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qbyte styles[MAXLIGHTMAPS];
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int cached_light[MAXLIGHTMAPS]; // values currently used in lightmap
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qboolean cached_dlight; // true if dynamic light in cache
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#ifdef PEXT_LIGHTSTYLECOL
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qbyte cached_colour[MAXLIGHTMAPS];
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#endif
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#ifndef NOSTAINS
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qboolean stained;
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#endif
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qbyte *samples; // [numstyles*surfsize]
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decal_t *decal;
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} msurface_t;
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typedef struct mnode_s
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{
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// common with leaf
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int contents; // 0, to differentiate from leafs
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int visframe; // node needs to be traversed if current
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int shadowframe;
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float minmaxs[6]; // for bounding box culling
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struct mnode_s *parent;
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// node specific
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mplane_t *plane;
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struct mnode_s *children[2];
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#ifdef Q2BSPS
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int childnum[2];
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#endif
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unsigned short firstsurface;
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unsigned short numsurfaces;
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} mnode_t;
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typedef struct mleaf_s
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{
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// common with node
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int contents; // wil be a negative contents number
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int visframe; // node needs to be traversed if current
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int shadowframe;
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float minmaxs[6]; // for bounding box culling
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struct mnode_s *parent;
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// leaf specific
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qbyte *compressed_vis;
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struct efrag_s *efrags;
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msurface_t **firstmarksurface;
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int nummarksurfaces;
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int key; // BSP sequence number for leaf's contents
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qbyte ambient_sound_level[NUM_AMBIENTS];
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#ifdef Q2BSPS
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//it's a q2 thing
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int cluster;
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int area;
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unsigned short firstleafbrush;
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unsigned short numleafbrushes;
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unsigned short firstleafface; //q3 addititions
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unsigned short numleaffaces;
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unsigned short numleafpatches;
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unsigned short firstleafpatch;
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struct mleaf_s *vischain;
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#endif
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} mleaf_t;
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typedef struct
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{
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float mins[3], maxs[3];
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float origin[3];
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int headnode[MAX_MAP_HULLSM];
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int visleafs; // not including the solid leaf 0
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int firstface, numfaces;
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qboolean hullavailable[MAX_MAP_HULLSM];
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} mmodel_t;
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// !!! if this is changed, it must be changed in asm_i386.h too !!!
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typedef struct hull_s
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{
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dclipnode_t *clipnodes;
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mplane_t *planes;
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int firstclipnode;
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int lastclipnode;
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vec3_t clip_mins;
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vec3_t clip_maxs;
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int available;
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hullfuncs_t funcs;
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} hull_t;
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void Q1BSP_SetHullFuncs(hull_t *hull);
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/*
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==============================================================================
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SPRITE MODELS
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==============================================================================
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*/
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// FIXME: shorten these?
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typedef struct mspriteframe_s
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{
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int width;
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int height;
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float up, down, left, right;
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int gl_texturenum;
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#ifdef SWQUAKE
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qbyte pixels[4];
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#endif
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} mspriteframe_t;
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typedef struct
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{
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int numframes;
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float *intervals;
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mspriteframe_t *frames[1];
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} mspritegroup_t;
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typedef struct
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{
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spriteframetype_t type;
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mspriteframe_t *frameptr;
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} mspriteframedesc_t;
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typedef struct
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{
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int type;
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int maxwidth;
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int maxheight;
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int numframes;
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float beamlength; // remove?
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void *cachespot; // remove?
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mspriteframedesc_t frames[1];
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} msprite_t;
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/*
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==============================================================================
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ALIAS MODELS
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Alias models are position independent, so the cache manager can move them.
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==============================================================================
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*/
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typedef struct {
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int s;
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int t;
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} mstvert_t;
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typedef struct
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{
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#ifdef SWQUAKE
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aliasframetype_t type;
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#endif
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int firstpose;
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int numposes;
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float interval;
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dtrivertx_t bboxmin;
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dtrivertx_t bboxmax;
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vec3_t scale;
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vec3_t scale_origin;
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int frame;
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char name[16];
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} maliasframedesc_t;
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typedef struct
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{
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dtrivertx_t bboxmin;
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dtrivertx_t bboxmax;
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int frame;
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} maliasgroupframedesc_t;
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typedef struct
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{
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int numframes;
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int intervals;
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maliasgroupframedesc_t frames[1];
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} maliasgroup_t;
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// !!! if this is changed, it must be changed in asm_draw.h too !!!
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typedef struct mtriangle_s {
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int xyz_index[3];
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int st_index[3];
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int pad[2];
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} mtriangle_t;
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#define MAX_SKINS 32
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typedef struct {
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int ident;
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int version;
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vec3_t scale;
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vec3_t scale_origin;
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float boundingradius;
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vec3_t eyeposition;
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int numskins;
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int skinwidth;
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int skinheight;
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int numverts;
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int numtris;
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int numframes;
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synctype_t synctype;
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int flags;
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float size;
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#ifdef SWQUAKE
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int model;
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int stverts;
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int skindesc;
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#endif
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int numposes;
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int poseverts;
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int posedata; // numposes*poseverts trivert_t
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int baseposedata; //original verts for triangles to reference
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int triangles; //we need tri data for shadow volumes
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int commands; // gl command list with embedded s/t
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int gl_texturenum[MAX_SKINS][4];
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int texels[MAX_SKINS];
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maliasframedesc_t frames[1]; // variable sized
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} aliashdr_t;
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#define MAXALIASVERTS 2048
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#define ALIAS_Z_CLIP_PLANE 5
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#define MAXALIASFRAMES 256
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#define MAXALIASTRIS 2048
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extern aliashdr_t *pheader;
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extern mstvert_t stverts[MAXALIASVERTS*2];
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extern mtriangle_t triangles[MAXALIASTRIS];
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extern dtrivertx_t *poseverts[MAXALIASFRAMES];
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/*
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========================================================================
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.MD2 triangle model file format
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========================================================================
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*/
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// LordHavoc: grabbed this from the Q2 utility source,
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// renamed a things to avoid conflicts
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#define MD2IDALIASHEADER (('2'<<24)+('P'<<16)+('D'<<8)+'I')
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#define MD2ALIAS_VERSION 8
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#define MD2MAX_TRIANGLES 4096
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#define MD2MAX_VERTS 2048
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#define MD2MAX_FRAMES 512
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#define MD2MAX_SKINS 32
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#define MD2MAX_SKINNAME 64
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// sanity checking size
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#define MD2MAX_SIZE (1024*4200)
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typedef struct
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{
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short s;
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short t;
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} md2stvert_t;
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typedef struct
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{
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short index_xyz[3];
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short index_st[3];
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} md2triangle_t;
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typedef struct
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{
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qbyte v[3]; // scaled qbyte to fit in frame mins/maxs
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qbyte lightnormalindex;
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} md2trivertx_t;
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#define MD2TRIVERTX_V0 0
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#define MD2TRIVERTX_V1 1
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#define MD2TRIVERTX_V2 2
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#define MD2TRIVERTX_LNI 3
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#define MD2TRIVERTX_SIZE 4
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typedef struct
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{
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float scale[3]; // multiply qbyte verts by this
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float translate[3]; // then add this
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char name[16]; // frame name from grabbing
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md2trivertx_t verts[1]; // variable sized
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} md2frame_t;
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// the glcmd format:
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// a positive integer starts a tristrip command, followed by that many
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// vertex structures.
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// a negative integer starts a trifan command, followed by -x vertexes
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// a zero indicates the end of the command list.
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// a vertex consists of a floating point s, a floating point t,
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// and an integer vertex index.
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typedef struct
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{
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int ident;
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int version;
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int skinwidth;
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int skinheight;
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int framesize; // qbyte size of each frame
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int num_skins;
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int num_xyz;
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int num_st; // greater than num_xyz for seams
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int num_tris;
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int num_glcmds; // dwords in strip/fan command list
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int num_frames;
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int ofs_skins; // each skin is a MAX_SKINNAME string
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int ofs_st; // qbyte offset from start for stverts
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int ofs_tris; // offset for dtriangles
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int ofs_frames; // offset for first frame
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int ofs_glcmds;
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int ofs_end; // end of file
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int gl_texturenum[MAX_SKINS];
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} md2_t;
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#define ALIASTYPE_MDL 1
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#define ALIASTYPE_MD2 2
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//===================================================================
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typedef struct
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{
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qbyte ambient[3];
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qbyte diffuse[3];
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qbyte direction[2];
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} dq3gridlight_t;
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typedef struct
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{
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unsigned char ambient[4][3];
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unsigned char diffuse[4][3];
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unsigned char styles[4];
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unsigned char direction[2];
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} rbspgridlight_t;
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//q3 based
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typedef struct {
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vec3_t gridBounds;
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vec3_t gridMins;
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vec3_t gridSize;
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int numlightgridelems;
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//rbsp specific
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rbspgridlight_t *rbspelements;
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unsigned short *rbspindexes;
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//non-rbsp specific
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dq3gridlight_t *lightgrid;
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//the reason rbsp is seperate from the non-rbsp is because it allows better memory compression.
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//I chose not to expand at loadtime because q3 would suffer from greater cache misses.
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} q3lightgridinfo_t;
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//
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// Whole model
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//
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typedef enum {mod_brush, mod_sprite, mod_alias, mod_dummy, mod_halflife} modtype_t;
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typedef enum {fg_quake, fg_quake2, fg_quake3, fg_halflife, fg_new, fg_doom} fromgame_t; //useful when we have very similar model types. (eg quake/halflife bsps)
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#define EF_ROCKET 1 // leave a trail
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#define EF_GRENADE 2 // leave a trail
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#define EF_GIB 4 // leave a trail
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#define EF_ROTATE 8 // rotate (bonus items)
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#define EF_TRACER 16 // green split trail
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#define EF_ZOMGIB 32 // small blood trail
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#define EF_TRACER2 64 // orange split trail + rotate
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#define EF_TRACER3 128 // purple trail
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//hexen2.
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#define EF_FIREBALL 256 // Yellow transparent trail in all directions
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#define EF_ICE 512 // Blue-white transparent trail, with gravity
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#define EF_MIP_MAP 1024 // This model has mip-maps
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#define EF_SPIT 2048 // Black transparent trail with negative light
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#define EF_TRANSPARENT 4096 // Transparent sprite
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#define EF_SPELL 8192 // Vertical spray of particles
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#define EF_HOLEY 16384 // Solid model with color 0
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#define EF_SPECIAL_TRANS 32768 // Translucency through the particle table
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#define EF_FACE_VIEW 65536 // Poly Model always faces you
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#define EF_VORP_MISSILE 131072 // leave a trail at top and bottom of model
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#define EF_SET_STAFF 262144 // slowly move up and left/right
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#define EF_MAGICMISSILE 524288 // a trickle of blue/white particles with gravity
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#define EF_BONESHARD 1048576 // a trickle of brown particles with gravity
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#define EF_SCARAB 2097152 // white transparent particles with little gravity
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#define EF_ACIDBALL 4194304 // Green drippy acid shit
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#define EF_BLOODSHOT 8388608 // Blood rain shot trail
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typedef union {
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struct {
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int numlinedefs;
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int numsidedefs;
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int numsectors;
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} doom;
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} specificmodeltype_t;
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typedef struct model_s
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{
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char name[MAX_QPATH];
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qboolean needload; // bmodels and sprites don't cache normally
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modtype_t type;
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fromgame_t fromgame;
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int numframes;
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synctype_t synctype;
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int flags;
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int particleeffect;
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qboolean particleengulphs;
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int particletrail;
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qboolean nodefaulttrail;
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qboolean rgblighting; //.lit, halflife.
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//
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// volume occupied by the model graphics
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//
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vec3_t mins, maxs;
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float radius;
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//
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// solid volume for clipping
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//
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qboolean clipbox;
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vec3_t clipmins, clipmaxs;
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//
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// brush model
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//
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int firstmodelsurface, nummodelsurfaces;
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int numsubmodels;
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mmodel_t *submodels;
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int numplanes;
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mplane_t *planes;
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int numleafs; // number of visible leafs, not counting 0
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mleaf_t *leafs;
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int numvertexes;
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mvertex_t *vertexes;
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int numedges;
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medge_t *edges;
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int numnodes;
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mnode_t *nodes;
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int numtexinfo;
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mtexinfo_t *texinfo;
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int numsurfaces;
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msurface_t *surfaces;
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int numsurfedges;
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int *surfedges;
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int numclipnodes;
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dclipnode_t *clipnodes;
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int nummarksurfaces;
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msurface_t **marksurfaces;
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hull_t hulls[MAX_MAP_HULLSM];
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int numtextures;
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texture_t **textures;
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qbyte *visdata;
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void *vis;
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qbyte *lightdata;
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qbyte *deluxdata;
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q3lightgridinfo_t *lightgrid;
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char *entities;
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struct terrain_s *terrain;
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unsigned checksum;
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unsigned checksum2;
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bspfuncs_t funcs;
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//
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// additional model data
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//
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cache_user_t cache; // only access through Mod_Extradata
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} model_t;
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//============================================================================
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/*
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void Mod_Init (void);
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void Mod_ClearAll (void);
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model_t *Mod_ForName (char *name, qboolean crash);
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model_t *Mod_FindName (char *name);
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void *Mod_Extradata (model_t *mod); // handles caching
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void Mod_TouchModel (char *name);
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mleaf_t *Mod_PointInLeaf (float *p, model_t *model);
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qbyte *Mod_LeafPVS (mleaf_t *leaf, model_t *model);
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*/
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#endif // __MODEL__
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#ifdef Q2BSPS
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#ifdef __cplusplus
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//#pragma message (" c++ stinks")
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#else
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void CM_Init(void);
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qboolean CM_SetAreaPortalState (int portalnum, qboolean open);
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qboolean CM_HeadnodeVisible (int nodenum, qbyte *visbits);
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qboolean VARGS CM_AreasConnected (int area1, int area2);
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int CM_NumClusters (void);
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int CM_ClusterSize (void);
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int CM_LeafContents (int leafnum);
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int CM_LeafCluster (int leafnum);
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int CM_LeafArea (int leafnum);
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int CM_WriteAreaBits (qbyte *buffer, int area);
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int CM_PointLeafnum (vec3_t p);
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qbyte *CM_ClusterPVS (int cluster, qbyte *buffer);
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qbyte *CM_ClusterPHS (int cluster);
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int CM_BoxLeafnums (vec3_t mins, vec3_t maxs, int *list, int listsize, int *topnode);
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int CM_PointContents (vec3_t p, int headnode);
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struct trace_s CM_BoxTrace (vec3_t start, vec3_t end, vec3_t mins, vec3_t maxs, int headnode, int brushmask);
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int CM_HeadnodeForBox (vec3_t mins, vec3_t maxs);
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struct trace_s CM_TransformedBoxTrace (vec3_t start, vec3_t end, vec3_t mins, vec3_t maxs, int headnode, int brushmask, vec3_t origin, vec3_t angles);
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struct model_s *CM_TempBoxModel(vec3_t mins, vec3_t maxs);
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void Mod_ParseInfoFromEntityLump(const char *data);
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void VARGS CMQ2_SetAreaPortalState (int portalnum, qboolean open);
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#endif
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#endif //Q2BSPS
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typedef struct
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{
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aliasskintype_t type;
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void *pcachespot;
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int skin;
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} maliasskindesc_t;
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typedef struct
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{
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int numskins;
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int intervals;
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maliasskindesc_t skindescs[1];
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} maliasskingroup_t;
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