quakequest/Projects/Android/jni/model_shared.h
2019-05-30 06:57:57 +01:00

1241 lines
44 KiB
C

/*
Copyright (C) 1996-1997 Id Software, Inc.
This program is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License
as published by the Free Software Foundation; either version 2
of the License, or (at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
See the GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, write to the Free Software
Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*/
#ifndef MODEL_SHARED_H
#define MODEL_SHARED_H
typedef enum synctype_e {ST_SYNC=0, ST_RAND } synctype_t;
/*
d*_t structures are on-disk representations
m*_t structures are in-memory
*/
typedef enum modtype_e {mod_invalid, mod_brushq1, mod_sprite, mod_alias, mod_brushq2, mod_brushq3, mod_obj, mod_null} modtype_t;
typedef struct animscene_s
{
char name[32]; // for viewthing support
int firstframe;
int framecount;
int loop; // true or false
float framerate;
}
animscene_t;
typedef struct skinframe_s
{
rtexture_t *stain; // inverse modulate with background (used for decals and such)
rtexture_t *merged; // original texture without glow
rtexture_t *base; // original texture without pants/shirt/glow
rtexture_t *pants; // pants only (in greyscale)
rtexture_t *shirt; // shirt only (in greyscale)
rtexture_t *nmap; // normalmap (bumpmap for dot3)
rtexture_t *gloss; // glossmap (for dot3)
rtexture_t *glow; // glow only (fullbrights)
rtexture_t *fog; // alpha of the base texture (if not opaque)
rtexture_t *reflect; // colored mask for cubemap reflections
// accounting data for hash searches:
// the compare variables are used to identify internal skins from certain
// model formats
// (so that two q1bsp maps with the same texture name for different
// textures do not have any conflicts)
struct skinframe_s *next; // next on hash chain
char basename[MAX_QPATH]; // name of this
int textureflags; // texture flags to use
int comparewidth;
int compareheight;
int comparecrc;
// mark and sweep garbage collection, this value is updated to a new value
// on each level change for the used skinframes, if some are not used they
// are freed
int loadsequence;
// indicates whether this texture has transparent pixels
qboolean hasalpha;
// average texture color, if applicable
float avgcolor[4];
// for mdl skins, we actually only upload on first use (many are never used, and they are almost never used in both base+pants+shirt and merged modes)
unsigned char *qpixels;
int qwidth;
int qheight;
qboolean qhascolormapping;
qboolean qgeneratebase;
qboolean qgeneratemerged;
qboolean qgeneratenmap;
qboolean qgenerateglow;
}
skinframe_t;
struct md3vertex_s;
struct trivertx_s;
typedef struct texvecvertex_s
{
signed char svec[3];
signed char tvec[3];
}
texvecvertex_t;
typedef struct blendweights_s
{
unsigned char index[4];
unsigned char influence[4];
}
blendweights_t;
typedef struct r_vertexgeneric_s
{
// 36 bytes
float vertex3f[3];
float color4f[4];
float texcoord2f[2];
}
r_vertexgeneric_t;
typedef struct r_vertexmesh_s
{
// 88 bytes
float vertex3f[3];
float color4f[4];
float texcoordtexture2f[2];
float texcoordlightmap2f[2];
float svector3f[3];
float tvector3f[3];
float normal3f[3];
unsigned char skeletalindex4ub[4];
unsigned char skeletalweight4ub[4];
}
r_vertexmesh_t;
typedef struct r_meshbuffer_s
{
int bufferobject; // OpenGL
void *devicebuffer; // Direct3D
size_t size;
qboolean isindexbuffer;
qboolean isuniformbuffer;
qboolean isdynamic;
qboolean isindex16;
char name[MAX_QPATH];
}
r_meshbuffer_t;
// used for mesh lists in q1bsp/q3bsp map models
// (the surfaces reference portions of these meshes)
typedef struct surfmesh_s
{
// triangle data in system memory
int num_triangles; // number of triangles in the mesh
int *data_element3i; // int[tris*3] triangles of the mesh, 3 indices into vertex arrays for each
r_meshbuffer_t *data_element3i_indexbuffer;
size_t data_element3i_bufferoffset;
unsigned short *data_element3s; // unsigned short[tris*3] triangles of the mesh in unsigned short format (NULL if num_vertices > 65536)
r_meshbuffer_t *data_element3s_indexbuffer;
size_t data_element3s_bufferoffset;
int *data_neighbor3i; // int[tris*3] neighboring triangle on each edge (-1 if none)
// vertex data in system memory
int num_vertices; // number of vertices in the mesh
float *data_vertex3f; // float[verts*3] vertex locations
float *data_svector3f; // float[verts*3] direction of 'S' (right) texture axis for each vertex
float *data_tvector3f; // float[verts*3] direction of 'T' (down) texture axis for each vertex
float *data_normal3f; // float[verts*3] direction of 'R' (out) texture axis for each vertex
float *data_texcoordtexture2f; // float[verts*2] texcoords for surface texture
float *data_texcoordlightmap2f; // float[verts*2] texcoords for lightmap texture
float *data_lightmapcolor4f;
unsigned char *data_skeletalindex4ub;
unsigned char *data_skeletalweight4ub;
int *data_lightmapoffsets; // index into surface's lightmap samples for vertex lighting
r_vertexmesh_t *data_vertexmesh; // interleaved arrays for D3D
// vertex buffer object (stores geometry in video memory)
r_meshbuffer_t *vbo_vertexbuffer;
int vbooffset_vertex3f;
int vbooffset_svector3f;
int vbooffset_tvector3f;
int vbooffset_normal3f;
int vbooffset_texcoordtexture2f;
int vbooffset_texcoordlightmap2f;
int vbooffset_lightmapcolor4f;
int vbooffset_skeletalindex4ub;
int vbooffset_skeletalweight4ub;
int vbooffset_vertexmesh;
// morph blending, these are zero if model is skeletal or static
int num_morphframes;
struct md3vertex_s *data_morphmd3vertex;
struct trivertx_s *data_morphmdlvertex;
struct texvecvertex_s *data_morphtexvecvertex;
float *data_morphmd2framesize6f;
float num_morphmdlframescale[3];
float num_morphmdlframetranslate[3];
// skeletal blending, these are NULL if model is morph or static
struct blendweights_s *data_blendweights;
int num_blends;
unsigned short *blends;
// set if there is some kind of animation on this model
qboolean isanimated;
// vertex and index buffers for rendering
r_meshbuffer_t *vertexmesh_vertexbuffer;
}
surfmesh_t;
#define SHADOWMESHVERTEXHASH 1024
typedef struct shadowmeshvertexhash_s
{
struct shadowmeshvertexhash_s *next;
}
shadowmeshvertexhash_t;
typedef struct shadowmesh_s
{
// next mesh in chain
struct shadowmesh_s *next;
// used for light mesh (NULL on shadow mesh)
rtexture_t *map_diffuse;
rtexture_t *map_specular;
rtexture_t *map_normal;
// buffer sizes
int numverts, maxverts;
int numtriangles, maxtriangles;
// used always
float *vertex3f;
// used for light mesh (NULL on shadow mesh)
float *svector3f;
float *tvector3f;
float *normal3f;
float *texcoord2f;
// used always
int *element3i;
r_meshbuffer_t *element3i_indexbuffer;
int element3i_bufferoffset;
unsigned short *element3s;
r_meshbuffer_t *element3s_indexbuffer;
int element3s_bufferoffset;
// vertex/index buffers for rendering
// (created by Mod_ShadowMesh_Finish if possible)
r_vertexmesh_t *vertexmesh; // usually NULL
// used for shadow mapping cubemap side partitioning
int sideoffsets[6], sidetotals[6];
// used for shadow mesh (NULL on light mesh)
int *neighbor3i;
// these are NULL after Mod_ShadowMesh_Finish is performed, only used
// while building meshes
shadowmeshvertexhash_t **vertexhashtable, *vertexhashentries;
r_meshbuffer_t *vbo_vertexbuffer;
int vbooffset_vertex3f;
int vbooffset_svector3f;
int vbooffset_tvector3f;
int vbooffset_normal3f;
int vbooffset_texcoord2f;
int vbooffset_vertexmesh;
}
shadowmesh_t;
// various flags from shaders, used for special effects not otherwise classified
// TODO: support these features more directly
#define Q3TEXTUREFLAG_TWOSIDED 1
#define Q3TEXTUREFLAG_NOPICMIP 16
#define Q3TEXTUREFLAG_POLYGONOFFSET 32
#define Q3TEXTUREFLAG_REFRACTION 256
#define Q3TEXTUREFLAG_REFLECTION 512
#define Q3TEXTUREFLAG_WATERSHADER 1024
#define Q3TEXTUREFLAG_CAMERA 2048
#define Q3TEXTUREFLAG_TRANSPARENTSORT 4096
#define Q3PATHLENGTH 64
#define TEXTURE_MAXFRAMES 64
#define Q3WAVEPARMS 4
#define Q3DEFORM_MAXPARMS 3
#define Q3SHADER_MAXLAYERS 2 // FIXME support more than that (currently only two are used, so why keep more in RAM?)
#define Q3RGBGEN_MAXPARMS 3
#define Q3ALPHAGEN_MAXPARMS 1
#define Q3TCGEN_MAXPARMS 6
#define Q3TCMOD_MAXPARMS 6
#define Q3MAXTCMODS 8
#define Q3MAXDEFORMS 4
typedef enum q3wavefunc_e
{
Q3WAVEFUNC_NONE,
Q3WAVEFUNC_INVERSESAWTOOTH,
Q3WAVEFUNC_NOISE,
Q3WAVEFUNC_SAWTOOTH,
Q3WAVEFUNC_SIN,
Q3WAVEFUNC_SQUARE,
Q3WAVEFUNC_TRIANGLE,
Q3WAVEFUNC_COUNT
}
q3wavefunc_e;
typedef int q3wavefunc_t;
#define Q3WAVEFUNC_USER_COUNT 4
#define Q3WAVEFUNC_USER_SHIFT 8 // use 8 bits for wave func type
typedef enum q3deform_e
{
Q3DEFORM_NONE,
Q3DEFORM_PROJECTIONSHADOW,
Q3DEFORM_AUTOSPRITE,
Q3DEFORM_AUTOSPRITE2,
Q3DEFORM_TEXT0,
Q3DEFORM_TEXT1,
Q3DEFORM_TEXT2,
Q3DEFORM_TEXT3,
Q3DEFORM_TEXT4,
Q3DEFORM_TEXT5,
Q3DEFORM_TEXT6,
Q3DEFORM_TEXT7,
Q3DEFORM_BULGE,
Q3DEFORM_WAVE,
Q3DEFORM_NORMAL,
Q3DEFORM_MOVE,
Q3DEFORM_COUNT
}
q3deform_t;
typedef enum q3rgbgen_e
{
Q3RGBGEN_IDENTITY,
Q3RGBGEN_CONST,
Q3RGBGEN_ENTITY,
Q3RGBGEN_EXACTVERTEX,
Q3RGBGEN_IDENTITYLIGHTING,
Q3RGBGEN_LIGHTINGDIFFUSE,
Q3RGBGEN_ONEMINUSENTITY,
Q3RGBGEN_ONEMINUSVERTEX,
Q3RGBGEN_VERTEX,
Q3RGBGEN_WAVE,
Q3RGBGEN_COUNT
}
q3rgbgen_t;
typedef enum q3alphagen_e
{
Q3ALPHAGEN_IDENTITY,
Q3ALPHAGEN_CONST,
Q3ALPHAGEN_ENTITY,
Q3ALPHAGEN_LIGHTINGSPECULAR,
Q3ALPHAGEN_ONEMINUSENTITY,
Q3ALPHAGEN_ONEMINUSVERTEX,
Q3ALPHAGEN_PORTAL,
Q3ALPHAGEN_VERTEX,
Q3ALPHAGEN_WAVE,
Q3ALPHAGEN_COUNT
}
q3alphagen_t;
typedef enum q3tcgen_e
{
Q3TCGEN_NONE,
Q3TCGEN_TEXTURE, // very common
Q3TCGEN_ENVIRONMENT, // common
Q3TCGEN_LIGHTMAP,
Q3TCGEN_VECTOR,
Q3TCGEN_COUNT
}
q3tcgen_t;
typedef enum q3tcmod_e
{
Q3TCMOD_NONE,
Q3TCMOD_ENTITYTRANSLATE,
Q3TCMOD_ROTATE,
Q3TCMOD_SCALE,
Q3TCMOD_SCROLL,
Q3TCMOD_STRETCH,
Q3TCMOD_TRANSFORM,
Q3TCMOD_TURBULENT,
Q3TCMOD_PAGE,
Q3TCMOD_COUNT
}
q3tcmod_t;
typedef struct q3shaderinfo_layer_rgbgen_s
{
q3rgbgen_t rgbgen;
float parms[Q3RGBGEN_MAXPARMS];
q3wavefunc_t wavefunc;
float waveparms[Q3WAVEPARMS];
}
q3shaderinfo_layer_rgbgen_t;
typedef struct q3shaderinfo_layer_alphagen_s
{
q3alphagen_t alphagen;
float parms[Q3ALPHAGEN_MAXPARMS];
q3wavefunc_t wavefunc;
float waveparms[Q3WAVEPARMS];
}
q3shaderinfo_layer_alphagen_t;
typedef struct q3shaderinfo_layer_tcgen_s
{
q3tcgen_t tcgen;
float parms[Q3TCGEN_MAXPARMS];
}
q3shaderinfo_layer_tcgen_t;
typedef struct q3shaderinfo_layer_tcmod_s
{
q3tcmod_t tcmod;
float parms[Q3TCMOD_MAXPARMS];
q3wavefunc_t wavefunc;
float waveparms[Q3WAVEPARMS];
}
q3shaderinfo_layer_tcmod_t;
typedef struct q3shaderinfo_layer_s
{
int alphatest;
int clampmap;
float framerate;
int numframes;
int texflags;
char** texturename;
int blendfunc[2];
q3shaderinfo_layer_rgbgen_t rgbgen;
q3shaderinfo_layer_alphagen_t alphagen;
q3shaderinfo_layer_tcgen_t tcgen;
q3shaderinfo_layer_tcmod_t tcmods[Q3MAXTCMODS];
}
q3shaderinfo_layer_t;
typedef struct q3shaderinfo_deform_s
{
q3deform_t deform;
float parms[Q3DEFORM_MAXPARMS];
q3wavefunc_t wavefunc;
float waveparms[Q3WAVEPARMS];
}
q3shaderinfo_deform_t;
typedef enum dpoffsetmapping_technique_s
{
OFFSETMAPPING_OFF, // none
OFFSETMAPPING_DEFAULT, // cvar-set
OFFSETMAPPING_LINEAR, // linear
OFFSETMAPPING_RELIEF // relief
}dpoffsetmapping_technique_t;
typedef enum dptransparentsort_category_e
{
TRANSPARENTSORT_SKY,
TRANSPARENTSORT_DISTANCE,
TRANSPARENTSORT_HUD,
}dptransparentsortcategory_t;
typedef struct q3shaderinfo_s
{
char name[Q3PATHLENGTH];
#define Q3SHADERINFO_COMPARE_START surfaceparms
int surfaceparms;
int surfaceflags;
int textureflags;
int numlayers;
qboolean lighting;
qboolean vertexalpha;
qboolean textureblendalpha;
int primarylayer, backgroundlayer;
q3shaderinfo_layer_t layers[Q3SHADER_MAXLAYERS];
char skyboxname[Q3PATHLENGTH];
q3shaderinfo_deform_t deforms[Q3MAXDEFORMS];
// dp-specific additions:
// shadow control
qboolean dpnortlight;
qboolean dpshadow;
qboolean dpnoshadow;
// add collisions to all triangles of the surface
qboolean dpmeshcollisions;
// kill shader based on cvar checks
qboolean dpshaderkill;
// fake reflection
char dpreflectcube[Q3PATHLENGTH];
// reflection
float reflectmin; // when refraction is used, minimum amount of reflection (when looking straight down)
float reflectmax; // when refraction is used, maximum amount of reflection (when looking parallel to water)
float refractfactor; // amount of refraction distort (1.0 = like the cvar specifies)
vec4_t refractcolor4f; // color tint of refraction (including alpha factor)
float reflectfactor; // amount of reflection distort (1.0 = like the cvar specifies)
vec4_t reflectcolor4f; // color tint of reflection (including alpha factor)
float r_water_wateralpha; // additional wateralpha to apply when r_water is active
float r_water_waterscroll[2]; // water normalmapscrollblend - scale and speed
// offsetmapping
dpoffsetmapping_technique_t offsetmapping;
float offsetscale;
float offsetbias; // 0 is normal, 1 leads to alpha 0 being neutral and alpha 1 pushing "out"
// polygonoffset (only used if Q3TEXTUREFLAG_POLYGONOFFSET)
float biaspolygonoffset, biaspolygonfactor;
// transparent sort category
dptransparentsortcategory_t transparentsort;
// gloss
float specularscalemod;
float specularpowermod;
// rtlighting ambient addition
float rtlightambient;
#define Q3SHADERINFO_COMPARE_END rtlightambient
}
q3shaderinfo_t;
typedef enum texturelayertype_e
{
TEXTURELAYERTYPE_INVALID,
TEXTURELAYERTYPE_LITTEXTURE,
TEXTURELAYERTYPE_TEXTURE,
TEXTURELAYERTYPE_FOG
}
texturelayertype_t;
typedef struct texturelayer_s
{
texturelayertype_t type;
qboolean depthmask;
int blendfunc1;
int blendfunc2;
rtexture_t *texture;
matrix4x4_t texmatrix;
vec4_t color;
}
texturelayer_t;
typedef struct texture_s
{
// q1bsp
// name
//char name[16];
// size
unsigned int width, height;
// SURF_ flags
//unsigned int flags;
// base material flags
int basematerialflags;
// current material flags (updated each bmodel render)
int currentmaterialflags;
// PolygonOffset values for rendering this material
// (these are added to the r_refdef values and submodel values)
float biaspolygonfactor;
float biaspolygonoffset;
// textures to use when rendering this material
skinframe_t *currentskinframe;
int numskinframes;
float skinframerate;
skinframe_t *skinframes[TEXTURE_MAXFRAMES];
// background layer (for terrain texture blending)
skinframe_t *backgroundcurrentskinframe;
int backgroundnumskinframes;
float backgroundskinframerate;
skinframe_t *backgroundskinframes[TEXTURE_MAXFRAMES];
// total frames in sequence and alternate sequence
int anim_total[2];
// direct pointers to each of the frames in the sequences
// (indexed as [alternate][frame])
struct texture_s *anim_frames[2][10];
// set if animated or there is an alternate frame set
// (this is an optimization in the renderer)
int animated;
// renderer checks if this texture needs updating...
int update_lastrenderframe;
void *update_lastrenderentity;
// the current alpha of this texture (may be affected by r_wateralpha)
float currentalpha;
// the current texture frame in animation
struct texture_s *currentframe;
// current texture transform matrix (used for water scrolling)
matrix4x4_t currenttexmatrix;
matrix4x4_t currentbackgroundtexmatrix;
// various q3 shader features
q3shaderinfo_layer_rgbgen_t rgbgen;
q3shaderinfo_layer_alphagen_t alphagen;
q3shaderinfo_layer_tcgen_t tcgen;
q3shaderinfo_layer_tcmod_t tcmods[Q3MAXTCMODS];
q3shaderinfo_layer_tcmod_t backgroundtcmods[Q3MAXTCMODS];
q3shaderinfo_deform_t deforms[Q3MAXDEFORMS];
qboolean colormapping;
rtexture_t *basetexture; // original texture without pants/shirt/glow
rtexture_t *pantstexture; // pants only (in greyscale)
rtexture_t *shirttexture; // shirt only (in greyscale)
rtexture_t *nmaptexture; // normalmap (bumpmap for dot3)
rtexture_t *glosstexture; // glossmap (for dot3)
rtexture_t *glowtexture; // glow only (fullbrights)
rtexture_t *fogtexture; // alpha of the base texture (if not opaque)
rtexture_t *reflectmasktexture; // mask for fake reflections
rtexture_t *reflectcubetexture; // fake reflections cubemap
rtexture_t *backgroundbasetexture; // original texture without pants/shirt/glow
rtexture_t *backgroundnmaptexture; // normalmap (bumpmap for dot3)
rtexture_t *backgroundglosstexture; // glossmap (for dot3)
rtexture_t *backgroundglowtexture; // glow only (fullbrights)
float specularscale;
float specularpower;
// color tint (colormod * currentalpha) used for rtlighting this material
float dlightcolor[3];
// color tint (colormod * 2) used for lightmapped lighting on this material
// includes alpha as 4th component
// replaces role of gl_Color in GLSL shader
float lightmapcolor[4];
// from q3 shaders
int customblendfunc[2];
int currentnumlayers;
texturelayer_t currentlayers[16];
// q3bsp
char name[64];
int surfaceflags;
int supercontents;
int textureflags;
// reflection
float reflectmin; // when refraction is used, minimum amount of reflection (when looking straight down)
float reflectmax; // when refraction is used, maximum amount of reflection (when looking parallel to water)
float refractfactor; // amount of refraction distort (1.0 = like the cvar specifies)
vec4_t refractcolor4f; // color tint of refraction (including alpha factor)
float reflectfactor; // amount of reflection distort (1.0 = like the cvar specifies)
vec4_t reflectcolor4f; // color tint of reflection (including alpha factor)
float r_water_wateralpha; // additional wateralpha to apply when r_water is active
float r_water_waterscroll[2]; // scale and speed
int camera_entity; // entity number for use by cameras
// offsetmapping
dpoffsetmapping_technique_t offsetmapping;
float offsetscale;
float offsetbias;
// transparent sort category
dptransparentsortcategory_t transparentsort;
// gloss
float specularscalemod;
float specularpowermod;
// diffuse and ambient
float rtlightambient;
}
texture_t;
typedef struct mtexinfo_s
{
float vecs[2][4];
texture_t *texture;
int flags;
}
mtexinfo_t;
typedef struct msurface_lightmapinfo_s
{
// texture mapping properties used by this surface
mtexinfo_t *texinfo; // q1bsp
// index into r_refdef.scene.lightstylevalue array, 255 means not used (black)
unsigned char styles[MAXLIGHTMAPS]; // q1bsp
// RGB lighting data [numstyles][height][width][3]
unsigned char *samples; // q1bsp
// RGB normalmap data [numstyles][height][width][3]
unsigned char *nmapsamples; // q1bsp
// stain to apply on lightmap (soot/dirt/blood/whatever)
unsigned char *stainsamples; // q1bsp
int texturemins[2]; // q1bsp
int extents[2]; // q1bsp
int lightmaporigin[2]; // q1bsp
}
msurface_lightmapinfo_t;
struct q3deffect_s;
typedef struct msurface_s
{
// bounding box for onscreen checks
vec3_t mins;
vec3_t maxs;
// the texture to use on the surface
texture_t *texture;
// the lightmap texture fragment to use on the rendering mesh
rtexture_t *lightmaptexture;
// the lighting direction texture fragment to use on the rendering mesh
rtexture_t *deluxemaptexture;
// lightmaptexture rebuild information not used in q3bsp
msurface_lightmapinfo_t *lightmapinfo; // q1bsp
// fog volume info in q3bsp
struct q3deffect_s *effect; // q3bsp
// mesh information for collisions (only used by q3bsp curves)
int num_firstcollisiontriangle;
int *deprecatedq3data_collisionelement3i; // q3bsp
float *deprecatedq3data_collisionvertex3f; // q3bsp
float *deprecatedq3data_collisionbbox6f; // collision optimization - contains combined bboxes of every data_collisionstride triangles
float *deprecatedq3data_bbox6f; // collision optimization - contains combined bboxes of every data_collisionstride triangles
// surfaces own ranges of vertices and triangles in the model->surfmesh
int num_triangles; // number of triangles
int num_firsttriangle; // first triangle
int num_vertices; // number of vertices
int num_firstvertex; // first vertex
// shadow volume building information
int num_firstshadowmeshtriangle; // index into model->brush.shadowmesh
// mesh information for collisions (only used by q3bsp curves)
int num_collisiontriangles; // q3bsp
int num_collisionvertices; // q3bsp
int deprecatedq3num_collisionbboxstride;
int deprecatedq3num_bboxstride;
// FIXME: collisionmarkframe should be kept in a separate array
int deprecatedq3collisionmarkframe; // q3bsp // don't collide twice in one trace
}
msurface_t;
#include "matrixlib.h"
#include "bih.h"
#include "model_brush.h"
#include "model_sprite.h"
#include "model_alias.h"
typedef struct model_sprite_s
{
int sprnum_type;
mspriteframe_t *sprdata_frames;
}
model_sprite_t;
struct trace_s;
typedef struct model_brush_lightstyleinfo_s
{
int style;
int value;
int numsurfaces;
int *surfacelist;
}
model_brush_lightstyleinfo_t;
typedef struct model_brush_s
{
// true if this model is a HalfLife .bsp file
qboolean ishlbsp;
// true if this model is a BSP2rmqe .bsp file (expanded 32bit bsp format for rmqe)
qboolean isbsp2rmqe;
// true if this model is a BSP2 .bsp file (expanded 32bit bsp format for DarkPlaces, others?)
qboolean isbsp2;
// string of entity definitions (.map format)
char *entities;
// if not NULL this is a submodel
struct model_s *parentmodel;
// (this is the number of the submodel, an index into submodels)
int submodel;
// number of submodels in this map (just used by server to know how many
// submodels to load)
int numsubmodels;
// pointers to each of the submodels
struct model_s **submodels;
int num_planes;
mplane_t *data_planes;
int num_nodes;
mnode_t *data_nodes;
// visible leafs, not counting 0 (solid)
int num_visleafs;
// number of actual leafs (including 0 which is solid)
int num_leafs;
mleaf_t *data_leafs;
int num_leafbrushes;
int *data_leafbrushes;
int num_leafsurfaces;
int *data_leafsurfaces;
int num_portals;
mportal_t *data_portals;
int num_portalpoints;
mvertex_t *data_portalpoints;
int num_brushes;
q3mbrush_t *data_brushes;
int num_brushsides;
q3mbrushside_t *data_brushsides;
// pvs
int num_pvsclusters;
int num_pvsclusterbytes;
unsigned char *data_pvsclusters;
// example
//pvschain = model->brush.data_pvsclusters + mycluster * model->brush.num_pvsclusterbytes;
//if (pvschain[thatcluster >> 3] & (1 << (thatcluster & 7)))
// collision geometry for q3 curves
int num_collisionvertices;
int num_collisiontriangles;
float *data_collisionvertex3f;
int *data_collisionelement3i;
// a mesh containing all shadow casting geometry for the whole model (including submodels), portions of this are referenced by each surface's num_firstshadowmeshtriangle
shadowmesh_t *shadowmesh;
// a mesh containing all SUPERCONTENTS_SOLID surfaces for this model or submodel, for physics engines to use
shadowmesh_t *collisionmesh;
// common functions
int (*SuperContentsFromNativeContents)(struct model_s *model, int nativecontents);
int (*NativeContentsFromSuperContents)(struct model_s *model, int supercontents);
unsigned char *(*GetPVS)(struct model_s *model, const vec3_t p);
int (*FatPVS)(struct model_s *model, const vec3_t org, vec_t radius, unsigned char *pvsbuffer, int pvsbufferlength, qboolean merge);
int (*BoxTouchingPVS)(struct model_s *model, const unsigned char *pvs, const vec3_t mins, const vec3_t maxs);
int (*BoxTouchingLeafPVS)(struct model_s *model, const unsigned char *pvs, const vec3_t mins, const vec3_t maxs);
int (*BoxTouchingVisibleLeafs)(struct model_s *model, const unsigned char *visibleleafs, const vec3_t mins, const vec3_t maxs);
int (*FindBoxClusters)(struct model_s *model, const vec3_t mins, const vec3_t maxs, int maxclusters, int *clusterlist);
void (*LightPoint)(struct model_s *model, const vec3_t p, vec3_t ambientcolor, vec3_t diffusecolor, vec3_t diffusenormal);
void (*FindNonSolidLocation)(struct model_s *model, const vec3_t in, vec3_t out, vec_t radius);
mleaf_t *(*PointInLeaf)(struct model_s *model, const vec3_t p);
// these are actually only found on brushq1, but NULL is handled gracefully
void (*AmbientSoundLevelsForPoint)(struct model_s *model, const vec3_t p, unsigned char *out, int outsize);
void (*RoundUpToHullSize)(struct model_s *cmodel, const vec3_t inmins, const vec3_t inmaxs, vec3_t outmins, vec3_t outmaxs);
// trace a line of sight through this model (returns false if the line if sight is definitely blocked)
qboolean (*TraceLineOfSight)(struct model_s *model, const vec3_t start, const vec3_t end);
char skybox[MAX_QPATH];
skinframe_t *solidskyskinframe;
skinframe_t *alphaskyskinframe;
qboolean supportwateralpha;
// QuakeWorld
int qw_md4sum;
int qw_md4sum2;
}
model_brush_t;
typedef struct model_brushq1_s
{
mmodel_t *submodels;
int numvertexes;
mvertex_t *vertexes;
int numedges;
medge_t *edges;
int numtexinfo;
mtexinfo_t *texinfo;
int numsurfedges;
int *surfedges;
int numclipnodes;
mclipnode_t *clipnodes;
hull_t hulls[MAX_MAP_HULLS];
int num_compressedpvs;
unsigned char *data_compressedpvs;
int num_lightdata;
unsigned char *lightdata;
unsigned char *nmaplightdata; // deluxemap file
// lightmap update chains for light styles
int num_lightstyles;
model_brush_lightstyleinfo_t *data_lightstyleinfo;
// this contains bytes that are 1 if a surface needs its lightmap rebuilt
unsigned char *lightmapupdateflags;
qboolean firstrender; // causes all surface lightmaps to be loaded in first frame
}
model_brushq1_t;
/* MSVC can't compile empty structs, so this is commented out for now
typedef struct model_brushq2_s
{
}
model_brushq2_t;
*/
typedef struct model_brushq3_s
{
int num_models;
q3dmodel_t *data_models;
// used only during loading - freed after loading!
int num_vertices;
float *data_vertex3f;
float *data_normal3f;
float *data_texcoordtexture2f;
float *data_texcoordlightmap2f;
float *data_color4f;
// freed after loading!
int num_triangles;
int *data_element3i;
int num_effects;
q3deffect_t *data_effects;
// lightmap textures
int num_originallightmaps;
int num_mergedlightmaps;
int num_lightmapmergedwidthpower;
int num_lightmapmergedheightpower;
int num_lightmapmergedwidthheightdeluxepower;
int num_lightmapmerge;
rtexture_t **data_lightmaps;
rtexture_t **data_deluxemaps;
// voxel light data with directional shading
int num_lightgrid;
q3dlightgrid_t *data_lightgrid;
// size of each cell (may vary by map, typically 64 64 128)
float num_lightgrid_cellsize[3];
// 1.0 / num_lightgrid_cellsize
float num_lightgrid_scale[3];
// dimensions of the world model in lightgrid cells
int num_lightgrid_imins[3];
int num_lightgrid_imaxs[3];
int num_lightgrid_isize[3];
// transform modelspace coordinates to lightgrid index
matrix4x4_t num_lightgrid_indexfromworld;
// true if this q3bsp file has been detected as using deluxemapping
// (lightmap texture pairs, every odd one is never directly refernced,
// and contains lighting normals, not colors)
qboolean deluxemapping;
// true if the detected deluxemaps are the modelspace kind, rather than
// the faster tangentspace kind
qboolean deluxemapping_modelspace;
// size of lightmaps (128 by default, but may be another poweroftwo if
// external lightmaps are used (q3map2 -lightmapsize)
int lightmapsize;
}
model_brushq3_t;
struct frameblend_s;
struct skeleton_s;
typedef struct model_s
{
// name and path of model, for example "progs/player.mdl"
char name[MAX_QPATH];
// model needs to be loaded if this is false
qboolean loaded;
// set if the model is used in current map, models which are not, are purged
qboolean used;
// CRC of the file this model was loaded from, to reload if changed
unsigned int crc;
// mod_brush, mod_alias, mod_sprite
modtype_t type;
// memory pool for allocations
mempool_t *mempool;
// all models use textures...
rtexturepool_t *texturepool;
// EF_* flags (translated from the model file's different flags layout)
int effects;
// number of QC accessible frame(group)s in the model
int numframes;
// number of QC accessible skin(group)s in the model
int numskins;
// whether to randomize animated framegroups
synctype_t synctype;
// bounding box at angles '0 0 0'
vec3_t normalmins, normalmaxs;
// bounding box if yaw angle is not 0, but pitch and roll are
vec3_t yawmins, yawmaxs;
// bounding box if pitch or roll are used
vec3_t rotatedmins, rotatedmaxs;
// sphere radius, usable at any angles
float radius;
// squared sphere radius for easier comparisons
float radius2;
// skin animation info
animscene_t *skinscenes; // [numskins]
// skin animation info
animscene_t *animscenes; // [numframes]
// range of surface numbers in this (sub)model
int firstmodelsurface;
int nummodelsurfaces;
int *sortedmodelsurfaces;
// range of collision brush numbers in this (sub)model
int firstmodelbrush;
int nummodelbrushes;
// BIH (Bounding Interval Hierarchy) for this (sub)model
bih_t collision_bih;
bih_t render_bih; // if not set, use collision_bih instead for rendering purposes too
// for md3 models
int num_tags;
int num_tagframes;
aliastag_t *data_tags;
// for skeletal models
int num_bones;
aliasbone_t *data_bones;
float num_posescale; // scaling factor from origin in poses7s format (includes divide by 32767)
float num_poseinvscale; // scaling factor to origin in poses7s format (includes multiply by 32767)
int num_poses;
short *data_poses7s; // origin xyz, quat xyzw, unit length, values normalized to +/-32767 range
float *data_baseboneposeinverse;
// textures of this model
int num_textures;
int num_texturesperskin;
texture_t *data_textures;
qboolean wantnormals;
qboolean wanttangents;
// surfaces of this model
int num_surfaces;
msurface_t *data_surfaces;
// optional lightmapinfo data for surface lightmap updates
msurface_lightmapinfo_t *data_surfaces_lightmapinfo;
// all surfaces belong to this mesh
surfmesh_t surfmesh;
// data type of model
const char *modeldatatypestring;
// generates vertex data for a given frameblend
void(*AnimateVertices)(const struct model_s * RESTRICT model, const struct frameblend_s * RESTRICT frameblend, const struct skeleton_s *skeleton, float * RESTRICT vertex3f, float * RESTRICT normal3f, float * RESTRICT svector3f, float * RESTRICT tvector3f);
// draw the model's sky polygons (only used by brush models)
void(*DrawSky)(struct entity_render_s *ent);
// draw refraction/reflection textures for the model's water polygons (only used by brush models)
void(*DrawAddWaterPlanes)(struct entity_render_s *ent);
// draw the model using lightmap/dlight shading
void(*Draw)(struct entity_render_s *ent);
// draw the model to the depth buffer (no color rendering at all)
void(*DrawDepth)(struct entity_render_s *ent);
// draw any enabled debugging effects on this model (such as showing triangles, normals, collision brushes...)
void(*DrawDebug)(struct entity_render_s *ent);
// draw geometry textures for deferred rendering
void(*DrawPrepass)(struct entity_render_s *ent);
// compile an optimized shadowmap mesh for the model based on light source
void(*CompileShadowMap)(struct entity_render_s *ent, vec3_t relativelightorigin, vec3_t relativelightdirection, float lightradius, int numsurfaces, const int *surfacelist);
// draw depth into a shadowmap
void(*DrawShadowMap)(int side, struct entity_render_s *ent, const vec3_t relativelightorigin, const vec3_t relativelightdirection, float lightradius, int numsurfaces, const int *surfacelist, const unsigned char *surfacesides, const vec3_t lightmins, const vec3_t lightmaxs);
// gathers info on which clusters and surfaces are lit by light, as well as calculating a bounding box
void(*GetLightInfo)(struct entity_render_s *ent, vec3_t relativelightorigin, float lightradius, vec3_t outmins, vec3_t outmaxs, int *outleaflist, unsigned char *outleafpvs, int *outnumleafspointer, int *outsurfacelist, unsigned char *outsurfacepvs, int *outnumsurfacespointer, unsigned char *outshadowtrispvs, unsigned char *outlighttrispvs, unsigned char *visitingleafpvs, int numfrustumplanes, const mplane_t *frustumplanes);
// compile a shadow volume for the model based on light source
void(*CompileShadowVolume)(struct entity_render_s *ent, vec3_t relativelightorigin, vec3_t relativelightdirection, float lightradius, int numsurfaces, const int *surfacelist);
// draw a shadow volume for the model based on light source
void(*DrawShadowVolume)(struct entity_render_s *ent, const vec3_t relativelightorigin, const vec3_t relativelightdirection, float lightradius, int numsurfaces, const int *surfacelist, const vec3_t lightmins, const vec3_t lightmaxs);
// draw the lighting on a model (through stencil)
void(*DrawLight)(struct entity_render_s *ent, int numsurfaces, const int *surfacelist, const unsigned char *trispvs);
// trace a box against this model
void (*TraceBox)(struct model_s *model, const struct frameblend_s *frameblend, const struct skeleton_s *skeleton, struct trace_s *trace, const vec3_t start, const vec3_t boxmins, const vec3_t boxmaxs, const vec3_t end, int hitsupercontentsmask);
void (*TraceBrush)(struct model_s *model, const struct frameblend_s *frameblend, const struct skeleton_s *skeleton, struct trace_s *trace, struct colbrushf_s *start, struct colbrushf_s *end, int hitsupercontentsmask);
// trace a box against this model
void (*TraceLine)(struct model_s *model, const struct frameblend_s *frameblend, const struct skeleton_s *skeleton, struct trace_s *trace, const vec3_t start, const vec3_t end, int hitsupercontentsmask);
// trace a point against this model (like PointSuperContents)
void (*TracePoint)(struct model_s *model, const struct frameblend_s *frameblend, const struct skeleton_s *skeleton, struct trace_s *trace, const vec3_t start, int hitsupercontentsmask);
// find the supercontents value at a point in this model
int (*PointSuperContents)(struct model_s *model, int frame, const vec3_t point);
// trace a line against geometry in this model and report correct texture (used by r_shadow_bouncegrid)
void (*TraceLineAgainstSurfaces)(struct model_s *model, const struct frameblend_s *frameblend, const struct skeleton_s *skeleton, struct trace_s *trace, const vec3_t start, const vec3_t end, int hitsupercontentsmask);
// fields belonging to some types of model
model_sprite_t sprite;
model_brush_t brush;
model_brushq1_t brushq1;
/* MSVC can't handle an empty struct, so this is commented out for now
model_brushq2_t brushq2;
*/
model_brushq3_t brushq3;
// flags this model for offseting sounds to the model center (used by brush models)
int soundfromcenter;
// if set, the model contains light information (lightmap, or vertexlight)
qboolean lit;
float lightmapscale;
}
dp_model_t;
//============================================================================
// model loading
extern dp_model_t *loadmodel;
extern unsigned char *mod_base;
// sky/water subdivision
//extern cvar_t gl_subdivide_size;
// texture fullbrights
extern cvar_t r_fullbrights;
extern cvar_t r_enableshadowvolumes;
void Mod_Init (void);
void Mod_Reload (void);
dp_model_t *Mod_LoadModel(dp_model_t *mod, qboolean crash, qboolean checkdisk);
dp_model_t *Mod_FindName (const char *name, const char *parentname);
dp_model_t *Mod_ForName (const char *name, qboolean crash, qboolean checkdisk, const char *parentname);
void Mod_UnloadModel (dp_model_t *mod);
void Mod_ClearUsed(void);
void Mod_PurgeUnused(void);
void Mod_RemoveStaleWorldModels(dp_model_t *skip); // only used during loading!
extern dp_model_t *loadmodel;
extern char loadname[32]; // for hunk tags
int Mod_BuildVertexRemapTableFromElements(int numelements, const int *elements, int numvertices, int *remapvertices);
void Mod_BuildTriangleNeighbors(int *neighbors, const int *elements, int numtriangles);
void Mod_ValidateElements(int *elements, int numtriangles, int firstvertex, int numverts, const char *filename, int fileline);
void Mod_BuildNormals(int firstvertex, int numvertices, int numtriangles, const float *vertex3f, const int *elements, float *normal3f, qboolean areaweighting);
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);
void Mod_AllocSurfMesh(mempool_t *mempool, int numvertices, int numtriangles, qboolean lightmapoffsets, qboolean vertexcolors, qboolean neighbors);
void Mod_MakeSortedSurfaces(dp_model_t *mod);
// called specially by brush model loaders before generating submodels
// automatically called after model loader returns
void Mod_BuildVBOs(void);
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);
shadowmesh_t *Mod_ShadowMesh_ReAlloc(mempool_t *mempool, shadowmesh_t *oldmesh, int light, int neighbors);
int Mod_ShadowMesh_AddVertex(shadowmesh_t *mesh, float *vertex14f);
void Mod_ShadowMesh_AddTriangle(mempool_t *mempool, shadowmesh_t *mesh, rtexture_t *map_diffuse, rtexture_t *map_specular, rtexture_t *map_normal, float *vertex14f);
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);
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);
shadowmesh_t *Mod_ShadowMesh_Finish(mempool_t *mempool, shadowmesh_t *firstmesh, qboolean light, qboolean neighbors, qboolean createvbo);
void Mod_ShadowMesh_CalcBBox(shadowmesh_t *firstmesh, vec3_t mins, vec3_t maxs, vec3_t center, float *radius);
void Mod_ShadowMesh_Free(shadowmesh_t *mesh);
void Mod_CreateCollisionMesh(dp_model_t *mod);
void Mod_FreeQ3Shaders(void);
void Mod_LoadQ3Shaders(void);
q3shaderinfo_t *Mod_LookupQ3Shader(const char *name);
qboolean Mod_LoadTextureFromQ3Shader(texture_t *texture, const char *name, qboolean warnmissing, qboolean fallback, int defaulttexflags);
extern cvar_t r_mipskins;
extern cvar_t r_mipnormalmaps;
typedef struct skinfileitem_s
{
struct skinfileitem_s *next;
char name[MAX_QPATH];
char replacement[MAX_QPATH];
}
skinfileitem_t;
typedef struct skinfile_s
{
struct skinfile_s *next;
skinfileitem_t *items;
}
skinfile_t;
skinfile_t *Mod_LoadSkinFiles(void);
void Mod_FreeSkinFiles(skinfile_t *skinfile);
int Mod_CountSkinFiles(skinfile_t *skinfile);
void Mod_BuildAliasSkinsFromSkinFiles(texture_t *skin, skinfile_t *skinfile, const char *meshname, const char *shadername);
void Mod_SnapVertices(int numcomponents, int numvertices, float *vertices, float snap);
int Mod_RemoveDegenerateTriangles(int numtriangles, const int *inelement3i, int *outelement3i, const float *vertex3f);
void Mod_VertexRangeFromElements(int numelements, const int *elements, int *firstvertexpointer, int *lastvertexpointer);
typedef struct mod_alloclightmap_row_s
{
int rowY;
int currentX;
}
mod_alloclightmap_row_t;
typedef struct mod_alloclightmap_state_s
{
int width;
int height;
int currentY;
mod_alloclightmap_row_t *rows;
}
mod_alloclightmap_state_t;
void Mod_AllocLightmap_Init(mod_alloclightmap_state_t *state, int width, int height);
void Mod_AllocLightmap_Free(mod_alloclightmap_state_t *state);
void Mod_AllocLightmap_Reset(mod_alloclightmap_state_t *state);
qboolean Mod_AllocLightmap_Block(mod_alloclightmap_state_t *state, int blockwidth, int blockheight, int *outx, int *outy);
// bsp models
void Mod_BrushInit(void);
// used for talking to the QuakeC mainly
int Mod_Q1BSP_NativeContentsFromSuperContents(struct model_s *model, int supercontents);
int Mod_Q1BSP_SuperContentsFromNativeContents(struct model_s *model, int nativecontents);
// a lot of model formats use the Q1BSP code, so here are the prototypes...
struct entity_render_s;
void R_Q1BSP_DrawAddWaterPlanes(struct entity_render_s *ent);
void R_Q1BSP_DrawSky(struct entity_render_s *ent);
void R_Q1BSP_Draw(struct entity_render_s *ent);
void R_Q1BSP_DrawDepth(struct entity_render_s *ent);
void R_Q1BSP_DrawDebug(struct entity_render_s *ent);
void R_Q1BSP_DrawPrepass(struct entity_render_s *ent);
void R_Q1BSP_GetLightInfo(struct entity_render_s *ent, vec3_t relativelightorigin, float lightradius, vec3_t outmins, vec3_t outmaxs, int *outleaflist, unsigned char *outleafpvs, int *outnumleafspointer, int *outsurfacelist, unsigned char *outsurfacepvs, int *outnumsurfacespointer, unsigned char *outshadowtrispvs, unsigned char *outlighttrispvs, unsigned char *visitingleafpvs, int numfrustumplanes, const mplane_t *frustumplanes);
void R_Q1BSP_CompileShadowMap(struct entity_render_s *ent, vec3_t relativelightorigin, vec3_t relativelightdirection, float lightradius, int numsurfaces, const int *surfacelist);
void R_Q1BSP_DrawShadowMap(int side, struct entity_render_s *ent, const vec3_t relativelightorigin, const vec3_t relativelightdirection, float lightradius, int modelnumsurfaces, const int *modelsurfacelist, const unsigned char *surfacesides, const vec3_t lightmins, const vec3_t lightmaxs);
void R_Q1BSP_CompileShadowVolume(struct entity_render_s *ent, vec3_t relativelightorigin, vec3_t relativelightdirection, float lightradius, int numsurfaces, const int *surfacelist);
void R_Q1BSP_DrawShadowVolume(struct entity_render_s *ent, const vec3_t relativelightorigin, const vec3_t relativelightdirection, float lightradius, int numsurfaces, const int *surfacelist, const vec3_t lightmins, const vec3_t lightmaxs);
void R_Q1BSP_DrawLight(struct entity_render_s *ent, int numsurfaces, const int *surfacelist, const unsigned char *trispvs);
// Collision optimization using Bounding Interval Hierarchy
void Mod_CollisionBIH_TracePoint(dp_model_t *model, const struct frameblend_s *frameblend, const skeleton_t *skeleton, struct trace_s *trace, const vec3_t start, int hitsupercontentsmask);
void Mod_CollisionBIH_TraceLine(dp_model_t *model, const struct frameblend_s *frameblend, const skeleton_t *skeleton, struct trace_s *trace, const vec3_t start, const vec3_t end, int hitsupercontentsmask);
void Mod_CollisionBIH_TraceBox(dp_model_t *model, const struct frameblend_s *frameblend, const skeleton_t *skeleton, struct trace_s *trace, const vec3_t start, const vec3_t boxmins, const vec3_t boxmaxs, const vec3_t end, int hitsupercontentsmask);
void Mod_CollisionBIH_TraceBrush(dp_model_t *model, const struct frameblend_s *frameblend, const skeleton_t *skeleton, struct trace_s *trace, struct colbrushf_s *start, struct colbrushf_s *end, int hitsupercontentsmask);
void Mod_CollisionBIH_TracePoint_Mesh(dp_model_t *model, const struct frameblend_s *frameblend, const skeleton_t *skeleton, struct trace_s *trace, const vec3_t start, int hitsupercontentsmask);
int Mod_CollisionBIH_PointSuperContents_Mesh(struct model_s *model, int frame, const vec3_t point);
bih_t *Mod_MakeCollisionBIH(dp_model_t *model, qboolean userendersurfaces, bih_t *out);
// alias models
struct frameblend_s;
struct skeleton_s;
void Mod_AliasInit(void);
int Mod_Alias_GetTagMatrix(const dp_model_t *model, const struct frameblend_s *frameblend, const struct skeleton_s *skeleton, int tagindex, matrix4x4_t *outmatrix);
int Mod_Alias_GetTagIndexForName(const dp_model_t *model, unsigned int skin, const char *tagname);
int Mod_Alias_GetExtendedTagInfoForIndex(const dp_model_t *model, unsigned int skin, const struct frameblend_s *frameblend, const struct skeleton_s *skeleton, int tagindex, int *parentindex, const char **tagname, matrix4x4_t *tag_localmatrix);
void Mod_Skeletal_FreeBuffers(void);
// sprite models
void Mod_SpriteInit(void);
// loaders
void Mod_Q1BSP_Load(dp_model_t *mod, void *buffer, void *bufferend);
void Mod_IBSP_Load(dp_model_t *mod, void *buffer, void *bufferend);
void Mod_MAP_Load(dp_model_t *mod, void *buffer, void *bufferend);
void Mod_OBJ_Load(dp_model_t *mod, void *buffer, void *bufferend);
void Mod_IDP0_Load(dp_model_t *mod, void *buffer, void *bufferend);
void Mod_IDP2_Load(dp_model_t *mod, void *buffer, void *bufferend);
void Mod_IDP3_Load(dp_model_t *mod, void *buffer, void *bufferend);
void Mod_ZYMOTICMODEL_Load(dp_model_t *mod, void *buffer, void *bufferend);
void Mod_DARKPLACESMODEL_Load(dp_model_t *mod, void *buffer, void *bufferend);
void Mod_PSKMODEL_Load(dp_model_t *mod, void *buffer, void *bufferend);
void Mod_IDSP_Load(dp_model_t *mod, void *buffer, void *bufferend);
void Mod_IDS2_Load(dp_model_t *mod, void *buffer, void *bufferend);
void Mod_INTERQUAKEMODEL_Load(dp_model_t *mod, void *buffer, void *bufferend);
#endif // MODEL_SHARED_H