mirror of
https://github.com/DrBeef/QVR.git
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1241 lines
44 KiB
C
1241 lines
44 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_SHARED_H
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#define MODEL_SHARED_H
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typedef enum synctype_e {ST_SYNC=0, ST_RAND } synctype_t;
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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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typedef enum modtype_e {mod_invalid, mod_brushq1, mod_sprite, mod_alias, mod_brushq2, mod_brushq3, mod_obj, mod_null} modtype_t;
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typedef struct animscene_s
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{
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char name[32]; // for viewthing support
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int firstframe;
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int framecount;
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int loop; // true or false
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float framerate;
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}
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animscene_t;
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typedef struct skinframe_s
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{
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rtexture_t *stain; // inverse modulate with background (used for decals and such)
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rtexture_t *merged; // original texture without glow
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rtexture_t *base; // original texture without pants/shirt/glow
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rtexture_t *pants; // pants only (in greyscale)
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rtexture_t *shirt; // shirt only (in greyscale)
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rtexture_t *nmap; // normalmap (bumpmap for dot3)
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rtexture_t *gloss; // glossmap (for dot3)
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rtexture_t *glow; // glow only (fullbrights)
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rtexture_t *fog; // alpha of the base texture (if not opaque)
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rtexture_t *reflect; // colored mask for cubemap reflections
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// accounting data for hash searches:
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// the compare variables are used to identify internal skins from certain
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// model formats
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// (so that two q1bsp maps with the same texture name for different
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// textures do not have any conflicts)
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struct skinframe_s *next; // next on hash chain
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char basename[MAX_QPATH]; // name of this
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int textureflags; // texture flags to use
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int comparewidth;
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int compareheight;
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int comparecrc;
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// mark and sweep garbage collection, this value is updated to a new value
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// on each level change for the used skinframes, if some are not used they
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// are freed
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int loadsequence;
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// indicates whether this texture has transparent pixels
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qboolean hasalpha;
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// average texture color, if applicable
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float avgcolor[4];
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// 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)
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unsigned char *qpixels;
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int qwidth;
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int qheight;
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qboolean qhascolormapping;
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qboolean qgeneratebase;
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qboolean qgeneratemerged;
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qboolean qgeneratenmap;
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qboolean qgenerateglow;
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}
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skinframe_t;
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struct md3vertex_s;
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struct trivertx_s;
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typedef struct texvecvertex_s
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{
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signed char svec[3];
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signed char tvec[3];
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}
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texvecvertex_t;
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typedef struct blendweights_s
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{
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unsigned char index[4];
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unsigned char influence[4];
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}
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blendweights_t;
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typedef struct r_vertexgeneric_s
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{
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// 36 bytes
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float vertex3f[3];
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float color4f[4];
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float texcoord2f[2];
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}
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r_vertexgeneric_t;
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typedef struct r_vertexmesh_s
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{
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// 88 bytes
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float vertex3f[3];
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float color4f[4];
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float texcoordtexture2f[2];
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float texcoordlightmap2f[2];
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float svector3f[3];
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float tvector3f[3];
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float normal3f[3];
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unsigned char skeletalindex4ub[4];
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unsigned char skeletalweight4ub[4];
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}
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r_vertexmesh_t;
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typedef struct r_meshbuffer_s
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{
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int bufferobject; // OpenGL
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void *devicebuffer; // Direct3D
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size_t size;
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qboolean isindexbuffer;
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qboolean isuniformbuffer;
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qboolean isdynamic;
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qboolean isindex16;
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char name[MAX_QPATH];
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}
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r_meshbuffer_t;
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// used for mesh lists in q1bsp/q3bsp map models
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// (the surfaces reference portions of these meshes)
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typedef struct surfmesh_s
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{
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// triangle data in system memory
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int num_triangles; // number of triangles in the mesh
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int *data_element3i; // int[tris*3] triangles of the mesh, 3 indices into vertex arrays for each
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r_meshbuffer_t *data_element3i_indexbuffer;
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size_t data_element3i_bufferoffset;
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unsigned short *data_element3s; // unsigned short[tris*3] triangles of the mesh in unsigned short format (NULL if num_vertices > 65536)
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r_meshbuffer_t *data_element3s_indexbuffer;
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size_t data_element3s_bufferoffset;
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int *data_neighbor3i; // int[tris*3] neighboring triangle on each edge (-1 if none)
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// vertex data in system memory
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int num_vertices; // number of vertices in the mesh
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float *data_vertex3f; // float[verts*3] vertex locations
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float *data_svector3f; // float[verts*3] direction of 'S' (right) texture axis for each vertex
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float *data_tvector3f; // float[verts*3] direction of 'T' (down) texture axis for each vertex
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float *data_normal3f; // float[verts*3] direction of 'R' (out) texture axis for each vertex
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float *data_texcoordtexture2f; // float[verts*2] texcoords for surface texture
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float *data_texcoordlightmap2f; // float[verts*2] texcoords for lightmap texture
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float *data_lightmapcolor4f;
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unsigned char *data_skeletalindex4ub;
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unsigned char *data_skeletalweight4ub;
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int *data_lightmapoffsets; // index into surface's lightmap samples for vertex lighting
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r_vertexmesh_t *data_vertexmesh; // interleaved arrays for D3D
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// vertex buffer object (stores geometry in video memory)
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r_meshbuffer_t *vbo_vertexbuffer;
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int vbooffset_vertex3f;
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int vbooffset_svector3f;
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int vbooffset_tvector3f;
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int vbooffset_normal3f;
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int vbooffset_texcoordtexture2f;
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int vbooffset_texcoordlightmap2f;
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int vbooffset_lightmapcolor4f;
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int vbooffset_skeletalindex4ub;
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int vbooffset_skeletalweight4ub;
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int vbooffset_vertexmesh;
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// morph blending, these are zero if model is skeletal or static
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int num_morphframes;
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struct md3vertex_s *data_morphmd3vertex;
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struct trivertx_s *data_morphmdlvertex;
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struct texvecvertex_s *data_morphtexvecvertex;
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float *data_morphmd2framesize6f;
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float num_morphmdlframescale[3];
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float num_morphmdlframetranslate[3];
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// skeletal blending, these are NULL if model is morph or static
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struct blendweights_s *data_blendweights;
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int num_blends;
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unsigned short *blends;
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// set if there is some kind of animation on this model
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qboolean isanimated;
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// vertex and index buffers for rendering
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r_meshbuffer_t *vertexmesh_vertexbuffer;
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}
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surfmesh_t;
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#define SHADOWMESHVERTEXHASH 1024
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typedef struct shadowmeshvertexhash_s
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{
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struct shadowmeshvertexhash_s *next;
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}
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shadowmeshvertexhash_t;
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typedef struct shadowmesh_s
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{
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// next mesh in chain
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struct shadowmesh_s *next;
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// used for light mesh (NULL on shadow mesh)
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rtexture_t *map_diffuse;
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rtexture_t *map_specular;
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rtexture_t *map_normal;
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// buffer sizes
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int numverts, maxverts;
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int numtriangles, maxtriangles;
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// used always
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float *vertex3f;
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// used for light mesh (NULL on shadow mesh)
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float *svector3f;
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float *tvector3f;
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float *normal3f;
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float *texcoord2f;
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// used always
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int *element3i;
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r_meshbuffer_t *element3i_indexbuffer;
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int element3i_bufferoffset;
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unsigned short *element3s;
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r_meshbuffer_t *element3s_indexbuffer;
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int element3s_bufferoffset;
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// vertex/index buffers for rendering
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// (created by Mod_ShadowMesh_Finish if possible)
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r_vertexmesh_t *vertexmesh; // usually NULL
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// used for shadow mapping cubemap side partitioning
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int sideoffsets[6], sidetotals[6];
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// used for shadow mesh (NULL on light mesh)
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int *neighbor3i;
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// these are NULL after Mod_ShadowMesh_Finish is performed, only used
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// while building meshes
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shadowmeshvertexhash_t **vertexhashtable, *vertexhashentries;
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r_meshbuffer_t *vbo_vertexbuffer;
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int vbooffset_vertex3f;
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int vbooffset_svector3f;
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int vbooffset_tvector3f;
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int vbooffset_normal3f;
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int vbooffset_texcoord2f;
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int vbooffset_vertexmesh;
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}
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shadowmesh_t;
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// various flags from shaders, used for special effects not otherwise classified
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// TODO: support these features more directly
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#define Q3TEXTUREFLAG_TWOSIDED 1
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#define Q3TEXTUREFLAG_NOPICMIP 16
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#define Q3TEXTUREFLAG_POLYGONOFFSET 32
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#define Q3TEXTUREFLAG_REFRACTION 256
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#define Q3TEXTUREFLAG_REFLECTION 512
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#define Q3TEXTUREFLAG_WATERSHADER 1024
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#define Q3TEXTUREFLAG_CAMERA 2048
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#define Q3TEXTUREFLAG_TRANSPARENTSORT 4096
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#define Q3PATHLENGTH 64
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#define TEXTURE_MAXFRAMES 64
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#define Q3WAVEPARMS 4
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#define Q3DEFORM_MAXPARMS 3
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#define Q3SHADER_MAXLAYERS 2 // FIXME support more than that (currently only two are used, so why keep more in RAM?)
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#define Q3RGBGEN_MAXPARMS 3
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#define Q3ALPHAGEN_MAXPARMS 1
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#define Q3TCGEN_MAXPARMS 6
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#define Q3TCMOD_MAXPARMS 6
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#define Q3MAXTCMODS 8
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#define Q3MAXDEFORMS 4
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typedef enum q3wavefunc_e
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{
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Q3WAVEFUNC_NONE,
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Q3WAVEFUNC_INVERSESAWTOOTH,
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Q3WAVEFUNC_NOISE,
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Q3WAVEFUNC_SAWTOOTH,
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Q3WAVEFUNC_SIN,
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Q3WAVEFUNC_SQUARE,
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Q3WAVEFUNC_TRIANGLE,
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Q3WAVEFUNC_COUNT
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}
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q3wavefunc_e;
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typedef int q3wavefunc_t;
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#define Q3WAVEFUNC_USER_COUNT 4
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#define Q3WAVEFUNC_USER_SHIFT 8 // use 8 bits for wave func type
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typedef enum q3deform_e
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{
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Q3DEFORM_NONE,
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Q3DEFORM_PROJECTIONSHADOW,
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Q3DEFORM_AUTOSPRITE,
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Q3DEFORM_AUTOSPRITE2,
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Q3DEFORM_TEXT0,
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Q3DEFORM_TEXT1,
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Q3DEFORM_TEXT2,
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Q3DEFORM_TEXT3,
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Q3DEFORM_TEXT4,
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Q3DEFORM_TEXT5,
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Q3DEFORM_TEXT6,
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Q3DEFORM_TEXT7,
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Q3DEFORM_BULGE,
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Q3DEFORM_WAVE,
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Q3DEFORM_NORMAL,
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Q3DEFORM_MOVE,
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Q3DEFORM_COUNT
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}
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q3deform_t;
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typedef enum q3rgbgen_e
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{
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Q3RGBGEN_IDENTITY,
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Q3RGBGEN_CONST,
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Q3RGBGEN_ENTITY,
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Q3RGBGEN_EXACTVERTEX,
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Q3RGBGEN_IDENTITYLIGHTING,
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Q3RGBGEN_LIGHTINGDIFFUSE,
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Q3RGBGEN_ONEMINUSENTITY,
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Q3RGBGEN_ONEMINUSVERTEX,
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Q3RGBGEN_VERTEX,
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Q3RGBGEN_WAVE,
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Q3RGBGEN_COUNT
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}
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q3rgbgen_t;
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typedef enum q3alphagen_e
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{
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Q3ALPHAGEN_IDENTITY,
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Q3ALPHAGEN_CONST,
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Q3ALPHAGEN_ENTITY,
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Q3ALPHAGEN_LIGHTINGSPECULAR,
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Q3ALPHAGEN_ONEMINUSENTITY,
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Q3ALPHAGEN_ONEMINUSVERTEX,
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Q3ALPHAGEN_PORTAL,
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Q3ALPHAGEN_VERTEX,
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Q3ALPHAGEN_WAVE,
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Q3ALPHAGEN_COUNT
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}
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q3alphagen_t;
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typedef enum q3tcgen_e
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{
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Q3TCGEN_NONE,
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Q3TCGEN_TEXTURE, // very common
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Q3TCGEN_ENVIRONMENT, // common
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Q3TCGEN_LIGHTMAP,
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Q3TCGEN_VECTOR,
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Q3TCGEN_COUNT
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}
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q3tcgen_t;
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typedef enum q3tcmod_e
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{
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Q3TCMOD_NONE,
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Q3TCMOD_ENTITYTRANSLATE,
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Q3TCMOD_ROTATE,
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Q3TCMOD_SCALE,
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Q3TCMOD_SCROLL,
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Q3TCMOD_STRETCH,
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Q3TCMOD_TRANSFORM,
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Q3TCMOD_TURBULENT,
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Q3TCMOD_PAGE,
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Q3TCMOD_COUNT
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}
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q3tcmod_t;
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typedef struct q3shaderinfo_layer_rgbgen_s
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{
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q3rgbgen_t rgbgen;
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float parms[Q3RGBGEN_MAXPARMS];
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q3wavefunc_t wavefunc;
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float waveparms[Q3WAVEPARMS];
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}
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q3shaderinfo_layer_rgbgen_t;
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typedef struct q3shaderinfo_layer_alphagen_s
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{
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q3alphagen_t alphagen;
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float parms[Q3ALPHAGEN_MAXPARMS];
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q3wavefunc_t wavefunc;
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float waveparms[Q3WAVEPARMS];
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}
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q3shaderinfo_layer_alphagen_t;
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typedef struct q3shaderinfo_layer_tcgen_s
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{
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q3tcgen_t tcgen;
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float parms[Q3TCGEN_MAXPARMS];
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}
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q3shaderinfo_layer_tcgen_t;
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typedef struct q3shaderinfo_layer_tcmod_s
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{
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q3tcmod_t tcmod;
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float parms[Q3TCMOD_MAXPARMS];
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q3wavefunc_t wavefunc;
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float waveparms[Q3WAVEPARMS];
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}
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q3shaderinfo_layer_tcmod_t;
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typedef struct q3shaderinfo_layer_s
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{
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int alphatest;
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int clampmap;
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float framerate;
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int numframes;
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int texflags;
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char** texturename;
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int blendfunc[2];
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q3shaderinfo_layer_rgbgen_t rgbgen;
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q3shaderinfo_layer_alphagen_t alphagen;
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q3shaderinfo_layer_tcgen_t tcgen;
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q3shaderinfo_layer_tcmod_t tcmods[Q3MAXTCMODS];
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}
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q3shaderinfo_layer_t;
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typedef struct q3shaderinfo_deform_s
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{
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q3deform_t deform;
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float parms[Q3DEFORM_MAXPARMS];
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q3wavefunc_t wavefunc;
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float waveparms[Q3WAVEPARMS];
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}
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q3shaderinfo_deform_t;
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typedef enum dpoffsetmapping_technique_s
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{
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OFFSETMAPPING_OFF, // none
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OFFSETMAPPING_DEFAULT, // cvar-set
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OFFSETMAPPING_LINEAR, // linear
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OFFSETMAPPING_RELIEF // relief
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}dpoffsetmapping_technique_t;
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typedef enum dptransparentsort_category_e
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{
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TRANSPARENTSORT_SKY,
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TRANSPARENTSORT_DISTANCE,
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TRANSPARENTSORT_HUD,
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}dptransparentsortcategory_t;
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typedef struct q3shaderinfo_s
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{
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char name[Q3PATHLENGTH];
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#define Q3SHADERINFO_COMPARE_START surfaceparms
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int surfaceparms;
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int surfaceflags;
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int textureflags;
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int numlayers;
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qboolean lighting;
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qboolean vertexalpha;
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qboolean textureblendalpha;
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int primarylayer, backgroundlayer;
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q3shaderinfo_layer_t layers[Q3SHADER_MAXLAYERS];
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char skyboxname[Q3PATHLENGTH];
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q3shaderinfo_deform_t deforms[Q3MAXDEFORMS];
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// dp-specific additions:
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// shadow control
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qboolean dpnortlight;
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qboolean dpshadow;
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qboolean dpnoshadow;
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// add collisions to all triangles of the surface
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qboolean dpmeshcollisions;
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// kill shader based on cvar checks
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qboolean dpshaderkill;
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// fake reflection
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char dpreflectcube[Q3PATHLENGTH];
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// reflection
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float reflectmin; // when refraction is used, minimum amount of reflection (when looking straight down)
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float reflectmax; // when refraction is used, maximum amount of reflection (when looking parallel to water)
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float refractfactor; // amount of refraction distort (1.0 = like the cvar specifies)
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vec4_t refractcolor4f; // color tint of refraction (including alpha factor)
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float reflectfactor; // amount of reflection distort (1.0 = like the cvar specifies)
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vec4_t reflectcolor4f; // color tint of reflection (including alpha factor)
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float r_water_wateralpha; // additional wateralpha to apply when r_water is active
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float r_water_waterscroll[2]; // water normalmapscrollblend - scale and speed
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// offsetmapping
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dpoffsetmapping_technique_t offsetmapping;
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float offsetscale;
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float offsetbias; // 0 is normal, 1 leads to alpha 0 being neutral and alpha 1 pushing "out"
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// polygonoffset (only used if Q3TEXTUREFLAG_POLYGONOFFSET)
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float biaspolygonoffset, biaspolygonfactor;
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// transparent sort category
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dptransparentsortcategory_t transparentsort;
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// gloss
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float specularscalemod;
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float specularpowermod;
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// 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
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|
bih_t collision_bih;
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bih_t render_bih; // if not set, use collision_bih instead for rendering purposes too
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// for md3 models
|
|
int num_tags;
|
|
int num_tagframes;
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|
aliastag_t *data_tags;
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|
// for skeletal models
|
|
int num_bones;
|
|
aliasbone_t *data_bones;
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|
float num_posescale; // scaling factor from origin in poses7s format (includes divide by 32767)
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float num_poseinvscale; // scaling factor to origin in poses7s format (includes multiply by 32767)
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|
int num_poses;
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|
short *data_poses7s; // origin xyz, quat xyzw, unit length, values normalized to +/-32767 range
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|
float *data_baseboneposeinverse;
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// textures of this model
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|
int num_textures;
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|
int num_texturesperskin;
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|
texture_t *data_textures;
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|
qboolean wantnormals;
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|
qboolean wanttangents;
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// surfaces of this model
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|
int num_surfaces;
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|
msurface_t *data_surfaces;
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// optional lightmapinfo data for surface lightmap updates
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|
msurface_lightmapinfo_t *data_surfaces_lightmapinfo;
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// all surfaces belong to this mesh
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surfmesh_t surfmesh;
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// data type of model
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|
const char *modeldatatypestring;
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// generates vertex data for a given frameblend
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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);
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// draw the model's sky polygons (only used by brush models)
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void(*DrawSky)(struct entity_render_s *ent);
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// draw refraction/reflection textures for the model's water polygons (only used by brush models)
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void(*DrawAddWaterPlanes)(struct entity_render_s *ent);
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// draw the model using lightmap/dlight shading
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void(*Draw)(struct entity_render_s *ent);
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// draw the model to the depth buffer (no color rendering at all)
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|
void(*DrawDepth)(struct entity_render_s *ent);
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|
// draw any enabled debugging effects on this model (such as showing triangles, normals, collision brushes...)
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|
void(*DrawDebug)(struct entity_render_s *ent);
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|
// draw geometry textures for deferred rendering
|
|
void(*DrawPrepass)(struct entity_render_s *ent);
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|
// compile an optimized shadowmap mesh for the model based on light source
|
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void(*CompileShadowMap)(struct entity_render_s *ent, vec3_t relativelightorigin, vec3_t relativelightdirection, float lightradius, int numsurfaces, const int *surfacelist);
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// draw depth into a shadowmap
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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);
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// 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);
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|
// 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);
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|
// 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);
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|
// 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
|
|
|