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model_shared.h

/*
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;

00035 typedef struct animscene_s
{
      char name[32]; // for viewthing support
      int firstframe;
      int framecount;
      int loop; // true or false
      float framerate;
}
animscene_t;

00045 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;
00090 typedef struct texvecvertex_s
{
      signed char svec[3];
      signed char tvec[3];
}
texvecvertex_t;

00097 typedef struct blendweights_s
{
      unsigned char index[4];
      unsigned char influence[4];
}
blendweights_t;

00104 typedef struct r_vertexgeneric_s
{
      // 36 bytes
      float vertex3f[3];
      float color4f[4];
      float texcoord2f[2];
}
r_vertexgeneric_t;

00113 typedef struct r_vertexmesh_s
{
      // 80 bytes
      float vertex3f[3];
      float color4f[4];
      float texcoordtexture2f[2];
      float texcoordlightmap2f[2];
      float svector3f[3];
      float tvector3f[3];
      float normal3f[3];
}
r_vertexmesh_t;

00126 typedef struct r_meshbuffer_s
{
      int bufferobject; // OpenGL
      void *devicebuffer; // Direct3D
      size_t size;
      qboolean isindexbuffer;
      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)
00140 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;
      int *data_lightmapoffsets; // index into surface's lightmap samples for vertex lighting
      // vertex buffer object (stores geometry in video memory)
      r_meshbuffer_t *vbo_vertexbuffer;
      size_t vbooffset_vertex3f;
      size_t vbooffset_svector3f;
      size_t vbooffset_tvector3f;
      size_t vbooffset_normal3f;
      size_t vbooffset_texcoordtexture2f;
      size_t vbooffset_texcoordlightmap2f;
      size_t vbooffset_lightmapcolor4f;
      // 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_vertexmesh_t *vertexmesh;
      r_meshbuffer_t *vertex3fbuffer;
      r_meshbuffer_t *vertexmeshbuffer;
}
surfmesh_t;

#define SHADOWMESHVERTEXHASH 1024
00193 typedef struct shadowmeshvertexhash_s
{
      struct shadowmeshvertexhash_s *next;
}
shadowmeshvertexhash_t;

00199 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;
      size_t element3i_bufferoffset;
      unsigned short *element3s;
      r_meshbuffer_t *element3s_indexbuffer;
      size_t element3s_bufferoffset;
      // 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;
      size_t vbooffset_vertex3f;
      size_t vbooffset_svector3f;
      size_t vbooffset_tvector3f;
      size_t vbooffset_normal3f;
      size_t vbooffset_texcoord2f;
      // vertex/index buffers for rendering
      // (created by Mod_ShadowMesh_Finish if possible)
      r_vertexmesh_t *vertexmesh; // usually NULL
      r_meshbuffer_t *vertex3fbuffer;
      r_meshbuffer_t *vertexmeshbuffer; // usually NULL
}
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 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;

00362 typedef struct q3shaderinfo_layer_rgbgen_s
{
      q3rgbgen_t rgbgen;
      float parms[Q3RGBGEN_MAXPARMS];
      q3wavefunc_t wavefunc;
      float waveparms[Q3WAVEPARMS];
}
q3shaderinfo_layer_rgbgen_t;

00371 typedef struct q3shaderinfo_layer_alphagen_s
{
      q3alphagen_t alphagen;
      float parms[Q3ALPHAGEN_MAXPARMS];
      q3wavefunc_t wavefunc;
      float waveparms[Q3WAVEPARMS];
}
q3shaderinfo_layer_alphagen_t;

00380 typedef struct q3shaderinfo_layer_tcgen_s
{
      q3tcgen_t tcgen;
      float parms[Q3TCGEN_MAXPARMS];
}
q3shaderinfo_layer_tcgen_t;

00387 typedef struct q3shaderinfo_layer_tcmod_s
{
      q3tcmod_t tcmod;
      float parms[Q3TCMOD_MAXPARMS];
      q3wavefunc_t wavefunc;
      float waveparms[Q3WAVEPARMS];
}
q3shaderinfo_layer_tcmod_t;

00396 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;

00412 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;


00430 typedef struct q3shaderinfo_s
{
      char name[Q3PATHLENGTH];
#define Q3SHADERINFO_COMPARE_START surfaceparms
      int surfaceparms;
      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;

      // 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;

      // polygonoffset (only used if Q3TEXTUREFLAG_POLYGONOFFSET)
      float biaspolygonoffset, biaspolygonfactor;

      // gloss
      float specularscalemod;
      float specularpowermod;
#define Q3SHADERINFO_COMPARE_END specularpowermod
}
q3shaderinfo_t;

typedef enum texturelayertype_e
{
      TEXTURELAYERTYPE_INVALID,
      TEXTURELAYERTYPE_LITTEXTURE,
      TEXTURELAYERTYPE_TEXTURE,
      TEXTURELAYERTYPE_FOG
}
texturelayertype_t;

00491 typedef struct texturelayer_s
{
      texturelayertype_t type;
      qboolean depthmask;
      int blendfunc1;
      int blendfunc2;
      rtexture_t *texture;
      matrix4x4_t texmatrix;
      vec4_t color;
}
texturelayer_t;

00503 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 surfaceparms;
      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;

      // gloss
      float specularscalemod;
      float specularpowermod;
}
 texture_t;

00619 typedef struct mtexinfo_s
{
      float vecs[2][4];
      texture_t *texture;
      int flags;
}
mtexinfo_t;

00627 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;
00646 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"

00694 typedef struct model_sprite_s
{
      int                     sprnum_type;
      mspriteframe_t    *sprdata_frames;
}
model_sprite_t;

struct trace_s;

00703 typedef struct model_brush_lightstyleinfo_s
{
      int style;
      int value;
      int numsurfaces;
      int *surfacelist;
}
model_brush_lightstyleinfo_t;

00712 typedef struct model_brush_s
{
      // true if this model is a HalfLife .bsp file
      qboolean ishlbsp;
      // 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 float *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;

00811 typedef struct model_brushq1_s
{
      dmodel_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;
*/

00856 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;

00916 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 poses6s format (includes divide by 32767)
      float             num_poseinvscale; // scaling factor to origin in poses6s format (includes multiply by 32767)
      int                     num_poses;
      short             *data_poses6s; // origin xyz, quat xyz, w implied negative, 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;
}
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;

01102 typedef struct skinfileitem_s
{
      struct skinfileitem_s *next;
      char name[MAX_QPATH];
      char replacement[MAX_QPATH];
}
skinfileitem_t;

01110 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);

01126 typedef struct mod_alloclightmap_row_s
{
      int rowY;
      int currentX;
}
mod_alloclightmap_row_t;

01133 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


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