2 Copyright (C) 1996-1997 Id Software, Inc.
4 This program is free software; you can redistribute it and/or
5 modify it under the terms of the GNU General Public License
6 as published by the Free Software Foundation; either version 2
7 of the License, or (at your option) any later version.
9 This program is distributed in the hope that it will be useful,
10 but WITHOUT ANY WARRANTY; without even the implied warranty of
11 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
13 See the GNU General Public License for more details.
15 You should have received a copy of the GNU General Public License
16 along with this program; if not, write to the Free Software
17 Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
25 ==============================================================================
29 ==============================================================================
34 // in memory representation
48 typedef struct mplane_s
52 // for texture axis selection and fast side tests
58 #define SHADERSTAGE_SKY 0
59 #define SHADERSTAGE_NORMAL 1
60 #define SHADERSTAGE_COUNT 2
62 #define SHADERFLAGS_NEEDLIGHTMAP 1
64 #define SURF_PLANEBACK 2
65 #define SURF_DRAWSKY 4
66 #define SURF_DRAWTURB 0x10
67 #define SURF_LIGHTMAP 0x20
68 #define SURF_DRAWNOALPHA 0x100
69 #define SURF_DRAWFULLBRIGHT 0x200
70 #define SURF_LIGHTBOTHSIDES 0x400
71 #define SURF_SHADOWCAST 0x1000 // this polygon can cast stencil shadows
72 #define SURF_SHADOWLIGHT 0x2000 // this polygon can be lit by stencil shadowing
73 #define SURF_WATERALPHA 0x4000 // this polygon's alpha is modulated by r_wateralpha
75 #define SURFRENDER_OPAQUE 0
76 #define SURFRENDER_ALPHA 1
77 #define SURFRENDER_ADD 2
79 struct entity_render_s;
82 // change this stuff when real shaders are added
83 typedef struct Cshader_s
85 void (*shaderfunc[SHADERSTAGE_COUNT])(const struct entity_render_s *ent, const struct texture_s *texture, struct msurface_s **surfchain);
90 extern Cshader_t Cshader_wall_lightmap;
91 extern Cshader_t Cshader_water;
92 extern Cshader_t Cshader_sky;
94 typedef struct texture_s
99 unsigned int width, height;
103 // position in the model's textures array
106 // type of rendering (SURFRENDER_ value)
109 // base texture without fullbrights, never NULL
111 // fullbrights texture, NULL if no fullbrights used
112 rtexture_t *glowtexture;
113 // alpha texture (used for fogging), NULL if opaque
114 rtexture_t *fogtexture;
115 // detail texture (usually not used if transparent)
116 rtexture_t *detailtexture;
117 // normalmap for bumpmap shading
118 rtexture_t *nmaptexture;
119 // color filtering for glossy surfaces
120 rtexture_t *glosstexture;
122 // shader to use for this texture
125 // total frames in sequence and alternate sequence
127 // direct pointers to each of the frames in the sequences
128 // (indexed as [alternate][frame])
129 struct texture_s *anim_frames[2][10];
130 // set if animated or there is an alternate frame set
131 // (this is an optimization in the renderer)
133 // the current texture frame in animation
134 struct texture_s *currentframe;
135 // current alpha of the texture
154 // LordHavoc: replaces glpoly, triangle mesh
155 typedef struct surfmesh_s
157 // can be multiple meshs per surface
158 struct surfmesh_s *chain;
159 int numverts; // number of vertices in the mesh
160 int numtriangles; // number of triangles in the mesh
161 float *verts; // float[verts*4] vertex locations
162 float *svectors; // float[verts*4] direction of 'S' (right) texture axis for each vertex
163 float *tvectors; // float[verts*4] direction of 'T' (down) texture axis for each vertex
164 float *normals; // float[verts*4] direction of 'R' (out) texture axis for each vertex
165 int *lightmapoffsets; // index into surface's lightmap samples for vertex lighting
166 float *str; // float[verts*4] texcoords for surface texture
167 float *uvw; // float[verts*4] texcoords for lightmap texture
168 float *abc; // float[verts*4] texcoords for detail texture
169 int *index; // int[tris*3] triangles of the mesh, 3 indices into vertex arrays for each
170 int *triangleneighbors; // int[tris*3] neighboring triangle on each edge (-1 if none)
174 typedef struct msurface_s
176 // bounding box for onscreen checks
180 // the node plane this is on, backwards if SURF_PLANEBACK flag set
184 // texture mapping properties used by this surface
187 // the lightmap texture fragment to use on the rendering mesh
188 rtexture_t *lightmaptexture;
189 // mesh for rendering
191 // if lightmap settings changed, this forces update
194 // should be drawn if visframe == r_framecount (set by PrepareSurfaces)
196 // should be drawn if onscreen and not a backface (used for setting visframe)
198 // chain of surfaces marked visible by pvs
199 //struct msurface_s *pvschain;
201 // surface number, to avoid having to do a divide to find the number of a surface from it's address
204 // center for sorting transparent meshes
207 // index into d_lightstylevalue array, 255 means not used (black)
208 qbyte styles[MAXLIGHTMAPS];
209 // RGB lighting data [numstyles][height][width][3]
211 // stain to apply on lightmap (soot/dirt/blood/whatever)
213 // the stride when building lightmaps to comply with fragment update
214 int lightmaptexturestride;
218 // if this == r_framecount there are dynamic lights on the surface
220 // which dynamic lights are touching this surface
221 // (only access this if dlightframe is current)
223 // avoid redundent addition of dlights
226 // these are just 3D points defining the outline of the polygon,
227 // no texcoord info (that can be generated from these)
231 // neighboring surfaces (one per poly_numverts)
232 //struct msurface_s **neighborsurfaces;
233 // currently used only for generating static shadow volumes
238 typedef struct mnode_s
244 struct mnode_s *parent;
245 struct mportal_s *portals;
247 // for bounding box culling
253 struct mnode_s *children[2];
255 unsigned short firstsurface;
256 unsigned short numsurfaces;
260 typedef struct mleaf_s
263 // always negative in leafs
266 struct mnode_s *parent;
267 struct mportal_s *portals;
269 // for bounding box culling
274 // next leaf in pvschain
275 struct mleaf_s *pvschain;
276 // potentially visible if current (model->pvsframecount)
278 // visible if marked current (r_framecount)
280 // used by certain worldnode variants to avoid processing the same leaf twice in a frame
282 // used by polygon-through-portals visibility checker
285 qbyte *compressed_vis;
287 int *firstmarksurface;
289 qbyte ambient_sound_level[NUM_AMBIENTS];
295 dclipnode_t *clipnodes;
305 typedef struct mportal_s
307 struct mportal_s *next; // the next portal on this leaf
308 mleaf_t *here; // the leaf this portal is on
309 mleaf_t *past; // the leaf through this portal (infront)
313 int visframe; // is this portal visible this frame?
317 typedef struct svbspmesh_s
319 struct svbspmesh_s *next;
320 int numverts, maxverts;
321 int numtriangles, maxtriangles;
327 typedef struct mlight_s
331 // distance attenuation scale (smaller is a larger light)
333 // color and brightness combined
335 // brightness bias, used for limiting radius without a hard edge
337 // spotlight direction
339 // cosine of spotlight cone angle (or 0 if not a spotlight)
341 // distance bias (larger value is softer and darker)
343 // light style controlling this light
345 // maximum extent of the light for shading purposes
347 // maximum extent of the light for culling purposes
351 // surfaces this shines on
353 msurface_t **surfaces;
356 // precomputed shadow volume meshs
357 //svbspmesh_t *shadowvolume;
358 //vec3_t shadowvolumemins, shadowvolumemaxs;
359 shadowmesh_t *shadowvolume;
364 extern rtexture_t *r_notexture;
365 extern texture_t r_notexture_mip;
368 void Mod_LoadBrushModel (struct model_s *mod, void *buffer);
369 void Mod_BrushInit(void);
371 void Mod_FindNonSolidLocation(vec3_t pos, struct model_s *mod);
372 mleaf_t *Mod_PointInLeaf (const float *p, struct model_s *model);
373 int Mod_PointContents (const float *p, struct model_s *model);
374 qbyte *Mod_LeafPVS (mleaf_t *leaf, struct model_s *model);
375 void Mod_BuildPVSTextureChains(struct model_s *model);