// probably used only on q1bsp water
#define MATERIALFLAG_LIGHTBOTHSIDES 1024
-struct entity_render_s;
-struct texture_s;
-struct msurface_s;
-
-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;
-
- // loaded the same as model skins
- skinframe_t skin;
-
- // 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;
- // the current texture frame in animation
- struct texture_s *currentframe;
- // current alpha of the texture
- float currentalpha;
-
- // q3bsp
- char name[Q3PATHLENGTH];
- char firstpasstexturename[Q3PATHLENGTH]; // used only during loading
- int surfaceflags;
- int supercontents;
- int surfaceparms;
- int textureflags;
-
- //skinframe_t skin;
-}
-texture_t;
-
typedef struct
{
unsigned short v[2];
}
medge_t;
-typedef struct
-{
- 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 d_lightstylevalue array, 255 means not used (black)
- qbyte styles[MAXLIGHTMAPS]; // q1bsp
- // RGB lighting data [numstyles][height][width][3]
- qbyte *samples; // q1bsp
- // stain to apply on lightmap (soot/dirt/blood/whatever)
- qbyte *stainsamples; // q1bsp
- // the stride when building lightmaps to comply with fragment update
- int lightmaptexturestride; // q1bsp
- int texturemins[2]; // q1bsp
- int extents[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;
-
- // this surface is part of this mesh
- surfmesh_t *groupmesh;
- int num_triangles; // number of triangles in the mesh
- int num_firsttriangle; // first triangle in the mesh (index into groupmesh)
- int num_vertices; // number of vertices in the mesh
- int num_firstvertex; // first vertex in the mesh (index into groupmesh)
-
- // shadow volume building information
- int num_firstshadowmeshtriangle; // index into model->brush.shadowmesh
-
- // lightmaptexture rebuild information not used in q3bsp
- int cached_dlight; // q1bsp // forces rebuild of lightmaptexture
- msurface_lightmapinfo_t *lightmapinfo; // q1bsp
-
- // mesh information for collisions (only used by q3bsp curves)
- int num_collisiontriangles; // q3bsp
- int *data_collisionelement3i; // q3bsp
- int num_collisionvertices; // q3bsp
- float *data_collisionvertex3f; // q3bsp
- struct q3deffect_s *effect; // q3bsp
- // FIXME: collisionmarkframe should be kept in a separate array
- int collisionmarkframe; // q3bsp // don't collide twice in one trace
-}
-msurface_t;
+struct entity_render_s;
+struct texture_s;
+struct msurface_s;
typedef struct mnode_s
{