*/
+#ifndef MODEL_BRUSH_H
+#define MODEL_BRUSH_H
+
/*
==============================================================================
typedef struct texture_s
{
- char name[16];
- unsigned width, height;
- int flags; // LordHavoc: SURF_ flags
-
- rtexture_t *texture;
- rtexture_t *glowtexture;
- rtexture_t *fogtexture; // alpha-only version of main texture
-
- int anim_total; // total frames in sequence (< 2 = not animated)
- struct texture_s *anim_frames[10]; // LordHavoc: direct pointers to each of the frames in the sequence
- struct texture_s *alternate_anims; // bmodels in frame 1 use these
+ // name
+ char name[16];
+ // size
+ unsigned int width, height;
+ // SURF_ flags
+ unsigned int flags;
+
+ // base texture without fullbrights, never NULL
+ rtexture_t *texture;
+ // fullbrights texture, NULL if no fullbrights used
+ rtexture_t *glowtexture;
+ // alpha texture (used for fogging), NULL if opaque
+ rtexture_t *fogtexture;
+ // detail texture (usually not used if transparent)
+ rtexture_t *detailtexture;
+
+ // 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;
}
texture_t;
#define SURF_PLANEBACK 2
#define SURF_DRAWSKY 4
-//#define SURF_DRAWSPRITE 8
#define SURF_DRAWTURB 0x10
#define SURF_LIGHTMAP 0x20
-//#define SURF_DRAWBACKGROUND 0x40
-//#define SURF_UNDERWATER 0x80
#define SURF_DRAWNOALPHA 0x100
#define SURF_DRAWFULLBRIGHT 0x200
#define SURF_LIGHTBOTHSIDES 0x400
float st[2];
// lightmap coordinates
float uv[2];
+ // detail texture coordinates
+ float ab[2];
}
surfvertex_t;
// LordHavoc: replaces glpoly, triangle mesh
typedef struct surfmesh_s
{
+ // can be multiple meshs per surface
+ struct surfmesh_s *chain;
int numverts;
int numtriangles;
surfvertex_t *vertex;
// the stride when building lightmaps to comply with fragment update
int lightmaptexturestride;
// mesh for rendering
- surfmesh_t mesh;
+ surfmesh_t *mesh;
// these are just 3D points defining the outline of the polygon,
// no texcoord info (that can be generated from these)
int poly_numverts;
float *poly_verts;
+ // the center is useful for sorting
+ float poly_center[3];
// these are regenerated every frame
// lighting info
#define SHADERSTAGE_SKY 0
#define SHADERSTAGE_NORMAL 1
-#define SHADERSTAGE_FOG 2
-#define SHADERSTAGE_COUNT 3
+#define SHADERSTAGE_COUNT 2
+struct entity_render_s;
// change this stuff when real shaders are added
typedef struct Cshader_s
{
- int (*shaderfunc[SHADERSTAGE_COUNT])(int stage, msurface_t *s);
+ void (*shaderfunc[SHADERSTAGE_COUNT])(const struct entity_render_s *ent, const msurface_t *firstsurf);
// list of surfaces using this shader (used during surface rendering)
msurface_t *chain;
}
Cshader_t;
extern Cshader_t Cshader_wall_vertex;
-extern Cshader_t Cshader_wall_vertex_glow;
extern Cshader_t Cshader_wall_lightmap;
-extern Cshader_t Cshader_wall_lightmap_glow;
extern Cshader_t Cshader_wall_fullbright;
-extern Cshader_t Cshader_wall_fullbright_glow;
extern Cshader_t Cshader_water;
-extern Cshader_t Cshader_water_glow;
extern Cshader_t Cshader_sky;
// warning: if this is changed, references must be updated in cpu_* assembly files
int lastclipnode;
vec3_t clip_mins;
vec3_t clip_maxs;
+ vec3_t clip_size;
}
hull_t;
}
mportal_t;
+typedef struct mlight_s
+{
+ vec3_t origin;
+ float falloff;
+ vec3_t light;
+ float subtract;
+ vec3_t spotdir;
+ float spotcone; // cosine of spotlight cone angle (or 0 if not a spotlight)
+ float distbias;
+ int style;
+ int numleafs; // used only for loading calculations, number of leafs this shines on
+}
+mlight_t;
+
extern rtexture_t *r_notexture;
extern texture_t r_notexture_mip;
void Mod_LoadBrushModel (struct model_s *mod, void *buffer);
void Mod_BrushInit(void);
void Mod_FindNonSolidLocation(vec3_t pos, struct model_s *mod);
+
+#endif
+