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.
+MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
See the GNU General Public License for more details.
*/
+#ifndef MODEL_BRUSH_H
+#define MODEL_BRUSH_H
+
/*
==============================================================================
typedef struct
{
vec3_t position;
-} mvertex_t;
+}
+mvertex_t;
#define SIDE_FRONT 0
#define SIDE_BACK 1
int type; // for texture axis selection and fast side tests
// LordHavoc: faster than id's signbits system
int (*BoxOnPlaneSideFunc) (vec3_t emins, vec3_t emaxs, struct mplane_s *p);
-} mplane_t;
+}
+mplane_t;
typedef struct texture_s
{
- char name[16];
- unsigned width, height;
- rtexture_t *texture;
- rtexture_t *glowtexture; // LordHavoc: fullbrights on walls
- int anim_total; // total frames in sequence (0 = 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
- int transparent; // LordHavoc: transparent texture support
-} texture_t;
+ // 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_DRAWTILED 0x20
-#define SURF_DRAWBACKGROUND 0x40
-//#define SURF_UNDERWATER 0x80
-// LordHavoc: added these for lava and teleport textures
+#define SURF_LIGHTMAP 0x20
#define SURF_DRAWNOALPHA 0x100
#define SURF_DRAWFULLBRIGHT 0x200
-// LordHavoc: light both sides
-#define SURF_LIGHTBOTHSIDES 0x400
+#define SURF_LIGHTBOTHSIDES 0x400
+#define SURF_CLIPSOLID 0x800 // this polygon can obscure other polygons
typedef struct
{
unsigned short v[2];
-} medge_t;
+}
+medge_t;
typedef struct
{
float vecs[2][4];
texture_t *texture;
int flags;
-} mtexinfo_t;
+}
+mtexinfo_t;
-// LordHavoc: was 7, I added one more for raw lightmap position
-#define VERTEXSIZE 8
+typedef struct surfvertex_s
+{
+ // position
+ float v[3];
+ // offset into lightmap (used by vertex lighting)
+ int lightmapoffset;
+ // texture coordinates
+ float st[2];
+ // lightmap coordinates
+ float uv[2];
+ // detail texture coordinates
+ float ab[2];
+}
+surfvertex_t;
-typedef struct glpoly_s
+// LordHavoc: replaces glpoly, triangle mesh
+typedef struct surfmesh_s
{
- struct glpoly_s *next;
- struct glpoly_s *chain;
- int numverts;
- int flags; // for SURF_UNDERWATER
- float verts[4][VERTEXSIZE]; // variable sized (xyz s1t1 s2t2)
-} glpoly_t;
+ // can be multiple meshs per surface
+ struct surfmesh_s *chain;
+ int numverts;
+ int numtriangles;
+ surfvertex_t *vertex;
+ int *index;
+}
+surfmesh_t;
typedef struct msurface_s
{
- int visframe; // should be drawn when node is crossed
+ // should be drawn if visframe == r_framecount (set by WorldNode functions)
+ int visframe;
+ // the node plane this is on, backwards if SURF_PLANEBACK flag set
mplane_t *plane;
+ // SURF_ flags
int flags;
+ struct Cshader_s *shader;
+ struct msurface_s *chain; // shader rendering chain
+
+ // look up in model->surfedges[], negative numbers are backwards edges
+ int firstedge;
+ int numedges;
- int firstedge; // look up in model->surfedges[], negative numbers
- int numedges; // are backwards edges
-
short texturemins[2];
short extents[2];
- short light_s, light_t; // gl lightmap coordinates
-
- glpoly_t *polys; // multiple if warped
-
mtexinfo_t *texinfo;
-
-// lighting info
+ texture_t *currenttexture; // updated (animated) during early surface processing each frame
+
+ // index into d_lightstylevalue array, 255 means not used (black)
+ qbyte styles[MAXLIGHTMAPS];
+ // RGB lighting data [numstyles][height][width][3]
+ qbyte *samples;
+ // stain to apply on lightmap (soot/dirt/blood/whatever)
+ qbyte *stainsamples;
+
+ // these fields are generated during model loading
+ // the lightmap texture fragment to use on the surface
+ rtexture_t *lightmaptexture;
+ // the stride when building lightmaps to comply with fragment update
+ int lightmaptexturestride;
+ // mesh for rendering
+ 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
int dlightframe;
int dlightbits[8];
+ // avoid redundent addition of dlights
+ int lightframe;
+ // only render each surface once
+ int worldnodeframe;
+ // marked when surface is prepared for the frame
+ int insertframe;
+
+ // these cause lightmap updates if regenerated
+ // values currently used in lightmap
+ unsigned short cached_light[MAXLIGHTMAPS];
+ // if lightmap was lit by dynamic lights, force update on next frame
+ short cached_dlight;
+ // to cause lightmap to be rerendered when v_overbrightbits changes
+ short cached_lightscalebit;
+ // rerender lightmaps when r_ambient changes
+ float cached_ambient;
+}
+msurface_t;
- int lightframe; // avoid redundent addition of dlights
- int worldnodeframe; // only render each surface once
+#define SHADERSTAGE_SKY 0
+#define SHADERSTAGE_NORMAL 1
+#define SHADERSTAGE_COUNT 2
- int lightmaptexturenum;
- byte styles[MAXLIGHTMAPS];
- unsigned short cached_light[MAXLIGHTMAPS]; // values currently used in lightmap
- short cached_dlight; // LordHavoc: if lightmap was lit by dynamic lights, update on frame after end of effect to erase it
- short cached_lighthalf; // LordHavoc: to cause lightmap to be rerendered when lighthalf changes
- float cached_ambient; // LordHavoc: rerender lightmaps when r_ambient changes
- byte *samples; // [numstyles*surfsize]
-} msurface_t;
+struct entity_render_s;
+// change this stuff when real shaders are added
+typedef struct Cshader_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_lightmap;
+extern Cshader_t Cshader_wall_fullbright;
+extern Cshader_t Cshader_water;
+extern Cshader_t Cshader_sky;
// warning: if this is changed, references must be updated in cpu_* assembly files
typedef struct mnode_s
{
// common with leaf
- int contents; // 0, to differentiate from leafs
+ int contents; // 0, to differentiate from leafs
- struct mnode_s *parent;
- struct mportal_s *portals;
+ struct mnode_s *parent;
+ struct mportal_s *portals;
+
+ // for bounding box culling
+ vec3_t mins;
+ vec3_t maxs;
// node specific
- mplane_t *plane;
- struct mnode_s *children[2];
+ mplane_t *plane;
+ struct mnode_s *children[2];
unsigned short firstsurface;
unsigned short numsurfaces;
-} mnode_t;
-
-
+}
+mnode_t;
typedef struct mleaf_s
{
// common with node
- int contents; // will be a negative contents number
+ int contents; // will be a negative contents number
- struct mnode_s *parent;
- struct mportal_s *portals;
-
-// leaf specific
- int visframe; // visible if current (r_framecount)
- int worldnodeframe; // used by certain worldnode variants to avoid processing the same leaf twice in a frame
+ struct mnode_s *parent;
+ struct mportal_s *portals;
// for bounding box culling
- vec3_t mins;
- vec3_t maxs;
+ vec3_t mins;
+ vec3_t maxs;
+
+// leaf specific
+ int visframe; // visible if current (r_framecount)
+ int worldnodeframe; // used by certain worldnode variants to avoid processing the same leaf twice in a frame
+ int portalmarkid; // used by polygon-through-portals visibility checker
// LordHavoc: leaf based dynamic lighting
- int dlightbits[8];
- int dlightframe;
+ int dlightbits[8];
+ int dlightframe;
- byte *compressed_vis;
+ qbyte *compressed_vis;
- msurface_t **firstmarksurface;
- int nummarksurfaces;
- byte ambient_sound_level[NUM_AMBIENTS];
-} mleaf_t;
+ msurface_t **firstmarksurface;
+ int nummarksurfaces;
+ qbyte ambient_sound_level[NUM_AMBIENTS];
+}
+mleaf_t;
typedef struct
{
int lastclipnode;
vec3_t clip_mins;
vec3_t clip_maxs;
-} hull_t;
+ vec3_t clip_size;
+}
+hull_t;
typedef struct mportal_s
{
mvertex_t *points;
int numpoints;
mplane_t plane;
+ int visframe; // is this portal visible this frame?
}
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;
+
+struct model_s;
+void Mod_LoadBrushModel (struct model_s *mod, void *buffer);
+void Mod_BrushInit(void);
+void Mod_FindNonSolidLocation(vec3_t pos, struct model_s *mod);
+
+#endif
+