X-Git-Url: http://de.git.xonotic.org/?a=blobdiff_plain;f=model_shared.h;h=9456dabf0db7012f1a6a4c9aa05887bfec3dffda;hb=f8c365815a78052a45dddd4bb457b90f982441b8;hp=e2071a5175e0fef732031e49acf7b390e9895c4f;hpb=b8f115ebdfbd188caf85378e66e16ea15ac638aa;p=xonotic%2Fdarkplaces.git diff --git a/model_shared.h b/model_shared.h index e2071a51..9456dabf 100644 --- a/model_shared.h +++ b/model_shared.h @@ -73,27 +73,23 @@ typedef struct overridetagnameset_s } overridetagnameset_t; -// LordHavoc: replaces glpoly, triangle mesh +// used for mesh lists in q1bsp/q3bsp map models +// (the surfaces reference portions of these meshes) typedef struct surfmesh_s { - int num_vertices; // number of vertices in the mesh 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 + int *data_neighbor3i; // int[tris*3] neighboring triangle on each edge (-1 if none) + int num_vertices; // number of vertices in the mesh float *data_vertex3f; // float[verts*3] vertex locations + float *data_texcoordtexture2f; // float[verts*2] texcoords for surface texture + float *data_texcoordlightmap2f; // float[verts*2] texcoords for lightmap texture + float *data_lightmapcolor4f; 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 - int *data_lightmapoffsets; // index into surface's lightmap samples for vertex lighting - float *data_texcoordtexture2f; // float[verts*2] texcoords for surface texture - float *data_texcoordlightmap2f; // float[verts*2] texcoords for lightmap texture float *data_texcoorddetail2f; // float[verts*2] texcoords for detail texture - float *data_lightmapcolor4f; - int *data_element3i; // int[tris*3] triangles of the mesh, 3 indices into vertex arrays for each - int *data_neighbor3i; // int[tris*3] neighboring triangle on each edge (-1 if none) - - int num_collisionvertices; - int num_collisiontriangles; - float *data_collisionvertex3f; - int *data_collisionelement3i; + int *data_lightmapoffsets; // index into surface's lightmap samples for vertex lighting } surfmesh_t; @@ -215,6 +211,7 @@ typedef struct model_brush_s int num_surfaces; msurface_t *data_surfaces; + msurface_lightmapinfo_t *data_surfaces_lightmapinfo; int num_brushes; q3mbrush_t *data_brushes; @@ -239,6 +236,7 @@ typedef struct model_brush_s qbyte *(*GetPVS)(struct model_s *model, const vec3_t p); int (*FatPVS)(struct model_s *model, const vec3_t org, vec_t radius, qbyte *pvsbuffer, int pvsbufferlength); int (*BoxTouchingPVS)(struct model_s *model, const qbyte *pvs, const vec3_t mins, const vec3_t maxs); + int (*BoxTouchingVisibleLeafs)(struct model_s *model, const qbyte *visibleleafs, const vec3_t mins, const vec3_t maxs); 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); // these are actually only found on brushq1, but NULL is handled gracefully @@ -320,7 +318,7 @@ typedef struct model_brushq3_s int *data_element3i; int num_effects; - q3meffect_t *data_effects; + q3deffect_t *data_effects; // lightmap textures int num_lightmaps; @@ -406,7 +404,7 @@ typedef struct model_s // 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 *outclusterlist, qbyte *outclusterpvs, int *outnumclusterspointer, int *outsurfacelist, qbyte *outsurfacepvs, int *outnumsurfacespointer); // draw a shadow volume for the model based on light source - void(*DrawShadowVolume)(struct entity_render_s *ent, vec3_t relativelightorigin, float lightradius, int numsurfaces, const int *surfacelist); + void(*DrawShadowVolume)(struct entity_render_s *ent, vec3_t relativelightorigin, 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, vec3_t relativelightorigin, vec3_t relativeeyeorigin, float lightradius, float *lightcolor, const matrix4x4_t *matrix_modeltolight, const matrix4x4_t *matrix_modeltoattenuationxyz, const matrix4x4_t *matrix_modeltoattenuationz, rtexture_t *lightcubemap, vec_t ambientscale, vec_t diffusescale, vec_t specularscale, int numsurfaces, const int *surfacelist); // trace a box against this model @@ -430,7 +428,7 @@ model_t; //============================================================================ // this can be used for anything without a valid texture -extern rtexture_t *r_notexture; +extern rtexture_t *r_texture_notexture; #define NUM_DETAILTEXTURES 1 extern rtexture_t *mod_shared_detailtextures[NUM_DETAILTEXTURES]; // every texture must be in a pool... @@ -455,6 +453,7 @@ void Mod_UnloadModel (model_t *mod); void Mod_ClearUsed(void); void Mod_PurgeUnused(void); +void Mod_RemoveStaleWorldModels(model_t *skip); // only used during loading! void Mod_LoadModels(void); extern model_t *loadmodel; @@ -463,10 +462,10 @@ 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(const int *elements, int numtriangles, int numverts, const char *filename, int fileline); -void Mod_BuildNormals(int numverts, int numtriangles, const float *vertex3f, const int *elements, float *normal3f); -void Mod_BuildTextureVectorsAndNormals(int numverts, int numtriangles, const float *vertex, const float *texcoord, const int *elements, float *svectors, float *tvectors, float *normals); +void Mod_BuildNormals(int firstvertex, int numvertices, int numtriangles, const float *vertex3f, const int *elements, float *normal3f); +void Mod_BuildTextureVectorsAndNormals(int firstvertex, int numvertices, int numtriangles, const float *vertex, const float *texcoord, const int *elements, float *svectors, float *tvectors, float *normals); -surfmesh_t *Mod_AllocSurfMesh(mempool_t *mempool, int numvertices, int numtriangles, int numcollisionvertices, int numcollisiontriangles, qboolean detailtexcoords, qboolean lightmapoffsets, qboolean vertexcolors); +surfmesh_t *Mod_AllocSurfMesh(mempool_t *mempool, int numvertices, int numtriangles, qboolean detailtexcoords, qboolean lightmapoffsets, qboolean vertexcolors, qboolean neighbors); 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);