/* Copyright (C) 1996-1997 Id Software, Inc. This program is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation; either version 2 of the License, or (at your option) any later version. 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. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with this program; if not, write to the Free Software Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. */ /* ============================================================================== BRUSH MODELS ============================================================================== */ // // in memory representation // typedef struct { vec3_t position; } mvertex_t; #define SIDE_FRONT 0 #define SIDE_BACK 1 #define SIDE_ON 2 // plane_t structure typedef struct mplane_s { vec3_t normal; float dist; 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; 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 } 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 #define SURF_CLIPSOLID 0x800 // this polygon can obscure other polygons typedef struct { unsigned short v[2]; } medge_t; typedef struct { float vecs[2][4]; texture_t *texture; int flags; } mtexinfo_t; 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]; } surfvertex_t; // LordHavoc: replaces glpoly, triangle mesh typedef struct surfmesh_s { int numverts; int numtriangles; surfvertex_t *vertex; int *index; } surfmesh_t; typedef struct msurface_s { // 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; short texturemins[2]; short extents[2]; mtexinfo_t *texinfo; texture_t *currenttexture; // updated (animated) during early surface processing each frame // index into d_lightstylevalue array, 255 means not used (black) byte styles[MAXLIGHTMAPS]; // RGB lighting data [numstyles][height][width][3] byte *samples; // stain to apply on lightmap (soot/dirt/blood/whatever) byte *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; // 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 lighthalf changes short cached_lightscalebit; // rerender lightmaps when r_ambient changes float cached_ambient; } msurface_t; #define SHADERSTAGE_SKY 0 #define SHADERSTAGE_NORMAL 1 #define SHADERSTAGE_FOG 2 #define SHADERSTAGE_COUNT 3 // change this stuff when real shaders are added typedef struct Cshader_s { int (*shaderfunc[SHADERSTAGE_COUNT])(int stage, msurface_t *s); // 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 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]; unsigned short firstsurface; unsigned short numsurfaces; } mnode_t; typedef struct mleaf_s { // common with node int contents; // will be a negative contents number struct mnode_s *parent; struct mportal_s *portals; // for bounding box culling 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; byte *compressed_vis; msurface_t **firstmarksurface; int nummarksurfaces; byte ambient_sound_level[NUM_AMBIENTS]; } mleaf_t; typedef struct { dclipnode_t *clipnodes; mplane_t *planes; int firstclipnode; int lastclipnode; vec3_t clip_mins; vec3_t clip_maxs; } hull_t; typedef struct mportal_s { struct mportal_s *next; // the next portal on this leaf mleaf_t *here; // the leaf this portal is on mleaf_t *past; // the leaf through this portal (infront) mvertex_t *points; int numpoints; mplane_t plane; int visframe; // is this portal visible this frame? } mportal_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);