/* 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. */ #ifndef MODEL_BRUSH_H #define MODEL_BRUSH_H /* ============================================================================== 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; // for texture axis selection and fast side tests int type; int signbits; } mplane_t; #define SHADERSTAGE_SKY 0 #define SHADERSTAGE_NORMAL 1 #define SHADERSTAGE_COUNT 2 #define SHADERFLAGS_NEEDLIGHTMAP 1 #define SURF_PLANEBACK 2 #define SURF_DRAWSKY 4 #define SURF_DRAWTURB 0x10 #define SURF_LIGHTMAP 0x20 #define SURF_DRAWNOALPHA 0x100 #define SURF_DRAWFULLBRIGHT 0x200 #define SURF_LIGHTBOTHSIDES 0x400 #define SURF_SHADOWCAST 0x1000 // this polygon can cast stencil shadows #define SURF_SHADOWLIGHT 0x2000 // this polygon can be lit by stencil shadowing #define SURF_WATERALPHA 0x4000 // this polygon's alpha is modulated by r_wateralpha #define SURF_SOLIDCLIP 0x8000 // this polygon blocks movement #define SURFRENDER_OPAQUE 0 #define SURFRENDER_ALPHA 1 #define SURFRENDER_ADD 2 struct entity_render_s; struct texture_s; struct msurface_s; // change this stuff when real shaders are added typedef struct Cshader_s { void (*shaderfunc[SHADERSTAGE_COUNT])(const struct entity_render_s *ent, const struct texture_s *texture, struct msurface_s **surfchain); int flags; } Cshader_t; extern Cshader_t Cshader_wall_lightmap; extern Cshader_t Cshader_water; extern Cshader_t Cshader_sky; typedef struct texture_s { // name char name[16]; // size unsigned int width, height; // SURF_ flags unsigned int flags; // position in the model's textures array int number; // type of rendering (SURFRENDER_ value) int rendertype; // loaded the same as model skins skinframe_t skin; // shader to use for this texture Cshader_t *shader; // 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; } texture_t; typedef struct { unsigned short v[2]; } medge_t; typedef struct { float vecs[2][4]; texture_t *texture; int flags; } mtexinfo_t; // LordHavoc: replaces glpoly, triangle mesh typedef struct surfmesh_s { // can be multiple meshs per surface struct surfmesh_s *chain; int numverts; // number of vertices in the mesh int numtriangles; // number of triangles in the mesh float *vertex3f; // float[verts*3] vertex locations float *svector3f; // float[verts*3] direction of 'S' (right) texture axis for each vertex float *tvector3f; // float[verts*3] direction of 'T' (down) texture axis for each vertex float *normal3f; // float[verts*3] direction of 'R' (out) texture axis for each vertex int *lightmapoffsets; // index into surface's lightmap samples for vertex lighting float *texcoordtexture2f; // float[verts*2] texcoords for surface texture float *texcoordlightmap2f; // float[verts*2] texcoords for lightmap texture float *texcoorddetail2f; // float[verts*2] texcoords for detail texture int *element3i; // int[tris*3] triangles of the mesh, 3 indices into vertex arrays for each int *neighbor3i; // int[tris*3] neighboring triangle on each edge (-1 if none) } surfmesh_t; typedef struct msurface_s { // bounding box for onscreen checks vec3_t poly_mins; vec3_t poly_maxs; // the node plane this is on, backwards if SURF_PLANEBACK flag set mplane_t *plane; // SURF_ flags int flags; // texture mapping properties used by this surface mtexinfo_t *texinfo; // the lightmap texture fragment to use on the rendering mesh rtexture_t *lightmaptexture; // mesh for rendering surfmesh_t *mesh; // if lightmap settings changed, this forces update int cached_dlight; // should be drawn if visframe == r_framecount (set by PrepareSurfaces) int visframe; // should be drawn if onscreen and not a backface (used for setting visframe) //int pvsframe; // chain of surfaces marked visible by pvs //struct msurface_s *pvschain; // surface number, to avoid having to do a divide to find the number of a surface from it's address int number; // center for sorting transparent meshes vec3_t poly_center; // 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; // the stride when building lightmaps to comply with fragment update int lightmaptexturestride; int texturemins[2]; int extents[2]; // if this == r_framecount there are dynamic lights on the surface int dlightframe; // which dynamic lights are touching this surface // (only access this if dlightframe is current) int dlightbits[8]; // avoid redundent addition of dlights int lightframe; // avoid multiple collision traces with a surface polygon int colframe; // 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; // neighboring surfaces (one per poly_numverts) //struct msurface_s **neighborsurfaces; // currently used only for generating static shadow volumes int castshadow; } msurface_t; typedef struct mnode_s { // common with leaf // always 0 in nodes int contents; 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 // always negative in leafs int contents; struct mnode_s *parent; struct mportal_s *portals; // for bounding box culling vec3_t mins; vec3_t maxs; // leaf specific // next leaf in pvschain struct mleaf_s *pvschain; // potentially visible if current (model->pvsframecount) int pvsframe; // visible if marked current (r_framecount) int visframe; // used by certain worldnode variants to avoid processing the same leaf twice in a frame int worldnodeframe; // used by polygon-through-portals visibility checker int portalmarkid; qbyte *compressed_vis; int *firstmarksurface; int nummarksurfaces; qbyte 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; vec3_t clip_size; } 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; typedef struct svbspmesh_s { struct svbspmesh_s *next; int numverts, maxverts; int numtriangles, maxtriangles; float *verts; int *elements; } svbspmesh_t; typedef struct mlight_s { // location of light vec3_t origin; // distance attenuation scale (smaller is a larger light) float falloff; // color and brightness combined vec3_t light; // brightness bias, used for limiting radius without a hard edge float subtract; // spotlight direction vec3_t spotdir; // cosine of spotlight cone angle (or 0 if not a spotlight) float spotcone; // distance bias (larger value is softer and darker) float distbias; // light style controlling this light int style; // maximum extent of the light for shading purposes float lightradius; // maximum extent of the light for culling purposes float cullradius; float cullradius2; /* // surfaces this shines on int numsurfaces; msurface_t **surfaces; // lit area vec3_t mins, maxs; // precomputed shadow volume meshs //svbspmesh_t *shadowvolume; //vec3_t shadowvolumemins, shadowvolumemaxs; shadowmesh_t *shadowvolume; */ } 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 in, vec3_t out, struct model_s *mod, vec_t radius); mleaf_t *Mod_PointInLeaf (const float *p, struct model_s *model); int Mod_PointContents (const float *p, struct model_s *model); qbyte *Mod_LeafPVS (mleaf_t *leaf, struct model_s *model); void Mod_BuildPVSTextureChains(struct model_s *model); #endif