#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
// 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, const struct msurface_s *firstsurf);
+ void (*shaderfunc[SHADERSTAGE_COUNT])(const struct entity_render_s *ent, const struct texture_s *texture, struct msurface_s **surfchain);
int flags;
}
Cshader_t;
// SURF_ flags
unsigned int flags;
+ // position in the model's textures array
+ int number;
+
// type of rendering (SURFRENDER_ value)
int rendertype;
- // 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;
- // normalmap for bumpmap shading
- rtexture_t *nmaptexture;
- // color filtering for glossy surfaces
- rtexture_t *glosstexture;
+ // loaded the same as model skins
+ skinframe_t skin;
// shader to use for this texture
Cshader_t *shader;
{
// can be multiple meshs per surface
struct surfmesh_s *chain;
- int numverts;
- int numtriangles;
- float *verts;
- float *svectors;
- float *tvectors;
- float *normals;
- int *lightmapoffsets;
- float *str;
- float *uvw;
- float *abc;
- int *index;
- int *triangleneighbors;
+ int numverts; // number of vertices in the mesh
+ int numtriangles; // number of triangles in the mesh
+ float *verts; // float[verts*4] vertex locations
+ float *svectors; // float[verts*4] direction of 'S' (right) texture axis for each vertex
+ float *tvectors; // float[verts*4] direction of 'T' (down) texture axis for each vertex
+ float *normals; // float[verts*4] direction of 'R' (out) texture axis for each vertex
+ int *lightmapoffsets; // index into surface's lightmap samples for vertex lighting
+ float *str; // float[verts*4] texcoords for surface texture
+ float *uvw; // float[verts*4] texcoords for lightmap texture
+ float *abc; // float[verts*4] texcoords for detail texture
+ int *index; // int[tris*3] triangles of the mesh, 3 indices into vertex arrays for each
+ int *triangleneighbors; // int[tris*3] neighboring triangle on each edge (-1 if none)
}
surfmesh_t;
typedef struct msurface_s
{
- // surface number, to avoid having to do a divide to find the number of a surface from it's address
- int number;
- // 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;
+ // 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;
- // rendering chain
- struct msurface_s *texturechain;
+ // 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;
- // look up in model->surfedges[], negative numbers are backwards edges
- int firstedge;
- int numedges;
+ // 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;
- short texturemins[2];
- short extents[2];
+ // surface number, to avoid having to do a divide to find the number of a surface from it's address
+ int number;
- mtexinfo_t *texinfo;
+ // center for sorting transparent meshes
+ vec3_t poly_center;
// index into d_lightstylevalue array, 255 means not used (black)
qbyte styles[MAXLIGHTMAPS];
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;
+ 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;
- // bounding box for onscreen checks, and center for sorting
- vec3_t poly_mins, poly_maxs, poly_center;
- // bounding sphere radius (around poly_center)
- float poly_radius, poly_radius2;
// neighboring surfaces (one per poly_numverts)
- struct msurface_s **neighborsurfaces;
+ //struct msurface_s **neighborsurfaces;
// currently used only for generating static shadow volumes
int castshadow;
-
- // 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;
-
- // 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_lightmapscalebit;
- // rerender lightmaps when r_ambient changes
- float cached_ambient;
}
msurface_t;
void Mod_LoadBrushModel (struct model_s *mod, void *buffer);
void Mod_BrushInit(void);
-void Mod_FindNonSolidLocation(vec3_t pos, struct model_s *mod);
+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