]> de.git.xonotic.org Git - xonotic/darkplaces.git/blobdiff - model_brush.h
rewrote memory system entirely (hunk, cache, and zone are gone, memory pools replaced...
[xonotic/darkplaces.git] / model_brush.h
index c88f1095ecdfa29729103beaf36e70c0bbf6373a..c172a07d00ebc4fadf48d4a0cba1c0443e580d5e 100644 (file)
@@ -8,7 +8,7 @@ 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.  
+MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
 
 See the GNU General Public License for more details.
 
@@ -33,7 +33,8 @@ BRUSH MODELS
 typedef struct
 {
        vec3_t          position;
-} mvertex_t;
+}
+mvertex_t;
 
 #define        SIDE_FRONT      0
 #define        SIDE_BACK       1
@@ -48,145 +49,207 @@ typedef struct mplane_s
        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;
+       int                                     flags;                          // LordHavoc: SURF_ flags
+
        rtexture_t                      *texture;
-       rtexture_t                      *glowtexture;           // LordHavoc: fullbrights on walls
-       int                                     anim_total;                     // total frames in sequence (0 = not animated)
+       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
-       int                                     transparent;            // LordHavoc: transparent texture support
-texture_t;
+}
+texture_t;
 
 
 #define        SURF_PLANEBACK          2
 #define        SURF_DRAWSKY            4
-#define SURF_DRAWSPRITE                8
+//#define SURF_DRAWSPRITE              8
 #define SURF_DRAWTURB          0x10
-#define SURF_DRAWTILED         0x20
-#define SURF_DRAWBACKGROUND    0x40
+#define SURF_LIGHTMAP          0x20
+//#define SURF_DRAWBACKGROUND  0x40
 //#define SURF_UNDERWATER              0x80
-// LordHavoc: added these for lava and teleport textures
 #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];
+}
+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;
+       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)
+       byte            styles[MAXLIGHTMAPS];
+       // RGB lighting data [numstyles][height][width][3]
+       byte            *samples;
+
+       // 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;
 
-       int                     lightframe; // avoid redundent addition of dlights
-       int                     worldnodeframe; // only render each surface once
+#define SHADERSTAGE_SKY 0
+#define SHADERSTAGE_NORMAL 1
+#define SHADERSTAGE_FOG 2
+#define SHADERSTAGE_COUNT 3
 
-       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;
+// 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_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                     vismarkframe;   // node needs to be traversed if current (r_vismarkframecount)
+       int                                     contents;               // 0, to differentiate from leafs
 
-       // for bounding box culling
-       vec3_t          mins;
-       vec3_t          maxs;
+       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;               // wil be a negative contents number
-       int                     vismarkframe;   // node needs to be traversed if current (r_vismarkframecount)
+       int                                     contents;               // will be a negative contents number
 
-       // for bounding box culling
-       vec3_t          mins;
-       vec3_t          maxs;
+       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;
 
 // 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                                     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;
-//     efrag_t         *efrags;
+       byte                            *compressed_vis;
 
-       msurface_t      **firstmarksurface;
-       int                     nummarksurfaces;
-       byte            ambient_sound_level[NUM_AMBIENTS];
-} mleaf_t;
+       msurface_t                      **firstmarksurface;
+       int                                     nummarksurfaces;
+       byte                            ambient_sound_level[NUM_AMBIENTS];
+}
+mleaf_t;
 
 typedef struct
 {
@@ -196,7 +259,8 @@ typedef struct
        int                     lastclipnode;
        vec3_t          clip_mins;
        vec3_t          clip_maxs;
-} hull_t;
+}
+hull_t;
 
 typedef struct mportal_s
 {
@@ -206,8 +270,14 @@ typedef struct mportal_s
        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);