float dist;
// for texture axis selection and fast side tests
int type;
- // LordHavoc: faster than id's signbits system
- int (*BoxOnPlaneSideFunc) (vec3_t emins, vec3_t emaxs, struct mplane_s *p);
+ int signbits;
}
mplane_t;
+#define SHADERSTAGE_SKY 0
+#define SHADERSTAGE_NORMAL 1
+#define SHADERSTAGE_COUNT 2
+
+#define SHADERFLAGS_NEEDLIGHTMAP 1
+
+struct entity_render_s;
+struct texture_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);
+ int flags;
+}
+Cshader_t;
+
+extern Cshader_t Cshader_wall_lightmap;
+extern Cshader_t Cshader_wall_fullbright;
+extern Cshader_t Cshader_water;
+extern Cshader_t Cshader_sky;
+
typedef struct texture_s
{
// name
// detail texture (usually not used if transparent)
rtexture_t *detailtexture;
+ // shader to use for this texture
+ Cshader_t *shader;
+
+ // list of surfaces to render using this texture
+ struct msurface_s *surfacechain;
+
// total frames in sequence and alternate sequence
int anim_total[2];
// direct pointers to each of the frames in the sequences
#define SURF_DRAWFULLBRIGHT 0x200
#define SURF_LIGHTBOTHSIDES 0x400
#define SURF_CLIPSOLID 0x800 // this polygon can obscure other polygons
+#define SURF_SHADOWCAST 0x1000 // this polygon can cast stencil shadows
+#define SURF_SHADOWLIGHT 0x2000 // this polygon can be lit by stencil shadowing
typedef struct
{
int numverts;
int numtriangles;
float *verts;
+ float *normals;
int *lightmapoffsets;
- float *st;
- float *uv;
- float *ab;
+ float *str;
+ float *uvw;
+ float *abc;
int *index;
+ int *triangleneighbors;
}
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 WorldNode functions)
- int visframe;
+ //int visframe;
// should be drawn if onscreen and not a backface (used for setting visframe)
- int pvsframe;
+ //int pvsframe;
// chain of surfaces marked visible by pvs
- struct msurface_s *pvschain;
+ //struct msurface_s *pvschain;
// 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
+ // rendering chain
+ struct msurface_s *texturechain;
// look up in model->surfedges[], negative numbers are backwards edges
int firstedge;
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;
// these are regenerated every frame
// lighting info
// avoid redundent addition of dlights
int lightframe;
// only render each surface once
- int worldnodeframe;
+ //int worldnodeframe;
// these cause lightmap updates if regenerated
// values currently used in lightmap
// 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_lightscalebit;
+ short cached_lightmapscalebit;
// rerender lightmaps when r_ambient changes
float cached_ambient;
}
msurface_t;
-#define SHADERSTAGE_SKY 0
-#define SHADERSTAGE_NORMAL 1
-#define SHADERSTAGE_COUNT 2
-
-struct entity_render_s;
-// change this stuff when real shaders are added
-typedef struct Cshader_s
-{
- void (*shaderfunc[SHADERSTAGE_COUNT])(const struct entity_render_s *ent, const msurface_t *firstsurf);
- // 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;
-
typedef struct mnode_s
{
// common with leaf
qbyte *compressed_vis;
- msurface_t **firstmarksurface;
+ int *firstmarksurface;
int nummarksurfaces;
qbyte ambient_sound_level[NUM_AMBIENTS];
}
}
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
float distbias;
// light style controlling this light
int style;
- // used only for loading calculations, number of leafs this shines on
- //int numleafs;
+ // maximum extent of the light for various 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;