X-Git-Url: http://de.git.xonotic.org/?p=xonotic%2Fdarkplaces.git;a=blobdiff_plain;f=model_brush.h;h=2998a1063e477d317803daf6f62499c63a90081e;hp=9d6ffc683055e4d6e12ed8d292f33b92c5ae5443;hb=fabdca42b48cc4acf214c06adda9814e5cce8577;hpb=cf93d91077855abf71419763e56bc774bc3b244f diff --git a/model_brush.h b/model_brush.h index 9d6ffc68..2998a106 100644 --- a/model_brush.h +++ b/model_brush.h @@ -35,26 +35,63 @@ BRUSH MODELS // typedef struct { - vec3_t position; + vec3_t position; } mvertex_t; -#define SIDE_FRONT 0 -#define SIDE_BACK 1 -#define SIDE_ON 2 +#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); + 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_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 +#define SURF_WATERALPHA 0x4000 // this polygon's alpha is modulated by r_wateralpha + +#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, const struct msurface_s *firstsurf); + 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 @@ -64,6 +101,9 @@ typedef struct texture_s // SURF_ flags unsigned int flags; + // type of rendering (SURFRENDER_ value) + int rendertype; + // base texture without fullbrights, never NULL rtexture_t *texture; // fullbrights texture, NULL if no fullbrights used @@ -72,6 +112,13 @@ typedef struct texture_s 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; + + // shader to use for this texture + Cshader_t *shader; // total frames in sequence and alternate sequence int anim_total[2]; @@ -81,48 +128,26 @@ typedef struct texture_s // set if animated or there is an alternate frame set // (this is an optimization in the renderer) int animated; + // the current texture frames in animation + // (index with entity frame != 0) + struct texture_s *currentframe[2]; } texture_t; - -#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_CLIPSOLID 0x800 // this polygon can obscure other polygons - typedef struct { - unsigned short v[2]; + unsigned short v[2]; } medge_t; typedef struct { - float vecs[2][4]; - texture_t *texture; - int flags; + 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]; - // detail texture coordinates - float ab[2]; -} -surfvertex_t; - // LordHavoc: replaces glpoly, triangle mesh typedef struct surfmesh_s { @@ -130,156 +155,154 @@ typedef struct surfmesh_s struct surfmesh_s *chain; int numverts; int numtriangles; - surfvertex_t *vertex; + float *verts; + float *svectors; + float *tvectors; + float *normals; + int *lightmapoffsets; + float *str; + float *uvw; + float *abc; int *index; + int *triangleneighbors; } surfmesh_t; typedef struct msurface_s { - // should be drawn if visframe == r_framecount (set by WorldNode functions) - int visframe; + // 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; // the node plane this is on, backwards if SURF_PLANEBACK flag set - mplane_t *plane; + mplane_t *plane; // SURF_ flags - int flags; - struct Cshader_s *shader; - struct msurface_s *chain; // shader rendering chain + int flags; + // rendering chain + struct msurface_s *texturechain; // look up in model->surfedges[], negative numbers are backwards edges - int firstedge; - int numedges; + int firstedge; + int numedges; - short texturemins[2]; - short extents[2]; + short texturemins[2]; + short extents[2]; - mtexinfo_t *texinfo; - texture_t *currenttexture; // updated (animated) during early surface processing each frame + mtexinfo_t *texinfo; // index into d_lightstylevalue array, 255 means not used (black) - qbyte styles[MAXLIGHTMAPS]; + qbyte styles[MAXLIGHTMAPS]; // RGB lighting data [numstyles][height][width][3] - qbyte *samples; + qbyte *samples; // stain to apply on lightmap (soot/dirt/blood/whatever) - qbyte *stainsamples; + 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; + int lightmaptexturestride; // mesh for rendering - surfmesh_t *mesh; + 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; + 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; // these are regenerated every frame // lighting info - int dlightframe; - int dlightbits[8]; + int dlightframe; + int dlightbits[8]; // avoid redundent addition of dlights - int lightframe; + int lightframe; // only render each surface once - int worldnodeframe; - // marked when surface is prepared for the frame - int insertframe; + //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; + 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; + 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])(struct entity_render_s *ent, 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; - -// 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 + // always 0 in nodes + int contents; - 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; + 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; + unsigned short firstsurface; + unsigned short numsurfaces; } mnode_t; typedef struct mleaf_s { // common with node - int contents; // will be a negative contents number + // always negative in leafs + int contents; - 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; + 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; - - qbyte *compressed_vis; - - msurface_t **firstmarksurface; - int nummarksurfaces; - qbyte ambient_sound_level[NUM_AMBIENTS]; + // potentially visible if current (r_pvsframecount) + int pvsframe; + // 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; + dclipnode_t *clipnodes; + mplane_t *planes; + int firstclipnode; + int lastclipnode; + vec3_t clip_mins; + vec3_t clip_maxs; + vec3_t clip_size; } hull_t; @@ -295,17 +318,48 @@ typedef struct mportal_s } 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; - float spotcone; // cosine of spotlight cone angle (or 0 if not a spotlight) + // 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; - int numleafs; // used only for loading calculations, number of leafs this shines on + // 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; @@ -315,7 +369,11 @@ 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); +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); #endif