X-Git-Url: http://de.git.xonotic.org/?p=xonotic%2Fdarkplaces.git;a=blobdiff_plain;f=model_brush.h;h=8870e9654e46ed5d1a47fdc33a4cf2e57b12da51;hp=6470e1a9762ac8c703fd4ba9e529db7a2aad0b54;hb=584163379eecddcd8d9de0e11f45a07b24507df5;hpb=06d8455f84631224fb6bb29ab1bd56e3f849a086 diff --git a/model_brush.h b/model_brush.h index 6470e1a9..8870e965 100644 --- a/model_brush.h +++ b/model_brush.h @@ -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. @@ -18,6 +18,9 @@ Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. */ +#ifndef MODEL_BRUSH_H +#define MODEL_BRUSH_H + /* ============================================================================== @@ -32,164 +35,284 @@ BRUSH MODELS // typedef struct { - vec3_t position; -} mvertex_t; + 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); -} mplane_t; + 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 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 { - char name[16]; - unsigned width, height; - rtexture_t *texture; - rtexture_t *glowtexture; // LordHavoc: fullbrights on walls - int anim_total; // total frames in sequence (0 = 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; - - -#define SURF_PLANEBACK 2 -#define SURF_DRAWSKY 4 -#define SURF_DRAWSPRITE 8 -#define SURF_DRAWTURB 0x10 -#define SURF_DRAWTILED 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 + // 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; + + // 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; + + // 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; + unsigned short v[2]; +} +medge_t; typedef struct { - float vecs[2][4]; - texture_t *texture; - int flags; -} mtexinfo_t; - -// LordHavoc: was 7, I added one more for raw lightmap position -#define VERTEXSIZE 8 + float vecs[2][4]; + texture_t *texture; + int flags; +} +mtexinfo_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; + // 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 *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 { - int visframe; // should be drawn when node is crossed - - mplane_t *plane; - int flags; - - 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 - int dlightframe; - int dlightbits[8]; - - int lightframe; // avoid redundent addition of dlights - int worldnodeframe; // only render each surface once - - 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; + // 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; + // SURF_ flags + int flags; + + // look up in model->surfedges[], negative numbers are backwards edges + int firstedge; + int numedges; + + short texturemins[2]; + short extents[2]; + + mtexinfo_t *texinfo; + + // 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; + + // 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; + // bounding box for onscreen checks, and center for sorting + vec3_t poly_mins, poly_maxs, poly_center; + + // neighboring surfaces (one per poly_numverts) + //struct msurface_s **neighborsurfaces; + // currently used only for generating static shadow volumes + int castshadow; + + // these are regenerated every frame + // lighting info + // 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; + // 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; -// 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 mnode_s *parent; struct mportal_s *portals; -// node specific - mplane_t *plane; - struct mnode_s *children[2]; - - unsigned short firstsurface; - unsigned short numsurfaces; -} mnode_t; + // 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 - int contents; // will be a negative contents number + // always negative in leafs + int contents; - struct mnode_s *parent; + struct mnode_s *parent; struct mportal_s *portals; -// 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 - // for bounding box culling - vec3_t mins; - vec3_t maxs; + vec3_t mins; + vec3_t maxs; - // LordHavoc: leaf based dynamic lighting - int dlightbits[8]; - int dlightframe; - - byte *compressed_vis; - - msurface_t **firstmarksurface; - int nummarksurfaces; - byte ambient_sound_level[NUM_AMBIENTS]; -} mleaf_t; +// 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; -} hull_t; + 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 { @@ -199,8 +322,69 @@ typedef struct mportal_s 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 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); +void Mod_BuildPVSTextureChains(struct model_s *model); + +#endif +