X-Git-Url: http://de.git.xonotic.org/?p=xonotic%2Fdarkplaces.git;a=blobdiff_plain;f=model_brush.h;h=9eae6abb9022ce2b19ef2907672da2067dd2be7f;hp=d417c62d0ad8048c231d927fa685c988d56f580a;hb=85a33377d64ae8438e6582a7b8472f5a4bd41942;hpb=076e22aeceb449c0e76a85fca00c5593e683725d diff --git a/model_brush.h b/model_brush.h index d417c62d..9eae6abb 100644 --- a/model_brush.h +++ b/model_brush.h @@ -48,8 +48,15 @@ mvertex_t; // plane_t structure typedef struct mplane_s { - vec3_t normal; - float dist; + union + { + struct + { + vec3_t normal; + vec_t dist; + }; + vec4_t normal_and_dist; + }; // for texture axis selection and fast side tests int type; // set by PlaneClassify() int signbits; // set by PlaneClassify() @@ -63,63 +70,65 @@ mplane_t; //#define SURF_PLANEBACK 2 // indicates that all triangles of the surface should be added to the BIH collision system -#define MATERIALFLAG_MESHCOLLISIONS 1 +#define MATERIALFLAG_MESHCOLLISIONS 0x00000001 // use alpha blend on this material -#define MATERIALFLAG_ALPHA 2 +#define MATERIALFLAG_ALPHA 0x00000002 // use additive blend on this material -#define MATERIALFLAG_ADD 4 +#define MATERIALFLAG_ADD 0x00000004 // turn off depth test on this material -#define MATERIALFLAG_NODEPTHTEST 8 +#define MATERIALFLAG_NODEPTHTEST 0x00000008 // multiply alpha by r_wateralpha cvar -#define MATERIALFLAG_WATERALPHA 16 +#define MATERIALFLAG_WATERALPHA 0x00000010 // draw with no lighting -#define MATERIALFLAG_FULLBRIGHT 32 +#define MATERIALFLAG_FULLBRIGHT 0x00000020 // drawn as a normal surface (alternative to SKY) -#define MATERIALFLAG_WALL 64 +#define MATERIALFLAG_WALL 0x00000040 // this surface shows the sky in its place, alternative to WALL // skipped if transparent -#define MATERIALFLAG_SKY 128 +#define MATERIALFLAG_SKY 0x00000080 // swirling water effect (used with MATERIALFLAG_WALL) -#define MATERIALFLAG_WATERSCROLL 256 +#define MATERIALFLAG_WATERSCROLL 0x00000100 // skips drawing the surface -#define MATERIALFLAG_NODRAW 512 +#define MATERIALFLAG_NODRAW 0x00000200 // probably used only on q1bsp water -#define MATERIALFLAG_LIGHTBOTHSIDES 1024 +#define MATERIALFLAG_LIGHTBOTHSIDES 0x00000400 // use alpha test on this material -#define MATERIALFLAG_ALPHATEST 2048 +#define MATERIALFLAG_ALPHATEST 0x00000800 // treat this material as a blended transparency (as opposed to an alpha test // transparency), this causes special fog behavior, and disables glDepthMask -#define MATERIALFLAG_BLENDED 4096 +#define MATERIALFLAG_BLENDED 0x00001000 // render using a custom blendfunc -#define MATERIALFLAG_CUSTOMBLEND 8192 +#define MATERIALFLAG_CUSTOMBLEND 0x00002000 // do not cast shadows from this material -#define MATERIALFLAG_NOSHADOW 16384 +#define MATERIALFLAG_NOSHADOW 0x00004000 // render using vertex alpha (q3bsp) as texture blend parameter between foreground (normal) skinframe and background skinframe -#define MATERIALFLAG_VERTEXTEXTUREBLEND 32768 +#define MATERIALFLAG_VERTEXTEXTUREBLEND 0x00008000 // disables GL_CULL_FACE on this texture (making it double sided) -#define MATERIALFLAG_NOCULLFACE 65536 +#define MATERIALFLAG_NOCULLFACE 0x00010000 // render with a very short depth range (like 10% of normal), this causes entities to appear infront of most of the scene -#define MATERIALFLAG_SHORTDEPTHRANGE 131072 +#define MATERIALFLAG_SHORTDEPTHRANGE 0x00020000 // render water, comprising refraction and reflection (note: this is always opaque, the shader does the alpha effect) -#define MATERIALFLAG_WATERSHADER 262144 +#define MATERIALFLAG_WATERSHADER 0x00040000 // render refraction (note: this is just a way to distort the background, otherwise useless) -#define MATERIALFLAG_REFRACTION 524288 +#define MATERIALFLAG_REFRACTION 0x00080000 // render reflection -#define MATERIALFLAG_REFLECTION 1048576 +#define MATERIALFLAG_REFLECTION 0x00100000 // use model lighting on this material (q1bsp lightmap sampling or q3bsp lightgrid, implies FULLBRIGHT is false) -#define MATERIALFLAG_MODELLIGHT 4194304 -// add directional model lighting to this material (q3bsp lightgrid only) -#define MATERIALFLAG_MODELLIGHT_DIRECTIONAL 8388608 +#define MATERIALFLAG_MODELLIGHT 0x00200000 // causes RSurf_GetCurrentTexture to leave alone certain fields -#define MATERIALFLAG_CUSTOMSURFACE 16777216 +#define MATERIALFLAG_CUSTOMSURFACE 0x00800000 // causes MATERIALFLAG_BLENDED to render a depth pass before rendering, hiding backfaces and other hidden geometry -#define MATERIALFLAG_TRANSDEPTH 33554432 +#define MATERIALFLAG_TRANSDEPTH 0x01000000 // like refraction, but doesn't distort etc. -#define MATERIALFLAG_CAMERA 67108864 -// disable rtlight on surface, use R_LightPoint instead -#define MATERIALFLAG_NORTLIGHT 134217728 +#define MATERIALFLAG_CAMERA 0x02000000 +// disable rtlight on surface - does not disable other types of lighting (LIGHTMAP, MODELLIGHT) +#define MATERIALFLAG_NORTLIGHT 0x04000000 // alphagen vertex -#define MATERIALFLAG_ALPHAGEN_VERTEX 268435456 +#define MATERIALFLAG_ALPHAGEN_VERTEX 0x08000000 +// use occlusion buffer for corona +#define MATERIALFLAG_OCCLUDE 0x10000000 +// use vertex color instead of lighting (e.g. particles and other glowy stuff), use with MATERIALFLAG_FULLBRIGHT +#define MATERIALFLAG_VERTEXCOLOR 0x20000000 // combined mask of all attributes that require depth sorted rendering #define MATERIALFLAGMASK_DEPTHSORTED (MATERIALFLAG_BLENDED | MATERIALFLAG_NODEPTHTEST) // combined mask of all attributes that cause some sort of transparency @@ -210,6 +219,7 @@ typedef struct mportal_s mvertex_t *points; vec3_t mins, maxs; // culling mplane_t plane; + double tracetime; // refreshed to realtime by traceline tests } mportal_t; @@ -327,6 +337,7 @@ typedef struct q2dmodel_s #define Q2SURF_HINT 0x100 // make a primary bsp splitter #define Q2SURF_SKIP 0x200 // completely ignore, allowing non-closed brushes +#define Q2SURF_ALPHATEST 0x02000000 // alpha test masking of color 255 in wal textures (supported by modded engines) /*