X-Git-Url: http://de.git.xonotic.org/?p=xonotic%2Fdarkplaces.git;a=blobdiff_plain;f=model_brush.h;h=c172a07d00ebc4fadf48d4a0cba1c0443e580d5e;hp=c88f1095ecdfa29729103beaf36e70c0bbf6373a;hb=d57be67cb00229acb8564b92c8b7c58eeed8a0cb;hpb=d7035ef4229a2462ad59a67160494593fbd8f2e0 diff --git a/model_brush.h b/model_brush.h index c88f1095..c172a07d 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. @@ -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);