X-Git-Url: http://de.git.xonotic.org/?p=xonotic%2Fdarkplaces.git;a=blobdiff_plain;f=model_shared.h;h=d756c341f63c0d6b1293be5e485ef5902f694f3f;hp=cdcc846e70496bb7c3e9817c714996dbe5472ff4;hb=f68ef7b22979928fb6b8d2ba6b28e14c4caeb7c2;hpb=c4841342fb9892fd7271e49ad6164065ef3facc5 diff --git a/model_shared.h b/model_shared.h index cdcc846e..d756c341 100644 --- a/model_shared.h +++ b/model_shared.h @@ -161,6 +161,8 @@ typedef struct shadowmesh_s // used always int *element3i; unsigned short *element3s; + // used for shadow mapping cubemap side partitioning + int sideoffsets[6], sidetotals[6]; // used for shadow mesh (NULL on light mesh) int *neighbor3i; // these are NULL after Mod_ShadowMesh_Finish is performed, only used @@ -356,6 +358,7 @@ q3shaderinfo_deform_t; typedef struct q3shaderinfo_s { char name[Q3PATHLENGTH]; +#define Q3SHADERINFO_COMPARE_START surfaceparms int surfaceparms; int textureflags; int numlayers; @@ -381,6 +384,11 @@ typedef struct q3shaderinfo_s float reflectfactor; // amount of reflection distort (1.0 = like the cvar specifies) vec4_t reflectcolor4f; // color tint of reflection (including alpha factor) float r_water_wateralpha; // additional wateralpha to apply when r_water is active + + // gloss + float specularscalemod; + float specularpowermod; +#define Q3SHADERINFO_COMPARE_END specularpowermod } q3shaderinfo_t; @@ -465,12 +473,14 @@ typedef struct texture_s struct texture_s *currentframe; // current texture transform matrix (used for water scrolling) matrix4x4_t currenttexmatrix; + matrix4x4_t currentbackgroundtexmatrix; // various q3 shader features q3shaderinfo_layer_rgbgen_t rgbgen; q3shaderinfo_layer_alphagen_t alphagen; q3shaderinfo_layer_tcgen_t tcgen; q3shaderinfo_layer_tcmod_t tcmods[Q3MAXTCMODS]; + q3shaderinfo_layer_tcmod_t backgroundtcmods[Q3MAXTCMODS]; q3shaderinfo_deform_t deforms[Q3MAXDEFORMS]; qboolean colormapping; @@ -508,6 +518,10 @@ typedef struct texture_s float reflectfactor; // amount of reflection distort (1.0 = like the cvar specifies) vec4_t reflectcolor4f; // color tint of reflection (including alpha factor) float r_water_wateralpha; // additional wateralpha to apply when r_water is active + + // gloss + float specularscalemod; + float specularpowermod; } texture_t; @@ -570,6 +584,12 @@ typedef struct msurface_s struct q3deffect_s *effect; // q3bsp // FIXME: collisionmarkframe should be kept in a separate array int collisionmarkframe; // q3bsp // don't collide twice in one trace + + // optimization... + float *data_collisionbbox6f; // collision optimization - contains combined bboxes of every data_collisionstride triangles + int num_collisionbboxstride; + float *data_bbox6f; // collision optimization - contains combined bboxes of every data_collisionstride triangles + int num_bboxstride; } msurface_t; @@ -656,6 +676,9 @@ typedef struct model_brush_s // a mesh containing all shadow casting geometry for the whole model (including submodels), portions of this are referenced by each surface's num_firstshadowmeshtriangle shadowmesh_t *shadowmesh; + // a mesh containing all SUPERCONTENTS_SOLID surfaces for this model or submodel, for physics engines to use + shadowmesh_t *collisionmesh; + // common functions int (*SuperContentsFromNativeContents)(struct model_s *model, int nativecontents); int (*NativeContentsFromSuperContents)(struct model_s *model, int supercontents); @@ -870,6 +893,10 @@ typedef struct model_s void(*DrawDepth)(struct entity_render_s *ent); // draw any enabled debugging effects on this model (such as showing triangles, normals, collision brushes...) void(*DrawDebug)(struct entity_render_s *ent); + // compile an optimized shadowmap mesh for the model based on light source + void(*CompileShadowMap)(struct entity_render_s *ent, vec3_t relativelightorigin, vec3_t relativelightdirection, float lightradius, int numsurfaces, const int *surfacelist); + // draw depth into a shadowmap + void(*DrawShadowMap)(int side, struct entity_render_s *ent, const vec3_t relativelightorigin, const vec3_t relativelightdirection, float lightradius, int numsurfaces, const int *surfacelist, const unsigned char *surfacesides, const vec3_t lightmins, const vec3_t lightmaxs); // gathers info on which clusters and surfaces are lit by light, as well as calculating a bounding box void(*GetLightInfo)(struct entity_render_s *ent, vec3_t relativelightorigin, float lightradius, vec3_t outmins, vec3_t outmaxs, int *outleaflist, unsigned char *outleafpvs, int *outnumleafspointer, int *outsurfacelist, unsigned char *outsurfacepvs, int *outnumsurfacespointer, unsigned char *outshadowtrispvs, unsigned char *outlighttrispvs, unsigned char *visitingleafpvs); // compile a shadow volume for the model based on light source @@ -880,6 +907,10 @@ typedef struct model_s void(*DrawLight)(struct entity_render_s *ent, int numsurfaces, const int *surfacelist, const unsigned char *trispvs); // trace a box against this model void (*TraceBox)(struct model_s *model, int frame, struct trace_s *trace, const vec3_t start, const vec3_t boxmins, const vec3_t boxmaxs, const vec3_t end, int hitsupercontentsmask); + // trace a box against this model + void (*TraceLine)(struct model_s *model, int frame, struct trace_s *trace, const vec3_t start, const vec3_t end, int hitsupercontentsmask); + // trace a point against this model (like PointSuperContents) + void (*TracePoint)(struct model_s *model, int frame, struct trace_s *trace, const vec3_t start, int hitsupercontentsmask); // find the supercontents value at a point in this model int (*PointSuperContents)(struct model_s *model, int frame, const vec3_t point); // fields belonging to some types of model @@ -938,6 +969,8 @@ shadowmesh_t *Mod_ShadowMesh_Finish(mempool_t *mempool, shadowmesh_t *firstmesh, void Mod_ShadowMesh_CalcBBox(shadowmesh_t *firstmesh, vec3_t mins, vec3_t maxs, vec3_t center, float *radius); void Mod_ShadowMesh_Free(shadowmesh_t *mesh); +void Mod_CreateCollisionMesh(dp_model_t *mod); + void Mod_FreeQ3Shaders(void); void Mod_LoadQ3Shaders(void); q3shaderinfo_t *Mod_LookupQ3Shader(const char *name); @@ -982,6 +1015,8 @@ void R_Q1BSP_Draw(struct entity_render_s *ent); void R_Q1BSP_DrawDepth(struct entity_render_s *ent); void R_Q1BSP_DrawDebug(struct entity_render_s *ent); void R_Q1BSP_GetLightInfo(struct entity_render_s *ent, vec3_t relativelightorigin, float lightradius, vec3_t outmins, vec3_t outmaxs, int *outleaflist, unsigned char *outleafpvs, int *outnumleafspointer, int *outsurfacelist, unsigned char *outsurfacepvs, int *outnumsurfacespointer, unsigned char *outshadowtrispvs, unsigned char *outlighttrispvs, unsigned char *visitingleafpvs); +void R_Q1BSP_CompileShadowMap(struct entity_render_s *ent, vec3_t relativelightorigin, vec3_t relativelightdirection, float lightradius, int numsurfaces, const int *surfacelist); +void R_Q1BSP_DrawShadowMap(int side, struct entity_render_s *ent, const vec3_t relativelightorigin, const vec3_t relativelightdirection, float lightradius, int modelnumsurfaces, const int *modelsurfacelist, const unsigned char *surfacesides, const vec3_t lightmins, const vec3_t lightmaxs); void R_Q1BSP_CompileShadowVolume(struct entity_render_s *ent, vec3_t relativelightorigin, vec3_t relativelightdirection, float lightradius, int numsurfaces, const int *surfacelist); void R_Q1BSP_DrawShadowVolume(struct entity_render_s *ent, const vec3_t relativelightorigin, const vec3_t relativelightdirection, float lightradius, int numsurfaces, const int *surfacelist, const vec3_t lightmins, const vec3_t lightmaxs); void R_Q1BSP_DrawLight(struct entity_render_s *ent, int numsurfaces, const int *surfacelist, const unsigned char *trispvs); @@ -1010,8 +1045,5 @@ void Mod_PSKMODEL_Load(dp_model_t *mod, void *buffer, void *bufferend); void Mod_IDSP_Load(dp_model_t *mod, void *buffer, void *bufferend); void Mod_IDS2_Load(dp_model_t *mod, void *buffer, void *bufferend); -// utility -qboolean Mod_CanSeeBox_Trace(int numsamples, float t, dp_model_t *model, vec3_t eye, vec3_t minsX, vec3_t maxsX); - #endif // MODEL_SHARED_H