2 Copyright (C) 1996-1997 Id Software, Inc.
4 This program is free software; you can redistribute it and/or
5 modify it under the terms of the GNU General Public License
6 as published by the Free Software Foundation; either version 2
7 of the License, or (at your option) any later version.
9 This program is distributed in the hope that it will be useful,
10 but WITHOUT ANY WARRANTY; without even the implied warranty of
11 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
13 See the GNU General Public License for more details.
15 You should have received a copy of the GNU General Public License
16 along with this program; if not, write to the Free Software
17 Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
25 ==============================================================================
29 ==============================================================================
34 // in memory representation
48 typedef struct mplane_s
52 // for texture axis selection and fast side tests
58 #define SHADERSTAGE_SKY 0
59 #define SHADERSTAGE_NORMAL 1
60 #define SHADERSTAGE_COUNT 2
62 #define SHADERFLAGS_NEEDLIGHTMAP 1
64 struct entity_render_s;
66 // change this stuff when real shaders are added
67 typedef struct Cshader_s
69 void (*shaderfunc[SHADERSTAGE_COUNT])(const struct entity_render_s *ent, const struct texture_s *texture);
74 extern Cshader_t Cshader_wall_lightmap;
75 extern Cshader_t Cshader_wall_fullbright;
76 extern Cshader_t Cshader_water;
77 extern Cshader_t Cshader_sky;
79 typedef struct texture_s
84 unsigned int width, height;
88 // base texture without fullbrights, never NULL
90 // fullbrights texture, NULL if no fullbrights used
91 rtexture_t *glowtexture;
92 // alpha texture (used for fogging), NULL if opaque
93 rtexture_t *fogtexture;
94 // detail texture (usually not used if transparent)
95 rtexture_t *detailtexture;
97 // shader to use for this texture
100 // list of surfaces to render using this texture
101 struct msurface_s *surfacechain;
103 // total frames in sequence and alternate sequence
105 // direct pointers to each of the frames in the sequences
106 // (indexed as [alternate][frame])
107 struct texture_s *anim_frames[2][10];
108 // set if animated or there is an alternate frame set
109 // (this is an optimization in the renderer)
115 #define SURF_PLANEBACK 2
116 #define SURF_DRAWSKY 4
117 #define SURF_DRAWTURB 0x10
118 #define SURF_LIGHTMAP 0x20
119 #define SURF_DRAWNOALPHA 0x100
120 #define SURF_DRAWFULLBRIGHT 0x200
121 #define SURF_LIGHTBOTHSIDES 0x400
122 #define SURF_CLIPSOLID 0x800 // this polygon can obscure other polygons
138 // LordHavoc: replaces glpoly, triangle mesh
139 typedef struct surfmesh_s
141 // can be multiple meshs per surface
142 struct surfmesh_s *chain;
147 int *lightmapoffsets;
152 int *triangleneighbors;
156 typedef struct msurface_s
158 // surface number, to avoid having to do a divide to find the number of a surface from it's address
160 // should be drawn if visframe == r_framecount (set by WorldNode functions)
162 // should be drawn if onscreen and not a backface (used for setting visframe)
164 // chain of surfaces marked visible by pvs
165 //struct msurface_s *pvschain;
167 // the node plane this is on, backwards if SURF_PLANEBACK flag set
172 struct msurface_s *texturechain;
174 // look up in model->surfedges[], negative numbers are backwards edges
178 short texturemins[2];
182 texture_t *currenttexture; // updated (animated) during early surface processing each frame
184 // index into d_lightstylevalue array, 255 means not used (black)
185 qbyte styles[MAXLIGHTMAPS];
186 // RGB lighting data [numstyles][height][width][3]
188 // stain to apply on lightmap (soot/dirt/blood/whatever)
191 // these fields are generated during model loading
192 // the lightmap texture fragment to use on the surface
193 rtexture_t *lightmaptexture;
194 // the stride when building lightmaps to comply with fragment update
195 int lightmaptexturestride;
196 // mesh for rendering
199 // these are just 3D points defining the outline of the polygon,
200 // no texcoord info (that can be generated from these)
203 // bounding box for onscreen checks, and center for sorting
204 vec3_t poly_mins, poly_maxs, poly_center;
205 // bounding sphere radius (around poly_center)
206 float poly_radius, poly_radius2;
208 // these are regenerated every frame
212 // avoid redundent addition of dlights
214 // only render each surface once
215 //int worldnodeframe;
217 // these cause lightmap updates if regenerated
218 // values currently used in lightmap
219 unsigned short cached_light[MAXLIGHTMAPS];
220 // if lightmap was lit by dynamic lights, force update on next frame
222 // to cause lightmap to be rerendered when v_overbrightbits changes
223 short cached_lightmapscalebit;
224 // rerender lightmaps when r_ambient changes
225 float cached_ambient;
229 typedef struct mnode_s
235 struct mnode_s *parent;
236 struct mportal_s *portals;
238 // for bounding box culling
244 struct mnode_s *children[2];
246 unsigned short firstsurface;
247 unsigned short numsurfaces;
251 typedef struct mleaf_s
254 // always negative in leafs
257 struct mnode_s *parent;
258 struct mportal_s *portals;
260 // for bounding box culling
265 // potentially visible if current (r_pvsframecount)
267 // used by certain worldnode variants to avoid processing the same leaf twice in a frame
269 // used by polygon-through-portals visibility checker
272 qbyte *compressed_vis;
274 int *firstmarksurface;
276 qbyte ambient_sound_level[NUM_AMBIENTS];
282 dclipnode_t *clipnodes;
292 typedef struct mportal_s
294 struct mportal_s *next; // the next portal on this leaf
295 mleaf_t *here; // the leaf this portal is on
296 mleaf_t *past; // the leaf through this portal (infront)
300 int visframe; // is this portal visible this frame?
304 typedef struct mlight_s
308 // distance attenuation scale (smaller is a larger light)
310 // color and brightness combined
312 // brightness bias, used for limiting radius without a hard edge
314 // spotlight direction
316 // cosine of spotlight cone angle (or 0 if not a spotlight)
318 // distance bias (larger value is softer and darker)
320 // light style controlling this light
322 // maximum extent of the light for various purposes
325 // surfaces this shines on
327 msurface_t **surfaces;
328 // used only for loading calculations, number of leafs this shines on
333 extern rtexture_t *r_notexture;
334 extern texture_t r_notexture_mip;
337 void Mod_LoadBrushModel (struct model_s *mod, void *buffer);
338 void Mod_BrushInit(void);
340 void Mod_FindNonSolidLocation(vec3_t pos, struct model_s *mod);
341 mleaf_t *Mod_PointInLeaf (const float *p, struct model_s *model);
342 int Mod_PointContents (const float *p, struct model_s *model);
343 qbyte *Mod_LeafPVS (mleaf_t *leaf, struct model_s *model);