#define SHADERSTAGE_NORMAL 1
#define SHADERSTAGE_COUNT 2
-#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_WATERALPHA 0x4000 // this polygon's alpha is modulated by r_wateralpha
-#define SURF_SOLIDCLIP 0x8000 // this polygon blocks movement
-
-#define SURFRENDER_OPAQUE 0
-#define SURFRENDER_ALPHA 1
-#define SURFRENDER_ADD 2
+//#define SURF_PLANEBACK 2
+
+// set for anything to be transparent sorted
+#define MATERIALFLAG_TRANSPARENT 1
+// use alpha blend on this material
+#define MATERIALFLAG_ALPHA 2
+// use additive blend on this material
+#define MATERIALFLAG_ADD 4
+// turn off depth test on this material
+#define MATERIALFLAG_NODEPTHTEST 8
+// multiply alpha by r_wateralpha cvar
+#define MATERIALFLAG_WATERALPHA 16
+// draw with no lighting
+#define MATERIALFLAG_FULLBRIGHT 32
+// drawn as a normal lightmapped wall
+#define MATERIALFLAG_WALL 64
+// swirling water effect
+#define MATERIALFLAG_WATER 128
+// this surface shows the sky
+// skipped if transparent
+#define MATERIALFLAG_SKY 256
+// skips drawing the surface
+#define MATERIALFLAG_NODRAW 512
+// probably used only on q1bsp water
+#define MATERIALFLAG_LIGHTBOTHSIDES 1024
struct entity_render_s;
struct texture_s;
// size
unsigned int width, height;
// SURF_ flags
- unsigned int flags;
+ //unsigned int flags;
- // type of rendering (SURFRENDER_ value)
- int rendertype;
+ // base material flags
+ int basematerialflags;
+ // current material flags (updated each bmodel render)
+ int currentmaterialflags;
// loaded the same as model skins
skinframe_t skin;
}
mtexinfo_t;
-typedef struct msurface_s
+typedef struct msurface_lightmapinfo_s
{
- // bounding box for onscreen checks
- vec3_t mins;
- vec3_t maxs;
-
- // the node plane this is on, backwards if SURF_PLANEBACK flag set
- mplane_t *plane;
- // SURF_ flags
- int flags;
// texture mapping properties used by this surface
- mtexinfo_t *texinfo;
-
- // the lightmap texture fragment to use on the rendering mesh
- rtexture_t *lightmaptexture;
- // mesh for rendering
- surfmesh_t mesh;
- // if lightmap settings changed, this forces update
- int cached_dlight;
-
- // surface number, to avoid having to do a divide to find the number of a surface from it's address
- int number;
-
+ mtexinfo_t *texinfo; // q1bsp
// index into d_lightstylevalue array, 255 means not used (black)
- qbyte styles[MAXLIGHTMAPS];
+ qbyte styles[MAXLIGHTMAPS]; // q1bsp
// RGB lighting data [numstyles][height][width][3]
- qbyte *samples;
+ qbyte *samples; // q1bsp
// stain to apply on lightmap (soot/dirt/blood/whatever)
- qbyte *stainsamples;
+ qbyte *stainsamples; // q1bsp
// the stride when building lightmaps to comply with fragment update
- int lightmaptexturestride;
- int texturemins[2];
- int extents[2];
-
- // 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;
-
- // avoid multiple collision traces with a surface polygon
- int colframe;
-
- // index into model->brush.shadowmesh
- int num_firstshadowmeshtriangle;
+ int lightmaptexturestride; // q1bsp
+ int texturemins[2]; // q1bsp
+ int extents[2]; // q1bsp
+}
+msurface_lightmapinfo_t;
- // currently used only for generating static shadow volumes
- int lighttemp_castshadow;
+struct q3deffect_s;
+typedef struct msurface_s
+{
+ // bounding box for onscreen checks
+ vec3_t mins;
+ vec3_t maxs;
+ // the texture to use on the surface
+ texture_t *texture;
+ // the lightmap texture fragment to use on the rendering mesh
+ rtexture_t *lightmaptexture;
- // avoid redundent surface shadows
- int shadowmark;
+ // this surface is part of this mesh
+ surfmesh_t *groupmesh;
+ int num_triangles; // number of triangles in the mesh
+ int num_firsttriangle; // first triangle in the mesh (index into groupmesh)
+ int num_vertices; // number of vertices in the mesh
+ int num_firstvertex; // first vertex in the mesh (index into groupmesh)
+
+ // shadow volume building information
+ int num_firstshadowmeshtriangle; // index into model->brush.shadowmesh
+
+ // lightmaptexture rebuild information not used in q3bsp
+ int cached_dlight; // q1bsp // forces rebuild of lightmaptexture
+ msurface_lightmapinfo_t *lightmapinfo; // q1bsp
+
+ // mesh information for collisions (only used by q3bsp curves)
+ int num_collisiontriangles; // q3bsp
+ int *data_collisionelement3i; // q3bsp
+ int num_collisionvertices; // q3bsp
+ float *data_collisionvertex3f; // q3bsp
+ struct q3deffect_s *effect; // q3bsp
+ // FIXME: collisionmarkframe should be kept in a separate array
+ int collisionmarkframe; // q3bsp // don't collide twice in one trace
}
msurface_t;
}
mlight_t;
-extern rtexture_t *r_notexture;
-extern texture_t r_notexture_mip;
-
struct model_s;
void Mod_Q1BSP_Load(struct model_s *mod, void *buffer);
void Mod_IBSP_Load(struct model_s *mod, void *buffer);
}
q3dmeshvertex_t;
-typedef struct
+typedef struct q3deffect_s
{
char shadername[Q3PATHLENGTH];
int brushindex;
#define Q3TEXTUREFLAG_AUTOSPRITE2 32
#define Q3TEXTUREFLAG_ALPHATEST 64
-struct q3msurface_s;
-
-typedef struct q3mmodel_s
-{
- vec3_t mins;
- vec3_t maxs;
- int numsurfaces;
- struct q3msurface_s *firstsurface;
- int numbrushes;
- struct q3mbrush_s *firstbrush;
-}
-q3mmodel_t;
-
typedef struct q3mbrush_s
{
struct colbrushf_s *colbrushf;
}
q3mbrushside_t;
-typedef struct q3meffect_s
-{
- char shadername[Q3PATHLENGTH];
- struct q3mbrush_s *brush;
- int unknown; // 5 or -1
-}
-q3meffect_t;
-
-typedef struct q3msurface_s
-{
- // bounding box for culling
- vec3_t mins;
- vec3_t maxs;
-
- // FIXME: collisionmarkframe should be kept in a separate array
- // FIXME: shadowmark should be kept in a separate array
-
- struct texture_s *texture;
- struct q3meffect_s *effect;
- rtexture_t *lightmaptexture;
- int collisionmarkframe; // don't collide twice in one trace
-
- surfmesh_t mesh;
-
- // index into model->brush.shadowmesh
- int num_firstshadowmeshtriangle;
-
- // used for shadow volume generation
- int shadowmark;
-}
-q3msurface_t;
-
#define CHECKPVSBIT(pvs,b) ((b) >= 0 ? ((pvs)[(b) >> 3] & (1 << ((b) & 7))) : false)
#define SETPVSBIT(pvs,b) ((b) >= 0 ? ((pvs)[(b) >> 3] |= (1 << ((b) & 7))) : false)
#define CLEARPVSBIT(pvs,b) ((b) >= 0 ? ((pvs)[(b) >> 3] &= ~(1 << ((b) & 7))) : false)