#define SHADERFLAGS_NEEDLIGHTMAP 1
+#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_SHADOWCAST 0x1000 // this polygon can cast stencil shadows
+#define SURF_SHADOWLIGHT 0x2000 // this polygon can be lit by stencil shadowing
+#define SURF_WATERALPHA 0x4000 // this polygon's alpha is modulated by r_wateralpha
+
+#define SURFRENDER_OPAQUE 0
+#define SURFRENDER_ALPHA 1
+#define SURFRENDER_ADD 2
+
struct entity_render_s;
struct texture_s;
+struct msurface_s;
// change this stuff when real shaders are added
typedef struct Cshader_s
{
- void (*shaderfunc[SHADERSTAGE_COUNT])(const struct entity_render_s *ent, const struct texture_s *texture);
+ void (*shaderfunc[SHADERSTAGE_COUNT])(const struct entity_render_s *ent, const struct texture_s *texture, struct msurface_s **surfchain);
int flags;
}
Cshader_t;
extern Cshader_t Cshader_wall_lightmap;
-extern Cshader_t Cshader_wall_fullbright;
extern Cshader_t Cshader_water;
extern Cshader_t Cshader_sky;
// SURF_ flags
unsigned int flags;
+ // position in the model's textures array
+ int number;
+
+ // type of rendering (SURFRENDER_ value)
+ int rendertype;
+
// base texture without fullbrights, never NULL
rtexture_t *texture;
// fullbrights texture, NULL if no fullbrights used
rtexture_t *fogtexture;
// detail texture (usually not used if transparent)
rtexture_t *detailtexture;
+ // normalmap for bumpmap shading
+ rtexture_t *nmaptexture;
+ // color filtering for glossy surfaces
+ rtexture_t *glosstexture;
// shader to use for this texture
Cshader_t *shader;
- // list of surfaces to render using this texture
- struct msurface_s *surfacechain;
-
// total frames in sequence and alternate sequence
int anim_total[2];
// direct pointers to each of the frames in the sequences
// set if animated or there is an alternate frame set
// (this is an optimization in the renderer)
int animated;
+ // the current texture frame in animation
+ struct texture_s *currentframe;
+ // current alpha of the texture
+ float currentalpha;
}
texture_t;
-
-#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_CLIPSOLID 0x800 // this polygon can obscure other polygons
-
typedef struct
{
unsigned short v[2];
{
// can be multiple meshs per surface
struct surfmesh_s *chain;
- int numverts;
- int numtriangles;
- float *verts;
- float *normals;
- int *lightmapoffsets;
- float *st;
- float *uv;
- float *ab;
- int *index;
- int *triangleneighbors;
+ int numverts; // number of vertices in the mesh
+ int numtriangles; // number of triangles in the mesh
+ float *verts; // float[verts*4] vertex locations
+ float *svectors; // float[verts*4] direction of 'S' (right) texture axis for each vertex
+ float *tvectors; // float[verts*4] direction of 'T' (down) texture axis for each vertex
+ float *normals; // float[verts*4] direction of 'R' (out) texture axis for each vertex
+ int *lightmapoffsets; // index into surface's lightmap samples for vertex lighting
+ float *str; // float[verts*4] texcoords for surface texture
+ float *uvw; // float[verts*4] texcoords for lightmap texture
+ float *abc; // float[verts*4] texcoords for detail texture
+ int *index; // int[tris*3] triangles of the mesh, 3 indices into vertex arrays for each
+ int *triangleneighbors; // int[tris*3] neighboring triangle on each edge (-1 if none)
}
surfmesh_t;
{
// surface number, to avoid having to do a divide to find the number of a surface from it's address
int number;
- // should be drawn if visframe == r_framecount (set by WorldNode functions)
- //int visframe;
+ // should be drawn if visframe == r_framecount (set by PrepareSurfaces)
+ int visframe;
// should be drawn if onscreen and not a backface (used for setting visframe)
//int pvsframe;
// chain of surfaces marked visible by pvs
mplane_t *plane;
// SURF_ flags
int flags;
- // rendering chain
- struct msurface_s *texturechain;
// look up in model->surfedges[], negative numbers are backwards edges
int firstedge;
short extents[2];
mtexinfo_t *texinfo;
- texture_t *currenttexture; // updated (animated) during early surface processing each frame
// index into d_lightstylevalue array, 255 means not used (black)
qbyte styles[MAXLIGHTMAPS];
float *poly_verts;
// bounding box for onscreen checks, and center for sorting
vec3_t poly_mins, poly_maxs, poly_center;
- // bounding sphere radius (around poly_center)
- float poly_radius, poly_radius2;
+
+ // neighboring surfaces (one per poly_numverts)
+ //struct msurface_s **neighborsurfaces;
+ // currently used only for generating static shadow volumes
+ int castshadow;
// these are regenerated every frame
// lighting info
+ // 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;
- // only render each surface once
- //int worldnodeframe;
-
- // 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 v_overbrightbits changes
- short cached_lightmapscalebit;
- // rerender lightmaps when r_ambient changes
- float cached_ambient;
+
+ // if lightmap settings changed, this forces update
+ int cached_dlight;
}
msurface_t;
vec3_t maxs;
// leaf specific
- // potentially visible if current (r_pvsframecount)
+ // next leaf in pvschain
+ struct mleaf_s *pvschain;
+ // potentially visible if current (model->pvsframecount)
int pvsframe;
+ // visible if marked current (r_framecount)
+ int visframe;
// used by certain worldnode variants to avoid processing the same leaf twice in a frame
int worldnodeframe;
// used by polygon-through-portals visibility checker
}
mportal_t;
-typedef struct mlightshadowvolumemesh_s
+typedef struct svbspmesh_s
{
- struct mlightshadowvolumemesh_s *next;
- int numverts;
- int numtris;
- float *vertex;
+ struct svbspmesh_s *next;
+ int numverts, maxverts;
+ int numtriangles, maxtriangles;
+ float *verts;
+ int *elements;
}
-mlightshadowvolumemesh_t;
+svbspmesh_t;
typedef struct mlight_s
{
float distbias;
// light style controlling this light
int style;
- // maximum extent of the light for various purposes
+ // maximum extent of the light for shading purposes
+ float lightradius;
+ // maximum extent of the light for culling purposes
float cullradius;
float cullradius2;
+ /*
// surfaces this shines on
int numsurfaces;
msurface_t **surfaces;
+ // lit area
+ vec3_t mins, maxs;
// precomputed shadow volume meshs
- mlightshadowvolumemesh_t *shadowvolumemeshs;
- // used only for loading calculations, number of leafs this shines on
- //int numleafs;
+ //svbspmesh_t *shadowvolume;
+ //vec3_t shadowvolumemins, shadowvolumemaxs;
+ shadowmesh_t *shadowvolume;
+ */
}
mlight_t;
mleaf_t *Mod_PointInLeaf (const float *p, struct model_s *model);
int Mod_PointContents (const float *p, struct model_s *model);
qbyte *Mod_LeafPVS (mleaf_t *leaf, struct model_s *model);
+void Mod_BuildPVSTextureChains(struct model_s *model);
#endif