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.
*/
+#ifndef MODEL_BRUSH_H
+#define MODEL_BRUSH_H
+
/*
==============================================================================
//
// in memory representation
//
-// !!! if this is changed, it must be changed in asm_draw.h too !!!
typedef struct
{
- vec3_t position;
-} mvertex_t;
+ vec3_t position;
+}
+mvertex_t;
-#define SIDE_FRONT 0
-#define SIDE_BACK 1
-#define SIDE_ON 2
+#define SIDE_FRONT 0
+#define SIDE_BACK 1
+#define SIDE_ON 2
// plane_t structure
-// !!! if this is changed, it must be changed in asm_i386.h too !!!
typedef struct mplane_s
{
- vec3_t normal;
- float dist;
- byte type; // for texture axis selection and fast side tests
-// byte signbits; // signx + signy<<1 + signz<<2
-// byte pad[2];
- byte pad[3];
- int (*BoxOnPlaneSideFunc) (vec3_t emins, vec3_t emaxs, struct mplane_s *p);
-} mplane_t;
+ vec3_t normal;
+ float dist;
+ // for texture axis selection and fast side tests
+ int type;
+ int signbits;
+}
+mplane_t;
+
+#define SHADERSTAGE_SKY 0
+#define SHADERSTAGE_NORMAL 1
+#define SHADERSTAGE_COUNT 2
+
+#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, struct msurface_s **surfchain);
+ int flags;
+}
+Cshader_t;
+
+extern Cshader_t Cshader_wall_lightmap;
+extern Cshader_t Cshader_water;
+extern Cshader_t Cshader_sky;
typedef struct texture_s
{
- char name[16];
- unsigned width, height;
- int gl_texturenum;
- int gl_glowtexturenum; // LordHavoc: fullbrights on walls
- struct msurface_s *texturechain; // for gl_texsort drawing
- int anim_total; // total tenths in sequence ( 0 = no)
- int anim_min, anim_max; // time for this frame min <=time< max
- struct texture_s *anim_next; // in the animation sequence
- struct texture_s *alternate_anims; // bmodels in frame 1 use these
- unsigned offsets[MIPLEVELS]; // four mip maps stored
- int transparent; // LordHavoc: transparent texture support
-} texture_t;
-
-
-#define SURF_PLANEBACK 2
-#define SURF_DRAWSKY 4
-#define SURF_DRAWSPRITE 8
-#define SURF_DRAWTURB 0x10
-#define SURF_DRAWTILED 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
-
-// !!! if this is changed, it must be changed in asm_draw.h too !!!
+ // name
+ char name[16];
+ // size
+ unsigned int width, height;
+ // 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 *glowtexture;
+ // alpha texture (used for fogging), NULL if opaque
+ 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;
+
+ // total frames in sequence and alternate sequence
+ int anim_total[2];
+ // direct pointers to each of the frames in the sequences
+ // (indexed as [alternate][frame])
+ struct texture_s *anim_frames[2][10];
+ // 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;
+
typedef struct
{
- unsigned short v[2];
- unsigned int cachededgeoffset;
-} medge_t;
+ unsigned short v[2];
+}
+medge_t;
typedef struct
{
- float vecs[2][4];
- float mipadjust;
- texture_t *texture;
- int flags;
-} mtexinfo_t;
-
-// LordHavoc: was 7, I added two more for raw lightmap coordinates
-#define VERTEXSIZE 9
-
-typedef struct glpoly_s
+ float vecs[2][4];
+ texture_t *texture;
+ int flags;
+}
+mtexinfo_t;
+
+// 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;
+ // can be multiple meshs per surface
+ struct surfmesh_s *chain;
+ 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;
typedef struct msurface_s
{
- int visframe; // should be drawn when node is crossed
-
- mplane_t *plane;
- int flags;
-
- int firstedge; // look up in model->surfedges[], negative numbers
- int numedges; // are backwards edges
-
- short texturemins[2];
- short extents[2];
-
- int light_s, light_t; // gl lightmap coordinates
-
- glpoly_t *polys; // multiple if warped
- struct msurface_s *texturechain;
-
- mtexinfo_t *texinfo;
-
-// lighting info
- int dlightframe;
- int dlightbits[8];
-
- int lightmaptexturenum;
- byte styles[MAXLIGHTMAPS];
- int cached_light[MAXLIGHTMAPS]; // values currently used in lightmap
- qboolean cached_dlight; // true if dynamic light in cache
- qboolean 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;
+ // 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 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
+ //struct msurface_s *pvschain;
+
+ // the node plane this is on, backwards if SURF_PLANEBACK flag set
+ mplane_t *plane;
+ // SURF_ flags
+ int flags;
+
+ // look up in model->surfedges[], negative numbers are backwards edges
+ int firstedge;
+ int numedges;
+
+ short texturemins[2];
+ short extents[2];
+
+ mtexinfo_t *texinfo;
+
+ // index into d_lightstylevalue array, 255 means not used (black)
+ qbyte styles[MAXLIGHTMAPS];
+ // RGB lighting data [numstyles][height][width][3]
+ qbyte *samples;
+ // stain to apply on lightmap (soot/dirt/blood/whatever)
+ qbyte *stainsamples;
+
+ // 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;
+ // bounding box for onscreen checks, and center for sorting
+ vec3_t poly_mins, poly_maxs, poly_center;
+
+ // 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;
+
+ // if lightmap settings changed, this forces update
+ int cached_dlight;
+}
+msurface_t;
typedef struct mnode_s
{
// common with leaf
- int contents; // 0, to differentiate from leafs
- int visframe; // node needs to be traversed if current
-
- float minmaxs[6]; // for bounding box culling
+ // always 0 in nodes
+ int contents;
- struct mnode_s *parent;
+ struct mnode_s *parent;
+ struct mportal_s *portals;
-// node specific
- mplane_t *plane;
- struct mnode_s *children[2];
-
- unsigned short firstsurface;
- unsigned short numsurfaces;
-} mnode_t;
+ // for bounding box culling
+ vec3_t mins;
+ vec3_t maxs;
+// node specific
+ mplane_t *plane;
+ struct mnode_s *children[2];
+ unsigned short firstsurface;
+ unsigned short numsurfaces;
+}
+mnode_t;
typedef struct mleaf_s
{
// common with node
- int contents; // wil be a negative contents number
- int visframe; // node needs to be traversed if current
+ // always negative in leafs
+ int contents;
- float minmaxs[6]; // for bounding box culling
+ struct mnode_s *parent;
+ struct mportal_s *portals;
- struct mnode_s *parent;
+ // for bounding box culling
+ vec3_t mins;
+ vec3_t maxs;
// leaf specific
- byte *compressed_vis;
- efrag_t *efrags;
+ // 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
+ int portalmarkid;
+
+ qbyte *compressed_vis;
+
+ int *firstmarksurface;
+ int nummarksurfaces;
+ qbyte ambient_sound_level[NUM_AMBIENTS];
+}
+mleaf_t;
- msurface_t **firstmarksurface;
- int nummarksurfaces;
- int key; // BSP sequence number for leaf's contents
- byte ambient_sound_level[NUM_AMBIENTS];
-} mleaf_t;
-
-// !!! if this is changed, it must be changed in asm_i386.h too !!!
typedef struct
{
- dclipnode_t *clipnodes;
- mplane_t *planes;
- int firstclipnode;
- int lastclipnode;
- vec3_t clip_mins;
- vec3_t clip_maxs;
-} hull_t;
+ dclipnode_t *clipnodes;
+ mplane_t *planes;
+ int firstclipnode;
+ int lastclipnode;
+ vec3_t clip_mins;
+ vec3_t clip_maxs;
+ vec3_t clip_size;
+}
+hull_t;
+
+typedef struct mportal_s
+{
+ struct mportal_s *next; // the next portal on this leaf
+ mleaf_t *here; // the leaf this portal is on
+ mleaf_t *past; // the leaf through this portal (infront)
+ mvertex_t *points;
+ int numpoints;
+ mplane_t plane;
+ int visframe; // is this portal visible this frame?
+}
+mportal_t;
+
+typedef struct svbspmesh_s
+{
+ struct svbspmesh_s *next;
+ int numverts, maxverts;
+ int numtriangles, maxtriangles;
+ float *verts;
+ int *elements;
+}
+svbspmesh_t;
+
+typedef struct mlight_s
+{
+ // location of light
+ vec3_t origin;
+ // distance attenuation scale (smaller is a larger light)
+ float falloff;
+ // color and brightness combined
+ vec3_t light;
+ // brightness bias, used for limiting radius without a hard edge
+ float subtract;
+ // spotlight direction
+ vec3_t spotdir;
+ // cosine of spotlight cone angle (or 0 if not a spotlight)
+ float spotcone;
+ // distance bias (larger value is softer and darker)
+ float distbias;
+ // light style controlling this light
+ int style;
+ // 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
+ //svbspmesh_t *shadowvolume;
+ //vec3_t shadowvolumemins, shadowvolumemaxs;
+ shadowmesh_t *shadowvolume;
+ */
+}
+mlight_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);
+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
+