// 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, const struct msurface_s *firstsurf);
+ void (*shaderfunc[SHADERSTAGE_COUNT])(const struct entity_render_s *ent, const struct texture_s *texture, struct msurface_s **surfchain);
int flags;
}
Cshader_t;
// SURF_ flags
unsigned int flags;
+ // position in the model's textures array
+ int number;
+
// type of rendering (SURFRENDER_ value)
int rendertype;
{
// can be multiple meshs per surface
struct surfmesh_s *chain;
- int numverts;
- int numtriangles;
- float *verts;
- float *svectors;
- float *tvectors;
- float *normals;
- int *lightmapoffsets;
- float *str;
- float *uvw;
- float *abc;
- 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;
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;
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;
+ //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;
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