//
typedef struct
{
- vec3_t position;
+ 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
typedef struct mplane_s
{
- vec3_t normal;
- float dist;
- int type; // for texture axis selection and fast side tests
- // LordHavoc: faster than id's signbits system
- int (*BoxOnPlaneSideFunc) (vec3_t emins, vec3_t emaxs, struct mplane_s *p);
+ 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
+
+struct entity_render_s;
+struct texture_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);
+ 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;
+
typedef struct texture_s
{
// name
// detail texture (usually not used if transparent)
rtexture_t *detailtexture;
+ // 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
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
+#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
+#define SURF_SHADOWCAST 0x1000 // this polygon can cast stencil shadows
+#define SURF_SHADOWLIGHT 0x2000 // this polygon can be lit by stencil shadowing
typedef struct
{
- unsigned short v[2];
+ unsigned short v[2];
}
medge_t;
typedef struct
{
- float vecs[2][4];
- texture_t *texture;
- int flags;
+ float vecs[2][4];
+ texture_t *texture;
+ int flags;
}
mtexinfo_t;
-typedef struct surfvertex_s
-{
- // position
- float v[3];
- // offset into lightmap (used by vertex lighting)
- int lightmapoffset;
- // texture coordinates
- float st[2];
- // lightmap coordinates
- float uv[2];
- // detail texture coordinates
- float ab[2];
-}
-surfvertex_t;
-
// LordHavoc: replaces glpoly, triangle mesh
typedef struct surfmesh_s
{
struct surfmesh_s *chain;
int numverts;
int numtriangles;
- surfvertex_t *vertex;
+ float *verts;
+ float *normals;
+ int *lightmapoffsets;
+ float *str;
+ float *uvw;
+ float *abc;
int *index;
+ int *triangleneighbors;
}
surfmesh_t;
typedef struct msurface_s
{
+ // 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;
+ //int visframe;
// should be drawn if onscreen and not a backface (used for setting visframe)
- int pvsframe;
+ //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;
+ mplane_t *plane;
// SURF_ flags
- int flags;
- struct Cshader_s *shader;
- struct msurface_s *chain; // shader rendering chain
+ int flags;
+ // rendering chain
+ struct msurface_s *texturechain;
// look up in model->surfedges[], negative numbers are backwards edges
- int firstedge;
- int numedges;
+ int firstedge;
+ int numedges;
- short texturemins[2];
- short extents[2];
+ short texturemins[2];
+ short extents[2];
- mtexinfo_t *texinfo;
- texture_t *currenttexture; // updated (animated) during early surface processing each frame
+ 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];
+ qbyte styles[MAXLIGHTMAPS];
// RGB lighting data [numstyles][height][width][3]
- qbyte *samples;
+ qbyte *samples;
// stain to apply on lightmap (soot/dirt/blood/whatever)
- qbyte *stainsamples;
+ 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;
+ int lightmaptexturestride;
// mesh for rendering
- surfmesh_t *mesh;
+ 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;
+ int poly_numverts;
+ float *poly_verts;
// bounding box for onscreen checks, and center for sorting
- vec3_t poly_mins, poly_maxs, poly_center;
+ vec3_t poly_mins, poly_maxs, poly_center;
+ // bounding sphere radius (around poly_center)
+ float poly_radius, poly_radius2;
// these are regenerated every frame
// lighting info
- int dlightframe;
- int dlightbits[8];
+ int dlightframe;
+ int dlightbits[8];
// avoid redundent addition of dlights
- int lightframe;
+ int lightframe;
// only render each surface once
- int worldnodeframe;
+ //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;
+ short cached_dlight;
// to cause lightmap to be rerendered when v_overbrightbits changes
- short cached_lightscalebit;
+ short cached_lightmapscalebit;
// rerender lightmaps when r_ambient changes
- float cached_ambient;
+ float cached_ambient;
}
msurface_t;
-#define SHADERSTAGE_SKY 0
-#define SHADERSTAGE_NORMAL 1
-#define SHADERSTAGE_COUNT 2
-
-struct entity_render_s;
-// change this stuff when real shaders are added
-typedef struct Cshader_s
-{
- void (*shaderfunc[SHADERSTAGE_COUNT])(const struct entity_render_s *ent, const msurface_t *firstsurf);
- // list of surfaces using this shader (used during surface rendering)
- msurface_t *chain;
-}
-Cshader_t;
-
-extern Cshader_t Cshader_wall_vertex;
-extern Cshader_t Cshader_wall_lightmap;
-extern Cshader_t Cshader_wall_fullbright;
-extern Cshader_t Cshader_water;
-extern Cshader_t Cshader_sky;
-
-// warning: if this is changed, references must be updated in cpu_* assembly files
typedef struct mnode_s
{
// common with leaf
- int contents; // 0, to differentiate from leafs
+ // always 0 in nodes
+ int contents;
- struct mnode_s *parent;
- struct mportal_s *portals;
+ struct mnode_s *parent;
+ struct mportal_s *portals;
// for bounding box culling
- vec3_t mins;
- vec3_t maxs;
-
- int pvsframe; // potentially visible if current (r_pvsframecount)
+ vec3_t mins;
+ vec3_t maxs;
// node specific
- mplane_t *plane;
- struct mnode_s *children[2];
+ mplane_t *plane;
+ struct mnode_s *children[2];
- unsigned short firstsurface;
- unsigned short numsurfaces;
+ unsigned short firstsurface;
+ unsigned short numsurfaces;
}
mnode_t;
typedef struct mleaf_s
{
// common with node
- int contents; // will be a negative contents number
+ // always negative in leafs
+ int contents;
- struct mnode_s *parent;
- struct mportal_s *portals;
+ struct mnode_s *parent;
+ struct mportal_s *portals;
// for bounding box culling
- vec3_t mins;
- vec3_t maxs;
-
- int pvsframe; // potentially visible if current (r_pvsframecount)
+ vec3_t mins;
+ vec3_t maxs;
// leaf specific
- int visframe; // visible if current (r_framecount)
- int worldnodeframe; // used by certain worldnode variants to avoid processing the same leaf twice in a frame
- int portalmarkid; // used by polygon-through-portals visibility checker
-
- qbyte *compressed_vis;
-
- msurface_t **firstmarksurface;
- int nummarksurfaces;
- qbyte ambient_sound_level[NUM_AMBIENTS];
+ // potentially visible if current (r_pvsframecount)
+ int pvsframe;
+ // 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;
typedef struct
{
- dclipnode_t *clipnodes;
- mplane_t *planes;
- int firstclipnode;
- int lastclipnode;
- vec3_t clip_mins;
- vec3_t clip_maxs;
- vec3_t clip_size;
+ dclipnode_t *clipnodes;
+ mplane_t *planes;
+ int firstclipnode;
+ int lastclipnode;
+ vec3_t clip_mins;
+ vec3_t clip_maxs;
+ vec3_t clip_size;
}
hull_t;
}
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;
- float spotcone; // cosine of spotlight cone angle (or 0 if not a spotlight)
+ // 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;
- int numleafs; // used only for loading calculations, number of leafs this shines on
+ // maximum extent of the light for various 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;