}
overridetagnameset_t;
+// LordHavoc: replaces glpoly, triangle mesh
+typedef struct surfmesh_s
+{
+ int num_vertices; // number of vertices in the mesh
+ int num_triangles; // number of triangles in the mesh
+ float *data_vertex3f; // float[verts*3] vertex locations
+ float *data_svector3f; // float[verts*3] direction of 'S' (right) texture axis for each vertex
+ float *data_tvector3f; // float[verts*3] direction of 'T' (down) texture axis for each vertex
+ float *data_normal3f; // float[verts*3] direction of 'R' (out) texture axis for each vertex
+ int *data_lightmapoffsets; // index into surface's lightmap samples for vertex lighting
+ float *data_texcoordtexture2f; // float[verts*2] texcoords for surface texture
+ float *data_texcoordlightmap2f; // float[verts*2] texcoords for lightmap texture
+ float *data_texcoorddetail2f; // float[verts*2] texcoords for detail texture
+ float *data_lightmapcolor4f;
+ int *data_element3i; // int[tris*3] triangles of the mesh, 3 indices into vertex arrays for each
+ int *data_neighbor3i; // int[tris*3] neighboring triangle on each edge (-1 if none)
+
+ int num_collisionvertices;
+ int num_collisiontriangles;
+ float *data_collisionvertex3f;
+ int *data_collisionelement3i;
+}
+surfmesh_t;
+
#define SHADOWMESHVERTEXHASH 1024
typedef struct shadowmeshvertexhash_s
{
//pvschain = model->brush.data_pvsclusters + mycluster * model->brush.num_pvsclusterbytes;
//if (pvschain[thatcluster >> 3] & (1 << (thatcluster & 7)))
- // a mesh containing all shadow casting geometry for the whole model (including submodels), portions of this are referenced by each surface's num_firstshadowmeshtriangle
+ // a mesh containing all shadow casting geometry for the whole model (including submodels), portions of this are referenced by each surface's num_firstshadowmeshtriangle
shadowmesh_t *shadowmesh;
// common functions
int numsurfaces;
msurface_t *surfaces;
- int *surfacevisframes;
- int *surfacepvsframes;
msurface_t *surfacepvsnext;
- surfmesh_t *entiremesh;
int numsurfedges;
int *surfedges;
int numlights;
mlight_t *lights;
- // pvs visibility marking
- mleaf_t *pvsviewleaf;
- int pvsviewleafnovis;
- int pvsframecount;
- mleaf_t *pvsleafchain;
- int *pvssurflist;
- int pvssurflistlength;
- // these get rebuilt as the player moves around if this is the world,
- // otherwise they are left alone (no pvs for bmodels)
- msurface_t ***pvstexturechains;
- msurface_t **pvstexturechainsbuffer;
- int *pvstexturechainslength;
-
// lightmap update chains for light styles
int light_styles;
qbyte *light_style;
msurface_t **light_styleupdatechainsbuffer;
mleaf_t *(*PointInLeaf)(struct model_s *model, const float *p);
- void (*BuildPVSTextureChains)(struct model_s *model);
}
model_brushq1_t;
#define Q3SURFACEPARM_STRUCTURAL 8388608
#define Q3SURFACEPARM_TRANS 16777216
#define Q3SURFACEPARM_WATER 33554432
+#define Q3SURFACEPARM_POINTLIGHT 67108864
// various flags from shaders
#define Q3TEXTUREFLAG_TWOSIDED 1
char name[Q3PATHLENGTH];
char firstpasstexturename[Q3PATHLENGTH];
int surfaceflags;
- int nativecontents;
int supercontents;
int surfaceparms;
int textureflags;
struct q3mnode_s *parent;
vec3_t mins;
vec3_t maxs;
- // this part unique to nodes
+
+ // this part unique to node
struct q3mnode_s *children[2];
}
q3mnode_t;
struct q3mnode_s *parent;
vec3_t mins;
vec3_t maxs;
- // this part unique to leafs
- int clusterindex;
+
+ // this part unique to leaf
+ int clusterindex; // -1 is not in pvs, >= 0 is pvs bit number
int areaindex;
int numleaffaces;
- struct q3msurface_s **firstleafface;
- int *firstleaffacenum;
+ int *firstleafface;
int numleafbrushes;
struct q3mbrush_s **firstleafbrush;
}
typedef struct q3msurface_s
{
// FIXME: collisionmarkframe should be kept in a separate array
- // FIXME: visframe should be kept in a separate array
// FIXME: shadowmark should be kept in a separate array
struct q3mtexture_s *texture;
struct q3meffect_s *effect;
rtexture_t *lightmaptexture;
int collisionmarkframe; // don't collide twice in one trace
- int visframe; // visframe == r_framecount means it is visible this frame
// bounding box for culling
float mins[3];
float maxs[3];
- int num_vertices;
- int num_triangles;
- float *data_vertex3f;
- float *data_texcoordtexture2f;
- float *data_texcoordlightmap2f;
- float *data_svector3f;
- float *data_tvector3f;
- float *data_normal3f;
- float *data_color4f;
- int *data_element3i;
- int *data_neighbor3i;
-
- int num_collisionvertices;
- int num_collisiontriangles;
- float *data_collisionvertex3f;
- int *data_collisionelement3i;
+ surfmesh_t mesh;
// index into model->brush.shadowmesh
int num_firstshadowmeshtriangle;
q3mbrush_t **data_leafbrushes;
int num_leaffaces;
- q3msurface_t **data_leaffaces;
- int *data_leaffacenums;
+ int *data_leaffaces;
int num_models;
q3mmodel_t *data_models;
int nummodelsurfaces;
// list of surface numbers in this (sub)model
int *surfacelist;
+ // surface meshes are merged to a smaller set of meshes to allow reduced
+ // vertex array switching, the meshes are limited to 65536 vertices each
+ // to play nice with Geforce1 hardware
+ int nummeshes;
+ surfmesh_t **meshlist;
// draw the model's sky polygons (only used by brush models)
void(*DrawSky)(struct entity_render_s *ent);
// draw the model using lightmap/dlight shading
void Mod_BuildNormals(int numverts, int numtriangles, const float *vertex3f, const int *elements, float *normal3f);
void Mod_BuildTextureVectorsAndNormals(int numverts, int numtriangles, const float *vertex, const float *texcoord, const int *elements, float *svectors, float *tvectors, float *normals);
+surfmesh_t *Mod_AllocSurfMesh(mempool_t *mempool, int numvertices, int numtriangles, int numcollisionvertices, int numcollisiontriangles, qboolean detailtexcoords, qboolean lightmapoffsets, qboolean vertexcolors);
+
shadowmesh_t *Mod_ShadowMesh_Alloc(mempool_t *mempool, int maxverts, int maxtriangles, rtexture_t *map_diffuse, rtexture_t *map_specular, rtexture_t *map_normal, int light, int neighbors, int expandable);
shadowmesh_t *Mod_ShadowMesh_ReAlloc(mempool_t *mempool, shadowmesh_t *oldmesh, int light, int neighbors);
int Mod_ShadowMesh_AddVertex(shadowmesh_t *mesh, float *vertex14f);