}
blendweights_t;
+typedef struct r_vertexgeneric_s
+{
+ // 36 bytes
+ float vertex3f[3];
+ float color4f[4];
+ float texcoord2f[2];
+}
+r_vertexgeneric_t;
+
+typedef struct r_vertexmesh_s
+{
+ // 80 bytes
+ float vertex3f[3];
+ float color4f[4];
+ float texcoordtexture2f[2];
+ float texcoordlightmap2f[2];
+ float svector3f[3];
+ float tvector3f[3];
+ float normal3f[3];
+}
+r_vertexmesh_t;
+
+typedef struct r_meshbuffer_s
+{
+ int bufferobject; // OpenGL
+ void *devicebuffer; // Direct3D
+ size_t size;
+ qboolean isindexbuffer;
+ qboolean isdynamic;
+ qboolean isindex16;
+ char name[MAX_QPATH];
+}
+r_meshbuffer_t;
+
// used for mesh lists in q1bsp/q3bsp map models
// (the surfaces reference portions of these meshes)
typedef struct surfmesh_s
// triangle data in system memory
int num_triangles; // number of triangles in the mesh
int *data_element3i; // int[tris*3] triangles of the mesh, 3 indices into vertex arrays for each
+ r_meshbuffer_t *data_element3i_indexbuffer;
+ size_t data_element3i_bufferoffset;
unsigned short *data_element3s; // unsigned short[tris*3] triangles of the mesh in unsigned short format (NULL if num_vertices > 65536)
+ r_meshbuffer_t *data_element3s_indexbuffer;
+ size_t data_element3s_bufferoffset;
int *data_neighbor3i; // int[tris*3] neighboring triangle on each edge (-1 if none)
- // element buffer object (stores triangles in video memory)
- int ebo3i; // unsigned int format (only allocated if num_vertices > 65536)
- int ebo3s; // unsigned short format (only allocated if num_vertices <= 65536)
// vertex data in system memory
int num_vertices; // number of vertices in the mesh
float *data_vertex3f; // float[verts*3] vertex locations
float *data_lightmapcolor4f;
int *data_lightmapoffsets; // index into surface's lightmap samples for vertex lighting
// vertex buffer object (stores geometry in video memory)
- int vbo;
+ r_meshbuffer_t *vbo_vertexbuffer;
size_t vbooffset_vertex3f;
size_t vbooffset_svector3f;
size_t vbooffset_tvector3f;
unsigned short *blends;
// set if there is some kind of animation on this model
qboolean isanimated;
+
+ // vertex and index buffers for rendering
+ r_vertexmesh_t *vertexmesh;
+ r_meshbuffer_t *vertex3fbuffer;
+ r_meshbuffer_t *vertexmeshbuffer;
}
surfmesh_t;
float *texcoord2f;
// used always
int *element3i;
+ r_meshbuffer_t *element3i_indexbuffer;
+ size_t element3i_bufferoffset;
unsigned short *element3s;
+ r_meshbuffer_t *element3s_indexbuffer;
+ size_t element3s_bufferoffset;
// used for shadow mapping cubemap side partitioning
int sideoffsets[6], sidetotals[6];
// used for shadow mesh (NULL on light mesh)
// these are NULL after Mod_ShadowMesh_Finish is performed, only used
// while building meshes
shadowmeshvertexhash_t **vertexhashtable, *vertexhashentries;
- // element buffer object (stores triangles in video memory)
- // (created by Mod_ShadowMesh_Finish if possible)
- int ebo3i;
- int ebo3s;
- // vertex buffer object (stores vertices in video memory)
- // (created by Mod_ShadowMesh_Finish if possible)
- int vbo;
+ r_meshbuffer_t *vbo_vertexbuffer;
size_t vbooffset_vertex3f;
size_t vbooffset_svector3f;
size_t vbooffset_tvector3f;
size_t vbooffset_normal3f;
size_t vbooffset_texcoord2f;
+ // vertex/index buffers for rendering
+ // (created by Mod_ShadowMesh_Finish if possible)
+ r_vertexmesh_t *vertexmesh; // usually NULL
+ r_meshbuffer_t *vertex3fbuffer;
+ r_meshbuffer_t *vertexmeshbuffer; // usually NULL
}
shadowmesh_t;
// dp-specific additions:
// shadow control
+ qboolean dpnortlight;
qboolean dpshadow;
qboolean dpnoshadow;
dpoffsetmapping_technique_t offsetmapping;
float offsetscale;
+ // polygonoffset (only used if Q3TEXTUREFLAG_POLYGONOFFSET)
+ float biaspolygonoffset, biaspolygonfactor;
+
// gloss
float specularscalemod;
float specularpowermod;
TEXTURELAYERTYPE_INVALID,
TEXTURELAYERTYPE_LITTEXTURE,
TEXTURELAYERTYPE_TEXTURE,
- TEXTURELAYERTYPE_FOG,
+ TEXTURELAYERTYPE_FOG
}
texturelayertype_t;
void (*TracePoint)(struct model_s *model, const struct frameblend_s *frameblend, const struct skeleton_s *skeleton, struct trace_s *trace, const vec3_t start, int hitsupercontentsmask);
// find the supercontents value at a point in this model
int (*PointSuperContents)(struct model_s *model, int frame, const vec3_t point);
+ // trace a line against geometry in this model and report correct texture (used by r_shadow_bouncegrid)
+ void (*TraceLineAgainstSurfaces)(struct model_s *model, const struct frameblend_s *frameblend, const struct skeleton_s *skeleton, struct trace_s *trace, const vec3_t start, const vec3_t end, int hitsupercontentsmask);
// fields belonging to some types of model
model_sprite_t sprite;
model_brush_t brush;
//extern cvar_t gl_subdivide_size;
// texture fullbrights
extern cvar_t r_fullbrights;
+extern cvar_t r_enableshadowvolumes;
void Mod_Init (void);
void Mod_Reload (void);
extern cvar_t r_mipskins;
extern cvar_t r_mipnormalmaps;
-typedef struct skeleton_s
-{
- const dp_model_t *model;
- matrix4x4_t *relativetransforms;
-}
-skeleton_t;
-
typedef struct skinfileitem_s
{
struct skinfileitem_s *next;