2 Copyright (C) 1996-1997 Id Software, Inc.
4 This program is free software; you can redistribute it and/or
5 modify it under the terms of the GNU General Public License
6 as published by the Free Software Foundation; either version 2
7 of the License, or (at your option) any later version.
9 This program is distributed in the hope that it will be useful,
10 but WITHOUT ANY WARRANTY; without even the implied warranty of
11 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
13 See the GNU General Public License for more details.
15 You should have received a copy of the GNU General Public License
16 along with this program; if not, write to the Free Software
17 Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
25 ==============================================================================
29 ==============================================================================
34 // in memory representation
48 typedef struct mplane_s
52 // for texture axis selection and fast side tests
58 #define SHADERSTAGE_SKY 0
59 #define SHADERSTAGE_NORMAL 1
60 #define SHADERSTAGE_COUNT 2
62 #define SHADERFLAGS_NEEDLIGHTMAP 1
64 #define SURF_PLANEBACK 2
65 #define SURF_DRAWSKY 4
66 #define SURF_DRAWTURB 0x10
67 #define SURF_LIGHTMAP 0x20
68 #define SURF_DRAWNOALPHA 0x100
69 #define SURF_DRAWFULLBRIGHT 0x200
70 #define SURF_LIGHTBOTHSIDES 0x400
71 #define SURF_SHADOWCAST 0x1000 // this polygon can cast stencil shadows
72 #define SURF_SHADOWLIGHT 0x2000 // this polygon can be lit by stencil shadowing
73 #define SURF_WATERALPHA 0x4000 // this polygon's alpha is modulated by r_wateralpha
74 #define SURF_SOLIDCLIP 0x8000 // this polygon blocks movement
76 #define SURFRENDER_OPAQUE 0
77 #define SURFRENDER_ALPHA 1
78 #define SURFRENDER_ADD 2
80 struct entity_render_s;
83 // change this stuff when real shaders are added
84 typedef struct Cshader_s
86 void (*shaderfunc[SHADERSTAGE_COUNT])(const struct entity_render_s *ent, const struct texture_s *texture, struct msurface_s **surfchain);
91 extern Cshader_t Cshader_wall_lightmap;
92 extern Cshader_t Cshader_water;
93 extern Cshader_t Cshader_sky;
95 typedef struct texture_s
100 unsigned int width, height;
104 // position in the model's textures array
107 // type of rendering (SURFRENDER_ value)
110 // loaded the same as model skins
113 // shader to use for this texture
116 // total frames in sequence and alternate sequence
118 // direct pointers to each of the frames in the sequences
119 // (indexed as [alternate][frame])
120 struct texture_s *anim_frames[2][10];
121 // set if animated or there is an alternate frame set
122 // (this is an optimization in the renderer)
124 // the current texture frame in animation
125 struct texture_s *currentframe;
126 // current alpha of the texture
145 // LordHavoc: replaces glpoly, triangle mesh
146 typedef struct surfmesh_s
148 // can be multiple meshs per surface
149 struct surfmesh_s *chain;
150 int numverts; // number of vertices in the mesh
151 int numtriangles; // number of triangles in the mesh
152 float *verts; // float[verts*4] vertex locations
153 float *svectors; // float[verts*4] direction of 'S' (right) texture axis for each vertex
154 float *tvectors; // float[verts*4] direction of 'T' (down) texture axis for each vertex
155 float *normals; // float[verts*4] direction of 'R' (out) texture axis for each vertex
156 int *lightmapoffsets; // index into surface's lightmap samples for vertex lighting
157 float *str; // float[verts*4] texcoords for surface texture
158 float *uvw; // float[verts*4] texcoords for lightmap texture
159 float *abc; // float[verts*4] texcoords for detail texture
160 int *index; // int[tris*3] triangles of the mesh, 3 indices into vertex arrays for each
161 int *triangleneighbors; // int[tris*3] neighboring triangle on each edge (-1 if none)
165 typedef struct msurface_s
167 // bounding box for onscreen checks
171 // the node plane this is on, backwards if SURF_PLANEBACK flag set
175 // texture mapping properties used by this surface
178 // the lightmap texture fragment to use on the rendering mesh
179 rtexture_t *lightmaptexture;
180 // mesh for rendering
182 // if lightmap settings changed, this forces update
185 // should be drawn if visframe == r_framecount (set by PrepareSurfaces)
187 // should be drawn if onscreen and not a backface (used for setting visframe)
189 // chain of surfaces marked visible by pvs
190 //struct msurface_s *pvschain;
192 // surface number, to avoid having to do a divide to find the number of a surface from it's address
195 // center for sorting transparent meshes
198 // index into d_lightstylevalue array, 255 means not used (black)
199 qbyte styles[MAXLIGHTMAPS];
200 // RGB lighting data [numstyles][height][width][3]
202 // stain to apply on lightmap (soot/dirt/blood/whatever)
204 // the stride when building lightmaps to comply with fragment update
205 int lightmaptexturestride;
209 // if this == r_framecount there are dynamic lights on the surface
211 // which dynamic lights are touching this surface
212 // (only access this if dlightframe is current)
214 // avoid redundent addition of dlights
217 // avoid multiple collision traces with a surface polygon
220 // these are just 3D points defining the outline of the polygon,
221 // no texcoord info (that can be generated from these)
225 // neighboring surfaces (one per poly_numverts)
226 //struct msurface_s **neighborsurfaces;
227 // currently used only for generating static shadow volumes
232 typedef struct mnode_s
238 struct mnode_s *parent;
239 struct mportal_s *portals;
241 // for bounding box culling
247 struct mnode_s *children[2];
249 unsigned short firstsurface;
250 unsigned short numsurfaces;
254 typedef struct mleaf_s
257 // always negative in leafs
260 struct mnode_s *parent;
261 struct mportal_s *portals;
263 // for bounding box culling
268 // next leaf in pvschain
269 struct mleaf_s *pvschain;
270 // potentially visible if current (model->pvsframecount)
272 // visible if marked current (r_framecount)
274 // used by certain worldnode variants to avoid processing the same leaf twice in a frame
276 // used by polygon-through-portals visibility checker
279 qbyte *compressed_vis;
281 int *firstmarksurface;
283 qbyte ambient_sound_level[NUM_AMBIENTS];
289 dclipnode_t *clipnodes;
299 typedef struct mportal_s
301 struct mportal_s *next; // the next portal on this leaf
302 mleaf_t *here; // the leaf this portal is on
303 mleaf_t *past; // the leaf through this portal (infront)
307 int visframe; // is this portal visible this frame?
311 typedef struct svbspmesh_s
313 struct svbspmesh_s *next;
314 int numverts, maxverts;
315 int numtriangles, maxtriangles;
321 typedef struct mlight_s
325 // distance attenuation scale (smaller is a larger light)
327 // color and brightness combined
329 // brightness bias, used for limiting radius without a hard edge
331 // spotlight direction
333 // cosine of spotlight cone angle (or 0 if not a spotlight)
335 // distance bias (larger value is softer and darker)
337 // light style controlling this light
339 // maximum extent of the light for shading purposes
341 // maximum extent of the light for culling purposes
345 // surfaces this shines on
347 msurface_t **surfaces;
350 // precomputed shadow volume meshs
351 //svbspmesh_t *shadowvolume;
352 //vec3_t shadowvolumemins, shadowvolumemaxs;
353 shadowmesh_t *shadowvolume;
358 extern rtexture_t *r_notexture;
359 extern texture_t r_notexture_mip;
362 void Mod_LoadBrushModel (struct model_s *mod, void *buffer);
363 void Mod_BrushInit(void);
365 void Mod_FindNonSolidLocation(vec3_t pos, struct model_s *mod);
366 mleaf_t *Mod_PointInLeaf (const float *p, struct model_s *model);
367 int Mod_PointContents (const float *p, struct model_s *model);
368 qbyte *Mod_LeafPVS (mleaf_t *leaf, struct model_s *model);
369 void Mod_BuildPVSTextureChains(struct model_s *model);