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.
22 ==============================================================================
26 ==============================================================================
31 // in memory representation
45 typedef struct mplane_s
49 int type; // for texture axis selection and fast side tests
50 // LordHavoc: faster than id's signbits system
51 int (*BoxOnPlaneSideFunc) (vec3_t emins, vec3_t emaxs, struct mplane_s *p);
55 typedef struct texture_s
58 unsigned width, height;
59 int flags; // LordHavoc: SURF_ flags
62 rtexture_t *glowtexture;
63 rtexture_t *fogtexture; // alpha-only version of main texture
65 int anim_total; // total frames in sequence (< 2 = not animated)
66 struct texture_s *anim_frames[10]; // LordHavoc: direct pointers to each of the frames in the sequence
67 struct texture_s *alternate_anims; // bmodels in frame 1 use these
72 #define SURF_PLANEBACK 2
73 #define SURF_DRAWSKY 4
74 //#define SURF_DRAWSPRITE 8
75 #define SURF_DRAWTURB 0x10
76 #define SURF_LIGHTMAP 0x20
77 //#define SURF_DRAWBACKGROUND 0x40
78 //#define SURF_UNDERWATER 0x80
79 #define SURF_DRAWNOALPHA 0x100
80 #define SURF_DRAWFULLBRIGHT 0x200
81 #define SURF_LIGHTBOTHSIDES 0x400
82 #define SURF_CLIPSOLID 0x800 // this polygon can obscure other polygons
98 typedef struct surfvertex_s
102 // offset into lightmap (used by vertex lighting)
104 // texture coordinates
106 // lightmap coordinates
111 // LordHavoc: replaces glpoly, triangle mesh
112 typedef struct surfmesh_s
114 // can be multiple meshs per surface
115 struct surfmesh_s *chain;
118 surfvertex_t *vertex;
123 typedef struct msurface_s
125 // should be drawn if visframe == r_framecount (set by WorldNode functions)
128 // the node plane this is on, backwards if SURF_PLANEBACK flag set
132 struct Cshader_s *shader;
133 struct msurface_s *chain; // shader rendering chain
135 // look up in model->surfedges[], negative numbers are backwards edges
139 short texturemins[2];
143 texture_t *currenttexture; // updated (animated) during early surface processing each frame
145 // index into d_lightstylevalue array, 255 means not used (black)
146 qbyte styles[MAXLIGHTMAPS];
147 // RGB lighting data [numstyles][height][width][3]
149 // stain to apply on lightmap (soot/dirt/blood/whatever)
152 // these fields are generated during model loading
153 // the lightmap texture fragment to use on the surface
154 rtexture_t *lightmaptexture;
155 // the stride when building lightmaps to comply with fragment update
156 int lightmaptexturestride;
157 // mesh for rendering
160 // these are just 3D points defining the outline of the polygon,
161 // no texcoord info (that can be generated from these)
165 // these are regenerated every frame
169 // avoid redundent addition of dlights
171 // only render each surface once
173 // marked when surface is prepared for the frame
176 // these cause lightmap updates if regenerated
177 // values currently used in lightmap
178 unsigned short cached_light[MAXLIGHTMAPS];
179 // if lightmap was lit by dynamic lights, force update on next frame
181 // to cause lightmap to be rerendered when v_overbrightbits changes
182 short cached_lightscalebit;
183 // rerender lightmaps when r_ambient changes
184 float cached_ambient;
188 #define SHADERSTAGE_SKY 0
189 #define SHADERSTAGE_NORMAL 1
190 #define SHADERSTAGE_COUNT 2
192 // change this stuff when real shaders are added
193 typedef struct Cshader_s
195 void (*shaderfunc[SHADERSTAGE_COUNT])(msurface_t *firstsurf);
196 // list of surfaces using this shader (used during surface rendering)
201 extern Cshader_t Cshader_wall_vertex;
202 extern Cshader_t Cshader_wall_lightmap;
203 extern Cshader_t Cshader_wall_fullbright;
204 extern Cshader_t Cshader_water;
205 extern Cshader_t Cshader_sky;
207 // warning: if this is changed, references must be updated in cpu_* assembly files
208 typedef struct mnode_s
211 int contents; // 0, to differentiate from leafs
213 struct mnode_s *parent;
214 struct mportal_s *portals;
216 // for bounding box culling
222 struct mnode_s *children[2];
224 unsigned short firstsurface;
225 unsigned short numsurfaces;
229 typedef struct mleaf_s
232 int contents; // will be a negative contents number
234 struct mnode_s *parent;
235 struct mportal_s *portals;
237 // for bounding box culling
242 int visframe; // visible if current (r_framecount)
243 int worldnodeframe; // used by certain worldnode variants to avoid processing the same leaf twice in a frame
244 int portalmarkid; // used by polygon-through-portals visibility checker
246 // LordHavoc: leaf based dynamic lighting
250 qbyte *compressed_vis;
252 msurface_t **firstmarksurface;
254 qbyte ambient_sound_level[NUM_AMBIENTS];
260 dclipnode_t *clipnodes;
270 typedef struct mportal_s
272 struct mportal_s *next; // the next portal on this leaf
273 mleaf_t *here; // the leaf this portal is on
274 mleaf_t *past; // the leaf through this portal (infront)
278 int visframe; // is this portal visible this frame?
282 typedef struct mlight_s
289 float spotcone; // cosine of spotlight cone angle (or 0 if not a spotlight)
292 int numleafs; // used only for loading calculations, number of leafs this shines on
296 extern rtexture_t *r_notexture;
297 extern texture_t r_notexture_mip;
300 void Mod_LoadBrushModel (struct model_s *mod, void *buffer);
301 void Mod_BrushInit(void);
302 void Mod_FindNonSolidLocation(vec3_t pos, struct model_s *mod);