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_BASELIGHTING 2
61 #define SHADERSTAGE_COUNT 3
63 #define SHADERFLAGS_NEEDLIGHTMAP 1
65 #define SURF_PLANEBACK 2
66 #define SURF_DRAWSKY 4
67 #define SURF_DRAWTURB 0x10
68 #define SURF_LIGHTMAP 0x20
69 #define SURF_DRAWNOALPHA 0x100
70 #define SURF_DRAWFULLBRIGHT 0x200
71 #define SURF_LIGHTBOTHSIDES 0x400
72 #define SURF_CLIPSOLID 0x800 // this polygon can obscure other polygons
73 #define SURF_SHADOWCAST 0x1000 // this polygon can cast stencil shadows
74 #define SURF_SHADOWLIGHT 0x2000 // this polygon can be lit by stencil shadowing
75 #define SURF_WATERALPHA 0x4000 // this polygon's alpha is modulated by r_wateralpha
77 #define SURFRENDER_OPAQUE 0
78 #define SURFRENDER_ALPHA 1
79 #define SURFRENDER_ADD 2
81 struct entity_render_s;
84 // change this stuff when real shaders are added
85 typedef struct Cshader_s
87 void (*shaderfunc[SHADERSTAGE_COUNT])(const struct entity_render_s *ent, const struct texture_s *texture, const struct msurface_s *firstsurf);
92 extern Cshader_t Cshader_wall_lightmap;
93 extern Cshader_t Cshader_water;
94 extern Cshader_t Cshader_sky;
96 typedef struct texture_s
101 unsigned int width, height;
105 // type of rendering (SURFRENDER_ value)
108 // base texture without fullbrights, never NULL
110 // fullbrights texture, NULL if no fullbrights used
111 rtexture_t *glowtexture;
112 // alpha texture (used for fogging), NULL if opaque
113 rtexture_t *fogtexture;
114 // detail texture (usually not used if transparent)
115 rtexture_t *detailtexture;
117 // shader to use for this texture
120 // total frames in sequence and alternate sequence
122 // direct pointers to each of the frames in the sequences
123 // (indexed as [alternate][frame])
124 struct texture_s *anim_frames[2][10];
125 // set if animated or there is an alternate frame set
126 // (this is an optimization in the renderer)
128 // the current texture frames in animation
129 // (index with entity frame != 0)
130 struct texture_s *currentframe[2];
148 // LordHavoc: replaces glpoly, triangle mesh
149 typedef struct surfmesh_s
151 // can be multiple meshs per surface
152 struct surfmesh_s *chain;
159 int *lightmapoffsets;
164 int *triangleneighbors;
168 typedef struct msurface_s
170 // surface number, to avoid having to do a divide to find the number of a surface from it's address
172 // should be drawn if visframe == r_framecount (set by PrepareSurfaces)
174 // should be drawn if onscreen and not a backface (used for setting visframe)
176 // chain of surfaces marked visible by pvs
177 //struct msurface_s *pvschain;
179 // the node plane this is on, backwards if SURF_PLANEBACK flag set
184 struct msurface_s *texturechain;
186 // look up in model->surfedges[], negative numbers are backwards edges
190 short texturemins[2];
194 texture_t *currenttexture; // updated (animated) during early surface processing each frame
196 // index into d_lightstylevalue array, 255 means not used (black)
197 qbyte styles[MAXLIGHTMAPS];
198 // RGB lighting data [numstyles][height][width][3]
200 // stain to apply on lightmap (soot/dirt/blood/whatever)
203 // these fields are generated during model loading
204 // the lightmap texture fragment to use on the surface
205 rtexture_t *lightmaptexture;
206 // the stride when building lightmaps to comply with fragment update
207 int lightmaptexturestride;
208 // mesh for rendering
211 // these are just 3D points defining the outline of the polygon,
212 // no texcoord info (that can be generated from these)
215 // bounding box for onscreen checks, and center for sorting
216 vec3_t poly_mins, poly_maxs, poly_center;
217 // bounding sphere radius (around poly_center)
218 float poly_radius, poly_radius2;
220 // neighboring surfaces (one per poly_numverts)
221 struct msurface_s **neighborsurfaces;
223 // these are regenerated every frame
227 // avoid redundent addition of dlights
229 // only render each surface once
230 //int worldnodeframe;
232 // these cause lightmap updates if regenerated
233 // values currently used in lightmap
234 unsigned short cached_light[MAXLIGHTMAPS];
235 // if lightmap was lit by dynamic lights, force update on next frame
237 // to cause lightmap to be rerendered when v_overbrightbits changes
238 short cached_lightmapscalebit;
239 // rerender lightmaps when r_ambient changes
240 float cached_ambient;
244 typedef struct mnode_s
250 struct mnode_s *parent;
251 struct mportal_s *portals;
253 // for bounding box culling
259 struct mnode_s *children[2];
261 unsigned short firstsurface;
262 unsigned short numsurfaces;
266 typedef struct mleaf_s
269 // always negative in leafs
272 struct mnode_s *parent;
273 struct mportal_s *portals;
275 // for bounding box culling
280 // potentially visible if current (r_pvsframecount)
282 // used by certain worldnode variants to avoid processing the same leaf twice in a frame
284 // used by polygon-through-portals visibility checker
287 qbyte *compressed_vis;
289 int *firstmarksurface;
291 qbyte ambient_sound_level[NUM_AMBIENTS];
297 dclipnode_t *clipnodes;
307 typedef struct mportal_s
309 struct mportal_s *next; // the next portal on this leaf
310 mleaf_t *here; // the leaf this portal is on
311 mleaf_t *past; // the leaf through this portal (infront)
315 int visframe; // is this portal visible this frame?
319 typedef struct svbspmesh_s
321 struct svbspmesh_s *next;
322 int numverts, maxverts;
323 int numtriangles, maxtriangles;
329 typedef struct mlight_s
333 // distance attenuation scale (smaller is a larger light)
335 // color and brightness combined
337 // brightness bias, used for limiting radius without a hard edge
339 // spotlight direction
341 // cosine of spotlight cone angle (or 0 if not a spotlight)
343 // distance bias (larger value is softer and darker)
345 // light style controlling this light
347 // maximum extent of the light for shading purposes
349 // maximum extent of the light for culling purposes
352 // surfaces this shines on
354 msurface_t **surfaces;
357 // precomputed shadow volume meshs
358 //svbspmesh_t *shadowvolume;
359 //vec3_t shadowvolumemins, shadowvolumemaxs;
360 shadowmesh_t *shadowvolume;
364 extern rtexture_t *r_notexture;
365 extern texture_t r_notexture_mip;
368 void Mod_LoadBrushModel (struct model_s *mod, void *buffer);
369 void Mod_BrushInit(void);
371 void Mod_FindNonSolidLocation(vec3_t pos, struct model_s *mod);
372 mleaf_t *Mod_PointInLeaf (const float *p, struct model_s *model);
373 int Mod_PointContents (const float *p, struct model_s *model);
374 qbyte *Mod_LeafPVS (mleaf_t *leaf, struct model_s *model);