#define Q3SURFACEPARM_TRANS 16777216
#define Q3SURFACEPARM_WATER 33554432
+struct q3msurface_s;
typedef struct q3mtexture_s
{
char name[Q3PATHLENGTH];
int number;
skinframe_t skin;
+
+ int numfaces;
+ struct q3msurface_s **facelist;
+ int *facenumlist;
}
q3mtexture_t;
int clusterindex;
int areaindex;
int numleaffaces;
- struct q3mface_s **firstleafface;
+ struct q3msurface_s **firstleafface;
+ int *firstleaffacenum;
int numleafbrushes;
struct q3mbrush_s **firstleafbrush;
}
vec3_t mins;
vec3_t maxs;
int numfaces;
- struct q3mface_s *firstface;
+ struct q3msurface_s *firstface;
int numbrushes;
struct q3mbrush_s *firstbrush;
}
}
q3meffect_t;
-typedef struct q3mface_s
+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 collisions; // performs per triangle collisions on this surface
int collisionmarkframe; // don't collide twice in one trace
- int type;
- int firstvertex;
- int firstelement;
- int patchsize[2];
- // used for processing
- int markframe;
- // (world only) visframe == r_framecount means it is visible this frame
- int visframe;
+ int visframe; // visframe == r_framecount means it is visible this frame
// bounding box for culling
float mins[3];
float maxs[3];
// index into model->brush.shadowmesh
int num_firstshadowmeshtriangle;
-
+
// used for shadow volume generation
int shadowmark;
-
- // temporary use by light processing
- int lighttemp_castshadow;
}
q3msurface_t;
int num_textures;
q3mtexture_t *data_textures;
+ q3msurface_t **data_texturefaces;
+ int *data_texturefacenums;
int num_planes;
mplane_t *data_planes;
int num_leaffaces;
q3msurface_t **data_leaffaces;
+ int *data_leaffacenums;
int num_models;
q3mmodel_t *data_models;
int flags;
// engine calculated flags, ones that can not be set in the file
int flags2;
- // LordHavoc: if true (normally only for sprites) the model/sprite/bmodel is always rendered fullbright
- int fullbright;
// number of QC accessible frame(group)s in the model
int numframes;
// number of QC accessible skin(group)s in the model
int Mod_BuildVertexRemapTableFromElements(int numelements, const int *elements, int numvertices, int *remapvertices);
void Mod_BuildTriangleNeighbors(int *neighbors, const int *elements, int numtriangles);
void Mod_ValidateElements(const int *elements, int numtriangles, int numverts, const char *filename, int fileline);
+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);
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);