}
blendweights_t;
-typedef struct r_vertexposition_s
-{
- // 12 bytes
- float vertex3f[3];
-}
-r_vertexposition_t;
-
-typedef struct r_vertexgeneric_s
-{
- // 24 bytes
- float vertex3f[3];
- unsigned char color4ub[4];
- float texcoord2f[2];
-}
-r_vertexgeneric_t;
-
-typedef struct r_vertexmesh_s
-{
- // 68 bytes
- float vertex3f[3];
- unsigned char color4ub[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;
- 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)
- r_meshbuffer_t *vbo_vertexbuffer;
+ int vbo;
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_vertexposition_t *vertexposition;
- r_vertexmesh_t *vertexmesh;
- r_meshbuffer_t *vertexpositionbuffer;
- 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;
- r_meshbuffer_t *vbo_vertexbuffer;
+ // 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;
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_vertexposition_t *vertexposition;
- r_vertexmesh_t *vertexmesh; // usually NULL
- r_meshbuffer_t *vertexpositionbuffer;
- r_meshbuffer_t *vertexmeshbuffer; // usually NULL
}
shadowmesh_t;
float reflectfactor; // amount of reflection distort (1.0 = like the cvar specifies)
vec4_t reflectcolor4f; // color tint of reflection (including alpha factor)
float r_water_wateralpha; // additional wateralpha to apply when r_water is active
+ float r_water_waterscroll[2]; // water normalmapscrollblend - scale and speed
// offsetmapping
dpoffsetmapping_technique_t offsetmapping;
float reflectfactor; // amount of reflection distort (1.0 = like the cvar specifies)
vec4_t reflectcolor4f; // color tint of reflection (including alpha factor)
float r_water_wateralpha; // additional wateralpha to apply when r_water is active
+ float r_water_waterscroll[2]; // scale and speed
int camera_entity; // entity number for use by cameras
// offsetmapping
model_brushq3_t brushq3;
// flags this model for offseting sounds to the model center (used by brush models)
int soundfromcenter;
+
+ // if set, the model contains light information (lightmap, or vertexlight)
+ qboolean lit;
}
dp_model_t;