overridetagnameset_t;
struct md3vertex_s;
-struct trivertex_s;
+struct trivertx_s;
+typedef struct texvecvertex_s
+{
+ signed char svec[3];
+ signed char tvec[3];
+}
+texvecvertex_t;
// used for mesh lists in q1bsp/q3bsp map models
// (the surfaces reference portions of these meshes)
int num_morphframes;
struct md3vertex_s *data_morphmd3vertex;
struct trivertx_s *data_morphmdlvertex;
+ struct texvecvertex_s *data_morphtexvecvertex;
float *data_morphmd2framesize6f;
float num_morphmdlframescale[3];
float num_morphmdlframetranslate[3];
}
shadowmesh_t;
+// various flags from shaders, used for special effects not otherwise classified
+// TODO: support these features more directly
+#define Q3TEXTUREFLAG_TWOSIDED 1
+#define Q3TEXTUREFLAG_NOPICMIP 16
+#define Q3TEXTUREFLAG_POLYGONOFFSET 32
+#define Q3TEXTUREFLAG_REFRACTION 256
+#define Q3TEXTUREFLAG_REFLECTION 512
+#define Q3TEXTUREFLAG_WATERSHADER 1024
+
+#define Q3PATHLENGTH 64
#define TEXTURE_MAXFRAMES 64
+#define Q3WAVEPARMS 4
+#define Q3DEFORM_MAXPARMS 3
+#define Q3SHADER_MAXLAYERS 2 // FIXME support more than that (currently only two are used, so why keep more in RAM?)
+#define Q3RGBGEN_MAXPARMS 3
+#define Q3ALPHAGEN_MAXPARMS 1
+#define Q3TCGEN_MAXPARMS 6
+#define Q3TCMOD_MAXPARMS 6
+#define Q3MAXTCMODS 8
+#define Q3MAXDEFORMS 4
+
+typedef enum q3wavefunc_e
+{
+ Q3WAVEFUNC_NONE,
+ Q3WAVEFUNC_INVERSESAWTOOTH,
+ Q3WAVEFUNC_NOISE,
+ Q3WAVEFUNC_SAWTOOTH,
+ Q3WAVEFUNC_SIN,
+ Q3WAVEFUNC_SQUARE,
+ Q3WAVEFUNC_TRIANGLE,
+ Q3WAVEFUNC_COUNT
+}
+q3wavefunc_t;
+
+typedef enum q3deform_e
+{
+ Q3DEFORM_NONE,
+ Q3DEFORM_PROJECTIONSHADOW,
+ Q3DEFORM_AUTOSPRITE,
+ Q3DEFORM_AUTOSPRITE2,
+ Q3DEFORM_TEXT0,
+ Q3DEFORM_TEXT1,
+ Q3DEFORM_TEXT2,
+ Q3DEFORM_TEXT3,
+ Q3DEFORM_TEXT4,
+ Q3DEFORM_TEXT5,
+ Q3DEFORM_TEXT6,
+ Q3DEFORM_TEXT7,
+ Q3DEFORM_BULGE,
+ Q3DEFORM_WAVE,
+ Q3DEFORM_NORMAL,
+ Q3DEFORM_MOVE,
+ Q3DEFORM_COUNT
+}
+q3deform_t;
+
+typedef enum q3rgbgen_e
+{
+ Q3RGBGEN_IDENTITY,
+ Q3RGBGEN_CONST,
+ Q3RGBGEN_ENTITY,
+ Q3RGBGEN_EXACTVERTEX,
+ Q3RGBGEN_IDENTITYLIGHTING,
+ Q3RGBGEN_LIGHTINGDIFFUSE,
+ Q3RGBGEN_ONEMINUSENTITY,
+ Q3RGBGEN_ONEMINUSVERTEX,
+ Q3RGBGEN_VERTEX,
+ Q3RGBGEN_WAVE,
+ Q3RGBGEN_COUNT
+}
+q3rgbgen_t;
+
+typedef enum q3alphagen_e
+{
+ Q3ALPHAGEN_IDENTITY,
+ Q3ALPHAGEN_CONST,
+ Q3ALPHAGEN_ENTITY,
+ Q3ALPHAGEN_LIGHTINGSPECULAR,
+ Q3ALPHAGEN_ONEMINUSENTITY,
+ Q3ALPHAGEN_ONEMINUSVERTEX,
+ Q3ALPHAGEN_PORTAL,
+ Q3ALPHAGEN_VERTEX,
+ Q3ALPHAGEN_WAVE,
+ Q3ALPHAGEN_COUNT
+}
+q3alphagen_t;
+
+typedef enum q3tcgen_e
+{
+ Q3TCGEN_NONE,
+ Q3TCGEN_TEXTURE, // very common
+ Q3TCGEN_ENVIRONMENT, // common
+ Q3TCGEN_LIGHTMAP,
+ Q3TCGEN_VECTOR,
+ Q3TCGEN_COUNT
+}
+q3tcgen_t;
+
+typedef enum q3tcmod_e
+{
+ Q3TCMOD_NONE,
+ Q3TCMOD_ENTITYTRANSLATE,
+ Q3TCMOD_ROTATE,
+ Q3TCMOD_SCALE,
+ Q3TCMOD_SCROLL,
+ Q3TCMOD_STRETCH,
+ Q3TCMOD_TRANSFORM,
+ Q3TCMOD_TURBULENT,
+ Q3TCMOD_COUNT
+}
+q3tcmod_t;
+
+typedef struct q3shaderinfo_layer_rgbgen_s
+{
+ q3rgbgen_t rgbgen;
+ float parms[Q3RGBGEN_MAXPARMS];
+ q3wavefunc_t wavefunc;
+ float waveparms[Q3WAVEPARMS];
+}
+q3shaderinfo_layer_rgbgen_t;
+
+typedef struct q3shaderinfo_layer_alphagen_s
+{
+ q3alphagen_t alphagen;
+ float parms[Q3ALPHAGEN_MAXPARMS];
+ q3wavefunc_t wavefunc;
+ float waveparms[Q3WAVEPARMS];
+}
+q3shaderinfo_layer_alphagen_t;
+
+typedef struct q3shaderinfo_layer_tcgen_s
+{
+ q3tcgen_t tcgen;
+ float parms[Q3TCGEN_MAXPARMS];
+}
+q3shaderinfo_layer_tcgen_t;
+
+typedef struct q3shaderinfo_layer_tcmod_s
+{
+ q3tcmod_t tcmod;
+ float parms[Q3TCMOD_MAXPARMS];
+ q3wavefunc_t wavefunc;
+ float waveparms[Q3WAVEPARMS];
+}
+q3shaderinfo_layer_tcmod_t;
+
+typedef struct q3shaderinfo_layer_s
+{
+ int alphatest;
+ int clampmap;
+ float framerate;
+ int numframes;
+ char texturename[TEXTURE_MAXFRAMES][Q3PATHLENGTH];
+ int blendfunc[2];
+ q3shaderinfo_layer_rgbgen_t rgbgen;
+ q3shaderinfo_layer_alphagen_t alphagen;
+ q3shaderinfo_layer_tcgen_t tcgen;
+ q3shaderinfo_layer_tcmod_t tcmods[Q3MAXTCMODS];
+}
+q3shaderinfo_layer_t;
+
+typedef struct q3shaderinfo_deform_s
+{
+ q3deform_t deform;
+ float parms[Q3DEFORM_MAXPARMS];
+ q3wavefunc_t wavefunc;
+ float waveparms[Q3WAVEPARMS];
+}
+q3shaderinfo_deform_t;
+
+typedef struct q3shaderinfo_s
+{
+ char name[Q3PATHLENGTH];
+ int surfaceparms;
+ int textureflags;
+ int numlayers;
+ qboolean lighting;
+ qboolean vertexalpha;
+ qboolean textureblendalpha;
+ q3shaderinfo_layer_t *primarylayer, *backgroundlayer;
+ q3shaderinfo_layer_t layers[Q3SHADER_MAXLAYERS];
+ char skyboxname[Q3PATHLENGTH];
+ q3shaderinfo_deform_t deforms[Q3MAXDEFORMS];
+
+ float reflectmin; // when refraction is used, minimum amount of reflection (when looking straight down)
+ float reflectmax; // when refraction is used, maximum amount of reflection (when looking parallel to water)
+ float refractfactor; // amount of refraction distort (1.0 = like the cvar specifies)
+ vec4_t refractcolor4f; // color tint of refraction (including alpha factor)
+ float reflectfactor; // amount of reflection distort (1.0 = like the cvar specifies)
+ vec4_t reflectcolor4f; // color tint of reflection (including alpha factor)
+}
+q3shaderinfo_t;
typedef enum texturelayertype_e
{
// current material flags (updated each bmodel render)
int currentmaterialflags;
+ // current PolygonOffset values for rendering this material
+ float currentpolygonfactor;
+ float currentpolygonoffset;
+ float basepolygonfactor;
+ float basepolygonoffset;
+
// textures to use when rendering this material
skinframe_t *currentskinframe;
int numskinframes;
// current texture transform matrix (used for water scrolling)
matrix4x4_t currenttexmatrix;
+ // various q3 shader features
+ q3shaderinfo_layer_rgbgen_t rgbgen;
+ q3shaderinfo_layer_alphagen_t alphagen;
+ q3shaderinfo_layer_tcgen_t tcgen;
+ q3shaderinfo_layer_tcmod_t tcmods[Q3MAXTCMODS];
+ q3shaderinfo_deform_t deforms[Q3MAXDEFORMS];
+
qboolean colormapping;
rtexture_t *basetexture;
rtexture_t *glosstexture;
rtexture_t *backgroundglosstexture;
float specularscale;
float specularpower;
+ // color tint (colormod * currentalpha) used for rtlighting this material
+ float dlightcolor[3];
// from q3 shaders
int customblendfunc[2];
int supercontents;
int surfaceparms;
int textureflags;
+
+ // reflection
+ float reflectmin; // when refraction is used, minimum amount of reflection (when looking straight down)
+ float reflectmax; // when refraction is used, maximum amount of reflection (when looking parallel to water)
+ float refractfactor; // amount of refraction distort (1.0 = like the cvar specifies)
+ vec4_t refractcolor4f; // color tint of refraction (including alpha factor)
+ float reflectfactor; // amount of reflection distort (1.0 = like the cvar specifies)
+ vec4_t reflectcolor4f; // color tint of reflection (including alpha factor)
}
texture_t;
struct trace_s;
+typedef struct model_brush_lightstyleinfo_s
+{
+ int style;
+ int value;
+ int numsurfaces;
+ int *surfacelist;
+}
+model_brush_lightstyleinfo_t;
+
typedef struct model_brush_s
{
// true if this model is a HalfLife .bsp file
int (*SuperContentsFromNativeContents)(struct model_s *model, int nativecontents);
int (*NativeContentsFromSuperContents)(struct model_s *model, int supercontents);
unsigned char *(*GetPVS)(struct model_s *model, const vec3_t p);
- int (*FatPVS)(struct model_s *model, const vec3_t org, vec_t radius, unsigned char *pvsbuffer, int pvsbufferlength);
+ int (*FatPVS)(struct model_s *model, const vec3_t org, vec_t radius, unsigned char *pvsbuffer, int pvsbufferlength, qboolean merge);
int (*BoxTouchingPVS)(struct model_s *model, const unsigned char *pvs, const vec3_t mins, const vec3_t maxs);
int (*BoxTouchingLeafPVS)(struct model_s *model, const unsigned char *pvs, const vec3_t mins, const vec3_t maxs);
int (*BoxTouchingVisibleLeafs)(struct model_s *model, const unsigned char *visibleleafs, const vec3_t mins, const vec3_t maxs);
typedef struct model_brushq1_s
{
- // lightmap format, set to r_lightmaprgba when model is loaded
- int lightmaprgba;
-
dmodel_t *submodels;
int numvertexes;
int *surfedges;
int numclipnodes;
- dclipnode_t *clipnodes;
+ mclipnode_t *clipnodes;
+ int numhulls; // this variable is only used by MCBSP, other formats know it intuitively
hull_t hulls[MAX_MAP_HULLS];
int num_compressedpvs;
unsigned char *nmaplightdata; // deluxemap file
// lightmap update chains for light styles
- int light_styles;
- unsigned char *light_style;
- int *light_stylevalue;
- msurface_t ***light_styleupdatechains;
- msurface_t **light_styleupdatechainsbuffer;
+ int num_lightstyles;
+ model_brush_lightstyleinfo_t *data_lightstyleinfo;
}
model_brushq1_t;
msurface_lightmapinfo_t *data_surfaces_lightmapinfo;
// all surfaces belong to this mesh
surfmesh_t surfmesh;
+ // data type of model
+ const char *modeldatatypestring;
// draw the model's sky polygons (only used by brush models)
void(*DrawSky)(struct entity_render_s *ent);
+ // draw refraction/reflection textures for the model's water polygons (only used by brush models)
+ void(*DrawAddWaterPlanes)(struct entity_render_s *ent);
// draw the model using lightmap/dlight shading
void(*Draw)(struct entity_render_s *ent);
// draw the model to the depth buffer (no color rendering at all)
void(*DrawDepth)(struct entity_render_s *ent);
+ // draw any enabled debugging effects on this model (such as showing triangles, normals, collision brushes...)
+ void(*DrawDebug)(struct entity_render_s *ent);
// gathers info on which clusters and surfaces are lit by light, as well as calculating a bounding box
void(*GetLightInfo)(struct entity_render_s *ent, vec3_t relativelightorigin, float lightradius, vec3_t outmins, vec3_t outmaxs, int *outleaflist, unsigned char *outleafpvs, int *outnumleafspointer, int *outsurfacelist, unsigned char *outsurfacepvs, int *outnumsurfacespointer, unsigned char *outshadowtrispvs, unsigned char *outlighttrispvs);
// compile a shadow volume for the model based on light source
void Mod_ShadowMesh_CalcBBox(shadowmesh_t *firstmesh, vec3_t mins, vec3_t maxs, vec3_t center, float *radius);
void Mod_ShadowMesh_Free(shadowmesh_t *mesh);
-#define Q3SHADER_MAXLAYERS 8
-
-typedef struct q3shaderinfo_layer_s
-{
- int alphatest;
- int clampmap;
- float framerate;
- int numframes;
- char texturename[TEXTURE_MAXFRAMES][Q3PATHLENGTH];
- int blendfunc[2];
- qboolean rgbgenvertex;
- qboolean alphagenvertex;
-}
-q3shaderinfo_layer_t;
-
-typedef struct q3shaderinfo_s
-{
- char name[Q3PATHLENGTH];
- int surfaceparms;
- int textureflags;
- int numlayers;
- qboolean lighting;
- qboolean vertexalpha;
- qboolean textureblendalpha;
- q3shaderinfo_layer_t *primarylayer, *backgroundlayer;
- q3shaderinfo_layer_t layers[Q3SHADER_MAXLAYERS];
- char skyboxname[Q3PATHLENGTH];
-}
-q3shaderinfo_t;
-
void Mod_LoadQ3Shaders(void);
q3shaderinfo_t *Mod_LookupQ3Shader(const char *name);
qboolean Mod_LoadTextureFromQ3Shader(texture_t *texture, const char *name, qboolean q1bsp, qboolean q3bsp, qboolean md3);
// a lot of model formats use the Q1BSP code, so here are the prototypes...
struct entity_render_s;
+void R_Q1BSP_DrawAddWaterPlanes(struct entity_render_s *ent);
void R_Q1BSP_DrawSky(struct entity_render_s *ent);
void R_Q1BSP_Draw(struct entity_render_s *ent);
void R_Q1BSP_DrawDepth(struct entity_render_s *ent);
+void R_Q1BSP_DrawDebug(struct entity_render_s *ent);
void R_Q1BSP_GetLightInfo(struct entity_render_s *ent, vec3_t relativelightorigin, float lightradius, vec3_t outmins, vec3_t outmaxs, int *outleaflist, unsigned char *outleafpvs, int *outnumleafspointer, int *outsurfacelist, unsigned char *outsurfacepvs, int *outnumsurfacespointer, unsigned char *outshadowtrispvs, unsigned char *outlighttrispvs);
void R_Q1BSP_CompileShadowVolume(struct entity_render_s *ent, vec3_t relativelightorigin, vec3_t relativelightdirection, float lightradius, int numsurfaces, const int *surfacelist);
void R_Q1BSP_DrawShadowVolume(struct entity_render_s *ent, vec3_t relativelightorigin, vec3_t relativelightdirection, float lightradius, int numsurfaces, const int *surfacelist, const vec3_t lightmins, const vec3_t lightmaxs);