X-Git-Url: http://git.xonotic.org/?a=blobdiff_plain;f=model_brush.h;h=4dfa594fc1e29de0808c3fa500aa0318a29eeb64;hb=11a196e65f1632e082eefd4b0e480cbc5fd678d6;hp=3d031e73934bfe75817f37edd115dacf1a7304e1;hpb=63a4ff4563c4bbd232c265a288e9890e4015bd93;p=xonotic%2Fdarkplaces.git diff --git a/model_brush.h b/model_brush.h index 3d031e73..4dfa594f 100644 --- a/model_brush.h +++ b/model_brush.h @@ -57,8 +57,7 @@ mplane_t; #define SHADERSTAGE_SKY 0 #define SHADERSTAGE_NORMAL 1 -#define SHADERSTAGE_BASELIGHTING 2 -#define SHADERSTAGE_COUNT 3 +#define SHADERSTAGE_COUNT 2 #define SHADERFLAGS_NEEDLIGHTMAP 1 @@ -69,7 +68,6 @@ mplane_t; #define SURF_DRAWNOALPHA 0x100 #define SURF_DRAWFULLBRIGHT 0x200 #define SURF_LIGHTBOTHSIDES 0x400 -#define SURF_CLIPSOLID 0x800 // this polygon can obscure other polygons #define SURF_SHADOWCAST 0x1000 // this polygon can cast stencil shadows #define SURF_SHADOWLIGHT 0x2000 // this polygon can be lit by stencil shadowing #define SURF_WATERALPHA 0x4000 // this polygon's alpha is modulated by r_wateralpha @@ -84,7 +82,7 @@ struct msurface_s; // change this stuff when real shaders are added typedef struct Cshader_s { - void (*shaderfunc[SHADERSTAGE_COUNT])(const struct entity_render_s *ent, const struct texture_s *texture, const struct msurface_s *firstsurf); + void (*shaderfunc[SHADERSTAGE_COUNT])(const struct entity_render_s *ent, const struct texture_s *texture, struct msurface_s **surfchain); int flags; } Cshader_t; @@ -102,21 +100,14 @@ typedef struct texture_s // SURF_ flags unsigned int flags; + // position in the model's textures array + int number; + // type of rendering (SURFRENDER_ value) int rendertype; - // base texture without fullbrights, never NULL - rtexture_t *texture; - // fullbrights texture, NULL if no fullbrights used - rtexture_t *glowtexture; - // alpha texture (used for fogging), NULL if opaque - rtexture_t *fogtexture; - // detail texture (usually not used if transparent) - rtexture_t *detailtexture; - // normalmap for bumpmap shading - rtexture_t *nmaptexture; - // color filtering for glossy surfaces - rtexture_t *glosstexture; + // loaded the same as model skins + skinframe_t skin; // shader to use for this texture Cshader_t *shader; @@ -129,9 +120,10 @@ typedef struct texture_s // set if animated or there is an alternate frame set // (this is an optimization in the renderer) int animated; - // the current texture frames in animation - // (index with entity frame != 0) - struct texture_s *currentframe[2]; + // the current texture frame in animation + struct texture_s *currentframe; + // current alpha of the texture + float currentalpha; } texture_t; @@ -154,47 +146,53 @@ typedef struct surfmesh_s { // can be multiple meshs per surface struct surfmesh_s *chain; - int numverts; - int numtriangles; - float *verts; - float *svectors; - float *tvectors; - float *normals; - int *lightmapoffsets; - float *str; - float *uvw; - float *abc; - int *index; - int *triangleneighbors; + int numverts; // number of vertices in the mesh + int numtriangles; // number of triangles in the mesh + float *verts; // float[verts*4] vertex locations + float *svectors; // float[verts*4] direction of 'S' (right) texture axis for each vertex + float *tvectors; // float[verts*4] direction of 'T' (down) texture axis for each vertex + float *normals; // float[verts*4] direction of 'R' (out) texture axis for each vertex + int *lightmapoffsets; // index into surface's lightmap samples for vertex lighting + float *str; // float[verts*4] texcoords for surface texture + float *uvw; // float[verts*4] texcoords for lightmap texture + float *abc; // float[verts*4] texcoords for detail texture + int *index; // int[tris*3] triangles of the mesh, 3 indices into vertex arrays for each + int *triangleneighbors; // int[tris*3] neighboring triangle on each edge (-1 if none) } surfmesh_t; typedef struct msurface_s { - // surface number, to avoid having to do a divide to find the number of a surface from it's address - int number; - // should be drawn if visframe == r_framecount (set by PrepareSurfaces) - int visframe; - // should be drawn if onscreen and not a backface (used for setting visframe) - //int pvsframe; - // chain of surfaces marked visible by pvs - //struct msurface_s *pvschain; + // bounding box for onscreen checks + vec3_t poly_mins; + vec3_t poly_maxs; // the node plane this is on, backwards if SURF_PLANEBACK flag set mplane_t *plane; // SURF_ flags int flags; - // rendering chain - struct msurface_s *texturechain; + // texture mapping properties used by this surface + mtexinfo_t *texinfo; + + // the lightmap texture fragment to use on the rendering mesh + rtexture_t *lightmaptexture; + // mesh for rendering + surfmesh_t *mesh; + // if lightmap settings changed, this forces update + int cached_dlight; - // look up in model->surfedges[], negative numbers are backwards edges - int firstedge; - int numedges; + // should be drawn if visframe == r_framecount (set by PrepareSurfaces) + int visframe; + // should be drawn if onscreen and not a backface (used for setting visframe) + //int pvsframe; + // chain of surfaces marked visible by pvs + //struct msurface_s *pvschain; - short texturemins[2]; - short extents[2]; + // surface number, to avoid having to do a divide to find the number of a surface from it's address + int number; - mtexinfo_t *texinfo; + // center for sorting transparent meshes + vec3_t poly_center; // index into d_lightstylevalue array, 255 means not used (black) qbyte styles[MAXLIGHTMAPS]; @@ -202,45 +200,28 @@ typedef struct msurface_s qbyte *samples; // stain to apply on lightmap (soot/dirt/blood/whatever) qbyte *stainsamples; - - // these fields are generated during model loading - // the lightmap texture fragment to use on the surface - rtexture_t *lightmaptexture; // the stride when building lightmaps to comply with fragment update int lightmaptexturestride; - // mesh for rendering - surfmesh_t *mesh; + int texturemins[2]; + int extents[2]; + + // if this == r_framecount there are dynamic lights on the surface + int dlightframe; + // which dynamic lights are touching this surface + // (only access this if dlightframe is current) + int dlightbits[8]; + // avoid redundent addition of dlights + int lightframe; // these are just 3D points defining the outline of the polygon, // no texcoord info (that can be generated from these) int poly_numverts; float *poly_verts; - // bounding box for onscreen checks, and center for sorting - vec3_t poly_mins, poly_maxs, poly_center; - // bounding sphere radius (around poly_center) - float poly_radius, poly_radius2; // neighboring surfaces (one per poly_numverts) - struct msurface_s **neighborsurfaces; - - // these are regenerated every frame - // lighting info - int dlightframe; - int dlightbits[8]; - // avoid redundent addition of dlights - int lightframe; - // only render each surface once - //int worldnodeframe; - - // these cause lightmap updates if regenerated - // values currently used in lightmap - unsigned short cached_light[MAXLIGHTMAPS]; - // if lightmap was lit by dynamic lights, force update on next frame - short cached_dlight; - // to cause lightmap to be rerendered when v_overbrightbits changes - short cached_lightmapscalebit; - // rerender lightmaps when r_ambient changes - float cached_ambient; + //struct msurface_s **neighborsurfaces; + // currently used only for generating static shadow volumes + int castshadow; } msurface_t; @@ -280,8 +261,12 @@ typedef struct mleaf_s vec3_t maxs; // leaf specific - // potentially visible if current (r_pvsframecount) + // next leaf in pvschain + struct mleaf_s *pvschain; + // potentially visible if current (model->pvsframecount) int pvsframe; + // visible if marked current (r_framecount) + int visframe; // used by certain worldnode variants to avoid processing the same leaf twice in a frame int worldnodeframe; // used by polygon-through-portals visibility checker @@ -352,6 +337,7 @@ typedef struct mlight_s // maximum extent of the light for culling purposes float cullradius; float cullradius2; + /* // surfaces this shines on int numsurfaces; msurface_t **surfaces; @@ -361,6 +347,7 @@ typedef struct mlight_s //svbspmesh_t *shadowvolume; //vec3_t shadowvolumemins, shadowvolumemaxs; shadowmesh_t *shadowvolume; + */ } mlight_t; @@ -375,6 +362,7 @@ void Mod_FindNonSolidLocation(vec3_t pos, struct model_s *mod); mleaf_t *Mod_PointInLeaf (const float *p, struct model_s *model); int Mod_PointContents (const float *p, struct model_s *model); qbyte *Mod_LeafPVS (mleaf_t *leaf, struct model_s *model); +void Mod_BuildPVSTextureChains(struct model_s *model); #endif