X-Git-Url: http://git.xonotic.org/?a=blobdiff_plain;f=model_brush.h;h=4dfa594fc1e29de0808c3fa500aa0318a29eeb64;hb=11a196e65f1632e082eefd4b0e480cbc5fd678d6;hp=65f8cac415cae887410f1d9d834415e47f6b4baf;hpb=74743f37052ddbb064486473bffa56e9eb433023;p=xonotic%2Fdarkplaces.git diff --git a/model_brush.h b/model_brush.h index 65f8cac4..4dfa594f 100644 --- a/model_brush.h +++ b/model_brush.h @@ -51,11 +51,46 @@ typedef struct mplane_s float dist; // for texture axis selection and fast side tests int type; - // LordHavoc: faster than id's signbits system - int (*BoxOnPlaneSideFunc) (vec3_t emins, vec3_t emaxs, struct mplane_s *p); + int signbits; } mplane_t; +#define SHADERSTAGE_SKY 0 +#define SHADERSTAGE_NORMAL 1 +#define SHADERSTAGE_COUNT 2 + +#define SHADERFLAGS_NEEDLIGHTMAP 1 + +#define SURF_PLANEBACK 2 +#define SURF_DRAWSKY 4 +#define SURF_DRAWTURB 0x10 +#define SURF_LIGHTMAP 0x20 +#define SURF_DRAWNOALPHA 0x100 +#define SURF_DRAWFULLBRIGHT 0x200 +#define SURF_LIGHTBOTHSIDES 0x400 +#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 + +#define SURFRENDER_OPAQUE 0 +#define SURFRENDER_ALPHA 1 +#define SURFRENDER_ADD 2 + +struct entity_render_s; +struct texture_s; +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, struct msurface_s **surfchain); + int flags; +} +Cshader_t; + +extern Cshader_t Cshader_wall_lightmap; +extern Cshader_t Cshader_water; +extern Cshader_t Cshader_sky; + typedef struct texture_s { // name @@ -65,14 +100,17 @@ typedef struct texture_s // SURF_ flags unsigned int flags; - // 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; + // position in the model's textures array + int number; + + // type of rendering (SURFRENDER_ value) + int rendertype; + + // loaded the same as model skins + skinframe_t skin; + + // shader to use for this texture + Cshader_t *shader; // total frames in sequence and alternate sequence int anim_total[2]; @@ -82,19 +120,13 @@ 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 frame in animation + struct texture_s *currentframe; + // current alpha of the texture + float currentalpha; } texture_t; - -#define SURF_PLANEBACK 2 -#define SURF_DRAWSKY 4 -#define SURF_DRAWTURB 0x10 -#define SURF_LIGHTMAP 0x20 -#define SURF_DRAWNOALPHA 0x100 -#define SURF_DRAWFULLBRIGHT 0x200 -#define SURF_LIGHTBOTHSIDES 0x400 -#define SURF_CLIPSOLID 0x800 // this polygon can obscure other polygons - typedef struct { unsigned short v[2]; @@ -114,42 +146,53 @@ typedef struct surfmesh_s { // can be multiple meshs per surface struct surfmesh_s *chain; - int numverts; - int numtriangles; - float *verts; - int *lightmapoffsets; - float *st; - float *uv; - float *ab; - int *index; + 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 { - // should be drawn if visframe == r_framecount (set by WorldNode functions) - 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; - struct Cshader_s *shader; - struct msurface_s *chain; // shader rendering chain + // texture mapping properties used by this surface + mtexinfo_t *texinfo; - // look up in model->surfedges[], negative numbers are backwards edges - int firstedge; - int numedges; + // 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; - short texturemins[2]; - short extents[2]; + // 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; - mtexinfo_t *texinfo; - texture_t *currenttexture; // updated (animated) during early surface processing each frame + // surface number, to avoid having to do a divide to find the number of a surface from it's address + int number; + + // center for sorting transparent meshes + vec3_t poly_center; // index into d_lightstylevalue array, 255 means not used (black) qbyte styles[MAXLIGHTMAPS]; @@ -157,62 +200,30 @@ 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; - - // 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; + int texturemins[2]; + int extents[2]; - // these are regenerated every frame - // lighting info + // 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; - // 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_lightscalebit; - // rerender lightmaps when r_ambient changes - float cached_ambient; -} -msurface_t; - -#define SHADERSTAGE_SKY 0 -#define SHADERSTAGE_NORMAL 1 -#define SHADERSTAGE_COUNT 2 + // 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; -struct entity_render_s; -// change this stuff when real shaders are added -typedef struct Cshader_s -{ - void (*shaderfunc[SHADERSTAGE_COUNT])(const struct entity_render_s *ent, const msurface_t *firstsurf); - // list of surfaces using this shader (used during surface rendering) - msurface_t *chain; + // neighboring surfaces (one per poly_numverts) + //struct msurface_s **neighborsurfaces; + // currently used only for generating static shadow volumes + int castshadow; } -Cshader_t; - -extern Cshader_t Cshader_wall_vertex; -extern Cshader_t Cshader_wall_lightmap; -extern Cshader_t Cshader_wall_fullbright; -extern Cshader_t Cshader_water; -extern Cshader_t Cshader_sky; +msurface_t; typedef struct mnode_s { @@ -250,8 +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 @@ -259,7 +274,7 @@ typedef struct mleaf_s qbyte *compressed_vis; - msurface_t **firstmarksurface; + int *firstmarksurface; int nummarksurfaces; qbyte ambient_sound_level[NUM_AMBIENTS]; } @@ -289,6 +304,16 @@ typedef struct mportal_s } mportal_t; +typedef struct svbspmesh_s +{ + struct svbspmesh_s *next; + int numverts, maxverts; + int numtriangles, maxtriangles; + float *verts; + int *elements; +} +svbspmesh_t; + typedef struct mlight_s { // location of light @@ -307,8 +332,22 @@ typedef struct mlight_s float distbias; // light style controlling this light int style; - // used only for loading calculations, number of leafs this shines on - //int numleafs; + // maximum extent of the light for shading purposes + float lightradius; + // maximum extent of the light for culling purposes + float cullradius; + float cullradius2; + /* + // surfaces this shines on + int numsurfaces; + msurface_t **surfaces; + // lit area + vec3_t mins, maxs; + // precomputed shadow volume meshs + //svbspmesh_t *shadowvolume; + //vec3_t shadowvolumemins, shadowvolumemaxs; + shadowmesh_t *shadowvolume; + */ } mlight_t; @@ -323,6 +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