X-Git-Url: http://git.xonotic.org/?a=blobdiff_plain;f=model_shared.h;h=298a54093c6c2f99b0290a15ddfbad5a16af6461;hb=51e530d85cd0e72ad3d590cdee84d2a70d20a6ae;hp=54331d1a10b23764b0dd08008ef27901b8297290;hpb=4498a86fd5db6f1066559fae990b648ddfe2df22;p=xonotic%2Fdarkplaces.git diff --git a/model_shared.h b/model_shared.h index 54331d1a..298a5409 100644 --- a/model_shared.h +++ b/model_shared.h @@ -101,30 +101,6 @@ typedef struct blendweights_s } blendweights_t; -typedef struct r_vertexgeneric_s -{ - // 36 bytes - float vertex3f[3]; - float color4f[4]; - float texcoord2f[2]; -} -r_vertexgeneric_t; - -typedef struct r_vertexmesh_s -{ - // 88 bytes - float vertex3f[3]; - float color4f[4]; - float texcoordtexture2f[2]; - float texcoordlightmap2f[2]; - float svector3f[3]; - float tvector3f[3]; - float normal3f[3]; - unsigned char skeletalindex4ub[4]; - unsigned char skeletalweight4ub[4]; -} -r_vertexmesh_t; - typedef struct r_meshbuffer_s { int bufferobject; // OpenGL @@ -162,7 +138,6 @@ typedef struct surfmesh_s unsigned char *data_skeletalindex4ub; unsigned char *data_skeletalweight4ub; int *data_lightmapoffsets; // index into surface's lightmap samples for vertex lighting - r_vertexmesh_t *data_vertexmesh; // interleaved arrays for D3D // vertex buffer object (stores geometry in video memory) r_meshbuffer_t *vbo_vertexbuffer; int vbooffset_vertex3f; @@ -174,7 +149,6 @@ typedef struct surfmesh_s int vbooffset_lightmapcolor4f; int vbooffset_skeletalindex4ub; int vbooffset_skeletalweight4ub; - int vbooffset_vertexmesh; // morph blending, these are zero if model is skeletal or static int num_morphframes; struct md3vertex_s *data_morphmd3vertex; @@ -190,9 +164,6 @@ typedef struct surfmesh_s // set if there is some kind of animation on this model qboolean isanimated; - // vertex and index buffers for rendering - r_meshbuffer_t *vertexmesh_vertexbuffer; - // dynamic mesh building support (Mod_Mesh_*) int num_vertexhashsize; // always pow2 for simple masking int *data_vertexhash; // hash table - wrapping buffer for storing index of similar vertex with -1 as terminator @@ -210,44 +181,29 @@ shadowmeshvertexhash_t; typedef struct shadowmesh_s { - // next mesh in chain - struct shadowmesh_s *next; - // used for light mesh (NULL on shadow mesh) - rtexture_t *map_diffuse; - rtexture_t *map_specular; - rtexture_t *map_normal; - // buffer sizes - int numverts, maxverts; - int numtriangles, maxtriangles; - // used always + mempool_t *mempool; + + int numverts; + int maxverts; float *vertex3f; - // used for light mesh (NULL on shadow mesh) - float *svector3f; - float *tvector3f; - float *normal3f; - float *texcoord2f; - // used always + r_meshbuffer_t *vbo_vertexbuffer; + int vbooffset_vertex3f; + + int numtriangles; + int maxtriangles; int *element3i; r_meshbuffer_t *element3i_indexbuffer; int element3i_bufferoffset; unsigned short *element3s; r_meshbuffer_t *element3s_indexbuffer; int element3s_bufferoffset; - // vertex/index buffers for rendering - // (created by Mod_ShadowMesh_Finish if possible) - r_vertexmesh_t *vertexmesh; // usually NULL + // used for shadow mapping cubemap side partitioning int sideoffsets[6], sidetotals[6]; + // these are NULL after Mod_ShadowMesh_Finish is performed, only used // while building meshes shadowmeshvertexhash_t **vertexhashtable, *vertexhashentries; - r_meshbuffer_t *vbo_vertexbuffer; - int vbooffset_vertex3f; - int vbooffset_svector3f; - int vbooffset_tvector3f; - int vbooffset_normal3f; - int vbooffset_texcoord2f; - int vbooffset_vertexmesh; } shadowmesh_t; @@ -744,9 +700,6 @@ typedef struct msurface_s int num_vertices; // number of vertices int num_firstvertex; // first vertex - // shadow volume building information - int num_firstshadowmeshtriangle; // index into model->brush.shadowmesh - // mesh information for collisions (only used by q3bsp curves) int num_collisiontriangles; // q3bsp int num_collisionvertices; // q3bsp @@ -1159,13 +1112,11 @@ void Mod_MakeSortedSurfaces(dp_model_t *mod); // automatically called after model loader returns void Mod_BuildVBOs(void); -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 expandable); -shadowmesh_t *Mod_ShadowMesh_ReAlloc(mempool_t *mempool, shadowmesh_t *oldmesh, int light); -int Mod_ShadowMesh_AddVertex(shadowmesh_t *mesh, float *vertex14f); -void Mod_ShadowMesh_AddTriangle(mempool_t *mempool, shadowmesh_t *mesh, rtexture_t *map_diffuse, rtexture_t *map_specular, rtexture_t *map_normal, float *vertex14f); -void Mod_ShadowMesh_AddMesh(mempool_t *mempool, shadowmesh_t *mesh, rtexture_t *map_diffuse, rtexture_t *map_specular, rtexture_t *map_normal, const float *vertex3f, const float *svector3f, const float *tvector3f, const float *normal3f, const float *texcoord2f, int numtris, const int *element3i); -shadowmesh_t *Mod_ShadowMesh_Begin(mempool_t *mempool, int maxverts, int maxtriangles, rtexture_t *map_diffuse, rtexture_t *map_specular, rtexture_t *map_normal, int light, int expandable); -shadowmesh_t *Mod_ShadowMesh_Finish(mempool_t *mempool, shadowmesh_t *firstmesh, qboolean light, qboolean createvbo); +shadowmesh_t *Mod_ShadowMesh_Alloc(mempool_t *mempool, int maxverts, int maxtriangles); +int Mod_ShadowMesh_AddVertex(shadowmesh_t *mesh, const float *vertex3f); +void Mod_ShadowMesh_AddMesh(shadowmesh_t *mesh, const float *vertex3f, int numtris, const int *element3i); +shadowmesh_t *Mod_ShadowMesh_Begin(mempool_t *mempool, int maxverts, int maxtriangles); +shadowmesh_t *Mod_ShadowMesh_Finish(shadowmesh_t *firstmesh, qboolean createvbo); 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);