X-Git-Url: http://git.xonotic.org/?a=blobdiff_plain;f=model_shared.h;h=64c3c7d7995f6a22b0a58c9808181099de169c3a;hb=b3a85dfaa0dbe33caf1aae4a19f04c7ddeea6e4d;hp=298a54093c6c2f99b0290a15ddfbad5a16af6461;hpb=fcca38006977b1073fa82907dd5db8fea339c5f4;p=xonotic%2Fdarkplaces.git diff --git a/model_shared.h b/model_shared.h index 298a5409..64c3c7d7 100644 --- a/model_shared.h +++ b/model_shared.h @@ -121,11 +121,7 @@ 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; - int 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; - int data_element3s_bufferoffset; + // vertex data in system memory int num_vertices; // number of vertices in the mesh float *data_vertex3f; // float[verts*3] vertex locations @@ -138,17 +134,31 @@ typedef struct surfmesh_s unsigned char *data_skeletalindex4ub; unsigned char *data_skeletalweight4ub; 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 vbooffset_vertex3f; - int vbooffset_svector3f; - int vbooffset_tvector3f; - int vbooffset_normal3f; - int vbooffset_texcoordtexture2f; - int vbooffset_texcoordlightmap2f; - int vbooffset_lightmapcolor4f; - int vbooffset_skeletalindex4ub; - int vbooffset_skeletalweight4ub; + // index buffer - only one of these will be non-NULL + r_meshbuffer_t *data_element3i_indexbuffer; + int 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; + int data_element3s_bufferoffset; + // vertex buffers + r_meshbuffer_t *data_vertex3f_vertexbuffer; + int data_vertex3f_bufferoffset; + r_meshbuffer_t *data_svector3f_vertexbuffer; + int data_svector3f_bufferoffset; + r_meshbuffer_t *data_tvector3f_vertexbuffer; + int data_tvector3f_bufferoffset; + r_meshbuffer_t *data_normal3f_vertexbuffer; + int data_normal3f_bufferoffset; + r_meshbuffer_t *data_texcoordtexture2f_vertexbuffer; + int data_texcoordtexture2f_bufferoffset; + r_meshbuffer_t *data_texcoordlightmap2f_vertexbuffer; + int data_texcoordlightmap2f_bufferoffset; + r_meshbuffer_t *data_lightmapcolor4f_vertexbuffer; + int data_lightmapcolor4f_bufferoffset; + r_meshbuffer_t *data_skeletalindex4ub_vertexbuffer; + int data_skeletalindex4ub_bufferoffset; + r_meshbuffer_t *data_skeletalweight4ub_vertexbuffer; + int data_skeletalweight4ub_bufferoffset; // morph blending, these are zero if model is skeletal or static int num_morphframes; struct md3vertex_s *data_morphmd3vertex; @@ -475,27 +485,6 @@ typedef struct texture_shaderpass_s } texture_shaderpass_t; -typedef enum texturelayertype_e -{ - TEXTURELAYERTYPE_INVALID, - TEXTURELAYERTYPE_LITTEXTURE, - TEXTURELAYERTYPE_TEXTURE, - TEXTURELAYERTYPE_FOG -} -texturelayertype_t; - -typedef struct texturelayer_s -{ - texturelayertype_t type; - qboolean depthmask; - int blendfunc1; - int blendfunc2; - rtexture_t *texture; - matrix4x4_t texmatrix; - vec4_t color; -} -texturelayer_t; - typedef struct texture_s { // q1bsp @@ -537,6 +526,12 @@ typedef struct texture_s void *update_lastrenderentity; // the current alpha of this texture (may be affected by r_wateralpha, also basealpha, and ent->alpha) float currentalpha; + // current value of blendfunc - one of: + // {GL_SRC_ALPHA, GL_ONE} + // {GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA} + // {customblendfunc[0], customblendfunc[1]} + // {GL_ONE, GL_ZERO} + int currentblendfunc[2]; // the current texture frame in animation struct texture_s *currentframe; // current texture transform matrix (used for water scrolling) @@ -594,9 +589,6 @@ typedef struct texture_s // from q3 shaders int customblendfunc[2]; - int currentnumlayers; - texturelayer_t currentlayers[16]; - // q3bsp char name[64]; int surfaceflags; @@ -622,6 +614,7 @@ typedef struct texture_s 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 + float refractive_index; // used by r_shadow_bouncegrid for bending photons for refracted light int camera_entity; // entity number for use by cameras // offsetmapping @@ -638,6 +631,9 @@ typedef struct texture_s // diffuse and ambient float rtlightambient; + + // used by Mod_Mesh_GetTexture for drawflag overrides, to disambiguate the same texture with different drawflags + int drawflag; } texture_t; @@ -1086,6 +1082,16 @@ extern unsigned char *mod_base; // texture fullbrights extern cvar_t r_fullbrights; +extern cvar_t mod_noshader_default_offsetmapping; +extern cvar_t mod_q3shader_default_offsetmapping; +extern cvar_t mod_q3shader_default_offsetmapping_scale; +extern cvar_t mod_q3shader_default_offsetmapping_bias; +extern cvar_t mod_q3shader_default_polygonoffset; +extern cvar_t mod_q3shader_default_polygonfactor; +extern cvar_t mod_q3shader_default_refractive_index; +extern cvar_t mod_q3shader_force_addalpha; +extern cvar_t mod_q3shader_force_terrain_alphaflag; + void Mod_Init (void); void Mod_Reload (void); dp_model_t *Mod_LoadModel(dp_model_t *mod, qboolean crash, qboolean checkdisk); @@ -1211,6 +1217,7 @@ texture_t *Mod_Mesh_GetTexture(dp_model_t *mod, const char *name, int defaultdra msurface_t *Mod_Mesh_AddSurface(dp_model_t *mod, texture_t *tex, qboolean batchwithprevioussurface); int Mod_Mesh_IndexForVertex(dp_model_t *mod, msurface_t *surf, float x, float y, float z, float nx, float ny, float nz, float s, float t, float u, float v, float r, float g, float b, float a); void Mod_Mesh_AddTriangle(dp_model_t *mod, msurface_t *surf, int e0, int e1, int e2); +void Mod_Mesh_Validate(dp_model_t *mod); void Mod_Mesh_Finalize(dp_model_t *mod); // Collision optimization using Bounding Interval Hierarchy