*/
+#ifndef MODEL_BRUSH_H
+#define MODEL_BRUSH_H
+
/*
==============================================================================
#define SURF_PLANEBACK 2
#define SURF_DRAWSKY 4
-//#define SURF_DRAWSPRITE 8
#define SURF_DRAWTURB 0x10
#define SURF_LIGHTMAP 0x20
-//#define SURF_DRAWBACKGROUND 0x40
-//#define SURF_UNDERWATER 0x80
#define SURF_DRAWNOALPHA 0x100
#define SURF_DRAWFULLBRIGHT 0x200
#define SURF_LIGHTBOTHSIDES 0x400
// LordHavoc: replaces glpoly, triangle mesh
typedef struct surfmesh_s
{
+ // can be multiple meshs per surface
+ struct surfmesh_s *chain;
int numverts;
int numtriangles;
surfvertex_t *vertex;
// the stride when building lightmaps to comply with fragment update
int lightmaptexturestride;
// mesh for rendering
- surfmesh_t mesh;
+ surfmesh_t *mesh;
// these are just 3D points defining the outline of the polygon,
// no texcoord info (that can be generated from these)
#define SHADERSTAGE_SKY 0
#define SHADERSTAGE_NORMAL 1
-#define SHADERSTAGE_FOG 2
-#define SHADERSTAGE_COUNT 3
+#define SHADERSTAGE_COUNT 2
// change this stuff when real shaders are added
typedef struct Cshader_s
{
- int (*shaderfunc[SHADERSTAGE_COUNT])(int stage, msurface_t *s);
+ void (*shaderfunc[SHADERSTAGE_COUNT])(msurface_t *firstsurf);
// list of surfaces using this shader (used during surface rendering)
msurface_t *chain;
}
Cshader_t;
extern Cshader_t Cshader_wall_vertex;
-extern Cshader_t Cshader_wall_vertex_glow;
extern Cshader_t Cshader_wall_lightmap;
-extern Cshader_t Cshader_wall_lightmap_glow;
extern Cshader_t Cshader_wall_fullbright;
-extern Cshader_t Cshader_wall_fullbright_glow;
extern Cshader_t Cshader_water;
-extern Cshader_t Cshader_water_glow;
extern Cshader_t Cshader_sky;
// warning: if this is changed, references must be updated in cpu_* assembly files
int lastclipnode;
vec3_t clip_mins;
vec3_t clip_maxs;
+ vec3_t clip_size;
}
hull_t;
}
mportal_t;
+typedef struct mlight_s
+{
+ vec3_t origin;
+ float falloff;
+ vec3_t light;
+ float subtract;
+ vec3_t spotdir;
+ float spotcone; // cosine of spotlight cone angle (or 0 if not a spotlight)
+ float distbias;
+ int style;
+ int numleafs; // used only for loading calculations, number of leafs this shines on
+}
+mlight_t;
+
extern rtexture_t *r_notexture;
extern texture_t r_notexture_mip;
void Mod_LoadBrushModel (struct model_s *mod, void *buffer);
void Mod_BrushInit(void);
void Mod_FindNonSolidLocation(vec3_t pos, struct model_s *mod);
+
+#endif
+