==============================================================================
*/
+#define Q3PATHLENGTH 64
+
//
// in memory representation
#define SHADERSTAGE_NORMAL 1
#define SHADERSTAGE_COUNT 2
-#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_WATERALPHA 0x4000 // this polygon's alpha is modulated by r_wateralpha
-#define SURF_SOLIDCLIP 0x8000 // this polygon blocks movement
-
-#define SURFRENDER_OPAQUE 0
-#define SURFRENDER_ALPHA 1
-#define SURFRENDER_ADD 2
+//#define SURF_PLANEBACK 2
+
+// set for anything to be transparent sorted
+#define MATERIALFLAG_TRANSPARENT 1
+// use alpha blend on this material
+#define MATERIALFLAG_ALPHA 2
+// use additive blend on this material
+#define MATERIALFLAG_ADD 4
+// turn off depth test on this material
+#define MATERIALFLAG_NODEPTHTEST 8
+// multiply alpha by r_wateralpha cvar
+#define MATERIALFLAG_WATERALPHA 16
+// draw with no lighting
+#define MATERIALFLAG_FULLBRIGHT 32
+// drawn as a normal lightmapped wall
+#define MATERIALFLAG_WALL 64
+// swirling water effect
+#define MATERIALFLAG_WATER 128
+// this surface shows the sky
+// skipped if transparent
+#define MATERIALFLAG_SKY 256
+// skips drawing the surface
+#define MATERIALFLAG_NODRAW 512
+// probably used only on q1bsp water
+#define MATERIALFLAG_LIGHTBOTHSIDES 1024
struct entity_render_s;
struct texture_s;
typedef struct texture_s
{
+ // q1bsp
// name
- char name[16];
+ //char name[16];
// size
unsigned int width, height;
// SURF_ flags
- unsigned int flags;
+ //unsigned int flags;
- // position in the model's textures array
- int number;
-
- // type of rendering (SURFRENDER_ value)
- int rendertype;
+ // base material flags
+ int basematerialflags;
+ // current material flags (updated each bmodel render)
+ int currentmaterialflags;
// loaded the same as model skins
skinframe_t skin;
struct texture_s *currentframe;
// current alpha of the texture
float currentalpha;
+
+ // q3bsp
+ char name[Q3PATHLENGTH];
+ char firstpasstexturename[Q3PATHLENGTH]; // used only during loading
+ int surfaceflags;
+ int supercontents;
+ int surfaceparms;
+ int textureflags;
+
+ //skinframe_t skin;
}
texture_t;
}
mtexinfo_t;
-typedef struct msurface_s
+typedef struct msurface_lightmapinfo_s
{
- // 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;
// texture mapping properties used by this surface
- mtexinfo_t *texinfo;
+ mtexinfo_t *texinfo; // q1bsp
+ // index into d_lightstylevalue array, 255 means not used (black)
+ qbyte styles[MAXLIGHTMAPS]; // q1bsp
+ // RGB lighting data [numstyles][height][width][3]
+ qbyte *samples; // q1bsp
+ // stain to apply on lightmap (soot/dirt/blood/whatever)
+ qbyte *stainsamples; // q1bsp
+ // the stride when building lightmaps to comply with fragment update
+ int lightmaptexturestride; // q1bsp
+ int texturemins[2]; // q1bsp
+ int extents[2]; // q1bsp
+}
+msurface_lightmapinfo_t;
+struct q3deffect_s;
+typedef struct msurface_s
+{
+ // bounding box for onscreen checks
+ vec3_t mins;
+ vec3_t maxs;
+ // the texture to use on the surface
+ texture_t *texture;
// the lightmap texture fragment to use on the rendering mesh
rtexture_t *lightmaptexture;
+ // if lightmap settings changed, this forces update
+ int cached_dlight; // q1bsp
// mesh for rendering
surfmesh_t mesh;
- // if lightmap settings changed, this forces update
- int cached_dlight;
-
- // 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];
- // RGB lighting data [numstyles][height][width][3]
- qbyte *samples;
- // stain to apply on lightmap (soot/dirt/blood/whatever)
- qbyte *stainsamples;
- // the stride when building lightmaps to comply with fragment update
- int lightmaptexturestride;
- 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;
-
- // avoid multiple collision traces with a surface polygon
- int colframe;
-
- // 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;
+ int num_collisiontriangles;
+ int *data_collisionelement3i;
+ int num_collisionvertices;
+ float *data_collisionvertex3f;
// index into model->brush.shadowmesh
int num_firstshadowmeshtriangle;
- // neighboring surfaces (one per poly_numverts)
- //struct msurface_s **neighborsurfaces;
- // currently used only for generating static shadow volumes
- int lighttemp_castshadow;
+ msurface_lightmapinfo_t *lightmapinfo;
- // avoid redundent surface shadows
- int shadowmark;
+ struct q3deffect_s *effect; // q3bsp
+ // FIXME: collisionmarkframe should be kept in a separate array
+ int collisionmarkframe; // q3bsp // don't collide twice in one trace
}
msurface_t;
// common
int clusterindex; // -1 is not in pvs, >= 0 is pvs bit number
int areaindex; // q3bsp
- int numleaffaces;
- int *firstleafface;
+ int numleafsurfaces;
+ int *firstleafsurface;
int numleafbrushes; // q3bsp
int *firstleafbrush; // q3bsp
qbyte ambient_sound_level[NUM_AMBIENTS]; // q1bsp
}
mlight_t;
-extern rtexture_t *r_notexture;
-extern texture_t r_notexture_mip;
-
struct model_s;
void Mod_Q1BSP_Load(struct model_s *mod, void *buffer);
void Mod_IBSP_Load(struct model_s *mod, void *buffer);
#define Q3LUMP_PVS 16 // potentially visible set; bit[clusters][clusters] (used by rendering)
#define Q3HEADER_LUMPS 17
-#define Q3PATHLENGTH 64
-
typedef struct
{
int ident;
}
q3dmeshvertex_t;
-typedef struct
+typedef struct q3deffect_s
{
char shadername[Q3PATHLENGTH];
int brushindex;
#define Q3TEXTUREFLAG_AUTOSPRITE2 32
#define Q3TEXTUREFLAG_ALPHATEST 64
-struct q3msurface_s;
-typedef struct q3mtexture_s
-{
- char name[Q3PATHLENGTH];
- char firstpasstexturename[Q3PATHLENGTH];
- int surfaceflags;
- int supercontents;
- int surfaceparms;
- int textureflags;
-
- int number;
- skinframe_t skin;
-
- int numfaces;
- struct q3msurface_s **facelist;
- int *facenumlist;
-}
-q3mtexture_t;
-
-typedef struct q3mmodel_s
-{
- vec3_t mins;
- vec3_t maxs;
- int numfaces;
- struct q3msurface_s *firstface;
- int numbrushes;
- struct q3mbrush_s *firstbrush;
-}
-q3mmodel_t;
-
typedef struct q3mbrush_s
{
struct colbrushf_s *colbrushf;
int numbrushsides;
struct q3mbrushside_s *firstbrushside;
- struct q3mtexture_s *texture;
+ struct texture_s *texture;
}
q3mbrush_t;
typedef struct q3mbrushside_s
{
struct mplane_s *plane;
- struct q3mtexture_s *texture;
+ struct texture_s *texture;
}
q3mbrushside_t;
-typedef struct q3meffect_s
-{
- char shadername[Q3PATHLENGTH];
- struct q3mbrush_s *brush;
- int unknown; // 5 or -1
-}
-q3meffect_t;
-
-typedef struct q3msurface_s
-{
- // FIXME: collisionmarkframe should be kept in a separate array
- // FIXME: shadowmark should be kept in a separate array
-
- struct q3mtexture_s *texture;
- struct q3meffect_s *effect;
- rtexture_t *lightmaptexture;
- int collisionmarkframe; // don't collide twice in one trace
- // bounding box for culling
- float mins[3];
- float maxs[3];
-
- surfmesh_t mesh;
-
- // index into model->brush.shadowmesh
- int num_firstshadowmeshtriangle;
-
- // used for shadow volume generation
- int shadowmark;
-}
-q3msurface_t;
-
#define CHECKPVSBIT(pvs,b) ((b) >= 0 ? ((pvs)[(b) >> 3] & (1 << ((b) & 7))) : false)
#define SETPVSBIT(pvs,b) ((b) >= 0 ? ((pvs)[(b) >> 3] |= (1 << ((b) & 7))) : false)
#define CLEARPVSBIT(pvs,b) ((b) >= 0 ? ((pvs)[(b) >> 3] &= ~(1 << ((b) & 7))) : false)