float *modelnormal3f;
int modelnormal3f_bufferobject;
size_t modelnormal3f_bufferoffset;
+ float *modellightmapcolor4f;
+ int modellightmapcolor4f_bufferobject;
+ size_t modellightmapcolor4f_bufferoffset;
+ float *modeltexcoordtexture2f;
+ int modeltexcoordtexture2f_bufferobject;
+ size_t modeltexcoordtexture2f_bufferoffset;
+ float *modeltexcoordlightmap2f;
+ int modeltexcoordlightmap2f_bufferobject;
+ size_t modeltexcoordlightmap2f_bufferoffset;
+ int *modelelement3i;
+ int modelelement3i_bufferobject;
+ int *modelneighbor3i;
+ int *modellightmapoffsets;
+ int modelnum_vertices;
+ int modelnum_triangles;
+ msurface_t *modelsurfaces;
// current rendering array pointers
// these may point to any of several different buffers depending on how
// much processing was needed to prepare this model for rendering
vec3_t colormap_shirtcolor;
// view location in model space
vec3_t modelorg; // TODO: rename this
- // model being rendered
- const model_t *model; // TODO: eliminate this
// current texture in batching code
texture_t *texture;
// whether lightmapping is active on this batch
rsurfmode_t mode;
// type of vertex lighting being used on this batch
int lightmode; // 0 = lightmap or fullbright, 1 = color array from q3bsp, 2 = vertex shaded model
+
+ // rtlight rendering
+ // light currently being rendered
+ rtlight_t *rtlight;
+ // current light's cull box (copied out of an rtlight or calculated by GetLightInfo)
+ vec3_t rtlight_cullmins;
+ vec3_t rtlight_cullmaxs;
+ // current light's culling planes
+ int rtlight_numfrustumplanes;
+ mplane_t rtlight_frustumplanes[12+6+6]; // see R_Shadow_ComputeShadowCasterCullingPlanes
+
+ // this is the location of the light in entity space
+ vec3_t entitylightorigin;
+ // this transforms entity coordinates to light filter cubemap coordinates
+ // (also often used for other purposes)
+ matrix4x4_t entitytolight;
+ // based on entitytolight this transforms -1 to +1 to 0 to 1 for purposes
+ // of attenuation texturing in full 3D (Z result often ignored)
+ matrix4x4_t entitytoattenuationxyz;
+ // this transforms only the Z to S, and T is always 0.5
+ matrix4x4_t entitytoattenuationz;
}
rsurfacestate_t;