2 Copyright (C) 1996-1997 Id Software, Inc.
4 This program is free software; you can redistribute it and/or
5 modify it under the terms of the GNU General Public License
6 as published by the Free Software Foundation; either version 2
7 of the License, or (at your option) any later version.
9 This program is distributed in the hope that it will be useful,
10 but WITHOUT ANY WARRANTY; without even the implied warranty of
11 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
13 See the GNU General Public License for more details.
15 You should have received a copy of the GNU General Public License
16 along with this program; if not, write to the Free Software
17 Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
25 ==============================================================================
29 ==============================================================================
34 // in memory representation
48 typedef struct mplane_s
52 // for texture axis selection and fast side tests
58 #define SHADERSTAGE_SKY 0
59 #define SHADERSTAGE_NORMAL 1
60 #define SHADERSTAGE_COUNT 2
62 #define SHADERFLAGS_NEEDLIGHTMAP 1
64 #define SURF_PLANEBACK 2
65 #define SURF_DRAWSKY 4
66 #define SURF_DRAWTURB 0x10
67 #define SURF_LIGHTMAP 0x20
68 #define SURF_DRAWNOALPHA 0x100
69 #define SURF_DRAWFULLBRIGHT 0x200
70 #define SURF_LIGHTBOTHSIDES 0x400
71 #define SURF_CLIPSOLID 0x800 // this polygon can obscure other polygons
72 #define SURF_SHADOWCAST 0x1000 // this polygon can cast stencil shadows
73 #define SURF_SHADOWLIGHT 0x2000 // this polygon can be lit by stencil shadowing
74 #define SURF_WATERALPHA 0x4000 // this polygon's alpha is modulated by r_wateralpha
76 #define SURFRENDER_OPAQUE 0
77 #define SURFRENDER_ALPHA 1
78 #define SURFRENDER_ADD 2
80 struct entity_render_s;
83 // change this stuff when real shaders are added
84 typedef struct Cshader_s
86 void (*shaderfunc[SHADERSTAGE_COUNT])(const struct entity_render_s *ent, const struct texture_s *texture, const struct msurface_s *firstsurf);
91 extern Cshader_t Cshader_wall_lightmap;
92 extern Cshader_t Cshader_water;
93 extern Cshader_t Cshader_sky;
95 typedef struct texture_s
100 unsigned int width, height;
104 // type of rendering (SURFRENDER_ value)
107 // base texture without fullbrights, never NULL
109 // fullbrights texture, NULL if no fullbrights used
110 rtexture_t *glowtexture;
111 // alpha texture (used for fogging), NULL if opaque
112 rtexture_t *fogtexture;
113 // detail texture (usually not used if transparent)
114 rtexture_t *detailtexture;
115 // normalmap for bumpmap shading
116 rtexture_t *nmaptexture;
117 // color filtering for glossy surfaces
118 rtexture_t *glosstexture;
120 // shader to use for this texture
123 // total frames in sequence and alternate sequence
125 // direct pointers to each of the frames in the sequences
126 // (indexed as [alternate][frame])
127 struct texture_s *anim_frames[2][10];
128 // set if animated or there is an alternate frame set
129 // (this is an optimization in the renderer)
131 // the current texture frames in animation
132 // (index with entity frame != 0)
133 struct texture_s *currentframe[2];
151 // LordHavoc: replaces glpoly, triangle mesh
152 typedef struct surfmesh_s
154 // can be multiple meshs per surface
155 struct surfmesh_s *chain;
162 int *lightmapoffsets;
167 int *triangleneighbors;
171 typedef struct msurface_s
173 // surface number, to avoid having to do a divide to find the number of a surface from it's address
175 // should be drawn if visframe == r_framecount (set by PrepareSurfaces)
177 // should be drawn if onscreen and not a backface (used for setting visframe)
179 // chain of surfaces marked visible by pvs
180 //struct msurface_s *pvschain;
182 // the node plane this is on, backwards if SURF_PLANEBACK flag set
187 struct msurface_s *texturechain;
189 // look up in model->surfedges[], negative numbers are backwards edges
193 short texturemins[2];
198 // index into d_lightstylevalue array, 255 means not used (black)
199 qbyte styles[MAXLIGHTMAPS];
200 // RGB lighting data [numstyles][height][width][3]
202 // stain to apply on lightmap (soot/dirt/blood/whatever)
205 // these fields are generated during model loading
206 // the lightmap texture fragment to use on the surface
207 rtexture_t *lightmaptexture;
208 // the stride when building lightmaps to comply with fragment update
209 int lightmaptexturestride;
210 // mesh for rendering
213 // these are just 3D points defining the outline of the polygon,
214 // no texcoord info (that can be generated from these)
217 // bounding box for onscreen checks, and center for sorting
218 vec3_t poly_mins, poly_maxs, poly_center;
219 // bounding sphere radius (around poly_center)
220 float poly_radius, poly_radius2;
222 // neighboring surfaces (one per poly_numverts)
223 struct msurface_s **neighborsurfaces;
225 // these are regenerated every frame
229 // avoid redundent addition of dlights
231 // only render each surface once
232 //int worldnodeframe;
234 // these cause lightmap updates if regenerated
235 // values currently used in lightmap
236 unsigned short cached_light[MAXLIGHTMAPS];
237 // if lightmap was lit by dynamic lights, force update on next frame
239 // to cause lightmap to be rerendered when v_overbrightbits changes
240 short cached_lightmapscalebit;
241 // rerender lightmaps when r_ambient changes
242 float cached_ambient;
246 typedef struct mnode_s
252 struct mnode_s *parent;
253 struct mportal_s *portals;
255 // for bounding box culling
261 struct mnode_s *children[2];
263 unsigned short firstsurface;
264 unsigned short numsurfaces;
268 typedef struct mleaf_s
271 // always negative in leafs
274 struct mnode_s *parent;
275 struct mportal_s *portals;
277 // for bounding box culling
282 // potentially visible if current (r_pvsframecount)
284 // used by certain worldnode variants to avoid processing the same leaf twice in a frame
286 // used by polygon-through-portals visibility checker
289 qbyte *compressed_vis;
291 int *firstmarksurface;
293 qbyte ambient_sound_level[NUM_AMBIENTS];
299 dclipnode_t *clipnodes;
309 typedef struct mportal_s
311 struct mportal_s *next; // the next portal on this leaf
312 mleaf_t *here; // the leaf this portal is on
313 mleaf_t *past; // the leaf through this portal (infront)
317 int visframe; // is this portal visible this frame?
321 typedef struct svbspmesh_s
323 struct svbspmesh_s *next;
324 int numverts, maxverts;
325 int numtriangles, maxtriangles;
331 typedef struct mlight_s
335 // distance attenuation scale (smaller is a larger light)
337 // color and brightness combined
339 // brightness bias, used for limiting radius without a hard edge
341 // spotlight direction
343 // cosine of spotlight cone angle (or 0 if not a spotlight)
345 // distance bias (larger value is softer and darker)
347 // light style controlling this light
349 // maximum extent of the light for shading purposes
351 // maximum extent of the light for culling purposes
354 // surfaces this shines on
356 msurface_t **surfaces;
359 // precomputed shadow volume meshs
360 //svbspmesh_t *shadowvolume;
361 //vec3_t shadowvolumemins, shadowvolumemaxs;
362 shadowmesh_t *shadowvolume;
366 extern rtexture_t *r_notexture;
367 extern texture_t r_notexture_mip;
370 void Mod_LoadBrushModel (struct model_s *mod, void *buffer);
371 void Mod_BrushInit(void);
373 void Mod_FindNonSolidLocation(vec3_t pos, struct model_s *mod);
374 mleaf_t *Mod_PointInLeaf (const float *p, struct model_s *model);
375 int Mod_PointContents (const float *p, struct model_s *model);
376 qbyte *Mod_LeafPVS (mleaf_t *leaf, struct model_s *model);