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_SHADOWCAST 0x1000 // this polygon can cast stencil shadows
72 #define SURF_SHADOWLIGHT 0x2000 // this polygon can be lit by stencil shadowing
73 #define SURF_WATERALPHA 0x4000 // this polygon's alpha is modulated by r_wateralpha
75 #define SURFRENDER_OPAQUE 0
76 #define SURFRENDER_ALPHA 1
77 #define SURFRENDER_ADD 2
79 struct entity_render_s;
82 // change this stuff when real shaders are added
83 typedef struct Cshader_s
85 void (*shaderfunc[SHADERSTAGE_COUNT])(const struct entity_render_s *ent, const struct texture_s *texture, const struct msurface_s *firstsurf);
90 extern Cshader_t Cshader_wall_lightmap;
91 extern Cshader_t Cshader_water;
92 extern Cshader_t Cshader_sky;
94 typedef struct texture_s
99 unsigned int width, height;
103 // type of rendering (SURFRENDER_ value)
106 // base texture without fullbrights, never NULL
108 // fullbrights texture, NULL if no fullbrights used
109 rtexture_t *glowtexture;
110 // alpha texture (used for fogging), NULL if opaque
111 rtexture_t *fogtexture;
112 // detail texture (usually not used if transparent)
113 rtexture_t *detailtexture;
114 // normalmap for bumpmap shading
115 rtexture_t *nmaptexture;
116 // color filtering for glossy surfaces
117 rtexture_t *glosstexture;
119 // shader to use for this texture
122 // total frames in sequence and alternate sequence
124 // direct pointers to each of the frames in the sequences
125 // (indexed as [alternate][frame])
126 struct texture_s *anim_frames[2][10];
127 // set if animated or there is an alternate frame set
128 // (this is an optimization in the renderer)
130 // the current texture frame in animation
131 struct texture_s *currentframe;
132 // current alpha of the texture
151 // LordHavoc: replaces glpoly, triangle mesh
152 typedef struct surfmesh_s
154 // can be multiple meshs per surface
155 struct surfmesh_s *chain;
156 int numverts; // number of vertices in the mesh
157 int numtriangles; // number of triangles in the mesh
158 float *verts; // float[verts*4] vertex locations
159 float *svectors; // float[verts*4] direction of 'S' (right) texture axis for each vertex
160 float *tvectors; // float[verts*4] direction of 'T' (down) texture axis for each vertex
161 float *normals; // float[verts*4] direction of 'R' (out) texture axis for each vertex
162 int *lightmapoffsets; // index into surface's lightmap samples for vertex lighting
163 float *str; // float[verts*4] texcoords for surface texture
164 float *uvw; // float[verts*4] texcoords for lightmap texture
165 float *abc; // float[verts*4] texcoords for detail texture
166 int *index; // int[tris*3] triangles of the mesh, 3 indices into vertex arrays for each
167 int *triangleneighbors; // int[tris*3] neighboring triangle on each edge (-1 if none)
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;
220 // neighboring surfaces (one per poly_numverts)
221 struct msurface_s **neighborsurfaces;
222 // currently used only for generating static shadow volumes
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 // next leaf in pvschain
283 struct mleaf_s *pvschain;
284 // potentially visible if current (model->pvsframecount)
286 // visible if marked current (r_framecount)
288 // used by certain worldnode variants to avoid processing the same leaf twice in a frame
290 // used by polygon-through-portals visibility checker
293 qbyte *compressed_vis;
295 int *firstmarksurface;
297 qbyte ambient_sound_level[NUM_AMBIENTS];
303 dclipnode_t *clipnodes;
313 typedef struct mportal_s
315 struct mportal_s *next; // the next portal on this leaf
316 mleaf_t *here; // the leaf this portal is on
317 mleaf_t *past; // the leaf through this portal (infront)
321 int visframe; // is this portal visible this frame?
325 typedef struct svbspmesh_s
327 struct svbspmesh_s *next;
328 int numverts, maxverts;
329 int numtriangles, maxtriangles;
335 typedef struct mlight_s
339 // distance attenuation scale (smaller is a larger light)
341 // color and brightness combined
343 // brightness bias, used for limiting radius without a hard edge
345 // spotlight direction
347 // cosine of spotlight cone angle (or 0 if not a spotlight)
349 // distance bias (larger value is softer and darker)
351 // light style controlling this light
353 // maximum extent of the light for shading purposes
355 // maximum extent of the light for culling purposes
359 // surfaces this shines on
361 msurface_t **surfaces;
364 // precomputed shadow volume meshs
365 //svbspmesh_t *shadowvolume;
366 //vec3_t shadowvolumemins, shadowvolumemaxs;
367 shadowmesh_t *shadowvolume;
372 extern rtexture_t *r_notexture;
373 extern texture_t r_notexture_mip;
376 void Mod_LoadBrushModel (struct model_s *mod, void *buffer);
377 void Mod_BrushInit(void);
379 void Mod_FindNonSolidLocation(vec3_t pos, struct model_s *mod);
380 mleaf_t *Mod_PointInLeaf (const float *p, struct model_s *model);
381 int Mod_PointContents (const float *p, struct model_s *model);
382 qbyte *Mod_LeafPVS (mleaf_t *leaf, struct model_s *model);