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 struct entity_render_s;
66 // change this stuff when real shaders are added
67 typedef struct Cshader_s
69 void (*shaderfunc[SHADERSTAGE_COUNT])(const struct entity_render_s *ent, const struct texture_s *texture);
74 extern Cshader_t Cshader_wall_lightmap;
75 extern Cshader_t Cshader_wall_fullbright;
76 extern Cshader_t Cshader_water;
77 extern Cshader_t Cshader_sky;
79 typedef struct texture_s
84 unsigned int width, height;
88 // base texture without fullbrights, never NULL
90 // fullbrights texture, NULL if no fullbrights used
91 rtexture_t *glowtexture;
92 // alpha texture (used for fogging), NULL if opaque
93 rtexture_t *fogtexture;
94 // detail texture (usually not used if transparent)
95 rtexture_t *detailtexture;
97 // shader to use for this texture
100 // list of surfaces to render using this texture
101 struct msurface_s *surfacechain;
103 // total frames in sequence and alternate sequence
105 // direct pointers to each of the frames in the sequences
106 // (indexed as [alternate][frame])
107 struct texture_s *anim_frames[2][10];
108 // set if animated or there is an alternate frame set
109 // (this is an optimization in the renderer)
115 #define SURF_PLANEBACK 2
116 #define SURF_DRAWSKY 4
117 #define SURF_DRAWTURB 0x10
118 #define SURF_LIGHTMAP 0x20
119 #define SURF_DRAWNOALPHA 0x100
120 #define SURF_DRAWFULLBRIGHT 0x200
121 #define SURF_LIGHTBOTHSIDES 0x400
122 #define SURF_CLIPSOLID 0x800 // this polygon can obscure other polygons
123 #define SURF_SHADOWCAST 0x1000 // this polygon can cast stencil shadows
124 #define SURF_SHADOWLIGHT 0x2000 // this polygon can be lit by stencil shadowing
140 // LordHavoc: replaces glpoly, triangle mesh
141 typedef struct surfmesh_s
143 // can be multiple meshs per surface
144 struct surfmesh_s *chain;
149 int *lightmapoffsets;
154 int *triangleneighbors;
158 typedef struct msurface_s
160 // surface number, to avoid having to do a divide to find the number of a surface from it's address
162 // should be drawn if visframe == r_framecount (set by WorldNode functions)
164 // should be drawn if onscreen and not a backface (used for setting visframe)
166 // chain of surfaces marked visible by pvs
167 //struct msurface_s *pvschain;
169 // the node plane this is on, backwards if SURF_PLANEBACK flag set
174 struct msurface_s *texturechain;
176 // look up in model->surfedges[], negative numbers are backwards edges
180 short texturemins[2];
184 texture_t *currenttexture; // updated (animated) during early surface processing each frame
186 // index into d_lightstylevalue array, 255 means not used (black)
187 qbyte styles[MAXLIGHTMAPS];
188 // RGB lighting data [numstyles][height][width][3]
190 // stain to apply on lightmap (soot/dirt/blood/whatever)
193 // these fields are generated during model loading
194 // the lightmap texture fragment to use on the surface
195 rtexture_t *lightmaptexture;
196 // the stride when building lightmaps to comply with fragment update
197 int lightmaptexturestride;
198 // mesh for rendering
201 // these are just 3D points defining the outline of the polygon,
202 // no texcoord info (that can be generated from these)
205 // bounding box for onscreen checks, and center for sorting
206 vec3_t poly_mins, poly_maxs, poly_center;
207 // bounding sphere radius (around poly_center)
208 float poly_radius, poly_radius2;
210 // these are regenerated every frame
214 // avoid redundent addition of dlights
216 // only render each surface once
217 //int worldnodeframe;
219 // these cause lightmap updates if regenerated
220 // values currently used in lightmap
221 unsigned short cached_light[MAXLIGHTMAPS];
222 // if lightmap was lit by dynamic lights, force update on next frame
224 // to cause lightmap to be rerendered when v_overbrightbits changes
225 short cached_lightmapscalebit;
226 // rerender lightmaps when r_ambient changes
227 float cached_ambient;
231 typedef struct mnode_s
237 struct mnode_s *parent;
238 struct mportal_s *portals;
240 // for bounding box culling
246 struct mnode_s *children[2];
248 unsigned short firstsurface;
249 unsigned short numsurfaces;
253 typedef struct mleaf_s
256 // always negative in leafs
259 struct mnode_s *parent;
260 struct mportal_s *portals;
262 // for bounding box culling
267 // potentially visible if current (r_pvsframecount)
269 // used by certain worldnode variants to avoid processing the same leaf twice in a frame
271 // used by polygon-through-portals visibility checker
274 qbyte *compressed_vis;
276 int *firstmarksurface;
278 qbyte ambient_sound_level[NUM_AMBIENTS];
284 dclipnode_t *clipnodes;
294 typedef struct mportal_s
296 struct mportal_s *next; // the next portal on this leaf
297 mleaf_t *here; // the leaf this portal is on
298 mleaf_t *past; // the leaf through this portal (infront)
302 int visframe; // is this portal visible this frame?
306 typedef struct svbspmesh_s
308 struct svbspmesh_s *next;
309 int numverts, maxverts;
310 int numtriangles, maxtriangles;
316 typedef struct mlight_s
320 // distance attenuation scale (smaller is a larger light)
322 // color and brightness combined
324 // brightness bias, used for limiting radius without a hard edge
326 // spotlight direction
328 // cosine of spotlight cone angle (or 0 if not a spotlight)
330 // distance bias (larger value is softer and darker)
332 // light style controlling this light
334 // maximum extent of the light for various purposes
337 // surfaces this shines on
339 msurface_t **surfaces;
342 // precomputed shadow volume meshs
343 //svbspmesh_t *shadowvolume;
344 //vec3_t shadowvolumemins, shadowvolumemaxs;
345 shadowmesh_t *shadowvolume;
349 extern rtexture_t *r_notexture;
350 extern texture_t r_notexture_mip;
353 void Mod_LoadBrushModel (struct model_s *mod, void *buffer);
354 void Mod_BrushInit(void);
356 void Mod_FindNonSolidLocation(vec3_t pos, struct model_s *mod);
357 mleaf_t *Mod_PointInLeaf (const float *p, struct model_s *model);
358 int Mod_PointContents (const float *p, struct model_s *model);
359 qbyte *Mod_LeafPVS (mleaf_t *leaf, struct model_s *model);