//
typedef struct
{
- vec3_t position;
+ vec3_t position;
}
mvertex_t;
-#define SIDE_FRONT 0
-#define SIDE_BACK 1
-#define SIDE_ON 2
+#define SIDE_FRONT 0
+#define SIDE_BACK 1
+#define SIDE_ON 2
// plane_t structure
typedef struct mplane_s
{
- vec3_t normal;
- float dist;
- int type; // for texture axis selection and fast side tests
+ vec3_t normal;
+ float dist;
+ // for texture axis selection and fast side tests
+ int type;
// LordHavoc: faster than id's signbits system
int (*BoxOnPlaneSideFunc) (vec3_t emins, vec3_t emaxs, struct mplane_s *p);
}
texture_t;
-#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_CLIPSOLID 0x800 // this polygon can obscure other polygons
+#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_CLIPSOLID 0x800 // this polygon can obscure other polygons
typedef struct
{
- unsigned short v[2];
+ unsigned short v[2];
}
medge_t;
typedef struct
{
- float vecs[2][4];
- texture_t *texture;
- int flags;
+ float vecs[2][4];
+ texture_t *texture;
+ int flags;
}
mtexinfo_t;
typedef struct msurface_s
{
// should be drawn if visframe == r_framecount (set by WorldNode functions)
- int visframe;
+ int visframe;
// should be drawn if onscreen and not a backface (used for setting visframe)
- int pvsframe;
+ int pvsframe;
// chain of surfaces marked visible by pvs
- struct msurface_s *pvschain;
+ struct msurface_s *pvschain;
// the node plane this is on, backwards if SURF_PLANEBACK flag set
- mplane_t *plane;
+ mplane_t *plane;
// SURF_ flags
- int flags;
- struct Cshader_s *shader;
- struct msurface_s *chain; // shader rendering chain
+ int flags;
+ struct Cshader_s *shader;
+ struct msurface_s *chain; // shader rendering chain
// look up in model->surfedges[], negative numbers are backwards edges
- int firstedge;
- int numedges;
+ int firstedge;
+ int numedges;
- short texturemins[2];
- short extents[2];
+ short texturemins[2];
+ short extents[2];
- mtexinfo_t *texinfo;
- texture_t *currenttexture; // updated (animated) during early surface processing each frame
+ mtexinfo_t *texinfo;
+ texture_t *currenttexture; // updated (animated) during early surface processing each frame
// index into d_lightstylevalue array, 255 means not used (black)
- qbyte styles[MAXLIGHTMAPS];
+ qbyte styles[MAXLIGHTMAPS];
// RGB lighting data [numstyles][height][width][3]
- qbyte *samples;
+ qbyte *samples;
// stain to apply on lightmap (soot/dirt/blood/whatever)
- qbyte *stainsamples;
+ qbyte *stainsamples;
// these fields are generated during model loading
// the lightmap texture fragment to use on the surface
rtexture_t *lightmaptexture;
// the stride when building lightmaps to comply with fragment update
- int lightmaptexturestride;
+ int lightmaptexturestride;
// mesh for rendering
- surfmesh_t *mesh;
+ surfmesh_t *mesh;
// 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 poly_numverts;
+ float *poly_verts;
// bounding box for onscreen checks, and center for sorting
- vec3_t poly_mins, poly_maxs, poly_center;
+ vec3_t poly_mins, poly_maxs, poly_center;
// these are regenerated every frame
// lighting info
- int dlightframe;
- int dlightbits[8];
+ int dlightframe;
+ int dlightbits[8];
// avoid redundent addition of dlights
- int lightframe;
+ int lightframe;
// only render each surface once
- int worldnodeframe;
+ int worldnodeframe;
// these cause lightmap updates if regenerated
// values currently used in lightmap
unsigned short cached_light[MAXLIGHTMAPS];
// if lightmap was lit by dynamic lights, force update on next frame
- short cached_dlight;
+ short cached_dlight;
// to cause lightmap to be rerendered when v_overbrightbits changes
- short cached_lightscalebit;
+ short cached_lightscalebit;
// rerender lightmaps when r_ambient changes
- float cached_ambient;
+ float cached_ambient;
}
msurface_t;
extern Cshader_t Cshader_water;
extern Cshader_t Cshader_sky;
-// warning: if this is changed, references must be updated in cpu_* assembly files
typedef struct mnode_s
{
// common with leaf
- int contents; // 0, to differentiate from leafs
+ // always 0 in nodes
+ int contents;
- struct mnode_s *parent;
- struct mportal_s *portals;
+ struct mnode_s *parent;
+ struct mportal_s *portals;
// for bounding box culling
- vec3_t mins;
- vec3_t maxs;
+ vec3_t mins;
+ vec3_t maxs;
// node specific
- mplane_t *plane;
- struct mnode_s *children[2];
+ mplane_t *plane;
+ struct mnode_s *children[2];
- unsigned short firstsurface;
- unsigned short numsurfaces;
+ unsigned short firstsurface;
+ unsigned short numsurfaces;
}
mnode_t;
typedef struct mleaf_s
{
// common with node
- int contents; // will be a negative contents number
+ // always negative in leafs
+ int contents;
- struct mnode_s *parent;
- struct mportal_s *portals;
+ struct mnode_s *parent;
+ struct mportal_s *portals;
// for bounding box culling
- vec3_t mins;
- vec3_t maxs;
+ vec3_t mins;
+ vec3_t maxs;
// leaf specific
- int pvsframe; // potentially visible if current (r_pvsframecount)
- int worldnodeframe; // used by certain worldnode variants to avoid processing the same leaf twice in a frame
- int portalmarkid; // used by polygon-through-portals visibility checker
-
- qbyte *compressed_vis;
-
- msurface_t **firstmarksurface;
- int nummarksurfaces;
- qbyte ambient_sound_level[NUM_AMBIENTS];
+ // potentially visible if current (r_pvsframecount)
+ int pvsframe;
+ // used by certain worldnode variants to avoid processing the same leaf twice in a frame
+ int worldnodeframe;
+ // used by polygon-through-portals visibility checker
+ int portalmarkid;
+
+ qbyte *compressed_vis;
+
+ msurface_t **firstmarksurface;
+ int nummarksurfaces;
+ qbyte ambient_sound_level[NUM_AMBIENTS];
}
mleaf_t;
typedef struct
{
- dclipnode_t *clipnodes;
- mplane_t *planes;
- int firstclipnode;
- int lastclipnode;
- vec3_t clip_mins;
- vec3_t clip_maxs;
- vec3_t clip_size;
+ dclipnode_t *clipnodes;
+ mplane_t *planes;
+ int firstclipnode;
+ int lastclipnode;
+ vec3_t clip_mins;
+ vec3_t clip_maxs;
+ vec3_t clip_size;
}
hull_t;
typedef struct mlight_s
{
+ // location of light
vec3_t origin;
+ // distance attenuation scale (smaller is a larger light)
float falloff;
+ // color and brightness combined
vec3_t light;
+ // brightness bias, used for limiting radius without a hard edge
float subtract;
+ // spotlight direction
vec3_t spotdir;
- float spotcone; // cosine of spotlight cone angle (or 0 if not a spotlight)
+ // cosine of spotlight cone angle (or 0 if not a spotlight)
+ float spotcone;
+ // distance bias (larger value is softer and darker)
float distbias;
+ // light style controlling this light
int style;
- int numleafs; // used only for loading calculations, number of leafs this shines on
+ // used only for loading calculations, number of leafs this shines on
+ //int numleafs;
}
mlight_t;