130 lines
3.1 KiB
C
130 lines
3.1 KiB
C
/*
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Copyright (C) 2002-2007 Victor Luchits
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This program is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License
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as published by the Free Software Foundation; either version 2
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of the License, or (at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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See the GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to the Free Software
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Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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*/
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#ifndef __R_MESH_H__
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#define __R_MESH_H__
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enum
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{
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MF_NONE = 0,
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MF_NORMALS = 1 << 0,
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MF_STCOORDS = 1 << 1,
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MF_LMCOORDS = 1 << 2,
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MF_LMCOORDS1 = 1 << 3,
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MF_LMCOORDS2 = 1 << 4,
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MF_LMCOORDS3 = 1 << 5,
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MF_COLORS = 1 << 6,
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MF_COLORS1 = 1 << 7,
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MF_COLORS2 = 1 << 8,
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MF_COLORS3 = 1 << 9,
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MF_ENABLENORMALS = 1 << 10,
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MF_DEFORMVS = 1 << 11,
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MF_SVECTORS = 1 << 12,
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// global features
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MF_NOCULL = 1 << 16,
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MF_TRIFAN = 1 << 17,
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MF_NONBATCHED = 1 << 18,
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MF_KEEPLOCK = 1 << 19
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};
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enum
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{
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MB_MODEL,
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MB_SPRITE,
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MB_POLY,
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MB_CORONA,
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MB_MAXTYPES = 4
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};
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typedef struct mesh_s
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{
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int numVertexes;
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vec4_t *xyzArray;
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vec4_t *normalsArray;
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vec4_t *sVectorsArray;
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vec2_t *stArray;
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vec2_t *lmstArray[LM_STYLES];
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rgba_t *colorsArray[LM_STYLES];
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int numElems;
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elem_t *elems;
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} mesh_t;
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#define MB_FOG2NUM( fog ) ( (fog) ? ((((int)((fog) - r_worldbrushmodel->fogs))+1) << 2) : 0 )
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#define MB_NUM2FOG( num, fog ) ( (fog) = r_worldbrushmodel->fogs+(((num)>>2) & 0xFF), (fog) = ( (fog) == r_worldbrushmodel->fogs ? NULL : (fog)-1 ) )
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#define MB_ENTITY2NUM( ent ) ((int)((ent)-r_entities)<<20 )
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#define MB_NUM2ENTITY( num, ent ) ( ent = r_entities+(((num)>>20)&MAX_ENTITIES-1))
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#define MB_SHADER2NUM( s ) ( (s)->sort << 26 ) | ((s) - r_shaders )
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#define MB_NUM2SHADER( num, s ) ( (s) = r_shaders + ((num) & 0xFFF) )
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#define MB_NUM2SHADERSORT( num ) ( ((num) >> 26) & 0x1F )
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#define MIN_RENDER_MESHES 2048
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typedef struct
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{
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int shaderkey;
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uint sortkey;
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int infokey; // surface number or mesh number
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union
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{
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int lastPoly;
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uint dlightbits;
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uint LODModelHandle;
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};
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uint shadowbits;
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} meshbuffer_t;
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typedef struct
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{
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int num_opaque_meshes, max_opaque_meshes;
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meshbuffer_t *meshbuffer_opaque;
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int num_translucent_meshes, max_translucent_meshes;
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meshbuffer_t *meshbuffer_translucent;
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int num_portal_opaque_meshes;
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int num_portal_translucent_meshes;
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} meshlist_t;
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enum
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{
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SKYBOX_RIGHT,
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SKYBOX_LEFT,
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SKYBOX_FRONT,
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SKYBOX_BACK,
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SKYBOX_TOP,
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SKYBOX_BOTTOM // not used for skydome, but is used for skybox
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};
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typedef struct
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{
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mesh_t *meshes;
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vec2_t *sphereStCoords[6];
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vec2_t *linearStCoords[6];
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struct ref_shader_s *farboxShaders[6];
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struct ref_shader_s *nearboxShaders[6];
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} skydome_t;
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#endif /*__R_MESH_H__*/
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