Paranoia2_original/cl_dll/render/gl_world.h

183 lines
4.9 KiB
C

/*
gl_world.h - local world data for rendering
this code written for Paranoia 2: Savior modification
Copyright (C) 2016 Uncle Mike
This program is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
*/
#ifndef GL_WORLD_H
#define GL_WORLD_H
#include "cubemap.h"
#include "vertex_fmt.h"
// world features
#define WORLD_HAS_MOVIES BIT( 0 )
#define WORLD_HAS_GRASS BIT( 2 )
#define WORLD_HAS_DELUXEMAP BIT( 3 )
#define WORLD_HAS_SKYBOX BIT( 4 )
#define WORLD_WATERALPHA BIT( 5 )
#define MAX_MAP_ELEMS MAX_MAP_VERTS * 5 // should be enough
#define SHADOW_ZBUF_RES 8 // 6 * 8 * 8 * 2 * 4 = 3k bytes per light
// rebuilding cubemap states
#define CMREBUILD_INACTIVE 0
#define CMREBUILD_CHECKING 1
#define CMREBUILD_WAITING 2
typedef struct bvert_s
{
Vector vertex; // position
Vector tangent; // tangent
Vector binormal; // binormal
Vector normal; // normal
float stcoord0[4]; // ST texture coords
float lmcoord0[4]; // LM texture coords for styles 0-1
float lmcoord1[4]; // LM texture coords for styles 2-3
byte styles[MAXLIGHTMAPS]; // light styles
byte lights0[4]; // packed light numbers
byte lights1[4]; // packed light numbers
} bvert_t;
typedef struct
{
dlightcube_t cube;
vec3_t origin;
mleaf_t *leaf; // ambient linked into this leaf
} mlightprobe_t;
typedef struct mworldlight_s
{
emittype_t emittype;
int style;
byte *pvs; // accumulated domain of the light
vec3_t origin; // light abs origin
vec3_t intensity; // RGB
vec3_t normal; // for surfaces and spotlights
float stopdot; // for spotlights
float stopdot2; // for spotlights
float fade; // falloff scaling for linear and inverse square falloff 1.0 = normal, 0.5 = farther, 2.0 = shorter
float radius; // light radius
mleaf_t *leaf; // light linked into this leaf
byte falloff; // falloff style 0 = default (inverse square), 1 = inverse falloff, 2 = inverse square
msurface_t *surface; // surf pointer for emit_surface
int lightnum; // important stuff!
int modelnum; // unused
unsigned short shadow_x; // offset by X in atlas
unsigned short shadow_y; // offset by Y in atlas
unsigned short shadow_w; // 0 is uninitialized
unsigned short shadow_h; // 0 is uninitialized
} mworldlight_t;
// leaf extradata
typedef struct mextraleaf_s
{
// leaf specific
vec3_t mins, maxs; // leaf size that updated with grass bounds
mlightprobe_t *ambient_light;
byte num_lightprobes;
mworldlight_t *direct_lights;
int num_directlights;
} mextraleaf_t;
struct BmodelInstance_t
{
cl_entity_t *m_pEntity;
// bounds info
Vector bbox[8];
Vector absmin;
Vector absmax;
float radius;
byte lights[MAXDYNLIGHTS];
matrix4x4 m_transform;
GLfloat m_gltransform;
};
struct LightShadowZBufferSample_t
{
float m_flTraceDistance; // how far we traced. 0 = invalid
float m_flHitDistance; // where we hit
};
typedef CCubeMap< LightShadowZBufferSample_t, SHADOW_ZBUF_RES> lightzbuffer_t;
typedef struct
{
char name[64]; // to avoid reloading on same
word features; // world features
int num_visible_models; // visible models
mextraleaf_t *leafs; // [worldmodel->numleafs]
int totalleafs; // full leaf counting
int numleafs; // [submodels[0].visleafs + 1]
material_t *materials; // [worldmodel->numtextures]
int numleaflights;
mlightprobe_t *leaflights;
int numworldlights;
mworldlight_t *worldlights;
dvertnorm_t *surfnormals; // is not NULL here a indexed normals
dnormal_t *normals;
int numnormals;
mcubemap_t cubemaps[MAX_MAP_CUBEMAPS];
mcubemap_t defaultCubemap;
int num_cubemaps;
terrain_t *terrains;
unsigned int num_terrains;
bvert_t *vertexes;
int numvertexes;
dvlightlump_t *vertex_lighting; // used for env_statics
dvlightlump_t *surface_lighting; // used for env_statics
byte *vislightdata;
color24 *deluxedata;
byte *shadowdata;
lightzbuffer_t *shadowzbuffers;
// single buffer for all the models
uint vertex_buffer_object;
uint vertex_array_object;
uint cacheSize;
unsigned short *sortedfaces; // surfaces sorted through all models
unsigned short numsortedfaces;
// misc info
Vector2D orthocenter; // overview stuff
Vector2D orthohalf;
// cubemap builder internal state
bool loading_cubemaps;
bool build_default_cubemap;
int rebuilding_cubemaps;
int cubemap_build_number;
} gl_world_t;
extern gl_world_t *world;
#endif//GL_WORLD_H