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796 lines
22 KiB
796 lines
22 KiB
//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose:
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//
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// $Workfile: $
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// $Date: $
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// $NoKeywords: $
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//=============================================================================//
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#ifndef GL_MODEL_PRIVATE_H
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#define GL_MODEL_PRIVATE_H
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#ifdef _WIN32
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#pragma once
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#endif
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#include "mathlib/vector4d.h"
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#include "tier0/dbg.h"
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#include "tier1/utlsymbol.h"
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#include "idispinfo.h"
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#include "shadowmgr.h"
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#include "vcollide.h"
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#include "studio.h"
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#include "qlimits.h"
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#include "host.h"
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#include "gl_model.h"
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#include "cmodel.h"
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#include "bspfile.h"
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#include "Overlay.h"
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//#include "datamap.h"
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#include "surfacehandle.h"
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#include "mathlib/compressed_light_cube.h"
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#include "datacache/imdlcache.h"
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#include "bitmap/cubemap.h"
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//-----------------------------------------------------------------------------
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// forward declarations
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//-----------------------------------------------------------------------------
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struct studiomeshdata_t;
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struct decal_t;
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struct msurface1_t;
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struct msurfacelighting_t;
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struct msurfacenormal_t;
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class ITexture;
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class CEngineSprite;
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// !!! if this is changed, it must be changed in asm_draw.h too !!!
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struct mvertex_t
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{
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Vector position;
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};
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// !!! if this is changed, it must be changed in asm_draw.h too !!!
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struct medge_t
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{
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unsigned short v[2];
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// unsigned int cachededgeoffset;
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};
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class IMaterial;
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class IMaterialVar;
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// This is here for b/w compatibility with world surfaces that use
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// WorldVertexTransition. We can get rid of it when we rev the engine.
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#define TEXINFO_USING_BASETEXTURE2 0x0001
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struct mtexinfo_t
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{
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Vector4D textureVecsTexelsPerWorldUnits[2]; // [s/t] unit vectors in world space.
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// [i][3] is the s/t offset relative to the origin.
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Vector4D lightmapVecsLuxelsPerWorldUnits[2];
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float luxelsPerWorldUnit;
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float worldUnitsPerLuxel;
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unsigned short flags; // SURF_ flags.
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unsigned short texinfoFlags;// TEXINFO_ flags.
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IMaterial *material;
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mtexinfo_t( mtexinfo_t const& src )
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{
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// copy constructor needed since Vector4D has no copy constructor
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memcpy( this, &src, sizeof(mtexinfo_t) );
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}
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};
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struct mnode_t
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{
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// common with leaf
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int contents; // <0 to differentiate from leafs
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// -1 means check the node for visibility
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// -2 means don't check the node for visibility
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int visframe; // node needs to be traversed if current
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mnode_t *parent;
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short area; // If all leaves below this node are in the same area, then
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// this is the area index. If not, this is -1.
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short flags;
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VectorAligned m_vecCenter;
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VectorAligned m_vecHalfDiagonal;
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// node specific
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cplane_t *plane;
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mnode_t *children[2];
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unsigned short firstsurface;
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unsigned short numsurfaces;
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};
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struct mleaf_t
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{
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public:
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// common with node
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int contents; // contents mask
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int visframe; // node needs to be traversed if current
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mnode_t *parent;
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short area;
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short flags;
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VectorAligned m_vecCenter;
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VectorAligned m_vecHalfDiagonal;
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// leaf specific
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short cluster;
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short leafWaterDataID;
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unsigned short firstmarksurface;
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unsigned short nummarksurfaces;
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short nummarknodesurfaces;
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short unused;
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unsigned short dispListStart; // index into displist of first displacement
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unsigned short dispCount; // number of displacements in the list for this leaf
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};
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struct mleafwaterdata_t
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{
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float surfaceZ;
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float minZ;
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short surfaceTexInfoID;
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short firstLeafIndex;
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};
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struct mcubemapsample_t
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{
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Vector origin;
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ITexture *pTexture;
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unsigned char size; // default (mat_envmaptgasize) if 0, 1<<(size-1) otherwise.
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};
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typedef struct mportal_s
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{
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unsigned short *vertList;
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int numportalverts;
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cplane_t *plane;
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unsigned short cluster[2];
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// int visframe;
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} mportal_t;
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typedef struct mcluster_s
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{
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unsigned short *portalList;
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int numportals;
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} mcluster_t;
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struct mmodel_t
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{
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Vector mins, maxs;
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Vector origin; // for sounds or lights
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float radius;
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int headnode;
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int firstface, numfaces;
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};
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struct mprimitive_t
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{
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int type;
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unsigned short firstIndex;
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unsigned short indexCount;
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unsigned short firstVert;
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unsigned short vertCount;
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};
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struct mprimvert_t
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{
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Vector pos;
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float texCoord[2];
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float lightCoord[2];
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};
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typedef dleafambientindex_t mleafambientindex_t;
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typedef dleafambientlighting_t mleafambientlighting_t;
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struct LightShadowZBufferSample_t
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{
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float m_flTraceDistance; // how far we traced. 0 = invalid
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float m_flHitDistance; // where we hit
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};
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#define SHADOW_ZBUF_RES 8 // 6 * 64 * 2 * 4 = 3k bytes per light
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typedef CCubeMap< LightShadowZBufferSample_t, SHADOW_ZBUF_RES> lightzbuffer_t;
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#include "model_types.h"
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#define MODELFLAG_MATERIALPROXY 0x0001 // we've got a material proxy
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#define MODELFLAG_TRANSLUCENT 0x0002 // we've got a translucent model
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#define MODELFLAG_VERTEXLIT 0x0004 // we've got a vertex-lit model
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#define MODELFLAG_TRANSLUCENT_TWOPASS 0x0008 // render opaque part in opaque pass
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#define MODELFLAG_FRAMEBUFFER_TEXTURE 0x0010 // we need the framebuffer as a texture
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#define MODELFLAG_HAS_DLIGHT 0x0020 // need to check dlights
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#define MODELFLAG_STUDIOHDR_USES_FB_TEXTURE 0x0100 // persisted from studiohdr
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#define MODELFLAG_STUDIOHDR_USES_BUMPMAPPING 0x0200 // persisted from studiohdr
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#define MODELFLAG_STUDIOHDR_USES_ENV_CUBEMAP 0x0400 // persisted from studiohdr
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#define MODELFLAG_STUDIOHDR_AMBIENT_BOOST 0x0800 // persisted from studiohdr
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#define MODELFLAG_STUDIOHDR_DO_NOT_CAST_SHADOWS 0x1000 // persisted from studiohdr
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struct worldbrushdata_t
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{
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int numsubmodels;
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int numplanes;
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cplane_t *planes;
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int numleafs; // number of visible leafs, not counting 0
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mleaf_t *leafs;
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int numleafwaterdata;
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mleafwaterdata_t *leafwaterdata;
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int numvertexes;
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mvertex_t *vertexes;
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int numoccluders;
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doccluderdata_t *occluders;
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int numoccluderpolys;
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doccluderpolydata_t *occluderpolys;
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int numoccludervertindices;
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int *occludervertindices;
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int numvertnormalindices; // These index vertnormals.
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unsigned short *vertnormalindices;
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int numvertnormals;
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Vector *vertnormals;
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int numnodes;
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mnode_t *nodes;
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unsigned short *m_LeafMinDistToWater;
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int numtexinfo;
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mtexinfo_t *texinfo;
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int numtexdata;
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csurface_t *texdata;
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int numDispInfos;
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HDISPINFOARRAY hDispInfos; // Use DispInfo_Index to get IDispInfos..
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/*
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int numOrigSurfaces;
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msurface_t *pOrigSurfaces;
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*/
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int numsurfaces;
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msurface1_t *surfaces1;
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msurface2_t *surfaces2;
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msurfacelighting_t *surfacelighting;
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msurfacenormal_t *surfacenormals;
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bool unloadedlightmaps;
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int numvertindices;
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unsigned short *vertindices;
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int nummarksurfaces;
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SurfaceHandle_t *marksurfaces;
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ColorRGBExp32 *lightdata;
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int numworldlights;
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dworldlight_t *worldlights;
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lightzbuffer_t *shadowzbuffers;
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// non-polygon primitives (strips and lists)
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int numprimitives;
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mprimitive_t *primitives;
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int numprimverts;
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mprimvert_t *primverts;
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int numprimindices;
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unsigned short *primindices;
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int m_nAreas;
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darea_t *m_pAreas;
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int m_nAreaPortals;
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dareaportal_t *m_pAreaPortals;
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int m_nClipPortalVerts;
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Vector *m_pClipPortalVerts;
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mcubemapsample_t *m_pCubemapSamples;
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int m_nCubemapSamples;
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int m_nDispInfoReferences;
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unsigned short *m_pDispInfoReferences;
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mleafambientindex_t *m_pLeafAmbient;
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mleafambientlighting_t *m_pAmbientSamples;
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#if 0
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int numportals;
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mportal_t *portals;
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int numclusters;
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mcluster_t *clusters;
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int numportalverts;
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unsigned short *portalverts;
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int numclusterportals;
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unsigned short *clusterportals;
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#endif
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};
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// only models with type "mod_brush" have this data
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struct brushdata_t
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{
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worldbrushdata_t *pShared;
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int firstmodelsurface, nummodelsurfaces;
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unsigned short renderHandle;
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unsigned short firstnode;
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};
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// only models with type "mod_sprite" have this data
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struct spritedata_t
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{
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int numframes;
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int width;
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int height;
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CEngineSprite *sprite;
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};
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struct model_t
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{
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FileNameHandle_t fnHandle;
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CUtlString strName;
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int nLoadFlags; // mark loaded/not loaded
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int nServerCount; // marked at load
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IMaterial **ppMaterials; // null-terminated runtime material cache; ((intptr_t*)(ppMaterials))[-1] == nMaterials
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modtype_t type;
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int flags; // MODELFLAG_???
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// volume occupied by the model graphics
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Vector mins, maxs;
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float radius;
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union
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{
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brushdata_t brush;
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MDLHandle_t studio;
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spritedata_t sprite;
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};
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};
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//-----------------------------------------------------------------------------
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// Decals
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//-----------------------------------------------------------------------------
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struct decallist_t
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{
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DECLARE_SIMPLE_DATADESC();
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Vector position;
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char name[ 128 ];
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short entityIndex;
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byte depth;
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byte flags;
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// This is the surface plane that we hit so that we can move certain decals across
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// transitions if they hit similar geometry
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Vector impactPlaneNormal;
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};
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inline class IDispInfo *MLeaf_Disaplcement( mleaf_t *pLeaf, int index, worldbrushdata_t *pData = host_state.worldbrush )
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{
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Assert(index<pLeaf->dispCount);
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int dispIndex = pData->m_pDispInfoReferences[pLeaf->dispListStart+index];
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return DispInfo_IndexArray( pData->hDispInfos, dispIndex );
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}
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#define MAXLIGHTMAPS 4
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// drawing surface flags
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#define SURFDRAW_NOLIGHT 0x00000001 // no lightmap
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#define SURFDRAW_NODE 0x00000002 // This surface is on a node
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#define SURFDRAW_SKY 0x00000004 // portal to sky
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#define SURFDRAW_BUMPLIGHT 0x00000008 // Has multiple lightmaps for bump-mapping
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#define SURFDRAW_NODRAW 0x00000010 // don't draw this surface, not really visible
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#define SURFDRAW_TRANS 0x00000020 // sort this surface from back to front
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#define SURFDRAW_PLANEBACK 0x00000040 // faces away from plane of the node that stores this face
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#define SURFDRAW_DYNAMIC 0x00000080 // Don't use a static buffer for this face
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#define SURFDRAW_TANGENTSPACE 0x00000100 // This surface needs a tangent space
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#define SURFDRAW_NOCULL 0x00000200 // Don't bother backface culling these
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#define SURFDRAW_HASLIGHTSYTLES 0x00000400 // has a lightstyle other than 0
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#define SURFDRAW_HAS_DISP 0x00000800 // has a dispinfo
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#define SURFDRAW_ALPHATEST 0x00001000 // Is alphstested
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#define SURFDRAW_NOSHADOWS 0x00002000 // No shadows baby
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#define SURFDRAW_NODECALS 0x00004000 // No decals baby
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#define SURFDRAW_HAS_PRIMS 0x00008000 // has a list of prims
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#define SURFDRAW_WATERSURFACE 0x00010000 // This is a water surface
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#define SURFDRAW_UNDERWATER 0x00020000
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#define SURFDRAW_ABOVEWATER 0x00040000
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#define SURFDRAW_HASDLIGHT 0x00080000 // Has some kind of dynamic light that must be checked
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#define SURFDRAW_DLIGHTPASS 0x00100000 // Must be drawn in the dlight pass
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#define SURFDRAW_UNUSED2 0x00200000 // unused
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#define SURFDRAW_VERTCOUNT_MASK 0xFF000000 // 8 bits of vertex count
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#define SURFDRAW_SORTGROUP_MASK 0x00C00000 // 2 bits of sortgroup
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#define SURFDRAW_VERTCOUNT_SHIFT 24
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#define SURFDRAW_SORTGROUP_SHIFT 22
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// NOTE: 16-bytes, preserve size/alignment - we index this alot
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struct msurface1_t
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{
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// garymct - are these needed? - used by decal projection code
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int textureMins[2]; // smallest unnormalized s/t position on the surface.
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short textureExtents[2]; // ?? s/t texture size, 1..512 for all non-sky surfaces
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struct
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{
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unsigned short numPrims;
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unsigned short firstPrimID; // index into primitive list if numPrims > 0
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} prims;
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};
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#pragma pack(1)
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struct msurfacenormal_t
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{
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unsigned int firstvertnormal;
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// unsigned short firstvertnormal;
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// FIXME: Should I just point to the leaf here since it has this data?????????????
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// short fogVolumeID; // -1 if not in fog
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};
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#pragma pack()
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// This is a single cache line (32 bytes)
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struct msurfacelighting_t
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{
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// You read that minus sign right. See the comment below.
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ColorRGBExp32 *AvgLightColor( int nLightStyleIndex ) { return m_pSamples - (nLightStyleIndex + 1); }
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// Lightmap info
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short m_LightmapMins[2];
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short m_LightmapExtents[2];
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short m_OffsetIntoLightmapPage[2];
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int m_nLastComputedFrame; // last frame the surface's lightmap was recomputed
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int m_fDLightBits; // Indicates which dlights illuminates this surface.
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int m_nDLightFrame; // Indicates the last frame in which dlights illuminated this surface
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unsigned char m_nStyles[MAXLIGHTMAPS]; // index into d_lightstylevalue[] for animated lights
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// no one surface can be effected by more than 4
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// animated lights.
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// NOTE: This is tricky. To get this to fit in a single cache line,
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// and to save the extra memory of not having to store average light colors for
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// lightstyles that are not used, I store between 0 and 4 average light colors +before+
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// the samples, depending on how many lightstyles there are. Naturally, accessing
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// an average color for an undefined lightstyle on the surface results in undefined results.
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// 0->4 avg light colors, *in reverse order from m_nStyles* + [numstyles*surfsize]
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ColorRGBExp32 *m_pSamples;
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};
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const int WORLD_DECAL_HANDLE_INVALID = 0xFFFF;
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typedef unsigned short WorldDecalHandle_t;
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#pragma pack(1)
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// NOTE: 32-bytes. Aligned/indexed often
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struct msurface2_t
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{
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unsigned int flags; // see SURFDRAW_ #defines (only 22-bits right now)
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// These are packed in to flags now
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//unsigned char vertCount; // number of verts for this surface
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//unsigned char sortGroup; // only uses 2 bits, subdivide?
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cplane_t *plane; // pointer to shared plane
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int firstvertindex; // look up in model->vertindices[] (only uses 17-18 bits?)
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WorldDecalHandle_t decals;
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ShadowDecalHandle_t m_ShadowDecals; // unsigned short
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OverlayFragmentHandle_t m_nFirstOverlayFragment; // First overlay fragment on the surface (short)
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short materialSortID;
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unsigned short vertBufferIndex;
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unsigned short m_bDynamicShadowsEnabled : 1; // Can this surface receive dynamic shadows?
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unsigned short texinfo : 15;
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IDispInfo *pDispInfo; // displacement map information
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int visframe; // should be drawn when node is crossed
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};
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#pragma pack()
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inline unsigned short MSurf_AreDynamicShadowsEnabled( SurfaceHandle_t surfID )
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{
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return surfID->m_bDynamicShadowsEnabled;
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}
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inline int MSurf_Index( SurfaceHandle_t surfID, worldbrushdata_t *pData = host_state.worldbrush )
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{
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int surfaceIndex = surfID - pData->surfaces2;
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Assert(surfaceIndex >= 0 && surfaceIndex < pData->numsurfaces);
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return surfaceIndex;
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}
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inline const SurfaceHandle_t SurfaceHandleFromIndex( int surfaceIndex, const worldbrushdata_t *pData )
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{
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return &pData->surfaces2[surfaceIndex];
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}
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inline SurfaceHandle_t SurfaceHandleFromIndex( int surfaceIndex, worldbrushdata_t *pData = host_state.worldbrush )
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{
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return &pData->surfaces2[surfaceIndex];
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}
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#if _DEBUG
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#define ASSERT_SURF_VALID(surfID) MSurf_Index(surfID)
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#else
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#define ASSERT_SURF_VALID(surfID)
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#endif
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inline unsigned int& MSurf_Flags( SurfaceHandle_t surfID )
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{
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return surfID->flags;
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}
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inline bool SurfaceHasDispInfo( SurfaceHandle_t surfID )
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{
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return ( MSurf_Flags( surfID ) & SURFDRAW_HAS_DISP ) ? true : false;
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}
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inline bool SurfaceHasPrims( SurfaceHandle_t surfID )
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{
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return ( MSurf_Flags( surfID ) & SURFDRAW_HAS_PRIMS ) ? true : false;
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}
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inline int& MSurf_VisFrame( SurfaceHandle_t surfID )
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{
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return surfID->visframe;
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}
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inline int MSurf_SortGroup( SurfaceHandle_t surfID )
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{
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return (surfID->flags & SURFDRAW_SORTGROUP_MASK) >> SURFDRAW_SORTGROUP_SHIFT;
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}
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inline void MSurf_SetSortGroup( SurfaceHandle_t surfID, int sortGroup )
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{
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unsigned int flags = (sortGroup << SURFDRAW_SORTGROUP_SHIFT) & SURFDRAW_SORTGROUP_MASK;
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surfID->flags |= flags;
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}
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/*
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inline int& MSurf_DLightFrame( SurfaceHandle_t surfID, worldbrushdata_t *pData = host_state.worldbrush )
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{
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// ASSERT_SURF_VALID( surfID );
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Assert( pData );
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return pData->surfacelighting[surfID].dlightframe;
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}
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*/
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inline int& MSurf_DLightBits( SurfaceHandle_t surfID, worldbrushdata_t *pData = host_state.worldbrush )
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{
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int surfaceIndex = MSurf_Index(surfID,pData);
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// ASSERT_SURF_VALID( surfID );
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Assert( pData );
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return pData->surfacelighting[surfaceIndex].m_fDLightBits;
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}
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inline cplane_t& MSurf_Plane( SurfaceHandle_t surfID )
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{
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return *surfID->plane;
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}
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inline int& MSurf_FirstVertIndex( SurfaceHandle_t surfID )
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{
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return surfID->firstvertindex;
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}
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inline int MSurf_VertCount( SurfaceHandle_t surfID )
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{
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return (surfID->flags >> SURFDRAW_VERTCOUNT_SHIFT) & 0xFF;
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}
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inline void MSurf_SetVertCount( SurfaceHandle_t surfID, int vertCount )
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{
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int flags = (vertCount << SURFDRAW_VERTCOUNT_SHIFT) & SURFDRAW_VERTCOUNT_MASK;
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surfID->flags |= flags;
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}
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inline int *MSurf_TextureMins( SurfaceHandle_t surfID, worldbrushdata_t *pData = host_state.worldbrush )
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{
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int surfaceIndex = MSurf_Index(surfID,pData);
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// ASSERT_SURF_VALID( surfID );
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Assert( pData );
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return pData->surfaces1[surfaceIndex].textureMins;
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}
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inline short *MSurf_TextureExtents( SurfaceHandle_t surfID, worldbrushdata_t *pData = host_state.worldbrush )
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{
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int surfaceIndex = MSurf_Index(surfID,pData);
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// ASSERT_SURF_VALID( surfID );
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Assert( pData );
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return pData->surfaces1[surfaceIndex].textureExtents;
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}
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inline short *MSurf_LightmapMins( SurfaceHandle_t surfID, worldbrushdata_t *pData = host_state.worldbrush )
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{
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int surfaceIndex = MSurf_Index(surfID,pData);
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// ASSERT_SURF_VALID( surfID );
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Assert( pData );
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return pData->surfacelighting[surfaceIndex].m_LightmapMins;
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}
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inline short *MSurf_LightmapExtents( SurfaceHandle_t surfID, worldbrushdata_t *pData = host_state.worldbrush )
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{
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int surfaceIndex = MSurf_Index(surfID,pData);
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// ASSERT_SURF_VALID( surfID );
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Assert( pData );
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return pData->surfacelighting[surfaceIndex].m_LightmapExtents;
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}
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inline short MSurf_MaxLightmapSizeWithBorder( SurfaceHandle_t surfID )
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{
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// ASSERT_SURF_VALID( surfID );
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return SurfaceHasDispInfo( surfID ) ? MAX_DISP_LIGHTMAP_DIM_INCLUDING_BORDER : MAX_BRUSH_LIGHTMAP_DIM_INCLUDING_BORDER;
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}
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inline short MSurf_MaxLightmapSizeWithoutBorder( SurfaceHandle_t surfID )
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{
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// ASSERT_SURF_VALID( surfID );
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return SurfaceHasDispInfo( surfID ) ? MAX_DISP_LIGHTMAP_DIM_WITHOUT_BORDER : MAX_BRUSH_LIGHTMAP_DIM_WITHOUT_BORDER;
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}
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inline mtexinfo_t *MSurf_TexInfo( SurfaceHandle_t surfID, worldbrushdata_t *pData = host_state.worldbrush )
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{
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return &pData->texinfo[surfID->texinfo];
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}
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inline WorldDecalHandle_t& MSurf_Decals( SurfaceHandle_t surfID )
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{
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return surfID->decals;
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}
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inline bool SurfaceHasDecals( SurfaceHandle_t surfID )
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{
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return ( MSurf_Decals( surfID ) != WORLD_DECAL_HANDLE_INVALID ) ? true : false;
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}
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inline ShadowDecalHandle_t& MSurf_ShadowDecals( SurfaceHandle_t surfID )
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{
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return surfID->m_ShadowDecals;
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}
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inline ColorRGBExp32 *MSurf_AvgLightColor( SurfaceHandle_t surfID, int nIndex, worldbrushdata_t *pData = host_state.worldbrush )
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{
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int surfaceIndex = MSurf_Index(surfID,pData);
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// ASSERT_SURF_VALID( surfID );
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Assert( pData );
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return pData->surfacelighting[surfaceIndex].AvgLightColor(nIndex);
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}
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inline byte *MSurf_Styles( SurfaceHandle_t surfID, worldbrushdata_t *pData = host_state.worldbrush )
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{
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int surfaceIndex = MSurf_Index(surfID,pData);
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// ASSERT_SURF_VALID( surfID );
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Assert( pData );
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return pData->surfacelighting[surfaceIndex].m_nStyles;
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}
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/*
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inline int *MSurf_CachedLight( SurfaceHandle_t surfID, worldbrushdata_t *pData = host_state.worldbrush )
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{
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// ASSERT_SURF_VALID( surfID );
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Assert( pData );
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return pData->surfacelighting[surfID].cached_light;
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}
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inline short& MSurf_CachedDLight( SurfaceHandle_t surfID, worldbrushdata_t *pData = host_state.worldbrush )
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{
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// ASSERT_SURF_VALID( surfID );
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Assert( pData );
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return pData->surfacelighting[surfID].cached_dlight;
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}
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*/
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inline unsigned short MSurf_NumPrims( SurfaceHandle_t surfID, worldbrushdata_t *pData = host_state.worldbrush )
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{
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if ( SurfaceHasDispInfo( surfID ) || !SurfaceHasPrims( surfID ))
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return 0;
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int surfaceIndex = MSurf_Index(surfID,pData);
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// ASSERT_SURF_VALID( surfID );
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Assert( pData );
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return pData->surfaces1[surfaceIndex].prims.numPrims;
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}
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inline unsigned short MSurf_FirstPrimID( SurfaceHandle_t surfID, worldbrushdata_t *pData = host_state.worldbrush )
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{
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if ( SurfaceHasDispInfo( surfID ) )
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return 0;
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int surfaceIndex = MSurf_Index(surfID,pData);
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// ASSERT_SURF_VALID( surfID );
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Assert( pData );
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return pData->surfaces1[surfaceIndex].prims.firstPrimID;
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}
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inline ColorRGBExp32 *MSurf_Samples( SurfaceHandle_t surfID, worldbrushdata_t *pData = host_state.worldbrush )
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{
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int surfaceIndex = MSurf_Index(surfID,pData);
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// ASSERT_SURF_VALID( surfID );
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Assert( pData );
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return pData->surfacelighting[surfaceIndex].m_pSamples;
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}
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inline IDispInfo *MSurf_DispInfo( SurfaceHandle_t surfID, worldbrushdata_t *pData = host_state.worldbrush )
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{
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return surfID->pDispInfo;
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}
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//inline unsigned short &MSurf_FirstVertNormal( SurfaceHandle_t surfID, worldbrushdata_t *pData = host_state.worldbrush )
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inline unsigned int &MSurf_FirstVertNormal( SurfaceHandle_t surfID, worldbrushdata_t *pData = host_state.worldbrush )
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{
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int surfaceIndex = MSurf_Index(surfID,pData);
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// ASSERT_SURF_VALID( surfID );
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Assert( pData );
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Assert( pData->surfacenormals[surfaceIndex].firstvertnormal < MAX_MAP_VERTNORMALINDICES );
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return pData->surfacenormals[surfaceIndex].firstvertnormal;
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}
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inline unsigned short &MSurf_VertBufferIndex( SurfaceHandle_t surfID )
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{
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return surfID->vertBufferIndex;
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}
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inline short& MSurf_MaterialSortID( SurfaceHandle_t surfID, worldbrushdata_t *pData = host_state.worldbrush )
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{
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return surfID->materialSortID;
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}
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inline short *MSurf_OffsetIntoLightmapPage( SurfaceHandle_t surfID, worldbrushdata_t *pData = host_state.worldbrush )
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{
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int surfaceIndex = MSurf_Index(surfID,pData);
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// ASSERT_SURF_VALID( surfID );
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Assert( pData );
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return pData->surfacelighting[surfaceIndex].m_OffsetIntoLightmapPage;
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}
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inline VPlane MSurf_GetForwardFacingPlane( SurfaceHandle_t surfID, worldbrushdata_t *pData = host_state.worldbrush )
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{
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// ASSERT_SURF_VALID( surfID );
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Assert( pData );
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return VPlane( MSurf_Plane( surfID).normal, MSurf_Plane( surfID ).dist );
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}
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inline OverlayFragmentHandle_t &MSurf_OverlayFragmentList( SurfaceHandle_t surfID, worldbrushdata_t *pData = host_state.worldbrush )
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{
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return surfID->m_nFirstOverlayFragment;
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}
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inline msurfacelighting_t *SurfaceLighting( SurfaceHandle_t surfID, worldbrushdata_t *pData = host_state.worldbrush )
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{
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int surfaceIndex = MSurf_Index(surfID,pData);
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Assert( pData );
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return &pData->surfacelighting[surfaceIndex];
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}
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#endif // GL_MODEL_PRIVATE_H
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