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 ==============================================================================
32 #define Q3PATHLENGTH 64
36 // in memory representation
50 typedef struct mplane_s
54 // for texture axis selection and fast side tests
60 #define SHADERSTAGE_SKY 0
61 #define SHADERSTAGE_NORMAL 1
62 #define SHADERSTAGE_COUNT 2
64 //#define SURF_PLANEBACK 2
66 // set for anything to be transparent sorted
67 #define MATERIALFLAG_TRANSPARENT 1
68 // use alpha blend on this material
69 #define MATERIALFLAG_ALPHA 2
70 // use additive blend on this material
71 #define MATERIALFLAG_ADD 4
72 // turn off depth test on this material
73 #define MATERIALFLAG_NODEPTHTEST 8
74 // multiply alpha by r_wateralpha cvar
75 #define MATERIALFLAG_WATERALPHA 16
76 // draw with no lighting
77 #define MATERIALFLAG_FULLBRIGHT 32
78 // drawn as a normal lightmapped wall
79 #define MATERIALFLAG_WALL 64
80 // swirling water effect
81 #define MATERIALFLAG_WATER 128
82 // this surface shows the sky
83 // skipped if transparent
84 #define MATERIALFLAG_SKY 256
85 // skips drawing the surface
86 #define MATERIALFLAG_NODRAW 512
87 // probably used only on q1bsp water
88 #define MATERIALFLAG_LIGHTBOTHSIDES 1024
90 struct entity_render_s;
94 typedef struct texture_s
100 unsigned int width, height;
102 //unsigned int flags;
104 // base material flags
105 int basematerialflags;
106 // current material flags (updated each bmodel render)
107 int currentmaterialflags;
109 // loaded the same as model skins
112 // total frames in sequence and alternate sequence
114 // direct pointers to each of the frames in the sequences
115 // (indexed as [alternate][frame])
116 struct texture_s *anim_frames[2][10];
117 // set if animated or there is an alternate frame set
118 // (this is an optimization in the renderer)
120 // the current texture frame in animation
121 struct texture_s *currentframe;
122 // current alpha of the texture
126 char name[Q3PATHLENGTH];
127 char firstpasstexturename[Q3PATHLENGTH]; // used only during loading
152 typedef struct msurface_s
154 // bounding box for onscreen checks
157 // the texture to use on the surface
159 // the lightmap texture fragment to use on the rendering mesh
160 rtexture_t *lightmaptexture;
161 // if lightmap settings changed, this forces update
162 int cached_dlight; // q1bsp
163 // mesh for rendering
165 // index into model->brush.shadowmesh
166 int num_firstshadowmeshtriangle;
168 // the node plane this is on, backwards if SURF_PLANEBACK flag set
169 //mplane_t *plane; // q1bsp
171 //int flags; // q1bsp
172 // texture mapping properties used by this surface
173 mtexinfo_t *texinfo; // q1bsp
174 // index into d_lightstylevalue array, 255 means not used (black)
175 qbyte styles[MAXLIGHTMAPS]; // q1bsp
176 // RGB lighting data [numstyles][height][width][3]
177 qbyte *samples; // q1bsp
178 // stain to apply on lightmap (soot/dirt/blood/whatever)
179 qbyte *stainsamples; // q1bsp
180 // the stride when building lightmaps to comply with fragment update
181 int lightmaptexturestride; // q1bsp
182 int texturemins[2]; // q1bsp
183 int extents[2]; // q1bsp
185 struct q3deffect_s *effect; // q3bsp
186 // FIXME: collisionmarkframe should be kept in a separate array
187 int collisionmarkframe; // q3bsp // don't collide twice in one trace
191 typedef struct mnode_s
193 //this part shared between node and leaf
194 mplane_t *plane; // != NULL
195 struct mnode_s *parent;
196 struct mportal_s *portals;
197 // for bounding box culling
201 // this part unique to node
202 struct mnode_s *children[2];
205 unsigned short firstsurface;
206 unsigned short numsurfaces;
210 typedef struct mleaf_s
212 //this part shared between node and leaf
213 mplane_t *plane; // == NULL
214 struct mnode_s *parent;
215 struct mportal_s *portals;
216 // for bounding box culling
220 // this part unique to leaf
222 int clusterindex; // -1 is not in pvs, >= 0 is pvs bit number
223 int areaindex; // q3bsp
225 int *firstleafsurface;
226 int numleafbrushes; // q3bsp
227 int *firstleafbrush; // q3bsp
228 qbyte ambient_sound_level[NUM_AMBIENTS]; // q1bsp
229 int contents; // q1bsp: // TODO: remove (only used temporarily during loading when making collision hull 0)
230 int portalmarkid; // q1bsp // used by see-polygon-through-portals visibility checker
236 dclipnode_t *clipnodes;
246 typedef struct mportal_s
248 struct mportal_s *next; // the next portal on this leaf
249 mleaf_t *here; // the leaf this portal is on
250 mleaf_t *past; // the leaf through this portal (infront)
253 vec3_t mins, maxs; // culling
258 typedef struct svbspmesh_s
260 struct svbspmesh_s *next;
261 int numverts, maxverts;
262 int numtriangles, maxtriangles;
268 typedef struct mlight_s
272 // distance attenuation scale (smaller is a larger light)
274 // color and brightness combined
276 // brightness bias, used for limiting radius without a hard edge
278 // spotlight direction
280 // cosine of spotlight cone angle (or 0 if not a spotlight)
282 // distance bias (larger value is softer and darker)
284 // light style controlling this light
286 // maximum extent of the light for shading purposes
288 // maximum extent of the light for culling purposes
292 // surfaces this shines on
294 msurface_t **surfaces;
297 // precomputed shadow volume meshs
298 //svbspmesh_t *shadowvolume;
299 //vec3_t shadowvolumemins, shadowvolumemaxs;
300 shadowmesh_t *shadowvolume;
306 void Mod_Q1BSP_Load(struct model_s *mod, void *buffer);
307 void Mod_IBSP_Load(struct model_s *mod, void *buffer);
308 void Mod_MAP_Load(struct model_s *mod, void *buffer);
309 void Mod_BrushInit(void);
313 #define Q2BSPVERSION 38
315 // leaffaces, leafbrushes, planes, and verts are still bounded by
316 // 16 bit short limits
318 //=============================================================================
320 #define Q2LUMP_ENTITIES 0
321 #define Q2LUMP_PLANES 1
322 #define Q2LUMP_VERTEXES 2
323 #define Q2LUMP_VISIBILITY 3
324 #define Q2LUMP_NODES 4
325 #define Q2LUMP_TEXINFO 5
326 #define Q2LUMP_FACES 6
327 #define Q2LUMP_LIGHTING 7
328 #define Q2LUMP_LEAFS 8
329 #define Q2LUMP_LEAFFACES 9
330 #define Q2LUMP_LEAFBRUSHES 10
331 #define Q2LUMP_EDGES 11
332 #define Q2LUMP_SURFEDGES 12
333 #define Q2LUMP_MODELS 13
334 #define Q2LUMP_BRUSHES 14
335 #define Q2LUMP_BRUSHSIDES 15
336 #define Q2LUMP_POP 16
337 #define Q2LUMP_AREAS 17
338 #define Q2LUMP_AREAPORTALS 18
339 #define Q2HEADER_LUMPS 19
345 lump_t lumps[HEADER_LUMPS];
350 float mins[3], maxs[3];
351 float origin[3]; // for sounds or lights
353 int firstface, numfaces; // submodels just draw faces
354 // without walking the bsp tree
357 // planes (x&~1) and (x&~1)+1 are always opposites
359 // contents flags are seperate bits
360 // a given brush can contribute multiple content bits
361 // multiple brushes can be in a single leaf
363 // these definitions also need to be in q_shared.h!
365 // lower bits are stronger, and will eat weaker brushes completely
366 #define Q2CONTENTS_SOLID 1 // an eye is never valid in a solid
367 #define Q2CONTENTS_WINDOW 2 // translucent, but not watery
368 #define Q2CONTENTS_AUX 4
369 #define Q2CONTENTS_LAVA 8
370 #define Q2CONTENTS_SLIME 16
371 #define Q2CONTENTS_WATER 32
372 #define Q2CONTENTS_MIST 64
373 #define Q2LAST_VISIBLE_CONTENTS 64
375 // remaining contents are non-visible, and don't eat brushes
377 #define Q2CONTENTS_AREAPORTAL 0x8000
379 #define Q2CONTENTS_PLAYERCLIP 0x10000
380 #define Q2CONTENTS_MONSTERCLIP 0x20000
382 // currents can be added to any other contents, and may be mixed
383 #define Q2CONTENTS_CURRENT_0 0x40000
384 #define Q2CONTENTS_CURRENT_90 0x80000
385 #define Q2CONTENTS_CURRENT_180 0x100000
386 #define Q2CONTENTS_CURRENT_270 0x200000
387 #define Q2CONTENTS_CURRENT_UP 0x400000
388 #define Q2CONTENTS_CURRENT_DOWN 0x800000
390 #define Q2CONTENTS_ORIGIN 0x1000000 // removed before bsping an entity
392 #define Q2CONTENTS_MONSTER 0x2000000 // should never be on a brush, only in game
393 #define Q2CONTENTS_DEADMONSTER 0x4000000
394 #define Q2CONTENTS_DETAIL 0x8000000 // brushes to be added after vis leafs
395 #define Q2CONTENTS_TRANSLUCENT 0x10000000 // auto set if any surface has trans
396 #define Q2CONTENTS_LADDER 0x20000000
400 #define Q2SURF_LIGHT 0x1 // value will hold the light strength
402 #define Q2SURF_SLICK 0x2 // effects game physics
404 #define Q2SURF_SKY 0x4 // don't draw, but add to skybox
405 #define Q2SURF_WARP 0x8 // turbulent water warp
406 #define Q2SURF_TRANS33 0x10
407 #define Q2SURF_TRANS66 0x20
408 #define Q2SURF_FLOWING 0x40 // scroll towards angle
409 #define Q2SURF_NODRAW 0x80 // don't bother referencing the texture
417 int children[2]; // negative numbers are -(leafs+1), not nodes
418 short mins[3]; // for frustom culling
420 unsigned short firstface;
421 unsigned short numfaces; // counting both sides
427 float vecs[2][4]; // [s/t][xyz offset]
428 int flags; // miptex flags + overrides
429 int value; // light emission, etc
430 char texture[32]; // texture name (textures/*.wal)
431 int nexttexinfo; // for animations, -1 = end of chain
436 int contents; // OR of all brushes (not needed?)
441 short mins[3]; // for frustum culling
444 unsigned short firstleafface;
445 unsigned short numleaffaces;
447 unsigned short firstleafbrush;
448 unsigned short numleafbrushes;
453 unsigned short planenum; // facing out of the leaf
465 // the visibility lump consists of a header with a count, then
466 // byte offsets for the PVS and PHS of each cluster, then the raw
467 // compressed bit vectors
473 int bitofs[8][2]; // bitofs[numclusters][2]
476 // each area has a list of portals that lead into other areas
477 // when portals are closed, other areas may not be visible or
478 // hearable even if the vis info says that it should be
494 #define Q3BSPVERSION 46
496 #define Q3LUMP_ENTITIES 0 // entities to spawn (used by server and client)
497 #define Q3LUMP_TEXTURES 1 // textures used (used by faces)
498 #define Q3LUMP_PLANES 2 // planes used (used by bsp nodes)
499 #define Q3LUMP_NODES 3 // bsp nodes (used by bsp nodes, bsp leafs, rendering, collisions)
500 #define Q3LUMP_LEAFS 4 // bsp leafs (used by bsp nodes)
501 #define Q3LUMP_LEAFFACES 5 // array of ints indexing faces (used by leafs)
502 #define Q3LUMP_LEAFBRUSHES 6 // array of ints indexing brushes (used by leafs)
503 #define Q3LUMP_MODELS 7 // models (used by rendering, collisions)
504 #define Q3LUMP_BRUSHES 8 // brushes (used by effects, collisions)
505 #define Q3LUMP_BRUSHSIDES 9 // brush faces (used by brushes)
506 #define Q3LUMP_VERTICES 10 // mesh vertices (used by faces)
507 #define Q3LUMP_TRIANGLES 11 // mesh triangles (used by faces)
508 #define Q3LUMP_EFFECTS 12 // fog (used by faces)
509 #define Q3LUMP_FACES 13 // surfaces (used by leafs)
510 #define Q3LUMP_LIGHTMAPS 14 // lightmap textures (used by faces)
511 #define Q3LUMP_LIGHTGRID 15 // lighting as a voxel grid (used by rendering)
512 #define Q3LUMP_PVS 16 // potentially visible set; bit[clusters][clusters] (used by rendering)
513 #define Q3HEADER_LUMPS 17
519 lump_t lumps[HEADER_LUMPS];
524 char name[Q3PATHLENGTH];
530 // note: planes are paired, the pair of planes with i and i ^ 1 are opposites.
541 int childrenindex[2];
549 int clusterindex; // pvs index
550 int areaindex; // area index
592 unsigned char color4ub[4];
598 int offset; // first vertex index of mesh
602 typedef struct q3deffect_s
604 char shadername[Q3PATHLENGTH];
606 int unknown; // I read this is always 5 except in q3dm8 which has one effect with -1
610 #define Q3FACETYPE_POLYGON 1 // common
611 #define Q3FACETYPE_PATCH 2 // common
612 #define Q3FACETYPE_MESH 3 // common
613 #define Q3FACETYPE_FLARE 4 // rare (is this ever used?)
618 int effectindex; // -1 if none
619 int type; // Q3FACETYPE
624 int lightmapindex; // -1 if none
625 int lightmap_base[2];
626 int lightmap_size[2];
631 // corrupt or don't care
637 // Q3FACETYPE_POLYGON
638 // polygon is simply a convex polygon, renderable as a mesh
639 float lightmap_origin[3];
640 float lightmap_vectors[2][3];
648 // patch renders as a bezier mesh, with adjustable tesselation
649 // level (optionally based on LOD using the bbox and polygon
650 // count to choose a tesselation level)
651 // note: multiple patches may have the same bbox to cause them to
652 // be LOD adjusted together as a group
654 float mins[3]; // LOD bbox
655 float maxs[3]; // LOD bbox
657 int patchsize[2]; // dimensions of vertex grid
663 // mesh renders as simply a triangle mesh
673 // flare renders as a simple sprite at origin, no geometry
674 // exists, nor does it have a radius, a cvar controls the radius
675 // and another cvar controls distance fade
676 // (they were not used in Q3 I'm told)
688 unsigned char rgb[128*128*3];
694 unsigned char ambientrgb[3];
695 unsigned char diffusergb[3];
696 unsigned char diffusepitch;
697 unsigned char diffuseyaw;
705 // unsigned char chains[];
706 // containing bits in 0-7 order (not 7-0 order),
707 // pvschains[mycluster * chainlength + (thatcluster >> 3)] & (1 << (thatcluster & 7))
711 // surfaceflags from bsp
712 #define Q3SURFACEFLAG_NODAMAGE 1
713 #define Q3SURFACEFLAG_SLICK 2
714 #define Q3SURFACEFLAG_SKY 4
715 #define Q3SURFACEFLAG_LADDER 8
716 #define Q3SURFACEFLAG_NOIMPACT 16
717 #define Q3SURFACEFLAG_NOMARKS 32
718 #define Q3SURFACEFLAG_FLESH 64
719 #define Q3SURFACEFLAG_NODRAW 128
720 #define Q3SURFACEFLAG_HINT 256
721 #define Q3SURFACEFLAG_SKIP 512
722 #define Q3SURFACEFLAG_NOLIGHTMAP 1024
723 #define Q3SURFACEFLAG_POINTLIGHT 2048
724 #define Q3SURFACEFLAG_METALSTEPS 4096
725 #define Q3SURFACEFLAG_NOSTEPS 8192
726 #define Q3SURFACEFLAG_NONSOLID 16384
727 #define Q3SURFACEFLAG_LIGHTFILTER 32768
728 #define Q3SURFACEFLAG_ALPHASHADOW 65536
729 #define Q3SURFACEFLAG_NODLIGHT 131072
730 #define Q3SURFACEFLAG_DUST 262144
732 // surfaceparms from shaders
733 #define Q3SURFACEPARM_ALPHASHADOW 1
734 #define Q3SURFACEPARM_AREAPORTAL 2
735 #define Q3SURFACEPARM_CLUSTERPORTAL 4
736 #define Q3SURFACEPARM_DETAIL 8
737 #define Q3SURFACEPARM_DONOTENTER 16
738 #define Q3SURFACEPARM_FOG 32
739 #define Q3SURFACEPARM_LAVA 64
740 #define Q3SURFACEPARM_LIGHTFILTER 128
741 #define Q3SURFACEPARM_METALSTEPS 256
742 #define Q3SURFACEPARM_NODAMAGE 512
743 #define Q3SURFACEPARM_NODLIGHT 1024
744 #define Q3SURFACEPARM_NODRAW 2048
745 #define Q3SURFACEPARM_NODROP 4096
746 #define Q3SURFACEPARM_NOIMPACT 8192
747 #define Q3SURFACEPARM_NOLIGHTMAP 16384
748 #define Q3SURFACEPARM_NOMARKS 32768
749 #define Q3SURFACEPARM_NOMIPMAPS 65536
750 #define Q3SURFACEPARM_NONSOLID 131072
751 #define Q3SURFACEPARM_ORIGIN 262144
752 #define Q3SURFACEPARM_PLAYERCLIP 524288
753 #define Q3SURFACEPARM_SKY 1048576
754 #define Q3SURFACEPARM_SLICK 2197152
755 #define Q3SURFACEPARM_SLIME 4194304
756 #define Q3SURFACEPARM_STRUCTURAL 8388608
757 #define Q3SURFACEPARM_TRANS 16777216
758 #define Q3SURFACEPARM_WATER 33554432
759 #define Q3SURFACEPARM_POINTLIGHT 67108864
761 // various flags from shaders
762 #define Q3TEXTUREFLAG_TWOSIDED 1
763 #define Q3TEXTUREFLAG_ADDITIVE 2
764 #define Q3TEXTUREFLAG_NOMIPMAPS 4
765 #define Q3TEXTUREFLAG_NOPICMIP 8
766 #define Q3TEXTUREFLAG_AUTOSPRITE 16
767 #define Q3TEXTUREFLAG_AUTOSPRITE2 32
768 #define Q3TEXTUREFLAG_ALPHATEST 64
770 typedef struct q3mbrush_s
772 struct colbrushf_s *colbrushf;
774 struct q3mbrushside_s *firstbrushside;
775 struct texture_s *texture;
779 typedef struct q3mbrushside_s
781 struct mplane_s *plane;
782 struct texture_s *texture;
786 #define CHECKPVSBIT(pvs,b) ((b) >= 0 ? ((pvs)[(b) >> 3] & (1 << ((b) & 7))) : false)
787 #define SETPVSBIT(pvs,b) ((b) >= 0 ? ((pvs)[(b) >> 3] |= (1 << ((b) & 7))) : false)
788 #define CLEARPVSBIT(pvs,b) ((b) >= 0 ? ((pvs)[(b) >> 3] &= ~(1 << ((b) & 7))) : false)