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
65 #define SURF_DRAWSKY 4
66 #define SURF_DRAWTURB 0x10
67 #define SURF_LIGHTMAP 0x20
68 #define SURF_DRAWNOALPHA 0x100
69 #define SURF_DRAWFULLBRIGHT 0x200
70 #define SURF_LIGHTBOTHSIDES 0x400
71 #define SURF_WATERALPHA 0x4000 // this polygon's alpha is modulated by r_wateralpha
72 #define SURF_SOLIDCLIP 0x8000 // this polygon blocks movement
74 #define SURFRENDER_OPAQUE 0
75 #define SURFRENDER_ALPHA 1
76 #define SURFRENDER_ADD 2
78 struct entity_render_s;
82 typedef struct texture_s
88 unsigned int width, height;
92 // type of rendering (SURFRENDER_ value)
95 // loaded the same as model skins
98 // total frames in sequence and alternate sequence
100 // direct pointers to each of the frames in the sequences
101 // (indexed as [alternate][frame])
102 struct texture_s *anim_frames[2][10];
103 // set if animated or there is an alternate frame set
104 // (this is an optimization in the renderer)
106 // the current texture frame in animation
107 struct texture_s *currentframe;
108 // current alpha of the texture
112 char name[Q3PATHLENGTH];
113 char firstpasstexturename[Q3PATHLENGTH]; // used only during loading
137 typedef struct msurface_s
139 // bounding box for onscreen checks
143 // the node plane this is on, backwards if SURF_PLANEBACK flag set
147 // texture mapping properties used by this surface
150 // the lightmap texture fragment to use on the rendering mesh
151 rtexture_t *lightmaptexture;
152 // mesh for rendering
154 // if lightmap settings changed, this forces update
157 // surface number, to avoid having to do a divide to find the number of a surface from it's address
160 // index into d_lightstylevalue array, 255 means not used (black)
161 qbyte styles[MAXLIGHTMAPS];
162 // RGB lighting data [numstyles][height][width][3]
164 // stain to apply on lightmap (soot/dirt/blood/whatever)
166 // the stride when building lightmaps to comply with fragment update
167 int lightmaptexturestride;
171 // if this == r_framecount there are dynamic lights on the surface
173 // which dynamic lights are touching this surface
174 // (only access this if dlightframe is current)
176 // avoid redundent addition of dlights
179 // avoid multiple collision traces with a surface polygon
182 // index into model->brush.shadowmesh
183 int num_firstshadowmeshtriangle;
185 // currently used only for generating static shadow volumes
186 int lighttemp_castshadow;
188 // avoid redundent surface shadows
193 typedef struct mnode_s
195 //this part shared between node and leaf
196 mplane_t *plane; // != NULL
197 struct mnode_s *parent;
198 struct mportal_s *portals;
199 // for bounding box culling
203 // this part unique to node
204 struct mnode_s *children[2];
207 unsigned short firstsurface;
208 unsigned short numsurfaces;
212 typedef struct mleaf_s
214 //this part shared between node and leaf
215 mplane_t *plane; // == NULL
216 struct mnode_s *parent;
217 struct mportal_s *portals;
218 // for bounding box culling
222 // this part unique to leaf
224 int clusterindex; // -1 is not in pvs, >= 0 is pvs bit number
225 int areaindex; // q3bsp
227 int *firstleafsurface;
228 int numleafbrushes; // q3bsp
229 int *firstleafbrush; // q3bsp
230 qbyte ambient_sound_level[NUM_AMBIENTS]; // q1bsp
231 int contents; // q1bsp: // TODO: remove (only used temporarily during loading when making collision hull 0)
232 int portalmarkid; // q1bsp // used by see-polygon-through-portals visibility checker
238 dclipnode_t *clipnodes;
248 typedef struct mportal_s
250 struct mportal_s *next; // the next portal on this leaf
251 mleaf_t *here; // the leaf this portal is on
252 mleaf_t *past; // the leaf through this portal (infront)
255 vec3_t mins, maxs; // culling
260 typedef struct svbspmesh_s
262 struct svbspmesh_s *next;
263 int numverts, maxverts;
264 int numtriangles, maxtriangles;
270 typedef struct mlight_s
274 // distance attenuation scale (smaller is a larger light)
276 // color and brightness combined
278 // brightness bias, used for limiting radius without a hard edge
280 // spotlight direction
282 // cosine of spotlight cone angle (or 0 if not a spotlight)
284 // distance bias (larger value is softer and darker)
286 // light style controlling this light
288 // maximum extent of the light for shading purposes
290 // maximum extent of the light for culling purposes
294 // surfaces this shines on
296 msurface_t **surfaces;
299 // precomputed shadow volume meshs
300 //svbspmesh_t *shadowvolume;
301 //vec3_t shadowvolumemins, shadowvolumemaxs;
302 shadowmesh_t *shadowvolume;
307 extern rtexture_t *r_notexture;
308 extern texture_t r_notexture_mip;
311 void Mod_Q1BSP_Load(struct model_s *mod, void *buffer);
312 void Mod_IBSP_Load(struct model_s *mod, void *buffer);
313 void Mod_MAP_Load(struct model_s *mod, void *buffer);
314 void Mod_BrushInit(void);
318 #define Q2BSPVERSION 38
320 // leaffaces, leafbrushes, planes, and verts are still bounded by
321 // 16 bit short limits
323 //=============================================================================
325 #define Q2LUMP_ENTITIES 0
326 #define Q2LUMP_PLANES 1
327 #define Q2LUMP_VERTEXES 2
328 #define Q2LUMP_VISIBILITY 3
329 #define Q2LUMP_NODES 4
330 #define Q2LUMP_TEXINFO 5
331 #define Q2LUMP_FACES 6
332 #define Q2LUMP_LIGHTING 7
333 #define Q2LUMP_LEAFS 8
334 #define Q2LUMP_LEAFFACES 9
335 #define Q2LUMP_LEAFBRUSHES 10
336 #define Q2LUMP_EDGES 11
337 #define Q2LUMP_SURFEDGES 12
338 #define Q2LUMP_MODELS 13
339 #define Q2LUMP_BRUSHES 14
340 #define Q2LUMP_BRUSHSIDES 15
341 #define Q2LUMP_POP 16
342 #define Q2LUMP_AREAS 17
343 #define Q2LUMP_AREAPORTALS 18
344 #define Q2HEADER_LUMPS 19
350 lump_t lumps[HEADER_LUMPS];
355 float mins[3], maxs[3];
356 float origin[3]; // for sounds or lights
358 int firstface, numfaces; // submodels just draw faces
359 // without walking the bsp tree
362 // planes (x&~1) and (x&~1)+1 are always opposites
364 // contents flags are seperate bits
365 // a given brush can contribute multiple content bits
366 // multiple brushes can be in a single leaf
368 // these definitions also need to be in q_shared.h!
370 // lower bits are stronger, and will eat weaker brushes completely
371 #define Q2CONTENTS_SOLID 1 // an eye is never valid in a solid
372 #define Q2CONTENTS_WINDOW 2 // translucent, but not watery
373 #define Q2CONTENTS_AUX 4
374 #define Q2CONTENTS_LAVA 8
375 #define Q2CONTENTS_SLIME 16
376 #define Q2CONTENTS_WATER 32
377 #define Q2CONTENTS_MIST 64
378 #define Q2LAST_VISIBLE_CONTENTS 64
380 // remaining contents are non-visible, and don't eat brushes
382 #define Q2CONTENTS_AREAPORTAL 0x8000
384 #define Q2CONTENTS_PLAYERCLIP 0x10000
385 #define Q2CONTENTS_MONSTERCLIP 0x20000
387 // currents can be added to any other contents, and may be mixed
388 #define Q2CONTENTS_CURRENT_0 0x40000
389 #define Q2CONTENTS_CURRENT_90 0x80000
390 #define Q2CONTENTS_CURRENT_180 0x100000
391 #define Q2CONTENTS_CURRENT_270 0x200000
392 #define Q2CONTENTS_CURRENT_UP 0x400000
393 #define Q2CONTENTS_CURRENT_DOWN 0x800000
395 #define Q2CONTENTS_ORIGIN 0x1000000 // removed before bsping an entity
397 #define Q2CONTENTS_MONSTER 0x2000000 // should never be on a brush, only in game
398 #define Q2CONTENTS_DEADMONSTER 0x4000000
399 #define Q2CONTENTS_DETAIL 0x8000000 // brushes to be added after vis leafs
400 #define Q2CONTENTS_TRANSLUCENT 0x10000000 // auto set if any surface has trans
401 #define Q2CONTENTS_LADDER 0x20000000
405 #define Q2SURF_LIGHT 0x1 // value will hold the light strength
407 #define Q2SURF_SLICK 0x2 // effects game physics
409 #define Q2SURF_SKY 0x4 // don't draw, but add to skybox
410 #define Q2SURF_WARP 0x8 // turbulent water warp
411 #define Q2SURF_TRANS33 0x10
412 #define Q2SURF_TRANS66 0x20
413 #define Q2SURF_FLOWING 0x40 // scroll towards angle
414 #define Q2SURF_NODRAW 0x80 // don't bother referencing the texture
422 int children[2]; // negative numbers are -(leafs+1), not nodes
423 short mins[3]; // for frustom culling
425 unsigned short firstface;
426 unsigned short numfaces; // counting both sides
432 float vecs[2][4]; // [s/t][xyz offset]
433 int flags; // miptex flags + overrides
434 int value; // light emission, etc
435 char texture[32]; // texture name (textures/*.wal)
436 int nexttexinfo; // for animations, -1 = end of chain
441 int contents; // OR of all brushes (not needed?)
446 short mins[3]; // for frustum culling
449 unsigned short firstleafface;
450 unsigned short numleaffaces;
452 unsigned short firstleafbrush;
453 unsigned short numleafbrushes;
458 unsigned short planenum; // facing out of the leaf
470 // the visibility lump consists of a header with a count, then
471 // byte offsets for the PVS and PHS of each cluster, then the raw
472 // compressed bit vectors
478 int bitofs[8][2]; // bitofs[numclusters][2]
481 // each area has a list of portals that lead into other areas
482 // when portals are closed, other areas may not be visible or
483 // hearable even if the vis info says that it should be
499 #define Q3BSPVERSION 46
501 #define Q3LUMP_ENTITIES 0 // entities to spawn (used by server and client)
502 #define Q3LUMP_TEXTURES 1 // textures used (used by faces)
503 #define Q3LUMP_PLANES 2 // planes used (used by bsp nodes)
504 #define Q3LUMP_NODES 3 // bsp nodes (used by bsp nodes, bsp leafs, rendering, collisions)
505 #define Q3LUMP_LEAFS 4 // bsp leafs (used by bsp nodes)
506 #define Q3LUMP_LEAFFACES 5 // array of ints indexing faces (used by leafs)
507 #define Q3LUMP_LEAFBRUSHES 6 // array of ints indexing brushes (used by leafs)
508 #define Q3LUMP_MODELS 7 // models (used by rendering, collisions)
509 #define Q3LUMP_BRUSHES 8 // brushes (used by effects, collisions)
510 #define Q3LUMP_BRUSHSIDES 9 // brush faces (used by brushes)
511 #define Q3LUMP_VERTICES 10 // mesh vertices (used by faces)
512 #define Q3LUMP_TRIANGLES 11 // mesh triangles (used by faces)
513 #define Q3LUMP_EFFECTS 12 // fog (used by faces)
514 #define Q3LUMP_FACES 13 // surfaces (used by leafs)
515 #define Q3LUMP_LIGHTMAPS 14 // lightmap textures (used by faces)
516 #define Q3LUMP_LIGHTGRID 15 // lighting as a voxel grid (used by rendering)
517 #define Q3LUMP_PVS 16 // potentially visible set; bit[clusters][clusters] (used by rendering)
518 #define Q3HEADER_LUMPS 17
524 lump_t lumps[HEADER_LUMPS];
529 char name[Q3PATHLENGTH];
535 // note: planes are paired, the pair of planes with i and i ^ 1 are opposites.
546 int childrenindex[2];
554 int clusterindex; // pvs index
555 int areaindex; // area index
597 unsigned char color4ub[4];
603 int offset; // first vertex index of mesh
609 char shadername[Q3PATHLENGTH];
611 int unknown; // I read this is always 5 except in q3dm8 which has one effect with -1
615 #define Q3FACETYPE_POLYGON 1 // common
616 #define Q3FACETYPE_PATCH 2 // common
617 #define Q3FACETYPE_MESH 3 // common
618 #define Q3FACETYPE_FLARE 4 // rare (is this ever used?)
623 int effectindex; // -1 if none
624 int type; // Q3FACETYPE
629 int lightmapindex; // -1 if none
630 int lightmap_base[2];
631 int lightmap_size[2];
636 // corrupt or don't care
642 // Q3FACETYPE_POLYGON
643 // polygon is simply a convex polygon, renderable as a mesh
644 float lightmap_origin[3];
645 float lightmap_vectors[2][3];
653 // patch renders as a bezier mesh, with adjustable tesselation
654 // level (optionally based on LOD using the bbox and polygon
655 // count to choose a tesselation level)
656 // note: multiple patches may have the same bbox to cause them to
657 // be LOD adjusted together as a group
659 float mins[3]; // LOD bbox
660 float maxs[3]; // LOD bbox
662 int patchsize[2]; // dimensions of vertex grid
668 // mesh renders as simply a triangle mesh
678 // flare renders as a simple sprite at origin, no geometry
679 // exists, nor does it have a radius, a cvar controls the radius
680 // and another cvar controls distance fade
681 // (they were not used in Q3 I'm told)
693 unsigned char rgb[128*128*3];
699 unsigned char ambientrgb[3];
700 unsigned char diffusergb[3];
701 unsigned char diffusepitch;
702 unsigned char diffuseyaw;
710 // unsigned char chains[];
711 // containing bits in 0-7 order (not 7-0 order),
712 // pvschains[mycluster * chainlength + (thatcluster >> 3)] & (1 << (thatcluster & 7))
716 // surfaceflags from bsp
717 #define Q3SURFACEFLAG_NODAMAGE 1
718 #define Q3SURFACEFLAG_SLICK 2
719 #define Q3SURFACEFLAG_SKY 4
720 #define Q3SURFACEFLAG_LADDER 8
721 #define Q3SURFACEFLAG_NOIMPACT 16
722 #define Q3SURFACEFLAG_NOMARKS 32
723 #define Q3SURFACEFLAG_FLESH 64
724 #define Q3SURFACEFLAG_NODRAW 128
725 #define Q3SURFACEFLAG_HINT 256
726 #define Q3SURFACEFLAG_SKIP 512
727 #define Q3SURFACEFLAG_NOLIGHTMAP 1024
728 #define Q3SURFACEFLAG_POINTLIGHT 2048
729 #define Q3SURFACEFLAG_METALSTEPS 4096
730 #define Q3SURFACEFLAG_NOSTEPS 8192
731 #define Q3SURFACEFLAG_NONSOLID 16384
732 #define Q3SURFACEFLAG_LIGHTFILTER 32768
733 #define Q3SURFACEFLAG_ALPHASHADOW 65536
734 #define Q3SURFACEFLAG_NODLIGHT 131072
735 #define Q3SURFACEFLAG_DUST 262144
737 // surfaceparms from shaders
738 #define Q3SURFACEPARM_ALPHASHADOW 1
739 #define Q3SURFACEPARM_AREAPORTAL 2
740 #define Q3SURFACEPARM_CLUSTERPORTAL 4
741 #define Q3SURFACEPARM_DETAIL 8
742 #define Q3SURFACEPARM_DONOTENTER 16
743 #define Q3SURFACEPARM_FOG 32
744 #define Q3SURFACEPARM_LAVA 64
745 #define Q3SURFACEPARM_LIGHTFILTER 128
746 #define Q3SURFACEPARM_METALSTEPS 256
747 #define Q3SURFACEPARM_NODAMAGE 512
748 #define Q3SURFACEPARM_NODLIGHT 1024
749 #define Q3SURFACEPARM_NODRAW 2048
750 #define Q3SURFACEPARM_NODROP 4096
751 #define Q3SURFACEPARM_NOIMPACT 8192
752 #define Q3SURFACEPARM_NOLIGHTMAP 16384
753 #define Q3SURFACEPARM_NOMARKS 32768
754 #define Q3SURFACEPARM_NOMIPMAPS 65536
755 #define Q3SURFACEPARM_NONSOLID 131072
756 #define Q3SURFACEPARM_ORIGIN 262144
757 #define Q3SURFACEPARM_PLAYERCLIP 524288
758 #define Q3SURFACEPARM_SKY 1048576
759 #define Q3SURFACEPARM_SLICK 2197152
760 #define Q3SURFACEPARM_SLIME 4194304
761 #define Q3SURFACEPARM_STRUCTURAL 8388608
762 #define Q3SURFACEPARM_TRANS 16777216
763 #define Q3SURFACEPARM_WATER 33554432
764 #define Q3SURFACEPARM_POINTLIGHT 67108864
766 // various flags from shaders
767 #define Q3TEXTUREFLAG_TWOSIDED 1
768 #define Q3TEXTUREFLAG_ADDITIVE 2
769 #define Q3TEXTUREFLAG_NOMIPMAPS 4
770 #define Q3TEXTUREFLAG_NOPICMIP 8
771 #define Q3TEXTUREFLAG_AUTOSPRITE 16
772 #define Q3TEXTUREFLAG_AUTOSPRITE2 32
773 #define Q3TEXTUREFLAG_ALPHATEST 64
777 typedef struct q3mmodel_s
782 struct q3msurface_s *firstsurface;
784 struct q3mbrush_s *firstbrush;
788 typedef struct q3mbrush_s
790 struct colbrushf_s *colbrushf;
792 struct q3mbrushside_s *firstbrushside;
793 struct texture_s *texture;
797 typedef struct q3mbrushside_s
799 struct mplane_s *plane;
800 struct texture_s *texture;
804 typedef struct q3meffect_s
806 char shadername[Q3PATHLENGTH];
807 struct q3mbrush_s *brush;
808 int unknown; // 5 or -1
812 typedef struct q3msurface_s
814 // bounding box for culling
818 // FIXME: collisionmarkframe should be kept in a separate array
819 // FIXME: shadowmark should be kept in a separate array
821 struct texture_s *texture;
822 struct q3meffect_s *effect;
823 rtexture_t *lightmaptexture;
824 int collisionmarkframe; // don't collide twice in one trace
828 // index into model->brush.shadowmesh
829 int num_firstshadowmeshtriangle;
831 // used for shadow volume generation
836 #define CHECKPVSBIT(pvs,b) ((b) >= 0 ? ((pvs)[(b) >> 3] & (1 << ((b) & 7))) : false)
837 #define SETPVSBIT(pvs,b) ((b) >= 0 ? ((pvs)[(b) >> 3] |= (1 << ((b) & 7))) : false)
838 #define CLEARPVSBIT(pvs,b) ((b) >= 0 ? ((pvs)[(b) >> 3] &= ~(1 << ((b) & 7))) : false)