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 ==============================================================================
35 // in memory representation
37 typedef struct mvertex_s
49 typedef struct mplane_s
58 vec4_t normal_and_dist;
60 // for texture axis selection and fast side tests
61 int type; // set by PlaneClassify()
62 int signbits; // set by PlaneClassify()
66 #define SHADERSTAGE_SKY 0
67 #define SHADERSTAGE_NORMAL 1
68 #define SHADERSTAGE_COUNT 2
70 //#define SURF_PLANEBACK 2
72 // indicates that all triangles of the surface should be added to the BIH collision system
73 #define MATERIALFLAG_MESHCOLLISIONS 1
74 // use alpha blend on this material
75 #define MATERIALFLAG_ALPHA 2
76 // use additive blend on this material
77 #define MATERIALFLAG_ADD 4
78 // turn off depth test on this material
79 #define MATERIALFLAG_NODEPTHTEST 8
80 // multiply alpha by r_wateralpha cvar
81 #define MATERIALFLAG_WATERALPHA 16
82 // draw with no lighting
83 #define MATERIALFLAG_FULLBRIGHT 32
84 // drawn as a normal surface (alternative to SKY)
85 #define MATERIALFLAG_WALL 64
86 // this surface shows the sky in its place, alternative to WALL
87 // skipped if transparent
88 #define MATERIALFLAG_SKY 128
89 // swirling water effect (used with MATERIALFLAG_WALL)
90 #define MATERIALFLAG_WATERSCROLL 256
91 // skips drawing the surface
92 #define MATERIALFLAG_NODRAW 512
93 // probably used only on q1bsp water
94 #define MATERIALFLAG_LIGHTBOTHSIDES 1024
95 // use alpha test on this material
96 #define MATERIALFLAG_ALPHATEST 2048
97 // treat this material as a blended transparency (as opposed to an alpha test
98 // transparency), this causes special fog behavior, and disables glDepthMask
99 #define MATERIALFLAG_BLENDED 4096
100 // render using a custom blendfunc
101 #define MATERIALFLAG_CUSTOMBLEND 8192
102 // do not cast shadows from this material
103 #define MATERIALFLAG_NOSHADOW 16384
104 // render using vertex alpha (q3bsp) as texture blend parameter between foreground (normal) skinframe and background skinframe
105 #define MATERIALFLAG_VERTEXTEXTUREBLEND 32768
106 // disables GL_CULL_FACE on this texture (making it double sided)
107 #define MATERIALFLAG_NOCULLFACE 65536
108 // render with a very short depth range (like 10% of normal), this causes entities to appear infront of most of the scene
109 #define MATERIALFLAG_SHORTDEPTHRANGE 131072
110 // render water, comprising refraction and reflection (note: this is always opaque, the shader does the alpha effect)
111 #define MATERIALFLAG_WATERSHADER 262144
112 // render refraction (note: this is just a way to distort the background, otherwise useless)
113 #define MATERIALFLAG_REFRACTION 524288
115 #define MATERIALFLAG_REFLECTION 1048576
116 // use model lighting on this material (q1bsp lightmap sampling or q3bsp lightgrid, implies FULLBRIGHT is false)
117 #define MATERIALFLAG_MODELLIGHT 4194304
118 // add directional model lighting to this material (q3bsp lightgrid only)
119 #define MATERIALFLAG_MODELLIGHT_DIRECTIONAL 8388608
120 // causes RSurf_GetCurrentTexture to leave alone certain fields
121 #define MATERIALFLAG_CUSTOMSURFACE 16777216
122 // causes MATERIALFLAG_BLENDED to render a depth pass before rendering, hiding backfaces and other hidden geometry
123 #define MATERIALFLAG_TRANSDEPTH 33554432
124 // like refraction, but doesn't distort etc.
125 #define MATERIALFLAG_CAMERA 67108864
126 // disable rtlight on surface, use R_LightPoint instead
127 #define MATERIALFLAG_NORTLIGHT 134217728
129 #define MATERIALFLAG_ALPHAGEN_VERTEX 268435456
130 // use occlusion buffer for corona
131 #define MATERIALFLAG_OCCLUDE 536870912
132 // combined mask of all attributes that require depth sorted rendering
133 #define MATERIALFLAGMASK_DEPTHSORTED (MATERIALFLAG_BLENDED | MATERIALFLAG_NODEPTHTEST)
134 // combined mask of all attributes that cause some sort of transparency
135 #define MATERIALFLAGMASK_TRANSLUCENT (MATERIALFLAG_WATERALPHA | MATERIALFLAG_SKY | MATERIALFLAG_NODRAW | MATERIALFLAG_ALPHATEST | MATERIALFLAG_BLENDED | MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION)
137 typedef struct medge_s
143 struct entity_render_s;
147 typedef struct mnode_s
149 //this part shared between node and leaf
150 mplane_t *plane; // != NULL
151 struct mnode_s *parent;
152 struct mportal_s *portals;
153 // for bounding box culling
156 // supercontents from all brushes inside this node or leaf
157 int combinedsupercontents;
159 // this part unique to node
160 struct mnode_s *children[2];
163 unsigned int firstsurface;
164 unsigned int numsurfaces;
168 typedef struct mleaf_s
170 //this part shared between node and leaf
171 mplane_t *plane; // == NULL
172 struct mnode_s *parent;
173 struct mportal_s *portals;
174 // for bounding box culling
177 // supercontents from all brushes inside this node or leaf
178 int combinedsupercontents;
180 // this part unique to leaf
182 int clusterindex; // -1 is not in pvs, >= 0 is pvs bit number
183 int areaindex; // q3bsp
184 int containscollisionsurfaces; // indicates whether the leafsurfaces contains q3 patches
186 int *firstleafsurface;
187 int numleafbrushes; // q3bsp
188 int *firstleafbrush; // q3bsp
189 unsigned char ambient_sound_level[NUM_AMBIENTS]; // q1bsp
190 int contents; // q1bsp: // TODO: remove (only used temporarily during loading when making collision hull 0)
191 int portalmarkid; // q1bsp // used by see-polygon-through-portals visibility checker
195 typedef struct mclipnode_s
198 int children[2]; // negative numbers are contents
201 typedef struct hull_s
203 mclipnode_t *clipnodes;
213 typedef struct mportal_s
215 struct mportal_s *next; // the next portal on this leaf
216 mleaf_t *here; // the leaf this portal is on
217 mleaf_t *past; // the leaf through this portal (infront)
220 vec3_t mins, maxs; // culling
225 typedef struct svbspmesh_s
227 struct svbspmesh_s *next;
228 int numverts, maxverts;
229 int numtriangles, maxtriangles;
237 #define Q2BSPMAGIC ('I' + 'B' * 256 + 'S' * 65536 + 'P' * 16777216)
238 #define Q2BSPVERSION 38
240 // leaffaces, leafbrushes, planes, and verts are still bounded by
241 // 16 bit short limits
243 //=============================================================================
245 #define Q2LUMP_ENTITIES 0
246 #define Q2LUMP_PLANES 1
247 #define Q2LUMP_VERTEXES 2
248 #define Q2LUMP_VISIBILITY 3
249 #define Q2LUMP_NODES 4
250 #define Q2LUMP_TEXINFO 5
251 #define Q2LUMP_FACES 6
252 #define Q2LUMP_LIGHTING 7
253 #define Q2LUMP_LEAFS 8
254 #define Q2LUMP_LEAFFACES 9
255 #define Q2LUMP_LEAFBRUSHES 10
256 #define Q2LUMP_EDGES 11
257 #define Q2LUMP_SURFEDGES 12
258 #define Q2LUMP_MODELS 13
259 #define Q2LUMP_BRUSHES 14
260 #define Q2LUMP_BRUSHSIDES 15
261 #define Q2LUMP_POP 16
262 #define Q2LUMP_AREAS 17
263 #define Q2LUMP_AREAPORTALS 18
264 #define Q2HEADER_LUMPS 19
266 typedef struct q2dheader_s
270 lump_t lumps[Q2HEADER_LUMPS];
273 typedef struct q2dmodel_s
275 float mins[3], maxs[3];
276 float origin[3]; // for sounds or lights
278 int firstface, numfaces; // submodels just draw faces
279 // without walking the bsp tree
282 // planes (x&~1) and (x&~1)+1 are always opposites
284 // contents flags are seperate bits
285 // a given brush can contribute multiple content bits
286 // multiple brushes can be in a single leaf
288 // these definitions also need to be in q_shared.h!
290 // lower bits are stronger, and will eat weaker brushes completely
291 #define Q2CONTENTS_SOLID 1 // an eye is never valid in a solid
292 #define Q2CONTENTS_WINDOW 2 // translucent, but not watery
293 #define Q2CONTENTS_AUX 4
294 #define Q2CONTENTS_LAVA 8
295 #define Q2CONTENTS_SLIME 16
296 #define Q2CONTENTS_WATER 32
297 #define Q2CONTENTS_MIST 64
298 #define Q2LAST_VISIBLE_CONTENTS 64
300 // remaining contents are non-visible, and don't eat brushes
302 #define Q2CONTENTS_AREAPORTAL 0x8000
304 #define Q2CONTENTS_PLAYERCLIP 0x10000
305 #define Q2CONTENTS_MONSTERCLIP 0x20000
307 // currents can be added to any other contents, and may be mixed
308 #define Q2CONTENTS_CURRENT_0 0x40000
309 #define Q2CONTENTS_CURRENT_90 0x80000
310 #define Q2CONTENTS_CURRENT_180 0x100000
311 #define Q2CONTENTS_CURRENT_270 0x200000
312 #define Q2CONTENTS_CURRENT_UP 0x400000
313 #define Q2CONTENTS_CURRENT_DOWN 0x800000
315 #define Q2CONTENTS_ORIGIN 0x1000000 // removed before bsping an entity
317 #define Q2CONTENTS_MONSTER 0x2000000 // should never be on a brush, only in game
318 #define Q2CONTENTS_DEADMONSTER 0x4000000
319 #define Q2CONTENTS_DETAIL 0x8000000 // brushes to be added after vis leafs
320 #define Q2CONTENTS_TRANSLUCENT 0x10000000 // auto set if any surface has trans
321 #define Q2CONTENTS_LADDER 0x20000000
325 #define Q2SURF_LIGHT 0x1 // value will hold the light strength
327 #define Q2SURF_SLICK 0x2 // effects game physics
329 #define Q2SURF_SKY 0x4 // don't draw, but add to skybox
330 #define Q2SURF_WARP 0x8 // turbulent water warp
331 #define Q2SURF_TRANS33 0x10
332 #define Q2SURF_TRANS66 0x20
333 #define Q2SURF_FLOWING 0x40 // scroll towards angle
334 #define Q2SURF_NODRAW 0x80 // don't bother referencing the texture
336 #define Q2SURF_HINT 0x100 // make a primary bsp splitter
337 #define Q2SURF_SKIP 0x200 // completely ignore, allowing non-closed brushes
342 typedef struct q2dnode_s
345 int children[2]; // negative numbers are -(leafs+1), not nodes
346 short mins[3]; // for frustom culling
348 unsigned short firstface;
349 unsigned short numfaces; // counting both sides
352 typedef struct q2texinfo_s
354 float vecs[2][4]; // [s/t][xyz offset]
355 int flags; // miptex flags + overrides
356 int value; // light emission, etc
357 char texture[32]; // texture name (textures/something.wal)
358 int nexttexinfo; // for animations, -1 = end of chain
361 typedef struct q2dleaf_s
363 int contents; // OR of all brushes (not needed?)
368 short mins[3]; // for frustum culling
371 unsigned short firstleafface;
372 unsigned short numleaffaces;
374 unsigned short firstleafbrush;
375 unsigned short numleafbrushes;
378 typedef struct q2dbrushside_s
380 unsigned short planenum; // facing out of the leaf
384 typedef struct q2dbrush_s
392 // the visibility lump consists of a header with a count, then
393 // byte offsets for the PVS and PHS of each cluster, then the raw
394 // compressed bit vectors
397 typedef struct q2dvis_s
400 int bitofs[8][2]; // bitofs[numclusters][2]
403 // each area has a list of portals that lead into other areas
404 // when portals are closed, other areas may not be visible or
405 // hearable even if the vis info says that it should be
406 typedef struct q2dareaportal_s
412 typedef struct q2darea_s
422 #define Q3BSPVERSION 46
423 #define Q3BSPVERSION_LIVE 47
424 #define Q3BSPVERSION_IG 48
426 #define Q3LUMP_ENTITIES 0 // entities to spawn (used by server and client)
427 #define Q3LUMP_TEXTURES 1 // textures used (used by faces)
428 #define Q3LUMP_PLANES 2 // planes used (used by bsp nodes)
429 #define Q3LUMP_NODES 3 // bsp nodes (used by bsp nodes, bsp leafs, rendering, collisions)
430 #define Q3LUMP_LEAFS 4 // bsp leafs (used by bsp nodes)
431 #define Q3LUMP_LEAFFACES 5 // array of ints indexing faces (used by leafs)
432 #define Q3LUMP_LEAFBRUSHES 6 // array of ints indexing brushes (used by leafs)
433 #define Q3LUMP_MODELS 7 // models (used by rendering, collisions)
434 #define Q3LUMP_BRUSHES 8 // brushes (used by effects, collisions)
435 #define Q3LUMP_BRUSHSIDES 9 // brush faces (used by brushes)
436 #define Q3LUMP_VERTICES 10 // mesh vertices (used by faces)
437 #define Q3LUMP_TRIANGLES 11 // mesh triangles (used by faces)
438 #define Q3LUMP_EFFECTS 12 // fog (used by faces)
439 #define Q3LUMP_FACES 13 // surfaces (used by leafs)
440 #define Q3LUMP_LIGHTMAPS 14 // lightmap textures (used by faces)
441 #define Q3LUMP_LIGHTGRID 15 // lighting as a voxel grid (used by rendering)
442 #define Q3LUMP_PVS 16 // potentially visible set; bit[clusters][clusters] (used by rendering)
443 #define Q3HEADER_LUMPS 17
444 #define Q3LUMP_ADVERTISEMENTS 17 // quake live stuff written by zeroradiant's q3map2 (ignored by DP)
445 #define Q3HEADER_LUMPS_LIVE 18
446 #define Q3HEADER_LUMPS_MAX 18
448 typedef struct q3dheader_s
452 lump_t lumps[Q3HEADER_LUMPS_MAX];
455 typedef struct q3dtexture_s
457 char name[Q3PATHLENGTH];
463 // note: planes are paired, the pair of planes with i and i ^ 1 are opposites.
464 typedef struct q3dplane_s
471 typedef struct q3dnode_s
474 int childrenindex[2];
480 typedef struct q3dleaf_s
482 int clusterindex; // pvs index
483 int areaindex; // area index
493 typedef struct q3dmodel_s
504 typedef struct q3dbrush_s
512 typedef struct q3dbrushside_s
519 typedef struct q3dbrushside_ig_s
527 typedef struct q3dvertex_s
533 unsigned char color4ub[4];
537 typedef struct q3dmeshvertex_s
539 int offset; // first vertex index of mesh
543 typedef struct q3deffect_s
545 char shadername[Q3PATHLENGTH];
547 int unknown; // I read this is always 5 except in q3dm8 which has one effect with -1
551 #define Q3FACETYPE_FLAT 1 // common
552 #define Q3FACETYPE_PATCH 2 // common
553 #define Q3FACETYPE_MESH 3 // common
554 #define Q3FACETYPE_FLARE 4 // rare (is this ever used?)
556 typedef struct q3dface_s
559 int effectindex; // -1 if none
560 int type; // Q3FACETYPE
565 int lightmapindex; // -1 if none
566 int lightmap_base[2];
567 int lightmap_size[2];
572 // corrupt or don't care
579 // mesh is a collection of triangles on a plane, renderable as a mesh (NOT a polygon)
580 float lightmap_origin[3];
581 float lightmap_vectors[2][3];
589 // patch renders as a bezier mesh, with adjustable tesselation
590 // level (optionally based on LOD using the bbox and polygon
591 // count to choose a tesselation level)
592 // note: multiple patches may have the same bbox to cause them to
593 // be LOD adjusted together as a group
595 float mins[3]; // LOD bbox
596 float maxs[3]; // LOD bbox
598 int patchsize[2]; // dimensions of vertex grid
604 // mesh renders as simply a triangle mesh
614 // flare renders as a simple sprite at origin, no geometry
615 // exists, nor does it have a radius, a cvar controls the radius
616 // and another cvar controls distance fade
617 // (they were not used in Q3 I'm told)
627 typedef struct q3dlightmap_s
629 unsigned char rgb[128*128*3];
633 typedef struct q3dlightgrid_s
635 unsigned char ambientrgb[3];
636 unsigned char diffusergb[3];
637 unsigned char diffusepitch;
638 unsigned char diffuseyaw;
642 typedef struct q3dpvs_s
646 // unsigned char chains[];
647 // containing bits in 0-7 order (not 7-0 order),
648 // pvschains[mycluster * chainlength + (thatcluster >> 3)] & (1 << (thatcluster & 7))
652 // surfaceflags from bsp
653 #define Q3SURFACEFLAG_NODAMAGE 1
654 #define Q3SURFACEFLAG_SLICK 2
655 #define Q3SURFACEFLAG_SKY 4
656 #define Q3SURFACEFLAG_LADDER 8 // has no surfaceparm
657 #define Q3SURFACEFLAG_NOIMPACT 16
658 #define Q3SURFACEFLAG_NOMARKS 32
659 #define Q3SURFACEFLAG_FLESH 64 // has no surfaceparm
660 #define Q3SURFACEFLAG_NODRAW 128
661 #define Q3SURFACEFLAG_HINT 256
662 #define Q3SURFACEFLAG_SKIP 512 // has no surfaceparm
663 #define Q3SURFACEFLAG_NOLIGHTMAP 1024
664 #define Q3SURFACEFLAG_POINTLIGHT 2048
665 #define Q3SURFACEFLAG_METALSTEPS 4096
666 #define Q3SURFACEFLAG_NOSTEPS 8192 // has no surfaceparm
667 #define Q3SURFACEFLAG_NONSOLID 16384
668 #define Q3SURFACEFLAG_LIGHTFILTER 32768
669 #define Q3SURFACEFLAG_ALPHASHADOW 65536
670 #define Q3SURFACEFLAG_NODLIGHT 131072
671 #define Q3SURFACEFLAG_DUST 262144
673 // surfaceparms from shaders
674 #define Q3SURFACEPARM_ALPHASHADOW 1
675 #define Q3SURFACEPARM_AREAPORTAL 2
676 #define Q3SURFACEPARM_CLUSTERPORTAL 4
677 #define Q3SURFACEPARM_DETAIL 8
678 #define Q3SURFACEPARM_DONOTENTER 16
679 #define Q3SURFACEPARM_FOG 32
680 #define Q3SURFACEPARM_LAVA 64
681 #define Q3SURFACEPARM_LIGHTFILTER 128
682 #define Q3SURFACEPARM_METALSTEPS 256
683 #define Q3SURFACEPARM_NODAMAGE 512
684 #define Q3SURFACEPARM_NODLIGHT 1024
685 #define Q3SURFACEPARM_NODRAW 2048
686 #define Q3SURFACEPARM_NODROP 4096
687 #define Q3SURFACEPARM_NOIMPACT 8192
688 #define Q3SURFACEPARM_NOLIGHTMAP 16384
689 #define Q3SURFACEPARM_NOMARKS 32768
690 #define Q3SURFACEPARM_NOMIPMAPS 65536
691 #define Q3SURFACEPARM_NONSOLID 131072
692 #define Q3SURFACEPARM_ORIGIN 262144
693 #define Q3SURFACEPARM_PLAYERCLIP 524288
694 #define Q3SURFACEPARM_SKY 1048576
695 #define Q3SURFACEPARM_SLICK 2097152
696 #define Q3SURFACEPARM_SLIME 4194304
697 #define Q3SURFACEPARM_STRUCTURAL 8388608
698 #define Q3SURFACEPARM_TRANS 16777216
699 #define Q3SURFACEPARM_WATER 33554432
700 #define Q3SURFACEPARM_POINTLIGHT 67108864
701 #define Q3SURFACEPARM_HINT 134217728
702 #define Q3SURFACEPARM_DUST 268435456
703 #define Q3SURFACEPARM_BOTCLIP 536870912
704 #define Q3SURFACEPARM_LIGHTGRID 1073741824
705 #define Q3SURFACEPARM_ANTIPORTAL 2147483648u
707 typedef struct q3mbrush_s
709 struct colbrushf_s *colbrushf;
711 struct q3mbrushside_s *firstbrushside;
712 struct texture_s *texture;
716 typedef struct q3mbrushside_s
718 struct mplane_s *plane;
719 struct texture_s *texture;
723 // the first cast is to shut up a stupid warning by clang, the second cast is to make both sides have the same type
724 #define CHECKPVSBIT(pvs,b) ((b) >= 0 ? (unsigned char) ((pvs)[(b) >> 3] & (1 << ((b) & 7))) : (unsigned char) false)
725 #define SETPVSBIT(pvs,b) (void) ((b) >= 0 ? (unsigned char) ((pvs)[(b) >> 3] |= (1 << ((b) & 7))) : (unsigned char) false)
726 #define CLEARPVSBIT(pvs,b) (void) ((b) >= 0 ? (unsigned char) ((pvs)[(b) >> 3] &= ~(1 << ((b) & 7))) : (unsigned char) false)