==============================================================================
*/
+#define Q3PATHLENGTH 64
+
//
// in memory representation
#define SHADERSTAGE_NORMAL 1
#define SHADERSTAGE_COUNT 2
-#define SHADERFLAGS_NEEDLIGHTMAP 1
-
-#define SURF_PLANEBACK 2
-#define SURF_DRAWSKY 4
-#define SURF_DRAWTURB 0x10
-#define SURF_LIGHTMAP 0x20
-#define SURF_DRAWNOALPHA 0x100
-#define SURF_DRAWFULLBRIGHT 0x200
-#define SURF_LIGHTBOTHSIDES 0x400
-#define SURF_SHADOWCAST 0x1000 // this polygon can cast stencil shadows
-#define SURF_SHADOWLIGHT 0x2000 // this polygon can be lit by stencil shadowing
-#define SURF_WATERALPHA 0x4000 // this polygon's alpha is modulated by r_wateralpha
-#define SURF_SOLIDCLIP 0x8000 // this polygon blocks movement
-
-#define SURFRENDER_OPAQUE 0
-#define SURFRENDER_ALPHA 1
-#define SURFRENDER_ADD 2
-
-struct entity_render_s;
-struct texture_s;
-struct msurface_s;
-// change this stuff when real shaders are added
-typedef struct Cshader_s
-{
- void (*shaderfunc[SHADERSTAGE_COUNT])(const struct entity_render_s *ent, const struct texture_s *texture, struct msurface_s **surfchain);
- int flags;
-}
-Cshader_t;
-
-extern Cshader_t Cshader_wall_lightmap;
-extern Cshader_t Cshader_water;
-extern Cshader_t Cshader_sky;
-
-typedef struct texture_s
-{
- // name
- char name[16];
- // size
- unsigned int width, height;
- // SURF_ flags
- unsigned int flags;
-
- // position in the model's textures array
- int number;
-
- // type of rendering (SURFRENDER_ value)
- int rendertype;
-
- // loaded the same as model skins
- skinframe_t skin;
-
- // shader to use for this texture
- Cshader_t *shader;
-
- // total frames in sequence and alternate sequence
- int anim_total[2];
- // direct pointers to each of the frames in the sequences
- // (indexed as [alternate][frame])
- struct texture_s *anim_frames[2][10];
- // set if animated or there is an alternate frame set
- // (this is an optimization in the renderer)
- int animated;
- // the current texture frame in animation
- struct texture_s *currentframe;
- // current alpha of the texture
- float currentalpha;
-}
-texture_t;
+//#define SURF_PLANEBACK 2
+
+// set for anything to be transparent sorted
+#define MATERIALFLAG_TRANSPARENT 1
+// use alpha blend on this material
+#define MATERIALFLAG_ALPHA 2
+// use additive blend on this material
+#define MATERIALFLAG_ADD 4
+// turn off depth test on this material
+#define MATERIALFLAG_NODEPTHTEST 8
+// multiply alpha by r_wateralpha cvar
+#define MATERIALFLAG_WATERALPHA 16
+// draw with no lighting
+#define MATERIALFLAG_FULLBRIGHT 32
+// drawn as a normal lightmapped wall
+#define MATERIALFLAG_WALL 64
+// swirling water effect
+#define MATERIALFLAG_WATER 128
+// this surface shows the sky
+// skipped if transparent
+#define MATERIALFLAG_SKY 256
+// skips drawing the surface
+#define MATERIALFLAG_NODRAW 512
+// probably used only on q1bsp water
+#define MATERIALFLAG_LIGHTBOTHSIDES 1024
typedef struct
{
}
medge_t;
-typedef struct
-{
- float vecs[2][4];
- texture_t *texture;
- int flags;
-}
-mtexinfo_t;
-
-// LordHavoc: replaces glpoly, triangle mesh
-typedef struct surfmesh_s
-{
- int num_vertices; // number of vertices in the mesh
- int num_triangles; // number of triangles in the mesh
- float *data_vertex3f; // float[verts*3] vertex locations
- float *data_svector3f; // float[verts*3] direction of 'S' (right) texture axis for each vertex
- float *data_tvector3f; // float[verts*3] direction of 'T' (down) texture axis for each vertex
- float *data_normal3f; // float[verts*3] direction of 'R' (out) texture axis for each vertex
- int *data_lightmapoffsets; // index into surface's lightmap samples for vertex lighting
- float *data_texcoordtexture2f; // float[verts*2] texcoords for surface texture
- float *data_texcoordlightmap2f; // float[verts*2] texcoords for lightmap texture
- float *data_texcoorddetail2f; // float[verts*2] texcoords for detail texture
- int *data_element3i; // int[tris*3] triangles of the mesh, 3 indices into vertex arrays for each
- int *data_neighbor3i; // int[tris*3] neighboring triangle on each edge (-1 if none)
-}
-surfmesh_t;
-
-typedef struct msurface_s
-{
- // bounding box for onscreen checks
- vec3_t poly_mins;
- vec3_t poly_maxs;
-
- // the node plane this is on, backwards if SURF_PLANEBACK flag set
- mplane_t *plane;
- // SURF_ flags
- int flags;
- // texture mapping properties used by this surface
- mtexinfo_t *texinfo;
-
- // the lightmap texture fragment to use on the rendering mesh
- rtexture_t *lightmaptexture;
- // mesh for rendering
- surfmesh_t mesh;
- // if lightmap settings changed, this forces update
- int cached_dlight;
-
- // should be drawn if visframe == r_framecount (set by PrepareSurfaces)
- int visframe;
- // should be drawn if onscreen and not a backface (used for setting visframe)
- //int pvsframe;
- // chain of surfaces marked visible by pvs
- //struct msurface_s *pvschain;
-
- // surface number, to avoid having to do a divide to find the number of a surface from it's address
- int number;
-
- // center for sorting transparent meshes
- vec3_t poly_center;
-
- // index into d_lightstylevalue array, 255 means not used (black)
- qbyte styles[MAXLIGHTMAPS];
- // RGB lighting data [numstyles][height][width][3]
- qbyte *samples;
- // stain to apply on lightmap (soot/dirt/blood/whatever)
- qbyte *stainsamples;
- // the stride when building lightmaps to comply with fragment update
- int lightmaptexturestride;
- int texturemins[2];
- int extents[2];
-
- // if this == r_framecount there are dynamic lights on the surface
- int dlightframe;
- // which dynamic lights are touching this surface
- // (only access this if dlightframe is current)
- int dlightbits[8];
- // avoid redundent addition of dlights
- int lightframe;
-
- // avoid multiple collision traces with a surface polygon
- int colframe;
-
- // these are just 3D points defining the outline of the polygon,
- // no texcoord info (that can be generated from these)
- int poly_numverts;
- float *poly_verts;
-
- // neighboring surfaces (one per poly_numverts)
- //struct msurface_s **neighborsurfaces;
- // currently used only for generating static shadow volumes
- int castshadow;
-}
-msurface_t;
+struct entity_render_s;
+struct texture_s;
+struct msurface_s;
typedef struct mnode_s
{
-// common with leaf
- // always 0 in nodes
- int contents;
-
+ //this part shared between node and leaf
+ mplane_t *plane; // != NULL
struct mnode_s *parent;
struct mportal_s *portals;
-
// for bounding box culling
vec3_t mins;
vec3_t maxs;
-// node specific
- mplane_t *plane;
+ // this part unique to node
struct mnode_s *children[2];
+ // q1bsp specific
unsigned short firstsurface;
unsigned short numsurfaces;
}
typedef struct mleaf_s
{
-// common with node
- // always negative in leafs
- int contents;
-
+ //this part shared between node and leaf
+ mplane_t *plane; // == NULL
struct mnode_s *parent;
struct mportal_s *portals;
-
// for bounding box culling
vec3_t mins;
vec3_t maxs;
-// leaf specific
- // next leaf in pvschain
- struct mleaf_s *pvschain;
- // potentially visible if current (model->pvsframecount)
- int pvsframe;
- // visible if marked current (r_framecount)
- int visframe;
- // used by certain worldnode variants to avoid processing the same leaf twice in a frame
- int worldnodeframe;
- // used by polygon-through-portals visibility checker
- int portalmarkid;
-
- // decompressed pvs bits (potentially visible set)
- // note: never NULL, always present, may be full of 0xFF though
- qbyte *pvsdata;
-
- int *firstmarksurface;
- int nummarksurfaces;
- qbyte ambient_sound_level[NUM_AMBIENTS];
+ // this part unique to leaf
+ // common
+ int clusterindex; // -1 is not in pvs, >= 0 is pvs bit number
+ int areaindex; // q3bsp
+ int numleafsurfaces;
+ int *firstleafsurface;
+ int numleafbrushes; // q3bsp
+ int *firstleafbrush; // q3bsp
+ qbyte ambient_sound_level[NUM_AMBIENTS]; // q1bsp
+ int contents; // q1bsp: // TODO: remove (only used temporarily during loading when making collision hull 0)
+ int portalmarkid; // q1bsp // used by see-polygon-through-portals visibility checker
}
mleaf_t;
struct mportal_s *next; // the next portal on this leaf
mleaf_t *here; // the leaf this portal is on
mleaf_t *past; // the leaf through this portal (infront)
- mvertex_t *points;
int numpoints;
+ mvertex_t *points;
+ vec3_t mins, maxs; // culling
mplane_t plane;
- int visframe; // is this portal visible this frame?
}
mportal_t;
}
mlight_t;
-extern rtexture_t *r_notexture;
-extern texture_t r_notexture_mip;
-
struct model_s;
void Mod_Q1BSP_Load(struct model_s *mod, void *buffer);
void Mod_IBSP_Load(struct model_s *mod, void *buffer);
#define Q3LUMP_PVS 16 // potentially visible set; bit[clusters][clusters] (used by rendering)
#define Q3HEADER_LUMPS 17
-#define Q3PATHLENGTH 64
-
typedef struct
{
int ident;
}
q3dmeshvertex_t;
-typedef struct
+typedef struct q3deffect_s
{
char shadername[Q3PATHLENGTH];
int brushindex;
}
q3dpvs_t;
+// surfaceflags from bsp
+#define Q3SURFACEFLAG_NODAMAGE 1
+#define Q3SURFACEFLAG_SLICK 2
+#define Q3SURFACEFLAG_SKY 4
+#define Q3SURFACEFLAG_LADDER 8
+#define Q3SURFACEFLAG_NOIMPACT 16
+#define Q3SURFACEFLAG_NOMARKS 32
+#define Q3SURFACEFLAG_FLESH 64
+#define Q3SURFACEFLAG_NODRAW 128
+#define Q3SURFACEFLAG_HINT 256
+#define Q3SURFACEFLAG_SKIP 512
+#define Q3SURFACEFLAG_NOLIGHTMAP 1024
+#define Q3SURFACEFLAG_POINTLIGHT 2048
+#define Q3SURFACEFLAG_METALSTEPS 4096
+#define Q3SURFACEFLAG_NOSTEPS 8192
+#define Q3SURFACEFLAG_NONSOLID 16384
+#define Q3SURFACEFLAG_LIGHTFILTER 32768
+#define Q3SURFACEFLAG_ALPHASHADOW 65536
+#define Q3SURFACEFLAG_NODLIGHT 131072
+#define Q3SURFACEFLAG_DUST 262144
+
+// surfaceparms from shaders
+#define Q3SURFACEPARM_ALPHASHADOW 1
+#define Q3SURFACEPARM_AREAPORTAL 2
+#define Q3SURFACEPARM_CLUSTERPORTAL 4
+#define Q3SURFACEPARM_DETAIL 8
+#define Q3SURFACEPARM_DONOTENTER 16
+#define Q3SURFACEPARM_FOG 32
+#define Q3SURFACEPARM_LAVA 64
+#define Q3SURFACEPARM_LIGHTFILTER 128
+#define Q3SURFACEPARM_METALSTEPS 256
+#define Q3SURFACEPARM_NODAMAGE 512
+#define Q3SURFACEPARM_NODLIGHT 1024
+#define Q3SURFACEPARM_NODRAW 2048
+#define Q3SURFACEPARM_NODROP 4096
+#define Q3SURFACEPARM_NOIMPACT 8192
+#define Q3SURFACEPARM_NOLIGHTMAP 16384
+#define Q3SURFACEPARM_NOMARKS 32768
+#define Q3SURFACEPARM_NOMIPMAPS 65536
+#define Q3SURFACEPARM_NONSOLID 131072
+#define Q3SURFACEPARM_ORIGIN 262144
+#define Q3SURFACEPARM_PLAYERCLIP 524288
+#define Q3SURFACEPARM_SKY 1048576
+#define Q3SURFACEPARM_SLICK 2197152
+#define Q3SURFACEPARM_SLIME 4194304
+#define Q3SURFACEPARM_STRUCTURAL 8388608
+#define Q3SURFACEPARM_TRANS 16777216
+#define Q3SURFACEPARM_WATER 33554432
+#define Q3SURFACEPARM_POINTLIGHT 67108864
+
+// various flags from shaders
+#define Q3TEXTUREFLAG_TWOSIDED 1
+#define Q3TEXTUREFLAG_ADDITIVE 2
+#define Q3TEXTUREFLAG_NOMIPMAPS 4
+#define Q3TEXTUREFLAG_NOPICMIP 8
+#define Q3TEXTUREFLAG_AUTOSPRITE 16
+#define Q3TEXTUREFLAG_AUTOSPRITE2 32
+#define Q3TEXTUREFLAG_ALPHATEST 64
+
+typedef struct q3mbrush_s
+{
+ struct colbrushf_s *colbrushf;
+ int numbrushsides;
+ struct q3mbrushside_s *firstbrushside;
+ struct texture_s *texture;
+}
+q3mbrush_t;
+
+typedef struct q3mbrushside_s
+{
+ struct mplane_s *plane;
+ struct texture_s *texture;
+}
+q3mbrushside_t;
+
+#define CHECKPVSBIT(pvs,b) ((b) >= 0 ? ((pvs)[(b) >> 3] & (1 << ((b) & 7))) : false)
+#define SETPVSBIT(pvs,b) ((b) >= 0 ? ((pvs)[(b) >> 3] |= (1 << ((b) & 7))) : false)
+#define CLEARPVSBIT(pvs,b) ((b) >= 0 ? ((pvs)[(b) >> 3] &= ~(1 << ((b) & 7))) : false)
+
#endif