#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_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
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
{
// 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
// LordHavoc: replaces glpoly, triangle mesh
typedef struct surfmesh_s
{
- // can be multiple meshs per surface
- struct surfmesh_s *chain;
- int numverts; // number of vertices in the mesh
- int numtriangles; // number of triangles in the mesh
- float *vertex3f; // float[verts*3] vertex locations
- float *svector3f; // float[verts*3] direction of 'S' (right) texture axis for each vertex
- float *tvector3f; // float[verts*3] direction of 'T' (down) texture axis for each vertex
- float *normal3f; // float[verts*3] direction of 'R' (out) texture axis for each vertex
- int *lightmapoffsets; // index into surface's lightmap samples for vertex lighting
- float *texcoordtexture2f; // float[verts*2] texcoords for surface texture
- float *texcoordlightmap2f; // float[verts*2] texcoords for lightmap texture
- float *texcoorddetail2f; // float[verts*2] texcoords for detail texture
- int *element3i; // int[tris*3] triangles of the mesh, 3 indices into vertex arrays for each
- int *neighbor3i; // int[tris*3] neighboring triangle on each edge (-1 if none)
+ 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;
// the lightmap texture fragment to use on the rendering mesh
rtexture_t *lightmaptexture;
// mesh for rendering
- surfmesh_t *mesh;
+ surfmesh_t mesh;
// if lightmap settings changed, this forces update
int cached_dlight;
int poly_numverts;
float *poly_verts;
+ // index into model->brush.shadowmesh
+ int num_firstshadowmeshtriangle;
+
// neighboring surfaces (one per poly_numverts)
//struct msurface_s **neighborsurfaces;
// currently used only for generating static shadow volumes
- int castshadow;
+ int lighttemp_castshadow;
+
+ // avoid redundent surface shadows
+ int shadowmark;
}
msurface_t;
vec3_t mins;
vec3_t maxs;
+ mplane_t *plane; // != NULL
// node specific
- mplane_t *plane;
struct mnode_s *children[2];
unsigned short firstsurface;
vec3_t mins;
vec3_t maxs;
+ mplane_t *plane; // == NULL
// leaf specific
// next leaf in pvschain
struct mleaf_s *pvschain;
// used by polygon-through-portals visibility checker
int portalmarkid;
- qbyte *compressed_vis;
+ // -1 is not in pvs, >= 0 is pvs bit number
+ int clusterindex;
int *firstmarksurface;
int nummarksurfaces;
int firstareaportal;
} q2darea_t;
+
+//Q3 bsp stuff
+
+#define Q3BSPVERSION 46
+
+#define Q3LUMP_ENTITIES 0 // entities to spawn (used by server and client)
+#define Q3LUMP_TEXTURES 1 // textures used (used by faces)
+#define Q3LUMP_PLANES 2 // planes used (used by bsp nodes)
+#define Q3LUMP_NODES 3 // bsp nodes (used by bsp nodes, bsp leafs, rendering, collisions)
+#define Q3LUMP_LEAFS 4 // bsp leafs (used by bsp nodes)
+#define Q3LUMP_LEAFFACES 5 // array of ints indexing faces (used by leafs)
+#define Q3LUMP_LEAFBRUSHES 6 // array of ints indexing brushes (used by leafs)
+#define Q3LUMP_MODELS 7 // models (used by rendering, collisions)
+#define Q3LUMP_BRUSHES 8 // brushes (used by effects, collisions)
+#define Q3LUMP_BRUSHSIDES 9 // brush faces (used by brushes)
+#define Q3LUMP_VERTICES 10 // mesh vertices (used by faces)
+#define Q3LUMP_TRIANGLES 11 // mesh triangles (used by faces)
+#define Q3LUMP_EFFECTS 12 // fog (used by faces)
+#define Q3LUMP_FACES 13 // surfaces (used by leafs)
+#define Q3LUMP_LIGHTMAPS 14 // lightmap textures (used by faces)
+#define Q3LUMP_LIGHTGRID 15 // lighting as a voxel grid (used by rendering)
+#define Q3LUMP_PVS 16 // potentially visible set; bit[clusters][clusters] (used by rendering)
+#define Q3HEADER_LUMPS 17
+
+#define Q3PATHLENGTH 64
+
+typedef struct
+{
+ int ident;
+ int version;
+ lump_t lumps[HEADER_LUMPS];
+} q3dheader_t;
+
+typedef struct
+{
+ char name[Q3PATHLENGTH];
+ int surfaceflags;
+ int contents;
+}
+q3dtexture_t;
+
+// note: planes are paired, the pair of planes with i and i ^ 1 are opposites.
+typedef struct
+{
+ float normal[3];
+ float dist;
+}
+q3dplane_t;
+
+typedef struct
+{
+ int planeindex;
+ int childrenindex[2];
+ int mins[3];
+ int maxs[3];
+}
+q3dnode_t;
+
+typedef struct
+{
+ int clusterindex; // pvs index
+ int areaindex; // area index
+ int mins[3];
+ int maxs[3];
+ int firstleafface;
+ int numleaffaces;
+ int firstleafbrush;
+ int numleafbrushes;
+}
+q3dleaf_t;
+
+typedef struct
+{
+ float mins[3];
+ float maxs[3];
+ int firstface;
+ int numfaces;
+ int firstbrush;
+ int numbrushes;
+}
+q3dmodel_t;
+
+typedef struct
+{
+ int firstbrushside;
+ int numbrushsides;
+ int textureindex;
+}
+q3dbrush_t;
+
+typedef struct
+{
+ int planeindex;
+ int textureindex;
+}
+q3dbrushside_t;
+
+typedef struct
+{
+ float origin3f[3];
+ float texcoord2f[2];
+ float lightmap2f[2];
+ float normal3f[3];
+ unsigned char color4ub[4];
+}
+q3dvertex_t;
+
+typedef struct
+{
+ int offset; // first vertex index of mesh
+}
+q3dmeshvertex_t;
+
+typedef struct
+{
+ char shadername[Q3PATHLENGTH];
+ int brushindex;
+ int unknown; // I read this is always 5 except in q3dm8 which has one effect with -1
+}
+q3deffect_t;
+
+#define Q3FACETYPE_POLYGON 1 // common
+#define Q3FACETYPE_PATCH 2 // common
+#define Q3FACETYPE_MESH 3 // common
+#define Q3FACETYPE_FLARE 4 // rare (is this ever used?)
+
+typedef struct
+{
+ int textureindex;
+ int effectindex; // -1 if none
+ int type; // Q3FACETYPE
+ int firstvertex;
+ int numvertices;
+ int firstelement;
+ int numelements;
+ int lightmapindex; // -1 if none
+ int lightmap_base[2];
+ int lightmap_size[2];
+ union
+ {
+ struct
+ {
+ // corrupt or don't care
+ int blah[14];
+ }
+ unknown;
+ struct
+ {
+ // Q3FACETYPE_POLYGON
+ // polygon is simply a convex polygon, renderable as a mesh
+ float lightmap_origin[3];
+ float lightmap_vectors[2][3];
+ float normal[3];
+ int unused1[2];
+ }
+ polygon;
+ struct
+ {
+ // Q3FACETYPE_PATCH
+ // patch renders as a bezier mesh, with adjustable tesselation
+ // level (optionally based on LOD using the bbox and polygon
+ // count to choose a tesselation level)
+ // note: multiple patches may have the same bbox to cause them to
+ // be LOD adjusted together as a group
+ int unused1[3];
+ float mins[3]; // LOD bbox
+ float maxs[3]; // LOD bbox
+ int unused2[3];
+ int patchsize[2]; // dimensions of vertex grid
+ }
+ patch;
+ struct
+ {
+ // Q3FACETYPE_MESH
+ // mesh renders as simply a triangle mesh
+ int unused1[3];
+ float mins[3];
+ float maxs[3];
+ int unused2[5];
+ }
+ mesh;
+ struct
+ {
+ // Q3FACETYPE_FLARE
+ // flare renders as a simple sprite at origin, no geometry
+ // exists, nor does it have a radius, a cvar controls the radius
+ // and another cvar controls distance fade
+ // (they were not used in Q3 I'm told)
+ float origin[3];
+ int unused1[11];
+ }
+ flare;
+ }
+ specific;
+}
+q3dface_t;
+
+typedef struct
+{
+ unsigned char rgb[128*128*3];
+}
+q3dlightmap_t;
+
+typedef struct
+{
+ unsigned char ambientrgb[3];
+ unsigned char diffusergb[3];
+ unsigned char diffusepitch;
+ unsigned char diffuseyaw;
+}
+q3dlightgrid_t;
+
+typedef struct
+{
+ int numclusters;
+ int chainlength;
+ // unsigned char chains[];
+ // containing bits in 0-7 order (not 7-0 order),
+ // pvschains[mycluster * chainlength + (thatcluster >> 3)] & (1 << (thatcluster & 7))
+}
+q3dpvs_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