X-Git-Url: http://de.git.xonotic.org/?a=blobdiff_plain;ds=sidebyside;f=model_brush.h;h=be17f950cc3bf1d9373d46c380f26b7e0e9d5ff4;hb=a95a5849f03a278febc784cf588b733fb24f5e86;hp=fdc69165e7ec50614a0c04f36a331799318ad88f;hpb=5715fdeb47caa02252ab9b6c0895310e43bea716;p=xonotic%2Fdarkplaces.git diff --git a/model_brush.h b/model_brush.h index fdc69165..be17f950 100644 --- a/model_brush.h +++ b/model_brush.h @@ -35,26 +35,63 @@ BRUSH MODELS // typedef struct { - vec3_t position; + vec3_t position; } mvertex_t; -#define SIDE_FRONT 0 -#define SIDE_BACK 1 -#define SIDE_ON 2 +#define SIDE_FRONT 0 +#define SIDE_BACK 1 +#define SIDE_ON 2 // plane_t structure typedef struct mplane_s { - vec3_t normal; - float dist; - int type; // for texture axis selection and fast side tests - // LordHavoc: faster than id's signbits system - int (*BoxOnPlaneSideFunc) (vec3_t emins, vec3_t emaxs, struct mplane_s *p); + vec3_t normal; + float dist; + // for texture axis selection and fast side tests + int type; + int signbits; } mplane_t; +#define SHADERSTAGE_SKY 0 +#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 @@ -64,14 +101,17 @@ typedef struct texture_s // SURF_ flags unsigned int flags; - // base texture without fullbrights, never NULL - rtexture_t *texture; - // fullbrights texture, NULL if no fullbrights used - rtexture_t *glowtexture; - // alpha texture (used for fogging), NULL if opaque - rtexture_t *fogtexture; - // detail texture (usually not used if transparent) - rtexture_t *detailtexture; + // 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]; @@ -81,207 +121,178 @@ typedef struct texture_s // 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 -#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_CLIPSOLID 0x800 // this polygon can obscure other polygons - typedef struct { - unsigned short v[2]; + unsigned short v[2]; } medge_t; typedef struct { - float vecs[2][4]; - texture_t *texture; - int flags; + float vecs[2][4]; + texture_t *texture; + int flags; } mtexinfo_t; -typedef struct surfvertex_s -{ - // position - float v[3]; - // offset into lightmap (used by vertex lighting) - int lightmapoffset; - // texture coordinates - float st[2]; - // lightmap coordinates - float uv[2]; - // detail texture coordinates - float ab[2]; -} -surfvertex_t; - // LordHavoc: replaces glpoly, triangle mesh typedef struct surfmesh_s { // can be multiple meshs per surface struct surfmesh_s *chain; - int numverts; - int numtriangles; - surfvertex_t *vertex; - int *index; + 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) } surfmesh_t; typedef struct msurface_s { - // should be drawn if visframe == r_framecount (set by WorldNode functions) - int visframe; + // 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; + mplane_t *plane; // SURF_ flags - int flags; - struct Cshader_s *shader; - struct msurface_s *chain; // shader rendering chain + 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; - // look up in model->surfedges[], negative numbers are backwards edges - int firstedge; - int numedges; + // 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; - short texturemins[2]; - short extents[2]; + // surface number, to avoid having to do a divide to find the number of a surface from it's address + int number; - mtexinfo_t *texinfo; - texture_t *currenttexture; // updated (animated) during early surface processing each frame + // center for sorting transparent meshes + vec3_t poly_center; // index into d_lightstylevalue array, 255 means not used (black) - qbyte styles[MAXLIGHTMAPS]; + qbyte styles[MAXLIGHTMAPS]; // RGB lighting data [numstyles][height][width][3] - qbyte *samples; + qbyte *samples; // stain to apply on lightmap (soot/dirt/blood/whatever) - qbyte *stainsamples; - - // these fields are generated during model loading - // the lightmap texture fragment to use on the surface - rtexture_t *lightmaptexture; + qbyte *stainsamples; // the stride when building lightmaps to comply with fragment update - int lightmaptexturestride; - // mesh for rendering - surfmesh_t *mesh; + 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; - // the center is useful for sorting - float poly_center[3]; - - // these are regenerated every frame - // lighting info - int dlightframe; - int dlightbits[8]; - // avoid redundent addition of dlights - int lightframe; - // only render each surface once - int worldnodeframe; - // marked when surface is prepared for the frame - int insertframe; - - // these cause lightmap updates if regenerated - // values currently used in lightmap - unsigned short cached_light[MAXLIGHTMAPS]; - // if lightmap was lit by dynamic lights, force update on next frame - short cached_dlight; - // to cause lightmap to be rerendered when v_overbrightbits changes - short cached_lightscalebit; - // rerender lightmaps when r_ambient changes - float cached_ambient; -} -msurface_t; + int poly_numverts; + float *poly_verts; -#define SHADERSTAGE_SKY 0 -#define SHADERSTAGE_NORMAL 1 -#define SHADERSTAGE_COUNT 2 - -struct entity_render_s; -// change this stuff when real shaders are added -typedef struct Cshader_s -{ - void (*shaderfunc[SHADERSTAGE_COUNT])(const struct entity_render_s *ent, const msurface_t *firstsurf); - // list of surfaces using this shader (used during surface rendering) - msurface_t *chain; + // neighboring surfaces (one per poly_numverts) + //struct msurface_s **neighborsurfaces; + // currently used only for generating static shadow volumes + int castshadow; } -Cshader_t; - -extern Cshader_t Cshader_wall_vertex; -extern Cshader_t Cshader_wall_lightmap; -extern Cshader_t Cshader_wall_fullbright; -extern Cshader_t Cshader_water; -extern Cshader_t Cshader_sky; +msurface_t; -// warning: if this is changed, references must be updated in cpu_* assembly files typedef struct mnode_s { // common with leaf - int contents; // 0, to differentiate from leafs + // always 0 in nodes + int contents; - struct mnode_s *parent; - struct mportal_s *portals; + struct mnode_s *parent; + struct mportal_s *portals; // for bounding box culling - vec3_t mins; - vec3_t maxs; + vec3_t mins; + vec3_t maxs; // node specific - mplane_t *plane; - struct mnode_s *children[2]; + mplane_t *plane; + struct mnode_s *children[2]; - unsigned short firstsurface; - unsigned short numsurfaces; + unsigned short firstsurface; + unsigned short numsurfaces; } mnode_t; typedef struct mleaf_s { // common with node - int contents; // will be a negative contents number + // always negative in leafs + int contents; - struct mnode_s *parent; - struct mportal_s *portals; + struct mnode_s *parent; + struct mportal_s *portals; // for bounding box culling - vec3_t mins; - vec3_t maxs; + vec3_t mins; + vec3_t maxs; // leaf specific - int visframe; // visible if current (r_framecount) - int worldnodeframe; // used by certain worldnode variants to avoid processing the same leaf twice in a frame - int portalmarkid; // used by polygon-through-portals visibility checker - - // LordHavoc: leaf based dynamic lighting - int dlightbits[8]; - int dlightframe; - - qbyte *compressed_vis; - - msurface_t **firstmarksurface; - int nummarksurfaces; - qbyte ambient_sound_level[NUM_AMBIENTS]; + // 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; + + qbyte *compressed_vis; + + int *firstmarksurface; + int nummarksurfaces; + qbyte ambient_sound_level[NUM_AMBIENTS]; } mleaf_t; typedef struct { - dclipnode_t *clipnodes; - mplane_t *planes; - int firstclipnode; - int lastclipnode; - vec3_t clip_mins; - vec3_t clip_maxs; - vec3_t clip_size; + dclipnode_t *clipnodes; + mplane_t *planes; + int firstclipnode; + int lastclipnode; + vec3_t clip_mins; + vec3_t clip_maxs; + vec3_t clip_size; } hull_t; @@ -297,17 +308,50 @@ typedef struct mportal_s } mportal_t; +typedef struct svbspmesh_s +{ + struct svbspmesh_s *next; + int numverts, maxverts; + int numtriangles, maxtriangles; + float *verts; + int *elements; +} +svbspmesh_t; + typedef struct mlight_s { + // location of light vec3_t origin; + // distance attenuation scale (smaller is a larger light) float falloff; + // color and brightness combined vec3_t light; + // brightness bias, used for limiting radius without a hard edge float subtract; + // spotlight direction vec3_t spotdir; - float spotcone; // cosine of spotlight cone angle (or 0 if not a spotlight) + // cosine of spotlight cone angle (or 0 if not a spotlight) + float spotcone; + // distance bias (larger value is softer and darker) float distbias; + // light style controlling this light int style; - int numleafs; // used only for loading calculations, number of leafs this shines on + // maximum extent of the light for shading purposes + float lightradius; + // maximum extent of the light for culling purposes + float cullradius; + float cullradius2; + /* + // surfaces this shines on + int numsurfaces; + msurface_t **surfaces; + // lit area + vec3_t mins, maxs; + // precomputed shadow volume meshs + //svbspmesh_t *shadowvolume; + //vec3_t shadowvolumemins, shadowvolumemaxs; + shadowmesh_t *shadowvolume; + */ } mlight_t; @@ -315,9 +359,195 @@ extern rtexture_t *r_notexture; extern texture_t r_notexture_mip; struct model_s; -void Mod_LoadBrushModel (struct model_s *mod, void *buffer); +void Mod_LoadBrushModelQ1orHL (struct model_s *mod, void *buffer); +void Mod_LoadBrushModelIBSP (struct model_s *mod, void *buffer); void Mod_BrushInit(void); -void Mod_FindNonSolidLocation(vec3_t pos, struct model_s *mod); + +void Mod_FindNonSolidLocation(vec3_t in, vec3_t out, struct model_s *mod, vec_t radius); +mleaf_t *Mod_PointInLeaf (const float *p, struct model_s *model); +int Mod_PointContents (const float *p, struct model_s *model); +qbyte *Mod_LeafPVS (mleaf_t *leaf, struct model_s *model); +void Mod_BuildPVSTextureChains(struct model_s *model); + +// Q2 bsp stuff + +#define Q2BSPVERSION 38 + +// leaffaces, leafbrushes, planes, and verts are still bounded by +// 16 bit short limits + +//============================================================================= + +#define Q2LUMP_ENTITIES 0 +#define Q2LUMP_PLANES 1 +#define Q2LUMP_VERTEXES 2 +#define Q2LUMP_VISIBILITY 3 +#define Q2LUMP_NODES 4 +#define Q2LUMP_TEXINFO 5 +#define Q2LUMP_FACES 6 +#define Q2LUMP_LIGHTING 7 +#define Q2LUMP_LEAFS 8 +#define Q2LUMP_LEAFFACES 9 +#define Q2LUMP_LEAFBRUSHES 10 +#define Q2LUMP_EDGES 11 +#define Q2LUMP_SURFEDGES 12 +#define Q2LUMP_MODELS 13 +#define Q2LUMP_BRUSHES 14 +#define Q2LUMP_BRUSHSIDES 15 +#define Q2LUMP_POP 16 +#define Q2LUMP_AREAS 17 +#define Q2LUMP_AREAPORTALS 18 +#define Q2HEADER_LUMPS 19 + +typedef struct +{ + int ident; + int version; + lump_t lumps[HEADER_LUMPS]; +} q2dheader_t; + +typedef struct +{ + float mins[3], maxs[3]; + float origin[3]; // for sounds or lights + int headnode; + int firstface, numfaces; // submodels just draw faces + // without walking the bsp tree +} q2dmodel_t; + +// planes (x&~1) and (x&~1)+1 are always opposites + +// contents flags are seperate bits +// a given brush can contribute multiple content bits +// multiple brushes can be in a single leaf + +// these definitions also need to be in q_shared.h! + +// lower bits are stronger, and will eat weaker brushes completely +#define Q2CONTENTS_SOLID 1 // an eye is never valid in a solid +#define Q2CONTENTS_WINDOW 2 // translucent, but not watery +#define Q2CONTENTS_AUX 4 +#define Q2CONTENTS_LAVA 8 +#define Q2CONTENTS_SLIME 16 +#define Q2CONTENTS_WATER 32 +#define Q2CONTENTS_MIST 64 +#define Q2LAST_VISIBLE_CONTENTS 64 + +// remaining contents are non-visible, and don't eat brushes + +#define Q2CONTENTS_AREAPORTAL 0x8000 + +#define Q2CONTENTS_PLAYERCLIP 0x10000 +#define Q2CONTENTS_MONSTERCLIP 0x20000 + +// currents can be added to any other contents, and may be mixed +#define Q2CONTENTS_CURRENT_0 0x40000 +#define Q2CONTENTS_CURRENT_90 0x80000 +#define Q2CONTENTS_CURRENT_180 0x100000 +#define Q2CONTENTS_CURRENT_270 0x200000 +#define Q2CONTENTS_CURRENT_UP 0x400000 +#define Q2CONTENTS_CURRENT_DOWN 0x800000 + +#define Q2CONTENTS_ORIGIN 0x1000000 // removed before bsping an entity + +#define Q2CONTENTS_MONSTER 0x2000000 // should never be on a brush, only in game +#define Q2CONTENTS_DEADMONSTER 0x4000000 +#define Q2CONTENTS_DETAIL 0x8000000 // brushes to be added after vis leafs +#define Q2CONTENTS_TRANSLUCENT 0x10000000 // auto set if any surface has trans +#define Q2CONTENTS_LADDER 0x20000000 + + + +#define Q2SURF_LIGHT 0x1 // value will hold the light strength + +#define Q2SURF_SLICK 0x2 // effects game physics + +#define Q2SURF_SKY 0x4 // don't draw, but add to skybox +#define Q2SURF_WARP 0x8 // turbulent water warp +#define Q2SURF_TRANS33 0x10 +#define Q2SURF_TRANS66 0x20 +#define Q2SURF_FLOWING 0x40 // scroll towards angle +#define Q2SURF_NODRAW 0x80 // don't bother referencing the texture + + + + +typedef struct +{ + int planenum; + int children[2]; // negative numbers are -(leafs+1), not nodes + short mins[3]; // for frustom culling + short maxs[3]; + unsigned short firstface; + unsigned short numfaces; // counting both sides +} q2dnode_t; + + +typedef struct +{ + float vecs[2][4]; // [s/t][xyz offset] + int flags; // miptex flags + overrides + int value; // light emission, etc + char texture[32]; // texture name (textures/*.wal) + int nexttexinfo; // for animations, -1 = end of chain +} q2texinfo_t; + +typedef struct +{ + int contents; // OR of all brushes (not needed?) + + short cluster; + short area; + + short mins[3]; // for frustum culling + short maxs[3]; + + unsigned short firstleafface; + unsigned short numleaffaces; + + unsigned short firstleafbrush; + unsigned short numleafbrushes; +} q2dleaf_t; + +typedef struct +{ + unsigned short planenum; // facing out of the leaf + short texinfo; +} q2dbrushside_t; + +typedef struct +{ + int firstside; + int numsides; + int contents; +} q2dbrush_t; + + +// the visibility lump consists of a header with a count, then +// byte offsets for the PVS and PHS of each cluster, then the raw +// compressed bit vectors +#define Q2DVIS_PVS 0 +#define Q2DVIS_PHS 1 +typedef struct +{ + int numclusters; + int bitofs[8][2]; // bitofs[numclusters][2] +} q2dvis_t; + +// each area has a list of portals that lead into other areas +// when portals are closed, other areas may not be visible or +// hearable even if the vis info says that it should be +typedef struct +{ + int portalnum; + int otherarea; +} q2dareaportal_t; + +typedef struct +{ + int numareaportals; + int firstareaportal; +} q2darea_t; #endif