X-Git-Url: http://de.git.xonotic.org/?a=blobdiff_plain;f=model_brush.h;h=0463d74d1eedc3a8fe65f79ff5143f250b77dda5;hb=c0d54f21bcaba56302f5e9475b8182056f4841c0;hp=7fe0a591d82325360ae24f4d966ecfe8e61d2435;hpb=f9d8bc7ea04ff91fcbd90fe50a299b37724b349b;p=xonotic%2Fdarkplaces.git diff --git a/model_brush.h b/model_brush.h index 7fe0a591..0463d74d 100644 --- a/model_brush.h +++ b/model_brush.h @@ -29,7 +29,6 @@ BRUSH MODELS ============================================================================== */ -#define Q3PATHLENGTH 64 // @@ -52,8 +51,8 @@ typedef struct mplane_s vec3_t normal; float dist; // for texture axis selection and fast side tests - int type; - int signbits; + int type; // set by PlaneClassify() + int signbits; // set by PlaneClassify() } mplane_t; @@ -63,8 +62,6 @@ mplane_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 @@ -75,17 +72,50 @@ mplane_t; #define MATERIALFLAG_WATERALPHA 16 // draw with no lighting #define MATERIALFLAG_FULLBRIGHT 32 -// drawn as a normal lightmapped wall +// drawn as a normal surface (alternative to SKY) #define MATERIALFLAG_WALL 64 -// swirling water effect -#define MATERIALFLAG_WATER 128 -// this surface shows the sky +// this surface shows the sky in its place, alternative to WALL // skipped if transparent -#define MATERIALFLAG_SKY 256 +#define MATERIALFLAG_SKY 128 +// swirling water effect (used with MATERIALFLAG_WALL) +#define MATERIALFLAG_WATERSCROLL 256 // skips drawing the surface #define MATERIALFLAG_NODRAW 512 // probably used only on q1bsp water #define MATERIALFLAG_LIGHTBOTHSIDES 1024 +// use alpha test on this material +#define MATERIALFLAG_ALPHATEST 2048 +// treat this material as a blended transparency (as opposed to an alpha test +// transparency), this causes special fog behavior, and disables glDepthMask +#define MATERIALFLAG_BLENDED 4096 +// render using a custom blendfunc +#define MATERIALFLAG_CUSTOMBLEND 8192 +// do not cast shadows from this material +#define MATERIALFLAG_NOSHADOW 16384 +// render using vertex alpha (q3bsp) as texture blend parameter between foreground (normal) skinframe and background skinframe +#define MATERIALFLAG_VERTEXTEXTUREBLEND 32768 +// disables GL_CULL_FACE on this texture (making it double sided) +#define MATERIALFLAG_NOCULLFACE 65536 +// render with a very short depth range (like 10% of normal), this causes entities to appear infront of most of the scene +#define MATERIALFLAG_SHORTDEPTHRANGE 131072 +// render water, comprising refraction and reflection (note: this is always opaque, the shader does the alpha effect) +#define MATERIALFLAG_WATERSHADER 262144 +// render refraction (note: this is just a way to distort the background, otherwise useless) +#define MATERIALFLAG_REFRACTION 524288 +// render reflection +#define MATERIALFLAG_REFLECTION 1048576 +// use model lighting on this material (q1bsp lightmap sampling or q3bsp lightgrid, implies FULLBRIGHT is false) +#define MATERIALFLAG_MODELLIGHT 4194304 +// add directional model lighting to this material (q3bsp lightgrid only) +#define MATERIALFLAG_MODELLIGHT_DIRECTIONAL 8388608 +// causes RSurf_GetCurrentTexture to leave alone certain fields +#define MATERIALFLAG_CUSTOMSURFACE 16777216 +// causes MATERIALFLAG_BLENDED to render a depth pass before rendering, hiding backfaces and other hidden geometry +#define MATERIALFLAG_TRANSDEPTH 33554432 +// combined mask of all attributes that require depth sorted rendering +#define MATERIALFLAGMASK_DEPTHSORTED (MATERIALFLAG_BLENDED | MATERIALFLAG_NODEPTHTEST) +// combined mask of all attributes that cause some sort of transparency +#define MATERIALFLAGMASK_TRANSLUCENT (MATERIALFLAG_WATERALPHA | MATERIALFLAG_SKY | MATERIALFLAG_NODRAW | MATERIALFLAG_ALPHATEST | MATERIALFLAG_BLENDED | MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION) typedef struct medge_s { @@ -106,6 +136,8 @@ typedef struct mnode_s // for bounding box culling vec3_t mins; vec3_t maxs; + // supercontents from all brushes inside this node or leaf + int combinedsupercontents; // this part unique to node struct mnode_s *children[2]; @@ -125,24 +157,33 @@ typedef struct mleaf_s // for bounding box culling vec3_t mins; vec3_t maxs; + // supercontents from all brushes inside this node or leaf + int combinedsupercontents; // this part unique to leaf // common int clusterindex; // -1 is not in pvs, >= 0 is pvs bit number int areaindex; // q3bsp + int containscollisionsurfaces; // indicates whether the leafsurfaces contains q3 patches int numleafsurfaces; int *firstleafsurface; int numleafbrushes; // q3bsp int *firstleafbrush; // q3bsp - qbyte ambient_sound_level[NUM_AMBIENTS]; // q1bsp + unsigned char 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; +typedef struct mclipnode_s +{ + int planenum; + int children[2]; // negative numbers are contents +} mclipnode_t; + typedef struct hull_s { - dclipnode_t *clipnodes; + mclipnode_t *clipnodes; mplane_t *planes; int firstclipnode; int lastclipnode; @@ -174,43 +215,6 @@ typedef struct svbspmesh_s } 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; - // 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; - // 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; - // Q2 bsp stuff #define Q2BSPVERSION 38 @@ -245,7 +249,7 @@ typedef struct q2dheader_s { int ident; int version; - lump_t lumps[HEADER_LUMPS]; + lump_t lumps[Q2HEADER_LUMPS]; } q2dheader_t; typedef struct q2dmodel_s @@ -395,6 +399,8 @@ typedef struct q2darea_s //Q3 bsp stuff #define Q3BSPVERSION 46 +#define Q3BSPVERSION_LIVE 47 +#define Q3BSPVERSION_IG 48 #define Q3LUMP_ENTITIES 0 // entities to spawn (used by server and client) #define Q3LUMP_TEXTURES 1 // textures used (used by faces) @@ -414,12 +420,15 @@ typedef struct q2darea_s #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 Q3LUMP_ADVERTISEMENTS 17 // quake live stuff written by zeroradiant's q3map2 (ignored by DP) +#define Q3HEADER_LUMPS_LIVE 18 +#define Q3HEADER_LUMPS_MAX 18 typedef struct q3dheader_s { int ident; int version; - lump_t lumps[HEADER_LUMPS]; + lump_t lumps[Q3HEADER_LUMPS_MAX]; } q3dheader_t; typedef struct q3dtexture_s @@ -486,6 +495,14 @@ typedef struct q3dbrushside_s } q3dbrushside_t; +typedef struct q3dbrushside_ig_s +{ + int planeindex; + int textureindex; + int surfaceflags; +} +q3dbrushside_ig_t; + typedef struct q3dvertex_s { float origin3f[3]; @@ -510,7 +527,7 @@ typedef struct q3deffect_s } q3deffect_t; -#define Q3FACETYPE_POLYGON 1 // common +#define Q3FACETYPE_FLAT 1 // common #define Q3FACETYPE_PATCH 2 // common #define Q3FACETYPE_MESH 3 // common #define Q3FACETYPE_FLARE 4 // rare (is this ever used?) @@ -537,14 +554,14 @@ typedef struct q3dface_s unknown; struct { - // Q3FACETYPE_POLYGON - // polygon is simply a convex polygon, renderable as a mesh + // Q3FACETYPE_FLAT + // mesh is a collection of triangles on a plane, renderable as a mesh (NOT a polygon) float lightmap_origin[3]; float lightmap_vectors[2][3]; float normal[3]; int unused1[2]; } - polygon; + flat; struct { // Q3FACETYPE_PATCH @@ -654,21 +671,17 @@ q3dpvs_t; #define Q3SURFACEPARM_ORIGIN 262144 #define Q3SURFACEPARM_PLAYERCLIP 524288 #define Q3SURFACEPARM_SKY 1048576 -#define Q3SURFACEPARM_SLICK 2197152 +#define Q3SURFACEPARM_SLICK 2097152 #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 +#define Q3SURFACEPARM_HINT 134217728 +#define Q3SURFACEPARM_DUST 268435456 +#define Q3SURFACEPARM_BOTCLIP 536870912 +#define Q3SURFACEPARM_LIGHTGRID 1073741824 +#define Q3SURFACEPARM_ANTIPORTAL 2147483648u typedef struct q3mbrush_s {