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 ==============================================================================
34 // in memory representation
48 typedef struct mplane_s
52 // for texture axis selection and fast side tests
58 #define SHADERSTAGE_SKY 0
59 #define SHADERSTAGE_NORMAL 1
60 #define SHADERSTAGE_COUNT 2
62 #define SURF_PLANEBACK 2
63 #define SURF_DRAWSKY 4
64 #define SURF_DRAWTURB 0x10
65 #define SURF_LIGHTMAP 0x20
66 #define SURF_DRAWNOALPHA 0x100
67 #define SURF_DRAWFULLBRIGHT 0x200
68 #define SURF_LIGHTBOTHSIDES 0x400
69 #define SURF_WATERALPHA 0x4000 // this polygon's alpha is modulated by r_wateralpha
70 #define SURF_SOLIDCLIP 0x8000 // this polygon blocks movement
72 #define SURFRENDER_OPAQUE 0
73 #define SURFRENDER_ALPHA 1
74 #define SURFRENDER_ADD 2
76 struct entity_render_s;
80 typedef struct texture_s
85 unsigned int width, height;
89 // type of rendering (SURFRENDER_ value)
92 // loaded the same as model skins
95 // total frames in sequence and alternate sequence
97 // direct pointers to each of the frames in the sequences
98 // (indexed as [alternate][frame])
99 struct texture_s *anim_frames[2][10];
100 // set if animated or there is an alternate frame set
101 // (this is an optimization in the renderer)
103 // the current texture frame in animation
104 struct texture_s *currentframe;
105 // current alpha of the texture
124 typedef struct msurface_s
126 // bounding box for onscreen checks
130 // the node plane this is on, backwards if SURF_PLANEBACK flag set
134 // texture mapping properties used by this surface
137 // the lightmap texture fragment to use on the rendering mesh
138 rtexture_t *lightmaptexture;
139 // mesh for rendering
141 // if lightmap settings changed, this forces update
144 // surface number, to avoid having to do a divide to find the number of a surface from it's address
147 // center for sorting transparent meshes
150 // index into d_lightstylevalue array, 255 means not used (black)
151 qbyte styles[MAXLIGHTMAPS];
152 // RGB lighting data [numstyles][height][width][3]
154 // stain to apply on lightmap (soot/dirt/blood/whatever)
156 // the stride when building lightmaps to comply with fragment update
157 int lightmaptexturestride;
161 // if this == r_framecount there are dynamic lights on the surface
163 // which dynamic lights are touching this surface
164 // (only access this if dlightframe is current)
166 // avoid redundent addition of dlights
169 // avoid multiple collision traces with a surface polygon
172 // these are just 3D points defining the outline of the polygon,
173 // no texcoord info (that can be generated from these)
177 // index into model->brush.shadowmesh
178 int num_firstshadowmeshtriangle;
180 // neighboring surfaces (one per poly_numverts)
181 //struct msurface_s **neighborsurfaces;
182 // currently used only for generating static shadow volumes
183 int lighttemp_castshadow;
185 // avoid redundent surface shadows
190 typedef struct mnode_s
192 //this part shared between node and leaf
193 mplane_t *plane; // != NULL
194 struct mnode_s *parent;
195 struct mportal_s *portals;
196 // for bounding box culling
200 // this part unique to node
201 struct mnode_s *children[2];
204 unsigned short firstsurface;
205 unsigned short numsurfaces;
209 typedef struct mleaf_s
211 //this part shared between node and leaf
212 mplane_t *plane; // == NULL
213 struct mnode_s *parent;
214 struct mportal_s *portals;
215 // for bounding box culling
219 // this part unique to leaf
221 int clusterindex; // -1 is not in pvs, >= 0 is pvs bit number
222 int areaindex; // q3bsp
225 int numleafbrushes; // q3bsp
226 int *firstleafbrush; // q3bsp
227 qbyte ambient_sound_level[NUM_AMBIENTS]; // q1bsp
228 int contents; // q1bsp: // TODO: remove (only used temporarily during loading when making collision hull 0)
229 int portalmarkid; // q1bsp // used by see-polygon-through-portals visibility checker
235 dclipnode_t *clipnodes;
245 typedef struct mportal_s
247 struct mportal_s *next; // the next portal on this leaf
248 mleaf_t *here; // the leaf this portal is on
249 mleaf_t *past; // the leaf through this portal (infront)
252 vec3_t mins, maxs; // culling
257 typedef struct svbspmesh_s
259 struct svbspmesh_s *next;
260 int numverts, maxverts;
261 int numtriangles, maxtriangles;
267 typedef struct mlight_s
271 // distance attenuation scale (smaller is a larger light)
273 // color and brightness combined
275 // brightness bias, used for limiting radius without a hard edge
277 // spotlight direction
279 // cosine of spotlight cone angle (or 0 if not a spotlight)
281 // distance bias (larger value is softer and darker)
283 // light style controlling this light
285 // maximum extent of the light for shading purposes
287 // maximum extent of the light for culling purposes
291 // surfaces this shines on
293 msurface_t **surfaces;
296 // precomputed shadow volume meshs
297 //svbspmesh_t *shadowvolume;
298 //vec3_t shadowvolumemins, shadowvolumemaxs;
299 shadowmesh_t *shadowvolume;
304 extern rtexture_t *r_notexture;
305 extern texture_t r_notexture_mip;
308 void Mod_Q1BSP_Load(struct model_s *mod, void *buffer);
309 void Mod_IBSP_Load(struct model_s *mod, void *buffer);
310 void Mod_MAP_Load(struct model_s *mod, void *buffer);
311 void Mod_BrushInit(void);
315 #define Q2BSPVERSION 38
317 // leaffaces, leafbrushes, planes, and verts are still bounded by
318 // 16 bit short limits
320 //=============================================================================
322 #define Q2LUMP_ENTITIES 0
323 #define Q2LUMP_PLANES 1
324 #define Q2LUMP_VERTEXES 2
325 #define Q2LUMP_VISIBILITY 3
326 #define Q2LUMP_NODES 4
327 #define Q2LUMP_TEXINFO 5
328 #define Q2LUMP_FACES 6
329 #define Q2LUMP_LIGHTING 7
330 #define Q2LUMP_LEAFS 8
331 #define Q2LUMP_LEAFFACES 9
332 #define Q2LUMP_LEAFBRUSHES 10
333 #define Q2LUMP_EDGES 11
334 #define Q2LUMP_SURFEDGES 12
335 #define Q2LUMP_MODELS 13
336 #define Q2LUMP_BRUSHES 14
337 #define Q2LUMP_BRUSHSIDES 15
338 #define Q2LUMP_POP 16
339 #define Q2LUMP_AREAS 17
340 #define Q2LUMP_AREAPORTALS 18
341 #define Q2HEADER_LUMPS 19
347 lump_t lumps[HEADER_LUMPS];
352 float mins[3], maxs[3];
353 float origin[3]; // for sounds or lights
355 int firstface, numfaces; // submodels just draw faces
356 // without walking the bsp tree
359 // planes (x&~1) and (x&~1)+1 are always opposites
361 // contents flags are seperate bits
362 // a given brush can contribute multiple content bits
363 // multiple brushes can be in a single leaf
365 // these definitions also need to be in q_shared.h!
367 // lower bits are stronger, and will eat weaker brushes completely
368 #define Q2CONTENTS_SOLID 1 // an eye is never valid in a solid
369 #define Q2CONTENTS_WINDOW 2 // translucent, but not watery
370 #define Q2CONTENTS_AUX 4
371 #define Q2CONTENTS_LAVA 8
372 #define Q2CONTENTS_SLIME 16
373 #define Q2CONTENTS_WATER 32
374 #define Q2CONTENTS_MIST 64
375 #define Q2LAST_VISIBLE_CONTENTS 64
377 // remaining contents are non-visible, and don't eat brushes
379 #define Q2CONTENTS_AREAPORTAL 0x8000
381 #define Q2CONTENTS_PLAYERCLIP 0x10000
382 #define Q2CONTENTS_MONSTERCLIP 0x20000
384 // currents can be added to any other contents, and may be mixed
385 #define Q2CONTENTS_CURRENT_0 0x40000
386 #define Q2CONTENTS_CURRENT_90 0x80000
387 #define Q2CONTENTS_CURRENT_180 0x100000
388 #define Q2CONTENTS_CURRENT_270 0x200000
389 #define Q2CONTENTS_CURRENT_UP 0x400000
390 #define Q2CONTENTS_CURRENT_DOWN 0x800000
392 #define Q2CONTENTS_ORIGIN 0x1000000 // removed before bsping an entity
394 #define Q2CONTENTS_MONSTER 0x2000000 // should never be on a brush, only in game
395 #define Q2CONTENTS_DEADMONSTER 0x4000000
396 #define Q2CONTENTS_DETAIL 0x8000000 // brushes to be added after vis leafs
397 #define Q2CONTENTS_TRANSLUCENT 0x10000000 // auto set if any surface has trans
398 #define Q2CONTENTS_LADDER 0x20000000
402 #define Q2SURF_LIGHT 0x1 // value will hold the light strength
404 #define Q2SURF_SLICK 0x2 // effects game physics
406 #define Q2SURF_SKY 0x4 // don't draw, but add to skybox
407 #define Q2SURF_WARP 0x8 // turbulent water warp
408 #define Q2SURF_TRANS33 0x10
409 #define Q2SURF_TRANS66 0x20
410 #define Q2SURF_FLOWING 0x40 // scroll towards angle
411 #define Q2SURF_NODRAW 0x80 // don't bother referencing the texture
419 int children[2]; // negative numbers are -(leafs+1), not nodes
420 short mins[3]; // for frustom culling
422 unsigned short firstface;
423 unsigned short numfaces; // counting both sides
429 float vecs[2][4]; // [s/t][xyz offset]
430 int flags; // miptex flags + overrides
431 int value; // light emission, etc
432 char texture[32]; // texture name (textures/*.wal)
433 int nexttexinfo; // for animations, -1 = end of chain
438 int contents; // OR of all brushes (not needed?)
443 short mins[3]; // for frustum culling
446 unsigned short firstleafface;
447 unsigned short numleaffaces;
449 unsigned short firstleafbrush;
450 unsigned short numleafbrushes;
455 unsigned short planenum; // facing out of the leaf
467 // the visibility lump consists of a header with a count, then
468 // byte offsets for the PVS and PHS of each cluster, then the raw
469 // compressed bit vectors
475 int bitofs[8][2]; // bitofs[numclusters][2]
478 // each area has a list of portals that lead into other areas
479 // when portals are closed, other areas may not be visible or
480 // hearable even if the vis info says that it should be
496 #define Q3BSPVERSION 46
498 #define Q3LUMP_ENTITIES 0 // entities to spawn (used by server and client)
499 #define Q3LUMP_TEXTURES 1 // textures used (used by faces)
500 #define Q3LUMP_PLANES 2 // planes used (used by bsp nodes)
501 #define Q3LUMP_NODES 3 // bsp nodes (used by bsp nodes, bsp leafs, rendering, collisions)
502 #define Q3LUMP_LEAFS 4 // bsp leafs (used by bsp nodes)
503 #define Q3LUMP_LEAFFACES 5 // array of ints indexing faces (used by leafs)
504 #define Q3LUMP_LEAFBRUSHES 6 // array of ints indexing brushes (used by leafs)
505 #define Q3LUMP_MODELS 7 // models (used by rendering, collisions)
506 #define Q3LUMP_BRUSHES 8 // brushes (used by effects, collisions)
507 #define Q3LUMP_BRUSHSIDES 9 // brush faces (used by brushes)
508 #define Q3LUMP_VERTICES 10 // mesh vertices (used by faces)
509 #define Q3LUMP_TRIANGLES 11 // mesh triangles (used by faces)
510 #define Q3LUMP_EFFECTS 12 // fog (used by faces)
511 #define Q3LUMP_FACES 13 // surfaces (used by leafs)
512 #define Q3LUMP_LIGHTMAPS 14 // lightmap textures (used by faces)
513 #define Q3LUMP_LIGHTGRID 15 // lighting as a voxel grid (used by rendering)
514 #define Q3LUMP_PVS 16 // potentially visible set; bit[clusters][clusters] (used by rendering)
515 #define Q3HEADER_LUMPS 17
517 #define Q3PATHLENGTH 64
523 lump_t lumps[HEADER_LUMPS];
528 char name[Q3PATHLENGTH];
534 // note: planes are paired, the pair of planes with i and i ^ 1 are opposites.
545 int childrenindex[2];
553 int clusterindex; // pvs index
554 int areaindex; // area index
596 unsigned char color4ub[4];
602 int offset; // first vertex index of mesh
608 char shadername[Q3PATHLENGTH];
610 int unknown; // I read this is always 5 except in q3dm8 which has one effect with -1
614 #define Q3FACETYPE_POLYGON 1 // common
615 #define Q3FACETYPE_PATCH 2 // common
616 #define Q3FACETYPE_MESH 3 // common
617 #define Q3FACETYPE_FLARE 4 // rare (is this ever used?)
622 int effectindex; // -1 if none
623 int type; // Q3FACETYPE
628 int lightmapindex; // -1 if none
629 int lightmap_base[2];
630 int lightmap_size[2];
635 // corrupt or don't care
641 // Q3FACETYPE_POLYGON
642 // polygon is simply a convex polygon, renderable as a mesh
643 float lightmap_origin[3];
644 float lightmap_vectors[2][3];
652 // patch renders as a bezier mesh, with adjustable tesselation
653 // level (optionally based on LOD using the bbox and polygon
654 // count to choose a tesselation level)
655 // note: multiple patches may have the same bbox to cause them to
656 // be LOD adjusted together as a group
658 float mins[3]; // LOD bbox
659 float maxs[3]; // LOD bbox
661 int patchsize[2]; // dimensions of vertex grid
667 // mesh renders as simply a triangle mesh
677 // flare renders as a simple sprite at origin, no geometry
678 // exists, nor does it have a radius, a cvar controls the radius
679 // and another cvar controls distance fade
680 // (they were not used in Q3 I'm told)
692 unsigned char rgb[128*128*3];
698 unsigned char ambientrgb[3];
699 unsigned char diffusergb[3];
700 unsigned char diffusepitch;
701 unsigned char diffuseyaw;
709 // unsigned char chains[];
710 // containing bits in 0-7 order (not 7-0 order),
711 // pvschains[mycluster * chainlength + (thatcluster >> 3)] & (1 << (thatcluster & 7))
715 // surfaceflags from bsp
716 #define Q3SURFACEFLAG_NODAMAGE 1
717 #define Q3SURFACEFLAG_SLICK 2
718 #define Q3SURFACEFLAG_SKY 4
719 #define Q3SURFACEFLAG_LADDER 8
720 #define Q3SURFACEFLAG_NOIMPACT 16
721 #define Q3SURFACEFLAG_NOMARKS 32
722 #define Q3SURFACEFLAG_FLESH 64
723 #define Q3SURFACEFLAG_NODRAW 128
724 #define Q3SURFACEFLAG_HINT 256
725 #define Q3SURFACEFLAG_SKIP 512
726 #define Q3SURFACEFLAG_NOLIGHTMAP 1024
727 #define Q3SURFACEFLAG_POINTLIGHT 2048
728 #define Q3SURFACEFLAG_METALSTEPS 4096
729 #define Q3SURFACEFLAG_NOSTEPS 8192
730 #define Q3SURFACEFLAG_NONSOLID 16384
731 #define Q3SURFACEFLAG_LIGHTFILTER 32768
732 #define Q3SURFACEFLAG_ALPHASHADOW 65536
733 #define Q3SURFACEFLAG_NODLIGHT 131072
734 #define Q3SURFACEFLAG_DUST 262144
736 // surfaceparms from shaders
737 #define Q3SURFACEPARM_ALPHASHADOW 1
738 #define Q3SURFACEPARM_AREAPORTAL 2
739 #define Q3SURFACEPARM_CLUSTERPORTAL 4
740 #define Q3SURFACEPARM_DETAIL 8
741 #define Q3SURFACEPARM_DONOTENTER 16
742 #define Q3SURFACEPARM_FOG 32
743 #define Q3SURFACEPARM_LAVA 64
744 #define Q3SURFACEPARM_LIGHTFILTER 128
745 #define Q3SURFACEPARM_METALSTEPS 256
746 #define Q3SURFACEPARM_NODAMAGE 512
747 #define Q3SURFACEPARM_NODLIGHT 1024
748 #define Q3SURFACEPARM_NODRAW 2048
749 #define Q3SURFACEPARM_NODROP 4096
750 #define Q3SURFACEPARM_NOIMPACT 8192
751 #define Q3SURFACEPARM_NOLIGHTMAP 16384
752 #define Q3SURFACEPARM_NOMARKS 32768
753 #define Q3SURFACEPARM_NOMIPMAPS 65536
754 #define Q3SURFACEPARM_NONSOLID 131072
755 #define Q3SURFACEPARM_ORIGIN 262144
756 #define Q3SURFACEPARM_PLAYERCLIP 524288
757 #define Q3SURFACEPARM_SKY 1048576
758 #define Q3SURFACEPARM_SLICK 2197152
759 #define Q3SURFACEPARM_SLIME 4194304
760 #define Q3SURFACEPARM_STRUCTURAL 8388608
761 #define Q3SURFACEPARM_TRANS 16777216
762 #define Q3SURFACEPARM_WATER 33554432
763 #define Q3SURFACEPARM_POINTLIGHT 67108864
765 // various flags from shaders
766 #define Q3TEXTUREFLAG_TWOSIDED 1
767 #define Q3TEXTUREFLAG_ADDITIVE 2
768 #define Q3TEXTUREFLAG_NOMIPMAPS 4
769 #define Q3TEXTUREFLAG_NOPICMIP 8
770 #define Q3TEXTUREFLAG_AUTOSPRITE 16
771 #define Q3TEXTUREFLAG_AUTOSPRITE2 32
772 #define Q3TEXTUREFLAG_ALPHATEST 64
775 typedef struct q3mtexture_s
777 char name[Q3PATHLENGTH];
778 char firstpasstexturename[Q3PATHLENGTH];
788 typedef struct q3mmodel_s
793 struct q3msurface_s *firstface;
795 struct q3mbrush_s *firstbrush;
799 typedef struct q3mbrush_s
801 struct colbrushf_s *colbrushf;
803 struct q3mbrushside_s *firstbrushside;
804 struct q3mtexture_s *texture;
808 typedef struct q3mbrushside_s
810 struct mplane_s *plane;
811 struct q3mtexture_s *texture;
815 typedef struct q3meffect_s
817 char shadername[Q3PATHLENGTH];
818 struct q3mbrush_s *brush;
819 int unknown; // 5 or -1
823 typedef struct q3msurface_s
825 // FIXME: collisionmarkframe should be kept in a separate array
826 // FIXME: shadowmark should be kept in a separate array
828 struct q3mtexture_s *texture;
829 struct q3meffect_s *effect;
830 rtexture_t *lightmaptexture;
831 int collisionmarkframe; // don't collide twice in one trace
832 // bounding box for culling
838 // index into model->brush.shadowmesh
839 int num_firstshadowmeshtriangle;
841 // used for shadow volume generation
846 #define CHECKPVSBIT(pvs,b) ((b) >= 0 ? ((pvs)[(b) >> 3] & (1 << ((b) & 7))) : false)
847 #define SETPVSBIT(pvs,b) ((b) >= 0 ? ((pvs)[(b) >> 3] |= (1 << ((b) & 7))) : false)
848 #define CLEARPVSBIT(pvs,b) ((b) >= 0 ? ((pvs)[(b) >> 3] &= ~(1 << ((b) & 7))) : false)