X-Git-Url: http://de.git.xonotic.org/?p=xonotic%2Fdarkplaces.git;a=blobdiff_plain;f=model_brush.h;h=609793c4201eca2c9ed732e835af19e11f11fdda;hp=e928269894be7f585f5c86792db4e76ad598a096;hb=7bfa40af559277b011eae026e848c62357cf127d;hpb=0842f5b47e27ebfc2b143387732d71f159ae3b40 diff --git a/model_brush.h b/model_brush.h index e9282698..609793c4 100644 --- a/model_brush.h +++ b/model_brush.h @@ -61,18 +61,34 @@ mplane_t; #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); + 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_wall_fullbright; extern Cshader_t Cshader_water; extern Cshader_t Cshader_sky; @@ -85,21 +101,18 @@ 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; - // list of surfaces to render using this texture - struct msurface_s *surfacechain; - // total frames in sequence and alternate sequence int anim_total[2]; // direct pointers to each of the frames in the sequences @@ -108,21 +121,13 @@ 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 -#define SURF_SHADOWCAST 0x1000 // this polygon can cast stencil shadows -#define SURF_SHADOWLIGHT 0x2000 // this polygon can be lit by stencil shadowing - typedef struct { unsigned short v[2]; @@ -140,48 +145,53 @@ mtexinfo_t; // LordHavoc: replaces glpoly, triangle mesh typedef struct surfmesh_s { - // can be multiple meshs per surface - struct surfmesh_s *chain; - int numverts; - int numtriangles; - float *verts; - float *normals; - int *lightmapoffsets; - float *str; - float *uvw; - float *abc; - int *index; - int *triangleneighbors; + 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 { - // surface number, to avoid having to do a divide to find the number of a surface from it's address - int number; - // should be drawn if visframe == r_framecount (set by WorldNode functions) - //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; + // 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; - // rendering chain - struct msurface_s *texturechain; + // texture mapping properties used by this surface + mtexinfo_t *texinfo; - // look up in model->surfedges[], negative numbers are backwards edges - int firstedge; - int numedges; + // 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; - short texturemins[2]; - short extents[2]; + // 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; - mtexinfo_t *texinfo; - texture_t *currenttexture; // updated (animated) during early surface processing each frame + // 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]; @@ -189,42 +199,31 @@ typedef struct msurface_s 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; // the stride when building lightmaps to comply with fragment update int lightmaptexturestride; - // mesh for rendering - surfmesh_t *mesh; + 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; - // bounding box for onscreen checks, and center for sorting - vec3_t poly_mins, poly_maxs, poly_center; - // bounding sphere radius (around poly_center) - float poly_radius, poly_radius2; - // 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; - - // 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_lightmapscalebit; - // rerender lightmaps when r_ambient changes - float cached_ambient; + // neighboring surfaces (one per poly_numverts) + //struct msurface_s **neighborsurfaces; + // currently used only for generating static shadow volumes + int castshadow; } msurface_t; @@ -264,14 +263,20 @@ typedef struct mleaf_s vec3_t maxs; // leaf specific - // potentially visible if current (r_pvsframecount) + // 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; + // decompressed pvs bits (potentially visible set) + // note: never NULL, always present, may be full of 0xFF though + qbyte *pvsdata; int *firstmarksurface; int nummarksurfaces; @@ -331,9 +336,12 @@ typedef struct mlight_s float distbias; // light style controlling this light int style; - // maximum extent of the light for various purposes + // 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; @@ -343,6 +351,7 @@ typedef struct mlight_s //svbspmesh_t *shadowvolume; //vec3_t shadowvolumemins, shadowvolumemaxs; shadowmesh_t *shadowvolume; + */ } mlight_t; @@ -350,13 +359,412 @@ 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_Q1BSP_Load(struct model_s *mod, void *buffer); +void Mod_IBSP_Load(struct model_s *mod, void *buffer); +void Mod_MAP_Load(struct model_s *mod, void *buffer); void Mod_BrushInit(void); -void Mod_FindNonSolidLocation(vec3_t pos, struct model_s *mod); -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); +// 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; + + +//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; #endif