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 ==============================================================================
32 #define Q3PATHLENGTH 64
36 // in memory representation
50 typedef struct mplane_s
54 // for texture axis selection and fast side tests
60 #define SHADERSTAGE_SKY 0
61 #define SHADERSTAGE_NORMAL 1
62 #define SHADERSTAGE_COUNT 2
64 #define SURF_PLANEBACK 2
65 #define SURF_DRAWSKY 4
66 #define SURF_DRAWTURB 0x10
67 #define SURF_LIGHTMAP 0x20
68 #define SURF_DRAWNOALPHA 0x100
69 #define SURF_DRAWFULLBRIGHT 0x200
70 #define SURF_LIGHTBOTHSIDES 0x400
71 #define SURF_WATERALPHA 0x4000 // this polygon's alpha is modulated by r_wateralpha
72 #define SURF_SOLIDCLIP 0x8000 // this polygon blocks movement
74 #define SURFRENDER_OPAQUE 0
75 #define SURFRENDER_ALPHA 1
76 #define SURFRENDER_ADD 2
78 struct entity_render_s;
82 typedef struct texture_s
88 unsigned int width, height;
92 // type of rendering (SURFRENDER_ value)
95 // loaded the same as model skins
98 // total frames in sequence and alternate sequence
100 // direct pointers to each of the frames in the sequences
101 // (indexed as [alternate][frame])
102 struct texture_s *anim_frames[2][10];
103 // set if animated or there is an alternate frame set
104 // (this is an optimization in the renderer)
106 // the current texture frame in animation
107 struct texture_s *currentframe;
108 // current alpha of the texture
112 char name[Q3PATHLENGTH];
113 char firstpasstexturename[Q3PATHLENGTH]; // used only during loading
138 typedef struct msurface_s
140 // bounding box for onscreen checks
143 // the texture to use on the surface
145 // the lightmap texture fragment to use on the rendering mesh
146 rtexture_t *lightmaptexture;
147 // mesh for rendering
149 // index into model->brush.shadowmesh
150 int num_firstshadowmeshtriangle;
152 // the node plane this is on, backwards if SURF_PLANEBACK flag set
153 mplane_t *plane; // q1bsp
156 // texture mapping properties used by this surface
157 mtexinfo_t *texinfo; // q1bsp
158 // if lightmap settings changed, this forces update
159 int cached_dlight; // q1bsp
160 // index into d_lightstylevalue array, 255 means not used (black)
161 qbyte styles[MAXLIGHTMAPS]; // q1bsp
162 // RGB lighting data [numstyles][height][width][3]
163 qbyte *samples; // q1bsp
164 // stain to apply on lightmap (soot/dirt/blood/whatever)
165 qbyte *stainsamples; // q1bsp
166 // the stride when building lightmaps to comply with fragment update
167 int lightmaptexturestride; // q1bsp
168 int texturemins[2]; // q1bsp
169 int extents[2]; // q1bsp
170 // if this == r_framecount there are dynamic lights on the surface
171 int dlightframe; // q1bsp
172 // which dynamic lights are touching this surface
173 // (only access this if dlightframe is current)
174 int dlightbits[8]; // q1bsp
176 struct q3deffect_s *effect; // q3bsp
177 // FIXME: collisionmarkframe should be kept in a separate array
178 int collisionmarkframe; // q3bsp // don't collide twice in one trace
182 typedef struct mnode_s
184 //this part shared between node and leaf
185 mplane_t *plane; // != NULL
186 struct mnode_s *parent;
187 struct mportal_s *portals;
188 // for bounding box culling
192 // this part unique to node
193 struct mnode_s *children[2];
196 unsigned short firstsurface;
197 unsigned short numsurfaces;
201 typedef struct mleaf_s
203 //this part shared between node and leaf
204 mplane_t *plane; // == NULL
205 struct mnode_s *parent;
206 struct mportal_s *portals;
207 // for bounding box culling
211 // this part unique to leaf
213 int clusterindex; // -1 is not in pvs, >= 0 is pvs bit number
214 int areaindex; // q3bsp
216 int *firstleafsurface;
217 int numleafbrushes; // q3bsp
218 int *firstleafbrush; // q3bsp
219 qbyte ambient_sound_level[NUM_AMBIENTS]; // q1bsp
220 int contents; // q1bsp: // TODO: remove (only used temporarily during loading when making collision hull 0)
221 int portalmarkid; // q1bsp // used by see-polygon-through-portals visibility checker
227 dclipnode_t *clipnodes;
237 typedef struct mportal_s
239 struct mportal_s *next; // the next portal on this leaf
240 mleaf_t *here; // the leaf this portal is on
241 mleaf_t *past; // the leaf through this portal (infront)
244 vec3_t mins, maxs; // culling
249 typedef struct svbspmesh_s
251 struct svbspmesh_s *next;
252 int numverts, maxverts;
253 int numtriangles, maxtriangles;
259 typedef struct mlight_s
263 // distance attenuation scale (smaller is a larger light)
265 // color and brightness combined
267 // brightness bias, used for limiting radius without a hard edge
269 // spotlight direction
271 // cosine of spotlight cone angle (or 0 if not a spotlight)
273 // distance bias (larger value is softer and darker)
275 // light style controlling this light
277 // maximum extent of the light for shading purposes
279 // maximum extent of the light for culling purposes
283 // surfaces this shines on
285 msurface_t **surfaces;
288 // precomputed shadow volume meshs
289 //svbspmesh_t *shadowvolume;
290 //vec3_t shadowvolumemins, shadowvolumemaxs;
291 shadowmesh_t *shadowvolume;
296 extern rtexture_t *r_notexture;
297 extern texture_t r_notexture_mip;
300 void Mod_Q1BSP_Load(struct model_s *mod, void *buffer);
301 void Mod_IBSP_Load(struct model_s *mod, void *buffer);
302 void Mod_MAP_Load(struct model_s *mod, void *buffer);
303 void Mod_BrushInit(void);
307 #define Q2BSPVERSION 38
309 // leaffaces, leafbrushes, planes, and verts are still bounded by
310 // 16 bit short limits
312 //=============================================================================
314 #define Q2LUMP_ENTITIES 0
315 #define Q2LUMP_PLANES 1
316 #define Q2LUMP_VERTEXES 2
317 #define Q2LUMP_VISIBILITY 3
318 #define Q2LUMP_NODES 4
319 #define Q2LUMP_TEXINFO 5
320 #define Q2LUMP_FACES 6
321 #define Q2LUMP_LIGHTING 7
322 #define Q2LUMP_LEAFS 8
323 #define Q2LUMP_LEAFFACES 9
324 #define Q2LUMP_LEAFBRUSHES 10
325 #define Q2LUMP_EDGES 11
326 #define Q2LUMP_SURFEDGES 12
327 #define Q2LUMP_MODELS 13
328 #define Q2LUMP_BRUSHES 14
329 #define Q2LUMP_BRUSHSIDES 15
330 #define Q2LUMP_POP 16
331 #define Q2LUMP_AREAS 17
332 #define Q2LUMP_AREAPORTALS 18
333 #define Q2HEADER_LUMPS 19
339 lump_t lumps[HEADER_LUMPS];
344 float mins[3], maxs[3];
345 float origin[3]; // for sounds or lights
347 int firstface, numfaces; // submodels just draw faces
348 // without walking the bsp tree
351 // planes (x&~1) and (x&~1)+1 are always opposites
353 // contents flags are seperate bits
354 // a given brush can contribute multiple content bits
355 // multiple brushes can be in a single leaf
357 // these definitions also need to be in q_shared.h!
359 // lower bits are stronger, and will eat weaker brushes completely
360 #define Q2CONTENTS_SOLID 1 // an eye is never valid in a solid
361 #define Q2CONTENTS_WINDOW 2 // translucent, but not watery
362 #define Q2CONTENTS_AUX 4
363 #define Q2CONTENTS_LAVA 8
364 #define Q2CONTENTS_SLIME 16
365 #define Q2CONTENTS_WATER 32
366 #define Q2CONTENTS_MIST 64
367 #define Q2LAST_VISIBLE_CONTENTS 64
369 // remaining contents are non-visible, and don't eat brushes
371 #define Q2CONTENTS_AREAPORTAL 0x8000
373 #define Q2CONTENTS_PLAYERCLIP 0x10000
374 #define Q2CONTENTS_MONSTERCLIP 0x20000
376 // currents can be added to any other contents, and may be mixed
377 #define Q2CONTENTS_CURRENT_0 0x40000
378 #define Q2CONTENTS_CURRENT_90 0x80000
379 #define Q2CONTENTS_CURRENT_180 0x100000
380 #define Q2CONTENTS_CURRENT_270 0x200000
381 #define Q2CONTENTS_CURRENT_UP 0x400000
382 #define Q2CONTENTS_CURRENT_DOWN 0x800000
384 #define Q2CONTENTS_ORIGIN 0x1000000 // removed before bsping an entity
386 #define Q2CONTENTS_MONSTER 0x2000000 // should never be on a brush, only in game
387 #define Q2CONTENTS_DEADMONSTER 0x4000000
388 #define Q2CONTENTS_DETAIL 0x8000000 // brushes to be added after vis leafs
389 #define Q2CONTENTS_TRANSLUCENT 0x10000000 // auto set if any surface has trans
390 #define Q2CONTENTS_LADDER 0x20000000
394 #define Q2SURF_LIGHT 0x1 // value will hold the light strength
396 #define Q2SURF_SLICK 0x2 // effects game physics
398 #define Q2SURF_SKY 0x4 // don't draw, but add to skybox
399 #define Q2SURF_WARP 0x8 // turbulent water warp
400 #define Q2SURF_TRANS33 0x10
401 #define Q2SURF_TRANS66 0x20
402 #define Q2SURF_FLOWING 0x40 // scroll towards angle
403 #define Q2SURF_NODRAW 0x80 // don't bother referencing the texture
411 int children[2]; // negative numbers are -(leafs+1), not nodes
412 short mins[3]; // for frustom culling
414 unsigned short firstface;
415 unsigned short numfaces; // counting both sides
421 float vecs[2][4]; // [s/t][xyz offset]
422 int flags; // miptex flags + overrides
423 int value; // light emission, etc
424 char texture[32]; // texture name (textures/*.wal)
425 int nexttexinfo; // for animations, -1 = end of chain
430 int contents; // OR of all brushes (not needed?)
435 short mins[3]; // for frustum culling
438 unsigned short firstleafface;
439 unsigned short numleaffaces;
441 unsigned short firstleafbrush;
442 unsigned short numleafbrushes;
447 unsigned short planenum; // facing out of the leaf
459 // the visibility lump consists of a header with a count, then
460 // byte offsets for the PVS and PHS of each cluster, then the raw
461 // compressed bit vectors
467 int bitofs[8][2]; // bitofs[numclusters][2]
470 // each area has a list of portals that lead into other areas
471 // when portals are closed, other areas may not be visible or
472 // hearable even if the vis info says that it should be
488 #define Q3BSPVERSION 46
490 #define Q3LUMP_ENTITIES 0 // entities to spawn (used by server and client)
491 #define Q3LUMP_TEXTURES 1 // textures used (used by faces)
492 #define Q3LUMP_PLANES 2 // planes used (used by bsp nodes)
493 #define Q3LUMP_NODES 3 // bsp nodes (used by bsp nodes, bsp leafs, rendering, collisions)
494 #define Q3LUMP_LEAFS 4 // bsp leafs (used by bsp nodes)
495 #define Q3LUMP_LEAFFACES 5 // array of ints indexing faces (used by leafs)
496 #define Q3LUMP_LEAFBRUSHES 6 // array of ints indexing brushes (used by leafs)
497 #define Q3LUMP_MODELS 7 // models (used by rendering, collisions)
498 #define Q3LUMP_BRUSHES 8 // brushes (used by effects, collisions)
499 #define Q3LUMP_BRUSHSIDES 9 // brush faces (used by brushes)
500 #define Q3LUMP_VERTICES 10 // mesh vertices (used by faces)
501 #define Q3LUMP_TRIANGLES 11 // mesh triangles (used by faces)
502 #define Q3LUMP_EFFECTS 12 // fog (used by faces)
503 #define Q3LUMP_FACES 13 // surfaces (used by leafs)
504 #define Q3LUMP_LIGHTMAPS 14 // lightmap textures (used by faces)
505 #define Q3LUMP_LIGHTGRID 15 // lighting as a voxel grid (used by rendering)
506 #define Q3LUMP_PVS 16 // potentially visible set; bit[clusters][clusters] (used by rendering)
507 #define Q3HEADER_LUMPS 17
513 lump_t lumps[HEADER_LUMPS];
518 char name[Q3PATHLENGTH];
524 // note: planes are paired, the pair of planes with i and i ^ 1 are opposites.
535 int childrenindex[2];
543 int clusterindex; // pvs index
544 int areaindex; // area index
586 unsigned char color4ub[4];
592 int offset; // first vertex index of mesh
596 typedef struct q3deffect_s
598 char shadername[Q3PATHLENGTH];
600 int unknown; // I read this is always 5 except in q3dm8 which has one effect with -1
604 #define Q3FACETYPE_POLYGON 1 // common
605 #define Q3FACETYPE_PATCH 2 // common
606 #define Q3FACETYPE_MESH 3 // common
607 #define Q3FACETYPE_FLARE 4 // rare (is this ever used?)
612 int effectindex; // -1 if none
613 int type; // Q3FACETYPE
618 int lightmapindex; // -1 if none
619 int lightmap_base[2];
620 int lightmap_size[2];
625 // corrupt or don't care
631 // Q3FACETYPE_POLYGON
632 // polygon is simply a convex polygon, renderable as a mesh
633 float lightmap_origin[3];
634 float lightmap_vectors[2][3];
642 // patch renders as a bezier mesh, with adjustable tesselation
643 // level (optionally based on LOD using the bbox and polygon
644 // count to choose a tesselation level)
645 // note: multiple patches may have the same bbox to cause them to
646 // be LOD adjusted together as a group
648 float mins[3]; // LOD bbox
649 float maxs[3]; // LOD bbox
651 int patchsize[2]; // dimensions of vertex grid
657 // mesh renders as simply a triangle mesh
667 // flare renders as a simple sprite at origin, no geometry
668 // exists, nor does it have a radius, a cvar controls the radius
669 // and another cvar controls distance fade
670 // (they were not used in Q3 I'm told)
682 unsigned char rgb[128*128*3];
688 unsigned char ambientrgb[3];
689 unsigned char diffusergb[3];
690 unsigned char diffusepitch;
691 unsigned char diffuseyaw;
699 // unsigned char chains[];
700 // containing bits in 0-7 order (not 7-0 order),
701 // pvschains[mycluster * chainlength + (thatcluster >> 3)] & (1 << (thatcluster & 7))
705 // surfaceflags from bsp
706 #define Q3SURFACEFLAG_NODAMAGE 1
707 #define Q3SURFACEFLAG_SLICK 2
708 #define Q3SURFACEFLAG_SKY 4
709 #define Q3SURFACEFLAG_LADDER 8
710 #define Q3SURFACEFLAG_NOIMPACT 16
711 #define Q3SURFACEFLAG_NOMARKS 32
712 #define Q3SURFACEFLAG_FLESH 64
713 #define Q3SURFACEFLAG_NODRAW 128
714 #define Q3SURFACEFLAG_HINT 256
715 #define Q3SURFACEFLAG_SKIP 512
716 #define Q3SURFACEFLAG_NOLIGHTMAP 1024
717 #define Q3SURFACEFLAG_POINTLIGHT 2048
718 #define Q3SURFACEFLAG_METALSTEPS 4096
719 #define Q3SURFACEFLAG_NOSTEPS 8192
720 #define Q3SURFACEFLAG_NONSOLID 16384
721 #define Q3SURFACEFLAG_LIGHTFILTER 32768
722 #define Q3SURFACEFLAG_ALPHASHADOW 65536
723 #define Q3SURFACEFLAG_NODLIGHT 131072
724 #define Q3SURFACEFLAG_DUST 262144
726 // surfaceparms from shaders
727 #define Q3SURFACEPARM_ALPHASHADOW 1
728 #define Q3SURFACEPARM_AREAPORTAL 2
729 #define Q3SURFACEPARM_CLUSTERPORTAL 4
730 #define Q3SURFACEPARM_DETAIL 8
731 #define Q3SURFACEPARM_DONOTENTER 16
732 #define Q3SURFACEPARM_FOG 32
733 #define Q3SURFACEPARM_LAVA 64
734 #define Q3SURFACEPARM_LIGHTFILTER 128
735 #define Q3SURFACEPARM_METALSTEPS 256
736 #define Q3SURFACEPARM_NODAMAGE 512
737 #define Q3SURFACEPARM_NODLIGHT 1024
738 #define Q3SURFACEPARM_NODRAW 2048
739 #define Q3SURFACEPARM_NODROP 4096
740 #define Q3SURFACEPARM_NOIMPACT 8192
741 #define Q3SURFACEPARM_NOLIGHTMAP 16384
742 #define Q3SURFACEPARM_NOMARKS 32768
743 #define Q3SURFACEPARM_NOMIPMAPS 65536
744 #define Q3SURFACEPARM_NONSOLID 131072
745 #define Q3SURFACEPARM_ORIGIN 262144
746 #define Q3SURFACEPARM_PLAYERCLIP 524288
747 #define Q3SURFACEPARM_SKY 1048576
748 #define Q3SURFACEPARM_SLICK 2197152
749 #define Q3SURFACEPARM_SLIME 4194304
750 #define Q3SURFACEPARM_STRUCTURAL 8388608
751 #define Q3SURFACEPARM_TRANS 16777216
752 #define Q3SURFACEPARM_WATER 33554432
753 #define Q3SURFACEPARM_POINTLIGHT 67108864
755 // various flags from shaders
756 #define Q3TEXTUREFLAG_TWOSIDED 1
757 #define Q3TEXTUREFLAG_ADDITIVE 2
758 #define Q3TEXTUREFLAG_NOMIPMAPS 4
759 #define Q3TEXTUREFLAG_NOPICMIP 8
760 #define Q3TEXTUREFLAG_AUTOSPRITE 16
761 #define Q3TEXTUREFLAG_AUTOSPRITE2 32
762 #define Q3TEXTUREFLAG_ALPHATEST 64
764 typedef struct q3mbrush_s
766 struct colbrushf_s *colbrushf;
768 struct q3mbrushside_s *firstbrushside;
769 struct texture_s *texture;
773 typedef struct q3mbrushside_s
775 struct mplane_s *plane;
776 struct texture_s *texture;
780 #define CHECKPVSBIT(pvs,b) ((b) >= 0 ? ((pvs)[(b) >> 3] & (1 << ((b) & 7))) : false)
781 #define SETPVSBIT(pvs,b) ((b) >= 0 ? ((pvs)[(b) >> 3] |= (1 << ((b) & 7))) : false)
782 #define CLEARPVSBIT(pvs,b) ((b) >= 0 ? ((pvs)[(b) >> 3] &= ~(1 << ((b) & 7))) : false)