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 SHADERFLAGS_NEEDLIGHTMAP 1
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_SHADOWCAST 0x1000 // this polygon can cast stencil shadows
72 #define SURF_SHADOWLIGHT 0x2000 // this polygon can be lit by stencil shadowing
73 #define SURF_WATERALPHA 0x4000 // this polygon's alpha is modulated by r_wateralpha
74 #define SURF_SOLIDCLIP 0x8000 // this polygon blocks movement
76 #define SURFRENDER_OPAQUE 0
77 #define SURFRENDER_ALPHA 1
78 #define SURFRENDER_ADD 2
80 struct entity_render_s;
83 // change this stuff when real shaders are added
84 typedef struct Cshader_s
86 void (*shaderfunc[SHADERSTAGE_COUNT])(const struct entity_render_s *ent, const struct texture_s *texture, struct msurface_s **surfchain);
91 extern Cshader_t Cshader_wall_lightmap;
92 extern Cshader_t Cshader_water;
93 extern Cshader_t Cshader_sky;
95 typedef struct texture_s
100 unsigned int width, height;
104 // position in the model's textures array
107 // type of rendering (SURFRENDER_ value)
110 // loaded the same as model skins
113 // shader to use for this texture
116 // total frames in sequence and alternate sequence
118 // direct pointers to each of the frames in the sequences
119 // (indexed as [alternate][frame])
120 struct texture_s *anim_frames[2][10];
121 // set if animated or there is an alternate frame set
122 // (this is an optimization in the renderer)
124 // the current texture frame in animation
125 struct texture_s *currentframe;
126 // current alpha of the texture
145 // LordHavoc: replaces glpoly, triangle mesh
146 typedef struct surfmesh_s
148 // can be multiple meshs per surface
149 struct surfmesh_s *chain;
150 int numverts; // number of vertices in the mesh
151 int numtriangles; // number of triangles in the mesh
152 float *vertex3f; // float[verts*3] vertex locations
153 float *svector3f; // float[verts*3] direction of 'S' (right) texture axis for each vertex
154 float *tvector3f; // float[verts*3] direction of 'T' (down) texture axis for each vertex
155 float *normal3f; // float[verts*3] direction of 'R' (out) texture axis for each vertex
156 int *lightmapoffsets; // index into surface's lightmap samples for vertex lighting
157 float *texcoordtexture2f; // float[verts*2] texcoords for surface texture
158 float *texcoordlightmap2f; // float[verts*2] texcoords for lightmap texture
159 float *texcoorddetail2f; // float[verts*2] texcoords for detail texture
160 int *element3i; // int[tris*3] triangles of the mesh, 3 indices into vertex arrays for each
161 int *neighbor3i; // int[tris*3] neighboring triangle on each edge (-1 if none)
165 typedef struct msurface_s
167 // bounding box for onscreen checks
171 // the node plane this is on, backwards if SURF_PLANEBACK flag set
175 // texture mapping properties used by this surface
178 // the lightmap texture fragment to use on the rendering mesh
179 rtexture_t *lightmaptexture;
180 // mesh for rendering
182 // if lightmap settings changed, this forces update
185 // should be drawn if visframe == r_framecount (set by PrepareSurfaces)
187 // should be drawn if onscreen and not a backface (used for setting visframe)
189 // chain of surfaces marked visible by pvs
190 //struct msurface_s *pvschain;
192 // surface number, to avoid having to do a divide to find the number of a surface from it's address
195 // center for sorting transparent meshes
198 // index into d_lightstylevalue array, 255 means not used (black)
199 qbyte styles[MAXLIGHTMAPS];
200 // RGB lighting data [numstyles][height][width][3]
202 // stain to apply on lightmap (soot/dirt/blood/whatever)
204 // the stride when building lightmaps to comply with fragment update
205 int lightmaptexturestride;
209 // if this == r_framecount there are dynamic lights on the surface
211 // which dynamic lights are touching this surface
212 // (only access this if dlightframe is current)
214 // avoid redundent addition of dlights
217 // avoid multiple collision traces with a surface polygon
220 // these are just 3D points defining the outline of the polygon,
221 // no texcoord info (that can be generated from these)
225 // neighboring surfaces (one per poly_numverts)
226 //struct msurface_s **neighborsurfaces;
227 // currently used only for generating static shadow volumes
232 typedef struct mnode_s
238 struct mnode_s *parent;
239 struct mportal_s *portals;
241 // for bounding box culling
247 struct mnode_s *children[2];
249 unsigned short firstsurface;
250 unsigned short numsurfaces;
254 typedef struct mleaf_s
257 // always negative in leafs
260 struct mnode_s *parent;
261 struct mportal_s *portals;
263 // for bounding box culling
268 // next leaf in pvschain
269 struct mleaf_s *pvschain;
270 // potentially visible if current (model->pvsframecount)
272 // visible if marked current (r_framecount)
274 // used by certain worldnode variants to avoid processing the same leaf twice in a frame
276 // used by polygon-through-portals visibility checker
279 // decompressed pvs bits (potentially visible set)
280 // note: never NULL, always present, may be full of 0xFF though
283 int *firstmarksurface;
285 qbyte ambient_sound_level[NUM_AMBIENTS];
291 dclipnode_t *clipnodes;
301 typedef struct mportal_s
303 struct mportal_s *next; // the next portal on this leaf
304 mleaf_t *here; // the leaf this portal is on
305 mleaf_t *past; // the leaf through this portal (infront)
309 int visframe; // is this portal visible this frame?
313 typedef struct svbspmesh_s
315 struct svbspmesh_s *next;
316 int numverts, maxverts;
317 int numtriangles, maxtriangles;
323 typedef struct mlight_s
327 // distance attenuation scale (smaller is a larger light)
329 // color and brightness combined
331 // brightness bias, used for limiting radius without a hard edge
333 // spotlight direction
335 // cosine of spotlight cone angle (or 0 if not a spotlight)
337 // distance bias (larger value is softer and darker)
339 // light style controlling this light
341 // maximum extent of the light for shading purposes
343 // maximum extent of the light for culling purposes
347 // surfaces this shines on
349 msurface_t **surfaces;
352 // precomputed shadow volume meshs
353 //svbspmesh_t *shadowvolume;
354 //vec3_t shadowvolumemins, shadowvolumemaxs;
355 shadowmesh_t *shadowvolume;
360 extern rtexture_t *r_notexture;
361 extern texture_t r_notexture_mip;
364 void Mod_Q1BSP_Load(struct model_s *mod, void *buffer);
365 void Mod_IBSP_Load(struct model_s *mod, void *buffer);
366 void Mod_MAP_Load(struct model_s *mod, void *buffer);
367 void Mod_BrushInit(void);
371 #define Q2BSPVERSION 38
373 // leaffaces, leafbrushes, planes, and verts are still bounded by
374 // 16 bit short limits
376 //=============================================================================
378 #define Q2LUMP_ENTITIES 0
379 #define Q2LUMP_PLANES 1
380 #define Q2LUMP_VERTEXES 2
381 #define Q2LUMP_VISIBILITY 3
382 #define Q2LUMP_NODES 4
383 #define Q2LUMP_TEXINFO 5
384 #define Q2LUMP_FACES 6
385 #define Q2LUMP_LIGHTING 7
386 #define Q2LUMP_LEAFS 8
387 #define Q2LUMP_LEAFFACES 9
388 #define Q2LUMP_LEAFBRUSHES 10
389 #define Q2LUMP_EDGES 11
390 #define Q2LUMP_SURFEDGES 12
391 #define Q2LUMP_MODELS 13
392 #define Q2LUMP_BRUSHES 14
393 #define Q2LUMP_BRUSHSIDES 15
394 #define Q2LUMP_POP 16
395 #define Q2LUMP_AREAS 17
396 #define Q2LUMP_AREAPORTALS 18
397 #define Q2HEADER_LUMPS 19
403 lump_t lumps[HEADER_LUMPS];
408 float mins[3], maxs[3];
409 float origin[3]; // for sounds or lights
411 int firstface, numfaces; // submodels just draw faces
412 // without walking the bsp tree
415 // planes (x&~1) and (x&~1)+1 are always opposites
417 // contents flags are seperate bits
418 // a given brush can contribute multiple content bits
419 // multiple brushes can be in a single leaf
421 // these definitions also need to be in q_shared.h!
423 // lower bits are stronger, and will eat weaker brushes completely
424 #define Q2CONTENTS_SOLID 1 // an eye is never valid in a solid
425 #define Q2CONTENTS_WINDOW 2 // translucent, but not watery
426 #define Q2CONTENTS_AUX 4
427 #define Q2CONTENTS_LAVA 8
428 #define Q2CONTENTS_SLIME 16
429 #define Q2CONTENTS_WATER 32
430 #define Q2CONTENTS_MIST 64
431 #define Q2LAST_VISIBLE_CONTENTS 64
433 // remaining contents are non-visible, and don't eat brushes
435 #define Q2CONTENTS_AREAPORTAL 0x8000
437 #define Q2CONTENTS_PLAYERCLIP 0x10000
438 #define Q2CONTENTS_MONSTERCLIP 0x20000
440 // currents can be added to any other contents, and may be mixed
441 #define Q2CONTENTS_CURRENT_0 0x40000
442 #define Q2CONTENTS_CURRENT_90 0x80000
443 #define Q2CONTENTS_CURRENT_180 0x100000
444 #define Q2CONTENTS_CURRENT_270 0x200000
445 #define Q2CONTENTS_CURRENT_UP 0x400000
446 #define Q2CONTENTS_CURRENT_DOWN 0x800000
448 #define Q2CONTENTS_ORIGIN 0x1000000 // removed before bsping an entity
450 #define Q2CONTENTS_MONSTER 0x2000000 // should never be on a brush, only in game
451 #define Q2CONTENTS_DEADMONSTER 0x4000000
452 #define Q2CONTENTS_DETAIL 0x8000000 // brushes to be added after vis leafs
453 #define Q2CONTENTS_TRANSLUCENT 0x10000000 // auto set if any surface has trans
454 #define Q2CONTENTS_LADDER 0x20000000
458 #define Q2SURF_LIGHT 0x1 // value will hold the light strength
460 #define Q2SURF_SLICK 0x2 // effects game physics
462 #define Q2SURF_SKY 0x4 // don't draw, but add to skybox
463 #define Q2SURF_WARP 0x8 // turbulent water warp
464 #define Q2SURF_TRANS33 0x10
465 #define Q2SURF_TRANS66 0x20
466 #define Q2SURF_FLOWING 0x40 // scroll towards angle
467 #define Q2SURF_NODRAW 0x80 // don't bother referencing the texture
475 int children[2]; // negative numbers are -(leafs+1), not nodes
476 short mins[3]; // for frustom culling
478 unsigned short firstface;
479 unsigned short numfaces; // counting both sides
485 float vecs[2][4]; // [s/t][xyz offset]
486 int flags; // miptex flags + overrides
487 int value; // light emission, etc
488 char texture[32]; // texture name (textures/*.wal)
489 int nexttexinfo; // for animations, -1 = end of chain
494 int contents; // OR of all brushes (not needed?)
499 short mins[3]; // for frustum culling
502 unsigned short firstleafface;
503 unsigned short numleaffaces;
505 unsigned short firstleafbrush;
506 unsigned short numleafbrushes;
511 unsigned short planenum; // facing out of the leaf
523 // the visibility lump consists of a header with a count, then
524 // byte offsets for the PVS and PHS of each cluster, then the raw
525 // compressed bit vectors
531 int bitofs[8][2]; // bitofs[numclusters][2]
534 // each area has a list of portals that lead into other areas
535 // when portals are closed, other areas may not be visible or
536 // hearable even if the vis info says that it should be
552 #define Q3BSPVERSION 46
554 #define Q3LUMP_ENTITIES 0 // entities to spawn (used by server and client)
555 #define Q3LUMP_TEXTURES 1 // textures used (used by faces)
556 #define Q3LUMP_PLANES 2 // planes used (used by bsp nodes)
557 #define Q3LUMP_NODES 3 // bsp nodes (used by bsp nodes, bsp leafs, rendering, collisions)
558 #define Q3LUMP_LEAFS 4 // bsp leafs (used by bsp nodes)
559 #define Q3LUMP_LEAFFACES 5 // array of ints indexing faces (used by leafs)
560 #define Q3LUMP_LEAFBRUSHES 6 // array of ints indexing brushes (used by leafs)
561 #define Q3LUMP_MODELS 7 // models (used by rendering, collisions)
562 #define Q3LUMP_BRUSHES 8 // brushes (used by effects, collisions)
563 #define Q3LUMP_BRUSHSIDES 9 // brush faces (used by brushes)
564 #define Q3LUMP_VERTICES 10 // mesh vertices (used by faces)
565 #define Q3LUMP_TRIANGLES 11 // mesh triangles (used by faces)
566 #define Q3LUMP_EFFECTS 12 // fog (used by faces)
567 #define Q3LUMP_FACES 13 // surfaces (used by leafs)
568 #define Q3LUMP_LIGHTMAPS 14 // lightmap textures (used by faces)
569 #define Q3LUMP_LIGHTGRID 15 // lighting as a voxel grid (used by rendering)
570 #define Q3LUMP_PVS 16 // potentially visible set; bit[clusters][clusters] (used by rendering)
571 #define Q3HEADER_LUMPS 17
573 #define Q3PATHLENGTH 64
579 lump_t lumps[HEADER_LUMPS];
584 char name[Q3PATHLENGTH];
590 // note: planes are paired, the pair of planes with i and i ^ 1 are opposites.
601 int childrenindex[2];
609 int clusterindex; // pvs index
610 int areaindex; // area index
652 unsigned char color4ub[4];
658 int offset; // first vertex index of mesh
664 char shadername[Q3PATHLENGTH];
666 int unknown; // I read this is always 5 except in q3dm8 which has one effect with -1
670 #define Q3FACETYPE_POLYGON 1 // common
671 #define Q3FACETYPE_PATCH 2 // common
672 #define Q3FACETYPE_MESH 3 // common
673 #define Q3FACETYPE_FLARE 4 // rare (is this ever used?)
678 int effectindex; // -1 if none
679 int type; // Q3FACETYPE
684 int lightmapindex; // -1 if none
685 int lightmap_base[2];
686 int lightmap_size[2];
691 // corrupt or don't care
697 // Q3FACETYPE_POLYGON
698 // polygon is simply a convex polygon, renderable as a mesh
699 float lightmap_origin[3];
700 float lightmap_vectors[2][3];
708 // patch renders as a bezier mesh, with adjustable tesselation
709 // level (optionally based on LOD using the bbox and polygon
710 // count to choose a tesselation level)
711 // note: multiple patches may have the same bbox to cause them to
712 // be LOD adjusted together as a group
714 float mins[3]; // LOD bbox
715 float maxs[3]; // LOD bbox
717 int patchsize[2]; // dimensions of vertex grid
723 // mesh renders as simply a triangle mesh
733 // flare renders as a simple sprite at origin, no geometry
734 // exists, nor does it have a radius, a cvar controls the radius
735 // and another cvar controls distance fade
736 // (they were not used in Q3 I'm told)
748 unsigned char rgb[128*128*3];
754 unsigned char ambientrgb[3];
755 unsigned char diffusergb[3];
756 unsigned char diffusepitch;
757 unsigned char diffuseyaw;
765 // unsigned char chains[];
766 // containing bits in 0-7 order (not 7-0 order),
767 // pvschains[mycluster * chainlength + (thatcluster >> 3)] & (1 << (thatcluster & 7))