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
66 // set for anything to be transparent sorted
67 #define MATERIALFLAG_TRANSPARENT 1
68 // use alpha blend on this material
69 #define MATERIALFLAG_ALPHA 2
70 // use additive blend on this material
71 #define MATERIALFLAG_ADD 4
72 // turn off depth test on this material
73 #define MATERIALFLAG_NODEPTHTEST 8
74 // multiply alpha by r_wateralpha cvar
75 #define MATERIALFLAG_WATERALPHA 16
76 // draw with no lighting
77 #define MATERIALFLAG_FULLBRIGHT 32
78 // drawn as a normal lightmapped wall
79 #define MATERIALFLAG_WALL 64
80 // swirling water effect
81 #define MATERIALFLAG_WATER 128
82 // this surface shows the sky
83 // skipped if transparent
84 #define MATERIALFLAG_SKY 256
85 // skips drawing the surface
86 #define MATERIALFLAG_NODRAW 512
87 // probably used only on q1bsp water
88 #define MATERIALFLAG_LIGHTBOTHSIDES 1024
90 struct entity_render_s;
94 typedef struct texture_s
100 unsigned int width, height;
102 //unsigned int flags;
104 // base material flags
105 int basematerialflags;
106 // current material flags (updated each bmodel render)
107 int currentmaterialflags;
109 // loaded the same as model skins
112 // total frames in sequence and alternate sequence
114 // direct pointers to each of the frames in the sequences
115 // (indexed as [alternate][frame])
116 struct texture_s *anim_frames[2][10];
117 // set if animated or there is an alternate frame set
118 // (this is an optimization in the renderer)
120 // the current texture frame in animation
121 struct texture_s *currentframe;
122 // current alpha of the texture
126 char name[Q3PATHLENGTH];
127 char firstpasstexturename[Q3PATHLENGTH]; // used only during loading
152 typedef struct msurface_s
154 // bounding box for onscreen checks
157 // the texture to use on the surface
159 // the lightmap texture fragment to use on the rendering mesh
160 rtexture_t *lightmaptexture;
161 // mesh for rendering
163 // index into model->brush.shadowmesh
164 int num_firstshadowmeshtriangle;
166 // the node plane this is on, backwards if SURF_PLANEBACK flag set
167 //mplane_t *plane; // q1bsp
169 //int flags; // q1bsp
170 // texture mapping properties used by this surface
171 mtexinfo_t *texinfo; // q1bsp
172 // index into d_lightstylevalue array, 255 means not used (black)
173 qbyte styles[MAXLIGHTMAPS]; // q1bsp
174 // RGB lighting data [numstyles][height][width][3]
175 qbyte *samples; // q1bsp
176 // stain to apply on lightmap (soot/dirt/blood/whatever)
177 qbyte *stainsamples; // q1bsp
178 // the stride when building lightmaps to comply with fragment update
179 int lightmaptexturestride; // q1bsp
180 int texturemins[2]; // q1bsp
181 int extents[2]; // q1bsp
182 // if lightmap settings changed, this forces update
183 int cached_dlight; // q1bsp
184 // if this == r_framecount there are dynamic lights on the surface
185 int dlightframe; // q1bsp
186 // which dynamic lights are touching this surface
187 // (only access this if dlightframe is current)
188 int dlightbits[8]; // q1bsp
190 struct q3deffect_s *effect; // q3bsp
191 // FIXME: collisionmarkframe should be kept in a separate array
192 int collisionmarkframe; // q3bsp // don't collide twice in one trace
196 typedef struct mnode_s
198 //this part shared between node and leaf
199 mplane_t *plane; // != NULL
200 struct mnode_s *parent;
201 struct mportal_s *portals;
202 // for bounding box culling
206 // this part unique to node
207 struct mnode_s *children[2];
210 unsigned short firstsurface;
211 unsigned short numsurfaces;
215 typedef struct mleaf_s
217 //this part shared between node and leaf
218 mplane_t *plane; // == NULL
219 struct mnode_s *parent;
220 struct mportal_s *portals;
221 // for bounding box culling
225 // this part unique to leaf
227 int clusterindex; // -1 is not in pvs, >= 0 is pvs bit number
228 int areaindex; // q3bsp
230 int *firstleafsurface;
231 int numleafbrushes; // q3bsp
232 int *firstleafbrush; // q3bsp
233 qbyte ambient_sound_level[NUM_AMBIENTS]; // q1bsp
234 int contents; // q1bsp: // TODO: remove (only used temporarily during loading when making collision hull 0)
235 int portalmarkid; // q1bsp // used by see-polygon-through-portals visibility checker
241 dclipnode_t *clipnodes;
251 typedef struct mportal_s
253 struct mportal_s *next; // the next portal on this leaf
254 mleaf_t *here; // the leaf this portal is on
255 mleaf_t *past; // the leaf through this portal (infront)
258 vec3_t mins, maxs; // culling
263 typedef struct svbspmesh_s
265 struct svbspmesh_s *next;
266 int numverts, maxverts;
267 int numtriangles, maxtriangles;
273 typedef struct mlight_s
277 // distance attenuation scale (smaller is a larger light)
279 // color and brightness combined
281 // brightness bias, used for limiting radius without a hard edge
283 // spotlight direction
285 // cosine of spotlight cone angle (or 0 if not a spotlight)
287 // distance bias (larger value is softer and darker)
289 // light style controlling this light
291 // maximum extent of the light for shading purposes
293 // maximum extent of the light for culling purposes
297 // surfaces this shines on
299 msurface_t **surfaces;
302 // precomputed shadow volume meshs
303 //svbspmesh_t *shadowvolume;
304 //vec3_t shadowvolumemins, shadowvolumemaxs;
305 shadowmesh_t *shadowvolume;
310 extern rtexture_t *r_notexture;
311 extern texture_t r_notexture_mip;
314 void Mod_Q1BSP_Load(struct model_s *mod, void *buffer);
315 void Mod_IBSP_Load(struct model_s *mod, void *buffer);
316 void Mod_MAP_Load(struct model_s *mod, void *buffer);
317 void Mod_BrushInit(void);
321 #define Q2BSPVERSION 38
323 // leaffaces, leafbrushes, planes, and verts are still bounded by
324 // 16 bit short limits
326 //=============================================================================
328 #define Q2LUMP_ENTITIES 0
329 #define Q2LUMP_PLANES 1
330 #define Q2LUMP_VERTEXES 2
331 #define Q2LUMP_VISIBILITY 3
332 #define Q2LUMP_NODES 4
333 #define Q2LUMP_TEXINFO 5
334 #define Q2LUMP_FACES 6
335 #define Q2LUMP_LIGHTING 7
336 #define Q2LUMP_LEAFS 8
337 #define Q2LUMP_LEAFFACES 9
338 #define Q2LUMP_LEAFBRUSHES 10
339 #define Q2LUMP_EDGES 11
340 #define Q2LUMP_SURFEDGES 12
341 #define Q2LUMP_MODELS 13
342 #define Q2LUMP_BRUSHES 14
343 #define Q2LUMP_BRUSHSIDES 15
344 #define Q2LUMP_POP 16
345 #define Q2LUMP_AREAS 17
346 #define Q2LUMP_AREAPORTALS 18
347 #define Q2HEADER_LUMPS 19
353 lump_t lumps[HEADER_LUMPS];
358 float mins[3], maxs[3];
359 float origin[3]; // for sounds or lights
361 int firstface, numfaces; // submodels just draw faces
362 // without walking the bsp tree
365 // planes (x&~1) and (x&~1)+1 are always opposites
367 // contents flags are seperate bits
368 // a given brush can contribute multiple content bits
369 // multiple brushes can be in a single leaf
371 // these definitions also need to be in q_shared.h!
373 // lower bits are stronger, and will eat weaker brushes completely
374 #define Q2CONTENTS_SOLID 1 // an eye is never valid in a solid
375 #define Q2CONTENTS_WINDOW 2 // translucent, but not watery
376 #define Q2CONTENTS_AUX 4
377 #define Q2CONTENTS_LAVA 8
378 #define Q2CONTENTS_SLIME 16
379 #define Q2CONTENTS_WATER 32
380 #define Q2CONTENTS_MIST 64
381 #define Q2LAST_VISIBLE_CONTENTS 64
383 // remaining contents are non-visible, and don't eat brushes
385 #define Q2CONTENTS_AREAPORTAL 0x8000
387 #define Q2CONTENTS_PLAYERCLIP 0x10000
388 #define Q2CONTENTS_MONSTERCLIP 0x20000
390 // currents can be added to any other contents, and may be mixed
391 #define Q2CONTENTS_CURRENT_0 0x40000
392 #define Q2CONTENTS_CURRENT_90 0x80000
393 #define Q2CONTENTS_CURRENT_180 0x100000
394 #define Q2CONTENTS_CURRENT_270 0x200000
395 #define Q2CONTENTS_CURRENT_UP 0x400000
396 #define Q2CONTENTS_CURRENT_DOWN 0x800000
398 #define Q2CONTENTS_ORIGIN 0x1000000 // removed before bsping an entity
400 #define Q2CONTENTS_MONSTER 0x2000000 // should never be on a brush, only in game
401 #define Q2CONTENTS_DEADMONSTER 0x4000000
402 #define Q2CONTENTS_DETAIL 0x8000000 // brushes to be added after vis leafs
403 #define Q2CONTENTS_TRANSLUCENT 0x10000000 // auto set if any surface has trans
404 #define Q2CONTENTS_LADDER 0x20000000
408 #define Q2SURF_LIGHT 0x1 // value will hold the light strength
410 #define Q2SURF_SLICK 0x2 // effects game physics
412 #define Q2SURF_SKY 0x4 // don't draw, but add to skybox
413 #define Q2SURF_WARP 0x8 // turbulent water warp
414 #define Q2SURF_TRANS33 0x10
415 #define Q2SURF_TRANS66 0x20
416 #define Q2SURF_FLOWING 0x40 // scroll towards angle
417 #define Q2SURF_NODRAW 0x80 // don't bother referencing the texture
425 int children[2]; // negative numbers are -(leafs+1), not nodes
426 short mins[3]; // for frustom culling
428 unsigned short firstface;
429 unsigned short numfaces; // counting both sides
435 float vecs[2][4]; // [s/t][xyz offset]
436 int flags; // miptex flags + overrides
437 int value; // light emission, etc
438 char texture[32]; // texture name (textures/*.wal)
439 int nexttexinfo; // for animations, -1 = end of chain
444 int contents; // OR of all brushes (not needed?)
449 short mins[3]; // for frustum culling
452 unsigned short firstleafface;
453 unsigned short numleaffaces;
455 unsigned short firstleafbrush;
456 unsigned short numleafbrushes;
461 unsigned short planenum; // facing out of the leaf
473 // the visibility lump consists of a header with a count, then
474 // byte offsets for the PVS and PHS of each cluster, then the raw
475 // compressed bit vectors
481 int bitofs[8][2]; // bitofs[numclusters][2]
484 // each area has a list of portals that lead into other areas
485 // when portals are closed, other areas may not be visible or
486 // hearable even if the vis info says that it should be
502 #define Q3BSPVERSION 46
504 #define Q3LUMP_ENTITIES 0 // entities to spawn (used by server and client)
505 #define Q3LUMP_TEXTURES 1 // textures used (used by faces)
506 #define Q3LUMP_PLANES 2 // planes used (used by bsp nodes)
507 #define Q3LUMP_NODES 3 // bsp nodes (used by bsp nodes, bsp leafs, rendering, collisions)
508 #define Q3LUMP_LEAFS 4 // bsp leafs (used by bsp nodes)
509 #define Q3LUMP_LEAFFACES 5 // array of ints indexing faces (used by leafs)
510 #define Q3LUMP_LEAFBRUSHES 6 // array of ints indexing brushes (used by leafs)
511 #define Q3LUMP_MODELS 7 // models (used by rendering, collisions)
512 #define Q3LUMP_BRUSHES 8 // brushes (used by effects, collisions)
513 #define Q3LUMP_BRUSHSIDES 9 // brush faces (used by brushes)
514 #define Q3LUMP_VERTICES 10 // mesh vertices (used by faces)
515 #define Q3LUMP_TRIANGLES 11 // mesh triangles (used by faces)
516 #define Q3LUMP_EFFECTS 12 // fog (used by faces)
517 #define Q3LUMP_FACES 13 // surfaces (used by leafs)
518 #define Q3LUMP_LIGHTMAPS 14 // lightmap textures (used by faces)
519 #define Q3LUMP_LIGHTGRID 15 // lighting as a voxel grid (used by rendering)
520 #define Q3LUMP_PVS 16 // potentially visible set; bit[clusters][clusters] (used by rendering)
521 #define Q3HEADER_LUMPS 17
527 lump_t lumps[HEADER_LUMPS];
532 char name[Q3PATHLENGTH];
538 // note: planes are paired, the pair of planes with i and i ^ 1 are opposites.
549 int childrenindex[2];
557 int clusterindex; // pvs index
558 int areaindex; // area index
600 unsigned char color4ub[4];
606 int offset; // first vertex index of mesh
610 typedef struct q3deffect_s
612 char shadername[Q3PATHLENGTH];
614 int unknown; // I read this is always 5 except in q3dm8 which has one effect with -1
618 #define Q3FACETYPE_POLYGON 1 // common
619 #define Q3FACETYPE_PATCH 2 // common
620 #define Q3FACETYPE_MESH 3 // common
621 #define Q3FACETYPE_FLARE 4 // rare (is this ever used?)
626 int effectindex; // -1 if none
627 int type; // Q3FACETYPE
632 int lightmapindex; // -1 if none
633 int lightmap_base[2];
634 int lightmap_size[2];
639 // corrupt or don't care
645 // Q3FACETYPE_POLYGON
646 // polygon is simply a convex polygon, renderable as a mesh
647 float lightmap_origin[3];
648 float lightmap_vectors[2][3];
656 // patch renders as a bezier mesh, with adjustable tesselation
657 // level (optionally based on LOD using the bbox and polygon
658 // count to choose a tesselation level)
659 // note: multiple patches may have the same bbox to cause them to
660 // be LOD adjusted together as a group
662 float mins[3]; // LOD bbox
663 float maxs[3]; // LOD bbox
665 int patchsize[2]; // dimensions of vertex grid
671 // mesh renders as simply a triangle mesh
681 // flare renders as a simple sprite at origin, no geometry
682 // exists, nor does it have a radius, a cvar controls the radius
683 // and another cvar controls distance fade
684 // (they were not used in Q3 I'm told)
696 unsigned char rgb[128*128*3];
702 unsigned char ambientrgb[3];
703 unsigned char diffusergb[3];
704 unsigned char diffusepitch;
705 unsigned char diffuseyaw;
713 // unsigned char chains[];
714 // containing bits in 0-7 order (not 7-0 order),
715 // pvschains[mycluster * chainlength + (thatcluster >> 3)] & (1 << (thatcluster & 7))
719 // surfaceflags from bsp
720 #define Q3SURFACEFLAG_NODAMAGE 1
721 #define Q3SURFACEFLAG_SLICK 2
722 #define Q3SURFACEFLAG_SKY 4
723 #define Q3SURFACEFLAG_LADDER 8
724 #define Q3SURFACEFLAG_NOIMPACT 16
725 #define Q3SURFACEFLAG_NOMARKS 32
726 #define Q3SURFACEFLAG_FLESH 64
727 #define Q3SURFACEFLAG_NODRAW 128
728 #define Q3SURFACEFLAG_HINT 256
729 #define Q3SURFACEFLAG_SKIP 512
730 #define Q3SURFACEFLAG_NOLIGHTMAP 1024
731 #define Q3SURFACEFLAG_POINTLIGHT 2048
732 #define Q3SURFACEFLAG_METALSTEPS 4096
733 #define Q3SURFACEFLAG_NOSTEPS 8192
734 #define Q3SURFACEFLAG_NONSOLID 16384
735 #define Q3SURFACEFLAG_LIGHTFILTER 32768
736 #define Q3SURFACEFLAG_ALPHASHADOW 65536
737 #define Q3SURFACEFLAG_NODLIGHT 131072
738 #define Q3SURFACEFLAG_DUST 262144
740 // surfaceparms from shaders
741 #define Q3SURFACEPARM_ALPHASHADOW 1
742 #define Q3SURFACEPARM_AREAPORTAL 2
743 #define Q3SURFACEPARM_CLUSTERPORTAL 4
744 #define Q3SURFACEPARM_DETAIL 8
745 #define Q3SURFACEPARM_DONOTENTER 16
746 #define Q3SURFACEPARM_FOG 32
747 #define Q3SURFACEPARM_LAVA 64
748 #define Q3SURFACEPARM_LIGHTFILTER 128
749 #define Q3SURFACEPARM_METALSTEPS 256
750 #define Q3SURFACEPARM_NODAMAGE 512
751 #define Q3SURFACEPARM_NODLIGHT 1024
752 #define Q3SURFACEPARM_NODRAW 2048
753 #define Q3SURFACEPARM_NODROP 4096
754 #define Q3SURFACEPARM_NOIMPACT 8192
755 #define Q3SURFACEPARM_NOLIGHTMAP 16384
756 #define Q3SURFACEPARM_NOMARKS 32768
757 #define Q3SURFACEPARM_NOMIPMAPS 65536
758 #define Q3SURFACEPARM_NONSOLID 131072
759 #define Q3SURFACEPARM_ORIGIN 262144
760 #define Q3SURFACEPARM_PLAYERCLIP 524288
761 #define Q3SURFACEPARM_SKY 1048576
762 #define Q3SURFACEPARM_SLICK 2197152
763 #define Q3SURFACEPARM_SLIME 4194304
764 #define Q3SURFACEPARM_STRUCTURAL 8388608
765 #define Q3SURFACEPARM_TRANS 16777216
766 #define Q3SURFACEPARM_WATER 33554432
767 #define Q3SURFACEPARM_POINTLIGHT 67108864
769 // various flags from shaders
770 #define Q3TEXTUREFLAG_TWOSIDED 1
771 #define Q3TEXTUREFLAG_ADDITIVE 2
772 #define Q3TEXTUREFLAG_NOMIPMAPS 4
773 #define Q3TEXTUREFLAG_NOPICMIP 8
774 #define Q3TEXTUREFLAG_AUTOSPRITE 16
775 #define Q3TEXTUREFLAG_AUTOSPRITE2 32
776 #define Q3TEXTUREFLAG_ALPHATEST 64
778 typedef struct q3mbrush_s
780 struct colbrushf_s *colbrushf;
782 struct q3mbrushside_s *firstbrushside;
783 struct texture_s *texture;
787 typedef struct q3mbrushside_s
789 struct mplane_s *plane;
790 struct texture_s *texture;
794 #define CHECKPVSBIT(pvs,b) ((b) >= 0 ? ((pvs)[(b) >> 3] & (1 << ((b) & 7))) : false)
795 #define SETPVSBIT(pvs,b) ((b) >= 0 ? ((pvs)[(b) >> 3] |= (1 << ((b) & 7))) : false)
796 #define CLEARPVSBIT(pvs,b) ((b) >= 0 ? ((pvs)[(b) >> 3] &= ~(1 << ((b) & 7))) : false)