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 // position in the model's textures array
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
127 // LordHavoc: replaces glpoly, triangle mesh
128 typedef struct surfmesh_s
130 int num_vertices; // number of vertices in the mesh
131 int num_triangles; // number of triangles in the mesh
132 float *data_vertex3f; // float[verts*3] vertex locations
133 float *data_svector3f; // float[verts*3] direction of 'S' (right) texture axis for each vertex
134 float *data_tvector3f; // float[verts*3] direction of 'T' (down) texture axis for each vertex
135 float *data_normal3f; // float[verts*3] direction of 'R' (out) texture axis for each vertex
136 int *data_lightmapoffsets; // index into surface's lightmap samples for vertex lighting
137 float *data_texcoordtexture2f; // float[verts*2] texcoords for surface texture
138 float *data_texcoordlightmap2f; // float[verts*2] texcoords for lightmap texture
139 float *data_texcoorddetail2f; // float[verts*2] texcoords for detail texture
140 int *data_element3i; // int[tris*3] triangles of the mesh, 3 indices into vertex arrays for each
141 int *data_neighbor3i; // int[tris*3] neighboring triangle on each edge (-1 if none)
145 typedef struct msurface_s
147 // bounding box for onscreen checks
151 // the node plane this is on, backwards if SURF_PLANEBACK flag set
155 // texture mapping properties used by this surface
158 // the lightmap texture fragment to use on the rendering mesh
159 rtexture_t *lightmaptexture;
160 // mesh for rendering
162 // if lightmap settings changed, this forces update
165 // should be drawn if visframe == r_framecount (set by PrepareSurfaces)
167 // should be drawn if onscreen and not a backface (used for setting visframe)
169 // chain of surfaces marked visible by pvs
170 //struct msurface_s *pvschain;
172 // surface number, to avoid having to do a divide to find the number of a surface from it's address
175 // center for sorting transparent meshes
178 // index into d_lightstylevalue array, 255 means not used (black)
179 qbyte styles[MAXLIGHTMAPS];
180 // RGB lighting data [numstyles][height][width][3]
182 // stain to apply on lightmap (soot/dirt/blood/whatever)
184 // the stride when building lightmaps to comply with fragment update
185 int lightmaptexturestride;
189 // if this == r_framecount there are dynamic lights on the surface
191 // which dynamic lights are touching this surface
192 // (only access this if dlightframe is current)
194 // avoid redundent addition of dlights
197 // avoid multiple collision traces with a surface polygon
200 // these are just 3D points defining the outline of the polygon,
201 // no texcoord info (that can be generated from these)
205 // index into model->brush.shadowmesh
206 int num_firstshadowmeshtriangle;
208 // neighboring surfaces (one per poly_numverts)
209 //struct msurface_s **neighborsurfaces;
210 // currently used only for generating static shadow volumes
211 int lighttemp_castshadow;
213 // avoid redundent surface shadows
218 typedef struct mnode_s
224 struct mnode_s *parent;
225 struct mportal_s *portals;
227 // for bounding box culling
231 mplane_t *plane; // != NULL
233 struct mnode_s *children[2];
235 unsigned short firstsurface;
236 unsigned short numsurfaces;
240 typedef struct mleaf_s
243 // always negative in leafs
246 struct mnode_s *parent;
247 struct mportal_s *portals;
249 // for bounding box culling
253 mplane_t *plane; // == NULL
255 // next leaf in pvschain
256 struct mleaf_s *pvschain;
257 // potentially visible if current (model->pvsframecount)
259 // visible if marked current (r_framecount)
261 // used by certain worldnode variants to avoid processing the same leaf twice in a frame
263 // used by polygon-through-portals visibility checker
266 // -1 is not in pvs, >= 0 is pvs bit number
269 int *firstmarksurface;
271 qbyte ambient_sound_level[NUM_AMBIENTS];
277 dclipnode_t *clipnodes;
287 typedef struct mportal_s
289 struct mportal_s *next; // the next portal on this leaf
290 mleaf_t *here; // the leaf this portal is on
291 mleaf_t *past; // the leaf through this portal (infront)
295 int visframe; // is this portal visible this frame?
299 typedef struct svbspmesh_s
301 struct svbspmesh_s *next;
302 int numverts, maxverts;
303 int numtriangles, maxtriangles;
309 typedef struct mlight_s
313 // distance attenuation scale (smaller is a larger light)
315 // color and brightness combined
317 // brightness bias, used for limiting radius without a hard edge
319 // spotlight direction
321 // cosine of spotlight cone angle (or 0 if not a spotlight)
323 // distance bias (larger value is softer and darker)
325 // light style controlling this light
327 // maximum extent of the light for shading purposes
329 // maximum extent of the light for culling purposes
333 // surfaces this shines on
335 msurface_t **surfaces;
338 // precomputed shadow volume meshs
339 //svbspmesh_t *shadowvolume;
340 //vec3_t shadowvolumemins, shadowvolumemaxs;
341 shadowmesh_t *shadowvolume;
346 extern rtexture_t *r_notexture;
347 extern texture_t r_notexture_mip;
350 void Mod_Q1BSP_Load(struct model_s *mod, void *buffer);
351 void Mod_IBSP_Load(struct model_s *mod, void *buffer);
352 void Mod_MAP_Load(struct model_s *mod, void *buffer);
353 void Mod_BrushInit(void);
357 #define Q2BSPVERSION 38
359 // leaffaces, leafbrushes, planes, and verts are still bounded by
360 // 16 bit short limits
362 //=============================================================================
364 #define Q2LUMP_ENTITIES 0
365 #define Q2LUMP_PLANES 1
366 #define Q2LUMP_VERTEXES 2
367 #define Q2LUMP_VISIBILITY 3
368 #define Q2LUMP_NODES 4
369 #define Q2LUMP_TEXINFO 5
370 #define Q2LUMP_FACES 6
371 #define Q2LUMP_LIGHTING 7
372 #define Q2LUMP_LEAFS 8
373 #define Q2LUMP_LEAFFACES 9
374 #define Q2LUMP_LEAFBRUSHES 10
375 #define Q2LUMP_EDGES 11
376 #define Q2LUMP_SURFEDGES 12
377 #define Q2LUMP_MODELS 13
378 #define Q2LUMP_BRUSHES 14
379 #define Q2LUMP_BRUSHSIDES 15
380 #define Q2LUMP_POP 16
381 #define Q2LUMP_AREAS 17
382 #define Q2LUMP_AREAPORTALS 18
383 #define Q2HEADER_LUMPS 19
389 lump_t lumps[HEADER_LUMPS];
394 float mins[3], maxs[3];
395 float origin[3]; // for sounds or lights
397 int firstface, numfaces; // submodels just draw faces
398 // without walking the bsp tree
401 // planes (x&~1) and (x&~1)+1 are always opposites
403 // contents flags are seperate bits
404 // a given brush can contribute multiple content bits
405 // multiple brushes can be in a single leaf
407 // these definitions also need to be in q_shared.h!
409 // lower bits are stronger, and will eat weaker brushes completely
410 #define Q2CONTENTS_SOLID 1 // an eye is never valid in a solid
411 #define Q2CONTENTS_WINDOW 2 // translucent, but not watery
412 #define Q2CONTENTS_AUX 4
413 #define Q2CONTENTS_LAVA 8
414 #define Q2CONTENTS_SLIME 16
415 #define Q2CONTENTS_WATER 32
416 #define Q2CONTENTS_MIST 64
417 #define Q2LAST_VISIBLE_CONTENTS 64
419 // remaining contents are non-visible, and don't eat brushes
421 #define Q2CONTENTS_AREAPORTAL 0x8000
423 #define Q2CONTENTS_PLAYERCLIP 0x10000
424 #define Q2CONTENTS_MONSTERCLIP 0x20000
426 // currents can be added to any other contents, and may be mixed
427 #define Q2CONTENTS_CURRENT_0 0x40000
428 #define Q2CONTENTS_CURRENT_90 0x80000
429 #define Q2CONTENTS_CURRENT_180 0x100000
430 #define Q2CONTENTS_CURRENT_270 0x200000
431 #define Q2CONTENTS_CURRENT_UP 0x400000
432 #define Q2CONTENTS_CURRENT_DOWN 0x800000
434 #define Q2CONTENTS_ORIGIN 0x1000000 // removed before bsping an entity
436 #define Q2CONTENTS_MONSTER 0x2000000 // should never be on a brush, only in game
437 #define Q2CONTENTS_DEADMONSTER 0x4000000
438 #define Q2CONTENTS_DETAIL 0x8000000 // brushes to be added after vis leafs
439 #define Q2CONTENTS_TRANSLUCENT 0x10000000 // auto set if any surface has trans
440 #define Q2CONTENTS_LADDER 0x20000000
444 #define Q2SURF_LIGHT 0x1 // value will hold the light strength
446 #define Q2SURF_SLICK 0x2 // effects game physics
448 #define Q2SURF_SKY 0x4 // don't draw, but add to skybox
449 #define Q2SURF_WARP 0x8 // turbulent water warp
450 #define Q2SURF_TRANS33 0x10
451 #define Q2SURF_TRANS66 0x20
452 #define Q2SURF_FLOWING 0x40 // scroll towards angle
453 #define Q2SURF_NODRAW 0x80 // don't bother referencing the texture
461 int children[2]; // negative numbers are -(leafs+1), not nodes
462 short mins[3]; // for frustom culling
464 unsigned short firstface;
465 unsigned short numfaces; // counting both sides
471 float vecs[2][4]; // [s/t][xyz offset]
472 int flags; // miptex flags + overrides
473 int value; // light emission, etc
474 char texture[32]; // texture name (textures/*.wal)
475 int nexttexinfo; // for animations, -1 = end of chain
480 int contents; // OR of all brushes (not needed?)
485 short mins[3]; // for frustum culling
488 unsigned short firstleafface;
489 unsigned short numleaffaces;
491 unsigned short firstleafbrush;
492 unsigned short numleafbrushes;
497 unsigned short planenum; // facing out of the leaf
509 // the visibility lump consists of a header with a count, then
510 // byte offsets for the PVS and PHS of each cluster, then the raw
511 // compressed bit vectors
517 int bitofs[8][2]; // bitofs[numclusters][2]
520 // each area has a list of portals that lead into other areas
521 // when portals are closed, other areas may not be visible or
522 // hearable even if the vis info says that it should be
538 #define Q3BSPVERSION 46
540 #define Q3LUMP_ENTITIES 0 // entities to spawn (used by server and client)
541 #define Q3LUMP_TEXTURES 1 // textures used (used by faces)
542 #define Q3LUMP_PLANES 2 // planes used (used by bsp nodes)
543 #define Q3LUMP_NODES 3 // bsp nodes (used by bsp nodes, bsp leafs, rendering, collisions)
544 #define Q3LUMP_LEAFS 4 // bsp leafs (used by bsp nodes)
545 #define Q3LUMP_LEAFFACES 5 // array of ints indexing faces (used by leafs)
546 #define Q3LUMP_LEAFBRUSHES 6 // array of ints indexing brushes (used by leafs)
547 #define Q3LUMP_MODELS 7 // models (used by rendering, collisions)
548 #define Q3LUMP_BRUSHES 8 // brushes (used by effects, collisions)
549 #define Q3LUMP_BRUSHSIDES 9 // brush faces (used by brushes)
550 #define Q3LUMP_VERTICES 10 // mesh vertices (used by faces)
551 #define Q3LUMP_TRIANGLES 11 // mesh triangles (used by faces)
552 #define Q3LUMP_EFFECTS 12 // fog (used by faces)
553 #define Q3LUMP_FACES 13 // surfaces (used by leafs)
554 #define Q3LUMP_LIGHTMAPS 14 // lightmap textures (used by faces)
555 #define Q3LUMP_LIGHTGRID 15 // lighting as a voxel grid (used by rendering)
556 #define Q3LUMP_PVS 16 // potentially visible set; bit[clusters][clusters] (used by rendering)
557 #define Q3HEADER_LUMPS 17
559 #define Q3PATHLENGTH 64
565 lump_t lumps[HEADER_LUMPS];
570 char name[Q3PATHLENGTH];
576 // note: planes are paired, the pair of planes with i and i ^ 1 are opposites.
587 int childrenindex[2];
595 int clusterindex; // pvs index
596 int areaindex; // area index
638 unsigned char color4ub[4];
644 int offset; // first vertex index of mesh
650 char shadername[Q3PATHLENGTH];
652 int unknown; // I read this is always 5 except in q3dm8 which has one effect with -1
656 #define Q3FACETYPE_POLYGON 1 // common
657 #define Q3FACETYPE_PATCH 2 // common
658 #define Q3FACETYPE_MESH 3 // common
659 #define Q3FACETYPE_FLARE 4 // rare (is this ever used?)
664 int effectindex; // -1 if none
665 int type; // Q3FACETYPE
670 int lightmapindex; // -1 if none
671 int lightmap_base[2];
672 int lightmap_size[2];
677 // corrupt or don't care
683 // Q3FACETYPE_POLYGON
684 // polygon is simply a convex polygon, renderable as a mesh
685 float lightmap_origin[3];
686 float lightmap_vectors[2][3];
694 // patch renders as a bezier mesh, with adjustable tesselation
695 // level (optionally based on LOD using the bbox and polygon
696 // count to choose a tesselation level)
697 // note: multiple patches may have the same bbox to cause them to
698 // be LOD adjusted together as a group
700 float mins[3]; // LOD bbox
701 float maxs[3]; // LOD bbox
703 int patchsize[2]; // dimensions of vertex grid
709 // mesh renders as simply a triangle mesh
719 // flare renders as a simple sprite at origin, no geometry
720 // exists, nor does it have a radius, a cvar controls the radius
721 // and another cvar controls distance fade
722 // (they were not used in Q3 I'm told)
734 unsigned char rgb[128*128*3];
740 unsigned char ambientrgb[3];
741 unsigned char diffusergb[3];
742 unsigned char diffusepitch;
743 unsigned char diffuseyaw;
751 // unsigned char chains[];
752 // containing bits in 0-7 order (not 7-0 order),
753 // pvschains[mycluster * chainlength + (thatcluster >> 3)] & (1 << (thatcluster & 7))
757 #define CHECKPVSBIT(pvs,b) ((b) >= 0 ? ((pvs)[(b) >> 3] & (1 << ((b) & 7))) : false)
758 #define SETPVSBIT(pvs,b) ((b) >= 0 ? ((pvs)[(b) >> 3] |= (1 << ((b) & 7))) : false)