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 typedef struct msurface_s
129 // bounding box for onscreen checks
133 // the node plane this is on, backwards if SURF_PLANEBACK flag set
137 // texture mapping properties used by this surface
140 // the lightmap texture fragment to use on the rendering mesh
141 rtexture_t *lightmaptexture;
142 // mesh for rendering
144 // if lightmap settings changed, this forces update
147 // should be drawn if visframe == r_framecount (set by PrepareSurfaces)
149 // should be drawn if onscreen and not a backface (used for setting visframe)
151 // chain of surfaces marked visible by pvs
152 //struct msurface_s *pvschain;
154 // surface number, to avoid having to do a divide to find the number of a surface from it's address
157 // center for sorting transparent meshes
160 // index into d_lightstylevalue array, 255 means not used (black)
161 qbyte styles[MAXLIGHTMAPS];
162 // RGB lighting data [numstyles][height][width][3]
164 // stain to apply on lightmap (soot/dirt/blood/whatever)
166 // the stride when building lightmaps to comply with fragment update
167 int lightmaptexturestride;
171 // if this == r_framecount there are dynamic lights on the surface
173 // which dynamic lights are touching this surface
174 // (only access this if dlightframe is current)
176 // avoid redundent addition of dlights
179 // avoid multiple collision traces with a surface polygon
182 // these are just 3D points defining the outline of the polygon,
183 // no texcoord info (that can be generated from these)
187 // index into model->brush.shadowmesh
188 int num_firstshadowmeshtriangle;
190 // neighboring surfaces (one per poly_numverts)
191 //struct msurface_s **neighborsurfaces;
192 // currently used only for generating static shadow volumes
193 int lighttemp_castshadow;
195 // avoid redundent surface shadows
200 typedef struct mnode_s
206 struct mnode_s *parent;
207 struct mportal_s *portals;
209 // for bounding box culling
213 mplane_t *plane; // != NULL
215 struct mnode_s *children[2];
217 unsigned short firstsurface;
218 unsigned short numsurfaces;
222 typedef struct mleaf_s
225 // always negative in leafs
228 struct mnode_s *parent;
229 struct mportal_s *portals;
231 // for bounding box culling
235 mplane_t *plane; // == NULL
237 // next leaf in pvschain
238 struct mleaf_s *pvschain;
239 // potentially visible if current (model->pvsframecount)
241 // visible if marked current (r_framecount)
243 // used by certain worldnode variants to avoid processing the same leaf twice in a frame
245 // used by polygon-through-portals visibility checker
248 // -1 is not in pvs, >= 0 is pvs bit number
251 int *firstmarksurface;
253 qbyte ambient_sound_level[NUM_AMBIENTS];
259 dclipnode_t *clipnodes;
269 typedef struct mportal_s
271 struct mportal_s *next; // the next portal on this leaf
272 mleaf_t *here; // the leaf this portal is on
273 mleaf_t *past; // the leaf through this portal (infront)
276 vec3_t mins, maxs; // culling
278 int visframe; // is this portal visible this frame?
282 typedef struct svbspmesh_s
284 struct svbspmesh_s *next;
285 int numverts, maxverts;
286 int numtriangles, maxtriangles;
292 typedef struct mlight_s
296 // distance attenuation scale (smaller is a larger light)
298 // color and brightness combined
300 // brightness bias, used for limiting radius without a hard edge
302 // spotlight direction
304 // cosine of spotlight cone angle (or 0 if not a spotlight)
306 // distance bias (larger value is softer and darker)
308 // light style controlling this light
310 // maximum extent of the light for shading purposes
312 // maximum extent of the light for culling purposes
316 // surfaces this shines on
318 msurface_t **surfaces;
321 // precomputed shadow volume meshs
322 //svbspmesh_t *shadowvolume;
323 //vec3_t shadowvolumemins, shadowvolumemaxs;
324 shadowmesh_t *shadowvolume;
329 extern rtexture_t *r_notexture;
330 extern texture_t r_notexture_mip;
333 void Mod_Q1BSP_Load(struct model_s *mod, void *buffer);
334 void Mod_IBSP_Load(struct model_s *mod, void *buffer);
335 void Mod_MAP_Load(struct model_s *mod, void *buffer);
336 void Mod_BrushInit(void);
340 #define Q2BSPVERSION 38
342 // leaffaces, leafbrushes, planes, and verts are still bounded by
343 // 16 bit short limits
345 //=============================================================================
347 #define Q2LUMP_ENTITIES 0
348 #define Q2LUMP_PLANES 1
349 #define Q2LUMP_VERTEXES 2
350 #define Q2LUMP_VISIBILITY 3
351 #define Q2LUMP_NODES 4
352 #define Q2LUMP_TEXINFO 5
353 #define Q2LUMP_FACES 6
354 #define Q2LUMP_LIGHTING 7
355 #define Q2LUMP_LEAFS 8
356 #define Q2LUMP_LEAFFACES 9
357 #define Q2LUMP_LEAFBRUSHES 10
358 #define Q2LUMP_EDGES 11
359 #define Q2LUMP_SURFEDGES 12
360 #define Q2LUMP_MODELS 13
361 #define Q2LUMP_BRUSHES 14
362 #define Q2LUMP_BRUSHSIDES 15
363 #define Q2LUMP_POP 16
364 #define Q2LUMP_AREAS 17
365 #define Q2LUMP_AREAPORTALS 18
366 #define Q2HEADER_LUMPS 19
372 lump_t lumps[HEADER_LUMPS];
377 float mins[3], maxs[3];
378 float origin[3]; // for sounds or lights
380 int firstface, numfaces; // submodels just draw faces
381 // without walking the bsp tree
384 // planes (x&~1) and (x&~1)+1 are always opposites
386 // contents flags are seperate bits
387 // a given brush can contribute multiple content bits
388 // multiple brushes can be in a single leaf
390 // these definitions also need to be in q_shared.h!
392 // lower bits are stronger, and will eat weaker brushes completely
393 #define Q2CONTENTS_SOLID 1 // an eye is never valid in a solid
394 #define Q2CONTENTS_WINDOW 2 // translucent, but not watery
395 #define Q2CONTENTS_AUX 4
396 #define Q2CONTENTS_LAVA 8
397 #define Q2CONTENTS_SLIME 16
398 #define Q2CONTENTS_WATER 32
399 #define Q2CONTENTS_MIST 64
400 #define Q2LAST_VISIBLE_CONTENTS 64
402 // remaining contents are non-visible, and don't eat brushes
404 #define Q2CONTENTS_AREAPORTAL 0x8000
406 #define Q2CONTENTS_PLAYERCLIP 0x10000
407 #define Q2CONTENTS_MONSTERCLIP 0x20000
409 // currents can be added to any other contents, and may be mixed
410 #define Q2CONTENTS_CURRENT_0 0x40000
411 #define Q2CONTENTS_CURRENT_90 0x80000
412 #define Q2CONTENTS_CURRENT_180 0x100000
413 #define Q2CONTENTS_CURRENT_270 0x200000
414 #define Q2CONTENTS_CURRENT_UP 0x400000
415 #define Q2CONTENTS_CURRENT_DOWN 0x800000
417 #define Q2CONTENTS_ORIGIN 0x1000000 // removed before bsping an entity
419 #define Q2CONTENTS_MONSTER 0x2000000 // should never be on a brush, only in game
420 #define Q2CONTENTS_DEADMONSTER 0x4000000
421 #define Q2CONTENTS_DETAIL 0x8000000 // brushes to be added after vis leafs
422 #define Q2CONTENTS_TRANSLUCENT 0x10000000 // auto set if any surface has trans
423 #define Q2CONTENTS_LADDER 0x20000000
427 #define Q2SURF_LIGHT 0x1 // value will hold the light strength
429 #define Q2SURF_SLICK 0x2 // effects game physics
431 #define Q2SURF_SKY 0x4 // don't draw, but add to skybox
432 #define Q2SURF_WARP 0x8 // turbulent water warp
433 #define Q2SURF_TRANS33 0x10
434 #define Q2SURF_TRANS66 0x20
435 #define Q2SURF_FLOWING 0x40 // scroll towards angle
436 #define Q2SURF_NODRAW 0x80 // don't bother referencing the texture
444 int children[2]; // negative numbers are -(leafs+1), not nodes
445 short mins[3]; // for frustom culling
447 unsigned short firstface;
448 unsigned short numfaces; // counting both sides
454 float vecs[2][4]; // [s/t][xyz offset]
455 int flags; // miptex flags + overrides
456 int value; // light emission, etc
457 char texture[32]; // texture name (textures/*.wal)
458 int nexttexinfo; // for animations, -1 = end of chain
463 int contents; // OR of all brushes (not needed?)
468 short mins[3]; // for frustum culling
471 unsigned short firstleafface;
472 unsigned short numleaffaces;
474 unsigned short firstleafbrush;
475 unsigned short numleafbrushes;
480 unsigned short planenum; // facing out of the leaf
492 // the visibility lump consists of a header with a count, then
493 // byte offsets for the PVS and PHS of each cluster, then the raw
494 // compressed bit vectors
500 int bitofs[8][2]; // bitofs[numclusters][2]
503 // each area has a list of portals that lead into other areas
504 // when portals are closed, other areas may not be visible or
505 // hearable even if the vis info says that it should be
521 #define Q3BSPVERSION 46
523 #define Q3LUMP_ENTITIES 0 // entities to spawn (used by server and client)
524 #define Q3LUMP_TEXTURES 1 // textures used (used by faces)
525 #define Q3LUMP_PLANES 2 // planes used (used by bsp nodes)
526 #define Q3LUMP_NODES 3 // bsp nodes (used by bsp nodes, bsp leafs, rendering, collisions)
527 #define Q3LUMP_LEAFS 4 // bsp leafs (used by bsp nodes)
528 #define Q3LUMP_LEAFFACES 5 // array of ints indexing faces (used by leafs)
529 #define Q3LUMP_LEAFBRUSHES 6 // array of ints indexing brushes (used by leafs)
530 #define Q3LUMP_MODELS 7 // models (used by rendering, collisions)
531 #define Q3LUMP_BRUSHES 8 // brushes (used by effects, collisions)
532 #define Q3LUMP_BRUSHSIDES 9 // brush faces (used by brushes)
533 #define Q3LUMP_VERTICES 10 // mesh vertices (used by faces)
534 #define Q3LUMP_TRIANGLES 11 // mesh triangles (used by faces)
535 #define Q3LUMP_EFFECTS 12 // fog (used by faces)
536 #define Q3LUMP_FACES 13 // surfaces (used by leafs)
537 #define Q3LUMP_LIGHTMAPS 14 // lightmap textures (used by faces)
538 #define Q3LUMP_LIGHTGRID 15 // lighting as a voxel grid (used by rendering)
539 #define Q3LUMP_PVS 16 // potentially visible set; bit[clusters][clusters] (used by rendering)
540 #define Q3HEADER_LUMPS 17
542 #define Q3PATHLENGTH 64
548 lump_t lumps[HEADER_LUMPS];
553 char name[Q3PATHLENGTH];
559 // note: planes are paired, the pair of planes with i and i ^ 1 are opposites.
570 int childrenindex[2];
578 int clusterindex; // pvs index
579 int areaindex; // area index
621 unsigned char color4ub[4];
627 int offset; // first vertex index of mesh
633 char shadername[Q3PATHLENGTH];
635 int unknown; // I read this is always 5 except in q3dm8 which has one effect with -1
639 #define Q3FACETYPE_POLYGON 1 // common
640 #define Q3FACETYPE_PATCH 2 // common
641 #define Q3FACETYPE_MESH 3 // common
642 #define Q3FACETYPE_FLARE 4 // rare (is this ever used?)
647 int effectindex; // -1 if none
648 int type; // Q3FACETYPE
653 int lightmapindex; // -1 if none
654 int lightmap_base[2];
655 int lightmap_size[2];
660 // corrupt or don't care
666 // Q3FACETYPE_POLYGON
667 // polygon is simply a convex polygon, renderable as a mesh
668 float lightmap_origin[3];
669 float lightmap_vectors[2][3];
677 // patch renders as a bezier mesh, with adjustable tesselation
678 // level (optionally based on LOD using the bbox and polygon
679 // count to choose a tesselation level)
680 // note: multiple patches may have the same bbox to cause them to
681 // be LOD adjusted together as a group
683 float mins[3]; // LOD bbox
684 float maxs[3]; // LOD bbox
686 int patchsize[2]; // dimensions of vertex grid
692 // mesh renders as simply a triangle mesh
702 // flare renders as a simple sprite at origin, no geometry
703 // exists, nor does it have a radius, a cvar controls the radius
704 // and another cvar controls distance fade
705 // (they were not used in Q3 I'm told)
717 unsigned char rgb[128*128*3];
723 unsigned char ambientrgb[3];
724 unsigned char diffusergb[3];
725 unsigned char diffusepitch;
726 unsigned char diffuseyaw;
734 // unsigned char chains[];
735 // containing bits in 0-7 order (not 7-0 order),
736 // pvschains[mycluster * chainlength + (thatcluster >> 3)] & (1 << (thatcluster & 7))
740 #define CHECKPVSBIT(pvs,b) ((b) >= 0 ? ((pvs)[(b) >> 3] & (1 << ((b) & 7))) : false)
741 #define SETPVSBIT(pvs,b) ((b) >= 0 ? ((pvs)[(b) >> 3] |= (1 << ((b) & 7))) : false)
742 #define CLEARPVSBIT(pvs,b) ((b) >= 0 ? ((pvs)[(b) >> 3] &= ~(1 << ((b) & 7))) : false)