#ifndef MODEL_BRUSH_H
#define MODEL_BRUSH_H
+#include "qtypes.h"
+#include "qdefs.h"
+#include "bspfile.h"
+
/*
==============================================================================
*/
+
//
// in memory representation
//
-typedef struct
+typedef struct mvertex_s
{
vec3_t position;
}
// plane_t structure
typedef struct mplane_s
{
- vec3_t normal;
- float dist;
+ union
+ {
+ struct
+ {
+ vec3_t normal;
+ vec_t dist;
+ };
+ vec4_t normal_and_dist;
+ };
// for texture axis selection and fast side tests
- int type;
- int signbits;
+ int type; // set by PlaneClassify()
+ int signbits; // set by PlaneClassify()
}
mplane_t;
#define SHADERSTAGE_NORMAL 1
#define SHADERSTAGE_COUNT 2
-#define SHADERFLAGS_NEEDLIGHTMAP 1
-
-#define SURF_PLANEBACK 2
-#define SURF_DRAWSKY 4
-#define SURF_DRAWTURB 0x10
-#define SURF_LIGHTMAP 0x20
-#define SURF_DRAWNOALPHA 0x100
-#define SURF_DRAWFULLBRIGHT 0x200
-#define SURF_LIGHTBOTHSIDES 0x400
-#define SURF_SHADOWCAST 0x1000 // this polygon can cast stencil shadows
-#define SURF_SHADOWLIGHT 0x2000 // this polygon can be lit by stencil shadowing
-#define SURF_WATERALPHA 0x4000 // this polygon's alpha is modulated by r_wateralpha
-#define SURF_SOLIDCLIP 0x8000 // this polygon blocks movement
-
-#define SURFRENDER_OPAQUE 0
-#define SURFRENDER_ALPHA 1
-#define SURFRENDER_ADD 2
-
-struct entity_render_s;
-struct texture_s;
-struct msurface_s;
-// change this stuff when real shaders are added
-typedef struct Cshader_s
-{
- void (*shaderfunc[SHADERSTAGE_COUNT])(const struct entity_render_s *ent, const struct texture_s *texture, struct msurface_s **surfchain);
- int flags;
-}
-Cshader_t;
-
-extern Cshader_t Cshader_wall_lightmap;
-extern Cshader_t Cshader_water;
-extern Cshader_t Cshader_sky;
-
-typedef struct texture_s
-{
- // name
- char name[16];
- // size
- unsigned int width, height;
- // SURF_ flags
- unsigned int flags;
-
- // position in the model's textures array
- int number;
-
- // type of rendering (SURFRENDER_ value)
- int rendertype;
-
- // loaded the same as model skins
- skinframe_t skin;
-
- // shader to use for this texture
- Cshader_t *shader;
-
- // total frames in sequence and alternate sequence
- int anim_total[2];
- // direct pointers to each of the frames in the sequences
- // (indexed as [alternate][frame])
- struct texture_s *anim_frames[2][10];
- // set if animated or there is an alternate frame set
- // (this is an optimization in the renderer)
- int animated;
- // the current texture frame in animation
- struct texture_s *currentframe;
- // current alpha of the texture
- float currentalpha;
-}
-texture_t;
-
-typedef struct
+//#define SURF_PLANEBACK 2
+
+// indicates that all triangles of the surface should be added to the BIH collision system
+#define MATERIALFLAG_MESHCOLLISIONS 0x00000001
+// use alpha blend on this material
+#define MATERIALFLAG_ALPHA 0x00000002
+// use additive blend on this material
+#define MATERIALFLAG_ADD 0x00000004
+// turn off depth test on this material
+#define MATERIALFLAG_NODEPTHTEST 0x00000008
+// multiply alpha by r_wateralpha cvar
+#define MATERIALFLAG_WATERALPHA 0x00000010
+// draw with no lighting
+#define MATERIALFLAG_FULLBRIGHT 0x00000020
+// drawn as a normal surface (alternative to SKY)
+#define MATERIALFLAG_WALL 0x00000040
+// this surface shows the sky in its place, alternative to WALL
+// skipped if transparent
+#define MATERIALFLAG_SKY 0x00000080
+// swirling water effect (used with MATERIALFLAG_WALL)
+#define MATERIALFLAG_WATERSCROLL 0x00000100
+// skips drawing the surface
+#define MATERIALFLAG_NODRAW 0x00000200
+// probably used only on q1bsp water
+#define MATERIALFLAG_LIGHTBOTHSIDES 0x00000400
+// use alpha test on this material
+#define MATERIALFLAG_ALPHATEST 0x00000800
+// treat this material as a blended transparency (as opposed to an alpha test
+// transparency), this causes special fog behavior, and disables glDepthMask
+#define MATERIALFLAG_BLENDED 0x00001000
+// render using a custom blendfunc
+#define MATERIALFLAG_CUSTOMBLEND 0x00002000
+// do not cast shadows from this material
+#define MATERIALFLAG_NOSHADOW 0x00004000
+// render using vertex alpha (q3bsp) as texture blend parameter between foreground (normal) skinframe and background skinframe
+#define MATERIALFLAG_VERTEXTEXTUREBLEND 0x00008000
+// disables GL_CULL_FACE on this texture (making it double sided)
+#define MATERIALFLAG_NOCULLFACE 0x00010000
+// render with a very short depth range (like 10% of normal), this causes entities to appear infront of most of the scene
+#define MATERIALFLAG_SHORTDEPTHRANGE 0x00020000
+// render water, comprising refraction and reflection (note: this is always opaque, the shader does the alpha effect)
+#define MATERIALFLAG_WATERSHADER 0x00040000
+// render refraction (note: this is just a way to distort the background, otherwise useless)
+#define MATERIALFLAG_REFRACTION 0x00080000
+// render reflection
+#define MATERIALFLAG_REFLECTION 0x00100000
+// use model lighting on this material (q1bsp lightmap sampling or q3bsp lightgrid, implies FULLBRIGHT is false)
+#define MATERIALFLAG_MODELLIGHT 0x00200000
+// causes RSurf_GetCurrentTexture to leave alone certain fields
+#define MATERIALFLAG_CUSTOMSURFACE 0x00800000
+// causes MATERIALFLAG_BLENDED to render a depth pass before rendering, hiding backfaces and other hidden geometry
+#define MATERIALFLAG_TRANSDEPTH 0x01000000
+// like refraction, but doesn't distort etc.
+#define MATERIALFLAG_CAMERA 0x02000000
+// disable rtlight on surface - does not disable other types of lighting (LIGHTMAP, MODELLIGHT)
+#define MATERIALFLAG_NORTLIGHT 0x04000000
+// alphagen vertex - should always be used with MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW (or MATERIALFLAG_ADD instead of MATERIALFLAG_ALPHA)
+#define MATERIALFLAG_ALPHAGEN_VERTEX 0x08000000
+// use occlusion buffer for corona
+#define MATERIALFLAG_OCCLUDE 0x10000000
+// use vertex color instead of lighting (e.g. particles and other glowy stuff), use with MATERIALFLAG_FULLBRIGHT
+#define MATERIALFLAG_VERTEXCOLOR 0x20000000
+// sample the q3bsp lightgrid in the shader rather than relying on MATERIALFLAG_MODELLIGHT
+#define MATERIALFLAG_LIGHTGRID 0x40000000
+// combined mask of all attributes that require depth sorted rendering
+#define MATERIALFLAGMASK_DEPTHSORTED (MATERIALFLAG_BLENDED | MATERIALFLAG_NODEPTHTEST)
+// combined mask of all attributes that cause some sort of transparency
+#define MATERIALFLAGMASK_TRANSLUCENT (MATERIALFLAG_WATERALPHA | MATERIALFLAG_SKY | MATERIALFLAG_NODRAW | MATERIALFLAG_ALPHATEST | MATERIALFLAG_BLENDED | MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION)
+
+typedef struct medge_s
{
- unsigned short v[2];
+ unsigned int v[2];
}
medge_t;
-typedef struct
-{
- float vecs[2][4];
- texture_t *texture;
- int flags;
-}
-mtexinfo_t;
-
-// LordHavoc: replaces glpoly, triangle mesh
-typedef struct surfmesh_s
-{
- // can be multiple meshs per surface
- struct surfmesh_s *chain;
- int numverts; // number of vertices in the mesh
- int numtriangles; // number of triangles in the mesh
- float *verts; // float[verts*4] vertex locations
- float *svectors; // float[verts*4] direction of 'S' (right) texture axis for each vertex
- float *tvectors; // float[verts*4] direction of 'T' (down) texture axis for each vertex
- float *normals; // float[verts*4] direction of 'R' (out) texture axis for each vertex
- int *lightmapoffsets; // index into surface's lightmap samples for vertex lighting
- float *str; // float[verts*4] texcoords for surface texture
- float *uvw; // float[verts*4] texcoords for lightmap texture
- float *abc; // float[verts*4] texcoords for detail texture
- int *index; // int[tris*3] triangles of the mesh, 3 indices into vertex arrays for each
- int *triangleneighbors; // int[tris*3] neighboring triangle on each edge (-1 if none)
-}
-surfmesh_t;
-
-typedef struct msurface_s
-{
- // bounding box for onscreen checks
- vec3_t poly_mins;
- vec3_t poly_maxs;
-
- // the node plane this is on, backwards if SURF_PLANEBACK flag set
- mplane_t *plane;
- // SURF_ flags
- int flags;
- // texture mapping properties used by this surface
- mtexinfo_t *texinfo;
-
- // the lightmap texture fragment to use on the rendering mesh
- rtexture_t *lightmaptexture;
- // mesh for rendering
- surfmesh_t *mesh;
- // if lightmap settings changed, this forces update
- int cached_dlight;
-
- // should be drawn if visframe == r_framecount (set by PrepareSurfaces)
- int visframe;
- // should be drawn if onscreen and not a backface (used for setting visframe)
- //int pvsframe;
- // chain of surfaces marked visible by pvs
- //struct msurface_s *pvschain;
-
- // surface number, to avoid having to do a divide to find the number of a surface from it's address
- int number;
-
- // center for sorting transparent meshes
- vec3_t poly_center;
-
- // index into d_lightstylevalue array, 255 means not used (black)
- qbyte styles[MAXLIGHTMAPS];
- // RGB lighting data [numstyles][height][width][3]
- qbyte *samples;
- // stain to apply on lightmap (soot/dirt/blood/whatever)
- qbyte *stainsamples;
- // the stride when building lightmaps to comply with fragment update
- int lightmaptexturestride;
- int texturemins[2];
- int extents[2];
-
- // if this == r_framecount there are dynamic lights on the surface
- int dlightframe;
- // which dynamic lights are touching this surface
- // (only access this if dlightframe is current)
- int dlightbits[8];
- // avoid redundent addition of dlights
- int lightframe;
-
- // avoid multiple collision traces with a surface polygon
- int colframe;
-
- // these are just 3D points defining the outline of the polygon,
- // no texcoord info (that can be generated from these)
- int poly_numverts;
- float *poly_verts;
-
- // neighboring surfaces (one per poly_numverts)
- //struct msurface_s **neighborsurfaces;
- // currently used only for generating static shadow volumes
- int castshadow;
-}
-msurface_t;
+struct entity_render_s;
+struct texture_s;
+struct msurface_s;
typedef struct mnode_s
{
-// common with leaf
- // always 0 in nodes
- int contents;
-
+ //this part shared between node and leaf
+ mplane_t *plane; // != NULL
struct mnode_s *parent;
struct mportal_s *portals;
-
// for bounding box culling
vec3_t mins;
vec3_t maxs;
+ // supercontents from all brushes inside this node or leaf
+ int combinedsupercontents;
-// node specific
- mplane_t *plane;
+ // this part unique to node
struct mnode_s *children[2];
- unsigned short firstsurface;
- unsigned short numsurfaces;
+ // q1bsp specific
+ unsigned int firstsurface;
+ unsigned int numsurfaces;
}
mnode_t;
typedef struct mleaf_s
{
-// common with node
- // always negative in leafs
- int contents;
-
+ //this part shared between node and leaf
+ mplane_t *plane; // == NULL
struct mnode_s *parent;
struct mportal_s *portals;
-
// for bounding box culling
vec3_t mins;
vec3_t maxs;
-
-// leaf specific
- // next leaf in pvschain
- struct mleaf_s *pvschain;
- // potentially visible if current (model->pvsframecount)
- int pvsframe;
- // visible if marked current (r_framecount)
- int visframe;
- // used by certain worldnode variants to avoid processing the same leaf twice in a frame
- int worldnodeframe;
- // used by polygon-through-portals visibility checker
- int portalmarkid;
-
- qbyte *compressed_vis;
-
- int *firstmarksurface;
- int nummarksurfaces;
- qbyte ambient_sound_level[NUM_AMBIENTS];
+ // supercontents from all brushes inside this node or leaf
+ int combinedsupercontents;
+
+ // this part unique to leaf
+ // common
+ int clusterindex; // -1 is not in pvs, >= 0 is pvs bit number
+ int areaindex; // q3bsp
+ int containscollisionsurfaces; // indicates whether the leafsurfaces contains q3 patches
+ int numleafsurfaces;
+ int *firstleafsurface;
+ int numleafbrushes; // q3bsp
+ int *firstleafbrush; // q3bsp
+ unsigned char ambient_sound_level[NUM_AMBIENTS]; // q1bsp
+ int contents; // q1bsp: // TODO: remove (only used temporarily during loading when making collision hull 0)
+ int portalmarkid; // q1bsp // used by see-polygon-through-portals visibility checker
}
mleaf_t;
-typedef struct
+typedef struct mclipnode_s
+{
+ int planenum;
+ int children[2]; // negative numbers are contents
+} mclipnode_t;
+
+typedef struct hull_s
{
- dclipnode_t *clipnodes;
+ mclipnode_t *clipnodes;
mplane_t *planes;
int firstclipnode;
int lastclipnode;
struct mportal_s *next; // the next portal on this leaf
mleaf_t *here; // the leaf this portal is on
mleaf_t *past; // the leaf through this portal (infront)
- mvertex_t *points;
int numpoints;
+ mvertex_t *points;
+ vec3_t mins, maxs; // culling
mplane_t plane;
- int visframe; // is this portal visible this frame?
+ double tracetime; // refreshed to realtime by traceline tests
}
mportal_t;
}
svbspmesh_t;
-typedef struct mlight_s
+typedef struct model_brush_lightstyleinfo_s
{
- // location of light
- vec3_t origin;
- // distance attenuation scale (smaller is a larger light)
- float falloff;
- // color and brightness combined
- vec3_t light;
- // brightness bias, used for limiting radius without a hard edge
- float subtract;
- // spotlight direction
- vec3_t spotdir;
- // cosine of spotlight cone angle (or 0 if not a spotlight)
- float spotcone;
- // distance bias (larger value is softer and darker)
- float distbias;
- // light style controlling this light
int style;
- // maximum extent of the light for shading purposes
- float lightradius;
- // maximum extent of the light for culling purposes
- float cullradius;
- float cullradius2;
- /*
- // surfaces this shines on
+ int value;
int numsurfaces;
- msurface_t **surfaces;
- // lit area
- vec3_t mins, maxs;
- // precomputed shadow volume meshs
- //svbspmesh_t *shadowvolume;
- //vec3_t shadowvolumemins, shadowvolumemaxs;
- shadowmesh_t *shadowvolume;
- */
+ int *surfacelist;
}
-mlight_t;
+model_brush_lightstyleinfo_t;
-extern rtexture_t *r_notexture;
-extern texture_t r_notexture_mip;
-
-struct model_s;
-void Mod_LoadBrushModel (struct model_s *mod, void *buffer);
-void Mod_BrushInit(void);
+typedef struct model_brush_s
+{
+ // true if this model is a HalfLife .bsp file
+ qbool ishlbsp;
+ // true if this model is a BSP2rmqe .bsp file (expanded 32bit bsp format for rmqe)
+ qbool isbsp2rmqe;
+ // true if this model is a BSP2 .bsp file (expanded 32bit bsp format for DarkPlaces, others?)
+ qbool isbsp2;
+ // true if this model is a Quake2 .bsp file (IBSP38)
+ qbool isq2bsp;
+ // true if this model is a Quake3 .bsp file (IBSP46)
+ qbool isq3bsp;
+ // true if this model is a Quake1/Quake2 .bsp file where skymasking capability exists
+ qbool skymasking;
+ // string of entity definitions (.map format)
+ char *entities;
+
+ // if not NULL this is a submodel
+ struct model_s *parentmodel;
+ // (this is the number of the submodel, an index into submodels)
+ int submodel;
+
+ // number of submodels in this map (just used by server to know how many
+ // submodels to load)
+ int numsubmodels;
+ // pointers to each of the submodels
+ struct model_s **submodels;
+
+ int num_planes;
+ mplane_t *data_planes;
+
+ int num_nodes;
+ mnode_t *data_nodes;
+
+ // visible leafs, not counting 0 (solid)
+ int num_visleafs;
+ // number of actual leafs (including 0 which is solid)
+ int num_leafs;
+ mleaf_t *data_leafs;
+
+ int num_leafbrushes;
+ int *data_leafbrushes;
+
+ int num_leafsurfaces;
+ int *data_leafsurfaces;
+
+ int num_portals;
+ mportal_t *data_portals;
+
+ int num_portalpoints;
+ mvertex_t *data_portalpoints;
+
+ int num_brushes;
+ struct q3mbrush_s *data_brushes;
+
+ int num_brushsides;
+ struct q3mbrushside_s *data_brushsides;
+
+ // pvs
+ int num_pvsclusters;
+ int num_pvsclusterbytes;
+ unsigned char *data_pvsclusters;
+ // example
+ //pvschain = model->brush.data_pvsclusters + mycluster * model->brush.num_pvsclusterbytes;
+ //if (pvschain[thatcluster >> 3] & (1 << (thatcluster & 7)))
+
+ // collision geometry for q3 curves
+ int num_collisionvertices;
+ int num_collisiontriangles;
+ float *data_collisionvertex3f;
+ int *data_collisionelement3i;
+
+ // a mesh containing all shadow casting geometry for the whole model (including submodels), portions of this are referenced by each surface's num_firstshadowmeshtriangle
+ struct shadowmesh_s *shadowmesh;
+
+ // a mesh containing all SUPERCONTENTS_SOLID surfaces for this model or submodel, for physics engines to use
+ struct shadowmesh_s *collisionmesh;
+
+ // common functions
+ int (*SuperContentsFromNativeContents)(int nativecontents);
+ int (*NativeContentsFromSuperContents)(int supercontents);
+ unsigned char *(*GetPVS)(struct model_s *model, const vec3_t p);
+ int (*FatPVS)(struct model_s *model, const vec3_t org, vec_t radius, unsigned char *pvsbuffer, int pvsbufferlength, qbool merge);
+ int (*BoxTouchingPVS)(struct model_s *model, const unsigned char *pvs, const vec3_t mins, const vec3_t maxs);
+ int (*BoxTouchingLeafPVS)(struct model_s *model, const unsigned char *pvs, const vec3_t mins, const vec3_t maxs);
+ int (*BoxTouchingVisibleLeafs)(struct model_s *model, const unsigned char *visibleleafs, const vec3_t mins, const vec3_t maxs);
+ int (*FindBoxClusters)(struct model_s *model, const vec3_t mins, const vec3_t maxs, int maxclusters, int *clusterlist);
+ void (*LightPoint)(struct model_s *model, const vec3_t p, vec3_t ambientcolor, vec3_t diffusecolor, vec3_t diffusenormal);
+ void (*FindNonSolidLocation)(struct model_s *model, const vec3_t in, vec3_t out, vec_t radius);
+ mleaf_t *(*PointInLeaf)(struct model_s *model, const vec3_t p);
+ // these are actually only found on brushq1, but NULL is handled gracefully
+ void (*AmbientSoundLevelsForPoint)(struct model_s *model, const vec3_t p, unsigned char *out, int outsize);
+ void (*RoundUpToHullSize)(struct model_s *cmodel, const vec3_t inmins, const vec3_t inmaxs, vec3_t outmins, vec3_t outmaxs);
+ // trace a line of sight through this model (returns false if the line if sight is definitely blocked)
+ qbool (*TraceLineOfSight)(struct model_s *model, const vec3_t start, const vec3_t end, const vec3_t acceptmins, const vec3_t acceptmaxs);
+
+ char skybox[MAX_QPATH];
+
+ struct skinframe_s *solidskyskinframe;
+ struct skinframe_s *alphaskyskinframe;
+
+ qbool supportwateralpha;
+
+ // QuakeWorld
+ int qw_md4sum;
+ int qw_md4sum2;
+}
+model_brush_t;
-void Mod_FindNonSolidLocation(vec3_t in, vec3_t out, struct model_s *mod, vec_t radius);
-mleaf_t *Mod_PointInLeaf (const float *p, struct model_s *model);
-int Mod_PointContents (const float *p, struct model_s *model);
-qbyte *Mod_LeafPVS (mleaf_t *leaf, struct model_s *model);
-void Mod_BuildPVSTextureChains(struct model_s *model);
+// the first cast is to shut up a stupid warning by clang, the second cast is to make both sides have the same type
+#define CHECKPVSBIT(pvs,b) ((b) >= 0 ? (unsigned char) ((pvs)[(b) >> 3] & (1 << ((b) & 7))) : (unsigned char) false)
+#define SETPVSBIT(pvs,b) (void) ((b) >= 0 ? (unsigned char) ((pvs)[(b) >> 3] |= (1 << ((b) & 7))) : (unsigned char) false)
+#define CLEARPVSBIT(pvs,b) (void) ((b) >= 0 ? (unsigned char) ((pvs)[(b) >> 3] &= ~(1 << ((b) & 7))) : (unsigned char) false)
#endif
-