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
96 struct entity_render_s;
100 typedef struct mnode_s
102 //this part shared between node and leaf
103 mplane_t *plane; // != NULL
104 struct mnode_s *parent;
105 struct mportal_s *portals;
106 // for bounding box culling
110 // this part unique to node
111 struct mnode_s *children[2];
114 unsigned short firstsurface;
115 unsigned short numsurfaces;
119 typedef struct mleaf_s
121 //this part shared between node and leaf
122 mplane_t *plane; // == NULL
123 struct mnode_s *parent;
124 struct mportal_s *portals;
125 // for bounding box culling
129 // this part unique to leaf
131 int clusterindex; // -1 is not in pvs, >= 0 is pvs bit number
132 int areaindex; // q3bsp
134 int *firstleafsurface;
135 int numleafbrushes; // q3bsp
136 int *firstleafbrush; // q3bsp
137 qbyte ambient_sound_level[NUM_AMBIENTS]; // q1bsp
138 int contents; // q1bsp: // TODO: remove (only used temporarily during loading when making collision hull 0)
139 int portalmarkid; // q1bsp // used by see-polygon-through-portals visibility checker
145 dclipnode_t *clipnodes;
155 typedef struct mportal_s
157 struct mportal_s *next; // the next portal on this leaf
158 mleaf_t *here; // the leaf this portal is on
159 mleaf_t *past; // the leaf through this portal (infront)
162 vec3_t mins, maxs; // culling
167 typedef struct svbspmesh_s
169 struct svbspmesh_s *next;
170 int numverts, maxverts;
171 int numtriangles, maxtriangles;
177 typedef struct mlight_s
181 // distance attenuation scale (smaller is a larger light)
183 // color and brightness combined
185 // brightness bias, used for limiting radius without a hard edge
187 // spotlight direction
189 // cosine of spotlight cone angle (or 0 if not a spotlight)
191 // distance bias (larger value is softer and darker)
193 // light style controlling this light
195 // maximum extent of the light for shading purposes
197 // maximum extent of the light for culling purposes
201 // surfaces this shines on
203 msurface_t **surfaces;
206 // precomputed shadow volume meshs
207 //svbspmesh_t *shadowvolume;
208 //vec3_t shadowvolumemins, shadowvolumemaxs;
209 shadowmesh_t *shadowvolume;
215 void Mod_Q1BSP_Load(struct model_s *mod, void *buffer);
216 void Mod_IBSP_Load(struct model_s *mod, void *buffer);
217 void Mod_MAP_Load(struct model_s *mod, void *buffer);
218 void Mod_BrushInit(void);
222 #define Q2BSPVERSION 38
224 // leaffaces, leafbrushes, planes, and verts are still bounded by
225 // 16 bit short limits
227 //=============================================================================
229 #define Q2LUMP_ENTITIES 0
230 #define Q2LUMP_PLANES 1
231 #define Q2LUMP_VERTEXES 2
232 #define Q2LUMP_VISIBILITY 3
233 #define Q2LUMP_NODES 4
234 #define Q2LUMP_TEXINFO 5
235 #define Q2LUMP_FACES 6
236 #define Q2LUMP_LIGHTING 7
237 #define Q2LUMP_LEAFS 8
238 #define Q2LUMP_LEAFFACES 9
239 #define Q2LUMP_LEAFBRUSHES 10
240 #define Q2LUMP_EDGES 11
241 #define Q2LUMP_SURFEDGES 12
242 #define Q2LUMP_MODELS 13
243 #define Q2LUMP_BRUSHES 14
244 #define Q2LUMP_BRUSHSIDES 15
245 #define Q2LUMP_POP 16
246 #define Q2LUMP_AREAS 17
247 #define Q2LUMP_AREAPORTALS 18
248 #define Q2HEADER_LUMPS 19
254 lump_t lumps[HEADER_LUMPS];
259 float mins[3], maxs[3];
260 float origin[3]; // for sounds or lights
262 int firstface, numfaces; // submodels just draw faces
263 // without walking the bsp tree
266 // planes (x&~1) and (x&~1)+1 are always opposites
268 // contents flags are seperate bits
269 // a given brush can contribute multiple content bits
270 // multiple brushes can be in a single leaf
272 // these definitions also need to be in q_shared.h!
274 // lower bits are stronger, and will eat weaker brushes completely
275 #define Q2CONTENTS_SOLID 1 // an eye is never valid in a solid
276 #define Q2CONTENTS_WINDOW 2 // translucent, but not watery
277 #define Q2CONTENTS_AUX 4
278 #define Q2CONTENTS_LAVA 8
279 #define Q2CONTENTS_SLIME 16
280 #define Q2CONTENTS_WATER 32
281 #define Q2CONTENTS_MIST 64
282 #define Q2LAST_VISIBLE_CONTENTS 64
284 // remaining contents are non-visible, and don't eat brushes
286 #define Q2CONTENTS_AREAPORTAL 0x8000
288 #define Q2CONTENTS_PLAYERCLIP 0x10000
289 #define Q2CONTENTS_MONSTERCLIP 0x20000
291 // currents can be added to any other contents, and may be mixed
292 #define Q2CONTENTS_CURRENT_0 0x40000
293 #define Q2CONTENTS_CURRENT_90 0x80000
294 #define Q2CONTENTS_CURRENT_180 0x100000
295 #define Q2CONTENTS_CURRENT_270 0x200000
296 #define Q2CONTENTS_CURRENT_UP 0x400000
297 #define Q2CONTENTS_CURRENT_DOWN 0x800000
299 #define Q2CONTENTS_ORIGIN 0x1000000 // removed before bsping an entity
301 #define Q2CONTENTS_MONSTER 0x2000000 // should never be on a brush, only in game
302 #define Q2CONTENTS_DEADMONSTER 0x4000000
303 #define Q2CONTENTS_DETAIL 0x8000000 // brushes to be added after vis leafs
304 #define Q2CONTENTS_TRANSLUCENT 0x10000000 // auto set if any surface has trans
305 #define Q2CONTENTS_LADDER 0x20000000
309 #define Q2SURF_LIGHT 0x1 // value will hold the light strength
311 #define Q2SURF_SLICK 0x2 // effects game physics
313 #define Q2SURF_SKY 0x4 // don't draw, but add to skybox
314 #define Q2SURF_WARP 0x8 // turbulent water warp
315 #define Q2SURF_TRANS33 0x10
316 #define Q2SURF_TRANS66 0x20
317 #define Q2SURF_FLOWING 0x40 // scroll towards angle
318 #define Q2SURF_NODRAW 0x80 // don't bother referencing the texture
326 int children[2]; // negative numbers are -(leafs+1), not nodes
327 short mins[3]; // for frustom culling
329 unsigned short firstface;
330 unsigned short numfaces; // counting both sides
336 float vecs[2][4]; // [s/t][xyz offset]
337 int flags; // miptex flags + overrides
338 int value; // light emission, etc
339 char texture[32]; // texture name (textures/*.wal)
340 int nexttexinfo; // for animations, -1 = end of chain
345 int contents; // OR of all brushes (not needed?)
350 short mins[3]; // for frustum culling
353 unsigned short firstleafface;
354 unsigned short numleaffaces;
356 unsigned short firstleafbrush;
357 unsigned short numleafbrushes;
362 unsigned short planenum; // facing out of the leaf
374 // the visibility lump consists of a header with a count, then
375 // byte offsets for the PVS and PHS of each cluster, then the raw
376 // compressed bit vectors
382 int bitofs[8][2]; // bitofs[numclusters][2]
385 // each area has a list of portals that lead into other areas
386 // when portals are closed, other areas may not be visible or
387 // hearable even if the vis info says that it should be
403 #define Q3BSPVERSION 46
405 #define Q3LUMP_ENTITIES 0 // entities to spawn (used by server and client)
406 #define Q3LUMP_TEXTURES 1 // textures used (used by faces)
407 #define Q3LUMP_PLANES 2 // planes used (used by bsp nodes)
408 #define Q3LUMP_NODES 3 // bsp nodes (used by bsp nodes, bsp leafs, rendering, collisions)
409 #define Q3LUMP_LEAFS 4 // bsp leafs (used by bsp nodes)
410 #define Q3LUMP_LEAFFACES 5 // array of ints indexing faces (used by leafs)
411 #define Q3LUMP_LEAFBRUSHES 6 // array of ints indexing brushes (used by leafs)
412 #define Q3LUMP_MODELS 7 // models (used by rendering, collisions)
413 #define Q3LUMP_BRUSHES 8 // brushes (used by effects, collisions)
414 #define Q3LUMP_BRUSHSIDES 9 // brush faces (used by brushes)
415 #define Q3LUMP_VERTICES 10 // mesh vertices (used by faces)
416 #define Q3LUMP_TRIANGLES 11 // mesh triangles (used by faces)
417 #define Q3LUMP_EFFECTS 12 // fog (used by faces)
418 #define Q3LUMP_FACES 13 // surfaces (used by leafs)
419 #define Q3LUMP_LIGHTMAPS 14 // lightmap textures (used by faces)
420 #define Q3LUMP_LIGHTGRID 15 // lighting as a voxel grid (used by rendering)
421 #define Q3LUMP_PVS 16 // potentially visible set; bit[clusters][clusters] (used by rendering)
422 #define Q3HEADER_LUMPS 17
428 lump_t lumps[HEADER_LUMPS];
433 char name[Q3PATHLENGTH];
439 // note: planes are paired, the pair of planes with i and i ^ 1 are opposites.
450 int childrenindex[2];
458 int clusterindex; // pvs index
459 int areaindex; // area index
501 unsigned char color4ub[4];
507 int offset; // first vertex index of mesh
511 typedef struct q3deffect_s
513 char shadername[Q3PATHLENGTH];
515 int unknown; // I read this is always 5 except in q3dm8 which has one effect with -1
519 #define Q3FACETYPE_POLYGON 1 // common
520 #define Q3FACETYPE_PATCH 2 // common
521 #define Q3FACETYPE_MESH 3 // common
522 #define Q3FACETYPE_FLARE 4 // rare (is this ever used?)
527 int effectindex; // -1 if none
528 int type; // Q3FACETYPE
533 int lightmapindex; // -1 if none
534 int lightmap_base[2];
535 int lightmap_size[2];
540 // corrupt or don't care
546 // Q3FACETYPE_POLYGON
547 // polygon is simply a convex polygon, renderable as a mesh
548 float lightmap_origin[3];
549 float lightmap_vectors[2][3];
557 // patch renders as a bezier mesh, with adjustable tesselation
558 // level (optionally based on LOD using the bbox and polygon
559 // count to choose a tesselation level)
560 // note: multiple patches may have the same bbox to cause them to
561 // be LOD adjusted together as a group
563 float mins[3]; // LOD bbox
564 float maxs[3]; // LOD bbox
566 int patchsize[2]; // dimensions of vertex grid
572 // mesh renders as simply a triangle mesh
582 // flare renders as a simple sprite at origin, no geometry
583 // exists, nor does it have a radius, a cvar controls the radius
584 // and another cvar controls distance fade
585 // (they were not used in Q3 I'm told)
597 unsigned char rgb[128*128*3];
603 unsigned char ambientrgb[3];
604 unsigned char diffusergb[3];
605 unsigned char diffusepitch;
606 unsigned char diffuseyaw;
614 // unsigned char chains[];
615 // containing bits in 0-7 order (not 7-0 order),
616 // pvschains[mycluster * chainlength + (thatcluster >> 3)] & (1 << (thatcluster & 7))
620 // surfaceflags from bsp
621 #define Q3SURFACEFLAG_NODAMAGE 1
622 #define Q3SURFACEFLAG_SLICK 2
623 #define Q3SURFACEFLAG_SKY 4
624 #define Q3SURFACEFLAG_LADDER 8
625 #define Q3SURFACEFLAG_NOIMPACT 16
626 #define Q3SURFACEFLAG_NOMARKS 32
627 #define Q3SURFACEFLAG_FLESH 64
628 #define Q3SURFACEFLAG_NODRAW 128
629 #define Q3SURFACEFLAG_HINT 256
630 #define Q3SURFACEFLAG_SKIP 512
631 #define Q3SURFACEFLAG_NOLIGHTMAP 1024
632 #define Q3SURFACEFLAG_POINTLIGHT 2048
633 #define Q3SURFACEFLAG_METALSTEPS 4096
634 #define Q3SURFACEFLAG_NOSTEPS 8192
635 #define Q3SURFACEFLAG_NONSOLID 16384
636 #define Q3SURFACEFLAG_LIGHTFILTER 32768
637 #define Q3SURFACEFLAG_ALPHASHADOW 65536
638 #define Q3SURFACEFLAG_NODLIGHT 131072
639 #define Q3SURFACEFLAG_DUST 262144
641 // surfaceparms from shaders
642 #define Q3SURFACEPARM_ALPHASHADOW 1
643 #define Q3SURFACEPARM_AREAPORTAL 2
644 #define Q3SURFACEPARM_CLUSTERPORTAL 4
645 #define Q3SURFACEPARM_DETAIL 8
646 #define Q3SURFACEPARM_DONOTENTER 16
647 #define Q3SURFACEPARM_FOG 32
648 #define Q3SURFACEPARM_LAVA 64
649 #define Q3SURFACEPARM_LIGHTFILTER 128
650 #define Q3SURFACEPARM_METALSTEPS 256
651 #define Q3SURFACEPARM_NODAMAGE 512
652 #define Q3SURFACEPARM_NODLIGHT 1024
653 #define Q3SURFACEPARM_NODRAW 2048
654 #define Q3SURFACEPARM_NODROP 4096
655 #define Q3SURFACEPARM_NOIMPACT 8192
656 #define Q3SURFACEPARM_NOLIGHTMAP 16384
657 #define Q3SURFACEPARM_NOMARKS 32768
658 #define Q3SURFACEPARM_NOMIPMAPS 65536
659 #define Q3SURFACEPARM_NONSOLID 131072
660 #define Q3SURFACEPARM_ORIGIN 262144
661 #define Q3SURFACEPARM_PLAYERCLIP 524288
662 #define Q3SURFACEPARM_SKY 1048576
663 #define Q3SURFACEPARM_SLICK 2197152
664 #define Q3SURFACEPARM_SLIME 4194304
665 #define Q3SURFACEPARM_STRUCTURAL 8388608
666 #define Q3SURFACEPARM_TRANS 16777216
667 #define Q3SURFACEPARM_WATER 33554432
668 #define Q3SURFACEPARM_POINTLIGHT 67108864
670 // various flags from shaders
671 #define Q3TEXTUREFLAG_TWOSIDED 1
672 #define Q3TEXTUREFLAG_ADDITIVE 2
673 #define Q3TEXTUREFLAG_NOMIPMAPS 4
674 #define Q3TEXTUREFLAG_NOPICMIP 8
675 #define Q3TEXTUREFLAG_AUTOSPRITE 16
676 #define Q3TEXTUREFLAG_AUTOSPRITE2 32
677 #define Q3TEXTUREFLAG_ALPHATEST 64
679 typedef struct q3mbrush_s
681 struct colbrushf_s *colbrushf;
683 struct q3mbrushside_s *firstbrushside;
684 struct texture_s *texture;
688 typedef struct q3mbrushside_s
690 struct mplane_s *plane;
691 struct texture_s *texture;
695 #define CHECKPVSBIT(pvs,b) ((b) >= 0 ? ((pvs)[(b) >> 3] & (1 << ((b) & 7))) : false)
696 #define SETPVSBIT(pvs,b) ((b) >= 0 ? ((pvs)[(b) >> 3] |= (1 << ((b) & 7))) : false)
697 #define CLEARPVSBIT(pvs,b) ((b) >= 0 ? ((pvs)[(b) >> 3] &= ~(1 << ((b) & 7))) : false)