//
typedef struct
{
- vec3_t position;
+ vec3_t position;
}
mvertex_t;
-#define SIDE_FRONT 0
-#define SIDE_BACK 1
-#define SIDE_ON 2
+#define SIDE_FRONT 0
+#define SIDE_BACK 1
+#define SIDE_ON 2
// plane_t structure
typedef struct mplane_s
{
- vec3_t normal;
- float dist;
- int type; // for texture axis selection and fast side tests
- // LordHavoc: faster than id's signbits system
- int (*BoxOnPlaneSideFunc) (vec3_t emins, vec3_t emaxs, struct mplane_s *p);
+ vec3_t normal;
+ float dist;
+ // for texture axis selection and fast side tests
+ int type;
+ int signbits;
}
mplane_t;
+#define SHADERSTAGE_SKY 0
+#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
// SURF_ flags
unsigned int flags;
- // base texture without fullbrights, never NULL
- rtexture_t *texture;
- // fullbrights texture, NULL if no fullbrights used
- rtexture_t *glowtexture;
- // alpha texture (used for fogging), NULL if opaque
- rtexture_t *fogtexture;
+ // 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];
// 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;
-
-#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_CLIPSOLID 0x800 // this polygon can obscure other polygons
-
typedef struct
{
- unsigned short v[2];
+ unsigned short v[2];
}
medge_t;
typedef struct
{
- float vecs[2][4];
- texture_t *texture;
- int flags;
+ float vecs[2][4];
+ texture_t *texture;
+ int flags;
}
mtexinfo_t;
-typedef struct surfvertex_s
-{
- // position
- float v[3];
- // offset into lightmap (used by vertex lighting)
- int lightmapoffset;
- // texture coordinates
- float st[2];
- // lightmap coordinates
- float uv[2];
-}
-surfvertex_t;
-
// LordHavoc: replaces glpoly, triangle mesh
typedef struct surfmesh_s
{
// can be multiple meshs per surface
struct surfmesh_s *chain;
- int numverts;
- int numtriangles;
- surfvertex_t *vertex;
- int *index;
+ int numverts; // number of vertices in the mesh
+ int numtriangles; // number of triangles in the mesh
+ float *vertex3f; // float[verts*3] vertex locations
+ float *svector3f; // float[verts*3] direction of 'S' (right) texture axis for each vertex
+ float *tvector3f; // float[verts*3] direction of 'T' (down) texture axis for each vertex
+ float *normal3f; // float[verts*3] direction of 'R' (out) texture axis for each vertex
+ int *lightmapoffsets; // index into surface's lightmap samples for vertex lighting
+ float *texcoordtexture2f; // float[verts*2] texcoords for surface texture
+ float *texcoordlightmap2f; // float[verts*2] texcoords for lightmap texture
+ float *texcoorddetail2f; // float[verts*2] texcoords for detail texture
+ int *element3i; // int[tris*3] triangles of the mesh, 3 indices into vertex arrays for each
+ int *neighbor3i; // int[tris*3] neighboring triangle on each edge (-1 if none)
}
surfmesh_t;
typedef struct msurface_s
{
- // should be drawn if visframe == r_framecount (set by WorldNode functions)
- int visframe;
+ // 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;
+ mplane_t *plane;
// SURF_ flags
- int flags;
- struct Cshader_s *shader;
- struct msurface_s *chain; // shader rendering chain
+ 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;
- // look up in model->surfedges[], negative numbers are backwards edges
- int firstedge;
- int numedges;
+ // 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;
- short texturemins[2];
- short extents[2];
+ // surface number, to avoid having to do a divide to find the number of a surface from it's address
+ int number;
- mtexinfo_t *texinfo;
- texture_t *currenttexture; // updated (animated) during early surface processing each frame
+ // center for sorting transparent meshes
+ vec3_t poly_center;
// index into d_lightstylevalue array, 255 means not used (black)
- qbyte styles[MAXLIGHTMAPS];
+ qbyte styles[MAXLIGHTMAPS];
// RGB lighting data [numstyles][height][width][3]
- qbyte *samples;
+ qbyte *samples;
// stain to apply on lightmap (soot/dirt/blood/whatever)
- qbyte *stainsamples;
-
- // these fields are generated during model loading
- // the lightmap texture fragment to use on the surface
- rtexture_t *lightmaptexture;
+ qbyte *stainsamples;
// the stride when building lightmaps to comply with fragment update
- int lightmaptexturestride;
- // mesh for rendering
- surfmesh_t *mesh;
+ 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;
+ int poly_numverts;
+ float *poly_verts;
- // these are regenerated every frame
- // lighting info
- int dlightframe;
- int dlightbits[8];
- // avoid redundent addition of dlights
- int lightframe;
- // only render each surface once
- int worldnodeframe;
- // marked when surface is prepared for the frame
- int insertframe;
-
- // these cause lightmap updates if regenerated
- // values currently used in lightmap
- unsigned short cached_light[MAXLIGHTMAPS];
- // if lightmap was lit by dynamic lights, force update on next frame
- short cached_dlight;
- // to cause lightmap to be rerendered when v_overbrightbits changes
- short cached_lightscalebit;
- // rerender lightmaps when r_ambient changes
- float cached_ambient;
+ // neighboring surfaces (one per poly_numverts)
+ //struct msurface_s **neighborsurfaces;
+ // currently used only for generating static shadow volumes
+ int castshadow;
}
msurface_t;
-#define SHADERSTAGE_SKY 0
-#define SHADERSTAGE_NORMAL 1
-#define SHADERSTAGE_COUNT 2
-
-// change this stuff when real shaders are added
-typedef struct Cshader_s
-{
- void (*shaderfunc[SHADERSTAGE_COUNT])(msurface_t *firstsurf);
- // list of surfaces using this shader (used during surface rendering)
- msurface_t *chain;
-}
-Cshader_t;
-
-extern Cshader_t Cshader_wall_vertex;
-extern Cshader_t Cshader_wall_lightmap;
-extern Cshader_t Cshader_wall_fullbright;
-extern Cshader_t Cshader_water;
-extern Cshader_t Cshader_sky;
-
-// warning: if this is changed, references must be updated in cpu_* assembly files
typedef struct mnode_s
{
// common with leaf
- int contents; // 0, to differentiate from leafs
+ // always 0 in nodes
+ int contents;
- struct mnode_s *parent;
- struct mportal_s *portals;
+ struct mnode_s *parent;
+ struct mportal_s *portals;
// for bounding box culling
- vec3_t mins;
- vec3_t maxs;
+ vec3_t mins;
+ vec3_t maxs;
// node specific
- mplane_t *plane;
- struct mnode_s *children[2];
+ mplane_t *plane;
+ struct mnode_s *children[2];
- unsigned short firstsurface;
- unsigned short numsurfaces;
+ unsigned short firstsurface;
+ unsigned short numsurfaces;
}
mnode_t;
typedef struct mleaf_s
{
// common with node
- int contents; // will be a negative contents number
+ // always negative in leafs
+ int contents;
- struct mnode_s *parent;
- struct mportal_s *portals;
+ struct mnode_s *parent;
+ struct mportal_s *portals;
// for bounding box culling
- vec3_t mins;
- vec3_t maxs;
+ vec3_t mins;
+ vec3_t maxs;
// leaf specific
- int visframe; // visible if current (r_framecount)
- int worldnodeframe; // used by certain worldnode variants to avoid processing the same leaf twice in a frame
- int portalmarkid; // used by polygon-through-portals visibility checker
-
- // LordHavoc: leaf based dynamic lighting
- int dlightbits[8];
- int dlightframe;
-
- qbyte *compressed_vis;
-
- msurface_t **firstmarksurface;
- int nummarksurfaces;
- qbyte ambient_sound_level[NUM_AMBIENTS];
+ // 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];
}
mleaf_t;
typedef struct
{
- dclipnode_t *clipnodes;
- mplane_t *planes;
- int firstclipnode;
- int lastclipnode;
- vec3_t clip_mins;
- vec3_t clip_maxs;
- vec3_t clip_size;
+ dclipnode_t *clipnodes;
+ mplane_t *planes;
+ int firstclipnode;
+ int lastclipnode;
+ vec3_t clip_mins;
+ vec3_t clip_maxs;
+ vec3_t clip_size;
}
hull_t;
}
mportal_t;
+typedef struct svbspmesh_s
+{
+ struct svbspmesh_s *next;
+ int numverts, maxverts;
+ int numtriangles, maxtriangles;
+ float *verts;
+ int *elements;
+}
+svbspmesh_t;
+
typedef struct mlight_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;
- float spotcone; // cosine of spotlight cone angle (or 0 if not a spotlight)
+ // 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;
- int numleafs; // used only for loading calculations, number of leafs this shines on
+ // 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 numsurfaces;
+ msurface_t **surfaces;
+ // lit area
+ vec3_t mins, maxs;
+ // precomputed shadow volume meshs
+ //svbspmesh_t *shadowvolume;
+ //vec3_t shadowvolumemins, shadowvolumemaxs;
+ shadowmesh_t *shadowvolume;
+ */
}
mlight_t;
extern texture_t r_notexture_mip;
struct model_s;
-void Mod_LoadBrushModel (struct model_s *mod, void *buffer);
+void Mod_Q1BSP_Load(struct model_s *mod, void *buffer);
+void Mod_IBSP_Load(struct model_s *mod, void *buffer);
+void Mod_MAP_Load(struct model_s *mod, void *buffer);
void Mod_BrushInit(void);
-void Mod_FindNonSolidLocation(vec3_t pos, struct model_s *mod);
+
+// Q2 bsp stuff
+
+#define Q2BSPVERSION 38
+
+// leaffaces, leafbrushes, planes, and verts are still bounded by
+// 16 bit short limits
+
+//=============================================================================
+
+#define Q2LUMP_ENTITIES 0
+#define Q2LUMP_PLANES 1
+#define Q2LUMP_VERTEXES 2
+#define Q2LUMP_VISIBILITY 3
+#define Q2LUMP_NODES 4
+#define Q2LUMP_TEXINFO 5
+#define Q2LUMP_FACES 6
+#define Q2LUMP_LIGHTING 7
+#define Q2LUMP_LEAFS 8
+#define Q2LUMP_LEAFFACES 9
+#define Q2LUMP_LEAFBRUSHES 10
+#define Q2LUMP_EDGES 11
+#define Q2LUMP_SURFEDGES 12
+#define Q2LUMP_MODELS 13
+#define Q2LUMP_BRUSHES 14
+#define Q2LUMP_BRUSHSIDES 15
+#define Q2LUMP_POP 16
+#define Q2LUMP_AREAS 17
+#define Q2LUMP_AREAPORTALS 18
+#define Q2HEADER_LUMPS 19
+
+typedef struct
+{
+ int ident;
+ int version;
+ lump_t lumps[HEADER_LUMPS];
+} q2dheader_t;
+
+typedef struct
+{
+ float mins[3], maxs[3];
+ float origin[3]; // for sounds or lights
+ int headnode;
+ int firstface, numfaces; // submodels just draw faces
+ // without walking the bsp tree
+} q2dmodel_t;
+
+// planes (x&~1) and (x&~1)+1 are always opposites
+
+// contents flags are seperate bits
+// a given brush can contribute multiple content bits
+// multiple brushes can be in a single leaf
+
+// these definitions also need to be in q_shared.h!
+
+// lower bits are stronger, and will eat weaker brushes completely
+#define Q2CONTENTS_SOLID 1 // an eye is never valid in a solid
+#define Q2CONTENTS_WINDOW 2 // translucent, but not watery
+#define Q2CONTENTS_AUX 4
+#define Q2CONTENTS_LAVA 8
+#define Q2CONTENTS_SLIME 16
+#define Q2CONTENTS_WATER 32
+#define Q2CONTENTS_MIST 64
+#define Q2LAST_VISIBLE_CONTENTS 64
+
+// remaining contents are non-visible, and don't eat brushes
+
+#define Q2CONTENTS_AREAPORTAL 0x8000
+
+#define Q2CONTENTS_PLAYERCLIP 0x10000
+#define Q2CONTENTS_MONSTERCLIP 0x20000
+
+// currents can be added to any other contents, and may be mixed
+#define Q2CONTENTS_CURRENT_0 0x40000
+#define Q2CONTENTS_CURRENT_90 0x80000
+#define Q2CONTENTS_CURRENT_180 0x100000
+#define Q2CONTENTS_CURRENT_270 0x200000
+#define Q2CONTENTS_CURRENT_UP 0x400000
+#define Q2CONTENTS_CURRENT_DOWN 0x800000
+
+#define Q2CONTENTS_ORIGIN 0x1000000 // removed before bsping an entity
+
+#define Q2CONTENTS_MONSTER 0x2000000 // should never be on a brush, only in game
+#define Q2CONTENTS_DEADMONSTER 0x4000000
+#define Q2CONTENTS_DETAIL 0x8000000 // brushes to be added after vis leafs
+#define Q2CONTENTS_TRANSLUCENT 0x10000000 // auto set if any surface has trans
+#define Q2CONTENTS_LADDER 0x20000000
+
+
+
+#define Q2SURF_LIGHT 0x1 // value will hold the light strength
+
+#define Q2SURF_SLICK 0x2 // effects game physics
+
+#define Q2SURF_SKY 0x4 // don't draw, but add to skybox
+#define Q2SURF_WARP 0x8 // turbulent water warp
+#define Q2SURF_TRANS33 0x10
+#define Q2SURF_TRANS66 0x20
+#define Q2SURF_FLOWING 0x40 // scroll towards angle
+#define Q2SURF_NODRAW 0x80 // don't bother referencing the texture
+
+
+
+
+typedef struct
+{
+ int planenum;
+ int children[2]; // negative numbers are -(leafs+1), not nodes
+ short mins[3]; // for frustom culling
+ short maxs[3];
+ unsigned short firstface;
+ unsigned short numfaces; // counting both sides
+} q2dnode_t;
+
+
+typedef struct
+{
+ float vecs[2][4]; // [s/t][xyz offset]
+ int flags; // miptex flags + overrides
+ int value; // light emission, etc
+ char texture[32]; // texture name (textures/*.wal)
+ int nexttexinfo; // for animations, -1 = end of chain
+} q2texinfo_t;
+
+typedef struct
+{
+ int contents; // OR of all brushes (not needed?)
+
+ short cluster;
+ short area;
+
+ short mins[3]; // for frustum culling
+ short maxs[3];
+
+ unsigned short firstleafface;
+ unsigned short numleaffaces;
+
+ unsigned short firstleafbrush;
+ unsigned short numleafbrushes;
+} q2dleaf_t;
+
+typedef struct
+{
+ unsigned short planenum; // facing out of the leaf
+ short texinfo;
+} q2dbrushside_t;
+
+typedef struct
+{
+ int firstside;
+ int numsides;
+ int contents;
+} q2dbrush_t;
+
+
+// the visibility lump consists of a header with a count, then
+// byte offsets for the PVS and PHS of each cluster, then the raw
+// compressed bit vectors
+#define Q2DVIS_PVS 0
+#define Q2DVIS_PHS 1
+typedef struct
+{
+ int numclusters;
+ int bitofs[8][2]; // bitofs[numclusters][2]
+} q2dvis_t;
+
+// each area has a list of portals that lead into other areas
+// when portals are closed, other areas may not be visible or
+// hearable even if the vis info says that it should be
+typedef struct
+{
+ int portalnum;
+ int otherarea;
+} q2dareaportal_t;
+
+typedef struct
+{
+ int numareaportals;
+ int firstareaportal;
+} q2darea_t;
#endif