==============================================================================
*/
+#define Q3PATHLENGTH 64
+
//
// in memory representation
#define SHADERSTAGE_NORMAL 1
#define SHADERSTAGE_COUNT 2
-#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_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;
-
-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;
-
- // 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;
+//#define SURF_PLANEBACK 2
+
+// set for anything to be transparent sorted
+#define MATERIALFLAG_TRANSPARENT 1
+// use alpha blend on this material
+#define MATERIALFLAG_ALPHA 2
+// use additive blend on this material
+#define MATERIALFLAG_ADD 4
+// turn off depth test on this material
+#define MATERIALFLAG_NODEPTHTEST 8
+// multiply alpha by r_wateralpha cvar
+#define MATERIALFLAG_WATERALPHA 16
+// draw with no lighting
+#define MATERIALFLAG_FULLBRIGHT 32
+// drawn as a normal lightmapped wall
+#define MATERIALFLAG_WALL 64
+// swirling water effect
+#define MATERIALFLAG_WATER 128
+// this surface shows the sky
+// skipped if transparent
+#define MATERIALFLAG_SKY 256
+// skips drawing the surface
+#define MATERIALFLAG_NODRAW 512
+// probably used only on q1bsp water
+#define MATERIALFLAG_LIGHTBOTHSIDES 1024
typedef struct
{
}
medge_t;
-typedef struct
-{
- float vecs[2][4];
- texture_t *texture;
- int flags;
-}
-mtexinfo_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;
-
- // 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;
-
- // index into model->brush.shadowmesh
- int num_firstshadowmeshtriangle;
-
- // neighboring surfaces (one per poly_numverts)
- //struct msurface_s **neighborsurfaces;
- // currently used only for generating static shadow volumes
- int lighttemp_castshadow;
-
- // avoid redundent surface shadows
- int shadowmark;
-}
-msurface_t;
+struct entity_render_s;
+struct texture_s;
+struct msurface_s;
typedef struct mnode_s
{
// this part unique to node
struct mnode_s *children[2];
+
+ // q1bsp specific
unsigned short firstsurface;
unsigned short numsurfaces;
}
vec3_t maxs;
// this part unique to leaf
+ // common
int clusterindex; // -1 is not in pvs, >= 0 is pvs bit number
- int contents; // TODO: remove (only used temporarily during loading when making collision hull 0)
- int *firstmarksurface;
- int nummarksurfaces;
- qbyte ambient_sound_level[NUM_AMBIENTS];
- int portalmarkid; // used by see-polygon-through-portals visibility checker
+ int areaindex; // q3bsp
+ int numleafsurfaces;
+ int *firstleafsurface;
+ int numleafbrushes; // q3bsp
+ int *firstleafbrush; // q3bsp
+ qbyte 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;
}
mlight_t;
-extern rtexture_t *r_notexture;
-extern texture_t r_notexture_mip;
-
struct model_s;
void Mod_Q1BSP_Load(struct model_s *mod, void *buffer);
void Mod_IBSP_Load(struct model_s *mod, void *buffer);
#define Q3LUMP_PVS 16 // potentially visible set; bit[clusters][clusters] (used by rendering)
#define Q3HEADER_LUMPS 17
-#define Q3PATHLENGTH 64
-
typedef struct
{
int ident;
}
q3dmeshvertex_t;
-typedef struct
+typedef struct q3deffect_s
{
char shadername[Q3PATHLENGTH];
int brushindex;
#define Q3TEXTUREFLAG_AUTOSPRITE2 32
#define Q3TEXTUREFLAG_ALPHATEST 64
-struct q3msurface_s;
-typedef struct q3mtexture_s
-{
- char name[Q3PATHLENGTH];
- char firstpasstexturename[Q3PATHLENGTH];
- int surfaceflags;
- int supercontents;
- int surfaceparms;
- int textureflags;
-
- int number;
- skinframe_t skin;
-
- int numfaces;
- struct q3msurface_s **facelist;
- int *facenumlist;
-}
-q3mtexture_t;
-
-typedef struct q3mnode_s
-{
- //this part shared between node and leaf
- struct mplane_s *plane; // != NULL
- struct q3mnode_s *parent;
- vec3_t mins;
- vec3_t maxs;
-
- // this part unique to node
- struct q3mnode_s *children[2];
-}
-q3mnode_t;
-
-typedef struct q3mleaf_s
-{
- //this part shared between node and leaf
- struct mplane_s *plane; // == NULL
- struct q3mnode_s *parent;
- vec3_t mins;
- vec3_t maxs;
-
- // this part unique to leaf
- int clusterindex; // -1 is not in pvs, >= 0 is pvs bit number
- int areaindex;
- int numleaffaces;
- int *firstleafface;
- int numleafbrushes;
- int *firstleafbrush;
-}
-q3mleaf_t;
-
-typedef struct q3mmodel_s
-{
- vec3_t mins;
- vec3_t maxs;
- int numfaces;
- struct q3msurface_s *firstface;
- int numbrushes;
- struct q3mbrush_s *firstbrush;
-}
-q3mmodel_t;
-
typedef struct q3mbrush_s
{
struct colbrushf_s *colbrushf;
int numbrushsides;
struct q3mbrushside_s *firstbrushside;
- struct q3mtexture_s *texture;
+ struct texture_s *texture;
}
q3mbrush_t;
typedef struct q3mbrushside_s
{
struct mplane_s *plane;
- struct q3mtexture_s *texture;
+ struct texture_s *texture;
}
q3mbrushside_t;
-typedef struct q3meffect_s
-{
- char shadername[Q3PATHLENGTH];
- struct q3mbrush_s *brush;
- int unknown; // 5 or -1
-}
-q3meffect_t;
-
-typedef struct q3msurface_s
-{
- // FIXME: collisionmarkframe should be kept in a separate array
- // FIXME: shadowmark should be kept in a separate array
-
- struct q3mtexture_s *texture;
- struct q3meffect_s *effect;
- rtexture_t *lightmaptexture;
- int collisionmarkframe; // don't collide twice in one trace
- // bounding box for culling
- float mins[3];
- float maxs[3];
-
- surfmesh_t mesh;
-
- // index into model->brush.shadowmesh
- int num_firstshadowmeshtriangle;
-
- // used for shadow volume generation
- int shadowmark;
-}
-q3msurface_t;
-
#define CHECKPVSBIT(pvs,b) ((b) >= 0 ? ((pvs)[(b) >> 3] & (1 << ((b) & 7))) : false)
#define SETPVSBIT(pvs,b) ((b) >= 0 ? ((pvs)[(b) >> 3] |= (1 << ((b) & 7))) : false)
#define CLEARPVSBIT(pvs,b) ((b) >= 0 ? ((pvs)[(b) >> 3] &= ~(1 << ((b) & 7))) : false)