==============================================================================
*/
-#define Q3PATHLENGTH 64
//
vec3_t normal;
float 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 SURF_PLANEBACK 2
-// set for anything to be transparent sorted
-#define MATERIALFLAG_TRANSPARENT 1
+// indicates that all triangles of the surface should be added to the BIH collision system
+#define MATERIALFLAG_MESHCOLLISIONS 1
// use alpha blend on this material
#define MATERIALFLAG_ALPHA 2
// use additive blend on this material
#define MATERIALFLAG_WATERALPHA 16
// draw with no lighting
#define MATERIALFLAG_FULLBRIGHT 32
-// drawn as a normal lightmapped wall
+// drawn as a normal surface (alternative to SKY)
#define MATERIALFLAG_WALL 64
-// swirling water effect
-#define MATERIALFLAG_WATER 128
-// this surface shows the sky
+// this surface shows the sky in its place, alternative to WALL
// skipped if transparent
-#define MATERIALFLAG_SKY 256
+#define MATERIALFLAG_SKY 128
+// swirling water effect (used with MATERIALFLAG_WALL)
+#define MATERIALFLAG_WATERSCROLL 256
// skips drawing the surface
#define MATERIALFLAG_NODRAW 512
// probably used only on q1bsp water
#define MATERIALFLAG_LIGHTBOTHSIDES 1024
+// use alpha test on this material
+#define MATERIALFLAG_ALPHATEST 2048
+// 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 4096
+// render using a custom blendfunc
+#define MATERIALFLAG_CUSTOMBLEND 8192
+// do not cast shadows from this material
+#define MATERIALFLAG_NOSHADOW 16384
+// render using vertex alpha (q3bsp) as texture blend parameter between foreground (normal) skinframe and background skinframe
+#define MATERIALFLAG_VERTEXTEXTUREBLEND 32768
+// disables GL_CULL_FACE on this texture (making it double sided)
+#define MATERIALFLAG_NOCULLFACE 65536
+// 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 131072
+// render water, comprising refraction and reflection (note: this is always opaque, the shader does the alpha effect)
+#define MATERIALFLAG_WATERSHADER 262144
+// render refraction (note: this is just a way to distort the background, otherwise useless)
+#define MATERIALFLAG_REFRACTION 524288
+// render reflection
+#define MATERIALFLAG_REFLECTION 1048576
+// use model lighting on this material (q1bsp lightmap sampling or q3bsp lightgrid, implies FULLBRIGHT is false)
+#define MATERIALFLAG_MODELLIGHT 4194304
+// add directional model lighting to this material (q3bsp lightgrid only)
+#define MATERIALFLAG_MODELLIGHT_DIRECTIONAL 8388608
+// causes RSurf_GetCurrentTexture to leave alone certain fields
+#define MATERIALFLAG_CUSTOMSURFACE 16777216
+// causes MATERIALFLAG_BLENDED to render a depth pass before rendering, hiding backfaces and other hidden geometry
+#define MATERIALFLAG_TRANSDEPTH 33554432
+// like refraction, but doesn't distort etc.
+#define MATERIALFLAG_CAMERA 67108864
+// disable rtlight on surface, use R_LightPoint instead
+#define MATERIALFLAG_NORTLIGHT 134217728
+// 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
{
// for bounding box culling
vec3_t mins;
vec3_t maxs;
+ // supercontents from all brushes inside this node or leaf
+ int combinedsupercontents;
// this part unique to node
struct mnode_s *children[2];
// for bounding box culling
vec3_t mins;
vec3_t maxs;
+ // 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
- qbyte ambient_sound_level[NUM_AMBIENTS]; // q1bsp
+ 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 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;
}
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;
- // 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 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;
-
// Q2 bsp stuff
#define Q2BSPVERSION 38
{
int ident;
int version;
- lump_t lumps[HEADER_LUMPS];
+ lump_t lumps[Q2HEADER_LUMPS];
} q2dheader_t;
typedef struct q2dmodel_s
//Q3 bsp stuff
#define Q3BSPVERSION 46
+#define Q3BSPVERSION_LIVE 47
+#define Q3BSPVERSION_IG 48
#define Q3LUMP_ENTITIES 0 // entities to spawn (used by server and client)
#define Q3LUMP_TEXTURES 1 // textures used (used by faces)
#define Q3LUMP_LIGHTGRID 15 // lighting as a voxel grid (used by rendering)
#define Q3LUMP_PVS 16 // potentially visible set; bit[clusters][clusters] (used by rendering)
#define Q3HEADER_LUMPS 17
+#define Q3LUMP_ADVERTISEMENTS 17 // quake live stuff written by zeroradiant's q3map2 (ignored by DP)
+#define Q3HEADER_LUMPS_LIVE 18
+#define Q3HEADER_LUMPS_MAX 18
typedef struct q3dheader_s
{
int ident;
int version;
- lump_t lumps[HEADER_LUMPS];
+ lump_t lumps[Q3HEADER_LUMPS_MAX];
} q3dheader_t;
typedef struct q3dtexture_s
}
q3dbrushside_t;
+typedef struct q3dbrushside_ig_s
+{
+ int planeindex;
+ int textureindex;
+ int surfaceflags;
+}
+q3dbrushside_ig_t;
+
typedef struct q3dvertex_s
{
float origin3f[3];
}
q3deffect_t;
-#define Q3FACETYPE_POLYGON 1 // common
+#define Q3FACETYPE_FLAT 1 // common
#define Q3FACETYPE_PATCH 2 // common
#define Q3FACETYPE_MESH 3 // common
#define Q3FACETYPE_FLARE 4 // rare (is this ever used?)
unknown;
struct
{
- // Q3FACETYPE_POLYGON
- // polygon is simply a convex polygon, renderable as a mesh
+ // Q3FACETYPE_FLAT
+ // mesh is a collection of triangles on a plane, renderable as a mesh (NOT a polygon)
float lightmap_origin[3];
float lightmap_vectors[2][3];
float normal[3];
int unused1[2];
}
- polygon;
+ flat;
struct
{
// Q3FACETYPE_PATCH
#define Q3SURFACEPARM_ORIGIN 262144
#define Q3SURFACEPARM_PLAYERCLIP 524288
#define Q3SURFACEPARM_SKY 1048576
-#define Q3SURFACEPARM_SLICK 2197152
+#define Q3SURFACEPARM_SLICK 2097152
#define Q3SURFACEPARM_SLIME 4194304
#define Q3SURFACEPARM_STRUCTURAL 8388608
#define Q3SURFACEPARM_TRANS 16777216
#define Q3SURFACEPARM_WATER 33554432
#define Q3SURFACEPARM_POINTLIGHT 67108864
-
-// various flags from shaders
-#define Q3TEXTUREFLAG_TWOSIDED 1
-#define Q3TEXTUREFLAG_ADDITIVE 2
-#define Q3TEXTUREFLAG_NOMIPMAPS 4
-#define Q3TEXTUREFLAG_NOPICMIP 8
-#define Q3TEXTUREFLAG_AUTOSPRITE 16
-#define Q3TEXTUREFLAG_AUTOSPRITE2 32
-#define Q3TEXTUREFLAG_ALPHATEST 64
+#define Q3SURFACEPARM_HINT 134217728
+#define Q3SURFACEPARM_DUST 268435456
+#define Q3SURFACEPARM_BOTCLIP 536870912
+#define Q3SURFACEPARM_LIGHTGRID 1073741824
+#define Q3SURFACEPARM_ANTIPORTAL 2147483648u
typedef struct q3mbrush_s
{
}
q3mbrushside_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)
+// 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