This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
-MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
+MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
See the GNU General Public License for more details.
*/
+#ifndef MODEL_BRUSH_H
+#define MODEL_BRUSH_H
+
+#include "qtypes.h"
+#include "qdefs.h"
+#include "bspfile.h"
+
/*
==============================================================================
*/
+
//
// in memory representation
//
-// !!! if this is changed, it must be changed in asm_draw.h too !!!
-typedef struct
+typedef struct mvertex_s
{
- vec3_t position;
-} mvertex_t;
+ 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
-// !!! if this is changed, it must be changed in asm_i386.h too !!!
typedef struct mplane_s
{
- vec3_t normal;
- float dist;
- byte type; // for texture axis selection and fast side tests
-// byte signbits; // signx + signy<<1 + signz<<2
-// byte pad[2];
- byte pad[3];
- int (*BoxOnPlaneSideFunc) (vec3_t emins, vec3_t emaxs, struct mplane_s *p);
-} mplane_t;
-
-typedef struct texture_s
-{
- char name[16];
- unsigned width, height;
- int gl_texturenum;
- int gl_glowtexturenum; // LordHavoc: fullbrights on walls
- struct msurface_s *texturechain; // for gl_texsort drawing
- int anim_total; // total tenths in sequence ( 0 = no)
- int anim_min, anim_max; // time for this frame min <=time< max
- struct texture_s *anim_next; // in the animation sequence
- struct texture_s *alternate_anims; // bmodels in frame 1 use these
- unsigned offsets[MIPLEVELS]; // four mip maps stored
- int transparent; // LordHavoc: transparent texture support
-} texture_t;
-
-
-#define SURF_PLANEBACK 2
-#define SURF_DRAWSKY 4
-#define SURF_DRAWSPRITE 8
-#define SURF_DRAWTURB 0x10
-#define SURF_DRAWTILED 0x20
-#define SURF_DRAWBACKGROUND 0x40
-//#define SURF_UNDERWATER 0x80
-// LordHavoc: added these for lava and teleport textures
-#define SURF_DRAWNOALPHA 0x100
-#define SURF_DRAWFULLBRIGHT 0x200
-
-// !!! if this is changed, it must be changed in asm_draw.h too !!!
-typedef struct
+ union
+ {
+ struct
+ {
+ vec3_t normal;
+ vec_t dist;
+ };
+ vec4_t normal_and_dist;
+ };
+ // for texture axis selection and fast side tests
+ int type; // set by PlaneClassify()
+ int signbits; // set by PlaneClassify()
+}
+mplane_t;
+
+#define SHADERSTAGE_SKY 0
+#define SHADERSTAGE_NORMAL 1
+#define SHADERSTAGE_COUNT 2
+
+//#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 cachededgeoffset;
-} medge_t;
-
-typedef struct
-{
- float vecs[2][4];
- float mipadjust;
- texture_t *texture;
- int flags;
-} mtexinfo_t;
-
-// LordHavoc: was 7, I added two more for raw lightmap coordinates
-#define VERTEXSIZE 9
-
-typedef struct glpoly_s
-{
- struct glpoly_s *next;
- struct glpoly_s *chain;
- int numverts;
- int flags; // for SURF_UNDERWATER
- float verts[4][VERTEXSIZE]; // variable sized (xyz s1t1 s2t2)
-} glpoly_t;
-
-typedef struct msurface_s
-{
- int visframe; // should be drawn when node is crossed
-
- mplane_t *plane;
- int flags;
-
- int firstedge; // look up in model->surfedges[], negative numbers
- int numedges; // are backwards edges
-
- short texturemins[2];
- short extents[2];
-
- int light_s, light_t; // gl lightmap coordinates
-
- glpoly_t *polys; // multiple if warped
- struct msurface_s *texturechain;
-
- mtexinfo_t *texinfo;
-
-// lighting info
- int dlightframe;
- int dlightbits[8];
+ unsigned int v[2];
+}
+medge_t;
- int lightmaptexturenum;
- byte styles[MAXLIGHTMAPS];
- int cached_light[MAXLIGHTMAPS]; // values currently used in lightmap
- qboolean cached_dlight; // true if dynamic light in cache
- qboolean cached_lighthalf; // LordHavoc: to cause lightmap to be rerendered when lighthalf changes
- byte *samples; // [numstyles*surfsize]
-} msurface_t;
+struct entity_render_s;
+struct texture_s;
+struct msurface_s;
typedef struct mnode_s
{
-// common with leaf
- int contents; // 0, to differentiate from leafs
- int visframe; // node needs to be traversed if current
-
- float minmaxs[6]; // for bounding box culling
-
- struct mnode_s *parent;
-
-// node specific
- mplane_t *plane;
- struct mnode_s *children[2];
-
- unsigned short firstsurface;
- unsigned short numsurfaces;
-} mnode_t;
-
-
+ //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;
+
+ // this part unique to node
+ struct mnode_s *children[2];
+
+ // q1bsp specific
+ unsigned int firstsurface;
+ unsigned int numsurfaces;
+}
+mnode_t;
typedef struct mleaf_s
{
-// common with node
- int contents; // wil be a negative contents number
- int visframe; // node needs to be traversed if current
-
- float minmaxs[6]; // for bounding box culling
-
- struct mnode_s *parent;
-
-// leaf specific
- byte *compressed_vis;
- efrag_t *efrags;
-
- msurface_t **firstmarksurface;
- int nummarksurfaces;
- int key; // BSP sequence number for leaf's contents
- byte ambient_sound_level[NUM_AMBIENTS];
-} mleaf_t;
+ //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;
+
+ // 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 mclipnode_s
+{
+ int planenum;
+ int children[2]; // negative numbers are contents
+} mclipnode_t;
-// !!! if this is changed, it must be changed in asm_i386.h too !!!
-typedef struct
+typedef struct hull_s
+{
+ mclipnode_t *clipnodes;
+ mplane_t *planes;
+ int firstclipnode;
+ int lastclipnode;
+ vec3_t clip_mins;
+ vec3_t clip_maxs;
+ vec3_t clip_size;
+}
+hull_t;
+
+typedef struct mportal_s
+{
+ 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)
+ int numpoints;
+ mvertex_t *points;
+ vec3_t mins, maxs; // culling
+ mplane_t plane;
+ double tracetime; // refreshed to realtime by traceline tests
+}
+mportal_t;
+
+typedef struct svbspmesh_s
+{
+ struct svbspmesh_s *next;
+ int numverts, maxverts;
+ int numtriangles, maxtriangles;
+ float *verts;
+ int *elements;
+}
+svbspmesh_t;
+
+typedef struct model_brush_lightstyleinfo_s
+{
+ int style;
+ int value;
+ int numsurfaces;
+ int *surfacelist;
+}
+model_brush_lightstyleinfo_t;
+
+typedef struct model_brush_s
{
- dclipnode_t *clipnodes;
- mplane_t *planes;
- int firstclipnode;
- int lastclipnode;
- vec3_t clip_mins;
- vec3_t clip_maxs;
-} hull_t;
+ // 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;
+
+// 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